Free Realms Kart Racing: Frostridge

by Brakk


Frostridge is a very short track, but the standard race vs the computer is 5 laps. Frostridge has several very tricky parts in it, and putting together consistent lap times can be difficult. The difference between a good line and hitting a tree can be pretty slim, especially with other racers to push you around.

It took me a long time to find good lines on certain parts of this track, like the straight between turns 2 and 3. Because of this I felt it was easier to SHOW rather than try and explain everything in words. Here is a video I made of a relatively good lap and some suggestions.



-Straight before turn 1-
Watch out for the trees, especially on the first lap where there are 8 cars all trying to fit between them.

-Turn 1-
Head outside in turn 1 so you can get in the smooth far left part of the 1-2 straightaway.

-Uphill between turn 1 and 2-
The far inside and outside both work well for this uphill, but the outside lets you take turn 1 at full speed, puts you in a better position for turn 2, and has a lot of powerups. When heading to the outside, there is a little bump/jump leading to the start of the smooth area where the powerups are. If you are going fast, you can take this closer to the center of the track and smoothly jump up to this plateau. If you are going slowly, stay far outside where this bump will not affect you. Hitting the bump slowly will cause you to bounce around a lot and lose time.

Once on the far outside, stay there until the bumps in the middle of the course are finished.

-Turn 2-
Take this turn tight inside to set up for the downhill straight coming up. I tend to cut in too early and hit the last of the bumps on the straight leading in. You can see my bouncing around at the end of the video above because of this.

-Downhill between turn 2 and 3-
This was the hardest area to find a good line on. Almost all lines involve a lot of bouncing. The best I have found so far is to try to avoid initial bouncing by splitting the track down the middle at the top of the hill and then heading inside with some boost so you can hit the second big jump on the right side. Hitting this jump with boost lets you land smoothly on the backside of the third jump on the right, giving you great speed into turn 3.

-Turn 3-
Turn 3 is pretty gradual and can be taken very tight if you start to turn as soon as you land from the straight (or you can turn in the air).

-Turn 4-
This turn is right ON the finish line, and there is a hut separating the inside and outside paths. This turn is pretty slippery and it is easy to lose a lot of time in a wide drift. If you approach this turn from the middle of the track and then cut the corner tight right you can make some great time around this corner. If you have boost and hit it right at the apex, it makes it easier to avoid going wide on this corner.

Final notes
The AI on this track on easy seems odd (I have not tried it on medium yet). On other tracks I can easily get 1st and make a big lead, on this track, the lead car is very competitive and it seems they just get faster the further you get into the lead. The rear cars are not very good at all, and I have even managed to lap them on several occasions.


Check out some Kart Racing Basic Tips
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