Uploaded August 2026 | Updated September 2026, 3 weeks ago
Improving upon my old PB by 35 minutes! I can still route a bit better and improve general execution. I chose Die Anna this time around for the many racing routes that need to be finished during the run, not least of all the one you immediately start required to do. During races where wrecking them is faster, the routing generally makes use of power-ups to bolster her car, or simple ring-outs that cheese it even better, so I don't need to hunt for a better car until nearing Hell.
More ped respawn glitch abuse. Disabled track accessories (anything pushable, barrels, lampposts, trees etc) within the options for a wider playfield, which helps when racing and when lining up opponent collisions; slight downside that when pushing opponents, I can't just find a convenient tree. You can scroll menu options faster by holding left or right cursor key + up/down. I use Ctrl+A to abort race instantly or Ctrl+S to hit the save menu without hitting ESC. The game can be unstable at times, so though I never had to reload, that was my reason for ever saving.
Icing on the Quake x4
Used a different Ped Respawn as it allows me to collect peds while I'm already doing laps, as well as avoid having to climb the arches at the race start. There are some helpful powerups like Hot Rod and Mega-Turbo, but usefulness is limited due to the many corners and Die Anna's car is plenty fast even stock.
Splat Track x3
Our first waste'em goal, used SGC on some bizarrely over-aggressive opponents during the first one. The RNG of opponent behavior can vastly affect the completion time, however I realized later I can switch to getting the Frozen Opponents power-up, then SGC, which turns it into a very consistent method. This is something I'll end up using next run.
Knight Riders x3
Spend one lap farming up peds then another lap grinding them. After that you can cut through the middle dining hall and shortcut back and forth to both checkpoints. Should've stuck with full recovery back to the race start, easily hitting checkpoint 2 each time. Instead I got greedy and drove back, just so I could grab checkpoint 2 then try to recover back closer to checkpoint 1.
Meltdown Alley x1
A tedious intermission with opponent RNG. Ideally most of the opponents will stick around once you run into them and get them to chase you, pick up SGC and waste a few. Unfortunately the first ped-electro ray won't be enough points for 5 ranks unless you waste the nearby cop car using the SGC, but then you have even less time to use it on the opponents.
Rampart Rampage x6
Rampart marathon! Good thing half the opponents are lobotomized in the starting grid, while
one or two of them often start bloodthirsty and will follow you right off the edge. Generally a very freeform map to get 5 ranks and finish quickly. Try and get at least 3 opponents dead from ring-out at the start, then do the Ped Respawn glitch by the dining hall. Can pivot to wasting cop cars as shown by using the SGR by the starting position.
Figure of Hate x3
The final stretch! Swapping to a speedier vehicle should be better than brawn for this race. I can't believe how close the final rank-up got: 80,200 credits! The last few peds I ran into as well as every single bonus and collision ended up salvaging this. Will need a better way to track my final credits.
Ring of Fire x1
This is it; jump the gun and get ahead of them. Guard the gates like Cerberus! They seem to only take the road and not the grass so you only need to focus on one area. Many power-ups are either Ped-focused or are pseudo-random, so limited usefulness. A couple do cycle through the damage magnifier category though.
Improving upon my old PB by 35 minutes! I can still route a bit better and improve general execution. I chose Die Anna this time around for the many racing routes that need to be finished during the run, not least of all the one you immediately start required to do. During races where wrecking them is faster, the routing generally makes use of power-ups to bolster her car, or simple ring-outs that cheese it even better, so I don't need to hunt for a better car until nearing Hell.
More ped respawn glitch abuse. Disabled track accessories (anything pushable, barrels, lampposts, trees etc) within the options for a wider playfield, which helps when racing and when lining up opponent collisions; slight downside that when pushing opponents, I can't just find a convenient tree. You can scroll menu options faster by holding left or right cursor key + up/down. I use Ctrl+A to abort race instantly or Ctrl+S to hit the save menu without hitting ESC. The game can be unstable at times, so though I never had to reload, that was my reason for ever saving.
Icing on the Quake x4
Used a different Ped Respawn as it allows me to collect peds while I'm already doing laps, as well as avoid having to climb the arches at the race start. There are some helpful powerups like Hot Rod and Mega-Turbo, but usefulness is limited due to the many corners and Die Anna's car is plenty fast even stock.
Splat Track x3
Our first waste'em goal, used SGC on some bizarrely over-aggressive opponents during the first one. The RNG of opponent behavior can vastly affect the completion time, however I realized later I can switch to getting the Frozen Opponents power-up, then SGC, which turns it into a very consistent method. This is something I'll end up using next run.
Knight Riders x3
Spend one lap farming up peds then another lap grinding them. After that you can cut through the middle dining hall and shortcut back and forth to both checkpoints. Should've stuck with full recovery back to the race start, easily hitting checkpoint 2 each time. Instead I got greedy and drove back, just so I could grab checkpoint 2 then try to recover back closer to checkpoint 1.
Meltdown Alley x1
A tedious intermission with opponent RNG. Ideally most of the opponents will stick around once you run into them and get them to chase you, pick up SGC and waste a few. Unfortunately the first ped-electro ray won't be enough points for 5 ranks unless you waste the nearby cop car using the SGC, but then you have even less time to use it on the opponents.
Rampart Rampage x6
Rampart marathon! Good thing half the opponents are lobotomized in the starting grid, while
one or two of them often start bloodthirsty and will follow you right off the edge. Generally a very freeform map to get 5 ranks and finish quickly. Try and get at least 3 opponents dead from ring-out at the start, then do the Ped Respawn glitch by the dining hall. Can pivot to wasting cop cars as shown by using the SGR by the starting position.
Figure of Hate x3
The final stretch! Swapping to a speedier vehicle should be better than brawn for this race. I can't believe how close the final rank-up got: 80,200 credits! The last few peds I ran into as well as every single bonus and collision ended up salvaging this. Will need a better way to track my final credits.
Ring of Fire x1
This is it; jump the gun and get ahead of them. Guard the gates like Cerberus! They seem to only take the road and not the grass so you only need to focus on one area. Many power-ups are either Ped-focused or are pseudo-random, so limited usefulness. A couple do cycle through the damage magnifier category though.
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