Since I have seen that a good number of people with the XL/2097 Qirex logo dwell in the forums, I thought about collecting some hints for flying the Qirex at Phantom speed on Talon's Reach. Feel free to add and correct whatever you think neccessary. I am certain, a fastest lap time of less then 17 seconds is possible, so let's see if anyone can beat that barrier and show those Piranhas a thing or two about flying building material. *g* OK, here is how I think the Qirex is handled best on TR. By the way, I do not use shortcuts. If you do, your flying probably differs largely from what I describe. If you ask me, it will also be less fun, but that goes far into the subjective. ;)


Boost away from the start and over the left speed pad. Don't try moving over the first blue pad on your right. Thanks to its poor acceleration ability, the Qirex loses a lot of speed in turns, so taking advantage from every speed pad on the straight could mean sacrificing more than you gain. In this case, and from my experience, flying over both pads when having already boosted after or before the finish line equals flying straight and not losing momentum.

Head down the straight until you get to the first hard right. Use your airbrkaes here. "Airbrakes?", you say? Well, yes. First of all, keep in mind that when flying the Qirex you HAVE to use them in order to get around some of the tighter turns. Secondly, the Qirex gets considerably slower here should you take your time for a more traditional turn. Instead, you better make it a quick one, head for the double speed pad and back to speed you are. Thirdly, by not using your brake you are much more likely to bottom out just before the end of the curve, which costs you far more than a short brake.
In order to prevent to bottom out, which can happen even when you use brakes, go into the turn from the outer left of the straight. Hit the airbrake at the top of the slope leading downwards into the curve, then go right and come out of the turn at its right side.

Should you be on a run for a fastest lap record, use your second turbo as soon as you have cleared the curve and be prepared for some ride... (You should have used your first turbo before crossing the start line - see Lance's description of the technique two positings up this thread.)

Fly over the single speed pad and head for the left-most jump-off point, which leads into the first of three chicanes. From now on until the end of the third chicane keep your nose pitched up. You can give it some short rests - in order to be closer to the bottom and so gain some more speed - as soon as you are familiar with what follows next. The most important thing, though, is to make it through this part of the course without hitting the airbrakes even once. And you will need all the height you can get in order to do this.
To not bottom out when coming back to the track, try going down at the right wall just after the two curves. This is difficult to pull off, but it gives you a smooth slide back onto the track as you "scrape" slowly down instead of falling hard to the ground. Keep in mind that this scraping sets your craft a bit more to the left than you might expect, so be careful not to crash into the left wall.

Next you will have to get the speed boost from the double pad on the left. Then go right, then left again, so that the ship is in line with the right wall, and take the second chicane by flying straight through it. That is, make that as straight a line as you can from the apex of the first part of the chicane to the apex of the second part. You should now be right over the left wall. Keep in mind that you still have to keep your nose up. It is essential to stay in mid-air so you won't have to bother about hitting a wall. The Qirex generally can be held at greater heights than the other crafts, which lets you use more of the track than if you flew close to the ground. This really is the key to be fast in TR, since you have to make your way through some very tricky chicanes without bottoming out or using the airbrakes. (However, take care to not cut any of the turns. This takes all the fun out of flying. ;) )

From the end of the second chicane fly a steady circular line so that you get to the apex of the first part of the third chicane while turning to face its second apex. Cross the latter and you are off into the tunnel.
The ship will get down to its standard flight level at the first apex and bounce off again slightly. This should give you enough air between you and the inner wall so you won't crash (you will probably scrape it, though).
If you feel you won't make it through the third chicane, try to fly the same line as described, then hit your right brake and turn right just before the third chicane, then quickly left again. If done correctly, this costs you about half a second, but can still save a good race time.

From here on keep a steady line at the inner walls of the course and make it over the finish line.

OK, so much for a broad description of the most tricky pieces from Talon's Reach. I'd really like to read more from other pilots - as I said 0:16.x should be possible....