Jet Grind Radio/Jet Set Radio HD Walkthrough
By TEi


UPDATE HISTORY:

October 24th, 2012 - FAQ completed...for now.

September 26th, 2012 - FAQ updated with information based on the XBox Live
       Arcade and PlayStation Network ports. Though most data has been accum-
       ulated, there are still a few things I need to puzzle out, largely
       Achievement-related content.

March 29th, 2010 - FAQ posted online

===============================================================================

[1.0.0] <+===============+> [Intro]
[2.0.0] <+===============+> [Controls]
[2.1.0] <+===============+> [Tag patterns]
[2.2.0] <+===============+> [Tutorial]
[3.0.0] <+===============+> [Garage]
[4.0.0] <+===============+> [Playable characters]
[5.0.0] <+===============+> [Non-playable characters]

====================

[6.0.0] <+===============+> [Story mode]
[6.1.0] <+===============+> [Jet-ranking tips]

[6.2.0] <+===============+> [Chapter 1: GGs]
    [6.2.gu] <+===============+> [Gum challenge]
    [6.2.ta] <+===============+> [Tab challenge]
  [6.2.1] <+===============+> [Shibuya GG]
  [6.2.2] <+===============+> [Love Trap]
  [6.2.3] <+===============+> [The Monster of Kogane]
    [6.2.ga] <+===============+> [Garam challenge]
  [6.2.4] <+===============+> [No. 540]
  [6.2.5] <+===============+> [Kogane Circus]
  [6.2.6] <+===============+> [Benten Boogie]
    [6.2.me] <+===============+> [Mew challenge]
  [6.2.7] <+===============+> [Graffiti High]
  [6.2.8] <+===============+> [Noise Reduction]
    [6.2.yo] <+===============+> [Yo-Yo challenge]
  [6.2.9] <+===============+> [Love Attack]

[6.3.0] <+===============+> [Chapter 2: Combo & Cube]
    [6.3.cu] <+===============+> [Cube challenge]
    [6.3.co] <+===============+> [Combo challenge]
  [6.3.1] <+===============+> [Tag or Die]
  [6.3.2] <+===============+> [Rock 'n Roll Grind]

[6.4.0] <+===============+> [Chapter 3: Golden Rhinos]
    [6.4.nt] <+===============+> [Noise Tank challenge]
  [6.4.1] <+===============+> [Explosion]
    [6.4.pi] <+===============+> [Piranha challenge]
  [6.4.2] <+===============+> [Fight or Flight]
    [6.4.sl] <+===============+> [Slate challenge]
  [6.4.3] <+===============+> [Benten Burning]
  [6.4.4] <+===============+> [Behind the Mask]
  [6.4.5] <+===============+> [Final Groove]

====================

[7.0.0] <+===============+> [Other modes]
[7.1.0] <+===============+> [Jet Crush]
  [7.1.2] <+===============+> [Shibuya-Cho]
  [7.1.3] <+===============+> [Kogane-Cho]
  [7.1.4] <+===============+> [Benten-Cho]
  [7.1.5] <+===============+> [Bantam Street]
  [7.1.6] <+===============+> [Grind Square]
[7.2.0] <+===============+> [Jet Technique]
  [7.2.1] <+===============+> [Shibuya-Cho]
  [7.2.2] <+===============+> [Kogane-Cho]
  [7.2.3] <+===============+> [Benten-Cho]
  [7.2.4] <+===============+> [Bantam Street]
  [7.2.5] <+===============+> [Grind Square]
[7.3.0] <+===============+> [Jet Graffiti]
  [7.3.1] <+===============+> [Shibuya-Cho]
  [7.3.2] <+===============+> [Kogane-Cho]
  [7.3.3] <+===============+> [Benten-Cho]
  [7.3.4] <+===============+> [Bantam Street]
  [7.3.5] <+===============+> [Grind Square]

[8.0.0] <+===============+> [Graffiti Souls]
[8.1.0] <+===============+> [Small tags]
[8.2.0] <+===============+> [Large tags]
[8.3.0] <+===============+> [Large tags]

[9.0.0] <+===============+> [Soundtrack]
[10.0.0] <+===============+> [Platform differences]
[11.0.0] <+===============+> [Achievements]
[12.0.0]
<+===============+> [Aaaaand scene]

===============================================================================

       +=============================+
       [1.0.0] Intro
       +=============================+

"Somewhere in Asia, there is a city that cannot be found on any map called
Tokyo-to, but everyone just calls it Tokyo. The two hottest thing on the
streets of Tokyo-to are the punks wearing magnetically-driven in-line skates
powered by newly developed netrium batteries, and Jet Set Radio, a pirate
radio station manned by the DJ, Professor K, that plays nothing but non-stop,
hardcore music.

"Those street punks have been named 'Rudies' by the people of Tokyo-to. They
roam the streets and cover the city with their own, personal graffiti, claiming
that it is their way of expressing themselves to the world. However, ever
since the Metropolitan Government and the financial conglomerate, the Rokkaku
Group, combined their efforts to form The 21st Century Project, the streets
of Tokyo-to have never been the same again. Police crackdowns on the Rudies
have become more severe, and Captain Onishima is more anxious than ever to put
them behind bars.

"The streets of Tokyo-to are ready to explode..."

These are the first lines you'll hear when you start a new game of Jet Grind
Radio. Welcome to a brand new world, baby.

In September of 2012, almost twelve years after the game's release in America,
the game was ported to the XBox Live Arcade, Playstation Network and Steam as
"Jet Set Radio," with some minor changes. Amongst them are the addition of
using the ability to rotate the camera, two additional tracks for the Grind
City levels, new graffiti and Achievements/Trophies. As a disclaimer, I don't
own a PS3 and as such don't have access to that version; all info I'm getting
for the PSN version is either researched online (which is only so reliable) or
comes from friends. If there are any inconsistencies, I apologize in advance.

===============================================================================

       +=============================+
       [2.0.0] Controls
       +=============================+

The controls for Jet Grind Radio are really simple, since they're relegated
to four buttons and the stick. ALTERNATIVELY, if you don't want to learn by
reading this part of the walkthrough, you can return to the main menu of the
game and choose to play the tutorial rather than starting a new game or loading
a previous save. It'll probably help you with some concepts you're having
trouble grasping here.

NOTE: For the Steam version of the game, the controls can be adjusted to your
preference - and in fact, the game can (and was meant to) be played with a USB
controller. For completion's sake, I've made note of the default buttons.

========================
<JUMP>
       A [DC/XBLA]
       X [PSN]
       Space Bar [Steam]
========================

To perform a small hop, simply tap A/X/space bar. You can perform a longer,
higher jump if you hold it down. If you spot anything you think can be ground
on, jump onto
it and find out. You can also jump against some walls to wall-ride against
them, which gives you additional speed and can be used to reach high areas
above grinding rails that you normally couldn't reach. You can jump out of a
wall-ride for even further height, and you can wall-ride multiple times in a
row so long as a new wall starts beyond the first one you came in contact with.
Jumping after dashing gives you a tremendous distance boost.

==================================
<DASH>
       Right Trigger [DC/XBLA/PSN]
       E [Steam]
==================================

Hold down the right trigger/E to dash. After your feet hit the ground a few
times, you stop dashing and the skates take a little time to recharge. In order
to avoid this cool-down time, use the dash-jump technique, where your skates
hit the ground four times as you dash, and then you jump before the fifth
skate hits. This allows you to keep your momentum and nullifies the cooldown.

=================================
<TAG, CENTER CAMERA>
       Left Trigger [DC/XBLA/PSN]
       Q [Steam]
=================================

Tapping the left trigger/Q when you're not near a tag centers the camera behind
your character; tapping it when you're near enough a tag to hit it either puts
the tag down automatically (if it's a small tag) or starts you on the first
stage of tagging (for medium or Large tags). On the XBLA and PSN versions of
the game, you can disable the camera-centering properties of this button.

=================================
<PAUSE>
       Start Button [DC/XBLA/PSN]
       Enter [Steam]
=================================


Pausing the game in the middle of a mission allows you to adjust the volume of
the background music and exit the mission to return to the Garage. You can
also see a map of the level and (in the XBLA/PSN/Steam ports) keep track of
your Achievements/Trophies and Leaderboard stats.

==================================
<MOVE, CONTROL PAINT>
       Joystick [DC]
       Left Thumb Stick [XBLA/PSN]
       WASD/Arrow keys [Steam]
==================================

Moving is kind of obvious, but 'controlling' paint entails you having entered
a Medium or Large tag that issues joystick commands you need to follow in
order to get an ideal point score. (NOTE: The WASD/arrow keys are NOT
recommended
for this use.) See section [2.1.0] for details.

================================================
<ROTATE CAMERA>
       Right Thumb Stick [XBLA/PSN]
       JRIK [Steam]
 NOTE: Function unavailable on Dreamcast version
================================================

For the XBLA and PSN ports of the game, the right thumb stick - something the
Dreamcast controller lacked, and thus didn't have the function - can be used
to rotate the camera.On the Steam port, the JRIK keys serve the same
purpose. It's much more refined than using the left trigger/E to center the
camera behind you.

       +=============================+
       [2.1.0] Tag patterns]
       +=============================+

There are three different cans of spraypaint you can pick up in a level: yellow
cans, which equal one small tag/step, blue cans, which are five yellow cans,
and red cans, which recover health. There are also two different sizes of red
cans, the larger ones healing more than the small ones.

When painting a medium or Large tag, you need to use the joystick to direct the
paint and follow the patterns laid out for you. If you happen to bork up a tag
midway through, the instructions will go back to the first step while having
saved your progress into the tag itself. So, for example, you're working on a
medium tag and have two parts completed but mess up on the third part, you'll
still have those two parts finished but will be required to use the first step
of the tag instructions to finish it. There are three different sets of tag
patterns with up to seven steps, and each step completed will net you a set
point score (occasionally with a bonus that I haven't figured out where it
comes from), all of which I'll detail for you below:

<===BASIC TAGGERS===>

These are the simplest tag instructions and land you the least amount of
points. People with basic tagging skills make up for it by either being Power
characters or Technique characters. Your basic taggers are Tab, Garam, Slate,
Love Shocker and Potts.

Step 1 -========================================- (100 points)
       UP

                              ^
                             / \
                            /___\
                             | |
                             | |
                             | |
                             |_|

Step 2 -========================================- (100 points)
       DOWN

                              _
                             | |
                             | |
                             | |
                             | |
                             | |
                            \¯¯¯/
                             \ /
                              v

Step 3 -========================================- (200 points)
       COUNTER-CLOCKWISE HALF-CIRCLE UP

                           /|____
                          /  ___ \
                          \ |   \ \
                           \|    \ \
                                 | |
                                 | |
                                 / /
                             ___/ /
                            |____/

Step 4 -========================================- (400 points)
       CLOCKWISE CIRCLE DOWN

                           ________
                          / ______ \
                         / /      \ \
                        / /        \ \
                        | |        | |
                        | |        | |
                        \ \    /|  / /
                         \ \  / |_/ /
                          \_| \ ___/
                               \|

Step 5 -========================================- (400 points)
       CLOCKWISE HALF-CIRCLE DOWN
       COUNTER-CLOCKWISE HALF-CIRCLE UP

                       ____       /|__
                      |___ \     /  _ \
                          \ \    \ | \ \
                           \ \    \|  \ \
                           | |        | |
                           | |        | |
                       /|  / /        / /
                      / |_/ /     ___/ /
                      \ ___/     |____/
                       \|

Step 6 -========================================- (600 points)
       COUNTER-CLOCKWISE HALF-CIRCLE DOWN
       COUNTER-CLOCKWISE CIRCLE UP

                     ____       _   /|__
                    / ___|     / | /  _ \
                   / /        / /  \ | \ \
                  / /        / /    \|  \ \
                  | |        | |        | |
                  | |        | |        | |
                  \ \  |\    \ \        / /
                   \ \_| \    \ \______/ /
                    \__  /     \________/
                       |/

Step 7 -========================================- (800 points)
       CLOCKWISE CIRCLE UP
       CLOCKWISE CIRCLE UP

                   __|\   _        __|\   _
                  / _  \ | \      / _  \ | \
                 / / | /  \ \    / / | /  \ \
                / /  |/    \ \  / /  |/    \ \
                | |        | |  | |        | |
                | |        | |  | |        | |
                \ \        / /  \ \        / /
                 \ \______/ /    \ \______/ /
                  \________/      \________/

<===AVERAGE TAGGERS===>

A little harder than the basic tagging instructions. Basic taggers are the most
common of the three varieties. The Rudies sporting average graffiti skill are
Beat, Mew, Combo, Cube, Poison Jam and Noise Tank.

Step 1 -========================================- (100 points)
       DOWN

                              _
                             | |
                             | |
                             | |
                             | |
                             | |
                            \¯¯¯/
                             \ /
                              v

Step 2 -========================================- (200 points)
       COUNTER-CLOCKWISE HALF-CIRCLE UP

                             /|__
                            /  _ \
                            \ | \ \
                             \|  \ \
                                 | |
                                 | |
                                 / /
                             ___/ /
                            |____/

Step 3 -========================================- (400 points)
       CLOCKWISE HALF-CIRCLE DOWN
       COUNTER-CLOCKWISE HALF-CIRCLE UP

                       ____       /|__
                      |___ \     /  _ \
                          \ \    \ | \ \
                           \ \    \|  \ \
                           | |        | |
                           | |        | |
                       /|  / /        / /
                      / |_/ /     ___/ /
                      \  __/     |____/
                       \|

Step 4 -========================================- (600 points)
       CLOCKWISE CIRCLE DOWN
       COUNTER-CLOCKWISE HALF-CIRCLE DOWN

                     ________        ____
                    / ______ \      / ___|
                   / /      \ \    / /
                  / /        \ \  / /
                  | |        | |  | |
                  | |        | |  | |
                  \ \    /|  / /  \ \  |\
                   \ \  / |_/ /    \ \_| \
                    \_| \  __/      \__  /
                         \|            |/

Step 5 -========================================- (600 points)
       CLOCKWISE CIRCLE UP
       COUNTER-CLOCKWISE HALF-CIRCLE UP

                     __|\  __     /|____
                    / _  \ | \   /  ___ \
                   / / | /  \ \  \ |   \ \
                  / /  |/    \ \  \|    \ \
                  | |        | |        | |
                  | |        | |        | |
                  \ \        / /        / /
                   \ \______/ /     ___/ /
                    \________/     |____/

Step 6 -========================================- (800 points)
       CLOCKWISE CIRCLE DOWN
       CLOCKWISE CIRCLE DOWN

                   ________        ________
                  / ______ \      / ______ \
                 / /      \ \    / /      \ \
                / /        \ \  / /        \ \
                | |        | |  | |        | |
                | |        | |  | |        | |
                \ \    /|  / /  \ \    /|  / /
                 \ \  / |_/ /    \ \  / |_/ /
                  \_| \ ___/      \_| \ ___/
                       \|              \|

Step 7 -========================================- (800 points)
       COUNTER-CLOCKWISE HALF-CIRCLE DOWN
       CLOCKWISE CIRCLE UP

       COUNTER-CLOCKWISE HALF-CIRCLE UP

                ____       __|\   _       /|__
               / ___|     / _  \ | \     /  _ \
              / /        / / | /  \ \    \ | \ \
             / /        / /  |/    \ \    \|  \ \
             | |        | |        | |        | |
             | |        | |        | |        | |
             \ \  |\    \ \        / /        / /
              \ \_| \    \ \______/ /     ___/ /
               \__  /     \________/     |____/
                  |/

<===ADVANCED TAGGERS===>

These guys have hardest set of tagging instructions to follow. They generally
have low health and can only carry a small amount of cans, but those
shortcomings are overridden by the huge amount of points their tags net you.
Your advanced tagging circle is Gum, Yo-Yo, Piranha and Goji.

Step 1 -========================================- (400 points)
       COUNTER-CLOCKWISE HALF-CIRCLE DOWN
       CLOCKWISE HALF-CIRCLE UP

                         ____      __|\
                        / ___|    / _  \
                       / /       / / | /
                      / /       / /  |/
                      | |       | |
                      | |       | |
                      \ \  |\   \ \
                       \ \_| \   \ \___
                        \__  /    \____|
                           |/

Step 2 -========================================- (600 points)
       COUNTER-CLOCKWISE CIRCLE DOWN
       CLOCKWISE HALF-CIRCLE DOWN

                     ________       ____
                    / ______ \     |___ \
                   / /      \ \        \ \
                  / /        \ \        \ \
                  | |        | |        | |
                  | |        | |        | |
                  \ \  |\    / /    /|  / /
                   \ \_| \  / /    / |_/ /
                    \__  / |_/     \  __/
                       |/           \|

Step 3 -========================================- (600 points)
       COUNTER-CLOCKWISE CIRCLE UP
       CLOCKWISE HALF-CIRCLE UP

                     _   /|__        __|\
                    / | /  _ \      / _  \
                   / /  \ | \ \    / / | /
                  / /    \|  \ \  / /  |/
                  | |        | |  | |
                  | |        | |  | |
                  \ \        / /  \ \
                   \ \______/ /    \ \___
                    \________/      \____|

Step 4 -========================================- (600 points)
       COUNTER-CLOCKWISE HALF-CIRCLE DOWN
       CLOCKWISE CIRCLE UP

                     ____       __|\   _
                    / ___|     / _  \ | \
                   / /        / / | /  \ \
                  / /        / /  |/    \ \
                  | |        | |        | |
                  | |        | |        | |
                  \ \  |\    \ \        / /
                   \ \_| \    \ \______/ /
                    \__  /     \________/
                       |/

Step 5 -========================================- (600 points)
       COUNTER-CLOCKWISE HALF-CIRCLE DOWN
       CLOCKWISE HALF-CIRCLE UP
       COUNTER-CLOCKWISE HALF-CIRCLE DOWN

                   ____      __|\      ____
                  / ___|    / _  \    / ___|
                 / /       / / | /   / /
                / /       / /  |/   / /
                | |       | |       | |
                | |       | |       | |
                \ \  |\   \ \       \ \  |\
                 \ \_| \   \ \___    \ \_| \
                  \__  /    \____|    \__  /
                     |/                  |/

Step 6 -========================================- (1000 points)
       CLOCKWISE HALF-CIRCLE DOWN
       COUNTER-CLOCKWISE CIRCLE UP
       CLOCKWISE CIRCLE UP

             ___        _   /|__        __|\   _
            |__ \      / | /  _ \      / _  \ | \
               \ \    / /  \ | \ \    / / | /  \ \
                \ \  / /    \|  \ \  / /  |/    \ \
                | |  | |        | |  | |        | |
                | |  | |        | |  | |        | |
            /|  / /  \ \        / /  \ \        / /
           / |_/ /    \ \______/ /    \ \______/ /
           \  __/      \________/      \________/
            \|

Step 7 -========================================- (1200 points)
       COUNTER-CLOCKWISE CIRCLE UP
       CLOCKWISE CIRCLE UP
       COUNTER-CLOCKWISE CIRCLE UP

           _   /|__        __|\   _        _   /|__
          / | /  _ \      / _  \ | \      / | /  _ \
         / /  \ | \ \    / / | /  \ \    / /  \ | \ \
        / /    \|  \ \  / /  |/    \ \  / /    \|  \ \
        | |        | |  | |        | |  | |        | |
        | |        | |  | |        | |  | |        | |
        \ \        / /  \ \        / /  \ \        / /
         \ \______/ /    \ \______/ /    \ \______/ /
          \________/      \________/      \________/

       +=============================+
       [2.2.0] Tutorial
       +=============================+

The Tutorial serves as its description states, taking you through a series of
basic moves and other things you need to know about the game, or at the very
least help you play it better. Below I've listed all 21 stages the Tutorial
throws at you; since most of them are super-easy, I'm only going to provide
help to the ones that take more effort. These instructions are quoted word-for-
word as they appear on the screen, so please excuse any grammatical mistakes.

Because the Steam version is literally a direct port of the XBLA one, the
Steam Tutorial issues commands using the Xbox 360 controller.

STEP ONE:
   Skate forward by using the [joystick/left thumb stick]

STEP TWO:
   Try doing a little free-style skating without bumping into anything

STEP THREE:
   If you pull [right trigger], you can dash forward with a burst of speed

STEP FOUR:
   Try [moving the joystick/left thumb stick the other way] while skating

STEP FIVE:
   If you pull [left trigger] and you're not by any arrows, the camera
   will automatically face forward.

STEP SIX:
   If you press [A/X], you can jump.

STEP SEVEN:
   If you jump after you dash, you can jump for longer distances.

STEP EIGHT:
   Try jumping on parked cars.

STEP NINE:
   Jump and land on a handrail to begin grinding

STEP TEN:
   Try grinding after a dash you'll be able to pull off quite a few tricks
   from there.

STEP ELEVEN:
   If you jump while you're grinding, you can make yourself go faster.

STEP TWELVE:
   If you dash and jump while you're grinding, you can do some cool air
   tricks.

STEP THIRTEEN:
   Try and do 10 tricks in a row! you'll have to do them as you grind, so
   good luck!

STEP FOURTEEN:
   If you hit a wall diagonally, you can do a wall grind.

STEP FIFTEEN:
   If you go down the stairs, you'll see a sewer. Use it like a half-pipe.
   You can do some air tricks by jumping while you're near the top.

STEP SIXTEEN:
   Try and do 20 tricks in a row! you'll have to do them as you grind, so
   good luck!

STEP SEVENTEEN:
   If you pull the [left trigger] in front of a large arrow, just start
   following the commands with the [joystick/left thumbstick] and just paint.

STEP EIGHTEEN:
   Try and do 30 tricks in a row! you'll have to do them as you grind, so
   good luck!

       TIPS: Start at the end of the green rail closest to the stairs leading
       down to the sewer. Dash-jump onto the rail, moving towards the two cars
       and the wall-rideable billboard; use the billboard to jump the gap to
       the long green rail perpendicular to you. Ride the rail, jump over the
       gap, land on the second part of the rail. Jump at the end to land on
       the rails bordering the stairs, but instead of following the entire
       rail as it crooks back to the ground, hop over to the opposite side
       so you're riding in the same direction without any breaks in the rail.
       Jump back to the side with the breaks at the last series of steps, but
       before landing, aim yourself at the billboard between the two small
       awnings. Allow yourself to drop down onto the short green rail on the
       ground lined up with the billboard and drop off at the end to get 30+
       tricks.

STEP NINETEEN:
   While you're dashing, if you [push forward then backward], you'll be able
   to do a turn-around!

STEP TWENTY:
   Try jumping as you do a turn-around to do a 180

STEP TWENTY-ONE:
   Try and do 50 tricks in a row! you'll have to do them as you grind, so
   good luck!

       TIPS: Do the exact same as Step Eighteen, only instead of dropping off
       that last rail, wait until the very end of the rail to jump onto the
       rail that you had started from. Continue on the same path, and you
       should hit fifty tricks somewhere on the stairs. The jump between the
       last and first green rails is incredibly tricky and requires very
       precise timing, but if you follow the exact same path I gave you,
       you'll only need to make it once.

===============================================================================

       +=============================+
       [3.0.0] Garage
       +=============================+

The Garage serves as your main menu and character select screen. Familiarize
yourself with the place, learn how it works.

===================

<Street> - This is the section you'll use the most. It's represented by a map
set into a glass window; from here, you can select which area of Tokyo-To you
want to go to and what mission type you feel like doing. There are story mode
missions, as well as the extra modes of Jet Graffiti, Jet Technique and Jet
Crush; all three of these modes are available for all five districts. During
your first playthrough, in Chapter 2: Combo & Cube, rather than going to the
map, you go to a photograph of Combo, Cube and Coin taped onto the side of the
glass wall holding the map. On every playthrough after the first, though, the
Chapter 2 missions are selected through the map, and you can go to the Grind
City missions using the "GO TO GRIND CITY" icon in the lower left corner.

 <<Character Select>> - When you've selected your mission, you go into
 character select mode; scroll through the Garage and pick which character
 you want to go into the level with. You can only scroll left and right, so
 if you want a particular character, you have to scroll past everyone else
 between Beat and your choice; to speed the process up, hold down the left
 trigger to make the scroll quicker. The characters go in this order: Beat,
 Potts, Mew, Slate, Poison Jam, Noise Tank, Love Shocker, Gum, Piranha, Garam,
 Yo-Yo, Goji, Tab, Cube, Combo and back to Beat. You can go in either
 direction. Again, there's an exception for the first time you play Chapter 2:
 Combo & Cube where, instead of choosing from the Garage's cast itself, you'll
 have to pick either Combo or Cube from the same photograph that represents
 the Street. On any playthrough following the first, you'll be able to choose
 characters for the Chapter 2 missions as you normally would.

 <<Window>> - Whenever a new character comes to challenge you, they'll appear
 at the back window of the Garage (between Combo and Cube). Most of the time,
 you'll have a choice as to whether or not you want to accept their challenge;
 the only exceptions are Combo and Cube, whose challenges you are not only
 required to play, but you have to complete them WITH EVERY PLAYTHROUGH. A
 character whose challenge you turn down will come back to the window the next
 time you clear a mission, so you'll always have the chance to earn them. (In
 regards to Combo and Cube's challenges, I guess it's fitting, given how much
 time they spend near the window when you've unlocked them...)

===================

<Graffiti> - Represented by whatever you currently have selected as your medium
tag, the Graffiti menu is on the wall over the pit with the car in it, the one
Garam and Yo-Yo hang out in.

 <<Choose Graffiti>> - From here, you can pick the tags you want to appear
 when you go out spraying. You can choose any of the graffiti that you have
 unlocked, either by finding Graffiti Soul on the streets or by unlocking
 characters. All characters save Potts have unique graffiti - you can even
 use tags left by the Noise Tanks, Poison Jam, Love Shockers and Golden Rhinos
 by unlocking their respective characters. For a more comprehensive guide on
 Graffiti Soul, check out near the bottom of the walkthrough. There are three
 sections, representing Small, Medium and Large sized tags. Each section also
 has two additional slots reserved for custom-made tags, and tags downloaded
 via SegaNet. For details on where to find Graffiti Souls, peep section
 [8.0.0].

 In the XBLA, PSN and Steam ports, Potts now has Graffiti Souls that unlock
 upon earning the character. All five of these new tags are marked with the
 letter "B" as to not interrupt the numeric flow from the original. Also,
 the slots for SegaNet tags have been removed, and each size only allows for
 one custom-made graffiti.

 <<Make Graffiti>> - Using this menu, you can customize your own tags. You
 can paint the background, spell words and choose a font, rotate and skew
 things...so on, so forth. Poke around with it and see what you can come up
 with!

===================

<System> - Represented by the pinball machine in the corner of the Garage,
which Slate is always standing beside.

 <<Save>> - You can save your game here, if you've made any progress or
 changed a setting or whatever and don't feel like going through a whole
 level to bring up the save option.

 <<Stage Score>> - It's here that you can check your high scores for story
 mode, Jet Technique, Jet Crush and Jet Graffiti. This is especially handy
 for story mode, because you can see which levels you've already obtained Jet
 ranks on. It's also a standard-setter for the other three mission types, if
 you want to try and beat them.

 <<Options>> - Nothing fancy here. You can choose if you want mono or stereo
 sound or, if you have one, turn on/off your Sega Dreamcast Jump Pack. (About
 the Jump Pack, for those curious: you can pick one up on Amazon for a
 pittance, but even then it might not be worth your money. It's early rumble
 technology, and it only gets set off when you bump into something or botch a
 tag.)

On the XBLA, PSN and Steam ports of this game, the layout is slightly
different:

 <<Help & Options>> - This is entirely different from the options of the
 original. Here, you can get a breakdown of how to play the game in text-form,
 a visual graphic of the game's controls, regular settings where you can
 change music volume and activate/deactivate centering the camera with the
 left trigger, the graffiti camera, and inverting the X and Y axis. There's
 also a silent credit scroll for the port.

 <<Stage Score>> - Identical to what it was before.

 <<Bonus>> - This contains a Jet Set Radio documentary, with interviews of
 various important people in the creation of the original game, as well as
 the Jet Set Radio Future tracks The Concept of Love, Fly Like a Butterfly,
 Funky Dealer, Shape Da Future, Teknopathetic, Oldies but Happies and Like It
 Like This Like That.

 <<Return to Title>> - Save and return to the main title of the game.

===================

<Radio> - Choose a song from the soundtrack and give it a listen. It doesn't
change the background music of the Garage, but if you want to find out the
artist name and title of a song you particularly like, this option is handy.
It's represented by one of the amplifiers Mew is sitting near. Section [9.0.0]
has more details.

===================

<Internet> - Represented by Potts' kennel, you could, once upon a time, have
used this to connect to the internet and import tags someone had made on their
computer, so long as they fit the correct dimensions. Since the SegaNet service
has long since been disconnected, there's no point to this anymore, sadly.

For the XBox Live Arcade, Steam and PlayStation Network ports, Potts' kennel -
renamed to match the respective services for each version - instead offers two
menus, one to show you what Achievements/Trophies you have unlocked, the other
a Leaderboard where you can stack your high scores up against your peers.

===============================================================================

       +=============================+
       [4.0.0] Playable characters]
       +=============================+

============
BEAT
============
 HEALTH - 71%
 STRENGTH - All round
 GRAFFITI SKILL - Average
 HOLDS THIS MANY CANS - 20
 TAGS -
       #1: BEAT - Beat the clock (Small)
       #35: BEAT - Beat this (Medium)
       #69: KABUKI JAM - Theater of sound (Large)

 EARNED - N/A

The first character you play with in the game, and one of the three you start
off with, Beat is the most well-rounded character of the group as well as the
iconic character for the series. He has an orange t-shirt, red hair, and is
most easily recognized by his symbolic, huge headphones and round, green
goggles.

============
GUM
============
 HEALTH - 50%
 STRENGTH - Graffiti
 GRAFFITI SKILL - Advanced
 HOLDS THIS MANY CANS - 15
 TAGS -
       #2: GUM - Pop! (Small)
       #36: GUM - Minty cool flavor (Medium)
       #70: EDGE - Off the edge! (Large)
 EARNED - Clear Gum's challenges at the start of the game.

Gum is the first character you earn and one of the three you start with in the
game. She exudes a tomboyish, classy sexiness, and serves as Beat's second-in-
command. She wears a white sundress pulled over a green-striped, long-sleeved
shirt, and is most identifiable by her helmet.

============
TAB
============
 HEALTH - 68%
 STRENGTH - Technique
 GRAFFITI SKILL - Basic
 HOLDS THIS MANY CANS - 30
 TAGS -
       #3: TAB - Tab me (Small)
       #37: TAB - Pull the tab (Medium)
       #71: MONKEY BUSINESS - Don't monkey around! (Large)
 EARNED - Clear Tab's challenges at the start of the game.

The second character earned in the game and one of the three you start the game
with, Tab is a genius and a gearhead. He skates around wearing a blue boiler
suit and beanie that obscures his eyes.

============
GARAM
============
 HEALTH - 78%
 STRENGTH - Power
 GRAFFITI SKILL - Basic
 HOLDS THIS MANY CANS - 30
 TAGS -
       #6: GARAM - Freaky deaky (Small)
       #40: GARAM - Man with the plan! (Medium)
       #74: TOKYO UNDERGROUND - Let's play ball! (Large)
 EARNED - Clear Garam's challenges after beating The Monster of Kogane.

Rocking snow-camo pants and spider-man goggles, Garam comes from the streets of
Kogane-cho to test the GGs' skill. He's actually pretty well-spoken!

============
MEW
============
 HEALTH - 50%
 STRENGTH - Technique
 GRAFFITI SKILL - Average
 HOLDS THIS MANY CANS - 20
 TAGS -
       #7: MEW - Purr like a kitten, fight like a tiger! (Small)
       #41: MEW - Sweeter than sugar (Medium)
       #75: MUSIC - Music lover (Large)
 EARNED - Clear Mew's challenges after beating Benten Boogie.

This cool cat comes straight out of Benten-Cho to see if the GGs are worth
hanging out with. She has blue hair, wears a frilly, electric-blue dress, and
has blue-striped stockings.

============
YO-YO
============
 HEALTH - 46%
 STRENGTH - Graffiti
 GRAFFITI SKILL - Advanced
 HOLDS THIS MANY CANS - 15
 TAGS -
       #9: YO-YO - Yo yo, baby! (Small)
       #43: YO-YO - Yo! 3D (Medium)
       #77: VANDALISM - Spirit of the art (Large)
 EARNED - Beat Yo-Yo in a race around Benten after clearing Noise Reduction.

Yo-Yo hails from Benten-Cho and challenges the GGs to a race around the city.
The fastest of the GGs, Yo-Yo has all sorts of connections in the streets.
He wears a neon green hoodie and red, trapezoidal sunglasses. He has a

severe case of hoodie hair.

============
CUBE
============
 HEALTH - 62%
 STRENGTH - All round
 GRAFFITI SKILL - Average
 HOLDS THIS MANY CANS - 25
 TAGS -
       #8: CUBE - Fear me (Small)
       #42: CUBE - Tougher than you (Medium)
       #76: GRIM REAPER - Sick town (Large)
 EARNED - Clear Cube's challenge at the start of Chapter 2: Combo & Cube.

Coming all the way from Grind City, Cube seeks the GGs help for the sake of
her friend, Coin. She's decked out in a sleeveless, black shirt.

============
COMBO
============
 HEALTH - 98%
 STRENGTH - Power
 GRAFFITI SKILL - Average
 HOLDS THIS MANY CANS - 20
 TAGS -
       #4: COMBO -Don't push it, kid! (Small)
       #38: COMBO - Watch my moves! (Medium)
       #72: BREAKER - Breaker breaker! (Large)
 EARNED - Clear Combo's challenge at the start of Chapter 2: Combo & Cube.

Combo comes to Tokyo-To with Cube, looking for help from the biggest gang in
the city. Sporting a big gold yen chain and a bucket hat, Combo's most
distinguishing feature is his size - he's the largest GG, and as such also
has the most health in the game. He lugs around a huge boombox on one shoulder.

============
PIRANHA
============
 HEALTH - 71%
 STRENGTH - Graffiti
 GRAFFITI SKILL - Advanced
 HOLDS THIS MANY CANS - 15
 TAGS -
       #5: PIRANHA - Beware my bite! (Small)
       #39: PIRANHA - Sharpest teeth! (Medium)
       #73: CUB-WRITER - Goof off! (Large)
 EARNED - Clear Piranha's challenges after beating Explosion.

Sporting white bell-bottoms and a tight, white top, Piranha is the epitome of
funk - nothing can cramp her style. She has two dreadlock pigtails and keeps a
set of red goggles on her forehead.

============
SLATE
============
 HEALTH - 78%
 STRENGTH - Power, Graffiti
 GRAFFITI SKILL - Basic
 HOLDS THIS MANY CANS - 40
 TAGS -
       #10: SLATE - You gotta cheat to solve puzzles (Small)
       #44: SLATE - Blue slate (Medium)
       #78: W.S.W - Wild style wars! (Large)
 EARNED - Beat Slate in a race around Kogane after clearing Fight or Flight.

The most bizarre-looking GG, Slate is scrawny and tall, even towering over
Combo. He wears a dusty, orange raincoat and has three solitary dreadlocks
sticking up on his otherwise bald head.

============
LOVE SHOCKER
============
 HEALTH - 46%
 STRENGTH - Technique
 GRAFFITI SKILL - Basic
 HOLDS THIS MANY CANS - 30
 TAGS -
       #33: LOVE SHOCKERS - What a shock! (Small)
       #67: LOVE SHOCKERS - Shock the system! (Medium)
       #101: LOVE SHOCKERS - Heartbreaker (Large)
 EARNED - Earn Jet ranks in all Shibuya-Cho levels.

Bearing crimson-dyed hair with liberty spikes, the Love Shockers are a gang of
scorned lovers who take out their hate on the walls they tag. They're trying
to take away the GGs' home turf of Shibuya-Cho - will they be able to uproot
our favorite band of Rudies? (Spoilers: No, they won't.)

============
POISON JAM
============
 HEALTH - 90%
 STRENGTH - Power
 GRAFFITI SKILL - Average
 HOLDS THIS MANY CANS - 20
 TAGS -
       #31: POISON JAM - Land of monsters (Small)
       #65: POISON JAM - Rip you to shreds (Medium)
       #99: POISON JAM - Jam to the venom (Large)
 EARNED - Earn Jet ranks in all Kogane-Cho levels.

The most prominent of the GGs' rival gangs, the Poison Jam make the sunset
district of Kogane-Cho their home. Wearing monster fish masks, and clawed
gloves and skates, the Poison Jam are big into slasher flicks.

In the XBLA, PSN and Steam ports, you can play as the unmasked Poison Jam by
holding down the X/Square buttons on your controller as you select them. Keep
the button pressed until the loading screen starts.

============
NOISE TANK
============
 HEALTH - 78%
 STRENGTH - Graffiti
 GRAFFITI SKILL - Average
 HOLDS THIS MANY CANS - 50
 TAGS -
       #32: NOISE TANKS - It's a wonderful chemical world (Small)
       #66: NOISE TANKS - Noise destroys! (Medium)
       #100: NOISE TANKS - Transified (Large)
 EARNED - Earn Jet ranks in all Benten-Cho levels.

Adorned in white suits with night goggles, tape recorders strapped to their
chests and robot arms clinging to their backs, the Noise Tanks shack up in the
night life district of Benten-Cho. They kidnap the GGs pitbull puppy, Potts,
while the group is out tagging up Kogane-Cho, and make some strange
modifications to the poor dog. They're hackers, tinkerers and nerds, but don't
let that fool you - they can still skate and tag with the rest of 'em.

============
GOJI ROKKAKU
============
 HEALTH - 96%
 STRENGTH - Power, Graffiti
 GRAFFITI SKILL - Advanced
 HOLDS THIS MANY CANS - 30
 TAGS -
       #34: GOLDEN RHINOS S - Golden Rhinos (Small)
       #68: GOLDEN RHINOS L - Golden Rhinos (Medium)
       #102: GOLDEN RHINOS XL - Golden Rhinos (Large)
 EARNED - Earn Jet ranks in both Grind City levels and clear the game once.

The CEO of the Rokkaku Group and head of the Golden Rhinos, Goji Rokkaku is a
madman who has invested a significant amount of cash into finding a record
that's rumored to have the power to summon up a demon. He takes three times as
much damage compared to all other characters aside from Potts. He wears a
business suit, a silk boa, and his skates have rhino horns sticking out from
the front. They're actually kinda cute.

============
POTTS
============
 HEALTH - 21%
 STRENGTH - Technique
 GRAFFITI SKILL - Basic
 HOLDS THIS MANY CANS - 7
 TAGS -
       [DREAMCAST]
            N/A
       [XBLA/PSN/Steam]
            #B1: JAY MACK: Territorial (Small)
            #B2: ANJA: Fly (Small)
            #B3: MELODY: Temporal Glitch (Small)
            #B4: ABEL: Sega (Medium)
            #B5: ANJA: Cursed  (Large)
 EARNED - Unlock all other characters. Once you have, start again from Chapter
          1: GGs and beat The Monster of Kogane before Benten Boogie so
          that the Noise Tanks kidnap and modify Potts. When you clear Chapter
          2: Combo & Cube after meeting the above requirements, a Noise Tank
          will challenge you. Clear his challenges like you would have most
          other characters who approach you from the window.

Potts started as Beat's pet pitbull - and I guess he still kinda is - but when
the Noise Tanks abduct him, they perform some crazy experiments on the poor
pup, leaving a mechanical block on top of his head that makes him moo. If you
complete certain standards, the Noise Tanks will challenge you to a skill test;
pass, and they push "the secret Switch" on the block, and Potts turns into an
anthropomorphic dog capable of skating and tagging with the rest of the GGs.
Although he has the shortest health bar in the game, he only takes one third
the amount of damage the rest of the characters take, except for Goji.

In the XBLA, PSN and Steam ports of the game, Potts' name has been changed to
"Pots," perhaps to match his name in Jet Set Radio Future. For the sake of
this guide and my sanity, though, he'll still be referred to as "Potts."

===============================================================================

       +=============================+
       [5.0.0] Non-playable characters
       +=============================+

<===================================[Allies]==================================>

=====================
Professor K
=====================

The game's narrator - well, one of two, anyway - Professor K is helms the
underground, pirate radio station, Jet Set Radio. A wild man with springy afro
dreadlocks, Professor K dedicates himself to helping the Rudies and preserving
street culture by playing a nonstop selection of sexy, out-of-sight music.
Always the man with the low-down, Professor K relays the latest happenings on
the streets to anyone who tunes in.

<================================[Rival gangs]================================>

=====================
Love Shockers
=====================

These broken-hearted beauties are trying to get a foothold in the Tokyo gang
scene, and so try to take over the GGs' home turf of Shibuya-Cho. Nobody really
knows what happened to break their hearts, but they're a tenacious bunch. Bump
into one in a level you're not tagging them, and they'll drop three cans of
paint.

=====================
Poison Jam
=====================

The resident fish-faced monsters from Kogane-Cho, the Poison Jam are a group of
Rudies that love slasher flicks and probably have poor personal hygiene. They
bomb the GGs' garage with frogs while the gang is out tagging up Benten-Cho.
When you find a Poison Jammer in a Kogane-Cho level where you're not tagging
them up, you can bump into them and steal their paint. They carry anywhere
between five and seven cans total.

=====================
Noise Tanks
=====================

Benten-Cho is home to the Noise Tanks, a group of hackers and tinkerers that
really know their way around technology and have an appreciation for all things
artificial. While the GGs are out tagging up Kogane-Cho, the Noise Tanks
kidnap Beat's puppy, Potts, and make some modifications to him - putting a
block on his head that makes him think that he's a cow. Bumping into a Noise
Tank in any level you're not chasing them down yields anywhere between ten
and fifteen cans of spray paint - and occasionally a red can that restores your
health!

<=================================[Keisatsu]==================================>

=====================
Onishima
=====================

Captain "Shorty" Onishima is in charge of the Keisatsu and will often be the
one to send troops your way. The poor guy's probably just frustrated and trying
to do his job, and having a bunch of punks spray painting your city would put
a cramp in ANYONE'S day. You can tag Onishima's back in order to disable him
for the rest of the time he's in the level. He carries around a huge six-
shooter full of rubber bullets (overcompensating, probably) that're more bang
than bite. (I know that was bad, shush.)

=====================
Beat cops
=====================

The standard foot squad for the Keisatsu, these guys do nothing but latch onto
you and try to drag you down. Grind on something to shake them off.

=====================
SWAT team
=====================

Decked up in riot gear and carrying shields and potato cannons, the SWAT team
will try to knock you out using tear gas. Being hit by a cloud of the stuff
slows you down and damages you, but it can't hit you when you're dashing or
grinding.

=====================
Parachute squad
=====================

The parachute squad will drop in from the sky and shoot at you with their
machine guns, but since bullets can't hurt you if you're dashing or grinding
and they can't go anywhere Onishima can't go, they're not much of a threat. One
will occasionally get hung up on an awning or wire.

=====================
Motorcycle squad
=====================

These guys try to plow you over as soon as you start tagging a wall. They're
easy enough to avoid, though - either get the tag done quickly, or start it,
cancel it, and back off until they drive past. Talk about a lack of subtlety.

=====================
Patrol cars
=====================

While mostly used in a feeble attempt to block off escape routes, the Keisatsu
will occasionally try to run you over with their patrol cars as you start to
hit a tag, like the motorcycle squad.

=====================
Tanks
=====================

These big monstrosities move slow, but they have great range and their shells
HURT if they hit you. They'll always miss while you're grinding, but even when
you dash or jump, they can knock you back. The best thing to do is to stay out
of range and move quickly. Even then, when you get too close to a tank, a
Keisatsu will pop up out of the top and start to shoot you. They're bad news
wrapped in a chocolate, crunchy shell wrapped in steel armor. Just steer clear
of them!

=====================
Police dogs
=====================

These puppies don't do much more than jump at you and latch onto you - trying
to drag you down, essentially a version of the beat cops with fangs. Because
they're short, you can jump over them without a problem.

=====================
Helicopters
=====================

These beasts are armed with homing missiles, which are, fortunately, easy to
avoid; dashing and jumping are effective, and they can't even hit you if you're
grinding. Most helicopters can be tagged if you're in close enough - but
watch out if those missiles DO hit you, because they hurt as much as a tank
shell!

<===============================[Golden Rhinos]===============================>

=====================
Rhino patrollers
=====================

The Rhino patrollers are no different from the beat cops, except for the
gaudy hair style and shanking knives they hold in hand. Sometimes they will
stand in a single place and shoot at you with assault rifles.

=====================
Sniper
=====================

These smooth, afro-sporting guys camp roofs in Kogane-Cho and can hit you from
afar; you know you're in trouble if you see a red laser sight pinned to you.
They spook easy, though, so if you get close enough to them, they'll run away.

=====================
Flamethrower Rhinos
=====================

These guys travel in packs with Assassin #3. They're slow, but they carry
flamethrowers on their backs, which have great range.

=====================
Jetpack Rhinos
=====================

Flying alongside Assassin #2, the jetpack Rhinos carry guns and can reach you
anywhere you happen to be - there is no such thing as a safe zone with those
guys around, so be careful!

=====================
Suicide bomber Rhinos
=====================

I wonder how many people will take offense to me giving these guys this
name...? I live to disrupt political correctness, though, so allow me this
one small vice. ANYWAY, these guys travel with Assassin #4 and have bombs
strapped to their bodies; while they'll mostly dive at you and try to drag you
down, they will occasionally explode when they hit the ground.

=====================
Assassin #1
=====================

This huge, hulking judo dude appears in several different places in Benten-Cho.
He guards medium and Large tags, and his kicks and chops REALLY hurt, but he's
slow and tires out easily.

=====================
Assassin #2
=====================

Assassin #2 specializes in the use of machine guns and jet packs, and leads a
group of Golden Rhinos who use the same combination. His jet pack makes him
quick and agile, and he can get to places other Rhinos can't, so watch out!
If you manage to catch up to him when he's unawares, you can tag his back to
take him out of commission until you change areas.

=====================
Assassin #3
=====================

Assassin #3 carries a flamethrower around and leads a group of Golden Rhinos
with the same weapons. He's got incredible range, but the gas tanks on his back
slow him down. You can tag his back to take him out of commission until you
change areas.

=====================
Assassin #4
=====================

Wielding a pair of molotov cocktails and with bombs strapped around his torso,
#4 chases you around and tries to pull you down to the ground, causing fire
damage as he latches on. Because his range is short, though, he's easy to
avoid. You can tag him on the back, which removes him as a malefactor until
you change areas.

=====================
Assassin #5
=====================

This guy appears on Bantam Street when Combo and Cube cause enough trouble for
the Golden Rhinos to notice them. He wields a whip that can hit you while
you're dashing or jumping - it's got incredible range and getting hit by it
hurts something fierce. Unlike the other Assassins to come before him, #5
can't be tagged.

=====================
Assassin #6
=====================

The red-headed stepchild assassin, each #6 stands in place and creates electric
shocks that travel across grinding rails that stops your momentum if they come
in contact with you. They're non-threatening and easily countered by, you know,
jumping. This makes Assassin #6 a nuisance more than a genuine threat. Like
Assassin #5, #6 can't be tagged to be removed from the field.

=====================
The Golden Rhino
=====================

This robot monstrosity hops around the final level, dropping down on you
occasionally to breath a stream of fire at you, which is essentially a massive,
longer-ranged flamethrower attack. You can dupe it easily by standing on a
"blind spot" on the platform it's attacking.

=====================
Goji Rokkaku
=====================

The big boss, the guy in charge of it all. He's the leader of the Rokkaku
Group, which has conspired with the Keisatsu to flush Rudies out of Tokyo-To,
as well as the head of the Golden Rhinos. Take him out and save the world,
baby!

===============================================================================

       +=============================+
       [6.0.0] Story mode
       +=============================+

This is the bulk of the game, right here - especially considering how you have
to play through story mode to unlock, well, EVERYTHING. You know, tags,
characters, extra game modes...the whole thing. Except for Graffiti Souls,
which you can also earn in Jet Crush, Jet Graffiti and (especially) Jet
Technique.

===============================================================================

       +=============================+
       [6.1.0] Jet-ranking tips
       +=============================+

At the end of each level (except for Final Groove), you're awarded a rank based
on how well you performed. If you obtain Jet ranks for every level, you unlock
certain characters (see above): Jet-ranking all Shibuya levels unlocks the Love
Shockers, all Kogane levels unlocks the Poison Jam, all Benten levels unlocks
the Noise Tanks, and all Grind City levels unlock Goji Rokkaku. If you get Jet
ranks in every level in the game and have unlocked all the characters, you can
follow certain storyline choices and unlock Potts. Now, there are some levels
where Jet Ranks are pretty hard to get (mostly every level in Chapters 2 and
3), so here are some general tips to help you out.

JUST A SIDE NOTE, I will be writing every level walkthrough as if you were
gunning for that Jet rank. Also, once you've gotten a Jet rank on a level,
regardless of which playthrough you happen to be on, the rank can't go any
lower than your previous best, so you don't need to keep Jet ranking every
level for every playthrough. Basically, once you've done the serious business
aspect, you can just dick around the next time you're in the level.

================

1// Three things provide a bonus to your overall score once you've beat a
level: any health you have remaining in your health bar, the time remaining in
the level and how many cans you have left over. So keep in mind that you want
to avoid taking too much damage, and depending on your character type, you
either want to be swift, efficient and manage your can-collecting smartly
(for Graffiti-type characters), or you want to spend a significant portion of
your time hitting crazy trick lines to score additional points (if you're
playing a Technique character).

================

2// There's a little trick I learned a while ago. Dashing comes with a cool-
down time between uses; this is a bad, bad thing, especially if you're trying
to be swift, but there IS a way around it. When dashing, allow your skates to
contact the ground four times (so, left foot, right foot, left foot, right foot
or vice versa) and jump, pushing the thumb stick forward; once you land,
squeeze the trigger to begin dashing again, rinse and repeat. This is a very
effective way to increase your speed; the jump itself is as fast as, if not
faster than, dashing across the ground, and also serves to keep your dash
from having to cool down.

================

3// Hit the riskiest tags first. Any medium and large tags in an area where the
Keisatsu and Golden Rhinos can easily get to you take the highest priority, and
once those have all been cleared out, feel free to progress through the level
as you see fit (though going fluidly is the most effective, I.E., once you've
cleared out all the big tags in Explosion, start working on the small tags in
the area you're currently inhabiting). You might think that this is counter-
productive, but hear me out: without a huge threat coming your way in the
middle of a Large or medium tag, you can complete it from start to finish
almost every time. That's a HUGE score difference right there; if you're
working on one of those tags while under pressure, there's a huge chance you'll
get interrupted midway through and have to abandon the tag. Not only does this
make your final score lackluster as you lose out on the point score from later
steps of a tag, but it's also a great way to lose health and waste time
escaping from whatever happens to be after your ass. Not to mention that you
wind up burning through precious, precious red paint cans, which don't
regenerate once you've picked them up!

================

4// Green tags are awesome. They're not mandatory for completing a level, but
they give you the same point score as the red tags and have the added bonus of
not drawing the attention of your enemies. The key to Jet-ranking with
green tags is to hit them only if they're either really high-scoring, or if
they happen to be on your way. For example: never go after the green tags in
the sewer pipe running through the Park Street section of Shibuya unless you're
traveling through it at the time. HOWEVER, you never, never never EVER want
to go after a medium or Large tag that puts you directly in peril, even if it's
on your way (Kogane is filled with these sorts of tags during Fight or Flight).
These are most effectively hit with characters that have a high max can
capacity.

================

5// Character choice always always always makes a difference here. There are
two types made specifically for earning Jets: Graffiti and Technique types.
It's really a matter of personal preference from there. The Graffiti
specialists are Gum, Yo-Yo, Piranha, Goji and the Noise Tanks; Tab, Mew, the
Love Shocker and Potts are your Technique specialists.

NOTE: The below methods are used for all levels where you're not tagging up a
rival gang; for the levels where you are, just bring a character along who can
hold 30 or more cans. Because you're given so much time to complete it, your
bonus will be freakin' amazing. Expediency will net you a Jet rank no problem.

FOR GRAFFITI TYPES:

Gum, Yo-Yo and Piranha are going to be your choice picks to start off with;
they're the only characters with advanced graffiti skill that you gain through
story progression. Each one has individual strengths that play to your
preferences: Yo-Yo is the fastest of the lot, while Piranha has more health
than the others. Gum is the closest to being all-round, so if you're having
trouble picking between them, she's your best bet.

The Noise Tanks are another sound option; you have to have gotten Jet ranks in
all Benten levels to get them, though, so it'll be a moot point if you've
done the same in the other areas in the game. The Noise Tank boasts average
speed, average graffiti skill, average technique skill, above-average health
and the highest maximum can capacity in the game at a whopping *50 cans*.
This reduces the need to break off in the middle of an area or tag to fill up
again, and it helps your bonus score if you have some cans left over.

Goji is a bit of a challenge to use, but he is ultimately the best graffiti-
type for Jet-ranking. He has advanced graffiti style, as well as a max can
capacity of 30 (twice as much as Gum, Yo-Yo and Piranha) and an almost full
health bar, second only to Combo. His downfall, though, is the fact that he
takes three times more damage than all other characters in the game (except
Potts); while this doesn't affect his health bonus at the end of a level, it
makes him vulnerable and the character most likely to die on you. A single
hard-hitting attack like explosions or being kicked by Assassin #1 drains
more than half his health, necessitating great care in how you play a level.
The plus side is that he also *recovers* three times as much health when
collecting recovery spray paint, so you won't burn through them any faster than
normal.

FOR TECHNIQUE TYPES:

Tab and Mew are the only technique-types that you gain through story
progression, so if you have trouble unlocking the others, these two will be
your best bet. Tab carries more cans and boasts more health, but he's only got
basic graffiti skill; Mew carries less cans and has less health, but she's
faster and has average graffiti skill, so it's your call.

The Love Shockers are sort of the best and worst of both worlds; she has less
health than Mew, basic tagging skill and a maximum can capacity of 30, but by
the same token, she also has higher technique skill and is faster than the
others.

Potts...now, if you want a challenge, use Potts. By the time you get him, you
won't NEED any more Jet ranks in story mode, but he's got the absolute highest
technique skill in the entire game, without question. The drawbacks? He has
the shortest health bar of all characters (even though he only takes 1/3
damage compared to all characters but Goji), limiting your health bonus at
the end of a stage, AND his maximum spray can capacity is SEVEN. This means
that not only will you spend alot of time traveling back to paint deposits, but
you won't get a significant bonus at the end of the level. He's great for Jet
Technique mode, though! Since there are Achievements/Trophies tied to Jet-
ranking each mode in the XBLA, PSN and Steam ports, he does serve SOME
practical purpose.

===============================================================================

       +=============================+
       [6.2.0] Chapter 1: GGs
       +=============================+

A fresh new gang of roller-blading street punks has arrived on the scene, and
they're ready to take to the streets - but before they can try to take over
Benten-Cho or Kogane-Cho from their rivals, the Noise Tanks and Poison Jam,
they have to defend themselves from another gang trying to butt in on their
home turf of Shibuya-Cho!

===============================================================================

       +=============================+
       [6.2.gu] Gum challenge
       +=============================+

This is the easiest skill challenge in the game. Gum sets out three challenges
for you that test the basics (if you're unsure of the controls, check out the
section above that addresses them).

1// Skate forward, and when you cross the street and get onto the opposite
sidewalk, hang a right so you're going behind the green railing. Go straight
and when you reach the second street, jump on top of the green car parked
there.

2// Dash and jump onto the green rail at your right. When you get near the end,
wall-ride off the billboard on your left and land in the street.

3// Move forward; there are two cans of yellow paint floating in the street.
Pick them up and look for the green taxis at your left; when you get close to
the red arrows, a bubble will appear over your head, telling you that you're in
range to start spraying. Hit those two, and move past them; grind on the green
rail to your left to pick up two more cans, and then cross the street up ahead.
Jump onto the green rail running perpendicular to the one you just grinded on,
and tag the cab and the truck as you go past them.

===============================================================================

       +=============================+
       [6.2.ta] Tab challenge
       +=============================+

Tab's tests are only marginally more challenging than Gum's, but it's really
just more introductory stuff.

1// Move forward along the ledges, being careful to jump the gaps. Grab the
blue cans of spray paint (you only really need one, but you may as well get all
of them since you're there) and come to a stop at the last ledge, which has a
red arrow hanging overhead. It's a medium-sized tag, meaning there are three
parts to it; complete the tag using the joystick and the guideline instructions
on the bottom of the screen.

2// While Tab grabs onto the back of a car to get up to the top of Center
Street, it doesn't really matter how YOU do it, so long as you get up there.
Grabbing cars is tricky and requires good timing, so don't be discouraged if
you can't do it - especially as the skill serves little practical purpose.
Either way, once you're at the top of Center Street (you'll know when you see
the four yellow paint cans to your left), collect some paint and do a one-
eighty. Head down Center Street (you HAVE to go back down the way you came) and
when it levels out at the bottom, turn right and grind on the green rail to the
left, tagging the arrow as you grind past.

3// Dash and jump, landing on the green rail directly ahead of you. Jump over
the sign post mounted halfway through it, making sure to land on the next part
of the rail; jump again from the green rail onto the yellow one bordering the
stair case up ahead. Ride the rail up, right, and around; once you're facing
the blue bus awning, jump and land on top of it.

Clearing these challenges awards Gum and Tab as playable characters, as well
as unlocking Graffiti Souls #2, #36, #70 (Gum), #3, #37 and #71 (Tab).

===============================================================================

       +=============================+
       [6.2.1] Shibuya GG
       +=============================+

AREA: Shibuya-Cho: The Bus Terminal
TIME: 600.00
TAGS:
 SMALL: 4 (red), 1 (Onishima)
 MEDIUM: 5 (red)
 Large: 1 (red)
ENEMIES: Love Shockers, Onishima, beat cops

If this is your first time through, I recommend either using Beat or Tab due to
their greater health bars and level of tag skill; if not, or if you want to try
for a Jet rank right off the bat, go with Gum for her graffiti skill, or Tab
for his technique skill.

Three Love Shockers appear in this level; bumping into them gives you three
yellow paint cans each. This is the only level in the game where your rival
gang won't disappear as soon as the police call for reinforcements; the first
two are standing at two of the busses, and the third is standing on a ledge,
working on the only Large tag in the area.

I recommend the following path:

Start by working on the busses. Any order you choose is fine, and don't worry
about being hit by cars if you go after the bus near the street, since it's
JUST far enough out of the way. Each bus is marked with a medium tag; once
you've marked up all three, the Keisatsu will arrive, sending in the beat cops.

#===================#
| NEW ENEMY:        |
|         Beat Cops |
#===================#

 Beat cops are generally non-threatening. They're unarmed and easily outrun;
 their only form of attack is jumping at you and clinging to your back,
 slowing you down or dragging you to the ground.

#===================#

Following that, you can take the other tags in whatever order you want; I
usually polish off the ones still on street level (the two cars just past the
busses, and then the taxi and truck on the railing Gum had you grind on in her
challenges). With three of those tags under your belt, the Keisatsu will send
in Captain Onishima. He patrols a relatively tight path, sticking to the
northwest side of the level, beneath the ledges which house the highest tags.

#===================#
| NEW ENEMY:        |
|  Captain Onishima |
#===================#

 Onishima is your primary source of trouble throughout Chapter 1. He carries
 around a magnum loaded with rubber bullets that deal decent damage, but can
 be avoided while dashing, jumping or grinding. He moves faster than most
 other Keisatsu. If you feel like it you can knock him over and tag his back,
 but it's not really necessary.

#===================#

The last three tags are located on aforementioned ledges. There are a lot of
ways to get up there; if you're new, on the very right side of the ledges is a
car and a truck that you can jump on to ascend to the broad ledge with the
Large tag on it. The most efficient ways, though, are to either use the bed of
the pick-up truck at the left of the ledges to launch yourself up, or to grind
on the stair rail closest to the ledges and jump away from it, angling yourself
towards your goal.

Beating Shibuya GG opens up three more story mode missions, one in each
district of Tokyo-To.

 #=============#
 |JET-RANK TIPS|
 #=============#

 Once you've acclimatized yourself to the game, Jet-ranking Shibuya GG is a
 cake-walk. I guarantee you'll get it without trying your second time through.
 Still, here are some pointers for your benefit:

   [GRAFFITI TYPES] - There is paint all over the place. Bump into the Love
   Shockers before beginning each of their tags in order to collect what
   they dropped. You'll find an abundance on the long green rail parallel
   to the busses with the large sign breaking it up, as well as on the bus
   awnings.

   [TECHNIQUE TYPES] - If you played the tutorial, you know the line to hit
   here. Start at the green rail closest to the sewer entrance, grind it in
   the opposite direction (towards traffic). Wall-ride off the billboard to
   the left of the rail near its end, jump, and land on the green rail running
   parallel to the buses. Jump over the sign breaking up the rail, land, then
   jump on the handrail to the walkway rising above the bus awnings. Ride it
   to the far end, being mindful to jump over premature turns until the very
   last one, which angles back towards where you started. Jump off the railing
   before you go too far down to wall-ride off a billboard to your left,
   separating two small awnings. Complete this circuit as many times as you
   feel necessary. Leave one of the small tags on street level untagged so,
   when the clock starts running low, you're close by enough to hit it.

===============================================================================

       +=============================+
       [6.2.2] Love Trap
       +=============================+

AREA: Shibuya-Cho: Park Street
TIME: 700.00
TAGS:
 SMALL: 5 (red), 5 (green), 1 (Onishima)
 MEDIUM: 4 (red)
 Large: 4 (red)
ENEMIES: Love Shockers, Onishima, motorcycle unit, SWAT team

You'll start at the base of a long staircase, with two huge, twisting half-
pipes stretching out on either side; if you go straight up, you'll wind up on
the under-construction overpass that overlooks Park Street's playground. Going
right will, in later levels, lead to the Bus Terminal, but you can't use that
path just now. Going left eventually yields a shorter stair case and a gate
that leads onto the street area of Park Street. I personally recommend the
larger staircase; even though it's longer, its proximity makes it faster to get
into the main body of the level. (There are a bunch of small green tags in
the half-pipes; you're best off ignoring all of them because it takes a while
to get to them and you don't get enough points to make up for the difference.)

Once on the overpass, go to the left so you're overlooking the playground;
there are a few Large tags up here, but ignore them in favor of more dangerous
ones. If you can, line yourself up with one of the swing sets (the one with two
blue cans of paint on top) and jump onto it, grinding and picking up the paint.
You can also stock up on the bridges nearby if you want, or by grinding on the
elephant slide, but keep in mind that you grab cans even if you're at your max,
and there aren't any other big deposits of cans in the level.

Now, there are five small red tags and one medium red tag in the playground;
there will be a Love Shocker stationed at the medium tag, and Onishima will
also run around this area. I'd recommend luring Onishima out first; bump into
him so he falls on the ground and tag his back so that he won't pester you
while you're here. Take care of the medium tag, but leave the small ones alone
for now.

Drop down into the street. There's traffic going both ways and they won't stop
for you; if you get hit by a car, there's a chance you can land on top of it
and it could carry you out of the level prematurely. You want to head down the
street (if you've got the elephant slide to your back, you'll be going left);
a little ways down, you'll see two medium tags across the street from each
other (with one a little further down than the other). There's a Love Shocker
at each one; bump into them to get their cans, and take care of each. When you
start tagging for each one, a trio of Keisatsu on motorcycles will try to plow
you down; you can either start and then immediately abandon the tags right
away in order to get out of their way, or, if you're daring enough, you can
rush through the tag and move at the last second.

At the one further down the street, take a left around the corner up ahead;
you'll wind up in a back alley with a large and a medium tag on opposite walls.
If you start on the medium one, another set of motorcycle Keisatsu will drive
by, but these start much further away. Although the same techniques can apply
as before, you have enough time to finish your tag without breaking away.
Finally, take care of the Large tag, and Onishima will call in the SWAT
team - but by this point, you've taken care of all the medium and large tags
where the Keisatsu can reach you.

#===================#
| NEW ENEMY:        |
|         SWAT Team |
#===================#

 The SWAT team deploys chud cannons full of tear gas; being hit by a cloud
 of the stuff does minimal damage, but it makes your character cough and slow
 down. As long as you're grinding, jumping or dashing, you won't get hit by
 them.

#===================#

Head back to the playground and take care of all the small tags by
grinding on the green rails surrounding the area itself (and wallride on the
billboard for the last one). Stock up on paint if you need it, then head up
onto the overpass. Go left and there's a Large tag at the end; the SWAT team
will be able to reach you with tear gas the entire length of the way except
once you've gotten close enough to the tag to, well, tag it.

On the opposite side of the tag you just made, there's a large gap followed by
two Large tags stationed right next to each other. Once again, the SWAT team
will be able to reach you until you get to the tag itself, so grind or dash-
jump most of the way to the gap. Once there, there's two ways to cross it: you
can either jump up on the crane on the right side of the of the road, grind
its arm, and jump over the gap, or you can use my preferred method and wall-
ride off the small section of wall that bridges the gap on the left before you
jump away to clear the rest. Once on the other side, head to the tags and work
your magic in order to end the level.

Clearing this level will NOT make the next Shibuya-Cho level available to play
unless you have finished the Kogane and Benten levels as well.

 #=============#
 |JET-RANK TIPS|
 #=============#

 Love Trap is more easily Jet-ranked with Technique characters, largely for
 the large tags on the unfinished highway. Still, due to it being an early
 level in the game, it's not impossible.

   [GRAFFITI TYPES] - Be mindful that the largest paint deposit is located in
   the playground, and usually all in one line. Grinding any part of the
   elephant slide nets you with a decent amount, and there are more stationed
   atop the swingsets. The most easily accessed is the small cache on the
   walkways attached to the park and suspended over the street. When going for
   the three large tags on the overpass, you won't have enough cans to get all
   of them in one go (unless you're using Goji or Noise Tank), so be sure to
   hit the one closest to the playground before restocking. If you wind up
   taking too much paint before going for the last two tags, you'll have to
   venture elsewhere in the level to obtain some, so be careful.

   [TECHNIQUE TYPES] - The best line to hit here is on the inner rails of the
   walkways attached to the playground and crossing over the street. Jump onto
   one of the rails (the ones where paint spawns), then follow it as it turns
   down into a stair case. In order to maintain a decent combo, you'll need to
   leap to the opposite staircase from the one you're leaving, as a lamppost
   is directly in your way if you don't. Leave one of the small tags in the
   park untagged until you've run the clock low.

===============================================================================

       +=============================+
       [6.2.3] The Monster of Kogane
       +=============================+

AREA: Residential Area
TIME: 600.00
TAGS:
 SMALL: 9 (red), 1 (green), 1 (Onishima), 1 (helicopter)
 MEDIUM: 2 (red)
 Large: 1 (red)
ENEMIES: Poison Jam, Onishima, Keisatsu cars, police dogs, helicopter

The residential district has four tiers, and the level starts you out at the
lowest - a narrow alley at water-level. There's a set of stairs ahead of you
and to the left; head up those stairs, and from here, you have a choice. You
can either continue down the path at the top of the stairs and all the way
around, or you can take the faster route of going to the fence after the top of
the stairs, turning around so you're facing the opposite way, and heading for
the gap. Wallride on the stone wall to your left and jump; you'll clear the gap
no problem, landing on a street on the opposite side of the area. From here,
you have even more options; you can head up the stairs straight ahead, or you
can jump on a car sitting against the houses on the right. There's a
significant deposit of cans to the right, so I recommend going that way; jump
on top of the car, and then on top of the roof. If you turn right (so you're
facing the gap you crossed earlier), there's a split in the two cluster of
houses that you need to clear. Dash and jump across the gap, landing in the
small niche set lower than the other roofs; ascend the rest of the way, and
you'll find a roof angled upwards and towards a high street and another cluster
of houses. Dash and jump so you wind up on the street, and here is where all
the action is.

Once you're up here, you'll notice that the area is empty of Onishima or any
Keisatsu presence; this leaves you free to bump into the local rival gang, the
Poison Jam, and steal their paint - they drop one blue can.

Now, onto business: there are three tags that take priority over the rest, two
medium and one Large. Fortunately all of these tags - as well as the rest of
the spots that you need to hit - are situated around the entire upper tier of
houses, so they're pretty easy to hunt down. Feel free to hit them in any
order. There's one near the far end of the street that you landed on by taking
the houses (it's also near the stairs you could have taken to get up to the
top tier, if that was your chosen path); beginning the tag spawns a pair of
cop cars that come barrelling down the street at you, but much like the motor-
cycle cops in Love Trap, they can be easily evaded by beginning and immediately
breaking away from the tag and retreating around the corner. Near that tag,
if you go around the houses via the short street to the right of the tag you
just did, and then pull a left around the short concrete wall, there's an
large tag with a Poison Jam at work on it. Lastly, at the opposite end of this
area from the two you just did, there's another side-street with a medium tag
on it (it's deceptive, though, because it looks like a small tag due to its
size). Once you've hit these three, Onishima will spawn and call in police dogs
for backup.

#===================#
| NEW ENEMY:        |
|       Police Dogs |
#===================#

 These are essentially the same thing as the beat cops: they'll leap at you
 and cling onto you when you get within range. The only difference between
 them and the beat cops is that the dogs do a little more damage.

#===================#

There are four groups of three total, spawning at all street corners of the
upper tier, but even with the canine unit in play, you don't have a whole lot
to worry about. There are fences and rails all over the place, it won't be hard
shaking them off. There are only small tags left, so go around the block and
have a ball. Once you've hit five of these, Onishima and the dogs disappear as
he calls in a helicopter (WITH FREAKIN' ROCKETS) to do you in.

#===================#
| NEW ENEMY:        |
|          Choppers |
#===================#

 As you'd figure, a chopper's attacks can really wreck you. Its missiles can
 hit you while you're jumping or dashing, but not when you're grinding. The
 most dangerous part, though, is that they're not stationary and will follow
 you around the level, minimalizing the amount of safe areas you have. Most
 have a green arrow on their cockpits and can be tagged, causing them to
 crash and neutralizing them as a threat.

#===================#

Though the chopper can be removed from the field, in this particular case
I recommend ignoring it and just running away. Going after the chopper usually
entails grinding on something and/or
jumping away from the upper tier in order to connect with it; this is a
significant waste of precious, precious time, and the fall damage could very
well be your end, so get to the last tags you need to hit and take care of
them.

Clearing this mission prompts Garam to challenge you and opens the next Kogane
mission, No. 540.

 #=============#
 |JET-RANK TIPS|
 #=============#

   [GRAFFITI TYPES] - The bulk of the paint you can collect is on the rooftops
   of the houses between the dock and the upper tier, but in order to reduce
   your travel time, bump into the Poison Jam before Onishima calls in the
   canine unit. Gather what ones you can if you have the room, and leave
   what's left for later. There are also enough yellow cans of paint situated
   on the rails and fences surrounding the upper tier.

   [TECHNIQUE TYPES] - The residential district doesn't have much to offer to
   technique characters. You can string together a threadbare combo using the
   rails and fenses on the upper tier, or you can piece together a line
   starting at the top of the stairs connecting the middle and upper tiers by
   grinding on the fence bordering them and following it along. Leave any of
   the small tags for last.

===============================================================================

       +=============================+
       [6.2.ga] Garam challenge
       +=============================+

1// This is one of the time-saver tactics I told you about for the residential
district, and Garam illustrates it a little more clearly than I probably did.
You're already lined up properly; just dash, jump and wallride against the
wall to your left, jumping away and clearing the gap between the building sets.

2// Head for the rail bordering the stairs ahead and on your left; jump on it
and ride it down and around. When you're facing the houses clustered together
at the bottom of the stairs, jump away and land on the roofs.

3// You don't have to imitate Garam move-by-move here, but he generally has
the right idea; grind on one of the rails at either side, jump over the gap
between the catwalks and land on the LEFT-HAND rail, and when you get close
enough, jump away to the rail bordering the stairs on your left. When it turns
to face the wall of the sewer, push away and wallride so you're facing your
left.

Completing this challenge awards you with Garam as a playable character, as
well as awarding you Graffiti Souls #6, #40 and #74.

===============================================================================

       +=============================+
       [6.2.4] No. 540
       +=============================+

AREA: Kogane-Cho: Factory Ruins
TIME: 600.00
TAGS:
 SMALL: 9 (red), 7 (green), 1 (Onishima), 3 (helicopters)
 MEDIUM: 2 (red), 1 (green)
 Large: 2 (red)
ENEMIES: Poison Jam, Onishima, parachute squad, helicopters

You'll start out at the top of the level with two small and one medium tag on
your left, and a Poison Jam at work at one of them; bump into him for one blue
and two yellow cans of paint (paint is scarce in this level, so use it wisely).
Go to work on the tag he'd been working on, the medium-sized one, before
descending further into the level. All remaining tags outside the central pit
area are small, so the first leg of business will be inside there; it's really
hard to miss, since there's a big ring of half-finished walls on all sides, and
a building inside with a big, red, roof. I recommend dropping down on the roof
first and bumping into the Poison Jam to collect his paint; by this point you
have enough on hand to complete one of the two Large tags up there, so hit that
one while ignoring the other. (If you missed the Poison Jam, then ignore both
for now.)

Head into the pit; there's a Poison Jam working on a medium tag opposite the
building, as well as an optional, green medium tag on the opposite side of that
pile of dead cars. Hit both and turn to face the building again; there's a door
leading inside with a few rails, cat-walks, and a half-pipe inside, as well as
three small green tags on either side. Hit the tags if you can spare the paint,
re-stock, and leave the warehouse. Once you've hit three red tags, Onishima
will drop the parachute squad on you.

#===================#
| NEW ENEMY:        |
|   Parachute Squad |
#===================#

 All units in the parachute squad are armed with assault rifles which can be
 dodged in the usual ways. They move similar to the beat cops, so while there
 are safe zones, if you get within reach of them they'll chase you down.

#===================#

If you're still at work inside the pit, then you won't have to worry about the
parachute squad being able to reach you. Take care of what business you have
left inside the pit; near the medium green tag, there are three small red ones
that ascend up the wall of the pit. This one is a little tricky at first, but
if you dash-jump at the wall with the first tag on it, you'll wall-ride; jump
away quickly and repeat the process on the next part of the wall, and again,
until you hit all three tags. You can also use this to reach the ledge of the
building with the two Large tags on it rather than going out of the pit and
all the way around, but hit the Large ones first.

With the medium tag at the top of the level and all of the tags inside the pit
taken care of, Onishima will send in three helicopters to finish you off;
unlike in The Monster of Kogane, the choppers are actually a threat here, and
it'd do good for you to get rid of them - especially since most of them are
already in your way. If you're on top of the roof of the warehouse inside the
pit, one of the choppers is already in range; just jump at it and tag it as
you fall. That done, head to the car pile and use it to get out of the pit;
stick to the left as there are two small red tags against the outer wall. Once
you've hit those, grind on the wall bordering the pit to get the chance to hit
another chopper; jump away from there and onto the crane's arm to tag both the
last chopper and one of the remaining small tags.

The crane's arm deposits you back to the start of the level; hit the two small
red tags up here before going down and around the wall the crane is leaning
against. The last red tag and a green tag are against this wall; jump and
wallride against it to reach both.

Clearing this mission opens up the next and final Kogane-Cho mission for
chapter one, Kogane Circus.

 #=============#
 |JET-RANK TIPS|
 #=============#

 No. 540 is a very unfriendly level to both Graffiti and Technique characters.
 The choppers make hell on the low-health Graffs, and the lack of a really
 solid line causes trouble for the Techs. But here's some stuff you CAN do:

   [GRAFFITI TYPES] - As I mentioned, your paint stash is limited. Like
   before, make robbing the Poison Jam a priority, because the rest of it
   is inside the warehouse, located on three of the four rails and inside the
   halfpipe. In order to get the ones in the half-pipe, you'll need to ride
   up one of the curves and jump at just the right angle; it's a pain in the
   heinder and it'll take more than one shot to collect all of it, but it's
   the easiest and least dangerous to gather. There's also several deposits
   of red spray cans inside the warehouse, which you'll probably need if you
   run afoul of the helicopters. Make the green tags in your warehouse a low
   priority.

   [TECHNIQUE TYPES] - The best line to hit here is to just grind on the wall
   surrounding the pit. It's made difficult by the fact that you have to keep
   hopping to stay on it (I'm not even sure it's possible to hold the grind
   on the way down). Grab the green tags in the warehouse for extra points.
   Leave one of the tags at the top of the level for last, as they're easier
   to reach than the small tags in the pit.

===============================================================================

       +=============================+
       [6.2.5] Kogane Circus
       +=============================+

AREA: Kogane-Cho: sewers
Sewers

TIME: 800.00
TAGS:
 SMALL: 30 (red)
 MEDIUM: N/A
 Large: N/A
ENEMIES: Poison Jam

Either this or Noise Reduction will be your first rival showdown, and they
work differently from the other levels you've played so far. Before, you just
went around a particular area tagging spots on the walls or floor, covering
up your rivals' tags; this time, you're taking it right to your rivals
themselves, tagging up their backs in order to claim their turf. I recommend
taking characters who can hold 30 or more cans of spray paint (Tab, Garam,
Slate) to these levels because the time you have left over will be more than
the points you get from tagging. Each rival gang member needs to be tagged ten
times in order to clear the level, and they will all come to a stop together
at three different points in the level, allowing you to hunt them down.

This level takes place in Kogane-Cho's sewers, and the Poison Jam are lurking
in plain sight; leave them alone for the time being and go stock up on paint
before chasing after them. Cans are spread pretty thin in this area; there are
a few on the stair rail near your starting point, three blue cans scattered
between the two U-bend tunnels on the top level, and a handful more suspended
on and between the rails of the catwalk spanning over the sewer water. If you
fall in aforementioned water, by the way, you'll wind up at the base of the
stairs near where you started. Once you've gotten a full cache, go head off
the Poison Jam.

Now for this, you can either go back down the stairs and approach the Poison
Jam from the front (and risk getting plowed over by them as they flee), or you
can drop down in a grate in the center of the U-bend tunnel located above the
room they're hiding in. Either way, they'll head straight for the stairs and
start grinding up the rail; at the top of the stairs they'll duck into the
U-bend tunnel, taking the entrance to the right. They'll tear through this
area, using the half-pipe to jump over the walls of barrels, and come to a stop
at the first resting point, which is at the opposite entrance to the tunnel.

When you catch up to them, they bolt straight ahead, gunning for the catwalk
hanging over the water - the same one Garam tested you on following The Monster
of Kogane. Be sure to jump over the gap to avoid falling into the water; if
the Poison Jam has a significant lead over you, you can jump away from the
rail and aim for the ledge at your right, opposite of your starting point. The
Poison Jam will go from the catwalk to the far entrance to the U-bend on this
side of the sewer; they'll come to a stop in the flat part just beyond the
entrance. Scare 'em off, and they'll bolt down the remainder of the tunnel
before grinding on the catwalk again and vaulting back to the bottom of the
stairs. By this point, if you haven't tagged them all (because you probably
won't have enough paint), the first cans you've grabbed should have respawned.

Clearing this mission nets you the Jet Graffiti mode for Kogane-Cho. When
Noise Reduction and Love Trap have been cleared as well, the final Shibuya-Cho
mission for Chapter One, Love Attack, becomes unlocked.

===============================================================================

       +=============================+
       [6.2.6] Benten Boogie
       +=============================+

AREA: Benten-Cho: Residential Area
TIME: 800.00
TAGS:
 SMALL: 7 (red), 1 (Onishima)
 MEDIUM: 7 (red)
 Large: 2 (red)
ENEMIES: Noise Tanks, beat cops, Onishima, SWAT team

You start between two buildings on the roof; for some early cans of paint, jump
onto the pipe directly in front of you and grind it onto another, similar spot.
Jump down while facing the same direction and bump into the Noise Tank working
on a tag there to make him drop two blue and one red can of paint. Collect the
paint but save the tag for later, as the tag itself is in a safe spot the
Keisatsu can't reach you. Drop down to street level and head the opposite
direction of the tag you just left; at the end of the street on the right is a
Large tag for you to take care of.

Face away from the tag you just made and head down the street. It'll turn left
a little way down; keep following it until you spot another Noise Tank at work
on a medium tag. Bump into him (this one just drops two blue cans) and hit the
tag mark; this completes the only medium and Large tags on the street level,
leaving you free to hit all the small ones down here as well. All in all, there
are six small tags scattered around on street level; once you've hit four tags
overall (including the medium and Large you made earlier), the beat cops will
show up. The only street level tag that might slip your radar is near the back
of the level; if you keep following the street you took to get from the large
to the medium tag, you'll eventually come to a point where it only goes left.
On the right side, however is a gutter with a tag partway up. Dash and jump
onto the gutter to hit the tag.


Now that you've gotten everything on street level, feel free to start working
topside. If this is your first time, it might be difficult for you to get up
there; there are a handful of ways, including going up the gutter mentioned in
the previous paragraph, or going up the parked pickup truck near that first
large tag you passed by. There is also another gutter opposite of the
previously mentioned one, between the first large you hit and the first medium
you came across that sticks out into the street a little. You can grind up that
and hit a small tag nearby, then double-back and jump onto the roof facing the
opposite way you came up to hit a medium.

By this point, there should only be six more tags to hit; there are four
medium tags on the center island of houses, one at each corner - hit those in
any order you want. The fifth is that large tag the Noise Tank was working on
near the beginning of the level.

If you've hit all of the street-level tags and three of the rooftop tags,
Onishima will appear with the SWAT team (see section [6.2.2] for details on
how to address them), dismissing the beat cops. This time I recommend
bypassing tagging Onishima only because he's caught up with a lot of the SWAT
team members, making it too risky and time-consuming to go after him.

Okay, the last one's pretty well-hidden. If you're lost, look for the tall
cluster of buildings with a big neon sign and spotlights on it, and approach it
on ground level. Between the tower and the set of buildings next to it, there
will be a trail of yellow cans leading into a small entrance to the tower; go
inside, walk up the steps, then follow the corridor to reach the top of the
tower. The wall to your left will have the last tag, a medium.

Clearing this mission prompts Mew to challenge you and unlocks the next Benten-
Cho story mission.

 #=============#
 |JET-RANK TIPS|
 #=============#

   [GRAFFITI TYPES] - There's paint in abundance in this area; aside from the
   blue cans dropped by the Noise Tanks, there are several more suspended over
   the streets between rooftops, some yellows on ground level leading into the
   tower, and still more on the rail attached to the tower itself.

   [TECHNIQUE TYPES] - At first, the residential area doesn't seem to have a
   solid line to hit - but there is one, and it's a doozy. From that first
   large tag the Noise Tank was making, stay on the rooftops and look down the
   street. There'll be a set of phone wires bordering the buildings to the
   right; dash and jump onto them, then jump at an angle to wall-ride off the
   wall at the far end. Angle yourself to land at another set of wires that
   will be beneath you, then jump as it ends to either land on one of the two
   gutters to your right (if you need the boost) or to wall-ride off the white
   wall just past them (if you don't need the boost). Jump and continue to
   follow the phone lines until the end. Return to the start of the line and
   repeat until you are satisfied. Leave one of the street-level tags for
   the end.

===============================================================================

       +=============================+
       [6.2.me] Mew challenges
       +=============================+

1// Dash and jump onto the green rail set directly ahead of you; about halfway
along the bridge's length, hop off and aim for the train farthest away from
your starting point. As long as you land on top of it, you'll complete her
challenge.

2// Ah, you remember that last tag from Benten Boogie? The door leading up to
that is directly on your right. Go inside and up to the top; there's a grind
rail directly ahead of you when you emerge. Hop onto it and ride all the way
down; leap off before it ends, landing on a pipe stretching between two houses.
The pipe is made of two right angles, and you'll eventually wind up facing a
niche between two rooftops; jump into the niche.

3// Alright, now you're in Genkijomae Plaza, which is one of the hardest areas
to navigate. Grind up the massive ramp ahead of you; if you think you can
figure out where to go, launch right off the top and aim for the same power
line Mew hit and grind right into the train tracks. If not, you can hop off the
edge of the ramp and land on that platform connecting all of the wires in the
area; aim for the one that leads to the green gate (which itself leads to the
train tracks) and jump on it, hopping through before it ends.

Clearing these challenges unlocks Mew as a playable character and awards you
with Graffiti Souls #7, #41 and #75

===============================================================================

       +=============================+
       [6.2.7] Graffiti High
       +=============================+

AREA: Benten-Cho: Train Graveyard, Genkijomae Plaza, Genkijomae Street
TIME: 500.00
TAGS:
 SMALL: 14 (red), 1+ (Onishima)
 MEDIUM: 3 (red)
 Large: 2 (red), 1 (green)
ENEMIES: Noise Tanks, Onishima, parachute squad, tanks

Before we get to the meat of this level - you see the "1+ (Onishima)" listed
in the tags overhead? This means that you can essentially tag Onishima an
infinite number of times until your timer runs out. Onishima will spawn in both
Genkijomae Plaza and Genkijomae Street, and if you tag him in one area and move
to the next, the "second" Onishima will not have been tagged. You can hop back
and forth between areas and repeat this if you want...but I don't really
recommend it unless you happen to be there at the time. However, in this level,
once you've hit enough tags, Onishima will no longer appear in either area.
You'll see the same thing with some of the Assassins in later levels.

You start in the same train yard Mew had tested you in; drop down between the
two trains and pick up the yellow paint cans as you move. If you want, you can
double-back and go around the train that's now on your left; there's a big,
red shipping crate at the rear of this train that has a large green tag on it.
If not, head down the way the paint originally led you, using the train rails
to grind; stick on the left set, because a train will come barreling down the
right once you crest the hill. Wait for that train to pass; on the right after
the hill, there'll be a green gate that opens up into Genkijomae Plaza. You'll
notice that there are a smorgbillion red tags here, but the perilous ones are
all small, and the medium and large ones are out of the Keisatsu's reach, so
you'll instead go left when you drop down. Go up the pickup truck and jump
through a breakable billboard above it; traverse the winding back alley until
you burst through a bunch of planks nailed together.

Go up the street; there are a bunch of small tags on both sides, but ignore
them for now - just don't neglect to collect the paint on the safety rails.
Ahead, the street will split two ways, with an island of buildings between
them; the side of the building you're facing as you approach it has a medium
tag on it. Once done, take the street to the right of the building to find a
Noise Tank at work at a large tag; bump into him and he'll drop three blue
cans. Hit the large tag; turn around, and the closest tag on the building
dividing the street is medium, ripe for you to tag.

By now Onishima and the parachute squad will drop in (see section [6.2.4] for
details on how to address them), but you've hit all the difficult tags in the
area. Facing the divided street, take the right street (so you're going around
the opposite side of the building) and jump onto a ledge hugging the building
itself. Hit two small tags there, and the ledge will eventually poop you out
onto the street again.

If you stick to your right, there'll be one small tag between the jersey rails
and the storefront; cross the street and be sure to nail all three tags on that
side by grinding on the jersey rail there. Once you've hit them all, go down
the street and jump through the hole that brought you here, which is now no
longer boarded up. If you happen to bump into Onishima on the way, tag him up,
but don't go looking for him.

Returning to Genkijomae Plaza, there will be a wire attached to the alley
connecting the plaza and the street, on the floor and about in the middle.
Grind that to the small platform in the middle; ahead of you you'll see an
overhang with a red tag. Jump onto the wire connecting the platform and the
overhang to hit the tag, and once done, look to your right. There'll be a
second overhang with another tag, connected to the one you're currently on by
a phone wire. Go take care of that tag as well, and once you have, you'll
trigger the most dangerous thing the Keisatsu has to throw at you: a series of
heavily armed tanks.

#================#
| NEW ENEMY:     |
|          Tanks |
#================#

 These tanks hurt a LOT. A single shell can bring characters like Yo-Yo and
 Gum close to death, and they can even hit you when jumping and dashing (not
 when you're grinding, though). And if you should get too close to a tank, a
 Keisatsu will pop up from the hatch and start shooting at you with an assault
 rifle, so the key to handling the tanks is be speedy and quick on your feet.
 This is why you want to hit the eight small tags in the plaza last; sometimes
 the game can glitch and the tanks will be able to launch shells at you if
 you're in "safe" zones, like the overhangs with the large and medium tags on
 them.

#================#

Clearing this mission unlocks the third and final Benten-Cho mission for
Chapter One, Noise Reduction.

 #=============#
 |JET-RANK TIPS|
 #=============#

   [GRAFFITI TYPES] - Fortunately, there's a ton of paint all over the level.
   The street has the greatest concentration and abundance, so once you've
   cleared the tags there, grab what you can and bring it to the plaza. It'll
   be enough to clear out the tags on the overhead, and there are enough cans
   scattered around for you to collect and polish off the small tags at ground
   level.

   [TECHNIQUE TYPES] - There's no truly good line to hit here. Your best
   option is to start at that building with two medium tags in the street;
   grind the wall attached to the building in the narrow alley, then jump from
   the end to the jersey rail going downhill. You can also score some points
   with the wires in the plaza, if you prefer. Save any of the small tags for
   last.

===============================================================================

       +=============================+
       [6.2.8] Noise Reduction
       +=============================+

AREA: Benten-Cho: business district
TIME: 800.00
TAGS:
 SMALL: 30 (red)
 MEDIUM: N/A
 LARGE: N/A
ENEMIES: Noise Tanks

Okay! Like all other rival skirmishes, you need to spray the Noise Tanks ten
times each in order to beat the level. There are three Noise Tanks, and they
all share the same three "break points," where they'll sit tight until you
go near enough to provoke them. You can tag them while they're standing,
skating, dashing, jumping and grinding; just tap the tag button repeatedly to
land parts of the tag on them. And also like all rival skirmishes, I recommend
taking a character who can hold 30 cans or more (Tab, Garam, Slate, etc) along
for the ride; spare time nets you more points than what you get for making 30
small tags with an advanced tagger. Regardless of character, go stock up on
paint before you take on the Noise Tanks. In this case, there are plenty of
blue cans fanned out on the catwalks bordering the skyscrapers other than the
one you start on.

Once you're stocked up, approach the Noise Tanks from behind - there's a
staircase leading up between both sets of buildings. Once you get near them,
start tagging and chasing them; they'll grind or dash on different
paths, but they all lead in the same general direction. They'll make a left
turn and stick to the edge of the area. Follow them as they go up the stair
rises where the blue cans were located they'll leap across the gap between
this set and the one opposite, and they'll come to a stop at the very end of
that area. If it's easier for you, you can always go around between the
buildings and up the stair rise 'round that way so you meet them there.

Next, they'll head back the way they came; they'll all stop again at the end of
the opposite stair rise. When you chase them off again, they'll head for
the stairs between the buildings, where you started; they'll split off here,
one going up and to the left, one going across the bridge and left, and the
last going across the bridge and right. Don't bother chasing them down; they'll
reunite at the exact same place they started at the beginning of the level, and
they're yours for the picking.

Clearing this level will net you the Jet Graffiti game mode for Benten-Cho and
prompts Yo-Yo to challenge you. When Love Trap and Kogane Circus have also been
cleared, the final Shibuya-Cho mission for Chapter One, Love Attack, will
unlock.

===============================================================================

       +=============================+
       [6.2.yo] Yo-Yo challenge
       +=============================+

This will be your first Jet Crush in the game; like earning Jet ranks, the
dash-jump technique is crucial if you want to win. Yo-Yo challenges you to a
race around Benten-Cho once you've completed Noise Reduction, starting from
the train graveyard and ending in the residential area.

Like you did in Graffiti High, dash and hop onto the train railing directly
beneath you. Jump again as you're about to crest the hill to gain a little
speed, being careful to stick to the left rails as the train will come
barreling down the right side. Once the train has passed, jump onto the right
side of the rails and hop through the green gate at your right, leading into
Genkijomae Plaza. If you can, try to land on the rail leading up to the
platform in the center; before you reach the platform, jump away and aim for
the rail leading to the breakable billboard. If you miss the jump, just
beeline straight for the pickup truck and grind up the bed, jumping into the
hidden path.

Dash-jump through the path, and when you emerge on Genkijomae Street, grind
along the railing at your right. There are three breaks in the storefront that
lead to bridges connecting Genkijomae Street to the business district (you used
one of these in Mew's challenge). You want to keep an eye out for the second
break, which has a straight bridge (as opposed to the other two, which are
angled and take longer to traverse). Grind on one of the rails and be careful
to not jump into the train graveyard again, or else you've pretty much lost.

Once in the business district, drift to the right; across the street, you'll
see the base of one of the stair rises you had to chase the Noise Tanks around
on, and just right of that is a large entrance of a sorts; this is a new
path, so go down inside and dash down the slope that follows. This path will
take you into the residential area; the street will split three ways in front
of you, and you want to go down the middle of the lot. Remember that obscured
door that leads to the top of that tower? We're using that again, and it'll be
on your left this time. Go in and grind down the long, bronze rail that loops
around the building (your deposit of spray paint will be along this rail),
jumping away as it ends and landing on the pipe lined up with it, just past
the niche caused by the center island of buildings. Ride the rail and hop off
at the end; the tag mark will be there. (Basically, Mew's tests served to
prepare you for this entire race, so keep those in mind here!)

Once you beat Yo-Yo, he will join the GGs and you'll unlock the Jet Crush mode
for Benten-Cho. You also gain access to Graffiti Souls #9, #43 and #77.

===============================================================================

       +=============================+
       [6.2.9] Love Attack
       +=============================+

AREA: Shibuya-Cho: Center Street
TIME: 800.00
TAGS:
 SMALL: 30 (red)
 MEDIUM: N/A
 LARGE: N/A
ENEMIES: Love Shockers

Ah, now here's where rival showdowns gets interesting. Like the Noise Tanks and
Poison Jam, the Love Shockers share three stop points, and like previous,
similar levels, I recommend taking a character who can hold 30 or more cans.
What sets this apart from the previous two, though, is that the Love Shockers
will scatter and take different routes, rather than stick together.

The match starts at the top of Center Street; the Love Shockers stand at the
divide between the main street and the top end of the back roads running
through the area. (For reference, this is where the four yellow cans were in
Tab's challenge in Center Street.)
I recommend leaving them be for the time being to stock up
on paint; you can head straight down the main street and pick up some blue
cans on a green rail on the left side of the road, or you could explore the
back roads and clean up the rails there. There's also an alley connecting the
middle two back roads that has three cans of blue paint, so pick whichever
best suits your fancy.

Once you're full up, start bringin' it to the Love Shockers. I recommend
approaching them from the main street; once you get near, they'll take off
down the back roads, sometimes grinding on the rails, sometimes dashing down
the hill. When you reach the first back road down the hill, one of the Love
Shockers will break off and go that way, while the other two will duck into
the next street down; at the end of that street is the first stop point, and
the one that split off will meet up with the other two by going down the street
connecting them together (where those three cans of blue paint were hiding).

When you scare them away, two of the Love Shockers will double-back and
continue down the hill via the back roads, while one will split off from the
others and take the main street down. They will once again meet up there; that
is the second stop point. Scaring them away again will cause them to split
once
more; one Love Shocker will go uphill by sticking to the sidewalk on the
main street, while the other two will take the back roads, stopping where they
originally started.

Center Street is a little labyrinthine, but there's nothing stopping you from
keeping track of them; fortunately, the three Love Shockers are stationed far
enough apart from each other at the beginning that you can startle just one or
two of them without startling the third, meaning she'll always be up at the
top until you chase her away.

Clearing this level signifies the end of Chapter 1: GGs, and unlocks the Jet
Graffiti mode for Shibuya-Cho.

===============================================================================

       +=============================+
       [6.3.0] Chapter 2: Combo & Cube
       +=============================+

Whoa, what's this, plot? Two strange Rudies show up at the back of the GGs
Garage one day, begging for help - their friend has been kidnapped, and they
quickly found themselves out of their league in dealing with a sinister group
of assassins. Will the GGs be able to bail them out?

===============================================================================

       +=============================+
       [6.3.cu] Cube challenge
       +=============================+

You start the chapter right off the bat with a couple of character challenges.

This is a first and only, as all other character challenges occur after you've
completed a level.

Another first-and-only: this time, you actually play as
the newcomer GGs, while Beat and Gum set the challenges.

The first challenge is from Gum to Cube; on the street area of Center Street,
dash for a green rail on your left. At the end of the rail, jump away, across
the street; land on a green rail on the right side of the road, further down.
Before you get halfway down this rail, jump off and land on the awning of the
building just in front of you.

And that's it! Unlike all other non-race challenges in the game, you only have
to complete this one goal to advance.

===============================================================================

       +=============================+
       [6.3.co] Combo challenge
       +=============================+

Ahh, this is a nice, challenging challenge. Beat faces Combo in a Jet
Crush; the problem here is that Combo is a big, slow dude, and Beat is pretty
fast. Not as speedy as, say, Mew or Yo-Yo, but speedy nonetheless. This race
is all about eking out whatever distance you can to get ahead of Beat.

You start on top of one of the bus shelters in the Bus Terminal; dash and jump
across all three awnings, going slightly to the right. By the time you hit the
third awning, you'll want to be right at the edge; on the right side is a small
rail that you can grind on. Beat will also use this, so follow him if you're
not sure of what to do. Grind on this and jump ahead, going straight. There's
a broad, high opening spanning out ahead of you; going through it brings you
into a hub-like area that connects the Bus Terminal, Park Street and Center
Street. The camera is fixed in the middle of this area, so it's a little
difficult to go where you need to go without bumping into something. Either
way, the entrance you need will be left of where you came out; dash-jump

through this area and pull into the first open gap you see. This brings you
out at one end of Park Street; pull a left (watch out for the bus going past)
and stick on the left side of the sidewalk.

When the street crosses over the empty sewers running through Park Street,
grind on the short rail on your left; HOP (not jump) off the rail, aiming for
the flat part on top of the half-pipe. When you land, use your momentum to roll
into the half-pipe. Head towards and past the stair case leading back up onto
the street level of Park Street; follow the sewer (Beat will stop in the large,
flat area just past the stairs until you catch up if you're behind), and it
will eventually close up overhead.

Keep going, and when the sewer opens up above again, you're close to the end
of the area; on the right, there'll be a gate set into the pipe itself; use
your momentum to roll up the left side of the pipe before veering right,
jumping up so you burst through the gate (Beat will do the same thing, so if
you're having trouble, follow by his example). Climb up the stairs (don't
grind on the rail because you won't have enough forward momentum) and you'll
find yourself at the top of Center Street; dash-jump down the street, and a
little ways down on your right, the back road area opens up (this is where
the Love Shockers were in Love Attack). Go down this way; grind on the first
green rail at your right to pick up a can of paint. For the rest of the road,
just dash-jump because it's faster than grinding; the tag is at the very end
of the road, by grinding the last green rail on the right.

Winning against Beat means you have free use of both Combo and Cube, as well
as unlocking the Jet Crush mode for Shibuya-Cho. You also gain access to
Graffiti Souls #8, #42, #76 (Cube), #4, #38 and #72 (Combo).

===============================================================================

       +=============================+
       [6.3.1] Tag or Die
       +=============================+

AREA: Bantam Street
TIME: 600.00
TAGS:
 SMALL: 6 (red)
 MEDIUM: 7 (red)
 LARGE: 3 (red)
ENEMIES: Rhino patrol, Assassin #5

Ah, new level time! Bantam Street is a very square level and is mostly easy
to navigate. You need to stock up on paint first; you can either aim at the
angled gas station sign slightly to the left of where you start off to grab
nine cans off the bat or turn around and drop down into the gap between the
gas station and the buildings following aiming left as to clear a fence between
the two. There's a large deposit of paint in the basketball court in this area,
which is crazy hard to miss; if you grind on the two rails inside the court
and then wall-ride on the wall inside to grab the three cans of blue paint,
you ought to be fine regardless of which character you've chosen.

HOWEVER. If this is your first time playing through the game, you'll be
restricted to using Combo or Cube, and you won't be able to use Gum, Tab,
Mew or Yo-Yo for an easy Jet rank. Fortunately, both come with distinct
advantages: Combo comes with an immense, erm, health meter, which counts for
some serious points if you have enough left over when the mission ends, and
Cube can carry 25 cans of paint and has average tagging skills, which is more
than normal. Move fast and follow the same rules for Jet ranking on any other
level and it's possible to pull it off with them; if you miss, then it's no
big deal, because every time afterwards you'll be able to take a Graff- or
Tech-specialist with you.

Now, to work! Return to the gas station roof. Hopefully you won't have a horde
of Golden Rhino patrol on your tail by this point; if not, hit the tag on the
gas station roof before jumping over the gap between it and the buildings again
(only this time, land on the buildings). If you DO have Rhino patrollers
chasing after you, then skip the one on the gas station and go right for the
three medium tags on the buildings. Either way, these four are a priority.

#===================#
| NEW ENEMY:        |
|      Rhino Patrol |
#===================#

 The Rhino patrol comes in two variants. The first set acts like the Keisatsu
 beat cops, only these guys do more damage due to the shivs they carry, and
 are just as easily avoided. The second set are armed with assault rifles but
 are stationary; their shots can be avoided with the usual tactics.

#===================#

With this done, you need to get to the rooftops across the street, which also
have a multitude of ways to reach them; on either the roof of the gas station
or one of the higher roofs on the buildings next to it, you should be able to
jump onto one of the rails on either side of the train tracks - just be wary of
oncoming trains, as they'll come barrelling down both tracks. (Ignore the
large tag on the billboard on the tracks, that'll be one of the last ones you
hit.) Alternatively, you could use the apartment building with three stories
and breakable windows down the street from the gas station to reach the
railroad tracks - get to the top floor of the apartment building and bust out
through the windows facing the tracks and you're as good as there. Two mediums
and one large are spread out in this area; the mediums are easy to hit, but
you'll need to take a fire escape upwards to reach the large, which is across
the street from the apartment building with breakable windows.

With all of these tags hit, you need to head down to get to street-level on
the same side as the gas station; on the same cluster of buildings as all of
those medium billboard tags facing the street are two medium tags; hit the one
closer to the gas station, and the Golden Rhinos will call in Assassin #5 to
try and deal with you. Before anything else can happen, hit the last medium
tag on the buildings; the Rhino patrollers won't be able to reach you, and
Assassin #5 won't have had enough time to react to you to start chasing you
around.

#===================#
| NEW ENEMY:        |
|       Assassin #5 |
#===================#

 Now, the thing to keep in mind about #5 is that there are multiple of the
 bastards lurking around the level; not only does his whip have insane reach
 and can hit you if you're dashing or jumping, but it does a crazy amount of
 damage every time it hits. While hitting bigger tags with a greater risk of
 being attacked while doing them is always a priority when Jet ranking (or
 even if you aren't), it's especially true here because #5 will KILL YOU DEAD
 if you aren't fast enough. Fortunately for you, the only tags you have left
 to hit are small or out of harm's way.

#===================#

Head back to the gas station roof; there's a small tag high up on a wall that
you can see if you face away from the billboard storefront. The best way to
reach it is to dash at the gas station's sign and wall-ride off it; jump again
and the tag will be easily within your reach.

Now, you remember where the basketball court was? Head back there. Five of your
remaining tags are against the rear wall of that area, three of them within
easy reach. The other two are just out of reach, but will be easy enough to
hit. Head towards one of the undone tags, face the other, and grind on the
ledge. Jump the gap, land on the ledge past it, then jump against the wall to
wall-ride. Jump again, and you'll be able to hit the tag in question. Turn
around and repeat the process in the opposite direction to get the other.

Now the only tag left should be on the train tracks; use any of the methods I
mentioned before in order to reach it. It's pretty much in the center of the
train tracks, facing the gas station and the basket ball court, and the Golden
Rhinos aren't around to bug you while you tag it. That doesn't mean you're
completely out of danger, though - occasionally, trains will go by both ways,
and the sign you're tagging pushes your character far enough away to be hit by
one of them. You'll be able to see them in the distance, so gauge your timing
before you go in for the finish.

Once you've cleared this, you'll unlock Jet Crush, Jet Technique and Jet
Graffiti for the Bantam Street area, which will become available once you've
beaten the game for the first time. It also opens the next Grind City mission,
Rock'n Roll Grind.

 #=============#
 |JET-RANK TIPS|
 #=============#

 If you want to Jet-rank the level your first time through, it's best to take
 Cube and use the Technique strategy listed below.

   [GRAFFITI TYPES] - The bulk of the paint can be found in the basketball
   court, but if you're in a pinch, you can also attempt to wall-ride back and
   forth between the billboards atop the center island of buildings. Get on
   top of the gas station and face the opposite direction from that which you
   started, so the large billboard is on your left. Dash and jump onto the
   short metal platform in front of the billboard, then jump off at the end
   (an arched trail of yellow paint cans will help guide you) and angle
   yourself slightly to the billboard on the left. If you hit it right, you'll
   wall-ride and have enough height/momentum to jump to your right and hit
   the next billboard in line. There's a decent amount of paint to be had up
   in this area, it's just hard to reach and leaves you open to fall damage.

   [TECHNIQUE TYPES] - On the other hand, tech characters have it freakin'
   made. Head to the area behind the buildings, and set yourself up between
   the basketball court and the angled gray wall, which will have several
   small tags on it. Start by grinding the rail penning in the basketball
   court, being mindful to jump the gap in the fence. Before the fence angles
   to the left, jump and veer to the right to wall-ride against the gray wall.
   Land on the short ledge bordering it, then continue to ride it. Jump and
   wall-ride over the gap in the ledge. Before the ledge angles into that
   little nitch, jump and wall-ride, angling yourself at the narrow wall
   perpendicular to the one you just came from. Wall-ride off that one in
   the same combo and aim back towards the basketball court. Leave one of the
   small tags near the court (on ground-level, so you don't have to jump and
   wall-ride) for last.

===============================================================================

       +=============================+
       [6.3.2] Rock 'n Roll Grind
       +=============================+

AREA: Grind Square
TIME: 999.00
TAGS:
 SMALL: 8 (red), 2 (helicopters)
 MEDIUM: 3 (red)
 LARGE: 3 (red)
ENEMIES: Rhino patrol, Assassin #6, helicopters

Once again, if this is your first time through the story mode, you'll only be
able to use Combo or Cube for the level; pick whichever you want, but if
you're having trouble Jet ranking this level, just wait for your next time
through and bring Gum, Yo-Yo, Tab, Mew or Piranha with you.

Okay! This level is kind of confusing, but try to keep up with me - besides,
this is the only level you can actually hit however you want if you're going
for a Jet rank, as, by the end of the level, any threat that actively pursues
you can be put out of commission.

You start on the street, and on either side of the level there are hoyer
lifts that can take you up to the rooftops. The lift to your right sits
directly on the ground, while the one on the left is suspended above it by
about a foot or so. My preferred path - though there's nothing stopping you
from finding your own - starts by going up the hoyer lift hanging over the
ground. (Just as a heads' up, six Rhino patrolmen will spawn on street level
as well, but they're very easily avoided.)

At the top, there will be a set of metal stairs directly at your left, and at
the top of those stairs is a flat roof with nothing on it but a ledge
overlooking the street. Get some speed and grind up the ledge (you'll also
pick up some paint here); jump before it ends and you'll land on a ledge a
little further head and below, lined up perfectly with the one you just hit.
There are two small red tags on rhino statues on this second ledge; hit both,
and follow the ledge as it crooks to the right. Before the ledge ends, jump
straight to land on a flickering wire with a small red tag over it; follow this
wire until it turns into a horizontal flag pole. Jump off the end of the flag
pole to land on the top of a building with another rhino statue; this one is
a red medium. Hit it.

From the red medium, you'll notice a pair of red, lit wires running down from
either side of the building; grind down either one of these wires and jump
away before they end, going forward. You see that building in the middle of the
square, with the gaudy, gold-painted statue with a rhino head on it? Land on
that building without hitting one of the grind rails on either side. There are
two tags, one on either side of the statue; hit these both and then drop down
to the street again. Now that you've hit six tags, the Golden Rhinos sends
Assassin #6 your way.

#===================#
| NEW ENEMY:        |
|       Assassin #6 |
#===================#

 This guy must have gotten "least likely to succeed" in Assassin school,
 because he is EASILY the most non-threatening of all six Assassins. Like #1
 and #5, there are multiple #6s; he'll appear near various grinding spots
 throughout the level, either charging up electrical shocks, or sending bursts
 of the stuff traveling through said grind spots. The electricity itself
 doesn't hurt you if it connects with you on a rail, but it does immediately
 kill your momentum; as all grind rails are significantly high up in the
 level, you need to jump over the shocks as he kicks them your way. If you
 don't - no big deal. Just keep jumping along the rail. It'll slow you down,
 especially if you happen to be going upwards on a rail, but it'll keep you
 from falling and ultimately wasting more time. The only direct damage #6
 does is contact damage, but because he's stationary, he's easy to avoid.

#===================#

Back on track. You want to head into the hoyer lift sitting directly on the
sidewalk. At the top of the lift, take a right out of it and go up the set of
stairs you see ahead of you. Avoid the ledge nearby for now, instead skating
to the back of the area on top of the stairs, where you'll find a medium red
tag. Hit it, then turn around and grind on that ledge away from the tag you
just hit - just be sure not to bump into the #6 parked there. Hit the three
small red tags on the rhino statues as you go by; once you've hit two of those
three, the Golden Rhinos will send in helicopters to take you down. Fortunately
for you, these helicopters are stationary, easy to reach and taggable - and
you just happen to be set on a rail that leads to one of them! Ride the ledge
as it dips down the stairs; lined up with the ledge is another one of those
red, lit-up wires that you need to hop onto. Land here and ride it; you'll be
able to tag up the first helicopter.

From here, make your way down to the ground and go up the hoyer lift hanging
off the sidewalk. Taking a left out of there, grind on the ledge bordering the
two rhino statues you hit first and hop up onto the red, lit-up wire lined up
with it (just don't ride the ledge til it turns); tag the second helicopter,
and voila! The level is now danger-free.

There are four tags left to hit at this point: one medium on street level, the
same wall of buildings the hoyer lift hanging above the ground is attached to
(and back a little bit, behind where you'd started the level), two large tags
midway up one building, and one more large tag midway up another building. Hit
them in any order. The large ones are easy to reach, despite how it looks
otherwise; you can use those same rails you used to tag up the helicopters to
drop down to those rooftops. You'll take fall damage from each jump, but that's
okay - there's plenty of health scattered around the level, and the roof with
two larges has two red cans of paint there for you to use.

Clearing this unlocks the Jet Crush, Jet Technique and Jet Graffiti game modes
for Grind Square; if you Jet ranked this and Tag or Die and you've cleared the
game at least once, you'll unlock Goji Rokkaku as a playable character as well
as Graffiti Souls #34, 68 and 102. Goji will appear as a barrel in the
character select screen between Tab and Yo-Yo.

 #=============#
 |JET-RANK TIPS|
 #=============#

 If you want to Jet-rank the level your first time through, it's best to take
 Cube and use the Technique strategy listed below.

   [GRAFFITI TYPES] - This is gonna be another hard one for Graff characters
   due to the wide distribution of paint and how difficult it can be to reach
   it without falling down to the street. Your best options are to collect it
   from the wires where the Golden Rhino choppers hover next to, though a few
   more can be found on easy-to-reach ledges on the rooftops.

   [TECHNIQUE TYPES] - There's a pretty long but risky line for Tech
   characters to take advantage of here. You'll want to start at the top of
   the building with the hoyer lift in direct contact with the ground; once
   off the lift, go around it and jump on the red wire spanning over the
   street, directly connected to another building. Jump off when you reach
   the second building, turn around, and grind the red wire back; continue to
   follow the line as the red wire deposits you onto the ledge of the lift
   building, riding it as it crooks into that American flag. Jump across the
   gap to the next building and attempt to land on the ledge bordering the
   leftmost wall; ride it as it crooks to the right and turns into a green
   rail, and at the end of the rail, make a short hop that will automatically
   drop you onto another red rail. Fall off the end of this rail to land
   safely on the ground, then ride the hoyer lift up again to repeat the
   process. Save one of the small tags on the hoyer lift building for the end.

===============================================================================

       +==============================+
       [6.4.0] Chapter 3: Golden Rhinos
       +==============================+

Oh, crap! Combo and Cube brought the Golden Rhinos into Tokyo-to with them,
and now you need to play the good samaritan. The cops have chickened out, so
it's up to you to save Tokyo from the Golden Rhinos and the Rokkaku Group! Get
going!

===============================================================================

       +=============================+
       [6.4.nt] Noise Tank challenge
       +=============================+

In order to have the Noise Tank challenge you, you need to meet the following
standards: have every character except Potts (which means having obtained all
Jet ranks in the story levels, which requires at least two play-throughs), and
once you have, play The Monster of Kogane level in Chapter 1 before Benten
Boogie, so the Noise Tanks kidnap Potts and modify him. Once you've done all
this and cleared Chapter 2: Combo & Cube on any playthrough following your
first, a Noise Tank will appear at the back window of the Garage at the start
of Chapter 3 with a challenge for you. Lace up your skates, kids!

1// He starts you off pretty easy to throw you off your guard. You're set up
on a roof hanging over the streets in the business district; there's a girder
at your right, angled towards a large, white wall, which is in turn connected
to a second girder. Grind on the first girder, jump and wall ride on the white
wall, and then jump again and land on the second girder. Jump off the girder
and land on the second roof. Just be careful not to crash into the platform
moving back and forth across this gap, because it can knock you out of your
grind.

2// The next test will take place in the residential area. Jump onto a phone
wire at your right; ride it, then jump and wall ride on the white wall at the
end of the street. You'll drop down onto the phone wire beneath it
automatically; ride it until you get close enough to the elbow-bent pipe
stretched between the two buildings on your right. Jump onto that, and then
very quickly jump away and grind on the orange sign hanging across the street.
Land on this building.

3// You ready for this? In the business district, the Noise Tank lays out a
path for you to take from one of the stair rises, all the way around the
level, and into the end of the stair rise opposite it. However, the Noise Tank
leaves you lots of room to play around; you can either follow his pattern
directly, or take my preferred route.

Jump onto the ledge at your right and ride it straight (you don't have to
switch rails up partway through, like the Noise Tank did) until it dips down
with the stairs. Before it ends, jump away, staying clear of the sign post and
landing on the blue rail beyond it; jump again, being careful to avoid the...
whatever that thing is after the blue rail and land on the jersey rail after
that. Then, rather than jumping onto the street divider, jump straight onto the
stair rail in front of you; grind that up and around (perform hops to build up
your momentum), and when you get onto the bridge over the street, jump to the
opposite rail. Ride this rail around and down, and then jump away, onto the
blue rail stretched around the curb. Ride this rail almost to the end - you
want to jump away JUST before it stops. Line yourself up with the outside rail
of the stair rise just ahead (if you try to go for the inside rail, you'll
hit a sign post and fall to the ground); as soon as you're confident with
yourself, transfer from the outer rail to the inner rail and ride it all the
way to the end, letting yourself fall off.

Clearing this arduous task nets you Potts as a playable character! He shows up
between Beat and Mew on the character select screen. If you're playing the PS3,
XBLA or Steam ports, you also gain access to five bonus tags.

===============================================================================

       +=============================+
       [6.4.1] Explosion
       +=============================+

AREA: Shibuya-Cho
TIME: 999.00
TAGS:
 SMALL: 12 (red), 17 (green), 1+ (Assassin #4)
 MEDIUM: 8 (red), 2 (green)
 LARGE: 3 (red), 3 (green)
ENEMIES: Rhino patrol, suicide bomber Rhinos, Assassin #4, helicopters

Ah, here we go - this is where the real challenge begins! It's made especially
difficult by the fact that there is a LOT to take damage from.

Thing to keep in mind: once you hop into the playground, you'll get a sinister
message telling you that bombs have been planted all throughout Shibuya-Cho.
Getting hit by these bastards hurt, and you can get nailed by them while
dashing or jumping. The first one you're likely to encounter is in the
playground itself; there's a line of bombs set on the rails surrounding it,
so be careful! You can set them off and then get out of harm's way; once you've
done that, the bomb can't be set off again.

You start on the overpass in Park Street, and immediately, you see two large
green tags in front of you. Since there's no paint here, you'll have to bypass
them in favor of stocking up. Cross the gap between the two parts of the
overpass by grinding on the wall bridging the two to your right, and then head
left so that you drop down into the playground. There's a lot of paint (and
five optional small tags) down here; you can either land on the swing sets from
the overpass to gather it that way, or grind on the elephant slide or on the
two small bridges nearby - there's no shortage. Once you've stocked up, feel
free to hit the optional tags down in the playground and then go after the
large tags up on the overpass. There's a third one on the opposite end from
where you started if you have the paint to spare.

When you're satisfied with your optional tags, head to the playground again;
on the ground between the slide and the swing sets is your first must-hit tag,
a red medium. Nail it before dropping down into the street. (There are two
small red tags on the bridges attached to the playground, but we'll come back
to them later.) On the street with the playground at your back, head left;
there
are two more red mediums down the street, on opposite sides of the road with
suspicious-looking cars parked in front of each. Get close to them to hear the
beeping signifying a bomb about to go off; back away and let the explosions
clear. Once you've hit both tags, continue down the street and hang a left into
the alley beneath the overpass. Here, there is one large red tag and one
medium green tag; if you have enough to hit both, do it, but be careful, as
the red tag has a line of bombs planted in front of it. If you don't have
enough cans to handle the medium after you've finished the large, bypass it
and move on to the next area, because it's not worth the time you'll spend
back-tracking to get enough paint.

From here, you need to move into the Bus Terminal; if you're beneath the
overpass still, you can either drop over the edge away from the street and into
the empty sewers; hang a right and you'll eventually wind up in the Bus
Terminal. Or you can double-back across the street and go through the hub area
you needed to cross in Combo's Jet Crush; once in the hub, go right and skirt
around the buildings to get there. (Of note, since we're near the empty sewer
either way, there are five green tags in that area, but I recommend avoiding
them entirely.)

Once in the Bus Terminal, there are a few things to keep in mind: there are
five small green tags overall (two on the rail bordered by the taxi and the
moving van, two on the taxis near the ledges with the two smaller metal
awnings hanging overhead, and then one more on the billboard situated between
those awnings), as well as one medium green tag on the ledges. There are a
lot of areas with bombs planted in them here: the aforementioned rail with the
taxi and moving van set against it, the rail perpendicular to that one with
the break in the middle on the far side of the ledges, the two busses
closest to the ledges right where you'll need to stand to tag, and the
middle ledge. Feel free to hit any of the optional tags as you move around the
area, as there's no shortage of paint.

There are only three red tags you should bother with for the time being, and
all three are on the sides of the busses that you had to tag waaaay back in
Shibuya GG. You're done here; head through the hub again and dash across the
plaza. The Center Street entrance is opposite the one for the Bus Terminal and
is marked by a light post to the left of the entrance; once you go through,
you'll be at the bottom of the level.

Here, there are only four areas you need to worry about that have been planted
with bombs, and all of them are spread across the two middle back roads. Three
of them are car bombs and easy enough to spot; the last one is at the bottom
of the stairs connecting both areas. This area also happens to house the last
of the perilous large and medium tags; the lower area has one medium tag on
the wall near the car, and a large at the base of the stairs connecting the
two back roads; the upper road has another large near a parked car on the
corner connected directly to the back road as a whole. Once you've hit all of
these tags, the Golden Rhinos will send in Assassin #4 and his squad of suicide
bomber Rhinos.

#===================#
| NEW ENEMY:        |
|       Assassin #4 |
#===================#

 Assassin #4 is mostly non-threatening; he carries around a pair of molotov
 cocktails that inflict fire damage if you get in contact with him (causing
 you to slow down a bit), but his arsenal is limited exclusively to lunging
 at you and trying to drag you down, like the beat cops and Rhino patrol.

#===================#
| NEW ENEMY:        |
|   Suicide Bombers |
#===================#

 The suicide bombers are something you need to be much more alert for; they'll
 dive at you like their boss, but if they miss and hit the ground, there's a
 high likelihood they'll explode instead, making them mobile bombs.

#===================#

Once you've triggered #4 and his bomb squad, any remaining areas planted with
bombs have been deactivated, if you haven't set them off already.
Just like in most other Chapter 3 levels, you can tag the Assassin called into
the level mid-play on the back multiple times, as he spawns in different areas
and, once you leave one and enter another, the tag on his back will reset. I
don't recommend actively pursuing this unless the Assassin happens to be on
your path...just don't try too hard.

Now, there are five red and two green small tags all along the overarching back
road; you'll have to climb uphill to reach the small tags, but they're worth
it; they're hovering on top of the green rail. The other five are also hanging
over the remaining green rails as you go downhill (one right, one left, and
then three on the right again). The last two tags in Center Street are on top
of the awning at the bottom corner of the area - you landed there when pulling
off Cube's challenge. Tag the two rhino statues before dropping down and going
back into the hub (go downhill and drift left; going right takes you back to
the Garage).

By now, all of the people in the hub are gone; in their place is a pair of
helicopters, but you can't tag them (unlike every other chopper in the game),
so just dash-jump to stay away from them. Head left and turn into the Park
Street entrance; once in Park Street, turn left and go down the street. The
last tags you need to hit in this area are the two rhino statues set on the
bridges attached to the playground; once finished, go from Park Street to the
Bus Terminal choosing whichever path you prefer (generally, the hub is faster
than the sewers).

Now that you're in the Bus Terminal, you only have four more tags left to hit,
all of which on the overhangs to the buildings sharing a wall with the hub
entrance. Get up there however you want; hit the green medium if you can spare
the paint, the red medium in the middle overhang, and the three smalls on the
rhino statues on the third.

Clearing this level nets you the Jet Technique mode for Shibuya-Cho and
prompts Piranha to challenge you. Once you've beaten this as well as Fight or
Flight and Benten Burning, it opens up the final the Benten-Cho mission, Behind
the mask. If you've earned all Jet ranks in the Shibuya levels by this point,
then you'll unlock the Love Shockers as playable characters, as well as
Graffiti Souls #33, #67 and #101. You can select the Love Shockers by
highlighting their logo on the character select screen, which is located
between Slate and Gum on the back wall of the Garage.

 #=============#
 |JET-RANK TIPS|
 #=============#

   [GRAFFITI TYPES] - Fortunately, there is paint in abundance in all three
   areas, so running low won't be an issue. Hit any and all tags that come
   within range, but some - notably (and again) the small greens in the sewer
   pipe in Park Street - aren't worth the time.

   [TECHNIQUE TYPES] - You have your reign of the area now; all of Shibuya-
   cho is yours for the taking. Since Center Street doesn't provide as many
   opportunities for combos as the other two areas, I recommend adopting one
   of those strategies. Just be sure to leave an easy-to-reach, small tag open
   for when your time runs low. See sections [6.2.1] and [6.2.2] for details.

===============================================================================

       +=============================+
       [6.4.pi] Piranha challenge
       +=============================+

Piranha's tests are...really, really easy, especially after you've survived
Explosion and any other Chapter 3 missions. But hey, she's great for getting
Jet ranks, so who's complaining?

1// You start the first test on Center Street. Roll downhill a little bit
before jumping on the rail ahead and to the left; jump across to the rail on
the right side of the street and ride it off to the end.

2// Dash forward and grab the cans of paint ahead of you; ride up the right
side of the pipe (the exact path you should take is marked by more paint cans)
and leap before your momentum dies and carries you back down; with enough
speed you'll be able to reach the red tag set above the half pipe. Continue
ahead through the sewers; there are two more similar tags, one to the left, and
one more to the right.

3// Cross the awnings shading the busses, towards the ledges; dash when you
can, but momentum will do most of the work for you. If you land on the
busses,
you won't fail, but you'll lose your speed. Once you've crossed the longer
awnings, jump to one of the smaller ones above the two parked taxis, and jump
one more time to land on the long overhang.

Completing this challenge unlocks Piranha as a playable character and unlocks
Graffiti Souls #5, #39 and #73.

===============================================================================

       +=============================+
       [6.4.2] Fight or Flight
       +=============================+

AREA: Kogane-Cho
TIME: 999.00
TAGS:
 SMALL: 2 (red), 44 (green), 1+ (Assassin #2)
 MEDIUM: 5 (red), 11 (green)
 LARGE: 17 (red), 4 (green)
ENEMIES: Rhino patrollers, snipers, Assassin #2, jet pack Rhinos

This level is FLOODED with green tags - a lot of them will be very much
out of your way, but some will be very conveniently placed for skate-by
tagging, an abundance of them being small. Ignore the medium and large
tags if they're in a dangerous location, but I'll make note of the ones you
can hit without taking a risk.

You start on a roof near the top of a new area, Kibogaoka Hill; there are a
couple deposits of paint cans up here, including a nice set a little ways down
the hill and on your left. There are a LOT of small red tags in this area, but
ignore them for now. Stick to the rooftops, but watch out for the snipers.

#===================#
| NEW ENEMY:        |
|     Rhino Snipers |
#===================#

 Rhino snipers tend to stick to high ground, and you can tell one has a beat
 on you if you see a red lazersight trained on you. Their bullets are easily
 avoided and snipers take time between shots to reload; furthermore, they're
 really easy to spook and run when you get too close to them. However, there
 will occasionally be one guarding a medium or large tag that's out of your
 reach.

#===================#

There'll be one sniper about halfway down on the very right side of the area,
and one near the very bottom. You can scare off the former of those two,
leaving you free. Once you've done that, feel free to nail the green
tag which will now be to your left across the gap, and drop down between both
sets of buildings to nail a couple more small green tags on your way to the
bottom of the area. Once the buildings part and make a small clearing, there
will be a medium red tag on a Golden Rhino statue at your left; hit it as fast
as you can, avoiding the patrollers chasing after you and the sniper on the
roof, who will most likely hit you if you're using an advanced tagger. Nail
the green tag on the ground nearby and jump at the building at the very bottom
of the hill, which the sniper is standing on top of; the windows collapse and
break, allowing you to drop down and into the residential district. Jump
through the massive, red doors inside this building in order to clear the gap
and avoid taking a huge plunge.

If you clear the jump, you'll appear near the back area of the top tier in the
residential district; if you have enough paint cans, hit the large green tag
right in front of you (it takes a while for the Rhino patrollers to chase after
you and a fortunate glitch makes them take a wide turn into the back lot that
gives you plenty of leeway to work with). If you need a refill, leave the lot
and pull a right around the corner; there's a fence on your left that will
eventually end, and you'll be able to see a round water tower across the
water. Jump over there and grab the two cans of blue paint behind it, but be
careful not to hit the small red tag; once you've circled around, get back to
the upper tier either by grinding on the rail or just jumping across. Now that
you've restocked, run around the upper tier and hit all the small green tags;
with that area cleared, you'll need to get down to the roofs just slightly
below and beyond the upper tier; there are multiple ways to get over there,
but I recommend just jumping from where you are. There are two sets of these
buildings, a massive gap separating them; choose whichever one you prefer, and
be careful that there is a sniper on each set. I prefer to start to the roofs
on the left (if you have your back to the large orange doors that deposited
you here); drop down to these roofs and spook the sniper away before he can
shoot you. Hit the small green tag, and then go for the medium red tag nearby;
once you've finished, turn to face the second cluster of buildings and jump
the gap. The sniper here is a little more brave than his buddies; you have to
stand on top of him to scare him off, and once you have, hit the medium red
tag near where he'd been camping.

That done, roll down into the gap dividing both sets of houses, onto the dock.
Keep the large staircase leading up to the second tier at your left and
move past it; there'll be an entrance that leads down into the sewers there.
Jump to clear the stairs, then cross the small sluice of water, and jump again
to grind on one of the ledges just beyond it. This deposits you into the U-
bend tunnel bordering the stairs in the sewers. (Alternatively, you could use
a manhole cover in the upper tier of the residential area located near the
massive staircase that takes you up there if you want to walk, which leads into
a long, steep tunnel that also eventually deposits you here.) As soon as you
arrive, the Rhino patrollers guarding the two Large tags on the wall between
the entrances to the tunnel will find you; take the quickest route out the
tunnel and go right. There are two groups of three patrollers guarding those
two large red tags you need to hit, and it seems impossible to get to it
without being interrupted, but I have a little secret to share with you: when
you've got at least one of those groups chasing after you, get near enough to
them so the word "RUN!!" appears at the top of your screen. From there, grind
on the rail bordering the wall, and ride it around until it spans over the
water; once you clear the gap, the two groups will be reset to their default
positions. Before you return to that area, head to the opposite side of the
sewer to chase away a sniper, then return to the catwalk. Take advantage of
the reset; jump away from the catwalk and land on the stairs or the stair rail,
landing between the two sets of Rhinos. Once you get between both groups,
neither will be able to spot you, leaving you free to hit both large red tags
as you please.

When you're finished here, cross the catwalk again so you're on the side of
the sewers opposite the staircase; duck into the U-bend tunnel taking whichever
path you prefer (I find it faster to stick to the ledge and enter the far end).
Inside the U-bend tunnel, at one of the corners, is a flat area with a tunnel
leading upward (this was one of Poison Jam's stops when you went to tag them
up in chapter 1); go into this tunnel and make your way up three steep ramps.
You can wall ride the walls in here, so take advantage of that to boost your
speed; when you reach the top, you'll be inside the warehouse in the pit of
the factory ruins. If you have any spare cans of paint, hit the small green
tags on either wall inside here before moving out into the pit.

There's going to be a sniper standing on top of the small building in the
middle of the pit, but he spooks easy; just dash at the building and jump at
it. You won't get on top, but the proximity is enough to scare the sniper away,
leaving the pit all to yourself. If you need paint, there are a few deposits
on the phone wires stretched over the pit, as well as on the arm of the crane
a few levels up and on the wall it connects to. When you've gotten enough cans,
there are a few key places to hit: there are several small green tags scattered
around the Factory Ruins (all of which were red in No. 540), as well as a
medium green tag next to the car pile in the pit, and two large green tags on
top of the warehouse in the pit (the two larges were red in No. 540 as well).
There are also two medium red tags: one next to the car pile in the pit,
opposite the green medium, and one at the very top of the area (which was red
in No. 540 also). That just leaves two small red tags on the roof of the
warehouse on two Golden Rhino statues; tagging one of these causes the Golden
Rhinos to send in Assassin #2 and his jet pack Rhinos (but you want to hit both
since you happen to be here anyway).

#===================#
| NEW ENEMY:        |
|       Assassin #2 |
#===================#

 #2's jet pack grants him superior maneuverability compared to most other
 enemies in the game (the exception being the jet pack Rhinos), and as such
 he can reach you pretty much everywhere. However, his only form of attack is
 the use of an assault rifle, so he can be easily evaded. Occasionally you'll
 spot #2 parked in front of one tag or another, but like #4, don't bother
 tagging him; he usually flees before you get close enough.

#===================#
| NEW ENEMY:        |
|   Jet Pack Rhinos |
#===================#

 Like #2, their jet packs grant them greater access to the level than any
 enemy before, even helicopters. They, too, are armed with assault rifles,
 so your standard evasive tactics will serve you well here. Since you've hit
 every large and medium tag in a perilous area, #2 and the jet pack Rhinos
 aren't a threat.

#===================#

From here, you have two options: you can either go back into the sewers by
going via the tunnel inside the warehouse, (or by dropping down into a square
manhole near the medium red tag in the pit) or you can go back to Kibogaoka
Hill by taking a route located near the top of the Factory Ruins (the crane's
arm points directly at it, so it's really hard to miss). I prefer going back
to Kibogaoka, since it tends to be a lot tighter-knit a route - it puts you
right back at the top of Kibogaoka, whereas going through the sewers will
eventually force you to ascend the area from the bottom.

Back in Kibogaoka, there are only four small red tags left in this area, all
of which are scattered across the rooftops; the first one will be on the right
and down the hill, and the second one will be just past it on the series of
buildings set against the wall (this was where that sniper was camping before,
the first one you scared off in the level). Jump back to the main cluster of
buildings; the third small tag will be left of where you were, closer to the
center of the building cluster on a long, sloped roof. Go down the rest of the
way, making sure to hit the last tag, which on the very left of the hill,
sitting on top of one of the last houses here. That done, bust through the
warehouse walls like you had before, dropping once more into the residential
area.

The first tag you need to hit will be around the back of the water tower; you
should have already been here, so you know where it is. The rest are all on the
two levels below the upper tier. There's a small one on a rhino statue at the
base of the giant stairs attached to the upper tier, propped up against the
houses. Get back up on top of the houses either by going to the upper tier and
leaping over the edge, or by using the car near the rhino statue. Two small
red tags will be on each set of rooftops.

From here, your last stop is in the sewers once more. Get there however you
choose, and once there, there are only five small red tags left to hit. Two
sets of two are in each U-bend tunnel, and the last one is located in the room
where the Poison Jam hid in during Kogane Circus. Hit these in whichever order
you want, though if you go into the room attached to the stairs, there's a
green medium tag; if you have enough paint left over, hit that before you hit
the rhino statue in the room.

Clearing this mission successfully prompts Slate to challenge you. Beating it,
as well as Benten Burning and Explosion, unlocks the last Benten-Cho level of
the game, Behind the Mask. If you've cleared every Kogane-Cho level with a Jet
ranking including this one, you'll now be able to play as the Poison Jam and
will have access to Graffiti Souls #31, #65 and #99. You can select them by
choosing the Poison Jam logo on the rear wall of the garage, situated between
Slate and Gum. For the XBLA, Steam and PSN ports, holding down the X/Square
buttons  while selecting the Poison Jam will allow you to use Unmasked Poison
Jam in-game. You also unlock the Jet Technique mode for Kogane-Cho.

 #=============#
 |JET-RANK TIPS|
 #=============#

   [GRAFFITI TYPES] - Unless you're experienced, I recommend leaving Gum,
   Yo-Yo and Goji behind for this mission. The chief danger you face in this
   level is taking damage, and the shorter life bar/lower damage threshhold
   makes things much harder. Piranha or the Noise Tank will be your lead
   here. Fortunately, paint distribution is pretty concentrated, being a large
   supply in each area, so even Piranha won't have trouble running low.

   [TECHNIQUE TYPES] - As I said in the blurb for Explosion!, you can utilize
   the Technique methods I mentioned in earlier Kogane levels...but they're
   not quite as good as what you can accomplish in the sewer. Stand at the top
   of the stairs leading from the small room the Poison Jam start in during
   the Kogane Circus level. Facing the stairs, jump on the rail between the
   stairs and the wall. Follow the rail as it makes two left turns over the
   water, then jump the gap between both catwalks. Land the grind, then
shortly after jump over to the sloped rail bordering aforementioned
stairs.
   Ride it until it makes its first turn to the left, jump off and angle
   yourself at the wall so you wall-ride to the left. Jump away and land on
   the first rail you started on. It'll be a counter- clockwise path. Throw in
   wall-rides if you want to bump up the combo counter faster. Leave the small
   tag inside the Poison Jam room for last, because if you're low on time
   all you need to do is bail into the water to teleport to it.

===============================================================================

       +=============================+
       [6.4.sl] Slate challenge
       +=============================+

Slate appears after clearing Fight or Flight and challenges you to a race
through Kogane. Pick a speedy character like Mew, Gum or Yo-Yo, and beat Slate
to the tag spot. The race starts in the residential area, cuts through the
Sewers and Factory Ruins, finally ending in Kibogaoka Hill. Here's the break-
down, as well as some shortcuts that work heavily in your favor, since Slate,
like Yo-Yo in the Benten race, travels in a very linear path. As always, use
the dash-jump technique outlined in the Jet-Rank section of the Walkthrough.

You start at the very bottom level of the residential area (the starting point
in The Monster of Kogane) and have to go straight forward, past the staircase
that leads further up into the level. Wall ride once on the right side of the
alley for an early lead; just beyond the stairs on the left side of this area
is a small entrance that leads down into the sewers. Once you get inside, jump
over the staircase just beyond the door in order to keep from slowing down;
once you cross the sluice of green water, jump and grind on the right ledge,
riding it out into the sewers proper.

You'll appear in one of the U-bend tunnels; go left into the main body of the
sewers and jump on the railing ahead of you. When the rail bends outward so
that you're directly facing the opposite U-bend tunnel, jump away and land on
the catwalk; this will give you an immense lead over Slate, since he'll go all
the way around, and if you manage to avoid screwing up from here, you'll hit
the tag spot before he even gets into Kibogaoka.

Once you hit the walkway framing the second U-bend tunnel, head right; wall-
ride against the wall as many times as you can afford for a huge speed boost.
Once you've reached the far end of the walkway, take a left into the U-bend
tunnel and keep an eye out for a path on the right that leads out of the
sewers. This area has three steep ramps that slow you down pretty good, but you
can wall-ride along the sides to make the trip a little faster. When you exit
this tunnel, you find yourself inside the factory at the Factory Ruins.

Charge outside the factory and go straight to the pile of scrapped cars. Jump
on the ledge so that you're heading left; tap the A button to hop each time the
ledge gets higher (if you have trouble with this, then a safe alternative is to
just run a ring outside the pit using the dash-jump technique). If you can,
grind on the highest part of the ledge and jump up onto the arm of the crane to
clear the wall at the top of the Factory Ruins (again, you could just run past
it with dash-jumping); either way, going past the wall and on the left is an
open gate that leads into a winding path that steadily climbs upward. Dash-jump
through this area, and at the end, it opens up into Kibogaoka Hill.

There are a few chances for you to grab paint cans; stick to the right while
being careful to stay on the rooftops. Like all of the other races, all you
need is a single can; once you have it, just tear-ass down to the bottom (the
most surefire path is to drop down in the straight near the right side of the
area). Make a shot for the clearing at the bottom of Kibogaoka without
going through the breakable windows leading into the Residential district (that
would be a bad thing); the tag is on the street in the middle of that area.

Clearing this mission unlocks Slate as a playable character, gives you access
to Graffiti Souls #10, #44 and #78, and opens the Jet Crush mode for
Kogane-Cho.

===============================================================================

       +=============================+
       [6.4.3] Benten Burning
       +=============================+

AREA: Benten-Cho
TIME: 999.00
TAGS:
 SMALL: 11 (red), 7 (green), 1+ (Assassin #3)
 MEDIUM: 4 (red), 4 (green)
 LARGE: 4 (red), 2 (green)
ENEMIES: Rhino patrollers, Assassin #1, Assassin #3, flame-thrower Rhinos

Urgh. Benten Burning. Okay. This level's not hard, just frustrating: there is
only one large paint deposit in all of Benten-Cho here. Fortunately, it's also
the area you start in and it's pretty accessible almost wherever you happen
to be, but...well, just follow the guide.

You start at Genkijomae Street; this is that huge paint deposit I told you
about in the above paragraph. There's one large red tag here guarded by
Assassin #1.

#===================#
| NEW ENEMY:        |
|       Assassin #1 |
#===================#

 #1 is absolutely brutal; he's a big, hulking dude in a wrestling mask that
 knows judo. Getting hit by any of his attacks hurts big time, so you'll want
 to be cautious around him. He often stands in front of large or medium tags,
 but there are ways circumvent him, as detailed later. Because he's huge, he
 moves very slowly and exhausts easily. Like Assassins #5 and 6, he can't be
 neutralized by getting tagged.

#===================#

Stock up on paint and dodge out of the street for a moment in order to shake
the Rhino patrollers that are chasing after you; drop back into the street and
go up to the very end, furthest away from the secret passageway that connects
to Genkijomae plaza. This #1 is easily avoided if you keep to the walls and cut
a wide arc around him; this lets you get behind him without disturbing him. If
you don't have any of the patrollers on you just yet, get out from behind #1
and hit the green medium on the building island opposite of the large you just
tagged up.

(It's worth noting now that, if you leave Genkijomae Street either by jumping
over the Rhino cars parked on the bridges or by going through the passage that
leads to Genkijomae Plaza, any cans you've taken will reset itself, so don't
worry about respawn times if you have to travel back here quickly.)

Once you've cleaned up the tags here, get more paint and head into the business
district by crossing the bridges that are on one side of the main street (if
you're facing the secret path connecting Genkijomae Street and Plaza, these
bridges will be nestled between various stores to your left - one of Mew's
challenges took place over this area, if you'll recall). This is where you had
your showdown with the Noise Tanks, and your first order of business is between
the two building clusters, at the bottom of one of the stair rises. There's
another #1 guarding the large red tag here, and your way around this guy is to
stay close to the wall and start tagging as soon as you see the word balloon;
right away, you'll "bump" into #1 and take some damage, but you won't have
startled him AND you'll be temporarily invincible. Use this to your advantage
and try to hammer out the tag (for the first three bits, you'll still be in
direct contact with him, meaning he can interrupt the tag and cost you points).
When you're finished, put the base of the stairs at your back; go up the stair
rise ahead and to your right. There is a rhino statue guarded by another #1 on
this rise; there's no way to reach this tag without startling #1, so just bump
into him to secure your temporary invincibility. (Simple contact damage is
SIGNIFICANTLY less than being walloped by a kick or chop from the beast.) This
is a red medium; take care of it, and when you're done, make your way over to
the center stair rise, the one that is bordering the large tag you completed
before. Go up the stairs bordering that tag, and go right; the rhino statue at
the end of that section (again guarded by #1) is a medium red. Use the rails
to grind past him and plant your tag before he can reach you. Bail back to
Genkijomae Street to re-stock on paint.

Once you have, cross over the bridges again and instead of going back into the
business district, drop down into the train graveyard below; there's one large
green tag sequestered off into the corner furthest from the gate leading into
Genkijomae plaza, so hit that before grinding up towards Genkijomae. However,
rather than duck into there, keep an eye out for a gate on your left at the top
of the slope; this is an entrance into the top of the residential area, and
there will be another large green, this time to your right (it was a large red
when the Noise Tanks were tackling this place). Hit that before dropping down
into the area proper.

Now, the residential area has a handful of deposits of yellow cans, though not
as thick as it is in Genkijomae street; there are two pyramids of yellow cans
against the northeast wall (use your map for reference); go to that building
with the gutter that sticks out almost into the street, and one pyramid will
be on the roof of the building attached to that one via another gutter, and
the other will be on the ground on the opposite side of that building, obscured
by a van. There are also ten more cans on the long grind rail at the top of
the tower.

You have one large and one medium tag to hit here, both guarded by a single
#1; the large is on the building cluster you use to get inside the tower on
the opposite side of that entrance, and the medium is pretty much right across
the street from there. These two are the hardest tags to hit because there will
be a bunch of Rhino patrollers around and it's impossible to not startle #1, so
do your best to hit each tag swiftly and move on. You can also lure #1 away by
startling him and making a dash for the entrance bridging the residential area
to the business district (you had to use this entrance when racing Yo-Yo). This
resets the patrollers, while making #1 continue to wander around. While
returning to the tags without being noticed by patrollers is impossible, #1 is
out of the way and hopefully you have enough distance between you and the
patrollers to hit it without being in danger.

That said, all of the perilous large and medium tags have been taken care of,
so feel free to hit up the rest of the level; the residential area has five
small red tags in the area, four of which are located at each corner of the
center island of buildings (there were four red medium tags where these are
now when you were playing Benten Boogie). The last tag can only be reached by
going into the tower and riding down the long rail at the top; each one is a
rhino statue, and the one you need to grind down the rail to reach is nestled
between two of the higher houses (it's impossible to miss). When you've hit
any four of these tags, Assassin #3 will show up, dismissing Assassin #1.

#===================#
| NEW ENEMY:        |
|       Assassin #3 |
#===================#

 Assassin #3 is a jerk, and perhaps the most dangerous assassin in the game
 following #5. He's easily distinguished by lugging around a flamethrower
 while wearing a gas mask three fuel tanks on his back that slow him down
 considerably. His flamethrower has longer range than you'd figure and
 getting hit by it causes fire damage that slows you down. Be wary, because
 he CAN hit you when you're dashing and jumping. Other than that, he's
 capable of latching onto you, but he does NOT deal fire damage when doing
 that as #4 does. Like Assassins #2 and #4, he can be temporarily removed
 from play by tagging his back, but will redeploy when you change areas. I
 don't recommend chasing after him strictly to tag him, because he tends to
 travel in a pack of Rhino pyros, even though his lack of speed makes him
 easier to tag than his peers.

#===================#
| NEW ENEMY:        |
|       Rhino Pyros |
#===================#

 The Rhino pyros function identically to Assassin #3, sharing his flamethrower
 attack and the ability to latch onto you. However, they also move equally as
 slowly, so if you keep your distance you'll be fine.

#===================#

Head back to the railroad tracks and cross over to Genkijomae Plaza. There are
two small red tags and four small green tags at ground level - the reds are a
pair of rhino statues in the center of the plaza - and a large and medium
red on top of the overhangs, where they were when you played Graffiti High.
It shouldn't be difficult for you to reach those by now; since none of these
tags are high-risk, feel free to hit them in any order. You may have to retreat
to Genkijomae Street for more paint, which is fortunately right next door.

Finish taking care of Genkijomae Plaza; go back through Genkijomae Street to
restock on paint before returning to the business district, which has the last
tags you need to hit, and all of them are small reds. Three are on the stair
rise the Noise Tanks started on in Noise Reduction; two are on opposite arms of
the same side, bordering the paths into Genkijomae Street, and the third is at
the top of a staircase nearby. The fourth and final one is on one of the stair
rises wrapped around one of the skyscrapers, stuck in the little niche opposite
the medium red you hit earlier.

Clearing this mission, alongside Explosion and Fight or Flight, unlocks the
final Benten-Cho mission of the game, Behind the Mask. It also unlocks Jet
Technique for Benten-Cho.

 #=============#
 |JET-RANK TIPS|
 #=============#

   [GRAFFITI TYPES] - This is gonna be one of the most difficult levels for
   Graff characters exclusively because paint is so sparse. You can only find
   deposits on Genkijomae Street's railings, and in pyramidal bundles in
   the residential area, sucking up precious, precious time as you return from
   other areas to collect more. I only recommend using Graff characters if
   you're pretty skilled with them, or if you have Goji.

   [TECHNIQUE TYPES] - Tech characters have it much easier, on the other hand.
   The entire business district can be comboed in one big line if you want,
   utilizing the catwalks and various guard rails/fenses bordering the
   streets. Just save one of the small tags in the area for last. If you want
   a more detailed way to tackle this line, check out section [6.4.nt].

===============================================================================

       +=============================+
       [6.4.4] Behind the Mask
       +=============================+

AREA: Benten-Cho: Residential Area
TIME: 800.00
TAGS:
 SMALL: 30 (red)
 MEDIUM: N/A
 LARGE: N/A
ENEMIES: Poison Jam

What the hell - one last rival showdown for the road, right? Same rules apply
as every other time. Bring along a character who can hold 30 or more cans and
stock up before taking it to Poison Jam. There are two blue cans on top of the
roof of the building with the gutter sticking out into the road, two more blue
cans on top of the building next to it, ten yellow cans on the ground on the
opposite side of the gutter building, and two blue cans at the top of the
tower. Once you're full up, return to the start of the level and chase after
Poison Jam.

Now, things are a lot different this time; in all previous rival showdowns,
your rivals have all mostly followed one path and stuck together. This time,
though, Poison Jam splits up; one almost always sticks to the ground, circling
around the islands, while another sticks exclusively to the roofs and the
third switches up between them. It's difficult to keep track of where they
go - even for me, and I've been playing this game for more than a decade! - so
my best advice is to try to keep up with one of them at a time and wait for
them to make their pit stops. Their three stopping areas are at the entrance
onto the train tracks (where the level started), between the building cluster
that leads into the tower and the outer wall of the area, and in the alley
between the center cluster of buildings and the one bordering the entrance to
the train yard. Good luck!

Congratulations! If you've cleared every Benten-Cho level with a Jet rank,
including this one, you'll unlock the Noise Tanks as playable characters,
as well as giving you access to Graffiti Souls #32, #66 and #100. You can
select the Noise Tanks by choosing their logo on the back wall in the character
select screen, between Slate and Gum. Clearing this mission unlocks the final
mission of the game, Final Groove.

===============================================================================

       +=============================+
       [6.4.5] Final Groove
       +=============================+

AREA: ???
TIME: 600.00
TAGS:
 SMALL: 1 (red)
 MEDIUM: N/A
 LARGE: 4 (red)
ENEMIES: The Golden Rhino, Goji Rokkaku

Before we start: Final Groove is the only story mode level in the game that
you cannot revisit from your map, and as such doesn't have Jet Graffiti, Jet
Technique or Jet Crush modes associated with it. It's also the only level that
doesn't rank you based on your score once you beat it; here you're finally
allowed to have free reign over which character you want to take to it, if
you've been gunning for Jet ranks thus far.

This is the last new area you'll find in the game; ??? has a simple layout, but
a lot of obstacles to make it difficult for you. The central pillar has a
massive record on it constantly spinning counter-clockwise, with Goji Rokkaku
located in an impenetrable DJ booth in the very center. Attached to the DJ
booth are a pair of containers containing belly dancers wearing rhino masks,
hanging over the record and because you're always moving, they're always gonna
be in your way; they're not very obtrusive, but they can kill your momentum.
All the paint in this area is located on the record's surface.

Attached to the central area are four plinths with large tags on them; two of
the plinths are connected via a set of three pipes, any of which you can grind
to cross over to them, while the other two are connected via a series of
colossal gears that are always churning. The ones with the gears are the tricky
ones; I recommend sticking to the gears to your left both going to and coming
from the plinths, since they'll always be rolling towards your destination.
You need to stay close to the tops of the gears as they rotate, so time your
jumps as you cross.

#===================#
| NEW ENEMY:        |
|  The Golden Rhino |
#===================#

 Every time you arrive at a plinth, the massive Golden Rhino robot bouncing
 around in the background will come to a stop at the same platform you've just
 arrived at. When the Rhino lands, it'll pause for a second before unleashing
 a flamethrower attack from its mouth; this will splash over most of the
 plinth save for a safe zone in one of the sides closest to the Rhino (on
 your left, coming from the central tower), marked by a dark green crack and
 missing tiles.

#===================#

Once the Rhino's finished his flamethrower attack, he'll vanish for a
short time; because there's no rank for clearing this level, you can take the
tag at your own pace, either getting it all done in one go and rush back to
the center before the Rhino attacks again, or doing it in bits and pieces,
breaking off when the Rhino lands again. You can tell the Rhino is about to
leave when his flamethrower starts arcing up a little bit, enough where you
should be able to get under the stream.

You have to do this four times; every time you complete a tag on a plinth,
the plinth will start to shake and fall away from the central area. You have
to cross back to the center platform before it does. If you happen to fall,
you'll be dropped down onto the center platform again, where you'll take some
fall damage. You only have four red spray cans, one at the area leading to
each plinth, so use a modicum of caution. Also, once you've returned to the
central area after completing a tag, the record on the surface will spin a
little faster; this isn't really a problem until you've only got one plinth
left, where you have to move preemptively to get to where you want to go.

Once you've hit all four plinths, the Rhino robot will spaz out and explode,
the debris landing on the central platform and busting open Goji's DJ booth.
Now comes the hardest part of the level; the two beams that had been holding
the belly dancers have collapsed, one end connected to the surface of the
record while the other still leads up to the ruined top of the DJ booth. You
have to grind up either one of those rails and tag Goji's bald head when you
land inside the booth. Problem? By now the record is spinning so fast that it's
almost impossible to build the right momentum, and the camera won't be able to
center behind you for any more than a split second. Even in the XBLA, PSN and
Steam versions, being able to manipulate the camera with the right thumb stick
won't do you much good. It'll probably take more than one try to get up there,
but if you time it right and get your angle as close to perfect as you can,
then you'll be in there and winning the game in no time.

Beating this level means you've cleared the game; the next time you continue
this file, you'll start the story from the beginning of Chapter 1: GGs, and
you'll have access to all characters, tags, and alternate modes you'd unlocked
during your first playthrough, as well as access to Bantam Street and Grind
Square whenever you feel like visiting. Also, if you earned Jet ranks in the
Grind City levels, Goji Rokkaku will now be selectable as a playable character,
taking the form of a Rokkaku Group barrel between Tab and Yo-Yo in the garage.
This is also one of the requirements for unlocking Potts. Congratulations!

===============================================================================

+=============================+
[7.0.0] Other modes
+=============================+

=======================================================

       +=============================+
       [7.1.0] Jet Crush
       +=============================+

In story mode, you had to win three races in the various Tokyo districts in
order to unlock Combo, Yo-Yo and Slate; once you've completed those, you'll
have opened the Jet Crush mode for the district you just raced in. Yo-Yo's
will most likely be the first you unlock (unless you decline his challenge at
the window), followed by Combo and Slate in that order.

In order to unlock Jet Crush mode for Bantam Street and Grind Square, all
you need to do is beat the story mode mission for each level.

The Jet Crush races in Shibuya, Kogane and Benten are identical to their story
mode versions, only this time you face Gum instead of Slate in Kogane and Tab
instead of Yo-Yo in Benten (Beat is still your rival in Shibuya). Combo and
Cube will be your rival in Bantam Street and Grind Square respectively.

It's worth noting here that you can choose any character in the Garage to play
as, except for the character you'll be racing against; if you do the Shibuya
Jet Crush, you'll have access to every character but Beat, Gum for Kogane, so
on. If you're gunning for those Jet ranks, stick with Yo-Yo or (if you have
him) the Noise Tank - they're the fastest characters in the game. But if you
don't really care, or if you want a challenge, stick with a slower character
like Combo, Goji or Potts.

       +=============================+
       [7.1.1] Shibuya-Cho
       +=============================+

TIME: 200.00
RIVAL: Beat

You start on top of one of the bus shelters in the Bus Terminal; dash and jump
across all three awnings, going slightly to the right. By the time you hit the
third awning, you'll want to be right at the edge; on the right side is a small
rail that you can grind on. Beat will also use this, so follow him if you're
not sure of what to do. Grind on this and jump ahead, going straight. There's
a broad, high opening spanning out ahead of you; going through it brings you
into a hub-like area that connects the Bus Terminal, Park Street and Center
Street. The camera is fixed in the middle of this area, so it's a little
difficult to go where you need to go without bumping into something. Either
way, the entrance you need will be left of where you came out; dash-jump

through this area and pull into the first open gap you see. This brings you
out at one end of Park Street; pull a left (watch out for the bus going past)
and stick on the left side of the sidewalk.

When the street crosses over the empty sewers running through Park Street,
grind on the short rail on your left; HOP (not jump) off the rail, aiming for
the flat part on top of the half-pipe. When you land, use your momentum to roll
into the half-pipe. Head towards and past the stair case leading back up onto
the street level of Park Street; follow the sewer (Beat will stop in the large,
flat area just past the stairs until you catch up if you're behind), and it
will eventually close up overhead.

Keep going, and when the sewer opens up above again, you're close to the end
of the area; on the right, there'll be a gate set into the pipe itself; use
your momentum to roll up the left side of the pipe before veering right,
jumping up so you burst through the gate (Beat will do the same thing, so if
you're having trouble, follow by his example). Climb up the stairs (don't
grind on the rail because you won't have enough forward momentum) and you'll
find yourself at the top of Center Street; dash-jump down the street, and a
little ways down on your right, the back road area opens up (this is where
the Love Shockers were in Love Attack). Go down this way; grind on the first
green rail at your right to pick up a can of paint. For the rest of the road,
just dash-jump because it's faster than grinding; the tag is at the very end
of the road, by grinding the last green rail on the right.

       +=============================+
       [7.1.2] Kogane-Cho
       +=============================+

TIME: 200.00
RIVAL: Gum

You start at the very bottom level of the residential area (the starting point
in The Monster of Kogane) and have to go straight forward, past the staircase
that leads further up into the level. Wall ride once on the right side of the
alley for an early lead; just beyond the stairs on the left side of this area
is a small entrance that leads down into the sewers. Once you get inside, jump
over the staircase just beyond the door in order to keep from slowing down;
once you cross the sluice of green water, jump and grind on the right ledge,
riding it out into the sewers proper.

You'll appear in one of the U-bend tunnels; go left into the main body of the
sewers and jump on the railing ahead of you. When the rail bends outward so
that you're directly facing the opposite U-bend tunnel, jump away and land on
the catwalk; this will give you an immense lead over Gum, since she'll go all
the way around, and if you manage to avoid screwing up from here, you'll hit
the tag spot before he even gets into Kibogaoka.

Once you hit the walkway framing the second U-bend tunnel, head right; wall-
ride against the wall as many times as you can afford for a huge speed boost.
Once you've reached the far end of the walkway, take a left into the U-bend
tunnel and keep an eye out for a path on the right that leads out of the
sewers. This area has three steep ramps that slow you down pretty good, but you
can wall-ride along the sides to make the trip a little faster. When you exit
this tunnel, you find yourself inside the factory at the Factory Ruins.

Charge outside the factory and go straight to the pile of scrapped cars. Jump
on the ledge so that you're heading left; tap the A button to hop each time the
ledge gets higher (if you have trouble with this, then a safe alternative is to
just run a ring outside the pit using the dash-jump technique). If you can,
grind on the highest part of the ledge and jump up onto the arm of the crane to
clear the wall at the top of the Factory Ruins (again, you could just run past
it with dash-jumping); either way, going past the wall and on the left is an
open gate that leads into a winding path that steadily climbs upward. Dash-jump
through this area, and at the end, it opens up into Kibogaoka Hill.

There are a few chances for you to grab paint cans; stick to the right while
being careful to stay on the rooftops. Like all of the other races, all you
need is a single can; once you have it, just tear-ass down to the bottom (the
most surefire path is to drop down in the straight near the right side of the
area). Make a shot for the clearing at the bottom of Kibogaoka without
going through the breakable windows leading into the Residential district (that
would be a bad thing); the tag is on the street in the middle of that area.

       +=============================+
       [7.1.3] Benten-Cho
       +=============================+

TIME: 200.00
RIVAL: Tab

Like you did in Graffiti High, dash and hop onto the train railing directly
beneath you. Jump again as you're about to crest the hill to gain a little
speed, being careful to stick to the left rails as the train will come
barreling down the right side. Once the train has passed, jump onto the right
side of the rails and hop through the green gate at your right, leading into
Genkijomae Plaza. If you can, try to land on the rail leading up to the
platform in the center; before you reach it, jump away and aim for the rail
leading to the breakable billboard. If you miss the jump, just bee-line
straight for the pickup truck and grind up the bed, jumping into the hidden
path.

Dash-jump through the path, and when you emerge on Genkijomae Street, grind
along the railing at your right. Now, on the right, there are three breaks in
the storefront that lead to bridges connecting Genkijomae Street to the
business district; you used one of these in Mew's challenge, and you want to
keep an eye out for the second break, which has a straight bridge (as opposed
to the other two, which are angled and take longer to traverse). Grind on one
of the rails and be careful to not jump into the train graveyard again, or else
you've pretty much lost.

Once in the business district, drift to the right; across the street, you'll
see the base of one of the stair rises you had to chase the Noise Tanks around
on, and just right of that is a large entrance of some sorts; this is a new
path, so go down inside and dash down the slope that follows. This path will
take you into the residential area; the street will split three ways in front
of you, and you want to go down the middle of the lot. Remember that secret
door that leads to the top of that tower? We're using that again, and it'll
be on your left this time. Go in and grind down the long, bronze rail that
loops around the building (your deposit of spray paint will be along this
rail), jumping away as it ends and landing on the pipe lined up with it, just
past the niche caused by the center island of buildings. Ride the rail and hop
off at the end; the tag mark will be there. (Basically, Mew's tests served to
prepare you for this entire race, so keep those in mind here!)

       +=============================+
       [7.1.4] Bantam Street
       +=============================+

TIME: 200.00
RIVAL: Combo

You'll start at the bottom of the street, next to the building with collapsible
windows, facing in the direction of the gas station. Because the alley next to
the building with collapsible windows is blocked off with a gate, and the pipe
leaning up against the gate between the gas station and the storefront has been
removed, you're forced to go all the way up the street.

You need to get around behind the gas station, so you can either actually go
around it, or you can take the stairs up to the roof. In either scenario, you
need to wind up on the ledge of the concrete wall closing the level in. Your
paint deposit will be found along the ledge, right in that one area with two
ninety-degree turns. The fastest way, I've found, is to grind up the stair rail
of the gas station, then to drop down so you're grinding on the rail of the
fence surrounding the basketball court. Jump from there to the ledge to grab
your paint.

When you've got at least one can, head into the building with collapsible
windows. Combo will stop in the lobby here if you're behind, but if you took
the gas station rooftop to get the paint cans then you should have a decent
lead. Dash and jump onto the black rail on the left side of the stairs; ride it
to the top floor and jump out the windows bordering the street. (IMPORTANT
NOTE: The black rail is glitched in the XBLA, PS3 and Steam ports, so the most
expedient way up the stairs is to use the outer ledges framing the stairs.)
Land on the train tracks and start grinding in the direction of the gas station
again. The tag will be on the leftmost side of the train tracks; you'll have
to grind on the rail penning the tracks in to hit it. Your target will be the
advertisement at the end of this rail, and you need to hop over it to hit it.

       +=============================+
       [7.1.5] Grind Square
       +=============================+

TIME: 200.00
RIVAL: Cube

Most Jet Crushes attempt to keep you from taking short cuts in levels, putting
up gates and doors and what have you; fortunately, the nature of Grind
Square's design allows you to cheat soooo hardcore.

You start on one of the buildings near the center of Grind Square; there's a
glowing red rail directly in front of you that you want to jump and grind up.
It'll cut across the middle of Grind Square and deposit you on the set of
buildings attached to the hoyer lift that touches the ground. Cube will wait
for you here if you're behind, but you won't really need it. Either way, if you
keep your eye on her you'll notice that she jumps on a ledge and grinds to the
right; you're devious, though, and you want to show her just how creative you
can be, so you'll want to jump on the same ledge, only going left. Hop up onto
the red wire attached to the ledge and ride it across the chasm, onto the roof
of the building you'd started on; grab one of the paint cans there, then
double-back across that red wire again. Drop down onto the ledge its attached
to and ride it until it makes a ninety-degree turn via a flagpole; jump across
the gap and land on the building that SHOULD be directly in front of you.
There's a ledge set against the wall of the building, which will be at your
left, with the tag perched above it. Grind the ledge to hit the mark.

===============================================================================

       +=============================+
       [7.2.0] Jet Technique
       +=============================+

You unlock Jet Technique mode the first time you clear the first three levels
of Chapter 3: Golden Rhinos. This mode is all about racking up points within
the time limit, so you'll want to roll with technique specialists (Tab, Mew,
Love Shocker and Potts). There are several small green tags scattered around
the area to boost your score, but if you're really for seriously gunning
for a Jet rank, it's not worth going out of your way for them. Ensuring a Jet
rank is all about finding that one big trick loop and hitting it repeatedly -
boring, yeah, but guaranteed for a win. I'll point out the trick loops I use,
but feel free to try out your own thing and see if it works.

In order to unlock Jet Technique mode for Bantam Street and Grind Square, all
you need to do is beat the story mode mission for each level.

Also, Jet Technique is your friend if you're hunting for Graffiti Souls! If
you happen to fail a story mode mission after picking up a Graffiti Soul, you
lose the Soul and have to pick it up again. The only ways to lose a Jet
Technique are to run out of health (since cars and fall damage are your only
risks here, you're pretty safe) or to exit the level, either through the start
menu or the various routes that carry you out. Unless you have terrible luck
with that sort of thing, you're pretty much guaranteed to walk away from a Jet
Technique with a Graffiti Soul if you pick it up. (For a more comprehensive
guide on Graffiti Souls and where to find them, check section [8.0.0].)

       +=============================+
       [7.2.1] Shibuya-Cho
       +=============================+

TIME: 600.00
TAGS:
 SMALL: 22 (green)
 MEDIUM: N/A
 LARGE: N/A

BUS STATION: There are five small green tags here: two on the hoods of the blue
taxis, one on the billboard above and between the two taxis, and one on the
green car and moving truck parked next to one of the garden rails. These are
ones you've hit before, so they won't be hard to find.

There's a massive trick loop here that's kinda difficult to hit: starting at
the far end of the green rail with the car and moving truck, jump and grind on
it towards aforementioned park vehicles. Jump and wall-ride off the billboard
to the left of the rail at the very end, then jump across the street so you
land on the garden rail running parallel to the one you just left. Ride it,
jump across the gap made by the stone signpost, land on the rail on the other
side. When the rail ends, jump onto the stair rail lined up with you, and when
the rail makes the ninety-degree turn, jump across the walkway so you're
grinding on the opposite side. Keep an eye out for the breaks in the rail on
your right; you want to make sure to jump back to the right side of the rail
between the last two breaks, and grind down the rail so you're facing
in the direction you'd started. Jump away from the rail when you're angled the
right way and wall-ride off the billboard above the two blue taxis, then land
on the green rail on the ground that you're lined up with; at the very end of
this rail, jump away and land on the rail you'd first grinded on. Wash, rinse,
repeat. The most difficult part is that last jump, because if you jump too
early you won't make it, and if you jump too late you'll just fall off the
rail. The sweet spot is very small...but if you can make it work, awesome.

PARK STREET: You can find five of the green tags splattered about inside the
drainage ditch (these are the ones I've told you to bypass time and time again)
and an additional five within the playground. The ones in the playground are
actually worth your time to hit, so if you happen to have paint (which you
will if you hit the trick loop here), go ahead and tag it up.

This trick loop is considerably easier if you just stick to the basic path.
You'll want to stick to the two blue stair things attached to the playground
that stretch over the street; the fastest, boringest way to get your points is
to grind on the inside of those stair things, jumping over to the opposite
stair thing before the rail ends and dumps you out on the ground. You should
have enough momentum to allow you to go diagonally from one stair thing to the
next, allowing you to avoid the pesky telephone pole directly between the rails
closer to the gate leading into the drainage ditch. But if you want to mix it
up, you can expand out into the playground; you can use the elephant slide
really effectively to return back to the stair things due to how much it curves
around, in case it looks like you're losing control.

CENTER STREET: In that long, curved back-road leading from the top of Center
street to the bottom (the one without traffic), there will be seven tags set
against different parts of the green rails running all the way along there.
There aren't really any good trick loops here, though, so there's not much
point in coming this way.

       +=============================+
       [7.2.2] Kogane-Cho
       +=============================+

TIME: 600.00
TAGS: 33
 SMALL: 33 (green)
 MEDIUM: N/A
 LARGE: N/A

SEWERS: There are ten tags for you to hit down here, but all of them are out
of the way; four are in one of the massive u-bend tunnels, while six are in
another.

The sewers boast the most convenient (re: only) trick loop in Kogane, both in
ease and the fact that you start out right in front of it. Get out to the blue
catwalk stretched over the sewage and start grinding on it; from where you
start the level, there'll be a short blue rail directly in front of you that
you can dash to, grind on, and jump away from in order to reach the catwalks
efficiently. Assuming you do this correctly, you'll land on one of the
catwalk's rails; angle yourself to the right and when the cat rail breaks off,
clear the gap and grind on the rail aligned with the one you'd just jumped
from. When the rail angles itself at the wall, jump and aim to the right; wall-
ride, then jump at a sharp right, angling yourself back towards the catwalk.
Grind the rails again, this time in the opposite direction, being sure to stick
to the inside rails. When the rail angles itself so it's running parallel to
the opposite wall (the one with the staircase leading up from the water and
the little room the Poison Jam hid in when you tagged them here), hop off and
land on the rail bordering the stairs. Ride the rail up until it angles towards
the wall; jump and aim left so that you wall-ride off that wall, then jump
again to land on the rail that's connected to the catwalk. Repeat this process
ad nauseam, and you're good to go.

FACTORY RUINS: There are three tags on the inside wall of the pit, which you
have to wall-ride and jump repeatedly in order to hit; two more can be found
outside the pit, set against the curved wall that runs parallel to the walls
inside the pit, while three more can be found on the wall with the crane
leaning up against it. You'll have to jump to reach the one at the very end
of the wall here. One last tag can be found at the very back wall.

There's no really easy trick loop to hit here. If you feel like challenging
yourself, you can try grinding around the walls of the pit, but that requires
a lot of accuracy and timing - moreso than the sewer line.

KIBOGAOKA HILL: Only four tags here: three on the roofs, one on the ground
between the housing clusters and the building with collapsible windows that
leads down to the residential area.

Again, there's no lines for you to really hit here, because they all lead
downhill; if you wanted to work out of this area, you'd have to do a lot of
back-tracking, wasting a lot of time.

RESIDENTIAL DISTRICT: There are two tags in the upper tier. One is around
the back of the water tower (which you've hit a million times by playing the
story), but the other is more hidden. Go to the opposite end of the street from
the big staircase leading to the upper tier, and pull a right around the
buildings; watch out for an alley on your right, dividing up the building
clump. Look into this alley to see a pipe resting up against the left side,
which connects to a wire going across the alley, which in turn connects to a
balcony - the tag (and a well-hidden Graffiti Soul) can be found there. There
are three more tags on the rooftops below the upper tier, and four more
scattered across the girders looped around the dock.

Once again, there's no decent trick loops; any huge lines you could hook up are
inconveniently interrupted by a fence, or a telephone pole, or something of
that nature, and the smaller lines are singled off. So, stick to the sewers.

       +=============================+
       [7.2.3] Benten-Cho
       +=============================+

TIME: 600.00
TAGS: 37
 SMALL: 36 (green)
 MEDIUM: 1 (green)
 LARGE: N/A

BUSINESS DISTRICT: You can find three tags in this area, each one above one of
the rails of the big staircases bordering the buildings; two are on the massive
set near the bridges leading into Genkijomae Street, and a third is around the
opposite side.

The Noise Tanks outline an obscenely long, difficult line for you when they
challenge you for control of Potts, which involves starting from one of the
big staircases and grinding all the way around. Jump onto the ledge at your
right and ride it straight (you don't have to switch rails up partway through,
like the Noise Tank did) until it dips down with the stairs. Before it ends,
jump away, staying clear of the sign post and landing on the blue rail beyond
it; jump again, being careful to avoid the...whatever that thing is after the
blue rail and land on the jersey rail after that. Then, rather than jumping
onto the street divider, jump straight onto the stair rail in front of you;
grind that up and around (perform hops to build up your momentum), and when
you get onto the bridge over the street, jump to the opposite rail. Ride this
rail around and down, and then jump away, onto the blue rail stretched around
the curb. Ride this rail almost to the end - you want to jump away JUST before
it stops. Line yourself up with the outside rail of the stair rise just ahead
(if you try to go for the inside rail, you'll hit a sign post and fall to the
ground); as soon as you're confident with yourself, transfer from the outer
rail to the inner rail and ride it all the way to the end, letting yourself
fall off.

GENKIJOMAE STREET: Two tags can be found around the back of the cluster of
buildings at the top of the street, while four more can be found on either side
of the street if you go down towards the secret path towards Genkijomae Plaza.
There isn't enough here to make a solid line out of, let alone a whole loop of
tricks - it's better to bypass this place entirely.

TRAIN YARD: Not much to speak of here - there's one tag on each of the two blue
crates at the end of the Train Yard closest to the entrances into Genkijomae
Plaza and the residential area, and there isn't enough for you to make a
decent trick loop out of.

GENKIJOMAE PLAZA: There are a whopping SIXTEEN green tags in this area alone,
four on each of the massive billboards sitting on the ground. You can also
make some sick trick loops out of here by combining the rails in front of the
billboards, the billboards themselves, and the wires connected to the central
island thing. That's something you'd have to improvise yourself, but you're
welcome to have fun with it!

SUBWAY: What? What Subway? I'm glad you asked. This is an additional hidden
path you won't be given access to during the first chapter; it opens up in
Chapter 3, when you're fending off the Golden Rhinos in Benten Burning, but
there's no reason to go down there...until now. You can access the Subway
either by going beneath the huge ramp in Genkijomae Plaza, or by finding the
access tunnel set into one of the building clusters in the business district.
(If you're looking for the latter, face the building clusters with Genkijomae
Street at your back. The Subway entrance will be on the left cluster, if you
were to go around it rather than cutting between the two; it'll be recessed
into a building as they curve around.)

There aren't any tags to be found in the subway, but it has the absolute
sickest trick line in the entire level. Aside from the two stations at either
end, the subway is a long tunnel full of grinding rails and wall-rideable
walls; you can do all sorts of crazy grindy-jumpy-wall-ridey combos down here,
and all you have to be conscious of is going past either station and exiting
the level, and the trains barreling past on both sides of the track at a
smorgzillion miles an hour. The trains are easy enough to avoid because you can
always jump from one side of the tracks to another, and there's only a brief
section where they both pass each other at the same time...but that section is
also divided by a short wall with - you guessed it! - a rail you can grind on
set into the top. In order to reach said rail you'll have to wall-ride off one
of the walls closing in the tracks and then jump off onto the middle wall, but
you won't have any trouble timing it as the trains take their time getting to
you and give you plenty of warning. And if all else fails, if you're about dead
and don't want to take a chance, you can retreat to any one of the numerous
alcoves set into the side of the Subway tracks, safely out of harm's reach.
So handy!

RESIDENTIAL AREA: Seven tags can be found at street level, each of them you've
had to hit in story mode, so I shouldn't have to hold your hand here. There's
one additional small one on the roofs of the center islands of buildings, hung
over a gap, as well as A green medium tag, which is clearly visible on the same
island. This is the only medium tag that will appear in Jet Technique so far
as I know...and I like to think I'm pretty thorough! One last small tag can
be found on the island of buildings closest to the Train Yard entrance,
suspended above a gap in plain sight.

There's a nice, crazy loop for you to follow here that a member of the Poison
Jam highlights for you in Behind The Mask; start up near the gate connecting
the Train Yard to the residential area and face away from the Train Yard.
You'll notice a phone wire stretched along the right side of the alley; jump
onto that and wall-ride against the gray wall at the end. Angle yourself to
the left so you land on the next section of phone wire; from there, jump away
so you're on one of the two drainage pipes suspended between the two buildings
(which you likely had to use very frequently to escape the Keisatsu and Golden
Rhinos) on your right. Jump away from whichever rail you chose and wall-ride
against the gray wall at your right; IMMEDIATELY jump away and land on the
phone wire lined up with you, and then when the wire is about to end, jump away
again to hit another gray wall on the same side. Again, wall-ride and
IMMEDIATELY jump away (this wall and the last one both only let you slide for
a split second before dropping you like a bad cell phone call) onto yet another
phone wire, still lined up with you. Make a long jump over the telephone pole
in your path and be sure to clear the one following, as the wire between the
two is very narrow; when you land on the wire past the second pole, jump away
and aim to your left. Land on one of the red, arched beams connecting the
middle island of buildings to the one bordering the Train Yard gate, and then
jump onto a house with a red roof and a spine directly through the middle.
Grind on the spine, jump over the following few buildings, land on another
roof like the one you'd just left, and when that's clear, jump away and aim
left, so that you're grinding on the phone wire just past the first gray wall
again. This line is TERRIBLY inconvenient and I guarantee if you pursue it
you'll waste an obscene amount of time and ultimately lose your Jet rank
because of it. But oh man, it makes you feel ace when you do it.

Otherwise, don't really bother with the residential area either. If you're
looking for actual points instead of style points, just stick to the business
district, Genkijomae Plaza, or the subway. >_>

       +=============================+
       [7.2.4] Bantam Street
       +=============================+

TIME: 600.00
TAGS: 27
 SMALL: 27 (green)
 MEDIUM: N/A
 LARGE: N/A

Hokay. There are eleven tags set against the ledge running from the side of
the gas station to the entrance of the building with collapsible walls, some
of which you will have to reach via wall-riding and jumping, and another tag
on the back of the gas station. (THESE TAGS ARE WORTH HITTING. Gather up some
paint at the gas station before starting the trick loop highlighted below.)
Yet another tag can be found on the wall of the gas station bordering the
basketball court that you can only reach by grinding up the pipe leaning
against the gate that separates the back area from the street. Eleven more are
stationed along the railroad tracks, attached to billboards which you have to
hop over in order to make the tag, six on one side and five on the other. There
is one tag you must hit by dashing at the gas station sign and wall-riding off,
located on a blue sign above the gray wall with the ledge with all of the tags
I squee'd about before. Finally - and this is pretty sweet - there are two tags
that LOOK like they're out of reach, suspended on a couple billboards high
above the nearest surface. In order to get that, you have to face these
billboards from the gas station; dash and grind on the ledge bordering the
billboard on top of the gas station itself, and then jump away. Wall-ride the
billboard across the gap and jump off, angling yourself to the right; there
will be a billboard facing away from you with the first small tag on it. Hit
the tag as you wall-ride and jump away, angling yourself to the left; wall-
ride the following billboard, then jump and angle right again to hit the last
of the small tags. If you're feeling ace, wall-ride and jump again to the last
of the billboards, which will now be on the left; doing so will allow you to
bust into the top floor of the apartment with breakable windows.

The most significant trick loop here is behind the storefront and gas station.
Head to the area behind the buildings, and set yourself up between the
basketball court and the angled gray wall, which will have several green tags
on it. Start by grinding the rail penning in the basketball court, being
mindful to jump the gap in the fence. Before the fence angles to the left,
jump
and veer to the right to wall-ride against the gray wall. Land on the short
ledge bordering it, then continue to ride it. Jump and wall-ride over the gap
in the ledge. Before the ledge angles into that little nitch, jump and wall-
ride, angling yourself at the narrow wall perpendicular to the one you just
came from. Wall-ride off that one in the same combo and aim back towards the
basketball court.

       +=============================+
       [7.2.5] Grind Square
       +=============================+

TIME: 600.00
TAGS: 11
 SMALL: 11 (green)
 MEDIUM: N/A
 LARGE: N/A

Ffffffff Grind Square. Okay. Okay, we can do this TEi.

There are only two tags up on the rooftops; going up the hoyer lift that's
raised up off the ground will lead you to both. When you get out of the lift,
turn left and grind on the ledge there; follow it till it crooks and jump away
before it ends. You'll land on a red, lit-up wire with the tag on it. Ride this
wire till it turns into an American flag, and jump away before that ends;
you'll land on a rooftop with a tag set against the wall. Jump or grind on the
ledge attached to the wall to hit the tag. A third tag can be found if you go
up the hoyer lift in direct contact with the ground; when you get to the roof,
go right til you see the brown staircase with the ledge set against it. Turn
around, grind that ledge, and jump onto the red wire lined up with it; the
building you wind up on has green pipes on either side that double back on
themselves and spiral towards the ground. Going down the green pipe closer to
the hoyer lift touching the ground will eventually yield it. There are two
additional tags on either side of the Golden Rhino statue in the middle of
Grind Square, and six more can be found at street level, three in each of the
northern branches of the level.

As for a line, there's a pretty long but risky one to take advantage of here.
You'll want to start at the top of the building with the hoyer lift in direct
contact with the ground; once off the lift, go around it and jump on the red
wire spanning over the street, directly connected to another building. Jump
off when you reach the second building, turn around, and grind the red wire
back; continue to follow the line as the red wire deposits you onto the ledge
of the lift building, riding it as it crooks into that American flag. Jump
across the gap to the next building and attempt to land on the ledge bordering
the leftmost wall; ride it as it crooks to the right and turns into a green
rail, and at the end of the rail, make a short hop that will automatically
drop you onto another red rail. Fall off the end of this rail to land safely
on the ground, then ride the hoyer lift up again to repeat the process.

===============================================================================

       +=============================+
       [7.3.0] Jet Graffiti
       +=============================+

You unlock this mode after tagging up the rival gang owning the respective turf
in Chapter 1: GGs. Jet Graffiti is essentially playing a story mode mission
in Chapter 2: Combo & Cube and Chapter 3: Golden Rhinos, only this time you
don't have to contend with the Golden Rhinos. You're free to take the level on
however you want. Like a regular story mode mission, you have to hit all the
red tags in order to win, but there are bonus green tags that you can hit for
more points, and in this mode there's no reason NOT to go out of your way to
hit them. So, yay!

In order to unlock Jet Technique mode for Bantam Street and Grind Square, all
you need to do is beat the story mode mission for each level.

Because of a lack of danger (the worst thing you have to worry about is being
hit by a car or taking fall damage), Goji is your absolute best friend for Jet
ranking these missions. The Noise Tanks also work because of their greater can
capacity, but honestly, the twenty extra cans isn't really worth the sacrifice
in graffiti skill.

       +=============================+
       [7.3.1] Shibuya-Cho
       +=============================+

TIME: 999.00
TAGS: 40
 SMALL: 15 (red), 7 (green)
 MEDIUM: 3 (red), 7 (green)
 LARGE: 5 (red), 3 (green)

You start out in the Bus Terminal. There are two small green tags on the hoods
of the blue taxis near your starting point, as well as three medium greens on
the sides of the busses; nail the two small reds on the hood of the car and the
side of the moving van parked next to the green garden rail, and then make your
way up to the bus shelters. Either jump across the awnings, or grind across
the stair rails - your next tag is a small red on the billboard above the two
blue taxis. The last tags will be on the ledges hanging over the sidewalk: two
red mediums and one red large. (You hit these all the way back in Shibuya GG.)

Make your way into Park Street via the empty sewer (use the long staircase
going downward, it's on the same sidewalk bordering the parked car and moving
truck, close to the entrance leading into the hub area). There are five small
reds to hit once you get into Park Street's section of the sewer; dash and roll
up the side of the sewer, jumping at your peak in order to reach the tags. Keep
going all the way until you hit the fifth and last one, which is past the gated
entry onto Park Street's street. (I guess with the frequency with which these
tags appear in Park Street levels, there would be one instance where you HAD
to tag them.)

Go up through that gate and head into the playground; there are five small
greens on the billboards in the playground and one medium green on the ground
near the swing sets. Hit these guys quickly (gather paint from the two blue
stair thingies if you need more) before going up to the unfinished highway.
There's a large red at the closest end, and if you have the time and resources,
head to the opposite end to hit two more large tags across the gap. (Remember,
you can wall-ride along the wall connecting the two parts of the highway.)

Return to street level and head towards the hub area; there are two more medium
greens on either side of the street, and if you choose to go left at the end
rather than right, you'll find an alcove with a large green and another medium
green for you to pillage. Once that's done, it's off to Center Street!

Assuming you cut through the hub and didn't go all the way through the sewers
(you silly person), you'll pop out at the bottom of Center Street. Cut across
traffic so you're going up the back road; jump up on the green rail at your
right to hit three small reds, and then jump to the rail on the opposite side
of the street for another small red. Here, you'll find a green large in the
middle of the street; if you don't have enough paint, come back for it later as
there's plenty hanging around.

Duck into the alley closer to the bottom of the hill, and you'll find a medium
red and a large red framing the staircase that connects this road to the next.
There's a nice deposit of paint here if you were running low, so hit both of
these tags before going up the staircase. At the top of the stairs, turn left
and go downhill, picking up more paint on the green rail to your left if you
need it; you can hit the green large set against the wall here, as well as the
one in the middle of the street if you haven't already. When you're finished,
head to the opposite side of the street and continue your original path of
grinding up the back street via green rails; there will be a single red against
the buildings as the rail curves. Jump across the street, and hit the last two
small reds hanging above the next green rail. BOOM, you done!

       +=============================+
       [7.3.2] Kogane-Cho
       +=============================+

TIME: 999.00
TAGS:
 SMALL: 13 (red), 20 (green)
 MEDIUM: 2 (red), 7 (green)
 LARGE: 4 (red)

You start in the residential area, right on the docks - the same place you
started in The Monster of Kogane. Head up the stairs at your right, and a
medium green is up at the top; turn around, wall-ride across the gap and
over the stairs. When you land on the opposite side, there's another medium
green, and if you need paint, you can stock up on top of and inside the nearby
houses. From here, jump up on the roofs of the houses using the parked car
near that green medium to find your first red tag, a medium, on the sloped red
roof. Aim towards the cluster of houses separated from you by the gap and jump
across to pick up more paint and hit a medium green.

Get up to the upper tier. Scattered around the perimeter are two green smalls,
a green medium, a red large and a red medium; these bad boys are ones you've
hit before in The Monster of Kogane and Fight or Flight. There's a small red
secreted away up here, on the side furthest away from the huge staircase
connecting the second to this one; if you pull around the corner so you're in
the narrow road, keep a look out for an alley to your right. Inside there will
be a pole leaned up against the left side of the alley, connected to a wire
that leads over to the right side, connected to a balcony; your tag is up
there. The last tag in this area is behind the water tower.

When you're done there, make your way down into the sewer. There are a couple
ways down there from the residential area, either by dropping down the open
manhole on the upper tier near the big stairs, or by going past the stairs on
the docks and going in through the door over there.

In the sewers, there's a lot of action in the u-bends; in the one connected to
the residential area, there are three small greens and two small reds. When you
leave the u-bend, the wall framing the two u-bends has a pair of large reds
hanging on it. If you head down the stairs, into the room you started Kogane
Circus, there'll be a medium green lurkin' away just waiting for you to tag it.

Get over to the opposite side and hit the medium green on the wall across the
way. Duck into the u-bend here; There's a hidden path cutting through the
middle of the u-bend above the half-pipe, with the boxes hiding it from view;
inside is a medium green for you to hit. The u-bend itself has two small reds
and a small green; with these hit, head up to the factory ruins, which are
connected to this u-bend via the tunnel with three steep slopes.

When you pop up inside the factory, there are six small greens to hit in here
(three on either side) as well as a nice store of paint. Head out into the pit;
on the left side of the pile of cars is a green medium, and on the right side
are three small reds that you need to wall-ride to reach (you'd gotten these
earlier in No. 540). Using the same walls, jump to your right after you hit the
third red to land on the balcony hanging over the factory's mouth to hit two
large reds. Get out of the pit so you're taking a left from the car pile. There
will be two small greens on the wall at your right, as well as three more on
the wall the crane is resting on; you have to jump and wall-ride to hit those
three. Now tear into Kibogaoka Hill to finish this off.

If you want to finish efficiently, the last red tags are all on the sloped
roofs here, two small reds and a medium red (as well as two small greens), but
there are a couple you can hit on the ground level. In the second alley from
the top is a medium green, and at the very bottom of the hill is a small
green - but other than that, you're done!

       +=============================+
       [7.3.3] Benten-Cho
       +=============================+

TIME: 999.00
TAGS:
 SMALL: 2 (red), 14 (green)
 MEDIUM: 6 (red), 4 (green)
 LARGE: 7 (red), 1 (green)

(Before anyone asks, or charges down there without checking further along the
guide, or accuses me of making things harder, there isn't anything to tag in
the Subway. Just lettin' ya know, cuz I love ya.)

They kinda start you in a weird place - you're on one of the bridges connecting
Genkijomae Street with the business district. Either way, head into Genkijomae
Street and gather up your paint, which can be found along the rails heading
down the street. Hit the stuff here in whatever order; there are two small
greens, two medium reds and a large red around the looped area at the top, and
two small green as you head towards Genkijomae Plaza - which is where you'll
be going next anyway, so take the hidden path.

Not a whole lot to see here; a medium red and a large red on the awnings, which
you have to use the wires to reach (you hit these back in Graffiti High), and
eight small greens scattered along the billboards, which you can reach at
ground level by grinding on the rails in front of them. Now it's time to hit
the Train yard. Retreat to Genkijomae Street if you're low on paint. Yes,
unfortunately Benten-Cho's Jet Graffiti is very stringent with its paint
distribution, and much like in Benten Burning, the only caches are in
Genkijomae Street and the residential area.

There's actually stuff that you NEED to hit here for once! You can hit the two
small greens on the blue crates (if you're coming from Genkijomae Plaza, these
will be on the right) and the medium red down the way. Head to the opposite
wall to hit the two large reds and the green medium between them, then go back
up the train tracks and into the residential area.

When you get in here (assuming you took the Train yard entrance), there's a
large red on the wall directly to your right. Going down to the street level
from here takes you right to a large green (verrrry hard to miss), and if you
go around the corner, keep an eye out for the gutter hanging down between two
houses on your right. Grind up that, turn around, and either grind or jump
across to the connecting roof, which houses a green medium. As with Benten
Burning, the paint in this area can be found in two pyramidal shapes
containing ten yellow cans. One tucked away behind the building with two
gutters, one on top of one of those buildings, and then an extra ten-can
deposit on the tower's grind rail.

Drop back down to ground level and hit the large green hidden around the island
of houses furthest from the train yard entrance, and then hit the large red
nearby, bordering the tunnel connecting the residential area to the business
district. Head back to the rooftops one more time and jump into the alcove
above the tunnel, dashing and jumping from the closest roof, to hit the medium
red over there. Time to finish this off - head into the business district!

If you took the tunnel connecting the residential area to the business
district, you'll
appear near the walkway with the construction taking place overhead. There are
two small reds located on opposite sides of the street on this walkway, and if
you feel adventurous, you can go up to the construction area to hit a green
tag. Grind up the long staircase attached to this walkway and hop off near
the top, so that you land on a green skybridge stretched high above the
street; wait as the crane on top of a nearby building swings a platform over
to you, jump on top of said platform, and ride it across to the other, lower
skybridge, which has the tag in question on it.

Head into the alley dividing up the two building clusters; at the base of the
stairs of the big walkway with the construction, in that alley, is a large red.
With those stairs at your back, you want to go up the short walkway that will
now be at your left; head down to the opposite end, and then turn around so
you're facing the middle again. Grind on the right-hand rail and jump forward
when it first angles downward. You'll land on an awning, which is close to yet
another awning straight ahead; jump up onto that, and there will be a medium
green on the wall.

Finally, you'll want to go up the last of the three walkways; the guard rail on
here bordering the buildings has a small green you can hit as you grind past
it, and the last red tag you need will be at the very end. Grind on the outer
rail of the walkway and when you get near enough to the end, jump away and
land on the yellow awning lined up with you, and then hop over to the green
awning next to it. Hit the red medium, and you're finished!

       +=============================+
       [7.3.4] Bantam Street
       +=============================+

TIME: 999.00
TAGS: 17
 SMALL: 2 (red), 3 (green)
 MEDIUM: 7 (red), 1 (green)
 LARGE: 3 (red), 1 (green)

Just as in Tag or Die, you start on top of the gas station, facing the sign.
Dash and jump at the sign, picking up the paint; wall ride against it and jump
towards the wall with the small green tag hanging there, then head around
behind the gas station. Between the gap in the ledges near the basketball court
is a large red tag. If you can get up the speed, you can grind on the ledge
and then wall ride and wall jump in the corner just past the gap to hit the
two small green tags there.

Go down into the basketball court and stock up on paint. On one side of the
wall with three cans of blue paint on top is a large red tag. Hit it, then
go out the basketball court, heading towards the building with breakable
windows and hit the medium green tag on the way. Rather than going into the
building pull around the corner and head up the street again, hitting the two
medium reds on the storefront.

Go back up to the gas station roof and hit the large red tag on the billboard.
Once you've done that, jump onto the storefronts next to the gas station and
hit the three medium reds on the billboards. Go back to the gas station roof
and go past the billboard there; turn around so you're facing the storefronts
and grind on the billboard rail. You need to have good aim with this one: jump
for the nearest billboard on the storefronts roof and wall-ride against it.
Jump away from there and angle yourself at the next billboard in line, which
is closer to the front of the storefronts; hit the small red tag here, and
then jump away and angle to the next set of billboards at the left. Wall-ride,
jump to the right, hit the small red tag, then jump, angle left, wall-ride
again and burst through the breakable windows just ahead.

Jump onto the train tracks from here and head towards the massive billboard
mounted in the middle; hit the large green tag here before turning and going
back down the street. There's another large green tag on top of a high roof
across the street from the building with breakable windows; get up there and
hit the tag before turning around and heading up the street again. The last
two red tags, both mediums, are on the same set of buildings.


       +=============================+
       [7.3.5] Grind Square
       +=============================+

TIME: 999.00
TAGS: 18
 SMALL: 5 (red), 4 (green)
 MEDIUM: 4 (red)
 LARGE: 3 (red), 2 (green)

Okay, so, you know how I've been saying to use characters with high Graffiti
skill? This is the one exception. Due to having so few tags to hit, even a
character like Goji - with max health, high graff skill and a large can-
carrying capacity - the most efficient run will net you with a Nitro score,
bonuses included. Instead, you'll need to take a character with a
specialization in Technique (I recommend Tab or, if you have her, Love Shocker)
and focus on getting trick combos until your clock runs low. Just be sure to
leave ONE easy-to-reach tag unfinished so when your time is almost up, you
go to hit that one to complete the level.

Because Grind Square is more sandboxy than all of the other levels in the game,
you don't have to hit the tags in any particular, efficient order; the
important part is scoring those points. While any combo works out, I've found
that the best line to hit begins right where you start. Jump onto the red wire
suspended above the air, which will be just to your left; it carries you over
to the building with the hoyer lift that is in direct contact with the ground.
Ride the line all the way to the flag pole, and jump off after it crooks; try
to angle yourself at the snaking green pipe attached to the building in front
of you in order to extend the combo as you ascend. Follow the pipe as it
transfers you onto a ledge, then let it carry you to the green pipe on the
opposite side of the building. Ride it as it curves around and jump off at the
very end, landing on another short, red rail. Jump from their to one of the
angled red rails bordering the Golden Rhino statue, but instead of jumping off
as the rail ends, drop off to land on the ground. Return to the hoyer lift
attached to the ground, and when at the top, use the rails to return to the
starting position before repeating the line again. You'll get that Jet rank in
no time. Hit all of the red tags and some of the greens if you want (you won't
need to), but as I mentioned leave one easy-to-reach one for the end of your
run. I recommend one of the street-level small tags on the building with the
hoyer lift suspended off the ground.

As for the tags that need to be hit, there are seven on street-level: three
small reds on the building with the suspended hoyer lift (leave the one closest
to the lift for your level-ender), one small red opposite the building with the
hoyer lift on the ground, one medium under the awning of one of the buildings
facing parallel to the Golden Rhino statue, one medium on the building with
the suspended hoyer lift down the opposite wing of the three small reds, and
another medium down the same wing on the opposite side of the street.

Three red tags are halfway up the buildings that can be reached by following
the tech line I told you about before; instead of dropping off the rails on the
Golden Rhino statue, jump and continue the line for two connected Large red
tags. Turn around and jump onto one of the Golden Rhino statue rails, then
jump at the end; you'll be lined up with another set of red rails that takes
you up to the third of these mid-tier tags, another Large.

On top of the building with the grounded hoyer lift, there's a red Medium tag
on a wall near the flagpole (you'll see it if you're taking the tech line), and
another Small on the building with the green pipes attached (again easily
reached by following the tech line).


===============================================================================

       +=============================+
       [8.0.0] Graffiti Souls
       +=============================+

Before we start this section proper, let me tell you right now: Jet Technique
is your friend here. If you collect a Graffiti Soul in a level and fail to
complete the mission (dying, being carried out of a level, running out of time,
returning to the Garage prematurely), you won't have it in your Graffiti Soul
list and will have to go get it again. Jet Techniques are great just for this
reason: it's impossible to lose unless you leave the level or die, and even
then it's hard to die because you don't have anybody chasing you. You have
full access to a city if you do a Jet Technique, and ten minutes to explore
that city with. If you happen to pick some up during a story mode or Jet
Graffiti, then great! For the rest, though, you want to use Jet Technique to
hunt them down.

       +=============================+
       [8.1.0] SMALL
       +=============================+

#01 - BEAT: Beat the clock

Unlocked automatically. This is your default Small tag.

==============================

#02 - GUM: Pop!

Unlocked automatically when you start the game.

==============================

#03 - TAB: Tab me

Unlocked automatically when you start the game.

==============================

#04 - COMBO: Don't push it, kid!

Unlocked when Combo joins the GGs.

==============================

#05 - PIRANHA: Beware my bite!

Unlocked when Piranha joins the GGs.

==============================

#06 - GARAM: Freaky deaky

Unlocked when Garam joins the GGs.

==============================

#07 - MEW: Purr like a kitten, fight like a tiger!

Unlocked when Mew joins the GGs.

==============================

#08 - CUBE: Fear me

Unlocked when Cube joins the GGs.

==============================

#09 - YO-YO: Yo yo, baby!

Unlocked when Yo-Yo joins the GGs.

==============================

#10 - SLATE: You gotta cheat to solve puzzles

Unlocked when Slate joins the GGs.

==============================

#11 - RYU: Ryu 2?

[SHIBUYA-CHO: BUS TERMINAL] - At the very far end of the longest ledge, near
where it drops off to the moving van, #11 is sitting right in reach.

==============================

#12 - DRAGON: Dragon crew who are you?

[SHIBUYA-CHO: CENTER STREET] - On the main road, about halfway up the hill and
in the middle of traffic, #12 will be on the side heading uphill.

==============================

#13 - ANTI-TAG: Watch out!

[SHIBUYA-CHO: PARK STREET] - This one is pretty easy. Stand on the bridge that
hangs over the empty sewer; you want to face the playground so that the houses
on top of the sewer are on your right. Dash and grind onto the rail bordering
the right side of the street; jump away and angle for the building with the
red roof. #13 is right on top in plain sight.

==============================

#14 - EDGE: Edge you out

[SHIBUYA-CHO: CENTER STREET] - On the side road nearest the bottom of the hill
is a set of triangular stand-sign things, on the opposite side of the street
from the path connecting it to the path beside it; knock them over to find #14
hidden underneath one of them.

==============================

#15 - SICK PUPPY: How much is that mutt in the window?

[SHIBUYA-CHO: BUS TERMINAL] - Head over to the long bus shelter closest to the
ledges and trek down to the end furthest from the stair cases. There are a pair
of rails attached right to the end, one connecting it to another shelter, the
other sticking out and facing the ledges. #15 is suspended in the air beyond
the rail facing the ledges; it takes a bit of timing, but you have to grind on
the rail and then jump away in order to snag it.

==============================

#16 - HAZE: Hazey-daze

[SHIBUYA-CHO: PARK STREET] - Grab a high-stamina character like Combo or Slate.
(Don't use Goji because of the extra damage he incurs, and don't bring Potts
along either because he's too short.) You're gonna be throwing yourself into
the street for this one, literally: it's hanging in the air at the end of the
street furthest from the playground. The only way to get it is to get on top of
a truck or a bus as it passes by, and there's a couple ways to do it, and the
simplest is to simply throw yourself at it. With your back to the playground,
#16 is in the lane closest to you (the one going from near the playground to
the opposite end of the street); go past the bridges bordering the park and
watch out for the traffic's pattern (bus-car-TRUCK-car-car-car-car-car).
When the truck is next in line, get in the middle of the street and jump
straight up as it's about to hit you; the impact will put you right on top of
the cab, and from there, all you need to do is ride it to the Graffiti Soul.
Jump again before you reach it in order to snag it in the air, and just be
careful not to let the truck carry you out of the level.

==============================

#17 - RYU: Ryo baby!

[KOGANE-CHO: FACTORY RUINS] - Up at the top of the area, the crane's arm is
resting on a wall. Grind that wall away from the exit leading into Kibogaoka
Hill and jump at the end to grab #17 out of the air.

==============================

#18 - HAPPER: Break it!

[KOGANE-CHO: RESIDENTIAL DISTRICT] - On the bottom tier, there is a series of
girders that goes around the outside of part of the Residential district. If
you go to the far end of the area you started out on in The Monster of Kogane,
you'll see a boat docked there, and the girder is just past that; jump and
grind on the girders. They will only break once (you can pick up #20 on the
small patch of ground here); jump over to the second length of girders, and
when you've reached the very end of the entire thing, #18 will be hanging in
the air over the water. Time your jump right or else you'll miss it!

==============================

#19 - PLUG: Plug your hole!

[KOGANE-CHO: SEWERS] - Go into the U-bend tunnel opposite the stairs. (You
start with this tunnel behind you in Jet Technique.) Go into either short end,
and above the inner part of the half-pipe, there's a break in the wall with
a bunch of cardboard boxes covering it; bust through the boxes and travel the
hidden alley and #19 is partway down.

==============================

#20 - SLIDE: Watch yer back

[KOGANE-CHO: RESIDENTIAL DISTRICT] - Follow the path you did to get #18, and
#20 is partway there on the small bit of land dividing the two girder grinds.

==============================

#21 - NUTS: Buck-nutty!

[KOGANE-CHO: FACTORY RUINS] - Inside the abandoned factory in the pit, there
are a set of catwalks hanging over the half-pipe; you can use the other
catwalks set against the wall to get there. Just go around to the back wall of
the factory and #21 is yours.

==============================

#22 - BABOO: It's epidemic [DC]
     STEVE O: Dream On! [XBLA/PSN/Steam]

[KOGANE-CHO: RESIDENTIAL DISTRICT] - On the upper tier, go to the opposite end
of the street from the stairs connecting the upper and second tiers. Hang a
right around the street corner, and between two of the houses here, there will
be an alley; there is a pipe propped up against the left side of this alley
which leads to a wire crossing over to the opposite side, which in turn is
attached to a balcony. Grind on this pipe-wire-balcony set and #22 will be
right at the very end.

==============================

#23 - RECO: Record fanatic

[BENTENT-CHO: BUSINESS DISTRICT] - This one is floating high in the air just
past one of the stair rises. You'll need one of the big purple trucks that's
making clockwise circles around the area; go to the place they emerge from and
jump at them when they come by so that you get hit and wind up on top of them.
(You don't want to do this at any sloped part of the road.) When you pass
beneath the first stair rise, wait a couple seconds and jump up into the air.
If you let your camera adjust itself automatically as you're riding the truck,
you'll be able to see it. Bring a high-stamina character.

==============================

#24 - E.O.C: Every other caption

[BENTEN-CHO: RESIDENTIAL DISTRICT] - Go into the tower and ride down the long
grind rail. Jump so you clear the first set of roofs and land on the rail that
bends twice over the road; before the first bend, jump and angle left into
another raised roof area that's fenced in.

==============================

#25 - CHUPA CHUPOP!: Be bop [DC]
     PRAY N SPRAY: Ghostie [XBLA/PSN/Steam]

[BENTEN-CHO: GENKIJOMAE PLAZA] - Get onto the platform in the center of the
area that has all the wires hooked up to it. One of the wires leads to the red
awning with a huge octopus thing beside it; #25 is on the ledge beneath that
octopus. Use the rail to grind and jump beneath the octopus' legs. Now, be
careful because the octopus' legs cause damage (for some reason) if you hit
them and will knock you out of the air, so bring a small character - Potts is
PERFECT here, especially because he can take a beating.

==============================

#26 - THE FOOL: Skate puppet

[BENTEN-CHO: SUBWAY] - A fun, yet risky Soul, #26 is a test of your Wall riding
skill. About halfway down the Subway from either entrance, wall ride and jump
onto one of the rail-topped dividers. Almost right away, jump off and wall
ride again, jumping one last time to go through the Graffiti Soul. You can do
this from either end of the divider and the #26 is in plain sight.

==============================

#27 - HAZE: All across the globe

[BENTEN-CHO: SUBWAY] - This is the kind of Graffiti Soul that really teaches
you how the dynamics of this game work. Enter the Subway from the business
district; once you reach the platform, you can spot #27 floating against the
wall, seemingly out of reach - but it's not. Keep in mind that you can grind
on the rails and ledges of the Subway platform and wallride on the walls.
Build up speed by grinding on the ledge opposite the one closest to #27,
then hop up onto the blue safety rail. Almost immediately, jump and wall ride
against the wall bordering the entrance the trains pass through; jump again and
angle yourself at the wall #27 is floating against. Jump one more time and it
ought to be in the bag. Bring a tall character to seal the deal.

==============================

#28 - JURASSIC 5: The world famous beat junkies [DC]
     CUSTAT: Shake [XBLA/PSN/Steam]

[BANTAM STREET] - You want a tricky Graffiti Soul to reach? Here's your boy. In
Bantam Street, the starting area in Tag or Die, you need to grind on the ledge
in front of that big billboard on top of the gas station, away from the stairs
leading up to it. Jump away before it ends and aim for the front of the
billboards across the gap; you need to wall ride on these, jump away, aim for
the billboards on the left, wall ride on those, jump and aim for the next set
of billboards to the right, then again to the left, and once more to the right;
this Graffiti Soul is between the last two billboards and most certainly will
take more than one attempt to reach.

==============================

#29 - MIX MASTER MIKE: MIXMASTERMIKE [DC]
     JUAN: Let's Go Dogg [XBLA/PSN/Steam]

[BANTAM STREET] - From the starting point in a Jet Technique, go forward and
onto the sidewalk on your right, so that the storefront is directly beside you.
On your left, there'll be an orange and white...thing, I forget what they're
called, but you'll know what I mean when you see it. Jump onto that and grind;
almost immediately, you'll want to jump up onto a beam connecting two support
beams on the train tracks. #29 is floating there.

==============================

#30 - ROB ZOMBIE: House of 1000 corpses [DC]
     HANZO: Hero [XBLA/PSN/Steam]

[GRIND SQUARE] - Jump onto the hoyer lift hanging just off the ground. Once at
the top, turn left and grind on the ledge that will now be to your side; jump
onto the pink wire lined up with it before the ledge angles away, and #30 is
right there.

==============================

#31 - POISON JAM: Land of monsters

Unlocked when you get JET ranks on all Kogane-Cho levels in Story Mode.

==============================

#32 - NOISE TANK: It's a wonderful chemical world

Unlocked when you get JET ranks on all Benten-Cho levels in Story Mode.

==============================

#33 - LOVE SHOCKERS: What a shock!

Unlocked when you get JET ranks on all Shibuya-Cho levels in Story
Mode.

==============================

#34 - GOLDEN RHINOS S: Golden Rhinos

Unlocked when you get JET ranks on all Grind City levels in Story Mode, after
clearing the game at least once.

==============================

#B1 - JAY MACK: Territorial [XBLA/PS3/Steam only]

Unlocked when Potts joins the GGs.

==============================

#B2 - ANJA: Fly [XBLA/PS3/Steam only]

Unlocked when Potts joins the GGs.

==============================

#B3 - MELODY: Temporal Glitch [XBLA/PS3/Steam only]

Unlocked when Potts joins the GGs.

       +=============================+
       [8.2.0] MEDIUM
       +=============================+

#35 - BEAT: Beat this!

Unlocked automatically. This is your default Large tag.

==============================

#36 - GUM: Minty cool flavor

Unlocked automatically when you start the game.

==============================

#37 - TAB: Pull the tab

Unlocked automatically when you start the game.

==============================

#38 - COMBO: Watch my moves!

Unlocked when Combo joins the GGs.

==============================

#39 - PIRANHA: Sharpest teeth!

Unlocked when Piranha joins the GGs.

==============================

#40 - GARAM: Man with a plan!

Unlocked when Garam joins the GGs.

==============================

#41 - MEW: Sweeter than sugar

Unlocked when Mew joins the GGs.

==============================

#42 - CUBE: Tougher than you

Unlocked when Cube joins the GGs.

==============================

#43 - YO-YO: Yo! 3D

Unlocked when Yo-Yo joins the GGs.

==============================

#44 - SLATE: Blue slate

Unlocked when Slate joins the GGs.

==============================

#45 - BLACK DONUT: Thisa way thatta way

[SHIBUYA-CHO: BUS TERMINAL] - Grind on the green rail running perpendicular
to the bus shelters - the one bordered by the taxi and the moving van that
you've had to tag in any game missions. Jump up and hit the wall ride on the
billboard to the left of the rail and you'll nab #45.

==============================

#46 - ILL WRITER: Spray me

[SHIBUYA-CHO: CENTER STREET] - On the main road, about halfway up the hill and
in the middle of traffic, #46 will be on the side heading downhill.

==============================

#47 - MELTING POT: Home of the brave

[SHIBUYA-CHO: PARK STREET] - Go to the playground. This one is suspended just
over the barrier separating the elephant slide from the overpass; the easiest
way to reach it is to get onto the ramp leading up to the top of the slide
(the one that curves around at a gradual slope) and dash partway up; jump onto
the outer rail and grind on it. Jump off near the end and snatch #47 out of
the air.

==============================

#48 - BREAK: Break it up!

[SHIBUYA-CHO: CENTER STREET] - This guy is hiding in the alley connecting the
middle two back roads. Go up to the top of the stairs and turn around - you'll
be able to see it. Just line yourself up, dash, and jump at it.

==============================

#49 - BOUZ: Clumsy punk

[SHIBUYA-CHO: BUS TERMINAL] - This one is hovering under the stair rise in
the Bus Terminal, the end furthest away from the ledges. The only way to reach
it is to hop onto one of the cars driving beneath it; head down the street a
little ways and jump onto a car as it's driving past. When you get close to the
Graffiti Soul, jump up to nab it; easy enough to get, just be careful that the
car doesn't carry you out of the level!

==============================

#50 - HAZE: Haze amaze!

[SHIBUYA-CHO: PARK STREET] - Go onto the overpass and grind on the arm of the
crane. Jump at the end, and #50 is perfectly lined up with the direction the
crane was pointing in.

==============================

#51 - YELLOW MAGIC: Cubizmo

[KOGANE-CHO: SEWERS] - This guy is floating in the air between the catwalk and
the ledge opposite the stairs. Grind on the catwalk rail and jump across to
nab it.

==============================

#52 - EBISU PIN: Ride the wave!

[KOGANE-CHO: RESIDENTIAL AREA] - At the bottom of the staircase that leads
from the second tier to the upper tier, take a left so you're heading down
the pier; only a couple houses down from your starting point is a house on your
right with an open door. Go inside, and #52 will be hidden around the corner
of the door, on your left.

==============================

#53 - CHEAP: Cheap and street [DC]
     CHOPSTICKY: Tentacles [XBLA/PSN/Steam]

[KOGANE-CHO: KIBOGAOKA HILL] - This guy is floating in the air above the long
alley running through Kibogaoka. You want to get yourself onto a particular
roof - if you're going uphill it'll be the one directly to the left of the
long, red roof that you can grind on. Get on top of that roof to the left of
the long red one (you'll have to go uphill a little bit in order to be high
up enough to reach it) and you'll be able to see #53 from there; just dash-
jump over to it.

==============================

#54 - MUDDY: Muddy waters drown no soul

[KOGANE-CHO: FACTORY RUINS] - #54 is hanging on a phone wire stretched over the
pit; best way to do it is to either grind on the highest ledge surrounding the
pit and jumping to it, or just lining yourself up with it from outside the pit
and jumping onto the wire.

==============================

#55 - HAZE: Haze craze

[KOGANE-CHO: RESIDENTIAL DISTRICT] - Go to the upper tier. This one is pretty
close to the stairs leading up from tier two; at the top of that staircase,
there's that medium tag just ahead and to your right, and if you were to take
a right at that fork, you'd be heading towards that back lot with the large
tag. Between the building with the medium tag and the back lot with the large
tag is an alley cleverly hidden by a wall of cardboard boxes. Crash through
them to find the alley and #55 secreted away inside.

==============================

#56 - SEA CAT: Meow!

[BENTEN-CHO: RESIDENTIAL AREA] - Go into the tower and grind down the long
rail. Jump straight forward when the rail ends, and #56 is right in your path.

==============================

#57 - COMPILE: Hunt and gather

[BENTEN-CHO: GENKIJOMAE PLAZA] - Get on top of the platform with all the wires
hooked into it, in the center of the plaza; there is a rail between the one
leading to the secret path into Genkijomae Street and the gate leading to the
train graveyard. This middle rail is connected to a billboard, near the top of
which #57 is floating. Grind that rail and jump to the left to nab #57.

==============================

#58 - YA-MAN: Chill Out

[BENTEN-CHO: GENKIJOMAE STREET] - Go to the line of cars parked against one
side of the street (there are five of them, with a gray one on top and then
alternating white and yellow), and get on top of the one closest to the bottom
of the hill. There is a red awning within jumping distance (it'll be in the
direction of the secret path connecting the street to the plaza), and hop on
top of that; look around to spot #58 floating in the air and jump at it.

==============================

#59 - GRAFFITI TERRORIST: Make your mark

[BENTEN-CHO: TRAIN GRAVEYARD] - Get onto the straight bridge with green rails
that connects Genkijomae Street to the business district. Grind on one of the
rails (your right if you're coming from Genkijomae Street, your left if you're
coming from the business district); you'll see #59 floating in the air near the
rail you're grinding on. Jump to get it.

==============================

#60 - JO: Smooth as silk

[BENTEN-CHO: BUSINESS DISTRICT] - This guy is hiding in a tree on the
southeast corner of Skyscraper district, on the inside curb. Use the nearest
jersey rail, since it's perfectly lined up with #60. Bring a tall character.

==============================

#61 - HAZE: Gaze at Haze

[BENTEN-CHO: BUSINESS DISTRICT] - Hanging in the air between the two stair
rises that you chased the Noise Tanks around on in [Noise Reduction]. Grind
along the outer rail of either stair rise; you have to time your jump in order
to reach it, but it's really easy otherwise.

==============================

#62 - JURASSIC 5: Rockin the decks with original beats [DC]

     MARCIO: Push [XBLA/PSN/Steam]

[BANTAM STREET] - This guy's floating against the sign for the gas station,
on the side facing away from the gas station itself. Get onto the train tracks
and land on something so you're not grinding; head in the direction of the
exit nearest the gas station (don't leave, obviously) and turn around to face
the sign; grind on the rail and jump at #62 to make it yours.

==============================

#63 - MIX MASTER MIKE: Funky hip-hop scratching [DC]
     SEPONE: SEPONE [XBLA/PSN/Steam]

[BANTAM STREET] - It's floating against the wall behind the gas station, over
a gap in the ledge; grind and jump, or wall ride, or however you want in order
to pick it up.

==============================

#64 - ROB ZOMBIE: Call of the zombie [DC]
     MELISSA: Flytekk [XBLA/PSN/Steam]

[GRIND SQUARE] - Go up the hoyer lift that sits directly on the ground. Go
right, so that there's a ledge beside you; go up the stairs for some good
speed and distance, turn around, and grind on the ledge. Jump when the ledge
becomes a wire, and the Graffiti Soul is right there.

==============================

#65 - POISON JAM: Rip You to shreds

Unlocked when you get JET ranks on all Kogane-Cho levels in Story Mode.

==============================

#66 - NOISE TANK: Noise destroys!

Unlocked when you get JET ranks on all Benten-Cho levels in Story Mode.

==============================

#67 - LOVE SHOCKERS: Shock the system!

Unlocked when you get JET ranks on all Shibuya-Cho levels in Story Mode.

==============================

#68 - GOLDEN RHINOS L: Golden Rhinos

Unlocked when you get JET ranks on all Grind City levels in Story Mode, after
clearing the game at least once.

==============================

#B4 - ABEL: Sega [XBLA/PS3/Steam only]

Unlocked when Potts joins the GGs.

       +=============================+
       [8.3.0] LARGE
       +=============================+

#69 - KABUKI JAM: Theater of sound

Unlocked automatically. This is your default Large tag.

==============================

#70 - EDGE: Off the edge!

Unlocked automatically when you start the game.

==============================

#71 - MONKEY BUSINESS: Don't monkey around!

Unlocked automatically when you start the game.

==============================

#72 - BREAKER: Breaker breaker!

Unlocked when Combo joins the GGs.

==============================

#73 - CUB-WRITER: Goof-off!

Unlocked when Piranha joins the GGs.

==============================

#74 - TOKYO UNDERGROUND: Let's play ball!

Unlocked when Garam joins the GGs.

==============================

#75 - MUSIC: Music lover

Unlocked when Mew joins the GGs.

==============================

#76 - GRIM REAPER: Sick town

Unlocked when Cube joins the GGs.

==============================

#77 - VANDALISM: Spirit of the art

Unlocked when Yo-Yo joins the GGs.

==============================

#78 - W.S.W: Wild style wars!

Unlocked when Slate joins the GGs.

==============================

#79 - CRAZY CREW: Psycho colors!

[SHIBUYA-CHO: BUS TERMINAL] - This one is also under the stairway bridge in
the Bus Terminal, on the opposite end from #49 - the end closest to the ledges.
Do the same thing you did with #49; hop a ride on the roof of a car coming
towards that end of the bridge, and jump up to grab #79 out of the air.

==============================

#80 - BOMB MASTER: You da bomb!

[SHIBUYA-CHO: PARK STREET] - Go to the short section of the overpass. Face the
crane, and then go to the very left corner of this area, right before it drops
off; roll over the edge and you'll wind up on a house with a maroon roof.
#80 is floating on here.

==============================

#81 - SOUND CRUSH: Mix it up

[SHIBUYA-CHO: PARK STREET] - Go onto the short section of the overpass and face
the crane. Beneath it, you'll notice an area with a big cage in front of it;
Jump over to that area (a dash-jump will clear the distance no problem) and
land in front of the cage. There's a door leading inside this area, on the side
closest to the giant stair case that leads up to the overpass. Go inside and
#81 is right there.

==============================

#82 - SARU: A head of the crowd

[SHIBUYA-CHO: CENTER STREET] - This one is on top of the awning at the bottom
corner of Center Street. You land here when you do Cube's challenge, so you
know where it is when you go after it in any other mode.

==============================

#83 - B BOSE: Pray for rain

[SHIBUYA-CHO: PARK STREET] - Get on the overpass near the elephant slide. Face
the playground and line yourself up with the swing set parallel to the slide
itself (it has two blue cans of paint hovering over it); jump onto the swing
set and grind on it. Jump away before the swing set ends and angle yourself
for the raised, metal sign holder thing over the street (it'll be to the right
of where you grinded). #83 is on top of that rail.

==============================

#84 - MONKEY MAGIC: Funky monkey

[KOGANE-CHO: SEWERS] - Go into the room at the bottom of the stairs (Poison Jam
starts here in Kogane Circus). In the middle of the room, there's a pile of
cardboard boxes, and #84 is in the hidden by them.

==============================

#85 - KARATE CHOP: Hi-yaaa!

[KOGANE-CHO: RESIDENTIAL DISTRICT] - From the upper tier, grind down the green
rail bordering the stair case that leads down to the second tier. It'll make
three turns before it ends - two bordering the stairs, and then a third that
spits you out towards the pier. Ride it past that third turn and jump straight
ahead; #85 is suspended in the air.

==============================

#86 - HARA KIRI: Fatal Regrets

[KOGANE-CHO: FACTORY RUINS]- This one is easy. It's directly on top of the roof
of the building inside the pit.

==============================

#87 - MAD BANANA: Return of the super ape!

[KOGANE-CHO: RESIDENTIAL DISTRICT] - Around the back of the water tower. You
know how to get here.

==============================

#88 - TWOSOME: Slapstick duo

[KOGANE-CHO: RESIDENTIAL DISTRICT] - The bottom tier, right where you start The
Monster of Kogane level; it'll be at your left, suspended beneath an
overhanging house. Back up, going as close to the water as you can; turn around
and dash-jump at the wall. Wall ride, and then jump away, angling yourself for
#88.

==============================

#89 - LIL' DEVILS: Devil may care

[KOGANE-CHO: KIBOGAOKA HILL] - Start from the bottom of Kibogaoka Hill and get
on top of the roofs. There are three alleys on the ground level that cause
breaks in the houses accordingly; this one is hidden between the middle and
upper break. I prefer to go for the middle break myself; heading uphill, go to
the rooftops just to the left of the big, long red one. (Bow chicka bow wow.)
Ahead and just submerged a little beneath the rooftops is a phone wire cutting
between two houses, hidden by another roof above it; drop down onto that phone
wire and grind into #89. Once you're close to it, you'll be able to see it.

==============================

#90 - TAKARA: Reaching out [DC]
     INTERROBANG!?: INTERROBANG?! [XBLA/PSN/Steam]

[BENTEN-CHO: RESIDENTAI AREA] - #90 is hidden in an alcove above the entrance
connecting the residential area to the business district. Dash-jump from the
corner of the central island closest to this alcove.

==============================

#91 - DRAGON: Year of the dragon

[BENTEN-CHO: GENKIJOMAE PLAZA] - You know those two ledges that always have a
medium and a large tag on them in story mode? Get up there. There is a phone
wire connecting the two, and #91 is on that. Grind.

==============================

#92 - QUIET DUB: Go to sleep

[BENTEN-CHO: GENKIJOMAE STREET] - Near the bottom of the hill are a white van
and a yellow van parked right next to each other. Get on top of the white van
and jump onto the nearest awning.

==============================

#93 - JAPAN CREW: Hip hop festival

[BENTEN-CHO: TRAIN GRAVEYARD] - Get on top of the idle train bordering the
business district. There's a pair of blue crates stacked on top of each other
near the end of the train that leads to Genkijomae Plaza and the residential
area; jump
onto them and grab #93.

==============================

#94 - JET GUY: Pull my finger

[BENTEN-CHO: BUSINESS DISTRICT] - Using the center stair rise, grind up the
outer rail of the stair case that goes higher than the rest. Jump off before it
ends and you'll see a girder attached to a roof; get on that roof (you need
some speed) and turn around so you're facing the girder. The girder stretches
to the other side of the street, connected to a big, white wall; grind the
girder and jump away, wall ride on the big white wall, and jump into #94.

==============================

#95 - HAZE: Purple Haze

[BENTEN-CHO: BUSINESS DISTRICT] - Using the center stair rise, grind up the
outer rail of the stair case that goes higher than the rest. Jump off before it
ends and you'll see a girder attached to a roof; get on that roof (you need
some speed) and skate over to the far end. There's a crane nearby that's
swinging a platform back and forth between this and another roof; get on that
platform and wait, and it'll eventually swing you into #95.

==============================

#96 - JURASSIC 5: Jurassic-5 Quality Control [DC]
     JORDAN: Snak Atak [XBLA/PSN/Steam]

[BANTAM STREET] - Get to the top floor of the building with destroyable
windows. Face the storefront with the billboards you had to tag in Tag or Die
and jump out through the middle window.

==============================

#97 - MIX MASTER MIKE: Eye of the cyklops [DC]
     SEPONE: SEPONE [XBLA/PSN/Steam]

[GRIND SQUARE] - Go up the hoyer lift that's hanging slightly above the ground
(you were facing it when you started the level in story mode). When you get
to the top of the area, head right, going up the stairs leading to the higher
roof; go to the far end of that area, and then turn around. Grind on the ledge
at your left; jump away at the very end and follow the arch of yellow paint
cans. The Graffiti Soul is at the end of that arch.

==============================

#98 - ROB ZOMBIE: American made music to strip by [DC]
     HANZO: RockNRoll [XBLA/PSN/Steam]

[GRIND SQUARE] - There are a pair of wires criss-crossing over the street, and
#98 is floating where they intersect; the easiest way to get to either wire
is to go up one of the hoyer lifts (either one you want is fine). If you go up
the one sitting on the ground, take a right out of the lift and keep the ledge
to your right. Running perpendicular to that ledge, just before the stairs,
is one of the wires. The same applies for the hoyer lift that doesn't touch
the ground, only instead everything is on your left instead of your right. Jump
over the ledges and grind down the wire.

==============================

#99 - POISON JAM: Jam to the venom

Unlocked when you get JET ranks on all Kogane-Cho levels in Story Mode.

==============================

#100 - NOISE TANK: Trancified

Unlocked when you get JET ranks on all Benten-Cho levels in Story Mode.

==============================

#101 - LOVE SHOCKERS: Heartbreaker

Unlocked when you get JET ranks on all Shibuya-Cho levels in Story Mode.

==============================

#102 - GOLDEN RHINOS XL: Golden Rhinos

Unlocked when you get JET ranks on all Grind City levels in Story Mode, after
clearing the game at least once.

==============================

#B5 - ANJA: Cursed [XBLA/PS3/Steam only]

Unlocked when Potts joins the GGs.

===============================================================================

       +=============================+
       [9.0.0] Soundtrack
       +=============================+

Jet Grind Radio has an absolutely bitchin' soundtrack, sporting a ton of music
by master DJ Hideki Naganuma and a lot of tracks by many underground bands.
They (almost) all fit the mood of the game, help keep things afloat - really
draws you into the atmosphere. This playlist covers all of the tracks in the
American Jet Grind Radio release:

ALL VERSIONS:

       Let Mom Sleep (Hideki Naganuma)
       Humming the Bassline (Hideki Naganuma)
       That's Enough (Hideki Naganuma)
       Everybody Jump Around (Richard Jacques)
       Sneakman (Hideki Naganuma)
       'Bout the City (Reps)
       Mischievous Boy (Castle Logical)
       Sweet Soul Brother (Hideki Naganuma)
       Rock It On (Hideki Naganuma)
       Yellow Bream (F-Fields)
       Electric Toothbrush (Toronto)
       Funky Radio (B.B. Rights)
       Moody's Shuffle (Hideki Naganuma)
       Grace & Glory (Hideki Naganuma)
       Jet Set Medley (Hideki Naganuma)
       Jet Set Station (Tornoto)
       Jet Set Groove #1 (Hideki Naganuma)
       Jet Set Groove #2 (Hideki Naganuma)
       Magical Girl (Guitar Vader)
       Super Brother (Guitar Vader)
       Miller Ball Breakers (Deavid Soul)
       Up-Set Attack (Deavid Soul)
       On the Bowl (Deavid Soul)
       OK House (Idol Taxi)
       Improvise (Jurassic 5)
       Dragula (Rob Zombie)
       Just Got Wicked (Cold)
       Slow (Professional Murder Music)
       Patrol Knob (Mixmaster Mike)

DREAMCAST ONLY:

       Yappie Feet (Deavid Soul)

XBLA/PSN/STEAM ONLY:

       Funky Plucker (Semi Detatched)
       Recipe for the Perfect Afro (Feature Cast)

===============================================================================

       +=============================+
       [10.0.0] Platform Differences
       +=============================+

Throughout the guide, I've been making note of differences between the original
Dreamcast release and the XBox Live Arcade, Playstation Network and Steam
ports. This section is dedicated to consolidating all of those differences.
They are as follows:

<<CONTROLS>>

 * The XBLA, PSN and Steam versions of the game grant the player the ability
   to rotate the camera, an option not available in the original.

 * The Steam port utilizes a keyboard-based control system, despite the fact
   that you're meant to use a USB controller.

<<GARAGE>>

 <<STREET>>

 * After completing any mission from the Street menu, the game auto-saves
   instead of asking for a manual save.

 <<GRAFFITI>>

 * The Graffiti menu no longer has slots to account for downloaded tags, as
   the ability has been removed. The amount of Small custom tags you can have
   has been reduced, and each size now has one to three new spots marked with
   the letter B. These spots contain bonus graffiti that has been inserted
   into the game as to not distrupt the Dreamcast's previously-established
   numbering system.

 <<SYSTEM>>

 * The System menu (represented by the pinball machine) has replaced some of
   the functions it used to have. The top-to-bottom layouts are "Save," "Stage
   Score" and "Options" in the Dreamcast version, and "Help & Options," "Stage
   Score," "Bonus" and "Return to Title" in the ports.

   * "Save" in the DC version was a manual save feature that you could do
     between missions, or after changes made in the Garage. It has been
     replaced by "Return to Title," which brings you back to the opening
     screen. It does not auto-save, so be careful.

   * "Options" in the DC version only had two things for you to do: adjust the
     volume of the music and activating/deactivating the use of the
     Dreamcast's rumble pack. In the ports, you get a breakdown of how to
     play the game in text, a visual graphic of the game's controls,
     activating/deactivating the camera-centering function and the "graffiti
     camera" (I haven't been able to figure out what this does), inverting the
     X and Y axis, and a silent credit scroll. The ability to adjust the
     music's volume is still part of this menu.

   * The "Bonus" menu in the ports contains a short documentary on the
     creation of Jet Set Radio, featuring several prominent figures in its
     production, as well as seven Jet Set Radio Future songs that can be
     unlocked by earning particular Achievements/Trophies. These songs are:

     * Fly like a Butterfly
     * Funky Dealer
     * Like it Like This Like That
     * Oldies but Happies
     * Shape da Future
     * Teknopathetic
     * The Concept of Love

 <<INTERNET>>

 * Potts' kennel is no longer used for Sega.Net, instead used for XBox Live,
   the Playstation Network and Steam. Aside from the Steam version, it has
   been renamed according to its respective platform.

 * Instead of being able to download custom tags, the kennel shows Leaderboard
   information and what Achievements/Trophies have been unlocked.

<<CHARACTERS>>

 * Potts' name has been changed to "Pots."

 * Unlocking Potts now unlocks additional Graffiti Souls, much like unlocking
   your rival gang members and Goji. His Graffiti Souls are marked with the
   letter "B" in the Graffiti Menu.

 * You can play as unmasked Poison Jam by holding down X/Square while
   selecting the Poison Jam icon on the Character Select menu.

<<GRAFFITI SOULS>>

 * Several Graffiti Souls have been replaced and added. They are:

   * #22 "BABOO: It's Epidemic" has been replaced with "STEVE O: Dream On!"

   * #25 "CHUPA CHUPOP!: Be bop" has been replaced with "PRAY N SPRAY:
     Ghostie"

   * #28 "JURASSIC 5: The world famous beat junkies" has been replaced with
     "CUSTAT: Shake"


   * #29 "MIX MASTER MIKE: MIXMASTERMIKE" has been replaced with "JUAN: Let's
     Go Dogg"


   * #30 "ROB ZOMBIE: House of 1000 corpses" has been replaced with "HANZO:
     Hero"

   * #B1 "JAY MACK: Territorial" has been added and is unlocked alongside
     Potts

   * #B2 "ANJA: Fly" has been added and is unlocked alongside Potts

   * #B3 "MELODY: Temporal Glitch" has been added and is unlocked alongside
     Potts

   * #53 "CHEAP: Cheap and street" has been replaced with "CHOPSTICKY:
     Tentacles"


   * #62 "JURASSIC 5: Rockin the decks with original beats" has been replaced
     with "MARCIO: Push"


   * #63 "MIX MASTER MIKE: Funky hip-hop scratching" has been replaced with

     "SEPONE: SEPONE"

   * #64 "ROB ZOMBIE: Call of the zombie" has been replaced with "MELISSA:
     Flytekk"


   * #B4 "ABEL: Sega" has been added and is unlocked alongside Potts

   * #90 "TAKARA: Reaching out" has been replaced with "INTERROBANG?!:
     INTERROBANG?!"


   * #96 "JURASSIC 5: Quality Control" has been replaced with "JORDAN: Snak
     Attak"


   * #97 "MIX MASTER MIKE: Eye of the cyklops" has been replaced with "SEPONE:
     SEPONE"

   * "#98 ROB ZOMBIE: American made music to strip by" has been replaced with
     "HANZO: RockNRoll"

   * #B5 "ANJA: Cursed" has been added and is unlocked alongside Potts

<<SOUNDTRACK>>

 * Yappie Feet by Deavid Soul, part of the Dreamcast's soundtrack, has been
   removed. The ports have two additional tracks added into the Grind City
   levels: Funky Plucker by Semi-Detached, and Recipe for the Perfect Afro by
   Feature Cast.

<<ACHIEVEMENTS/TROPHIES>>

  * As with all contemporary games and ports of older games, Achievements/
    Trophies have been added for all three ports. There's a more detailed list
    in section [11.0.0].

===============================================================================

       +=============================+
       [11.0.0] Achievements/Trophies
       +=============================+

As with most XBox 360, Steam and PlayStation 3 titles, Jet Set Radio comes
with a set of Achievements and Trophies that can be unlocked, giving you an
arbitrary numerical score or trophy collection that's REALLY only good for
bragging rights and funsies.

I love the damn things. :D

As I said before, I don't own a PlayStation 3, so any Trophy-related stuff here
is all researched or obtained from a third-party source. If any of it is wrong,
please let me know so I can adjust it.

Posted below is a list of the Achievements and Trophies you can collect, and -
when necessary - a small walkthrough to help you out.

====

A WORKING SENIOR [XBLA/Steam]
   Description: Unlock Goji and use him as a player character

   Tips: Obtain JET ranks for the levels Tag Or Die and Rock 'n Roll Grind,
   then clear the game at least once. See sections [6.3.1] and [6.3.2] for
   details.

   Value: 20 GS

====

BACK TO THE FUTURE [XBLA/Steam]

   Description: Unlock all songs in the Bonus Menu.

   Tips: The songs are unlocked via earning particular Achievements. Some are
   going to be a LOT easier than others as you get them via story progression.
   Others are going to require a lot of work on your behalf, but it's all for
   the good, right? Here are the songs in the game and the Achievements
   necessary to aquire them.

       Fly Like a Butterfly - Earn the We Got Us a Crew Achievement
       Funky Dealer - Earn the First Coat Applied Achievement
       Like It Like This Like That - Earn the King of the Street Achievement
       Oldies But Happies - Earn The Gang's All Here Achievement
       Shape Da Future - Earn the Second Coat Applied Achievement
       Teknopathetic - Earn the Paint the Town Red Achievement
       The Concept of Love - Earn the Training Wheels Achievement


   Vaulue: 10 GS

=====

BEHIND THE MASK [XBLA/Steam]

   Description: Unlock no-masked Poison Jam and use him as a player character

   Tips: First, unlock Poison Jam as a playable character (See sections
   [6.1.0], [6.2.3], [6.2.4], [6.2.5] and [6.4.2] for details). Then when on
   the character select screen, hold down the X/Square button
   (XBLA, Steam/PSN) as you select the Poison Jam icon. Keep holding it down
   until the loading screen has started, and you'll be able to play as the
   Poison Jam as they appear in the Behind the Mask level.

   Value: 10 GS

====

COPS SUCK [XBLA/Steam]

   Description: Draw graffiti 5 times on Onishima's back

   Tips: This is best accomplished in Shibuya GG. Onishima spawns beneath the
   platforms where two medium tags and one large tag necessary to complete the
   level can be found. Dash into him to knock him flat on his ass and lay the
   tag down on him as he's on the ground. Retreat back to the platforms, and
   so long as the Keisatsu are actively chasing you (represented by the word
  "RUN!!" appearing near the top of your screen), you will escape and hence
   reset Onishima. Rinse and repeat five times total.

   Value: 10 GS

====

DETACHED [XBLA/Steam]

   Description: Finish the game without anyone latching onto you with your
   first attempt

   Tips: Now, I'm not sure if "your first attempt" entails completing this
   Achievement in your first playthrough, but I'm going to say it's a pretty
   close bet. While this seems like it could be daunting, all it requires is
   knowing which enemies can grab you and how you can avoid them. Keisatsu
   beat cops, dogs, Golden Rhino patrollers, Rhino suicide bombers, Rhino
   Pyros, Assassin #3 and Assassin #4 are the only enemies in the game
   capable of grabbing you, and as such are the ones to really look out for,
   especially those that travel in numbers.

   So a quick list of things you can do to earn this Achievement:

   1// Know your enemies and prepare ahead of time.

   2// Use a character with a high maximum spray can count to reduce the
   amount of backtracking necessary. Tab, Garam and Slate are your ideal
   choices.

   3// If you find yourself backed in a corner, turn to face those that are
   charging at you. It the dash and jump over them as they leap at you,
   they'll sail right under you. (If you jump over them but one of them still
   manages to hit you, so long as they don't cling to you you'll be okay.)

   4// If one DOES manage to cling onto you, return to the console's dash-
   board by either hard-quitting the game (returning to the XBox dashboard,
   closing the window on the PC...not sure how this works on the PS3), or
   properly exiting the game properly (as in, going straight back to the main
   menu). Doing the latter doesn't auto-save, whereas returning to the Garage
   might. ~~~(Thanks to user Andy Thorley for the tip!)~~~

   5// Take care of larger tags where you can easily be reached either before
   or after any grabbing enemies spawn. This is easier said than done for some
   levels, and you run the risk of encountering a much more dangerous foe that
   could outright kill you.

      *~UPDATE!~* Additional information and tips have come in regarding
      earning this Achievement. According to user Andy Thorley:

   6// "In order to get this achievement I used a system of quick tagging
   (especially important in Fight or Flight); begin tagging, do the first
   stroke, then quickly stop and re-start tagging. You'll be asked to do the
   first command however many times, rather than doing progressively more
   complex moves."

   Value: 20 GS

====

DOG RUNS TOO [XBLA/Steam]

    Description: Unlock Potts and use him as a player character

    Tips: See section [6.4.nt] for details.

    Value: 20 GS

====

FEEL THE BEAT [XBLA/Steam]

   Description: Start the game for the first time

   Tips: Self-explanatory Achievement is self-explanatory.

   Value: 5 GS

====

FIRST COAT APPLIED [XBLA/PSN/Steam]

   Description: Complete Chapter 1

   Tips: See sections [6.2.0] through [6.2.9] for details.

   Value: 10 GS/Bronze Trophy

====

I GOT SOUL [XBLA/PSN/Steam]

   Description: Collect all Graffiti Souls

   Tips: See sections [8.0.0] to [8.3.0] for details.

   Value: 50 GS/Gold Trophy

====

I NEED A PARACHUTE [XBLA/Steam]

   Description: Fall more than 20 meters off a building

   Tips: You'll probably wind up getting this one just by playing the game.
   The Achievement doesn't entail landing on your feet; all you need to do is
   survive. I got it by accident in Monsters of Kogane by jumping over the
   bridge in the upper tier and landing near the starting area.

   Value: 5 GS

====

KING OF THE STREET [XBLA/PSN/Steam]

   Description: Complete all missions with any rating

   Tips: Just play and complete every story level, Jet Crush, Jet Technique
   and Jet Graffiti.

   Value: 10 GS/Bronze Trophy

====

LOOK BEHIND [XBLA/Steam]

   Description: Perform a Turn Trick in game

   Tips: You'll be tasked to perform this trick during the Tutorial, but if
   you're not patient enough, a turn trick is when, while skating, you tap
   up then down rapidly on the left stuck. It will turn you around and cause
   you to skate backwards.

   Value: 5 GS

====

LOVE RULES [XBLA/Steam]

   Description: Unlock Love Shockers and use her as a player character

   Tips: See sections [6.1.0], [6.2.1], [6.2.2], [6.2.9] and [6.4.1] for
   details.

   Value: 10 GS

====

NO EYES IN THE SKY [XBLA/Steam]

   Description: Draw graffiti 5 times on Helicopters

   Tips: There are only six sprayable helicopters throughout the story mode:
   one in Monsters of Kogane, three in No.540 and two in Rock 'n Roll Grind.
   I'm not sure if the Achievement requires you to hit all five in one play-
   through or across multiple ones (I assume the latter, as I got the Cops
   Suck Achievement over two playthroughs). The easiest are the two in Rock
   'n Roll Grind, as both helicopters are stationary and hover near wires used
   very frequently for transit. The one in Monsters of Kogane is - believe it
   or not - the most difficult to hit because it's rarely within tagging
   distance AND it moves around frequently. The ones in No.540 are also

   mobile, but their motions are predictable and they tend to travel in areas
   where you can reach them very easily. Two of them hover over the pit, near
   the high wall; you can jump off and sometimes get both in one leap. The
   third tends to hang out near the top of the level, and can be reached by
   grinding either the crane, or the wall the crane arm is propped up against.

     *~UPDATE~* More information has been contributed to me via user Andy
     Thorley:

  "you get the "No eyes in the sky" achievement if you tag five choppers on
  the same save file, but not necessarily in the same game. That is, you can
  spray the three in No 540, then complete the game, go back to chapter 1 and
  spray the 540 choppers again for the achievement/trophy."

   Value: 10 GS

====

NOISE MUSIC [XBLA/Steam]

   Description: Unlock Noise Tank and use him as a player character

   Tips: See sections [6.1.0], [6.2.6], [6.2.7], [6.2.8], [6.4.3] and [6.4.5]
   for details.

   Value: 10 GS

====

NUMBER ONE ARTIST [XBLA/Steam]

   Description: Use all graffiti in missions

   Tips: First you'll have to obtain all Graffiti Souls (sections [8.0.0]
   through [8.3.0]). While this isn't necessary to at least make headway,
   it IS necessary for earning the Achievement. When choosing your Graffiti in
   the Garage, any that you have but haven't used will be dulled while those
   you have will be highlighted, making it VERY easy to keep track of what
   you need to use. Using tags in Jet Crush or in any Rival Gang confrontation
   level does not count towards this Achievement.

   Value: 20 GS

====

PAINT THE TOWN RED [XBLA/PSN/Steam]

   Description: Complete Chapter 3

   Tips: See sections [6.4.0] through [6.4.5] for details.

   Value: 10 GS/Gold Trophy

====

PUBLIC MENACE [XBLA/Steam]

   Description: Make 100 civilians jump out of your way

   Tips: You'll get this just by playing the game. There are some areas that
   are more heavily populated than others, but there's no need to go hunting
   for 'em. This counts for ANYTHING that moves out of your way when you skate
   past, including animals - I earned the Achievement when scaring some crows
   off of a wire in the Kogane construction area.

   Value: 10 GS

====

REMIXES SUCK [XBLA/Steam]

   Description: Complete a level without collecting a Recovery Spray Can

   Tips: This is easiest accomplished in any Chapter 1 mission. The only thing
   you really need to be careful about is collecting one by accident - which
   can happen now and then if a recovery can is placed in the path of an
   escape route or tucked away behind something you might skate past. I pulled
   it off in Monsters of Kogane, but your mileage may vary.

   Value: 5 GS

====

RISE OF MONSTERS [XBLA/Steam]

   Description: Unlock Poison Jam and use him as a player character

   Tips: See sections [6.1.0], [6.2.3], [6.2.4], [6.2.5] and [6.4.2] for
   details.

   Value: 10 GS

====

SCRAPYARD BULLY [XBLA/Steam]

   Description: Shove the two civilians in No.540 level before the choppers
   show up

   Tips: The two civilians in questions can be found in the pit area of
   No.540. Just run through them to make them jump out of the way.

   Value: 5 GS

====

SECOND COAT APPLIED [XBLA/PSN/Steam]

   Description: Complete Chapter 2

   Tips: See sections [6.3.0] through [6.3.2] for details.

   Value: 10 GS/Silver Trophy

====

SO CREATIVE [XBLA/PSN/Steam]

   Description: Create a graffiti in all sizes

   Tips: Go into the Graffiti menu from the Garage and use the "Create
   Graffiti" option. You don't have to do anything special, just so long as
   you create and save something for all three sizes.

   Value: 10 GS/Bronze Trophy

====

TAG YOU'RE IT! [XBLA/Steam]

   Description: Tag out at least one rival gang member within 30 seconds

   Tips: This is best accomplished in the level Love Attack, section [6.2.9],

   because it's the only rival gang confrontation where you don't have to
   venture off to get paint before taking it to them.

   When approaching the Love Shockers from the starting point, there'll be a
   blue spray can to their right. Collect that and immediately start unloading
   on the rightmost Love Shocker. Follow her down the hill and grind the green
   fence she uses to pick up more cans. Keep close to her and keep spraying to
   net this Achievement no problem.

   Value: 10 GS

====

THAT'S HOW WE GRIND [XBLA/Steam]

   Description: Perform a 100+ trick combo

   Tips: There are several places in the game where this is doable. Though
   not easy by any means, these places are simple lines that require patience
   and timing instead of skill. The three places I've done it are in the
   business district in Benten-Cho, the sewers in Kogane-Cho and Bantam
   Street. Do them on Jet Technique maps, since they provide more time than
   Jet Graffiti and don't have anything that can harm you.

   For Benten, start grinding on one of the outer rails of the large catwalks
   wrapping around each building and grind in a clockwise direction. Before
   the second of the two catwalks angles to face the street, hop to the inner
   rail. As you grind down the stairs, jump forward and you'll be lined up
   with a short, blue siderail next to the street. Jump again over a small,
   vertical post to land on a short guard rail. Now you'll be lined up with
   one of the rails on that center catwalk that spreads across the street and
   between the two skyscrapers the other two catwalks border. Grind up the
   stairs (keep jumping to maintain momentum), and when you reach the top,
   follow it as it bends to the right. Hop across the bridge to land on the
   opposite rail, then follow it down. Jump away as you go down the stairs;
   you'll be lined up with another short blue rail that will be lined up with
   the outer rail of the first catwalk. About three laps will net you the
   Achievement.

   In Kogane, stand at the top of the stairs leading from the small room the
   Poison Jam start in during the Kogane Circus level. Facing the stairs, jump
   on the rail between the stairs and the wall. Follow the rail as it makes
   two left turns over the water, then jump the gap between both catwalks.
   Land the grind, then shortly after jump over to the sloped rail bordering
   aforementioned stairs. Ride it until it makes its first turn to the left,
   jump off and angle yourself at the wall so you wall-ride to the left. Jump
   away and land on the first rail you started on. It'll be a counter-
   clockwise path. Throw in wall-rides if you want to bump up the combo
   counter faster. This is the easiest of the three lines.

   In Bantam Street, the line to follow is a little longer than the one in
   Kogane's sewers. Head to the area behind the buildings, and set yourself up
   between the basketball court and the angled gray wall, which will have
  several green tags on it. Start by grinding the rail penning in the
   basketball court, being mindful to jump the gap in the fence. Before the
  fence angles to the left, jump and veer to the right to wall-ride against
  the gray wall. Land on the short ledge bordering it, then continue to ride
  it. Jump and wall-ride over the gap in the ledge. Before the ledge angles
   into that little nitch, jump and wall-ride, angling yourself at the narrow
  wall perpendicular to the one you just came from. Wall-ride off that one
   in the same combo and aim back towards the basketball court.

   Value: 10 GS

====

THE GANG'S ALL HERE [XBLA/PSN/Steam]

   Description: Unlock all characters

   Tips: See sections [6.1.0] through [6.4.5] for details.

   Value: 20 GS/Silver Trophy

====

TRAINING WHEELS [XBLA/PSN/Steam]

   Description: Complete Tutorial

   Tips: See section [2.2.0] for details.

   Value: 10 GS/Bronze Trophy

====

UNLOCK GARAM [XBLA/Steam]

   Description: Unlock Garam

   Tips: See section [6.2.ga] for details. This is...kind of a random
   character to assign an Achievement to, but okay.

   Value: 10 GS

====

WE GOT US A CREW [XBLA/PSN/Steam]

   Description: Unlock Gum and Tab

   Tips: See sections [6.2.gu] and [6.2.ta] for details.

   Value: 5 GS/Bronze Trophy

====

WHEN YOU'RE A JET [XBLA/Steam]

   Description: Complete every level with Jet rating

   Tips: To earn this Achievement, you need to get Jet ranks in all story
   mode , Jet Crush, Jet Technique and Jet Graffiti modes.
See sections [6.0.0]
   and [7.0.0] for details.

   Value: 50 GS

===============================================================================

       +=============================+
       [12.0.0] Aaaaand scene
       +=============================+

So.

You made it all the way to the end.

Um. Congratulations? I don't really have much to give you, and I'm not much of
a final boss. I'm just a doughy, lazy, white guy.

Well, in any case, thanks for sticking with me for so long! Here's hoping you
found the mad organizational OCD-ity of an aging nerd helpful. Or if you're
curious. Or if you just wanted to kill some time. Or whatever.

Special thanks goes to Andy Thorley for his assistance with the DETACHED and
NO EYES IN THE SKY Achievements/Trophies. Thanks man!

Rest easy, little Rudie...cuz tomorrow's a brand new day.

===============================================================================

Walkthrough written by TEi, can only be hosted by the the following sites:

gamefaqs.com

Jet Grind Radio/Jet Set Radio is copyright Sega.

If you need to get in touch with me, my email is tei(dot)sama(at)gmail(dot)com.