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Walkthrough

by THayes

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

                               FAQ/Walkthrough for
                              TONY HAWK'S PROJECT 8

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


GUIDE INFORMATION

Author:   Tom Hayes
E-mail:   thayesguides(at)gmail(dot)com
System:   PlayStation 2
Updated:  4th January, 2008
Version:  1.1


CONTENTS

1. Introduction
2. Career Mode Walkthrough
     2.1. Suburbia
     2.2. Downtown
     2.3. City Center
     2.4. High School
     2.5. Car Factory
     2.6. Crete Park
     2.7. Fun Park
3. Classic Goals Walkthrough
     3.1. Suburbia
     3.2. Downtown
     3.3. City Center
     3.4. High School
     3.5. Car Factory
     3.6. Crete Park
     3.7. Fun Park
     3.8. Downhill
4. Copyright Information


VERSION HISTORY

1.1:   4th Jan, 2008  (Format update)
1.0:  15th Jul, 2007  (First version)


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

1.                               Introduction

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


The PlayStation 2 version of Tony Hawk's Project 8 was quite a surprise. After
reading many reviews which gave this game poor to average scores, I decided to
give the game a chance anyway and started playing with low expectations. They
were soon to be surpassed though, as in my opinon this is one of the best games
in the series since the original Tony Hawk's Underground. Most of the controls
from the previous games have returned, but what is especially welcome is that
some of the old goals have started to return, ones that actually focus more on
skating than the less skate-orientated goals that appeared in the later games.

The level design is more interesting as well and there are more opportunity for
gaps, which have also been given a much better design in this game. Instead of
having a gap list with no clue of how to get each one apart from a hint in the
gap name, you now collect a key for each gap you find. These keys can be used
to view a short video clip of a selected gap. This is a great new method that
makes finding some of the more difficult gaps that much easier. Although there
are some bad points with only one camera angle, lack of create options and no
vehicles to ride, Project 8 still remains a good addition to the series.


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

2.                         Career Mode Walkthrough

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


-------------------------------------------------------------------------------
2.1.                               Suburbia
-------------------------------------------------------------------------------


UNCOVER THE POOL

Jump over the white fence at the right side of the road to find the pool boy.
Talk to him and he will explain the goal. Grind (press triangle) over the six
ribs on the top of the pool to complete the goal and uncover the pool.


KOI CATASTROPHE

Found in the garden at the back of the blue house. Ride up the wooden slope
near the man and hold R2 at the top of the shrine quarter pipe. Hold R1 and
press triangle to Natas Spin on the spike on top of the shrine for five
seconds. If you are having trouble getting enough speed to get on top of the
shrine, hold up on the d-pad while riding toward the shrine quarter pipe.


GAP ATTACK!

Refer to the gap videos in the game for help on finding the gaps.


HAPPINESS TRANSFERS

Transfer between the pools while performing a trick. It can be difficult on
low stats to transfer between pools from the start point. One way of gaining
speed is to half turn and skate toward the wall. Face back toward the pool and
and move toward it. Acid drop into the pool and you should have enough speed.

A: Spine transfer (R2) + Kickflip (left + square).
P: Spine transfer (R2) + melon (left + circle).
S: Heelflip (right + square) + Indy (right + circle).


PHOTO BASICS

Ride forward from the start point and perform a trick over the white fence:

A: 180 flip trick (square).
P: 360 One Foot Tailgrab (Down + Circle, Circle).
S: 180 flip trick (square) and grab (circle).


POOL DUEL

Get the required amount of points in the pool in a combination. To link tricks
from one side of the pool to the other, land in a revert (R2) and then manual
(up, down) over to the other side of the pool to continue the combo.

A: 10,000 point combo.
P: 25,000 point combo.
S: 100,000 point combo.


YARD TOUR

Talk to the man at the side of the pool. The aim in this goal is to follow the
arrow toward the glowing objects to perform the required trick on it. Move
forward from the start point and bank drop (R2) over the top of the slide. Turn
right, cross over the road and jump over the bamboo planter on the other side.
Ride to the top-right corner of the garden and jump up from the planter. While
in the air, hold R2 to acid drop into the quarter pipe. Grind the glowing edge
of the pool and then use the quarter pipe in front to spine transfer over both
fences. Ride up the dirt slope at the other side of the area and acid drop into
the boat. Quarter turn right and jump out of the boat. Ride toward the quarter
pipe and use it to spine transfer over the wall to complete the goal.


YOU'VE GOT MAILBOXES

Ride forward and Natas Spin on the first mailbox. Jump off and manual over to
the other side of the road to Natas Spin the second mailbox. Jump off and grind
the white fence at the front of the house. Jump off at the end and manual to
the third mailbox. Jump and manual to the fourth mailbox to complete the goal.


SWING FLING

Grind the curb in front of the start point and jump off at the end to stall on
the swing. Jump after riding the swing to the highest point and then grind the
tree branch. Jump to the next tree branch and grind it to the end. Drop down to
a grind on the curved rail and then jump off to complete the goal.


SEE SAW

Before starting the goal, stand on the high end of the see saw to point the
other end up toward the wall. Start the goal and grind the curb in front of the
start point. Grind up the see saw and then jump to a grind on the tree branch.
Hold R2 after jumping off the branch to acid drop to the quarter pipe. Ride up
the next quarter pipe and grind left along the branch above it. Jump off the
end of the branch and grind on the curved rail below. Manual across the ground
and grind left along the quarter pipe. Jump off at the end and bank drop (R2)
into a manual in the ditch. Quarter turn left and launch up to a grind on the
fence. Jump at the end of the fence and grind the wall to complete the goal.


BACK WHERE WE STARTED

Spine transfer (R2) over the spine and use the quarter pipe in front to launch
up to a grind on the tree branch. Grind right to the end of the branch and then
jump to grind on the next branch. Continue the grind along the wire and then
drop down from the end of the treehouse to grind on the wall. Jump at the end
of the wall and manual over to a grind on the planter. Jump off at the other
side of the planter and grind the glowing fence in front of the house. Jump at
the end of the fence and grind on the next fence. Grind around the corner and
then jump the gap in front of the gate to grind on the wall. Continue the grind
onto the terrace. Jump at the end of the terrace and grind the planks.


LAUNCH TO FREEDOM

Hold up on the d-pad to start skitching the RC car. Jump off the car after it
has gone around the planter and is heading toward the gate. Jump from the small
ramp and sticker slap (X) the security box on the gate to complete the goal.


CLASSIC GOALS

Refer to the Classic Goals section of this guide for help on these goals.


GRIND CHALLENGE

Grind the curb before the green mark and then make small balance adjustments
using the d-pad. After passing the Am point, jump at the end of the curb and
hold right and triangle to grind on the second curb. Jump again at the end of
the second curb and land on the third curb to pass the Sick point.


VERT CHALLENGE

Spine transfer over the two spines and then launch up from the quarter pipe in
front. Perform tricks over the spines to get more height on the quarter pipe.


LEAP CHALLENGE

The three lines around the outside of the merry-go-round represent the amateur,
professional and sick marks. For amateur, just grind on one of the rungs on the
merry-go-round and then jump off to cross the orange mark. For professional and
sick, use the quarter pipes around the outside of the area to build up the
special bar. Grind the rung and jump off to cross the blue or yellow mark.


SHAD DAD'S BALLS

1: Acid drop (R2) into the pool and spine transfer to land on the quarter
   pipe. Spine transfer over the two spines in front to find the ball. After
   each ball is found, go back the way you came to return the ball to Dad.

2: Follow the route shown for the first ball but turn right after the second
   spine transfer and jump into the boat to find the second ball.

3: Follow the first ball route but do another spine transfer to land in the
   ditch. Turn left and spine transfer to the next ditch for the third ball.

4: Quarter turn left and jump over the fence. Cross over the road and jump over
   the next fence to land in the fountain area. Jump over the wall at the far
   side of the area and then quarter turn right to find the fourth ball.

5: Follow the fourth ball route to the fountain area. Jump over the wall at the
   far side of the area and then get off the board by holding R1 + L1. Climb
   the ledge in front and then run left to climb the next ledge for the ball.

6: Turn slightly right and climb over the fence to the garden with the ball.

7: Follow the first ball route. After the third spine transfer, launch up from
   the quarter pipe in front and grind right along the branch for the ball.

8: Quarter turn left and jump over the fence. Cross over the road and jump over
   the next fence to land in the shrine garden. Ride to the slope in front of
   the shrine for the eighth ball. Return to Dad to complete the goal.


-------------------------------------------------------------------------------
2.2.                               Downtown
-------------------------------------------------------------------------------


BOWLING DEVASTATION

Ride forward to the junction in the road from the level start point and turn
left. Follow the road up to the top of the slope and then turn right to see a
yellow bus. Talk to the man and then sticker slap the bus three times. Talk to
the man again and then jump into the water to launch up to the bowling alley
sign. Grind the rail in front and land on the roof to complete the goal.


THE SKATESHOP

Find the locals with the coins floating above their heads and perform tricks by
them in order to receive stokens. One example of a trick that gets the locals
stoked is to slow down by the local, manual and use combinations of the shape
buttons (square, square for example). Get 100 stokens to complete the goal.


GAP ATTACK!

Refer to the gap videos in the game for help on finding the gaps.


NAIL THE TRICK

Jump off the ramp in front of the start point and press the left analog stick.
While the stick is pressed, hold down on the left analog stick to start the
kickflip. Release the left analog stick when the wheels are facing down again.
For the second part, perform a shove-it by pressing the right analog stick and
then holding down until the board rotates 180 degrees. For the third part,
perform any trick using both analog sticks. For the final part, rotate the
board using the left analog stick so that the wheels are pointing down and
then rotate the board using the right analog stick to complete the goal.


CLASSIC GOALS

Refer to the Classic Goals section of this guide for help on these goals.


ROOFS AHOY!

Jump from the kicker and grind the left edge of the bus roof. Jump across the
gap and grind on the second bus roof. Jump down from the second bus and grind
the curb around the corner to the slope at the end. Jump right from the top of
the slope and acid drop to the bowl on the roof. Ride to the other side of the
roof and spine transfer into the slice. Spine transfer into the cup and then
turn slightly right after landing to spine transfer into the bowl on the roof.
Revert to a manual after landing and then spine transfer out of other side of
the bowl to land on the quarter pipe on the road. Revert to manual and use the
quarter pipe on the other side of the road. Revert to manual again and then
ride along the left side of the road to see the glowing ramp. Launch up from
the ramp and bank drop into the skateboard on the roof to complete the goal.


ROUND THE ALLEY

Grind the glowing wall all the way down the kink and then drop down to a grind
on the quarter pipe. Continue holding the grind button to grind along the next
quarter pipe. Drop down to a grind on the quarter pipe below. Jump off at the
end and manual over to a grind on the rail in the alley. Grind up to the top of
the rail and then jump right to grind the next rail. Grind over the streamer at
the end of the rail and then jump right at the end to acid drop into the roof
bowl. Spine transfer over to the next roof. Revert to a manual and then ride up
the ramp in front to grind the streamer. Grind up to the roof at the top of the
streamer and then acid drop into the quarter pipe to complete the goal.


FILMER

Follow the filmer and perform the tricks that are displayed on screen.


DAEWON'S CHALLENGE

Jump over the yellow rail and do one of the following grinds on the bench.

A: Any grind.
P: BS Smith (down + right + triangle).
S: BS Bluntslide (down, down + triangle).


FOOD PHOTO

Spine transfer from the pizza into the cup while performing a trick.

A: Heelflip (right + square).
P: Melon (left + circle).
S: Indy to kickflip (right + circle, left + sqaure).


HOT LAVA

Score the required points in the rooftops area within one minute.

A: 7,500 points.
P: 25,000 points.
S: 100,000 points.


COFFEE GRIND TOUR

1: Ride off the ramp and acid drop to the quarter pipe in the alley far below.
   Spine transfer up to the quarter pipe on the roof. Ride to the other side of
   the roof and grind up the red rail around the cup to grind the first star.

2: Ride down the left side of the road and use the ramp in front of the barber
   shop to launch up to a grind on the cinema sign. Jump up to land on the roof
   and then jump onto the red rail around the cup to grind the second star.

3: Follow the arrow to see the third coffee cup on top of the coffee shop. Get
   off the board and climb up to the roof of the shop. Boneless to a grind on
   the red rail and then grind up to the top of it to complete the goal.


DANCE EXPEL

Quarter turn right from the start point and ride behind the yellow buses to
find the first poster. Wallride it to destroy it. Turn slightly right after
landing and use the quarter pipe in front to launch up to a grind on the rail.
Jump left from the rail and wallride the second poster. Return to the goal
start point and wallride the third poster. Continue forward at the junction
and wallride the fourth poster on the left wall. Turn left at the corner and
wallride the fifth poster on the left wall after the quarter pipe.


CURBAGE POISE

Grind the curb before the green mark and keep holding the grind button to make
it through the gaps in the curb. Continue grinding past the yellow buses and
around the corner. Jump from the slope at the end of the curb and grind on the
edge of the roof. Jump right from the end of the roof and grind on the curb
below. Grind all the way to the yellow mark to complete the goal.


BOWLING FOR BALANCE

Ride through the doorway to enter the bowling alley. Manual down to the end of
the alley to be placed at the start of the left one. Manual to the end of the
left alley and then manual to the end of the right alley to complete the goal.


WHERE'S WALLIE

Wallride and jump up to a grind on the first vent. Jump right to a wallride and
jump again to grind the second vent. Grind around both corners of the ledge on
the building and then wallride and wallie up to a grind on the third vent.


-------------------------------------------------------------------------------
2.3.                             City Center
-------------------------------------------------------------------------------


ROOFTOP REBEL

Quarter turn left from the start point and spine transfer from the quarter pipe
at the end of the path. Spine transfer over the planter and then launch up from
the quarter pipe in front to grind left along the rail. Sticker slap the X on
the wall at the end of the rail and grind the rail above. Sticker slap the X
and grind the rail on the roof edge. Jump to the roof to complete the goal.


GLASS SMASH

Grind the pendiulum support in the Capitol building and jump up to a grind on
the chandelier. Do the same thing on the other chandelier to complete the goal.


GAP ATTACK!

Refer to the gap videos in the game for help on finding the gaps.


CLASSIC GOALS

Refer to the Classic Goals section of this guide for help on these goals.


CAPITOL CODES

Grind either ledge and use the kink at the end to launch up to the ledge. Drop
down into the building and collect the two disks near the entrances and the
third disk by grinding the pendulum support. Ride toward the entrance with the
ramp in front of it and use the ramp to launch out of the building. Turn right
and ride down the slope. Ride up the slope on the right and then roll down the
next slope. Quarter turn left and ride up the wooden ramp. Ride to the end of
the ledge and jump down to the area with the Colonel to complete the goal.


CAPITOL CLIMBER

Ride up the slope and grind the glowing ledge. Grind around the corner and then
jump at the end to grind the next ledge. Grind around the corner and then jump
left at the top of the slope to grind the ledge above. Jump up from the slope
to grind the ledge near the roof of the building. Jump left and grind the next
ledge. Grind over the slope and then jump left to grind the rope.


INDUSTRIAL ART TOUR

1: Ride forward from the start point and grind along the pendulum support.

2: Spine transfer over the quarter pipe after landing. Turn left and kickflip
   on the quarter pipe in front of the frog at the other side of the area.

3: Follow the path and use the quarter pipe to grind on the wave sculpture.

4: Continue following the path after landing to see the arrow sculpture. Use
   the quarter pipe on the left to launch up to a grind on the wires. Grind
   right and then jump off at the end of the wire to grind the sculpture.

5: Follow the arrow and crooked grind the rail behind the yellow sculpture.

6: Grind along the rail on the flowerbed and then jump to grind the next rail.
   Launch up from the kink at the end and bank drop into the sculpture.


LEAP OF FAITH

Grind the rail and do one of the tricks below before grinding on the ledge.

A: Stalefish (down + right + circle).
P: Heelflip (right + square) + impossible (up + square).
S: 360 double impossible (up + square, square) + mute (up + right + circle).


HELIPAD SESSION

Score the required points in the helipad area within one minute.

A: 10,000 points.
P: 50,000 points.
S: 200,000 points.


INDUSTRIAL ART SESSION

Score the required points in the tiled courtyard area within one minute.

A: 15,000 points.
P: 75,000 points.
S: 300,000 points.


FILMER

Follow the filmer and perform the tricks that are displayed on screen.


REPUBLIC OF TRICKS

Turn slightly right from the start point and jump over the air vent at the
corner of the roof to start Nail The Trick mode. Perform tricks in the air.

A: 1 trick.
P: 3 tricks.
S: 6 tricks.


TRICK DEMOCRACY

Jump through the sculpture and use the analog sticks to perform tricks.

A: 1 trick.
P: 2 tricks.
S: 3 tricks + 15,000 points.


VERT CHALLENGE

Spine transfer over the quarter pipe and approach the quarter pipe in front.
Launch up from it to pass the amateur or professional point. To pass the sick
point, lip trick on the helicopter blade and wait until the helicopter rises.


CAPITOL GRIND

Grind around the rail in the middle of the building and jump off from the ramp
at the end to grind on the ledge. Jump the gap to the next ledge and grind to
pass the pro mark. Jump at the end of the ledge and grind on the sign to get
enough height to launch up to the ledge above. Jump at the end of the ledge and
then grind the next ledge past the sick point to complete the goal.


CAPITOL COMBO

Score the required points in the pendulum bowl within one minute.

A: 25,000 point combo.
P: 75,000 point combo.
S: 250,000 point combo.


-------------------------------------------------------------------------------
2.4.                             High School
-------------------------------------------------------------------------------


MIND IN THE GUTTER

Turn slightly left from the level start point and go forward to see a drainage
ditch. Run around the outside of the ditch to find a valve. Natas Spin on it
and then do the same thing on the other three valves to complete the goal.


TOOL THE POOL

Ride up the slope in front of the level start point and enter the school. Take
the second right and follow the hall to the end. Jump off the ramp and continue
forward to the pool area. Grind the four red switches to complete the goal.


GAP ATTACK!

Refer to the gap videos in the game for help on finding the gaps.


CLASSIC GOALS

Refer to the Classic Goals section of this guide for help on these goals.


SCORE NO MORE

Grind the yellow rail and then jump to a grind on one of the streamers. Grind
up to the scoreboard. Do the same thing with the remaining three streamers.


MANUAL CHALLENGE

Jump up to the court and then manual before the green line. Manual across both
sets of picnic tables and jump over the rail at the end. Continue the manual up
the four slopes at the side of the stairs to complete the goal.


GRIND CHALLENGE

Grind the quarter pipe around the long corner and onto the ledge. Jump up to a
grind on the green rail and then jump right at the end to grind the ledge on
the awning. Jump right again to grind the outside edge of the awning. Grind to
the end of the awning and then jump up at the end of to grind the ledge on the
next awning. Continue the grind around the corner and jump to a grind on the
piano keys. Grind to the end of the piano keys to complete the goal.


VERT CHALLENGE

Half turn from the start point and ride up the slope with the rail in the
middle. Quarter right at the top and spine transfer from the left side of the
quarter pipe near the blue wall. Spine transfer over the next two spines and
then launch up from the quarter pipe in front to complete the goal.


HONOR ROLL

Drop down the first two sets of steps to pass the first checkpoint. Go through
the second checkpoint at the bottom of the steps and then jump over the rail.
Turn slightly right to pass the third checkpoint before the bench. Ride up the
slope and go down the next slope to pass through the fourth checkpoint. Follow
the corner around to the right to pass the fifth checkpoint. Follow the path
to pass the sixth checkpoint. Half turn left and go forward to pass the seventh
checkpoint. Grind the rail and the ledge to pass the eighth checkpoint.

Drop off the end of the ledge and pass the ninth checkpoint on the path. Keep
following the path to the tenth checkpoint. Pass the eleventh checkpoint and
the bottom of the slope and ride up to the top of the slope to to pass the
twelfth checkpoint. Spine transfer from the quarter pipe in front to pass the
thirteenth checkpoint. Follow the path around the corner for the fourteenth and
fifteenth checkpoints and then spine transfer from the quarter pipe. Quarter
turn left and follow the same path again to complete the goal.


NAIL THE TRICK!

Grind the beam in front of the start point and jump at the end to enter Nail
the Trick mode. Perform the required amount of tricks to complete the goal.


COMPETITION!

Qualify for any bracket and then place first in the half pipe to win the
competition. Remember to revert into a manual to link tricks for big combos.


VIDEO YEARBOOK

Follow the filmer and perform the tricks that are displayed on screen.


BLOWIN' Z CURVE

Grind the left side of the table and launch up from the slope to grind the
light above. Grind around the corner and jump to grind the next light. Jump
left and grind the rail near the left window. Grind around the corners and
then jump through the window to grind on the next rail. Jump right after the
corner and grind the rail below. Grind around the corner and jump right at the
top of the slope to grind the circular rail. Grind around the corner and jump
off before the next corner. Land in a manual and roll right around the corner.
Go down the slope and grind the rail on the next slope to complete the goal.


SCHOOL SPIRIT

Add a kicker ramp one grid square away from the front of the banners. Select
done and then launch up from the kicker ramps to wallplant all the banners.


SCHOOLYARD SESSION

Score the required points in the school yard within 1:30.

A: 100,000 points.
P: 200,000 points.
S: 300,000 points.


-------------------------------------------------------------------------------
2.5.                             Car Factory
-------------------------------------------------------------------------------


OFFICE OPENER

Ride through the doors in front of the level start point and then turn slightly
right to see some black glass. Jump through the glass to enter the garden.
Natas Spin the yellow valves at the corners of the garden to complete the goal.


GAP ATTACK!

Refer to the gap videos in the game for help on finding the gaps.


TRICKS 101

Jump from the ramp and perform the required amount of tricks before landing.

A: 2 tricks.
P: 4 tricks.
S: 6 tricks.


TRICK CLUB

Jump from the ramp and perform the required amount of tricks before landing.

A: 1 trick.
P: 3 tricks.
S: 5 tricks.


COURTING DISASTER

Spine transfer from the quarter pipe and turn slightly right after landing.
Launch up from the quarter pipe and grind right along the trellis above. Jump
and grind the ledge above and then quickly jump again to grind the rail. Jump
before the rail curves left and acid drop into the bowl below. Launch up from
the other side of the bowl and grind the ledge again. Jump up to a grind on the
yellow rail and then jump before the corner to acid drop into the next bowl.
Launch up to a grind on the ledge and jump again to the rail. Jump off the rail
before the corner and acid drop into the bowl below to complete the goal.


ASSEMBLY LINE RUN

Grind the yellow rail and jump off the end to grind the kinked slope rail. Jump
left to grind the rail on the other side of the walkway and then use the kink
of the rail to launch left to a grind on the duct above. Wallride and then jump
right to a grind on the vent. Grind around the corners and then jump to grind
the second vent. Grind around the corners and jump to grind the third vent.
Jump off the end of the vent and acid drop into the bowl below. Turn slightly
right after landing and spine transfer over to the next bowl. Spine transfer
to the next bowl and spine transfer to the final bowl to complete the goal.


MUNCHY MANFRED

Grind the right rail and jump right to grind the ledge. Wallride the wall at
the end of the ledge and jump to grind the second ledge. Wallride again and
grind the third ledge. Jump left at the end of the ledge to grind the duct.
Jump left to grind the shelf edge. Jump to grind the next shelf and then jump
right before the corner to grind the rail below. Jump off the rail and manual
over to a grind on the wall. Jump off the end of the ledge and manual over to
the quarter pipe in front. Spine transfer over the spine and revert to manual
after landing. Use the quarter pipe in front to launch up to a grind on the
rail above. Grind right along the rail and then jump over the gap to grind on
the next section of the rail. Jump off the rail to complete the goal.


JEEP PHOTO OP

Perform one of the following tricks while jumping over the top of the jeep.

A: Nosegrab (up + circle).
P: 180 melon (left + circle).
S: 180 sacktap (down + right + circle, circle).


COURTYARD SESSION

Score the required points in the courtyard within one minute.

A: 15,000 points.
P: 75,000 points.
S: 300,000 points.


FILMER CHALLENGE

Follow the filmer and perform the tricks that are displayed on screen.


HIS NAME WAS...MANUAL

Start to manual before the green mark and continue to the other end of the
room. Follow the arrows to half turn right and then follow the yellow arrow to
quarter turn left. Manual to the yellow mark to complete the goal.


STALLING FOR TIME

Stall on the tram and balance to the yellow mark to complete the goal.


SNAKING GRIND

Launch up to a grind on the yellow rail and grind all the way to the end.


ROBOT ARMS SESSION

Score the required points in the robot arms area within one minute.

A: 10,000 points.
P: 50,000 points.
S: 200,000 points.


CLASSIC GOALS

Refer to the Classic Goals section of this guide for help on these goals.


HIGH COMBO CHALLENGE

Score combos of 15,000 points and then 25,000 points to complete the goal.


-------------------------------------------------------------------------------
2.6.                              Crete Park
-------------------------------------------------------------------------------


COFFEE GRINDS

Turn slightly right from the start point and ride over to the wall at the right
side of the level. Wallride the wall and jump up to grind the wire. Grind up to
the coffee cup and then grind around it for five seconds to complete the goal.


DIG SITE

Ride forward to the other side of the area from the level start point. Wallride
across the four red anchors on the walls near the man. Drop into the bowl and
grind across the two red anchors near the spines to complete the goal.


GAP ATTACK!

Refer to the gap videos in the game for help on finding the gaps.


CLASSIC GOALS

Refer to the Classic Goals section of this guide for help on these goals.


SEWER BOWL PHOTO GOAL

Stall on the drain pipe and perform one of the tricks below into the bowl.

A: Tailgrab (down + circle).
P: 180 hardflip (up + left + square).
S: 360 seatbelt air (up + right + circle, circle).


TRICK OVER THE WALL

Jump up from the slope in front and bank drop to the next slope. Launch up from
the glowing ramp and grind the wire above. Keep jumping and grinding up to the
top of the wire. Jump at the top and perform one of the tricks below.

A: Tailgrab (down + circle).
P: 180 impossible (up + square).
S: 540 airwalk (up + left + circle).


TRICK IT UP

Jump at the top of the slope to start Nail the Trick mode. Perform 3 tricks
in the air and gain 35,000 points. To do this, come out of Nail the Trick after
three tricks have been done and land in a manual to continue the combo.


TRICK INTO OBLIVION

Launch up from the slope in front of the start point and grind the wire. Jump
through the window at the end of the wire to start Nail the Trick mode.

A: 1 trick.
P: 2 trick.
S: 45,000 points.


COMPETITION!

Qualify for any bracket and then place first to win the competition.


MANUAL CHALLENGE

Start the manual before the green mark. Manual to the bottom of the slope and
continue across to the other side of the area. Turn left after passing the
pro mark and follow the corner around to the left to complete the goal.


GRIND CHALLENGE

Ride down the slope and grind the quarter pipe before the green mark. Jump the
gap after the corner and continue grinding to pass the amateur mark. Continue
the grind up the slope and around the corner to complete the goal.


DRAINAGE DITCH LOOP

Wallplant the wall and jump off to grind on the ledge. Acid drop down to the
quarter pipe below and then grind right along the other side of the quarter
pipe. Drop off the slope at the end and grind on the curved quarter pipe. Jump
off at the end and grind the pipe. Jump at the end and grind on the quarter
pipe. Jump left and acid drop into the quarter pipe to complete the goal.


CRETE PARK TOUR

Ride up the glowing slope and acid drop down to the quarter pipe below. Follow
the path along at the side of the bowl until you see steps. Quarter turn right
and spine transfer over the spine while performing a nosegrab (up + circle).
Jump forward out of the quarter pipe in front and ride down the slope. Jump at
the top of the glowing slope and bank drop to the slope on the other side of
the half pipe. Turn slightly left, jump over the ledge and spine transfer over
the glowing spine. Ride down the slope and turn left at the bottom. Ride up the
next slope and bank drop over the glowing ramp. Quarter turn left and spine
transfer out of the half pipe. Stiffy (right + circle, circle) over the fun
box. Half turn and jump forward to the raised quarter pipe on the other side of
the area. Jump across to the high raised quarter pipe. Exit the quarter pipe.
Sacktap (down + right + circle, circle) over the fun box to complete the goal.


MANEUVER IN THE SEWER

Score the required points in the sewer bowl within one minute.

A: 25,000 point combo.
P: 75,000 point combo.
S: 250,000 point combo.


FUN IN THE SUN

Score the required points in the orange rimmed area within one minute.

A: 50,000 points.
P: 100,000 points.
S: 500,000 points.


-------------------------------------------------------------------------------
2.7.                               Fun Park
-------------------------------------------------------------------------------


CAPTAIN'S ROPE BRIDGE

Ride forward from the level start point and grind the ledge. Drop off the end
of the ledge and cross over the bridge. Go through the tunnel below the boat
and then ride through the skull's mouth doorway to complete the goal.


GAP ATTACK!

Refer to the gap videos in the game for help on finding the gaps.


GRIND CHALLENGE

Start grinding the rollercoaster rail before the green mark and then grind to
one of the marks to complete the goal. Jump over the carriage along the way.


MANUAL CHALLENGE

Manual up the slope and quarter turn left at the top. Ride up the next slope
and then continue forward to one of the marks to complete the goal.


PUZZLE TIME

Add a kicker ramp on grid square C4 facing north and on E4 facing west. Select
done. Use the C4 ramp to launch up to a grind on the rail. Grind around the
corner and then jump up to a grind on the next rail. Grind up and back down the
curve and then grind the two higher rails in front to wallplant the sign at the
top. Drop back down to the floor and use the E4 kicker ramp to jump up to a
grind on the yellow rail. Grind the next two rails and wallplant the sign.


CLASSIC GOALS

Refer to the Classic Goals section of this guide for help on these goals.


SNAP YA PICTURE

Go through the tunnel and air the quarter pipe. Land and then launch over the
boat from the quarter pipe in front while performing one of the tricks below.

A: Kickflip (left + square) + tail grab (down + circle).
P: Varial heelflip (down + right + square) + melon (left + circle).
S: Triple heelflip (right + square, square, square) + stiffy (right + circle,
   circle).


FILMER CHALLENGE

Follow the filmer and perform the tricks that are displayed on screen.


RACE

Ride down the slide and go through the first checkpoint. Turn slightly left
and go through the checkpoints before and after the bridge. Cross the next
two bridges to pass the fourth and fifth checkpoints. Follow the path to the
blue tiles to pass the sixth checkpoint. Quarter turn left and follow the
thin path to the seventh checkpoint at the tunnel entrance. Ride through the
tunnel and turn left on the other side to pass the eighth checkpoint. Turn
slightly left and ride down the path at the right side of the slope to pass
the ninth checkpoint. Continue following the path at the right side of the
blue crystals to pass the tenth checkpoint and complete the goal.


NAIL THAT DRAGON!

Jump off the dragon and perform tricks in Nail the Trick mode.

A: 1 trick.
P: 2 tricks with 1 spin.
S: 3 tricks and 10,000 points.


OBSERVATION DECK ON LOCK

Jump off the observation deck and perform tricks in Nail the Trick mode.

A: 1 trick with 1 spin.
P: 2 tricks with 2 spins.
S: 3 tricks and 15,000 points.


NAIL THE TRICK OFF THE KICKER

Jump off the store kicker and perform tricks in Nail the Trick mode.

A: 2 tricks with 2 spins.
P: 3 tricks with 3 spins.
S: 4 tricks and 20,000 points.


FUN PARK TOUR TIME

Jump over the skull and bank drop down to the ramp on the other side. Quarter
turn right after landing and ride through the tunnel below the boat. Cross the
bridge and then ride up the slope on the right to see the dragon. Ride up the
gold slope and then grind up the back of the dragon. Jump off near the top to
land on the neck and then grind along either horn. Follow the arrow to the
cartoon area and heelflip (right + square) over the carousel. Spine transfer
over the green wall and follow the arrow to the boat. Get on top of the boat
and use the quarter pipe to launch up to a lip trick on the top mast. Drop back
into the quarter pipe and then jump off the right side of the boat. Go through
the skull mouth and grind down either rope on the bridge to complete the goal.


FUN PARK LINE SESSION

Launch up from the quarter pipe and grind right along the ledge above. Jump off
to the right and acid drop down to the glowing quarter pipe. Turn slightly left
after landing and ride to the small launch ramp at the left side of the path.
Jump from the ramp and grind the ledge on the wall. Balance the grind to the
end of the ledge and jump right to grind the boat mast. Jump over the bridge at
the top of the mast and grind down the next mast to complete the goal.


AND-A-1 AND-A-2

Air the quarter pipe in front and then ride toward the planter. Launch up from
the small planter and Natas spin on top of the first banner pole. Jump and
Natas Spin the second and third banner poles to complete the goal.


TONY HAWK

1: Lip trick on the red ledge and wait for Tony.
2: Spin 540 and do any flip trick.
3: Lip trick on the blue ledge and wait for Tony.
4: Spin 540 and do any grab trick.
5: Lip trick on the red ledge and wait for Tony.
6: Spin 540 and do any flip trick.
7: Lip trick on the blue ledge and wait for Tony.
8: Spin 540 and do any grab trick.
9: Score over 275,000 points in the half pipe.
10: Launch off the ramp and score 15,000 points in Nail the Trick mode.


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

3.                        Classic Goals Walkthrough

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


-------------------------------------------------------------------------------
3.1.                              Suburbia
-------------------------------------------------------------------------------


HIGH SCORE / PRO SCORE / SICK SCORE

The three spines near the treehouse are excellent objects to score high points
on. Start at one end and spine transfer (R2) over the first spine. While in the
air, also hold L2 and down on the d-pad to perform a back flip. Do another flip
over the second spine but also combine it with a flip trick (square) or grab
(R2). By the time you reach the third spine, the skater should have much more
speed than normal. Depending on your stats, you may even be able to perform a
double flip over the third spine, and when combine with another trick like a
grab it can lead to massive points. Keep going back over the three spines until
you have all the points needed to complete the sick score goal.


HIGH COMBO

There are numerous ways of achieving combo scores in a level, but as with the
rest of the classic goal combo walkthroughs I will just give one suggestion on
how to get the score. Half turn from the start point and spine transfer from
the quarter pipe in front. While in the air, hold L2 and down on the d-pad to
perform a back flip while also holding R2 to make the spine transfer. Revert
(R2) into a manual (up, down) after landing and roll to the quarter pipe in
front. Perform any trick on the quarter pipe. By now you should easily have
enough points to complete the combo goal, but if not just revert into a manual
again and continue the combination on the quarter pipe in front.


COLLECT S-K-A-T-E

S: On the rail between the spine and the quarter pipe near the boat.

K: Drop off the end of the spine after collecting the letter S and then turn
   slightly left to see the letter K floating in the garage of the house.

A: Ride straight through the garage and use the circular planter in the road to
   launch through the branches of the tree for the letter A.

T: Quarter turn left after landing and jump over the fence on the other side of
   the road. Grind the fence outside the yellow house for the letter T.

E: Grind around the corner in the fence and jump off the end for the letter E.


COLLECT C-O-M-B-O

Ride toward the first pool and jump into the fountain to be launched up. Grind
the high white ledge to collect the letter C. Jump off the end of the ledge and
grind the steps for the letter O. Jump off the steps and grind the wire for the
letter M. Depending on your stats, you may have to jump right off the steps to
avoid missing the wire. Grind to the end of the roof and then jump down to a
grind on the bank lip for the letter B. Jump down to the pipe for the letter O.


FIND THE SECRET DISC

Half turn from the start point and spine transfer from the quarter pipe in
front. Ride to the other side of the area to see the boat. Ride past the right
side of the boat and then turn right to see an old house with a quarter pipe
against the side of it. Use this quarter pipe to launch up to the roof of the
house. One way of doing this is to hold R1 + L1 in the air to get off the board
and then hold R1 to grab onto the edge. Then just up on the left analog stick
to climb up. Drop down through the hole in the roof to land inside the house.
Jump up to the higher level in the house to find the secret disc.


STICKERSLAP 4 SNOWMEN!

Quarter turn left from the start point and ride through the gap. The snowmen
are all on the grass in front of the houses surrounding the road. Jump toward
the snowman and hold down and X while in the air to sticker slap them.


IMPOSSIBLE OVER THE PILLARS

Acid drop (R2) into the first pool and then turn slightly right. Spine transfer
from the other side of the pool and make sure you are going fast enough to air
over the pillars. If not, perform a few tricks in the pool first to gain more
speed. Impossible (up + square) while in the air to complete the goal.


LAND ANY TRICK OFF THE SWING

Half turn, spine transfer from the quarter pipe and then ride across to the
garden with the swing at the far-right corner of the level. Jump toward the
swing and hold triangle, then jump and do any trick off to complete the goal.


-------------------------------------------------------------------------------
3.2.                              Downtown
-------------------------------------------------------------------------------


HIGH SCORE / PRO SCORE / SICK SCORE

Quarter turn right from the start point and follow the road along until you see
some steps with a quarter pipe on either side. Face the quarter pipe and then
do a big trick on it such as a flip or preferably a combination trick. Revert
after landing and then go immediately into a manual. Cross the road and grind
down the left side of the red curvy planter while performing grind variations.
Jump off at the end and land in a manual. While in the manual, use combinations
of the shape buttons to do variations. Providing you did a big trick off the
quarter pipe at the start, you should have enough points to pass the pro score
at least. If not, return to the top of the road and repeat the combo again.


HIGH COMBO

Turn slightly right from the start point and grind up the edge of the metal
slope to the roof. This is a very long grind that leads around three corners
before a drop off. You can grind the yellow rail after the drop and jump off
after the corner to grind up the metal slope to the first roof again. One lap
around the roof starting from a grind at the top of the slope is worth only
1,000 points. But combine this with shape button combinations such as square
and circle or triangle and square and the points will increase. Keep doing
combination grinds and then jump off when you have the required points.


COLLECT S-K-A-T-E

S: Ride forward from the start point and turn left after the skate shop. Follow
   the road along and then turn right before the gate to see the letter S.

K: Spine transfer from the quarter pipe after S and ride toward the quarter
   pipes at the side of the door with the beaver sign on it. Launch up from the
   left quarter pipe and grind right along the rail for the letter K.

A: Ride back to the road and quarter turn left. Go right at the circular ledge
   and jump over the ramp on the left to land in an alley with the letter A.

T: Quarter turn right at the top of the slope and ride to the road in front.
   Quarter turn left and ride through the barriers. Turn right at the corner
   and ride down the alley. Launch up from the quarter pipe for the letter T.

E: Ride back to the start point to see the letter E above the bus stop.


COLLECT C-O-M-B-O

Grind the ledge in front of the start point for the C. Jump to the next ledge
for the O. Jump off and manual to a grind on the third ledge for the M. Jump at
the end and grind the fourth ledge for the B. Grind the next ledge for the O.


FIND THE SECRET DISC

Turn slightly right from the start point and ride up the metal slope to the
roof bowl. Quarter turn right and spine transfer up to the next roof bowl.
Quarter turn left and jump to the yellow cup to find the secret disc.


DESTROY ALL 5 REALTY SIGNS!

1: Quarter turn right from the start point to see the first sign. Grind the
   yellow rail and then jump to a grind on the sign to destroy it.

2: Follow the road and turn left before the skate shop to find the second sign.

3: Ride forward after grinding the sign to find the third sign on the grass.

4: Quarter turn right on the road and ride down to the last yellow bus. Jump
   on the grass at the left side of the bus to find the fourth sign.

5: Go down the slope in the road near the circular ledge. Turn left at the
   junction to see the fifth sign on top of the left quarter pipe.


AIRWALK OVER CLOCK!

Ride to the cheese shop outside the bowling alley at the far-right corner of
the level. Use the yellow ramp to launch up to the roof of the shop. Spine
transfer over the spine and then airwalk (up + left + circle) over the tower.
Land on the quarter pipe on the other side of the clock to complete the goal.


KNOCK OVER THE BILLBOARD!

Ride forward from the start point until you see the liquor shop on the right
side of the road. Use the ramp to jump up to the roof of the shop. Grind along
the streamer and then wallplant the billboard to complete the goal.


-------------------------------------------------------------------------------
3.3.                             City Center
-------------------------------------------------------------------------------


HIGH SCORE / PRO SCORE / SICK SCORE

Half turn from the start point and grind the left side of the planter. Jump off
at the end and do manual variations over to the next planter. Grind the planter
and then manual at the end over to the quarter pipe in front. Do a big trick
off the quarter pipe and then spine transfer down to the quarter pipe below.
Grind the left side of the planter after landing and then approach the quarter
pipe at the right side of the door. Launch up to a grind on the ledge above.
Grind left and go around the corner of the ledge to start grinding along the
wire. From here, just keep jumping and grinding across the various objects.


HIGH COMBO

Ride forward from the start point and spine transfer from the quarter pipe in
front. While in the air, hold L2 and down on the d-pad to flip. If you can, add
a flip trick or grab while flipping for extra points. Turn slightly left after
landing and spine transfer flip from the next quarter pipe. Turn slightly left
again and spine transfer flip over the final quarter pipe. Grind the wall after
landing and then jump right at the end to grind the pipe. While grinding, keep
doing variations using the shape buttons. Jump right at the end of the pipe and
grind the wall to the end. To add extra points to the combo, throw in a revert
to manual after landing each spine transfer near the start of the goal.


COLLECT S-K-A-T-E

S: Quarter turn left from the start point and jump over the bench. Go past the
   helipad and turn slightly right to see the letter S above the quarter pipe.

K: Turn slightly right after landing back on the quarter pipe to see the letter
   K floating above a quarter pipe in front of the frog statue.

A: Quarter turn right after landing and grind the ledge on the right. Launch up
   from the slope in the ledge and grind the wire above. Jump left at the end
   of the wire and grind around the curved ledge for the letter A.

T: Jump off the ledge and ride forward to the quarter pipe for the letter T.

E: Quarter turn right after landing on the quarter pipe and follow the black
   path around the corner to see the yellow sculpture. Use the ramp and launch
   through the ring in the middle of the sculpture for the letter E.


COLLECT C-O-M-B-O

Launch up from the quarter pipe and grind left along the wire for the letter C.
Jump at the end and grind the sculpture for the letter O. Jump at the end and
grind the wire for the letter M. Jump at the end of the wire for the letter B.
Drop off the end of the sculpture and grind the ledge below for the letter O.


FIND THE SECRET DISC

Quarter turn left from the start point to see the capitol building. Grind the
ledge around the outside of the building and launch up from one of the slopes
to grind the ledge above. Jump up from the next slope and grind the top ledge.
Jump off to the side to land on the path near the top of the building. Spine
transfer up to a higher section of the roof and then climb up the ledge to see
a tower. Climb up the ladder on the tower and then run left to find the disc.


LIGHT 5 TORCHES

Half turn left from the start point and ride forward to the quarter pipe at the
end of the path. Spine transfer to the quarter pipe below and then quarter turn
right to see the fire in the distance. Jump through the fire to light the board
and then Natas Spin on the five torches in the level to complete the goal.

1: Face the front of the yellow sculpture and turn slightly left. Ride to the
   corner of the level to find the first torch near the red car.

2: Face the front of the yellow sculpture and turn slightly right. Ride to the
   corner of the level to find the second torch at the side of the road.

3: At the side of one of the slopes outside the capitol building.

4: Enter the capitol building near the third torch and cross to the other side
   to see the fourth torch on a path on the lower level of the building.

5: Go back into the capitol building and grind around the low outside ledge.
   Jump up and grind the poll sign to launch up to a grind on the top ledge.
   Jump off and ride onto the platform to find the fifth torch.


KICKFLIP FROM RAMP INTO POOL

Quarter turn left from the start point and jump over the bench. Quarter turn
left after landing and ride forward until you see a small wood ramp leading up
to a ledge. Ride up the ramp and turn slightly right to see a small ramp. Jump
from the small ramp, kickflip (left + square) and acid drop into the pool.


HANDSTAND THROUGH TUNNEL

Quarter turn left from the start point and ride to the frog statue at the other
side of the level. Quarter turn left in front of the statue to see the glowing
floor in the tunnel. Ride toward the tunnel and start a manual. Handstand
(circle, circle) to the other side of the tunnel to complete the goal.


-------------------------------------------------------------------------------
3.4.                             High School
-------------------------------------------------------------------------------


HIGH SCORE / PRO SCORE / SICK SCORE

Though this points can easily be scored by following the high combo goal below,
another way of doing it is to use the sewage ditch. Complete the 'Mind in the
Gutter' goal in Career Mode to open the ditch. Quarter turn right from the
start point and climb over the fence to land in the ditch. This is a long half
pipe where it is very easy to do back-to-back high scoring airs. Spin, flip,
grab and remember to link tricks by reverting to manual for those high scores.


HIGH COMBO

Quarter turn right from the start point and grind right along the bench in
front. Grind around the corner and jump off at the end. Land in a manual and
roll over to the curved wall. Grind to the end of the wall to start grinding up
a curved green rail. Jump left at the end and grind back down the wall. Jump at
the end of the wall and grind on the ledge after the gap. Jump to a grind on
the next ledge and then jump right into a manual over to the rail. Grind the
rail and jump off at the end to grind the ledge. Jump at the end and grind up
the long curved green wall. Jump at the end and grind right around the long
quarter pipe. Jump off at the end and manual to a grind on the rail in front.
Jump to the next rail and then jump to a grind on the steps below. By this
point you should easily have enough points needed to complete the combo, but if
not just keep grinding around the steps until you have the required points.


COLLECT S-K-A-T-E

S: Quarter turn left from the start point and through the arch. Ride up to the
   top of the slopes to find the letter S on the green rail.

K: Jump right after the green rail and grind the blue wall for the letter K.

A: Jump at the bottom of the blue wall and grind the steps for the letter A.

T: Quarter turn right after dropping off the end of the steps and jump over the
   rail in front. Ride up the thin slope to collect the letter T at the top.

E: Ride down the next slope and grind up the ledge to find the letter E.


COLLECT C-O-M-B-O

Ride up the quarter pipe pipe in front of the start point for the letter C.
Revert to manual after landing and ride up the green slope for the letter O.
Grind up the rail for the letter M and then jump off at the top for the letter
B. Manual forward to the other side of the hall to collect the letter O.


FIND THE SECRET DISC

Quarter turn left from the start point and ride through the arch. Quarter turn
left on the other side. Launch up from the quarter pipe and grind left along
the green rail above. Jump left before the slope in the rail to find the disc.


POGO 5 VOLCANOES

1: Quarter turn right from the start point and jump over the benches to find
   the first volcano on the grass. Manual and press triangle twice to pogo.

2: Quarter turn right and ride to the basketball court for the second volcano.

3: Follow the path below the green awning at the left side of the piano keys.
   Half turn left at the top of the slope to find the third volcano.

4: Ride to the left side of the long wavy blue wall to find the fourth volcano.

5: Ride to the start point and enter the school to find the fifth volcano.


DO A 360 STALEFISH THE CANOPEASE GAP

Ride up the quarter pipe pipe in front of the start point and grind left along
the piano platform. Jump right at the end of the platform and grind the canopy.
Grind left around the corner and jump at the slope in the canopy. 360 stalefish
(down + left + circle) and grind the next canopy to complete the goal.


DO A 360 MUTE BOOK DROP GAP

Quarter turn left from the start point and through the arch. Ride up to the
top of the slopes and quarter turn right. Follow the path around to the right
and continue forward to the glowing rail. Grind the rail and jump at the end.
360 mute (up + right + circle) and grind the steps below to complete the goal.


-------------------------------------------------------------------------------
3.5.                             Car Factory
-------------------------------------------------------------------------------


HIGH SCORE / PRO SCORE / SICK SCORE

It can be difficult to get good scores near the start point of the goal so we
will ll need to head to the garden to find an easier place. Half turn from the
start point and enter the elevator. Quarter turn left after exiting and ride
toward the D tunnel entrance. Follow the tunnel and take the first left to find
the garden. Approach the curved quarter pipe in the middle of the area and
start grinding around it. Keep doing grind variations using the shape buttons
as you grind. You will find that the combo counter steadily climbs and you will
be able to stay on the grind for as long as you keep your balance. To increase
the amount of points you get, do a big trick on one of the quarter pipes and
then revert to manual after landing before grinding the curved quarter pipe.


HIGH COMBO

Follow the goal above to find the garden. Enter a bowl at the corner of the
area and face away from the middle of the area. Do a big trick on one side and
then spine transfer out of the bowl. Revert to manual after landing and then
spine transfer over the curved quarter pipe while doing a trick such as a flip
with a grab. Land and spine transfer into the next bowl. Do a big trick on one
side of the bowl and then keep repeating the spine transfers from one side of
the area to the other until you have the required combo points.


COLLECT S-K-A-T-E

S: Turn slightly left from the start point to see blue shelves in the distance.
   Climb up to the top of the shelves and jump over the gap for the letter S.

K: Drop back down to the lower level and enter the elevator. Quarter turn left
   and take the first path on the left. Turn slightly right and grind the car
   track below. Jump left near the end of the track for the letter K.

A: Go through the doorway at the end of the car track and acid drop down to the
   bowl below. Spine transfer to the next bowl to collect the letter A.

T: Spine transfer out of the bowl for the 'Massive Transfer' gap. Quarter turn
   right after and ride below the yellow tram rail until you reach the second
   bowl. Launch up from the far side of the bowl to collect the letter T.

E: Exit the bowl and ride through the section A tunnel. Jump through the window
   at the right side of the hall to enter the garden. Ride into the elevator at
   the other side of the garden and then ride forward for the letter E.


COLLECT C-O-M-B-O

Grind the rail in front of the start point for the letter C. Jump right at the
end and grind the ledge for the letter O. Jump at the end and grind the right
side of the crates for the letter M. Jump at the end of the crates and grind
the shelf for the letter B. Jump before the corner in the shelf and wallplant
the wall to grind the shelf above. Jump again to collect the letter O.


FIND THE SECRET DISC

Half turn left from the start point and enter the elevator. Quarter turn left
and enter the hall D entrance in front. Follow it through to the garden and
then enter the doorway on the other side of the garden. Quarter turn right and
ride forward to enter the room with the yellow cars below the rails. Climb up
the ladder near the blue lockers and grind the right rail at the top. Jump
right at the top of the slope in the rail and grind the vent on the wall. Jump
right to a wallride and then jump left to grind the next vent. Grind and jump
to the next vent. Keep jumping and grinding across the vents to find the tape.


COLLECT 5 DONUT BOXES

1: Turn slightly left from the start point to see the first donut box.

2: Half turn and ride into the elevator. Quarter turn left and take the first
   path on the left. Take the slope on the left to find the second donut box.

3: Quarter turn left and jump down to the car track below. Grind along the car
   track to the paint bowls area. Spine transfer out of the second bowl for the
   'Massive Transfer' gap. Half turn after landing to see the third donut box.

4: Half turn and jump to a grind on the yellow rail above the cars. Grind down
   the slope and around the corners to collect the fourth donut box.

5: Drop off the end of the rail to enter the A hall. Jump through the windows
   at the right side of the hall to enter the garden. Enter the elevator at the
   left side of the garden and quarter turn left on the top floor. Follow the
   hall to the end and ride onto the balcony to find the fifth donut box.


IMPOSSIBLE BETWEEN THE SHELVES

Half turn left from the start point and ride into the elevator. Ride forward
and follow the path. Turn left at the junction and ride to the jeep sign.
Quarter turn right and climb up to the top of the shelves. Grind one shelf,
jump across the gap and impossible (up + square) to a grind on the next shelf.


BENIHANA BETWEEN THE PAINT BOWLS

Half turn from the start point and ride into the elevator. Quarter turn left
and take the first path on the left. Turn slightly right and jump to the car
track. Grind along the track to the paint bowls area. Spine transfer and
benihana (down + right + circle) between bowls to complete the goal.


-------------------------------------------------------------------------------
3.6.                              Crete Park
-------------------------------------------------------------------------------


HIGH SCORE / PRO SCORE / SICK SCORE

Enter the sewer half pipe in the construction area. Aside from being a good
place to earn points on its own, you can also add a lip trick into the combo on
each side by holding triangle while in the air. Just like grind and manuals,
you can perform lip trick variations by experimenting with combincations of the
shape buttons. Revert to manual after landing to continue the combo.


HIGH COMBO

Ride down the slope in front of the start point and acid drop into the bowl at
the end. Spine transfer and flip into the next bowl. Revert to manual and then
spine transfer flip out. From the speed you have already picked up, you might
find it is possible to pull a double flip spine transfer over the quarter pipe
in front. Flip spine transfer over the next spine to land in the yellow cup
area. For added points, add a flip trick or grab to every flip.


COLLECT S-K-A-T-E

S: Quarter turn left from the start point and ride past the building. Quarter
   turn right and grind the fence at the side of the building for the letter S.

K: Jump right near the corner of the area and grind the wire for the letter K.

A: Jump off the wire and grind the rail near the yellow cup. Jump at the end of
   the rail and grind the ledge toward the construction area for the letter A.

T: Continue grinding the ledge to collect the letter T on the blue wire.

E: Jump right after the letter T and grind the next wire for the letter E.


COLLECT C-O-M-B-O

Face the slope leading down to the construction area and grind the right ledge.
Jump up to a grind on the rail for the letter C. Jump the gap and grind the
second rail for the letter O. Wallride around the corner and jump to a grind on
the third rail for the letter M. Drop down to a grind on the wire. Wallride at
the end of the wire and jump up to the fourth rail for the letter B. Jump right
at the end of the rail, wallride and grind the rail below for the letter O.


FIND THE SECRET DISC

Ride forward to the yellow cup at the other side of the area. Grind the wire up
to the green platform above the cup and ride through the window. Acid drop down
to the quarter pipe below and use the ramp to launch up to the secret disc.


DESTROY 5 CONSTRUCTION SIGNS

1: Quarter turn left from the start point and then ride past the building to
   find the first construction sign at the left side of the bench.

2: Half turn and ride toward the building with the green awning. Ride down the
   slope at the left side of the building to find the second construction sign.

3: Continue forward along the path to find the third construction sign.

4: Ride to the yellow cup to find the fourth construction sign on the left.

5: Ride down to the construction area to find the fifth construction sign.


720 + KICKFLIP THE YELLER GAP

Ride down the slope to the construction area to see the glowing ramp outside
the sewer bowl. Launch up from the half pipe to land on the high half pipe at
the side. Launch up from one side of the ramp, 720 kickflip (left + square) and
then land on the low half pipe outside the sewer bowl to complete the goal.


540 + CHRIST AIR!

Ride to the slope to the construction area but don't go down it. Instead, ride
to the area at the left side of the slope to see a glowing ramp. Launch off the
ramp and 540 christ air (up + left + circle, circle) to complete the goal.


-------------------------------------------------------------------------------
3.7.                               Fun Park
-------------------------------------------------------------------------------


HIGH SCORE / PRO SCORE / SICK SCORE

Quarter turn left from the start point to see a green wall. Launch up from the
blue quarter pipe and grind left along the wall. Perform grind variations all
the way along the wall and then jump off at the end to grind around the next
section of the wall. Drop down to a grind on the wall below and grind around
the corner to arrive on the next green wall. Grind all the way to the end and
then drop off the kink in the yellow rail. Land in a manual on the slide and
grind down the edge toward the steep blue rail at the end. Launch up from the
rail and do a big trick before landing in the flashing light area.


HIGH COMBO

Quarter turn right from the start point and grind right along the quarter pipe
with the yellow lip. The grind leads onto a ledge heading toward the dragon.
Make sure the grind balance marker is on the left side of the scale and keep
the grind button held. The skater should grind around a very sharp corner and
continue the grind along a quarter pipe. Jump and grind to get more speed. Jump
at the end of the quarter pipe and grind the ledge. Keep the grind button held
as you get launched over the small gaps in the ledge. Grind around the curved
quarter pipe and then jump off at the end to grind up the dragon's tail. Grind
to the top of the dragon and jump off stall on the bar below the balloons.


COLLECT S-K-A-T-E

S: Quarter turn left from the start point and ride along at the left side of
   the planter to see the letter S above the arch between the quarter pipes.
   Launch up from one of the quarter pipes and grind the arch for the letter S.

K: Jump down off the arch and land back on the quarter pipe. Turn slightly
   right to see the letter K floating above the quarter pipe near the planter.

A: Drop back down to the quarter pipe and ride to the start point of the goal
   to see the letter A floating above the corner of the planter.

T: Ride to the arch where the letter K used to float and quarter turn left.
   Grind the quarter pipe at the side of the dragon area for the letter T.

E: Grind to the end of the quarter pipe to find the letter E above the ledge.


COLLECT C-O-M-B-O

Grind the quarter pipe at the side of the dragon to collect the letter C. Jump
left to a grind on the ledge for the letter O. Manual at the end of the ledge
and grind left around the corner in the quarter pipe for the letter M. Jump at
the end and grind up the dragon tail and back for the letter B and letter O.


FIND THE SECRET DISC

Quarter turn left from the start point and jump on top of the planter. Launch
up from the slope at the end of the planter to collect the secret disc.


STALL ON 5 BALLOONS TO LOWER THEM

Stall the baloons by jumping to the bar below them and holding triangle until
they are lowered to the floor. All five baloons have to be stalled in one run,
leading to a difficult goal due to some of the positions of the baloons.

1: Quarter turn left from the start point and ride along at the left side of
   the planter. Go up the first slope on the left to find the baloons. Grind
   the rail on the right and then jump off the end to stall the baloons.

2: Ride behind the red dragon and use the green tent to launch up to a grind
   on the ledge. Jump at the end and stall on the second baloons. If you find
   that you keep jumping over the top of the baloons, get off the board and
   stand on the ledge. Boneless at the end of the ledge and stall the baloons.

3: Grind up the back of the dragon. Jump at the head and stall the baloons. If
   you go too far, do a fast grind up the back of the dragon and and just hold
   triangle to drop off the end of the head onto the stall.

4: Grind the wavy green wall near the start point to find the fourth baloons.
   Though you can get the baloons by grinding both ways, the easiest way seems
   to be to grind to the right and then use the bump to launch up to the stall.

5: Ride to the corner of the flashing lights area to find the fifth baloons.
   Grind the left blue rail on the slide and grind over the big bump at the
   end. Launch up from the small slope in the rail and jump up to the stall.


DO A VARIAL KICKFLIP OVER THE SKULL GAP!

Quarter turn left from the start point and ride along at the left side of the
planter. Cross over the bridge to see the skull. Jump and varial kickflip
(down + left + circle) from one quarter pipe to the other to complete the goal.


DO AN AIRWALK OVER THE LANDMARK!

Quarter turn left from the start point and ride below the arch at the side of
the green wall. Launch up from the slope and airwalk (up + left + circle) over
the landmark. Acid drop on the other side of the landmark to complete the goal.


-------------------------------------------------------------------------------
3.8.                               Downhill
-------------------------------------------------------------------------------


HIGH SCORE / PRO SCORE / SICK SCORE

Ride forward from the start point and flip down the first set of stairs. Land
in a manual and use the ramp in front to flip down the slope. Land in a manual
and start doing variations by using the shape buttons. Pass by the side of the
speed bumps to see quarter pipes on the left side of the road. Manual over to
one of the quarter pipes and perform a big trick in the air. Revert to manual
after landing and then manual over to the rail at the other side of the road.
Grind down the rail and then jump to a grind on the edge of the slope. Grind up
to the top of the slope and then perform a double flip off the end.


HIGH COMBO

Half turn from the start point and grind right along the ledge in front. Before
you reach the slope, jump off the ledge and flip. Land back on the ledge again
and grind down to the end. Land in a manual and then do a trick over the speed
bump. Manual again and grind the planter in the middle of the road. Continue to
hold the grind button to make the skater grind around the corner and head back
up the planter again. You should have lots of points from the first section of
the combo so just keep doing grind variations until you have the points.


COLLECT S-K-A-T-E

S: Grind the left ledge in front of the start point for the letter S.

K: Drop off the end of the ledge and ride past the speed bumps. Launch up from
   the planter in front to find the letter K in front of the trees.

A: Use the next planter to launch up to a grind on the wire for the letter A.

T: Drop off the wire and ride up the yellow slope at the left side of the road.
   Jump at the top and grind the wire over to the other side of the road. Jump
   at the end of the wire and grind the rail. Grind the next rail, drop off the
   end of the rail to grind the wire across the road for the letter T.

E: Grind the rail at the right side of the old house for the letter E.


COLLECT C-O-M-B-O

Ride down the steps and slope in front of the start point to find the letter C
between the two speed bumps. Manual after landing and ride to the quarter pipe
at the left side of the green wall at the right side of the road. Launch up
from the quarter pipe and grind the wall on the right for the letter O. Jump
down to a manual in the road and collect the letter M after the next planter.
Continue the manual to the next slope at the right side of the road. Launch up
from the slope to collect the letter B. Manual down the path and jump up from
the ramp at the end to land in a manual on the metal platform. Jump off the end
of the platform and grind the high rail to collect the letter O.


FIND THE SECRET DISC

Ride down the road until you pass the second planter. Turn slightly left and
ride up the yellow slope at the left side of the road. Jump at the top and
grind the wire over to the other side of the road. Jump at the end of the wire
and grind the rail. Grind the next rail to find the secret disc.


FIND 5 SECRET DOORS

1: On the middle platform after the house at the bottom of the level.

2: On the left platform after the house at the bottom of the level.

3: On the right platform after the house at the bottom of the level.

4: On the path at the left side of the road just before the third planter.

5: On the path at the right right side of road after the first planter.


360 FLIP BETWEEN THE WIRES

After completing the 'Find the secret disc' goal, jump at the top of the slope
in the rail and 360 flip (down + left + square, square) to a grind on the wire.


360 INWARD HEELFLIP ONTO THE ROOF

After finding the final O in the 'Collect C-O-M-B-O' goal, jump from the end of
the rail and 360 inward heelflip (up + right + square, square) onto the roof.


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

4.                          Copyright Information

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


This file is Copyright 2007-2008 Tom Hayes. As it can be difficult to keep
track of websites that haven't posted the latest version of this file, please
do not distribute it without my permission. Send an e-mail to me if you would
like to post this file on your website and you will likely receive a positive
response. If you do post the file, please keep it in its original form with all
of the sections intact and credit the author (Tom Hayes) as the writer of the
file. The latest version of the file can be found at www.gamefaqs.com.