Docks

The **Docks** (named "**The Docks**" on PSP) is an exclusive track that is featured on the PSP Version of Split/Second. It is first introduced in Episode 4: Sunset Fire as an Elite Race.

## Description

**Docks** is a racetrack that consists of industrial equipment, aerial and ground vehicles, sea vessels and structures as a source for destruction. It includes winding roads, wide pathways, curves and elevation changes. This particular track is conjoined with the tracks Ferry Wharf and Dry Docks as it shares many of it's route changes and powerplays. It has a 2-lap count.

## Track

Given how unique the track is alone, being exclusive to PSP, the track starts off near the middle section of the straightaway that is shared with Port Bridge and Dry Docks (depending on the track, can either lead you to an off ramp on the left or near the hairpin that leads onto the cargo ship with the engine suspended by a crane.)

After the start/finish line, players will be taken to an off-ramp that will lead straight into the Car Ferry from Ferry Wharf and from here, the player can do one of two things:

1. Trigger the Car Ferry Route Changer, which will bring the second level of the boat down to create an access ramp to board the aircraft carrier, avoiding the sliding fighter jets and jumping off the stern, landing on a wide roadway, where a crane will sit track side and a bundle of explosive tanker cars, before going right and out the warehouse.
2. Go inside the Car Ferry.

If players do not trigger the Car Ferry route changer, then they will drive inside and come out the other side, leading to a side road next to the aircraft carrier where a gas tanker and a charter bus are parked on the adjacent side. A chicane approaches and there will be situated a swinging crane that actually operates (was triggerable in the beta but disabled in the current console and PC versions.) before going under a dockside building, coming out the other end, players can either take the waterway shortcut or take the left side path where another charter bus and gas tanker is parked. A very sharp right will lead you onto a small bridge with a Cruise Ship in the distance and a chopper bomber near the start/finish line for Ferry Wharf. Here, the player can to one of two things:

1. Trigger the Cruise Ship, that will slowly accelerate to have enough force to bury its front quarter side into a metal warehouse, in which it's roof will create a ramp and have players land onto the railcar side of the docks, where three explosive tankers are placed along the track on different spots on this section of track. Followed by a chicane will lead players onto a small straightaway with a silo on the inside bend on the track, before taking a right turn and onto an elevated ramp.
2. Go through the warehouse, followed by a right turn and a small straight before approaching a silo, going into a left turn. Two cranes will suspend propane tanks in cages that will fall to the ground below before exploding. One chicane later and players will be brought to the elevated ramp.

Going off of the ramp will bring players to the large cargo ship with it's engine hoisted in the air. Players can do one of two things here:

1. Trigger the Cargo Ship Route Changer, which will drop the engine onto the bow, and make the crane malfunction and hit the warehouse on the left, going through the burning ship and exiting out the left side onto a road, where three parked taxis reside on the right hand side before reaching a mesh bridge, then a roadway with three spherical gas tanks along this section of the track. After that, going off into a ramp for the right turn, and then a split in the road where the player can either trigger the shortcut and go through the small warehouse or go around the warehouse in a sweeping curve before a right hand turn, leading to the final section of what would be the start/finish line for Dry Docks.
2. Go under the ship and come out the right side.

If the ship is not triggered, the players will exit out the right side where a red and white chimney overlooks the track. If taken down, it will block the lower section of the angled track with the right being the only opening that players are forced to take. After the chimney, players will be guided to a large left turn, going into a warehouse that players could jump onto if the second phase of the cargo ship is triggered. Another set of taxis will be parked on the left side, followed by a right turn.

The next section of track is split into two pathways, with the main path in the crosshairs of two cranes that are latched onto two shipping containers that will be brought off the side of the ship and then dragged across the track, lifted, then brought back onto the nearby ship. Players have the option to take the right side path, albeit slightly narrow.

On the edge of the dockside, players will be led to a right turn, going under shipping cranes, with a long straightway with a small chicane in the middle. This section is where the start/finish line is for Dry Docks. From this point, players can do two of the following:

1. Trigger the Listing Ship, that will tilt on its left side, leaning against the wall, while the cranes above will being to dismantle itself upon explosive charges being set off and arch on the side of the ship. Parts of the first crane's structures will block the regular route of the track. Players will then get to drive on the ship and exit near the bow onto an outer portion of the track where it will lead to a long straight with a fishing boat on the right side. Triggering the boat will cause the boat and it's struts to slide down across the track and land in the water bay, exploding after a few seconds, This will enable the swinging crane powerplay. Players will drive underneath a warehouse before reaching the long straight.
2. Go through the inner circuit where two containers will shift from opposite side to create a moving chicane. After reaching a right turn, players will reach along pathway, which includes a bus, a cargo truck, a sweeper crane and a gas tanker before reaching the straight away again.

Another gas tanker will be parked trackside and from there, players will now complete their first lap.

- If players reach the Cargo Ship again and trigger the second phase of the route changer, the crane will land onto a section of the ship's bodywork and slide down the ramp all while a crane will get it's cord dragged from a suspending piece of girder and topple over, therefore blocking the original path of the track (If players are fast enough, they can beat the crane before it blocks the original route) and have players enter the ship again.

They will ramp off of the ship's stern and land on the warehouse, onto a piece of track, take a ride turn and can either take the left hand short cut or take the right side if they make it to the shortcut before it slams shut.

## Powerplays

Considering the track having shared sections of other existing tracks, they also share the same powerplays. As stated above, they include vehicle destruction, structural failure and aerial attacks. The Docks has a staggering **32** Powerplays: **26** being Level 1 and **6** of them being Level 2 powerplays, while having an astounding **5** Route Changers and **3** Shortcuts.

These are the following powerplays:

* **2** Chopper Bombers
* **3** Buses
* **8** Gas Tankers
* **2** Swinging Cranes
* **2** Silos
* **3** Spherical Gas Silos
* **4** Tanker cars
* A **Chimney**
* **One** instance of dragging containers
* **One** instance of containers sliding to shift the flow of a chicane.
* A white **Fishing Boat**.
* **Two** instance of a bundle of propane tanks being dropped.
* **2** sets of Taxis.

## Unlockable Stickers

Shipwrecked - In an event, wreck 3 rivals by launching a ship sideways across the track.

## Trivia

* Three powerplays were changed for the PSP Version.
	+ The cargo truck before the Sweeper crane now takes the place of a gas tanker
	+ The rolling vans after exiting the cargo ship on the first phase were replaced with taxis.
	+ The rolling vans outside the end of the warehouse after passing the Chimney were replaced with Taxis
* The second and forth blue cranes does not topple over after the Listing Ship route changer has been triggered.
* The track was also included in the QA Beta but was never finished, later being scrapped and reworked for the PSP version.
	+ It can still be played but a large section of the track cannot be accessed.
* It is *the* longest track in the game.