Jet Grind Radio Walkthrough Version FINISH'D By TEi =============================================================================== [1.0.0] <+===============+> [Intro] [2.0.0] <+===============+> [Controls] [2.1.0] <+===============+> [Tag patterns] [3.0.0] <+===============+> [Garage] [4.0.0] <+===============+> [Playable characters] [5.0.0] <+===============+> [Non-playable characters] ==================== [6.0.0] <+===============+> [Story mode] [6.1.0] <+===============+> [Jet-ranking tips] [6.2.0] <+===============+> [Chapter 1: GGs] [6.2.gu] <+===============+> [Gum challenge] [6.2.ta] <+===============+> [Tab challenge] [6.2.1] <+===============+> [Shibuya GG] [6.2.2] <+===============+> [Love Trap] [6.2.3] <+===============+> [The Monster of Kogane] [6.2.ga] <+===============+> [Garam challenge] [6.2.4] <+===============+> [No. 540] [6.2.5] <+===============+> [Kogane Circus] [6.2.6] <+===============+> [Benten Boogie] [6.2.me] <+===============+> [Mew challenge] [6.2.7] <+===============+> [Graffiti High] [6.2.8] <+===============+> [Noise Reduction] [6.2.yo] <+===============+> [Yo-Yo challenge] [6.2.9] <+===============+> [Love Attack] [6.3.0] <+===============+> [Chapter 2: Combo & Cube] [6.3.cu] <+===============+> [Cube challenge] [6.3.co] <+===============+> [Combo challenge] [6.3.1] <+===============+> [Tag or Die] [6.3.2] <+===============+> [Rock 'n Roll Grind] [6.4.0] <+===============+> [Chapter 3: Golden Rhinos] [6.4.nt] <+===============+> [Noise Tank challenge] [6.4.1] <+===============+> [Explosion] [6.4.pi] <+===============+> [Piranha challenge] [6.4.2] <+===============+> [Fight or Flight] [6.4.sl] <+===============+> [Slate challenge] [6.4.3] <+===============+> [Benten Burning] [6.4.4] <+===============+> [Behind the Mask] [6.4.5] <+===============+> [Final Groove] ==================== [7.0.0] <+===============+> [Other modes] [7.1.0] <+===============+> [Jet Crush] [7.1.2] <+===============+> [Shibuya-Cho] [7.1.3] <+===============+> [Kogane-Cho] [7.1.4] <+===============+> [Benten-Cho] [7.1.5] <+===============+> [Bantam Street] [7.1.6] <+===============+> [Grind Square] [7.2.0] <+===============+> [Jet Technique] [7.2.1] <+===============+> [Shibuya-Cho] [7.2.2] <+===============+> [Kogane-Cho] [7.2.3] <+===============+> [Benten-Cho] [7.2.4] <+===============+> [Bantam Street] [7.2.5] <+===============+> [Grind Square] [7.3.0] <+===============+> [Jet Graffiti] [7.3.1] <+===============+> [Shibuya-Cho] [7.3.2] <+===============+> [Kogane-Cho] [7.3.3] <+===============+> [Benten-Cho] [7.3.4] <+===============+> [Bantam Street] [7.3.5] <+===============+> [Grind Square] [8.0.0] <+===============+> [Graffiti Souls] [8.1.0] <+===============+> [Small tags] [8.2.0] <+===============+> [Medium tags] [8.3.0] <+===============+> [Large tags] [9.0.0] <+===============+> [Soundtrack] [10.0.0] <+===============+> [Aaaaand scene] =============================================================================== +=============================+ [1.0.0] Intro +=============================+ "Somewhere in Asia, there is a city that cannot be found on any map called Tokyo-to, but everyone just calls it Tokyo. The two hottest thing on the streets of Tokyo-to are the punks wearing magnetically-driven in-line skates powered by newly developed netrium batteries, and Jet Set Radio, a pirate radio station manned by the DJ, Professor K, that plays nothing but non-stop, hardcore music. "Those street punks have been named 'Rudies' by the people of Tokyo-to. They roam the streets and cover the city with their own, personal graffiti, claiming that it is their way of expressing themselves to the world. However, ever since the Metropolitan Government and the financial conglomerate, the Rokkaku Group, combined their efforts to form The 21st Century Project, the streets of Tokyo-to have never been the same again. Police crackdowns on the Rudies have become more severe, and Captain Onishima is more anxious than ever to put them behind bars. "The streets of Tokyo-to are ready to explode..." These are the first lines you'll hear when you start a new game of Jet Grind Radio, and it lays out the scene very nicely, I think. Welcome to a brand new world, baby. =============================================================================== +=============================+ [2.0.0] Controls +=============================+ The controls for Jet Grind Radio are really simple, since they're relegated to four buttons and the stick. ALTERNATIVELY, if you don't want to learn by reading this part of the walkthrough, you can return to the main menu of the game and choose to play the tutorial rather than starting a new game or loading a previous save. It'll probably help you with some concepts you're having trouble grasping here. ============== ============== You can tap the A button to hop, or you can perform a longer, higher jump if you hold it down. If you spot anything you think can be grinded on, jump onto it and find out. You can also jump against some walls to wall-ride against them, which gives you additional speed and can be used to reach high areas above grinding rails that you normally couldn't reach. You can jump out of a wall-ride for even further height, and you can wall-ride multiple times in a row so long as a new wall starts beyond the first one you came in contact with. =================== =================== Hold down the right trigger to dash. After your feet hit the ground a few times, you stop dashing and the skates take a little time to recharge. In order to avoid this cool-down time, use the dash-jump technique, where your skates hit the ground four times as you dash, and then you jump before the fifth skate hits. This allows you to keep your momentum and eliminates keeps your dash from running out. ================================ ================================ Tapping the left trigger when you're not near a tag centers the camera behind your character; tapping it when you're near enough a tag to hit it either puts the tag down automatically (if it's a small tag) or starts you on the first stage of tagging (for medium or large tags). =================== =================== Pauses the game. Here you can adjust the volume of the background music and exit the mission to return to the Garage. ============================= ============================= There are three different cans of spraypaint you can pick up in a level: yellow cans, which equal one small tag/step, blue cans, which are five yellow cans, and red cans, which recover health. There are also two different sizes of red cans, the larger ones healing more than the small ones (derf). +=============================+ [2.1.0] Tag patterns] +=============================+ When painting a medium or large tag, you need to use the joystick to direct the paint and follow the patterns laid out for you. If you happen to bork up a tag midway through, the instructions will go back to the first step while having saved your progress into the tag itself. So, for example, you're working on a medium tag and have two parts completed but mess up on the third part, you'll still have those two parts finished but will be required to use the first step of the tag instructions to finish it. There are three different sets of tag patterns with up to seven steps, and each step completed will net you a set point score (occasionally with a bonus that I haven't figured out where it comes from), all of which I'll detail for you below: <===BASIC TAGGERS===> These are the simplest tag instructions and land you the least amount of points. People with basic tagging skills make up for it by either being Power characters or Technique characters. Your basic taggers are Tab, Garam, Slate, Love Shocker and Potts. Step 1 -========================================- (100 points) UP Step 2 -========================================- (100 points) DOWN Step 3 -========================================- (200 points) COUNTER-CLOCKWISE HALF-CIRCLE UP Step 4 -========================================- (400 points) CLOCKWISE CIRCLE DOWN Step 5 -========================================- (400 points) CLOCKWISE HALF-CIRCLE DOWN COUNTER-CLOCKWISE HALF-CIRCLE UP Step 6 -========================================- (600 points) COUNTER-CLOCKWISE HALF-CIRCLE DOWN COUNTER-CLOCKWISE CIRCLE UP Step 7 -========================================- (800 points) CLOCKWISE CIRCLE UP CLOCKWISE CIRCLE UP <===AVERAGE TAGGERS===> A little harder than the basic tagging instructions. Basic taggers are the most common of the three varieties. The Rudies sporting average graffiti skill are Beat, Mew, Combo, Cube, Poison Jam and Noise Tank. Step 1 -========================================- (100 points) DOWN Step 2 -========================================- (200 points) COUNTER-CLOCKWISE HALF-CIRCLE UP Step 3 -========================================- (400 points) CLOCKWISE HALF-CIRCLE DOWN COUNTER-CLOCKWISE HALF-CIRCLE UP Step 4 -========================================- (600 points) CLOCKWISE CIRCLE DOWN COUNTER-CLOCKWISE HALF-CIRCLE DOWN Step 5 -========================================- (600 points) CLOCKWISE CIRCLE UP COUNTER-CLOCKWISE HALF-CIRCLE UP Step 6 -========================================- (800 points) CLOCKWISE CIRCLE DOWN CLOCKWISE CIRCLE DOWN Step 7 -========================================- (800 points) COUNTER-CLOCKWISE HALF-CIRCLE DOWN CLOCKWISE CIRCLE UP COUNTER-CLOCKWISE HALF-CIRCLE UP <===ADVANCED TAGGERS===> These guys have hardest set of tagging instructions to follow. They generally have low health and can only carry a small amount of cans, but those shortcomings are overridden by the huge amount of points their tags net you. Your advanced tagging circle is Gum, Yo-Yo, Piranha and Goji. Step 1 -========================================- (400 points) COUNTER-CLOCKWISE HALF-CIRCLE DOWN CLOCKWISE HALF-CIRCLE UP Step 2 -========================================- (600 points) COUNTER-CLOCKWISE CIRCLE DOWN CLOCKWISE HALF-CIRCLE DOWN Step 3 -========================================- (600 points) COUNTER-CLOCKWISE CIRCLE UP CLOCKWISE HALF-CIRCLE UP Step 4 -========================================- (600 points) COUNTER-CLOCKWISE HALF-CIRCLE DOWN CLOCKWISE CIRCLE UP Step 5 -========================================- (600 points) COUNTER-CLOCKWISE HALF-CIRCLE DOWN CLOCKWISE HALF-CIRCLE UP COUNTER-CLOCKWISE HALF-CIRCLE DOWN Step 6 -========================================- (1000 points) CLOCKWISE HALF-CIRCLE DOWN COUNTER-CLOCKWISE CIRCLE UP CLOCKWISE CIRCLE UP Step 7 -========================================- (1200 points) COUNTER-CLOCKWISE CIRCLE UP CLOCKWISE CIRCLE UP COUNTER-CLOCKWISE CIRCLE UP =============================================================================== +=============================+ [3.0.0] Garage +=============================+ The Garage serves as your main menu and character select screen. Familiarize yourself with the place, learn how it works. =================== - This is the section you'll use the most. It's represented by a map set into a glass window; from here, you can select which area of Tokyo-To you want to go to and what mission type you feel like doing. There are story mode missions, as well as the extra modes of Jet Graffiti, Jet Technique and Jet Crush; all three of these modes are available for all five districts. During your first playthrough, in Chapter 2: Combo & Cube, rather than going to the map, you go to a photograph of Combo, Cube and Coin taped onto the side of the glass wall holding the map. On every playthrough after the first, though, the Chapter 2 missions are selected through the map, and you can go to the Grind City missions using the "GO TO GRIND CITY" icon in the lower left corner. <> - When you've selected your mission, you go into character select mode; scroll through the Garage and pick which character you want to go into the level with. You can only scroll left and right, so if you want a particular character, you have to scroll past everyone else between Beat and your choice; to speed the process up, hold down the left trigger to make the scroll quicker. The characters go in this order: Beat, Potts, Mew, Slate, Poison Jam, Noise Tank, Love Shocker, Gum, Piranha, Garam, Yo-Yo, Goji, Tab, Cube, Combo and back to Beat. You can go in either direction. Again, there's an exception for the first time you play Chapter 2: Combo & Cube where, instead of chosing from the Garage's cast itself, you'll have to pick either Combo or Cube from the same photograph that represents the Street. On any playthrough following the first, you'll be able to choose characters for the Chapter 2 missions as you normally would. <> - Whenever a new character comes to challenge you, they'll appear at the back window of the Garage (between Combo and Cube). Most of the time, you'll have a choice as to whether or not you want to accept their challenge; the only exceptions are Combo and Cube, whose challenges you are not only required to play, but you have to complete them WITH EVERY PLAYTHROUGH. A character whose challenge you turn down will come back to the window the next time you clear a mission, so you'll always have the chance to earn them. (In regards to Combo and Cube's challenges, I guess it's fitting, given how much time they spend near the window when you've unlocked them...) =================== - Represented by whatever you currently have selected as your medium tag, the Graffiti menu is on the wall over the pit with the car in it, the one Garam and Yo-Yo hang out in. <> - From here, you can pick the tags you want to appear when you go out spraying. You can choose any of the graffitis that you have unlocked, either by finding Graffiti Soul on the streets, or by unlocking characters. All characters save Potts have unique graffiti - you can even use tags left by the Noise Tanks, Poison Jam, Love Shockers and Golden Rhinos by unlocking their respective characters. For a more comprehensive guide on Graffiti Soul, check out near the bottom of the walkthrough. There are three sections, representing small, medium and large sized tags. Each section also has two additional slots reserved for custom-made tags, and tags downloaded via SegaNet. <> - Using this menu, you can customize your own tags. You can paint the background, spell words and choose a font, rotate and skew things...so on, so forth. Poke around with it and see what you can come up with! =================== - Represented by the pinball machine in the corner of the Garage, which Slate is always standing beside. <> - You can save your game here, if you've made any progress or changed a setting or whatever and don't feel like going through a whole level to bring up the save option. <> - It's here that you can check your high scores for story mode, Jet Technique, Jet Crush and Jet Graffiti. This is especially handy for story mode, because you can see which levels you've already obtained Jet ranks on. It's also a standard-setter for the other three mission types, if you want to try and beat them. <> - Nothing fancy here. You can choose if you want mono or stereo sound or, if you have one, turn on/off your Sega Dreamcast Jump Pack. (About the Jump Pack, for those curious: you can pick one up on Amazon for a pittance, but even then it might not be worth your money. It's early rumble technology, and it only gets set off when you bump into something or botch a tag.) =================== - Choose a song from the soundtrack and give it a listen. It doesn't change the background music of the Garage, but if you want to find out the artist name and title of a song you particularly like, this option is handy. It's represented by one of the amplifiers Mew is sitting near. =================== - Represented by Potts' kennel, you could, once upon a time, have used this to connect to the internet and import tags someone had made on their computer, so long as they fit the correct dimensions. Since the SegaNet service has long since been disconnected, there's no point to this anymore, sadly. =============================================================================== +=============================+ [4.0.0] Playable characters] +=============================+ ============ BEAT ============ HEALTH - 71% STRENGTH - All round HOLDS THIS MANY CANS - 20 TAGS - #1: BEAT - Beat the clock (Small) #35: BEAT - Beat this (Medium) #69: KABUKI JAM - Theater of sound (Large) EARNED - N/A The first character you play with in the game, and one of the three you start off with, Beat is the most all-round character of the group as well as the iconic character for the series. He has an orange t-shirt, red hair, and is most easily recognized by his symbolic, huge headphones and round, green goggles. ============ GUM ============ HEALTH - 50% STRENGTH - Graffiti HOLDS THIS MANY CANS - 15 TAGS - #2: GUM - Pop! (Small) #36: GUM - Minty cool flavor (Medium) #70: EDGE - Off the edge! (Large) EARNED - Clear Gum's challenges at the start of the game. Gum is the first character you earn and one of the three you start with in the game. She exudes a tomboyish, classy sexiness, and serves as Beat's second-in- command. She wears a white sundress pulled over a green-striped, long-sleeved shirt, and is identified by her helmet. ============ TAB ============ HEALTH - 68% STRENGTH - Technique HOLDS THIS MANY CANS - 30 TAGS - #3: TAB - Tab me (Small) #37: TAB - Pull the tab (Medium) #71: MONKEY BUSINESS - Don't monkey around! (Large) EARNED - Clear Tab's challenges at the start of the game. The second character earned in the game and one of the three you start the game with, Tab is a genius and a gearhead. He skates around wearing a blue boiler suit and beanie that obscures his eyes. ============ GARAM ============ HEALTH - 78% STRENGTH - Power HOLDS THIS MANY CANS - 30 TAGS - #6: GARAM - Freaky deaky (Small) #40: GARAM - Man with the plan! (Medium) #74: TOKYO UNDERGROUND - Let's play ball! (Large) EARNED - Clear Garam's challenges after beating [The Monster of Kogane]. Rocking snow-camo pants and spider-man goggles, Garam comes from the streets of Kogane-cho to test the GGs' skill. He's actually pretty well-spoken! ============ MEW ============ HEALTH - 50% STRENGTH - Technique HOLDS THIS MANY CANS - 20 TAGS - #7: MEW - Purr like a kitten, fight like a tiger! (Small) #41: MEW - Sweeter than sugar (Medium) #75: MUSIC - Music lover (Large) EARNED - Clear Mew's challenges after beating [Benten Boogie]. This cool cat comes straight out of Benten-Cho to see if the GGs are worth hanging out with. She has blue hair, wears a frilly, electric-blue dress, and has blue-striped stockings. ============ YO-YO ============ HEALTH - 46% STRENGTH - Graffiti HOLDS THIS MANY CANS - 15 TAGS - #9: YO-YO - Yo yo, baby! (Small) #43: YO-YO - Yo! 3D (Medium) #77: VANDALISM - Spirit of the art (Large) EARNED - Beat Yo-Yo in a race around Benten after clearing [Noise Reduction]. Yo-Yo hails from Benten-Cho and challenges the GGs to a race around the city. The fastest of the GGs, Yo-Yo has all sorts of connections in the streets. He wears a neon green hoodie and red and trapezoidal sunglasses. He has a severe case of hoodie hair. ============ CUBE ============ HEALTH - 62% STRENGTH - All round HOLDS THIS MANY CANS - 25 TAGS - #8: CUBE - Fear me (Small) #42: CUBE - Tougher than you (Medium) #76: GRIM REAPER - Sick town (Large) EARNED - Clear Cube's challenge at the start of Chapter 2: Combo & Cube. Coming all the way from Grind City, Cube seeks the GGs help for the sake of her friend, Coin. She's decked out in a sleeveless, black shirt. ============ COMBO ============ HEALTH - 98% STRENGTH - Power HOLDS THIS MANY CANS - 20 TAGS - #4: COMBO -Don't push it, kid! (Small) #38: COMBO - Watch my moves! (Medium) #72: BREAKER - Breaker breaker! (Large) EARNED - Clear Combo's challenge at the start of Chapter 2: Combo & Cube. Combo comes to Tokyo-To with Cube, looking for help from the biggest gang in the city. Sporting a big gold yen chain and a bucket hat, Combo's most distinguishing feature is his size - he's the largest GG, and as such also has the most health in the game. He lugs around a huge boombox on one shoulder. ============ PIRANHA ============ HEALTH - 71% STRENGTH - Graffiti HOLDS THIS MANY CANS - 15 TAGS - #5: PIRANHA - Beware my bite! (Small) #39: PIRANHA - Sharpest teeth! (Medium) #73: CUB-WRITER - Goof off! (Large) EARNED - Clear Piranha's challenges after beating [Explosion]. Sporting white bell-bottoms and a tight, white top, Piranha is the epitome of funk - nothing can cramp her style. She has two dreadlock pigtails and keeps a set of red goggles on her forehead. ============ SLATE ============ HEALTH - 78% STRENGTH - Power, Graffiti HOLDS THIS MANY CANS - 40 TAGS - #10: SLATE - You gotta cheat to solve puzzles (Small) #44: SLATE - Blue slate (Medium) #78: W.S.W - Wild style wars! (Large) EARNED - Beat Slate in a race around Kogane after clearing [Fight or Flight]. The most bizarre-looking GG, Slate is scrawny and tall, towering over even Combo. He wears a dusty, orange raincoat and has three solitary dreadlocks sticking up on his otherwise bald head. ============ LOVE SHOCKER ============ HEALTH - 46% STRENGTH - Technique HOLDS THIS MANY CANS - 30 TAGS - #33: LOVE SHOCKERS - What a shock! (Small) #67: LOVE SHOCKERS - Shock the system! (Medium) #101: LOVE SHOCKERS - Heartbreaker (Large) EARNED - Earn Jet ranks in all Shibuya-Cho levels. Bearing crimson-dyed hair with liberty spikes, the Love Shockers are a gang of scorned lovers who take out their hate on the walls they tag. They're trying to take away the GGs' home turf of Shibuya-Cho - will they be able to uproot our favorite band of Rudies? (Hint: No, they won't.) ============ POISON JAM ============ HEALTH - 90% STRENGTH - Power HOLDS THIS MANY CANS - 20 TAGS - #31: POISON JAM - Land of monsters (Small) #65: POISON JAM - Rip you to shreds (Medium) #99: POISON JAM - Jam to the venom (Large) EARNED - Earn Jet ranks in all Kogane-Cho levels. The most prominent of the GGs' rival gangs, the Poison Jam make the sunset district of Kogane-Cho their home. Wearing monster fish masks, and clawed gloves and skates, the Poison Jam are big into slasher flicks. ============ NOISE TANK ============ HEALTH - 78% STRENGTH - Graffiti HOLDS THIS MANY CANS - 50 TAGS - #32: NOISE TANKS - It's a wonderful chemical world (Small) #66: NOISE TANKS - Noise destroys! (Medium) #100: NOISE TANKS - Transified (Large) EARNED - Earn Jet ranks in all Benten-Cho levels. Adorned in white suits, with night goggles, tape recorders strapped to their chests and robot arms clinging to their backs, the Noise Tanks shack up in the night life district of Benten-Cho. They kidnap the GGs pitbull puppy, Potts, while the group is out tagging up Kogane-Cho, and make some strange modifications to the poor dog. They're hackers, tinkerers and nerds, but don't let that fool you - they can still skate and tag with the rest of 'em. ============ GOJI ROKKAKU ============ HEALTH - 96% STRENGTH - Power, Graffiti HOLDS THIS MANY CANS - 30 TAGS - #34: GOLDEN RHINOS S - Golden Rhinos (Small) #68: GOLDEN RHINOS L - Golden Rhinos (Medium) #102: GOLDEN RHINOS XL - Golden Rhinos (Large) EARNED - Earn Jet ranks in both Grind City levels and clear the game once. The CEO of the Rokkaku Group and head of the Golden Rhinos, Goji Rokkaku is a madman who has invested a significant amount of cash into finding a record that's rumored to have the power to summon up a demon. He takes three times as much damage compared to all other characters aside from Potts. He wears a business suit, a silk boa, and his skates have rhino horns sticking out from the front. They're actually kinda cute. ============ POTTS ============ HEALTH - 21% STRENGTH - Technique HOLDS THIS MANY CANS - 7 TAGS - N/A EARNED - Unlock all other characters. Once you have, start again from Chapter 1: GGs and beat [The Monster of Kogane] before [Benten Boogie] so that the Noise Tanks kidnap and modify Potts. When you clear Chapter 2: Combo & Cube after meeting the above requirements, a Noise Tank will challenge you. Clear his challenges like you would have most other characters who approach you from the window. Potts started as Beat's pet pitbull - and I guess he still kinda is - but when the Noise Tanks abduct him, they perform some crazy experiments on the poor pup, leaving a mechanical block on top of his head that makes him moo. If you complete certain standards, the Noise Tanks will challenge you to a skill test; pass, and they push "the secret Switch" on the block, and Pots turns into an anthropomorphic dog capable of skating and tagging with the rest of the GGs. Although he has the shortest health bar in the game, he only takes one third the amount of damage the rest of the characters take, except for Goji. =============================================================================== +=============================+ [5.0.0] Non-playable characters +=============================+ <===================================[Allies]==================================> ===================== Professor K ===================== The game's narrator - well, one of two,anyway - Professor K is helms the underground, pirate radio station, Jet Set Radio. A wild man with springy afro dreadlocks, Professor K dedicates himself to helping the rudies and preserving street culture by playing a nonstop selection of sexy, out-of-sight music. Always the man with the low-down, Professor K relays the latest happenings on the streets to anyone who tunes in. <================================[Rival gangs]================================> ===================== Love Shockers ===================== These broken-hearted beauties are trying to get a foothold in the Tokyo gang scene, and so try to take over the GGs' home turf of Shibuya-Cho. Nobody really knows what happened to break their hearts, but they're a tenacious bunch. Bump into one in a level you're not tagging them, and they'll drop three cans of paint. ===================== Poison Jam ===================== The resident fish-faced monsters from Kogane-Cho, the Poison Jam are a group of Rudies that love slasher flicks and probably have poor personal hygiene. They bomb the GGs' garage with frogs while the gang is out tagging up Benten-Cho. When you find a Poison Jammer in a Kogane-Cho level where you're not tagging them up, you can bump into them and steal their paint. They carry anywhere between five and seven cans total. ===================== Noise Tanks ===================== Benten-Cho is home to the Noise Tanks, a group of hackers and tinkerers that really know their way around technology and have an appreciation for all things artificial. While the GGs are out tagging up Kogane-Cho, the Noise Tanks kidnap Beat's puppy, Potts, and make some modifications to him - putting a block on his head that makes him think that he's a cow. Bumping into a Noise Tank in any level you're not chasing them down yields anywhere between ten and fifteen cans of spray paint - and occasionally a red can that restores your health! <=================================[Keisatsu]==================================> ===================== Onishima ===================== Captain "Shorty" Onishima is in charge of the Keisatsu and will often be the one to send troops your way. The poor guy's probably just frustrated and trying to do his job, and having a bunch of punks spray painting your city would put a cramp in ANYONE'S day. You can tag Onishima's back in order to disable him for the rest of the time he's in the level. He carries around a huge six- shooter full of rubber bullets (overcompensating, probably), that's more bang than bite. (I know that was bad, shush.) ===================== Mook patrol ===================== The standard foot squad for the Keisatsu, these guys do nothing but latch onto you and try to drag you down. Grind on something to shake them off. ===================== SWAT team ===================== Decked up in riot gear and carrying shields and potato cannons, the SWAT team will try to knock you out using tear gas. Being hit by a cloud of the stuff slows you down and damages you, but it can't hit you when you're dashing or grinding. ===================== Parachute squad ===================== The parachute squad will drop in from the sky and shoot at you with their machine guns, but since bullets can't hurt you if you're dashing or grinding and they can't go anywhere Onishima can't go, they're not much of a threat. One will occasionally get hung up on an awning or wire. ===================== Motorcycle squad ===================== These guys try to plow you over as soon as you start tagging a wall. They're easy enough to avoid, though - either get the tag done quickly, or start it, cancel it, and back off until they drive past. Talk about a lack of subtlety. ===================== Patrol cars ===================== While mostly used in a feeble attempt to block off escape routes, the Keisatsu will occasionally try to run you over with their patrol cars as you start to hit a tag, like the motorcycle squad. ===================== Tanks ===================== These big monstrosities move slow, but they have great range and their shells HURT if they hit you. They'll always miss while you're grinding, but even when you dash or jump, they can knock you back. The best thing to do is to stay out of range and move quickly. Even then, when you get too close to a tank, a Keisatsu will pop up out of the top and start to shoot you. They're bad news wrapped in a chocolate, crunchy shell wrapped in steel armor. Just steer clear of them! ===================== Police dogs ===================== These puppies don't do much more than jump at you and latch onto you - trying to drag you down, essentially a version of the mook patrol with fangs. Because they're short, you can jump over them without a problem. ===================== Helicopters ===================== These beasts are armed with homing missiles, which are, fortunately, easy to avoid; dashing and jumping are effective, and they can't even hit you if you're grinding. Most helicopters can be tagged if you're in close enough - but watch out if those missiles DO hit you, because they hurt as much as a tank shell! <===============================[Golden Rhinos]===============================> ===================== Rhino mooks ===================== The Rhino mooks are no different from the Keisatsu mooks, except for the gaudy hair style and shanking knives they hold in hand. ===================== Sniper ===================== These smooth, afro-sporting guys camp roofs in Kogane-Cho and can hit you from afar; you know you're in trouble if you see a red laser sight pinned to you. They spook easy, though, so if you get close enough to them, they'll run away. ===================== Flamethrower Rhinos ===================== These guys travel in packs with Assassin #3. They're slow, but they carry flamethrowers on their backs, which have great range. ===================== Jetpack Rhinos ===================== Flying alongside Assassin #2, the jetpack Rhinos carry guns and can reach you anywhere you happen to be - there is no such thing as a safe zone with those guys around, so be careful! ===================== Suicide bomber Rhinos ===================== I wonder how many people will take offense to me giving these guys this name...? I live to distrupt political correctness, though, so allow me this one small vice. ANYWAY, these guys travel with Assassin #4 and have bombs strapped to their bodies; while they'll mostly dive at you and try to drag you down, they will occasionally explode when they hit the ground. ===================== Assassin #1 ===================== This huge, hulking judo dude appears in several different places in Benten-Cho. He guards medium and large tags, and his kicks and chops REALLY hurt, but he's slow and tires out easily. ===================== Assassin #2 ===================== Assassin #2 specializes in the use of machine guns and jet packs, and leads a group of Golden Rhinos who use the same combination. His jet pack makes him quick and agile, and he can get to places other Rhinos can't, so watch out! If you manage to catch up to him, you can tag his back to take him out of commission until you change areas. ===================== Assassin #3 ===================== Assassin #3 carries a flamethrower around and leads a group of Golden Rhinos with the same weapons. He's got incredible range, but the gas tanks on his back slow him down. You can tag his back to take him out of commission until you change areas. ===================== Assassin #4 ===================== Wielding a pair of molotov cocktails and with bombs strapped around his torso, #4 chases you around and tries to pull you down to the ground, causing fire damage as he latches on. Because his range is short, though, he's easy to avoid. You can tag him on the back, which removes him as a malfactor until you change areas. ===================== Assassin #5 ===================== This guy appears on Bantam Street when Combo and Cube cause enough trouble for the Golden Rhinos to notice them. He wields a whip that can hit you while you're dashing or jumping - it's got incredible range and getting hit by it hurts something fierce. ===================== Assassin #6 ===================== The red-headed stepchild assassin, #6 stands in one place and creates electric shocks that travel across grinding rails that stops your momentum if they come in contact with you. They're non-threatening and easily countered by, you know, jumping. This makes Assassin #6 a nuisance more than a genuine threat. ===================== The Golden Rhino ===================== This robot monstrocity hops around the final level, dropping down on you occasionally to breath a stream of fire at you, which is essentially a massive, longer-ranged flamethrower attack. You can dupe it easily by standing on a "blind spot" on the platform it's attacking. ===================== Goji Rokkaku ===================== The big boss, the guy in charge of it all. He's the leader of the Rokkaku Group, which has conspired with the Keisatsu to flush Rudies out of Tokyo-To, as well as the head of the Golden Rhinos. Take him out and save the world, baby! =============================================================================== +=============================+ [6.0.0] Story mode +=============================+ This is the bulk of the game, right here - especially considering how you have to play through story mode to unlock, well, EVERYTHING. You know, tags, characters, extra game modes...the whole thing. Except for Graffiti Souls, which you can also earn in Jet Crush, Jet Graffiti and (especially) Jet Technique, but you need to clear the story mode in order to unlock those modes to begin with, so, yes. Gonna stop talking now. =============================================================================== +=============================+ [6.1.0] Jet-ranking tips +=============================+ At the end of each level (except for Final Groove), you're awarded a rank based on how well you performed. If you obtain Jet ranks for every level, you unlock certain characters (see above): Jet-ranking all Shibuya levels unlocks the Love Shockers, all Kogane levels unlocks the Poison Jam, all Benten levels unlocks the Noise Tanks, and all Grind City levels unlock Goji Rokkaku. If you get Jet ranks in every level in the game and have unlocked all the characters, you can follow certain storyline choices and unlock Potts. Now, there are some levels where Jet Ranks are pretty hard to get (mostly every level in Chapters 2 and 3), so here are some general tips to help you out. JUST A SIDE NOTE, I will be writing every level walkthrough as if you were gunning for that Jet rank. Also, once you've gotten a Jet rank on a level, regardless of which playthrough you happen to be on, the rank can't go any lower than your previous best, so you don't need to keep Jet ranking every level for every playthrough. Basically, once you've done the serious business aspect, you can just dick around the next time you're in the level. ================ 1// Three things add to your overall score once you've beat a level: any health you have remaining in your health bar, the time remaining in the level that you didn't use, and how many cans you have left over. So keep in mind that you want to avoid taking too much damage, and depending on your character type, you either want to be swift, efficient and manage your can-collecting smartly (for Graffiti-type characters), or you want to spend a significant portion of your time hitting crazy trick lines to score additional points (if you're a Technique character). ================ 2// There's a little trick I learned a while ago. A good way to speed through a level is to hold the dash trigger down (derp-a-derp), but there's a cool- down time between uses; this is a bad, bad thing, especially if you're trying to be swift, but there IS a way around it. When dashing, allow your skates to contact the ground four times (so, left foot, right foot, left foot, right foot or vice versa) and jump, pushing the thumb stick forward; once you land, squeeze the trigger again, rinse and repeat. This is a very effective way to increase your speed; the jump itself is as fast as, if not faster than, dashing across the ground, and also serves to keep your dash from having to cool down. ================ 3// Hit the riskiest tags first. Any medium and large tags in an area where the Keisatsu and Golden Rhinos can easily get to you take the highest priority, and once those have all been cleared out, feel free to progress through the level as you see fit (though going fluidly is the most effective, I.E., once you've cleared out all the big tags in Explosion, start working on the small tags in the area you're currently inhabiting). You might think that this is counter- productive, but hear me out: without a huge threat coming your way in the middle of a large or medium tag, you can complete it from start to finish almost every time. That's a HUGE score difference right there; if you're working on one of those tags while under pressure, there's a huge chance you'll get interrupted midway through and have to abandon the tag. Not only does this make your point score lackluster as you lose out on the later steps of a tag, but it's also a great way to lose health and waste time escaping from whatever happens to be after your ass. Not to mention that you wind up burning through precious, precious red paint cans, which don't regenerate once you've picked them up! ================ 4// Green tags are awesome. They're not mandatory for completing a level, but they give you the same point score as the red tags. The key to Jet-ranking with green tags is to hit them only if they're either really high-scoring, or if they happen to be on your way. For example: never go after the green tags in the sewer pipe running through the Park Street section of Shibuya unless you're traveling through it at the time. HOWEVER, you never, never never EVER want to go after a medium or large tag that puts you directly in peril, even if it's on your way (Kogane is filled with these sorts of tags during Fight or Flight). ================ 5// Character choice always always always makes a difference here. There are two types made specifically for earning Jets: Graffiti and Technique types. It's really a matter of personal preference from there. The Graffiti specalists are Gum, Yo-Yo, Piranha, Goji and the Noise Tanks; Tab, Mew, the Love Shocker and Potts are your Technique specialists. The below methods are used for all levels where you're NOT tagging up a rival gang; for the levels where you ARE tagging up a rival gang, just bring a character along who can hold 30 or more cans, and you'll be just fine. FOR GRAFFITI TYPES: Gum, Yo-Yo and Piranha are going to be your choice picks to start off with; they're the only characters with advanced graffiti skill that you gain through story progression. Each one has individual strengths that play to your preferences: Yo-Yo is the fastest of the lot, while Piranha has more health than the others. Gum is the closest to being all-round, so if you're having trouble picking between them, she's your best bet. The Noise Tanks are another sound option; you have to have gotten Jet ranks in all Benten levels to get them, though, so it'll be a moot point if you've done the same in the other areas in the game. Still, in case you haven't, here he is. The Noise Tank boasts average speed, average graffiti skill, average technique skill, above-average health and the highest maximum can capacity in the game at a whopping *50 cans*. This reduces the need to break off in the middle of an area or tag to fill up again, and it helps your score if you have some cans left over. Goji is a bit of a challenge to use, but he is ultimately the best graffiti- type for Jet-ranking. He has advanced graffiti style, as well as a max can capacity of 30 (twice as much as Gum, Yo-Yo and Piranha) and an almost full health bar, second only to Combo. His downfall, though, is the fact that he takes three times more damage than all other characters in the game (except Potts); while this doesn't affect his health bonus at the end of a level, it makes him vulnerable and the character most likely to die on you. A single hard-hitting attack like explosions or being kicked by Assassin #1 drains more than half his health, necessitating great care in how you play a level. The plus side is that he also *recovers* three times as much health when collecting red spray paint, so you won't burn through them any faster than normal. FOR TECHNIQUE TYPES: Tab and Mew are the only technique-types that you gain through story progression, so if you have trouble unlocking the others, these two will be your best bet. Tab carries more cans and boasts more health, but he's only got basic graffiti skill; Mew carries less cans and has less health, but she's faster and has average graffiti skill, so it's your call. The Love Shockers are sort of the best and worst of both worlds; she has less health than Mew and has basic tagging skill and a maximum can capacity of 30, but by the same token, she also has higher technique skill and is faster than the others. Potts...now, if you want a challenge, use Potts. By the time you get him, you won't NEED any more Jet ranks in story mode (since you need them all in order to get Potts to begin with), but he's got the absolute highest technique skill in the entire game, without question. The drawback? He has the shortest health bar of all characters (even though he only takes 1/3 damage compared to all characters but Goji) and can only carry, at most, seven cans of paint. This means that not only will you spend a lot of time travelling back to paint deposits, but you won't gain much bonus for your health at the end of the level. He's great for Jet Technique mode, though! =============================================================================== +=============================+ [6.2.0] Chapter 1: GGs +=============================+ A fresh new gang of roller-blading street punks has arrived on the scene, and they're ready to take to the streets - but before they can try to take over Benten-Cho or Kogane-Cho from their rivals, the Noise Tanks and Poison Jam, they have to defend themselves from another gang trying to butt in on their home turf of Shibuya-Cho! =============================================================================== +=============================+ [6.2.gu] Gum challenge +=============================+ This is the easiest skill challenge in the game. Gum sets out three challenges for you that test the basics (if you're unsure of the controls, check out the section above that addresses them). 1// Skate forward, and when you cross the street and get onto the opposite sidewalk, hang a right so you're going behind the green railing. Go straight and when you reach the second street, jump on top of the green car parked there. 2// Dash and jump onto the green rail at your right. When you get near the end, wall-ride off the billboard on your left and land in the street. 3// Move forward; there are two cans of yellow paint floating in the street. Pick them up and look for the green taxis at your left; when you get close to the red arrows, a bubble will appear over your head, telling you that you're in range to start spraying. Hit those two, and move past them; grind on the green rail to your left to pick up two more cans, and then cross the street up ahead. Jump onto the green rail running perpendicular to the one you just grinded on, and tag the cab and the truck as you go past them. =============================================================================== +=============================+ [6.2.ta] Tab challenge +=============================+ Tab's tests are a little harder than Gum's, and perfect for the rookie player, but otherwise aren't that hard. 1// Move forward along the ledges, being careful to jump the gaps. Grab the blue cans of spray paint (you only really need one, but you may as well get all of them, since you're there) and come to a stop at the last ledge, which has a red arrow hanging overhead. It's a medium-sized tag, meaning there are three parts to it; complete the tag using the joystick and the guideline instructions on the bottom of the screen. 2// While Tab grabs onto the back of a car to get up to the top of Center Street, it doesn't really matter how YOU do it, so long as you get up there. Grabbing cars is tricky and requires good timing, so don't be discouraged if you can't do it - especially as the skill serves no practical purpose. Either way, once you're at the top of Center Street (you'll know when you see the four yellow paint cans), collect some paint and do a one-eighty. Head down Center Street (you HAVE to go back down the way you came) and, when it levels out at the bottom, turn right and grind on the green rail to the left, tagging the tag mark as you grind past. 3// Dash and jump, landing on the green rail directly ahead of you. Jump over the sign post mounted halfway through it, making sure to land on the next part of the rail; jump again from the green rail onto the yellow one bordering the stair case up ahead. Ride the rail up, right, and around; once you're facing the blue bus awning, jump and land on top of it. =============================================================================== +=============================+ [6.2.1] Shibuya GG +=============================+ AREA: Shibuya-Cho: The Bus Terminal TIME: 600.00 TAGS: SMALL: 4 (red), 1 (Onishima) MEDIUM: 5 (red) LARGE: 1 (red) ENEMIES: Love Shockers, Onishima, mook patrol If this is your first time through, I recommend either using Beat or Tab due to their greater health bars and level of tag skill; if not, or if you want to try for a Jet rank right off the bat, go with Gum for her graffiti skill, or Tab for his technique skill. Three Love Shockers appear in this level; bumping into them gives you three yellow paint cans. This is the only level in the game where your rival gang won't disappear as soon as the police call for reinforcements; the first two are standing at two of the busses, and the third is standing on a ledge, working on the only large tag in the area. I recommend the following path: Start by working on the busses. Any order you choose is fine, and don't worry about being hit by cars if you go after the bus near the street. Each bus is marked with a medium tag; once you've marked up all three, the Keisatsu will arrive, sending in the mook patrol. Following that, you can take the other tags in whatever order you want; I usually polish off the ones still on street level (the two cars just past the busses, and then the taxi and truck on the railing Gum had you grind on in her challenges). With three of those tags under your belt, the Keisatsu will send in Onishima; he patrols a relatively tight path, sticking to the northwest side of the level, beneath the ledges which house the highest tags. If you feel like it you can knock him over and tag his back, but it's not really necessary. The last three tags are located on aforementioned ledges. There are a lot of ways to get up there; if you're new, on the very right side of the ledges is a car and a truck that you can jump on to ascend to the broad ledge with the large tag on it. The most efficient ways, though, are to either use the bed of the pick-up truck at the left of the ledges to launch yourself up, or to grind on the stair rail closest to the ledges and jump away from it, angling yourself towards your goal. =============================================================================== +=============================+ [6.2.2] Love Trap +=============================+ AREA: Shibuya-Cho: Park Street TIME: 700.00 TAGS: SMALL: 5 (red), 5 (green), 1 (Onishima) MEDIUM: 4 (red) LARGE: 4 (red) ENEMIES: Love Shockers, Onishima, motorcycle unit, SWAT team You'll start at the base of a long staircase, with two huge, twisting half- pipes stretching out on either side; if you go straight up, you'll wind up on the under-construction overpass that overlooks Park Street's playground. Going right will, in later levels, lead to the Bus Terminal, but you can't use that path just now. Going left eventually yields a shorter stair case and a gate that leads onto the street area of Park Street. I personally recommend the larger staircase; even though it's longer, its proximity makes it faster to get into the main body of the level. Also, there are a bunch of small green tags in the half-pipes; you're best off ignoring all of them because it takes a while to get to them and you don't get enough points to make up for the difference. Once on the overpass, go to the left so you're overlooking the playground; there are a few large tags up here, but ignore them in favor of more dangerous ones. If you can, line yourself up with one of the swing sets (the one with two blue cans of paint on top) and jump onto it, grinding and picking up the paint. You can also stock up on the bridges nearby if you want, or by grinding on the elephant slide, but keep in mind that you grab cans even if you're at your max, and there aren't any other big deposits of cans in the level. Now, there are five small red tags and one medium red tag in the playground; there will be a Love Shocker stationed at the medium tag, and Onishima will also run around this area. I'd recommend luring Onishima out first; bump into him so he falls on the ground and tag his back so that he won't pester you while you're here. Take care of the medium tag, but leave the small ones alone for now. Drop down into the street; there's traffic going both ways and they won't stop for you; if you get hit by a car, there's a chance you can land on top of it and it could carry you out of the level prematurely. You want to head down the street (if you've got the elephant slide to your back, you'll be going left); a little ways down, you'll see two medium tags across the street from each other (with one a little further down than the other). There's a Love Shocker at each one; bump into them to get their cans, and take care of each. When you start tagging for each one, a trio of Keisatsu on motorcycles will try to plow you down; you can either start and then abandon the tags right away in order to get out of their way, or, if you're confident enough, you can rush through the tag and move at the last second. At the one further down the street, take a left around the corner up ahead; you'll wind up in a back alley with a large and a medium tag on opposite walls. If you start on the medium one, another set of motorcycle Keisatsu will drive by, but these start much farther away - same techniques apply as before, though, so either finish or stop once you've called them into action and back away. Finally, take care of the large tag, and Onishima will call in the SWAT team - but by this point, you've taken care of all the medium and large tags where the Keisatsu can reach you. Now, the SWAT team deploys chud cannons full of tear gas; being hit by a cloud of the stuff makes your character cough and slow down, but as long as you're grinding, jumping or dashing, you won't get hit by them. Head back to the playground and take care of all the small tags by grinding on the green rails surrounding the area itself (and wallride on the billboard for the last one). Stock up on paint if you need it, then head up onto the overpass. Go left and there's a large tag at the end; the SWAT team will be able to reach you with tear gas the entire length of the way except once you've gotten close enough to the tag to, well, tag it. If you're an Advanced tagger who isn't Goji, go restock in the playground and return to the overpass. On the opposite side of the tag you just made, there's a large gap followed by two large tags stationed right next to each other. Once again, the SWAT team will be able to reach you until you get to the tag itself, so grind or dash-jump most of the way to the gap. Once there, there's two ways to get over it: you can either jump up on the crane on the right side of the gap, grind its arm, and jump over the gap, or you can use my preferred method and wallride off the small section of wall that bridges the gap on the left before you jump away to clear the rest. Once on the other side, head to the tags and work your magic in order to end the level. =============================================================================== +=============================+ [6.2.3] The Monster of Kogane +=============================+ AREA: Residential Area TIME: 600.00 TAGS: SMALL: 9 (red), 1 (green), 1 (Onishima), 1 (helicopter) MEDIUM: 2 (red) LARGE: 1 (red) ENEMIES: Poison Jam, Onishima, Keisatsu cars, police dogs, helicpoter The residential district has four teirs, and the level starts you out at the lowest - a narrow alley at water-level. There's a set of stairs ahead of you and to the left; head up those stairs, and from here, you have a choice. You can either continue down the path at the top of the stairs and all the way around, or you can take the faster route of going to the fense after the top of the stairs, turn around so you're facing the opposite way, and head for the gap. Wallride on the stone wall to your leaft and jump; you'll clear the gap no problem, landing on a street on the opposite side of the area. From here, you have even more options; you can head up the stairs straight ahead, or you can jump on a car sitting against the houses on the right. There's a significant deposit of cans to the right, so I recommend going that way; jump on top of the car, and then on top of the roof. If you turn right (so you're facing the gap you crossed earlier), there's a split in the two cluster of houses that you need to clear. Dash and jump across the gap, landing in the small niche set lower than the other roofs; ascend the rest of the way, and you'll find a roof angled upwards and towards a high street and another cluster of houses. Dash and jump so you wind up on the street, and here is where all the action is. Once you're up here, you'll notice that the area is emtpy of Onishima or any Keisatsu presence; this leaves you free to bump into the local rival gang, the Poison Jam, and steal their paint - they drop one blue can. Now, on to business: there are three tags that take priority over the rest, two medium and one large. Fortunately all of these tags - as well as the rest of the spots that you need to hit - are situated around the entire upper tier of houses, so they're pretty easy to hunt down. Feel free to hit them in any order. There's one near the far end of the street that you landed on by taking the houses (it's also near the stairs you could have taken to get up to the top tier, if that's the path you took); near that, if you go around the houses via the short street to the right of the tag you just did, and then pull a left around the short concrete wall, there's a large tag with a Poison Jam at work on it. Lastly, at the opposite end of this area from the two you just did, there's another side-street with a medium tag on it (it's deceptive, though, because it looks like a small tag due to its size). Once you've hit these three (or any other three, I mean, your call - I'm just trying to make it fast and safe for you), Onishima will call in police dogs for back-up. These are essentially the same thing as the mook patrol; there are four groups that spawn at all street corners of the upper tier, and they'll leap at you and cling onto you. The only difference is that they do a little more damage, but because there are fences and rails all over the place, it won't be hard shaking them off. Onishima himself will also show up, too, and if he happens to be in your way, tag his back. Still, with the canine unit in play, you don't have a whole lot to worry about; there are only small tags left, so go around the block and have a ball. Once you've hit five of these, Onishima and the dogs disappear as he calls in a helicopter (WITH FREAKIN' ROCKETS) to do you in; while the chopper has a green arrow on it (which means you can tag it), I recommend ignoring it and just running away. Going after the chopper usually entails grinding on something and jumping away from the upper tier in order to connect with it; this is a significant waste of precious, precious time, so get to the last tags you need to hit and take care of them. =============================================================================== +=============================+ [6.2.ga] Garam challenge +=============================+ 1// This is one of the time-saver tactics I told you about for the Residentail Distric, and Garam illustrates it a little more clearly than I probably did. You're already lined up properly; just dash, jump and wallride against the wall to your left, jumping away and clearing the gap between the building sets. 2// Head for the rail bordering the stairs ahead and on your left; jump on it and ride it down and around. When you're facing the houses clustered together at the bottom of the stairs, jump away and land on the roofs. 3// You don't have to immitate Garam move-by-move here, but he generally has the right idea; grind on one of the rails at either side, jump over the gap between the catwalks and land on the LEFT-HAND rail, and when you get close enough, jump away to the rail bordering the stairs on your left. When it turns to face the wall of the Sewer, push away and wallride so you're facing your left. Once you land, Garam is yours. =============================================================================== +=============================+ [6.2.4] No. 540 +=============================+ AREA: Kogane-Cho: Factory Ruins TIME: 600.00 TAGS: SMALL: 9 (red), 7 (green), 1 (Onishima), 3 (helicopters) MEDIUM: 2 (red), 1 (green) LARGE: 2 (red) ENEMIES: Poison Jam, Onishima, parachute squad, helicopters You'll start out at the top of the level with two small and one medium tag on your left, and a Poison Jam at work at one of them; bump into him for one blue and two yellow cans of paint (paint is scarce in this level, so use it wisely). Go to work on the tag he'd been working on, the medium-sized one, before descending further into the level. All remaining tags outside the central pit area are small, so the first leg of business will be inside there; it's really hard to miss, since there's a big ring of half-finished walls on all sides, and a building inside with a big, red, roof. I recommend dropping down on the roof first and bumping into the Poison Jam to collect his paint; by this point you have enough on hand to complete one of the two large tags up there, so hit that one while ignoring the other. (If you missed the Poison Jam, then ignore both for now.) Head into the pit; there's a Poison Jam working on a medium tag opposite the building, as well as an optional, green medium tag on the opposite side of that pile of dead cars. Hit both and turn to face the building again; there's a door leading inside with a few rails, cat-walks, and a half-pipe inside, as well as three small green tags on either side. Hit the tags, re-stock on paint, and come back out into the pit. Once you've hit three red tags, Onishima will drop the parachute squad on you, but if you're still at work inside the pit, they won't be able to reach you. Take care of what business you have left inside the pit; near the medium green tag, there are three small red ones that ascend up the wall of the pit. This one is a little tricky at first, but if you dash-jump at the wall with the first tag on it, you'll wallride; jump away quickly and repeat the process on the next part of the wall, and again, until you hit all three tags. You can also use this to reach the ledge of the building with the two large tags on it rather than going out of the pit and all the way around, but hit the large ones first. With the medium tag at the top of the level and all of the tags inside the pit taken care of, Onishima will send in three helicopters to finish you off; unlike in The Monster of Kogane, the choppers are actually a threat here, and it'd do good for you to get rid of them - especially since most of them are already in your way. If you're on top of the roof of the building inside the pit, one of the choppers is already in range; just jump at it and tag it as you fall. That done, head to the car pile and use it to get out of the pit; stick to the left as there are two small red tags against the outer wall. Once you've hit those, grind on the wall bordering the pit to get the chance to hit another chopper; jump away from there and onto the crane's arm to tag both the last chopper and one of the remaining small tags. The crane's arm deposits you back to the start of the level; hit the two small red tags up here before going down and around the wall the crane is leaning against. The last red tag and a green tag are against this wall; jump and wallride against it to reach both. =============================================================================== +=============================+ [6.2.5] Kogane Circus +=============================+ AREA: Kogane-Cho: Sewers TIME: 800.00 TAGS: SMALL: 30 (red) MEDIUM: N/A LARGE: N/A ENEMIES: Poison Jam Either this or Noise Reduction will be your first Taggers' Tag level, and they work differently from the other levels you've played so far. Before, you just went around a particular area tagging spots on the walls or floor, covering up your rivals' tags; this time, you're taking it right to your rivals themselves, tagging up their backs in order to claim their turf. I recommend taking characters who can hold 30 or more cans of spray paint (Tab, Garam, Slate) to these levels because the time you have left over will be more than the points you get from tagging. Each rival gang member needs to be tagged ten times in order to clear the level, and they will all come to a stop together at three different points in the level, allowing you to hunt them down. This level takes place in Kogane-Cho's sewers, and the Poison Jam are lurking in plain sight; leave them alone for the time being and go stock up on paint before chasing after them. Cans are spread pretty thin in this area; there are a few on the stair rail near your starting point, three blue cans scattered between the two U-bend tunnels on the top level, and a handful more suspended on and between the rails of the catwalk spanning over the sewer water. If you fall in aforementioned water, by the way, you'll wind up at the base of the stairs near where you started. Once you've gotten a full cache, go head off the Poison Jam. Now, for this, you can either go back down the stairs and approach them from the front, or you can drop down in a grate in the center of the U-bend tunnel located above the room they're hiding in. Either way, they'll head straight for the stairs and start grinding up the rail; at the top of the stairs they'll duck into the U-bend tunnel, taking the entrance to the right. They'll tear through this area, using the half-pipe to air over the walls of barrels, and come to a stop at the first resting point, which is at the opposite entrance to the tunnel. When you catch up to them, they bolt straight ahead, gunning for the catwalk hanging over the water - the same one Garam tested you on following The Monster of Kogane. Be sure to jump over the gap to avoid falling into the water; if the Poison Jam has a significant lead over you, you can jump away from the rail and aim for the ledge at your right, opposite of your starting point. The Poison Jam will go from the catwalk to the far entrance to the U-bend on this side of the sewer; they'll come to a stop in the flat part just beyond the entrance. Scare 'em off, and they'll bolt down the remainder of the tunnel before grinding on the catwalk again and vaulting back to the bottom of the stairs. By this point, if you haven't tagged them all (because you probably won't have enough paint), the first cans you've grabbed should have respawned. Clearing this level nets you the Jet Graffiti mode for Kogane-Cho. =============================================================================== +=============================+ [6.2.6] Benten Boogie +=============================+ AREA: Benten-Cho: Chinatown TIME: 800.00 TAGS: SMALL: 7 (red), 1 (Onishima) MEDIUM: 7 (red) LARGE: 2 (red) ENEMIES: Noise Tanks, mook patrol, Onishima, SWAT team You start between two buildings on the roof; for some early cans of paint, jump onto the pipe directly in front of you and grind it onto another, similar spot. Jump down while facing the same direction and bump into the Noise Tank working on a tag there to make him drop two blue and one red can of paint - come back for these and the tag later, as the tag itself is in a safe spot the Keisatsu can't reach you. Drop down to street level and head the opposite direction of the tag you just left; at the end of the street on the right is a large tag for you to take care of. Face away from the tag you just made and head down the street. It'll turn left a little way down; keep following it until you spot another Noise Tank at work on a medium tag. Bump into him (this one just drops two blue cans) and hit the tag mark; this completes the only medium and large tags on the street level, leaving you free to hit all the small ones down here as well. All in all, there are six small tags scattered around on street level; once you've hit four tags overall (including the medium and large you made earlier), the mook patrol will show up. The only street level tag you ought to be aware of is near the back of the level; if you keep following the street you took to get from the large to the medium tag, you'll eventually come to a point where it only goes left. On the right side, however is a gutter with a tag partway up. Dash and jump onto the gutter to hit the tag. Now that you've gotten everything on street level, feel free to start working topside. If this is your first time, it might be difficult for you to get up there; there are a handful of ways, including going up the gutter mentioned in the previous paragraph, or going up the parked pickup truck near that first large tag you passed by. There is also another gutter opposite of the previously mentioned one, between the first large you HIT and the first medium you came across that sticks out into the street a little; you can grind up that and hit a small tag nearby, then double-back and jump onto the roof facing the opposite way you came up to hit a medium. If you've hit all of the street-level tags and three of the rooftop tags, Onishima will appear with the SWAT team, dismissing the mook patrol. This time I recommend bypassing tagging Onishima only because he's caught up with a lot of the SWAT team members, making it too risky and time-consuming to go after him. By this point, there should only be five more tags to hit; there are four medium tags on the center island of houses, one at each corner - hit those in any order you want. Okay, the last one's pretty well-hidden. If you're lost by this point, here's an easy way to find it: the island of houses furthest away from both large tags in the level has an open door in it between that island and the center island. Go inside, climb a short flight of steps, and follow the hallway inside; soon you will wind up on a ledge overlooking all of Chinatown, and a medium tag will be directly on a wall to your left. =============================================================================== +=============================+ [6.2.me] Mew challenges +=============================+ 1// Dash and jump onto the green rail set directly ahead of you; about halfway along the bridge's length, hop off and aim for the train farthest away from your starting point. As long as you land on top of it, you'll complete her challenge. 2// Ah, you remember that last tag from Benten Boogie? The door leading up to that is directly on your right. Go inside and up to the top; there's a grind rail directly ahead of you when you emerge. Hop onto it and ride all the way down; leap off before it ends, landing on a pipe stretching between two houses. The pipe is made of two right angles, and you'll eventually wind up facing a niche between two rooftops; jump into the niche. 3// Alright, now you're in Genkijomae Plaza, which is one of the hardest areas to navigate. Grind up the massive ramp ahead of you; if you think you can figure out where to go, launch right off the top and aim for the same power line Mew hit and grind right into the train tracks. If not, you can hop off the edge of the ramp and land on that platform connecting all of the wires in the area; aim for the one that leads to the green gate (which itself leads to the train tracks) and jump on it, hopping through before it ends. =============================================================================== +=============================+ [6.2.7] Graffiti High +=============================+ AREA: Benten-Cho: Train Graveyard, Genkijomae Plaza, Genkijomae Street TIME: 500.00 TAGS: SMALL: 14 (red), 1+ (Onishima) MEDIUM: 3 (red) LARGE: 2 (red), 1 (green) ENEMIES: Noise Tanks, Onishima, parachute squad, tanks Before we get to the meat of this level - you see the "1+ (Onishima)" listed in the tags overhead? This means that you can essentially tag Onishima an infinite number of times until your timer runs out. Onishima will spawn in both Genkijomae Plaza and Genkijomae Street, and if you tag him in one area and move to the next, the "second" Onishima will not have been tagged. You can hop back and forth between areas and repeat this if you want...but I don't really recommend it unless you happen to be there at the time. However, in this level, once you've hit enough tags, Onishima will no longer appear in either area. You'll see the same thing with some of the Assassins in later levels. You start in the same trainyard Mew had tested you in; drop down between the two trains and pick up the yellow paint cans as you move. If you want, you can double-back and go around the train that's now on your left; there's a big, red shipping crate at the rear of this train that has a large green tag on it. If not, head down the way the paint originally led you, using the train rails to grind; stick on the left set, because a train will come barreling down the right once you crest the hill. Wait for that train to pass; on the right after the hill, there'll be a green gate that opens up into Genkijomae Plaza. You'll notice that there are a smorgbillion red tags here, but the perilous ones are all small, and the medium and large ones are out of the Keisatsu's reach, so you'll instead go left when you drop down. Go up the pickup truck and jump through a breakable billboard above it; traverse the winding back alley until you burst through a bunch of planks nailed together. Go up the street; there are a bunch of small tags on both sides, but ignore them for now. Ahead, the street will split two ways, with an island of buildings between them; the side of the building you're facing as you approach it has a medium tag on it. Take the street to the right of the building to find a Noise Tank at work at a large tag; bump into him and he'll drop three blue cans. Hit the large tag; turn around, and the closest tag on the building dividing the street is medium. By now, Onishima and the parachute squad will drop in, but you've hit all the difficult tags in the area. Facing the divided street, take the right street (so you're going around the opposite side of the building) and jump onto a ledge hugging the building itself; hit two small tags there, and the ledge will eventually poop you out onto the street again. If you stick to your right, there'll be one small tag between the jersey rails and the storefront; cross the street and be sure to nail all three tags on that side by grinding on the jersey rail there. Once you've hit them all, go down the street and jump through the hole that brought you here, which is now no longer boarded up. If you happen to bump into Onishima on the way, tag him up, but don't go looking for him. Returning to Genkijomae Plaza, there are eight small tags surrounding the perimeter of the area, two on each of the four huge billboards; grind on the hand rails in front of each billboard to reach them. Once you've hit three of these, Onishima will call in the tanks; these are the only things the Keistatsu throws at you that is actually dangerous. Being shot by a tank shell HURTS A LOT; if you're an advanced tagger, then you need to be really careful to avoid these shots. They have a huge spread and can actually hit you while you're jumping or dashing (not when you're grinding, though). Clear out the last of the small tags. Now, Mew made you do something similar to this in her last test, but a few crucial props were missing to make it easier. In order to get to the overhangs hosting the last of the tags, I recommend going up that pickup truck that you used to get into Genkijomae Street; one of the wires attached to that central mushroom thing is attached directly to there. Grind up the wire so you're on top of that piece; aim yourself at either tag (there's a wire leading to each overhang), and hit them up. One is large, the other is medium, and there's a telephone wire strung between them that leads to the other. =============================================================================== +=============================+ [6.2.8] Noise Reduction +=============================+ AREA: Benten-Cho: Business District TIME: 800.00 TAGS: SMALL: 30 (red) MEDIUM: N/A LARGE: N/A ENEMIES: Noise Tanks Okay! Like all other Taggers Tags, you need to spray the Noise Tanks ten times each in order to beat the level. There are three Noise Tanks, and they all share the same three "break points," where they'll sit tight until you go near enough to provoke them. You can tag them while they're skating, dashing, jumping and grinding; just tap the tag button repeatedly to land parts of the tag on them. And also like all Taggers Tags, I recommend taking a character who can hold 30 cans or more (Tab, Garam, Slate, etc) along for the ride; spare time nets you more points than what you get for making 30 small tags with an advanced tagger. Still, regardless of character, go stock up on paint before you take on the Noise Tanks; in this case, there are plenty of blue cans fanned out on the northern side of the level; If you stick to the stair rises attached to the buildings, there will be about six cans on either one (five on the rails and one in the little nich near the center). Once you're stocked up, approach the Noise Tanks from behind - there's a staircase leading up between both sets of buildings. Once you get near them, start tagging and chasing them; they'll start grinding or dashing on different paths, but they all lead in the same general direction. They'll make a left turn and stick to the edge of the area; follow them as they go up the stair rises with the blue paint cans; they'll leap across the gap between this set and the one opposite, and they'll come to a stop at the very end of that area. If it's easier for you, you can always go around between the buildings and up the stair rise 'round that way so you get behind them. Next, they'll head back the way they came; they'll all stop again at the end of the opposite stair rise. And when you chase them off again, they'll head for the stairs between the buildings, where you started; they'll split off here, one going up and to the left, one going across the bridge and left, and the last going across the bridge and right. Don't bother chasing them down; they'll reunite at the exact same place they started, and they're yours for the picking. Clearing this level will net you the Jet Graffiti game mode for Benten-Cho. =============================================================================== +=============================+ [6.2.yo] Yo-Yo challenge +=============================+ This will be your first race challenge in the game; like earning Jet ranks, the dash-jump technique is crucial if you want to win. Yo-Yo challenges you to a race around Benten-Cho once you've completed Noise Reduction, starting from the train graveyard and ending in Chinatown. Like you did in Graffiti High, dash and hop onto the train railing directly beneath you. Jump again as you're about to crest the hill to gain a little speed, being careful to stick to the left rails as the train will come barrelling down the right side. Once the train has passed, jump onto the right side of the rails and hop through the green gate at your right, leading into Genkijomae Plaza. If you can, try to land on the rail leading up to the platform in the center; before you reach it, jump away and aim for the rail leading to the breakable billboard. If you miss the jump, just bee-line straight for the pickup truck and grind up the bed, jumping into the hidden path. Dash-jump through the path, and when you emerge on Genkijomae Street, grind along the railing at your right. Now, on the right, there are three breaks in the storefront that lead to bridges connecting Genkijomae Street to the Business District; you used one of these in Mew's challenge, and you want to keep an eye out for the second break, which has a straight bridge (as opposed to the other two, which are angled and take longer to traverse). Grind on one of the rails and be careful to not jump into the train graveyard again, or else you've pretty much lost. Once in the Business District, drift to the right; across the street, you'll see the base of one of the stair rises you had to chase the Noise Tanks around on, and just right of that is a large entrance of some sorts; this is a new path, so go down inside and dash down the slope that follows. This path will take you into Chinatown; the street will split three ways in front of you, and you want to go down the middle of the lot. Remember that secret door that leads to the top of that tower? We're using that again, and it'll be on your left this time. Go in and grind down the long, bronze rail that loops around the building (your deposit of spray paint will be along this rail), jumping away as it ends and landing on the pipe lined up with it, just past the niche caused by the center island of buildings. Ride the rail and hop off at the end; the tag mark will be there. (Basically, Mew's tests served to prepare you for this entire race, so keep those in mind here!) Once you beat Yo-Yo, he will join the GGs and you'll unlock the Jet Crush mode for Benten-Cho. =============================================================================== +=============================+ [6.2.9] Love Attack +=============================+ AREA: Shibuya-Cho: Center Street TIME: 800.00 TAGS: SMALL: 30 (red) MEDIUM: N/A LARGE: N/A ENEMIES: Love Shockers Ah, now here's where Tagger's Tag gets interesting. Like the Noise Tanks and Poison Jam, the Love Shockers share three stop points, and like previous, similar levels, I recommend taking a character who can hold 30 or more cans. What sets this apart from the previous two, though, is that the Love Shockers will scatter and take different routes, rather than stick together. The match starts at the top of Center Street; the Love Shockers stand at the divide between the main street and the top end of the back roads running through the area. I recommend leaving them be for the time being to stock up on paint; you can head straight down the main street and pick up some blue cans on a green rail on the left side of the road, or you could explore the back roads and clean up the rails there. There's also an alley connecting the middle two back roads that has three cans of blue paint, so pick whichever best suits your fancy. Once you're full up, start bringin' it to the Love Shockers. I recommend approaching them from the main street; once you get near, they'll take off down the back roads, sometimes grinding on the rails, sometimes dashing down the hill. When you reach the first back road down the hill, one of the Love Shockers will break off and go that way, while the other two will duck into the next street down; at the end of that street is the first stop point, and the one that split off will meet up with the other two by going down the street connecting them together (where those three cans of blue paint were hiding). When you scare them away, two of the Love Shockers will double-back and continue down the hill via the back roads, while one will split off from the others and take the main street down. They will once again meet up there; that is the second stop point. Scaring them away again will cause them to split once more; one Love Shocker will go uphill by sticking to the sidewalk on the main street, while the othwe two will take the back roads, stopping where they originally started. Center Street is a little labyrinthine, but there's nothing stopping you from keeping track of them; fortunately, the three Love Shockers are stationed far enough apart from each other at the beginning that you can startle just one or two of them without startling the third, meaning she'll always be up at the top until you chase her away. Clearing this level signifies the end of Chapter 1: GGs, and unlocks the Jet Graffiti mode for Shibuya-Cho. =============================================================================== +=============================+ [6.3.0] Chapter 2: Combo & Cube +=============================+ Whoa, what's this, plot? Two strange Rudies show up at the back of the GGs Garage one day, begging for help - their friend has been kidnapped, and they quickly found themselves out of their league in dealing with a sinister group of assassins. Will the GGs be able to bail them out? =============================================================================== +=============================+ [6.3.cu] Cube challenge +=============================+ You start the chapter right off the bat with a couple of character challenges. This is a first and only, as all other character challenges occur after you've completed a level. Another first-and-only: this time, you actually play as the newcomer GGs, while Beat and Gum set the challenges. The first challenge is from Gum to Cube; on the street area of Center Street, dash for a green rail on your left. At the end of the rail, jump away, across the street; land on a green rail on the right side of the road, further down. Before you get halfway down this rail, jump off and land on the awning of the building just in front of you. =============================================================================== +=============================+ [6.3.co] Combo challenge +=============================+ Ahh, this is a nice, challenging challenge. Beat faces Combo in a Jet Crush; the problem here is that Combo is a big, slow dude, and Beat is pretty fast. Not as speedy as, say, Mew or Yo-Yo, but speedy nonetheless. This race is all about eking out whatever distance you can to get ahead of Beat. You start on top of one of the bus shelters in the Bus Terminal; dash and jump across all three roofs, going slightly to the right. By the time you hit the third roof, you'll want to be right at the edge; on the right side is a small rail that you can grind on. Beat will also use this, so follow him if you're not sure of what to do. Grind on this and jump ahead, going straight. There's a broad, high opening spanning out ahead of you; going through it brings you into a hub-like area that connects the Bus Terminal, Park Street and Center Street. The camera is fixed in the middle of this area, so it's a little difficult to go where you need to go without bumping into something. Either way, the entrance you need will be left of where you came out; dash-jump through this area and pull into the first open gap you see. This brings you out at one end of Park Street; pull a left (watch out for the bus going past) and stick on the left side of the sidewalk. When the street crosses over the empty sewers running through Park Street, grind on the short rail on your left; HOP (not jump) off the rail, aiming for the flat part on top of the half-pipe. When you land, use your momentum to roll into the half-pipe. Head towards and past the stair case leading back up onto the street level of Park Street; follow the sewer (Beat will stop in the large, flat area just past the stairs until you catch up if you're behind), and it will eventually close up overhead. Keep going, and when the sewer opens up above again, you're close to the end of the area; on the right, there'll be a gate set into the pipe itself; use your momentum to roll up the left side of the pipe before veering right, jumping up so you burst through the gate (Beat will do the same thing, so if you're having trouble, follow by his example). Climb up the stairs (don't grind on the rail because you won't have enough forward momentum) and you'll find yourself at the top of Center Street; dash-jump down the street, and a little ways down on your right, the back road area opens up (this is where the Love Shockers were in Love Attack). Go down this way; grind on the first green rail at your right to pick up a can of paint. For the rest of the road, just dash-jump because it's faster than grinding; the tag is at the very end of the road, by grinding the last green rail on the right. Winning against Beat means you have free use of both Combo and Cube, as well as unlocking the Jet Crush mode for Shibuya-Cho. =============================================================================== +=============================+ [6.3.1] Tag or Die +=============================+ AREA: Bantam Street TIME: 600.00 TAGS: SMALL: 6 (red) MEDIUM: 7 (red) LARGE: 3 (red) ENEMIES: Rhino mooks, Assasin #5 Ah, new level time! Bantam Street is a very square level and is mostly easy to navigate. You need to stock up on paint first; you can either aim at the angled gas station sign slightly to the left of where you start off to grab nine cans off the bat or turn around and drop down into the gap between the gas station and the buildings following aiming left as to clear a fence between the two. There's a large deposit of paint in the basketball court in this area, which is crazy hard to miss; if you grind on the two rails inside the court and then wall-ride on the wall inside to grab the three cans of blue paint, you ought to be fine regardless of which character you've chosen. HOWEVER. If this is your first time playing through the game, you'll be restricted to using Combo or Cube, and you won't be able to use Gum or Yo-Yo for an easy Jet rank. Fortunately, both come with distinct advantages: Combo comes with an immense, erm, health meter, which counts for some serious points if you have enough left over when the mission ends, and Cube can carry 25 cans of paint and has average tagging skills, which is more than normal. Move fast and follow the same rules for Jet ranking on any other level and it's possible to pull it off with them; if you miss, then it's no big deal, because every time afterwards you'll be able to take a character with advanced tagging skill (or the Noise Tank) with you. Now, to work! Return to the gas station roof. Hopefully you won't have a horde of Golden Rhino mooks on your tail by this point; if not, hit the tag on the gas station roof before jumping over the gap between it and the buildings again (only this time, land on the buildings). If you DO have Rhino mooks chasing after you, then skip the one on the gas station and go right for the three medium tags on the buildings. Either way, these four are a priority. With this done, you need to get to the rooftops across the street, which also has a multitude of ways to reach them; on either the roof of the gas station or one of the higher roofs on the buildings next to it, you should be able to jump onto one of the rails on either side of the train tracks. Cross the tracks while ignoring the large tag in the center of them; once on the opposite side of the street from the gas station, there are three tags to hit, one large, two medium. While you don't need to do anything special to hit the mediums, you'll need to grind up the fire escape/stairs thing to get up to the large. Alternatively, you could use the apartment building with three stories and breakable windows down the street from the gas station to reach the railroad tracks - get to the top floor of the apartment building and bust out through the windows facing the tracks and you're as good as there. With all of these tags hit, you need to head down to the street, on the same side as the gas station; on the same cluster of buildings as all of those medium billboard tags facing the street are two medium tags; hit the one closer to the gas station, and the Golden Rhinos will call in Assassin #5 to try and deal with you. Before anything else can happen, hit the last medium tag on the buildings; the Rhino mooks won't be able to reach you, and Assassin #5 won't have had enough time to react to you to start chasing you around. Now, the thing to keep in mind about #5 is that there are multiple of the bastards lurking around the level; not only does his whip have insane reach and can hit you if you're dashing or jumping, but it does a crazy amount of damage every time it hits. While hitting bigger tags with a greater risk of being attacked while doing them is always a priority when Jet ranking (or even if you aren't), it's especially true here because #5 will KILL YOU DEAD if you aren't fast enough. Fortunately for you, the only tags you have left to hit are small or out of harm's way. Head back to the gas station roof; there's a small tag high up on a wall that you can see if you face away from the billboard storefront. The best way to reach it is to dash at the gas station's sign and wall-ride off it; jump again and the tag will be easily within your reach. Now, you remember where the basketball court was? Head back to that area, either by going around the gas station, by grinding up the pipe leaning against the fense next to the gas station, or by going around between the apartment with breakable windows and the building cluster with billboards. (If you just hit the tag I mentioned above, you'll obviously want to stick with either gas station route.) Five of your remaining tags are against the rear wall of that area; stock up on paint if necessary before taking to the wall. You'll probably need two or more trips along the wall to hit all the tags; while two are easily within reach, the others require jumping or wall-riding to hit. If you're coming from the gas station side, you won't be able to hit the one nearest you while grinding at all; same goes if you're coming from the apartment side. So pick your poison; with either choice, you'll need to grind on the ledge, tag the wall there, then jump the gap in the ledges to hit the one suspended high above the ground. Land on the ledge again after the gap to hit the third small tag, and then jump and wall-ride and jump again in order to hit the fourth one. Once you've done it, turn around and go snag the last one by grinding on the ledge, jumping, wall-riding and jumping once more. Now the only tag left should be on the train tracks; use any of the methods I mentioned before in order to reach it. It's pretty much in the center of the train tracks, facing the gas station and the basket ball court, and the Golden Rhinos aren't around to bug you while you tag it. That doesn't mean you're completely out of danger, though - occasionally, trains will go by both ways, and the sign you're tagging pushes your character far enough away to be hit by one of them. You'll be able to see them in the distance, so gauge your timing before you go in for the finish. Once you've cleared this, you'll unlock Jet Crush, Jet Technique and Jet Graffiti for the Bantam Street area, which will become available once you've beaten the game for the first time. =============================================================================== +=============================+ [6.3.2] Rock'n Roll Grind +=============================+ AREA: Grind Square TIME: 999.00 TAGS: SMALL: 8 (red), 2 (helicopters) MEDIUM: 3 (red) LARGE: 3 (red) ENEMIES: Rhino mooks, Assassin #6, helicopters Once again, if this is your first time through the story mode, you'll only be able to use Combo or Cube for the level; pick whichever you want, but if you're having trouble Jet ranking this level, just wait for your next time through and bring Gum, Yo-Yo, or Piranha with you (just leave the Noise Tanks behind this time) Okay! This level is kind of confusing, but try to keep up with me - besides, this is the only level you can actually hit however you want if you're going for a Jet rank, as, by the end of the level, any threat that actively pursues you can be put out of commission. You start on the street, and on either side of the level there are hoyer lifts that can take you up to the rooftops. My prefered path - though there's nothing stopping you from finding your own - starts by going up the hoyer lift that will be on your left and down the street. This one is held slightly off the street; the other one, which would be on your right and down the street (all from your starting point's perspective) sits directly on the ground. Anyway. Go up the hoyer lift floating off the ground; there will be a set of metal stairs directly at your left; go to the top of those stairs and you'll be on a flat roof with nothing on it but a ledge overlooking the street. Get some speed and grind up the ledge (you'll also pick up some paint here); jump before it ends and you'll land on a ledge a little further head and below, lined up perfectly with the one you just hit. There are two small red tags on rhino statues on this second ledge; hit both, and follow the ledge as it crooks to the right. Before the ledge ends, jump straight to land on a flickering wire with a small red tag over it; follow this wire until it turns into a horizontal flag pole. Jump off the end of the flag pole to land on the top of a building with another rhino statue; this one is a red medium. Hit it. From the red medium, you'll notice a pair of red, lit wires running down from either side of the building; grind down either one of these wires and jump away before they end, going forward. You see that building in the middle of the square, with the gaudy, gold-painted statue with a rhino head on it? Land on that building without hitting one of the grind rails on either side. There are two tags, one on either side of the statue; hit these both and then drop down to the street again. Now that you've hit six tags, the Golden Rhinos sends Assassin #6 your way. This guy must have gotten "least likely to succeed" in Assassin school, because he is EASILY the least dangerous of all six Assassins. Like #1 and #5, there are multiple #6's; he'll appear near various grinding spots throughout the level and stay there, either charging up electrical shocks, or sending bursts of the stuff travelling through said grind spots. The electricity itself doesn't hurt you if it connects with you on a rail, but it does immediately kill your momentum; as all grind rails are significantly high up in the level, you need to avoid the shocks as he kicks them your way. If you don't - no big deal. Just keep jumping along the rail. It'll slow you down, especially if you happen to be going upwards on a rail, but it'll keep you from falling and ultimately wasting more time. The only direct damage #6 does is contact damage, but because he's stationary, he's easy to avoid. That said, you want to head into the hoyer lift sitting directly on the sidewalk. At the top of the lift, take a right out of it and go up the set of stairs you see ahead of you. Avoid the ledge nearby for now, instead skating to the back of the area on top of the stairs, where you'll find a medium red tag. Hit it, then turn around and grind on that ledge away from the tag you just hit - just be sure not to bump into the #6 parked there. Hit the three small red tags on the rhino statues as you go by; once you've hit two of those three, the Golden Rhinos will send in helicopters to take you down. Fortunately for you, these helicopters are easy to reach and taggable - and you just happen to be set on a rail that leads to one of them! Ride the ledge as it dips down the stairs; lined up with the ledge is another one of those red, lit- up wires that you need to hop onto. Land here and ride it; you'll be able to tag up the first helicopter. From here, make your way down to the ground and go up the hoyer lift hanging up off the sidewalk. Taking a left out of there, grind on the ledge bordering the two rhino statues you hit first and hop up onto the red, lit-up wire lined up with it (just don't ride the ledge til it turns); tag the second helicopter, and voila! The level is now danger-free. There are four tags left to hit at this point: one medium on street level, the same wall of buildings the hoyer lift hanging above the ground is attached to (and back a little bit, behind where you'd started the level), two large tags midway up one building, and one more large tag midway up another building. Hit them in whichever order. The large ones are easy to reach, despite how it looks otherwise; you can use those same rails you used to tag up the helicopters to drop down to those rooftops. You'll take fall damage from each jump, but that's okay - there's plenty of health scattered around the level, and the roof with two larges has two red cans of paint there for you to use. Clearing this unlocks the Jet Crush, Jet Technique and Jet Graffiti game modes for Grind Square; if you Jet ranked this and Tag or Die and you've cleared the game at least once, you'll unlock Goji Rokkaku as a playable character as well as Graffiti Souls #34, 68 and 102. Goji will appear as a barrel in the character select screen between Tab and Yo-Yo. =============================================================================== +=============================+ [6.4.0] Chapter 3: Golden Rhinos +=============================+ Oh, crap! Combo and Cube brought the Golden Rhinos into Tokyo-to with them, and now you need to play the good semaritan. The cops have chickened out, so it's up to you to save Tokyo from the Golden Rhinos and the Rokkaku Group! Get going! =============================================================================== +=============================+ [6.4.nt] Noise Tank challenge +=============================+ In order to have the Noise Tank challenge you, you need to meet the following standards: have every character except Potts (which means having obtained all Jet rankings, which requires at least two play-throughs), and once you have, play The Monster of Kogane level in Chapter 1 before Benten Boogie, so the Noise Tanks kidnap Potts. Once you've done all this and cleared Chapter 2: Combo & Cube on any playthrough following your first, a Noise Tank will appear at the back window of the Garage with a challenge for you; this is, without a doubt, the most difficult test in the entire game. 1// He starts you off pretty easy to throw you off your guard. You're set up on a roof hanging over the streets in the Business District; there's a girder at your right, angled towards a large, white wall, which is in turn connected to a second girder. Grind on the first girder, jump and wall ride on the white wall, and then jump again and land on the second girder. Jump off the girder and land on the second roof. Just be careful not to crash into the platform moving back and forth across this gap, because it can knock you out of your grind. 2// The next test will take place in Chinatown. Jump onto a phone wire at your right; ride it, then jump and wall ride on the white wall at the end of the street. You'll drop down immediately onto the phone wire beneath it automatically; ride it until you get close enough to the elbow-bent pipe stretched between the two buildings on your right. Jump onto that, and then very quickly jump away and grind on the orange sign hanging across the street. Land on this building. 3// You ready for this? In the Business District, the Noise Tank lays out a path for you to take from one of the stair rises, all the way around the level, and into the end of the stair rise opposite it. However, the Noise Tank leaves you lots of room to play around; you can either follow his pattern directly, or take my preferred route. Jump onto the ledge at your right and ride it straight (you don't have to switch rails up partway through, like the Noise Tank did) until it dips down with the stairs. Before it ends, jump away, staying clear of the sign post and landing on the blue rail beyond it; jump again, being careful to avoid the... whatever that thing is after the blue rail and land on the jersey rail after it. Then, rather than jumping onto the street divider, jump straight onto the stair rail in front of you; grind that up and around, and when you get onto the bridge over the street, jump to the opposite rail. Ride this rail around and down, and then jump away, onto the blue rail stretched around the curb. Ride this rail almost to the end - you want to jump away JUST before it stops. Line yourself up with the outside rail of the stair rise just ahead (if you try to go for the inside rail, you'll hit a sign post and fall to the ground); as soon as you're confident with yourself, transfer from the outer rail to the inner rail and ride it all the way to the end, letting yourself fall off. Clearing this arduous task nets you with Potts as a playable character! While he doesn't have any custom tags (unlike the other hidden characters), he DOES have a few unique features. He appears between Beat and Mew on the character select screen. Congratulations! =============================================================================== +=============================+ [6.4.1] Explosion +=============================+ AREA: Shibuya-Cho TIME: 999.00 TAGS: SMALL: 12 (red), 17 (green), 1+ (Assassin #4) MEDIUM: 8 (red), 2 (green) LARGE: 3 (red), 3 (green) ENEMIES: Rhino mooks, suicide bomber Rhinos, Assassin #4, helicopters Just like in most other Chapter 3 levels, you can tag the Assassin called into the level mid-play on the back multiple times, as he spawns in different areas and, once you leave one and enter another, the tag on his back will reset. I don't recommend actively pursuing this unless the Assassin happens to be on your path - but even then, I don't recommend going after the Assassins ANYWAY. Hence the plus sign in "1+ (Assassin #4)" marked on the tag list. Ah, here we go - this is where the real challenge begins! It's made especially difficult by the fact that there is a LOT to take damage from, and - if this is your first time through - the advanced taggers you have have short health bars. Anyway. Thing to keep in mind; once you hop into the playground, you'll get a sinister message telling you that bombs have been planted all throughout Shibuya-Cho. Getting hit by these bastards hurt, and you can get nailed by them while dashing or jumping. The first one you're likely to encounter is in the playground; there's a line of bombs set on the rails surrounding it, so be careful! You can set them off and then get out of harm's way; once you've done that, the bomb can't be set off again. You start on the overpass in Park Street, and immediately, you see two large green tags in front of you. Since there's no paint here, you'll have to bypass them in favor of stocking up. Cross the gap between the two parts of the overpass by grinding on the wall bridging the two to your right, and then head left so that you drop down into the playground. There's a lot of paint (and five optional small tags) down here; you can either land on the swingsets from the overpass to gather it that way, or you can grind on the elephant slide, or on the two small bridges nearby - there's no shortage. Once you've stocked up, feel free to hit the optional tags down in the playground and then go after the large tags up on the overpass - there's a third one on the opposite end from where you started, and all three were mandatory the first time through. When you're satisfied with your optional tags, head to the playground again; on the ground between the slide and the swingsets is your first must-hit tag, a red medium. Nail it before dropping down into the street (there are two small red tags on the bridges attached to the playground, but we'll come back to them later. On the street with the playground at your back, head left; there are two more red mediums down the street, on opposite sides of the road with suspicious-looking cars parked in front of each. Get close to them to hear the beeping signifying a bomb about to go off; back away and let the explosions clear. Once you've hit both tags, continue down the street and hang a left into the alley beneath the overpass. Here, there is one large red tag and one medium green tag; if you have enough to hit both, do it, but be careful, as the red tag has a line of bombs planted in front of it. If you don't have enough cans to handle the medium after you've finished the large, bypass it and move on to the next area, because it's not worth the time you'll spend back-tracking to get enough paint. From here, you need to move into the Bus Terminal; if you're beneath the overpass still, you can either drop over the edge away from the street and into the empty sewers; hang a right and you'll eventually wind up in the Bus Terminak. Or you can double-back across the street and go through the hub area you needed to cross in Combo's Jet Crush; once in the hub, go right and skirt around the buildings to get there. (Of note, since we're near the empty sewer either way, there are five green tags in that area, but I recommend avoiding them entirely.) Once in the Bus Terminal, there are a few things to keep in mind: there are five small green tags overall (two on the rail bordered by the taxi and the moving van, two on the taxis near the ledges with the two smaller metal roofs hanging overhead, and then one more on the billboard situated between those roofs), as well as one medium green tag on the ledges. There are a lot of areas with bombs planted in them here: the aforementioned rail with the taxi and moving van set against it, the rail perpendicular to that one with the break in the middle on the far side of the ledges, the two busses closest to the ledges right where you'll need to stand to tag, and the middle ledge. Feel free to hit any of the optional tags as you move around the area, as there's no shortage of paint. There are only three red tags you should bother with for the time being, and all three are on the sides of the busses that you had to tag waaaay back in Shibuya GG. You're done here; head through the hub again (you should remember where it's located from the Combo Jet Crush) and dash across the plaza. The Center Street entrance is opposite the one for the Bus Terminal and is marked by a light post to the left of the entrance; once you go through, you'll be at the bottom of Center Street (the area you faced off against the Love Shockers). Here, there are only four areas you need to worry about that have been planted with bombs, and all of them are spread across the two middle back roads. Three of them are car bombs and easy enough to spot; the last one is at the bottom of the stairs connecting both areas. This area also happens to house the last of the perilous large and medium tags; the lower area has one medium tag on the wall near the car, and a large at the base of the stairs connecting the two back roads; the upper road has another large near a parked car on the corner connected directly to the back road as a whole. Once you've hit all of these tags, the Golden Rhinos will send in Assassin #4 and his squad of suicide bomber Rhinos; #4 carries around molotovs and can set you on fire on contact, but is otherwise unimpressive. He'll cling onto you and slow you down like Keisatsu or Rhino mooks if you get close, and he's easily avoided, so don't really go out of your way to tag him. The suicide bombers are something you need to be much more alert for; they'll dive at you like Mooks, and sometimes they'll latch onto you - but they'll sometimes decide to explode when they hit the ground instead, making them mobile bombs. That said, however, once you've triggered #4 and his bomb squad, any remaining areas planted with bombs have been deactivated, if you haven't set them off already. Now, there are five red and two green small tags all along the overarcing back road; you'll have to climb uphill to reach the small tags, but they're worth it; they're hovering on top of the green rail. The other five are also hanging over the remaining green rails as you go downhill (one right, one left, and then three on the right again). The last two tags in Center Street are on top of the awning at the bottom corner of the area - you landed there when pulling off Cube's challenge. Tag the two rhino statues before dropping down and going back into the hub (go downhill and to the left; going right takes you back to the Garage). By now, all of the people in the hub are gone; in their place is a pair of helicoptors, but you can't tag them (unlike every other chopper in the game), so just dash-jump to stay away from them. Head left and turn into the Park Street entrance; once in Park Street, turn left and go down the street. The last tags you need to hit in this area are the two rhino statues set on the bridges attached to the playground; these finished, go from Park Street to the Bus Terminal chosing whichever path you prefer (generally, the hub is faster than the sewers). Now that you're in the Bus Terminal, you only have a few more things you need to do; get up onto the awnings however you prefer. The center awning has a medium tag and the longest awning has three small tags on the rhino statues; just be careful not to fall when hitting the small ones, and this level is done (and hopefully your Jet rank is in the bag). Clearing this level nets you the Jet Technique mode for Shibuya-Cho; if you've earned all Jet ranks in the Shibuya levels by this point, then you'll unlock the Love Shockers as playable characters, as well as Graffiti Souls #33, 67 and 101. You can select the Love Shockers by highlighting their logo on the character select screen, which is located between Slate and Gum on the back wall of the Garage. =============================================================================== +=============================+ [6.4.pi] Piranha challenge +=============================+ Piranha's tests are...really, really easy, especially after you've survived Explosion and any other Chapter 3 missions. But hey, she's great for getting Jet ranks, so who's complaining? 1// You start the first test on Center Street. Roll downhill a little bit before jumping on the rail ahead and to the left; jump across to the rail on the right side of the street and ride it off to the end. 2// Dash forward and grab the cans of paint ahead of you; ride up the right side of the pipe (the exact path you should take is marked by more paint cans) and leap before your momentum dies and carries you back down; with enough speed you'll be able to reach the red tag set above the half pipe. Continue ahead through the sewers; there are two more similar tags, one to the left, and one more to the right. 3// Cross the roofs shading the busses, towards the ledges; dash when you can, but let momentum do most of the work (if you land on the roofs of the busses, you won't fail, but you'll lose your speed). Once you've crossed the longer roofs, jump to one of the smaller roofs above the two parked taxis; jump one more time to land on the long ledge, and Piranha is yours. =============================================================================== +=============================+ [6.4.2] Fight or Flight +=============================+ AREA: Kogane-Cho TIME: 999.00 TAGS: SMALL: 2 (red), 44 (green), 1+ (Assassin #2) MEDIUM: 5 (red), 11 (green) LARGE: 17 (red), 4 (green) ENEMIES: Rhino mooks, snipers, Assassin #2, jet pack Rhinos Just like in most other Chapter 3 levels, you can tag the Assassin called into the level mid-play on the back multiple times, as he spawns in different areas and, once you leave one and enter another, the tag on his back will reset. I don't recommend actively pursuing this unless the Assassin happens to be on your path - but even then, I don't recommend going after the Assassins ANYWAY. Hence the plus sign in "1+ (Assassin #2)" marked on the tag list. This is definitely the hardest level to clear on Jet Rank; I recommend taking Piranha with you if you're still looking for that score, since she has superior health to Yo-Yo and Gum, OR, if you're experienced enough to avoid taking too much damage, bring Goji into the fight as well. The Noise Tanks are a little harder to Jet with this level due to the fact that you spend a lot of time spiraling through Kogane hitting all the dangerous tags first, and their can capacity and spraying technique don't make up for the tagging points you get with an advanced tagger. Also, this level is FLOODED with green tags - a lot of them will be very much out of your way, but some will be very conveniently placed for skate-by tagging, especially since most of them are small. Ignore the medium and large tags if they're in a dangerous location, but I'll make note of the ones you can hit without taking a risk. You start on a roof near the top of Kibogaoka Hill; there are a couple deposits of paint cans up here, including a nice set a little ways down the hill and on your left. There are a LOT of small red tags in this area, but ignore them for now. Stick to the rooftops, but watch out for the snipers; there'll be one about halfway down on the very right side of the area, and one near the very bottom. You can scare the former of those two by jumping near him; he'll run away, leaving you free. Once you've done that, feel free to nail the green tag which will now be to your left across the gap, and drop down between both sets of buildings to nail a couple more small green tags on your way to the bottom of the area. Once the buildings part and make a small clearing, there will be a medium red tag on a Golden Rhino statue at your left; hit it as fast as you can, avoiding the mooks chasing after you and the sniper on the roof, who will most likely hit you if you're using an advanced tagger. Nail the green tag on the ground nearby and jump at the building at the very bottom of the hill, which the sniper is standing on top of; the windows collapse and break, allowing you to drop down and into the Residential District. Jump through the massive, red doors inside this building in order to clear the gap and avoid taking a huge plunge. If you clear the jump, you'll appear near the back area of the top tier in the Residential District; if you have enough paint cans, hit the large green tag right in front of you (it takes a while for the Rhino mooks to chase after you and a fortunate glitch makes them take a wide turn into the back lot that gives you plenty of leeway to work with). If you need a refill, leave the lot and pull a right around the corner; there's a fence on your left that will eventually end, and you'll be able to see a round water tower across the water. Jump over there and grab the two cans of blue paint behind it, but be careful not to hit the small red tag; once you've circled around, get back to the upper tier either by grinding on the rail or just jumping across. Now that you've restocked, run around the upper tier and hit all the small green tags; with that area cleared, you'll need to get down to the fourth tier, the roofs just slightly below and beyond the upper tier; there are multiple ways to get over there, but I recommend just jumping, clearing the jersey rails if you have to and landing. There are two sets of these buildings, a massive gap seperating them; choose whichever one you prefer, and be careful that there is a sniper on each set. I prefer to start to the roofs on the left (if you have your back to the large orange doors that deposited you here); drop down to these roofs and spook the sniper away before he can shoot you. Hit the small green tag, and then go for the medium red tag nearby; once you've finished, turn to face the second cluster of buildings and jump the gap. The sniper here is a little more brave than his buddies; you have to stand on top of him to scare him off, and once you have, hit the medium red tag near where he'd been camping. That done, roll down into the gap dividing both sets of houses, onto the lower tier. Keep the large staircase leading up to the second tier at your left and move past it; there'll be an entrance that leads down into the sewers there. Jump to clear the stairs, then cross the small sluice of water, and jump again to grind on one of the ledges just beyond it. This deposits you into the U- bend tunnel bordering the stairs in the sewers. (Alternatively, you could use a manhole cover in the upper tier of the Residential District located near the massive staircase that takes you up there if you want to walk, which leads into a long, steep tunnel that also eventually deposits you here.) As soon as you arrive, the Rhino mooks guarding the two Large tags on the wall between the entrances to the tunnel will find you; take the quickest route out the tunnel and go right. There are two groups of three mooks guarding those two large red tags you need to hit, and it seems impossible to get to it without being interrupted, but I have a little secret to share with you: when you've got at least one of those groups chasing after you, get near enough to them so the word "RUN!" appears at the top of your screen. From there, grind on the rail bordering the wall, and ride it around until it becomes the catwalk; once you clear the gap, the two groups will be reset to their default positions. Take advantage of this; jump away from the catwalk and land on the stairs or the stair rail. Ride it up and jump away from the rail before it turns and deposits you in front of the group of Rhinos guarding that area; once you get between both groups, neither will be able to spot you, leaving you free to hit both large red tags as you please. When you're finished here, cross the catwalk for reals so you're on the side of the sewers opposite the staircase; duck into the U-bend tunnel taking whichever path you prefer (I find it faster to stick to the ledge and enter the far end), being careful to mind the sniper at the end of the ledge. Inside the U-bend tunnel, at one of the corners, is a flat area with a tunnel leading upward (this was one of Poison Jam's stops when you went to tag them up in chapter 1); go into this tunnel and make your way up three steep ramps. You can wall ride the walls in here, so take advantage of that to boost your speed; when you reach the top, you'll be inside the warehouse in the pit of the factory ruins. If you have any spare cans of paint, hit the small green tags on either wall inside here before moving out into the pit. There's going to be a sniper standing on top of the small building in the middle of the pit, but he spooks easy; just dash at the building and jump at it. You won't get on top, but the proximity is enough to scare the sniper away, leaving the pit all to yourself. If you need paint, there are a few deposits on the phone wires stretched over the pit, as well as on the arm of the crane a few levels up and on the wall it connects to. When you've gotten enough cans, there are a few key places to hit: there are several small green tags scattered around the Factory Ruins (all of which were red in No. 540), as well as a medium green tag next to the car pile in the pit, and two large green tags on top of the warehouse in the pit (the two larges were red in No. 540 as well). There are also two medium red tags: one next to the car pile in the pit, opposite the green medium, and one at the very top of the area (which was red in No. 540 also). That just leaves two small red tags on the roof of the warehouse on two Golden Rhino statues; tagging one of these causes the Golden Rhinos to send in Assassin #2 and his jet pack Rhinos (but you want to hit both since you happen to be here anyway). Since you've hit every large and medium tag in a perilous area, #2 and the jet pack Rhinos aren't a threat; they fly around and have guns, which means that they can reach you whereever you happen to be, but all you need to do is keep moving to avoid them. Occasionally you'll spot #2 parking in front of one tag or another, but like #4, don't bother tagging him; he usually flees before you get close enough. From here, you have two options: you can either go back into the sewers by going via the tunnel inside the warehouse, or by dropping down into a square manhole near the medium red tag in the pit, OR you can go back to Kibogaoka Hill by taking a route located near the top of the Factory Ruins (the crane's arm points directly at it, so it's really hard to miss). I prefer going back to Kibogaoka, since it tends to be a lot tighter-knit a route - it puts you right back at the top of Kibogaoka, whereas going through the sewers will eventually force you to ascend the area from the bottom. Back in Kibogaoka, there are only four small red tags left in this area, all of which are scattered across the rooftops; the first one will be on the right and further down, and the second one will be just past it on the series of buildings set against the wall (this was where that sniper was camping before, the first one you scared off in the level). Jump back to the main cluster of buildings; the third small tag will be left of where you were, closer to the center of the building cluster on a long, sloped roof. Go down the rest of the way, making sure to hit the last tag, which on the very left of the hill, sitting on top of one of the last houses here. That done, bust through the warehouse walls like you had before, dropping once more into the Residential District. The first tag you need to hit will be around the back of the water tower; you should have already been here, so you know where it is. The rest are all on the second and third tiers; drop down to the second tier, and there will be a small red tag on a rhino statue hidden away down there. (For reference: if you're at the bottom of the stairs leading up to the upper tier, go left and stick close to the side of this cluster of houses, and you'll come across it.) Get back up to the third tier using a car parked against the buildings - go back to the bottom of the stairs leading up to the upper tier and put them at your back, the car will be straight ahead. Climb on it to get onto the third tier; there are two small tags on this cluster and two more on the opposite cluster. Hit them all; the tags are all mostly within sight, though there's one tag on the second cluster that's a little harder to reach. Go near the medium tag on the second cluster that you'd hit earlier; facing the upper tier, the small tag will be just on your right side. From here, your last stop is in the sewers once more. Get there however you choose, and once there, there are only five small red tags left to hit. Two sets of two are in each U-bend tunnel, and the last one is located in the room where the Poison Jam hid in during Kogane Circus. Hit these in whichever order you want, though if you go into the room attached to the stairs, there's a green medium tag; if you have enough paint left over, hit that before you hit the rhino statue in the room. If you've cleared every Kogane-Cho level with a Jet ranking, including this one, you'll now be able to play as the Poison Jam and will have access to Graffiti Souls #31, 65 and 99. You can select them by choosing the Poison Jam logo on the rear wall of the garage, situated between Slate and Gum. You also unlock the Jet Technique mode for Kogane-Cho. =============================================================================== +=============================+ [6.4.sl] Slate challenge +=============================+ Slate appears after clearing Fight or Flight and challenges you to a race through Kogane. Pick a speedy character like Mew, Gum or Yo-Yo, and beat Slate to the tag spot. The race starts in the Residential District, cuts through the Sewers and Factory Ruins, finally ending in Kibogaoka Hill. Here's the break- down, as well as some shortcuts that work heavily in your favor, since Slate, like Yo-Yo in the Benten race, travels in a very linear path. As always, use the dash-jump technique outlined in the Jet-Rank section of the Walkthrough. You start at the very bottom level of the Residential District (the starting point in The Monster of Kogane) and have to go straight forward, past the stair case that leads further up into the level. Wall ride once on the right side of the alley for an early lead; just beyond the stairs on the left side of this area is a small entrance that leads down into the sewers. Once you get inside, jump over the staircase just beyond the door in order to keep from slowing down; once you cross the sluice of green water, jump and grind on the right ledge, riding it out into the sewers proper. You'll appear in one of the U-bend tunnels; go left into the main body of the sewers and jump on the railing ahead of you. When the rail bends outward so that you're directly facing the opposite U-bend tunnel, jump away and land on the catwalk; this will give you an immense lead over Slate, since he'll go all the way around, and if you manage to avoid screwing up from here, you'll hit the tag spot before he even gets into Kibogaoka. Once you hit the walkway framing the second U-bend tunnel, head right; wall- ride against the wall as many times as you can afford for a huge speed boost. Once you've reached the far end of the walkway, take a left into the U-bend tunnel and keep an eye out for a path on the right that leads out of the sewers. This area has three steep ramps that slow you down pretty good, but you can wall-ride along the sides to make the trip a little faster. When you exit this tunnel, you find yourself inside the factory at the Factory Ruins. Charge outside the factory and go straight to the pile of scrapped cars. Jump on the ledge so that you're heading left; tap the A button to hop each time the ledge gets higher (if you have trouble with this, then a safe alternative is to just run a ring outside the pit using the dash-jump technique). If you can, grind on the highest part of the ledge and jump up onto the arm of the crane to clear the wall at the top of the Factory Ruins (again, you could just run past it with dash-jumping); either way, going past the wall and on the left is an open gate that leads into a winding path that steadily climbs upward. Dash-jump through this area, and at the end, it opens up into Kibogaoka Hill. There are a few chances for you to grab paint cans; stick to the right while being careful to stay on the rooftops. Like all of the other races, all you need is a single can; once you have it, just tear-ass down to the bottom (the most surefire path is to drop down in the straight near the right side of the area). Make a shot for the clearing at the bottom of Kibogaoka without going through the breakable windows leading into the Residential District (that would be a bad thing); the tag is on the street in the middle of that area. Win, and Slate joins the GGs. =============================================================================== +=============================+ [6.4.3] Benten Burning +=============================+ AREA: Benten-Cho TIME: 999.00 TAGS: SMALL: 11 (red), 7 (green), 1+ (Assassin #3) MEDIUM: 4 (red), 4 (green) LARGE: 4 (red), 2 (green) ENEMIES: Rhino mooks, Assassin #1, Assassin #3, flame-thrower Rhinos Just like in most other Chapter 3 levels, you can tag the Assassin called into the level mid-play on the back multiple times, as he spawns in different areas and, once you leave one and enter another, the tag on his back will reset. I don't recommend actively pursuing this unless the Assassin happens to be on your path - but even then, I don't recommend going after the Assassins ANYWAY. Hence the plus sign in "1+ (Assassin #3)" marked on the tag list. Urgh. Benten Burning. Okay. This level's not hard, just frustrating: there is only one large paint deposit in all of Benten-Cho here. Fortunately, it's also the area you start in and it's pretty accessable almost wherever you happpen to be, but...well, just follow the guide. You start at Genkijomae Street; this is that huge paint deposit I told you about in the above paragraph. There's one large red tag here guarded by Assassin #1. Now, #1 is absolutely brutal; he's a big, hulking dude in a wrestling mask and knows judo. Getting hit by any of his attacks hurts, big time, so you'll want to be cautious around him. He often stands in front of large or medium tags, but there are ways around him, as detailed later. Stock up on paint and dodge out of the street for a moment in order to shake the Rhino mooks that are chasing after you; drop back into the street and go up to the very end, furthest away from the secret passageway that connects to Genkijomae plaza. This #1 is easily avoided if you keep to the walls and cut a wide arc around him; this lets you get behind him without disturbing him. If you don't have any of the mooks on you just yet, get out from behind #1 and hit the green medium on the building island opposite of the large you just tagged up. (It's worth noting now that, if you leave Genkijomae Street either by jumping over the Rhino cars parked on the bridges, or by going through the passage that leads to Genkijomae Plaza, any cans you've taken will reset itself, so don't worry about respawn times if you have to travel back here quickly.) Once you've cleaned up the tags here, get more paint and head into the Business District by crossing the bridges that are on one side of the main street (if you're facing the secret path connecting Genkijomae Street and Plaza, these bridges will be nestled between various stores to your left - one of Mew's challenges took place over this area, if you'll recall). This is where you had your show down with the Noise Tanks, and your first order of business is between the two building clusters, at the bottom of one of the stair rises. There's another #1 guarding the large red tag here, and your way around this guy is to start tagging as soon as you see the word balloon; right away, you'll "bump" into #1 and take some damage, but you won't have startled him AND you'll be temporarily invincible. Use this to your advantage and try to hammer out the tag (for the first three bits, you'll still be in direct contact with him, meaning he can interrupt the tag and cost you points). When you're finished, put the base of the stairs at your back; go up the stair rise ahead and to your right. There is a rhino statue guarded by another #1 on this rise; there's no way to reach this tag without startling #1, so just bump into him to secure your temporary invincibility. (Simple contact damage is SIGNIFICANTLY less than being whallopped by a kick or chop from the beast.) This is a red medium; take care of it, and when you're done, make your way over to the center stair rise, the one who is bordering the large tag you completed before. Go up the stairs bordering that tag, and go right; the rhino statue at the end of that section (again guarded by #1) is a medium red. Hit this one and bail back to Genkijomae Street to re-stock on paint. Now, cross over the bridges again and instead of going back into the Business District, drop down into the train graveyard below; there's one large green tag sequestered off into the corner furthest from the gate leading into Genkijomae plaza, so hit that before grinding up towards Genkijomae. However, rather than duck into there, keep an eye out for a gate on your left at the top of the slope; this is an entrance into the top of Chinatown, and there will be another large green, this time to your right (it was a large red when the Noise Tanks were tackling this place). Hit that before dropping down into the area proper. Now, Chinatown has a handful of deposits of yellow cans, though not as thick as it is in Genkijomae street; there are two pyramids of yellow cans against the northeast wall (use your map for reference); go to that building with the gutter that sticks out almost into the street, and one pyramid will be on the roof of the building attached to that one via another gutter, and the other will be on the ground on the opposite side of that building, obscured by a van. There are also ten more cans on the long grind rail at the top of the tower. You have one large and one medium tag to hit here, both guarded by a single #1; the large is on the building cluster you use to get inside the tower, on the opposite side of that entrance, and the medium is pretty much right across the street from there. These two are the hardest tags to hit because there will be a bunch of Rhino mooks around and it's impossible to not startle #1, so do your best to hit each tag swiftly and move on. You can also lure #1 away by startling him and making a dash for the entrance bridging Chinatown to the Business District (you had to use this entrance when racing Yo-Yo). This resets the mooks, while making #1 continue to wander around; his only flaw is the fact that he tires out after chasing you for a while, so use this to your advantage. While returning to the tags without being noticed by mooks is impossible, #1 is out of the way and hopefully you have enough distance between you and the mooks to hit it without being in danger. That said, all of the perilous large and medium tags have been taken care of, so feel free to hit up the rest of the level; Chinatown has five small red tags in the area, four of which are located at each corner of the center island of buildings (there were four red medium tags where these are now when you were playing Benten Boogie). The last tag can only be reached by going into the tower and riding down the long rail at the top; each one is a rhino statue, and the one you need to grind down the rail to reach is nestled between two of the higher houses (it's impossible to miss). When you've hit any four of these tags, Assassin #3 will show up; he's nonthreatening, essentially the same as #4 in Explosion - he can cause fire damage and latch onto you, although his fire attacks have range. Just stay away from him and his flamethrower squad by dashing and grinding, and don't go out of your way to tag his back. Some additional good news is that, with #3's arrival, all the #1s will disappear from Benten-Cho entirely. Head back to the railroad tracks and cross over to Genkijomae Plaza. There are two small red tags and four small green tags at ground level - the reds are a pair of rhino statues in the center of the plaza - and a large and medium red on top of the overhangs, where they were when you played Graffiti High. It shouldn't be difficult for you to reach those by now; since none of these tags are high-risk, feel free to hit them in any order. You may have to retreat to Genkijomae Street for more paint, which is fortunately right next door. Finish taking care of Genkijomae Plaza; go back through Genkijomae Street to restock on paint before returning to the business district, which has the last tags you need to hit, and all of them are small reds. Three are on the stair rise with the large tag at the bottom of that staircase; from that point, with your back to said staircase, there's another small tag on the stair rise to your left. I should also let you know that one of the three on the other stair rise is up higher than the others; going up the set of stairs near the large tag, there's another staircase to your left. Head up there to hit the small tag - a Noise Tank ran up here during Noise Reduction, if you need reference. Congratulations! The hard part is over. Beating this level also means that you have unlocked the Jet Technique mode for Benten-Cho. =============================================================================== +=============================+ [6.4.4] Behind the Mask +=============================+ AREA: Benten-Cho: Chinatown TIME: 800.00 TAGS: SMALL: 30 (red) MEDIUM: N/A LARGE: N/A ENEMIES: Poison Jam What the hell - one last Tagger's Tag for the road, right? Same rules apply as every other time. Bring along a character who can hold 30 or more cans and stock up before taking it to Poison Jam. There are two blue cans on top of the roof of the building with the gutter sticking out into the road, two more blue cans on top of the building next to it, ten yellow cans on the ground on the opposite side of the gutter building, and two blue cans at the top of the tower. Once you're full up, return to the start of the level and chase after Poison Jam. Now, things are a lot different this time; in all previous Tagger's Tags, your rivals have all mostly followed one path and stuck together. This time, though, Poison Jam splits up; one almost always sticks to the ground, circling around the islands, while another sticks exclusively to the roofs and the third switches up between them. It's difficult to keep track of where they go - even for me, and I've been playing this game for almost a decade! - so my best advice is to try to keep up with one of them and wait for them to make their pit stops. Their three stopping areas are at the entrance onto the train tracks (where the level started), between the building cluster that leads into the tower and the outer wall of the area, and in the alley between the center cluster of buildings and the one bordering the entrance to the train yard. Good luck! Congratulations! If you've cleared every Benten-Cho level up to this point, including this chapter, you'll unlock the Noise Tanks as playable characters, as well as giving you access to Graffiti Souls #32, 66 and 100. You can select the Noise Tanks by choosing their logo on the back wall in the character select screen, between Slate and Gum. =============================================================================== +=============================+ [6.4.5] Final Groove +=============================+ AREA: ??? TIME: 600.00 TAGS: SMALL: 1 (red) MEDIUM: N/A LARGE: 4 (red) ENEMIES: The Golden Rhino, Goji Rokkaku Before we start: Final Groove is the only story mode level in the game that you cannot revisit from your map, and as such doesn't have Jet Graffiti, Jet Technique or Jet Crush modes associated with it. It's also the only level that doesn't rank you based on your score once you beat it; here you're finally allowed to have free reign over which character you want to take to it, if you've been gunning for Jet ranks thus far. This is the last new area you'll find in the game; ??? has a simple layout, but a lot of obstacles to make it difficult for you. The central pillar has a massive record on it constantly spinning counter-clockwise, with Goji Rokkaku located in an impenetrable DJ booth in the very center; attached to the DJ booth are a pair of containers containing belly dancers wearing rhino masks, hanging over the record. Because you're always moving, they're always gonna be in your way; they're not very obtrusive, but they can kill your momentum. All the paint in this area is located on the record's surface. Attached to the central area are four plinths with large tags on them; two of the plinths are connected via a set of three pipes, any of which you can grind to cross over to them, while the other two are connected via a series of colossal gears that are always churning. The ones with the gears are the tricky ones; I recommend sticking to the gears to your left both going to and coming from the plinths, since they'll always be rolling towards your destination. You need to stay close to the tops of the gears as they rotate, so time your jumps as you cross. Every time you arrive at a plinth, the massive Golden Rhino robot bouncing around the area will come to a stop at the same platform you've just arrived at; With the central platform on your back, head into the upper left corner of the area, usually marked by a dark green crack or patch in the tiles. When the Rhino lands, it'll pause for a second before unleashing a flamethrower attack from its mouth; this attack hits the entire platform except for the area I told you about before. Anyway, once the Rhino's finished his flamethrower attack, he'll vanish for a short time; because there's no rank for clearing this level, you can take the tag at your own pace, either getting it all done in one go and rush back to the center before the Rhino attacks again, or doing it in bits and pieces, breaking off when the Rhino lands again. You can tell the Rhino is about to leave when his flamethrower starts arcing up a little bit, enough where you should be able to get under the stream. You have to do this four times; every time you complete a tag on a plinth, the plinth will start to shake and fall away from the central area; you have to cross back to the center platform before it does. If you happen to fall, you'll be dropped down onto the center platform again, where you'll take some fall damage. You only have four red spray cans, one at the area leading to each plinth, so use a modicum of caution. Also, once you've returned to the central area after completing a tag, the record on the surface will spin a little faster; this isn't really a problem until you've only got one plinth left, where you have to move preemptively to get to where you want to go. Once you've hit all four plinths, the Rhino robot will spaz out and explode; the debris lands on the central platform and busts open Goji's DJ booth. Now comes the hardest part of the level; the two beams that had been holding the belly dancers have collapsed, one end connected to the surface of the record while the other still leads up to the ruined top of the DJ booth. You have to grind up either one of those rails and tag Goji's bald head when you land inside the booth. Problem? By now the record is spinning so fast that it's almost impossible to build the right momentum, and the camera won't be able to center behind you for any more than a split second. It'll probably take more than one try to get up there, but if you time it right and get your angle as close to perfect as you can, then you'll be in there and winning the game in no time. Beating this level means you've cleared the game; the next time you continue this file, you'll start the story from the beginning of Chapter 1: GGs, and you'll have access to all characters, tags, and alternate modes you'd unlocked during your first playthrough, as well as access to Bantam Street and Grind Square whenever you feel like visiting. Also, if you earned Jet ranks in the Grind City levels, Goji Rokkaku will now be selectable as a playable character, taking the form of a Rokkaku Group barrel between Tab and Yo-Yo in the garage. This is also one of the requirements for unlocking Potts. =============================================================================== +=============================+ [7.0.0] Other modes +=============================+ =============================================================================== +=============================+ [7.1.0] Jet Crush +=============================+ In story mode, you had to win three races in the various Tokyo districts in order to unlock Combo, Yo-Yo and Slate; once you've completed those, you'll have opened the Jet Crush mode for the district you just raced in. Yo-Yo's will most likely be the first you unlock, unless you decline his challenge at the window, followed by Combo and Slate in that order. NOTE: In order to unlock Jet Crush mode for Bantam Street and Grind Square, all you need to do is beat the story mode mission for each level. The Jet Crush races in Shibuya, Kogane and Benten are identical to their story mode versions, only this time you face Gum instead of Slate in Kogane and Tab instead of Yo-Yo in Benten (Beat is still your rival in Shibuya). Combo and Cube will be your rival in Bantam Street and Grind Square respectively. It's worth noting here that you can choose any character in the Garage to play as, except for the character you'll be racing against; if you do the Shibuya Jet Crush, you'll have access to every character but Beat, Gum for Kogane, so on. If you're gunning for those Jet ranks, stick with Yo-Yo or Potts - they're the fastest characters in the game. But if you don't really care - or if you want a challenge - stick with a slower character like Combo or Goji. +=============================+ [7.1.1] Shibuya-Cho +=============================+ TIME: 200.00 RIVAL: Beat You start on top of one of the bus shelters in the Bus Terminal; dash and jump across all three roofs, going slightly to the right. By the time you hit the third roof, you'll want to be right at the edge; on the right side is a small rail that you can grind on. Beat will also use this, so follow him if you're not sure of what to do. Grind on this and jump ahead, going straight. There's a broad, high opening spanning out ahead of you; going through it brings you into a hub-like area that connects the Bus Terminal, Park Street and Center Street. The camera is fixed in the middle of this area, so it's a little difficult to go where you need to go without bumping into something. Either way, the entrance you need will be left of where you came out; dash-jump through this area and pull into the first open gap you see. This brings you out at one end of Park Street; pull a left (watch out for the bus going past) and stick on the left side of the sidewalk. When the street crosses over the empty sewers running through Park Street, grind on the short rail on your left; HOP (not jump) off the rail, aiming for the flat part on top of the half-pipe. When you land, use your momentum to roll into the half-pipe. Head towards and past the stair case leading back up onto the street level of Park Street; follow the sewer (Beat will stop in the large, flat area just past the stairs until you catch up if you're behind), and it will eventually close up overhead. Keep going, and when the sewer opens up above again, you're close to the end of the area; on the right, there'll be a gate set into the pipe itself; use your momentum to roll up the left side of the pipe before veering right, jumping up so you burst through the gate (Beat will do the same thing, so if you're having trouble, follow by his example). Climb up the stairs (don't grind on the rail because you won't have enough forward momentum) and you'll find yourself at the top of Center Street; dash-jump down the street, and a little ways down on your right, the back road area opens up (this is where the Love Shockers were in Love Attack). Go down this way; grind on the first green rail at your right to pick up a can of paint. For the rest of the road, just dash-jump because it's faster than grinding; the tag is at the very end of the road, by grinding the last green rail on the right. +=============================+ [7.1.2] Kogane-Cho +=============================+ TIME: 200.00 RIVAL: Gum You start at the very bottom level of the Residential District (the starting point in The Monster of Kogane) and have to go straight forward, past the stair case that leads further up into the level. Wall ride once on the right side of the alley for an early lead; just beyond the stairs on the left side of this area is a small entrance that leads down into the sewers. Once you get inside, jump over the staircase just beyond the door in order to keep from slowing down; once you cross the sluice of green water, jump and grind on the right ledge, riding it out into the sewers proper. You'll appear in one of the U-bend tunnels; go left into the main body of the sewers and jump on the railing ahead of you. When the rail bends outward so that you're directly facing the opposite U-bend tunnel, jump away and land on the catwalk; this will give you an immense lead over Gum, since she'll go all the way around, and if you manage to avoid screwing up from here, you'll hit the tag spot before she even gets into Kibogaoka. Once you hit the walkway framing the second U-bend tunnel, head right; wall- ride against the wall as many times as you can afford for a huge speed boost. When you've reached the far end of the walkway, take a left into the U-bend tunnel and keep an eye out for a path on the right that leads out of the sewers. This area has three steep ramps that slow you down pretty good, but you can wall-ride along the sides to make the trip a little faster. When you exit this tunnel, you find yourself inside the factory at the Factory Ruins. Charge outside the factory and go straight to the pile of scrapped cars. Jump on the ledge so that you're heading left; tap the A button to hop each time the ledge gets higher (if you have trouble with this, then a safe alternative is to just run a ring outside the pit using the dash-jump technique). If you can, grind on the highest part of the ledge and jump up onto the arm of the crane to clear the wall at the top of the Factory Ruins (again, you could just run past it with dash-jumping); either way, going past the wall and on the left is an open gate that leads into a winding path that steadily climbs upward. Dash-jump through this area, and at the end, it opens up into Kibogaoka Hill. There are a few chances for you to grab paint cans; stick to the right while being careful to stay on the rooftops. Like all of the other races, all you need is a single can; once you have it, just tear-ass down to the bottom (the most surefire path is to drop down in the straight near the right side of the area). Make a shot for the clearing at the bottom of Kibogaoka without going through the breakable windows leading into the Residential District (that would be a bad thing); the tag is on the street in the middle of that area. +=============================+ [7.1.3] Benten-Cho +=============================+ TIME: 200.00 RIVAL: Tab Like you did in Graffiti High, dash and hop onto the train railing directly beneath you. Jump again as you're about to crest the hill to gain a little speed, being careful to stick to the left rails as the train will come barrelling down the right side. Once the train has passed, jump onto the right side of the rails and hop through the green gate at your right, leading into Genkijomae Plaza. If you can, try to land on the rail leading up to the platform in the center; before you reach it, jump away and aim for the rail leading to the breakable billboard. If you miss the jump, just bee-line straight for the pickup truck and grind up the bed, jumping into the hidden path. Dash-jump through the path, and when you emerge on Genkijomae Street, grind along the railing at your right. Now, on the right, there are three breaks in the storefront that lead to bridges connecting Genkijomae Street to the Business District; you used one of these in Mew's challenge, and you want to keep an eye out for the second break, which has a straight bridge (as opposed to the other two, which are angled and take longer to traverse). Grind on one of the rails and be careful to not jump into the train graveyard again, or else you've pretty much lost. Once in the Business District, drift to the right; across the street, you'll see the base of one of the stair rises you had to chase the Noise Tanks around on, and just right of that is a large entrance of some sorts; this is a new path, so go down inside and dash down the slope that follows. This path will take you into Chinatown; the street will split three ways in front of you, and you want to go down the middle of the lot. Remember that secret door that leads to the top of that tower? We're using that again, and it'll be on your left this time. Go in and grind down the long, bronze rail that loops around the building (your deposit of spray paint will be along this rail), jumping away as it ends and landing on the pipe lined up with it, just past the niche caused by the center island of buildings. Ride the rail and hop off at the end; the tag mark will be there. (Basically, Mew's tests served to prepare you for this entire race, so keep those in mind here!) +=============================+ [7.1.4] Bantam Street +=============================+ TIME: 200.00 RIVAL: Combo You'll start at the bottom of the street, next to the building with collapsable windows, facing in the direction of the gas station. Because the alley next to the building with collapsable windows is blocked off with a gate, and the pipe leaning up against the gate between the gas station and the storefront has been removed, you're forced to go all the way up the street. You need to get around behind the gas station, so you can either actually go around it, or you can take the stairs up to the roof. In either scenario, you need to wind up on the ledge of the concrete wall closing the level in. Your paint deposit will be found along the ledge, right in that one area with two ninety-degree turns. The fastest way, I've found, is to grind up the stair rail of the gas station, then to drop down so you're grinding on the rail of the fense surrounding the basketball court. Jump from there to the ledge to grab your paint. When you've got at least one can, head into the building with collapsable windows. Combo will stop in the lobby here if you're behind, but if you took the gas station rooftop to get the paint cans then you should have a decent lead. Dash and jump onto the black rail on the left side of the stairs; ride it to the top floor and jump out the windows bordering the street. Land on the train tracks and start grinding in the direction of the gas station again. The tag will be on the leftmost side of the train tracks; you'll have to grind on the rail penning the tracks in to hit it. Your target will be the advertisement at the end of this rail, and you need to hop over it to hit it. +=============================+ [7.1.5] Grind Square +=============================+ TIME: 200.00 RIVAL: Cube Most Jet Crushes attempt to keep you from taking short cuts in levels, putting up gates and doors and what have you; fortunataely, the nature of Grind Square's design allows you to cheat soooo hardcore. You start on one of the buildings near the center of Grind Square; there's a glowing red rail directly in front of you that you want to jump and grind up. It'll cut across the middle of Grind Square and deposit you on the set of buildings attached to the hoyer lift that touches the ground. Cube will wait for you here if you're behind, but you won't really need it. Either way, if you keep your eye on her you'll notice that she jumps on a ledge and grinds to the right; you're devious, though, and you want to show her just how creative you can be, so you'll want to jump on the same ledge, only going left. Hop up onto the red wire attached to the ledge and ride it across the chasm, onto the roof of the building you'd started on; grab one of the paint cans there, then double-back across that red wire again. Drop down onto the ledge its attached to and ride it until it makes a ninety-degree turn via a flagpole; jump across the gap and land on the building that SHOULD be directly in front of you. There's a ledge set against the wall of the building, which will be at your left, with the tag perched above it. Grind the ledge to hit the mark. =============================================================================== +=============================+ [7.2.0] Jet Technique +=============================+ You unlock Jet Technique mode the first time you clear the first three levels of Chapter 3: Golden Rhinos. This mode is all about racking up points within the time limit, so you'll want to roll with technique specialists (Tab, Mew, Love Shocker and Potts). There are several small green tags scattered around the area to boost your score, but if you're really for seriously gunning for a Jet rank, it's not worth going out of your way for them. Ensuring a Jet rank is all about finding that one big trick loop and hitting it repeatedly - boring, yeah, but guaranteed for a win. I'll point out the trick loops I use, but feel free to try out your own thing and see if it works. NOTE: In order to unlock Jet Technique mode for Bantam Street and Grind Square, all you need to do is beat the story mode mission for each level. Also, Jet Technique is your friend if you're hunting for Graffiti Souls! If you happen to fail a story mode mission after picking up a Graffiti Soul, you lose the Soul and have to pick it up again. The only ways to lose a Jet Technique are to run out of health (which most tech specialists tend to have in abundance, and since cars and fall damage are your only risks here, you're pretty safe) or to exit the level, either through the start menu or the various routes that carry you out. Unless you have terrible luck with that sort of thing, you're pretty much guaranteed to walk away from a Jet Technique with a Graffiti Soul if you pick it up. (For a more comprehensive guide on Graffiti Souls and where to find them, check the next section.) +=============================+ [7.2.1] Shibuya-Cho +=============================+ TIME: 600.00 TAGS: SMALL: 22 (green) MEDIUM: N/A LARGE: N/A BUS STATION: There are five small green tags here: two on the hoods of the blue taxis, one on the billboard above and between the two taxis, and one on the green car and moving truck parked next to one of the garden rails. These are ones you've hit before, so they won't be hard to find. There's a massive trick loop here that's kinda difficult to hit: starting at the far end of the green rail with the car and moving truck, jump and grind on it towards aforementioned park vehicles. Jump and wall-ride off the billboard to the left of the rail at the very end, then jump across the street so you land on the garden rail running parallel to the one you just left. Ride it, jump across the gap made by the stone signpost, land on the rail on the other side. When the rail ends, jump onto the stair rail lined up with you, and when the rail makes the ninety-degree turn, jump across the walkway so you're grinding on the opposite side. Keep an eye out for the breaks in the rail on your right; you want to make sure to jump back to the right side of the rail between the last two breaks, and grind down the rail so you're facing in the direction you'd started. Jump away from the rail when you're angled the right way and wall-ride off the billboard above the two blue taxis, then land on the green rail on the ground that you're lined up with; at the very end of this rail, jump away and land on the rail you'd first grinded on. Wash, rinse, repeat. The most difficult part is that last jump, because if you jump too early you won't make it, and if you jump too late you'll just fall off the rail. The sweet spot is very small...but if you can make it work, awesome. PARK STREET: You can find five of the green tags splattered about inside the drainage ditch and an additional five within the playground. The ones in the playground are actually worth your time to hit, so if you happen to have paint (which you will if you hit the trick loop here), go ahead and tag it up. This trick loop is considerably easier if you just stick to the basic path. You'll want to stick to the two blue stair things attached to the playground that stretch over the steet; the fastest, boringest way to get your points is to grind on the inside of those stair things, jumping over to the opposite stair thing before the rail ends and dumps you out on the ground. You should have enough momentum to allow you to go diagonally from one stair thing to the next, allowing you to avoid the pesky telephone pole directly between the rails closer to the gate leading into the drainage ditch. But if you want to mix it up, you can expand out into the playground; you can use the elephant slide really effectively to return back to the stair things due to how much it curves around, in case it looks like you're losing control. CENTER STREET: In that long, curved back-road leading from the top of Center street to the bottom (the one without traffic), there will be seven tags set against different parts of the green rails running all the way along there. There aren't really any good trick loops here, though, so there's not much point in coming this way. +=============================+ [7.2.2] Kogane-Cho +=============================+ TIME: 600.00 TAGS: 33 SMALL: 33 (green) MEDIUM: N/A LARGE: N/A SEWERS: There are ten tags for you to hit down here, but all of them are out of the way; four are in one of the massive u-bend tunnels, while six are in another. The sewers boast the most convenient (re: only) trick loop in Kogane, both in ease and the fact that you start out right in front of it. Get out to the blue catwalk stretched over the sewage and start grinding on it; from where you start the level, there'll be a short blue rail directly in front of you that you can dash to, grind on, and jump away from in order to reach the catwalks efficiently. Assuming you do this correctly, you'll land on one of the catwalk's rails; angle yourself to the right and when the catrail breaks off, clear the gap and grind on the rail aligned with the one you'd just jumped from. When the rail angles itself at the wall, jump and aim to the right; wall- ride, then jump at a sharp right, angling yourself back towards the catwalk. Grind the rails again, this time in the opposite direction, being sure to stick to the inside rails. When the rail angles itself so it's running parallel to the opposite wall (the one with the staircase leading up from the water and the little room the Poison Jam hid in when you tagged them here), hop off and land on the rail bordering the stairs. Ride the rail up until it angles towards the wall; jump and aim left so that you wall-ride off that wall, then jump again to land on the rail that's connected to the catwalk. Repeat this process ad nauseam, and you're good to go. FACTORY RUINS: There are three tags on the inside wall of the pit, which you have to wall-ride and jump repeatedly in order to hit; two more can be found outside the pit, set against the curved wall that runs parallel to the walls inside the pit, while three more can be found on the wall with the crane leaning up against it. You'll have to jump to reach the one at the very end of the wall here. One last tag can be found at the very back wall. There's no really easy trick loop to hit here. If you feel like challenging yourself, you can try grinding around the walls of the pit, but that requires a lot of accuracy and timing - moreso than the sewer line. KIBOGAOKA HILL: Only four tags here: three on the roofs, one on the ground between the housing clusters and the building with collapsable windows that leads down to the Residential District. Again, there's no lines for you to really hit here, because they all lead downhill; if you wanted to work out of this area, you'd have to do a lot of back-tracking, wasting a lot of time. RESIDENTIAL DISTRICT: There are two tags in the upper tier. One is around the back of the water tower (which you've hit a million times by playing the story), but the other is more hidden. Go to the opposite end of the street from the big staircase leading to the upper tier, and pull a right around the buildings; watch out for an alley on your right, dividing up the building clump. Look into this alley to see a pipe resting up against the left side, which connects to a wire going across the alley, which in turn connects to a balcony - the tag (and a well-hidden Graffiti Soul) can be found there. There are three more tags on the rooftops that make up the fourth tier, and four more scattered across the girders looped around the bottom tier. Once again, there's no decent trick loops; any huge lines you could hook up are inconveniently interrupted by a fence, or a telephone pole, or something of that nature, and the smaller lines are singled off. So, stick to the sewers. +=============================+ [7.2.3] Benten-Cho +=============================+ TIME: 600.00 TAGS: 37 SMALL: 36 (green) MEDIUM: 1 (green) LARGE: N/A BUSINESS DISTRICT: You can find three tags in this area, each one above one of the rails of the big staircases bordering the buildings; two are on the massive set near the bridges leading into Genkijomae Street, and a third is around the opposite side. The Noise Tanks outline an obscenely long, difficult line for you when they challenge you for control of Potts, which involves starting from one of the big staircases and grinding all the way around to the closest one; you can mimic that loop however you want, an easy way being to stick to the divider on the streets, only to jump up to the stairs and grind on them before you get onto the street furthest from Genkijomae Street, as the dividers end and it's difficult to jump straight from there onto the planters which take their place due to traffic. Long, difficult, yeah...but soooo satisfying when you hit it. Again, you can alternate grinding surfaces however you feel, 'cause there's no shortage of them here. GENKIJOMAE STREET: Two tags can be found around the back of the cluster of buildings at the top of the street, while four more can be found on either side of the street if you go down towards the secret path towards Genkijomae Plaza. There isn't enough here to make a solid line out of, let alone a whole loop of tricks - it's better to bypass this place entirely. TRAIN YARD: Not much to speak of here - there's one tag on each of the two blue crates at the end of the Train Yard closest to the entrances into Genkijomae Plaza and Chinatown, and there isn't enough for you to make a decent trick loop out of. GENKIJOMAE PLAZA: There are a whopping SIXTEEN green tags in this area alone, four on each of the massive billboards sitting on the ground. You can also make some sick trick loops out of here by combining the rails in front of the billboards, the billboards themselves, and the wires connected to the central island thing. That's something you'd have to improvise yourself, but you're welcome to have fun with it! SUBWAY: What? What Subway? I'm glad you asked. This is an additional hidden path you won't be given access to during the first chapter; it opens up in Chapter 3, when you're fending off the Golden Rhinos in Benten Burning, but there's no reason to go down there...until now. You can access the Subway either by going beneath the huge ramp in Genkijomae Plaza, or by finding the access tunnel set into one of the building clusters in the Business District. (If you're looking for the BD one, face the building clusters with Genkijomae Street at your back. The Subway entrance will be on the left cluster, if you were to go around it rather than cutting between the two; it'll be recessed into a building as they curve around.) There aren't any tags to be found in the subway, but it has the absolute sickest trick line in the entire level. Aside from the two stations at either end, the subway is a long tunnel full of grinding rails and wall-rideable walls; you can do all sorts of crazy grindy-jumpy-wall-ridey combos down here, and all you have to be conscious of is going past either station and exiting the level, and the trains barrelling past on both sides of the track at a smorgzillion miles an hour. The trains are easy enough to avoid because you can always jump from one side of the tracks to another, and there's only a brief section where they both pass each other at the same time...but that section is also divided by a short wall with - you guessed it! - a rail you can grind on set into the top. In order to reach said rail you'll have to wall-ride off one of the walls closing in the tracks and then jump off onto the middle wall, but you won't have any trouble timing it as the trains take their time getting to you and give you plenty of warning. And if all else fails, if you're about dead and don't want to take a chance, you can retreat to any one of the numerous alcoves set into the side of the Subway tracks, safely out of harm's reach. So handy! CHINATOWN: Seven tags can be found at street level, each of them you've had to hit in story mode, so I shouldn't have to hold your hand here. There's one additional small one on the roofs of the center cluster of buildings, hung over a gap, as well as A GREEN MEDIUM TAG, which is clearly visible on the same island. This is the only Medium tag that will appear in Jet Technique so far as I know...and I like to think I'm pretty thorough! One last small tag can be found on the island of buildings closest to the Train Yard entrance, suspended above a gap in plain sight. There's a nice, crazy loop for you to follow here that a member of the Poison Jam highlights for you in Behind The Mask; start up near the gate connecting the Train Yard to Chinatown and face away from the Train Yard. You'll notice a phone wire stretched along the right side of the alley; jump onto that and wall-ride against the gray wall at the end. Angle yourself to the left so you land on the next section of phone wire; from there, jump away so you're on one of the two drainage pipes suspended between the two buildings (which you likely had to use very frequently to escape the Keisatsu and Golden Rhinos) on your right. Jump away from whichever rail you chose and wall-ride against the gray wall at your right; IMMEDIATELY jump away and land on the phone wire lined up with you, and then when the wire is about to end, jump away again to hit another gray wall on the same side. Again, wall-ride and IMMEDIATELY jump away (this wall and the last one both only let you slide for a split second before dropping you like a cell phone call placed in a valley) onto yet another phone wire, still lined up with you. Make a long jump over the telephone pole in your path and be sure to clear the one following, as the wire between the two is very narrow; when you land on the wire past the second pole, jump away and aim to your left. Land on one of the red, arched beams connecting the middle island of buildings to the one bordering the Train Yard gate, and then jump onto a house with a red roof and a spine directly through the middle. Grind on the spine, jump over the following few buildings, land on another roof like the one you'd just left, and when that's clear, jump away and aim left, so that you're grinding on the phone wire just past the first gray wall again. This line is TERRIBLY inconvenient and I guarantee if you pursue it you'll waste an obscene amount of time and ultimately lose your Jet rank because of it. But oh man, it makes you feel ace when you do it. Otherwise, don't really bother with Chinatown, either. If you're looking for actual points instead of style points, just stick to the Business District, Genkijomae Plaza, or the Subway. >_> +=============================+ [7.2.4] Bantam Street +=============================+ TIME: 600.00 TAGS: 27 SMALL: 27 (green) MEDIUM: N/A LARGE: N/A Hokay. There are eleven tags set against the ledge running from the side of the gas station to the entrance of the building with collapsable walls, some of which you will have to reach via wall-riding and jumping, and another tag on the back of the gas station. (THESE TAGS ARE WORTH HITTING. Gather up some paint at the gas station before starting the trick loop highlighted below.) Yet another tag can be found on the wall of the gas station bordering the basketball court that you can only reach by grinding up the pipe leaning against the gate that seperates the back area from the street. Eleven more are stationed along the railroad tracks, attached to billboards which you have to hop over in order to make the tag, six on one side and five on the other. There is one tag you must hit by dashing at the gas station sign and wall-riding off, located on a blue sign above the gray wall with the ledge with all of the tags I squee'd about before. Finally - and this is pretty sweet - there are two tags that LOOK like they're out of reach, suspended on a couple billboards high above the nearest surface. In order to get that, you have to face these billboards from the gas station; dash and grind on the ledge bordering the billboard on top of the gas station itself, and then jump away. Wall-ride the billboard across the gap and jump off, angling yourself to the right; there will be a billboard facing away from you with the first small tag on it. Hit the tag as you wall-ride and jump away, angling yourself to the left; wall- ride the following billboard, then jump and angle right again to hit the last of the small tags. If you're feeling ace, wall-ride and jump again to the last of the billboards, which will now be on the left; doing so will put you somewhere close to Cloud 9 (I'd say maybe a Cloud 6 or 7) and net you a Graffiti Soul or two. The most significant trick loop here is behind the storefront and gas station. Starting from the alley next to the gas station, grind on the ledge bordering the large gray wall. Do repeated wall rides for quick points, then round the corner so you're travelling against the rear wall. Jump across the gap in the ledge without wall-riding; ride the ledge again, wall-riding while you can. Jump and clear the second gap in the ledge, and then jump and wall-ride into the narrow corner of the ledge so that you're facing the basketball court. You should have enough height to be able to jump away and cross over to the outer rail of the basketball court, heading in the way you'd come from; clear the gap in the rail, and then leap away from it before it makes the ninety-degree turn. You can grind on the ledge of the wall behind the gas station; jump up onto the next ledge before the first one gets too close to the ground, and then jump away again so that you're heading for the big gray wall again. Angle to the right and wall-ride; you'll land on the ledge again, heading back towards the basketball court. There you go - just hit that line as much as you can. +=============================+ [7.2.5] Grind Square +=============================+ TIME: 600.00 TAGS: 11 SMALL: 11 (green) MEDIUM: N/A LARGE: N/A Ffffffff Grind Square. Okay. Okay, we can do this TEi. There are only two tags up on the rooftops; going up the hoyer lift that's raised up off the ground will lead you to both. When you get out of the lift, turn left and grind on the ledge there; follow it till it crooks and jump away before it ends. You'll land on a red, lit-up wire with the tag on it. Ride this wire till it turns into an American flag, and jump away before that ends; you'll land on a rooftop with a tag set against the wall. Jump or grind on the ledge attached to the wall to hit the tag. A third tag can be found if you go up the hoyer lift in direct contact with the ground; when you get to the roof, go right til you see the brown staircase with the ledge set against it. Turn around, grind that ledge, and jump onto the red wire lined up with it; the building you wind up on has green pipes on either side that double back on themselves and spiral towards the ground. Going down the green pipe closer to the hoyer lift touching the ground will eventually yield it. There are two additional tags on either side of the Golden Rhino statue in the middle of Grind Square, and six more can be found at street level, three in each of the northern branches of the level. As for a loop...well. There's really only one. Start off on the roofs on the side of the hoyer lift that's touching the ground. You'll want to grind away from the brown staircase so that you have to jump onto the red wire and then to the narrow building. Rather than actually landing, try to hit the ledge against the back wall of the building (doesn't matter if you go left or right). It will eventually lead onto a series of green rails that doubles-back on itself frequently (one of the green tags can be found on one of them), but you have to jump away before the rails end or else they'll deposit you onto the street. Stick close to the side of the building and you'll hit red wires that are also angled downward; jump away before these end and you'll land on one of the red wires bordering the Golden Rhino statue. (This is all lined up nice and neat, but the camera will be all sorts of screwed up from all the angles you've been grinding and jumping into...so just jump long and let physics take its course.) Jump away from the statue and you'll be lined up with another red wire on the building opposite the one you just came from; jump once more when this wire ends to land on another green, spiraling pipe. Here comes the fun part: you have to continuously jump in order to keep going upward, meaning you're wasting a lot of time and not earning any points. By the time you reach the top, you just stick to the rail as it goes across the roof of the building and back down; jump away from the green rail before it ends, land on the red wire attached to the building angled down, jump away and land on the OTHER red wire bordering the statue, jump onto the red wire across the way, jump onto the winding green pipe and work your way up again... You don't get a lot of points for it and it sucks up soooo much time. So the best thing to do is freestyle, just keep moving from one location to the next. Don't fret if you fall, or if you break your combo or something like that, or even if you can't find another loop. It's all good. =============================================================================== +=============================+ [7.3.0] Jet Graffiti +=============================+ You unlock this mode after tagging up the rival gang owning the respective turf in Chapter 1: GGs. Jet Graffiti is essentially playing a story mode mission in Chapter 2: Combo & Cube and Chapter 3: Golden Rhinos, only this time you don't have to contend with the Golden Rhinos at all; you're free to take the level on however you want. Like a regular story mode mission, you have to hit all the red tags in order to win, but there are bonus green tags that you can hit for more points, and in this mode there's no reason NOT to go out of your way to hit them. So, yay! NOTE: In order to unlock Jet Graffiti mode for Bantam Street and Grind Square, all you need to do is beat the story mode mission for each level. Because of a lack of danger (the worst thing you have to worry about is being hit by a car or taking fall damage), Goji is your absolute best friend for Jet ranking these missions. The Noise Tanks also work because of their greater can capacity, but honestly, the twenty extra cans isn't really worth the sacrifice in graffiti skill. +=============================+ [7.3.1] Shibuya-Cho +=============================+ TIME: 999.00 TAGS: 40 SMALL: 15 (red), 7 (green) MEDIUM: 3 (red), 7 (green) LARGE: 5 (red), 3 (green) You start out in the Bus Terminal. There are two small green tags on the hoods of the blue taxis near your starting point, as well as three medium greens on the sides of the busses; nail the two small reds on the hood of the car and the side of the moving van parked next to the green garden rail, and then make your way up to the bus shelters. Either jump across the tin roofs, or grind across the stair rails - your next tag is a small red on the billboard above the two blue taxis. The last tags will be on the ledges hanging over the sidewalk: two red mediums and one red large. (You hit these all the way back in Shibuya GG.) Make your way into Park Street via the empty sewer (use the long staircase going downward, it's on the same sidewalk bordering the parked car and moving truck, close to the entrance leading into the hub area). There are five small reds to hit once you get into Park Street's section of the sewer; dash and roll up the side of the sewer, jumping at your peak in order to reach the tags. Keep going all the way until you hit the fifth and last one, which is past the gated entry onto Park Street's street. Go up through that gate and head into the playground; there are five small greens on the billboards in the playground and one medium green on the ground near the swingsets. Hit these guys quickly (gather paint from the two blue stair thingies if you need more) before going up to the unfinished highway. There's a large red at the closest end, and if you have the time and resources, head to the opposite end to hit two more large tags across the gap. (Remember, you can wall-ride along the wall connecting the two parts of the highway.) Return to street level and head towards the hub area; there are two more medium greens on either side of the street, and if you choose to go left at the end rather than right, you'll find an alcove with a large green and another medium green for you to pillage. Once that's done, it's off to Center Street! Assuming you cut through the hub, and didn't go all the way through the sewers (you silly person), you'll pop out at the bottom of Center Street. Cut across traffic so you're going up the back road; jump up on the green rail at your right to hit three small reds, and then jump to the rail on the opposite side of the street for another small red. Here, you'll find a green large in the middle of the street; if you don't have enough paint, come back for it later as there's plenty hanging around. Duck into the alley closer to the bottom of the hill, and you'll find a medium red and a large red framing the staircase that connects this road to the next. There's a nice deposit of paint here if you were running low, so hit both of these tags before going up the staircase. At the top of the stairs, turn left and go downhill, picking up more paint on the green rail to your left if you need it; you can hit the green large set against the wall here, as well as the one in the middle of the street if you haven't already. When you're finished, head to the opposite side of the street and continue your original path of grinding up the back street via green rails; there will be a single red against the buildings as the rail curves. Jump across the street, and hit the last two small reds hanging above the next green rail. BOOM, you done! +=============================+ [7.3.2] Kogane-Cho +=============================+ TIME: 999.00 TAGS: SMALL: 13 (red), 20 (green) MEDIUM: 2 (red), 7 (green) LARGE: 4 (red) Poop! Back in the Residential District, right on the bottom tier - the same place you started in The Monster of Kogane. Head up the stairs at your right, and a medium green is up at the top; turn around, wall-ride across the gap and over the stairs. When you land on the opposite side, there's another medium green, and if you need paint, you can stock up on top of and inside the nearby houses. From here, jump up on the roofs of the houses using the parked car near that green medium to find your first red tag, a medium, on the sloped red roof. Aim towards the cluster of houses seperated from you by the gap and jump across to pick up more paint and hit a medium green. Get up to the top tier somehow. Scattered around the perimeter are two green smalls, a green medium, a red large and a red medium; these bad boys are ones you've hit before in The Monster of Kogane and Fight or Flight. There's a small red secreted away on the top tier, on the side furthest away from the huge staircase connecting the second to this one; if you pull around the corner so you're in the narrow road, keep a look out for an alley to your right. Inside there will be a pole leaned up against the left side of the alley, connected to a wire that leads over to the right side, connected to a balcony; your tag is up there. The last tag in this area is behind the water tower. When you're done there, get your butt down to the sewer. There are a couple ways down there from the Residential District, either by dropping down the open manhole on the top tier near the big stairs, or by going past the stairs on the bottom tier and going in through the door over there. In the sewers, there's a lot of action in the u-bends; in the one connected to the stairs, there are three small greens and two small reds. When you leave the u-bend, the wall framing the two u-bends has a pair of large reds hanging on it. If you head down the stairs, into the room you started Kogane Circus, there'll be a medium green lurkin' away just waiting for you to tag it. Get over to the opposite side and hit the medium green on the wall across the way. Duck into the u-bend here; in that hidden path cutting through the middle of the u-bend, with the boxes hiding it from view, is a medium green. The u-bend itself has two small reds and a small green; with these hit, head up to the factory ruins, which are connected to the u-bend I just toldja about. When you pop up inside the factory, there are six small greens to hit in here, three on either side, as well as a nice store of paint. Head out into the pit; on the left side of the pile of cars is a green medium, and on the right side are three small reds that you need to wall-ride to reach (you'd gotten these earlier in No. 540). Using the same walls, jump to your right after you hit the third red to land on the balcony hanging over the factory's mouth to hit two large reds. Get out of the pit so you're taking a left from the car pile; there will be two small greens on the wall at your right, as well as three more on the wall the crane is resting on; you have to jump and wall-ride to hit those three. Now tear into Kibogaoka Hill to finish this off. If you want to finish efficiently, the last red tags are all on the sloped roofs here, two small reds and a medium red (as well as two small greens), but there are a couple you can hit on the ground level. In the second alley from the topis a medium green, and at the very bottom of the hill is a small green - but other than that, you're done! +=============================+ [7.3.3] Benten-Cho +=============================+ TIME: 999.00 TAGS: SMALL: (red), 14 (green) MEDIUM: 6 (red), 4 (green) LARGE: 7 (red), 1 (green) (Before anyone asks, or charges down there without checking further along the guide, or accuses me of making things harder, there isn't anything to tag in the Subway. Just lettin' ya know, cuz I love ya.) They kinda start you in a weird place - you're on one of the bridges connecting Genkijomae Street with the Business District. Either way, head into Genkijomae Street and gather up your paint, which can be found along the rails heading down the street. Hit the stuff here in whatever order; there are two small greens, two medium reds and a large red around the looped area at the top, and two small green as you head towards Genkijomae Plaza - which is where you'll be going next anyway, so take the hidden path. Not a whole lot to see here; a medium red and a large red on the awnings, which you have to use the wires to reach (you hit these back in Graffiti High), and eight small greens scattered along the billboards, which you can reach at ground level by grinding on the rails in front of them. Now it's time to hit the Trainyard. There's actually stuff that you NEED to hit here, for once! You can hit the two small greens on the blue crates (if you're coming from Genkijomae Plaza, these will be on the right) and the medium red down the way. Head to the opposite wall to hit the two large reds and the green medium between them, then go back up the train tracks and into Chinatown. When you get in here (assuming you took the Trainyard entrance), there's a large red on the wall directly to your right. Going down to the street level from here takes you right to a large green (verrrry hard to miss), and if you go around the corner, keep an eye out for the gutter hanging down between two houses on your right. Grind up that, turn around, and either grind or jump across to the connecting roof, which houses a green medium. Drop back down to ground level and hit the large green hidden around the island of houses furthest from the Trainyard entrance, and then hit the large red nearby, bordering the tunnel connecting Chinatown to the Business District. Head back to the rooftops one more time and jump into the alcove above the tunnel, dashing and jumping from the closest roof, to hit the medium red over there. Time to finish this off - head into the Business District! If you took the tunnel connecting Chinatown to the Business District, you'll appear near the walkway with the construction taking place overhead. There are two small reds located on opposite sides of the street on this walkway, and if you feel adventurous, you can go up to the construction area to hit a green tag. Grind up the long staircase attached to this walkway and hop off near the top, so that you land on a green skybridge stretched high above the street; wait as the crane on top of a nearby building swings a platform over to you, jump on top of said platform, and ride it across to another, lower skybridge, which has the tag in question on it. Head into the alley dividing up the two building clusters; at the base of the stairs of the big walkway with the construction, in that alley, is a large red. With those stairs at your back, you want to go up the short walkway that will now be at your left; head down to the opposite end, and then turn around so you're facing the middle again. Grind on the right-hand rail and jump forward when it first angles downward. You'll land on an awning, which is close to yet another awning straight ahead; jump up onto that, and there will be a medium green on the wall. Finally, you'll want to go up the last of the three walkways; the guard rail on here bordering the buildings has a small green you can hit as you grind past it, and the last red tag you need will be at the very end. Grind on the outer rail of the walkway and when you get near enough to the end, jump away and land on the yellow awning lined up with you, and then hop over to the green awning next to it. Hit the red medium, and you're finished! +=============================+ [7.3.4] Bantam Street +=============================+ TIME: 999.00 TAGS: 17 SMALL: 2 (red), 3 (green) MEDIUM: 7 (red), 1 (green) LARGE: 3 (red), 1 (green) Just as in Tag or Die, you start on top of the gas station, facing the sign. Dash and jump at the sign, picking up the paint; wall ride against it and jump towards the wall with the small green tag hanging there, then head around behind the gas station. Between the gap in the ledges near the basketball court is a large red tag. If you can get up the speed, you can grind on the ledge and then wall ride and wall jump in the corner just past the gap to hit the two small green tags there. Go down into the basketball court and stock up on paint. On one side of the wall with three cans of blue paint on top is a large red tag. Hit it, then go out the basketball court, heading towards the building with breakable windows and hit the medium green tag on the way. Rather than going into the building pull around the corner and head up the street again, hitting the two medium reds on the storefront. Go back up to the gas station roof and hit the large red tag on the billboard. Once you've done that, jump onto the storefronts next to the gas station and hit the three medium reds on the billboards. Go back to the gas station roof and go past the billboard there; turn around so you're facing the storefronts and grind on the billboard rail. You need to have good aim with this one: jump for the nearest billboard on the storefronts roof and wall-ride against it. Jump away from there and angle yourself at the next billboard in line, which is closer to the front of the storefronts; hit the small red tag here, and then jump away and angle to the next set of billboards at the left. Wall-ride, jump to the right, hit the small red tag, then jump, angle left, wall-ride again and burst through the breakable windows just ahead. Jump onto the train tracks from here and head towards the massive billboard mounted in the middle; hit the large green tag here before turning and going back down the street. There's another large green tag on top of a high roof across the street from the building with breakable windows; get up there and hit the tag before turning around and heading up the street again. The last two red tags, both mediums, are on the same set of buildings. +=============================+ [7.3.5] Grind Square +=============================+ TIME: 999.00 TAGS: 18 SMALL: 5 (red), 4 (green) MEDIUM: 4 (red) LARGE: 3 (red), 2 (green) You start on a ledge overlooking the center of Grind Square; if you jump on the glowing red wire ahead of you and on your left, you'll be carried over to the rooftop that the hoyer lift touching the ground brings you to. Grind ahead, jumping off to take care of the medium red tag at the very far end of the stair case that took you to the next level; once you're done, back up, get some speed, and then grind on the ledge again, jumping off after the ledge crooks into the flagpole. Land on the big roof just ahead of you and grind on the ledge to your left, hitting the small red tag on the way; continue to ride the ledge as it turns to a snaking green rail that will eventually deposit you safely onto the street. There's a red medium tag to your right; hit that, and then go down the street ahead of you and to your right (with you facing the tag you just hit). There's one medium red tag on your right, and then another on your left, further down the street. Turn around and head up the street; go straight past the hoyer lift hovering over the ground and you'll come to three small reds on your left. Hit those, turn around, and pull a U-turn around the building seperating this street from the one around said building. Hit the two small greens and the small reds before heading over to the hoyer lift hanging above the ground. When the hoyer lift brings you to the roof, turn right out of it and go up the metal stairs; at the very top is a square roof with two large green tags in one corner. Once done, turn around so you're facing the center of Grind Square again; there's a ledge ahead of you and on your left. Jump on it, grind, and leap at the end, landing on the ledge below you that you're lined up with. Jump again before the ledge crooks, landing on the red wire that's also lined up with you; when you're close enough, hop from that wire onto a roof far below you (you WILL take fall damage from this) with a large red tag on it. Hit this, face towards the center of Grind Square, and jump onto the red wire attached to the right corner of the building. It'll take you around the rhino statue in the center and up before criss-crossing with another red wire going down; jump over onto this wire, ride it to the end, and you'll be on a platform with two more large reds. Hit these, and you're done. =============================================================================== +=============================+ [8.0.0] Graffiti Souls +=============================+ Before we start this section proper, let me tell you right now: Jet Technique is your friend here. If you collect a Graffiti Soul in a level and fail to complete the mission (dying, being carried out of a level, running out of time, returning to the Garage), you won't have it in your Graffiti Soul list and will have to go get it again. Jet Techniques are great just for this reason: it's impossible to lose unless you leave the level or die, and even then it's hard to die because you don't have anybody chasing you. You have full access to a city if you do a Jet Technique, and ten minutes to explore that city with. If you happen to pick some up during a story mode or Jet Graffiti, then great! For the rest, though, you want to use Jet Technique to hunt them down. +=============================+ [8.1.0] Small +=============================+ #01 - BEAT: Beat the clock Unlocked automatically. This is your default Small tag. ============================== #02 - GUM: Pop! Unlocked automatically when you start the game. ============================== #03 - TAB: Tab me Unlocked automatically when you start the game. ============================== #04 - COMBO: Don't push it, kid! Unlocked when Combo joins the GGs. ============================== #05 - PIRANHA: Beware my bite! Unlocked when Piranha joins the GGs. ============================== #06 - GARAM: Freaky deaky Unlocked when Garam joins the GGs. ============================== #07 - MEW: Purr like a kitten, fight like a tiger! Unlocked when Mew joins the GGs. ============================== #08 - CUBE: Fear me Unlocked when Cube joins the GGs. ============================== #09 - YO-YO: Yo yo, baby! Unlocked when Yo-Yo joins the GGs. ============================== #10 - SLATE: You gotta cheat to solve puzzles Unlocked when Slate joins the GGs. ============================== #11 - RYU: Ryu 2? [SHIBUYA-CHO: BUS TERMINAL] - At the very far end of the longest ledge, near where it drops off to the moving van, #11 is sitting right in reach. ============================== #12 - DRAGON: Dragon crew who are you? [SHIBUYA-CHO: CENTER STREET] - On the main road, about halfway up the hill and in the middle of traffic, #12 will be on the side heading uphill. ============================== #13 - ANTI-TAG: Watch out! [SHIBUYA-CHO: PARK STREET] - This one is pretty easy. Stand on the bridge that hangs over the empty sewer; you want to face the playground so that the houses on top of the sewer are on your right. Dash and grind onto the rail bordering the right side of the street; jump away and angle for the building with the red roof. #13 is right on top in plain sight. ============================== #14 - EDGE: Edge you out [SHIBUYA-CHO: CENTER STREET] - On the side road nearest the bottom of the hill is a set of triangular stand-sign things, on the opposite side of the street from the path connecting it to the path beside it; knock them over to find #14 hidden underneath one of them. ============================== #15 - SICK PUPPY: How much is that mutt in the window? [SHIBUYA-CHO: BUS TERMINAL] - Head over to the long bus shelter closest to the ledges and trek down to the end furthest from the stair cases. There are a pair of rails attached right to the end, one connecting it to another shelter, the other sticking out and facing the ledges. #15 is suspended in the air beyond the rail facing the ledges; it takes a bit of timing, but you have to grind on the rail and then jump away in order to snag it. ============================== #16 - HAZE: Hazey-daze [SHIBUYA-CHO: PARK STREET] - Grab a high-stamina character like Combo or Slate. (Don't use Goji because of the extra damage he incurs, and don't bring Potts along either because he's too short.) You're gonna be throwing yourself into the street for this one, literally: it's hanging in the air at the end of the street furthest from the playground. The only way to get it is to get on top of a truck or a bus as it passes by, and there's a couple ways to do it; the simplest is to simply throw yourself at it. With your back to the playground, #16 is in the lane closest to you (the one going from near the playground to the opposite end of the street); go past the bridges bordering the park and watch out for the traffic's pattern (bus-car-TRUCK-car-car-car-car-car). When the truck is next in line, get in the middle of the street and jump straight up as it's about to hit you; the impact will put you right on top of the cab, and from there, all you need to do is ride it to the Graffiti Soul. Jump again before you reach it in order to snag it in the air, and just be careful not to let the truck carry you out of the level. ============================== #17 - RYU: Ryo baby! [KOGANE-CHO: FACTORY RUINS] - Up at the top of the area, the crane's arm is resting on a wall. Grind that wall away from the exit leading into Kibogaoka Hill and jump at the end to grab #17 out of the air. ============================== #18 - HAPPER: Break it! [KOGANE-CHO: RESIDENTIAL DISTRICT] - On the bottom tier, there is a series of girders that goes around the outside of part of the Residential District. If you go to the far end of the area you started out on in The Monster of Kogane, you'll see a boat docked there, and the girder is just past that; jump and grind on the girders. They will only break once (you can pick up #20 on the small patch of ground here); jump over to the second length of girders, and when you've reached the very end of the entire thing, #18 will be hanging in the air over the water. Time your jump right or else you'll miss it! ============================== #19 - PLUG: Plug your hole! [KOGANE-CHO: SEWERS] - Go into the U-bend tunnel opposite the stairs. (You start with this tunnel behind you in Jet Technique.) Go into either short end, and above the inner part of the half-pipe, there's a break in the wall with a bunch of cardboard boxes covering it; bust through the boxes and travel the hidden alley and #19 is partway down. ============================== #20 - SLIDE: Watch yer back [KOGANE-CHO: RESIDENTIAL DISTRICT] - Follow the path you did to get #18, and #20 is partway there on the small bit of land dividing the two girder grinds. ============================== #21 - NUTS: Buck-nutty! [KOGANE-CHO: FACTORY RUINS] - Inside the abandoned factory in the pit, there are a set of catwalks hanging over the half-pipe; you can use the other catwalks set against the wall to get there. Just go around to the back wall of the factory and #21 is yours. ============================== #22 - BABOO: It's epidemic [KOGANE-CHO: RESIDENTIAL DISTRICT] - On the upper tier, go to the opposite end of the street from the stairs connecting the upper and second tiers. Hang a right around the street corner, and between two of the houses here, there will be an alley; there is a pipe propped up against the left side of this alley which leads to a wire crossing over to the opposite side, which in turn is attached to a balcony. Grind on this pipe-wire-balcony set and #22 will be right at the very end. ============================== #23 - RECO: Record fanatic [BENTENT-CHO: BUSINESS DISTRICT] - This one is floating high in the air just past one of the stair rises. You'll need one of the big purple trucks that's making clockwise circles around the area; go to the place they emerge from and jump at them when they come by so that you get hit and wind up on top of them. (You don't want to do this at any sloped part of the road.) When you pass beneath the first stair rise, wait a couple seconds and jump up into the air. If you let your camera adjust itself automatically as you're riding the truck, you'll be able to see it. Bring a high-stamina character. ============================== #24 - E.O.C: Every other caption [BENTEN-CHO: CHINATOWN] - Go into the tower and ride down the long grind rail. Jump so you clear the first set of roofs and land on the rail that bends twice over the road; before the first bend, jump and angle left into another raised roof area that's fensed in. ============================== #25 - CHUPA CHUPOP!: Be bop [BENTEN-CHO: GENKIJOMAE PLAZA] - Get onto the platform in the center of the area that has all the wires hooked up to it. One of the wires leads to the red awning with a huge octopus thing beside it; #25 is on the ledge beneath that octopus. Use the rail to grind and jump beneath the octopus' legs. Now, be careful because the octopus' legs cause damage (for some reason) if you hit them and will knock you out of the air, so bring a small character - Potts is PERFECT here, especially because he can take a beating. ============================== #26 - THE FOOL: Skate puppet [BENTEN-CHO: SUBWAY] - A fun, yet risky Soul, #26 is a test of your Wall riding skill. About halfway down the Subway from either entrance, wall ride and jump onto one of the rail-topped dividers. Almost right away, jump off and wall ride again, jumping one last time to go through the Graffiti Soul. You can do this from either end of the divider and the #26 is in plain sight. ============================== #27 - HAZE: All across the globe [BENTEN-CHO: SUBWAY] - This is the kind of Graffiti Soul that really teaches you how the dynamics of this game work. Enter the Subway from the Business District; once you reach the platform, you can spot #27 floating against the wall, seemingly out of reach - but it's not. Keep in mind that you can grind on the rails and ledges of the Subway platform and wallride on the walls. Build up speed by grinding on the ledge opposite the one closest to #27, then hop up onto the blue safety rail. Almost immediately, jump and wall ride against the wall bordering the entrance the trains pass through; jump again and angle yourself at the wall #27 is floating against. Jump one more time and it ought to be in the bag. Bring a tall character to seal the deal. ============================== #28 - JURASSIC 5: The world famous beat junkies [BANTAM STREET] - You want a tricky Graffiti Soul to reach? Here's your boy. In Bantam Street, the starting area in Tag or Die, you need to grind on the ledge in front of that big billboard on top of the gas station, away from the stairs leading up to it. Jump away before it ends and aim for the front of the billboards across the gap; you need to wall ride on these, jump away, aim for the billboards on the left, wall ride on those, jump and aim for the next set of billboards to the right, then again to the left, and once more to the right; this Graffiti Soul is between the last two billboards and most certainly will take more than one attempt to reach. ============================== #29 - MIX MASTER MIKE: MIXMASTERMIKE [BANTAM STREET] - From the starting point in a Jet Technique, go forward and onto the sidewalk on your right, so that the storefront is directly beside you. On your left, there'll be an orange and white...thing, I forget what they're called, but you'll know what I mean when you see it. Jump onto that and grind; almost immediately, you'll want to jump up onto a beam connecting two support beams on the train tracks. #29 is floating there. ============================== #30 - ROB ZOMBIE: House of 1000 corpses [GRIND SQUARE] - Jump onto the hoyer lift hanging just off the ground. Once at the top, turn left and grind on the ledge that will now be to your side; jump onto the pink wire lined up with it before the ledge angles away, and #30 is right there. ============================== #31 - POISON JAM: Land of monsters Unlocked when you get JET ranks on all Kogane-Cho levels in Story Mode. ============================== #32 - NOISE TANK: It's a wonderful chemical world Unlocked when you get JET ranks on all Benten-Cho levels in Story Mode. ============================== #33 - LOVE SHOCKERS: What a shock! Unlocked when you get JET ranks on all Shibuya-Cho levels in Story Mode. ============================== #34 - GOLDEN RHINOS S: Golden Rhinos Unlocked when you get JET ranks on all Grind City levels in Story Mode, after clearing the game at least once. +=============================+ [8.2.0] Medium +=============================+ #35 - BEAT: Beat this! Unlocked automatically. This is your default Large tag. ============================== #36 - GUM: Minty cool flavor Unlocked automatically when you start the game. ============================== #37 - TAB: Pull the tab Unlocked automatically when you start the game. ============================== #38 - COMBO: Watch my moves! Unlocked when Combo joins the GGs. ============================== #39 - PIRANHA: Sharpest teeth! Unlocked when Piranha joins the GGs. ============================== #40 - GARAM: Man with a plan! Unlocked when Garam joins the GGs. ============================== #41 - MEW: Sweeter than sugar Unlocked when Mew joins the GGs. ============================== #42 - CUBE: Tougher than you Unlocked when Cube joins the GGs. ============================== #43 - YO-YO: Yo! 3D Unlocked when Yo-Yo joins the GGs. ============================== #44 - SLATE: Blue slate Unlocked when Slate joins the GGs. ============================== #45 - BLACK DONUT: Thisa way thatta way [SHIBUYA-CHO: BUS TERMINAL] - Grind on the green rail running perpendicular to the bus shelters - the one bordered by the taxi and the moving van that you've had to tag in any game missions. Jump up and hit the wall ride on the billboard to the left of the rail and you'll nab #45. ============================== #46 - ILL WRITER: Spray me [SHIBUYA-CHO: CENTER STREET] - On the main road, about halfway up the hill and in the middle of traffic, #46 will be on the side heading downhill. ============================== #47 - MELTING POT: Home of the brave [SHIBUYA-CHO: PARK STREET] - Go to the playground. This one is suspended just over the barrier seperating the elephant slide from the overpass; the easiest way to reach it is to get onto the ramp leading up to the top of the slide (the one that curves around at a gradual slope) and dash partway up; jump onto the outer rail and grind on it. Jump off near the end and snatch #47 out of the air. ============================== #48 - BREAK: Break it up! [SHIBUYA-CHO: CENTER STREET] - This guy is hiding in the alley connecting the middle two back roads. Go up to the top of the stairs and turn around - you'll be able to see it. Just line yourself up, dash, and jump at it. ============================== #49 - BOUZ: Clumsy punk [SHIBUYA-CHO: BUS TERMINAL ] - This one is hovering under the stair rise in the Bus Terminal, the end furthest away from the ledges. The only way to reach it is to hop onto one of the cars driving beneath it; head down the street a little ways and jump onto a car as it's driving past. When you get close to the Graffiti Soul, jump up to nab it; easy enough to get, just be careful that the car doesn't carry you out of the level! ============================== #50 - HAZE: Haze amaze! [SHIBUYA-CHO: PARK STREET] - Go onto the overpass and grind on the arm of the crane. Jump at the end, and #50 is perfectly lined up with the direction the crane was pointing in. ============================== #51 - YELLOW MAGIC: Cubizmo [KOGANE-CHO: SEWERS] - This guy is floating in the air between the catwalk and the ledge opposite the stairs. Grind on the catwalk rail and jump across to nab it. ============================== #52 - EBISU PIN: Ride the wave! [KOGANE-CHO: RESIDENTIAL DISTRICT] - At the bottom of the staircase that leads from the second tier to the upper tier, take a left so you're heading down the pier; only a couple houses down from your starting point is a house on your right with an open door. Go inside, and #52 will be hidden around the corner of the door, on your left. ============================== #53 - CHEAP: Cheap and street [KOGANE-CHO: KIBOGAOKA HILL] - This guy is floating in the air above the long alley running through Kibogaoka. You want to get yourself onto a particular roof - if you're going uphill it'll be the one directly to the left of the long, red roof that you can grind on. Get on top of that roof to the left of the long red one (you'll have to go uphill a little bit in order to be high up enough to reach it) and you'll be able to see #53 from there; just dash- jump over to it. ============================== #54 - MUDDY: Muddy waters drown no soul [KOGANE-CHO: FACTORY RUINS] - #54 is hanging on a phone wire stretched over the pit; best way to do it is to either grind on the highest ledge surrounding the pit and jumping to it, or just lining yourself up with it from outside the pit and jumping onto the wire. ============================== #55 - HAZE: Haze craze [KOGANE-CHO: RESIDENTIAL DISTRICT] - Go to the upper tier. This one is pretty close to the stairs leading up from tier two; at the top of that staircase, there's that medium tag just ahead and to your right, and if you were to take a right at that fork, you'd be heading towards that back lot with the large tag. Between the building with the medium tag and the backlot with the large tag is an alley cleverly hidden by a wall of cardboard boxes. Crash through them to find the alley and #55 secreted away inside. ============================== #56 - SEA CAT: Meow! [BENTEN-CHO: CHINATOWN] - Go into the tower and grind down the long rail. Jump straight forward when the rail ends, and #56 is right in your path. ============================== #57 - COMPILE: Hunt and gather [BENTEN-CHO: GENKIJOMAE PLAZA] - Get on top of the platform with all the wires hooked into it, in the center of the plaza; there is a rail between the one leading to the secret path into Genkijomae Street and the gate leading to the train graveyard. This middle rail is connected to a billboard, near the top of which #57 is floating. Grind that rail and jump to the left to nab #57. ============================== #58 - YA-MAN: Chill Out [BENTEN-CHO: GENKIJOMAE STREET] - Go to the line of cars parked against one side of the street (there are five of them, with a gray one on top and then alternating white and yellow), and get on top of the one closest to the bottom of the hill. There is a red awning within jumping distance (it'll be in the direction of the secret path connecting the street to the plaza), and hop on top of that; look around to spot #58 floating in the air and jump at it. ============================== #59 - GRAFFITI TERRORIST: Make your mark [BENTEN-CHO: TRAIN GRAVEYARD] - Get onto the straight bridge with green rails that connects Genkijomae Street to the Business District. Grind on one of the rails (your right if you're coming from Genkijomae Street, your left if you're coming from the Business District); you'll see #59 floating in the air near the rail you're grinding on. Jump to get it. ============================== #60 - JO: Smooth as silk [BENTEN-CHO: BUSINESS DISTRICT] - This guy is hiding in a tree on the southeast corner of Skyscraper District, on the inside curb. Use the nearest jersey rail, since it's perfectly lined up with #60. Bring a tall character. ============================== #61 - HAZE: Gaze at Haze [BENTEN-CHO: BUSINESS DISTRICT] - Hanging in the air between the two stair rises that you chased the Noise Tanks around on in [Noise Reduction]. Grind along the outer rail of either stair rise; you have to time your jump in order to reach it, but it's really easy otherwise. ============================== #62 - JURASSIC 5: Rockin the decks with original beats [BANTAM STREET] - This guy's floating against the sign for the gas station, on the side facing away from the gas station itself. Get onto the train tracks and land on something so you're not grinding; head in the direction of the exit nearest the gas station (don't leave, obviously) and turn around to face the sign; grind on the rail and jump at #62 to make it yours. ============================== #63 - MIX MASTER MIKE: Funky hip-hop scratching [BANTAM STREET] - It's floating against the wall behind the gas station, over a gap in the ledge; grind and jump, or wall ride, or however you want in order to pick it up. ============================== #64 - ROB ZOMBIE: Call of the zombie [GRIND SQUARE] - Go up the hoyer lift that sits directly on the ground. Go right, so that there's a ledge beside you; go up the stairs for some good speed and distance, turn around, and grind on the ledge. Jump when the ledge becomes a wire, and the Graffiti Soul is right there. ============================== #65 - POISON JAM: Rip You to shreds Unlocked when you get JET ranks on all Kogane-Cho levels in Story Mode. ============================== #66 - NOISE TANK: Noise destroys! Unlocked when you get JET ranks on all Benten-Cho levels in Story Mode. ============================== #67 - LOVE SHOCKERS: Shock the system! Unlocked when you get JET ranks on all Shibuya-Cho levels in Story Mode. ============================== #68 - GOLDEN RHINOS L: Golden Rhinos Unlocked when you get JET ranks on all Grind City levels in Story Mode, after clearing the game at least once. +=============================+ [8.3.0] Large +=============================+ #69 - KABUKI JAM: Theater of sound Unlocked automatically. This is your default Large tag. ============================== #70 - EDGE: Off the edge! Unlocked automatically when you start the game. ============================== #71 - MONKEY BUSINESS: Don't monkey around! Unlocked automatically when you start the game. ============================== #72 - BREAKER: Breaker breaker! Unlocked when Combo joins the GGs. ============================== #73 - CUB-WRITER: Goof-off! Unlocked when Piranha joins the GGs. ============================== #74 - TOKYO UNDERGROUND: Let's play ball! Unlocked when Garam joins the GGs. ============================== #75 - MUSIC: Music lover Unlocked when Mew joins the GGs. ============================== #76 - GRIM REAPER: Sick town Unlocked when Cube joins the GGs. ============================== #77 - VANDALISM: Spirit of the art Unlocked when Yo-Yo joins the GGs. ============================== #78 - W.S.W: Wild style wars! Unlocked when Slate joins the GGs. ============================== #79 - CRAZY CREW: Psycho colors! [SHIBUYA-CHO: BUS TERMINAL] - This one is also under the stairway bridge in the Bus Terminal, on the opposite end from #49 - the end closest to the ledges. Do the same thing you did with #49; hop a ride on the roof of a car coming towards that end of the bridge, and jump up to grab #79 out of the air. ============================== #80 - BOMB MASTER: You da bomb! [SHIBUYA-CHO: PARK STREET] - Go to the short section of the overpass. Face the crane, and then go to the very left corner of this area, right before it drops off; roll over the edge and you'll wind up on a house with a maroon roof. #80 is floating on here. ============================== #81 - SOUND CRUSH: Mix it up [SHIBUYA-CHO: PARK STREET] - Go onto the short section of the overpass and face the crane. Beneath it, you'll notice an area with a big cage in front of it; Jump over to that area (a dash-jump will clear the distance no problem) and land in front of the cage. There's a door leading inside this area, on the side closest to the giant stair case that leads up to the overpass. Go inside and #81 is right there. ============================== #82 - SARU: A head of the crowd [SHIBUYA-CHO: CENTER STREET] - This one is on top of the awning at the bottom corner of Center Street. You land here when you do Cube's challenge, so you know where it is when you go after it in any other mode. ============================== #83 - B BOSE: Pray for rain [SHIBUYA-CHO: PARK STREET] - Get on the overpass near the elephant slide. Face the playground and line yourself up with the swingset parallel to the slide itself (it has two blue cans of paint hovering over it); jump onto the swingset and grind on it. Jump away before the swingset ends and angle yourself for the raised, metal sign holder thing over the street (it'll be to the right of where you grinded). #83 is on top of that rail. ============================== #84 - MONKEY MAGIC: Funky monkey [KOGANE-CHO: SEWERS] - Go into the room at the bottom of the stairs (Poison Jam starts here in Kogane Circus). In the middle of the room, there's a pile of cardboard boxes, and #84 is in the hidden by them. ============================== #85 - KARATE CHOP: Hi-yaaa! [KOGANE-CHO: RESIDENTIAL DISTRICT] - From the upper tier, grind down the green rail bordering the stair case that leads down to the second tier. It'll make three turns before it ends - two bordering the stairs, and then a third that spits you out towards the pier. Ride it past that third turn and jump straight ahead; #85 is suspended in the air. ============================== #86 - HARA KIRI: Fatal Regrets [KOGANE-CHO: FACTORY RUINS]- This one is easy. It's directly on top of the roof of the building inside the pit. ============================== #87 - MAD BANANA: Return of the super ape! [KOGANE-CHO: RESIDENTIAL DISTRICT] - Around the back of the water tower. You know how to get here. ============================== #88 - TWOSOME: Slapstick duo [KOGANE-CHO: RESIDENTIAL DISTRICT] - The bottom tier, right where you start The Monster of Kogane level; it'll be at your left, suspended beneath an overhanging house. Back up, going as close to the water as you can; turn around and dash-jump at the wall. Wall ride, and then jump away, angling yourself for #88. ============================== #89 - LIL' DEVILS: Devil may care [KOGANE-CHO: KIBOGAOKA HILL] - Start from the bottom of Kibogaoka Hill and get on top of the roofs. There are three alleys on the ground level that cause breaks in the houses accordingly; this one is hidden between the middle and upper break. I prefer to go for the middle break myself; heading uphill, go to the rooftops just to the left of the big, long red one. (Bow chicka bow wow.) Ahead and just submerged a little beneath the rooftops is a phone wire cutting between two houses, hidden by another roof above it; drop down onto that phone wire and grind into #89. Once you're close to it, you'll be able to see it. ============================== #90 - TAKARA: Reaching out [BENTEN-CHO: CHINATOWN] - #90 is hidden in an alcove above the entrance connecting Chinatown to the Business District. Dash-jump from the corner of the central island closest to this alcove. ============================== #91 - DRAGON: Year of the dragon [BENTEN-CHO: GENKIJOMAE PLAZA] - You know those two ledges that always have a medium and a large tag on them in story mode? Get up there. There is a phone wire connecting the two, and #91 is on that. Grind. ============================== #92 - QUIET DUB: Go to sleep [BENTEN-CHO: GENKIJOMAE STREET] - Near the bottom of the hill are a white van and a yellow van parked right next to each other. Get on top of the white van and jump onto the nearest awning. ============================== #93 - JAPAN CREW: Hip hop festival [BENTEN-CHO: TRAIN GRAVEYARD] - Get on top of the idle train bordering the Business District. There's a pair of blue crates stacked on top of each other near the end of the train that leads to Genkijomae Plaza and Chinatown; jump onto them and grab #93. ============================== #94 - JET GUY: Pull my finger [BENTEN-CHO: BUSINESS DISTRICT] - Using the center stair rise, grind up the outer rail of the stair case that goes higher than the rest. Jump off before it ends and you'll see a girder attached to a roof; get on that roof (you need some speed) and turn around so you're facing the girder. The girder stretches to the other side of the street, connected to a big, white wall; grind the girder and jump away, wall ride on the big white wall, and jump into #94. ============================== #95 - HAZE: Purple Haze [BENTEN-CHO: BUSINESS DISTRICT] - Using the center stair rise, grind up the outer rail of the stair case that goes higher than the rest. Jump off before it ends and you'll see a girder attached to a roof; get on that roof (you need some speed) and skate over to the far end. There's a crane nearby that's swinging a platform back and forth between this and another roof; get on that platform and wait, and it'll eventually swing you into #95. ============================== #96 - JURASSIC 5: Jurassic-5 Quality Control [BANTAM STREET] - Get to the top floor of the building with destroyable windows. Face the storefront with the billboards you had to tag in Tag or Die and jump out through the middle window. ============================== #97 - MIX MASTER MIKE: Eye of the cyklops [GRIND SQUARE] - Go up the hoyer lift that's hanging slightly above the ground (you were facing it when you started the level in story mode). When you get to the top of the area, head right, going up the stairs leading to the higher roof; go to the far end of that area, and then turn around. Grind on the ledge at your left; jump away at the very end and follow the arch of yellow paint cans. The Graffiti Soul is at the end of that arch. ============================== #98 - ROB ZOMBIE: American made music to strip by [GRIND SQUARE] - There are a pair of wires criss-crossing over the street, and #98 is floating where they intersect; the easiest way to get to either wire is to go up one of the hoyer lifts (either one you want is fine). If you go up the one sitting on the ground, take a right out of the lift and keep the ledge to your right. Running perpendicular to that ledge, just before the stairs, is one of the wires. The same applies for the hoyer lift that doesn't touch the ground, only instead everything is on your left instead of your right. Jump over the ledges and grind down the wire. ============================== #99 - POISON JAM: Jam to the venom Unlocked when you get JET ranks on all Kogane-Cho levels in Story Mode. ============================== #100 - NOISE TANK: Trancified Unlocked when you get JET ranks on all Benten-Cho levels in Story Mode. ============================== #101 - LOVE SHOCKERS: Heartbreaker Unlocked when you get JET ranks on all Shibuya-Cho levels in Story Mode. ============================== #102 - GOLDEN RHINOS XL: Golden Rhinos Unlocked when you get JET ranks on all Grind City levels in Story Mode, after clearing the game at least once. =============================================================================== +=============================+ [9.0.0] Soundtrack +=============================+ Jet Grind Radio has an absolutely bitchin' soundtrack, sporting a ton of music by master DJ Hideki Naganuma, and a lot of tracks by many underground bands. They (almost) all fit the mood of the game, help keep things afloat - really draws you into the atmosphere. This playlist covers all of the tracks in the American Jet Grind Radio release: Let Mom Sleep (Hideki Naganuma) Humming the Bassline (Hideki Naganuma) That's Enough (Hideki Naganuma) Everybody Jump Around (Richard Jacques) Sneakman (Hideki Naganuma) 'Bout the City (Reps) Mischievous Boy (Castle Logical) Sweet Soul Brother (Hideki Naganuma) Rock It On (Hideki Naganuma) Yellow Bream (F-Fields) Electric Toothbrush (Toronto) Funky Radio (B.B. Rights) Moody's Shuffle (Hideki Naganuma) Grace & Glory (Hideki Naganuma) Jet Set Medley (Hideki Naganuma) Jet Set Station (Tornoto) Jet Set Groove #1 (Hideki Naganuma) Jet Set Groove #2 (Hideki Naganuma) Magical Girl (Guitar Vader) Super Brother (Guitar Vader) Miller Ball Breakers (Deavid Soul) Up-Set Attack (Deavid Soul) On the Bowl (Deavid Soul) Yappie Feet (Deavid Soul) OK House (Idol Taxi) Improvise (Jurassic 5) Dragula (Rob Zombie) Just Got Wicked (Cold) Slow (Professional Murder Music) Patrol Knob (Mixmaster Mike) =============================================================================== +=============================+ [10.0.0] Aaaaand scene +=============================+ So. You made it all the way to the end. Um. Congratulations? I don't really have much to give you, and I'm not much of a final boss. I'm just a doughy, lazy, white guy. Well, in any case, thanks for sticking with me for so long! Here's hoping you found the mad organizational OCD-ity of an aging nerd helpful. You know, if you happen have a Dreamcast, or if Jet Grind Radio came out on the Playstation Network or XBox Live. Or if you're curious. Or if you just wanted to kill some time. Or whatever. Rest easy, little Rudie...cuz tomorrow's a brand new day. =============================================================================== Walkthrough written by TEi, can only be hosted by the the following sites: cheatcc.com Jet Grind Radio is copyright Sega. If you need to get in touch with me, my email is tei(dot)sama(at)gmail(dot)com.