Tony Hawk's Underground
Version 2.00
FAQ/ Walkthrough
Jared Therriault

Contents:
1. Background
2. Moves
3. Advanced Maneuvers
4. Modes
5. Characters
6. Stat Raisin'
7. Story Mode
8. Cool Stuff
9. Tips
10. Glitches/ Errors
11. Question and Answer
12. Cheats
13. Legal
14. Thanks

SORRY!: Sorry I haven't updated in awhile. When your console is broken, it's
hard to play your games. But now that it's fixed, I'll update when I can
until I'm sick of WordPad. I'll try to get in some updating everyday after
school from now on, but I make no guarantees.

Note: This FAQ covers only the Xbox, Gamecube, Playstation 2, and PC versions
of the game. I have also omitted the PC controls but only because I don't
know them. My condolences for any inconveniences this may cause.

Note #2: When I list the buttons for tricks, I will list them in this format-
Xbox/Gamecube/Playstation 2. If the buttons are the same between systems
(i.e. Grind is "Y" on both Xbox and Gamecube), I will only list the button
once.

NOTE #3: You can use your Browser's "Find" tool(Found under "Edit" in your
toolbar or by pressing Cntrl+F) at any time to jump directly to a goal or
heading. Just type in the name and it will take you to it(though you may have
to click "Find Next" a few times as the browser only goes to the closest word
set like it. For example, there is a goal titled "BROKEN" and you want to find
it. I may have somewhere else in the FAQ where it says, "...fix your broken
skateboard...", so when you type it in it may bring you there instead of the
goal. Sorry, I have no control over this, just click "Find Next" till you find
the right one.

1. BACKGROUND

Tony Hawk's Pro Skater- The first great 3D skateboarding game. It had actual
legitimacy with real skaters, labels, decks, parks, and sponsors. This
kicked off the whole THPS series. Released in 1999 for Dreamcast,
Playstation, Nintendo 64, and Game Boy Colour.

Tony Hawk's Pro Skater 2- The killer sequel. It added the new manual move,
allowing gamers to link street tricks together. I more than tripled my
score thanks to the move. Bigger parks, more two-player modes, a
create-a-skater mode, a park creation mode, and more customization in the
tricks and stats department made this a must-have for fans of the series.
Released in 2000 for Dremcast, Playstation, Nintendo 64, Game Boy Colour,
Game Boy Advance, Xbox (as Tony Hawk's Pro Skater 2x in 2001), and PC.

Tony Hawk's Pro Skater 3- The Next Gen jump for the series. The addition
of the revert move, which allowed for linking of vert and street tricks.
This amped up the graphics and added more customization than ever. You could
now fully change every stat of the Pro and created skaters, as well as their
tricks (And thank god, they got rid of the idiotic concept of BUYING tricks
and stats. What the f was that?). Playstation 2 owners could now play online,
showing off their skills. Because of a deal Activision inked with Sony,
online play is exclusive to the Playstation 2, so many condolences to Xbox
and Gamecube owners (while you could play online on Xbox still with the
System Link trick through Gamespy. Try Gamespy.com to find out how.). THPS3
was released for Playstation 2, Playstation, Xbox, Gamecube, Nintendo 64,
Game Boy Colour, Game Boy Advance, and PC in 2001 (well actually it was
released for Xbox in 2002, but whatever.).

Tony Hawk's Pro Skater 4- Saved TONY from staleness. Time limits lifted,
gamers were now allowed to go anywhere they wanted and complete goals at their
own pace. The spine transfer was also added, letting gamers jump from one
quarter pipe to another if they were positioned correctly. Online play
returned with some new tricks, but again it was only on the Playstation 2.
Released in 2002 for Playstation 2, Playstation, Xbox, Gamecube,
Game Boy Advance, and PC.

Tony Hawk's Underground- There's so much new stuff here I filled my pants in
anticipation of the game. You can now GET OFF of your board in this one and
actually walk around on foot. This allows you to get off mid-combo and jump to
an area that's inaccessible by skateboard and jump down into continuance of the
combo. You can also drive vehicles for some goals (but alas, you can't jack
vehicles a la Grand Theft Auto). If you're a Playstation 2 owner, lucky you,
because you can send a picture to Activision via e-mail and download it to the
game as your very own personal skater. Activision nor Neversoft will screen
these pictures so feel free to send in whatever you want, a watermelon,
Spiderman, a Storm Trooper, Dr. Evil, Nelly, Eminem, or even "special" parts on
your *ahem* lower body. Online play is also here with rankings and a "Homies List".
One of my personal favourite new features is time of day and weather. You can make
your own decks and customize your skater any way you want. New to the
"create-a-insert-something-here" is the create-a-trick. You can finally make your
own trick animations for your very own special tricks. The skatepark editor is
beefed up also, with the ability to add buildings, goals, and pedestrians to your
parks. Nice. Released in 2003 for Playstation 2, Xbox, Gamecube, Game Boy Advance
and PC.

2. MOVES:

The Ollie: The most basic of all moves and the most used. Tap the A/X button to
execute. No points are awarded for just an ollie alone. You must go from an ollie
to a trick or spin while in the air to gain points.

Spinning: Hold the d-pad in the corresponding direction or hold L/L1 or R/R1 to
spin the skater while in the air.

Kick tricks: These tricks flip the board and carry the least points, but are easy
and fast to perform. Use the X/B/Square button in conjunction with a direction on
the d-pad to execute a kick tick. Double-tapping (and triple-tapping in some cases)
will result in a bigger, better version of the move you are executing.
List- NOTE: The double- or triple-tap tricks will be placed directly after the base
tricks and will be noted with a 2 or 3, depending on how many taps were executed.
TRICK                                           NORMAL VALUE    SWITCH VALUE
180 Varial                                      700                     840
2. 360 Varial                           900                     1080
Back Foot Heelflip                      150                     180
2. Double Back Foot Heelflip            550                     660
Back Foot Kickflip                      150                     180
2. Double Back Foot Kickflip            550                     660
Back Foot Shove-it                      150                     180
2. 360 Back Foot Shove-it               500                     600
Bigspin Flip                            500                     600
FS Bigspin                                      500                     600
BS Flip                                 500                     600
Front Foot Impossible                   525                     630
2. Double Front Foot Impossible 1075                    1290
Fingerflip                                      700                     840
2. Double Fingerflip                    1000                    1200
BS Bigspin                                      500                     600
FS Flip                                 500                     600
FS Shove-it                                     100                     120
2. 360 FS Shove-it                      500                     600
3. 540 FS Shove-it                      1000                    1200
Hardflip                                        300                     360
2. 360 Hardflip                         500                     600
Heelflip                                        100                     120
2. Double Heelflip                      500                     600
3. Triple Heelflip                      1000                    1200
Heelflip Varial Lien                    800                     960
Impossible                                      100                     120
2. Double Impossible                    500                     600
3. Triple Impossible                    1000                    1200
Inward Heelflip                         350                     420
2. 360 Inward Heelflip                  500                     600
Kickflip                                        100                     120
2. Double Kickflip                      500                     600
3. Triple Kickflip                      1000                    1200
Old Skool Kickflip                      300                     360
Ollie Airwalk                           500                     600
2. Ollie Airwalk Late Shove-it  1050                    1260
Ollie North                                     169                     202
2. Ollie North Back Foot Flip           1050                    1260
Pop Shove-it                            100                     120
360 Shove-it                            500                     600
540 Shove-it                            1000                    1200
Sal Flip                                        900                     1080
2. 360 Sal Flip                         1150                    1380
Varial Heelflip                         300                     360
2. 360 Varial Heelflip                  500                     600
Varial Kickflip                         300                     360
2. 360 Flip                                     500                     600

Grab tricks: These tricks take slightly longer to perform, so aren't ideal for
going in and out of grinds. However, on the halfpipes they are perfect. Each grab
trick has a base score but can be held longer for variable point values. Tap/hold
the B/X/Circle button in conjunction with a direction on the d-pad to execute a
grab trick. Double-tapping will result in a stretched version of the move you are
executing.
List-NOTE: The double-tap tricks will be placed directly after the base tricks and
will be noted with a 2.
NOTE 2: Every grab trick has a "base score" which is the score gotten from just
tapping the button, but the trick can be held longer for more points. I will list
the base scores here.
TRICK                                           NORMAL VALUE    SWITCH VALUE
Airwalk                                 450                     540
2. Christ Air                           550                     660
Benihana                                        300                     360
2. Sacktap                                      1500                    1800
Cannonball                                      250                     300
2. Cannonball Fingerflip                500                     600
Crail Grab                                      350                     420
2. TuckKnee                                     400                     480
Crossbone                                       425                     510
2. Crookedcop                           550                     660
FS Shifty                                       500                     600
2. BS Shifty                            800                     960
Indy                                            300                     360
2. Stiffy                                       500                     600
Indy Nosebone                           350                     420
2. Del Mar Indy                         400                     480
Japan                                           350                     420
2. One Foot Japan                               800                     960
Madonna                                         750                     900
2. Judo                                 1150                    1380
Melon                                           300                     360
2. Method                                       400                     480
Mute                                            350                     420
2. Seatbelt Air                         500                     600
Nosegrab                                        300                     360
2. Rocket Air                           400                     480
Wrap Around                                     450                     540
2. Body Wrap                            600                     720
Stalefish                                       350                     420
2. Stalefish Tweak                      400                     480
Tailgrab                                        300                     360
2. One Foot Tailgrab                    500                     600

Lip Tricks: When going perpendicular up the lip of a half pipe you can press the
Y/Triangle button in conjuntion with a directional to execute a lip trick. These
can be held for variable point values. If you don't use a directional, you will
execute a nose stall, which is worth 300 in natural stance ind 360 in switchstance.
List-NOTE: Each trick has a "base score" which is earned after executing the trick
and immediately jumping out of it. All of the tricks can be held longer for more points.
TRICK                                           NORMAL VALUE    SWITCH VALUE
Andrecht Invert                         550                     660
Axle Stall                                      400                     480
Blunt to Fakie                          500                     600
Boneless                                        550                     660
Disaster                                        600                     720
Eggplant                                        550                     660
Gymnast Plant                           575                     690
Varial Invert to Fakie                  450                     540
Invert                                  500                     600
Noseblunt                                       550                     660
Nosepick                                        550                     660
One Foot Invert                         500                     600
Rock to Fakie(Rock'n'Roll)              500                     600
The Switcheroo                          600                     720

You can also transition from one lip trick to another by double-tapping the X/B/Square,
Y/Triangle, or B/X/Circle buttons or any combination of the three. The trick will
change differently, depending on which trick you are currently executing. For example,
while in a Nose Stall, pressing X+X/B+B/Square+square will transition to a Disaster,
but with The Switcheroo you will transition to a One Foot Invert.

Grinds: These moves can only be executed on a rail or ledge. They have variable point
values and depend on how long you stay on the rail. Tap the Y/Triangle button to
perform a grind trick.
List-NOTE: There is no such thing as a "base score" for grinds. All of them are
variable, dependent upon how long you stay on the rail.
NOTE 2: Some of these tricks require a diagnol button press, which I will represent
with the two directions and a colon(:). For example, if I said "Up:Left", I mean the
upper-left directional.
NOTE 3: All of the tricks listed here are done with the Y/Triangle button, so I will
just list the directional and the trick, as it is implied that you must press that
button in conjunction with the directional.
NOTE 4: Most of the tricks can be double-tapped, making a different trick. For
example, pressing up and Y/Triangle will execute a Nosegrind, but pressing up and
Y/Triangle twice will execute a Nosegrind to Pivot. These tricks will be noted with a 2.
NOTE 5: Some tricks do not require a directional, but for you to approach the rail
differently. If this is needed, I will describe the approach necessary.
NOTE 6: Tricks that are slashed(i.e.: Smith/Feeble) change depending on whether you
approach the rail from the left ot the right side.
APPROACH/DIRECTIONAL                                            TRICK
Jump staright(parallel) onto the rail.                  50-50
Rotate the board perpendicular to the rail.             Boardslide
Rotate the board perpendicular to the rail
but a little more than with the Boardslide.             Lipslide
Up                                                                      Nosegrind
2. Up                                                                   Nosegrind to Pivot
Up:Left                                                         Crooked/Overcrook
2. Up:Left                                                              Hang Ten Nosegrind
Left                                                                    Noseslide/Tailslide
2. Left                                                         Hurricane
Down:Left                                                               Smith/Feeble
2. Down:Left                                                    Double Bluntslide
Down                                                                    5-0
2. Down                                                         5-0 Overturn
Down:Right                                                              Smith/Feeble
2. Down:Right                                                   Darkslide
Right                                                                   Noseslide/Tailslide
2. Right                                                                Salad
Up:Right                                                                Crooked/Overcrook
2. Up:Right                                                             Crail Slide

You can also transition from one grind to another by double-tapping the X/B/Square,
Y/Triangle, or B/X/Circle buttons or any combination of the three.
List-NOTE: Instead of listing the X/B/Square, Y/Triangle, and B/X/Circle buttons
each time, I will list them as flip, grind, and grab, respectively. For example,
instead of X+X/B+B/Square+Square, I will say Flip+Flip.
Flip+Flip= Smith                Flip+Grind= Tailslide           Flip+Grab= 5-0
Grind+Grind= 50-50      Grind+Flip= Noseslide           Grind+Grab= Nosegrind
Grab+Grab= Crooked      Grab+Flip= Bluntslide           Grab+Grind= Nosebluntslide

Special Tricks: When you do tricks, your special meter fills up (the special meter
is that bar that says "special" in the top left corner of your screen below the
score). When your special meter fills up, you can execute special tricks. Neversoft
has created several special tricks for you right out of the box, but you can
create your own special tricks using the create-a-trick feature. The special
tricks are the highest scoring tricks of all so use them in the competitions to
get the highest scores. You can gain more special trick slots by playing Story
mode.
List-NOTE: The special tricks that invovle grabs and lips, much like the regular grab
and lip tricks, have a "base score", in addition to being holdable. I will list the
base scores only.
NOTE 2: I will not list the grind or manual special tricks as you can set them to
any button combination you want and their scores are completely variable.
NOTE 3: I will divide the tricks into sections just as they are divided in the game.
NOTE 4: Some special tricks like "Swimmer" and "Boot Burst" require you to unlock a
specific secret character before they become available.
NOTE 5: Special Lip, Grind, and Manual Tricks can be transitioned to regular lip,
grind, and manual tricks by double-tapping X/B/Square, Y/Triangle, B/X/Circle, or
any combination of the three.
TRICK                                           NORMAL VALUE    SWITCH VALUE
                               AIR TRICKS
1-2-3-4                                 1600                    1920
360 Varial McTwist                      5750                    6900
540 Flip                                        1450                    1740
540 Tailwhip                            2500                    3000
360 Varial Heelflip Lien                1500                    1800
Barrel Roll                                     5000                    6000
Back Spin Air                           3000                    3600
Double Kickflip Varial Indy             1200                    1440
Fingerflip Airwalk                      1500                    1800
Rodeo Wrap                                      1600                    1920
FS 540                                  5500                    6600
Gazelle Underflip                               3500                    4200
360 Ghetto Bird                         3500                    4200
Hardflip Late Flip                      1500                    1800
Indy 900                                        11000                   13200
The Jackass                                     1600                    1920
Kickflip Backflip                               3000                    3600
Kickflip Underflip                      1000                    1200
McTwist                                 5000                    6000
Nollie Flip Underflip                   1150                    1380
Quad Heelflip                           1400                    1680
Semi Flip                                       1150                    1380
The 900                                 9000                    10800
                               GRAB TRICKS
Double Kickflip Madonna                 2250                    2700
Swimmer                                 1500                    1800
Casper Flip 360 Flip                    2500                    3000
Assume the Position II                  1000                    1200
Bam Bend Air                            1300                    1560
Bigspin Shifty                          1650                    1980
Boot Burst                                      2000                    2400
Chomp On This                           1000                    1200
Flamingo                                        1500                    1800
Flying Squirrel                         1500                    1800
360 Flip Tail Grab                      1600                    1920
Lick It Up                                      1500                    1800
Samba Flip                                      1600                    1920
Shifty Shifty                           2000                    2400
Sit Down Air                            1200                    1440
                               LIP TRICKS
1990 Invert                                     3500                    4200
Heelflip FS Invert                      3200                    3840
Ho Ho Sad Plant                         3500                    4200
Russian Boneless                                3000                    3600


3. ADVANCED MANEUVERS:

The Manual: The skater presses down on the tail to ride on the two back wheels. Used
to link tricks together. Press up then down to execute. Worth is variable.

The Nose Manual: The skater presses down on the nose to ride on the two front wheels.
Used to link tricks together. Press down then up to execute. Worth is variable.

Changing Manuals: While manualing, double-tapping the X/B/Square, Y/Triangle, or
B/X/Circle buttons or any combination of the three will make you change your manual.
Just double-tapping X/B/Square while manualing will execute a "flip" expansion on
manual. Also, you can do a "spin" variation on that manual by tapping R/R2.
List-NOTE:Instead of listing the X/B/Square, Y/Triangle, and B/X/Circle buttons
each time, I will list them as flip, grind, and grab, respectively. For example,
instead of X+X/B+B/Square+Square, I will say Flip+Flip.
NOTE 2: First I will note the input needed for the trick, then the trick name,
then the Flip+Flip variation, then the "Spin" variation.
NOTE 3: These all have variable scores, so I will not be listing scores for them.
NOTE 4: At any time while manualing, pres Left+Right+Flip to do a Spacewalk. It will
help build momentum if you've stopped or slowed down. It's Flip+Flip and "Spin"
Variations are the same as a Manual and will result in a Nose Manual.
INPUT                   TRICK                           Flip+Flip VARIATION     SPIN
Up+Down         Manual                  360 Fingerflip          Pivot
Down+Up         Nose Manual                     Half Cab Impossible     Nose Pivot
Flip+Grind              Casper                  Casper Flip                     Casper Spin
Flip+Grab               Anti Casper                     Anti Casper Flip                Anti Casper Spin
Grind+Grind             Pogo                            Wrap Around                     Pogo Spin
Grind+Flip              Truckstand                      Truckstand Flip         Truckspin
Grind+Grab              Switch Foot Pogo                Half Wrap Truck Trans.  S.F.P. Spin
Grab+Grab               Handstand                       Handflip                        NONE
Grab+Flip               To Rail                 Rail Flip                       NONE
NOTE: These next to can change depending on what manual you are currently executing.
The first is with a manual or any other kind of flatland trick, and the second is
with the Nose Manual ONLY. Also, when you do the Flip+Flip or "Spin" Variation of
one of these, it will go back into a manual or nose manual, depending on what you're
currently executing.
1. Grab+Grind   One Foot Manual         360 Fingerflip          Pivot
2. Grab+Grind   One Foot Nose Manual    Half Cab Impossible     Nose Pivot

The Revert: The skater shifts the board 180 degrees to a switchstance. If used when
coming down from a halfpipe, it links vert tricks to street tricks, as it can go
into a manual. Tap R/R2 to revert. Worth 100 points in natural stance and 120 in
switchstance.

The Spine Transfer: This makes the skater transfer from one quarter pipe to another
while in the air. Tap L & R/L2 to spine transfer. Worth 250 in natural stance and
300 in switchstance.

Straighten: When coming down from a half pipe, you can straighten yourself out by
pressing L & R/L2. Has no point value, but is useful for preventing bails and setting
yourself up for grinds on the halfpipe's lip.

Wallpush: When running into a wall perpendicularly, press the Y/Triangle button to go
in the other direction and keep up your combo. Worth 10 points in natural stance and
12 in switchstance.

Wallride: Approach a wall at a 45 degree angle, ollie, and press the Y/Triangle button
to wallride. Worth is variable.

Wallie: While wallriding, jump off of the wall to perform a wallie.

Skitching: To skitch is to hold on to the back of a moving vehiclewhile on a skateboard
or rollerblades. Follow behind a vehicle and press up to skitch. Use left and right to
balance your skitch. Let go of the skitch by pressing down or by ollieing out.

Pressure Flips: The skater positions his or her feet in a stressed manner to flip the
board semifuriously. When in either stance tap L/L1 once to go into pressure flip
stance, then ollie and do a kick trick in any of the four primary directions(up, right,
down, left). A pressure ollie alone is worth 200 in natural stance and 240 in
switchstance. This can also be done during a manual.
List-NOTE: First I will make the notation to which direction is needed in parentheses().
Then I will put the name of the trick and values.
NOTE 2: It makes no difference which trick set you have, if you're in natural or
switchstance, or if you double- or triple-tap the button. The are only four(4) pressure
flips.
TRICK                                           NORMAL VALUE    SWITCH VALUE
(UP) BS 360 Flip                                200                     240
(RIGHT) BS 180 Flip                     100                     120
(DOWN) FS 360 Flip                      200                     240
(LEFT) BS Toe Flip                      100                     120

Nollie: The skater performs an ollie on the nose of the board, rather than the tail.
This also means more points. When in your natural stance, press L/L1 twice to go into
nollie  stance, then tap the ollie button. Worth 200 points. This can also be done
during a manual

Fakie: The skater performs an ollie while facing backwards, or in theory a switch
nollie. Go into switchstance and tap L/L1 twice to go into fakie stance, then tap the
ollie button. Worth 240 points. This can also be done during a manual.

No Comply: The skater takes his/her dominant foot off of the board to scoop and gain
a little extra height. Tap up once then tap the ollie button to execute. This results
in more points. Worth 100 in natural stance and 120 in switchstance.

Boneless/Fastplant/Beanplant: The skater stretches the leg even more and grabs the
nose of the board to gain even more height than with a no comply. Tap up twice then
tap the ollie button. This also results in more points. The type of trick performed
depends on the skater you are using. Worth 250 in natural stance and 300 in
switchstance.

Getting off the board: Your skater will, well, get off the board. Tap Black or
white/Z/L1 & R1 to get off the board. Jump with A/X and grab onto a ledge with R/R2.
While hanging off a ledge, press up to pull yourself up onto the ledge(or wire) and
press down to let go. While on foot, you can run by using the control stick or
d-pad(although when using the d-pad you must hold down A/X or you will just walk).
When in the middle of a combo, you will perform a "combo Run Out", worth 50 points
in natural stance and 60 in switchstance. When you get back on the board, you do a
caveman, which is worth 750 in natural stance and 900 in switchstance.

Cars: Some goals require you to drive around in vehicles. When not in a goal, some
cars can be taken for a joyride. Press B/X/Circle to take a car if the game prompts
you to do so. Press A/X to accelerate and X/B/Square to brake and reverse. R/R1 is
the handbrake(used to maximize slides) and Y/Triangle will end the ride.

4. MODES
Story Mode: The fan favourite(besides the online modes). Here you can learn new moves,
move up in the ranks, unlock new levels and skaters, new trick slots, cheats, and
other stuff.

High Score/ Free Skate: Here you can skate any level you want with no time
limits(which could be done in story mode too...) and work on your lines. When you're
ready you can start a session to try and rack up a high score or break a record.

Create/ Play Goals: You can insert goals into Neversoft's levels, your friends', or
your own. Then you can play them.

2 Player: You and a friend can try out some of the game modes here, with or without
competition. Here are the modes:

Online/System Link Play: Take it online and show your stuff. You can choose your name
and skill level and kill the competition. Note: Official online play is exclusive to
Playstation 2, but you can play online with Gamespy on Xbox. All of the modes on Sony's
online component are present in Microsoft's System Link and online components.

Skateshop: Change your deck, griptape, and wheel colour at Peralta's. NOTE: This mode
is only available if you've been sponsered by Stacy Peralta in Story Mode.

Create-A-Trick: Make your own trick animations for use in the game. Make 'em as crazy
as you want, just make sure to get enough air to land 'em.
You can choose up to six tricks to put in here, along with rotaions. The only way I
know of to change the point value is to turn of spin, but I don't think there's
anything else you can do...

Create-A-Park: Set up your own ghetto for skature. Multiplication in the hood!
Insert Buildings, ramps, stairs, whatever. You can use the rail tool to make rails off
the ground(FINALLY) and insert goals through the creator or through "Create/ Play Goals".

Create-A-Skater: This is your canvas. Make the next new pro and kick ass wit 'em.

Create-A-Deck: Make your own pro label as if you were a real pro.
A deck consists of a base graphic, a tiled layer, and four picture layers. Of course,
any of these can be skipped. This is only available after you have been sponsered by one
of the major skateboarding labels(Birdhouse, Element, Zero, etc.).

5. CHARACTERS
You: That's right, you. You're the main character of THUG. Create you own character and
name him whatever.

Tony Hawk: The granddaddy of modern skateboarding. The first man to spin the 900 and
creator of over 500 tricks, this guy just doesn't stop. Residing in California, he
teaches his legacy to his children, in hopes of them becoming the next Tony Hawk.

Bob Burnquist: Brazilian crazyman and creator of the Burntwist. Nobody can beat him when
it comes to the loop. He rules that venue.

Steve Caballero: Two years older and wiser than Hawk, Steve Caballero basically invented
skateboarding as we know it today.

Kareem Campbell: An inspiration to inner city skaters everywhere, Campbell injects
ghetto spirit into his career and all of skateboarding.

Rune Glifberg: Hailing from Denmark, this vert genious has created hundreds of tricks
and is currently tearing up Costa Mesa.

Eric Koston: Ah, Koston. The Buddhist balance wonderchild. His switchstance techniques
and rail balance make him an idol to many street punks everywhere.

Bucky Lasek: With Hawk as his mentor, Lasek went on to conquer the curcuit. Kid's so
crazy they don't let him in Ventura anymore.

Bam Margera: Bam-Bam you might remember from CKY and Jackass. He doesn't give a damn
what happens to him, making it possible for him to conquer huge gaps and rails without
much problem.

Rodney Mullen: All I can say is that this man inspires me. I'll never be able to do
half the ish he does, but he makes me want to. He made technical street skating what
it is today, and keeps on adding to his 400+ created tricks.

Chad Muska: Skating and music are his two passions, and he seems to mix them
seamlessly. Muska makes a new name for himself everyday, and does it with no problem.
His music label is Muskabeats if you wanna check it out.

Andrew Reynolds: Tutle Boy has so much style it's almost sickening. With east coast in
his blood, he takes over the west coast.

Paul Rodriguez: One of the youngest pros in the curcuit, Rodriguez kills with his
switchstance skill and fearless gaps and rails.

Geoff Rowley: He's kinda like the beatles, only he's one guy and he skates. He's been
making crazy stair and ramp gaps for years and there's no sign of him slowing down.

Arto Saari: This Finnish freak doesn't just stop at rails and stairs. He skates
everything he can find: from road gaps, to car gaps, to wallriding McDonald's, this
kids done everything there is to do.

Elissa Steamer: Little girl in a male skater's world. Kicking ass while she's there,
too. Dominating every all-girl competition and 27 coed competitions, Fort Myers'
little girl is being the pro you wish you could be.

Jamie Thomas: Rails and gaps hellchild Jamie Thomas does nothing but skate, eat, and
pray. With the infamous Leap of Faith, Thomas is a household name.

Mike Vallely: Also a CKY survivor. Known to lose his temper but channels the anger into
sick tricks. He's also a Jersey native, like you, young grasshopper.

Secret Skaters- Can only be accessed after completing Story mode on the varying
difficulties-

Gene Simmons: Cult leader and KISS member Simmons straps on his skate shoes in order to
dominate the world of professional skateboarding.

Ironman: Marvel heroes always seem to make their way into HAWK games. Not very far
removed from the EGM readers' joke about "Tony Stark's Pro Skater"(Tony Stark is
Ironman's hired double).

THUD: Y'know that little monster thingy that eats Eric in the Neversoft intro? Yeah
that's THUD.

6. STAT RAISIN'
Unlike other Tonys before it, where you would buy or find stats, this time there are
actual RPG elements. When you complete a certain challenge, your stats go up. You can
see what challenges must be met by pressing start and going down to view stats in
Story mode. Or by looking here.

7. STORY MODE
The walkthrough. We'll cover everything. Or at least try to. I don't know if I can do
gaps. I'm trying to find them all but I doubt I will. If I get enough requests, I may.
I'll start with showing you where to find the secret tape, then go into the goals. The
goals are put in the same order as they are in the "View Goals" Subscreen.

Level 1: New Jersey-
SECRET TAPE: Under the bridge on the south side of town, going into the train station.

HELP ERIC: The wheel is on top of the roof directly in fron of where the goal places
you. The trucks are in the building in front of the one you are on now. Another wheel
is located on the house to the right of the one you're on now. The deck is straight in
front of you, a few houses down. Then simply do what the game tells you to. It's pretty
straightforward, so I won't bother explaining it.

WALK CHARLES: Simple. Just skitch the dog(get behind it and press up) until the time
runs out.

ERIC'S CHALLENGE: I shouldn't really have to explain this one either. Just do what the
man says.

GET IN TIGHT WITH THE STREET WARRIORS: For this goal, you will be put into a car. It's
pretty easy. Just follow the arrows to the cones. Take it slow, too. Just because
there's a time limit doesn't mean you have to rush and miss all the cones.

FLYER FOR THE MUSKA DEMO: There are big green floating fists running around these here
streets of New Jersey. Just get to as many as you can before the time limit runs out.
Just skating past a fist counts as "putting up a flyer".

IMPRESS MUSKA: You get some time to do tricks for Muska to see. As you're tricking,
he'll move to different locations. His current location is in white lettering at the
top-right corner of the screen. Oh, there's also an arrow to point him out to you.

IMPRESS SHAWN: Equipped with a new board, you must impress the staff or Peralta's
Skateshop and get sponsored.He wants you to hop off your board once you're above the
roof of the house directly in front of you. Use the quarter pipe to get up there. Then,
he wants you to transfer over the alley across two houses. Haul ass from one side of
the pipe to the other and ollie. Now just spine transfer from the top of the house to
the quarter pipe at the bottom. Use the side Shawn is on.

DEMO THE NEW PLAYGROUND SETUP: This is an easy one. May I suggest using the pool for
this as it has some flat land to use, curved sides for vert tricks, and edges for
grinding.

IMPRESS JOEY: Another easy one. Just do as he says. Also, when tricking while doing a
Spine Transfer, do the transfer first, then do the trick(but still while in the air).

DO CHRIS'S BEST LINES: Easy one. Just trick off of the flashing terrain. You won't
have to do it in a combo unless you're playing on Sick difficulty.

GET THE STOLEN ITEMS BACK FROM THE DEALERS: To the right of where you start is a
school. Get onto the second balcony and follow it all the way down to the houses.
Keep following down the houses' roofs, over the first pit. At the second pit, jump
down. Keep to your right and run onto the dealers' porch. Grab the deck.




8. COOL STUFF
Gene Simmons. Ironman. The creepy thingy from the opening that eats Eric. Secret
characters obtained by completing story mode on various difficulties.
School II. Venice. Hangar. The old School levels. Want 'em? Check the FAQ in the
respective level.
Yeah there's definitely more crap. I just can't think of it. E-mail me with anything
you find, and I'll prop you.

9. TIPS
1. Trick into and out of every grind. Also try spinning when in the air going between
grinds and manuals.
2. Watch the demos at the title screen. You can learn a lot about gameplay and linking
tricks just by watching these.
3. You CAN actually control the weather and time of day. Neversoft stupidly left out a
menu to change these features, but you do have a say in it. Some goals and cutscenes,
after completion, change the weather or time of day to go with the story. For example,
completing "HELP ERIC" or watching "LOST FOOTAGE" in New Jersey will make it evening.
So when you want to change the weather or time of day, just choose the right goal from
the "View Goals" screen and complete it or the right cutscene from the "Watch Cutscene"
screen under "Options" and watch it.
4. When trying to net high scores, try using flat-bottomed pools. first grind the sides
till you can't anymore, then revert into the pool, do vert tricks till the revert won't
propel you anymore, then make use of the flat bottom for some manualing and flatground
tricks.
5. If you want to do more vert tricks after the revert has stopped giving momentum or
you have stopped during a manual and want to get moving again but can't give up your
combo, try either getting off your board and running out, then get back into your combo
with a caveman, or pressing Left+Right+X/B/Square while in a manual to spacewalk. This
build your momentum back up. Sorry if that was confusing to you. 'Twas to me.
6. When playing the Xbox and Gamecube versions of the game, tricking while doing a
Spine Transfer can be tricky, as it uses the same buttons/triggers as it does for
rotation. Instead of tricking WHILE doing a Spine Transfer, press/pull the Spine
Transfer buttons/triggers once and quickly, THEN worry about the trick. You won't get
to pull any big air tricks, but at least your chances of landing will be greater.

10. GLITCHES/ERRORS

11. QUESTION & ANSWER
E-mail me any questions you may have about the game or the FAQ. Please no hate mail.
Corrections, additions, and only legitimate questions will be considered. Reach me at
[email protected] (those are underscores, not spaces) and please use the
heading "Tony Hawk's Underground" or "THUG".

12. CHEATS
You cheaters. You can never play a game normally, can you? Fine. I won't stop you. I'll
even feed your addiction. Here are some cheats for your illegitimacy:


13. LEGAL
This FAQ is copyrighted under my name and shall not be used elsewhere than GameFAQs
without my consent. E-mail me to gain my permission. If you are caught using this FAQ
without my consent, you will be prosecuted to the full extent of the law. This will
result in a court order. Do not break this law!
Tony Hawk(r) is a trademark of Tony Hawk. Tony Hawk(r)'s Underground(tm) is a trademark
of Activision. Game by Neversoft, Inc.
Xbox(tm) is a registered trademark of the Microsoft Corporation.
Playstation(r) 2 and Playstation(r) are registered trademarks of Sony Computer
Entertainment Incorporated.
Gamecube(tm), Game Boy(r) Color, and Game Boy(r) Advance are registered trademarks of
Nintendo of America Incorporated.
Dreamcast(tm) is a registered Trademark of Sega of America Incorporated.
All other names and logos are trademarks and properties of their respective owners.
(c) Jared Therriault, 2003

14. THANKS
Thanks to Neversoft and Activision, who keep up this great series with new stuff. You
never let it get stale. Well except THPS3. That was kinda crap. But ok.
Thanks to mom and dad for getting me the computer so I could write this FAQ.
Domomorigato to Mr. Roboto.
Thanks to my ass for letting me sit on it for so many years.