======================================================================= Shaun Palmer’s Pro Snowboarder: Squaw Valley Walkthrough By Aemon, Mfthesoccernut@aol.com ============================================================================ LEGAL DISCLAIMER: This Walkthrough is for your personal use ONLY, and is protected by international copyright laws. You may not put this walkthrough on your site, in a magazine, game guide or anything else without first getting my written permission. If I do give you permission, you may not change a single character of the content. That finished it’s on to the Walkthrough! ~~~Table of Contents~~~ 1. Version History 2. Important Note! 3. Contact info 4. New stuff 5. Boarder Score 6. Pro Score 7. Sick Score 8. Finish before 2:20 with 100,000 pts. 9. Collect the Squaw logos 10. Find the Secret Sponsor 11. Ride the cranes 12. Best 20 seconds through the palmer X run 13. Extinguish the Squaw lights 14. Credits and thanks 1. Version history *** Version 1.1 3/11/02 *** I have given permission to Neoseeker.com to post this guide, please see Important note for more information. *** Version 1.0, 3/4/02 *** This is the first version of this FAQ, I added all the challenges and everything else you can see! 2. *** Important Note! *** As of now, the sites I list below are the only ones with permission to host this guide. If you find it on any other site please e-mail me as soon as possible. http://www.Gamefaqs.com http://www.Neoseeker.com 3. Contact Information If you need to contact me you can do so at mfthesoccernut@aol.com if you have any questions or suggestions please send them to me and I will answer as quickly as possible. Please remember that I do have a life apart from the computer so don’t flood me with e-mails unless you think they are important. Please note that any flames or hate mail will result in me permanently filtering your e-mails. 4. New Stuff! As this is only version 1.0 I hope to put several new things in here. I will add a FAQ to this guide as soon as I get some questions about it, and maybe a list of how to get some of the gaps as well. I probably will not, however, include a gap list as it can be found in the game under the options menu. If you have any suggestions of other things that should be in here that aren’t, please tell me! *********************** Walkthrough *********************** **Tip** Most of the score challenges require lots of manualing to get, max out your balance as early as possible 5. Boarder score Manual to the left at the beginning of the run and _jump_ off of the small snow bank. Trick several times in the air and land in a manual. Manual to the next jump and trick off that, throw in some specials if you want. Land in a manual and continue until you see a small jump with a big jump right behind it. Jump and trick off the small jump and manual to the big one. Jump and trick off this big one as well, and again, specials are great here. Land the jump cleanly and you should have it. If you don’t quite have it, just trick off a couple more jumps and manual some and it should be yours. 6. Pro Score Manual to the left at the beginning of the run and _jump_ off of the small snow bank. Trick several times in the air and land in a manual. Manual to the next jump and trick off that, throw in some specials if you want. Land in a manual and continue until you see a small jump with a big jump right behind it. Jump and trick off the small jump and manual to the big one. Jump and trick off this big one as well, and again, specials are great here. By now you are probably about to fall with your manuals, so if you want you can land cleanly here. If you think you can continue then manual for the landing. In any case now you need to go down to the start of the halfpipe and _jump_ up the left side of it, just past the tree, and hold triangle until you get on the wire. This wire just happens to be the NIGHT LINE gap. If your character has a slide special (like Drew Neilson) then by all means use it! Continue sliding until just before the end, near the building. Jump up and bonk the glass skylight thing. This is another gap. Manual and go off the end of the building right near the left side of the jump (not on it) pointed slightly to the right. If you are lucky then you will land on another gap wire to ride as long as you can. If you are not, you can trick a few times and land cleanly. You should have the pro score by now, especially if you got the second wire. If not, trick off a couple jumps or hit the lift and do the second part over again. 7. Sick Score Manual to the left at the beginning of the run and _jump_ off of the small snow bank. Trick several times in the air and land in a manual. Manual to the next jump and trick off that, throw in some specials if you want. Land in a manual and continue until you see a small jump with a big jump right behind it. Jump and trick off the small jump and manual to the big one. Jump and trick off this big one as well, and again, specials are great here. By now you are probably about to fall with your manuals, so if you want you can land cleanly here. If you think you can continue then manual for the landing. In any case now you need to go down to the start of the halfpipe and _jump_ up the left side of it, just past the tree, and hold slide until you get on the wire. This wire just happens to be the NIGHT LINE gap. If your character has a slide special (like Drew Neilson) then by all means use it! Continue sliding until just before the end, near the building. Jump up and bonk the glass skylight thing. This is another gap. Manual and go off the end of the building right near the left side of the jump (not on it) pointed slightly to the right. If you are lucky then you will land on another gap wire to ride as long as you can. If you are not, you can trick a few times and land cleanly. Hit the snowmobile at the end of the run and repeat the second part with the night line gap another time or two and you should have the Sick Score easily. 8. Finish before 2:20 with 100,000 pts. This is very easy in this level as long as your speed is above five or six. All you have to do is do what I told you to do for the boarder score and then stay in a tuck using the X button and don’t fall down at all. Make sure you don’t accidentally jump off the last cliff right into the snowmobile. 9. Collect the Squaw logos Three of the logos here are very easy to get, but one is kinda hard. Here’s where they all are and how to get them. Logo one: At the top of the first really big jump. I don’t think you have to jump off the end to get it, but it’s better to do so to be safe. Logo two: Take a hard left right before the first building on the left and go up the far left side of the building onto the roof, there is a lot of snow at that part so you can get up. The logo is on a jump at the end of the roof and you _do_ have to jump to get this one. Logo three: Go to the palmer X run and follow the right hand fence closely on the outside. Right near the end you will find a red wire slanting upwards. Slide this until you come to the roof of a building. Hop off and get the logo. Logo four: (hardest) Go to the right hand side of the first building on the right until you see a mess of different colored rails. About half way through you will see a big red one that comes right down to the snow. Slide this until you get to the very end and then jump to get your logo. This also happens to be the ROLLER COASTER AIR gap. **Note** The very end of this rail is slanted upward and you need to jump off that last part in order to get the logo. This isn’t extremely difficult but it takes some timing. 10. Find the Secret Sponsor Immediately after the first building on the left take a left. You will see a weird looking snow cat a little ways in front of you. You need to bonk it. Go extremely slow and stop a couple inches from the front part of it that will make you jump. The key is to be going slow enough that going over this little jump will not make you fly over the cat. Take the front jump part of the cat to get up onto the top of it. Bonk it. Once you have done this the building to your right opens up the big front door. Aim yourself on the jump inside so you can slide the _inside_ edge of the beam hanging on the right. When you get near the end of the beam jump to the left to get the sponsor. **Note** I have done this before by going on the outside edge of the beam. It is easier to get onto because of the way the jump is set but it is much harder to get the sponsor. 11. Ride the cranes First of all you have probably found the cranes by now but can’t find a way to get up to them. Don’t bother looking around for a wire or anything because until you do something else you can’t get up there. Here’s what you have to do: When you come to the first couple of buildings go to the right side of the trail and continue until you see a pipe on the ground right beside the jump with the blue on the top. Slide this pipe and jump right at the end. This will send you right onto a snow cat (like the one for the Secret Sponsor). Bonk it. Once you do this, part of the crane will fall down and you can slide up it onto the top parts of the crane. **Note** After bonking the cat you will probably be going too fast to be able to turn onto the crane, but if you take a very hard left or right and turn back up the slope you have enough speed to make it back up to the fallen crane thing. If you do it this way then you will have to jump a couple times to make it up the thing. As an alternative you could hit the snowmobile at the end of the run if you still have some time left, but the first way works much better. 12. Best 20 seconds through the Palmer X run First of all, this is a very easy challenge, probably the easiest in the level. If you need help though, here is the best way I have found to do it. The first gate is right at the very beginning of the run, it is literally impossible to miss. For the second gate it is better to jump off of the first of the small bumps in the trail pointed slightly to the right. Just trust me on this one. After going through this jump you will need to take an easy left to go through the third gate, and then a very hard left* to get through the next one. After this there are four more gates but they are all very easy to get through and you won’t need any help for them. After the last gate you can do one of two things to finish the run. The first thing you can do is to jump over the big jump with the blue stuff of top. If you choose this way then make sure you are pointed straight so that you don’t jump out of the palmer x run. Also, holding the up directional button will make sure that you jump straight forward instead of just jumping up high. The second way you can do it is to go around the jump. There is a narrow space between the jump and the left wall that you can go through, but be careful not to hit the wall or you will fall and lose too much time. While the second way is faster, it is also a little more dangerous. Both ways work great, though. *For this turn you have to turn even harder to the left than it looks like you need to in order to get through the gate. The next part of the run curves to the left and if you don’t turn hard enough the jump will send you clear out of the run. Not good. 13. Extinguish the Squaw lights Another easy challenge, if that is, you know how to extinguish a light! Well as you might have suspected to extinguish a light you have to bonk something. That something happens to be a small box right in front of the light, I assume it’s a generator or something. Bonk all five and you’ve done it. Here are the locations of the lights starting from the beginning: Light one: just a little ways after the first really big jump. It’s right on the main path so it’s impossible to miss (literally) Light two: Just after the first building and over to the left a little bit, if you see the palmer X run then you’ve gone too far. Light three: Go on the left side of the palmer X fence, go very slow because you can’t see the box until it’s too late if you are going fast. Light Four: Take a hard right and go over the fence into the palmer x run, once you are inside use the jump or a slanted part of the wall to get over the opposite fence so that you are on the other side. Once you are over here go very slow down the next small hill, there is a light at the bottom of it that you will jump right over if you’re going very fast. Light five: After the fourth light take a ninety degree turn at the end of the palmer x run. The light is right in front of you. You need to keep up your speed for this one, but if you are going too slow you can use a super ollie so that you can still get it. 14. Credits and thanks First of all I would like to thank Activision for making this game. Everyone says that it’s no THPS3 but it’s still great by my standards. I would also like to thank David Blake for writing the excellent guides to the earlier levels that helped me get to the later ones, and finally myself, it’s hard work writing one of these ya know! :) Please look for my future guides for more levels, I hope to eventually do all of the levels after Squaw Valley, I just need to find the time to write them up. _______________________________________________________________________