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Test Drive Unlimited

PlayStation2 (PS2)
EU/PAL version


Contents



Quirks and Features

The Bad
  • The GPS will too often tell you to take one-way roads in the wrong direction.
  • There is no obvious way to sell cars once they've been acquired (only roundabout ways).
  • Too many races take place in public traffic, especially in Club and Master events, making those stages feel more like a game than a simulation.
  • Bug: When selling a house with the list sorted by Price or Capacity, there's a high risk that the wrong house will be sold.
  • Quick Race Mode is only available after you've already started in Career mode, making it much less useful than it could've been.
  • The hazy graphics can be a real strain on the eyes sometimes.
The Good
  • Includes officially-licensed cars from Koenigsegg, McLaren, Saleen, and others.
  • Has a simulation feel to it when not racing in public traffic.
  • Has some lasting appeal, even after reaching 100% game completion.


The Cars

Car List

The table below shows the 72 cars grouped by class. For the column headers, Spd is the car's top speed, Acc is acceleration (0-60) in seconds, Lbs is the car's weight in pounds, and Bhp is brake horsepower. The Price column shows the price of the car and maximum upgrade separated by a plus (+) sign. For the WPI column, the 3-digit number represents 3 single-digit fields; from left to right, the fields show the number of choices for Wheels, Paint, and Interiors; as an example, "234" means that there are 2 choices of Wheels, 3 choices of Paint, and 4 choices of Interiors. Note that a '9' in any of the 3 fields means that there are at least 9 choices (not necessarily only 9 choices). Also note that the available Interiors will often depend on the chosen Paint, and the actual number of choices may vary. For the Acquire column, 'R' means the car can be
Rented, 'D' means the car can be bought from a Dealer, and anything else means the car can be created or won. Note that most of the specs shown are for the cars in fully-upgraded state; the possible exceptions are for Mercedes SLK and Nissan 350Z cars.

Group E (11 cars)SpdAccLbsBhpPriceWPIAcquire
Alfa Romeo GT V61665.42,98228838,000+12,000394R, D
Chevrolet Camaro Z-281365.63,545348160,000+30,000193D
Chevrolet Corvette C1 19571505.62,91030074,999+65,000172S08
Chevrolet Corvette Stingray '691365.32,965360190,000+65,000196R, CE2
Chevrolet SSR1366.04,51046840,000+28,000291D
Ford Mustang GT1644.63,35736037,499+40,000494D
Jaguar Type E Coupe1686.42,896318120,000+65,000191CE3
Mercedes-Benz 300 SL Gullwing1487.52,735288299,999+100,000173S06
Pontiac Firebird1376.53,06836074,999+30,000134R, D
Saturn Sky Roadster1536.12,74620432,999+20,000192R, D
Shelby GT5001505.63,152426134,999+75,000161R, MP1
Group D (12 cars)Spd AccLbsBhpPriceWPIAcquire
AC 2891514.92,010324100,000+70,000182S02
Aston Martin DB4 GT Zagato1685.52,6453761,949,999+80,000156S04
Audi TT Quattro Sport1704.93,04428842,000+30,000141R, D
Cadillac XLR-V1774.43,496528100,000+75,000132S01
Chrysler 300C SRT-81814.13,99451050,000+65,000131D
Mercedes-Benz CLK 55 AMG1703.83,42843489,349+73,000994D
Mercedes-Benz CLS 55 AMG1703.84,063562106,999+90,000293D
Mercedes-Benz SLK 55 AMG1554.93,39536072,849+0994R, D
Nissan 350Z coupe1555.93,34028035,099+0282R, D
Nissan 350Z Nismo S-Tune1555.52,94930047,999+0282R, D
Nissan Skyline GTR R341704.53,25839350,000+46,000161D
Pontiac GTO1704.63,57548040,000+42,000172D
Group C (18 cars)Spd AccLbsBhpPriceWPIAcquire
AC 4271814.12,063492149,999+80,000141R, MP2
Alfa Romeo 8C Competizione2053.53,174480174,999+120,000111S07
Aston Martin DB9 coupe2053.83,617540148,000+75,000299D
Aston Martin DB9 Volante2054.33,617540160,999+75,000299R, D
Aston Martin V8 Vantage2054.03,322456100,000+60,000189D
Aston Martin Vanquish S V122193.83,968624262,899+120,000299R, D
Caterham CSR 2601702.61,19431283,499+100,000191CE4
Chrysler Firepower Concept1914.03,2435101,499,999+120,000111S10
Ford Mustang GT-R Concept1924.62,7515281,499,999+95,000111D
Lotus Elise 111R1654.11,90423043,199+65,000291R, S03
Lotus Esprit V81924.02,91442050,000+67,000192S05
Lotus Sport Exige 240R1703.41,93329181,999+90,000122D
Mercedes-Benz SLK 55 AMG PP1744.93,39536072,849+15,000994NC1
Mercedes-Benz SLK 6.1 S ci1894.33,39544572,849+29,160994NC3
Mercedes-Benz SLK B 55 S1744.53,39539072,849+14,580994NC2
Nissan 350Z Nismo R-Tune1675.33,00035035,099+27,500382NC4
Nissan 350Z Nismo R-Tune P1775.13,09940035,099+42,000382NC5
Shelby Cobra Daytona Coupe2083.82,2064561,000,000+120,000131MP3
Group B (15 cars)Spd AccLbsBhpPriceWPIAcquire
Dodge Viper SRT 102083.73,223600154,999+110,000341R, D
Dodge Viper SRT 10 Coupe2183.53,271600174,999+120,000371D
Ford Shelby Cobra Concept2254.02,9517261,000,000+180,000111CE5
Ford Shelby GR-1 Concept2393.93,7437262,000,000+180,000121S09
Lamborghini Gallardo Coupe2113.53,024591164,449+160,000399D
Lamborghini Gallardo Roadster2143.83,322624192,999+160,000399D
Lamborghini Miura P400SV1985.32,634462160,000+75,000299R, S11
Mercedes-Benz CLK DTM AMG2183.03,699698240,000+250,000111CE6
Noble M12 GTO-3R1883.22,28342290,000+143,000199D
Noble M142084.02,433480115,000+93,000196D
Noble M4002023.32,24251085,499+141,000169D
Spyker C8 Laviolette2054.12,698480235,499+120,000229D
Spyker C8 Spyder2054.02,645480216,499+118,000229D
Spyker C8 Spyder T2183.72,740630232,499+119,000229CE1
Volkswagen W12 Roadster2054.12,433504200,000+170,000111R, D
Group A (16 cars)Spd AccLbsBhpPriceWPIAcquire
Ascari KZ12183.72,813600149,999+155,000199D
Chrysler ME Four-Twelve2732.72,77110201,000,000+320,000111S12
Ford GT2253.43,216660176,999+160,000291R, D
Jaguar XJ2202333.22,903650160,000+160,000199D
Koenigsegg CC8S2633.02,486786549,999+200,000199S13
Koenigsegg CCR2702.82,495967749,999+300,000196D
Lamborghini Countach 25th Anniv.2094.43,161546899,999+67,000111MP4
Lamborghini Murcielago Coupe2263.13,492686231,499+150,000296D
Lamborghini Murcielago Roadster2253.23,492686231,499+150,000288D
McLaren F12643.02,4117521,000,000+300,000182D
McLaren F1 LM2472.72,2468161,299,999+300,000111D
Mercedes-Benz SLR McLaren2283.13,741802460,000+220,000163D
Pagani Zonda C12S2393.12,645660413,999+220,000189D
Pagani Zonda C12S Roadster2393.12,857660575,899+222,000189D
Saleen S7 Twin-Turbo2492.72,830900554,999+221,000169R, D
Volkswagen W12 Coupe2393.22,539720349,999+180,000111D

Newly-Created Cars

The table below shows the 5 cars that can be created by applying certain upgrades to certain cars. Note that, for the Mercedes upgrades, there are 2 Manufacturers at European Specialist: AMG and Mercedes-Benz (MB). Also note that the Nismo R-Tune and R-Tune Power can also be created by upgrading an S-Tune but costs Cr.12,900 more.
 Dealer Car + UpgradeNewly-Created Car
NC1Mercedes SLK 55 AMG + AMG Stage 1Mercedes-Benz SLK 55 AMG PP
NC2Mercedes SLK 55 AMG + MB Stage 1Mercedes-Benz SLK B 55 S
NC3Mercedes SLK 55 AMG + MB Stage 2Mercedes-Benz SLK 6.1 S ci
NC4Nissan 350Z Coupe + Stage 2Nissan 350Z Nismo R-Tune
NC5Nissan 350Z Coupe + Stage 3Nissan 350Z Nismo R-Tune Power

Prize Cars

The 3 tables below show the 23 cars that can be won. The leftmost column serves as reference for the Acquire column of the
Car List. For the rightmost column, the letter in parentheses is the car's class.

Master Points prize cars are awarded when you've earned a certain amount of MPs.
MP1100,000 (Amateur)Shelby GT500 (E)
MP2250,000 (Pro)AC 427 (C)
MP3500,000 (Expert)Shelby Cobra Daytona Coupe (C)
MP41,000,000 (Master)Lamborghini Countach 25th Anniversary (A)

Series prize cars are awarded for winning certain Challenge series.
S010.Grad Class (3)Cadillac XLR-V (D)
S020.Rookie Speed Series (4)AC 289 (D)
S030.Rookie Time Trial (4)Lotus Elise 111R (C)
S041.Aston Martin (3)Aston Martin DB4 GT Zagato (D)
S051.Laenani Collection (10)Lotus Esprit V8 (C)
S061.Mercedes Challenge (3)Mercedes-Benz 300 SL Gullwing (E)
S071.Round Of Golf (6)Alfa Romeo 8C Competizione (C)
S082.Classic Cup (3)Chevrolet Corvette C1 1957 (E)
S092.Touring League (5)Ford Shelby GR-1 Concept (B)
S103.Haleiwa TT (3)Chrysler Firepower Concept Car (C)
S113.Lamborghini GP (3)Lamborghini Miura P400SV (B)
S123.Supercars (5)Chrysler ME Four-Twelve (A)
S134.Master Challenge (4)Koenigsegg CC8S (A)

Club Event prize cars are awarded for becoming president of certain Clubs.
CE1Accolade Ala MoanaSpyker C8 Spyder T (B)
CE2Classic Car ClubChevrolet Corvette Stingray 69 (E)
CE3Club d'EleganceJaguar Type E Coupe (E)
CE4Clubman Car ClubCaterham CSR 260 (C)
CE5Club StripeFord Shelby Cobra Concept (B)
CE6German Car ClubMercedes-Benz CLK DTM AMG (B)


V-Rent Car Rentals

The table below shows the 10
places where V-Rents can be found and the cars that can be rented there, some of which may be useful for certain events.

V-Rent LocationCars For Rent
Ala Moana, SCEPontiac Firebird , Shelby GT500
Diamond Head, SCEAC 427 , Saleen S7
Honolulu Airport, SCAudi TT Quattro , Alfa Romeo GT V6 , Nissan 350Z Coupe , Saturn Sky
Kahuku, NSaturn Sky , Lotus Elise
Kalama Valley, EDodge Viper SRT 10 , Nissan 350Z Coupe
Kapahulu, SCEFord GT , Dodge Viper SRT 10 , Aston Martin DB9 Volante , Mercedes-Benz SLK 55 AMG
Wahiawa, CLamborghini Miura , Saleen S7
Waialua, NWChevrolet Corvette Stingray , Mercedes-Benz SLK 55 AMG
Wai'anae, CWFord GT , Aston Martin Vanquish
Waimanalo, ENVolkswagen W12 Roadster , Nissan 350Z Nismo S-Tune

Rental Car List. The table below shows all of the cars that can be rented. The V-Rent column shows the area where the V-Rent is located. Price is for a 30-minute duration (60 minutes will cost about twice that amount).
GRental CarSpdAccLbsBhpV-RentPrice
CAC 4271654.52,149410SCE2,994
EAlfa Romeo GT V61516.43,108240SC755
CAston Martin DB9 Volante1864.93,769450SCE3,214
CAston Martin Vanquish1994.24,133520CW5,255
DAudi TT Quattro Sport1555.93,172240SC835
EChevrolet Corvette Stingray1246.03,090300NW3,794
BDodge Viper SRT 101894.03,357500SCE , E3,094
AFord GT2053.63,351550CW , SCE3,534
BLamborghini Miura P400SV1806.72,744385C3,194
CLotus Elise 111R1504.91,984192N860
DMercedes-Benz SLK 55 AMG1554.93,395360NW , SCE1,454
DNissan 350Z Coupe1555.93,340280SC , E700
DNissan 350Z Nismo S-Tune1555.52,949300EN955
EPontiac Firebird1247.13,196300SCE1,494
ASaleen S7 Twin-Turbo2262.82,949750C , SCE11,094
ESaturn Sky Roadster1397.22,861170N , SC655
EShelby GT5001366.23,284355SCE2,694
BVolkswagen W12 Roadster1864.52,535420EN3,994

Useful Rental Cars. Some of the more useful rentals are listed below. Note that, in most cases, renting for a 30-minute duration will suffice; if the time runs out while you're in an event, you'll still be allowed to keep the car as long as you don't need to Retry or Quit. For most series races, there will be an option to jump to the next event without quitting and, for club races, the Exit option will take you back to the club to try the next rival (also without quitting).
Rental CarUseful For
Aston Martin DB9 Volante (C)Aston Martin series (Amateur)
Ford GT (A) *Club d'Elegance, Club Stripe, Supercars (Expert)
Lamborghini Miura (B)Classic Car Club, Lamborghini GP series (Expert)
Lotus Elise 111R (C)Clubman Car Club
Mercedes-Benz SLK 55 (D)Mercedes Challenge series (Amateur)
Volkswagen W12 Roadster (B)German Car Club
If you want to use a Ford GT for Club Stripe and neither of the 2 V-Rents (CW, SCE) has a striped version, you can do a manual Save, restart the game, and then recheck both V-Rents.

Car Dealers

The table below shows all 35 dealers, their
locations, and the cars that they sell. Cars in brackets ([]) are prize cars that won't be buyable until after they've been won. See also: After Market Shops and Paint Shops.

Car DealerCars For Sale
Alfa Romeo, SW | SCEGT V6 , [8C Competizione]
Aston Martin, SCDB9 Coupe , DB9 Volante , V8 Vantage , Vanquish
British Independents, NW[AC 289] , [AC 427] , McLaren F1 , McLaren F1 LM
British Independents, SWNoble M12 , Noble M14 , Noble M400 , Jaguar XJ220
British Independents, SC[Lotus Elise 111R] , Lotus Sport Exige , [Lotus Esprit] , Ascari KZ1
Cadillac, CW[XLR-V]
Chevrolet,SWCamaro Z-28 , [Corvette Stingray 69] , SSR
Chrysler, EN300C SRT-8 , [Firepower Concept] , [ME Four-Twelve]
Dodge, ENViper SRT 10 , Viper SRT 10 Coupe
European Classic, NMcLaren F1 LM , Koenigsegg CCR , Jaguar XJ220
European Classic, CEAudi TT Quattro , Mercedes-Benz SLR , Ascari KZ1
European Classic, SC[Aston Martin DB4 GT Zagato] , [AC 289] , [Jaguar Type E Coupe]
European Classic, SC[Lotus Elise 111R] , [Spyker C8 Spyder T] , [Lamborghini Countach 25th Anniversary]
European Classic, SCESpyker C8 Spyder , Lotus Sport Exige , [Caterham CSR 260]
European Classic, EN[Lotus Esprit V8] , Noble M12 , [Lamborghini Miura]
European Classic, E[Mercedes-Benz 300 SL] , Spyker C8 Laviolette , [AC 427]
European Independents, C[Koenigsegg CC8S] , Koenigsegg CCR , Spyker C8 Laviolette , Spyker C8 Spyder
Ford, SCEFord GT , Mustang GT , Mustang GT-R Concept , [Shelby Cobra Concept]
Ford, EFord GT , Mustang GT , Mustang GT-R Concept , [Shelby GR-1]
Italian Independents, CEPagani Zonda C12S , Pagani Zonda C12S Roadster
Lamborghini, CMurcielago Coupe , Murcielago Roadster , [Countach 25th Anniversary] , [Miura P400SV]
Lamborghini, EGallardo Coupe , Gallardo Roadster , [Countach 25th Anniversary] , [Miura P400SV]
Mercedes-Benz, NWCLK 55 AMG , SLK 55 AMG , SLR , [CLK DTM]
Mercedes-Benz, SCECLK 55 AMG , SLK 55 AMG , CLS 55 AMG , [CLK DTM]
Nissan, SCE350Z Coupe , 350Z Nismo S-Tune , Skyline GTR R34
Pontiac, SCFirebird , GTO
Saturn, SCESky Roadster
US Independents, EN[Shelby Cobra Daytona] , [Shelby GT500] , Saleen S7
US Muscles, NWDodge Viper SRT 10 Coupe , Pontiac GTO , [Shelby GT500] , [Ford Shelby GR-1]
US Muscles, NWFord Mustang GT , Chevrolet Camaro Z-28 , [Shelby Cobra Daytona] , [Chevrolet Corvette C1]
US Muscles, SCEPontiac Firebird , [Chevrolet Corvette Stingray] , Dodge Viper SRT 10 , [Shelby GT500]
Volkswagen, NW | SCE | EW12 Coupe , W12 Roadster


After Market Shops

The table below shows all of the After Market Shops, their
location, and the makes that they sell upgrades for. Note that, although this webpage uses the term "Stage n" to describe an upgrade, you don't actually have to apply upgrades in stages. In fact, if you plan to upgrade a car at all, I'd recommend only applying a Stage 3 unless you're upgrading a Mercedes SLK or Nissan 350Z. Also note that upgrades are permanent and can't be uninstalled.

After Market Shop, AreaMakes Serviced
British Specialist, SCAC , Aston Martin , Caterham , Jaguar , Lotus
Corsa Tecnologia, EAlfa Romeo , Lamborghini , Pagani
European Specialist, EAudi , Koenigsegg , Mercedes-Benz , Spyker
Japanese Import, SCNissan
Superfinish, EAscari , McLaren , Noble , Saleen , Volkswagen
Today's American Parts, SCECadillac , Chrysler , Saturn
US Muscle Tuner, SCEChevrolet , Dodge , Ford , Pontiac , Shelby


The Houses

House List

There are a total of 56 buyable houses, but the
Map will initially only show those that you own, those that you've driven past, and those that are handled by the realtors you've actually visited; note that driving past a realtor will light up its icon, but it won't count as visiting. There are a total of 8 realtors where you can Buy, Exchange, or Sell a house. Note that a house will lose 10% of its original value when sold. You can sell a house via any realtor but, if you want to exchange a house, you'll need to do so via the realtor that handles the house that you want. Selling or exchanging a house that has cars in its garage is possible, but only if there are no cars 'orphaned' in the process. Important: Before choosing a house to Sell, make sure that the list is sorted in the default alphabetical order; otherwise, there is a risk that the wrong house will be sold.

The table below shows the houses grouped according to which realtor they're handled by. For the leftmost column, the abbreviation after the comma is the area where the realtor or house is located. The Cc column shows the garage's car capacity, and PpC is the calculated price per car space. Garages come in various styles and usually include things like pillars or cabinets that you can use to group cars together. In the Garage Style column, layouts are expressed using numbers, '-', and '|' signs. The numbers indicate the size of a group, '-' indicates that there is some kind of divider (pillar, cabinet, etc) between the groups, and '|' indicates that the next group is on a different side of the garage. As an example, "3-3 | 2" means that there is a divider separating 2 groups of 3 cars on one side of the garage and space for 2 more cars on another side.

Aliamanu Realtor, SCCcGarage StylePricePpC
Honouliali Village, SW8PL 3-3 | 2499,50062,438
Kewalo Palace, SCE10Ye 2-2 | 2-2-2990,50099,050
Ko Olina Paradise, SW10BC 2-2-1 | 2-2-12,145,000214,500
Shuns Reef, NW6Ma 2 | 4238,70039,783
Waimano Home, C8GT 3 | 5315,00039,375
Kahala Realtor, SECcGarage StylePricePpC
Black Point House, SCE10BC 2-2-1 | 2-2-11,989,500198,950
Green Valley, NW10Sh 5-53,500,000350,000
Kemoo Ditch House, NW4Ba 2-2170,00042,500
Kilani Terrace, NW10Ye 2-2 | 2-2-210,000,0001,000,000
Lokoea Village, NW8PL 3-3 | 2488,50061,063
Mililani Haven Of Peace, C4Ba 2-2153,50038,375
Waialae Beach Terrace, SCE8Ch 5 | 3405,00050,625
Wailupe Beach House, SCE6Ma 2 | 4225,50037,583
Wapahu Village, SCE4Ba 2-2100,00025,000
Kane'ohe Realtor, CECcGarage StylePricePpC
Hui Akikiki Place, CE4Ba 2-2159,00039,750
Kahaluu Lost Eden, CE6Ma 2 | 4221,50036,917
Kaiuapuieho Sun Rise, CE8PL 3-3 | 2509,80063,725
Kamehameha Beach, CE8Ch 5 | 3401,50050,188
Kealohi Lae O Fort, CE10Ye 2-2 | 2-2-21,180,500118,050
The Orient, EN10BC 2-2-1 | 2-2-12,305,500230,550
Waihee Terrace, CE6Ch 3 | 3238,50039,750
La'ie Realtor, NCcGarage StylePricePpC
Beauty Hole House, N8PL 3-3 | 2510,50063,813
Kahuku Point Paradise, N10Ye 2-2 | 2-2-2980,50098,050
Kaihalulu House, N6Ma 2 | 4243,00040,500
Kalaeokahipa Farm Of Paradise, N10BC 2-2-1 | 2-2-11,999,500199,950
Laie House Of Paradise, N8Ch 5 | 3316,00039,500
Malaekahana Homestead, N4Ba 2-2198,00049,500
Punauiua Terrace, N4Ba 2-2172,00043,000
Turtle Refuge, N6Ch 3 | 3228,00038,000
McCully Realtor, SECcGarage StylePricePpC
Ala Wai Eden, SCE6Ma 2 | 4227,00037,833
Api Spring House, EN6Ma 2 | 4233,00038,833
Coconut Beach House, SCE8PL 3-3 | 2515,00064,375
Kaahumanu Paradise, C4Ba 2-2159,00039,750
Kaiaka Heaven, NW10BC 2-2-1 | 2-2-12,225,500222,550
Kaukonahua Home, NW4Ba 2-2160,00040,000
Kuilei Beach Grand View, SCE8GT 3 | 5308,50038,563
Loophole Haven Of Peace, EN8GT 3 | 5299,50037,438
Portlock Realtor, ECcGarage StylePricePpC
Bel-Air Terrace, EN8Ch 5 | 3395,00049,375
Kaloko Lost Heaven, E10Sh 5-52,999,990299,999
Keolo Hills, EN6RC 3 | 3251,25041,875
Old Hanapepe House, E10Ye 2-2 | 2-2-21,110,500111,050
Puninoni Village, C6Ch 3 | 3221,00036,833
Sandy Beach Dream, E8PL 3-3 | 2502,00062,750
Wai'anae Realtor, CWCcGarage StylePricePpC
Kahaloko Beach, NW6Ma 2 | 4229,50038,250
Kaiaka Paradise, NW6Ch 3 | 3234,50039,083
Kokupaa Homestead, CW4Ba 2-2172,50043,125
Lost Keaau House, NW8GT 3 | 5305,50038,188
Old Makua Homestead, NW10Ye 2-2 | 2-2-21,250,000125,000
Ulehawa Beach House, CW8PL 3-3 | 2500,50062,563
Waianae Pililaau House, CW8Ch 5 | 3400,00050,000
Waimanalo Realtor, ENCcGarage StylePricePpC
Lanikai Beach Inspiration, EN10Sh 5-53,153,250315,325
Lokelani House, E6RC 3 | 3268,50044,750
Makapuu Meditation, E8GT 3 | 5309,00038,625
Mikaala Grand View, NW6PL 3-3319,00053,167
Mokulua Lani Glory, EN10Ye 2-2 | 2-2-21,005,000100,500
Pohakupu Village, EN4Ba 2-2155,00038,750

Budget Homes

The list below shows the houses with the lowest PpC (price per car space). The number in parentheses is the car capacity. Note that the total capacity of all of these is 76 (4 more than the total number of cars). The total cost of the houses listed is Cr.2,828,500. If you exclude the Mililani house (for a total capacity of 72), the total cost is Cr.2,675,000.

1. Wapahu Village (4)7. Turtle Refuge (6)
2. Puninoni Village (6)8. Lost Keaau House (8)
3. Kahaluu Lost Eden (6)9. Kahaloko Beach (6)
4. Loophole Haven Of Peace (8)10. Mililani Haven Of Peace (4)
5. Wailupe Beach House (6)11. Kuilei Beach Grand View (8)
6. Ala Wai Eden (6)12. Makapuu Meditation (8)

72-Car Capacity Combinations

A total capacity of 72 will accommodate all of the uniquely-named cars from the
Car List. In the tables below, the column headers 10, 8, 6, and 4 are capacities. The rows show how many of each capacity are necessary for a 72-car total capacity. TH is the total number of houses in the combination.

10864TH
61018
60208
60039
52108
50319
501410
44008
43029
42219
420410
41409
412310
410611
404210
402511
400812
10864TH
34119
33309
331310
323210
321511
315110
313411
311712
307010
305311
303612
301913
26019
25209
250310
242210
10864TH
240511
234110
232411
230712
226010
224311
222612
220913
216211
214512
212813
208111
206412
204713
2021014
17109
10864TH
161210
153110
151411
145010
143311
141612
135211
133512
131813
127111
125412
123713
1211014
119011
117312
115613
10864TH
113914
109212
107513
105814
09009
080210
072110
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The Events

Challenges

There are a total of 164 Challenges in Career Mode. The table below shows the 95 single-event Challenges grouped by
player level; note that the 69 events that are part of a series are listed in a separate table. For the Type column, an exclamation mark (!) means that the Challenge is held in public traffic. The R column shows the car restriction: A-E is the group, and M is a certain make. The Course column will either show a length in miles (m), or the number of speed traps (st). For the Reward column, the reward for a Challenge of type Race is for a win at Normal difficulty (Easy will be half and Hard will be twice that amount); the reward for a Time or Speed Challenge is for Gold (Silver will be about half and Bronze will be about a quarter of that amount).

0. Rookie ChallengesTypeRCourseGoalReward
. Alternate RouteSpeedE4 st115.02 mph8,000
. Bayside RiseRace-2.0 m2 laps9,500
. City LimitsRaceD1.4 m3 laps9,500
. FlushSpeedE4 st75.02 mph8,000
. FreewayRace-2.2 m2 laps10,000
. Hanuama BayRace-1.0 m4 laps8,000
. Heading NorthTime !E4.8 m2:30.00021,000
. HeartstarterRaceE1.5 m2 laps8,750
. HillsongRace-2.5 m2 laps10,500
. KahalaTimeE2.4 m1:42.00015,500
. KapoleiTimeE2.2 m1:15.00014,500
. Laenani Sprint 2SpeedE6 st99.02 mph10,000
. Maunalani LoopRaceE0.9 m2 laps6,250
. Patchwork QuiltRaceE2.1 m2 laps9,000
. Scenic ViewRaceD6.4 m1 lap9,000
. SlingshotRace-4.7 m1 lap10,250
. S Marks The SpotSpeedE3 st85.02 mph7,000
. South East SnakeTime !E6.0 m2:55.00024,500
. Southside SweeperTime-3.9 m2:02.00019,000
. The CrossRace-1.1 m3 laps8,500
. The FoothillsRaceD0.9 m2 laps6,250
. The SeekerTime !E4.8 m2:50.00021,000
. The TendrilTime !E5.4 m2:30.00023,000
. The TurnbuckleRaceE1.4 m2 laps8,000
. Turtle Bay SlingshotSpeedE2 st100.02 mph6,000
. TutorialRace-2.3 m1 lap7,750
. UnderpassRaceE1.6 m2 laps8,250
. Waikiki HillsRace-3.8 m2 laps10,250
. Waikiki RunRaceD2.5 m2 laps10,500
1. Amateur ChallengesTypeRCourseGoalReward
. Bali HiTimeD1.9 m1:12.00021,000
. CloverTimeD1.6 m1:11.00020,500
. Coast To CoastRace-4.3 m2 laps20,500
. Downhill VistaTimeD1.7 m1:16.00020,500
. Hawaii 5 WhoaTimeD2.0 m1:22.00021,000
. Hilltop HammerSpeedD3 st125.02 mph10,500
. HooplaTimeD2.3 m1:22.00022,000
. Maunawili ValleyTimeD3.4 m1:56.00025,500
. Pearl CityRaceD2.2 m2 laps14,000
. River To The SeaTimeD3.6 m2:03.00027,000
. Run To The HillsTimeD3.1 m1:53.00026,000
. SpaghettiTimeD2.6 m1:49.00023,000
. Trip WireSpeedD3 st120.02 mph10,500
. Zig ZagTimeD1.9 m1:22.00019,500
2. Pro ChallengesTypeRCourseGoalReward
. Blind FaithRace-2.6 m1 lap14,500
. Cliffs EdgeRace-2.2 m1 lap14,250
. ControlTimeC6.0 m3:08.00043,500
. CrossoverSpeedC6 st123.02 mph20,000
. Harborside BlinderSpeedC6 st115.02 mph20,000
. High SlideRace-3.1 m3 laps25,750
. HillsideTimeC2.2 m1:38.00030,500
. Hook Line ThinkerSpeedC5 st106.02 mph18,000
. Isle To IsleTimeC4.1 m2:06.00037,000
. Laenani Loop 2Race-1.9 m3 laps19,500
. Laenani Sprint 1SpeedC4 st110.02 mph16,000
. Midland HwyTimeC3.0 m1:48.00030,500
. Mokapu SlingshotSpeedC3 st115.02 mph14,000
. Mokapu SprintSpeedC5 st120.02 mph18,000
. Mountain RideTimeC2.5 m1:44.00028,500
. Quayside ScreamerTimeC2.4 m1:11.00030,000
. Shoreline DriveTimeC3.5 m2:11.00036,500
. The FallsRace-3.2 m1 lap16,500
. The HookTimeC2.6 m1:32.00031,500
. The JigsawTimeC1.0 m0:55.00022,500
. The OverlookRace-3.6 m2 laps20,750
. Town DragTimeC1.9 m1:09.00028,500
. TTTimeC2.0 m1:28.00027,500
. Verdant ValleyRace-2.4 m1 lap12,500
. WaterfrontRace-1.9 m3 laps22,250
3. Expert ChallengesTypeRCourseGoalReward
. AirballRace-5.7 m2 laps47,500
. ApexSpeedB6 st94.01 mph30,000
. CausewayTimeB4.6 m2:22.00060,500
. FlashbackTimeB6.5 m2:38.00075,000
. Forest ValeRaceB2.0 m1 lap19,500
. Freedom RideSpeedB7 st130.02 mph33,000
. Great Ocean RoadRace !-8.3 m1 lap42,750
. Kailua HeightsRace-3.0 m3 laps43,750
. Kelekole FoothillsRace-1.5 m1 lap19,250
. Pearl Harbor GPRaceB4.8 m5 laps84,250
. SharktoothRace-5.3 m2 laps45,500
. SweepstakesTimeB5.3 m2:18.00066,500
. The CoathangerTimeB4.3 m2:11.00056,500
. The LightswitchSpeedB8 st125.02 mph36,000
. TrafficTime !B11.4 m4:32.999111,000
. Walk The LineSpeedB3 st115.02 mph21,000
. Winding WahiawaTimeB3.4 m1:40.00052,000
4. Master ChallengesTypeRCourseGoalReward
. College DeanTimeA5.0 m2:10.00055,000
. Freeway FlyerTime !A16.6 m5:54.999174,000
. SeaviewRaceB1.6 m1 lap27,750
. SpeedbowlRace-0.7 m5 laps30,500
. StreetscapeSpeed !A1 st200.04 mph20,000
. The PointTimeA5.1 m2:40.00078,000
. The RiverRace-1.5 m5 laps54,250
. The SnakeTimeA1.5 m1:22.00051,500
. Top DartSpeedA1 st200.04 mph20,000
. TunnelTimeA4.3 m1:44.00071,500

Challenge Series

The table below shows the
Challenges that are part of a series. For the leftmost column headers, the number preceding the series name is the player level. For the Challenges of a series, numbered Challenges have to be done in order and, initially, only the first Challenge will be available; winning the first unlocks the second, and so on. Note that, after winning a numbered Challenge (other than the final one of the series), there will be an option to press [Triangle] to jump to the next event of the series.

0. Grad ClassTypeRCourseGoalReward
. 1. Grad Class 1RaceE2.2 m2 laps9,500
. 2. Grad Class 2RaceE1.9 m2 laps8,000
. 3. Grad Class 3RaceE2.7 m2 laps11,000
0. Rookie Speed SeriesTypeRCourseGoalReward
. 1. Four Of A KindSpeedE4 st85.02 mph8,000
. 2. Corner SpeedSpeedE3 st100.02 mph7,000
. 3. Slow In Fast OutSpeedE2 st85.02 mph6,000
. 4. Build UpSpeedE4 st90.02 mph8,000
0. Rookie Time TrialTypeRCourseGoalReward
. 1. Junction FunctionTimeE1.3 m0:56.00013,000
. 2. Western 1TimeE3.8 m1:58.00018,500
. 3. Western 2TimeE5.1 m1:33.00016,500
. 4. SprinterTimeE2.5 m1:30.00015,500
1. Aston Martin SeriesTypeRCourseGoalReward
. 1. Aston Martin Series 1RaceM2.9 m3 laps18,750
. 2. Aston Martin Series 2RaceM1.8 m3 laps14,250
. 3. Aston Martin Series 3RaceM1.9 m3 laps15,250
1. Laenani CollectionTypeRCourseGoalReward
. 1. Laenani Wind 1SpeedD1 st90.02 mph7,500
. 2. Laenani Wind 2SpeedD1 st100.02 mph7,500
. 3. Laenani Wind 3SpeedD1 st90.02 mph7,500
. 4. Laenani Wind 4SpeedD1 st105.02 mph7,500
. 5. Laenani Wind 5SpeedD1 st110.02 mph7,500
. 6. Laenani Wind 6SpeedD1 st118.02 mph7,500
. 7. Laenani Wind 7SpeedD1 st107.02 mph7,500
. 8. Laenani Wind 8SpeedD1 st112.02 mph7,500
. 9. Laenani Wind ChallengeSpeedD8 st100.02 mph18,000
. 10. Laenani Wind TimeTimeD4.1 m2:52.00026,000
1. Mercedes ChallengeTypeRCourseGoalReward
. 1. Mercedes Challenge 1RaceM2.4 m2 laps14,250
. 2. Mercedes Challenge 2RaceM2.9 m2 laps17,500
. 3. Mercedes Challenge 3RaceM3.0 m2 laps17,250
1. Round Of GolfTypeRCourseGoalReward
. 1. Fairway ViewsRaceD1.0 m3 laps11,250
. 2. Chip N RunRaceD0.9 m3 laps11,500
. 3. The BunkerRaceD1.1 m3 laps11,750
. 4. DoglegRaceD1.4 m3 laps13,750
. 5. Straight And LongRaceD4.1 m2 laps20,750
. 6. Hole In OneRaceD3.7 m1 lap13,000
2. Classic CupTypeRCourseGoalReward
. 1. Classic Cup 1RaceC2.5 m3 laps26,000
. 2. Classic Cup 2RaceC3.0 m3 laps27,500
. 3. Classic Cup 3RaceC3.1 m3 laps28,750
2. Touring LeagueTypeRCourseGoalReward
. 1. Touring League 1RaceC6.1 m3 laps46,750
. 2. Touring League 2RaceC9.4 m3 laps68,000
. 3. Touring League 3RaceC6.0 m3 laps45,250
. 4. Touring League 4RaceC5.9 m3 laps41,750
. 5. Touring League 5RaceC4.1 m3 laps35,250
3. Haleiwa TTTypeRCourseGoalReward
. 1. Haleiwa LoopRaceB14.6 m1 lap56,000
. 2. Haleiwa ShoreRaceB5.9 m4 laps82,000
. 3. Haleiwa WindRaceB12.1 m1 lap54,000
3. King Of The Hill *TypeRCourseGoalReward
. -. Down The MountainTimeB4.4 m2:36.00059,000
. -. Kelekole PassRace-10.5 m1 lap46,500
. -. King Of The HillRace-31.0 m1 lap96,500
. -. Mokele'ia MadnessRace-4.1 m1 lap28,250
. -. Razorback RidgeRace-3.3 m1 lap26,250
. -. Ridge RunnerTimeB4.3 m2:22.00061,000
. -. Switchback ValleyRace-2.2 m1 lap21,000
3. Lamborghini GPTypeRCourseGoalReward
. 1. Lamborghini GP 1RaceM2.0 m3 laps29,750
. 2. Lamborghini GP 2RaceM2.5 m3 laps39,250
. 3. Lamborghini GP 3RaceM2.5 m3 laps38,500
3. SupercarsTypeRCourseGoalReward
. 1. Supercars 1RaceA2.5 m5 laps51,500
. 2. Supercars 2RaceA5.6 m3 laps68,000
. 3. Supercars 3RaceA3.6 m3 laps39,500
. 4. Supercars 4RaceA3.2 m5 laps66,500
. 5. Supercars 5RaceA3.4 m5 laps67,250
4. Il Viaggio Grande *TypeRCourseGoalReward
. -. Coastal DreamRace !A103.6 m1 lap525,000
. -. Kaneohe To LaieTime !A25.4 m12:54.999271,000
. -. Laie To HaleiwaTime !A9.7 m4:00.000131,500
. -. Nor-WesterRace !A40.4 m1 lap200,500
. -. NWSERace !A54 m1 lap235,250
. -. South To NorthRace !A46.7 m1 lap194,000
4. Master ChallengeTypeRCourseGoalReward
. 1. Southern LoopRace-0.9 m7 laps42,250
. 2. Western ShoreRace-1.4 m7 laps60,500
. 3. Block PartyRace-1.2 m7 laps50,250
. 4. Speed 8Race-1.1 m7 laps39,000

Miscellaneous Series Bonuses. While most series will award a car if won, the series below will award a non-car bonus instead.
3. King Of The HillAbility to jump to any point on any public road
4. Il Viaggio GrandeOwnership of all buyable houses


Club Events

On the
Map, clubs are shown on the Key Locations tab. There are 34 clubs in total, but the Map will only show the ones that you've received a Club Invite from. Most clubs will send you an Invite when you've acquired an eligible car, but some clubs have other requirements. Note that, once you've received an Invite, you don't necessarily have to use your own car to do the races; you could use a rental, if you wanted to, as long as it's eligible (you could, for example, buy an Audi TT Quattro to get a German Car Club Invite, and then use a rented Volkswagen W12 Roadster for the races).

The goal in club events is to race against 6 other club members, one at a time, until you reach the rank of Club President. All club races take place in public traffic, and all are point-to-point style races. There is an offroad penalty bar used but, unlike in some Challenges, it doesn't change the final time or race result; so, basically, it doesn't matter as long as you don't exceed the amount allowed. Club races are held on random courses in the general area where the club is located. If you don't like the current course, you can Exit or Quit (as opposed to Retry or Restart) and you'll get a different course when you enter the same race again. The shorter courses will usually be the easiest, and you can check the length on the MiniMap once you've cleared the start line.

In the list below, the initials used for the Area are: N(orth), S(outh), E(ast), W(est), and C(entral). For the 6 clubs marked with an asterisk (*), the prize for becoming president is a car; for the 28 other clubs, the prize for becoming president is a 'voucher' for a free car upgrade. A voucher can be worth up to Cr.320,000, depending on which car you use it for (check the Price column of the Car List to see which cars will benefit most). Note that, once you've acquired a voucher, you'll be forced to use it for your next upgrade (i.e., it isn't possible to save it for a later upgrade).

Although, on the Map, you'll see gold cups on the icons of clubs that you're president of, clubs don't actually count for "Number of Gold cups" on the Home > Statistics page. Also, club events don't count towards game completion, except for the 6 clubs that award cars (since car collection does count).

Club, AreaAllowed Cars
Accolade Ala Moana, SCE *European: Koenigsegg, McLaren, Noble, ...
Aston Martin Club, SCAston Martin: DB9, Vanquish, ...
AWD Club, NW4WD: Lamborghini Gallardo, Nissan Skyline, ...
Caterham Club, NCaterham CSR 260
Chevrolet Owners Club, SWChevrolet: Corvette Stingray 69, C1 1957, ...
Classic Car Club, SCE *Classics: AC 427, Lamborghini Miura, ...
Club B, SCEGroup B: Ford Shelby Cobra, Spyker, ...
Club Britannia, SWBritish: McLaren, Noble, Lotus, ...
Club C, EGroup C: AC 427, Alfa Romeo 8C, ...
Club Coupe deVille, CECoupes: Volkwagen W12, Lamborghini, ...
Club D, SCGroup D: Nissan Skyline, Cadillac, Audi TT, ...
Club d'Elegance, NE *Elegant: Ford GT, Lamborghini Miura, ...
Club E, SCEGroup E: Shelby GT500, Saturn Sky, ...
Club Italia, CEItalian: Pagani, Lamborghini, Alfa Romeo
Clubman Car Club, EN *Small Sporty: Noble, Lotus Elise, ...
Club Midship, SCMid-Engined: Koenigsegg, McLaren, Noble, ...
Club Stripe, SCE *Striped: AC 427, Ford Shelby GR-1, Ford GT, ...
Concept Owners Club, SWConcept: Chrysler ME, Volkswagen W12, ...
Euro Exotica, CExotic European: Koenigsegg, McLaren, Pagani, ...
Executive Owners Club, NWLuxury: Aston Martin, Mercedes-Benz, ...
Ford Owners Club, SCEFord: GT, Shelby Cobra, Shelby GR-1, ...
German Car Club, EN *German: Volkswagen, Mercedes-Benz, Audi
GT Racers, EGT: Ford GT, Noble, ...
Honolulu Execs, SCRoadsters: Ford Shelby Cobra, Pagani Roadster, ...
Kapahulu Club, SCENoble: M400, M14, M12 GTO-3R
Makakilo Sinosis Waianae, CWNissan: Skyline GTR R34, 350Z Nismo R-Tune, ...
Muscle Car Club, SCEMuscle: AC 427, Shelby Cobra Daytona, ...
North Shore Auto, NW- No Restrictions -
Racing Car Club, CWRace: McLaren F1 LM, Saleen S7 Twin-Turbo, ...
Six Shooters, SCE6-Cylinder: Jaguar, Noble, Nissan, ...
Supercar Owners Club, NGroup A: Koenigsegg, McLaren, Saleen, ...
V12 Screamers, ENV12: McLaren, Chrysler ME, Pagani, ...
Wahiawa GTI, C- No Restrictions -
Windward Ocean Surfers, EAmerican: Chrysler, Saleen, Ford, ...

Club Requirements. To get an Invite, most clubs only require you to own an eligible car. The list below shows the clubs that have other requirements.
Accolade Ala MoanaOwn 3 European cars
AWD ClubOwn 3 AWD (4-wheel drive) cars
Club MidshipOwn 3 mid-engined cars
Honolulu ExecsOwn 3 roadsters (convertibles)
North Shore Auto EnthusiastsAcquire 150,000 MPs
Wahiawa GTIReach Expert level (500,000 MPs)
Windward Ocean SurfersReach Amateur level (100,000 MPs)


Quick Race Mode

When you start Test Drive Unlimited, you're given a choice of 2 game modes. In most cases, you'll want to "Continue Game" to enter Career mode to resume normal gameplay. The other choice is "Quick Race", which is basically like the Arcade mode found in other racing games. Note that Quick Race mode will only be available once you've gone through all of the preliminary steps as described in
Getting Started.

There are a few things that are shared globally between Quick Race and Career mode. Here's a summary of things that will affect the Home > Statistics page:
• The time spent in Quick Race counts for Total Time.
• Credits earned in Quick Race are added to your Career credits.
• Master Points earned in Quick Race are added to your Career MPs.
However, there is nothing in Quick Race mode that counts towards completion percentage. Here's a summary of things that won't affect the Statistics page:
• Medals won't count towards "Number of Gold/Silver/Bronze cups".
• Race results won't affect the Stats column of the Challenges tab.

The events in Quick Race mode are random, and all are Challenges of type Race. Although you'll often see races that are also available in Career mode, there are a number of races that are only available in Quick Race mode. As far as I can tell, the races that are only available in Quick Race will always be unrestricted 4-car races.

Although there is no option to choose a particular course, there is a "Change Vehicle" option that allows you to choose a different car. This is, in my opinion, probably the most useful part of Quick Race because it allows you to test drive a wide variety of cars (albeit, in stock form) without having to actually buy/win them first. The list of cars to choose from will usually be a random selection of 8 cars; the next time you come across the same race, the list of cars will most likely be different.

Unlike in Career mode, the rewards in Quick Race are a fixed/set amount, regardless of how long or difficult a race is:
EasyNormalHard
p1Cr.2,500 / Mp.625Cr.5,000 / Mp.1,250Cr.10,000 / Mp.2,500
p2Cr.1,250 / Mp.312Cr.2,500 / Mp.625Cr.5,000 / Mp.1,250
p3Cr.625 / Mp.156Cr.1,250 / Mp.312Cr.2,500 / Mp.625
If you come across a fairly short race, it may make a good 'money-maker'. However, if you come across a race that's also available in Career mode, the amount of credits and MPs awarded in Quick Race will always be less than the amount you'd earn by doing the same race in Career mode.

If you've just started a new gamesave, and you want to earn a fair amount of credits and Master Points before continuing Career mode, the Challenges below may be worth looking out for. These can be done at the Hard difficulty level using the fastest car that you're comfortable with. The Car Park Now! challenge can actually be won using any selectable car, since the AI cars never finish.
• Car Park Now! (1:30). When you pass Checkpoint 5, the GPS will tell you that you're going in the wrong direction, but just keep going and, when you pass Checkpoint 7, you'll see that you're in 1st place because the AI cars have all gone haywire.
• Entrance Exam (1:50). There are two intersections to watch out for: the one that goes left after Checkpoint 4, and the one where you go onto the freeway after Checkpoint 8. The AI cars will tend to crash at those points, giving you a fairly easy win if you can get through them safely. If the AI cars don't crash at those points, try a different car to get a different line-up.

Other notes for Quick Race:
• Lighting. If you don't like the current lighting conditions, you can change it in Career mode, as described in Lighting Conditions. The lighting that's currently active in Career mode will persist when you re-enter Quick Race mode.
• Race: Eight Ball. After Checkpoint 2, there will be an intersection where the GPS will tell you to turn right. Ignore the GPS and just go straight, because that's how the course goes; turning right will put you in an endless loop!
• Race: Kapalama Divide. This race takes place in public traffic and implements an offroad penalty bar. If you take the parallel road, you can get through traffic much easier. The two parallel roads will eventually join just before the finish line. This race takes 2-3 minutes.
• Saving Records. If you've turned off the AutoSave feature and you want to save your Quick Race records, you can exit to the Startup menu, then choose Options > Game Options, and then set/check AutoSave. When the program asks if you want to overwrite the existing data, choose "Overwrite". If you want to resume gameplay, remember to unset/uncheck the AutoSave option after each Save.

After finishing a race, you'll have the option of trying a different race. Note, however, that the "New Quick Race" option will only be available after finishing a race; if you want to try a different race at any other time, you'll need to choose "Exit" and then reselect "Quick Race".


Gameplay

Getting Started

This section explains the basics of starting a new gamesave and taking your first steps. Some of the topics covered here are:
The GPS MiniMap, Homes, Garages, The Map, Driving Notes, and Racing Notes.
  1. Startup. When the game starts up, it'll display a warning about the AutoSave feature. Once you've read and understood the warning, you can press [X] to Continue. You're then asked to Select a PAL Frequency: 50Hz, 60Hz, or Test 60Hz. The game then displays a few screens of text and video, followed by the Start Menu:
    Start New GameLoad Game
    Choosing Start New Game brings up a dialog asking if you want to Save data or Continue without saving. A TDU gamesave requires about 149K. You're then asked if you want to go online; answer No here. You're then presented with the Game Mode Menu:
    Start|Continue GameQuick RaceOptions
    Note that
    Quick Race Mode won't initially be available.
  2. When starting a new gamesave, it's usually a good idea to set your preferences early on. Choose Options to go to the Options Menu:
    Go OnlineGame OptionsAboutCredits
    Then, choose Game Options to set your preferences via the Game Options Menu:
    ControlsAudioSelect Units[AutoSave]
    Controls takes you to another menu (see below). Audio allows you to set the volumes for SFX, Engine, and Music; Audio Mode allows you to select Stereo, Surround, or Mono output. Units can be either Imperial (miles) or Metric (kilometers).
    AutoSave is a checkbox that can be toggled on or off. Other options can be set via the Controls Menu:
    ConfigurationSteering SensitivityDeadzone[Vibration]
    You can check button assignments by choosing Configuration. Vibration can be toggled on or off. Once you've set your preferences, press [Circle] twice to go back to the Main Menu, then choose Start Game. You're then shown a video of your avatar's flight to Hawaii.
  3. First Steps. Your first task after landing at Honolulu Airport is to rent a car, and the Kapahulu V-Rent gives you the 4 choices below. Your initial budget is Cr.160,000, but keep in mind that you'll still need to buy a car and house. If you have lots of spare time and you want to have some fun before starting normal gameplay, see Alternative First Steps.
    Rental CarSpdAccLbsBhpCr.
    . Ford GT2053.63,3515503,534
    . Dodge Viper SRT 101894.03,3575003,094
    . Aston Martin DB9 Volante1864.93,7694503,214
    . Mercedes-Benz SLK 55 AMG1554.93,3953601,454
    Once you've chosen a car to rent, the GPS will plot a course for the Tutorial
    Challenge where you'll get your first taste of the racing experience. At this stage, the race itself won't be hugely important, but the drive to the race venue gives you a chance to become familiar with the GPS MiniMap.
    The GPS MiniMap is displayed at the lower left of the screen whenever you're driving or racing.
    • With a target set, the cyan line shows the route to take. The icon at the end of the route is the target. Once you're near a target, you'll be able to see the target's hologram above the road. When you're near enough, the MiniMap will let you know when you can press [Triangle] to Enter the target.
    • The box at the lower right shows the distance to the next checkpoint or target, but will be blank if you're not in a race or no target is set. The 'N' on the border indicates due North.
    • While in Free Ride, cop cars are shown as red diamonds. While in a race, your opponents show up as white dots. Public traffic is never shown.
    • The MiniMap has 3 zoom levels that can be toggled by pressing [R3]. If you're travelling long distances in Free Ride, you can toggle the zoom to get an idea of where you are, without having to stop to check the Map.
  4. After finishing the Tutorial Challenge, you'll be asked to choose the dealer where you'll buy your first car. Your choices are:
    Starter CarSpdAccLbsBhpCar+Stage3=Total
    . Alfa Romeo GT V61516.43,10824038,000+12,000=50,000
    . Ford Mustang GT1495.13,49830037,499+40,000=77,499
    . Saturn Sky Roadster1397.22,86117032,999+20,000=52,999
    For early-stage gameplay, pretty much any car will do.
  5. Once you've driven to the chosen dealer and bought a car, the GPS will plot a course for the Kahala Realtor where you'll buy your first house. For now, your only choice is Wapahu Village for Cr.100,000. At this early stage, you'll still need to drive to your new home, but you'll be able to "jump" to it thereafter. Once you're in your home, you can explore its features.
    Homes have 4 tabs near the top of the screen:
    NewsStatisticsGarageDrive Out
    Above the tabs, you'll see the name of the house on the left, with credits and the current car on the right.
    • News is where you can read the messages you've received. Club invitations include an option to target the club so you don't need to look for it on the Map.
    • Statistics is where you can check your game progress. The Statistics page includes 2 tabs: Overall and Challenges. Overall includes various bits of info that might be important if your goal is 100% game completion.
    • The Garage tab is your entry point to your home's garage. As you acquire more cars, you'll eventually need to acquire more houses since each one has a limited amount of garage space. Note that, if you run out of space and win a new car, the car will be put on hold until space becomes available.
    • The Drive Out tab exits the house and returns you to Free Ride mode.
    Garages have 3 tabs near the top of the screen:
    SelectListDrive Out
    The Select and List tabs are basically used to choose the current mode.
    • Select mode allows you to inspect and select a car in the current garage. While in Select mode, if you press [R1] to Inspect Car, that car will become your Current Vehicle. If you don't want to switch cars, you'll need to remember to reselect the one you were in.
    • List mode allows you to select or manage cars regardless of which garage they're in. While in List mode, you can use [L1]/[R1] to sort the list by Vehicle Name or by Group. Invert ([Triangle]) allows you to view the list in ascending or descending order.
    • While in List mode, if you select a car, you automatically jump to the garage that the car is in, and the selected car becomes your new Current Vehicle.
    • While in List mode, you can use the Change Place feature to rearrange the positions of your cars:
    1. If the Current Vehicle is one of the cars you want to rearrange, switch to a car that's already in the desired place.
    2. Use the Map's filters to only show Homes. Then, move the cursor over each house and take note of which cars are in which positions of each house.
    3. Enter any house and then go to Garage > List. Then, start the Change Place feature by pressing [Square] on the car you want to move, followed by [X] on the car you want it to change places with.
    • The Drive Out tab returns you to Free Ride. Note that pressing [Circle] exits the garage and returns you to your Home.
  6. Free Ride. Whenever you're not in a house and not in a race, you're in Free Ride mode. At any time while in Free Ride, you can access the Map to set a new target or to jump to places you've already unlocked.
    The Map can be accessed while in Free Ride by pressing [SELECT] or by choosing 'MAP' from the Pause Menu. There are 3 modes available:
    ChallengesKey LocationsPlayers
    The Map's current mode determines the group of icons currently shown, and you can toggle the mode using [L2]/[R2].
    • For Challenges mode, single-event Challenges are shown as blue icons, while Challenges that are part of a series are shown as green icons.
    • Events/locations that you've already been to or driven past will be represented by lit icons, and you can jump to any of those by placing the cursor on it and then pressing [X].
    • Filters can be set to show or hide icons, making it much easier to find a specific Challenge or Key Location.
    . For Challenges, the available filters include: Type (All, Single Player, Multiplayer), Theme (Time, Speed, Race), Completion (All, Undone, Done), and Vehicle Restriction (All, Current, Group A-E).
    . For Key Locations, the available filters include: Home, Club, Drive-In, Car Dealer, Car Rental, Paint Shop, After Market, Realtor, and House For Sale.
    • If a target is far away, you can save yourself some driving by using the Map to jump to an unlocked location near the target. When choosing a place to jump to near a target, remember to reset the filters so that nothing is hidden. Also, check both Challenges and Key Locations for anything that may be near your chosen target. Also worth checking are the roads near places where you've already been to or driven past.
    • As well as the ability to jump to places represented by icons, you also have the ability to jump to any point on any stretch of public road that you've been on before. With the Map fully zoomed in, and using the left stick to move the cursor, a road that you've already been on will have a flashing circle on it. Once you see the flashing circle, you can move it to any point on that stretch of road and then press [X] to jump to that point. Note that a stretch of road is defined by the intersections at either end so, if you're on a road where the next intersection is far away, you can save yourself some driving by using the zoomed-in Map to jump to the end of the stretch (i.e., to the point just before the next intersection).
    In the early stages of gameplay, you'll be doing a lot of driving in public traffic, and you'll have to remember that it's not a race. Try to avoid hitting other cars, and be especially careful when there are cop cars on the
    MiniMap.
    Driving Notes.
    • If you exit the Map with a target set and your car is facing the wrong way, you can press [L3]+[R3] to point your car in the right direction. [L3]+[R3] can also be used as a quick way to put yourself back on track after an offroad excursion.
    • If you're driving to a destination and the GPS tells you to take a one-way road in the wrong direction, you can avoid ghost-riding by taking a parallel road instead. The GPS will eventually plot a new course that may take a bit longer but will be safer.
    • Avoid driving too closely behind other cars, and keep an eye out for upcoming intersections. TDU doesn't use turn signals, so watch out for cars that may suddenly slow down or stop to take a turn or corner. When going over hills or taking blind corners, your best bet is to slow down and be prepared for the unexpected.
    • A Violation Bar (a green/red bar that pops up near the top center of the screen) will tell you when there's a risk of being fined. As soon as you see the Violation Bar, your best bet is to slow down and avoid hitting anything; in most cases, if you continue driving safely, the Violation Bar will eventually disappear.
    • If you find yourself in a situation where you're being chased by one or more cop cars (as indicated by the 3 shields in the Violation Bar), you can avoid a fine by switching to a different car.
    • When stopping for traffic lights or stop signs, try not to stop too close to any cars that may be in front of you; they have a tendency to drive in reverse before moving forward. If the car in front happens to be a cop car, it's an instant fine if it backs up into you.
  7. Career mode includes 2 sets of events: Challenges and Clubs. With AutoGPS on, the game automatically targets the nearest undone Challenge, but you also have the option of using the Map to set your own targets, regardless of whether AutoGPS is on or off. The AutoGPS setting can be accessed via the Pause Menu.
    Racing Notes.
    • The TCS (Traction Control System) setting is a global option; i.e., it's not saved with the car specs. Although TCS may improve the handling of a car, it doesn't necessarily improve its performance. You can set the TCS level by pressing the [Right] directional button while in your car; the choices are 2, 1, and Off. Turning TCS off will generally allow you to earn more MPs in less time because it'll be easier to drift through corners.
    • While racing, probably the two most important things to keep an eye on (besides the road) are the white arrows that pop up near the top center of the screen, and the cyan lines on the MiniMap. The arrows and the audio GPS will tell you which way to go at the next intersection but, if you're travelling at high speeds, the instructions will often come too late. For this reason, it's a good idea to frequently check the MiniMap so you can anticipate turns a little bit in advance.
    • For Challenges of type Race, there are 3 difficulty levels to choose from: Easy, Normal, and Hard. Doing races at Normal or Hard will earn you more credits and Master Points but, unless you're very familiar with the cars and tracks, I'd recommend choosing Easy. There are better ways to earn credits and Master Points, so it's not really necessary to choose Normal or Hard for that purpose; a better reason might be if you want more of a challenge, or if you're just doing races for the fun of it. The performance of your opponents will be determined by the chosen level, so choosing Easy means you can pretty much use any car in any state (stock or upgraded) and still win races. Also, for unrestricted races in the later stages of gameplay, choosing Easy means you could even use your starter car for Master races, if you wanted to. Since the competition adapts according to which car and which difficulty level you choose, the important thing is to choose a car that you're comfortable with (even if you do have faster cars).
    • For any Challenge or Club event that includes random public (non-race) traffic, there is no more new traffic generated after the last half mile; from that point on, the only public traffic will be the traffic that was generated before that point. This means you can adopt a different strategy for the final part of a race; you could, for example, choose your racing lines more freely or race with a more aggressive driving style.
    • Unlike in Challenges of type Race and Time, there is no track preview in Challenges of type Speed. Also missing are the cyan lines on the MiniMap and the arrows that tell you which direction to go. For those Challenges, it's probably a good idea to start out slow and study the course layout before attempting a full-speed run. The MiniMap will still show the roads (albeit, not as clearly), so it's basically just a matter of figuring out where the speed traps are and remembering which route to take.
    • In the early stages of gameplay, it's probably best to avoid spending too much time on the harder events. If you do the easy ones first, the harder ones will eventually become easier because you'll have more experience and better cars.
    • Another thing to avoid in the early stages of gameplay is winning cars that aren't currently usable. Remember that garage space costs, so it's probably best to win the usable cars first and leave the car collecting for later.
  8. Now that you know the basics, you can proceed in pretty much any way you'd like. The notes below show an alternative way to play the game if you're not really interested in racing and you just want to go out for leisurely drives. If your goal is to achieve 100% game completion, you can skip these notes and read Further Gameplay instead.
    Just For Fun.
    • If you haven't already started a new gamesave, or if you've just barely started and don't mind restarting, you can start with the Alternative First Steps. Note that you don't necessarily have to strive for a new player level; you can spend as little or as much time in the "pre-game" stage as you'd like.
    • For non-serious gameplay, one of the first things you'll want to do after leaving your house or garage for the first time is to turn off AutoGPS in the Pause Menu.
    • If you want to upgrade your car, you can enter the Map and set the filters to only show After Market Shops. You can then target the one that services your car. If you're starting with an Alfa Romeo, you can do the South East Snake Challenge to get yourself closer to the Corsa AMS. Note that upgrades are not strictly necessary for non-serious play.
    • Since you probably won't be doing a lot of racing, you won't be earning a lot of credits either. One way to have a bit of fun without spending a lot is by renting cars. If you enter the Map and set the filters so that only Car Rentals are shown, you can target the one that's near where you're currently situated. If you like the idea of rental cars as an alternative, you can strive to unlock all rental places so you'll be able to jump to them whenever you want to try a different car.
    • If you need to earn more credits to be able to continue, one option is to redo the Tutorial race. Being an unrestricted race makes Tutorial ideal for any car regardless of the car's Group; the down side is that it doesn't pay much. Another option that pays a bit more is the Grad Class series. But, basically, any Challenge of type Race should be easy enough to win if you choose the Easy difficulty level.
    • Site-seeing is one pastime that doesn't cost any credits at all, and there are plenty of sites that might be worth visiting. Depending on your preferences, you can also choose to take leisurely drives along the coast or in the mountains.

Further Gameplay

This section includes various notes that may be useful for further gameplay. The topics covered here are:
Useful Cars, Early-Stage Events, Minimal Cars Strategy, the King Of The Hill Series, Car Collecting, and the Il Viaggio Grande Series.

Useful Cars. The table below includes a selection of some of the more useful cars for completing all Challenges and some Clubs. The cars listed in the Challenges part of the table are capable of winning all of the Time and Speed Challenges in their class. Note that the Clubs part of the table includes only Clubs that award cars, since it's the cars (not the races) that count for game completion. Cars enclosed in brackets ([]) are Prize Cars. See also: Useful Rental Cars.
Challenges
. E / Rookie. any starter car
. D / Amateur. [AC 289] , Nissan Skyline , Pontiac GTO
. C / Pro. [AC 427] , [Alfa Romeo 8C] , [Lotus Elise] , Lotus Exige
. B / Expert. [Ford Shelby Cobra|GR-1] , Noble M14|M400 , [Spyker T]
. A / Master. [Chrysler ME] , Koenigsegg CCR , McLaren F1 LM
Clubs
. Accolade. [Koenigsegg CC8S] , Koenigsegg CCR , Noble M400
. Classic. [AC 427] , [Lamborghini Miura] , [Shelby Daytona]
. Clubman. [Lotus Elise] , Lotus Exige , Noble M400
. Elegance. Ford GT , [Lamborghini Miura]
. German. Mercedes SLR McLaren , Volkswagen W12 coupe
. Stripe. [AC 427] , Ford GT , [Ford Shelby GR-1] , [Shelby Daytona]
Note that a few prize cars have been omitted from the Challenges part due to the fact that they can't be won at the time that they'd be useful; the Shelby Cobra Daytona, for example, is capable of winning all of the Group C Pro Challenges, but the car isn't unlocked until you reach Expert level (one level higher than the level that it's useful for).

Early-Stage Events. In the early stages of gameplay, you can avoid some unnecessary driving by doing events that will give you easier access to other Challenges, Series, and Key Locations (e.g., After Market Shops and realtors). A few of the events that will give you an early advantage are shown below. Note that winning all of the events of a series will usually award a car; if you want to avoid this (e.g., to save space for more useful cars), you can jump to, and then exit out of, the last event of the series.
Four Of A Kind is the first of 4 events in the Rookie Speed Series. Winning the series earns you an AC 289 (D) and unlocks roads in the C, SW, and EN areas. The final event of this series (Build Up) gives you easy access to the first event of the RTT series (Junction Function).
Junction Function is the first of 4 events in the Rookie Time Trial series. Winning the series earns you a Lotus Elise 111R (C) and unlocks additional roads in the CW and C areas.
South East Snake gets you a bit closer to the Portlock realtor, and 3 After Market Shops in the E area (including the AMS for Alfa Romeo, Koenigsaegg, and Noble).
The Seeker ends where Heading North begins, giving you easier access to the European Independents dealer (for the Koenigsegg CCR) and other Key Locations in the C-SC areas.
The Tendril gets you a bit closer to the first race of the Grad Class series, the Aliamanu realtor, and various After Market Shops in the SC area.
Although the above don't necessarily have to be done in any particular order, if you want to do the Rookie Time Trial series, you can save yourself some driving time by doing the Rookie Speed Series first.

Minimal Cars Strategy. If you're already fairly familiar with the cars in TDU, one way to save a bit of time and credits is by minimizing the number of cars and houses used for gameplay. The basic idea here is to fill the available garage space with a selection of useful cars so that any non-useful prize cars will be put on hold instead of taking up space unnecessarily.
• 1. Start by making a list that includes 1 car from each of the first 4 Groups (E, D, C, and B), and add a note about how each car can be acquired. All 4 cars should be cars that can be acquired while at the Rookie player level and, ideally, each car should be capable of winning all of the events in its class. A typical example might look something like this:
ESaturn SkyCr.52,999 (32,999 + 20,000)
DNissan SkylineCr.50,000 (+46,000=96,000)
CLotus Sport ExigeCr.81,999 (+90,000=171,999)
BNoble M400Cr.85,499 (+141,000=226,499)
The above is an example of a simple strategy that basically only requires using a good money-maker to earn enough credits to buy the cars. The list below, on the other hand, is an example of a strategy that requires a bit more effort. For the 3 prize cars listed, you'll need to win 14 different events and, for the Accolade club invite, the first 3 cars need to be European. Winning the Spyker also requires a certain amount of skill and luck because you'll need to beat a McLaren F1 with the Elise or 289 as your only choices to beat it with.
EAlfa Romeo GT V6Cr.50,000 (38,000+12,000)
DAC 289Rookie Speed Series (4 events + Cr.70,000)
CLotus Elise 111RRookie Time Trial (4 events + Cr.65,000)
BSpyker C8 Spyder TAccolade Ala Moana (6 club events + Cr.119,000)
Once you've created your list, you'll have an overview of the main cars that you'll be using for the early and intermediate stages of gameplay. For the later stages of gameplay, you'll be revising your list, but that's for much later.
• 2. Since any starter car is capable of winning all of the E-class events, you won't really need the Shelby GT500 MP1 prize. To keep the GT500 from taking up garage space, all 4 spaces need to be filled before earning your first 100,000 MPs. If any of the cars on your list are prize cars, win those first. For the other cars, choose a good money-maker to earn enough to buy them; note that upgrades can be bought at a later time. Also, keep in mind that driving to the dealers will earn you MPs, and the goal is to fill the garage before you hit 100,000 (i.e., before the GT500 is awarded).
• 3. Once your garage is full, any non-useful prize cars can be put on hold, making it unnecessary to buy houses for them. And, once you've upgraded all of your cars, you'll have the resources to do a good number of events without having to spend any more credits for a while. Note that, as well as using your currently-owned cars, you can also use rental cars for various events (e.g., Club events or one-makes).
• 4. When you get to the point where you've won all or most of the events that your cars can be used for, you can revise your list with an additional 2 cars: an A-class car and a multi-purpose car. If you're not sure which cars to add to your list, see Useful Cars for suggestions. Also, if you're not already at Master level, I'd recommend using a good money-maker to reach that level before moving on to the next step.
• 5. When you're ready to acquire the final 2 cars on your revised list, you can Exchange the 4-car Wapahu for the 6-car Puninoni house. Keep in mind that, once you've exchanged houses, it's important to fill the 2 available spaces as soon as possible to prevent them from being filled by non-useful cars. If you've chosen a prize car for your A-class and/or multi-purpose car, I'd recommend winning all but the final event of the series before exchanging houses, and then win the final event immediately after the exchange. Also, remember that, if you have cars on hold and you want to keep them on hold, you'll need to fill the available space before entering a home.
• 6. Once you've exchanged houses and upgraded the last 2 acquired cars, you're pretty much all set to win the remaining Challenges to satisfy the Gold Cups requirement.

The King Of The Hill Series. The events of this series will be unlocked when you reach Expert level (500,000 MPs). The events are scattered over the west and northwest of the island, and they can be done in any order. The notes below may save you some time if you want to get to the various events as quickly as possible after targeting them. These notes assume that you're doing them in the order shown, but they should be easy enough to adapt if you choose a different order.
1. Kelekole Pass (Race, 10.5 miles). This is a good first target since it'll probably be the nearest to travel to. If you've done Western 2 (Rookie Time Trial series), you can use that as your starting point; use the zoomed-in Map to follow the road that goes west and then jump to the intersection at the coastal road (Kelekole Pass will be about 4.8 miles from there).
2. Mokeleia Madness (Race, 4.1 miles). This will be about 11 miles from Kelekole's finish point, but you can use the zoomed-in Map to jump to the ends of the longer stretches of roads. This event will take you within walking distance of Down The Mountain.
3. Down The Mountain (Time, 4.4 miles). This event requires a Group B car; the one that works best for me is the Ford Shelby Cobra Concept. From here, you can target Ridge Runner.
4. Ridge Runner (Time, 4.3 miles). With this targeted, the GPS will plot a course that goes along the west coast. If you now go past two intersections, you can use the zoomed-in Map to follow that coastal road and then jump to the farthest point that you can, which will be just before the intersection where you go left onto a road that heads North; once you're on that road, you can use the same trick to jump straight to Ridge Runner's doorstep.
5. King Of The Hill (Race, 31.0 miles). For this race, you can jump back to Mokeleia Madness and be within 4 miles distance of it.
6. Razorback Ridge (Race, 3.3 miles). This should now be on a road that you can jump to.
7. Switchback Valley (Race, 2.2 miles). For this race, you can jump to the intersection near Zig Zag and be within half a mile.
Once you've won all 7 events, you'll get a message saying "You can now teleport anywhere on the island". At that point, you'll have the ability to jump to almost any point on any public road, even if you haven't been there before. Note that the "anywhere" in the message is a bit misleading since it doesn't apply to dirt roads or anything else, so you still won't be able to jump to any places shown as icons unless you've already been there before. You do, however, have the ability to jump to the road that the place is on. The easiest way to do this is by first using the directional buttons to place the cursor on the desired icon, then zoom in all the way, then tap the left stick down. Once you see the flashing circle, you can press [X] and, in most cases, you should be able to press [Triangle] to Enter.

Car Collecting. If you're going for 100% game completion, one of your goals will be to collect all cars (or at least 69 of them) and acquire the houses to store them in. One other thing to consider is whether you want your cars upgraded or not.
Cars. Of the 72 cars in total, 23 of them are prize cars, while the other 49 are dealer (i.e., non-prize) cars. The total cost of all dealer cars is Cr.11,573,506. Note that duplicate cars won't count towards game completion, so it's probably a good idea to use a checklist to keep track of your collection. Also note that, although you can achieve 100% with only 69 cars, it's probably best to collect an even 70 or 72 since there are no houses that have an uneven car capacity.
Houses. To store 72 cars, you'll need at least 8 houses. If you want to buy houses without spending a lot, the total cost of the Budget Homes minus the Mililani house is Cr.2,675,000. The alternative to buying houses is to win them all before collecting cars. If you've won all of the houses and you're only interested in car collecting (i.e., game completion isn't your goal), you can Sell some houses to buy cars. Note that, if you are going for 100% game completion, selling houses to buy cars is not an ideal option because, if you're going to be buying back houses, you're basically borrowing credits with a 10% interest rate, and you'd need to do more money-making than you'd otherwise need to do.
Upgrades. If you want all of your cars upgraded, the total amount needed to upgrade all prize and non-prize cars is Cr.7,880,240. Note that, although you can do some Club racing to earn upgrades, it's generally faster to do the Tunnel money-maker instead, especially if you're not a fan of illegal street racing games; the Tunnel Challenge can earn you about Cr.350,000 in about 10 minutes, while doing club racing for upgrades will almost always take longer.

The Il Viaggio Grande Series. The events of this series will be unlocked when you reach Master level (1,000,000 MPs). These events are scattered along the coasts, and they can be done in any order.
• Coastal Dream (Race, 103.6 miles)• Nor-Wester (Race, 40.4 miles)
• Kaneohe To Laie (Time, 25.4 miles)• NWSE (Race, 54.0 miles)
• Laie To Haleiwa (Time, 9.7 miles)• South To North (Race, 46.7 miles)
Winning all 6 events of the IVG series gives you ownership of all of the buyable houses on the island. However, owning all of those houses has its advantages and disadvantages. One advantage is that, if you're at that stage where you're collecting cars for game completion, you won't have to worry about running out of garage space. One disadvantage is that, if you want certain cars in certain garages, it makes it a bit more complicated. Another disadvantage is that, with so much free garage space, there is no easy way to sell cars. Before completing the IVG series, it may be a good idea to weigh the advantages and disadvantages, and decide whether you want all of those houses before or after the car-collecting stage. If you choose to acquire all houses before collecting cars, the list below shows the order in which houses are filled.
1. Waimano Home (8, C)29. Kewalo Palace (10, SCE)
2. Kuilei Beach Grand View (8, SCE)30. Waihee Terrace (6, CE)
3. Wapahu Village (4, SCE)31. Turtle Refuge (6, N)
4. Mililani Haven Of Peace (4, C)32. Puninoni Village (6, C)
5. Malaekahana Homestead (4, N)33. Kaiaka Paradise (6, NW)
6. Kemoo Ditch House (4, NW)34. Kamehameha Beach (8, CE)
7. Pohakupu Village (4, EN)35. Waialae Beach Terrace (8, SCE)
8. Punauiua Terrace (4, N)36. Waianae Pililaau House (8, CW)
9. Kaahumanu Paradise (4, C)37. Laie House Of Paradise (8, N)
10. Kokupaa Homestead (4, CW)38. Bel-Air Terrace (8, EN)
11. Hui Akikiki Place (4, CE)39. Ko Olina Paradise (10, SW)
12. Kaukonahua Home (4, NW)40. The Orient (10, EN)
13. Ala Wai Eden (6, SCE)41. Black Point House (10, SCE)
14. Wailupe Beach House (6, SCE)42. Kaiaka Heaven (10, NW)
15. Kahaloko Beach (6, NW)43. Kalaeokahipa Farm OP (10, N)
16. Kaihalulu House (6, N)44. Keolo Hills (6, EN)
17. Shuns Reef (6, NW)45. Lokelani House (6, E)
18. Api Spring House (6, EN)46. Kaiuapuieho Sun Rise (8, CE)
19. Kahaluu Lost Eden (6, CE)47. Ulehawa Beach House (8, CW)
20. Lost Keaau House (8, NW)48. Lokoea Village (8, NW)
21. Loophole Haven Of Peace (8, EN)49. Beauty Hole House (8, N)
22. Makapuu Meditation (8, E)50. Honouliali Village (8, SW)
23. Kilani Terrace (10, NW)51. Coconut Beach House (8, SCE)
24. Kahuku Point Paradise (10, N)52. Mikaala Grand View (6, NW)
25. Mokulua Lani Glory (10, EN)53. Sandy Beach Dream (8, E)
26. Old Hanapepe House (10, E)54. Lanikai Beach Inspiration (10, EN)
27. Kealohi, Lae O Fort (10, CE)55. Green Valley (10, NW)
28. Old Makua Homestead (10, NW)56. Kaloko Lost Heaven (10, E)
If you want your cars in certain garages, the steps below show how to move cars from
houses that you don't want used to houses that you do want used. Note that this involves Selling houses, and it's worth keeping in mind that houses lose 10% of their value when sold. Also note that these steps are only for moving cars to empty houses; if you want to arrange the cars in your garages, see the Garages topic in the Getting Started section.
• 1. Copy the House Fill Order list to a text or spreadsheet data file. Note that, although the list above is in 2 columns, each house in your own list should be on a line/row of its own.
• 2. Mark the houses that you want to store cars in. Ideally, the total capacity of the marked houses should be 72. If you're going for 100% game completion and you want to avoid having to do a lot of tedious money-making to buy back houses, you can strive to sell as few houses as possible by choosing houses that are high in the list and avoid houses that are low in the list. If your last marked house is #25, for example, there are fewer houses to sell than if your last marked house is #50.
Note: When selecting a house to Sell, it's important to keep the list sorted in the default alphabetical order; otherwise, you may end up selling the wrong house.
• 3. Sell the houses that are higher in the list than your first marked house. Example: If your first marked house is Kokupaa Homestead (#10 in the Fill Order list), you'd sell the houses listed as #1...#9. As you sell houses, also delete their entries from your text or spreadsheet data file.
• 4. Sell all of the houses between your current marked house and the next marked house. Example: If your current marked house is #10 and your next marked house is #20, you'd sell the houses listed as #11...#19.
• 5. Repeat the previous step until you reach the last marked house. Once you've reached the last marked house, you're pretty much done with selling houses. You don't need to sell any houses below the last marked house since TDU won't use a house unless all of the houses above it are full.
If you're going for 100% game completion, you'll need to buy back any houses that were sold. But, before doing so, you'll need to make sure you've acquired all of the cars that you want to acquire; otherwise, a newly-acquired car may end up in a garage that you didn't want to use.


Noteworthy Sites

This section includes notes on how to get to some of the sites in various
areas. In most cases, directions will include references to houses, realtors, and/or Rookie Challenges. Realtors and Rookie Challenges will be visible on the Map (if not filtered out) but houses might not be. To make a house visible, visit the realtor that it's handled by. If you can't yet jump to a certain place, you'll need to drive to there from the nearest place that you can jump to. When you're done with an excursion, you can press [L3]+[R3] to return to the main road.
Airfield, Dilingham. CW-NW, east of Kilani Terrace and west of Green Valley, you'll see an airfield that runs east-west. Jump to the road near the west end where it intersects with a north-south dirt road. Follow the dirt road and fence along the southwest side. Near the 3 buildings, there is a break in the fence where you can enter.
Airport, Honolulu. SC, southwest of the Aliamanu realtor. Jump to any road near where there are planes on the Map. There doesn't seem to be any way to get inside the airport, but you can go up to the fence to get a fairly good view of the planes.
Airport, Kalaeloa. SW, south and slightly west of Corner Speed (Rookie Speed Series), you'll see 2 sets of runways that cross eachother to form an 'X'. At the northeast end, you'll see another 'X' in light gray. Jump to the road that intersects with the top right of the light gray 'X' and enter the corridor there. Turn right at the end of the corridor, and follow the road that leads you to the first runway. Turn right where the runway crosses a second one. The hangars and planes will be to the right of the second runway. The planes are also visible from outside the fence if you jump to the road near the beige part in the northwest.
Crater, Diamond Head. SCE. Jump to Kuilei Beach Grand View (McCully house), drive onto the circular driveway with a fountain at its center, and then carefully drive up to the edge to get a good view of the crater below.
Dock, Pearl Harbor. SC, south of Grad Class 3, jump to where the 2 parallel roads intersect. Point your car so that the water is on the right. Drive past the 2 small light-colored buildings and then turn onto the dirt just before the 3rd light building. Go through the gap between the wall ahead and the building to its right. Up ahead, if you drive past the 2 trees, you'll see a container ship, 2 overhead cranes and stacks of containers.
Falls, Kahaluu. CE, near Kahaluu Lost Eden (Kaneohe house), jump to any point southeast of the dark patch. Point your car north to see a pond and 3 waterfalls.
Harbor, Paa Laa Kai. NW, northeast of Kaiaka Heaven (McCully house) and southwest of Lokoea Village. From Kaiaka Heaven, jump to a point just before the intersection. Take the dirt road to the north (past a few buildings). Drive up to the fence to see some yachts.
Harbor, Pearl Harbor 1. SC, northeast of Grad Class 3, you'll see 4 strips of water of varying sizes. Jump to the road that runs parallel to the eastern strip (the largest one). If you're not already facing southwest, make a U-turn and you'll see a battleship to your right. To see the ship from the other side, drive down to where the road curves, then take the dirt path (to the right of the guardrail) past 2 buildings (a pinkish one and a gray one with a greenish tint). After passing the second building, turn right and drive to where you can see the ship on your right.
Harbor, Pearl Harbor 2. SC, southwest of The Seeker (Time Challenge), jump to Pearl Harbor GP (Expert Group B Race Challenge). Exit. Drive about 0.1 mile and on the left you'll see a white building and another building. After the second building is a dirt path. Turn left on to the dirt path. Go down the dirt path and turn left. You can follow the harbour round and view the ships. To exit, follow your path out. When you get back to the road, turn left. You'll see a raised area on the left. In the middle are some steps. Drive the car up the steps. The car will be airborne briefly, so be ready to brake when you land. If you drive to near the water's edge, you can see the water flowing.
Lighthouse, Barber Point. SW, southeast of Ko Olina Paradise (Aliamanu house), west of Kalaeloa Airport, jump to the bend in the road where it intersects with a dirt path (the light gray stripe that goes south and slightly west). Follow the dirt path down to the lighthouse.
Lighthouse, Kaena Point. CW-NW, at the western-most tip of the island, jump to any point near there.
Lighthouse, Laniloa Point. NE, east of Beauty Hole House (Laie house), jump to the eastern tip of the peninsula.
Lighthouse, Makapuu Point. E, west of Makapuu Meditation (Waimanalo house), jump to the point just south of the house where there's a light gray patch to the west. Follow the dirt path to the lighthouse.
'Magic' Building. E, northwest of the Portlock realtor, you'll see a road with 2 forks (in the northwest and southeast) with a bit of invisible road between the 2 forks. Jump to the northwest part of the invisible road (this is the bridge over the water). If you're not already facing northwest, make a U-turn so that you see 2 black Test Drive signs on your right. At the end of the bridge (just before the second sign), turn right off the road and onto the grass. Turn and head towards the water. At the corner of the wall where the signpost is, carefully drive along the wall and water. After the wall ends, drive along the glass-panelled building that's on your left. Before you get to the end of the building, turn into the gray brickwork and the car will disappear into the building! If you turn on the car's headlights ([L2]), the rear lights also come on. If you switch to the behind-the-car view ([R2]), you can see the rear lights, but no car. Reverse out of the building. Go round the corner of the building and drive the car into the glass panels so the car disappears. Using the right analogue, rotate the stick so you have 360' vision. The car appears to be parked outside the building, not in it. Release the analogue and the car is still in the building. Reverse out of the building. At the end of the building, go left. Pull in to the left. Drive the car into the building. The car will stop itself. Rotate the right analogue stick and you'll find the car parked in the building's courtyard. Reverse out again. Keeping the building on your left, drive to the opposite end. Driving into the end of the building from this end allows you to view the courtyard from the opposite end. Opposite this 'magic' building is another building. However, when you drive into this one, the car only goes half way in. Use the right analogue again, but slowly as the view isn't as good.
Observatory, Kaena Point. CW-NW, northwest of Kilani Terrace (Kahala house). Jump to a point just in front of the house. If you're facing the house, you'll see a dirt road on your left and, once you're on that road, you'll see the observatory on the hill in the distance. Go up the road to get a closer look.
Observatory, Mokuleia. CW-NW, just southwest of Mikaala Grand View (Waimanalo house). Jump to a point to the right of the house's icon. Turn your car so that you're going uphill (if you're not already). To your left, there is a dirt road. Take the dirt road up the hill, but be careful when you get to the top as there's very little room to move without the risk of sliding down the mountain.
Pond, Manoa Falls. CE-NE, northwest of Kahaluu Lost Eden (Kane'ohe house). Starting at the house's icon, use the left stick to move the cursor up until you come to the first road. If you trace that road in the northwest direction, you'll eventually see an area that looks different than the usual wooded terrain. Jump to any point near there and you should see a pond just south of the road.
Pond, Maunawili Falls. CE, south of Waihee Terrace (Kane'ohe house). Jump to the front of the house. To the left of the gate, there is an opening between the fence and hedge. Drive through and go left so that you're on the grassy side. Follow the fence down the hill and you'll eventually see the pond. Another nearby site is Valley Of Temples (see "Village, Oriental" below).
Raceway, Oahu. SC, southwest of Grad Class 1, southeast of Grad Class 3, near Honolulu Airport, you'll see a circuit-like road with only a single intersection at the southcentral part. Jump to any point on that road and you'll be on the track.
Radar Station. CE-EN, northeast of The Orient (Kane'ohe house), south of 2 small islands. Jump to the end of the deadend road. You should see a fence with a dirt patch behind and to the right of it; if not, make a U-turn. Carefully drive up the dirt road to the left until you reach the station at the top of the hill.
Scenery, Hanauma Bay. E, east and slightly north of the Portlock realtor, south of Bayside Rise (Race challenge). With the cursor on Bayside Rise, move the stick down and jump to the deadend road near the light gray area. Drive over the dirt and through one of the gaps in the concrete wall to get a nice scenic view of the bay. You can explore other parts of this area and find flower beds and a restaurant.
Stadium, Aloha. SC, north and slightly west of The Seeker (Time challenge), you'll see a gray and light gray circular area surrounded by green which, in turn, is surrounded by a road. Jump to any point on the circular road. The front of the Stadium is on the south side, and there are red/white gates in the southwest and northeast where you can drive through on either side to get a closer look.
Village, Orange 1. CE-NE, north and slightly east of Kahaluu Lost Eden (Kane'ohe house), south of a residential area near the coast. Look for a road shaped a bit like a 'W' with an intersection in the northwest and 2 intersections to the east. Jump to any point on the southern part of the road.
Village, Orange 2. N, southwest of Punauiua Terrace (Laie house), near the northwest section of an orchard. Jump to any point near the gray rectangles. The village is almost completely fenced off on the road side. To get to the other side, follow the fence going west and look for a small palm tree, then drive through the gap just behind it. Carefully turn the car around so that it faces the village, then build up some speed to get through the gap between the fence and the water. One of the buildings there, when seen from a certain angle, appears to be floating in mid-air.
Village, Oriental. (Valley Of Temples). CE, southeast of Waihee Terrace (Kane'ohe house), east of Maunawili Falls (see "Pond, Maunawili Falls" above). If you trace the road from the house, past the rocky area near the bend, you'll see a horseshoe-like road that circles back to the same road (the road that Waihee Terrace and Maunawili Falls are on). Jump to any point on the horseshoe-like road.
Water Feature. C-SC, south and slightly east of Heading North (Time challenge). Starting at the Heading North icon, use the left stick to move the cursor down (south) to where you see a light gray area with darker gray objects of varying sizes. There is a rectangular section of this industrial area that has a rounded corner at the northwest and intersections at the northeast, southeast, and southwest, with a circular object at its center. Jump to a point near the southeast of that section (left/west of 2 green strips) and you'll see that there are 3 identical pink and red buildings with a gap at each side of the middle one. Turn down either one. When you enter, turn left and you'll see 4 palm trees and a water feature which can't be seen from the main road.
Waterways. SCE-E, near Lokelani House (Waimanalo house). Jump to just below the house's icon, to the left of the light gray square (which is actually the house). Cut across the grass on the other side of the road and drive towards the water to the west. You'll see a couple of boats straight ahead and, if you explore the other waterways in this area, you'll find others in various places.


Miscellaneous Notes


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This page was last updated on: 2024.01.07