COURSE ROUTES
On the slalom straight, racers must stay within the staggered light poles.
At the corner of Checkpoint 1 there is some trash with some metal fences. In front of the fences is a bush. Racers can turn that corner through the bush but not beyond the metal feces in place. See image below
You must pass through the tunnel and not over it.
Checkpoint 2 is situated at the apex of the road bend. A marker ship will be in place and racers must stay on the outside of this marker ship to stay on the road.
LAPS: 3 in Time Trial Format
GRID FORMATION: 1 x 4
VEHICLE: RSI Lynx
NOTE: COURSE MAY CHANGE IN 2957
RACE #1
( ^ Click the link above for more info ^ )“Leisure Loop (PU)” on Crusader
There is no strict path to each bridge until you reach the last corner to turn into the last straight. As racers turn around the tower into the last straight, racers must stay on the left side of the sand bunker to stay on the north side of the path.
LAPS: 8
GRID: 4 x 4
VEHICLE: Greycat STV
NOTE: COURSE MAY CHANGE IN 2957
RACE #2
( ^ Click the link above for more info ^ )“Dust Hustle (PU)” on Hurston
Be sure to enter the correct crevasse or risk losing a lot of time.
Be cautious on the approach to the ramp before the finish line, it requires some care. Please see inset for correct crevasse and ramp location.
LAPS: 12
GRID: 4 x 4
VEHICLE: Drake Mule
NOTE: COURSE MAY CHANGE IN 2957
RACE #3
( ^ Click the link above for more info ^ )“Levski Helix (PU)” in Nyx
On the second turn/fall, racers must reach the end of the shaft before dropping down under the asteroid.
Racers can take any route under the asteroid to locate the underside of the Levski transit tunnel entrance.
After passing through the second tunnel entrance, racers once again can take any route to find the finish line.
LAPS: 10
GRID: 2 x 8
VEHICLE: Mirai Pulse LX
NOTE: COURSE MAY CHANGE IN 2957
RACE #4
( ^ Click the link above for more info ^ )“Deadman’s Hook (AC)” on Winner’s Circle - Ellis
Racers must remain on the water at all times. If a racer crosses land they will take a 5 second penalty for each 5 seconds they are on land.
A few corners identified by the inset images in the map graphic have specific pathing. Please adhere to examples or risk further penalties.
LAPS: 3 HEATS
GRID: 4 x 4
VEHICLE: ORIGIN X1 Velocity
NOTE: COURSE MAY CHANGE IN 2957
RACE #5
( ^ Click the link above for more info ^ )“Marshfire Ridge (PU)” on Bloom - Pyro
All racers start on the Plateau marked on the map.
Each checkpoint has a ship position marker at the map location.
This course is designed to drop into and race in the valleys.
If racers rise above the cliff edges of the surrounding mountains they will be time penalized for each 5 seconds above the cliffs edge.
LAPS: 2
GRID: 2 x 8
VEHICLE: Aopoa Nox
NOTE: COURSE MAY CHANGE IN 2957
RACE #6
( ^ Click the link above for more info ^ )“Jackson’s Gauntlet (PU)” on Monox - Pyro
As you begin to race there will be an open pass on your left DO NOT enter that pass. Continue around the next large rock.
Find the correct pass on the far right of the alcove.
As you approach the ramp before the finish line, take your time as it can be VERY bumpy but there is a true path over the ramp.
LAPS: 3 HEATS
GRID: 1 x 4
Vehicle Required - Drake Mule
NOTE: COURSE MAY CHANGE IN 2957
RACE #7 | FINALS
“Volcan Lake” on Fairo
( ^ Click the link above for more info ^ )The lake becomes your boundary, you can still drive through shallow levels of water where suitable.
At checkpoint 1 switch from the RSI lynx to the Tumbril Cyclone RC
A large ship will act as a bridge to cross to the next set of islands.
After the bridge make your way to checkpoint 2 as it’s the only way to cross the islands correctly.
To finish the race pass through the arch again.
LAPS 1
GRID: 4 x 4
VEHICLE: RSI LYNX & TUMBRIL CYCLONE RC
NOTE: COURSE MAY CHANGE IN 2957