Rocksmith 2014
47 Achievements
1,000
149-183h
Note Track
Score at least 10,000,000 points in Hurtlin' Hurdles
20
0.08%
How to unlock the Note Track achievement in Rocksmith 2014 - Definitive Guide
See the quote under Who Needs a Dog? for additional information.
This is maybe the hardest trophy in the game. It's supposed to test your tremolo skills, but it’s just a frustrating game that actually is pretty pointless. Your goal in the game is to run away from the mechanic crusher and survive for as long as you can. The faster you tremolo, the faster you run. In front of your running character, there are colored lanes representing each string. One of the lines will always be highlighted, this is the string you have strum as fast you can. In addition, there are also hurdles to jump over and golden bolts to catch. Jumping over a hurdle will give you a combo (up to x10) and collecting bolts will give you bonus points (this is where most of the points will come). To perform a jump you must mute the string my lightly holding it down while you stop strumming. Some of the hurdles and bolts are placed stupidly close to each other. To pass this you must time the jump good and mute it for a longer time to jump longer.
You shouldn’t attempt this until you have a "mission-combo" of x10. This is one of the games where it helps a lot to use bass since any string can be required at any time without much time to replace you fingers. Your main focus will be the hurdles. If you miss a bolt you still have a good chance at hitting 10,000,000 but if you miss a hurdle while on a good combo, you might as well restart. Try to avoid collecting the batteries unless you really need it. You don't want to run fast or long, you want the hurdles and bolts, so batteries are pointless unless you need a quick break from the intense strumming.
If you have a guitar with two volume knobs, there is an alternative way to do the jumps instead of muting. Turn the treble knob to 0 and the rhythm knob to 10 (or vice versa), now switch the flick on your guitar to rhythm and start the game. Strum as you usually would. When you get to the first hurdle, switch the flick to treble and the back to rhythm once you have passed the hurdle. Since the treble volume is turned to 0, the game will register it as if you muted your string. By using this method, you avoid frustrating moments when the game won't register your mute and there is also much easier to control the length of the jump.
Thanks to fishy009er for informing about this trick.
In this mini-game you will have to be Van Halen and Hetfield rolled into one.
The essence: you need to jump over obstacles, collect gold bolts and batteries.
How it works: to run, you need to play with an alternating stroke, the faster, the faster you will run; To jump you need to mute the strings, preferably with the hand you use to hit the strings. And not just jamming - but definitely jamming, because the game only reads the signal decrease after a second, which can be very critical for this mini-game.
Basic tips (as if the above isn't enough):
- Go to the trophy strictly after reaching x10. You can try before that, although I can’t vouch for broken picks, hands and guitars.
- To successfully take the damn 10 million points you need to collect EVERYTHING in a row and under no circumstances knock down a combo, otherwise everything will start over again.
- Jump further, if you think you will reach it, it is better to over-mute than under-mute.
- When collecting barateeks, develop a separate tempo, it should be different from the main one.
- It's easier on the bass guitar.