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    FAQ/Walkthrough by Cheater_Hater

    Version: 1.00 | Updated: 12/28/08 | Printable Version | Search Guide | Bookmark Guide

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    Tony Hawk's Proving Ground
    
    Table of Contents:
    
    1. Introduction
    2. Controls
      a. Default Controls
      b. Basic Moves
      c. Unlockable Moves
    3. Scoring Techniques:
      a. General Reminders
      b. Special Trick Allocation
      c. Street Style:  Using Grinds and Manuals
      d. Vert Style:  Getting Big Air
      e. Mixed Styles:  Using Your Entire Repertoire
      f. The Easiest Way to Score Million-Point Combos
    4. Story Mode Goal Types (Rewritten!)
      a. Scoring
        i.    High Score
        ii.   High Combo
        iii.  Price is Wrong
        iv.   Red Light Green Light
        v.    Unique Combo
        vi.   Elimiskate
        vii.  Spot-Based Competition
        viii. Medal Competition
      b. Hit a Gap
      c. Combo to a Point
        i.   Collection
        ii.  Standard Combo
        iii. Trick Signs
        iv.  Checkpoints
      d. Trick Lists
        i.   Skatetris
        ii.  Follow the Cameraman
        iii. Standard Trick List
      e. Other Goals
        i.   Do a Different Combo
        ii.  Trick for the Camera
        iii. Style Scoring
        iv.  Gesture Tricks
    5. Story Mode Guide: (Complete!)
      a. Introduction
      b. Skatepark-Beginning
      c. Philly
      d. Harbor
      e. Museums
      f. FDR
      g. Lansdowne
      h. Monuments
      i. Skatepark
        i.  Hardcore
        ii. Career
    6. General Classic Mode Hints
    7. Classic Mode Guide: (Coming Soon!)
      a. Skatepark
      b. Philly
      c. Harbor
      d. Museums
      e. FDR
      f. Lansdowne
      g. Monuments
    8. Gap Guide:
      a. Skatepark
      b. Philly (Coming Soon!)
      c. Harbor (Coming Soon!)
      d. Museums
      e. FDR
      f. Lansdowne (Coming Soon!)
      g. Monuments (Coming Soon!)
    9. Trick Lists:
      a. Grabs
      b. Flips
      c. Grinds
      d. Lips
      e. Other Tricks
      f. Transitions:
        i.   Grind Transitions
        ii.  Flatland Transitions (Coming Soon!)
        iii. Lip Transitions
    10. Special Tricks:
      a. Special Airs:
        i.   Special Flips
        ii.  Special Grabs
        iii. Special "Slow" Airs
      b. Special Grinds
      c. Special Manuals
      d. Ideal Special Trick Walkthrough
    11. Character Lists: (Coming Sometime?)
      a. Created Character (Includes Stat Upgrades)
      b. Pro Skaters
    12. Version History
    13. Contact Me
    14. Legal
    
    1.  Introduction
    
    Tony Hawk's Pro Skater was a suprise hit back when it was originally released 
    on the Playstation, and the sequel cemented its reputation.  THPS2 also started
    a new tradition of the great handheld titles in the series, starting on the
    Game Boy Advance.  As the series progressed, the handheld titles gained their
    own identity, whether it was from new modes (Trial Mode in THPS3), new
    storylines (THUG2), or unique concepts that haven't been seen since (the food/
    injury system of Tony Hawk's Underground).
    
    When the series jumped to the DS with Tony Hawk's American Sk8land, it gained
    many similarities with the console versions (such as the behind-the-skater view
    and four face buttons), but gained important distinctions, such as touch-screen
    functions and the skatepark as a part of the story.  Tony Hawk's Proving Ground
    improves on the DS formula, while adding the levels and story of the console
    versions without stinking horribly (hopefully Skate makes Tony Hawk better on
    the console, but that's way off topic--Update:  Skate It has been announced
    for the DS and Wii, but at least on the DS it seems to be mostly touch-screen
    based--and you'll see my opinion of THPG's touch-screen features in a moment).
    
    2.  Controls
    
    2a.  Default Controls
    
    Throughout this guide, I'll refer to buttons by their command names (Flip,
    Grind, etc), but in this section, I'll refer to the actual buttons going by
    the defaults:
    
    Flip: Y
    
    Grab: A
    
    Jump: B
    
    Grind: X
    
    Nollie: L
    
    Switch: R
    
    2b.  Basic Moves
    
    Ollie:  Press B while on the ground
    
    After you learn to move around on a skateboard, the first thing you learn to
    do is Ollie, or jump into the air by pressing the back of the skateboard onto
    the ground.  You'll Ollie before almost every trick you do, so get used to it.
    (P.S.:  I use "Jump" and "Ollie almost interchangably through the guide.)
    
    Crouch:  Hold B while on the ground
    
    Crouching while you're on the board is one of the simplest ways to gain speed,
    and thus height when you do Ollie.  In Tony Hawk, when you're crouching, you
    can go up any slope and have much more speed and control; thus, you should be
    crouching almost all the time you're on the ground (if not, I'll say so).
    
    Stop:  Hold Down while not crouching until the skater stops.
    
    Stopping is about as close to getting off the board as you will get in this
    version.  While stopped, you can look around using the touch screen, or
    initate a Freak Out (if it's unlocked).
    
    Flip: Press Y+a direction in the air
    
    Flips are the simplest tricks to do, and most beginners learn the Kickflip
    as soon as they can Ollie.  Flips are much quicker than the other air moves,
    Grabs, and an experienced player can sneak one in just about everywhere.
    
    Grind: Press X while on a grindable surface, and balance with Left and Right
    
    Grinds seem simple in real life, but can be hard to hold for more than a second
    or two.  Thankfully, they're much easier in Tony Hawk thanks to that little
    meter that appears next to your character. A grindable surface can and will be 
    just about anything, from railing and quarterpipe ledges to cars, power lines,
    and even a spaceship!  You'll grind for many reasons, including to get to high
    places or build speed, in addition to the points.
    
    Grab: Press and hold A+a direction in the air
    
    Grabs are more complex than flips, as they require you to bend and grab the
    board itself, and thus require more air.  You'll mainly do grabs off
    quarterpipes just to gain points.
    
    Manual: Press Up Down while on the ground, and balance with Up and Down
    
    A manual is simply a wheelie on a skateboard, and is hard to do in real life
    for an extended period of time (thanks, Balance Meter!).  On the other hand,
    here you'll use it to link tricks together and make combos.  On a related note,
    if you do tricks while in a manual (like, say, bounce like a pogo stick), that
    is called Flatland.
    
    Revert: Press R or X while landing in a quarterpipe or from a transfer
    
    The Revert isn't as much a real skating move as a linking trick created
    specifically for Tony Hawk's Pro Skater 3.  The Revert allows you to increase
    your scores greatly by allowing you to link more than one quarterpipe launch
    into your combos (of course, unlike in THPS3, the goals account for it).
    You'll slow a bit when you Revert; it's mainly to keep you from sessioning a
    halfpipe forever.
    
    Spine Transfer:  Press R while in the air on a spine/hip
    
    Spine Transfers (and their relatives Hip Transfer and Transfer to Bank) allow
    you to move from quarterpipe to quarterpipe when they aren't side by side, or
    even on the same level.  Often you'll use Spine Transfers when you're trying
    to get to a higher level or clear a gap between quarterpipes.
    
    Acid Drop:  Press R while in the air over a quarterpipe/kicker
    
    Acid Drops are simple; you just stop going forward and drop onto a quarterpipe.
    This allows you to have long combos where you can, say, grind to a halfpipe,
    jump and then Acid Drop into it, then Revert and session the quarterpipe for
    more points.  You can also drop onto kickers this way (only it's called a
    Bank Drop).
    
    Flips/Rolls: Press directions while holding a Flip or Grab
    
    Yes, the two types of flips are somewhat confusing, but Grabs and Rolls are
    certainly different.  Flips and Rolls are unique because you can do them while
    doing other tricks, making them free points and multipliers, in essence.
    However, they're best used with slow Special Airs (see Special Tricks for
    more), and not with Flips or Grabs, because they interfere with your spinning,
    and makes them very hard to land.  That doesn't stop Story from making you do
    it, though.
    
    Wallride:  Press X while jumping at a slight angle into a wall
    
    Wallrides are a simple, if gravity-defying idea (ride the wall like it was the
    ground), but it's one of the hardest moves to do in Tony Hawk.  Basically, you
    want to be just a bit off parallel with a wall, then press X just before the
    wall knocks you parallel.  You can use the Wallride to get to higher ledges,
    especially if you Wallie (B while wallriding) near the peak of your arch.
    
    Wallplant:  Press A just as you hit a wall head-on
    
    If the discussion of "parallel" scared in Wallride, run away before I
    introduce more math with "perpendicular!"  Yes, it's hard to do a Wallplant if
    you're not perfectly perpendicular with the wall, but it's not too hard to
    skate straight in this game.  You can create many unique combos with the
    Wallplant, but it's most often used to faciliate many back and forth, infinite
    combos that render the leaderboards useless (though that factor has been
    lessened since Sk8land)
    
    Lip Trick:  Press X while holding B when skating perpendicular to a QP lip
    
    Lip Tricks are kind of a stationary grind that you do on a quarterpipe lip.
    In Tony Hawk, they're the red-headed stepchild--awkward to use, with not
    enough incentive to use them. It's really hard to do one in this game, though, 
    but thankfully you only need to use them a couple times in goals.  As for
    scoring, lips function best as your one last quarterpipe jump, where they add
    multiplier and many points.
    
    Natas Spin:  Press X while jumping on a pole/post (or similar object)
    
    Natas Spinning was introduced in THUG2, but isn't as useful as it appears.
    There aren't any transitions for Natas Spinning in this version of Tony Hawk,
    thus, you're stuck with the same low-scoring single multiplier.  Still, they
    aren't entirely useless, as a Natas uses an independent balance meter, and, if
    nothing else, can serve as free points and multiplier.
    
    Switch Stance:  Press R while on the ground.
    
    A skater normally has the same foot out in front of her whenever he or she
    skates.  When a skater has the other foot in front, it's known as Switch stance
    and even simple tricks are more difficult (but more impressive).  In Tony Hawk,
    being in Switch stance reduces all your stats (based on your Switch stat), but
    rewards you with 20% more points.  Switch tricks also lose value completely
    independent of the normal tricks (explained more in the Trick Lists), which
    makes them very valuable in a combo.  In addition to pressing the Switch
    button, you can also get into switch stances by spinning, and some tricks
    switch your stance automatically.
    
    Nollie:  Press L while on the ground, then Ollie
    
    A Nollie is similar to an Ollie, except that you press down on the front of
    the board to jump.  Other than that, you've probably never hear of it again.
    You never have to use it in Story or Classic, and if you want the multiplier to
    start your combo, you can much more easily use a No Comply (Up+A) or Boneless
    (Up Up+A) instead.  In fact, I think I've needed to use it once through my
    entire Tony Hawk career (in a goal in THUG console).  If lips were the 
    stepchild, Nollies are the child they forgot to bury.  Either make them useful
    (that one goal wasn't bad), or get rid of them and give L something useful.
    
    2c.  Unlockable Moves
    
    (Note: You only need to unlock these moves in story)
    
    Aggro Kick:  Press Y while on the ground
    Unlocked:  Hardcore Style (Skatepark)
    
    The Aggro Kick came from Tony Hawk's Downhill Jam's turbo, but the idea of
    kicking your foot on the ground to speed up isn't exactly revolutionary.
    Still, you should learn the timing for getting a full boost on your Aggro
    Kick--press Y more or less as the foot hits the ground on the previous kick--as
    soon as possible, as it will make the early goals easier, the middle goals
    doable, and the hardest Sick goals not seem crazily impossible.
    
    Gesture Tricks:  Use the touch screen during specific goals
    "Unlocked:"  Do a specific goal in most levels
    
    Gesture Tricks are an attempt to emulate the "Nail the Trick" function in the
    console version of THPG (where you move the board using the analog sticks or
    Wiimote); unfortunately, it falls very flat.  Not only does it only work on
    about five goals total, it's boring and basicly a touch screen minigame.  Why
    couldn't they just have Nail the Trick mode activated from the touch screen,
    then be able to move the board just like a console (horizontal for Impossible,
    vertical for Kickflip, circle for Shove-It, and combinations thereof)?  Oh
    well, something for the next game if/when it comes out.
    
    Freak Out:  After bailing or pressing L when stopped, use the touch screen
    Unlocked:  Hardcore Freak Out! (Philly)
    
    Freaking Out comes from Tony Hawk's Underground 2 (the Jackass edition), and
    has changed from its original purpose.  Instead of just refilling your Special
    meter after a bail, you can now regain up to 25-50% of your points lost!  In
    addition, if you activate it when stopped, you can score up to 10,000 Points
    you can combo, as well as a speed boost (equal to a full Aggro, but not as
    usable because your hand are off the controls for a second).
    
    Focus Mode:  Hit the lower-left corner of the touch screen while Special
    Unlocked:  Career and Focus (Philly)
    
    Focus Mode was also introduced in THUG2, but is much better there than here.
    When you Focus, you slow down time for a period of time, based on your Special
    Meter, which it rapidly eats every second.  Focus is best used for balancing
    Grinds and Manuals, but there are three main problems.  First, Focus is 
    impractical for Manual as it eats up too much Special for the Manual (even
    Special Manuals) to keep up.  Second, you'll most likely want to use Focus as
    you're just starting to lose control of your balance, but you'll likely take
    your left hand off the control pad to activate it, losing your grind in the
    process.  Finally, none of the long grinds are simple balance tests, but
    instead have jumps and such, which are heck to do in slow-mo.
    
    Footplant:  Press B as you're landing in a quarterpipe/bank
    Unlocked:  Learning the Footplant (Harbor)
    
    The Footplant is new for THPG, and as you try it out, it can seemingly
    fluctuate wildly in effectiveness.  When it's introduced, it seems like a
    simple option to go along with the Revert.  When you try to combo with it for
    the goal, however, you find it's a major hinderance, slowing you down greatly
    with its first use.  Long after the goal, though, you try it again in an effort
    to try to get the Sick scores, you'll finally find its niche:  working off a
    Transfer to Bank!  The Revert is much harder than the Footplant to work on a
    kicker, and you can eventually learn to get around its drawback by jumping to
    a grind immediately.  See, you can find a use for everything! (except a Nollie)
    
    Bertslide:  Press L+Left or Right while on the ground
    Unlocked:  Knuckle Draggin' (Museum)
    
    Finally!  A use for the Nollie button!  The Bertslide came from Tony Hawk's
    American Wasteland, but it came into full use in Downhill Jam, where it served
    as a powerslide during races.  While you aren't racing here, it still has some 
    uses.  Its main benefit is that you can use it instead of a manual. Though it's
    best used for short distances (turning sharper than a manual can), you can
    learn to "snake" your way straight (though you can't go forever).
    
    Ped Knockdown:  Manual or Aggro Kick into a pedestrian to score a gap
    Unlocked:  Messin' with the Locals
    
    This isn't a trick, as much as a way to add a multiplier (supposedly) easily.
    Still, not only is it somewhat awkward to specifically aim for a pedestrian,
    they disappear entirely in Classic Mode!  What's the point? 
    
    3.  General Scoring Techniques
    
    All throughout the Tony Hawk series, there has been one constant:  You won't
    get very far unless you learn how to score a lot of points.  THPG tries to
    alleviate that pressure by putting most of the hardest scoring goals and almost
    all of the competitions on the Career side of Story mode (more in the Story
    Mode Section), but that still doesn't help for Classic Mode, or if you can't
    complete the gaps of the Hardcore Goals.  If you've played a Tony Hawk game
    recently (if you haven't, go through the tutorial and understand how to make a
    basic combo with reverts and manuals before looking at this), you'll understand
    the bulk of this imformation, but there are many quirks specific to THPG and
    the DS Tony Hawk's in general.
    
    3a.  General Reminders
    
    With regard to anything in the game (and increasing your scoring potential in
    particular), remember to increase your stats!  All of the stat increases in
    this game are based on long-term action (grinding a certain distance, doing
    a number of tricks--go to Game Progress, View Stats to see your current goal,
    and go to the Character List in this guide to view all the plateaus), so in a
    worst-case scenario, you can always "grind" your stats (skate specifically to
    reach the plateaus) in Story Mode until your stats increase, then try again.
    
    The Golden Rules of Tony Hawk Scoring:
    
    1.  Doing tricks in a combo is worth magnitudes-more points than doing them
    separate, because of the multipliers.
    
    2.  Because tricks (even the basic revert and manual) decrease every time you
    do them during a timed score goal (including competitions and Classic Mode),
    it's much better to do one big combo at the beginning compared with several
    small combos.
    
    3.  Don't forget to set and use special tricks!!! (many people forget this)
    
    If you remember those ideas, completing most of the Amateur Story goals based
    on scoring should be simple.  The other tips in this guide are primarily geared
    towards the Pro and Sick Story Goals, the later Classic Goals, and ultimately
    scoring 2-Minute High Scores for the online leaderboards.
    
    3b.  Special Trick Allocation
    
    3bi.  Beginner's Allocation
    
    Even before you take "Tony's Tour," you have four special trick slots
    available.  If you set them to usable commands (easy-to-remember directions
    like Up-Down or Down-Up) and use them, you'll breeze through even the Sick
    early goals.  Here's what I recommend for an intital setup:
    
    2 Special Grinds (set to Up-Down and Down-Up)
    1 Special Manual (set to Up-Right--see below)
    1 Special "Slow" Air (set to Up-Down Grab--see below)
    
    When I say a Special "Slow" Air, I mean something like a Kickflip McTwist or a
    Nunchuku, something that's not a grab or a flip (see the full Special Trick
    List for more).
    
    You may notice that the Special Manual isn't Up-Down.  The reason for this is a
    special DS Tony Hawk quirk that comes in two parts:
    
    A.  Special Grinds and Manuals share the same command list (meaning you can't
    both a Grind and Manual be Left-Right for example)
    
    B.  Special Manuals can't, at any time, be assigned to Up-Down or Down-Up.
    
    I have no clue why those rules are there (they haven't changed since the GBA
    Tony Hawk 2) but in practice, it's not much of an annoyance.  The manuals all
    have certain peculiarities, so pick something like Perfect Balance or Surfer
    that's simple (see the Special Trick List in Section 10 for details).
    
    If you're a beginner, you don't really need your Touch Special to be ideal, but
    at the very least, make sure it's different than your Button Specials.
    
    3bii.  Advanced Allocation
    
    By the time you're done with Story Mode, you'll have ten Button Special Trick
    slots available.  As long as you have at least some Special Grinds, Manuals,
    and "Slow" Airs, the specifics don't really matter.  As an example, here is my
    current Button Special arrangement (see Section 10 for more details):
    
    4 Special Grinds
    2 Special Manuals
    3 Special "Slow" Airs
    1 Special Flip
    
    Look at the Special Trick List to compare the different catagories, but realize
    that, with some exceptions (notably the Manuals), the specific trick doesn't
    really matter, just that you have a trick.
    
    As for the Touch Specials, at least make sure they're different than your
    Button Specials.  The main idea is that you can't learn to rely on them, as
    they disappear after five uses (of any type).  For this reason, it's better to
    focus your time on the Manuals, to use just as another type of flatland (see
    "The Easiest Way to Score Million-Point Combos" for details).
    
    3c.  Street Style:  Using Grinds and Manuals
    
    When you think of Street-Style skating, what do you think of?  You'll likely
    think of rails, open spaces, and lots of different tricks, and that is what
    will get you far in scoring lots of points.  However, if you want to go farther
    with mainly street style, you'll have to understand its two main weaknesses:
    
    A.  Street Style focuses on building multiplier, not base score.
    
    B.  Almost all of Street-Style focuses on holding balance.
    
    The first point is easily remidied by finding a circular/long grind and holding
    a Special Grind over the entire distance.  The second point is harder to
    change, but it can be lessened in three ways:
    
    1.  Increase your stats, and realize your limit and end combos when your stats
    are maxed and balancing is becoming difficult.
    
    2.  If you quickly trick out of grinds and manuals instead of holding one 
    through the entire distance, you'll lose balance slightly slower (and you'll
    greatly increase your multiplier)
    
    3.  Use Focus Mode if you have to, but understand that Focus has its own set of
    problems (notably the delay between imput and result) and that it should be
    used earlier rather than later (as you'll likely move your left hand from the
    D-Pad to activate Focus).
    
    3d.  Vert Style:  Getting Big Air
    
    Vert Style skating is what you see in those extreme highlights; the skater
    going up in the halfpipe and doing amazing things in the air.  Unfortunately,
    it's a lot harder to get the high scores in the halfpipe for two main reasons:
    
    A.  It's a lot harder to get multiplers through the air.
    
    B.  Your time in the pipe is limited by speed, which is a hard limit for pure
    Vert skating.
    
    The main way to gain more multipliers is to simply sneak in more tricks.  Do
    a roll or flip while you're performing a Special "Slow" Air, or even dedicate
    one full air session to Kickflips if you're desparate.  The second point is
    more troubling, and there are three ways to help alleviate it:
    
    1.  Use your Aggro Kicks to give yourself a couple more airs (but those are
    limited to five sets during a combo)
    
    2.  Remember to lip on top of the halfpipe to effectively give you one last
    air.
    
    3.  Grind to regain speed (at which point you're becoming mixed-style--how
    convienient!)
    
    3e.  Mixed Style:  Using Your Entire Repertoire
    
    If you need millions of points (or want ten million-plus for the leaderboards),
    you'll need to use both Vert- and Street-Style Tricks.  At this point, you'll
    generally be using Grinds and Flips to gain speed and multipliers, Grabs and
    Special "Slow" Airs to gain points, and Manuals, Reverts, and Aggro Kicks to
    link the two together.  
    
    The key to getting maximum points is to know the level and know an easy to 
    follow line that includes both quarterpipes and easy grinds.  The ideal 
    structure has rails in-between two quarterpipes (think of an elongated 
    halfpipe), like near the beginning of Museums, or on the sides of the long rail 
    through the center of Skatepark.
    
    3f.  The Easiest Way to Score a Million-Point Combo
    
    Even though all of those ideas of mixing up your tricks may seem like the best
    idea, there is a near-foolproof way to score consistent 500,000-1,000,000+
    point combos--and you can do it anywhere.  The trick is using one of the most
    neglected parts of your repertoire--flatland.
    
    Here is your general checklist for an easy flatland combo:
    
    A.  2 Button Special Manuals, and Touch Specials that don't duplicate them.
    
    B.  A way to go back and forth from Switch (like the Flip to Switch, or a
    simple Pivot).
    
    C.  Good Manual stats and/or good balancing skills (a good Switch stat wouldn't
    hurt also).
    
    The process is very simple, but here's the general idea:
    
    1.  Make sure you're at a standstill--a Pogo (Grind-Grind) or two is an easy
    way to ensure this--and build your Special Meter.
    
    2.  Use all of your Button Specials until their minimum (five times), and your
    Touch Specials as well.
    
    3.  Go into Switch and repeat step 2.
    
    4.  Go into a Truckstand (Grind-Flip) and/or Casper (Flip-Grind) and 
    Casper/Truckstand Flip (Flip-Flip) until they stop giving you multipliers (at
    least ten times each) and end the combo.
    
    You can contract the repetitions or expand the combo with more flatland, but as
    long as you have the basic idea, you should get great scores even if you don't
    add general comboing (like I mentioned in part 3e).  If you do add that general
    comboing to the flatland, then you can look forward to the leaderboards!
    
    (Or not.  The tops of all the leaderboards have already been maxed at 100 
    million each, and, to make things worse, many of them don't truly start their
    combo until the replay ends, as to actively discourage competition.)
    (Of course, you're lucky if the replays work anymore...)
    
    4.  Story Mode Goal Types
    
    Before I start just giving you all the different goals in the game and just
    tell you how to do them, I'd rather give you general hints for the different
    types of goals first so you can try them yourself, then come back to the guide.
    And if you think you can just skip to the meat, then you'll find yourself lost
    in terminology, especially if you've never played a Tony Hawk game before.
    Besides, this section's a lot better than the advice I give for most of the
    beginning of the game (this is easy scoring/improve your stats if you can't do
    it, etc.)
    
    The goals in this game can be divided into five broad categories.  "Scoring"
    goals are based on scoring points, whether it's in a run, in a combo, in a
    competition, or with a traffic light.  "Hit a Gap" goals have you hit a big
    gap, a bunch of small gaps, or something in between.  "Combo to a Point" goals
    include the various collection goals, checkpoints, trick signs, and simple (and
    not so simple) combos.  "Trick List" goals include Skatris, Cameraman, and the
    generic mashup of the two.  Finally, "Other Goals" is a catch-all for things
    like Style Scoring, Different Combos, and those inane Gesture Tricks.
    
    4a.  Scoring
    
    Since I don't want to copy and paste Section 3 here, I'll just tell you to go
    look there if you're still struggling to put combos together.  Instead, I'll
    use this section to differentiate between the varieties of scoring Story will
    ask for--and there are certainly lots of different types.
    
    i.  High Score
    This is as simple as it gets:  2 Minutes (more or less) and a set of scores,
    just like Classic Mode without SKATE letters.  Still, you should try to get the
    total as quickly as possible, with very few combos.  In fact, if you bail your
    big combo you should probably restart the goal because of the depreciation.
    
    ii.  High Combo
    All that differs High Combo from High Score is that it forces you to do what I
    already wanted you to do anyway.  The nice thing about High Combo is that
    depreciation doesn't carry over between combos, so you don't need to restart if
    you fall short.
    
    iii.  Price is Wrong
    As the name blatantly suggests, you're trying to hit a target score in a
    certain range in a certain time without going over.  Goals like this teach you
    to do mental math in your head, as you'll need to calculate a score close to
    the target, then slowly build it up.  If you don't want to do math, I'll give
    you a general target, even in score+multiplier form!  Aren't I nice?
    
    iv.  Red Light, Green Light
    Green is good, Red is bad--that's the goal in a nutshell.  Thankfully, you can
    still combo while the light is red, you just can't land it until it's green.
    If you treat the goal as a High Combo goal, you can achieve your target score
    (Yeah!  More math!), then just go into a manual until the light's in your
    favor.
    
    v.  Unique Combo
    This goal is a variation of High Combo, but it requires you to use certain
    tricks in your combo--and they often don't go well together.  The best way to
    tackle this goal type is to find a line that will help you link tricks together
    smoothly and quickly (so your balance won't run out).  Unfortunately, this
    means much of the advice has to specialized to the goal and level, but it also
    means I can give you a decent line to help you at least in one way.
    (P.S:  Yes, this sometimes isn't scoring, but it's still doing tricks for
    trick's sake, not to hit a line or fill a list)
    
    vi.  Elimiskate
    You'll only play Elimiskate twice:  once at the beginning, then once for all
    the Career marbles.  This goal's basically a High Score goal in two phases, but
    with one catch--your combo can't go beyond the time limit.  Still, it shouldn't
    be a problem.
    
    vii.  Spot-Based Competition
    This is new to THPG, and the way it works is very simple.  There are three
    spots, and tricking near each one increases their meter.  You complete the goal
    by having each one high on the meter.  Sounds simple, other than that they all
    depreciate if you don't trick by them for a while, or if you bail.  However,
    there is a way to exploit that, and the fact that if you trick by them with a 
    combo, the entire combo counts.  Simply start your big combo with only a bit of
    time left on the clock, and make sure you go by all three spots before settling
    into your standard comboing spot (or simply flatlanding), and you'll increase
    all of them without the possibility of depreciation.
    
    viii.  Medal Competition
    This is the competition you're used to:  Best 2 of 3 Rounds, Judge Scores out
    of 100.  One thing that's notable is that bails seem to be punished a bit more
    harshly this year, so don't bail in a good run, especially if you want a Gold.
    Other than that and some noticable technical (why did they forget "End Current
    Run" in the menu?) and design (whoever thought 2 minute rounds was a good idea
    should be fired immediately!) issues, these competitions are the same as
    always.
    
    4b.  Hit the Gap
    
    Hitting gaps (and navigating in general) relies on a combo of three things:
    Stats, Speed, and Balance.  If you max your stats, use your Aggro Kicks, and
    have good balance skills, you should be able to get anywhere and hit all the
    gaps you can find.  
    
    There are many types of gaps, whether they are short gaps testing short-term
    speed, long gaps that are primarily stat-based, or even goals that have you
    find multiple (named) gaps.  This is the most generic description, so I'll give
    specific details for each specific goal, as well as in the Gaps section for
    additional help.
    
    4c.  Combo to a Point
    
    Comboing to a point can take many different forms, including collecting items,
    hitting checkpoints, or collecting trick signs.  Many times you don't even have
    to do it in a combo!  No matter what it's called, almost all of these end up to
    be tests of balance or speed, which means "max your stats!"  Still, this very
    generic category can be divided many ways.
    
    i.  Collection
    Collection goals have often been some of the most annoying goals in Tony Hawk,
    even back when you were collecting big yellow letters.  The DS itself helps
    a lot with this because it gives you a convenient map on the bottom screen.
    Even better, the map is populated with little yellow pluses that tell the
    location of anything in the goal--whether it be combo markers, cameras, or
    whatever you need to collect.  Of course, I'll tell you where everything is
    eventually.
    
    ii.  Standard Combo
    Follow the markers to the end, and do it in a combo.  Simple.  The one annoying
    thing for these is that if you get past the AM mark and land your combo, the
    goal ends, even if you were going for Sick.
    
    iii.  Trick Signs
    In some goals (mostly Collection, but some Standard Combos) signs you have to
    trick through replace the markers, thus the name.  Often the signs are tricks
    you would be doing anyway (grinding and manualing), but sometimes you'll have
    to Grab or Flip a gap, Spine Transfer a Spine, or Acid Drop a quarterpipe.
    
    iv.  Checkpoints
    Checkpoints are an elongated freeform combo with only three markers, but with
    other strings attached.  Without question, the AM simply has you hit all the
    checkpoints, the Pro makes you score some points, and the Sick makes you score
    more points in a combo.  The key to Sick is to simply continue the combo until
    you have all the points you need (Hint:  that's why Tony Hawk introduced
    Flatland).
    
    4d.  Trick Lists
    The Trick Lists category is named as such because all of these just give you
    tricks to do in a list.  Pretty much all the tricks are represented, from Grabs
    and Grinds to Lips and Flatland (but still no Nollies).  Most of these goals
    test how well you can do air tricks off the ground without a quarterpipe or
    kicker.
    
    i.  Skatris
    Skatris can be very easy or very hard, depending on how far you are in the
    game.  The only constants are that the tricks are random within the goal set,
    you can only have four tricks on-screen at a time, and the only increase in
    difficulty within a goal is the number of tricks you have to do.  One thing to
    note is that you need to finish your combo (without bailing) to clear the list
    and continue.
    
    ii.  Follow the Cameraman
    Cameraman goals have three important differences from Skatris goals:
    
    1.  Only one trick or combo appears at a time.
    
    2.  The tricks are exactly the same, in the same order, everytime.
    
    3.  You have to keep moving to be in the range of the cameraman, and if any
    part of the combo goes out of range, you have to start the combo again.
    
    That third point will be the most important, and the most frustrating when
    you're going for Sick in the later part of the game.  Though the first sets
    are easy, the last couple will need you to commit the order to memory and have
    a plan to conquer it.  Lucky for you, I've already struggled through that part
    and have the full trick lists and strategies for each goal.
    
    iii.  Standard Trick List
    Take a cameraman goal and remove the cameraman to get a standard Trick List
    goal.  Thus you get the best of both worlds--fixed trick list and free
    movement--and the goal is a lot easier.  Of course, some goals know this and
    ask for harder tricks--no free lunch here!
    
    4e.  Other Goals
    Finally, here's where I put all the other goals that either fit everywhere
    (Trick for the Camera) or nowhere (Style Scoring).  These goals can either be
    very easy or very hard, since they have you do unique things.
    
    i.  Different Combo
    The "Do # unique tricks" goals are some of the hardest in the game, especially
    if you've been relying on repeatable tricks to get this far.  However, they
    can still be worked to an extent.  A full flatland moveset counts for 10-15
    moves even before you count in specials.  You can also do the compass flips
    and grabs for another 8 moves, and if your stats are high, you may get the
    diagonals in as well for another 8 (though you'll need insanely good balance
    skills to get all of them).  An Aggro Kick and a Bertslide give you two more
    moves, but any more and you need to do grinds or airs.  There are 11 grinds
    before Specials, and those are relatively easy to fit in.  If you need still
    need more (that's 30-40, and the highest is 45), you'll need to go to a
    halfpipe.  Lip transitions are the safest remaining way to build the totals,
    but there aren't that many.  If you still can't get it, there aren't many safe
    options left--you have wall moves, double taps and your Special Airs. Good
    luck!  These are definitely some of the hardest goals in the series.
    
    ii.  Trick for the Camera
    This is a new addition to the Tony Hawk series, and although the concept seems
    simple enough (tricks only count when you're on camera in slow motion), the 
    system has more than its fair share of quirks.  The main thing to realize is
    that you lose all multipliers when you go into slow-motion.  Though it may make
    sense that you can't simply bring a big score to the camera, if you're grinding
    or manualing into a ground camera, you'll simply lose the entire trick and need
    to trick again to start scoring--and most cameras only have enough time for one
    trick.  These limitations mean the only practical way to score on camera is
    with Special "Slow" Airs off quarterpipe cameras.  The key to Sick scores is 
    to combo in the air, with front/backflips, rolls, or a late kickflip.
    
    iii.  Style Scoring
    Introduced in Tony Hawk's Downhill Jam, style scoring is supposed to provide an
    alternative to points for a goal.  Unfortunately, it's easily exploitable with
    an unbalanced combo full of high-rotation airs (and it doesn't even have to be
    a combo).  Each 540-900 degree (depending on your stats) grab you get at least
    a hold bonus on (easily doable with Aggro Kick support) adds 7-10 points to
    your score, and you can repeat with no penalty--just alternate between Melons
    and Indys--to easily build up the score.
    
    iv.  Gesture Tricks
    I don't even want to call this a goal--just a minigame with nothing to do with
    the main game.  You're given a motion on screen, then have to trace it with
    your stylus.  Thankfully the motions are the same each time, so I can give you
    the order and finish it that much quicker.
    
    5.  Story Mode Walkthrough
    
    5a.  Introduction
    
    The story mode in this game plays like single player in every Tony Hawk game
    from THPS4-on--find a person, play a goal, repeat.  It also includes the system
    of goal-specific difficulty introduced in THP8.  The newest concept is the idea
    of the Career-Hardcore slider, but what does it really mean? To start, let's
    look at how the goals are aligned in a standard (non-Skatepark) level:
    
    6 Standard Neutral Goals (that don't affect the meter)
    5 Standard Career Goals (that move the meter right)
    5 Standard Hardcore Goals (that move the meter left)
    2 Pro Goals (one on each side, that greatly move the meter)
    3 Skill Goals (the hidden spraycans--these don't affect story progress)
    
    You need to complete 11 goals to unlock a Pro Goals, and the Pro Goal you get
    depends entirely on which aligned goals you do.  I've tested it, and the meter
    has nothing to do with it--you just have to do at least 3 goals with one of the
    sides to unlock its Pro Goal.  When you complete a Pro Goal, you'll get things
    such as new skills, new special slots, and new modes, all exclusive to certain
    Pros (like Bam Margera will allow you to Freak Out, while Rodney Mullen will
    teach you to Bertslide).  That Pro will also go into the Skatepark, where you
    can attempt his Pro Challenge.  These super-hard goals will eventually decide
    what your final challenge against Tony Hawk is, and what path your skating life
    will take overall.  (More Testing to Come!)
    
    Before we start, I'd recommend you look back at Section 3, where I break down
    the basics of scoring, as well as Section 4, where I explain the various goal
    types in Story Mode.
    
    5b.  Skatepark
    
    Your Skatepark will be very meager at first, but as you buy new parts for it,
    it will become a full-fledged park by the end of the story.  For now, it serves
    as an extension of the tutorial, as well as an introduction to the game.
    
    Goals:
    
    Tony's Tour:  Take Tony on a tour around your skatepark.
    Unlocked:  Beginning
    Style:  Neutral
    Category:  Combo to a Point-Collection
    Time Limit:  2:00
    
    Difficulty:
    Sick:  Skate to 11 Spots
    
    Tony's Tour is simply a guided tour around your skatepark.  You just need to
    follow the arrow and collect the flags while Tony comments on how meager your
    park is.  There aren't even multiple difficulty levels!
    
    Hardcore Style:  Press (Flip) 3 times to Aggro Kick.  You'll need it to reach
    the spots.
    Unlocked:  Tony's Tour
    Style:  Hardcore
    Category:  Combo to a Point
    Time Limit:  0:05
    
    Difficulty:
    AM:    Reach 2 Spots
    Pro:   Reach 4 Spots
    Sick:  Reach 6 Spots
    
    The Aggro Kick is adapted from the turbo in THDJ, and is very useful for
    keeping your speed and linking combos.  However, unless you've already mastered
    the timing to keep the Aggro Kick going, it's not the best way to combo to
    Sick.  You can simply grind and manual to the flags, and it will be a lot
    easier to control than the Aggro Kicks for a beginner.
    
    Career Style:  Reach the score without leaving the halfpipe.
    Unlocked:  Tony's Tour
    Style:  Career
    Category:  Scoring-High Score
    Time Limit:  2:00
    
    Difficulty:
    AM:    Total Score of 5,000
    Pro:   Total Score of 25,000
    Sick:  Total Score of 50,000
    
    Your first scoring goal is very easy, even if you haven't set your specials
    yet.  If you do Hardcore Style first (and even if you don't), you'll be able to
    link two or three halfpipe leaps, which should easily get you the score.  You
    can even use flatland if you really stink at Vert Style (you even start with a
    special manual).
    
    After you complete those two goals, you'll go immediately to Philly.  The park
    will stay open through the whole story, allowing you to complete the Pro
    Challenges at your own pace.  The final challenge, however, won't come until
    you complete the rest of the Story Mode.
    
    5c.  Philly
    
    Philly is a very simple level, arranged primarily on a city block around a
    construction area.  Its simple nature leads to very easy goals, though the Sick
    goals can still have some challenging points, especially for a beginner.
    
    Goals:
    
    Neighborhood Score:  Get as many points as you can within the time limit.
    Unlocked:  Beginning
    Style:  Neutral
    Category:  Scoring-High Score
    Time Limit:  2:00
    
    Difficulty:
    AM:    Total Score of 10,000
    Pro:   Total Score of 30,000
    Sick:  Total Score of 75,000
    
    This is another fairly simple scoring goal, and you don't even have a limit on
    where you can skate.  To quote the Bum:  Dynomite!
    
    Vendor's Price:  Score within specified range of target score without going 
    over.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Scoring-Price is Wrong
    Time Limit:  1:00
    
    Difficulty:
    AM:    Score within range before time runs out
    Pro:   Score within range in 50 seconds or less
    Sick:  score within range in 40 seconds or less
    
    The first Price is Wrong has a very low range: 20,000 points with a 4,000
    buffer.  These goals (especially the early ones) are perfect for a person who 
    doesn't string together combos.  On the other hand, it can be hard for an
    experienced player not to go over at this point.  Just do flatland (no
    Specials!) and calculate a mental score (land it at 4,000 x 4 or 3,000 x 5) and
    it's easy.
    
    Combo Score:  Get as many points as you can in a combo within the time limit.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Scoring-High Combo
    Time Limit:  1:00
    
    Difficulty:
    AM:    5,000 Points in a Combo
    Pro:   25,000 Points in a Combo
    Sick:  50,000 Points in a Combo
    
    Combos seem to be much trickier for beginners than standard high scores,
    because they require you to use Reverts and Manuals to link tricks together, an
    overlooked idea by many beginners.  If you don't understand it yet, a Special
    "slow" Air followed by a Revert, or a 540 degree grab fueled by an Aggro Kick
    (which counts as a trick) will get you the AM easily.  If you want the Sick,
    you should know how to score (and likely aren't reading this now).
    
    Skate in Style:  Skate a run that emphasizes style. Long grinds, long manuals,
    big spins and holding tricks will score big.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Style Scoring
    Time Limit:  1:30
    
    Difficulty:
    AM:    Style Score of 8 at end of run
    Pro:   Style Score of 15 at end of run
    Sick:  Style Score of 25 at end of run
    
    If you don't want to read my Style Score primer, just realize the basic idea:
    Holding grabs exploits the system!  Go to one of the many halfpipes or pools in
    the center, use Aggro Kicks, and hold a bunch of grabs to easily get the goal.
    
    Trashy Run:  Collect as many trash bags as you can within the time limit.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Combo to a Point-Collection
    Time Limit:  1:30
    
    Difficulty:
    AM:    Collect 5 Trash Bags
    Pro:   Collect 8 Trash Bags
    Sick:  Collect 13 Trash Bags
    
    Compared to the first non-combo to a point, this one actually requires some
    skill to get the Sick goal.  Before I list the bags, remember your Aggro Kicks
    to build Speed, and don't forget that all the objects are shown as yellow
    plusses on the bottom-screen map, as well as orange beacons as you skate by.
    
    AM:    Hit the bag right in front of you, grind the dumpster in front of the
           gate, hit the bag in front of you, wallride up the ledge to get bag 4 
           (or turn around), and the last bag is slightly to the right.
    Pro:   Continue down the street and get the two bags, then turn right and get
           the bag on the dumpster.
    Sick:  Immediately turn left to get the bag by the Air Skill Challenge, go back
           and grind the median to get bag 10.  Spine the small spine to get number
           11, spine up the building to get 12, then head into the construction
           area.  13 is on the crane, 14 is on the dumpster, and 15 is on the 
           quarter pipe just ahead.
    
    Red Light Green Light:  Go for big combos while the light is green.  Combos
    landed during a red light give negative points.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Scoring-Red Light Green Light
    Time Limit:  2:00
    
    Difficulty:
    AM:    Score 25,000 Points
    Pro:   Score 50,000 Points
    Sick:  Score 100,000 Points
    
    Red Light Green Light is more annoying than inventive, as you can easily
    circumvent the traffic light by going into a manual at the end of your combo.
    Other than that, treat it like a normal High Score (more like High Combo) goal.
    
    Transfers:  Press (Switch) button to transfer.
    Unlocked:  Beginning
    Style:  Hardcore
    Category:  Combo to a Point-Collection
    Time Limit:  1:15
    
    Difficulty:
    AM:    Collect 5 Objects
    Pro:   Collect 8 Objects
    Sick:  Collect 12 Objects
    
    The time limit is unusually tight for a beginner goal (at least the Sick part), 
    so remember your Aggro Kicks--not only for speed but to hit some of the 
    transfers.
    
    AM:    Spine right in front of you, then spine to your right.  Go left and 
           around the corner and bank the two in front of you.  Go around the 
           corner and spine the dumpster.
    Pro:   Get the other sign on the dumpster, then head straight (your original
           direction) and hit the two spines straight ahead.
    Sick:  Turn right and spine, then hit the spine in front of you.  Go into the
           middle and bank by the crane (you need to turn so you're pointing out of
           the area), then turn around and hit the last spine ahead.
    
    Trick the Spine:  Hit the gap while doing the tricks specified.
    Unlocked:  Transfers
    Style:  Hardcore
    Category:  Hit the Gap
    Time Limit:  0:20
    
    Difficulty:
    AM:    Spine Transfer (Switch)+Kickflip (Left+Flip) and hit the gap
    Pro:   Spine Transfer+Heelflip (Right+Flip)+Indy (Right+Grab) and hit the gap
    Sick:  Spine Transfer+540 Indy and hit the gap
    
    If you're having trouble with any gap goals, remember Aggro Kicks and stats, as
    well as the fact you don't have to Sick every goal the first time through.  The
    gap is right in front of you, so the only other thing to say is if you're
    really having trouble, in Gap goals without cameras, you don't have to do the
    trick over the gap, just in the combo.
    
    Gesture Tricks:  Go into Gesture Trick mode and complete as many tricks as you
                     can.  Use your stylus.
    Unlocked:  Trick the Spine
    Style:  Hardcore
    Category:  Gesture Tricks
    Time Limit:  N/A
    
    Difficulty:
    AM:    Complete 2 Gesture Tricks
    Pro:   Complete 4 Gesture Tricks
    Sick:  Complete 6 Gesture Tricks
    
    Gesture Tricks are an example of "innovate just to have something new."  It has
    almost nothing to do with the game, and yet you'll average about one a level on
    the Hardcore path.  Still, I'll give you the list of commands:
    
    Up--Left--Clockwise Circle--Down--Counterclockwise Circle--Right 
    
    Skatris:  Do the tricks as they come on screen.
    Unlocked:  Gesture Tricks
    Style:  Hardcore
    Category:  Scoring-Skatris
    Time Limit:  1:30
    
    Difficulty:
    AM:    Complete 8 Tricks
    Pro:   Complete 15 Tricks
    Sick:  Complete 25 Tricks
    
    Skatris is one of the most fun goals, as it's different every time.  First,
    the trick pool (approximated):
    
    All Single-Tap Basic Flips
    All Single-Tap Basic Grabs
    360 Flips and Grabs
    (Double) Up/Down Grinds
    Manuals
    
    The key to getting Sick on Skatris is that you don't need to go up a halfpipe
    to do a normal grab or flip, saving a lot of time.
    
    Photo Score:  Score big while the cameras are on you.
    Unlocked:  Skatris
    Style:  Hardcore
    Category:  Trick for the Camera
    Time Limit:  1:00
    
    Difficulty:
    AM:    Score 1,000 Points when on camera
    Pro:   Score 5,000 Points when on camera
    Sick:  Score 15,000 Points when on camera
    
    Tricking on camera is very simple, especially when air is your only option. You
    have 3 spots, but could easily get it in 2 if you use specials.
    
    Filmer in Town:  Follow the filmer and do the tricks he calls out.
    Unlocked:  Beginning
    Style:  Career
    Category:  Follow the Cameraman
    Time Limit:  2:00
    
    Difficulty:
    AM:    Complete 5 Tricks
    Pro:   Complete 10 Tricks
    Sick:  Complete 20 Tricks
    
    What a simple start to such a strenuous goal type.  Remember that you can trick
    off the ground and this should be a breeze.  Since the cameraman calls out the
    same tricks in the same order everytime, here's the list:
    
    AM:   1. Flip Trick
          2. Grab Trick
          3. Kickflip (Left+Flip)
          4. Grind Trick
          5. Heelflip (Right+Flip)
    Pro:  6. Manual Trick
          7. Impossible (Up+Flip)
          8. 5-0 (Down+Grind)
          9. 180 Flip Trick--You can still do this on the ground with decent stats
          10. Benihaha (Down-Left+Flip)
    Sick: 11. 180 Double Kickflip (Left+Flip Flip)--Use a quarterpipe
          12. 360 Inward Heelflip (Up-Right+Flip Flip)--Use a kicker/quarterpipe
          13. Varial Heelflip (Down-Right+Flip)
          14. Grind Trick+Flip Trick--Use a manual if necessary in between
          15. 360 Grab Trick--Obvious quarterpipe
          16. Varial Kickflip (Down-Left+Flip)
          17. Bluntslide (Down Down+Grind)
          18. Manual Trick+Grind Trick
          19. 360 Flip Trick--Quarterpipe or kicker
          20. 540 Indy (Right+Grab)--Use an Aggro Kick if necessary
    
    Elimiskate Session:  At the end of each time interval the skater with the
    lowest score is eliminated.
    Unlocked:  Filmer in Town
    Style:  Career
    Category:  Scoring-Elimiskate
    Time Limit:  0:45, 0:45
    
    Difficulty:
    AM:    2nd Place
    Pro:   1st Place
    Sick:  1st Place and win by 50,000 points
    
    Elimiskate is a very simple scoring variation--just make sure to land your
    combos before the time intervals end.  Here are the estimated scores:
    
    AM:    About 6,000 Points
    Pro:   About 25,000 Points
    Sick:  About 75,000 Points
    
    Rooftop Photo:  Do tricks for the photographer on film.
    Unlocked:  Elimiskate Session
    Style:  Career
    Category:  Hit the Gap
    Time Limit:  0:10
    
    Difficulty:
    AM:    Kickflip (Left+Flip)
    Pro:   Kickflip+Heelflip (Right+Flip)
    Sick:  Tailgrab (Down+Grab)+Backflip(Grab, Down Down)
    
    Though the AM is absurdly easy, the Sick can be impossible with low stats.  You
    have enough time to do a quick flatland into Special, which will help, but
    remember you can come back to Sick it after you improve your stats.
    
    Grind Tour:  Collect as many signs as you can within the time limit.
    Unlocked:  Rooftop Photo
    Style:  Career
    Category:  Combo to a Point-Collection
    Time Limit:  1:00
    
    Difficulty:
    AM:    Collect 6 Signs
    Pro:   Collect 12 Signs
    Sick:  Collect 16 Signs
    
    The limit may seem tight, but the signs are close together and easy to find,
    and remember that you can continue a combo after the timer expires.  The list:
    AM:   Grind on the quarterpipes in front of you to collect 5 signs, then 
          grind the dumpster.
    Pro:  Grind the two lines and the spine for 3 signs, then turn right and 
          grind the curved pipe.  Turn the corner and grind the line and the
          dumpster.
    Sick: Grind the rail, then turn the corner and grind the kicker.  Go to the
          corner and grind the ledge, then grind the upper ledge, Wallride and 
          Wallie, and finally grind the upper rail for the last sign.
    
    Philly Demo:  Keep all the judges impressed by doing tricks near them.
    Unlocked:  Grind Tour
    Style:  Career
    Category:  Scoring-Spot-Based Competition
    Time Limit:  2:00
    
    Difficulty:
    AM:    End run with all judges in Orange Area
    Pro:   End run with all judges in Blue Area
    Sick:  End run with all judges in Yellow Area
    
    If you didn't read the primer, the basic idea to ace Spot-Based Competition is
    to start a big combo late, making sure it goes by all three judges.  The simple
    way to do that here is to go in a semi-circle through the area, tricking off
    the quarterpipe on each end.  From there, you can go into anything, like
    flatland.  Here are the (very approximate) thresholds:
    
    AM:    10,000-50,000
    Pro:   50,000-325,000
    Sick:  325,000+
    
    Hardcore Freak Out!:  Go for a big combo and bail to start a Freak Out.  Tap
                          the Touch Screen after a bail to recover your bailed
                          score.
    Unlocked:  3 Hardcore Goals, 11 Goals Total
    Style:  Hardcore Pro Challenge
    Category:  Scoring-High Combo (Freak Out)
    Time Limit:  1:00
    
    Difficulty:
    AM:    Freak Out and Worth 10,000 Points
    Pro:   Freak Out and Worth 30,000 Points
    Sick:  Freak Out and Worth 100,000 Points
    
    Freaking Out has two main purposes.  The first is to gain an insane boost of
    speed when you are at a standstill (come to a stop, press Nollie, play the
    bars, and be ready for the speed).  The second, and the goal for this goal, is
    to recover score after a bail.  When you bail and have a decent score, the bars
    will come up, along with a meter (shown below).  Hitting the bars high feeds
    the meter, which recovers your score.  As we look at the meter, the approximate
    score percentage is:
    
              _______________ _____ _____ _____
             |       A       |  B  |  C  |  D  |
             |_______________|_____|_____|_____|
    
    
    A:  No Score
    B:  About 25%
    C:  About 50%
    D:  About 80%
    Max:  100%, I would presume (can anyone confirm?)
    
    Thus, for the goal itself, just aim for as high of a score as you want to--
    remember it's okay and encouraged to bail--and play the bars at least
    reasonably well, and you'll be fine.
    
    Career and Focus:  Fill up your special meter and tap the bottom-left corner of
                       the Touch Screen.  Score big while in Focus Mode.
    Unlocked:  3 Career Goals, 11 Goals Total
    Style:  Career Pro Challenge
    Category:  High Score
    Time Limit:  1:00
    
    Difficulty:
    AM:    Score 10,000 Points During Focus Mode
    Pro:   Score 30,000 Points During Focus Mode
    Sick:  Score 150,000 Points During Focus Mode
    
    Focus Mode was a good idea, but it seems too hard to use except in very
    specific instances.  Other than the fact that it's activated via the Touch
    Screen, it also doesn't work well during combos, mainly because the slow-motion
    interferes with your timing.  Focus is best used when you're trying to balance
    a grind or manual, but even then, it eats your special too fast to be used more
    than at the end of a combo.  Fortunately, a "Focus Mode Combo" here only means
    you have to be in Focus at one point during the combo, even if you just tap
    into it for a second during the end of your combo, thus circumventing the idea
    of the goal.
    
    Manual Skill Challenge
    Location:  In the middle of the road near the northeast corner
    
    Skill Challenges are very unique goals in the fact that you have to find them
    and that they don't directly affect your Career progress.  They also are linked
    by the common thread that the main way to complete/Sick them is to increase
    your stats, purely in some cases.  This challenge is one of them, but it should
    be simple regardless (assuming you know where to go).  A general tip for Manual
    Challenges is to gain speed before you start (and gain special, if it wasn't
    obvious).  Here's the combo:
    
    AM:    The orange panel straight ahead (just manual over it).
    Pro:   The blue panel between the dumpster and the rail near the corner.
    Sick:  The yellow panel straight ahead from the blue panel, inside the cranny.
    
    Grind Skill Challenge
    Location:  On the elevated train tracks, on the north (west) side--use the ramp
               on the inside of the west side and turn left (turn around)
    
    Grind Challenges are generally much more tricky than Manual Challenges, as you
    have to often move around while still grinding.  Case in point, this combo:
    
    AM:   Right in front of you at the orange marker.
    Pro:  Quickly jump one rail to the left and grind to the blue marker.
    Sick: Go around the curve, then jump to the left edge and grind to the yellow
          marker.
    
    Air Time Skill Challenge
    Location:  Inside the cranny on the south side of the map, by Bam Margera
    
    Air Time Skill Challenges are some of the most tricky, as they're mostly stat-
    based (the only things that determine your one jump are the 3 S's:  Speed,
    Stats and Special).  This one is even tricker to Sick because of the limited
    space to try to gain speed.  The only way to get Sick is to near-perfectly
    Aggro Kick to get the right boost of speed to launch to the yellow marker, and
    that's with perfect stats and special.
    
    If you've been bored by the lack of difficulty for even the Sick goals in
    Philly, don't worry.  It will get harder eventually, but first you need to get
    your full skill set through all these goals.
    
    5d.  Harbor
    
    The Harbor is more complex than Philly, but you can boil it down into two main
    areas:  The Fountain (on the west side) and The Boardwalk (on the east), 
    separated by a road in the south and an alley in the north.  It should be easy
    to keep track of the two areas and differentiate them.
    
    Flyer Run:  Collect as many flyers as you can within a combo line.
    Unlocked:  Beginning
    Style:  Neutral
    Category:  Combo to a Point
    Time Limit:  1:00
    
    Difficulty:
    AM:    Total of 6 Flyers
    Pro:   Total of 10 Flyers
    Sick:  Total of 17 Flyers
    
    This is a very standard grind line along the boardwalk, but there are some
    tricky jumps at the Sick part of the line.  The combo:
    
    AM:    Grind around the corner to hit 6 flyers.
    Pro:   Grind to the end of the rope (9) and jump to the quarterpipe to hit #10.
    Sick:  Continue grinding until you hit #15, then jump (and manual if necessary)
           to the perpendicular quarterpipe and hit the last two flyers.
    
    Different Tricks:  Bust out a large combo without repeating any tricks.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Different Combo
    Time Limit:  1:00
    
    Difficulty:
    AM:    5 Different Tricks
    Pro:   10 Different Tricks
    Sick:  15 Different Tricks
    
    What an easy start to such a frustrating goal.  Even Sicking the goal should be
    simple, mainly because you can fulfill most of the goal with flatland.  Just
    follow the order outlined in the primer (grinds, then flips into flatland at
    this point) and you'll be fine.
    
    Soliciting Skater:  Post the flyers around the harbor while doing certain
                        tricks.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Combo to a Point-Collection
    Time Limit:  1:00
    
    Difficulty:
    AM:    Total of 5 Flyers Posted
    Pro:   Total of 10 Flyers Posted
    Sick:  Total of 15 Flyers Posted
    
    Other than the fact that two of the flyers from "Flyer Run" aren't being
    posted, there's not much unusual about this goal, as you can read the trick
    signs--or read this combo:
    
    AM:   Grind the quarterpipe right next to you, manual the two signs while
          entering the alley, then Wallride sign 5.
    Pro:  Grind the quarterpipe in front of you, turn the corner and grind the
          quarterpipe on the right side, then Wallride sign 8.  Turn the corner
          and manual the signs on the sidewalk.
    Sick: Grind the corner rail, then look between the columns for sign 12.  Go
          into the parking lot and then grind the line of quarterpipes on the 
          right to hit the final 3 signs.
    
    Buggin' the Rich Folk:  Hit the gap while doing the tricks specified.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Hit the Gap
    Time Limit:  1:30
    
    Difficulty:
    AM:    50-50 (Grind) and hit the gap
    Pro:   Bluntslide (Down Down+Grind) and hit the gap
    Sick:  Crooked (Up-Left+Grind) and hit the gap
    
    This is a simple gap to hit--just hit the quarterpipe and aim left.  To get the
    specified trick, just jump when you're going straight and do the trick.
    
    Harbor Gap Tour:  Hit the gaps specified within the time limit.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Hit the Gap-Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    Hit 2 of the Gaps
    Pro:   Hit 3 of the Gaps
    Sick:  Hit 4 of the Gaps Within a Combo
    
    How easy could this be--she even tells you the exact path to take!  Still,
    here's the combo:
    
    AM:  Grind right in front of you down the walkway for the first gap, then skate
    (manual) to the parking lot rail and hold the Grind button to hit the second.
    Pro:  Skate (manual) to the pole and Natas Spin for gap 3.
    Sick:  Time your jump from the pole so you are aimed towards the boardwalk,
    then manual on the boardwalk until you hit gap 4.  To gain speed after you jump
    from the pole, hit Flip Flip to do a Half Cab Impossible/Fingerflip 360 to
    propel you just enough to reach the gap.
    
    Two Birds with One Grind:  Scare off as many seagulls as you can in a row!
    Unlocked:  TBD
    Style:  Neutral
    Category:  Combo to a Point
    Time Limit:  1:00
    
    Difficulty:
    AM:    Total of 5 Seagulls
    Pro:   Total of 8 Seagulls
    Sick:  Total of 13 Seagulls
    
    Another simple grind starting in the seaside parking lot.  The combo:
    AM:  Jump off the quarterpipe ahead to hit 1, jump quickly to hit 2 more, then
    fall (don't jump, especially if your stats are high) off the rail to hit 4 & 5.
    Pro:  Quickly jump to the upper rail and hit 3 more.
    Sick:  Continue around to hit 3 more, make a full lap, then jump to the ground
    to the rail where the final two are (if you miss it, manual and turn around).
    
    Combo Tricks:  Complete all the tricks listed within a combo.
    Unlocked:  Beginning
    Style:  Hardcore
    Category:  Scoring-Unique Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    Manual Trick+Pivot (Switch)+Impossible (Up+Flip)
    Pro:   Grind Trick+Tailgrab (Down+Grab)+Manual Trick+Heelflip (Right+Flip)
    Sick:  Manual Trick+Wallplant (Ollie)+Aggro Kick (Flip)+Grind Trick
    
    Your first unique combo, and the challenge is that you often need a specific
    line to do all the tricks before your balance/speed run out.  Before I give you
    the lines, note that you can do the tricks in any order.
    
    AM:    If you can't flip the Impossible off the ground, you can go to a
           quarterpipe, flip, revert, then Manual and Pivot.
    Pro:   You can either flip the tricks off the ground or off the quarterpipe,
           whichever is easier for you.
    Sick:  The main problem with this goal is finding a wall to Wallplant.  The
           easiest wall lies immediately to your right as you start the level, next
           the quarterpipe.  Start a decent distance away from the wall, then Aggro
           Kick and jump to Wallplant after the Kick appears on the bottom.  Manual
           as you land, then grind the small quarterpipe to your right.
    
    Off the Ledge:  Do tricks for the photographer on film.
    Unlocked:  Combo Tricks
    Style:  Hardcore
    Category:  Hit the Gap
    Time Limit:  0:30
    
    Difficulty:
    AM:    180 Indy (Right+Grab)
    Pro:   360 Kickflip (Left+Flip)
    Sick:  540 Melon (Left+Grab)
    
    This is another example of being purely based on the 3 S's:  Stats, Speed, and
    Special.  The Pro should be easy if you've done any stat building, but the Sick
    is very difficult.  You need great stats, Special, and surprisingly, speed,
    even though you're grinding.  You need to jump at the right time (right before
    the corner).
    
    Fountain Filmer:  (This space intentionally left blank)
    Unlocked:  Off the Ledge
    Style:  Hardcore
    Category:  Follow the Cameraman
    Time Limit:  1:30
    
    Difficulty:
    AM:    Complete 10 Tricks
    Pro:   Complete 15 Tricks
    Sick:  Complete 20 Tricks
    
    Another very easy cameraman goal, but don't get comfortable, as these get very
    difficult fast. The list:
    AM:   1. Flip Trick
          2. Heelflip (Right+Flip)
          3. Grind Trick
          4. Nosegrab (Up+Flip)
          5. 5-0 (Down+Grind)
          6. Indy (Right+Grind)
          7. Manual Trick
          8. Varial Kickflip (Down-Left+Flip)
          9. Bluntslide (Down Down+Grind)
          10. Varial Heelflip (Down-Right+Flip)
    Pro:  11. 180 Flip Trick
          12. Nosegrind (Up+Grind)
          13. 180 Grab Trick
          14. Bluntslide
          15. Madonna (Up-Right+Grab)
    Sick: 16. Judo (Up-Right+Grab Grab)
          17. Manual Trick
          18. 360 Kickflip (Left+Flip)--kicker/quarterpipe (quiet session, see?)
          19. Kickflip to Indy (Up Up+Flip, not Kickflip+Indy!)--kicker/quarterpipe
          20. Double Kickflip (Left+Flip Flip)--kicker/quarterpipe (yawn)
    
    Harbor Get There:  Get to all the checkpoint before time runs out.
    Unlocked:  Fountain Filmer
    Style:  Hardcore
    Category:  Combo to a Point-Checkpoints
    Time Limit:  0:25
    
    Difficulty:
    AM:    Reach All Checkpoints
    Pro:   Reach All Checkpoints and Score 10,000 Points
    Sick:  Reach All Checkpoints, Score 20,000 Points, and Complete Entire Run in a
           Combo
    
    The first checkpoint goal, and since the Sick description stretches to another
    line, it must be difficult, right?  Actually, it's just a combo to a point with
    the added implication of score.  For easy goals like this, you can just add a
    special grind or two to hit the score, but for the harder ones, you can trick
    into flatland after you hit the final marker.  Here's the line:
    
    All:  Grind into the first marker and continue grinding until the rail ends.
          Manual down the ramp into the second marker, then continue manualing up 
          onto the plaza (don't hit the stairs) and hit the final marker.
    
    Big Rig Combo Score:  Get as many points as you can in a combo score within the
                          time limit.
    Unlocked:  Harbor Get There
    Style:  Hardcore
    Category:  Scoring-High Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    10,000 Points in a Combo
    Pro:   50,000 Points in a Combo
    Sick:  100,000 Points in a Combo
    
    It's an easy combo score.  What is there to say?
    
    Spine Out of the Pool:  Hit the Gap while doing the tricks specified.
    Unlocked:  Beginning
    Style:  Career
    Category:  Hit the Gap
    Time Limit:  1:00
    
    Difficulty:
    AM:    Spine Transfer+Impossible (Up+Flip)+Nosegrab (Up+Grab) and hit the gap
    Pro:   Spine Transfer+360 Melon (Left+Grab) and hit the gap
    Sick:  Spine Transfer+Ollie North (Down Down+Grab)+Backflip (Trick+Down Down)
           and hit the gap
    
    Simple tricks in the beginning, but the Sick is one of the trickiest combos
    yet.  Here are the combos:
    
    AM:    If you can't do this, try the Pro goal, as one trick is easier than two.
    Pro:   Use an Aggro Kick to build speed, and use flatland to build special if
           necessary.
    Sick:  First of all, try building the three S's, but even then it's tricky. 
           The Backflip is done while you're holding a grab or flip (Ollie North),
           and needs to be as quickly as possible if you want to hit the gap.
    
    Trick Knowledge:  Do the tricks as they appear on screen.
    Unlocked:  Spine Out of the Pool
    Style:  Career
    Category:  Trick List-Skatris
    Time Limit:  1:30
    
    Difficulty:
    AM:    Complete 10 Tricks
    Pro:   Complete 20 Tricks
    Sick:  Complete 30 Tricks
    
    This Skatris may overwhelm you at first with the rate the tricks come, but as
    you'll see in a second, that's a good thing.  Here's the trick pool:
    
    All Single-Tap Flips
    All Single-Tap Grabs
    Rolls and Back/Frontflips
    Generic Grinds
    
    The Rolls and Flips may make the Sick seem impossible in the time limit, but
    one of the key things about this version of Skatris is that the same trick
    rarely, if ever appears on the trick list twice at the same time.  This means
    that even if three of your slots are Roll-Frontflip-Backflip, the final slot
    will be an easy trick you can trick off the ground, allowing a quick Sick.
    
    Anchors Away!:  Do tricks for the photographer on film.
    Unlocked:  Trick Knowledge
    Style:  Career
    Category:  Hit the Gap
    Time Limit:  0:30
    
    Difficulty:
    AM:    Kickflip (Left+Flip)+Grab Trick
    Pro:   Acid Drop (Switch)+Japan (Up-Left+Grab)
    Sick:  Christ Air (Down-Left+Grab Grab)+Stiffy (Right+Grab Grab)
    
    This is probably your toughest goal so far on all three levels.  Here's your
    walkthrough:
    
    AM:    You need the three S's to get the gap, but other than that breakthough,
           it's not too hard on this level.
    Pro:   The Acid Drop you need is right in front of the Anchor (hit Switch right
           away), then the Japan is easy.
    Sick:  This is probably the first truly hard goal you've been given so far,
           even with the S's.  Make sure you have a super Aggro Kick (3+ in a row),
           try with and without the Acid Drop, and don't be afraid to pass Sicking
           this until you have perfect stats and have beaten the game.
    
    Skate With Style:  Skate a run that emphasizes style.  Long grinds, long
                       manuals, big spins and holding tricks will score big.
    Unlocked:  Anchors Away!
    Style:  Career
    Category:  Style Scoring
    Time Limit:  2:00
    
    Difficulty:
    AM:    Style Score of 10 at end of run
    Pro:   Style Score of 20 at end of run
    Sick:  Style Score of 30 at end of run
    
    As long as you stick to get to easy quarterpipes, or stay in the pool, you
    should be fine sticking to the style guidelines.
    
    Video Footage:  Score big while the cameras are on you.
    Unlocked:  Skate With Style
    Style:  Career
    Category:  Trick for the Camera
    Time Limit:  1:00
    
    Difficulty:
    AM:    Score 2,000 Points when on camera
    Pro:   Score 4,000 Points when on camera
    Sick:  Score 8,000 Points when on camera
    
    This trick on camera goal is tricky, since all the cameras are on rails.  One
    of the more annoying quirks with the rail cameras is if you start your grind,
    then activate the camera, your grind (even if you continue through the camera)
    won't count at all unless you ollie and start again.  The trick to the goal is
    to flip in and out of the grinds, and try to use Special Grinds for at least a
    short period of time to boost the inital score.
    
    Learning the Footplant:  Complete all the tricks listed within a combo.
    Unlocked:  3 Hardcore Goals, 11 Goals Total
    Style:  Hardcore
    Category:  Scoring-Unique Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    Footplant (Ollie)+Manual Trick+Kickflip (Left+Flip)
    Pro:   Footplant+Manual Trick+Grind Trick+Heelflip (Right+Flip)
    Sick:  Grind Trick+Footplant+Manual Trick+180 Melon (Left+Grab)
    
    The Footplant seems like a good idea in theory (another landing move to gain
    extra multiplier), but seems a bit awkward in practice.  Most importantly, the
    jump is directly related to the speed and height you launched from the
    quarterpipe with (thus the three S's), but never is big enough to do more than
    a simple flip at the highest normal speeds--so don't try to trick off it, just
    manual/grind!  Here's the combo:
    
    AM:    You can either flip on the quarterpipe or on the ground after your
           Manual, whichever is easier.
    Pro:   Stay on the side away from the wall and try to stay relatively straight.
           Grind the quarterpipe right against the fence.
    Sick:  Start facing away from the harbor on the far side, and air off the
           quarterpipe in front of you and do your spin Melon.  Footplant, then
           Manual.  Grind the quarterpipe on your right if you can, but don't be
           afraid to launch off the quarterpipe on the other side and Revert the
           landing so you can control it more easily.
    
    Fountain Demo:  Keep all the judges impressed by doing tricks near them.
    Unlocked:  3 Career Goals, 11 Goals Total
    Style:  Career
    Category:  Scoring-Spot-Based Competition
    Time Limit:  1:00
    
    Difficulty:
    AM:    End run with all judges in Orange Area
    Pro:   End run with all judges in Blue Area
    Sick:  End run with all judges in Yellow Area
    
    The judge route this time is a bit disjointed, and requires decent balance, so
    you may want to skip it until your grind and manual stats are higher.  On the
    plus side, the route fulfills the Sick goal without much embellishment.  Start
    by grinding the minipool by the red judge all the way to the end.  Jump off and
    Manual to the quarterpipe, where you can trick if preferred, then grind the
    minipool by the yellow judge.  Hit the quarterpipe, come back to the pool below
    the blue judge, and end the combo when you hit the score threshold:
    
    AM:    20,000-80,000
    Pro:   80,000-330,000
    Sick:  330,000+
    
    Manual Skill Challenge:
    Location:  On the boardwalk, on the South side of the map
    
    All:   This is a straight manual, the only concerns being balance and speed.
           Don't try this without a running start, and don't even think about
           trying to Manual up the hill the Restart stupidly puts right in front of
           you, and you should be fine.
    
    Grind Skill Challenge:
    Location:  Up on the ledge in the Harbor parking lot, leading away from the lot
    
    AM:    Right in front of you after the start.
    Pro:   A couple more bends on the same ledge, then a tricky jump immediately
           after a bend.  The Pro marker follows after the corner.
    Sick:  Another corner on the ledge, then a long straight ledge follows.  Jump
           to the lower ledge and you'll soon pass the Sick marker.
    
    Wallride Skill Challenge:
    Location:  Up on the walkway by the pools, on the wall (obviously)
    
    Just a note, though it says Wallride Skill Challenge, you can (and will need
    to on Pro/Sick) grind to sustain the combo.
    
    AM:    Grind the edge, then jump and hold right as you press Grind to Wallride.
    Pro:   Hold Grind to grind the ledge at the end of the Wallride, then Wallride
           again at the Pro marker (near the end of the ledge).
    Sick:  Continues the Wallride to the end, and hope you have enough speed to
           reach the marker.
    
    Most of the goal types have been introduced, and you're beginning to get a
    taste of the possible difficulty.  Onward to the Museum!
    
    5e.  Museum
    
    The Museum has two directly distinct parts.  Outside, there's the upper part
    where you start, characterized by the large building up the stairs, and the
    lower part, marked by the giant space shuttle.  Inside the museum, it's a bit
    cramped, but the upper levels leave many ways open to escape (even if you never
    have to use most of them, even for gaps).
    
    Goals:
    
    What a Mess:  Collect as many objects in a combo as you can within the time
                  limit.
    Unlocked:  Beginning
    Style:  Neutral
    Category:  Combo to a Point
    Time Limit:  2:00
    
    Difficulty:
    AM:    Collect 9 Flyers in a Combo
    Pro:   Collect 11 Flyers in a Combo
    Sick:  Collect 15 Flyers in a Combo
    
    AM:    This simple at first grind starts with 8 flyers on the starting ledge,
           then jump to the right for flyer 9.
    Pro:   Jump off the kicker for flyer 10, then quickly jump for 11.
    Sick:  Go around the corner for 12, jump to the top of the tank for 13, then
           jump to the next two ledges for the final two flyers.
    
    Air Out:  Score big while the cameras are on you.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Trick for the Camera
    Time Limit:  1:00
    
    Difficulty:
    AM:    Score 20,000 Points when on camera
    Pro:   Score 50,000 Points when on camera
    Sick:  Score 100,000 Points when on camera
    
    This goal may seem tricky at first, since you need both good Air Specials and
    a good route to hit the Sick.  First, hit the camera in front of you and
    transfer with a good spin grab to build Special.  Then go into the pool and hit 
    that camera. Go up the ramp (ignore the street cameras) and hit the three
    cameras there (or at least the two on the left side).  Finally, transfer over
    the wall on the other side for the last good camera.  If you can't hit the
    sick, do good Air Specials (the last couple on the list) with flips/rolls.
    
    Anti Boredom:  Keep all the visitors impressed by doing tricks near them.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Scoring-Spot-Based Competition
    Time Limit:  1:30
    
    Difficulty:
    AM:    End run with all judges in Orange Area
    Pro:   End run with all judges in Blue Area
    Sick:  End run with all judges in Yellow Area
    
    Compared to the last spot-based competition, this one has a lot easier (and
    shorter) route to hit all the judges.  Start by going forward, slightly to the
    left, and skate past the blue judge.  Turn around, then grind back towards the
    red judge.  Manual, then grind on the left side of the red judge's table.
    Manual to the right, grind the ledge by the yellow judge, then use the
    quarterpipe to go back into the museum to finish/continue your combo.  Here are
    the score goals:
    
    AM:    20,000-80,000
    Pro:   80,000-380,000
    Sick:  380,000+
    
    Old School:  Get as many points as you can within the time limit.
    Unlocked:  TBD
    Style:  Neutral
    Category:  High Score
    Time Limit:  1:00
    
    Difficulty:
    AM:    Total Score of 75,000
    Pro:   Total Score of 200,000
    Sick:  Total Score of 500,000
    
    Another score goal less than one million?  Call me in about a level or two.  At
    least this one has a long grind you can try if you're bored with flatland.
    
    Street Trash:  Collect as many trash bags as you can within the time limit.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Combo to a Point-Collection
    Time Limit:  0:40
    
    Difficulty:
    AM:    Collect 10 Trash Bags
    Pro:   Collect 15 Trash Bags
    Sick:  Collect 20 Trash Bags
    
    Another collection with a bit of every--some airs, some long grinds, some short
    grinds.  The time limit seems tight, but with an Aggro Kick or two, you can
    easily finish the Sick with 10 seconds left.
    
    AM:    Grind the circle and jump, then grind and jump for the first two bags.
           Go around the corner for 3-5, then grind the corner quarterpipe for 6-7.
           8 is on the quarterpipe ahead, then turn the far corner into the alcove
           for 9 and 10.
    Pro:   11 is right inside the alcove, then transfer straight ahead for 12-13.
           14 is ahead, and 15 is on the quarterpipe.
    Sick:  Launch off 15's quarterpipe to the ledge right above it, then grind it
           and hold the grind for 16-20.
    
    Walking and Talking:  Get to all the Checkpoints before time runs out.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Combo to a Point-Checkpoints
    Time Limit:  1:00
    
    Difficulty:
    AM:    Reach all Checkpoints
    Pro:   Reach all Checkpoints and Score 50,000 Points
    Sick:  Reach all Checkpoints, Score 100,000 Points, and Complete Entire Run in
           a Combo
    
    This goal is one of the few Amateur goals early that requires some of the 3
    S's, and it isn't a pushover for the Sick crowd either.  The first checkpoint
    is right ahead of you, but you need to start your combo right away for Sick.
    Go around the corner for Checkpoint 2, but be careful to keep your speed up the
    hill on Sick.  Finally, go up the ramp (grind the edge on Sick) and air up to
    the high ledge--you'll likely need an Aggro Kick either way--and grind towards
    the center for Checkpoint 3.
    
    What Goes Up:  Hit all the gaps specified within the time limit.
    Unlocked:  Beginning
    Style:  Hardcore
    Category:  Hit a Gap-Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    Hit 2 of the Gaps
    Pro:   Hit 3 of the Gaps
    Sick:  Hit 3 of the Gaps Within a Combo
    
    The main problem with this goal is finding the gaps.  Though the transfers on
    the left and right are easy, the third (over the wall on the right-hand side)
    isn't very intuitive.  The Sick combo is very easy if you can hit the gaps:
    Just go forward for 1, make a wide U-turn for 2, then immediately turn left for
    3.
    
    Insane Balance:  Collect as many objects in a combo as you can within the time
                     limit.
    Unlocked:  What Goes Up
    Style:  Hardcore
    Category:  Combo to a Point
    Time Limit:  2:00
    
    Difficulty:
    AM:    Collect 5 Objects in a Combo
    Pro:   Collect 12 Objects in a Combo
    Sick:  Collect 18 Objects in a Combo
    
    Other than the beginning and the end, this is one pure grind line, the longest
    yet.  The three S's help, as well as using a 50-50 Grind (Grind while parallel
    to the rail), but a lot of this comes down to pure ability.
    
    AM:    Grind (1), Ollie, Grind (2), Ollie, Grind (3), Ollie, Grind, Ollie,
           Grind (4-5).
    Pro:   One pure grind.  Nothing more to say.  Sign 12 is near the end of the
           curve.
    Sick:  Keep going, even as you change from ledges to wires or make two quick
           turns.  The twist comes right after 17, where you have to jump for the
           last sign.
    
    Spacin' Out:  Get as many points as you can within the time limit.
    Unlocked:  Insane Balance
    Style:  Hardcore
    Category:  High Score
    Time Limit:  1:00
    
    Difficulty:
    AM:    Total Score of 15,000
    Pro:   Total Score of 45,000
    Sick:  Total Score of 100,000
    
    And now is about when using flatland seems like cheating.  Even though the
    spirit of the goal is to air on the very narrow halfpipe, there's nothing
    stopping from just flatlanding a simple 100K and circumventing the goal.  Play
    it as you wish.
    
    Flyin' High:  Collect as many objects in a combo as you can within the time
                  limit.
    Unlocked:  Spacin' Out
    Style:  Hardcore
    Category:  Combo to a Point
    Time Limit:  1:00
    
    Difficulty:
    AM:    Collect 4 Objects in a Combo
    Pro:   Collect 10 Objects in a Combo
    Sick:  Collect 15 Objects in a Combo
    
    If you did "What a Mess,"  this line is similar, but is a bit more adventurous
    and freeform.
    
    AM:    Skate into the museum and grind on the black centerpiece for Object 1.
           Ollie off the kicker onto the helicopter blade for 2, then ollie to the
           airplane wing for 3 and 4.
    Pro:   Ollie off the wing to the ledge for 5, then jump quickly to 6.  Jump to
           the other ledge and continue grinding for 7-9, then jump to the lower
           ledge for 10.
    Sick:  Continue holding that grind for 11-12, then manual ahead for 13 and
           grind the quarterpipe to the left for 14-15.
    
    No Chute:  Go into Gesture Trick Mode and complete as many tricks as you can.
               Use your stylus.
    Unlocked:  Flyin' High
    Style:  Hardcore
    Category:  Gesture Tricks
    Time Limit:  N/A
    Difficulty:
    AM:    Complete 4 Gesture Tricks
    Pro:   Complete 5 Gesture Tricks
    Sick:  Complete 6 Gesture Tricks
    
    Another course, another set of Gesture Tricks.  Here's your list:
    
    Up, Down, Down-Right, Clockwise Half-Circle, Clockwise Circle,
    Counter-Clockwise Half-Circle
    
    Variety Is Key:  Bust out a large combo without repeating any tricks.
    Unlocked:  Beginning
    Style:  Career
    Category:  Different Combo
    Time Limit:  0:50
    
    Difficulty:
    AM:    8 Different Tricks
    Pro:   15 Different Tricks
    Sick:  35 Different Tricks
    
    Since this is necessary to unlock the rest of the Career goals, the AM is an
    easy combo--grinds and flatland will get you through easily--and Pro isn't much
    worse.  Sick on the other hand...Let me remind you that you don't need to Sick
    everything your first time through.  Come back with perfect stats and Career
    mode cleared, and then we'll talk.
    
    Congratulations on clearing Story!  The difficult road to 100% starts here.
    Let's review your easy repertoire:
    
    11 Grinds, +Specials
    15 Manuals/Flatland, +Specials
    8 Single-Tap Flips
    8 Single-Tap Grabs
    16 Double-Tap Airs, +Special Airs
    Aggro Kick, Revert, Footplant, Wallplant, and Bertslide
    
    Get used to that list, as you'll need to be able to effectively cycle through
    that list as you complete the three hard Different Combos (35, 40, and 45).
    Your stats better be perfect, as after you cycle through as many grinds as you
    can (go outside to the circles on the lower level to easily flip in/out of 
    different grinds), you'll need to flip/grab out of flatland without bailing
    in order to reach the lofty mark.  Good Luck!  It only gets harder from here.
    
    Competition Practice:  Do the tricks as they appear on screen.
    Unlocked:  Variety is Key
    Style:  Career
    Category:  Trick List-Skatris
    Time Limit:  1:00
    
    Difficulty:
    AM:    Complete 10 Tricks
    Pro:   Complete 15 Tricks
    Sick:  Complete 25 Tricks
    
    The limit seems tight, but the pool isn't that bad:
    
    Single-Tap Flips/Grabs
    Double-Tap Grabs
    Up/Down Grinds
    180 Kickflips/Heelflips/Grab Tricks
    360 Stiffys (Don't ask why only that trick, I don't know)
    
    The main concern in this batch is that there are tricks--Double-Tap Grabs--that
    you need to use a quarterpipe for.  Still, if you still do what you can off the
    ground, you should be fine, even if you bail a Christ Air or two (the second-
    hardest grab--and the Sacktap should probably be a Special).
    
    Report Card:  Skate a run that emphasizes style.  Long grinds, long manuals,
                  big spins and holding tricks will score big.
    Unlocked:  Competition Practice
    Style:  Career
    Category:  Style Scoring
    Time Limit:  1:00
    
    Difficulty:
    AM:    Style Score of 15 at End of Run
    Pro:   Style Score of 25 at End of Run
    Sick:  Style Score of 50 at End of Run
    
    Give me a break.  The game knows style scores are done best by Vert tricks,
    and it want you to know too.  It puts you in front of a pool, for crying out
    loud!  If you're having trouble, use Aggro Kicks to make combos, don't bail,
    and learn to get a feel for perfect landings (directly perpendicular with the
    ramp).
    
    Getting Technical:  Score within specified range of target score without going
                        over.
    Unlocked:  Report Card
    Style:  Career
    Category:  Scoring-Price is Wrong
    Time Limit:  1:00
    
    Difficulty:
    AM:    Score within range before time runs out
    Pro:   Score within range in 30 seconds or less
    Sick:  Score within range in 15 seconds or less
    
    At first glance, this goal seems simple--a 50,000 goal with a 4,000 buffer.
    However, the Sick goal seems crazy--15 seconds--but it's simpler than it seems.
    Just start your combo immediately and aim for your goal immediately:  5,000 x
    10 or 9, 6,000 x 8, and 7,000 x 7 all work well for a target.
    
    Face Time:  Follow the filmer and do the tricks he calls out.
    Unlocked:  Getting Technical
    Style:  Career
    Category:  Follow the Cameraman
    Time Limit:  1:30
    
    Difficulty:
    AM:    Complete 10 Tricks
    Pro:   Complete 14 Tricks
    Sick:  Complete 20 Tricks
    
    Enjoy this cameraman goal--starting in FDR, your cameraman goals will start
    requiring pinpoint accuracy and specific routes to Sick.
    
    AM:   1. Bluntslide (Down Down+Grind)
          2. 5-0 (Down+Grind)-Same rail as 1. ideally
          3. Impossible (Up+Flip)
          4. Heelflip (Right+Flip)
          5. Rocket Air (Up+Grab Grab)
          6. Nosegrab (Up+Grab)
          7. Tailgrab (Down+Grab)
          8. Christ Air (Down-Right+Grab Grab)-Quarterpipe obviously
          9. 180 Kickflip (Left+Flip)
          10. 180 Grab Trick
    Pro:  11. 360 Stiffy (Right+Grab Grab)-Quarterpipe most likely
          12. Japan (Up-Left+Grab)
          13. Indy (Right+Grab)
          14. Nosegrab+Frontflip (Grab+Up Up)-Quarterpipe, maybe Aggro Kick
    Sick: 15. Kickflip+Manual+Heelflip-Standard flipping in/out of flatland
          16. 360 Inward Heelflip (Up-Right+Flip Flip)-Quarterpipe/kicker
          17. Method (Left+Grab Grab)+Manual-Quarterpipe if necessary
          18. Bluntslide+5-0+Nosegrind (Up+Grind)-Long ledge/quarterpipe lip
          19. 180 Melon (Left+Grab)+180 Kickflip-Quarterpipe/Flatland to link
          20. Sacktap (Down-Left+Grab Grab)-Quarterpipe (+Aggro Kick)
    
    Knuckle Draggin':  Collect as many objects as you can within the time limit.
    Unlocked:  3 Hardcore Goals, 11 Goals Total
    Style:  Hardcore
    Category:  Combo to a Point-Collection
    Time Limit:  0:35
    
    Difficulty:
    AM:    Collect 14 Objects
    Pro:   Collect 16 Objects
    Sick:  Collect 18 Objects
    
    The Bertslide primarily comes from THDJ (but was used in the console titles
    before that), and is meant to make a quick turn by holding Nollie and turning.
    Interestingly, if you learn to control the S-motion of sliding left to right
    (Oh No! Snaking's everywhere!), the Bertslide can be a third ground trick (with
    manuals and Aggro Kicks) for your combos.  As for the goal itself, it's unique
    because it's more focused on a clean run than clear levels of difficulty, so
    I'll give the full route in one section.
    
    All:  1 is in front of you, then Bertslide 2.  Go down the stairs, then
          Bertslide 3, 4, and 5.  Skate to 6, then Bertslide 7.  Skate to the
          left for 8 and 9, then make a hard right Bertslide (between circles 1-2)
          for 10.  11 ahead, Bertslide 12, 13 ahead, Bertslide 14 (AM).  15-16 
          ahead (Pro), Bertslide 17, and 18 ahead (Sick).
    
    Fast and Loud:  Complete all the tricks listed within a combo.
    Unlocked:  3 Career Goals, 11 Goals Total
    Style:  Career
    Category:  Scoring-Unique Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    360 Melon (Left+Grab)+Hold
    Pro:   Aggro Kick+540 Japan (Up-Left+Grab)+Hold
    Sick:  Aggro Kick+720 Indy (Right+Grab)+Endless
    
    This is as close to pure stats and speed as you can get outside of the Skill
    Challenges.  The key to getting Holds and Endless's is to use your Aggro Kicks
    to their maximum ability.  Even though you need to do an Aggro Kick for Pro and
    Sick, you need a super Aggro Kick (3+ in a row) to get the Endless for Sick.
    If you still can't get that Endless, be sure you start the Indy as soon as you
    launch off the quarterpipe, and don't be afraid to come back with better stats.
    
    Grind Skill Challenge:
    Location:  From the museum entrance on the lower level, enter into the main
               area and make a U-turn to see the spraycan on the staircase.
    
    AM:    Grind the rail, then jump to the right and grind the edge to the AM
           marker.
    Pro:   Continue grinding on the ledge to the Pro marker.
    Sick:  Continue on the same ledge past the Sick marker, then Wallplant the wall
           and grind the same rail to go past the marker in the right direction.
    
    Manual Skill Challenge (A):
    Location:  From the upper level entrance to the museum, go down and up the
               escalators, then turn right onto the walkway.  The spraycan is at
               the end, facing the other direction.
    
    AM:    From the spraycan, go onto the right walkway to the AM marker.
    Pro:   Continue on the walkway around the corner, then manual onto the
           escalator (the Pro marker is at the top).
    Sick:  Go down the escalator and hit the Sick marker in front of you.
    
    Manual Skill Challenge (B):
    Location:  Go up the stairs onto the building in front of the museum, and the
               spraycan is on the right side (facing the museum).
    
    AM:    From the spraycan, go down the stairs, and the AM marker is into the
           first turn in front of you.
    Pro:   Continue going straight after the turn and the Pro marker is near the
           second turn.
    Sick:  Take the second turn, then go down the hill.  Turn right, then the Sick
           marker is near the end of that straightaway.
    
    5f.  FDR
    
    FDR is a famous skatepark in the Philidelphia/Washington D.C. area the game is
    centered around.  However, this park can be defined by one thing: clutter.
    Everything is close together, and the sections are defined by how they break up
    lines:  the large hilly pool with only one exit, the warehouse with narrow
    manual lines, the seemingly randomly placed walls, quarterpipes, and pits
    everywhere.  This place is a mess--remember flatland for score.
    
    Red Light-Green Light:  Go for big combos while the light is green.  Combos
                            landed during a red light give negative points.
    Unlocked:  Beginning
    Style:  Neutral
    Category:  Scoring-Red Light Green Light
    Time Limit:  1:00
    
    Difficulty:
    AM:    Score 75,000 Points
    Pro:   Score 250,000 Points
    Sick:  Score 600,000 Points
    
    I mentioned the clutter in the introduction to the level, and the first scoring
    goal throws you right into it.  Do me a favor and turn around before you start
    your flatland, as there's no way you'll be able to have the control necessary
    to precisely end your combos on a green light (notice how those times are
    becoming few and far between now) in that hilly mess.  Otherwise, business as
    normal.
    
    One Trick at a Time:  Collect as many trick signs as you can within the time
                          limit.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Collection-Trick Signs (you can't combo this)
    Time Limit:  1:00
    
    Difficulty:
    AM:    Collect 3 Trick Signs
    Pro:   Collect 6 Trick Signs
    Sick:  Collect 10 Trick Signs
    
    This collection is very unique, as the signs only appear after you collect the
    one before.  You do get an arrow, but a guide is better!
    
    AM:    Grind the quarterpipe in front of you, then make a U-turn and grab into
           the pool.  Skate out of the pool and make another U-turn, following the
           arrow into the Spine Transfer.
    Pro:   After the Spine Transfer, grind the piece of wood, then go into the pool
           on the left and grab Sign 5.  Skate out of the pool and U-turn, then
           quickly grind the quarterpipe on the left.
    Sick:  Turn around immediately, then go into the pool on your left to Grab Sign
           7.  Manual the funbox in front of you, then spine back to the intial
           area and go around the big pool.  Grind the wood behind the pool for
           Sign 9, then turn around and Grab while Hip Transfering the raised
           halfpipe for 10.
    
    Recycling is a Good Thing:  Collect as many bags as you can within the time
                                limit.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Combo to a Point-Collection
    Time Limit:  1:00
    
    Difficulty:
    AM:    Collect 9 Bags
    Pro:   Collect 12 Bags
    Sick:  Collect 15 Bags
    
    This line takes you all around the park, and involves a lot of grinding, but
    isn't anything spectactular, other than a smooth line.  If you can't hit
    everything and you're going for AM, keep going; the "Sick" bags are very easy,
    and they're near the beginning as well.
    
    AM:    Grind the ledge in front for 1 and continue around the corner for 2.
           Ollie to the quarterpipe lip for 3, then ollie to the upper ledge for 4.
           Grind to the end, then head into the warehouse on the right side and
           jump over the right ledge for 5.  Hit the quarterpipe on your left as
           you exit the warehouse for 6, then go back to the right to grind the
           high quarterpipe for 7.  Ollie off the quarterpipe into the street
           section, then grind the wood for 8 and spine out for 9. (whew!)
    Pro:   Spine into the pool on the left-hand side for 10, then grind the
           opposite lip to the right for 11.  Quickly Ollie onto the grass and
           grind the upper ledge for 12.
    Sick:  Continue grinding the ledge, then grind the high corner for 13.  Go
           around the corner and quickly jump to hit 14 and 15.
    
    Combo Score:  Get as many points as you can in a combo within the time limit.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Scoring-High Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    Score 50,000 Points
    Pro:   Score 275,000 Points
    Sick:  Score 600,000 Points
    
    Seriously?  This goal is almost exactly the same as Red Light-Green Light--the
    Sick score's exactly the same, you start in the exact same place, and you
    likely were doing the former in a combo anyway.  Nothing's changed--don't
    forget to turn around before you start.
    
    Around the Park:  Get to all the checkpoints before time runs out.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Combo to a Point-Checkpoints
    Time Limit:  1:00
    
    Difficulty:
    AM:    Reach All Checkpoints
    Pro:   Reach All Checkpoints, and Score 100,000 Points
    Sick:  Reach All Checkpoints, Score 200,000 Points and Complete Entire Run in a
    Combo
    
    Compared to some of the checkpoint goals, this is simple, as it's only a half-
    circle around the park.  Grind the boxes in front of you, then continue on the
    ledge.  Ollie down and manual through Checkpoint 2, then continue manualing 
    around the corner to Checkpoint 3, building points if necessary after you
    collect it.
    
    Mix Up Those Tricks:  Bust out a large combo without repeating any tricks.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Different Combo
    Time Limit:  1:00
    
    Difficulty:
    AM:    12 Different Tricks
    Pro:   20 Different Tricks
    Sick:  40 Different Tricks
    
    The second of the Different Combo trinity, and yet this is probably the easiest
    of the three.  The trick is the Warehouse, where you can easily get a large
    variety of tricks without worrying about balance.  What you need to do is
    quickly skate to the Warehouse (you start in the "Pool of Hills," so turn
    around), then start skating in the circle near the entrance.  It takes a bit of
    getting used to the speed you need to work at, but if you memorize the pattern
    and work your entire flip/grab/grind list, you'll get close, then you can start
    flatlanding to get the remaining few tricks.  It's difficult, but with this
    trick, it's doable within a couple tries (unlike the last of the trinity...but
    we'll get to that later).
    
    Leap of Faith:  Go into Gesture Trick Mode and complete as many tricks as you
                    can.  Use your stylus.
    Unlocked:  Beginning
    Style:  Hardcore
    Category:  Gesture Tricks
    Time Limit:  N/A
    
    Difficulty:
    AM:    Complete 3 Gesture Tricks
    Pro:   Complete 4 Gesture Tricks
    Sick:  Complete 6 Gesture Tricks
    
    List:  Clockwise Circle, Counter-Clockwise Circle, Up, Down, Right, Left
    
    Out of the Warehouse:  Hit the gap while doing the tricks specified.
    Unlocked:  Leap of Faith
    Style:  Hardcore
    Category:  Hit a Gap
    Time Limit:  0:30
    Difficulty:
    AM:    Spine Transfer (Switch)+360 Kickflip (Left+Flip) and hit the gap
    Pro:   Spine Transfer+540 Melon (Left+Grab) and hit the gap
    Sick:  Spine Transfer+720 Indy (Right+Grab) and hit the gap
    
    It doesn't get any simpler for a concept:  Place yourself in front of a gap,
    then hit the gap with one long grab.  If you can't hit Sick after maxing the
    S's, back up a bit so you can be sure to get the super-Aggro Kick.
    
    Tricks in a Combo:  Complete all the tricks listed within a combo.
    Unlocked:  Out of the Warehouse
    Style:  Hardcore
    Category:  Scoring-Unique Combo
    Time Limit:  0:30
    
    Difficulty:
    AM:    Grind Trick+180 Kickflip (Left+Flip)+Manual Trick
    Pro:   Manual Trick+Grind Trick+360 Indy (Right+Grab)
    Sick:  Manual Trick+Varial Kickflip (Down-Left+Flip)+Bluntslide (Down
    Down+Grind)+540 Japan (Up-Left+Grab)
    
    This isn't really a "unique" combo, as all three difficulties are of the form
    Grind+Manual+Flip and/or Grab.  If you don't want to travel, start by grinding
    the ledge to the left of you.  Manual outside and Grab/Flip off the
    quarterpipe.  Finish by Flipping off the ground if necessary.
    
    Flips and Grabs:  Land as many flip and grab tricks possible within the time
                      limit.
    Unlocked:  Tricks in a Combo
    Style:  Hardcore
    Category:  Trick List
    Time Limit:  1:30
    
    Difficulty:
    AM:    Complete 10 Tricks
    Pro:   Complete 15 Tricks
    Sick:  Complete 23 Tricks
    
    This seems like an easy Skatris/Cameraman hybrid, but the time limit is tight,
    there are some hard combos, and you're in the mess that is the pool.
    
    AM:   1. Benihana (Down-Left+Grab)
          2. Varial Kickflip (Down-Left+Flip)
          3. 360 Hardflip (Up-Left+Flip Flip)-Kicker/Quarterpipe probably
          4. Heelflip (Right+Flip)
          5. Stiffy (Right+Grab Grab)-Hopefully you can do this off the ground
          6. Madonna (Up-Right+Grab)
          7. Ollie North (Down Down+Grab)-Tricky off the ground
          8. 180 Flip Trick
          9. Indy (Right+Grab)
          10. Airwalk (Down-Right+Grab)
    Pro:  11. 360 Grab Trick-Kicker
          12. Nosegrind (Up+Grind)+Ollie North-Use a rail on the ground
          13. Inward Heelflip (Up-Right+Flip)+Manual Trick
          14. 5-0 (Down+Grind)+Impossible (Up+Flip)-Same as 12.
          15. One-Foot Japan (Up-Left+Grab Grab)-Kicker, maybe quarterpipe
    Sick: 16. 360 Christ Air (Down-Right+Grab Grab)-Quarterpipe, maybe Aggro Kick
          17. 540 Tailgrab (Down+Grab)-Tricky, quarterpipe+Aggro Kick
          18. 360 Kickflip (Left+Flip)+360 Heelflip-Do on the same jump (One 360)
          19. 360 Inward Heelflip (Up-Right+Flip Flip)-Kicker/Quarterpipe
          20. Double Kickflip (Left+Flip Flip)-Probably kicker
          21. Kickflip to Indy (Up Up+Flip)-Kicker/Quarterpipe
          22. Heelflip+Method (Left+Grab Grab)
          23. 360 Rocket Air (Up+Grab Grab)-Quarterpipe
    
    Tricks and Score:  Complete a combo containing the listed tricks that is worth
                       the requested amount.
    Unlocked:  Flips and Grabs
    Style:  Hardcore
    Category:  Scoring-Unique Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    Kickflip (Left+Flip)+Manual Trick and Worth 25,000 Points
    Pro:   Grind Trick+Tailgrab (Down+Grab)+Manual Trick and Worth 100,000 Points
    Sick:  Nosegrind (Up+Grind)+Bluntslide (Down Down+Grind)+180 Flip Trick and
           Worth 300,000 Points
    
    This is probably one of the most bland unique combos ever--most of the tricks
    are generic, and you probably do most of them anyway in a normal combo.  Even
    the Sick is simple: Nosegrind, Ollie, Bluntslide on the same rail, Ollie and
    180 Flip to the ground, then land in a manual and trick to 300,000.
    
    Missing Tapes:  Find and collect the missing videotapes.
    Unlocked:  Beginning
    Style:  Career
    Category:  Combo to a Point-Collection
    Time Limit:  1:00
    
    Difficulty:
    AM:    Collect 9 Videotapes
    Pro:   Collect 12 Videotapes
    Sick:  Collect 15 Videotapes
    
    This seems like a standard collection but it's probably the most open-ended
    yet, especially in the warehouse.  To the list!
    
    AM:   Tape 1 is in front of you, then continue grinding for Tape 2.  Go into
          the warehouse, then turn immediately left for 3.  Do a zigzag-like 
          pattern for 4-6, then air off the two quarterpipes for 7 and 8.  Air onto
          the roof during 8, then Spine Transfer off the roof on the south side 
          into 9.
    Pro:  Turn to the left after landing and go into the messy pool, where 10 is
          on the kicker in the middle.  Grind the edge of the pool east onto 11, 
          then turn left and grab 12 on the ground to your left.
    Sick: Ollie and grab 13 in the small pool right in front of you.  Get out of
          that pool and ollie right into the center of the adjecent pool--this is
          hard, just go slow so you don't overshoot it--for 14.  Turn right out of
          the pool (you'll likely need to be holding a combo here because of time)
          and 15 is on the edge of the quarterpipe--grind on the edge if necessary.
    
    Bag of Tricks:  Do the tricks as they appear on screen.
    Unlocked:  Missing Tapes
    Style:  Career
    Category:  Trick List-Skatris
    Time Limit:  2:00
    
    Difficulty:
    AM:    Complete 15 Tricks
    Pro:   Complete 30 Tricks
    Sick:  Complete 40 Tricks
    
    Another simple Skatris--40 tricks seems like a lot, but the time limit is
    generous.  Here's your pool:
    
    Single-Tap Compass Grabs (some spun to 540)
    Single-Tap Non-Compass Grabs (some spun to 360)
    Double-Tap Grabs (spun to 360)
    Single-Tap Flips (some spun to 180)
    Double-Tap Flips (not spun)
    Front/Backflips
    Up/Down Grinds
    Manuals
    
    Over the Warehouse:  Do tricks for the photographer on film.
    Unlocked:  Bag of Tricks
    Style:  Career
    Category:  Hit a Gap
    Time Limit:  0:20
    
    Difficulty:
    AM:    360 Indy (Right+Grab)
    Pro:   Nosegrab (Up+Grab)+Frontflip (Grab+Up Up)
    Sick:  Acid Drop+540 Melon (Left+Grab)
    
    Another simple gap goal--compass grabs, an easy gap right in front of you, and
    a Sick that easier than the Pro.  Do I really need to tell you about the S's
    yet again?
    
    Competitive Style:  Compete against the other skaters in a competition of
                        skating style.
    Unlocked:  Over the Warehouse
    Style:  Career
    Category:  Style Skating
    Time Limit:  1:00
    
    Difficulty:
    AM:    2nd Place
    Pro:   1st Place
    Sick:  1st Place and Win by 25 Points
    
    Yawn, your standard style score--but the stupid pool strikes again with its low
    ceiling.  If you move to a better halfpipe, you should be fine, though.
    Speaking of ceilings, your plateaus for placing:
    
    AM:   20-25
    Pro:  55-60
    Sick: 80-85+
    
    Additional Footage:  Score big while the cameras are on you.
    Unlocked:  Competitive Style
    Style:  Career
    Category:  Trick for the Camera
    Time Limit:  2:00
    
    Difficulty:
    AM:    Score 35,000 Points while on Camera
    Pro:   Score 75,000 Points while on Camera
    Sick:  Score 120,000 Points while on Camera
    
    120,000 seems high for a Trick on Camera goal, but the limit is loose, and
    there are lots of cameras around.  The trick is finding the good cameras--only
    about half the cameras are on quarterpipes, and you'll need to maximize all of
    them to hit the Sick.  Most the cameras are behind you, so turn around and look
    for vertical cameras.  Some of the easiest are at the beginning of the halfpipe
    run, in the cut-out pool, and on both sides of the warehouse, just to name a
    few.  If you haven't been limiting your vert camera runs to Special Airs with
    Flips/Rolls, you'll need to start doing that now as well.
    
    Connect the Dots:  Find and collect the signs.
    Unlocked:  3 Hardcore Goals, 11 Goals Total
    Style:  Hardcore
    Category:  Combo to a Point
    Time Limit:  2:00
    
    Difficulty:
    AM:    Collect 4 Signs
    Pro:   Collect 8 Signs
    Sick:  Collect 13 Signs
    
    Your first truly hard grind line--but you can wimp out and do the pathetically
    easy AM goal.  Seriously, 4 Signs is pretty much one ledge.  Man up people!
    
    AM:   Sign 1 is in front of you, then Ollie to the left and grind for 2 and 3.
          Jump off the ledge at the end and grind for 4. (Told you it was pathetic)
    Pro:  Ollie for 5, ollie for 6, ollie for 7, ollie to the right for 8.
    Sick: Ollie to the quarterpipe ledge for 9 and 10, ollie to the right again for
          11, jump to the awning for 12, then ollie for 13.  This is pure ability;
          I can't help much more than this--just keep trying.
    
    Follow the Leader:  Follow the filmer and do the tricks he calls out.
    Unlocked:  3 Career Goals, 11 Goals Total
    Style:  Career
    Category:  Trick List-Follow the Cameraman
    Time Limit:  1:30
    
    Difficulty:
    AM:    Complete 10 Tricks
    Pro:   Complete 15 Tricks
    Sick:  Complete 20 Tricks
    
    This, on the other hand, is near-impossible if you don't know what's coming and
    plan for it.  For this reason, my short notes are going to turn into a step-by-
    step guide for the whole goal for Sick--you'll need it.  I'm also not going to
    give the commands starting now to save space.
    
    AM:   1. 180 Kickflip-Ollie immediately and trick off the ground.
          2. Tailgrab-Off the ground again.
          3. 360 Indy-Skate forward and trick off the kicker into the halfpipe.
          4. Rocket Air-Off the ground where you land.
          5. Varial Heelflip-Off the ground again.
          6. Nosegrind-Grind off the quarterpipe to your right and stop quickly.
          7. Bluntslide-Grind off the ledge in the middle and stop quickly.
          8. 360 Melon-Turn to your right and trick while jumping into the pool.
          9. 360 Benihana-Go forward and trick while Spine Transfering over the QP.
          10. 540 Judo-Go forward and trick off the QP (Aggro if necessary)
    Pro:  11. 360 Inward Heelflip-Turn into the pool and trick off the little bump.
          12. 360 Kickflip+360 Heelflip-Trick off a quarterpipe on the side.
          13. Madonna+Christ Air-Do this off the long wall in the middle of the
              pool--this is your checkpoint if you aren't out of range yet, start
              over if you are.
          14. Double Kickflip-Do this off the ground.
          15. Rocket Air+Japan-Do off the ground separately, link with a manual.
    Sick: 16. Half-Cab Impossible-This is flatland, so go into a manual then (Flip
              Flip)--you may need to do it twice for it to register.
          17. 720 Japan-Trick off the halfpipe as you make your first loop. (Aggro)
          18. Handstand+Pogo-These are both flatland.
          19. Backflip+Revert+Manual-Go into the mini-pool the cameraman's in and
              trick--this is much harder than it appears thanks to the stupid pool.
          20. Casper+AntiCasper-One final flatland.
    
    Manual Skill Challenge
    Location:  On the west side of the park, near the north side of the street
               section
    
    AM:    Manual straight ahead, and the AM is on top of the funbox.
    Pro:   Continue straight ahead, and the Pro is near the exit of the street
           section.
    Sick:  Angle slightly to the right, and the Sick is on the left entrance to the
           warehouse.
    
    Air Time Skill Challenge
    Location:  In the southwest corner, just outside the warehouse
    
    If you Aggro Kick three times from the starting position, you should be able to
    get the Sick.
    
    Grind Skill Challenge
    Location:  In the southeast corner, on the ledge by the hated pool.
    
    AM:    Grind the ledge where the spraycan is and grind to AM.
    Pro:   Continue grinding to Pro.  (I'm saving on words today!)
    Sick:  Quickly jump to the rail on the right, then ollie twice to the Sick
           marker on the high curve.
    
    FDR seemed simple at first, but by the end, the difficultly started to grow
    into a crescendo that will only climax when we return to the Skatepark--but I'm
    getting way ahead of myself, as there's still two levels left.  On to
    Landsdowne!
    
    5g.  Landsdowne
    
    Landsdowne seems to fit the mold of a skatepark, most notably with its pool/
    halfpipe that stretches half the park, but it is more of an outdoor park, as
    you'll notice as you skate around the impassable woods in the center.  The
    goals are a noticeable step up in difficulty, with the scoring goals topping
    1,000,000 in Sick for the first time.
    
    I Had Potential...:  Follow the filmer and do the tricks he calls out.
    Unlocked:  Beginning
    Style:  Neutral
    Category:  Trick List-Follow the Cameraman
    Time Limit:  3:00
    
    Difficulty:
    AM:    Complete 15 Tricks
    Pro:   Complete 22 Tricks
    Sick:  Complete 26 Tricks
    
    Another cameraman goal already?  Thankfully, this is much easier than FDR,
    starting with the lenient timer (one of the longest goals in the game).  The
    goal is still tricky for Sick, but much of the difficulty comes in forming a
    plan for the run, for which you need to memorize the list--or just use my list
    and notes.
    
    AM:   1. Manual Trick-Right away
          2. Grab Trick-Same
          3. Nosegrind-Off the ledge to your left
          4. Heelflip-Off the ground
          5. Frontflip-Do while Spine Transfering the minispine
          6. Indy-Skate to the left along the fence and do 6-10 off the ground
          7. Impossible
          8. Stiffy
          9. Ollie North
          10. 180 Flip Trick
          11. 180 Double Kickflip-Do while jumping into the pool
          12. 360 Grab Trick-Trick off the side of the pool
          13. 360 Inward Heelflip-Off the ground or ollieing out of the pool
          14. Grind Trick+Flip Trick-Follow the cameraman along the side
          15. Grab Trick+Manual Trick-Get out of the pool by now (or on 14)
    Pro:  16. Benihana+360 Hardflip-Off the ground
          17. Grind+360 Flip+Manual-Do in the order listed for best results
          18. 540 Double Kickflip+Manual-Off a quarterpipe
          19. Impossible+Judo-Easy
          20. Kickflip+Melon-*yawn*
          21. Varial Kickflip+Melon-These are all off the ground
          22. Ollie North+Manual+Pivot-Easier than the above (Pivot's a flatland)
    Sick: 23. 5-0+Stiffy+360 Grab-Yes, 5-0+360 Stiffy works (and is recommended)
          24. Acid Drop+Manual+360 Kickflip-Acid Drop into the big pool, then trick
          25. Kickflip to Indy+Nosebluntslide+180 Judo-Off the ground (3 S's)
          26. Sacktap-Off a quarterpipe
    
    Cleaning House:  Collect as many newspapers as you can within the time limit.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Combo to a Point-Collection
    Time Limit:  1:30
    
    Difficulty:
    AM:    Collect 9 Newspapers
    Pro:   Collect 15 Newspapers
    Sick:  Collect 21 Newspapers
    
    AM:    Grind the ledge for 1-6, Ollie to the rail on the left for 7, then Ollie
           back for 8-9.
    Pro:   Drop out of that grind, then use the quarterpipe to ollie to the upper
           ledge for 10-15.
    Sick:  What the goal then intends for you to do is jump to the powerline for
           16-20, then jump down to the pool for 21; however, that's very difficult
           if you don't have perfect speed.  If you miss, first take a right and
           grab 21 in the pool, then get out of the pool when it ends.  Turn around
           and grind the left side of the kicker; you'll see it connects to the
           powerline and will allow you to get 20-16.
    
    No. 1 Fan:  Get as many points as you can within a combo within the time limit.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Scoring-High Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    75,000 Points in a Combo
    Pro:   350,000 Points in a Combo
    Sick:  1,000,000 Points in a Combo
    
    As promised, here's your first million point scoring goal--and in a combo to
    boot.  Don't be intimidated, even if you've been surviving on flatland to this
    point.  The target's still low enough to be easily obtainable.  You have two
    primary options:  grind or vert.  If you want to grind, head for the wire you
    grinded in the last goal, grind it with a special grind or two as far as you
    can, then start flatlanding for multiplier.  If you're more into vert, drop
    into the pool in front of you and start going back and for in a halfpipe-like
    fashion, mixing up held grabs and slow Special Airs, as well as using your
    Aggro Kicks and Reverts to full effect.  Just try something, and if you can't
    Sick the goal, don't beat yourself up.
    
    The Awesomest:  Do a combo containing the listed tricks that is worth the
                    requested amount.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Scoring-Unique Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    540 Melon and Worth 40,000 Points
    Pro:   Frontflip+Rocket Air and Worth 250,000 Points
    Sick:  Double Kickflip+540 Stiffy and Worth 600,000 Points
    
    This, on the other hand, is almost all vert--if you can do a 540 Stiffy off
    the ground, turn off Moon Gravity.  It doesn't have to be entirely vert,
    though, as you only need two quarterpipe jumps max, then you can leave the
    halfpipe and flatland the rest of the points.
    
    The Razor's Edge:  Score within specified range of target score without going
                       over.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Scoring-Price is Wrong
    Time Limit:  1:30
    
    Difficulty:
    AM:    Score within Range before Time runs out
    Pro:   Score within Range in 60 Seconds or Less
    Sick:  Score within Range in 30 Seconds or Less
    
    Prepare to restart many times--the range for this Price is Wrong is way too
    skinny (only 2%).  Your goal is 10,000 x 10, but more like 8,000 x 12 so you
    don't overshoot.  Maybe a better goal is 5,000 x 18-20--use flatland with no
    specials for the best results.
    
    Losing Control:  Go for big combos while the light is green.  Combos landed
                     during a red light gives negative points. (their error)
    Unlocked:  TBD
    Style:  Neutral
    Category:  Scoring-Red Light Green Light
    Time Limit:  2:00
    
    Difficulty:
    AM:    Score 150,000 Points
    Pro:   Score 500,000 Points
    Sick:  Score 1,500,000 Points
    
    Lather, rinse, repeat--only with 50% more points.  The only problem is the
    stubborn traffic light.  As a consequence, you might want to do it in two
    flatland portions (one in Switch) to control it better.
    
    Where's Your Head At?:  Complete each combo as it is listed.
    Unlocked:  Beginning
    Style:  Hardcore
    Category:  Trick List
    Time Limit:  2:30
    
    Difficulty:
    AM:    Complete 15 Combos
    Pro:   Complete 25 Combos
    Sick:  Complete 35 Combos
    
    This is the perfect comparison to why cameraman goals are so hard:  9 more
    tricks with 30 less seconds, and it's still easier.  Heck, at least 50% of the
    combos can be done off the ground or are grinds.
    
    AM:   1. Flip Trick
          2. Grind Trick
          3. Grab Trick
          4. Manual Trick
          5. 50-50
          6. Nosegrind
          7. Frontflip-Yes, you need a quarterpipe
          8. Bluntslide
          9. Melon
          10. Impossible
          11. Japan
          12. 5-0
          13. Indy
          14. Rocket Air
          15. Ollie North Backfoot Flip-Maybe a kicker/quarterpipe
    Pro:  16. 180 Grab Trick
          17. 180 Flip Trick
          18. 180 Backflip-Maybe Aggro off a quarterpipe (hardest trick yet)
          19. Varial Heelflip
          20. 360 Grab Trick-Probably a quarterpipe
          21. 360 Inward Heelflip-the double-tap--lots of confusion possible there
          22. 540 Grab Trick-They're getting harder! (quarterpipe)
          23. Grind Trick+Flip Trick-The first real "combo"
          24. Manual Trick+180 Flip Trick
          25. Grind Trick+Manual Trick
    Sick: 26. Grind Trick+Flip Trick-Why are we repeating in Sick???
          27. Bluntslide+Madonna
          28. Grind Trick+180 Flip Trick-We saw what you did there!
          29. Backflip+180 Japan-You'll need two jumps unless you're great/lucky
          30. Manual Trick+Grab Trick+Impossible-3 tricks is not harder than 2
          31. Indy+Stiffy+Rocket Air-Don't get greedy, only 1 a ground jump
          32. (Grind Trick)+5-0+360 Melon-Someone should have caught that (QP)
          33. Nosegrab+Double Kickflip+360 Benihana-Easiest to do them all off QP's
          34. Grab Trick+Frontflip+540 Roll-Definitely the hardest trick. You
              need two quarterpipe jumps to hit both flips.
          35. Sacktap-Much easier (unless you're sick of doing it last for Sick) 
         
    
    Letting it All Hang Out:  Get as many points as you can within the time limit.
    Unlocked:  Where's Your Head At?
    Style:  Hardcore
    Category:  Scoring-High Score
    Time Limit:  2:00
    
    Difficulty:
    AM:    Total Score of 250,000 Points
    Pro:   Total Score of 750,000 Points
    Sick:  Total Score of 2,000,000 Points
    
    Didn't we just break 1 million?  With a standard High Score, you can afford to
    mess up as long as you land cleanly.  When I see these goals without defined
    scoring lines, I normally just try to make grinding and manualing loops around
    the course, and the points come naturally.  You can also mix up the types of
    combos--a grind around the park, a halfpipe Aggro Kick session, and a flatland
    session should be more than enough, even if not in the same combo.
    
    Finding the Edge:  Get to all the Checkpoints before time runs out.
    Unlocked:  Letting it All Hang Out
    Style:  Hardcore
    Category:  Combo to a Point-Checkpoints
    Time Limit:  0:40
    
    Difficulty:
    AM:    Reach All Checkpoints
    Pro:   Reach All Checkpoints and Score 150,000 Points
    Sick:  Reach All Checkpoints, Score 500,000 Points, and Complete Entire Run
           in a Combo
    
    Start by grinding the rail for the first checkpoint, then Manual a U-turn wide
    to the right.  Manual forward for a bit, then grind the brown ledge for
    Checkpoint 2.  Quickly jump to the left into a manual, then air to the upper
    ledge for Checkpoint 3 and continue your combo if necessary for the points.
    
    Tough Ain't Enough:  Collect as many signs as you can within the time limit.
    Unlocked:  Finding the Edge
    Style:  Hardcore
    Category:  Combo to a Point-Collection
    Time Limit:  1:00
    
    Difficulty:
    AM:    Collect 8 Signs
    Pro:   Collect 12 Signs
    Sick:  Collect 15 Signs
    
    Some of these signs are tricky, so skip them if you're not going for Sick.
    
    AM:   Grind around the hump for Signs 1-3, then land in a manual for 4.  Jump
          to the other side of the ledge and grind for 5-6, then jump out of the 
          grind to the right.  Acid Drop off the kicker for 7, then Manual through
          the doorway for 8.
    Pro:  Jump to middle to grind 9 then circle back to manual 10.  After 10, start
          grinding the perimeter, starting about where the Acid Sign is.  Grind
          around to the Wallride and hit 11-12.
    Sick: Quickly Wallride 13 up to the top of the fence and grind for 14.  
          Finally, try to land on the top edge of the quarterpipe near the Acid
          sign, and Acid Drop for 15.
    
    
    Body and Mind:  Hit the gap while doing the tricks specified.
    Unlocked:  Tough Ain't Enough
    Style:  Hardcore
    Category:  Hit the Gap
    Time Limit:  2:00
    
    Difficulty:
    AM:    720 Madonna and Hit the Gap
    Pro:   540 Method+Roll and Hit the Gap
    Sick:  900 Christ Air and Hit the Gap
    
    And here we have another Sick you need to leave until after the story.  Until
    then, do the Pro instead of the AM--it's much easier than a 720 hard-to-land
    trick and much more natural (do a left Roll of course--the game is stupid).
    
    When you need to tackle the Sick for 100%, you'll realize your main problem:
    There isn't enough room for a full Aggro, which you need for any shot at it.
    After maxing your S's, go to the open side of the halfpipe, build your full
    Aggro, hit the gap as straight as possible, and pray.  That's all you can do.
    
    Setting the Path:  Score big while the cameras are on you.
    Unlocked:  Beginning
    Style:  Career
    Category:  Trick for the Camera
    Time Limit:  1:00
    
    Difficulty:
    AM:    Score 30,000 Points When on Camera
    Pro:   Score 50,000 Points When on Camera
    Sick:  Score 75,000 Points When on Camera
    
    This goal is a typical camera goal with 4 quarterpipe spots.  The only problem
    is lining yourself up with the cameras (it may take a couple retries).  You
    should be able to score 25-50 thousand points on each camera, so it should be
    simple.
    
    Showing the Skills:  Keep all the judges impressed by doing tricks near them.
    Unlocked:  Setting the Path
    Style:  Career
    Category:  Scoring-Spot-Based Competition
    Time Limit:  2:00
    
    Difficulty:
    AM:    End Run with All Judges in Orange Area
    Pro:   End Run with All Judges in Blue Area
    Sick:  End Run with All Judges in Yellow Area
    
    Another Spot-Based Competition, but the line here is very easy.  Simply grind
    around the pool, then jump to grind the edge of the long halfpipe, then just
    score.  Here are the plateaus:
    AM:   300,000-400,000
    Pro:  400,000-450,000
    Sick: 450,000+
    
    Recognition:  Do tricks for the photographer on film.
    Unlocked:  Showing the Skills
    Style:  Career
    Category:  Hit the Gap
    Time Limit:  2:00
    
    Difficulty:
    AM:    Kickflip+540 Grab Trick
    Pro:   Spine Transfer+Double Roll+540 Grab Trick
    Sick:  Spine Transfer+900 Benihana
    
    Another simple gap goal.  If you're AM, try doing the Pro, as it's easier to do
    a Roll with the grab than another trick entirely, even a Kickflip.  As for the
    Sick, it's much easier to do a 900 Grab this time, as the gap is longer, the
    trick is simpler, and you have room to do a full Aggro!  Just don't let the
    Focus throw you off, if you fully rotate, you should get it.  If you can't,
    Spine Transfer later, even after you start the Benihana, to get more air.
    
    Who Are You?:  (Boring Style Explanation Here).
    Unlocked:  Recognition
    Style:  Career
    Category:  Style Scoring
    Time Limit:  2:00
    
    Difficulty:
    AM:    Style Score of 30 at End of Run
    Pro:   Style Score of 50 at End of Run
    Sick:  Style Score of 60 at End of Run
    
    If you're just joining us, Style is broken by just sessioning a halfpipe.  They
    start you in front of one here.  Move along...
    
    They Will Know Your Name:  Skate for gold in a competition against top skaters.
    Unlocked:  Who Are You?
    Style:  Career
    Category:  Scoring-Medal Competition
    Time Limit:  2:00 a Run, 3 Runs
    
    Difficulty:
    AM:    Get the Bronze Medal
    Pro:   Get the Silver Medal
    Sick:  Get the Gold Medal
    
    And here we have a classic goal of classic goals.  This is what we back in the
    day called a competition!  You have three runs to score as high as you can,
    best two runs count.  Unfortunately, they ruin much of the fun in this version,
    as not only are the runs 2:00 each (double the old standard), there's no way to
    end your run after you've scored your 5-10 million combo in 45 seconds.  Still,
    here are your plateaus:  (another reason why there should be End Run)
    
    Medal:   1st Run Score/Total Comp Score/Point Equivalent
    Bronze:  82/164/50,000-150,000
    Silver:  86/173/150,000-500,000
    Gold:    92/184/500,000-1,000,000+
    Perfect: 100/200/3,000,000+, No bails (It's extremely hard to perfect)
    
    Messin' With the Locals:  Complete a combo containing the listed tricks that
                              is worth the requested amount.
    Unlocked:  3 Hardcore Goals, 11 Goals Total
    Style:  Hardcore
    Category:  Scoring-High Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    Ped Knockdown and Worth 100,000 Points
    Pro:   Ped Knockdown and Worth 400,000 Points
    Sick:  Ped Knockdown and Worth 1,250,000 Points
    
    This is much simpler than it looks--manual through the guy in front of you, 
    then high combo.  That's it.  The easiest way to combo here is by working the
    perimeter, similar to what you did in Tough Ain't Enough for the final pieces.
    You can also Aggro session the halfpipe, or Flatland.  Your choice.
    
    The Next Level:  Do the tricks as they appear on screen.
    Unlocked:  3 Career Goals, 11 Goals Total
    Style:  Career
    Category:  Trick List-Skatris
    Time Limit:  2:00
    
    Difficulty:
    AM:    Complete 25 Tricks
    Pro:   Complete 35 Tricks
    Sick:  Complete 40 Tricks
    
    This goal is crazy if you don't have an idea of what's coming.  Here's the
    trick list:
    
    Single/Double Tap Flips/Grabs, including double direction (mostly diagonal)
    Flips/Rolls (some spun up to 540)
    Spun Grabs (up to 720)
    Acid Drops
    Manual Tricks
    
    This is the hardest Skatris goal, and the only way you have a chance is to do 
    as much off the ground as you can.  In addition, you need a good trick list
    for Sick, so you may need to retry a couple times.  Prioritize simple (ground)
    tricks first, and when you do air, look for easier ones or tricks you can
    double up on.  Some examples include a 540 Japan and a 720 Grab Trick, a 180
    Backflip and a 360 Backflip, or a 540 Roll and a Double Roll.  Finally, if
    you're going for Sick, you can't bail (maybe once or twice if you're an amazing
    player).
    
    Manual Skill Challenge
    Location:  On the west side, in the first pool.
    
    AM:    Manual to the second pool and hit it as you turn left.
    Pro:   Continue a bit into the halfpipe and hit the marker.
    Sick:  Hit the marker at the end of the halfpipe; you're going up a hill, so
           hit Flip Flip constantly to keep your speed up (or Aggro at the
           beginning if you're good at controlling manuals).
    
    Grind Skill Challenge
    Location:  In the northeast corner, on the quarterpipe edge.
    
    AM:    Grind the edge until right before the gap and hit the marker.
    Pro:   Hold the Ollie button from the start until you're just off the rail,
           then release the button to jump in midair and clear the gap reliably
           and hit the marker.
    Sick:  Continue holding the grind until you hit the marker at the end, but
           make sure to jump out so you don't bail.
    
    Distance Skill Challenge
    Location:  On the south side, on the large ledge next to the halfpipe, look for
               the kicker with the spraycan.
    
    All:   Don't bother with the spines, just build a full Aggro, and try to
           release it right when jumping (preferrably Bonelessing) over the kicker.
    
    Time to leave the pain-in-the-neck skateparks and head back to tear up
    civilization at the Washington D.C. Monuments!  Prepare yourself--the hardest
    goals of the game are inside.
    
    5h.  Monuments
    
    Yes, when I say the hardest goals in the game, I am including Skatepark in that
    conclusion.  The thing with Skatepark is that it's hard versions of easy goal
    types (Score, Combo to a Point), but Monuments has hard versions of hard goal
    types (Unique Combo, Specific Combo, Cameraman).  Thus, you'll need to get
    familiar quickly with the three main areas:  the main mall in the West, the
    waterside plaza in the South, and the waterfall pool in the East.
    
    Score One for Me:  Get as many points as you can within the time limit.
    Unlocked:  Beginning
    Style:  Neutral
    Category:  Scoring-High Score
    Time Limit:  2:00
    
    Difficulty:
    AM:    Total Score of 350,000 Points
    Pro:   Total Score of 1,000,000 Points
    Sick:  Total Score of 3,000,000 Points
    
    Yes, this is one of the easiest goals in Monuments.  No, this place is not
    going to be easy.  More notable than Sick's 3 million is Pro topping 1 million
    for the first time.  The easiest way to score is to turn around and Aggro
    session the waterfall pool, then grind the ledges nearby, and finally flatland
    up your multiplier.
    
    Down the Tunnel:  Perform the Manual Trick down the tunnel gap.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Hit the Gap
    Time Limit:  2:00
    
    Difficulty:
    AM:    Nose Manual+Pivot and Hit the Gap
    Pro:   Handstand+Handflip and Hit the Gap
    Sick:  Handstand+Handflip+Casper and Hit the Gap
    
    This is basicly a Manual Skill Challenge, with a little more challenge.  Manual
    down the tunnel, then turn right (don't hold Jump during any of this).  Make
    the left turn wide, go straight, then go on the inside of the car for the gap.
    As for the tricks, they just have to be done in the same combo, not even in the
    same manual, so don't try most of them until after you hit the gap.
    
    Give Me a C-O-M-B-O:  Get as many points as you can in a combo within the time
                          limit.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Scoring-High Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    200,000 Points in a Combo
    Pro:   750,000 Points in a Combo
    Sick:  2,000,000 Points in a Combo
    
    Another (relatively) easy scoring goal, just a combo now.  You start in the
    waterside plaza, so you can stay there and primarily grind, or go down the
    tunnel to the waterfall pool and do what you did before.  Your choice.
    
    Where's the Gaps?:  Find as many of the gaps in front of the building as you
                        can.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Hit the Gap-Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    Hit 3 of the Gaps
    Pro:   Hit 5 of the Gaps
    Sick:  Hit 5 of the Gaps Within a Combo
    
    The main problem with this one is finding the gaps.  You can still follow the
    combo's order, just don't focus on all the manuals and Aggros you'll need to
    keep your speed.
    
    Start by skating up the stairs and Spine Transfering down to the ground (Gap
    1), then Revert and Manual forward to the outer walkway (Gap 2).  Turn left and
    Grind the railing, then jump off before it turns and grind the quarterpipe.
    Continue up the stairs and jump the gap (Gap 3), then jump and grind the rail
    in the middle, quickly jumping off and manualing and jumping off the QP.
    Revert and Aggro, then Grind the middle rail, hitting the gap (Gap 4).  Repeat
    the jump, Revert, Aggro, only grind the last ledge on the left (Gap 5).
    
    Good on Camera:  Do the Mascot's Tricks over the Spine Transfer.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Hit the Gap
    Time Limit:  1:00
    
    Difficulty:
    AM:    Spine Transfer+Frontflip+Backflip
    Pro:   Spine Transfer+Backflip+540 One Foot Japan
    Sick:  Spine Transfer+Double Roll+900 Melon
    
    This is an insane gap goal, because each difficulty has its own challenge: AM
    has to do two separate tricks, Pro is counter-intuitive and is the hardest to
    land, and Sick needs the most air and spin.  Still, AM is easiest because you
    don't need any spin.  
    
    As for Sick, get Special, then try to Aggro in that small pool (I've Full
    Aggro'd in there before, but it sent my jump at an angle). The main problem is
    that you need to wait until the apex of your jump to Spine Transfer to get the
    most air, but you need to do it early enough so that it registers.  The slow
    motion only makes this harder.  Some of these goals just require perfect
    timing, and there's nothing more I can do.
    
    Extra Tricky:  Complete a combo containing the listed tricks that is worth the
                   requested amount.
    Unlocked:  TBD
    Style:  Neutral
    Category:  Unique Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    Spine Transfer+Wallplant+Nosestall and Worth 200,000 Points
    Pro:   540 Rocket Air+Double Roll+Handstand and Worth 700,000 Points
    Sick:  720 Sacktap+Wallride+Eggplant+720 Judo and Worth 1,500,000 Points
    
    And this is the "overwhelm you with text" goal, right?  Yes, it seems
    impossible to do this much stuff in one combo, but you need to start by
    breaking it down, and putting it into a managable order.
    
    AM:   Skate into the main mall and line yourself so the gap in the wall of 
          flags (to your left) is in front of you and a quarterpipe and the large
          halfpipe are behind you.  Skate forward and Wallplant, then Aggro into
          the QP and Spine Transfer into the large halfpipe.  Revert and manual, 
          then Nosestall the other side (hold Grind and Ollie as you touch the 
          lip).  Ollie out of the lip and Footplant (the Revert sometimes ends your 
          combo for some reason) and flatland your points.
    
    Pro:  Skate to a pool or halfpipe, then Aggro session for the 540 Rocket Air 
          and Double Roll (in separate jumps).  When you're done, Revert and 
          Manual, then Handstand and flatland your points.
    
    Sick: Start by skating forward and lining yourself up with the wall in front of
          you, pointing towards the main mall.  Wallride the wall, then Aggro Kick
          to the QP in front of you and 720 Sacktap off it (hold the trick for as
          short a time as possible).  Aggro Kick when you land and 720 Judo off the
          opposite QP.  Revert (to lose some speed) and Eggplant off the first QP.
          Revert out and flatland to finish the big combo.
    
    Jump Over What?!:  Do the specified trick over the halfpipe gap.
    Unlocked:  Beginning
    Style:  Hardcore
    Category:  Hit the Gap
    Time Limit:  0:10
    
    Difficulty:
    AM:    Acid Drop+180 Melon
    Pro:   Acid Drop+360 Double Kickflip
    Sick:  Acid Drop+360 Rocket Air
    
    This is by far the hardest 360 trick you will ever do.  You need to get Special
    quickly, then Aggro into grinding the quarterpipe.  When the camera activates,
    jump when you're on the kicker, then Acid Drop, quickly do the trick without
    hold (especially on Sick), and spin it 360, making sure you're lined up with
    the pool.  That's a lot to do in 10 seconds with that little air, but it's
    doable.  If you can't rotate 360, just do the AM and come back later.
    
    Unique and Different:  Bust out a large combo without repeating any tricks.
    Unlocked:  Jump Over What?!
    Style:  Hardcore
    Category:  Different Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    25 Different Tricks
    Pro:   35 Different Tricks
    Sick:  45 Different Tricks
    
    And here we are.  The last goal I Sicked on my main file, and the last Unique
    Combo.  The key to turning this goal from impossible torture to doable in a
    couple tries is a very sound strategy that combines a lot of the combo
    knowledge I learned from writing this guide.  If you don't need the Sick yet
    (and if you haven't completed Story yet, you don't), choose the pieces you know
    how to do the best.
    
    AM:   Aggro Session the halfpipe you start in, but in a much different way than
          normal.  Instead of holding one trick, try to get at least 3 different
          tricks on each jump.  This should get you about 20 tricks, if you make
          sure to do different air tricks each time--you have 32+ to choose from.
    Pro:  As you run out of Aggros, get up to the banners above the quarterpipe,
          either directly or by grinding the kicker on the quarterpipe.  Use all
          your grinds, and if you saved your flips, you can flip between them for
          more tricks.
    Sick: When you run out of grind balance (or tricks), jump down to the ground
          and start flatlanding with variety--use a Pogo to stand still, then go
          Trick-Flip-Trick-Flip etc. until you hit 45 tricks total, then land it!
    
    Around the Block:  Get to all the checkpoints before time runs out.
    Unlocked:  Unique and Different
    Style:  Hardcore
    Category:  Combo to a Point-Checkpoints
    Time Limit:  0:30
    
    Difficulty:
    AM:    Reach All Checkpoints
    Pro:   Reach All Checkpoints and Score 500,000 Points
    Sick:  Reach All Checkpoints, Score 1,000,000 Points, and Complete Entire Run
           in a Combo
    
    One of the last Checkpoint goals, and it's one of the longest--so long, in
    fact, that even the non-Sick will probably need to combo the last part just to
    make it in the time limit.  At least the scoring shouldn't be hard then.
    
    Start by manualing (you can barely move an inch before it ends your combo) into
    the grind on the ledge, then land and manual right--the long way around the
    pool.  Grind the car for Checkpoint 1, then manual straight to the corner and
    grind the rails for Checkpoint 2.  Continue grinding and manualing along the
    road (right, left, then right) until Checkpoint 3, then continue scoring if
    necessary.
    
    Stay in Line:  Collect as many objects as you can in a combo within the time
                   limit.
    Unlocked:  Around the Block
    Style:  Hardcore
    Category:  Combo to a Point
    Time Limit:  2:00
    
    Difficulty:
    AM:    Collect 7 Markers in a Combo
    Pro:   Collect 10 Markers in a Combo
    Sick:  Collect 15 Markers in a Combo
    
    Your lines are getting more complex, and this one's longer than it looks, using
    a move not seen since Museums for a line:
    
    AM:   Start by getting Special, then use an Aggro boost for speed as you jump
          on the ledge for Marker 1.  Jump the gap for 2, then grind for 3.  Jump
          to the QP for 4, then grind the curve and jump to the rope grind for 5.
          Continue grinding for 6, then jump to the QP for 7...
    Pro:  ...and 8, then jump to the next rope for 9 and 10.
    Sick: Quickly Wallplant the wall, then come back along the path (jump to the
          QP, then jump to the curved rope), but when you jump off the rope, aim
          for the railing on the right.  Grind the railing for 11, jump and manual
          for 12, grind the curved railing for 13-14, and jump for 15.
    
    Pigeon Patrol:  Collect as many objects as you can within the time limit.
    Unlocked:  Stay in Line
    Style:  Hardcore
    Category:  Combo to a Point-Collection
    Time Limit:  0:30
    
    Difficulty:
    AM:    Scare 9 Pigeons
    Pro:   Scare 12 Pigeons
    Sick:  Scare 15 Pigeons
    
    This is an interesting collection goal, as the real focus of the goal is
    getting up to the collection area.  There are many ways to do it, but the
    easiest is to turn left from the start, then use the humps on the QP to get up
    to the wire which takes you to the roof.  Once you're up there, the collection
    is easy for this point in the game--so much so that the in-game map does a much
    better job than any route I could make.  As long as you remember to stay in a
    combo--and that you need to both spine up to the mini bowl and go under the
    walkway to get pigeons, the goal is simple.
    
    Pipe Skills:  Do the tricks as they appear on camera.
    Unlocked:  Beginning
    Style:  Career
    Category:  Trick List-Skatris
    Time Limit:  1:30
    
    Difficulty:
    AM:    Complete 15 Tricks
    Pro:   Complete 20 Tricks
    Sick:  Complete 30 Tricks
    
    The last Skatris goal for Career really does pull out all the stops.  You're
    limited to the halfpipe you start in, and this has the meanest trick list of
    all:
    
    Diagonal Single-Tap Grabs
    All Double-Tap Grabs
    720 Grabs
    Flips/Rolls (spun up to 360)
    Lip Tricks
    
    To pull this off, you'll need to forget much of the advice I told you before
    about Skatris.  Yes, you can start by doing all the tricks you can off the
    ground, but you need to start sessioning the halfpipe quickly.  The key is that
    you need Aggro Kicks to pull off the 720's and the Sacktaps, but you can't use
    too many or your combo won't end, stopping the trick list from refreshing.  Do
    as many tricks as you can on each jump, combining the Flips/Rolls with easy
    tricks, and maybe even doing two or more tricks average on each jump.  The time
    limit seems way too tight (3 seconds a trick), but if you do it well, you can
    finish with 10 seconds to spare.
    
    Price Challenge:  Score within specified range of target score without going
                      over.
    Unlocked:  Pipe Skills
    Style:  Career
    Category:  Scoring-Price is Wrong
    Time Limit:  1:30
    
    Difficulty:
    AM:    Score Within Range before Time Runs Out
    Pro:   Score Within Range in 60 Seconds or Less
    Sick:  Score within Range in 30 Seconds or Less
    
    Your last Price is Wrong!  200,000 with only a 2,000 buffer is crazy though.
    The only way to get this reliably is to either aim for 19,000 x 10 (which is
    near impossible to get without a set line), or go for 15,000 x 10, then
    continue with short combo, getting shorter as you get closer.  Once you
    actually hit the target, you can work on doing it faster--which is all you can
    try to do to get the Sick.
    
    Testing Lines:  Get as many trick orbs as you can.
    Unlocked:  Price Challenge
    Style:  Career
    Category:  Combo to a Point-Trick Signs
    Time Limit:  0:10
    
    Difficulty:
    AM:    10 Trick Orbs
    Pro:   15 Trick Orbs
    Sick:  17 Trick Orbs
    
    This line isn't that hard, it's just has a lot of different moves and is more
    stat-dependent (to hit the gaps) than your average line:
    
    AM:   Quickly get Special, then Aggro and Manual through 1, then Spine for 2
          and Manual down for 3, 4 and 5.  Jump up the QP after 5 and grind for 6,
          then continue for 7 and 8.  Flip for 9, then land in a grind for 10.
    Pro:  Continue the grind for 11-12, Wallride for 13, then grind for 14 and Flip
          for 15.
    Sick: Manual for 16 then Acid for 17. (this was a more "precision" line)
    
    For an Edit:  Score big while the cameras are on you.
    Unlocked:  Testing Lines
    Style:  Career
    Category:  Trick for the Camera
    Time Limit:  2:00
    
    Difficulty:
    AM:    Score 40,000 Points When on Camera
    Pro:   Score 75,000 Points When on Camera
    Sick:  Score 100,000 Points When on Camera
    
    This camera goal is a true example of the saying "too many cooks spoil the 
    soup."  10 cameras total, but there are only 4 good vert cameras (plus one that
    could work, but is hard to hit).  Still, 4 cameras should be more than enough
    for 100,000 points if you work at maximum efficiency.  If you still need more,
    the rail cameras could be good for some points, if you use either a special
    flip or the Downhill Luge on them--you have plenty of time to work with.
    
    Lead the Way:  Follow the filmer and do the tricks he calls out.
    Unlocked:  For an Edit
    Style:  Career
    Category:  Trick List-Follow the Cameraman
    Time Limit:  2:30
    
    Difficulty:
    AM:    Complete 25 Tricks
    Pro:   Complete 30 Tricks
    Sick:  Complete 35 Tricks
    
    The last cameraman goal!  They have pulled out all the stops--but you won't
    notice until past the halfway point, as this is a "smooth" goal, and there is
    a lot of "Manual Trick" and "Grind Trick+Flip Trick"-style filler in the AM
    portion.  The trick list is more important than ever.
    
    AM:   1. Nosegrind-Rail on the left (going forward)
          2. 50-50-Ideally on the same rail
          3. 180 Grab Trick-Before the slope
          4. 5-0-On the slope
          5. 180 Flip Trick-Near the end of the slope
          6. Grind Trick+Flip Trick-Around the corner
          7. Manual Trick-Quickly, quickly!
          8. Nosegrind-You shouldn't be into the main mall yet
          9. Manual Trick+180 Flip Trick-Still barely into the mall
          10. Grind Trick+Manual Trick-On the QP's on the left side of the mall
          11. 360 Grab Trick-Do it off the upper slope for height (on the ground)
          12. Manual Trick-Still haven't made a lap
          13. Grind Trick+Flip Trick-Off the ledges on the right
          14. Manual Trick-Just about to finish the lap
          15. 540 Grab Trick-Use the closest QP--go ahead of the camera a bit
          16. Manual Trick-Somewhere, based on the QP you used
          17. Grind Trick+Manual Trick-And the guide gets less specific
          18. 180 Flip Trick-Don't get lulled asleep...
          19. Nosegrind-...it gets much harder at 26
          20. 360 Grab Trick-Off a QP probably
          21. Manual Trick-You probably haven't made the second lap yet
          22. 5-0-These tricks should be done very quickly
          23. 360 Flip Trick-If there's no QP, then use a kicker
          24. Grind Trick+Manual Trick-Get ready...
          25. Grind Trick+180 Flip Trick-...because they're about to get harder
    Pro:  26. Manual Trick+Grind Trick-Or not--let's try again
          27. 360 Grab Trick+Bluntslide-That's not that bad
          28. Manual Trick+180 Method-You can still do this off the ground
          29. 360 Christ Air-That's more like it!  You need to do it off a QP, but
                             still be in range.  This will kill a lot of Sick runs.
          30. Nosegrind+360 Kickflip-You may be able to do it off the rail, but you
                                     can manual/Aggro to a QP if necessary.
    Sick: 31. Manual Trick+5-0+180 Stiffy-This is much easier than it looks.
          32. 360 Japan+Manual Trick+50-50-Do in the order listed for the best
                                           results, but this is hard.
          33. 180 Indy+Manual Trick+360 Kickflip-Yes, this is harder than it looks.
                             Do the Indy off the ground, manual, then Aggro to a QP
                             for the Kickflip, and hope you're still in range.
          34. Nosegrind+Manual Trick+360 Double Kickflip-Do the tricks in the order
                             listed, and Aggro to the QP for the Double Kickflip.
          35. Manual Trick+360 Kickflip to Indy-Aggro a QP, then Manual--too easy.
    
    Daewon's Hardcore Drop:  Do the trick specified off of the Acid Drop.
    Unlocked:  3 Hardcore Goals, 11 Goals Total
    Style:  Hardcore
    Category:  Hit the Gap
    Time Limit:  2:00
    
    Difficulty:
    AM:    Acid Drop+360 Sal Flip
    Pro:   Acid Drop+360 Kickflip to Indy
    Sick:  Acid Drop+Double Heelflip+Roll
    
    This goal is very annoying, especially compared with its (relatively) easy
    difficulty.  The goal has two parts:  getting up to the ledge, then doing the
    trick off the Acid Drop.  The first part is what's annoying, as it just takes
    a bit of time to get up there, and you have no rush as all to get up there
    (unlike in Pigeon Patrol).  The easiest way (of many) is to skate to the far
    side of the plaza, then grind the ledge next to the building, Wallride up, and
    finally grind to the Acid Drop ledge.  As for the drop itself, all of the
    options are easy if you have enough S's.  To get the most speed, grind the
    railing, ideally directly from the previous ledge.  If you can't do the AM or
    Pro, try the Sick, as it doesn't require a counter-intuitive double-direction
    with rotation, but instead just one direction.
    
    Bob's Career Contest:  Skate for gold in a competition against top skaters.
    Unlocked:  3 Career Goals, 11 Goals Total
    Style:  Career
    Category:  Scoring-Medal Competition
    Time Limit:  0:30 a Run, 3 Runs Total
    
    Difficulty:
    AM:    Get the Bronze Medal
    Pro:   Get the Silver Medal
    Sick:  Get the Gold Medal
    
    Now this is more like a normal competition, with only 30 seconds a run.  Unless
    you can build a mega-combo that can get you the gold by itself, it's better to
    end your combo before the timer ends, then start a second one for maximum
    points.  You'll need to start your combo quickly if you want that second combo,
    though.  Here are the plateaus:
    
    AM:   500,000-1,000,000/1,500,000
    Pro:  1,000,000/1,500,000-3,500,000+
    Sick: 3,500,000+
    
    Yikes!  I didn't remember the plateaus being that high (yes, those are with no
    bails).  For Sick, this is basically a 4,000,000 High Combo (maybe less, I
    wouldn't tempt it) you have to do twice in three times.
    
    Grind Skill Challenge
    Location:  East of the waterside plaza, on the ledge right in the SE corner
    
    AM:   Grind the ledge to the AM marker, making sure to jump the gap.
    Pro:  Continue grinding the ledge past the next gap, then jump and grind the
          planter (jump earlier than you think).  Jump the next gap, and the Pro
          marker is right before the next gap.
    Sick: Jump to the upper ledge, then jump at the exact moment to grind the next
          ledge.  This final part is pretty much luck, jumping at the exact moment,
          then making sure to grind before the combo ends.  Thankfully, the Sick
          marker is right on that ledge.
    
    Manual Skill Challenge
    Location:  Right on the west exit to the waterside plaza
    
    AM:   Manual into the spraycan, then quickly turn left to hit the AM marker on
          the right side of the stairs.
    Pro:  Angle slightly left and continue manualing forward into the Pro marker.
    Sick: Keep holding forward until you hit the Sick marker.
    
    Distance Skill Challenge
    Location:  On the southwest side of the waterfall pool area, look for the
               kicker separated by a fence.
    
    All:  Your best relatively straight Full Aggro is to start at the tunnel from
          the waterside plaza; Aggro down the tunnel, angle as straight as you can
          toward the kicker, and make sure to Boneless to get height.
    
    Monuments is over for now (until you need it Sick it, of course).  Who's 
    ready to complete Story? I am!  On to your final Pro Challenges in Skatepark!
    
    5i.  Skatepark
    
    Skatepark is by far the most unique course in the game, as not only can you set
    it up 1,048,576 ways (59,049 if you put a piece everywhere), its goal setup
    most likely will change every time you play.  You see, when you complete your
    first Pro Challenge in a normal course, that Pro will go into the Skatepark and
    give you another Pro Challenge to complete.  Even if you complete the other
    Pro Challenge, that Pro won't go into your park.  Furthermore, when you
    complete those six goals, Tony Hawk will show up again, with an ultimate goal
    for the path you've set (based on your meter at the time you complete the sixth
    Skatepark Pro Challenge).  Thus, I've split Skatepark into two sections, one
    for each alignment.
    
    But with all that stuff I'm getting way ahead of myself.  First, you need to
    set up your park.  For the most part, the goals just want you to have a piece
    in each spot.  On the other hand, unless I say otherwise (in a Setup section), 
    my guide will be written based on having the most expensive part (Sick) in
    each spot, as that's what I normally skate with.  Find what's best for you.
    
    As for the park itself, it can be separated into three main sections.  There's
    the large main section of the warehouse from the center to the northeast
    corner, punctuated by the long rails in the ground in the middle (get very
    familiar with them).  There's the West Side, where there are two big halfpipes
    by the time you get all the pieces in.  Finally, there the outside section in
    the south, which has the most open space (which will be very important in some
    goals).  You can get some very big combos here without trying--and I might even
    teach you some of them.
    
    By the way, if you're here looking for the beginner goals, go back to the
    beginning of the Story Mode section.  On the other hand, if you're looking for
    the neutral goals (the Skill Challenges), don't move--they're right here!
    
    Manual Skill Challenge
    Location:  In the northwest corner of the park
    
    AM:   Manual the spraycan, then hit the AM marker at the top of the stairs.
    Pro:  Start turning as you hit the Pro marker at the bottom of the stairs.
    Sick: Make a quick left turn and hit the Sick marker.  This is harder than it
          looks--for some reason, they designed it too easy, and with full stats
          you go too fast to make the turn normally.  Try not holding Jump as you
          go down the stairs.
    
    Grind Skill Challenge
    Location:  Go to the north side of the warehouse, then go up to the walkway,
               where the spraycan is on your left.
    
    AM:   Grind the left ledge, jump over the gap, then hit the AM marker.
    Pro:  Continue grinding to the Pro marker.
    Sick: Continue down the ramp to the Sick marker.
    
    Air Time Skill Challenge
    Location:  In the center of the map--follow the rails from where you start
    
    All:  You have plenty of room for a Full Aggro, and with full S's, you might
          not even need it!
    
    i.  Skatepark-Hardcore
    
    Throwing a Freakout:  Complete a combo containing the requested tricks that is
                          worth the requested amount.
    Unlocked:  Philly Hardcore Pro Challenge (Hardcore Freak Out)
    Style:  Hardcore
    Category:  High Combo--Freak Out
    Time Limit:  1:00
    
    Difficulty:
    AM:    Freak Out and Worth 350,000 Points
    Pro:   Freak Out and Worth 1,000,000 Points
    Sick:  Freak Out and Worth 2,000,000 Points
    
    This goal is really dumb, even if you agree with the Jackass style the games
    have taken.  Not only do you need to get a standard High Combo, you need to
    bail intentionally (one of the hardest things to do), then play a touchscreen
    minigame.  To be safe, aim for double the target score, which gives you
    breathing room.  If you need help with the score, look at the Career High
    Combo section--but Flatlanding (and Aggro Sessioning if you really need it) can
    get you 4 million easily.
    
    Flyer Lines:  Collect as many objects in a combo as you can within the time
                  limit.
    Unlocked:  Harbor Hardcore Pro Challenge (Learning the Footplant)
    Style:  Hardcore
    Category:  Combo to a Point
    Time Limit:  2:00
    
    Difficulty:
    AM:    Collect 8 Flyers
    Pro:   Collect 10 Flyers
    Sick:  Collect 15 Flyers
    
    This goal is set up in the exact opposite way it probably should have been.
    The first jump from the ramp to the boxcar is one of the hardest jumps in the
    game for a goal, and yet the goal even expects AM to do it.  If you aren't
    going for Sick, start from 15 and go backwards--the line's very simple if you
    take it in reverse, but it's near-impossible to get to the final flyers.
    
    AM:   Your first step should be to bail--the two jumps are all but impossible
          without the boost bailing first provides.  When you've bailed and have
          the S's, build a full Aggro just as you grind the ramp for 1 and 2, jump
          to the center of the boxcar for 3, then jump to the pipe for 4.  Finally,
          jump to the rail for 5-8.
    Pro:  Jump over the gap right after 8 (don't use the kicker or you'll miss some
          flyers) and grind for 9, 10...
    Sick: ...and 11, then manual the middle for 12 and grind the left rail down the
          ramp for 13-15.
    
    Getting Proof:  Score big while the cameras are on you.
    Unlocked:  Museums Hardcore Pro Challenge (Knuckle Draggin')
    Style:  Hardcore
    Category:  Trick for the Camera
    Time Limit:  2:00
    
    Difficulty:
    AM:    Score 50,000 Points When on Camera
    Pro:   Score 75,000 Points When on Camera
    Sick:  Score 100,000 Points When on Camera
    
    Setup: There are cameras on Spots 3 (non-AM), 4 (non-AM), 5 (non-AM), and
           6 (non-Sick--that's not a typo).
    
    Yes, both sides have a camera goal.  It's basically a mirror of the Career
    goal, with half the points and half the cameras (but curiously not half the
    time).  Almost all the cameras are on Spots, so make sure you have valid pieces
    in each spot.
    
    Navigating Your Turf:  Get to all the Checkpoints before time runs out.
    Unlocked:  FDR Hardcore Pro Challenge (Connect the Dots)
    Style:  Hardcore
    Category:  Combo to a Point-Checkpoints
    Time Limit:  0:15
    
    Difficulty:
    AM:    Reach All Checkpoints
    Pro:   Reach All Checkpoints and Score 500,000 Points
    Sick:  Reach All Checkpoints, Score 1,000,000 Points, and Complete Entire Run
           in a Combo
    
    This is the hardest checkpoint goal in the game, and probably the hardest goal
    period for the AM player, as you have do most of the goal in a combo that
    rivals many of the Sick lines.  It's no slouch for the Sick player either, as
    the goal tests your balance, leaving you without much of an opportunity to
    score the million point combo.  Of course the best way to combat that to do
    your points in the combo, and that certainly helps, but the combo simply isn't
    long enough (maybe to hit the Pro without extra effort, but not the Sick).  If
    you aren't going for points, ignore all the little combo boosters I throw in.
    
    Setup:  The best path for this goal has the Pro/Sick part in Spot 3, the Pro
    part in Spot 6, the AM part in Spot 8, and the Sick part in Spot 10.
    
    Start by tricking onto the rail on Spot 3, then jump and flip to the curve.
    Jump to the next rail, then jump and grind Spot 6 to get the first Checkpoint.
    Quickly turn onto Spot 8 and grind up (you'll need an Aggro chain if you left a
    spine there) and jump and grind the truck for Checkpoint 2. Turn and grind Spot
    10, then grind the rail straight ahead for your last checkpoint.  For the
    remaining points, stay in your combo and grind back and forth on the rails--if
    you've been using Specials during the combo it should take less than one pass
    (aim for 40,000 x 30 on Sick to be safe). 
    
    Ultimate Progression Test:  Do the tricks as they come on screen.
    Unlocked:  Lansdowne Career Pro Challenge (Messin' With the Locals)
    Style:  Hardcore
    Category:  Trick List-Skatris
    Time Limit:  2:00
    
    Difficulty:
    AM:    Complete 20 Tricks
    Pro:   Complete 30 Tricks
    Sick:  Complete 35 Tricks
    
    The final Skatris, and it's a doozy!  Just look at the trick pool:
    
    Diagonal Single-Tap Flips
    All Double-Tap/Double-Direction Grabs/Flips
    Up/Down Grinds
    
    Wait, is that all?  I could have sworn they had rotation and Flips/Rolls as
    well, but they're not coming up for me.  Heck, you can do most of these tricks
    off the ground!  The time limit's a little tight (especially if you planned on
    doing everything off QP's), but nothing you can't handle at the end of Story.
    
    Building the Flow:  Collect as many objects in a combo as you can within the
                        time limit.
    Unlocked:  Monuments Career Pro Challenge (Daewon's Hardcore Drop)
    Style:  Hardcore
    Category:  Combo to a Point
    Time Limit:  2:00
    
    Difficulty:
    AM:    Collect 15 Objects in a Combo
    Pro:   Collect 17 Objects in a Combo
    Sick:  Collect 20 Objects in a Combo
    
    Setup:  This goal is meant to be done with the Pro piece in Spot 7, the AM
            piece in Spot 9, and the Sick piece in Spot 10.
    
    This goal looks much more daunting than it is, especially if you haven't set it
    up properly (and without my help, it would take trial and error--3 Spots, all
    of them need one specific piece, all in different sets?).  Still, the goal's
    easy, even though it's a continuous line (thus AM and Sick are basically the
    same).
    
    All:  Grind the railing for 1-2, jump and manual for 3, then grind Spot 10 for
          4-5.  Manual 6, grind the corner on Spot 9 for 7-8, then manual 10 and
          grind the cars for 11-12.  Manual 13 and up the ramp for 14, then make a
          short hop and grind the pool for 15 (AM) and 16.  Jump for 17 (Pro), then
          manual and grind the rail for 18-19, then finally manual into 20 (Sick).
    
    Staying Hardcore:  Complete each combo as it is listed.
    Unlocked:  6 Skatepark Pro Challenges, Hardcore Meter
    Style:  Hardcore
    Category:  Trick List
    Time Limit:  3:30
    
    Difficulty:
    AM:    Complete 17 Combos
    Pro:   Complete 25 Combos
    Sick:  Complete 28 Combos
    
    The final Hardcore goal, and Tony has a trick list for the ages.  For all of
    the insane air, getting full Aggro should be a given, especially since most of
    the combos require it anyway.  You should definitely know how this works by
    now, so my list will be relatively clean.  Here's the final list for Story (and
    thank God you don't have a cameraman):
    
    AM:   1. Manual Trick+180 Flip Trick
          2. 180 Grab Trick+Grind Trick
          3. Grab Trick+180 Flip Trick
          4. Manual Trick+180 Grab Trick
          5. Grind Trick+Manual Trick
          6. 5-0+Kickflip
          7. Manual Trick+180 Indy
          8. 180 Heelflip+180 Melon
          9. 180 Nosegrab+Manual Trick-Use a kicker/QP
          10. 50-50+180 Tailgrab-Same
          11. Aggro Kick+Backflip
          12. Aggro Kick+Frontflip
          13. 360 Indy-QP
          14. 360 Nosegrab-This is harder than it looks, QP definitely
          15. 360 Kickflip+Manual-Kicker?
          16. Aggro Kick+360 Christ Air-Full Aggro
          17. 180 Method+Manual Trick
    Pro:  18. Grind Trick+180 Judo
          19. Bluntslide+Manual Trick
          20. Aggro Kick+Double Roll-Full Aggro
          21. Nosegrind+5-0+Nosebluntslide-Use the ground rails in the center
          22. Manual Trick+Handstand+Handflip
          23. Spine Transfer+360 Kickflip+Manual Trick-Use Spot x and head outside
          24. Aggro Kick+900 Grab Trick-Full Aggro, simple grab, isn't too hard
          25. Manual Trick+Pivot+Casper-Don't crouch during the manual
    Sick: 26. Aggro Kick+540 Double Backflip-Full Aggro, approach the QP straight,
              and rotate in the direction you were slightly angled
          27. 720 Japan+Manual Trick+Bluntslide-Full Aggro, make sure the grind
              actually registers by grinding the ground rail outside
          28. Aggro Kick+1080 Indy
              Yes, that is 1080.  First, make sure you've bailed and have Special,
              then go to the south QP row and start Aggroing--it's almost exactly
              four kicks from one end to another--and finally hit the QP straight,
              rotate to the right, and land it!
    
    (As a sidenote, you can get higher rotation if you go from a high QP to a lower
    one and use a optimal Freakout Boost--I've landed a 1260 in Landsdowne, and
    probably could get a 1440 if everything was perfect.
    
    Now you're truly Hardcore! Go back and complete all the Sick goals and try for
    100% Career. If you want more goals (including scoring without strings
    attached), start a new file and do the other Pro Challenges (the Career goals).
    
    ii. Skatepark-Career
    
    Test of Style:  (Guess what's here?  Boring Style for $1250!)
    Unlocked:  Philly Career Pro Challenge (Career and Focus)
    Style:  Career
    Category:  Style Scoring
    Time Limit:  2:00
    
    Difficulty:
    AM:    Style Score of 40 at End of Run
    Pro:   Style Score of 60 at End of Run
    Sick:  Style Score of 80 at End of Run
    
    I've done this Sick in 58 seconds.  What's your best score?  If you want to
    compete in Style in multiplayer, focus on your Perfect Landings, and end your
    combos early (after 2 jumps) to get more Big Combo points.
    
    Holding It Together:  Collect as many objects in a combo as you can within the
                          time limit.
    Unlocked:  Harbor Career Pro Challenge (Fountain Demo)
    Style:  Career
    Category:  Combo to a Point
    Time Limit:  2:00
    
    Difficulty:
    AM:    Collect 8 Objects in a Combo
    Pro:   Collect 10 Objects in a Combo
    Sick:  Collect 14 Objects in a Combo
    
    The trickiest part about this combo is where to start, as the combo comes back
    in a circle.  Thankfully, it's on a normal part of the course, so there's no
    setup required (unlike the goal below).  And it's a (relatively) short line
    as well!
    
    AM:   Grind the rail on the ground for 1 and 2, then Manual for 3.  Grind the
          steps for 4 and 5, jump for 6, manual for 7, then grind the quarterpipe
          for 8.
    Pro:  Continue grinding for 9, then Wallride up to 10.
    Sick: Grind the next QP for 11-13, then Wallride 14.
    
    Keeping It Smooth:  Collect as many objects in a combo as you can within the
                        time limit.
    Unlocked:  Museums Career Pro Challenge (Fast and Loud)
    Style:  Career
    Category:  Combo to a Point
    Time Limit:  1:00
    
    Difficulty:
    AM:    Collect 12 Objects in a Combo
    Pro:   Collect 15 Objects in a Combo
    Sick:  Collect 17 Objects in a Combo
    
    As the title suggests, this goal is (ironicly) like the Hardcore Pro Challenge
    in Museums, where you focus more on hitting every object than searching or
    balancing.  Thus, I'll do all the objects in one paragraph as before.
    
    Setup: This goal is impossible to Sick without the Sick part in Spot 7, or
           with AM parts in Spots 3 or 6, and is slightly easier to combo with Pro
           pieces in Spots 3 and 6.
    
    All:   Grind the crossed rails to grab 1 and 2, then jump to the railing for 3
           and 4.  Grind the rail on the ground for 5-7, jump to the next rail for 
           8, then jump to the humps/ledge for 9-10.  Manual into 11, then angle 
           to the right to Hip Transfer 12 (AM)--it's the only way I can reliably
           hit it.  Grind the edge of the of the far QP for 13, Acid Drop 14,
           grind the QP for 15 (Pro)-16, then Grab 17 (Sick).
    
    Showing Off:  Keep all the judges impressed by doing tricks near them.
    Unlocked:  FDR Career Pro Challenge (Follow the Leader)
    Style:  Career
    Category:  Scoring-Spot-Based Competition
    Time Limit:  2:00
    
    Difficulty:
    AM:    End Run with All Judges in Orange Area
    Pro:   End Run with All Judges in Blue Area
    Sick:  End Run with All Judges in Yellow Area
    
    Setup:  My recommended run requires a piece in Spot 3 (non-AM) and pieces are
            recommended in Spots 1 and 6 (Sick).
    
    This final Spot-Based Competition requires the most traveling to the start of
    the line from the start, but the plateaus really aren't that bad.  Start by
    skating to the Northwest corner of the park, by the Red judge.  Grind the
    sloped panel on the side closest to the judge down the slope, then manual
    around the curve to the left.  Grind the rails on the ground (or Spot 6), then
    turn to the left and grind the railing up Spot 3.  Land in a Manual, then grind
    the crossed rails and Acid Drop into Spot 1.  Air on the other side of Spot 1,
    then do a bit of flatland in front of the Blue judge.  If you end the combo
    outside the range of a judge (or take too long?), you might not get any credit.
    Here are your plateaus:
    
    AM:    250,000-350,000
    Pro:   350,000-450,000
    Sick:  450,000+
    
    Combos Are Key:  Get as many points as you can in a combo within the time
                     limit.
    Unlocked:  Lansdowne Career Pro Challenge (The Next Level)
    Style:  Career
    Category:  Scoring-High Combo
    Time Limit:  2:00
    
    Difficulty:
    AM:    400,000 Points in a Combo
    Pro:   2,000,000 Points in a Combo
    Sick:  5,000,000 Points in a Combo
    
    I know what you're thinking.  5 Million?!?!  And in a combo?!  How the heck am
    I going to get that score?  I'm going to help you, that's how!  There are three
    ways I like to score on this map.  Some are easier than others, so I'm going to
    give them to you in the traditional difficulty levels.  Just note that all of
    these are geared towards Sicking the goal.  Oh, and if you're wondering, this
    is the hardest scoring goal in the game, at least on the Career side (Bam's
    super-Freak Out is potentially harder, especially if you can't bail on
    command).  Yes, this is even harder than Tony's Elimiskate.
    
    AM:    You start with a halfpipe in front of you, so use it!  Aggro session the
           halfpipe the maximum amount of times you can, and use held 360 Hardflips
           and Inward Heelflips, rotated at least 720 each time.  When you run out
           of Aggro Kicks, Revert, aim out of the halfpipe, and start Flatlanding.
           Your target score is somewhere around 100,000 x 50 for Sick.
    
    Pro:   Skate back to the main area, with the rails on the ground (preferrably
           getting Special on the way).  Start by Special Grinding the rail that
           doesn't lead to the Air Time Skill Challenge Arrows (and won't end on 
           you prematurely).  When you get to the quarterpipe, manual there, then
           do a "Slow" Special Air with a Flip or Roll, then stick in an extra 
           Kickflip or two if you can.  Revert and Manual, then grind the rail back
           to the QP on the other end, occassionally flipping on the rail (on a
           straightaway, jump, flip, then land in a different Special Grind) to
           build multiplier.  Continue the process until your Grind balance starts
           to give out, then start Flatlanding.  Your target here is closer to
           50,000 x 100.
    
    Setup: For my Sick line, I have Sick pieces on Spots 5, 6, and 7.
    
    Sick:  Skate to the southeast corner, and start by grinding the center of Spot
           6 towards the outside.  Jump off and grind Spot 5 after a short grind on
           the ground rail and a manual if necessary.  Grind the next ground rail
           and quickly manual and jump to Wallplant the fence.  Repeat the grind,
           tricking off Spot 7 on the other side, and repeat until your balance
           fails.  To get the really big points, you need to do three things:
           A:  Use all the Specials you can--Grinds, Manuals, "Slow" Airs off Spot
               7, and Flips between the grinds and off the Wallplant.
           B:  Spine Transfer over Spot 7 on one of your loops and Aggro Session
               the halfpipe (like in AM).
           C:  Flatland for multiplier when your grind balance fails.
           Your target's something like 70,000 x 8--it can easily be 100,000 x 100.
    
    And even after that, there's one more big Skatepark scoring line I use for
    Skatepark--but I'm saving that for the Classic coverage, along with the super
    lines for the rest of the levels.  I need to have something to keep you reading
    through the insanely easy Classic mode while you wait for the gaps, right?
    
    For the Sponsors:  Score big while the cameras are on you.
    Unlocked:  Monuments Career Pro Challenge (Bob's Career Contest)
    Style:  Career
    Category:  Trick for the Camera
    Time Limit:  2:00
    
    Difficulty:
    AM:    Score 100,000 Points When on Camera
    Pro:   Score 150,000 Points When on Camera
    Sick:  Score 200,000 Points When on Camera
    
    Setup:  Cameras are placed on Spots 3 (non-AM), 7 (any) and 8 (non-AM)
    
    This is an extended camera goal--10 cameras, and with average scoring you need
    about 8 of them.  In that sense, it's similar to a collection goal, only with
    more air tricks.  Because of that, I'll give you an efficient route to follow.
    This route assumes you can score about 25,000 points per camera, which is
    generally Special "Slow" Air+Flip/Roll+2 quick flips (Kickflips)
    
    Start by getting Special (via flatland), then hit the camera in front of you on
    the left (not Spot 3).  Land and hit the camera to your left (behind the
    start), then hit Spot 8's camera while Spine Transfering.  Spine Transfer over
    Spot 7's camera, then turn left  and hit camera next to Spot 3's backside.  Go
    outside and hit the two cameras there (to your right and on Spot 3), then go
    back into the main warehouse and quickly make a U-turn to hit the final camera.
    If your cameras weren't ideal (or--horrors!--you bailed once), the last two
    cameras are on the north side of the park.
    
    The Start of a Career:  At the end of each time interval the skater with the
                            lowest score is eliminated.
    Unlocked:  6 Skatepark Pro Challenges, Career Meter
    Style:  Career
    Category:  Scoring-Elimiskate
    Time Limit:  1:00, 1:00
    
    Difficulty:
    AM:    2nd Place
    Pro:   1st Place
    Sick:  1st Place and Win by 2,500,000 Points
    
    This is much easier than it looks.  If you did "Combos Are Key" earlier, this
    has a lower score requirement for Sick, and you don't have to do it in a combo.
    The only main difference is that you need to have shorter combos, and make sure
    you are above the plateaus before time expires.  As for the plateaus, they vary
    greatly.  Leo (who?) can vary by 100,000, and Tony Hawk can score in a range of
    400,000+.  Aim for 5,000,000 and you won't be surprised.  As for the scoring
    itself, take your pick:  You start right in front of the Pro line from "Combos
    Are Key,"  and you can easily go outside for the Sick and Classic lines--yes,
    I'm still dropping subtle hints *cough88millioncombocough*. Here are those
    plateaus:
    
    AM:   400,000
    Pro:  2,000,000+
    Sick: 4,500,000+
    
    Congratulations on a great Career!  Now go back and hit those Sicks, especially
    the ones I told you to put off.  If you want more new goals, start a new file
    and do the other Pro Challenge in each level (the Hardcore goals) to get the
    other branch of Skatepark goals.
    
    6.  General Classic Tips
    
    Classic Mode is set up in a very predictable way:
    
    5 Score Goals (3 High Score, 2 High Combo)
    Collect S-K-A-T-E
    Collect C-O-M-B-O
    (Move) the (Gap) [1 or 2]
    (Move) All (#) (Gaps) [Sometimes]
    Find the Secret Tape
    
    The score goals are easy enough, but some of the other goals can be tricky.
    If you don't want to look at the guide (where I have all the locations), just
    look at your map, where S-K-A-T-E, C-O-M-B-O, and the Secret Tape are all
    marked as yellow pluses (Hint:  If you only have one of those left, that's
    where the object is!).  The gaps aren't marked, but the singlular gaps are
    clearly shown in the pre-level video, as well as one of the multiple gaps. The
    multiple gaps clearly stand out, though, so they should be easy.  All of
    Classic Mode should be easy, in fact--as long as you can score easily.
    
    8.  Gaps
    
    Gaps are the most annoying part of any Tony Hawk game.  On the surface, they're
    very helpful, giving you points and a multiplier for running a fairly obvious
    line.  The problem is trying to get all of them.  Tony Hawk games have recently
    begun rewarding people for finding all the gaps--here you're rewarded with $25
    a gap, along with percentage points.  For the person looking for 100%, those
    missing entries can sit there, taunting you with things you can never find.
    Right now I'm at 99%, with 6 gaps left at the moment.  Not only that, recording
    the gaps for this guide is one of the most mind-numbing things I have to do,
    and it isn't even that useful other than for 100% completion--most of the gaps
    in this game are worth only 100 points, and if you need to actively look for
    them, how would you use them in a natural line?  Still, a lot of people need
    this help, and I must oblige.
    
    My Missing Gaps:
    
    Yes, I'm finally 100% done with my gaps (and thus my file), but my gap hunting
    still isn't over.  As I try to finish this gap guide, I occasionally can't
    rediscover some of the gaps.  Thus, I'll post the gaps here (and mark them in
    the guide with question marks) and leave it to the message boards:
    (the N/A's are levels I haven't covered yet)
    
    Skatepark:  (Complete)
    Philly:  (N/A)
    Harbor:  (N/A)
    Monuments:  Rim Grind, Side to Side
    FDR:  Around the Park
    Lansdowne:  (N/A)
    Monuments:  (N/A)
    
    8a.  Skatepark
    
    Skatepark is one of the most interesting places for gaps, because of the low
    number combined with the variable setup.  The trick to finding gaps (at least
    so far) is that it can't rely on a certain piece, and thus most gaps avoid the
    Spots entirely.  Still there are some exceptions, so read on!
    
                                     Air Gaps:
    Outside Transfer:    Spine to the outside from the upper pool
                         This is the logical progression from "Warehouse Transfer."
    
    Warehouse Transfer:  Spine from the Warehouse to the upper pool
                         The upper pool is by the Air Skill Challenge, and you need
                         a bit of air (or an Aggro) to get up there likely.
    
    Jump Gypsy:          Do the QP to QP transfer by Spot 2 in the northeast
                         Go from the metal QP by Spot 2 to inside the semicircle of
                         QP's--the game won't let you do it the other way.
    
    Ramp to Ramp:        Transfer over the vertical pipe in the east (QP to QP)
                         The pipe's straight ahead from the start, but this is the
                         hardest air gap to hit--and to make things worse, it often
                         won't register if you go too high.  Try to be fast, but
                         not have a full Aggro for best results.
    
    The Pools:           Spine from the pool to the QP in the north
                         Or you can go from the semi-circle to the pool--that's
                         slightly easier to hit without bumping into the catwalk. 
    
                                     Lip Gaps:
    None:                One less category to worry about!
    
                                    Grind Gaps:
    Don't Fall:          Grind the QP's outside on the south end?
                         I can trigger this consistantly, but not in a set way--I
                         generally grind the back QP from the bulldozer to the
                         wall, Wallplant, and generally get it when I return to the
                         grind.
    
    On a Rail:           Wallplant off the boxcar from one rail to another
                         (Thanks to ProfBlahson for clarification)
                         Start by going east away from Spot 10 and grind the inner
                         rail on the right side (ProfBlahson recommends putting the
                         AM piece in Spot 1, then grinding the rail directly to the
                         right of the center spine).  Right before the turn, jump
                         to the right, Wallplant off the boxcar, then land on the
                         other rail (now on the far left).  If it doesn't trigger,
                         try grinding more of the preceding rail before the jump.
    
    Slide:               Grind the ramp between the steps and Spot 8
                         Specifically, that little extended slanted board--grind it
                         on the right side to be assured the gap.
    
    Across the Steps:    Gap the steps in front of the pool in the north
                         Jump across the steps in front of the pool mentioned in
                         "The Pools."
    
    Slanted:             Grind the top of the north pool/halfpipe (the gray one)
                         (Thanks to NM2 for finding this simple gap)
                         Yes, that's how simple this gap was.  Make sure you grind
                         the whole semi-circle to get it to trigger.
    
    Around the Pool:     Grind a lap around the upper pool
                         You know, the pool you gapped into for "Outside Transfer"
                         and "Warehouse Transfer?"
    
    Leap of Faith:       Gap on the pipes outside far above Spot 3
                         This is the gap you hit for the Secret Tape in Classic.
                         To get there, Wallride and grind the east fence, jump and
                         grind the first pipe, jump and grind the upper pipe, then
                         jump across the gap.
    
    Roadblock:           Grind the fence on the west side?
                         Generally, I first have the Sick piece in Spot 9, then
                         grind the fence towards Spot 9, Wallplant it, and grind
                         again, triggering the gap--but it doesn't always work.
    
    Catwalk Gap:         Grind and gap the large gap in the catwalk in the north
                         This gap is self-explanatory, but it requires a bit of
                         speed.
    
    Crane It:            Grind from the top of the boxcar to the catwalk
                         The second part of the difficult gaps, as after "Boxcar
                         Hop," you need to jump to the center of the boxcar (if you
                         aren't already), then time the jump so you can get to the
                         catwalk (or the light fixture in front)
    
    Boxcar Hop:          Grind from the ramp near the start to the boxcar
                         This is the hardest (found) grind gap.  Get Special and
                         have less than full Aggro, then grind the left side of the
                         ramp for the best angle.  When you land in a grind,
                         quickly setup for "Crane It."
    
    Dozer Blades:        Grind the front of the bulldozer outside on the south end
                         Grind the whole QP or you won't trigger the gap.
    
    Rollercoaster Chess: Grind the cars by Spot 3
                         The cars are right by the Manual Skill Challenge--you
                         can't miss it.
    
                                    Manual Gaps:
    Down the Center:     Manual down the ramp on Spot 3 in the east
                         This is the exception I was talking about not gapping on
                         Spots, but this works because the ramp's still there even
                         there's no piece there.
    
    8d.  Museum
    
    Museum is very varied with its gaps--some are things that are tricky to do but
    make sense once you do them, while some are stupid things that are there just
    for certain goals (I'm looking at you, Natas A-D).  Still, people seem to be
    missing a lot of the simple goals here, so on to the list it is!
    
                                     Air Gaps:
    No Ticket:           Spine over the exhibit on the south side of the museum
                         It's that thing that looks like a blimp--or a missile?
                         I'm not sure.  Just spine it.
    
    Truck Boost:         Acid Drop from the museum behind the truck in the north
                         To get to the Acid Drop, go up the stairs, by the Grind
                         Skill Challenge, then grind the ledge, use the kicker to
                         get the suspended stairs, and go to the window and Acid.
    
    Shuttle Stomp:       Acid from the museum to the space shuttle halfpipe.
                         Yes, this is as hard as you think.  The window is after
                         a long stairs climb, near the Grind Skill Challenge.  To
                         hit the gap, Aggro for speed, then grind the left ledge
                         near the end of the stairs and jump, but don't Acid right
                         away--wait until you're over the halfpipe, or you'll Acid
                         too early.
    
    This is Spinal Gap:  Spine over the wall in the center of the level
                         This was the hardest one from "What Goes Up"--just turn
                         and spine left from "Going Down."
    
    Going Up:            Spine the left spine in front of the museum in the south
                         You'll get this as a part of "What Goes Up" in Story.
    
    Going Down:          Spine the right spine in front of the museum in the south
                         And this one is from "What Goes Up" too!
    
    Little Gap B:        Gap the left museum entrance in the south
                         No, I have no clue why B is first.
    
    Little Gap A:        Gap the right museum entrance in the south
                         Simple names, simple gaps, but a lot of people miss them.
    
    Jump Jump:           Spine between the upper pools in the north
                         Go through the north door to get to the lower pool, then
                         spine to the higher pool.
    
    Dead End:            Gap the QP's at the dead end in the northeast corner
                         Air over the gap, don't grind over it.
    
    Movin:               Bank Drop the hood of the truck in the northeast
                         You need to go up the truck ramp straight-on to get the
                         Bank Drop--go slowly and jump at the last ramp for the
                         best chance.
    
    Double Jump:         Gap both of the "Little Gaps" in the south
                         You may need an Aggro, but you'll get all three gaps as a
                         bonus.
    
                                     Lip Gaps
    Lip Smack:           Lip the high ledge on the east side of the museum
                         (Thanks to ProfBlahson for finding it again)
                         Go back to where you got Lip Tricky, jump off the other
                         side (towards the north) and lip the high ledge
    
    Lip Tricky:          Lip the railing on the east side of the museum
                         This is in the little alcove by a Hardcore goal-person
                         and the museum shop in the background--though you can
                         actually do the lip anywhere on the railing.
    
                                    Grind Gaps
    Hella Plain:         Grind from the helicopter to the airplane in the museum
                         Yes, that takes some more explanation.  Enter the museum
                         from the south entrance (by the start) through the left
                         door, then grind the ledge on the left.  Jump off the
                         ledge and grind the helicopter blade, then jump and grind
                         the airplane.  You can see it clearly marked in the AM
                         part of the goal "Flyin' High."  
    
    Lean Back:           Grind the entire railing on the south side of the museum
                         Start from the far escalator and turn right and grind the
                         inner rail all the way to the wall.
    
    Mezzanine:           Grind from the upper entrance into the museum
                         Start looking up the ramp near the Manual Skill Challenge
                         in the museum, then grind the right ledge up the ramp out
                         of the museum until the gap triggers.
    
    Rocket Jumping:      Jump from the rocket to the biplane in the museum
                         This gap is on the east side of the museum--my best advice
                         is to do the goal "What a Mess," which triggers it during
                         the last part of the run.
    
    Foyer Jump:          Jump from the west escalator to the center ledge
                         Or vice-versa.  It's probably easier that way, going from
                         the south entrance to the escalator.
    
    Electric Jump:       Grind the traffic light on the south side of the level
                         The easiest way to do this is to go on the south side of
                         the large structure (facing towards the museum/Manual
                         Skill Challenge), then grind the QP at the end, jumping
                         from the end before the curve to the traffic light.
    
    Side to Side:        ????????????????????????
                         I found this gap, but my month-long hiatus doesn't do
                         well for my memory.  If you know where it is, please post
                         on the message boards.
    
    Rim Grind:           ?????
                         I have this gap, but can't remember where it is. If you
                         know where it is, please post on the message boards.
    
    Torp Running:        Grind the three torpedos in the center of the museum
                         Hold down Grind and don't jump to hit all three--it may
                         take a couple tries.
    
    South Rail:          Grind and gap the two rails in the south on the right
                         This is looking from the top of the building, on the
                         slope--and yes, you can only do it from the top.
    
    North Rail:          Grind and gap the two rails in the south on the left
                         Again from the top of the building--look, just do both and
                         you'll be sure you get it.
    
    Can See My House:    Grind the top rail on the structure in the west corner
                         Jump off the top QP, then grind the top rail and continue
                         up past the top ledge.  You probably did this during the
                         last part of "Walking and Talking."
    
    Two Step:            Gap the steps in the north, across from the museum
                         Gap the gap in the steps where the ramp is.
    
    We Landed on the Moon: Grind a lap around the bowl on the north side
                           To get to the bowl, grind "Lift Off" onto the shuttle,
                           then continue grinding to the bowl.
    
    Skipping Stone:      Hop from ledge to ledge in the northwest corner
                         This gap seems to trigger randomly, but if you can
                         complete a combo through all the gaps, you should get it.
    
    Lift Off:            Jump from the cable in the northwest corner to the shuttle
                         You probably done this a lot of times and just never have
                         thought of it.
    
    Natas A:             Natas Spin the post by the truck in the west corner
                         And here we have a Classic Mode set of gaps...
    
    Natas B:             Natas Spin the post by the shuttle in the north
                         ...that barely anyone will use in their combos...
    
    Natas C:             Natas Spin the post in the center at the corner
                         ...and that the developers didn't even care enough to...
    
    Natas D:             Natas Spin the post in the south
                         ...put in the right order in relation to the start!
    
                                    Manual Gaps
    Playin in the Street: Manual all around the north corner
                          You'll also get this if you do the entire outside Manual
                          Skill Challenge, then go a bit farther.
    
    Catwalk:             Manual the south catwalk
                         You'll get this when you do the Manual Skill Challenge
                         inside the museum.
    
    8e.  FDR
    
    FDR has a lot fewer gaps than it should.  It's so packed full of stuff, yet it
    is tied for fewest gaps with Skatepark.  That number feels a lot less than it
    is, though, because about half the gaps are tied to the warehouse, so this
    leaves the main course with barely any to speak of.  Heck, there aren't any Lip
    or Manual Gaps at all!  Still, that's less work for me!  Here's the list:
    
                                     Air Gaps:
    Between the Pipe:    Spine the metal and wood halfpipes in the center
                         They're lined up near-parallel to the warehouse.
    
    Warehouse Air Pt.1:  Gap the left entrance on the north side of the warehouse
                         Gee, I wonder what Part 2 will be?
    
    Warehouse Air Pt.2:  Gap the right entrance on the north side of the warehouse
                         And yet there's no gap for gapping both entrances--this is
                         the laziness I spoke of above.
    
    Spine the Corner:    Spine the pink spine in the street section in the west
                         That's the section covered with the annoying light-blue
                         walls, where you take the Manual Skill Challenge.
    
    Downward Slope:      Spine out of the pool on the north side
                         That being the pool I nearly curse about in the Story Mode
                         Walkthrough--you should really read it.  Spine out on the
                         far side--you end up right in the deep pool if you do it
                         right.
    
    Overpass Supports:   Spine into the street section in the northwest corner
                         This is right by the deep pool--be careful when you spine,
                         as the game often thinks you should crash into the
                         supports, which doesn't end well.
    
    Roof Hop:            Gap over the holes in the QP on the warehouse roof
                         The holes being the gaps you use to get up there.  The
                         problem is that if you go too high, the game straightens
                         you out and you don't get credit for the gap, so gap it
                         at a low angle.
    
    Front Drop:          Acid Drop off the warehouse roof to the north onto the QP
                         That is towards the "Warehouse Air" gaps, or opposite
                         "Watching the Backside"--grinding the center rail gives
                         you the best angle.
    
    Down and Out:        Spine from inside the warehouse east into the metal QP
                         You could also go the opposite way (metal to warehouse) or
                         spine from the roof--it doesn't matter.
    
    Watching the Backside: Spine off the warehouse roof towards the south
                           You'll land in the area by the Air Skill Challenge.
    
                                     Lip Gaps:
    None:                See, it's similar to Skatepark in more ways than one.
    
                                    Grind Gaps:
    Around the Park:     Something to do with the ledges in the west?????
                         This is another one I just got to trigger and I can't
                         replicate.  The only thing I remember is that it triggered
                         when I jumped from the ledges to the awning--if you know
                         more, please post in the message boards.
    
    Over the Hill:       Grind the long ledge in the north to its end
                         That's the ledge that extends the farthest north and ends
                         with you taking a dip into the deep pool.
    
    Box Grind 1:         Grind the long box by the warehouse in the west
                         The box grinds are all used in a Classic Mode goal...
    
    Warehouse Roof:      Grind all around the warehouse roof QP's
                         That includes hopping the gaps.  The gap doesn't trigger
                         until you're practially flying off, so don't quit early.
    
    High Wire Act:       Grind the wire all along the west side to the roof
                         The wire starts in the northwest corner, and you have to
                         jump directly on it.  In addition, you need decent speed
                         to go all the way to the warehouse roof--don't be afraid
                         to jump and grind again to build speed.
    
    Support Beam Grind:  Grind a full lap above the beam in the warehouse
                         The easiest way to get up on the beam is to use the QP's
                         outside the warehouse.
    
    Box Grind 2:         Grind the curved box in the northeast corner
                         ...which is why there's four of them....
    
    Box Grind 3:         Grind the short box on the north side
                         ...The main problem with the goal is...
    
    Box Grind 4:         Grind the thin box on the east side
                         ...that all the boxes look different!  How would anyone
                         realize they were connected if it wasn't for the gap
                         names?
    
                                    Manual Gaps:
    None:                Seriously, there wasn't anything they could think of?
    
    9.  Trick Lists
    
    And now we come to the "pad your KB section."  But really, there can be some 
    good information obtained by comparing all of one type of trick in one big
    chart.  While compiling these lists, I've found some surprises that impact how
    I play, and that change the way I think of a "filler trick" for a combo.
    
    (Note:  All commands will use default button assignments to save space.)
            The Double-Tap is performed by pressing the command twice instead of)
            once--Example:  Double Kickflip is Left+Y Y)
    
    9a.  Flips
    
    One of the most interesting things they did with Flips this year is make the
    Double-Tap's holdable, just like Grabs.  Now you'll use flips more often,
    especially since they increase point value at a higher rate than most
    equivilent grabs, and are easier to land (especially on the diagonals)
    
    (Note:  Some Double-Tap's have the same name as their Single-Tap--they still)
            decrease independently.)
    
    Command       Trick Name        Point Value  Double Tap       Point Value
    Left+Y        Kickflip              100      Double Kickflip      300+
    Right+Y       Heelflip              100      Double Heelflip      300+
    Up+Y          Impossible            100      Impossible           300+
    Down+Y        360 Shove-It          100      720 Shove-It         300+
    Up-Left+Y     Hardflip              300      360 Hardflip         600+
    Up-Right+Y    Inward Heelflip       350      360 Inward Heelflip  700+
    Down-Left+Y   Varial Kickflip       300      Varial Kickflip      600+
    Down-Right+Y  Varial Heelflip       300      Varial Heelflip      600+
    Up Up+Y       Kickflip to Indy      750+     None  (Holdable)
    Down Down+Y   Heelflip Varial Lien  800+     None  (Holdable)
    
    Notable Tricks:
    
    Inward Heelfip is worth the most points of any normal flip
    Kickflip to Indy and Heelflip Varial Lien are more like Grabs than Flips
    The compass flips are all the same points, but Impossible is the hardest
    
    9b.  Grabs
    
    Grabs seem quicker in this version than in other versions of Tony Hawk.  Most
    of them (except the Double-Tap diagonals and Double-Directions) are quick
    enough to be used when you would use a long flip (diagonal or Double-Tap).
    This allows you to use your flips less often, and give you more points and
    multiplier in a long combo.
    
    Command       Trick Name  Pt. Value  Double Tap             Point Value
    Left+A        Melon         300+     Method                     400+
    Right+A       Indy          300+     Stiffy                     500+
    Up+A          Nosegrab      300+     Rocket Air                 400+
    Down+A        Tailgrab      300+     One Foot Tailgrab          500+
    Up-Left+A     Japan         350+     One Foot Japan             800+
    Up-Right+A    Madonna       500+     Judo                       950+
    Down-Left+A   Benihana      300+     Sacktap                    1500+
    Down-Right+A  Airwalk       450+     Christ Air                 650+
    Up Up+A       360 Sal Flip  700+     None  (Not Holdable)
    Down Down+A   Ollie North   500+     Ollie North Backfoot Flip  1050+
    
    Notable Tricks:
    
    Sacktap is much harder to hit than any other grab (treat it like a Special)
    The worst diagonal Double-Tap is ironicly the Christ Air (the most spectacular)
    Stiffy is more than Method, One Foot Tailgrab is better than Rocket Air
    Ollie North is much easier to land than Madonna, for the same/more points
    Why isn't 360 Sal Flip a Flip?
    
    9c.  Grinds
    
    Grinds sit proudly on both sides of the complexity spectrum.  On one hand, you
    don't even need a direction to grind a 50-50.  On the other hand, Slides,
    Crooks, and Smith/Feeble are performed based on the side of the ledge you're
    approaching--the game rarely makes you do one because of it.  I'm not even
    mentioning the insane difficulty of doing a Lipslide consistently. On my side,
    getting point values for the grinds is very difficult, as I need to only stay
    in the grind for a split-second, then jump, and doing that about ten times only
    allows me to get a reasonable estimate of the base value.  Hooray for
    unneeded knowledge!
    
    Side/Position-Specific Grinds:
    
    Slides, Crooks, and Smith/Feeble all depend on the side of the ledge you
    approach on, as you point towards or away from the ledge.  My table's commands
    are based on if you were approaching the ledge from the left.  As a side note,
    when you grind perpendicular to the ledge direction, you get a Boardslide if
    you face forward (back to the camera) and a Lipslide if you grind backward
    (face to the camera).
    
    Command       Trick Name    Point Value  Notes
    X             50-50            50+       X while parallel to the ledge
    X             Boardslide       200+      X while perpendicular " (see above)
    X             Lipslide         250+      X while perpendicular " (see above)
    Left+X        Noseslide        200+      Side-Specific (see above)
    Right+X       Tailslide        200+      Side-Specific (see above)
    Up+X          Nosegrind        100+
    Down+X        5-0              100+
    Up-Left+X     Crooked          200+      Side-Specific (see above)
    Up-Right+X    Overcrook        200+      Side-Specific (see above)
    Down-Left+X   Feeble           150+      Side-Specific (see above)
    Down-Right+X  Smith            150+      Side-Specific (see above)
    Up Up+X       Nosebluntslide   250+
    Down Down+X   Bluntslide       250+
    
    Notable Tricks:
    Smith/Feeble are worth less than both Crooks and Slides
    (Nose)Bluntslide is worth the most, and is not Side-Specific
    
    9d.  Lips
    
    Why am I writing this section?  I've already repeated countless times how much
    lips suck in this game, and if you use them, you'll likely use the transitions
    (Section 9f.iii.) anyway.  Maybe it's just to ridicule them--there aren't even
    enough tricks to fill all the directions!  They also have a transitions-only
    trick.  Even without that, lips are hard to get accurate base scores on--it's
    basically guesswork.  In exchange, I can get a consistant minimum value--the
    point value for the shortest you can hold the trick--which I've added to the
    table.  This allows you to get a rough estimate of how long you have to hold a
    trick--just look at the difference between the base and minimum.
    
    Command       Trick Name        Point Value  Minimum Points
    X             Nosestall            750+           1,530
    Left+X        Axle Stall           500+           1,000
    Right+X       Mute Invert          1,050+         2,050
    Up+X          Gymnast Plant        1,500+         2,310
    Down+X        Eggplant             900+           1,600
    Up-Left+X     Handplant            900+           1,240
    Up-Right+X    180 BS Rock N Roll   800+           1,340
    Down-Left+X   Disaster             800+           1,580
    Down-Right+X  Eggplant             900+           1,600
    (Transition)  Russian Boneless     1,200+?        (N/A)
    
    Notable Tricks:
    Yes, Eggplant appears twice, it's the same trick
    Russian Boneless's command is in Section 9f.iii.
    
    9e.  Transitions
    
    Transitions are both useless and the one of the most important categories in
    the game--the grouping is that wide.  Though some of these may seem useless
    (Grind Transitions in particular), you will need to rely on flatland to get
    you through the game, especially through the later parts.  Most notably, this
    section could be called the most important list because they don't include the
    commands in the menus for some stupid reason!  It's not the hardest idea--enter
    a two-button command while doing a grind/manual/lip, but that's still no reason
    to hide the information.  Enjoy the raw data!
    
    (Note:  Other than flatland, I won't include scores in this section)
    
    i.   Grind Transitions
    
    Grind Transitions used to be one of the most important parts of the game as a
    major way to get points.  Back in console THPS3/handheld THPS4, flatland was
    much more limited because it was Special only (and had completely different
    commands in 3).  On the other hand, grind transitions were a great way to earn
    grinding points (not that they were needed because the goals completely
    underestimated the Revert's scoring potential, but that's beside the point),
    and when THPS 4 removed the directions from the commands, some players thought
    it was way too easy to get high scores just by mashing buttons.  Of course,
    that complaint's now gone to flatland, and grind transitions remain as an
    underused relic, mainly because there simply aren't as many long grinds
    anymore, and it's better in most cases to trick in and out (with flips) to
    build even more multiplier.  Still, data is data.
    
    (Note:  These commands aren't dependent on side--what's given will happen)
    
    Command  Trick Name
    X X      50-50
    X Y      Noseslide
    X A      Nosegrind
    Y Y      Smith
    Y X      Tailslide
    Y A      5-0
    A A      Crooked
    A Y      Bluntslide
    A X      Nosebluntslide
    
    iii.  Lip Transitions
    
    This is a much more useful list than the normal lip list.  The only use for
    lips is to chain them near the end of the vert part of a combo, and transitions
    help you do that.  The commands still make no sense--they only use six of the
    nine commands!  At least there aren't any repeats...
    
    Command  Trick Name
    X X      Mute Invert
    X A      Gymnast Plant
    Y Y      Disaster
    Y A      Eggplant
    A A      Axle Stall
    A Y      Russian Boneless
    
    10.  Special Tricks
    
    When you need lots of points, most of your points will end up coming from
    Special Tricks.  Special Tricks are divided into three different
    categories--Airs, Grinds, and Manuals (anyone notice there weren't any Special
    Lips?  Me neither)--and are worth more than their comparable normal tricks.
    These tricks won't be required for any goals, but the highest point goals are
    almost impossible (at least in a reasonable time) to do without them.
    
    Note:  Commands aren't included in these tables because you can set them to
           anything you want.
    
    10a.  Special Airs
    
    Special Airs are the most complex group of the three, as "Air" can mean a
    variety of different things.  Is it a grab, a flip, or one big slow trick--what
    I call a Special "Slow" Air.  Generally, the higher the point value, the slower
    the trick, but there is some ambiguity, so I've separated the tricks into
    separate tables to compare them:
    
    i.    Special Flips
    
    Special Flips aren't as fast as you want them to be--think of them more like a
    360 Hardflip then a Kickflip speed-wise.  Of course, they're worth much more
    than the 360 Hardflip.  I have one of these on a full set, as often they aren't
    much faster than some of the Special "Slow" Airs.
    
    (Note:  None of these are holdable, even if their name suggests otherwise)
    
    Trick Name             Point Value   Notes
    DBL Kickflip to Indy      1,500
    Kickflip Backflip         1,500
    Pizza Guy                 1,750
    540 Tailwhip              2,000
    The Jackass               1,500
    Gazelle Underflip         1,500
    540 Flip                  2,250
    Halfcab Underflip         2,500      Switch Stance Out
    FS 540                    3,500      Medium Speed
    
    Notable Tricks:
    FS 540 is right on the edge between Fast and Slow Air
    
    ii.   Special Grabs
    
    Many of these grabs aren't grabs at all, but the common thread is that they're
    all holdable.  Still, these are probably the most useless tricks, as they're
    vastly outclassed by the Special "Slow" Airs.  Maybe it could work if you put
    one on the Left Right+Grab position, but I doubt it.  Why couldn't "they"
    put in a new Special Grab? (see Special Grinds below)
    
    Trick Name             Point Value   Notes
    Fingerflip Airwalk        2,250
    360 Flip Tailgrab         1,750
    Flip and Grab             2,000
    Flamingo                  2,000
    Sit Down Air              1,200
    Endless Handflip          1,200
    Shifty Shifty             2,500
    Darkslide Japan           1,200
    
    iii.  Special "Slow" Airs
    
    Special "Slow" Airs are some of the most spectacular tricks in the game.
    Unfortunately, there's no 10,000 point 900--it'd be outclassed by a held, spun
    flip anyway--but these tricks are generally faster than their predecessors.
    An ideal setup should have at least two of these, and I keep three in my
    arsenal.
    
    Trick Name             Point Value   Notes
    Mute Backflip             4,500
    Indy Backflip             4,000
    Kickflip McTwist          3,500
    360 Varial McTwist        2,000
    Nunchuku                  6,000
    Air Guitar                6,000
    Viking Attack             6,000
    
    Notable Tricks:
    No, I have no clue why Indy Backflip needs to be a Special
    Nunchuku, Air Guitar, and Viking Attack are all basically the same trick
    
    10b.  Special Grinds
    
    Special Grinds are probably the easiest way to score quick points, as there
    isn't much of a difference between most normal and Special grinds.  Normally,
    here, I would entertain you with the minute differences between the Special
    Grinds, but instead "they" broke the game.  Along with the standard grinds
    that have been there since the beginning (and console Tony Hawk wisely put into
    double-tap grinds, something we're still waiting for), "they" added a new
    grind, based on THDJ, called Downhill Luge.
    
    The problem is that its point value is the same as all the other Specials they
    put into the game--6,000.  While that wasn't mind-blowing for the other
    categories (where they already had tricks worth 3,500-4,500), for perspective,
    the grind worth second-most is 600.  Yes, only 600 base value.  I didn't
    discover it until after I beat Story, but for you, you have another decision to
    make.  If you want easy Story goals, add the Downhill Luge to your flatland
    cheesyness.  If you want to earn those earlier scoring goals, avoid it until
    after the main Story when you need that 5 million point combo.  After Story,
    you should have three other tricks along with the Luge, as you'll be using
    grinds most often for points.
    
    (Note:  Speed refers to how fast the trick actually starts to count; Fast)
            comes out immediately, like a normal grind, and Slow takes a bit.)
    
    Trick Name           Point Value   Speed      Notes
    Overturn                550+       Fast
    Rocket Tailslide        550++      Fast
    The Fandangle           550+       Fast
    Falcon Slide            500+       Fast
    Heelflip Darkslide      550+       Fast       Switch Stance Out
    5-0 F.Flip Nosegrind    500+       Fast
    Nosegrab Tailslide      500+       Fast
    Crook Big Spin Crook    500+       Fast       Switch Stance Out
    Darkslide               500+       Slow
    Moonwalk 5-0            600+       Slow
    Rodney Primo            600+       Slow
    Crooks Darkslide        600+       Slow
    One Foot Smith          500+       Fast
    Downhill Luge           6,000+     Medium     (See Above!)
    
    Notable Tricks:
    Rocket Tailslide increases points at a faster rate than other old Specials
    
    10c.  Special Manuals
    
    Special Manuals have a wide variety of different applications, and each one
    affects your controls in a different way.  Some simply don't let you do
    flatland until the animation (and thus the Special) ends, but some hamper your
    jumping ability from the trick.  You'll need to understand all their quirks,
    as you'll use the highest percentage of them between the recommended two Button
    Specials and maximum three Touch Specials (of eight total).
    
    Trick Name            Point Value   Speed      Notes
    One Ft. Nose Manual      500+       Fast       Nose Manual
    No Comply 360 Shove      500+       Slow
    Flip 2 Switch            2,500+     Slow       Switch Stance Out
    Surfer                   3,000+     Fast       Trick Lockdown (partial)
    One Wheel Manual         3,100+     Fast
    Rusty Slide Manual       3,500+     Fast       Nose Manual, Hampers Jump
    Perfect Balance          6,000+     Fast       Flatland Lockdown
    Get Pumped               6,000+     Fast       Flatland Lockdown
    
    Notable Tricks:
    One Ft. Nose Manual/Rusty Slide Manual have reversed Green/Red balance
    Surfer doesn't "lockdown," but just makes you wait to do the tricks
    
    10d.  Ideal Special Trick Progression
    
    All of these lists are meaningless, though, if you don't know how to apply
    them.  You gain your Special Tricks in 3 different phases:  Your 4 beginning
    tricks, the trick tricks you gain from one side of Story, and the 3 from the
    other side.  I'll hold your hand here and give you the best options in order
    for each Button Special slot--the Touch Specials don't really matter, but I'll
    give you some advice for them at the end.
    
    i.  Phase 1
    
    Slot 1:  Special Grind
    Rocket Tailslide; Up Down+Grind
    
    As I said, Special Grinds are the most vital part of your repertoire.  The
    Rocket Tailslide is the best Special Grind that doesn't have a lot of baggage
    attached to it--see Slot 2.
    
    Slot 2:  Special Grind
    Downhill Luge/Any Fast; Down Up+Grind
    
    As I said before, if you want an easy game, pick the Downhill Luge.  If you
    want a challenge, pick another fast grind.
    
    Slot 3:  Special Manual
    Perfect Balance/Get Pumped; Up Right+Grind
    
    You need a Special Manual, and as a beginner you should pick one that is
    simple, and the new Manuals fit that perfectly.  See the original Special Trick
    explanation back in Section 3 if you don't understand the weird command.
    
    Slot 4:  Special "Slow" Air
    Nunchuku/Air Guitar/Viking Attack; Up Down+Grab
    
    Special "Slow" Airs are the easiest way to get points off a quarterpipe for a
    beginner, and all three recommended tricks are almost exactly the same.
    
    ii.  Phase 2
    
    Slot 5:  Special Grind
    Any Slow; Left Right+Grind
    
    You need a third Special Grind to compete in points, and adding a Slow grind
    now adds variety.
    
    Slot 6:  Special "Slow" Air
    Nunchuku/Air Guitar/Viking Attack; Down Up+Grab
    
    A second Special "Slow" Air helps for the camera goals--just don't pick the
    same one you picked before (you can't, anyway).
    
    Slot 7:  Special Manual
    Any Slow or Fast; Up Right+Grind
    
    If you're using your Special Manuals primarily for cheap flatland combos, pick
    a Fast manual.  If you use it for transitions, like a normal manual, pick
    Perfect Balance or Get Pumped (the one you didn't pick before).
    
    iii.  Phase 3
    
    Slot 8:  Special Grind
    Any Fast/Downhill Luge; Right Left+Grind
    
    You need the Downhill Luge for the super-high scores.  Ideally you should put
    it on a lesser-used combo (like Left Right or Right Left) so you can use it for
    its full value when you do use it.
    
    Slot 9:  Special "Slow" Air
    Nunchuku/Air Guitar/Viking Attack; Left Right+Grab
    
    The camera goals get tougher, so add the final new Special Air.
    
    Slot 10:  Special Flip
    Any Flip; Up Down+Flip
    
    This is the final step to your multi-million point combos; try to get the right
    combo of speed and points.
    
    12.  Version History:
    
    Version 0.5:  April 14, 2008
    Finally got around to submitting.  Sections 1, 3, 4, 5, 11, and 12 complete,
    Story Mode Walkthrough complete through Museums.
    
    Version 0.6:  May 26, 2008
    Memorial Day gave me a good opportunity to finish FDR in Story Mode.  Also
    added line breaks to make the guide flow better and updated my introduction.
    
    Version 0.7:  August 22, 2008
    I've been playing the Wii version recently, and just how bad it is in many
    aspects (not the gameplay necessarily, but the programming--I might write a
    review soon) made me come back here.  Story Mode completed through Lansdowne.
    
    Version 0.71:  August 24, 2008
    Wow!  A quick update!  No, more like, "The guide won't be put up until Monday,
    so I'll do a quick section."  And thus, the coming soon is erased from
    Controls.  Look inside for real world skateboarding comparisons, as well as a
    rant on the lack of Nail the Trick in the DS version.  As for Monuments, it's
    scarier than I remember.  I might do some Classic work first, or even start
    doing the work in pieces (amazingly, a lot of Skatepark is easier than
    Monuments).
    
    Version 0.75:  August 28, 2008
    The updates are getting closer together!  This update is a big potpourri, with
    many facets:
    
    A comprensive style/spelling/grammar review (with some reorganization)
    Correcting errors/omissions in controls (remembering Flips/Rolls, for one)
    Adding Neutral goals/Skills Challenges for Monuments
    Adding Skill Challenges+a comprehensive introduction for Skatepark
    Adding Trick Lists for Flips and Grabs (thank a late-night power blackout)
    
    Next update will likely have Skatepark Career, starting my Classic Mode guide,
    and maybe some more Monuments or a Grind Trick List if I feel like it.
    
    Version 0.85:  September 17, 2008
    Another update, and this one has a lot of content--about 20 KB worth.  Granted,
    a lot of that is lists, including the Grind Trick List and all of the Special
    Trick Lists (Section 10, my first completed section in a while), but I also
    finished Skatepark Career (other than one non-essential tease--and the super
    combo's outside).
    
    I still want to start Classic Mode (maybe even before the rest of Monuments),
    but Skatepark Hardcore will likely come first, along with the two coming soons.
    I'm thinking about doing a full flatland guide for my next list, but I'm also
    starting a very large task--the gaps!  I've actually recorded all of Philly's
    gaps in-game, and am in the process of recording them right now!  Amazing.
    
    Version 0.95:  October 5, 2008
    It's almost done! (Story Mode at least)  And there's much more that's been
    added, another 33 KB:
    
    Monuments Story Career/Hardcore
    Trick Lists for Lips, Grind Transitions, and Lip Transitions
    Gap Lists for Skatepark and FDR--Yes, really!
    
    Yes, I've started with the two shortest levels, but I'm finally starting Gaps!
    I'm also starting to finally ask for help with the guide--and just because
    you're actually reading this section, I'll tell you that in the message board
    topic, I've listed an experimental way to improve your stats that needs
    testing--and yes, that's another tease.  As for the future of this guide,
    here's what it looks like as I finish my Story Mode walkthrough:
    
    Skatepark Story Mode Hardcore (This will, 100%, be in the next update)
    Gaps, starting with Philly (This may be tomorrow, or in a year, I don't know)
    Section 4 Revamp (That section needs to be much more organized, with more
                      complete information)
    Classic Mode (The main reason for the delay is that on any file, I can only do
                  it once, meaning I have to do it right or waste a bunch of time)
    New Playthrough Stuff (This includes Stat Upgrades, all those TBD in Story, and
                           the rewards for first completion)
    
    Hopefully I can remain interested long enough for all of that to get
    done--even if I don't, this is a great guide for a great game.  I just hope
    Tony Hawk's Motion is as good--and by good I mean has normal controls in
    addition to the motion junk.
    
    Version 0.96:  October 18, 2008
    Okay, so I lied.  Skatepark Hardcore is not here, and neither are Philly's
    gaps.  Instead, I've added the gaps for Museums.  I've also added a new Contact
    Me section (right under here).  Hopefully I actually will have Skatepark
    Hardcore next update, but I might end up postponing it for Monuments Gaps
    (which would probably be welcomed, but I still want to get to 1.00 before I
    have to go to 3 decimal places).
    
    Version 1.00:  December 27, 2008
    Version 1 is here!  "So what," you think, "he did seven goals in two months.
    That's not spectactular."  However, not only is Skatepark Hardcore done, I did
    my Section 4 Rewrite, and even updated the rest of the walkthrough to reflect
    the new structure!  I guess you could say Tony Hawk's Motion "inspired" me to
    do more work--seriously, not only does it have motion controls, it only has
    20 goals?  And with Tony saying he wants to match Skate in realism (look how
    that did on Nintendo systems), I fear for the future of the series.  Please
    have THM do horrible so we can get a good Tony Hawk DS next year!!!!
    
    13.  Contact Me:
    
    This guide is a work in progress.  If you have anything to add, or see any
    errors, please let me know by posting on the GameFAQs Message Boards.  I'll try
    to have a topic for the FAQ up at all times, but you can post a new topic if
    necessary.  I would have an e-mail here, but I'd rather not open up a world of
    spam to my e-mail.
    
    14.  Legal:
    
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.
    
    Copyright 2008 Vincent Borchardt (Cheater Hater)