Yanya Caballista: City Skater Walkthrough :
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Walkthrough - FAQ/Walkthrough-------------------- Yanya Caballista FAQ -------------------- Yanya Caballista: City Skater trademark and copyright 2001 KOIE Co., Ltd. FAQ version 1.0 completed and copyright April 16, 2005 by Sonofming Please send comments to sonofming at gmail dot com Permission to host given to GameFAQs.com If you would like to host this FAQ, just e-mail me. I'll most likely say yes. Table of Contents [yytoc] ------------------------- 1. Introduction [yyintro] 2. Options [yyopt] 3. Characters [yychar] 4. Enemies [yyenem] 5. Objects [yyobj] 6. Challenge [yychal] 6a. Basic Controls [yybas] 6b. Trick [yytri] 6c. Combo [yycom] 6d. Gawoo Attack [yygaw] 7. Ramp [yyramp] 7a. Short Ramp - Easy [yyshort] 7b. Tall Ramp - Medium [yytall] 7c. Bowl - Hard [yybowl] 8. Street - Normal [yynst] 8a. Business Avenue [yynbus] 8b. Seaside Mall [yynsea] 8c. Forest Park [yynfor] 8d. Prison Island [yynpri] 8e. Ruins & Canal [yynrun] 8f. Flip Side Business Avenue [yyfsbus] 8g. Flip Side Seaside Mall [yyfssea] 8h. Flip Side Forest Park [yyfsfor] 8i. Flip Side Prison Island [yyfspri] 8j. Flip Side Ruins & Canal [yyfsrun] 8k. Final Battle [yynfin] 9. Street - Hard [yyhst] 9a. Business Avenue [yyhbus] 9b. Seaside Mall [yyhsea] 9c. Forest Park [yyhfor] 9d. Prison Island [yyhpri] 9e. Ruins & Canal [yyhrun] 9f. Flip Side Business Avenue [yyhfsbus] 9g. Flip Side Seaside Mall [yyhfssea] 9h. Flip Side Forest Park [yyhfsfor] 9i. Flip Side Prison Island [yyhfspri] 9j. Flip Side Ruins & Canal [yyhfsrun] 9k. Final Battle [yyhfin] 10. Versus [yyvers] 11. Conclusion [yyconc] 1. Introduction [yyintro] ------------------------- Welcome to Yanya Caballista: City Skater. San Francisco (and apparently, only San Francisco) has been invaded by the evil Gawoo and they have but one weakness: skateboarding. You'll be able to select any of ten characters (although only three are unlocked to start the game) and go on a quest to save the city. The walkthroughs in this FAQ are organized in the way that I recommend doing them. While you can do Challenge, Ramp, and Street in any order, doing Challenge and Ramp first will quickly earn you an additional five characters. Versus mode is saved for last, as it is the only two-player part of the game. First, of course, we'll cover the basics. BEFORE YOU JUMP DOWN, READ THIS: To avoid the massive amount of typing and the massive file size that would result from typing "spin flip flip flip grab" over and over again, I've abbreviated spin as "S," flip as "F," and grab as "G" in the combos in the walkthrough. Hence, SFFG is a spin chained into a flip chained into a flip chained into a grab. If a hyphen is included, it means that the moves are not chained together (i.e., S-FG means a spin, then a flip chained to a grab); these moves are generally included as examples of what not to do. 2. Options [yyopt] (defaults capitalized) --------------------------------- Controller Setting: TYPE-A or Type-B Type-A: Use the fingerboard controller. Board forward: Push Board back: Brake Board left/right: Turn left/right Twist board: Spin R3: U-turn / grab in air L3: Ollie / flip in air Type-B: D-pad Up: Push D-pad Down: Brake D-pad Left/Right: Turn left/right L1 or R1: Spin Triangle: U-turn / grab in air X: Ollie / flip in air Vibrate: ON or off Sound Level: Music: 0-10 (default 10) Sound Effect: 0-10 (default 10) STEREO or mono Ranking: Normal, Hard, or Ramp (your high scores lists; I have no idea why they put this under options, but here it is) Save/Load: Save or load, memory card 1 or memory card 2 (you'll be prompted to save after every level anyway, and to load when you start the game) 3. Characters [yychar] ---------------------- Key: Name - Character's name Speed, Power, and Technique - Based off the characters' stat bars on the character select screen. Rated out of 100. Description - The instruction manual's description of the character. Rating - My ranking of the character (1st through 10th) and reasoning. How to unlock - 'Nuff said. Name: Jet Speed: 38 Power: 100 Technique: 41 Description: A guy with justice and courage. He is such a great athlete that he became one of the top skaters within just a year after he started skating. Rating: 5th. Only a hair's width worse than Max. Speed is, for all intents and purposes, unimportant, so we'll be looking at power and technique. Jet technically beats out Max, 141 to 130, but his technique is dangerously low. However, with his power at the maximum, he is very useful for the battles with King Gawoo at the end of Ruins & Canal levels. How to unlock: Default character. Name: Mei Fa Speed: 53 Power: 53 Technique: 65 Description: A leader of girls-only skateboard team, QT. Cheerful and straightforward, she is popular among the girls. Mei Fa skates day and night to make team QT big and famous. Rating: 6th. Meh. Nothing terrible here, but she's not particularly good at anything either. A combined 118 in the important stats, Mei Fa is fine if you're looking for a change of pace, but, if you want to light up the high scores board, pick someone else. How to unlock: Default character. Name: Max Speed: 38 Power: 59 Technique: 71 Description: A hot-blooded guy. Teaches Jet skating techniques. Somewhat jealous of Jet who has mastered all the techniques in a year, as it took 10 years for him. Rating: 4th. The strongest of the default characters, although he and Jet are almost too close to call. Weaker than Jet on paper, Max makes up for it with balance between his power and technique. The character of choice (or, at least, my choice) for starting out. How to unlock: Default character. Name: Bluebee Speed: 76 Power: 29 Technique: 32 Description: Calls himself a descendant of Atlantis. Started skateboarding to lose some weight. Hasn't been quite successful because he gets hungrier after skating and eats even more. Favorite food is chocolate chip cookies. Rating: 10th. Wow! Look at all that speed. Too bad it's practically useless when you have to circle back 2 or 3 times to take out an enemy that would have been easily taken out by any other character. His size is also irritating, as he blocks out a significant portion of your view. The upside? Umm... I suppose his speed could get you the records on some of the easier flip side levels. Maybe. Also, the food falling out of his pockets in his trick animations are pretty cool looking. How to unlock: Beat Challenge - Combo. Name: Mr. Honda Speed: 38 Power: 59 Technique: 65 Description: Son of a rich family. Goes to an elite private school. Snobby, neat and narcissistic. Thinning hair. Honda likes surprising people with magic tricks as well as skateboarding tricks. Rating: 7th. A slight power upgrade on Mei Fa, but a serious penalty in the speed department. To look at it in another way, he's a handicapped version of Max (-6 Technique). Plus, you actually have to go to the trouble of winning him. Like Mei Fa, he doesn't excel at anything, but he does have a minor weakness (low speed being, by definition, minor). The upside: he doesn't suck as bad as Bluebee. Also, some of the cooler trick animations in the game. How to unlock: Beat Challenge - Trick. Name: Clarice Speed: 50 Power: 65 Technique: 71 Description: A combatant of "GAZ", which was formed to fight the Gawoo. Patrols around the city with a special uniform made for the combat team. Popular among kids. Rating: 3rd. An upgrade of Max (12 points of speed, 6 points of power). Her wings can get a bit irritating when you kick, but you'll get used to it. On the down side, she's outshined by Aimee and isn't a good change of pace character like Mei Fa or Mr. Honda. If you find that, for one reason or another, you don't like Aimee, Clarice is a good second choice for attacking Street Mode. How to unlock: Beat Challenge - Gawoo Attack. Name: Granny B. Speed: 50 Power: 41 Technique: 41 Description: A legendary skater. Rumor has it that she's been skating since WW2. Loves to skate while babysitting her grandchild on her back. Rating: 8th. Well, at least she's balanced. I'm pretty sure that she's intended to be the character for those who find the game too easy, as she takes some work to unlock and really doesn't have any kick ass potential. Change of pace character; have fun (turn your sound off so you don't have to listen to the baby howl every time you flip though). How to unlock: Beat Ramp - Tall Ramp. Name: Aimee Speed: 74 Power: 53 Technique: 88 Description: A girl with an edgy style. Always comes up with graceful tricks, catching all the attention from boys. Looks glamorous but she is actually clumsy. Rating: 2nd. Let's see. Her power plus technique of 141 ties her with Jet, but she has better balance between the two and almost twice as high a speed bar. Aimee also is one of the smallest characters, giving you a good view of the level at hand. She also has my favorite upside: no downside. Aimee doesn't have a single weakness and is the weapon of choice for dealing with Street (Normal). How to unlock: Beat Ramp - Bowl. Name: Gawoo Speed: 50 Power: 85 Technique: 100 Rating: 1st. Gawoo rocks. His 185 in the important stats drastically exceeds the second-best 141 of Jet and Aimee, he has a maxxed out stat, he has good balance between power and technique, he doesn't take a significant penalty in speed, and he's tiny, letting you see (essentially) everything and pull some tight maneuvers. Gawoo rocks. The only downside is that you need to go all the way through Street (Normal) to get your hands on him. Once you do, he is THE character for Street (Hard). Gawoo rocks. How to unlock: Beat Street Mode - Normal. Name: Minister Spade Speed: 50 Power: 85 Technique: 100 Rating: Uhh, 1st. Minister Spade isn't selectable per se; he's the Player 2 costume of Gawoo in Versus Mode. Kinda cool; I suppose someone with a Gameshark, etc., could figure out how to use him in other modes. Name: King Gawoo Speed: 76 Power: 85 Technique: 100 Rating: 9th. Yes, he has the same 185 as Gawoo. Yes, he has a maxxed out stat. Yes, he has good balance between power and technique. And yes, his speed is 50% better. The problem? He's not tiny like Gawoo. In fact, King Gawoo is freaking huge. His body will block out all visibility on the bottom half of the screen, and his crown will block most of the top half. I have, however, thought of two circumstances in which to use King Gawoo. First, if you have a level memorized and don't need to see it, go right ahead. Secondly, if you're blind and can't see the level anyway, have fun. That's it. Despite his stats, King Gawoo barely beats out Bluebee. How to unlock: Beat Street Mode - Hard. 4. Enemies [yyenem] ------------------- Gawoo: The basic enemy. Any trick will hurt him; do enough damage to make him disappear. Shapes: Topper: The elitist Gawoo. Small tricks will not do any damage. For high- level Toppers, you'll need to pull off massive tricks to achieve anything. Swabby: These guys have a smaller range of vision, about half that of regular Gawoo. This usually isn't a problem, as you'll rarely need to use the outskirts of a sight range to get a hit. Roundy: The name says it all. These guys' bellies are so big that they can't see anything that happens below him. As with Swabbies' limited sight, this is rarely a major problem. Colors: Green: Damaged by spins (combo meter and chaining tricks also). Yellow: Damaged by grabs. Hit a spin and a flip first to get your chain bonus up, then hit the grab and hold it until you land. Pink: Damaged by flips. Stronger than Green or Yellow Gawoo, if only because flips do more damage than spins or grabs. Get into their sight range, start spinning, and chain together as many flips as you can. Use a grab to stabilize before you land. Mixed: Gawoo can have both color and shape. Not a problem, just make sure you meet both conditions and they'll go down. Ghosts: The Gawoo on the flip side are all ghosts. They're the same as regular Gawoo on the first mission, Roundies on the second, Swabbies on the third, Toppers on the fourth, and colored on the fifth. The only difference you'll actually be able to see are the colors; you'll be told about the shapes before each level starts. Levels: Each Gawoo has a level between 0 and 15. Any trick will kill a Lv 0 Gawoo. For the upper levels (Lv 11 through 15), you'll need to do a very potent trick if you want the one-hit kill. 5. Objects [yyobj] ------------------ Baby Bomb: You'll lose 15 seconds for hitting one of these. Generally easy to avoid. Big Bomb: You'll lose 30 seconds for hitting one of these. Again, generally easy to avoid. Boss Bomb: The bosses will throw, drop, etc., these as their attacks. The number of seconds you lose differs from boss to boss; it will be noted with my write-ups of them. Coin: 1000 points. An additional 2000 for collecting a second within 3 seconds, 3000 for collecting a third within another 3 seconds, etc. Once you have 15, you'll get an extra 60 seconds. Big Coin: 10,000 points and an instant 50 seconds. 6. Challenge: Use Max for his high technique [yycha] ---------------------------------------------------- 6a. Basic Controls [yybas] -------------------------- 1. Push & U-turn: The most basic of the basic trainings. Just hold up until you reach the purple area, then hit Triangle to turn around and come back to the start. 2. Ollie (jump): All you need to do is press X anywhere on the ramp. Mission cleared. 3. Shifty: Hold up to start kicking. When you're near the gap, press X and hold Up for the entire jump. 4. Turn: Tests your ability to press the left and right buttons. Stick to the sides, then cut to the middle after the two large bombs. 5. Push-Ollie (Part 1): Gather some speed and let go of the Up button. Use Up to kick at the bottom of the ramp and jump near the top of it. You should clear the gap by a lot. In fact, you can clear it without doing the push, and the game will still let you pass the level. 6. Push-ollie (Part 2): You actually need to do the push this time. Hold up to kick twice, then let go. Tap Up at the bottom of the ramp and hit the jump near the top. Hold Up while you're in the air to get extra distance. 7. Jump Trick (Part 1): You'll be in the halfpipe to learn the three basic tricks. Be sure to hit X before getting to the lip of the ramp: jumping rather than just sailing off helps you land better, and you'll need to be used to it before doing the Ramp levels. If you can hit a Spin-flip-grab, this will be over in one jump. If not, jump, press L1 or R1, land, jump, press X, land, jump, press Triangle, land. Mission over. 8. Jump Trick (Part 2): You'll need to do a spin-flip and a spin-grab, in that order, to pass this mission. Remember, these are the basics; no need to get fancy. Hit the first ramp, jump, hit R1 then X. Hit the second ramp, jump, hit R1 then Triangle. Cleared. (Even if you forget which trick comes first, the instructions are written and color-coded onto the ramps themselves.) 9. Defeat the Gawoo: The introduction to combat. As the game notes, passing through a Gawoo's site range at any time during the course of the trick will damage it. You're dealing with a Lv 0 Gawoo here, so anything will kill it. That's right, a flip, a spin, or a grab. Get fancy if you want to; I wouldn't bother. 10. Defeat the Specials: All level 0s again. The order is spin, flip, grab, but the ramps will remind you of the right color. Again, any simple trick kills the Gawoo. More than anything, this level is all about learning the color-coding, especially as they don't correspond to the button colors on the controller. F. Final Exam: Cut to the left to get around the bombs and boxes. Hit the push-ollie and shifty off the left side of the jump, ending up on the left side of the fence on the other side of the gap. Ollie over the edge, then over the fence, and line up for the jump. Push-ollie again and do any trick. The Level 0 Gawoo will die. Your prize: Nothing. 6b. Trick [yytri] ----------------- 1. Combo (Part 1): A spin-flip-grab: probably the littlest big trick in the game. Hit the jump with a push ollie, tap R1 to start spinning, then hit X for the flip. As you are coming out of the animation, hit Triangle to do the grab. Let it go before you land, and move on to the next mission. 2. Combo (Part 2): The spin-flip-flip is actually easier than the SPG: the timing window seems more forgiving and you won't need to move your thumb. The only problem is that the animation for the flip is longer, making it a little more likely to fail. (Notice that the landing pad is lower than on Combo Part 1, giving you more time in the air). Regardless, this is the combo you'll be relying on most heavily, so make sure you get the timing right. 3. Combo (Part 3): All you need here is a spin-flip to take out both Gawoo. Push-ollie, then get the spin and the flip in early. As you sail down, use Left and Right to ensure that you land at the intersection of the two circles. 4. Combo (Part 4): Following the same principle as Combo Part 3, go off the center of the ramp with a push-ollie, hit the SFG and guide yourself into the intersection of the three circles. The target area is significantly smaller this time, use Up and Down to help you hit the mark. 5. Late Flip Combo (Part 1): Push-ollie and start your spin. "When you come back around" translates to between a 270-degree and 360-degree spin. Just clear this. Late combos waste too much time, meaning you lose complexity, and you can get a bonus AND a big combo using early combos (we're getting there). 6. Late Flip Combo (Part 2): "It's a good move to learn!" No, it's not. They give you plenty of room off the jump, so hit the spin and hit the flip as you get close to 720. 7. Chain Flip Combo (Part 1): This is your bread and butter for the entire game. Of course, you'll normally be throwing a spin in too, but you absolutely need to have this move down. Hit the jump (push-ollie), and go to the first flip. The camera will stay behind you, so you can see when your feet are going back on the board. Hit X as this happens for the first chain. The camera should have swung back over head, so you won't have the best view for the second chain. However, most characters move their feet out from underneath them when doing a flip; when their feet come back in, hit X to hit the third flip and clear the mission. Note: You'll need to do these with much worse views while playing through Street; you need the timing window memorized. Also note: Jamming on the X button will not work. You need to time it out. 8. Chain Flip Combo (Part 2): Major damage from this one. Hit the SFFF and then (probably) shifty to reach the Lv 8 Gawoo. Bonus points for including the spin in the chain (not really). 9. Early Flip Combo (Part 1): The other majorly useful technique. Spinning while doing a combo gives you a little extra, but spinning as part of the chain can really jack up the damage of higher level combos. And quite easy to do. As soon as you hit R1, hit X. The spin and flip will chain together, and you'll have the mission cleared. 10. Early Flip Combo (Part 2): A combination of mission 7 and mission 9. Chain together a spin and three flips to take out the Lv 8 Gawoo. You may need to do a shifty on the end to reach the target zone, but you have plenty of room. F. Combos - Final Exam: This is actually fairly difficult. Push-ollie the first jump and do a SF to take out the Lv 2 Gawoo. Turn right and hit a SFF to take out the Lv 4 Gawoo. Turn right and keep your speed high. Push-ollie and shifty to clear the next jump. If you miss this one, don't just start over from where you're placed; you won't build up enough speed. Head back to the previous gap, pull a U-turn (Triangle) and charge into it. Go down to the barrier, U-turn, and push-ollie again. One more push-ollie and you're at the top of the level. You'll see a Gawoo sitting next to a ramp. Remember, despite the fact that you've never done it before, that the key to killing Gawoo isn't landing by them, it's passing through their range at any point during a jump. Hit the push-ollie, and do a SFFF to take out the Lv 4 Gawoo at the top and the Lv 6 Gawoo where you land. You don't have time to get up any speed, just turn right for the next jump, make sure you're down the middle, push-ollie, and hit at least a SFF on your way to landing between the two Lv 4 Gawoo on the island. Your Prize: Mr. Honda is now unlocked. 6c. Combos [yycom] ------------------ 1. Rail Slide (Part 1): Turn to face towards the rail (at an angle). Hit up to start moving, X to jump, and hold Up to slide on the rail. 2. Rail Slide (Part 2): You absolutely must hold Up to kick TWICE before you jump onto the rail. Otherwise, you won't have the speed to clear the pipes that are in your way. Once on the rail, hop both pipes and be sure to hold Up as you come back down so you'll continue sliding the rail. 3. Rail Slide (Part 3): It's harder than it looks, but not that hard. Get on the first pipe and slide to the end, then jump off to the side. Hold Up, and use Up-Left/Up-Right to guide yourself down while in a position to land. Do the same to get onto the third pipe, and slide to the end. 4. Combo Link (Part 1): This won't come in handy too often until the later levels in Street, but, even early, it is somewhat useful. Push-ollie into the first jump and do a spin-flip. Do a shifty to make sure you land straight and preserve your speed (landing as close to the second jump as possible), then push-ollie the second jump and do a SFG, killing the Lv 0 Gawoo. 5. Combo Link (Part 2): Because of the distance between ramps, you'll need to do bigger tricks to give your combo gauge enough charge to last. SFFs work well here. Another Lv 0 Gawoo awaits at the end, so you can do pretty much anything off ramp three and clear the mission. 6. Combo Link (Part 3): Today's lesson is that your combo gauge doesn't go down while you're sliding. Use SFGs here, as you don't quite have the time for two flips. Hit the first jump (push-ollie), do the SFG, and steer onto the pipe. Same principle for the second jump (the three part chain will give you enough time to make it there). Go off the third jump and hit anything to take out the Lv 0 Gawoo. 7. Stair Trick (Part 1): This is easy, but practically useless. In Street Mode, you will occasionally be jumping down stairs, but it's rare that you'll have a choice in the matter. Hold Up to kick twice, then lay off till you get to the stairs. At the top of the stairs, do a push-ollie, spin, and hold Up to make sure you clear the stairs. 8. Stair Trick (Part 2): Essentially the same as Stair Trick (Part 1), but there's a Gawoo at the bottom. Thing is, it's a Lv 0 Gawoo, so you can still do absolutely any trick to kill it. The steps are also a bit longer this time; make sure you're at the edge before hitting the push-ollie and you'll be fine. 9. Carjump (Part 1): Another trick that you really won't be pulling in Street mode. Go forward and turn left into the side street, then make a U-turn. There are ramps going over the main avenue, just go back and forth pulling basic tricks over cars. Note that you can steer while airborne to go over two cars per jump. 10. Carjump (Part 2): Irritating. There's a Lv 0 Gawoo on the far right corner of the main avenue. Kickstart and move as slowly as possible. When a car comes from the left, push off and jump it, then steer while airborne to try to go over a car in the other lane, landing within the Gawoo's site. Traffic's pretty heavy, so you'll be able to hit this well within the time limit. Note: if you don't hit a trick and end up on the same side of the street as the Gawoo, jump and spin to kill it. You'll be teleported back to your start location. F. Extras - Final Exam: Push-ollie the first jump and do a SFF to take out the Lv. 4. Turn right and slide the pipe. Don't even worry about changing pipes; jumping off the end of this one will get you to the platform. Turn right and push-ollie at the top of the stairs. A SFF will take out the Lv. 8 at the bottom. (Note: Hold Down after the trick to brake and avoid crashing into the wall). After the stairs turn, you'll see a ramp in front of you. Line up for its right side, push-ollie, and SFF to take out the Lv. 6 sitting in the left tower. Now U-turn and get on the rail under the other tower. Jump off, do an SFF, and guide yourself to the side so that you don't land on the next rail (i.e., so that you have time to finish the second flip animation). Your Prize: Bluebee is now unlocked. 6d. Gawoo Attack [yygaw] ------------------------ 1. Start with a Jump Trick: You've done this many times before. Push-ollie off the jump and do a big enough trick to take out the Lv 4 Gawoo. A SF will do it (a S-F will not), but, for style, go for a SFFFF. 2. Take out 2 with 1: You've done this before too. You'll need at least a flip and a landing between the two Lv 1s to clear this. 3. How about 3?: Essentially the same as mission 2, but in mission 1's area. There's a Gawoo standing at the top of the ramp, but a Gawoo at the top of a ramp will always see your jump. Steer down into the other two. You'll need at least a SF to take the Lv 4s out, but you might as well use the fall to work on your flip-to-flip timing. 4. Get the jump on Topper: And the first special Gawoo has arrived. Toppers only like big tricks, which means that little tricks will do absolutely no damage to them. This is a Lv 4 Topper, so the bare minimum here is S-FF. You'll be seeing much worse in Street. 5. The Swabbies are loose!: Swabbies have a very narrow field of vision. You won't be running into them much, and, when you do, you'll generally have an easy opportunity to get close. But not this Swabby. He's quite high up and you'll need a near-perfect push-ollie to get into his line of sight and at least a SF to take him out. Note: it might help to make a U-turn and back up. You'll get more speed, but the push-ollie stills needs to be quite good to get him. 6. Fly high with the ramp!: What Yanya calls a ramp is essentially a quarterpipe. Push-ollie and hit X as you get close to the rim for the biggest possible jump. You'll need a SF here to take out the Lv 4 Gawoo. 7. Riding the rails!: Kickstart and then jump onto the rail. As you pass under the Lv 2 Gawoo, jump and do a trick (you need at least an S-F to take it out). Once the flip completes, hold Up to land back on the rail and complete the mission. 8. Take out Roundy: Start off heading left and go between the boxes. When you see the smaller boxes in front of you, jump up, go to the end, and pull a U-turn. Jump onto the taller stack on your right, then onto the box the Roundy is standing on. Jump off here; a SF will take out the Lv 2 Roundy. 9. Time limit (Part 1): Despite the claim that your time is limited (which is technically true), you have a full 2 minutes to do this. Push-ollie the jump in front of you to get onto the boxes, then jump onto the next platform to your left. Make a U-turn, and push-ollie the jump to get up to the Roundy's platform. It's another Lv 2, so a SF will take it out. 10. Time limit (Part 2): Head a bit left and push-ollie two consecutive jumps to get onto the same building as the Roundy. Pull a U-turn and slide the pipe, making sure to jump before you slam into the wall at the end. Jump the gap and make another U-turn. Push-ollie a long jump, land, and pull another U-turn to get up to the jump the Lv. 4 Roundy is standing on. A SF will be enough to take him out. F. Gawoo Attack - Final Exam: This exam is harder than some of the levels in Street. Your first priority is the two Lv 7 Gawoo in front of you. Push-ollie the ramp and hit a SFF to take them out. (Note: If you don't take these two out, restart. No sense wasting time.) Turn left; there's a Lv 8 Topper on the quarterpipe. You'll need a S-FFF to hurt him, a SFFF to take him out in one shot. (If you don't get him in, at the absolute most, 3 jumps, restart.) Come down off the quarterpipe and proceed straight. At the next intersection, get on the nearside sidewalk and head towards the Lv 4 Roundy standing on the car. Kick up some speed and jump over him with a SF to take him out. (You may need to come back and hit him again if you don't get enough degrees on the spin). Continue down the street until you see the ramp on the right, use it to get up on the ledge. Use the ramp on the ledge to get onto the next ledge, then go to the far end there and prepare to hit the ramp on the left. There's a Lv 7 Roundy on the ramp and a Lv 4 Roundy at the bottom, on some boxes. Push-ollie, hit a SFF, and hold Up to land near the Lv 4, taking them both out. This is harder than it sounds. Spin too much and you won't be able to get within the Lv 4's eyesight; spin too little and you won't do enough damage to finish off the Lv 7. However, there's a ramp down here that will lead you back up to this jump, and you should have plenty of time to repeat it. Your prize: Clarice is now unlocked. 7. Ramp [yyramp] ---------------- To rack up high scores, go above and beyond the call of duty. For example, let's say the game demands "spin flip." This means, and only means, that you need to hit a spin, then a flip, in one jump. However, if you want points, hit the spin, combo it to an early flip, combo that to another flip, to another flip, etc. You'll still get credit for the "spin flip." The only exception here is on the plain spins. If the game only calls for a "spin," you cannot tack extra tricks onto the end of the jump. In this case, just go for the biggest spin possible. The degree requirements for spins are a minimum; don't feel that you have to pull out of the spin at the exact mark. The other secret to monster scores is to exploit the "loops" (turns) that you are given in the ramp. For example, on the short ramp, you have 8 loops to complete each level. Rather than hitting the spin on the first loop and the flip on the second to clear level 1, hit 6 big tricks, then a spin, then a flip-flip-flip-etc. to move on to level 2. Note that the problem here is that if you blow either trick, it's game over. On higher levels, you might want to leave yourself some wiggle room. One more warning: if you fail a trick, you'll have to repeat all the tricks at that level. If you don't complete one of the target tricks, you'll have to redo one of the tricks that you've already completed. Let's say you're on level 7 of the bowl. You've already completed the "Spin Flip Flip Flip Grab," the "Spin Flip Grab Grab," and the "Spin 1080," but you get a really bad jump. You don't have room to complete the final trick, the "Flip Flip Flip Flip," and, if you try it, you'll crash and need to repeat all four tricks. However, if you don't do anything and come back down, the game will only make you repeat one trick. I have a hunch that it makes you repeat the hardest trick, but can't confirm this. So by playing it safe, you'll only have the FFFF and (probably) the SFFFG to redo, rather than having to redo all 4 tricks. 7a. Short Ramp - Easy [yyshort] ------------------------------- Nothing to worry about here. Get used to jumping off the lip of the pipe, if you aren't already after challenge mode. Make sure that you hit bigger tricks than required, or you won't set a score higher than 4th place (assuming you care about the rankings board). Level 1: Spin Flip Level 2: Grab Spin 720 Level 3: Spin Spin Flip Flip Grab Level 4: Spin Grab Spin Flip Flip Spin Flip Grab Your prize: None 7b. Tall Ramp - Normal [yytall] ------------------------------- Still fairly easy. The hardest trick here is a S-F-F-F, and you don't need to combo it together. (Note: you'll probably need to combo the three flips together if you want to complete it, but, after challenge mode, this shouldn't be a problem.) Level 1: Flip Spin Grab Level 2: Spin Flip Spin 720 Level 3: Spin 1080 Flip Grab Spin Flip Grab Level 4: Spin Flip Grab Spin Flip Flip Grab Level 5: Spin 1080 Spin Grab Spin Flip Flip Spin Flip Grab Level 6: Spin Flip Spin Flip Grab Spin Flip Flip Flip Spin Flip Flip Grab Your prize: Granny B is now unlocked. 7c. Bowl - Hard [yybowl] ------------------------ It most certainly is. The FFFF is probably the hardest trick here, although the SFFFG comes close. There's also a quintuple grab waiting for you on level 6, but the grab animation is quick, just make sure you get the timing right. You'll also need to use Left and Right to guide yourself down straight or risk wobbling and failing. One more word of warning: trying to run up the score by using all your loops on levels 6 and 7 is not advised. There's nothing so depressing as realizing that you need four more tricks to beat this thing and only have three loops to do it in. Also note that completing this will automatically rate a high score, as all default high scores are set at 1,000,000. Level 1: Spin 720 Spin Flip Grab Level 2: Spin Flip Flip Flip Flip Grab Level 3: Flip Flip Flip Grab Grab Grab Spin 1080 Level 4: Spin Flip Flip Grab Flip Grab Grab Grab Flip Flip Flip Level 5: Flip Grab Grab Grab Spin Flip Flip Flip Spin Grab Grab Level 6: Grab Grab Grab Grab Grab Spin Flip Flip Flip Flip Grab Spin Flip Grab Level 7: Spin Flip Flip Flip Grab Spin Flip Grab Grab Spin 1080 Flip Flip Flip Flip Your Prize: Aimee is now unlocked. 8. Street - Normal [yynst] -------------------------- 8a. Business Avenue [yynbus] ---------------------------- Level 1 (4 Gawoo): You'll have 4 Gawoo to deal with in the first part of Business Avenue (press start to check the map). Start off straight, hit the push-ollie on the ramp, and trick over the Gawoo on the garbage can and land near the one on the basketball court, taking out two Lv 0 Gawoo. Now make a hard left turn and go off the ramp so that you go between the two trees with Lv 0 Gawoo in them. Make sure both of them see you and trick to take them out. Level 2 (4 Gawoo): The gates to the second part of the level are now open. Grab the coins here then turn right, go through the hole in the fence and jump into a spin-flip from inside the Lv 0 Gawoo's sight range. Turn right and head towards the quarterpipe at the east end of the street. Line yourself up with the coins and jump up to take out the Lv 1 Gawoo. When you land, turn south and go up the stairs that are smack against the buildings. Push-ollie the ramp at the end, trick, and land in the Lv 1 Gawoo's range. Hop back down onto the street and continue south. Use the quarterpipe at the end to get to the Lv 1 Gawoo. When you land, make a quick turn west and head up the stairs. Push- ollie two ramps and land in range of the Lv 0 Gawoo. Grab the large coin for 50 extra seconds, then hop down and head straight towards the barrier to Level 3. Level 3 (5 Gawoo): The first Lv 1 Gawoo is standing on the first ramp in the area, jump through his range and trick to take him out. Now turn north, push- ollie the ramp, trick, and shifty (if necessary) to land in the sight of the Lv 1 Gawoo in the intersection. Continue north and trick over the ramp that the Lv 1 Gawoo at the top of the map is standing on. Circle back down to the middle east-west street, spot the Lv 0 on the north side of it, and hop into a SF to take him out. From here, follow the ramp on the south side of the north building to get on a ledge, then follow the ledge around to the final Lv 0 Gawoo. He's standing on a ramp, jump off it and trick to take him out. Boss (Minister Spade): Like most of the bosses, this will not be a difficult fight. You'll automatically be transported to the center avenue; the boss will be coming at you. Minister Spade is pretty fast, so you don't want to concentrate too heavily on landing in his sight range. Instead, jump from within it, or charge him and jump through it. Minister Spade has the standard boss attack: the balls around him turn to bombs, which will take a whopping 5 seconds off your time. He can also charge and knock you over. Just wait for him to pause and hit him with SFs, he'll be gone in a couple hits. 8b. Seaside Mall [yynsea] ------------------------- Level 1 (4 Gawoo): Check your map: you have 4 Gawoo in a row right in front of you. Go up the steps on the right side of the path and get on the rail. When you see the Lv 0 Gawoo, jump across the gap, doing a SF to take him out. There is now a Lv 1 Gawoo just in front of you, jump within his range and hit another SF. Now get on the rail, still heading east, and jump under the Lv 2 Gawoo with a SFF. Finally, a Pink (flip) Gawoo is just in front of you. He's Lv 0, so just jump and flip to take him out. Level 2 (5 Gawoo): A wall now opens on the left side of the path. In here, there are two rows of Gawoo to deal with. The inner row is slightly easier to take down from the west side, so head towards the outer (northern) row first. Push-ollie the first jump and shifty all the way to make sure you clear it. Hit the next jump and do a flip to take out the Lv 0 Pink Gawoo by your landing spot. Same thing on the next jump will deal with the second Lv 0 Pink Gawoo. Now hit one more jump to get back on the mainland, avoid the mines, and head back east. Push-ollie the first jump you see to get up top. Just ahead of you, a Lv 2 Pink and a Lv 1 Green Gawoo are hanging on a pole. Push-ollie the jump here, SFF, and shifty to get to the next platform. Try to collect the big coin while you're at it. Drop down (no jump) at the next ledge, and you'll see a Lv 0 Yellow Gawoo in front of you. Jump, do a brief grab, and watch him disappear. Now, hit the jump behind him and collect the coins. The path you land on will lead to a big coin. Level 3 (5 Gawoo): Drop down from the big coin and head through the newly opened gate. There are 3 Gawoo in a row on the mainland; they're the first targets. Line up with the first jump against the RIGHT wall, push-ollie, and hit a SFF before landing on the Lv 4 Roundy. Keep going and you'll see a Lv 1 Roundy standing on a roof at right. Hit the jump just in front of him. A flip is enough to finish him off. Your next target should be easy to see (Hint: he's huge and pink. Not hard to miss.) Fortunately, he's standing right on top of a ramp. One flip and this Lv 1 Pink Roundy is gone. Now, pull a hard left. You should see the Lv 2 Roundy sitting on a loading platform for the ship. Get on the rail that runs under him and hit a SFF. Note: since he is not directly above the rail, you may need to curve out SLIGHTLY and then back in while you're airborne. Just don't land in the water. If you're coming the way I came, you'll see two large bombs in front of you. Jump up and swerve in between them to get onto the ship. Make a sharp right and cruise along the lower level of the ship until you come to the quarterpipe that our final target is sitting on. Get a decent push-ollie off the pipe and go into a grab to take out the Lv 3 Yellow. Boss (Minister Diamond): Minister Diamond has the same bomb ring/ bomb drop attack that other bosses do; you'll lose ten seconds for each hit. He also has a charging move that is randomly used in a random direction. Basic boss strategy applies: wait for him to get near the plethora of ramps, then nickel & dime him to death with SFFs. Say goodnight to Elvis Gawoo, it's time for Forest Park. 8c. Forest Park [yynfor] ------------------------ Level 1 (4 Gawoo): Target numero uno is in a tree just in front of you. Hop up on the barrier at left, then the rail. Jump under the Lv 1 with a SF, directing yourself left so you land in the grass. Now head towards the two Gawoo in the middle of the fountain. Use the ramp that they are standing by, jump from the Lv 3's sight and into the Lv 1 Pink's sight with a SFF. Now head north, get on the rail, and take out the Lv 1 in the tree. Keep heading west along the path until you get to the big coin, then pull a U-turn and head up the east stairs. Level 2 (5 Gawoo): Slalom through the bombs and get on the broken-wall ramp and push-ollie onto the ledge. There's a Lv 3 Roundy in the wall. Hit the ramp and do a SFF, landing on the far ledge. Follow the curve and head up the steps, you'll see a Lv 1 just in front of you. Hop up in the planter and come down on him with a SF. Go right and use the door to get into the house. Do a SG in front of the big bomb to blow it up, then go through that doorway. Do the same to the next two big bombs. Enter the final room of the house for 3 big coins and 150 seconds! Now get out of the house and get on the ledge with the coins (you may need to back up and charge it to make the jump). Collect the coins and note the Lv 3 Pink Swabby on the pole. Jump to the left of the pole with a SFFFG and land back on the ground level. Get on the rail at left, then jump and trick when you pass the Lv 3 Gawoo. Hit the right side of the quarterpipe in front of you hard, go airborne, and FFF to take out the Lv 3 Pink Roundy remaining. Level 3 (4 Gawoo): After landing from the QP, the door to Level 3 will be on your left. Head down the slope, then turn right and push-ollie the next quarterpipe. SFFF and take down the Lv 4 Roundy. Now head all the way to the west side of the hall. Use the QP here to SFFF and take out the Lv 7 Gawoo and the Lv 5 Pink. Coming off the QP, bank hard left and circle up the stairs. You'll need to jump a gap and then into the sight range of the Lv 2 Swabby on the chandelier. Warning: Miss the Swabby and you have no choice but to circle all the way around this area again. Level 4 (4 Gawoo): The door to Level 4 will open at the top of the aformentioned stairs. Head up the ramp and grab some coins. Warning again: You'll be following ledges along above area 1. Fall here and you're in for a world of hurt, or at least a world of backtracking. Your first target is a Lv 3 Swabby standing amidst a slew of bombs. Get on the guardrail and jump off with a SFG to take him out. Now continue south until you hit the halfpipe. Your next target is a Lv 5 Gawoo; SFG to take him out and continue down the pipe. Next up is a Lv 4 Pink, jump and SFF to take him out. Note: due to some imperfections in the game's physics, it's fairly easy to fall out of the halfpipe. If you need coins (which you shouldn't, after the 150 second bonus in Level 2), collect the ones along the south wall; avoid going off the open end unless you need to. Now keep following the path (check the map, you've got a ways to go). You'll have three jumps (be absolutely certain to at least push- ollie the third), then a ramp with a Lv 3 Pink Roundy by it. SFF to take him out, and meet... Boss (Minister Heart): Minister Heart has two major "attacks": running away and flying away. The problem is that you're faster than she is, so this really doesn't help her. Actually, she does have the standard boss bomb ring/drop (15 seconds per hit) and will occasionally fall down, stunning herself and sending out a shockwave that knocks your board out from under you. The only difficulty you'll encounter in this battle is a severe lack of ramps. Fortunately, Minister Heart doesn't seem to have that many hit points, and you can easily pick her apart with simple little SFs. 8d. Prison Island [yynpri] -------------------------- Level 1 (4 Gawoo): Welcome to the hardest part of the front side. Yet another word of warning: the first part of this level can be very, very time-consuming, or it can be done very quickly. My first few times through this level, I had serious problems with the clock, but this is easily resolved by doing this part perfectly. Meaning: keep restarting until you can do it. This is the first time in Street that you'll need to deal with Toppers, and they are a tremendous pain. You cannot nickel-and-dime them to death: if you do a weak trick, they take zero damage. With that, on to the walkthrough. Target number one is standing on top of the ramp just in front of you. SFF through the Lv 3 Topper and keep going. SFF through the Lv 4 Topper two ramps later, then u-turn. Use the backside of that ramp to jump up and slide on the wire. Jump of the end, SFF through the Lv 6 Topper, then land and collect the large coin on the platform (you may need to shifty, but be careful. If you end the spin too soon, the trick won't be enough to kill the topper). Now jump off the platform to the upper-left (i.e., go off the front side but do it heading left) and land on the boxes with another big coin. Get back on the ground and make a 180-degree turn right. Push-ollie the ramp over the water, collecting the big coin. Follow the path around and go between the two westernmost ramps. Turn right and get on the small boxes, then jump onto the large boxes. Jump again to the boxes that the Lv 3 Topper is on, and jump off from within his sight range. SFF and he's gone; the gate to Level 2 is right in front of you. Level 2 (5 Gawoo): A bit of a break before we deal with more problems. Grab the coins and get on the rail; follow along till you're about to pass under a Lv 3 Gawoo and SFF him (land on the ground; you'll crash if you try to get back on the rail). Now head back to the rail you jumped from, get on it going in the same direction, and jump off into the grass at left. Get up the hill and past the ramp, then U-turn and use the other side of the ramp to jump onto the platform. U-turn before you hit the bomb, then jump the gap. Jump off the end of the ledge and SFF through the Lv 3 Topper in the tree, landing back on the path along the beach. Get back on the rail, collect coins, and jump off into a grab when you see the Lv 6 Yellow. Back on the rail, keep collecting coins until the rails come to an end and you see a brown slope on the right. Get up there, and keep going until you see the ramp. Jump off with a SFFF to take out the Lv 4 Pink and the Lv 5 Green Topper (guide yourself right to the ground so you have room to fall and complete the trick). Keep going a few more meters, you'll see a tan wedge sticking out from the hill on your left; jump onto it, then jump back on the ledge. You'll probably need to get a quick push in to make the jump to part 3. Level 3 (5 Gawoo): Ignore the ramps; it's easier to do this from the inside of the bowl. Circle around till you see the gap in the wall on your left. Head in and go straight north, up the wall and SFFF to take out the Lv 8 Topper. Now pull back and do the same thing to the Lv 6 Topper in the corner, the Lv 6 Topper in the middle of the west wall, and the Lv 8 Topper in the southwest corner. You should see a small box running north-south in the southern part of the bowl. Get on it from the north, then jump and shifty into a small room to collect a big coin. DO NOT fall out after getting the coin. U-turn and exit this room, then turn right. Before you hit the ramp, make a sharp turn right and go up the slope to the building's roof. DO NOT attempt the jump. Circle left hard and go to the far edge of the roof. Now gather up some speed and hit the jump. Guide yourself left as you come down so you have some extra room to pull off the SFF to take out the Lv 5 Topper. U-turn again and get off the building to the east. There's a path heading up on the north of this area (check the map; it's the tan arm coming down). Level 4 (6 Gawoo): Make a sharp left when you see the entrance to Level 5 (we're not there yet) and head west. Ignore the two ramps. When you come into the open area, there's a quarterpipe with a Lv 6 Green Topper in front of you on the right. Take him out with a big spin, then head left as you come off the QP. Ignore the Gawoo and head up the stairs. There's another QP at the end, SFFF to take out the Lv 7 Topper. Now, jump down the stairs, hitting a SF in the process, then shifty to make sure you get into the Lv 5 Topper's sight. Get back up the stairs and head west on the roof to yet another QP. SFFF to take out the Lv 9 Topper. As you land, make sure you're lined up to hit the opposing quarterpipe straight on (hit it at an angle and you'll go off the side and crash) and do another SFFF to take out the Lv 7 Topper. Now circle around the south side of this QP and slide the pipe. Level 5 (5 Gawoo): When you come off the pipe, bank left to continue on this platform and get on the pipe there. 6 little coins and 1 big coin later, you'll see a Lv 6 Green Topper ahead of you. Jump off the pipe and spin to take him out. Now hop down into the area to your north. You'll pretty much need to nickel-and-dime the Gawoo here. First up is a Lv 3 Pink. Three flips and he's gone. Now head to the northwest for a Lv 4 Pink Topper; it'll take four flips to take him out. Now follow the path to the western Lv 6 Topper. Slide the |
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