A route through the career, 29 Solo Tours and the Expert Challenges, with clear assist rules, combo advice and solutions for every trophy.
PlayStation 5
Trophies
33
Difficulty
8/10
Completion time
100–140+ hours
Playthroughs
Main career plus 29 Solo Tours and challenge cleanup
Before you play
Known trophy issues
Reported issues
Missable trophies
None known
Chapter select
Available
Postgame cleanup
Available
Repeatable parks and goals. Five community park visits require internet access. The score trophies and tougher Expert tasks require assists to be disabled. Stay signed into PSN while playing. Missed trophy triggers have been reported when the in-game achievement completes while signed out.
Your route to completion
Start in Roadmap with Learn the controls and complete the main career. Read its notes before beginning the tutorial and your first parks. The four sections follow stages of the trophy hunt, from the shared career to Solo Tours and challenge cleanup. Each stage links to the trophy solutions for detailed requirements and steps. Use Trophies when you want to look up one task directly.
I recommend four stages: learn the parks in the shared career, finish its advanced goals, work through the individual Solo Tours, then clear the remaining challenge tabs. The long repeat-tour requirement and the difficult Expert tasks are separate hurdles. Mix practice into the repeat tours so the final stage is more manageable.
The 33-trophy PS5 list has one finish line: the platinum also gives you trophy-list 100%. Parks remain replayable. Stay signed into PSN while playing and check that major trophies unlock, because missed triggers have been reported when the matching in-game achievement completes while signed out.
1. Learn the controls and complete the main career
Finish the tutorial and check Tutorialized, then choose a skater and work through both games' career parks. Practise linking ramp tricks into a revert and manual, then into a grind. Start with short combos you can land reliably. Learn with assists off where possible, since the toughest challenges will need those skills.
Use each goal's flythrough to find its starting point. You can finish a park over several runs. Collect and allocate stat points as you explore, prioritising jump and movement stats when a collectible is out of reach. These points become available to your other skaters too.
Visit five different community-created parks while connected and start the creation tasks under Skater Challenger. Keep $10,000 in reserve for its required character purchases.
Checkpoint: the tutorial trophy earned, all normal career goals complete and every competition won with gold.
2. Finish the advanced career goals
Spoiler: Advanced tour goalsShow
Completing the normal goals and gold medals across both games unlocks Pro Goals. Return to each park for its extra objectives and to each competition for its platinum medal. Read the competition's additional condition before starting. Winning alone is not enough for platinum.
Work through 3rd Time's the Charm and Thanks 4 the Memories, checking the career goal counters as you go. Completing the Pro Goals and platinum medals unlocks Solo Tour.
Finish collecting the 50 stat points for Final Form before the repeated tours. Apply them when switching skaters. You only collect the pickups once, which makes this an especially useful early investment.
3. Combine Solo Tours with character challenges
Spoiler: Solo Tour planningShow
Flying Solo requires the 29 starting pro skaters to finish their Solo Tours. Each needs the normal goals, Pro Goals and platinum competition medals across both games. Extra cash, decks and logos do not need collecting on every tour.
Before starting a skater, allocate their stats and pin their Skater Challenge. Equip its named special and land the required 250,000-point combo during that tour. Group skaters by style so the differing trick goals become familiar, and check the required input whenever a goal names an unfamiliar move. Confirm the tour is complete before switching.
Bam Margera and Andy Anderson cost $5,000 each in the Secret Shop. They and your created skater need their separate Skater Challenges, but not full Solo Tours. Other bonus and Deluxe characters are not required for Flying Solo.
Checkpoint:Flying Solo earned and all character-specific Skater Challenges complete.
Assists can help with the repeated tours. Take breaks to practise unassisted combos and speedrun routes. Let cumulative grinds, wall combos and other counters build during normal play before deliberately farming their remainder.
4. Clear the challenge tabs and final score targets
Open Challenges and finish the Skater, Tricks, THPS3 and THPS4 tabs, plus both Expert pages. These are separate from career goals. Pin one task at a time and check its location, score condition and assist restrictions.
For Expert Challenger, I recommend all assists off, normal game speed and the default timer. Practise a required gap by itself before adding the score, and learn a speedrun route before chasing its hard par. A session total and a single landed combo are different requirements.
Use the trophy solutions for Extra Ball and Unprecedented to finish the unassisted score targets. Check the PSN list for any remaining one-off actions or cumulative trophies.
Checkpoint: all challenge trophies and remaining individual trophies earned. There is no career-level-100 trophy here. Once all 32 non-platinum trophies unlock, the platinum completes the list.
Learn the controls and complete the main career
Before starting: sign into PSN and check that Tutorialized unlocks after the tutorial. PS5 players have reported in-game achievements completing without the matching trophy while signed out. Check major trophy unlocks as you go, rather than leaving every check until the end.
Start with the tutorial, then choose a skater and work through both career tours. Collect the floating stat-point icons as you open each park. Apply the points in the skater menu rather than leaving them unused.
The early score goals teach you how to connect tricks. Hold and release to jump, use directional inputs for flips and for grabs, and press to catch a rail. Before landing on flat ground, tap then or then for a manual. When landing back into a ramp, tap to revert and immediately manual to keep the combo alive.
Use small balance corrections. Holding a direction until the meter reaches the other edge usually creates a second problem. Hold while travelling in a manual, then release when you need to jump. Fill SPECIAL and check your equipped special-trick inputs in the skater menu.
I recommend learning without assists first. Game Mods can make repeat tours easier later, but the unassisted score and Expert requirements still demand control.
Park goals persist across runs. Use the goal flythrough to locate the next objective, then dedicate a run to it. SKATE letters and a COMBO chain are different tasks. SKATE can be collected through separate landed tricks within the run, while COMBO must remain one unbroken combo.
Keep $10,000 of in-game cash available for two skaters needed by the Skater Challenges. Also visit five different community parks early. That challenge needs internet access even though most of the platinum is single player.
Assists are under Options → Game Mods. Return the assist switches to off before attempting a task that forbids them.
Terms used in the trophy solutions
The button instructions use the default PlayStation layout.
A quarter pipe is a ramp that curves up to a vertical edge. A half pipe has two opposing sides. Coping is the grindable edge at the top. A lip trick balances on that edge after approaching straight up the ramp, while a grind travels along it.
Flatland variations are extra tricks performed while holding a manual. For example, tap twice for a handstand or twice for a pogo. Keep correcting the balance meter unless an eligible assist is enabled. These variations add moves without requiring another ramp.
To bank a combo, jump out of the balancing trick and land on clear ground without starting another manual. To keep it going, input then before touching flat ground. On a ramp landing, tap first and then input the manual.
If a special is not coming out, check three things: the move is equipped on the current skater, SPECIAL is full, and you are entering its directions in sequence followed by the displayed trick button. A grind special needs a rail, a manual special needs a flat landing, and an air special needs enough height to finish.
Select Tony Hawk, load a park, pause and enter Photo Mode. You do not need to capture or upload an image. You can cycle the filters for Omelette du Fromage while you are there.
Choose Free Skate from the skating modes and spend at least five minutes in the park. Use the time to practise manuals or explore. End the run normally after five minutes rather than closing the game. Career time does not substitute for time in this mode.
In a park with moving traffic, such as College or San Francisco, skate directly behind a vehicle and hold to grab on. Keep the skitch balance meter centred for at least 15 uninterrupted seconds, then release safely.
Do not add together several short grabs. Perfect Skitch Balance can help with this trophy. A long straight road gives you more time before a turn or obstacle.
In College, wait at the roadside for a moving vehicle, turn to follow it and approach its rear. Hold to attach, then make small / balance corrections. Jump off with after the uninterrupted 15 seconds. If you let go early or hit an obstacle, start the timed hold again.
Perform a combo worth 7,500 or more, exclusively using flip tricks.
PS5 players report missed trophy triggers while signed out of PSN, even when the matching in-game achievement completes. Stay signed into PSN during play and check the trophy after completing the requirement.
Build a landed combo worth at least 7,500 using flip tricks. + is a kickflip and + is a heelflip on the default layout. For a simple attempt, use a tall quarter pipe with good Air and Hangtime, hold up the ramp and release it at the lip.
Perform different flips while airborne and rotate with or if you have enough height. Release the spin in time to line the board up with the ramp. If one jump does not provide enough points, use on landing, tap then to manual and jump for more flips. Keep this attempt to flips with revert and manual connectors. Leave out grinds, grabs and lip tricks.
Watch the displayed base points multiplied by the multiplier, then land above 7,500. A named special such as The 900 is a grab, so leave it out of this attempt.
Pause a run and enter Photo Mode. Find the filter setting and cycle through every available default filter, allowing each one to apply. You do not need to take a photo or buy extra Secret Shop filters.
Skate behind a moving vehicle and hold to skitch. Jump away, enter a manual before touching down, then grab the same vehicle again or catch another one. Jump off and land the combo after the second skitch.
Two separately banked skitches do not qualify. Perfect Manual Balance and Perfect Skitch Balance can help while you learn the transition. The Expert task Reckless is stricter and specifically needs two different vehicles.
College's road is a convenient practice location. After the first grab, press to jump off, tap then before landing and hold in the manual. Steer back behind the car and hold to attach again. Release with another jump and land without a manual to finish. If the first score banks before the second grab, the manual was entered too late.
PS5 players report missed trophy triggers while signed out of PSN, even when the matching in-game achievement completes. Stay signed into PSN during play and check the trophy after completing the requirement.
Open the skating tutorial from the main menu and complete every lesson. If you skipped it when first starting the game, you can return later.
Pay particular attention to reverts, manuals and wallplants. Those are the connectors needed for the larger score and gap challenges, not just optional tutorial tricks.
Finish all normal goals and gold medals to open Pro Goals. These add five objectives to each regular park and platinum-medal requirements to competitions. Complete both layers of goals and the competition requirements to open Solo Tour.
Pro competitions add a condition to winning. Read it before the heat, complete that action and still finish first. The six shared-career competition routes are listed under The Solo Acts Begin. Scoring enough for gold without meeting the extra condition does not finish the platinum-medal goal.
In Pinball, activate the multiball targets by entering the hawk skull before trying to wallplant them. The Wizard Mode solution explains the sequence. This park is also useful for score practice because its boost pads give you enough air for long special tricks.
Finish the stat-point collection now. Unlike 1 + 2's character-specific hunt, these points can be allocated to other skaters too. Check each newly selected skater's allocation before starting a difficult challenge.
Learn one reliable million-point combo before focusing on the ten-million trophy. Build base points with varied specials, then multiply them with connected grinds, flips and manuals. For example, 40,000 ×25 is one million. Bank it safely rather than stretching every attempt until you bail.
OBMOC
silver
Complete a COMBO goal, in reverse.
Unlock Pro Goals, then use College's COMBO objective. Watch its goal preview to locate the chain. It starts beyond the bridge, follows rails and finishes up a quarter pipe.
Approach the chain from that final quarter pipe. Collect the last O first, revert into a manual, then retrace the letters O → B → M → O → C. Keep the combo connected with manuals between rails and land after collecting C.
Use a Solo Tour with the COMBO goal still available if you have already cleared it in the main career. The requirement is the reversed letter order, not riding switch or simply travelling backwards.
For the reverse attempt, enable Perfect Manual Balance and Perfect Rail Balance if needed. Jump toward each rail and hold to grind. As you leave a rail for flat ground, tap then before landing so the combo continues. At the final letter, jump off and land normally. If you fall, the chain must be collected again in one attempt.
Finish the normal career goals and gold competitions across THPS3 and THPS4. Check both tour screens for missing objectives. Unlocking the last park alone is not enough.
Once Pro Goals are available, each regular park gains a harder set of objectives and the competitions gain platinum-medal requirements. Continue with those for The Solo Acts Begin.
A normal park has ten regular goals. Open its goal panel and look for anything not ticked, including the secret tape and the park-specific actions. A completed score goal remains saved when you return for collectibles.
Competitions use three heats, with the best two ratings counting. Land varied combos and avoid falls, then check that the final placement gives you gold. A bronze or silver medal can advance access to later parks but still leaves this unlock unfinished.
PS5 players report missed trophy triggers while signed out of PSN, even when the matching in-game achievement completes. Stay signed into PSN during play and check the trophy after completing the requirement.
First unlock Pro Goals through There's More?. Finish the five additional objectives in every regular park, then earn platinum in all six competition parks. A platinum medal requires the extra action and first place overall in that competition.
The six competition objectives
These are the shared-career objectives. Check the goal flythrough and your trick bindings before entering the heat.
Rio, Christ Air over the bank: Go down the concrete entrance slope and turn back toward it. Transfer between the quarter pipes on either side of that slope, performing the equipped Christ Air during the crossing. Fill SPECIAL before attempting it.
Skater Island, lip trick near the pirate: Take the left exit from the indoor park to the pirate ship. Board it and use the left quarter pipe to reach the mast beside the pirate skeleton. Approach straight up the ramp and press at the top for the lip trick.
Tokyo, Sal Flip the Chanko Nabe gap: Go left from the start and use the rail to reach the building on the left. Enter the area through its middle, then use the kicker to cross the gap while performing the equipped Sal Flip.
Movie Studio, three reels: One is on the wire reached from the right-hand quarter pipe near the start. Another is above the large ramp farther along the path as it curves right. The third is inside the bowl beneath the tentacles, reached through the studio's right-hand entrance.
Kona, four bird groups: Clear the wires above both sides of the large half pipe. Then use the quarter pipe on the left of the uphill concrete area to reach another wire. The last group is on the wire above the pool beside the building.
Zoo, five penguins: Check the aviary's central quarter pipe, the large half pipe, the enclosure to its right and the quarter pipe by the clocktower. For the last, smash through the barricaded path and use the quarter pipe to grind the ledge to the right.
Finish the extra objective during a heat and still build two strong heat ratings for first place. Reopen the park panel afterwards and check for the platinum medal. Merely winning another gold does not finish the added requirement.
Completion check: every regular and Pro Goal is ticked across both tours and all six competitions show platinum. Let the completion sequence finish and return to the main menu. Solo Tour now opens for the individual-skater runs required by Flying Solo.
Equip The 900 in your special-trick menu and check its input. Fill SPECIAL, then perform that move while also rotating the skater through 900 degrees, or two and a half extra turns. Merely landing the move named The 900 is insufficient.
Use high Air, Hangtime, Ollie and Spin. In Pinball, approach the arched ramp from its boost pad. Input The 900 immediately after takeoff, hold a spin direction or shoulder button, then release in time to land straight.
For an easier setup, Create-A-Park's community browser has very tall ramps under searches such as “900”. These give you more airtime. Confirm that the trick text includes the 900-degree rotation and land the combo.
Input setup: select your skater's Tricks → Specials, equip The 900 and choose a directional sequence you can perform quickly. Enter those directions one after another, then the displayed trick button. Do not try to press both opposite directions together. Use or to add the extra rotation after starting the special, leaving the directional pad free for its input.
If only The 900 appears without the required rotation, start the spin sooner or use a taller ramp. If you repeatedly bail, reduce how long you hold the spin and allow the animation to finish before touchdown.
PS5 players report missed trophy triggers while signed out of PSN, even when the matching in-game achievement completes. Stay signed into PSN during play and check the trophy after completing the requirement.
Finish THPS4's normal and Pro Goals and its competition medals. The tour includes College, San Francisco, Movie Studio, Alcatraz, Waterpark, Kona, Shipyard, London, Zoo and Pinball.
Do the regular goals first, then return once Pro Goals open. In Movie Studio, Kona and Zoo, finish the competition's extra platinum-medal condition as well as winning. That also advances the Solo Tour unlock.
Open the park's goal flythrough when the wording names scenery you have not found. The goal counter on the career screen is the useful checklist. Clearing the separate THPS4 Challenges tab is another trophy.
There are seven regular goal parks and three competitions. Completed goals persist, so dedicate separate runs to scores, SKATE and the park's named actions. Collect each whole letter or object set within a single run. For COMBO, keep all five pickups inside one landed combo.
A named special may need equipping manually. Open your skater's Tricks screen, assign the move and check its input before returning to the goal. Use The Solo Acts Begin for the three THPS4 platinum-medal routes. Collecting extra cash, decks and logos does not substitute for an unticked goal.
Finish THPS3's normal and Pro Goals and its competition medals. Work through Foundry, Canada, Rio, Suburbia, Airport, Skater Island, Los Angeles, Tokyo and Cruise Ship.
Rio, Skater Island and Tokyo are competitions. Win gold to advance, then return for the platinum-medal conditions once available. Normal goals, Pro Goals and the Challenges tab are different checklists, so completing one does not automatically clear the others.
The six regular parks have ten normal goals followed by five Pro Goals. They can be completed over separate runs. For a score target, several banked combos can contribute unless the goal specifically says combo. For a named trick at a location, perform that trick during the required transfer or grind.
For the competition step, the highest two of three heat ratings decide your result. Land your scoring combos before balance gets out of control. The extra platinum-medal actions are listed under The Solo Acts Begin. Check that each park's goal panel is finished instead of using the challenge tabs as a career checklist.
In Suburbia, turn back from the starting tree toward the haunted house. The front door opens briefly, revealing eyes inside. Approach when it opens and jump through the gap. If it shuts, skate away and try again.
Inside the dark falling area, perform a kickflip with + , then let the game return you to the park and land. You can enter again if you miss the input.
Earn a medal in each of THPS4's three competitions: Movie Studio, Kona and Zoo. Complete enough earlier goals to unlock each competition, then finish in the top three.
Pinball unlocks after those medals. Aim for gold on the way through, since you need the stronger results for later career progression.
Complete "Wallplant the Multiball Targets" in Pinball.
Load Pinball and select the normal goal for wallplanting the multiball targets.
From the start, skate left to the giant hawk skull.
Enter its mouth to activate multiball and teleport to the upper part of the table.
Return to the targets in the middle of the table. There are five, arranged in groups of three and two.
Jump toward each active target and press at contact to wallplant. Check the goal counter after each hit.
Wallplanting the targets before activating the skull does not progress the goal. Finish all five within the run.
Unlock the park through Tilt first and attempt this in Career or Solo Tour with the goal available. For a wallplant, hold to crouch, release to jump directly toward a target, then press again as you touch it. A wallride uses and is a different move. If a hit does not increase the counter, check that multiball is active and approach the target squarely.
Collect all 50 stat points, split 25 per game. These are the floating THPS stat icons, separate from cash, decks and Iron Galaxy logos. Use the park-selection counter to find which location is still incomplete.
Collect each pickup once, then allocate the points on your skater's Stats screen. The collected points are available to other skaters too. You do not need to repeat this hunt for all 29 Solo Tours.
For extra height, fill SPECIAL, approach holding and release at the ramp's lip. A boneless adds height: hold , tap twice and release . To climb a wall, jump alongside it, press for a wallride, then to jump from the wall. Press again if you need to catch the rooftop edge.
The external video links under each park heading open Game Guides Channel's matching section. Use them beside the written directions when a takeoff or landing is hard to judge.
Take the axe from the construction site to the Thin Man outside the haunted house. Enter the opened area and use the quarter pipe to cross the right-hand wall to the pickup.
Reach the residential rooftops by crossing the starting fence and going left toward the roof used for Restore Power to the Dish. Grind the wire to the next house, then drop toward its porch roof and the icon below.
Circle behind the construction site and use the quarter pipe under the remaining icon.
Enter the college grounds and circle to the left of the basketball and tennis courts. Use the quarter pipe beneath the icon.
Beside the abstract statue, enter the doorway on its left to take the elevator to the roof. Follow the wire to the next roof and use its glass quarter pipe.
Follow the road downhill with the car park on your left. The icon is over the arch on the right. Use the blue quarter pipe to reach and grind its upper edge.
Take the studio's back entrance to the right of the start. Transfer into the bowl beneath the tentacles and collect the icon on its right side.
From the starting area, approach the right side of the corner quarter pipe. Reach the high ledge and grind, hopping the break to continue toward the icon.
Head straight from the start to the tunnel labelled Switchbacks - North Side. Turn back to the right, use the slope's ramp to reach the tower on the left and follow the rail-and-ledge route for the pickup.
Take the left tunnel from the start to Switchbacks - South Side. The next icon is just ahead.
Continue right from that exit and grind up the stairs. Follow the path to the steps in the corner for another icon.
Enter Rooftop - North Side from this area, turn left and use the quarter pipe at the roof's edge.
Go left around the elephant statue to the quarter pipe decorated with an elephant face.
Go around the statue's right side, past the large ramps and to the right of the clocktower. Transfer between the two quarter pipes under the icon.
Cruise Ship and Pinball do not add stat points to these totals. If you are at 49, revisit the park with an incomplete counter rather than searching every stage again.
Land a 150,000+ point combo including a Flip, Grab, Manual, Wall, Grind and Special trick.
Land one combo worth at least 150,000 containing a flip, grab, manual, wall action, grind and special. You can use Game Mods, so Perfect Manual Balance, Perfect Rail Balance and No Bails are useful while learning the sequence.
Equip an air special on your skater's Tricks screen and check its directional input. A quarter pipe is a ramp ending vertically, a manual is balancing on two wheels, and a revert connects a ramp landing to that manual.
Fill SPECIAL with a few landed tricks, then approach a quarter pipe holding . Release at the top and perform the equipped special early in the jump.
Press as your wheels return to the ramp, then quickly tap and to enter a manual.
Hold in the manual. Release to jump toward a rail, use + for a kickflip and press to catch the rail.
Jump toward a nearby wall and press at contact for a wallplant. Before touching flat ground, tap then to keep the combo alive.
Make another small jump with enough space for a normal grab, such as + . Release before landing and enter another manual.
Add safe flips, grind changes or manual variations until the displayed base points multiplied by the multiplier exceed 150,000. Jump onto clear ground and land normally to bank it.
A special that is also a grab can make the trick list harder to read, so include the separate ordinary grab above. Check that a wallride or wallplant appeared too. An ordinary jump against a wall is not a wall trick.
If the attempt fails, first practise the six categories in a low-scoring combo. Add the points once you can keep the transitions connected. Pinball's boost pads and arch ramp give extra airtime for the opening special, but any park with a ramp, rail and wall can work.
Reach at least ×75 in one combo and land it. The requirement is the number of tricks, not 75,000 points.
Assisted flat-ground method
Open Options → Game Mods and enable Perfect Manual Balance. No Bails is also useful.
Find clear flat ground away from vehicles and ledges. Tap then to start a manual.
While the manual is active, tap twice for a handstand or twice for a pogo. Use further pairs of , and to switch flatland tricks and raise the multiplier.
Watch the × number. Once it is at least ×75, press to jump out and land normally without entering another manual.
You do not need to keep moving around the whole park. Keep the combo active on clear ground until it is long enough. If you accidentally bank the score early, start a new manual and build the entire ×75 again.
Turn the assists back off before returning to Expert or unassisted score tasks.
Flying Solo requires the 29 starting pro skaters. Each needs the normal goals, Pro Goals and platinum competition medals. Extra cash and hidden decks are not the completion requirement.
I recommend grouping skaters by style. Street, Vert and Park/Freestyle goals change the required trick in some parks, so doing similar skaters together reduces relearning. Check the goal flythrough and the trick menu whenever the objective changes.
Complete each skater's 250,000-point named-special challenge during that skater's tour. Before changing character, confirm the tour-completion message and let the results save. Keep your own short list of completed skaters if the reward portraits make progress unclear.
Bam Margera, Andy Anderson and a created skater need individual Skater Challenges, but their full Solo Tours are not required. Buy Bam and Andy from the Secret Shop for $5,000 each. The other secret and Deluxe characters are not required Solo Tours either.
Break this stage up with a park's gap list or a speedrun. Repeating the careers supplies plenty of opportunities for birds, breakable objects, grinds and wall combos, so avoid farming those totals before they are all that remains.
Spoiler: reveal trophy
Flying Solo
gold · grind
Complete every Solo Tour.
Complete Solo Tour for all 29 starting pro skaters. For each, finish the normal goals, Pro Goals and platinum medals. Main-career completion unlocks the mode but does not replace these individual tours.
Use the skater's goal list as the checklist. Extra money and hidden decks are unnecessary, so a portrait missing cosmetic rewards does not by itself mean you have an unfinished tour.
The required goals vary with skating style. Check the preview before attempting the special objective, then open the trick menu to confirm its input. The same trick name may be bound differently on a new skater.
You can use eligible assists for the repeated tours. Apply collected stat points to each character and complete that character's named-special challenge while you are already playing them.
You do not need full Solo Tours for Bam Margera, Andy Anderson, your created skater, Michelangelo, Birdman, Constable Richard or the Deluxe Doom characters. Bam, Andy and the created skater still have tasks under Skater Challenger.
Repeatable setup for each skater
Select the next starting pro and allocate the shared stat points. Increase Air, Ollie and Speed for reach, then balance stats for combos.
Open Challenges → Skater, highlight that character's task and press to pin it. Equip its named special on the skater's Tricks screen.
Enter Solo Tour and clear both games' normal and Pro Goals plus platinum competition medals. Watch the flythrough when letters or trick goals differ from your previous skater.
Land the character's special in a 250,000-point combo for Skater Challenger. This is a separate task from finishing their tour.
Check the completed goal panels and tour-completion message before switching characters.
For an easier repeat-tour setup, use Options → Game Mods to enable No Bails and the perfect-balance assists you need. Turn these off before moving to unassisted scores or Expert tasks. Keep a short list of finished skaters so a missing cosmetic reward does not send you through a completed tour again.
Grind by jumping toward a rail or ledge and pressing . Jump off and land the combo for credit. Repeat through ordinary play until you have 500 successful grinds.
You will do far more than this while finishing the tours and challenge lists. If it remains, use a low rail and repeatedly jump into a short grind, land, then turn back. A long grind held for 500 seconds is not 500 grinds.
Successfully perform 100 combos incorporating either a wallride or wallplant.
Land 100 separate combos that include a wallride or wallplant.
For a wallride, jump alongside a wall and press . For a wallplant, jump toward the wall and press at contact to push away. Land on flat ground, let the score bank, then repeat.
Multiple wallplants inside one giant combo still belong to one combo. Use short, separately landed attempts if you need to finish the counter.
Skate into small groups of birds to make them scatter. You need 120 groups cumulatively, not 120 individual birds.
Cross bird clusters as you repeat the parks in Solo Tour. If this is still missing at the end, revisit an outdoor park, ride through its visible clusters, finish the run and repeat. There is no reason to grind this before the repeated tours.
Watch for the whole flock taking off as you pass through it. A grind above the birds can miss the trigger, so ride directly through their resting spot. If repeating a route for the final few groups, end the run normally and reload the park so the birds return.
Break 500 objects cumulatively by skating through them. Glass, breakable scenery and suitable props contribute. You will encounter plenty while repeating the tours.
The in-game challenge also called Chaos Reigns has a lower target, so completing that challenge does not mean you have reached this trophy's 500. If needed, use Create-A-Park to build a line of breakable props, skate through them, then reload the park and repeat. Use objects that visibly smash, not solid ramps or rails.
For a controlled cleanup, open Create-A-Park, place several rows of breakable cardboard or glass props and save the park. Enter its skating mode and ride through the rows. End the run, reload and repeat. First test a small row so you can see the chosen props actually break, then extend the layout.
The trophy counts broken objects across playtime. It does not require a combo, a single run or 500 different objects. Keep going if the lower-target challenge notification appears before the trophy.
The career's goal list and the Challenges menu are separate. Complete the Skater, Tricks, THPS3 and THPS4 tabs, then both Expert pages. Pin the task you are attempting so its location, score and restrictions stay easy to check.
I recommend turning all assists off and restoring normal speed and the default timer for the final Expert pass. Some gap-only tasks accept assists, but the demanding score and speedrun tasks do not. This setup prevents a good attempt being invalidated by a setting left on during Solo Tours.
Practise a gap before adding its score requirement. Practise a speedrun's collectibles before pushing its par time. For a named-trick gap, the specified trick must occur during that gap, not just somewhere else in the same run.
Spoiler: Bonus park challengesShow
Cruise Ship and Pinball have challenge entries on the Expert pages. Finish their gap lists and Got There tasks as well as the hard scores and speedruns.
Finish the remaining unassisted score trophies. Then check the trophy list for anything left. There is no level-100 trophy in this game, and the PS5 platinum also completes its trophy list.
I am the Pro Skater now
platinum
Collect all Trophies.
Earn the other 32 trophies. The long requirements are Flying Solo and the challenge categories. There is no career-level grind after those, although you may still need to clean up an individual action trophy.
Choose Speedrun for a regular park and complete its normal goal list without falling. The clock measures how long you take, but this trophy has no specific par time. Pro Goals are not part of the speedrun.
Start with a park whose normal goals you already know. Use separate safe scoring combos rather than a risky all-in-one route, then collect the letters, tape and level-specific objectives. If you bail, restart the speedrun. Competition parks do not have this goal-based mode.
Use Foundry as a first practice park. Complete an untimed reconnaissance run first and watch the goal flythroughs for the valves, bucket, tape and letters. On the trophy attempt, bank the score goals early, then work through the remaining actions one at a time. You can stop rushing once you realise there is no trophy par to beat.
If you also want the Expert speedrun challenge, use assists off and its stricter time target. Completing a slow, clean run earns this trophy without necessarily clearing that separate challenge.
Finish all 38 entries under Hub → Challenges → Skater. There are six creation/community tasks and 32 character tasks.
Creation and community tasks
Create a skater, then change that skater's clothing in Appearance.
Create and save a park.
Place 25 props or dynamic props and 100 objects in Create-A-Park.
Play five different parks made by other creators. Use the community browser and enter each park. This is the online requirement.
Character tasks
The 29 starting pros plus Bam and Andy each require a 250,000-point combo containing their specified special. Pin the character's challenge, equip the named move and perform it early in the combo. Add safe grinds and manuals until the score is high enough, then land.
The created-skater task instead asks for 100,000 points in fewer than ten tricks. Use a high-value special with rotation and a small number of varied tricks. Keep the multiplier below ×10 and bank once you pass 100,000.
Buy Bam and Andy for $5,000 each in the Secret Shop. Assists can help these character combos. Complete them during the required Solo Tours where possible.
A reliable character-combo attempt
Select the correct skater first. On Challenges → Skater, highlight their entry and press to pin it.
Equip the exact special named by that entry. The trick input can be changed, but the required move cannot be replaced by a different special.
Fill SPECIAL with a few landed tricks. Perform the named move early, where you have the right terrain: a ramp for an air special, a rail for a grind special, or flat ground for a manual special.
Connect the landing with then then on a ramp, or just then before touching flat ground. Add grinds and flips until the base points multiplied by the multiplier exceed 250,000. For example, 12,500 ×20 is enough.
Jump onto clear ground and land without another manual. Check the pinned challenge before changing skaters.
For the created skater's nine-tricks-or-fewer task, increase the value of your opening special with airtime and rotation. Extra small tricks can ruin a high enough score by taking you to ten moves. Perfect balance and Double Base Score can help this task.
In Create-A-Park, place items from the Props or Dynamic Props category for the 25-prop task. Ordinary object placements cover the separate 100-object task. Save the park from the editor menu. Publishing is not required in this game.
Complete the Tricks category in Challenges. Pin one unfinished entry at a time. This tab mixes skating techniques, menu tasks and environmental actions, so a finished career alone is not its completion check.
Change a stat allocation and a special-trick binding in the skater menu when requested. For multiple-skitch tasks, maintain the combo between grabs with a manual. For the graffiti task, get close to each of the six marks below. You do not have to paint them yourself.
Canada: Hop behind the fence beside the far corner quarter pipe. The mark is on the back of the ramp.
Airport: Jump behind the left check-in counter at the start and inspect its inner wall.
Los Angeles: Reach the Yeti shop roof beside the theatre using a wallride and grind. Search behind the billboard.
Cruise Ship: Go to the lower deck's water feature, face the Red Bull can and check the seating area's back-right corner.
College: Enter the uphill car park, go up one level and inspect the right corner behind bins.
San Francisco: Cross toward the car park beyond the skate area. Check the back of the blue parking booth.
There is no loud collection animation for these marks. Reopen the challenge counter to confirm progress.
For menu tasks, choose Skater → Stats and move an available point into an attribute, then confirm the change. On the Tricks screen, select a special slot and change its equipped move or binding as the task asks. Buy the requested deck from the Skate Shop using earned game cash.
Techniques and small menu tasks
Spine transfer: Find two quarter pipes back to back, such as the divider between College's courts. Approach straight, hold up the ramp and release near the lip, then tap in the air to cross the spine and land down the far ramp. A revert on the original side does not count as a transfer.
Acid drop: Start on a platform above a bowl or quarter pipe. Jump outward over the curved ramp, then press while airborne to drop into it. Land cleanly and repeat until Acid Drop? is complete. Stepping off onto flat ground will not register. The top deck beside a bowl in Skater Island gives you a nearby ramp for repeated attempts.
Wall Bounce and connector tasks:Versatile explains the inputs. For Wall Bounce, grind toward a wall, jump into it and press at contact, then catch the rail again with . Land after the second grind. For the other tasks, add the listed trick types in the requested order and land, keeping out extra types when the task says “only”.
Footwork and Overtime: For Footwork, land a ramp trick with , then finish the combo and repeat. For Overtime, start a combo near the end of a timed session, keep it alive past zero, then land.
Photo and badge tasks: Open Photo Mode from the pause menu. Cycle through every filter in its filter controls for Styles upon Styles. For Circle of Life, open the Multiplayer menu and change the badge. These are menu tasks, not multiplayer match wins.
Specials and score tasks: Fill SPECIAL, then use the equipped inputs on Skater → Tricks. Bank the combo rather than bailing. Multiplication covers the trick-count tasks, and Unprecedented explains building larger scores.
Environmental tasks
Icicle Crash!: In Canada, look for hanging icicles around the cabin roof, ramp edges and rails. Jump through them or grind along the edge they hang from so they visibly shatter. Check the pinned counter after a pass. Restart the session to restore broken scenery and repeat, rather than searching for a new set on another map.
Security Breach: Skate into the uniformed guards around Alcatraz, or use the guards and rangers in Airport and Zoo. After one reacts, circle back and bump them again. Check the counter for progress toward 30. If that person is still recovering and does not count, use another guard before returning.
Limitless: Unlock Cruise Ship by finishing the THPS3 tour, then choose its Impress the Pro Skaters goal. Felipe Nunes is one of the seven skaters around the ship. Land a short flip, grind and manual combo close to each skater until they react and the goal counter advances. You can cover the full circuit rather than trying to identify Felipe from a distance. Start at the helipad and work around the deck, then the lower seating and pool areas. External video: the seven-skater circuit (Trophy Tom, 0:00) shows the stops. Check Limitless itself afterwards. If it remains open, repeat the missed stop and land closer to the skater.
Birds and breakables: Skate through bird clusters, then revisit or restart the park for more. The requirement is clusters, not individual birds. For breakables, use the route under Chaos Reigns.
The skitching inputs are explained under In It for the Long Haul and Taxi! Taxi!. Use Multiplication for flatland variations. Recheck the Tricks tab after clearing the graffiti spots so a small menu or tutorial task does not get overlooked.
Complete the THPS3 page in Challenges, not just the career goals. Work through each park's gap collection, named-trick gap, Got There combination and applicable par-time speedrun.
Start with the pause-menu Gap List. Land each gap separately, then pin the Got There and connect its required gaps with manuals and grinds. The final combo must land. For a named-trick task, the named gap and requested trick must belong to the same landed combo. The park links below locate those gaps.
In Speedrun, collect normal-goal items while travelling toward the next objective instead of repeatedly crossing an empty park. Add scoring tricks to those journeys. Check the challenge's displayed par before starting.
Cruise Ship's extra challenge entries are on the Expert pages. See Expert Challenger for that final set. The external demonstrations below show the lines for connecting the gaps.
Work through one park in this order
Open the pause-menu Gap List and choose an unfinished name. Use that park's complete gap video below and its description index to jump to the matching name. Practise in Free Skate, with the area-access and Los Angeles notes below in mind. Match the shown takeoff and landing, then bank the combo and check that the list records the gap.
Pin the park's trick-gap task and use its separate timestamp below. Add a directional grab or flip during an air gap, a grind on its rail, or a lip at a ramp approached straight on. For Airport's flatland task, keep the manual through Musical Chairs and add a flatland variation from Multiplication. Tokyo needs the extra grind connection explained below.
Pin the Got There. Practise its gaps separately, then connect them with then manuals on flat landings and reverts into manuals on ramp landings. Check every required blue gap name before banking the combo.
Select Speedrun for parks with regular goals. Learn where each collectible set ends and which objective starts nearby. Restart after a major routing mistake when chasing the par, rather than practising the wrong route repeatedly.
If a challenge stays incomplete, check that the requested trick and exact gap appeared in the same combo, landed it and met the task's assist restrictions. A large score alone cannot replace a missing gap.
Complete gap collections
These are Maka91Productions' individual park videos, with gap names and timestamps in each video's expanded description. They cover the gap collection rather than only the Got There route. Work from your unfinished Gap List entries, one landed gap at a time. Some clips collect several gaps together, so check the exact name you still need.
Foundry, Porch Rail Tap: Use the quarter pipes beneath the Rensselaer company sign. Launch toward the yellow railing on the high balcony above them, approach at an angle and press to grind along it, then land. A lip on that rail gives Nice View Up Here instead. The External video · balcony, 3:26 locates the balcony, but use a grind for Porch Rail Tap.
Area access: In Suburbia, take the construction-site axe to the Thin Man at the haunted house before attempting gaps behind it. Final Form includes that approach. In Tokyo, Drunkard Alley is reached by going left from the start, up the ramp and along the rail onto the building, then through its middle. For the lantern-wire area, fill SPECIAL, use a boneless from the quarter pipe left of the Vans ramp and grind the high rail onto the lantern wire. Follow it until the cutscene opens the area. The boneless and wallride inputs are also under Final Form.
Los Angeles, match the park state: The earthquake changes the highway. If Don't Fall!, Sunray, Overpass Aftershock, Overpass Leap or Wash Transfer will not match the video or register in Free Skate, use Career for those attempts. For the broken-overpass route, first trigger Start the Earthquake by grinding the four red rails. From the start, grind through the building ahead, turn right along the street rail, turn right up the slope for the next rail, then return uphill and take the stairs on the left to the final rail. At the car wash, transfer up onto the lowered highway. Follow it toward the roof ramp, matching the selected gap's direction in the video. Do not try to jump the intact highway using the broken-highway line.
Named-trick gap tasks
The same creator's timestamps below show each gap's placement. Add the requested trick using the inputs above. Completing the gap collection alone does not finish these separate tasks. If a clip uses an ordinary jump or manual, add the required grab, flip or flatland move yourself and bank the combo.
Tokyo, To Die For: Fugu is an air gap up into the blue structure beneath the airship, even though the challenge asks for a grind. Approach from the loop side with SPECIAL filled and enough Air and Ollie. Use a boneless to reach the structure. On landing, enter a manual, then hop to its rim and catch a grind with before ending the combo. Watch for the blue Fugu Gap name. Fugu Juju and Fugu No Naka are different gaps. If Fugu does not appear, reset and match the takeoff angle before adding more tricks. External video: complete To Die For attempt (Trophy Tom, 0:00) shows the approach and grind connection.
External Got There routes
Maka91Productions demonstrates each route. Open your park, practise its individual gaps using the steps above, then link the route and check that every required name registered before landing.
Clear the THPS4 category in Challenges. Career goals and this challenge page are separate.
For each park, finish the Gap List, its specified trick-gap task, its Got There combination and any speedrun requirement. A Got There is one landed combo containing all listed gaps. A speedrun finishes the normal goal list under the target time shown in the challenge.
Use Free Skate to identify a difficult gap without a timer, then move to the required mode for the challenge attempt. In speedruns, memorise the collectible route first and fit the score objectives into it.
Pinball's remaining challenge entries sit in Expert rather than this tab. Include those later for Expert Challenger.
THPS3 Challenger gives the step-by-step method for reading gaps, doing trick-gap tasks and connecting Got There routes. Apply it to College, San Francisco, Movie Studio, Alcatraz, Waterpark, Kona, Shipyard, London and Zoo. The three competition parks do not have normal-goal speedruns.
For a long manual connection, hold while balancing and release it only when you need to jump. For a gap that repeatedly overshoots, reduce Air or Ollie temporarily rather than changing several things at once. Check the in-game Gap List after each landed attempt so you know which part actually registered.
Open the THPS4 challenge page after the last park and inspect every unfinished entry. Finishing the career's Pro Goals is not the completion check for this trophy.
Complete gap collections
Maka91Productions' park videos include a gap-name index in each expanded description. Find an unfinished name in the in-game Gap List, use that matching video entry, then land and confirm it has registered. You can collect gaps separately across sessions.
For Waterpark's slide routes, enter the doorways labelled for the rides to reach their tops. If the castle slide is shut, collect the arcade keys by grinding the right edge of the starting slide onto the high roof, then bring them to the arcade below. In Shipyard, if No Bones 1 Combo does not register after a clean attempt, retry its shown line in Career.
Named-trick gap tasks
These separate tasks require the gap plus the listed trick in one landed combo. For air gaps, add a direction with for a flip or for a grab. Catch grind gaps with . For Last Splash, approach the ramp straight on and use at the lip rather than passing sideways into a grind. Maka91Productions' timestamps locate each target.
Check the pinned challenge after landing. If the gap itself is complete but the task is not, repeat it with the required trick type. Extra score will not substitute for the missing trick.
External Got There routes
These park links open Maka91Productions' demonstrations. Use the setup and connection method under THPS3 Challenger, then practise the shown line a section at a time.
Complete both Expert pages in Challenges. I recommend all assists off, normal game speed and the default timer for this pass. Follow the restrictions printed on the specific task.
Work through these groups:
Hard speedruns: Clear all normal goals under the listed hard par. Practise a route that combines collectibles with movement toward the next goal.
Legend scores: Meet each park's score target. A session total and a single combo are different conditions, so read the pinned wording.
Hard gap combos: Land the named gap inside a combo that reaches the stated score. Practise the gap first, then build a strong special-trick base before or immediately after it.
Large-score and skitch tasks: Include the million-point combo and ten-million score. Brave needs a million-point combo containing a skitch. Reckless needs two million with skitches on two different vehicles.
Bonus-park tasks: Finish the Cruise Ship and Pinball gap lists, Got Theres, trick-gap tasks and speedrun entries on these pages.
For Reckless, build most of the score first, then use a traffic area such as San Francisco to catch one vehicle, jump into a manual and catch a different vehicle before landing. Regrabbing the same vehicle can satisfy Taxi! Taxi!, but not Reckless.
For hard combos, a useful target is 50,000 ×40 for two million. Add a margin before landing. Avoid extending the combo after reaching both the gap and score requirements.
The external demonstrations below show ProdByAM's hard speedrun and gap-combo lines. Learn the required gap or collectible route first, then use the setup below to add speed or score.
Pick the right mode
Use Speedrun for the hard-par tasks, Single Session for two-minute score totals and Free Skate to practise hard gap combos without a session clock. Turn all assists off before these attempts and restore normal speed and the default timer. For a gap-only task that permits assists, remember to disable them again afterwards.
Build the combo before adding difficulty
Equip a high-value air special and a grind or manual special on comfortable inputs. Fill SPECIAL with a small landed warm-up combo. Use the air move while you have height, then and then as you land in a ramp. Catch the next rail with and add varied tricks while correcting balance. Versatile explains each connector.
First land the named gap in an otherwise simple combo. Then add the score. If the gap is late in the route, practise entering it with a partially depleted balance meter so the final attempt is familiar. As soon as the required gap and score are both present, head for clear ground and bank the combo.
Brave and Reckless
Practise Taxi! Taxi! before adding the Expert score. In San Francisco, build points near the road, catch a moving vehicle by holding behind it, then jump off into a manual. For Reckless, approach a visibly different vehicle and hold behind it before the combo ends. Land after the second grab with at least two million. Two grabs on the same car fail Reckless even when the score is high enough.
Completion check: inspect both Expert pages, including the bonus-park entries. A completed first page, the ten-million trophy or all career goals alone will not finish this trophy.
Bonus-park gaps and trick tasks
Cruise Ship unlocks after the THPS3 tour and Pinball after the THPS4 tour. Use their Gap Lists to select unfinished entries. Maka91Productions' complete park videos have a named timestamp index in the expanded descriptions. Land each gap and check it off in the game before moving on. The collection can be completed over separate attempts.
The two separate trick-gap tasks both require a grab. During the shown jump, press a direction with , release before landing and bank the combo with the exact blue gap name present. Use a simple grab so its animation does not spoil the landing.
For Cruise Ship's pool routes, grind the valve pipe at the far end of the swimming pool to drain it. For Pinball's Acid Slime Drop, press while airborne above the lower ramp to drop into it, with the grab in the same combo. If the gap registers but the challenge remains open, repeat with the grab included and a clean landing. These tasks are separate from the Captain's Gap and Flipper Jump hard-score combos below.
External hard gap-combo routes
ProdByAM demonstrates each named hard gap inside a scoring combo. Compare the gap name and target with your pinned task. These are examples to practise, so bank your own combo as soon as it meets both requirements.
ProdByAM's park sections show how to combine the normal goals into a timed route. Learn one stretch at a time, then join the stretches and compare your result with the hard par in Challenges.
Without Assist Mods, score 1,000,000 or over in Pinball.
In Pinball, disable assists and score at least one million. I recommend a normal two-minute Single Session so the attempt also practises the park's score challenges.
Fill SPECIAL, use the boost pad and large ramp for a high-value special, then revert into a manual. Connect to a grind to build the multiplier. Bank a good combo before trying another.
You need a score of one million, so multiple successful combos can contribute. Do not turn on Double Base Score or No Bails for this attempt.
A repeatable attempt: fill SPECIAL with a small landed combo, ride the boost pad toward the arch ramp and input your air special just after takeoff. Tap as you return to the ramp, then then for the manual. Hold while turning back toward the boost pad, or jump to a nearby rail with to extend the line.
Use a different special on the next jump because repeated moves lose value. If your balance becomes difficult, jump off and land. Check the banked session total before starting another combo. Two landed 500,000 combos meet the requirement just as well as one million-point combo.
If the combo banks too early, practise the -to-manual timing. If you bail in the air, input the special sooner or choose a shorter animation.
Without Assist Mods, earn a score of 10,000,000 in any park in a 2 minute session or single combo.
Disable assists before starting. Reach ten million in a two-minute session or land one ten-million combo.
The community-park route is useful here. In Create-A-Park, search for “10 million” and choose a park designed around a repeatable grind line. Build a special-trick base first, use the line to raise the multiplier, correct your balance and land once the score is high enough. The park design helps, but you must still leave the assist switches off.
For a normal-park attempt, learn a compact circuit with two or three reliable transfers. Mix specials for base points, then use flips, grind changes and manuals to grow the multiplier. Ten million is 100,000 ×100, or several smaller landed combos within a two-minute session.
This trophy does not require a community park. That is an optional way to make the setup easier.
Preparing the community-park attempt
Open Hub → Create-A-Park and use Search to find a suitable scoring park. Playing a downloaded park requires internet access. Read its description and inspect where its rail sequence ends before attempting the score. Choose one with a clear landing area so you can bank the result.
Use short landed tricks to fill SPECIAL, then start the scoring run. Hold and release to jump onto the first rail, press to grind and make small / balance corrections. Jump between sections only when the layout requires it. If a rail ends at a wall, jump and press against the wall to turn around, then hold to catch the return rail.
Watch the actual base points and multiplier. A long chain at ×100 is still short if its base is only 50,000. Add variety early for points, then stop extending once the product safely exceeds ten million. Jump off toward clear flat ground and do not enter another manual.
For the session-total route, start in two-minute Single Session. For an untimed attempt, the ten million must be in one landed combo. Check the Game Mods menu before either route, including Always Special and Double Base Score.