This is the starting/spawning area, featuring a somewhat foolproof checkpoint system, just
walk into the teles and you will be taken to the latest checkpoint.
PS. You will get to know this place very well =]
The first territory and jumps, four brute shot jumps to the top, and a normal jump to land you to the next area.
After the BS jumps do a BS/FC jump and a BS/equipment jump to the second territory and the checkpoint behind the shield door.
After another BS/FC jump, floor this ghost into the killball, but try to jump off and land on the platform, this is my "dismount" jump. After that BS jump onto the next platform.
Here just do a BS jump and then convert into two consecutive equipment jumps. Then unblock the third checkpoint.
From the Checkpoint, BS jump to the mongoose, and manuveur it to the mancannon on top of the ramp (shown left).
The first puzzle, after finnishing this is the third territory and fourth checkpoint.
Hint:
The second puzzle
Hint:
Tip: Watch out for falling fusion coils
The territory there has been moved back to the ground.
After that puzzle is a brute shot jump (or crouch jump but it is much harder) onto the obelisk, normal jump onto the platform, and 2 late-crouch jumps before a mancannon to territory 4 and checkpoint 5.
After the checkpoint you arrive at the first "Spider flip" on the map. This jump requires you to jump on a turret, perform a turret jump, then do a 180 degree turn while looking down, so you can then do an equipment jump to finish it all. It sounds more difficult than it really is, or maybe not.
After the spider flip you get to do one of the most difficult parts of the course, unless your an expert mongoose driver.
The first part (no pic) is just some bumpy sections to shake you off. Tip: go fast on the wedges, slow down on the hills.
The second part requires some precision driving and timing. Tip: there are 2 falling fusion coils here, drive fast, but not too fast.
Then ride the mongoose cannon to your well deserved territory and checkpoint Tip: go off the cannon as staight as possible, or you could be back where you were 20 minutes ago.
After the landing pad do a BS jump (OMG haven't had one of those for a while) onto a man cannon and a very easy equipment jump to the next part.
Inside here you get to do one of my favorite parts, a quadruple turret jump up to the top.
From the top do a flare jump to the floating turret, and perform another spider flip to the landing pad, then one more BS jump to the checkpoint and territory.
After the checkpoint you can do a "Vert wall jump" I believe I owe credit to someone for this jump, I'll edit this when I find it.
Also the wall is now higher so you cant just jump on it.

^^^ There is also something here that you need to use to move on, and to not screw you over when you "think" you've won.
The spoiler actually tells you what to do so don't open it unless you want the secret revealed.
The next dismount jump, I found this one esier than the first
After the dismount jump you reach the well earned final checkpoint and seventh territory. You get a cookie for making it this far but it's not over yet..........
After one last BS/FC jump, you get to the finalle, a BS/Spider flip/quadruple equipment jump, A.K.A. the screw you over jump.
The last equipment in the jump is missing in the pic. PS, it's a flare, your welcome =]
After you get through that the teleporter will take you to the eigth territory, ending the game.