Tony Hawk Underground 2
Guest and Secret Character FAQ
By Anthony Summo
Version 2.3



Version Info:

01-21-05: Updated Triangle's Stat Points and SICK SCORE goals <cmtt>, as well
	as Los Angeles' <cmla> COLLECT S-K-A-T-E goals in Classic Mode.

01-15-05: Updated [Skill Points2] <smsp> on how to do a Casper and Half-Cab
	Impossible to fill out your Sick Manual skill points, thanks to Dan
	Lowin.

01-12-05: Updated [Legal2] <leg2> with a new site that can host this walk-
	through.

01-11-05: THERE IS A FINISH!!! Version 2 of the walkthrough is done. If there's
	a Version 3, it will cover the gaps found in all fifteen main levels.
	But that's a big if. :) So otherwise, we can consider this the final
	version.

11-29-04: I decide that, after about a half year of torture in my THUG1 Walk-
	through, I'll change the format of this thing from a Character guide
	to a full walkthrough. Largely because I hate myself.

11-22-04: This FAQ is brought to life via a combination of lightning and evil
	laughter.



Contents

[Intro2] 	   <int2>
[Characters2]	   <cha2>
[English Lessons2] <eng2>
[Controls2] 	   <con2>
---------------------
[Story Mode] 		  <smex>
[Skill Points2] 	  <smsp>
  Prelude:   [Training]   <smtr>
  Chapter 1: [Boston]     <smbo>
  Chapter 2: [Barcelona]  <smba>
  Chapter 3: [Berlin]     <smbe>
  Chapter 4: [Australia]  <smau>
  Chapter 5: [Nawlins]    <smna>
  Chapter 6: [Skatopia]   <smsk>
[Story Mode Spoils]	  <smso>
[Cutscenes2]   		  <smc2>
[Text Messages] 	  <smtx>
[Expenses]		  <sm$$>
---------------------
[Classic Mode] 		      <cmex>
  Bracket 1:  [Barcelona]     <cmba>
  Bracket 2A: [Australia]     <cmau>
  Bracket 2B: [Skatopia]      <cmsk>
  Bracket 3:  [Berlin] 	      <cmbe>
  Bracket 4A: [Airport]       <cmai>
  Bracket 4B: [School] 	      <cmsc>
  Bracket 5:  [Downhill Jam]  <cmdj>
  Bracket 6A: [Nawlins]       <cmna>
  Bracket 6B: [Training]      <cmtr>
  Bracket 7:  [Boston] 	      <cmbo>
  Bracket 8A: [Canada] 	      <cmca>
  Bracket 8B: [Philedelphia]  <cmph>
  Bracket 9A: [Los Angeles]   <cmla>
  Bracket 9B: [The Triangle]  <cmtt>
[Classic Mode Spoils]	      <cmsp>
---------------------
[Cheats2]    	<che2>
[Playlist2]  	<pla2>
[2 Player2]  	<2pl2>
[FAQ?] 	     	<faq?>
[Legal2]     	<leg2>
[Contact2]   	<emc2>


-------------------|-------------------|-------------------|-------------------
									<int2>
				 - [Intro2] -

Hullo again! This is your friendly neighborhood masochist, presenting to you
for your use only, a Walkthrough for Tony Hawk's Underground 2.

THUG2, released in October 2004 in the States, was a decent sequel to its
predecessor. Now featuring new abilities like Freak Out and Focus Control, you
take your own custom skater on a worldwide trip to destroy as much stuff as
possible. You and Team Hawk have to outdo Team Bam and show nosey TV producers
to stay out of your business, all the while trying to stay on the tour. Along
the way you'll have to face your old rival Eric Sparrow, the Wheel of Loogies,
even Voodoo Doctors that turn ordinary people into drooling zombies! Now
featuring a contemporary Story Mode as well as a Classic Mode for those who
liked the original games, and a slew of additional levels and characters, THUG2
will keep you playing for a long time to come.

This Walkthrough covers Story Mode and Classic Mode seperately, and all 
difficulties for each Mode will be handled at the same time, with any notable
differences brought to attention.

Even though I'm doing this from the GameCube, I'll try to make this as access-
able to other console owners as possible. Beside the Controls section, anyone
(on GC, PS2 or XBox) will be able to use this.

In order to make navigating like ten million times easier, I've included little
six-character codexes at the top of each section. If you need to get to a 
certain section like NOW, hit the Ctrl and F keys on your keyboard at the same 
time and enter the codexes next to the Table of Contents that look like this:

				   <abcd>

This will bring you to the top of each section of the walkthrough.

***And one final note before moving on--I recommend doing Sick Classic Mode 
befor Sick Story Mode--beating Sick Classic Mode rewards you with Jesse James 
for use in Classic, 2 Player and Free Skate modes--as well as access to his 
very, VERY handy Special move, Hot Rod Manual. It's a manual that actually 
propels you instead of slowing you down--great for goals that involve difficult
Flatlandery, especially with Sick Story Mode's near-impossible Manual Skills 
and realistic physics. ALWAYS ASSUME ANYTHING WITH A MANUAL REQUIREMENT IS 
EASIER WITH THE HOT ROD MANUAL unless I say so.***

Now, on with the show!

-------------------|-------------------|-------------------|-------------------
									<cha2>
			       - [Characters2] -

YOU:
	A Pro Skater living in the suburbs of New Jersey, Bam and Tony abduct
	you in the middle of a demo for the neighborhood so you can compete
	in the World Destruction Tour. After getting manhandled and thrown into
	a van, you wake up in a line of chairs with a bunch of other Pros, 
	where Tony and Bam make the announcement...

TONY HAWK:
	The captain of Team Hawk, Tony serves more as a moderator than a skater
	at first, keeping track of your team's points. That doesn't mean he
	won't help you when you need it, of course.

BAM MARGERA:
	Jackass and star of his own TV show, Viva La Bam, Bam Margera will stop
	at no ends to cause havoc and random destruction. Oh, and he can skate,
	too!

MIKE VALLELY:
	A very "hands-on" pro, Mike V joins Team Hawk on its quest to destroy
	the world. He's come a far way from being a mis-programmed secret 
	character at the end of the roster to a member of such a tight cast of
	skaters.

ERIC KOSTON:
	Koston...is Koston. He wears a basketball jersey and joins Team Bam...
	that's about all there is to say about him.

CHAD MUSKA:
	Ghetto Bangin' Muska helped get you started in THUG and has joined the
	ranks of Team Hawk in order to destroy as much as possible. 

BOB BURNQUIST:
	Straight out of Brazil, Bob Burnquist is known for his sick customized
	pools. Missing from THPS2 and 3, Bob returned for the fourth game and
	has been constant ever since.

WEE-MAN:
	Wee-Man joins Team Bam and...doesn't really do much else. It'd be cool 
	if he wore an Oompa-Loompa costume.

PHIL MARGERA:
	Bam's dad and captain of Team Bam, Phil got kidnapped just like you and
	the other pro skaters. He spends the entire game in nothing but crusty
	tighty-whity underwear. He actually gets angry, too! Scary stuff.

PAULIE RYAN:
	Nicknamed "Wheels of Fury," Paulie is in a bodycast and a wheelchair
	after bailing on a woodchipper grind. That doesn't stop him from being
	recruited by Team Bam, though. Paulie is loud and horny...not to 
	mention just ten years old. He grows on you after a while--but in more
	of a "giant boil right on your jaw" sense.


NIGEL BEAVERHAUSEN:
	This game's answer to THUG's Todd, Beaverhausen is an obnoxious sleeze
	trying to get exclusive rights to footage of World Destruction Tour. 
	He'll bargain, undercut, and even partner up with the Pros in order to
	get what he thinks will be his big break.

JESSE JAMES:
	Some...guy...I don't really know much about him. But he's a real person
	who tricks out scooters and skateboards by giving them sick motors. He
	gives you a hand in Boston and Skatopia.

CUT CHEMIST:
	Right out of Jurassic 5, Cut Chemist has a skate house in Berlin that's
	overrun by Space Monkeys. His mad mixes are known to break down walls.

NATAS KAUPAS:
	A Jesusy-looking old school skater, Natas Kaupas appears in Berlin to
	teach you a trick called the Natas Spin.

STEVE-O:
	Another Jackass, Steve-O joins the party in Barcelona, taking his 
	mechanical bull out for a spin to help get you guys some more points.

ERIC SPARROW:
	Your friend-turned-archrival returns from THUG. While Neversoft doesn't
	really exploit what happened in the last game, Eric is still a pain and
	serves as your opposite on Team Bam.

-------------------|-------------------|-------------------|-------------------
									<eng2>
			     - [English Lessons2] -

New to skating games and don't understand the garbledy-gook you're reading 
here? Don't worry--here at Tei's Fingertips, we care. If you run across a term
you're not familiar with, chances are that you'll find it here. If you find
something in the FAQ you're still not familiar with, drop me a line (<cnt2>).

=---->Acid Drop: A skating technique where you go off a ledge and drop into a
	QP below. You can do this on foot or while skating.

=---->Bail: When you fall off your board for any given reason (besides actually
	getting off the board to walk around), that's a bail.

=---->Boneless: They made a semilarge deal about this move in THUG1, and it's a
	good thing they did, because many goals in this game are hard to pull
	off without it. To Boneless, hit up twice and Ollie--this gives you
	more height and distance than a regular Ollie. You can also Boneless
	off a QP or HP to get more vertical air.

=---->Bowl: Bowls are circular pools, or small pools with a gap in them.

=---->Caveman: While off your board, jump and land either: a grind by tapping
	the Grind button while over a grindable; a manual by hitting UP-DOWN or
	DOWN-UP. 

=---->Clean: Land any trick with at least an 180 degree spin with your board
	perfectly straight for a Clean landing. Clean landings are important 
	for many Story Mode goals and earns you an extra 1000 points on top of
	your current score.

=---->Gap: Traditionally, a gap is a break in a QP that you can transfer over,
	but for Tony Hawk games, Gaps can also be found by grinding certain 
	rails, manualling across a particular area, or using a multitude of
	tricks in a particular line. Gaps appear as part of your current combo
	at the bottom of the screen in blue letters. Hitting every Gap in every
	level of the game awards you with a set of pedestrian characters and
	cheats.

=---->Grab: A Grab is a style of Vert tricking where the skater grabs and holds
	his board while spinning. You can hold the Grab button for as long as
	you choose until you land. They're great for skaters who like hefty
	point bonuses over the multiplicatives.

=---->Grind: A style of Street skating tricks, you can grind on almost anything
	in sight--wires, ledges, the lips of QPs, edges of a roof, rails--you
	name it. Hit the grind button before landing on something and your
	board will slide along it until it comes to an end (or until you lose
	your balance).

=---->Flatland: Another name for manualling, used in a more general sense--
	like doing a Special Manual would be considered Flatland, since the
	term "Manual" is also the name for the trick.

=---->Flip: Another style of Vert skating, Flips are fast and don't add many
	points to the total score. Flip tricks are good for someone who focuses
	more on multiplicatives than the point score, since you can do a few
	Flip tricks in a single Vert. (Flips are also good for Street skaters,
	since you can Ollie out of a grind or manual and pop a Flip trick 
	before landing.)

=---->Focus Control: Tap the Left trigger when your Special Meter is flashing.
	Time will slow down and the camera will zoom in on your skater (very
	Prince of Persia style), giving you more accuracy and boosting the rate
	at which you build up points. Focus Control is handy if you're trying
	to land a very precise trick, or if you need better control over your
	balance. It also helps you land the board better, getting you Clean
	bonuses.

=---->Freak Out: When you bail, occasionally a meter with a fist will appear
	over the middle of the screen. Tap the Grind button repeatedly to build
	up your skater's frustration, and they'll toss or break their board.
	(You get a new one after, don't worry.) Freaking Out is a quick way to
	rebuild a full Special, though most times you'll have to integrate it
	with another trick (like a Manual or a Flip or something).

=---->Funbox: Funboxes are (often wooden) hybrids of rails, ledges and QPs.
	They're mostly found in park areas and try to cater to tech skaters.

=---->Hip: Or Hip Transfer, you Hip by going up a QP perpendicular to another
	one at an angle and hitting the R button. This allows you to transfer
	at an angle.

=---->Hop: This isn't a technical skating term, but it gets used often enough
	that I ought to put it here anyway. To Hop is the same as making a 
	short Ollie. You hop to cross small gaps between rails, for example.

=---->HP: An HP is two quarter-pipes lined up as to be facing each other, so
	you could go up one ramp, land, then go up another without deviating
	too much from your current course. HP stands for "Half-Pipe" and are
	used largely for Verting.

=---->Kicker: Kickers are flat ramps slanted at an upward angle meant to shoot
	you up into the air. Unlike QPs or HPs, kickers are made more for 
	horizontal distance rather than vertical and can be used to get from
	one place to another.

=---->Line: A laid-out assembly of TrickObs that can be easily accessed to make
	one large combo. Most lines are for Street skaters, but there are lines
	made of QPs and HPs as well.

=---->Lip: A semi-useless kind of trick that falls under Street skating, Lip
	tricks have you going up a QP perfectly straight and tapping the grind
	button. This brings you to a dead stop on the lip of the QP as your
	skater balances on his board. Lips don't build up many points and they
	seem out of the way, so they're not that good for combos.

=---->Manual: A style of Street Skating, you can do a Manual (or a Nose Manual)
	by hitting UP-DOWN while over a flat surface. A more general term
	for manual-style skating is Flatland. To perform a Special Manual, you
	have to perform a two-direction combo command followed by tapping the
	Grind button.

=---->Multiplicatives: You'll see this very mathematical term pop up here and
	there, particularly in the Skill Points and HIGH SCORE-styled goals.
	Multiplicatives are the small number next to the total point score you
	have in a Combo--like 18,409 X 10, the "10" is the multiplicative. That
	means you've hit ten seperate tricks and gaps in the combo, so you'll
	get ten times 18,409 points if you land it. 

=---->No Comply: Like the Boneless, a No Comply is used to gain more air from
	an Ollie. Tap up and the Ollie button at the same time to No Comply.
	It's easier to do than a Boneless, but it doesn't give you as much
	height. You can also use the No Comply to gain more air going off a
	QP.

=---->Ollie: The standard term for jumping while on a Skateboard.

=---->Pool: A pool is any enclosed area recessed into the ground (or recessed
	into something raised above the ground) with every wall made of QPs.
	Not all Pools are necessarily rectangular, but there is a difference
	between Pools and Bowls.

=---->QP: A "Quarter-Pipe," or half of a Half-Pipe, QPs can be standalone or
	integrated into some wicked deep system of lines. When it's necessary, 
	one half of an HP will be referred to as a QP in this guide. QPs are 
	used largely for Verting.

=---->Ramp: A "ramp" usually refers to a kicker, but can also be applied to QPs
	and HPs.

=---->Revert: Hit the right shoulder button as soon as you hit the ground from
	a Vert trick in a QP or HP. You pivot on your board and can carry the
	Vert points into a manual.

=---->Shuffle: Purely a Street thing, you can shuffle Manuals or Grinds by
	double-tapping the Grab, Grind and Flip buttons in any order. This
	changes your grind or manual midcombo, so you don't have to Ollie out
	and hit another one. Great if you like those Multiplicatives.

=---->Sloppy: If you land a vert trick at an awkward angle, you'll earn a 
	Sloppy landing. Sloppies deduct 1,000 points from your total combo 
	score. (Of course, if you don't hit a Clean, you're not guaranteed to
	hit a Sloppy, either.)

=---->Special: There's a meter in the top left corner of your screen that says
	"SPECIAL." When that meter is flashing, you can do a Special trick.
	Specials get you more points faster than a normal trick does. There are
	a variety of Specials for each kind of trick, some professional, some
	humorous.

=---->Spine: Or "Spine Transfer," you can Spine by tapping the R button while
	going up a QP. If there's another QP directly behind it, you'll turn in
	midair and go down the other QP instead. Spining is a great way to 
	build up speed.

=---->Street: A style of skateboarding, Street skaters generally prefer using
	Flatland and Grinds to get by.

=---->Transfer: When a QP is split up by something--a planter, a support post,
	a gap--you can transfer over it by going up the QP at an angle and
	landing on the opposite side. 

=---->TrickOb: A general term for anything you can do a trick off of. TrickObs
	can be anything from little plywood kickers to entire buildings.

=---->Vert: A style of skateboarding, Vert skaters are more comfortable using
	ramps to get into the air, then using grabs and flips to build up a
	score. 

=---->Wallie: To Ollie off a wall; more specifically, a Wallride. Whenever you
	hear the term "Wallie," you can assume that you'll have to Wallride.
	Wallrides are done by skating into a wall at an angle and tapping the
	Grind button; this makes you scrape your board against the wall in an
	upward arc. To Wallie, jump while making a Wallride, giving you extra
	speed, height and distance.

-------------------|-------------------|-------------------|-------------------
									<con2>
				- [Controls2] -

SKATING:

[A] Ollie, crouch, Sticker Slap, Wallie
[B] Flip, Throw
[X] Grab
[Y] Grind, Wall Ride, Freak Out
[Z] Get off board
[R] Spine/Hip Transfer, Revert, Acid Drop
[L] Focus Control
[C-STICK] Camera
[JOYSTICK] Move, Manual, Skitch, balance
[START] Pause

			     [Ethics of Skating]

There's more to the controls than what the above shows, so here I'll explain
what the Rest O' The Crap is.

Like in all THPS games, you can hold down the Ollie button to crouch down and
build up speed. If you Ollie at a wall and hit DOWN-A, you'll Sticker-Slap the
wall and go back in the opposite direction--identical to THUG's Wallplant, but
now you leave a nifty little graffiti sticker behind. You can gain more air
if you No Comply by hitting UP-A when jumping, and even more if you Boneless
by hitting UP-UP-A.

Hit B, X and Y in any order that pleases you to shuffle grinds and manuals.
For example, hitting X-X while grinding makes you Crooked Grind, or Y-B while
doing Flatland makes you do a Truckstand.

Go up against a wall at an angle, Ollie, and hit the Grind button. Your board
will slide along the wall in an arc. Ollie out of the Wallride to reach high
places.

You can "throw" items that you pick up in each level by hitting the B button.
If you're in the middle of an air combo, you'll throw the item by hitting B
without moving the left analogue stick in any direction, or else you'll do a
Fliptrick.

If you make a big bail, a "Freak Out" meter appears above the middle of the
screen. Tap the Y button repeatedly to Freak Out, which counts as a trick 
ranging from 500 to over 4000 points and can be integrated into a combo. There
are about eight different Freak Out animations and they get more violent or
severe the higher you pump the meter up.

WALKING:

[A] Jump, Double-Jump
[B] Throw
[X] Graffiti Tag
[Y] Caveman
[Z] Get back on board
[R] Grab ledge, Acid Drop
[L] Focus Control
[C-STICK] Camera
[JOYSTICK] Walk/Run, Shimmy
[START] Pause

			     [Ethics of Walking]

There are a few techniques that you can perform off your board that bear 
mention, since it'll probably never come up again. Well, not until Story Mode's
Training, but I'd rather take everything out here, while I can.

In the middle of a combo, you can get off your board. A timer will start to run
down and as long as that timer doesn't run out, you can carry your combo on
foot. Doing Combo Walk-Outs allows you to get speed if you're stuck in a slow
manual or something similar and helps recenter your balance a little. It's also
good if you're going for a high-risk landing; get off your board in midair to
land on your feet, as it's impossible to bail that way.

Running isn't as fast as skating, obviously, but it gives you much more control
and the chance to get a better feel object placement. The Camera is much more
flexible too, making it easy to spot high up or out-of-sight objects. 

When you jump, you can hold the R Button down to grab onto a ledge, then use 
the joystick to either shimmy left and right along the ledge or haul yourself 
up onto it. If you Jump while standing next to a wall, you can kick up and 
perform a Double Jump, letting you reach higher ledges. Be careful though, if
you try to grab a ledge above a QP, you'll probably Acid Drop into the QP
instead of grabbing the ledge. Keep trying at it and it should work.

Now your character can tag a wall by pressing the X button. They can also tag a
wall if they're hanging from a ledge, but only if the wall goes straight down
FROM the ledge. Graffiti Tags can be integrated into combos while doing a
Combo Walk-Out.

-------------------|-------------------|-------------------|-------------------
									<smex>
				- [Story Mode] -

So! You're part of a tour made entirely up of Pro Skaters and you're going to
destroy as much $*#& as possible. How freaking cool is that? Story Mode works
similar to THUG1's and THPS4's in the aspect that you have free reign over each
level you visit, giving you time to explore and learn your way around. Each
area has a degree of destructability, too--causing mass chaos to alter the 
shape and nature of either a certain space, or the entire level.

However similar the onset of a level might be, the way you accomplish goals has
changed. Instead of having to meet a number of goals to advance, you need to
meet a number of points--depending on the difficulty, it'll be 400, 600 or 800
points. Each goal has a point value tagged onto it, and you can see what goals
you've got available by going to "VIEW GOALS" in the pause menu. You can also
get a more elaborate description of what you need to do by selecting the goal
with the confirmation button (whatever that happens to be across the other
systems). But wait--there aren't enough points there to let you move on! That's
why you need some help to rack in the numbers.

There are four sets of goals available in a level--one for You, one for a Pro, 
one for a Special Guest and one for a Secret Character. Wait, what? How does 
this thing work out again? Hang on, I'll get to that in a second. First, the 
role a Pro Skater plays in the game.

Before starting each level, you'll get to choose (or be forced to choose) a Pro
to accompany you in the level. A list of any available Pros will pop up before
you start--it doesn't matter who you choose, it's largely up to personal taste.
Once you choose your Pro and start a level, you have to go find the Pro and
speak to him using the Grab button. Now all of a sudden, you have a new set of
goals to tear up! The Pro you choose doesn't affect the goals you get--again,
who you choose is mostly a matter of taste. Some goals are unique for the Pro,
but most of the time you and the Pro can swap freely. If you need someone to
do a Flatland-heavy goal and your Manual Skill Points are more than lacking,
for example, you can do the same goal with Mullen, who's got a perfect 10 on 
his Manual.

Now that you've got your own goals and some Pro goals, you'll notice on the 
View Goals menu, there's two more blank tabs. In each Story Mode level (PRO
SKATER excluded), there are an additional two characters to unlock. Finding
each extra character itself is worth points--then when you do find them, you
can talk to them and get even MORE goals. Secret Characters are always other
characters on skateboards--playing as a Secret Char. is the same as playing as
a custom skater or a Pro. Usually their Skill Points are reflective of your
place in Story Mode--Boston's SC is fairly weak, but Nawlins' has almost 
perfect stats, for example. What's more, meeting up with an SC in a level
unlocks them for use in 2 Player, Classic and Free Skate modes. Finding and
talking to SCs earns you a new set of goals as well as a new Special Trick 
slot with a Special Trick unique to the SC.

That's three down, and the fourth...the Special Guest. Again, there's one
in each Story Mode level except Pro Skater, and you have to find them. With one
exception, SGs always use a different mode of transportation than Skateboard-
ing. They're faster while their tricksets are much more limited, but finding
and talking to them gives you the last set of goals in a level. Many times, an
SG's goals will require the unique moves or skills of the SG, but otherwise
you can swap between it and the other three characters you've unlocked. It's
sometimes easier to bring in an SG to do a goal out of the other sets, too.

Lastly--the latter half of the game will spring surprise goals on you. Not all
of them are officially counted, but you still have to beat them to advance. You
will be forced to play as either your custom skater or a Pro for these, since
they're storyline-important. 

So your goal is to do enough crazy stuff to earn you the points to go on. How
many points you actually get doesn't make a difference in the end--you can get
enough points to get the story to move on, or you can try to complete 
everything for nothing more than your own satisfaction. You get no rewards for
100% completion, but it's a fun thing to test yourself on.

Lastly, before I leave you only to see you again just a paragraph and seperator
later, the layout of the Walkthrough (unless otherwise explained) will be as
follows:

			     [Chapter #]: Level Name
				Places of Interest

=---->Name of area: Description of the area, if it has some sort of relevance 
	to either Story or Classic Modes (the lists are identical in both, save
	for the Classic Mode-exclusive levels). I recommend brushing up on 
	these before taking on any goals you have difficulty with, but if you
	feel like wingin' it, that's fine too. The PoI basically list any place
	with Proper Noun Status (tm) or areas that come up often in excecuting
	goals.

=---->Name of area: Same as above, until all relevant areas have been listed.


+------------------+
|[You]		   | The overall design in a compact view looks like this--
|		   | Four different sets of goals.
|[Pro]		   | 
|		   | 
|[Special Guest]   |
|		   | Under [Special Guest], you'll get the name of the charac-
|[Secret Character]| ter, his stats, and his special move. You'll get the Pro's
|		   | Stats before the Places of Interest in a level because you
|[Bonus]*	   | have to choose the Pro before starting.
+------------------+

		[GOAL SET]

		  GOAL NAME
		    Requirements to activate the goal (if applicable)
		    Time Limit (if applicable)**
		    Score to meet (if applicable)***
		    Recommended Character (if applicable)
		    Required Character (if applicable)

			Hints to help you along the goal

			1//Items list (if applicable)

*[Bonus] goals happen when you advance from a level in the last half of the
game. You'll be forced to do one or a set more of goals to bring your point
value up, but at the same time, don't show up on the regular goals list. They 
only happen in the last three levels of Story Mode.

**Some goals in THUG2 have time limits, but they aren't visible--so if you just
see the words "Time Limit" under a goal, that means you've got a clock to work
under.

***Score to meet will ALWAYS vary between difficulties. So the scores will be
seperated by / marks, the first and lowest score being Easy, middle score for
Normal, and last score for Sick.

There. Hopefully, that will be all you need to know. Onward, and upward...or
downward, I guess, because doing a walkthrough from the bottom up would be 
silly.

-------------------|-------------------|-------------------|-------------------
									<smsp>
			      - [Skill Points2] -

Once more, Skill Points have replaced Stat Points as the main way to build up
your character's abilities. Unlike Stat Points, which you collect in each
level, Skill Points are earned by performing skating feats. You start with
three Skill Points in each trait. In THUG1, you could only earn more Skill 
Points as you progressed through the story, but now you can get all seven of
your remaining Points right away (except for one Rail Point). For each 
section, since describing how to get each and every individual point would make
my brain explode, I'll just drop hints on how to land each Skill Point as
easily as possible on the margins of the walkthrough.

  +---+
  |AIR| - Your jump height out of an HP

  +---+
	EASY:
	Air transfer 15 feet                 | Hints: The easiest way to handle
	Air transfer 20 feet                 | these is to wait until you have
	Land 1 Backflip grab                 | access to Barcelona and its sick
	Land 1 BS Roll grab                  | Parc Guell spines, but there's
	Land a 600 point air                 | no reason you can't land a 
	Land a 1,000 point air               | single BS Roll or Backflip. You
	Land a 2,000 point air               | can also hit all of the Air
                                             | Transfer goals if you transfer
	NORMAL:                              | from one of the QPs to another
	Air transfer 30 feet                 | bordering Training's WDT Room
	Air transfer 40 feet                 | roll-ins. But the higher-scored
	Land 1 Backflip grab                 | air combos and multiple rolls
	Land 1 BS Roll grab                  | are best served at the Guell
	Land a 5,000 point air               | Spines. You can BS your way up
	Land a 10,000 point air              | to the 10,000 point air, but
	Land a 15,000 point air              | you'll need Specials to hit 
                                             | anything higher.
	SICK:                                |
	Air transfer 40 Feet                 |
	Air transfer 60 Feet                 |
	Land 2 Backflip grabs in one combo   |
	Land 3 BS Roll grabs in one combo    |
	Land a 10,000 point air              |
	Land a 20,000 point air              |
	Land a 40,000 point air              |

  
  +---+
  |LIP| - How well your lip trick balance is
  +---+
	EASY:
	Hold a liptrick for 1 second                | Hints: Holding Lips are
	Hold a liptrick for 3 seconds               | easy enough to do. But in
	Hold a liptrick for 4 seconds               | case you're struggling, 
	Hold a liptrick for 6 seconds               | hold for one Lip Skill 
	Hold a liptrick for 7 seconds               | Point at a time to 
	Nose Stall 1 time in a combo                | gradually increase your
	Nose Stall 2 times in a combo               | balance. I know the Nose
                                                    | Stall is your default Lip
	NORMAL:                                     | (if you go up the Lip
	Hold a liptrick for 2 seconds               | and hit the grind button
	Hold a liptrick for 4 seconds               | without using a direction
	Hold a liptrick for 5 seconds               | command), so if you hit a
	Hold a liptrick for 7 seconds               | Nose Stall, Ollie up, 
	Hold a liptrick for 8 seconds               | then hit the grind button
	Nose Stall 2 times in a combo               | again, you'll land in
	FS Noseblunt 2 times in a combo             | another Lip trick. This
                                                    | is the cheap way to do
	SICK:                                       | it, anyway. For the BS
	Hold a liptrick for 3 seconds               | Boneless and Gymnast 
	Hold a liptrick for 5 seconds               | Plant, you'll have to use
	Hold a liptrick for 8 seconds
               | Lip shuffles.
	Hold a liptrick for 10 seconds              |
	Hold a liptrick for 13 seconds              |
	BS Boneless on a lip 3 times in a combo     |
	Gymnast Plant on a lip 3 times in a combo   |
  +---+
  |RUN| - How long you can stay in a Combo Run-Out

  +---+
	EASY:                                         | Hints: Mostly easy to
	Caveman once                                  | take care of. To put
	Caveman 2 times in a combo                    | Graffiti Tag in a 
	Throw something at a pedestrian               | combo, get off your
	Throw something at 2 pedestrians in one combo | board in the middle of
	Graffiti Tag 1 time in a combo                | a trick set and spray
	Graffiti Tag 2 times in a combo               | paint a wall. Getting
	Get mad and Freak Out                         | three tags is easy 
                                                      | enough once you have a
	NORMAL:                                       | decent Run stat. The
	Caveman 2 times in a combo                    | easiest way to throw
	Caveman 3 times in a combo                    | stuff at pedestrians in
	Throw something at 2 pedestrians in one combo | a combo is to enter a
	Throw something at 4 pedestrians in one combo | Manual and hit the 
	Graffiti Tag 2 times in one combo             | Grind button twice to
	Graffiti Tag 3 times in one combo             | enter a Pogo, bringing
	Get mad and Freak Out                         | you to a dead stop. 
                                                      | Single out the nearest
	SICK:                                         | Ped and just keep 
	Caveman 3 times in one combo                  | throwing things at 'em.
	Caveman 4 times in one combo                  | In Training, the only
	Throw something at 4 pedestrians in one combo | time you can do this is
	Throw something at 7 pedestrians in one combo | when you have to throw
	Graffiti Tag 2 times in one combo             | tomatoes at Phil. If
	Graffiti Tag 3 times in one combo             | you can't, wait until
	Get mad and Freak Out                         | Barcelona.


  +----+
  |FLIP| - How fast you can knock off flip tricks

  +----+
	EASY:
	Do 2 fliptricks in one combo          | Hints: Most of this stuff is
	Do 3 fliptricks in one combo          | easily obtained in Training--
	Do 4 fliptricks in one combo          | particularly Easy and Normal
	Do 5 fliptricks in one combo          | Modes. Sick Mode is another
	Do 6 fliptricks in one combo          | story, though...you can 
	Double Kickflip 1 time                | probably get all 50 Flips if
	Double Kickflip 2 times in a combo    | you're VERY skilled (something
                                              | I don't admit to, I'm more of
	NORMAL:                               | a Normal Mode kinda guy myself;
	Do 3 fliptricks in one combo          | that doesn't mean I don't try
	Do 4 fliptricks in one combo          | though ;D), so, again, wait for
	Do 5 fliptricks in one combo          | Barcelona's Vert paradise, Parc
	Do 8 fliptricks in one combo          | Guell, to give it a shot. 
	Do 10 fliptricks in one combo         | Another thing that helps is
	Double Kickflip 2 times in one combo  | the Moon Physics cheat--but you
	Triple Kickflip 2 times in one combo  | have to find every Gap in the
                                              | game to get it. It's up to you.
	SICK:                                 |
	Do 5 fliptricks in one combo          |
	Do 10 fliptricks in one combo         |
	Do 20 fliptricks in one combo         |
	Do 30 fliptricks in one combo         |
	Do 50 fliptricks in one combo         |
	Double Heelflip 4 times in one combo  |
	Triple Kickflip 3 times in one combo  |


  +----+
  |RAIL| - How well you balance while grinding

  +----+
	EASY:
	Grind for 2 seconds               | Hints: The only thing you absolute-
	Grind for 4 seconds               | ly cannot get in Training are the
	Grind for 8 seconds               | Rail Skills based on Natas Spins,
	Grind for 10 seconds              | since there is NOTHING in Training
	Natas Spin 1 time                 | you can Natas Spin on. You can use
	50-50 2 times in one combo        | the pool in the Secondary Room next
	50-50 4 times in one combo        | to Large Funbox (check Training's
                                          | Places of Interest if you're con-
	NORMAL:                           | fused) for a nice, clear infinite
	Grind for 5 seconds               | grind to get the Grind for X 
	Grind for 10 seconds              | seconds Skills. The 50-50 Grind is
	Grind for 15 seconds              | your default, so you want to Ollie
	Grind for 20 seconds              | onto rails and hit the Grind button
	Natas Spin 3 times in one combo   | without using directional commands.
	50-50 3 times in one combo        | The Crooked is a grind shuffle when
	Crooked 3 times in one combo      | you tap the Grab button twice while
                                          | grinding. I'm not really sure how
	SICK:                             | to do the Darkslide, though. (You
	Grind for 10 seconds              | can get the Grind for X seconds and
	Grind for 15 seconds              | Crooked/Darkslide Skills at the
	Grind for 20 seconds              | same time, if you want.) Save Sick
	Grind for 25 seconds              | Mode's Natas Spin for Berlin, where
	Natas Spin 5 times in one combo   | there's no shortage of posts you
	Crooked 5 times in one combo      | can Spin on. 
	Darkslide 5 times in one combo    |


  +----+
  |SPIN| - How fast you rotate in the air

  +----+
	EASY:
	Land a 360 grab or fliptrick in a halfpipe  | Hints: Another really
	Land a 540 grab or fliptrick in a halfpipe  | basic one, you can land
	Land a 720 grab or fliptrick in a halfpipe  | most of the spins without
	Do 2 grabs in one combo                     | too much trouble. Save
	Do 3 grabs in one combo                     | the higher ones for Parc
	Do 4 grabs in one combo                     | Guell, again. Grabs are
	Do 5 grabs in one combo                     | slower than Flips, so you
                                                    | might have a hard time
	NORMAL:                                     | integrating them into a
	Land a 540 grab or fliptrick in a halfpipe  | line.
	Land a 720 grab or fliptrick in a halfpipe  |
	Land a 900 grab or fliptrick in a halfpipe  |
	Do 2 grabs in one combo                     |
	Do 3 grabs in one combo                     |
	Do 6 grabs in one combo                     |
	Do 8 grabs in one combo                     |
	                                            |
	SICK:                                       |
	Land a 720 grab or fliptrick in a halfpipe  |
	Land a 900 grab or fliptrick in a halfpipe  |
	Land a 1080 grab or fliptrick in a halfpipe |
	Do 5 grabs in one combo                     |
	Do 10 grabs in one combo                    |
	Do 20 grabs in one combo                    |
	Do 30 grabs in one combo                    |


  +-----+
  |OLLIE| - How high you can jump off the ground

  +-----+
	EASY:
	Ollie 15 feet                    | Hints: There's a difference between
	Ollie up 5 feet                  | Ollying, Ollying up and Ollying
	Ollie up 10 feet                 | down. To Ollie a certain amount of
	Ollie down 10 feet               | feet, you need to do it on flat land
	Ollie down 15 feet               | (you can Skitch to help with this
	Sticker Slap 1 time              | one). To Ollie up, you need to use
	Sticker Slap 2 times in a combo  | a kicker of some kind--Training's
                                         | THE HP is good for this, and so is
	NORMAL:                          | the rail set suspended above it that
	Ollie 20 feet                    | launches you into the sprinkler 
	Ollie up 10 feet                 | system. To Ollie down, you need to
	Ollie up 20 feet                 | jump from one place to somewhere
	Ollie down 15 feet               | lower--if you Ollie from the top of
	Ollie down 20 feet               | Training's WDT Room's giant roll-ins
	Sticker Slap 2 times in a combo  | to the floor of the Main Room, you
	Sticker Slap 4 times in a combo  | drop over 35 feet. You can Grind the
                                         | QP in the back of WDT Room, or the
	SICK:                            | ones split by the WDT Room's roll-
	Ollie 30 feet                    | ins as an infinite Sticker Slap 
	Ollie up 20 feet                 | rail. Australia's BALCONY CLIMB 
	Ollie up 25 feet                 | works even better (especially for
	Ollie down 25 feet               | Sick Mode's higher numbers), but you
	Ollie down 35 feet               | don't need to use it.
	Sticker Slap 4 times in a combo  |
	Sticker Slap 6 times in a combo  |


  +-----+
  |SPEED| - Your top ground speed

  +-----+
	EASY:                                      | Hints: Not even Classic
	Land a 1,000 point combo                   | Mode's HIGH COMBO score 
	Land a 7,500 point combo                   | has you trying to make a
	Land a 10,000 point combo                  | 1,500,000 point combo. 
	Land a 20,000 point combo                  | Everything under that is
	Land a 30,000 point combo                  | doable if you absolutely
	Spine Transfer 1 time                      | ABUSE Specials. Spining
	Spine Transfer 2 times in a combo          | multiple times in a combo
                                                   | is difficult unless you 
	NORMAL:                                    | know where to try (hint,
	Land a 10,000 point combo                  | Parc Guell). 
	Land a 30,000 point combo                  |
	Land a 50,000 point combo                  |
	Land a 100,000 point combo                 |
	Land a 250,000 point combo                 |
	Spine Transfer 2 times in a combo          |
	Spine Transfer 4 times in a combo          |
                                                   |
	SICK:                                      |
	Land a 100,000 point combo                 |
	Land a 400,000 point combo                 |
	Land a 750,000 point combo                 |
	Land a 1,500,000 point combo               |
	Land a 3,000,000 point combo               |
	Spine Transfer 3 times in a combo          |
	Spine Transfer 6 times in a combo          |


  +------+
  |SWITCH| - How well you can skate Switch. (When maxed out, you skate equally

  +------+   well Switch as you do normal.)
	EASY:
	Acid Drop 1 time               | Hints: The simplest way to do multiple
	Air 20 feet high               | Acid Drops in a combo is to Drop off
	Air 30 feet high               | a low HP ledge, get off your board,
	Land a 3 trick combo           | get back onto the ledge, and Drop in
	Land a 5 trick combo           | again. (Having good Run Skill help a
	Land a 7 trick combo           | lot here.) "Airing" is different from
	Land a 9 trick combo           | "Ollying up" because you have to go
                                       | up out of a QP. Skitching or Spining
	NORMAL:                        | gets you sick Vert air, so if you have
	Acid Drop 2 times in a combo   | trouble, wait until the Parc Guell 
	Air 40 feet high               | Spines. Landing any trick combo is
	Air 70 feet high               | going to be simple--but good luck with
	Land a 4 trick combo           | anything over 50 tricks because even-
	Land a 6 trick combo           | tually, certain tricks stop adding to 
	Land a 10 trick combo          | your multiplicatives.
	Land a 20 trick combo          |
                                       |
	SICK:                          |
	Acid Drop 4 times in a combo   |
	Air 60 feet high               |
	Air 100 feet high              |
	Land a 25 trick combo          |
	Land a 50 trick combo          |
	Land a 75 trick combo          |
	Land a 100 trick combo         |


  +------+
  |MANUAL| - How well you balance while Flatlanding.

  +------+
	EASY:
	Manual for 2 seconds                     | Hints: Manual balance is
	Manual for 4 seconds                     | a precarious thing with only
	Manual for 6 seconds                     | three Skill Points starting,
	Manual for 8 seconds                     | so you'll have to tackle 
	Manual 1 time in a combo                 | the timed ones one or two at
	Manual 2 times in a combo                | a time. Pogo, Casper and 
	Manual 3 times in a combo                | Half-Cab Impossible are all
                                                 | Manual Shuffles. To Pogo,
	NORMAL:                                  | enter a Manual and tap
	Manual for 4 seconds                     | [GRIND][GRIND]; to Casper,
	Manual for 6 seconds                     | enter a Manual, Shuffle to
	Manual for 8 seconds                     | a Handstand ([GRAB][GRAB]),
	Manual for 10 seconds                    | then tap [FLIP][GRIND]; to
	Manual 3 times in one combo              | Half-Cab Impossible, enter a
	Manual 5 times in one combo              | Manual and tap [FLIP][FLIP].
	Pogo 2 times in one combo                | (Sometimes you do a 360
                                                 | Fingerflip instead, but that
	SICK:                                    | doesn't really matter; just
	Manual for 6 seconds                     | keep tapping [FLIP][FLIP] to
	Manual for 10 seconds                    | switch between the 360 Fin-
	Manual for 14 seconds                    | gerflip and the Half-Cab
	Manual for 17 seconds                    | Impossible.)
	Pogo 5 times in one combo                |
	Casper 6 times in one combo              |
	Half Cab Impossible 6 times in one combo |


=---->Kudos goes out to Dan Lowin for explaining how to enter the Half-Cab
	Impossible for the Sick Manual Skill Points!

-------------------|-------------------|-------------------|-------------------
									<smtr>
  			      Prelude: [Training]

Compass:
NORTH: WDT Room
SOUTH: Taxi
EAST: XL Funbox
WEST: THE HP

=---->A Real Pool: In the Secondary Room, there's a genuine pool with genuine
	water being pumped into it by a white, rectangular machine that I can't
	quite remember the name of. (I know it's not a refrigerator, so it's
	one step in the right direction, I guess.) To my knowlege, there's no
	way to drain the water.

=---->BLADRZ RUL LOLZ: This is in reference to the alcovy-signy-alcovy area
	above A Real Pool. Climb up the ladder above the not-a-refrigerator 
	to reach an alcove, which has a narrow ledge for you to shimmy across
	that goes over a sign that says BLADERS RULE. Beyond the sign is
	another alcove with a small rail inside that leads into the Main Room.

=---->Glass Alcove: Above THE HP is this room surrounded on three sides by 
	glass that you can break through. Wow?

=---->Large Funbox: Sitting in the middle of the Secondary Room, this funbox is
	not as large as the monster behind it, but it's self-contained. It has
	a rail and a few ledges, plus a QP that becomes part of an HP once you
	bust down the concrete wall on the XL Funbox.

=---->Light System: One of two lines hidden on the ceilings of both rooms, 
	a bunch of flourescant lights hang down, ready for you to grind on if
	you can get to them. Stick with them and they'll take you to hard to
	reach objects or places.

=---->Main Room: Going down from the WDT Room brings you into the Main Room,
	an area many THPS vets are familiar with--that's right kiddies, the
	Hangar is back again. Except they've replaced the plane and a few 
	other objects with rails and ledges. THE HP and the Taxi are here.

=---->Pile o' Crates: Sitting against the wall seperating the Main and 
	Secondary Rooms on the Secondary side are two piles of crates. One is
	actually just a pile of ONE crate. The other is a pile of two. 

=---->Recessed Ramps: A set of three QPs sit in their own little alcove in the
	Secondary Room. The area sits against the wall opposite the WDT Room.

=---->Red Button Door: A door you open in Story Mode by breaking through to
	Secondary Room and wallriding over a red button on the wall. It's the
	only real door connecting the two rooms (the others are holes in the
	wall or alcoves) and sits against the long QP on the south end of the
	area.

=---->Secondary Room: This room is completely new. No helicopter or crappy 
	pseudo-lines; pools and funboxes and TrickObs and QPs galore.

=---->Sprinker System: One of two lines hidden on the ceilings of both rooms,
	about five or six different lengths of sprinker pipe curl about in 
	their own lines. There's nineteen sprinkers total on the pipes.

=---->Taxi: A Taxi towards the back of the Main Room. It's beyond THE HP. 
	Man...that is such a Taxi. I wish I had a Taxi just sitting in my room
	like that. Then it'd be all like a taxi and all.

=---->THE HP: Why call it that? Because it is THE Half-Pipe. Training is a re-
	vamped Hangar from about three other Tony Hawk games, and this HP has 
	been there for every single one. It's about as famous as School II's
	Leap of Faith. Anyway, THE HP is the one found near the Taxi--the 
	wooden guy partially in-set into the ground, with two kickers on the 
	outside.

=---->WDT Room: The starting point. There's a QP on one wall, and two roll-ins 
	leading down into the main room seperated by a wall. There's a sign
	between the walls reading "WORLD DESTRUCTION TOUR."

=---->XL Funbox: This is the big, ramp-edged, rail-topped, concrete-fronted
	monstrosity against the far wall in the Secondary Room. There's a QP
	inside that you can access by going through the glass on the top of the
	funbox, and a concrete wall that can be broken down to create an HP 
	with Large Funbox.

=---->Yellow Pipe: In the southeast corner of Secondary Room, a yellow vent
	pipe is set up against one wall. You can climb that pipe up into an
	alcove.

-------------------|-------------------|-------------------|-------------------

Before starting, I want to express very clearly that YOU DON'T NEED TO DO ANY-
THING HERE. The only mandatory part of this level is KEEP THE FOCUS, but once
you do that you can skip right onto the main story. If you'd rather stick 
around, the Pros are hanging out with some advice for you. Most of it is stuff
you already know about, but they also get into newer aspects of gameplay, like
tagging, throwing stuff at pedestrians, and the infamous Backflip, Frontflip
and Roll techniques. However, not everything is available all at once, so to
get to the cream-filled center, you have to go over all the basic stuff.

The setup for this section is different from the others due to the nature of
the "goals" you need to accomplish. The layout of each goal is like this:

  TYPE OF LESSON - NAME OF LESSON

	[Name of Pro]
	Where you find him
	Requirements to make him appear

	Hints on how to complete the goal and move on

Obviously, some of the goals are self-explanitory and don't really need much
discussion, so I've said what's necessary there and focused more on the 
newer/harder lessons.

  BASICS - LEARN TO OLLIE

	[Rodney Mullen]
	Red Button Door
	Requirements: None

	Hints: Ollie three times. Just plain old Ollies--nothing magical or 
	special about 'em.

  BASICS - MANUAL

	[Rodney Mullen]
	Continued

	Hints: Manual or Nose Manual through the cones. 

  BASICS - GRIND THE RAIL

	[Chad Muska]
	Continued from Rodney Mullen

	Hints: Ollie over the bent rail in front of you and land a grind on it.

  BASICS - NO COMPLY OVER THE TAXI

	[Rodney Mullen]
	Continued from Chad Muska
 
	Hints: To No Comply, press up and the ollie button at the same time.
	Use the kickers on any of the four sides of The Taxi to go over it.

  BASICS - BONELESS OVER THE TAXI

	[Rodney Mullen]
	Continued

	Hints: To Boneless, hit UP-UP-OLLIE. Use the kickers again.

  BASICS - KICKFLIP OVER THE GAP

	[Rodney Mullen]
	Continued

	Hints: Go over the gap between the two kickers and pop a kickflip.

  BASICS - LIP THE QP

	[Bob Burnquist]
	THE HP
	Requirements: Complete LEARN TO OLLIE through KICKFLIP OVER THE GAP

	Hints: Do a Lip Trick on the lip of THE HP.

  BASICS - QP GRIND

	[Bob Burnquist]
	Continued

	Hints: Go up THE HP at an angle and grind on the lip.

  BASICS - MELON OFF A VERT

	[Bob Burnquist]
	Continued

	Hints: Perform a Melon [LEFT-GRAB] while verting up THE HP.

  BASICS - LEARN TO SPIN

	[Bob Burnquist]
	Continued

	Hints: Vert up THE HP and hold the joystick either left or right.
	You can do a trick if you want to, but it's not necessary. Just land
	at least a 360 spin.

  BASICS - GET OUT OF A HALF-PIPE

	[Bob Burnquist]
	Continued

	Hints: Go up THE HP and hit the R button to level out and land on the
	outside.

  BASICS - QP TRANSFER

	[Bob Burnquist]
	Continued

	Hints: Transfer from one glowing ramp to the other by going up one ramp
	at an angle and Ollying.

  NOVICE - STICKER SLAP THE WALLS

	[Chad Muska]
	In front of THE HP
	Requirements: Complete LIP THE QP through QP TRANSFER

	Hints: Do five Sticker Slaps anywhere against a wall. To Sticker Slap,
	press the A button when Ollying directly into a wall.

  NOVICE - TEAR DOWN THE WALL

	[Mike Vallely]
	Red Button Door
	Requirements: Complete STICKER SLAP THE WALLS

	Hints: Go up the glowing QP and grind the lip, then Sticker Slap the
	cracked wall next to Red Button Door.

  NOVICE - OPEN THE DOOR

	[Mike Vallely]
	Continued

	Hints: Now you're in the Secondary Room, but you have to ignore it for
	now. You're facing a wall adorned with a large red button that looks
	more like a fire klaxxon than anything else. Go up to the wall and
	Wallride [OLLIE+GRIND] over the button.

  NOVICE - WALLIE AND GRIND THE RAIL

	[Bam Margera]
	Between Large and XL Funboxes
	Requirements: Complete TEAR DOWN THE WALL through OPEN THE DOOR.

	Hints: Do exactly as Bam says--go up to the wall and Wallride, then
	Wallie up to the rail on top of XL funbox. Land a grind.

  NOVICE - SPINE TRANSFER THE FUNBOX

	[Bam Margera]
	Inside the XL Funbox (either go through the front if one of the walls
	is broken down, or break through the glass on the top against the wall)
	Requirements: ?

	Hints: Spine over the Large Funbox into the pool. Simple.

  NOVICE - HIP TRANSFER

	[Bam Margera]
	Continued

	Hints: Go up the glowing QP in front of you, angled slightly toward the
	left. When up in the air, hit the right trigger like you're going to
	Spine Transfer. If your angle is right, you'll drop down into the QP
	perpendicular to the first one, making a Hip Transfer.

  NOVICE - MY FIRST COMBO

	[Chad Muska]
	South end of XL Funbox
	Requirements: Complete CAVEMAN TIME through ACID DROP

	Hints: Just follow Muska's instructions--grind on the lip of the 
	glowing QP, Ollie off onto the rail lined up with it, then Ollie off
	that into the other glowing QP.

  NOVICE - SIDE JUMPING COMBO

	[Chad Muska]
	Continued

	Hints: Again, listen to Muska. Side-jumping might seem intimidating at
	first, even to THPS/THUG vets, but once you do it you'll realize that
	you've been doing it all along, and only just now did they decide to
	verbalize it. 

  NOVICE - SKITCH THE FORKLIFT

	[Chad Muska]
	Northeast corner of Main Room
	Requirements: Complete HIP TRANSFER

	Hints: Do as Muska says. To Skitch, go up behind the forklift and press
	up on the left analogue stick. Skitching is easier to balance than
	grinding and flatlanding, so hanging on for ten seconds isn't too big
	an ordeal.

  NOVICE - DO A REAL COMBO

	[Bam Margera]
	South end of Large Funbox
	Requirements: Complete VERT WALLPLANT SESSION

	Hints: Just like Bam says--head up the QP and do any grab that catches
	your fancy. Hit the right shoulder button to revert as soon as you
	come in contact with the QP, then hit [UP-DOWN] or [DOWN-UP] for a
	Manual. Land the combo.

  NOVICE - DO A MCTWIST

	[Bam Margera]
	South end of Large Funbox
	Requirements: Complete DO A REAL COMBO

	Hints: Again, do what he says--Combo to your hearts content until your
	Special meter is full up and flashing. Then do a McTwist [RIGHT-DOWN-
	GRAB] off a QP.

  OFF BOARD - CAVEMAN TIME

	[Mike Vallely]
	Between Pile O' Crates
	Requirements: Complete WALLIE AND GRIND THE RAIL

	Hints: Caveman three seperate times. Don't do three Cavemans in one
	Combo, and you need to complete a combo for a Caveman to count (for
	example, Caveman onto a ledge, then Ollie off. If you continue the
	Combo or get back off your board, the Caveman won't count yet. If you
	just Ollie off from the Caveman, then land on the ground, the Caveman
	is counted immediately). You have the entire level at your disposal,
	so use whatever ledges make you feel most comfortable. The lip of the
	pool and the ledges of Large Funbox are close and very Cavemanable.

  OFF BOARD - JUMP ON THE CRATES

	[Mike Vallely]
	Continued

	Hints: Get off your board and jump on top of the low crate in Pile O'
	Crates. Then get back on the floor and Double-Jump onto the taller Pile
	O' Crates (to Double-Jump, press against a wall and hit Jump twice).

  OFF BOARD - JUMP AND HANG

	[Mike Vallely]
	Continued

	Hints: You're aimed straight at the not-a-refrigerator in A Real Pool.
	Just run straight at it with the Right Trigger held down to grab onto
	the ledge, then pull yourself up by tapping up on the left analogue
	stick.

  OFF BOARD - CLIMB THE LADDER

	[Mike Vallely]
	Continued

	Hints: Climp up the glowing ladder. You can walk right into it, or you
	can jump at it with the right trigger button held down to latch on
	partway up.

  OFF BOARD - SHIMMY TO THE OPENING

	[Mike Vallely]
	Continued

	Hints: Walk forward over the ledge of BLADRZ RUL LOLZ to the left of 
	the ladder (when facing out to Large and XL Funbox). You'll grab onto
	the ledge automatically. Shimmy over to the second alcove beyond the
	BLADRZ RUL LOLZ sign.

  OFF BOARD - ACID DROP

	[Mike Vallely]
	Continued

	Hints: Like Mike V says--skate to the edge and Ollie, then tap the
	Right trigger button to fall down into the QP below.

  NEW SCHOOL - DO A BACKFLIP

	[Bam Margera]
	South of the Large Funbox
	Requirements: Complete DO A MCTWIST

	Now Bam will teach you the sacred Backflip move (Frontflip and Roll,
	too) which haunt you in Classic Mode unless you get this far to learn
	how to use it. First do a Backflip by holding [GRAB] and pressing 
	[DOWN-DOWN]. (A Frontflip is the same, except you replace [DOWN-DOWN]
	with [UP-UP].)

  NEW SCHOOL - DO A ROLL

	[Bam Margera]
	South of the Large Funbox
	Requirements: Complete DO A MCTWIST

	Hints: Finally, Bam teaches you the Roll. Hold [GRAB] and tap either
	[LEFT-LEFT] or [RIGHT-RIGHT]. These are trickier to land because they
	twist your board out from under you, so if you're having trouble, use
	Focus Control to line your board up right.

  NEW SCHOOL - VERT WALLPLANT SESSION

	[Bob Burnquist]
	North of A Real Pool
	Requirements: Complete SPINE TRANSFER through HIP TRANSFER

	Hints: You have to slap the wall three times while going up the QP next
	to A Real Pool. The problem is, it seems to be really picky about how
	it works; you're supposed to Ollie up the QP like you're doing a normal
	Vert trick and then hit the Ollie button again right away to do a vert-
	ical sort of Sticker Slap. It all depends on timing. The easiest way
	to get the timing down is if you use a controller with a rumble 
	feature; when you Ollie up a QP, there's a slight rumbling sensation.
	Use that as your cue and hit Ollie again to Vert Wallplant. Since there
	aren't many QPs lined up directly against a wall, I recommend staying
	close to the one you start on, so when you come back down make a tight
	U-turn to go back up.

  NEW SCHOOL - FUN WITH TOMATOES

	[Eric Koston]
	Northeast corner of Secondary Room
	Requirements: Complete WALLIE AND GRIND THE RAIL

	Hints: Another new addition to the game--throwing food (or other stuff)
	at pedestrians. In each contemporary level there will be a case or a
	box where you can load up on five to ten throwable objects and hurl
	them using the Flip button. Here's a simple one for you--just peg Phil
	five times as he wanders around the northeast corner of Secondary Room.
	If you're interested in building up your Run stats, enter a manual, 
	Pogo [GRIND+GRIND] to come to a standstill
 and hurl the tomatoes in
	place.


  NEW SCHOOL - TAG THE PLACE

	[Chad Muska]
	South end of Large Funbox
	Requirements: Complete SPINE TRANSFER through HIP TRANSFER

	Hints: Find the five SPOT posters hiding in Secondary Room. (SPOT
	meaning Skate Park of Tampa? A throwback to THUG1, perhaps.) To tag,
	get off your board and hit the Grind button when standing against a 
	wall.

	1//On top of the higher Pile O' Crates.

	2//In the very northeast corner of Secondary Room, against the XL 
	Funbox wall.

	3//On the wall directly above XL Funbox, on the left side (if facing
	XL Funbox from Large Funbox).

	4//On the wall directly above XL Funbox, on the right side (if facing
	XL Funbox from Large Funbox).

	5//In the Yellow Pipe alcove.

  NEW SCHOOL - HANG'N TEN

	[Chad Muska]
	Continued

	Hints: Go back up the ladder to BLADRZ RUL LOLZ like you did with Mike
	V. Only instead of going all the way over to the second alcove, stop
	over the banner flag and hit the tagging button again.

  NEW SCHOOL - KEEP THE FOCUS

	[Tony Hawk] - WDT Room

	Okay--the last thing you'll learn in Training is how to use Focus
	Control. Birdman will tell you to fill up your special meter. Once you
	do, tap the left shoulder button to initiate Focus Control, causing
	time to slow down, giving you greater control over your balance and 
	timing. Focus Control drains your Special meter, so keep doing tricks
	to keep it full. Hold Focus Control for five seconds total--so if you
	lose it, you can pick up where you left off.

  NEW SCHOOL - ARCADE MACHINE HIGH SCORE
    Score to beat: 1,000/3,000/5,000 pts

	Arcade Machine: East wall of Main Room, on the raised platform

	Requirements: Complete STICKER SLAP THE WALLS

	Hints: Arcade Machines are found in each contemporary level and have
	a HIGH SCORE for you to beat. Training's is just meant to start you out
	nice and easy, so the score isn't too high--hell, you can beat it in
	one easy combo of any style of skating you prefer. You have 1:00 to 
	beat the Arcade's score. If you've passed the score and want to just
	leave it as it stands, you can select "END CURRENT RUN" from the Start
	Menu. It'll ask you for your initials and if you would like to save the
	game.

When you've finished learning everything a particular Pro has to teach you,
they'll start skating around selected areas of Training. Eric will always be
going back and forth between the north and south ends of Main Room's east side;
Mike V tears up the northeast pool in Main Room once you finish ACID DROP; 
Bam grinds all over the Sprinkler System in Secondary Room once you finish
HIP TRANSFER (but returns for DO A MCTWIST through DO A ROLL for some reason); 
Burnquist has his way with the Large Funbox area after VERT WALLPLANT SESSION;
Koston disappears entirely after FUN WITH TOMATOES (Just like in Story Mode!);
and Muska does a wide loop around the Taxi, over THE HP, and through the WDT
Room after completing SKITCH THE FORKLIFT.

When you're done, speak to Birdman again to move on to Boston.

-------------------|-------------------|-------------------|-------------------
									<smbo>
			     Chapter 1:    [Boston]
			     - Places of Interest -

Compass:
NORTH: Statehouse, Riboff Bank 
SOUTH: Construction Yard
EAST: Hospital
WEST: Apartment Complex, Museum

=---->Apartment Complex: Down the road as it turns right from the starting
	point, there's an opening in the buildings and a series of ramps, QPs,
	and HPs inside, you can spine through the windows of the buildings from
	the front. One building has a man doing a very swivelly-hip dance for a
	goat in a chair, and the other has a parody of the Star Wars Kid. Press
	the interaction button while off your board and he'll get up and swing
	a field hockey stick around, making noises while space-adventurish
	music plays.

=---->Church: Across the street from the Commons and next to the Library, the
	Church has some stairs to grind and a nice series of ramps for you to
	access on the rooftop, if you can find a way up there.

=---->Commons: The center area of Boston is taken up by a park with a statue
	of George Washington in the center. This park's got a couple planters
	for grinding, a little flatland, a staircase to gap down, benches off
	too one side, and QPs surrounding the statue. You can also pick up 
	apples in one corner to throw at pedestrians.

=---->Construction Yard: Most of the south end of the level is taken up by a
	construction yard with a variety of TrickObs. You can spine over one
	wall to get into the Tea Boat.

=---->Hospital: The hospital has two QPs on street and rooftop level and is 
	fronted by a planter with two chimney volcanoes you can Hip or Spine
	Transfer. To the right of the hospital is an air vent that someone took
	extreme care to put Grind Blockers on. Until you can find something
	powerful enough to knock them down, you can ollie up into the air vent
	and pop up in the Construction Yard.

=---->HPLB: "Half-Pipe Ledges Building." The brown building between Library and
	Church with one HP set above the ground on Commons side of the street,
	and a ledge on the other.

=---->Jeers: A bar to your left at the starting point. The sign of the bar and
	the inside are made to resemble the one from "Cheers." There's a yellow
	rail in front of it.

=---->Library: Across the street from the Commons and next to the Church, the
	Library has QPs on street level and kickers on the rooftop. You can go 
	inside the Library for a bit of quiet, a couple grindables lining you 
	on either side.

=---->Metals: A curved, flat piece of modern art crap in front of Riboff Bank.
	It's one of Boston's Finest Rails.

=---->Museum: The Museum is right next to the starting point. It's got a few
	rails and ledges, and some open space to flatland.

=---->Riboff Bank: Between Scollay Square and Statehouse is a bank fronted by
	Metals and a bus shelter. There are rails surrounding the outside
	of the bank up near the top. The only ways in are to transfer from the
	QP on the wall close to Statehouse to one that's inside the building,
	or to shimmy across the lower rail on the building itself and jump 
	through the breakable glass on the west side.

=---->Scollay Cable: If you go into the VERY top corner of Scollay Square, on 
	top of that brick-lined pathway, there'll be a gap in the fence you 
	can walk through. That takes you into an alcove above Scollay Square.
	There's a cable running from one corner of the alcove up to the roof
	of the church. It's a very handy shortcut that you can grind or shimmy
	across. 

=---->Scollay Sqare: The entire northwest corner of the level between the bank
	and the Hospital, this relatively open area is great for flatlanding.
	You can grind on a couple rails and ledges here, and the raised Subway
	Entrance in the center has about three different kinds of ramps on it.

=---->Statehouse: A Redbrick building on the north side of the level, the
	Statehouse has a few rails and ledges on streetlevel, a staircase to
	flip down, and a multitude of QPs and HPs on the outside. Two statues
	of George Washington stand on either side of the staircase.

=---->Subway: No, not the way a sandwich should be...but it IS to the side of
	the Commons, beyond the benches. There's two entrance ways leading down
	into a narrow Flatland area with four benches on the left and right for
	you to grind on. There's a third one in Scollay Square that's blocked
	off from access, but counts as a "Subway" in goals where subways are
	pertinent.

=---->Tea Boat: Nice for vert skaters, the Tea Boat is basically an ongoing
	bowl with room enough to manual in the middle. You reach it by spining
	over the construction yard gate.

=---->DESTRUCTION!!: A new feature for every contemporary level--destroying
	things to alter the layout of a level. Sometimes it involves grinding
	a certain bar or throwing a tomato--it varies from level to level. In
	Boston, light your board on fire using the flaming trash can in the
	southwest corner of the Commons, then grind on both cannons not too far
	away. The cannons shoot off into the half-finished building in the
	Construction Yard, causing most of it to collapse on itself. This tears
	down part of the stone fence in front of the building and gives you a
	couple of really neat QPs and HPs to play with.

-------------------|-------------------|-------------------|-------------------

[Pros:]

BOB BURNQUIST

	Air:    ********oo  (8/10)
	Lip:    *********o  (9/10)
	Run:    *******ooo  (7/10)
	Flip:   ********oo  (8/10)
	Rail:   *********o  (9/10)
	Spin:   *********o  (9/10)
	Ollie:  *******ooo  (7/10)
	Speed:  ********** (10/10)
	Switch: ********** (10/10)
	Manual: *******ooo  (7/10)

RODNEY MULLEN

	Air:    *******ooo  (7/10)
	Lip:    *******ooo  (7/10)
	Run:    *******ooo  (7/10)
	Flip:   ********** (10/10)
	Rail:   ********** (10/10)
	Spin:   *********o  (9/10)
	Ollie:  ********oo  (8/10)
	Speed:  ******oooo  (6/10)
	Switch: ********** (10/10)
	Manual: ********** (10/10)

CHAD MUSKA

	Air:    *******ooo  (7/10)
	Lip:    *******ooo  (7/10)
	Run:    ********oo  (8/10)
	Flip:   *********o  (9/10)
	Rail:   ********** (10/10)
	Spin:   ********oo  (8/10)
	Ollie:  ********** (10/10)
	Speed:  ********oo  (8/10)
	Switch: ********oo  (8/10)
	Manual: *********o  (9/10)

MIKE VALLELY

	Air:    ********oo  (8/10)
	Lip:    ********oo  (8/10)
	Run:    ********** (10/10)
	Flip:   ********oo  (8/10)
	Rail:   ********oo  (8/10)
	Spin:   ********oo  (8/10)
	Ollie:  *********o  (9/10)
	Speed:  ********** (10/10)
	Switch: *******ooo  (7/10)
	Manual: ********oo  (8/10)

-------------------|-------------------|-------------------|-------------------

[You]

  FIND THE SPECIAL GUEST - 25 pts

	Hints: INCREDIBLY easy. You don't even have to go that far from the
	starting point. Ollie over the yellow rail in front of Jeers and get
	close to the door. You'll get a scene from inside the bar and Jesse
	James will become available for you to access. You can speak to him
	next to the yellow rail.

  FIND BEN FRANKLIN - 25 pts
    Recommended Characters: Custom Skater, Pro Skater

	Hints: Not quite as easy as FIND THE SPECIAL GUEST, but simple nonethe-
	less. Go up one of the QPs on the sides of Statehouse. Not the ones
	bordering the stairs--the ones on either side of the house itself. If
	you need speed, you can Spine over the QPs on the stairs, then go up 
	the QPs opposite the ones on the house, back down, and up the right 
	ones--but you really shouldn't need to. However you feel is best, go
	up one of the QPs and level out when you reach the peak of the jump.
	There are windows near the top that you need to break through, and they
	take you inside Statehouse's top floor. You'll see an old man holding
	a skateboard in the center of the hall; follow him as he runs out the
	door, back to the front of Statehouse.

  MARK YOUR TERRITORY - 50 pts

	Hints: Has anyone ever played the games Jet Grind Radio for Dreamcast,
	or Jet Set Radio Future for the XBox? I didn't think so...sigh.

	Anyway, SPAT. These lackluster graffities appear in every level of
	Story Mode--there are always five, and you have to tag over all of them
	by getting off your board and using your Graffiti Tag. You'll have
	"tagged over" the SPAT tags when "SPAT" is all whited out.

	1//On the wall between Statehouse and Riboff Bank.

	2//In the construction yard, between the fence and the giant vent QP.

	3//On a wall of the Construction Yard, street-side. It's close to the
	corner between Construction Yard and Apartment Complex.

	4//On the wall of HPLB between the HP ledge and the Church steps.

	5//In the long HP on the Hospital roof.

  HOSPITAL DUTY - 50 pts

	Hints: One of the more frustrating goals so early on, HOSPITAL DUTY is
	reminiscent of Bam's Pro Goal in THPS4. You have to go to the kid 
	sitting on the stretcher in front of the Hospital and talk to him. This
	puts you behind the stretcher, and you have to navigate it to where
	Tony is standing at the starting point of the level. You can jump and
	grind with the stretcher, but it's easy to bail if you land at an off
	angle or crash into something. What's more, there are surgeons all over
	the place that come charging into you to get you to stop. You have to
	find lines that avoid the surgeons. One path you can use is to go 
	through the alley between the Library and HPLB and jump up using the 
	dumpster's kickers. Grind on the ledge on HPLB around to the front and 
	jump off as you get to the church. Land a grind on the church steps, 
	and then hop over to the stairs or the long black rail in front of 
	Statehouse. Keep jumping to retain speed. Finally, jump off the rail 
	before it curves back into the street and beeline straight for Birdman.
	Surgeons seem to appear randomly in certain areas--To the left or 
	right of Hospital's volcanoes, between the Library and Construction 
	Yard, between Church and Riboff Bank, between Library and Commons, 
	between Commons and Museum, and between Jeers and Commons.

  ARCADE MACHINE HIGH SCORE - 50 pts
    Time Limit: 1:00
    Score to beat: 7,500/10,000/100,000 pts

	Arcade Machine: Immediately to the left of the starting point, before
	Jeers.

	Hints: If you didn't try Training's ARCADE MACHINE HIGH SCORE, Boston's
	is fairly simple to get you started on the right foot. Even in Sick
	mode, the point total to reach is simple. Just do what you do best for
	a minute, and if you have trouble, save it for later.

  DANCE, SUCKA - 50 pts

	Hints: The last remnants of the "Do The Tricks They Shout Out" goals
	from...I think THPS3, but don't quote me on that. There's a boombox in
	front of the Commons, Statehouse-side. You have to talk to it like a
	person, and then you'll be set out upon the level to a very basic drum-
	beat. A list of tricks will form in the lower right corner of the 
	screen, and you have to pop the tricks off to the beat. (For those of
	you who are rhythmically impaired, watch the boombox below to the list
	and do the tricks when it turns red.) The tricks are all basic Flips,
	so you can do them right out in the street if that's your thing, or
	you can find a particular HP you're fond of.

  DECAPITATE THE STATUES - 50 pts

	Hints: There are three statues that need decapitating. There are two
	on either side of Statehouse's staircase--go up the QPs lined up with
	the statues and do a lip trick on each one to knock their heads off.
	The third one is in the center of Commons; get off your board and climb
	up the statue's base. Since the ledges are so narrow, you're constantly
	being pushed off, so keep double-jumping. Get up on top of the horse,
	behind or next to the statue of George Washington, and Caveman onto his
	head to knock it off.

  COMBO ON THE RV RAMP - 75 pts
    Requirements: Complete FIND THE SPECIAL GUEST and JUMP THE CARS.
    Time Limit
    Score to meet: 2,000/5,000/25,000 pts

	Hints: You can do a couple things if you want; as the semi-sophomoric
	picture scribbled inside the RV Ramp suggests, you can do a Lip Trick
	combo to build up the point score you need to meet. I personally prefer
	going into a Manual, then double-tapping the grind button to Pogo and
	stop dead in place. While the RV is an HP, Verting is strictly out of
	the question; because the RV is constantly moving, you'll either come 
	down over the center of the HP, or get thrown clear of the RV entire-
	ly, especially when it makes a turn around Commons. If you stay on the
	ramp too long without doing anything, time will run out (what the...?)
	and you need to climb off and try again. You can't just hop off and
	hop back on for some reason, so get off, skate around the outside of
	Commons going clockwise, and hop back on the RV when you get close to
	it.

	SICK MODE NOTES: Basically--do the same as above, only if you decide to
	Flatland, be sure you have a Special Manual equipped that ISN'T Hot
	Rod or Paulie's Butt Manual. (The Ahhh Yeahhh! works very well in this
	case. I just hope you're open-minded if you're using a male character.)

[Pro]

  Boston's Pro can be found next to the Library.

  COMBO THE 4 BENCHES - 25 pts

	Hints: This may seem difficult at first, but it mostly depends on your
	skill in Hold-Grinds and what part of the benches you Grind. The 
	benches in question are on the east side of the Commons. For an easier
	time, start at the top bench. Ollie onto the back of the bench, the 
	higher part, and keep tapping the grind button till you hit the second
	bench. Don't Ollie to it or anything, just tapping grind will be 
	enough. Then Ollie the gap between the two sets of benches and land on 
	the third one. Manual if you ollie too short. Then tap the grind button
	again like you did between the first two.

  YE OLDE CANNON GRIND - 25 pts

	Hints: Another simple one, grind the cannons sitting in the Commons,
	on the side closest to the construction yard. (Mmm. cacophony!)

  SKITCH A SEAWORTHY VEHICLE - 25 pts

	Hints: A car shaped like a boat is driving around in the street. Grab
	onto the back of the car (by pressing up on the left analogue stick
	when behind it) and hold your balance for twenty seconds. Again, 
	skitching balance is a lot better than flatland and grinding balance,
	so it won't be too difficult. If you happen to lose your grip, the
	counter gets reset and you'll have to skitch for the full 20 seconds
	again.

  SALUTE THE GENERAL - 25 pts

	Hints: I guess the Red Sox winning the world series wasn't enough for
	this pushy Bostonian. Use the QPs bordering the statue in Commons to
	Spine over it. Bust a Benihana [DIAGONAL-DOWNLEFT-GRAB] while Spining.
	(A Hip transfer also works, as long as you get the WASHINGTON AIR gap.)

  GREAT BALLS OF FIRE - 25 pts
    Score to meet: 5,000/15,000/50,000 pts

	Hints: Ollie directly over the flaming garbage can on the southwest 
	corner of Commons. When your board catches on fire, start and land a
	combo. Make sure you have special before lighting your board on fire 
	and do a Special Manual to get over to a place you happen to like 
	comboing.

  SLAP THE SIGNS - 25 pts

	Hints: There are four NO SKATING signs scattered throughout Boston,
	and you gotta Sticker-Slap all of them.

	1//Grind the long, black rail in front of Statehouse, towards Jeers.
	Ollie off the rail before it curves and Sticker Slap the sign on the
	side of Jeers.

	2//On the Commons-side HP Ledge of HPLB. The sign will be on street
	level, so crossing trough traffic can pose a bit of a problem. If a car
	crosses in front of you, it'll knock you off in a different direction,
	so make sure the road is relatively clear before slapping this one.

	3//Go into Scollay Square and grind on the left ledge of the brick-
	walled staircase in the northeast corner. Follow the grind as it curves
	toward Riboff and Ollie off at the very end. The third sign is lined up
	with the ledge against Riboff's side.

	4//Grind on top of the stone fence QP blocking out the Construction 
	Yard, on the Hospital side. The last sign is on a wall between the vent
	launcher and the vent QP.

  TAG A BIG BILLBOARD - 50 pts

	Hints: Another cross-level goal, TAG A BIG BILLBOARD involves you going
	up to some high, hard-to-reach area and hitting the Graffiti Tag 
	button. Most of these areas aren't really THAT hard to get to once you
	know your way around a level, but it poses an interesting challenge if
	you're just starting to explore.

	Anyway, to get to Boston's Big Billboard, head into the Construction
	Yard. In the corner closest to the Apartment Complex, a yellow 
	ventilation pipe is dangling over the ground. Jump off your board and
	up to the pipe with the right trigger held down so you grab onto it.
	Climb the pipe Until a large block of wood appears hanging in the air
	to your right; jump off the pipe to the right and tap the right trigger
	when you get near the block to grab onto it. (If you grab the yellow
	pipe instead of the block, you either need to climb up higher, jump out
	farther, or hit the right trigger later.) Haul yourself up onto the
	block, then run forward towards a second, higher block. Jump over the
	gap and tap the right trigger again. There'll be a billboard on that
	block, to your left. Go up to it and hit the Graffiti Tag button for
	some mad taggin' action.

  FINEST RAILS IN BOSTON - 50 pts
    Time Limit

	1//Land a grind on Metals, that bizarre modern artwork in front of
	Riboff bank. 

	2//Grind the yellow rail in front of Jeers.

	3//Hop onto any one of the glowing rails in front of the Museum.

[Special Guest] - BEN FRANKLIN

	Air:    ******oooo (6/10)
	Lip:    ****oooooo (4/10)
	Run:    **oooooooo (2/10)
	Flip:   ******oooo (6/10)
	Rail:   ******oooo (6/10)
	Spin:   *****ooooo (5/10)
	Ollie:  *ooooooooo (1/10)
	Speed:  *****ooooo (5/10)
	Switch: ******oooo (6/10)
	Manual: ******oooo (6/10)

	SPECIAL TRICK: Franklin Grind [GRIND]

	Ben Franklin is a very AWESOME character to throw into a skateboarding
	game, and I mean this sincerely, because--of all the other random guys
	in the Tony Hawk series, this is probably the most random. Maybe I'm
	just biased because I think Ben Franklin is the man. Either way, Ben's
	stats are...well, they're pretty weak. If you're playing Normal or
	Sick mode, his stats are appropriate for such an early point in the 
	game.

  ALL ABOUT THE BENJAMINS - 50 pts

	Hints: Get into Riboff Bank. Refer to Boston's Places of Interest to
	find out how, if you're not sure.

  COMBO ON THE HIGH SEAS - 50 pts
    Score to meet: 3,000/10,000/40,000 pts

	Hints: You have to start the combo while on the Tea Boat--so that means
	you can't start while Spining into it. It shouldn't be that hard; just
	use the lower deck for Flatlanding, and the pool is okay for Vert 
	stuff.

  SKATE THE LIBERTY TRAIL - 50 pts
    Time Limit

	Hints: One of the more difficult goals in the level, especially in Sick
	mode with the realistic physics, this is a test of Vert and off-board
	skill. First, do a Pop Shove-It down the stairs in front of Statue-
	house. (You have to get the DOWN THE STAIRS gap in order for it to 
	count.) Then go to Library and transfer from one QP to the other over
	any of the glowing signs. Then Spine into the Tea Boat and climb up
	the glowing rope ladder. You have to Acid Drop in the HP closer to the
	front of the boat directly bordering the rope ladder, which is a 
	challenge since it's so easy to go off, tap the right shoulder button,
	and then grab back onto the rope ladder. If you get back onto your
	board on the top of the mast and hold the right trigger down, you'll
	fall into the QP below (getting the TEA BOMB gap, which is what you're
	supposed to receive).

  TEAM CHALLENGE - 50 pts
    Required Characters: You, Pro, Ben Franklin

	Hints: While the additional information for this Goal says you have
	to air OVER an inline skater, you really need to air OFF one. The 
	skater circles Commons counterclockwise, and you need to Ollie as you
	crash into him, earning the BLADER HOP gap. Pop a quick Kickflip [LEFT-
	FLIP] in the same combo you get BLADER HOP. Do this three times with
	all three skateboarding characters.

[Secret Character] - JESSE JAMES on POWER SCOOTER

	JUMP: Jump It
	GRIND: Grind It
	GRAB: One Footer
	FLIP: Barspin

	Jesse can't bail. Period. HE CANNOT BAIL. He can't manual or Lip in
	exchange, but the unbailability is really sweet. His scooter is fast
	and gets a lot of air.

  KILL THE GRIND BLOCKERS - 25 pts
    Required Character: Jesse James

	Hints: Here's a quick and easy 25 points; as Jesse James, go to the big
	ventilation system between the Hospital and Construction Yard, on the
	Hospital's side of the fence. There are four grind blockers around the
	base of the vent, and only Jesse's power scooter can grind them off.
	Hop onto the ledge at any part of the vent and grind full-circle to get
	rid of all four grind blockers.

  JUMP THE CARS - 50 pts
    Required Character: Jesse James

	Hints: There are four cars in the streets of Boston--a jeep, two 
	regular cars, and the Boat car. You have to Jump It over any of those
	cars three times, getting the CAR HOP gap. I recommend focusing on the
	smaller cars, ignoring the Boat Car entirely. CAR HOP doesn't always
	register if you jump over the car from front to back or back to front,
	so try approaching the cars from inside Commons, jumping outward as 
	they pass by.

  SCOOTER VS. WHEELCHAIR - 50 pts
    Required Character: Jesse James

	Hints: Initiate this race by speaking to Paulie in Scollay Square,
	between the subway entrance and the bricklined stairway. Hold down the
	jump button and head towards the Commons, turning between it and the
	Church stairs. Go down to the Library and turn down the road to the
	Hospital, then go past the volcano spines, under the awning in front of
	Hospital. Then head right back up to Scollay Square, to the place where
	you originally found Paulie.

  SPINE TRANSFER TOUR - 50 pts
    Time Limit
    Recommended Characters: You, Pro, Ben Franklin

	Hints: The reason I recommend everyone BUT Jesse James is that, while
	JJ's suped up speed is really cool, it means he also airs up really 
	high while Spining. This goal has a time limit (though it's invisible,
	for whatever reason), so you're best off with a character who won't
	spend most of the time in the air.

	1//To start the goal, Spine over the raised, blocked-off subway 
	entrance in Scollay Square OR over one of the two Subway entrances in
	Commons. I recommend the one in Scollay Square, since it's closer to
	number two.

	2//Head over to the volcano pillars in front of the hospital and Spine
	over one of those.

	3//Go to the Construction Yard and hit the Spine over to Tea Boat.

-------------------|-------------------|-------------------|-------------------
									<smba>
			     Chapter 2: [Barcelona]			 
 			     - Places of Interest -

Compass:
NORTH: Parc Guell, School
SOUTH: Maramagnum
EAST: MAMO, Bull Cage
WEST: Estacion Sants

=---->Alleys: A general name applying to the Farmacia/Plaza Paralela/Smoke-
	stacks/Perdrera area and the paths running between them..

=---->Bridge: A massive bridge with wavy red rails spans across the waterfront,
	connecting Estacion Sants to Maremagnum. There's an infinite amount of
	lines that you can mix and match thanks to the safety rails, benches,
	and decorative rails. You can also use it to flatland. In Story Mode,
	you need to complete HELP PEG LEG in order to make the bridge close.


=---->Bull Cage: This is between Parc Guell and the MAMO. Throw a tomato at it
	to cause Barcelona's DESTRUCTION!!. When open, it makes a miniature QP.


=---->Church: Past Estacion Sants, the church is a red-brown building draped
	with green tarpaulins. There's a couple planters with QPs in front, and
	construction barricades blocking the church's doors also make makeshift
	QPs. The church has a ledge you can grind in part of a nice line.

=---->Cines: A movie theater in Maremagnum. Going through the front doors spits
	you out an air vent on the back, onto a cable over the water.

=---->Estacion Sants: The starting area, Estacion Sants has a nice selection
	of ledges and rails for the Street Skater, and once you free the Bull.
	some decent Verts, too. You can rip a nice, big combo in this area 
	alone.

=---->La Farmacia: A small building standing next to la Perdrera and kind of
	tucked away in the center of the Alleys, la Farmacia has a QP on one 
	side and a pool on the roof. You use both mainly to get up to the top 
	of Plaza Paralela and La Perdrera.

=---->La Perdrera: A circular building taking up a large portion of the main
	area, la Perdrera has a long, spiralling grind on the inside and three
	pools on its roof. It's the giant building you see to your left at the
	starting point.

=---->Maremagnum: A park on the opposite end of the bridge, Maremagnum has a
	nice variety of TrickObs to please any skater. One end of the tram can
	be found in a corner of the area.

=---->Museo del Arte Moderno (MAMO): A big building next to the bullcage, it
	has a nice ledge in front of it, and going inside brings you up to a
	kicker. It's on the opposite side of the Alley between the MdM and one 
	of the Plaza Paralela buildings.

=---->Museo del Medevil (MdM): A brown-brick building designed to look like a
	small castle, MdM has two doors (one facing the street, the other on
	the opposite side) that bring you up to a pair of catapults. The cata-
	pults launch you automatically, giving you nice air to bust a big vert
	trick. The rear catapult sends you toward the Waterfront, and the front
	one sends you onto La Perdrera.
 

=---->Parc Guell: Parc Guell is a place made just for Vert skaters. Having six
	MASSIVE HPs, you can bust sick airs here, especially if you spine from
	one to the other. There's an area for flatland near the top and a 
	couple grind spots, but serious Street skaters need look elsewhere.
	The other end of the tram ride is at the very top of this area.


=---->Plaza Paralela: Actually two buildings, Plaza Paralela sit on either side
	of the smokestacks. Both buildings have doors on floor-level which you
	can go into to get to the top floor of the shorter building. You can
	get to the roof of that building by either spine transferring off la
	Farmacia and going up the HP, or by busting through the windows on the
	top floor where there's a ledge and double-jumping up.

=---->School: A pinkish-redish building between Parc Guell and the Church, the
	school has some ledges to grind and verts to grab or flip. Otherwise
	it's not that important.

=---->Smokestacks: Three massive, brown smokestacks stand in the middle of 
	Plaza Paralela. Each one has a ladder that you can climb up, leading to
	small platforms. 
When you free the bull, the smokestack closest to the
	road gets knocked over, integrating it into a line and making a QP next
	to the Estacion Sants subway entrance.


=---->Subway Entrances: There are three subway entrances total: one in Estacion
	Sants, one in Parc Guell and one in Maremagnum. You can access the 
	other two areas by going into any one of them, which saves time in 
	Classic Mode.

=---->Tram: There are two towers--one set up at the top of Parc Guell, the 
	other in Maremagnum. One long wire stretches around the two of them,
	running parallel to each other over the Alleys and the Bridge. Four 
	tram cars always travel along the wire.

=---->Tomato Crates: Barcelona's Pelting item, you can carry up to ten tomatoes
	and there are two places to get them. The first is in the area between
	Estacion Sants, Church, and La Perdrera; the second is across the 
	street from both Museos, on the Waterfront.

=---->Waterfront: The area across the street from Plaza Paralela, Estacion 
	Sants and the Alleys that borders the water before it turns into the 
	bridge. There's a QP, a crate of tomatoes, and a few lines integrated 
	with the bridge there. 

=---->DESTRUCTION!!: In the FREE THE BULLFIGHTER goal, you have to throw a
	tomato at the front of the bull cage. This releases the bull, and it 
	goes on a rampage chasing after a Parc Guell street mime. He'll knock
	over a red dumpster in front of Church, knock over the wavy awning and
	flatten a bench in Estacion Sants, and destroy one of the three Smoke
	Stacks. The dumpster becomes a kicker of sorts, as does the Estacion
	Sants bench; the wavy awning turns into a series of narrow HPs that you
	can't Spine over; the Smokestack crumbles, making the alley between
	Plaza Paralela and La Farmacia into an HP; and a car crashes on the
	Waterfront, creating a place to light your board on fire.

-------------------|-------------------|-------------------|-------------------

[Pros:]

RODNEY MULLEN

	Air:    *******ooo  (7/10)
	Lip:    *******ooo  (7/10)
	Run:    *******ooo  (7/10)
	Flip:   ********** (10/10)
	Rail:   ********** (10/10)
	Spin:   *********o  (9/10)
	Ollie:  ********oo  (8/10)
	Speed:  ******oooo  (6/10)
	Switch: ********** (10/10)
	Manual: ********** (10/10)

CHAD MUSKA

	Air:    *******ooo  (7/10)
	Lip:    *******ooo  (7/10)
	Run:    ********oo  (8/10)
	Flip:   *********o  (9/10)
	Rail:   ********** (10/10)
	Spin:   ********oo  (8/10)
	Ollie:  ********** (10/10)
	Speed:  ********oo  (8/10)
	Switch: ********oo  (8/10)
	Manual: *********o  (9/10)

MIKE VALLELY

	Air:    ********oo  (8/10)
	Lip:    ********oo  (8/10)
	Run:    ********** (10/10)
	Flip:   ********oo  (8/10)
	Rail:   ********oo  (8/10)
	Spin:   ********oo  (8/10)
	Ollie:  *********o  (9/10)
	Speed:  ********** (10/10)
	Switch: *******ooo  (7/10)
	Manual: ********oo  (8/10)

-------------------|-------------------|-------------------|-------------------

[You]

  FREE THE BULL FIGHTER - 25 pts

	Hints: Throw a Tomato at the front of the Bull Cage. This is also
	Barcelona's DESTRUCTION!!

  FIND THE SPECIAL GUEST - 25 pts

	Hints: Go into any one of the Plaza Paralela doors and walk into the
	center of the big room on the top floor.

  HIT 5 PEDS WITH TOMATOES - 25 pts

	Hints: Load up on tomatoes from either of the tomato crates and hit
	five different pedestrians with 'em. You can hit anybody except 
	Birdman, the pro, the Bull Fighter, Steve-O, or anybody you've hit
	before.

  SPINE THE GUELL PLANTERS - 25 pts

	Hints: I recommend getting this and TRANSFER OVER THE GUELL ENTRANCE
	at the same time, purely for convenience's sake. Start at the Flatland
	area in front of the Tram in Parc Guell on the side closer to MAMO.
	Go up the QP bordering the area from the HPs making up Guell's front
	gardens and spine over it. Go up the first HP and spine over into the
	second HP, then spine from the second to the third. By now you've got
	CRAZY air, so go up the third HP angled towards the opposite end of
	the Guell entrance. You'll clear the front area with the dragon 
	fountain easily. Roll into the HP across the entrance, then use the
	speed to Spine up into the HP one level up. You don't have to do this
	all in one combo, but it's really fun this way.

  HELP PEG LEG - 25 pts

	Hints: Peg Leg's boat is stuck in a fishnet on the west side of the
	Waterfront. Ollie over the QP at a left angle and try to land a grind
	on top of the fishnet. This might take a few tries, but if you use the
	camera, you can line yourself up right. Grind on the fish net until you
	hit the ARGHHH! gap and Peg Leg sails free, allowing the Bridge to
	close.

  MARK YOUR TERRITORY - 25 pts

	1//On the wall of the MAMO building, closer to the Waterfront.

	2//On the inside wall of Parc Guell that's closest to the Bull Cage.

	3//On an outside wall of La Perdrera near La Farmacia and one of the
	Plaza Paralela buildings.

	4//From the ground, approach the School. Inside the schoolside Parc
	Guell Planters area, jump onto a ledge bordering the school, then 
	double-jump and grab onto the terrace ledge above it. Shimmy left so
	you cross a wire and wind up hanging onto the church, and tag the 
	fourth SPAT Tag.

	5//Get on top of Estacion Sants either by using the RAIL RATED 
	CHALLENGE combo, or by transferring from the curved awning (after
	DESTRUCTION!!) onto the flat awning and Ollying over to the Sants
	platform and make the last tag there.

  TAKE OUT THE TRASH - 25 pts


	Hints: Find any four trash cans scattered throughout the level and
	Grind or Natas Spin them. There are four at each corner of Estacion
	Sants, to make things easy, but you can find more in Parc Guell, the
	Alleys, Waterfront and Maremagnum.

  ARCADE MACHINE HIGH SCORE - 50 pts

    Time Limit: 1:00
    Score to meet: 15,000/30,000/250,000 pts

	ARCADE MACHINE: Against the Estacion Sants building, close to the
	Waterfront.

	Hints: This is another fairly easy score to take out. Street skaters
	ought to head for Bridge and make use of the rails and flatland space
	there with Specials. Vert skaters should head for Parc Guell and use
	the planter spines for sick height and plenty of airtime with your
	own Specials.

[Pro]

  Barcelona's Pro will be in front of MdM, on the Alleys side.

  COMBO THE SANTS BENCHES - 25 pts

	Hints: A frustrating goal, you need to hit the eight wooden benches
	on the Estacion Sants platform in a single combo. The most obvious
	choice and the only one I really know about, is Hold-Grinding them--
	where you grind on one bench and keep tapping the grind button to
	transfer right to the next bench without Ollying. The reason this is
	frustrating, though, is because the benches are lined up in an arc and
	they'll often throw you either off the station platform or onto the
	flat part of the next bench. Try grinding the inside and keep tapping
	the Grind button rapidly. Give it a few shots and you'll get it.

  CATAPULT 720 GRAB - 25 pts

	Hints: You can do this goal and MAKE YOUR OWN PHOENIX at one time if
	you feel like--just light your board on fire first. Whether you choose
	to or not, go into the rear door of the MdM STRAIGHT ON--don't go in at
	an angle or else you risk taking a bath in the water. The catapult will
	launch you in a slow arc towards the Bridge/Waterfront area similar to
	a Fan Boost. Do a Grab--any one you like--with a 720 degree spin. Land
	the trick for the goal. (If you want to light your board on fire for
	MAKE YOUR OWN PHOENIX, you have to initiate DESTRUCTION!! and Ollie 
	over the flaming car on the Waterfront.) If you're doing the grab and
	getting the 720 spin but the goal isn't registering, try to hold the
	Grab for as long as you can before landing.

  TAG THE BIG BILLBOARD - 25 pts

	Hints: The game suggests Spining from the brown building behind La
	Farmacia into the Farmacia pool, then spining out of that into the HP
	between Farmacia and Plaza Paralela and using the sick air to spine
	into a QP on top of Paralela. Which is all well and good, but there's
	a much easier way to do it. Go into the Paralela building's top floor
	room (where you found Steve-O) and bust the glass out on the side 
	facing La Perdrera. There'll be a red wire ledge outside the building
	to tell you where to go. When you're on the outside, face La Farmacia
	and double jump up the narrow wall in front of you. This brings you to
	the roof of Paralela, directly under the ladder and yellow support
	pillar the Big Billboard is on. Climb up the ladder and tag away.

  FOCUS COMBOS - 50 pts
    Score to meet: 1,000/2,500/50,000 pts

	Hints: A simple goal and the first of many of a similar nature. Get
	focused and do three different combos that meet the Score. You need
	to do start and land each combo while focused. The point total is low,
	so you shouldn't have too much difficulty with this.

  RAIL RATED CHALLENGE - 50 pts
    Time Limit

	Hints: You have to nail this in one combo or else you'll fail. Start on
	the first chainlink rail in front of the Estacion Sants building--it'll
	be the very first grindable directly in front of it. Grind the first 
	rail, Ollie over to the second, then the third. When the third rail 
	kinks upward, Ollie off and Sticker-Slap the large white sign on the 
	side of the Church. Land a grind on the long railing on top of Sants 
	and Ollie off without bailing.

  TRANSFER OVER THE GUELL ENTRANCE - 50 pts

	Hints: Check out SPINE THE GUELL PLANTERS.

  ACID DROP OFF A TRAM - 50 pts

	Hints: This goal isn't as difficult as it sounds--you just have to have
	good depth perception. Get to the top of either tram tower and get off
	your board. Hop onto a Tram car as it comes close and hang off the
	bottom platform. Tilt the camera so it's looking above your character
	and watch his shadow on the ground. When the shadow falls over a QP,
	jump and hit the right trigger. You can shimmy all over that bottom
	ledge, so find an angle that works best for you. The Maramagnum Tram
	works better than the Guell one, since there's a QP right at the bottom
	of the tower. But going from the Guell tower, you can also Acid Drop
	into the QP on top of Plaza Paralela.

  TEAM CHALLENGE - 100
    Required Goals: FREE THE BULLFIGHTER

	Hints: You need to find the bull and run into it. That's the first and
	single most hardest step, because the bull's path is wide and seemingly
	random. (That being said--you should free the bull before trying this.)
	But though the path is random, he always sticks to the same areas. 
	He'll go along either side of the Estacion Sants platform; directly
	in front of the Church or in front of the church's fountain; behind the
	front wall of Parc Guell on the school side or in front of it; between
	La Perdrera and Plaza Paralela, then between the Smokestacks and La
	Farmacia; alongside the street; and between MdM and MAMO, then between
	the Parc Guell Subway and Plaza Paralela.

	Anyway, now that you know whereabouts the bull can be found, its time
	to get down to the nitty gritty. All four characters need to get at 
	least 5,000 points in a combo where you bounce off the bull (the BULL
	AIR gap signifies "bouncing off the bull") by running into it from 
	any side. BULL AIR throws you up into the air, so with the skaters,
	pop off a quick fliptrick before landing in a manual. Then either 
	shuffle the manuals, or head over to a grind ledge or QP or whatever
	catches your fancy. Steve-O's portion of this goal is hardest because
	you can't shuffle manuals, and his Wheelie is incredibly slow and low-
	scoring. Furthermore, doing BULL AIR with him is hard to integrate into
	a combo because the gap disappears as soon as you Wheelie, for 
	unexplainable reasons. So I recommend starting the combo with Steve-O
	on something else, and when you have enough points, manual along a path
	until the bull shows up and throws you into the air.

[Special Guest] - BULL FIGHTER

	Air:    ******oooo (6/10)
	Lip:    *********o (9/10)
	Run:    *********o (9/10)
	Flip:   ***ooooooo (3/10)
	Rail:   *********o (9/10)
	Spin:   *********o (9/10)
	Ollie:  ***ooooooo (3/10)
	Speed:  *******ooo (7/10)
	Switch: ********oo (8/10)
	Manual: *********o (9/10)

	SPECIAL MOVE: Espana Sword Slide [GRIND]

	Now we're a step up from Benjamin Franklin. Ben's highest skill number
	was six out of ten--painfully low. The Bull Fighter's got five nine
	out of ten skills, which is good, but on the whole he's very lacking.
	Again, though, he's appropriate for this point in the game on Sick
	Mode.

  LA PERDRERA SPIRAL RAIL - 25 pts

	Hints: Get on top of La Perdrera by spining from the ground, into La
	Farmacia, into the brown building. Perdrera's roof is spiraled in the
	center; you want to grind the white ledge just before it goes down
	into the building itself. Ride the rail down to ground level and the
	goal is yours. The spiral rail isn't that long, but if you're having
	trouble staying balanced, use Focus Control.

  SMELLS LIKE BULL DUNG - 50 pts

	Hints: When the bull's been freed, it'll leave mounds of dookie in its
	wake. These poopy piles act like miniature kickers, so Ollie off one
	and do any grab trick you want. They disappear eventually, so try to
	find a fresh one. (Eww...)

  MAKE YOUR OWN PHOENIX - 50 pts

	Hints: Light your board on fire by Ollying over the flaming car on the
	Waterfront (after DESTRUCTION!!). Go into the back door of MdM so the
	catapult launches you back at the waterfront. You'll air through a 
	flock of birds and one will catch fire and explode (neat!). (Do a Grab
	trick with a 720 degree spin to get the CATAPULT 720 GRAB at the same
	time, if you feel like it.)

  DON'T TOUCH THE GROUND - 50 pts
    Required Goals: HELP PEG LEG

	Hints: This is all Street right here, and depends heavily on your
	ability to find lines and knowledge of the Bridge. You have to cross
	over most of the Bridge without landing on the ground. The basic method
	is to start grinding on one of the safety rails from Maremagnum or 
	Estacion Sants, then hop over to the safety rails bordering the bridge
	itself and Ollying off the end, but that's oftentimes difficult to do.
	An easier way is to grind off the slant-topped sign on the Waterfront
	and Ollie onto one of the red wavy rails, Grind, then Ollie off onto
	the safety rails bordering the bridge, finally followed by an Ollie off
	into Maremagnum. You don't have to go the ENTIRE way, but you do have
	to go most of it.

[Secret Character] - STEVE-O on MECHANICAL BULL

	JUMP: Jump
	GRIND: Grind
	GRAB: Yee Haw!
	FLIP: Bull Flip
	MANUAL: Wheelie

	Steve-O's bull isn't as fast as Jesse James' power scooter, nor can it
	get as much air. It's a bit better for comboing, thanks to its ability
	to Revert and Manual, but the trade-off is HORRIBLE Bailing resistance.
	I only recommend using him for the goals where he's required.

  STEVE-O VS. THE BULL - 25 pts
    Required Goals: FREE THE BULLFIGHTER
    Required Character: Steve-O

	Hints: Like TEAM CHALLENGE, this is made difficult largely by actually
	finding the bull. (Check the TEAM CHALLENGE goal for details on what
	paths the bull takes.) Not only that, but now you have to take the bull
	head-on and at full speed. The method I've used is to lurk behind the
	front wall in Parc Guell closest to the MAMO and wait for the bull to
	come charging around the other wall, coming from Estacion Sants. Hold
	down the Ollie button to get full speed and crash directly into the
	bull's head. If you did it right, time stops for a second and you get
	the BULL VS. BULL gap. If you're too slow and don't hit the bull, then
	follow it around and try to anticipate it going around a certain area.
	If it goes down the Estacion Sants/La Perdrera aisle, head down the
	aisle on the opposite side. If you're still having trouble, all I can
	really say is race along the bull's running areas and hope you run 
	into it.

  PARC GUELL COMBO - 50 pts
    Score to meet: 15,000/25,000/100,000 pts

	Hints: You have to start and land the combo inside Parc Guell--that 
	means staying behind the brown walls between Plaza Paralela and Guell.
	If it's not obvious by now, definitely use the SPINE THE GUELL PLANTERS
	concept to get sick air and bust hefty vert Specials. This time, you
	WILL need to do it all in one combo, but that shouldn't slow you down.
	Or if you want, you can use the Tram area for Flatland.

  YEE HAW! FAN BOOST - 50 pts
    Required Character: Steve-O

	Hints: The last Steve-O goal, you need to get on top of the shorter
	Plaza Paralela building and use the fanboost. To get up there, spine
	up into La Farmacial, then into the brown building attached to it. Use
	the pool there to spine back down into La Farmacia, then down into the
	Alleys, and go up the QP in front of Paralela. Spine transfer into the
	QP on top of Paralela and Jump off the fan boost towards Parc Guell.
	Do the Yee Haw! grab and tap the right trigger until you Acid Drop into
	one of Guell's massive HPs.

  FLIP BARCELONA'S FINEST - 100 pts

	Hints: Do a fliptrick over or off these three spots:

	1//Off any of the big tables in Estacion Sants

	2//Go to Maremagnum through the Subway and go straight forward. You'll
	go into this wavy ditch with a low fence at the far end. This ditch is
	called Besos and that fence is what you need to flip over. Use the
	upward pitch from the final wave like a kicker.

	3//Over the ledge of MAMO closest to the Waterfront (get the MAMO FLIP
	gap to make it count). Sometimes it won't work, so keep as close to 
	MAMO as possible and flip over the small ramp at the end of the ledge.

-------------------|-------------------|-------------------|-------------------
									<smbe>
			     Chapter 3:    [Berlin]
 			     - Places of Interest -

Compass:
NORTH: Bombed-Out Church, Zoo-Aquarium, Apartment Building
SOUTH: Gretchen's Bar, Rasta Blume
EAST: Uber-Sport, Downzekd!
WEST: Ledgy Building

=---->Afropick: Go through the door in the Ausfarht Center to get on top of the
	Afropick building. There's a pair of kickers to acid drop from and a 
	fan boost.

=---->Apartment Building: A yellow and white building in the northwest corner 
	of the level, there's a door on ground level that takes you up to the
	top roof of the building. There's also a few ledges and QPs at ground
	level, and a couple HPs on the lower roofs.

=---->Ausfarht Centert: Right in front of the starting position. There's a
	couple grinds and ramps in and alongside it, as well as a box of spray-
	paint cans and the high score machine. You can go into the door at the
	far end to get on top of the Afropick building.

=---->Bombed Out Church: A large black building on the north edge of the level,
	the church is great for Vert combos with a nice variety of ramps both
	outside and inside. If you ascend the church from the inside, you'll
	also find a few grinding rails. There's a second room inside the church
	with a pool and a ladder that takes you up to a higher level.

=---->Downzekd!: A building on the east side of the level, Downzekd! has a few
	ledges below and above. It's between Rasta Blume and Uber-Sport.

=---->Gallerie: A building with ledges on the outside and a pool on the inside,
	it only opens its doors when you perform a certain Story Mode goal. If
	you wanna, you can go inside and listen to Jurassic 5's Cut Chemist do
	a solo mix.

=---->Gas Main: Running in front of the church, the gas main is Berlin's source
	of fire. Grind along the pipe to light your board up.

=---->Gold Ledgy: The south end of the Ledgy Building is Gold Ledgy, painted
	with yellows and browns. Gold Ledgy has a QP leading up to the lowest
	ledge closer to Gretchen's Bar, a narrow stair set, and three ledges
	going up the building. On the first and second ledges, vent systems act
	as kickers up to the ledge above, and there's a ladder in the inside
	corner that you can climb up to get to the top. Gold Ledgy is also part
	of Gold Protrusion.

=---->Gretchen's Bar: Towards the southwest corner is a small house playing
	polka music with a lot of drunk Germans in leiderhosen stumbling around
	outside. This building is Gretchen's Bar. It's got a couple ramps and
	ledges on the ground and an HP in the roof.

=---->Ledgy Building: Red Ledgy and Gold Ledgy put together.

=---->Gold Front: The wall of Gold Protrusion that's almost directly on the
	street. There's a QP at the base and a billboard at the top.

=---->Gold Protrusion: The part of Ledgy Building that comes forward into the
	street. Red Ledgy makes up part of this, but since two of the three
	walls are Gold Ledgy, it's been named Gold Protrusion.

=---->Rasta Blume: This building makes up the southeast corner of the level. 
	It's got ledges on the top and bottom, making it a nice grind spot. 
	It's next to Downzekd!.

=---->Red Ledgy: The red and white half of Ledgy Building, Red Ledgy likewise
	has three ledges going upward with vent systems that work like grind
	kickers and a ladder on the inside corner. There's a QP all along the 
	bottom of Red Ledgy, with a spine planter in the center. The stairs 
	bordering the street are good for grinding. One wall is attached to 
	Gold Protrusion, but is still Red Ledgy.

=---->Spray Can Boxes: There are two cardboad boxes in the level, and you can
	carry up to ten cans of spraypaint. (This doesn't affect your ability
	to Graffiti Tag; the spraypaint cans serve as ordinary throwing items.)
	One box is in the corner of Gold Ledgy, where you find Graffiti Tagger.
	The other is in Ausfarht, next to the arcade machine and at the bottom
	of the staircase.

=---->The Wall: A stone wall between Afropick and Gallerie. There's a QP on one
	side.

=---->Uber-Sport: A gray/black/blue building on the east side of the level and
	to the right of the starting point, Uber-Sport has a couple pipes to
	grind on as part of a line. It's between Zoo-Aquarium and Downzekd!.

=---->Zoo-Aquarium: Taking up the northeast corner, the Zooquarium has a lot of
	ledges and a fountain to grind on.

=---->DESTRUCTION!!: Get up to the top ledge of Gold Ledgy (where you find the 
	Special Guest). Grind towards Gretchen's Bar; keep tapping the grind 
	button towards the end of the ledge or you'll just get spat off into 
	the street. If successful, you'll land a grind on a narrow yellow pipe
	next to the train tracks. A sign will drop on the tracks, blocking off 
	the tunnel. (That's an out of play area, but I figure it doesn't hurt 
	to explain what happens anyway.) A train comes along and slams on the 
	breaks, jarring one of the cars loose. It falls down and skids through 
	the South end of Gallerie, knocking part of the roof down and making a
	minuature QP. Then it crashes through the front of Gretchen's Bar, 
	turning one HP into two. A police van blocks off that road.

-------------------|-------------------|-------------------|-------------------

[Pros:]

BAM MARGERA

	Air:    ********oo  (8/10)
	Lip:    *********o  (9/10)
	Run:    ********** (10/10)
	Flip:   ********oo  (8/10)
	Rail:   *********o  (9/10)
	Spin:   ********oo  (8/10)
	Ollie:  ********oo  (8/10)
	Speed:  ********oo  (8/10)
	Switch: *********o  (9/10)
	Manual: ********oo  (8/10)

-------------------|-------------------|-------------------|-------------------

[You]

  INLINERS RULE - 25 pts

	Hints: There are two signs in the level--the first is on the white side
	of Ledgy Building, interrupting the first ledge. Go up the QP below it
	and do a lip trick on top to knock it down. The second is on the Gold
	Ledgy side of Gretchen's Bar. Lip or grind it using the QP below.


  FREE THE SPIRITS - 25 pts

	Hints: Go into Bombed Out Church and Sticker Slap the crumbling wall
	breaking up the rear QP twice.

  FIND THE SPECIAL GUEST - 25 pts

	Hints: Now you finally get to play as Paulie, his wheelchair skillz at
	your command. Go into the door of Apartment Complex and he'll be on
	the roof.

  HELP WEE-MAN - 25 pts

	Hints: Before doing this goal, take care of Bam's HATS ON FIRE goal--
	just to make life easier. Once you have, meet Wee-Man in front of Zoo-
	Aquarium. Sticker-Slap the window he's standing next to twice to break
	the glass and spill the water and bizarre mutant fish into the center
	ditch of Zoo-Aquarium.

  STOP THE KIDS FROM SMOKING - 25 pts

	Hints: There are three tobacco dispensers in the level and you have
	to Sticker Slap all of 'em.

	1//In Ausfarht Center, next to the Arcade Machine. It'll be on the left
	wall of the area if you're coming in from the ramps or stairs.

	2//On the white side of Ledgy Building, bordering the protruding part.

	3//On the east side of the Gallerie, on the low stone wall across from
	DOWNZEKD! and Rasta Blume.

  ARCADE MACHINE HIGH SCORE - 50 pts
    Time Limit: 1:00
    Score to meet: 25,000/55,000/400,000 pts

	Arcade Machine: In Ausfarht's west side, actually inside the pit.

	Hints: You can meet the sick score within twenty seconds with Specials
	and knowing where you want to skate. The lines between DOWNZEKD! and 
	Ledgy Building are good for Street skaters, and the pool inside 
	Gallerie is nice for verts. That is beatable within the time limit as
	long as you bust out your inventory of Specials.

  FIND THE GRAFFITI TAGGER - 50 pts

	Hints: Graffiti Tagger will be on the northwest corner of the top ledge
	of the gold side of Ledgy Building. Use the QPs either near Gretchen's
	Bar or under that protruding middle part of Ledgy Building to air up
	to the first ledge, then use the ladder in the corner to ascend to the
	top one. The Tagger will be up there, a little to the right.

  BERLIN GETS OWNED - 50 pts

	Hints: Go up the QP of The Wall and grind towards DOWNZEKD!. Ollie from
	The Wall to the arched yellow rail following in line and grind on that,
	then Ollie up angled at Rasta Blume when you go as far as you can. 
	Grind on top of the lettered ledge, knocking down D, Z and K to make
	DOWNZEKD! get OWNED!.

[Pro]

  You'll find Bam next to the stone wall near where you start. 

  GRIND N BARF - 25 pts

	Hints: You need to play as a character that knows Grind N Barf for this
	goal. Bam knows it naturally and you can give it to your character, so
	feel free to pick. First, Grind N Barf on the rail of Ausfarht Center 
	that's over the door to Afropick, then Grind N Barf on The Wall.

  ALMIGHTY COMBO - 25 pts
    Score to meet: 15,000/40,000/200,000 pts

	Hints: You have to start and end the combo inside the Bombed Out Church
	in order for it to count. It'll have to be Vert-heavy due to the lack
	of rails, but if you pop out some Special Grabs and use Special Manuals
	to link them, it'll be in the bag. Use Focus Control for Sick mode.

  LEARN THE NATAS SPIN - 25 pts

	Hints: Do three Natas Spins. That's it--you don't even need to speak to
	Natas Kaupas. There's plenty of poles around the Afropick area for you
	to use.

  HATS ON FIRE - 50 pts

	Hints: Grind on the Gas Main towards Zoo-Aquarium. You need to Ollie
	over three German cops while your board is on fire. Two are always
	patrolling the area around Zoo-Aquarium, and the third is either inside
	or going around Ausfarht. I recommend doing this before HELP WEE-MAN
	because that goal fills the ditch in front of Zoo-Aquarium with water,
	and you'll almost always find at least one cop there. If the fire dies
	before you get all three, run back to the pipe and try to get the last
	one quickly, as there's an extended window of time before one of the
	cops' hats gets extinguished. (You won't be able to see the hats 
	actually on fire, but the cops will start flailing about and screaming
	things like "OOH! OOH! MEIN HAT ISHT ON FIRE!" when you do it right.)
	Sometimes, you'll have all three hats on fire and the goal still won't
	take; just light your board on fire and do it again. It should be 
	easier knowing where the cops are now.

  SO FOCUSED, SO CLEAN - 50 pts
    Score to meet: 2,000/10,000/100,000 pts

	Hints: You have to land 3 Clean focus combos to pull this off. 
	Remember, "Clean" means you've done at least a 180 spin and landed
	with the board straight, and you have to do that at least once in the
	combo in order to get a Clean Combo. Start and land the combo while
	focused three times. 

  TOURIST LINE - 50 pts
    Time Limit: 0:10

	Hints: This is a basic line that's simple-ish to follow. The game ex-
	plains it pretty well, but I'll say it here again for completefulness:
	Start by grinding on the ledge in front of Zoo-Aquarium. Ollie off and
	manual across the street, then grind on the blue pipe. Ollie off the
	pipe and grind on the QP barriers ahead, then on the curved stairs.
	Ollie off and manual to the plywood QP and grind on the ledge of Gall-
	erie AWAY from The Wall. Ollie off and sticker-slap the blue neon 
	lights, grind on the same ledge on Gallerie, Ollie off when the ledge
	kinks up and Acid Drop as you go over The Wall.

  DISTRUPT COMMUNICATION - 50 pts

	Hints: This goal seems really hard, but only if you don't do it right;
	get on top of Afropick and use the Fan Boost to get to Gallerie. Acid
	Drop into the QP and use the speed to transfer from one of the QPs on
	the far side of the roof into the other. Do a Rocket Air [UP-GRAB-GRAB]
	on the way over. I always used to do this without remembering the Acid
	Drop part, so I never had the right speed and couldn't really do it.

  PRO TOUR LINE - 75 pts
    Time Limit: 0:10

	Hints: Another line that's pretty well explained by the game. You 
	gotta: first, go up the QP in front of the gold side of Ledgy Building,
	at the end near Gretchen's Bar, and grind on the lower ledge. Use the
	vent as a kicker up to the second ledge, and the vent on the second
	ledge as a kicker to the third. Ollie off the third ledge before the
	turn around the protruding part and try to land on the ledge next to
	Gallerie. If you can't, Wallride up to the ledge and grind it. Ollie
	off the ledge as it kinks up and land on one of the DOWNZEKD! yellow
	rails. Ride it up and Ollie onto a lip trick on the ledge above the
	letters.

[Special Guest] - GRAFFITI TAGGER

	Air:    ********oo  (8/10)
	Lip:    *******ooo  (7/10)
	Run:    ********** (10/10)
	Flip:   ********oo  (8/10)
	Rail:   ******oooo  (6/10)
	Spin:   *******ooo  (7/10)
	Ollie:  *******ooo  (7/10)
	Speed:  ********oo  (8/10)
	Switch: ******oooo  (6/10)
	Manual: ******oooo  (6/10)

	"Hmm, yeah, I see you're gettin' betta, kick[flip] to tha limit in
	order to get her..." Ahh, PaRappa. You have absolutely nothing to do
	with this game. Except the relevance of that quote, which I brutally
	slaughtered by adding an extra word. OHH SNAP. The Graffiti Tagger is
	a really cool concept, and his stats are overall better than Bull
	Fighter's, but in the grand scheme of THUG2's cast, he's pretty 
	average. 

  PAINT BOMBER - 50 pts

	Hints: Pick up some Spray Cans from the boxes in Ausfarht or Ledgy
	Building and hunt down your rivals. (They look like blue versions of
	Graffiti Tagger and can be found spray painting the word "TOY" onto
	various walls.) Back in MY day, we had to spraypaint the backs of our
	rivals to oust them from their nest, and...oh, wait, nobody's played
	those games, that's right.

	1//On the roof of Rasta Blume. You can grind over to it from the first
	ledge on Gold Ledgy, or jump up and grab onto Rasta Blume's awning
	while off your board.

	2//Double-Jump onto the ledge of Ubersport and peg the second Tagger.

	3//On the outside of the east side of the Church, standing on top of
	the street-level QP.

	4//On the top ledge of Red Ledgy.

	5//Drop down off Afropick's roof between the two ventilation kickers.
	The last Tagger will be on the HP below.

  MARK YOUR TERRITORY - 50 pts

	1//On the backside of The Wall.

	2//Under the first ledge of Gold Ledgy, right near where you pick up 
	the Graffiti Tagger to switch off to him.

	3//On the front of the Bombed Out Church at ground level, just to the
	right of the center bulge shape.

	4//On the ledge wall of Gallerie facing Rasta Blume

	5//Spine onto Apartment Complex from the ground, then go up to the flat
	roof above the pools. The last SPAT tag is there.

  TAG THE BIG BILLBOARD - 50 pts

	Hints: Get up to the third ledge on either side of Ledgy Building. 
	WALK, don't grind, along the ledge as it protrudes out into the street.
	When you're on the wall right over the street, jump on top of the 
	brown/gray ledge with two yellow stripes on either side, then double-
	jump up again while holding the right trigger. While hanging onto the
	billboard, tag away.

  TAGGER SKILLZ - 50 pts
    Required Goal: FREE THE SPIRITS
    Required Character: Graffiti Tagger

	Hints: Go into the second room of Bombed Out Church and climb the 
	ladder up to the second floor. Graffiti Tag the wall closest to the
	ladder until the mural goes from faded to...not-faded. When you do,
	Gallerie will open.

[Secret Character] - PAULIE "WHEELS OF FURY" RYAN

	JUMP: Chair Hop
	GRIND: Chair Grind
	GRAB: One-Hander
	FLIP: Sit Flip
	MANUAL: Wheelie

  BERLIN TOUR - 25 pts
    Time Limit: 0:10

	Hints: Like the other TOUR goals, you're just hitting lines before the
	time runs out. Start by grinding the ground-level stairs of Apartment
	Complex, then head over to Red Ledgy's courtyard and grind on the
	planter in the center. Go up the QP straight ahead of the planter and
	grind on the second Red Ledgy ledge. Ollie off and land on the ground.
	Grind on the QP bordering Afropick on The Wall side, then grind the
	curved fountain that fronts Ausfarht. 

  WHEELIN' COMBO - 50 pts
    Required Characters: Paulie
    Score to meet: 5,000/15,000/125,000 pts

	Hints: Fortunately, Paulie is more able to carry out combos than Jesse
	James and Steve-O, so nailing a point score isn't as arduous. In Easy
	and Normal Mode, you'll probably get this goal while doing Paulie's 
	TEAM CHALLENGE part.

	SICK MODE NOTES: Here is where you'll REALLY start to feel the 
	different points in each difficulty. Unlike the Easy and Normal scores,
	Paulie's Sick score requires you to actually find a line and integrate
	them into combos. Paulie can do Special Chair Grinds if you perform the
	directional combo required for any Special Grinds Bam has. This will
	really be the only advantage you can use, since Paulie can't Special
	Manual, Grab or Flip. So abuse Focus Control and hunt out the lines
	in Ledgy Building and near Gallerie, and just try to carry the combo
	on for as long as possible. It will be even easier if you put in as
	many multiplicatives as possible, but none of Paulie's tricks are
	particularly fast. Just be aware of what you're doing.

  SKILLS ON WHEELS - 50 pts
    Required Characters: Paulie

	Hints: Go off one of the two vent kickers on Ausfarht. Do a Sit Flip
	and Acid Drop into the QP attached to Ledgy Building.

  TEAM CHALLENGE - 50 pts

	Hints: Three things need to happen here:

	1//Paulie needs to grind on the circular podeum in front of Zoo-Aquar-
	ium for ten seconds straight.

	2//Bam needs to manual from a set of cones between Apartment Building
	and Bombed Out Church to another set in the gold side of Ledgy 
	Building. You can just manual from one to the other no problem in Easy
	Mode, but Normal and Sick modes require an additional boost of speed.
	Spine either from the Bombed Out Church or out of the closest pool in
	Apartment Building, then going up the QP behind the first cones before
	landing and using the remaining speed boost. Stay out of the road in
	case a car comes by and knocks you out of the manual, but also be wary
	of objects on the sidewalk. Skate through once to find a path you're
	comforatble with. (There's also a way to circumvent all the spining
	crap; get the Hot Rod manual and you'll be able to go from one set of
	cones to the other with a lot less trouble. Remember how to unlock it?)

	3//Do a 5,000 point Vert combo in Bombed Out Church as your Custom 
	Skater. This isn't too difficult, since you can start the combo by 
	Spining into the church itself and busting a few flips.

-------------------|-------------------|-------------------|-------------------
									<smau>
			     Chapter 4: [Australia]
 			     - Places of Interest -

Compass:
NORTH: Storefront
SOUTH: Beach
EAST: East Apartments, EMU Burger
WEST: West Apartments

=---->BALCONY CLIMB: Actually the name of a gap, this refers to the northern-
	most building on East Apartments (it's actually ON the north border).
	You gain access to the top of the East Apartments by using the 
	balconies on this building; you can either climb up the ladders, which
	is slow and a pain in the butt, or you can vert up the QP in front and
	grind on the closest balcony rail. Ollie off before the rail ends or
	turns and Sticker-Slap the wall to get higher up on the balconies.

=---->Beach: The Beach doesn't take up the south end of the level. It IS the
	south end of the level. You can't skate on the sand, so if you land on
	it in the middle of a combo you'll automatically do a Combo Run-Out.
	Make your way back to a ledge as fast as possible if you wanna keep it
	going. There's a telephone wire strung above it.

=---->Big Stairs: Leading the way from the parking lot to the boardwalk, the 
	Big Stairs are mad for flipping down. There's a bowl at the far end
	and a rail splits the stairs in two.

=---->Boardwalk: The area of concrete between the parking lot and the beach,
	the boardwalk has a couple sexy grind combos and some good QPs to vert
	off.

=---->East Apartments: Running from the northeast down to the beach, these guys
	have some grinding rails in the top corner near Kenny, but loose import
	the closer to the beach you get. Most of the action you'll see will
	take place on top of the apartment buildings. There's five accessable
	buildings total, and the easiest way to get to them is by going up
	BALCONY CLIMB or by using a ladder next to EMU Burger.

=---->EMU Burger: A yellow building in the series of Apartment buildings, this
	one has nothing special about it except the whacky billboard hanging 
	off the top. There's a ladder inset next to the building that goes from
	ground level all the way to the roofs of the apartments.

=---->HAWK Bridge: A long bridge in the center of the parking lot, it's got a
	couple QPs bordering it and ledges on the top. It's attached to the
	sidewalk across the street from Storefront.

=---->Kenny: The very northeast corner of the level has a fountain with a head-
	less bear statue. You can grind the fountain or use it as a kicker.

=---->Lifeguard Hut: This white, round-roofed building overlooks the beach. 
	It's integral for a few boardwalk lines.

=---->Lofty Yellow Building: A yellow building on the west side of the parking 
	lot, there's a fair share of ramps and ledges on the outside. You can
	spine transfer up into the building from the ramp facing the West
	Apartments, then spine over the ramp on the inside to reach a fan boost
	that shoots you over to TC's Building.

=---->Mini: Just off to the west side of the boardwalk, you'll find a single
	wooden HP. Cool for self-inclusive vert combos.

=---->Outdoor Restaurant: Above most of the storefront, there's a balcony with
	a few tables and people. There's a few ways to get up there--either by
	using the bench next to Sleeping Beauty as a ramp or by going up a QP
	at the end of the road between the West Apartments and the end of the
	Storefront.

=---->Paradise: A zoo-like area with a pool in the center and a nice selection
	of grindables. You can only access it if you wake up Sleeping Beauty
	at the north of the level.

=---->Parking Lot: The area between the storefronts and the boardwalk, the 
	parking lot houses the HAWK bridge, a couple buildings, and a lot of
	sweet stuff to combo off of. Great for Flatland.

=---->Shrimp Box: About halfway down the boardwalk, between the Mini and the
	Big Stairs, is an open box of Shrimp. You can carry five shrimp at
	a time and use them to pelt people.

=---->Sleeping Beauty: On the north of the level next to the Kenny Statue is a
	giant yellow crane with a sleeping construction worker inside. The 
	crane's front and back are angled like kickers, and the arm part of
	the crane serves as a decent upward grind to the Storefront.

=---->Storefront: The north end of the level, the Storefront a couple ledges 
	and some ramps to combo off of. There's an awning above street level
	that's decent for Flatland.

=---->TC's Building: A red brick building in the parking lot, TC's building has
	a couple ramps and ledges all around and a pool on the roof.

=---->Tidal Pool: A small pool next to the beach, this is okay for Street 2 
	Vert combos, but due to the awkward shape of the openings, it's very
	easy to bail.

=---->West Apartments: Unlike the East Apartments, the West Apartments are a
	lot less linear. The north end has a beige building with a couple QPs
	in front and some lipable windows followed by a series of other
	apartments that weave in and out of the center of the level. There's a
	lot of good grind spots here.

=---->DESTRUCTION!!: Believe it or not, there's two parts to this DESTRUCTION!!
	First, Natas Spin the fire hydrant near Sleeping Beauty to get him
	to wake up and open the entrance to Paradise (as you do in the WAKE
	SLEEPING BEAUTY goal in Story Mode). Then have the aborigine grind on 
	either side of the crane to make Kenny's head snap off and roll over a
	cop car (making two kickers up to the Storefront balcony), bust up the 
	Ten-Set at the corner of the street, and crash into a door at the 
	first building in West Apartments. (Almost killing Koston, Mike V, 
	Muska and Mullen in the process...)

-------------------|-------------------|-------------------|-------------------

[Pros:]

RODNEY MULLEN

	Air:    *******ooo  (7/10)
	Lip:    *******ooo  (7/10)
	Run:    *******ooo  (7/10)
	Flip:   ********** (10/10)
	Rail:   ********** (10/10)
	Spin:   *********o  (9/10)
	Ollie:  ********oo  (8/10)
	Speed:  ******oooo  (6/10)
	Switch: ********** (10/10)
	Manual: ********** (10/10)

CHAD MUSKA

	Air:    *******ooo  (7/10)
	Lip:    *******ooo  (7/10)
	Run:    ********oo  (8/10)
	Flip:   *********o  (9/10)
	Rail:   ********** (10/10)
	Spin:   ********oo  (8/10)
	Ollie:  ********** (10/10)
	Speed:  ********oo  (8/10)
	Switch: ********oo  (8/10)
	Manual: *********o  (9/10)

MIKE VALLELY

	Air:    ********oo  (8/10)
	Lip:    ********oo  (8/10)
	Run:    ********** (10/10)
	Flip:   ********oo  (8/10)
	Rail:   ********oo  (8/10)
	Spin:   ********oo  (8/10)
	Ollie:  *********o  (9/10)
	Speed:  ********** (10/10)
	Switch: *******ooo  (7/10)
	Manual: ********oo  (8/10)

-------------------|-------------------|-------------------|-------------------

[You]

  ARCADE MACHINE HIGH SCORE - 25 pts
    Score to meet: 35,000/80,000/600,000 pts

	Arcade Machine: Under the dining balcony on Storefronts, to the west of
	the cop car

	Hints: By now you'll probably need to carry your combo over the clock
	in order to get those Sick scores.  So stick to the places you like
	best; the entire northwest section of the area is perfect for street
	skaters, what with the lines set up by the West Apartments, the Parking
	Lot, and to some effect, the Boardwalk. Vert skaters may want to stick
	to the pool in TC's Building, or possibly start from Lofty Yellow over
	to TC's.

  BOARDWALK GRIND COMBO - 25 pts
    Score to meet: 25,000/50,000/300,000 pts

	Hints: The goal here is to hit all three boardwalk rails and score a
	set amount of points. I recommend worrying about each part seperately,
	since it'll be hard to score enough points just from grinding and
	transferring. Hit the three rails first; the eastern one is pretty 
	close to the center rail, but the center and western rail are seperated
	by the Lifeguard Hut, and both rails kink up at the end to throw you
	onto the roof. Ollie off either rail before it kinks up and land a 
	grind on the curved bench inside the Lifeguard Hut, then Ollie off onto
	the other one. Once you've hit all three, if you didn't get the points
	you need, use the QPs and the Flatland space to Special.

  LIPPING THE MINI - 25 pts
    Score to meet: 5,000/15,000/175,000 pts
    Recommended Character: Rodney Mullen

	Hints: Meet the point score on the Mini in a single combo. That combo
	has to have at least one Lip involved. The game suggests doing the Lip
	first or last in the combo, which I half-agree with; start the combo
	with the Lip (since you'll have a hard time building speed up after the
	initial one) and either Shuffle, or Ollie down and revert into a nice
	Flatland combo.

	SICK MODE NOTES: Now you have to get over ten times the points needed
	for Normal mode. It's not really that hard once you have your gameplan
	down; my personal preference is to get onto the mini's lip and shuffle
	Lip tricks, going for as long as I can until I have trouble holding my
	balance. Then I revert and go into a Special Manual, and get Focused
	when I start to lose THAT balance. Rodney Mullen is particularly good
	for this with his 10/10 Flatland and Primo Spin manual, which moves a
	little slower than a regular Manual and scores a hefty amount of 
	points.

  FIND THE SPECIAL GUEST - 25 pts
    Required Goal: WAKE UP SLEEPING BEAUTY

	Hints: After waking Sleeping Beauty, go through the crumbled wall to
	get to Paradise and find the Special Guest. Go back out any of the 
	entrances to wind up near Sleeping Beauty again. The aborigine in his
	Mini Go-Kart will appear in that flat area near the fire hydrant.

  DRAIN THE TIDE POOL - 25 pts

	Hints: Go into the Tide Pool and grind on top of the blue box attached
	to the stone cliff face. Grind towards it on the yellow rail around the
	Tide Pool to make it easy.

  INTERRUPT A MEAL OR SIX - 25 pts

	Hints: Use the kickers on the crane, the kickers on the bus stop bench,
	or the kicker made by the police car after HELP THE LOCAL SKATE RATS to
	get on top of the Storefront balcony. (I find the bus stop bench works
	best.) Break through the fence and knock over all six tables on the
	western half of the balcony.

  FIND THE SHRIMP VENDOR - 25 pts

	Hints: Go down to the bottom level of the Boardwalk, the very lowest
	level of Skatable area. On the west side, a man with a tub strappped
	to his chest and an umbrella overhead will run into a door; follow him
	through to find the Secret Character. Now you can pick him up in front
	of the Storefront.

  WAKE UP SLEEPING BEAUTY - 75 pts

	Hints: Natas Spin on the yellow Fire Hydrant directly across the street
	from Sleeping Beauty. It's a bit misleading, since you have to hold the
	spin for four seconds and then it says "FIRE IN THE HOLE!"--and that's
	when you figure to jump away, right? In reality you have to hold the
	spin for a few seconds AFTER the initial four. You'll know you've 
	stayed on long enough when the first of Australia's two DESTRUCTION!!
	cinemas occurs.

[Pro]

  Australia's Pro is in front of the northmost building in the West Apartments.

  JUMPING WITHOUT A PARACHUTE - 25 pts

	Hints: Go up BALCONY CLIMB and head south along the top of the East
	Apartments. Skate off the corner off the last ledge and hit the right
	shoulder button.

  TAG THE BIG BILLBOARD - 25 pts

	Hints: Go up BALCONY CLIMB again. Head to the second-to-last building
	on East Apartments, EMU Burger, and climb off your board. Drop down 
	onto the narrow ledge about twenty feet below the one you're already
	standing on and Tag the board between the google-eyed emu and the 
	burger-lovin' kangaroo.

  TREASURE HUNTIN' HANK - 25 pts

	Hints: Grind or Natas Spin over the three trash cans in the level.

	1//Near the big, curved 20 set at the corner of the Storefront.

	2//On the western part of the boardwalk, between the Mini and the
	Brautwurst vendor.

	3//On the east end of the boardwalk.

	Now go see Treasure Huntin' Hank, who'll be on the beach, near the 
	Lifeguard Hut. (He's the guy in the turqoise shirt and yellow cap,
	holding a metal detector.)

  FOCUSING ON A CLEAN DOUBLE FLIP - 50 pts

	Hints: You have to get focused and do a Clean 180 Double Kickflip over
	the two cars parked side-by-side in the parking lot. (That means 
	nailing two seperate CAR HOP gaps to make it count.) Ollying over the
	cars shouldn't be a problem at all, but if you still can't quite make
	it, remember to Boneless or No Comply. The hard part, again, will be
	landing Clean. Just keep at it until you get it right.

  KENNY'S REAL FEELINGS - 50 pts

	Hints: Use Kenny's ledge as a kicker and Ollie over the front or back
	of the statue. Land a Natas Spin when you pass over Kenny's hand to 
	break off one of the two fingers he's holding up. By the nature of this
	game, I betcha I don't need to tell you which fingers are up and which
	one is left after you're done.

  TEAM CHALLENGE - 50 pts

	Hints: Use any three characters (the aborigine included) to grind on
	the awning over TC's Building. Use the slanted brick things on either
	side of the front stairs like kickers. It's easier with the skater
	characters, but if you DO wanna use the aborigine, approach without
	holding the Ollie button down and jump at the top of the kicker at the
	last second.

  EVERYBODY LOVES BIGGUNS - 75 pts

	Hints: This goal is REALLY CRAZY HARD until you realize that you can
	cheat. The initial goal is to go up the QP in the Parking Lot that's 
	lined up with two more QPs on different levels of the Boardwalk and 
	transfer from that one to the lower Boardwalk one. With a skater, 
	transfer into the pool on top of TC's building using the QP on the east
	side of the building, then Spine back out. Aim for the QP at an angle
	and Ollie out; you should have enough height and speed to land in the
	lower Boardwalk QP. (If all else fails, you can try the goal with the
	aborigine; just go up the highest QP without spining or anything. It's
	easy to overshoot, though, so take your speed and the angle you go up
	at into consideration.)

  BALANCE UP AND OVER - 75 pts

	Hints: Another goal that's hard unless you cheat. LEGALLY cheat, I 
	mean. Spine over the QP bordering the Kenny area and the East side of
	the Parking Lot. This speed is MORE than enough to get you up and over
	the bridge in a single manual. Just be sure to start the Manual BEFORE
	you get onto the bridge, and land it after you get the UP AND OVER
	MANUAL! gap. Don't try using the aborigine--he goes so fast that the
	top of the bridge acts like a kicker and shakes you out of the combo.

[Special Guest] - SHRIMP VENDOR

	Air:    ********oo (8/10)
	Lip:    ********oo (8/10)
	Run:    *********o (9/10)
	Flip:   ********oo (8/10)
	Rail:   ********oo (8/10)
	Spin:   ********oo (8/10)
	Ollie:  ********oo (8/10)
	Speed:  ********oo (8/10)
	Switch: *******ooo (7/10)
	Manual: ********oo (8/10)

	SPECIAL TRICK: Rotisserie [GRAB]

	And things progress a little further. The Shrimp Vendor is better yet
	than Graffiti Tagger, not to mention unorthodox as hell. You don't 
	really NEED him for any one goal, but he's cool to use anyway.

  SHRIMP SLAP - 25 pts

	Hints: Pick up some Shrimp and hunt down the five lifeguards. Huck one
	shrimp at each one to perk their lives up a bit.

	1//Pacing back and forth in front of the Life Guard Hut. He's the only
	one not on the beach itself or on the lower tier of the Boardwalk.

	2//The west end of the lower Boardwalk tier.

	3//In the center of the beach, just to the east of the Lifeguard Hut.
	He's'a doin a wiggly-hip-dance for a lady, a-huh-huh. [/elvis]

	4//Pacing back and forth along the Beach, pretty close to the water.

	5//On the east end of the lower Boardwalk tier.

  ROLLIN' ROLLIN' ROLLIN' - 50 pts

	Hints: Use the fan boost in Lofty Yellow Building to Ollie over to the
	pool in TC's Building. On the way over, you need to do two Rotisseries,
	the Special Move you get from Shrimp Vendor. After you go off the fan
	boost, get Focused and pull the Rotisserie combo. It's not difficult,
	but it doesn't always register, so feel free to change the directional
	commands. You only have enough time to do two grabs on the way over to
	TC's Building, so if you do another move by accident, you're screwed.
	Hit both Rotisseries and get the LOFTY ROOF GAP to be a weennar. 

  SEAGULL SCATTER - 75 pts

	Hints: Okay--here's a truly difficult goal. You need to have really 
	good grind balance to pull it off right. You have to hit a line with
	seagulls sitting along it and grind through it, scaring ten of them in
	one combo. The line I use most starts on the center Boardwalk rail;
	grind towards the Lifeguard Hut and Ollie off the rail before it kinks
	up to grind on the bench inside (like BOARDWALK GRIND COMBO). Ollie off
	the bench and onto the western Boardwalk rail, then Ollie off and Combo
	Walk-Out when you're at the QP. Jump up to the gray ledge in front of
	Western Apartments and face the beach. Caveman onto the ledge and 
	follow it across the wire stretching over the Beach. Hold the grind
	until you pass over the Tide Pool and the wire attaches to a rock 
	ledge. Once the ledge ends and spits you back out onto the Boardwalk,
	you should have scared ten birds and gotten the goal.

  REAL MEN FLIP STAIRS - 75 pts

	Hints: Another one of those "Get Focused and Do etc etc" goals, you 
	have to land a clean 360 Double Heelflip down the stairs connecting
	Parking Lot to Boardwalk. It's not as hard as FOCUSING ON A CLEAN 
	DOUBLE FLIP, and really doesn't require any further explination.

[Secret Character] - aborigine on MINI GO-KART

	JUMP: Jump
	GRIND: Grind
	GRAB: Toe Hang
	FLIP: Flip
	MANUAL: Wheelie

	HG(UG)I$#)IG THE aborigine. I have nothing but hatred for this guy,
	moreso than Steve-O. He's fast, he can jump high, and he can combo 
	well. But his Bailing tolerance is horrible, the absolute worst in the
	game--if you Jump, you'll probably Bail. So I recommend using him as
	infrequently as possible. You also can't level out if you miss a QP and
	are heading straight for the ground. Like I said, nothing but hatred.

  HANDICAP HAVOC - 25 pts
    Required character: aborigine

	Hints: There are five Handicap signs in the level and you have to use
	the Mini Go-Kart's superior speed and power to plow 'em down.

	1//In front of the Storefronts, across the street and closer to Kenny.

	2//In the Parking Lot, between Yellow Lofty and West Apartments.

	3//In the Parking Lot, on the east side, behind TC's Building.

	4//East end of the Boardwalks.

	5//Around the corner of the Boardwalks, across the street from the West
	Apartments.

  PARADISE COMBO - 25 pts

	Hints: A simple goal--Grind on all three rocks surrounding the base of
	Paradise in a single combo. The rocks are lined up with each other, so
	if you're having trouble hitting the grinds, you may need to slow down
	a bit.

  MINI GO-KART BLAST OFF - 25 pts
    Required character: aborigine

	Hints: Transfer from one QP next to the HAWK Bridge to the other while
	doing at least a 540 spin. You have to get the FOOTBRIDGE FLYOVER gap,
	which means transferring over the bridge itself, but if you do it on
	the side with the long QPs, you won't have a problem.

  HELP LOCAL SKATE RATS - 75 pts
    Required character: aborigine

	Hints: After opening Paradise, grind on the crane one more time.

[Bonus]

  PISS OFF THE CONSTRUCTION WORKERS - 500 pts

	Hints: Time for your first Bonus goals. First on the list is finding
	five Construction Workers and pissing them off by Beaver Blasting them;
	The Beaver Blast is a Special Flip you earn just for getting this far,
	with the accompanying Special slot. To Beaver Blast, hit [LEFT-RIGHT-
	GRAB].

	1//The first guy is pacing back and forth along the QP of the top West
	Apartment building. Vert up the QP and Beaver Blast.

	2//Number two is walking in circles around the ledge near the big 10-
	set on the Storefront. Face West and Ollie over him, Beaver Blasting
	on the way. It's easiest that you do the trick while you're going down-
	hill.

	3//Wandering around between Sleeping Beauty and the Storefront. Ollie
	over him. You can use the kickers made by Sleeping Beauty too--for some
	reason.

	4//Numero cuatro is pacing around the south of the Kenny area, just out
	of range of any handy QPs. Ollie over him too.

	5//The last guy is on the QP near Kenny that you can use to Spine down
	into the parking lot. (You used this for BALANCE UP AND OVER.) Vert up
	the QP and Beaver Blast away.

  PISS OFF THE BIKINI GIRLS - 500 pts

	Hints: If you finished SEAGULL SCATTER, then this won't be a problem.
	If you didn't, it STILL won't be a problem. Get onto the ledge of the
	last building in West Apartments and grind on it towards the Beach. The
	ledge is connected to a phone wire strung over the Beach. Grind all the
	way across it. Use Focus when you start to lose your balance, since any
	grind with a decent speed will keep your meter full until you cross.

-------------------|-------------------|-------------------|-------------------
									<smna>
			     Chapter 5:   [Nawlins]
 			     - Places of Interest -

Compass:
NORTH: Church, Lil' Business Corner, Gift Shop
SOUTH: Crypt, Crypt Bayou
EAST: Boo-YA's Bottomless, O' Brien's
WEST: Gaslamp District, Ferry Bayou

=---->Beads: What's Mardi Gras without beads? There are two boxes of Beads on
	the Northeast and Northwest corners of the level. You can carry ten
	at a time.

=---->Boo-YA's Bottomless: The blue and red building on the southeast. There's
	a fan boost and some QPs up on top and a couple rails around the sides.
	It has a helipad as its highest point.

=---->Bourbon St.: The road intersecting with Nawlins St. and the gaslamp
	district. It runs from O' Brien's all the way down to the ferry sitting
	in Gaslamp Bayou.

=---->Church: On the north side of the level, opposite of the crypt, the church
	has a couple rails and ledges but is mostly vert-based due to the QPs 
	lining the inside. There's an angel statue set up in the center of some
	of the QPs, making verting over it tough.

=---->Church Street: The street running along the Lil Business Corner/Chuch/
	Gift Shop area. It's intersected by Nawlins St. and the Gaslamp 
	District.

=---->Crypt: The south end of the level, opposite the church, the crypt has a
	hefty amount of ledges to grind and a few QPs to air up. there are a
	series of tombs with skulls perched on the ledges, and if you grind all
	the skulls off all the ledges, something is bound to happen...

=---->Crypt Bayou: Go into the very back of the Crypt, past the raised part
	where you meet the Voodoo Doctor, is a narrow bridge leading into the
	bayou. There's a small boat on the left side of the dock, and if you
	stand on it for too long it'll sink into the water.

=---->Dauphine St.: The street the Crypt is on. It intersects with the Gaslamp 
	District and Nawlins St.

=---->Dumpster: A long piece of stink between The Nawlins and Green Goddess, 
	with kickers on either side.

=---->Ferry Bayou: The swamp accessable from the Gaslamp district. There's a
	ferry sitting in it that can be sticker-slapped.

=---->Gaslamp District: The gaslamp district houses the Trolley and borders the
	Ferry Bayou. It's great for street and vert skaters alike thanks to 
	interwoven grind lines and QPs on either end of the street.

=---->Gift Shop: To the left of the church is a small building with some QPs on
	the front and the side, and a neon light ledge to grind on.

=---->Green Goddess: A burnt-out building that's right next to The Nawlins.
	There's a door on Dauphine St. that takes you up to the rooftop. The
	Dumpster sits in an alley between The Nawlins and Green Goddess.

=---->Hell: Once you cause Nawlins' DESTRUCTION!! the concrete around the giant
	manhole cover in the Nawlins St./Bourbon St. intersection pushes up to
	make a hellish QP. If you spine over the QP, you'll drop down into 
	Hell, which is composed of a very small ring grind. Ollying off the 
	ring will launch you north, south, east or west along Nawlins St. and
	Bourbon St., similar to a Fan Boost.

=---->Humidity Alley: An alley with two kickers and two back-to-back QP sets
	Next to Boo-YA's Bottomless and the edge of the level. It connects
	Bourbon St. to Dauphine St.

=---->Lil' Business Corner: The northeast-most building, Li'l Business Corner
	has a few QPs in front and a ledge on top that leads into lines 
	involving O'Brien's or the Church.

=---->Nawlins St.: The street running from the center of the graveyard to the
	center of the churchyard.

=---->O' Brien's: A red brick building sitting on the east border of the level
	with a couple pools on the roof and some QPs surrounding the outside 
	and inside. There's a large, drink-like fountain on the inside.

=---->PARKing Garage: A small car lift inside Boo-YA's Bottomless on Dauphine
	St.

=---->Rave: Inside Ye Absinthe. There are two paths in, and if you jump in the
	center of the room, you'll get launched up to the rooftop, like a
	vertical Fan Boost.

=---->The Nawlins: A yellow building on the corner of the Gaslamp District and
	the Crypt. A big neon sign reading "NAWLINS" is hanging above the door
	in the big intersection. The Green Goddess is right next to it, 
	seperated only by the Dumpster.

=---->Trolley: A Trolley runs back and forth in the Gaslamp District, bordered
	by a couple rails and ledges. You can grind on the roof of the Trolley
	or Wallie off of it.

=---->Water Tower: On the roof of the Green Goddess building, along with a set
	of QPs.

=---->Ye Absinthe etc etc Building: A redbrick building with a series of pools
	and ledges on the rooftop between the church and the gaslamp district.
	Very cool for any kind of skater. The larger of the two pools on the
	roof is awkwardly shaped, but very hard to bail out of if you stay away
	from the top end, the raised part. You can also grind in the inner 
	ledge of the larger pool, since it makes a good infinite or back-and-
	forth grind (depending on how much speed you have).

=---->DESTRUCTION!!: As part of the RAISE THE DEAD goal in Story Mode, knock 
	the skulls off all of the graves in the Crypt. This turns all 
	pedestrians into zombies and makes a circular QP in the Nawlins 
	St./Bourbon St. intersection. (I have a feeling that this isn't the 
	actual DESTRUCTION!! since the damage is reversable and the level isn't
	that drastically altered. If there's something else, drop me a line 
	<cnt2> and let me know.)

-------------------|-------------------|-------------------|-------------------

[Pros:]

RODNEY MULLEN

	Air:    *******ooo  (7/10)
	Lip:    *******ooo  (7/10)
	Run:    *******ooo  (7/10)
	Flip:   ********** (10/10)
	Rail:   ********** (10/10)
	Spin:   *********o  (9/10)
	Ollie:  ********oo  (8/10)
	Speed:  ******oooo  (6/10)
	Switch: ********** (10/10)
	Manual: ********** (10/10)

CHAD MUSKA

	Air:    *******ooo  (7/10)
	Lip:    *******ooo  (7/10)
	Run:    ********oo  (8/10)
	Flip:   *********o  (9/10)
	Rail:   ********** (10/10)
	Spin:   ********oo  (8/10)
	Ollie:  ********** (10/10)
	Speed:  ********oo  (8/10)
	Switch: ********oo  (8/10)
	Manual: *********o  (9/10)

MIKE VALLELY

	Air:    ********oo  (8/10)
	Lip:    ********oo  (8/10)
	Run:    ********** (10/10)
	Flip:   ********oo  (8/10)
	Rail:   ********oo  (8/10)
	Spin:   ********oo  (8/10)
	Ollie:  *********o  (9/10)
	Speed:  ********** (10/10)
	Switch: *******ooo  (7/10)
	Manual: ********oo  (8/10)

-------------------|-------------------|-------------------|-------------------

[You]

  ARCADE MACHINE HIGH SCORE - 25 pts
    Score to meet: 45,000/100,000/800,000 pts

	Arcade Machine: On the roof of the Green Goddess, of around the large
	Butterfingers billboard overlooking Gaslamp District. (Facing towards
	the Gaslamp District yourself, go around the left side to find a down-
	ward ramp.

	Hints: Still not all that difficult, busting out a cadre of Specials
	will pwn this goal very quickly.

	SICK MODE NOTES: Okay, actually, I lied. Now your point score is 
	craaaazy high. As you'll hear me say a lot later on, use Ye Absinthe
	no matter what style of skating you prefer, since it's good for both.

  DANCE, DANCE, DANCE - 25 pts

	Hints: Another Boombox goal, head onto the roof of Ye Absinthe and, at
	the top of that super-awesome bowl, head towards O'Brien's. You'll run 
	into another pool that's rimmed with red rather than green and has a
	two-chimney set making up the entire fourth wall. The Boombox is 
	sitting in front of the chimneys. Once again, you gotta pull off the
	tricks on the beat (or when the boombox flashes red). Now grabs have
	been integrated with flips, and you can do them while going up and down
	the QPs in the bowl.

  RIVERBOAT SLAPPER - 25 pts

	Hints: You need to slap the Ferry in Ferry Bayou; approach it head-on
	from Gaslamp District, passing through the Dixie band there, Ollie over
	the fence and sticker-slap the back of the boat. Do this three times;
	each time you do it, the boat gets further away. You should be able to
	make it all three times without a problem, but you won't be able to 
	recover from the last one. Which is okay, really, cause it's not like
	you need to make it back to land. 

  FIND THE JESTER - 25 pts

	Hints: There's a single car driving around the streets of Nawlins--a
	Mardi Gras float shaped like a giant fish. Get in front of the float to
	stop it, then jump on top of it to free the Jester. Now you can skate
	as him if you go into O'Brien's.

  MARK YOUR TERRITORY - 25 pts

	1//On the back of the Butterfinger billboard on the Green Goddess roof.

	2//On the roof of Boo-YA's Bottomless, on the ramp leading up to the
	helipad.

	3//In the Humidity Alley, on the wall of Boo-YA's Bottomless.

	4//On the ledge of Lil Business Corner. (Grind over to it from 
	O'Brien's, or go up the QPs in front and get off your board.)

	5//In the Dumpster alley, closer to Bourbon St., against the Green
	Goddess wall.

  WATER TOWER SLAP - 25 pts

	Hints: Use the kicker on The Nawlins roof facing the Water Tower to
	Ollie the gap between buildings and Sticker-Slap the Water Tower. Aim
	at the Tower before you launch at it and don't go up the ramp at full
	speed (otherwise, you'll launch too high to Sticker Slap.) Go to the
	ramp without holding down the Ollie button, then press and hold it down
	halfway up, Ollying at the top of the kicker.

  RAISE THE DEAD - 25 pts

	Hints: Go into the Crypt and grind on every ledge you find with a skull
	sitting on it. There are five Crypt ledges to grind. When you've 
	knocked off all the skulls, the crypt will start to glow and you'll 
	hear screams. If you miss a skull, a counter that says "SKULLTIME" will
	count down from ten in the center of the screen. When the counter 
	reaches zero, the skulls you knocked down appear on the crypt again.

  SAVE NAWLINS  - 100 pts
    Required Goals: RAISE THE DEAD

	Hints: You have to do four things to finish this goal. First, Spine
	into Hell using the QP made by the broken street parts. You HAVE to do
	a Spine Transfer otherwise it won't count. Second, land a grind on the
	small ring in Hell. Just hit the grind button a lot on your way down
	the pit and you'll hit it; it's the same size as the hole you fell 
	into. Third, jump off the ring. It doesn't matter when or where, as
	long as the prompt to jump comes up. You'll be launched down either
	direction of the Nawlins St./Bourbon St. intersection, depending where
	you jumped from. Last, do a Grab trick when transferring QPs over the 
	statue in the Church. The Grab is randomized and diagonal, but all 
	I've seen so far are the Benihana and Airwalk. Do the grab and get the 
	CHURCH STATUE gap to send the Voodoo Doctor back into the murky swamp 
	from whence he came. (Don't worry--he'll be behind the Big Crypt if 
	you still need to use him.)

[Pro]

  The Nawlins Pro is going to be on Nawlins St., next to Boo-YA's Bottomless.

  NAWLINS STREET SPINE - 25 pts

	Hints: Spine from the higher pool in O'Brien's over to the pool in Boo-
	YA's Bottomless.

  WALLIE THE TROLLEY - 25 pts

	Hints: When the Trolley has come to a stop, approach it from Bourbon
	St. You have to Ollie, Wallride and Wallie off the train in one very
	clear, very deliberate combo. Ollie at the Trolley at an angle. You 
	should be able to Wallride at the peak of your Ollie. Wallride just 
	long enough for the Wallride animation to actually show, then Wallie
	off.

  SPINE TRANSFER COMBO - 25 pts

	Hints: Spine off the QP on the helipad of Boo-YA's. Revert as soon as
	you land in the street QP and roll up the next one to Spine into the
	lower pool on O'Brien's. Revert again and Spine over the opposite QP
	that you landed in to Spine into the QP inside O'Brien's. (If you're
	going fast enough, the Revert alone will carry your combo into the next
	QP you have to go up. Timing is crucial, though, so pay attention to
	what you're doing.)

  TAG THE BIG BILLBOARD - 50 pts

	Hints: The Big Billboard for this level is on O'Brien's, sitting on the
	east border of the level. There's a pipe you can climb up to get to it,
	but it's just out of reach. Use the lower pool as a kicker by 
	Bonelessing out of it. Get off your board in midair and hold down the
	right shoulder button. If you aimed at the pipe, you'll grab onto it
	and you can haul yourself up to tag away.

  MANHOLE MANUAL - 50 pts

	Hints: There are three small manhole covers on the streets between each
	of the four main buildings (except for O'Brien-Boo-YA's, where there's
	two) and you need to manual over five of them in a single combo. Vert 
	the QP between O'Brien's and Boo-YA's to gain speed, and then start
	the manual before the first manhole cover. Both covers between 
	O'Brien's and Boo-YA's are lined up in the center of the road. Don't
	turn left or right, since you'll loose too much speed. Instead, keep
	going to the right of the big manhole cover (between Ye Absinthe and
	The Nawlins) to hit the third small one, then over to the left side of
	the street for the fourth, and back to the right for the last. The only
	really hard part about this one is accuracy; even when they're glowing,
	the small manhole covers can be hard to pinpoint.

	If you want, you can do it along Nawlins St., since most of those
	manhole covers are lined up with each other. Spine over the QPs below
	the Neversoft Eye on the Crypt and manual down the center of the 
	street, then go the left side of the street to get the last two nearest
	the Church. It's up to you.

  FOR THE BIRDS - 50 pts

	Hints: An easy goal, head up to the roof of Boo-YA's Bottomless and 
	face the Crypt. You'll see three birds flying in place against the sky.
	Use the yellow Parking lines on the south end of Boo-YA's to line 
	yourself up with the birds (the fourth line from the right will be the
	one), build up a little speed, and Spine over the QP. You'll land back
	in the street. Spine the graveyard QP to nail the birds. You probably
	won't get all three at once, but that's okay.

  GASLAMP DISTRICT - 50 pts

	Hints: Use the purple rails on the planters past the Trolley to get up
	to the gaslamps in Gaslamp District. Grind through the gaslamps when
	you reach up to them--you'll Kiss The Rail and destroy them. The purple
	rails kink up, so it's easy to reach the lamps. Grind through three of
	them.

  BIG AND FOCUSED - 50 pts
    Score to meet: 40,000/100,000/500,000 pts

	Hints: Score a combo while Focused; you can start before you Focus, but
	the combo has to end Focused. Try using Ye Absinthe's larger pool for
	all kinds of skating-style fun. Remember to use Specials to keep the 
	points coming in and keep the Special Meter full.

[Special Guest] - JESTER

	Air:    ********** (10/10)
	Lip:    *********o  (9/10)
	Run:    *********o  (9/10)
	Flip:   *********o  (9/10)
	Rail:   *********o  (9/10)
	Spin:   *********o  (9/10)
	Ollie:  *********o  (9/10)
	Speed:  *********o  (9/10)
	Switch: *********o  (9/10)
	Manual: ********** (10/10)

	SPECIAL TRICK: Manual Entertainer [MANUAL]

	The best overall Special Guest in the game, Jester's stats are mad
	tricked-out (for a Mardi Gras float clown just "giving it a try"). If
	your character is suffering from poor stats, you may want to find this
	guy first and use him for most of the goals in the level. He can be
	annoying, but mute buttons were invented for a reason.

  GIRLS GONE CRAZY PARADE - 50 pts

	Hints: Pick up some Beads and get on top of the Mardi Gras float. You
	have to throw Beads at five different girls partying in the streets. 
	It's not easy to do it all in one ride, and the float does eventually
	go into a no-play zone. It drives in an easy-to-decypher, hard-to-
	describe pattern from Dauphine St., to Gaslamp St., to Church St. and
	vice-versa. Stop the float by standing in front of it at the edge of
	the level, then hop on and try to aim at the girls. It will drive in 
	one direction twice, then go in the other direction twice before going
	the first way again.

  DROP A HURRICANE - 50 pts

	Hints: Go into O'Brien's and get off your board. Double-jump against
	the giant fountain shaped like a glass and tap the right shoulder
	button to Acid Drop into it.

  TEAM CHALLENGE - 50 pts
    Required Characters: You, Pro, Jester

	Hints: Go into the Churchyard and perform a Special with all three 
	skaters. I recommend doing Vert tricks, since it's easy to bail or get
	spat out into the streets if you Grind. Flatland works also.

  BALCONY BREAKER - 50 pts

	Hints: Probably the most frustrating goal in the game, The reason 
	people have so much trouble with BALCONY BREAKER is simply because it's
	hard to do. You have to break three balconies in one combo by wallying
	up through them, so you're heavily dependant on speed and comboability.
	My recommended path is to go up the planter next to the Pro on Boo-YA's
	Bottomless facing the Crypt, then Wallie up onto the ledge made by the 
	roof of the building. Ollie off the ledge before it disappears into the
	helipad and land in the street in a Manual. Head back for the Nawlins 
	St./Bourbon St. intersection and Combo Run-Out so you have some speed. 
	Run over to the planter of Ye Absinthe on Nawlins St. side, closest to 
	the intersection, and get back on your board as you go up it. You 
	should have enough speed to Wallie up through two balconies on Ye 
	Absinthe. (If you're doing this as You and having trouble, you may 
	want to rely on the Pro or Jester.)

[Secret Character] - VOODOO DOCTOR on MOTOR TRIKE

	JUMP: Jump
	GRIND: Grind
	GRAB: Superman Seatgrab
	FLIP: Barspin
	MANUAL: Wheelie

	Now that you've seen a whole bevy of Secret Characters, the Voodoo
	Doctor is fairly average. Decent Bailing Tolerance, okay speed, okay
	comboability...he looks cool, though.

  TRICYCLE VS ZOMBIE - 50 pts
    Required Goal: RAISE THE DEAD
    Required Character: Voodoo Doctor

	Hints: A fun, easy goal. Go 'round Nawlins and find ten zombies wander-
	ing through the streets and just plow right through them. They're 
	always on the street, so check corners and dark places, not to mention
	around the crater to Hell. Do this goal after RAISE THE DEAD, before 
	you do SAVE NAWLINS.


  SUPER TRASH - 50 pts
    Required Character: Voodoo Doctor

	Hints: Head for the Dumpster and use the edges as kickers to air over
	it. When you do, do the Superman Seatgrab. It only works if you hit the
	DUMPSTER DIVE gap.

  NATAS NEVERSOFT - 50 pts
    Recommended Character: You, Pro, Jester

	Hints: Simple--land a Natas Spin on the Neversoft icon in the wrought-
	iron gate in front of the crypt. The Voodoo Doctor jumps too high to
	land on it, so use a skater. Stay on for ten seconds.

  SIGN SPINNER - 50 pts

	Hints: Spin three neon signs by grinding past them. The first is a neon
	sign on the southwest corner of Green Goddess (you can reach it by 
	going up a QP on the back of the building and aiming left). If you stay
	on that ledge, you'll grind past the second, which is hanging over the
	Nawlins St./Bourbon St. intersection. Finally, go up the balcony on
	Boo-YA's Bottomless from the Crypt side and grind on the rail when it
	levels out. You'll nail the last sign which also hangs over the inter-
	section.

[Bonus]

  THE EQUALIZER - 1000 pts
    Time Limit

	Hints: There's a few different steps to this goal that are hard to 
	really make out since you're on a time limit, so I'm gonna break it 
	down for you.

	1//Get up onto the roof of Boo-YA's. Either use the fan boost or a QP
	to get onto the helipad, since there are security guards blocking the
	walk-ramp. (You don't lose the goal if you hit them.)

	2//Get off your board and grab onto the landing skid on the helicopter.
	This is where the Time Limit starts.

	3//Let go of the helicopter when it stops over O'Brien's and Acid Drop
	into the pool. Go up the opposite side you fell into and get off your
	board with the right shoulder button held down in order to latch onto
	the helicopter again.

	4//Let go of the helicopter again and Acid Drop into O'Brien's. Head
	up to the raised part of the pool and use the QP to Spine over the
	helicopter and into Boo-YA's.

-------------------|-------------------|-------------------|-------------------
									<smsk>
			     Chapter 6:  [Skatopia]
 			     - Places of Interest -

Compass:
NORTH: Barn Pool, Chicken Coop
SOUTH: Skatopia Sign
EAST: Trailer, Garage
WEST: Pile O' Burnin' Junk, Bigslope, Log Grind

=---->Alley: A narrow, U-shaped alley slices between Barn and Barn Pool. 
	There's a grind rail and small Flatland area, but it's mostly used to
	hide stuff out of sight.

=---->Barn: This guy is on the north end of the level. It has a VERY nice vert
	setup behind it, and a few grindables hidden in the middle and back.

=---->Barn Pool: The pool behind the barn. It's shaped like an L and is open at
	one end.

=---->Bigslope: The steep slope on the west side of the level, bordering 
	Mountain. QPs on the left and right make it into an HP, but the 
	downward grade makes it very hard to combo.

=---->Bigslope Cam: On the west side of the Mountain, part of Shaft Exit Level,
	Bigslope Cam ends with the mineshaft kicker and has a special camera 
	angle when you travel down it. You need to complete the goal LOCATE THE
	CHAINSAW goal in Story Mode for this slope to be cleared of its trees.

=---->Bus Bowl: A uniquely-shaped bowl with steep ramps perfect for verting.
	Two long grind lines start up there as well, not to mention a very long
	hill for those looking to challenge themselves at flatland.

=---->Chicken Coop: The actual chicken coop is where you come out of when going
	through the Red Shack, but this will be more in reference to the area
	behind the Barn Pool. There's a QP on one end a Flatland area. There's
	a blue, tarp-covered planter you can grind on.

=---->Garage: On the east side of the level beyond the Trailer and sitting 
	against the road is an open-air garage with a pool inside.

=---->House: Just beyond the Skatopia Sign is a house lined with plywood 
	kickers and QPs. Nice spot for vert comboists, but there are better.

=---->Log Grind: Three logs have been set up on the west side of the level and
	you can grind them all in one combo. Ollie off right at the end of each
	log to get a Fan Boost.

=---->Mineshaft: There's a shack on the top of the Bus Bowl, and beyond that
	shack is a drop down into the mountain. This mineshaft has a single QP
	in it that's only good for spining into, and leads to a kicker outside 
	for getting some sweet air.

=---->Mountain: In the center of the level, a giant mountain rises up into the
	sky. Bus Bowl is on the top and the Mineshaft is inside.

=---->Pile O' Burnin' Junk (Pile): On the western side of the level between two
	of the log grinds is a pile of junk and propane tanks. Ollying off this
	pile acts similar to a fan boost and lights your board on fire for a
	limited time.

=---->Pond: Between the Bus Bowl and the barn is a pond that doubles as a Bowl.
	The water drains out every time you land. 

=---->Road: The path the car follows in Skatopia--from the flat area around the
	Skatopia Sign, up between the HPs made by the mountain and the Garage,
	past the front of the barn, then up into the Bus Bowl.

=---->Shacks: A Red Shack and a Green Shack stand on either side of the house
	beyond the Skatopia sign. Going into the Red Shack pops you out at the
	Chicken Coop, and going into the Green Shack sends you into the Bus 
	Bowl.

=---->Shaft Exit Level: The level of the mountain where the Mine Shaft exit is
	located. Stretches around the side of the mountain.

=---->Skatopia Sign: The first thing you'll see when you start the level is a
	blue sign that says "SKATOPIA" on it. There's a QP on the front and 
	back, so you can spine transfer over it. You can also grind on the log
	borders to find some sweet lines.

=---->Trailer: On the east side of the level is a small trailer car with a tarp
	on the roof and a ramshackle plywood kicker on one side. Good for 
	verting, but best as part of a grind line.

=---->West QP: A QP stretching from behind the Barn Pool to the end of 
	Bigslope.

=---->Zipline: There are two ziplines in the level. The first is on the west 
	side of the house, and grabbing onto it drops you onto the top Log 
	Grind. The other one is on the east Mountain wall, on Shaft Exit Level,
	and it brings you up into the Bus Bowl.

=---->DESTRUCTION!!: When you complete FIND THE CHAINSAW, Bigfoot jumps down 
	and steals Jesse James' souped-up skateboard. He does a manual down the
	Bigcam Slope next to Bus Bowl, clearing it out. (Again, I'm not sure if
	this is the actual DESTRUCTION!! or not. If it isn't, drop me a line 
	<cnt2> and let me know.)

-------------------|-------------------|-------------------|-------------------

[Pros:]

TONY HAWK

	Air:    ********** (10/10)
	Lip:    *********o  (9/10)
	Run:    ******oooo  (6/10)
	Flip:   *******ooo  (7/10)
	Rail:   *********o  (9/10)
	Spin:   ********** (10/10)
	Ollie:  *******ooo  (7/10)
	Speed:  ********** (10/10)
	Switch: ********oo  (8/10)
	Manual: *******ooo  (7/10)

-------------------|-------------------|-------------------|-------------------

[You]

  ARCADE MACHINE HIGH SCORE - 25 pts
    Time limit: 1:00
    Score to meet: 50,000/150,000/1,000,000 pts

	Arcade Machine: Inside the Mineshaft.

	Hints: This is as hard as it'll get in Story Mode. Bust out all your
	Special tricks and crazy-combo to bring up those Multiplicatives. 
	You'll definitely need to carry a combo over the time limit, and 
	thankfully Skatopia has no shortage of specialty areas--the Garage and 
	Barn Pool are excellent for Verts, and there are plenty of ledges along
	Road and Mountain that are great for grinding. If you want to Flatland,
	I recommend sticking to the back of the level, behind Barn Pool, where
	the car isn't constantly driving around in your path.

  LOCATE THE CHAINSAW - 25 pts

	Hints: In Bus Bowl, next to the top of Mine Shaft, stands a single 
	tree. Climb up the tree like it's a normal ladder. The chainsaw is at
	the top.

  THE LEGEND OF BIGFOOT - 25 pts
    Required Goals: LOCATE THE CHAINSAW

	Hints: Find Bigfoot on Shaft Exit Level, right near the Mineshaft.

  ZIPLINE TOSS DROP - 25 pts

	Hints: Get up to Shaft Exit Level however pleases you--use the ladders,
	use the QPs, whatever. Get off your board and jump into the Bus Bowl
	Zipline with the right shoulder button pressed down. When you're up in
	the air, Acid Drop into the Bus Bowl.

  LAUNCH THE FIREWORK - 25 pts

	Hints: The overall goal is to catch your board on fire and light the
	firecracker on top of Barn. The only source of fire in the level comes
	from the Pile and it burns out REALLY quickly. So Ollie off the top of
	the Pile and land on the Barn Roof, then haul booty over to the fire-
	cracker. It'll take a few tries to get the angle, height and distance
	right, but keep at it. You can also get off your board once on the roof
	and walk over the string to set it off. Optimal conditions have you
	landing just over the gap in the Barn where you find Ryan Sheckler, as
	the firecracker is pretty much right there.

  TAG THE BIG BILLBOARD - 25 pts

	Hints: This Big Billboard is on the Mountainside. On Shaft Level Exit,
	there'll be a rope ladder you can climb up underneath the Bus Bowl. 
	Climb it to get to the billboard, and it's tags away.

  MARK YOUR TERRITORY - 25 pts

	1//Near the mineshaft exit on Shaft Exit Level, there's a netting 
	ladder. Going further along Shaft Exit Level, the netting ladder ends,
	leaving bald mountainface followed by a ladder. The first SPAT tag is
	on that mountainface area, so get off your board and slooooowly walk to
	the edge and let your skater grab the ledge on his own accord. If you
	hold the right shoulder down, you'll Acid Drop into the QP below.

	2//In the Alley, next to the open end of Barn Pool.

	3//Still in the Alley, on the opposite side of the second tag, there's
	a ladder set against the Barn. Climb the ladder up to a low Barn roof,
	where the third tag is waiting.

	4//On the side of the small wooden shack on top of Bus Bowl, near the
	top entrance of Mine Shaft.

	5//On the back of the Skatopia Sign.

  FIND RYAN SHECKLER - 25 pts

	Hints: Double-jump into the alcove of the Barn to the right of the
	ladder.

[Pro]

  You can pick the Birdman up in front of the house near the beginning of the 
  level.

  TREE TOP SPIN AND BOMB - 25 pts

	Hints: Okay...here's a frustrating one. The goal is to Natas Spin on 
	top of a tree, then Acid Drop into a nearby QP. If you try Natas 
	Spinning on a tree TOO close to a QP, you'll wind up Acid Dropping when
	you hit the Grab and right shoulder buttons. The View Goal window shows
	a tree perched on Shaft Exit Level--DO NOT USE THAT. Instead go behind
	the Garage. There are two trees standing over a QP, and you want to
	go up the one farthest away from it. Natas Spin the top of the tree
	when you stand up on it, and use the joystick and Focus Control to 
	Ollie over the QP. Acid Drop, and the goal is yours.

  MOUNTAIN TOP MANUAL - 50 pts
    Recommended Character: Ryan Sheckler

	Hints: In the Bus Bowl, as the bowl turns into the Road, there's a blue
	garden hose stretched from one QP to the other. This is your starting
	line. You have to manual from behind the hose, down the Road, and out
	of the Skatopia front gates. If your custom skater has good Manual 
	stats, you can use him, but Ryan Sheckler comes with a 10/10 on Manual
	as well. Watch out for the car, since it'll knock you out of your 
	manual.

	SICK MODE NOTES: I hope you've unlocked the Cheat Codes, because you 
	may need them starting here...with the more realistic physics, 
	maintaining manual balance is a lot harder, especially for a long 
	period of time. Use a Special Manual with a decent speed, and when you 
	hit the curve around the Pond, hit Focus Control to make balancing 
	easier. For once, I DON'T recommend the Hot Rod or Paulie Butt Manual, 
	since they go too fast and it's easy to overshoot a turn. Use Focus to
	get around the Pond, then let go when you've straightened out. Kick in
	Focus again once you get down into the House area to ensure a solid 
	path through the front gates.

  LUMBERJACK COMBO - 25 pts

	Hints: Grind all three Log Grinds in a single combo. It sounds easy,
	but in the later difficulties, it's not. Start by grinding the top log.
	If you don't make it right from one log to another, land in a manual
	and hop onto the next one.

  SPINE THE MINE - 50 pts

	Hints: You have to Spine down the Mineshaft from Bus Bowl. Use the 
	wooden shack on the top of Bus Bowl as your base measurement; go up the
	QP directly in front of it and Spine when you reach your peak.

  SKATOPIA SPINE COMBO - 50 pts

	Hints: Okay, another Spine combo like in Nawlins. Spine out of Bus Bowl
	and into the Road. Revert as you land and Vert up the other side of the
	Road. Spine into the Garage, Revert again, then Spine out into the
	QP you used for TREE TOP SPIN AND BOMB. (It helps if you Spine out of
	the Garage as close to the front of the park as possible without going 
	up the short side. Most times, when you're having trouble with this 
	goal it's because you hit the Revert too early or too late, so try to 
	time it just as you land. Use Focus Control for help if you need to.)

  DOWNHILL LINE - 50 pts

	Hints: Alright, are you ready for mad grindage?! WHOO YEAH. (Sorry,
	spontanious explosion moment.) At the end of the Road, when it turns
	into Bus Bowl, grind on the eastern ledge, going downhill. When the
	ledge starts glowing, you've started the goal. Hop over to the Pond and
	grind the inside ledge, then Ollie off and grind on the eastern QP 
	ledge leading into the Garage. Ollie off the Ledge and Combo Run-Out,
	since the next ledge isn't lined up with the last one. Caveman onto the
	western ledge of the Garage Pool, then Ollie off, Manual over to the
	Trailer, and Wallie up to grind the Trailer's roof. Ollie off that to
	grind the wooden Half-Bowl, and then Ollie and Manual over to the front
	of the Skatopia Sign. 

  JUMP TO THE WEATHER BALLOON - 50 pts

	Hints: The weather balloon is suspended over the Bigslope/House area
	of the level and the only way to reach it is to use a tiny QP lined up
	with a kicker. In the Bus Bowl, Vert up the QP directly under the 
	curved wooden beam that's second to the right. Spine over, and if your
	aim was on, you'll land in the mini QP. From the QP, go off the kicker.
	When you reach the balloon, get off your board and tap the right 
	shoulder button to latch on.

  SCRAPE THE HIVES - 50 pts

	1//Go up the QP bordering the Garage and the Road, and grind on the 
	higher of the two ledges towards the Skatopia Sign. Wallride on the 
	side of the Garage immediately after landing the grind.

	2//Inside the Alley, opposite side from the Barn Pool opening. Come 
	from the Road and Ollie up. Wallride at the peak of your jump to scrape
	through the beehive.

	3//Go up the QP on the east side of the top of the level, beyond the 
	Barn and Barn Pool. Grind south, towards the bottom of the level. When
	the rail ends, do a short Ollie, followed by a Wallride.

	4//Just past the Pond if facing south, there's a small kicker/funbox
	on the left side of Shaft Exit Level. No Comply off the kicker and 
	Wallride up against the Bus Bowl wall.

	5//Grind on the West QP towards Skatopia Sign. When the orange fence on
	top of West QP disappears and turns into a mountain, Ollie and Wallride
	up for the last hive.

[Special Guest] - RYAN SHECKLER

	Air:    ********* (10/10)
	Lip:    ********* (10/10)
	Run:    ****ooooo  (4/10)
	Flip:   ********* (10/10)
	Rail:   ********* (10/10)
	Spin:   *******oo  (8/10)
	Ollie:  ******ooo  (7/10)
	Speed:  *******oo  (8/10)
	Switch: *******oo  (8/10)
	Manual: ********* (10/10)

	Special Tricks: The Shark [Grind]
			Sheckler Grab [Grab]

	What is there to say about Ryan Sheckler...? He's the youngest Pro 
	skater in the world, his character model's face is scary...that's 
	really it. He breaks the pattern of Special Guests getting stronger
	with each level (boasting a 4/10 Run stat, ouch). He's good for a few
	goals here and there, but he's otherwise nothing special.

  ONE LONG ELECTRIC WIRE - 50 pts

	Hints: The Long Electric Wire starts in Bus Bowl. You have to land the
	grind between the second and third telephone poles from the top (as 
	to the Bus Bowl as possible) and ride the entiiiire thing down to the 
	end near the Skatopia entrance. Even in Easy Mode, this goal is 
	difficult, so try to land a Special Grind, and use Focus Control when 
	you start to lose control.

	NORMAL MODE NOTES: If you can hold your balance until you go around the
	barn, activate Focus Control as you cross over to the Pond. If you're
	using a Special Grind, then you'll be able to stay Focused all the way
	down to the end.

  SHACK ATTACK - 50 pts

	Hints: Another difficult one (they're throwing as many hard challenges
	at you as possible now), you have to go into one of the two colored
	Shacks and combo your way downhill to go through the other one. The
	catch: NO WALKING. This is a test of pure skating skill. You have to
	start the combo before entering the first Shack, so go into it with a
	No Comply. 

	From the Green Shack, manual over to the righthand QP in Bus Bowl and 
	grind on it. Follow the ledge as it curves around the Road, then Ollie 
	off before it curves to the right. Manual to the left of the Red Shack,
	go past it and up the gray QP beyond it. Revert and Manual, so now 
	you're facing the opposite direction, and aim yourself into the Red 
	Shack.

	From the Red Shack, land in a Manual or Grind on the Barn Pool's ramp.
	Cross the Road and land a grind on the QP ledge bordering the Road.
	Ride it down until it spits you out near the Bigslope. Land in a Manual
	and try to position yourself around so you can head into the Green 
	Shack.

	Once you nail either combo and get the SHACK COMBO Gap, you'll have the
	Goal.

  OVER THE HOUSE - 50 pts

	Hints: Spine out of Bus Bowl's unfinished dome, going between the 
	center board of wood and the one you Spined over for JUMP TO THE 
	WEATHER BALLOON. If you aimed it right, you'll roll into a QP right
	behind the House. Use your speed to go up the kickers and air over the
	House itself. Sometimes, if you hit the QP in between the two sets of 
	kickers, you can make it over, but only try it if the kickers 
	themselves aren't working.

  ZIPLINE WIRE BOMB - 50 pts

	Hints: Grind on the top Log Grind, then Ollie up onto the Zipline wire.
	Ollie off the Zipline Wire before Bigslope ends and Acid Drop into the
	QP at the bottom. Simple, ne?

[Secret Character] - BIGFOOT on MOTORIZED SKATEBOARD

	Air:    ********** (10/10)
	Lip:    ********** (10/10)
	Run:    ********** (10/10)
	Flip:   ********** (10/10)
	Rail:   ********** (10/10)
	Spin:   ********** (10/10)
	Ollie:  ********** (10/10)
	Speed:  ********** (10/10)
	Switch: ********** (10/10)
	Manual: ********** (10/10)

	JUMP: Ollie
	GRIND: Chainsaw Grind 
	GRAB: Hairy Foot Grab
	FLIP: Bigfoot Flip
	MANUAL: Chainsaw Manual

	Bigfoot, the best Secret Character in the game. Why? His Bailing 
	Tolerance is on par with a normal skater's. He has a full arsenal of
	Lip Tricks. He can Freak Out. And best of all, he can MANUAL UPHILL.
	While his speed may be a little too much for certain goals, he's still
	an excellent character to use if you're having trouble. The only thing
	he can't do that a normal skater can is Combo Run-Out.

  SKATOPIA TRANSFER - 50 pts

	Hints: Build Special, and Transfer from either QP lined up with the
	QP on the back of Skatopia Sign.

  GROW SOME PLANTS - 50 pts
    Required Character: Bigfoot

	Hints: Bigfoot Flip over the three planter squares scattered in the
	level. The first is near the Bigslope Zipline's base, the second is 
	near the Pond on Shaft Exit Level, and the third is to the west of the
	Barn.

  A CLEAR PATH - 50 pts

	Hints: Get Special, jump into the purple bus in Bus Bowl (This sets you
	out right on top of Bigslope Cam) and land in a Manual. Ollie off the 
	kicker on the bottom of the slope. There's really nothing more to it.
	If you're doing it and the goal isn't registering, make sure to land
	the Manual right at the top of the slope, not after it pitches 
	downward.

  MANUAL UP A SLOPE - 100 pts
    Required Character: Bigfoot

	Hints: Manual from the bottom of Bigslope up to the top.

[Bonus] - Bam
				   EMERGENCY!!
 			     - Places of Interest -

=---->Box Bombs: In front of the Barn, a small pyramid of Box Bombs has been
	set up. Standing on top of a Box Bomb activates it, making the top 
	light up. There are eight boxes to stand up in total--three in the 
	front, five in the back.

=---->Fountain O' Glory: Further up the Road from the Rockets Battery, the
	Fountain O' Glory is a giant stand-up rocket with a ring-QP base and a
	detonation cable leading from the top to the ground. You can get to the
	top of Fountain O' Glory either by shimmying up the detonation cable,
	or using the ring-QP base to vert up to it and grab onto the top edge.

=---->Giant Bomb: A large, round bomb in the center of Bus Bowl, the words
	WORLD DESTRUCTION TOUR have been scrawled across it in celebration of
	Skatopia's decimation...

=---->Rockets Battery: In the Road between Bus Bowl and the Garage. Rockets
	Battery has several blue rockets on the top that you can Natas Spin,
	and a kicker on the north side.

=---->Spin Bomb: On the roof of the House, a gray cable is coming out of the
	chimney. Climb up the cable to get to a small ring platform with four
	large fireworks rockets attached to them.

  SPIN BOMB - 200 pts

	Hints: Get up to the ring platform and grind around the outer rim four
	times.

  ROCKETS BATTERY - 200 pts

	Hints: Do a Natas Spin on top of any of the blue rockets.

	NORMAL MODE NOTES: In Normal and Sick Modes, you have to hit four Natas
	Spins rather than one; furthermore, a portion of the rockets recede
	into the box once you've Spun on them. You need to use the joystick and
	Focus Control to aim where you're jumping too when you Ollie off a
	rocket. The rocket sections are divided up into quarters. If you lose
	the combo, the rockets get reset and you have to do it all again.

  FOUNTAIN O GLORY - 200 pts

	Hints: Get up to the top of Fountain O' Glory and grind down the
	detonation cable.

  BOX BOMBS - 200 pts

	Hints: Get off your board and jump on the top of each Box Bomb.

	NORMAL MODE NOTES: In Normal and Sick Modes, you have to land on all
	eight Box Bombs in two combos, max. The best way to do it is to start a
	Manual right near the Box Bombs, then Combo Run-Out and hop onto the
	first box of the short pile of boxes. I can't really describe how to
	jump on them in order, so here's a very crappy ASCII graph. The diagram
	assumes you're looking at the boxes from the front. The [X] squares are
	boxes you can't step on.

	SHORTER ROW:

		[2]
	     [3][X][1] <----= Manual

	HIGHER ROW:

		[8]
	     [4][X][7]
	  [5][X][X][X][6] <----= Manual

	Try to hit 1-5 in one combo if you can. If you can't do it, then hit
	box 5 fourth, and get treat box 6 as your fifth one. Fortunately for
	us, Bam's got a 10/10 Run stat, making this goal easy and kinda fun.

  GIANT BOMB - 200 pts

	Hints: Double-jump up to the top of the Giant Bomb.

[Bonus] - Tony

  EVACUATE THE DOGS - 1000 pts
    Time Limit: 0:05

	Hints: Skatopia's about to blow! There's no way for you to make it out
	in time, so you have to pick up as many dogs on your way down the Road
	as possible to increase your time, and each dog ups the time remaining 
	by one second. I'm not sure where all the dogs are, but here's a line 
	that works either way:

	1//In the center of the Road, straight ahead from where you start

	2-3//In front of the foremost Box Bombs

	4-7//Make a tight turn from the Box Bombs towards the Fountain O' Glory

	8//Next to Fountain O' Glory, on the left side

	8//In front of the Rockets Battery kicker

	9-10//On the slope between Red Shack and the House

	11//Between the Skatopia Sign and the House

	12//On the right of the Skatopia Sign

	You don't have to save every dog, but you DO have to make it out of the
	park itself.

[Bonus] - You

  ESCAPE LINE - 1000 pts

	Hints: Your starting point varies depending on the difficulty you're
	playing. In Easy mode, you start just past the Fountain O' Glory; in
	Normal and Sick, you start behind the Barn Pool. So I'm going to break
	it down for each difficulty, since there's a different line you can
	follow.

	EASY MODE NOTES: Hop onto the ledge immediately to your right. Grind 
	down and Ollie off before it curves too far right. Land on the porch of
	the house and Manual over to the Skatopia Sign.

	NORMAL MODE NOTES: Now you start behind the Barn Pool, as previously
	mentioned. Go up the QP directly in front of you and grind on top. 
	Ollie off and Manual over towards the Pile (if you run out of speed,
	Combo Run-Out and beeline for it, since you want to hold onto as much
	of your timer as possible). Ollie off Pile, using the propulsion to
	send you at Bigslope Cam. Grind on the wire to the left of Bigslope Cam
	and Wallride along the face of the Mountain. Wallie off and Manual
	between Red Shack and House towards the back of the Skatopia Sign. This
	will take several tries and there are a myriad of paths you can take,
	so if what's above doesn't work for you, you can mix, match and custom-
	ize.

-------------------|-------------------|-------------------|-------------------
									<smso>
[Story Mode Spoils]

EASY MODE:

   Skaters:
	Shrek
	Phil Margera
	Alien
	Geeky Kid
	Space Monkey 1

	Wax Slide [GRIND]
	Don't Feed Phil [GRAB]

	Pro Skater

NORMAL MODE:

   Skaters:
	The Hand
	Paulie "Wheels of Fury" Ryan
	Alien Doctor
	Boat Captain
	Lost Soul 1

	Paulie Butt Manual [MANUAL]

	Pro Skater

SICK MODE:

   Skaters:
	Call of Duty Soldier
	Nigel Beaverhausen
	German Drunk 1
	Mime
	Zombie 1

   Moves:
	Salute [GRAB]
	Hero [GRIND]

   Levels:
	Pro Skater


-------------------|-------------------|-------------------|-------------------
									<smc2>
				- [Cutscenes2] -

TRAINING

  Straight Outta Compton! ...I mean, Jersey.

	YOU: Agh!

	BAM: Come on, let's get this jerk in the van. Get in there!

  Hello, Butt Nuggets

	YOU: What...?

	KOSTON: What's going on?

	BOB: Did I...?

	SPARROW: Where am I?

	MIKE V: When I find out who did this, they're dead...

	BAM: Hey! You scumbags are going down! Did you ever think the last 
	words you were gonna hear would be...

	SPARROW: AIEEEEE!

	BAM: Hello, butt nuggets!

	KOSTON: Real funny, guy...real funny.

	TONY: What's happenin' fellas? In case you're wondering why Bam and I
	"invited" you here tonight, let us enlighten you...

	BAM: "World Destruction Tour," a round the world, sick as hell skating
	competition that Tony and I threw together and YOU jackoffs are gonna
	compete in.

	SPARROW: Ahh yeah, that's what I'm talking about.

	RODNEY: Alright, this sounds cool.

	MIKE V: Whatever.

	TONY: We're splitting into two teams. I'll be the captain of one 
	team...

	BAM: And the captain of MY team will be--oh...Phil.

	PHIL: Damnit Bam, the tire jack's rammed right up my--

	BAM: We're going global, baby! Racking up some serious points for some
	balls-to-the-wall skating.

	TONY: And some rediculous stunts and challenges.

	BAM: Like that. Fifty points if you get someone to hose their pants.

	SPARROW: Hey--c-come on now, that's sweat!

	BAM: Whoo...and twenty bonus points if you think there's luggage in the
	trunk.

	RODNEY: Whoa-ho-ho-ho...

	SPARROW: What, I just had a fruit salad!

	TONY: There's gonna be no cameras, no press, and no crazed fans. Just
	us embarking on a round the world party. Oh, and one more thing: the
	losing team pays for the ENTIRE trip.

	SPARROW: Booyah!

	KOSTON: Bitchiiiin'...

	BOB: Ain't gonna be me!

	TONY: So if everyone's down with the program, I say it's choosing time.
	Mike V, you're with me.

	MIKE V: Good choice, Birdman.

  What'sh there to deshide?

	TONY: Only two left...you gotta pick one.

	BAM: Hmm...do I want the noob...or do I want PAULIE "WHEELS OF FURY"
	RYAN, the ten year old skating madman?

	PAULIE: Yeah!

	BAM: No more grinding on woodchippers, huh, Paulie?

	PAULIE: Thash right baby!

	BAM: Hmm...

	TONY: C'mon, Bam, make up your mind.

	YOU: Wh--ahh--what--

	PAULIE: What'sh there to deshide?

	YOU: Are you serious? You can't decide between me and a kid in a body-
	cast?

	PAULIE: You want shomma me?!

	YOU: Ow!

	PAULIE: BRING IT ON, BITCH!!

	BAM: I like that! He's fired up! This kid's got game, I take Paulie!

	PAULIE: Ya numba oooone!

	TONY: C'mon, kid, these guys suck. You're with me!

	BAM: Ladies, let the first annual World Destruction Tour...BEGIN!

	PAULIE: Wooo yeah, looksh like my shishter!

  Training Goal Set

	TONY: Before we get rolling, you should cruise by the training area to
	brush up on your moves. Some of the other fellas are also there to 
	teach you some sweet new tricks. Once you're ready to head out, come 
	see me.

BOSTON

  Boston Goal Set

	TONY: Brutal road trip! Gas station burritos, plus a van crammed full
	of dudes...nothing like a ninety mile-an-hour Dutch Oven. Are you ready
	to get rollin'? Start off by knocking out the stuff that'll rack us up
	some serious points. Come and see me when you're ready to move on.

  No, YOU are!

	ANNOUNCER: THUG is filmed before a live studio audience.

	BOSTONIAN GUY: Donna, youah rack is wicked awesome!

	DONNA: Stahp it, youah retahded.

	BOSTONIAN GUY: No, you ahh--

	MUSKA: Ohhhh my goodness...

	BAM: HA! Nice catch, dumbass! Yes...I'm just doing that chick a favor!

	MUSKA: Youah retahded!

	TONY: Yo, check it out. The first stage of the competition is over and
	leading by fifty points is...my team.

	MIKE V: YEAH.

	RODNEY: Alright!

	PAULIE: Yeeeeeehaw!

	BAM: Holy crap, it's Paulie!

	PAULIE: Oh yeah, look out, pooper comin through! Pleashe keep your 
	handsh inshide the porta-potty while you...TAKE A DRINK, BITCH!

	MUSKA: Yeah, whoo!

	BAM: Hahaha, that was awesome! Gimme that pad. Launch a Local--that's
	a hundred points, slackers, and that's a win for us! Which also means
	it's time for you losers to face...the Wheel of Loogies! Phil, why 
	don't you do the honors, Fat Boy!

	PHIL: Okay..."Cut One Loose."

	TONY: Ouch...that means one of us is going home.

	YOU: Oh man, I hope it's not me...

	BAM: Tony's team, circle up around me and let's see who's gettin' the
	boot.

  That Sucks.

	BAM: If I could leave our soon-to-be departed skater with just one 
	final word, it would be...FIRE IN THE HOLE!

	BOB: Hhhh...

	RODNEY: That sucks.

	SPARROW: Bing! Hahaha!

	BAM: Later Burnquist! Everybody else, let's hit it! We're heading to
	Spain!

BARCELONA

  Barcelona Goal Set 

	TONY: Que pasa? Welcome to Spain! Here's the skinny: with Burnquist 
	gone, you're gonna have to get EXTRA rediculous. I suggest starting off
	with a Hiroshima Snot Rocket, but here are some other things you might
	try.

  Jusht the Way I Like It

	SPARROW: Wah!

	WEE-MAN: Good one!

	TONY: With the killer session you had here, that puts us back in the
	lead!

	SPARROW: You mean that puts US back in the lead, bro. Since you and I
	are the newest Pros, we gettin' traded. Thanks for the points, homie.

	PAULIE: Ohh lookiddat rack! Woo baby!

	BAM: No biggie, man, our team is solid now. You, me, Koston, Paulie...

	PAULIE: Mi grande chorisho esh el jefe mamashita. OW! Yeah, jusht the
	way I like it!

	BAM: Next stop, Berlin. You just have to knock it out there and we're
	chillin'.

	MIKE V: Hey yo, check it out, we're on TV!

  We'd Best be Germany-Bound.

	HUGH JASS: Some are calling it the biggest underground sporting event 
	in history. The world's top skaters are going head-to-head in an 
	unprededented competition. European World News obtained this video 
	earlier today.

	BAM: Come on come on come on come on...

	KOSTON: This bull's hung like a bull!

	BAM: Shh...don't be so loud, you'll wake the Fat Boy up! Haha...Oh man,
	this is going to be so good. How'd you like that, Fat Boy?

	PHIL: Oof, ow!

	MIKE V: Looks like the word's out, boys. This thing's no longer just
	between us.

	TONY: If we have ANY chance of shaking this buzz, we'd best be Germany-
	bound.

BERLIN

  Berlin Goal Set

	BAM: Alright, Berlin. Now that we've ditched that deadweight Sparrow,
	we're gonna kick some ass. Me and Paulie will be around, you just gotta
	find us. When you're ready to move on, go see Fat Boy Phil.

  It's Kinda Ironic, Man

	SPARROW: Hey, guys! Check me out! I'm going big...WHOO! OH SH**!!

	MIKE V: Dude, could he suck any more?

	MUSKA: It's kinda ironic, man. Him nailing a weiner cart? Get it?

	BAM: What an idiot...

	TONY: Well he's not our problem anymore. The Hock A Loogey hit "Rookie
	Swap" again and we got our old teammate back.

	MUSKA: What up, man?

	MIKE V: Hey, welcome back, rookie.

	BEAVERHAUSEN: Mates! Nigel Beaverhausen: writer, produced director.

	MUSKA: What?

	MIKE V: You gotta be joking me...

	BEAVERHAUSEN: Today, I'm here to chat you up about skateboarding.

	MIKE V: Oh man, come on...

	BEAVERHAUSEN: When I did my first skate video, "Crotch Crackers and
	Grape Splitters 7..."

	BAM: Oh, man...

	BEAVERHAUSEN: ...the kids went nuts for it!

	BAM: EW!

	BEAVERHAUSEN: Huh huh huh huh...no pun intended.

	MUSKA: This dude is crazy!

	BEAVERHAUSEN: The contest you blokes are doing is tubular! Mega-
	righteous! Dudes, I'm talking rad to the MIZZAX.

	BAM: Koo-koo...

	BEAVERHAUSEN: That is why I must capture it all on video for you. It'll
	be huge! Worldwide! And with a name like Nigel Beaverhausen, you can't
	go wrong! So, homies, what do you say?

	MUSKA: I say you get a mullet, bro.

  Insert Sophomoric Joke Here

	BAM: I guess he got his answer, huh?

	MUSKA: Hey yo, if Australia's our next stop, isn't Bangkok on the way?

	MUSKA: Yeah! YEAH!

AUSTRALIA

  Australia Goal Set

	TONY: Oh man, Thailand was out of control! Now we can own Australia
	because Bam's team missed their flight from Bangkok! They passed out on
	a boat and wound up in India! You just need to get crankin' on these 
	tricks. Come and see me when you're ready to move on.

  From the Yabbo in the Bit

	BAM: Once again, the Wheel Of Loogies has spoken! Since you were the 
	last one to get YOUR points...it's bye-bye time.

	MUSKA: Take it easy on 'im, man.

	BAM: You got any last words?

	YOU: Well I--guess I'd just like to say--OW! OW! OOH OW!

	RODNEY: Waiiit a minute. Phil, you didn't add this right! We didn't 
	lose, it's a tie.

	PHIL: Oh yeah, I guess I should'a carried the one. YOW! OWW!

	BAM: Hahaha, nice math, Fat Boy.

	SPARROW: Wh-what?! Whassis mean? I...I finished last for our team, but
	I'm not going home--uh, because we tied, huh?

	MUSKA: Hey dude, I think these two cats right here need to go have a 
	little showdown, you know what I'm saying?

	TONY: Yeah.

	RAMP KID: Totally rad! Tony Hawk, Bam, yanks!

	TONY: Hey kid.

	RAMP KID: I can't believe it, I just bought your video! Can you put a 
	pen to it for me?

	KOSTON: What the crap.

	MIKE V: Is this for real?

	TONY: What the hell--where'd you get this?
	
	RAMP KID: From the yabbo in the bit. He's 'round the corner, selling 
	them things.

	MIKE V: This guy's dead.

	MUSKA: Let's take 'im out.

	TONY: Let's see. We want to nail this guy, AND we need to figure out 
	who's being sent home today. Anyone thing the challenge for these 
	two should be who can wreck Beaverhausen the most?

	RODNEY: Yeah, alright.

	PHIL: That works.

	TONY: You have your mission...now go get'im.

  Piss Off Some Aussies

	SPARROW: Haha! Yeah, nailed it. Alright. Come on guys, what's next, 
	huh?

	BAM: You stole his clothes? That was your big stunt? You're an idiot,
	why are you still on my team? Gimme that. I got an idea.

	YOU: ...

	BAM: Sweet. With those clothes and lame mask, you look just like
	Beaverhausen. Now go piss off some Aussies; they'll take care of the
	rest.

  I Don't Have a Ticket Home

	BEAVERHAUSEN: What is the bloody noise? Nigel Beaverhausen is trying to
	create--GAHH! Can I help you...? Help me! Help--

	TONY: Awesome, way to take care of that tool!

	MIKE V: And now you get to roll with us to New Orleans. Mardi Gras,
	baby!

	SPARROW: Wait! What about me?! 

	MUSKA: Fool, we're taking off.

	SPARROW: Ohh no no no no no, this can't be it! This can't be. Come on, 
	gimme another chance! Guys...GUYS!! I don't have a ticket home!

NAWLINS

  Nawlins Goal Set

	TONY: Another town, another party. And no fiesta is bigger than Madri
	Gras in New Orleans: drunks, idiots...and drunk idiots. We're talking
	major moron convention. If you want to get noticed here, try these
	insane stunts.

  Here, This Might Help You Decide

	BAM: Move it, drunks! Can't this sumbitch go any faster? Look out, new
	ride coming through! You like it? It's my BMW: my Boozed up Moron 
	Wagon.

	BEAVERHAUSEN: Yes! That's bloody rich! Look--I want to make you dudes
	another offer. Now, I've captured your entire competition on video,
	including everything here in New Orleans.

	MIKE V: Let's kill him!

	BEAVERHAUSEN: Wait wait wait wait!

	PAULIE: Cap your assh.

	BEAVERHAUSEN: Word is that your next stop is Skatopia. An outsider like
	me would get strung up by me willies trying to bust in there.

	BAM: Hey, I'm starting to like this deal.

	MIKE V: I don't give a damn.

	BEAVERHAUSEN: If you can get me footage of the final stage of the tour,
	I will pay for this entire event!

	BAM: Are you serious?

	BEAVERHAUSEN: Everything.

	TONY: Hmm...what do you guys think?

	PHIL: Here, this might help you decide.

	TONY AND BAM: You got a deal!

	BEAVERHAUSEN: Bloody BRILLIANT! Cheers then, gents!

	PAULIE: Sheeya later, butt crumpet.

	BAM: Nice!

	TONY: Whoa whoa, we got business to take care of first.

	BAM: What's the point? You guys are so far behind now. There's no way
	you can win!

	RODNEY: Whatever, dude...

	BAM: But hey, if that's what you want then...The Equalizer? Augh, we're
	screwed!

	MIKE V: Sorry, Bam.

  The Equalizer

	BAM: The Equalizer is a gnarly all-team stunt. You pull it off and
	we're all tied up.

	MIKE V: Man, the Equalizer's gonna be hardcore! Me and the boys are
	gonna run upstairs and "borrow" a helicopter. Meet us up there and when
	we take off, just grab on and do some insane tricks. Oh yeah: 
	security's gonna be tight, so watch out. Come on, let's do this!

  Muska Crashes

	MUSKA: Whooo yeah! Ride 'em cowboy! Uh, uh, uh-oh! Tony! TONYYYY!

  Bring It Home

	YOU: We did it! We're all tied up--

	TONY: Shh. They'll be fine. They've been busted for skating many times.
	I'm sure they can handle it. But we gotta move on.

	MUSKA: Oof!

	YOU: What's that mean? I have to skate the final leg alone?

	TONY: Would I really leave you hanging like that? I'm skating with you.
	You and I are gonna bring it home.

SKATOPIA

  Skatopia Goal Set

	TONY: We saved the best for last: Skatopia, the skateboarding mecca.
	We've circled the globe, invaded four continents and pissed off a lot
	of people. This is our last shot to cinch this thing, so let's tear it
	up--Hall Of Fame style!

	BAM: When you little dirtbags have scored all you can, find me. We'll
	total things up, then you can crown my team the champion.

  Super-Power Skateboard

	JESSE JAMES: You should be able to fly up these hills with this thing.

  Explosions are Fun!

	BAM: To celebrate our complete domination, I'm gonna blow this hell-
	hole sky high!

  Rescue the Critters

	TONY: We gotta get outta here, but let's take the critters with us!

  Grand Finale

	BAM: Alright, time for the grand finale! This place is gettin' torched!
	Yo, what's that rookie still doin way up there? Hey loser! Let's make
	this interesting! We're up, but if you can bust Skatopia in one combo,
	you get a thousand points! You know why? 'Cuz it'll never happen, 
	ahaha!

  One Little Thing

	BAM: It's beautiful...so beautiful. My life finally has a meaning. 
	What--NO!!

	TONY: That was rediculous! I've never seen anything like that before!
	World Destruction Tour champs--I love the sound of that!

	BEAVERHAUSEN: Yes yes, bonkers, madcap, the mutt's nuts. Now where's
	my tape?

	TONY: Tape? What tape?

	BEAVERHAUSEN: Come on, come on, come on--I've managed us a live, inter-
	national broadcast! The whole world is about to see me! I mean, us.

	MIKE V: Glory hog.

	BAM: Hey, it's the old Beaverbanger. I bet you're looking for this.

	BEAVERHAUSEN: Cheers!

	PRODUCTION CREW: We're live in 3...2...

	BEAVERHAUSEN: Anarchy, destruction, utter chaos! Images captured by the
	only man bold enough to bring them to the big...er, small screen: ME!
	Nigel Beaverhausen (writer, producer, director). I'm speaking, of 
	course, of the now famous World Destruction Tour! Four weeks I've 
	trekked the earth with the world's top skaters, becoming so close with
	them, we practically shared the same breath. So, without further ado,
	here is the compelling...nay...gripping story of the World Destruction
	Tour! Brought to you by Nigel Beaverhausen.

	PHIL: Ape, we're out of toilet paper, I need some toilet paper up here!

	BEAVERHAUSEN: Th...th...thuh...

	TONY: Thank you, world, for tuning in! And before we go, we'd just like
	to leave you with one little thing.

CREDITS

	HUGH JASS: Good evening, here are the stories making international
	headlines. Crowds of adoring fans mobbed the home of Paulie "Wheels of
	Fury" Ryan today. When asked about his newfound celebrity, Paulie told
	the female reporter:

	PAULIE: Hey lady! Let'sh shee them shweater pimplesh...heheheh...OPEN
	UP SHOP!

	HUGH JASS: In Barcelona, many Spaniards are upset that their national
	pasttime, the Running of the Bulls, is quickly being replaced by the
	new, more wildly popular sport of "Snap a Bull in his Beanbag with a 
	Rubber Band and Run Like Freakin' Hell."

	HUGH JASS: In australia, American skater Eric Sparrow is recovering
	nicely after having his head surgically removed from another man's
	*#&$(@!. When asked about the incident, one official simply said, 
	"Well, he certainly gives new meaning to the term 'butthead.'"

	HUGH JASS: Reports from New Orleans state that zombies have taken over
	the French quarter. However, a closer investigation showed that the
	zombies were just really pasty drunks who haven't seen the outside of a
	bar in months.

	HUGH JASS: Wannabe TV Producer, Nigel Beaverhausen, now known as "The
	Screaming Inch," is wanted in 973 different countries around the world
	for, quote, "flashing patch."

	HUGH JASS: And finally, Tony Hawk and Bam Margera, the founders of the
	World Destruction Tour, have been officially banned from ever returning
	to Boston, Barcelona, Berlin, Australia, New Orleans, and even 
	Thailand. Upon hearing the news, Tony and Bam replied, "Hey, good 
	call."

-------------------|-------------------|-------------------|-------------------
									<smtx>
			      - [Text Messages]
 -

BOSTON

1/4	FROM: TONY HAWK

  "You banked your first points! Every once in a while, you will receive a text
  message. Check these messages as they might contain important and useful
  information. The phone icon will appear when you have a new message. Pause
  the game and select 'View Messages' to read these."

2/4	FROM: BAM MARGERA

  "What do you get when you blast a fire hose at a bunch of drunks through an
  electric fence? 100 points for my team! Top that, sucker!"

3/4	FROM: TONY HAWK

  "Good job! I think we have enough points now to take the lead on Bam's team.
  I'm hanging out on the street over by Jeers. Come see me when you are ready 
  to move on to the next city!"

4/4	FROM: TONY HAWK

  "Wow! We've completed every possible goal in this level. Let's move on to the
  next city."

BARCELONA

1/5	FROM: STEVE-O

  "Guess what? Steve-O just joined the party! Find me and I'll show you a real
  ride...nothing like that rolling cocktail dress you call a skateboard."

2/5	FROM: WEE-MAN

  "I heard that someone got 100 points for using a leaf blower to rocket Phil's
  crusty underpants into the face of some Spaniards! Oh yea, that was me! Ha!
  You suck!"

3/5	FROM: TONY HAWK

  "We have to be in the lead with all the points you have scored. I think we
  are safe to leave this city now. I'm out near the street so come see me and
  we'll tally up our points!"

4/5	FROM: BOB BURNQUIST

  "In case anyone cares, yes my nuts are finally healing. And yes, one of them
  still has the markings of a tennis ball. Thanks!"

5/5	FROM: TONY HAWK

  "I didn't think we could do it, but we've scored all the possible points in 
  this city! Let's get out of here!"

BERLIN

1/3	FROM: TONY HAWK

  "Oh man, Sparrow just tried to do a blindfolded 900 and took out an entire
  polka band! I think he might have even killed the tuba player. We need you
  back!"

2/3	FROM: BAM MARGERA

  "We have killed this city. Those dorks on Tony's team are probably still 
  trying to do kickflips. I say we leave and get a head start on the next city.
  Meet up with Phil when you want to leave."

3/3	FROM: BAM MARGERA

  "Dude, YOU ruled this city! We've got all the points we can get, so let's
  make like trees and leave!"

AUSTRALIA

1/4	FROM: THAI-BABY68

  "You through big good-time party! You come back Thailand soon! I call phone
  number you give but man name Bob Burnquist answer. Who he? P.S. How to get
  water buffalo off grandfather's roof?"

2/4	FROM: TONY HAWK

  "It's good to have you back! Our team performed really well here in 
  Australia. I think we're ready to take off. If you want to come with us, come
  and see me."

3/4	FROM: TONY HAWK

  "You've cleared your list! Australia is out of things for us to do. Let's hit
  the road!"

4/4	FROM: ERIC SPARROW

  "I've got this one locked up! You can't possibly do something better...I 
  stole Nigel's clothes! I'm brilliant!"

NAWLINS

1/3	FROM: PAULIE

  "Hey pork sniffer! Let me know when you come close to my score. I'll be
  treating the ladies to a hot plate of southern fried Paulie!"

2/3	FROM: TONY HAWK

  "Right on! We've got more points than Bam can count. When you think you've 
  had enough, com see me!"

3/3	FROM: TONY HAWK

  "Our team has cleaned up Nawlins! Nothing more to do here, so let's head 
  out!"

SKATOPIA

1/3	FROM: MIKE VALLELY

  "We're in jail but we should be rollin' your way soon. Beaverhausen will be
  here to bail us out any minute. Before we got nabbed, we stole his truck!"

2/3	FROM: TONY HAWK

  "I really think we have enough points to win this thing! Let's go see Bam and
  we'll call a final point tally!"

3/3	FROM: TONY HAWK

  "There is no way that Bam's guys can beat us now...you scored so many points!
  Come meet up with me so we can hand Bam and his team the loser trophy!"

-------------------|-------------------|-------------------|-------------------
									<sm$$>
				- [Expenses] -

Are you curious to how much money the Pros wound up owing by the end of the
game? Here's the list Phil flashes Tony and Bam in Nawlins.

	STOLEN TENNIS BALL MACHINE -------------- $576
	DEAD BULL ------------------------------- $3,599
	DESTROYED CANNON ------------------------ $12,000
	DESTROYED PORTA-POTTY ------------------- $899
	MENTAL ANGUISH -------------------------- $857,000
	DESTROYED WIENER CART ------------------- $4,599
	DESTROYED KOALA STATUE ------------------ $58,599
	INTENSIVE CARE - MIME ------------------- $650,000
	1000 CANS - SPRAY PAINT ----------------- $5,899
	1000 CHARGES - GRAFFITI REMOVAL --------- $8,200,199
	TRASHED HOTEL - BOSTON ------------------ $800,000
	TRASHED HOTEL - BARCELONA --------------- $450,000
	TRASHED HOTEL - BERLIN ------------------ $740,000
	TRASHED HOTEL - AUSTRALIA --------------- $975,000
	TRASHED HOTEL - NEW ORLEANS ------------- $1,200,321
	THAI "MASSAGES" ------------------------- $12,000
	MISC. DAMAGES - RE: ELEPHANT STAMPEDE --- $1,300,492
	SUNKEN POLICE CAR ----------------------- $35,000
	HIJACKED PARTY BOAT --------------------- $82,000
	SYNCRONIZED TOILET INFERNOS ------------- $38,485
	BULLDOZER DEMOLITION DERBY -------------- $357,899
	RENTAL CAR CATAPULT --------------------- $25,000
	HOTEL SEWAGE ERUPTION ------------------- $800,000
	EXPLODED LIFEGUARD STAND ---------------- $79,000
	INDOOR BONFIRE -------------------------- $654,000
	STOLEN FARM ANIMALS --------------------- $79,000

	TOTAL: 					  $21,117,551.84

-------------------|-------------------|-------------------|-------------------
									<cmex>
				[Classic Mode]

Hokay! If you're tired of all the contemporary "free roaming" crap, Neversoft
put in a Classic Mode--where you have two minutes to tear up a level and ten
goals to accomplish. There's no storyline here--just move on from one thing to
the next, trying to rip as many sick stunts as you can. 

+ Reinstated are the COLLECT S-K-A-T-E, FIND THE SECRET TAPE, and HIGH/PRO/SICK
SCORE goals, with the new addition of HIGH COMBO and semi-recent COLLECT 
C-O-M-B-O (a goal from THPS4 that never stood out all that much). Each level 
has an additional set of unique goals. 

+ Story Mode was painfully short, but Classic Mode is over twice as long, 
with FOURTEEN different current and classic levels to play through. (I guess 
Neversoft finally got the point that not everybody likes to poke around older 
levels just for Gap hunting.)

+ Another old-skool THPS move, five STAT POINTS are hidden in each level. When
you start with three points in each of the ten skating traits, and collecting
a Stat Point lets you add one more Stat to each trait. Stats are also inter-
changable, so if you need more of a particular trait for a goal, you can take
out points from other skills and add them to the necessary trait.

+ You have to beat six goals in a level in order to move on to the next brack-
et. (Eight in Sick Mode.) That doesn't mean six/eight between two levels in one
bracket, it means six/eight in one specific level.

+ You have the option of playing as the Pros and any characters you've unlocked
by playing through the game. All of their stats will be the same as your custom
character's.

+ There are very few differences between Normal and Sick mode. Beside the 
game physics being more real in higher difficulties, like Story Mode, the only
other change comes in the SCORE and HIGH COMBO challenges. Each one of those
goals will have a slash mark seperating the Normal points from the Sick points.
For example:

  HIGH SCORE - 30,000/100,000 pts

  PRO SCORE - 60,000/200,000 pts

  SICK SCORE - 100,000/300,000 pts

  HIGH COMBO - 10,000/75,000 pts

The first number is what you have to meet in Normal mode and the second is Sick
mode. Since HIGH, PRO and SICK SCOREs are all of similar nature, they'll be
listed all together. HIGH COMBO sometimes has its own section, depending if 
its difficulty in that level or if there's a different suggestion for it than
for the SCOREs.

-------------------|-------------------|-------------------|-------------------
									<cmba>
 			     Bracket 1: [Barcelona]
			     - Places of Interest -

Compass:
NORTH: Parc Guell, School
SOUTH: Maramagnum
EAST: MAMO, Bull Cage
WEST: Estacion Sants

=---->Alleys: A general name applying to the Farmacia/Plaza Paralela/Smoke-
	stacks/Perdrera area and the paths running between them..

=---->Bridge: A massive bridge with wavy red rails spans across the waterfront,
	connecting Estacion Sants to Maremagnum. There's an infinite amount of
	lines that you can mix and match thanks to the safety rails, benches,
	and decorative rails. You can also use it to flatland. In Story Mode,
	you need to complete HELP PEG LEG in order to make the bridge close.


=---->Bull Cage: This is between Parc Guell and the MAMO. Throw a tomato at it
	to cause Barcelona's DESTRUCTION!!. When open, it makes a miniature QP.


=---->Church: Past Estacion Sants, the church is a red-brown building draped
	with green tarpaulins. There's a couple planters with QPs in front, and
	construction barricades blocking the church's doors also make makeshift
	QPs. The church has a ledge you can grind in part of a nice line.

=---->Cines: A movie theater in Maremagnum. Going through the front doors spits
	you out an air vent on the back, onto a cable over the water.

=---->Estacion Sants: The starting area, Estacion Sants has a nice selection
	of ledges and rails for the Street Skater, and once you free the Bull.
	some decent Verts, too. You can rip a nice, big combo in this area 
	alone.

=---->La Farmacia: A small building standing next to la Perdrera and kind of
	tucked away in the center of the Alleys, la Farmacia has a QP on one 
	side and a pool on the roof. You use both mainly to get up to the top 
	of Plaza Paralela and La Perdrera.

=---->La Perdrera: A circular building taking up a large portion of the main
	area, la Perdrera has a long, spiralling grind on the inside and three
	pools on its roof. It's the giant building you see to your left at the
	starting point.

=---->Maremagnum: A park on the opposite end of the bridge, Maremagnum has a
	nice variety of TrickObs to please any skater. One end of the tram can
	be found in a corner of the area.

=---->Museo del Arte Moderno (MAMO): A big building next to the bullcage, it
	has a nice ledge in front of it, and going inside brings you up to a
	kicker. It's on the opposite side of the Alley between the MdM and one 
	of the Plaza Paralela buildings.

=---->Museo del Medevil (MdM): A brown-brick building designed to look like a
	small castle, MdM has two doors (one facing the street, the other on
	the opposite side) that bring you up to a pair of catapults. The cata-
	pults launch you automatically, giving you nice air to bust a big vert
	trick. The rear catapult sends you toward the Waterfront, and the front
	one sends you onto La Perdrera.
 

=---->Parc Guell: Parc Guell is a place made just for Vert skaters. Having six
	MASSIVE HPs, you can bust sick airs here, especially if you spine from
	one to the other. There's an area for flatland near the top and a 
	couple grind spots, but serious Street skaters need look elsewhere.
	The other end of the tram ride is at the very top of this area.


=---->Plaza Paralela: Actually two buildings, Plaza Paralela sit on either side
	of the smokestacks. Both buildings have doors on floor-level which you
	can go into to get to the top floor of the shorter building. You can
	get to the roof of that building by either spine transferring off la
	Farmacia and going up the HP, or by busting through the windows on the
	top floor where there's a ledge and double-jumping up.

=---->School: A pinkish-redish building between Parc Guell and the Church, the
	school has some ledges to grind and verts to grab or flip. Otherwise
	it's not that important.

=---->Smokestacks: Three massive, brown smokestacks stand in the middle of 
	Plaza Paralela. Each one has a ladder that you can climb up, leading to
	small platforms. 
When you free the bull, the smokestack closest to the
	road gets knocked over, integrating it into a line and making a QP next
	to the Estacion Sants subway entrance.


=---->Subway Entrances: There are three subway entrances total: one in Estacion
	Sants, one in Parc Guell and one in Maremagnum. You can access the 
	other two areas by going into any one of them, which saves time in 
	Classic Mode.

=---->Tram: There are two towers--one set up at the top of Parc Guell, the 
	other in Maremagnum. One long wire stretches around the two of them,
	running parallel to each other over the Alleys and the Bridge. Four 
	tram cars always travel along the wire.

=---->Tomato Crates: Barcelona's Pelting item, you can carry up to ten tomatoes
	and there are two places to get them. The first is in the area between
	Estacion Sants, Church, and La Perdrera; the second is across the 
	street from both Museos, on the Waterfront.

=---->Waterfront: The area across the street from Plaza Paralela, Estacion 
	Sants and the Alleys that borders the water before it turns into the 
	bridge. There's a QP, a crate of tomatoes, and a few lines integrated 
	with the bridge there. 

=---->DESTRUCTION!!: In the FREE THE BULLFIGHTER goal, you have to throw a
	tomato at the front of the bull cage. This releases the bull, and it 
	goes on a rampage chasing after a Parc Guell street mime. He'll knock
	over a red dumpster in front of Church, knock over the wavy awning and
	flatten a bench in Estacion Sants, and destroy one of the three Smoke
	Stacks. The dumpster becomes a kicker of sorts, as does the Estacion
	Sants bench; the wavy awning turns into a series of narrow HPs that you
	can't Spine over; the Smokestack crumbles, making the alley between
	Plaza Paralela and La Farmacia into an HP; and a car crashes on the
	Waterfront, creating a place to light your board on fire.

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//In front of Parc Guell's tram. Go inside the tram and drop down from the top
to get it. Don't jump out since it's literally right below the tram roof's 
ledge.

2//This one's floating near the top of the MdM. Climb the nearest Smokestack 
(BEFORE you free the bull) and jump over to the MdM, holding down the right 
shoulder button so you'll automatically grab onto the roof. Now just walk 
towards the frontmost catapault to pick up your Stat Point.

3//On the bouy net next to the Bridge. Get off your board and jump over the 
green QP across the street from Estacion Sants. Caveman onto the rope and hold 
the grind until you get the Stat Point.

4//Grind on the left safety rail on the middle section of the Bridge, then hop 
over to the red wavy rail to the left of that when it dips low enough for you 
to transfer. Jump off the wavy rail when it ends and grind on the side of 
Cines. Ollie off to get your next Stat Point.

5//Go onto the roof of La Perdrera. Go around the start of the Spiral grind 
and head into one of the brick-rimmed pools on the far side. The last Stat 
Point is floating just beyond the pool, but if you stand on its rim, you'll get
it.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 30,000/100,000 pts

  PRO SCORE - 60,000/200,000 pts

  SICK SCORE - 100,000/300,000 pts

	Hints: Street skaters: USE THE BRIDGE! The rails and flatland sections
	make it perfect for you guys. Vert skaters, try the buildings that make

	up the Alley if you like pools, or the Parc Guell spines, which are 
	easy for scoring big points and big air. When you play Sick Mode, you 
	need to absotively abuse your Specials, so have some Grabs, Grinds, 
	and Manuals easily equipped by using the UP-DOWN or DOWN-UP commands.

  HIGH COMBO - 10,000/75,000 pts

	Hints: Like for High Score, use either the Bridge if you're better with
	Street, or Parc Guell if you're Vert. If you can meet HIGH SCORE in
	one combo, you'll nail this one, too, but it's not easy. Again, abuse
	your easy-to-do special tricks.

  COLLECT S-K-A-T-E

	S//You find S in Estacion Sants, between a couple of those yellow-
	topped booths. Ollie up to get it.

	K//Head over to the Church and go up the QP in front of it to grab K.

	A//Grind on the striped ledges in front of Parc Guell and ollie over 
	the gap for A.

	T//Grind on the MAMO ledge and ollie off when it ends for T.

	E//Head onto the Bridge and when you're about halfway across, turn 
	around so you're facing Estacion Sants and Parc Guell. Grind on the red
	saftey rail to your right, then Ollie over to the red and white wavy
	rail when it gets low enough for you to hit it. The E is there.

  COLLECT C-O-M-B-O

	C//Grind on the ledge on Estacion Sants.

	O//Ollie over to the red rail next to La Perdrera

	M//Grind the red rail.

	B//Jump away from the rail after it turns and go into a Manual, then 
	Wallie up the School ledge to get the B.

	O//You can get the O by Flatlanding over to the QP and going off it OR 
	by getting off your board and jumping up to it.

  COLLECT 5 TAPAS

	Hints: All five Tapas are in Maremagnum, so head down the subway tunnel
	in Estacion Sants to get there quickly.

	1//On the yellow rail at the entrance.

	2//Hovering over the uniquely walled pool near the wall. Spine over it
	to grab it.

	3//On the awning of Cines. Use the pink planters on either side of the 
	front door as kickers to launch up there.

	4//On top of the graffiti wall. Wallie up to the top, or climb off your
	board, grab the top of the wall and shimmy
 over to it.


	5//On a wire suspended over the water. The easiest way to get to it is
	to go over to the tram and hop on the wire before it connects with the
	log post in the water and grind on it, collecting the last tapa.

  GET THE SECRET TAPE

	Hints: The Secret Tape can be found on the Bridge. Since it's open as 
	soon as you start the goal, you don't need to worry about freeing the 
	boat. The Tape is on the red wavy rail in the very middle of the 
	bridge, and you can get it either by climbing off your board and 
	double-jumping against one of the wavy rail's support pillars and 
	shimmying over, or by Grinding the slanted sign on the Waterfront onto
	the red wavy rail lined up with it and hopping over to the center one
	when you get close.

  MANUAL THE SUBWAY

	Hints: This one is really easy--build up speed and Manual down the
	ramp of any one of the subway entrances. If you have enough speed 
	you'll be able to make it most of the way up the ramp where you come 
	out. You don't have to go all the up to get this, but you must have 
	started the Manual BEFORE the downward pitch.

  GRIND THE WORLD'S LONGEST BENCH

	Hints: Head up to Parc Guell, up to the tram. In front of the tram is
	a little Flatland area, then a ditch with more flatland. The wavy bench
	closing in most of the Flatland ditch is what you gotta grind. Just
	hop on one end and ride through to the other end until you get the
	WORLD'S LONGEST BENCH gap. It's only made difficult by the back-and-
	forth motion of the camera, so focus on the balance meter and it's in
	the hole (as Bill Murray once said).

-------------------|-------------------|-------------------|-------------------
									<cmau>
  			    Bracket 2A:  [Australia]
			     - Places of Interest -

Compass:
NORTH: Storefront
SOUTH: Beach
EAST: East Apartments, EMU Burger
WEST: West Apartments

=---->BALCONY CLIMB: Actually the name of a gap, this refers to the northern-
	most building on East Apartments (it's actually ON the north border).
	You gain access to the top of the East Apartments by using the 
	balconies on this building; you can either climb up the ladders, which
	is slow and a pain in the butt, or you can vert up the QP in front and
	grind on the closest balcony rail. Ollie off before the rail ends or
	turns and Sticker-Slap the wall to get higher up on the balconies.

=---->Beach: The Beach doesn't take up the south end of the level. It IS the
	south end of the level. You can't skate on the sand, so if you land on
	it in the middle of a combo you'll automatically do a Combo Run-Out.
	Make your way back to a ledge as fast as possible if you wanna keep it
	going. There's a telephone wire strung above it.

=---->Big Stairs: Leading the way from the parking lot to the boardwalk, the 
	Big Stairs are mad for flipping down. There's a bowl at the far end
	and a rail splits the stairs in two.

=---->Boardwalk: The area of concrete between the parking lot and the beach,
	the boardwalk has a couple sexy grind combos and some good QPs to vert
	off.

=---->East Apartments: Running from the northeast down to the beach, these guys
	have some grinding rails in the top corner near Kenny, but loose import
	the closer to the beach you get. Most of the action you'll see will
	take place on top of the apartment buildings. There's five accessable
	buildings total, and the easiest way to get to them is by going up
	BALCONY CLIMB or by using a ladder next to EMU Burger.

=---->EMU Burger: A yellow building in the series of Apartment buildings, this
	one has nothing special about it except the whacky billboard hanging 
	off the top. There's a ladder inset next to the building that goes from
	ground level all the way to the roofs of the apartments.

=---->HAWK Bridge: A long bridge in the center of the parking lot, it's got a
	couple QPs bordering it and ledges on the top. It's attached to the
	sidewalk across the street from Storefront.

=---->Kenny: The very northeast corner of the level has a fountain with a head-
	less bear statue. You can grind the fountain or use it as a kicker.

=---->Lifeguard Hut: This white, round-roofed building overlooks the beach. 
	It's integral for a few boardwalk lines.

=---->Lofty Yellow Building: A yellow building on the west side of the parking 
	lot, there's a fair share of ramps and ledges on the outside. You can
	spine transfer up into the building from the ramp facing the West
	Apartments, then spine over the ramp on the inside to reach a fan boost
	that shoots you over to TC's Building.

=---->Mini: Just off to the west side of the boardwalk, you'll find a single
	wooden HP. Cool for self-inclusive vert combos.

=---->Outdoor Restaurant: Above most of the storefront, there's a balcony with
	a few tables and people. There's a few ways to get up there--either by
	using the bench next to Sleeping Beauty as a ramp or by going up a QP
	at the end of the road between the West Apartments and the end of the
	Storefront.

=---->Paradise: A zoo-like area with a pool in the center and a nice selection
	of grindables. You can only access it if you wake up Sleeping Beauty
	at the north of the level.

=---->Parking Lot: The area between the storefronts and the boardwalk, the 
	parking lot houses the HAWK bridge, a couple buildings, and a lot of
	sweet stuff to combo off of. Great for Flatland.

=---->Shrimp Box: About halfway down the boardwalk, between the Mini and the
	Big Stairs, is an open box of Shrimp. You can carry five shrimp at
	a time and use them to pelt people.

=---->Sleeping Beauty: On the north of the level next to the Kenny Statue is a
	giant yellow crane with a sleeping construction worker inside. The 
	crane's front and back are angled like kickers, and the arm part of
	the crane serves as a decent upward grind to the Storefront.

=---->Storefront: The north end of the level, the Storefront a couple ledges 
	and some ramps to combo off of. There's an awning above street level
	that's decent for Flatland.

=---->TC's Building: A red brick building in the parking lot, TC's building has
	a couple ramps and ledges all around and a pool on the roof.

=---->Tidal Pool: A small pool next to the beach, this is okay for Street 2 
	Vert combos, but due to the awkward shape of the openings, it's very
	easy to bail.

=---->West Apartments: Unlike the East Apartments, the West Apartments are a
	lot less linear. The north end has a beige building with a couple QPs
	in front and some lipable windows followed by a series of other
	apartments that weave in and out of the center of the level. There's a
	lot of good grind spots here.

=---->DESTRUCTION!!: Believe it or not, there's two parts to this DESTRUCTION!!
	First, Natas Spin the fire hydrant near Sleeping Beauty to get him
	to wake up and open the entrance to Paradise (as you do in the WAKE
	SLEEPING BEAUTY goal in Story Mode). Then have the aborigine grind on 
	either side of the crane to make Kenny's head snap off and roll over a
	cop car (making two kickers up to the Storefront balcony), bust up the 
	Ten-Set at the corner of the street, and crash into a door at the 
	first building in West Apartments. (Almost killing Koston, Mike V, 
	Muska and Mullen in the process...)

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//On the green building of the West Apartments--it's the second building in
the line, and very close to the starting point. All you need to do is take a
right and it'll be in front of you. Get off your board and go to the left of 
the front of the building. Double-jump against it holding down the right 
trigger button, and you'll latch onto the sign. Shimmy over to the center for
the Stat Point.

2//Further down the West Apartments, the second point is on a ledge above the 
red building next to the green one. Use the QP under the rail to air up. Grind
or hop off your board and the next Stat Point is yours.

3//On the Boardwalk, grind on either rail next to the Lifeguard Hut. Jump when
the rail kinks up to launch at the second tier of the hut and either get off
your board and grab onto the roof, or grind on it till you come around to the
Stat Point hovering over the front.

4//On the far end of the Storefront balcony. Since your stats aren't that great
this early in the game, it's better to use the bench near Sleeping Beauty to
launch up onto it, then go around the corner and up the QP to get the point.

5//The last point will be where Kenny's head ought to be. Boneless off the
kicker-like rim of the fountain and sail over the statue.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 65,000/150,000 pts

  PRO SCORE - 130,000/300,000 pts

  SICK SCORE - 200,000/450,000 pts

	Hints: Fortunately, Australia is a place with a lot of unofficial lines
	for you to mix and match. I recommend focusing on the Parking Lot and
	Boardwalk, since there's not much to do on the Beach, and cars can 
	easily interrupt a nice combo on the Storefront (although you can use
	BALCONY CLIMB to nail a very creative infinite grind/sticker-slap combo
	good for extra combo multipliers. You can also hop off the apartments 
	at the top and land in another area if you get tired of hopping back
	and forth without going up).

  HIGH COMBO - 30,000/100,000 pts

	Hints: Like mentioned above, using the Storefront isn't recommended, 
	but take advantage of BALCONY CLIMB for sick comboage. For the Vert 
	skater, the Parking Lot is rife with all sorts of QPs and HPs that you 
	can transfer over and such; just beware of the cars idling here and 
	there because they can knock you out of your combo just as easily as 
	any moving car can.

  COLLECT S-K-A-T-E

	Hints: I found it easiest to collect the letters out of order, since
	they have a really weird line--AKTSE seems to flow the smoothest, but
	you can do it however you want to.

	S//In the pool on top of TC's Building. Use the Lofty Yellow Building's
	Fan Boost, since the T is in that building.

	K//On a QP at the end of the Storefront at street level
.


	A//Get up to the second tier of fire escape rails in BALCONY CLIMB.
	Grind from that to the first building in East Apartments if you have 
	to.

	T//Go into the Lofty Yellow building and Spine Transfer over one of the
	QPs inside.

	E//Climb up one of the poles on the beach, or grind off the ledge of 
	the last West Apartment building, to get E from the wires over the
	Beach.

  COLLECT C-O-M-B-O

	C//On a rail in front of the Lofty Yellow Building.

	O//Hop over the gap in the rail and grind again. The O will be on a
	planter linked to the rail.

	M//Keep grinding the planter as it turns back into a rail to grab M.

	B//Hop the RAIL 2 PLANTER gap to get over to the West Apartments, then
	hop up a ledge and ride it out for B.

	O//Hop over to the ledge of the next building in West Apartments to
	get the O.

  SMASH 5 FLOWER POTS

	Hints: You have to GRIND or WALK THROUGH each flower plant in order to 
	break it!

	1//On the top of the QP in the back of Lofty Yellow Building.

	2//On the top stair in front of TC's Building.

	3//On the lowest ledge of an East Apartment building, the one next to
	the EMU Burger that's closer to the Beach.

	4//On the planter in front of the Storefront, near the Arcade Machine
	and under the Storefront balcony.

	5//On the ledge of a West Apartment building close to the Beach.

  FIND THE SECRET TAPE

	Hints: Use BALCONY CLIMB and grind over to the East Apartments. Ollie 
	the gap between the first and second building in order to grab the 
	Secret Tape.

  FIND AND HIT FIVE G'DAY RAMP TRANSFERS

	1//Transfer over the Gap on the front of HAWK Bridge (the part closest
	to the Boardwalk). 

	2//Between two East Apartment buildings, on street level. The gap is 
	directly behind Kenny.

	3//The Gap on BALCONY CLIMB's street level QP.


	4//Between TC's Building and the East Apartments is an area with 
	redbrick ground. In front of the EMU Burger building (which is yellow
	at ground level, so you don't have to back up and angle the camera to
	check), there's a gray bowl that's mostly open, and broken up by a red-
	brick stair case (coming from Kenny). Gap over this staircase from the 
	curved part of the bowl to land in the straight part.

	5//The northmost building in the West Apartments has a QP with a gap 
	for the front door. Nail that for number five.

  BUST ALL FIVE YELLOW STREET LIGHTS

	Hints: Return to the green building on the West Apartments where you
	grabbed the first Stat Point of the level and repeat the process you 
	did to get it. Once on the sign, Caveman onto the top so you grind
	towards the Storefront. All five street lights are attached to the 
	sign, so keep your balance and build up speed between the second and
	third lights by hopping along the wire in order to nail all five in one
	combo. If you fall, you have to go back to the green building and start
	from the beginning.

-------------------|-------------------|-------------------|-------------------
									<cmsk>
  			     Bracket 2B: [Skatopia]
			     - Places of Interest -

Compass:
NORTH: Barn Pool, Chicken Coop
SOUTH: Skatopia Sign
EAST: Trailer, Garage
WEST: Pile O' Burnin' Junk, Bigslope, Log Grind

=---->Alley: A narrow, U-shaped alley slices between Barn and Barn Pool. 
	There's a grind rail and small Flatland area, but it's mostly used to
	hide stuff out of sight.

=---->Barn: This guy is on the north end of the level. It has a VERY nice vert
	setup behind it, and a few grindables hidden in the middle and back.

=---->Barn Pool: The pool behind the barn. It's shaped like an L and is open at
	one end.

=---->Bigslope: The steep slope on the west side of the level, bordering 
	Mountain. QPs on the left and right make it into an HP, but the 
	downward grade makes it very hard to combo.

=---->Bigslope Cam: On the west side of the Mountain, part of Shaft Exit Level,
	Bigslope Cam ends with the mineshaft kicker and has a special camera 
	angle when you travel down it. You need to complete the goal LOCATE THE
	CHAINSAW goal in Story Mode for this slope to be cleared of its trees.

=---->Bus Bowl: A uniquely-shaped bowl with steep ramps perfect for verting.
	Two long grind lines start up there as well, not to mention a very long
	hill for those looking to challenge themselves at flatland.

=---->Chicken Coop: The actual chicken coop is where you come out of when going
	through the Red Shack, but this will be more in reference to the area
	behind the Barn Pool. There's a QP on one end a Flatland area. There's
	a blue, tarp-covered planter you can grind on.

=---->Garage: On the east side of the level beyond the Trailer and sitting 
	against the road is an open-air garage with a pool inside.

=---->House: Just beyond the Skatopia Sign is a house lined with plywood 
	kickers and QPs. Nice spot for vert comboists, but there are better.

=---->Log Grind: Three logs have been set up on the west side of the level and
	you can grind them all in one combo. Ollie off right at the end of each
	log to get a Fan Boost.

=---->Mineshaft: There's a shack on the top of the Bus Bowl, and beyond that
	shack is a drop down into the mountain. This mineshaft has a single QP
	in it that's only good for spining into, and leads to a kicker outside 
	for getting some sweet air.

=---->Mountain: In the center of the level, a giant mountain rises up into the
	sky. Bus Bowl is on the top and the Mineshaft is inside.

=---->Pile O' Burnin' Junk (Pile): On the western side of the level between two
	of the log grinds is a pile of junk and propane tanks. Ollying off this
	pile acts similar to a fan boost and lights your board on fire for a
	limited time.

=---->Pond: Between the Bus Bowl and the barn is a pond that doubles as a Bowl.
	The water drains out every time you land. 

=---->Road: The path the car follows in Skatopia--from the flat area around the
	Skatopia Sign, up between the HPs made by the mountain and the Garage,
	past the front of the barn, then up into the Bus Bowl.

=---->Shacks: A Red Shack and a Green Shack stand on either side of the house
	beyond the Skatopia sign. Going into the Red Shack pops you out at the
	Chicken Coop, and going into the Green Shack sends you into the Bus 
	Bowl.

=---->Shaft Exit Level: The level of the mountain where the Mine Shaft exit is
	located. Stretches around the side of the mountain.

=---->Skatopia Sign: The first thing you'll see when you start the level is a
	blue sign that says "SKATOPIA" on it. There's a QP on the front and 
	back, so you can spine transfer over it. You can also grind on the log
	borders to find some sweet lines.

=---->Trailer: On the east side of the level is a small trailer car with a tarp
	on the roof and a ramshackle plywood kicker on one side. Good for 
	verting, but best as part of a grind line.

=---->West QP: A QP stretching from behind the Barn Pool to the end of 
	Bigslope.

=---->Zipline: There are two ziplines in the level. The first is on the west 
	side of the house, and grabbing onto it drops you onto the top Log 
	Grind. The other one is on the east Mountain wall, on Shaft Exit Level,
	and it brings you up into the Bus Bowl.

=---->DESTRUCTION!!: When you complete FIND THE CHAINSAW, Bigfoot jumps down 
	and steals Jesse James' souped-up skateboard. He does a manual down the
	Bigcam Slope next to Bus Bowl, clearing it out. (Again, I'm not sure if
	this is the actual DESTRUCTION!! or not. If it isn't, drop me a line 
	<cnt2> and let me know.)

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//On the roof of the House--just go up any ramp and grab the roof. Haul up and
walk onto the peak.

2//On the roof of the Garage. Spine out of the Bus Bowl, into the Road. Go up
the QP bordering the Garage and get off your board in midair to land on the
roof.

3//On the east side of the Chicken Coop area, there'll be a QP on the very 
right topped with a rail bordering the Chicken Coop itself. Go up the QP and 
grind on the rail. When the rail comes to a curved stone wall, hop and 
Wallride. You'll fall just short of the Stat Point, so Wallie before you land 
to grab it.

4//On top of a tree on the west side of the Chicken Coop area. Just get off
your board and climb up the tree like a ladder or pipe.

5//Go into the Bus Bowl, the near entirely-enclosed area with steep walls. The
Stat Point is visible, so aim at it, go up the QP, and Spine Transfer at it.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 65,000/150,000 pts

  PRO SCORE - 130,000/300,000 pts

  SICK SCORE - 200,000/450,000 pts

	Hints: Verters ought to take good advantage of the Garage, the Barn
	Pool and the Spine Transfer combos from the Bus Bowl to past the 
	Garage. I don't recommend Bus Bowl itself due to its unusual shape, 
	since it's easy to go off-target if you're going too fast. Street 
	skaters should abuse all the ledges along the Road and on the Mountain 
	and Pond. Of course--Special Tricks always help, so don't be afraid
	to bust them out. For people who like Flatland, stick to the Chicken
	Coop to avoid the car.

  HIGH COMBO - 30,000/100,000 pts

	Hints: BEWARE THE CAR. It moves fast and its path crosses a lot of good
	flatland and Vert areas. Street Skaters should rely on grinds for High
	Combo; Verts, stick to the Barn Pool or the Garage. This is actually 
	one of the harder High Combos go get due to the bizarre contours of 
	the level.

  COLLECT S-K-A-T-E

	S//On the top rail of the Barn Pool. Grind towards it from the west 
	side of the Barn.

	K//Ride the rail until it slopes down for K.

	A//Go into the Road and head downhill. Grind on the right-side QP and
	Wallie up to grab A.

	T//On the back rail of the roof of the House.

	E//In the air over the QP just past the House. Vert up the QP to nab 
	it.

  COLLECT C-O-M-B-O

	C//Start up the Road, where the C is hovering on the QP between the
	Garage and the Trailer. Grind downward.

	O//Follow the QP's ledge.

	M//Hop the gap from the QP to the back of the Skatopia Sign.

	B//Hop off the Skatopia Sign and go into a Combo Run-Out.

	O//Caveman onto the rightmost QP and grind for O.

  GET THE FIVE BAGS OF DOG FOOD

	1//The right corner of the front of the House, where the dogs are 
	standing.

	2//Next to one of the Garage's open ends, facing uphill.

	3//In the Alley, on the west side.

	4//On top of the Bus Bowl, next to the Mineshaft.

	5//Along Shaft Exit level on the East side of the Mountain.

  GET THE SECRET TAPE

	Hints: The Secret Tape is floating above the hill next to Bigslope Cam.
	Somewhere between the first and second Log, ride up the West QP 
	and hop up to the orange and yellow fence attached to it. Ride the 
	fence out and you'll collect the Secret Tape when the rail ends.

  FRONT FLIP [GRAB-UP-UP] THE SKATOPIA SIGN

	Hints: If you don't know how to do a Front Flip, do a Ctrl+f for <smtr>
	and look up the goals NOVICE - DO A FLIP and NOVICE - DO A ROLL. Now,
	you need to Spine from the QP in front of the Skatopia Sign to the one
	behind it (or vice-versa). Build up speed and use Focus to help you
	land it.

  HIT THE FIVE SKUNK GRINDS

	1//On top of the Red Shack. Go up behind it, since the ground is higher
	and its easier to land a grind on it.

	2//Scale the Mountain using the ladders and nettings directly behind
	the House. Two levels up, there will be a yellow wire with the second
	skunk on it.

	3//This will be on the low roof on the east side of the Barn. Use the
	ladder in the Alley to get up to it.

	4//Grind the highest Log Grind, the skunk is at the very tip.

	5//On the small hut on the southwest of Skatopia. You can grab onto the
	edge and grind over it.

-------------------|-------------------|-------------------|-------------------
									<cmbe>
  			      Bracket 3:  [Berlin]
			     - Places of Interest -

Compass:
NORTH: Bombed-Out Church, Zoo-Aquarium, Apartment Building
SOUTH: Gretchen's Bar, Rasta Blume
EAST: Uber-Sport, Downzekd!
WEST: Ledgy Building

=---->Afropick: Go through the door in the Ausfarht Center to get on top of the
	Afropick building. There's a pair of kickers to acid drop from and a 
	fan boost.

=---->Apartment Building: A yellow and white building in the northwest corner 
	of the level, there's a door on ground level that takes you up to the
	top roof of the building. There's also a few ledges and QPs at ground
	level, and a couple HPs on the lower roofs.

=---->Ausfarht Centert: Right in front of the starting position. There's a
	couple grinds and ramps in and alongside it, as well as a box of spray-
	paint cans and the high score machine. You can go into the door at the
	far end to get on top of the Afropick building.

=---->Bombed Out Church: A large black building on the north edge of the level,
	the church is great for Vert combos with a nice variety of ramps both
	outside and inside. If you ascend the church from the inside, you'll
	also find a few grinding rails. There's a second room inside the church
	with a pool and a ladder that takes you up to a higher level.

=---->Downzekd!: A building on the east side of the level, Downzekd! has a few
	ledges below and above. It's between Rasta Blume and Uber-Sport.

=---->Gallerie: A building with ledges on the outside and a pool on the inside,
	it only opens its doors when you perform a certain Story Mode goal. If
	you wanna, you can go inside and listen to Jurassic 5's Cut Chemist do
	a solo mix.

=---->Gas Main: Running in front of the church, the gas main is Berlin's source
	of fire. Grind along the pipe to light your board up.

=---->Gold Ledgy: The south end of the Ledgy Building is Gold Ledgy, painted
	with yellows and browns. Gold Ledgy has a QP leading up to the lowest
	ledge closer to Gretchen's Bar, a narrow stair set, and three ledges
	going up the building. On the first and second ledges, vent systems act
	as kickers up to the ledge above, and there's a ladder in the inside
	corner that you can climb up to get to the top. Gold Ledgy is also part
	of Gold Protrusion.

=---->Gretchen's Bar: Towards the southwest corner is a small house playing
	polka music with a lot of drunk Germans in leiderhosen stumbling around
	outside. This building is Gretchen's Bar. It's got a couple ramps and
	ledges on the ground and an HP in the roof.

=---->Ledgy Building: Red Ledgy and Gold Ledgy put together.

=---->Gold Front: The wall of Gold Protrusion that's almost directly on the
	street. There's a QP at the base and a billboard at the top.

=---->Gold Protrusion: The part of Ledgy Building that comes forward into the
	street. Red Ledgy makes up part of this, but since two of the three
	walls are Gold Ledgy, it's been named Gold Protrusion.

=---->Rasta Blume: This building makes up the southeast corner of the level. 
	It's got ledges on the top and bottom, making it a nice grind spot. 
	It's next to Downzekd!.

=---->Red Ledgy: The red and white half of Ledgy Building, Red Ledgy likewise
	has three ledges going upward with vent systems that work like grind
	kickers and a ladder on the inside corner. There's a QP all along the 
	bottom of Red Ledgy, with a spine planter in the center. The stairs 
	bordering the street are good for grinding. One wall is attached to 
	Gold Protrusion, but is still Red Ledgy.

=---->Spray Can Boxes: There are two cardboad boxes in the level, and you can
	carry up to ten cans of spraypaint. (This doesn't affect your ability
	to Graffiti Tag; the spraypaint cans serve as ordinary throwing items.)
	One box is in the corner of Gold Ledgy, where you find Graffiti Tagger.
	The other is in Ausfarht, next to the arcade machine and at the bottom
	of the staircase.

=---->The Wall: A stone wall between Afropick and Gallerie. There's a QP on one
	side.

=---->Uber-Sport: A gray/black/blue building on the east side of the level and
	to the right of the starting point, Uber-Sport has a couple pipes to
	grind on as part of a line. It's between Zoo-Aquarium and Downzekd!.

=---->Zoo-Aquarium: Taking up the northeast corner, the Zooquarium has a lot of
	ledges and a fountain to grind on.

=---->DESTRUCTION!!: Get up to the top ledge of Gold Ledgy (where you find the 
	Special Guest). Grind towards Gretchen's Bar; keep tapping the grind 
	button towards the end of the ledge or you'll just get spat off into 
	the street. If successful, you'll land a grind on a narrow yellow pipe
	next to the train tracks. A sign will drop on the tracks, blocking off 
	the tunnel. (That's an out of play area, but I figure it doesn't hurt 
	to explain what happens anyway.) A train comes along and slams on the 
	breaks, jarring one of the cars loose. It falls down and skids through 
	the South end of Gallerie, knocking part of the roof down and making a
	minuature QP. Then it crashes through the front of Gretchen's Bar, 
	turning one HP into two. A police van blocks off that road.

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//On the west side of the front of the Bombed Out Church. Simplest way to do 
it is to get off your board and hop up on the lowest ledge (you'll be on the 
one to the left of the curved yellow one) and get under the Point. Double-jump
up to snag it.

2//On Red Ledgy, the next point is on the second tier. The easiest way is to 
Spine the planter in the Red Ledgy Court and air up right underneath it, but 
you can also use the ladder in the corner.

3//Inside the middle fountain of Ausfarht Center. You can only see it if you're
facing the fountains from inside the Center.

4//Get up to the highest ledge on Gold Protrusion's wall. The fourth Stat Point
is on top of the Big Billboard, so get up to the highest ledge, then Double-
jump up onto the brown and gray platform and then up to the billboard itself.

5//Go into the door of Apartment Building and face Red Ledgy . The last Point
is between the two in plain sight, so you can Ollie or grind over to it.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 100,000/200,000 pts

  PRO SCORE - 200,000/400,000 pts

  SICK SCORE - 300,000/600,000 pts

	Hints: Due to natural progression and Berlin's strung-outedness, these
	scores are harder to reach than the last ones have been. The Bombed Out
	Church is a great place for vert skaters, if you're careful of the 
	support pillars dividing the pools up. Afropick is another good place
	to go. Street skaters should try to ride those long lines starting at
	Zoo-Aquarium and the Ledgy Building. Berlin doesn't have very many 
	infinite grinds, the best one being a small circle in front of Zoo-
	Aquarium, so make use of Flatland areas as you go. The areas near Rasta
	Blume and Gallerie have very comboable ledges.

  HIGH COMBO - 60,000/150,000 pts

	Hints: Like always you should stay away from the street. Traffic in
	Berlin is much lighter than most levels, but that doesn't mean a car
	won't come through every now and then. The Bombed Out Church is a nice
	place to score a hefty Vert combo due to the connected pools on ground
	floor, but the oddly-spaced pillars sometimes make it difficult to land
	properly, so keep your finger hovering over the buttons that make you
	level out or get off your board. Street skaters might want to 
	capitalize on the line that starts on top of the Zoo-Aquarium (the line
	you'll start following for COLLECT S-K-A-T-E). Otherwise, use that 
	central area to your advantage. (Of course, the streets also have the
	advantage of being very open for flatland tricks...so it's up to you.)

  COLLECT S-K-A-T-E

	S//On the top ledge of Zoo-Aquarium. You can either double-jump up to
	the middle and then the top ledge and grind through it, or you can use
	the narrow QP in the center of the street to air up to the blue pipe
	and hop over the gap to the Z-A. The K is in the opposite direction,
	though, so it's up to you.

	K//Grinding towards the blue pipe, hop onto the pipe then onto the
	Uber-Sport ledge, then hop away as it kinks slightly to the right to
	get the K.

	A//On the very top tier of Gold Ledgy, at the top of the ladder.

	T//Grind on the top Gold Ledge and follow it as it curves around and 
	leads into a wire connected to Afropick.

	E//Turn 'round and go off one of the cooling vent kickers. Ollie off 
	for the E.

  COLLECT C-O-M-B-O

	C//On the rail over the door in Ausfarht Center.

	O//Hop the gap over to the ledges in front of Afropick.

	M//Manual through the street then grind on the stairs next to Red 
	Ledgy. Hop the gap over the plywood plank.

	B//Ride the stairs until they curve towards Apartment Building. Ollie
	off and Manual across the street. Go up the QP on the side of Apartment
	Building and Spine over.

	O//Revert and Manual after Spining, and go up the other side of the HP.
	Get off your board after you get the O to ensure a win.

  GET THE SECRET TAPE

	Hints: Head into the Bombed Out Church and ascend the ladder in the 
	back room, which is already open. Walk or grind around the pit so 
	you're facing south (away from the mural) and go through the arch. 
	There's a set of four broken black rails arranged in a ring shape, and
	then to the right of the rails is a sketchy plywood plank attached to a
	platform outside. (There's also a beer stein here for ACID DROP FROM 
	THE FOUR BEER STEINS.) Get as close to the Church as possible, then 
	turn around so you face south again. There'll be a gap followed by 
	another pair of plywood planks. Get on your board and Ollie over the
	gap, then get off again as to not fall over the edge. Go from the 
	planks do the gray, crumbled platform, and from the platform up the
	ramp that makes up the top, front part of the church. Go up to the top
	of the ramp and collect your hard-earned Tape.

  GRAB OVER THE SOLDIER

	Hints: The Grab trick you need to perform is randomized, but it's 
	always a diagonal-Grab. You need to do the Grab while going over the
	soldier sign in the street between Red Ledgy and the Apartment 
	Building. Build up Special, since you'll need the speed and might want 
	Focus Control. You can build up speed from either end you choose to 
	approach it; from the far end of the street, grind on the two planters,
	and from the near end, rebound off the narrow QP. Use the kickers on 
	either side of the planter and Boneless off them to gain the necessary 
	air. Hit the Grab and clear the sign. This might take some practice, 
	but it's pretty easy once you get it.

  ACID DROP FROM THE FOUR BEER STEINS

	Hints: This is a frustrating goal, because some steins are really anal
	about where you can drop to make it count and others are just wicked
	hard to get to. If you're having trouble, you might wanna put it off
	for later when your stats are higher up. Almost always, it's easiest if
	you reach the spot you're supposed to Acid Drop from, center the camera
	behind you with the left trigger, climb on your board and hold down on
	the left analogue so you won't go rolling over the edge at a bad angle
	prematurely.

	1//We'll do the hardest one to get to first--because if you don't nail
	this after a couple tries, you won't be able to get the other four. 
	Head for the Bombed Out Church. The back room is open, so don't worry 
	about Sticker-Slapping it. Launch up to the red ladder, get off your
	board, and grab on with the right trigger. Climb up to the top and walk
	or grind around the pit (grinding is faster but walking is safer). On
	the opposite side of the ladder and the mural is an archway with four
	broken rails arranged in a ring position. Ignore the rails and head to
	the right. Walk across a dingy plank of plywood to find the first stein
	hovering over a small stone platform. Acid Drop here. If you have about
	a minute and a half left, head for the others. Use your discression if
	you feel like you can make it or not.

	2//Head for Red Ledgy and get up to the third tier however is easiest 
	for you. The second Stein will be in front of a pillar, so your walking
	room is very narrow. Stand in front or just off to the side of the 
	stein and hop off, tapping the right trigger to Acid Drop.

	3//Get on top of Afropick. The third Stein is over one of the 
	ventilation kickers--I personally find it easier to go between the
	kickers, since that registers also, but it's up to you. As soon as 
	you're in the air, hit the right trigger to fall into the HP just 
	below. Acid Dropping into Red Ledgy's courtyard doesn't count.

	4//The fourth and last stein is on the top tier of Gold Ledgy. Get up 
	there and climb on your board, but don't go anywhere. Aim yourself 
	straight at the edge and go off WITHOUT OLLYING. Smash the right 
	trigger to fall in.

  PUT THE SPACE MONKEY BACK TOGETHER AGAIN

	1//The first Space Monkey part is on the planter ledge right in front
	of the starting point, leading into Ausfarht Center.

	2//Go through the door up to Afropick's roof to find the second part
	hovering above the Fan Boost. Transfer over the gap in the QPs made by
	the fan boost to nab it.

	3//Head for Apartment Building and Spine up the QP on the side closest
	to the Church, then Hip Transfer from one HP to another. (Or you can
	just get off your board once on that middle roof and jump up to grab 
	it.)

	4// Make way to Gretchen's Bar. Grind on the top ledge above it to grab
	the fourth Space Monkey part hovering just between the bar and one of
	the pink Inline Skaters signs.

	5//Get back on top of Afropick and use the fan boost to get over to 
	the Gallerie roof. Air up the QP right ahead of you as you land to get
	the last Space Monkey part.

-------------------|-------------------|-------------------|-------------------
									<cmai>
  			     Bracket 4A:  [Airport]
			     - Places of Interest -

Compass:
NORTH: Main Lobby
SOUTH: Loading Bay, Departure Lobby
WEST: Baggage Belt, Helipad, Baggage Claim

=---->1st Escalator Slope: Just beyond the starting point is a slope with four
	rails you can grind down, or flat areas you can manual down. This
	brings you down to the second floor of the Airport.

=---->2nd Escalator Slope: Go past O THE S to find the 2nd Escalator Slope, 
	which is identical to the 1st, just a little longer.

=---->Baggage Belt: To the right of the starting point is an enclosed area with
	a conveyor belt running into a metal box. You can grind the side of the
	belt or just ride on top of it to go through the box. This brings you
	out into the Helipad.

=---->Baggage Claim: Follow the Baggage Belt through the Helipad to get here--
	an area with a very SWEET pair of infinite grinds. You can either ride
	around the circular machine in the center, or hop from the escalator
	rails along to the walkrails spread around the area. You can also reach
	this area if you go through MULIN' after the 1st 
	Escalator Slope.

=---->Departure Lobby: Go down the 2nd Escalator Slope to reach the Departure
	Lobby, a happy place for any skater who likes Vert or Street. There's
	a wide open space perfect for flatland and plenty of QPs everywhere.
	Rails line the perimiter, just waiting to be comboed on. The glass 
	walls are also Wallyable. At either end of the Departure Lobby is a
	spiral ramp that leads down to the Luggage Bay.

=---->Helipad: Follow the Baggage Belt out into an open area with a ramp and a
	helicopter to jump over. It's decent for flatland tricks and it leads
	into the Baggage Claim.

=---->Left Bathroom: Between the MULIN' and O THE S is a bathroom on
	the left side of the wall. It has two entrances, so you'll probably
	hit the rails and lockers in here as part of a Street line.

=---->Lighting: There's a series of hanging flourescant lights running from the
	top of the Airport down to the Loading Bay. While hard to access, they 
	make one INCREDIBLY sick and varied line. Not to mention some good 
	stuff can be found up there.

=---->Loading Bay: The final floor of the Airport, the Luggage Bay is below the
	Departure Lobby. It has a luggage cart to skitch on and is lined with
	QPs and ledges. You can go through one of the Yellow-Taped doors to
	go back up to the beginning of the level.

=---->MULIN': Just to the right after the 1st Escalator Slope, MULIN' is the
	first of two security gates in the level. It's easy to miss if you 
	don't go through the Baggage Claim area. There are two kickers in front
	that let you hop over the gate (earning you the MULIN' gap).

=---->O THE S: Following the 1st Escalator Slope and MULIN', O THE S is 
	bordered by a pair of HPs and has two kickers on the front that you 
	use to go over the gate rather than through it (earning you the O THE S
	gap).

=---->Payphones: Also scattered throughout the level are metal arches embedded
	on the left or right made up of a series of payphones. These arches
	are grindable and can launch you up into the air if you Ollie at their
	peak. They aren't like kickers, so you NEED to Ollie.

=---->Right Bathroom: Almost exactly to the right of the starting point, the
	right bathroom is similar to the left in that it has a couple rails and
	lockers to grind on and two exit points. You'll only pass through here 
	if you're hitting a Street line.

=---->Trees: The area between O THE S and 2nd Escalator Slope is lined with 
	benches and bench-planters with palm trees shooting up through them. 
	Each bench-planter serves as a very tight infinite grind--something to
	try out if you ever feel up to it.

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//Go through the Baggage Belt and into the Helipad. Go beyond the helicopter
and to the right. The Stat Point is hovering behind a wirelink fence, but all
you need to do is hop on the ledge above the rightmost escalator and press up
close to the fence to get it.

2//Go for the divider on the 1st Escalator Ramp. Boneless off the top and grind
on the light, then Ollie to the second light.

3//Look for another payphone arch on the opposite side of the Right Bathroom,
just before O THE S. Get off the board and jump up to the light hanging over 
it. Grab on and shimmy as close to MULIN' as possible, then climb up and 
Caveman so you'll be facing the way you came. Ollie off to get the point.

4//Boneless off one of the kickers on O THE S, aimed towards the Stat Point.

5//The last guy is hovering over a pile of crates in the Loading Bay. You can
either grind the lower set of crates, grind the lights, or just jump from the
crates to nab it.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 125,000/250,000 pts

  PRO SCORE - 250,000/500,000 pts

  SICK SCORE - 400,000/750,000 pts

  HIGH COMBO - 80,000/200,000 pts

	Hints: I'm lumping HIGH COMBO in with all the SCORE challenges this 
	time because I feel like it'll save a little space and a portion of my
	sanity. Nailing HIGH COMBO and all three SCOREs in one go is natural if
	you know the right place to go. This technique is purely Street, and
	focuses more on the multiplicatives rather than the point total. If you
	go into the Baggage Claim area, there are four rails around the central
	area that line up with each other and two rails on the escalators 
	leading from the Helipad. Grind on any one rail and hop over the gaps 
	until you get to the escalator rails; rather than keep hopping to try 
	to get all the way up, let gravity take its course and slide back down.
	Hop the gaps again until you're grinding up a rail on the opposite 
	escalator. You'll be crossing past these lines so quickly that balance
	only matters after a good while of going back and forth. You can also 
	do flip tricks between gaps to get those multiplicatives even higher. 
	You may want to max out your Rail stats just for this scenario--it's a 
	good thing you can rearrange them to fit a particular situation and put

	them back again when you're done. And if you're just not cool with this
	and still want to take your hand at some QPs, the Loading Bay is great
	for Vert skaters due to its bean-shape. Just stay away from the breaks
	in the center.

  COLLECT S-K-A-T-E

	S//When you start, veer to the left to see a payphone arch. Ride up the
	arch and Ollie when you get to the top, so you land in a grind on the
	lights hanging overhead. Jump the gap between the two lights and keep
	grinding for the S.

	K//Get off the lights and grind down the divider between the escalators
	in the 1st Escalator Slope.

	A//Climb up the second tree in the Trees area. You can climb it like
	the trees in Skatopia.

	T//Grind the ledge on the 2nd Escalator Slope, then jump onto the light
	hanging over it. Grind, then Ollie off when the light ends to grab the
	T.

	E//The E is hovering between the highest level of red rails set against
	the glass wall in the Departure Lobby. Go up one of the ramps set on
	either side of that series of rails angled towards the E. Land a grind
	on the highest rail and Ollie over the gap between rails for E.

  COLLECT C-O-M-B-O

	C//Grind on the center of the moving platforms.

	O//Ollie off and manual, then No Comply or Boneless off the top of the
	divider in the 1st Escalator Slope. Land on a grind on the lights.

	M//Hop from the first light to the second, and the second to the third
	to pick up the M.

	B//Hop over to a pair of lights to the right. Grind on those and Ollie
	the gap for B.

	O//Ride along the last light, then Ollie off for O.

  CRUSH THE SUSPICIOUS SUITCASES

	1//Grind on the Baggage Belt and you'll plow through it as you enter
	the Helipad.

	2//On top of the Baggage Claim.

	3//In the Right Bathroom, next to Australia's Metal Detector Guy (wtf 
	is he doing here, anyway?)

	4//On O THE S' backside, visible only from behind. Facing it in that 
	direction, the third suitcases are on the right belt.

	5//On a pile of crates in the Loading Bay.

  NOSE MANUAL DOWN THE ESCALATOR SLOPE [DOWN-UP]

	Hints: Pick a slope in the level. You don't have to do a Nose Manual
	particularly (I did it with a regular Manual), but as long as you make
	it from the top of the slope to the bottom and get the MANUAL THE 
	SLOPE! gap, you've gotten the goal. (It helps to build up speed and 
	enter the manual BEFORE you hit the slope.)

  GRAB OVER THE COPTER!

	Hints: Grind on the Baggage Belt to build up speed. Ollie off just 
	before you come out in the Helipad and Boneless/No Comply off the ramp
	facing the helicopter. You don't have to go over the rotor blades, but
	you should try to get over a nice, bulky part. The Grab is going to be
	an up-down-left-right move. In order to make it count, you have to hit
	the HELICOPTER HOP! gap.

  GET THE SECRET TAPE

	Hints: Remember how you got the "E" in COLLECT S-K-A-T-E? You want to
	do the same thing--go up the ramp against the glass wall. Only this
	time, you HAVE to use the ramp on the right and you have to aim to the
	right as well. The Secret Tape is hovering over the highest red rail in
	the Departure Lobby. When you've gotten high enough, grind on the rail,
	Ollie the gap and land in a grind again. Ride it through for the secret
	tape.

-------------------|-------------------|-------------------|-------------------
									<cmsc>
  			      Bracket 4B: [School]
			     - Places of Interest -

Compass:
NORTH: Gym
SOUTH: D2S/S2D
EAST: Diving Boards
WEST: Skate Park

=---->D2G: "Diving Boards to Gym." This refers to the path connecting the two
	going from one to the other.

=---->D2S: "Diving Boards to Skate Park." This refers to the path connecting 
	the two going from one to the other.

=---->Diving Boards: Down in one corner of the level are a pair of pools and
	three diving boards for you to Acid Drop from or Lip onto from below. 
	One of the pools is elevated into a kicker at one part and you'll bail 
	if you try to land a vert trick on it.

=---->G2D: "Gym to Diving Boards." This refers to the path connecting the two
	going from one to the other.

=---->G2S: "Gym to Skate Park." This refers to the path connecting the two 
	going from one to the other. Runs underneath Gym Awning.

=---->Gym: A large building near the starting point, there's a variety of 
	planters around the outside, a QP on the back, and a nice selection of
	TrickObs on the roof. You can get inside the building by bursting 
	through the glass ceiling windows.

=---->Gym Awning: A long awning that you can grind on attached to the gym. You
	get onto it from the roof of the gym. The end goes down into the Skate
	Park and kinks up into a kicker. Runs above S2G.

=---->S2D: "Skate Park to Diving Boards. This refers to the path connecing the
	two going from one to the other.

=---->S2G: "Skate Park to Gym." This refers to the path connecting the two 
	going from one to the other. Runs under Gym Awning.

=---->Skate Park: An area composed entirely of bridges, ramps, TrickObs, walls,
	and all sorts of other nifty things. This area is big and rediculously
	anonymous (the entire level is, really), so almost everything you read
	here will be based on the few lines you can hit.

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//Go up a QP bordering a building in front of the Gym and past the Gym Awning.
Level out on the roof, then turn around and go off the kicker aiming back 
towards the Awning to nab the first point.

2//This one is hovering just off a free-standing wall in the Skate Park. Go to
the opposite end of the wall and Wallie up to the top. Grind on it and Ollie 
off to nab the Stat Point.

3//There's a building bordered by a QP on D2S. Climb on top of that building 
for another Stat Point.

4//Climb up the highest Diving Board using the ladder on the back. The next 
Point is up top.

5//G2D. On the side of the curved path, a wire will come from the ground and 
cross over the path to a platform with a construction worker and the last Stat 
Point on it. Grind or shimmy across the wire to reach the platform.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 125,000/250,000 pts

  PRO SCORE - 250,000/500,000 pts

  SICK SCORE - 400,000/750,000 pts

  HIGH COMBO - 80,000/200,000 pts

	Hints: Like most early THPS levels, School sorely lacks solid lines,
	leaving you to fill the gaps with Flatland, whether you're a Street or 
	Vert skater. The roof of the Gym has an assortment of QPs, but their 
	odd arrangement makes them hard to land a big vert trick. The level as
	a whole is generally unfriendly to Street Skaters, so you might want to
	use the infinite grind on the lip of the southmost pool, or improvise a
	big Fliptrick-Flatland combo in the Skate Park.

  COLLECT S-K-A-T-E

	S//Head for G2S. Grind on the rail dividing it in two and Ollie over 
	to the ledge on the left (or vice-versa).

	K//Go onto a bridge with the K hovering over it and get off your board.
	Jump up directly underneath to grab it.

	A//Wallie up the freestanding wall and grind on the ledge to grab the 
	A.

	T//Get on top of the building on S2D and Ollie off the end of the 
	roof for the T.

	E//Grind on one of the black rails directly between the pools and Ollie
	off for the E.

  COLLECT C-O-M-B-O

	C//Start grinding on a ledge in the Skate Park--you should be able to
	see the letter, since there's so many anonymous ledges in here. Grind
	that ledge.

	O//Hop the gap between ledges. If you don't have enough speed, 
	Boneless.

	M//If you STILL don't make it, hop off your board and run up the side
	of the sewer trench. Grind on the ledge following the C ledge.

	B//Ollie off the ledge and over to the connecting one. The angle is too
	sharp to grind straight through, so if you don't move you'll be thrown
	onto the grass.

	O//Hop over from the ledge to the top of the inner S2D QP. Ollie off 
	and land on your feet in order to avoid taking a spill on the QP's 
	base.

  SET OFF THE FIVE ALARMS

	Hints: In order to "set off" the alarms, you have to Wallride through

	1//The first one is on the right wall on G2D near the end.

	2//This one is behind the Diving Boards themselves. It's actually set a
	little off to the side of the eastern one.

	3//Behind the freestanding wall in the Skate Park area, there's a small
	hut...thing...anyway, the next alarm is on the front of that.

	4//Against a wall to the left of the KICKER GAP (a pair of Kickers 
	facing each other just before S2G).

	5//Right next to the Gym's front door.

  SMASH THE FIVE SCHOOL BOOKS

	1//Grind on a ledge across the gym area from the Gym itself (it'll be
	to the left of the starting point).

	2//Go up the same building where Stat Point 1 was. Grind on the ledge
	of the building TOWARDS the Gym to nail the books.

	3//Go down G2S. On the right will be a QP fronting some open space 
	(you can't really call it Flatland area since This level comes from 
	THPS1, where you couldn't Manual and there's no room to Flatland 
	anyway). The third books will be on the ledge of the QP.

	4//On a lower ledge on the S2D building on the Diving Boards side.

	5//D2G. The Books will be the first thing on the ledge on the right.

  DOUBLE KICKFLIP THE KICKER GAP

	Hints: The KICKER GAP is made of a pair of kickers facing each other 
	in the Skate Park at the end of G2S. Build up a Special and Grind at 
	the kicker closest to G2S using the rail splitting the same path in two
	for speed, then No Comply over and nail the Double Kickflip. It's not 
	too difficult in the long run, and you can use Focus Control if you're 
	having trouble.

  GET THE SECRET TAPE

	Hints: Get onto the Gym Awning and skate down on it. When it curls up
	into a ramp at the end, Ollie up to grab the Tape.

-------------------|-------------------|-------------------|-------------------
									<cmdj>

  			   Bracket 5:  [Downhill Jam]
			     - Places of Interest -

Compass:
NORTH: Starting Point
SOUTH: Finishing Point

=---->Big Crate: Down towards the end of Downhill Jam are a pair of kickers 
	bordering a large square inset into the ground. This large square is
	apparently a giant crate. Whoo.

=---->Dam: Towards the middle of the level is a long, downward HP with a ledge
	on the left side and a platform up on the right. You can bust open the
	dam and make sprays of water shoot out if you wallie over a circular
	handle. Due to the sloping nature of the pipe, vert trick combos are
	hard to pull off.

=---->Finish Line: All the way down at the bottom of the level is a pier with
	a few peds standing around the edges. If you keep going, you'll be put
	back up at the start of the level with whatever combo you had going.

=---->Neversoft Building: Not the actual Neversoft programming hut o' magic
	itself, but an associated gap is something like "neversoft electrician 
	something something." Near the Finish Line there's a building on the 
	right side that seems otherwise inaccessable. Get off your board next 
	to the building and jump repeatedly up the stone next to it and you'll
	eventually get to the platform with all the people and a safety rail
	on it.

=---->Rail Pillar: Just beyond the Dam in the center of a series of raised
	platforms is a pillar with five or six short grinding rails on the
	top. 

=---->Starting Line: A Roll-In ramp leading into a skatepark area marked with 
	a line and a banner flag.

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//Uh boy...here we go. Okay, first Stat is just beyond the starting line, past
a pair of parrallel pipes high in the air. Double-jump against the wall next to
the pipes (be sure to face the wall so you CAN double-jump) with the right 
shoulder button held down and you'll grab the closest pipe. Caveman onto the 
pipe and Ollie off when it ends for the point.

2//Climb on the first outcropping of rock with one of the five Crates on top
either by Ollying on from the kicker in front of it, or by jumping repeatedly 
from the low end on the opposite side. Use the kicker on the outcropping, aim 
at the Stat Point, and Boneless off for the necessary air.

3//Another set of double pipes are just beyond the third Point. (This feels 
more like a C-O-M-B-O line than Stat Point collecting.) No Comply off the ramp
between the first outcropping and the dual pipes, and grind on the rightmost
pipe. Ollie off for the third Point.

4//After going through the Dam, on the right there will be a kicker facing a 
large billboard suspended over a pool of water. Go off the ramp and Wallie the 
sign. Grind on the top of the sign and Ollie off for the Point.

5//Scale the mountain onto Neversoft Building. Grind the safety rail and Ollie
off the end for the fifth and final Point. Hoo-rah.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 165,000/325,000 pts

  PRO SCORE - 325,000/650,000 pts

  SICK SCORE - 500,000/1,000,000 pts

  HIGH COMBO - 100,000/250,000 pts

	Hints: HHOGH$(@HV43ybobu$E#@. This level SUCKS. It's linear, yet it 
	lacks lines; it's enclosed and there's no decent areas to do ANY kind
	of tricking; all Flatland is downhill and is almost certified to be
	broken up by a ramp or a pillar of stone; the amount of stuff to grind
	is minimal at best; there are no pools and any QPs are shaped so awk-
	wardly that landing a trick is much too difficult. This level depends
	heavily on your ability to Combo Run-Out and Flatland, which isn't
	everybody's cup of tea, I know, but even the Dam isn't good for verting
	and there literally IS almost nothing to grind on. Even scoring a 
	massive combo is next to impossible...sigh. The only guaranteed way to
	rack up good points is...ugh...Lipping. Put in a good Special Lip and
	go up any convenient QP. Shuffle after holding the Special for a while
	to build up multiplicatives. Good luck--that's about all I can say.

  COLLECT S-K-A-T-E

	S//On the black double-pipes forward and to the left of the Starting
	Line (where you picked up the first Stat Point). Again, double-jump 
	against the stone wall and you'll grab onto the pipe. Caveman onto 
	it going south.

	K//Go off the kicker that you took for the second Stat Point. Land on 
	the outcropping and grind on the rail for K.

	A//Just before the Dam starts, there'll be a kicker hugging the left 
	wall. Go up that ramp and grind on the pipe emerging from the wall and
	running to collect A.

	T//Do what you did to get the fourth Stat Point--go off the ramp to the
	right once the Dam opens up into the Rail Pillar's area. Wallie up to
	and grind on top of the billboard, then Ollie off to nab T.

	E//Roll over to the Neversoft Building and Grind on the rail in front 
	of it. Ollie the gap, then Ollie off for E.

  COLLECT C-O-M-B-O

	C//Grind on the second set of black double-pipes--they're on the right
	at street level and go downward. For effectiveness, grind on the left
	pipe.

	O//Ollie off the pipes about three-fourths of the way down to nab O.

	M//Land in a Manual, then air up the QP directly ahead. Transfer over
	the waterspout that looks incredibly like a Neversoft sign on the wall 
	for M.

	B//Revert and Manual over to the large ramp on the left before the Dam.
	Land a grind on the pipe, but almost immediately Ollie off to the right
	and get off your board. The odd arc will send you crashing through the
	B.

	O//Manual or walk up to the left lip of the Dam and grind down. Ollie
	off the end and this goal is TOAAAAAAST.

  SMASH 5 CRATES

	1//On the stone wall next to the first set of black double-pipes, where
	you got the first Stat Point and the S in SKATE. Simplest way up there
	is to go up the mountain on the right side (if facing it) on foot, 
	jumping up it until you get to the platform.

	2//Go off the ramp that you took for the second Stat Point. Land on the
	outcropping and smash through the second crate.

	3//Climb up the right wall of the Dam (you can skate up it too, 
	somehow) and go downhill. You'll see a pipe stretching over the dam 
	onto another platform--as well as the third crate.

	4//Grind over the pipe mentioned above. You'll land on a curved 
	platform with a QP attached to the mountain wall. There's another 
	platform beyond it, so you have to transfer over the gap. If you don't 
	make it, get off the board and press against the wall of the second 
	platform. Just keep jumping up and you'll get to the top of the
	platform and you can smash the fourth crate.

	5//Roll over to the Neversoft Building at the end of the level. Just 
	past a few poorly-placed kicker-boxes will be the fifth and last crate.

  GRAB OVER THE GIANT CRATE

	Hints: You know where the Giant Crate is (if you read this level's PoI)
	so I'll skip all that in favor of what to do. Have a full Special meter
	for the speed and go up one of the kickers on either side of the crate.
	(Doing it from the top of the level down is easiest, but you can do it
	in the opposite direction too.) Go up the ramp with a No Comply and 
	nail your Grab. Once you get the OVER THE GIANT CRATE! gap with your
	grab, j00 is a w33n4r! The Grab is randomized.

  MANUAL [UP-DOWN] THROUGH THE PUDDLES

	Hints: Like the Airport's NOSE MANUAL DOWN THE ESCALATOR SLOPE, you can
	do any manual through the puddles to make it count.

	1//The first puddle is in the center of the land, next to the first set
	of black double-pipes.

	2//Stick to the left of the level, ignoring the kickers and TrickObs.
	The second puddle will be set just before the kicker closest to the 
	outcropping with K, a Crate and the second Stat Point on it, touching 
	the left wall.

	3//The third puddle is half in the top of the Dam in the very center.

	4//Past the Rail Pillar, on the left and at ground level, the fourth
	puddle is on the upraised part after the dip in the ground.

	5//At the end of the downward ramp at the Finish Line.

  GET THE SECRET TAPE

	Hints: The Tape is on top of the Rail Pillar. In order to reach it, 
	grind the rail suspended over the far end of the Dam (which you had to
	access for SMASH 5 CRATES). Once you get to the new platform, use the
	QP to transfer over the second platform. If you don't make it, get off
	your board, press against the second platform's wall and jump repeated-
	ly. Climb up onto the rocky area as the second platform curves to get
	to the third platform, then do another QP transfer to get from the 
	third to the fourth. If you don't make this one, get off your board
	again and just walk up the gray path. Now face the Rail Pillar, in the
	center of this giant circle. Aim for it and Boneless off the kicker. 
	When you're over the pillar, get off the board to land without bailing 
	(and subsequently tumbling over the edge) and jump over the rails to
	get to the Tape.

-------------------|-------------------|-------------------|-------------------
									<cmna>
  			     Bracket 6A:  [Nawlins]
			     - Places of Interest -

Compass:
NORTH: Church, Lil' Business Corner, Gift Shop
SOUTH: Crypt, Crypt Bayou
EAST: Boo-YA's Bottomless, O' Brien's
WEST: Gaslamp District, Ferry Bayou

=---->Beads: What's Mardi Gras without beads? There are two boxes of Beads on
	the Northeast and Northwest corners of the level. You can carry ten
	at a time.

=---->Boo-YA's Bottomless: The blue and red building on the southeast. There's
	a fan boost and some QPs up on top and a couple rails around the sides.
	It has a helipad as its highest point.

=---->Bourbon St.: The road intersecting with Nawlins St. and the gaslamp
	district. It runs from O' Brien's all the way down to the ferry sitting
	in Gaslamp Bayou.

=---->Church: On the north side of the level, opposite of the crypt, the church
	has a couple rails and ledges but is mostly vert-based due to the QPs 
	lining the inside. There's an angel statue set up in the center of some
	of the QPs, making verting over it tough.

=---->Church Street: The street running along the Lil Business Corner/Chuch/
	Gift Shop area. It's intersected by Nawlins St. and the Gaslamp 
	District.

=---->Crypt: The south end of the level, opposite the church, the crypt has a
	hefty amount of ledges to grind and a few QPs to air up. there are a
	series of tombs with skulls perched on the ledges, and if you grind all
	the skulls off all the ledges, something is bound to happen...

=---->Crypt Bayou: Go into the very back of the Crypt, past the raised part
	where you meet the Voodoo Doctor, is a narrow bridge leading into the
	bayou. There's a small boat on the left side of the dock, and if you
	stand on it for too long it'll sink into the water.

=---->Dauphine St.: The street the Crypt is on. It intersects with the Gaslamp 
	District and Nawlins St.

=---->Dumpster: A long piece of stink between The Nawlins and Green Goddess, 
	with kickers on either side.

=---->Ferry Bayou: The swamp accessable from the Gaslamp district. There's a
	ferry sitting in it that can be sticker-slapped.

=---->Gaslamp District: The gaslamp district houses the Trolley and borders the
	Ferry Bayou. It's great for street and vert skaters alike thanks to 
	interwoven grind lines and QPs on either end of the street.

=---->Gift Shop: To the left of the church is a small building with some QPs on
	the front and the side, and a neon light ledge to grind on.

=---->Green Goddess: A burnt-out building that's right next to The Nawlins.
	There's a door on Dauphine St. that takes you up to the rooftop. The
	Dumpster sits in an alley between The Nawlins and Green Goddess.

=---->Hell: Once you cause Nawlins' DESTRUCTION!! the concrete around the giant
	manhole cover in the Nawlins St./Bourbon St. intersection pushes up to
	make a hellish QP. If you spine over the QP, you'll drop down into 
	Hell, which is composed of a very small ring grind. Ollying off the 
	ring will launch you north, south, east or west along Nawlins St. and
	Bourbon St., similar to a Fan Boost.

=---->Humidity Alley: An alley with two kickers and two back-to-back QP sets
	Next to Boo-YA's Bottomless and the edge of the level. It connects
	Bourbon St. to Dauphine St.

=---->Lil' Business Corner: The northeast-most building, Li'l Business Corner
	has a few QPs in front and a ledge on top that leads into lines 
	involving O'Brien's or the Church.

=---->Nawlins St.: The street running from the center of the graveyard to the
	center of the churchyard.

=---->O' Brien's: A red brick building sitting on the east border of the level
	with a couple pools on the roof and some QPs surrounding the outside 
	and inside. There's a large, drink-like fountain on the inside.

=---->PARKing Garage: A small car lift inside Boo-YA's Bottomless on Dauphine
	St.

=---->Rave: Inside Ye Absinthe. There are two paths in, and if you jump in the
	center of the room, you'll get launched up to the rooftop, like a
	vertical Fan Boost.

=---->The Nawlins: A yellow building on the corner of the Gaslamp District and
	the Crypt. A big neon sign reading "NAWLINS" is hanging above the door
	in the big intersection. The Green Goddess is right next to it, 
	seperated only by the Dumpster.

=---->Trolley: A Trolley runs back and forth in the Gaslamp District, bordered
	by a couple rails and ledges. You can grind on the roof of the Trolley
	or Wallie off of it.

=---->Water Tower: On the roof of the Green Goddess building, along with a set
	of QPs.

=---->Ye Absinthe etc etc Building: A redbrick building with a series of pools
	and ledges on the rooftop between the church and the gaslamp district.
	Very cool for any kind of skater. The larger of the two pools on the
	roof is awkwardly shaped, but very hard to bail out of if you stay away
	from the top end, the raised part. You can also grind in the inner 
	ledge of the larger pool, since it makes a good infinite or back-and-
	forth grind (depending on how much speed you have).

=---->DESTRUCTION!!: As part of the RAISE THE DEAD goal in Story Mode, knock 
	the skulls off all of the graves in the Crypt. This turns all 
	pedestrians into zombies and makes a circular QP in the Nawlins 
	St./Bourbon St. intersection. (I have a feeling that this isn't the 
	actual DESTRUCTION!! since the damage is reversable and the level isn't
	that drastically altered. If there's something else, drop me a line 
	<cnt2> and let me know.)

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//On the ledge of the Gift Shop.

2//In front of Boo-YA's Bottomless--use the HP made by that and O'Brien's to 
get speed and air up to it.

3//At the top of the ladder on the east wall of The Nawlins. 

4//Over a QP in the Water Tower area.

5//Over a line of lights strung between the O' Brien's and Lil' Business
Corner.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 200,000/400,000 pts

  PRO SCORE - 400,000/800,000 pts

  SICK SCORE - 600,000/1,250,000 pts

  HIGH COMBO - 150,000/300,000 pts

	Hints: Ye Absinthe. That's all I need to say.

	Okay, maybe I should say more. Shuffle those grinds if you're Street,
	and use Revert-Manual combos to link Vert tricks. Remeber, you can also
	use Combo Run-Out, which restores a little bit of rail balance when 
	you Caveman back onto a grind. You can use Boo-YA's Bottomnless if you 
	prefer, or O' Brien's more regularly-shaped pools, but avoid The 
	Nawlins and the Water Tower. 

  COLLECT S-K-A-T-E

	S//Over the spire of the Big Crypt. You can spine over it to grab it,
	or skate up the back ramp and Ollie up and Natas Spin.

	K//In one of the lower QPs on the roof of Boo-YA's Bottomless.

	A//Spine over the same QP the K was on to wind up in the top pool of
	O' Brien's. The pool slopes downward and the A will be over the QP at 
	that end.

	T//On a corner ledge above the ground on Ye Absinthe building. If you
	go up one of the QPs on either side of the Rave entrance along Church
	Street, aim towards Gaslamp District and grind on the first ledge you 
	come across. You'll grab the T as you go around the corner.

	E//Over a QP on the corner of Gaslamp and Dauphine. It's to the right
	of the Crypt if you were facing it.

  COLLECT C-O-M-B-O

	C//Approach the Gift Shop from the Gaslamp District. Go up one of the
	QPs on the side and grind on the neon-light ledge. It'll kink up and to
	the left. Ollie off the end of the ledge to grab C.

	O//The O is stationed behind the angel statue in the churchyard. There
	are a few different ways to nail it, but the one I've found to be 
	easiest is to land in the yard itself in a Manual, then go up one QP 
	and transfer the gap over to the other side of the statue. You can also
	land a grind on the railing surrounding the church and Ollie the gap, 
	or take any number of variations. I've found the first one to be 
	simplest, since you're aimed right at the M and don't have to deviate 
	too far off the line.

	M//You'll find the next letter on a planter-kicker next to O' Brien's. 
	It's basically right ahead of the angel statue in the Church. Go up the
	planter and Wallie to get M and go up to the next letter.

	B//Wallie up after grabbing M and you should wind up on a balcony of 
	O' Brien's. Try to land on the blue rail to your right, but if you 
	don't, hop off your board and go over to the rail on foot.

	O//Ride the rail and Ollie off before it curves in to join the main
	building of O' Brien's. Land in a manual. Hopefully you'll have enough 
	speed to go up the QP at the end of the street and grab the O hanging 
	over the banner flag.

  GRAB OVER THE BIG CRYPT

	Hints: Go into the crypt. The Big Crypt is the one with the dome on top
	and a spire sticking up--it's where you first meet the Voodoo Doctor in
	Story Mode. There's a QP running all around the side at ground level,
	and you need to Spine from one QP to the other nailing the again-
	randomized Grab trick. It'll be one of the diagonal directions. It's
	really easy to Spine over.

  COLLECT FIVE VOODOO DOLLS

	Hints: The Voodoo Dolls are marked with yellow--anything red is a 
	Crystal Ball. It's not easy to get both in one go, so make sure you 
	know what you're getting!

	1//Spine over the front gate in the Crypt. It'll be hovering over the
	Neversoft icon.

	2//On a rail on the roof of Boo-YA's Bottomless. It'll be closer to the
	intersection of Nawlins St. and Bourbon St.

	3//On Boo-YA's Bottomless, over the highest QP facing O'Brien's.

	4//This one is friggin' weird to get...in O' Brien's, the area with the
	Hurricane fountain, there are two strings of lights suspended above. 
	The lower set of lights has the doll hanging over it. There's no
	obvious way to land that grind, so go up the wooden walk-ramp on the
	inside, get off your board, and hop over to the lights with the right
	trigger held down. If you grab the top lights instead, jump off and hit
	the right trigger when you're about to pass the lower lights. Hop up
	and grind on the lights.

	5//The last one is hovering over one of the telephone wires in the 
	Gaslamp District. Climb on top of the trolley and Caveman onto the 
	inside wires.

  SMASH FIVE CRYSTAL BALLS

	Hints: the Crystal Balls are marked with red and are harder to spot
	than the Voodoo Dolls.

	1//In the Humidity Alley, over one of the QPs. Spine over the QP 
	closest to Dauphine St to get it.

	2//On a QP directly to the east of the Crypt.

	3//In the Crypt itself, grind on the back ledges seperating the Crypt
	from the Crypt Bayou. The third ball is over the gap between the walls.

	4//On the roof of The Nawlins, between the two chimney stacks on the
	edge of the building.

	5//On the Green Goddess roof. Transfer from one of the QPs nearest the 
	crypt over to another. It's hovering over the highest QP.

  GET THE SECRET TAPE

	Hints: Go up to the roof of The Nawlins and face the Crypt. There's a
	plank of wood like a steep, narrow kicker set up against a chimney. Go 
	up the kicker and Ollie off the top for the Tape.

-------------------|-------------------|-------------------|-------------------
									<cmtr>
  			     Bracket 6B: [Training]
			     - Places of Interest -

Compass:
NORTH: WDT Room
SOUTH: Taxi
EAST: XL Funbox
WEST: THE HP

=---->A Real Pool: In the Secondary Room, there's a genuine pool with genuine
	water being pumped into it by a white, rectangular machine that I can't
	quite remember the name of. (I know it's not a refrigerator, so it's
	one step in the right direction, I guess.) To my knowlege, there's no
	way to drain the water.

=---->BLADRZ RUL LOLZ: This is in reference to the alcovy-signy-alcovy area
	above A Real Pool. Climb up the ladder above the not-a-refrigerator 
	to reach an alcove, which has a narrow ledge for you to shimmy across
	attached to it over a sign that says BLADERS RULE. Beyond the sign is
	another alcove with a small rail inside that leads into the Main Room.

=---->Glass Alcove: Above THE HP is this room surrounded on three sides by 
	glass that you can break through. Wow?

=---->Large Funbox: Sitting in the middle of the Secondary Room, this funbox is
	not as large as the monster behind it, but it's self-contained. It has
	a QP on one side that becomes half of an HP once you bust down the
	concrete wall on the XL Funbox, plus a rail and a couple ledges.

=---->Light System: One of two lines hidden on the ceilings of both rooms, 
	a bunch of flourescant lights hang down, ready for you to grind on if
	you can get to them. Stick with them and they'll take you to hard to
	reach objects or places.

=---->Main Room: Going down from the WDT Room brings you into the Main Room,
	an area many THPS vets are familiar with--that's right kiddies, the
	Hangar is back again. Except they've replaced the plane and a few 
	other objects with rails and ledges. THE HP and the Taxi are here.

=---->Pile o' Crates: Sitting against the wall seperating the Main and 
	Secondary Rooms on the Secondary side are two piles of crates. One is
	actually just a pile of ONE crate. The other is a pile of two. 

=---->Recessed Ramps: A set of three QPs sit in their own little alcove in the
	Secondary Room. The area sits against the wall opposite the WDT Room.

=---->Red Button Door: A door you open in Story Mode by breaking through to
	Secondary Room and wallriding over a red button on the wall. It's the
	only real door connecting the two rooms (the others are holes in the
	wall or alcoves) and sits against the long QP on the south end of the
	area.

=---->Secondary Room: This room is completely new. No helicopter or crappy 
	pseudo-lines; pools and funboxes and TrickObs and QPs galore.

=---->Sprinker System: One of two lines hidden on the ceilings of both rooms,
	about five or six different lengths of sprinker pipe curl about in 
	their own lines. There's nineteen sprinkers total on the pipes.

=---->Taxi: A Taxi towards the back of the Main Room. It's beyond THE HP. 
	Man...that is such a Taxi. I wish I had a Taxi just sitting in my room
	like that.

=---->THE HP: Why call it that? Because it is THE Half-Pipe. Training is a re-
	vamped Hangar from about three other Tony Hawk games, and this HP has 
	been there for every single one. It's about as famous as School II's
	Leap of Faith. Anyway, THE HP is the one found near the Taxi--the 
	wooden guy partially in-set into the ground, with two ramps on the 
	outside.

=---->WDT Room: The starting point. There's a QP on one wall, and two ramps 
	leading down into the main room seperated by a wall. There's a sign
	between the walls reading "WORLD DESTRUCTION TOUR."

=---->XL Funbox: This is the big, ramp-edged, rail-topped, concrete-fronted
	monstrosity against the far wall in the Secondary Room. There's a QP
	inside that you can access by going through the glass on the top of the
	funbox, and a concrete wall that can be broken down in Story Mode for
	use in Classic and Free Skate Modes.

=---->Yellow Pipe: In one corner of the Secondary Room, a yellow vent pipe sits
	against the wall, leading up to an alcove.

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//In the air over THE HP. No Comply off one of the kickers bordering it on the
outside to grab it.

2//On one of the flourescant lights in the Main Room. Air up the QP beyond the
Taxi angling towards the wall. Land a grind on the Sprinker Pipe and let it
curve around. Ollie onto the light when the sprinkler pipe ends.

3//Go up the ladder in the not-a-refrigerator in A Real Pool. The third point
is hovering in the first alcove in SKATRZ RUL LOLZ.

4//The fourth point is on one of the sprinkler pipes in the secondary room. The
simplest way to get access to that pipe is to go up the QP on the back of the
room and land a grind on the pipe hanging in the air. Ollie over to the 
sprinkler pipe to the left.

5//The last point is hanging over a rail over the XL Funbox. You can either go
up the HP from under the XL Funbox, or grind the rails to nab it. In order to
get to those rails, use the sprinkler pipes in the Main Room to get up there,
or go up the Yellow Pipe nearby.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 200,000/400,000 pts

  PRO SCORE - 400,000/800,000 pts

  SICK SCORE - 600,000/1,250,000 pts

  HIGH COMBO - 150,000/300,000 pts

	Hints: Not as bad as Downhill Jam, but these points are nonetheless
	difficult to reach. Street skaters will have a hard time finding some
	decent combo places, since there's a lot of floor clutter preventing
	Flatland and the best Grind spots are the sprinkler pipes looping 
	across the ceiling in their own little lines. Vert skaters, you'll have
	a bit of an easier time with three pools and THE HP to aid you--though
	the QPs against the walls, with their odd formation, tend to throw you
	off if you go around a tight corner or something like that.

  COLLECT S-K-A-T-E

	Hints: Again, it's a little easier to collect the letters out of order.
	SKETA worked best for me, since comboing from the K to the E is easier
	than getting them seperately--then you could hop off E's Sprinkler Pipe
	and roll into the recessed QPs for T. But it's up to you.

	S//The S is on the QP in the WDT room--right behind the starting point.

	K//Go up one of the QPs on either side of the roll-in ramps connecting
	the Main Room and the WDT Room. Grind on the sprinkler pipe. The K is
	sitting on the middle pipe.

	A//The line breaks down here, since A is found in the SKATRZ RUL LOLZ
	alcove connecting to the pool in the main room. In order to nab this,
	you can go into the secondary room and land a grind on the higher
	rails hugging the walls. The last rail kinks upward, aimed right at the
	alcove. Or you can just go up the ladder into the SKATRZ RUL LOLZ area
	and shimmy over.

	T//Air off one of the recessed QPs in Recessed Ramps and transfer to
	the other one.

	E//On the looped Sprinkler Pipe in the Secondary Room. This is almost
	directly in line with the same pipes near the K, so if you follow 
	the pipes and ollie through the Secret Tape alcove, you can grind on
	another set of Sprinkler Pipes over the Secondary Room. Ride the pipe
	through for the E.

  COLLECT C-O-M-B-O

	Hints: This time, COMBO is easier to get if you do more of a...well...
	COBOM. The letters will be listed in the usual order, but the require-
	ments for M// will be written as if you were getting them after the
	second O//.

	C//Ollie over a pair of kickers in the Main Room, near the Red Button
	Door.

	O//Land in a Manual and go up the blue QP on the edge of the room. 
	Grind on it and go through the hole for O.

	M//After getting the SECOND O, hop back over to the rails on the side
	of the room. Ride them out until they turn, then Ollie off (get off 
	your board if you think you'll hit the QP). Manual to the Large Funbox
	and grind on the rails or ledges, then manual over to the foremost ramp
	in the Recessed Ramps area.

	B//The QP ledge eventually kinks upward. Ollie off the kink and grind
	on the upper pipe for B.

	O//Follow the rail and hop over to the lights to grab O.

  GET THE SECRET TAPE

	Hints: Ride the sprinkler pipes on the wall of the Main Room that
	seperates it from the WDT Room. Follow them towards the Secondary Room
	and when the rail kinks upward, Ollie through the little alcove to nab
	the Secret Tape.

  BREAK ALL THE SPRINKLERS

	Hints: Hokay. There's nineteen sprinklers for you to break. I've made 
	and submitted to GameFAQs a map showing where all 19 are since 
	describing it is just too much work with not enough payoff. You need 
	to get up to the sprinkler system however you can--I prefer using the 
	QP at the back of the Main Room, beyond the Taxi, as my starting point.
	Grind on the ledge of the QP westward, hopping on the rails over THE 
	HP, and they will eventually kink upward into the start of a line that 
	covers most of the sprinklers in one go. You can also vert up the QP 
	and grind on the sprinkler pipe there to find another line. The last 
	line is sort of self-inclusive--vert up the pool next to the WDT Room 
	and hit three more sprinklers above it. If this is too indtimidating, 
	save it for later on.

	Copy and paste this address into your web browser bar to see the map.

http://db.gamefaqs.com/console/gamecube/file/thug_2_training_sprinkler.png

  GRAB OVER THE HALFPIPE

	Hints: Reaaaal simple. Head for THE HP and go up one of the kickers
	bordering it on either side. Do your Grab--again randomized, again
	diagonal-control--with a full Special Meter to clear THE HP without
	a hitch. If you do your grab and get the OVER THE HALF-PIPE gap, then
	the goal is yours.

  GRAB ALL THE SKATEBOARDS

	1//Wallie off the inside left wall coming from the WDT Room.

	2//Inside the Glass Alcove.

	3//Use the QP behind the Taxi to vert up to the sprinkler pipe above.
	Aim to the east and ride it until it curves back towards the WDT Room. 
	Ollie off the sprinkler and onto one light, then Ollie from there over 
	to the other light. The third board will be between the two.

	4//Go back to the QP behind the Taxi and this time aim the other way.
	Follow the sprinkler pipes/lights in a line until you pop through an
	alcove connecting the two rooms with the next board hovering in it.

	5//Climb up the Yellow Pipe and nab the last board.

-------------------|-------------------|-------------------|-------------------
									<cmbo>
  			      Bracket 7:  [Boston]
			     - Places of Interest -

Compass:
NORTH: Statehouse, Riboff Bank 
SOUTH: Construction Yard
EAST: Hospital
WEST: Apartment Complex, Museum

=---->Apartment Complex: Down the road as it turns right from the starting
	point, there's an opening in the buildings and a series of ramps, QPs,
	and HPs inside, you can spine through the windows of the buildings from
	the front. One building has a man doing a very swivelly-hip dance for a
	goat in a chair, and the other has a parody of the Star Wars Kid. Press
	the interaction button while off your board and he'll get up and swing
	a field hockey stick around, making noises while space-adventurish
	music plays.

=---->Church: Across the street from the Commons and next to the Library, the
	Church has some stairs to grind and a nice series of ramps for you to
	access on the rooftop, if you can find a way up there.

=---->Commons: The center area of Boston is taken up by a park with a statue
	of George Washington in the center. This park's got a couple planters
	for grinding, a little flatland, a staircase to gap down, benches off
	too one side, and QPs surrounding the statue. You can also pick up 
	apples in one corner to throw at pedestrians.

=---->Construction Yard: Most of the south end of the level is taken up by a
	construction yard with a variety of TrickObs. You can spine over one
	wall to get into the Tea Boat.

=---->Hospital: The hospital has two QPs on street and rooftop level and is 
	fronted by a planter with two chimney volcanoes you can Hip or Spine
	Transfer. To the right of the hospital is an air vent that someone took
	extreme care to put Grind Blockers on. Until you can find something
	powerful enough to knock them down, you can ollie up into the air vent
	and pop up in the Construction Yard.

=---->HPLB: "Half-Pipe Ledges Building." The brown building between Library and
	Church with one HP set above the ground on Commons side of the street,
	and a ledge on the other.

=---->Jeers: A bar to your left at the starting point. The sign of the bar and
	the inside are made to resemble the one from "Cheers." There's a yellow
	rail in front of it.

=---->Library: Across the street from the Commons and next to the Church, the
	Library has QPs on street level and kickers on the rooftop. You can go 
	inside the Library for a bit of quiet, a couple grindables lining you 
	on either side.

=---->Metals: A curved, flat piece of modern art crap in front of Riboff Bank.
	It's one of Boston's Finest Rails.

=---->Museum: The Museum is right next to the starting point. It's got a few
	rails and ledges, and some open space to flatland.

=---->Riboff Bank: Between Scollay Square and Statehouse is a bank fronted by
	Metals and a bus shelter. There are rails surrounding the outside
	of the bank up near the top. The only ways in are to transfer from the
	QP on the wall close to Statehouse to one that's inside the building,
	or to shimmy across the lower rail on the building itself and jump 
	through the breakable glass on the west side.

=---->Scollay Cable: If you go into the VERY top corner of Scollay Square, on 
	top of that brick-lined pathway, there'll be a gap in the fence you 
	can walk through. That takes you into an alcove above Scollay Square.
	There's a cable running from one corner of the alcove up to the roof
	of the church. It's a very handy shortcut that you can grind or shimmy
	across. 

=---->Scollay Sqare: The entire northwest corner of the level between the bank
	and the Hospital, this relatively open area is great for flatlanding.
	You can grind on a couple rails and ledges here, and the raised Subway
	Entrance in the center has about three different kinds of ramps on it.

=---->Statehouse: A Redbrick building on the north side of the level, the
	Statehouse has a few rails and ledges on streetlevel, a staircase to
	flip down, and a multitude of QPs and HPs on the outside. Two statues
	of George Washington stand on either side of the staircase.

=---->Subway: No, not the way a sandwich should be...but it IS to the side of
	the Commons, beyond the benches. There's two entrance ways leading down
	into a narrow Flatland area with four benches on the left and right for
	you to grind on. There's a third one in Scollay Square that's blocked
	off from access, but counts as a "Subway" in goals where subways are
	pertinent.

=---->Tea Boat: Nice for vert skaters, the Tea Boat is basically an ongoing
	bowl with room enough to manual in the middle. You reach it by spining
	over the construction yard gate.

=---->DESTRUCTION!!: A new feature for every contemporary level--destroying
	things to alter the layout of a level. Sometimes it involves grinding
	a certain bar or throwing a tomato--it varies from level to level. In
	Boston, light your board on fire using the flaming trash can in the
	southwest corner of the Commons, then grind on both cannons not too far
	away. The cannons shoot off into the half-finished building in the
	Construction Yard, causing most of it to collapse on itself. This tears
	down part of the stone fence in front of the building and gives you a
	couple of really neat QPs and HPs to play with.


-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//In the Geeky Kid's room in the Apartment Complex. Use one of the QPs on the
street to Spine into the room, and get off your board to fall straight down.

2//On the corner of the roof of the Library. You can just vert up one of the
Library's QPs to grab it, or you can get onto the roof and walk over to that
corner.

3//Get onto the lower rail attached to the side of the Riboff Bank. (I find it
easiest to jump on top of the bus terminal while off my board, then jump to the
rail and shimmy over until the building stops turning.) Caveman onto the lower
rail, then Wallie up to the second. You may or may not hit the grind, but if
you time it right you should connect with the Stat Point.

4//Get on top of the Church either by spining from the HPLB, or by going up 
Scollay Cable. The Point is on the HP facing the Construction Yard.

5//Get on top of the Hospital. Go up the QP bordering the big ventilation shaft
and grind on the rail above it. Follow the rail until it turns into a telephone
wire. Hold the grind until you get past the entrance to the Construction Yard
and pick up the last Stat Point.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 235,000/500,000 pts

  PRO SCORE - 350,000/1,000,000 pts

  SICK SCORE - 700,000/1,500,000 pts

	Hints: Boston is LOADED with all sorts of neat mini-lines that you can
	mix up to customize your own monstrous ones. This is a Street Skater's
	paradise, with plenty of clear flatland area and a lot of rails and
	ledges. The pools on top of the Church and Library are okay for Vert
	skaters, but you may like the Apartment Complex a bit more as it's a
	bit easier to stay there and bust big combos. However--now things are
	really stepping up, and if you haven't made use of your Focus Control
	before, now is the time. 

  HIGH COMBO - 175,000/375,000 pts

	Hints: The problem with all the mix'n'matchable lines is that you can 
	accidentally break your combo if you mistime an Ollie. What's more,
	traffic in that center area of the level is pretty heavy; like I've 
	said before, cars are your worst, worst, WORST enemy. Knocking into 
	one is a 100% guaranteed Combo-breaker, and if you're too busy working 
	on a line and not watching the street, the chances are that you'll 
	knock into one. Bailing is most definitely not recommended, since not 
	even Freaking Out can make up for the lost points with quickly-earned 
	Special anymore.

  COLLECT S-K-A-T-E

	S//On the arch of the black rail in front of Statehouse.

	K//Over one of the ledges in Scollay Square. If you walk up the stairs
	of the brick staircase/walkway thing and grind on the right ledge, it
	curves and will throw you out into the center of the square. You can
	grab the K on the way.

	A//Transfer from the lower QP to the upper one on the end of the 
	Hospital closest to the big vent.

	T//Head into the Construction Site and go up a ramp set against the
	wall opposite the Hospital vent. The T is obscured by a building 
	hanging overhead, but if you get close or look from the street, you
	can see it.

	E//Head into the Apartment Complex. The last letter is hanging in the
	air between two QPs on street level, on the inside. Transfer from one
	QP to another to nab it.

  COLLECT C-O-M-B-O

	C//Over the fire hydrant in front of Statehouse. You should grind the
	blue rail coming from the direction of Jeers and ollie over that onto
	the other blue rail to get it and build up speed.

	O//Ollie off the second blue rail as it kinks up. Wait until you fall
	a little before hitting the grind button so you land a grind on the 
	bus terminal rather than the Riboff Bank.

	M//Ollie off of the bus terminal and manual into Scollay Square. Go up
	the brick QP with Birdman's face displayed on a tv monitor and transfer
	the gap to the QP to its right.

	B//Manual or grind down to the Hospital and nab the B from in front of
	the two volcano pillars.

	O//Manual over to the QP barrier blocking off the Construction Yard and
	grind on top. Follow the grind out until it curves to grab the O.

  SMASH THE FIVE TEA BARRELS

	1//On the Tea Boat, next to the mast.

	2//On the side of the Park, halfway between the four benches and a 
	little to the side.

	3//On the raised platform part of the Museum.

	4//On top of the raised center area in Scollay Square.

	5//In the street-level HP of HPLB.

  GET THE SECRET TAPE

	Hints: Grind or shimmy up the Scollay Cable. Easy!

  BACKFLIP [GRAB-DOWN-DOWN] DOWN THE COMMON STAIRS

	Hints: Like the similar Skatopia goal, you need to use the new front/
	back/sideflip technique down the staircase of the Commons. Build up
	Special for the speed and Focus Control, then head for the Commons
	stairs from in front of Statehouse. Activate Focus Control and No 
	Comply from the top of the staircase. Hold the grab button and double-
	tap down on the left analogue stick. If you land the Backflip and get
	the BOSTON COMMON STAIRS gap, then you've accomplished the goal.

  GRIND THE FIVE PIDGEON RAILS

	Hints: In order to hit the Pidgeon Rails, you have to grind through the
	part of the rail with the pidgeons actually sitting on top of them.

	1//The blue rail in front of Statehouse that's closer to Jeers. The
	pidgeons are sitting at the very end, near the fire hydrant.

	2//The barrier fence in the top corner of Scollay Square. It's the one
	that sits in front of the hole in the fence that leads up to Scollay
	Cable.

	3//Get on top of the Library via one of the QPs on the sides. Stand on
	the edge of the roof that's closest to the construction yard and Cave-
	man onto it in the direction of the Commons. The third Pidgeon rail is
	stationed on a phone wire attached to the roof, between two trees in 
	the Commons.

	4//Grind up one of the short rails on the Museum steps, then Wallie up
	to the multicolored banner. Land a grind for the fourth rail.

	5//Grind on the blue wall seperating the Construction Yard from the Tea
	Boat. Grind in the direction of the giant Hospital vent QP.

-------------------|-------------------|-------------------|-------------------
									<cmca>
  			      Bracket 8A: [Canada]
			     - Places of Interest -

Compass:
NORTH: Parking Lot, Cabin, Bridges
SOUTH: Roll-in Ramps
EAST: Parking Lot
WEST: Mechanical Ramp

=---->Big 'Dozer Blade: You actually start on this thing; it's a bulldozer
	blade just sorta sitting there. The sides of the blade make QPs, and
	the center is a kicker/roll-in cross.

=---->Bridges: Above and around the Corral are a series of suspended wooden 
	bridges weaving between trees and over the no-play area. The Bridges 
	connect the main area to the Mechanical Ramp and everything to follow.

=---->Cabin: This thing behind you and to the left as you start the level. 
	There's a snowdrift in front that you can ollie off of to reach the
	roof of the Cabin, and you can use the pointed roof as a grind line for
	speed.

=---->Corral: The Corral area is circular, with a giant tree in the center and
	a QP made up of snowbanks and logs surrounding it like a fence. It's 
	on the southern border of the map, close to the Mechanical Ramp and 
	heavily bordered by the Bridges.

=---->LAG Ramp: "LOAD AND GO" Ramp. You access this sloped HP by Ollying off 
	the Mechanical Ramp's kicker when it's raised.

=---->Mechanical Ramp: A ramp dominating the western border (it's a very NARROW
	border) that can be raised by grinding past the Ramp Lever. At first,
	it's a QP bordered by an HP, but the HP part raises upward and one side
	drops down to be used more like a kicker. You can get into the raised 
	part by transferring from the lower QP to the upper. You use the kicker
	part to get up to the LAG Ramp.

=---->Mineshaft Rails: At the top of the Pickaxe Sluice are a pair of rails
	originating from a mineshaft just out of access. At first the rails
	coincide with each other, but they eventually seperate--the right rail
	curves towards the Corral and ends much more suddenly, while the left
	follows the contour of the mountain before dipping down and kinking up
	just above the Cabin.

=---->Parking Lot: Taking up the eastern border and part of the northern, the
	parking lot has a couple QPs here and there, but it's mostly open space
	for Flatland and a nice set of grindable rails. As the parking lot
	turns to the east side, it slopes downward.

=---->Pickaxe Sluice: A curved sort-of-an-HP following the LAG Ramp, Pickaxe
	Sluice just serves as access to the Mineshaft Rails and nothing more.

=---->Pool Park: A large portion of the level is occupied by a flatland area
	broken up by a few nifty pools. Great for Vert skaters, especially 
	since you can transfer from one pool to another. There's a Funbox and
	a couple freestanding QPs here and there, and it's mostly enclosed by
	a wire fence.

=---->Ramp Lever: This little magical box sits on the left side of the Bridges
	just before the Mechanical Ramp. You have to grind the wire in front of
	the Lever to make the Mechanical Ramp raise up and grant you access to
	the LAG Ramp and all the magical goodies beyond.

=---->Roll-in Ramps: In the very back of Pool Park and the southernmost part
	of the area, The Roll-In Ramps come in three different heights
	and overlook their own little area in the Pool Park with a few grinds
	and strangely-shaped, yet unbailable, QPs.

=---->River: Slicing the area in two, seperating the Parking Lot and Pool Park
	from the Bridges, Corral and Mechanical Ramp, the mostly iced-over 
	river is really just there to divide things up. There's an open section
	near the Cabin that's barely covered by a rickety log bridge that you
	can grind over. But fall into the water and you'll've hit another out-
	of-play zone. (Actually, it's pretty handy to do that, since it takes
	you up onto a high part of Bridges.)

=---->Totem Pole: A tall, brown totem pole sits just outside one corner of the
	Pool Park. You can grind on the Totem Pole's wings and knock its head
	off. Poor thing.

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//Lets get the most difficult first. Grind up one of the rails directly next
to the Totem Pole. This one will be the one heading towards the back of the 
Roll-In Ramps. Build up speed and Ollie off the rail just as it	ends. If you're
fast enough, you'll cross over the body of water--a no-play zone, of course--
and land on a tiny, snow-covered island.

2//Grind on the other rail right next to the Totem Pole, going in the direction
of the Corral. The rail is attached to a rope, which reaches to the Corral
itself. You only need to grind on the rope to get the Stat Point.

3//Go up the QP made by the giant tree base in the center of the Corral and get
off your board. The Stat Point will be on the far end of one of the branches 
hanging over the edge of the tree. You can either leap out and tap the right
trigger to grab onto the branch, or find some way to grind on it. The branch
in question is pointing to the Mechanical Ramp.

4//Go up the Mechanical Ramp and onto the LAG Ramp, then finally onto the 
Pickaxe Sluice. Grind on the rightmost rail following the ramp--it'll curve a 
bit and spit you up over the Corral, where the fourth Stat Point awaits.

5//Behind one of the massive stadium lights in the parking lot. In order to
get up there, shimmy up the cable from the Cabin or from the far end of the 
Parking Lot. You won't be able to go any farther once you get to the first
light post, so jump holding the left analogue in the direction the cable con-
tinues on with the right trigger held down. Hopefully you'll grab onto the wire
AFTER the light post, at which point you can jump and Caveman onto it, 
shuffling grinds and hopping to keep your speed up. You'll see the Stat Point
behind one of the center lights.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 275,000/600,000 pts

  PRO SCORE - 475,000/1,200,000 pts

  SICK SCORE - 850,000/1,750,000 pts

  HIGH COMBO - 200,000/450,000 pts

	Hints: These goals are particularly easy to score in Canada--it's a
	THPS3 level with surprisingly l33t lines. Both Vert and Street skaters
	can abuse Pool Park due to a hefty amount of infinite grinds and a
	variety of pools. Some of those grinds can be around the lips of the 
	pools alone, but I suggest using the fence surrounding the outer 
	perimeter as your basic area. You can combo onto the QP ledge near the
	Roll-In Ramps to not get thrown off the fence as it makes sharp right-
	hand turns, then combo into the rails beyond the fence surrounding the 
	Totem Pole.

  COLLECT S-K-A-T-E

	S//Go up the small bulldozer about halfway down the parking lot, set so
	the blade makes a QP that interrupts the fence on the north end of the
	level. If you have enough speed, land a grind on the banner sign above 
	the 'dozer back towards the Big 'Dozer Blade. Ollie off the top of the 
	sign to grab S.

	K//Head for the Big 'Dozer Blade. Go up the center kicker ramp and 
	Boneless off the top to nab K in midair.

	A//If you land on the wood platform after K, ollie over the gap between
	it and the bridge running through the tree. From the bridge, grind on 
	the wire to your left and follow it out until it ends, then Ollie off
	and slightly to the left to get A.

	T//Boneless from LAG Ramp to Pickaxe Sluice.

	E//Land a grind on the left Mineshaft rail. Ride it out as it hugs the
	contour of the mountain and swoops down over the Cabin. Ollie off
	as the rail kinks back up.

  COLLECT C-O-M-B-O

	Hints: Okay, this is a bit bizarre...this COMBO line is normal, but the
	first and second O's appear in the wrong positions on the list on the
	side of the screen (so the O right after C would appear where the last
	O should be). A line like that is REALLY inconvenient though, so I 
	assume it's just a programming error. That said, this list will run
	ignoring that glitch.

	C//Get on top of the Cabin by going up the snow drift in front of it 
	and Bonelessing off like it's a very steep kicker. Grind on the peak 
	of the roof towards the west and Ollie off.

	O//Land in a manual, then grind on the narrow log to your right.

	M//Follow the narrow log until it turns, then Ollie off it onto the
	log following it with a wire strung on top.

	B//Ollie off the second narrow log and climb off your board. Caveman
	onto the wire by the Ramp Lever. Don't worry about hitting the lever
	to make the ramp rise up--it's actually kind of easier if it stays 
	down.

	O//Vert up the building next to the Mechanical Ramp.

  SMASH FIVE SNOWMEN

	1//To the left of the starting point, between the wood fence and the
	out-of-play area.

	2//Further down the parking lot, after the curved stone QP breaks up 
	the fences, the second Snowman is also between the wood fence and the
	out-of-play area.

	3//Towards the back of Pool Park, facing straight at the Roll-in Ramps.

	4//Beyond the open part of the River with the shoddy wooden bridge over
	it.

	5//In the Corral, between the tree and the Log QP, closer to the water 
	and the Pool Park.

  COMPLETELY SCRAPE THE FIVE ICY RAILS

	Hint: When they say COMPLETELY, they mean COMPLETELY. Each rail has a
	ice on a small section and you have to grind straight through it--start
	at one point on the rail, grind through the icy patch, and ollie away 
	when it says you've gotten the ice off. It's not incredibly anal, but 
	you should be cautious nonetheless.

	1//On the fence to the right of the starting point.

	2//On one of the two lower rails in the middle of the lower parking 
	lot.

	3//On the funbox in the northeast corner of Pool Park.

	4//On one of the red, arced rails between Pool Park and the Roll-In
	Ramps, next to the large, white, curved QP.

	5//One of the three short rails directly in front of the Roll-in Ramps.

  FS BOARDSLIDE THE ENTIRE LOG QP

	Hints: THE LOG QP is in reference to a gap more than the Log QP itself,
	though it involves both. Go up either end of the Log QP in the Corral
	with a full Special Meter (you'll need Focus Control, this is a 
	loooong grind). You can only hit the FS Boardslide if you're skating 
	normally; if you're skating Switch, you'll hit the BS Boardslide 
	instead, so pay attention to the area below your Special Meter to make 
	sure the word Switch isn't there. Go up one end of the QP and hold the 
	FS Boardslide the entire time. If you make it all the way around the QP
	and get THE LOG QP gap, then a winner is you.

  GET THE SECRET TAPE

	Hints: Remember what you did to get first Stat Point? Now you need to
	do the same thing with the rail behind the Roll-in Ramps. Face west,
	in the general direction of Corral and the Mechanical Ramp and all
	that. You can try to Caveman onto the rail from its peak, since the
	downward speed will help you. When you get to the end of the rail,
	Ollie off, over the water and onto another, similar small island. 
	There, you can nab the Secret Tape.

-------------------|-------------------|-------------------|-------------------
									<cmph>
  			   Bracket 8B: [Philedelphia]
			     - Places of Interest -

Compass:
NORTH: Phillyside
SOUTH: Brownbrick Building, Road
EAST: Security Building, Blue Awning Building
WEST: Phone Wires, Road

=---->Bench Park: Occupying most of the level in a rage of vast, generic suck,
	Bench Park is occupied by planters and benches and rails and a 
	miniature TrickOb area.

=---->Bench 2 Brownbrick Cable (Cable): A cable stretches from a corner of the 
	Brownbrick building to the corner of a planter ledge in the Bench Park.
	The planter in question is across from the Security Building.

=---->Blue Awning Building: On the east side of the level, next to the Security
	Building, the Blue Awning Building gets its name from the blue awning
	stretching across most of the front. There are two planters you can use
	as kickers to air up to the awning--which can also be grinded on. 

=---->Brownbrick Building: The soul building sitting on the south side of the
	level, you can only gain access to the top of this building by grinding
	or shimmying up a cable leading from Bench Park or by Bonelessing off 
	the angled ledge in front of it as a kicker. There's a circular handle 
	on the balcony; grind on it to drain the Pond.

=---->Phillyside: Hidden away, this secret skate park is the true north end of 
	the level. The only way to get into it is to Sticker Slap the fences 
	blocking your way. (As far as I know, anyway...if there's another 
	method, let me know <cnt2>.) It doesn't always work, especially if you 
	don't come at the fences straight-on or at a certain speed. The park 
	itself is very bizarrely shaped and, like most THPS levels predating 
	THPS4, lacks any solid lines and is incredibly easy to bail in. There's
	a few rails, QPs, boobs, kickers, and etc.

=---->Phone Wires: These guys span all along the west side of the level as well
	as the north side of the main area. You can access them from the front
	rail of the security building, the top ledge on the Brownbrick 
	Building, or by climbing up any one of the telephone poles strung 
	underneath.

=---->Pond: More or less in the center of the level, the Pond is a circular
	fountain that's apparently deep enough to count as an out-of-play area
	should you happen to land in it. You can grind along the inside ledge
	or hop across the center using two sets of two rails dividing the pond
	neatly in half. There's a small circular grind in the center. You can
	drain the Pond by grinding on the circular handle on the balcony of
	Brownbrick Building.

=---->Road: A road stretches around three sides of the main area in Philly.
	A few cars trundle on by, not really doing much of anything. There are
	two dark holes on either side of the Security/Blue Awning Buildings,
	and going in one sends you out the other--a shortcut in case you need
	to get from north to south or vice-versa quick.

=---->Secret Tape Ledge: There's a ledge that runs under the Cable; it's part
	of a high-up planter that borders the Pond area. If you grind towards
	the Blue Awning Building on the outside ledge of that planter, it kinks
	upward, so Ollying off it gives you mad air. This ledge is important 
	for a couple goals.

=---->Security Building: This building has a ramp leading up to a platform and
	a strange roof. It's hard to describe, but important to some of the
	goals you need to accomplish. From the starting point, if you go 
	straight ahead as far as possible, the building you'll eventually run
	into is the Security Building.

=---->THPS Sign: This sign is near the Pond, if you go up the steps attached to
	it. It's an elevated sign that says "TH" on the top and "PS" on the
	bottom. There's a kicker in front of it for Ollying over.

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//In the air between the Security Building and a staircase. If you're just
starting the level, head straight at the Security Building and Boneless off the
ground before the staircase.

2//On the center area of the Pond. You have to grind on one of the two sets of
rails leading from the outside of the Pond to the center, then ollie off and
land a grind on the center itself. OR, you can drain it if you'd prefer.

3//In Phillyside, a Stat Point hangs in the air near the front of the area.
Since Phillyside is very generalized, I'll do my best to describe how to
actually GET the point. Close to it are two curved ledges that are part of
Bowls or QPs. They're seperated by a gap and don't line up with each other.
From inside the park, facing the rest of Philly, you'll want to grind on the
leftmost ledge and Ollie off with a little leftspin. With any luck, you'll get
the Point.

4//Along the west side of the level is a red building with a graybrick support
sitting directly on the street as it slopes downward. Approach the building 
from the high end of the street and Wallride when you hit it. Wallie off to nab
the Point.

5//Boneless up to the Brownbrick Building and double-jump onto the top ledge.
The fifth Stat Point is on the west side of the building.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 275,000/600,000 pts

  PRO SCORE - 475,000/1,200,000 pts

  SICK SCORE - 850,000/1,750,000 pts

	Hints: Street Skaters--use the HIGH COMBO technique a couple times over
	and SICK SCORE is in the bag. Vert Skaters, you may want to use the
	plywood HP on the east side of Phillyside, since it's the only decent 
	Vert-comboable area in the level. If you're  feeling daring, you can 
	try to tear up the concrete area of Phillyside itself, or try out the 
	HIGH COMBO technique.

  HIGH COMBO - 200,000/450,000 pts

	Hints: Set yourself up with some easy-to-access Grind and Manual 
	specials. The simplest way to get HIGH COMBO here is to grind on the
	benches and ledges that give Bench Park its name. There's
	no need to Ollie the gaps if you keep tapping the Grind button as you
	go along. So build up a special and start at the inside ledge, on the
	end closest to the road. Keep tapping the grind button and doing those
	easy Specials (like Up-Downs or Left-Rights), and when you get to that
	last, long stretch of ledge, Ollie straight at the Security Building's
	rail and Sticker Slap it. Then go back in the opposite direction doing
	the same thing. Ollie off the ledge as it ends and land in a Special
	Manual. Go across the Road (!!!!!) and wall plant off the wall of the
	building there. This SHOULD be enough for HIGH COMBO, but if you don't
	feel secure enough, land in another Special Manual from the Sticker-
	Slap and repeat the process. When crossing the Road, make sure the 
	immediate area is clear. If you don't know, Boneless over the Road to
	avoid those combo-killing cars and land in a manual on the other side.
	Thanks to the repeated use of Special Moves and the Bench Hop gaps more
	than doubling your multiplicatives, this one is really hard-core and
	over-the-top....but oh-so-cool.

  COLLECT S-K-A-T-E

	S//Head for the Cable, but instead of grinding on it, Boneless off the
	ledge while facing the Blue Awning Building.

	K//Land a grind on the Blue Awning, going towards the Road. Ollie off
	to the right for K.

	A//Grind on the Cable. It'll be closer to the Brownbrick Building, but
	you can approach it from whatever end you want. If you're having 
	trouble staying on that long, shimmy across the Cable and jump up when
	underneath the A.

	T//Inside the northwest corner of the Phone Wires. Ollie off the Phone 
	Wire before it ends (about halfway between the last two phone polls) 
	angled for the perpendicular wire. It's best too approach the T from 
	the Brownbrick Building.

	E//Get into Phillyside and go towards the back area. The E is suspended
	over a set of really poorly aligned half-bowls. Spine over the right-
	most barrier (if facing away from the rest of the level) and the E is 
	yours.

  COLLECT C-O-M-B-O

	Hints: THIS GOAL IS WICKED EASIER IF YOU DRAIN THE POND FIRST. But that
	takes up time, so feel free to do whatever you choose.

	C//The first letter is over the stairs in the Pond area, between the
	Pond and the THPS Sign. Go towards the Secret Tape Ledge and aim 
	yourself straight at the pond between the last two stone pillars. Ollie
	off the top of the stairs to get C.

	O//Land in a manual, then, if you haven't drained the Pond, Ollie onto 
	the rails inside. Ollie off the rails almost immediately to hop the 
	center of the Pond to nab the O. If you HAVE drained the pod, land in a
	manual inside the Pond, Ollie over the circle to grab the O.

	M//Land a grind on the opposite rails in the Pond, then manual towards
	the Security Building. There'll be a planter directly in your way with
	M floating on the left ledge. Grind on the ledge.

	B//Climb off your board and go over to the front rail of the Security
	Building, the one bordering the ramp. Grind on it and stay on as it
	turns into the Phone Wire.

	O//Stick on the Phone Wire. Get up the steep grind connecting the 
	Security Building and Phone Wire by making small Ollies and landing in
	a grind again. When the Phone Wires level out, grind to the second 
	phone poll and get O.

  SMACK ALL THE BAGS

	1//In the northwest corner of the MAIN AREA, sitting just off the road.

	2//On the very west side of Phillyside.

	3//Between the Security Building and the Road.

	4//Between the Security Building and the Blue Awning Building.

	5//On the lower part of the Brownbrick Building roof.

  SMASH THE FIVE HOGEYS

	1//On the high ledge on the Brownbrick Building. Double-jump up to it
	to reach it.

	2//On the opposite side of the same planter the Secret Tape Ledge is 
	on. You have to grind on the side of the ledge closest to the Pond.

	3//On the Blue Awning. Use the planter-kicker closer to the Road to go 
	up and grind towards the Security Building.

	4//On a Ledge in Bench Park--it'll be the same planter the Cable is
	strung from. The hoagie will be pretty much be on the opposite end of
	the Cable.

	5//On the back of the THPS Sign. Double-jump onto the top and walk 
	through it.

  TRIPLE HEELFLIP OVER THE THPS SIGN

	Hints: Build up Special so you'll have speed, and go up the kicker in 
	front of the THPS Sign. (There's not a lot of room between the kicker
	and a small QP behind it, which is why you'll need speed.) Go off the 
	ramp and No Comply or Boneless. A Triple Heelflip is done by hitting 
	right on the left analogue and tapping the Flip button three times in 
	succession. To go "over" the sign, you have to hit the THPS SIGN GAP,
	which activates if you go a little to the left or right of the Sign
	rather than over it. If you're having trouble, use Focus Control.

  GET THE SECRET TAPE

	Hints: Grind on the Secret Tape Ledge and Ollie as it kinks up. You'll
	nab the tape right out of the air.

-------------------|-------------------|-------------------|-------------------
									<cmla>
  			   Bracket 9A:  [Los Angeles]
			     - Places of Interest -

Compass:
NORTH: Trailer Building
SOUTH: Morehead Hotel, The Doors Building
EAST: Cherry Busters
WEST: Havgas, Glass Building, Back Alleys

=---->Art Plaza: Taking up a noteworthy portion of the central areal, the Art
	Plaza houses Purple and Yellow, as well as a few other otherwise-crap
	modern art pieces that make excellent TrickObs. Ledges surround most of
	the Plaza, and there's a nice empty space between the art pieces for
	Flatland.

=---->Back Alleys: The area behind Glass Building, fronted by QPs and lined 
	with rails and ledges.

=---->Beige: The building next to Cherry Busters on the east side of the level.
	You can grind on the ledge at street level, but to access the highest
	ledge, you have to trigger an earthquake, then Boneless up the plywood 
	kickers set up at the end of the Quaked Freeway. 

=---->Cherry Busters: The pink porn theater on the east side of the level,
	Cherry Busters sits alongside Beige and is connected to The Doors
	Building, making it part of a nice chain of ledges on land or sky.

=---->Fire Truck: A fire truck sits against the south border of the level,
	blocking off a road into a no-play zone. You can grind on the side of
	the truck and on the ladder. You'll find it to the left of Morehead
	Hotel.

=---->Glass Building: Blocking off about half of the west side of the level,
	Glass Building has windows on the ground floor that can be broken
	through (hence the name), and two HPs in the center, recessed area;
	one is on street level, and the other is in the building itself; to
	reach it you have to transfer from the lower ramps to the higher ones.
	There are window washer tiers level with the higher HP on either side
	on the building, facing the street.

=---->Havgas: The Carwash on the west side of the level between the fire truck
	and Kiosk. There's an HP on the roof and the west sides are slanted 
	like kickers.

=---->Kiosk: A stout building between Havgas and the Glass Building, Kiosk has
	a QP on the front and back. It's bordered by a walkway from the Back
	Alleys.

=---->LA Fountain: Another infamous THPS spot, though not as embitteringly
	popular as THE HP, is the LA Fountain--a small infinite grind located
	in front of the Glass Building. Two small kickers are lined up on 
	either side.

=---->Morehead Hotel: The brown building between the Fire Truck and the Doors
	Building, Morehead Hotel has a pair of kickerss on the outside that 
	launch you into a reception/alcove sort of area. There's a set of QPs 
	inside that rest against the building itself for you to transfer over, 
	or to go up to a rail that leads to a pair of long electrical wires.

=---->Purple: In the corner of Art Plaza, there's a large, towering, purple
	statue. It's not a statue of anything--it's modern art, so there you 
	go. The tall part of Purple is accessable only from the roof of Cherry
	Busters, but isn't that good for much besides Acid Dropping into the
	lower part of the thing. Purple also forms an HP backed by kickers on
	each side (this is the important part) and has a super kicker (a kicker
	that acts like a Fan Boost) attached to it.

=---->Quaked Freeway: Hit LA's DESTRUCTION!! and this is what happens--the
	freeway collapses in on itself, giving you access to the higher areas
	in the level. You can gain access by Bonelessing onto it from the roof
	of University, or by skating up the part that fell in Havgas. (You need
	to be on your skateboard to get onto the main body of the freeway,
	otherwise you won't have the speed.) There's a set of plywood ramps at
	the northeast end of the highway that you can use to launch up to the
	roof of Beige, which in turn takes you to the roof of Cherry Busters,
	and then the top of Purple.

=---->The Doors Building: A building between Morehead Hotel and Cherry Busters,
	The Doors Building has a giant billboard advertising The Doors on top.
	The ledges in the front are nice for grinding on, as is the ledge made
	by the lowest roof.

=---->Trailer Building: For lack of a better name, this is the white building
	with aquamarine windows that's immediately to the right of the starting
	Point. It's named for the trailers strung between it and the Glass
	Building.

=---->University: A brown building with various rails, staircases and planters
	on the outside, and an HP in the roof. The four Quake Rails are all
	in or around this building.

=---->Yellow: In Art Plaza sitting next to Purple, Yellow is this house-sorta
	thing that you can grind on and Manual through.

=---->DESTRUCTION!!: The only Classic level with a DESTRUCTION!!...sort of.
	This has been around since THPS3, but...there are four Quake Rails in 
	LA. Hit them all to cause a devastating earthquake and change the 
	nature of the level. The Eastern Quake Rail is the long rail behind 
	University that goes out into the street splitting Cherry Busters and 
	Beige from Art Plaza. Northern Quake Rail is the building alongside 
	the front area of University, sitting next to the newspaper kiosks. 
	The Southern Quake Rail is on the opposite side of the Northern Quake 
	Rail, sitting on the sidewalk of University across the street from 
	Trailer Building. The Western Quake Rail is inside the University 
	itself, the bent one going from the starting point area into the Art 
	Plaza.

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//Cause an Earthquake by hitting all four Quake Rails. Then get up to the
Quaked Freeway however pleases you, and go up the ramp facing Beige. The Stat
Point is a little off to the right, so you can try to Boneless over to it 
directly, or Boneless onto Beige, then Boneless off over the street.

2//Head into the street running between Trailer Building and University. Face
Glass Building but stick close to Trailer Building. Wallie up the side of 
Trailer Building and land a grind on the ledge at the end of the street. Ollie
off for the next Point.

3//Head into the Back Alleys and go up the two-way staircase that breaks up 
the two QPs fronting them. Get off your board and Caveman onto the foremost
rail, aiming in the direction of Havgas. Ollie off for another Point.

4//Transfer into the HP on top of Glass Building, then transfer out towards the
road. (You'll want to do this on the QP closer to Kiosk.) Hit the grind button
as you pass by the Window Washer girders, and Ollie off the second one to get
the fourth point.

5//The last point is in a tree in the Art Plaza, right next to the road and
across the street from the Doors Building. Climb up the tree like the ones in
Skatopia and Airport and get to the top for the last Stat Point.

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 325,000/750,000 pts

  PRO SCORE - 650,000/1,500,000 pts

  SICK SCORE - 1,000,000/2,000,000 pts

	Hints: If it's not earthquakes LA's famous for, it's ledges; they're
	not legendary (hell, most of them aren't even linear), but they're
	plentiful. Anybody ought to integrate a couple of these ledges into 
	their customized lines. Otherwise, there's plenty of HPs scattered
	throughout the area for the Vert lovers (Purple, Back Alleys, and 
	more). Traffic makes it hard to rack up big combos, so avoid the 
	streets as much as possible.

  HIGH COMBO - 250,000/550,000 pts

	Hints: LA suffers from that aforementioned pre-THPS4 "Lack o' Lines"
	Syndrome. Combine that with the fact that LA traffic is crazy stupid,
	getting a combo is pretty hard. So, once more, you'll want to bust out
	those easy-to-access Specials. Vert skaters can try using the hidden
	HP in the Back Alleys, which you can open by grinding along the curved,
	brown ledge, or the orange HP in Art Plaza. The Havgas HP isn't a bad
	place either, but be sure to use it before triggering the quake. Street
	skaters are a little hard on their luck; most of the lines you have to
	make will be improvised, but if you can hit a grind on a couple of the
	really long wires extending over the Art Plaza, then manual over to 
	the University ledges or Back Alley rails, you might be able to score 
	it.

  COLLECT S-K-A-T-E

	Hints: The T will make your brain overheat. It takes the most time and
	practice to get, so I recommend you collect STKAE. The S is so close to
	the starting point that it's impractical to ignore it completely.

	S//From the starting point, stay on the ledge and go to the right. 
	Wallie off Trailer Building's side to nab S. If you're collecting STKAE
	and miss the S the first time you try, ignore it and go straight for 
	the T. Come back for S later.

	K//Get into the HP on top of Glass Building and Vert up the side closer
	to Kiosk.

	A//Use the curved QP in Back Alleys and Spine/Hip Transfer over into 
	the QP behind Havgas. (Though you may find it easier to do it from the 
	Havgas side.)

	T//*sighs* okay...hardest letter in the game to get. Skitch on a car
	going counterclockwise around Art Plaza. Start skitching from one of 
	the east side corners, on the right side of the car. Let go of the car
	when you get to the Kiosk and Boneless up onto the Fire Truck. Grind
	on the side until it kinks up, and Boneless up. Wallie on the side of
	Morehead Hotel and if you had your toes crossed, this little bugger is
	yours.

	E//FINALLY! Last letter. On the northeast corner of Art Plaza is 
	another support pillar for Quaked Highway. Approach it from the north
	sidewalk bordering Art Plaza (full Special, holding the Ollie button
	down) and Wallride it slightly off-center. If you do it right, you'll
	Wallride up and around the pillar with a special camera angle (and text
	that tells you how many times you've ridden around it) and get the E on
	your way up or down.

  COLLECT C-O-M-B-O

	C//Go up the QP in the Back Alleys that's perpendicular to the others.
	Transfer from that to over the brown, curved ledge and land in a grind.
	The C is in the air, so if you didn't get it by the time you grinded,
	you need to go back and try again.

	O//Grind the brown ledges, hopping over the gaps as they come. Ollie
	straight off the last brown ledge into the area behind Havgas.

	M//Manual over to the closest QP on the south side of the level and
	go up, grinding on the ledge. Ollie the gap and grind on the following
	QP, then Ollie over to the Fire Truck. Land on the same side you went
	up for "T" in COLLECT S-K-A-T-E to grab M.

	B//Ollie off the kink in the fire truck and land a grind on the 
	Morehead Hotel's ledge. Grind past the alcove splitting the front of 
	the building in two, then wallie off the other side of Morehead's 
	front. Land in a grind on the curved ledges in front of The Doors
	Building.

	O//Ride the ledges as they curl into the ledge in front of Cherry
	Busters. Ollie from the Cherry Busters ledge to the Beige ledge, and
	ride along Beige until you pick up the O. Ollie off.

  BLOW UP THE FIVE ICE LATTES

	1//On the HP right behind the starting point.

	2//Do what you did to get Stat Point #2--Wallie up the front side of
	Trailer Building and grind on the ledge.

	3//Sitting on the top of the HP on Havgas.

	4//In the alcove in Morehead Hotel. Go up one of the QPs at an angle 
	and grind on the rail above.

	5//On a ledge behind the large Doors billboard on The Doors Building.
	Double-jump onto the first ledge of the Doors Building, then double-
	jump onto the white ledge (the others are all pink) behind the
	billboard.

  ROLL [GRAB-LEFT-LEFT] THE PURPLE GAP

	Hints: Rolls are harder to pull off than Frontflips and Backflips. Why?
	Largely because it looks like you're doing a McTwist with a brain-
	freeze, making it hard for a skater to line the landing up right. So
	fill up your special meter and approach Purple from one of the kickers
	on either side of the HP. (You can do it from whichever side you feel
	most comfortable with, but I personally prefer doing it from inside the
	plaza to the street.) Use Focus Control, then do the Roll [GRAB-LEFT-
	LEFT] or [GRAB-RIGHT-RIGHT]--it doesn't matter. With Focus Control,
	you'll be able to line up your board correctly for a landing. Hit the
	Roll and the PURPLE SKIPPIN' Gap and you're one goal closer to having
	another goal.

  CRUSH
 FIVE LOW-CARB DISHES


	1//On the roof of University--the level you reach by grinding up the
	cable near the starting point. It'll be over the front.

	2//On a bench inside Glass Building, at the north end.

	3//In an HP hidden in the Back Alleys. Grind along the entire curved
	brown ledge to open the grates in the Alleys that lead to the HP.

	4//On the roof of Kiosk.

	5//Land a grind on the middle ledge of the Doors Building and ride it
	over to Cherry Busters. Ride the Cherry Busters ledge and finally hop
	over to the middle Beige ledge to grind through the last Low-Carb Dish.
	Take that, Doctor Atkins!

  GET THE SECRET TAPE

	Hints: This Secret Tape is on top of University. You can grind or 
	shimmy up the wire running from the ground to the roof of University,
	then double-jump up the center pillar until you reach the top.

-------------------|-------------------|-------------------|-------------------
									<cmtt>
  			   Bracket 9B: [The Triangle]
			     - Places of Interest -

Compass:
...you know what? Screw this. The Triangle is circular (!?), so the cardinal
directions are absolutely useless here. Thankfully, the level is relatively
small, so finding your way around won't be too hard.

=---->Alien Base: Hit this level's DESTRUCTION!!, giving you access to the guts
	of the alien base! It's mostly all grindables, with a ledge running 
	along the ground and a couple rails closer up to the ceiling (which you
	can only reach by Ollying up the grind-kickers on the floor). Look in
	the windows inside to see a few very amusing little easter eggs.

=---->Frustration HP: An HP set up between the HP Park-end of Long Pathway and
	Pirate Ship, this has a bizzare shape and gets split up by an awning
	on one side. It gets its name from the trouble you'll have getting the
	final "O" in COLLECT C-O-M-B-O.

=---->Helipad: Set about halfway down Long Pathway, Helipad is on the mountain
	itself, so you need to get up to the path on either side of Helipad, 
	then up to the Helipad itself. It's made up of two pools attached by a
	roll-in ramp.

=---->HP Park: This is the area you start in. There's a ton of HPs made of ply-
	wood and stone. The stone HPs are set against the mountain and near the
	beach. 

=---->Long Pathway: This guy takes up about half of the island, bordering the
	beach. It's mainly supposed to be for grinding on, with two different
	ledges. It's raised up slightly and made of wood and yellow stone. It
	sits opposite the Mountain Pathway and the Helipad

=---->Mountain: The big black mountain taking up most of the central area. The
	Alien Base is inside, and the Helipad and Mountain Pathways are carved
	into it.

=---->Mountain Pathway: A pathway running parallel to the Long Pathway, divided
	by the Helipad, Mountain Pathway's ledges are made of continuous 
	kickers.

=---->Plane Graveyard: This area, between HP Park and the Long Pathway, is 
	comprised of many destroyed air and spacecraft. This includes:

	Noseplant Shuttle: A space shuttle buried nose-down in the ground with
	a series of bars leading up to the Secret Tape (shhh!). It's bordering
	the Beach.

	Blackhawk: A black helicopter with bent propellers perfect for grinding
	on. This one has missiles on it.

	Brownhawk: Another helicopter with bent propellers. This one is buried
	further into the ground and colored brown.

	Destroyed Pirate Ship Rear (DPSR): The back end of a pirate ship 
	(different from the whole one on the opposite side of the level) that's
	angled up in a way to form a QP.

	Broke In Half: A red and white plan broken in two, with one half mostly
	on the beach, the other impaled on two palm trees and sitting right
	next to a third. You can grind on the wings and the rock between them
	as a single line.

=---->Pirate Ship: Right off one end of Long pathway, the HP Park side, is a
	Pirate Ship (from Skater's Island in THPS3!) with a bountiful amount of
	QPs, HPs, and Pools. Nice for the Vert Skater.

=---->UFO: Suspended above the Long Pathway side of the Valley, this UFO is 
	actually very Lippable...shocking, ne?

=---->Valley: The area between Mountain Pathway/Helipad and Long Pathway. The
	curved bases make it a very long HP.

=---->DESTRUCTION!!: Grind on the Blackbird's missiles. They'll shoot off and
	blast holes into the Mountain, giving you access to the Alien's base.
	Another missile blows a hole through one of the HP setups in HP Park.
	Kinda pidley, but it's something, right?

-------------------|-------------------|-------------------|-------------------

				 [STAT POINTS]

1//Go onto the bow of the Pirate Ship and grind on the...the bow? Sorry, don't
know my Ship Anatomy. Grind off the pointy thing on the front of the ship.

2//In the Plane Graveyard, climb on top of Broke In Half's impaled half. The
second Stat Point is above the tail end, and all you need to do is jump from
the top of the plane to grab it.

3//In the Plane Graveyard, between the Blackbird and Long Pathway, on Long 
Pathway's side, is a QP made of old plane hull. Angle the camera up so you can 
see the Stat Point, then roll up the QP and hit the right trigger to level out.
Third Stat Point is yours.

4//Get onto the Helipad, then up to the pool one level up. The fourth Stat 
Point is going to be over one of the short QPs in the upper pool.

5//The fifth Stat Point is underneath the Frustration HP. You can walk over the
HP itself or use an entrance near the Long Pathway to get inside. Congratula-
tions--you've got every Stat Point in Classic Mode. You are Teh Uber 
Skater. !!!!

-------------------|-------------------|-------------------|-------------------

  HIGH SCORE - 500,000/1,000,000 pts

  PRO SCORE - 1,000,000/2,000,000 pts

  SICK SCORE - 1,500,000/3,000,000 pts

  HIGH COMBO - 400,000/750,000 pts

	Hints: These point scores are rediculously high. But there IS a bright
	side! EVERYTHING in Triangle lines up. EVERYTHING. So if you're looking
	to score big, start by following the COLLECT C-O-M-B-O line; abuse HP
	Park if you're Vert, grind on all the rails and outcroppings if you're
	Street. No matter what, those point scores are crazy hard to reach, so
	keep those easy-to-use Special tricks handy and use Focus Control when-
	ever things look like they're getting out of control. You can do it!

	Kyle Witcosky emailed in this suggestion:

	"Just a thought on 3,000,000 sick score in triangle. Before starting 
	the level, add Indy 900 to your specials tricks. In the halfpipe, get 
	special, then boneless->Indy 900->Revert->Manual->McTwist->Revert->
	Manual->Grind. Then just follow the combo letters. But you need to do 
	the Indy 900 on the side of the HP that the C is on, then Mctwist on 
	the other side. By doing that, you add 16,000-18,000 points to the 
	base score, and 7 to the multiplier, not to mention being able to do 
	any grinds from then on in the combo as special grinds. Other thought 
	on the sick score, when you get to the HP long walk, pull a McTwist 
	when you get the B, then 2 Beaver Blasts on the otherside (assuming 
	you have done story mode first), then continue down the HP grinding. I 
	have found that if you maximize the possibilites in Triangle, you can 
	pull off anywhere from a 1,500,000-3,500,000 point combo. The other 
	option, if you have done the combo before completing the sick score, 
	is at the end of the HP long walk, grind off, manual over towards then 
	left, and you have 3 spine transfers in front of you to play with. if
	you utilize them, you can pull off another Indy 900, almost securing 
	the sick score in 1 combo."

  COLLECT S-K-A-T-E

	S//Grind on the wings and over the rock between them of Broke In Half.

	K//Go up DPSR.

	A//Air up the QP in Valley bordering Helipad for A.

	T//In Frustration HP, transfer over the shelter area breaking the QP
	up.

	E//Air up the low QP closest to the bow of the Pirate Ship for E.

  COLLECT C-O-M-B-O

	Hints: The hardest COMBO you'll ever have to collect, have your Rail,
	Ollie, Air and Manual stats maxxed out (if you don't already). COMBO
	literally goes around the entire island, exploiting Triangle's sick
	lines. Focus Control is a life-saver here, but don't get too frustrated
	if you can't do it. There's nine other goals you can tear up, and most
	of them are less frustrating than this.

	C//From the starting point: go up the left side of the HP ahead of you 
	and grind on top of it.

	O//Ollie off the QP and onto the U-shaped rock formation straight 
	ahead.

	M//Ollie off the rock formation when it kinks up. Land a grind on the
	opposite side of the HP you grinded on first. Ollie off and grind on 
	another U-shaped rock formation, ride that out, and ollie onto the 
	blades of the Brownhawk.

	B//Follow the Brownhawk blades and Ollie off when they end. Grind on 
	the side of the Triangle lined up with the blades and Ollie off. Manual
	over to Long Pathway, go up the QP on the side and grab the B in 
	midair.

	O//Get off your board or level out. Grind on the ledge of Long Pathway;
	hop over so you're as close to the water as you feel safe to getting.
	If you haven't used Focus Control yet, now--when your balance is weak--
	is when you'll want to use it. Ollie onto Frustrating HP. (If you have
	Hot Rod or Paulie Butt Manual, here is a really great time to equip 
	it.) Go up the HP underneath the O and spine into the pirate ship. 
	Sometimes it doesn't work that well, so you'll need to hop on the lip 
	of  Frustrating HP and hop up into the air to nab it. Congratulations--
	you can now go get that hemmorhage operated on, young skater.

  COLLECT THE FIVE TREASURE CHESTS

	1//Double-jump up to a QP on a raised platform next to Broken In Half,
	just outside the Plane Graveyard.

	2//In the QP between the DPSR and the Noseplant Shuttle.

	3//On the Plane Graveyard end of Mountain Pathway.

	4//On the oceanside ledge of Long Pathway.

	5//In the Valley as it opens up into HP Park.

  GET THE SECRET TAPE

	Hints: Use the QP in front of Noseplant Shuttle to spine into the 
	shuttle itself. Make sure you're spining over a low wall, because 
	you'll bail if you try going over the high ones. Once inside the bowl,
	line up with the windows on the piece of Broken In Half that landed 
	inside. Build up speed as best you can and do a Boneless Vert up the
	rim of the bowl (so you Boneless straight up, rather than out). The
	Secret Tape will be aligned with the windows and above the highest bar
	on the back of the Noseplant Shuttle.

  ACTIVATE THE TRIANGLES!

	Hints: There are three triangles, and all you need to do to "activate"
	one is grind on one of the edges. The first triangle is in the Plane
	Graveyard in plain sight. The second is between HP Park and Pirate 
	Ship. The final one is on the beach, past the rocks behind the starting
	point. If you activate all three, you can use the triangle bases as 
	kickers and land a grind on the beam stretching between all three for 
	an infinite grind. (Boneless off the base of one of the triangles to 
	reach them.)

  BUST A LIP TRICK ON THE UFO!

	Hints: From the helipad, spine down to the Valley and go up the QP 
	bordering Long Pathway. You'll have more than enough speed to reach the
	UFO, so all you need to do from there is hit the lip trick.

-------------------|-------------------|-------------------|-------------------
									<cmsp>
			   - [Classic Mode Spoils] -

Congratulations! You've beat Classic Mode! Here's the section that tells you
what you get for beating it:

NORMAL MODE:

   Skaters:
	THPS1 Tony
	Steve-O
	Alien Leader
	Inline Skater
	Ramp Kid

   Levels:
	The Triangle

SICK MODE:

   Skaters:
	Jesse James
	Natas Kaupas
	Bigfoot
	The Imp
	Space Monkey 2

    Moves:
	Hot Rod [MANUAL]

    Levels:
	The Triangle

-------------------|-------------------|-------------------|-------------------
									<che2>
				 - [Cheats2] -

Sorry to say...but there's only one known cheat for THUG2 that really works.
If you enter "straightedge" (minus the quotation marks) into the main menu's
Cheat Codes option, you'll earn the Perfect Rail cheat, which can be activated
from the in-game menu. The only other way to unlock all the cheats is to find
EVERY LAST GAP in the game--in all fifteen levels. www.gamefaqs.com has a guide
on it that is very good for this in their PS2 section. Getting each gap earns
you the codes: PERFECT RAIL, PERFECT MANUAL, PERFECT SKITCH, MOON GRAVITY and
ALWAYS SPECIAL (plus the final selection of Secret Skaters).

-------------------|-------------------|-------------------|-------------------
 									<pla2>
				- [Playlist2] -

Since Punk, Hip Hop and Rock are obviously the ONLY three genres of music 
anyone interested in skating listens to, I'm going to seperate each song out by
however they're listed, if only to spare my fingers and my brain a little more
trouble.

PUNK

	Camaros: Cheesecake
	Dead Boys: Sonic Reducer
	Fear: I love Livin' in the City
	Iggy & The Stooges: 1970
	Jimmy Eat World: Pain
	Joy Division: Warsaw
	Less Than Jake: That's Why They...Union
	Melvins: Sweet Willie Rollbar
	Mike V and The Rats: Never Give Up
	Rancid: Fall Back Down
	Red Hot Chili Peppers: The Power of Equality
	Suicide Machines: High Anxiety
	The Casualties: Unknown Soldier
	The Distillers: Beat Your Heart Out
	The Explosion: Here I Am
	The Germs: Lexicon Devil
	The Ramones: Rock 'n Roll High School

HIP HOP

	Aesop Rock: No Jumper Cables(re-mix)
	Atmosphere: Trying to Find a Balance
	Audio Two: Top Billin'
	Brand Nubian: Punks Jump Up to Get Beat Down
	Cut Chemist: Drums of Fire
	Diverse: Certified
	Grand Puba: I Like It
	Handsom Boy...School: Holy Calamity
	Librette: Volume:
	Living Legends: Night Prowler
	Melbeatz f. Kool Savas: Grind On
	Pete Rock&CL Smooth: Soul Brother #1
	The D.O.C.: Whirlwind Pyramid
	The Sugarhill Gang: Rapper's Delight
	Ultramagnetic MC's: Ego Trippin'

ROCK/OTHER

	25 Ta Life: Over the Years
	Das Oath: Awesome R***
	Dead End Road: Sin City
	Disturbed: Liberate
	Faith no More: Midlife Crisis
	Frank Sinatra: That's Life
	Johnny Cash: Ring of Fire
	Lamb of God: Black Label
	Metallica: Whiplash
	Ministry: No
	Nebula: So it Goes
	Operatic: Interested in Madness
	Steel Pulse: Born Fi Rebel
	The Doors: Break On Through
	The Miss: Back On the Radio
	The Living End: End of the World
	Three Inches of Blood: Deadly Sinners
	Violent Femmes: Add It Up
	Ween: It's Gonna Be a Long Night
	X: Los Angeles
	ZEKE: Long Train Runnin'


While Neversoft can make great gameplay, their knowlege of music is obviously
subpar. Listing a song called Rock 'n Roll High School, or the Red Hot Chili
Peppers as punk? Surprisingly, The Doors, Frank Sinatra and Johnny Cash all
made it onto this list, rubbing shoulders with Popunk fames Jimmy Eat World and
Less Than Jake. And Born Fi Rebel by Steel Pulse is REGGAE, not rock. Maybe 
it's just the sardonic pessimist in me, but I don't think it would hurt for
Neversoft to stop typecasting their songs.

-------------------|-------------------|-------------------|-------------------
									<2pl2>
				- [2 Player2] -


TRICK ATTACK

	Time Limit: 30 seconds
		    1 minute
		    2 minutes
		    5 minutes
		    10 minutes


    	Goal: Score the most points before the time limit runs out. This is 
    	similar to a HIGH SCORE run, only now you're facing off against another
 	person. The person with the highest score wins.

SCAVENGER HUNT

	Time Limit: 30 seconds
		    1 minute
		    2 minutes
		    5 minutes
		    10 minutes

	Goal: The newest 2 Player addition, Scavenger Hunt unleashes you and
	your opponent on the level. Both of you have to place "objects" by
	doing Pop Shove-Its. After a while, the goal changes; now you have to
	find the places where you or your opponent Pop Shoved-It and collect 
	the icons hovering there. Player 1's Icons are red and Player 2's are
	blue; you can collect either color, since they're worth the same 
	amount. The person with the most icons by the time limit is the winner.

SCORE CHALLENGE

	Target Score: 100,000 pts
		      250,000 pts
		      500,000 pts
		      1,000,000 pts
		      2,000,000 pts
		      5,000,000 pts
		      10,000,000 pts
		      50,000,000 pts
		      100,000,000 pts

	Goal: Meet the set score before your opponent. There's no time limit, 
	but matches with higher-set goals tend to last as long as ten minutes 
	or more.

COMBO MAMBO

	Time Limit: 30 seconds
		    1 minute
		    2 minutes
		    5 minutes
		    10 minutes

	Goals: You set the time limit and try to make massive combos. The 
	person who makes the combo worth more points inside the time limit 
	wins.

SLAP!

	Time Limit: 30 seconds
		    1 minute
		    2 minutes
		    5 minutes
		    10 minutes

	Goal: Headsmack or Sucker Punch your opponents by skating or running
	through them. Whoever has the most speed in a collision wins the fight,
	and the loser respawns somewhere else. With the ability to get off your
	board thrown into the mix, this classic fistfight is little more 
	strategic than it used to be. The person with the most Slaps when the 
	time runs out wins.

KING OF THE HILL

	Time Limit: 30 seconds
		    1 minute
		    2 minutes
		    5 minutes
		    10 minutes

	Goal: A crown is hidden somewhere in the level. The Red Arrow makes its
	only THUG2 appearance to show you where it is. (The Red Arrow was a 
	dear friend from THUG1 who always lent you a hand...er, point...when in
	doubt of where to go next.) When a person grabs the crown, a counter 
	above their special meter begins to climb upwards. The crown can be 
	taken from you if you get Headsmacked or Sucker Punched, and the higher
	your timer climbs, the slower your skater gets. Hold onto the crown 
	for the full time to win.

GRAFFITI

	Time Limit: 30 seconds
		    1 minute
		    2 minutes
		    5 minutes
		    10 minutes

	Goal: One of the more popular game modes, Graffiti has you skating 
	around a level and tricking off objects. If you grind on a rail and 
	jump off, the rail will be changed to your color (Player 1 is Red and 
	Player 2 is Blue). However, if the other player gets a higher score on 
	that same object, they "steal" it and it changes to their color. Link 
	combos together to get massive scores on multiple objects, making it 
	more difficult for your opponents to steal them away. Person with the 
	most Graffitied objects is the winner. (Sadly, this has very little to
	do with your ability to actually Graffiti Tag objects...sigh.)

HORSE

	Time Limit: 10 seconds
		    20 seconds
                    30 seconds

	Horse Word: Anything up to 15 characters long

	Goal: The computer sets a starting point for one player, and that 
	player has a certain amount of time to start and finish a combo. Once
	Player 1 successfully lands a combo, Player 2 starts off in the same
	spot and has to land a combo worth more points than Player 1's in order
	to survive. The first player to bail, or land a combo worth less than
	the last, gets a letter. Once someone gets a letter, a new starting
	point is set and the winner of the last round starts. The process is 
	repeatd until one player gets "HORSE," or whatever word you choose to 
	set as your HORSE word. You only have a few seconds to start your 
	combo, so if you don't by the time the clock runs out, you get a 
	letter.


FREE SKATE

	Goal: Pick a level and have fun. This is the same as Free Skating in
	single player mode, except you can't initiate a High Score Run.

FIREFIGHT

	Goal: Another recent addition to Tony Hawk multiplayer, Firefight has 
	replaced your Impossible and Pop Shove-it Flips with "FIRE!" and 
	"REVERSE FIRE!" (You can also make Double, Triple, and Quadruple 
	REVERSE/FIRE! Flips.) FIRE! shoots a fireball from the nose of your 
	board and REVERSE FIRE! shoots a fireball from the tail. Each player 
	has 100 HP (Health Points, not Half-Pipes) and each FIRE! attack does 
	10 HP of damage. Hit your opponent with FIRE! attacks ten times to win.

-------------------|-------------------|-------------------|-------------------
									<faq?>
				  - [FAQ?] -

This is where all the generic crap that you won't really hear about anywhere
else in this thing goes. The reason for the question mark at the end is because
I don't really think it's necessary (but some people need these anyway), and
I couldn't find a way to make this section's Ctrl+F Codex four characters long
to match all the others.

1//Will you cover GAPS?

	Not if they aren't relevant to goals in Classic or Story Modes. There's
	a FAQ in the PS2 section that covers every gap in the game, and does a
	much better job of not getting sarcastic or bored than I would. Maybe
	someday, though.

2//What about Menu windows?

	Again, I don't feel they're necessary. I did it for the THUG1 Walk-
	through, but when I was finished, it just felt like I'd wasted time.

3//I'm having trouble with DESTROY ALL THE SPRINKLERS in Classic Mode!

	Please refer to this map for help (copy and paste address into your
	web browser bar):

http://db.gamefaqs.com/console/gamecube/file/thug_2_training_sprinkler.png

4//How do I unlock secret skaters?

	Beat Story Mode and Classic Mode on all difficulties and get every gap
	in the game. You don't have to beat every Story or Classic goal, but
	you have to beat enough to "move onto the next level," which varies 
	from difficulty to difficulty. 

5//How do I use secret skaters?

	You can only use them in 2 Player, Free Skate and Classic Modes. You
	can't use secret skaters in Story Mode--you can only use your custom
	skater, a narrow roster of pros, the Special Guests and the Secret
	Characters.

6//You keep mentioning NO COMPLY and BONELESS. What are they and how do you do
them?

	*sigh* Okay, do a Ctrl+F on <smtr> and look for the goals BASICS - NO
	COMPLY OVER THE TAXI and BASICS - BONELESS OVER THE TAXI.

7//What's the Hot Rod manual? How do I unlock it?

	The Hot Rod manual is a Special manual that you get when you earn Jesse
	James as a secret skater. Most manuals slow your character down, but
	Hot Rod propells you forward--handy for crossing wide spaces if you
	need to carry a combo from one place to another. You unlock Jesse James
	by beating Sick Classic Mode. Paulie Butt Manual works the same way,
	but it's not as fast as Hot Rod.

8//I want to start the game on Team Bam. How do I do that?

	Easy: you can't. You only join Team Bam for the Berlin level, and play
	as Bam in Skatopia for extrainious goals.

-------------------|-------------------|-------------------|-------------------
									<leg2>
				  - [Legal2] -

This FAQ is copyright Anthony Summo, 2005.

Only the following sites may post this:

www.gamefaqs.com
www.neoseeker.com
www.cheatcc.com

If you wish to post this, drop me a line and ask, giving a link to your 
site--it's that simple. I'll check back, and if I find you've reposted it with-
out crediting me, I'll be all over you like very unhappy chocolate frosting on
cake ^____^

This walkthrough MUST be reposted in its entirety, or not at all.

Extra Spiffy Kudos to: 
	Dan Lowin, for the Manual Skill Points help
	Kyle Witcosky, for the SICK SCORE help in Classic Triangle
	Tyler Johnson, for the fifth Stat Point in Classic Triangle
	James Landrum, for the E in Classic LA's COLLECT S-K-A-T-E

-------------------|-------------------|-------------------|-------------------
									<emc2> 
				 - [Contact2] -

And this is where we part ways...writing Contact sections feel more like Outros
for these long walkthroughs. Let me tell you, this took half as long to do as
my THUG1 Walkthrough and I feel like I've done ten times the work. It's
gratifying to get emails from gamers who benefitted from this and getting 
questions. It's about time for me to fly, so if you have questions, comments,
flames, gimme a hollar at tei (dot) sama (at) gmail (dot) com. See you then!