-------------------- Yanya Caballista FAQ -------------------- Yanya Caballista: City Skater trademark and copyright 2001 KOIE Co., Ltd. FAQ version 1.0 completed and copyright April 16, 2005 by Sonofming Please send comments to sonofming at gmail dot com Permission to host given to GameFAQs.com If you would like to host this FAQ, just e-mail me. I'll most likely say yes. Table of Contents [yytoc] ------------------------- 1. Introduction [yyintro] 2. Options [yyopt] 3. Characters [yychar] 4. Enemies [yyenem] 5. Objects [yyobj] 6. Challenge [yychal] 6a. Basic Controls [yybas] 6b. Trick [yytri] 6c. Combo [yycom] 6d. Gawoo Attack [yygaw] 7. Ramp [yyramp] 7a. Short Ramp - Easy [yyshort] 7b. Tall Ramp - Medium [yytall] 7c. Bowl - Hard [yybowl] 8. Street - Normal [yynst] 8a. Business Avenue [yynbus] 8b. Seaside Mall [yynsea] 8c. Forest Park [yynfor] 8d. Prison Island [yynpri] 8e. Ruins & Canal [yynrun] 8f. Flip Side Business Avenue [yyfsbus] 8g. Flip Side Seaside Mall [yyfssea] 8h. Flip Side Forest Park [yyfsfor] 8i. Flip Side Prison Island [yyfspri] 8j. Flip Side Ruins & Canal [yyfsrun] 8k. Final Battle [yynfin] 9. Street - Hard [yyhst] 9a. Business Avenue [yyhbus] 9b. Seaside Mall [yyhsea] 9c. Forest Park [yyhfor] 9d. Prison Island [yyhpri] 9e. Ruins & Canal [yyhrun] 9f. Flip Side Business Avenue [yyhfsbus] 9g. Flip Side Seaside Mall [yyhfssea] 9h. Flip Side Forest Park [yyhfsfor] 9i. Flip Side Prison Island [yyhfspri] 9j. Flip Side Ruins & Canal [yyhfsrun] 9k. Final Battle [yyhfin] 10. Versus [yyvers] 11. Conclusion [yyconc] 1. Introduction [yyintro] ------------------------- Welcome to Yanya Caballista: City Skater. San Francisco (and apparently, only San Francisco) has been invaded by the evil Gawoo and they have but one weakness: skateboarding. You'll be able to select any of ten characters (although only three are unlocked to start the game) and go on a quest to save the city. The walkthroughs in this FAQ are organized in the way that I recommend doing them. While you can do Challenge, Ramp, and Street in any order, doing Challenge and Ramp first will quickly earn you an additional five characters. Versus mode is saved for last, as it is the only two-player part of the game. First, of course, we'll cover the basics. BEFORE YOU JUMP DOWN, READ THIS: To avoid the massive amount of typing and the massive file size that would result from typing "spin flip flip flip grab" over and over again, I've abbreviated spin as "S," flip as "F," and grab as "G" in the combos in the walkthrough. Hence, SFFG is a spin chained into a flip chained into a flip chained into a grab. If a hyphen is included, it means that the moves are not chained together (i.e., S-FG means a spin, then a flip chained to a grab); these moves are generally included as examples of what not to do. 2. Options [yyopt] (defaults capitalized) --------------------------------- Controller Setting: TYPE-A or Type-B Type-A: Use the fingerboard controller. Board forward: Push Board back: Brake Board left/right: Turn left/right Twist board: Spin R3: U-turn / grab in air L3: Ollie / flip in air Type-B: D-pad Up: Push D-pad Down: Brake D-pad Left/Right: Turn left/right L1 or R1: Spin Triangle: U-turn / grab in air X: Ollie / flip in air Vibrate: ON or off Sound Level: Music: 0-10 (default 10) Sound Effect: 0-10 (default 10) STEREO or mono Ranking: Normal, Hard, or Ramp (your high scores lists; I have no idea why they put this under options, but here it is) Save/Load: Save or load, memory card 1 or memory card 2 (you'll be prompted to save after every level anyway, and to load when you start the game) 3. Characters [yychar] ---------------------- Key: Name - Character's name Speed, Power, and Technique - Based off the characters' stat bars on the character select screen. Rated out of 100. Description - The instruction manual's description of the character. Rating - My ranking of the character (1st through 10th) and reasoning. How to unlock - 'Nuff said. Name: Jet Speed: 38 Power: 100 Technique: 41 Description: A guy with justice and courage. He is such a great athlete that he became one of the top skaters within just a year after he started skating. Rating: 5th. Only a hair's width worse than Max. Speed is, for all intents and purposes, unimportant, so we'll be looking at power and technique. Jet technically beats out Max, 141 to 130, but his technique is dangerously low. However, with his power at the maximum, he is very useful for the battles with King Gawoo at the end of Ruins & Canal levels. How to unlock: Default character. Name: Mei Fa Speed: 53 Power: 53 Technique: 65 Description: A leader of girls-only skateboard team, QT. Cheerful and straightforward, she is popular among the girls. Mei Fa skates day and night to make team QT big and famous. Rating: 6th. Meh. Nothing terrible here, but she's not particularly good at anything either. A combined 118 in the important stats, Mei Fa is fine if you're looking for a change of pace, but, if you want to light up the high scores board, pick someone else. How to unlock: Default character. Name: Max Speed: 38 Power: 59 Technique: 71 Description: A hot-blooded guy. Teaches Jet skating techniques. Somewhat jealous of Jet who has mastered all the techniques in a year, as it took 10 years for him. Rating: 4th. The strongest of the default characters, although he and Jet are almost too close to call. Weaker than Jet on paper, Max makes up for it with balance between his power and technique. The character of choice (or, at least, my choice) for starting out. How to unlock: Default character. Name: Bluebee Speed: 76 Power: 29 Technique: 32 Description: Calls himself a descendant of Atlantis. Started skateboarding to lose some weight. Hasn't been quite successful because he gets hungrier after skating and eats even more. Favorite food is chocolate chip cookies. Rating: 10th. Wow! Look at all that speed. Too bad it's practically useless when you have to circle back 2 or 3 times to take out an enemy that would have been easily taken out by any other character. His size is also irritating, as he blocks out a significant portion of your view. The upside? Umm... I suppose his speed could get you the records on some of the easier flip side levels. Maybe. Also, the food falling out of his pockets in his trick animations are pretty cool looking. How to unlock: Beat Challenge - Combo. Name: Mr. Honda Speed: 38 Power: 59 Technique: 65 Description: Son of a rich family. Goes to an elite private school. Snobby, neat and narcissistic. Thinning hair. Honda likes surprising people with magic tricks as well as skateboarding tricks. Rating: 7th. A slight power upgrade on Mei Fa, but a serious penalty in the speed department. To look at it in another way, he's a handicapped version of Max (-6 Technique). Plus, you actually have to go to the trouble of winning him. Like Mei Fa, he doesn't excel at anything, but he does have a minor weakness (low speed being, by definition, minor). The upside: he doesn't suck as bad as Bluebee. Also, some of the cooler trick animations in the game. How to unlock: Beat Challenge - Trick. Name: Clarice Speed: 50 Power: 65 Technique: 71 Description: A combatant of "GAZ", which was formed to fight the Gawoo. Patrols around the city with a special uniform made for the combat team. Popular among kids. Rating: 3rd. An upgrade of Max (12 points of speed, 6 points of power). Her wings can get a bit irritating when you kick, but you'll get used to it. On the down side, she's outshined by Aimee and isn't a good change of pace character like Mei Fa or Mr. Honda. If you find that, for one reason or another, you don't like Aimee, Clarice is a good second choice for attacking Street Mode. How to unlock: Beat Challenge - Gawoo Attack. Name: Granny B. Speed: 50 Power: 41 Technique: 41 Description: A legendary skater. Rumor has it that she's been skating since WW2. Loves to skate while babysitting her grandchild on her back. Rating: 8th. Well, at least she's balanced. I'm pretty sure that she's intended to be the character for those who find the game too easy, as she takes some work to unlock and really doesn't have any kick ass potential. Change of pace character; have fun (turn your sound off so you don't have to listen to the baby howl every time you flip though). How to unlock: Beat Ramp - Tall Ramp. Name: Aimee Speed: 74 Power: 53 Technique: 88 Description: A girl with an edgy style. Always comes up with graceful tricks, catching all the attention from boys. Looks glamorous but she is actually clumsy. Rating: 2nd. Let's see. Her power plus technique of 141 ties her with Jet, but she has better balance between the two and almost twice as high a speed bar. Aimee also is one of the smallest characters, giving you a good view of the level at hand. She also has my favorite upside: no downside. Aimee doesn't have a single weakness and is the weapon of choice for dealing with Street (Normal). How to unlock: Beat Ramp - Bowl. Name: Gawoo Speed: 50 Power: 85 Technique: 100 Rating: 1st. Gawoo rocks. His 185 in the important stats drastically exceeds the second-best 141 of Jet and Aimee, he has a maxxed out stat, he has good balance between power and technique, he doesn't take a significant penalty in speed, and he's tiny, letting you see (essentially) everything and pull some tight maneuvers. Gawoo rocks. The only downside is that you need to go all the way through Street (Normal) to get your hands on him. Once you do, he is THE character for Street (Hard). Gawoo rocks. How to unlock: Beat Street Mode - Normal. Name: Minister Spade Speed: 50 Power: 85 Technique: 100 Rating: Uhh, 1st. Minister Spade isn't selectable per se; he's the Player 2 costume of Gawoo in Versus Mode. Kinda cool; I suppose someone with a Gameshark, etc., could figure out how to use him in other modes. Name: King Gawoo Speed: 76 Power: 85 Technique: 100 Rating: 9th. Yes, he has the same 185 as Gawoo. Yes, he has a maxxed out stat. Yes, he has good balance between power and technique. And yes, his speed is 50% better. The problem? He's not tiny like Gawoo. In fact, King Gawoo is freaking huge. His body will block out all visibility on the bottom half of the screen, and his crown will block most of the top half. I have, however, thought of two circumstances in which to use King Gawoo. First, if you have a level memorized and don't need to see it, go right ahead. Secondly, if you're blind and can't see the level anyway, have fun. That's it. Despite his stats, King Gawoo barely beats out Bluebee. How to unlock: Beat Street Mode - Hard. 4. Enemies [yyenem] ------------------- Gawoo: The basic enemy. Any trick will hurt him; do enough damage to make him disappear. Shapes: Topper: The elitist Gawoo. Small tricks will not do any damage. For high- level Toppers, you'll need to pull off massive tricks to achieve anything. Swabby: These guys have a smaller range of vision, about half that of regular Gawoo. This usually isn't a problem, as you'll rarely need to use the outskirts of a sight range to get a hit. Roundy: The name says it all. These guys' bellies are so big that they can't see anything that happens below him. As with Swabbies' limited sight, this is rarely a major problem. Colors: Green: Damaged by spins (combo meter and chaining tricks also). Yellow: Damaged by grabs. Hit a spin and a flip first to get your chain bonus up, then hit the grab and hold it until you land. Pink: Damaged by flips. Stronger than Green or Yellow Gawoo, if only because flips do more damage than spins or grabs. Get into their sight range, start spinning, and chain together as many flips as you can. Use a grab to stabilize before you land. Mixed: Gawoo can have both color and shape. Not a problem, just make sure you meet both conditions and they'll go down. Ghosts: The Gawoo on the flip side are all ghosts. They're the same as regular Gawoo on the first mission, Roundies on the second, Swabbies on the third, Toppers on the fourth, and colored on the fifth. The only difference you'll actually be able to see are the colors; you'll be told about the shapes before each level starts. Levels: Each Gawoo has a level between 0 and 15. Any trick will kill a Lv 0 Gawoo. For the upper levels (Lv 11 through 15), you'll need to do a very potent trick if you want the one-hit kill. 5. Objects [yyobj] ------------------ Baby Bomb: You'll lose 15 seconds for hitting one of these. Generally easy to avoid. Big Bomb: You'll lose 30 seconds for hitting one of these. Again, generally easy to avoid. Boss Bomb: The bosses will throw, drop, etc., these as their attacks. The number of seconds you lose differs from boss to boss; it will be noted with my write-ups of them. Coin: 1000 points. An additional 2000 for collecting a second within 3 seconds, 3000 for collecting a third within another 3 seconds, etc. Once you have 15, you'll get an extra 60 seconds. Big Coin: 10,000 points and an instant 50 seconds. 6. Challenge: Use Max for his high technique [yycha] ---------------------------------------------------- 6a. Basic Controls [yybas] -------------------------- 1. Push & U-turn: The most basic of the basic trainings. Just hold up until you reach the purple area, then hit Triangle to turn around and come back to the start. 2. Ollie (jump): All you need to do is press X anywhere on the ramp. Mission cleared. 3. Shifty: Hold up to start kicking. When you're near the gap, press X and hold Up for the entire jump. 4. Turn: Tests your ability to press the left and right buttons. Stick to the sides, then cut to the middle after the two large bombs. 5. Push-Ollie (Part 1): Gather some speed and let go of the Up button. Use Up to kick at the bottom of the ramp and jump near the top of it. You should clear the gap by a lot. In fact, you can clear it without doing the push, and the game will still let you pass the level. 6. Push-ollie (Part 2): You actually need to do the push this time. Hold up to kick twice, then let go. Tap Up at the bottom of the ramp and hit the jump near the top. Hold Up while you're in the air to get extra distance. 7. Jump Trick (Part 1): You'll be in the halfpipe to learn the three basic tricks. Be sure to hit X before getting to the lip of the ramp: jumping rather than just sailing off helps you land better, and you'll need to be used to it before doing the Ramp levels. If you can hit a Spin-flip-grab, this will be over in one jump. If not, jump, press L1 or R1, land, jump, press X, land, jump, press Triangle, land. Mission over. 8. Jump Trick (Part 2): You'll need to do a spin-flip and a spin-grab, in that order, to pass this mission. Remember, these are the basics; no need to get fancy. Hit the first ramp, jump, hit R1 then X. Hit the second ramp, jump, hit R1 then Triangle. Cleared. (Even if you forget which trick comes first, the instructions are written and color-coded onto the ramps themselves.) 9. Defeat the Gawoo: The introduction to combat. As the game notes, passing through a Gawoo's site range at any time during the course of the trick will damage it. You're dealing with a Lv 0 Gawoo here, so anything will kill it. That's right, a flip, a spin, or a grab. Get fancy if you want to; I wouldn't bother. 10. Defeat the Specials: All level 0s again. The order is spin, flip, grab, but the ramps will remind you of the right color. Again, any simple trick kills the Gawoo. More than anything, this level is all about learning the color-coding, especially as they don't correspond to the button colors on the controller. F. Final Exam: Cut to the left to get around the bombs and boxes. Hit the push-ollie and shifty off the left side of the jump, ending up on the left side of the fence on the other side of the gap. Ollie over the edge, then over the fence, and line up for the jump. Push-ollie again and do any trick. The Level 0 Gawoo will die. Your prize: Nothing. 6b. Trick [yytri] ----------------- 1. Combo (Part 1): A spin-flip-grab: probably the littlest big trick in the game. Hit the jump with a push ollie, tap R1 to start spinning, then hit X for the flip. As you are coming out of the animation, hit Triangle to do the grab. Let it go before you land, and move on to the next mission. 2. Combo (Part 2): The spin-flip-flip is actually easier than the SPG: the timing window seems more forgiving and you won't need to move your thumb. The only problem is that the animation for the flip is longer, making it a little more likely to fail. (Notice that the landing pad is lower than on Combo Part 1, giving you more time in the air). Regardless, this is the combo you'll be relying on most heavily, so make sure you get the timing right. 3. Combo (Part 3): All you need here is a spin-flip to take out both Gawoo. Push-ollie, then get the spin and the flip in early. As you sail down, use Left and Right to ensure that you land at the intersection of the two circles. 4. Combo (Part 4): Following the same principle as Combo Part 3, go off the center of the ramp with a push-ollie, hit the SFG and guide yourself into the intersection of the three circles. The target area is significantly smaller this time, use Up and Down to help you hit the mark. 5. Late Flip Combo (Part 1): Push-ollie and start your spin. "When you come back around" translates to between a 270-degree and 360-degree spin. Just clear this. Late combos waste too much time, meaning you lose complexity, and you can get a bonus AND a big combo using early combos (we're getting there). 6. Late Flip Combo (Part 2): "It's a good move to learn!" No, it's not. They give you plenty of room off the jump, so hit the spin and hit the flip as you get close to 720. 7. Chain Flip Combo (Part 1): This is your bread and butter for the entire game. Of course, you'll normally be throwing a spin in too, but you absolutely need to have this move down. Hit the jump (push-ollie), and go to the first flip. The camera will stay behind you, so you can see when your feet are going back on the board. Hit X as this happens for the first chain. The camera should have swung back over head, so you won't have the best view for the second chain. However, most characters move their feet out from underneath them when doing a flip; when their feet come back in, hit X to hit the third flip and clear the mission. Note: You'll need to do these with much worse views while playing through Street; you need the timing window memorized. Also note: Jamming on the X button will not work. You need to time it out. 8. Chain Flip Combo (Part 2): Major damage from this one. Hit the SFFF and then (probably) shifty to reach the Lv 8 Gawoo. Bonus points for including the spin in the chain (not really). 9. Early Flip Combo (Part 1): The other majorly useful technique. Spinning while doing a combo gives you a little extra, but spinning as part of the chain can really jack up the damage of higher level combos. And quite easy to do. As soon as you hit R1, hit X. The spin and flip will chain together, and you'll have the mission cleared. 10. Early Flip Combo (Part 2): A combination of mission 7 and mission 9. Chain together a spin and three flips to take out the Lv 8 Gawoo. You may need to do a shifty on the end to reach the target zone, but you have plenty of room. F. Combos - Final Exam: This is actually fairly difficult. Push-ollie the first jump and do a SF to take out the Lv 2 Gawoo. Turn right and hit a SFF to take out the Lv 4 Gawoo. Turn right and keep your speed high. Push-ollie and shifty to clear the next jump. If you miss this one, don't just start over from where you're placed; you won't build up enough speed. Head back to the previous gap, pull a U-turn (Triangle) and charge into it. Go down to the barrier, U-turn, and push-ollie again. One more push-ollie and you're at the top of the level. You'll see a Gawoo sitting next to a ramp. Remember, despite the fact that you've never done it before, that the key to killing Gawoo isn't landing by them, it's passing through their range at any point during a jump. Hit the push-ollie, and do a SFFF to take out the Lv 4 Gawoo at the top and the Lv 6 Gawoo where you land. You don't have time to get up any speed, just turn right for the next jump, make sure you're down the middle, push-ollie, and hit at least a SFF on your way to landing between the two Lv 4 Gawoo on the island. Your Prize: Mr. Honda is now unlocked. 6c. Combos [yycom] ------------------ 1. Rail Slide (Part 1): Turn to face towards the rail (at an angle). Hit up to start moving, X to jump, and hold Up to slide on the rail. 2. Rail Slide (Part 2): You absolutely must hold Up to kick TWICE before you jump onto the rail. Otherwise, you won't have the speed to clear the pipes that are in your way. Once on the rail, hop both pipes and be sure to hold Up as you come back down so you'll continue sliding the rail. 3. Rail Slide (Part 3): It's harder than it looks, but not that hard. Get on the first pipe and slide to the end, then jump off to the side. Hold Up, and use Up-Left/Up-Right to guide yourself down while in a position to land. Do the same to get onto the third pipe, and slide to the end. 4. Combo Link (Part 1): This won't come in handy too often until the later levels in Street, but, even early, it is somewhat useful. Push-ollie into the first jump and do a spin-flip. Do a shifty to make sure you land straight and preserve your speed (landing as close to the second jump as possible), then push-ollie the second jump and do a SFG, killing the Lv 0 Gawoo. 5. Combo Link (Part 2): Because of the distance between ramps, you'll need to do bigger tricks to give your combo gauge enough charge to last. SFFs work well here. Another Lv 0 Gawoo awaits at the end, so you can do pretty much anything off ramp three and clear the mission. 6. Combo Link (Part 3): Today's lesson is that your combo gauge doesn't go down while you're sliding. Use SFGs here, as you don't quite have the time for two flips. Hit the first jump (push-ollie), do the SFG, and steer onto the pipe. Same principle for the second jump (the three part chain will give you enough time to make it there). Go off the third jump and hit anything to take out the Lv 0 Gawoo. 7. Stair Trick (Part 1): This is easy, but practically useless. In Street Mode, you will occasionally be jumping down stairs, but it's rare that you'll have a choice in the matter. Hold Up to kick twice, then lay off till you get to the stairs. At the top of the stairs, do a push-ollie, spin, and hold Up to make sure you clear the stairs. 8. Stair Trick (Part 2): Essentially the same as Stair Trick (Part 1), but there's a Gawoo at the bottom. Thing is, it's a Lv 0 Gawoo, so you can still do absolutely any trick to kill it. The steps are also a bit longer this time; make sure you're at the edge before hitting the push-ollie and you'll be fine. 9. Carjump (Part 1): Another trick that you really won't be pulling in Street mode. Go forward and turn left into the side street, then make a U-turn. There are ramps going over the main avenue, just go back and forth pulling basic tricks over cars. Note that you can steer while airborne to go over two cars per jump. 10. Carjump (Part 2): Irritating. There's a Lv 0 Gawoo on the far right corner of the main avenue. Kickstart and move as slowly as possible. When a car comes from the left, push off and jump it, then steer while airborne to try to go over a car in the other lane, landing within the Gawoo's site. Traffic's pretty heavy, so you'll be able to hit this well within the time limit. Note: if you don't hit a trick and end up on the same side of the street as the Gawoo, jump and spin to kill it. You'll be teleported back to your start location. F. Extras - Final Exam: Push-ollie the first jump and do a SFF to take out the Lv. 4. Turn right and slide the pipe. Don't even worry about changing pipes; jumping off the end of this one will get you to the platform. Turn right and push-ollie at the top of the stairs. A SFF will take out the Lv. 8 at the bottom. (Note: Hold Down after the trick to brake and avoid crashing into the wall). After the stairs turn, you'll see a ramp in front of you. Line up for its right side, push-ollie, and SFF to take out the Lv. 6 sitting in the left tower. Now U-turn and get on the rail under the other tower. Jump off, do an SFF, and guide yourself to the side so that you don't land on the next rail (i.e., so that you have time to finish the second flip animation). Your Prize: Bluebee is now unlocked. 6d. Gawoo Attack [yygaw] ------------------------ 1. Start with a Jump Trick: You've done this many times before. Push-ollie off the jump and do a big enough trick to take out the Lv 4 Gawoo. A SF will do it (a S-F will not), but, for style, go for a SFFFF. 2. Take out 2 with 1: You've done this before too. You'll need at least a flip and a landing between the two Lv 1s to clear this. 3. How about 3?: Essentially the same as mission 2, but in mission 1's area. There's a Gawoo standing at the top of the ramp, but a Gawoo at the top of a ramp will always see your jump. Steer down into the other two. You'll need at least a SF to take the Lv 4s out, but you might as well use the fall to work on your flip-to-flip timing. 4. Get the jump on Topper: And the first special Gawoo has arrived. Toppers only like big tricks, which means that little tricks will do absolutely no damage to them. This is a Lv 4 Topper, so the bare minimum here is S-FF. You'll be seeing much worse in Street. 5. The Swabbies are loose!: Swabbies have a very narrow field of vision. You won't be running into them much, and, when you do, you'll generally have an easy opportunity to get close. But not this Swabby. He's quite high up and you'll need a near-perfect push-ollie to get into his line of sight and at least a SF to take him out. Note: it might help to make a U-turn and back up. You'll get more speed, but the push-ollie stills needs to be quite good to get him. 6. Fly high with the ramp!: What Yanya calls a ramp is essentially a quarterpipe. Push-ollie and hit X as you get close to the rim for the biggest possible jump. You'll need a SF here to take out the Lv 4 Gawoo. 7. Riding the rails!: Kickstart and then jump onto the rail. As you pass under the Lv 2 Gawoo, jump and do a trick (you need at least an S-F to take it out). Once the flip completes, hold Up to land back on the rail and complete the mission. 8. Take out Roundy: Start off heading left and go between the boxes. When you see the smaller boxes in front of you, jump up, go to the end, and pull a U-turn. Jump onto the taller stack on your right, then onto the box the Roundy is standing on. Jump off here; a SF will take out the Lv 2 Roundy. 9. Time limit (Part 1): Despite the claim that your time is limited (which is technically true), you have a full 2 minutes to do this. Push-ollie the jump in front of you to get onto the boxes, then jump onto the next platform to your left. Make a U-turn, and push-ollie the jump to get up to the Roundy's platform. It's another Lv 2, so a SF will take it out. 10. Time limit (Part 2): Head a bit left and push-ollie two consecutive jumps to get onto the same building as the Roundy. Pull a U-turn and slide the pipe, making sure to jump before you slam into the wall at the end. Jump the gap and make another U-turn. Push-ollie a long jump, land, and pull another U-turn to get up to the jump the Lv. 4 Roundy is standing on. A SF will be enough to take him out. F. Gawoo Attack - Final Exam: This exam is harder than some of the levels in Street. Your first priority is the two Lv 7 Gawoo in front of you. Push-ollie the ramp and hit a SFF to take them out. (Note: If you don't take these two out, restart. No sense wasting time.) Turn left; there's a Lv 8 Topper on the quarterpipe. You'll need a S-FFF to hurt him, a SFFF to take him out in one shot. (If you don't get him in, at the absolute most, 3 jumps, restart.) Come down off the quarterpipe and proceed straight. At the next intersection, get on the nearside sidewalk and head towards the Lv 4 Roundy standing on the car. Kick up some speed and jump over him with a SF to take him out. (You may need to come back and hit him again if you don't get enough degrees on the spin). Continue down the street until you see the ramp on the right, use it to get up on the ledge. Use the ramp on the ledge to get onto the next ledge, then go to the far end there and prepare to hit the ramp on the left. There's a Lv 7 Roundy on the ramp and a Lv 4 Roundy at the bottom, on some boxes. Push-ollie, hit a SFF, and hold Up to land near the Lv 4, taking them both out. This is harder than it sounds. Spin too much and you won't be able to get within the Lv 4's eyesight; spin too little and you won't do enough damage to finish off the Lv 7. However, there's a ramp down here that will lead you back up to this jump, and you should have plenty of time to repeat it. Your prize: Clarice is now unlocked. 7. Ramp [yyramp] ---------------- To rack up high scores, go above and beyond the call of duty. For example, let's say the game demands "spin flip." This means, and only means, that you need to hit a spin, then a flip, in one jump. However, if you want points, hit the spin, combo it to an early flip, combo that to another flip, to another flip, etc. You'll still get credit for the "spin flip." The only exception here is on the plain spins. If the game only calls for a "spin," you cannot tack extra tricks onto the end of the jump. In this case, just go for the biggest spin possible. The degree requirements for spins are a minimum; don't feel that you have to pull out of the spin at the exact mark. The other secret to monster scores is to exploit the "loops" (turns) that you are given in the ramp. For example, on the short ramp, you have 8 loops to complete each level. Rather than hitting the spin on the first loop and the flip on the second to clear level 1, hit 6 big tricks, then a spin, then a flip-flip-flip-etc. to move on to level 2. Note that the problem here is that if you blow either trick, it's game over. On higher levels, you might want to leave yourself some wiggle room. One more warning: if you fail a trick, you'll have to repeat all the tricks at that level. If you don't complete one of the target tricks, you'll have to redo one of the tricks that you've already completed. Let's say you're on level 7 of the bowl. You've already completed the "Spin Flip Flip Flip Grab," the "Spin Flip Grab Grab," and the "Spin 1080," but you get a really bad jump. You don't have room to complete the final trick, the "Flip Flip Flip Flip," and, if you try it, you'll crash and need to repeat all four tricks. However, if you don't do anything and come back down, the game will only make you repeat one trick. I have a hunch that it makes you repeat the hardest trick, but can't confirm this. So by playing it safe, you'll only have the FFFF and (probably) the SFFFG to redo, rather than having to redo all 4 tricks. 7a. Short Ramp - Easy [yyshort] ------------------------------- Nothing to worry about here. Get used to jumping off the lip of the pipe, if you aren't already after challenge mode. Make sure that you hit bigger tricks than required, or you won't set a score higher than 4th place (assuming you care about the rankings board). Level 1: Spin Flip Level 2: Grab Spin 720 Level 3: Spin Spin Flip Flip Grab Level 4: Spin Grab Spin Flip Flip Spin Flip Grab Your prize: None 7b. Tall Ramp - Normal [yytall] ------------------------------- Still fairly easy. The hardest trick here is a S-F-F-F, and you don't need to combo it together. (Note: you'll probably need to combo the three flips together if you want to complete it, but, after challenge mode, this shouldn't be a problem.) Level 1: Flip Spin Grab Level 2: Spin Flip Spin 720 Level 3: Spin 1080 Flip Grab Spin Flip Grab Level 4: Spin Flip Grab Spin Flip Flip Grab Level 5: Spin 1080 Spin Grab Spin Flip Flip Spin Flip Grab Level 6: Spin Flip Spin Flip Grab Spin Flip Flip Flip Spin Flip Flip Grab Your prize: Granny B is now unlocked. 7c. Bowl - Hard [yybowl] ------------------------ It most certainly is. The FFFF is probably the hardest trick here, although the SFFFG comes close. There's also a quintuple grab waiting for you on level 6, but the grab animation is quick, just make sure you get the timing right. You'll also need to use Left and Right to guide yourself down straight or risk wobbling and failing. One more word of warning: trying to run up the score by using all your loops on levels 6 and 7 is not advised. There's nothing so depressing as realizing that you need four more tricks to beat this thing and only have three loops to do it in. Also note that completing this will automatically rate a high score, as all default high scores are set at 1,000,000. Level 1: Spin 720 Spin Flip Grab Level 2: Spin Flip Flip Flip Flip Grab Level 3: Flip Flip Flip Grab Grab Grab Spin 1080 Level 4: Spin Flip Flip Grab Flip Grab Grab Grab Flip Flip Flip Level 5: Flip Grab Grab Grab Spin Flip Flip Flip Spin Grab Grab Level 6: Grab Grab Grab Grab Grab Spin Flip Flip Flip Flip Grab Spin Flip Grab Level 7: Spin Flip Flip Flip Grab Spin Flip Grab Grab Spin 1080 Flip Flip Flip Flip Your Prize: Aimee is now unlocked. 8. Street - Normal [yynst] -------------------------- 8a. Business Avenue [yynbus] ---------------------------- Level 1 (4 Gawoo): You'll have 4 Gawoo to deal with in the first part of Business Avenue (press start to check the map). Start off straight, hit the push-ollie on the ramp, and trick over the Gawoo on the garbage can and land near the one on the basketball court, taking out two Lv 0 Gawoo. Now make a hard left turn and go off the ramp so that you go between the two trees with Lv 0 Gawoo in them. Make sure both of them see you and trick to take them out. Level 2 (4 Gawoo): The gates to the second part of the level are now open. Grab the coins here then turn right, go through the hole in the fence and jump into a spin-flip from inside the Lv 0 Gawoo's sight range. Turn right and head towards the quarterpipe at the east end of the street. Line yourself up with the coins and jump up to take out the Lv 1 Gawoo. When you land, turn south and go up the stairs that are smack against the buildings. Push-ollie the ramp at the end, trick, and land in the Lv 1 Gawoo's range. Hop back down onto the street and continue south. Use the quarterpipe at the end to get to the Lv 1 Gawoo. When you land, make a quick turn west and head up the stairs. Push- ollie two ramps and land in range of the Lv 0 Gawoo. Grab the large coin for 50 extra seconds, then hop down and head straight towards the barrier to Level 3. Level 3 (5 Gawoo): The first Lv 1 Gawoo is standing on the first ramp in the area, jump through his range and trick to take him out. Now turn north, push- ollie the ramp, trick, and shifty (if necessary) to land in the sight of the Lv 1 Gawoo in the intersection. Continue north and trick over the ramp that the Lv 1 Gawoo at the top of the map is standing on. Circle back down to the middle east-west street, spot the Lv 0 on the north side of it, and hop into a SF to take him out. From here, follow the ramp on the south side of the north building to get on a ledge, then follow the ledge around to the final Lv 0 Gawoo. He's standing on a ramp, jump off it and trick to take him out. Boss (Minister Spade): Like most of the bosses, this will not be a difficult fight. You'll automatically be transported to the center avenue; the boss will be coming at you. Minister Spade is pretty fast, so you don't want to concentrate too heavily on landing in his sight range. Instead, jump from within it, or charge him and jump through it. Minister Spade has the standard boss attack: the balls around him turn to bombs, which will take a whopping 5 seconds off your time. He can also charge and knock you over. Just wait for him to pause and hit him with SFs, he'll be gone in a couple hits. 8b. Seaside Mall [yynsea] ------------------------- Level 1 (4 Gawoo): Check your map: you have 4 Gawoo in a row right in front of you. Go up the steps on the right side of the path and get on the rail. When you see the Lv 0 Gawoo, jump across the gap, doing a SF to take him out. There is now a Lv 1 Gawoo just in front of you, jump within his range and hit another SF. Now get on the rail, still heading east, and jump under the Lv 2 Gawoo with a SFF. Finally, a Pink (flip) Gawoo is just in front of you. He's Lv 0, so just jump and flip to take him out. Level 2 (5 Gawoo): A wall now opens on the left side of the path. In here, there are two rows of Gawoo to deal with. The inner row is slightly easier to take down from the west side, so head towards the outer (northern) row first. Push-ollie the first jump and shifty all the way to make sure you clear it. Hit the next jump and do a flip to take out the Lv 0 Pink Gawoo by your landing spot. Same thing on the next jump will deal with the second Lv 0 Pink Gawoo. Now hit one more jump to get back on the mainland, avoid the mines, and head back east. Push-ollie the first jump you see to get up top. Just ahead of you, a Lv 2 Pink and a Lv 1 Green Gawoo are hanging on a pole. Push-ollie the jump here, SFF, and shifty to get to the next platform. Try to collect the big coin while you're at it. Drop down (no jump) at the next ledge, and you'll see a Lv 0 Yellow Gawoo in front of you. Jump, do a brief grab, and watch him disappear. Now, hit the jump behind him and collect the coins. The path you land on will lead to a big coin. Level 3 (5 Gawoo): Drop down from the big coin and head through the newly opened gate. There are 3 Gawoo in a row on the mainland; they're the first targets. Line up with the first jump against the RIGHT wall, push-ollie, and hit a SFF before landing on the Lv 4 Roundy. Keep going and you'll see a Lv 1 Roundy standing on a roof at right. Hit the jump just in front of him. A flip is enough to finish him off. Your next target should be easy to see (Hint: he's huge and pink. Not hard to miss.) Fortunately, he's standing right on top of a ramp. One flip and this Lv 1 Pink Roundy is gone. Now, pull a hard left. You should see the Lv 2 Roundy sitting on a loading platform for the ship. Get on the rail that runs under him and hit a SFF. Note: since he is not directly above the rail, you may need to curve out SLIGHTLY and then back in while you're airborne. Just don't land in the water. If you're coming the way I came, you'll see two large bombs in front of you. Jump up and swerve in between them to get onto the ship. Make a sharp right and cruise along the lower level of the ship until you come to the quarterpipe that our final target is sitting on. Get a decent push-ollie off the pipe and go into a grab to take out the Lv 3 Yellow. Boss (Minister Diamond): Minister Diamond has the same bomb ring/ bomb drop attack that other bosses do; you'll lose ten seconds for each hit. He also has a charging move that is randomly used in a random direction. Basic boss strategy applies: wait for him to get near the plethora of ramps, then nickel & dime him to death with SFFs. Say goodnight to Elvis Gawoo, it's time for Forest Park. 8c. Forest Park [yynfor] ------------------------ Level 1 (4 Gawoo): Target numero uno is in a tree just in front of you. Hop up on the barrier at left, then the rail. Jump under the Lv 1 with a SF, directing yourself left so you land in the grass. Now head towards the two Gawoo in the middle of the fountain. Use the ramp that they are standing by, jump from the Lv 3's sight and into the Lv 1 Pink's sight with a SFF. Now head north, get on the rail, and take out the Lv 1 in the tree. Keep heading west along the path until you get to the big coin, then pull a U-turn and head up the east stairs. Level 2 (5 Gawoo): Slalom through the bombs and get on the broken-wall ramp and push-ollie onto the ledge. There's a Lv 3 Roundy in the wall. Hit the ramp and do a SFF, landing on the far ledge. Follow the curve and head up the steps, you'll see a Lv 1 just in front of you. Hop up in the planter and come down on him with a SF. Go right and use the door to get into the house. Do a SG in front of the big bomb to blow it up, then go through that doorway. Do the same to the next two big bombs. Enter the final room of the house for 3 big coins and 150 seconds! Now get out of the house and get on the ledge with the coins (you may need to back up and charge it to make the jump). Collect the coins and note the Lv 3 Pink Swabby on the pole. Jump to the left of the pole with a SFFFG and land back on the ground level. Get on the rail at left, then jump and trick when you pass the Lv 3 Gawoo. Hit the right side of the quarterpipe in front of you hard, go airborne, and FFF to take out the Lv 3 Pink Roundy remaining. Level 3 (4 Gawoo): After landing from the QP, the door to Level 3 will be on your left. Head down the slope, then turn right and push-ollie the next quarterpipe. SFFF and take down the Lv 4 Roundy. Now head all the way to the west side of the hall. Use the QP here to SFFF and take out the Lv 7 Gawoo and the Lv 5 Pink. Coming off the QP, bank hard left and circle up the stairs. You'll need to jump a gap and then into the sight range of the Lv 2 Swabby on the chandelier. Warning: Miss the Swabby and you have no choice but to circle all the way around this area again. Level 4 (4 Gawoo): The door to Level 4 will open at the top of the aformentioned stairs. Head up the ramp and grab some coins. Warning again: You'll be following ledges along above area 1. Fall here and you're in for a world of hurt, or at least a world of backtracking. Your first target is a Lv 3 Swabby standing amidst a slew of bombs. Get on the guardrail and jump off with a SFG to take him out. Now continue south until you hit the halfpipe. Your next target is a Lv 5 Gawoo; SFG to take him out and continue down the pipe. Next up is a Lv 4 Pink, jump and SFF to take him out. Note: due to some imperfections in the game's physics, it's fairly easy to fall out of the halfpipe. If you need coins (which you shouldn't, after the 150 second bonus in Level 2), collect the ones along the south wall; avoid going off the open end unless you need to. Now keep following the path (check the map, you've got a ways to go). You'll have three jumps (be absolutely certain to at least push- ollie the third), then a ramp with a Lv 3 Pink Roundy by it. SFF to take him out, and meet... Boss (Minister Heart): Minister Heart has two major "attacks": running away and flying away. The problem is that you're faster than she is, so this really doesn't help her. Actually, she does have the standard boss bomb ring/drop (15 seconds per hit) and will occasionally fall down, stunning herself and sending out a shockwave that knocks your board out from under you. The only difficulty you'll encounter in this battle is a severe lack of ramps. Fortunately, Minister Heart doesn't seem to have that many hit points, and you can easily pick her apart with simple little SFs. 8d. Prison Island [yynpri] -------------------------- Level 1 (4 Gawoo): Welcome to the hardest part of the front side. Yet another word of warning: the first part of this level can be very, very time-consuming, or it can be done very quickly. My first few times through this level, I had serious problems with the clock, but this is easily resolved by doing this part perfectly. Meaning: keep restarting until you can do it. This is the first time in Street that you'll need to deal with Toppers, and they are a tremendous pain. You cannot nickel-and-dime them to death: if you do a weak trick, they take zero damage. With that, on to the walkthrough. Target number one is standing on top of the ramp just in front of you. SFF through the Lv 3 Topper and keep going. SFF through the Lv 4 Topper two ramps later, then u-turn. Use the backside of that ramp to jump up and slide on the wire. Jump of the end, SFF through the Lv 6 Topper, then land and collect the large coin on the platform (you may need to shifty, but be careful. If you end the spin too soon, the trick won't be enough to kill the topper). Now jump off the platform to the upper-left (i.e., go off the front side but do it heading left) and land on the boxes with another big coin. Get back on the ground and make a 180-degree turn right. Push-ollie the ramp over the water, collecting the big coin. Follow the path around and go between the two westernmost ramps. Turn right and get on the small boxes, then jump onto the large boxes. Jump again to the boxes that the Lv 3 Topper is on, and jump off from within his sight range. SFF and he's gone; the gate to Level 2 is right in front of you. Level 2 (5 Gawoo): A bit of a break before we deal with more problems. Grab the coins and get on the rail; follow along till you're about to pass under a Lv 3 Gawoo and SFF him (land on the ground; you'll crash if you try to get back on the rail). Now head back to the rail you jumped from, get on it going in the same direction, and jump off into the grass at left. Get up the hill and past the ramp, then U-turn and use the other side of the ramp to jump onto the platform. U-turn before you hit the bomb, then jump the gap. Jump off the end of the ledge and SFF through the Lv 3 Topper in the tree, landing back on the path along the beach. Get back on the rail, collect coins, and jump off into a grab when you see the Lv 6 Yellow. Back on the rail, keep collecting coins until the rails come to an end and you see a brown slope on the right. Get up there, and keep going until you see the ramp. Jump off with a SFFF to take out the Lv 4 Pink and the Lv 5 Green Topper (guide yourself right to the ground so you have room to fall and complete the trick). Keep going a few more meters, you'll see a tan wedge sticking out from the hill on your left; jump onto it, then jump back on the ledge. You'll probably need to get a quick push in to make the jump to part 3. Level 3 (5 Gawoo): Ignore the ramps; it's easier to do this from the inside of the bowl. Circle around till you see the gap in the wall on your left. Head in and go straight north, up the wall and SFFF to take out the Lv 8 Topper. Now pull back and do the same thing to the Lv 6 Topper in the corner, the Lv 6 Topper in the middle of the west wall, and the Lv 8 Topper in the southwest corner. You should see a small box running north-south in the southern part of the bowl. Get on it from the north, then jump and shifty into a small room to collect a big coin. DO NOT fall out after getting the coin. U-turn and exit this room, then turn right. Before you hit the ramp, make a sharp turn right and go up the slope to the building's roof. DO NOT attempt the jump. Circle left hard and go to the far edge of the roof. Now gather up some speed and hit the jump. Guide yourself left as you come down so you have some extra room to pull off the SFF to take out the Lv 5 Topper. U-turn again and get off the building to the east. There's a path heading up on the north of this area (check the map; it's the tan arm coming down). Level 4 (6 Gawoo): Make a sharp left when you see the entrance to Level 5 (we're not there yet) and head west. Ignore the two ramps. When you come into the open area, there's a quarterpipe with a Lv 6 Green Topper in front of you on the right. Take him out with a big spin, then head left as you come off the QP. Ignore the Gawoo and head up the stairs. There's another QP at the end, SFFF to take out the Lv 7 Topper. Now, jump down the stairs, hitting a SF in the process, then shifty to make sure you get into the Lv 5 Topper's sight. Get back up the stairs and head west on the roof to yet another QP. SFFF to take out the Lv 9 Topper. As you land, make sure you're lined up to hit the opposing quarterpipe straight on (hit it at an angle and you'll go off the side and crash) and do another SFFF to take out the Lv 7 Topper. Now circle around the south side of this QP and slide the pipe. Level 5 (5 Gawoo): When you come off the pipe, bank left to continue on this platform and get on the pipe there. 6 little coins and 1 big coin later, you'll see a Lv 6 Green Topper ahead of you. Jump off the pipe and spin to take him out. Now hop down into the area to your north. You'll pretty much need to nickel-and-dime the Gawoo here. First up is a Lv 3 Pink. Three flips and he's gone. Now head to the northwest for a Lv 4 Pink Topper; it'll take four flips to take him out. Now follow the path to the western Lv 6 Topper. Slide the fence and jump off into his sight range; a SFF will take him out. Only 1 left. Head back east and use the southern ramp to get back to were you killed the Green Topper. If you can get up to the big coin, congratulations, get on the pipe up there. If not, don't waste time trying, get on the lower pipe and then jump over to the higher one. When you're almost at the end of this pipe, hop up to the platform with the Lv 10 Topper. Jump off, hit a SFFFG (hold the grab as long as possible), and land back in the starting area. Warning: Mess this trick up, or crash, and you have a long road ahead. The stairs down here will get you back up, eventually. Boss (Minister Club): Meet Minister Club, the manic-depressive Topper. He'll alternate bouts of skipping with bouts of walking around with his head drooped. He has the same bomb ring/drop that the other bosses do (20 seconds per hit this time) and also does Minister Heart's flop that will knock you off your board. And he is a Topper, so weak tricks will do nothing. Fortunately, he likes to move in circles around the westernmost ramp, so you can go back and forth, picking him apart with SFFs. Once Minister Club falls, the final level is open. 8e. Ruins & Canal [yynrui] -------------------------- Level 1 (5 Gawoo): Ah, a nice, linear level. This is a breeze compared to the island, but you will, of course, pay for it later. First off, kick twice and bank onto the ramp at right. Jump (do not push-ollie) from the top and hit a spin-flip to take out the Lv 3 Gawoo. You should land in position to collect the first coin; continue following the trail, shiftying across a jump in the process, for a 60 second bonus. Follow the slopes up to the right, finally hitting the jump and collecting three coins where you land. Hop the gap at right and collect the big coin for 50 seconds, then continue along to the gap. Grab three coins, push-ollie the gap, and collect another three coins as you turn left. Push-ollie the top of the slope here to make sure you clear the gap, then collect the three coins as you turn left. Hit the jump and collect 4 coins while you're airborne, then get ready to jump the next gap and take out the Gawoo on the far side. There's a slight lip on the edge of the building, use it as a jump to make sure you get in the SFG needed to take out the Lv 4 Gawoo. Turn left, go up the stairs, then push-ollie four consecutive jumps for four coins each and a 60 second bonus. Grind the rail for another nine coins, then hit a SF to take out the Lv 3 green Gawoo and damage the Lv 4 pink. Just hit a hopping SF to finish him off. Now line up so that you are pointing face-to- face with the Lv 5 Gawoo. Push-ollie through him to collect the six coins for the 60 second bonus, then hit a ridiculously long trick (SFFFFFG, etc.) just because you can. You land in front of the gates to Level 2. Level 2 (3 Gawoo): Look right and collect 7 coins as you follow their path down the stairs, then take the three coins on the up stairway. Get on the pipe here and hop over the two pipes sticking out of the wall, collecting two coins as you clear the first one. When you come to the gap, jump off to the left and SFFFG as you head towards the ground, taking out the Lv 6 Gawoo. Continue following the path, then use the small jumps to take out the Lv 3 pink and Lv 3 yellow Gawoo. Collect the 3 coins for a 60 second bonus as you head into Level 3. Level 3 (2 Gawoo): Get on the pipe immediately in front of you and follow it around the level, jumping gaps when you need to. When you come to the flat area, push-ollie the jump and SFG to take out the Lv 5 Gawoo and land on the pipe. Continue along and grab the next 8 coins when you hit the next flat area. Push-ollie the ramp, grab the big coin and hit a SG to take out the Lv 7 Yellow on the other side of the fence. Get on the pipe here, and, before it bends, jump off into Level 4. Level 4 (4 Gawoo): Get on the first pipe; as soon as it turns, jump over to the second. Follow it around the bend, collecting 5 coins. Then hop to the next pipe on your right and follow its bend for another 5 coins. When the Lv 3 Green Gawoo comes into sight on the flat area to the left, jump over and SF to take him out. Now make a U-turn and jump onto the next pipe heading south according to the in-game map. Grab four coins and then SG to hit the Lv 6 yellow Gawoo and Lv 4 Gawoo. Continue around the bend and SFG to take out the Lv 5 Gawoo. Stay on the pipe, follow it around again, etc., until all these Gawoo are cleared. The entrance to part 5 will fall from the north wall; jump through it, collecting three coins in the process. Level 5 (4 Gawoo): Push forward here until you get to the first ramp. Jump up, collect the four coins, and push-ollie again to get to the top level. Press pause once you see the Gawoo ahead and let it sink in. You'll need to take out a Lv 8 Pink, two Lv 11 Swabbies, and a Lv 10 Green. This is doable in one jump: just hit it as close to the center post as possible on the left side. (Do not, of course, actually hit the center post.) A SFFFF will take them all out. If you miss, or don't pull off a big enough trick, use the pipes to ride back to the launching pad. Land on one of the pipes when you come down, and ride it up to the entrance to the boss. Boss (King Gawoo): Before you get to the boss fight, you have an opportunity to add even more bonus time to the clock: take it. 6 coins on the left wall, then 6 on the right, then 3 in the middle, then 3 on the left. Take this slow and you should end up with an extra 120 seconds. Once you get to the bottom, the battle with the King begins. First things first: if the King is a certain color, only tricks of that color will damage him. Remember here that damage is done when you land. So if the king is pink, then begins flashing pink and yellow, do a grab. If you do flips and he turns completely yellow before you land, you'll have wasted a jump. The boxes circling around the bowl are there to confuse you: their shadows look exactly the same as the king's. The only difference you'll be able to spot is that the king's shadow wiggles while he's starting his bomb throw, but, by the time you've seen this, you'll generally be already committed to the attack. Try to spot the king on one jump so you can line him up for the next one. If you hit the king, he rushes around the level, he will GENERALLY end up about 225 degrees from where you hit him, use this to take a shot at a quick second hit. Then king attacks by, guess what, throwing bombs. If you're standing around the top (only really possibly after a crash), they'll scatter around. If you're down in the bowl, he'll, well, bowl them down, and they will go back and forth like a pendulum. Damage is 15 seconds a pop, but you should be coming into this level with at least 10 minutes on the clock. Keep nailing him and enjoy the ending. 8f. Flip Side Business Avenue [yyfsbus] --------------------------------------- Okay, first things first. If you check the instruction manual, or the gauge on the left of the screen, you'll see 10%, 25%, 45%, 72%, and 100%. These are the percentages needed to unlock levels 2, 3, 4, 5, and the final battle, respectively. Each level contains 20 Gawoo, worth 1 percentage point each. Note that only your best run counts, so if you take out 19 Gawoo, you can't just go back to the level and get the last one, you need to get all 20 at once. Also note that, since you need all 100 anyway (to unlock the final battle), you might as well stick with a level until you have all 20, rather than moving on as soon as you unlock the next level. Allrighty? On to Business Avenue. Our first target is the King, solely because it's quite irritating to go for him late, miss, and fail the level. Make a sharp left and head up the slope and across the basketball court. Hit the jump on the far end of the half-court line, hitting a trick to take out the Lv 2 Gawoo above the kiosk. Keep heading left. When you get to the street, jump on the rails heading north and take out the next Lv 2. Now turn back south on the left-hand side of the street, turn onto the side street, and use the ramp to get up onto the building. Follow it around and use the jump to get across the gap, landing within sight of the Lv 2 and taking him out. The King will be right in front of you: jump off the roof heading north and hit a SFFFG to take this Lv 11 out. Check your map: all but one of the remaining Gawoo are on the outskirts of the level, giving us a fairly linear path to follow. Turn west when you land and use the ramp to take out the Lv 4. Land and turn south, using the jump to take out the Lv 2. Give a kick, then U-turn and get on the rail heading north; jump up and take out the high Lv 2. Land and U-turn again, get on the rail (again), and jump up to take out the Lv 2 at the T-intersection. You might need to circle back a little here; what you want to do is push-ollie the jump at the start of the T's southern arm and take out the next Lv 2. Finally, get on the south road and use the jump to take out another Lv 4. This should clear the western half of the map. Next we'll deal with the Gawoo we left in the central road. Turn north here, get on the rails, and trick to take him out: he's only a Lv 2. Turn back south and get on the east-west road again. Ignore the three-wide ramp and get on the small ramp to the right of it; use this to jump up and take out the Lv 2. Head to the corner and U-turn; use the small jump there to take out the other Lv 2. Now turn around and head back into the corner. There are two Lv 5 Gawoo at the top of the two half-pipes; take out the east one first so you can use your momentum coming out of the south one to continue north. The only target on this street is quite high. Immediately get up the stairs on the east side of the street and jump up to him. You can take him out with the jump up or when you jump back down; he's only a level 2. Next we have the two quarterpipes in the northeast corner. Hit the north one first, then the east one so that you land with your momentum carrying you west. That's two more Lv 5 Gawoo, for the record. Next up comes the Lv 4 floating right in the middle of the street. Push-ollie the jump in front of him and take him out. Last up, another really high Gawoo. Upon landing, turn right, then head up the stairs pointing east. Get some distance and U-turn, then use the jump to get up to the roof. Use the jump here to get over to Lv 6's roof. Trick and land in his view and the level is cleared. 8g. Flip Side Seaside Mall [yyfssea] ------------------------------------ As the introduction notes, all of the ghosts here are Roundies, so make sure you get into their view range on jumps. From here on out, the flip side levels are fairly linear, with only minor side excursions to take out an outlier or two. The emphasis on flip side is much higher on trick execution than it is on figuring out strategy. First off, check the map. You should see the line through this level fairly easily: the three Gawoo in front of you, then a hairpin, then the 5 on the inner dock, then a hairpin, then the 5 on the avenue, then a hairpin, then the 5 on the commercial dock, with two outliers on the boat. Having said that, kick off and start your first run. Hit the first jump and do something just for the sake of the combo meter. Hit the second jump and do a SFFFG to take out the Lv 4 Roundy. Hit the third jump and do a SFFFG to take out the Lv 4 on the launch ramp and the Lv 4 near where you land. Hit the fourth jump and do something for the sake of your combo bonus. Now kick through the hairpin turn, doing hop-spins to keep your combo meter alive, and get ready for the next five. Hit the first ramp and SFG to take out the Lv 2; make sure you land on the upper platform. Push-ollie the ramp here, hit a SFG and immediately shifty, guiding yourself to the far elevated platform. You should take out the Lv 2 near the ramp, the Lv 3 you pass through in the air, and the Lv 2 near the landing. Now jump off the end of this platform with a SFFG to take out the Lv 4. Kick and hop-spin through the next hairpin to get lined up for the next 5 Gawoo. Go up the stairs on the north side of the street and jump onto the rail. Grind it until you're within range of the Lv 6, then SFG through his vision and land on the far platform. (The combo bonus should insure that the SFG is all you need.) Get on the rail, then SFG into the sight of the two Lv 4 Gawoo to take them out. Get on the next rail (still heading east), and SFG into the sight of the next Lv 4 when you get to him. Back on the rail again, and SFFFG into the sight of the Lv 5 on the ground. Kick forward, hit one hop-spin, then push- ollie at the top of the stairs and SFFFG to take out the Lv 8 (note: he's quite high, you'll need to hit the push-ollie perfectly). Push-ollie the first jump you see to get high enough to take out the Lv 4. Ride under the Lv 5, then turn around and use the ramp to his west to get high enough to take him out with a SFFFG. Head west again, tricking off the jumps to keep the combo meter going. There are two Lv 2 Gawoo left; just jump off the box that each one is on and hit a small trick to take them out. Your combo meter is probably going to drain away here. Head back and get on the east side of the ship. Build up some combo in the process, then use a SFFFG on the quarterpipe to take out the Lv 11 King. Head over to the west side and use the quarterpipe there to take out the Lv 10, completing the level. 8h. Flip Side Forest Park [yyfsfor] ----------------------------------- All the Gawoo here are Swabbies, but this is less of a problem than the Roundies were. You'll be passing fairly close to them anyway. Start the level and check your map. First, look at the high path around the southern area: woohoo, no Gawoo! You'll have two sections to deal with: a C running from your start position to the northeast of the map and the loop in the southern section of the map. There are two outliers: the one in the middle of the fountain and the one behind your starting position. The first order of business: make the guy behind you a part of the lower loop. Hit a quick U-turn, then kick back to him. Use the slight incline as a ramp to push-ollie, then hit a SFG to take out this Lv 3. The guy to your south isn't actually on the lower loop either, you need to jump from up here to take him out, so get to it. Turn right, then follow the path until he's within range; hit a SFFFG as you fall to the lower path to take this Lv 4 out. You'll land facing south on the path. Follow it along and get on the rail, using SFGs to take out the two Lv 4's when you get to them. Use the ramps to do tricks and keep your combo meter running while you circle around to the north part of the path. Get on the rail and immediately SFG to take out the first Lv 4. Stay on the rail and do the same to the next Lv 4. Turn south and point yourself at the Lv 2 in the middle of the fountain. Just hop over and do a SF to take him out. By the way, the stairs to the upper area are closed off. Get over to the western part of the loop and push-ollie-shifty to get back over here. Get past the eastern Gawoo, then get on the rail pointing west. Hop and SFG to take out the Lv 3, then do the same to the Lv 2. Hop the gap, the SFG off the next rail to take out the Lv 2. Land on the next rail and then jump yet another gap with a SFG (shifty if you need to) to take out yet another Lv 2. Stay on the rail, then SFG under the Lv 3 by the lamppost. You can finally get off the rail. We're now left with 4 Gawoo on the roof and 4 inside the building; we'll deal with the inside first since we can get a nice time bonus from the King. Make a left as you come off the rail and get down inside the building. Turn left first and SFFFG the Lv 11 King above the quarterpipe. Head east when you land, using the first jump you see to get to the upper ledge. Follow this to the first chandelier, then jump down with a SFFFG to take out the Lv 2. Keep kicking until you get to the eastern quarterpipe, hit it with a SFFFG to take out the Lv 10 here. Come back down and use the stairs to your right to get up onto the ledges again. Follow the curve around and then jump off with a SFFFG to take out the Lv 3. Head back to the path you came in on and follow it back up. Turn left here and get close to the edge of the patio. Hit the quarterpipe cutting left and hit a SFFG; you'll take out the Lv 3 Gawoo and land on the roof. Follow the roof until you get to the Lv 7 sitting on top of a jump; SFFG to take him out. Now keep moving until you see the final Lv 7; jump through his vision, over the rail, and down to the ground with a SFFFG. Finally, we're going to deal with a guy that I ignored before because he wasn't hittable from the rail as we came through this area. Check your map, then head to the ramp to the west of him. Push-ollie it, hit a SFFFG, and say goodbye to the last Lv 4 Gawoo. 8i. Flip Side Prison Island [yyfspri] ------------------------------------- Oh joy, flip side and Toppers, what could be worse? A: Flip side and Toppers on hard difficulty. We'll deal with that a bit later. Anyway, this is the hardest level on normal difficulty; once you beat it you'll cruise through flip side Ruins & Canal. You'll start out on a rooftop with three pipes just in front of you. Hop on the leftmost pipe and, when you get to the Lv 2 Gawoo, do a SFG over to the next pipe, taking him out in the process. When you get to the end of this pipe, jump off and do another SFG, landing within sight of the Lv 3 ahead of you. Get on the pipe that runs around the loop. At the end, jump off and do a SFG to take out the Lv 4. Head down on the right; we're going to deal with the Gawoo by the water tower next. Get on the southern rail, heading east, then jump off and SFG to take out this Lv 5. Keep going east, then head down into the grass and jump through the Lv 3 with a SFG. Turn around and head back up the hill, then get on the pavement going east. When you get to the Lv 5 in the grass, use the ramp to pull a SFFFG and head right to land near him and take him out. Get back onto the pavement and circle around the building to the stairs. Go up the stairs and SFFFG to take out the Lv 9 at the top of the quarterpipe, then bank a bit right as you come back to get to the left side of the wide quarterpipe with the Lv 11. Take him out with a SFFFG, then hit the small quarterpipe to the west with a SFFFG to take out the Lv 8, then hit the southern part of the east quarterpipe with another SFFFG to take out the Lv 10. Go back and push-ollie over the stairs, doing a SFFG (then shifty) to take out the Lv 7. Keep going east into the partial bowl. There's a Lv 11 on the east wall and a Lv 11 on the north wall; SFFFG them both. Head south and jump into the inside of the building; jump out the other end with a SFFF grab to take out the Lv 4. Turn right when you land and go past the first ramp; then turn around and use it to get onto the wire. Ride it east and jump off the end to SFFFG and take out the Lv 8. Use the same ramp to get onto the wire heading east. Jump off the end with a SFFFG to take out the Lv 11 King and the Lv 12 Gawoo. Ideally, miss the far platform and get back on the ground. Now head for the path around the west side of the island for the final three Gawoo. Get on the rail and hop the first two gaps. When you come to the third gap, do a SFG to take out the Lv 2. Do the same on the fourth gap to take out another Lv 2. Keep riding the rails until they end, then head up the beige slope. Jump the gap, then hop over the ledge and push-ollie the jump. SFFFG through the Lv 8's sight, steering yourself down to ground level on the left. That's 20. 8j. Flip Side Ruins & Canal [yyfsrui] ------------------------------------- You start off in the middle of the building, already halfway up. Kick forward and SFFFG across the gap, making sure the Lv 3 Green and Lv 2 Pink Gawoo on the other side see you as you land. Turn right and head up the slope, doing a push- ollie at the end to clear the gap. Turn right where the arrows tell you to, hop the gap, then push-ollie the ramp and hit a SFFFG to take out the Lv 3 Green. Push-ollie the next ramp, hitting a SFFG (hold the grab as long as possible) to take out the Lv 3 Pink and the Lv 4 Yellow. Turn right and head up the stairs. Ignore the yellow you'll see below you and jump the four gaps. Get on the rail to the rooftop and you'll see a Lv 6 Green and a Lv 5 Pink in front of you. Push-ollie off the ledge, going through their sight and hitting a SFFFFG and landing in sight of the Lv 6 Yellow, taking all three of them out. After you land, head into the second area. Go down the stairs and then up the stairs as per on front side, and get on the pipe again. When you get to the gap, jump through the sight of the Lv 6 Green and Lv 3 Pink, heading down to ground level on the right as you SFFF. Get back on the pipe (heading west) and jump off the end to get to the hole in the fence leading to area three. The enemy layout here is exactly the same as it was on front side. Get on the pipe and ride it around until you come to the first flat area. Push-ollie the jump with a SFFG and land on the pipe to take out the Lv 3 Green and the Lv 5 Pink. Ride the pipe to the next flat area. Push-ollie the ramp to get over the fence, doing a SFG (hold the grab) to take out the Lv 6 Green and Lv 4 Yellow floating above. Now get on the pipe and jump before the bend to get into area four. Hop onto the first pipe, then jump over to the second as soon as it bends. When the Lv 6 Yellow comes into range, jump through him with a SG (hold the grab) and onto the next pipe. Follow it around the bend; when the Lv 6 Green comes into range, SFG onto the next pipe. Finally, SFG through the Lv 6 Pink to take him out as you jump to the final pipe. (If this doesn't take him out, just ride around the loop and hit him again. Keep riding the pipe and jump into area 5. You only have two enemies to deal with here: a Lv 11 Green and a Lv 11 Pink. Head up the ramps and jump through their sight ranges with a SFFFF to take them out. (Again, if one of them survives, just use the pipes to get back to the ramps). Finally, use the pipes to get up to the path to the bowl and the King. Hop down into the bowl and ride up the far side, jumping and hitting a SFFFG to take the Lv 12 King out. 8k. The Final Battle [yynfin] ----------------------------- Assuming you now have all 100 Gawoo, this (along with a 180 second bonus) will trigger as soon as you finish Flip Side Ruins & Canal. The King starts off fenced in the middle, but he can move to any of the side walls. As before, he'll be changing colors, so you'll need to do the right kinds of tricks to damage him. His attack consists of dropping tons of bombs on you. Fortunately, marks appear on the ground indicating where they'll be landing; once you see these pull back and wait for the last explosion. Getting hit will only cost you 10 seconds, and it's actually fairly hard to do even if you're trying. Anyway, you start off very close to the King, kick your way up the quarterpipe and nail him with a SFFFG while he's still white. You should be able to get in two or three hits to the King while he's still on the center platform. After that, just follow him around and hit SFFFGs (or the best possible trick against whatever color he is) until he's finished. With a quick run through Ruins & Canal and the 180 second bonus (and with his bombs only costing you 10 seconds each, if they can manage to hit you), this should be a breeze. Enjoy the ending. Your prize: Gawoo is now unlocked as a playable character (press down on Aimee or up on Jet). He rocks. 9. Hard Mode [yyhst] In hard mode, you'll be facing different board layouts (i.e., different ramp and enemy locations) and much harder enemies. You can forget about seeing Lv 0 or Lv 1 enemies that will be taken out by pretty much any trick; this is the land of the Lv 15 Topper (feel free to start cursing now). By the way, use Gawoo. Gawoo rocks. 9a. Front Side Business Avenue [yyhbus] The intro to Business Avenue fills you in on the double kick technique. It's not terribly useful, but, oh well, good to know. Anyway, on to the mission proper. Level 1 (6 Gawoo): You'll have 6 Gawoo locked in the park with you. First things first, push-ollie the ramp right in front of you and SFFG-Shifty to take out the Lv 8 Topper dead ahead. Now start using the small ramp down here to hit SFFGs to take out the two Lv 7 Toppers and the one Lv 8 Topper. Ideally, you can do this in one jump; don't worry about it if you need two. Now get on the north side of the basketball course and use the ramp to jump west, getting the big coin. SFFG while you're airborne so that you take out the Lv 4 Topper when you land. Finally, go off the ramp you started with, hitting it crooked (going left), so that you go over the kiosk and take out the Lv 9 Topper sitting on it. Head to the newly opened hole in the north fence to start Level 2. Level 2 (6 Gawoo): The first target is the northern Lv 9 Topper on top of the lamppost. Hit the jump near him and do a SFFFG to take him out. Now head east and go down the easternmost street. Get on the rail, and, when you get to the two Lv 8 Toppers, jump down and hit a SFFG to take them both out. Continue south, then head west until you're approaching the central avenue. Use the final small ramp to hit a SFFG and take out the Lv 10 Topper on the lamppost in the northeast corner of the intersection (assuming you've got a decent combo bonus). Turn north and get on the western rail in the middle of the street. Head up and jump off with a SFFG to take out the northernmost Lv 9 hanging from a tree, then get on the eastern rail going south, SFFG again to take out the other Lv 9. Level 3 (6 Gawoo): Use the southernmost entrance. Ride up the steps on the southern side of the street, then, when the path turns north, hop onto the rail, then jump off, falling down to ground level as you hit a SFFG to take out the Lv 10 Topper. Now hit the ramp in front of the phone sign while cutting a little bit right to hit a SFFG and take out the Lv 9 standing on the sign. Once you land, turn into the middle street. Hit a SFFG off the small ramp to soften up the Lv 10 and the Lv 11, then hit another one to finish them off. Now get on the westernmost street and head north on the sidewalk alongside the northern building. When you're almost at the intersection, jump and do a SFG to take out a Lv 6 Topper on the ledge above you. Use the ramp to get up onto the rooftop and circle around. Jump over to the far building and collect the 18 coins here normally, ignore the coins, they all require special trips that they aren't worth the trouble of, but this batch guarantees an extra 60 seconds, so grab them). Now, point yourself at the Lv 10 Topper in the top of the tree in the middle of the avenue (he's the only one left at this point), push-ollie off the building, and SFFFG as you head back down to ground level. Boss (Minister Spade): Minister Spade's bombs will cost you twenty seconds this time; that's the only significant difference from when you faced him on normal. Just keep jumping off the rails and ramps and pelting him with SFFGs; he'll go down quickly. 9b. Front Side Seaside Mall [yyhsea] ------------------------------------ Level 1 (7 Gawoo): This isn't as linear as it looks. Go past the Lv 7 Yellow Gawoo (hop-spin-grab if you feel like it) and go up the stairs on the left. Give yourself some distance and then U-turn. Kick off and get on the rail; now jump and hit a SFG (hold the grab) through the Lv 7's sight range. A 1.00 second hold will take him out. Get back up the stairs and onto the rail. When you get to the Lv 8 Roundy and the Lv 9 Roundy, jump down with a SFFG to take them out. Get on a rail running east again; when it ends, jump, make sure the Lv 10 Pink and the two Lv 10 Whites see you, and hit a SFFFG to take them all out. Turn around and go west; you should have seen a big coin under the two Roundies, now is the time to get it. Keep hop-spinning to keep your combo meter alive and turn around once you have the coin and its 50 second bonus. You'll see stairs on your left; go up these and get on the rails till you're within range of the Lv 9 Pink (to the far right in the top of a tree). Launch off the rail, heading hard to the right, and hit a SFFFG to take him out. Do more hop- spins to keep the combo going while the gate to part 2 falls down. Level 2 (6 Gawoo): You'll see four Gawoo icons if you check the map. This is because a Yellow, a Green, and a Pink are right on top of each other where the second icon from the left is. Keep hop-spinning until you're at the first jump. Push-ollie and do a SFFG (and probably a shifty) to take out the Lv 10 ahead of you. Use the next jump to get to the upper platform; DO NOT push-ollie here, just jump off the ramp and SFFG (hold the grab) to take out the Lv 7 Green, the Lv 9 Yellow, and the Lv 8 Pink as you fall to ground level. Keep going and hit the final jump, doing a SFFFG to take out the Lv 6 pink. U-turn and head back west, doing anything and everything to keep the combo meter alive. When you get to the final jump, push-ollie it, do a spin for the combo meter's sake, and shifty onto the platform. Follow the bend, avoid the two large bombs (stay up against the left wall, and jump before you hit the remains of the gate, hitting a SFG (hold the grab for at least 1.30 seconds) to (hopefully) take out the Lv 10 yellow Roundy. Watch the wall to part 3 come down. Level 3 (6 Gawoo): Jump over the gate panels and the stairs and hit a SFFG to get your combo meter fully charged. Turn right at the bottom of the stairs, pass the first ramp, and spot the Lv 8 Yellow on the lamppost near the second ramp. Push-ollie off the left side of this ramp and keep steering left as you hit a SFG to take him out. Keep heading west, tricking off the ramps to keep the combo meter alive, until you get to the ramp just before the three Gawoo. Push-ollie off of here and hit a SFFFG to take out the Lv 12 and the two Lv 11s. Keep heading west and push-ollie the final ramp to hit a SFFG within sight range of the Lv 8 Roundy at the end of the dock. Finally, circle back for the final Gawoo, a Lv 13 Roundy. Coming from the northwest, hit the small ramp north of him crooked and push-ollie. Hold down on the controller to make sure you don't overshoot him and hit a SFFFG. If this doesn't take him out, repeat until it does and try not to lose the combo meter; you need the bonus damage. Boss (Minister Diamond): Same principle as last time, but his bombs now do 30 seconds worth of damage. Pick him apart with SFFGs and SFFFGs. (Three SFFFGs and he's done.) 9c. Front Side Forest Park [yyhfor] ----------------------------------- Level 1 (6 Gawoo): The first order of business is to deal with the Lv 8 Swabby ahead of you. Kick off and then get onto the rail at right. Jump off, hit a SFFG, and land within his sight range to take him out. Grab the coin behind him, then U-turn and get back on the rail. There's a Lv 8 Pink in the tree, jump under him with a SFF. Head towards the fountain, push-ollying the ramp and hitting a SFFFG to take out the Lv 9 Gawoo, and hopefully the Lv 8 Swabby and the other Lv 9. If you miss any of them, continue northeast, then U-turn and use the ramp on the other side of the fountain to SFFFG again and take them out. Now head northeast and get on the main path, going west. Use the ramp just before the Lv 7 Yellow Roundy to do a SFG (hold the grab) and take him out, then U-turn back to the east and grab the big coin. Level 2 (5 Gawoo): Head up the eastern flight of stairs, then use the ramp to get onto the platforms. Use the ramp at the end of the first platform to jump into the Lv 11 Swabby's sight, THEN steer left to head to the ground with a SFFFG. Ride the rails around and jump under the Lv 9 Pink and Lv 9 White with a SFFG to take them out. Ignore the Yellow Roundy for now; head west along the rail until you see the Lv 12 Gawoo. Jump off the rail and hit a SFFG. This won't be enough to finish him off, so use the small ramps to hit him again. Head up the stairs to the west and hit the quarterpipe with rightward momentum to get onto the roof. Use the quarterpipe again if you didn't get the big coin on your first jump, then start heading back to the east. (Note: the upper room in the mansion is empty this time, so don't bother.) Once you pass over the doorway, get on the rail. Ride it until the Lv 8 Yellow Swabby is within range, then jump off and SFG him. Hold the grab until you hit the ground, then U-turn and head for the entrance to Level 3. Level 3 (6 Gawoo): Turn right when you hit the bottom, then do a SFFFF off the quarterpipe to take out the Lv 12 Pink Roundy. Head back west and use the first ramp you see to jump up onto the platform at right, then U-turn and head to the end. Do not push-ollie, just jump off the end, and do a SFFFG as you pass through the sight of the Lv 10 Swabby hanging on the statue. Head west again, and use the ramp again to get to the upper level again. This time, keep heading west. When you get to the gap, jump towards the Lv 5 Green and the Lv 5 Yellow in the chandelier; hit a quick SFG and shifty to make sure you pass through their sight ranges. Keep going west until you get to the stairs at the other end. Go up them, circle around, and SFFF through the Lv 5 Pink and the Lv 5 Green. While you're back on the lower level, use the quarterpipe to get the big coin, then head through the door to part 4. Level 4 (6 Gawoo): Looks can be deceiving. In this case, it looks like you don't need to use the path around the south edge of the map, when, in fact, you do. Go all the way around, grabbing the 15 coins in the halfpipe for a time bonus, then use the ramps to clear 3 gaps. When you get to the final platform, you'll see a very narrow path leading to a very narrow ramp. Push-ollie it perfectly and hit a SFFG to take out the Lv 10 Roundy, landing on the eastern staircase at the start of the level. Now head up the western stairs and go past the tree filled with Gawoo. Get on the northern rail, heading east, and jump off through the tree, doing a SFFG to take out a Lv 9 Yellow, a Lv 9 Green, a Lv 9 Pink, and a Lv 9 White. Circle back and get on the south rail this time. Hop before the rail ends to get up onto the top of the narrow wall, then coast along up there until you're within range of the Lv 5 Roundy. Jump through his sight range with a SFFFG and land back on solid ground. Boss (Minister Heart): Her bombs now do 30 seconds worth of damage, you no longer have the ramp options on the loop that you did on normal, and her tripping "attack" knocks you down, making it impossible to get a worthwhile combo meter bonus going. Pray that she stays close the fountain long enough for you to get in one good SFFFG off of the big ramps (well, pray that you can hit it twice, since that can finish her off). If she gets away from the fountain, you're going to have to pick her apart with small tricks off of the rails and curbs. SFFGs off the rails work well on the north part of the loop, but in the south you'll be stuck with hop-spin-flips. 9d. Front Side Prison Island [yyhpri] ------------------------------------- Level 1 (4 Gawoo): Hey, what's that beeping? Oh, that's just the warning from your clock, as you have less than 20 seconds left. The first order of business is to hit a SFFG through the Lv 8 Pink Topper in front of you. Keep heading west, tricking off the next ramp to build the combo meter and using the one after that to jump up and grab the first big coin. Now turn around, and use that last ramp to trick again, going east this time. Make sure you shifty before you land, then push-ollie the middle jump, hit a SF, and shifty onto the wire. Jump from the VERY END of the wire to clear the bench that the Lv 10 Pink and Lv 11 Gawoo are sitting on. Do a SFFFG and land in front of the large bomb, taking it out, along with both Gawoo. Collect the big coin that was inside the bomb for another 50 bonus seconds. Try to push-ollie off the ledge (if you don't have room for the push, just jump), and hit a SFG. Hold the grab for at least 1.00 seconds, then guide yourself into the sight of the Lv 8 Roundy sitting on the boxes below. This clears Level 1's enemies, but we're not quite done. Circle around to the northwest and use the first jump to get onto the large box on the right. Hit a U-turn and jump onto the large box to the east to pick up the third big coin. Level 2 (5 Gawoo): Phew, now we have some time on the clock. Use the eastern entrance to Level 2 and start following the path around. Grind the guardrail. At each gap, there will be 1-3 coins; jump up, trick, and grab them. You'll end up with a total of 15, for the 60 second bonus. Finally, you'll come to a Lv 8 Yellow Topper. Even if you let your combo meter waste away while getting that last big coin in part 1, you should be back up to "Combo 8." Jump off the rail through his sight, hit a SFG, and hold the grab for as long as possible to take this Gawoo out. Now use the second tan hill (the thin one) at the left to get some elevation. Get on the left (up against the wall), and when you come to the ramp, hit it going sideways, ensuring that you can land within sight of the Lv 11 Pink Swabby and the Lv 12 Topper after you hit a SFFFFG (yes, there are four Fs there). Keep going around the path to the west. Don't even worry about your combo meter, the next Gawoo is only a Lv 6 Topper. He'll be standing on the beach to the right, just jump off the sidewalk, hit a SFG, and land within his sight to take him out. Get back on the sidewalk and keep circling. You'll see a Lv 10 Topper in a tree, right next to a conveniently placed ramp. Push- ollie the ramp, hit a SFFFG, and say goodbye to the Topper. Go through the gate back into area 1, turn left, and use the steps along the north wall to get to Level 3. Level 3 (5 Gawoo): As you come through the gate, you'll see two Gawoo sitting on a bench on the top of the hill at left. Ignore them, and stick to the path. When the path turns, follow it around, and push-ollie the ramp at the top of the hill. Hit a SFFFG as you pass through the Lv 10 Topper's sight, taking him out. Keep going straight. Use the ramp to get up into the grass at right; when you reach the end of the area, jump through the Lv 7 Topper's sight and hit a SFFG to take him out. Bank right as you land, then go through the Lv 13 Topper's sight and jump up for a SFFFFG. Make sure you hit the wall straight, since you'll be hurting him with the landing, NOT the launch. Now use the box at the small end of this area to get inside the building. Grab the big coin but do NOT fall out. Turn around and exit the building through the hole in the east wall. Finally, push-ollie the right side of the ramp to SFFFG and land within sight of the Lv 10 Pink Swabby and the Lv 10 Topper. Head for the gate to Level 4, up the hill to the left. Level 4 (5 Gawoo): Stay against the right wall to get past the mess of bombs, and ignore the Lv 4 Topper. Once you're on the upper sidewalk, jump down with a SFFG and land to the left of the Topper, taking him out and staying safely away from the bombs (most of which should also be taken out by your landing). Get back on the upper sidewalk and head west. Push-ollie the ramp for a SFG to take out the Lv 10 Yellow Topper up on top of the building. Keep going west until the end of the building. Hit the quarterpipe across from it dead on to get yet another big coin, then go to the north side of the building and head up the stairs. Turn around and push-ollie over the stairs, hitting a SFFG to take out a Lv 12 Pink Swabby and a Lv 12 Topper. Okay, now it's time to learn a new move. Yes, I know this is the 14th level of the game, but they never actually fill you in on this one and you need it twice here. Go back up the stairs and ride up the quarterpipe. Do not jump, hit Triangle when you're almost at the lip and you'll do a U-turn, finishing the move standing on the top of the ramp. Do another U-turn while you're standing on top, then push forward and do a SFFFFG as you fall through the sight of a Lv 12 Swabby. Do it again (assuming your combo meter wasn't high enough to take him out), then start looking at the construction area in front of you. Take it slow, and hop onto the left bar, then hop onto the back bar and grab the big coin. U-turn and hop back over to the previous bar, then back to solid ground. Get back up on the roof and go to the quarterpipe in the middle of the roof (you can see a big coin on top, line up with it). Hit the U-turn at the lip of the pipe again and collect the big coin in the process. Ride the pipe to the east and into Level 5. Level 5 (6 Gawoo): Once you hit the next roof, bank left and get on the pipe that runs around the eastern edge of the level. Jump under the big coin to grab it for another 50 seconds, then steer yourself back onto the pipe and ride to the next rooftop. There are a Lv 11 Pink Swabby and a Lv 11 Topper sitting on the bench in the courtyard. Use the map to line up with them, push-ollie over the edge with a SFFG and shifty into their sight. You'll probably need to do it twice, but it's easier than trying to get the Swabby to see you jumping off the fence behind them. Get back up on the southern rooftop and face west. Get on the rightmost pipe and jump off so that you land within sight of the Lv 11 Pink Topper and the Lv 11 Roundy after doing a SFFFG to take them both out. Back on the roof, back on the pipe, and this time come down with a SFG into the range of the Lv 9 Yellow Swabby. Guess what? Back on the roof, and, this time, get on the middle pipe. Jump over to the leftmost pipe and ride it until you hit the next rooftop (you'll need to hop at the end to avoid slamming into the side of the building. Now line up with the Lv 14 Topper and push-ollie off the upper edge, over him, and hit a SFFFFG as you fall to ground (you can try to guide yourself into the starting area to collect the last big coin, but the odds of hitting the wall or the fence are too high for my tastes. If you see yourself starting to come down on the remains of the purple gate to Level 5, hold down left on the D-pad to make sure you miss the ledge and have some extra room to fall without stopping the trick). Boss (Minister Club): Wherever you landed, you'll automatically be back in the starting area to face Minister Club. His bombs do 30 seconds worth of damage this time, otherwise there's no difference. He still conveniently circles the westernmost ramp, so just keep hit a couple SFFFGs to take him out. WARNING: Do a little trick and you will get laughed at and hosed with bombs. Anything smaller than a SFFG will trigger this (note: this includes S-FFGs). 9e. Front Side Ruins & Canal [yyhrui] ------------------------------------- Level 1 (5 Gawoo): You'll start off the same as on normal difficulty, with minor differences in the path you need to take. Hit the jump over the truck to get on the central tower, then jump over the gap and head right. Go uphill, then use the ramp, then turn right and jump the gap to the central tower. (Notice the big coin on your right? Good, it's your warning that things are different this time around.) Head all the way across and jump the gap to get on the perimeter of the level. Turn left and push-ollie at the end of the off-white slope to clear the fence on the other side of the gap. When you get to the end of this section, turn left, push-ollie the ledge, and immediately start shiftying towards the big coin. You'll land on the ledge on the outside of the rail. Follow the rail to the gap, then get on the roof and grab the coin. Line up to push-ollie the edge opposite from where you came in and do it. Shifty the whole way and land where the two arrows are. Head left up the stairs, then push-ollie four consecutive gaps, making sure to do some tricking so you wipe out the small bombs with your landing. When you get to the top, ride the rail over to the tower's roof. Do a SFG off the end of the rail and you should be able to take out the Lv 1 Green, the Lv 1 Pink, the Lv 1 Yellow, and the Lv 1 Gawoo with your landing. That just leaves a Lv 10 Topper in the northwest corner. Push-ollie the central platform to take off from within his sight and hit a SFFFG to take him out (or you can try to hit the big jump from within his sight, but if you mess up, it's time to retry). Now leap off to the northwest, heading towards the Dragon Egg sign and trick big as you fall to the entrance to Level 2. Level 2 (4 Gawoo): Warning: From this point on, you are absolutely not to lose your combo meter bonus for any reason whatsoever. Get on the rail as soon as you enter, jump off and trick after it turns, and steer right to the lowest platform. Now ride the rail up alongside the next set of stairs, jumping off at the end to trick again. Get on the pipe. SG through the Lv 4 Yellow Roundy, then SF through the Lv 3 Green Roundy. When you get to the end of this pipe, jump off, hit a SFFG and land on the opposite pipe (WARNING: the lower area of this level does not exist on hard difficulty, do not try to go down). This will take out the Lv 7 Roundy. Keep grinding until you get to the Lv 8 Pink Roundy. Jump off within his sight range and hit a SFF to take him out. Grind along to the end of the pipe and jump to the platform. From here, go through the hole in the fence to Level 3. NOTE: HERE'S HOW TO GET THE BIG COIN. Although I advise against it. Even if you pull it off on the first try, it consumes a significant amount of time. And you'll be losing your combo meter. And I told you not to lose your combo meter..... Anyways, when you do the SFFG through the Lv 7 Roundy, make sure you take off after the warning side on the side of the pipe. Hold down to keep your jump as short as possible, and steer onto the left rail (the one with the big coin). Collect the big coin, then jump and shifty onto the ground under the pipe and the Pink Roundy. (Don't bother trying to take him out, he can't see you.) Get on the end of the pipe to clear the gap to the east, then circle all the way around so that you can deal with the Pink Roundy from above. You're looking at a net gain of 20 seconds for pulling this off perfectly, assuming that you take neither the 10 second penalty and area restart from falling in the slime. You'll also be putting your combo meter in extreme danger as you concentrate on navigating the lower area. Level 3 (4 Gawoo): Get on the pipe, and jump the first gap for 4 coins. Jump the next gap for another 5 coins. When the large pipe comes to an end, hop down to the flat area, the onto the rail for 3 coins, then up to the continuation of the pipe for another 3 coins and the 60 second bonus. When you get to the end of this pipe, jump off and bank right to get on the (now much more slender) platform, head towards the ramp, and push-ollie it to clear the fence, hit a SFFG, and take out the Lv 7 Green Swabby, the Lv 9 Pink Swabby, the Lv 8 Yellow Swabby, and the Lv 10 Swabby. Get on the pipe at right and ride down to the Level 4 entrance. Level 4 (4 Gawoo): Note: during the approach to the Gawoo in this section, whenever I say "jump," do a quick spin and then shifty to your target. The spin won't add anything significant to your combo meter, but it will keep the meter from decreasing for the entire jump. If you don't do it, the combo meter will drain for the entire jump. This is very bad, especially with what we've got coming up. Anyway, on the pipe, quick, before the combo meter drains. Then jump left onto the next pipe. Ride it through the bend, and IMMEDIATELY jump right onto the next pipe. WARNING: ANOTHER PAIN IN THE ASS BIG COIN APPROACHING. I recommend getting this one, but, if you don't want it, skip down to the next paragraph, we'll be meeting back up in a minute. If you want it, here's how: As soon as you hit the second C-shaped pipe, you'll see the big coin floating inside the C. When you're within range, jump and grab it and land on the other side of the C. Problem is, we're now heading in the wrong direction. Don't worry about it. Come around the bend, then jump back to the western arm of the first C. Once on there, jump over to the eastern arm, then ride around the bend, coming in the correct direction this time. Hop back over to the second C, and we rejoin those who didn't want to go for it. Ride the second C around the bend, then jump onto the first (southernmost) platform. Hold back to make sure you have room to kick when you land, kick, and jump onto the oval pipe, heading SOUTH. The Lv 7 White Topper and the Lv 7 Green Topper on the west side should go down to a SFG without a problem, assuming your combo meter is in double digits. The Lv 7 Yellow Topper on the other side will do the same. The problem here is the Lv 7 Pink Topper, who needs to see a SFF to give in. Unfortunately, we can't get enough air on a pipe-to-pipe jump to pull this off. So, as you pass through his sight, jump off to the left, do a SFF, and land on the southern platform. Kick, jump back on the pipe, and ride it around, finally jumping through the entrance to Level 5. Level 5 (8 Gawoo): All right, keep hopping and spinning to keep the combo going until you get to the ramps. Then hit a SG on each one as you ascend to the top. On the final ramp, push-ollie through the fence and hit a SFFFFG as you descend. This should take out the two Lv 12 Swabbies on the fence, the two Lv 11 Toppers hanging from the beams, and the two Lv 13 Roundies on the ground. Get on the west pipe and collect 7 coins as you circle back to the launching area. Jump off the end of the pipe and do a SFFFG to charge your combo meter Go back up, push-ollie the final ramp, hit a SFFF and shifty to get within sight of the two Lv 14 Toppers. Whether this kills them or not, ride the east pipe around for 7 more coins, and do another SFFFG off the end. Keep repeating until these last two are dead, it may take a few runs. When they finally die, get on one of the pipes for one last ride around, but this time, don't go through the fence. Jump to the platform just in front of it for the 15th coin and a 60 second bonus. Now get on one of the pipes and ride it up to the entrance to the boss area. Boss (King Gawoo): Push-ollie the top of the hill to grab the big coin and another 50 seconds, then head down the slope, doing hopping SGs the whole time to keep the combo meter going. The King's bombs are worth 30 seconds this time, otherwise this is the EXACT same boss fight. 9f. Flip Side Business Avenue [yyhfsbus] ---------------------------------------- First things first concerning Flip Side (Hard): you need all 20 Gawoo on one level to unlock the next. As soon as the level starts, start kicking. Head up into the northern quarterpipe and do a SFFFG to take out the Lv 11 Ghost. When you land, make a sharp right and head up the stairs. Trick off the ramp to build the combo meter, then do a SFFFG and shifty into the sight of the Lv 10 Ghost, ideally going past the big bombs. If you don't take him out the first time, do another trick as you jump back to the ground, guiding yourself down so that you land heading south on the central avenue. There are two Lv 9 Ghosts and two Lv 10 Ghosts here. Get on the eastern rail in the center of the street. When you get to the first Ghost, jump under him with a SFFG off the rail. Get back on the rail and SFFG the second Ghost on that side. Now get on the western rail heading north, SFFG the third Ghost, get back on, and SFFG the fourth ghost. Make a U-turn; it's time to deal with the King. Grind a rail to keep your combo meter going as you head toward the middle side street. When you get there, jump off and guide yourself into it as you pull a SFG. Use the ramp to get up onto the ledge around the building, follow it around (doing SGs to keep combo meter), and use the big ramp to hit a SFFFG under the Lv 13 King, landing on the far roof between the stairs and the bombs. Head up the stairs and do another SFFFG off the building, heading south along the central avenue. This will take out the Lv 4 Ghost and finish off the King if he's still alive. Get down to the southern T-intersection and turn right. Use the ramp under the Lv 6 Ghost to SFFG and take him out, then turn right in the southwest corner. Get on the rail and jump off with a SFFG under the first Lv 8 Ghost. Get back on the rail. When you get to the second Lv 8 Ghost, jump off hard to the left to take out him and the next Lv 8 Ghost. Get to the end of this street and go up the stairs in the northwest corner. Make a U-turn and jump down the steps, heading a bit left to make sure you take out another Lv 8 Ghost. Finally, start heading east and use the ramp to take out the Lv 6 Ghost on this street. Once you get to the central avenue, cut across it to the park. Get up there, and use the northern ramp to SFFG under the southern Lv 10 Ghost, taking him out. Turn around and use the southern ramp to SFFG under the northern Lv 10 Ghost. Turn around again and get on the southern avenue. Use one of the big ramps to launch up onto the platforms, then jump off there, going under the Lv 8 Ghost. Keep heading east. When you're south of the Lv 8 Ghost by the basketball hoop, turn north, push-ollie the slope, and do a SFFG to take him out. Turn south and head into the southern quarterpipe to SFFFG and take out the Lv 11 Ghost there. Head north and go up the stairs on the east side of the street. Use the ramp to jump up to the rooftop, then jump off the roof with a SFFFG through the sight of the Lv 10 Ghost. Mission completed. 9g. Flip Side Seaside Mall [yyhfssea] ------------------------------------- Once again, you have a fairly linear path through this level. Kick off and head for the ramp ahead of you. Push-ollie and trick to get the combo meter going. Go off the next ramp banking right, through the vision of the Lv 7 Roundy on the ramp and the Lv 9 Roundy above the water, doing a SFFFG and steering left back onto the outer portion of the dock. Hit the next ramp in the same way, taking out another Lv 9 Roundy floating above the water. Finally, hit the last ramp, SFFG and shifty to get the Lv 7 Roundy by your landing. Turn around onto the inner portion of the dock, doing hop-spins to keep the combo meter going. Do a SFFG off the first ramp to take out the Lv 6 Roundy and get onto the upper platform. Use the ramp to get to the next platform, and do a SFFFG off the end to take out the Lv 6 Roundy as you get back to ground level. Hop-spin to the end and bank around to the left to get onto the central run. Get onto the rail along the righthand stairway and jump off (before it flattens out) with a SFFFG through the sight of the two Lv 12 Roundies, landing on the lefthand platform. Get on the rail here, then jump off and go through the sight of the Lv 7 Roundy with a SFFG. Land on the opposite platform (or the stairs leading to it), get on the rail, and jump off with another SFFG to take out another Lv 7 Roundy. Land on the same platform and get on the rail going east. When you get to the two pillars in the center of the map, jump between them, doing a SFFG to take out the Lv 11 Roundy, and land on the rightside platform. Get on the rail, hop the gap when you get to it, and, when you get to the stairs going down, jump over them with a SFFFG to take out the Lv 12 at the bottom. Keep going east until you get to the large set of stairs down to the commercial docks, then jump over them with a SFFFG and shifty (steering right) to take out the Lv 11 Roundy at the bottom. The next target is the King. Use the first wide ramp you see, push-ollie, steer right, and get onto the gray awning on the right wall. Jump to the first green awning, the second, then the third, U-turn, and jump off at the Lv 14 King with a SFFFG, taking out him and the Lv 6 Roundy who was up there. (Make sure you keep spinning in the air on each small jump to keep the combo meter going). Once you take out the King, start heading west. Use the ramps to get onto the gray awning with the Lv 9 Roundy, then jump down with SFFG to take him out. Use the next ramp to get onto the next gray awning, then jump down with a SFFG to take out the Lv 8 Roundy beneath it. Keep going west, and use the last big box to get onto the yellow awning. When you get to the Lv 6 Roundy, jump down with a SFFG to take him out. Now head all the way back to the ship (you can let your combo meter dissipate now). Use the ramps against the west of the ship to jump onboard, then use the quarterpipe to hit a SFFFG and take out the Lv 13 Roundy (you may need to do it twice if the combo meter is gone, but you have time). Head to the other side and SFFFG the Lv 12 Roundy to complete the mission. 9h. Flip Side Forest Park [yyhfsfor] ------------------------------------ Swabbies, Swabbies, everywhere! This could be problematic if you needed to do some of the high-level steering that you did in the last level, but, well, you don't. Nothing fancy here. Just hit your jumps and do your tricks. As soon as the mission starts, make a U-turn and start moving. Jump through the hole in the wall and then push-ollie the slope into a SFG to take out the Lv 7 Swabby. Make a right and begin heading around the edge of the level. Keep hopping into SGs to build up the combo meter. When you get to the first Lv 7 Swabby in the halfpipe, jump under him with a SFG (you MUST chain them together) to take him out. Keep hopping through the halfpipe, then hit the next Lv 7 with another SFG. Exit the halfpipe and jump the gap. Use the right side of the ramp to hit a SFFG and guide yourself down into the sight range of the Lv 8 Yellow Swabby, taking out him and the Lv 7 Swabby floating above. Use the next ramp to hit a SFFG and shifty into the range of the Lv 6 Swabby. From here, hop back down to where you started the level. Get on the rail heading west and jump off within sight of the first Lv 6 Swabby. Repeat for the second Lv 6 Swabby. Get on the rail again. When you get to the gap, jump off banking right and hit a SFFG through the range of the Lv 7 Swabby. Get on the rail again, going north, and, at the next gap jump off to the right with a SFFG and shifty to ensure that you take out the Lv 7 Swabby and avoid falling into the water. Get on the rail yet again, and grind it until you see the Lv 10 Swabby at the bottom of the stairs. Jump off with a SFFG; your combo meter should be high enough to take him out. Now go east up the stairs, turn around, and push-ollie over the stairs with a SFFG to take out the Lv 10 Swabby standing on top of them. Now let's head inside and take out the King. You should land pretty close to the stairs leading to the inside of the castle. Go up them and jump down the ramp, doing a SFFG to take out the Lv 8 Swabby at the top of the ramp. Turn left when you reach the bottom; use the quarterpipe to hit a SFFG to take out the Lv 14 Yellow Swabby. Once you've landed, keep going east. Use the second ramp to launch into a SFG through the sight of a Lv 6 Swabby and land on the upper-right platform. Jump back down with a SFG through the sight of the Lv 10 Yellow Swabby, then use the quarterpipe on the other side to SFFFG and take out the Lv 14 King. Once he's done, leave the way you came in. Turn left once you're back outside and use a crooked approach to the quarterpipe to get up on the roof. Start heading west on the roof, getting onto the rail when the Lv 10 Swabby comes into range. Jump straight through him with a SFFG. Get on the next rail. When the Lv 7 Swabby comes within range, jump off to the left and go through him with an SFG, making sure you land on the thin ledge so that you can continue on the roof. Finally, use the last rail to launch into a SFFFG, taking out the Lv 10 Green Swabby and finishing the mission. 9i. Flip Side Prison Island [yyhfspri] -------------------------------------- You'll start off on the rooftop in what was the final area on front side. Check your map and start looking for the path. The four Gawoo in front of you are target number one, followed by the one on the C-shaped pipe and then the two in the middle of area 5. From there, we'll be going east through the Ghost nearest the center of the map, then into the half-bowl, south to take out the three in the opening area, then around the path to the final two on the northern part of the map. All right, kick off and jump onto the pipe in front of you. When you come to the first Lv 6 Topper, jump off to the right with a SFG, taking out him and the Lv 6 Topper where you land on the next pipe. Jump back over to the higher pipe. When it comes to an end, jump off banking right, through the sight of the Lv 7 Topper, and hit a SFFG and shifty into sight of the Lv 8 Topper on the roof. Get on the C-shaped pipe. When you get to the Lv 11 Topper, jump off to the right with a SFFFG. There's a Lv 8 Topper right in front of you: get on the fence behind him and jump off with a SFFG to take him out. Finally, get on the path towards the water tower. Get on the fence on the right of the path. Once you're grinding towards the Lv 11 Topper under the tower, jump off with a SFFG to take him out. Follow the beige path east, hopping into SGs to keep the combo meter going. When you get to the ramp, push-ollie it with a SFFFG to take out the Lv 11 Topper ahead. Keep up the SG-hops going east until you're in the half-bowl. The first target is the Lv 14 Yellow Topper directly ahead of you. Go straight up the wall and hit a SFFG, taking him out. Now head to the northeast wall and SFFFFG the Lv 14 Pink Topper. Next up is the Lv 14 Topper on the north wall; SFFFFG him. Head south and exit through the southeast corner. Jump through the sight of the Lv 10 Topper with a SFFG, landing in the lower area. Turn right and use the ramp to get onto the wire. SFFFG over to the platform to take out the Lv 11 Topper, then jump down with a SFFG to take out the Lv 12 Yellow Topper. Circle around left and jump over the water with a SFFG to take out the Lv 6 Green Topper. From here, use the stairs to get back into the upper area. Cut right through the grass to get next to the building, then use the ramp up to the rooftop. Jump out the window, through the sight of the Level 8 Green Topper, with a SFFG to take him out. Once you land, use the southeast exit again. This time, circle around the outside of the bowl. Use each ramp to hit a SFFFG to take out the Lv 11 Topper above the first and the Lv 10 Topper above the second. Keep going north, then west, following the outer wall of the bowl. When the Lv 6 Topper is dead ahead, drop down to the right. Use the beige slope as a ramp to hit a SFFG, going through his sight and landing back on the upper, grassy platform. Keep going west, hop a gap banking left, and you'll get to the Lv 14 King. Push-ollie the ramp in front of him and hit a SFFFFG as you steer down to ground level on the right. Mission complete. 9j. Flip Side Ruins & Canal [yyhfsrui] -------------------------------------- As on normal difficulty, this is the most linear of the flip side levels. You'll start off already halfway up the tower, saving you some travel time. Kick off and start heading for the first jump, push-ollie it, and hit a SFFFG to get your combo meter started (ignore the pink Ghost above you, we'll get to him later). Turn right and head up the slope. At the top, push off and hit a SFG through the Lv 2 Pink Ghost. Turn right again, jump the gap, and push-ollie the ramp, banking left, to get onto the roof with the Lv 8 Yellow Ghost. Jump back down with a SFG to take him out, then jump the next ramp with another SFG to take out the Lv 6 Yellow Ghost. Get onto the exterior platforming and turn right. Jump off the steps with a quick SF if your combo meter requires it, then hit four consecutive SFGs as you ascend to take out the Lv 3 Green Ghost, Lv 3 Pink Ghost, Lv 3 Yellow Ghost, and Lv 3 Pink Ghost. Once you're at the top of the level, grind the wire over to the central platform. Jump through the Lv 15 Pink King with a SFFFFG to take him out and enter area 2. Get on the rail right away. When it turns diagonal, jump through the Lv 11 Green Ghost with a SFFG, landing on the lower walkway. Now grind the right rail up along the stairs, jumping off at the end with a SFFG to take out the Lv 11 Pink Ghost. Get on the pipe and jump the two obstacles; then do a SFFG, landing on ground level, to take out the Lv 15 Yellow King. Get back on the pipe and coast to the end; jump off with a SFFG (1.50 seconds on the grab) to take out the Lv 12 Pink Ghost. Go through the gate and get on the pipe in area 3. Jump the two gaps with SFGs, then hop down onto the platform. Push-ollie the ramp and hit a SFG through the Lv 11 Ghost, landing on the pipe. Ride it until the platform. Push-ollie the slope and hit a SFFG (.90 seconds on the grab) to take out the Lv 12 Yellow Ghost and the Lv 12 Pink Ghost. Continue into area 4. Get on the pipe, then jump over to the first C-shaped pipe. When you reach the Lv 8 Green Ghost, jump off with a SFG, landing on the second C. Ride it around, then jump to the third C with a SF (big spin) through the Lv 15 Green King's sight. Go around the curve of this C, then jump through his sight with another SFG, taking him out and landing on the final, oval pipe. Ride it around, and jump across the middle, essentially reversing your direction around the oval. You should be heading north along the western side. At the peak of the curve, jump off to the left with a SFG landing in the opening and taking out the Lv 10 Green Ghost. Use push-ollies into SFs as you ascend the ramps to keep your combo meter going. Jump through the fence at top, ride the pipes up to the opening, jump into it, and U-turn. Hop back onto the pipe, and jump off the flat part of the pipe at top with a SFFG to take out the Lv 15 Yellow Ghost. Ride the pipe back up into the opening, follow the passageway with SFs to keep your combo going, and launch through the exit with a SFFFG to take out the Lv 15 King. 9k. The Final Battle [yyhfin] You'll get 30 seconds for killing the King and 140 bonus seconds, which should be enough to handle the final battle. He's slightly more aggressive than he was on normal, but his bombs still only cost you 10 seconds per hit. You won't be able to carry your combo meter over from Ruins & Canal, but it can be rebuilt easily enough. Try to get three good hits on him while he's on the center platform. Hop and SF as you chase him to the next platform, then nail him a few more times. You'll eventually get hit by a bomb, but, by that point, you should have him severely softened up. Finish him off with a few more tricks and watch the end. Oh, and: Your prize: King Gawoo is now unlocked as a playable character (press down on Gawoo or up on Jet). He sucks. Sorry. 10. Versus [yyvers] ------------------- Two characters face off on Business Avenue, Seaside Mall, or Prison Island in a five minute game of capture the flag, err, Gawoo (well, capture the three Gawoo). Your starting points and the locations of the 3 Gawoo will be random, so I can't help you there, but here are the important bits: 1.) You can't access the map, which makes it particularly difficult to tell whether a Gawoo is on an elevation or at ground level. The fact that the split-screen essentially cuts off the top half of the screen also severely impairs your ability to navigate. You'll have to use the small map at the left of the screen to tell where you're going, and it's not particularly easy to read. If you can't tell where a Gawoo is, assume it's high. 2.) Any trick can be used to capture a Gawoo. They're all, essentially, Lv 0. 3.) Doing a trick near your opponent will knock him or her down, stealing the Gawoo. Blowing a trick will knock your Gawoo off of you, but they'll be close to you. Falling without blowing a trick (i.e., jumping into a wall) will not cost you your Gawoo. Once the 3 Gawoo have been combined, they will not separate if you drop them. 4.) Once the 3 Gawoo have been combined into King Gawoo, you will skate very slowly. Avoid this by either staying airborne or on the rails, as your speed there isn't penalized. 5.) You do receive points for tricks, but they are completely unimportant. Whoever gets King Gawoo to their base wins, regardless of the scores. If time expires, it's a draw, again regardless of the scores. There's also no high score board for Versus. Note: Player 2 will always have the alternate appearance of a character, even if they don't select the same character as Player 1. Of particular importance, the alternate costume of Gawoo is Minister Spade. 11.Conclusion [yyconc] ---------------------- Well, there you go. Thanks to KOEI for a great game and GameFAQs for a great site. If you have any questions or comments, feel free to contact me (sonofming at gmail dot com).