Dave Mirra Freestyle BMX 2 - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Dave Mirra Freestyle BMX 2 - Strategy Guide (Page 01).
Dave Mirra Freestyle BMX 2 GBA
FAQ/Walkthrough
9 February 2002
Version 1.0
By: Mike Compton
Ravenhawk8@aol.com
Contents:
1) Intro
2) Controls
3) Walkthrough
A) Amateur Mode
I. Cloud 9
II. Local Park
III. Warehouse
B) Pro Mode
I. Cloud 9
II. Local Park
III. Warehouse
IV. High School
V. Titanic
C) Hardcore Mode
I. Cloud 9
II. Local Park
III. Warehouse
IV. High School
V. Titanic
VI. Car Park
VII. Hidden Level - Big Air
4) Credits
5) Copyrights
1) Intro
Dave Mirra Freestyle BMX 2 is an extreme sports game in almost the
exact same vein as Tony Hawk's Pro Skater 2 on the Game Boy Advance.
While slightly different, DM2 (as it will henceforth be called) is
still a totally fun game with a lot of challenges to be had (and
unfortunately, a lot of bugs, too).
Side note: this FAQ page works under the assumption that you can read
and that you can learn in an advancing manner, meaning that if you've
been to a certain area once, you'll recognize it again and will be able
to navigate better to accomplish advanced challenges. Dave Mirra
Freestyle BMX 2 repeats levels several times, so learning the levels
and the points of interest is important.
2) Controls
Alright, I have a confession. I bought my copy of the game off of eBay
and so all I have is the cart, not any of the manuals or anything like
that. So if someone would like to help me out and send me a list of
specials that each character can do, I'll give them credit for it.
Same goes if someone would like to send a trick list to me. Also, keep
in mind that I switched the control scheme to the one that matched
THPS2 the closest (control scheme C) so there's no confusion when I
make references to controls.
3) Walkthrough
A) Amateur Mode
I. Cloud 9
*High Score - 10,000*
This is easy. Head to the nearest available ramp (I use the one
located to the immediate left of the start point) and just start
tricking out. Bunny hopping and then pushing Up + R does a front flip
that's worth 1,500 points; Down + R does a back flip worth an even
1,000. Those two tricks linked to my random button mashing to perform
various tricks manage to rack up huge points. For even higher scores,
hold the grind button (A for me) on your way down. If you stall, jump
and stall again. Use this to jack your multiplier through the roof,
but watch your balance.
*Pro Score - 20,000*
Same as above, still pretty easy. Use the ramps to get good air and
then use the stall and jump combination to rack up the points. Don't
get too fancy at this point, though. Your stats won't be high enough
to allow for it and you'll end up eating it if you're not careful.
*Sick Trick - 2,000*
Sick trick challenges mean racking up a certain number of points in one
trick string. This might be challenging except that the combination of
the stall/jump multiplier on almost any ramp means you can get all
three of the point challenges knocked out your first try around if
you're careful.
*Spray Can Challenge*
Collect all five spray cans. In no particular order, they are in the
following places:
1. Immediately to your right of the start point, in the center of
the bowl. Go down into the bowl and grab it. (To get out of
the bowl, head for one of the edges and hold Up as you jump out;
this little technique will be necessary to complete later
challenges.)
2. Immediately behind the start point, between the two quarter
pipes which make up the entrance gap. Transfer (jump from one
to the other using the ramps) from one to the other to grab it.
3. Head down the Roll-In immediately in front of you and head
right; there's another spray can on top of a little platform
with two ramps on the side. Ride up one of these ramps and snag
it.
4. From the start point, head back down to where the third spray
can is and you'll see several bars in a line to grind on. This
is the Cloud 9 line and the fourth spray can is in-between the
second and third bars, relative to the bowl near the start
position.
5. The final spray can is at the very end of the Cloud 9 Line.
Jump up and grab it to complete the challenge.
*M-I-R-R-A Challenge*
Collect all the letters to spell out MIRRA. In order of being spelled,
they are in the following places:
M. Relative to the start position, head straight ahead until you
see two triangular ramps, one next to the other. At the open
end of the second ramp, you'll find the M hovering in the air.
Jump up and grab it.
I. From the start, head down and then head left immediately at
the bottom of the Roll-in. Go up and jump the ramp at the very
end, near the wall and you'll grab the I. Alternately, head
left immediately and you can jump up and grab it from the top.
R. Head along the left side of the level, up the little ramp and
on to the platform. Follow the platform all the way down until
you see the first R. Jump from the platform and snag it in
midair.
R. The second R is towards the front side of the level. Go forward
until you see a flat platform jutting out of that side of the
level; it'll have a quarter pipe on one side with a roll-in at
the end. The second R is at the top of the roll-in, ride up and
get it.
A. The A is on the right side of the level, near the Cloud 9 line.
There'll be two quarter pipes back to back, separated by a
platform in the middle. The A will be hovering over one of the
quarter pipes; jump up and grab it to complete the objective.
*Superstar Challenge*
This is probably the hardest challenge in the level. Go down into the
bowl to the right of the start position and start going up and down the
sides, jumping at the top to grab air and speed. The star is toward
the back of the bowl, near the back-left corner. You need a lot of air
and a lot of speed to get it since it's extremely high up (22 feet, I
believe). Pick a bike with good air/hang time/speed and use your stat
point improvements if you need to. Alternately, you can turn around,
jump the quarter pipe to the left, behind the start position, grind the
line above the pipe and jump when you reach the star. Either way
works.
*Grind the Cloud 9 Line*
The Cloud 9 line is the series of rails in a line that have breaks in-
between them. You don't have to grind them all successively; all you
need to do is grind them all. Take your time and you can do it easily;
grind them all in a row and trick out and you can make some awesome
points here.
*Grind the Bend*
The Bend is the rail next to the Cloud 9 line that has a curve in it.
Funny part? You don't even have to really grind it. Grind it or stall
on it and you'll easily complete this objective.
*Jump the Entrance Gap*
The Entrance Gap is the gap between the two quarter pipes behind the
start point. Transfer from one to the other to complete the final
objective and get 100% of the objectives for Cloud 9.
II. Local Park
*High Score - 15,000*
The best place for me to trick out in the Local Park is in the
courtyard. Head right from the start point, towards the back of the
level and go up some steps. Head left from there and all the way to
the end. Two quarter pipes face each other and give you a perfect
place to trick out. Remember your front and back flips and the
stall/jump technique.
*Pro Score - 25,000*
Just follow the above advice and trick out at the same location.
25,000 points is just as easy as 15,000, it just might take you a
little bit longer.
*Sick Trick - 4,000*
You can use the same technique of stalling and jumping, or you can use
the quarter pipes to come up with some nasty trick combinations with
some awesome air. Your choice.
*Spray Can Challenge*
Collect all five spray cans. In no particular order, they are in the
following places:
1. From the trick out area in the court yard, you'll see a spray
can floating in-between two quarter pipes. Transfer between
them and grab it.
2. Ride straight from the start point and when you hit the raised
platform with four ramps, jump up and grab another spray can.
3. To the left of the second spray can is a ramp, between the ramp
and the wall is the third spray can. Jump up and grab it.
4. The fourth spray can is near the empty pool; take the stairs
down and go up the quarter pipe that's against the edge of the
level to collect the fourth spray can.
5. The final spray can is at the top of the hill, on the front
side. Get on the little outcropping wall and ride up to it and
jump to grab it.
*M-I-R-R-A Challenge*
Collect all the letters to spell out MIRRA. In order of being spelled,
they are in the following places:
M. Head to the immediate left of the start, head up the quarter
pipe that's against the edge of the level and jump up to grab
the M.
I. The I is to the immediate right of the start; jump the little
triangular ramp and grab it.
R. The first R is in the courtyard area; it's above the quarter
pipe to the right of the one you used to trick out on. Ride it
up and jump to grab it.
R. The second R is at the top of the hill, above the quarter pipe
that lines the edge of the level on that side, to the far right.
You'll see the shadow as you ride by if you look; go up the
quarter pipe and jump up to grab it.
A. The A is above the fountain. Easy enough. Head straight from
the start point, going up the hill. When you see the fountain,
you'll see the A. Jump to get it.
*Superstar Challenge*
The Superstar challenge looks difficult because the shadow tricks you
into believing the star is in one place and you need to jump off the
pool when all you have to do is ride up the side, jump off and grab it.
If you didn't notice from my wording, the star is in the pool.
*Grind the Fountain Rails*
Another easy grind objective. From the start to the fountain, grind
every rail. Grind them all and you complete the objective. There
should be four rails and you actually need to grind the majority of the
rail to get credit for them. Not hard at all.
*2 Courtyard Transfers*
In the courtyard, transfer twice: once between each of the four quarter
pipes at the end of the courtyard area. So transfer from the two
quarter pipes you tricked out on to the quarter pipe next to each side.
It's easier to do than to explain. Just transfer the two end gaps in
the courtyard and you'll see what I mean.
*Lifeguard Jump*
This is the joke objective for the level. Jump from the kicker ramp on
the grass, near the wall that's near the pool and jump into the pool.
That simple. Completing this final objective also nets you the points
for 100% completion if you've completed everything else.
III. Warehouse
*High Score - 20,000*
You don't get handed these type of opportunities everyday. The ramp I
used to trick off of is right in front of you, literally. Go nuts and
use the stall/jump technique to grab your points.
*Pro Score - 30,000*
Just follow the same basic rules for above and you'll have no problem
making the points you need. Just be quick about it. The point totals
start jumping from here and you need to be able to start making tons of
points quickly to complete these objectives in the next levels.
*Sick Trick - 6,000*
This is good practice. If you can sick trick 6,000 points and keep
doing it, especially if you can link it to stalls and jumps, you'll be
able to sick trick and high/pro score any level in the game. Go to it.
*Spray Can Challenge*
Collect all five spray cans. In no particular order, they are in the
following places:
1. To the immediate right of the start, go up the quarter pipe and
jump up near the box wall to grab the first spray can.
2. The second spray can is at the bottom of the level. Grind the
curved cargo rail down into the ditch on the right side, near
the box wall and jump at the end to grab it.
3. The third spray can is on the wall above the ditch, above where
the second spray can is. Ride up and jump to grab it.
4. The fourth spray can is immediately to the left of the start
point on a small raised and ramped platform, ride up and grab
it. Easy.
5. The final spray can is a little challenging. Get on top of the
box wall and head towards the far end, where you'll see a rail
to grind on. Grind off the end and jump at the very end of the
rail to jump up and grab the final spray can.
*M-I-R-R-A Challenge*
Collect all the letters to spell out MIRRA. In order of being spelled,
they are in the following places:
M. The M is right in front of you on the quarter pipe when the
level starts. Jump up and grab it.
I. The I is right behind you on the quarter pipe that's on the side
of the truck. Jump up and snag it.
R. The third R is at the beginning of the cargo rail you grinded to
grab the second spray can. Jump up and grab it. Easy.
R. The second R is on top of the box wall, sitting on the ground.
Ride over it to pick it up.
A. The A is on the box wall as well. Go to the back of the box
wall and it's on the top of the triangular ramp. Jump off the
ramp to grab it.
*Superstar Challenge*
Another challenging star. From the beginning, get speed and jump the
quarter pipe and grind the high rail over to the boxes stacked on top
of each other; opposite direction of the box wall. Jump off at the end
and you'll land on the top box, collecting the star. Challenging
because you need some decent speed and balance to get the jump needed
for the star.
*Jump the Truck Gap*
The truck gap is challenging for one reason only: the gap will only be
detected if you land on the dark area. Go up the ramp at the grill of
the truck, land on the trailer, and then jump early. If you overshoot
the darker area which is also tilted, you won't get credit for the gap.
*Transfer Over the Truck*
To transfer the truck, get some speed and hit the quarter pipe
perpendicular to the truck (broad side it). When you go up the quarter
pipe and jump, hold Up as you do. You'll jump over the truck. Land on
the other side's quarter pipe and you've transferred the truck and
completed the objective.
*Ride The Cargo Rails*
The three cargo rails are found on top of the box wall and the two on
either side of the ditch on the side of the level, where you found the
spray can. You've probably grinded two of them to get the spray cans,
grind the final one to complete the objective and get 100% completion
for the level.
B) Pro Mode
I. Cloud 9
*High Score - 30,000*
Although the score is a lot higher this time around, the game remains
the same. The only additional help you'll get is the extra thirty
seconds which have been added to the clock for Pro Mode. Trick out,
stall/jump when you can, use the same place you did last time.
*Pro Score - 50,000*
Same as above, just a little harder to do. If you can land a 2,000
point trick and then stall/jump repeatedly, you can actually manage to
get just under half of the points with no problem at all.
*Sick Trick - 4,000*
Again, just trick out. By this time, you should have a little more
hang of the games physics and your rider, so you shouldn't have too
much of a problem making 4,000 points in one trick string.
*Spray Can Challenge*
Collect all five spray cans. In no particular order, they are in the
following places:
1. Head left of the start point immediately and jump off the ramp
just before you jump off the wall (about a floor panel length
away). You'll grab the first spray can.
2. Head down the roll-in from the start point and head left at the
bottom; go up the ramp and jump off in-between the first and
second triangular ramps to get the second spray can.
3. The third spray can is on the platform that juts out from the
front side of the level; ride up the quarter pipe and jump to
grab it. It was easiest for me to do jumping at an angle.
4. Also in the area of the same platform, there's a spray can
sitting on the platform area that lines the back of the quarter
pipe next to it in the right front corner of the level. Ride
over it to grab it.
5. The final spray can for the level is found on the platform
between the two quarter pipes on the left side of the level,
near where you found the A the first time you were here.
Transfer up on to the platform and grab it.
*M-I-R-R-A Challenge*
Collect all the letters to spell out MIRRA. In order of being spelled,
they are in the following places:
M. The M is found between the third and fourth rails for the Cloud
9 line, relative to the bowl near the beginning. Grind the
rail, jump and grab it.
I. The I is on the platform with the ramp that's right in front of
the quarter pipe you tricked out on. Keep going on it all the
way to the end and you'll see the I. Grab it.
R. The first R is found right behind the start point, over the
quarter pipe that is nearest to the wall. Jump up and snag it.
R. The second R is challenging to get; you need to transfer either
into or out of the bowl and grab it on your way in or out. Not
terribly hard, but aiming for it is a bit challenging and it's
time consuming if you miss.
A. The A is found where the Star was originally for this level.
Get it the same way you got the star originally.
*Superstar Challenge*
To get the star, turn around from the start point and head for the
quarter pipe away from the wall. You'll need to approach it at a
slight angle with a lot of speed. Jump up and grind the High Rail all
the way around to the left, towards the wall. When you get to the gap,
jump and grind the next High Rail. When you reach the star, jump and
grab it.
*Pull a Crazy Transfer*
The crazy transfer is a little tricky. From the start point, turn
around and head towards the quarter pipe away from the wall. Transfer
off of that into the bowl to complete the objective.
*High Rail Grind*
To complete this objective, turn around from the start point and head
for the quarter pipe away from the wall. Approach it at an angle and
jump up and grind the High Rail towards the wall. The first one will
get you the first High Rail. Jump the gap towards the star and grind
that High Rail as well to complete the objective.
*Do the Long Jump*
This is the joke objective for the level. Head towards the kicker
ramps to your immediate left when you start, jump off of them and over
the ramp that leads to the platform by the wall and land on the
platform. Easy, and completion of this objective will complete the
level.
II. Local Park
*High Score - 40,000*
Head back to the same area where you made your score last time and use
the extra thirty seconds on the clock to trick out. Remember that you
can use the L button to modify your tricks and add points to them so
that when you stall/jump, you can get a really high score.
*Pro Score - 60,000*
Use the same technique as above. Realistically, if you do your tricks
right and you stall/jump, the difference between a High Score and a Pro
Score for this level will be a single trick string with a series of
stall/jumps at the end.
*Sick Trick - 6,000*
If you trick right on the above two, you'll get this with no problem.
Just remember to stall/jump whenever possible.
*Spray Can Challenge*
Collect all five spray cans. In no particular order, they are in the
following places:
1. Head right from your start point and grind the rail that goes up
the stairs. The first spray can will be just above the rail.
2. The second spray can is over the quarter pipe away from the edge
of the level in the courtyard at the very end, where you tricked out to
get your High and Pro Scores.
3. The third spray can is near the center of the level, between two
wall pieces, just to the up and right of the brown center piece. Jump
up and grab it.
4. The fourth spray can is near the start point. Head to your
left, past the triangular ramp, and up the quarter pipe and grab it on
your jump.
5. The final spray can is at the top of the hill, high over the
quarter pipe, to the left of the fountain. It's hard to see the
shadow, so watch for it.
*M-I-R-R-A Challenge*
Collect all the letters to spell out MIRRA. In order of being spelled,
they are in the following places:
M. The M is in the courtyard, between the first and second quarter
pipes against the edge of the level. Transfer from one to the other to
grab the letter.
I. The I is almost directly across from the M. Transfer from one
quarter pipe to the other on the direct opposite side to grab it.
R. To get the first R, head up the hill and to the kicker ramp
nearest to where the courtyard is. Jump off of the kicker ramp from
the top of the hill and grab the first R.
R. The second R is gotten almost the same way, just on the kicker
on the top of the hill that's farthest away from the courtyard. Jump
off the ramp near the center at a straight angle and you'll grab it.
A. The A is in the pool. Go up one side at a slight angle and grab
it as you pass by it. Probably the easiest of all the letters to get.
*Superstar Challenge*
Possibly the easiest Superstar Challenge in the game. Go to the first
quarter pipe nearest the start point in the courtyard and throw your
rider off of the side that's nearest to the rail. If you have enough
speed and the right angle, you'll grab it. Easier done than said,
really.
*Complete the Court*
This is probably the most challenging objective for the level. To
complete the court, you have to transfer all the gaps between all of
the quarter pipes, four in all. The easiest way I found to do it was
to transfer all of the ones you could normally and then the more
difficult longer ones, try to transfer with low jumps so you don't end
up jumping behind where you need to land. It may take some repeated
tries, but it is possible.
*Top the Fountain*
You might think this has something to do with that fountainhead, but it
doesn't. All you have to do is jump from the kicker behind the
fountain over to the rail. Easier said than done, but there is a trick
to it. Grind the rail up the steps to the fountain, jump the fountain
and kicker, go up the ramp and don't do anything, just let your rider
turn. When you turn around, jump off the kicker and grind the rail
back down to top the fountain.
*Pool 2 Turf Jump*
This is easy to do, but a little tricky to set up. You need to jump
from the pool, transfer over the wall and land either on or in-between
the kicker ramp and the wall. It's easy to do, but just transferring
out of the pool and up onto the grass doesn't seem to complete the
objective.
III. Warehouse
*High Score - 50,000*
You start this level in a different place, but the area to do your
tricking out in is still the same. Just make sure that if you plan to
use the side of the truck as a half pipe that you line up your jumps
well. Well lined up jumps lead to the ability to do stall/jumps and
continuing tricks as you go back and forth between the quarter pipes.
Screwed up jumps lead to flying out into nowhere and eating it and
wasting time.
*Pro Score - 70,000*
Same technique applies here as it does above. 70,000 points seems like
a lot, but the reality of the situation is that by this point, you
should have tricking down and knock out those first three point values
(Sick Trick, High Score, Pro Score) your first time around.
*Sick Trick - 8,000*
Slightly harder than last time, but only by a little bit. If you can
manage to get a trick string worth 2,000 points or more, stall/jumping
will get you the rest easily.
*Spray Can Challenge*
Collect all five spray cans. In no particular order, they are in the
following places:
1. The first spray can is on the quarter pipe opposite the truck,
nearest to where the ditch in the side of the level is. Go up
the quarter pipe, jump, and snag it.
2. The second spray can is on top of the box wall. Go up the right
quarter pipe of the two that make up the Upper Gap and jump up
to get it. A little hard because if you miss, you'll more than
likely go off the wall and have to get back on it.
3. The third spray can is also on the box wall. Get on top of it
and head towards the back. There'll be a ditch that's behind a
boxed in quarter pipe. Jump up the quarter pipe and grab the
third spray can.
4. The fourth spray can is in the second area with the trains.
Next to the box jump boxes, there are two ramps that you use to
jump from one to the other. Head from the second area start
point to your left. As soon as you get to the ramp for the box
jumps, turn, but go past it. Take the next ramp with the
railing on the side and jump to the next ramp. The spray can
will be there for you to ride up to and grab.
5. The final spray can is over the quarter pipe nearest to the
train tunnel while still staying on the side of the tracks you
started on. Jump up and grab it.
*M-I-R-R-A Challenge*
Collect all the letters to spell out MIRRA. In order of being spelled,
they are in the following places:
M. The M is on top of the truck in the first area. Use either a
quarter pipe on the side of the truck or the ramp near the
truck's grill to get on the trailer and grab the M.
I. The I in hovering above the truck gap, in-between the box wall
and the truck. Get on top of the box wall and jump off between
the two quarter pipes that make up the Upper Gap to grab it.
Don't use the quarter pipes, just ride between them and jump and
aim to snag the I.
R. The first R is on top of the box wall in the first area. Get on
top of the box wall, and then go to the quarter pipe that's in
the indention in the wall near where you vaulted up. Jump up
and grab it.
R. The second R is in the second area where the boxes and trains
are. To get it, head left immediately from the entrance into
the second area and as soon as you reach the end of the boxes
and see a ramp up onto them, go up the ramp. Grind across the
bars in-between the boxes and snag it on the first box you come
to after grinding.
A. The A is on top of the train, on top of the car nearest to the
tunnel. Jump off the kicker ramp and grab it as you sail by.
*Superstar Challenge*
The star in this level is pretty easy to get. In the second area, get
on top of the train and head to the last car at the end, away from the
tunnel. Jump off of it and snag the star as you jump.
*Transfer the Upper Gap*
To complete this objective, get on top of the box wall in the first
area and transfer from one quarter pipe to the other, using the quarter
pipes that are facing away from the truck. It's kind of a long gap, so
be sure to have a decent amount of speed.
*Docking Maneuver*
To complete this objective, go to the second area with the train. Jump
the kicker ramps on both sides of the train and land on the other side
on the ground to complete this objective.
*Do the Box Jumps*
Doing the box jumps in the second area with the train is really weird,
yet really easy. To do the box jumps, simply grind from box to box and
go across every box that's connected by a grind rail. I don't know why
it records this as box jumping because there's no jumping involved, but
whatever.
IV. High School
*High Score - 60,000*
New level, new place to trick out. The best place I found was a nice
neat area with a nice long quarter pipe. At the start point, head
immediately to your left, towards the stairs and head up them.
Eventually, you'll reach an area with a very, very long quarter pipe.
Go to town here and you'll rack up your high and pro scores here
easily.
*Pro Score - 80,000*
See above statement. Just make sure you don't cut yourself too short
on time to grab that last 20,000 points by doing other things in the
level.
*Sick Trick - 10,000*
This is somewhat difficult, but again, stall/jumps work. Just make
sure to keep your line up on the quarter pipe as straight as possible
so you can easily land into a stall.
*Spray Can Challenge*
Collect all five spray cans. In no particular order, they are in the
following places:
1. The first spray can is easily snagged. Head straight from the
start point and when you see a kicker ramp in front of a bus,
use it to jump on top of the bus. Jump from the top of the bus
off the back and grab the spray can on your way down.
2. The second spray can is also easily gotten. From the buses,
head up the stairs and you'll see a little concrete bump, just
like the one in the local park level that was brown. This
one'll be gray, though. Anyway, the spray can will be at the
end of a rail. It's easier just to jump up and grab it.
3. The third spray can is on top of the bus that's sitting in the
middle of the intersection by where the quarter pipes and 'B'
gaps are. It's got three ramps on it: one at the grill and two
quarter pipes on the sides. All you have to do is get on top of
the bus and grab the third spray can.
4. The fourth spray can is over the quarter pipe you tricked out on
to get your high/pro/sick trick scores. Just jump up and get
it.
5. The final spray can is above a quarter pipe behind the 'B'
averages. Just head down the stairs next to the 'B' average
quarter pipes, and you'll run into a quarter pipe that's on the
edge of the level. Go up it and jump to grab the final spray
can.
*M-I-R-R-A Challenge*
Collect all the letters to spell out MIRRA. In order of being spelled,
they are in the following places:
M. Found near the beginning of the level. Turn slightly and grind
the rail down towards the buses. You'll see the M floating
above a gap in the rail; jump and grab it.
I. The I is found on the walk way that's towards the back and left
side of the level. Head left from the buses, go all the way to
the wall. Turn left from there and then down the walk way.
You'll reach a turn that goes right, follow it. You'll go over
a triangular ramp and then up a quarter pipe, where the I is.
Jump and grab it.
R. The first R is found above the middle quarter pipe of the 'B'
Averages. Just go up the quarter pipe and jump to grab it.
R. The second R isn't far from where you found the I. Take the
same steps to get to the I, but instead of going past the
triangular ramp in the path, stop. You'll see the R floating in
the middle of the air, jump for it.
A. To get the A, go back up to the path where the I is. On the
path way in the opposite direction of the I are two kicker ramps
with the A in the air between them. Jump from one to the other
and snag it on your way.
*Superstar Challenge*
To grab the star, jump from the kicker ramp that's farthest away from
the I on the pathway. Jump up and grind in mid air on a rail. If you
have good speed, you'll grind it quickly. When you hit the end, jump
off and you'll grab the star on the way down.
*Score 2 Touchdowns*
The first time I did this objective, it seemed really easy, but when I
sat down to do it to write this FAQ, it took me three restarts. In any
case, the touchdowns are found behind the 'B' Averages quarter pipes in
the form of two small platforms with two ramps on each. All you have
to do is jump from one ramp on one side of the platform to the other
ramp on the same platform. Easy enough, eh? It's not. Because of the
size of the platform, the only way I could find to do it was like this:
go fairly slow at an angle towards a ramp and jump at the edge of the
level. Hit the wall and basically let it drop you down. If you do it
right, the wall will act like a foil and prevent you from over jumping.
Do it once for each platform and you're done.
*Hall Pass Transfer*
This took a while to figure out, but thanks to the Dave Mirra 2 GBA
board on GameFAQs, I figured out how. It's easy: all you have to do is
go up the middle quarter pipe of the 'B' Averages quarter pipes and
transfer onto the ramp behind it. Easy.
*Get All 'B' Averages*
The objective that seems to give everyone fits. The 'B' Average
quarter pipes are three quarter pipes side by side with gaps in-
between. They're right next to the area you tricked out on earlier.
To complete the first two 'B' Averages, just transfer from each gap in-
between the quarter pipes. The third one is kind of strange. Start on
one end and grind down to the other; for whatever reason, when you
grind across all of them successively, you get the third 'B' Average.
I think the actual final 'B' Average might be transferring from the
first quarter pipe to the third or vice versa. I'm not sure, though.
But forget about the planters in the level that say Grade 'B' Average;
they have nothing to do with the objective.
V. Titanic
*High Score - 70,000*
New level, which starts you out in the middle of the biggest half-pipe
yet. Take advantage of the fact that you can get some massive air and
trick out into some nice stall/jump patterns. It's not uncommon to
make 30,000 points in a string if you do the right tricks and get a
good deal of stall/jumps.
*Pro Score - 90,000*
Same deal as above. Just trick out and stall/jump to your heart's
content to beat this objective.
*Sick Trick - 12,000*
Same pattern as above, except that you may not even need to stall/jump
to get your Sick Trick objective. Just get massive air and go wild.
*Spray Can Challenge*
Collect all five spray cans. In no particular order, they are in the
following places:
1. The first spray can is visible at the start. Go behind the \
gigantic quarter pipe that's facing away from you; there is a
quarter pipe that is on the other side. Go up that quarter pipe
and grab the spray can.
2. The second spray can is to your left of the start point.
There'll be a house with a kicker ramp and the spray can is on
the roof. Use the ramp to jump up and grab the spray can.
3. The third spray can is behind the gigantic quarter pipe that's
facing towards you, over a quarter pipe that's in the upper left
corner of the level. Go up the quarter pipe and grab the spray
can.
4. The fourth spray can is in the upper right corner of the level,
over the quarter pipe that's facing you. Go up the quarter pipe
and jump to grab it.
5. The final spray can is over the rail with a bend in it that's at
the bottom corner of the level. Either grind the rail and jump
or just regularly jump over it to grab the final spray can.
| Next Page » |
