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    Tricking FAQ by Hound8

    Updated: 12/13/01 | Search Guide | Bookmark Guide

    Tony Hawk's Pro Skater 3 (PS2)
    Tricking FAQ (created November 16)
    By Hound8
    Table of Contents
    1.	Introduction
    2.	Pro Skater's Specials
    2b. Secret Skater's specials
    3.	The Regular Tricks Guide
    4.	Linking tricks (revert, manuals, hidden combos)
    5.	Doing Specials Properly
    6.	Adding New Tricks and Stats
    7.	Getting the SICK Score (scoring lines)
    8.	Credits
    1: Introduction
      This is my first-ever FAQ, so please excuse any mishaps 
    or errors. The Tony Hawk series is, to me, the best 
    skateboarding series in the world. Tony Hawk 1 was pretty 
    good, but with no way to truly link tricks. THPS2 
    introduced the manual, a way of linking tricks along the 
    ground, as well as tons of new grabs, flips, lips, Specials 
    and grinds, but with no way to link vert tricks.
                         THPS3 now gives even more grabs, 
    flips, lip tricks, grinds and Specials, and also, the 
    fundamental move, the revert. It now allows you to link 
    vert tricks for amazingly long combos.
                        I'm great at the whole Tony Hawk 
    series, and am now here to show you how to play just as 
    well as me. Hope this FAQ helps any trick problems you'll 
    ever have!
    2: The Pro Skater's Specials (Moves with an "*" indicate 
    that it can be held longer for more points.)
    Tony Hawk (vert)
    The 900 (air)- 6500 pts.
    Double Kickflip to Indy (air)- 2000 
    1-2-3-4 (air)- 2500 
    5-0 Overturn (grind)- varies
    Steve Caballero (street) 
    Kickflip Superman* (air)- 1500+ 
    FS 540 (air)- 4500
    Hang Ten Nosegrind (grind)- varies
    Handstand 360 Handflip (flatland)- varies
    Kareem Campbell (street)
    Ghetto Bird (air)- 3500
    Kickflip Backflip (air)- 4500
    Reemo Slide (flatland)- varies
    Nosegrind to Pivot (grind)- varies
    Rune Gilfberg (vert)
    Double Kickflip Madonna* (air)- 1400+
    Christ Air* (air, obvious)- 1000+
    Crail Slide (grind)- varies
    One Foot Blunt (lip)- varies
    Eric Koston (street)
    Fandangle (grind)- varies
    Slamma Jamma (air)- 1750
    Stalefish Backflip (air)- 4500
    Pizza Guy* (air)- 1500+
    Bucky Lasek (vert)
    Big Hitter II (grind)- varies
    Fingerflip Airwalk (air)- 1500
    Misty Flip (air)- 5000
    FS 540 Heelflip (air)- 4500
    Bam Margera (street)
    540 Tailwhip (air)- 2000
    The Jackass (air)- 1500
    Human Dart (grind)- varies
    Russian Boneless* (lip)- varies
    Rodney Mullen (manual master) (street)
    Gazelle Underflip (air)- 3500
    Truckstand (flatland)- varies
    Anti Casper (flatland)- varies
    Handstand Double Flip (flatland, too)- varies
    Chad Muska (street)
    Handstand 50-50 (grind)- varies
    BS Nose Comply*(lip)- varies
    Tailblock Slide (grind)- varies
    Ghetto Blastin (grind)- varies
    Andrew Reynolds (street)
    Dark Disaster*(lip)- varies
    Hardflip Lateflip (air)- 1500
    Noseslide Lipslide (grind)- varies
    Quad Heelflip (air)- 1350
    Geoff Rowley (street) 
    Rowley Darkslide (grind)- varies
    Casper Flip 360 Flip (air)- 1500
    The H Teeth Sweeper*(lip)- varies
    Sproing (flatland)- varies
    Elissa Steamer (street)
    Coffin (grind)- varies
    Primo (flatland)- varies
    Bigspin Flip to Tail*(lip)- varies
    Judo Madonna* (air)- 1500+
    Jamie Thomas (street)
    Crook Bigspin Crook (grind)- varies
    One Wheel Nose manual (manual/flatland)- varies
    360 Hardflip (air)- 1350
    Layback Sparks (grind)- varies
       2b. The Secret Skater's Specials
    Darth Maul 
    Force Grab* (air)
    Dark Jedi Grind (grind)- varies
    Sith Saber Spin (flatland)- varies
    Wolverine (Spiderman replacement)
    Claw Punch (air)-
    Claw Drag (flatland)- varies
    The Beserker (air)-
    Officer Dick (street)
    Assume the Position II* (air)- 1250
    Sobriety Grind (grind)- varies
    Lazy Ass Manual (manual/flatland)- varies
    Private Carrera (street)
    Handspring Layout (air)- 3500
    Ho Ho Sad Plant*(lip)- varies
    Ahh Yeahhh! (flatland) 
    Ollie the Magic Bum (probably street)
    Panhandling* (air)-
    S.U.I Grind (grind)- varies 
    ZZZZ Manual (manual/flatland)- varies
    Can Ya Spare A Dollar? (flatland, only available to him, 
    doesn't start with it, though) - varies
    Kelly Slater (surfboard guy) 
    Rodeo Clown* (air)-
    Paddle Out Grind (grind)- varies
    Duck Dive Shark Attack (flatland)- 1500
    Demoness (Satan's girlfriend)
    AC Air (air)-
    Going Home (flatland)- varies
    The Summoner (grind)-
    Neversoft Eyeball
    Super Hand Clap (air)-
    Created Skater
    McTwist (air)- 4500
    540 Flip (air)-
    Handstand (flatland)- varies
    (can't remember the other one)
    Other specials not given to any particular character 
    include the Sacktap, Salad Grind, Stalefish Frontflip,  
    Nollieflip Underflip and To Rail.  
    3: The Regular Tricks guide
    The above were all special tricks, tricks that require 2 
    button presses. You can customize them in the Edit Tricks 
    menu to your liking. To do specials, though, you'll need 
    your special meter yellow.
                 How do you that? Well, you do have regular 
    tricks which increase your special meter, and this section 
    tells you about them.
    "X" tricks
    Ollie- Press X to ollie or jump. Holding X increases your 
    speed and the amount of air you'll get when you ollie. 
    Remember to ollie to when you go up a ramp.
    Nollie- Press L2 while on the ground and then jump to 
    Fastplant/Bonless/Beanplant- Press up-up then X to do one 
    of these. Each skater does their own: for example, Tony 
    Hawk does the Fastplant, Kareem Campbell does the Boneless 
    and Elissa Steamer does the Beanplant. These give you a bit 
    more air. Use them to try reaching areas that can't be 
    reached by a simple Ollie.
    No Comply- Simply press up and X simultaneously to do a No 
    Comply. Considering that a simple Ollie gives you no points 
    and this does, a No Comply is great to do.
    Switching Stance- No, it's not an Ollie trick, or not a 
    trick at all, to tell the truth, but is important. While on 
    the ground, press R2 to switch stance. Moves in your switch 
    stance are worth more points and devalue separately from 
    moves in regular stance. For example, an FS Shove It worth 
    100 would be worth around 120 in switch stance, and when 
    the FS Shove It's value goes down to just 20 in regular 
    stance, if you haven't done the trick in switch at all, it 
    would still be worth 120 pts. The same rule applies for all 
    tricks, including specials.
    "Circle" Tricks (grabs)
    The circle button is used for grab tricks. A grab is a 
    maneuver where the skater grabs the board with his/her 
    hands. The majority of grabs can be held for more points, 
    and spinning really adds to it. For example, if you got 
    2000 pts for holding a Melon, you might have got 10,000 or 
    more by spinning it 720. Spinning is fundamental, and the 
    more rotations done in the air, well, the more points 
    you'll get.
        Some grabs aren't exactly easy to land, though, such as 
    the Madonna, Crookedcop, Judo (sometimes hard to land, 
    usually harder in switch stance) and others. The Madonna is 
    the hardest to land, so avoid using it in competitions or 
    after you've done a really big combo and are finishing with 
    a spinning grab. Just practice.
                 One mistake that people make, more with 
    specials, but also with regular grabs, is that they wait 
    until they are pretty much "floating" in the air or even 
    coming down from an air to do a trick. I press the 
    direction and circle pretty much the second I've left the 
    ramp, before the screen changes to show myself in the air. 
    Practice doing that so that you'll have more time to spin. 
    Another good idea is to start with a 
    Boneless/Fastplant/Beanplant for extra air.
                 Also note that not all grab moves look like 
    grabs. The FS Shifty doesn't even involve your hands 
    touching the board, but can be held, and the Varial is 
    often classified as a grab, but cannot be held.
    "Square" Tricks (flips)          
       A flip trick is a trick where your skater uses his or 
    her feet, and in moves like the Sal Flip, their hands, to 
    flip the board independent of their body. Most flips take 
    no time to do and cannot be held, making them the perfect 
    move for "comboing" into and out of grinds, manuals and lip 
       Since they're so easy to do, flips aren't worth nearly 
    as much as grabs, except for flips that can be held, such 
    as Fingerflips. With that in mind, don't expect to get any 
    good scores with just a few kickflips or Pop Shove Its. 
    Certain flips can be combined or done more than once to get 
    a higher score, such as double and triple kickflips. These 
    are known as hidden combos and I'll explain them later.
                  When tricking between grinds with flips, try 
    to use only those assigned to up-square and down-square 
    (the best being Pop Shove It, FS Shove It, Impossible, 360 
    Flip) for less chance of jumping off the rail, edge or lip.  
    "Triangle" Tricks (grinds, lips)
      The triangle button is used for grinds and lip tricks. To 
    grind Ollie onto a rail and press Triangle. There are lots 
    of different grinds that can be done, and unlike flip and 
    grab tricks, everybody has the same grinds.
    50-50- Press Triangle when you are facing the rail 
    straight. Remember, no direction.
    Nosegrind- Press up and triangle.
    5-0- Press down and triangle.
    Nosebluntslide- Press up, up triangle.
    Bluntslide- Press down, down triangle.
    Noseslide- Left-triangle
    Tailslide- Right-triangle
    Crooked- Up/right-triangle (diagonal)
    Overcrook- Up/left-triangle (diagonal)
    Smith- Down/right-triangle (diagonal)
    Feeble- Down/left-triangle (diagonal)
    Boardslide/Lipslide- hit the rail sideways
       Lip tricks are done by skating directly up a ramp and 
    pressing triangle and a direction. There are 2 types of lip 
    tricks, stalls and inverts. Stalls are where you stay on 
    the lip of the ramp without going inverted or so, balancing 
    like you were on the skateboard skating but stalled. You 
    can therefore jump out of these.
                    Inverts are like handstands on the lip of 
    the ramp, and being inverted you can't Ollie out of them, 
    but like all lip tricks, must still press X to get out of 
    them. You can jump out of a lip and land in another one.
                    Both grinds and lip tricks have balance 
    meters, indicating your balance on the rail or lip. Use 
    left and right for grinds to balance, and up and down to 
    balance lip tricks. Once you improve your rail balance and 
    lip trick stats, you can balance better on rails and hold 
    lips longer.
    4: Linking Tricks
      You may be great at all regular tricks, but without 
    combos, you'll never really get anywhere.
                           The manual (up down) and nose manual 
    (down up) are the most fundamental linking moves in the 
    game, except perhaps the revert. A manual can be done on 
    the ground, but is better to do it when coming down from a 
    trick (tap up down or down up as you land). Manuals are the 
    wheelies of skateboarding, and you can link everything with 
      Bust a Boneless followed by a Varial Kickflip and land in 
    a manual, jump to a Kickflip, to a nose manual, go over to 
    a rail, do a Crooked grind, ollie into an impossible into a 
    5-0 grind, heelflip off into another manual...
                       Manual combos can be abused to get 
    hundreds of thousands of points in one combo; I've already 
    got 460,000 off my starting combo once. While doing a 
    manual, tap R2 or L2 to do either a pivot or nose pivot, 
    depending on if you're in a manual or nose manual. 
    Basically a 180 turn, pivots add style and flair to your 
    regular manual combo, and can be substituted for manuals 
    when your manual starts to barely give points. From a 
    pivot, press L2 to spin back to a manual. You can keep 
    switching them as long as you can balance them.
                         The revert is used to link vert tricks 
    and is done by pressing R2 or L2 as you land from a vert 
    trick. The revert itself is just a quick stance change, but 
    if you do a manual as you do the revert, it'll keep your 
    combo going, meaning huge combos. This move here is 
    invaluable, and without it you will NEVER get the high 
    scores or gold medals. Think 'bout that.
    Hidden Combos
    A hidden combo is linking tricks without jumping or 
    repeatedly doing a trick.
    Flips and Grabs
    Double Kickflip: Left-square + square
    Triple Kickflip: Left-square + square + square
    Double Heelflip: Right-square + square
    Triple Heelflip: Right-square + square + square
    360 Shove It: Pop Shove It + square
    540 Shove It: Pop Shove It + square + square
    360 FS Shove It: FS Shove It + square
    540 FS Shove It: FS Shove It + square + square
    Double Impossible: Impossible + square
    Triple Impossible: Impossible + square + square
    Kickflip to Indy: Left-square + right-circle
    Kickflip to Crail: Left-square + Up-circle
    Beni-fingerflip: Benihana + Up-square 
    (The button presses must be done in rapid succession.) Note 
    that the Kickflip to Indy and Kickflip to Crail, unlike in 
    the first 2 games, cannot be held, and that the Beni-
    fingerflip is not one trick, but 2, using up one Benihana 
    to do. (And don't try to press the buttons all at once.)
    50-50 links to:
    Nosegrind (up-triangle)
    5-0 (down-triangle)
    Bluntslide (down, down-triangle)
    Nosebluntslide (up, up triangle)
    Nosegrind links to:
    Nosebluntslide (up, up-triangle)
    Noseslide (square, square)
    Overcrook (circle, circle)
    5-0 links to:
    Bluntslide (down, down-triangle)
    Tailslide (square, square)
    Feeble (circle, circle)
    Nosebluntslide links to:
    Crooked (up, down-triangle)
    Noseslide (square, square)
    Overcrook (circle, circle)
    Bluntslide links to:
    Smith (down, up-triangle)
    Tailslide (square, square)
    Feeble (circle, circle)
    Noseslide links to:
    Nosebluntslide (up, up-triangle)
    Overcrook (circle, circle)
    Tailslide links to:
    Bluntslide (down, down-triangle)
    Feeble (circle, circle)
    Crooked links to:
    Nosebluntslide (up, up-triangle)
    Noseslide (square, square)
    Overcrook (circle, circle)
    Overcrook links to:
    Nosebluntslide (up, up-triangle)
    Noseslide (square, square)
    Smith links to:
    Bluntslide (down, down-triangle)
    Tailslide (square, square)
    Feeble (circle, circle)
    Feeble links to:
    Bluntslide (down, down-triangle)
    Tailslide (square, square)
    The Boardslide/Lipslide can't be linked to another grind, 
    only by jumping.
    If you're not in an Invert Trick, (Gymnast Plant, Invert, 
    Eggplant, etc...), if you're in a Nose Stall or Boneless or 
    something, you can link to these:
    Boneless (left, left-triangle)
    Axel Stall (right, right-triangle)
    Disaster (left, right-triangle)
    While in an Invert lip trick, you know, kind of like a 
    handstand trick, you can link to these:
    One Foot Invert (left, left-triangle)
    Invert (right, right-triangle)
    Gymnast Plant (left, right-triangle)
    Varial Invert to Fakie (right, left-triangle)
    Remember to seriously watch your balance when switching.
    Flatland Tricks
      To link flatland tricks, you must have at least one in 
    your trick inventory, so try to make sure that each 
    character has at least one, if they don't already have one.
    From any special manual, except the Sproing, Duck Dive 
    Shark Attack and One Wheel Nose Manual, you can go straight 
    into these without jumping:
    To Rail: left, left-triangle
    Truckstand: right, right-triangle
    Anti Casper: left, right-triangle
    Casper: right, left-triangle
    Handstand: right, right-circle
    While in a Truckstand, doing another will result in a 
    Truckspin. The Truckspin is a different trick to the 
    Truckstand, so use it when the Truckstand's point value 
    starts going down too much. Also, and this only counts for 
    Rodney Mullen, press L2 + R2 + Triangle for the Pogo to 
    Hair Flip, a hidden combo flatland trick.
        While in any of these but the Anti Casper, pressing 
    left and square will flip the board, making a new trick 
    (Truckflip, Casper Flip, Railflip, Handflip). You can do 
    nice long combos with these. Watch your balance well! 
    Remember that flipping the board counts as a different 
    trick, giving points as it is held, meaning a new trick. 
    For example, a Handflip is different to a Handstand. 
            (For variety, choose a flatland trick for your 
    character that can't be comboed into, such as the Reemo 
    Slide and Primo.) And as always, watch your balance.
    5: Doing Specials Properly
       Lots of people have trouble with either doing specials 
    or doing them quickly enough. For air specials, most people 
    wait until they're in the air to do them, but that's wrong, 
    especially in the case of longer specials like The 900. 
    What I do is as I'm going up the ramp, or quarterpipe or 
    halfpipe I press the 2 directions and then the button 
    (circle or square) so it all comes down to the second 
    you've left the ramp the special has started already. You 
    must input the special fast to do this. It took me a long 
    while to get this technique perfected, so keep trying.
                       Special Manuals (flatland tricks) should 
    be done the same as manuals, only a bit faster. Special 
    grinds can be done in 3 ways. The 3rd is the best for 
    beginners. You can input the 3 button presses as you're 
    about to grind a lip, you can do it in the air as you're 
    about to jump to a rail, or while on a rail, jump up and 
    try to land in the grind, pressing the 3 buttons quickly.
    Special Lip tricks are done by pressing the 2 directions 
    and then triangle as soon as you hit the lip.
    6: Adding New Tricks and Stats
       You can change your regular tricks at any time, either 
    during a run or at the skater select screen by heading to 
    the Edit Tricks screen. From there, chose a category, click 
    on the move or space and select a move to put there, and 
    then the direction(s) that suit you best. Choose tricks 
    carefully, based on the category.
      You will gain a new, free special slot every time you 
    complete all objectives on a level, although you don't need 
    to get all the Stat Points in a level to do this. The stat 
    points are round, yellow Tony Hawk's Pro Skater 3 logos, 
    which give one extra stat every time you collect one. Put 
    these in any stat you want, be it air, hangtime, spin, 
    manuals, etc... (Remember not to give your character too many 
    of any type of Special, make the characters balanced.)
                        Also note that the Panhandling, Going 
    Home and maybe others can only be done by their respective 
    skater. Sorry.
    7: Getting the SICK Score
      Each level has 3 score-based objectives, the High, Pro, 
    and SICK Score. The SICK is hardest to get, and gets 
    progressively harder to get as the levels get tougher, all 
    the way up to 500,000 required as the last score in the 
    last level, the Cruise Ship.
      Score required: 60,000
    Not much to start with. Just start with a Boneless or 
    Fastplant or Beanplant into a Pop Shove it and manual, 
    tricking over to the makeshift halfpipe. Grind the lip a 
    bit to finish your combo, then hop in and start busting 540 
    Seatbelts, 720 Cannonballs, Melons, Airwalks and all your 
    aerial Specials. Reverting seriously slows you down here, 
    and since the score is so low, you won't need to, but if 
    you do, just follow up with a couple of lip tricks. 
    Remember to ollie out of them (except Inverts) and follow 
    up with a revert to keep things going.
                Also check out the quarterpipe near to the 
    molten bucket for more high-flying. And, also check out the 
    bowl unlocked in the secret area after un-jamming 5 the 
    valves, and the pipes high up reached from the Tape rail. 
      From the start, turn slightly right and forward and 
    launch off the kicker with a flip and land in a grind on 
    the rail. Jump with Shove Its and Impossibles and kickflips 
    and heelflips between rails up to the end then Ollie off 
    with a spinning grab. If you have balance, land in a manual 
    and do a few flip-manual-flip-pivot combinations.
                    Session the nice semi-circular rail in 
    front the molten bucket with lots of hidden combo grinds 
    and throw in a special around it to spruce things up. In no 
    time, you should have the score. 
                      For insane grinding, open up the secret 
    area and skate to the top of the walkway, turn around, and 
    grind all the way down, or as far as you can go before 
    balance runs out. Whew!(Do airs too for variety!) 
    Score required: 120,000
       Start off with a Fastplant into a flip and then a 
    manual. Manual-flip over and over until you reach the 
    kickers. Launch over them with a short spinning grab, land 
    in a manual if you have balance, and go over to the 
    quarterpipe and launch up with a short special or a grab 
    trick or a couple of lip tricks.
                   Now head over to the skate park by grinding 
    the fence and hopping in. This whole area is perfect for 
    vert, so stay in here and impress your Canadian skate 
    buddies. Revert after every special air and use up your lip 
       If you want even more vert, head to the Bully area and 
    go past the bridge to find a bowl of sorts. Mission 
      Start the same way as in the vert. After that's done, 
    turn and grind down the rails leading into the parking lot 
    and finish with a manual up the quarterpipe at the end and 
    a spin, or grind the lip, Kickflip off, and manual to keep 
    the combo going. Mix up your flatland tricks here. 
                        If you want, head to the skate park. Do 
    a few grabs and aerial Specials for variety, and grind all 
    the lips. Jump off with a Varial Kickflip or Heelflip from 
    the lip into a manual and soar up the ramp.
                        For a great long grind, head to the 
    Secret Tape area and grind the rail leading away from the 
    tape. No problem.
     There shouldn't be vert or street in the competition 
    levels, but a mix of both for variety. About 170,000 should 
    do the job, but go for 200,000 and above.
                 Start by grinding the short rail on your left. 
    Fall into a manual and ride up the ramp with a spinning 
    Melon or Mute grab or something. Revert, nose manual, and 
    ride up to the lip and do your special grind for as long as 
    you can hold it then leap off into a manual. Do a few 
    tricks to build up the multipliers until your balance runs 
    out, then finish.
              Now session the ramps for a while, then head up 
    the ramp you started on up to the top and ollie onto the 
    electric wires in a grind. Hold it for a while then jump 
    into the street below and try to time some car plants while 
    mixing it up with manuals and pivots.
                      Grind the planters and rails and finish 
    with airs. Your time should be running out now, so just 
    finish with a big air special, revert, then keep your 
    combo, even if time is up, until your balance finishes.
                         Also check out the secret area behind 
    the fence, and keep away from the small quarterpipes that 
    force you to either go straight up or bail. Remember not to 
    bail. Bailing once and having a stellar run anyway is all 
    right but once you fall more than once, restart.
    SICK Score required: 200,000. The points are going up, but 
    there are endless vert lines here. Mix them up with grinds 
    and manuals and these should be easy.
                     From the start, plant off the ice cream 
    truck and land in a manual. Carry it over to the backyard 
    park and head up with a 540 grab. Revert and manual over to 
    the lip. Do a special lip trick if you have one, or do a 
    couple of lip combos. If you can, revert and finish with 
    another air.
       Now go over to the backyard pool near the construction 
    site or first session the quarterpipes, revert, and then 
    grind the wooden planks on the ground and manual over to 
    the pool and finish with a lip trick.
                         You can revert all your Specials here 
    and do a Special grind to really rack up the points. You 
    can finish in the pool and try for the 200,000, or head to 
    the 2 other very playable areas: the trailer park skate 
    park and the haunted house.
                   To open the haunted house, get an axe by 
    grinding one of the pieces of wood on the ground inside the 
    unfinished house and then bring it over to the Thin Man. 
    He'll chop the door and open up his house, opening up a 
    whole vert park. Great! Oh, and remember to mix up your 
    grabs and lips, and grind for good combos.
      Start off with a 360 Shove It or 360 FS Shove It and land 
    in a manual. Trick over to the ice cream truck and plant 
    off it then manual again. Go over to the park and grind 
    along the lip, doing hidden grinds. Use circle-circle and 
    square-square repeatedly for cheap points.
                     Jump off and if your balance persists, 
    manual or pivot up to the lip and bust a lip trick, since 
    you probably won't have the speed to do an air with a 
    respectable amount of rotations.
      Do a few vert tricks here and revert after every 
    respectable trick, especially Specials. After that, head up 
    to the roof of the house near the satellite dish and grind 
    the long electric wire here. Repeat the grind-flip-
    different grind combination and balance.
                    You'll end up on the roof of another house. 
    From there, head up the quarterpipe, do a nice 720 trick. 
    Now that you've gained speed, launch off the kicker with a 
    Boneless and a long flip like the Sal Flip or Fingerflip.
                        Now from here session the park with 
    grinds, lip tricks and airs. 
                    From there, take it on your own path. Grind 
    the fences near the pool and grind up high in the 
    construction yard. Also grind and manual around the haunted 
    house area. After you've collected the Secret Tape by 
    grinding the branch, air off with a grab and land in a 
    manual. Plant off the ice cream truck multiple times for 
    cheap points. The kicker in the middle of the road can be 
    Fastplanted off with a 360 Impossible or Double Kickflip 
    and then go into a Special Manual.
    SICK Score required: 300,000. Start like in the street 
    section and follow it exactly the same until you reach the 
    baggage claim. Now air over the escalator and then revert, 
    manual and grind around the baggage claim for a good combo. 
    This can be plumbed for cheap points at the loss of style.
                        More vert is found in the country flags 
    area. Do Specials on the quarterpipes and then revert and 
    manual over to the flag rails. Jump out of the grind before 
    you bail, though.
          The bottom area is great for vert. Revert every move 
    and grind the lips and lamps for gaps and multipliers. Keep 
    the combos coming down here and you'll get the big 300.
      Start with a Nosegrind on the left counter going BACK to 
    the starting point. At the end ollie with a flip into a 
    Nosebluntslide on the couch and flip into a manual. Go over 
    to the other couch and jump and grind it for a gap. Leap to 
    the counter and grind it to the end then hop off with a 
    flip. Be careful not to land near the pickpocketers' 
    victims because they'll throw you down.
                      Do a Special Grind completely across the 
    escalator and manual at the end. Launch up with a grab off 
    the escalator to the lights and grind them. Ollie off with 
    a short special like the 360 Hardflip or Hardflip Lateflip 
    or a simple grab or a bunch of flips. Land in a manual and 
    grind the escalators.
              When you're done, launch off the hump on the 
    right and grind the lights. Now grind down the escalator 
    and manual over to the halfpipe and bust a few spin-revert 
        Now grind the flag rails. Remember to mix up your 
    grinds. Finally head down to the basement area. Session 
    with air Specials and long combos with reverts, Special 
    Grinds off the lips and grinds on the lights. Good work, 
    Skater's Island
     Not very diverse, simply air all over the bowls and launch 
    off the kickers with flips to manuals, do a few flatland 
    tricks where possible and revert constantly. Go for 200,000 
    to get the gold, and grind the pirate flag to unlock a 
    secret area with a pirate ship and some nice vert.  
    Los Angeles
    SICK Score required: 400,000. First start by turning around 
    and doing a big trick off the pipe. Having gained speed, 
    grind up the wire up to the freeway. Combo into and out of 
    grinds to help you get up the wire.
                  From there, go straight forward until you 
    reach a sort of halfpipe. Trick there. There are 2 other 
    places you can go for good vert: the purple halfpipe and 
    the pipe near the fire truck. Grind the ladder for a gap, 
    manual, and ride up the pipe. Do a Special then revert and 
    continue your combo. A good line is to do another air or a 
    short Special like the Jackass or 1-2-3-4, revert, then 
    grind the other lip with a Special grind.
                     Remember to play street with grinds and 
    manuals for variety, because simple vert cannot get you the 
    score. Reverts are essential.
      Just mix it up. Grind, revert, air, manual and pivot like 
    there's no tomorrow. Mix up the vert lines with grinds and 
    manuals. A good line is a grind down the fire truck ladder, 
    an air up the halfpipe, and then a revert. Mix it up, but 
    be cheap. Also, get your Special meter full in the starting 
    area with repeated airs off the quarterpipe, then do short 
    Special grind like the Crail Slide or Salad grind off the 
    rail leading down the stairs and leap off with a flip into 
    a manual up the brown quarterpipe. Do a trick, then revert, 
    manual, and grind the rails ahead. 
     This place is tough. You could start with a Boneless or 
    Fastplant or Beanplant off the kicker and do a Pop Shove 
    It. Manual over to the other kicker and do a Nosegrab off 
    and land in a grind. Jump with an FS Shove It or Impossible 
    into your Special grind and hold it for as long as humanly 
       When you must, leap off with a Hardflip and manual over 
    to the vert area. Launch up with a grab trick and from then 
    on, keep doing Specials, revert, manual, then do a Special 
    grind and then manual up the ramp. Go up the loop at least 
    once, and try to finish your run with a nice flatland 
      Remember not to bail once or your failure is assured, 
    UNLESS you can get a combo worth over 200,000. From there, 
    your VICTORY should be assured. 
        You could also start with a 540 grab on the quarterpipe 
    to your left from the starting point, revert, manual, and 
    grind along the lips of the quarterpipes, jump across the 
    gap with a flip, grind to the end and then jump into a 
    special manual and do some flatland manual combos to finish 
    off. A good 300,000+ should give you 99.9s or so. Don't 
    give up.
    Cruise Ship
     SICK Score: 500,000 (vert and street) From the start, turn 
    around and do a few grabs to get your special meter cranked 
    up. When it's full, go and grind the banner rail by 
    launching off the kicker and doing a Special grind all the 
    way down then manualing up the quarterpipe with a huge 
    spin. Revert and go back up the rail a bit then hop off 
    with a Double Kickflip or Double Heelflip.
                 From there, drain the pool by grinding on the 
    white pipe and try to get the rest of the points there by 
    grinding around the pool for a gap, and reverting every 
    trick. That's the best I've got for this level, although 
    you can also explore the level to find some awesome 
    grinding lines and some great reverting lines with pipes 
    near to rails. 
    Thanks to everybody who created the Tony Hawk series, and 
    this game, thanks to Tony Hawk and all the other pro 
    skaters who gave the game meaning, thanks to GameFAQS for 
    making a great site, to PlannetTonyHawk for making a good 
    site, I got a small bit of info there, and to the guy who 
    puts up the FAQS, and good luck to everybody trying to beat 
    the game.       

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