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          Tony Hawk's American Wasteland      insert        
                            Gap Walkthru          cool 
     Version 1.7 (last updated 03.18.06)           ascii art
                       by autrui & zeima         here
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This file is anticopyright (\c) 2005/6 autrui+zeima.  
All rights observed.
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01. INTRODUCTION: TIPS N STUFF.

02. STORY LEVELS.

       L1. Hollywood
              L1LO.  Level orientation.
              L1A.   Gaps.
       L2. Beverly Hills
              L2LO.  Level orientation.
              L2A.   Gaps.
       L3. Downtown
              L3LO.  Level orientation.
              L3A.   Gaps.
       L4. East L.A.
              L4LO.  Level orientation.
              L4A.   Gaps.
       L5. Santa Monica
              L5LO.  Level orientation.
              L5A.   Gaps.
       L6. Oil Rig
              L6LO.  Level orientation.
              L6A.   Gaps.
       L7. Vans Park
              L7LO.  Level orientation.
              L7A.   Gaps.
       L8. Casino
              L8LO.  Level orientation.
              L8A.   Gaps.
       L9. Skate Ranch
              L9LO.  Level orientation.
              L9A.   Gaps.

03. CLASSIC LEVELS.

       C1. Minneapolis
              C1LO.  Level orientation.
              C1A.   Gaps.
       C2. Santa Cruz
              C2LO.  Level orientation.
              C2A.   Gaps.
       C3. The Mall
              C3LO.  Level orientation.
              C3A.   Gaps.
       C4. Chicago
              C4A.   Gaps.
       C5. Kyoto
              C5A.   Gaps.
       C6. The Ruins
              C6LO.  Level orientation.
              C6A.   Gaps.

04. COLLECTOR'S EDITION LEVELS.

       CE1. Atlanta
              CE1LO.  Level orientation.
              CE1A.   Gaps.
       CE2. Marseilles
              CE2LO.  Level orientation.
              CE2A.   Gaps.

05. CONCLUSION: THANKS AND SUCH.


-----------------------------------------------------------------
------01.  INTRODUCTION.-----------------------------------------
-----------------------------------------------------------------

         zeima and i wrote this together.  since each of us was 
several, therewas already quite a crowd.  here we have made use 
of everything that came within range, what was closest as well as 
furthest away.  we have assigned clever pseudonyms to prevent 
recognition.
         we hope you enjoy this gap guide.  we hope it tastes ok.  
we know that many of you will be displeased with it, we hope that 
you may go and fornicate yourselves with something jagged.  those 
of you who are pleased, please, share that good feeling with 
people you encounter.  

-----    
Tips.
-----
here is a list of things that will help.
         speed.  lots of it.  pull out all yr tricks: spine 
transfers, grind hops, quick off-the-board sprints (aren't all 
sprints quick?  what the heck is he talking about?), and, in dire 
cases, spacewalking will take you from a dead stop to slight 
motion.
         boned ollies.  new to THAW, as you certainly know, is 
the boned ollie.  the boned ollie is god's gift to gap hunters.  
and by god i mean neversoft.  i like using the adjectival past 
participle actively in other contexts, so be prepared to see 
things like "boned your ollie" and "boned it very slightly."
         focus.  use focus!  it rules!  but don't expect to make 
some of the really long grinds with focus on the whole time.  
ration it, but do use it!
         set restarts.  you can do 99% of these gaps in free 
skate.  do them in free skate.  and set restarts all the time!  
they are the single most awesome way to repeatedly return to a 
certain point.  
         reading.  i swear, we put a lot of time into writing 
this, please goahead and read all the words we wrote for the gap 
in question.  i, for one, will often leave out very important 
information until the very end: "did i say grind?  i meant 
manual!"

Contributed Tip For Avoiding Losing Gaps to Water:
"I've found that if you press start right after you get [a] gap
and right before you hit the water (or whatever it is) then you 
[can] go [to] an already placed "Custom Restart." You will 99.9%
of the time get the gap and it will count!" -Seth

-----
Also.
-----
         we have tried to be very consistent in our language.  
"air" means ollie out of a qp.  "ollie" means leave a flat 
situation.  "ramp" is a flat incline, or, a steady incline--a 
triangle.  "qp" is a quarter-circle incline (actually, nearly 
half-parabolic, often).  that kind of stuff.  too bad i can't 
think of it all right now, that would be pretty helpful, i mean, 
if i want you to pay attention to our use of language, it would 
be nice.

-----------------------------------------------------------------
------02. STORY MODE LEVELS.-------------------------------------
-----------------------------------------------------------------

--------------------
------L1.  Hollywood
--------------------
-------------------------
L1LO.  Level orientation.
-------------------------

BIG BUCKS BUILDING: This is the tall building right by the 
entrance to the BRONSON AREA. In story mode, Boone has you grind 
down a spiral wire that surrounds it. 

BRONSON AREA: This is the dusty area right by the Hollywood sign.

DOWNTOWN ENTRANCE: Same street as the BIG BUCKS building. It has 
a sign in front of it that says DOWNTOWN and is right next to the 
SCHOOL.

El TENIENTE BUILDING: This the movie theater building.  It's 
right next to the VOODOO SHANTY and has a radio tower-esque sign 
on top of it that reads "El Teniente" is red neon letters.

ROMPWOOD BUILDING: This is the building directly next to the 
skateshop. It has three QP's in front of it, an aqua colored sign 
above it, and a bowl on the roof.

SCHOOL: The school is located on the same street as the BIG BUCKS 
building and the entrance to Downtown. It has yellow lockers 
inside of it and a couple sets of staircases in front of it.

VOODOO SHANTY: This is the rickety old building across the street 
from the dinosaur and the Sheep protestors.

IRISH PUB: the Dog and Cello.  Next to the VOODOO SHANTY; has a 
courtyard with two big qps in it.

GRAUMAN'S THEATER: That famous oriental style theatre.

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

BENCH2BENCH: There are two benches near the VOODOO SHANTY and the 
IRISH PUB. Do a grind transfer between them.

FIRE ESCAPE LEVEL1: Find the bowl that is on the roof of the 
IRISH PUB, and right next to the VOODOO SHANTY. Above the bowl, 
there is a Fire Escape. Lip the first level.

HOLLYWOOD HIGH STEPS: In front of the SCHOOL, there are two sets 
of stairs that face each other. Just jump down one.

PLANTER2PLANTER: Right by the IRISH PUB and where BENCH2BENCH 
was, there are small planter ledges on the ground. The ledges 
line up with the benches. Do a grind transfer between the 
planters.

RAIL2BLEACHER: In front of GRAUMAN'S THEATER, across the street 
from the skateshop, there are a couple sets of Bleachers. Grind 
the yellow curved rail and jump to a grind on a set of bleachers.

RAIL2RAIL: Next to GRAUMAN'S THEATER, there is a shopping mall-
esque building.There are three sets of rails leading into this 
building. Grind transfer.

BLEACHER HOP: In front of GRAUMAN'S THEATER, there are two sets 
of bleachers.Grind one and jump to the other.

CAR HOP: Find a car and hop over it.

CHINESE TRANSFER: In GRAUMAN'S THEATER. Inside there are two 
green QP's. Transfer between them.

EL TENIENTE SPINE: Get on top of the EL TENIENTE building. Get 
onto the level of this building where you can actually touch the 
antennae-like sign. On this level, there is a QP. Use it to spine 
down to a QP bellow. 

FIRE ESCAPE LEVEL2: Find the bowl that is on the roof of the 
IRISH PUB, and right next to the VOODOO SHANTY. Above the bowl, 
there is a Fire Escape. Lip the second level.

HOLLYWOOD SIGN BLAST: You should have gotten this during story 
mode. Do a large combo (varies depending on story mode 
difficulty) and enter the cave in the BRONSON AREA.

PIN PLANT: By the pathway that leads to the BRONSON AREA and 
across the streetfrom the BIG BUCKS building, there's a huge 
bowling pin with a rail in front of it. grind the rail and 
sticker slap the pin. grind the rail again for cool-points.

PLANTER POP: You don't have to be ashamed of not finding this. 
Near the beginning of the level, close to the Bus, there is a 
round planter. Air off itand bank drop the other side. It may 
take a couple tries to register.

ROMPERWOOD SPINE: There are three QP's in front of the ROMPERWOOD 
building andone to the side. Spine transfer out of the bowl on 
the roof of the ROMPERWOOD building, over the aqua colored sign, 
and land on the one QP on the side.

ROMPERWOOD TRANSFER: Transfer between two of the three QP's in 
front of the ROMPERWOOD building.

SCHOOLS OUT: Go inside the SCHOOL (where the yellow lockers are). 
Now, in an 80's movie-esque way, you must go out the front exit, 
jump over the large setof stairs and the yellow railing, and land 
on the street.

TONY TO TONY: Find the walk of stars in front of GRAUMAN'S 
THEATER. The stars run behind the two sets of bleachers. The idea 
is to manual from Tony Hawk's star to Tony Alva's star. You might 
as well manual all the way across the sidewalk so you get MANUAL 
THE STARS at the same time.

VELVET ROPE: In front of the two sets of bleachers, there are two 
sets of red velvet rope. Grind transfer between them.

VOODOO SPINE: Find the VOODOO SHANTY. It is across the street 
from the Sheep protestors. There is a stairset with QP's on 
either side of it. Spine transfer over the stairset.

HALF MOON GRIND: Find the DOWNTOWN ENTRANCE. There are a couple 
ledges in U shapes that surround the DOWNTOWN ENTRANCE. Grind all 
the way around the thick one.

STRAIGHT OUTTA BRONSON: Go to the BRONSON AREA. Find the small 
skinny rain-gutter that has a couple of planks of wood at either 
end of it. Use the planks of wood on the side closer to the city 
to jump from the BRONSON AREA into the city.

YELLOW: Inside of the SCHOOL, there is a brown picnic table ramp. 
Jump off this ramp into a yellow-framed passageway in the next 
building over.

FIRE ESCAPE LEVEL3: Find the bowl that is on the roof of the 
IRISH PUB, and right next to the VOODOO SHANTY. Above the bowl, 
there is a Fire Escape. Lip the  third level.

RECORD DEAL: Go to the BIG BUCKS building. Walk up the stairs to 
the front of the building. There is a ledge that runs up the 
stairs and continues to run around the building. Grind the entire 
length of this.

SPINNER: Climb up onto the BIG BUCKS building. Start grinding 
down the spiral wire that surrounds it. You should receive the 
gap without even having to grind the entire wire.

DUMP UP: Near the DOWNTOWN ENTRANCE, there is a Nokia shop with a 
dumpster in front of it. Use this Dumpster to jump up to the 
small pink ledge with a ladder attached to it.  (If you then go 
through the door, you'll be on the El TENIENTE roof.) The gap will
sometimes also register if you completely clear the ledge. 
However, it will not register if you are just barely short.

EL TENIENTE DROP: get on top of the El TENIENTE building (using 
DUMP UP--see above), and skate forward about half-way down the 
roof.  turn right and skate over the side, holding the acid drop 
button.  if this DOESN'T give you the gap, it should reveal to 
you how to do it properly.

ROMPER RAIL: Get on top of the ROMPERWOOD building. There are 
three rails that run above it. Grind them towards the 
Bus/Skateshops. When the rail runs out, jump and sticker slap the 
wall. If you had enough speed, you should now land in a grind on 
the rail above you.

BRONSON BACKLOG: In the BRONSON AREA, there are two lines of 
logs. Grind the one that runs closer to the Hollywood sign.

TRAPDOOR: On the roof of the falling-apart VOODOO SHANTY 
building, there is a door you can enter. Go through it.

FIRE ESCAPE LEVEL4: Find the bowl that is on the roof of the 
IRISH PUB, and right next to the VOODOO SHANTY. Above the bowl, 
there is a Fire Escape.  Get as much speed as you can and lip the 
fourth level.

GOAT WHACKIN: Get on top of the ROMPERWOOD building. Above the 
pool, there are three rails. (The ones used in ROMPER RAIL) Grind 
the highest rail away from the Bus/Skateshops and towards the 
Dinosaur/Beverley Hills. Jump into the cracked wall before the 
rail turns to the left. The cracked wall will break revealing a 
secret room. Go inside this room and brace for one of the 
weirdest things ever in a Tony Hawk game. Get off your board and 
whack the goat.

MANUAL THE STARS: Find the walk of stars in front of GRAUMAN'S 
THEATER. The stars run behind the two sets of bleachers. Manual 
all the way across them.

OVER VINE: High up at the top of the level, there is a wire that 
runs between the EL TENIENTE building and the BIG BUCKS building. 
The BIG BUCKS building is located near the entrance to the 
BRONSON AREA and is easy to get on top of because it has a 
ladder. May take a couple tries to register.

FIRE ESCAPE LEVEL5: Find the bowl that is on the roof of the 
IRISH PUB, and right next to the VOODOO SHANTY. Above the bowl, 
there is a Fire Escape. Reaching the fifth level can be a 
difficult task. To do this, get on the very top of the building, 
above the entire fire escape. You can do this by climbing up the 
entire fire escape, or by using a QP on the other side of the 
building (on the roof of the EL TENIENTE building). The roof you 
need to be on is slanted and grayish. Once on top, you need to 
acid drop into one of the sides of the pool. DO NOT ACID DROP INTO
THE SIDE OF THE POOL THAT HAS THE FIRE ESCAPE ABOVE IT. Acid drop
into one of the other sides and quickly launch from the side that
DOES have the fire escape above it. Now lip it. It helps to be in
Free Skate mode so you can set a restart point on the very top of
the building.

HOLLYWOOD HIGH LINE: Go in the SCHOOL.  Go out the brown picnic 
table ramp on the right and wallplant the wall(ur gonna wanna 
shoot wallplant above the "YELLOW" gap hole) after you wallplant 
and land on the top of the school you want to manual across the 
top of the school and keep going across until it stops and hit an 
acid drop in that QP. -By supernuts1



-----------------------
------L2. Beverly Hills
-----------------------
-------------------------
L2LO.  Level orientation.
-------------------------

CITY HALL: the building in front of you when you start--across 
from the entrance to the Skate Ranch.  it has qps, a high ledge, 
and tunnel down to two pools below, and a high-up tunnel that 
goes around the pools.  the "yard" is the part with grass.

RODEO WALKWAY: i thought Rodeo Drive was a road, but THAW taught 
me better.  this is the alley you meet Mr. Hawk in.

ALLEY: this is the alley with the wall; behind the GAS STATION.

GAS STATION: i'm not even gonna dignify that with a description.  
except to say this: the "front of it" will be the side that faces 
the uNo Mae'S place; "next to it" will be the side that faces 
CITY HALL and the pools; the "back of it" is the ALLEY.

ART GALLERY: has qps in front and a fountain in the backyard.  
oh, and a second floor with a skatable sculpture.

SKATESHOP: this refers to the area the SKATESHOP is in.  ledges, 
steps, a ladder.  etc.

other buildings will be called by whatever signs they have on 
them, like, "Fuggdupo Fashions" and the "Welshore."  if it's a 
tough sign to see, i'll throw you a bone.  i mean, a hint.  as to 
where the building is.

-----------
L2A.  Gaps.
-----------
RAIL HOP: in front of the GAS STATION, there's two rails.  you 
know what to do.

LEDGE 2 RAIL: on the street in front of the SKATESHOP, there's 
two rails.  grind the qp that's next to one of them, then hop to 
grind the rail.

RAIL 2 LEDGE: reverse LEDGE 2 RAIL.

CAR HOP: hop over a freaking car.  i know what yr thinking: "why 
you gotta be sarcastic?"  i'll tell you why.  because it's fun.  
and a life without sarcasm is a life i don't want to live.  

TED'S LIP: get on the roof of the building next to Fuggdupo 
Fashions.  there's only one spot up on these roofs where can do a 
lip trick that isn't the top of a qp.  notable features: 
ventilation ducts.  lip there.

USELESS CRAP: that's what i'm saying.  in the ALLEY, there's a 
kicker with High Voltage written on it.  use that to ollie up to 
grind the ledge of the building above.

BETWEEN THE TREES: there's a few places to do this: pick any of 
the planters that are in the middle of the street that have two 
trees in them.  you have to transfer a grind from one side of the 
planter to the other, when between the trees.

GOING THE DISTANCE: grind the step in front of the skateshop--the 
whole thing.  it's a required goal in story, you have to 
hurricane on it for Mr. hawk.  so you probably have it.

RAIL 2 QP: in the ALLEY, there's a long metal rail.  grind it 
toward the ART GALLERY.  at the end, ollie over the wall in front 
of you, and acid drop on the qp on the other side.

RAMP 2 WIRE: Near the entrance to Hollywood, there's a 
placard kicker.  (don't know what a placard is?  look it up!)  
It says "Advance on it." use it to grind the wire above.

SHORT TURD DROP: next to the GAS STATION, there's two pools.  
leading down there are a bunch of stairsets and ramps.  along the 
middle one, there's brick and concrete ledges.  grind one of the 
ledges and acid drop into the nearest pool.

UPPER LEDGE: grind the highest of the step ledges around the 
fountain in the ART GALLERY.  at the end, hop to grind the upper 
ledge.

ACROSS THE STREET: CITY HALL front yard.  use the qps by the 
tunnel to grind the upper ledge--do it so you're going away from 
the GAS STATION.  at the end, hop over the street to grind the 
roof over there.

ALLEY TRANSFER: on the ART GALLERY end of the ALLEY, there's two 
qps you can use to air over the ALLEY.  do it up.

ANDY'S HAPPY PLACE: above the pool area of CITY HALL, there's a 
tunnel with a ledge in it.  grind that ledge so that you'll come 
out in front of the GAS STATION (not by the alley); at the end, 
there's a little kink that will make it possible to grind the 
power line in front of you.  

CITY HALL TRANSFER: air transfer over the tunnel entrance in the 
yard of CITY HALL.

EASY GAP: on the street with the oval planters in it that's by 
the SKATESHOP, there's a mod glass awning on a building there.  
right beneath that awning, there's a gap in a ledge.  make it 
happen.

GOT GAS?: use the qps in next to Fuggdupo Fashions to grind the 
roof of same.  in a second, the roof ledge will kink out, you 
should then ollie to grind the nacho-roof of the GAS STATION.  
"boned" that ollie!

MODERN ART?: do the UPPER LEDGE gap to grind the upper ledge in 
the ART GALLERY; at the end of that ledge, hop away from the 
wall, through the window, so you can grind the sculpture in 
there.  

ROOF 2 ROOF: also a required story mode goal.  you do a 900 over 
it.  across the street from the SKATESHOP, there's an open door 
near a bunch of natas-posts.  use the door.  then do a quick 
spine transfer over the qp right in front of you.  once there, 
turn 90 degrees left and spine transfer that qp.

NO TEA BAGGIN: Infront of the ART GALLERY, there is a ladder.
Climb up this ladder and you will be in a room with an "X-shaped"
sculpture with weird neon colors. It's what you used for the
"Modern Art?" gap. Grind the part of the X that is aimed towards
the Alley where you learned Parkour from the crazy frenchman. 
Grind the sculpture and at the end of it, launch to a grind on 
the ledge used in "Useless Crap". This is easier than it sounds
because you speed up as you grind the sculpture.

OUT BY 7!!: Infront of the ART GALLERY, there is a ladder.
Climb up this ladder and you will be in a room with an "X-shaped"
sculpture with weird neon colors. It's what you used for the
"Modern Art?" gap. Grind the part of the X that is aimed towards
the entrance to the Skate Ranch. Grind the sculpture and at the 
end of it, launch to a grind on the wire that is infront of you. 
This is easier than it sounds because you speed up as you grind 
the sculpture.

LEDGE 2 AWNING: SKATESHOP area.  right by the doors of the 
SKATESHOP, there's a pink and gold ledge.  if yr facing into the 
skateshop, grind the one on the left, away from the SKATESHOP 
door.  at the end, hop to grind the awning in front of you.

LONG TURD DROP: next to the GAS STATION, there's two pools.  
leading down there are a bunch of stairsets and ramps.  along the 
middle one, there's brick and concrete ledges.  grind one of the 
ledges and acid drop into the farthest pool. 
Here's another strategy-
Instead of trying to ollie from the brick wall and acid drop into
the second pool, you can ollie from the brick wall to the first
pool ((Short Turd Drop)), revert into manual, then spine transfer
into the second pool.  Just thought I'd let you know.
-Thanks Handcuffkid

QP 2 WIRE HOP: in front of the ART GALLERY, there's a qp that, if 
you grind it toward the SKATESHOP, will have a sizable kink.  
ollie off that qp to the left, and grind the wire above.

FRONTSIDE ENTRANCE TRANSFER: air over the entrance to the ART 
GALLERY--but you have to do it frontside.  that means that as you 
approach, your front should be facing the qp.  (left to right for 
regular, right to left for goofy--of course, you can reverse that 
if you do it switch.  get it?)

GOT WINGS?: go to the roof of the Welshore--where the tony 
hawk/airwalk goal was.  get on the side of it that's closer to 
the hollywood entrance, and sir up to grind the highest ledge up 
there--toward the hollywood entrance.  when you ollie off it, 
"boned" your ollie, and land in a grind on the roof of the 
building across the street.  take note, tho, that you'll get some 
crazy slo-mo stuff when you come off the ledge.

NICE MANUAL: CITY HALL.  manual the tunnel from the yard to the 
pools.

RALPH'S TRANSFER: air over the entrance to the ART GALLERY--but 
ON THE INSIDE.  by the fountain.

GAS 2 RAIL: get to the nacho roof of the GAS STATION.  in fact, 
do it exactly as i say--it'll make the rest of this a lot easier.  
go to the ART GALLERY, and face away from it.  go up the qp on 
the left side of the ALLEY; then use the kicker in front of you 
to get on the nacho roof.  once up there, in front of you, the 
roof will be like an upside down V.  you want to grind the left 
side of it away from the ART GALLERY.  ollie off the end and, if 
you're awesome, you'll be able to land in a grind on a rail by 
the CITY HALL pools.  (there's two rails there, you can only hit 
the lower of the two, which is fine, cuz that's what you need to 
do.)

SWEET STAIRSET: on the Welshore end of RODEO WALKWAY, there's a 
weird, kinked-up stairset.  clear the whole thing.  

GET YOUR PIZZA: if you grind the upper ledge along the front of 
the ART GALLERY block, it'll take you to a little veranda above 
the SKATESHOP.  set a restart up there.  now, if you look along 
the rail there, you'll see like a flagpole or something, with a 
ball at the end.  grind that thing, and at the end, jump to grind 
the spiral roof in front of you.

WALL 2 WIRE: grind the upper ledge along the front of the ART 
GALLERY block, and, just before the ledge turns toward the 
SKATESHOP, ollie, wallride/wallie, and grind the wire to your 
left.

LEARN TO SWIM: manual the long skinny fountain in the ART 
GALLERY.


------------------
------L3. Downtown
------------------
-------------------------
L3LO.  Level orientation.
-------------------------

TUNNELS: these are the roads beneath the level.

PARK: this is either a park or a drainage ditch.  there are 
reasons why i don't live in Los Angeles.  one of them is that you 
can't tell the difference between a park and a drainage ditch.

MOCA: the museum of contemporary art.  this is a set of two red 
buildings on the other side of the tunnel from CHINATOWN.  
there's a kind of metal mesh roofing between them.  there are 
little glass pyramids on top of one of them.

SKATESHOP: the skate shop.  mostly used as a directional 
reference, cuz there's not much actually over there.

CHINATOWN: the area of downtown with the chinese theme--the arch, 
the signs in chinese characters, etc.

METRO: the entrance to hollywood, and the stuff that surrounds 
it.

LOADING DOCK: by the entrance to the Vans Skatepark.  

FOUNTAIN: the fountain between CHINATOWN and the PARK.

-----------
L3A.  Gaps.
-----------

HOP ON!: in the LOADING DOCK area, ollie onto the loading dock.

CAR HOP: ollie over a car.  they're found in the road.  be 
careful!  they can be vicious when cornered.

CHINA AWNING: at the CHINSTOWN end of the LOADING DOCK, there's 
four little awnings.  grind a couple two three of them.  this 
actually a pretty tricky gap to get; i recommend getting off yr 
board, climbing up there, and setting a restart.  then grind over 
and over till the gap shows up.

CHINATOWN SIGN: this is like SIGN SPINNER from thug2.  grind a 
second floor rail on CHINATOWN (by the strange cubic sculpture), 
toward a sign (there's 2 spots you can do this at, right next to 
each other).  when you pass by the sign, you get the gap.  

ELECTRIC WIRE!: on the ramp that goes from the METRO to the 
TUNNELS (not going to Hollywood), there's an electric wire.  
grind UP it, and don't jump off.  you'll get popped off right 
after the gap shows up, and you'll land in a 2nd floor pool.

PILLAR: natas or kiss the rail on any of the posts by the 
FOUNTAIN.

DUMPSTER 2 LOADING!: LOADING DOCK area.  grind a dumpster, and 
ollie to grind the edge of the loading dock.

LOADING 2 DUMPSTER!: reverse DUMPSTER 2 LOADING!.

DUMPSTER 2 FENCE!: LOADING DOCK area.  grind the dumpster toward 
the SKATESHOP, and hop to grind the fence.

MOCA 2 POOL: at the MOCA building, grind the ledge closest to the 
SKATESHOP, toward the small ovacular fountain with the murky 
green water.  hop to grind the fountain.

ANGEL GOIN DOWN: in area of the TUNNEL that's closest to the 
SKATESHOP.  there's three metal rails that go from the TUNNEL 
floor to the street.  grind down one of them.

FENCE 2 FENCE!: LOADING DOCK area.  at the skateshop end of the 
dock, there's a fence, then another fence.  grind one, then the 
other.
There's also another way to get this to register that is very
strange and may very well be somekind of crazy glitch. There are
many of those posts around the FOUNTAIN area where you performed
the "Pillar" gap. Find where there is a group of three of these.
Kiss the rail of one of these pillars and land on some of the
orange tile of the FOUNTAIN. It doesn't register unless you 
land on the orange tile. You can also grind the tile. Very very
random way of getting this gap to register.

LOADING 2 FENCE!:  LOADING DOCK area.  at the skateshop end of 
the dock, there's a fence.  grind the loading dock then hop to 
grind the fence.

BOWL 2 EDGE: on the roof of a building near the METRO, there's a 
pool.  air out the pool and grind the ledge above.

FENCE 2 LOADING!: reverse LOADING 2 FENCE!

LOADING EDGE!: grind the entire length of the LOADING DOCK.

OVER THE FOUNTAIN!: use the edge of the FOUNTAIN as a kicker to 
ollie over the fountain.

QP 2 EDGE: in the METRO area or SKATESHOP area, air off a qp and 
grind a ledge above.

PIPE A CHUY: on the METRO side of the FOUNTAIN area, there's a 
building with a metal awning.  not much of an awning, really.  
but i guess that's why they call it a pipe and not an awning.  
well, grind it toward CHINATOWN, then, at the end, ollie over the 
street and grind the blue ledge that'll be right in front of you.

POOL 2 MOCA: reverse MOCA 2 POOL. This means you must grind the
pool and jump to a grind on the QP infront of the Moca Building.

ANGEL GOIN UP!: in area of the TUNNEL that's closest to the 
SKATESHOP.  there's three metal rails that go from the TUNNEL 
floor to the street.  grind up one of them.

OVER THE HUT: in the PARK, there's a hut, with a yellow rail 
leading up to the side of it.  grind the yellow rail, and, at the 
kink, ollie over the hut.

CHINESE QP TRANSFER: CHINATOWN.  there's two buildings with signs 
(used in CHINATOWN SIGN); get on top of either of these 
buildings.  there's qps up there.  air from one building to the 
other.  get up there, you'll see what i mean.

FOUNTAIN MANUAL: there's a fountain by the MOCA building--it's 
brown, with green water.  this gap DOES NOT refer to the fountain 
in the FOUNTAIN area.  it's the MOCA one.  manual over it, 
longways.

FREEWAY FLYER: between CHINATOWN and the SKATESHOP, there's two 
sections of the tunnel--on the one closer to the LOADING DOCK, 
there's two qp's lined up with each other on either side of the 
tunnel.  air off one, go over the tunnel, and land on the other 
side.

LOW 2 MEDIUM: on the street between METRO and SKATESHOP areas, 
there's a bunch of qps.  grind the top of one, and then, when 
convenient, hop to grind the next ledge up.

MEDIUM 2 HIGH: on the street between METRO and SKATESHOP areas, 
there's a bunch of qps.  air off one to grind the ledge that's 
above the qp (NOT the top of the qp).  when convenient, hop to 
grind the next ledge up.

AROUND THE METRO: around the METRO, the actual entrance to 
Hollywood, there's a metal rail.  grind it.

BIG BLOW TRANSFER: on the street between METRO and SKATESHOP 
areas, there's a bunch of qps.  on two of them, the words BIG 
BLOW are written on them.  air between these two.

CHINESE AIR TRANSFER!: on the street between CHINATOWN and the 
FOUNTAIN area, there's a couple of qps (on the CHINATOWN 
buildings).  air between them.

LA SALA AIR TRANSFER!: in the section of the TUNNELS that's 
closest to the SKATESHOP, there's two qps on each side of a door 
that'll take you back up to the street.  there's big signs above 
them that say LA SALA.  air over the door.

LOW 2 HIGH: on the street between METRO and SKATESHOP areas, 
there's a bunch of qps.  grind the top of one, and, when 
convenient, hop to grind top ledge.  you'll have to "boned" your 
ollie.

MANUAL THE DUMPSTER!: on the LOADING DOCK, there's a line of 
dumpsters.  manual on top of them.

AWNING 2 WIRE!: at the CHINSTOWN end of the LOADING DOCK, there's 
four little awnings.  grind one of them, then hop to grind the 
telephone wire.

FREEWAY BANK!: one part of the TUNNELS is a blocked off highway 
(or "freeway," as our western friends like to call them).  don't 
go down there, tho--you don't need to.  you need to ollie OVER 
the free/highway.  (i mean, what if it's a toll road?  is it 
still a freeway?)  luckily, each edge is a kicker.  get a little 
speed, approach the kicker, ollie over the free highway, and--
this is important--bank drop onto the kicker on the other side.

UNDERGROUND BANK TRANSFER: in the area of the TUNNELS closest to 
the METRO, the tunnel is a long ramp down into the tunnels.  you 
have to air over this, and bank drop onto the other side.  this 
is tricky for a couple of reasons--1. it's a long jump, a lot 
longer than the FREEWAY BANK.  and 2, the ramp down is also a 
bank, so you need to not bank drop into that; you MUST bank drop 
onto the kicker at street level on the other side.  get what i'm 
saying?  good.  try it, you'll see.  cuz you'll screw it up the 
first time.  oh yeah?  think you can prove me wrong?  do it.  
it'll save you some time.

WIRE 2 AWNING!: reverse AWNING 2 WIRE!  it's a little harder, but 
it's not that hard.

TUNNEL TRANSFER: in the PARK area, there's two qps on each side 
of the entrance to East L.A.  Air between them, over the East 
L.A. tunnel entrance. 

PYRAMID DROP!: get on top of the MOCA building with the pyramids 
on it.  air off a pyramid and acid drop into a QP in the TUNNEL.

BIG LIP!: do PYRAMID DROP! and then air off the qp across from 
you and lip on the rail of the second floor of the building 
above.

OVERPASS AIR!: After performing "Pyramid Drop!" you should have
plenty of speed. Use the Quarter Pipe infront of you and launch
to your right. You are going to want to transfer over the overpass
above you. The overpass is the road that goes over the TUNNEL.


-------------------
------L4. East L.A.
-------------------
-------------------------
L4LO.  Level orientation.
-------------------------

POLICE STATION: the building right in front of you when you 
start.  you can get up on the roof by going thru a door at ground 
level.  (there's also a jail right next to it, by the bus.)

BRIDGE: this is the lower of the two bridges.

BUS: the bus.

TRAM BRIDGE: this is the upper of the two bridges.

SKATEPARK: at the opposite end from the start, there's a measly 
little skatepark.

THE Y: at the SKATEPARK, the road splits into a left and right 
fork.  this will be called THE Y.  directions at the fork will be 
given as if you are facing the SKATEPARK, your back to the POLICE 
STATION.

THE RIVER: the drainage ditch in the middle of the level.

AUTO SHOP: the large building, it's the last building before the 
RIVER on the SKATEPARK end of town.

-----------
L4A.  Gaps.
-----------

CLUTCH!: on the left fork of THE Y, there's a taco shop.  on the 
roof is a short metal pipe; grind it.

STRAIGHT BALLIN': get off yr board and whack the shack in the 
SKATEPARK.

STRAIGHT THUGGIN': get off yr board and whack the car on the 
right fork of THE Y.

EAST WHACK SNORKEL: over THE RIVER, there's a green bridge.  
grind the wall of it that's closer to the middle of the level, 
toward the SKATEPARK.  you'll go up a quick coil--keep yr balance 
and you'll get the gap.

WEST WHACK SNORKEL: over THE RIVER, there's a green bridge.  
grind the wall of it that's closer to the middle of the level, 
toward the POLICE STATION.  you'll go up a quick coil--keep yr 
balance and you'll get the gap.

HOLLA BACK: get on top of the line of buildings on the right fork 
of THE Y.  go over the first roof gap, the second one will get 
you HOLLA BACK.

KICK IT?: get on top of the line of buildings on the right fork 
of THE Y.  go over the first roof gap, you'll get KICK IT?.

SKATEPARK ENTRANCE RAMP: ollie over the entrance ramp of the 
SKATEPARK.

TACO ROOF GAP: on the left fork of THE Y, there's a taco shop.  
get on the roof and ollie the roof gap.

YOUR PIGS ARE FALSE: get to the dirt-floor area behind the BUS.  
there's two little kickers and a wall on your left (the BRIDGE is 
on your right).  grind the wall to the end, where there's a 
little kink; use the kink to ollie up and grind the power line.

RED ROOF MANUAL: by the AUTO SHOP, there's a long red roof; 
manual it.

LIVE WIRE TO BRIDGE: on the ramp down to the RIVER from the 
POLICE STATION (near the BUS) there's an electric wire that's 
still hot.  grind up it and ollie off the end to grind the edge 
of the BRIDGE.

LIVE WIRE TO WIRE: on the ramp down to the RIVER from the POLICE 
STATION (near the BUS) there's an electric wire that's still hot.  
grind up it and ollie off the end. You obviously now want to land
in a grind on a wire, but here is the tricky part. When you launch
off the live wire, you will be launched towards a "Y" intersection
of wires. Right by where the wires intersect is a pole. You need
to land in a grind PAST the pole. This is somewhat difficult
because as soon as you pass the pole, the wire you need to grind
starts to head away from you towards the right. The easiest way 
to do this gap is to launch up, as soon as you are over the pole,
get off your board and fall down as close to the pole (but after)
as you can. Then grind... obviously.

OBVIOUSLY OBVLIVIOUS: in the RIVER area, there's a big rust-
colored tank; near it there's a gap in the train tracks with 
kickers; grind, ollie, grind.

PG: by the AUTO SHOP, there's a long red roof.  ollie of the end 
of it, to the gray roof that's even closer to the AUTO SHOP.  
works in both directions.

SKATEPARK TRANSFER: SKATEPARK, obviously.  on the shack, there's 
a qp.  use it to air left to another qp.

TRAIN CAR SPINE: between the RIVER and the AUTO SHOP, there's a 
train car.  spine over it.

TRAM: grind the middle white rails on the TRAM BRIDGE; when you 
get to the tram, use the kicker to go over the tram.

UNDERRATED ENTRANCE GAP: in the RIVER, at one end (where you'd go 
to Downtown in story mode) there's a large roll-in that faces a 
qp that you can spine over.  to the right and left of that whole 
set up there's two qps that you can spine between.  spine between 
them!

BUM HOUSE GAP: by the BUS, toward the RIVER, there's two wooden 
kickers.  ollie off one and bank drop onto the other.

RIVER SPINE: in the middle of the RIVER area, there's a huge 
support structure holding up the BRIDGE.  spine over it--there's 
a gap in the middle of it, or you can do it at the ends.

KICKER-QP BOMB: SKATEPARK.  on one side of the little shack 
there, there's a small concrete kicker.  use it to ollie then 
acid drop into the qp.

KICKER-SHACK BOMB: SKATEPARK.  on one side of the little shack 
there, there's a small concrete kicker.  use it to ollie then 
bank drop onto the roof of the shack.

LACAPILLA BOMB: at the end of the right fork of THE Y, there's a 
building with a sign on it that says "La Capilla"--grind the roof 
edge toward that sign and use the sign to air over the road, then 
acid drop into the qp in the SKATEPARK.

THE SHACK: use the qp in the SKATEPARK to lip the shack.

AUTO ROOF SPINE: get on the roof of the AUTO SHOP (do so using 
kickers to get to the red roof level, then climb up).  you'll see 
the qps, use them to spine down.

GNARLY NATAS: i suspect there's a lot of ways to do this, but 
here's a pretty easy way.  the short version: on the BRIDGE, 
there's a couple of pointy cement arches; natas the top of one.  
i did it by hopping down from the TRAM BRIDGE--it was pretty 
easy.

HOT COFFEE GAP: near the AUTO SHOP, there's a long red roof.  
ollie off the end of it to land on the roof of the building next 
to it (in the direction of the SKATEPARK).

TC'S ROOF GAP 3: by the AUTO SHOP, there's a long red roof.  next 
to that, there's a building with 2 ladders--climb the left one.  
now ollie from that roof to the gray roof on the far side of the 
red roof.

AG'S KICKER GAP: on the left fork of THE Y, there's a taco shop.  
climb on top of it.  ollie to the next roof and, there, use the 
kicker to ollie to the large kicker on the next roof over.  if 
you don't land on the kicker, you won't get the gap.

OVER TUNNEL: RIVER area.  there's two tunnels you can use, one on 
the AUTO SHOP side, and one on the north side (use the snorkel 
gaps for directional orientation, if it matters).  ollie over the 
tunnel entrance.

TRAMLINE RIVER BOMB: start on the POLICE STATION side of the tram 
on the TRAM BRIDGE.  grind the white rail in the middle and ollie 
to the right when you hit the tram.  now acid drop into the qp 
you used to do the RIVER SPINE gap.  

GOT WIND? (1): follow the TRAM BRIDGE till you get to the AUTO 
SHOP.  on your left, there's a kicker that faces the river.  use 
it to ollie far out, and bank drop onto the plywood on the far 
side of the first barrier.  if you can't make it with a normal 
ollie, you can use the wires to grind a little of the way, just 
as long as you still ollie off the kicker.

GOT WIND? (2): a little trickier than [1].  AUTO SHOP.  facing 
the RIVER, on the left side of the AUTO SHOP, there's a fence 
with a blue kicker in the corner.  there's actually three of 
them, you want to use the left-most (when facing the RIVER).  
ollie off the kicker, then wallride/wallie to land on the far 
side of the bridge.  i'm not sure if you have to bank drop, but 
it seems to help.
 
TXO'S ROOF GAP: you'll do this if you do the Stevie Williams 
goal.  get on the roof of the buildings on the right fork of THE 
Y and get to the roof that's closest to the AUTO SHOP.  ollie off 
that roof to the gray roof on the far side of the red roof.

GENTILE'S PATH: on the left fork of THE Y, there's a taco shop.  
to the left of it, there's a tunnel; manual down it.

GENTILE'S PATH2: manual from THE Y to the bottom of THE RIVER.  
you may need to start at the end of the SKATESHOP entrance ramp.

...SIR LEETNESS: get on the roof of the AUTO SHOP (do so using 
kickers to get to the red roof level, then climb up).  you'll see 
the qps, use them to spine down.  at the bottom, go forward to 
hit the ramp on the train car, and aim right; you should air over 
the TRAM BRIDGE.

OH MY...: get on the roof of the AUTO SHOP (do so using kickers 
to get to the red roof level, then climb up).  you'll see the 
qps, use them to spine down.  at the bottom, go forward to hit 
the ramp on the train car, and aim sharply left; you should air 
over the BRIDGE.  this takes quite a sharp left turn, so, well, 
be ready for that need.

PIGS AND A 2X4: at the end of the left fork of THE Y, there's a 
taco shop.  climb to the roof.  ollie to the next roof, and on 
that roof, there's a long kicker.  on the right side of it, 
there's a 2x4.  grind it, all the way to the POLICE STATION.  i 
recommend you use focus, obviously, but wait until you get at 
least to the end of the BRIDGE, or you'll run out of time.  also, 
once you get onto the ledge of the POLICE STATION, don't forget 
to hop a little bit to gain speed.



----------------------
------L5. Santa Monica
----------------------
-------------------------
L5LO.  Level orientation.
-------------------------

THEATRE AREA: When you start, head left. This is the large area 
with large grassy planters and an outdoor theatre like building.

PRIZES BUILDING: This is the pink and light blue colored 
building. It is right by the scaffolding ledge that says "Skate 
Park" and close to the MERRY GO ROUND. It says "Prizes" on it.

FERRIS WHEEL: This.. well.. is the FERRIS WHEEL.

OLDSCHOOL BOWL: This is the dirty brown bowl wedged between the 
FERRIS WHEEL and the PRIZES BUIDLING.

-----------
L5A.  Gaps.
-----------

A GAP IN TIME: Find the shark head statue. Behind it is a kicker. 
On the sides of this kicker, there is a rail that has been broken 
into two parts. Grind transfer between them.

BIG DROPPER: As soon as you start, head down the street. When you 
see the "Santa Monica" sign, turn left and you'll see a cannon. 
The cannon is facing a QP. Spine transfer from this Quarter Pipe. 
You'll land in a bowl on top of one of the Skate Shops.

CROSS MARKETING: As soon as you start, start to head down the 
road. Immediately on your left, there will be two planters on 
your left side that are bent at the ends of them. On your right, 
there will be a blue ledge with an ungrindable red ledge running 
bellow it. Grind one of these planters, and when you reach the 
bent end, launch to a grind onto the blue ledge. 

IN-AND-OUT: Between the Shark Head and the FERRIS WHEEL, there is 
a U shaped bowl. This bowl has port holes and a yellow/black 
caution tape colored ledge around it. Spine transfer out of this 
U shaped bowl.

OUT OF THE FRYING PAN...: On the roofs of the skateshops, there 
are three large bowls. (Two of which are connecting.) You are 
going to spine transfer between the middle bowl and the bowl with 
the large "Siruis Radio" advertisement above it.

...AND INTO THE FRYER: On the roofs of the skateshops, there are 
three large bowls. (Two of which are connecting.) Spine transfer 
from a QP in front of the skateshops into the middle bowl.

A GRAND OPENING: As soon as you start, immediately turn around. 
There is a curved wooden Quarter Pipe. Grind this to the left and 
jump to a grind on the blue ledge.

A RAIL OF A TIME: As soon as you start, head down the street. 
Eventually, there will be a blue rail on your right side. Grind 
this rail as soon as you see it. The rail isn't going to go 
straight forever. It will change directions. When it does so, 
jump and grind the blue rail that is directly in front of you. 
Repeat this every time there is a gap in the blue rail. The first 
time you clear one of these gaps, you will get "Plain Railing". 
The Second Time you will get "A Rail of a Time".

A RAIL OF TWO CITIES: This is the same kind of gap as "Plain 
Railing," "A Rail of a Time," and pretty much every other gap 
that involves a "rail" pun. Near the FERRIS WHEEL and the U 
shaped bowl, there is a blue railing with a gap that you can 
jump. That is where you will find this particular rail pun gap.

ABOVE THE LAW: Go to the THEATRE AREA. You will find two Quarter 
Pipes with some kind of blue stuff above them. They are easy to 
find. Air gap between these. 

BALANCING THE LEDGER: As soon as you start, head down the street. 
As you head down the large stretch of street, start to grind the 
ledge on your left. When it ends, jump to a grind on the red 
colored curb in front of you.

CURB YOUR EXUBERANCE: After completing "Balancing the Ledger," 
jump to a grind on the next red colored curb. It also happens to 
be in front of you.

ONE MALL LEAP FOR MAN: As soon as you start, turn to your right. 
There are two curved wooden Quarter Pipes. Grind transfer between 
these.

PIER PRESSURE: This is the same kind of gap as "Plain Railing," 
"A Rail of a Time," and pretty much every other gap that involves 
a "rail" pun. As soon as you start, head down the street. After 
you pass the two red curbs on your left, there will be a blue 
rail on your left side. Grind this rail away from where you 
started, and when there is a gap in it, jump and grind.

PIER-DROPS ON MY PILLOW: This is the same kind of gap as "Plain 
Railing," "A Rail of a Time," and pretty much every other gap 
that involves a "rail" pun. As soon as you start, head down the 
street. After you pass the two red curbs on your left, take a 
left turn and start to head towards the FERRIS WHEEL. There will 
be a blue rail on your right side. Grind this rail towards the 
FERRIS WHEEL, and when there is a gap in it, jump and grind.

PLAIN RAILING: As soon as you start, head down the street. 
Eventually, there will be a blue rail on your right side. Grind 
this rail as soon as you see it. The rail isn't going to go 
straight forever. It will change directions. When it does so, 
jump and grind the blue rail that is directly in front of you. 
Repeat this every time there is a gap in the blue rail. The first 
time you clear one of these gaps, you will get "Plain Railing".

SHOP-INN TRIP: In front of one of the Skateshops, there are two 
yellow Quarter Pipes. Grind the right one towards the right. When 
it ends, jump and grind on the ledge in front of you. You can 
also do this is reverse.

FROM TAN TO TAN: Go to the THEATRE AREA. You will find two 
Quarter Pipes with some kind of blue stuff above them. On either 
side of these Quarter Pipes, there is a tan ledge. Grind one of 
these tans ledges, and jump to a grind on the other.

HAND-RAIL PLANT-ER: As soon as you start, turn to your left. 
There should be a beat-up grindable Hand Rail. Grind this Hand 
Rail towards where you start. When it ends, jump and land in a 
grind on the oval shaped planter.

OVER THE HUMP: Go to the THEATRE AREA. There are two large 
planters in this area. Each has a single tree sprouting out of 
them, but only one of them as kickers on either side of it. You 
need to launch from one of the kickers to the other. It's easier 
and cooler looking if you Bank Drop this gap, but it isn't 
necessary.

OVER THE TOP PERFORMANCE: Find the SkateShops. One of these is a 
Barbershop. You can tell which one it is because of the 
"Barbershop" sign. (Whoa.. really?) On either side of the doors 
to the Barbershop, there are Quarter Pipes. Air transfer between 
them. 

SKATIN' THE SHOP: In front of one of the Skateshops, there are 
two yellow Quarter Pipes. Spine transfer between one of these 
Quarter Pipes and the Bowl on the roof of the shop.

STAYIN' A-LINE: Go to the THEATRE AREA. You will find two Quarter 
Pipes with some kind of blue stuff above them. In front of these 
Quarter Pipes, there are some steps that have boards on top of 
them (so you can smoothly skate to the Quarter Pipes). On either 
side of the stairs, there are ledges. Grind one of the ledges and 
jump to a grind on the other. It looks like a large distance but 
it is very easy.

AIN'T NO BOWL-Y LOW ENOUGH: Go to the PRIZES BUILDING. On the 
base of this, there is a yellow ledge that runs around the 
building. Go to the Back of the building, so that you are right 
by the red curbs used in "Curb your Exuberance". Now grind the 
yellow ledge. It will turn and head for the OLDSCHOOL BOWL. Jump 
off the ledge and land in a grind on the OLDSCHOOL BOWL. This 
also works in reverse.

AIN'T NO FOUNTAIN TALL ENOUGH: Go to the PRIZES BUILDING. On the 
base of this, there is a yellow ledge that runs around the 
building. Grind the ledge that is at the side of the building 
closest to the OLDSCHOOL BOWL. At the end of it, jump off and 
land in a grind on the OLDSCHOOL BOWL. This also works in 
reverse.

LIFES A BEACH - LOWER: Between the Shark Head and the FERRIS 
WHEEL, there is a U shaped bowl. This bowl has port holes and a 
yellow/black caution tape colored ledge around it. Near the 
opening of the U shape there is a Quarter Pipe that rests against 
a tall fence. On either side of this Quarter Pipe, there are two 
sets of ledges. There are a couple elevated ledges, and a couple 
ledges on the ground level. For this gap, grind transfer between 
the lower set of ledges. -Thanks for the correction Sebastian!

LIFES A BEACH - UPPER: Between the Shark Head and the FERRIS 
WHEEL, there is a U shaped bowl. This bowl has port holes and a 
yellow/black caution tape colored ledge around it. Near the 
opening of the U shape there is a Quarter Pipe that rests against 
a tall fence. On either side of this Quarter Pipe, there are two 
sets of ledges. There are a couple elevated ledges, and a couple 
ledges on the ground level. For this gap, grind transfer between 
the upper set of ledges.

CHUTE-ING FOR THE STARS: Grind the roof of the PRIZES BUILDING 
that is closest to the scaffolding ledge that says "Skate Park." 
The ledge will turn and head towards the FERRIS WHEEL. Jump and 
land in a grind on the track of the Roller Coaster. You can also 
do this in reverse.

COAST-ING ALONG: Grind the roof of the PRIZES BUILDING that is 
closest to the OLDSCHOOL BOWL. The ledge will turn and head 
towards the FERRIS WHEEL. Jump and land in a grind on the track 
of the Roller Coaster. You can also do this in reverse.

THE ROOF IS OUT THERE: In front of one of the Skateshops, there 
are two yellow Quarter Pipes. To the right of this Skateshop, 
there are two ledges. On is on ground level and the other is 
elevated. You need to grind the elevated ledge towards the 
Skateshop. There is a bowl on top of the skateshop that has 
yellow quarter pipes in front of it. You need to jump and land in 
a grind on THIS BOWL. NOT A GRIND ON THE EDGE OF THE ROOF. If you 
land in a grind on the roof, the gap won't register. Only the 
bowl will work.. got it? It's kind of tricky to do but you can 
manage.

Additional Note- Here's a tip sent in..
I was riding around looking for THE ROOF IS OUT THERE gap and I 
was annoyed with it so I started grinding around on the skateshop
rooftops instead of transfering from the ledge, and suddenly when
i was grinding in the pool that you are supposed to land in, I 
registered the gap when I ollied and I didn'tactually land on the
ledge, but I was coming out of the pool in the direction of the gap
and then jumped, it's a LOT easier because you can grind transfer
up to the skateshop roof and then transfer and it still registers
the gap, I've retried it a few times and I register it every
time now. -THANKS DAN

NOT SO INFINITE LOOP: Between the Shark Head and the FERRIS 
WHEEL, there is a U shaped bowl. This bowl has port holes and a 
yellow/black caution tape colored ledge around it. Grind the 
entire yellow/black caution tape colored ledge.

OCEAN MOTION: As soon as you start, head down the street. Before 
you get to the very end of the pier, start to grind the rail on 
your right. This rail will lead you over some water. It will also 
end. When it does so, jump and land in a grind on the rail that 
is in front of you.

PIER CLEAR: Between the Shark Head and the FERRIS WHEEL, there is 
a U shaped bowl. This bowl has port holes and a yellow/black 
caution tape colored ledge around it. On either side of the 
opening of the U shape, there are blue rails. Air transfer 
between them.

UP AND OVER THE ROOF: Go to the THEATRE AREA. See the outside 
Theatre-esque building? Well, two of the sides of this building 
have Quarter Pipes against them. You are going to hip transfer 
over the roof using these two Quarter Pipes. This is by far the 
most difficult gap of the level. It is a hard gap to land, and on 
top of that, the gap never wants to register. Try to transfer as 
far as you can. I think it helps if the distance is greater. 
Also, it seems to be easier if you launch from the Quarter Pipe 
closer to where you did the "Above the Law" gap. Get a lot of 
speed, launch forward, and acid drop onto the other side. If it 
didn't register, then repeat.

Additional Tip..
If you look at both sides of the Qp that you need to transfer,
you will notice that it has a red/white border except in two spots.
Your goal is to hip-transfer between the two.
-Thanks P. McSmurf!

Another easier way to register this gap, is to not launch forward
at all. Hit the QP like you are about to air transfer between two
distant QP's. Make sense? Hit the QP at a very hard angle.

I've been informed by a Jarrod that it may also register if you
launch to a grind from one of the QP's and acid drop back down.
I personally haven't gotten this to work, but i have received
many emails saying that it does work. I've been told it registers
more often if you launch from the side that ISN'T close to the
"Above the Law" gap.

WINDOW SHOPPING: Go the Skateshops. There are four Quarter Pipes 
in front of the row of Skateshops. Grind all the Quarter Pipes in 
one line.

FLAG OF TRICKS: As soon as you start, turn to your right. There 
should be two curved wooden Quarter Pipes. Go to the one on the 
left. You are going to launch up to a grind on the ledge above 
it. The grind should head towards the left. The ledge will lead 
to a flag. Jump off this flag and you will land in a grind on a 
wire of little flags. Hold this grind for a second and the gap 
will appear.

MERRY-GO-UP-AND-AROUND: There is a building between the OLDSCHOOL 
BOWL and the Skateshops. It is blue and has a blue bowl on the 
roof of it. At the bottom of a couple of the sides of this 
building, there are Quarter Pipes. The objective of this gap is 
to launch from one of those Quarter Pipes, do some kind of combo 
across the roof, and acid drop off another side of the building. 
There are many ways to do this. You can consider Spine 
transferring to the roof, manualing, and spine transferring back 
down on another side. You could also consider launching up to a 
grind, and acid dropping back down to another side. Be creative.

Additional Note-
The Merry-Go-Up-And-Around gap can register by performing a hip
transfer over one of the corner towers the building has. When on
the ground, launch out of the qp before the tower at a sharp angle
and transfer diagonally to the other side.  You have to totally
clear the tower and land in the qp on other side for it to
register. -THANKS WebsurferE

FROM OUT OF NOWHERE: As soon as you start, immediately turn 
around. You should be facing a curved wooden Quarter Pipe. Above 
this QP, there is an aqua colored railing. You are going to grind 
this railing towards the right. Launch up to the railing using 
the QP. When the railing ends, jump and you want to land in a 
grind on the ledge. Not too hard.

WALK THIS WAY: As soon as you start, turn to your right. There 
are two curved wooden Quarter Pipes. The objective of this gap is 
to air transfer between them. The creators of this gap probably 
wanted you to launch over the walkway that is above the two 
Quarter Pipes. You don't actually have to do that. For example, 
as long as you're touching the wood of one of the Quarter Pipes, 
you can jump and land on the wood of the other Quarter Pipe for 
it to register. Sometimes if you launch up underneath the 
walkway, you'll go through the floor. This can make the gap 
pretty easy. You can also do a really shallow air transfer. As 
long as you touch wood when you leave the first QP and land on 
wood on the other QP, you'll get this gap. But you don't get 
style points unless you do it the real way.

WHO NEEDS SNOW?: As soon as you start, head down the street. When 
you see the "Santa Monica" sign, turn left and you'll see a 
cannon. In this area, there is also a very long set of stairs. 
You are going to grind the left handrail down the stairset. When 
the handrail ends, launch forward and land in a grind on the 
rail. It looks like a long distance but is surprisingly easy.

-----------------
------L6. Oil Rig
-----------------
-------------------------
L6LO.  Level orientation.
-------------------------

DOCK: the lowest level.  i'd say ground level, but there's no 
ground.

DECK 1: the decks are numbered.  take a look at the outside walls 
of the rooms, you'll see what deck you're on written there.

DECK 2: see DECK 1.

DECK 3: see DECK 1.

HELIPAD: the helicopter's landing pad.  has a big H on it. 

MESS OF WALKWAYS: over by the two huge tanks, there's a mess of 
walkways.  they go from DECK 1 to DECK 3.

TRIPLE QPS: a set of qps that you can ascend, from DECK 1 to DECK 
3.  There are holes in the upper levels, to permit ascension.

CRANE: the crane.  you start on the top of this.

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

PIPE 2 PIPE: grind any pipe and hop to grind any other pipe.  
NOTE: MUST NOT BE THE SAME PIPE.
 
PIPE HOP: DECK 1.  below the HELIPAD, on DECK 1, there's a hole 
in the deck with big pipe starting there.  it's alone.  grind the 
rail on one side of it, hop over the pipe, and grind the rail on 
the other side.

RAIL HOP: DECK 1.  near the HELIPAD, there's two ovacular holes 
in the deck, one of which is stuffed full of a white tank.  grind 
the rail around one and hop to grind the rail around the other.  
(there's a lot of other places you can do this, but this one is 
really easy.  find another if you like!)

WALKWAY HURDLE: on the DECK 3 level of the MESS OF WALKWAYS, 
there's a walkway with a gap in it.  grind the rail on one side 
of the gap, and hop to grind the other.

KICKER 2 RAIL.  DECK 2.  Near the HELIPAD, there's a rust-colored 
qp with a kicker on one end of it.  use that kicker to get to a 
rail.  

PASS THE PIPE: MESS OF WALKWAYS, DECK 2.  there's a qp there.  
grind the yellow rail behind it, toward the walkways, then hop to 
grind the next available rail.  
 
ACID BLIND: from anywhere on DECK 1 or above, acid drop/bank drop 
down onto the DOCK.

LEDGE TO RAIL: DECK 2.  THE FOLLOWING WILL GET YOU LEDGE TO RAIL 
AND LIP LEAPER.  stand with your back to the HELIPAD. take a hard 
left and you'll see a walkway going down.  grind the rail on the 
left side of it, and hop to grind the ledge that will come within 
range as you descend.  then hop to grind the yellow rail that 
will quickly be right in front of your face.
You can also perform this gap pretty much anywhere by grinding
a red ledge and jumping to a grind on a yellow rail.

LEVEL DROP: Stand with your back to the HELIPAD. take a hard 
left and you'll see a walkway going down. You are going to land
in a grind on the left railing of this walkway. Straight infront
of this walkway, there is a overhang with two red stripes and a
yellow railing on top of it. Grind this yellow railing and jump
down to a grind on the walkway railing. Sorry for previous
confusion on this gap! It was a REALLY bad description i know.

MANUAL UP THE RAMP: find pretty much any ramp and manual up it.  
try and pick one that is less long, and less steep, if at all 
possible.  my practically professional suggestion is to use the 
ramp directly ahead of you when you come onto DECK 2 using the 
TRIPLE QPS.

PIPE CUTTER: stand with your back to the HELIPAD. take a hard 
left and you'll see a walkway going down.  follow it down, then 
head halfway up the next one.  then, grind the left rail, until 
it starts heading up.  as your speed drops, ollie left and grind 
the pipe below. There are three pipes bellow, you want the middle
one.

RAIL TO LEDGE: reverse LEDGE TO RAIL.  you will not, however, get 
LEAPER LIP.  because that's not a gap. You can also pretty much
perform it anyway by grinding a yellow rail and jumping to a grind
on a red ledge.

RAMP TRANSFER: stand facing the HELIPAD. see the qps?  use one to 
air to the other.  don't go down, though!

RIDING THE TRIM: Find the base of the CRANE. Sort of near this area,
there is a rectangle shaped hole in the floor. Directly by the hole
is a walkway leading down to the level bellow. You'll notice a red 
ledge right next to this ramp. You need to grind a yellow rail, and
jump to land in a grind on this red ledge. Basically any rail will
register this gap but it's easiest when you grind the walkway rail
closest to the ledge.

STAY LEVEL: stand with your back to the HELIPAD. take a hard left 
and you'll see a walkway going down.  follow it down, then head 
halfway up the next one.  turn around and grind the ledge on your 
left.  follow the grind around the whole way, and, at the end of 
the ledge, hop and grind the yellow rail.

VERT DROP: stand in front of the HELIPAD, facing it.  use the qp 
in front of you to air down one level.

VERT UP TO WALKWAY: on DECK 2, by the MESS OF WALKWAYS, there's a 
lonely qp.  use it to air up and grind the rail of a walkway 
above.

CLIMB THE TANK: in the MESS OF WALKWAYS, there's two large tanks.  
around each, there's a rail that ascends them.  grind it.  i 
won't explain this further, as it's a goal in story mode.  you 
should have it.

RING THE DINNER BELL: DOCK.  see those yellow curved hunks of 
metal?  grind one, bank drop into the next, and grind it.

SINGLE HELI DROP: Near the HELIPAD, there's a qp with 
a kicker at one end.  use the kicker to grind the ledge below.  

GRAND ASSENTION: grind UP a pipe.

HELIPAD HURDLE: ollie from the HELIPAD to a grind on the rails 
next to--and slightly above--it.

KEEP TRIMMING: stand with your back to the HELIPAD and take a 
hard right.  you'll pass a rust-colored qp with a kicker at one 
end.  just after it, there's a walkway leading down.  go halfway 
down it and grind the ledge on your right.  the ledge will 
quickly end, ollie and grind the ledge on the other side of the 
gap.

LIP LEAPER: see LEDGE TO RAIL.

MANUAL TO THE HELI: stand on top of the HELIPAD.  skate up the 
walkway and veer right, until you're on a platform with a 
smallish circular hole in it.  manual from that platform to the 
HELIPAD.

MARKSMAN DROP: grind any rail on DECK 1 or above, and ollie to 
grind anything down on the DOCK level.  this is a lot easier than 
it sounds, so i won't explain it any further.

OFF THE PIPE: from the top of the HELIPAD, drop off the slanted, 
rust-colored ramp--drop two levels.  in front of you is a rail 
broken by a big pipe.  grind the rail away from the HELIPAD and 
ram the pipe--i mean, don't ollie until after you hit the pipe.  
then ollie to grind the rail on the right--an ovacular hole in the 
deck.  sometimes you don't even need to ollie.

VERT CLIMB: from the top of the HELIPAD, drop off the slanted, 
rust-colored ramp--drop two levels.  now turn around and use the 
qp to air up to the qp above.

VERT PLUNGE: from the top of the HELIPAD, skate up toward the 
MESS OF WALKWAYS, so that you're on another roof, behind a 
kicker.  go over the kicker and turn back to face it.  now use 
these qps to air down two levels.  

WING OFF THE WALKWAY: from the top of the HELIPAD, go up the 
walkway and veer left.  stop, turn around, and grind the rail on 
your left.  it'll turn 45 degrees--when just after it does--and 
before it does again--ollie straight down and grind the edge of 
the large hole in DECK 2.

DOUBLE HELI DROP: Near the HELIPAD, there's a qp with 
a kicker at one end.  use the kicker to grind the ledge below.  
when the opportunity presents itself, ollie down to the lower 
ledge. 

SLICK KICK: if you're facing the HELIPAD, there's a qp with a 
kicker at one end.  angle yourself sharply to the right, and ollie 
off the kicker through the hole in the floor.  hit R2 to drop 
into qp on the DOCK.

SURVIVING THE SEASIDE:  Near the HELIPAD, there's a 
qp with a kicker at one end.  use the kicker to grind the ledge 
below.  follow the grind until the end of the ledge.  then, ollie 
to grind the yellow rail in front of you.

GROOVING' ZUBIN: probably the hardest gap in the level.  from on 
top of the HELIPAD, skate up the ramp and veer right.  skate 
along the right rail, and as soon as the rail turns, ollie 
straight, going over it, and grind the right-most of three pipes.  
before the pipe turns, ollie off of it to grind on the diagonal 
red beam below.  use your speed to air over the walkway, and 
grind the red beam on the other side.  typically, however, you 
will overshoot the second red beam, so hop off your board for a 
second, and hold grind to caveman on the second beam. 

Additional Tip- Here's a note from Adrian S. 
I grinded that yellow rail of the walkway jumped to the pipe on
the right but then i didn't go down to the first red rail. I
accidently jumped up to the gray structure and from there down
to the second red rail. Got groovin zubin for that and didn't
have to caveman in hurry. Thanks Adrian!

MANUAL CENTRAL ROOM RAMPS: the control room is the building right 
in front of the crane.  there's two steep ramps leading from DECK 
2 to DECK 3--you have to manual up one, over, and down the other.  
and you need to do it all--every inch.  my recommendation is to 
use the walkway in the MESS OF WALKWAYS that leads down to pick 
up speed, then start your manual just before the ramp starts.

LEAPING LIMA BEAN!: you basically need to lip DECK 1.  go to DECK 
1 in front of the HELIPAD.  if your back is to it, you'll see the 
OFF THE PIPE and PIPE HOP pipe in front of you.  to your right, 
there's a small(er) ovacular hole in the floor.  go to the far 
side of that and set your restart.  ollie over the edge, holding 
R2.  you'll bank drop and then hit a qp.  and then you'll lip 
DECK 1!


------------------------
------L7. Vans Skatepark
------------------------
-------------------------
L7LO.  Level orientation.
-------------------------

BIG HP: it's a BIG hp.  on the opposite side from the entrance to 
Downtown.

WALKWAY: a raised walkway that goes through most of the level.

SMALL HPS: the two hps that are right in front of you when you 
enter from Downtown.  They're not that small, but, you know, 
compared to the BIG one..

STREET AREA: the middle area of the map.  qps, a couple of 
funboxes.

COMBI POOL: the clover-shaped pool.

BACK AREA: the area behind the STREET AREA that's mostly under 
the walkway.

TRIPLE COPING GRIND QPS: these are the three consecutive qps that 
you use for the TRIPLE COPING GRIND gap.

BREAK ROOM: behind one of the SMALL HPS (there's only one small 
hp you can go behind) there's an elevator.  it takes you to the 
BREAK ROOM.

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

THREE MORE TO GO!: natas one of the air hockey tables on the 
WALKWAY. Some strategy is detailed under the "Natas four the
Win!" gap.

BANZAI POOL DROP 1: get on top of the roll-in side of the BIG HP.  
grind the rail on the back of it, closest to the COMBI POOL, 
toward the wall.  at the end of it, ollie to acid drop into the 
pool.

BENCH HOP: on the WALKWAY, there's some collapsed bleachers (by 
collapsed i mean pushed into their smaller state, so it's almost 
like a big blue wall); grind, hop grind them.

CHANNEL GAP: air over the roll-in in the BIG HP.

COMBI SPINE: spine transfer over the only spine-transferable part 
of the COMBI POOL.

COPING 2 GUARD-RAIL: grind the coping of the wall side of the BIG 
HP, and hop to the right ("boned" it, if you need to) and grind 
the handrail.

DECK DROP: acid drop from the WALKWAY into a qp.  this can be 
done in a few places, i think; i did it on one of the three 
TRIPLE COPING GRIND QPS.

GRIND AROUND ON THE PIPE!: above the SMALL HPS, there's a pipe.  
it goes in a full circle; grind the whole thing.

GUARD-RAIL 2 ACID DROP: grind the handrail of the WALKWAY and 
acid drop into the TRIPLE COPING GRIND QPS.  may take a little 
finesse.  may not.

GUARD-RAIL 2 COPING: reverse COPING 2 GUARD-RAIL.

HIGH RAMP LIP: near the entrance to the BIG HP, there's a little 
qp  against the bottom of the wall of the ramp that goes up to 
the roll-in side of the BIG HP.  look around.  there's a big RDS 
poster right above it.  air up and lip the handrail above.

LEDGE 2 LEDGE: on the STREET AREA side of the BACK AREA, grind 
the coping of the qp; there's a little gap in it--grind/hop/grind 
it.

LEDGE 2 RAIL: between the STREET AREA and the BACK AREA, there's 
a fence-looking thing.  sometimes it's a rail, sometimes it's a 
guard-rail.  this time it's a rail.  right at the base of it, 
there's a little ledge (on both the BACK and STREET sides of it, 
but the one on the STREET side, the red and black ledge, works 
better.  grind the ledge, hop, grind the rail.

LEDGE HOP: on the STREET AREA side of the BACK AREA, grind the 
coping of the qp; there's a little gap in it--hop to grind the 
coping of the qp on the other side of the gap. (you should get 
both LEDGE 2 LEDGE and LEDGE HOP for this.)

LIP ON THE DECK: lip on the WALKWAY.  use the TRIPLE COPING GRIND 
QPS.

OVER THE BEAM: in the BACK AREA, close to the SMALL HPS, there's 
a qp against the wall.  if you air off it, you should see a beam 
that you can air over.  air over it. The beam is directly under
the hockey tables.

POWER TRANSFER: in the corner by the COMBI POOL, there's a qp 
with electrical business going on inside it.  air off that into 
the pool.

RAIL 2 LEDGE: STREET AREA.  on the long, curved qp, there's a 
yellow rail.  grind that, then hop to grind the ledge next to it.

RAIL 2 RAIL: use the fence between the STREET AREA and the BACK 
AREA as your first rail, then hop to grind the yellow rail, or 
any of the various other rails around.

RAIL HOP: use the fence between the STREET AREA and the BACK 
AREA; grind to the gap in that fence, and hop to grind the next 
part of the fence.

SCAFFOLD HOP: on the part of the WALKWAY that goes from the BACK 
AREA to the BIG HP, there's a fence.  grind that fence toward the 
BIG HP.  it'll turn 90 degrees and take you with it.  after the 
turn, hop and grind the metal crap in front of you.  i don't know 
what that stuff is, but i'm pretty sure it's not scaffolding, so 
that tells me that neversoft doesn't know what it's called 
either, so i don't feel bad.  grind the "scaffolding" and hop to 
grind the next bit of "scaffolding."

STORAGE TRANSFER: this is tricky.  on top of the wall-side of the 
BIG HP, there's another "power qp" (described above as "a qp with 
electrical business going on inside it"--don't i have a way with 
words?).  you need to hip transfer from the BIG HP to that little 
one.  it may take a few tries. 

Additional tip from Nodummy:
"Don't ollie!  It is the perfect plan. Try it out yourself and
see. It works like a charm. There is no retarded hanging to try
and dodge.I did it on the 2nd time I tried it. It was bliss."
-THANKS Nodummy!


TWO MORE TO GO!: natas on two of the air hockey tables on the 
WALKWAY. Some strategy is detailed under the "Natas four the
Win!" gap.

VERT TRANSFER: transfer between two qps.  for instance, two of 
the TRIPLE COPING JUMP QPS.

BANZAI POOL DROP 2: in the corner by the COMBI POOL, there's a qp 
with electrical business going on inside it.  climb on top of it; 
there's a ladder there.  climb the ladder.  from that little 
platform, run and jump and acid drop into the pool.

GO LONG!: grind the coping on the COMBI POOL-side of the BIG HP 
(the side with the roll-in).  go away from the wall, at the end 
of the BIG HP, boned ollie and acid drop into the qp in the BACK 
AREA.

LIP ON THE SPRINKLERS: air really high out of the BIG HP (on the 
wall-side) and lip the pipe above.

MANUAL THE HUMPS: in the BACK AREA, there's a very obvious set of 
humps.  manual over them.

NO WALLPLANTING!: in the BACK area, at the end nearer to the BIG 
HP, there's a post with a sign that says "no wallplanting!"  you 
need to wallplant it.  ollie up there using the little kicker 
right in front of it, wallplant it, and grind on the green rail 
that will be there for you to grind.  this can be a very 
temperamental gap, so keep at it. You can also sticker slap the
sign, but it doesn't register as well.
Additional Note-
It helps if you boneless to the wall plant. It registers basically
everytime, as opposed to once in a while with ollieing.
-THANKS FOR THE TIP STEVE D. 

OVER THE BLEACHERS: next to the COMBI POOL, there's 2 sets of 
bleachers, one next to the BIG HP, the other by the STREET AREA.  
behind the ones by the STREET AREA, there's a little qp; use that 
qp to air into the COMBI POOL.  hit R2 as you enter the pool--if 
you don't it doesnt seem to register.

BANZAI POOL DROP 3: this isn't that hard--it's not as hard as it 
sounds.  jump out the BREAK ROOM window, and hop onto the pipe.  
just before that pipe turns, hop right, and land (and stop) on 
top of the green thing up there.  i think it's like a recoiled 
garage door.  but that's not important right now.  what's 
important is that you set a restart.  now, face toward the BIG HP 
and grind the thing you're on.  when it ends, boned ollie over 
the next grindable thing, onto a curved pipe that will end in a 
second.  at the end of it, acid drop.  BANZAI.

LONG MANUAL: get on top of the roll-in of the BIG HP.  see 
there's a ramp that leads to the deck of the HP?  manual across 
the top of the HP, and down the next ramp, so you are facing the 
bleachers.  not that long of a manual, really.

THE PATIENT PLANT: if you look on the side of one of the TRIPLE 
COPING GRIND QPS, you'll see a green design with PATIENT going 
down the middle of it.  you need to sticker slap that, but you 
have to come at it from on top of the QP next to it.  you don't 
have to grind into it, or out of it, but it does help, cuz 
sometimes it doesn't show up otherwise.

TRIPLE COPING GRIND: grind the coping of the TRIPLE COPING GRIND 
QPS.  ha!  that's technically called a "circular definition."  
ok, in the STREET AREA, there's a set of three QPs, two are 
attached by a ramp, and there's a third next to them.  do three 
quick little grinds, like this: grind-quick!hop!-grind-
quick!hop!-grind.

Here's a contributed method:
"Well, facing the QPs, grind the left most (the detached one), 
and hop to a grind on the middle.  Now land it.  After that, turn
and face the right most QP and lip it.  It should give you the gap."
-Jessica

ONE MORE TO GO!: natas on three of the air hockey tables on the 
WALKWAY. Some strategy is detailed under the "Natas four the
Win!" gap.

PELIGRO: in the BACK AREA, near the BIG HP, there's a vertical 
red beam, with a bent sign at the base of it that reads 
"DANGER/PELIGRO."  that sign makes the post a qp.  in addition to 
all that, there's a qp up on the WALKWAY above.  use the qp on 
the WALKWAY do air down and land right in the middle of this 
little beam.  

NATAS FOUR THE WIN!: natas on all four of the air hockey tables 
on the WALKWAY. Here's some strategy thanks to Dan:

"First, land a natas spin on the first table and ollie toward 
the next table. Land as close as you can, even though you can't 
ollie all the way, get off your board and run directly under the
light. from there, do a back tuck, and hit the natas spin at the
peak of your jump. doing a back tuck will actually give you just
enough height to reach the light you have to natas on. repeat this
on a third light. it's still fairly hard, and you need to be prety
quick with it, but this makes it a little bit easier." -Dan

Here's a tip from Marc:

"It's a lot easier if you get off your board after every natas 
and the stall at the side of the table, from there, you can jump
right up to the top of it." Thanks Marc!

---------------
------L. Casino
---------------
-------------------------
L8LO.  Level orientation.
-------------------------

CAR STAND: Gold circular stand on the bottom level of the casino. 
Has a car in it.

BOTTOM LEVEL: Car Stand, Roulette Tables, Base of Elevator

SECOND LEVEL: Walkway around the bottom level

BAR AREA: The area on the SECOND LEVEL with the pools, wires, and 
bar.

THIRD FLOOR: Numerous Pools, Large Gap Above the Bar Area

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

LEDGE HOP: There are many places you can hit this. Here's an easy 
one. Go to the BOTTOM LEVEL. Around the edge of the entire floor 
runs a small ledge. If you grind around it, there will be a small 
gap that you can use. It's a gap right in front of the door by 
the CAR STAND. 

RAIL HOP: On the BOTTOM LEVEL of the casino, there are two set of 
rails that run in sequence from the escalators on either side of 
the level. One sequence consists of four rails, the other 
consists of two. Grind transfer between the one that consists of 
two. 

RAIL2RAIL: On the BOTTOM LEVEL of the casino, there are two set 
of rails that run in sequence from the escalators on either side 
of the level. One sequence consists of four rails, the other 
consists of two. Grind transfer between the one that consists of 
four.

AROUND AND DOWN: Grind the top of the CAR STAND. Jump to a grind 
on one of the yellow ropes that are connected to it.

CAPTAIN'S CRASH: Go to the THIRD FLOOR, where there is a boatload 
of pools. Find the two small pools where "Angry Monkey!!" took 
place. Use a bowl to spine transfer down to the lower level where 
the bar is.

ICARUS' DECENT: Go to the THIRD FLOOR. Find the elevator that 
isn't near the diving board. Immediately in front of the door of 
this elevator, there is a QP. Spine transfer down.

K.A.P. GAP: Go to the CAR STAND that has the two gold rails. Use 
the one on the left to grind up and land in a grind on the 
railing on the second floor. 

KA_CHING!: This is an air transfer between two Slot Machine QP's 
with the curvy red, white and blue rails above them. You can find 
them on the BOTTOM LEVEL of the casino, in the sunken part, where 
there's nothing but slot machines.

LAZARUS: Go to the THIRD FLOOR. Find the pool shaped like an 8. 
Transfer from this to the large pool next to it that has a slide 
by it. 

LOT'S MO' MONEY: As soon as you start, there should be two 
escalator ramps and a QP in between them. Spine transfer the QP.
In THUG2 REMIX, this would have given you the gap. However,
you need to spine transfer the identical QP's that are at the
other side of the Casino for it to register in THAW.

MAC GAP!: Find the elevator doors on the BOTTOM LEVEL that is 
near the car stand. There should be a slot machine QP infront
of these doors. You are going to spine transfer down from the
SECOND LEVEL to this QP. This is similar to the "Icarus' Decent"
gap.

NICE TRANSFER YO!: Find the slot machines in the middle of the 
BOTTOM LEVEL that have a fancy "w" shaped red, white and blue 
rail thing above em.  Near the horseshoe desk.  Air transfer, not 
spine transfer, to get this gap.

POOL 2 POOL: Go to the BAR AREA.  Spine transfer between the 
pools surrounding the bar.  Facing the waterfall, this one's on 
the right.

POOL TO POOL: Go to the BAR AREA.  Spine transfer between the 
pools surrounding the bar.  Facing the waterfall, this one's on 
the left.

POP!: On the THIRD FLOOR, on either side of the QP that you use 
to perform "Icarus' Decent", there is a grindable ledge. Grind 
Transfer.

RAIL 2 LEDGE: As soon as you start, don't go down to the BOTTOM 
LEVEL. Instead go to the left of the escalators. Stop when there 
is a green handrail in front of you. You need to transfer from 
the green rail on your right to the pinkish ledge on your left. 


UP AND AROUND: The opposite of "Around and Down." Grind the gold 
rails connected to the car stand and land in a grind on the top 
of the car stand.

HIGHLOW: Find the pool with the diving board on the THIRD FLOOR. 
Spine transfer from this pool, down to a pool in the bar area. 
This may take a couple attempts.

INFINITY: On the THIRD FLOOR, there are two air jets. Launch from 
one to the other. May take a couple attempts.

LEFTY: Go to the THIRD FLOOR, find where the diving board is. On 
either side of the elevator nearest to the diving board there are 
two bowls concealed with glass roofs. Transfer into the left one.

LOWHIGH: Do HighLow in reverse. You can get momentum from spine 
transfers or from doing "Soaked".

RAMP TRANSFER: Go to the THIRD FLOOR.  There are multiple 
transfers that register this gap. An easy one is a spine transfer 
between the "8" shaped bowl and the bowl with the diving board.

RIGHTY: Go to the THIRD FLOOR, find where the diving board is. On 
either side of the elevator nearest to the diving board there are 
two bowls concealed with glass roofs. Transfer into the right 
one.

SOAKED: Go to the BAR AREA. The objective of this goal is to 
launch across the bar the long way. Go to the THIRD FLOOR and 
acid drop into one of the bowls at either end of the Bar. Launch 
forward, and acid drop at the other side.

BAR HOPPIN': Spine Transfer over the bar. Use momentum from spine 
transferring from the THIRD FLOOR. 

THREE O'CLOCK: There's a ledge that runs along the edge of the 
SECOND FLOOR. Jump from this ledge onto the rail from "Rail to 
Ledge". It won't register unless you grind the entire length of 
the ledge.

CAPTAIN'S TRIUMPH: Do "Captain's Crash" backwards.

HIGH WIRE: Go to the THIRD FLOOR. There are two air jets on 
either side of the huge gap. Right by each of these air jets is a 
lamp post. Each of these lamp posts has a wire running down 
towards the SECOND LEVEL. Jump to a grind on one of the wires. 
Now, the object is to jump and land in a grind on the other wire 
from the other post. As you grind down, you will notice a huge 
mess of wires. The only real tricky part of this gap is figuring 
out which wire to land on. Not a difficult gap though.. just 
tricky.

REVEREND'S REQUIEM: THIRD FLOOR.  If you're at the diving board, 
facing the waterfall, you want to start this gap in the pool 
that's the furthest from you on the right side.  Spine transfer 
from that pool down to a bar area pool.


---------------------
------L9. Skate Ranch
---------------------
-------------------------
L9LO.  Level orientation.
-------------------------

**NOTE: SEVERAL SKATE RANCH GAPS CAN ONLY BE DONE DURING CERTAIN 
WINDOWS IN STORY MODE.  so, be forewarned.  it will be mentioned 
in the description if this is the case with a gap.

ALSO: all directional reference will be from the standpoint of 
the start of the level, unless otherwise stated.

SNAKE RUN: the long cement snake run.  right in front of you when 
you start.

HUMPS: in the back left of the level, there's two humps with a 
pipe connecting them.  this is that area.

PYRAMID: to the right of the SNAKE RUN, there's a set of qps 
surrounding a pyramid.

COUCH AREA: in the back right of the level, there's a huge bowl 
with various crap lying around in it--among that crap is a couch.

METAL MESS: to your right when you start the level is a large 
bowl with a bunch of hunks of metal in the middle of it.

MOUNTAIN: the center of the back of the level.  a big hill.

FERRIS WHEEL AREA: to the left of the SNAKE RUN; three spines, 
one of which was made with the FERRIS WHEEL.


-----------
L9A.  Gaps.
-----------

CAR HOP: left and behind you at the start of the level is a car.

CAR PARTS HOP: in the COUCH AREA, there's a grindable line of car 
parts.  ollie over it.

CASINO ELEVATOR: on the PYRAMID area side of the MOUNTAIN, 
there's an elevator; use it, and you get the gap.

BACK OF COUCH: COUCH AREA.  get off your board and do something 
to the couch; pretty much anything will do, but whacking it is 
how i first got the gap.

CONTROL BOX SPINNER: COUCH AREA.  there's a spinning thing on the 
ground.  ollie off of it.

DOWNTOWN STREET: between the METAL MESS area and the PYRAMID 
area, there's a chunk of street there, part of which is a roll-
in.  manual down it.

BAIL BONDS WALLRIDE: COUCH AREA.  there's a billboard sitting 
around.  wallride it.

COURTHOUSE BIG SPINE: there's three things you can spine in the 
FERRIS WHEEL AREA.  for this gap, spine the middle one.

STRANGE DECORATION BOOST AIR: on the MOUNTAIN, there's three 
wires leading up to a strange decoration (that came from the 
Casino).  grind up one of the wires.

BAIL BONDS LIMOUSINE: COUCH AREA.  ollie over the limo; trunk to 
hood works best.

RECORD CO. TOP JUMP: STORY MODE ONLY.  after you get the record 
company piece (the huge record-player arm), it's right by the 
FERRIS WHEEL AREA.  grind it.

VENTURA FWY DROP: somehow get points on the sign above the hp 
that's right in front of you when you start.  you can just ollie 
up there and get off your board on it, or drop off of it, 
whatever.

SPOTLIGHT AIR: MOUNTAIN.  on the COUCH AREA side, there's a 
kicker made of spotlights.  use the kicker.

BAG SHOP ARCH MANUAL: between the PYRAMID and METAL MESS areas, 
there's a hump (to the right of the DOWNTOWN STREET).  manual 
over this hump.

GREEN DOME AIR: METAL MESS area; on the side farthest from the 
PYRAMID, there's a green "dome". Right next to this dome is a
Quarter Pipe. Get alot of speed using this Quarter Pipe and
launch off of the Green Dome. It won't always register unless 
you get some good air.

SKATEPARK OFFICE KICKER: COUCH AREA.  there's a kicker by the CAR 
PARTS.  use it, do a trick.

MUSEUM GATES RAILDROP: METAL MESS area.  as you approach from the 
start of the level, there's a set of green gates.  grind up one 
side of them, then ollie and bank drop (while holding the grind 
button) down onto the other side.

EL TENIENTE GRIND: to the left from where you start the level, 
there's the huge EL TENIENTE sign.  there's two rails that go up 
and around it.  grind one, or both.  whatever.

FAME GRIND GAP: in the back left from where you start the level, 
there's the hollywood stars.  grind one section, then hop to 
grind another.

FIRE ESCAPE GRIND: the fire escape starts up on top of the 
PYRAMID; it's a mess of green rails.  You need to grind the
entire length of one of the green rails that runs down the
pyramid. Start at the top and grind down towards the pyramid.

CITY HALL STAR JUMP: above the METAL MESS area, there's a set of 
rails connected to the city hall star.  grind a rail to it, ollie 
over it, then grind the other side.

DINOSAUR HEAD GAP: STORY MODE ONLY.  after you get the part, 
there's a number of gaps in the dinosaur head; mainly the one 
between to two qps in it.  air between them.

PYRAMID NATAS: natas the top of the PYRAMID.

DESTROYED HOTEL JUMP: the destroyed hotel is the METAL MESS.  air 
of a part of it.

CHINAMAN TOWER: between the COUCH AREA and the PYRAMID, there's 
the tower from Chinatown.  grind the green beam in front of it.

777 GOLD RING: between the SNAKE RUN and the PYRAMID, there's a 
piece from the Casino.  use the kicker in front of it to ollie to 
grind the gold rail around it.  grind around it three times.

ESCALATOR POP: there's an escalator that cuts through the 
MOUNTAIN.  grind the handrail and ollie up to the mountaintop 
proper.

FLOOR PLATE GAP: HUMPS area.  there's a huge metal plate.  skate 
up it and ollie from it to the top of the MOUNTAIN.

MEXICO BELL: between the PYRAMID and the METAL MESS, there's the 
bell.  grind the rail that leads up to it, till you hit the bell.  
you'll be launched, and the gap will show up before you hit the 
ground.

MOVIE ROPES HIP TRANSFER: to yr left when you start the level, 
there's a curvy, narrow hp (with velvet ropes along the top of 
it).  hip transfer the part you can hip transfer over it.

OIL TANKS PIPE: this refers to the metal pipe between the two 
HUMPS.  grind that pipe.

UNDERGROUND TUNNEL PIPE: behind the HUMPS area, there's two 
entrances to a tunnel.  grind the pipe in the tunnel.

OIL RING VATOR: STORY MODE ONLY.  in the HUMPS area, there's a 
big metal pipe thing sticking up; it has a circular metal rail 
around the bottom of it.  grind that circular rail; it'll ascend, 
and you'll get the gap.

PIER SCOPE JUMP: FERRIS WHEEL AREA.  use the one with the shack 
on top.  skate up one side of it, ollie over the shack, and land 
it.

OIL RIG CHUNK AIR: MOUNTAIN.  there's a sort of flattened 
staircase leading to the top of the MOUNTAIN (NOT the escalator).  
ollie from the top and clear it.

KICKER TO PIER SIGN: FERRIS WHEEL AREA.  the pier sign is 
sticking out of the water on the far side.  use the kicker on the 
HUMPS side to get to it and grind it.

FERRIS A-FRAME DROP: FERRIS WHEEL.  skate up the actual FERRIS 
WHEEL one (it has a rust-colored slats going up it).  grind up 
one side, then bank drop onto the other.

SHARK HEAD TELE: "tele" is short for teleport.  go into the 
shark's mouth while in combo, hold you the grind button, and
you will be teleported somewhere. This should register the gap.

WASTELAND GRIND: grind the front of the WASTELAND sign.  get 
there from the top of the MOUNTAIN.

ROULET HOP 2 NATAS: on top of the MOUNTAIN, there's the roulette 
wheel.  where it connects to the mountain, there's little kicker.  
use to kicker to ollie into a natas on the point of the wheel.

DOGGTOWN STAIRSET: on the far side of the METAL MESS, there's a 
subsurface stairset (from Santa Monica).  ollie over it.

SPIKE PIT STATUE NATAS: HUMPS area.  the pit with the statue in 
the bottom of it.  natas the top of the statue, then grind the 
yellow rails out.

GREEN PIPE POINT MANUAL: manual from the wooden hp you start by, 
all the way down the SNAKE RUN, to the tunnel at the end of it.  
go thru the tunnel, but don't ollie or anything, just manual 
right into it.


-----------------------------------------------------------------
------03. CLASSIC LEVELS.----------------------------------------
-----------------------------------------------------------------

---------------------
------C1. Minneapolis
---------------------
-------------------------
C1LO.  Level orientation.
-------------------------

ROOF: Near the red carpet, there is a truck with a sloped back. 
Use this like a kicker to launch into the tunnel that is in front 
of the truck. Follow this tunnel up to the roof.

DECK: When you start, head down the street. When you reach the 
first intersection, turn left and head down this street. There 
will be a Quarter Pipe on your left side when you reach the end 
of the street. This Quarter Pipe and the area around it is the 
DECK.

-----------
C1A.  Gaps.
-----------

CAR HOP: Air over one of the moving cars.

CHEESY DECK GAP: When you start, head down the street. When you 
reach the first intersection, turn left and head down this 
street. There will be a Quarter Pipe on your left side when you 
reach the end of the street. The object is to spine transfer 
using this QP. You need to spine transfer at the point where the 
two Quarter Pipes are the closest. If you spine transfer too 
great a distance you'll get either "Deck Gap" or "Burly Deck 
Gap".

KICKER GAP: As soon as you start, there are a couple of kickers 
in front of you. Launch off one and land on another.

WHIMPY GAP: Go to the fountain area. Jump over one of the 
flowerbed planters.

BILLBOARD GAP: When you start, head down the street. When you 
reach the first intersection, turn right and head down the 
street. There are three kickers on this street and a Billboard on 
your left. You must transfer from the kicker furthest up the road 
to a grind on the rail in front of the Billboard.

BS GRIND: BS stands for Bus Stop. Find a kicker and a Bus Stop 
and launch to a grind on the Bus Stop.

CAR OLLIE: Ollie over one of the parked cars. This doesn't 
register for every parked car.

KICKER 2 EDGE: As soon as you start, there are a couple kickers 
in front of you and a couple ledges running alongside the street. 
Use a kicker to launch into a grind on one of the ledges.

KICKER 2 STREET: As soon as you start, turn around. There are two 
kickers. Use one of them to launch up to the road behind where 
you started.

BS GAP: BS stands for Bus Stop. Find a kicker and a Bus Stop and 
launch over the Bus Stop,

GLASS GAP: Find the red carpet area. The building the red carpet 
comes from has a breakable glass front. You need to launch 
through the glass from one of the kicker shaped edges near the 
red carpet.

OVER THE FOUNTAIN: In the very center of the level there is a 
fountain. Air over it.

OVER THE RED CARPET: Find the red carpet and launch over it.

RED CARPET HOT SHOT: Manual the entire length of the Red Carpet. 
The Red Carpet actually starts inside the building so you will 
need to go inside.

T 2 T: Near the red carpet, there is a truck with a sloped back. 
Use this like a kicker to launch into the tunnel that is in front 
of the truck. This is part of the normal path to the ROOF. This 
probably stands for "Truck 2 Tunnel".

SUCKY ROOM GAP: Get to the ROOF. As soon as you do, turn around 
and you should see a kicker. This kicker lines up to a completely 
blank room across the street. Launch into this room.

DECK GAP: When you start, head down the street. When you reach 
the first intersection, turn left and head down this street. 
There will be a Quarter Pipe on your left side when you reach the 
end of the street. The object is to spine transfer using this QP. 
You need to spine transfer with a medium distance between the two 
QP's. If you spine transfer too great a distance you'll get the 
"Burly Deck Gap" and if you transfer too small a distance you'll 
get the "Deck Gap".

RAIL 2 RAIL TRANSFER: Go to the DECK. There are two rails facing 
each other. You need to launch from a grind off one of them into 
a grind on the other.

BIG ASS: This is similar to the "Glass Gap". Go to the Red 
Carpet. On either side of the Red Carpet, there are two kicker-
like edges. You can use either to launch through the glass of the 
theatre building to get the "Glass Gap", but for the "Big Ass" 
gap, you need to use the one farther from the Red Carpet. Launch 
through some glass from the farther kicker-like edges.

TRUCK GAP: As soon as you start, head forward and follow the 
street. Keep following this street and eventually there will be a 
truck on your right side. This truck has a kicker on either side 
of it. Launch from one kicker to the other.

SECRET TUNNEL ENTRANCE: On the way to the ROOF, you pass through 
a glass tunnel. This glass tunnel can be found right before the 
Truck that you used in "T 2 T". The object is to launch into this 
Tunnel from the street. There are two ways of going about this. 
There is a small kicker and also a Quarter Pipe that you can use. 
The kicker is the one closest to the tunnel. From the kicker, you 
can Wallride and immediately Wallie to get into the Tunnel. You 
can also Boneless out of the QP. Either way, smash through the 
glass to get this gap.

TUNNEL GAP: This is similar to "Secret Tunnel Entrance". The 
difference here is that you need to go all the way through the 
Tunnel and out the other side. Follow the instructions for 
"Secret Tunnel Entrance" gap and try to fly all the way through 
the Tunnel.

OVER THE TUNNEL: Get onto the ROOF, turn around, and jump over 
the tunnel. This might not register unless you clear the entire 
width of it. Boneless helps.

BURLY DECK GAP: When you start, head down the street. When you 
reach the first intersection, turn left and head down this 
street. There will be a Quarter Pipe on your left side when you 
reach the end of the street. The object is to spine transfer 
using this QP. You need to spine transfer at a point when the two 
Quarter Pipes have a large distance between them. If you spine 
transfer too small a distance, you'll get either "Deck Gap" or 
"Cheesy Deck Gap".

ROOF 2 ROOF: Get onto the ROOF. Find the area on the roof where 
there are a number of Quarter Pipes. In between three of these 
Quarter Pipes are kickers. One of these faces a roof that is 
lower down than the roof you are on now. You need to launch from 
that Kicker to that roof. If you try and get off your board and 
cling onto the wall or run up it, the gap won't always register.

TRANSFER: Directly across the street from the Red Carpet, there 
are a couple Quarter Pipes that you can spine across. Spine 
across them.

DIRTY RAIL: As soon as you start, go down the street. When you 
hit the first intersection, there is a kicker on your right. On 
your front-left, there is a pathway leading down to the fountain 
with two rails on either side of it. You need to launch from the 
Kicker to the closer rail. A boned ollie with special is a good 
bet.

DEATH GRIND: As soon as you start, go down the street. When you 
hit the first intersection, there is a pathway leading down to 
the fountain with two rails on either side of it to your front-
left. Your objective is to land in a grind on the left rail. 
Where are you launching from you ask? Well, go to the ROOF. Now 
do "ROOF 2 ROOF" so you are on the other roof (the one with the 
bowl). Now find the lone Kicker that is facing the rail that was 
mentioned earlier in this paragraph. Launch from this Kicker to a 
grind on the rail bellow. This is easier than it sounds, but 
setting a Restart Point is always recommended.


--------------------
------C2. Santa Cruz
--------------------
-------------------------
C2LO.  Level orientation.
-------------------------


DERBY AREA: When you start, turn 90 degrees right and go forward. 
Hard to miss.  That weird pool/snake run is the "derby" in the 
DERBY AREA.  i don't know why, don't ask me.

1ST BUILDING: The broken down building with a bowl inside it that 
you start close to.

2ND BUILDING (HOTEL EXTENSION): The building directly next to the 
1st that you can grind through and has a vent on top.

HOTEL (3rd Building): The building next to the 2nd Building that 
you can enter and has many vents on the roof.

PIER: Across the street from the HOTEL and has a toll booth at 
the entrance to the area. Hard to miss.

SKATE PARK: Area behind the HOTEL that mysteriously resembles a 
skate park. 

DOWNTOWN: Area behind the 1st and 2nd Buildings. Contains 
benches, ledges, rails, and wires. 

-----------
C2A.  Gaps.
-----------

BENCH HOP: In the DERBY AREA, grind one bench and jump into a 
grind on another.

OUTSIDE DERBY RIM: In The DERBY AREA, Grind all the way around 
the ledge that circles around the large pool.

WIRE HOP: The Wires are the high up wires that run from telephone 
poles and buildings. This gap can be accomplished multiple 
places, but the easiest way is to use the two rails that run 
above the Skate park. Just grind one, and jump and grind another.

DERBY TO VOLLEYWOOD: Go to the DERBY AREA. Find the brown area 
with the grungy volleyball net. You need to transfer from a grind 
on the Derby Rim (the ledge surrounding the large bowl) to a 
grind on the brown ledge that surrounds the volleyball net.

GREENHOUSE GAMBLE: When you start the level, turn 90 degrees 
right and go half way to the DERBY AREA. There should be some 
bright pink/yellow flags on your left. Turn to your right and use 
the QP to transfer into the shack. The roof breaks as you descend 
into it. There are two of these "shacks" next to each other. The 
objective is to air transfer between these two "shacks". It's a 
stubborn gap that might not always register.

HOTEL AND STREET TRANSFER: Get in front of the 2ND BUILDING. Use 
the QP to transfer up to a bowl on the roof. Easy as pie. And pie 
is easy.

OUTSIDE IN: In the DERBY AREA, there are two rims that surround 
the bowl. Grind the Outer Rim and switch to grinding the Inner 
Rim.

RAIL 2 LEDGE: Get in front of the 2ND BUILDING. Grind the QP and 
jump up to the Blue Ledge and grind. Same QP as the last gap.

STAIR TO STAIR: When you start, go forward and jump down into the 
sand. There will be a long line of stairs that runs along side 
the beach. Grind one of them and follow it. Eventually it will 
kick you into the air and you will land in a grind on more 
stairs. 

VOLLEYWOOD TO DERBY: Go to the DERBY AREA. Find the brown area 
with the grungy volleyball net. You need to transfer from a grind 
on the brown ledge that surrounds the volleyball net to a grind 
on the Derby Rim (the ledge surrounding the large bowl).

WATER JAM: Go to the PIER. There is a small boat in the water 
with a line attached to it. You must grind this. This can be done 
easiest by grinding the white rail that points towards the boat 
and jumping. You really should be able to figure all of that out. 
Once you're grinding the rope over the water, transfer into the 
boat. There is a small half-pipe inside it. Use it to transfer up 
and lip the pole sticking out of the water. You can also grind 
the pole-thing to get the gap, but you will just fall into the 
water when you try and land.  And not get the gap.  Unless you 
know a magical spell, in which case, please share it with the 
authors of this guide.

*Note: I did receive a magic spell from a nice dude named Seth.
If you set a restart point on dry land, you can grind the pole
for the gap to register and warp back to the restart point 
before you hit the water. Wow, we weren't actually expecting
a response to this.

PLANTER SWITCH: Go to the HOTEL (3rd Building). Use a QP out 
front to jump up to a grind on the rail. Jump to a grind on the 
grey-concrete like overhang rail that runs parallel to the rail 
you're grinding.

REV WAS HERE: I bet you don't have this gap. From the start, go 
straight down the street until you reach the road that lies 
between the 2nd and 3rd building. You will notice that there is a 
planter on your left (and on your right). Continue up this street 
until the find the planter that is just over the wall from the 
skate park. To get this gap, you must grind the planter and land 
in a grind on the planter that was down the street. Get some 
speed. -THANKS STABSPIRE

AROUND THE WORLD: As soon as your start, look forward. You'll see 
a little booth like thing with a small little kicker in front of 
it. There are three of these that have one long wire wrapped 
around them. Grind around this wire.

CAR HOP: Jump over a car. Need I say more?

HIGH LIP: Go to the SKATE PARK, now find the large QP. Use the 
large QP to launch up to a lip on the walkway that runs overhead.

HOTEL QP TRANSFER: Go to the HOTEL (3rd Building), and go through 
the front door. Turn left and you'll see a red QP. Spine transfer 
using this red QP to a QP on the street.

OVER THE BRIDGE STAIRS: Go to the street in between the HOTEL 
(3rd Building) and 2nd Building. Find the QP that is just over 
the wall from the skatepark. Hint Hint. Use this QP to spine 
transfer over the walkway and into the Skate park.

PIER RAILING TO AWNING: Go to the PIER.  Find the green rail that 
is humped. This rail runs alongside a building and is directly 
next to the only ladder in the Pier area. Grind this rail towards 
the water and use the hump to launch up to a grind on an awning. 

RAMP TRANSFER: Go to the SKATE PARK. Find the two ramps that are 
separated by a crack. They're the closest to the HOTEL (3rd 
Building) with the red paint and green graffiti art. Transfer 
from one ramp to the other. You can literally get off your board 
and jump from one to the other to get the gap if you are lazy. 

SUSPENDED PIER ROPE: Go to the PIER and jump in the water. Now go 
forward and turn left under the under the overhang. You should 
see two white rails that connect to a rope. There should be a 
bench between the two. Grind the one on the right. When you see 
the other rope over the water, jump to it for the gap. This will 
make sense when you try it. 

UP AND OUT: Grind the stairs from "Stair to Stair". Instead of 
landing in a grind on more stairs, land in a grind on the wire 
from "Around the World".

DOWNTOWN LEDGES TO WIRE: Go to the DOWNTOWN Area (The Area Behind 
the 1st and 2nd Buildings). Find a bench with kickers on both 
sides. Use the kicker to launch up to a grind on a ledge on the 
side of a building. Jump into a grind onto the wire that runs 
alongside these ledges. 

90 DEGREES OF SEPERATION: Go to the SKATE PARK. Transfer from the 
QP to the Large Half Pipe. This is a pretty easy hip.

AROUND THE TOP: Go to the 1ST BUILDING. This goal basically has 
you grind around in a circle on the second level. There are 
multiple ways to get up to the second level. You can launch from 
the planters on the inside, take the ladder, use the bowl inside 
to launch up, or launch up to an external rail on the outside. 
This gap is very simple. Just grind all the way around the path 
on the second floor.

HIGH IN THE POOL: Go to the 1ST BUILDING. Go into the bowl. Lip 
the wire over the bowl.

OVER THE BLEACHERS: Go to the SKATE PARK and launch over the 
bleachers.

OVER THE PIER: This gap involves the same stairs from "Stair to 
Stair". If you follow the stairs all the way to the PIER, they 
will launch you up and over the toll booth and onto a log. It's a 
good idea to have a lot of speed.

SPINE INTO THE POOL: The secret to this is finding the "secret" 
QP above the 1ST BUILDING. To do this, get in front of the 2ND 
BUILDING. Use the QP to transfer up to a pool on the roof. Once 
in the pool, head forward and launch up again to the ledge and 
grind towards the right. This ledge will launch you into a small 
QP room above the bowl. Simply spine transfer from this QP to the 
room bellow.



------------------
------C3. The Mall
------------------
-------------------------
C3LO.  Level orientation.
-------------------------

POOL: This is the small body of water near the beginning of the 
level. It has a stack of blocks at the center of it. The blocks 
have holes in them.

16 SET: the set of 16 stairs that come shortly after the POOL.

NOKIA STORE: about halfway down the level, there's a store whose 
windows you can break by running into them.  this is the NOKIA 
STORE.

ATRIUM: Before the end of the level, you leave the mall and are 
in an outside area.  This is the ATRIUM.

-----------
C3A.  Gaps.
-----------

NOKIA GAP: Right by the escalators that you jump down in Classic 
Mode, there is a store with a breakable wall. In Classic mode, 
there is also a Stat Point inside it. You must do a manual all 
the way through this area.

CAR HOP: Near that POOL, there is a car that you should jump 
over. If you reach where the Secret Tape is, you've gone too far.

THE FLYING LEAP: Immediately after the POOL, there is an 
escalator going up.  Go up it, and launch off the edge.

FOUNTAIN GAP: You need to jump through the second block that is 
sitting in the POOL. There are two ramps that can launch you into 
it. There are a couple escalators near the POOL which will bring 
you up to where the two ramps are.

GOING DOWN GAP: at the foot of the 16 SET, there's two elevators.  
air over the right one.

GOING UP GAP: at the foot of the 16 SET, there's two elevators.  
air over the left one.

OVER A 16 STAIR SET: This is the stairset that you jump in 
Classic Mode. Clear the 16 SET.

FOR THE WHOLE ATRIUM: In the ATRIUM.  You must grind along one of 
the ledges on the right or left that run the entire distance of 
the outside area.

RAIL COMBO: Go up the first up escalator you come to.  veer left 
at the top.  there's a rail sticking out of the edge--grind it, 
and hop to grind the rail far below.

SKATER ESCALATOR GAP: You should have gotten this in Classic Mode 
when you had to clear an escalator. This is near the NOKIA STORE 
and just past where the secret tape was located in Classic Mode. 
There are two escalators, clear one of them. Make sure to get 
plenty of speed and have special.

COFFEE GRIND: To the left of the POOL, there is a rail that you 
must grind. Grind it.

STEP OFF A MEZZANINE: At the very end of this level, the path 
splits into an upper path and a lower path. They both will end up 
converging above a stair set. To get this gap, go the upper way 
and clear the stair set. It helps to have special and plenty of 
speed. Boned ollies and Boneless are also your best friend.

OVER A HUGE 32 STAIR SET: At the very end of this level, the path 
splits into an upper path and a lower path. They both will end up 
converging above a stair set. To get this gap, go the lower way 
and clear the stair set. It helps to have special and plenty of 
speed. Boned ollies and Boneless are also your best friend.


-----------------
------C4. Chicago
-----------------
-----------
C4A.  Gaps.
-----------

...OUT BY 7: Get off your board and run through one of the doors 
in the judge's booth during a combo. If it doesn't work in Free 
Skate, try Classic Mode.

RALPH...: Get off your board and run through the other door in 
the judge's booth during a combo. If it doesn't work in Free 
Skate, try Classic Mode.

JUST A CONTRIBUTION..: There are two walkways in this level that 
span the entire length of the walls they are against. Grind one 
of them, and sticker slap the graffiti art when the walkway is 
about to hit a wall.

OVER THE BOX: Air over the only box in the level. It is between 
the wall with the judge's booth and the Half Pipe.

OVER THE PIPE: Spine transfer in or out of the Half Pipe.

QUARTER PIPE TRANSFER: Air transfer between the Half Pipe and the 
Qp that is next to the Half Pipe. After the gap appears, you can 
get off your board so you don't fall.

JO ANYONE?: Sticker slap one of the many vertical beams in this 
level.

WALL GAP: There is a small wall in the very center of this level. 
This was one of your Classic Mode objectives. The C in Combo was 
also on this wall. Jump over it.

WHOOP GAP: There are two kickers with two rails running between 
them. Air over this gap.

Y'ALLS ROOSTER: Inside the Half Pipe, there is a large mural 
against the wall. Sticker slap it. I guess it's supposed to be a 
chicken or something.

POOL HIP: The pool in this level is hipped. Spine transfer or 
launch over it.

FLUFFY BUNNY: Launch out of the Half Pipe and sticker slap a 
window. There are a couple to choose from.

WALKWAY 2 POOL: Get on the walkway that doesn't have the Judge's 
booth on it. Jump off of it and land in the pool.

LIGHT GRIND: You need to grind one of the light fixtures on the 
ceiling. There are a couple ways to get up there. My personal 
favorite is to get a lot of air out of the half pipe and grab 
onto the light that is right above it. You can also climb up the 
light blue sign that is above the walkway on that side of the 
room.

OVER THE RAFTERS: The objective of this gap is to jump over the 
rafter that runs across the ceiling. The particular rafter you 
need to jump runs above the Half Pipe. You can launch out of the 
Half Pipe, grab the Light, and shimmy your way to the I-beam 
(which intersects the rafter). Or you can climb the light blue 
sign and then jump onto the I-beam. Either way, once you're on 
the I-beam, set a restart point (incase you somehow botch this 
up.) Now jump over the rafter.

POOL 2 WALKWAY: Launch out of the pool to land on the Walkway 
that is against the wall.

DOORWAY MANUAL: Manual all the way through the Judge's booth.

ROBIN'S NEST: Manual all the way across the ledge in the Judge's 
booth. Make sure you start the manual at the beginning of the 
ledge or it won't register.


---------------
------C5. Kyoto
---------------
-----------
C5A.  Gaps.
-----------

LEDGE HOP: Top level of mall.. obvious gap between benches that 
are extremely hard to miss.  If you perform the "Over the 
Directories" gap and land in a grind, you will also be given this 
gap.

RAIL HOP: Go to the top level of the mall. You need to jump over 
the very top of the escalators that bring you to the top level 
from the base level. You can do this by grinding a rail on either 
side and jumping to the other side. 

CROSSING THE ROAD: Find the building that has a hallway through 
it with a rail. You need to transfer from the rail to a ledge 
across the street.

DANGER!: You need to Spine Transfer over the area directly in 
front of you when you start. There are QPs on either side.

GOING UP?: As so as you start turn around and find the small 
escalator to your side. (Where "Slippy Slide" was). Grind up that 
escalator and launch to the right and grind the next escalator. 

HIP SHOT: (Hard to explain)When the level starts, turn around and 
look to your left, walk up the escalator. Theres a quarter pipe 
right next to you. The rail you need runs perpendicular to it and 
is to your right. Its a glass/metal railing. Grind it and jump 
down to the first level and land in a grind on the rail below.

HOOPY FROOD: Top level of mall, find a yellow food cart. Jump 
from one of the pinkish ledges to a grind on the edge of it.

IMPRESS THE PLAID: The rail that you launched off of for "leap of 
faith" is shaped in a U that wraps around an escalator. Just like 
"leap of faith", you are still going to jump down to the level 
bellow. The difference here is that you are grinding the opposite 
side of the U-shaped rail. You want to land in a grind on the 
rail against the wall. This is somewhat difficult, because if you 
wallride for even a fraction of a second, the gap won't register.

IN AND OUT: Go to the Skate Park. There is a rail that bends into 
the park with red/white striped caution pattern on it. Grind this 
towards the skate park and jump off into a grind with the rail in 
the skatepark that it lines up with. This may take a couple 
attempts to register.

INFERIOR STYLE TRANSFER: Above the skate park there are pink 
ledges. Jump from one to the other.

LAZY GAP: On the bottom level of the mall, there are two "S" 
shaped ledges. Grind one and jump to a grind on the other.

LEAP OF FAITH: Its like Impress the Plaid except on the other 
side of the rail you jump off of. (To help those who don't know 
impress the plaid...) Go to the top level of the mall. turn right 
where there is a separate stairway/escalators. There is a rail 
that runs around this when you are on the top level. Grind the 
rail on the left side and jump over the edge to the level below 
and land in a grind on the suspended rails that run over the 
theatre food stand. 

LEDGE2LEDGE: When you start, turn around. Go into the mall and go 
to the food court on your right. Grind one of the ledges in front 
of it and jump to the other.

RADICOOL: When you start turn around. Jump from one of those 
rails to another that are at the base of the escalators.

SLIPPY SLIDE: That escalator that you launch from in Going Up? 
has a ledge running directly next to it. This is the ledge you 
will land on. Find the rail up the steps that lines up with this 
ledge.

THE GREAT DIVIDE: Find the building where there's a green neon 
curved sign that says game on the front. This is directly above 
"cross the street". Jump from across the street to land on the 
green sign in a grind. You are jumping from a grind on a brown
rail. There are a bunch of ledges in this area, but only one
rail.

THUNDERGROUND: Go to the entrance to the subway area that is 
located on the lowest floor of the mall. There are two pinkish 
rails that run around a column as soon as you enter the subway 
area. Grind one of them and at the end there will be a pole. Jump 
and hold Triangle. You should kick the rail (pole) and land in a 
grind on an escalator. The gap might take a second to register, 
but if it doesn't appear by the time you've grinded down the 
entire escalator, try again.

TRANSFER DOWN: Get up on top of those glass fixtures that are 
above the top level of the mall. Grind the edge towards the 
theatre. If the edge curves you are grinding the wrong part of 
the fixture. Jump down onto the rail suspended over the theatre 
food stand.

UP AND LEFT: You need to grind one of those glass fixtures on the 
top level of the mall. To do so, use one of the escalators that 
are behind you when you start to launch up to a grind. Use the 
left escalator handrail to get to the left fixture.

UP AND OVER: to the second level of the mall and turn right. 
There should be a bent QP. Spine transfer to the suspended QP 
below.

UP AND RIGHT: Same as "Up and Left" except you need to use the 
right escalator handrail to reach the right fixture.

YELLOW RAIL TRANSFER: Second level of mall, theres a bowl with a 
blue rail around it. jump from that rail to the rail that is 
connected to it. You'll figure it out. This was called the "Blue 
Rail Transfer" in THUG2 REMIX... Why did they feel the need to 
change the name from Blue to Yellow? We'll never know.

BIGPIPETRANSFER: Do up and over but keep transferring from one 
suspended QP to the next and you'll get it.

FOCUS: When you start, go down the path until you reach a QP. On 
either side of you, there should be dark red rails. Grind 
transfer these two rails.

HIGH TRANSFER: In the city area, go to the door that brings you 
to the top of a building. Spine transfer from one pool to another 
atop this building.

HOT TRANNY: When you start, turn around and go into the mall a 
bit. Look around to your left. There should be a stairway, 
escalator and QP. You need to spine transfer from the level above 
to that QP. Easy as pie..

LILPIPETRANSFER: In the city area, there is a walkway with blue 
railings that goes over the road. On this, there are two small 
QPs. Spine transfer using the QP on the right.

LILPIPETRANSFER2: When you start the level, go down to the path 
until you reach a QP. On either side of you there are dark red 
rails. Turn left and go down the path. Then turn right and you 
should see where a long QP ends. Spine transfer over the end of 
it. 

MANY HAPPINESS TRANSFER: On the second level of the mall. There 
is a bowl with a circular blue rail above it. The bowl is divided 
into two parts. Spine transfer between them.

OVER THE FENCE: Go to the skatepark. There is a fence with a blue 
top that covers most of the entrance to the park. On either side 
there are QPs. Spine Transfer! Now!

RAMP TRANSFER: On the second level of the mall, there are QPs on 
either side of the escalators/stairs that lead to the third 
floor. Spine transfer over.

ROLLIE POLLIE: At the base of the escalators on the bottom floor 
of the mall, there are handrails and QPs. Spine transfer from one 
QP to another over some handrails. 

CROSS THE GATE: This gap was part of a Classic Mode objective. In 
the city area, there is a walkway with blue railings that goes 
over the road. Near this area, there is a temple-like building 
that resides next to the mall. Use the QP's in this temple-ish 
area to transfer over the gate to the temple.

OVER THE DIRECTORIES: This gap was part of a Classic Mode 
objective. Go up to the top level of the mall. There are two 
ledges that you must transfer between that are near the main 
escalators/stairs. They are "directories" and have small 
breakable glass pictures on them. Pretty easy gap for being the 
last one of the level.

-------------------
------C6. The Ruins
-------------------
-------------------------
C6LO.  Level orientation.
-------------------------

PARKING GARAGE: This is the busted down old building parking 
garage at the center of the level.

DONUT SHOP: Pretty self-explanatory. It has a large donut on the 
roof of it.

SNAUTATOOMA PLAZA: This is the tall building that you can enter. 
As soon as you start, head down the street. The plaza is the 
building on your right with the large stairset in front of it. 
You can get on top of this building by going through the front 
doors. "It's Not A Tumor Plaza".. i guess?

FREEWAY: This is the busted down freeway. Make sure you know the 
area bellow it. The easiest way to get onto it is go into 
SNAUTATOOMA PLAZA, spine transfer the Quarter Pipe directly in 
front of you, and launch straight forward when you have all the 
momentum from the spine transfer.

-----------
C6A.  Gaps.
-----------

HANDRAIL 2 FENCE HOP: If you face the area under the FREEWAY with 
the PARKING GARAGE behind you, there is a dark grey handrail. 
Grind this towards the DONUT SHOP. Before this rail dips down 
into the area bellow the FREEWAY, jump to a grind on the Fence. 
The fence is between the DONUT SHOP and the area bellow the 
FREEWAY. It also has construction signs along side of it.

CURB SHUFFLE: Go inside the PARKING GARAGE. On the ramp that 
leads up from the first level to the second level, there is a 
curb with no blue color on it. Grind one side of this curb and 
jump to a grind on the other side.

CURB HOP: In the PARKING GARAGE, grind a curb and jump to 
another. Not all will register.

PIPE 2 FENCE HOP: The fence is between the DONUT SHOP and the 
area bellow the FREEWAY. It also has construction signs along 
side of it. The Pipe is directly bellow this. The is sloped 
upwards at the end of it. Grind the pipe and when it slopes 
upward, jump and grind the Fence.

RAFTER SHUFFLE: The Rafters for this gap reside above the front 
stairs of the SNAUTATOOMA PLAZA. When you start, go forward until 
you reach the flaming barrel. Turn to your right and there should 
be a Quarter Pipe with a dark red colored edge. Above this 
Quarter Pipe there is a ledge. Launch up to this ledge and grind 
it towards the SNAUTATOOMA PLAZA. When the ledge ends, jump and 
you will be launched towards the rafters. Upon landing, you will 
receive the "Ledge To Rafters" gap. To get the "Rafter Shuffle" 
gap, you need to jump from the rail you are grinding now to the 
rail that is immediately to your left. There are two rails on 
your left, and it only works if you grind the closer one. 

Also here's an additional tip..
If you find you keep landing on the outside of the three rafters
then the best thing to do is to land in a stall on the first rafter
then jump off to the left side so you are on the glass platform. 
Now just grind the first rafter again and hop onto the second
(middle) rafter, you don't have as much speed so it's easier to
jump the short distance. -THANKS ASHLEY H.

THE PATH LESS TRAVELED: When you start, head straight forward 
until you see Quarter Pipes made out of busted Trolleys. Part of 
them are lime green colored. Grind these towards the left. When 
the path begins to turn left, jump and land in a grind on the 
wood plank.

BUS STOP SPINE: When you start, head straight forward until you 
see a Bus Stop and a Quarter Pipe on your left side. Use this 
Quarter Pipe to spine transfer up into the PARKING GARAGE. You 
can also Spine Transfer out of the PARKING GARAGE using the same 
two Quarter Pipes.

HIGH-TO-LOW PARKING LOT TRANSFER: Do "Low-To-High Parking Lot 
Transfer" in reverse. Description is bellow this one.

LOW-TO-HIGH PARKING LOT TRANSFER: As soon as you start, head 
straight forward until you see a flaming barrel. Turn left and 
start to head down this street. On your right side, there will be 
one large Quarter Pipe against the PARKING GARAGE. Spine transfer 
at the middle of this Quarter Pipe up to a Quarter Pipe on the 
roof of the PARKING GARAGE.

ROOFTOP SPINE: There is a building directly behind the DONUT 
SHOP. The hole in the large donut is facing this building. Get 
onto the roof of this building. On one part of it, there is a 
grayish bowl. There is also a brick Quarter Pipe. Spine transfer 
between the Bricker Quarter Pipe and the grayish bowl. 

DONUT GRIND: On top of the DONUT SHOP there is a large donut. 
(really? ya think?) Through the hole of the donut, there is a 
rail. You must grind this. The easiest way is to get on the 
building directly behind the DONUT SHOP. On the roof of this 
building, there is a Brick Quarter Pipe that you can grind. 
Grinding it will launch you straight into the hole of the donut. 
Just grind the rail as you go through the hole.

CURB SIDE HOP: Go inside the PARKING GARAGE. On the ramp that 
leads up from the first level to the second level, there is a 
curb with no blue color on it. There are also two curbs with blue 
color that run alongside it. Grind the blue-less curb and jump to 
one of the blue-full curbs that run alongside it.

DAM TRANSFER: Go to the area bellow the FREEWAY. There are three 
Quarter Pipes side by side which are divided by concrete walls. 
These are the "Dams". Air transfer from one to another.

ROAD JUMP: Between the PARKING GARAGE and the area under the 
FREEWAY, there are two large ramps made out of uprooted asphalt. 
Air between them. 

FREEWAY 2 HIGH WIRE: Get on top of the FREEWAY. The easiest way 
to get onto it is go into SNAUTATOOMA PLAZA, spine transfer the 
Quarter Pipe directly in front of you, and launch straight 
forward when you have all the momentum from the spine transfer. 
At the very end of the FREEWAY, there is a makeshift Quarter 
Pipe. Grind this towards the left. When the grind ends, jump and 
hold the Grind Button. You will land in a grind on a wire. You 
can also grind one of the edges of the FREEWAY back towards the 
SNAUTATOOMA PLAZA. Jump and land in a grind on one of the wires 
that the edges of the FREEWAY line up with.

HIGH WIRE 2 FREEWAY: Get on top of the FREEWAY. The easiest way 
to get onto it is go into SNAUTATOOMA PLAZA, spine transfer the 
Quarter Pipe directly in front of you, and launch straight 
forward when you have all the momentum from the spine transfer. 
Grind one of the edges of the FREEWAY back towards the 
SNAUTATOOMA PLAZA. Jump and land in a grind on one of the wires 
that the edges of the FREEWAY line up with. This will give you 
"Freeway 2 High Wire". Continue holding this grind on the wire 
and it will eventually turn around and head back towards the 
FREEWAY. Once it does so, jump and land back in a grind on one of 
the edges of the FREEWAY.

ROOFTOP 2 WASH: Find the building near the DONUT SHOP that has a 
flame on top of it. Get onto the roof of this building. You will 
notice that one of the sides of the roof is a red Quarter Pipe 
(the rest is grey). Spine transfer off this red Quarter Pipe.

WASH 2 ROOFTOP: Do "Rooftop 2 Wash" in reverse. Spine transfer 
from the Quarter Pipe bellow the FREEWAY to the red Quarter Pipe 
on the rooftop.

BARRICADE 2 WASH: Find the Quarter Pipe that you landed in for 
"Rooftop 2 Wash". You are going to air transfer into this Quarter 
Pipe. Above it and to the right, there are Quarter Pipes that are 
"Police Barricades". Air transfer between the Barricades and the 
Wash Quarter Pipe.

LEFT FIRE TRANSFER: When you start, head straight forward until 
you see Quarter Pipes made out of busted Trolleys. To your right, 
there should be a building being consumed by fire. On the left 
and on the right of this building, there are Quarter Pipes. These 
QP's aren't on street level, so get off your board and climb up 
about 6 feet. Go to the left Quarter Pipe. You are going to air 
transfer to the left, over the fire, through some glass, and onto 
a Quarter Pipe housed in a "secret room". Now do it.

RIGHT FIRE TRANSFER: When you start, head straight forward until 
you see Quarter Pipes made out of busted Trolleys. To your right, 
there should be a building being consumed by fire. On the left 
and on the right of this building, there are Quarter Pipes. These 
QP's aren't on street level, so get off your board and climb up 
about 6 feet. Go to the right Quarter Pipe. This gap is somewhat 
tricky. You are going to launch from this Quarter Pipe over the 
fire, and land in a grind. Launch from the QP so that you hit the 
wall and start to fall straight down. As you fall straight down, 
hold the grind button and you will grind a rail for the gap. It 
might look like you're about to fall into the fire, but if you do 
it correctly, you won't.

WASH 2 BARRICADE: This is "Barricade 2 Wash" in reverse. Find the 
Quarter Pipe that you landed in for "Rooftop 2 Wash". You are 
going to air transfer from this Quarter Pipe. Above it and to the 
right, there are Quarter Pipes that are "Police Barricades". Air 
transfer between the Barricades and the Wash Quarter Pipe.

HIGH WASH 2 HIGH WASH: In the area under the FREEWAY, there are 
two "levels" of grindable rails. There is the high wash, which 
consists of the Fence from "Pipe to Fence Hop" and the ledge that 
runs all around the area. There is also a low wash which consists 
of the pipe from "Pipe to Fence Hop" and the Quarter Pipes at the 
very bottom of the area. You need to grind something from the 
High Wash level and jump to a grind onto something else from the 
High Wash Level. An easy one to do is after you do "Handrail to 
Fence Hop". Continue grinding the Fence and jump at the end of it 
and land in a grind on the ledge that is on the same level as 
you.

HIGH WASH 2 LOW WASH: In the area under the FREEWAY, there are 
two "levels" of grindable rails. There is the high wash, which 
consists of the Fence from "Pipe to Fence Hop" and the ledge that 
runs all around the area. There is also a low wash which consists 
of the pipe from "Pipe to Fence Hop" and the Quarter Pipes at the 
very bottom of the area. You need to grind something from the 
High Wash level and jump to a grind onto something from the Low 
Wash Level. An easy one to do is after you do "Handrail to Fence 
Hop". Continue grinding the Fence and jump at the end of it and 
land in a grind on the ledge that is on the level bellow you.

LEDGE 2 RAFTER HOP: The Rafters for this gap reside above the 
front stairs of the SNAUTATOOMA PLAZA. When you start, go forward 
until you reach the flaming barrel. Turn to your right and there 
should be a Quarter Pipe with a dark red colored edge. Above this 
Quarter Pipe there is a ledge. Launch up to this ledge and grind 
it towards the SNAUTATOOMA PLAZA. When the ledge ends, jump and 
you will be launched towards the rafters. Land in a grind.

LOW WASH 2 HIGH WASH: In the area under the FREEWAY, there are 
two "levels" of grindable rails. There is the high wash, which 
consists of the Fence from "Pipe to Fence Hop" and the ledge that 
runs all around the area. There is also a low wash which consists 
of the pipe from "Pipe to Fence Hop" and the Quarter Pipes at the 
very bottom of the area. You need to grind something from the Low 
Wash level and jump to a grind onto something from the High Wash 
Level. An easy one to do is to grind the Pipe from "Pipe to Fence 
Hop". Grind the Pipe away from the PARKING GARAGE. When the pipe 
ends, jump and land in a grind on the upper level.

LOW WASH 2 LOW WASH: In the area under the FREEWAY, there are two 
"levels" of grindable rails. There is the high wash, which 
consists of the Fence from "Pipe to Fence Hop" and the ledge that 
runs all around the area. There is also a low wash which consists 
of the pipe from "Pipe to Fence Hop" and the Quarter Pipes at the 
very bottom of the area. You need to grind something from the Low 
Wash level and jump to a grind onto something else from the Low 
Wash Level. An easy one to do is to grind the Pipe from "Pipe to 
Fence Hop". Grind the Pipe away from the PARKING GARAGE. When the 
pipe ends, jump and land in a grind on the lower level.

RAFTER 2 LEDGE HOP: After doing "Ledge 2 Rafter Hop", grind the 
Rafter until it ends. When it ends, jump and land in a grind on 
the ledge. It will line up perfectly for you.

FREEWAY SPINE:  Bellow the FREEWAY, there are Quarter Pipes next 
to the columns that support the FREEWAY. The support for the 
FREEWAY also consists of a crumbling wall. There is one giant 
hole in this crumbling wall. You are going to want to Spine 
Transfer from the Quarter Pipes through this hole.  

DOUBLE DAM TRANSFER: Go to the area bellow the FREEWAY. There are 
three Quarter Pipes side by side which are divided by concrete 
walls. These are the "Dams". You are going to air transfer from 
one of the outer Dams, over the middle Dam, and land on the other 
outer Dam. This can be pretty difficult. I would recommend acid 
dropping to help get speed.

SKYSCRAPER 2 FREEWAY: This is a launch from the SNAUTATOOMA PLAZA 
to a grind on the center divide of the FREEWAY. Go through the 
doors of SNAUTATOOMA PLAZA. Grind one of the yellow rails on the 
ground the straighten yourself out. Spine transfer over the 
Quarter Pipe and launch yourself at the center of the FREEWAY. 
This is surprisingly easier than it sounds, but just incase you 
have difficulty, set a Restart Point.

FREEWAY HIP TRANSFER: Get on top of the FREEWAY. The easiest way 
to get onto it is go into SNAUTATOOMA PLAZA, spine transfer the 
Quarter Pipe directly in front of you, and launch straight 
forward when you have all the momentum from the spine transfer. 
Once on the FREEWAY, making a Restart Point is highly 
recommended. At the very end of the FREEWAY, there is a makeshift 
Quarter Pipe. Bellow the FREEWAY, there are Quarter Pipes next to 
the columns that support the FREEWAY. You are going to launch 
forward from the makeshift Quarter Pipe on top of the FREEWAY and 
acid drop onto one of the Quarter Pipes by the columns. This is 
tricky and will take some experimenting. Once again, setting a 
Restart Point is highly recommended.

CLEAN DONUT HOLE: On top of the DONUT SHOP there is a large 
donut. (Pretty observant i know..) You must launch through this. 
The easiest way is to get on the building directly behind the 
DONUT SHOP. On the roof of this building, there is a Brick 
Quarter Pipe that you can grind. Grinding it will launch you 
straight into the hole of the donut. Simply air through. 
Surprisingly easy for the last gap of the level eh?


-----------------------------------------------------------------
------04. COLLECTOR'S EDITION LEVELS.----------------------------
-----------------------------------------------------------------

-------------------
------CE1.  Atlanta
-------------------
--------------------------
CE1LO.  Level orientation.
--------------------------

WATER PARK: the park with the fountains and water.

WATER PIT: the area by one entrance to the UNDERGROUND MALL, it's 
lower than everything else, and has some water stuff going on.

FEDERAL PARK: the park with the statue in it; it's small.

PILLAR PARK: the park with the three pillars in it.

EJUCATION CENTER: on the far side from the start of the level, 
there's a building what says "EJUCATION CENTER" on it.  that's 
the area, there.

UNDERGROUND MALL: this is the underground mall.

START AREA: this is the area you start in.  green stuff abounds.

EAST: the direction of the EJUCATION CENTER.

WEST: the direction of the PILLAR PARK.

NORTH: the direction of the WATER PARK.

SOUTH: the direction of the News Center.

------------
CE1A.  Gaps.
------------


LEDGE HOP: any two ledges will do.

RAIL HOP: most rails will do.  there's good ones that are red, 
near the UNDERGROUND MALL entrances.

DIRTY SOUTH STALL EAST: WATER PIT.  at each end of the low area, 
there's qps that you can air off to lip the blue roofs of 
buildings on the sides.  EAST is the side closest to the news 
center.

DIRTY SOUTH STALL WEST: WATER PIT.  at each end of the low area, 
there's qps that you can air off to lip the blue roofs of 
buildings on the sides.  EAST is the side furthest from the news 
center.

NICE AIR YO!: WATER PIT.  air transfer between 2 qps.  try a few.

RAIL 2 LEDGE: you know the drill.  try using the red rails by the 
entrances to the UNDERGROUND MALL.

SECRET STASH: by the EAST entrance to the UNDERGROUND MALL, 
there's a Shirts N More store, which has qps in front of it.  use 
one of the qps to spine onto the roof.  

CORPORATE CONNECTION: grind the News Center sign to the EAST, 
then hop a gap and grind more of the sign.

DESTROY THE ARTS: EJUCATION CENTER.  there's some short, curved 
ledges.  grind one and hop to grind another.

NICE GRIND YO!: WATER PARK.  two irregularly shaped ledges.  
grind hop grind.

NO SHOPLIFTING: in the UNDERGROUND MALL, there's a lot of ledges.  
grind hop grind any gap therein.

PEACHTREE STREET POPPER: in front of the News Center, there's a 
red brick ledge.  you need to land on that from the qp on the 
SOUTHWEST corner of the WATER PIT.  it's actually easy to 
overjump this, so don't "boned" your ollie.

PLAYIN IN THE DUGOUT: across the street from the EJUCATION 
CENTER, there's a white building with a short black fence in 
front of it.  in the grass behind the fence, there's a white 
rail.  grind it toward the steps in front of the building, ollie 
over the steps, then grind the white rail on the other side.

CAR HOP: i know how to do this gap, but i'm not telling you.

CONNECTING THE SPOTS: go to the NORTHEAST corner of the WATER PIT 
and face NORTH.  grind the red-edged ledge overhead toward the 
WEST.  just before it turns, ollie to grind the red rail in front 
of you.

FEDERAL TRESPASSING: there's an entrance to the UNDERGROUND MALL 
by the FEDERAL PARK with two red rails going up the ramp.  grind 
one of them and ollie to grind one of the wires above that 
connect to the statue.

GO FOR THE GOLD: spine into (or out of) the lowest part of the 
PILLAR PARK.

HIGH LIP: go to the SOUTHWEST corner of the level, by the PILLAR 
PARK; a road dead-ends down there.  a dead end with qps.  use 
them to lip the wire above.

LEGALIZE SKATEBOARDING: THE FOLLOWING WILL GET YOU LEGALIZE 
SKATEBOARDING AND SHOVE THE BIRD.  go to the street by the 
EJUCATION CENTER, toward the FEDERAL PARK.  there's a little 
ledge on the corner there that lines up with a ledge in the 
FEDERAL PARK.  grind the ledge, hop to grind the ledge in the 
FEDERAL PARK, then, when the ledge turns into chains, ollie over 
that, to grind on more ledge.

RAMP TRANSFER: by the WATER PIT, there's two entrances to the 
UNDERGROUND MALL, each with a few red-rimmed qps around them.  
these qps have gaps--air transfer any of these gaps.  at least, i 
assume it works everywhere.  just in case, use the ones across 
the street from the WATER PARK.

REACHING NEW HEIGHTS: on each side of the doors to the EJUCATION 
CENTER, there's qps.  use one to lip the ledge high above.

ROCK THE UNDERGROUD: WATER PIT.  spine transfer from the top of 
the ramps into the WATER PIT, then ollie off the kicker and acid 
drop into the next qp.  if done properly, you'll be very wet.

GIVE CRUNK A CHANCE: the arena is the building to the left of the 
news center, if you're facing the latter.  it has a sign out 
front advertising figure skating championships.  there's a little 
stairset in front of it with ledges on either side.  grind the 
ledges, hop the stairs, and grind again.

JASMINE'S GARDEN: air transfer over a stairset in the PILLAR 
PARK.  use the one that's closest to the News Center.

REVEREND'S RAIL: get on the roof of the building on the street 
corner by the FEDERAL PARK and the WATER PARK--not the 
UNDERGROUND MALL entrance building, but the other one.  it has a 
white roof with a big skylight on it.  the edge of the roof is a 
curved ledge.  grind it away from the WATER PIT.  ollie the gap 
and grind some more.

WATER HOPPER: transfer a grind over the river in the WATER PARK.

SHOVE THE BIRD: see LEGALIZE SKATEBOARDING.

TRANSFER CREDITS:  air transfer over the doors to the EJUCATION 
CENTER.

HOME OF THE BRAVE: there's a blue rail along the path down to the 
EJUCATION CENTER.  grind it, then hop left to grind the lowest of 
the ledges over there.  the way i found best was to grind 
relatively slowly, then boned your ollie.

SKATE EVERYTHING: this is hard.  get on the roof of the Shirts N 
More store.  you want to spine transfer into the UNDEGROUND MALL, 
then turn hard right, and spine transfer out of the UNDERGROUND 
MALL into a qp next to the door of the EJUCATION CENTER.  you now 
have all the info you need, so don't email us about this.  it's 
just hard.  keep at it.

NATURAL HIGH: this is a grind transfer between two power lines.  
you can do it just about anywhere.

SOUTHERN STYLE: get on the roof of the Shirts N More store.  you 
want to spine transfer into the UNDEGROUND MALL.

VIEW FROM ABOVE: get on the roof of the Shirts N More store.  you 
want to spine transfer into the UNDEGROUND MALL, then spine 
transfer off the qp in front of you.

DIZZY SPELL: in the WATER PARK, there's two circular ledges, one 
with a hot topless lady sculpture on it, the other with a kind of 
half-assed gazebo on it.  grind one of these and hop to grind the 
other.


----------------------
------CE2.  Marseilles
----------------------
--------------------------
CE2LO.  Level orientation.
--------------------------

COMBI BOWL: the combi bowl, might look a little like a 3 leaf 
clover from above.

STREET AREA: the area to your right when you start the level.  
rails and funboxes.
 
SPINE BOWLS: two bowls and a sort-of half bowl with two spines 
between them.  right in front of you when you start the level.

SECRET AREA: the secret area.  pretty self explanatory.  you open 
it by running through (NOT skating through), or whacking, the 
little tree that's next to the lamp on the grassy area by the 
SPINE BOWLS.

------------
CE2A.  Gaps.
------------

2 THE BOX: in the STREET AREA, grind the curved rail and hop to 
the little square funbox.  

OVER THE LIL' 4: ollie over the little 4-set between the SPINE 
BOWLS and the STREET AREA.

DUMPSTER POP: ollie over the dumpster the long way.  (it's by the 
COMBI BOWL.

LEDGE 2 RAIL: grind the ledge alongside the ramp between the 
SPINE BOWLS and the STREET AREA (near the SECRET AREA entrance), 
then hop to grind the curved rail.

RAIL 2 LEDGE: reverse LEDGE 2 RAIL.

RAIL 2 RAIL: on top of the large wooden funbox in the STREET 
AREA, there's two rails that don't quite meet.  grind/hop/grind 
them.

SHORTY DUMPSTER POP: ollie over the dumpster the short way.  it's 
near the COMBI BOWL.

UP THE LIL' 4: ollie up the 4-set between the STREET AREA and the 
SPINE POOLS.

BOOMIN' EXTENSION: lip the speakers in the SPINE BOWLS area.

BOX 2 BOX ACTION: on the left side (assuming you're looking from 
the starting point) of the SPINE BOWLS, there's two funboxes in 
front of a large wooden wall.  ollie from one funbox to another.

CROSSBAR STOMP: between the COMBI BOWL and the SPINE BOWLS, 
there's a gate-looking thing, with "Bienvenue a Marseilles" 
(welcome to Marseilles) written on it.  air up and grind it.  
must be done from the qp.

DUMPSTER STOMP: on the left side (assuming you're looking from 
the starting point) of the SPINE BOWLS, there's two funboxes in 
front of a large wooden wall.  from the starting point, ollie off 
the first funbox, wallride/wallie to grind the top of the wooden 
wall, and follow the grind to the end.  there's a little kink 
that will point you in the direction of the line of dumpsters 
below, so let it happen.  then grind the dumpsters.

KINK CLANK: from the SPINE BOWL nearest the SECRET AREA, ollie 
out of the bowl to land in a grind on the handrail that goes down 
the 4-set.  this is just as tricky as it looks.  set a restart 
and just keep tweaking your launch point/angle.

KINK STOMP: on the left side (assuming you're looking from the 
starting point) of the SPINE BOWLS, there's two funboxes in front 
of a large wooden wall.  from the starting point, skate past it, 
and then turn around and face it so it's on your right.  then 
ollie off the first funbox, wallride/wallie to grind the top of 
the wooden wall, and follow the grind to the end.  there's a 
little kink that will point you in the direction of the line of 
the large wooden funbox, with rails on top of it, so let it 
happen.  then grind the rail.

LAMP STOMP: ollie out of a bowl (any bowl) and land in a grind on 
the top of a lamp.

OVER THE GATE: spine transfer over the gate between the SPINE 
BOWLS and the COMBI BOWL.

OVER THE GATE: air over the gate between the SPINE BOWLS and the 
COMBI BOWL.

OVER THE TABLE: in the SPINE BOWLS area, there's a picnic table 
leaning against the coping.  air over it.

SHORTY TABLE POP: ollie over a picnic table (one that's flat on 
the ground) the short way.

STANKY EXTENSION: in the COMBI BOWL, lip the dumpster.

TABLE POP: ollie over a picnic table (one that's flat on the 
ground) the long way.

THE HIDDEN 4 KINK: grind the handrail right where you enter the 
SECRET AREA.

UP UP AND AWAY EXTENSION: in the SPINE BOWLS area, there's two 
spines; at the very end of one of them, it's perpendicular (as 
opposed to curved); there's a tag on it.  lip the flat end of it.

WALL CRAWLER: in the SECRET AREA, there's a walkway with two gaps 
in it; wallride over either one of the gaps.

WATER UP LE BACKSIDE: ollie over the fountain in the SECRET AREA.

OVER THE CROSSBAR: in the STREET AREA, there's a curved ramp that 
looks like it's a qp, but it's not, it's just a ramp.  there's a 
"crossbar" just behind it, that looks like the gate between the 
COMBI BOWL and the SPINE BOWLS.  use the ramp to ollie over the 
crossbar.

BIG OL' STANKY GAP: air out of the middle of the three SPINE 
BOWLS and go over one of the dumpsters.

HUMPTEY HUMPS!!!: To get the gap HUMPTEY HUMPS!!! you have to
boneless off the hump in the far left bowl in the combi bowls and
land on the hump in between the combi bowls and spine bowls. 
-Thanks Todd!!

Max R. says:
From the start, head towards the big crossbar in the
middle of the big bowl to your left.  There is a ridge
just in front of that.  Hit the ridge and launch into
the "bowl" on the left marked off by another ridge.
if you make the transfer it will register.

Peter C. says:
You air off the first hump in the spine section and land in, 
or well I landed into the farest right on but you could likely
land into the other side and thats how that gap went.

Steve D. says:
For the gap "HUMPTEY HUMPS!!!" in Marseilles, you have to ollie
(boned i guess) from the hump under the "welcome to marseilles"
sign to one of the humps in the 2 bowls. Yeah, go nuts.
-----------------------------------------------------
-Thanks for the help everybody else who sent this is! 
-I don't have a collector's edition so I'm trusting these people.
(My partner was the one with the CE edition)
-----------------------------------------------------

UP!: in the SPINE BOWLS area, there's two spines; at the very end 
of one of them, it's perpendicular (as opposed to curved); 
there's a tag on it.  air off it a little bit.

BIG MOUTH GAP!!!: between the COMBI BOWL and the SPINE BOWLS, 
there's a gate/crossbar.  you have to air that gap.  if you are 
in the SPINE BOWLS, facing the COMBI BOWL, air off the left side, 
and land by the picnic table.  this can be very difficult, or 
very easy, depending on your skill and/or luck.

UP!!: in the SPINE BOWLS area, there's two spines; at the very 
end of one of them, it's perpendicular (as opposed to curved); 
there's a tag on it.  air off it a little bit more.

AND AWAY!!!: in the SPINE BOWLS area, there's two spines; at the 
very end of one of them, it's perpendicular (as opposed to 
curved); there's a tag on it.  air off it a lot.

FREAKIN' HUGE HIP: this is tricky.  from the start, skate forward 
till you get to the grassy ledge, and take a left.  skate between 
the SECRET AREA and the SPINE BOWLS and go in the COMBI BOWL in 
the furthest back, and furthest right, part of it.  you basically 
need to spine from there to the picnic table in the SPINE BOWLS--
yes, spine, not hip transfer--despite this gap's name, i have 
never gotten it to register with a hip transfer.  but you don't 
actually spine--i say that to give you a sense of the 
relationship between the launch and the landing.  what you do is 
air out, pressing up, and acid drop.  so get a lot of speed, aim 
yourself at the picnic table/grassy ledge.  boneless and hold up 
so you leave the bowl, and then, when you can, press R2 to acid 
drop in next to the picnic table.  yes, this is a FREAKING HUGE 
gap.  but you can make it.

KNUCKLIN' FUTZ: get in the part of the SPINE BOWLS that's closest 
to the SECRET AREA.  you need to air out of the bowl and land in 
a grind on the lamppost on the grassy ledge.  there may be other 
places to do this, but i'm too lazy to explore that notion. 

-----------------------------------------------------------------
------05. CONCLUSION.--------------------------------------------
-----------------------------------------------------------------

         well, if you're reading this, you've really taken that 
extra step.  and we thank you.  
         we really got to throw our shout outs to the crew from 
the gap thread, as always.  JaKyL and fuzzybam in particular.  
and anyone else who blew through with a gap or two.  or ten.  
y'all rule.  and to neversoft, for getting all these little 
devils in the game--keep em coming, folks.  you keep hiding em, 
we'll keep finding em.  and having fun doing it.  though i would 
appreciate it if you eased off the non-skateboarding-related ad 
money though *cough cough satellite radio cough*..  and could you 
make story mode slightly challenging next time?  sick mode just 
made you have to do MORE GOALS!!!  things were barely any 
harder..  but thanks anyway.  you're clearly doing your best, 
given the fact that you're really greedy.  why you gotta try to 
appeal to the lowest common denominator?  why can't you put in a 
few more hours work into making a Sick Mode that will actually 
keep us busy for a while?  whatever.  but do as i say.  i'm not 
kidding.  or i might start going out and finding gaps in the real 
world.  seriously, i'm gonna do a Shaw/Mt. Vernon gap guide.  and 
if i get arrested--or institutionalized--for trying to grind an 
electrical wire, it'll be YOUR FAULT.

         ok.  that's it.  find some other faq/guide/walkthru to 
read.  though, i admit, it will be difficult to find one as 
cohesive, compelling, intelligent, witty, and, frankly, 
devastatingly handsome as this one.  maybe we'll write another 
next year.  for Tony Hawk's District Mayhem.  or, if they go some 
other direction, the aforementioned Shaw/Mt. Vernon gap guide.  
until then, good luck out there!


EMAIL ADDRESS HAS BEEN REMOVED.
I hate my inbox being flooded by non-gap related comments and
questions. That being said..

I WANT TO THANK EVERYONE WHO SENT IN HELPFUL COMMENTS AND
CORRECTIONS! THERE WAS WELL OVER A 100 OF YOU SO I CAN'T
THANK YOU ALL!!! BUT I LOVE YOU ALL THE SAME!

Seriously though.. if you still need help try a messageboard.





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end of file.
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