Tony Hawk's Pro Skater
======================
The BLUE List v0.8
======================
Author: Scott Cranfill
AOL/AIM SN: Mr Dittle
E-mail: mrdittle@aol.com

Last Updated: 17.04.2k



//I. Table of Contents

	   I. Table of Contents
	  II. Introduction
	 III. Notes of Interest
	  IV. Update History
	   V. The Warehouse of Woodland Hills
	  VI. The School in Miami
	 VII. The Mall in New York
	VIII. The Chicago Skate Park
	  IX. Downtown Minneapolis
	   X. The Downhill Jam of Phoenix
	  XI. Burnside, Portland
	 XII. The Streets of San Francisco
	XIII. Roswell, New Mexico
	 XIV. Acknowledgements
	  XV. Legal Shtick



//II. Introduction

	After viewing the lists of the transfers, special grinds,
	and what have you, I fourd most of them to be poorly
	organized, badly written, and sometimes incomplete.  So,
	I decided to try my hand a writing one of these babies.
	This is what I have named -- due to "Transfer List"'s 
	lack	of wit and slight ambiguity -- The BLUE List (so
	named because these special maneuvers are written in blue
	at the bottom of the screen).



//III. Notes of Interest

	I have attempted to list the transfers all in one fluid
	run, starting from the start position in the one player
	free skate mode.

	I decided to leave the point values for each maneuver off
	of this list, because as I went played serious games with
	my friend, and in the career mode, I found that I was not
	concerned with how much each was worth, but more with the
	glamour and the multiplier involved with each.  If I get
	enough comments saying that they would like to see point 
	totals, I would be glad to oblige.

	Anywhere that I say to "land on a rail" or something to 
	that effect, it always means to grind on the rail, not 
	just land on it.



//IV. Update History

	08.04.2k -- v0.2
	----------------
	List first created.  The Warehouse and School are
	completed.

	10.04.2k -- v0.5
	----------------
	Table of Contents added.  Some formatting changes.  The 
	Mall and Skate Park are completed.

	11.04.2k -- v0.6
	----------------
	Acknowledgements and Legal Shtick added.  Two new blues
	confirmed in the Warehouse.

	17.04.2k -- v0.8
	----------------
	Massive re-write of the Rail 2 Rail Transfer in the 
	School level.  Downtown Minneapolis, Downhill Jam, and 
	Burnside are completed.  Minor corrections made.



//V. The Warehouse of Woodland Hills

	Kicker Gap
		Score some quick blue by simply ollieing over the
		gap between the two small wooden ramps near the pool
		of water.

	Kicker to Ledge
		Ollie from the kicker closest to the back wall over 
		to the raised ledge on the side.

	Faceplant
		Directly on your left after you go down the hill 
		when you start out in free skate is the quarter pipe
		with the large deck behind it and another quarter
		pipe with a ledge against the wall.  To score the
		blue here, just ollie from the first quarter pipe 
		and hit the back wall, behind the second 
		quarterpipe.  (Don't worry, you won't fall.)

	Transition Grind
		To score the blue with this variation on the
		faceplant, ollie from the first quarterpipe in the
		same fashion, but instead of hitting the wall, you
		must grind the lip of the second quarterpipe.

	Deck 2 Rail
		One of the harder blues to score in the Warehouse,
		what you must do is ollie from the large deck to the
		Big Rail in the center of the level.

	Big Rail
		Grind the entirety of the long rail in the center of 
		the Warehouse.

	High Rail
		To score some blue with a high flashiness rating,
		ollie from the quarterpipe that lines the back wall
		up to the large sign above it and grind the top of
		said sign.  You must get 90% of the sign to get the 
		blue.

	Monster Grind
		Directly from the High Rail you can score some easy
		but flashy blue by dropping down and grinding the 
		lip of the quarterpipe, and then hopping off that
		onto the rail that leads into the halfpipe.  Make 
		sure that when you get on the High Rail you are
		grinding to the right from where you ollied up.

	Channel Gap
		To grap this gap, just ollie from any of the three 
		quarterpipes that are bordering the two large hills,
		across the hill, and onto one of the other
		quarterpipe segments.

	Over the Pipe
		Quite simply, just do what the title says.

	Over the Pipe + Secret Room
		A little tricker than just going Over the Pipe, this
		blue is aquired by flying through the glass walled
		room that hangs above the halfpipe without touching
		the floor of said room.  You automatically get the 
		over the pipe if you have enough air to clear the
		secret room.

	Holy Sh.. Grind
		I would say the hardest blue to score in the game 
		would be this, which is gotten by grinding the whole
		of the quarterpipe lining the back wall.  Yes, all
		the way around.  Aptly named.

	Taxi 2 Rail
		Ollie off of the Taxi into a grind on the rail that
		sits on the ledge between the halfpipe and the
		quarterpipe.

	Taxi 2 Ledge
		Jump from the Taxi onto the ledge between the half-
		pipe and the quarterpipe.

	Taxi Gap
		Ollie from the Taxi into the halfpipe.
	
	

//VI. The School in Miami

	Gimme Gap
		This blue may seem easy to score, but don't let it 
		fool you, it's hard to line up properly.  Ollie 
		straight off of the large awning that you start on,
		and land with a grind on the edge of the planter 
		directly in front of you.

	Handicapped Ramp Rail
		Immediately after the Gimme Gap, take a left and 
		take the long rail in front of you all the way down.

	Rail 2 Rail Transfer
		Apparently, there are at least 4 different ways to 
		score this blue at the School.  The first one is
		probably the simplest.  As you go down the Handi-
		capped Ramp Rail, ollie over to the ledge on the
		left.  The others are more complicated.  I know of 3 
		all in the same area.  Take a left off the first 
		Rail 2 Rail and go through/over the ditch.  Now, 
		stop right there.  You should see a lunch table in 
		front of you, a ledge on your left, and another 
		ledge with a bend in it behind the table.  For the 
		next Rail 2 Rail, grind on the left ledge.  When you 
		get to the major bend where it connects with the 
		ledge that goes off to the right if you're going 
		slow enough, you should drop right onto that ledge 
		and keep going.  Once you get past the bend in that 
		ledge, you get a Rail 2 Rail.  It seems like you 
		could just get it by grinding by the bend in the 
		ledge, but you must get all three parts to get the 
		blue.  Another way to get blue is to do the same 
		thing, but in the opposite direction.  This time, 
		however, it will not be as easy.  When you get to 
		the major bend, with the grassy area behind it, you 
		won't automatically connect with the other ledge and 
		start going to the left.  You're going to have to 
		ollie from the first ledge to the one that goes off 
		to the left and keep grinding to get that blue.  A 
		very confusing mess.  The last way that I have 
		confirmed of Rail 2 Railing on this level is to jump 
		from the lighter quarterpipe down and to your left 
		into a grind on the ledge mentioned above.

		Note: Tom Hayes reports that you can also get blue
			by grinding along the ledge that leads to the
			ditch, ollieing over the ditch, and continuing
			with a grind on the ledge on the other side.

	Kicker Gap
		Immediately after the Handicapped Ramp Rail, ollie 
		straight off of the wooden ramp that's slightly to
		your left.

	Park Gap
		Making a right C-turn off of the Kicker Gap, you see
		a quarterpipe with a sizeable gap in it.  Jump the 
		gap from either side to the other to some some blue.

	Playground Rail
		One of the School's harder blues to grab, you have 
		to ollie/nollie/fastplant up to the top of the large
		wall with the graffiti on it, and grind the whole 
		thing.  Best if you use either funbox for a boost.

	Mini Gap
		Same deal as the Park Gap, but on the opposite end 
		of the big wall, and with a smaller gap.

		Note: There is a second mini gap on the largest 
			roof, where there is a gap in the quarterpipe 
			that	lines it.  Grind the lip of the 
quarterpipe 
			and ollie the gap.

	Funbox 2 Rail
		Note: A funbox is a square structure about 4 feet 
			high that has ramps all the way around it.
		
		Jump off the funbox near the large graffitied wall 
		and land on the lip of the quarterpipe that lines
		the wall.

		Note: Tom Hayes says that you can also bag the blue
			by jumping from the ramp at the bottom of the 
			large hill (behind and to the left of the
			start) to the rail near the sqaure pool.

	Funbox 2 Table
		Ollie from the funbox near the big wall to the 
		nearby lunch table.  Difficult to get the position 
		and proper jump time.

	Huge Rail
		Grind the length of the lip of the lighter curved 
		quarterpipe that connects the courtyard with the 
		pool area.

	Swim Team Gap
		Ollie from one pool to the other, or reportedly from 
		the large ramp at the bottom of the hill into the
		square pool.

	Dumpster Rail Gap
		Take an immediate right from the start point.  Fall 
		down off of the awning and head into the alley.
		Grind up the rail right in front of you and ollie 
		off it at its peak, landing and grinding on the 
		downward sloping rail right behind it.

	Garbage Ollie
		Immediately from the Dumpster Rail Gap, you can jump 
		and grind around the curved garbage where the alley 
		turns and quickly ollie off at the end, sending you
		over a seperated garbage container, and scoring you
		some blue.  If you continue down the alley, you'll 
		see another singular dumpster which you can ollie 
		over for minor points.  Not worth the trouble 
		really.

	Over the Air Conditioner
		A very difficult blue to score, you must 
		ollie/nollie/fastplant over the entire big square 
		object on the 	largest roof (which they claim is 
		supposed to be an air conditioner).

	Roof 2 Roof Gap
		Score some flashy blue by leaping from the big roof 
		over to the smaller roof that has all the point
		bonii.

	Roof 2 Awning Gap
		Instead of taking the long plank, score some major
		blue by ollieing from the top of the large square
		air conditioner on the roof onto the green awning
		(that leads down to the Hidden Tape in	career 
mode).

	Ditch Slap
		Ollie over the whole ditch that juts into the 
		courtyard.

	Over a Footbridge
		Use the sloped areas down in the ditch to launch 
		yourself over one of the two bridges to score some
		nice blue.

	Long Ass Rail
		Grind either ledge lining the large hill behind and 
		left of the start, all the way down.  The left ledge
		is much harder.

		Note: You can also get this blue by grinding the 
			length of the darker quarterpipe that leads 
			from courtyard to the pool area.

	Hall Pass Gap
		If you get up on the left ledge that lines the large 
		hill mentioned above and start going down, you will 
		see a small ledge jutting out of the grassy area, 
		with a rail leading off of it.  Grind up the rail, 
		and ollie off of it at the end.  Successfully grind 
		the ledge at the bottom for a very difficult and 
		highlight-worthy blue.



//VII. The Mall in New York

	Planter Gap
		After making it to flat ground, go right when you 
		get to the escalator.  Hop onto one of the planters 
		and grind.  Upon reaching the end, ollie into a 
		grind on the next planter to get some minor blue.

	Fountain Gap
		Ride up the first escalator you see.  Go through the 
		directory and make a quick ollie onto a platform.
		Ollie over a small gap to a downward sloping 
		platform.  If you can make it all the way down and 
		leap into the 	hole in the fountain, you bag some 
		pretty sweet blue.  Leap out of the fountain onto 
		the platform for another Fountain Gap.

	Rail Combo
		Ascend the first escalator and go left of the 
		directory.  You should see a rail jutting out into 
		open air.  Grind on that rail, ollie off, and land 
		on the Coffee Grind rail below to score some sweet 
		blue.

		Note: This transfer can be accomplished for less 
			blue	by going right of the directory at the 
top 
			of the escalator and dropping off the rail onto 
			a planter.

	Coffee Grind
		Taking the route left of the large fountain, you 
		will see a very long rail.  Grind most of it for 
		this high scoring blue.

	Over a 16 Stair Set
		A simple jump over the stairs to the left of the
		second escalator bags this blue for you.

	The Flying Leap
		Set up nicely by both the double Fountain Gap and 
		the Rail Combo/Coffee Grind, get some high flying 
		blue by ollieing over the rail at the top of the 
		second escalator.

	Going Up Gap
		At the bottom of the 16 Stait Set you see a 
		semicurcular quarterpipe with two gaps in it where 
		elevators go up and down.  Jump one of the gaps for
		the Going Up Gap blue.  Harder than it looks.
	
	Going Down Gap
		Jump the other gap for this blue.

	//On a personal note, I'm just wondering if anyone has 
	//been able to launch all the way up to the rail high 
	//above the elevator area, with the big parking sign.  I 
	//would love to grind that, but it doesn't seem possible.  
	//If someone has been able to do this, please send me an 
	//e-mail.  Thanks.

	Skater Escalator Gap
		Simply ollie over one or both of the escalators to 
		the lower level.  A very fun blue to score that 
		gives you	serious hangtime for pulling off special 
		moves.  Use the small upward slopes of the escalator 
		rails for	a boost.

	For the Whole Atrium
		When you come out into the big open area, you will
		notice that it has two ledges running on either side
		of it.  Grind the whole length of either of these.
		Seems to me that I always fall right after I've got
		the blue, but before I've been able to complete the
		trick.  Very frustrating.  Could be my character's 
		balance (Rune Glifberg).

	Over a Huge 32 Stair Gap
		Right at the end, there is quite a large set of 
		steps leading down into the parking garage.  Ollie 
		the lot of them for a nice 2000 point blue.

	32 Steps Off a Mezzanine
		If you took the upper road upon leaving the Atrium
		area, you have the same task as the Huge 32 Stair 
		Gap,	though it seems to be substantially harder to 
		accomplish.  Kudos to those who get it.
	
		Note: Tom Hayes says to go from a fastplant to a
			wallride, making sure you jump off in time to
			clear the stairs.



//VIII. The Chicago Skate Park

	HP Transfer
		Ollie from the small quarterpipe into the halfpipe 
		or out of the halfpipe onto the quarterpipe.

	Transfer
		Just jump out of the halfpipe (over the lip, not out 
		the side).
	
	Pipe 2 Box Grind
		A very hard blue to bag, you must launch yourself 
		out of the halfpipe and into a grind on the black-
		and-yellow rail on the Box.

	Over the Box
		Ollie/Nollie/Fastplant over the large rectangular 
		rampy area with the Pipe 2 Box Grind rail on it.

	Light Grind
		Use the quarterpipe that backs up to the halfpipe to
		launch yourself up and grind on one of the
		rectangular flourescent lights for some fancy 
		looking blue.
	
	Rafter Rail
		Use the same procedure as the Light Grind, except 
		you have to grind along the rafters this time.  
		Fastplants are pretty much required.  I find it fun 
		to handplant the rafters, if you can land it.

	Over the Rafters
		Much the same procedure as the Light Grind and 
		Rafter Rail, although this time you must go over the 
		rafters.  If you're lucky, you can combine this with 
		the Over the Pipe.  Not as fun as the Rafter Rail

	Over the Pipe
		Jump the whole halfpipe, landing on the walkway 
		behind it.  Not as easy as it sounds.
	
	Acid Drop
		Ollie from the walkway onto the sloped portion of 
		the the large curvy pool for this interestingly 
		named blue.
	
	Pool Hip
		Fly over the indented portion of the pool to score 
		some nice blue.

	Pool 2 Walkway
		Leap from the pool onto the walkway that you started
		on for the Acid Drop.

	Pool 2 Rail Transfer
		Bag some difficult and fancy blue by ollieing from 
		the pool onto one of the long double rails that sit 
		to the right of the start point.

		Note: Also accomplish this by going from the pool to 
			the small quarterpipe that runs perpendicular 
			to the long double rails.

	Walkway Rail Transfer
		Get on the walkway behind the start point and jump 
		onto one of the long double rails.

	Whoop Gap
		Catch air from one of the supporting platforms for 
		the long double rails to the other.

	Wall Gap
		Jump over the higher level of rail that is directly 
		in front of the start (short ways, use the slope of 
		the supporting platform; don't try to go over the 
		length of it).



//IX. Downtown Minneapolis

	Kicker Gap
		Sraight off the start, bag some blue by jumping the
		gap between the two mini ramps in front of you.

	Kicker 2 Edge
		Right off the bat, ollie up into a grind on the 
		ledge on your right from the small ramp in front of 
		you.

	BS Gap
		Use one of the small ramps on either side of a Bus 
		Stop to launch over it.

	BS Grind
		Use one of the small ramps to ollie into a grind on 
		a Bus Stop.

	Car Ollie
		Jump over any of the parked cars around downtown to 
		score some easy blue.

	Truck Gap
		Sticking out of a garage onto the street, you will 
		see a large truck, with a ramp on either side of it.  
		Use the ramps to ollie over it to bag this blue.

	Cheesy Deck Gap
		If you follow the street after hitting the Truck 
		Gap, you will come to a pointed platform with 
		quarterpipes going up either side of it.  Ollie over 
		the smallest, pointed portion of the platform for 
		this.

	Deck Gap
		Jump the same platform as the Cheesy Deck Gap, but
		go over the middle, medium-sized section of the 
		deck.

	Burly Deck Gap
		Same as the deck gap, but over the widest part of 
		the platform.

	Rail 2 Rail
		There are two sloped sections leading up on top of 
		the deck used for the three deck gaps.  On each is a 
		rail.  For some big flashy blue, ollie off a grind 
		on one, to a grind on the other.

	Transfer
		Jump from one of the angled quarterpipes to 
		the other that's adjacent to it.

	Glass Gap
		At the area across from the double-angled 
		quarterpipes, where it has the two level platform, 
		and then large glass windows, you must ollie from 
		small slope leading up to the upper platform through 
		the glass.

	Big Ass
		Just like the glass gap, but this time leap from the 
		slope leading up to the lower level of the platform.  
		I find it easiest if you come from one of the sides 
		of the platform, and not off one of the two large 
		quarterpipes.

	Dirty Rail
		Go to the big sloped street with the ramp at the 
		bottom and a bunch of barriers and cones and crap on 
		one side.  Pick up speed from the quarterpipe at the 
		top of it and head down.  Launch off the ramp at the 
		bottom and land on one of the rails leading into the 
		park.

	Phat Gap
		Said to be the hardest in the game, you must jump 
		clear over one of the paths leading into the park.  
		I haven't been able to do it yet, so it indeed must 
		be a hard blue to bag.

	Wimpy Gap
		Use one of the planters scattered around the main 
		courtyard to ollie up onto the path above.

	Kicker 2 Street
		Right behind you when you start is a large wall.  On 
		top of this wall is another street.  Facing this 
		wall are two small ramps.  Ollieing from one of the 
		ramps up onto the street will score you this blue.

	Secret Tunnel Entrance
		At the area where you find the large truck with the 
		ramp going up it, there is a very large, two-sided 
		ramp in the street.  Pick up speed from the 
		quarterpipe next to the truck, and bag blue by 
		jumping off this ramp and into the glass tunnel that 
		runs over the street.

	Tunnel Gap
		When scoring the Secret Tunnel Entrance blue, if you 
		can manage to go all the way through the tunnel you 
		bag some extra blue to go with it.

	T 2 T Gap
		Ollie off of the truck with the ramp on it through 
		the glass and into the tunnel straight ahead.  If 
		you can land in a grind on the rail in the tunnel 
		and keep going to the other two rails you get some 
		major pointage.

	Sucky Room Gap
		At the first rooftop you come to out of the tunnel, 
		there are several planters surrounded by glass.  
		Take a 180 out of the tunnel and brake, so as not to 
		get caught up in the glass.  Align yourself with the 
		ramp that leads off the rooftop and go.  Jump off 
		the ramp and into the room in the next building for 
		a blue 500 point bonus.

	Billboard Grind
		Make your way to the rooftop that is lined with 
		quarterpipes.  On three sides of the roof, there are 
		ramps that let you out off the roof.  One leads back 
		to the roof with the glassed-in planters, another 
		leads to the roof with the pool on.  The last leads 
		directly into a video monitor mounted on another 
		building.  For this blue, you must jump off the ramp 
		at that video screen, taking care not to hit the 
		screen and bail, and land on the rail that runs 
		along the bottom of the screen.

	Roof 2 Roof
		As mentioned above, one way to get off the 
		quarterpipe-lined roof is to leap off it onto the 
		roof with the pool.  This will get you the Roof 2 
		Roof blue.

	Death Grind
		The name speaks for itself.  Get to the roof with 
		the pool.  On one corner, you will notice a ramp.  
		Ollie straight off the ramp, and into a grind on the 
		rail below.



//X. The Downhill Jam of Phoenix

	Huge Water Hazard Gap
		At the area near the start with the two parallel 
		rails leading down over a river, score some fancy 
		blue by jumping the whole of the river.  Flips into 
		a grind on the last portion of one of the rails look 
		spectacular.

	25/50/75/100... Feet
		Just past the Dew billboard hanging over the pond, 
		there is a ramp that launches you over the second 
		Dew billboard onto that massive rock.  If you align 
		yourself correctly, you can ride that all the way 
		down into a tunnel, and when you launch off the ramp 
		at the end of it, the distance you go gets you 
		varying amounts of points.

	Neversoft Elec Co gap
		Warning!  High Pointage!  Near the end, you go 
		through a straight part of the canyon with 
		quarterpipes on either wall.  Use the quarterpipe on 
		the left to build speed, and use the quarterpipe on 
		the right to launch up to a grind on the rail on the 
		high concrete platform.  Grind this rail all the 
		way, using your special grind if you can, then jump 
		off at the end, landing with a grind on the rail 
		directly below.  One of my favorite transfers to do.



//XI. Burnside, Portland

	Vert Wall Gap
		Build up some air in the eyeball pool and ollie over 
		the graffitied wall next to it.

	Twinkie Transfer
		Using the small, round, light-colored bulge in the 
		ground as a boost, jump into the square pool.  
		Harder than it looks.

	Transfer
		Jump in or out of the pool.

	Bridge Grind
		Bag some fine lookin' blue by grinding on any part 
		of the bridge support that hangs down in the level.

	Bridge Gap
		Jump through one of the hanging bridge supports.

	Triple Rail
		There are three black-and-yellow-topped, stand-alone 
		rails on the back ledge of the level.  Grind on the 
		first, jump to the next, and continue to the third.  
		It's easy to overshoot the second one due to the 
		difference in orientation of the first and second.

	Over Da Pool
		Simply what it says, ollie over the entire eyeball 
		pool.  Unfortunately, with this, you land in an area 
		with few options to keep momentum up.



//XII. The Streets of San Francisco

//XIII. Roswell, New Mexico

//XIV. Acknowledgements

	Tony Hawk and Neversoft for creating such an awesome 
	game.

	Activision for having the guts to pick up this risky 
	title.

	Tom Hayes, Caliban, Blitzkrieg, Slateman666, Chaz111, 
	Pete, and CDarklock for inspiration.

	THOR, Calmbr, and r2d38@hotmail.com for helping me 
	confirm the existence of a few blues.

//XV. Legal Shtick

	The BLUE List  MM Scott Cranfill (mrdittle@aol.com).

	The author of this document is in no way affiliated with
	the makers of Tony Hawk's Pro Skater, including, but not 
	limited to, Tony Hawk, Neversoft, and/or Activision.

	If you would like to post The BLUE List for the public,
	please e-mail the author to ask permission.  It will
	likely be granted, so long as you do not just haul off 
	and take it.