***************************************************************** ---------------------------------------- Tony Hawk's Project 8 insert Gap FAQ cool Version 1.3 (last updated 11.20.06) ascii art by zeima here ---------------------------------------- This file is anticopyright (\c) 2006 All rights observed. ***************************************************************** 01. Introduction/Key System 02. Downhill Guide 2a. Forward 2b. Terminology 2c. Gap Guide 2d. Checklist 03. Misc Tricky Gaps 04. Contact ----------------------------------------------------------------- ------01. Introduction / Key System ----------------------------- ----------------------------------------------------------------- THP8 for the PS2/Xbox utilizes a new gap system. Everytime you land a gap for the first time, you are rewarded with a "Gap Key." In the gap list found in the pause menu, you can view movies of gaps you have yet to land by using a "Gap Key." If there is a lock icon next to a gap, that means you have yet to land the gap AND you have not used a key to unlock the video. Landing a gap automatically unlocks the gap video without the need of a key. This makes getting gaps significantly easier, but there are still some holes in the system. Some of the gaps don't make much sense when watching the video, and the Downhill level is missing the entire gap list. This Gap Faq is here to fill the holes.. and hopefully will answer any questions you may have. Thanks for the help Justin, Yetifear, Mystic_Cat, and THDude. ----------------------------------------------------------------- ------02. Downhill Guide ---------------------------------------- ----------------------------------------------------------------- --------------------- ------2a. Forward---- --------------------- It's a real stroke of genius including a level without a gaplist. Especially when that /38 statistic stares back in the face of completists such as myself. Well anyway, here's the list. It's in early stages so it's possible some of these descriptions may be wrong.. feel free to email any comments if I got something wrong or you have a better technique for landing a gap. --------------------- ------2b. Terminology --------------------- Left/Right: When this guide says something is to your Left or Right, it assumes you are looking downhill/towards the end of the level. Five Planters: This guide uses the location of the Planters to explain position. The Planters are the grassy divides (with trees) in the middle of the street. The 5th Planter is the Planter farthest down the hill and the 1st Planter is the Planter at the top of the level. Bumps: A bump is a yellow/black striped grindable speed bump on the street. Ski Jumps: There are two of these in the level and both are on the right side. These are long ramps and pretty self-explanatory. --------------------- ------2c. Gap Guide-- --------------------- ||16 Set Cleared As soon as the level stars, head straight. Jump the set of stairs right there at the beginning of the level. ||Big Channel At the very beginning of the level, you are on a platform that has stairs and a ramp that lead down to the street. The objective of this gap is to land a QP transfer over the base of the ramp. So right when you touch the street, for the first time, there are QPs to your left and right. Transfer between them. ||Bomb Droppin Near the bottom of the level, there will be two small stairsets on the left hand side. After clearing the second stairset (which is the "I Stair Because I Care Gap"), jump forward and acid drop into the QP bellow. ||Cant Stop Wont Stop Read "Combo Time" gap. ||Center Divide You need to jump from the very first bump in the level, to slightly over the 1st Planter. It doesn't register if you go way past it. ||Center Island Hop Go to the 2nd Planter. Use the the bump by it to jump over the Planter. ||Classic Transfer Slightly past the 3rd Planter, there will be a small QP on your right. Transfer from this, to the long QP that is slightly farther downhill. ||Combo Time The easiest way to get this to register is to jump through Door Number 5 and hold the grind button. You'll get this gap and if you continue, you'll also receive the gap "Cant Stop Wont Stop". ||Concrete Hop Left Near the beginning of the level (when the street is still level), look to your left. There is a long QP, a ledge, and another QP (slightly downhill). Transfer between the QP's. ||Concrete Hop Right Near the beginning of the level (when the street is still level), look to your right. There is a long QP, a ledge, and another QP (slightly downhill). Transfer between the QP's. ||Fat Landing To the left of the 3rd Planter, there is a QP with blue trim. Slightly downhill there is a brown QP. Air transfer between the two. ||Getcreative Directly before the 2nd Ski Jump, there is bank. Directly before this there is a kicker. Jump off the kicker and bank drop.. well onto the bank. ||Gimmie Gap Between the 1st and 2nd Planters, there will be some Green/Aqua- ish ledges on your left side. Use the QPs on either side to air transfer. ||Grind Time Slightly before the 2 Stairsets near the end of the level, there is a long brown QP. Grind the QP, jump straight forward at the end, and hold grind. You should land in a grind on a wire above. If you miss the wire, try again. (THANKS YETIFEAR) ||High Wire Act Above the 2nd Planter, there are a couple wires that cross the street. Grind one wire and jump to a grind on the other. ||I Stair Because I Care Near the bottom of the level, there will be two small stairsets on the left hand side. Clear the second set. ||Kick To Slant Go to the 3rd Planter. There should be a bump right below it. Jump off this bump and acid drop onto the the side of the Planter. ||Ledge Love Near the beginning of the level (when the street is still level), look to your right. There is a long QP, a ledge, and another QP (slightly downhill). Grind the coping of the first QP, jump over the ledge, and grind the second QP. ||Long Shot Between the 2nd and 3rd Planters, there will be a couple of Green/Aqua-ish ledgs on your left. Get on top of this thing (and set a Restart Point if you are unsure of yourself.) There should be a rail coming out of the wall above you. Wallride up to this, grind it, jump to a grind on the balcony infront of you. Jump forward to land in a grind on a yellow rail. This yellow rail will arch down. You need to jump from the rail, launch forward and land in a grind further downhill on another yellow rail. This is a long gap, hence the name. If you don't land it the first time, you should at least see the yellow rail you are supposed to land on. Use Focus if you are bad at stuff like this. ||Newbie Gap Go to the 1st Planter. Look to your right. There should be a couple QP's with a ledge between them. Use the QP's to air transfer over the ledge. ||Nice Grindage Near the beginning of the level (when the street is still level), look to your left. There is a long QP, a ledge, and another QP (slightly downhill). Grind the coping of the first QP, jump over the ledge, and grind the second QP. ||Nice Transfer Go to the 2nd Planter. There should be a couple brown ledges. (Like the Green/Aqua-ish ledges.. except.. ya know.. Brown.) On either side, there are QPs. Air transfer using the QPs. ||Precision Air Between the 2nd and 3rd Planters, there will be a couple of Green/Aqua-ish ledgs on your left. On either side, there are QPs. Air transfer using the QPs. ||Round Bar Rampage Go to the 2nd Ski Jump. Right to the side of it, there are a couple Green Rails. Grind transfer between the two. (This can be annoying since you will likely accidently grind or wallride the Ski Jump. So just try to time it right.) ||Round Bar Romp Go to the 2nd Planter. To the right there should be two Green Rails. Grind transfer between the two. ||Second Floor Grind Near the beginning of the level (when the street is still level), look to your left. There is a long QP and a Balcony slightly above it. Grind the QP, jump up and grind the Balcony. At the end of the Balcony, launch forward. There will be a yellow rail that you will want to grind.. but you don't want to grind that. Instead continue flying through the air and land in a grind on the Green/Aqua-ish ledge that you will eventually connect with. ||Skate Everything Near the bottom of the level, there will be two small stairsets on the left hand side. There are two wooden handrails that lead down this area. Grind the right handrail and jump down to the street level and grind the Green Rail below. ||Skate The Line Go to the first ski jump. There are two wires connected to this. Grind the ski jump and jump to a grind on the second wire. (THANK YOU THDUDE) ||Ski Jump Blast Launch out of the 1st Ski Jump. There's a bank slightly further downhill and you'll want to land in a bank drop on this. If you try to bank drop to early, you'll acid drop into a QP. Don't do that. ||Step Up Time This is like the gap "Combo Time" except slightly uphill. As you head down the hill, there will be a couple Green/Aqua-ish ledges on your left. Get on the top most Green/Aqua-ish ledge. Grind this, jump forward and land in a grind on a Brown ledge (it looks the same except color from what you just jumped off of). If it doesn't register, jump forward and grind the Green/Aqua-ish ledge infront of you. You'll probably get "Combo Time" as well as this gap. ||Suicide Drop Go to the 3rd Planter. To your left, there should be a couple Brown ledges. Get on the top most ledge, leap forward, and acid drop into the QP below. ||Tha Revs Secret Stash The easiest way to get this gap is to jump through Door 4 and hold the grind button. As long as you don't fall and have decent speed, you will eventually get this gap. ||The Connection! At the very beginning of the level, you are on a platform that has stairs and a ramp that lead down to the street. The objective of this gap is to land a grind transfer over the base of the ramp. So right when you touch the street, for the first time, there are QPs to your left and right. Transfer between them. ||The Curb Crusher Go to the 1st Planter. Look to your right. There should be a couple QP's with a ledge between them. Grind the first QP and jump to a grind on the second. This might not always register. If it doesn't, consider trying to start the grind slightly higher up the hill. (THANKS YETIFEAR) ||Third Floor Grind Near the beginning of the level, there are two high up balconies on the right side. If you look up above the gap "Concrete Hop Right", (way up above) you will see them. You have to grind transfer between the two. To get speed, you can perform a couple quick bank drops on the bumps at the beginning of the street. I personally set a restart point right after the gap "16 Set Cleared." I grind the railing, jump off to the right, and acid drop to the QP at street level. Do whatever you want to get speed, and then launch up and grind both. ||Tiny Landing Go to the 3rd Planter. On your right side, there should be a wide bank with QPs on either side. Air transfer over the bank using the QP's. ||True Bank to Bank Go to the 3rd Planter. On your right side, there will be a couple banks. Jump from one bank to the other. ||Wedge to Slant Jump off a bump and land in an acid drop on the side of a Planter. This doesn't register with every Planter/Bump combination however. You may get the "Kick to Slant" gap instead. --------------------- ------2d. Checklist-- --------------------- [ ] 16 Set Cleared [ ] Big Channel [ ] Bomb Droppin [ ] Cant Stop Wont Stop [ ] Center Divide [ ] Center Island Hop [ ] Classic Transfer [ ] Combo Time [ ] Concrete Hop Left [ ] Concrete Hop Right [ ] Fat Landing [ ] Getcreative [ ] Gimmie Gap [ ] Grind Time [ ] High Wire Act [ ] I Stair Because I Care [ ] Kick To Slant [ ] Ledge Love [ ] Long Shot [ ] Newbie Gap [ ] Nice Grindage [ ] Nice Transfer [ ] Precision Air [ ] Round Bar Rampage [ ] Round Bar Romp [ ] Second Floor Grind [ ] Skate Everything [ ] Skate The Line [ ] Ski Jump Blast [ ] Step Up Time [ ] Suicide Drop [ ] Tha Revs Secret Stash [ ] The Connection! [ ] The Curb Crusher [ ] Third Floor Grind [ ] Tiny Landing [ ] True Bank to Bank [ ] Wedge to Slant ----------------------------------------------------------------- ------03. Misc Tricky Gaps -------------------------------------- ----------------------------------------------------------------- || Steady As She Goes (Suburbs) This gap is hard to get to register. The objective is to jump and land in a stall on the wooden beam. The gap isn't actually jumping from the wooden beam to a grind. My tip is this.. There is a fallen "Exit" sign that makes up part of the ramp on the side of the boat. Directly above the ramp is a small wooden square board. I've had better luck getting the hap to register when I jump around this area. If anybody has any tips on getting this to register more regularly, feel free to email. Advice from Mystic_Cat: "the key to getting the gap is to boneless from the ground to the mast, not launch from a kicker. i tried everything for about an hour to get this gap, and it only works if you barely touch the ramp and hit the middle of the mast and stall." || City Center High Up Wire Gaps There are a number of gaps in the City Center level that involve a really high up telephone wire. To get up to this wire, find the bowl that is closest to the torch/raging flames. Use this bowl to get some speed, and transfer out of it land on a QP. This should give you enough speed to launch up to the high wire using one of the QP's bellow the wires. The QP's and wires don't exactly align, so you may have to get off your board midair and grab onto the wire. || Ring 2 Rail (City Center) There's that oddly shaped planter with the brass bars that run down it. You need to land on the top part of the planter (which is round.. the bottom is more like a triangle). You need to jump from the top ledge of the grassy area.. the grassy area that is to your left when you have your back to the capitol building and your facing the brass bars. Got it? || Break N Enter (Factory) I did this in reverse. Make a restart point standing on the window ledge while standing. I then just jumped, grinded, wallplanted, and grinded.. all while going very slowly. || Board Da Ship (Fun Park) The key to this gap is getting a good amount of speed. To do so, spine transfer back and forth over the green wall with pink QP's and in and out of the "moat" type thing. The rest is just timing the launch out to the boat. ----------------------------------------------------------------- ------04. Contact ----------------------------------------------- ----------------------------------------------------------------- If something is wrong with my gap faq, you have a contribution, or know of a gap that is giving you major trouble (Please don't email me about every gap you can't immediately figure out) contact me at dividewhat-gapage@yahoo.com I WILL NOT RESPOND TO ANYTHING THAT ISN'T GAP RELATED. ------------ end of file. :) ------------