
Welcome to the in depth guide to Burnout Paradise
Index
1 - Basics
1a] Starting out
1b] Method to the madness
2 - Road rage
2a] Overview
2b] Techniques
2c] Locations
3 - Marked man
3a] Overview
3b] Techniques
3c] Locations
4 - Burning route
4a] Overview
4b] Techniques
4c] Locations
5 - Stunt run
5a] Overview
5b] Techniques
5c] Locations
6 - Race
6a] Overview
6b] Techniques
6c] Locations
10 - Advanced tutorials (including videos)
10a] Flat spin mechanics
10b] Induced spin
10c] Barrel roll mechanics
10e] E-brake spin
10f] Take down mechanics
11 - Car guide
11a] Car statistics
11b] Car paint/liveries
11c] Car dynamics
11d] Additional car data (suggestions, tips, etc)
---------to be added---------
7 - Online challenges
8 - Timed challenges
9 - Freeburn modes
12 - Road Rules
13 - Showtime
14 - Achievements
15 - Future updates (Trophys/etc)
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a) Starting out
Starting the game from the beginning you are presented with a Learners permit, from here you require set numbers of event wins to progress to the next license, the number of wins needed is as follows :-
Learners Permit to D License = Win any 2 events
D License to C License = Win any 7 events
C License to B License = Win any 15 events
B License to A License = Win any 26 events
A License to Burnout License = Win any 40 events
Burnout License to Burnout Elite License = Win all events that remain.
It's worth noting that every time your license is upgraded, all events except for burning routes are reset.
Early on in the game it is wise (if you are new to the game) to take whatever car you have and just drive around the city, exploring and uncovering as much as you can, finding all of the events that you can as it makes progressing through them alot easier later on.
b) Method to the madness
For me, i progressed from learners permit to B License in the default Hunter Cavalry alone, before switching to a faster car for later events, so it isn't all that difficult to progress up to A license at first, You can chose to do all of the burning routes as soon as they become available, to unlock additional cars or you can save them for a later time to add an aspect of ease to the later licenses, for example when going for your A License, doing the burning route for the hunter cavalry will be easier for a win than a marked man, but at the same time not having the cars accessed from doing the burning routes may hinder your progress, so it is entirely up to you how you wish to progress.
Just remember to explore first and familiarize yourself with the roads, the event locations and as many shortcuts as possible, they will become a great help in future!

a) Overview
Road rage events basically throw you in with the tigers, where you and a seemingly endless stream of cars that want you or anyone elses blood, duke it out in a crazy dash around the city, the key to this mode is taking down the other cars you have a set ammount of time to reach the target score, with 5 seconds added to your available time each time you take down a vehicle, this of course doesn't include normal traffic, as that is still active and will wreak you if you crash!
Depending on the strength of the car you use, you generally get 3 or 4 crashes before the event forcefully ends, none of the road rage events have a takedown target of more tha 30 so once you get the hang of it, you should do pretty well, if you are good at them, they're an easy way to get better licenses.
b) Techniques
Nevada -
I've found that with road rage, the normal street can be a very harsh place, jumps, walls, solid posts and turning traffic can really impact your ability to score takedowns, one of the BEST tecniques i found was to work your way as fast as possible, to the I-88, once on here takedowns become a hell of alot easier, as there is less to run in to other than normal traffic, but grinding takedowns are relatively easier, you can also crank up the score by smashing other cars in to each other, If at this point you have a monster truck, hunter citizen, van, or any other heavy car (for example, an unlocked Steel wheels GT) use it, as the lighter cars will significantly reduce your ability to perform takedowns, just note that the class of cars used in road rage are generally linked to your choice, so using heavier cars means the AI cars will also be heavier.
DamianMagecraft -
If you find your self unable to get one the I-88 take the fight out of town.
The same techniques used on the Highway can be used in the mountains.
This also has the add benefit of offering up Two repair shops to roll though if you find your self too dinged up. (suggestion: wait till the last possible moment to use the repair shop. BUT do not pass one by just because you have only had one crash. you never know when you will be passing by another one.)
c) Locations
There are 16 Road rage events in total, their locations are as follows :
1 - "Half Nelson" - Ross and Nelson
2 - "Oncoming onslaught" - I-88 and Moore
3 - "River city rampage" - 4th and Paradise
4 - "Angus wharfare" - Angus and 4th
5 - "Franke exchange" - 5th and Franke
6 - "Motor city mayhem" - Patterson and I-88
7 - "Lighthouse rock" E Crawford and Angus
8 - "Central square-off" - King and 2nd
9 - "Suburban scrap" - Hubbard and 2nd
10 - "Crosstown carnage" - Young and Riverside
11 - "Freeway frenzy" - I-88 Section 3 to 4 link
12 - "Taking it's toll" - I-88 Section 4 to 1 link
13 - "Rush hour" - 3rd and Root
14 - "Blockade run" - S.Bay and Gabriel
15 - "Wrecking yard" - Lambert and 1st
16 - "Sunset showdown" - Schembri and Chubb

a) Overview
Marked man is basically a game of cat and mouse where the mouse (you) has to run from the cats (ai), to a set location on the map without being taken out completely, again the choice of car reflects how many times you can be taken down before the event ends, and the added problems of not being able to stop for too long (or the event ends!), or drive too long in reverse (an anti-ai exploit fix).
You can take down the casing cars but their numbers will always return later on down the road!, which makes for some hair tugglingly frustrating run-in's, especially the last event where you have to survive in the paper-delicate F1 car!
b) Techniques
As with all things in life, speed isn't ALWAYS the key, it's nice to note that chasing cars can't use all shortcuts, so you can hide there for a while or use as many as you know to escape them, it isn't generally considered a road, but at the same time it isn't considered a shortcut, but the railway that runs along side and above the lower left bridge can be a great way to escape them even though they CAN chase you up there, the reason for this is that the jumps, and non-flat walls of the bridge can easilly wreak you, but up on the railway (for routes ending at stalion ranch), there isn't much to run in to if you make it up there, and if you have enough boost you can usually make it the entire way without being hit too much.
Another tip would be when you're about to be sandwhiched between two chasing cars, to brake hard and if needed and 180 the car, then drive enough in the opposite direction that the cars chasing start coming from behind, then 180 again, while this doesn't completely rid you of them it does give a big enough gap to progress a little more, which may be all thats needed if a shortcut is nearby, It does however carry it's own dangers, such as being t-bone'd while turning, or hit head on!
Avoiding driving too close to walls or obstacles is usefull, or on roads with a rail above (rail support struts either side of the road), drive between these struts and the side of the road, as driving on the road runs the risk of being nudged in to the struts.
Honestly the term 'give as good as you get' applies here, the more aggressive you are towards the chasing cars, the better chance you have of making it, if you continually try to dodge them completely, you have a greater chance of being wiped out, where as, if you are constantly ramming them off the road, the numbers stay down long enough to make a difference.
c) Locations
There are 15 Marked man events in total, their locations are as follows :
1 - "Seeing stars" - Starts at E Crawford and Sullivan, ends at The observatory
2 - "Safe harbor" - Starts at Watt and Angus, ends at Naval Yard
3 - "Press ganged" - Starts at I-88 Section 1 to 2 link, ends at Naval Yard
5 - "Steeplechased" - Starts at 4th and Root, ends at Lone Stallion Ranch
6 - "Run like the wind" - Starts at Paradise and 5th, ends at Wind Farm
4 - "Stampede" - Starts at 3rd and Webster, ends at Lone Stallion Ranch
7 - "Strike out" - Starts at Hamilton and 5th, ends at Wildcats Stadium
8 - "Run to the hills" - Starts at King and 3rd, ends at Observatory
9 - "Power struggle" - Starts at 2nd and Fry, ends at Wind Farm
10 - "Emergency 911" - Starts at 2nd and Hamilton, ends at Coastguard HQ
11 - "Club sandwich" - Starts at Evans and 1st, ends at Country Club
13 - "Rescue me" - Starts at South Bay and Parr, ends at Coastguard HQ
14 - "Hostile waters" - Starts at Hall and Manners, ends at Waterfront Plaza
12 - "Mayday mayday" - Starts at Harber and Manners, ends at Coastguard HQ
15 - "Run home" - Starts at W Lake and Chubb, ends at Wildcats Stadium

a) Overview
Burning route is basically a Point A to Point B race against time, with the victor walking away with a tuned/modified version of the car used in the route, each route is car specific, so only that car can be used, which opens up a can of worms for people who don't like to use certain types of car, as basically all types have a burning route forcing the player to experience them all!
On average burning routes can be completed relatively easilly if you maintain your speed without crashing.
b) Techniques
DRIFT!, that is my only suggestion, drift and fill your boost gauge as often as you can without impacting your speed or stability, for burning routes such as the one for the revenge racer, drifting is a valuable skill to refill the boost gauge and make up time lost from crashes, as the traffic is random, success if burning routes is as much about luck as it is about skill, the best of all burnout players will still fail a route if a car suddenly swerves into them or comes out of a side street without notice, just try your best, and drift where possible to maintain, or refill boost (speed types), and where possible, chain boosts to maintain maximum speeds.
A fair few of the Burning Routes take you through the tunnel between the left section and downtown area of paradise, you should always use the Left side (when heading west) and the Right side (when heading east) so you can jump down to the road below at the half way gap to fully refill your boost gauge, as usually at that point you are running low, or entirely empty.
Crashing more than twice on the latter half of events generally means you won't make it and you should start heading back at that point.
c) Locations
There are 35 burning routes, their locations are as follows :-
1 - Hunter Cavalry, , Starts at E Crawford and Patterson, Ends at Wildcats Stadium - Complete the route in 1min 10secs to win Oval Champ 69
2 - Hunter Mesquite, Starts at Lambert and 5th, Ends at Naval Yard - Complete the route in 1min 20secs to win Mesquite Custom
3 - Nakamura SI-7, Starts at Sullivan and 9th, Ends at Waterfront Plaza - Complete the route in 1min 00secs to win Racing SI-7
4 - Hunter Vegas, Starts at 7th and Franke, Ends at Wildcats Stadium - Complete the route in 0min 50secs to win Vegas Carnivale
5 - Krieger Pioneer, Starts at Hamilton and 9th, Ends at Naval Yard - Complete the route in 1min 25secs to win Pioneer Super Gator
6 - Nakamura Ikusa GT, Starts at 2nd and Glancey, Ends at Country Club - Complete the route in 1min 15secs to win Ikusa Samurai
7 - Kitano Hydros Custom, Starts at Hubbard, Ends at Wildcats Stadium - Complete the route in 1min 05secs to win Hydros Techno
8 - Hunter Reliable Custom, Starts at Nelson and Uphill, Ends at Lone Stallion Ranch - Complete the route in 1min 35secs to win Reliable Special
9 - Watson R-Turbo Roadster, Starts at King and Harber, Ends at Country Club - Complete the route in 1min 15secs to win Burnout Roadster
10 - Rossolini LM Classic, Starts at Lambert and 2nd, Ends at Lone Stallion Ranch - Complete the route in 1min 25secs to win LM Track Package
11 - Hunter Manhattan, Starts at Webster and Andersen, Ends at Naval Yard - Complete the route in 1min 20secs to win Manhattan Custom
12 - Carson Fastback, Starts at Harber, Ends at Lone Stallion Ranch - Complete the route in 1min 30secs to win Fastback Special
13 - Carson Grand Marais, Starts at Root and Paradise, Ends at Wildcats Stadium - Complete the route in 1min 05secs to win Grand Sicilian
14 - Montgomery Hyperion, Starts at 3rd and Glancey, Ends at Country Club - Complete the route in 1min 15secs to win Hyperion Rattler
15 - Krieger 616 Sport, Starts at Glancey and 4th, Ends at Naval Yard - Complete the route in 1min 15secs to win 616 Arachno Sport
16 - Hunter Spur, Starts at Nelson and Rack, Ends at Observatory - Complete the route in 2mins 05secs to win Hotspur
17 - Montgomery GT 2400, Starts at E Lake and W Crawford, Ends at Wildcats Stadium - Complete the route in 1min 40secs to win Sabotage GT 2400
18 - Jansen P12, Starts at South Bay and Shepherd, Ends at Wind Farm - Complete the route in 2mins 10secs to win P12 Track Package
19 - Carson Inferno Van, Starts at 1st and Fry, Ends at Coastguard HQ - Complete the route in 1min 05secs to win Inferno BRT Van
20 - Rossolini Tempesta, Starts at Paradise and Young, Ends at Naval Yard - Complete the route in 1min 05secs to win Tempesta GT
21 - Carson Opus, Starts at 1st and Webster, Ends at Country Club - Complete the route in 1min 20secs to win Opus XS
22 - Carson Annihilator, Starts at Webster and 4th, Ends at Observatory - Complete the route in 2mins 35secs to win Annihilator Phoenix
23 - Jansen X12, Starts at Manners and Parr, Ends at Coastguard HQ - Complete the route in 1min 25secs to win XS12
24 - Kitano Touge Sport, Starts at E Crawford and Hamilton, Ends at Wind Farm - Complete the route in 2mins 35secs to win Touge Criterion
25 - Hunter Takedown 4x4, Starts at S Rouse and Hall, Ends at Observatory - Complete the route in 2mins 20secs to win Takedown Dirt Racer
26 - Carson 500 GT, Starts at Evans and 3rd, Ends at Wind Farm - Complete the route in 2mins 35secs to win Racing 500 GT
27 - Hunter Racing Oval Champ, Starts at I-88 Section 3 to Section 4 link, Ends at Waterfront PlazaMake it 1min 30secs to win BRT Oval Champ
28 - Carson GT Concept, Starts at Lucas and Hans, Ends at Wildcats Stadium - Complete the route in 1min 50secs to win GT Flame
29 - Hunter Citizen, Starts at Evans and 5th, Ends at Lone Stallion Ranch - Complete the route in 1min 35secs to win Civilian
30 - Watson 25 V16 Revenge, Starts at 3rd and Fry, Ends at Observatory - Complete the route in 2mins 05secs to win Revenge Racer
31 - Montgomery Hawker, Starts at 2nd and Angus, Ends at Wind Farm - Complete the route in 2mins 45secs to win Hawker Solo
32 - Krieger Uberschall 8, Starts at 5th and Root, Ends at Lone Stallion Ranch - Complete the route in 1min 30secs to win Uberschall Clear-View
33 - Carson Thunder Custom, Starts at Lambert and Lawrence, Ends at Wind Farm - Complete the route in 2mins 10secs to win Thunder Shadow
34 - Carson Hot Rod Coupe, Starts at W Lake and Cannon, Ends at Coastguard HQ - Complete the route in 1min 50secs to win Tribal Special
35 - Krieger Racing WTR, Starts at I-88 Section 2 to Section 3 link, Ends at Wildcats Stadium - Complete the route in 1min 00secs to win PCPD Special