LEGEND OF ZELDA: ORACLE OF AGES- Items Guide
Console: Gameboy Color/Advance
Version: 1.0
Start Date: Saturday, September 11, 2004
End Date: Thursday, September 16, 2004
Author: Scott "ScottThang" Millard
E-mail: ScottThang@aol.com

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Version History

1.0-	Welcome. Updates to come.

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Table of Contents

1.	Introduction
2.	Weapons
3.	Key Items
4.	Trade Sequence
5.	Rings
6.	Link Game Items/Upgrades
7.	Heart Pieces
8. Expansions
9. Copyright/Contact Info
10. Authorized Sites
11. Loser List
12. Special Thanks
13. End

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1. Introduction

Welcome to my Items Guide for Oracle of Ages. I have had this game for
a few years now. Only recently have I decided to write a FAQ for this
game. I have a walkthrough coming up for this game and mirror FAQs for
Oracle of Seasons coming up.

Enjoy the FAQ.

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2. Weapons

This list is of the items you find on the first screen of the start
menu. I shall list them in the order that you receive them. The words
in parentheses don't actually appear on the start menu.

Weapon Name: Wooden Sword (Level 1)
Location: Receive from Impa after introductions.
Use: destroys enemies with a swipe or 2. Make take as many as 5 hits to
destroy an enemy (the Blue Darknuts).

Weapon Name: Shovel
Location: Ambi's Tower (first visit)
Use: dig up piles of dirt or dig into the ground to find random things
from as dangerous as enemies to as useful as Giant Blue Rupees (worth
200 Rupees).

Name: Wooden Shield
Location: Shop in Lynna City for 30 Rupees/Random Deku Scrubs
Use: block certain attacks, short and simple.

Name: Seed Satchel
Location: Maku Tree after saving her.
Use: hold seeds. There are five types of seeds.

1.	Ember Seeds- used to burn stuff.
2.	Mystery Seeds- has mysterious effects.
3.	Scent Seeds- attracts enemies.
4.	Gale Seeds- teleports you to previously seen Seed Trees.
5.	Pegasus Seeds- speeds up your movement.

Name: Power Bracelet
Location: Dungeon 1- Spirit's Grave
Use: lift heavy objects such as rocks and pots. It can also be used to
pull stuff that can unlock other areas.

Name: Harp of Ages
Location: Nayru's House
Use: play one of three different songs.

Song 1- Tune of Echoes
Location: comes with Harp.
Use: awaken sleeping time portals.

Song 2- Tune of Currents
Location: Hidden home on Talus Peak.
Use: warp from the past to the present.

Song 3- Tune of Ages
Location: given to you by Nayru after saving her (after sixth dungeon).
Use: warp form the past to the present and vice versa.

Name: Bombs
Location: Given to you by Ambi in her castle after giving her Mystery
Seeds.
Use: blow stuff up unlocking certain area.

Name: Roc's Feather
Location: Dungeon 2- Wing Dungeon
Use: jump over stuff including holes and other traps.

Name: Seed Shooter
Location: Dungeon 3- Moonlit Grotto
Use: Allows you to shoot seeds from your seed satchel. The seeds can
ricochet. You can point it in any of the eight main directions.

Name: Switch Hook
Location: Dungeon 4- Skull Dungeon
Use: switch spots with certain items.

Name: Cane of Somaria
Location: Dungeon 5- Crown Dungeon
Use: form of block of magic. Can be used to press a switch, block the
movement of stuff, and other things.

Name: Boomerang
Location: Goron Target game on Rolling Ridge.
Use: paralyze certain enemies (can destroy very few).

Name: Long Switch Hook
Location: Dungeon 7- Jabu-Jabu's Belly
Use: switch with objects at great differences.

Name: Power Gloves
Location: Dungeon 8- Ancient Tomb
Use: lift very heavy objects.

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3. Key Items

Name: Flippers
Location: Cheval's Grave (Yoll Graveyard)
Use: allows you to swim in shallow water.

Name: Mermaid's Suit
Location: Dungeon 6- Mermaid's Cave
Use: allows you to swim underwater, in dark water, and on the ocean.

Name: Magic Potion
Location: Maple or Syrup
Use: when you fall after losing all of your hearts, this potion heals
you completely.

Name: Maku Seed
Location: Maku Tree after obtaining all 8 Essences of Time.
Use: get to the very top of the Black Tower.

Name: Gasha Seed
Location: everywhere
Use: plant in soft soil to grow Gasha Trees.

Name: Graveyard Key
Location: cave under tree in Yoll Graveyard.
Use: unlock second half of Yoll Graveyard.

Name: Cheval's Rope
Location: Cheval's Grave
Use: give to Rafton to make him build the raft to take you to crescent
Island.

Name: Ricky's Gloves
Location: pile of dirt near tree on the beach near where you found
Ricky.
Use: give to Ricky so that he will giver you a lift.

Name: Island Chart
Location: Tingle
Use: make Rafton allow you to use his raft to reach Crescent Island.

Name: Cracked Tuni Nut
Location: one of the girls in the center house of Symmetry City (Past).
Use: take it to Patch on Restoration Wall to get it fixed.

Name: Tuni Nut
Location: fixed by Patch after his tra...er...ceremony.
Use: deliver it back to center house in Symmetry City.

Name: Bomb Flower
Location: given by Great Moblin after crashing his keep.
Use: blow up giant rock to free the Goron Elder (past).

Name: Crown Key
Location: given to you by Goron Elder after freeing him.
Use: open Dungeon 5- Crown Dungeon.

Name: Brother Emblem
Location: Goron Dance in the Present.
Use: get to the top of Rolling Ridge.

Name: Slate (x 1, 2, 3, or 4)
Location: Dungeon 8- Ancient Tomb.
Use: open the path to Ramrock in the dungeon.

Name: Rock Sirloin
Location: Goron Cart game on Rolling Ridge.
Use: give it to Goron in Dance Hall (Present)

Name: Goron Vase
Location: give Rock Sirloin to the Goron in the Dance Hall.
Use: give it to the same Goron, only in the past.

Name: Goronade
Location: Goron that you give the vase to.
Use: give it to Bomb Game Goron to compete in his game.

Name: Old Mermaid Key
Location: Goron Bomb Game
Use: open the present form of the Mermaid's Cave.

Name: Lava Juice
Location: Goron Target Game
Use: use with the Old Mermaid Key to get the Letter of Introduction.

Name: Letter of Introduction
Location: Goron near top of Rolling Ridge (show him the Lava Juice and
the Old Mermaid Key).
Use: give to the Goron Dancing Master in the Past.

Name: Mermaid Key
Location: Goron Dancing Master (give him the Letter of Introduction).
Use: open the past form of the Mermaid's Cave.

Name: Library Key
Location: Present form of King Zora (save his life in the past with the
Magic Potion).
Use: open the Library in the past.

Name: Book of Seals
Location: Library in the present after talking to the Queen Fairy.
Use: unveil a path in the past library to the Fairy Powder.

Name: Fairy Powder
Location: end of invisible path in the past form of the library.
Use: change the Queen Fairy back to her normal form.

Name: Zora Scale
Location: given by Zora after beating Dungeon 7- Jabu-Jabu's Belly.
Use: open path to Sea of Storms (past in normal games, present in
Linked games).

Name: Tokay Eyeball
Location: Pirate Ship in Sea of Storms
Use: open cave on Crescent Island leading to Sea of no Return.

Name: Rings (x any number from to 99)
Location: everywhere
Use: get them appraised at Vasu's Jewelers.

Name: Ring Box (Level 1)
Location: Vasu during first meeting.
Use: hold one ring.

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4. Trade Sequence

One of the pride and joys of the Zelda series, the Trade Sequence, is
back. I will mention everything you need to know on how to get the
item.

TS Item 1- Poe Clock
When you can get it: after Dungeon 1- Spirit's Grave
How to get it: Start from the first dungeon. Go up one space and left
one space. There is a Ghini is a lamp there. Lift the rock and talk to
him. He goes into his grave. Push the tombstone back and go down the
stairs. Talk to him and he goes up above the ground. Follow him. Talk
to him one final time and he gives you the Poe Clock.

TS Item 2- Stationary
When you can get it: after obtaining the Harp of Ages
How to get it: You start by going back to the past. Go to the same
space as where the mayor's house is in the present. There is a Postman
there. Talk to him and he says that he has no way of keeping track of
time. He notices your Poe Clock and wants it. He leaves and gives you
the Stationary.

TS Item 3- Stink Bag
When you can get it: after obtaining the Stationary
How to get it: From the Post Office where you got the Stationary, go
left all the way to the end enter the house. There is a hole with a
hand in it (the hole is a toilet). Talk to him and he wants some paper
to wipe himself with. He wants your Stationary. Give it to him and he
gives you the Stink Bag.

TS Item 4- Tasty Meat
When you can get it: after retrieving the Harp of Ages on Crescent
Island.
How to get it: After obtaining the Harp, go to the space on the right
side of the island where there is a time portal. Play the Hap to return
to the present. Go down one space and enter the building. There is a
Tokay in there with a stuffy nose. Link rips the bag open and the Tokay
sniffs it. After he bounces around the room, he realizes that his
stuffiness is gone and he gives you the Tasty Meat.

TS Item 5- Doggy Mask
When you can get it: after returning to the mainland after beating the
Third Dungeon.
How to get it: After hitting land after riding on Dimitri, return to
Lynna City. Exit the town through the left side and enter the Nuun
Highlands. Go up the stairs and then up and left one space. Enter the
shop. Talk to the man in there. He is extremely hungry. He wants your
Tasty Meta. Give it to him. When he realizes that you want something in
return, he reluctantly gives you the Doggy Mask.

TS Item 6- Dumbbell
When you can get it: after getting the Doggy Mask.
How to get it: go to the house next to the entrance to the Black Tower.
Talk to the lady in there. She says that she has the best dog in town.
But then she says that her dog is also very shy. She says that she
wants your Doggy Mask. In return, she gives you a Dumbbell (hey, why
only one?).

TS Item 7- Cheesy Mustache
When you can get it: once you reach Symmetry City.
How to get it: Once you reach Symmetry City for the first time, go to
the past. Go inside the building and down the stairs. Talk to the man.
He just keeps on saying left and right. He is fixated on your Dumbbell.
Give it to him and he gives you the Cheesy Mustache, and then begins to
say "Get the girls, get the girls".

TS Item 8- Funny Joke
When you can get it: right after getting the Cheesy Mustache
How to get it: first, return to the present. Then, use a Gale Seed to
return the South Shore Ember Tree. Go up two space and then over to the
guy with the cape standing next to the girl. Talk to the guy and he
says that he wants your Cheesy Mustache. He then gives you the Funny
Joke.

TS Item 9- Touching Book
When you can get it: right after getting the Funny Joke
How to get it: Go up to the Maku Tree and return to the past. Now go to
the space where you gave the man the Cheesy Mustache, only in the past.
Go into the house. It is very dark. Talk to the kid and Link begins to
tell him the Funny Joke (what on earth is Link doing to himself?). The
kid, who is normally very dark, begins to laugh. He then decides to
give you one book in his collection. He chooses the Touching Book.

TS Item 10- Magical Oar
When you can get it: right after getting the Touching Book
How to get it: this one is a little more difficult. Go around
destroying many enemies. After you destroy enough, one of the areas
with enemies will be empty and Maple starts flying by. Bump into her
and instead of both of your guys' items flying out, only the Touching
Book comes out. Maple picks it up, starts to read it, and then gets all
depressed. She then goes on to give you the Magical Oar, and then flies
off.

TS Item 11- Sea Ukulele
When you can get it: right after getting the Magical Oar.
How to get it: starting from the space in the past with the Lynna
Village Target Game, go down one space, left one space, down one space,
over the bridge, and then go all the way down to Rafton's House. Go in.
Go over one space (while inside) and talk to Rafton. He says that he
wants to compete in a rafting contest, but he doesn't have a decent oar
to row with. Naturally, he wants your Magical Oar. Give it to him and,
in return, he gives you the Sea Ukulele.

TS Item 12- Broken Sword
When you can get it: right after beating Dungeon 4- Skull Dungeon
How to get it: starting from the fourth dungeon, use a gale seed and
warp to the South Shore Ember Tree. Go up to the space next to the Maku
Tree and return to the past. Go right one space (using the path with
the holes). Go down one space now and you should see a huge hole. Use
your Switch Hook to switch with the diamond on the other side. Go down
one space now and enter the cave. Talk to the old Zora. He says that he
longs for the sound of the sea. Give him the Sea Ukulele. For giving
him the ukulele, he gives you the Broken Sword. Only one step to go!

Final TS Item- the Noble Sword
When you can get it: right after getting the Broken Sword
How to get it: start from the center house in Symmetry City in the
past. Go left one space, down one space, left two spaces, and play the
Tune of Currents on the bottom-left corner to go to the present. Now go
down one screen, right one screen, down one screen, left one screen,
down one screen, and right one screen. Climb up the vines (you moved
them to the right side of the space when you went to get the Tuni Nut
repaired. If you waited and you have the Tune of Ages, you can play it
now, and go right one space, down one space, and then right one space.
If not, go right one space, up two spaces, left one space, and down one
space to find a time portal to return you to the past. Now go to where
I directed people with the Tune of Ages to go. Go up one space and
start climbing Restoration Wall. As you reach the top, enter the door.
Talk to Patch and he will want you to try out his tra...er...ceremony
to get the Broken Sword repaired. Follow him downstairs. Talk to him to
get the game started. When you went to get the Tuni Nut fixed, you just
had to get 4 squid guys in the holes. Now you have to get eight in
(with 4 maximum on the field at one time). A good ides at the start is
to fend them off while stepping on the switch. Once the cart finishes
its first lap, start trying to knock them into the holes. Every time
you knock one into a hole, another one appears until you have gotten
four in the hole. At this point, just step on the switch once the cart
starts coming near the sword. If it hits the sword, you have to start
over. Once you get all eight in, you win. Patch then gives you the
grand prize, the Noble Sword! Yipee! Now this trade sequence is
finished!

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6.	Rings

There are many rings.

Ring 1- Friendship Ring
Location: Vasu right after obtaining the Ring Box
Effect: none.

Ring 2- Power Ring Lv. 1
Location: Dungeon 1- Spirit's Grave
Effect: raises power a little but also decreases defense a little.

Ring 3- Power Ring Lv. 2
Location: Maple or Gasha Nuts/Crescent Island
Effect: raises power but also decreases defense.

Ring 4- Power Ring Lv. 3
Location: Not in Oracle of Ages.
Effect: raises power a lot but also decreases defense a lot

Ring 5- Armor Ring Lv. 1
Location: Cave behind the hole under the Moblin's Keep.
Effect: raises defense a little but also decreases power a little.

Ring 6- Armor Ring Lv. 2
Location: Not in Oracle of Ages
Effect: raises defense but also decreases power.

Ring 7- Armor Ring Lv. 3
Location: Hero's Cave (Linked Games only)
Effect: raises defense a lot but also decreases power a lot.

Ring 8- Red Ring
Location: not in Oracle of Ages
Effect: doubles the power of your sword.

Ring 9- Blue Ring
Location: Sea of no Return (beat the Eighth Temple first)
Effect: doubles your defense.

Ring 10- Green Ring
Location: Maple/Gasha Nut
Effect: raises attack a little and also raises defense a little.

Ring 11- Cursed Ring
Location: Maple/Gasha Nut
Effect: halves your attack power and defense.

Ring 12- Expert's Ring
Location: Maple/Gasha Nut
Effect: when you have no items equipped; press A or B to punch.

Ring 13- Blast Ring
Location: not in Oracle of Ages
Effect: raises the power of your bombs.

Ring 14- Rang Ring Lv. 1
Location: Not in Oracle of Ages
Effect: raises the power of your Boomerang a little.

Ring 15- GBA Time Ring
Location: Advance Shop (you must be playing a Gameboy advance to get
it)
Effect: no effect.

Ring 16- Maple's Ring
Location: Maple/Gasha Nut
Effect: allows you to encounter Maple more often.

Ring 17- Steadfast Ring
Location: not in Oracle of Ages
Effect: makes it so you are knocked back less.

Ring 18- Pegasus Ring
Location: Sea of Storms (Past in normal games, present in linked games)
Effect: lengthens the effect of Pegasus Seeds.

Ring 19- Toss Ring
Location: Maple/Gasha But, Bomb Game
Effect: ups the distance of your throws.

Ring 20- Heart Ring Lv. 1
Location: not in Oracle of Ages
Effect: slowly heals you (very slowly).

Ring 21- Heart Ring Lv. 2
Location: Maple/Gasha Nut
Effect: recovers hearts (moderate speed).

Ring 22- Swimmer's Ring
Location: not in Oracle of Ages
Effect: speeds up your swimming a bit.

Ring 23- Charge Ring
Location: Maple/Gasha Nut
Effect: speeds up the Spin Attack loading process.

Ring 24- Light Ring Lv. 1
Location: Nuun Highlands
Effect: Allows you to fire beams out of your sword with two or less
hearts taken away, instead of the normal perfect health.

Ring 25- Light Ring Lv. 2
Location: Target Game in Lynna City
Effect: Allows you to fire beams out of your sword with three or less
hearts taken away, instead of the normal perfect health.

Ring 26- Bomber's Ring
Location: Goron Dancing Hall
Effect: Allows you to set two bombs down at once.

Ring 27- Green Luck Ring
Location: Crescent Island, Mayor Plen's House
Effect: you take half damage from traps.

Ring 28- Blue Luck Ring
Location: Maple/Gasha Nut
Effect: you take half damage from beams.

Ring 29- Gold Luck Ring
Location: Queen Ambi's Palace (inside)
Effect: you take half damage from falling down endless holes.

Ring 30- Red Luck Ring
Location: Maple/Gasha Nut
Effect: you take half damage from spiked ground.

Ring 31- Green Holy Ring
Location: Fairies' Woods, Goron Dancing Hall, Zora Sea, Maple/Gasha Nut
Effect: you take no damage from electricity.

Ring 32- Blue Holy Ring
Location: Maple/Gasha Nut
Effect: you take no damage from attacks from Zora attacks.

Ring 33- Red Holy Ring
Location: Zora Sea, Maple/Gasha Nut
Effect: take no damage from rocks.

Ring 34- Snowshoe Ring
Location: Mamamu Yan Secret
Effect: makes it so that you don't slide on ice.

Ring 35- Roc's Ring
Location: Maple/Gasha Nut
Effect: makes it so that cracked floors don't crumble under you.

Ring 36- Quicksand Ring
Location: Maple/Gasha Ring
Effect: makes it so that you don't fall in quicksand.

Ring 37- Red Joy Ring
Location: Maple/Gasha Nut
Effect: makes it so that monsters you destroy drop double rupees.

Ring 38- Blue Joy Ring
Location: save Zelda (Linked Game only).
Effect: makes it so that monsters you destroy drop double hearts.

Ring 39- Gold Joy Ring
Location: Rolling Ridge
Effect: makes it so that monsters you destroy drop double items.

Ring 40- Green Joy Ring
Location: not in Oracle of Ages
Effect: makes it so that monsters you destroy drop double Ore Chunks
(now you see why it's unavailable in Oracle of Ages).

Ring 41- Discovery Ring
Location: Dungeon 1- Spirit's Grave
Effect: allows you to sense if you are in an area with soft soil.

Ring 42- Rang Ring Lv. 2
Location: Maple/Gasha Nut
Effect: increases the power of your Boomerang

Ring 43- Octo Ring
Location: Maple/Gasha Nut
Effect: makes you become an Octorok.

Ring 44- Moblin Ring
Location: Maple/Gasha Nut
Effect: makes you become a Moblin.

Ring 45- Like-Like Ring
Location: Maple/Gasha Nut, Dungeon 7- Jabu Jabu's Belly.
Effect: makes you become a Like-Like

Ring 46- Subrosian Ring
Location: not in Oracle of Ages
Effect: makes you become a Subrosian.

Ring 47- First Gen Ring
Location: Maple/Gasha Nut
Effect: makes you become...something.

Ring 48- Spin Ring
Location: Mayor Plen Secret (Link game only)
Effect: doubles your Spin Attack.

Ring 49- Bombproof Ring
Location: Goron Dancing Hall, Maple/Gasha Nut
Effect: makes it so that your bomb don't hurt you.

Ring 50- Energy Ring
Location: Maple/Gasha Nut
Effect: turns your spin attacks into beams.

Ring 51- Dbl. Edge Ring
Location: Maple/Gasha Nut
Effect: increases your sword power, but hurts you when you attack.

Ring 52- GBA Nature Ring
Location: not in Oracle of Ages
Effect: no effect.

Ring 53- Slayer's Ring
Location: Given to you by Vasu after you destroy 1000 enemies
Effect: no effect.

Ring 54- Rupee Ring
Location: given to you by Vasu after you collect 10,000 Rupees
Effect: no effect.

Ring 55- Victory Ring
Location: start a Hero's Secret Game (beat Ganon for the code).
Effect: no effect.

Ring 56- Sign Ring
Location: not in Oracle of Ages
Effect: no effect.

Ring 57- 100th Ring
Location: given to you by Vasy after he appraises 100 Rings.
Effect: no effect.

Ring 58- Whisp Ring
Location: Maple/Gasha Nut
Effect: makes you invulnerable to jinxes.

Ring 59- Gasha Ring
Location: Maple/Gasha Nut
Effect: grows Great Gasha Trees.

Ring 60- Peace Ring
Location: Maple/Gasha Nut
Effect: bombs don't explode in your hands.

Ring 61- Zora Ring
Location: Maple/Gasha Nut
Effect: go underwater without being forced to come up.

Ring 62- Fist Ring
Location: Maple/Gasha Nut
Effect: same as Expert's Ring.

Ring 63- Whimsical Ring
Location: Goron Dancing Hall, Maple/Gasha Nut
Effect: lowers your attack power.

Ring 64- Protection Ring
Location: Goron Dancing Game, Maple/Gasha Nut
Effect: makes it so you lose 1 heart every time you get hit.

That's it, all 64 rings.

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6. Link Game Items/Upgrades

There are multiple items that you can only get in a Linked Game.

Name: Master Sword (upgrade of Noble Sword)
Location: Clockshop Secret
Use: destroy certain enemies.

Name: Mirror Shield
Location: Smithy Secret
Use: block certain attacks.

Name: Bomb Upgrade
Location: Pirate Secret
Use: carry 50 bombs.

Name: Seed Upgrade
Location: Deku Secret
Use: carry 99 of each seed.

Name: Ring Box Lv. 3
Location: Ruul Secret
Use: carry 5 rings at a time.

Name: Extra Heart Container
Location: Graveyard Secret
Use: gain an extra Heart Container.

Name: Biggoron Sword
Location: Biggoron Secret
Use: lay a large slash on enemies.

Name: Bombchus
Location: Subrosian Secret
Use: tracks onto the nearest enemy and explodes with the force of a
bomb.

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7. Heart Pieces

There are a total of only 12 pieces of heart (meaning a total of three
heart containers. Combined with the three hearts you start with and the
8 hearts you gain in the dungeon, you max out at 14 hearts at the end
of the game. However, if you beat the game and use the Link Game Code
to start a Link Game on Oracle of Seasons, you can use a code you got
from their to get a Heart Container here and on the Seasons game,
making 15 Hearts (the hearts shorten to fit in the new heart). In a
Link Game, you start with 4 Hearts and you still can get one through
the secret (Graveyard Secret). Along with the normal 14, that makes 16
Hearts.

Here are all 12 Heart Pieces-

Heart Piece 1-
Location: Black Tower (Vicinity) (Past)
What you need to get it: Shovel
How to get it: once you get the Shovel, there is space just below the
actual tower with a Heart Piece there. Dig up the piles of dirt to
reach it.

Heart Piece 2-
Location: Maku Path (Past)
What you need to get it: nothing
How to get it: after opening the door in the room with the button
surrounded by blocks, go up. There is a Heart Piece there within four
blocks. Push the one on the very left upward and then push the one to
the right of that one to the left to get to the Piece of Heart.

Heart Piece 3-
Location: Yoll Graveyard (Present)
What you need to get it: Power Bracelet
How to get it: from the Spirit's Grave, go up three spaces, left one
space, down two spaces, left one space, and down one space. Lift up the
rock over on the small island to reach the third Heart Piece.

Heart Piece 4-
Location: Deku Forest (Past)
What you need to get it: Ember Seeds
How to get it: go to the very bottom-left space of the Deku Forest. Go
right one space and burn down the weird tree. Go down the cave. Follow
the path (don't jump down the ledge). As you reach the end, you should
find the fourth Heart Piece, making an entire Heart Container.

Heart Piece 5-
Location: Talus Peak (Past)
What you need to get it: Roc's Feather/Power Bracelet
How to get it: starting from the second dungeon, go right, up, left,
and then up three spaces. There is a cave there. In side, you can see a
Heart Piece practically asking you to grab it. Hop over holes and pick
up pots and reach the Heart Piece at the end (that makes one piece on
the new container).

Heart Piece 6-
Location: Talus Peak (Present)
What you need to get it: Harp of Ages (with Tune of Currents equipped)
How to get it: starting from the hidden house on Talus Peak (where you
got the Tune of Currents) in the past. Go down one space. Either
destroy the Darknuts or avoid them and go to the bottom left corner of
the space. Play the Tune of Currents to return to the present with the
Heart Piece next to you.

Heart Piece 7-
Location: Lynna City (Present)
What you need to get it: Tune of Currents
How to get it: in Lynna City in the past, go to the screen where the
shop is in the present (don't go to the present yet). Stand against the
top of the outgrowth of trees and go to the left end (staying above the
trees). Play the Tune of Echoes and return to the present. You are on a
small path leading to a different door to the shop. Go in and up top
the stairs and you should see a hidden shop. Here, you can buy Gasha
Seeds, the Ring Box Lv. 2, and the Heart Piece! But the heart and pay a
whopping 500 Rupees.

Heart Piece 8-
Location: Rolling Ridge (Present)
What you need to get it: Bombs
How to get it: you can do this anytime around the battle against the
Great Moblin. Go over to the space where the Pegasus Seeds were in the
Past (you need to be in the present right now). Go down to the cave on
the bottom of this uprising of rocks. Go over to the darker part of the
wall (next to the Goron). Bomb it and enter. There is another Heart
Piece, which makes eight, which makes a new Heart Container!

Heart Piece 9-
Location: Rolling Ridge (Present)
What you need to get it: Tune of Currents
How to get it: you need to be in the past to do this. From the ground
near the Goron Dance, go through the door to the left of the Mermaid's
Cave. As you make it up to the top, exit the cave. Go one space to the
right and play the Tune of Currents on the right wall to return to the
present. Collect the Heart Piece near you.

Heart Piece 10-
Location: Crescent Island (Present)
What you need to get it: Mermaid's Suit
How to get it: start from the northwest corner of Crescent Island. Go
into the water and dive. Go to the right while on the top wall. Soon
enough, you should see a crevice in the wall. Follow it in. Inside is a
maze. Watch out for whirlpools. At the end of the maze is a cave.
Inside the cave is a chest. Open it for a Piece of Heart.

Heart Piece 11-
Location: Maple (anytime)
What you need to get it: luck and patience
How to get it: for every few dozen enemies that you destroy, Maple
appears in a specific location. She drops multiple things, including
Rings, Gasha Nuts, Potions, Rupees, Hearts, Bombs, Seeds, and even
Heart Pieces! After a long time, she may finally drop a Heart Piece.
Pick it up. Please note that you can only get one heart piece from her
per file.

Heart Piece 12-
Location: Gasha Nuts (anytime)
What you need to get it: luck and patience
How to get it: When you plant a Gasha Seed, a Gasha Tree grows. The
Gasha Trees spurt nuts that hold valuable items, even Heart Pieces!
Once you collect this heart piece, you get the third heart container.
This is also the last Heart Piece, which finishes off this section.

=-=-=-=-=-=-=-=-=-=
8. Expansions

There are expansions for most items in this game.

Name: Noble Sword
Location: Restoration Wall
When you can get it: after the fourth dungeon.
How to get it: see Trade Sequence for more information.

Name: Master Sword
Location: Farore inside Maku Tree
When you can get it: after getting the Noble Sword
How to get it: see Link Game Items/Upgrades section for more
information.

Name: Iron Shield
Location: Crescent Island (Past)
When you can get it: after getting the Mermaid's Suit
How to get it: starting from the northwest corner of Crescent Island,
go up, left, and down until you see a small crevice. Follow it to the
end. Dive down to pass the wall. Come up to reach the cave. Follow the
bold path to a Tokay with a Red Shield. He says that he picked it up a
while ago and the owner never got it back. He decides to give it to
you. If I am correct, this must be the shield stolen from you way back
during the time you got all of your items taken when you first reached
Crescent Island.

Name: Mirror Shield
Location: Farore inside the Maku Tree
When you can get it: after getting the Iron Shield
How to get it: see Link Game Items/Upgrades section for more
information.

Name: 50 Seeds
Location: South Shore (Present)
When you can get it: after returning to land after the third dungeon
How to get it: after saving Dimitri and letting him return you to the
Southern Shore, go to the rightmost part of it. Go up one space and
enter the cave. Stand at the top and aim a seed from your Seed Shooter
in the upper-left direction to hit the orb to reveal the path. Follow
it to the stairs to come to the part with Tingle. Jump up and slash his
balloon. Talk to him and he upgrades your Seed Satchel so that it can
hold 50 Seeds.

Name: 99 Seeds
Location: Farore inside Maku Tree
When you can get it: after obtaining the 50 Seed Upgrade
How to get it: see Link Game Items/Upgrades section for more
information.

Name: 30 Bombs
Location: Talus Peak (Present)
When you can get it: on your way to Restoration Wall for the first time
How to get it: After moving the water flow to the right and planting
the seedling on the left wall, climb up the vines in the present and go
over to the fountain. Throw a bomb in and a Fairy will appear. She asks
if you threw a Gold Bomb, a Silver Bomb, or a Regular Bomb. Choose
"Regular Bomb" and she upgrades your bombs so that you can hold 30.

Name: 50 Bombs
Location: Farore in the Maku Tree
When you can get it: after getting the 50 Bomb upgrade
How to get it: see Link Game Items/Upgrades section for more
information.

Name: Ring Box Lv. 2
Location: Underground Shop (Present)
When you can get it: after getting the Tune of Currents
How to get it: starting from the Ember Tree in South Lynna in the pas,
enter Lynna Village. Go to the very top-left part of the outgrowth of
trees. Play the Tune of Currents to return to the present. Go into the
door and go down to the basement. Buy the Ring Box Lv. 2 there for 300
Rupees.

Name: Ring Box Lv. 3
Location: Farore in the Maku Tree
When you can get it: after getting the Ring Box Lv. 2
How to get it: see Link Game Items/Upgrades section for more
information.

=-=-=-=-=-=-=-=-=-=
9. Copyright/Contact Info

This FAQ is copyright 2003-2004 Scott Millard. This FAQ shall and will
not be posted on any websites without my permission. Doing so will
resort in a whole bunch of legal mumbo jumbo. If you do, expect your
name on a list called "Loser list". In order to post it, you must ask
for my permission. Just e-mail me at my e-mail address shown at the
beginning of this FAQ. But if you don't know where it is, it is
ScottThang@ aol.com

Note: Get rid of that space, that is not actually part of the e-mail

Cheatcc.com is not allowed to use my FAQ under any circumstances.

There is no reason to copy this FAQ without my permission. You have
good chances of me saying yes, as I like my stuff being well known.

I check my mail usually once a week, so don't get annoyed if I donm't
answer your mail after a while.

=-=-=-=-=-=-=-=-=-=
10. Authorized Sites

There following sites are authorized to use my FAQ because they either
asked for permission for I, myself, posted the FAQ on their site.

Gamefaqs.com

If you see anyone use this without permission, please feel free to
contact me.

=-=-=-=-=-=-=-=-=-=
11. Loser List

These sites have used my FAQ without first e-mailing me asking for
permission or e-mailed me and I said no, yet they still posted it
anyway.

None

=-=-=-=-=-=-=-=-=-=
12. Special Thanks

These are all the people I would like to thank.

CjayC- owner of GameFAQs, who is the original site to show this FAQ.

You- for reading this

=-=-=-=-=-=-=-=-=-=
13. End

Well, as this FAQ comes to an end, I would like to thank who have read
this. For those of you who are wondering where the Frequently Asked
Questions section is, it will be posted once I get an actual question.
If you want to see more of me, here are all of the FAQs I have up and
the ones coming up.

Metroid Prime (currently in progress)
Metroid Fusion (currently in progress)
Pokemon Red/Blue (currently in progress)
Pokemon Crystal (currently in progress)
Pokemon Fire Red/Leaf Green (once I get it and beat it once)
Pokemon Emerald (whenever it is to be released in America)
Pokemon Ruby/Sapphire (another one)
Legend of Zelda: Oracle of Ages (currently in progress (another one))
Legend of Zelda: Oracle of Seasons (once I complete the one above this)

===
Copyright 2004 Scott Millard


TOKYO HIGHWAY BATTLE: GAME GUIDE

by

Wolf Feather/Jamie Stafford
FEATHER7@IX.NETCOM.COM

Initial Version Completed: October 16, 2002
FINAL VERSION Completed:   October 27, 2002

====================================
====================================
====================================

ACCOLADE: The Tokyo Highway Battle: Game Guide was deemed
Best FAQ for October 16, 2002 on the GameFAQs FAQ
Contributors Message Board :-)

====================================
====================================
====================================

CONTENTS
Spacing and Length
Permissions
Introduction
Starting the Game
Scenario
Cars
Unfair Advantage
Game Tips
Racing Tips: Braking
Racing Tips: Cornering
Speed Conversions
Diagrams
Contact

====================================

SPACING AND LENGTH
For optimum readability, this driving guide should be
viewed/printed using a monowidth font, such as Courier.
Check for appropriate font setting by making sure the numbers
and letters below line up:

1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz

====================================

PERMISSIONS
This guide may ONLY be posted on FeatherGuides, GameFAQs.com,
PSXCodez.com, F1Gamers, Cheatcc.com, Absolute-
PlayStation.com, InsidePS2Games.com, RedCoupe, gamesover.com,
CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru,
GameReactors.com, RobsGaming.com, cheatingplanet.com,
CheatHeaven, IGN, vgstrategies.com, hellzgate, Games Domain,
ps2fantasy.com, and neoseeker.com.

Permission is granted to download and print one copy of this
game guide for personal use.

====================================
====================================
====================================

INTRODUCTION
Tokyo Highway Battle is not necessarily a hidden gem on the
PlayStation/PSOne, but it IS an interesting game.  Unlike its
newer counterpart Tokyo Extreme Racer Zero on the
PlayStation2, advancement is fairly rapid, although the
highways themselves are a bit more challenging.  The graphics
admittedly are not state-of-the-art, but the gameplay itself
is very involving to make up for the graphical defects.

Please note that some information comes from my General
Racing/Driving Guide, with appropriate modifications.

====================================

STARTING THE GAME
This may seen like an unusual place to start in discussing a
game, but there is one particular area of Options which needs
to be explained: Key Config.  Most players likely go to a
game's Options section and change the controller
configuration to their liking.  However, this is not truly a
straightforward or intuitive process in Tokyo Highway Battle.

Changing button assignments is a three-step process.  First,
once in the Key Config menu, the up and down keys on the D-
pad move between the button actions (Shift Up, Accelerate,
etc.).  Once a player has arrived at a button action, the
button assignment is changed by using the left and right keys
on the D-pad; this is the second step.  The final step, once
the correct button symbol matches the player's desire for a
given button action, is to CONFIRM, which is done by pressing
the 'X' button; most games do not require a confirmation for
each button change, so this can be easily forgotten or
overlooked.  Fortunately, once the controller has been
changed to the player's liking, it is unlikely to require
being changed again.

Once the game options have been set to the player's liking,
Practice should be explored.  Here, players can choose from
one of six cars and one of three circuits.  This gives
players a good sense of what gameplay will be like, except
that there are no rivals to race.  Once Practice has been
explored, players can go to Vs. CPU, which is essentially a
Single Race mode; a few races here will truly give the player
a sense of what the gameplay will be like in Scenario, where
the majority of gameplay is located.

====================================

SCENARIO
Scenario is the equivalent of a Career mode in many other
racing games.  The point of Scenario is to race and defeat
numerous rivals to become the best highway racer in all of
Tokyo.

To begin this quest, a player must first choose a car.  Three
cars are initially available, and the car stats are shown.
Once a car has been chosen, the player has 5000 initial
points to spend on car parts to help the car perform better.

The selection of car parts is also non-conventional in Tokyo
Highway Battle.  First, players must use the up and down
arrows on the D-pad to move between categories of parts
(Engine, Tires, etc.).  Once the desired category has been
selected, the right arrow button must be pressed to actually
choose among the available parts in each category; once in
the actual parts menu, using the up and down keys on the D-
pad switches between parts, with each part highlighted as it
is selected.  The player can then purchase a part by pressing
the 'X' button; the tuning advisor will ask for confirmation.

However, parts have not yet been installed.  Pressing the
Triangle button twice returns to the Speed Shop menu; the
player must now select Install and then use the process
mentioned above to install each desired part.  Parts can also
be uninstalled in the same manner later.

When ready, the player can select a race venue, then head for
the Tokyo highways :-)   Regardless of whether or not the
player defeats the indicated rival, the player will receive a
given number of points (in part based upon performance in
each race) for simply completing a race.  The player should
expect to lose a lot initially, but points will accumulate,
and these points can be used to purchase car parts to improve
the car's performance.

Initially, players will not be able to buy many parts.
Perhaps the best parts to acquire immediately are the most
expensive tires a player can afford, plus Sport Brakes (2000
points).  Buying these parts will give the car better initial
pavement grip and better braking ability.

====================================

CARS
There are several cars available in Tokyo Highway Battle.
Since none of the cars are licensed, these have very generic
names: Type-1, Type-2, Type-3, etc.  Initially, only three
cars are available; the next three are unlocked by winning at
all three initially-available tracks.

Car selection is extremely important.  Once a player has
chosen a car, that is the ONLY car which can be modified.
Further, as soon as the player selects another car, all other
cars the player has unlocked lose any parts
acquired/installed by the player and revert to their stock
(original) configurations... which effectively means that all
the time and points spent on modifying other cars is
immediately lost forever.  (This can be 'prevented' by saving
game progress to different slots on the memory card instead
of constantly overwriting the same game progress file.)

====================================
====================================
====================================

UNFAIR ADVANTAGE
The CPU-controlled cars DEFINITELY have an unfair advantage
in this game.  The main unfair advantage is in the area of
collisions.  Colliding with other cars and/or barriers causes
the car to bounce away from the obstacle and also take a
severe reduction in speed.  However, CPU-controlled cars,
should they have a collision, are NOT as hindered by these
collision effects as players.  Therefore, it should be no
surprise that if the CPU-controlled car is close to the
player, the player can expect to get rammed... and thus
suffer the ('player-only') dire consequences >:-(

====================================

GAME TIPS
When waiting for a race to begin, DO NOT simply stand on the
accelerator button.  This may be a quasi-arcade game, but
standing on the accelerator button at the beginning of a race
will simply result in excessive wheelspin once the race truly
begins.  It is best to not touch ANY of the buttons until the
race begins; even then, there will be slight initial
wheelspin, so it is best to quickly pump the accelerator
button until the wheelspin dissipates, then begin racing
normally.

For those playing using Automatic Transmission, it is
important to note that the transmission is not truly
'automatic.'  While the game will indeed take over the
shifting duties, the player can still upshift and downshift
at will.  However, should the player's chosen gear not match
the RPM revband for that gear, the game will automatically
return back to the previous gear.  It is important to keep
this 'glitch' in mind, as the game will sometimes not upshift
at optimum times, especially when climbing hills, so the
player can essentially force the car into an earlier upshift.
During severe braking, it may also be a good idea to
downshift one or more gears before using the accelerator
again.

Vehicles not involved in races tend to change lanes fairly
often; trucks and busses seem especially prone to sudden lane
changes.  Note that in areas of highway with a solid white
line, vehicles are not supposed to change lanes; however,
this does not stop the uninvolved traffic from changing lanes
at whim.

As more points are accumulated and spent on parts, tires and
brakes should receive serious consideration.  More horsepower
is great for making the car go faster, but the horsepower is
wasted if the car is unable to hold the road while cornering
and/or slow quickly to prepare for cornering.

Should the player's car collide with any obstacle (a barrier,
or another vehicle), the car will bounce back and slow
significantly.  Therefore, it is imperative that the player
NEVER become trapped between two vehicles or between a
vehicle and a barrier; in either scenario, the player's car
will essentially become the ball in a ping-pong match, and
the player will be virtually unable to do anything to control
the car until the player's car has slowed enough to escape
the unwanted predicament.  By this time, any lead the player
may have enjoyed is certainly lost; if the player had been
trailing the rival, the rival's lead is extended
exponentially.

====================================
====================================
====================================

RACING TIPS: BRAKING
The first step in driving fast is knowing when, where, and
how much to slow down (braking).  The braking zone will
differ somewhat for each car depending upon its strengths and
weaknesses.  It certainly helps for the player to try a
Practice run to truly learn the circuits - including the
braking zones - before engaging in the actual events.

When looking for braking zones, try to find a particular
stationary object near the entry of each corner; it helps
tremendously if this object is far enough away from the
circuit that it will not be knocked over during a race.  To
begin, try using the brakes when the front of the car is
parallel with the chosen stationary object.  If this does not
slow the car enough before corner entry or if the car slows
too much before reaching the corner, pick another stationary
object on the following lap and try again.

Cars with a higher horsepower output will inherently attain
faster speeds, and will therefore require a longer braking
zone than cars with a lower horsepower output.

A final note on braking: To the extent possible, ALWAYS brake
in a straight line.  If braking only occurs when cornering,
the car will likely be carrying too much speed for the
corner, resulting in the car sliding and/or spinning (a slide
or spin can mean the difference between winning and ending up
in last position at the end of a race.)

If nothing else, players should strive to become one of the
best 'breakers' they possibly can.  This will essentially
force a player to become a better racer/driver in general
once the player has overcome the urge to constantly run at
top speed at all times with no regard for damages to self or
others.  Also, slowing the car appropriately will make other
aspects of racing/driving easier, especially in J-turns,
hairpin corners, and chicanes.

====================================

RACING TIPS: CORNERING
Ideally, the best way to approach a corner is from the
outside of the turn, braking well before entering the corner.
At the apex (the midpoint of the corner), the car should be
right up against the edge of the pavement.  On corner exit,
the car drifts back to the outside of the pavement and speeds
off down the straightaway.  So, for a right-hand turn of
about ninety degrees, enter the corner from the left, come to
the right to hit the apex, and drift back to the left on
corner exit.  See the Diagrams section at the end of this
guide for a sample standard corner.

For corners that are less than ninety degrees, it may be
possible to just barely tap the brakes - if at all - and be
able to clear such corners successfully.  However, the same
principles of cornering apply: approach from the outside of
the turn, hit the apex, and drift back outside on corner
exit.

For corners more than ninety degrees but well less than 180
degrees, braking will certainly be required.  However, for
these 'J-turns,' the apex of the corner is not the midpoint,
but a point approximately two-thirds of the way around the
corner.  J-turns require great familiarity to know when to
begin diving toward the inside of the corner and when to
power to the outside on corner exit.  See the Diagrams
section at the end of this guide for a sample J-turn.

Hairpin corners are turns of approximately 180 degrees.
Braking is certainly required before corner entry, and the
cornering process is the same as for standard corners:
Approach from the outside, drift inside to hit the apex
(located at halfway around the corner, or after turning
ninety degrees), and drifting back to the outside on corner
exit.  See the Diagrams section at the end of this guide for
a sample hairpin corner.

If there are two corners of approximately ninety degrees each
AND both corners turn in the same direction AND there is only
a VERY brief straightaway between the two corners, they may
be able to be treated like an extended hairpin corner.
Sometimes, however, these 'U-turns' have a straightaway
between the corners that is long enough to prohibit a
hairpin-like treatment; in this case, drifting to the outside
on exiting the first of the two corners will automatically
set up the approach to the next turn.  See the Diagrams
section at the end of this guide for a sample U-turn.

FIA (the governing body of F1 racing, World Rally
Championship, and other forms of international motorsport)
seems to love chicanes.  One common type of chicane is
essentially a 'quick-flick,' where the circuit quickly edges
off in one direction then realigns itself in a path parallel
to the original stretch of pavement, as in the examples in
the Diagrams section at the end of this guide.  Here, the
object is to approach the first corner from the outside, hit
BOTH apexes, and drift to the outside of the second turn.

FIA also seems to like the 'Bus Stop' chicane, which is
essentially just a pair of quick-flicks, with the second
forming the mirror image of the first, as shown in the
Diagrams section at the end of this guide.  Perhaps the most
famous Bus Stop chicane is the chicane (which is actually
called the 'Bus Stop Chicane') at Pit Entry at Spa-
Francorchamps, the home of the annual Grand Prix of Belgium
(F1 racing) and the host of The 24 Hours of Spa (for
endurance racing).

Virtually every other type of corner or corner combination
encountered in racing (primarily in road racing) combines
elements of the corners presented above.  These complex
corners and chicanes can be challenging, such as the Ascari
chicane at Monza.  See the Diagrams section for an idea of
the formation of Ascari.

However, in illegal street/highway racing, the positioning of
traffic can 'create' the various corners and corner
combinations mentioned here.  For example, weaving in and out
of traffic creates a virtual bus stop chicane (see the
Diagrams section at the end of this guide).  Slowing may be
necessary - it often is - depending on the distance between
the vehicles.  See the Sample Circuit Using Some of the Above
Corner Types Combines in the Diagrams section at the end of
this guide; note that this is a diagram for a very technical
circuit.

At some race venues, 'artificial chicanes' may be created by
placing cones and/or (concrete) barriers in the middle of a
straightaway.  This situation exists at numerous circuits in
Tokyo.

One thing which can change the approach to cornering is the
available vision.  Blind and semi-blind corners require
ABSOLUTE knowledge of such corners.  Here is where gamers
have an advantage over real-world drivers:  Gamers can
(usually) change their viewpoint (camera position), which can
sometimes provide a wider, clearer view of the circuit, which
can be especially important when approaching semi-blind
corners; real-world drivers are obviously inhibited by the
design of their cars and racing helmets.

Also important to cornering - especially with long, extended
corners - is the corner's radius.  Most corners use an
identical radius throughout their length.  However, some are
increasing-radius corners or decreasing-radius corners.
These corners may require shifting the apex point of a
corner, and almost always result in a change of speed.
Decreasing-radius corners are perhaps the trickiest, because
the angle of the corner becomes sharper, thus generally
requiring more braking as well as more turning of the
steering wheel.  Increasing-radius corners are corners for
which the angle becomes more and more gentle as the corner
progresses; this means that drivers will generally accelerate
more, harder, or faster, but such an extra burst of speed can
backfire and require more braking.  See the Diagrams section
at the end of this guide for sample images of a decreasing-
radius corner and an increasing-radius corner.

For traditional road racing circuits, increasing-radius and
decreasing-radius corners may not be too much of a problem;
after several laps around one of these circuits, a driver
will know where the braking and acceleration points are as
well as the shifted apex point (should a shift be required).
However, for stage-based rally racing, where the roads are
virtually unknown and the driver knows what is ahead only
because of the navigator's instructions (which - based upon
notes - may or may not be absolutely correct), the unknown
can cause drivers to brake more often and/or more heavily.
This need for 'extra' braking is also tempered by the fact
that in much of rally racing, corners are either blind or
semi-blind, due to trees, buildings, and other obstacles to
clear vision all the way around a corner.

One particularly interesting aspect of cornering is one which
I honestly do not know if it works in reality (I am not a
real-world racer, although I would certainly LOVE the chance
to attend a racing school!!!), but which works in numerous
racing/driving games I have played over the years.  This
aspect is to use the accelerator to help with quickly and
safely navigating sharp corners.  This works by first BRAKING
AS USUAL IN ADVANCE OF THE CORNER, then - once in the corner
itself - rapidly pumping the brakes for the duration of the
corner (or at least until well past the apex of the corner).
The action of rapidly pumping the accelerator appears to
cause the drive wheels to catch the pavement just enough to
help stop or slow a sliding car, causing the non-drive wheels
to continue slipping and the entire car to turn just a little
faster.  Using this rapid-pumping technique with the
accelerator does take a little practice initially, and seems
to work best with FR cars; however, once perfected, this
technique can pay dividends, especially with REALLY sharp
hairpin corners, such as several in London.

====================================
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SPEED CONVERSIONS
Tokyo Highway Battle, not surprisingly, uses kilometers per
hour to indicate speed; this cannot be changed in the game's
Options menu.  For an indication of just how fast this is in
miles per hour (for those living in places where the metric
system is not in use), here are the conversions (numbers
rounded):

   KPH = MPH          KPH = MPH          KPH = MPH
   ---------          ---------          ---------
     5 =   3          105 =  66          205 = 128
    10 =   6          110 =  69          210 = 131
    15 =   9          115 =  72          215 = 134
    20 =  13          120 =  75          220 = 138
    25 =  16          125 =  78          225 = 141
    30 =  19          130 =  81          230 = 144
    35 =  22          135 =  84          235 = 147
    40 =  25          140 =  88          240 = 150
    45 =  28          145 =  91          245 = 153
    50 =  31          150 =  94          250 = 156
    55 =  34          155 =  97          255 = 159
    60 =  38          160 = 100          260 = 163
    65 =  41          165 = 103          265 = 166
    70 =  44          170 = 106          270 = 169
    75 =  47          175 = 109          275 = 172
    80 =  50          180 = 113          280 = 175
    85 =  53          185 = 116          285 = 178
    90 =  56          190 = 119          290 = 181
    95 =  59          195 = 122          295 = 184
   100 =  63          200 = 125          300 = 188

====================================
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====================================

DIAGRAMS
This section contains the diagrams referred to earlier in the
guide.

Ascari Chicane (at Monza):
   *
    *
     *
      *
       *
        ***
           *
            *****************

Bus Stop Chicane (Variant I - Wide Chicane):
   *******************           *******************
                      *         *
                       *********

Bus Stop Chicane (Variant II - Narrow Chicane):
   *******************           *******************
                      ***********

Decreasing-radius Corner:
   ->*******************
                          *
                             *
                               *
                                *
                                *
                               *
   <-*************************

Hairpin Corner:
   ->*****************
                      *
   <-*****************

Increasing-radius Corner:
   ->**********************
                            *
                             *
                             *
                            *
                          *
   <-*******************

J-turn
   *******************
                      *
                     *
                    *
                   *

Quick-flicks (Variant I - Wide Chicane):
   *************
                *
                 *************

Quick-flicks (Variant II - Narrow Chicane):
   *************
                **************

Sample Circuit Using Some of the Above Corner Types Combined:
    ******|******       *****
   *      |->    *     *     *
    *          **   ***     *
     *        *   **        *
    *         *  *    *     *
   *         *  *    * *     ****
   *          **    *   *        *
   *               *     ********
    *******       *
           *******

Standard Corner:
   *******************
                      *
                      *
                      *
                      *
                      *
                      *
                      *
                      *

U-turn:
   ->*****************
                      *
                      *
                      *
   <-*****************

Virtual Bus Stop Chicane:
   +++++++++++++++++++++++++++++++++++++++++++++++++++++
                     Car #1   ->->->->->->   Car #3
   Player Path: ->->->->->->->   Car #2   ->->->->->->->
   +++++++++++++++++++++++++++++++++++++++++++++++++++++

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====================================

CONTACT
For rants, raves, etc., contact me at FEATHER7@IX.NETCOM.COM;
also, if you have enjoyed this guide and feel that it has
been helpful to you, I would certainly appreciate a small
donation via PayPal (http://www.paypal.com/) using the above
e-mail address.

To find the latest version of this and all my other
PSX/PS2/DC/Mac game guides, visit FeatherGuides at
http://feathersites.angelcities.com/

====================================
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