Tony Hawk's Pro Skater 2

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Strategy Guide

                             TABLE OF CONTENTS
                              -INTRODUCTION
                              -BASICS
                              -SKATERS 
                              -SKATETHROUGH
                               -HANGAR
                               -SCHOOL 2
                               -MARSEILLES
                               -WAREHOUSE
                               -NY CITY
                               -SKATESTRRET
                              -SECRETS


INTRODUCTION

You've waited and waited. And waited some more. Now the Game Boy Advance is your 
hands, and along with it the most impressive handheld game ever created--Tony Hawk's 
Pro Skater 2. That's right. Vicarious Visions and Activision have made what many 
thought impossible--a 3D game on a 2D console--a reality, and the result is amazing. 
Everything that made the stellar series amazing in its prior incarnations has been 
translated to this excellent game. The same addictive gameplay, the same pro 
skaters, the same difficulty. It's all here. 

This detailed guide to Tony Hawk's Pro Skater 2 on the Game Boy Advance covers 
virtually everything you need to know to blow this game wide open, including a full 
Skatethrough, all Money locations, Skater information and tips on how to earn the 
most points. Now go skate. 


BASICS

THPS2 takes place in the skateparks and school yards of the world. Each level has 
been optimized to be fully skateable. Every surface, rail, jump and ramp has been 
tweaked out to give you a complete skating experience. Take some time to explore 
your world. If you see something that you think is impossible (grinding a high 
ledge, transferring across a massive gap), you will likely be able to get to it in 
the future. 

Any edge or rail is grindable. Try to link long grinds together to score massive 
points. In addition to the obvious, try grinding on park benches, planters, curbs, 
lamp posts, fallen poles, etc. 

Curved surfaces can be used to get massive air. They are referred to as "vert." Vert 
includes half and quarter pipes, pools, and other somehwat diguised lips. Of course, 
Vert skaters will be most adept at using these surfaces to score massive points, but 
as Street skaters buy stats, they too can count themselves among the airborne. 

There is so much to do and see in THPS2 that you'll be discovering things months 
after you open the game. A good way to expediate this process is by exploring all of 
the nooks and crannies of the Tony Hawk world by taking some time to Free Skate in 
each level after you open it. 



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Tricks 

Tricks are the heart and soul of this game. Many of the ones you will remember from 
Tony Hawk are available again, but this time out, there are practically double the 
moves available in the original. Again, it is just as important to link them into 
sick strings. Luckily, this time out you'll have more linkable moves at your 
exposure. But more on that a bit later. 

If you're new to Tony Hawk, you'll be asking, "What is this linking thing you keep 
talking about?" Linking is nothing more than stringing a continuous flow of tricks 
together without landing flat on your board. Each time all four wheels of your board 
touch ground, the trick score resets and you're on to the next. 

Note: The more times you do a trick, the less it will be worth. The trick's value 
declines by 20% every time it is successfully landed. 

The more things you do and the more different things you do in one string of tricks 
will really help to pump up your score. In other words, if you manual to a grind to 
another manual to a Boneless to a Rocket Air, you will have many more points than 
doing each of these tricks separately. It's all in the math. And the math is 
determined by something called "multipliers." 



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Multipliers 

The reason for all of this insane linking is not only to look cool and impress your 
grandma. It serves another equally legitimate purpose: gaining points. Here's how it 
works. Each time you successfully add a trick to a string, you will gain one 
multiplier. This is eventually used to multiply the base score of all of the tricks 
added together. 

Let's say you do a Manual (50) to a Boardslide (140) to a Manual (60) to a Nosegrind 
(145). You will have 395 base points. Since you linked all of these together, and 
there were four tricks total, your final score for the string will be 395 X 4 or 
3580, which is significantly better than doing them all separately. Multipliers are 
the only way to get the points you need to score, especially later in the game. 



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Gaps 

Not your average multiplier, a gap is a specific object or space that must be 
traversed or tricked upon to gain a bonus. In the first level (The Hangar), the most 
obvious of these is the Halfpipe Hangtime, which is accomplished by leaping from one 
side of the halpipe to the other. When you land a gap, its point value is added to 
your base score and the gap itself is added to your multipliers. 

Gaps are a great way to grow your score, especially when linked into an already long 
run. To find a list of all of the Gaps in the game, go to the options menu. This 
will show you which ones you've discovered as well. 



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Spins 

Certain tricks allow your skater to spin in the air. Anything that happens in the 
air can usually be spun into a points-grabbing frenzy. Spins greatly add to a 
trick's base score. 

180: 1/2 turn (Base score X 1.5)
360: 1 turn (Base score X 2)
540: 1-1/2 turns (Base score X 3)
720: 2 turns (Base score X 4)
900: 2-1/2 turns (Base score X 5) 



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Ollies and Such 

An ollie is a glorified leap in which a skater pops the board into the air, keeping 
the deck magically glued to his feet via the wonders of physics. In addition to the 
vanilla ollie, other tricks in this family include the No Comply (Tap UP once), 
Nollie (Press L before doing a trick), and Boneless (tap UP twice). Use ollie tricks 
to leap up to grinds, gain air on vert ramps and hop across gaps and over objects. 

Note: Never merely ollie. Use a No Comply or Boneless before any other trick to add 
to both your multipliers and base score. 



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Manuals 

A new trick has been added to THPS2. It's called the manual, and it will save your 
ever-lovin' life. A manual is nothing more than a fancy wheelie, performed on either 
the back or front wheels of the board. Like the grind, the longer you hold the 
trick, the longer you score points. Also like the grind, the manual can be used to 
score massive amounts of points. Its real benefit is that it can be used across flat 
surfaces, allowing trick linkage previously unavailable in the original. 

To perform a manual, tap up, then down (or vice versa) before you land on the 
ground. If on a ramp, you cannot land in a manual. However, you can launch off of a 
ramp from a manual, something that will come in quite handy to finish up an 
especially impressive run of tricks. Once in a manual, you may have to balance using 
the onscreen meter to adjust your rider's balance. 



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Grinds 

Grinds are nothing new to THPS2. Find a lip, edge or rail and hop aboard, sliding 
your board across the surface to rack up huge points. Examples of grinds are the 
Tailslide, Darklslide, Nosegrind and Feeble. Try a manual/grind string of tricks to 
pump up your scores. 

In addition to grinding, you can Wallride flat vertical surfaces. Skate towards a 
wall at an angle, then ollie and press A to Wallride. Once Wallriding, Press B to 
Wallie, which allow you to jump from your grind to a higher level. 



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Lip Tricks 

A lip trick is performed when a skater pauses at the lip of a vert object, stalling 
the board on the coping or planting a hand on the rim and inverting. As your stats 
grow, lip tricks can be boned out and held for huge points. Try tacking a lip trick 
on the end of a mega-long trick string to maximize your scoring. 



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Grab Tricks 

Grab tricks are performed in the air, usually over a vert ramp. Essentially, the 
rider leaps into the air and takes hold of the board. The longer a grab is held, the 
more it is worth. Spin grabs to the max to yield massive scores. 



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FlipTricks 

A flip tricksis performed when a skater flips the deck independent of his/feet, then 
lands aboard again. Flip tricks are a bit quicker to perform than Grab tricks, so 
can be used easily by street skaters at ground level. Use them to trick up to and 
off of lips and rails and in between manuals in huge trick strings. Flip tricks 
include the Impossible, 360 Flip, Kickflip and Heelflip. 



SKATERS

Tony Hawk 

Moves:
900: RIGHT, DOWN + R
Sacktap: UP, DOWN + R
BS Overturn: DOWN, LEFT + A 



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Bob Burnquist 

Moves:
Racket Air: LEFT, DOWN + R
BS Rocket Tailslide: UP, DOWN + A
One Foot Smith: RIGHT, DOWN + A 



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Steve Caballero 

Moves:
FS 540: RIGHT, LEFT + R
Triple Kickflip: UP, LEFT + L
Hang Ten: RIGHT, UP + A 



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Kareem Campbell 

Moves:
Ghetto Bird: DOWN, UP + L
Nosegrind to Pivot: DOWN, UP + A
Spidey Grind: LEFT, RIGHT + A 



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Rune Glifberg 

Moves:
Christ Air: LEFT, RIGHT + R
Kickflip 1 Foot Tail: DOWN, UP + A
One Footed Bluntslide: LEFT, UP + A 



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Eric Koston 

Moves:
Pizza Guy: DOWN, LEFT + R
Indy Frontflip: DOWN, UP + R
Fandangle: RIGHT, DOWN + A 



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Bucky Lasek 

Moves: 
Finger Flip Airwalk: LEFT, RIGHT + R
One Foot Japan: UP, RIGHT + R
The Big Hitter: LEFT, DOWN + A 



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Rodney Mullen 

Moves:
Triple Heelflip: UP, RIGHT + L
Hardflip Late Flip: UP, DOWN + L
Nosegrab Tailslide: UP, DOWN + A 



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Chad Muska 

Moves:
Half Flip Casper: RIGHT, LEFT + L
Double Hardflip: RIGHT, DOWN + L
Rowley Darkslide: LEFT, RIGHT + A 



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Andrew Reynolds 

Moves:
Nollie Underflip: DOWN, LEFT + L
Heelflip Darkslide: RIGHT, LEFT + A
BS Hurricane: DOWN, RIGT + A 



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Geoff Rowley 

Moves:
Mute Backflip: UP, DOWN + R
Half Flip Casper: RIGHT, LEFT + L
BS Hurricane: DOWN, RIGHT + A 



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Elissa Steamer 

Moves:
Indy Backflip: UP, DOWN + R
Hospital Flip: LEFT, RIGHT + L
Madonna Tailslide: UP, LEFT + A 



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Jamie Thomas 

Moves
Laser Flip: DOWN, RIGHT + L
Kickflip 1 Foot Tail: LEFT, DOWN + L
Beni F-flip Crooks: DOWN, UP + A 



SKATETHROUGH

Hangar: Meachem Field, TX
(Open at Start) 



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Scoring Lines
The Hangar is the perfect blend of vert and street skating surfaces. The low, metal 
quarter wall that lines the entire level is a good example of this. Not only is it 
good for grabbing lots of air, but the constant edge will help you stretch your 
grinds into lots of points. To fully maximize these edges, use a combination 
grind/manual/air to grow your points. Hop into a grind and when you're running out 
of steam, jump down to a manual, then head back up the quarter and flip an air or 
liptrick to end the run and grab tons of points. 

Another great way to get massive scores is to keep transitioning over the half pipe. 
Boneless in a grab, then land in a manual on the opposite side and carry it to the 
quarter lip to do an invert. Or go inside the half pipe and exhaust your supply of 
air maneuvers, always No Complying or Bonelessing into your tricks. Tack on lots of 
rotations to multiply the points further. Another great spot for air tricks is the 
Wind Tunnel. Or use up all of your Lip Tricks here, but be sure to Boneless into 
them for maximum effect. 



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Collect S-K-A-T-E
S: From the starting point, head straight down the roll-in and over the half pipe. 
The S is hanging in the air above the gap.
K: After landing on the other side of the half pipe, continue to the wall opposite 
of the starting point and use the curved quarter pipe wall to pop up into a grind on 
the low bar. Grind it to the left, grabbing the K that rests on the rail.
A: Hop off the bar and stay in this first room. Use the kicker ramps on the airplane 
here to ollie up and grab the K that hangs above the plane.
T: Continue past the plane and use the quarter pipe to transition over the low wall 
that separates the Hangar in two. The T hangs high above, so you'll have to get 
decent air to grab it.
E: Head to the back wall of the chopper room. See the bar that connects the two 
sections of quarter pipe together? The E is above the bar. Grind the edge of the 
quarter heading toward the bar. In the middle of the rail, leap up to grab the E. 



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Barrel Hunt
1. Drop in and vault over the half pipe and knock over the barrel on this side of 
the ramp.
2. Then head into the open end of the half pipe and topple the barrel sitting here. 
3. The next barrel lies near the side of the airplane (on the side nearest the 
starting point).
4. From the third barrel, get up on the quarter lip nearby and grind into the 
chopper room. The next barrel is on the ground just on the other side of the low 
wall.
5. The final barrel is in front of the wooden quarter below where you grabbed the E. 



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Collect 5 Pilot Wings
1. From the starting point, drop in and head to the right wall. Follow it toward the 
halfpipe, ollieing into a grind on the propeller that lies against the wall. Not 
only will this open the wind tunnel, but you'll collect the Pilot Wing atop the prop.
2. Go back near the roll-in ramp. The second Wing floats high in the air roughly 
above the starting point. Hit one of the quarter pipes on either side at an angle to 
launch over the roll-in gap and snag the Wing.
3. The third Wing is above the ridge that sits directly behind the plane in this 
side of the Hangar. Use this ridge to pop up into the Wing.
4. The fourth Wing is the same as getting the T, except on the other side of the 
room. Head toward the wall opposite the starting point (the one with the two rails 
on it) and use the curved quarter wall to tranisition into the chopper half of the 
room, grabbing the Wing in the process.
5. The fifth wing is atop the large wooden box ramp that sits against the dividing 
wall. Launch off the wood to grab it. 



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Nosegrind Over the Pipe
As easy a challenge as you're likely to encounter in this game. Skate straight 
forward from the starting roll-in and line up with one of the curved rails that 
hoops over the half pipe. Use a nosegrind (UP + A) to get the special gap and earn 
the objective. 



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Hit 3 Hangtime Gaps 

1. The first hangtime gap is the easiest. As you come down the roll-in, crouch and 
prepare to jump. As you near the top of the halfpipe, Boneless to sail across the 
gap. Successfully land on the opposite side to score the first Hangtime. 
2. The second gap is to sky over the airplane. Use the wooden ramp and Boneless over 
the plane, landing in line with the opposite ramp to score the gap.
3. You'll need more Air, Hangtime, and a better Ollie for this one. Head to the 
Chopper room and use the wooden ramps on either side of the helicopter to air over 
it. Land on the opposite wooden ramp to complete the gap and earn the third 
Hangtime. 



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Find the Secret Tape
To get the Secret Tape in the Hangar, you'll need to open the secret area. This is 
accomplished by grinding the propeller at the closed end of the half pipe. The 
actual secret area is in the chopper room. Transition over the low wall that 
separates the Hangar and head to the back of the room. Near a small wooden quarter 
wedged between the metal quarter perimeter, you'll see a blue arrow. Jump atop the 
wooden quarter here and jump toward the arrow to get into the secret wind tunnel. 
Once inside, gain some speed in this massive half pipe. To get the secret tape, 
you'll have to transition over the entrance, and to do this, you'll need a lot of 
air. 



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100% Goals and Cash 

50 Bucks
1. There is a Fifty hanging near the propeller on the closed end of the half pipe. 
Ollie over the pipe to grab it. You'll likely get this as you grind the propeller to 
open the secret room.
2. You'll get a Fifty when transitioning from one side of the Hangar to the other 
while attempting to snag the Wing that hangs over the low wall.
3. One Fifty hangs at the end of the ridge that lies behind the plane. Pop over the 
ridge into it.
4. Grind the rail that connects the two wooden kickers near the chopper to get 
another Fifty.
5. Boneless off of the wooden kicker near the chopper into a Fifty that floats over 
the whirlybird. 

100 Bucks
1. In the corner of the chopper room (near the secret wind tunnel) is a 100 hanging 
high in the air. Gain speed in the room, then hit the corner quarter pipe to sail up 
into the bill.
2. This one requires a good deal of air, so you'll likely have to buy some Ollie and 
Hangtime skill to get it. The hunny is perched atop the high rail in the chopper 
half of the Hangar. Go back and forth, using the quarter walls to gain speed. Then 
head to the left wall and Boneless off the quarter here, landing in a grind (going 
left) on the high rail. The Hundred is yours! 


School II: Southern Cali
($1000 Needed to Unlock) 



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Scoring Lines
While there are a lot of decent places to pick up points on this level, there are 
none better than the little area just to the right of the starting point. Here, 
you'll find a quarter pipe against the wall and another against the arch. These two 
ramps form a sort of halfpipe where you can get a ton of points (well over the 
100,000 required for the highest challenge). Rip Boneless to spinning air tricks on 
the wall side and Boneless to lip tricks on the arch side. Each time you do a lip 
trick on this extension, you'll get the gap bonus (meaning another multiplier as 
well), so it is worth your while to exhaust all of your lip maneuvers here. 

Another great place to session the airs and lip tricks is the secret pool area. To 
unlock it, head to the far right corner of the map. Here you'll see a pair of 
portable buildings. Use the wooden ramps on either side to get on top, then grind 
the rail on the roof to prompt the message TC Sez, opening the gym door. To get to 
the gym, follow the face of the north building left until you see the ramped-up 
entrance. A blue arrow will point to the opening. Just skate into the door to find 
yourself in the pool. Not only does this area offer great air, but the tr-level high 
dive is a great place to pull lip tricks, as you'll get a gap bonus each time you 
do. 

For linking grind strings together, there's nothing like the stage area, which is 
down the long ramp to the left of the starting point. Hop on the rails and grind, 
then jump to grinds on the long edges of the stage itself. To link series of grinds, 
use manuals as you travel to the next edge. If you can, finish each trick string by 
manualling into an air off of the wooden quarter ramp at the end of the stage. 



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Collect S-K-A-T-E
S: Skate down the ramp directly to the left of the starting point. Grind the railing 
here, and ollie midway down to collect the S that floats above the bar.
K: Once you get to the bottom of the ramp, get up on the center stage. Sky off of 
the quarter pipe at the end of the stage to score the K.
A: After you've collected the K, skate to the opposite end of the stage and out of 
the area. On the opposite side of the big building in the next area is a ledge with 
the A on it. Grind the edge and pop into the letter.
T: Keep going past buildings until you reach the bottom of the ramp. Here you'll 
find the T hanging above a wooden quarter.
E: After you've collected the T, move to the right to find a small classroom 
building. Ollie on to a grind on the handrail, then jump up at the end to grab the 
E. 



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Wallride 5 Bells
1. Wedged between the arch and the rail in front of the Leap of Faith is a small 
stretch of wall with a bell on it. The best way to get the bell is to follow the 
handrail toward this wall, then take a sharp left and ollie into a Wallride over the 
bell. 
2. Now go down the long set of stairs to the area below, following the school wall 
right (at the top of the screen) until you reach the sloped entrance to the gym (the 
blue door). Just past this is the second bell. Boneless into a Wallride to rock it.
3. Move slightly down and two the right. Here you'll see a pair of portable 
buildings sitting close together. On the visible face of the building with the rail 
atop it is the third bell. Ollie into a wallride.
4. Keep moving right into the far corner of the map. Here, you'll find a curved slab 
of concrete near a back entrance to the school. At the end of this is a bell. Get on 
top of the low ledge and as you reach the edge, angle into a Boneless, Wallriding 
through the bell.
5. Once you get the fourth Bell, go left past the portable buildings, past the 
picnic tables and follow the buildings at the bottom of the screen. When this long 
building comes to an end, duck left to find the fifth Bell on the side of the 
building with the ramp (where you first found the A). 



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Collect 5 Hall Passes
1. Straight ahead of the starting point, skate forward and grind the long, central 
staircase rail to grab the first Hall Pass.
2. At the bottom of the stairs, you'll see a picnic table propped up. Grind the 
table top, then ollie into the Pass that hangs in the air just off the end of the 
table.
3. The third Pass is near the gym door. Grind the left handrail leading up the 
incline. As you near the end of the bar, ollie up into the Pass.
4. There are a pair of wooden ramps back near Bendy's curve. The fourth Pass floats 
between them. Launch off of one ramp, then transfer to the other, grabbing the Pass 
in the process.
5. The fifth Pass is above the low concrete ledge in the corner of Bendy's Curve. 
Get on top of the platform and Boneless into it. 



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Kickflip TC's Roof Gap
The TC's Roof Gap is the space between the two portable schools near Bendy's curve 
in the far upper right corner of the map. Use the wooden kicker ramps to Boneless up 
to the roof, then kickflip (L + LEFT) to grab the gap and the subsequent loot. 



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Grind 3 Roll Call Rails
1. The first roll call rail is the long, kinked handrail that runs the length of the 
huge staircase straight ahead of the starting point (the one furthest to the right 
from your perspective). Make sure your Rail Balance skills are up to par. This is a 
long rail and you'll have to land the grind in order to collect the gap bonus.
2. The second roll call rail is atop TC's roof. Use the same technique to get on top 
of the building (use the kicker to Boneless up), then grind the rail on the second 
rooftop. Not only will this fulfill your roll call obligation, but grinding this 
rail will open the gymnasium door (the blue door on the sloped ramp on the north 
building). Once this is open, you can get inside and session the pool, which is 
great for bonus air and lip tricks.
3. The third roll call rail is the short kinked handrail on the stairset near 
Bendy's Curve. Use the small wooden ramp near the stairs to Boneless up to the rail, 
the grind it to the ground to finish the objective. 



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Find the Secret Tape
To get the secret tape, you'll have to master the art of roof jumping. Head to the 
stage area (down the ramp to the left of the starting point). The central stage is a 
long platform with swollen ends. On one side is a wooden quarter pipe and on the 
other is a bunch of boards leaning on a planter. Gain speed by tricking on the 
quarter pipe, then head down to the opposite end of the stage. Line up with the 
slanted boards here and use a Boneless off of them to launch yourself up to the 
roof. Once on top, stay to the left and prepare to jump again. Boneless off of the 
slanted fan/ramp to traverse the large gap to the next roof. Atop this roof, head to 
the right slightly, following the long, jutting section of the roof. At the end of 
this narrow segment is the Secret Tape. Ollie up into it and land in a grind in the 
concrete wall here. 



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100% Goals and Cash 

Fifty Bucks
1. One fifty is floating high above the arch just to the right of the starting point.
2. Find another fifty hanging above the side rail on the stage platform. Grind the 
rail into the bucks.
3. On your way to get the secret tape, instead of going off the fan ramp, take a 
sharp right and jump off the corner of the building here into the Fifty that's 
floating up here.
4. There is another fifty hanging between a pair of ramps just past the fence just 
below the starting point. The easiest way to get to this area is to go down the long 
ramp straight ahead. Then, turn around and go back up, but grind the left rail. 
Ollie off of it on to the roof beyond the fence, then use the kickers to pop into 
the cash. 

Hundred Bucks
1. In the secret pool area, there is a Hundred hanging up high on the side of the 
pool. 
2. Also in the secret pool area. You'll need a lot of speed going to get the Hundred 
above the top high dive. Boneless into an air, then do a lip trick atop the top 
platform to grab the dollars.
3. This hard-to-get Hundred lies high atop a ledge. To get it, head right from the 
starting point to the rail that runs in front of the Leap of Faith on the opposite 
side of the arch. Boneless over this rail to the narrow ledge that runs along the 
building. Follow this ledge to a ramp. Boneless off of it to the next ledge, then 
follow this one around the corner. Boneless once more off of the next ramp to grab 
the Hundred hanging in the air between ledges. 


Marseilles: France
($3000 Needed to Unlock) 



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Scoring Lines
Since this is a competition level, it's all about the scoring. Luckily, there's a 
metric ton of great lines in the level just begging to be exploited. To cheese off a 
bunch of easy points, do a series of lip tricks on the dumpster near the crossbar at 
the entrance to the bowls. Once in the bowls, use all the vert that they provide to 
cycle through all of your grab tricks. Make sure to Boneless into them and fully 
rotate. If you can land three or four 720 tricks in the bowls, you'll be well on 
your way to a gold medal. Just below the starting point, you will also find a couple 
long, wide quarter pipe channels. These are also perfect for aerial assault. 

The rails near the bowls make for a lot of great grinding action as well. Get up on 
a rail, then hop to the lip of the bowl, then ollie to a manual and go to the next 
rail. Or ollie to a manual inside the bowl and carry it up the side of the bowl into 
a grab or kickflip trick to end the points run. There is another great street area 
down and to the left (from your perspective, not the skater's) of the starting 
point. Filled with lips, rails and even a staircase, manuals and grinds can be 
linked together here for serious points. Use the fun box here to leap in the air and 
perform a grab or kickflip to end the run. 



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Getting the Cash 

Fifty Bucks
1. There's one Fifty hanging between the rails on the wooden funbox just behind your 
starting point.
2. There is another one at the end of the long, narrow wall that separates to the 
right of the starting point.
3. You'll find a Fifty at the end of the curved rail around the rightmost bowl. 
4. You'll get another Fifty at the bottom of the stairs in the street part of the 
course, just below and left of the starting point.
5. There's a Fifty flapping in the breeze just below the starting point, in the 
middle of a curved rail next to the dumpster. Grind the rail and midway down it, 
ollie into the buckage. 

Hundred Bucks
1. There's a Hundred bucks atop the plywood building up and to the right of the 
starting point. Use the angled on the near side of the building wall to Boneless 
into a Wallride. Grind the edge of the wall when you get up top all the way to the 
dough.
2, 3. There is a Hundred at each end of the crossbar (the one that's festooned with 
pennants) leading into the bowls. The easiest way to get either is to use the inside 
edges of the quarter wall here just below the bar to launch up into the money. Who 
knows? You may just get an Over the Crossbar gap in the process. . 


Warehouse: Troy, NY
(1 Medal Needed to Unlock) 



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Scoring Lines 
This is another one of those levels that is a great mix of vert and street. The 
entire back wall of the level is a quarter pipe bank, meaning lots of air and lip 
possibilties. Of course, we all remember the finger that juts out of that wall. This 
is good for transfering over or manualling across to stretch out the run. 

If you played the original Tony Hawk on PSX, there is a line you'll immediately be 
wanting to exploit. It's a bit harder to do for persepctive reasons, but here goes. 
From the starting point, take a sharp and, then head down the roll-in ramp here. 
Crouch as you approach the halfpipe and stick to the far right side. As you reach 
the pipe, Boneless over the top and land in a grind on the high rail (this is the 
toughest part of the run). Grind this to the quarter pipe lip, then continue to 
slide around the quarter until you reach the protruding finger. String a series of 
kickflips in between the grinds to pump up the multipliers. Keep an eye on your 
balance meter as this is the point when things easily fall apart. If you can, keep 
grinding all the way to the wall, then leap down and manual. If you can complete 
this whole string, you are a god. Plus, you will likely have enough points to beat 
all of the points challenges. 

Otherwise, you can rack up a pretty serious score just by sessioning the quarter 
wall. 720 all of your grab tricks, and be sure to No Comply or Boneless into each 
one to pump up the points. If you can land each one Perfect, you can get 13,000 
points per trick easily. That adds up pretty quickly. 



--------------------------------------------------------------------------------

Collect S-K-A-T-E
T: Drop in on the roll-in and hit the left side of the halfpipe, transitioning over 
and grabbing the floating T.
A: Use the small wooden ramps against the taxi to Boneless into the A.
K: On the back wall near the double rail (same side of the room as the taxi), is the 
K. Air into it using the quarter pipe bank.
S: Head to the bottom left corner of the warehouse. Near the oil slick here are a 
pair of ramps. Line up a jump between them, then Boneless over to grab the S. 
E: Head midway up the starting roll-in ramp. As you're even with the platform to the 
left, jump off on to the raised level. Use the quarter wall here to leap into the E. 



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Destroy 5 Crates
1. Turn around and head slightly right from the starting position to break the first 
of five crates.
2. Skate down the roll-in ramp and past the halfpipe. Turn right at the taxi and 
break the crate near the conrete apron.
3. On the back wall is a large, protruding finger that extends from the quarter pipe 
bank. Grind the edge of this, then leap off and knock over the crate that sits at 
the end of the finger.
4. Skate through the crate in the oil slick in the back left corner of the warehouse.
5. The last crate lies atop the small platform to the left of the roll-in. Follow 
the roll-in up, then leap off to the left and nail the final crate. 



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Collect 5 Spray Cans
1. The first Can is directly behind you from the starting point. Turn around and air 
off of the quarter pipe here to grab it. 
2. Now go down the right of two roll-ins. Just to the right of this is a quarter 
pipe, tucked in the corner. Air off of it into the second Can.
3. Head back toward the half pipe and Boneless over the right side, landing in a 
grind on the high rail here. Grind the rail, then pop up to grab the Can. If you 
miss it this way, go slightly beyond the rail and use the wooden quarter and grind 
the lip right, then leap up into the Can. 
4. Just past this high rail to the left is the beginning of the wooden quarter pipe 
bank. In the corner here, high above the ramp is another Can. Use the quarter to 
launch into it.
5. There is a quarter pipe stashed in the near corner on the far left wall of the 
level. From the oil slick, head down, keeping the wall to your left (from your 
perspective). Air off the quater to get the Spray Can. 



--------------------------------------------------------------------------------

5-0 the Big Rail
This is another fairly easy challenge. Locate the long rail in the center of the 
level. Ollie up to a 5-0 grind (DOWN + A) and grind the length of the rail (until 
you see the Big Rail gap) and you'll get the bonus. 



--------------------------------------------------------------------------------

Hit 3 Old Skool Gaps
1. The first Old Skool Gap is near the starting point. Skate down the roll-in at the 
beginning of the level. There are quarter pipes on either side of the path. Go to 
the right one and trick off of it to get up some speed. Then, aim your board up the 
quarter at an angle and sky over the roll-in, landing on the opposite quarter. If 
you land successfully, you'll get the Channel Gap.
2. To get the Kicker Gap, head to the far left corner of the arena, near the oil 
slick. There are two small, wooden ramps here. Ollie from one to the other to score 
the gap. This one is hard to line up, so it might take you a couple tries. Just 
remember that you need to take off and land in line with an invisible area that 
extends from the two outer edges of each ramp.
3. The last gap is an oldie but a goodie. See that finger that juts out of the 
quarter pipe bank at the back of the level. You simply need to jump over it and land 
on the other side. To do this, gain some speed on the quarter wall near the kicker 
ramps, then head straight toward the broad side of the protruding finger. As you 
near the lip, press and hold UP to sail clear over the top and collect the Old Skool 
Transfer. 



--------------------------------------------------------------------------------

Find the Secret Tape
To get the secret tape, you'll need a good deal of speed. Head to the back of the 
warehouse, to the right of the finger.Get some speed up by tricking off of the 
quarter here, then head up this ramp and Boneless, angled slightly left. When you 
are even with the top rail, grind it to the left. As you near the end of the rail, 
ollie and land in a grind on the next rail to score the tape. 



--------------------------------------------------------------------------------

100% Goals and Cash 

Fifty Bucks
1. In the far left corner of the warehouse, near the oil slick and in, a Fifty hangs 
above the quarter bank.
2. Transition over the halfpipe on the right side to grab the Fifty near the rail on 
the concrete apron.
3. As you transition from one quarter to the other when getting the Channel Gap, 
you'll grab a Fifty.
4. There's another Fifty hanging in the air midway down the Big Rail. Grind the rail 
and ollie up into the loot.
5. Another Fifty is near the wall above the oil slick. To get it, head at an angle 
towards the wall while approching the slick. Boneless into a Wallride. As you near 
the money, Wallie to grab the cash. 

Hundred Bucks
1. Air over the right side of the half pipe to score the hundred that floats high in 
the air near the brick wall.
2. There is a Hundred hanging just over the right roll-in. To get it, use the 
quarters on either side to air into a transition over the roll-in, scoring the bill.
3. Another Hundred is high atop the double-stacked rail toward the back of level on 
the right side of the finger. Get some speed up, then Boneless into a grind, moving 
right to score the dough.


NY City
($20,000 Needed to Unlock) 



--------------------------------------------------------------------------------

Scoring Lines
The city is a grinder's paradise, with long, complex lines weaving throughout the 
streets. Keep in mind that almost every curb here is shreddable. The best line is 
right at the beginning of the level. Skate at an angle towards the wall, Bonelessing 
into a Wallride, then grind the wall. Kickflip over the Park Entrance gap, then 
continue grinding all the way down. As the wall begins to curve, leap off into a 
grind and head toward the wall straight ahead. There are a pair of wooden kickers 
here. Hold the manual as you approach the right one, then Boneless into a Wallride, 
coming down on the other ramp. Land in a manual if you want or just rest on your 
laurels (and 50,000 points). You'll need them, too in order to get the 250,000 
needed to get the top points score. 

Another quality place to rack up points is in the park area with the blue cow. Use 
the massive brick quarter wall here to launch up into air and lip combos. Every time 
you do, you'll score a Pouncer Was Here! gap, so you can rip off 20,000-30,000 
points per trick. Not shabby. Other places in the course have fun little trick 
strings, like the benches and fences to the left of the park, but the park area is 
where you'll earn your bread, plain and simple. 



--------------------------------------------------------------------------------

Collect S-K-A-T-E
S: The S is on the wall just to the left of the starting point. Boneless to a grind 
to grab it. 
K: Head down into the park and air off of the massive brick quarter to get the K.
A: Take the path under the bridge up to a park bench with the A floating over it. 
Grind the top of the bench to gain the letter.
T: Now follow the fence along the water up to the bend, then turn right and follow 
the path lined with benches. Near the top of this path is the T, floating over the 
fence to the right. Grind the fence to get the letter.
E: At the top of the park, cross the street to find a pair of concrete quarter 
ramps. Air from one to the other, collecting the E in the gap to fulfill the 
objective. 



--------------------------------------------------------------------------------

Ollie the Hydrants
1. Follow the long wall that borders the park  just to the left of the starting 
point. Near where the wall bends is a hydrant. Line up a jump and ollie over it, 
trying to land on the hydrant itself. This will break it and cause water to shoot 
into the air. One down.
2. From the first hydrant, move forward until you get close to the wall ahead. Cross 
the street, then make a sharp left on the sidewalk when you see the two kicker 
ramps. The second hydrant lies just to the left of here. Ollie it to make the spray.
3. Now turn around and head all the way to the right. Near the closed off street 
here is the final hydrant. Ollie it to earn the objective. 



--------------------------------------------------------------------------------

Collect 5 Subway Tokens
1. Straight ahead from the starting point, you'll see a pair of kicker ramps in the 
street. Boneless from one to the other to collect the first Token.
2. Head along the rail to the right until you see a path leading down to the area 
below. Grind the middle of three rails here to get the second Token.
3. Return to the street and follow the wall that borders the park. At the second 
opening, duck in  left and follow the path to the bridge. Grind the right side of 
the bridge, then ollie up into the Token that floats lazily above. 
4. When you land, turn right and follow the path up to the street. Go to the wall 
and head right, looking for a pair of kickers with a Token floating between them. 
Boneless from one to the other to collect the coin.
5. Now go left on the street. See the sheet of plywood balanced on the top wall of 
the park? Use this to launch up into the final Token, which dangles precariously 
above the park.  



--------------------------------------------------------------------------------

50-50 Joey's Sculpture
To the right of the starting point, you'll see a handrail bordering an edge that 
overlooks a deep area below. Midway down this rail, you'll see a triangular modern 
art sculpture. Back up and take a run at it, ollieing over the rail and attempting 
to land in a 50-50 grind (A) as you come down. It will likely take a few tries, but 
luckily it's near the beginning, so you can use the old pause/retry maneuver. 



--------------------------------------------------------------------------------

Wrangle the Blue Cow
1. Head down to the bottom of the park area. Using the small platform under the Blue 
Cow's feet, Boneless over the steer from left to right (or vice versa), clearing the 
cow to earn the Moo Cow gap. 
2. Use the other side of the platform (front to back) and leap the steer to get the 
Blue Cow gap.
3. The third thing you have to do is grind the Cow's spine. The easiest way to do 
this is to begin under the bridge and head just right of the point of the platform. 
Hit the platform just to the right of the point and ollie (don't Boneless, you'll go 
too high) up to a grind on the moo cow's spine. This will take a couple of tries, 
but once you do it, you'll have wrangled the cow. 



--------------------------------------------------------------------------------

Find the Secret Tape 

I'm not going to lie to you. Getting the secret tape is the toughest challenge in 
the game. From the starting point, head straight forward, keeping the park wall to 
your left. Move forward until you cross the street, then take a sharp left as you 
approch the large building. Follow the wall left until you see a pair of wooden 
kicker ramps. Go all the way past them to the left, past the hydrant and near the 
two ramps. Now turn around and approach the left of the two kickers, heading right. 
As you near the ramp, cut in so you will be able to wallride. The angle to get 
decent height is actually quite severe. Boneless into a wallride from the ramp, then 
Wallie up to a grind on the long bar up here. Follow the bar until it is about to 
run out, then ollie into another Wallride and Wallie into a grind atop the long, 
electric sign here. As you near the end, ollie to a Wallride, then wallie down to 
the fire escape. Grind and ollie up the various levels of the escape to get your 
Tape. This is quite hard. But when you finally get it... Whew! 



--------------------------------------------------------------------------------

100% Goals and Cash 

Fifty Bucks
1. On the left side of the level, on the path leading back up to the street at the 
top of the park, you'll find a fifty hanging between the bench and the fence. Grind 
the bench, then leap to the fence and grind it to collect.
2. There is a Fifty hanging between the benches at the north end of the city. Grind 
on either bench headed toward the other, then ollie into a Wallride to collect the 
green, then land on a grind on the other.
3. Head to the far right corner of the map. Here, you'll see a raised platform with 
a park bench on it and rails all around it. Follow the concrete incline up and 
approch the far corner of the platform, then Boneless over the corner to get the 
cash.
4. Go down to the Joey's sculpture area. In the lower right corner is a quarter 
pipe. Get up some speed, then air off of the middle of this ramp to collect the 
Fitty.
5. Still down in Joey's basement (near the quarter you were just on), there is a 
Fifty hanging above a rail (next to the bench). Grind the rail and pop up into the 
green.


Hundred Bucks
1. You'll score a Hundred when you grind Joey's Sculpture.
2. There's a Hundred above the water on the left side of the level, but it's tough 
to get wothout bailing. Who cares? From the starting point, head left through the 
opening in the low wall. Follow this path until you see the fence bordering the 
water. As you approach, Boneless over the fence into the Hunny.
3. There's a Hundred on the top of the electric sign you grind to get to the Secret 
Tape.


Skatestreet
($35,000 Needed to Unlock) 



--------------------------------------------------------------------------------

Scoring Lines 

The roll-in you start on is wedged between the half pipe and the pool, two excellent 
locales for scoring. From the roll-in, leap to a grind on the hoop that connects one 
side of the half pipe with the other. Grind around the horn, then leap to a manual, 
holding it up the other face of the quarter and tricking at the end. A nice lip 
trick will really rack up the points in this case. Go back and forth in the pipe, 
using Boneless to grab tricks (720 rotation of course) with Perfect landings to 
carve up a pretty nice score. 100,000 points per run will usually be enough to win. 
The same tricks work in the pool. If you want to get cute, get up a bunch of speed, 
then transfer from the half pipe to the pool by pressing up at the lip to hop the 
gap. Another great place for air is in the vert gulch in the lower right corner of 
the map. Here, you'll be able to get a natural 900 if you work at it. 

As far as street stuff goes, the funboxes and bars just at the base of the roll-in 
provide quite a few edges to rip. It's tougher to get points this way, but more 
stylish. Use the funbox rail to gain speed, then hop to a manual and session the 
steps. See if you can hold a manual until you get to the shallow quarter channel to 
the lower left, then grind this long, low area. When you're about to lose your 
grind, hop to a manual and use it to launch off the small lips here into a grab 
trick. This line can be beaten like a rented mule until you are well over the 100,00 
threshhold. 



--------------------------------------------------------------------------------

  

Getting the Cash 

Fifty Bucks
1. Go straight down the roll-in and take a sharp turn left at the bottom. Ollie on 
to a grind on the rail that runs along the funbox to collect the money.
2. Another Fifty floats above the narrow vert channel in the lower portion of the 
level. Use the small quarter lip to launch into it.
3. Near the large, slab-like stairs ahead of the starting point, you'll find a Fifty 
at knee level on a plywood incline.
4. There's a Fifty hanging above the right end of the pool.
5. Boneless over the octagonal fun box up and to the right of the starting point to 
get another Fifty. 

Hundred Bucks
1. Just to the right of the large wave wall (near the back of the level), you find a 
Hundred hanging above a shallow, curved plywood quarter pipe. Use the QP to get the 
money. 
2. There is a huge "vert gulch" in the lower right corner of the level. Just left of 
this is a quarter pipe leaned against the near wall. Air off of it and transfer to 
the next quarter over to earn the C-note.
3. Behind the half pipe is an area with a couple of soda machines. At the end of 
this cul de sac is a high Hundred. Use the small quarter to launch up and drift over 
to it, landing in the half pipe. 


SECRETS


Unlock Spider-Man
To unlock Spider-Man as a playable character, enter the following button presses at 
the main menu or while paused during gameplay. Press and hold R, then press UP, UP, 
DOWN, DOWN, LEFT, RIGHT, LEFT, RIGHT, B, A, START. 


All Levels Unlocked and Maximum Money
To unlock all of the levels in the game and max out your money, enter the following 
button presses at the main menu or while paused during gameplay. Press and hold R, 
then press B, A, LEFT, DOWN, B, LEFT, UP, B, UP, LEFT, LEFT. 


Happy Face Blood
To unlock Happy Blood, enter the following button presses at the main menu or while 
paused during gameplay. Press and hold R, then press START, A, DOWN, B, A, LEFT, 
LEFT, A, DOWN. Now, each time your rider bails hard, a bunch of happy faces will 
emerge from the wound. Now it doesn't feel so bad...


Set Time to Zero
To set the time to zero, enter the following button presses at the main menu or 
while paused during gameplay. Press and hold R, then press LEFT, UP, START, UP, 
RIGHT. 


Turn Off the Blood!
To clean up the game and turn off the red, red krovvy, enter the following button 
presses at the main menu or while paused during gameplay. Press and hold R, then 
press B, LEFT, UP, DOWN, LEFT, START, START. 


Unlock All Levels
To unlock all of the levels in the game, enter the following button presses at the 
main menu or while paused during gameplay. Press and hold R, then press A, START, A, 
RIGHT, UP, UP, DOWN, DOWN, UP, UP, DOWN. 


Unlock Cheats
To unlock all of the Cheats in the Cheat menu (in the Options screen), enter the 
following button presses at the main menu or while paused during gameplay. Press and 
hold R, then press B, A, DOWN, A, START, START, B, A, RIGHT, B, RIGHT, A, UP, LEFT. 
The following cheats will now be available: Perfect Balance, Always Special, Stud 
Mode, Sim Mode, Moon Physics, and Always Zoom.


Unlock Disco Zoom
To unlock the crazy disco zoom feature (which makes your game look like an episode 
of Laugh-In), enter the following button presses at the main menu or while paused 
during gameplay. Press and hold R, then press LEFT, A, START, A, RIGHT, START, 
RIGHT, UP, START.


THE END



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