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                  Tony Hawk's Project 8      insert
                                Gap FAQ          cool
    Version 1.3 (last updated 11.20.06)           ascii art
                               by zeima         here
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This file is anticopyright (\c) 2006
All rights observed.
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 01. Introduction/Key System

 02. Downhill Guide

        2a. Forward

        2b. Terminology

        2c. Gap Guide

        2d. Checklist

 03. Misc Tricky Gaps

 04. Contact





-----------------------------------------------------------------
------01. Introduction / Key System -----------------------------
-----------------------------------------------------------------


THP8 for the PS2/Xbox utilizes a new gap system. Everytime you
land a gap for the first time, you are rewarded with a "Gap Key."
In the gap list found in the pause menu, you can view movies of
gaps you have yet to land by using a "Gap Key." If there is a
lock icon next to a gap, that means you have yet to land the gap
AND you have not used a key to unlock the video. Landing a gap
automatically unlocks the gap video without the need of a key.
This makes getting gaps significantly easier, but there are still
some holes in the system. Some of the gaps don't make much sense
when watching the video, and the Downhill level is missing the
entire gap list.


This Gap Faq is here to fill the holes..
and hopefully will answer any questions you may have.

Thanks for the help Justin, Yetifear, Mystic_Cat, and THDude.

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------02. Downhill Guide ----------------------------------------
-----------------------------------------------------------------

---------------------
------2a. Forward----
---------------------

It's a real stroke of genius including a level without a gaplist.
Especially when that /38 statistic stares back in the face of
completists such as myself. Well anyway, here's the list. It's in
early stages so it's possible some of these descriptions may be
wrong.. feel free to email any comments if I got something wrong
or you have a better technique for landing a gap.


---------------------
------2b. Terminology
---------------------

Left/Right: When this guide says something is to your Left or
Right, it assumes you are looking downhill/towards the end of the
level.

Five Planters: This guide uses the location of the Planters to
explain position. The Planters are the grassy divides (with
trees) in the middle of the street. The 5th Planter is the
Planter farthest down the hill and the 1st Planter is the Planter
at the top of the level.

Bumps: A bump is a yellow/black striped grindable speed bump on
the street.

Ski Jumps: There are two of these in the level and both are on
the right side. These are long ramps and pretty self-explanatory.


---------------------
------2c. Gap Guide--
---------------------


||16 Set Cleared
As soon as the level stars, head straight. Jump the set of stairs
right there at the beginning of the level.

||Big Channel
At the very beginning of the level, you are on a platform that
has stairs and a ramp that lead down to the street. The objective
of this gap is to land a QP transfer over the base of the ramp.
So right when you touch the street, for the first time, there are
QPs to your left and right. Transfer between them.

||Bomb Droppin
Near the bottom of the level, there will be two small stairsets
on the left hand side. After clearing the second stairset (which
is the "I Stair Because I Care Gap"), jump forward and acid drop
into the QP bellow.

||Cant Stop Wont Stop
Read "Combo Time" gap.

||Center Divide
You need to jump from the very first bump in the level, to
slightly over the 1st Planter. It doesn't register if you go way
past it.

||Center Island Hop
Go to the 2nd Planter. Use the the bump by it to jump over the
Planter.

||Classic Transfer
Slightly past the 3rd Planter, there will be a small QP on your
right. Transfer from this, to the long QP that is slightly
farther downhill.

||Combo Time
The easiest way to get this to register is to jump through Door
Number 5 and hold the grind button. You'll get this gap and if
you continue, you'll also receive the gap "Cant Stop Wont Stop".

||Concrete Hop Left
Near the beginning of the level (when the street is still level),
look to your left. There is a long QP, a ledge, and another QP
(slightly downhill). Transfer between the QP's.

||Concrete Hop Right
Near the beginning of the level (when the street is still level),
look to your right. There is a long QP, a ledge, and another QP
(slightly downhill). Transfer between the QP's.

||Fat Landing
To the left of the 3rd Planter, there is a QP with blue trim.
Slightly downhill there is a brown QP. Air transfer between the
two.

||Getcreative
Directly before the 2nd Ski Jump, there is bank. Directly before
this there is a kicker. Jump off the kicker and bank drop.. well
onto the bank.

||Gimmie Gap
Between the 1st and 2nd Planters, there will be some Green/Aqua-
ish ledges on your left side. Use the QPs on either side to air
transfer.

||Grind Time
Slightly before the 2 Stairsets near the end of the level, there
is a long brown QP. Grind the QP, jump straight forward at the
end, and hold grind. You should land in a grind on a wire above.
If you miss the wire, try again. (THANKS YETIFEAR)

||High Wire Act
Above the 2nd Planter, there are a couple wires that cross the
street. Grind one wire and jump to a grind on the other.

||I Stair Because I Care
Near the bottom of the level, there will be two small stairsets
on the left hand side. Clear the second set.

||Kick To Slant
Go to the 3rd Planter. There should be a bump right below it.
Jump off this bump and acid drop onto the the side of the
Planter.

||Ledge Love
Near the beginning of the level (when the street is still level),
look to your right. There is a long QP, a ledge, and another QP
(slightly downhill). Grind the coping of the first QP, jump over
the ledge, and grind the second QP.

||Long Shot
Between the 2nd and 3rd Planters, there will be a couple of
Green/Aqua-ish ledgs on your left. Get on top of this thing (and
set a Restart Point if you are unsure of yourself.) There should
be a rail coming out of the wall above you. Wallride up to this,
grind it, jump to a grind on the balcony infront of you. Jump
forward to land in a grind on a yellow rail. This yellow rail
will arch down. You need to jump from the rail, launch forward
and land in a grind further downhill on another yellow rail. This
is a long gap, hence the name. If you don't land it the first
time, you should at least see the yellow rail you are supposed to
land on. Use Focus if you are bad at stuff like this.

||Newbie Gap
Go to the 1st Planter. Look to your right. There should be a
couple QP's with a ledge between them. Use the QP's to air
transfer over the ledge.

||Nice Grindage
Near the beginning of the level (when the street is still level),
look to your left. There is a long QP, a ledge, and another QP
(slightly downhill). Grind the coping of the first QP, jump over
the ledge, and grind the second QP.

||Nice Transfer
Go to the 2nd Planter. There should be a couple brown ledges.
(Like the Green/Aqua-ish ledges.. except.. ya know.. Brown.) On
either side, there are QPs. Air transfer using the QPs.

||Precision Air
Between the 2nd and 3rd Planters, there will be a couple of
Green/Aqua-ish ledgs on your left. On either side, there are QPs.
Air transfer using the QPs.

||Round Bar Rampage
Go to the 2nd Ski Jump. Right to the side of it, there are a
couple Green Rails. Grind transfer between the two. (This can be
annoying since you will likely accidently grind or wallride the
Ski Jump. So just try to time it right.)

||Round Bar Romp
Go to the 2nd Planter. To the right there should be two Green
Rails. Grind transfer between the two.

||Second Floor Grind
Near the beginning of the level (when the street is still level),
look to your left. There is a long QP and a Balcony slightly
above it. Grind the QP, jump up and grind the Balcony. At the end
of the Balcony, launch forward. There will be a yellow rail that
you will want to grind.. but you don't want to grind that.
Instead continue flying through the air and land in a grind on
the Green/Aqua-ish ledge that you will eventually connect with.

||Skate Everything
Near the bottom of the level, there will be two small stairsets
on the left hand side. There are two wooden handrails that lead
down this area. Grind the right handrail and jump down to the
street level and grind the Green Rail below.

||Skate The Line
Go to the first ski jump. There are two wires connected to this.
Grind the ski jump and jump to a grind on the second wire.
(THANK YOU THDUDE)

||Ski Jump Blast
Launch out of the 1st Ski Jump. There's a bank slightly further
downhill and you'll want to land in a bank drop on this. If you
try to bank drop to early, you'll acid drop into a QP. Don't do
that.

||Step Up Time
This is like the gap "Combo Time" except slightly uphill. As you
head down the hill, there will be a couple Green/Aqua-ish ledges
on your left. Get on the top most Green/Aqua-ish ledge. Grind
this, jump forward and land in a grind on a Brown ledge (it looks
the same except color from what you just jumped off of). If it
doesn't register, jump forward and grind the Green/Aqua-ish ledge
infront of you. You'll probably get "Combo Time" as well as this
gap.

||Suicide Drop
Go to the 3rd Planter. To your left, there should be a couple
Brown ledges. Get on the top most ledge, leap forward, and acid
drop into the QP below.

||Tha Revs Secret Stash
The easiest way to get this gap is to jump through Door 4 and
hold the grind button. As long as you don't fall and have decent
speed, you will eventually get this gap.

||The Connection!
At the very beginning of the level, you are on a platform that
has stairs and a ramp that lead down to the street. The objective
of this gap is to land a grind transfer over the base of the
ramp. So right when you touch the street, for the first time,
there are QPs to your left and right. Transfer between them.

||The Curb Crusher
Go to the 1st Planter. Look to your right. There should be a
couple QP's with a ledge between them. Grind the first QP and
jump to a grind on the second. This might not always register. If
it doesn't, consider trying to start the grind slightly higher up
the hill. (THANKS YETIFEAR)

||Third Floor Grind
Near the beginning of the level, there are two high up balconies
on the right side. If you look up above the gap "Concrete Hop
Right", (way up above) you will see them. You have to grind
transfer between the two. To get speed, you can perform a couple
quick bank drops on the bumps at the beginning of the street. I
personally set a restart point right after the gap "16 Set
Cleared." I grind the railing, jump off to the right, and acid
drop to the QP at street level. Do whatever you want to get
speed, and then launch up and grind both.

||Tiny Landing
Go to the 3rd Planter. On your right side, there should be a wide
bank with QPs on either side. Air transfer over the bank using
the QP's.

||True Bank to Bank
Go to the 3rd Planter. On your right side, there will be a couple
banks. Jump from one bank to the other.

||Wedge to Slant
Jump off a bump and land in an acid drop on the side of a
Planter. This doesn't register with every Planter/Bump
combination however. You may get the "Kick to Slant" gap instead.




---------------------
------2d. Checklist--
---------------------


[ ] 16 Set Cleared
[ ] Big Channel
[ ] Bomb Droppin
[ ] Cant Stop Wont Stop
[ ] Center Divide
[ ] Center Island Hop
[ ] Classic Transfer
[ ] Combo Time
[ ] Concrete Hop Left
[ ] Concrete Hop Right
[ ] Fat Landing
[ ] Getcreative
[ ] Gimmie Gap
[ ] Grind Time
[ ] High Wire Act
[ ] I Stair Because I Care
[ ] Kick To Slant
[ ] Ledge Love
[ ] Long Shot
[ ] Newbie Gap
[ ] Nice Grindage
[ ] Nice Transfer
[ ] Precision Air
[ ] Round Bar Rampage
[ ] Round Bar Romp
[ ] Second Floor Grind
[ ] Skate Everything
[ ] Skate The Line
[ ] Ski Jump Blast
[ ] Step Up Time
[ ] Suicide Drop
[ ] Tha Revs Secret Stash
[ ] The Connection!
[ ] The Curb Crusher
[ ] Third Floor Grind
[ ] Tiny Landing
[ ] True Bank to Bank
[ ] Wedge to Slant




-----------------------------------------------------------------
------03. Misc Tricky Gaps --------------------------------------
-----------------------------------------------------------------


|| Steady As She Goes (Suburbs)
This gap is hard to get to register. The objective is to jump and
land in a stall on the wooden beam. The gap isn't actually
jumping from the wooden beam to a grind.
My tip is this.. There is a fallen "Exit" sign that makes up part
of the ramp on the side of the boat. Directly above the ramp is
a small wooden square board. I've had better luck getting the
hap to register when I jump around this area.
If anybody has any tips on getting this to register more
regularly, feel free to email.

Advice from Mystic_Cat:
"the key to getting the gap is to boneless from the ground to
the mast, not launch from a kicker. i tried everything for about
an hour to get this gap, and it only works if you barely touch
the ramp and hit the middle of the mast and stall."

|| City Center High Up Wire Gaps
There are a number of gaps in the City Center level that involve
a really high up telephone wire. To get up to this wire, find
the bowl that is closest to the torch/raging flames. Use this
bowl to get some speed, and transfer out of it land on a QP.
This should give you enough speed to launch up to the high wire
using one of the QP's bellow the wires. The QP's and wires don't
exactly align, so you may have to get off your board midair and
grab onto the wire.

|| Ring 2 Rail (City Center)
There's that oddly shaped planter with the brass bars that run
down it. You need to land on the top part of the planter (which
is round.. the bottom is more like a triangle). You need to jump
from the top ledge of the grassy area.. the grassy area that is
to your left when you have your back to the capitol building and
your facing the brass bars. Got it?

|| Break N Enter (Factory)
I did this in reverse. Make a restart point standing on the
window ledge while standing. I then just jumped, grinded,
wallplanted, and grinded.. all while going very slowly.

|| Board Da Ship (Fun Park)
The key to this gap is getting a good amount of speed. To do so,
spine transfer back and forth over the green wall with pink QP's
and in and out of the "moat" type thing. The rest is just timing
the launch out to the boat.



-----------------------------------------------------------------
------04. Contact -----------------------------------------------
-----------------------------------------------------------------


If something is wrong with my gap faq, you have a contribution,
or know of a gap that is giving you major trouble (Please don't
email me about every gap you can't immediately figure out)
contact me at [email protected]

I WILL NOT RESPOND TO ANYTHING THAT ISN'T GAP RELATED.



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end of file. :)
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