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Tony Hawks Pro Skater - FAQ and Moves Written By: Caliban |
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=============================== Tony Hawks Pro Skater FAQ v16.0 =============================== =============================================================================== Title: Tony Hawk's Pro Skater Developer: Neversoft Author: Caliban (caliban@darklock.com) Publisher: Activision Original Author: Blitzkrieg (Blitzkrieg@PlaystationFan.com) =============================================================================== Contents 1. About this FAQ 2. About Tony Hawk's Pro Skater 3. Controls 4. Character Profiles and Tricks 5. Explanation of the Trick System 6. Helpful Tips for Scoring Big 7. Areas, Tapes, and Medals 8. Two Player Modes 9. Transfers 10. Best places to pull off tricks 11. Glitches 12. Secrets and Rumors 13. Game Shark Codes 14. Frequently Asked Questions 15. Interview with Ralph D. 16. Updates 17. Special Thanks =============================================================================== 1. About This FAQ =============================================================================== Beginning as a simple list of moves, this FAQ rapidly expanded into what is in all likelihood the most complete single source of information on Neversoft's game "Tony Hawk's Pro Skater" for the PlayStation. With releases slated for N64 and DreamCast, it seems likely that the charter of this FAQ will expand to cover even more territory. All information here is correct and true to the best of my knowledge. Any corrections or submissions may be sent to caliban@darklock.com, and those who submit new material will be credited in the thanks section. I'd like to take a moment here to thank Blitzkrieg for all his work on the FAQ up to this point. I only hope I can manage this as well as he has. Places you can find(either posted or link) this FAQ: www.godflesh.com/thps/ =============================================================================== 2. About Tony Hawk's Pro Skater =============================================================================== Tony Hawk's Pro Skater is an awesome game brought to us by the wonderful team at Neversoft. Forget any other skating game out now or ever to come because this is the one that you're gonna want. Neversoft worked closely with some of the best pro skaters including but not limited to Tony Hawk, Chad Muska, and Andrew Reynolds. With they're help, Neversoft was able to make everything as close to realistic as possible. Below are some of the games features. -10 skaters each modeled after their real life counterparts, complete with their own signature moves, boards, and tricks. -9 fully interactive areas to skate through including but not limited to a school, a warehouse, a mall, and a deep canyon. Each area has tons of ramps, rails, lips, and gaps for you to take advantage of. Anything with an edge can be grinded!! -Multiple modes including Career Session, Single Session, and Free Skate. Modes unique to multiplayer includes Graffiti, Horse, and Trick Attack. Graffiti is particularly my favorite. You run around an area marking objects by tricking off of them. If your opponent can do a better trick on your marked object it then becomes his object. -Music includes tunes from bands such as Dead Kennedys, Goldfinger, Primus, Speedealer, Even Rude, Suicidal Tendencies, The Ernies, The Suicide Machines, Unsane, and The Vandals. That should give you a good idea of what to expect from this game. Of course, if you're reading this then you probably own the game by now. Some people have been arguing about whether Thrasher: Skate & Destroy (TS&D) is as good as or better than Tony Hawk's Pro Skater (THPS). Since I've played both, I think I can observe rather impartially that while TS&D has a great deal more "realism" in the sense that most tricks are minor modifications of other tricks (a 50-50 grind is X, a nosegrind is X + up, a noseblunt is L1 + X + up), THPS looks a lot less like a cartoon. The only problem with cartoony graphics is that whether a surface is curved, slanted, vertical, or flat is IMPORTANT in a skating game. TS&D makes this distinction very difficult. Beyond whether either game is "better", however, there is the question of replayability; in THPS, nine levels provide you with 33 goals. In TS&D, twelve levels provide you with... twelve goals. TS&D tries to make up for this with more 2-player modes, but fails (IMO) by offering a difficult control interface and a very confusing display. As a result, the first problem in 2-player game is finding another player; it's almost impossible to train one. =============================================================================== 3. Controls =============================================================================== The following controls are for the default setting and are taken directly from the instruction book. Directional buttons left/right - - Move left/right and balance while grinding Directional button up - - - - - - Lean forward/exit a pool/lip/halfpipe Directional button down - - - - - Brake/lean back X - - - - - - - - - - - - - - - - Jump/Ollie Square - - - - - - - - - - - - - - Flip Trick Circle - - - - - - - - - - - - - - Grab Trick Triangle - - - - - - - - - - - - - Grind/Slide R1 - - - - - - - - - - - - - - - - Turn right while in air R2 - - - - - - - - - - - - - - - - Turn right 180 degrees while in air L1 - - - - - - - - - - - - - - - - Turn left while in air L2 - - - - - - - - - - - - - - - - Turn left 180 degrees while in air Start button - - - - - - - - - - - Pause game/Options Select button - - - - - - - - - - Camera =============================================================================== 4. Character Profiles and Tricks =============================================================================== Before you email me telling me I've listed the same move numerous times, I'm doing so you can just skip to the skater you want to skip to and get everything there without having to jump around a whole bunch. Also, the bios listed are taken directly from the instruction booklet. Ok, I've divided this section up into 12 parts and placed the skaters in the same order the game does. It really is much more convenient this way. Skater Listings A. Tony Hawk B. Bob Burnquist C. Geoff Rowley D. Bucky Lasek E. Chad Muska F. Kareem Campbell G. Andrew Reynolds H. Rune Glifberg I. Jamie Thomas J. Elissa Steamer K. Officer Dick L. Private Carrera ------------------------------------------------------------------------------- Key ================== U = UP UR = UPRIGHT UL U UR R = RIGHT | | DR = DOWNRIGHT _____| |_____ D = DOWN L _____ _____ R DL = DOWN LEFT | | L = LEFT | | UL = UPLEFT DL D DR ================== Square = Sq; X = X; Triangle = Tri; Circle = Cir A "+" sign next to a number means that the move can be held for extra points. A "+" sign alone means it's a grind and doesn't have a base value. The rest of the buttons are self explanatory. ------------------------------------------------------------------------------- --------- A. Tony Hawk --------- The father of two and husband of one, Tony Hawk is arguably the single most influential skateboarder of all time. Born and raised in the hazy daze of southern California, Tony has forgotten more tricks than most people learn in a lifetime. His contributions to the sport are endless, most recently unearthing skateboarding's holy grail by becoming the only person to successfully land a 900. Age: 31 Born: USA Hometown: Carlsbad Years Pro: 16 Stance: Goofy Height: 6'2" ----- Stats ----- Ollie: >>> Speed: >>>>>>> Air: >>>>>>> Balance: >>>> ----------------- Moves and Tricks: ----------------- Name Command Points ----------- Flip Tricks ----------- Kick Flip L + Sq 100 Varial DL + Sq 800 Impossible D + Sq 250 Front Foot Impossible DR + Sq 600 Heelflip R + Sq 100 Fingerflip UR + Sq 600+ 360 Shove It U + Sq 250 Kick Flip to Indy UL + Sq 600+ ----------- Grab Tricks ----------- Method L + Cir 315+ Stalefish DL + Cir 315+ Tailgrab D + Cir 315+ Benihana DR + Cir 420+ Indy Nosebone R + Cir 315+ Rocket Air UR + Cir 367+ Japan Air U + Cir 367+ Madonna UL + Cir 525+ ------ Grinds ------ Nosegrind U + Tri 125+ Crooked Grind UL or UR +Tri 150+ Boardside Grind L or R + Tri 100+ Smith Grind DL or DR + Tri 125+ 5-0 Grind D + Tri 100+ ----- Spins ----- Ollie 180 R1 or L1 half turn 50 Ollie 360 R1 or L1 full turn 100 Ollie 540 R1 or L1 1 1/2 turns 150 Ollie 720 R1 or L1 2 turns 200 Ollie 900 R1 or L1 2 1/2 turns 250 ----- Other ----- Wall Ride Tri next to wall 500 Handplant U + Tri against lip 1000+ Nollie U + X 200 Fastplant U, U + X 250 --------------- Signature Moves *must have special bar flashing yellow* --------------- 540 Board Varial L, L + Sq 2000 360 Flip to Mute D, R + Sq 1500 Kickflip MC twist R, R + Cir 4000 900 R, D + Cir 8000 ------------------------------------------------------------------------------- ------------- B. Bob Burnquist ------------- Brazilian born Bob Burnquist snuck onto the scene six years ago and has been puzzling onlookers ever since. His unique style and switch stance tendencies make Bob one of the most exciting and original skaters to come down the pike in decades. Age: 22 Born: Brazil Hometown: Encinitas Years Pro: 7 Stance: Regular Height: 5'11" ----- Stats ----- Ollie: >>>> Speed: >>>>>> Air: >>>>>> Balance: >>>> ----------------- Moves and Tricks: ----------------- Name Command Points ----------- Flip Tricks ----------- Kick Flip L + Sq 100 Varial DL + Sq 800 Impossible D + Sq 250 360 Flip DR + Sq 300 Heelflip R + Sq 100 Fingerflip UR + Sq 600+ 360 Shove It U + Sq 250 Kick Flip to Indy UL + Sq 600+ ----------- Grab Tricks ----------- Method L + Cir 315+ Stalefish DL + Cir 315+ Tailgrab D + Cir 315+ Benihana DR + Cir 420+ Indy Nosebone R + Cir 315+ Rocket Air UR + Cir 367+ Japan Air U + Cir 367+ Madonna UL + Cir 525+ ------ Grinds ------ Nosegrind U + Tri 125+ Crooked Grind UL or UR +Tri 150+ Boardside Grind L or R + Tri 100+ Smith Grind DL or DR + Tri 125+ 5-0 Grind D + Tri 100+ ----- Spins ----- Ollie 180 R1 or L1 half turn 50 Ollie 360 R1 or L1 full turn 100 Ollie 540 R1 or L1 1 1/2 turns 150 Ollie 720 R1 or L1 2 turns 200 Ollie 900 R1 or L1 2 1/2 turns 250 ----- Other ----- Wall Ride Tri next to wall 500 Handplant U + Tri against lip 1000+ Nollie U + X 200 Fastplant U, U + X 250 --------------- Signature Moves *must have special bar flashing yellow* --------------- Backflip U, D + Cir 4000 One Footed Smith R, R + Tri 750+ Burntwist L, U + Tri 5000 ------------------------------------------------------------------------------- ------------ C. Geoff Rowley ------------ A precision engineered English import, Geoff Rowley is one of those smooth operating skateboarders from England who runs exclusivevly on handrails, huge staircases, and vegetables. Geoff made his way over to Huntington Beach, California a few years ago, and the young lad from Liverpool has been speeding around the streets ever since. Age: 23 Born: UK Hometown: Huntington Beach Years Pro: 5 Stance: Regular Height: 5'8" ----- Stats ----- Ollie: >>>>>>> Speed: >>>>> Air: >>> Balance: >>>>>> ----------------- Moves and Tricks: ----------------- Name Command Points ----------- Flip Tricks ----------- Kick Flip L + Sq 100 Sex Change DL + Sq 500 Impossible D + Sq 250 360 Flip DR + Sq 300 Heelflip R + Sq 100 Hardflip UR + Sq 300 360 Shove It U + Sq 250 Kick Flip to Indy UL + Sq 600+ ----------- Grab Tricks ----------- Method L + Cir 315+ Stalefish DL + Cir 315+ Tailgrab D + Cir 315+ Benihana DR + Cir 420+ Indy Nosebone R + Cir 315+ Rocket Air UR + Cir 367+ Japan Air U + Cir 367+ Madonna UL + Cir 525+ ------ Grinds ------ Nosegrind U + Tri 125+ Crooked Grind UL or UR +Tri 150+ Boardside Grind L or R + Tri 100+ Smith Grind DL or DR + Tri 125+ 5-0 Grind D + Tri 100+ ----- Spins ----- Ollie 180 R1 or L1 half turn 50 Ollie 360 R1 or L1 full turn 100 Ollie 540 R1 or L1 1 1/2 turns 150 Ollie 720 R1 or L1 2 turns 200 Ollie 900 R1 or L1 2 1/2 turns 250 ----- Other ----- Wall Ride Tri next to wall 500 Handplant U + Tri against lip 1000+ Nollie U + X 200 Fastplant U, U + X 250 --------------- Signature Moves *must have special bar flashing yellow* --------------- Darkside Grind L, R + Tri 750+ Backflip U, D + Cir 4000 Double Hardflip R, D + Sq 1500 ------------------------------------------------------------------------------- --------------- D. Bucky Lasek --------------- Weaned on the characteristically rough structures of the East Coast scene, skills hardend and honed in Baltimore, Maryland, Bucky Lasek is easily half a step ahead of skateboardings norm. Recently, he relocated all his ower, originality, and style to Carlsbad, California to show the entire world where he's from and where he's at. Age: 26 Born: USA Hometown: Carlsbad Years Pro: 9 Stance: Regular Height: 5'11" ----- Stats ----- Ollie: >>>>> Speed: >>>>>>> Air: >>>>>> Balance: >>> ----------------- Moves and Tricks: ----------------- Name Command Points ----------- Flip Tricks ----------- Kick Flip L + Sq 100 Varial DL + Sq 800 Impossible D + Sq 250 Front Foot Impossible DR + Sq 600 Heelflip R + Sq 100 Fingerflip UR + Sq 600+ 360 Shove It U + Sq 250 Kick Flip to Indy UL + Sq 600+ ----------- Grab Tricks ----------- Method L + Cir 315+ Stalefish DL + Cir 315+ Tailgrab D + Cir 315+ Benihana DR + Cir 420+ Indy Nosebone R + Cir 315+ Rocket Air UR + Cir 367+ Japan Air U + Cir 367+ Madonna UL + Cir 525+ ------ Grinds ------ Nosegrind U + Tri 125+ Crooked Grind UL or UR +Tri 150+ Boardside Grind L or R + Tri 100+ Smith Grind DL or DR + Tri 125+ 5-0 Grind D + Tri 100+ ----- Spins ----- Ollie 180 R1 or L1 half turn 50 Ollie 360 R1 or L1 full turn 100 Ollie 540 R1 or L1 1 1/2 turns 150 Ollie 720 R1 or L1 2 turns 200 Ollie 900 R1 or L1 2 1/2 turns 250 ----- Other ----- Wall Ride Tri next to wall 500 Handplant U + Tri against lip 1000+ Nollie U + X 200 Fastplant U, U + X 250 --------------- Signature Moves *must have special bar flashing yellow* --------------- Fingerflip Airwalk L, R + Cir 2000 Varial Heelflip Judo D, U + Sq 2500 Kickflip MCtwist R, R + Cir 4000 ------------------------------------------------------------------------------- ---------- E. Chad Muska ---------- From the boulevards of his native Las Vegas, to any of his adopted urban havens, Chad Muska is at home. This self-styled professional has taken his brand of street level promotions and skate and relate creativity to another level, delivering tons of it to Everytown U.S.A. Muska expresses an enthusiasm for the sport of skateboarding that is only equaled by his on-board skills. Age: 22 Born: USA Hometown: Los Angeles Years Pro: 5 Stance: Regular Height: 5'10" ----- Stats ----- Ollie: >>>>>> Speed: >>>> Air: >>>> Balance: >>>>>>> ----------------- Moves and Tricks: ----------------- Name Command Points ----------- Flip Tricks ----------- Kick Flip L + Sq 100 Sex Change DL + Sq 500 Impossible D + Sq 250 360 Flip DR + Sq 300 Heelflip R + Sq 100 Hardflip UR + Sq 300 360 Shove It U + Sq 250 Kick Flip to Indy UL + Sq 600+ ----------- Grab Tricks ----------- Method L + Cir 315+ Stalefish DL + Cir 315+ Tailgrab D + Cir 315+ Benihana DR + Cir 420+ Indy Nosebone R + Cir 315+ Rocket Air UR + Cir 367+ Japan Air U + Cir 367+ Madonna UL + Cir 525+ ------ Grinds ------ Nosegrind U + Tri 125+ Crooked Grind UL or UR +Tri 150+ Boardside Grind L or R + Tri 100+ Smith Grind DL or DR + Tri 125+ 5-0 Grind D + Tri 100+ ----- Spins ----- Ollie 180 R1 or L1 half turn 50 Ollie 360 R1 or L1 full turn 100 Ollie 540 R1 or L1 1 1/2 turns 150 Ollie 720 R1 or L1 2 turns 200 Ollie 900 R1 or L1 2 1/2 turns 250 ----- Other ----- Wall Ride Tri next to wall 500 Handplant U + Tri against lip 1000+ Nollie U + X 200 Fastplant U, U + X 250 --------------- Signature Moves *must have special bar flashing yellow* --------------- Frontflip D, U + Cir 4000 360 Shove it rewind R, R + Sq 1500 1 footed 5-0 Thumpin R, D + Tri 750+ ------------------------------------------------------------------------------- --------------- F. Kareem Campbell --------------- Kareem Campbell was born in New York City and grew up in Los Angeles, Breaking down any east vs west coast barriers that his predecessors may have set up for him. His dual coast citizenship has led Kareem to develop a smooth metropolitan style based on the mastery of "real" street skating Age: 25 Born: USA Hometown: Los Angeles Years Pro: 6 Stance: Regular Height: 6'0" ----- Stats ----- Ollie: >>>>>>> Speed: >>>> Air: >>>> Balance: >>>>>> ----------------- Moves and Tricks: ----------------- Name Command Points ----------- Flip Tricks ----------- Kick Flip L + Sq 100 Sex Change DL + Sq 500 Impossible D + Sq 250 360 Flip DR + Sq 300 Heelflip R + Sq 100 Hardflip UR + Sq 300 360 Shove It U + Sq 250 Kick Flip to Indy UL + Sq 600+ ----------- Grab Tricks ----------- Method L + Cir 315+ Stalefish DL + Cir 315+ Tailgrab D + Cir 315+ Benihana DR + Cir 420+ Indy Nosebone R + Cir 315+ Rocket Air UR + Cir 367+ Japan Air U + Cir 367+ Madonna UL + Cir 525+ ------ Grinds ------ Nosegrind U + Tri 125+ Crooked Grind UL or UR +Tri 150+ Boardside Grind L or R + Tri 100+ Smith Grind DL or DR + Tri 125+ 5-0 Grind D + Tri 100+ ----- Spins ----- Ollie 180 R1 or L1 half turn 50 Ollie 360 R1 or L1 full turn 100 Ollie 540 R1 or L1 1 1/2 turns 150 Ollie 720 R1 or L1 2 turns 200 Ollie 900 R1 or L1 2 1/2 turns 250 ----- Other ----- Wall Ride Tri next to wall 500 Handplant U + Tri against lip 1000+ Nollie U + X 200 Fastplant U, U + X 250 --------------- Signature Moves *must have special bar flashing yellow* --------------- Frontflip D, U + Cir 4000 Kickflip Underflip L, R + Sq 1500 Casper Slide U, D + Tri 750+ ------------------------------------------------------------------------------- --------------- G. Andrew Reynolds --------------- Andrew Reynolds has only been pro for three years, but that's all he's needed to turn the heads of everyone who even remotely cares about skateboarding. Turtle Boy hails from Huntington Beach, California where he holds superhero status for his willingness to toss himself off and over gigantic gaps, big sets of stairs, and airplane hangars. Age: 20 Born: USA Hometown: Huntington Beach Years Pro: 3 Stance: Regular Height: 6'2" ----- Stats ----- Ollie: >>>>>> Speed: >>>>> Air: >>> Balance: >>>>>>> ----------------- Moves and Tricks: ----------------- Name Command Points ----------- Flip Tricks ----------- Kick Flip L + Sq 100 Sex Change DL + Sq 500 Impossible D + Sq 250 360 Flip DR + Sq 300 Heelflip R + Sq 100 Hardflip UR + Sq 300 360 Shove It U + Sq 250 Kick Flip to Indy UL + Sq 600+ ----------- Grab Tricks ----------- Method L + Cir 315+ Stalefish DL + Cir 315+ Tailgrab D + Cir 315+ Benihana DR + Cir 420+ Indy Nosebone R + Cir 315+ Rocket Air UR + Cir 367+ Japan Air U + Cir 367+ Madonna UL + Cir 525+ ------ Grinds ------ Nosegrind U + Tri 125+ Crooked Grind UL or UR +Tri 150+ Boardside Grind L or R + Tri 100+ Smith Grind DL or DR + Tri 125+ 5-0 Grind D + Tri 100+ ----- Spins ----- Ollie 180 R1 or L1 half turn 50 Ollie 360 R1 or L1 full turn 100 Ollie 540 R1 or L1 1 1/2 turns 150 Ollie 720 R1 or L1 2 turns 200 Ollie 900 R1 or L1 2 1/2 turns 250 ----- Other ----- Wall Ride Tri next to wall 500 Handplant U + Tri against lip 1000+ Nollie U + X 200 Fastplant U, U + X 250 --------------- Signature Moves *must have special bar flashing yellow* --------------- Backflip U, D + Cir 4000 Triple Kickflip L, l + Sq 1500 Heelflip to Bluntslide D, D + Tri 750+ ------------------------------------------------------------------------------- ------------- H. Rune Glifberg ------------- Originally from Copenhagen, Denmark, Rune Glifberg now hails from Huntington Beach, California. He's skilled on all terrain, comfortably dominating wherever he chooses to ride. But, while it's not uncommon to see him sessioning a backyard pool or cruising the streets, his true talent shines in the wide open, trick to trick arena of vertical skateboarding. Age: 25 Born: Denmark Hometown: Costa Mesa Years Pro: 7 Stance: Regular Height: 5'11" ----- Stats ----- Ollie: >>>> Speed: >>>>>>> Air: >>>>>>> Balance: >>> ----------------- Moves and Tricks: ----------------- Name Command Points ----------- Flip Tricks ----------- Kick Flip L + Sq 100 Varial DL + Sq 800 Impossible D + Sq 250 360 Flip DR + Sq 300 Heelflip R + Sq 100 Fingerflip UR + Sq 600+ 360 Shove It U + Sq 250 Kick Flip to Indy UL + Sq 600+ ----------- Grab Tricks ----------- Method L + Cir 315+ Stalefish DL + Cir 315+ Tailgrab D + Cir 315+ Benihana DR + Cir 420+ Indy Nosebone R + Cir 315+ Rocket Air UR + Cir 367+ Japan Air U + Cir 367+ Madonna UL + Cir 525+ ------ Grinds ------ Nosegrind U + Tri 125+ Crooked Grind UL or UR +Tri 150+ Boardside Grind L or R + Tri 100+ Smith Grind DL or DR + Tri 125+ 5-0 Grind D + Tri 100+ ----- Spins ----- Ollie 180 R1 or L1 half turn 50 Ollie 360 R1 or L1 full turn 100 Ollie 540 R1 or L1 1 1/2 turns 150 Ollie 720 R1 or L1 2 turns 200 Ollie 900 R1 or L1 2 1/2 turns 250 ----- Other ----- Wall Ride Tri next to wall 500 Handplant U + Tri against lip 1000+ Nollie U + X 200 Fastplant U, U + X 250 --------------- Signature Moves *must have special bar flashing yellow* --------------- Kickflip MCTwist R, R + Cir 4000 Christ Air L, R + Cir 2100 Front Back Kickflip U, D + Sq 1575 ------------------------------------------------------------------------------- ------------ I. Jamie Thomas ------------ Alabama transplant Jamie Thomas goes big. A current resident alien of Encinitas, California, this fledgling alpha male has been pro for six of his twelve years skateboarding. During that time he's directed and edited six videos while skating everyday-breaking off hundreds upon thousands of the world's longest and biggest handrails. Age: 24 Born: USA Hometown: Los Angeles Years Pro: 6 Stance: Regular Height: 6'0" ----- Stats ----- Ollie: >>>>> Speed: >>>>> Air: >>>> Balance: >>>>>>> ----------------- Moves and Tricks: ----------------- Name Command Points ----------- Flip Tricks ----------- Kick Flip L + Sq 100 Sex Change DL + Sq 500 Impossible D + Sq 250 360 Flip DR + Sq 300 Heelflip R + Sq 100 Hardflip UR + Sq 300 360 Shove It U + Sq 250 Kick Flip to Indy UL + Sq 600+ ----------- Grab Tricks ----------- Method L + Cir 315+ Stalefish DL + Cir 315+ Tailgrab D + Cir 315+ Benihana DR + Cir 420+ Indy Nosebone R + Cir 315+ Rocket Air UR + Cir 367+ Japan Air U + Cir 367+ Madonna UL + Cir 525+ ------ Grinds ------ Nosegrind U + Tri 125+ Crooked Grind UL or UR +Tri 150+ Boardside Grind L or R + Tri 100+ Smith Grind DL or DR + Tri 125+ 5-0 Grind D + Tri 100+ ----- Spins ----- Ollie 180 R1 or L1 half turn 50 Ollie 360 R1 or L1 full turn 100 Ollie 540 R1 or L1 1 1/2 turns 150 Ollie 720 R1 or L1 2 turns 200 Ollie 900 R1 or L1 2 1/2 turns 250 ----- Other ----- Wall Ride Tri next to wall 500 Handplant U + Tri against lip 1000+ Nollie U + X 200 Fastplant U, U + X 250 --------------- Signature Moves *must have special bar flashing yellow* --------------- Frontflip D, U + Cir 4000 540 Flip L, D + Sq 1500 One Footed Nosegrind U, U + Tri 750+ ------------------------------------------------------------------------------- -------------- J. Elissa Steamer -------------- Ft. Meyers, Florida's own Elissa Steamer is the first female to have a pro model street board with her name on it. How's that? Well, in the last six all-girl events she's entered Elissa has gone undefeated. In this year's springtime classic, The Skatepark of Tampa Pro Contect, she made the cut skating against the big boys, How ya' like her now? Age: Undisclosed Born: USA Hometown: Fort Myers Years Pro: 1 Stance: Regular Height: 5'4" ----- Stats ----- Ollie: >>>>>> Speed: >>>> Air: >>>>> Balance: >>>>>> ----------------- Moves and Tricks: ----------------- Name Command Points ----------- Flip Tricks ----------- Kick Flip L + Sq 100 Sex Change DL + Sq 500 Impossible D + Sq 250 360 Flip DR + Sq 300 Heelflip R + Sq 100 Hardflip UR + Sq 300 360 Shove It U + Sq 250 Kick Flip to Indy UL + Sq 600+ ----------- Grab Tricks ----------- Method L + Cir 315+ Stalefish DL + Cir 315+ Tailgrab D + Cir 315+ Benihana DR + Cir 420+ Indy Nosebone R + Cir 315+ Rocket Air UR + Cir 367+ Japan Air U + Cir 367+ Madonna UL + Cir 525+ ------ Grinds ------ Nosegrind U + Tri 125+ Crooked Grind UL or UR +Tri 150+ Boardside Grind L or R + Tri 100+ Smith Grind DL or DR + Tri 125+ 5-0 Grind D + Tri 100+ ----- Spins ----- Ollie 180 R1 or L1 half turn 50 Ollie 360 R1 or L1 full turn 100 Ollie 540 R1 or L1 1 1/2 turns 150 Ollie 720 R1 or L1 2 turns 200 Ollie 900 R1 or L1 2 1/2 turns 250 ----- Other ----- Wall Ride Tri next to wall 500 Handplant U + Tri against lip 1000+ Nollie U + X 200 Fastplant U, U + X 250 --------------- Signature Moves *must have special bar flashing yellow* --------------- Backflip U, D + Cir 4000 Judo Madonna L, D + Cir 1500 Primo Grind L, L + Tri 750+ ------------------------------------------------------------------------------- -------------- K. Officer Dick -------------- No bio. Complete all thirty tapes and get all three medals with any one skater to unlock this "secret" character. Age: 43 Born: USA Hometown: Mallwood Years Pro: 25 Stance: Regular Height: 5'11" ----- Stats ----- Ollie: >>>>> Speed: >>>>> Air: >>>>> Balance: >>>>> ----------------- Moves and Tricks: ----------------- Name Command Points ----------- Flip Tricks ----------- Kick Flip L + Sq 100 Sex Change DL + Sq 500 Impossible D + Sq 250 Front Foot Impossible DR + Sq 600 Heelflip R + Sq 100 Varial UR + Sq 800 360 Shove It U + Sq 250 Kick Flip to Indy UL + Sq 600+ ----------- Grab Tricks ----------- Method L + Cir 315+ Stalefish DL + Cir 315+ Tailgrab D + Cir 315+ Benihana DR + Cir 420+ Indy Nosebone R + Cir 315+ Rocket Air UR + Cir 367+ Japan Air U + Cir 367+ Madonna UL + Cir 525+ ------ Grinds ------ Nosegrind U + Tri 125+ Crooked Grind UL or UR +Tri 150+ Boardside Grind L or R + Tri 100+ Smith Grind DL or DR + Tri 125+ 5-0 Grind D + Tri 100+ ----- Spins ----- Ollie 180 R1 or L1 half turn 50 Ollie 360 R1 or L1 full turn 100 Ollie 540 R1 or L1 1 1/2 turns 150 Ollie 720 R1 or L1 2 turns 200 Ollie 900 R1 or L1 2 1/2 turns 250 ----- Other ----- Wall Ride Tri next to wall 500 Handplant U + Tri against lip 1000+ Nollie U + X 200 Fastplant U, U + X 250 --------------- Signature Moves *must have special bar flashing yellow* --------------- Yeeeehaw Frontflip D, U + Cir 4000 Assume the Position L, L + Cir 1575 Neckbreak Grind L, R + Tri 750+ ------------------------------------------------------------------------------- -------------- L. Private Carrera -------------- No bio. Private Carrera replaces Officer Dick when you pause, hold L1, and press: Triangle, Up, Triangle, Up, Circle, Up, Left, Triangle. The screen will not shake, and you should immediately end run and quit. If you are playing Officer Dick and choose "retry" immediately after putting in the code, the game will lock up. Age: Barely Legal Born: USA Hometown: Fort Worth Years Pro: 1 Stance: Regular Height: 5'8" ----- Stats ----- Ollie: >>>>>>>>>> Speed: >>>>>>>>>> Air: >>>>>>>>>> Balance: >>>>>>>>>> ----------------- Moves and Tricks: ----------------- Name Command Points ----------- Flip Tricks ----------- Kick Flip L + Sq 100 Sex Change DL + Sq 800 Impossible D + Sq 250 "Front Foot Impossible" DR + Sq 600 (360 Flip animation) Heelflip R + Sq 100 "Varial" UR + Sq 800 (Hardflip animation) 360 Shove It U + Sq 250 Kick Flip to Indy UL + Sq 600+ You will notice that two of Private Carrera's tricks are the "wrong" animations. ----------- Grab Tricks ----------- Method L + Cir 315+ Stalefish DL + Cir 315+ Tailgrab D + Cir 315+ Benihana DR + Cir 420+ Indy Nosebone R + Cir 315+ Rocket Air UR + Cir 367+ Japan Air U + Cir 367+ Madonna UL + Cir 525+ ------ Grinds ------ Nosegrind U + Tri 125+ Crooked Grind UL or UR +Tri 150+ Boardside Grind L or R + Tri 100+ Smith Grind DL or DR + Tri 125+ 5-0 Grind D + Tri 100+ ----- Spins ----- Ollie 180 R1 or L1 half turn 50 Ollie 360 R1 or L1 full turn 100 Ollie 540 R1 or L1 1 1/2 turns 150 Ollie 720 R1 or L1 2 turns 200 Ollie 900 R1 or L1 2 1/2 turns 250 ----- Other ----- Wall Ride Tri next to wall 500 Handplant U + Tri against lip 1000+ Nollie U + X 200 Fastplant U, U + X 250 --------------- Signature Moves *must have special bar flashing yellow* --------------- The Well Hardflip R + L + Sq 5500 Ho-Ho Ho L + U + Tri 2000 Somi Spin L + D + Cir 5500 ------------------------------------------------------------------------------- =============================================================================== 5. Explanation of the Trick System =============================================================================== Having trouble understanding how many points a trick is worth? You do one kickflip, you get 100 points... but do three kickflips, you get 225 points? Having trouble with the math on that? Wondering why you get toward the end of a run, need another 5000 points, and pull something that was worth 8000 at the beginning of your run... only to get a measly 900? Well, I'm about to explain how the trick system works. In detail. If you want to get REALLY big scores, you'll pay attention to this and start working out exactly what has to happen to make them. Every time you do a trick, you are actually doing what Neversoft calls a "combo". The simplest combo is just to do a trick. However, you can make that trick worth more by adding 180 spins and other tricks to it. Let's use a simple example that only uses flip tricks. Put your game in "free skate" mode, select any skater and equipment you like, and go to the warehouse level. If you jump up in the air and do a kickflip, it's worth 100 points. But if you go off a kicker ramp and do a kickflip *and* a heelflip, you get 400 points. If you do a 180 in the process, you get 500 points; do a 360, you get 600. So let's pull that apart and see why. When you do the kickflip and heelflip, each one is worth 100 points, which is 200. However, this total is then multiplied by the number of tricks -- so since there are two tricks, this is multiplied by 2. The total points involved now is 400. If you watch the screen, you'll see that the bottom says: KICKFLIP + HEELFLIP 2 x 200 Now, if you do a 180, you'll see something else: 180 KICKFLIP + HEELFLIP 2.5 x 200 That 180 counts as a half-multiplier. If you do a 360, you'll see: 360 KICKFLIP + HEELFLIP 3 x 200 Now, let's go beyond this and add something a lot of people miss. When you go off of a VERTICAL surface -- a quarterpipe or halfpipe -- the game will FORCE you to turn at least 180. So when you're going off vert, the first 180 doesn't count -- only the second. If you did this on a quarterpipe, you would only get: 180 KICKFLIP + HEELFLIP 2 x 200 But thankfully, if you do the 360, you'll still get your multiplier up to 3. 540 spins add 2 to your multiplier; 720 spins add 3; 900 spins add 4, 1080 adds 5, and so on. If you did the 360 version in the warehouse, you probably got something like this: 360 KICKFLIP + HEELFLIP + KICKER GAP 4 x 300 The blue text is what many people call a "transfer" or a "gap". (Gap is probably the better word for it, but transfer is the more likely term based on just plain common usage.) These also add one to your multiplier, and in addition are worth a number of points. On the quarterpipe behind the kickers, you will also see a floating medal that says "100" -- if you grab that during your combo, you'll get the same result: 360 KICKFLIP + HEELFLIP + BONUS 100 4 x 300 Grinds and grabs are a little more complex, because they mount up -- in fact, they mount up by five percent of their initial point totals every twentieth of a second, so if you hold a madonna for exactly one second, it will be worth 1050 points, and if you smith grind a rail for exactly one second it will be worth 250 points. (You can actually time grinds like this, if you like... although it's not really worth the effort.) You've also probably noticed that when you pull a trick in career mode or single session, it seems to be worth less than the last time you pulled it. This is because Neversoft has instituted a system of trick degradation; the first time you do a trick, it's worth full points. The second time, 3/4 points; the third, 1/2 the points; the fourth, 1/4 the points; and the fifth and all succeeding times, 1/10 the points. So if you do a whole lot of kickflips, you'll get something like this: KICKFLIP + KICKFLIP + KICKFLIP + KICKFLIP + KICKFLIP 5 x 260 Which is to say, five tricks times 100 + 75 + 50 + 25 + 10. Not really worth the effort, is it? A further note on trick degradation: tricks are worth less because you DID them, not because you LANDED them. So when you do five kickflips and bail on the last one, you *get* nothing... but you still used up all your points for kickflips, and any more kickflips you do are only worth 10 points. (Not really fair, is it?) You'll also see that your specials are worth a LOT more points. You'll make much bigger scores with specials than without them, so learn them and USE them. While 4000 points for a backflip may not seem like that big a deal, compare: BACKFLIP + 5-0 GRIND + KICKFLIP 3 x 6350 And if you were to do a madonna instead? MADONNA + 5-0 GRIND + KICKFLIP 3 x 2875 That's a good ten and a half thousand points difference (19050 to 8625). Doing the above combos repeatedly, you would need to do the madonna version 35 times to make a 50,000 point score after trick degradation is factored in -- but the backflip version only five times. The strategy that arises from this information is pretty easy to understand. At the beginning of any run, do a BIG combo that uses as many of your tricks as you can manage; immediately before that combo, do something to fill your special bar so you can pull out some of your specials during the combo. Use your BIGGEST tricks. Vary your tricks -- cycle through all your grinds, grabs, and flips during combos. If you're going for the pro score and bail early in the run after doing most of a big combo, hit retry -- it's just not worth the effort to try and compensate for the loss. Another point worth making is that transfers do NOT degrade. Every time you hit the kicker gap, it's 100 points, no matter how many times you do it. So when you find a good gap to pull a big trick through, use it as many times as you can manage with as many different tricks you can manage. A backflip over the pipe and through the secret room in the warehouse, for example, will net you a clean 14400 points -- enough to *kill* the pro score, since you have to do something to fill your special bar first! -- and many people like to land this in a grind on the rail on the other side of the pipe, to kick their score up to a bare minimum of 20,000 points... and then even farther by pulling a flip trick to the coping on the back wall for a long series of grinds and flips that commonly net over 100,000 points. ---------------------------- Other stuff worth mentioning ---------------------------- -All tricks can be performed in the switch position. A switch trick occours when your skater performs a trick while riding the opposite of his stance. For example, Tony Hawk rides goofy foot. If you pull off a kickflip while riding in the regular stance, you'll actually pull of a switch kickflip. I read somewhere that switch moves will give you extra points but when I tested it, I didn't find that to be true. Of course I only tested it with a few tricks. -Fastplants actually launch you higher than an ollie or a nollie. Very useful for stuff like launching off the big ramp on the San Francisco level to obtain the hidden video. -You can grind without pressing a direction while pressing the triangle button. But if you're trying to combo on a rail and grind again, do not do this. More than likely you'll fall because, for some reason, triangle alone doesn't seem to work too well when going from a grind to a grind. -In THPS, there are vert skaters and street skaters. If you really want to have the best chance to reach scores into the thousands, you should stick to using vert characters on courses like the skatepark and roswell and use street skaters on couses like San Fransisco and the Mall. Vert characters generally have higher stats in speed and air while street skaters have higher stats in balance and ollie. Figure out who's who yourself. (Tip: street skaters do 360 flips. Vert skaters do front foot impossibles.) -Whenever you ollie off of a moving vehicle, you perform a carplant. These can only be done in the downtown and Frisco levels. -Someone mentioned to me that nowhere in my FAQ did I say anything about balancing so I figured this would be as good a spot as any. Anyway, You can balance your skater using the left and right directional buttons while grinding. But balancing gets harder with the grinds in a trick. For example, lets say you start grinding a long rail and then jump up and pull a kickflip. When you come back down, it'll be a little tougher to balance your skater. When you get to your fourth grind in a trick, your skater will fall over almost immediately so take care to keep it at 3 grinds per trick. Of course it is possible to put more grinds in there, just takes a little practice and some quick reflexes. =============================================================================== 6. Helpful Tips for Scoring BIG!! =============================================================================== There are several skills you should work on to get your scores up into the higher areas like 50,000 and above. First and most important is to FREE SKATE. Free skate a lot. Spend several hours in each level. Take a week or two just skating around and trying to air off everything, grind everything, pull off the sickest tricks you can think of. Do utterly insane things. Watch your point totals, and when you hit something that gives you mad points, try doing it some more. Never just do a trick for the hell of it. Every trick is an effort to get big points. Never do anything that won't get you at least five thousand points. When you do a grab trick, do it somewhere you can hold long and spin big. When you do a flip trick, tap the L2 or R2 button to add a 180 spin, and land it straight into a grind. When you grind, come out of it with a flip trick and a 180. Nothing is EVER a single trick. Everything is a combo, a transfer, or a big spin. Nollie, nollie, nollie. Make it unconscious. Teach yourself to hit up just as you let go of the jump button EVERY. SINGLE. TIME. Pretend it's the only way you CAN jump. Practice using the L1 and R1 buttons to spin your grabs. They spin faster. They spin farther. And that extra spin means about another thousand on big air. Use the L2 and R2 buttons to spin your flip tricks 180 degrees during long grind combos, and you'll tack a WHOLE lot of points onto those. Don't bail. Whenever you bail, you lose all the points you just earned off a combo, the tricks degrade anyway, and you lose a good ten to twenty seconds of time getting up and regaining speed. Spend a lot of time practicing flip tricks in the middle of grinds. You should get very, very good at throwing out a 180 flip trick in the middle of rails and landing in a different grind. This is the master key to huge scores; EVERY big score is full of grinds and flips. If you only do one thing, be EXCESSIVELY good at this. Practice long grinds. Balancing is a complex process; when you nudge left, you KEEP going left until you nudge right. Then you KEEP going right until you nudge left. You can never relax. Bobble back and forth on the left/right to keep yourself stable. If you're feeling chancy, FLIP TRICK OUT rather than bail. Better to salvage what you can than go for the gusto and lose it all. In every level, your first combo should be your BIGGEST combo. Tricks are worth less every time you do them, so your first trick should go into a BIG combo to turn that extra few hundred points into an extra few *thousand* points. =============================================================================== 7. Areas, Tapes, and Medals =============================================================================== Below is a list of the areas in the game including detailed information on how to attain each tape. On the courses where you get medals, I'll just list some basic information on what to do in order to reach the high scores you'll need to obtain the hidden video for each skater. Area descriptions are taken directly from the instruction booklet. A. Warehouse: Woodland Hills B. School: Miami C. Mall: New York D. Contest 1: Skatepark, Chicago E. Downtown: Minneapolis F. Downhill Jam: Phoenix G. Contest 2: Burnside, Portland H. Streets: San Francisco I. Contest 3: Roswell, New Mexico ------------------------------------------------------------------------------- ---------------------------- A. Warehouse: Woodland Hills ---------------------------- Practice up in an abandoned warehouse full of ramps, pipes, rails, and gaps. This is the best place to get the basics down before rippin' it up in the rest of the game. --------------------- Videotape Challenges: --------------------- a. Get 5,000 points b. Break 5 sets of boxes c. Get S-K-A-T-E d. Hidden Videotape e. Get 15,000 points ------------------------------------------------------------------------- ---------------- a. Get 5,000 points ---------------- Ok, for your first event, all you have to do is get 5,000 points. Believe me when I say this. You don't need help with this one at all if you have any feel for the controls at all. Just run around the level doing trick on the quarter pipes and half pipes and you should be able to do this one no problem --------------------- b. Break 5 sets of boxes --------------------- Right when you start the level, make a sharp right and head straight for the set of boxes in front of you. Turn left and head down the hill and if you angle yourself right, you'll jump right over the half pipe and land on the second set of boxes near the wall on the other side of the half pipe. From there make a left and follow the quarter pipe to the little extension with the 3rd set of boxes sitting on top of it. Simply ride up the ramp while pressing up and you'll land right on top of them. The 4th set is sitting up on another rise northwest from where you are. Just head over toward the little ramps and you'll see it. Jump up to the level where the 4th set of boxes sits and run into them. From there, jump down from the little rise and make a right. There will be a quarter pipe you can ramp up and over to reach the 5th set of boxes. ------------- c. Get S-K-A-T-E ------------- Start the level by riding down the ramp and heading slightly to the left angling yourself toward the small ramps. The "S" is right in the middle of the ramps. After nabbing the "S", head to the right toward the car. Once you get past the quarter pipe extension, make a sharp left up the other side of the quarterpipe and grab the "K". Once you come back down you should be pointed right at the "A" on top of the car. Grab it and if you have enough speed after that, go for the "T" in the middle of the halfpipe. If you don't have enough speed after the "A" then turn a around and head back to where you got the "K". Ramp up, do a trick or 2, and head back to the halfpipe, avoiding the car this time. Ramp over it grab the "T". After that, head to the right and keep going til you pass up both the ramps leading to the upper area where you started. Past the ramps on the left should be a quarterpipe where you can ramp up and over and grab the "E". It'll be sitting right within reach from ground level. ---------------- d. Hidden Videotape ---------------- This one is easy if you do it right the first time. Simply turn right when you start out and make a left and head down the ramp that is to the right of the one that you started out facing. Once at the bottom, turn slightly left and angle yourself so that the peak of your jump is about 3/4ths the way in from left of the half pipe. If done correctly you will fly over the halfpipe and through the secret room where, hopefully, you'll nab the hidden tape in the process. If you miss it then just repeat the above process or get some speed on the quarter pipes parallel to the half pipe and ramp over again and again til you get it. ----------------- e. Get 15,000 points ----------------- This is the only one that anyone should have any difficulty on and it's not even really that hard. Here's what I would do, I would head straight for the half pipe and continue to do nollie/fastplant + grabtricks while throwing in some spins and you should be able to make the 15,000 points within the first 20 seconds. But if you want to do it your own way, just check the section labeled "Helpful tips for Scoring BIG!!". In fact, you can refer to that section for any of the point value tapes. For the later levels where you have to get 40 or 50 thousand points to get a tape, I'll tell you a little bit more specifically what to do. ------------------------------------------------------------------------------- --------------------- B. Schoolhouse: Miami --------------------- Dumpsters, lunch tables, and long rails. Ahhh... paradise can be found in this deserted school! And don't forget to carve up the pools for some huge air and sweet transfers! Anybody for a game of hoops in the gym? --------------------- Videotape Challenges: --------------------- a. Get 7,500 points b. Grind 5 Lunch Tables c. Get S-K-A-T-E d. Hidden Videotape e. Get 15,000 points ------------------------------------------------------------------------- ---------------- a. Get 7,500 points ---------------- This one is just as easy as the first. You start the level on a platform that ends in a ramp. Just jump off doing a quick trick or two and the start slamming on the triangle button. You should start grinding a litle wall. At the end of your grind, jump off and do a kickflip and you'll be well over half way there and maybe even at 7,500 depending upon which tricks you did while in the air. From there I'm sure you can get the rest without my help. -------------------- b. Grind 5 lunch tables -------------------- Start the level by heading off the ramp and make a U-turn after you land. You should be headed toward the first lunch table. Grind it and continue to the right down the hill. At the bottom of the hill, avoid the ramp and turn right. The 2nd lunch table will be sitting there. After grinding it, head past the pools and through the half pipe. At the end of the halfpipe on the left will be the 3rd table. Grind it and make a really sharp right, almost to the point that you're headed back to the halfpipe but instead, follow the wall your pointing toward to the left to find the 4th table. From there, head over the bridge and make a short right. The 5th table will be sitting there waiting to be grinded. ------------- c. Get S-K-A-T-E ------------- After heading off the ramp, make a left and slide down the metal rail that lines the stairs. You'll nab the "S" while sliding down the rail. Once your safe on the ground, go to the first set of ramps in the area Right in the middle of the ramps, in the air, will be the "K". Grab the "K" and then follow the little blue rails right on the other side. Grind the second blue rail and the "A" will be yours. Once off the rail, head into the halfpipe and follow it to the end where the "T" will be waiting. It's up on the right side at the end. Just ramp up and do a quick trick if ya want, land, and then head inbetween the two pools in the next area. There will be a rail there with the "E" sitting in the middle. Grind it and the video is yours. ---------------- d. Hidden Videotape ---------------- This one is a little tricky to find but once you find it, it can be done without too much trouble. Start the level and head off the ramp, once on the ground head into the little alley slightly to the right of where you're pointed. Follow it around til you see a ramp leading up to the roof of the school. Follow the ramp around and head up the first and biggest ramp you see. It'll lead you to a raised area on the roof. From there, there is a small 2x4 that leads to a canopy of sorts. Grind the 2x4 and follow the canopy to the end where you hidden video awaits you. ----------------- e. Get 25,000 points ----------------- Just find a halfpipe and do some tricks. I seriously can't not stress enough how much a nollie/fastplant + a grab trick with some spins is worth. Look at the other points videotape in this section to see how to score a good 5,000+ right at the beginning. Also, the school is a great place to rack up on points by grinding. It's possible to score 50,000+ from one very, very, very long grind! ------------------------------------------------------------------------------- ----------------- C. Mall: New York ----------------- Take a little after-hours stroll through the indoor/outdoor mall. This place is filled with huge stair sets and escalators just beggin' to be cleared. Check out the upper level for some killer gaps! --------------------- Videotape Challenges: --------------------- a. Get 10,000 points b. Break 5 Directories c. Get S-K-A-T-E d. Hidden Videotape e. Get 30,000 points ------------------------------------------------------------------------- ---------------- a. Get 10,000 points ---------------- This is probably the only level that doesn't have a great place to pull some tricks right at the beginning of the level. But you can still get a good 5,000 points from the 2 quarterpipes near the beginning. There aren't too many halfpipes for you to rack up your points on either. But instead of halfpipes, there is an awesome area that'll can get you upwards of 30 to 40,000 points in one trick, maybe even more depending what you decide to do afterwards. To find this area, head down the ramps at the beginning and stay to the right side of the mall. Right after you pass a little pond, theres a ramp leading down to the lower level. Along side this ramp is a rail on the right side. do a kickflip and land on the rail, grind it to the end and jump of a preform a quick trick. While you flying through the air, press a direction and triangle. Hopefully, you'll start grinding one of 4 different rails. Grind along it doing kickflips and grinding it again til the end. Jump off, perform a kickflip/nollie/ fastplant, whichever one you like, and if you have enough speed, there is one more rail(very hard to reach). Even if you don't hit that rail, you can still get well over the 10,000 point limit from this trick alone. --------------------- b. Destroy 5 Directories --------------------- Head down the ramps and go up to the upper level via the escalator. The first directory is at the top. Now, trying to keep a straight line jump up to the little raise there and keep going straight. If you navigate the next area without falling off, you'll be able to reach the next directory without having to use the ramp. If you do fall off, use the escalator on the left side of the mall to reach the 2nd directory. Continue by jumping off the upper level and landing near the pool with 2 rails across it and head to the left of the pool. Stay on course and you'll head straight through the 3rd directory. Continue down the stairs and ramps until you get to a fork in the path. Instead of going either way, jump up inbetween the 2 paths to destroy the 4th directory. Go past the rails and continue until you reach an outside area. Once there the 5th directory is right in the middle of the path after the water, at the end of the outside area. ------------- c. Get S-K-A-T-E ------------- Start the level by heading past the first 2 quarterpipes. Once your on the path down to the beginning of the actual mall, theres a small rail which once grinded, will nab you the "S". From there, stay on the right side of the mall. Once you reach the fist pond, on the right side up on the edge of a wall is the "K". Grab it and head to the bottom level toward the pool with 2 rails on it. The rail on the left contains the "A", grind it and continue down the path til you reach the fork in the road. In the middle of the fork are 2 rails. Grind the left one which will lead you to the "T". After nabbing the "T", head to the outside area where the "E" can be grabbed by ramping off the first ramp in the middle of the path. ---------------- d. Hidden Videotape ---------------- Look at the section labeled "Get 10,000 points" to find out exactly where the secret videotape is. The only thing you have to do different is make sure that you land on one of the 2 rails hanging from the ceiling instead of any of the 4 rails in that area. Once you've landed on them, grind til you get near the end and jump right when the videotape is above your head. ----------------- e. Get 30,000 points ----------------- Look at the "Get 10,000 points" section above. It's possible to finish this one off in one trick if done correctly. But you'll probably fall like I usually do so we'll try this another way. The mall is a great place to do tricks followed by a grind and another trick. Look for areas that allow you to do such a thing. Also, about half way through the level are some stairs which you can ramp off of and do some tricks. It's possible to grind at least twice after hitting these ramps. Just look for places like that. And if your lazy like me, there is one section near the beginning on the left that is almost like a halfpipe, you can do some wicked stunts there. ------------------------------------------------------------------------------- -------------------------------- D. Contest 1: Skatepark, Chicago ------------------------------------------------------------------------------- You've got three runs to take it out on all of the other pro skaters in the "Windy City Slam" contest. Five judges will score each run based on variety, difficulty, and style. When all is said and done, the top three finishers will recieve shiny new medals to wear around their necks ------------------------------------------------------------------------------- This is the first of 3 trick based events in which you must out perform your competition. This one is a breeze if you know about a certain place that'll give you enough points in one trick to place first. When you start the level, you'll be facing a set a rails. To the left you'll see a HUGE half pipe. Head over to it but don't go in the halfpipe. Instead, ramp up the other side of the halfpiple, the side that your facing when you start. After pulling off a trick, come back down and make a U-turn only to go up it again. But this time, make sure you're pressing up so that you go over the lip. If you had enough speed, you should be able to make it to the metal support beams way up above the half pipe. Grind along it doing whatever you want until it ends. Jump down pulling of spins, varials, kickflips, whatever but make sure you land. Congrats!! You just got yourself a good 50,000 points! Of course only if you did it right. Other areas of interest in this level would be the halfpipe itself. You can get enough air in this pipe to pull of Hawk's 900 worth 8000 points by it self. If you nollie/fastplant before hand that's a good 16000 points for 2 tricks. You also might want to head to the pool. That's another great place to pull of those grab tricks. Other then that, this level is pretty bare compared to the rest of the levels. ------------------------------------------------------------------------------- ------------------------ E. Downtown: Minneapolis ------------------------ Dodge traffic and air it out over the fountain in the center court. This is a nice wide-open scene with lots of kicker ramps and fire escapes that make for some insane grind combos. And who said you have to stick to the streets? Rip up everything in sight and try to make it to the roof tops for some serious gaps. --------------------- Videotape Challenges: --------------------- a. Get 15,000 points b. Break 5 No Skating signs c. Get S-K-A-T-E d. Hidden Videotape e. Get 40,000 points ------------------------------------------------------------------------- ---------------- a. Get 15,000 points ---------------- This level starts out with a very awesome set up for a great trick, but it's kind of hard to do. When you start, fastplant off the ramp infront of you angling yourself slightly to the right. While in the air, press a direction and triangle to start a grind on that edge. You'll have time to do a quick trick on the edge of that wall if you want. When you reach the end of the grind, jump and kickflip your way to the right to a rail and into another grind. Once reaching the end, it's possible to grind the traffic light there for some extra points before you land. Of course right before you land put in yet another trick. That should score you enough to clear this one. If you don't want to go through all that trouble, then instead go straight from where you start and turn left on the first street you see. Follow it down until you see a huge quarter pipe on the left side. Follow the quarterpipe around the corner and it kinda turns into a strange halfpipe of sorts. Just stick with that pipe until you've reached 15,000 points. -------------------------- b. Destroy 5 No Skating signs -------------------------- When you start, go straight til a path opens up to the center court where the fountain resides. The fist sign will be in the middle of this path. From there head to the center court and stick to the left. Another path and sign will be on the other side of the court that looks identical to the one before it. Grab the second sign and exit the court. Once out in the street again, make a slight left and head for the huge quarterpipe. ramp over it and the 3rd sign is sitting on top if it. Continue down the other side and keep going down the street until you come to another sign on the right side. Destroy it and continue til the road makes a sharp right. After taking the right, there will be a building on the right with a sign infront of it. Grab it for the 2nd videotape. ------------- c. Get S-K-A-T-E ------------- In the trick mentioned in the section "Get 15,000 points", the "S" is located above the second rail. You'll have to jump because it hovers slightly above you. From there, head to the fountain. The "K" resides right above it. After nabbing the "K", head back the way you came and make a left up the hill(would be the first road to the right if you were just starting out). Continue along the road as it turns right and right before the truck with the ramp there is a little quarterpipe. Jump and grab the "A" then head to the truck. The truck supports a ramp that leads into a covered path. Go up the ramp and into the pathway. Continue along and you'll see the "T" right in the middle of the path. Continue going up until you reach the roof. Make a left and follow the left edge of the roof til it drops. You have to make sure you are right on the edge, almost to the point where you can railslide. When the roof ends, DO NOT JUMP!! Instead just fall while repeated pressing a direction and the triangle button. If done correctly, you should land on a powerline and find the "E" at the same time. If you fell, there is another way to get the "E". Simply jump off of one of the ramps on the street to reach the "E" on the powerline. ---------------- d. Hidden Videotape ---------------- You're gonna need a lot of air for this one. When you start, skate a little ways and then turn around. Ramp off one of the ramps to the upper level and make a left. Continue down the path til you reach the truck with the ramp. Ramp up it and head into the little pathway. Once there, keep going until your up on the roof. Once up there, make a slight left and head for the little opening that leads to the main part of the roof. To the left of where you entered is a quater pipe that leads to the hidden tape. To the right is the wall we're gonna use to get some speed so that we can reach that tape. Head up the quarter pipe pulling of a huge trick if possible and then tear your way to the other side as fast as possible and jump right off the middle of the ramp. If done right, you should fly from one roof to another grabbing the tape in the process. If you miss, you're outta luck. You'll have do all of this over again. ----------------- e. Get 40,000 points ----------------- Basically look at the section "get 15,000 points". Those strategies will be enough for you to clear 60,000 points if ya wanted to. If you don't like that strategy then I can tell you about another great area to pull off some really wicked grinds. You know the truck with the ramp right? Well, that ramp leads to an area with 3 rails one after another. Messing around with them will get you a bunch of points. ------------------------------------------------------------------------------- ------------------------ F. Downhill Jam: Phoenix ------------------------ Speed. Air. Speed. Air. Speed. Air. Get the picture? This crazy downhill run, set in a river gorge , is the place to be if you're looking for over-the-top speed and air. Grab the high rails and paths overhead for the scores that'll have even the big boys scratchin' their heads. Did we mention speed and air? --------------------- Videotape Challenges: --------------------- a. Get 20,000 points b. Open 5 valves c. Get S-K-A-T-E d. Hidden Videotape e. Get 40,000 points ------------------------------------------------------------------------- ---------------- a. Get 20,000 points ---------------- When the level starts, make a right and straighten out so that you're pointed toward that first ramp that leads up to some pipes. Nollie, and do whatever tricks you want, but make sure you stop by the time you hit the pipes. Grind the pipes and then do a trick before you land. That'll get you a good 10,000 at least. You can continue this trick but it's kinda hard. Theres another little rail that sits slightly above the ground. It's possible to land on that and then trick off of it to nab you two more multipliers and some extra points before you land. If that didn't put you over, skate down the gorge til you get to the halfpipe and start doing your thing. ------------- b. Open 5 valves ------------- In the trick described above, the first valve is on the first rail that you slide on. Just get enough air and rail you way to it. After you dismount, navigate through the obstacles and pass the first big ramp. Make a sharp right and you'll come up to another big ramp and the second valve. Ramp off of it while hitting the valve and continue through the arc-like structure. In this next area there will be a ramp on the left side against the wall. Go up there, jump off, and catch the wire. Along the wire is the 3rd valve. After switching the 3rd valve, get back down into the halfpipe and skate your way down until you come to a strange bump. Right on the other side of that bump is a steep hill and a small ramp. Make a beeline right in the middle of the path and hit the ramp. It should rocket you over a sign and right on top of the 4th valve. If it didn't, you're gonna have to keep doing that last part over til you get it. Once you have the 4th valve, keep heading down the path until the road turns to concrete and you have 2 ways to go. Take the left path hugging the right wall as you do it. Near the bottom of the decline, the 5th valve will be there against the wall on the right. just jump right before you get to the bottom and you should run right into it. ------------- c. Get S-K-A-T-E ------------- Go down hill at the start and navigate the area until you come to the first big ramp. Angle yourself so that you head of toward the left where the "S" is waiting. Nab it and continue down the gorge past the arch made of stone til you get to another ramp on the right side of the course. Jump from the ramp to the rails above where you can grab the "K" while you grind. Jump down and enter the half pipe. Around the middle of the halfpipe, you can lip up over the edge on the right and slowly make your way to the "A" which is at the top amongst some boxes and barrels. Get back down to level ground and make your to the rails that run along each side of the course. Once there you'll be able to see the "T". All that is required to grab it is just for you to jump. Once you have it, head to the left of the square pond. Ok, this one is tough. Once you're just past the pond but before you go down to the lower area, ramp up the wall and do a trick so you can get a little speed. Come back down and travel to the other side of the course where there is another little quarter pipe. Do tricks on these quarterpipes til you think you have enough speed, then launch yourself off the right quarterpipe, right before the wall turns into cement, angled just slightly to the left(make sure your pressing up on the D-pad when you launch off of it). If done correctly you should get enough air to reach the upper level pipe. When you come down, grind the pipe and ride it to the "E". ---------------- d. Hidden Videotape ---------------- This is probably the toughest hidden videotape in the game. But doable none the less. Start out and make your way to the inclined path on the left right before the big halfpipe. Ramp off of it and grind the wire there leading to a flat area above the halfpipe on the right. Travel to end of that area and grind the wire leading to the left. Once thats' done, travel the course til you get to a big gap with what seems like no ramp to jump across it. To get past the gap, ride the wall or ramp off the wall and do some quick tricks. After passing the gap, jump up on top of the rock structure and continue past the sign. You'll come to another gap. Just do the same thing you did last time to get past it. After passing the 2nd gap, there is a huge jump at the end of the path. Jump off of it and slightly to the right and if you had enough speed, you should be able to make it to the hidden tape residing way up on the pillar in the middle of the level. But if you miss, you're gonna have to do it all over again from the beginning. ----------------- e. Get 40,000 points ----------------- Read "Get 20,000 points" in this section for clues on how to get 40,000 points. I usually stay in the halfpipe the whole time. But I can tell you a quick way to earn yourself about 30,000 points if done correctly. Remember how you got the "E"?? Well, do that again except consentrate on points instead of just getting up there. Do some kickflips and nollies while your grinding the rail. When you get to the end, jump off and do a few tricks. More than likely you'll land it and get a bunch of points but sometimes if you jump in the right place and your pressing the triangle button, you might land on another rail and get shitload more points while grinding it. I've reached 114,000 on that part alone. ------------------------------------------------------------------------------- -------------------------------- G. Contest 2: Burnside, Portland ------------------------------------------------------------------------------- This is the final contest before you make your way to the skate mecca that is San Francisco. The rules are the same as the first contest. Five judges, three runs, ten competitors, three medals. This familiar spot under an Oregon bridge has some killer lines that make for huge points, so get creative and bust out the combos that'll get you that gold. ------------------------------------------------------------------------------- This contest is a little tricky if this is your first time through the game. Make sure you know your characters signature moves for this one. I usually start out by making a left after exiting that little pipe you start in. From there I head toward the quarterpipe and usually pull off a fastplant + 720 Benihana(I always start with this move the first time I go up a pipe in a level). That fills my special bar and I take another go at the pipe but this time I nollie and pull off my 4000 point signature move. I'll do this a second and a 3rd time and by then I have enough points to at least finish with a medal. But we want gold right? To get some major points on this level, you need to head for the area surrounded by quarterpipes. Mix up your grabs with grind combos here to start really raking in the points. Also, the transfers in and out of this area really help your score. Others areas of interest that you might want to check out are the pool and the cement blocks that are great for grinding. The pool is really small but you can still get some major air in it. Also, if you exit the pool in the right area, you can jump over a stone wall which will give you some more points and sometimes, if you're lucky enough, you'll be heading straight for a lip of one of the quarterpipes on the other side of the wall, use it to get yourself even more points. The cement blocks are way on the other side of area from the pool. These are set up perfectly for you to get some x5 or x6 multipliers and a good 15,000 points depending upon what you do. ------------------------------------------------------------------------------- ------------------------- H. Streets: San Fransisco ------------------------- Skaters will recognize spots like Hubba Hideout and EMB (R.I.P) while tourists can stick to Lombard Street and Chinatown. Grind anything and everything and be sure to hit the long rails and tons of gaps along the way. Only the best can tear it up enough to get a final mystery invitation to an enigmatic, not so far off land. Hmmm... --------------------- Videotape Challenges: --------------------- a. Get 25,000 points b. Wreck 5 cop cars c. Get S-K-A-T-E d. Hidden Videotape e. Get 50,000 points ------------------------------------------------------------------------- ---------------- a. Get 25,000 points ---------------- I don't know if it's just me but this level seems really bare in comparison to the rest. The only thing I do here is just head to the halfpipe and start doing my thing. There are a few places to do some tricks besides the halfpipe but they really aren't that great. To get to the halfpipe, travel down the hill at the start and make a left. You should run right into it not too far down there. -------------------------- b. Destroy 5 Cop Cars -------------------------- Right when you start a cop car is to the left of you. Jump on it and head down the hill and to the right. Not far down from there is another cop car on the right in a parking lot. Smash it and continue down the road til you can either go left or right. Make a right and smash the 2 cop cars sitting there. From there, head down the other way and follow the road around and around until you see the 5th car. It'll be on your right. ------------- c. Get S-K-A-T-E ------------- This course is a little tricky when it comes to the letters. The first letter we're gonna go after is "K" this time. It'll save us a bunch of trouble later on. Start the level and go up the ramp in front of you. You'll see a rail. DO NOT GRIND IT, instead stay on the inside of the rail going really slow so you don't fly off onto the street from the last drop off. When you get to the bottom level, above the street, break the glass and grab the "K" and jump to the street. On the street, go left as if you were coming down the hill in the beginning. Continue in that direction till you can go no further except up a rampway leading to the "S". The rampway hugs left wall. After grabbing the "S", go back to the street you were on and head in the opposite direction from where you originally came. Keep going that way until the road ends and you have a choice to either go left or right. Choose right and head up the hill to the little alley. At the back of the alley, the "A" waits inbetween a gap in a quarterpipe. Grab the "A" and turn around back the other way. Follow the street along about half way down til you see some ramps on the right side. Jump off of one of them and you should land on a ledge hidden by the trees. Follow that ledge through some glass into a room where the "T" resides. Grab it and exit via the window in front of you. You should be at the corner of the street now. Take the right path. Not too far down the path is a building with 2 rails seperated by a ramp, jump off the ramp into the building and into the bowl. Here, you can catch the "E" while you're catching some major air in the bowl. ---------------- d. Hidden Videotape ---------------- A well hidden videotape if I may say so myself. Start the level by going down the hill and go right on the street. take it all the way down til you see a quarterpipe lining the last building on the left before the road ends. You need to ramp off of this(push up while you ramp off of it) and up to the platform sticking out. Once on the platform, follow it as it wraps around the building up to the top. On the top of the roof is a ramp, use the first ramp to do a kickflip and the second to launch your skater over the city, crashing down right through the gazebo in the middle, grabbing the tape in the process. I was recently informed of another way to reach the hidden videotape. You know the fountain in the center area?? Well, it turns out that there is a place you can ollie up to it and then jump off of a ramp leading to a platform. Follow the platform around and when you come to a gap, ollie over it and then you should be in the same area as if you were to ollie up to the platform from the quarterpipe. Read the above paragraph for the rest. Yet another way to get the hidden tape in SF was emailed to me by Drunkfux. It's much easier than the other two ways and I suggest you use it. Anyway, you know the building in which you get the "E"? to the left of it are 2 quarterpipes with a big gap in the middle of it. Launch off from the left quarterpipe to the one on the right(or grind from left to right, just do something to get a bunch of speed) and when you land you should be headed straight for the pagoda with a quarterpipe inbetween you and it. Launch off from the quarterpipe while doing a fastplant. If you did it correctly, you should be able to make it upto the top of the pagoda and snatch the tape on your way down. If you don't quite make it that far, you can grind the edge of the pagoda and then jump toward the tape and get it that way as well. There really are too many ways to get this tape. I stumbled across this last way at a message board. What you do is get up on the ledge that leads to the "T". Jump down from there and gain speed on the slope of the planters that the trees are in. Head across the road and hit the little planter while fastplanting. You should be able to at least make it far enough to grind the edge of the pagoda. Then just jump toward the tape. ----------------- e. Get 50,000 points ----------------- Once again, look at the section "get 25,000 points". That should be enough to get you your 50,000 points that you need. Of course if you want to have some fun while doing it you can always head to the area right past the halfpipe. There are a bunch of multi-leveled platforms here as well as numerous rails and edges to grind. You also might want to check out the center area. Not too many big ramps but this place is grind heaven. This one is tough and if you're still having trouble, check out the section labeled "Tips for Scoring BIG!!". ------------------------------------------------------------------------------- --------------------------------- I. Contest 3: roswell, New Mexico ------------------------------------------------------------------------------- Have you seen him? Yup...and if you thought that thing was cool ten years ago, you ain't seen nothin' yet! ------------------------------------------------------------------------------- This is easily the hardest course in the game. But hella fun!! If you follow my steps exactly, you shouldn't have any trouble beating it though. I can do it every time!!(I sure think highly of myself, don't I?) This is exactly what I do almost every time I play this level if I'm trying to beat it with a gold. Head down the ramp at the beginning and up the other side doing a fastplant +720 Benihana. that should grab you about 6000 points alone. Come back down and make a right. Follow it around as it turns and head up the quarterpipe and start grinding. Try to throw in a kickflip or 2 while continuing to grind. If you're going fast enough you can really increase your score by jumping the gap at the end of the lip, doing a kickflip, and then grind the lip of the metal halfpipe. If you did all that(it's a lot, I know), you score should be around 40,000 including the first trick you did. Now hop off in the half pipe and if you have enough speed, do a nollie + 720 madonna. If you don't then just kickflip and come back down only to do the nollie + 720 madonna your next time you catch some air. By now your special bar should be filled and your next three tricks should be nollie + 4000 pt. signature move. After that you're score should be 60,000 give or take a 10,000 which is more than enough to get gold here. But after all this you should still have a good 30 seconds left. So do whatever til time runs out. Don't expect to do all this without some practice first though, it's really tough. Especially that grind!! Other areas that you might want to check out for some awesome points are the rails in the middle, the tunnel rails, and the bowl. The rails in the middle are set up kind of neat. If you catch the first one, it actually ramps you off toward the next rail. Convenient if I say so myself! There is a tunnel which leads to a rail that makes it easy to access 2 other rails. It's actually quite easy to kickflip + grind + kickflip + grind + kickflip + grind + your dismount trick because the rails lead straight into one another and decrease in hight each time you switch rails. For some reason though, I find that it's easier to go the other way so you can line it all up easier. The bowl is exactly that, a bowl. Have fun!! =============================================================================== 8. Two Player Modes =============================================================================== I can't believe it took me this long to include a section that tells about the 2 player modes. In fact, I don't think I mentioned anything about any of the 2 player modes before this. Anyway, the following section describes the multiple 2 player modes in THPS and thats about it. Enjoy! I think I should note that some of the levels are sized down in 2 player mode to keep things running smoothly. ------------------------------------------------------------------------------- Graffiti ------------------------------------------------------------------------------- Graffiti is a fun mode in which you must mark different areas of a level by tricking off from them. When you trick off from an area, it turns your color. If your opponent does a better trick off of an area that is your color, it becomes his color and vise versa. The goal is the have more areas marked with your color than your opponent when time runs out. I'll admit I haven't had too much time to mess with the 2 player modes because my friends don't like it when I slaughter them so badly. Of course, I have managed to develop a few strategies that should help you. In graffiti mode, your best bet is to just trick off of anything and everything possible. I found that you can do kickflips the whole time and still win as long as you're fast and don't fall down too much. Only problem is that if you're in a level like the warehouse, you'll have to try different tactics because of how small it is. Another great strategy is to go for some nice combos that involve as many obstacles as possible. You can mark as many 4, 5, 6 or even more obstacles in one trick if you know what you're doing. Here is something that works wonderfully, but you gotta have some quick reflexes to do it. Ok, start off by following your opponent exactly. If he does an impossible off a kicker, you do a sexchange. If he does a 540 japan air, you do a 720 madonna. If you can keep up with whoever you're playing against, you'll have a score of 20 or so while your friend has a measly 2, if that. ------------------------------------------------------------------------------- Trick Attack ------------------------------------------------------------------------------- Trick attack is just a basic 2 player mode where you try to outscore your opponent. You have 2 minutes to to rip up the course with the most insane combos you can possibly think of. Sounds like fun if you ask me! I can't really give you any suggestions here except to look at the tips for scoring big section. It should contain all the info you need to humiliate your friend. Also, take note that if you collide with your friend while playing. The faster skater will knock down the slower taking valuable time from him. Use this to your advantage. This works in all 2 player modes. ------------------------------------------------------------------------------- Horse ------------------------------------------------------------------------------- Horse is a simple game where you perform one trick, and then your friend tries to pull off a better trick. This keeps going til one of you screws up and does a trick of lower value than the other. That person then gets a letter and the game continues. The winner is the person who causes the other to spell out horse(or whatever you decide at the beginning) Alright, this is actually my favorite mode because of the way I do it. I love to barely beat the other persons trick so the game takes forever. If my friend does a nollie + kickflip + 5-0 grind, I do a nollie + impossible + 5-0 grind. I love to see the expression on my friends face when he sees me doing that. It's just funny. =============================================================================== 9. Transfers =============================================================================== Throughout the levels are bonus areas known as transfers. These areas will give you bonus points as well as add another multiplier to your score. Below is a list of all the transfers known to me in the game. If you know of one that's not on the list, email me at Blitzkrieg@PlaystationFan.com and let me know and I'll be sure to add it in the next update. You can also find this list at Slateman's THPS Online FAQ at http://www.godflesh.com/thps/ Very cool site, check it out. Most of these were found and worded by slateman. ------------------------------------------------------------------------------- Universal Transfers:(all stages) ------------------------------------------------------------------------------- Transfer: Any time you launch into/out of/over a half pipe or similar object. Ramp 2 Ramp: From one ramp to another. Rail 2 Rail: From one rail to another. HP Transfer: From any object into a halfpipe. Mega Ollie: Whenever you do a spin of 1260 or more, you get a mega ollie. ------------------------------------------------------------------------------- San Francisco: ------------------------------------------------------------------------------- Lombard Ledge: The ledge to the left on the first big hill. Grind the whole thing. Lombard Gap: Ollie over the first big hill. There is a ramp to help you with that. But make sure you have a lot of speed. Planter Gap: Ollie between the planters in the center square. Oversized 8 step: Jump over the steps next to the donut place. Porch Gap: To the left of the Street Gap (as you're going towards the street gap), go up to the end where there are two ramps and a letter in the middle, turn around and youll see a little pathway to the left and a 500 point bonus, follow down and ollie down the 2 big steps. The Spiral: Grind the entire ledge out of the area w/ the letter T...this section is shown in one of the movie files at the Neversoft's site. Hubba Gap: After the first big hill, turn left. Past the halfpipe, there's a small ramp that you can use to jump over the little bridge. This jump is the Hubba Gap. Hubba Ledge: The ledge on the bridge area mentioned above. Grind it! The Hook Rail: "Long green rail next to hubba. Grind it and it's 3 kinks." Acid Drop in: "This is weird. In order to do this one you have to wall ride into the half pipe by the Hook Rail." In the past couple days I have recieved 6 emails on this transfer alone. It turns out that you can get it tricking off from the big cement platform way up above the halfpipe right into the halfpipe. You can also wall ride any of the area above the halfpipe after catching a bunch of air and then come back down and land to get it. The Gonz Gap: Grind the stone wall that lines the road furthest from where you start and jump from there to the steps in the center area and grind them(must be higher than the bottom step) Over the Seven: Find this in EMB. It's kinda octagonal shaped(but not the big octagon in the center. Bendy's Lip: "This is a three section quarter pipe in the corner of this level. It is right by a police car. You can't miss it. Grind the whole thing." Backwoods Ledge: The ledge right before the area where the letter T is. Grind the ledge. Street Gap: Right after getting the letter A, as you head back down the hill, bear right and break through the glass for the Street Gap. C Block Gap: In the center square, there's a ramp that launches you over the middle octagon object. Spine Gap: In the center square, this ramp launches you over a concrete ledge. Pagoda Gap: Where the hidden tape is on this level. Smash through the glass! Fountain Gap: On the (long) route to the hidden tape, just launch from the fountain to the ledge. Handi Gap: "Go to doughnut shop with the cop car in front of it. There is a quarter pipe there, get a lot of speed and come from the right side of it, and aim for the left, on the left you will see another quarter pipe, this is where you need to land. If you make it you should get the "Handi Gap" this over the handicap uphill thing. The little hill with the handicap sign on the ground." ------------------------------------------------------------------------------- Mall (New York) ------------------------------------------------------------------------------- Fountain Gap: If you ride the escalator up in the beginning of the stage, this leads you to a jump over the fountain. Planter Gap: Simply jump from planter to planter in the beginning of the mall. Rail Combo: Grind the flag shaft to the rail. The Flying Leap: After the fountain gap you can reach a high point in the stage. Any trick over this ledge down will give you the Flying Leap. Skater Escalator Gap: The huge escalator! 32 Step from Mezzanine: The last flight of stairs. Coffee Grind: "Double kinked rail on the right hand side of the mall right at the beginning. You have to grind the whole thing." Over a 16 Stair Set: "This is really easy to get to if you come out of the Coffee Grind. Just go straight off the stairs in front of the rail and pop big." Going Down Gap: In the area with the 2 elevators. Going Up Gap: Same as above. For the Whole Atrium: Grind the whole section at the end of the stage (where the letter E is). ------------------------------------------------------------------------------- Warehouse (Woodland Hills) ------------------------------------------------------------------------------- Faceplant: Where the letter E and the boxes are, if you launch over the quarter pipe there straight into the wall, you'll get a faceplant! Kicker 2 ledge: From a ramp...to a ledge! High grind: Grind the entire sign. Monster Grind: Grind on the High Grind, fall off the sign and grind the halfpipe all the way to the rail right next to the halfpipe, then grind the rail. Transition Grind: Same as above, but instead of hitting the wall, do a grind on the quarter pipe there. You can also launch from the halfpipe, to the quarterpipe on either side. Deck 2 Rail: From the area listed above, ollie to the rail in front of you. Big Rail: Grind/Slide across the whole rail listed above for the Big Rail. Taxi Gap: Jump over the taxi into the Halfpipe. Taxi to Ledge: Pretty much just as it says. High Rail: The long Quarter Pipe that runs near the Taxi...at one area, there's a rail up above the QP... Channel Gap: Just jump the gaps in the quarterpipe. Over the Pipe: Over the halfpipe... Secret Room: Over the pipe and through the secret room w/ the hidden tape. Back/Frontflip through both to a grind looks rather nice! Holy Sh** Grind: Grind the entire lip of the quarterpipe lining the back wall. ------------------------------------------------------------------------------- Downhill Jam (Phoenix) ------------------------------------------------------------------------------- Huge Water Hazard Gap: The first water section. Neversoft Elec. Co. Gap: At the very end of the stage, where the E is, after the rails is where this gap is. 25/50/75/100...: After the 4th valve, you will head down a long ramp and launch into the letter T. The longer you launch, the more points you get. I was just informed that the numbers go all the way upto 350ft, maybe even more! ------------------------------------------------------------------------------- Chicago ------------------------------------------------------------------------------- Over the Box: Use the quarterpipe against the halfpipe to gain speed and just ollie over the whole platform in front of you. Pipe 2 Rail: Just ollie from the pipe....to the rail that sits on the platform mentioned above. Whoop Gap: Find the area with the 2, parallel metal rails. Supporting the rails are 2 little platforms. Jump from one platform to the other. Wall gap: Simply ollie over the high part of the multileveled rail that you face at the start. Over the Rafters: So much fun...from the other side of the big half pipe, you can launch over the rafters into the Halfpipe (or into a grind on the coping!!!) Over the Pipe: Ollie over the halfpipe. Rafter Grind: Instead of launching over the Rafters, why not grind on them! Light Grind: Right below the Rafters theres a hanging light which you can grind on. I've even pulled off a nollie 360 shove it into a handpland on the light!!! Walkway Rail Transfer: The ledge that is behind you when you begin, you can ollie from it to the 2 rails in the stage for this transfer. Pool Hip: Over the middle part of the pool. Pool 2 Rail: Pool to the double rails... Pool 2 Walkway: Ollie out of the pool onto the walkway near it. This isn't the same walkway as listed above. Acid Drop: The opposite of the Pool 2 Walkway, go from the Walkway to the Pool. Also from the ledge to the QP across the funbox from the HP. ------------------------------------------------------------------------------- Downtown (Minneapolis) ------------------------------------------------------------------------------- Phat Gap: You know the big cement wall type things that surround the fountain area? Well, just jump from one of them to another(over one of the pathways leading to the fountain area). BS Gap: Use the ramps near the glass bus stops (BS) to ollie over it! BS Grind: Same as above but grind the top instead of launching over it. Cheesy Deck Gap: Where one of the No Skating signs is located, this triangular plateau of sorts (on top of 2 quarter pipes), if you can clear one of the narrower sections of this, you'll find the Cheesy Deck Gap... Death Rail Grind: "In the downtown area if you ollie from the second roof (the one where the bowl is and the rails all around it) land on one of the rails that lead to that big section where all the brick banks are it's called the death rail grind" Car Ollie: You can ollie over parked cars.(different from car plant) Big Ass: There is a platform on which the 5th no skating sign sits. Just jump from one side to the other without touching anything inbetween. Glass Gap: Ramp off of the higer platform in the same area as Big Ass. Make sure you head straight into the glass. Wimpy Gap: Ollie over the grass to the streets from the purple ramps. Deck Gap: "See above for location. Except this gap has be done cover a wider part of the deck." Burly Deck Gap: "Just like the one above, except ollie over the widest part of the deck." Truck Gap: Ollie over one of the trucks near the buildings on the stage. T 2 T Gap: Off the truck, through the glass into the hallway that leads to the roof. Secret Tunnel Entrance: Instead of doing the T 2 T Gap, there's a ramp that will launch you into the glass tunnel at the end of the above hallway. Tunnel Gap: Or, ollie over the Secret Tunnel Entrance for the Tunnel Gap. Kicker 2 Street: Right at the beginning, use the ramp to ollie onto the street above. Kicker 2 Edge: Or, use one of the ramps to ollie and grind/boardslide on the ledges near you. Light Grind: I think you can grind on the traffic lights. Roof 2 Roof: Where the hidden tape is on this level, any trick from one roof to the other! Sucky Room Gap: "This one is dumb, or sucky like its name. Okay... take the tunnel from the T 2 T Gap all the way around until you reach the roof. From here you can see a bunch of planters with glass around them. And to the right of that you see a entrance to a bowl. Ride up to the entrance of the bowl and turn to face the glass. Ride straight through the glass and grind a planter (don' hit any polls) once out of the grind ollie of the ramp in front of you. tada." ------------------------------------------------------------------------------- School (Miami) ------------------------------------------------------------------------------- Gimme Gap: Right as you begin the stage, head straight and ollie off of the roof! Minigap: On the darker of the 2 quarterpipes, there is a gap near the end pointed toward the courtyard. Over a footbridge: In the ditch, there are two areas that'll launch you over one of the bridges, use them! Park Gap: While in the courtyard, there will be 2 quarterpipes seperated by a metal shed. The pipe on the right has a huge gap in it. Make sure you catch a lot of air. Roof to Awnning Gap: You know that 2x4 that you need to grind to reach the hidden tape? Instead of grinding it, try jumping straight to the awnning. Roof 2 Roof Gap: When you start, jump off the roof and head into the alley slightly to the right, ahead of you. Follow it and go up the first ramp on the fith. At the top, jump over the lip of the boarder of the roof to the other roof. Hall Pass Gap: You know the wire that leads through the building and into the courtyard from the grassy area behind you when you start? Well, grind that wire to the end and then ollie off and start grinding the wall down near where you would land. Handicap Rail: Grind the entire rail that goes down to the courtyard. Garbage Ollie: In the alleys behind the school (on the top level where you start), Ollie over the garbage. Dumpster Rail Gap: "Take a right straight from the start. Ollie right off the roof. Now you should see a ramp going to the roof and an alley. Take the alley. At the entrance you'll see a rail propped on a garbage can. What you have to do is grind this one and then ollie out of it and land on the opposing rail. Sounds hard but once you find the right speed its easy." Over the Air Conditioner: You can launch over the air conditioner that you grind down to get to the hidden tape. Funbox to table transfer: As it says. Kicker Gap: From a ramp, to a ramp. Right after the handicap rail. Planter Gap: After dropping off the initial ledge of the stage, there are quite a few planters on that level. Ollie from one to another for this. Long Ass Rail: "Yes, it actually says that! Well, from the start point to the pools there are two ledges on either side of the path. The right one has only worked for me, yet I have been told that they both say it. Just get some speed and grind the whole thing." You can also get this by grinding the entire lip of the darkside of the halfpipe. Playground Rail: Grind the entire wall in the courtyard (w/ the Suicidal Tendencies album cover on it) for this. Huge Rail: "This is one half of the half pipe. The half pipe consists of two quarter pipes. But they are different colors one is darker and one is lighter. Grind the entire light colored one. That's it!!" Ditch Slap: I love that title! hehehe...Anyways, while you're in the courtyard, there are 2 bridges that go over a long ditch. At one area, there's a small ledge/ramp that will help you ollie over the ditch, giving you a nice ditch slap! Funbox to Rail Transfer: "I found this while finding the Playground Rail. Pretty much you have to ollie either over the fun box from the playground rail to the quarter pipe rail, or from one side of the fun box onto the rail of the quarter pipe." Swim Team Gap: Between the 2 pools. You can also do this by launching from the wooden ramp to the square pool. Thanks for the info CDarklock! Insane Rail 2 Rail Combo: By all appearances, this is not a real transfer, but just a name Neversoft gave to a next-to-impossible grind internally. No one has ever gotten this. ------------------------------------------------------------------------------- Roswell (New Mexico) ------------------------------------------------------------------------------- Deck Gap: Low Tech Gap: Ollie over the middle section, where the long rail is. High Tech Gap: Ollie over the entire middle section, the high part! Roll in Channel Gap: The 2 halfpipe on either side of you when you drop in transfer from one of them to the other. Cool. EB Emerson Gap: Ramp over the Huge quarterpipe on the deck all the way to the rail on the other side. You need LOTS of speed to do this. Pool grind: Grind the whole pool in the secret room. Bhouse grind: When you start look to your left, you will see a long rail that starts off small, then in the middle it's larger, then small at the end. It's one big rail, you can't miss it! Deck Grind: Ramp off of one of the big kickers that sit on the deck and launch to the second part of the middle rail and start grindin'!! Channel Gap: Over the channel in the secret pool room. ET Grind: Turn right as you begin and head towards the long set of rails. Grind/Slide throughout and ollie into the room w/ the alien for the ET Grind. ------------------------------------------------------------------------------- Burnside ------------------------------------------------------------------------------- Bridge Gap: So cool...do any trick over the bridge area for this or... Bridge Grind: Grind on that same bridge. Vert Wall Gap: Out of the eyeball pool over the small wall. Over Da Pool: Ollie over the eyeball pool... Triple Rail: The 3 rails linked on the border of the stage. Grind all 3 of them! Twinkie Transfer: You know the little bubble sticking out of the ground in between the two pools? Hit that and launch into the square pool. =============================================================================== 10. Best Places to pull off Tricks =============================================================================== In an attempt to bring you the best(or should I say only, for some reason I am the only person who has made a text FAQ for the final version that I know of) FAQ for THPS ever, I have decided to add yet another section. I'm sure you can guess what this section contains by the name. Enjoy If you know of a place that you can score well with some consistency, give me an email and let me know what it is and I'll add it to here. ------------------------------------------------------------------------------- Warehouse- The halfpipe under the secret room serves as a perfect place to pull of some special moves. Also gaping the whole pipe while doing a grab will give you a sweet bonus. Also, you can land on the rail on the other side and grind it all the way through to the end of the lip on the quarterpipe for a holy sh** grind and a shitload of points . ------------------------------------------------------------------------------- School- The pools by the letter E is a great place to get tons of points by putting some combos together with a few spins. You also might find the halfpipe a nice place to rack up some points. In fact, the halfpipe in the school is probably the best one in the game because of it's veratility. There are so many different things you can do from grinding them for different transfers to rail 2 rail tricks that'll end up bringing you all the way to the handicap rail if you can balance yourself! ------------------------------------------------------------------------------- Mall- The rail in front of the coffee shop will give you big amount of points if you grind from one end to the other slowly. You can also try landing on the rail from the upper level for some extra points. The down escalater after the A is a good place to get a few extra points if you hit the little ramps at the top. Of course the best place in this level comes right after the K. You will see a slope that brings you down to the pool with the rails. Instead of going down the slope, try grinding the right edge that follows the slope but doesn't go down with it. From there you can catch 1 of 4 different rails and really rack up some points. ------------------------------------------------------------------------------- Chicago- The halfpipe is one of the best in the game. If you use only about 30 seconds of your run in the halfpipe and put together big trick combos and special moves you will have a great start on you run. You can also use the back side of the halfpipe to launch up to the rafters and get a ton of points up there. One of the best areas in the game!! If you want to, you can even jump down from the rafters and land on the lip of the pool. Kinda hard though. ------------------------------------------------------------------------------- Downtown- Where the truck has the ramp on it to bring you up to the roof is a great place to do a kickflip in to a grind and a kickflip into another and so on. You also might want to check out the beginning of this level, right when you start you can trick off the kicker and grind the ledge of the wall. From there you can take it on to another rail where the S sits and even go a little further than that by taking it to the light and grinding that. But that's kinda tough to do. The roof has some great areas including the roof 2 roof gap and the pool as well as the giant quarterpipes with kickers inbetween them. ------------------------------------------------------------------------------- Downhill- The grind rail that you use to get the E is very useful if you put kickflips in as your grinding to increase your multiples. The beginning also has an area where you can launch up onto one of 2 rails and grind them. That's a nice little place to do stuff. Oh, and you can't forget the sloping halfpipe! ------------------------------------------------------------------------------- Burnside- The square pool that you face when you start is the best place in the level to pull of your biggest tricks. If you do a handplant on the high wall after a nollie or fastplant you will get rewarded. You can even take it further and grind after you do your handplant if ya want. Grind the wall next to the square pool. Flip trick into a grind on the pool side of the wall, and you'll get a transfer bonus. Round the corner and flip trick back across the wall into a third grind, you get another one. Flip trick into the pool for a third, collect thirty to forty thousand points, and throw out some massive airs to make the crowd happy. Get this wired and you'll take the gold every time. Top that off by grinding the high wall out; you can flip trick down to the lower coping level close to the fence, then to the quarterpipe along the fence, and if you keep your stuff together you'll even be able to throw in a grind along the vert wall outside the eyebowl, if you're good and/or lucky. Also, the three grinding ledges on top of the wall will give you massive amounts of points if you trick from one to another until you have grinded on all three PLEASE READ THIS... As you can imagine, writing a quality guide for any game takes dedication and many hours of hard work. 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