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Getting gold medals with all thirteen regular skaters unlocks this level in Boston. You have two rooftops all to yourself with some nice stuff to do tricks on. Just don't fall down... it's a long drop.

Strategy[edit]

Careful when going roof to roof.

The starting roof has a few quarterpipes, two of which are facing each other with a humped ceiling window between them. The hump doesn't launch your skater unless they ollie, so you can use that area as a halfpipe if your skater has good vert stats. Street skaters have a long rail that's along the edge of the roof as well as the roof edge itself. Using the curved rail is great for a long grind combo, but be careful not to lose balance or you'll fall down and respawn at the starting point.

To get to the other roof, you can grind either the edge of the starting roof or the high rail affixed on the billboard. Either way requires a lot of speed. Once over there, you'll find some high roofs, a couple of quarterpipes, some rails, a wire, and a black funbox. A good line would be to grind the edge of the other roof, jump off into a manual to head to the curved quarterpipe and either do a big air trick or grind the rail. You can extend the combo by grinding up the wire and either grind the edge of the high roof or manual to the high quarter pipe and end with an air trick.

Gaps[edit]

Air Gaps[edit]

  • Roof to Roof: Launch from one roof to the other.
  • Top of the World: On the other roof, there is a small quarterpipe at the corner. Air up from it to get this gap.
  • Schmock Gap: On the starting roof, there are two quarterpipes with some space between them. Go from one to the other.

Grind Gaps[edit]

  • Don't Look Down
    Live Wire: On the other roof, there is a small wire that leads from the curved quarterpipe to the high area up north. Grind it for this gap.
  • Rail to Ledge: Grind from the rail that's along the edge of the starting roof, launch off the edge of the rail, and land in a grind on the edge of the starting roof.
  • Zucker Hop: Launch from the ceiling window hump to the rail that's along the edge of the starting roof, landing in a grind.
  • Don't Look Down: Grind the entire rail that's along the edge of the starting roof. That means starting from the top quarterpipe and going around both corners.
  • It's Big: On the starting roof, grind the edge of it toward the other roof. Make sure to ollie and grind the other roof's edge to the end.

Manual Gaps[edit]

  • Wheel Over There
    Don't Try This At Home: Manual the edge of a roof. This includes the corners, so have a high balance stat and possibly some tight turning.
  • Insane Landing: Launch from one roof to the other and land in a manual.
  • Wheel Over There: On the other roof, there's a black funbox you can manual for this gap. Be sure to manual the long side.

Lip Gaps[edit]

  • 5 + V Extension: On the other roof, there's a quarterpipe with a rail above it. Launch up the QP and lip that rail.

Line Gaps[edit]

  • Beantown Line: Grind the entire rail that's along the edge of the starting roof. That means starting from the top quarterpipe and going around both corners. Then launch off the edge of the rail, and land on the other roof in a manual. Head toward the curved quarterpipe and launch toward the rail that leads to the wire. Grind up the wire and ollie to the left to grind the edge of the roof. Keep going all the way to the end to obtain this line.