F1 2002 - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for F1 2002 - Strategy Guide (Page 01).
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F1 2002 DRIVING GUIDE
by
Jamie Stafford/Wolf Feather
FEATHER7@IX.NETCOM.COM
Initial Version Completed: July 24, 2002
Version 6.2 Completed: October 27, 2002
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ACCOLADE #1: The F1 2002 Driving Guide won the initial FAQ of
the Month contest at GameFAQs for
the month of July 2002 :-)
ACCOLADE #2: The F1 2002 Driving Guide was recognized as Full
Circle FAQ of the Day on the FAQ Contributors Message Board
for September 18, 2002 :-)
GUIDE NOTE: Those interested primarily in car set-ups may
instead wish to view/print the F1 2002 Car Set-ups Guide. As
changes are made to car set-ups in the Car Set-ups Guide, the
changes will also be made in this (full) guide accordingly.
The same holds true for the circuit histories, which are
available separately in the F1 2002: Circuit Histories Guide.
JOIN THE FEATHERGUIDES E-MAIL LIST: To be the first to know
when my new and updated guides are released, join the
FeatherGuides E-mail List. Go to for
information about the list and to subscribe for free.
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CONTENTS
Spacing and Length
Permissions
Introduction
Assumptions and Conventions
Race Order: 2002 Season
Changes From F1 2001 To F1 2002
Normal Handling vs. Simulation Handling
Quick Race Mode
Challenge Mode
Team Duel Mode
Grand Prix Modes
EA Sports Cards
EA Sports Cards Acquisition Suggestions
Survival Driving: Braking
Survival Driving: Cornering
Survival Driving: Rumble Strips
Survival Driving: Concrete Extensions
Survival Driving: Tire Care
Survival Driving: Drafting (Slipstreaming)
Flags and Boards
General Tips
F1-speak
A Major Problem: FIA Rules
Completely Subjective Section
Team Information
Arrows
BAR
Ferrari
Jaguar
Jordan
McLaren
Minardi
Renault
Sauber
Toyota
Williams
Advertisers
A1 (A1-Ring)
ABN-AMRO
Agip
Air Canada
Allianz
Alpine
AMP
Aral
ARCOR
Banco Real
Bridgestone
Canon
Casino (de Montreal)
Casio
Chevrolet
D2/Mannesmann
Daimler-Chrysler
Deutsche Post/Deutsche Post World Net
EuroBusiness
Evenrudee
Firestone
France
Fuji Television/Fuji TV
FujiFilm
GPF1
Honda
HSBC
Ipiranga
Jaguar
Kaimin
Magneti Marelli
Malaysia
Melbourne
MillionCard
Mobil 1
Monaco Grand Prix
Monaco
Monte Carlo Grand Hotel
NGK
Nicos
Nikon
Nokia
Orange
Panasonic
Pastor
Petronas
PIAA
Pioneer
Pony Canyon
Potenza
Qantas
Sao Paulo
SAP
Shell/Helix
Siemens
Spa-Francorchamps
Toenec
United States Grand Prix
Vodafone
Zepeter International
Circuit Histories
Circuit History: Albert Park
Circuit History: Kuala Lampur
Circuit History: Interlagos
Circuit History: Imola
Circuit History: Catalunya
Circuit History: A1-Ring
Circuit History: Monte Carlo
Circuit History: Circuit Gilles Villeneuve
Circuit History: Nurburgring
Circuit History: Silverstone
Circuit History: Nevers Magny-Cours
Circuit History: Hockenheim
Circuit History: Hungaroring
Circuit History: Spa-Francorchamps
Circuit History: Monza
Circuit History: Indianapolis
Circuit History: Suzuka
Parts Used in Car Set-ups
Suggested Set-ups
Suggested set-up for Australia (Albert Park)
Suggested set-up for Malaysia (Sepang)
Suggested set-up for Brazil (Interlagos)
Suggested set-up for San Marino (Imola)
Suggested set-up for Spain (Catalunya)
Suggested set-up for Austria (A1-Ring)
Suggested set-up for Monaco (Monaco)
Suggested set-up for Canada (Circuit Gilles-Villeneuve)
Suggested set-up for Europe (Nurburgring)
Suggested set-up for Great Britain (Silverstone)
Suggested set-up for France (Nevers Magny-Cours)
Suggested set-up for Germany (Hockenheim)
Suggested set-up for Hungary (Hungaroring)
Suggested set-up for Belgium (Spa-Francorchamps)
Suggested set-up for Italy (Monza)
Suggested set-up for the United States (Indianapolis)
Suggested set-up for Japan (Suzuka)
Grand Prix Of Australia: Albert Park
Grand Prix Of Malaysia: Kuala Lampur
Grand Prix Of Brazil: Interlagos
Grand Prix Of San Marino: Imola
Grand Prix Of Spain: Catalunya
Grand Prix Of Austria: A1-Ring
Grand Prix Of Monaco: Monte Carlo (Temporary Street Circuit)
Grand Prix Of Canada: Circuit Gilles Villeneuve
Grand Prix Of Europe: Nurburgring
Grand Prix Of Great Britain: Silverstone
Grand Prix Of France: Nevers Magny-Cours
Grand Prix Of Germany: Hockenheim
Grand Prix Of Hungary: Hungaroring
Grand Prix Of Belgium: Spa-Francorchamps
Grand Prix Of Italy: Monza
Grand Prix Of The United States: Indianapolis
Grand Prix Of Japan: Suzuka
Diagrams
Wish List - Mine
Wish List - Others
Thanks
Wrap-up
Contact Information
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SPACING AND LENGTH
For optimum readability, this driving guide should be
viewed/printed using a monowidth font, such as Courier.
Check for font setting by making sure the numbers and letters
below line up:
1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz
This guide is now approximately *****245 pages long**** in
the Macintosh version of Microsoft Word 98 using single-
spaced Courier 12 font. This means that it is likely NOT a
good idea to print this guide in its entirety.
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PERMISSIONS
Permission is hereby granted for a user to download and/or
print out a copy of this driving guide for personal use.
However, due to the extreme length, printing this driving
guide may not be such a good idea.
This driving guide may only be posted on: FeatherGuides,
GameFAQs.com, f1gamers.com, Games Domain, PSXCodez.com,
Cheatcc.com, gamesover.com, Absolute-PlayStation.com,
GameReactors.com, RedCoupe, InsidePS2Games.com,
CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru,
CheatHeaven, IGN, cheatingplanet.com, RobsGaming.com,
neoseeker.com, ps2fantasy.com, and vgstrategies.com. Please
contact me for permission to post elsewhere on the Internet.
Should anyone wish to translate this game guide into other
languages, please contact me for permission(s) and provide me
with a copy when complete.
Remember: Plagiarism in ANY form is NOT tolerated!!!!!
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INTRODUCTION
F1 2002 is the latest entry in EA Sports' line of F1-based
games for (originally) the PlayStation and (now) the
PlayStation2. F1 Championship Season 2000, the game
immediately preceding F1 2001, marked EA Sports' first foray
of the series to the PS2, but F1CS2K was actually released in
two 'flavors:' PSX and PS2. F1 2001 was thus the first PS2-
only game of the series, and F1 2002 continues EA Sports'
great tradition with its F1 games.
Most likely, if you play F1 2002, then you are at least a
casual fan of F1 racing, and have at least a basic knowledge
of many or all of the F1 courses currently in use. That
knowledge certainly does help when first playing F1 2002, and
vice versa - as any extensive gameplay greatly helps in
determining where the drivers are on each course when races
are televised.
The final segment of this driving guide provides information
to help you to cleanly drive each course. Even those who
know the courses fairly well and/or play the game regularly
can always use tips.
Please note that much of this information comes from the
driving guide I wrote for F1 Championship Season 2000 and
updated in the guide written for F1 2001, both games also by
EA Sports. Those who have read and/or downloaded the driving
guide for F1CS2K and/or F1 2001 will already have the same
basic information covered in this driving guide. Information
also comes from my General Racing/Driving Guide, with
appropriate modifications. This driving guide has been
modified and expanded to reflect the many additions in F1
2002, including the minor circuit alterations included in the
game.
Please also note that this guide is written specifically for
the PlayStation2 version of F1 2002. I do not own a PC and
do not have access to a PC on which to play games, nor do I
own any other gaming consoles on which this game appears, so
this guide does not address any of the cross-platform or
cross-console differences in the game.
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ASSUMPTIONS AND CONVENTIONS
Most race circuits outside the United States name most
corners and chicanes, and even some straightaways. Where
these names are known, they will be referenced in the Notes
section of each circuit's suggested set-up. These names have
been gathered from course maps available on the courses'
official Web sites, my memory of how F1 races have been
called by American TV sportscasters (Fox Sports Net and
SpeedVision, in 1999-2001, and Speed Channel in 2002), and/or
from the Training Mode of F1 Championship Season 2000
(corner/segment names are listed at the bottom of the
screen). To the extent possible, these names have been
translated into English.
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RACE ORDER: 2002 SEASON
F1 2002 presents the courses in the order in which they were
presented for the 2002 Formula 1 season. This driving guide
will follow the same convention.
F1 Race Schedule, 2002 Season:
March 3 Australia Albert Park
March 17 Malaysia Kuala Lampur
March 31 Brazil Interlagos
April 14 San Marino Imola
April 28 Spain Catalunya
May 12 Austria A1-Ring
May 26 Monaco Unnamed (Street Circuit)
June 9 Canada Circuit Gilles Villeneuve
June 23 Europe Nurburgring
July 7 Great Britain Silverstone
July 21 France Nevers Magny-Cours
July 28 Germany Hockenheim
August 18 Hungary Hungaroring
September 1 Belgium Spa-Francorchamps
September 15 Italy Monza
September 29 USA Indianapolis
October 13 Japan Suzuka
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CHANGES FROM F1 2001 TO F1 2002
In many ways F1 2001 and F1 2002 are the same game, simply
updated. Colors and reflections are much more vibrant, it is
MUCH easier to see the flags waved by the corner workers -
and certainly, the teams and drivers have been updated for
the 2002 season.
Each team's cars also sounds and handles slightly differently
from other teams' cars; for example, in Normal Handling, a
Toyota's top speed is about 170MPH, whereas a Ferrari can
climb to nearly 185MPH. This is initially quite noticeable
when completing Challenge Mode. However, whether using
Normal Handling or Simulation Handling, car control seems a
bit twitchier than in F1 2001.
In terms of the race circuits, they are largely the same,
with appreciable enhancement in colors. However, the Monaco
circuit seems to have been narrowed from the entrance to The
Tunnel all the way to the entrance to Swimming Pool Chicane.
In terms of gameplay, the AI has become even MORE aggressive
than in F1 2001. This is especially significant on the
standing starts, where it is fairly common to get speared
from behind and knocked off the circuit.
'Gamebreakers' have been added to F1 2002. Whenever a major
event takes place during a race (i.e., a massive crash), all
action will suddenly stop as multiple cameras show the
incident at regular speed and in slow-motion. Gamebreakers
is an optional feature.
A nice addition is the slipstream effect. On the right side
of the race screen, a set of bars will slowly light up as a
driver gets closer and closer behind another car, thus able
to take advantage of the lead car's slipstream (aerodynamic
vacuum) to suddenly jump out and make a pass. When racing in
very wet weather when cars are launching a tall 'rooster
tail' of spray in their wake, the slipstream meter can be
used to approximate the distance to the car in front as well
as the closing speed.
EA Sports Cards are new to F1 2002. The EA Sports Cards for
the Challenge Mode events are rather easy to obtain, as are
those for Team Duel Mode; the others are gained seemingly 'at
random' as certain tasks are completed in races. At the end
of each race, a status screen will list the EA Sports Cards
earned in the race (if applicable); during the race, if TV
Panels is activated, then an indicator at the bottom of the
screen will show that an EA Sports Card has been awarded
(this notice will be repeated at the end of the race). See
the EA Sports Cards section for more details.
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NORMAL HANDLING VS. SIMULATION HANDLING
Most game modes of F1 2002 allow the player to select which
handling option is preferred. Normal Handling is essentially
arcade-style driving. Here, the only 'tuning' option is
whether to use hard or soft tires as the dry-weather tire
compound (the compound option is only available in one of the
Grand Prix Modes offering a Practice session). There are
extremely few variables affecting car control in Normal
Handling, which makes this driving option quite forgiving
should the player make a mistake. For example, braking late
for a corner does not necessarily mean that the car will
slide off the outside of the turn; in fact, it is often
possible to keep to the pavement in this situation and
continue cornering. In another example, should the car get
speared from behind and start to spin, it is TOO easy to
'catch' the vehicle and point the car back in the correct
direction of travel.
Simulation Handling introduces MANY more variables in the
issue of car control, as well as many more tuning options.
The Suggested Set-ups section is designed with Simulation
Handling in mind; it covers the various tuning elements and
presents car set-ups for all seventeen circuits in current F1
racing as presented in F1 2002. Whereas Normal Handling
might be good for young adolescents and those just learning
to drive in reality, Simulation Handling is best left to the
parents and those with A LOT of gaming experience, as
Simulation Handling is a MUCH more difficult level in terms
of car control. Here, tuning is key, as improper tuning
means horrific car control; since there is no such thing as a
perfectly-tuned car (especially with so many tuning elements
involved), there will always be a compromise somewhere in car
control.
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QUICK RACE MODE
Here, players can simply jump into a car in P22 and get out
on the tracks in four-lap races using Normal Handling.
Initially, only Hockenheim, Monza, and Silverstone are
available for race venues. Winning at these venues opens new
venues. Here is the list, with easiest circuits listed first
and most difficult circuits listed last:
Hockenheim Initially available
Monza Initially available
Silverstone Initially available
Imola Win at Monza
Melbourne (Albert Park) Win at Monza
A1-Ring Win at Monza
Barcelona (Catalunya) Win at Monza
Indianapolis Win at Hockenheim
Nurburgring Win at Hockenheim
Magny-Cours Win at Silverstone
Montreal (Gilles-Villeneuve) Win at Imola
Sepang (Kuala Lampur) Win at Imola
Hungaroring Win at Melbourne
Interlagos Win at A1-Ring
Spa-Francorchamps Win at Barcelona
Suzuka Win at Indianapolis
Monaco Win at Nurburgring
Expect weather conditions to change at least once during a
race in Quick Race Mode. If a race begins in the dry, expect
rain by the end of Lap 3. If a race begins in the wet,
expect the rain to end by the end of Lap 3 (but the road will
still be a little damp at the end of the race).
There are no FIA Rules in effect for Quick Race Mode; this
means that shortcutting, dangerous driving, ignoring yellow
flags, and other unsportsmanlike/unsafe conduct IS permitted.
Also, the driver is protected from incurring damage and does
not suffer mechanical failures... unlike some of the
competitors.
Quick Race Mode is VERY forgiving in terms of the technique
of racing. Missing a braking zone is not necessarily
disastrous here, even with Speed Assist deactivated.
Catching a spinning car is fairly easy, even at over 150MPH.
Botching an apex can still result in good cornering, even
passing while cornering.
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CHALLENGE MODE
Challenge Mode presents 22 challenges total, 11 basic
challenges and 11 advanced challenges; within each category,
the challenges are listed by team, where the player takes the
role of a given driver for that team and must complete the
task at hand.
Before each challenge, the player is presented with a screen
detailing exactly what is about to happen, and what is
required for success. This ranges from simply maintaining
position to passing an inordinate number of cars in VERY
little time to an interactive Pit Stop.
Note that each team's challenges are often similar between
the basic challenge and the advanced challenge, but this is
not always the case. Also, it only takes one pixel for a car
to be considered out of bounds, so high-speed car control is
crucial to success in many of the advanced challenges.
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TEAM DUEL MODE
This unique race mode works on the concept of intra-team
rivalry: Each driver wants to prove that he is better than
his teammate. In Team Duel Mode, all that matters is that
the player finish better than his teammate in a race of four
or eight laps total, with the player starting at P22.
Note that Team Duel Mode is essentially one of the Grand Prix
Modes (see next section), with the exception that a race win
is not necessary. As long as the player can beat his
teammate, that will suffice.
Team Duel Mode also awards EA Sports Cards. One EA Sports
Card is granted per Team Duel Mode win per team per
difficulty level.
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GRAND PRIX MODES
Here is where an F1 driver earns his money!!! These modes
present one or more full race weekends - Practice,
Qualifying, Warm-up, and Race - using either Normal Handling
(easiest) or Simulation Handling (hardest). Grand Prix
events are quite customizable: race length, transmission, FIA
Rules, slipstream effects, etc.
Single Grand Prix is a single race weekend, using any driver
at any venue. Full Championship covers the entire 2002
season in order using any driver. Custom Championship allows
the player to create an original championship season using
any number of races and any order of venues with any driver;
the possibilities are endless: all-technical circuits
(Monaco, Suzuka, etc.), all high-speed circuits (Monza,
Hockenheim, etc.), the reverse of the actual 2002 season
(Suzuka, Indianapolis, etc.)...
For the various Grand Prix Modes, points are distributed in
accordance with FIA regulations:
First Place: 10 points
Second Place: 6 points
Third Place: 4 points
Fourth Place: 3 points
Fifth Place: 2 points
Sixth Place: 1 point
Others: 0 points
These points are given to both the cars' drivers AND the
cars' teams (constructors) for the Drivers Championship and
Constructors Championship; in effect, the points do 'double
duty.' Those concerned about winning both championships
should elect to play as a driver from a team with a strong
track record (pardon the pun) for winning: McLaren, Ferrari,
etc.
Grand Prix Modes include the following sessions:
Practice: The first step in a race weekend is to prepare
the car as best as possible for the weekend's
race. There is no such thing as a 'universal
car set-up,' as each venue requires different
things from each car. A total of sixty
minutes is allowed for Practice; a car may
complete any lap already in progress when the
sixty-minute timer expires. Practice is
generally held on Friday of a race weekend.
If FIA Rules is activated, there are no
penalties assessed for any infractions. It
is important to wisely choose a tire compound
before the end of Practice; whatever compound
is on the car at the end of Practice is the
same tire compound which MUST be used
throughout the rest of the grand prix
weekend.
Qualify: The day before a race, all twenty-two cars have
a total of one hour to qualify for the race
and try to begin the race as high up on the
grid as possible. Each driver is permitted a
total of twelve laps - INCLUDING out-laps and
in-laps - to qualify for the race, and only
the fastest lap time is used to place the
driver on the grid. If FIA Rules is
activated, infractions will result in the
loss of the current lap in progress.
Warm-up: The morning of the race, cars are given one
hour in which to further hone car set-up
for the race. This can be very important, as
the best qualifying set-up may not
necessarily be the best race set-up for a
particular circuit.
Race: This is the big event!!! Once the lights go
out, hit the accelerator and try to gain
multiple positions by reacting faster than
any cars before you. If you decided to skip
the Qualify session, you will automatically
be placed in the very last position on the
grid (P22) for the Race session. The slowest
cars are obviously placed at the rear of the
starting grid, so if a player has an
excellent reaction time on the standing
start, up to half the field (and possibly
even more!!!!!) can be passed before reaching
the first corner of the circuit.
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EA SPORTS CARDS
F1 2002 presents EA Sports Cards, awarded for completing
specific events in the game, or for achieving certain feats
during races. The following is a checklist of the EA Sports
Cards available per team, and the requirements for earning
each of these cards. Keep this list handy and cross them off
as the various requirements are completed :-)
Toyota (Gold)
Duration: Complete an eight-lap race
Racing: Gain a place
Milestone: Score ten Top Six finishes
Team Duel: Win Team Duel for the team
Basic Challenge: Complete Basic Challenge for the team
Advanced Challenge: Complete Advanced Challenge for the
team
Toyota (Silver) Toyota (Bronze)
Duration Duration
Racing Racing
Milestone Milestone
Team Duel Team Duel
Basic Challenge Basic Challenge
Advanced Challenge Advanced Challenge
Minardi
Duration: Complete a sixteen-lap race
Racing: Overtake a teammate
Milestone: Ten podium finishes
Team Duel: Win Team Duel for the team
Basic Challenge: Complete Basic Challenge for the team
Advanced Challenge: Complete Advanced Challenge for the
team
Minardi (Silver) Minardi (Bronze)
Duration Duration
Racing Racing
Milestone Milestone
Team Duel Team Duel
Basic Challenge Basic Challenge
Advanced Challenge Advanced Challenge
Arrows
Duration: Complete a race of at least half the
full race distance (i.e., a race of
at least 39 laps at Monaco, which
has a full race distance of 78
laps)
Racing: Finish in a higher position than where
started the race
Milestone: Start P1 twenty times
Team Duel: Win Team Duel for the team
Basic Challenge: Complete Basic Challenge for the team
Advanced Challenge: Complete Advanced Challenge for the
team
Arrows (Silver) Arrows (Bronze)
Duration Duration
Racing Racing
Milestone Milestone
Team Duel Team Duel
Basic Challenge Basic Challenge
Advanced Challenge Advanced Challenge
Renault
Duration: Complete five 16-lap races
Racing: Take first place
Milestone: Win 20 races
Team Duel: Win Team Duel for the team
Basic Challenge: Complete Basic Challenge for the team
Advanced Challenge: Complete Advanced Challenge for the
team
Renault (Silver) Renault (Bronze)
Duration Duration
Racing Racing
Milestone Milestone
Team Duel Team Duel
Basic Challenge Basic Challenge
Advanced Challenge Advanced Challenge
Jaguar
Duration: Complete five races of at least half
full race distance (i.e., a race of
at least 39 laps at Monaco, which
has a full race distance of 78
laps)
Racing: Once at P1, keep from being overtaken
for at least one full lap*
Milestone: Score the fastest race lap twenty
times
Team Duel: Win Team Duel for the team
Basic Challenge: Complete Basic Challenge for the team
Advanced Challenge: Complete Advanced Challenge for the
team
Jaguar (Silver) Jaguar (Bronze)
Duration Duration
Racing Racing
Milestone Milestone
Team Duel Team Duel
Basic Challenge Basic Challenge
Advanced Challenge Advanced Challenge
BAR
Duration: Complete five full-lap races
Racing: Never leave the track for a single lap
Milestone: Earn 100 points
Team Duel: Win Team Duel for the team
Basic Challenge: Complete Basic Challenge for the team
Advanced Challenge: Complete Advanced Challenge for the
team
BAR (Silver) BAR (Bronze)
Duration Duration
Racing Racing
Milestone Milestone
Team Duel Team Duel
Basic Challenge Basic Challenge
Advanced Challenge Advanced Challenge
Jordan
Duration: Complete nine 16-lap races
Racing: Start a race P22 and finish P1
Milestone: Win a season**
Team Duel: Win Team Duel for the team
Basic Challenge: Complete Basic Challenge for the team
Advanced Challenge: Complete Advanced Challenge for the
team
Jordan (Silver) Jordan (Bronze)
Duration Duration
Racing Racing
Milestone Milestone
Team Duel Team Duel
Basic Challenge Basic Challenge
Advanced Challenge Advanced Challenge
Sauber
Duration: Complete nine races of at least half
full race distance (i.e., a race of
at least 39 laps at Monaco, which
has a full race distance of 78
laps)
Racing: Set a fastest lap for a race
Milestone: Earn 150 points
Team Duel: Win Team Duel for the team
Basic Challenge: Complete Basic Challenge for the team
Advanced Challenge: Complete Advanced Challenge for the
team
Sauber (Silver) Sauber (Bronze)
Duration Duration
Racing Racing
Milestone Milestone
Team Duel Team Duel
Basic Challenge Basic Challenge
Advanced Challenge Advanced Challenge
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