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    Gap List by autrui

    Version: 1.0 | Updated: 10/15/04 | Search Guide | Bookmark Guide

    
    
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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!
    
    *******************************************************************************
    -----------------------------------
    2. Gaps divided among their levels.
    -----------------------------------
    *******************************************************************************
    
    -----------------------------
    ------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.  
    
    
    *******************************************************************************
    ------------------------------
    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.
    
    
    ------------
    end of file.
    ------------
    
    
    
    
    
    
    
    
    
    I said that's it.
    
    Goodbye already.  
    
    *******************************************************************************

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