Key Game Events
Bounty points (Bounty). You earn bounty points for “feats” on the road. It’s something like a reputation in certain circles, or a measure of police indignation—interpret it however you like. When you choose this event, you find yourself on the road in close proximity to a police car and must escape pursuit after first earning the required number of points in whatever way is convenient for you.
Speeding (Photo Ticket). This is the only “remote” conflict that doesn’t require close contact with law enforcement. You simply need to exceed the speed limit. Drive past a camera faster than a certain speed.
Infractions. As with bounty, it all starts with a pursuit. And all subsequent events will also start exactly that way, so I won’t mention it separately from now on. So, your task: commit a certain number of different infractions. Rammed a police car? Great. Left the road? Wonderful! Resisted arrest? Destroyed private property? Exceeded the speed limit by an outrageous margin? All of that counts—the only important thing is that it isn’t in the police report.
Cost to State. Pursuing violators is an expensive business. Smashed cars, time spent, police drawn into the chase... Emotionless accountants painstakingly record all these expenses so that the morning news can say: “Over the past six months, street racers have caused damage to the state totaling...” Great. Our task is to make sure the figure is no less than what is specified in the conditions of this event. And, of course, ultimately escape police retaliation.
Spike Strips (Spike Strip). This requires a wanted level of at least four so that the enraged police block your path with particular cynicism—by setting spike strips across the roadway. The point of the task is to overcome the specified number of such obstacles.
Damaging Police Cars (Trade Paint). Literally, “exchange of paint.” While escaping pursuit, you need to hit at least a certain number of police cars, by any means—ram them, strike them with your side, or completely disable them.
Roadblocks (Roadblock). When the wanted level reaches at least 2, police will begin setting up roadblocks on the roads. These are police cars loaded, in all likelihood, with sandbags (they are noticeably heavier than “mobile” service vehicles). Getting through them is not difficult; the main thing is to accelerate well and not crash into the side of a standing car. Pass the specified number of roadblocks, “lose” your pursuers—and another “feat” can be considered accomplished.
Long Pursuit (Pursuit Time). The hardest part of this exercise is not to break away from your pursuers too quickly, but also not to get caught, of course. You need to constantly maintain balance by disabling and blocking “extra” cars, but without getting carried away—so that they don’t accidentally run out. If that does happen, hurry to the nearest busy intersection, knocking down everything you can reach along the way. Maybe they’ll notice.
Quick Pursuit (Pursuit Evasion). Don’t drag things out while glancing at pursuit statistics, don’t deliberately make life harder for yourself and invite trouble. On the contrary, you need to get rid of the “tail” as quickly as possible. Use nitrous, smash cars with flashing lights to pieces.