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Tony Hawk's Pro Skater 3+4
Tony Hawk's Pro Skater 3+4 is a remake of the two skateboarding games originally released in the early 2000s. Players perform tricks, complete objectives, and…
After sinking way too many hours back into Tony Hawk’s Pro Skater 3+4, the one thing that still slowed my 100% runs wasn’t the score goals or SKATE letters – it was hunting down the secret tapes efficiently. Most of them aren’t just “look up and jump”; they’re full lines that fall apart if you miss one grind or land at a bad angle.
This guide walks through every secret tape in THPS 3 and THPS 4, using lines that are repeatable rather than perfect-run-only miracles. I’ll flag the spots where I kept bailing so you can avoid losing whole runs to one awkward transfer.
revert → manual after big airs so you build special quickly. Extra speed from special moves makes some gaps more forgiving.THPS 3 levels are the classic 2-minute runs, so it’s worth dedicating whole attempts just to grab the tape and nothing else. Here’s where each one is and how I consistently reach it.
This is one of the simpler tapes, but I still used to overshoot the grind and fly right past it.
Common mistake: coming in too diagonally. Aim your approach so you’re almost parallel to the girder before you ollie; that way the grind locks on cleanly.
Canada’s tape demands a little puzzle-solving with the raised halfpipe. The breakthrough is realizing you must trigger that switch before trying the line.
Tip: If you’re struggling to land the grind, use a simple grind (no fancy input) and keep your speed moderate instead of maxed; too much speed makes balancing harder.
Suburbia is dense, but the tape path is surprisingly straightforward once the haunted house is open.
Don’t make my mistake of trying to hit the branch from ground level; the angle is terrible. You really do want the clean line from the top floor window.
Airport is a flowing A-to-B level, so you don’t want to waste time backtracking. Think of this as a final stretch line near the end.

Tip: If you’re falling off the wall grinds, simplify your approach: go for a single long grind instead of trying to get fancy with transfers and spin tricks.
This is where many players (including me) burned whole runs. The key is: no earthquake, no tape. You must change the level first.
This is the step where most people fail: under-committing on the kicker to the first skyscraper. Don’t be afraid to take one extra pump on the overpass to ensure you reach the roof cleanly.
Cruise Ship looks huge but this tape is refreshingly quick once you spot the main wire running down the center.
Tip: Don’t bother raising the ferry or overcomplicating the route; the central wire and platform alone are all you need.

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THPS 4’s structure is more open, but the individual goals still use a 2-minute timer. Some tapes require you to unlock areas via side goals before the route is available.
This one feels like a victory lap more than a puzzle.
Common mistake: bailing right off the teleporter because you spin too aggressively. Keep it simple; you don’t need spins here.
This route is all about stepping up the hillside by the hospital in clean stages.
Tip: It helps to approach the lips slightly angled so your grind locks on. Don’t come in completely sideways or you’ll just crash into the wall.
Alcatraz’s tape isn’t hard mechanically, but the prerequisite objective trips people up.
Common mistake: jumping too early and clipping the window frame. Aim for a clean, centered jump and try not to spin until you’re through.
This level is huge and easy to get turned around in. The tape path revolves around the Dual Boomerang Slides.
Tip: Try not to scrub speed by carving too wildly inside the slide. Stick closer to the center line until you’re ready for the final launch.
Shipyard is cramped and messy, but the actual tape grab is really chill as long as you slow down at the end.

Don’t make my mistake of trying to gap off the roof with full speed. This is one of the few tapes that’s actually easier if you take it slow.
London’s tape is all about getting above street level and chaining a couple of spine transfers.
Tip: Don’t over-rotate your spins off the monument. You need directional control more than style points here.
Pinball is visually loud and easy to get lost in, but the tape sits above a clear landmark: the giant hawk skull.
This is the scary part: you need more speed than you think. Use a couple of warm-up pumps or a quick combo beforehand to ensure you clear the gap.
Once you’ve nailed all of these lines, secret tapes stop being a roadblock and just become another part of your flow. With every tape collected in THPS 3+4, you’re well on your way to 100% completion, unlocking secret characters and racking up the cash you need to max out your stats.
If any tape is still giving you trouble, dedicate a couple of runs purely to practicing that one route with no distractions. After a few tries, the muscle memory clicks, and it becomes just another satisfying part of your line.