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Hill Climb Racing 2 is the sequel to the most addictive and entertaining physics based driving game ever! And itβs free!
Bill Newton is Back! After journeying where no driver has been before, Bill is ready to challenge the whole world in Hill Climb Racing multiplayer madness.
Face new unique challenges in unique environments with many different cars. Defeat your opponents and collect big bonuses to tune your car and reach ever higher positions. With little respect to the laws of physics, Bill Newton will not rest until he has conquered the highest hills!!

β’ Pressing the accelerator in the air will cause the nose of your car to lift and pivot on the central axis, potentially allowing you to backflip.
β’ Pressing the brake in the air will cause the rear of the car to rise and pivot on the central axis and potentially allowing you to do a front flip.

Fuel management plays a key part in the gameplay. As you drive, your fuel gauge will slowly deplete (keep in mind that the vehicles all have different sized fuel tanks). When you run out of fuel, you'll roll to a stop.
Fuel management plays a key partgameplay in the . As you drive, your fuel gauge will slowly deplete (keep in mind that the vehicles all have different sized fuel tanks). When you run out of fuel, you'll roll to a stop.
The kangaroo setup can help when you run out of fuel, which can allow you to keep driving with Jump Shocks, Landing Boost, and Wings.
The following vehicles' fuel durations and sizes are listed below:
Vehicle Fuel Duration Fuel Tank Size
Hill Climber 40 seconds 200
Scooter 50 seconds 250
Bus 60 seconds 300
Hill Climber Mk. 2 44 seconds 220
Tractor 50 seconds 250
Motocross 42 seconds 210
Dune Buggy 44 seconds 220
Sports Car 38 seconds 190
Monster Truck 45 seconds 225
Rotator 44 seconds 220
Super Diesel 52 seconds 260
Chopper See Table Below
Tank See Table Below
Snowmobile See Table Below
Monowheel 50 seconds 250
Rally Car 40 seconds 200
Formula 30 seconds 150
Racing Truck 50 seconds 250
Hot Rod 30 seconds 150 (Supercharger deducts fuel when held for longer time)
Superbike 30 seconds 150
Supercar 30 seconds 150
Moonlander 50 seconds 250

al game modes that include Time Trials, some Public Events and some races in Team Events, it is possible to perform a Perfect Start. This will allow you to gain a small acceleration boost at the beginning of a race. Additionally, if you have the βStart Boostβ tuning part equipped, performing a perfect start will trigger the start boostβs rocket power and will allow you to pull ahead of the competition. To perform a perfect start, you must rev your engine during the countdown by holding the accelerator pedal. The goal is to raise the RPM gauge so that the needle is sitting within the green section. The green display should glow up in a brighter green on the gauge as the countdown ends and the announcer declares βGo!β.
Note: The Tuning Part Start Boost can not be activated in Adventure Mode!

Every vehicle has a Boost Gauge in the bottom center which indicates the current boost pressure. The dial will raise from zero to full as long as you hold down the accelerator uninterrupted. Releasing the accelerator or braking will lose all boost, even in the air. Depending on what level you have the "Engine" upgraded to on the vehicle you're using will determine the maximum pressure for the boost gauge.
Note: On Monster Truck, Super Diesel, and Rally Car, you will need to upgrade the "Turbo" separately from the engine. On Hot Rod, you will need to upgrade the "Supercharger" separately from the engine.
Once the boost gauge is full, the needle will eventually begin to shake if you have the Tuning Part "Overcharged Turbo" equipped. This is an Epic Tuning Part. This means that the boost pressure is close to release. Shortly after this, if you do not interrupt your acceleration, the boost pressure will release and your Overcharged Turbo will engage, giving you a boost of speed.
After releasing the boost pressure via your Overcharged Turbo, you will need to release the accelerator or brake in order to begin charging your turbo boost again. This works unlimited times, but it takes every vehicle a different amount of time to charge an overcharged turbo because the engine is revving up at a different rate.
On Super Diesel and Monowheel, the Boost begins to charge while revving the engine before the start of a race, so getting an Overcharged Turbo boost will take less time.
The vehicles Tractor and Racing Truck take a longer time to get to max boost, so getting an Overcharged Turbo boost will take longer. Letting go of pressure, even for the smallest amount of time on the Tractor will make you have to start all over.
When you charge up the boost with the Super Diesel or the Racing Truck and your needle stops charging the Overcharged Turbo, you can quickly click the brake pedal in very small intervals and your Overcharged Turbo will resume charging.
Note: Without the tuning part "Overcharged Turboβ equipped, there is no way to release the boost pressure and you will not receive any speed boost for hitting max boost pressure. On Hot Rod and Moonlander, there is NOT the Overcharged Turbo Tuning Part, so you cannot get a pressure boost in any way. However, the Hot Rod is unique because holding ONLY the accelerator down will make the Boost Gauge and the screen turn red, and the boost gauge will begin to shake violently. Do not hold the accelerator too long or else the supercharger will blow up. Doing this three times will cause a driver down.
Landing Boost can be performed with the "Landing Boost" tuning part, which is an Epic tuning part that can be obtained on all vehicles except Monowheel, equipped by ensuring the vehicle lands from an at least 1 second long jump with all its wheels touching the ground simultaneously. Successfully performing this move will be signified by a sudden "dash" forward of speed by your vehicle, as well as a discharge of sparks from the wheels and a distinctive sound. If you combine it with "Jump Shocks" and activate them at the right moment, it will give you a boost up and you can speed up your momentum for a longer time by perfectly performed jumps. Landing Boost can be used even after running out of fuel.

Adventure mode is the βold schoolβ Hill Climb Racing mode. Here you can test your skills in your favourite vehicles and see how far you can go without crashing or running out of fuel. Do you have what it takes to earn a place on the leaderboards? Play with the best players in the world!

In adventure mode, fuel management plays a key role in how far you can drive.
As you drive, your fuel gauge will slowly run out (remember that the vehicles all have different sized fuel tanks).
When you run out of fuel, you will roll to a stop and it's game over - but you can extend your run by collecting the red fuel canisters to refill your fuel along the way.
As you progress through the adventure maps, the fuel tanks get further and further away. If you have the "Magnet" tuning part equipped, you can collect fuel tanks without driving through its path.
Note: Equipping the Tuning Part Afterburner on a vehicle will increase the fuel consumption when accelerating. The same occurs when you equip the thrusters and use them!

You can collect coins during your adventure run that will allow you to purchase additional vehicles, adventures, upgrades and other goodies.
There are also two kinds of special bags of coins which you gain the first time you reach a distance milestone:
1) "Overall best distance" (OBD) bags:
The first time you explore new territories on any map, no matter what vehicle you use, you collect OBD bags along your route, at 200 to 250m intervals. These OBD bags can only be gained once per map, so the only way to continue to get them is to beat your old overall records. Metrics: the first OBD bag (~200m from the start) gives you 1,000 coins, then subsequent bags contain an incremental amount of 50 coins, i.e. 1,050 coins at ~400m, 1,100 coins at ~600m, etc. The reward is capped at 3,000 coins per OBD bag.
2) "Vehicle-specific" (VS) bags (since V.1.23):
The first time you explore new territories on any map, with any vehicle, you collect VS bags along your route, at 200 to 250m intervals. These VS bags can only be gained once per map/vehicle combination. Once you have played a particular adventure map with all available vehicles, the only way to continue to get VS bags is to beat your old vehicle-specific records. Metrics: the first VS bag (~200m from the start) gives you 100 coins, then subsequent bags contain an incremental amount of 10 coins, i.e. 110 coins at ~400m, 120 coins at ~600m, etc. The reward is capped at 300 coins per VS bag.
Remark: The first time you explore new territories, you will not be able to collect both OBD and VS bags at the same time. The priority order is 1-OBD bags; 2-VS bags.
Example: You play Countryside with the Rally Car. In the past, you set your personal best at 6,000m, so you already collected OBD bags till 6,000m. Now you will collect Rally-specific VS bags till 6,000m. From 6,000m onwards, you will collect OBD bags instead (the VS bags collection will stop). Next time you get past 6,000m with the Rally Car, you will get the VS bags you "missed" the first time, until you reach your overall best.
At the least, the adventure map "Gloomvale" has a different distance bag system than the other maps. This map's OBD bags start at 500 coins and add an additional 25 coins for every next bag. VS bags in this map start at 70 coins and add an additional 7 coins for every next bag.
Gloomvale has many different maps, so you will need to know that the bags are set for every different map.
Example: You got 1000m on one Gloomvale map. You would have collected all the OBD bags up to that point, and potentially the VS bags. The next map you play on Gloomvale will have the OBD and VS bags on it for you to collect, since the map is different. You can do this on all maps until you have played every map twice or more.
Additionally, with the 1.36 Update, you are given the opportunity to double all coins you gain in a try on the adventure map when trying to enter the corresponding map. For doubling the coins you either need to watch an ad or you can skip it with the VIP Subscription. Remember that all ads/VIP skips are limited uses per day. Only use 2x if you are planning on getting far and collecting the coins. After you finish the run, your gained coins will be shown at the left with a "2x" icon, which confirms that your coins have been doubled.
Every so often you will see an icon appear on the right-hand side of an adventure level; these are adventure tasks - randomly generated, optional challenges that will reward you with a bonus chest. This chestβs contents will become progressively better as you reach further distance milestones.
The Adventure task will either be blank or shown with a particular vehicle. Blank indicates that you can use a vehicle of your choosing. If it shown with a specific vehicle, you must use that vehicle to gain the reward chest (for example: if the icon is of the Rally Car, that means you must use the Rally Car). If you do not own that particular vehicle, or do not want to use it, simply wait. After some time a small βxβ appears in the corner of the task icon. The "x" appears once in a day. Tap that and the task will be deleted & a new one assigned in its place.
The Chest level is increased one by one in 500 meter increments as you progress. The higher the chest, the better the rewards. For the hard maps, (Forest Trials, Intense City and Raging Winter) you get one level chest per 100 meters.
Note: If you decide to restart after leveling up your chest, it will stay that level until you reach the level 1 distance mark. If you game over before getting a level 1 chest, you can press "Retry" and you will have another opportunity to try for it again. If you press "Next," you will lose the task with no rewards. If you encounter this on a special map (requires ticket), you cannot retry the task if you mess up.

Since the Update 1.37.0 there are the so called Adventurer Levels. You will travel from Wanderer to Canyoneer by driving maps with specific vehicles. You can increase them by driving with the different vehicles on the different adventure maps to collect stars. For the normal tracks you can gain up to 10,000 stars with each vehicle, which is equal to 10,000 m, so you gain one star per meter. For the special adventure maps you can gain stars up until 5,000 m, but the special thing there is that one meter doesn't give you one but three stars, so the maximum amount of stars you can gain for each vehicle is 15,000 stars (except for Sky Rock Outpost, this adventure map's star collection works as for the normal adventure maps). Therefore those maps are very hard to play through though.
The maximum stars per regular map and Sky Rock Outpost is currently 220,000. On the 3 hard maps, max. is 330,000. This will help calculate the max. adventure rank for a player.
You can see your adventurer level in the "Adventure"-tab at the top of your screen.
Below is a list of the ranks, how many stars you need and what you gain by reaching.
For every additional 50,000 stars after reaching the adventure rank Canyoneer you reach a new Canyoneer Level, such as Canyoneer 2, 3, and so on. Each time you rank up from Canyoneer on you will be given a legendary chest.

You can find a description of each map here. You can unlock a map with Coin.png or with reaching an adventurer level.
New with Update 1.37.0. Will be added/improved soon.
Here you have limited tries per day. Each try costs one red ticket and you have 4 which refill every 24 hours. On all except Sky Rock Outpost, for each new meter you get 3 stars for the adventurer level. To have access to this maps you need to gain enough stars in chosen adventure maps.
Here are some tables that summarize what you can find in each map, especially fuel locations, several difficulties, etc. This topic was essentially made to help people get a better personal best record in their adventure maps, with all the information they need, without spending a lot of time watching videos on YouTube or in-game replays. You can now anticipate what's next after your personal best!!!
Note: Tables contain the 3 next fuels after the current WR (all vehicles).

Countryside adventure starts very flat and has a lot of bridges (you gain speed if taken well), but the longer distance you reach, the more of a bumpy road you will see, with a lot of irregular climbs and downhills. Barns will also begin to appear sometimes with the first one at 3227m. Here is a summarized list of all fuel locations and biggest difficulties (who are described below) in Countryside.
Difficulties:
Barns: Dangerous places for high height vehicles! You must drive carefully if having this type of vehicle!
Climbs: They can have several difficulties, which are essentially determined by the steepness:
Medium
Hard
Very Hard

Forest adventure is one of the easiest, because you can reach high distances with pretty low power vehicles. It is the best adventure map for beginners who want to do a lot of kilometers or for earning coins. This adventure isn't as bumpy as the Countryside adventure (for example) but has a lot of regular climbs and downhills (Note: those won't be described below because they are repetitive); so you must pass them very well to have a chance to reach the next canister when driving at high distances. This adventure doesn't have big traps, because they can be easily passed with a good management of your vehicle. However, be careful of the logs which are almost everywhere on the map; it's the typical obstacle that can ruin your run. Watch out for Bill's head when driving near these obstacles. Here is a summarized list of all fuel locations and biggest difficulties (which are described blow) in Forest.
Difficulties:
Ground logs: These logs will slow your vehicle down majorly and could cause it to lose control. Vehicles can also get stuck in them.
Hanging logs: These logs aren't moving or above a water hole, but they can cause a vehicle to crash into them.
Water Jumps: These jumps are dangerous, because if you fail one of them and dive in the water hole, you will die! Two types of jumps can be distinguished:
Type-A: A big log held by two ropes which is standing over the water hole to help you go over it.
Type-B: A small log held by only one rope (fixation point is at the center of the log) which is standing over the water hole to help you go over it. Be careful: the log could rotate around itself!
Swinging Logs: Sometimes, swinging logs may appear. They are usually swinging backwards and forwards. Two types of logs can be distinguished:
Type-1: The log is swinging near the ground. You can easily pass them if you take the small jump before it correctly.
Type-2: The log is swinging in the air. Be careful with high height vehicles if you drive one of them!

This track is a decent choice for those who prefer asphalt racing. You can also go fast in this track. Be careful however, because in the city, there are lots of dangerous obstacles (they are listed below). Some are rather easy, others may be more difficult (a fast vehicle is recommended). Down below youβll also find the locations of fuel pickups.
Difficulties
Pitfalls: Gaps filled with water. Falling into them will lead to an instant death. They all have something to help you jump across. Note: There are waterless ones occupied by ship containers. Those donβt result in an instant game over and you can possibly escape them.
Draw Bridges: Bascule draw bridges that are constantly opening over water-filled pitfalls. These are rather easy to overcome: simply drive fast as you go across them (although not all of them are like that).
Type 1: Both ends are going up and down. Rather easy to over come.
Type 2: Only has 1 side. Just as easy as Type 1, except for if it's lower than the other side.
Type 3: Will lead you to drive on hanging iron beams or hanging ship containers. Some may have an opposite end.
Iron Beams: Found hanging over water. The position you land on them plays an important role because they will move. If youβre not careful, it could send you into a pitfall of water, thus resulting in a game over.
Type 1: Hangs by 1 rope. It can move depending on where you land on it.
Type 2: Hangs by 2 ropes. More stable than Type 1.
Ship containers: Scattered across the track. They are an obstacle, especially for high-height vehicles. They can also be moved if they are hit hard enough or have a spot hanging in the air and it makes contact with the vehicle. (Note: There is a bug where the wheels may clip through the top of the container).
Type 1: Simply stands on the ground. They donβt really pose a threat, but can be an issue for high-height vehicles.
Type 2: A group of containers, stacked on each other. They may either be stacked well or unevenly.
Type 3: Containers that form bridges over waterless pitfalls (as mentioned earlier, these pitfalls here arenβt instant kill zones, and the player can possibly get out of them). You might only see them at 1000m and 1100m. Since these containers tend to hang over air, they are easier to cause to move than the ones completely on the ground.
Type 4: These containers hang on ropes over water. Just like the iron beams, they can tip depending on where the vehicle lands. None of them hang by 2 ropes.

One of HCR2's original Adventure Levels, Mountain has its fair share of steep hills and descents. After climbing a few thousand meters, the mountain dirt turns to snow (for about 500 meters) and then turns back to dirt as you descend. This level has occasional caves, slippery snow surfaces and steep hills. Vehicles such as the Dune Buggy, Super Diesel, and Rally Car are highly recommended. Winter Tires will help with the snow covered portions.
Difficulties
A lot of steep hills
A lot of bridges
Underground areas that are dangerous for tall vehicles
Logs dangling on ropes (after a few thousand meters)
Loop areas. These areas are sometimes exposed outside or in caves. The underground ones all have logs hanging by 2 ropes rather than ground in the air. Some ropes might be flat, but some are tilted. All ropes hang by 2.

An underwater level, where your character and vehicle are submerged in water. They are protected by a bubble that encloses the vehicle. There are enclosed tubes in this level that you drive into and out of in order to create a new bubble, if the old bubble got popped. If your bubble gets popped, you loose the aerodynamic effect created by it and the water will slow you down.
Difficulties:
Fuel canisters are very scattered across the track
Ceilings and small tubes (bad for tall vehicles)
Steep Hills that become hard to climb without a bubble
Bubble recharge tubes often rare
Broken boats, ships, and flagpoles appear everywhere
Obstacles such as toxic tanks and coral reefs

The perfect map for exploring long distance travel! Are we there yet?
Winter has a lot of ups and downs in it. It starts out with small hills and slippery slopes. It has pools of water that are not a threat, provided your vehicle has enough grip. Fuel canisters are often rare in this level, so Fume Boost is recommended. After a few thousand meters, ice castles are introduced. These are slippery, and have roofs that you can hit your character's head, causing you to Neckflip, or crash. There are lots of dips and hills that get hard to pass, so Winter Tires and landing boost might help.
Difficulties:
Long distance between fuel canisters
Ice castles (Winter Tires increase grip)
Slippery slopes (Winter Tires might help)
Snowmen that block the road (Hitting one head-on will cause a driver down)The perfect map for exploring long distance travel! Are we there yet?
Winter has a lot of ups and downs in it. It starts out with small hills and slippery slopes. It has pools of water that are not a threat, provided your vehicle has enough grip. Fuel canisters are often rare in this level, so Fume Boost is recommended. After a few thousand meters, ice castles are introduced. These are slippery, and have roofs that you can hit your character's head, causing you to Neckflip, or crash. There are lots of dips and hills that get hard to pass, so Winter Tires and landing boost might help.
Difficulties:
Long distance between fuel canisters
Ice castles (Winter Tires increase grip)
Slippery slopes (Winter Tires might help)
Snowmen that block the road (Hitting one head-on will cause a driver down)The perfect map for exploring long distance travel! Are we there yet?
Winter has a lot of ups and downs in it. It starts out with small hills and slippery slopes. It has pools of water that are not a threat, provided your vehicle has enough grip. Fuel canisters are often rare in this level, so Fume Boost is recommended. After a few thousand meters, ice castles are introduced. These are slippery, and have roofs that you can hit your character's head, causing you to Neckflip, or crash. There are lots of dips and hills that get hard to pass, so Winter Tires and landing boost might help.
Difficulties:
Long distance between fuel canisters
Ice castles (Winter Tires increase grip)
Slippery slopes (Winter Tires might help)
Snowmen that block the road (Hitting one head-on will cause a driver down)An underwater level, where your character and vehicle are submerged in water. They are protected by a bubble that encloses the vehicle. There are enclosecreate a new bubble, if the old bubble got popped. If your bubble gets popped, you loose the aerodynamic effect created by it and the water will slow you down.
Difficulties:

Down in the Mines are all kinds of hidden treasure. But what's also hidden are dangerous traps. Because this is a cave level, high height vehicles may have a more difficult time getting through, as the ceiling changes from high to low as you drive. If you are using a high height vehicle, or a vehicle where the driver is more exposed, the rollcage part may be recommended. Down below are the fuel locations, as well as the type of obstacles to look out for.
Note: There are branching paths, and you will find some fuel pickups on either the upper path or lower path. Plan carefully when it comes to fuel management.
Difficulties:
β’ Rocks: While some are stationary, others can fall when they make contact with vehicles. Your vehicle can get stuck on the rocks, so be careful!
β’ Lava: Your first encounter will be at 2037m. These lava pits come in different shapes and sizes; even the small ones can end your run, so take caution. Although they aren't common at first, but as you drive further, they will start to reappear more often, to the point where stunt jumps will be made out of them. Taller vehicles have a better chance of escaping them than shorter vehicles.
β’ Giant Wheels: These are very heavy wheels found throughout the mine and they can crush you if you're not careful. There are 2 types:
Type 1: The wheel itself is at the top of a hill or in the air. It will start rolling after coming close enough to a trigger point or making contact with a vehicle. You can either wait it out or rush through.
Type 2: The wheel hangs by a chain. These are actually objects to help you make a jump. Although you don't have to take them, you'll have to go across them later on, as you'll start seeing them hang above lava.
β’ Outside areas: These aren't obstacles, but more of a change to the map, as the background will reveal a blue sky and the ceiling will be gone. You aren't going to see many of these though (Only 2 in less than 10,000m).
β’ Downhill drops: You may also see these as you drive along. You will catch speed, but be sure you can slow down in time. You can crash if you are going too fast. Not many really dangerous traps in these areas.
Hanging Ladders: These are held by 2 ropes and can move if they are hit very hard. Most of them are outside.
β’ Uphill climbs: These can be tricky to overcome, especially when you get even further into the mines, as they will have lava pits as the very bottom, which becomes the incentive that you must make it or it's game over. A fast vehicle such as Rally Car, is recommended for these obstacles.

Desert Valley is a hot and long adventure but with a lot of various traps and speed tips. However, outside of traps, the road is quite flat, so it can be considered as a high speed map where you can go faster and offset the time you lost when going through difficult places. The more distance you reach, the more difficult traps you will see. Here is a summarized list off all fuel locations and biggest difficulties (which are described below) in Desert Valley.
Difficulties:
Pit Caves: These caves have rocks that connect to the wall in front of you that form a bridge over a trap. The one at 850m has no trap, the one at 2130m has a DQ trap, and the one at 2560m has a lava trap. This is the only area with lava.
Stop-Logs: These logs stand up and connect to a ceiling. When these are hit, they fall down and form a bridge over a pit. But, some go further down to where they are crooked, so try to make it over them without getting stuck. There are only 4: One at 2010m, one at 2390m, one at 3920m, and one at 8330m.
Logs: Each log is held by 1 or 2 ropes (except for the Type-D) and will help you to travel a big hole which contains Deadly Quicksands (DQ) or nothing (/) (except for the Type-D).
Type-A: (60 meters long on average) A log which is held by 2 ropes (different fixation points on the log) and is always horizontal. There are only 2 of these (1090m and 2630m).
Type-B: (50 meters long on average) A log which is held by 2 ropes (different fixation points on the log) but, because the fixation points are at the same spot on a higher rock, they make the log follow an arc by swinging backwards and forwards. There are also only 2 of these (5290m and 5580m).
Type-C: (50 meters long on average) A log which is held only by 1 rope and its fixation point is at the center of the log. This means that the log can rotate on itself, which makes the Type-C the hardest to cross over. You will need exact timing to hope getting through this trap! These begin at 6700m and continue on through the map.
Type-D: (70 meters long on average) 1, 2, or 4 big pieces of wood which are standing (floating) on deadly quicksands. You must drive on those wood pieces to go through this trap. Don't land on quicksands because you almost won't be able to go back on a wood piece and you will die!
Caves: (80 meters long on average) Sometimes, caves will appear. Dangerous places for high height vehicles! Only one type of cave will be summarized, because this is the hardest one and can ruin your run. The following type of cave stands in 2 small rocks (there is a space between them) that helps you to continue driving over a sort of small hole which contains a DQ or /.
Sudden Climbs: Sometimes, big climbs appear, but they are short (45 meters long on average). This isn't really a trap dealing with the driver's head hitting something, but more a fuel trap. This means that, in the distance axis (X-axis), you will go way slower than on a flat road. So this category will help you to anticipate those climbs and reach the next fuel canister.

Bill loves long drives on the beach!
Beach has steep hills, water and caves. It is a mix of all the previous Adventure Levels, containing water, slippy slopes, beach houses blocking the way and more. Fuel canisters are often rare after the 2,000 meter mark. Due to the steep slopes, vehicles such as the Dune Buggy are highly recommended. Fume Boost is also recommended, due to the ability to jump over giant dips with it running and shortage of fuel in certain places. Vehicles such as Tractor and Tank are great at destroying the beach houses, but may suffer when climbing the many steep hills. After 7400m though, there appears flat grounds that allow to catch speed and help get to fuels faster. You can do wheelies on them, and you also can charge up your overcharged turbo to get a speed boost here.
Difficulties:
Long distance between fuel canisters
Super Steep hills (They become more rare after 7400m
Beach houses - Some block entrances to caves while others block the path in front of you.
Water (Can slow you down, but boats and the Snowmobile do well here)

Conquer the muddy slopes of the Backwater Bog!!
This level has very slippery slopes, breakable objects (such as camper caravans, grills and lawn chairs) that need to be broken in order to continue onward. Backwater bog also has mud pools, which are similar to the quicksand in Desert Valley. The mud pools swallow up your car, make continuing impossible. Escaping is almost impossible, unlike Desert Valley's quicksands.
Difficulties:
Mud pools (Some have bridges over them, but this is rare)
Water (Some pools are underground, so be careful with high height vehicles)
Breakable objects
Slippy slopes

Be the first to explore the abandoned Racier Glacier!
Racier Glacier is a difficult level to conquer. It has steep hills, slippery slopes, wind that blows your car around and lava that can ruin your run. At around 700 meters, you will encounter your first real cave. To get past this obstacle, you will need to jump, land on some dinosaur bones and continue towards the end, being careful not to fall into the lava.
Once you have passed this milestone, you need to beware of the strong winds that blow here. They are powerful enough to blow your car forward or backward and can ruin your run.
For this level, vehicles like Super Diesel are highly recommended, because they are stable and have good fuel efficiency.
Difficulties:
Strong wind (This only is encountered outside in the cold area)
Caves with lava (Some have stalagmites and stalactites, and some have dinosaur bones)
Steep hills with slippery surfaces (Forward blowing winds could help you climb them)
Lots of different paths to take (Some have rock bridges)

Occupational health and safety?
What is that?
Extremely difficult route. On the back the background shows conveyors with details: Fast and Furious, Control in the air, accelerator-FLIC FLAC, Enhanced turbo and coin-operated accelerator; as well as Claws.
On the highway there are some obstacles:
Levers: Touch the leverβthe Patchwork Plant or smashing robots is switched on.
Conveyors: Speed up or slow down the machine depending on which way they go.
Boxes: They are stationary, fall or move along conveyors. Similar boxes can be found on the highway stagnant swamp. These boxes can be destroyed or dented by machines or robots.
Gears: Round obstacles that don't cause much difficulty if they don't hang in the air. Often meet.
Robots: They are activated by black and yellow levers. A very difficult obstacle that raises and lowers the hands with the load. It can crush a car or crates.
Magnets: There are two types of magnets.
Type A: Hanging at the top, pulling the car up. You can turn it on by turning the factory lever and shut it off by touching it.
Type B: The same, only hanging at the bottom.

Don't get lost in this ever-changing forest.

The sky rock outpost is a map in which it will make your vehicle very light, and also you can make coins easy because you can do a lot of flips easily due to the vehicle's lightness. This map does contain some difficulties:
You can pass up a fuel tank if you are going too fast due to there being little gravity
There are rocks that can slow you down
There are tons of satellites everywhere
Some steep hills

A true test of skills awaits those who challenge these perilous trials.
Main Lookouts:
Tons of swinging and stationary logs everywhere
Caves and rocks all in the map
Decks that are dangerous for high-height vehicles
Lots of steep hills

The ultimate balancing act between grippy tarmac and slippery girders.
Main Lookouts:
Tons of iron beams that are slippery
Lots of containers everywhere
Deadly Pits full of water that must be passed
Lots of steep hills and caves

Battle against the blizzards and the bergy bits.
Main Lookouts:
Lots of ice castles that are super slippery
Extremely powerful winds that make your vehicle move around and can push you up hills
Tons of steep hills
Deadly pits full of water that must be passed
Snowmen all over the map
Ice chunks floating in the water
Cups are small sets of 1 to 4 races on separate tracks within a fixed location. At the end of each race, you are awarded points and coins based on your finishing position.
NOTE: The race times shown in-game are simplified for visual purposes. The actual calculation uses more digits than what is shown. If you appear to have the exact same time as someone above or below you in your final position, but are not tied, then this is why.
1st place: 3 points
2nd place: 2 points
3rd place: 1 point
4th place: 0 points
These points are tallied at the end of the cup and the person with the most points is declared the winner. You also receive a bonus amount of coins depending on your final position:
1st place: 350 coins
2nd place: 150 coins
3rd place: 50 coins
4th place: 25 coins
When you die in one of the tracks, the game will instead count your distance compared to other participants and give you a score based on that, so always try to drive as far as possible.
Players that die on a track can be distinguished by their black flag with a skull on it.
You race a cup by tapping the "Race" button in the "Cups"-Tab, season section. The currently displayed cup will be the one you are scheduled to race. The different cups are unlocked upon reaching different player ranks. For example; If you are Bronze III you will not yet be able to race in the cups that require Gold II ranking. To unlock additional cups, you will need to race the cups available to you until you have gained enough experience to rank up to the appropriate level.
You may also freely race any cup (or track within a cup) that you have unlocked in time trial mode. Simply scroll down on the "Cups", cups section menu until you come to the time trial section, and choose your favourite track to set a blazing fast time on! Please note that racing cups in time trial will not count towards increasing your player rank. The only way to do that is to race the scheduled, ranked cups.
Note: All lengths for the tracks were measured with the Racing Truck, as a reference.
Rank Cups In current Season
(July 2020)
Tracks Length (max)
Unlocked at Bronze I Hill Climb Cup Bottom Gear Cup 395m
No Skidding 377m
Big Air Cup X Landing Drive 320m
Season Road 320m
Big Air 320m
Dark Roads X Hills Ahead 300m
Visions of Victory 320m
Hollow Road 340m
Unlocked at Bronze II Downhill Trials X Trial of fall 250m
Trial of Courage 230m
Trial of Balance 198m
Cup in the Woods Forbidden Forest 210m
Captain's Log 210m
The Pond 270m
First Snow Let it Snow 400m
Slippery Slope 420m
Crossroads 450m
Unlocked at Bronze III Challenger Cup X Barn Ride 368m
Base Jump 330m
Silo Showdown 393m
Desert Cup Sunburnt 410m
Tumbleweeds 350m
Road to Heck 390m
Beach Cup X The Dunes 350m
Beach Boys 380m
Seaside 320m
Unlocked at Silver I Countryside Cup Showgrounds 380m
Four-Wheel Park 380m
Circuit 9 345m
Factory Cup X Factory Settings 400m
Face Plant 400m
Flip A Switch 400m
Unlocked at Silver II Sunday Champ Bridges and Stones 345m
The Dip 362m
Killing Floors 331m
Shaft Redemption 450m
Marshland Cup X Tired Alligators 350m
Hangout Cave 330m
Docked Out 420m
Unlocked at Silver III Yellow Snow 385m
Sledhammer 315m
Icicle Race 275m
Spring City X Rubberist 600m
Heat Club 650m
Whipclash 520m
Fury Road 550m
Unlocked at Gold I Dirty Rally FingerWoods 370m
The Quarry 360m
Lost in Transmission 343m
Flipway 400m
I Hate Water Deeper End 530m
The Trench 500m
Reed Grief 600m
Magnetic Circuit X Falling Crates 520m
Magnet Madness 535m
Take Off 490m
Unlocked at Gold II Forest Cup X Logs and Rocks 370m
Rock Pit 380m
Flying Log 350m
Deep Driving X Backwash Dash 500m
Coral Quareel 490m
Thalassophobia 520m
Green Cup X Bill's Landing 430m
Spartan Racing 430m
Ballmer's Peak 373m
Minerβs Mile X Long Road Down 999m
Interstate Cup X Skid Happens 563m
No Step on Snek 440m
Bat Country 535m
Unlocked at Gold III Capital Cup X Drive Through 400m
Danger Zone 345m
A Bridge Too Far 485m
Mountain Cup X Through The Mountains 415m
Gentle Escalation 337m
Cool Descent 370m
Unlocked at Platinum I Uphill Cup X Cliffside Way 350m
Tricky Drive 290m
Mine Shaft Cup Nose Miner 320m
Happy Miner 320m
A Flat Miner 360m
Alligator Cup X Parking Trailers 300m
Snappy Swamps 385m
Bumps in the Water 295m
Boggy Road X Muddy Road 370m
Cottage Road 370m
Lonely Camper 360m
Rocky Road Cup Dirt Road 400m
Danger Ahead 377m
Highs and Lows 315m
Mountain Bridges X Living on the Edge 280m
Over the Cliff 238m
Steep Downhill Cliff 210m
Hub Cap Cup X Rust Valley 370m
Cactus Valley 440m
Dust Valley 380m
Cup of City Water X Get Soaked 400m
Watery Tunnel 280m
Don't Dive 310m
Travel Cup X Nowhere Road 340m
Coconut Cove 410m
Downtown Madness 340m
Unlocked at Platinum II Sand in Swimsuit X Sand in Swimsuit 360m
Tunnel Dive 370m
The Big Dunes 340m
Finger Travels X Tide Waves 335m
Kid's pool 370m
Sandbox 350m
Bumpy Ride Cup X Bumpy Ride 200m
Rough Road 200m
Crazy Climb 320m
Backwater Cup X Swamp Ride 290m
Happy Campers 250m
Grill Bill 250m
It's Mine! Boarding 310m
Carting 335m
Overtakers 310m
Unlocked at Platinum III Epic Hills X Front Window 450m
Better Road 450m
Metar Gear 343m
Desert Mile X Far Far Away 1,000m
Finger GP Breaking Bad 500m
Hairpin 500m
Smooth Curves 420m
Unlocked at Diamond I Winter is Coming Snow Castle 1,000m
Downhill Cup X The Ruins 400m
Tumbling Down 420m
Down the Tube 380m
Bill's Circuit X Hot Tarmac 420m
The Carousel 420m
Fast Lane 530m
Stormrider Cup Tailwind Trail 410m
Headwind Shortcut 410m
Like a Hawk 493m
Unlocked at Diamond II Deep Diving Deepest End 1001m
Paradise Bay X Paradise Bay 999m
Death Mountain X Base Camp 220m
Under the Cliff 220m
Top of the world 270m
More Mines X Rock and Roll 340m
Wheeler 340m
Deep End 340m
Unlocked at Diamond III Tunnels Tunnel Vision 400m
The Esses 360m
On the Rock 400m
Glacier Cup X Boiling Hollow 520m
Bone Gorge 500m
Frostfire Caverns X Frostfire Caverns 1,000m
Total 53 Cups 36 Season - exclusive Cups 147 Tracks 59,385m
These are the cups that are unlocked on reaching Legendary and thereby unlocking Seasons. Season exclusive Cups are the extra Cups that one gets to play alongside the Time Trials picked for the season. These cups may be hidden in the game after the season ends. You can see which cups are in current season in the table above.

Every day you will be given "Missions", opportunities to unlock a red chest inside the "Cups" season section menu. This is unlocked after you have placed first on 10 separate Tracks. For each Track within a Cup that you finish first, you will get one medal, regardless of whether you finish first in the overall Cup series. (Note: it is possible to finish first in a Cup, based on your overall standing, but get no medals, if you didn't finish first in any of the Tracks. Because the medal actually sits slightly in front of the finish line, it is also possible to collect the medal without winning the Track). Once you have 10 medals, the chest will be unlocked. If you don't fill the red chest with 10/10 medals in the given time, you can continue the next day, because the amount of chests that you can unlock can stack up to 2. The red chest currently has unknown probabilities of parts/customizations.
Note: In addition to the Cups Missions, it is also possible to collect medals towards unlocking the red chest by winning Tracks in the "whole cup in unranked mode" of the Time Trial section (but not for winning "single races" in that section.)
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