Tony Hawk Underground 2 Guest and Secret Character FAQ By Anthony Summo Version 2.3 Version Info: 01-21-05: Updated Triangle's Stat Points and SICK SCORE goals , as well as Los Angeles' COLLECT S-K-A-T-E goals in Classic Mode. 01-15-05: Updated [Skill Points2] on how to do a Casper and Half-Cab Impossible to fill out your Sick Manual skill points, thanks to Dan Lowin. 01-12-05: Updated [Legal2] with a new site that can host this walk- through. 01-11-05: THERE IS A FINISH!!! Version 2 of the walkthrough is done. If there's a Version 3, it will cover the gaps found in all fifteen main levels. But that's a big if. :) So otherwise, we can consider this the final version. 11-29-04: I decide that, after about a half year of torture in my THUG1 Walk- through, I'll change the format of this thing from a Character guide to a full walkthrough. Largely because I hate myself. 11-22-04: This FAQ is brought to life via a combination of lightning and evil laughter. Contents [Intro2] [Characters2] [English Lessons2] [Controls2] --------------------- [Story Mode] [Skill Points2] Prelude: [Training] Chapter 1: [Boston] Chapter 2: [Barcelona] Chapter 3: [Berlin] Chapter 4: [Australia] Chapter 5: [Nawlins] Chapter 6: [Skatopia] [Story Mode Spoils] [Cutscenes2] [Text Messages] [Expenses] --------------------- [Classic Mode] Bracket 1: [Barcelona] Bracket 2A: [Australia] Bracket 2B: [Skatopia] Bracket 3: [Berlin] Bracket 4A: [Airport] Bracket 4B: [School] Bracket 5: [Downhill Jam] Bracket 6A: [Nawlins] Bracket 6B: [Training] Bracket 7: [Boston] Bracket 8A: [Canada] Bracket 8B: [Philedelphia] Bracket 9A: [Los Angeles] Bracket 9B: [The Triangle] [Classic Mode Spoils] --------------------- [Cheats2] [Playlist2] [2 Player2] <2pl2> [FAQ?] [Legal2] [Contact2] -------------------|-------------------|-------------------|------------------- - [Intro2] - Hullo again! This is your friendly neighborhood masochist, presenting to you for your use only, a Walkthrough for Tony Hawk's Underground 2. THUG2, released in October 2004 in the States, was a decent sequel to its predecessor. Now featuring new abilities like Freak Out and Focus Control, you take your own custom skater on a worldwide trip to destroy as much stuff as possible. You and Team Hawk have to outdo Team Bam and show nosey TV producers to stay out of your business, all the while trying to stay on the tour. Along the way you'll have to face your old rival Eric Sparrow, the Wheel of Loogies, even Voodoo Doctors that turn ordinary people into drooling zombies! Now featuring a contemporary Story Mode as well as a Classic Mode for those who liked the original games, and a slew of additional levels and characters, THUG2 will keep you playing for a long time to come. This Walkthrough covers Story Mode and Classic Mode seperately, and all difficulties for each Mode will be handled at the same time, with any notable differences brought to attention. Even though I'm doing this from the GameCube, I'll try to make this as access- able to other console owners as possible. Beside the Controls section, anyone (on GC, PS2 or XBox) will be able to use this. In order to make navigating like ten million times easier, I've included little six-character codexes at the top of each section. If you need to get to a certain section like NOW, hit the Ctrl and F keys on your keyboard at the same time and enter the codexes next to the Table of Contents that look like this: This will bring you to the top of each section of the walkthrough. ***And one final note before moving on--I recommend doing Sick Classic Mode befor Sick Story Mode--beating Sick Classic Mode rewards you with Jesse James for use in Classic, 2 Player and Free Skate modes--as well as access to his very, VERY handy Special move, Hot Rod Manual. It's a manual that actually propels you instead of slowing you down--great for goals that involve difficult Flatlandery, especially with Sick Story Mode's near-impossible Manual Skills and realistic physics. ALWAYS ASSUME ANYTHING WITH A MANUAL REQUIREMENT IS EASIER WITH THE HOT ROD MANUAL unless I say so.*** Now, on with the show! -------------------|-------------------|-------------------|------------------- - [Characters2] - YOU: A Pro Skater living in the suburbs of New Jersey, Bam and Tony abduct you in the middle of a demo for the neighborhood so you can compete in the World Destruction Tour. After getting manhandled and thrown into a van, you wake up in a line of chairs with a bunch of other Pros, where Tony and Bam make the announcement... TONY HAWK: The captain of Team Hawk, Tony serves more as a moderator than a skater at first, keeping track of your team's points. That doesn't mean he won't help you when you need it, of course. BAM MARGERA: Jackass and star of his own TV show, Viva La Bam, Bam Margera will stop at no ends to cause havoc and random destruction. Oh, and he can skate, too! MIKE VALLELY: A very "hands-on" pro, Mike V joins Team Hawk on its quest to destroy the world. He's come a far way from being a mis-programmed secret character at the end of the roster to a member of such a tight cast of skaters. ERIC KOSTON: Koston...is Koston. He wears a basketball jersey and joins Team Bam... that's about all there is to say about him. CHAD MUSKA: Ghetto Bangin' Muska helped get you started in THUG and has joined the ranks of Team Hawk in order to destroy as much as possible. BOB BURNQUIST: Straight out of Brazil, Bob Burnquist is known for his sick customized pools. Missing from THPS2 and 3, Bob returned for the fourth game and has been constant ever since. WEE-MAN: Wee-Man joins Team Bam and...doesn't really do much else. It'd be cool if he wore an Oompa-Loompa costume. PHIL MARGERA: Bam's dad and captain of Team Bam, Phil got kidnapped just like you and the other pro skaters. He spends the entire game in nothing but crusty tighty-whity underwear. He actually gets angry, too! Scary stuff. PAULIE RYAN: Nicknamed "Wheels of Fury," Paulie is in a bodycast and a wheelchair after bailing on a woodchipper grind. That doesn't stop him from being recruited by Team Bam, though. Paulie is loud and horny...not to mention just ten years old. He grows on you after a while--but in more of a "giant boil right on your jaw" sense. NIGEL BEAVERHAUSEN: This game's answer to THUG's Todd, Beaverhausen is an obnoxious sleeze trying to get exclusive rights to footage of World Destruction Tour. He'll bargain, undercut, and even partner up with the Pros in order to get what he thinks will be his big break. JESSE JAMES: Some...guy...I don't really know much about him. But he's a real person who tricks out scooters and skateboards by giving them sick motors. He gives you a hand in Boston and Skatopia. CUT CHEMIST: Right out of Jurassic 5, Cut Chemist has a skate house in Berlin that's overrun by Space Monkeys. His mad mixes are known to break down walls. NATAS KAUPAS: A Jesusy-looking old school skater, Natas Kaupas appears in Berlin to teach you a trick called the Natas Spin. STEVE-O: Another Jackass, Steve-O joins the party in Barcelona, taking his mechanical bull out for a spin to help get you guys some more points. ERIC SPARROW: Your friend-turned-archrival returns from THUG. While Neversoft doesn't really exploit what happened in the last game, Eric is still a pain and serves as your opposite on Team Bam. -------------------|-------------------|-------------------|------------------- - [English Lessons2] - New to skating games and don't understand the garbledy-gook you're reading here? Don't worry--here at Tei's Fingertips, we care. If you run across a term you're not familiar with, chances are that you'll find it here. If you find something in the FAQ you're still not familiar with, drop me a line (). =---->Acid Drop: A skating technique where you go off a ledge and drop into a QP below. You can do this on foot or while skating. =---->Bail: When you fall off your board for any given reason (besides actually getting off the board to walk around), that's a bail. =---->Boneless: They made a semilarge deal about this move in THUG1, and it's a good thing they did, because many goals in this game are hard to pull off without it. To Boneless, hit up twice and Ollie--this gives you more height and distance than a regular Ollie. You can also Boneless off a QP or HP to get more vertical air. =---->Bowl: Bowls are circular pools, or small pools with a gap in them. =---->Caveman: While off your board, jump and land either: a grind by tapping the Grind button while over a grindable; a manual by hitting UP-DOWN or DOWN-UP. =---->Clean: Land any trick with at least an 180 degree spin with your board perfectly straight for a Clean landing. Clean landings are important for many Story Mode goals and earns you an extra 1000 points on top of your current score. =---->Gap: Traditionally, a gap is a break in a QP that you can transfer over, but for Tony Hawk games, Gaps can also be found by grinding certain rails, manualling across a particular area, or using a multitude of tricks in a particular line. Gaps appear as part of your current combo at the bottom of the screen in blue letters. Hitting every Gap in every level of the game awards you with a set of pedestrian characters and cheats. =---->Grab: A Grab is a style of Vert tricking where the skater grabs and holds his board while spinning. You can hold the Grab button for as long as you choose until you land. They're great for skaters who like hefty point bonuses over the multiplicatives. =---->Grind: A style of Street skating tricks, you can grind on almost anything in sight--wires, ledges, the lips of QPs, edges of a roof, rails--you name it. Hit the grind button before landing on something and your board will slide along it until it comes to an end (or until you lose your balance). =---->Flatland: Another name for manualling, used in a more general sense-- like doing a Special Manual would be considered Flatland, since the term "Manual" is also the name for the trick. =---->Flip: Another style of Vert skating, Flips are fast and don't add many points to the total score. Flip tricks are good for someone who focuses more on multiplicatives than the point score, since you can do a few Flip tricks in a single Vert. (Flips are also good for Street skaters, since you can Ollie out of a grind or manual and pop a Flip trick before landing.) =---->Focus Control: Tap the Left trigger when your Special Meter is flashing. Time will slow down and the camera will zoom in on your skater (very Prince of Persia style), giving you more accuracy and boosting the rate at which you build up points. Focus Control is handy if you're trying to land a very precise trick, or if you need better control over your balance. It also helps you land the board better, getting you Clean bonuses. =---->Freak Out: When you bail, occasionally a meter with a fist will appear over the middle of the screen. Tap the Grind button repeatedly to build up your skater's frustration, and they'll toss or break their board. (You get a new one after, don't worry.) Freaking Out is a quick way to rebuild a full Special, though most times you'll have to integrate it with another trick (like a Manual or a Flip or something). =---->Funbox: Funboxes are (often wooden) hybrids of rails, ledges and QPs. They're mostly found in park areas and try to cater to tech skaters. =---->Hip: Or Hip Transfer, you Hip by going up a QP perpendicular to another one at an angle and hitting the R button. This allows you to transfer at an angle. =---->Hop: This isn't a technical skating term, but it gets used often enough that I ought to put it here anyway. To Hop is the same as making a short Ollie. You hop to cross small gaps between rails, for example. =---->HP: An HP is two quarter-pipes lined up as to be facing each other, so you could go up one ramp, land, then go up another without deviating too much from your current course. HP stands for "Half-Pipe" and are used largely for Verting. =---->Kicker: Kickers are flat ramps slanted at an upward angle meant to shoot you up into the air. Unlike QPs or HPs, kickers are made more for horizontal distance rather than vertical and can be used to get from one place to another. =---->Line: A laid-out assembly of TrickObs that can be easily accessed to make one large combo. Most lines are for Street skaters, but there are lines made of QPs and HPs as well. =---->Lip: A semi-useless kind of trick that falls under Street skating, Lip tricks have you going up a QP perfectly straight and tapping the grind button. This brings you to a dead stop on the lip of the QP as your skater balances on his board. Lips don't build up many points and they seem out of the way, so they're not that good for combos. =---->Manual: A style of Street Skating, you can do a Manual (or a Nose Manual) by hitting UP-DOWN while over a flat surface. A more general term for manual-style skating is Flatland. To perform a Special Manual, you have to perform a two-direction combo command followed by tapping the Grind button. =---->Multiplicatives: You'll see this very mathematical term pop up here and there, particularly in the Skill Points and HIGH SCORE-styled goals. Multiplicatives are the small number next to the total point score you have in a Combo--like 18,409 X 10, the "10" is the multiplicative. That means you've hit ten seperate tricks and gaps in the combo, so you'll get ten times 18,409 points if you land it. =---->No Comply: Like the Boneless, a No Comply is used to gain more air from an Ollie. Tap up and the Ollie button at the same time to No Comply. It's easier to do than a Boneless, but it doesn't give you as much height. You can also use the No Comply to gain more air going off a QP. =---->Ollie: The standard term for jumping while on a Skateboard. =---->Pool: A pool is any enclosed area recessed into the ground (or recessed into something raised above the ground) with every wall made of QPs. Not all Pools are necessarily rectangular, but there is a difference between Pools and Bowls. =---->QP: A "Quarter-Pipe," or half of a Half-Pipe, QPs can be standalone or integrated into some wicked deep system of lines. When it's necessary, one half of an HP will be referred to as a QP in this guide. QPs are used largely for Verting. =---->Ramp: A "ramp" usually refers to a kicker, but can also be applied to QPs and HPs. =---->Revert: Hit the right shoulder button as soon as you hit the ground from a Vert trick in a QP or HP. You pivot on your board and can carry the Vert points into a manual. =---->Shuffle: Purely a Street thing, you can shuffle Manuals or Grinds by double-tapping the Grab, Grind and Flip buttons in any order. This changes your grind or manual midcombo, so you don't have to Ollie out and hit another one. Great if you like those Multiplicatives. =---->Sloppy: If you land a vert trick at an awkward angle, you'll earn a Sloppy landing. Sloppies deduct 1,000 points from your total combo score. (Of course, if you don't hit a Clean, you're not guaranteed to hit a Sloppy, either.) =---->Special: There's a meter in the top left corner of your screen that says "SPECIAL." When that meter is flashing, you can do a Special trick. Specials get you more points faster than a normal trick does. There are a variety of Specials for each kind of trick, some professional, some humorous. =---->Spine: Or "Spine Transfer," you can Spine by tapping the R button while going up a QP. If there's another QP directly behind it, you'll turn in midair and go down the other QP instead. Spining is a great way to build up speed. =---->Street: A style of skateboarding, Street skaters generally prefer using Flatland and Grinds to get by. =---->Transfer: When a QP is split up by something--a planter, a support post, a gap--you can transfer over it by going up the QP at an angle and landing on the opposite side. =---->TrickOb: A general term for anything you can do a trick off of. TrickObs can be anything from little plywood kickers to entire buildings. =---->Vert: A style of skateboarding, Vert skaters are more comfortable using ramps to get into the air, then using grabs and flips to build up a score. =---->Wallie: To Ollie off a wall; more specifically, a Wallride. Whenever you hear the term "Wallie," you can assume that you'll have to Wallride. Wallrides are done by skating into a wall at an angle and tapping the Grind button; this makes you scrape your board against the wall in an upward arc. To Wallie, jump while making a Wallride, giving you extra speed, height and distance. -------------------|-------------------|-------------------|------------------- - [Controls2] - SKATING: [A] Ollie, crouch, Sticker Slap, Wallie [B] Flip, Throw [X] Grab [Y] Grind, Wall Ride, Freak Out [Z] Get off board [R] Spine/Hip Transfer, Revert, Acid Drop [L] Focus Control [C-STICK] Camera [JOYSTICK] Move, Manual, Skitch, balance [START] Pause [Ethics of Skating] There's more to the controls than what the above shows, so here I'll explain what the Rest O' The Crap is. Like in all THPS games, you can hold down the Ollie button to crouch down and build up speed. If you Ollie at a wall and hit DOWN-A, you'll Sticker-Slap the wall and go back in the opposite direction--identical to THUG's Wallplant, but now you leave a nifty little graffiti sticker behind. You can gain more air if you No Comply by hitting UP-A when jumping, and even more if you Boneless by hitting UP-UP-A. Hit B, X and Y in any order that pleases you to shuffle grinds and manuals. For example, hitting X-X while grinding makes you Crooked Grind, or Y-B while doing Flatland makes you do a Truckstand. Go up against a wall at an angle, Ollie, and hit the Grind button. Your board will slide along the wall in an arc. Ollie out of the Wallride to reach high places. You can "throw" items that you pick up in each level by hitting the B button. If you're in the middle of an air combo, you'll throw the item by hitting B without moving the left analogue stick in any direction, or else you'll do a Fliptrick. If you make a big bail, a "Freak Out" meter appears above the middle of the screen. Tap the Y button repeatedly to Freak Out, which counts as a trick ranging from 500 to over 4000 points and can be integrated into a combo. There are about eight different Freak Out animations and they get more violent or severe the higher you pump the meter up. WALKING: [A] Jump, Double-Jump [B] Throw [X] Graffiti Tag [Y] Caveman [Z] Get back on board [R] Grab ledge, Acid Drop [L] Focus Control [C-STICK] Camera [JOYSTICK] Walk/Run, Shimmy [START] Pause [Ethics of Walking] There are a few techniques that you can perform off your board that bear mention, since it'll probably never come up again. Well, not until Story Mode's Training, but I'd rather take everything out here, while I can. In the middle of a combo, you can get off your board. A timer will start to run down and as long as that timer doesn't run out, you can carry your combo on foot. Doing Combo Walk-Outs allows you to get speed if you're stuck in a slow manual or something similar and helps recenter your balance a little. It's also good if you're going for a high-risk landing; get off your board in midair to land on your feet, as it's impossible to bail that way. Running isn't as fast as skating, obviously, but it gives you much more control and the chance to get a better feel object placement. The Camera is much more flexible too, making it easy to spot high up or out-of-sight objects. When you jump, you can hold the R Button down to grab onto a ledge, then use the joystick to either shimmy left and right along the ledge or haul yourself up onto it. If you Jump while standing next to a wall, you can kick up and perform a Double Jump, letting you reach higher ledges. Be careful though, if you try to grab a ledge above a QP, you'll probably Acid Drop into the QP instead of grabbing the ledge. Keep trying at it and it should work. Now your character can tag a wall by pressing the X button. They can also tag a wall if they're hanging from a ledge, but only if the wall goes straight down FROM the ledge. Graffiti Tags can be integrated into combos while doing a Combo Walk-Out. -------------------|-------------------|-------------------|------------------- - [Story Mode] - So! You're part of a tour made entirely up of Pro Skaters and you're going to destroy as much $*#& as possible. How freaking cool is that? Story Mode works similar to THUG1's and THPS4's in the aspect that you have free reign over each level you visit, giving you time to explore and learn your way around. Each area has a degree of destructability, too--causing mass chaos to alter the shape and nature of either a certain space, or the entire level. However similar the onset of a level might be, the way you accomplish goals has changed. Instead of having to meet a number of goals to advance, you need to meet a number of points--depending on the difficulty, it'll be 400, 600 or 800 points. Each goal has a point value tagged onto it, and you can see what goals you've got available by going to "VIEW GOALS" in the pause menu. You can also get a more elaborate description of what you need to do by selecting the goal with the confirmation button (whatever that happens to be across the other systems). But wait--there aren't enough points there to let you move on! That's why you need some help to rack in the numbers. There are four sets of goals available in a level--one for You, one for a Pro, one for a Special Guest and one for a Secret Character. Wait, what? How does this thing work out again? Hang on, I'll get to that in a second. First, the role a Pro Skater plays in the game. Before starting each level, you'll get to choose (or be forced to choose) a Pro to accompany you in the level. A list of any available Pros will pop up before you start--it doesn't matter who you choose, it's largely up to personal taste. Once you choose your Pro and start a level, you have to go find the Pro and speak to him using the Grab button. Now all of a sudden, you have a new set of goals to tear up! The Pro you choose doesn't affect the goals you get--again, who you choose is mostly a matter of taste. Some goals are unique for the Pro, but most of the time you and the Pro can swap freely. If you need someone to do a Flatland-heavy goal and your Manual Skill Points are more than lacking, for example, you can do the same goal with Mullen, who's got a perfect 10 on his Manual. Now that you've got your own goals and some Pro goals, you'll notice on the View Goals menu, there's two more blank tabs. In each Story Mode level (PRO SKATER excluded), there are an additional two characters to unlock. Finding each extra character itself is worth points--then when you do find them, you can talk to them and get even MORE goals. Secret Characters are always other characters on skateboards--playing as a Secret Char. is the same as playing as a custom skater or a Pro. Usually their Skill Points are reflective of your place in Story Mode--Boston's SC is fairly weak, but Nawlins' has almost perfect stats, for example. What's more, meeting up with an SC in a level unlocks them for use in 2 Player, Classic and Free Skate modes. Finding and talking to SCs earns you a new set of goals as well as a new Special Trick slot with a Special Trick unique to the SC. That's three down, and the fourth...the Special Guest. Again, there's one in each Story Mode level except Pro Skater, and you have to find them. With one exception, SGs always use a different mode of transportation than Skateboard- ing. They're faster while their tricksets are much more limited, but finding and talking to them gives you the last set of goals in a level. Many times, an SG's goals will require the unique moves or skills of the SG, but otherwise you can swap between it and the other three characters you've unlocked. It's sometimes easier to bring in an SG to do a goal out of the other sets, too. Lastly--the latter half of the game will spring surprise goals on you. Not all of them are officially counted, but you still have to beat them to advance. You will be forced to play as either your custom skater or a Pro for these, since they're storyline-important. So your goal is to do enough crazy stuff to earn you the points to go on. How many points you actually get doesn't make a difference in the end--you can get enough points to get the story to move on, or you can try to complete everything for nothing more than your own satisfaction. You get no rewards for 100% completion, but it's a fun thing to test yourself on. Lastly, before I leave you only to see you again just a paragraph and seperator later, the layout of the Walkthrough (unless otherwise explained) will be as follows: [Chapter #]: Level Name Places of Interest =---->Name of area: Description of the area, if it has some sort of relevance to either Story or Classic Modes (the lists are identical in both, save for the Classic Mode-exclusive levels). I recommend brushing up on these before taking on any goals you have difficulty with, but if you feel like wingin' it, that's fine too. The PoI basically list any place with Proper Noun Status (tm) or areas that come up often in excecuting goals. =---->Name of area: Same as above, until all relevant areas have been listed. +------------------+ |[You] | The overall design in a compact view looks like this-- | | Four different sets of goals. |[Pro] | | | |[Special Guest] | | | Under [Special Guest], you'll get the name of the charac- |[Secret Character]| ter, his stats, and his special move. You'll get the Pro's | | Stats before the Places of Interest in a level because you |[Bonus]* | have to choose the Pro before starting. +------------------+ [GOAL SET] GOAL NAME Requirements to activate the goal (if applicable) Time Limit (if applicable)** Score to meet (if applicable)*** Recommended Character (if applicable) Required Character (if applicable) Hints to help you along the goal 1//Items list (if applicable) *[Bonus] goals happen when you advance from a level in the last half of the game. You'll be forced to do one or a set more of goals to bring your point value up, but at the same time, don't show up on the regular goals list. They only happen in the last three levels of Story Mode. **Some goals in THUG2 have time limits, but they aren't visible--so if you just see the words "Time Limit" under a goal, that means you've got a clock to work under. ***Score to meet will ALWAYS vary between difficulties. So the scores will be seperated by / marks, the first and lowest score being Easy, middle score for Normal, and last score for Sick. There. Hopefully, that will be all you need to know. Onward, and upward...or downward, I guess, because doing a walkthrough from the bottom up would be silly. -------------------|-------------------|-------------------|------------------- - [Skill Points2] - Once more, Skill Points have replaced Stat Points as the main way to build up your character's abilities. Unlike Stat Points, which you collect in each level, Skill Points are earned by performing skating feats. You start with three Skill Points in each trait. In THUG1, you could only earn more Skill Points as you progressed through the story, but now you can get all seven of your remaining Points right away (except for one Rail Point). For each section, since describing how to get each and every individual point would make my brain explode, I'll just drop hints on how to land each Skill Point as easily as possible on the margins of the walkthrough. +---+ |AIR| - Your jump height out of an HP +---+ EASY: Air transfer 15 feet | Hints: The easiest way to handle Air transfer 20 feet | these is to wait until you have Land 1 Backflip grab | access to Barcelona and its sick Land 1 BS Roll grab | Parc Guell spines, but there's Land a 600 point air | no reason you can't land a Land a 1,000 point air | single BS Roll or Backflip. You Land a 2,000 point air | can also hit all of the Air | Transfer goals if you transfer NORMAL: | from one of the QPs to another Air transfer 30 feet | bordering Training's WDT Room Air transfer 40 feet | roll-ins. But the higher-scored Land 1 Backflip grab | air combos and multiple rolls Land 1 BS Roll grab | are best served at the Guell Land a 5,000 point air | Spines. You can BS your way up Land a 10,000 point air | to the 10,000 point air, but Land a 15,000 point air | you'll need Specials to hit | anything higher. SICK: | Air transfer 40 Feet | Air transfer 60 Feet | Land 2 Backflip grabs in one combo | Land 3 BS Roll grabs in one combo | Land a 10,000 point air | Land a 20,000 point air | Land a 40,000 point air | +---+ |LIP| - How well your lip trick balance is +---+ EASY: Hold a liptrick for 1 second | Hints: Holding Lips are Hold a liptrick for 3 seconds | easy enough to do. But in Hold a liptrick for 4 seconds | case you're struggling, Hold a liptrick for 6 seconds | hold for one Lip Skill Hold a liptrick for 7 seconds | Point at a time to Nose Stall 1 time in a combo | gradually increase your Nose Stall 2 times in a combo | balance. I know the Nose | Stall is your default Lip NORMAL: | (if you go up the Lip Hold a liptrick for 2 seconds | and hit the grind button Hold a liptrick for 4 seconds | without using a direction Hold a liptrick for 5 seconds | command), so if you hit a Hold a liptrick for 7 seconds | Nose Stall, Ollie up, Hold a liptrick for 8 seconds | then hit the grind button Nose Stall 2 times in a combo | again, you'll land in FS Noseblunt 2 times in a combo | another Lip trick. This | is the cheap way to do SICK: | it, anyway. For the BS Hold a liptrick for 3 seconds | Boneless and Gymnast Hold a liptrick for 5 seconds | Plant, you'll have to use Hold a liptrick for 8 seconds | Lip shuffles. Hold a liptrick for 10 seconds | Hold a liptrick for 13 seconds | BS Boneless on a lip 3 times in a combo | Gymnast Plant on a lip 3 times in a combo | +---+ |RUN| - How long you can stay in a Combo Run-Out +---+ EASY: | Hints: Mostly easy to Caveman once | take care of. To put Caveman 2 times in a combo | Graffiti Tag in a Throw something at a pedestrian | combo, get off your Throw something at 2 pedestrians in one combo | board in the middle of Graffiti Tag 1 time in a combo | a trick set and spray Graffiti Tag 2 times in a combo | paint a wall. Getting Get mad and Freak Out | three tags is easy | enough once you have a NORMAL: | decent Run stat. The Caveman 2 times in a combo | easiest way to throw Caveman 3 times in a combo | stuff at pedestrians in Throw something at 2 pedestrians in one combo | a combo is to enter a Throw something at 4 pedestrians in one combo | Manual and hit the Graffiti Tag 2 times in one combo | Grind button twice to Graffiti Tag 3 times in one combo | enter a Pogo, bringing Get mad and Freak Out | you to a dead stop. | Single out the nearest SICK: | Ped and just keep Caveman 3 times in one combo | throwing things at 'em. Caveman 4 times in one combo | In Training, the only Throw something at 4 pedestrians in one combo | time you can do this is Throw something at 7 pedestrians in one combo | when you have to throw Graffiti Tag 2 times in one combo | tomatoes at Phil. If Graffiti Tag 3 times in one combo | you can't, wait until Get mad and Freak Out | Barcelona. +----+ |FLIP| - How fast you can knock off flip tricks +----+ EASY: Do 2 fliptricks in one combo | Hints: Most of this stuff is Do 3 fliptricks in one combo | easily obtained in Training-- Do 4 fliptricks in one combo | particularly Easy and Normal Do 5 fliptricks in one combo | Modes. Sick Mode is another Do 6 fliptricks in one combo | story, though...you can Double Kickflip 1 time | probably get all 50 Flips if Double Kickflip 2 times in a combo | you're VERY skilled (something | I don't admit to, I'm more of NORMAL: | a Normal Mode kinda guy myself; Do 3 fliptricks in one combo | that doesn't mean I don't try Do 4 fliptricks in one combo | though ;D), so, again, wait for Do 5 fliptricks in one combo | Barcelona's Vert paradise, Parc Do 8 fliptricks in one combo | Guell, to give it a shot. Do 10 fliptricks in one combo | Another thing that helps is Double Kickflip 2 times in one combo | the Moon Physics cheat--but you Triple Kickflip 2 times in one combo | have to find every Gap in the | game to get it. It's up to you. SICK: | Do 5 fliptricks in one combo | Do 10 fliptricks in one combo | Do 20 fliptricks in one combo | Do 30 fliptricks in one combo | Do 50 fliptricks in one combo | Double Heelflip 4 times in one combo | Triple Kickflip 3 times in one combo | +----+ |RAIL| - How well you balance while grinding +----+ EASY: Grind for 2 seconds | Hints: The only thing you absolute- Grind for 4 seconds | ly cannot get in Training are the Grind for 8 seconds | Rail Skills based on Natas Spins, Grind for 10 seconds | since there is NOTHING in Training Natas Spin 1 time | you can Natas Spin on. You can use 50-50 2 times in one combo | the pool in the Secondary Room next 50-50 4 times in one combo | to Large Funbox (check Training's | Places of Interest if you're con- NORMAL: | fused) for a nice, clear infinite Grind for 5 seconds | grind to get the Grind for X Grind for 10 seconds | seconds Skills. The 50-50 Grind is Grind for 15 seconds | your default, so you want to Ollie Grind for 20 seconds | onto rails and hit the Grind button Natas Spin 3 times in one combo | without using directional commands. 50-50 3 times in one combo | The Crooked is a grind shuffle when Crooked 3 times in one combo | you tap the Grab button twice while | grinding. I'm not really sure how SICK: | to do the Darkslide, though. (You Grind for 10 seconds | can get the Grind for X seconds and Grind for 15 seconds | Crooked/Darkslide Skills at the Grind for 20 seconds | same time, if you want.) Save Sick Grind for 25 seconds | Mode's Natas Spin for Berlin, where Natas Spin 5 times in one combo | there's no shortage of posts you Crooked 5 times in one combo | can Spin on. Darkslide 5 times in one combo | +----+ |SPIN| - How fast you rotate in the air +----+ EASY: Land a 360 grab or fliptrick in a halfpipe | Hints: Another really Land a 540 grab or fliptrick in a halfpipe | basic one, you can land Land a 720 grab or fliptrick in a halfpipe | most of the spins without Do 2 grabs in one combo | too much trouble. Save Do 3 grabs in one combo | the higher ones for Parc Do 4 grabs in one combo | Guell, again. Grabs are Do 5 grabs in one combo | slower than Flips, so you | might have a hard time NORMAL: | integrating them into a Land a 540 grab or fliptrick in a halfpipe | line. Land a 720 grab or fliptrick in a halfpipe | Land a 900 grab or fliptrick in a halfpipe | Do 2 grabs in one combo | Do 3 grabs in one combo | Do 6 grabs in one combo | Do 8 grabs in one combo | | SICK: | Land a 720 grab or fliptrick in a halfpipe | Land a 900 grab or fliptrick in a halfpipe | Land a 1080 grab or fliptrick in a halfpipe | Do 5 grabs in one combo | Do 10 grabs in one combo | Do 20 grabs in one combo | Do 30 grabs in one combo | +-----+ |OLLIE| - How high you can jump off the ground +-----+ EASY: Ollie 15 feet | Hints: There's a difference between Ollie up 5 feet | Ollying, Ollying up and Ollying Ollie up 10 feet | down. To Ollie a certain amount of Ollie down 10 feet | feet, you need to do it on flat land Ollie down 15 feet | (you can Skitch to help with this Sticker Slap 1 time | one). To Ollie up, you need to use Sticker Slap 2 times in a combo | a kicker of some kind--Training's | THE HP is good for this, and so is NORMAL: | the rail set suspended above it that Ollie 20 feet | launches you into the sprinkler Ollie up 10 feet | system. To Ollie down, you need to Ollie up 20 feet | jump from one place to somewhere Ollie down 15 feet | lower--if you Ollie from the top of Ollie down 20 feet | Training's WDT Room's giant roll-ins Sticker Slap 2 times in a combo | to the floor of the Main Room, you Sticker Slap 4 times in a combo | drop over 35 feet. You can Grind the | QP in the back of WDT Room, or the SICK: | ones split by the WDT Room's roll- Ollie 30 feet | ins as an infinite Sticker Slap Ollie up 20 feet | rail. Australia's BALCONY CLIMB Ollie up 25 feet | works even better (especially for Ollie down 25 feet | Sick Mode's higher numbers), but you Ollie down 35 feet | don't need to use it. Sticker Slap 4 times in a combo | Sticker Slap 6 times in a combo | +-----+ |SPEED| - Your top ground speed +-----+ EASY: | Hints: Not even Classic Land a 1,000 point combo | Mode's HIGH COMBO score Land a 7,500 point combo | has you trying to make a Land a 10,000 point combo | 1,500,000 point combo. Land a 20,000 point combo | Everything under that is Land a 30,000 point combo | doable if you absolutely Spine Transfer 1 time | ABUSE Specials. Spining Spine Transfer 2 times in a combo | multiple times in a combo | is difficult unless you NORMAL: | know where to try (hint, Land a 10,000 point combo | Parc Guell). Land a 30,000 point combo | Land a 50,000 point combo | Land a 100,000 point combo | Land a 250,000 point combo | Spine Transfer 2 times in a combo | Spine Transfer 4 times in a combo | | SICK: | Land a 100,000 point combo | Land a 400,000 point combo | Land a 750,000 point combo | Land a 1,500,000 point combo | Land a 3,000,000 point combo | Spine Transfer 3 times in a combo | Spine Transfer 6 times in a combo | +------+ |SWITCH| - How well you can skate Switch. (When maxed out, you skate equally +------+ well Switch as you do normal.) EASY: Acid Drop 1 time | Hints: The simplest way to do multiple Air 20 feet high | Acid Drops in a combo is to Drop off Air 30 feet high | a low HP ledge, get off your board, Land a 3 trick combo | get back onto the ledge, and Drop in Land a 5 trick combo | again. (Having good Run Skill help a Land a 7 trick combo | lot here.) "Airing" is different from Land a 9 trick combo | "Ollying up" because you have to go | up out of a QP. Skitching or Spining NORMAL: | gets you sick Vert air, so if you have Acid Drop 2 times in a combo | trouble, wait until the Parc Guell Air 40 feet high | Spines. Landing any trick combo is Air 70 feet high | going to be simple--but good luck with Land a 4 trick combo | anything over 50 tricks because even- Land a 6 trick combo | tually, certain tricks stop adding to Land a 10 trick combo | your multiplicatives. Land a 20 trick combo | | SICK: | Acid Drop 4 times in a combo | Air 60 feet high | Air 100 feet high | Land a 25 trick combo | Land a 50 trick combo | Land a 75 trick combo | Land a 100 trick combo | +------+ |MANUAL| - How well you balance while Flatlanding. +------+ EASY: Manual for 2 seconds | Hints: Manual balance is Manual for 4 seconds | a precarious thing with only Manual for 6 seconds | three Skill Points starting, Manual for 8 seconds | so you'll have to tackle Manual 1 time in a combo | the timed ones one or two at Manual 2 times in a combo | a time. Pogo, Casper and Manual 3 times in a combo | Half-Cab Impossible are all | Manual Shuffles. To Pogo, NORMAL: | enter a Manual and tap Manual for 4 seconds | [GRIND][GRIND]; to Casper, Manual for 6 seconds | enter a Manual, Shuffle to Manual for 8 seconds | a Handstand ([GRAB][GRAB]), Manual for 10 seconds | then tap [FLIP][GRIND]; to Manual 3 times in one combo | Half-Cab Impossible, enter a Manual 5 times in one combo | Manual and tap [FLIP][FLIP]. Pogo 2 times in one combo | (Sometimes you do a 360 | Fingerflip instead, but that SICK: | doesn't really matter; just Manual for 6 seconds | keep tapping [FLIP][FLIP] to Manual for 10 seconds | switch between the 360 Fin- Manual for 14 seconds | gerflip and the Half-Cab Manual for 17 seconds | Impossible.) Pogo 5 times in one combo | Casper 6 times in one combo | Half Cab Impossible 6 times in one combo | =---->Kudos goes out to Dan Lowin for explaining how to enter the Half-Cab Impossible for the Sick Manual Skill Points! -------------------|-------------------|-------------------|------------------- Prelude: [Training] Compass: NORTH: WDT Room SOUTH: Taxi EAST: XL Funbox WEST: THE HP =---->A Real Pool: In the Secondary Room, there's a genuine pool with genuine water being pumped into it by a white, rectangular machine that I can't quite remember the name of. (I know it's not a refrigerator, so it's one step in the right direction, I guess.) To my knowlege, there's no way to drain the water. =---->BLADRZ RUL LOLZ: This is in reference to the alcovy-signy-alcovy area above A Real Pool. Climb up the ladder above the not-a-refrigerator to reach an alcove, which has a narrow ledge for you to shimmy across that goes over a sign that says BLADERS RULE. Beyond the sign is another alcove with a small rail inside that leads into the Main Room. =---->Glass Alcove: Above THE HP is this room surrounded on three sides by glass that you can break through. Wow? =---->Large Funbox: Sitting in the middle of the Secondary Room, this funbox is not as large as the monster behind it, but it's self-contained. It has a rail and a few ledges, plus a QP that becomes part of an HP once you bust down the concrete wall on the XL Funbox. =---->Light System: One of two lines hidden on the ceilings of both rooms, a bunch of flourescant lights hang down, ready for you to grind on if you can get to them. Stick with them and they'll take you to hard to reach objects or places. =---->Main Room: Going down from the WDT Room brings you into the Main Room, an area many THPS vets are familiar with--that's right kiddies, the Hangar is back again. Except they've replaced the plane and a few other objects with rails and ledges. THE HP and the Taxi are here. =---->Pile o' Crates: Sitting against the wall seperating the Main and Secondary Rooms on the Secondary side are two piles of crates. One is actually just a pile of ONE crate. The other is a pile of two. =---->Recessed Ramps: A set of three QPs sit in their own little alcove in the Secondary Room. The area sits against the wall opposite the WDT Room. =---->Red Button Door: A door you open in Story Mode by breaking through to Secondary Room and wallriding over a red button on the wall. It's the only real door connecting the two rooms (the others are holes in the wall or alcoves) and sits against the long QP on the south end of the area. =---->Secondary Room: This room is completely new. No helicopter or crappy pseudo-lines; pools and funboxes and TrickObs and QPs galore. =---->Sprinker System: One of two lines hidden on the ceilings of both rooms, about five or six different lengths of sprinker pipe curl about in their own lines. There's nineteen sprinkers total on the pipes. =---->Taxi: A Taxi towards the back of the Main Room. It's beyond THE HP. Man...that is such a Taxi. I wish I had a Taxi just sitting in my room like that. Then it'd be all like a taxi and all. =---->THE HP: Why call it that? Because it is THE Half-Pipe. Training is a re- vamped Hangar from about three other Tony Hawk games, and this HP has been there for every single one. It's about as famous as School II's Leap of Faith. Anyway, THE HP is the one found near the Taxi--the wooden guy partially in-set into the ground, with two kickers on the outside. =---->WDT Room: The starting point. There's a QP on one wall, and two roll-ins leading down into the main room seperated by a wall. There's a sign between the walls reading "WORLD DESTRUCTION TOUR." =---->XL Funbox: This is the big, ramp-edged, rail-topped, concrete-fronted monstrosity against the far wall in the Secondary Room. There's a QP inside that you can access by going through the glass on the top of the funbox, and a concrete wall that can be broken down to create an HP with Large Funbox. =---->Yellow Pipe: In the southeast corner of Secondary Room, a yellow vent pipe is set up against one wall. You can climb that pipe up into an alcove. -------------------|-------------------|-------------------|------------------- Before starting, I want to express very clearly that YOU DON'T NEED TO DO ANY- THING HERE. The only mandatory part of this level is KEEP THE FOCUS, but once you do that you can skip right onto the main story. If you'd rather stick around, the Pros are hanging out with some advice for you. Most of it is stuff you already know about, but they also get into newer aspects of gameplay, like tagging, throwing stuff at pedestrians, and the infamous Backflip, Frontflip and Roll techniques. However, not everything is available all at once, so to get to the cream-filled center, you have to go over all the basic stuff. The setup for this section is different from the others due to the nature of the "goals" you need to accomplish. The layout of each goal is like this: TYPE OF LESSON - NAME OF LESSON [Name of Pro] Where you find him Requirements to make him appear Hints on how to complete the goal and move on Obviously, some of the goals are self-explanitory and don't really need much discussion, so I've said what's necessary there and focused more on the newer/harder lessons. BASICS - LEARN TO OLLIE [Rodney Mullen] Red Button Door Requirements: None Hints: Ollie three times. Just plain old Ollies--nothing magical or special about 'em. BASICS - MANUAL [Rodney Mullen] Continued Hints: Manual or Nose Manual through the cones. BASICS - GRIND THE RAIL [Chad Muska] Continued from Rodney Mullen Hints: Ollie over the bent rail in front of you and land a grind on it. BASICS - NO COMPLY OVER THE TAXI [Rodney Mullen] Continued from Chad Muska Hints: To No Comply, press up and the ollie button at the same time. Use the kickers on any of the four sides of The Taxi to go over it. BASICS - BONELESS OVER THE TAXI [Rodney Mullen] Continued Hints: To Boneless, hit UP-UP-OLLIE. Use the kickers again. BASICS - KICKFLIP OVER THE GAP [Rodney Mullen] Continued Hints: Go over the gap between the two kickers and pop a kickflip. BASICS - LIP THE QP [Bob Burnquist] THE HP Requirements: Complete LEARN TO OLLIE through KICKFLIP OVER THE GAP Hints: Do a Lip Trick on the lip of THE HP. BASICS - QP GRIND [Bob Burnquist] Continued Hints: Go up THE HP at an angle and grind on the lip. BASICS - MELON OFF A VERT [Bob Burnquist] Continued Hints: Perform a Melon [LEFT-GRAB] while verting up THE HP. BASICS - LEARN TO SPIN [Bob Burnquist] Continued Hints: Vert up THE HP and hold the joystick either left or right. You can do a trick if you want to, but it's not necessary. Just land at least a 360 spin. BASICS - GET OUT OF A HALF-PIPE [Bob Burnquist] Continued Hints: Go up THE HP and hit the R button to level out and land on the outside. BASICS - QP TRANSFER [Bob Burnquist] Continued Hints: Transfer from one glowing ramp to the other by going up one ramp at an angle and Ollying. NOVICE - STICKER SLAP THE WALLS [Chad Muska] In front of THE HP Requirements: Complete LIP THE QP through QP TRANSFER Hints: Do five Sticker Slaps anywhere against a wall. To Sticker Slap, press the A button when Ollying directly into a wall. NOVICE - TEAR DOWN THE WALL [Mike Vallely] Red Button Door Requirements: Complete STICKER SLAP THE WALLS Hints: Go up the glowing QP and grind the lip, then Sticker Slap the cracked wall next to Red Button Door. NOVICE - OPEN THE DOOR [Mike Vallely] Continued Hints: Now you're in the Secondary Room, but you have to ignore it for now. You're facing a wall adorned with a large red button that looks more like a fire klaxxon than anything else. Go up to the wall and Wallride [OLLIE+GRIND] over the button. NOVICE - WALLIE AND GRIND THE RAIL [Bam Margera] Between Large and XL Funboxes Requirements: Complete TEAR DOWN THE WALL through OPEN THE DOOR. Hints: Do exactly as Bam says--go up to the wall and Wallride, then Wallie up to the rail on top of XL funbox. Land a grind. NOVICE - SPINE TRANSFER THE FUNBOX [Bam Margera] Inside the XL Funbox (either go through the front if one of the walls is broken down, or break through the glass on the top against the wall) Requirements: ? Hints: Spine over the Large Funbox into the pool. Simple. NOVICE - HIP TRANSFER [Bam Margera] Continued Hints: Go up the glowing QP in front of you, angled slightly toward the left. When up in the air, hit the right trigger like you're going to Spine Transfer. If your angle is right, you'll drop down into the QP perpendicular to the first one, making a Hip Transfer. NOVICE - MY FIRST COMBO [Chad Muska] South end of XL Funbox Requirements: Complete CAVEMAN TIME through ACID DROP Hints: Just follow Muska's instructions--grind on the lip of the glowing QP, Ollie off onto the rail lined up with it, then Ollie off that into the other glowing QP. NOVICE - SIDE JUMPING COMBO [Chad Muska] Continued Hints: Again, listen to Muska. Side-jumping might seem intimidating at first, even to THPS/THUG vets, but once you do it you'll realize that you've been doing it all along, and only just now did they decide to verbalize it. NOVICE - SKITCH THE FORKLIFT [Chad Muska] Northeast corner of Main Room Requirements: Complete HIP TRANSFER Hints: Do as Muska says. To Skitch, go up behind the forklift and press up on the left analogue stick. Skitching is easier to balance than grinding and flatlanding, so hanging on for ten seconds isn't too big an ordeal. NOVICE - DO A REAL COMBO [Bam Margera] South end of Large Funbox Requirements: Complete VERT WALLPLANT SESSION Hints: Just like Bam says--head up the QP and do any grab that catches your fancy. Hit the right shoulder button to revert as soon as you come in contact with the QP, then hit [UP-DOWN] or [DOWN-UP] for a Manual. Land the combo. NOVICE - DO A MCTWIST [Bam Margera] South end of Large Funbox Requirements: Complete DO A REAL COMBO Hints: Again, do what he says--Combo to your hearts content until your Special meter is full up and flashing. Then do a McTwist [RIGHT-DOWN- GRAB] off a QP. OFF BOARD - CAVEMAN TIME [Mike Vallely] Between Pile O' Crates Requirements: Complete WALLIE AND GRIND THE RAIL Hints: Caveman three seperate times. Don't do three Cavemans in one Combo, and you need to complete a combo for a Caveman to count (for example, Caveman onto a ledge, then Ollie off. If you continue the Combo or get back off your board, the Caveman won't count yet. If you just Ollie off from the Caveman, then land on the ground, the Caveman is counted immediately). You have the entire level at your disposal, so use whatever ledges make you feel most comfortable. The lip of the pool and the ledges of Large Funbox are close and very Cavemanable. OFF BOARD - JUMP ON THE CRATES [Mike Vallely] Continued Hints: Get off your board and jump on top of the low crate in Pile O' Crates. Then get back on the floor and Double-Jump onto the taller Pile O' Crates (to Double-Jump, press against a wall and hit Jump twice). OFF BOARD - JUMP AND HANG [Mike Vallely] Continued Hints: You're aimed straight at the not-a-refrigerator in A Real Pool. Just run straight at it with the Right Trigger held down to grab onto the ledge, then pull yourself up by tapping up on the left analogue stick. OFF BOARD - CLIMB THE LADDER [Mike Vallely] Continued Hints: Climp up the glowing ladder. You can walk right into it, or you can jump at it with the right trigger button held down to latch on partway up. OFF BOARD - SHIMMY TO THE OPENING [Mike Vallely] Continued Hints: Walk forward over the ledge of BLADRZ RUL LOLZ to the left of the ladder (when facing out to Large and XL Funbox). You'll grab onto the ledge automatically. Shimmy over to the second alcove beyond the BLADRZ RUL LOLZ sign. OFF BOARD - ACID DROP [Mike Vallely] Continued Hints: Like Mike V says--skate to the edge and Ollie, then tap the Right trigger button to fall down into the QP below. NEW SCHOOL - DO A BACKFLIP [Bam Margera] South of the Large Funbox Requirements: Complete DO A MCTWIST Now Bam will teach you the sacred Backflip move (Frontflip and Roll, too) which haunt you in Classic Mode unless you get this far to learn how to use it. First do a Backflip by holding [GRAB] and pressing [DOWN-DOWN]. (A Frontflip is the same, except you replace [DOWN-DOWN] with [UP-UP].) NEW SCHOOL - DO A ROLL [Bam Margera] South of the Large Funbox Requirements: Complete DO A MCTWIST Hints: Finally, Bam teaches you the Roll. Hold [GRAB] and tap either [LEFT-LEFT] or [RIGHT-RIGHT]. These are trickier to land because they twist your board out from under you, so if you're having trouble, use Focus Control to line your board up right. NEW SCHOOL - VERT WALLPLANT SESSION [Bob Burnquist] North of A Real Pool Requirements: Complete SPINE TRANSFER through HIP TRANSFER Hints: You have to slap the wall three times while going up the QP next to A Real Pool. The problem is, it seems to be really picky about how it works; you're supposed to Ollie up the QP like you're doing a normal Vert trick and then hit the Ollie button again right away to do a vert- ical sort of Sticker Slap. It all depends on timing. The easiest way to get the timing down is if you use a controller with a rumble feature; when you Ollie up a QP, there's a slight rumbling sensation. Use that as your cue and hit Ollie again to Vert Wallplant. Since there aren't many QPs lined up directly against a wall, I recommend staying close to the one you start on, so when you come back down make a tight U-turn to go back up. NEW SCHOOL - FUN WITH TOMATOES [Eric Koston] Northeast corner of Secondary Room Requirements: Complete WALLIE AND GRIND THE RAIL Hints: Another new addition to the game--throwing food (or other stuff) at pedestrians. In each contemporary level there will be a case or a box where you can load up on five to ten throwable objects and hurl them using the Flip button. Here's a simple one for you--just peg Phil five times as he wanders around the northeast corner of Secondary Room. If you're interested in building up your Run stats, enter a manual, Pogo [GRIND+GRIND] to come to a standstill and hurl the tomatoes in place. NEW SCHOOL - TAG THE PLACE [Chad Muska] South end of Large Funbox Requirements: Complete SPINE TRANSFER through HIP TRANSFER Hints: Find the five SPOT posters hiding in Secondary Room. (SPOT meaning Skate Park of Tampa? A throwback to THUG1, perhaps.) To tag, get off your board and hit the Grind button when standing against a wall. 1//On top of the higher Pile O' Crates. 2//In the very northeast corner of Secondary Room, against the XL Funbox wall. 3//On the wall directly above XL Funbox, on the left side (if facing XL Funbox from Large Funbox). 4//On the wall directly above XL Funbox, on the right side (if facing XL Funbox from Large Funbox). 5//In the Yellow Pipe alcove. NEW SCHOOL - HANG'N TEN [Chad Muska] Continued Hints: Go back up the ladder to BLADRZ RUL LOLZ like you did with Mike V. Only instead of going all the way over to the second alcove, stop over the banner flag and hit the tagging button again. NEW SCHOOL - KEEP THE FOCUS [Tony Hawk] - WDT Room Okay--the last thing you'll learn in Training is how to use Focus Control. Birdman will tell you to fill up your special meter. Once you do, tap the left shoulder button to initiate Focus Control, causing time to slow down, giving you greater control over your balance and timing. Focus Control drains your Special meter, so keep doing tricks to keep it full. Hold Focus Control for five seconds total--so if you lose it, you can pick up where you left off. NEW SCHOOL - ARCADE MACHINE HIGH SCORE Score to beat: 1,000/3,000/5,000 pts Arcade Machine: East wall of Main Room, on the raised platform Requirements: Complete STICKER SLAP THE WALLS Hints: Arcade Machines are found in each contemporary level and have a HIGH SCORE for you to beat. Training's is just meant to start you out nice and easy, so the score isn't too high--hell, you can beat it in one easy combo of any style of skating you prefer. You have 1:00 to beat the Arcade's score. If you've passed the score and want to just leave it as it stands, you can select "END CURRENT RUN" from the Start Menu. It'll ask you for your initials and if you would like to save the game. When you've finished learning everything a particular Pro has to teach you, they'll start skating around selected areas of Training. Eric will always be going back and forth between the north and south ends of Main Room's east side; Mike V tears up the northeast pool in Main Room once you finish ACID DROP; Bam grinds all over the Sprinkler System in Secondary Room once you finish HIP TRANSFER (but returns for DO A MCTWIST through DO A ROLL for some reason); Burnquist has his way with the Large Funbox area after VERT WALLPLANT SESSION; Koston disappears entirely after FUN WITH TOMATOES (Just like in Story Mode!); and Muska does a wide loop around the Taxi, over THE HP, and through the WDT Room after completing SKITCH THE FORKLIFT. When you're done, speak to Birdman again to move on to Boston. -------------------|-------------------|-------------------|------------------- Chapter 1: [Boston] - Places of Interest - Compass: NORTH: Statehouse, Riboff Bank SOUTH: Construction Yard EAST: Hospital WEST: Apartment Complex, Museum =---->Apartment Complex: Down the road as it turns right from the starting point, there's an opening in the buildings and a series of ramps, QPs, and HPs inside, you can spine through the windows of the buildings from the front. One building has a man doing a very swivelly-hip dance for a goat in a chair, and the other has a parody of the Star Wars Kid. Press the interaction button while off your board and he'll get up and swing a field hockey stick around, making noises while space-adventurish music plays. =---->Church: Across the street from the Commons and next to the Library, the Church has some stairs to grind and a nice series of ramps for you to access on the rooftop, if you can find a way up there. =---->Commons: The center area of Boston is taken up by a park with a statue of George Washington in the center. This park's got a couple planters for grinding, a little flatland, a staircase to gap down, benches off too one side, and QPs surrounding the statue. You can also pick up apples in one corner to throw at pedestrians. =---->Construction Yard: Most of the south end of the level is taken up by a construction yard with a variety of TrickObs. You can spine over one wall to get into the Tea Boat. =---->Hospital: The hospital has two QPs on street and rooftop level and is fronted by a planter with two chimney volcanoes you can Hip or Spine Transfer. To the right of the hospital is an air vent that someone took extreme care to put Grind Blockers on. Until you can find something powerful enough to knock them down, you can ollie up into the air vent and pop up in the Construction Yard. =---->HPLB: "Half-Pipe Ledges Building." The brown building between Library and Church with one HP set above the ground on Commons side of the street, and a ledge on the other. =---->Jeers: A bar to your left at the starting point. The sign of the bar and the inside are made to resemble the one from "Cheers." There's a yellow rail in front of it. =---->Library: Across the street from the Commons and next to the Church, the Library has QPs on street level and kickers on the rooftop. You can go inside the Library for a bit of quiet, a couple grindables lining you on either side. =---->Metals: A curved, flat piece of modern art crap in front of Riboff Bank. It's one of Boston's Finest Rails. =---->Museum: The Museum is right next to the starting point. It's got a few rails and ledges, and some open space to flatland. =---->Riboff Bank: Between Scollay Square and Statehouse is a bank fronted by Metals and a bus shelter. There are rails surrounding the outside of the bank up near the top. The only ways in are to transfer from the QP on the wall close to Statehouse to one that's inside the building, or to shimmy across the lower rail on the building itself and jump through the breakable glass on the west side. =---->Scollay Cable: If you go into the VERY top corner of Scollay Square, on top of that brick-lined pathway, there'll be a gap in the fence you can walk through. That takes you into an alcove above Scollay Square. There's a cable running from one corner of the alcove up to the roof of the church. It's a very handy shortcut that you can grind or shimmy across. =---->Scollay Sqare: The entire northwest corner of the level between the bank and the Hospital, this relatively open area is great for flatlanding. You can grind on a couple rails and ledges here, and the raised Subway Entrance in the center has about three different kinds of ramps on it. =---->Statehouse: A Redbrick building on the north side of the level, the Statehouse has a few rails and ledges on streetlevel, a staircase to flip down, and a multitude of QPs and HPs on the outside. Two statues of George Washington stand on either side of the staircase. =---->Subway: No, not the way a sandwich should be...but it IS to the side of the Commons, beyond the benches. There's two entrance ways leading down into a narrow Flatland area with four benches on the left and right for you to grind on. There's a third one in Scollay Square that's blocked off from access, but counts as a "Subway" in goals where subways are pertinent. =---->Tea Boat: Nice for vert skaters, the Tea Boat is basically an ongoing bowl with room enough to manual in the middle. You reach it by spining over the construction yard gate. =---->DESTRUCTION!!: A new feature for every contemporary level--destroying things to alter the layout of a level. Sometimes it involves grinding a certain bar or throwing a tomato--it varies from level to level. In Boston, light your board on fire using the flaming trash can in the southwest corner of the Commons, then grind on both cannons not too far away. The cannons shoot off into the half-finished building in the Construction Yard, causing most of it to collapse on itself. This tears down part of the stone fence in front of the building and gives you a couple of really neat QPs and HPs to play with. -------------------|-------------------|-------------------|------------------- [Pros:] BOB BURNQUIST Air: ********oo (8/10) Lip: *********o (9/10) Run: *******ooo (7/10) Flip: ********oo (8/10) Rail: *********o (9/10) Spin: *********o (9/10) Ollie: *******ooo (7/10) Speed: ********** (10/10) Switch: ********** (10/10) Manual: *******ooo (7/10) RODNEY MULLEN Air: *******ooo (7/10) Lip: *******ooo (7/10) Run: *******ooo (7/10) Flip: ********** (10/10) Rail: ********** (10/10) Spin: *********o (9/10) Ollie: ********oo (8/10) Speed: ******oooo (6/10) Switch: ********** (10/10) Manual: ********** (10/10) CHAD MUSKA Air: *******ooo (7/10) Lip: *******ooo (7/10) Run: ********oo (8/10) Flip: *********o (9/10) Rail: ********** (10/10) Spin: ********oo (8/10) Ollie: ********** (10/10) Speed: ********oo (8/10) Switch: ********oo (8/10) Manual: *********o (9/10) MIKE VALLELY Air: ********oo (8/10) Lip: ********oo (8/10) Run: ********** (10/10) Flip: ********oo (8/10) Rail: ********oo (8/10) Spin: ********oo (8/10) Ollie: *********o (9/10) Speed: ********** (10/10) Switch: *******ooo (7/10) Manual: ********oo (8/10) -------------------|-------------------|-------------------|------------------- [You] FIND THE SPECIAL GUEST - 25 pts Hints: INCREDIBLY easy. You don't even have to go that far from the starting point. Ollie over the yellow rail in front of Jeers and get close to the door. You'll get a scene from inside the bar and Jesse James will become available for you to access. You can speak to him next to the yellow rail. FIND BEN FRANKLIN - 25 pts Recommended Characters: Custom Skater, Pro Skater Hints: Not quite as easy as FIND THE SPECIAL GUEST, but simple nonethe- less. Go up one of the QPs on the sides of Statehouse. Not the ones bordering the stairs--the ones on either side of the house itself. If you need speed, you can Spine over the QPs on the stairs, then go up the QPs opposite the ones on the house, back down, and up the right ones--but you really shouldn't need to. However you feel is best, go up one of the QPs and level out when you reach the peak of the jump. There are windows near the top that you need to break through, and they take you inside Statehouse's top floor. You'll see an old man holding a skateboard in the center of the hall; follow him as he runs out the door, back to the front of Statehouse. MARK YOUR TERRITORY - 50 pts Hints: Has anyone ever played the games Jet Grind Radio for Dreamcast, or Jet Set Radio Future for the XBox? I didn't think so...sigh. Anyway, SPAT. These lackluster graffities appear in every level of Story Mode--there are always five, and you have to tag over all of them by getting off your board and using your Graffiti Tag. You'll have "tagged over" the SPAT tags when "SPAT" is all whited out. 1//On the wall between Statehouse and Riboff Bank. 2//In the construction yard, between the fence and the giant vent QP. 3//On a wall of the Construction Yard, street-side. It's close to the corner between Construction Yard and Apartment Complex. 4//On the wall of HPLB between the HP ledge and the Church steps. 5//In the long HP on the Hospital roof. HOSPITAL DUTY - 50 pts Hints: One of the more frustrating goals so early on, HOSPITAL DUTY is reminiscent of Bam's Pro Goal in THPS4. You have to go to the kid sitting on the stretcher in front of the Hospital and talk to him. This puts you behind the stretcher, and you have to navigate it to where Tony is standing at the starting point of the level. You can jump and grind with the stretcher, but it's easy to bail if you land at an off angle or crash into something. What's more, there are surgeons all over the place that come charging into you to get you to stop. You have to find lines that avoid the surgeons. One path you can use is to go through the alley between the Library and HPLB and jump up using the dumpster's kickers. Grind on the ledge on HPLB around to the front and jump off as you get to the church. Land a grind on the church steps, and then hop over to the stairs or the long black rail in front of Statehouse. Keep jumping to retain speed. Finally, jump off the rail before it curves back into the street and beeline straight for Birdman. Surgeons seem to appear randomly in certain areas--To the left or right of Hospital's volcanoes, between the Library and Construction Yard, between Church and Riboff Bank, between Library and Commons, between Commons and Museum, and between Jeers and Commons. ARCADE MACHINE HIGH SCORE - 50 pts Time Limit: 1:00 Score to beat: 7,500/10,000/100,000 pts Arcade Machine: Immediately to the left of the starting point, before Jeers. Hints: If you didn't try Training's ARCADE MACHINE HIGH SCORE, Boston's is fairly simple to get you started on the right foot. Even in Sick mode, the point total to reach is simple. Just do what you do best for a minute, and if you have trouble, save it for later. DANCE, SUCKA - 50 pts Hints: The last remnants of the "Do The Tricks They Shout Out" goals from...I think THPS3, but don't quote me on that. There's a boombox in front of the Commons, Statehouse-side. You have to talk to it like a person, and then you'll be set out upon the level to a very basic drum- beat. A list of tricks will form in the lower right corner of the screen, and you have to pop the tricks off to the beat. (For those of you who are rhythmically impaired, watch the boombox below to the list and do the tricks when it turns red.) The tricks are all basic Flips, so you can do them right out in the street if that's your thing, or you can find a particular HP you're fond of. DECAPITATE THE STATUES - 50 pts Hints: There are three statues that need decapitating. There are two on either side of Statehouse's staircase--go up the QPs lined up with the statues and do a lip trick on each one to knock their heads off. The third one is in the center of Commons; get off your board and climb up the statue's base. Since the ledges are so narrow, you're constantly being pushed off, so keep double-jumping. Get up on top of the horse, behind or next to the statue of George Washington, and Caveman onto his head to knock it off. COMBO ON THE RV RAMP - 75 pts Requirements: Complete FIND THE SPECIAL GUEST and JUMP THE CARS. Time Limit Score to meet: 2,000/5,000/25,000 pts Hints: You can do a couple things if you want; as the semi-sophomoric picture scribbled inside the RV Ramp suggests, you can do a Lip Trick combo to build up the point score you need to meet. I personally prefer going into a Manual, then double-tapping the grind button to Pogo and stop dead in place. While the RV is an HP, Verting is strictly out of the question; because the RV is constantly moving, you'll either come down over the center of the HP, or get thrown clear of the RV entire- ly, especially when it makes a turn around Commons. If you stay on the ramp too long without doing anything, time will run out (what the...?) and you need to climb off and try again. You can't just hop off and hop back on for some reason, so get off, skate around the outside of Commons going clockwise, and hop back on the RV when you get close to it. SICK MODE NOTES: Basically--do the same as above, only if you decide to Flatland, be sure you have a Special Manual equipped that ISN'T Hot Rod or Paulie's Butt Manual. (The Ahhh Yeahhh! works very well in this case. I just hope you're open-minded if you're using a male character.) [Pro] Boston's Pro can be found next to the Library. COMBO THE 4 BENCHES - 25 pts Hints: This may seem difficult at first, but it mostly depends on your skill in Hold-Grinds and what part of the benches you Grind. The benches in question are on the east side of the Commons. For an easier time, start at the top bench. Ollie onto the back of the bench, the higher part, and keep tapping the grind button till you hit the second bench. Don't Ollie to it or anything, just tapping grind will be enough. Then Ollie the gap between the two sets of benches and land on the third one. Manual if you ollie too short. Then tap the grind button again like you did between the first two. YE OLDE CANNON GRIND - 25 pts Hints: Another simple one, grind the cannons sitting in the Commons, on the side closest to the construction yard. (Mmm. cacophony!) SKITCH A SEAWORTHY VEHICLE - 25 pts Hints: A car shaped like a boat is driving around in the street. Grab onto the back of the car (by pressing up on the left analogue stick when behind it) and hold your balance for twenty seconds. Again, skitching balance is a lot better than flatland and grinding balance, so it won't be too difficult. If you happen to lose your grip, the counter gets reset and you'll have to skitch for the full 20 seconds again. SALUTE THE GENERAL - 25 pts Hints: I guess the Red Sox winning the world series wasn't enough for this pushy Bostonian. Use the QPs bordering the statue in Commons to Spine over it. Bust a Benihana [DIAGONAL-DOWNLEFT-GRAB] while Spining. (A Hip transfer also works, as long as you get the WASHINGTON AIR gap.) GREAT BALLS OF FIRE - 25 pts Score to meet: 5,000/15,000/50,000 pts Hints: Ollie directly over the flaming garbage can on the southwest corner of Commons. When your board catches on fire, start and land a combo. Make sure you have special before lighting your board on fire and do a Special Manual to get over to a place you happen to like comboing. SLAP THE SIGNS - 25 pts Hints: There are four NO SKATING signs scattered throughout Boston, and you gotta Sticker-Slap all of them. 1//Grind the long, black rail in front of Statehouse, towards Jeers. Ollie off the rail before it curves and Sticker Slap the sign on the side of Jeers. 2//On the Commons-side HP Ledge of HPLB. The sign will be on street level, so crossing trough traffic can pose a bit of a problem. If a car crosses in front of you, it'll knock you off in a different direction, so make sure the road is relatively clear before slapping this one. 3//Go into Scollay Square and grind on the left ledge of the brick- walled staircase in the northeast corner. Follow the grind as it curves toward Riboff and Ollie off at the very end. The third sign is lined up with the ledge against Riboff's side. 4//Grind on top of the stone fence QP blocking out the Construction Yard, on the Hospital side. The last sign is on a wall between the vent launcher and the vent QP. TAG A BIG BILLBOARD - 50 pts Hints: Another cross-level goal, TAG A BIG BILLBOARD involves you going up to some high, hard-to-reach area and hitting the Graffiti Tag button. Most of these areas aren't really THAT hard to get to once you know your way around a level, but it poses an interesting challenge if you're just starting to explore. Anyway, to get to Boston's Big Billboard, head into the Construction Yard. In the corner closest to the Apartment Complex, a yellow ventilation pipe is dangling over the ground. Jump off your board and up to the pipe with the right trigger held down so you grab onto it. Climb the pipe Until a large block of wood appears hanging in the air to your right; jump off the pipe to the right and tap the right trigger when you get near the block to grab onto it. (If you grab the yellow pipe instead of the block, you either need to climb up higher, jump out farther, or hit the right trigger later.) Haul yourself up onto the block, then run forward towards a second, higher block. Jump over the gap and tap the right trigger again. There'll be a billboard on that block, to your left. Go up to it and hit the Graffiti Tag button for some mad taggin' action. FINEST RAILS IN BOSTON - 50 pts Time Limit 1//Land a grind on Metals, that bizarre modern artwork in front of Riboff bank. 2//Grind the yellow rail in front of Jeers. 3//Hop onto any one of the glowing rails in front of the Museum. [Special Guest] - BEN FRANKLIN Air: ******oooo (6/10) Lip: ****oooooo (4/10) Run: **oooooooo (2/10) Flip: ******oooo (6/10) Rail: ******oooo (6/10) Spin: *****ooooo (5/10) Ollie: *ooooooooo (1/10) Speed: *****ooooo (5/10) Switch: ******oooo (6/10) Manual: ******oooo (6/10) SPECIAL TRICK: Franklin Grind [GRIND] Ben Franklin is a very AWESOME character to throw into a skateboarding game, and I mean this sincerely, because--of all the other random guys in the Tony Hawk series, this is probably the most random. Maybe I'm just biased because I think Ben Franklin is the man. Either way, Ben's stats are...well, they're pretty weak. If you're playing Normal or Sick mode, his stats are appropriate for such an early point in the game. ALL ABOUT THE BENJAMINS - 50 pts Hints: Get into Riboff Bank. Refer to Boston's Places of Interest to find out how, if you're not sure. COMBO ON THE HIGH SEAS - 50 pts Score to meet: 3,000/10,000/40,000 pts Hints: You have to start the combo while on the Tea Boat--so that means you can't start while Spining into it. It shouldn't be that hard; just use the lower deck for Flatlanding, and the pool is okay for Vert stuff. SKATE THE LIBERTY TRAIL - 50 pts Time Limit Hints: One of the more difficult goals in the level, especially in Sick mode with the realistic physics, this is a test of Vert and off-board skill. First, do a Pop Shove-It down the stairs in front of Statue- house. (You have to get the DOWN THE STAIRS gap in order for it to count.) Then go to Library and transfer from one QP to the other over any of the glowing signs. Then Spine into the Tea Boat and climb up the glowing rope ladder. You have to Acid Drop in the HP closer to the front of the boat directly bordering the rope ladder, which is a challenge since it's so easy to go off, tap the right shoulder button, and then grab back onto the rope ladder. If you get back onto your board on the top of the mast and hold the right trigger down, you'll fall into the QP below (getting the TEA BOMB gap, which is what you're supposed to receive). TEAM CHALLENGE - 50 pts Required Characters: You, Pro, Ben Franklin Hints: While the additional information for this Goal says you have to air OVER an inline skater, you really need to air OFF one. The skater circles Commons counterclockwise, and you need to Ollie as you crash into him, earning the BLADER HOP gap. Pop a quick Kickflip [LEFT- FLIP] in the same combo you get BLADER HOP. Do this three times with all three skateboarding characters. [Secret Character] - JESSE JAMES on POWER SCOOTER JUMP: Jump It GRIND: Grind It GRAB: One Footer FLIP: Barspin Jesse can't bail. Period. HE CANNOT BAIL. He can't manual or Lip in exchange, but the unbailability is really sweet. His scooter is fast and gets a lot of air. KILL THE GRIND BLOCKERS - 25 pts Required Character: Jesse James Hints: Here's a quick and easy 25 points; as Jesse James, go to the big ventilation system between the Hospital and Construction Yard, on the Hospital's side of the fence. There are four grind blockers around the base of the vent, and only Jesse's power scooter can grind them off. Hop onto the ledge at any part of the vent and grind full-circle to get rid of all four grind blockers. JUMP THE CARS - 50 pts Required Character: Jesse James Hints: There are four cars in the streets of Boston--a jeep, two regular cars, and the Boat car. You have to Jump It over any of those cars three times, getting the CAR HOP gap. I recommend focusing on the smaller cars, ignoring the Boat Car entirely. CAR HOP doesn't always register if you jump over the car from front to back or back to front, so try approaching the cars from inside Commons, jumping outward as they pass by. SCOOTER VS. WHEELCHAIR - 50 pts Required Character: Jesse James Hints: Initiate this race by speaking to Paulie in Scollay Square, between the subway entrance and the bricklined stairway. Hold down the jump button and head towards the Commons, turning between it and the Church stairs. Go down to the Library and turn down the road to the Hospital, then go past the volcano spines, under the awning in front of Hospital. Then head right back up to Scollay Square, to the place where you originally found Paulie. SPINE TRANSFER TOUR - 50 pts Time Limit Recommended Characters: You, Pro, Ben Franklin Hints: The reason I recommend everyone BUT Jesse James is that, while JJ's suped up speed is really cool, it means he also airs up really high while Spining. This goal has a time limit (though it's invisible, for whatever reason), so you're best off with a character who won't spend most of the time in the air. 1//To start the goal, Spine over the raised, blocked-off subway entrance in Scollay Square OR over one of the two Subway entrances in Commons. I recommend the one in Scollay Square, since it's closer to number two. 2//Head over to the volcano pillars in front of the hospital and Spine over one of those. 3//Go to the Construction Yard and hit the Spine over to Tea Boat. -------------------|-------------------|-------------------|------------------- Chapter 2: [Barcelona] - Places of Interest - Compass: NORTH: Parc Guell, School SOUTH: Maramagnum EAST: MAMO, Bull Cage WEST: Estacion Sants =---->Alleys: A general name applying to the Farmacia/Plaza Paralela/Smoke- stacks/Perdrera area and the paths running between them.. =---->Bridge: A massive bridge with wavy red rails spans across the waterfront, connecting Estacion Sants to Maremagnum. There's an infinite amount of lines that you can mix and match thanks to the safety rails, benches, and decorative rails. You can also use it to flatland. In Story Mode, you need to complete HELP PEG LEG in order to make the bridge close. =---->Bull Cage: This is between Parc Guell and the MAMO. Throw a tomato at it to cause Barcelona's DESTRUCTION!!. When open, it makes a miniature QP. =---->Church: Past Estacion Sants, the church is a red-brown building draped with green tarpaulins. There's a couple planters with QPs in front, and construction barricades blocking the church's doors also make makeshift QPs. The church has a ledge you can grind in part of a nice line. =---->Cines: A movie theater in Maremagnum. Going through the front doors spits you out an air vent on the back, onto a cable over the water. =---->Estacion Sants: The starting area, Estacion Sants has a nice selection of ledges and rails for the Street Skater, and once you free the Bull. some decent Verts, too. You can rip a nice, big combo in this area alone. =---->La Farmacia: A small building standing next to la Perdrera and kind of tucked away in the center of the Alleys, la Farmacia has a QP on one side and a pool on the roof. You use both mainly to get up to the top of Plaza Paralela and La Perdrera. =---->La Perdrera: A circular building taking up a large portion of the main area, la Perdrera has a long, spiralling grind on the inside and three pools on its roof. It's the giant building you see to your left at the starting point. =---->Maremagnum: A park on the opposite end of the bridge, Maremagnum has a nice variety of TrickObs to please any skater. One end of the tram can be found in a corner of the area. =---->Museo del Arte Moderno (MAMO): A big building next to the bullcage, it has a nice ledge in front of it, and going inside brings you up to a kicker. It's on the opposite side of the Alley between the MdM and one of the Plaza Paralela buildings. =---->Museo del Medevil (MdM): A brown-brick building designed to look like a small castle, MdM has two doors (one facing the street, the other on the opposite side) that bring you up to a pair of catapults. The cata- pults launch you automatically, giving you nice air to bust a big vert trick. The rear catapult sends you toward the Waterfront, and the front one sends you onto La Perdrera. =---->Parc Guell: Parc Guell is a place made just for Vert skaters. Having six MASSIVE HPs, you can bust sick airs here, especially if you spine from one to the other. There's an area for flatland near the top and a couple grind spots, but serious Street skaters need look elsewhere. The other end of the tram ride is at the very top of this area. =---->Plaza Paralela: Actually two buildings, Plaza Paralela sit on either side of the smokestacks. Both buildings have doors on floor-level which you can go into to get to the top floor of the shorter building. You can get to the roof of that building by either spine transferring off la Farmacia and going up the HP, or by busting through the windows on the top floor where there's a ledge and double-jumping up. =---->School: A pinkish-redish building between Parc Guell and the Church, the school has some ledges to grind and verts to grab or flip. Otherwise it's not that important. =---->Smokestacks: Three massive, brown smokestacks stand in the middle of Plaza Paralela. Each one has a ladder that you can climb up, leading to small platforms. When you free the bull, the smokestack closest to the road gets knocked over, integrating it into a line and making a QP next to the Estacion Sants subway entrance. =---->Subway Entrances: There are three subway entrances total: one in Estacion Sants, one in Parc Guell and one in Maremagnum. You can access the other two areas by going into any one of them, which saves time in Classic Mode. =---->Tram: There are two towers--one set up at the top of Parc Guell, the other in Maremagnum. One long wire stretches around the two of them, running parallel to each other over the Alleys and the Bridge. Four tram cars always travel along the wire. =---->Tomato Crates: Barcelona's Pelting item, you can carry up to ten tomatoes and there are two places to get them. The first is in the area between Estacion Sants, Church, and La Perdrera; the second is across the street from both Museos, on the Waterfront. =---->Waterfront: The area across the street from Plaza Paralela, Estacion Sants and the Alleys that borders the water before it turns into the bridge. There's a QP, a crate of tomatoes, and a few lines integrated with the bridge there. =---->DESTRUCTION!!: In the FREE THE BULLFIGHTER goal, you have to throw a tomato at the front of the bull cage. This releases the bull, and it goes on a rampage chasing after a Parc Guell street mime. He'll knock over a red dumpster in front of Church, knock over the wavy awning and flatten a bench in Estacion Sants, and destroy one of the three Smoke Stacks. The dumpster becomes a kicker of sorts, as does the Estacion Sants bench; the wavy awning turns into a series of narrow HPs that you can't Spine over; the Smokestack crumbles, making the alley between Plaza Paralela and La Farmacia into an HP; and a car crashes on the Waterfront, creating a place to light your board on fire. -------------------|-------------------|-------------------|------------------- [Pros:] RODNEY MULLEN Air: *******ooo (7/10) Lip: *******ooo (7/10) Run: *******ooo (7/10) Flip: ********** (10/10) Rail: ********** (10/10) Spin: *********o (9/10) Ollie: ********oo (8/10) Speed: ******oooo (6/10) Switch: ********** (10/10) Manual: ********** (10/10) CHAD MUSKA Air: *******ooo (7/10) Lip: *******ooo (7/10) Run: ********oo (8/10) Flip: *********o (9/10) Rail: ********** (10/10) Spin: ********oo (8/10) Ollie: ********** (10/10) Speed: ********oo (8/10) Switch: ********oo (8/10) Manual: *********o (9/10) MIKE VALLELY Air: ********oo (8/10) Lip: ********oo (8/10) Run: ********** (10/10) Flip: ********oo (8/10) Rail: ********oo (8/10) Spin: ********oo (8/10) Ollie: *********o (9/10) Speed: ********** (10/10) Switch: *******ooo (7/10) Manual: ********oo (8/10) -------------------|-------------------|-------------------|------------------- [You] FREE THE BULL FIGHTER - 25 pts Hints: Throw a Tomato at the front of the Bull Cage. This is also Barcelona's DESTRUCTION!! FIND THE SPECIAL GUEST - 25 pts Hints: Go into any one of the Plaza Paralela doors and walk into the center of the big room on the top floor. HIT 5 PEDS WITH TOMATOES - 25 pts Hints: Load up on tomatoes from either of the tomato crates and hit five different pedestrians with 'em. You can hit anybody except Birdman, the pro, the Bull Fighter, Steve-O, or anybody you've hit before. SPINE THE GUELL PLANTERS - 25 pts Hints: I recommend getting this and TRANSFER OVER THE GUELL ENTRANCE at the same time, purely for convenience's sake. Start at the Flatland area in front of the Tram in Parc Guell on the side closer to MAMO. Go up the QP bordering the area from the HPs making up Guell's front gardens and spine over it. Go up the first HP and spine over into the second HP, then spine from the second to the third. By now you've got CRAZY air, so go up the third HP angled towards the opposite end of the Guell entrance. You'll clear the front area with the dragon fountain easily. Roll into the HP across the entrance, then use the speed to Spine up into the HP one level up. You don't have to do this all in one combo, but it's really fun this way. HELP PEG LEG - 25 pts Hints: Peg Leg's boat is stuck in a fishnet on the west side of the Waterfront. Ollie over the QP at a left angle and try to land a grind on top of the fishnet. This might take a few tries, but if you use the camera, you can line yourself up right. Grind on the fish net until you hit the ARGHHH! gap and Peg Leg sails free, allowing the Bridge to close. MARK YOUR TERRITORY - 25 pts 1//On the wall of the MAMO building, closer to the Waterfront. 2//On the inside wall of Parc Guell that's closest to the Bull Cage. 3//On an outside wall of La Perdrera near La Farmacia and one of the Plaza Paralela buildings. 4//From the ground, approach the School. Inside the schoolside Parc Guell Planters area, jump onto a ledge bordering the school, then double-jump and grab onto the terrace ledge above it. Shimmy left so you cross a wire and wind up hanging onto the church, and tag the fourth SPAT Tag. 5//Get on top of Estacion Sants either by using the RAIL RATED CHALLENGE combo, or by transferring from the curved awning (after DESTRUCTION!!) onto the flat awning and Ollying over to the Sants platform and make the last tag there. TAKE OUT THE TRASH - 25 pts Hints: Find any four trash cans scattered throughout the level and Grind or Natas Spin them. There are four at each corner of Estacion Sants, to make things easy, but you can find more in Parc Guell, the Alleys, Waterfront and Maremagnum. ARCADE MACHINE HIGH SCORE - 50 pts Time Limit: 1:00 Score to meet: 15,000/30,000/250,000 pts ARCADE MACHINE: Against the Estacion Sants building, close to the Waterfront. Hints: This is another fairly easy score to take out. Street skaters ought to head for Bridge and make use of the rails and flatland space there with Specials. Vert skaters should head for Parc Guell and use the planter spines for sick height and plenty of airtime with your own Specials. [Pro] Barcelona's Pro will be in front of MdM, on the Alleys side. COMBO THE SANTS BENCHES - 25 pts Hints: A frustrating goal, you need to hit the eight wooden benches on the Estacion Sants platform in a single combo. The most obvious choice and the only one I really know about, is Hold-Grinding them-- where you grind on one bench and keep tapping the grind button to transfer right to the next bench without Ollying. The reason this is frustrating, though, is because the benches are lined up in an arc and they'll often throw you either off the station platform or onto the flat part of the next bench. Try grinding the inside and keep tapping the Grind button rapidly. Give it a few shots and you'll get it. CATAPULT 720 GRAB - 25 pts Hints: You can do this goal and MAKE YOUR OWN PHOENIX at one time if you feel like--just light your board on fire first. Whether you choose to or not, go into the rear door of the MdM STRAIGHT ON--don't go in at an angle or else you risk taking a bath in the water. The catapult will launch you in a slow arc towards the Bridge/Waterfront area similar to a Fan Boost. Do a Grab--any one you like--with a 720 degree spin. Land the trick for the goal. (If you want to light your board on fire for MAKE YOUR OWN PHOENIX, you have to initiate DESTRUCTION!! and Ollie over the flaming car on the Waterfront.) If you're doing the grab and getting the 720 spin but the goal isn't registering, try to hold the Grab for as long as you can before landing. TAG THE BIG BILLBOARD - 25 pts Hints: The game suggests Spining from the brown building behind La Farmacia into the Farmacia pool, then spining out of that into the HP between Farmacia and Plaza Paralela and using the sick air to spine into a QP on top of Paralela. Which is all well and good, but there's a much easier way to do it. Go into the Paralela building's top floor room (where you found Steve-O) and bust the glass out on the side facing La Perdrera. There'll be a red wire ledge outside the building to tell you where to go. When you're on the outside, face La Farmacia and double jump up the narrow wall in front of you. This brings you to the roof of Paralela, directly under the ladder and yellow support pillar the Big Billboard is on. Climb up the ladder and tag away. FOCUS COMBOS - 50 pts Score to meet: 1,000/2,500/50,000 pts Hints: A simple goal and the first of many of a similar nature. Get focused and do three different combos that meet the Score. You need to do start and land each combo while focused. The point total is low, so you shouldn't have too much difficulty with this. RAIL RATED CHALLENGE - 50 pts Time Limit Hints: You have to nail this in one combo or else you'll fail. Start on the first chainlink rail in front of the Estacion Sants building--it'll be the very first grindable directly in front of it. Grind the first rail, Ollie over to the second, then the third. When the third rail kinks upward, Ollie off and Sticker-Slap the large white sign on the side of the Church. Land a grind on the long railing on top of Sants and Ollie off without bailing. TRANSFER OVER THE GUELL ENTRANCE - 50 pts Hints: Check out SPINE THE GUELL PLANTERS. ACID DROP OFF A TRAM - 50 pts Hints: This goal isn't as difficult as it sounds--you just have to have good depth perception. Get to the top of either tram tower and get off your board. Hop onto a Tram car as it comes close and hang off the bottom platform. Tilt the camera so it's looking above your character and watch his shadow on the ground. When the shadow falls over a QP, jump and hit the right trigger. You can shimmy all over that bottom ledge, so find an angle that works best for you. The Maramagnum Tram works better than the Guell one, since there's a QP right at the bottom of the tower. But going from the Guell tower, you can also Acid Drop into the QP on top of Plaza Paralela. TEAM CHALLENGE - 100 Required Goals: FREE THE BULLFIGHTER Hints: You need to find the bull and run into it. That's the first and single most hardest step, because the bull's path is wide and seemingly random. (That being said--you should free the bull before trying this.) But though the path is random, he always sticks to the same areas. He'll go along either side of the Estacion Sants platform; directly in front of the Church or in front of the church's fountain; behind the front wall of Parc Guell on the school side or in front of it; between La Perdrera and Plaza Paralela, then between the Smokestacks and La Farmacia; alongside the street; and between MdM and MAMO, then between the Parc Guell Subway and Plaza Paralela. Anyway, now that you know whereabouts the bull can be found, its time to get down to the nitty gritty. All four characters need to get at least 5,000 points in a combo where you bounce off the bull (the BULL AIR gap signifies "bouncing off the bull") by running into it from any side. BULL AIR throws you up into the air, so with the skaters, pop off a quick fliptrick before landing in a manual. Then either shuffle the manuals, or head over to a grind ledge or QP or whatever catches your fancy. Steve-O's portion of this goal is hardest because you can't shuffle manuals, and his Wheelie is incredibly slow and low- scoring. Furthermore, doing BULL AIR with him is hard to integrate into a combo because the gap disappears as soon as you Wheelie, for unexplainable reasons. So I recommend starting the combo with Steve-O on something else, and when you have enough points, manual along a path until the bull shows up and throws you into the air. [Special Guest] - BULL FIGHTER Air: ******oooo (6/10) Lip: *********o (9/10) Run: *********o (9/10) Flip: ***ooooooo (3/10) Rail: *********o (9/10) Spin: *********o (9/10) Ollie: ***ooooooo (3/10) Speed: *******ooo (7/10) Switch: ********oo (8/10) Manual: *********o (9/10) SPECIAL MOVE: Espana Sword Slide [GRIND] Now we're a step up from Benjamin Franklin. Ben's highest skill number was six out of ten--painfully low. The Bull Fighter's got five nine out of ten skills, which is good, but on the whole he's very lacking. Again, though, he's appropriate for this point in the game on Sick Mode. LA PERDRERA SPIRAL RAIL - 25 pts Hints: Get on top of La Perdrera by spining from the ground, into La Farmacia, into the brown building. Perdrera's roof is spiraled in the center; you want to grind the white ledge just before it goes down into the building itself. Ride the rail down to ground level and the goal is yours. The spiral rail isn't that long, but if you're having trouble staying balanced, use Focus Control. SMELLS LIKE BULL DUNG - 50 pts Hints: When the bull's been freed, it'll leave mounds of dookie in its wake. These poopy piles act like miniature kickers, so Ollie off one and do any grab trick you want. They disappear eventually, so try to find a fresh one. (Eww...) MAKE YOUR OWN PHOENIX - 50 pts Hints: Light your board on fire by Ollying over the flaming car on the Waterfront (after DESTRUCTION!!). Go into the back door of MdM so the catapult launches you back at the waterfront. You'll air through a flock of birds and one will catch fire and explode (neat!). (Do a Grab trick with a 720 degree spin to get the CATAPULT 720 GRAB at the same time, if you feel like it.) DON'T TOUCH THE GROUND - 50 pts Required Goals: HELP PEG LEG Hints: This is all Street right here, and depends heavily on your ability to find lines and knowledge of the Bridge. You have to cross over most of the Bridge without landing on the ground. The basic method is to start grinding on one of the safety rails from Maremagnum or Estacion Sants, then hop over to the safety rails bordering the bridge itself and Ollying off the end, but that's oftentimes difficult to do. An easier way is to grind off the slant-topped sign on the Waterfront and Ollie onto one of the red wavy rails, Grind, then Ollie off onto the safety rails bordering the bridge, finally followed by an Ollie off into Maremagnum. You don't have to go the ENTIRE way, but you do have to go most of it. [Secret Character] - STEVE-O on MECHANICAL BULL JUMP: Jump GRIND: Grind GRAB: Yee Haw! FLIP: Bull Flip MANUAL: Wheelie Steve-O's bull isn't as fast as Jesse James' power scooter, nor can it get as much air. It's a bit better for comboing, thanks to its ability to Revert and Manual, but the trade-off is HORRIBLE Bailing resistance. I only recommend using him for the goals where he's required. STEVE-O VS. THE BULL - 25 pts Required Goals: FREE THE BULLFIGHTER Required Character: Steve-O Hints: Like TEAM CHALLENGE, this is made difficult largely by actually finding the bull. (Check the TEAM CHALLENGE goal for details on what paths the bull takes.) Not only that, but now you have to take the bull head-on and at full speed. The method I've used is to lurk behind the front wall in Parc Guell closest to the MAMO and wait for the bull to come charging around the other wall, coming from Estacion Sants. Hold down the Ollie button to get full speed and crash directly into the bull's head. If you did it right, time stops for a second and you get the BULL VS. BULL gap. If you're too slow and don't hit the bull, then follow it around and try to anticipate it going around a certain area. If it goes down the Estacion Sants/La Perdrera aisle, head down the aisle on the opposite side. If you're still having trouble, all I can really say is race along the bull's running areas and hope you run into it. PARC GUELL COMBO - 50 pts Score to meet: 15,000/25,000/100,000 pts Hints: You have to start and land the combo inside Parc Guell--that means staying behind the brown walls between Plaza Paralela and Guell. If it's not obvious by now, definitely use the SPINE THE GUELL PLANTERS concept to get sick air and bust hefty vert Specials. This time, you WILL need to do it all in one combo, but that shouldn't slow you down. Or if you want, you can use the Tram area for Flatland. YEE HAW! FAN BOOST - 50 pts Required Character: Steve-O Hints: The last Steve-O goal, you need to get on top of the shorter Plaza Paralela building and use the fanboost. To get up there, spine up into La Farmacial, then into the brown building attached to it. Use the pool there to spine back down into La Farmacia, then down into the Alleys, and go up the QP in front of Paralela. Spine transfer into the QP on top of Paralela and Jump off the fan boost towards Parc Guell. Do the Yee Haw! grab and tap the right trigger until you Acid Drop into one of Guell's massive HPs. FLIP BARCELONA'S FINEST - 100 pts Hints: Do a fliptrick over or off these three spots: 1//Off any of the big tables in Estacion Sants 2//Go to Maremagnum through the Subway and go straight forward. You'll go into this wavy ditch with a low fence at the far end. This ditch is called Besos and that fence is what you need to flip over. Use the upward pitch from the final wave like a kicker. 3//Over the ledge of MAMO closest to the Waterfront (get the MAMO FLIP gap to make it count). Sometimes it won't work, so keep as close to MAMO as possible and flip over the small ramp at the end of the ledge. -------------------|-------------------|-------------------|------------------- Chapter 3: [Berlin] - Places of Interest - Compass: NORTH: Bombed-Out Church, Zoo-Aquarium, Apartment Building SOUTH: Gretchen's Bar, Rasta Blume EAST: Uber-Sport, Downzekd! WEST: Ledgy Building =---->Afropick: Go through the door in the Ausfarht Center to get on top of the Afropick building. There's a pair of kickers to acid drop from and a fan boost. =---->Apartment Building: A yellow and white building in the northwest corner of the level, there's a door on ground level that takes you up to the top roof of the building. There's also a few ledges and QPs at ground level, and a couple HPs on the lower roofs. =---->Ausfarht Centert: Right in front of the starting position. There's a couple grinds and ramps in and alongside it, as well as a box of spray- paint cans and the high score machine. You can go into the door at the far end to get on top of the Afropick building. =---->Bombed Out Church: A large black building on the north edge of the level, the church is great for Vert combos with a nice variety of ramps both outside and inside. If you ascend the church from the inside, you'll also find a few grinding rails. There's a second room inside the church with a pool and a ladder that takes you up to a higher level. =---->Downzekd!: A building on the east side of the level, Downzekd! has a few ledges below and above. It's between Rasta Blume and Uber-Sport. =---->Gallerie: A building with ledges on the outside and a pool on the inside, it only opens its doors when you perform a certain Story Mode goal. If you wanna, you can go inside and listen to Jurassic 5's Cut Chemist do a solo mix. =---->Gas Main: Running in front of the church, the gas main is Berlin's source of fire. Grind along the pipe to light your board up. =---->Gold Ledgy: The south end of the Ledgy Building is Gold Ledgy, painted with yellows and browns. Gold Ledgy has a QP leading up to the lowest ledge closer to Gretchen's Bar, a narrow stair set, and three ledges going up the building. On the first and second ledges, vent systems act as kickers up to the ledge above, and there's a ladder in the inside corner that you can climb up to get to the top. Gold Ledgy is also part of Gold Protrusion. =---->Gretchen's Bar: Towards the southwest corner is a small house playing polka music with a lot of drunk Germans in leiderhosen stumbling around outside. This building is Gretchen's Bar. It's got a couple ramps and ledges on the ground and an HP in the roof. =---->Ledgy Building: Red Ledgy and Gold Ledgy put together. =---->Gold Front: The wall of Gold Protrusion that's almost directly on the street. There's a QP at the base and a billboard at the top. =---->Gold Protrusion: The part of Ledgy Building that comes forward into the street. Red Ledgy makes up part of this, but since two of the three walls are Gold Ledgy, it's been named Gold Protrusion. =---->Rasta Blume: This building makes up the southeast corner of the level. It's got ledges on the top and bottom, making it a nice grind spot. It's next to Downzekd!. =---->Red Ledgy: The red and white half of Ledgy Building, Red Ledgy likewise has three ledges going upward with vent systems that work like grind kickers and a ladder on the inside corner. There's a QP all along the bottom of Red Ledgy, with a spine planter in the center. The stairs bordering the street are good for grinding. One wall is attached to Gold Protrusion, but is still Red Ledgy. =---->Spray Can Boxes: There are two cardboad boxes in the level, and you can carry up to ten cans of spraypaint. (This doesn't affect your ability to Graffiti Tag; the spraypaint cans serve as ordinary throwing items.) One box is in the corner of Gold Ledgy, where you find Graffiti Tagger. The other is in Ausfarht, next to the arcade machine and at the bottom of the staircase. =---->The Wall: A stone wall between Afropick and Gallerie. There's a QP on one side. =---->Uber-Sport: A gray/black/blue building on the east side of the level and to the right of the starting point, Uber-Sport has a couple pipes to grind on as part of a line. It's between Zoo-Aquarium and Downzekd!. =---->Zoo-Aquarium: Taking up the northeast corner, the Zooquarium has a lot of ledges and a fountain to grind on. =---->DESTRUCTION!!: Get up to the top ledge of Gold Ledgy (where you find the Special Guest). Grind towards Gretchen's Bar; keep tapping the grind button towards the end of the ledge or you'll just get spat off into the street. If successful, you'll land a grind on a narrow yellow pipe next to the train tracks. A sign will drop on the tracks, blocking off the tunnel. (That's an out of play area, but I figure it doesn't hurt to explain what happens anyway.) A train comes along and slams on the breaks, jarring one of the cars loose. It falls down and skids through the South end of Gallerie, knocking part of the roof down and making a minuature QP. Then it crashes through the front of Gretchen's Bar, turning one HP into two. A police van blocks off that road. -------------------|-------------------|-------------------|------------------- [Pros:] BAM MARGERA Air: ********oo (8/10) Lip: *********o (9/10) Run: ********** (10/10) Flip: ********oo (8/10) Rail: *********o (9/10) Spin: ********oo (8/10) Ollie: ********oo (8/10) Speed: ********oo (8/10) Switch: *********o (9/10) Manual: ********oo (8/10) -------------------|-------------------|-------------------|------------------- [You] INLINERS RULE - 25 pts Hints: There are two signs in the level--the first is on the white side of Ledgy Building, interrupting the first ledge. Go up the QP below it and do a lip trick on top to knock it down. The second is on the Gold Ledgy side of Gretchen's Bar. Lip or grind it using the QP below. FREE THE SPIRITS - 25 pts Hints: Go into Bombed Out Church and Sticker Slap the crumbling wall breaking up the rear QP twice. FIND THE SPECIAL GUEST - 25 pts Hints: Now you finally get to play as Paulie, his wheelchair skillz at your command. Go into the door of Apartment Complex and he'll be on the roof. HELP WEE-MAN - 25 pts Hints: Before doing this goal, take care of Bam's HATS ON FIRE goal-- just to make life easier. Once you have, meet Wee-Man in front of Zoo- Aquarium. Sticker-Slap the window he's standing next to twice to break the glass and spill the water and bizarre mutant fish into the center ditch of Zoo-Aquarium. STOP THE KIDS FROM SMOKING - 25 pts Hints: There are three tobacco dispensers in the level and you have to Sticker Slap all of 'em. 1//In Ausfarht Center, next to the Arcade Machine. It'll be on the left wall of the area if you're coming in from the ramps or stairs. 2//On the white side of Ledgy Building, bordering the protruding part. 3//On the east side of the Gallerie, on the low stone wall across from DOWNZEKD! and Rasta Blume. ARCADE MACHINE HIGH SCORE - 50 pts Time Limit: 1:00 Score to meet: 25,000/55,000/400,000 pts Arcade Machine: In Ausfarht's west side, actually inside the pit. Hints: You can meet the sick score within twenty seconds with Specials and knowing where you want to skate. The lines between DOWNZEKD! and Ledgy Building are good for Street skaters, and the pool inside Gallerie is nice for verts. That is beatable within the time limit as long as you bust out your inventory of Specials. FIND THE GRAFFITI TAGGER - 50 pts Hints: Graffiti Tagger will be on the northwest corner of the top ledge of the gold side of Ledgy Building. Use the QPs either near Gretchen's Bar or under that protruding middle part of Ledgy Building to air up to the first ledge, then use the ladder in the corner to ascend to the top one. The Tagger will be up there, a little to the right. BERLIN GETS OWNED - 50 pts Hints: Go up the QP of The Wall and grind towards DOWNZEKD!. Ollie from The Wall to the arched yellow rail following in line and grind on that, then Ollie up angled at Rasta Blume when you go as far as you can. Grind on top of the lettered ledge, knocking down D, Z and K to make DOWNZEKD! get OWNED!. [Pro] You'll find Bam next to the stone wall near where you start. GRIND N BARF - 25 pts Hints: You need to play as a character that knows Grind N Barf for this goal. Bam knows it naturally and you can give it to your character, so feel free to pick. First, Grind N Barf on the rail of Ausfarht Center that's over the door to Afropick, then Grind N Barf on The Wall. ALMIGHTY COMBO - 25 pts Score to meet: 15,000/40,000/200,000 pts Hints: You have to start and end the combo inside the Bombed Out Church in order for it to count. It'll have to be Vert-heavy due to the lack of rails, but if you pop out some Special Grabs and use Special Manuals to link them, it'll be in the bag. Use Focus Control for Sick mode. LEARN THE NATAS SPIN - 25 pts Hints: Do three Natas Spins. That's it--you don't even need to speak to Natas Kaupas. There's plenty of poles around the Afropick area for you to use. HATS ON FIRE - 50 pts Hints: Grind on the Gas Main towards Zoo-Aquarium. You need to Ollie over three German cops while your board is on fire. Two are always patrolling the area around Zoo-Aquarium, and the third is either inside or going around Ausfarht. I recommend doing this before HELP WEE-MAN because that goal fills the ditch in front of Zoo-Aquarium with water, and you'll almost always find at least one cop there. If the fire dies before you get all three, run back to the pipe and try to get the last one quickly, as there's an extended window of time before one of the cops' hats gets extinguished. (You won't be able to see the hats actually on fire, but the cops will start flailing about and screaming things like "OOH! OOH! MEIN HAT ISHT ON FIRE!" when you do it right.) Sometimes, you'll have all three hats on fire and the goal still won't take; just light your board on fire and do it again. It should be easier knowing where the cops are now. SO FOCUSED, SO CLEAN - 50 pts Score to meet: 2,000/10,000/100,000 pts Hints: You have to land 3 Clean focus combos to pull this off. Remember, "Clean" means you've done at least a 180 spin and landed with the board straight, and you have to do that at least once in the combo in order to get a Clean Combo. Start and land the combo while focused three times. TOURIST LINE - 50 pts Time Limit: 0:10 Hints: This is a basic line that's simple-ish to follow. The game ex- plains it pretty well, but I'll say it here again for completefulness: Start by grinding on the ledge in front of Zoo-Aquarium. Ollie off and manual across the street, then grind on the blue pipe. Ollie off the pipe and grind on the QP barriers ahead, then on the curved stairs. Ollie off and manual to the plywood QP and grind on the ledge of Gall- erie AWAY from The Wall. Ollie off and sticker-slap the blue neon lights, grind on the same ledge on Gallerie, Ollie off when the ledge kinks up and Acid Drop as you go over The Wall. DISTRUPT COMMUNICATION - 50 pts Hints: This goal seems really hard, but only if you don't do it right; get on top of Afropick and use the Fan Boost to get to Gallerie. Acid Drop into the QP and use the speed to transfer from one of the QPs on the far side of the roof into the other. Do a Rocket Air [UP-GRAB-GRAB] on the way over. I always used to do this without remembering the Acid Drop part, so I never had the right speed and couldn't really do it. PRO TOUR LINE - 75 pts Time Limit: 0:10 Hints: Another line that's pretty well explained by the game. You gotta: first, go up the QP in front of the gold side of Ledgy Building, at the end near Gretchen's Bar, and grind on the lower ledge. Use the vent as a kicker up to the second ledge, and the vent on the second ledge as a kicker to the third. Ollie off the third ledge before the turn around the protruding part and try to land on the ledge next to Gallerie. If you can't, Wallride up to the ledge and grind it. Ollie off the ledge as it kinks up and land on one of the DOWNZEKD! yellow rails. Ride it up and Ollie onto a lip trick on the ledge above the letters. [Special Guest] - GRAFFITI TAGGER Air: ********oo (8/10) Lip: *******ooo (7/10) Run: ********** (10/10) Flip: ********oo (8/10) Rail: ******oooo (6/10) Spin: *******ooo (7/10) Ollie: *******ooo (7/10) Speed: ********oo (8/10) Switch: ******oooo (6/10) Manual: ******oooo (6/10) "Hmm, yeah, I see you're gettin' betta, kick[flip] to tha limit in order to get her..." Ahh, PaRappa. You have absolutely nothing to do with this game. Except the relevance of that quote, which I brutally slaughtered by adding an extra word. OHH SNAP. The Graffiti Tagger is a really cool concept, and his stats are overall better than Bull Fighter's, but in the grand scheme of THUG2's cast, he's pretty average. PAINT BOMBER - 50 pts Hints: Pick up some Spray Cans from the boxes in Ausfarht or Ledgy Building and hunt down your rivals. (They look like blue versions of Graffiti Tagger and can be found spray painting the word "TOY" onto various walls.) Back in MY day, we had to spraypaint the backs of our rivals to oust them from their nest, and...oh, wait, nobody's played those games, that's right. 1//On the roof of Rasta Blume. You can grind over to it from the first ledge on Gold Ledgy, or jump up and grab onto Rasta Blume's awning while off your board. 2//Double-Jump onto the ledge of Ubersport and peg the second Tagger. 3//On the outside of the east side of the Church, standing on top of the street-level QP. 4//On the top ledge of Red Ledgy. 5//Drop down off Afropick's roof between the two ventilation kickers. The last Tagger will be on the HP below. MARK YOUR TERRITORY - 50 pts 1//On the backside of The Wall. 2//Under the first ledge of Gold Ledgy, right near where you pick up the Graffiti Tagger to switch off to him. 3//On the front of the Bombed Out Church at ground level, just to the right of the center bulge shape. 4//On the ledge wall of Gallerie facing Rasta Blume 5//Spine onto Apartment Complex from the ground, then go up to the flat roof above the pools. The last SPAT tag is there. TAG THE BIG BILLBOARD - 50 pts Hints: Get up to the third ledge on either side of Ledgy Building. WALK, don't grind, along the ledge as it protrudes out into the street. When you're on the wall right over the street, jump on top of the brown/gray ledge with two yellow stripes on either side, then double- jump up again while holding the right trigger. While hanging onto the billboard, tag away. TAGGER SKILLZ - 50 pts Required Goal: FREE THE SPIRITS Required Character: Graffiti Tagger Hints: Go into the second room of Bombed Out Church and climb the ladder up to the second floor. Graffiti Tag the wall closest to the ladder until the mural goes from faded to...not-faded. When you do, Gallerie will open. [Secret Character] - PAULIE "WHEELS OF FURY" RYAN JUMP: Chair Hop GRIND: Chair Grind GRAB: One-Hander FLIP: Sit Flip MANUAL: Wheelie BERLIN TOUR - 25 pts Time Limit: 0:10 Hints: Like the other TOUR goals, you're just hitting lines before the time runs out. Start by grinding the ground-level stairs of Apartment Complex, then head over to Red Ledgy's courtyard and grind on the planter in the center. Go up the QP straight ahead of the planter and grind on the second Red Ledgy ledge. Ollie off and land on the ground. Grind on the QP bordering Afropick on The Wall side, then grind the curved fountain that fronts Ausfarht. WHEELIN' COMBO - 50 pts Required Characters: Paulie Score to meet: 5,000/15,000/125,000 pts Hints: Fortunately, Paulie is more able to carry out combos than Jesse James and Steve-O, so nailing a point score isn't as arduous. In Easy and Normal Mode, you'll probably get this goal while doing Paulie's TEAM CHALLENGE part. SICK MODE NOTES: Here is where you'll REALLY start to feel the different points in each difficulty. Unlike the Easy and Normal scores, Paulie's Sick score requires you to actually find a line and integrate them into combos. Paulie can do Special Chair Grinds if you perform the directional combo required for any Special Grinds Bam has. This will really be the only advantage you can use, since Paulie can't Special Manual, Grab or Flip. So abuse Focus Control and hunt out the lines in Ledgy Building and near Gallerie, and just try to carry the combo on for as long as possible. It will be even easier if you put in as many multiplicatives as possible, but none of Paulie's tricks are particularly fast. Just be aware of what you're doing. SKILLS ON WHEELS - 50 pts Required Characters: Paulie Hints: Go off one of the two vent kickers on Ausfarht. Do a Sit Flip and Acid Drop into the QP attached to Ledgy Building. TEAM CHALLENGE - 50 pts Hints: Three things need to happen here: 1//Paulie needs to grind on the circular podeum in front of Zoo-Aquar- ium for ten seconds straight. 2//Bam needs to manual from a set of cones between Apartment Building and Bombed Out Church to another set in the gold side of Ledgy Building. You can just manual from one to the other no problem in Easy Mode, but Normal and Sick modes require an additional boost of speed. Spine either from the Bombed Out Church or out of the closest pool in Apartment Building, then going up the QP behind the first cones before landing and using the remaining speed boost. Stay out of the road in case a car comes by and knocks you out of the manual, but also be wary of objects on the sidewalk. Skate through once to find a path you're comforatble with. (There's also a way to circumvent all the spining crap; get the Hot Rod manual and you'll be able to go from one set of cones to the other with a lot less trouble. Remember how to unlock it?) 3//Do a 5,000 point Vert combo in Bombed Out Church as your Custom Skater. This isn't too difficult, since you can start the combo by Spining into the church itself and busting a few flips. -------------------|-------------------|-------------------|------------------- Chapter 4: [Australia] - Places of Interest - Compass: NORTH: Storefront SOUTH: Beach EAST: East Apartments, EMU Burger WEST: West Apartments =---->BALCONY CLIMB: Actually the name of a gap, this refers to the northern- most building on East Apartments (it's actually ON the north border). You gain access to the top of the East Apartments by using the balconies on this building; you can either climb up the ladders, which is slow and a pain in the butt, or you can vert up the QP in front and grind on the closest balcony rail. Ollie off before the rail ends or turns and Sticker-Slap the wall to get higher up on the balconies. =---->Beach: The Beach doesn't take up the south end of the level. It IS the south end of the level. You can't skate on the sand, so if you land on it in the middle of a combo you'll automatically do a Combo Run-Out. Make your way back to a ledge as fast as possible if you wanna keep it going. There's a telephone wire strung above it. =---->Big Stairs: Leading the way from the parking lot to the boardwalk, the Big Stairs are mad for flipping down. There's a bowl at the far end and a rail splits the stairs in two. =---->Boardwalk: The area of concrete between the parking lot and the beach, the boardwalk has a couple sexy grind combos and some good QPs to vert off. =---->East Apartments: Running from the northeast down to the beach, these guys have some grinding rails in the top corner near Kenny, but loose import the closer to the beach you get. Most of the action you'll see will take place on top of the apartment buildings. There's five accessable buildings total, and the easiest way to get to them is by going up BALCONY CLIMB or by using a ladder next to EMU Burger. =---->EMU Burger: A yellow building in the series of Apartment buildings, this one has nothing special about it except the whacky billboard hanging off the top. There's a ladder inset next to the building that goes from ground level all the way to the roofs of the apartments. =---->HAWK Bridge: A long bridge in the center