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    FAQ by WestQuote

    Version: 0.5 | Updated: 06/01/01 | Search Guide | Bookmark Guide

    Crazy Taxi 2 FAQ
    By WestQuote (aka Tim Ambrogi)
    Version: 0.5 (6/01/01)
     Unpublished work Copyright 2001 Tim Ambrogi
     DISCLAIMER:  If you find anything I don't have, email me at
     The latest version, and downloadable maps can be found at
     This document is protected by US Copyright Law, and the Berne Copyright
     Convention of 1976.  It is for private and personal use only--it cannot
     be reprinted in part or in whole, or reproduced in any way or in any
     form (written or otherwise).  It is a free document that cannot be used
     in any sort of commercial transaction, including selling it or giving
     it away as a gift.  This FAQ cannot be referenced, altered, or used by
     anybody (including webmasters, publishers, and magazine staff) without
     my express written permission.  This FAQ was created and is owned by
     me, Tim Ambrogi <ragnarokz (at) hotmail (dot) com>.  All copyrights and
     trademarks are acknowledged and respected that are not specifically
     mentioned herein.
     I expressly forbid the following publishers/publications from using this
     FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
     Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
     PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
     and Prima Games.  Remember, plagiarism is a crime and is punishable by
     law.  And on that note, I copied this legal disclaimer from Kmegura's
     Crazy Taxi 2 and all other characters are (c) SEGA of Japan and
     SEGA/Hitmaker 2001.
    0.0 OUTLINE:
    0.0 - Outline
         0.1 - Versions
    1.0 - General Info
         1.1 - Intro
    2.0 - Changes
         2.1 - Jumping
         2.2 - New Characters
         2.3 - Simultaneous Drop-offs
    3.0 - Maps
         3.1 - Around Apple
         3.2 - Small Apple
    4.0 - Mini Games
         4.1 - Crazy Pyramid
    5.0 - Strategy
         5.1 - Single Player Strategies
    6.0 - Miscellaneous
         6.1 - Internet
         6.2 - Secrets/Cheats
         6.3 - Soundtrack Listing
         6.4 - Credits
         6.5 - Closing
    0.1 -- VERSIONS:
    Crazy Taxi 2 version 0.6 (Friday, June 1, 2001)
     - Updated Secrets/Cheats (Thanks to Justin D)
     - Updated S-S Walkthrough
    Crazy Taxi 2 version 0.5 (Friday, June 1, 2001)
     - Added Credits
     - Updated Sountrack Listing (Thanks to SiberianFiend)
     - Updated Secrets/Cheats (Thanks to various)
     - Updated Pyramid Info
     - Added rough copy of S-S walkthrough
    Crazy Taxi 2 version 0.4 (Wednesday, May 30, 2001)
     - Added Cheats plea
     - Added Soundtrack Listing Plea
     - Finished 1-1: Tour Walkthrough
     - Added S-S walkthrough
     - Started making maps
     - Added my list of favorite drivers
    Crazy Taxi 2 version 0.3 (Wednesday, May 30, 2001)
     - Added New Characters
     - Added Single Player Strategies
     - Added Maps
     - Added Closing
     - Updated Simultaneous Drop-offs
    Crazy Taxi 2 version 0.2 (Tuesday, May 29, 2001)
     - Added Jumping
     - Added Simultaneous Drop-offs
     - Added Map Sections
     - Added Netplay plea
     - Went off to explore some more
    Crazy Taxi 2 version 0.1 (Tuesday, May 29, 2001)
     - Added Outline and Intro
     - Added Crazy Pyramid walkthrough
    1.1 -- INTRO:
    Crazy Taxi 2 is very much like Crazy Taxi 1, so I recommend that for controls
    and basic gameplay tips, you check out a Crazy Taxi 1 FAQ.  Consider this
    something of an 'expansion'.
    The major changes in Crazy Taxi 2 are jumping, the new maps, the Crazy Pyramid,
    multiple simultaneous dropoffs, the new characters, and the new soundtrack, all
    of which I'll address below.
    2.1 -- JUMPING:
    Jumping is fairly straightforward.  Press Y-button at any time to kick in the
    hydraulics and make your taxi jump into the air.  Completing the crazy pyramid
    will teach you how to use this new feature.  It can be used for reaching
    shortcuts, avoiding head-on collisions, and the accumulation of heavy tips.
    Also, pressing jump in the middle of a crazy drift will achieve the
    Doing a Drift-Hop that hits a little short of its target platform will allow
    the pseudo-bug, the 'Drift-Hop Wall-Climb'.  More on that later...
    WARNING: These stats are based entirely on my own experience.  If you perform a
    series of tests and find that they are not wholly accurate, please email me at
    ragnarokz@hotmail.com and let me know.
      Speed - MED
      Acceleration - MED
      Turning - MED
      Weight - 69kg
      Height - 176cm
      Age - 25
      Speed - HIGH
      Acceleration - LOW
      Turning - LOW
      Weight - 83kg
      Height - 185cm
      Age - 28
      Speed - MED
      Acceleration - HIGH
      Turning - HIGH
      Weight - 52kg
      Height - 169cm
      Age - 18 cm
      Speed - LOW
      Acceleration - HIGH
      Turning - HIGH
      Weight - 48kg
      Height - 163cm
      Age - 78
    As far as favorites go, here's my list, based on how well I score:
    #1 Iceman, #2 Hot-D, #3 Cinnamon, #4 Slash
    I'm interested in hearing what others have to say about their own experiences.
    New to Crazy Taxi 2 is the ability to pick up a group of 2-4 people at once.
    This does not mean you can grab one person, grab another, etc..., but rather
    that there are new-colored circles (all shades of BLUE) that require multiple
    drop-offs, much like in the old Crazy Taxi Box.  In place of the dollar sign in
    the circle, there is a number, indicative of the number of people to be dropped
    off.  They all have different drop-offs.  You get double/triple/quadruple the
    tips, but if you don't get EVERYONE to their destinations in time, you'll lose
    the whole tab.  Higher stakes, higher payoffs; One good run with 4 people can
    net some pretty obscene tips.
    3.1 - AROUND APPLE:
    It is larger, more 'regional', and for some, harder.  It's separated into 3
    sections, all connected via long high-ways.  I can offer you little more than a
    map at this point in time, but I will include a list of shortcuts/tips later.
    For some basic shortcuts, take a look at the map, as well as the '4.1 Crazy
    Pyramid 1-1: Tour' walkthrough near the bottom of the document.  Several useful
    shortcuts are available there.
    For a map of Around Apple, go to:
    Select 'Maps'.  From that page, select 'Around Apple.'
    3.2 - SMALL APPLE:
    The second new map, 'Small Apple', is similar to Around Apple, but more spread
    out.  Unlike the long roads connecting the three regions of Around Apple, there
    are no highways in Small Apple.  There are, however, far more shortcuts,
    streets, ramps, etc...  I find Small Apple far more entertaining to play.  I
    offer you little more than a map at this point in time, but I will include a
    of shortcuts/tips later.
    For a map of Small Apple, go to:
    Select 'Maps'.  From that page, select 'Small Apple.'
    4.1 - CRAZY PYRAMID:
    The pyramid is the puzzle section of the game.  Every time you complete 2
    adjacent puzzles in the same tier, it opens up a new puzzle to play.  If you
    pass all the puzzles in a given tier of the pyramid, you'll be given a prize.
      First Row........Around Apple Map
      Second Row.......Small Apple Map
      Third Row........Bike
      Fourth Row.......Stroller
      Fifth Row........Nothing
      Sixth Row........Play as Original Characters
    For a printable map of Around Apple and Small Apple, go to
    To use the maps, select the city of choice in the main menu and go to 'Map'
    the bottom of the screen.
    To use an alternate vehicle, press L or R when selecting your character.
      5-1: Jump 2
    This one is easy to pass, hard to get first place in. Try jumping at the VERY
    end, and boosting at the VERY end. Basically, do them at the same time. Before
    that, build up as much speed as you can. Also, hold Y and acceleration the
      5-2: Golf
    The trick to this is backing up before you approach. Reverse to the edge of the
    island, and boost forward a couple times. Then, right before the ball, press
    jump. You want to hit it fairly head-on, but still a little below the center.
    I've made 420+, an easy first place.
      5-3: Hurdle
    Don't hit them! Just be sure to boost as soon as you land, so you loose minimal
      5-4: 3-Jump
    Backup to the wall. Then boost forwards and wait until the line to jump. The
    trick is cutting it as close as possible on all jumps. *Right* before you jump,
    boost. Also, be sure to hold Y the whole jump. After you land it, wait until
    counter is almost at zero, then repeat. Remember to boost before each jump.
      5-5: Balloons 2
    This one is totally easy. For some of the balloons, you should do a drift,
    you must jump into others. Basically, you'll easily get a good time if you plan
    out a good route.
      4-1: Ramps
    This is tough to score high on, easy to pass. Don't swerve, don't jump, and be
    sure to boost as you hit each ramp. With that combined, you should easily pass
    it. Also, try to line up each jump so that you land facing the next ramp.
      4-2: Road
    Two ways to do this one. The first, harder way, is to just drive along the
    staying near the middle. CT1 veterans should have no problem with this. The
    way, for beginners, is to use the brakes. You have plenty to of time, so just
    slow down a little to let cars pass you. Also, analog is useful in this level.
      4-3: Turn 2
    This is pretty hard, but fun to do. Do a drift turn towards the step edge, then
    jump. As you land, drift again. When you're lined up perpendicular to the next
    step, boost and jump straight into it. So the first jump is a drift jump, the
    next is a normal jump. Repeat that for each of the jump pairs, and you'll be
    The easy way is to just jump a stair, let go of acceleration, and turn to do
    jump the next step. It involves no drift turns, if you're anxious to keep going
    in the pyramid. But mind you, this skill is needed in later puzzles, so you
    should learn it here.
      4-4: Jam 2
    This one's tricky to figure out how it works. There are two bridges going over
    the main road. The bridges each lead to two drop off points, making for all 4.
    So, as you come to the first bridge, turn a little to the left, and jump up
    it. Then drop off one guy at the end, ending with a 180 drift turn. That'll
    leave you facing towards the next one. When you've done both of the ones
    connected to the first bridge, descend to the main road and jump onto the next
    bridge and repeat.
      3-1: Rush 2
    This map is like a cross, when seen from above. You start off pointing at one
    the ends of the cross. This one you start off facing, call it 'NORTH' and the
    rest based on cardinal directions (SOUTH, EAST, WEST). The trick, aside from
    jumping like Morpheus from building to building, is to drop people off in this
    order: N, S, W, E. The reason for this order is that one wastes a lot of time
    turning, so we only turn in the middle once, instead of if we went clockwise,
    which would result in 3 turns in the middle. Also, at each drop off, end in a
    180 drift.
      3-2: Drop
    This one is a beast to get first in. Basically, you need to drift a 180 off
    step, and land facing the way the red arrows are pointing. As you land, boost,
    and you should be fine. Repeat this for each jump.
      3-3: Stairs
    This is pretty easy. Use analog stick, and just jump from stair to stair. Don't
    jump into the stairs from the side, though; jump as soon as the stair is
    reachable. If the diagram is the stair, jump so you pass over the asterisks.
    Also, it's possible to line yourself up so that all you need to do is jump,
    avoiding the nasty prospect of turning on every single stair.
      2-1: Zig Zag 3
    This is easy when you can get the drift-hop wall-climb to work consistently.
    way I did it was to wait very late to start my drift turn. Just at the last
    moment before hitting the stair, I drift-hopped parallel to it, hitting a
    low. Because of this, I got sparks as I slid up the extra half-foot to the top
    of the stair. I landed on the next step facing the right way, with no excess
    drift. If you boost as soon as you land on the top, you'll also have a good
    of speed. Good luck mastering this, because I think it's necessary to get a
    time. Think of it as a drift-hop to the next stair that hits *just* a little
    If you do it with classic drift-hops, just be sure to boost when you land, and
    *not* to hold Y the whole time as you jump.
      2-2: Arches
    This is deceptively difficult, but if you use analog and follow these tips, it
    should come easily.
    1. Straighten out before each jump.
    2. Some can be cleared without jumping.
    3. When aiming for a landing spot on the next arch, aim for the lane closest to
    the arch you're jumping from.
    4. Start braking well before the end, it's a killer drop.
      1-1: Tour
    There are some basic choices and shortcuts you need to follow to get through
        1. At the bridge, take the right lane. The left lane is harder to dodge in,
    and the middle lane is just slower.
        2. At the BK, do a 180 drift so you end up facing backwards.
        3. Go to B-Ball courts and end facing the way you came.
        4. After the art museum, the arrow will point backwards. Ignore it and go
    right around the next corner.
        5. Be as direct as possible in getting to the botanical garden, and crash
    into the wall of it, to the right of the staircase leading up into it. You
    should hit here at about 5:00 left on the clock.
        6. The station and the next stop should be easy enough, just follow the
    arrow and don't crash.
        7. This is one of the crucial shortcuts in the game. Jump up at the turn,
    and drift off the roof facing right. As you land, boost forward.
        8. The next stop is easy. Try to end up at the university in a 180 drift
    stop no later than 4:00 left on the clock.
        9. Here's another great shortcut, to the depot. This one is hard though.
    Instead of following the arrow, you need to head left on the road that leads to
    the jewelers shop. On the left you'll see a chain fence. As soon as you pass
    drift so you face left, and boost off the road. You should land in the depot.
    Pull a 180 stop and boost out of there, up the road to the zoo.
        10. You should get the zoo no later than 3:10 left on the clock.
        11. Land on the right side of the police station and continue up to the
    station, landing in a 180 drift at the fire station.
        12. Double back to the Police station and cut over the sidewalks, to the
    post office.
        13. After the hospital, there's a useful shortcut through the fenced-off
    corner. You'll see it, just cut through, and you'll avoid the populated hairpin
        14. There really aren't many more shortcuts left, just follow the arrow
    stop to stop until you get to the GAP.
        15. At the GAP, it tells you to go back the way you came. However, if you
    the way the road would take you, you'll find a roof shortcut that you can jump
    up to. At the end of the roof shortcut, jump, or you'll hit a bus. Land facing
    right at the Hardrock Cafe.
        16. Follow the arrows to the rest of the stops, bashing into the phone
     to kill speed quick.
        17. When you get to the hotel, do a 90-degree slide, so you're facing the
    main road when you drop off.
        18. On the last drop, City Hall, you need to jump over the divider, to the
    road that is running parallel to the road that led to the Hotel.
        19. Follow that road to the last drop-off point.
        19. Move fast and pray you're good enough to make it. It's damn hard, so
    don't give up.
    The order of stops:
    1  Burger King
    2  B-Ball Court
    3  Art Museum
    4  Botantic Garden
    5  Station
    6  Church
    7  Factory
    8  University
    9  Supermarket
    10 Depot
    11 Zoo
    12 Police station
    13 Fire station
    14 Post office
    15 Hospital
    16 Stadium
    17 Jewelers Shop
    18 Stock Exchange
    19 Department store
    20 HMV
    21 FAO Schwarz
    22 Gap
    23 Hardrock Cafe
    24 Courthouse
    25 Bank
    27 Public Library
    28 High School
    29 Hotel
    30 City Hall
      S-S: Special
    This is the final pyramid puzzle, to my knowledge.  It's similar to Tour, in
    that there are many (33 in this case) drop-offs to do.  However, this time it's
    in Small Apple, and you can do them in any order.  Because of this, there are
    countless ways to beat this level.  What follows is several other
    people's advice on completing the level, as well as my own.
    art museum
    clock tower
    law court
    ferry port
    bus terminal
    stock exchange
    city hall
    opera house
    foa schwarz
    band shell
    hard rock cafe
    burger king
    basketball court
    fire station
    police station
    post office
    karate doji
    high school
    central terminal
    tempura restaurant
    public library
    department store
    WESTQUOTE (aka Tim Ambrogi)
    I'm currently working on a comprehensive map that will show my route, as well
    as the pickups and dropoffs in the level.  If someone could help by mapping out
    some of the pickups (or all, if you're hardcore), it would be much appreciated,
    and would greatly speed up progress.  Also, if you're really having issues with
    level and can't wait to use the new characters, you can wimp out and use the
    Whitney has uploaded a variant of the small apple map from my site.  It shows
    the route she used.  You can d/l it from www.gamefaqs.com .
      #1 Westquote:
    Generally, though, you'll want to mix up long and short fares.  On long fares,
    limit tricks and go for speed.  If you do some long runs fast enough, you'll
    not only get the 5 second bonus, but also whatever time you have leftover.
    If you have any strategies, submit them and I'll post them here in future
    versions.  Overall, I recommend focusing on speed and dodging over flashy
    tricks.  By not hitting cars, tips will come naturally.  If you go too fast,
    you have no chance to survive make your time.
    6.1 -- INTERNET:
    I've been given word that the 'Internet' button in the game just takes you to a
    webpage that holds top scores and such.
    (Thanks to Matt Pace)
    6.2 -- SECRETS/CHEATS:
      #1: Secret Drivers
    Complete Crazy Box S-S to play as the original (Crazy Taxi 1) characters.
      (Thanks to Neale Hemrajani)
      #2: Pyramid Prizes
    If you pass all the puzzles in a given tier of the pyramid, you'll be given
    a prize.
      First Row........Around Apple Map
      Second Row.......Small Apple Map
      Third Row........Bike
      Fourth Row.......Stroller
      Fifth Row........Nothing
      Sixth Row........Play as Original Characters
      #3: Third Controller
    If you plug in the third controller, pressing the L button mid-game will make
    the arrow show the absolute location of the next stop.
      #4: Disable arrow indicators
    At the character selection screen appears, hold Start and press A. If you
    entered the code correctly, the message "No Arrows" will appear in the lower
    left corner.
    (Thanks to Justin D)
      #5: Disable destination indicator
    At the character selection screen appears, hold Y and press A. If you entered
    the code correctly, the message "No Destination Mark" will appear in the lower
    left corner.
    (Thanks to Justin D)
      #5: Expert mode
    At the character selection screen appears, hold Start + Y and press A. If you
    entered the code correctly, the word "Expert" will appear in the lower left
    corner. No stop or arrow indicators will appear in this mode.
    (Thanks to Justin D)
      #6: Anything else?
    Please send any and all secrets/cheats to ragnarokz@hotmail.com
    Methods of Mayhem
        Written by Tommy Lee
        Copyright 1999 EMI April Music Inc. & Methods of Mayhem Music
      "Who The Hell Cares"
        Written by Tim Murray, Tommy Lee & Calvin Broadus
        Copyright 1999 EMI April Music Inc., Mr. Onsum Othashitz Inc.,
        Methods of Mayhem Music & My Own Chit Music
    The Offspring
      "No Brakes"
      "Walla Walla"
      "Come out Swinging"
      "One Fine Day"
        All performed by The Offspring, courtesy of Columbia Records
    (Thanks to SiberianFiend for the transcription!)
    6.4 -- CREDITS:
      Westquote (Tim Ambrogi)
      Neale Hemrajani
      Matt Pace
      Whitney G
      Justin D
    6.5 -- CLOSING:
    My 'to-do' list:
     - Make Map 1 (Around Apple with Pickups, Dropoffs, and 'Tour' route)
     - Make Map 2 (Small Apple with Pickups, Dropoffs, and 'Special' route)
     - Test characters further
    Email additions, complaints, questions, and any other contributions to
                  *** ragnarokz@hotmail.com ***
    That's all for now.  Drive crazy.  ^_^
    --Westquote (aka Tim Ambrogi)

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