Acrophobia

Acrophobia is entirely a makeshift construction of the GRIP league, using skycranes to suspend track sections above the mountain ranges of Norvos. With complex road camber, very limited space and some sharp corners, Acrophobia is one of the most technical courses in the league. With only a few pickup locations driving skill and efficient pick-up usage are key here, and its artificial construction means that handling is generally quite predictable - allowing drivers to push the limits as hard as they dare. With its combination of big stops and high speed sections, Acrophobia rewards a balanced performance profile - both handling and speed are valuable here.

Track Stats

 * Terrain Types: Artificial track
 * Approximate length: 8.1km
 * Difficulty rating: Hard

Track Strategy
As noted by the description, Acrophobia is hard track. The first half of the track is a precision racing course, with no powerups. The split in the beginning converges into a tunnel. When you exit the tunnel, note the rocks on the left, and try not to crash into them. At the end of the straight, the mountain opens up and the skytrack section begins. If you choose not to take the upsidedown transition, you will see a boostpad on the left before the jump, then you will land on the top section of that part of the track. The top section of the track has boost pads, which makes it a good speedster route. If you choose to take the transition, you will end up on the bottom.

After there is a half loop, with a group of three powerups in the middle. Make sure you are careful, you can build up a lot of speed and loose control on the jump onto the platform. When you land on the platform, make sure you go on the left or right side of the track, there is a barrier in the middle of the track that will ramp you into the sky. More skillful players can opt to jump over the barrier, however if you do that you miss out on boost pads. If you are using a tank at high speed, it might be worth it to practice for a quick evasive maneuver. Continuing, on the right you will see a ramp that will let you go onto the side of the platform, which has two boostpads and a powerup. This is a hard maneuver to pay off, but can be worth practicing in hopes that you can do it consistently. There is a dip in the track, you can choose to either jump over the dip, use the ramp to get on the upper part of the track(there are powerups on the top).

Afterwards, there is a hard left, and more skytrack, as well as a platform you can use to ramp back onto the skytrack if you're going to fast. Before the final turn of the race, there is a transition, where it is quicker to launch jump off the ceiling.