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                      Tony Hawk's Pro Skater 4 for PSX           insert        
                                          Gap Walkthru          cool 
                   Version 1.0 (last updated 10.15.04)            ascii art
                                   By Nicolas Blancard         here
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This file is anticopyright (\c) 2004 Nicolas Blancard.  All rights observed.
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Table of Contents
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1. Introduction and Tips
     G.G. General Gap Tips
     A.T. Tips for Air Gaps
     M.T. Tips for Manual Gaps
     G.T. Tips for Grind Gaps
     L.T. Tips for Lip Gaps
     V.N. A note on the vocabulary.
2. Gaps divided among their levels.
     L1.  California College
        L1LTAOA.  Level orientation guide.
        L1A.  Air Gaps.
        L1M.  Manual Gaps.
        L1G.  Grind Gaps.
        L1L.  Lip Gaps.
        L1O.  Other Gaps.
     L2.  San Francisco
        L2LTAOA.  Level orientation guide.
        L2A.  Air Gaps.
        L2M.  Manual Gaps.
        L2G.  Grind Gaps.
        L2L.  Lip Gaps.
     L3.  Alcatraz
        L3LTAOA.  Level orientation guide.
        L3A.  Air Gaps.
        L3M.  Manual Gaps.
        L3G.  Grind Gaps.
        L3L.  Lip Gaps.
     L4.  Kona
        L4LTAOA.  Level orientation guide.
        L4A.  Air Gaps.
        L4M.  Manual Gaps.
        L4G.  Grind Gaps.
        L4L.  Lip Gaps.
     L5.  London
        L5LTAOA.  Level orientation guide.
        L5A.  Air Gaps.
        L5M.  Manual Gaps.
        L5G.  Grind Gaps.
        L5L.  Lip Gaps.
     L6.  The Shipyard
        L6LTAOA.  Level orientation guide.
        L6A.  Air Gaps.
        L6M.  Manual Gaps.
        L6G.  Grind Gaps.
        L6L.  Lip Gaps.
     L7.  The Sewers
        L7LTAOA.  Level orientation guide.
        L7A.  Air Gaps.
        L7M.  Manual Gaps.
        L7G.  Grind Gaps.
        L7L.  Lip Gaps.
     L8.  Little Big World
        L8LTAOA.  Level orientation guide.
        L8A.  Air Gaps.
        L8M.  Manual Gaps.
        L8G.  Grind Gaps.
        L8L.  Lip Gaps.     
7. Copyright Info and Credits.

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1. Introduction and Tips
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I've noticed that there is a severe lack of good walkthrus for gaps in the PSX 
version of THPS4, thus this document.  I know most people have the PS2 version, 
but, for those of us who are die hard, and have both, I wrote this document.  
While DINAGA has written a full walkthru, including gaps, to whom I am very 
grateful, some of the language is difficult and/or obscure--again, I thank him 
immensely, but--I get the feeling English is not his first language.

Gaps aren't that hard to find, you just have to grind, air, lip, and manual 
everything. What's hardest is actually EXPLAINING how to do them. I hope I can 
help.  

In that interest, I have begun each level with a section entitled "LET'S TALK 
ABOUT OUR AREAS," which simply names each area, and perhaps arbitrarily, but I 
hope it facilitates understanding what the h*** I am saying.

---------------------
G.G. General Gap Tips
---------------------

These games can sometimes be tricked. For instance: I have found several 
manual gaps that you can start in a manual, jump to a nearby grind, and then 
hop out, back into a manual, at the end of the area (eg: Chicken Sh.. Manual 
from THPS4 for PS2). Usually a combo must be kept, but sometimes not: in the 
You've Made It gap, in the sewer, occasionally you can hop up to the starting 
rail, come down, mess around for as long as you like, then hop up to the 
finishing rail, and you'll get the gap. I'm not including all that info, 
because that's more a glitch-section kinda thing, and I certainly don't feel 
like spending the time to get an exhaustive list, and finally, none of these 
gaps are that hard. It's not like manualling the switchbacks in THPS4 PS2. 

But they can also do the opposite. Sometimes you'll do the gap, exactly how 
you're supposed to, but it won't appear. Tough crap. Do it again. This happens 
a great deal more if you're using MOON PHYSICS (remember to imagine spooky 
sci-fi noises whenever you read MOON PHYSICS). I once got stuck on the sky 
somehow using that crappy crap. I know it's a video game and all, but certain 
rules should apply. You can't get stuck on the sky. It's AIR!! Yeah, yeah, you 
also can't 1) boneless after you've left a QP, 2) do any flip trick after doing 
another flip trick--unless it's a late flip, 3) grind the edge of a boat, 4) 
ollie over seven feet, 5)... But still. You see, I LIKE doing that stuff. I 

DON'T like getting stuck on the sky. Whatever. Be careful of moon physics. 
(WOOOO...)

***VERY IMPORTANT TIP #647***  

All of these gaps are possible. They will not ask you to do something that's 
really really hard. If you For instance, the first time I was trying to find 
NEW ARRIVALS in Alcatraz, I figured it had to do with crossing a walkway (I was 
wrong). I was trying to grind from the walkway handrail that leads down from 
the starting area toward the courtyard (the very end of the ESCAPE ROUTE rail, 
on the far side), hopping over the walkway, to the ledge where the NEW ARRIVALS 
gap actually does begin. That's a ridiculously long leap--and the game-makers 
aren't ridiculous people. Eventually I hit it, and boy was I annoyed when I 
didn't get even a pat on the back for it. 

An extension of this tip is this: No gap requires any cheats. It may seem this 
would go without saying, but you'd be surprised. All these gaps within the 
realm of possibility...yes, even for you. 

***VERY IMPORTANT TIP OVER, BACK TO THE USELESS DRIVEL*** 

-----------------------
A.T.  Tips for Air Gaps
-----------------------
Air gaps don't change. I love them. You just hurl yourself in the right 
direction and hope. 
--------------------------
M.T.  Tips for Manual Gaps
--------------------------
Manual gaps are rare and usually really easy to spot. See a long expanse of 
something? Manual it. Keep in mind though, general tip number 214 from above: 
they wont be anything ridiculously long. (At least, not in this game.  See 
THPS4 PS2's Manual the Switchbacks or THUG2's Manual the Mountain for 
absurdity.)
-------------------------
G.T.  Tips for Grind Gaps
-------------------------
Grind gaps almost always begin with a grind. I say this because a lot of gaps 
in THPS2 + 3 you just have to get to the appropriate obstacle and grind it, so
the seem sometimes like air gaps that you land in a grind. THPS4 for PSX, 
usually they're two part grinds. 
-----------------------
L.T.  Tips for Lip Gaps
-----------------------
Lip gaps are kinda annoying in the psx version of THPS4. They rarely have 
any grinds you can use to line you up, and I hate that. All the rest of the 
games have nice little grind-line-ups. But, if you really can't seem to lip 
anything, there's often this solution: hold a direction. I think you have to, 
actually, you can't just hold the grind button as you go up. I usually press 
up as I near my object, but i think down might be a better choice, cuz there's 
no chance you'll "exit" the QP. I wouldn't advise using any other direction, 
for reasons that should be obvious, and that I don't feel like explaining. 
------------------------------
V.N. A note on the vocabulary.
------------------------------
A note on vocabulary: To speak of this game consistantly, I'm using the 
vocabulary of skateboarding--so if you don't know a word, look it up. A QP, for 
instance, is a Quarter Pipe--it takes the shape of ninety degrees of a circle 
(or PIPE). Half Pipe (HP) = 180 degrees of a circle. I'm not going to define 
everything here, but it is important that I mention the word 'ramp.' A ramp and 
a QP are not the same thing. A ramp is flat, a QP is curved. A QP, in THPS, 
will keep you in it, while a ramp launches you beyond it. The word ramp will 
also be used for any steep path, such as the path from the main area to the 
south banks in London. It WILL NOT be used to mean a QP, even though skaters 
sometimes do.  We gotta keep things straight here. 

That said, let's get started!

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2. Gaps divided among their levels.
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------L1.  California College
-----------------------------
----------------------------------
L1LTAOA.  Level orientation guide.
----------------------------------
LET'S TALK ABOUT OUR AREAS:

(If you wonder at any point where I'm getting these building names, they are 
coming from the PS2 version, in which these buildings are much more clearly 
named.  Some of them look different, in some cases, drastically different, but
 they're in the same general area, and really, I just name them for ease of 
communication, not to help you get to class on time.)

PHILOSOPHY BUILDING:  This is the big white building with the very wide 5-set 
in front of it.  It's the one with the new deck on the roof.  (Abbr. PHILO 
BLDG.)

ENGLISH BUILDING:  This is the red brick building that's pretty much in the 
middle of the level.  It's the one you are on top of when you grind from the 
CLOCK TOWER.  The NOTICE BOARDS are in front of it.  (Abbr. ENGL BLDG)

ENGINEERING BUILDING:  This is next door to the ENGLISH BUILDING.  It has a 
large COURTYARD in front of it.  In Tony Hawk's Pro Specific Goal, you launch 
off this building's roof.  (Abbr. ENGG BLDG)

FINE ARTS BUILDING:  This building is to the left of the PHILOSOPHY BUILDING, 
if you're facing the 5-set.  It has a ramp going up toa second level, that has 
a couple of kickers up there.  (Abbr. FA BLDG)

LIBRARY:  To the right of the PHILOSOPHY BUILDING, when you're facing the 
5-set.  The door is small, and has a planter on either side. 

QP ALLEY: To the right of the LIBRARY, between the LIBRARY and the road, there 
is a handicap-style ramp with a couple of rails, with a QP at the bottom.  I'll 
call this QP ALLEY.

KIDDIE SCHOOL:  On the far side of the COURTYARD from the academic buildings, 
there is a small gray building with angled rails going up to it.  It has QPs on 
each side of the entrance.  In the PS2 version, you hear kids' screaming voices 
when you get near it.

CLOCK TOWER:  The large tower on the far side of the level.  It is on a raised 
platform, and has an entrance in the back which drops you really high up in the 
air, where you can grind to the roof of the ENGLISH BUILDING.

FOUNTAIN AREA: This is the area with the fountain.  Has some noticeboards.

COURTYARD: This is the area between the street and the ENGINEERING BUILDING, 
with the noticeboards on one side.

THE POOL: This is the pool between the ENGINEERING, PHILOSOPHY, and ENGLISH 
BUILDINGs.

---------------
L1A.  Air Gaps.
---------------

OVER THE TRENCH:  Between the FOUNTAIN and the CLOCK TOWER, there is a grassy 
"river" (I call it a river because it has a bridge over it).  On each side of 
it, against the wall, there's a QP.  Launch from one to the other.

PURE TRENCHING:  Between the FOUNTAIN and the CLOCK TOWER, there is a grassy 
"river" (I call it a river because it has a bridge over it).  On each side of 
it, there's a kicker.  Jump from one kicker to the other for this gap.

WEEZY TRANSFER:  On the side of the ENGINEERING BUILDING that faces the 
PHILOSOPHY BUILDING, there's a QP.  Transfer between that QP and the outside of 
the POOL.

BREAKINí IN:  Launch from the POOL into the second floor of the ENGLISH 
BUILDING.  

------------------
L1M.  Manual Gaps.
------------------

ACROSS THE COURTYARD:  Manual across the courtyard, from the road to the
noticeboards.

BRIDGE WHEELIE:  Manual across the bridge that goes over the grass.  In front
of the CLOCK TOWER.

-----------------
L1G.  Grind Gaps.
-----------------

RAMPIN' UP: Starting with your back to the CLOCK TOWER, hop the Access Ramp 
Hop gap (in front of the ENGLISH BUILDING) and drop off the far side; 
immediately in front of you is a little wooden kicker. Tap left as you ollie 
off the kicker and land in a grind on the ledge in front of you (the 
ENGINEERING BUILDING), above a QP. 

UP... UP...:  Between the PHILO BLDG and the FA BLDG, there's a little QP with
some rails above.  Hit the QP and grind the upper rail to the left.  After you
go around the corner, get some speed and wallride/wallie up to a higher rail.
And, thus, get UP... UP...

HIGH WIRE ACT:  Enter the back of the CLOCK TOWER, and hold the grind button. 
You'll hit a wire, and grind it.  Grind to the end (ENGL BLDG), and you'll get 
this gap.

ROOMMATE WANTED:  Go to the noticeboards area and grind one of them, then hop
and grind another.  You'll get a roommate!

ENTRANCE EXAM:  In the courtyard, there's one entrance to the road, with a
little ramp and a couple of rails.  Grind one of the rails.

UNDECLARED:  On one side of the COURTYARD, there's a QP that bends around into
a badly misshapen C.  Grind that C.

SKATES OF STEEL:  Grind the rail that goes from the ENGG BLDG/LIBRARY area to
the QP ALLEY.  It sometimes switches you to a grind on the wire leading to the
wall, do somehow avoid that.  One certain way is to grind up from QP ALLEY.  

INSTITUTIONALIZED:  Grind the pool.  

QUIET PLEASE: At the PHILO BLDG, grind along the wire above the very wide
5-set. Here's how: (THE FOLLOWING DESCRIPTION WILL GET YOU "QUIET PLEASE," 
"IT'S A LIBRARY," AND "BOOK RETURN") Head to the PHILO BLDG and, once there, go 
left and around the corner (toward the FA BLDG), to a QP with two levels of 
pipes--where one would begin the COMBO - HARD goal. Grind the upper pipe to the 
right and hop off before you get to the end, on the white ledge of the 
building. Stop immediately. (Or don't.) Now grind the ledge that should be 
right in front of you, which is the front of the top of the building, and 
you'll quickly find yourself on a wire; keep grinding to the end of the wire. 
QUIET PLEASE should now have lit up. Continue grinding off the edge of the 
building and fall straight (you don't need to ollie or press any direction), 
holding the grind button, onto the planter below. IT'S A LIBRARY should light 
up. Now at the end of the planter, hop the gap to the next planter. This will 
get you the BOOK RETURN gap. 

IT'S A LIBRARY:  Atop the PHILO BLDG, grind toward the LIBRARY, off the edge 
and fall down, into a grind on the planter below.  See QUIET PLEASE.

STORE FRONT HOP:  On the road, near QP ALLEY and the entrance to the COURTYARD,
there's two store fronts with blue striped awnings.  Your goal is to grind 
those two awnings.  I do it from QP ALLEY, wallride/wallie up to the ledge of 
the first building, then hop, grind, hop, grind.  Hop.  Land.  Get gap.

ARCHWAY GRIND:  Grind the archway over the entrance to the COURTYARD.  It's 
best to do this going TOWARD QP ALLEY, as there is a pesky wire when going the 
other direction.  (Oh, right: wallride/wallie to get up there.)

ANOTHER ARCHWAY:  Grind the archway over the entrance to the FOUNTAIN AREA.
(Oh, right: wallride/wallie to get up there.)

OVERDUE BOOKS:  Grind the whole front of the PHILO BLDG.  That's the ledge, 
then a hop to the stairs, then a hop to the other ledge.

YAY CO-ED DORMS!:  Grind down the ramp from the second level of the FA BLDG.

ACCESS RAMP HOP:  In front of the ENGL BLDG, or back, depending on how you look 
at it, there's a three-way ramp.  Grind the ledge that's parallel to the wall 
of the ENGL BLDG, hop over the gap in it, and grind the other side.

FOUNTAIN GRIND:  Grind around the fountain.  It's in the FOUNTAIN AREA.  Come 
on, you can figure some of these out on your own, can't you?

HANDRAIL TO BOARDS: Grind the HANDRAIL RIDE rail (between the ENGL and ENGG 
BLDGs) and hop off the end onto the nearest noticeboard. If you can't find the 
rail, remember that it's the only rail that runs between two buildings that's 
near the notice boards. 

PLANTER2PLANTER:  In front of the the PHILO BLDG, there are two freestanding 
planters.  What say you grind one PLANTER, and hop 2 the other PLANTER.

BOOK RETURN: At the LIBRARY, grind the planter by the door and hop to the next 
one, on the other side of the door. Can be done with QUIET PLEASE and IT'S A 
LIBRARY (see QUIET PLEASE). 

HANDRAIL RIDE:  Grind the rail between the ENGG and ENGL BLDGs.

---------------
L1L.  Lip Gaps.
---------------

HIGH BARS:  Across the street from the entrance to the COURTYARD, there's a 
sunken QP with two rails above it.  Lip the upper rail.  On the ramp going into 
the COURTYARD, there's a ledge you can use to line yourself up.

BETTER VIEW:  The street only turns once.  At that turn, there's a QP sunken 
back in the wall with two rails above it.  Lip the upper rail.  You can grind 
the sidewalk to line yourself up.

UNDERGRAD:  On the ENGG BLDG, there's a QP which faces the PHILO BLDG.  Do a 
lip trick off that.  Guess what you can use to line yourself up?  NOTHING!  But 
it's not that hard.

----------------
L1O. Other Gaps.
----------------

CLOCK TOWER:  Enter the back of the CLOCK TOWER.  I don't know if this is 
magic, or an elevator, or a sophisticated system of pulleys, or what, but all 
of a sudden, you'll be very, very high up.  And somehow, that's a gap.  A 
stupid gap, if you ask me, which you didn't, but.  Please note that this is the 
only 'Other Gaps' in the whole game.  Stupid game.  How I love it!

-----------------------
-----L2.  San Francisco
-----------------------
----------------------------------
L2LTAOA.  Level orientation guide.
----------------------------------

LET'S TALK ABOUT OUR AREAS:

UMB AREA: This is the mostly cement area to your right as you start. I'm 
calling it the UMB area because in the PC version, that's what they call it. I 
don't know that city, so I don't know what UMB means, and frankly, I don't 
care. I think I speak for all New Yorkers when I say that everyone in 
California can go fornicate themselves with a lead pipe. Just kidding. I'm sure 
most Californians are fine people, good Americans, it's just my friends Dug, 
Doug and Stoo, who all live in SF, who can go to h***. Here we will find the 
QHP QP--see QUARTER PIPE HEIGHTS gap for details on that. 

PIER AREA: that's the mostly wooden area. Pier One will be the pier to the left 
that sits all by its lonesome; The Big Pier is the big pier, in the back, by 
the pool. The part with all the little housey-kinda thingies, that'll be 
Shoptown. Don't ask me why. I don't know why. 
---------------
L2A.  Air Gaps.
---------------

QUARTER PIPE HEIGHTS: In the UMB area, go up the steep walkway and head to the 
right to the QP at the end. Hit the QP and go up to your left, to the upper 
level. Stop, turn around and hit the QP you just came in on (hereafter The QPH 
QP) and aim to launch over the QP you used to get up here, down to the ground, 
to the bottom-most QP. Note: you don't actually have to hit that bottom QP, you 
can go over it, but make sure you hit R2 or L2 to level out. So's you don't 
slam. 

ABOVE AND BELOW: This is the same as QUARTER PIPE HEIGHTS, but on the other 
side. So, in the UMB area, go up the steep walkway and head to the left. Hit 
the QP there and launch up to the right, to a QP on the upper level. Stop, turn 
around. Hit the QP you just came in on, angled so's you'll launch over the one 
you used to get up here, and fly all the way down to the QP at ground level. 
Again, you don't need to actually hit the bottom QP, you can overshoot it, and 
hit R2 or L2. But that bottom QP is pretty big, it's kinda hard to miss. 

GARAGE DOOR: Hm. Start by finding a garage door. There's one just to your left 
as you start. Now, hit the ramp on one side of the door, and land on the ramp 
on the other side of the door. How'd you like that? Fun right? Garage door. 

YO OBUS: From the start of the level, head straight, till you see the QPs that 
mark the entrance to Shoptown. Hit one of them, launch over to the other one. 
That's when you'll get this nifty gap. 

YO OBUS: From the start of the level, skate straight ahead until you see a QP 
in front of you.  Hit it and launch to the one next to it.  YO OBUS.

ROOF TO ROOF: From the start of the level, head straight, till you see the QPs 
that mark the entrance to Shoptown. Hit one of them, and launch into a grind on 
the handrail of the overhead walkway. to the right. Grind to the right. Now, 
hop up onto the roof and veer right. Hop off this roof onto that other roof, 
that'll getcha ROOF TO ROOF. But try getting some more stuff: this gap is 
included in the TRAVELLING THROUGH SF run. Go do that run. It's more fun, too. 

------------------
L2M.  Manual Gaps.
------------------

ON TWO WHEELS: In the UMB area, manual across the part where the ground is made 
of red brick. 

-----------------
L2G.  Grind Gaps.
-----------------

WIRE 2 WIRE: Using the plethora of kickers availible to you, hop up to a grind 
on the overhead wires that run along the main street. Then hop to a grind on 
the other wire. This is the essense of WIRE 2 WIRE. Use this knowledge well, 
grasshopper. 

OUT OF STEPS: In the UMB area, there are some steps. Grind them. Or, actually, 
just grind one of them. Pick on of them and grind that one. I'm sure you'll 
pick the right one. Just kidding, they're all the right one. Grind it to the 
end, until you're OUT OF STEPS. 

STEEP HANDRAIL: In the UMB area, have you seen that really steep walkway? Well, 
go look at it now. Notice that handrail. Awfully steep. Run up to it, with your 
back to the garage door, and hit the QP in front of you. trick yr pretty little 
head off and hit the ground straight. Then hit the handrail, hopping hopping 
hopping to get the speed to get up there. then enjoy the smooth ride down the 
other side. Without slamming. 

SEA SHELLS: UMB area: head up the steep walkway. Go to one end of that, well, 
place, and start a grind on the outside ledge--not the planter. Hop over the 
gap--which is the steep walkway--and grind more afterwards. WOOHOO! That was 
SEA SHELLS! 

CAN'T JUMP ACROSS?: Head to UMB, up the steep walkway. Veer left and hit the 
QP, and hop to the upper level. Slow down a little, kitten. To your left, 
you'll see a rail a few feet above your head. You're going to grind that. 
Luckily, this is a video game. Hit the itsy bitsy kicker with a little speed 
(you don't need to use the QP) and hop on up there. Wallride if you need to. 
grind the rail to the other side and you'll have the gap. 

WHO NEEDS OXYGEN?: Hit the QPH QP with a little speed, angled to the right, and 
hold grind. You will attach yourself to a nearly invisible rail. Follow it down 
to the end, and don't ollie off--just drop--otherwise, you'll end up in the 
bay. 

BEEN HERE BEFORE?: In the UMB area, there is a long raised section--grind its 
edge. Details: from the starting point, go immediately right, through the 
entrance. Once in there, veer gently to the left, you should nearly run into a 
metal rail that leads into the brick-ground area. hop over that rail, and grind 
the wall that slopes gently upward--grind it up, over, and down again. (It 
should leave you facing an "L" shaped QP. And it should have given you the BEEN 
HERE BEFORE? gap.) Oh--and be sure to grind the edge nearest the starting 
point, cuz the other side won't grind the whole way. 

WALLCRAWLER: Grind-hop the entrance to the UMB nearest the starting point. See 
WHERE'S LOMBARD. 

WALL HOP: Grind-hop the entrance to the UMB furthest from the starting point. 
See WHERE'S LOMBARD. 

ABOVE RADAR: Grind the ledge above the L-shaped QP in the UMB area. See 
TRAVELLING THROUGH SF, and do it in that run--it's fun. 

UNDER RADAR: Grind the L-shaped QP in the UMB area. 

WHERE'S LOMBARD?: Grind the outside wall of the UMB area. From the starting 
point, stop, turn around, and go forward till you've passed the low wall, and 
are next to a large building. Turn around again, to face your initial 
direction, and wallride that wall, hopping to grind it when you can. You'll 
come immediately to a gap in the wall--the entrance to the UMB area 
(WALLCRAWLER gap). Hop it, and keep grinding until you get another gap to 
hop--that's the WALL HOP gap, but if you hit them both, you'll also get WHERE'S 
LOMBARD?. 

BUS STOP A: Look, i'm only gonna say this once, for both BUS STOPs. Use the 
appropriately placed kickers to hop up on top of the bus stop shelter, and 
grind it. You'll get the gap. BUS STOP A is the one closer to the starting 
point; obviously, this leaves only the one other bus stop--the one furthest 
from the starting point--to be BUS STOP B. 

BUS STOP B: Look, i'm only gonna say this once, for both BUS STOPs. Use the 
appropriately placed kickers to hop up on top of the bus stop shelter, and 
grind it. You'll get the gap. BUS STOP A is the one closer to the starting 
point; obviously, this leaves only the one other bus stop--the one furthest 
from the starting point--to be BUS STOP B. 

LONELY HANDRAIL: Remember that poor, solitary handrail, that you may have seen, 
in the UMB area, between the BEEN HERE wall and the long three set? Well, 
apparantly it gets depressed when its idle and alone, so slap it with a grind. 
Maybe a slide. Yeah, nosebluntslide that sad, sad rail. You'll be rewarded for 
your friendliness. (And, no, you silly goose, you don't have to do a particular 
grind on it. Have you ever heard of a gap that required a particular trick? No, 
you haven't. It was just a joke, jeez. Lighten up.) 

TRAIN IS LATE: Grind the trolley rails (the ones on the ground) from one end to 
the other. This is actually pretty hard. 

GRIM'S MISS FIT: Grind the handrail above the YO OBUS QPs and hop to grind the 
rail that sits on the roof agead of you. This is included in the TRAVELLING 
THROUGH SF gap--see that description for details. 

NO ELECTRICITY: Grind one of the wires that span above the area that's across 
the street from the UMB L-shaped QP. See TRAVELLING THROUGH SF. 

TRAVELLING THROUGH SF: From the starting point, skate forward until you see two 
QPs that crowd an entrance to Shoptown. Ramp up to the handrail on the overhead 
walkway there, grinding to the right. Hop up onto the roof that'll be right in 
front of you, holding down the grind button, and you'll hit a weird little rail 
that sits on the roof (this'll get you the GRIM'S MISS FIT). Grind-hop over a 
roof gap (ROOF TO ROOF), and hop the little gap in the rail on that roof, then, 
at the end of that roof, hop to the left, to grind the wire that spans a weird 
little useless area (NO ELECTRICITY). That hop--onto that wire--is actually 
sometimes sorts tough. It makes it easier if you DON'T have a full special 
meter. But, moving on: Hop to the next roof, and its rail. Follow that as it 
turns (requires no effort on your part), then hop to another wire that goes 
over the street. Keep going, to grind the L-shaped ledge above the L-shaped QP. 
That'll get you ABOVE RADAR, and Getting all those at once will get you 
TRAVELLING THROUGH SF. 

TWICE THE HOPS: Out on The Big Pier, grind the QP that runs all along the 
outside of it. Grind that. Now, you'll have to hop little gaps a couple of 
times, but that's just how this gap gets its name. ! 

TRY A TRANSFER: This is a grind on the handrail that runs on the right side of 
Pier One. See, they want you to try hopping off to your right--left if you're 
going back :)--into that fun mess of posts and two by fours in the water--where 
the deck and a COMBO are. 

GOOD ONE LAD: This is when you actually do what TRY A TRANFER suggests. When 
heading out to the end of Pier One, jump right just as the blue text of TRY A 
TRANSFER shows up, and hit that rail. To land it, you'll have to hop over the 
wall onto The Big Pier. It's often easier, if you have the balance, to just 
grind that last wall, wait till it straightens out, and hop on in. But, if your 
meter's wobbly, hop and hop fast. I once used a wallride there, believe it or 
not. Of course, i then just wallied to a grind on the wall, so I guess that 
doesn't help. 

RISE ABOVE WATER: Engage that big mess of posts and 2x4s in the water between 
Pier One and Shoptown. There's a hole in the handrail, hop onto the first rail. 
That'll kink twice, then you better jump, lest you sleep with fishes. Then jump 
again real quick. Then ride that one to the end. If your speed sucks, hop to a 
grind on the wall of The Big Pier, otherwise, just jump over that wall. 

WHO LIVES HERE?: In Shoptown, take the ramp up to the second level--take the 
ramp that makes you face the street, which is the further one from the starting 
point. There's a QP there, but you shouldn't need it. once you're up there, 
turn around and spot the rails in front of you--the one leading down the ramp 
you just came up, and the one on the other side of the ramp, which leads around 
the second level of Shoptown. It's the latter we'll be grinding. So, without 
further ado, slap it. Grind and grind. Speed can be a real issue at that one 
corner, where the rail has a little hump. I have had SO MUCH TROUBLE with that 
little hump. Because you inevitably will have lost a lot of speed by that 
point, but the contours of the rail are such that any hops you hop, to speed 
up, will send you off track. What's the answer? GRIND EXTENSIONS! As you near 
the hump, start extending (hold a direction and tap the grind button). Just so 
the extention doesn't mess with your balance, repeatedly use up and down for 
them--hold down, tap triangle, then hold up, tap triangle, etc. And keep your 
balance. The rest of the grind is pretty straightforward, but its a balancing 
act now. Just don't jump off until you see the cherished blue text. 

---------------
L2L.  Lip Gaps.
---------------

SHOPPIN LEDGE: Lip trick the ledge above the L-shaped QP in UMB-land. It's that 
same ledge that got you ABOVE RADAR. This is the only lip gap on the level that 
has a useful run-up: grinding down the BEEN HERE BEFORE ledge will set you 
perfectly perpendicular to the QP. 

PIER HEIGHTS: Lip trick the sign atop the QP at the end of Pier One. 

PIER SIGHTS: Lip trick the sign at the end of The BIg Pier that's closest to 
Pier One. 

PIER SOUNDS: Lip trick the sign at the end of The BIg Pier that's furthest from 
Pier One. 

PIER SMELLS: Lip trick the sign in the bowl (the bowl by the PIER SOUNDS 
sign--the ONLY bowl on the level) that's furthest from Pier One (same side as 
PIER SOUNDS). 

PIER TASTES: Lip trick the sign in the bowl (the bowl by the PIER SOUNDS 
sign--the ONLY bowl on the level) that's closest to Pier One (opposite side 
from PIER SOUNDS). 

CHECK HIM OUT: Lip trick the overhead walkway using the YO OBUS QPs. 

------------------
-----L3.  Alcatraz
------------------
----------------------------------
L3LTAOA.  Level orientation guide.
----------------------------------
LET'S TALK ABOUT OUR AREAS:

ROOF:  Why, that's the roof, silly.

FRONT:  This is where you start.  I have no better name for it.

SWITCHBACKS:  The turney-rampey thingies that go down.  Or up.

POOL:  The pool.  Notable features: it's a pool.

DOCKS:  Down at the bottom of the SWITCHBACKS, and down the huge ramp down 
there, there's an area I call THE DOCKS.  There's a door in the FRONT that will 
take you right down there.

CELLBLOCK: Inside the prison.  There's no gaps here, though.

COURTYARD:  The only area left.  That weird area with the broken walls and the 
pipes that lead to the SWITCHBACKS.  On the PC it's a gosh darn baseball 
diamond...what am I supposed to do?

---------------
L3A.  Air Gaps.
---------------
LOOK OUT BELOW!:  In the COURTYARD, there's a section of the outside wall that 
looks like it was blown out with a bomb.  And there's a QP on either side.  
There's really only one thing to do: gap it!  

SPINAL GAP:  Go up on the roof via the doorway in FRONT.  Right in front of you 
there's (a big pit that leads to the cellblock but behind that there's) a 
wall/QP.  To the left there, there's a 90-degree turn in the wall.  Go along to 
the side of that 90-turn, and hit that QP, then hit the spine transfer button.  
You'll transfer into the POOL far, far below.

BUNNY HOP:  Right in front of you in the FRONT, there's a funny little ramp. 
Jump over it.  Honestly, if you don't have this gap already, what's the matter 
with you?

OVA' DE DOOR:  Turn around when you start, you'll see a QP.  Hit it, go over 
the door, and land on the other QP there.

BIG AIR GAP:  In the FRONT, there's two doors with QPs on each side.  Gap over 
the left door, using the middle and left QPs.

ROOF AIR ONE: On the roof, there's two ramps that cut into the QP edge--one is 
on the left of the other, and one is on the right of the other ;). Catch air 
off the side and fly over the ramp that's on the left. 

ROOF AIR TWO: Catch air of the side of the roof, and fly over the ramp on the 
right. See ROOF AIR ONE. 

------------------
L3M.  Manual Gaps.
------------------

FREEDUMB HILL:  Manual down the first leg of the SWITCHBACKS.

SHAWSHANK HILL:  Manual down the second leg of the SWITCHBACKS.

-----------------
L3G.  Grind Gaps.
-----------------

OVER CRUMBLIN' ROCKS: Below the Bunny Hop is a walkway with a large section 
broken out of it, with, we might say, crumblin' rocks. Grind one of the 
handrails there, hop over the broken out section and land in a grind on a rail 
on the far side. 

THREE FIVE-O CELL:  In front of you when you start is a low QP.  Grind all the 
way around it.  Honestly, this is harder than it should be.  Why is this so 
hard?

SWIMMING TEAM: Grind around the entire pool. Do it a few times, just so you can 
say to your girlfriend that you did. She'll care. 

ESCAPE ROUTE: Below the Bunny hop, there are two rails. grind the inside rail 
the whole way: down the hill on one side, around the turn, over the crumbly 
rocks, around the second turn, and up the hill on the other side. On the way up 
on the second hill, you'll need to hop up and down over and over to get the 
speed to get up. Fear not. 

SOMEONE IS DIGGING: In the pool area, grind the outside of the outside wall, 
away from the Bunny Hop. At the end, fall into a grind on the ledge there, 
grind grind grind, and when you get to a big hole, jump it, and grind the other 
side. 

SWITCHBACK GRIND: Grind the inner wall of the switchbacks (that's the zig-zag 
path leading down to the lower areas). The inner wall is the wall, when going 
down, on your right. Not a hard grind, it only gets hard at the very end, after 
you've got the gap, but before you're able to get out of it safely. 

SHORT TERM: Grind the outside wall of the switchbacks. That's the wall, when 
going down, that's on your left. See LONG TERM. 

LONG TERM: Skate over to the pool, and grind the outside wall, toward the Bunny 
Hop. Don't stop grinding until you have gone down both switchbacks, around the 
last corner, and gotten to the little QP at the very bottom. This will also win 
you SHORT TERM. Now, this is really hard. Tips: as always, try not to let your 
balance meter leave the center area at all. Also, You don't have to start the 
grind until the nearest edge of the pool--you don't have to grind that first 
corner. If you're a weiner, perfect balance helps a lot. 

PIPE GRIND: In the courtyard, there are three pipes leading out to elsewhere. 
To the left of the cement lips QP (see CEMENT LIPS gap) there are two pipes; 
this one is the one on the left. It drops you off halfway down the switchbacks. 

GUARDS QUARTERS: Grind the handrail in front of the guards' quarters. The 
guards' quarters is halfway down the level, after the switchbacks, before that 
big ramp walkway. 

ROOFIN' JOB: Grind the roof of the Guards Quarters. The guards' quarters is 
halfway down the level, after the switchbacks, before that big ramp walkway. 

PERIMETER GRIND: At the bottom of the level, grind the outside wall, from one 
end to the other. The bottom of the level is the place one appears if one goes 
in the door immediately to your left as you start the level. Try to grind the 
inside side of the wall, as then you won't have to jump around when the red 
rail starts. 

ACCESS RAMP: Grind the long walkway ramp that leads down from the guards' 
quarters to the bottom of the level. 

STEPPING STONES: Grind the rail around the top of the courtyard and hop the big 
gaping hole. See DOING TIME. 

DOING TIME: Head down from the start of the level to the courtyard (that means, 
at the start, take a right and go around the corner). You'll see a little 
walkway going up to the left, go on up there. When the walkway levels out, 
start grinding the red rail on your left. When you come to it, hop the big 
gaping hole and land in a grind on the other side (this will get you the 
STEPPING STONES gap). Keep grinding around the corner, and you'll get the gap. 
Now hop off quick, as soon as you see the gap, or else you'll be cast into the 
sea. And lost forever. 

HOPPIN' ROOF: Up on the roof, you'll see six objects all parallel to one 
another; a rail is in the middle. All of these have a gap in the middle. Grind 
from any of these objects, over that gap, and grind its counterpart, you'll get 
the gap. 

SCOUT ABOVE: Go to the roof by way of the door that's behind you as you start. 
Head out onto the roof, veering slightly to the left (avoid the big hole to the 
cellblock) and start grinding the wall just after the sharp corner. Grind and 
grind, hop the first ramp, grind some more, hop the second ramp, and grind till 
you can't grind no more. And that's that. 

NEW ARRIVALS: Head down from the start of the level to the courtyard (that 
means, at the start, take a right and go around the corner). You'll see a 
little walkway going up to the left. The right side of that walkway is a stone 
wall, grind the right side of that, up the slope, over the flat, to the end. 
Drop off into a grind on the rail so conveniently placed there, and this gap is 
YOURS. No need to ollie or hit any direction. 

COURTYARD PIPE GRIND: In the courtyard, there are three pipes leading out to 
elsewhere. The one you want is by the LIP TEST QP, and goes back up toward the 
starting area. It's not long. 

ANOTHER PIPE: In the courtyard, there are three pipes leading out to elsewhere. 
To the left of the cement lips QP (see CEMENT LIPS gap) there are two pipes; 
this one is the one on the right. Grind it. It will dump you off at the same 
place as "PIPE GRIND", except you'll be facing the sea, rather than the 
switchbacks. Oh, and make sure you jump to the right at the end, cuz otherwise 
you won't land on something solid. 

---------------
L3L.  Lip Gaps.
---------------

LIP TEST:  In the COURTYARD, lip the QP that's broken in half, as though by a 
bomb.  It's over the sea, and below the LOOK OUT BELOW! gap.

CEMENT LIPS:  Lip the QP directly across from the LIP TEST--against the wall of 
the cellblock building.

--------------
-----L4.  Kona
--------------
----------------------------------
L4LTAOA.  Level orientation guide.
----------------------------------
LET'S TALK ABOUT OUR AREAS:

FREESTYLE POOL: This is the largest pool, with the word FREESTYLE written in 
huge letters on the bottom. Bears a strange growth on the bottom near the Kona 
building. 

RED POOL: This is what I call the pool that's all red. 

SNAKE RUN: The snakey lookin thing with the blue stripe along the bottom. 
Starts on the flat near the VERT HP, and ends with an almost-bowl that kinda 
looks like a wash basin, which I call... 

THE WASH BASIN: The almost-bowl at the end of the SNAKE RUN. 

VERT HALF PIPE: The very narrow HP by the FREESTYLE POOL. 

WOODEN HALF PIPE: The big wooden HP near the STREET COURSE. 

KIDNEY POOL: The pool that's shaped like your kidney. Between the SNAKE RUN and 
THE OTHER SNAKE. 

THE OTHER SNAKE: The shorter snakey thing that's right next to the beginning of 
the large one. 

STREET COURSE: That strange area with all the street-style obstacles (like 
bananas, railboxes, rails, funboxes, etc). Just for a point of reference, I'll 
say it "begins" by the wooden HP and "ends," well, at the other end. (By the 
path that leads to the WASH BASIN.) 

THE KONA BUILDING: The big building. The front faces the FREESTYLE POOL, 
another side faces the WASH BASIN. 

THE LITTLE SHACK: The smallest shack, to the right, if you're facing the front 
THE KONA BUILDING. I think it has the new deck on top of it when you start. 

THE JUDGING BUILDING: That's the building that's by the freestyle pool, between 
the VERT HP and the KONA BUILDING. It looks like judges might watch from there 
in a competition. 

---------------
L4A.  Air Gaps.
---------------
GIGA KONA: Air from the VERT HP into the FREESTYLE POOL.  This is only possible 
on the side of the VERT HP that's closest to the RED POOL.

OVER THE ROLL-IN: Air over the rollin in the WOODEN HP.

POOL TO POOL TRANSFER: Get in the Freestyle pool and point yourself to the 
space between the Kona Building and The Little Shack. Skate up to that spot, 
launch up, and spine transfer--you'll land, with the gap, in the Wash Basin. 

ADDING VERT: At the end of the Street Course (the other end from the Wooden 
HP), there's a QP with two heights. It looks like this: 
////___-----____----- 
where the //// = a ramp, a NOT QP. Jump from the high area at one end (near 
the red-railed walkway) over the low area to the other high area for this gap. 

SPINAL GROOVES: At the WOODEN HP end of the STREET COURSE, there's two little 
gray HPs that share a spine.  Spine that.  

------------------
L4M.  Manual Gaps.
------------------

MOMO'S STYLE: Manual down the red-railed path that leads from the Wash Basin to 
the Street Course. 

JUDGES LIKE: Halfway back in the Street Course, there's a curved QP with a 
wooden rail along the back of it. Manual along the top of it. 

-----------------
L4G.  Grind Gaps.
-----------------

FUN BOX RAIL: At the end of the Street Course, near the MOMO path, there's a 
fun box with a banana shaped ledge flopped over it. Grind that banana! 

SHORT RAMP HOP: At the end of the Street Course, at the ADDING VERT ramp, grind 
the ADDING VERT gap: grind the high part, and hop to the next high part. 

PICNIC TRANSFER: In the Street Course, there's a red rail along the back fence 
that ends just by a picnic table. Try hopping from the rail to the table. That 
should do it. 

PICNIC TABLE HOP: In the Street Course, grind the picnic table, and hop into a 
grind on the box that follows it--or vice versa. 

SKATEPARK ACCESS: Grind the red rail that lines the path from the Wash Basin to 
the Street Course. 

CONCRETE BLOCK GRIND: Behind the Judging Building, there's a long concrete 
block. Grind it. 

HIP POOL GRIND: Grind the Kidney Pool. 

BANANA SMASHER: Grind the rail that sits atop the last funbox in the Street 
Course. 

ROCKS IN MY POCKET: On the front of the Kona Building, there's a rail--grind 
it, hop to grind the lower part of the roof, then grind another pipe. You can 
get up there with an extremely deft leap from the Freestyle pool, but I 
recommend using a wallride. 

RAMP TO RAIL: Right behind the Wooden HP there's a miniramp (a small HP)--it's 
the same color as the rest of the Street Course. Launch out of that into a 
grind on the rail on the back of the Wooden HP. Now, you can grind the wooden 
rail at the top of the back of the Wooden HP, but you can also use the red rail 
that's at ground level just behind the Wooden HP. 

RAIL TO RAIL: Some say any rail to rail will do. Believe what you want. I 
always use the curved rail next to the two squat HPs at the beginning of the 
Street Course, and hop to the rail that leads up to the Other Snake. The blue 
text doesn't appear until you've been on the second rail for a while, though, 
so be patient. 

REACHING THE RAMP: Find the rail that leads from the Other Snake to the Street 
Course. Grind it, and at the end hop to the back of the squat HP at the 
beginning of the Street Course. 

WOODEN SNAKE: Between the Snake Run and the Street course, there's a cliff, or, 
I guess, a set of terraces. The wood that keeps all that together--keeps the 
Snake's guts in--that's the WOODEN SNAKE. Grind it! 

WOOD CONCRETE TRANSFER: You don't even know how long it took me to find this 
one. Even the memory makes my nerves jangle. Find the rail that leads from the 
Other Snake to the Street Course. Between that rail and the Other Snake is a 
brief concrete wall. That's the concrete portion. The WOODEN SNAKE is the wood. 
Come up from inside the Other Snake, and hit the concrete at a goodly speed. 
Hop atop the red rail, and then, when you can, jump to the WOODEN SNAKE. Ride 
that snake till you get the gap. 

THREE STEP PROGRAM: Behind the Vert HP there's ledge, and a higher ledge, and 
then a rail. Do it! 1, 2, 3. 

FANCY TRANSFER: The FANCY TRANSFER is the gap between the squat HP at the 
beginning of the Street Course--right behind the Wooden HP--to the rail on the 
fence side. Kind-of a continuation of the REACHING THE RAMP gap. 

SO MANY RAILS: Grind the long red rail that starts on the flat part behind the 
Vert HP and follows the Other Snake. It's right there when you start the level, 
right in front of you. 

STEP OUTSIDE HOP: Next to the Kidney pool, there's a couple of ledges, and a 
ramp that comes down from the flat where you start the level. Grind a ledge, 
hop that ramp, and grind the other side. It works best if you start--looking 
down the ramp at the kidney pool--from the right and go to the left. 

ALTERNATE ONE TRANSFER: Along the fence, between the Wooden HP and the Other 
Snake, there's a red rail. It kinda veers off to the left, toward the near side 
of the Wooden HP. Another rail starts up around that point, and sticks real 
close to the fence. Grind the first one and hop to the second one. Be careful 
with your speed, as too much will make you literally bounce off the fence, and 
you'll miss the second rail. Once again, the gap doesn't show up right away, so 
give it a minute, go around that little corner, it'll come. 

ALTERNATE TWO TRANSFER: Start with the same starting rail as in ALTERNATE ONE, 
but hop to the rail that runs along the back of the Wooden HP--the red one, at 
ground level. This requires a good amount of speed, and you'll definitely want 
to get special first. Remember to angle your jump to the right, because you 
can't hit it if you launch at it dead on. 

BEHIND HALF PIPE TRANSFER: In this gap, you take the second halves of ALTERNATE 
ONE and TWO and hop from one to the other. That is: grind the rail that's at 
ground level behind the roll-in side of the Wooden HP, grinding away from the 
the Other Snake, and jump to grind the rail that'll be right in front of you. 
Angle your jump to the right. Once again, the gap doesn't show up 
immediately--grind the second rail to the end. 

RED POOL GRIND: Grind the red pool. Note there is a section that you can't 
grind, where the Snake Run touches the Red Pool, so start just after the 
TOMBSTONE and grind around to the other side. You'll get the gap in there 
somewhere. 

INSPECTING POOL: Grind the Freestyle pool. Note that there is a corner, between 
the Judging Building and the Kona Building, that's too sharp to grind, so use 
that as your starting point. You don't have to go all the way around 
anyway--just about half way. 


---------------
L4L.  Lip Gaps.
---------------

TOMBSTONE: The TOMBSTONE is the big block at one end of the Red Pool. Lip trick 
it. 

EXTRA HEIGHT: One side of the Vert HP has a little roof on it. Lip trick the 
roof. 
----------------
-----L5.  London
----------------
----------------------------------
L5LTAOA.  Level orientation guide.
----------------------------------
LET'S TALK ABOUT OUR AREAS: 

SOUTH BANK: This is the lower area with the fountain filled with green water. 
In the PS2 version, Geoff Rowley calls this area the SOUTH BANK, and so do I. 

CIRCLE STREET: This is the street that goes in a circle. The upper part is the 
MUSEUM AREA, the lower part I'll call DOWNTOAN. Then there are the east and 
west sides--grind the inside sidewalk to figure out which is which. (See EAST 
SIDEWALK GRIND and WEST SIDEWALK GRIND.) 

MUSEUM AREA: This is the upper part of the Circle Street, with the three 
buildings w/ QPs between them. All directions (left and right) are determined 
by standing in front of the middle building and facing it. The Museum will 
consist of those three buildings. 

DOWNTOWN: This is the lower part of Circle Street. There's some stuff down 
here. 

THE FOUNTAINS: By this I mean the two fountains in the middle of the Circle 
Street. 

---------------
L5A.  Air Gaps.
---------------
SIR NERGETS: In the Museum Area, jump from the right QP onto the top of the 
middle building. 

MEDIEVAL AIR: In the Museum Area, jump from the left QP onto the top of the 
middle building. 

QUEEN'S KNIGHT: In the Museum Area, jump from the left QP onto the top of the 
left building. 

LONDON CALL IN: Across the street from the Museum, there's two QPs o either 
side of an entrance to the Fountain Area. Jump from one QP to the other. 
Requires a pretty sharp angle. 

DOUBLE DECKER: In Downtown, there's a bus with a kicker on either side. get 
special, then race up to one of the kickers and ollie over the bus. You have to 
remain pretty much in line with the kicker on the other side, but you don't 
have to land exactly on it. 

WHAT'S UP HERE?: In the South Bank, there's two QPs at each end. Air off the 
one that's on the opposite side as the road (with the water behind it) and go 
up to the left to onto a roof, where there's a matching QP. 

SUPA SPINE SIR: Take the road toward the South bank and you'll see a QP. Air 
off it and spine transfer to the QP below, and you'll get this one. 

------------------
L5M.  Manual Gaps.
------------------

TWO WHEELIN' ROAD: Manual across the street in the Museum area--the short way 
across, not the long way: go from, say, the the SIR NERGETS QP to the LONDON 
CALL IN QP that's right across the street. 

BETWEEN THE FOUNTAINS: Manual between the fountains in the Fountain area. 

-----------------
L5G.  Grind Gaps.
-----------------

BUS GRIND: Grind the roof of the bus in the Downtown area. This is the gap you 
have to get in order to complete the Feebled Bus goal. 

YES IT IS RED: In the Downtown area, there's two little 'alleys' with a QP in 
each--one is on the west side, and the other is behind the bus. Air off the one 
by the bus and aim to get on top of the roof to the left. Once up there, you'll 
see two wires leaving from that roof, one of them is red. Grind the red one. 

PIP PIP CHIREO: In the Museum area, there's two QPs separated by an entrance to 
the Fountain area. Grind one of them, hop the entrance, and grind the other for 
this one. 

BALCONY HOP: On the east side of the circle, there's a building with a balcony 
up top. Hop the gap. Details: Go to the Museum area, and, using the right QP, 
hop onto the right building's roof. Grind the endge of that roof and you'll 
continue on a wire, whcih will bring you to the appropriate building. You'll 
see that the balcony juts out for a spell, then returns to where you are. Now, 
with a good amount of speed, you'll be able to jump from one side to the other, 
over that part that juts out. Give it a shot. 

NO SEATING: Grind the bench in the South Bank area. It's next to the green 
fountain. 

NO DIVING: Grind the green fountain in the South Bank area. 

PLEASE STAND UP: In the Downtown area, right across the street from the subway 
stop, you'll see a QP. On either side of the QP, there's a bench. For this gap, 
go to the bench on the left. You'll see it curves and on the other side of the 
curve there's more bench. Grind one side of it, hop the curved part, to grind 
to the other end of the bench. 

WILL THE REAL MOMO: In the Downtown area, right across the street from the 
subway stop, you'll see a QP. On either side of the QP, there's a bench. For 
this gap, go to the bench on the right. You'll see it curves and on the other 
side of the curve there's more bench. Grind one side of it, hop the curved 
part, to grind to the other end of the bench. 

NO TEA PARTY: On Circle Street, there's two J-shaped ledges that curve from the 
PIP PIP CHIREO wall to the west and east sidewalks. Grind the one that leads to 
the west sidewalk. 

SAND CASTLES: On Circle Street, there's two J-shaped ledges that curve from the 
PIP PIP CHIREO wall to the west and east sidewalks. Grind the one that leads to 
the east sidewalk. 

TRANSCONTINENTAL CABLE: Grind the wire in the South Banks. Take the road to the 
South Bank, and you'll see a QP--grind that QP and you'll quickly be on a bent 
part of the fence--hop off the end of that, and grind the wire that stretches 
between the lampposts. Grind that wire to the end. 

EXTREME ENTRANCE: Go the the ramp that leads from the Museum Area to the South 
Banks--you'll see a metal pipe on a wall above the ramp. Grind that pipe and, 
at the end, leap straight off, and land in a grind on the green fountain. 

NO CABLES: In the Museum area, on the west side, there's a lonely QP that's 
perpendicular to the QPs in the rest of the Museum area. Hit that QP toward the 
left, and grind the ledge. At the end of the ledge, jump to a grind on the next 
building, you'll get this one. 

MONARCHY IN THE UK: On the east sidewalk area of Circle Street, there's a white 
building with a balcony up top. Grind the lower ledge--which, in the museum 
area, is around shoulder height--and that's where you should start grinding it. 
Grind all the way around to the other side of the building, and this'll show 
up. 

HIGH CLASS CIRCUS: On the east sidewalk area of Circle Street, there's a white 
building with a balcony up top. Get up on the balcony, using a wire from the 
museum rooftops, and grind the railing after the BALCONY HOP, and, just before 
it turns, jump off to the wire beyond. 

PERPENDICULAR TRANSFER: In the Museum area, on the west side, there's a lonely 
QP that's perpendicular to the QPs in the rest of the Museum area. Hit that QP 
toward the right, and grind the ledge--as slowly as possible. when you get near 
the wall, jump right and try to grind--well, actually, for the gap, SUCCEED in 
grinding--the pipe that's there. This is another gap that doesn't show up right 
away. It should show up before you get to the museum roof, though. 

BUILDING CHECK: In the Museum area, use the left QP to get up on the left roof. 
Grind the edge of the roof that's parallel to the street below and grind grind 
grind, along a wire to the next roof, and then another wire, to the last roof. 
You'll probably need to hop or do some extensions to get over the hump in the 
middle roof, but I know you can do it. I believe in you! 

SECOND HOP: Stand in front of the middle building in the Museum area. face it. 
Right in front of your face there's a ledge, and I'd like you to grind that 
ledge, to the right. When you reach the end, jump to grind on the planter 
beyond. You'll get SECOND HOP. 

FIRST HOP: Stand in front of the middle building in the Museum area. face it. 
Right in front of your face there's a ledge, and I'd like you to grind thtat 
ledge, to the left. When you reach the end, jump to grind on the planter 
beyond. You'll get FIRST HOP. 

EAST SIDEWALK GRIND: On the sides of good ole circle road. If you're standing 
between the fountains, facing the museum, this is the sidewalk on the right--in 
front of the white balcony building. (Grind it.) Both EAST and WEST SIDEWALK 
GRINDs are the sidewalk on the inside of the road--the fountain area side of 
the road. 

WEST SIDEWALK GRIND: On the sides of good ole circle road. If you're standing 
between the fountains, facing the museum, this is the sidewalk on the left. 
(Grind it.) Both EAST and WEST SIDEWALK GRINDs are the sidewalk on the inside 
of the road--the fountain area side of the road. 

TOWER GRIND: In the Downtown area, there's two little benches with a QP between 
them, across the street from the subway station. Hit that QP and grind the 
ledge above to the right. As you turn the corner, you'll see a wire ahead of 
you, hop off the ledge and onto that wire. When you get to the end of it, 
you'll have the TOWER GRIND. 

---------------
L5L.  Lip Gaps.
---------------

EAST LONDON LEDGE: The lips on this this level are freaking impossible. I can 
only give these little tips: one, get a lot of speed, somehow. Two, remember 
that you can adjust your diection in-flight. Lastly, just keep trying. This lip 
is in the little alley by the EAST SIDEWALK GRIND. There's one little corner of 
the fountin in front of it that can be used to line you up, but it doesn't 
really work that well. 

SOUTH LONDON BAR LEDGE: The lips on this level are freaking impossible. I can 
only give these little tips: one, get a lot of speed, somehow. Two, remember 
that you can adjust your diection in-flight. Lastly, just keep trying. This lip 
is in the little alley behind the bus; use the QP you use to get up the the RED 
WIRE and the new deck, and lip trick the pipe. If you notice, the high end of 
one of the bus kickers is perpendicular to the QP, so you can grind that to 
line you up. That works pretty well. 

LONDON'S BUS STOP LEDGE: The lips on this level are freaking impossible. I can 
only give these little tips: one, get a lot of speed, somehow. Two, remember 
that you can adjust your diection in-flight. Lastly, just keep trying. This lip 
is off that little QP between the MOMO benches, across the street from the 
subway stop. Again there's one corner of one of the fountains that you can use 
to line you up, but be careful you don't go through the subway stop. 

LONDON PILLAR LEDGE: The lips on this level are freaking impossible. I can only 
give these little tips: one, get a lot of speed, somehow. Two, remember that 
you can adjust your diection in-flight. Lastly, just keep trying. This lip is 
on that big pillar in the fountain area. You can go up on either side, and 
using the street-side allows you to use one of the MOMO benches to line you up. 

----------------------
-----L6.  The Shipyard
----------------------
----------------------------------
L6LTAOA.  Level orientation guide.
----------------------------------
LET'S TALK ABOUT OUR AREAS: 

There are three main buildings: 

THE CARGO BUILDING: This is the building you're facing when you start. It's got 
a lot of steel crates on it. On one side (the side furthst from you when you 
start), there's a measly little HP which we'll call THE MEASLY HP. 

THE MIDDLE BUILDING: This is the building that's split in two with a ramp in 
the middle. That ramp continues up to the roof of the cargo building. The two 
sides will be named THE 350 SIDE and THE OCEAN PARK SIDE. The 350 side is the 
side on the left if you're facing the ramp up with your back to the water gap, 
and the OCEAN PARK side is on the right. 

THE WAREHOUSE: This is the big building behind you as you start. After you've 
completed the Managerial Keys goal, you can go inside it. Inside it, there's 
some "interesting" HPs--by which I mean they're interesting for folks who like 
to think about crashing. Around that there's a walkway (WAREHOUSE WALKWAY), 
above which there is a system of pipes that you can use to get to the top level 
of that room, which is THE WAREHOUSE RAFTERS. 

THE TWO LITTLE BUILDINGS: These are the two little buildings on the far side of 
the MIDDLE BUILDING; they have a water gap between them. They will be 
differentiated "left" and "right" from when you're standing facing them, with 
the middle building behind you. 

THE SHACK: This is the little shack at the end of MAIN STREET. It's connected 
to the WAREHOUSE. It bareley has any walls. 

THE SHIPS: These are the floating pools on the far side of the MIDDLE BUILDING. 
They will be differentiated as "near" and "far", according to their distance 
from the starting point. 

MAIN STREET: This is the street-like path that goes between the WAREHOUSE and 
the rest of the level. You're on one end of it when you start. 

WATER STREET: This is the road between the TWO LITTLE BUILDINGS and THE MIDDLE 
BUILDING. 

CARGO BOULEVARD (or CARGO BLVD): this is the road between THE MIDDLE BUILDING 
and THE CARGO BUILDING. 

THE OVERHEAD WALKWAY is the overhead walkway that goes from the roof of the 
CARGO BUILDING to the second level of the MIDDLE BUILDING. 

THE TUNNEL is the tunnel into the warehouse interior. 

REMEMBER: in this level, whenever you want to go back to the starting point, 
just jump in some water. 

---------------
L6A.  Air Gaps.
---------------

NOW THAT'S O TWO: On each of the TWO LITTLE BUILDINGS, there's a QP. Gap from
one to the other, over the water gap. Now, I've been cheated on this so many 
times that it's not funny--or, at least, not funny to me. (That is, doing the 
gap but not etting the gap.) So I recommend cheating it back. The trick is: you 
have to leave the QP at the top of the building--if you've used the park editor 
and made gaps, you should know what I mean. But if you leave up there, without 
any cheats, you'll never make it across. So what you can do is launch from up 
there, and, just as you're about to miss it, start grinding on the wire there. 
If you time it right, the gap will appear BEFORE you start grinding--I don't 
think it'll come after you've started grinding. Try that. That's how I did it, 
just now. 

LORD OF THE AIR: In the back of THE SHACK, there's a QP. Air off that, over the 
wall of the shack, and onto the QP that's there. Or vice versa. 

BUNGALOW HERO: In front of the WAREHOUSE, there are some trailers. On either 
side of the entrance to the WAREHOUSE, on top of those two trailers, there's a 
pair of kickers. Jump from one to the other. 

------------------
L6M.  Manual Gaps.
------------------

CATWALK MANUAL: Manual the overhead walkway that goes from the roof of the 
CARGO BUILDING to the second level of the MIDDLE BUILDING. 

TUNNEL MANUAL: Manual through the tunnel into the WAREHOUSE. 

HIGH SLOPE MANUAL: Manual down the ramp that goes from the second level of the 
MIDDLE BUILDING to the ground level, on WATER STREET. 

-----------------
L6G.  Grind Gaps.
-----------------

U TURN GRIND: To your left, as you start the level, there's a big, U-shaped 
I-beam. Grind it. (Use the QP that's behind you when you start the level.) 

USE THE HANDRAIL: Grind the handrail of the ramp that leads to the second level 
of the CARGO BUILDING. It looks like the STEEP HANDRAIL from San Fransisco, but 
it's not nearly as hard. 

RAIL HOP: On the second level of the CARGO BUILDING, grind the yellow rail, 
jump the gap over the USE THE HANDRAIL entrance, and grind some more. 

CATWALK GRIND: Grind the handrail on the OVERHEAD WALKWAY. 

TILT!: Grind hanging I-beam that dangles next to the MEASLY HP. Sometime it 
takes a few tries for this gap to show up, so grind as much of the beam as 
possible, and don't be angry is it doesn't work. Also, hop off at the end, and 
land in the ship. Doom is very near. 

NICE CLIMB: Fromthe start of the level, hit that QP in front of you, and grind 
the rail above toward the left. Go around the corner, and at the end of the 
rail, hop to the ledge above. Grind that to the end and the gap will show up. 

WANNA SWIM?: Go around behind the CARGO BUILDING, you'll see a ledge betwen you 
and the water. Grind that whole ledge (it starts just by the start of the 
level, and ends by the near ship, or vice versa). 

THERE'S NO ROPE: Grind the edge of one of the ships, and hop to a grind on the 
other one. 

OCEAN PARK ROOF: Grind the OCEAN PARK roof. That's the roof of the left side of 
the MIDDLE BUILDING, if you're facing the ramp up, with your back to the water 
gap. What you do is go up on the second level, get next to the wall, and 
wallride/wallie up to the grind. 

THREE FIFTY ROOF: Grind the 350 roof. That's the roof of the right side of the 
MIDDLE BUILDING, if you're facing the ramp up, with your back to the water gap. 
What you do is go up on the second level, get next to the wall, and 
wallride/wallie up to the grind. 

SHIPYARD'S GUARD: Around the second level of the MIDDLE BUILDING, there's a 
yellow rail. Grind that rail around to the WATER STREET side (doesn't matter if 
you start of the OCEAN PARK side or on the 350 side), and then hop the gap over 
the ramp that leads up there, onto the rail on the other side. 

SHIPYARD'S BACKYARD: Around the second level of the MIDDLE BUILDING, there's a 
yellow rail. Grind that rail around to the CARGO BVLD side (doesn't matter if 
you start of the OCEAN PARK side or on the 350 side), and then hop the gap over 
the OVERHEAD WALKWAY, onto the rail on the other side. 

NO EFFECTS: There's many ways to do this, but here's the easiest: hit one of 
the QPs beside the WATER STREET water gap, grind toward the other one and the 
gap should show up.

TWO LITTLE BUILDINGS, and grind the roof toward the water gap. Follow the wire 
over the water, wait till the gap shows off, then gracefully leap to safety. 

FROM END TO END: On the front of the WAREHOUSE, there's a series of (window) 
ledges. Grind them from the start of the level to the yellow pipe above THE 
SHACK. Trouble is, between the second and third ledges, there's a really long 
gap, that normally one would wallride over, but if you wallride it, ytou won't 
get the gap. So how do you do it? Get a whole pantload of SPEED. And special, 
of course. But that's all there is to it: speed. Try this: from the starting 
point, hit that QP right in front of you, boneless and trick to get special, 
then, when you come down, turn left a little to hit the QP across from you, 
then turn left real sharp as you're just leaving the QP so you hit the first 
ledge at as sharp an angle as possible--10 degrees, that's what you want. This 
will increase your speed while grinding, hopefully enough so you can make that 
jump. Then just jump on over the rest. After the fourth ledge, there's a lower 
one, don't jump to that one, just fall to it, because otherwise you wdon't 
reall have enough time to jump to the yellow rail afterwards. And you have to 
hit the yellow rail--or else, no gap. 

TUNNEL HOP: In the tunnel, against the wall, there's a little ledge, grind it, 
then hop the little gap, and you'll get this one. 

HIGH ABOVE GRIND: You'll get this one by doing the Kickflip The Rafters goal. 
Grind-hop your way up to the RAFTERS area of the WAREHOUSE interior. Stop 
whatever you're doing and look around. Please notice the gray "walkway" (in 
quotes because it's got a big freaking gap in the middle of it, and therefore 
would be of no use to anyone without both a skateboard and THPS magic powers) 
that extends to the other side, with a break in the middle. It's flanked by two 
pipes, that you'll use in Elissa's Pro Specific goal. Notice that the "walkway" 
rises a little at the point of the gap in it, it's bent into kicker form. What 
you want to do is grind one side of the walkway, and at that "kicker" jump to 
the other side, and land in a grind. DO NOT USE the pipes on either side if you 
want this gap. 

FAR WALL GRIND:  Go back into the WAREHOUSE interior.  As you enter, 
immediately turn left and ride to the QP that you're facing.  Go up it and hold 
up as you ollie, so you escape the "HP" (in quotes because it's got a big 
freaking gap in the middle of it, and therefore would be of no use to anyone 
without THPS magic powers) and land on the walkway above.  Veer left and follow 
the path u pa little ramp.  Now, olie, wallride, wallie and grind on the ledge 
that's at about shoulder height--NOT the pipe above it.  hold that grind around 
the corner, and around another corner, until you're on the wall on the far side 
from where you got on (thus FAR WALL GRIND).  Grind that whole side and the gap 
will appear.

TWO HOPS:  On CARGO BVLD, you're behind the MIDDLE BUILDING.  Note the ledge on 
the back has two little walkway ramps for handicapped folks to get up there.  
Grind the ledge, hopping when you get to those, and grind the same ledge on the 
other side.  Those are the TWO HOPS.

---------------
L6L.  Lip Gaps.
---------------

A LITTLE RUSTY:  This is to your left when you start, there's a little QP and 
an I-beam above it.  I guess it's pretty rusty.  Lip trick it.  

NEXT SHIPMENT:  When you start the level, or take a swim, you'll be facing the 
appropriate QP and rail.  Lip trick the rail.

IMPRESS THE BOSS:  This lip is off the QP on the far side of the USE THE 
HANDRAIL handrail.  Spine transfer out of the MEASLY HP.  There's nothing to 
use to line you up.  But I know you can do it.

ANY WORKERS HERE?:  Liptrick anything in the WAREHOUSE interior.

FIRST EDGE:  This is the QP on the nearer of the TWO LITTLE BUILDINGs.  You can 
use the ledge of the MIDDLE BUILDING to line yourself up (obviously, jump off 
before the ledge turns).

SECOND EDGE:  This is the QP on the further of the TWO LITTLE BUILDINGs.  To 
line yourself up, go up to the second level of the MIDDLE BUILDING, turn 
around, and grind the yellow rail on the left.  Jump off before it turns and 
you'll land on ground level, lined up just right.

--------------------
-----L7.  The Sewers
--------------------
----------------------------------
L7LTAOA.  Level orientation guide.
----------------------------------
LET'S TALK ABOUT OUR AREAS:  

ALL-AROUND ROOM:  This is the room you start in.  It's described in Steve 
Caballero's specific goal as an all around room.  It has a couple of fun boxes, 
a SPINE, and, in the corner, a SUNKEN HP.  All-Around Room will be abbreviated 
AAR.

AAR SUNKEN HP:  This HP is in the corner, and, you will notice, is sunken into 
the floor, as a lot of the HPs I've come across in sewers are.  It is also 
notable because of the large grate on one end of it, which seems to be dripping 
toxic goo.

AAR SPINE:  This is the spine in the AAR.  I'll mainly use it as a point of 
reference.

CAUTION BOX: This is the fun-boxey thing what has the black and yellow caution 
tape on some of its edges.

VERT ROOM:  This is the room with the huge bowl in the middle (the O2 BOWL).  
It is obviously a vert-oriented room.  It has a LONG HP along one wall, a 
large, raised pair of HPs which make a HIGH SPINE, against another wall, and 
its own SUNKEN HP, which also has a grate dripping toxic goo.  The VERT ROOM 
will be abbreviated VR.

VR SUNKEN HP:  In the corner of the VR, there's a SUNKEN HP.  Note the grate 
dripping toxic goo.

VR HIGH SPINE:  This is the raised pair of HPs in the VR, that make a spine.

O2 BOWL:  The huge bowl in the middle of the VR.  "O2" is written in big 
letters (I guess "letter and number" actually) in it.  

LONG HP:  This HP spans nearly the entire back wall of the VR.

RAFTERS:  If you launch out of the LONG HP, you can (sometimes) reach a long 
series of ducts and overhead lights, which are emminently grindable.  I call 
this set of ducts and lights THE RAFTERS for some reason.

STREET ROOM:  This is the room with the big rail box in the middle (the SKIP 
BOX).  Obviously a street-oriented room.  It has a wide QP (THPS4 QP), a CORNER 
BOX, and a DOOR BOX.  The STREET ROOM will be abbreviated SR.

SKIP BOX:  The railbox in the middle of the SR.

THPS4 QP:  The wide QP in the SR, with the THPS4 logo on it.

CORNER BOX:  The multileveled funbox in the corner of the SR.

DOOR BOX:  The railbox that's cut in half by the door.

The tunnels:

TUNNEL A - Goes from the AAR to the  VR
TUNNEL B - Goes from the AAR to the  SR
TUNNEL C (NOT NAMED IN THE GAME) - Goes from the SR to the  VR
SECRET TUNNEL - Goes from the SR to the AAR, high above.  You can reach it from 
either room, though from the AAR you need to wallride/wallie and then, as the 
wall turns, wallride/wallie again.  Not much need to, but fun.

---------------
L7A.  Air Gaps.
---------------

RADIOACTIVE ANTS:  Notice that one side of the CAUTION BOX has a ramp, then a 
flat, then a kicker.  Launch off that kicker into the SUNKEN HP.

SKIP THE RAILS:  In the SR, you need to jump the SKIP BOX (that's where I got 
its name).  DO this by: air off the THPS4 QP, trick some to get special, then 
land, hopefully very near one of its ends.  Then turn quick and go around the 
SIDE of the SKIP BOX and boneless over it.  If you jump over it the short way, 
which is the way the THPS4 QP sets you up, you won't get it--you have to do it 
the long way across.

THPS4 AIR:  Air over the section of the THPS4 QP that has the THPS4 logo on it.

GOOLS NIGHT OUT:  In the VR, air from the edge of the VR SUNKEN HP to the spine 
a few feet away.  It's kinda far, so get special.

PLENTY OF AIR:  In the VR, air from the HIGH SPINE to the O2 BOWL.  I recommend 
launching off the end that's closest to TUNNEL A.  Get special, but it's not as 
hard as it looks.  However, it is one of those gaps that screws with you--you 
sometimes won't get it if you make it too close.

------------------
L7M.  Manual Gaps.
------------------

FIRST RULE OF SKATE:  In the AAR, there's a little funbox between the AAR SPINE 
and the CAUTION BOX.  In the middle of it is a little ledge.  Manual that 
ledge.  JUST KIDDING!  The gap is really on top of that QP against the wall 
with the green triangular sides.  You only have to maual the top of it, too, so 
don't kill yourself trying to get up those really steep sides.

DON'T TALK ABOUT SKATE:  In the AAR, there's a little funbox between the AAR 
SPINE and the CAUTION BOX.  manual over that.

SECOND LEVEL MANUAL:  In the SR, manual the second level of the CORNER BOX.  
That's the level that has the long rail on it.

STRAIGHT TUNNEL MANUAL:  TUNNEL C is pretty straight.  Maunual that one.  

NO NEED FOR RAILS:  Manual across the SKIP BOX.  The easy way.  In fact, just 
continue your manual from STRAIGHT TUNNEL MANUAL.

-----------------
L7G.  Grind Gaps.
-----------------

HIGH BARS:  I don't know wny they call it HIGH BARS.  There's only one high 
bar.  Do the High Bar goal.  Oh, you need help with that?  Well, first get 
special, then boneless, and make sure you jam down R2 and L2 as you do it, that 
gives you some extra height.

HIDDEN PASSAGE:  Grind the rail in the SECRET TUNNEL.  To get there from the 
SR, first grind the back ledge of the THPS4 QP, toward the wall that has the 
CORNER BOX on it, then just before it starts to go down, ollie/walride/wallie 
to the rails sticking out of the walls.  Follow the rail around the corner, and 
then, at the end of that rail, wallride/wallie up to the next rail.  Hop a 
couple of times on that rail to get your speed up, and then wallride/wallie 
really far over to the ledge sticking out of the wall.  If you hold the grind 
button once you land, you're more likely not to fall right off, but sometimes 
that will set you a-grinding on the wrong side of the ledge, onto the little 
curved part, and you'll be back down on the ground.  The other way to get up 
there, which is from the AAR, is harder, but is much much shorter, so in that 
sense, it's easier.  Here's how: air off the AAR SPINE, get special, and come 
down toward the wall.  Air off the QP against the wall and hit the rail waaay 
up there.  Hop some to get some speed, then wallride/wallie over to where the 
wall turns.  If you're holding down the grind button, you should wallride 
again, so wallie into the tunnel.  But don't try to grind it just then, just 
slow down and skate through the tunnel, and turn around when you get to the 
ledge on the other side.  Grind it from that direction (or bluntslide (down 
down triangle), if you're doing the goal).

GREEN GOO:  Grind the wall-side of the AAR SUNKEN HP and the QP that follows 
it, go around the turn, and there it is!

G AND WAR GRIND:  In the AAR, there's a little funbox between the AAR SPINE and 
the CAUTION BOX.  There's a little ledge in the middle of it--grind that.  
(This time I really mean it.)

C A U T I O N :  On the CAUTION BOX, there's a lower section with a kicker on 
it, and a rial on wone side.  Grind that rail.

UNDERGROUND GRIND:  In the AAR, one wall and corner and part of the next wall 
are devoted to a QP--the one you can use to get to the SECRET TUNNEL.  Grind 
the coping of that QP all the way.

ACCESS TUNNEL A:  Grind the rail in TUNNEL A.

ACCESS TUNNEL B:  Grind the rail in TUNNEL B.

FUN BOX CONNECTION:  On the DOOR BOX, in the SR, grind one ledge, hop across 
the door gap, and then grind the other side.

NO RENT GRIND:  In the SR, grind the rail on the second level of the CORNER 
BOX.

BOB IS BACK!:  Grind the back ledge of the THPS4 QP.  You only have to do the 
top, not the slopes on each end.

READY TO JUMP?:  In the SR, grind the rail that's sticking out of the wall 
above the CORNER BOX.  For details, see HIDDEN TUNNEL, and use the SR method.

O TWO POOL:  Grind the O2 POOL.  Note there's one part that's really high 
up--you should probably start there.

OI CHICAGO SKATEPARK!:  One end of the LONG HP has a roll-in.  Get special, 
then launch off the roll-in, wallride, wallie, and grind the air duct up there. 
This can be pretty annoying, but there's not much one can explain.  Just try 
not to wallride too early in your jump.

RAFTORZ:  See the OI CHICAGO SKATEPARK! to find out how to get up there, but to 
get this, grind the RAFTERS: first the air duct (make sure you stay in the 
MIDDLE of the air duct), then the lights, then the other air duct.  This can be 
pretty annoying, but there's not much one can explain.  Just try not to 
wallride too early in your jump, and when you get there, don't immediately hold 
grind and try to grind the gap--when you're in your wallie, just hold back, so 
when you land, you'll just stop.  This way, you can get some speed, and also 
you can make sure you grind the middle of the first air duct, which will make 
the rest a lot easier.

LITTLE HOP:  The LONG HP has a couple of cut-away sections, one on either side. 
 This one is the one on the O2 BOWL side.

SECORD LITTLE HOP:  The LONG HP has a couple of cut-away sections, one on 
either side.  This one is the one on the wall side.

LONG AS SCHOOL GRIND:  Start at the VR SUNKEN HP and grind the wall side of it, 
and keep grinding to the SECOND LITTLE HOP cut-away.  Or vice versa.  It seems 
to be easier starting with the VR SUNKEN HP.

ANOTHER GOO HOP:  Grind transfer the GOOLS NIGHT OUT gap.  That is to say: 
start on the VR SUNKEN HP, on the side by TUNNEL A, and hop over to the spine.

W RAMP GRIND:  Grind the QP below the VR HIGH SPINE.  Make sure you get off of 
there as soon as the gap appears, because there's a tendancy to hit the wall 
and crash.  I usually hop off on the HIGH SPINE side, and land on top of the 
QP.

AROUND THE DIP:  In the AAR, there's a depression between the AAR SPINE and the 
QP against the wall.  Grind its edge.  Do it again and again!  It's fun.

YOU'VE MADE IT:  In the AAR, launch off the AP against the wall--the QP that 
makes an HP with the AAR SPINE, but launch from the other end of it.  Hit the 
rail up there, and grind to the right.  When you reach the end, wallride/wallie 
to the next pipe.  You'll get this gap at the end of that rail.

WALLRIDING FUN:  In the AAR, launch off the spine and come down toward the 
wall.  Hit the next QP and grind the pipe up there.  Aim so you grind as much 
of the pipe as possible, but it doesn't have to be the whole thing.

HIGH CORNER PIPE:  Grind the WALLRIDING FUN to the right, and at the end, 
wallride/wallie up to the next one, the high one, in the corner.  You'll get 
the gap by the end of the rail.

TO THE WOOD GRIND:  In the AAR, grind the little QP against the wall, the one 
with the green triangles for sides.

---------------
L7L.  Lip Gaps.
---------------

NONE!!  Hahahah!

------------------------------------------------------------
-----L8.  Little Big World 
--------(Or, more appropriately: LITTLE BIG KITCHEN COUNTER)
------------------------------------------------------------
----------------------------------
L8LTAOA.  Level orientation guide.
----------------------------------
LET'S TALK ABOUT OUR AREAS:

STARTING AREA:  This is where you start the level.

BEHIND THE SINK:  Behind the sink, there's a windowsill.  I call it "Behind the 
Sink."

THE STOVE:  That's the stove.

THE LEDGE: It's right behind you as you start.  There's even a little ramp you 
can use to get up on it!  It goes the whole way down the kitchen.

THE END OF THE COUNTER:  (EOTC)  I want you to sit down and think about what 
this might mean.  The only notable point is that it is not the STARTING AREA.

"Near" and "Far" refer to the distance from the starting point.  As this is an 
entirely linear level, this works out just fine.

---------------
L8A.  Air Gaps.
---------------

CHEESEY JUMP:  At the EOTC, there's two wedges of cheese (kickers) facing each 
other, at quite a distance, actually.  Get some height on the nearby QPs, and 
jump from one to the other!

NOW WITH A 900:  Air from the furthest HP BEHIND THE SINK into the sink.  It 
seems to work better on the near side.  You get nothing if you do it with a 
900.  Even when you do it with a 900, it still tells you to do it with a 900.  
C'mon, Neversoft.  Thoughtless jerks.

------------------
L8M.  Manual Gaps.
------------------

BREAKFAST ON WHEELS:  Manual the pan what grills the breakfast (it's got bacon 
and eggs).

-----------------
L8G.  Grind Gaps.
-----------------

MEDIUM WELL:  Grind the back of the stove.

LIGHT IT UP:  Grind the line of matches between the sink and the stove.

TOASTY NERGETS:  Grind the toaster.  

HOLY FRIJOLES!:  Grind the rim of the pot on the stove.

CLEAN YOUR KITCHEN:  Grind the edge of the counter from the starting point to 
the stove.

4 LITTLE TIMMY:  Grind around the burner on the near side of the stove.

THE BOXX:  Behind the stove, on the EOTC side, there's a bit of the checkered 
tile that you can grind (wallride/wallie grind)--it starts right after the last 
electrical outlet.  Grind that, then hop to the back of the stove.  I have been 
cheated on this one many many times.  You really have to grind the tile as 
early as possible, and it seems to work well to get over to the stove early as 
well, so you grind most of it.

CASMANG TRANSFER:  Get THE BOXX and then jump back to the tiles.  Do it right, 
you'll get THE BOXX, CASMANG TRANSFER, and MEDIUM WELL all in one!

MICROWAVE POPCORN:  Grind the toaster, then keep going, in the direction of the 
start of the level.  When you hit the QP at the end, the gap will show up.

THE DONUTS:  In front of the window, far above all that you know, there is a 
rail.  Grind it.  Start on THE LEDGE down by the EOTC.  Wallride/wallie to 
grind the tile on the near side of the electrical outlet (as you would for THE 
BOXX).  Grind that to the end, hopping to get a lot of speed.  Then hop to the 
next tile, and, as soon as you land on it, wallride/wallie as high as you 
can--you'll see the rail.  Hell, you might even nail it.

---------------
L8L.  Lip Gaps.
---------------

THANKS FOR PLAYING!:  At the EOTC, on the far side of the CHEESEY cheese, 
there's a ledge high above you.  It's on the opposite side from the fridge.  
Lip it.  Now, this is extremely difficult, as there is only a very very small 
edge of the QP that you can use, and there's absolutely nothing to line 
yourself up with.  So, just get A LOT of speed, angle yourself just-so, and 
hold up as you hold the grind button.  And just do it over and over until you 
get it.  


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------------------------------
7. Copyright Info and Credits.
------------------------------
*******************************************************************************

So, yeah, um, thanks for playing.  I hope you got some help out of this 
document, I know for me it was a terrible pain in my rear.  But I had fun.  And 
I'm pretty sure some of these are kinda accurate!  

This document is anti-copyright 2004.  The text may be freely pirated, 
providing the author is credited and informed at the address below.  The author 
reserves rights solely to lucrative Hollywood movie adaptations or other actual 
booty.  

nickblancard at netscape dot net.


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end of file.
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I said that's it.

Goodbye already.  

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