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Tony Hawk's Proving Ground
Table of Contents:
1. Introduction
2. Controls
a. Default Controls
b. Basic Moves
c. Unlockable Moves
3. Scoring Techniques:
a. General Reminders
b. Special Trick Allocation
c. Street Style: Using Grinds and Manuals
d. Vert Style: Getting Big Air
e. Mixed Styles: Using Your Entire Repertoire
f. The Easiest Way to Score Million-Point Combos
4. Story Mode Goal Types (Rewritten!)
a. Scoring
i. High Score
ii. High Combo
iii. Price is Wrong
iv. Red Light Green Light
v. Unique Combo
vi. Elimiskate
vii. Spot-Based Competition
viii. Medal Competition
b. Hit a Gap
c. Combo to a Point
i. Collection
ii. Standard Combo
iii. Trick Signs
iv. Checkpoints
d. Trick Lists
i. Skatetris
ii. Follow the Cameraman
iii. Standard Trick List
e. Other Goals
i. Do a Different Combo
ii. Trick for the Camera
iii. Style Scoring
iv. Gesture Tricks
5. Story Mode Guide: (Complete!)
a. Introduction
b. Skatepark-Beginning
c. Philly
d. Harbor
e. Museums
f. FDR
g. Lansdowne
h. Monuments
i. Skatepark
i. Hardcore
ii. Career
6. General Classic Mode Hints
7. Classic Mode Guide: (Coming Soon!)
a. Skatepark
b. Philly
c. Harbor
d. Museums
e. FDR
f. Lansdowne
g. Monuments
8. Gap Guide:
a. Skatepark
b. Philly (Coming Soon!)
c. Harbor (Coming Soon!)
d. Museums
e. FDR
f. Lansdowne (Coming Soon!)
g. Monuments (Coming Soon!)
9. Trick Lists:
a. Grabs
b. Flips
c. Grinds
d. Lips
e. Other Tricks
f. Transitions:
i. Grind Transitions
ii. Flatland Transitions (Coming Soon!)
iii. Lip Transitions
10. Special Tricks:
a. Special Airs:
i. Special Flips
ii. Special Grabs
iii. Special "Slow" Airs
b. Special Grinds
c. Special Manuals
d. Ideal Special Trick Walkthrough
11. Character Lists: (Coming Sometime?)
a. Created Character (Includes Stat Upgrades)
b. Pro Skaters
12. Version History
13. Contact Me
14. Legal
1. Introduction
Tony Hawk's Pro Skater was a suprise hit back when it was originally released
on the Playstation, and the sequel cemented its reputation. THPS2 also started
a new tradition of the great handheld titles in the series, starting on the
Game Boy Advance. As the series progressed, the handheld titles gained their
own identity, whether it was from new modes (Trial Mode in THPS3), new
storylines (THUG2), or unique concepts that haven't been seen since (the food/
injury system of Tony Hawk's Underground).
When the series jumped to the DS with Tony Hawk's American Sk8land, it gained
many similarities with the console versions (such as the behind-the-skater view
and four face buttons), but gained important distinctions, such as touch-screen
functions and the skatepark as a part of the story. Tony Hawk's Proving Ground
improves on the DS formula, while adding the levels and story of the console
versions without stinking horribly (hopefully Skate makes Tony Hawk better on
the console, but that's way off topic--Update: Skate It has been announced
for the DS and Wii, but at least on the DS it seems to be mostly touch-screen
based--and you'll see my opinion of THPG's touch-screen features in a moment).
2. Controls
2a. Default Controls
Throughout this guide, I'll refer to buttons by their command names (Flip,
Grind, etc), but in this section, I'll refer to the actual buttons going by
the defaults:
Flip: Y
Grab: A
Jump: B
Grind: X
Nollie: L
Switch: R
2b. Basic Moves
Ollie: Press B while on the ground
After you learn to move around on a skateboard, the first thing you learn to
do is Ollie, or jump into the air by pressing the back of the skateboard onto
the ground. You'll Ollie before almost every trick you do, so get used to it.
(P.S.: I use "Jump" and "Ollie almost interchangably through the guide.)
Crouch: Hold B while on the ground
Crouching while you're on the board is one of the simplest ways to gain speed,
and thus height when you do Ollie. In Tony Hawk, when you're crouching, you
can go up any slope and have much more speed and control; thus, you should be
crouching almost all the time you're on the ground (if not, I'll say so).
Stop: Hold Down while not crouching until the skater stops.
Stopping is about as close to getting off the board as you will get in this
version. While stopped, you can look around using the touch screen, or
initate a Freak Out (if it's unlocked).
Flip: Press Y+a direction in the air
Flips are the simplest tricks to do, and most beginners learn the Kickflip
as soon as they can Ollie. Flips are much quicker than the other air moves,
Grabs, and an experienced player can sneak one in just about everywhere.
Grind: Press X while on a grindable surface, and balance with Left and Right
Grinds seem simple in real life, but can be hard to hold for more than a second
or two. Thankfully, they're much easier in Tony Hawk thanks to that little
meter that appears next to your character. A grindable surface can and will be
just about anything, from railing and quarterpipe ledges to cars, power lines,
and even a spaceship! You'll grind for many reasons, including to get to high
places or build speed, in addition to the points.
Grab: Press and hold A+a direction in the air
Grabs are more complex than flips, as they require you to bend and grab the
board itself, and thus require more air. You'll mainly do grabs off
quarterpipes just to gain points.
Manual: Press Up Down while on the ground, and balance with Up and Down
A manual is simply a wheelie on a skateboard, and is hard to do in real life
for an extended period of time (thanks, Balance Meter!). On the other hand,
here you'll use it to link tricks together and make combos. On a related note,
if you do tricks while in a manual (like, say, bounce like a pogo stick), that
is called Flatland.
Revert: Press R or X while landing in a quarterpipe or from a transfer
The Revert isn't as much a real skating move as a linking trick created
specifically for Tony Hawk's Pro Skater 3. The Revert allows you to increase
your scores greatly by allowing you to link more than one quarterpipe launch
into your combos (of course, unlike in THPS3, the goals account for it).
You'll slow a bit when you Revert; it's mainly to keep you from sessioning a
halfpipe forever.
Spine Transfer: Press R while in the air on a spine/hip
Spine Transfers (and their relatives Hip Transfer and Transfer to Bank) allow
you to move from quarterpipe to quarterpipe when they aren't side by side, or
even on the same level. Often you'll use Spine Transfers when you're trying
to get to a higher level or clear a gap between quarterpipes.
Acid Drop: Press R while in the air over a quarterpipe/kicker
Acid Drops are simple; you just stop going forward and drop onto a quarterpipe.
This allows you to have long combos where you can, say, grind to a halfpipe,
jump and then Acid Drop into it, then Revert and session the quarterpipe for
more points. You can also drop onto kickers this way (only it's called a
Bank Drop).
Flips/Rolls: Press directions while holding a Flip or Grab
Yes, the two types of flips are somewhat confusing, but Grabs and Rolls are
certainly different. Flips and Rolls are unique because you can do them while
doing other tricks, making them free points and multipliers, in essence.
However, they're best used with slow Special Airs (see Special Tricks for
more), and not with Flips or Grabs, because they interfere with your spinning,
and makes them very hard to land. That doesn't stop Story from making you do
it, though.
Wallride: Press X while jumping at a slight angle into a wall
Wallrides are a simple, if gravity-defying idea (ride the wall like it was the
ground), but it's one of the hardest moves to do in Tony Hawk. Basically, you
want to be just a bit off parallel with a wall, then press X just before the
wall knocks you parallel. You can use the Wallride to get to higher ledges,
especially if you Wallie (B while wallriding) near the peak of your arch.
Wallplant: Press A just as you hit a wall head-on
If the discussion of "parallel" scared in Wallride, run away before I
introduce more math with "perpendicular!" Yes, it's hard to do a Wallplant if
you're not perfectly perpendicular with the wall, but it's not too hard to
skate straight in this game. You can create many unique combos with the
Wallplant, but it's most often used to faciliate many back and forth, infinite
combos that render the leaderboards useless (though that factor has been
lessened since Sk8land)
Lip Trick: Press X while holding B when skating perpendicular to a QP lip
Lip Tricks are kind of a stationary grind that you do on a quarterpipe lip.
In Tony Hawk, they're the red-headed stepchild--awkward to use, with not
enough incentive to use them. It's really hard to do one in this game, though,
but thankfully you only need to use them a couple times in goals. As for
scoring, lips function best as your one last quarterpipe jump, where they add
multiplier and many points.
Natas Spin: Press X while jumping on a pole/post (or similar object)
Natas Spinning was introduced in THUG2, but isn't as useful as it appears.
There aren't any transitions for Natas Spinning in this version of Tony Hawk,
thus, you're stuck with the same low-scoring single multiplier. Still, they
aren't entirely useless, as a Natas uses an independent balance meter, and, if
nothing else, can serve as free points and multiplier.
Switch Stance: Press R while on the ground.
A skater normally has the same foot out in front of her whenever he or she
skates. When a skater has the other foot in front, it's known as Switch stance
and even simple tricks are more difficult (but more impressive). In Tony Hawk,
being in Switch stance reduces all your stats (based on your Switch stat), but
rewards you with 20% more points. Switch tricks also lose value completely
independent of the normal tricks (explained more in the Trick Lists), which
makes them very valuable in a combo. In addition to pressing the Switch
button, you can also get into switch stances by spinning, and some tricks
switch your stance automatically.
Nollie: Press L while on the ground, then Ollie
A Nollie is similar to an Ollie, except that you press down on the front of
the board to jump. Other than that, you've probably never hear of it again.
You never have to use it in Story or Classic, and if you want the multiplier to
start your combo, you can much more easily use a No Comply (Up+A) or Boneless
(Up Up+A) instead. In fact, I think I've needed to use it once through my
entire Tony Hawk career (in a goal in THUG console). If lips were the
stepchild, Nollies are the child they forgot to bury. Either make them useful
(that one goal wasn't bad), or get rid of them and give L something useful.
2c. Unlockable Moves
(Note: You only need to unlock these moves in story)
Aggro Kick: Press Y while on the ground
Unlocked: Hardcore Style (Skatepark)
The Aggro Kick came from Tony Hawk's Downhill Jam's turbo, but the idea of
kicking your foot on the ground to speed up isn't exactly revolutionary.
Still, you should learn the timing for getting a full boost on your Aggro
Kick--press Y more or less as the foot hits the ground on the previous kick--as
soon as possible, as it will make the early goals easier, the middle goals
doable, and the hardest Sick goals not seem crazily impossible.
Gesture Tricks: Use the touch screen during specific goals
"Unlocked:" Do a specific goal in most levels
Gesture Tricks are an attempt to emulate the "Nail the Trick" function in the
console version of THPG (where you move the board using the analog sticks or
Wiimote); unfortunately, it falls very flat. Not only does it only work on
about five goals total, it's boring and basicly a touch screen minigame. Why
couldn't they just have Nail the Trick mode activated from the touch screen,
then be able to move the board just like a console (horizontal for Impossible,
vertical for Kickflip, circle for Shove-It, and combinations thereof)? Oh
well, something for the next game if/when it comes out.
Freak Out: After bailing or pressing L when stopped, use the touch screen
Unlocked: Hardcore Freak Out! (Philly)
Freaking Out comes from Tony Hawk's Underground 2 (the Jackass edition), and
has changed from its original purpose. Instead of just refilling your Special
meter after a bail, you can now regain up to 25-50% of your points lost! In
addition, if you activate it when stopped, you can score up to 10,000 Points
you can combo, as well as a speed boost (equal to a full Aggro, but not as
usable because your hand are off the controls for a second).
Focus Mode: Hit the lower-left corner of the touch screen while Special
Unlocked: Career and Focus (Philly)
Focus Mode was also introduced in THUG2, but is much better there than here.
When you Focus, you slow down time for a period of time, based on your Special
Meter, which it rapidly eats every second. Focus is best used for balancing
Grinds and Manuals, but there are three main problems. First, Focus is
impractical for Manual as it eats up too much Special for the Manual (even
Special Manuals) to keep up. Second, you'll most likely want to use Focus as
you're just starting to lose control of your balance, but you'll likely take
your left hand off the control pad to activate it, losing your grind in the
process. Finally, none of the long grinds are simple balance tests, but
instead have jumps and such, which are heck to do in slow-mo.
Footplant: Press B as you're landing in a quarterpipe/bank
Unlocked: Learning the Footplant (Harbor)
The Footplant is new for THPG, and as you try it out, it can seemingly
fluctuate wildly in effectiveness. When it's introduced, it seems like a
simple option to go along with the Revert. When you try to combo with it for
the goal, however, you find it's a major hinderance, slowing you down greatly
with its first use. Long after the goal, though, you try it again in an effort
to try to get the Sick scores, you'll finally find its niche: working off a
Transfer to Bank! The Revert is much harder than the Footplant to work on a
kicker, and you can eventually learn to get around its drawback by jumping to
a grind immediately. See, you can find a use for everything! (except a Nollie)
Bertslide: Press L+Left or Right while on the ground
Unlocked: Knuckle Draggin' (Museum)
Finally! A use for the Nollie button! The Bertslide came from Tony Hawk's
American Wasteland, but it came into full use in Downhill Jam, where it served
as a powerslide during races. While you aren't racing here, it still has some
uses. Its main benefit is that you can use it instead of a manual. Though it's
best used for short distances (turning sharper than a manual can), you can
learn to "snake" your way straight (though you can't go forever).
Ped Knockdown: Manual or Aggro Kick into a pedestrian to score a gap
Unlocked: Messin' with the Locals
This isn't a trick, as much as a way to add a multiplier (supposedly) easily.
Still, not only is it somewhat awkward to specifically aim for a pedestrian,
they disappear entirely in Classic Mode! What's the point?
3. General Scoring Techniques
All throughout the Tony Hawk series, there has been one constant: You won't
get very far unless you learn how to score a lot of points. THPG tries to
alleviate that pressure by putting most of the hardest scoring goals and almost
all of the competitions on the Career side of Story mode (more in the Story
Mode Section), but that still doesn't help for Classic Mode, or if you can't
complete the gaps of the Hardcore Goals. If you've played a Tony Hawk game
recently (if you haven't, go through the tutorial and understand how to make a
basic combo with reverts and manuals before looking at this), you'll understand
the bulk of this imformation, but there are many quirks specific to THPG and
the DS Tony Hawk's in general.
3a. General Reminders
With regard to anything in the game (and increasing your scoring potential in
particular), remember to increase your stats! All of the stat increases in
this game are based on long-term action (grinding a certain distance, doing
a number of tricks--go to Game Progress, View Stats to see your current goal,
and go to the Character List in this guide to view all the plateaus), so in a
worst-case scenario, you can always "grind" your stats (skate specifically to
reach the plateaus) in Story Mode until your stats increase, then try again.
The Golden Rules of Tony Hawk Scoring:
1. Doing tricks in a combo is worth magnitudes-more points than doing them
separate, because of the multipliers.
2. Because tricks (even the basic revert and manual) decrease every time you
do them during a timed score goal (including competitions and Classic Mode),
it's much better to do one big combo at the beginning compared with several
small combos.
3. Don't forget to set and use special tricks!!! (many people forget this)
If you remember those ideas, completing most of the Amateur Story goals based
on scoring should be simple. The other tips in this guide are primarily geared
towards the Pro and Sick Story Goals, the later Classic Goals, and ultimately
scoring 2-Minute High Scores for the online leaderboards.
3b. Special Trick Allocation
3bi. Beginner's Allocation
Even before you take "Tony's Tour," you have four special trick slots
available. If you set them to usable commands (easy-to-remember directions
like Up-Down or Down-Up) and use them, you'll breeze through even the Sick
early goals. Here's what I recommend for an intital setup:
2 Special Grinds (set to Up-Down and Down-Up)
1 Special Manual (set to Up-Right--see below)
1 Special "Slow" Air (set to Up-Down Grab--see below)
When I say a Special "Slow" Air, I mean something like a Kickflip McTwist or a
Nunchuku, something that's not a grab or a flip (see the full Special Trick
List for more).
You may notice that the Special Manual isn't Up-Down. The reason for this is a
special DS Tony Hawk quirk that comes in two parts:
A. Special Grinds and Manuals share the same command list (meaning you can't
both a Grind and Manual be Left-Right for example)
B. Special Manuals can't, at any time, be assigned to Up-Down or Down-Up.
I have no clue why those rules are there (they haven't changed since the GBA
Tony Hawk 2) but in practice, it's not much of an annoyance. The manuals all
have certain peculiarities, so pick something like Perfect Balance or Surfer
that's simple (see the Special Trick List in Section 10 for details).
If you're a beginner, you don't really need your Touch Special to be ideal, but
at the very least, make sure it's different than your Button Specials.
3bii. Advanced Allocation
By the time you're done with Story Mode, you'll have ten Button Special Trick
slots available. As long as you have at least some Special Grinds, Manuals,
and "Slow" Airs, the specifics don't really matter. As an example, here is my
current Button Special arrangement (see Section 10 for more details):
4 Special Grinds
2 Special Manuals
3 Special "Slow" Airs
1 Special Flip
Look at the Special Trick List to compare the different catagories, but realize
that, with some exceptions (notably the Manuals), the specific trick doesn't
really matter, just that you have a trick.
As for the Touch Specials, at least make sure they're different than your
Button Specials. The main idea is that you can't learn to rely on them, as
they disappear after five uses (of any type). For this reason, it's better to
focus your time on the Manuals, to use just as another type of flatland (see
"The Easiest Way to Score Million-Point Combos" for details).
3c. Street Style: Using Grinds and Manuals
When you think of Street-Style skating, what do you think of? You'll likely
think of rails, open spaces, and lots of different tricks, and that is what
will get you far in scoring lots of points. However, if you want to go farther
with mainly street style, you'll have to understand its two main weaknesses:
A. Street Style focuses on building multiplier, not base score.
B. Almost all of Street-Style focuses on holding balance.
The first point is easily remidied by finding a circular/long grind and holding
a Special Grind over the entire distance. The second point is harder to
change, but it can be lessened in three ways:
1. Increase your stats, and realize your limit and end combos when your stats
are maxed and balancing is becoming difficult.
2. If you quickly trick out of grinds and manuals instead of holding one
through the entire distance, you'll lose balance slightly slower (and you'll
greatly increase your multiplier)
3. Use Focus Mode if you have to, but understand that Focus has its own set of
problems (notably the delay between imput and result) and that it should be
used earlier rather than later (as you'll likely move your left hand from the
D-Pad to activate Focus).
3d. Vert Style: Getting Big Air
Vert Style skating is what you see in those extreme highlights; the skater
going up in the halfpipe and doing amazing things in the air. Unfortunately,
it's a lot harder to get the high scores in the halfpipe for two main reasons:
A. It's a lot harder to get multiplers through the air.
B. Your time in the pipe is limited by speed, which is a hard limit for pure
Vert skating.
The main way to gain more multipliers is to simply sneak in more tricks. Do
a roll or flip while you're performing a Special "Slow" Air, or even dedicate
one full air session to Kickflips if you're desparate. The second point is
more troubling, and there are three ways to help alleviate it:
1. Use your Aggro Kicks to give yourself a couple more airs (but those are
limited to five sets during a combo)
2. Remember to lip on top of the halfpipe to effectively give you one last
air.
3. Grind to regain speed (at which point you're becoming mixed-style--how
convienient!)
3e. Mixed Style: Using Your Entire Repertoire
If you need millions of points (or want ten million-plus for the leaderboards),
you'll need to use both Vert- and Street-Style Tricks. At this point, you'll
generally be using Grinds and Flips to gain speed and multipliers, Grabs and
Special "Slow" Airs to gain points, and Manuals, Reverts, and Aggro Kicks to
link the two together.
The key to getting maximum points is to know the level and know an easy to
follow line that includes both quarterpipes and easy grinds. The ideal
structure has rails in-between two quarterpipes (think of an elongated
halfpipe), like near the beginning of Museums, or on the sides of the long rail
through the center of Skatepark.
3f. The Easiest Way to Score a Million-Point Combo
Even though all of those ideas of mixing up your tricks may seem like the best
idea, there is a near-foolproof way to score consistent 500,000-1,000,000+
point combos--and you can do it anywhere. The trick is using one of the most
neglected parts of your repertoire--flatland.
Here is your general checklist for an easy flatland combo:
A. 2 Button Special Manuals, and Touch Specials that don't duplicate them.
B. A way to go back and forth from Switch (like the Flip to Switch, or a
simple Pivot).
C. Good Manual stats and/or good balancing skills (a good Switch stat wouldn't
hurt also).
The process is very simple, but here's the general idea:
1. Make sure you're at a standstill--a Pogo (Grind-Grind) or two is an easy
way to ensure this--and build your Special Meter.
2. Use all of your Button Specials until their minimum (five times), and your
Touch Specials as well.
3. Go into Switch and repeat step 2.
4. Go into a Truckstand (Grind-Flip) and/or Casper (Flip-Grind) and
Casper/Truckstand Flip (Flip-Flip) until they stop giving you multipliers (at
least ten times each) and end the combo.
You can contract the repetitions or expand the combo with more flatland, but as
long as you have the basic idea, you should get great scores even if you don't
add general comboing (like I mentioned in part 3e). If you do add that general
comboing to the flatland, then you can look forward to the leaderboards!
(Or not. The tops of all the leaderboards have already been maxed at 100
million each, and, to make things worse, many of them don't truly start their
combo until the replay ends, as to actively discourage competition.)
(Of course, you're lucky if the replays work anymore...)
4. Story Mode Goal Types
Before I start just giving you all the different goals in the game and just
tell you how to do them, I'd rather give you general hints for the different
types of goals first so you can try them yourself, then come back to the guide.
And if you think you can just skip to the meat, then you'll find yourself lost
in terminology, especially if you've never played a Tony Hawk game before.
Besides, this section's a lot better than the advice I give for most of the
beginning of the game (this is easy scoring/improve your stats if you can't do
it, etc.)
The goals in this game can be divided into five broad categories. "Scoring"
goals are based on scoring points, whether it's in a run, in a combo, in a
competition, or with a traffic light. "Hit a Gap" goals have you hit a big
gap, a bunch of small gaps, or something in between. "Combo to a Point" goals
include the various collection goals, checkpoints, trick signs, and simple (and
not so simple) combos. "Trick List" goals include Skatris, Cameraman, and the
generic mashup of the two. Finally, "Other Goals" is a catch-all for things
like Style Scoring, Different Combos, and those inane Gesture Tricks.
4a. Scoring
Since I don't want to copy and paste Section 3 here, I'll just tell you to go
look there if you're still struggling to put combos together. Instead, I'll
use this section to differentiate between the varieties of scoring Story will
ask for--and there are certainly lots of different types.
i. High Score
This is as simple as it gets: 2 Minutes (more or less) and a set of scores,
just like Classic Mode without SKATE letters. Still, you should try to get the
total as quickly as possible, with very few combos. In fact, if you bail your
big combo you should probably restart the goal because of the depreciation.
ii. High Combo
All that differs High Combo from High Score is that it forces you to do what I
already wanted you to do anyway. The nice thing about High Combo is that
depreciation doesn't carry over between combos, so you don't need to restart if
you fall short.
iii. Price is Wrong
As the name blatantly suggests, you're trying to hit a target score in a
certain range in a certain time without going over. Goals like this teach you
to do mental math in your head, as you'll need to calculate a score close to
the target, then slowly build it up. If you don't want to do math, I'll give
you a general target, even in score+multiplier form! Aren't I nice?
iv. Red Light, Green Light
Green is good, Red is bad--that's the goal in a nutshell. Thankfully, you can
still combo while the light is red, you just can't land it until it's green.
If you treat the goal as a High Combo goal, you can achieve your target score
(Yeah! More math!), then just go into a manual until the light's in your
favor.
v. Unique Combo
This goal is a variation of High Combo, but it requires you to use certain
tricks in your combo--and they often don't go well together. The best way to
tackle this goal type is to find a line that will help you link tricks together
smoothly and quickly (so your balance won't run out). Unfortunately, this
means much of the advice has to specialized to the goal and level, but it also
means I can give you a decent line to help you at least in one way.
(P.S: Yes, this sometimes isn't scoring, but it's still doing tricks for
trick's sake, not to hit a line or fill a list)
vi. Elimiskate
You'll only play Elimiskate twice: once at the beginning, then once for all
the Career marbles. This goal's basically a High Score goal in two phases, but
with one catch--your combo can't go beyond the time limit. Still, it shouldn't
be a problem.
vii. Spot-Based Competition
This is new to THPG, and the way it works is very simple. There are three
spots, and tricking near each one increases their meter. You complete the goal
by having each one high on the meter. Sounds simple, other than that they all
depreciate if you don't trick by them for a while, or if you bail. However,
there is a way to exploit that, and the fact that if you trick by them with a
combo, the entire combo counts. Simply start your big combo with only a bit of
time left on the clock, and make sure you go by all three spots before settling
into your standard comboing spot (or simply flatlanding), and you'll increase
all of them without the possibility of depreciation.
viii. Medal Competition
This is the competition you're used to: Best 2 of 3 Rounds, Judge Scores out
of 100. One thing that's notable is that bails seem to be punished a bit more
harshly this year, so don't bail in a good run, especially if you want a Gold.
Other than that and some noticable technical (why did they forget "End Current
Run" in the menu?) and design (whoever thought 2 minute rounds was a good idea
should be fired immediately!) issues, these competitions are the same as
always.
4b. Hit the Gap
Hitting gaps (and navigating in general) relies on a combo of three things:
Stats, Speed, and Balance. If you max your stats, use your Aggro Kicks, and
have good balance skills, you should be able to get anywhere and hit all the
gaps you can find.
There are many types of gaps, whether they are short gaps testing short-term
speed, long gaps that are primarily stat-based, or even goals that have you
find multiple (named) gaps. This is the most generic description, so I'll give
specific details for each specific goal, as well as in the Gaps section for
additional help.
4c. Combo to a Point
Comboing to a point can take many different forms, including collecting items,
hitting checkpoints, or collecting trick signs. Many times you don't even have
to do it in a combo! No matter what it's called, almost all of these end up to
be tests of balance or speed, which means "max your stats!" Still, this very
generic category can be divided many ways.
i. Collection
Collection goals have often been some of the most annoying goals in Tony Hawk,
even back when you were collecting big yellow letters. The DS itself helps
a lot with this because it gives you a convenient map on the bottom screen.
Even better, the map is populated with little yellow pluses that tell the
location of anything in the goal--whether it be combo markers, cameras, or
whatever you need to collect. Of course, I'll tell you where everything is
eventually.
ii. Standard Combo
Follow the markers to the end, and do it in a combo. Simple. The one annoying
thing for these is that if you get past the AM mark and land your combo, the
goal ends, even if you were going for Sick.
iii. Trick Signs
In some goals (mostly Collection, but some Standard Combos) signs you have to
trick through replace the markers, thus the name. Often the signs are tricks
you would be doing anyway (grinding and manualing), but sometimes you'll have
to Grab or Flip a gap, Spine Transfer a Spine, or Acid Drop a quarterpipe.
iv. Checkpoints
Checkpoints are an elongated freeform combo with only three markers, but with
other strings attached. Without question, the AM simply has you hit all the
checkpoints, the Pro makes you score some points, and the Sick makes you score
more points in a combo. The key to Sick is to simply continue the combo until
you have all the points you need (Hint: that's why Tony Hawk introduced
Flatland).
4d. Trick Lists
The Trick Lists category is named as such because all of these just give you
tricks to do in a list. Pretty much all the tricks are represented, from Grabs
and Grinds to Lips and Flatland (but still no Nollies). Most of these goals
test how well you can do air tricks off the ground without a quarterpipe or
kicker.
i. Skatris
Skatris can be very easy or very hard, depending on how far you are in the
game. The only constants are that the tricks are random within the goal set,
you can only have four tricks on-screen at a time, and the only increase in
difficulty within a goal is the number of tricks you have to do. One thing to
note is that you need to finish your combo (without bailing) to clear the list
and continue.
ii. Follow the Cameraman
Cameraman goals have three important differences from Skatris goals:
1. Only one trick or combo appears at a time.
2. The tricks are exactly the same, in the same order, everytime.
3. You have to keep moving to be in the range of the cameraman, and if any
part of the combo goes out of range, you have to start the combo again.
That third point will be the most important, and the most frustrating when
you're going for Sick in the later part of the game. Though the first sets
are easy, the last couple will need you to commit the order to memory and have
a plan to conquer it. Lucky for you, I've already struggled through that part
and have the full trick lists and strategies for each goal.
iii. Standard Trick List
Take a cameraman goal and remove the cameraman to get a standard Trick List
goal. Thus you get the best of both worlds--fixed trick list and free
movement--and the goal is a lot easier. Of course, some goals know this and
ask for harder tricks--no free lunch here!
4e. Other Goals
Finally, here's where I put all the other goals that either fit everywhere
(Trick for the Camera) or nowhere (Style Scoring). These goals can either be
very easy or very hard, since they have you do unique things.
i. Different Combo
The "Do # unique tricks" goals are some of the hardest in the game, especially
if you've been relying on repeatable tricks to get this far. However, they
can still be worked to an extent. A full flatland moveset counts for 10-15
moves even before you count in specials. You can also do the compass flips
and grabs for another 8 moves, and if your stats are high, you may get the
diagonals in as well for another 8 (though you'll need insanely good balance
skills to get all of them). An Aggro Kick and a Bertslide give you two more
moves, but any more and you need to do grinds or airs. There are 11 grinds
before Specials, and those are relatively easy to fit in. If you need still
need more (that's 30-40, and the highest is 45), you'll need to go to a
halfpipe. Lip transitions are the safest remaining way to build the totals,
but there aren't that many. If you still can't get it, there aren't many safe
options left--you have wall moves, double taps and your Special Airs. Good
luck! These are definitely some of the hardest goals in the series.
ii. Trick for the Camera
This is a new addition to the Tony Hawk series, and although the concept seems
simple enough (tricks only count when you're on camera in slow motion), the
system has more than its fair share of quirks. The main thing to realize is
that you lose all multipliers when you go into slow-motion. Though it may make
sense that you can't simply bring a big score to the camera, if you're grinding
or manualing into a ground camera, you'll simply lose the entire trick and need
to trick again to start scoring--and most cameras only have enough time for one
trick. These limitations mean the only practical way to score on camera is
with Special "Slow" Airs off quarterpipe cameras. The key to Sick scores is
to combo in the air, with front/backflips, rolls, or a late kickflip.
iii. Style Scoring
Introduced in Tony Hawk's Downhill Jam, style scoring is supposed to provide an
alternative to points for a goal. Unfortunately, it's easily exploitable with
an unbalanced combo full of high-rotation airs (and it doesn't even have to be
a combo). Each 540-900 degree (depending on your stats) grab you get at least
a hold bonus on (easily doable with Aggro Kick support) adds 7-10 points to
your score, and you can repeat with no penalty--just alternate between Melons
and Indys--to easily build up the score.
iv. Gesture Tricks
I don't even want to call this a goal--just a minigame with nothing to do with
the main game. You're given a motion on screen, then have to trace it with
your stylus. Thankfully the motions are the same each time, so I can give you
the order and finish it that much quicker.
5. Story Mode Walkthrough
5a. Introduction
The story mode in this game plays like single player in every Tony Hawk game
from THPS4-on--find a person, play a goal, repeat. It also includes the system
of goal-specific difficulty introduced in THP8. The newest concept is the idea
of the Career-Hardcore slider, but what does it really mean? To start, let's
look at how the goals are aligned in a standard (non-Skatepark) level:
6 Standard Neutral Goals (that don't affect the meter)
5 Standard Career Goals (that move the meter right)
5 Standard Hardcore Goals (that move the meter left)
2 Pro Goals (one on each side, that greatly move the meter)
3 Skill Goals (the hidden spraycans--these don't affect story progress)
You need to complete 11 goals to unlock a Pro Goals, and the Pro Goal you get
depends entirely on which aligned goals you do. I've tested it, and the meter
has nothing to do with it--you just have to do at least 3 goals with one of the
sides to unlock its Pro Goal. When you complete a Pro Goal, you'll get things
such as new skills, new special slots, and new modes, all exclusive to certain
Pros (like Bam Margera will allow you to Freak Out, while Rodney Mullen will
teach you to Bertslide). That Pro will also go into the Skatepark, where you
can attempt his Pro Challenge. These super-hard goals will eventually decide
what your final challenge against Tony Hawk is, and what path your skating life
will take overall. (More Testing to Come!)
Before we start, I'd recommend you look back at Section 3, where I break down
the basics of scoring, as well as Section 4, where I explain the various goal
types in Story Mode.
5b. Skatepark
Your Skatepark will be very meager at first, but as you buy new parts for it,
it will become a full-fledged park by the end of the story. For now, it serves
as an extension of the tutorial, as well as an introduction to the game.
Goals:
Tony's Tour: Take Tony on a tour around your skatepark.
Unlocked: Beginning
Style: Neutral
Category: Combo to a Point-Collection
Time Limit: 2:00
Difficulty:
Sick: Skate to 11 Spots
Tony's Tour is simply a guided tour around your skatepark. You just need to
follow the arrow and collect the flags while Tony comments on how meager your
park is. There aren't even multiple difficulty levels!
Hardcore Style: Press (Flip) 3 times to Aggro Kick. You'll need it to reach
the spots.
Unlocked: Tony's Tour
Style: Hardcore
Category: Combo to a Point
Time Limit: 0:05
The Aggro Kick is adapted from the turbo in THDJ, and is very useful for
keeping your speed and linking combos. However, unless you've already mastered
the timing to keep the Aggro Kick going, it's not the best way to combo to
Sick. You can simply grind and manual to the flags, and it will be a lot
easier to control than the Aggro Kicks for a beginner.
Career Style: Reach the score without leaving the halfpipe.
Unlocked: Tony's Tour
Style: Career
Category: Scoring-High Score
Time Limit: 2:00
Difficulty:
AM: Total Score of 5,000
Pro: Total Score of 25,000
Sick: Total Score of 50,000
Your first scoring goal is very easy, even if you haven't set your specials
yet. If you do Hardcore Style first (and even if you don't), you'll be able to
link two or three halfpipe leaps, which should easily get you the score. You
can even use flatland if you really stink at Vert Style (you even start with a
special manual).
After you complete those two goals, you'll go immediately to Philly. The park
will stay open through the whole story, allowing you to complete the Pro
Challenges at your own pace. The final challenge, however, won't come until
you complete the rest of the Story Mode.
5c. Philly
Philly is a very simple level, arranged primarily on a city block around a
construction area. Its simple nature leads to very easy goals, though the Sick
goals can still have some challenging points, especially for a beginner.
Goals:
Neighborhood Score: Get as many points as you can within the time limit.
Unlocked: Beginning
Style: Neutral
Category: Scoring-High Score
Time Limit: 2:00
Difficulty:
AM: Total Score of 10,000
Pro: Total Score of 30,000
Sick: Total Score of 75,000
This is another fairly simple scoring goal, and you don't even have a limit on
where you can skate. To quote the Bum: Dynomite!
Vendor's Price: Score within specified range of target score without going
over.
Unlocked: TBD
Style: Neutral
Category: Scoring-Price is Wrong
Time Limit: 1:00
Difficulty:
AM: Score within range before time runs out
Pro: Score within range in 50 seconds or less
Sick: score within range in 40 seconds or less
The first Price is Wrong has a very low range: 20,000 points with a 4,000
buffer. These goals (especially the early ones) are perfect for a person who
doesn't string together combos. On the other hand, it can be hard for an
experienced player not to go over at this point. Just do flatland (no
Specials!) and calculate a mental score (land it at 4,000 x 4 or 3,000 x 5) and
it's easy.
Combo Score: Get as many points as you can in a combo within the time limit.
Unlocked: TBD
Style: Neutral
Category: Scoring-High Combo
Time Limit: 1:00
Difficulty:
AM: 5,000 Points in a Combo
Pro: 25,000 Points in a Combo
Sick: 50,000 Points in a Combo
Combos seem to be much trickier for beginners than standard high scores,
because they require you to use Reverts and Manuals to link tricks together, an
overlooked idea by many beginners. If you don't understand it yet, a Special
"slow" Air followed by a Revert, or a 540 degree grab fueled by an Aggro Kick
(which counts as a trick) will get you the AM easily. If you want the Sick,
you should know how to score (and likely aren't reading this now).
Skate in Style: Skate a run that emphasizes style. Long grinds, long manuals,
big spins and holding tricks will score big.
Unlocked: TBD
Style: Neutral
Category: Style Scoring
Time Limit: 1:30
Difficulty:
AM: Style Score of 8 at end of run
Pro: Style Score of 15 at end of run
Sick: Style Score of 25 at end of run
If you don't want to read my Style Score primer, just realize the basic idea:
Holding grabs exploits the system! Go to one of the many halfpipes or pools in
the center, use Aggro Kicks, and hold a bunch of grabs to easily get the goal.
Trashy Run: Collect as many trash bags as you can within the time limit.
Unlocked: TBD
Style: Neutral
Category: Combo to a Point-Collection
Time Limit: 1:30
Compared to the first non-combo to a point, this one actually requires some
skill to get the Sick goal. Before I list the bags, remember your Aggro Kicks
to build Speed, and don't forget that all the objects are shown as yellow
plusses on the bottom-screen map, as well as orange beacons as you skate by.
AM: Hit the bag right in front of you, grind the dumpster in front of the
gate, hit the bag in front of you, wallride up the ledge to get bag 4
(or turn around), and the last bag is slightly to the right.
Pro: Continue down the street and get the two bags, then turn right and get
the bag on the dumpster.
Sick: Immediately turn left to get the bag by the Air Skill Challenge, go back
and grind the median to get bag 10. Spine the small spine to get number
11, spine up the building to get 12, then head into the construction
area. 13 is on the crane, 14 is on the dumpster, and 15 is on the
quarter pipe just ahead.
Red Light Green Light: Go for big combos while the light is green. Combos
landed during a red light give negative points.
Unlocked: TBD
Style: Neutral
Category: Scoring-Red Light Green Light
Time Limit: 2:00
Red Light Green Light is more annoying than inventive, as you can easily
circumvent the traffic light by going into a manual at the end of your combo.
Other than that, treat it like a normal High Score (more like High Combo) goal.
Transfers: Press (Switch) button to transfer.
Unlocked: Beginning
Style: Hardcore
Category: Combo to a Point-Collection
Time Limit: 1:15
The time limit is unusually tight for a beginner goal (at least the Sick part),
so remember your Aggro Kicks--not only for speed but to hit some of the
transfers.
AM: Spine right in front of you, then spine to your right. Go left and
around the corner and bank the two in front of you. Go around the
corner and spine the dumpster.
Pro: Get the other sign on the dumpster, then head straight (your original
direction) and hit the two spines straight ahead.
Sick: Turn right and spine, then hit the spine in front of you. Go into the
middle and bank by the crane (you need to turn so you're pointing out of
the area), then turn around and hit the last spine ahead.
Trick the Spine: Hit the gap while doing the tricks specified.
Unlocked: Transfers
Style: Hardcore
Category: Hit the Gap
Time Limit: 0:20
Difficulty:
AM: Spine Transfer (Switch)+Kickflip (Left+Flip) and hit the gap
Pro: Spine Transfer+Heelflip (Right+Flip)+Indy (Right+Grab) and hit the gap
Sick: Spine Transfer+540 Indy and hit the gap
If you're having trouble with any gap goals, remember Aggro Kicks and stats, as
well as the fact you don't have to Sick every goal the first time through. The
gap is right in front of you, so the only other thing to say is if you're
really having trouble, in Gap goals without cameras, you don't have to do the
trick over the gap, just in the combo.
Gesture Tricks: Go into Gesture Trick mode and complete as many tricks as you
can. Use your stylus.
Unlocked: Trick the Spine
Style: Hardcore
Category: Gesture Tricks
Time Limit: N/A
Gesture Tricks are an example of "innovate just to have something new." It has
almost nothing to do with the game, and yet you'll average about one a level on
the Hardcore path. Still, I'll give you the list of commands:
What a simple start to such a strenuous goal type. Remember that you can trick
off the ground and this should be a breeze. Since the cameraman calls out the
same tricks in the same order everytime, here's the list:
AM: 1. Flip Trick
2. Grab Trick
3. Kickflip (Left+Flip)
4. Grind Trick
5. Heelflip (Right+Flip)
Pro: 6. Manual Trick
7. Impossible (Up+Flip)
8. 5-0 (Down+Grind)
9. 180 Flip Trick--You can still do this on the ground with decent stats
10. Benihaha (Down-Left+Flip)
Sick: 11. 180 Double Kickflip (Left+Flip Flip)--Use a quarterpipe
12. 360 Inward Heelflip (Up-Right+Flip Flip)--Use a kicker/quarterpipe
13. Varial Heelflip (Down-Right+Flip)
14. Grind Trick+Flip Trick--Use a manual if necessary in between
15. 360 Grab Trick--Obvious quarterpipe
16. Varial Kickflip (Down-Left+Flip)
17. Bluntslide (Down Down+Grind)
18. Manual Trick+Grind Trick
19. 360 Flip Trick--Quarterpipe or kicker
20. 540 Indy (Right+Grab)--Use an Aggro Kick if necessary
Elimiskate Session: At the end of each time interval the skater with the
lowest score is eliminated.
Unlocked: Filmer in Town
Style: Career
Category: Scoring-Elimiskate
Time Limit: 0:45, 0:45
Difficulty:
AM: 2nd Place
Pro: 1st Place
Sick: 1st Place and win by 50,000 points</pre><pre id="faqspan-2">
Elimiskate is a very simple scoring variation--just make sure to land your
combos before the time intervals end. Here are the estimated scores:
AM: About 6,000 Points
Pro: About 25,000 Points
Sick: About 75,000 Points
Rooftop Photo: Do tricks for the photographer on film.
Unlocked: Elimiskate Session
Style: Career
Category: Hit the Gap
Time Limit: 0:10
Though the AM is absurdly easy, the Sick can be impossible with low stats. You
have enough time to do a quick flatland into Special, which will help, but
remember you can come back to Sick it after you improve your stats.
Grind Tour: Collect as many signs as you can within the time limit.
Unlocked: Rooftop Photo
Style: Career
Category: Combo to a Point-Collection
Time Limit: 1:00
The limit may seem tight, but the signs are close together and easy to find,
and remember that you can continue a combo after the timer expires. The list:
AM: Grind on the quarterpipes in front of you to collect 5 signs, then
grind the dumpster.
Pro: Grind the two lines and the spine for 3 signs, then turn right and
grind the curved pipe. Turn the corner and grind the line and the
dumpster.
Sick: Grind the rail, then turn the corner and grind the kicker. Go to the
corner and grind the ledge, then grind the upper ledge, Wallride and
Wallie, and finally grind the upper rail for the last sign.
Philly Demo: Keep all the judges impressed by doing tricks near them.
Unlocked: Grind Tour
Style: Career
Category: Scoring-Spot-Based Competition
Time Limit: 2:00
Difficulty:
AM: End run with all judges in Orange Area
Pro: End run with all judges in Blue Area
Sick: End run with all judges in Yellow Area
If you didn't read the primer, the basic idea to ace Spot-Based Competition is
to start a big combo late, making sure it goes by all three judges. The simple
way to do that here is to go in a semi-circle through the area, tricking off
the quarterpipe on each end. From there, you can go into anything, like
flatland. Here are the (very approximate) thresholds:
Hardcore Freak Out!: Go for a big combo and bail to start a Freak Out. Tap
the Touch Screen after a bail to recover your bailed
score.
Unlocked: 3 Hardcore Goals, 11 Goals Total
Style: Hardcore Pro Challenge
Category: Scoring-High Combo (Freak Out)
Time Limit: 1:00
Difficulty:
AM: Freak Out and Worth 10,000 Points
Pro: Freak Out and Worth 30,000 Points
Sick: Freak Out and Worth 100,000 Points
Freaking Out has two main purposes. The first is to gain an insane boost of
speed when you are at a standstill (come to a stop, press Nollie, play the
bars, and be ready for the speed). The second, and the goal for this goal, is
to recover score after a bail. When you bail and have a decent score, the bars
will come up, along with a meter (shown below). Hitting the bars high feeds
the meter, which recovers your score. As we look at the meter, the approximate
score percentage is:
_______________ _____ _____ _____
| A | B | C | D |
|_______________|_____|_____|_____|
A: No Score
B: About 25%
C: About 50%
D: About 80%
Max: 100%, I would presume (can anyone confirm?)
Thus, for the goal itself, just aim for as high of a score as you want to--
remember it's okay and encouraged to bail--and play the bars at least
reasonably well, and you'll be fine.
Career and Focus: Fill up your special meter and tap the bottom-left corner of
the Touch Screen. Score big while in Focus Mode.
Unlocked: 3 Career Goals, 11 Goals Total
Style: Career Pro Challenge
Category: High Score
Time Limit: 1:00
Difficulty:
AM: Score 10,000 Points During Focus Mode
Pro: Score 30,000 Points During Focus Mode
Sick: Score 150,000 Points During Focus Mode
Focus Mode was a good idea, but it seems too hard to use except in very
specific instances. Other than the fact that it's activated via the Touch
Screen, it also doesn't work well during combos, mainly because the slow-motion
interferes with your timing. Focus is best used when you're trying to balance
a grind or manual, but even then, it eats your special too fast to be used more
than at the end of a combo. Fortunately, a "Focus Mode Combo" here only means
you have to be in Focus at one point during the combo, even if you just tap
into it for a second during the end of your combo, thus circumventing the idea
of the goal.
Manual Skill Challenge
Location: In the middle of the road near the northeast corner
Skill Challenges are very unique goals in the fact that you have to find them
and that they don't directly affect your Career progress. They also are linked
by the common thread that the main way to complete/Sick them is to increase
your stats, purely in some cases. This challenge is one of them, but it should
be simple regardless (assuming you know where to go). A general tip for Manual
Challenges is to gain speed before you start (and gain special, if it wasn't
obvious). Here's the combo:
AM: The orange panel straight ahead (just manual over it).
Pro: The blue panel between the dumpster and the rail near the corner.
Sick: The yellow panel straight ahead from the blue panel, inside the cranny.
Grind Skill Challenge
Location: On the elevated train tracks, on the north (west) side--use the ramp
on the inside of the west side and turn left (turn around)
Grind Challenges are generally much more tricky than Manual Challenges, as you
have to often move around while still grinding. Case in point, this combo:
AM: Right in front of you at the orange marker.
Pro: Quickly jump one rail to the left and grind to the blue marker.
Sick: Go around the curve, then jump to the left edge and grind to the yellow
marker.
Air Time Skill Challenge
Location: Inside the cranny on the south side of the map, by Bam Margera
Air Time Skill Challenges are some of the most tricky, as they're mostly stat-
based (the only things that determine your one jump are the 3 S's: Speed,
Stats and Special). This one is even tricker to Sick because of the limited
space to try to gain speed. The only way to get Sick is to near-perfectly
Aggro Kick to get the right boost of speed to launch to the yellow marker, and
that's with perfect stats and special.
If you've been bored by the lack of difficulty for even the Sick goals in
Philly, don't worry. It will get harder eventually, but first you need to get
your full skill set through all these goals.
5d. Harbor
The Harbor is more complex than Philly, but you can boil it down into two main
areas: The Fountain (on the west side) and The Boardwalk (on the east),
separated by a road in the south and an alley in the north. It should be easy
to keep track of the two areas and differentiate them.
Flyer Run: Collect as many flyers as you can within a combo line.
Unlocked: Beginning
Style: Neutral
Category: Combo to a Point
Time Limit: 1:00
Difficulty:
AM: Total of 6 Flyers
Pro: Total of 10 Flyers
Sick: Total of 17 Flyers
This is a very standard grind line along the boardwalk, but there are some
tricky jumps at the Sick part of the line. The combo:
AM: Grind around the corner to hit 6 flyers.
Pro: Grind to the end of the rope (9) and jump to the quarterpipe to hit #10.
Sick: Continue grinding until you hit #15, then jump (and manual if necessary)
to the perpendicular quarterpipe and hit the last two flyers.
Different Tricks: Bust out a large combo without repeating any tricks.
Unlocked: TBD
Style: Neutral
Category: Different Combo
Time Limit: 1:00
Difficulty:
AM: 5 Different Tricks
Pro: 10 Different Tricks
Sick: 15 Different Tricks
What an easy start to such a frustrating goal. Even Sicking the goal should be
simple, mainly because you can fulfill most of the goal with flatland. Just
follow the order outlined in the primer (grinds, then flips into flatland at
this point) and you'll be fine.
Soliciting Skater: Post the flyers around the harbor while doing certain
tricks.
Unlocked: TBD
Style: Neutral
Category: Combo to a Point-Collection
Time Limit: 1:00
Difficulty:
AM: Total of 5 Flyers Posted
Pro: Total of 10 Flyers Posted
Sick: Total of 15 Flyers Posted
Other than the fact that two of the flyers from "Flyer Run" aren't being
posted, there's not much unusual about this goal, as you can read the trick
signs--or read this combo:
AM: Grind the quarterpipe right next to you, manual the two signs while
entering the alley, then Wallride sign 5.
Pro: Grind the quarterpipe in front of you, turn the corner and grind the
quarterpipe on the right side, then Wallride sign 8. Turn the corner
and manual the signs on the sidewalk.
Sick: Grind the corner rail, then look between the columns for sign 12. Go
into the parking lot and then grind the line of quarterpipes on the
right to hit the final 3 signs.
Buggin' the Rich Folk: Hit the gap while doing the tricks specified.
Unlocked: TBD
Style: Neutral
Category: Hit the Gap
Time Limit: 1:30
Difficulty:
AM: 50-50 (Grind) and hit the gap
Pro: Bluntslide (Down Down+Grind) and hit the gap
Sick: Crooked (Up-Left+Grind) and hit the gap
This is a simple gap to hit--just hit the quarterpipe and aim left. To get the
specified trick, just jump when you're going straight and do the trick.
Harbor Gap Tour: Hit the gaps specified within the time limit.
Unlocked: TBD
Style: Neutral
Category: Hit the Gap-Combo
Time Limit: 2:00
Difficulty:
AM: Hit 2 of the Gaps
Pro: Hit 3 of the Gaps
Sick: Hit 4 of the Gaps Within a Combo
How easy could this be--she even tells you the exact path to take! Still,
here's the combo:
AM: Grind right in front of you down the walkway for the first gap, then skate
(manual) to the parking lot rail and hold the Grind button to hit the second.
Pro: Skate (manual) to the pole and Natas Spin for gap 3.
Sick: Time your jump from the pole so you are aimed towards the boardwalk,
then manual on the boardwalk until you hit gap 4. To gain speed after you jump
from the pole, hit Flip Flip to do a Half Cab Impossible/Fingerflip 360 to
propel you just enough to reach the gap.
Two Birds with One Grind: Scare off as many seagulls as you can in a row!
Unlocked: TBD
Style: Neutral
Category: Combo to a Point
Time Limit: 1:00
Difficulty:
AM: Total of 5 Seagulls
Pro: Total of 8 Seagulls
Sick: Total of 13 Seagulls
Another simple grind starting in the seaside parking lot. The combo:
AM: Jump off the quarterpipe ahead to hit 1, jump quickly to hit 2 more, then
fall (don't jump, especially if your stats are high) off the rail to hit 4 & 5.
Pro: Quickly jump to the upper rail and hit 3 more.
Sick: Continue around to hit 3 more, make a full lap, then jump to the ground
to the rail where the final two are (if you miss it, manual and turn around).
Combo Tricks: Complete all the tricks listed within a combo.
Unlocked: Beginning
Style: Hardcore
Category: Scoring-Unique Combo
Time Limit: 2:00
Your first unique combo, and the challenge is that you often need a specific
line to do all the tricks before your balance/speed run out. Before I give you
the lines, note that you can do the tricks in any order.
AM: If you can't flip the Impossible off the ground, you can go to a
quarterpipe, flip, revert, then Manual and Pivot.
Pro: You can either flip the tricks off the ground or off the quarterpipe,
whichever is easier for you.
Sick: The main problem with this goal is finding a wall to Wallplant. The
easiest wall lies immediately to your right as you start the level, next
the quarterpipe. Start a decent distance away from the wall, then Aggro
Kick and jump to Wallplant after the Kick appears on the bottom. Manual
as you land, then grind the small quarterpipe to your right.
Off the Ledge: Do tricks for the photographer on film.
Unlocked: Combo Tricks
Style: Hardcore
Category: Hit the Gap
Time Limit: 0:30
This is another example of being purely based on the 3 S's: Stats, Speed, and
Special. The Pro should be easy if you've done any stat building, but the Sick
is very difficult. You need great stats, Special, and surprisingly, speed,
even though you're grinding. You need to jump at the right time (right before
the corner).
Fountain Filmer: (This space intentionally left blank)
Unlocked: Off the Ledge
Style: Hardcore
Category: Follow the Cameraman
Time Limit: 1:30
Another very easy cameraman goal, but don't get comfortable, as these get very
difficult fast. The list:
AM: 1. Flip Trick
2. Heelflip (Right+Flip)
3. Grind Trick
4. Nosegrab (Up+Flip)
5. 5-0 (Down+Grind)
6. Indy (Right+Grind)
7. Manual Trick
8. Varial Kickflip (Down-Left+Flip)
9. Bluntslide (Down Down+Grind)
10. Varial Heelflip (Down-Right+Flip)
Pro: 11. 180 Flip Trick
12. Nosegrind (Up+Grind)
13. 180 Grab Trick
14. Bluntslide
15. Madonna (Up-Right+Grab)
Sick: 16. Judo (Up-Right+Grab Grab)
17. Manual Trick
18. 360 Kickflip (Left+Flip)--kicker/quarterpipe (quiet session, see?)
19. Kickflip to Indy (Up Up+Flip, not Kickflip+Indy!)--kicker/quarterpipe
20. Double Kickflip (Left+Flip Flip)--kicker/quarterpipe (yawn)
Harbor Get There: Get to all the checkpoint before time runs out.
Unlocked: Fountain Filmer
Style: Hardcore
Category: Combo to a Point-Checkpoints
Time Limit: 0:25
Difficulty:
AM: Reach All Checkpoints
Pro: Reach All Checkpoints and Score 10,000 Points
Sick: Reach All Checkpoints, Score 20,000 Points, and Complete Entire Run in a
Combo
The first checkpoint goal, and since the Sick description stretches to another
line, it must be difficult, right? Actually, it's just a combo to a point with
the added implication of score. For easy goals like this, you can just add a
special grind or two to hit the score, but for the harder ones, you can trick
into flatland after you hit the final marker. Here's the line:
All: Grind into the first marker and continue grinding until the rail ends.
Manual down the ramp into the second marker, then continue manualing up
onto the plaza (don't hit the stairs) and hit the final marker.
Big Rig Combo Score: Get as many points as you can in a combo score within the
time limit.
Unlocked: Harbor Get There
Style: Hardcore
Category: Scoring-High Combo
Time Limit: 2:00
Difficulty:
AM: 10,000 Points in a Combo
Pro: 50,000 Points in a Combo
Sick: 100,000 Points in a Combo
It's an easy combo score. What is there to say?
Spine Out of the Pool: Hit the Gap while doing the tricks specified.
Unlocked: Beginning
Style: Career
Category: Hit the Gap
Time Limit: 1:00
Difficulty:
AM: Spine Transfer+Impossible (Up+Flip)+Nosegrab (Up+Grab) and hit the gap
Pro: Spine Transfer+360 Melon (Left+Grab) and hit the gap
Sick: Spine Transfer+Ollie North (Down Down+Grab)+Backflip (Trick+Down Down)
and hit the gap
Simple tricks in the beginning, but the Sick is one of the trickiest combos
yet. Here are the combos:
AM: If you can't do this, try the Pro goal, as one trick is easier than two.
Pro: Use an Aggro Kick to build speed, and use flatland to build special if
necessary.
Sick: First of all, try building the three S's, but even then it's tricky.
The Backflip is done while you're holding a grab or flip (Ollie North),
and needs to be as quickly as possible if you want to hit the gap.
Trick Knowledge: Do the tricks as they appear on screen.
Unlocked: Spine Out of the Pool
Style: Career
Category: Trick List-Skatris
Time Limit: 1:30
This Skatris may overwhelm you at first with the rate the tricks come, but as
you'll see in a second, that's a good thing. Here's the trick pool:
All Single-Tap Flips
All Single-Tap Grabs
Rolls and Back/Frontflips
Generic Grinds
The Rolls and Flips may make the Sick seem impossible in the time limit, but
one of the key things about this version of Skatris is that the same trick
rarely, if ever appears on the trick list twice at the same time. This means
that even if three of your slots are Roll-Frontflip-Backflip, the final slot
will be an easy trick you can trick off the ground, allowing a quick Sick.
Anchors Away!: Do tricks for the photographer on film.
Unlocked: Trick Knowledge
Style: Career
Category: Hit the Gap
Time Limit: 0:30
Difficulty:
AM: Kickflip (Left+Flip)+Grab Trick
Pro: Acid Drop (Switch)+Japan (Up-Left+Grab)
Sick: Christ Air (Down-Left+Grab Grab)+Stiffy (Right+Grab Grab)
This is probably your toughest goal so far on all three levels. Here's your
walkthrough:
AM: You need the three S's to get the gap, but other than that breakthough,
it's not too hard on this level.
Pro: The Acid Drop you need is right in front of the Anchor (hit Switch right
away), then the Japan is easy.
Sick: This is probably the first truly hard goal you've been given so far,
even with the S's. Make sure you have a super Aggro Kick (3+ in a row),
try with and without the Acid Drop, and don't be afraid to pass Sicking
this until you have perfect stats and have beaten the game.
Skate With Style: Skate a run that emphasizes style. Long grinds, long
manuals, big spins and holding tricks will score big.
Unlocked: Anchors Away!
Style: Career
Category: Style Scoring
Time Limit: 2:00
Difficulty:
AM: Style Score of 10 at end of run
Pro: Style Score of 20 at end of run
Sick: Style Score of 30 at end of run
As long as you stick to get to easy quarterpipes, or stay in the pool, you
should be fine sticking to the style guidelines.
Video Footage: Score big while the cameras are on you.
Unlocked: Skate With Style
Style: Career
Category: Trick for the Camera
Time Limit: 1:00
Difficulty:
AM: Score 2,000 Points when on camera
Pro: Score 4,000 Points when on camera
Sick: Score 8,000 Points when on camera
This trick on camera goal is tricky, since all the cameras are on rails. One
of the more annoying quirks with the rail cameras is if you start your grind,
then activate the camera, your grind (even if you continue through the camera)
won't count at all unless you ollie and start again. The trick to the goal is
to flip in and out of the grinds, and try to use Special Grinds for at least a
short period of time to boost the inital score.
Learning the Footplant: Complete all the tricks listed within a combo.
Unlocked: 3 Hardcore Goals, 11 Goals Total
Style: Hardcore
Category: Scoring-Unique Combo
Time Limit: 2:00
The Footplant seems like a good idea in theory (another landing move to gain
extra multiplier), but seems a bit awkward in practice. Most importantly, the
jump is directly related to the speed and height you launched from the
quarterpipe with (thus the three S's), but never is big enough to do more than
a simple flip at the highest normal speeds--so don't try to trick off it, just
manual/grind! Here's the combo:
AM: You can either flip on the quarterpipe or on the ground after your
Manual, whichever is easier.
Pro: Stay on the side away from the wall and try to stay relatively straight.
Grind the quarterpipe right against the fence.
Sick: Start facing away from the harbor on the far side, and air off the
quarterpipe in front of you and do your spin Melon. Footplant, then
Manual. Grind the quarterpipe on your right if you can, but don't be
afraid to launch off the quarterpipe on the other side and Revert the
landing so you can control it more easily.
Fountain Demo: Keep all the judges impressed by doing tricks near them.
Unlocked: 3 Career Goals, 11 Goals Total
Style: Career
Category: Scoring-Spot-Based Competition
Time Limit: 1:00
Difficulty:
AM: End run with all judges in Orange Area
Pro: End run with all judges in Blue Area
Sick: End run with all judges in Yellow Area
The judge route this time is a bit disjointed, and requires decent balance, so
you may want to skip it until your grind and manual stats are higher. On the
plus side, the route fulfills the Sick goal without much embellishment. Start
by grinding the minipool by the red judge all the way to the end. Jump off and
Manual to the quarterpipe, where you can trick if preferred, then grind the
minipool by the yellow judge. Hit the quarterpipe, come back to the pool below
the blue judge, and end the combo when you hit the score threshold:
Manual Skill Challenge:
Location: On the boardwalk, on the South side of the map
All: This is a straight manual, the only concerns being balance and speed.
Don't try this without a running start, and don't even think about
trying to Manual up the hill the Restart stupidly puts right in front of
you, and you should be fine.
Grind Skill Challenge:
Location: Up on the ledge in the Harbor parking lot, leading away from the lot
AM: Right in front of you after the start.
Pro: A couple more bends on the same ledge, then a tricky jump immediately
after a bend. The Pro marker follows after the corner.
Sick: Another corner on the ledge, then a long straight ledge follows. Jump
to the lower ledge and you'll soon pass the Sick marker.
Wallride Skill Challenge:
Location: Up on the walkway by the pools, on the wall (obviously)
Just a note, though it says Wallride Skill Challenge, you can (and will need
to on Pro/Sick) grind to sustain the combo.
AM: Grind the edge, then jump and hold right as you press Grind to Wallride.
Pro: Hold Grind to grind the ledge at the end of the Wallride, then Wallride
again at the Pro marker (near the end of the ledge).
Sick: Continues the Wallride to the end, and hope you have enough speed to
reach the marker.
Most of the goal types have been introduced, and you're beginning to get a
taste of the possible difficulty. Onward to the Museum!
5e. Museum
The Museum has two directly distinct parts. Outside, there's the upper part
where you start, characterized by the large building up the stairs, and the
lower part, marked by the giant space shuttle. Inside the museum, it's a bit
cramped, but the upper levels leave many ways open to escape (even if you never
have to use most of them, even for gaps).
Goals:
What a Mess: Collect as many objects in a combo as you can within the time
limit.
Unlocked: Beginning
Style: Neutral
Category: Combo to a Point
Time Limit: 2:00
Difficulty:
AM: Collect 9 Flyers in a Combo
Pro: Collect 11 Flyers in a Combo
Sick: Collect 15 Flyers in a Combo
AM: This simple at first grind starts with 8 flyers on the starting ledge,
then jump to the right for flyer 9.
Pro: Jump off the kicker for flyer 10, then quickly jump for 11.
Sick: Go around the corner for 12, jump to the top of the tank for 13, then
jump to the next two ledges for the final two flyers.
Air Out: Score big while the cameras are on you.
Unlocked: TBD
Style: Neutral
Category: Trick for the Camera
Time Limit: 1:00
Difficulty:
AM: Score 20,000 Points when on camera
Pro: Score 50,000 Points when on camera
Sick: Score 100,000 Points when on camera
This goal may seem tricky at first, since you need both good Air Specials and
a good route to hit the Sick. First, hit the camera in front of you and
transfer with a good spin grab to build Special. Then go into the pool and hit
that camera. Go up the ramp (ignore the street cameras) and hit the three
cameras there (or at least the two on the left side). Finally, transfer over
the wall on the other side for the last good camera. If you can't hit the
sick, do good Air Specials (the last couple on the list) with flips/rolls.
Anti Boredom: Keep all the visitors impressed by doing tricks near them.
Unlocked: TBD
Style: Neutral
Category: Scoring-Spot-Based Competition
Time Limit: 1:30
Difficulty:
AM: End run with all judges in Orange Area
Pro: End run with all judges in Blue Area
Sick: End run with all judges in Yellow Area
Compared to the last spot-based competition, this one has a lot easier (and
shorter) route to hit all the judges. Start by going forward, slightly to the
left, and skate past the blue judge. Turn around, then grind back towards the
red judge. Manual, then grind on the left side of the red judge's table.
Manual to the right, grind the ledge by the yellow judge, then use the
quarterpipe to go back into the museum to finish/continue your combo. Here are
the score goals:
Old School: Get as many points as you can within the time limit.
Unlocked: TBD
Style: Neutral
Category: High Score
Time Limit: 1:00
Difficulty:
AM: Total Score of 75,000
Pro: Total Score of 200,000
Sick: Total Score of 500,000
Another score goal less than one million? Call me in about a level or two. At
least this one has a long grind you can try if you're bored with flatland.
Street Trash: Collect as many trash bags as you can within the time limit.
Unlocked: TBD
Style: Neutral
Category: Combo to a Point-Collection
Time Limit: 0:40
Another collection with a bit of every--some airs, some long grinds, some short
grinds. The time limit seems tight, but with an Aggro Kick or two, you can
easily finish the Sick with 10 seconds left.
AM: Grind the circle and jump, then grind and jump for the first two bags.
Go around the corner for 3-5, then grind the corner quarterpipe for 6-7.
8 is on the quarterpipe ahead, then turn the far corner into the alcove
for 9 and 10.
Pro: 11 is right inside the alcove, then transfer straight ahead for 12-13.
14 is ahead, and 15 is on the quarterpipe.
Sick: Launch off 15's quarterpipe to the ledge right above it, then grind it
and hold the grind for 16-20.
Walking and Talking: Get to all the Checkpoints before time runs out.
Unlocked: TBD
Style: Neutral
Category: Combo to a Point-Checkpoints
Time Limit: 1:00
Difficulty:
AM: Reach all Checkpoints
Pro: Reach all Checkpoints and Score 50,000 Points
Sick: Reach all Checkpoints, Score 100,000 Points, and Complete Entire Run in
a Combo
This goal is one of the few Amateur goals early that requires some of the 3
S's, and it isn't a pushover for the Sick crowd either. The first checkpoint
is right ahead of you, but you need to start your combo right away for Sick.
Go around the corner for Checkpoint 2, but be careful to keep your speed up the
hill on Sick. Finally, go up the ramp (grind the edge on Sick) and air up to
the high ledge--you'll likely need an Aggro Kick either way--and grind towards
the center for Checkpoint 3.
What Goes Up: Hit all the gaps specified within the time limit.
Unlocked: Beginning
Style: Hardcore
Category: Hit a Gap-Combo
Time Limit: 2:00
Difficulty:
AM: Hit 2 of the Gaps
Pro: Hit 3 of the Gaps
Sick: Hit 3 of the Gaps Within a Combo
The main problem with this goal is finding the gaps. Though the transfers on
the left and right are easy, the third (over the wall on the right-hand side)
isn't very intuitive. The Sick combo is very easy if you can hit the gaps:
Just go forward for 1, make a wide U-turn for 2, then immediately turn left for
3.
Insane Balance: Collect as many objects in a combo as you can within the time
limit.
Unlocked: What Goes Up
Style: Hardcore
Category: Combo to a Point
Time Limit: 2:00
Difficulty:
AM: Collect 5 Objects in a Combo
Pro: Collect 12 Objects in a Combo
Sick: Collect 18 Objects in a Combo
Other than the beginning and the end, this is one pure grind line, the longest
yet. The three S's help, as well as using a 50-50 Grind (Grind while parallel
to the rail), but a lot of this comes down to pure ability.
AM: Grind (1), Ollie, Grind (2), Ollie, Grind (3), Ollie, Grind, Ollie,
Grind (4-5).
Pro: One pure grind. Nothing more to say. Sign 12 is near the end of the
curve.
Sick: Keep going, even as you change from ledges to wires or make two quick
turns. The twist comes right after 17, where you have to jump for the
last sign.
Spacin' Out: Get as many points as you can within the time limit.
Unlocked: Insane Balance
Style: Hardcore
Category: High Score
Time Limit: 1:00
Difficulty:
AM: Total Score of 15,000
Pro: Total Score of 45,000
Sick: Total Score of 100,000
And now is about when using flatland seems like cheating. Even though the
spirit of the goal is to air on the very narrow halfpipe, there's nothing
stopping from just flatlanding a simple 100K and circumventing the goal. Play
it as you wish.
Flyin' High: Collect as many objects in a combo as you can within the time
limit.
Unlocked: Spacin' Out
Style: Hardcore
Category: Combo to a Point
Time Limit: 1:00
Difficulty:
AM: Collect 4 Objects in a Combo
Pro: Collect 10 Objects in a Combo
Sick: Collect 15 Objects in a Combo
If you did "What a Mess," this line is similar, but is a bit more adventurous
and freeform.
AM: Skate into the museum and grind on the black centerpiece for Object 1.
Ollie off the kicker onto the helicopter blade for 2, then ollie to the
airplane wing for 3 and 4.
Pro: Ollie off the wing to the ledge for 5, then jump quickly to 6. Jump to
the other ledge and continue grinding for 7-9, then jump to the lower
ledge for 10.
Sick: Continue holding that grind for 11-12, then manual ahead for 13 and
grind the quarterpipe to the left for 14-15.
No Chute: Go into Gesture Trick Mode and complete as many tricks as you can.
Use your stylus.
Unlocked: Flyin' High
Style: Hardcore
Category: Gesture Tricks
Time Limit: N/A
Difficulty:
AM: Complete 4 Gesture Tricks
Pro: Complete 5 Gesture Tricks
Sick: Complete 6 Gesture Tricks
Another course, another set of Gesture Tricks. Here's your list:
Variety Is Key: Bust out a large combo without repeating any tricks.
Unlocked: Beginning
Style: Career
Category: Different Combo
Time Limit: 0:50
Difficulty:
AM: 8 Different Tricks
Pro: 15 Different Tricks
Sick: 35 Different Tricks
Since this is necessary to unlock the rest of the Career goals, the AM is an
easy combo--grinds and flatland will get you through easily--and Pro isn't much
worse. Sick on the other hand...Let me remind you that you don't need to Sick
everything your first time through. Come back with perfect stats and Career
mode cleared, and then we'll talk.
Congratulations on clearing Story! The difficult road to 100% starts here.
Let's review your easy repertoire:
Get used to that list, as you'll need to be able to effectively cycle through
that list as you complete the three hard Different Combos (35, 40, and 45).
Your stats better be perfect, as after you cycle through as many grinds as you
can (go outside to the circles on the lower level to easily flip in/out of
different grinds), you'll need to flip/grab out of flatland without bailing
in order to reach the lofty mark. Good Luck! It only gets harder from here.
Competition Practice: Do the tricks as they appear on screen.
Unlocked: Variety is Key
Style: Career
Category: Trick List-Skatris
Time Limit: 1:00
The limit seems tight, but the pool isn't that bad:
Single-Tap Flips/Grabs
Double-Tap Grabs
Up/Down Grinds
180 Kickflips/Heelflips/Grab Tricks
360 Stiffys (Don't ask why only that trick, I don't know)
The main concern in this batch is that there are tricks--Double-Tap Grabs--that
you need to use a quarterpipe for. Still, if you still do what you can off the
ground, you should be fine, even if you bail a Christ Air or two (the second-
hardest grab--and the Sacktap should probably be a Special).
Report Card: Skate a run that emphasizes style. Long grinds, long manuals,
big spins and holding tricks will score big.
Unlocked: Competition Practice
Style: Career
Category: Style Scoring
Time Limit: 1:00
Difficulty:
AM: Style Score of 15 at End of Run
Pro: Style Score of 25 at End of Run
Sick: Style Score of 50 at End of Run
Give me a break. The game knows style scores are done best by Vert tricks,
and it want you to know too. It puts you in front of a pool, for crying out
loud! If you're having trouble, use Aggro Kicks to make combos, don't bail,
and learn to get a feel for perfect landings (directly perpendicular with the
ramp).
Getting Technical: Score within specified range of target score without going
over.
Unlocked: Report Card
Style: Career
Category: Scoring-Price is Wrong
Time Limit: 1:00
Difficulty:
AM: Score within range before time runs out
Pro: Score within range in 30 seconds or less
Sick: Score within range in 15 seconds or less
At first glance, this goal seems simple--a 50,000 goal with a 4,000 buffer.
However, the Sick goal seems crazy--15 seconds--but it's simpler than it seems.
Just start your combo immediately and aim for your goal immediately: 5,000 x
10 or 9, 6,000 x 8, and 7,000 x 7 all work well for a target.
Face Time: Follow the filmer and do the tricks he calls out.
Unlocked: Getting Technical
Style: Career
Category: Follow the Cameraman
Time Limit: 1:30
Knuckle Draggin': Collect as many objects as you can within the time limit.
Unlocked: 3 Hardcore Goals, 11 Goals Total
Style: Hardcore
Category: Combo to a Point-Collection
Time Limit: 0:35
The Bertslide primarily comes from THDJ (but was used in the console titles
before that), and is meant to make a quick turn by holding Nollie and turning.
Interestingly, if you learn to control the S-motion of sliding left to right
(Oh No! Snaking's everywhere!), the Bertslide can be a third ground trick (with
manuals and Aggro Kicks) for your combos. As for the goal itself, it's unique
because it's more focused on a clean run than clear levels of difficulty, so
I'll give the full route in one section.
All: 1 is in front of you, then Bertslide 2. Go down the stairs, then
Bertslide 3, 4, and 5. Skate to 6, then Bertslide 7. Skate to the
left for 8 and 9, then make a hard right Bertslide (between circles 1-2)
for 10. 11 ahead, Bertslide 12, 13 ahead, Bertslide 14 (AM). 15-16
ahead (Pro), Bertslide 17, and 18 ahead (Sick).
Fast and Loud: Complete all the tricks listed within a combo.
Unlocked: 3 Career Goals, 11 Goals Total
Style: Career
Category: Scoring-Unique Combo
Time Limit: 2:00
This is as close to pure stats and speed as you can get outside of the Skill
Challenges. The key to getting Holds and Endless's is to use your Aggro Kicks
to their maximum ability. Even though you need to do an Aggro Kick for Pro and
Sick, you need a super Aggro Kick (3+ in a row) to get the Endless for Sick.
If you still can't get that Endless, be sure you start the Indy as soon as you
launch off the quarterpipe, and don't be afraid to come back with better stats.
Grind Skill Challenge:
Location: From the museum entrance on the lower level, enter into the main
area and make a U-turn to see the spraycan on the staircase.
AM: Grind the rail, then jump to the right and grind the edge to the AM
marker.
Pro: Continue grinding on the ledge to the Pro marker.
Sick: Continue on the same ledge past the Sick marker, then Wallplant the wall
and grind the same rail to go past the marker in the right direction.
Manual Skill Challenge (A):
Location: From the upper level entrance to the museum, go down and up the
escalators, then turn right onto the walkway. The spraycan is at
the end, facing the other direction.
AM: From the spraycan, go onto the right walkway to the AM marker.
Pro: Continue on the walkway around the corner, then manual onto the
escalator (the Pro marker is at the top).
Sick: Go down the escalator and hit the Sick marker in front of you.
Manual Skill Challenge (B):
Location: Go up the stairs onto the building in front of the museum, and the
spraycan is on the right side (facing the museum).
AM: From the spraycan, go down the stairs, and the AM marker is into the
first turn in front of you.
Pro: Continue going straight after the turn and the Pro marker is near the
second turn.
Sick: Take the second turn, then go down the hill. Turn right, then the Sick
marker is near the end of that straightaway.
5f. FDR
FDR is a famous skatepark in the Philidelphia/Washington D.C. area the game is
centered around. However, this park can be defined by one thing: clutter.
Everything is close together, and the sections are defined by how they break up
lines: the large hilly pool with only one exit, the warehouse with narrow
manual lines, the seemingly randomly placed walls, quarterpipes, and pits
everywhere. This place is a mess--remember flatland for score.
Red Light-Green Light: Go for big combos while the light is green. Combos
landed during a red light give negative points.
Unlocked: Beginning
Style: Neutral
Category: Scoring-Red Light Green Light
Time Limit: 1:00
I mentioned the clutter in the introduction to the level, and the first scoring
goal throws you right into it. Do me a favor and turn around before you start
your flatland, as there's no way you'll be able to have the control necessary
to precisely end your combos on a green light (notice how those times are
becoming few and far between now) in that hilly mess. Otherwise, business as
normal.
One Trick at a Time: Collect as many trick signs as you can within the time
limit.
Unlocked: TBD
Style: Neutral
Category: Collection-Trick Signs (you can't combo this)
Time Limit: 1:00
This collection is very unique, as the signs only appear after you collect the
one before. You do get an arrow, but a guide is better!
AM: Grind the quarterpipe in front of you, then make a U-turn and grab into
the pool. Skate out of the pool and make another U-turn, following the
arrow into the Spine Transfer.
Pro: After the Spine Transfer, grind the piece of wood, then go into the pool
on the left and grab Sign 5. Skate out of the pool and U-turn, then
quickly grind the quarterpipe on the left.
Sick: Turn around immediately, then go into the pool on your left to Grab Sign
7. Manual the funbox in front of you, then spine back to the intial
area and go around the big pool. Grind the wood behind the pool for
Sign 9, then turn around and Grab while Hip Transfering the raised
halfpipe for 10.
Recycling is a Good Thing: Collect as many bags as you can within the time
limit.
Unlocked: TBD
Style: Neutral
Category: Combo to a Point-Collection
Time Limit: 1:00
This line takes you all around the park, and involves a lot of grinding, but
isn't anything spectactular, other than a smooth line. If you can't hit
everything and you're going for AM, keep going; the "Sick" bags are very easy,
and they're near the beginning as well.
AM: Grind the ledge in front for 1 and continue around the corner for 2.
Ollie to the quarterpipe lip for 3, then ollie to the upper ledge for 4.
Grind to the end, then head into the warehouse on the right side and
jump over the right ledge for 5. Hit the quarterpipe on your left as
you exit the warehouse for 6, then go back to the right to grind the
high quarterpipe for 7. Ollie off the quarterpipe into the street
section, then grind the wood for 8 and spine out for 9. (whew!)
Pro: Spine into the pool on the left-hand side for 10, then grind the
opposite lip to the right for 11. Quickly Ollie onto the grass and
grind the upper ledge for 12.
Sick: Continue grinding the ledge, then grind the high corner for 13. Go
around the corner and quickly jump to hit 14 and 15.
Combo Score: Get as many points as you can in a combo within the time limit.
Unlocked: TBD
Style: Neutral
Category: Scoring-High Combo
Time Limit: 2:00
Seriously? This goal is almost exactly the same as Red Light-Green Light--the
Sick score's exactly the same, you start in the exact same place, and you
likely were doing the former in a combo anyway. Nothing's changed--don't
forget to turn around before you start.
Around the Park: Get to all the checkpoints before time runs out.
Unlocked: TBD
Style: Neutral
Category: Combo to a Point-Checkpoints
Time Limit: 1:00
Difficulty:
AM: Reach All Checkpoints
Pro: Reach All Checkpoints, and Score 100,000 Points
Sick: Reach All Checkpoints, Score 200,000 Points and Complete Entire Run in a
Combo
Compared to some of the checkpoint goals, this is simple, as it's only a half-
circle around the park. Grind the boxes in front of you, then continue on the
ledge. Ollie down and manual through Checkpoint 2, then continue manualing
around the corner to Checkpoint 3, building points if necessary after you
collect it.
Mix Up Those Tricks: Bust out a large combo without repeating any tricks.
Unlocked: TBD
Style: Neutral
Category: Different Combo
Time Limit: 1:00
Difficulty:
AM: 12 Different Tricks
Pro: 20 Different Tricks
Sick: 40 Different Tricks
The second of the Different Combo trinity, and yet this is probably the easiest
of the three. The trick is the Warehouse, where you can easily get a large
variety of tricks without worrying about balance. What you need to do is
quickly skate to the Warehouse (you start in the "Pool of Hills," so turn
around), then start skating in the circle near the entrance. It takes a bit of
getting used to the speed you need to work at, but if you memorize the pattern
and work your entire flip/grab/grind list, you'll get close, then you can start
flatlanding to get the remaining few tricks. It's difficult, but with this
trick, it's doable within a couple tries (unlike the last of the trinity...but
we'll get to that later).
Leap of Faith: Go into Gesture Trick Mode and complete as many tricks as you
can. Use your stylus.
Unlocked: Beginning
Style: Hardcore
Category: Gesture Tricks
Time Limit: N/A
List: Clockwise Circle, Counter-Clockwise Circle, Up, Down, Right, Left
Out of the Warehouse: Hit the gap while doing the tricks specified.
Unlocked: Leap of Faith
Style: Hardcore
Category: Hit a Gap
Time Limit: 0:30
Difficulty:
AM: Spine Transfer (Switch)+360 Kickflip (Left+Flip) and hit the gap
Pro: Spine Transfer+540 Melon (Left+Grab) and hit the gap
Sick: Spine Transfer+720 Indy (Right+Grab) and hit the gap
It doesn't get any simpler for a concept: Place yourself in front of a gap,
then hit the gap with one long grab. If you can't hit Sick after maxing the
S's, back up a bit so you can be sure to get the super-Aggro Kick.
Tricks in a Combo: Complete all the tricks listed within a combo.
Unlocked: Out of the Warehouse
Style: Hardcore
Category: Scoring-Unique Combo
Time Limit: 0:30
This isn't really a "unique" combo, as all three difficulties are of the form
Grind+Manual+Flip and/or Grab. If you don't want to travel, start by grinding
the ledge to the left of you. Manual outside and Grab/Flip off the
quarterpipe. Finish by Flipping off the ground if necessary.
Flips and Grabs: Land as many flip and grab tricks possible within the time
limit.
Unlocked: Tricks in a Combo
Style: Hardcore
Category: Trick List
Time Limit: 1:30
This seems like an easy Skatris/Cameraman hybrid, but the time limit is tight,
there are some hard combos, and you're in the mess that is the pool.
AM: 1. Benihana (Down-Left+Grab)
2. Varial Kickflip (Down-Left+Flip)
3. 360 Hardflip (Up-Left+Flip Flip)-Kicker/Quarterpipe probably
4. Heelflip (Right+Flip)
5. Stiffy (Right+Grab Grab)-Hopefully you can do this off the ground
6. Madonna (Up-Right+Grab)
7. Ollie North (Down Down+Grab)-Tricky off the ground
8. 180 Flip Trick
9. Indy (Right+Grab)
10. Airwalk (Down-Right+Grab)
Pro: 11. 360 Grab Trick-Kicker
12. Nosegrind (Up+Grind)+Ollie North-Use a rail on the ground
13. Inward Heelflip (Up-Right+Flip)+Manual Trick
14. 5-0 (Down+Grind)+Impossible (Up+Flip)-Same as 12.
15. One-Foot Japan (Up-Left+Grab Grab)-Kicker, maybe quarterpipe
Sick: 16. 360 Christ Air (Down-Right+Grab Grab)-Quarterpipe, maybe Aggro Kick
17. 540 Tailgrab (Down+Grab)-Tricky, quarterpipe+Aggro Kick
18. 360 Kickflip (Left+Flip)+360 Heelflip-Do on the same jump (One 360)
19. 360 Inward Heelflip (Up-Right+Flip Flip)-Kicker/Quarterpipe
20. Double Kickflip (Left+Flip Flip)-Probably kicker
21. Kickflip to Indy (Up Up+Flip)-Kicker/Quarterpipe
22. Heelflip+Method (Left+Grab Grab)
23. 360 Rocket Air (Up+Grab Grab)-Quarterpipe
Tricks and Score: Complete a combo containing the listed tricks that is worth
the requested amount.
Unlocked: Flips and Grabs
Style: Hardcore
Category: Scoring-Unique Combo
Time Limit: 2:00
Difficulty:
AM: Kickflip (Left+Flip)+Manual Trick and Worth 25,000 Points
Pro: Grind Trick+Tailgrab (Down+Grab)+Manual Trick and Worth 100,000 Points
Sick: Nosegrind (Up+Grind)+Bluntslide (Down Down+Grind)+180 Flip Trick and
Worth 300,000 Points
This is probably one of the most bland unique combos ever--most of the tricks
are generic, and you probably do most of them anyway in a normal combo. Even
the Sick is simple: Nosegrind, Ollie, Bluntslide on the same rail, Ollie and
180 Flip to the ground, then land in a manual and trick to 300,000.
Missing Tapes: Find and collect the missing videotapes.
Unlocked: Beginning
Style: Career
Category: Combo to a Point-Collection
Time Limit: 1:00
Difficulty:
AM: Collect 9 Videotapes
Pro: Collect 12 Videotapes
Sick: Collect 15 Videotapes
</pre><pre id="faqspan-3">
This seems like a standard collection but it's probably the most open-ended
yet, especially in the warehouse. To the list!
AM: Tape 1 is in front of you, then continue grinding for Tape 2. Go into
the warehouse, then turn immediately left for 3. Do a zigzag-like
pattern for 4-6, then air off the two quarterpipes for 7 and 8. Air onto
the roof during 8, then Spine Transfer off the roof on the south side
into 9.
Pro: Turn to the left after landing and go into the messy pool, where 10 is
on the kicker in the middle. Grind the edge of the pool east onto 11,
then turn left and grab 12 on the ground to your left.
Sick: Ollie and grab 13 in the small pool right in front of you. Get out of
that pool and ollie right into the center of the adjecent pool--this is
hard, just go slow so you don't overshoot it--for 14. Turn right out of
the pool (you'll likely need to be holding a combo here because of time)
and 15 is on the edge of the quarterpipe--grind on the edge if necessary.
Bag of Tricks: Do the tricks as they appear on screen.
Unlocked: Missing Tapes
Style: Career
Category: Trick List-Skatris
Time Limit: 2:00
Another simple gap goal--compass grabs, an easy gap right in front of you, and
a Sick that easier than the Pro. Do I really need to tell you about the S's
yet again?
Competitive Style: Compete against the other skaters in a competition of
skating style.
Unlocked: Over the Warehouse
Style: Career
Category: Style Skating
Time Limit: 1:00
Difficulty:
AM: 2nd Place
Pro: 1st Place
Sick: 1st Place and Win by 25 Points
Yawn, your standard style score--but the stupid pool strikes again with its low
ceiling. If you move to a better halfpipe, you should be fine, though.
Speaking of ceilings, your plateaus for placing:
AM: 20-25
Pro: 55-60
Sick: 80-85+
Additional Footage: Score big while the cameras are on you.
Unlocked: Competitive Style
Style: Career
Category: Trick for the Camera
Time Limit: 2:00
Difficulty:
AM: Score 35,000 Points while on Camera
Pro: Score 75,000 Points while on Camera
Sick: Score 120,000 Points while on Camera
120,000 seems high for a Trick on Camera goal, but the limit is loose, and
there are lots of cameras around. The trick is finding the good cameras--only
about half the cameras are on quarterpipes, and you'll need to maximize all of
them to hit the Sick. Most the cameras are behind you, so turn around and look
for vertical cameras. Some of the easiest are at the beginning of the halfpipe
run, in the cut-out pool, and on both sides of the warehouse, just to name a
few. If you haven't been limiting your vert camera runs to Special Airs with
Flips/Rolls, you'll need to start doing that now as well.
Connect the Dots: Find and collect the signs.
Unlocked: 3 Hardcore Goals, 11 Goals Total
Style: Hardcore
Category: Combo to a Point
Time Limit: 2:00
Your first truly hard grind line--but you can wimp out and do the pathetically
easy AM goal. Seriously, 4 Signs is pretty much one ledge. Man up people!
AM: Sign 1 is in front of you, then Ollie to the left and grind for 2 and 3.
Jump off the ledge at the end and grind for 4. (Told you it was pathetic)
Pro: Ollie for 5, ollie for 6, ollie for 7, ollie to the right for 8.
Sick: Ollie to the quarterpipe ledge for 9 and 10, ollie to the right again for
11, jump to the awning for 12, then ollie for 13. This is pure ability;
I can't help much more than this--just keep trying.
Follow the Leader: Follow the filmer and do the tricks he calls out.
Unlocked: 3 Career Goals, 11 Goals Total
Style: Career
Category: Trick List-Follow the Cameraman
Time Limit: 1:30
This, on the other hand, is near-impossible if you don't know what's coming and
plan for it. For this reason, my short notes are going to turn into a step-by-
step guide for the whole goal for Sick--you'll need it. I'm also not going to
give the commands starting now to save space.
AM: 1. 180 Kickflip-Ollie immediately and trick off the ground.
2. Tailgrab-Off the ground again.
3. 360 Indy-Skate forward and trick off the kicker into the halfpipe.
4. Rocket Air-Off the ground where you land.
5. Varial Heelflip-Off the ground again.
6. Nosegrind-Grind off the quarterpipe to your right and stop quickly.
7. Bluntslide-Grind off the ledge in the middle and stop quickly.
8. 360 Melon-Turn to your right and trick while jumping into the pool.
9. 360 Benihana-Go forward and trick while Spine Transfering over the QP.
10. 540 Judo-Go forward and trick off the QP (Aggro if necessary)
Pro: 11. 360 Inward Heelflip-Turn into the pool and trick off the little bump.
12. 360 Kickflip+360 Heelflip-Trick off a quarterpipe on the side.
13. Madonna+Christ Air-Do this off the long wall in the middle of the
pool--this is your checkpoint if you aren't out of range yet, start
over if you are.
14. Double Kickflip-Do this off the ground.
15. Rocket Air+Japan-Do off the ground separately, link with a manual.
Sick: 16. Half-Cab Impossible-This is flatland, so go into a manual then (Flip
Flip)--you may need to do it twice for it to register.
17. 720 Japan-Trick off the halfpipe as you make your first loop. (Aggro)
18. Handstand+Pogo-These are both flatland.
19. Backflip+Revert+Manual-Go into the mini-pool the cameraman's in and
trick--this is much harder than it appears thanks to the stupid pool.
20. Casper+AntiCasper-One final flatland.
Manual Skill Challenge
Location: On the west side of the park, near the north side of the street
section
AM: Manual straight ahead, and the AM is on top of the funbox.
Pro: Continue straight ahead, and the Pro is near the exit of the street
section.
Sick: Angle slightly to the right, and the Sick is on the left entrance to the
warehouse.
Air Time Skill Challenge
Location: In the southwest corner, just outside the warehouse
If you Aggro Kick three times from the starting position, you should be able to
get the Sick.
Grind Skill Challenge
Location: In the southeast corner, on the ledge by the hated pool.
AM: Grind the ledge where the spraycan is and grind to AM.
Pro: Continue grinding to Pro. (I'm saving on words today!)
Sick: Quickly jump to the rail on the right, then ollie twice to the Sick
marker on the high curve.
FDR seemed simple at first, but by the end, the difficultly started to grow
into a crescendo that will only climax when we return to the Skatepark--but I'm
getting way ahead of myself, as there's still two levels left. On to
Landsdowne!
5g. Landsdowne
Landsdowne seems to fit the mold of a skatepark, most notably with its pool/
halfpipe that stretches half the park, but it is more of an outdoor park, as
you'll notice as you skate around the impassable woods in the center. The
goals are a noticeable step up in difficulty, with the scoring goals topping
1,000,000 in Sick for the first time.
I Had Potential...: Follow the filmer and do the tricks he calls out.
Unlocked: Beginning
Style: Neutral
Category: Trick List-Follow the Cameraman
Time Limit: 3:00
Another cameraman goal already? Thankfully, this is much easier than FDR,
starting with the lenient timer (one of the longest goals in the game). The
goal is still tricky for Sick, but much of the difficulty comes in forming a
plan for the run, for which you need to memorize the list--or just use my list
and notes.
AM: 1. Manual Trick-Right away
2. Grab Trick-Same
3. Nosegrind-Off the ledge to your left
4. Heelflip-Off the ground
5. Frontflip-Do while Spine Transfering the minispine
6. Indy-Skate to the left along the fence and do 6-10 off the ground
7. Impossible
8. Stiffy
9. Ollie North
10. 180 Flip Trick
11. 180 Double Kickflip-Do while jumping into the pool
12. 360 Grab Trick-Trick off the side of the pool
13. 360 Inward Heelflip-Off the ground or ollieing out of the pool
14. Grind Trick+Flip Trick-Follow the cameraman along the side
15. Grab Trick+Manual Trick-Get out of the pool by now (or on 14)
Pro: 16. Benihana+360 Hardflip-Off the ground
17. Grind+360 Flip+Manual-Do in the order listed for best results
18. 540 Double Kickflip+Manual-Off a quarterpipe
19. Impossible+Judo-Easy
20. Kickflip+Melon-*yawn*
21. Varial Kickflip+Melon-These are all off the ground
22. Ollie North+Manual+Pivot-Easier than the above (Pivot's a flatland)
Sick: 23. 5-0+Stiffy+360 Grab-Yes, 5-0+360 Stiffy works (and is recommended)
24. Acid Drop+Manual+360 Kickflip-Acid Drop into the big pool, then trick
25. Kickflip to Indy+Nosebluntslide+180 Judo-Off the ground (3 S's)
26. Sacktap-Off a quarterpipe
Cleaning House: Collect as many newspapers as you can within the time limit.
Unlocked: TBD
Style: Neutral
Category: Combo to a Point-Collection
Time Limit: 1:30
AM: Grind the ledge for 1-6, Ollie to the rail on the left for 7, then Ollie
back for 8-9.
Pro: Drop out of that grind, then use the quarterpipe to ollie to the upper
ledge for 10-15.
Sick: What the goal then intends for you to do is jump to the powerline for
16-20, then jump down to the pool for 21; however, that's very difficult
if you don't have perfect speed. If you miss, first take a right and
grab 21 in the pool, then get out of the pool when it ends. Turn around
and grind the left side of the kicker; you'll see it connects to the
powerline and will allow you to get 20-16.
No. 1 Fan: Get as many points as you can within a combo within the time limit.
Unlocked: TBD
Style: Neutral
Category: Scoring-High Combo
Time Limit: 2:00
Difficulty:
AM: 75,000 Points in a Combo
Pro: 350,000 Points in a Combo
Sick: 1,000,000 Points in a Combo
As promised, here's your first million point scoring goal--and in a combo to
boot. Don't be intimidated, even if you've been surviving on flatland to this
point. The target's still low enough to be easily obtainable. You have two
primary options: grind or vert. If you want to grind, head for the wire you
grinded in the last goal, grind it with a special grind or two as far as you
can, then start flatlanding for multiplier. If you're more into vert, drop
into the pool in front of you and start going back and for in a halfpipe-like
fashion, mixing up held grabs and slow Special Airs, as well as using your
Aggro Kicks and Reverts to full effect. Just try something, and if you can't
Sick the goal, don't beat yourself up.
The Awesomest: Do a combo containing the listed tricks that is worth the
requested amount.
Unlocked: TBD
Style: Neutral
Category: Scoring-Unique Combo
Time Limit: 2:00
Difficulty:
AM: 540 Melon and Worth 40,000 Points
Pro: Frontflip+Rocket Air and Worth 250,000 Points
Sick: Double Kickflip+540 Stiffy and Worth 600,000 Points
This, on the other hand, is almost all vert--if you can do a 540 Stiffy off
the ground, turn off Moon Gravity. It doesn't have to be entirely vert,
though, as you only need two quarterpipe jumps max, then you can leave the
halfpipe and flatland the rest of the points.
The Razor's Edge: Score within specified range of target score without going
over.
Unlocked: TBD
Style: Neutral
Category: Scoring-Price is Wrong
Time Limit: 1:30
Difficulty:
AM: Score within Range before Time runs out
Pro: Score within Range in 60 Seconds or Less
Sick: Score within Range in 30 Seconds or Less
Prepare to restart many times--the range for this Price is Wrong is way too
skinny (only 2%). Your goal is 10,000 x 10, but more like 8,000 x 12 so you
don't overshoot. Maybe a better goal is 5,000 x 18-20--use flatland with no
specials for the best results.
Losing Control: Go for big combos while the light is green. Combos landed
during a red light gives negative points. (their error)
Unlocked: TBD
Style: Neutral
Category: Scoring-Red Light Green Light
Time Limit: 2:00
Lather, rinse, repeat--only with 50% more points. The only problem is the
stubborn traffic light. As a consequence, you might want to do it in two
flatland portions (one in Switch) to control it better.
Where's Your Head At?: Complete each combo as it is listed.
Unlocked: Beginning
Style: Hardcore
Category: Trick List
Time Limit: 2:30
This is the perfect comparison to why cameraman goals are so hard: 9 more
tricks with 30 less seconds, and it's still easier. Heck, at least 50% of the
combos can be done off the ground or are grinds.
AM: 1. Flip Trick
2. Grind Trick
3. Grab Trick
4. Manual Trick
5. 50-50
6. Nosegrind
7. Frontflip-Yes, you need a quarterpipe
8. Bluntslide
9. Melon
10. Impossible
11. Japan
12. 5-0
13. Indy
14. Rocket Air
15. Ollie North Backfoot Flip-Maybe a kicker/quarterpipe
Pro: 16. 180 Grab Trick
17. 180 Flip Trick
18. 180 Backflip-Maybe Aggro off a quarterpipe (hardest trick yet)
19. Varial Heelflip
20. 360 Grab Trick-Probably a quarterpipe
21. 360 Inward Heelflip-the double-tap--lots of confusion possible there
22. 540 Grab Trick-They're getting harder! (quarterpipe)
23. Grind Trick+Flip Trick-The first real "combo"
24. Manual Trick+180 Flip Trick
25. Grind Trick+Manual Trick
Sick: 26. Grind Trick+Flip Trick-Why are we repeating in Sick???
27. Bluntslide+Madonna
28. Grind Trick+180 Flip Trick-We saw what you did there!
29. Backflip+180 Japan-You'll need two jumps unless you're great/lucky
30. Manual Trick+Grab Trick+Impossible-3 tricks is not harder than 2
31. Indy+Stiffy+Rocket Air-Don't get greedy, only 1 a ground jump
32. (Grind Trick)+5-0+360 Melon-Someone should have caught that (QP)
33. Nosegrab+Double Kickflip+360 Benihana-Easiest to do them all off QP's
34. Grab Trick+Frontflip+540 Roll-Definitely the hardest trick. You
need two quarterpipe jumps to hit both flips.
35. Sacktap-Much easier (unless you're sick of doing it last for Sick)
Letting it All Hang Out: Get as many points as you can within the time limit.
Unlocked: Where's Your Head At?
Style: Hardcore
Category: Scoring-High Score
Time Limit: 2:00
Difficulty:
AM: Total Score of 250,000 Points
Pro: Total Score of 750,000 Points
Sick: Total Score of 2,000,000 Points
Didn't we just break 1 million? With a standard High Score, you can afford to
mess up as long as you land cleanly. When I see these goals without defined
scoring lines, I normally just try to make grinding and manualing loops around
the course, and the points come naturally. You can also mix up the types of
combos--a grind around the park, a halfpipe Aggro Kick session, and a flatland
session should be more than enough, even if not in the same combo.
Finding the Edge: Get to all the Checkpoints before time runs out.
Unlocked: Letting it All Hang Out
Style: Hardcore
Category: Combo to a Point-Checkpoints
Time Limit: 0:40
Difficulty:
AM: Reach All Checkpoints
Pro: Reach All Checkpoints and Score 150,000 Points
Sick: Reach All Checkpoints, Score 500,000 Points, and Complete Entire Run
in a Combo
Start by grinding the rail for the first checkpoint, then Manual a U-turn wide
to the right. Manual forward for a bit, then grind the brown ledge for
Checkpoint 2. Quickly jump to the left into a manual, then air to the upper
ledge for Checkpoint 3 and continue your combo if necessary for the points.
Tough Ain't Enough: Collect as many signs as you can within the time limit.
Unlocked: Finding the Edge
Style: Hardcore
Category: Combo to a Point-Collection
Time Limit: 1:00
Some of these signs are tricky, so skip them if you're not going for Sick.
AM: Grind around the hump for Signs 1-3, then land in a manual for 4. Jump
to the other side of the ledge and grind for 5-6, then jump out of the
grind to the right. Acid Drop off the kicker for 7, then Manual through
the doorway for 8.
Pro: Jump to middle to grind 9 then circle back to manual 10. After 10, start
grinding the perimeter, starting about where the Acid Sign is. Grind
around to the Wallride and hit 11-12.
Sick: Quickly Wallride 13 up to the top of the fence and grind for 14.
Finally, try to land on the top edge of the quarterpipe near the Acid
sign, and Acid Drop for 15.
Body and Mind: Hit the gap while doing the tricks specified.
Unlocked: Tough Ain't Enough
Style: Hardcore
Category: Hit the Gap
Time Limit: 2:00
Difficulty:
AM: 720 Madonna and Hit the Gap
Pro: 540 Method+Roll and Hit the Gap
Sick: 900 Christ Air and Hit the Gap
And here we have another Sick you need to leave until after the story. Until
then, do the Pro instead of the AM--it's much easier than a 720 hard-to-land
trick and much more natural (do a left Roll of course--the game is stupid).
When you need to tackle the Sick for 100%, you'll realize your main problem:
There isn't enough room for a full Aggro, which you need for any shot at it.
After maxing your S's, go to the open side of the halfpipe, build your full
Aggro, hit the gap as straight as possible, and pray. That's all you can do.
Setting the Path: Score big while the cameras are on you.
Unlocked: Beginning
Style: Career
Category: Trick for the Camera
Time Limit: 1:00
Difficulty:
AM: Score 30,000 Points When on Camera
Pro: Score 50,000 Points When on Camera
Sick: Score 75,000 Points When on Camera
This goal is a typical camera goal with 4 quarterpipe spots. The only problem
is lining yourself up with the cameras (it may take a couple retries). You
should be able to score 25-50 thousand points on each camera, so it should be
simple.
Showing the Skills: Keep all the judges impressed by doing tricks near them.
Unlocked: Setting the Path
Style: Career
Category: Scoring-Spot-Based Competition
Time Limit: 2:00
Difficulty:
AM: End Run with All Judges in Orange Area
Pro: End Run with All Judges in Blue Area
Sick: End Run with All Judges in Yellow Area
Another Spot-Based Competition, but the line here is very easy. Simply grind
around the pool, then jump to grind the edge of the long halfpipe, then just
score. Here are the plateaus:
AM: 300,000-400,000
Pro: 400,000-450,000
Sick: 450,000+
Recognition: Do tricks for the photographer on film.
Unlocked: Showing the Skills
Style: Career
Category: Hit the Gap
Time Limit: 2:00
Another simple gap goal. If you're AM, try doing the Pro, as it's easier to do
a Roll with the grab than another trick entirely, even a Kickflip. As for the
Sick, it's much easier to do a 900 Grab this time, as the gap is longer, the
trick is simpler, and you have room to do a full Aggro! Just don't let the
Focus throw you off, if you fully rotate, you should get it. If you can't,
Spine Transfer later, even after you start the Benihana, to get more air.
Who Are You?: (Boring Style Explanation Here).
Unlocked: Recognition
Style: Career
Category: Style Scoring
Time Limit: 2:00
Difficulty:
AM: Style Score of 30 at End of Run
Pro: Style Score of 50 at End of Run
Sick: Style Score of 60 at End of Run
If you're just joining us, Style is broken by just sessioning a halfpipe. They
start you in front of one here. Move along...
They Will Know Your Name: Skate for gold in a competition against top skaters.
Unlocked: Who Are You?
Style: Career
Category: Scoring-Medal Competition
Time Limit: 2:00 a Run, 3 Runs
Difficulty:
AM: Get the Bronze Medal
Pro: Get the Silver Medal
Sick: Get the Gold Medal
And here we have a classic goal of classic goals. This is what we back in the
day called a competition! You have three runs to score as high as you can,
best two runs count. Unfortunately, they ruin much of the fun in this version,
as not only are the runs 2:00 each (double the old standard), there's no way to
end your run after you've scored your 5-10 million combo in 45 seconds. Still,
here are your plateaus: (another reason why there should be End Run)
Medal: 1st Run Score/Total Comp Score/Point Equivalent
Bronze: 82/164/50,000-150,000
Silver: 86/173/150,000-500,000
Gold: 92/184/500,000-1,000,000+
Perfect: 100/200/3,000,000+, No bails (It's extremely hard to perfect)
Messin' With the Locals: Complete a combo containing the listed tricks that
is worth the requested amount.
Unlocked: 3 Hardcore Goals, 11 Goals Total
Style: Hardcore
Category: Scoring-High Combo
Time Limit: 2:00
Difficulty:
AM: Ped Knockdown and Worth 100,000 Points
Pro: Ped Knockdown and Worth 400,000 Points
Sick: Ped Knockdown and Worth 1,250,000 Points
This is much simpler than it looks--manual through the guy in front of you,
then high combo. That's it. The easiest way to combo here is by working the
perimeter, similar to what you did in Tough Ain't Enough for the final pieces.
You can also Aggro session the halfpipe, or Flatland. Your choice.
The Next Level: Do the tricks as they appear on screen.
Unlocked: 3 Career Goals, 11 Goals Total
Style: Career
Category: Trick List-Skatris
Time Limit: 2:00
This goal is crazy if you don't have an idea of what's coming. Here's the
trick list:
Single/Double Tap Flips/Grabs, including double direction (mostly diagonal)
Flips/Rolls (some spun up to 540)
Spun Grabs (up to 720)
Acid Drops
Manual Tricks
This is the hardest Skatris goal, and the only way you have a chance is to do
as much off the ground as you can. In addition, you need a good trick list
for Sick, so you may need to retry a couple times. Prioritize simple (ground)
tricks first, and when you do air, look for easier ones or tricks you can
double up on. Some examples include a 540 Japan and a 720 Grab Trick, a 180
Backflip and a 360 Backflip, or a 540 Roll and a Double Roll. Finally, if
you're going for Sick, you can't bail (maybe once or twice if you're an amazing
player).
Manual Skill Challenge
Location: On the west side, in the first pool.
AM: Manual to the second pool and hit it as you turn left.
Pro: Continue a bit into the halfpipe and hit the marker.
Sick: Hit the marker at the end of the halfpipe; you're going up a hill, so
hit Flip Flip constantly to keep your speed up (or Aggro at the
beginning if you're good at controlling manuals).
Grind Skill Challenge
Location: In the northeast corner, on the quarterpipe edge.
AM: Grind the edge until right before the gap and hit the marker.
Pro: Hold the Ollie button from the start until you're just off the rail,
then release the button to jump in midair and clear the gap reliably
and hit the marker.
Sick: Continue holding the grind until you hit the marker at the end, but
make sure to jump out so you don't bail.
Distance Skill Challenge
Location: On the south side, on the large ledge next to the halfpipe, look for
the kicker with the spraycan.
All: Don't bother with the spines, just build a full Aggro, and try to
release it right when jumping (preferrably Bonelessing) over the kicker.
Time to leave the pain-in-the-neck skateparks and head back to tear up
civilization at the Washington D.C. Monuments! Prepare yourself--the hardest
goals of the game are inside.
5h. Monuments
Yes, when I say the hardest goals in the game, I am including Skatepark in that
conclusion. The thing with Skatepark is that it's hard versions of easy goal
types (Score, Combo to a Point), but Monuments has hard versions of hard goal
types (Unique Combo, Specific Combo, Cameraman). Thus, you'll need to get
familiar quickly with the three main areas: the main mall in the West, the
waterside plaza in the South, and the waterfall pool in the East.
Score One for Me: Get as many points as you can within the time limit.
Unlocked: Beginning
Style: Neutral
Category: Scoring-High Score
Time Limit: 2:00
Difficulty:
AM: Total Score of 350,000 Points
Pro: Total Score of 1,000,000 Points
Sick: Total Score of 3,000,000 Points
Yes, this is one of the easiest goals in Monuments. No, this place is not
going to be easy. More notable than Sick's 3 million is Pro topping 1 million
for the first time. The easiest way to score is to turn around and Aggro
session the waterfall pool, then grind the ledges nearby, and finally flatland
up your multiplier.
Down the Tunnel: Perform the Manual Trick down the tunnel gap.
Unlocked: TBD
Style: Neutral
Category: Hit the Gap
Time Limit: 2:00
Difficulty:
AM: Nose Manual+Pivot and Hit the Gap
Pro: Handstand+Handflip and Hit the Gap
Sick: Handstand+Handflip+Casper and Hit the Gap
This is basicly a Manual Skill Challenge, with a little more challenge. Manual
down the tunnel, then turn right (don't hold Jump during any of this). Make
the left turn wide, go straight, then go on the inside of the car for the gap.
As for the tricks, they just have to be done in the same combo, not even in the
same manual, so don't try most of them until after you hit the gap.
Give Me a C-O-M-B-O: Get as many points as you can in a combo within the time
limit.
Unlocked: TBD
Style: Neutral
Category: Scoring-High Combo
Time Limit: 2:00
Difficulty:
AM: 200,000 Points in a Combo
Pro: 750,000 Points in a Combo
Sick: 2,000,000 Points in a Combo
Another (relatively) easy scoring goal, just a combo now. You start in the
waterside plaza, so you can stay there and primarily grind, or go down the
tunnel to the waterfall pool and do what you did before. Your choice.
Where's the Gaps?: Find as many of the gaps in front of the building as you
can.
Unlocked: TBD
Style: Neutral
Category: Hit the Gap-Combo
Time Limit: 2:00
Difficulty:
AM: Hit 3 of the Gaps
Pro: Hit 5 of the Gaps
Sick: Hit 5 of the Gaps Within a Combo
The main problem with this one is finding the gaps. You can still follow the
combo's order, just don't focus on all the manuals and Aggros you'll need to
keep your speed.
Start by skating up the stairs and Spine Transfering down to the ground (Gap
1), then Revert and Manual forward to the outer walkway (Gap 2). Turn left and
Grind the railing, then jump off before it turns and grind the quarterpipe.
Continue up the stairs and jump the gap (Gap 3), then jump and grind the rail
in the middle, quickly jumping off and manualing and jumping off the QP.
Revert and Aggro, then Grind the middle rail, hitting the gap (Gap 4). Repeat
the jump, Revert, Aggro, only grind the last ledge on the left (Gap 5).
Good on Camera: Do the Mascot's Tricks over the Spine Transfer.
Unlocked: TBD
Style: Neutral
Category: Hit the Gap
Time Limit: 1:00
Difficulty:
AM: Spine Transfer+Frontflip+Backflip
Pro: Spine Transfer+Backflip+540 One Foot Japan
Sick: Spine Transfer+Double Roll+900 Melon
This is an insane gap goal, because each difficulty has its own challenge: AM
has to do two separate tricks, Pro is counter-intuitive and is the hardest to
land, and Sick needs the most air and spin. Still, AM is easiest because you
don't need any spin.
As for Sick, get Special, then try to Aggro in that small pool (I've Full
Aggro'd in there before, but it sent my jump at an angle). The main problem is
that you need to wait until the apex of your jump to Spine Transfer to get the
most air, but you need to do it early enough so that it registers. The slow
motion only makes this harder. Some of these goals just require perfect
timing, and there's nothing more I can do.
Extra Tricky: Complete a combo containing the listed tricks that is worth the
requested amount.
Unlocked: TBD
Style: Neutral
Category: Unique Combo
Time Limit: 2:00
Difficulty:
AM: Spine Transfer+Wallplant+Nosestall and Worth 200,000 Points
Pro: 540 Rocket Air+Double Roll+Handstand and Worth 700,000 Points
Sick: 720 Sacktap+Wallride+Eggplant+720 Judo and Worth 1,500,000 Points
And this is the "overwhelm you with text" goal, right? Yes, it seems
impossible to do this much stuff in one combo, but you need to start by
breaking it down, and putting it into a managable order.
AM: Skate into the main mall and line yourself so the gap in the wall of
flags (to your left) is in front of you and a quarterpipe and the large
halfpipe are behind you. Skate forward and Wallplant, then Aggro into
the QP and Spine Transfer into the large halfpipe. Revert and manual,
then Nosestall the other side (hold Grind and Ollie as you touch the
lip). Ollie out of the lip and Footplant (the Revert sometimes ends your
combo for some reason) and flatland your points.
Pro: Skate to a pool or halfpipe, then Aggro session for the 540 Rocket Air
and Double Roll (in separate jumps). When you're done, Revert and
Manual, then Handstand and flatland your points.
Sick: Start by skating forward and lining yourself up with the wall in front of
you, pointing towards the main mall. Wallride the wall, then Aggro Kick
to the QP in front of you and 720 Sacktap off it (hold the trick for as
short a time as possible). Aggro Kick when you land and 720 Judo off the
opposite QP. Revert (to lose some speed) and Eggplant off the first QP.
Revert out and flatland to finish the big combo.
Jump Over What?!: Do the specified trick over the halfpipe gap.
Unlocked: Beginning
Style: Hardcore
Category: Hit the Gap
Time Limit: 0:10
This is by far the hardest 360 trick you will ever do. You need to get Special
quickly, then Aggro into grinding the quarterpipe. When the camera activates,
jump when you're on the kicker, then Acid Drop, quickly do the trick without
hold (especially on Sick), and spin it 360, making sure you're lined up with
the pool. That's a lot to do in 10 seconds with that little air, but it's
doable. If you can't rotate 360, just do the AM and come back later.
Unique and Different: Bust out a large combo without repeating any tricks.
Unlocked: Jump Over What?!
Style: Hardcore
Category: Different Combo
Time Limit: 2:00
Difficulty:
AM: 25 Different Tricks
Pro: 35 Different Tricks
Sick: 45 Different Tricks
And here we are. The last goal I Sicked on my main file, and the last Unique
Combo. The key to turning this goal from impossible torture to doable in a
couple tries is a very sound strategy that combines a lot of the combo
knowledge I learned from writing this guide. If you don't need the Sick yet
(and if you haven't completed Story yet, you don't), choose the pieces you know
how to do the best.
AM: Aggro Session the halfpipe you start in, but in a much different way than
normal. Instead of holding one trick, try to get at least 3 different
tricks on each jump. This should get you about 20 tricks, if you make
sure to do different air tricks each time--you have 32+ to choose from.
Pro: As you run out of Aggros, get up to the banners above the quarterpipe,
either directly or by grinding the kicker on the quarterpipe. Use all
your grinds, and if you saved your flips, you can flip between them for
more tricks.
Sick: When you run out of grind balance (or tricks), jump down to the ground
and start flatlanding with variety--use a Pogo to stand still, then go
Trick-Flip-Trick-Flip etc. until you hit 45 tricks total, then land it!
Around the Block: Get to all the checkpoints before time runs out.
Unlocked: Unique and Different
Style: Hardcore
Category: Combo to a Point-Checkpoints
Time Limit: 0:30
Difficulty:
AM: Reach All Checkpoints
Pro: Reach All Checkpoints and Score 500,000 Points
Sick: Reach All Checkpoints, Score 1,000,000 Points, and Complete Entire Run
in a Combo
One of the last Checkpoint goals, and it's one of the longest--so long, in
fact, that even the non-Sick will probably need to combo the last part just to
make it in the time limit. At least the scoring shouldn't be hard then.
Start by manualing (you can barely move an inch before it ends your combo) into
the grind on the ledge, then land and manual right--the long way around the
pool. Grind the car for Checkpoint 1, then manual straight to the corner and
grind the rails for Checkpoint 2. Continue grinding and manualing along the
road (right, left, then right) until Checkpoint 3, then continue scoring if
necessary.
Stay in Line: Collect as many objects as you can in a combo within the time
limit.
Unlocked: Around the Block
Style: Hardcore
Category: Combo to a Point
Time Limit: 2:00
Difficulty:
AM: Collect 7 Markers in a Combo
Pro: Collect 10 Markers in a Combo
Sick: Collect 15 Markers in a Combo
Your lines are getting more complex, and this one's longer than it looks, using
a move not seen since Museums for a line:
AM: Start by getting Special, then use an Aggro boost for speed as you jump
on the ledge for Marker 1. Jump the gap for 2, then grind for 3. Jump
to the QP for 4, then grind the curve and jump to the rope grind for 5.
Continue grinding for 6, then jump to the QP for 7...
Pro: ...and 8, then jump to the next rope for 9 and 10.
Sick: Quickly Wallplant the wall, then come back along the path (jump to the
QP, then jump to the curved rope), but when you jump off the rope, aim
for the railing on the right. Grind the railing for 11, jump and manual
for 12, grind the curved railing for 13-14, and jump for 15.
Pigeon Patrol: Collect as many objects as you can within the time limit.
Unlocked: Stay in Line
Style: Hardcore
Category: Combo to a Point-Collection
Time Limit: 0:30
This is an interesting collection goal, as the real focus of the goal is
getting up to the collection area. There are many ways to do it, but the
easiest is to turn left from the start, then use the humps on the QP to get up
to the wire which takes you to the roof. Once you're up there, the collection
is easy for this point in the game--so much so that the in-game map does a much
better job than any route I could make. As long as you remember to stay in a
combo--and that you need to both spine up to the mini bowl and go under the
walkway to get pigeons, the goal is simple.
Pipe Skills: Do the tricks as they appear on camera.
Unlocked: Beginning
Style: Career
Category: Trick List-Skatris
Time Limit: 1:30
The last Skatris goal for Career really does pull out all the stops. You're
limited to the halfpipe you start in, and this has the meanest trick list of
all:
Diagonal Single-Tap Grabs
All Double-Tap Grabs
720 Grabs
Flips/Rolls (spun up to 360)
Lip Tricks
To pull this off, you'll need to forget much of the advice I told you before
about Skatris. Yes, you can start by doing all the tricks you can off the
ground, but you need to start sessioning the halfpipe quickly. The key is that
you need Aggro Kicks to pull off the 720's and the Sacktaps, but you can't use
too many or your combo won't end, stopping the trick list from refreshing. Do
as many tricks as you can on each jump, combining the Flips/Rolls with easy
tricks, and maybe even doing two or more tricks average on each jump. The time
limit seems way too tight (3 seconds a trick), but if you do it well, you can
finish with 10 seconds to spare.
Price Challenge: Score within specified range of target score without going
over.
Unlocked: Pipe Skills
Style: Career
Category: Scoring-Price is Wrong
Time Limit: 1:30
Difficulty:
AM: Score Within Range before Time Runs Out
Pro: Score Within Range in 60 Seconds or Less
Sick: Score within Range in 30 Seconds or Less
Your last Price is Wrong! 200,000 with only a 2,000 buffer is crazy though.
The only way to get this reliably is to either aim for 19,000 x 10 (which is
near impossible to get without a set line), or go for 15,000 x 10, then
continue with short combo, getting shorter as you get closer. Once you
actually hit the target, you can work on doing it faster--which is all you can
try to do to get the Sick.
Testing Lines: Get as many trick orbs as you can.
Unlocked: Price Challenge
Style: Career
Category: Combo to a Point-Trick Signs
Time Limit: 0:10
This line isn't that hard, it's just has a lot of different moves and is more
stat-dependent (to hit the gaps) than your average line:
AM: Quickly get Special, then Aggro and Manual through 1, then Spine for 2
and Manual down for 3, 4 and 5. Jump up the QP after 5 and grind for 6,
then continue for 7 and 8. Flip for 9, then land in a grind for 10.
Pro: Continue the grind for 11-12, Wallride for 13, then grind for 14 and Flip
for 15.
Sick: Manual for 16 then Acid for 17. (this was a more "precision" line)
For an Edit: Score big while the cameras are on you.
Unlocked: Testing Lines
Style: Career
Category: Trick for the Camera
Time Limit: 2:00
Difficulty:
AM: Score 40,000 Points When on Camera
Pro: Score 75,000 Points When on Camera
Sick: Score 100,000 Points When on Camera
This camera goal is a true example of the saying "too many cooks spoil the
soup." 10 cameras total, but there are only 4 good vert cameras (plus one that
could work, but is hard to hit). Still, 4 cameras should be more than enough
for 100,000 points if you work at maximum efficiency. If you still need more,
the rail cameras could be good for some points, if you use either a special
flip or the Downhill Luge on them--you have plenty of time to work with.
Lead the Way: Follow the filmer and do the tricks he calls out.
Unlocked: For an Edit
Style: Career
Category: Trick List-Follow the Cameraman
Time Limit: 2:30
The last cameraman goal! They have pulled out all the stops--but you won't
notice until past the halfway point, as this is a "smooth" goal, and there is
a lot of "Manual Trick" and "Grind Trick+Flip Trick"-style filler in the AM
portion. The trick list is more important than ever.
AM: 1. Nosegrind-Rail on the left (going forward)
2. 50-50-Ideally on the same rail
3. 180 Grab Trick-Before the slope
4. 5-0-On the slope
5. 180 Flip Trick-Near the end of the slope
6. Grind Trick+Flip Trick-Around the corner
7. Manual Trick-Quickly, quickly!
8. Nosegrind-You shouldn't be into the main mall yet
9. Manual Trick+180 Flip Trick-Still barely into the mall
10. Grind Trick+Manual Trick-On the QP's on the left side of the mall
11. 360 Grab Trick-Do it off the upper slope for height (on the ground)
12. Manual Trick-Still haven't made a lap
13. Grind Trick+Flip Trick-Off the ledges on the right
14. Manual Trick-Just about to finish the lap
15. 540 Grab Trick-Use the closest QP--go ahead of the camera a bit
16. Manual Trick-Somewhere, based on the QP you used
17. Grind Trick+Manual Trick-And the guide gets less specific
18. 180 Flip Trick-Don't get lulled asleep...
19. Nosegrind-...it gets much harder at 26
20. 360 Grab Trick-Off a QP probably
21. Manual Trick-You probably haven't made the second lap yet
22. 5-0-These tricks should be done very quickly
23. 360 Flip Trick-If there's no QP, then use a kicker
24. Grind Trick+Manual Trick-Get ready...
25. Grind Trick+180 Flip Trick-...because they're about to get harder
Pro: 26. Manual Trick+Grind Trick-Or not--let's try again
27. 360 Grab Trick+Bluntslide-That's not that bad
28. Manual Trick+180 Method-You can still do this off the ground
29. 360 Christ Air-That's more like it! You need to do it off a QP, but
still be in range. This will kill a lot of Sick runs.
30. Nosegrind+360 Kickflip-You may be able to do it off the rail, but you
can manual/Aggro to a QP if necessary.
Sick: 31. Manual Trick+5-0+180 Stiffy-This is much easier than it looks.
32. 360 Japan+Manual Trick+50-50-Do in the order listed for the best
results, but this is hard.
33. 180 Indy+Manual Trick+360 Kickflip-Yes, this is harder than it looks.
Do the Indy off the ground, manual, then Aggro to a QP
for the Kickflip, and hope you're still in range.
34. Nosegrind+Manual Trick+360 Double Kickflip-Do the tricks in the order
listed, and Aggro to the QP for the Double Kickflip.
35. Manual Trick+360 Kickflip to Indy-Aggro a QP, then Manual--too easy.
Daewon's Hardcore Drop: Do the trick specified off of the Acid Drop.
Unlocked: 3 Hardcore Goals, 11 Goals Total
Style: Hardcore
Category: Hit the Gap
Time Limit: 2:00
Difficulty:
AM: Acid Drop+360 Sal Flip
Pro: Acid Drop+360 Kickflip to Indy
Sick: Acid Drop+Double Heelflip+Roll
This goal is very annoying, especially compared with its (relatively) easy
difficulty. The goal has two parts: getting up to the ledge, then doing the
trick off the Acid Drop. The first part is what's annoying, as it just takes
a bit of time to get up there, and you have no rush as all to get up there
(unlike in Pigeon Patrol). The easiest way (of many) is to skate to the far
side of the plaza, then grind the ledge next to the building, Wallride up, and
finally grind to the Acid Drop ledge. As for the drop itself, all of the
options are easy if you have enough S's. To get the most speed, grind the
railing, ideally directly from the previous ledge. If you can't do the AM or
Pro, try the Sick, as it doesn't require a counter-intuitive double-direction
with rotation, but instead just one direction.
Bob's Career Contest: Skate for gold in a competition against top skaters.
Unlocked: 3 Career Goals, 11 Goals Total
Style: Career
Category: Scoring-Medal Competition
Time Limit: 0:30 a Run, 3 Runs Total
Difficulty:
AM: Get the Bronze Medal
Pro: Get the Silver Medal
Sick: Get the Gold Medal
Now this is more like a normal competition, with only 30 seconds a run. Unless
you can build a mega-combo that can get you the gold by itself, it's better to
end your combo before the timer ends, then start a second one for maximum
points. You'll need to start your combo quickly if you want that second combo,
though. Here are the plateaus:
Yikes! I didn't remember the plateaus being that high (yes, those are with no
bails). For Sick, this is basically a 4,000,000 High Combo (maybe less, I
wouldn't tempt it) you have to do twice in three times.
Grind Skill Challenge
Location: East of the waterside plaza, on the ledge right in the SE corner
AM: Grind the ledge to the AM marker, making sure to jump the gap.
Pro: Continue grinding the ledge past the next gap, then jump and grind the
planter (jump earlier than you think). Jump the next gap, and the Pro
marker is right before the next gap.
Sick: Jump to the upper ledge, then jump at the exact moment to grind the next
ledge. This final part is pretty much luck, jumping at the exact moment,
then making sure to grind before the combo ends. Thankfully, the Sick
marker is right on that ledge.
Manual Skill Challenge
Location: Right on the west exit to the waterside plaza
AM: Manual into the spraycan, then quickly turn left to hit the AM marker on
the right side of the stairs.
Pro: Angle slightly left and continue manualing forward into the Pro marker.
Sick: Keep holding forward until you hit the Sick marker.
Distance Skill Challenge
Location: On the southwest side of the waterfall pool area, look for the
kicker separated by a fence.
All: Your best relatively straight Full Aggro is to start at the tunnel from
the waterside plaza; Aggro down the tunnel, angle as straight as you can
toward the kicker, and make sure to Boneless to get height.
Monuments is over for now (until you need it Sick it, of course). Who's
ready to complete Story? I am! On to your final Pro Challenges in Skatepark!
5i. Skatepark
Skatepark is by far the most unique course in the game, as not only can you set
it up 1,048,576 ways (59,049 if you put a piece everywhere), its goal setup
most likely will change every time you play. You see, when you complete your
first Pro Challenge in a normal course, that Pro will go into the Skatepark and
give you another Pro Challenge to complete. Even if you complete the other
Pro Challenge, that Pro won't go into your park. Furthermore, when you
complete those six goals, Tony Hawk will show up again, with an ultimate goal
for the path you've set (based on your meter at the time you complete the sixth
Skatepark Pro Challenge). Thus, I've split Skatepark into two sections, one
for each alignment.
But with all that stuff I'm getting way ahead of myself. First, you need to
set up your park. For the most part, the goals just want you to have a piece
in each spot. On the other hand, unless I say otherwise (in a Setup section),
my guide will be written based on having the most expensive part (Sick) in
each spot, as that's what I normally skate with. Find what's best for you.
As for the park itself, it can be separated into three main sections. There's
the large main section of the warehouse from the center to the northeast
corner, punctuated by the long rails in the ground in the middle (get very
familiar with them). There's the West Side, where there are two big halfpipes
by the time you get all the pieces in. Finally, there the outside section in
the south, which has the most open space (which will be very important in some
goals). You can get some very big combos here without trying--and I might even
teach you some of them.
By the way, if you're here looking for the beginner goals, go back to the
beginning of the Story Mode section. On the other hand, if you're looking for
the neutral goals (the Skill Challenges), don't move--they're right here!
Manual Skill Challenge
Location: In the northwest corner of the park
AM: Manual the spraycan, then hit the AM marker at the top of the stairs.
Pro: Start turning as you hit the Pro marker at the bottom of the stairs.
Sick: Make a quick left turn and hit the Sick marker. This is harder than it
looks--for some reason, they designed it too easy, and with full stats
you go too fast to make the turn normally. Try not holding Jump as you
go down the stairs.
Grind Skill Challenge
Location: Go to the north side of the warehouse, then go up to the walkway,
where the spraycan is on your left.
AM: Grind the left ledge, jump over the gap, then hit the AM marker.
Pro: Continue grinding to the Pro marker.
Sick: Continue down the ramp to the Sick marker.
Air Time Skill Challenge
Location: In the center of the map--follow the rails from where you start
All: You have plenty of room for a Full Aggro, and with full S's, you might
not even need it!
i. Skatepark-Hardcore
Throwing a Freakout: Complete a combo containing the requested tricks that is
worth the requested amount.
Unlocked: Philly Hardcore Pro Challenge (Hardcore Freak Out)
Style: Hardcore
Category: High Combo--Freak Out
Time Limit: 1:00
Difficulty:
AM: Freak Out and Worth 350,000 Points
Pro: Freak Out and Worth 1,000,000 Points
Sick: Freak Out and Worth 2,000,000 Points
This goal is really dumb, even if you agree with the Jackass style the games
have taken. Not only do you need to get a standard High Combo, you need to
bail intentionally (one of the hardest things to do), then play a touchscreen</pre><pre id="faqspan-4">
minigame. To be safe, aim for double the target score, which gives you
breathing room. If you need help with the score, look at the Career High
Combo section--but Flatlanding (and Aggro Sessioning if you really need it) can
get you 4 million easily.
Flyer Lines: Collect as many objects in a combo as you can within the time
limit.
Unlocked: Harbor Hardcore Pro Challenge (Learning the Footplant)
Style: Hardcore
Category: Combo to a Point
Time Limit: 2:00
This goal is set up in the exact opposite way it probably should have been.
The first jump from the ramp to the boxcar is one of the hardest jumps in the
game for a goal, and yet the goal even expects AM to do it. If you aren't
going for Sick, start from 15 and go backwards--the line's very simple if you
take it in reverse, but it's near-impossible to get to the final flyers.
AM: Your first step should be to bail--the two jumps are all but impossible
without the boost bailing first provides. When you've bailed and have
the S's, build a full Aggro just as you grind the ramp for 1 and 2, jump
to the center of the boxcar for 3, then jump to the pipe for 4. Finally,
jump to the rail for 5-8.
Pro: Jump over the gap right after 8 (don't use the kicker or you'll miss some
flyers) and grind for 9, 10...
Sick: ...and 11, then manual the middle for 12 and grind the left rail down the
ramp for 13-15.
Getting Proof: Score big while the cameras are on you.
Unlocked: Museums Hardcore Pro Challenge (Knuckle Draggin')
Style: Hardcore
Category: Trick for the Camera
Time Limit: 2:00
Difficulty:
AM: Score 50,000 Points When on Camera
Pro: Score 75,000 Points When on Camera
Sick: Score 100,000 Points When on Camera
Setup: There are cameras on Spots 3 (non-AM), 4 (non-AM), 5 (non-AM), and
6 (non-Sick--that's not a typo).
Yes, both sides have a camera goal. It's basically a mirror of the Career
goal, with half the points and half the cameras (but curiously not half the
time). Almost all the cameras are on Spots, so make sure you have valid pieces
in each spot.
Navigating Your Turf: Get to all the Checkpoints before time runs out.
Unlocked: FDR Hardcore Pro Challenge (Connect the Dots)
Style: Hardcore
Category: Combo to a Point-Checkpoints
Time Limit: 0:15
Difficulty:
AM: Reach All Checkpoints
Pro: Reach All Checkpoints and Score 500,000 Points
Sick: Reach All Checkpoints, Score 1,000,000 Points, and Complete Entire Run
in a Combo
This is the hardest checkpoint goal in the game, and probably the hardest goal
period for the AM player, as you have do most of the goal in a combo that
rivals many of the Sick lines. It's no slouch for the Sick player either, as
the goal tests your balance, leaving you without much of an opportunity to
score the million point combo. Of course the best way to combat that to do
your points in the combo, and that certainly helps, but the combo simply isn't
long enough (maybe to hit the Pro without extra effort, but not the Sick). If
you aren't going for points, ignore all the little combo boosters I throw in.
Setup: The best path for this goal has the Pro/Sick part in Spot 3, the Pro
part in Spot 6, the AM part in Spot 8, and the Sick part in Spot 10.
Start by tricking onto the rail on Spot 3, then jump and flip to the curve.
Jump to the next rail, then jump and grind Spot 6 to get the first Checkpoint.
Quickly turn onto Spot 8 and grind up (you'll need an Aggro chain if you left a
spine there) and jump and grind the truck for Checkpoint 2. Turn and grind Spot
10, then grind the rail straight ahead for your last checkpoint. For the
remaining points, stay in your combo and grind back and forth on the rails--if
you've been using Specials during the combo it should take less than one pass
(aim for 40,000 x 30 on Sick to be safe).
Ultimate Progression Test: Do the tricks as they come on screen.
Unlocked: Lansdowne Career Pro Challenge (Messin' With the Locals)
Style: Hardcore
Category: Trick List-Skatris
Time Limit: 2:00
The final Skatris, and it's a doozy! Just look at the trick pool:
Diagonal Single-Tap Flips
All Double-Tap/Double-Direction Grabs/Flips
Up/Down Grinds
Wait, is that all? I could have sworn they had rotation and Flips/Rolls as
well, but they're not coming up for me. Heck, you can do most of these tricks
off the ground! The time limit's a little tight (especially if you planned on
doing everything off QP's), but nothing you can't handle at the end of Story.
Building the Flow: Collect as many objects in a combo as you can within the
time limit.
Unlocked: Monuments Career Pro Challenge (Daewon's Hardcore Drop)
Style: Hardcore
Category: Combo to a Point
Time Limit: 2:00
Difficulty:
AM: Collect 15 Objects in a Combo
Pro: Collect 17 Objects in a Combo
Sick: Collect 20 Objects in a Combo
Setup: This goal is meant to be done with the Pro piece in Spot 7, the AM
piece in Spot 9, and the Sick piece in Spot 10.
This goal looks much more daunting than it is, especially if you haven't set it
up properly (and without my help, it would take trial and error--3 Spots, all
of them need one specific piece, all in different sets?). Still, the goal's
easy, even though it's a continuous line (thus AM and Sick are basically the
same).
All: Grind the railing for 1-2, jump and manual for 3, then grind Spot 10 for
4-5. Manual 6, grind the corner on Spot 9 for 7-8, then manual 10 and
grind the cars for 11-12. Manual 13 and up the ramp for 14, then make a
short hop and grind the pool for 15 (AM) and 16. Jump for 17 (Pro), then
manual and grind the rail for 18-19, then finally manual into 20 (Sick).
Staying Hardcore: Complete each combo as it is listed.
Unlocked: 6 Skatepark Pro Challenges, Hardcore Meter
Style: Hardcore
Category: Trick List
Time Limit: 3:30
The final Hardcore goal, and Tony has a trick list for the ages. For all of
the insane air, getting full Aggro should be a given, especially since most of
the combos require it anyway. You should definitely know how this works by
now, so my list will be relatively clean. Here's the final list for Story (and
thank God you don't have a cameraman):
AM: 1. Manual Trick+180 Flip Trick
2. 180 Grab Trick+Grind Trick
3. Grab Trick+180 Flip Trick
4. Manual Trick+180 Grab Trick
5. Grind Trick+Manual Trick
6. 5-0+Kickflip
7. Manual Trick+180 Indy
8. 180 Heelflip+180 Melon
9. 180 Nosegrab+Manual Trick-Use a kicker/QP
10. 50-50+180 Tailgrab-Same
11. Aggro Kick+Backflip
12. Aggro Kick+Frontflip
13. 360 Indy-QP
14. 360 Nosegrab-This is harder than it looks, QP definitely
15. 360 Kickflip+Manual-Kicker?
16. Aggro Kick+360 Christ Air-Full Aggro
17. 180 Method+Manual Trick
Pro: 18. Grind Trick+180 Judo
19. Bluntslide+Manual Trick
20. Aggro Kick+Double Roll-Full Aggro
21. Nosegrind+5-0+Nosebluntslide-Use the ground rails in the center
22. Manual Trick+Handstand+Handflip
23. Spine Transfer+360 Kickflip+Manual Trick-Use Spot x and head outside
24. Aggro Kick+900 Grab Trick-Full Aggro, simple grab, isn't too hard
25. Manual Trick+Pivot+Casper-Don't crouch during the manual
Sick: 26. Aggro Kick+540 Double Backflip-Full Aggro, approach the QP straight,
and rotate in the direction you were slightly angled
27. 720 Japan+Manual Trick+Bluntslide-Full Aggro, make sure the grind
actually registers by grinding the ground rail outside
28. Aggro Kick+1080 Indy
Yes, that is 1080. First, make sure you've bailed and have Special,
then go to the south QP row and start Aggroing--it's almost exactly
four kicks from one end to another--and finally hit the QP straight,
rotate to the right, and land it!
(As a sidenote, you can get higher rotation if you go from a high QP to a lower
one and use a optimal Freakout Boost--I've landed a 1260 in Landsdowne, and
probably could get a 1440 if everything was perfect.
Now you're truly Hardcore! Go back and complete all the Sick goals and try for
100% Career. If you want more goals (including scoring without strings
attached), start a new file and do the other Pro Challenges (the Career goals).
ii. Skatepark-Career
Test of Style: (Guess what's here? Boring Style for $1250!)
Unlocked: Philly Career Pro Challenge (Career and Focus)
Style: Career
Category: Style Scoring
Time Limit: 2:00
Difficulty:
AM: Style Score of 40 at End of Run
Pro: Style Score of 60 at End of Run
Sick: Style Score of 80 at End of Run
I've done this Sick in 58 seconds. What's your best score? If you want to
compete in Style in multiplayer, focus on your Perfect Landings, and end your
combos early (after 2 jumps) to get more Big Combo points.
Holding It Together: Collect as many objects in a combo as you can within the
time limit.
Unlocked: Harbor Career Pro Challenge (Fountain Demo)
Style: Career
Category: Combo to a Point
Time Limit: 2:00
Difficulty:
AM: Collect 8 Objects in a Combo
Pro: Collect 10 Objects in a Combo
Sick: Collect 14 Objects in a Combo
The trickiest part about this combo is where to start, as the combo comes back
in a circle. Thankfully, it's on a normal part of the course, so there's no
setup required (unlike the goal below). And it's a (relatively) short line
as well!
AM: Grind the rail on the ground for 1 and 2, then Manual for 3. Grind the
steps for 4 and 5, jump for 6, manual for 7, then grind the quarterpipe
for 8.
Pro: Continue grinding for 9, then Wallride up to 10.
Sick: Grind the next QP for 11-13, then Wallride 14.
Keeping It Smooth: Collect as many objects in a combo as you can within the
time limit.
Unlocked: Museums Career Pro Challenge (Fast and Loud)
Style: Career
Category: Combo to a Point
Time Limit: 1:00
Difficulty:
AM: Collect 12 Objects in a Combo
Pro: Collect 15 Objects in a Combo
Sick: Collect 17 Objects in a Combo
As the title suggests, this goal is (ironicly) like the Hardcore Pro Challenge
in Museums, where you focus more on hitting every object than searching or
balancing. Thus, I'll do all the objects in one paragraph as before.
Setup: This goal is impossible to Sick without the Sick part in Spot 7, or
with AM parts in Spots 3 or 6, and is slightly easier to combo with Pro
pieces in Spots 3 and 6.
All: Grind the crossed rails to grab 1 and 2, then jump to the railing for 3
and 4. Grind the rail on the ground for 5-7, jump to the next rail for
8, then jump to the humps/ledge for 9-10. Manual into 11, then angle
to the right to Hip Transfer 12 (AM)--it's the only way I can reliably
hit it. Grind the edge of the of the far QP for 13, Acid Drop 14,
grind the QP for 15 (Pro)-16, then Grab 17 (Sick).
Showing Off: Keep all the judges impressed by doing tricks near them.
Unlocked: FDR Career Pro Challenge (Follow the Leader)
Style: Career
Category: Scoring-Spot-Based Competition
Time Limit: 2:00
Difficulty:
AM: End Run with All Judges in Orange Area
Pro: End Run with All Judges in Blue Area
Sick: End Run with All Judges in Yellow Area
Setup: My recommended run requires a piece in Spot 3 (non-AM) and pieces are
recommended in Spots 1 and 6 (Sick).
This final Spot-Based Competition requires the most traveling to the start of
the line from the start, but the plateaus really aren't that bad. Start by
skating to the Northwest corner of the park, by the Red judge. Grind the
sloped panel on the side closest to the judge down the slope, then manual
around the curve to the left. Grind the rails on the ground (or Spot 6), then
turn to the left and grind the railing up Spot 3. Land in a Manual, then grind
the crossed rails and Acid Drop into Spot 1. Air on the other side of Spot 1,
then do a bit of flatland in front of the Blue judge. If you end the combo
outside the range of a judge (or take too long?), you might not get any credit.
Here are your plateaus:
Combos Are Key: Get as many points as you can in a combo within the time
limit.
Unlocked: Lansdowne Career Pro Challenge (The Next Level)
Style: Career
Category: Scoring-High Combo
Time Limit: 2:00
Difficulty:
AM: 400,000 Points in a Combo
Pro: 2,000,000 Points in a Combo
Sick: 5,000,000 Points in a Combo
I know what you're thinking. 5 Million?!?! And in a combo?! How the heck am
I going to get that score? I'm going to help you, that's how! There are three
ways I like to score on this map. Some are easier than others, so I'm going to
give them to you in the traditional difficulty levels. Just note that all of
these are geared towards Sicking the goal. Oh, and if you're wondering, this
is the hardest scoring goal in the game, at least on the Career side (Bam's
super-Freak Out is potentially harder, especially if you can't bail on
command). Yes, this is even harder than Tony's Elimiskate.
AM: You start with a halfpipe in front of you, so use it! Aggro session the
halfpipe the maximum amount of times you can, and use held 360 Hardflips
and Inward Heelflips, rotated at least 720 each time. When you run out
of Aggro Kicks, Revert, aim out of the halfpipe, and start Flatlanding.
Your target score is somewhere around 100,000 x 50 for Sick.
Pro: Skate back to the main area, with the rails on the ground (preferrably
getting Special on the way). Start by Special Grinding the rail that
doesn't lead to the Air Time Skill Challenge Arrows (and won't end on
you prematurely). When you get to the quarterpipe, manual there, then
do a "Slow" Special Air with a Flip or Roll, then stick in an extra
Kickflip or two if you can. Revert and Manual, then grind the rail back
to the QP on the other end, occassionally flipping on the rail (on a
straightaway, jump, flip, then land in a different Special Grind) to
build multiplier. Continue the process until your Grind balance starts
to give out, then start Flatlanding. Your target here is closer to
50,000 x 100.
Setup: For my Sick line, I have Sick pieces on Spots 5, 6, and 7.
Sick: Skate to the southeast corner, and start by grinding the center of Spot
6 towards the outside. Jump off and grind Spot 5 after a short grind on
the ground rail and a manual if necessary. Grind the next ground rail
and quickly manual and jump to Wallplant the fence. Repeat the grind,
tricking off Spot 7 on the other side, and repeat until your balance
fails. To get the really big points, you need to do three things:
A: Use all the Specials you can--Grinds, Manuals, "Slow" Airs off Spot
7, and Flips between the grinds and off the Wallplant.
B: Spine Transfer over Spot 7 on one of your loops and Aggro Session
the halfpipe (like in AM).
C: Flatland for multiplier when your grind balance fails.
Your target's something like 70,000 x 8--it can easily be 100,000 x 100.
And even after that, there's one more big Skatepark scoring line I use for
Skatepark--but I'm saving that for the Classic coverage, along with the super
lines for the rest of the levels. I need to have something to keep you reading
through the insanely easy Classic mode while you wait for the gaps, right?
For the Sponsors: Score big while the cameras are on you.
Unlocked: Monuments Career Pro Challenge (Bob's Career Contest)
Style: Career
Category: Trick for the Camera
Time Limit: 2:00
Difficulty:
AM: Score 100,000 Points When on Camera
Pro: Score 150,000 Points When on Camera
Sick: Score 200,000 Points When on Camera
Setup: Cameras are placed on Spots 3 (non-AM), 7 (any) and 8 (non-AM)
This is an extended camera goal--10 cameras, and with average scoring you need
about 8 of them. In that sense, it's similar to a collection goal, only with
more air tricks. Because of that, I'll give you an efficient route to follow.
This route assumes you can score about 25,000 points per camera, which is
generally Special "Slow" Air+Flip/Roll+2 quick flips (Kickflips)
Start by getting Special (via flatland), then hit the camera in front of you on
the left (not Spot 3). Land and hit the camera to your left (behind the
start), then hit Spot 8's camera while Spine Transfering. Spine Transfer over
Spot 7's camera, then turn left and hit camera next to Spot 3's backside. Go
outside and hit the two cameras there (to your right and on Spot 3), then go
back into the main warehouse and quickly make a U-turn to hit the final camera.
If your cameras weren't ideal (or--horrors!--you bailed once), the last two
cameras are on the north side of the park.
The Start of a Career: At the end of each time interval the skater with the
lowest score is eliminated.
Unlocked: 6 Skatepark Pro Challenges, Career Meter
Style: Career
Category: Scoring-Elimiskate
Time Limit: 1:00, 1:00
Difficulty:
AM: 2nd Place
Pro: 1st Place
Sick: 1st Place and Win by 2,500,000 Points
This is much easier than it looks. If you did "Combos Are Key" earlier, this
has a lower score requirement for Sick, and you don't have to do it in a combo.
The only main difference is that you need to have shorter combos, and make sure
you are above the plateaus before time expires. As for the plateaus, they vary
greatly. Leo (who?) can vary by 100,000, and Tony Hawk can score in a range of
400,000+. Aim for 5,000,000 and you won't be surprised. As for the scoring
itself, take your pick: You start right in front of the Pro line from "Combos
Are Key," and you can easily go outside for the Sick and Classic lines--yes,
I'm still dropping subtle hints *cough88millioncombocough*. Here are those
plateaus:
AM: 400,000
Pro: 2,000,000+
Sick: 4,500,000+
Congratulations on a great Career! Now go back and hit those Sicks, especially
the ones I told you to put off. If you want more new goals, start a new file
and do the other Pro Challenge in each level (the Hardcore goals) to get the
other branch of Skatepark goals.
6. General Classic Tips
Classic Mode is set up in a very predictable way:
5 Score Goals (3 High Score, 2 High Combo)
Collect S-K-A-T-E
Collect C-O-M-B-O
(Move) the (Gap) [1 or 2]
(Move) All (#) (Gaps) [Sometimes]
Find the Secret Tape
The score goals are easy enough, but some of the other goals can be tricky.
If you don't want to look at the guide (where I have all the locations), just
look at your map, where S-K-A-T-E, C-O-M-B-O, and the Secret Tape are all
marked as yellow pluses (Hint: If you only have one of those left, that's
where the object is!). The gaps aren't marked, but the singlular gaps are
clearly shown in the pre-level video, as well as one of the multiple gaps. The
multiple gaps clearly stand out, though, so they should be easy. All of
Classic Mode should be easy, in fact--as long as you can score easily.
8. Gaps
Gaps are the most annoying part of any Tony Hawk game. On the surface, they're
very helpful, giving you points and a multiplier for running a fairly obvious
line. The problem is trying to get all of them. Tony Hawk games have recently
begun rewarding people for finding all the gaps--here you're rewarded with $25
a gap, along with percentage points. For the person looking for 100%, those
missing entries can sit there, taunting you with things you can never find.
Right now I'm at 99%, with 6 gaps left at the moment. Not only that, recording
the gaps for this guide is one of the most mind-numbing things I have to do,
and it isn't even that useful other than for 100% completion--most of the gaps
in this game are worth only 100 points, and if you need to actively look for
them, how would you use them in a natural line? Still, a lot of people need
this help, and I must oblige.
My Missing Gaps:
Yes, I'm finally 100% done with my gaps (and thus my file), but my gap hunting
still isn't over. As I try to finish this gap guide, I occasionally can't
rediscover some of the gaps. Thus, I'll post the gaps here (and mark them in
the guide with question marks) and leave it to the message boards:
(the N/A's are levels I haven't covered yet)
Skatepark: (Complete)
Philly: (N/A)
Harbor: (N/A)
Monuments: Rim Grind, Side to Side
FDR: Around the Park
Lansdowne: (N/A)
Monuments: (N/A)
8a. Skatepark
Skatepark is one of the most interesting places for gaps, because of the low
number combined with the variable setup. The trick to finding gaps (at least
so far) is that it can't rely on a certain piece, and thus most gaps avoid the
Spots entirely. Still there are some exceptions, so read on!
Air Gaps:
Outside Transfer: Spine to the outside from the upper pool
This is the logical progression from "Warehouse Transfer."
Warehouse Transfer: Spine from the Warehouse to the upper pool
The upper pool is by the Air Skill Challenge, and you need
a bit of air (or an Aggro) to get up there likely.
Jump Gypsy: Do the QP to QP transfer by Spot 2 in the northeast
Go from the metal QP by Spot 2 to inside the semicircle of
QP's--the game won't let you do it the other way.
Ramp to Ramp: Transfer over the vertical pipe in the east (QP to QP)
The pipe's straight ahead from the start, but this is the
hardest air gap to hit--and to make things worse, it often
won't register if you go too high. Try to be fast, but
not have a full Aggro for best results.
The Pools: Spine from the pool to the QP in the north
Or you can go from the semi-circle to the pool--that's
slightly easier to hit without bumping into the catwalk.
Lip Gaps:
None: One less category to worry about!
Grind Gaps:
Don't Fall: Grind the QP's outside on the south end?
I can trigger this consistantly, but not in a set way--I
generally grind the back QP from the bulldozer to the
wall, Wallplant, and generally get it when I return to the
grind.
On a Rail: Wallplant off the boxcar from one rail to another
(Thanks to ProfBlahson for clarification)
Start by going east away from Spot 10 and grind the inner
rail on the right side (ProfBlahson recommends putting the
AM piece in Spot 1, then grinding the rail directly to the
right of the center spine). Right before the turn, jump
to the right, Wallplant off the boxcar, then land on the
other rail (now on the far left). If it doesn't trigger,
try grinding more of the preceding rail before the jump.
Slide: Grind the ramp between the steps and Spot 8
Specifically, that little extended slanted board--grind it
on the right side to be assured the gap.
Across the Steps: Gap the steps in front of the pool in the north
Jump across the steps in front of the pool mentioned in
"The Pools."
Slanted: Grind the top of the north pool/halfpipe (the gray one)
(Thanks to NM2 for finding this simple gap)
Yes, that's how simple this gap was. Make sure you grind
the whole semi-circle to get it to trigger.
Around the Pool: Grind a lap around the upper pool
You know, the pool you gapped into for "Outside Transfer"
and "Warehouse Transfer?"
Leap of Faith: Gap on the pipes outside far above Spot 3
This is the gap you hit for the Secret Tape in Classic.
To get there, Wallride and grind the east fence, jump and
grind the first pipe, jump and grind the upper pipe, then
jump across the gap.
Roadblock: Grind the fence on the west side?
Generally, I first have the Sick piece in Spot 9, then
grind the fence towards Spot 9, Wallplant it, and grind
again, triggering the gap--but it doesn't always work.
Catwalk Gap: Grind and gap the large gap in the catwalk in the north
This gap is self-explanatory, but it requires a bit of
speed.
Crane It: Grind from the top of the boxcar to the catwalk
The second part of the difficult gaps, as after "Boxcar
Hop," you need to jump to the center of the boxcar (if you
aren't already), then time the jump so you can get to the
catwalk (or the light fixture in front)
Boxcar Hop: Grind from the ramp near the start to the boxcar
This is the hardest (found) grind gap. Get Special and
have less than full Aggro, then grind the left side of the
ramp for the best angle. When you land in a grind,
quickly setup for "Crane It."
Dozer Blades: Grind the front of the bulldozer outside on the south end
Grind the whole QP or you won't trigger the gap.
Rollercoaster Chess: Grind the cars by Spot 3
The cars are right by the Manual Skill Challenge--you
can't miss it.
Manual Gaps:
Down the Center: Manual down the ramp on Spot 3 in the east
This is the exception I was talking about not gapping on
Spots, but this works because the ramp's still there even
there's no piece there.
8d. Museum
Museum is very varied with its gaps--some are things that are tricky to do but
make sense once you do them, while some are stupid things that are there just
for certain goals (I'm looking at you, Natas A-D). Still, people seem to be
missing a lot of the simple goals here, so on to the list it is!
Air Gaps:
No Ticket: Spine over the exhibit on the south side of the museum
It's that thing that looks like a blimp--or a missile?
I'm not sure. Just spine it.
Truck Boost: Acid Drop from the museum behind the truck in the north
To get to the Acid Drop, go up the stairs, by the Grind
Skill Challenge, then grind the ledge, use the kicker to
get the suspended stairs, and go to the window and Acid.
Shuttle Stomp: Acid from the museum to the space shuttle halfpipe.
Yes, this is as hard as you think. The window is after
a long stairs climb, near the Grind Skill Challenge. To
hit the gap, Aggro for speed, then grind the left ledge
near the end of the stairs and jump, but don't Acid right
away--wait until you're over the halfpipe, or you'll Acid
too early.
This is Spinal Gap: Spine over the wall in the center of the level
This was the hardest one from "What Goes Up"--just turn
and spine left from "Going Down."
Going Up: Spine the left spine in front of the museum in the south
You'll get this as a part of "What Goes Up" in Story.
Going Down: Spine the right spine in front of the museum in the south
And this one is from "What Goes Up" too!
Little Gap B: Gap the left museum entrance in the south
No, I have no clue why B is first.
Little Gap A: Gap the right museum entrance in the south
Simple names, simple gaps, but a lot of people miss them.
Jump Jump: Spine between the upper pools in the north
Go through the north door to get to the lower pool, then
spine to the higher pool.
Dead End: Gap the QP's at the dead end in the northeast corner
Air over the gap, don't grind over it.
Movin: Bank Drop the hood of the truck in the northeast
You need to go up the truck ramp straight-on to get the
Bank Drop--go slowly and jump at the last ramp for the
best chance.
Double Jump: Gap both of the "Little Gaps" in the south
You may need an Aggro, but you'll get all three gaps as a
bonus.
Lip Gaps
Lip Smack: Lip the high ledge on the east side of the museum
(Thanks to ProfBlahson for finding it again)
Go back to where you got Lip Tricky, jump off the other
side (towards the north) and lip the high ledge
Lip Tricky: Lip the railing on the east side of the museum
This is in the little alcove by a Hardcore goal-person
and the museum shop in the background--though you can
actually do the lip anywhere on the railing.
Grind Gaps
Hella Plain: Grind from the helicopter to the airplane in the museum
Yes, that takes some more explanation. Enter the museum
from the south entrance (by the start) through the left
door, then grind the ledge on the left. Jump off the
ledge and grind the helicopter blade, then jump and grind
the airplane. You can see it clearly marked in the AM
part of the goal "Flyin' High."
Lean Back: Grind the entire railing on the south side of the museum
Start from the far escalator and turn right and grind the
inner rail all the way to the wall.
Mezzanine: Grind from the upper entrance into the museum
Start looking up the ramp near the Manual Skill Challenge
in the museum, then grind the right ledge up the ramp out
of the museum until the gap triggers.
Rocket Jumping: Jump from the rocket to the biplane in the museum
This gap is on the east side of the museum--my best advice
is to do the goal "What a Mess," which triggers it during
the last part of the run.
Foyer Jump: Jump from the west escalator to the center ledge
Or vice-versa. It's probably easier that way, going from
the south entrance to the escalator.
Electric Jump: Grind the traffic light on the south side of the level
The easiest way to do this is to go on the south side of
the large structure (facing towards the museum/Manual
Skill Challenge), then grind the QP at the end, jumping
from the end before the curve to the traffic light.
Side to Side: ????????????????????????
I found this gap, but my month-long hiatus doesn't do
well for my memory. If you know where it is, please post
on the message boards.
Rim Grind: ?????
I have this gap, but can't remember where it is. If you
know where it is, please post on the message boards.
Torp Running: Grind the three torpedos in the center of the museum
Hold down Grind and don't jump to hit all three--it may
take a couple tries.
South Rail: Grind and gap the two rails in the south on the right
This is looking from the top of the building, on the
slope--and yes, you can only do it from the top.
North Rail: Grind and gap the two rails in the south on the left
Again from the top of the building--look, just do both and
you'll be sure you get it.
Can See My House: Grind the top rail on the structure in the west corner
Jump off the top QP, then grind the top rail and continue
up past the top ledge. You probably did this during the
last part of "Walking and Talking."
Two Step: Gap the steps in the north, across from the museum
Gap the gap in the steps where the ramp is.
We Landed on the Moon: Grind a lap around the bowl on the north side
To get to the bowl, grind "Lift Off" onto the shuttle,
then continue grinding to the bowl.
Skipping Stone: Hop from ledge to ledge in the northwest corner
This gap seems to trigger randomly, but if you can
complete a combo through all the gaps, you should get it.
Lift Off: Jump from the cable in the northwest corner to the shuttle
You probably done this a lot of times and just never have
thought of it.
Natas A: Natas Spin the post by the truck in the west corner
And here we have a Classic Mode set of gaps...
Natas B: Natas Spin the post by the shuttle in the north
...that barely anyone will use in their combos...
Natas C: Natas Spin the post in the center at the corner
...and that the developers didn't even care enough to...
Natas D: Natas Spin the post in the south
...put in the right order in relation to the start!
Manual Gaps
Playin in the Street: Manual all around the north corner
You'll also get this if you do the entire outside Manual
Skill Challenge, then go a bit farther.
Catwalk: Manual the south catwalk
You'll get this when you do the Manual Skill Challenge
inside the museum.
8e. FDR
FDR has a lot fewer gaps than it should. It's so packed full of stuff, yet it
is tied for fewest gaps with Skatepark. That number feels a lot less than it
is, though, because about half the gaps are tied to the warehouse, so this
leaves the main course with barely any to speak of. Heck, there aren't any Lip
or Manual Gaps at all! Still, that's less work for me! Here's the list:
Air Gaps:
Between the Pipe: Spine the metal and wood halfpipes in the center
They're lined up near-parallel to the warehouse.
Warehouse Air Pt.1: Gap the left entrance on the north side of the warehouse
Gee, I wonder what Part 2 will be?
Warehouse Air Pt.2: Gap the right entrance on the north side of the warehouse
And yet there's no gap for gapping both entrances--this is
the laziness I spoke of above.
Spine the Corner: Spine the pink spine in the street section in the west
That's the section covered with the annoying light-blue
walls, where you take the Manual Skill Challenge.
Downward Slope: Spine out of the pool on the north side
That being the pool I nearly curse about in the Story Mode
Walkthrough--you should really read it. Spine out on the
far side--you end up right in the deep pool if you do it
right.
Overpass Supports: Spine into the street section in the northwest corner
This is right by the deep pool--be careful when you spine,
as the game often thinks you should crash into the
supports, which doesn't end well.
Roof Hop: Gap over the holes in the QP on the warehouse roof
The holes being the gaps you use to get up there. The
problem is that if you go too high, the game straightens
you out and you don't get credit for the gap, so gap it
at a low angle.
Front Drop: Acid Drop off the warehouse roof to the north onto the QP
That is towards the "Warehouse Air" gaps, or opposite
"Watching the Backside"--grinding the center rail gives
you the best angle.
Down and Out: Spine from inside the warehouse east into the metal QP
You could also go the opposite way (metal to warehouse) or
spine from the roof--it doesn't matter.
Watching the Backside: Spine off the warehouse roof towards the south
You'll land in the area by the Air Skill Challenge.
Lip Gaps:
None: See, it's similar to Skatepark in more ways than one.
Grind Gaps:
Around the Park: Something to do with the ledges in the west?????
This is another one I just got to trigger and I can't
replicate. The only thing I remember is that it triggered
when I jumped from the ledges to the awning--if you know
more, please post in the message boards.
Over the Hill: Grind the long ledge in the north to its end
That's the ledge that extends the farthest north and ends
with you taking a dip into the deep pool.
Box Grind 1: Grind the long box by the warehouse in the west
The box grinds are all used in a Classic Mode goal...
Warehouse Roof: Grind all around the warehouse roof QP's
That includes hopping the gaps. The gap doesn't trigger
until you're practially flying off, so don't quit early.
High Wire Act: Grind the wire all along the west side to the roof
The wire starts in the northwest corner, and you have to
jump directly on it. In addition, you need decent speed
to go all the way to the warehouse roof--don't be afraid
to jump and grind again to build speed.
Support Beam Grind: Grind a full lap above the beam in the warehouse
The easiest way to get up on the beam is to use the QP's
outside the warehouse.
Box Grind 2: Grind the curved box in the northeast corner
...which is why there's four of them....
Box Grind 3: Grind the short box on the north side
...The main problem with the goal is...
Box Grind 4: Grind the thin box on the east side
...that all the boxes look different! How would anyone
realize they were connected if it wasn't for the gap
names?
Manual Gaps:
None: Seriously, there wasn't anything they could think of?
9. Trick Lists
And now we come to the "pad your KB section." But really, there can be some
good information obtained by comparing all of one type of trick in one big
chart. While compiling these lists, I've found some surprises that impact how
I play, and that change the way I think of a "filler trick" for a combo.
(Note: All commands will use default button assignments to save space.)
The Double-Tap is performed by pressing the command twice instead of)
once--Example: Double Kickflip is Left+Y Y)
9a. Flips
One of the most interesting things they did with Flips this year is make the
Double-Tap's holdable, just like Grabs. Now you'll use flips more often,
especially since they increase point value at a higher rate than most
equivilent grabs, and are easier to land (especially on the diagonals)
(Note: Some Double-Tap's have the same name as their Single-Tap--they still)
decrease independently.)
Command Trick Name Point Value Double Tap Point Value
Left+Y Kickflip 100 Double Kickflip 300+
Right+Y Heelflip 100 Double Heelflip 300+
Up+Y Impossible 100 Impossible 300+
Down+Y 360 Shove-It 100 720 Shove-It 300+
Up-Left+Y Hardflip 300 360 Hardflip 600+
Up-Right+Y Inward Heelflip 350 360 Inward Heelflip 700+
Down-Left+Y Varial Kickflip 300 Varial Kickflip 600+
Down-Right+Y Varial Heelflip 300 Varial Heelflip 600+
Up Up+Y Kickflip to Indy 750+ None (Holdable)
Down Down+Y Heelflip Varial Lien 800+ None (Holdable)
Notable Tricks:
Inward Heelfip is worth the most points of any normal flip
Kickflip to Indy and Heelflip Varial Lien are more like Grabs than Flips
The compass flips are all the same points, but Impossible is the hardest
9b. Grabs
Grabs seem quicker in this version than in other versions of Tony Hawk. Most
of them (except the Double-Tap diagonals and Double-Directions) are quick
enough to be used when you would use a long flip (diagonal or Double-Tap).
This allows you to use your flips less often, and give you more points and
multiplier in a long combo.
Command Trick Name Pt. Value Double Tap Point Value
Left+A Melon 300+ Method 400+
Right+A Indy 300+ Stiffy 500+
Up+A Nosegrab 300+ Rocket Air 400+
Down+A Tailgrab 300+ One Foot Tailgrab 500+
Up-Left+A Japan 350+ One Foot Japan 800+
Up-Right+A Madonna 500+ Judo 950+
Down-Left+A Benihana 300+ Sacktap 1500+
Down-Right+A Airwalk 450+ Christ Air 650+
Up Up+A 360 Sal Flip 700+ None (Not Holdable)
Down Down+A Ollie North 500+ Ollie North Backfoot Flip 1050+
Notable Tricks:
Sacktap is much harder to hit than any other grab (treat it like a Special)
The worst diagonal Double-Tap is ironicly the Christ Air (the most spectacular)
Stiffy is more than Method, One Foot Tailgrab is better than Rocket Air
Ollie North is much easier to land than Madonna, for the same/more points
Why isn't 360 Sal Flip a Flip?
9c. Grinds
Grinds sit proudly on both sides of the complexity spectrum. On one hand, you
don't even need a direction to grind a 50-50. On the other hand, Slides,
Crooks, and Smith/Feeble are performed based on the side of the ledge you're
approaching--the game rarely makes you do one because of it. I'm not even
mentioning the insane difficulty of doing a Lipslide consistently. On my side,
getting point values for the grinds is very difficult, as I need to only stay
in the grind for a split-second, then jump, and doing that about ten times only
allows me to get a reasonable estimate of the base value. Hooray for
unneeded knowledge!
Side/Position-Specific Grinds:
Slides, Crooks, and Smith/Feeble all depend on the side of the ledge you
approach on, as you point towards or away from the ledge. My table's commands
are based on if you were approaching the ledge from the left. As a side note,
when you grind perpendicular to the ledge direction, you get a Boardslide if
you face forward (back to the camera) and a Lipslide if you grind backward
(face to the camera).
Command Trick Name Point Value Notes
X 50-50 50+ X while parallel to the ledge
X Boardslide 200+ X while perpendicular " (see above)
X Lipslide 250+ X while perpendicular " (see above)
Left+X Noseslide 200+ Side-Specific (see above)
Right+X Tailslide 200+ Side-Specific (see above)
Up+X Nosegrind 100+
Down+X 5-0 100+
Up-Left+X Crooked 200+ Side-Specific (see above)
Up-Right+X Overcrook 200+ Side-Specific (see above)
Down-Left+X Feeble 150+ Side-Specific (see above)
Down-Right+X Smith 150+ Side-Specific (see above)
Up Up+X Nosebluntslide 250+
Down Down+X Bluntslide 250+
Notable Tricks:
Smith/Feeble are worth less than both Crooks and Slides
(Nose)Bluntslide is worth the most, and is not Side-Specific
9d. Lips
Why am I writing this section? I've already repeated countless times how much
lips suck in this game, and if you use them, you'll likely use the transitions
(Section 9f.iii.) anyway. Maybe it's just to ridicule them--there aren't even
enough tricks to fill all the directions! They also have a transitions-only
trick. Even without that, lips are hard to get accurate base scores on--it's
basically guesswork. In exchange, I can get a consistant minimum value--the
point value for the shortest you can hold the trick--which I've added to the
table. This allows you to get a rough estimate of how long you have to hold a
trick--just look at the difference between the base and minimum.
Command Trick Name Point Value Minimum Points
X Nosestall 750+ 1,530
Left+X Axle Stall 500+ 1,000
Right+X Mute Invert 1,050+ 2,050
Up+X Gymnast Plant 1,500+ 2,310
Down+X Eggplant 900+ 1,600
Up-Left+X Handplant 900+ 1,240
Up-Right+X 180 BS Rock N Roll 800+ 1,340
Down-Left+X Disaster 800+ 1,580
Down-Right+X Eggplant 900+ 1,600
(Transition) Russian Boneless 1,200+? (N/A)
Notable Tricks:
Yes, Eggplant appears twice, it's the same trick
Russian Boneless's command is in Section 9f.iii.
9e. Transitions
Transitions are both useless and the one of the most important categories in
the game--the grouping is that wide. Though some of these may seem useless
(Grind Transitions in particular), you will need to rely on flatland to get
you through the game, especially through the later parts. Most notably, this
section could be called the most important list because they don't include the
commands in the menus for some stupid reason! It's not the hardest idea--enter
a two-button command while doing a grind/manual/lip, but that's still no reason
to hide the information. Enjoy the raw data!
(Note: Other than flatland, I won't include scores in this section)
i. Grind Transitions
Grind Transitions used to be one of the most important parts of the game as a
major way to get points. Back in console THPS3/handheld THPS4, flatland was
much more limited because it was Special only (and had completely different
commands in 3). On the other hand, grind transitions were a great way to earn
grinding points (not that they were needed because the goals completely
underestimated the Revert's scoring potential, but that's beside the point),
and when THPS 4 removed the directions from the commands, some players thought
it was way too easy to get high scores just by mashing buttons. Of course,
that complaint's now gone to flatland, and grind transitions remain as an
underused relic, mainly because there simply aren't as many long grinds
anymore, and it's better in most cases to trick in and out (with flips) to
build even more multiplier. Still, data is data.
(Note: These commands aren't dependent on side--what's given will happen)
Command Trick Name
X X 50-50
X Y Noseslide
X A Nosegrind
Y Y Smith
Y X Tailslide
Y A 5-0
A A Crooked
A Y Bluntslide
A X Nosebluntslide
iii. Lip Transitions
This is a much more useful list than the normal lip list. The only use for
lips is to chain them near the end of the vert part of a combo, and transitions
help you do that. The commands still make no sense--they only use six of the
nine commands! At least there aren't any repeats...
Command Trick Name
X X Mute Invert
X A Gymnast Plant
Y Y Disaster
Y A Eggplant
A A Axle Stall
A Y Russian Boneless
10. Special Tricks
When you need lots of points, most of your points will end up coming from
Special Tricks. Special Tricks are divided into three different
categories--Airs, Grinds, and Manuals (anyone notice there weren't any Special
Lips? Me neither)--and are worth more than their comparable normal tricks.
These tricks won't be required for any goals, but the highest point goals are
almost impossible (at least in a reasonable time) to do without them.
Note: Commands aren't included in these tables because you can set them to
anything you want.
10a. Special Airs
Special Airs are the most complex group of the three, as "Air" can mean a</pre><pre id="faqspan-5">
variety of different things. Is it a grab, a flip, or one big slow trick--what
I call a Special "Slow" Air. Generally, the higher the point value, the slower
the trick, but there is some ambiguity, so I've separated the tricks into
separate tables to compare them:
i. Special Flips
Special Flips aren't as fast as you want them to be--think of them more like a
360 Hardflip then a Kickflip speed-wise. Of course, they're worth much more
than the 360 Hardflip. I have one of these on a full set, as often they aren't
much faster than some of the Special "Slow" Airs.
(Note: None of these are holdable, even if their name suggests otherwise)
Trick Name Point Value Notes
DBL Kickflip to Indy 1,500
Kickflip Backflip 1,500
Pizza Guy 1,750
540 Tailwhip 2,000
The Jackass 1,500
Gazelle Underflip 1,500
540 Flip 2,250
Halfcab Underflip 2,500 Switch Stance Out
FS 540 3,500 Medium Speed
Notable Tricks:
FS 540 is right on the edge between Fast and Slow Air
ii. Special Grabs
Many of these grabs aren't grabs at all, but the common thread is that they're
all holdable. Still, these are probably the most useless tricks, as they're
vastly outclassed by the Special "Slow" Airs. Maybe it could work if you put
one on the Left Right+Grab position, but I doubt it. Why couldn't "they"
put in a new Special Grab? (see Special Grinds below)
Trick Name Point Value Notes
Fingerflip Airwalk 2,250
360 Flip Tailgrab 1,750
Flip and Grab 2,000
Flamingo 2,000
Sit Down Air 1,200
Endless Handflip 1,200
Shifty Shifty 2,500
Darkslide Japan 1,200
iii. Special "Slow" Airs
Special "Slow" Airs are some of the most spectacular tricks in the game.
Unfortunately, there's no 10,000 point 900--it'd be outclassed by a held, spun
flip anyway--but these tricks are generally faster than their predecessors.
An ideal setup should have at least two of these, and I keep three in my
arsenal.
Trick Name Point Value Notes
Mute Backflip 4,500
Indy Backflip 4,000
Kickflip McTwist 3,500
360 Varial McTwist 2,000
Nunchuku 6,000
Air Guitar 6,000
Viking Attack 6,000
Notable Tricks:
No, I have no clue why Indy Backflip needs to be a Special
Nunchuku, Air Guitar, and Viking Attack are all basically the same trick
10b. Special Grinds
Special Grinds are probably the easiest way to score quick points, as there
isn't much of a difference between most normal and Special grinds. Normally,
here, I would entertain you with the minute differences between the Special
Grinds, but instead "they" broke the game. Along with the standard grinds
that have been there since the beginning (and console Tony Hawk wisely put into
double-tap grinds, something we're still waiting for), "they" added a new
grind, based on THDJ, called Downhill Luge.
The problem is that its point value is the same as all the other Specials they
put into the game--6,000. While that wasn't mind-blowing for the other
categories (where they already had tricks worth 3,500-4,500), for perspective,
the grind worth second-most is 600. Yes, only 600 base value. I didn't
discover it until after I beat Story, but for you, you have another decision to
make. If you want easy Story goals, add the Downhill Luge to your flatland
cheesyness. If you want to earn those earlier scoring goals, avoid it until
after the main Story when you need that 5 million point combo. After Story,
you should have three other tricks along with the Luge, as you'll be using
grinds most often for points.
(Note: Speed refers to how fast the trick actually starts to count; Fast)
comes out immediately, like a normal grind, and Slow takes a bit.)
Trick Name Point Value Speed Notes
Overturn 550+ Fast
Rocket Tailslide 550++ Fast
The Fandangle 550+ Fast
Falcon Slide 500+ Fast
Heelflip Darkslide 550+ Fast Switch Stance Out
5-0 F.Flip Nosegrind 500+ Fast
Nosegrab Tailslide 500+ Fast
Crook Big Spin Crook 500+ Fast Switch Stance Out
Darkslide 500+ Slow
Moonwalk 5-0 600+ Slow
Rodney Primo 600+ Slow
Crooks Darkslide 600+ Slow
One Foot Smith 500+ Fast
Downhill Luge 6,000+ Medium (See Above!)
Notable Tricks:
Rocket Tailslide increases points at a faster rate than other old Specials
10c. Special Manuals
Special Manuals have a wide variety of different applications, and each one
affects your controls in a different way. Some simply don't let you do
flatland until the animation (and thus the Special) ends, but some hamper your
jumping ability from the trick. You'll need to understand all their quirks,
as you'll use the highest percentage of them between the recommended two Button
Specials and maximum three Touch Specials (of eight total).
Trick Name Point Value Speed Notes
One Ft. Nose Manual 500+ Fast Nose Manual
No Comply 360 Shove 500+ Slow
Flip 2 Switch 2,500+ Slow Switch Stance Out
Surfer 3,000+ Fast Trick Lockdown (partial)
One Wheel Manual 3,100+ Fast
Rusty Slide Manual 3,500+ Fast Nose Manual, Hampers Jump
Perfect Balance 6,000+ Fast Flatland Lockdown
Get Pumped 6,000+ Fast Flatland Lockdown
Notable Tricks:
One Ft. Nose Manual/Rusty Slide Manual have reversed Green/Red balance
Surfer doesn't "lockdown," but just makes you wait to do the tricks
10d. Ideal Special Trick Progression
All of these lists are meaningless, though, if you don't know how to apply
them. You gain your Special Tricks in 3 different phases: Your 4 beginning
tricks, the trick tricks you gain from one side of Story, and the 3 from the
other side. I'll hold your hand here and give you the best options in order
for each Button Special slot--the Touch Specials don't really matter, but I'll
give you some advice for them at the end.
i. Phase 1
Slot 1: Special Grind
Rocket Tailslide; Up Down+Grind
As I said, Special Grinds are the most vital part of your repertoire. The
Rocket Tailslide is the best Special Grind that doesn't have a lot of baggage
attached to it--see Slot 2.
Slot 2: Special Grind
Downhill Luge/Any Fast; Down Up+Grind
As I said before, if you want an easy game, pick the Downhill Luge. If you
want a challenge, pick another fast grind.
Slot 3: Special Manual
Perfect Balance/Get Pumped; Up Right+Grind
You need a Special Manual, and as a beginner you should pick one that is
simple, and the new Manuals fit that perfectly. See the original Special Trick
explanation back in Section 3 if you don't understand the weird command.
Slot 4: Special "Slow" Air
Nunchuku/Air Guitar/Viking Attack; Up Down+Grab
Special "Slow" Airs are the easiest way to get points off a quarterpipe for a
beginner, and all three recommended tricks are almost exactly the same.
ii. Phase 2
Slot 5: Special Grind
Any Slow; Left Right+Grind
You need a third Special Grind to compete in points, and adding a Slow grind
now adds variety.
Slot 6: Special "Slow" Air
Nunchuku/Air Guitar/Viking Attack; Down Up+Grab
A second Special "Slow" Air helps for the camera goals--just don't pick the
same one you picked before (you can't, anyway).
Slot 7: Special Manual
Any Slow or Fast; Up Right+Grind
If you're using your Special Manuals primarily for cheap flatland combos, pick
a Fast manual. If you use it for transitions, like a normal manual, pick
Perfect Balance or Get Pumped (the one you didn't pick before).
iii. Phase 3
Slot 8: Special Grind
Any Fast/Downhill Luge; Right Left+Grind
You need the Downhill Luge for the super-high scores. Ideally you should put
it on a lesser-used combo (like Left Right or Right Left) so you can use it for
its full value when you do use it.
Slot 9: Special "Slow" Air
Nunchuku/Air Guitar/Viking Attack; Left Right+Grab
The camera goals get tougher, so add the final new Special Air.
Slot 10: Special Flip
Any Flip; Up Down+Flip
This is the final step to your multi-million point combos; try to get the right
combo of speed and points.
12. Version History:
Version 0.5: April 14, 2008
Finally got around to submitting. Sections 1, 3, 4, 5, 11, and 12 complete,
Story Mode Walkthrough complete through Museums.
Version 0.6: May 26, 2008
Memorial Day gave me a good opportunity to finish FDR in Story Mode. Also
added line breaks to make the guide flow better and updated my introduction.
Version 0.7: August 22, 2008
I've been playing the Wii version recently, and just how bad it is in many
aspects (not the gameplay necessarily, but the programming--I might write a
review soon) made me come back here. Story Mode completed through Lansdowne.
Version 0.71: August 24, 2008
Wow! A quick update! No, more like, "The guide won't be put up until Monday,
so I'll do a quick section." And thus, the coming soon is erased from
Controls. Look inside for real world skateboarding comparisons, as well as a
rant on the lack of Nail the Trick in the DS version. As for Monuments, it's
scarier than I remember. I might do some Classic work first, or even start
doing the work in pieces (amazingly, a lot of Skatepark is easier than
Monuments).
Version 0.75: August 28, 2008
The updates are getting closer together! This update is a big potpourri, with
many facets:
A comprensive style/spelling/grammar review (with some reorganization)
Correcting errors/omissions in controls (remembering Flips/Rolls, for one)
Adding Neutral goals/Skills Challenges for Monuments
Adding Skill Challenges+a comprehensive introduction for Skatepark
Adding Trick Lists for Flips and Grabs (thank a late-night power blackout)
Next update will likely have Skatepark Career, starting my Classic Mode guide,
and maybe some more Monuments or a Grind Trick List if I feel like it.
Version 0.85: September 17, 2008
Another update, and this one has a lot of content--about 20 KB worth. Granted,
a lot of that is lists, including the Grind Trick List and all of the Special
Trick Lists (Section 10, my first completed section in a while), but I also
finished Skatepark Career (other than one non-essential tease--and the super
combo's outside).
I still want to start Classic Mode (maybe even before the rest of Monuments),
but Skatepark Hardcore will likely come first, along with the two coming soons.
I'm thinking about doing a full flatland guide for my next list, but I'm also
starting a very large task--the gaps! I've actually recorded all of Philly's
gaps in-game, and am in the process of recording them right now! Amazing.
Version 0.95: October 5, 2008
It's almost done! (Story Mode at least) And there's much more that's been
added, another 33 KB:
Monuments Story Career/Hardcore
Trick Lists for Lips, Grind Transitions, and Lip Transitions
Gap Lists for Skatepark and FDR--Yes, really!
Yes, I've started with the two shortest levels, but I'm finally starting Gaps!
I'm also starting to finally ask for help with the guide--and just because
you're actually reading this section, I'll tell you that in the message board
topic, I've listed an experimental way to improve your stats that needs
testing--and yes, that's another tease. As for the future of this guide,
here's what it looks like as I finish my Story Mode walkthrough:
Skatepark Story Mode Hardcore (This will, 100%, be in the next update)
Gaps, starting with Philly (This may be tomorrow, or in a year, I don't know)
Section 4 Revamp (That section needs to be much more organized, with more
complete information)
Classic Mode (The main reason for the delay is that on any file, I can only do
it once, meaning I have to do it right or waste a bunch of time)
New Playthrough Stuff (This includes Stat Upgrades, all those TBD in Story, and
the rewards for first completion)
Hopefully I can remain interested long enough for all of that to get
done--even if I don't, this is a great guide for a great game. I just hope
Tony Hawk's Motion is as good--and by good I mean has normal controls in
addition to the motion junk.
Version 0.96: October 18, 2008
Okay, so I lied. Skatepark Hardcore is not here, and neither are Philly's
gaps. Instead, I've added the gaps for Museums. I've also added a new Contact
Me section (right under here). Hopefully I actually will have Skatepark
Hardcore next update, but I might end up postponing it for Monuments Gaps
(which would probably be welcomed, but I still want to get to 1.00 before I
have to go to 3 decimal places).
Version 1.00: December 27, 2008
Version 1 is here! "So what," you think, "he did seven goals in two months.
That's not spectactular." However, not only is Skatepark Hardcore done, I did
my Section 4 Rewrite, and even updated the rest of the walkthrough to reflect
the new structure! I guess you could say Tony Hawk's Motion "inspired" me to
do more work--seriously, not only does it have motion controls, it only has
20 goals? And with Tony saying he wants to match Skate in realism (look how
that did on Nintendo systems), I fear for the future of the series. Please
have THM do horrible so we can get a good Tony Hawk DS next year!!!!
13. Contact Me:
This guide is a work in progress. If you have anything to add, or see any
errors, please let me know by posting on the GameFAQs Message Boards. I'll try
to have a topic for the FAQ up at all times, but you can post a new topic if
necessary. I would have an e-mail here, but I'd rather not open up a world of
spam to my e-mail.
14. Legal:
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.