Invert the High Wires THPS3: Solving the Most Annoying Objective in Tokyo

Invert the High Wires THPS3: Solving the Most Annoying Objective in Tokyo

You’re grinding the neon rails of Tokyo, the music is pumping, and your combo is climbing into the hundreds of thousands. Then you remember the checklist. Specifically, you remember you still need to invert the high wires THPS3 style, and suddenly the flow of the level just hits a brick wall. It’s one of those classic Neversoft objectives that sounds simple on paper but feels like a nightmare because of the game’s specific physics and the somewhat finicky verticality of the Tokyo map.

Tony Hawk’s Pro Skater 3 was a massive leap for the franchise, mostly because it introduced the revert, which changed how we linked vert tricks into street lines. But Tokyo? Tokyo was designed to test your precision. To finish the Pro Skater level objectives, you have to find three specific power lines hanging high above the street level and perform an Invert on them. Not a grind. Not a kickflip over them. An Invert.

If you’ve been smashing your face against the pavement trying to reach these wires, you aren't alone. It’s arguably the most "reset-heavy" goal in the game outside of the harder competition medals.

Where the Hell Are the Wires?

Before you can actually invert the high wires THPS3 requires, you have to locate them. They aren't all in one spot, and the Tokyo map is a looping circuit that can get disorienting if you’re moving fast.

The first wire is generally the easiest to spot. It’s located near the start of the level, stretched between two buildings over a large gap. You’ll see a large quarter-pipe ramp tucked against a wall that aims directly up at the wire.

The second wire is further down the main strip, often near the area where the neon signs are most dense. It’s high. Like, "did they really expect me to get up there?" high. You’ll need a significant amount of speed—usually from a revert-manual combo—to get the necessary airtime.

The third wire is tucked away near the back end of the loop, close to the escalator area. If you miss the timing on the ramp below it, you’ll end up flying over the rail and into the lower pedestrian area, which basically kills your run's momentum.

The Mechanical Secret to the Invert

Here is the thing about Inverts in THPS3: they are Lip Tricks. A lot of players try to jump at the wire and hit a grab button, thinking it’s a standard aerial move. It isn't. To invert the high wires THPS3 goal, you have to treat the wire like the lip of a halfpipe.

You need to approach the ramp directly underneath the wire. As you reach the top of the ramp, you hold the Up directional button and the Circle button (on PlayStation) or B (on Xbox/GameCube). Your skater will reach out, grab the wire, and perform a handstand balance.

Pro Tip: Your stats matter. If your "Air" and "Hangtime" stats are low, you are going to struggle to reach the wires. If your "Lip Trick" stat is low, your balance meter will shake like a leaf in a hurricane, making it almost impossible to hold the move long enough for the game to register it as "collected."

Why This Goal Drives People Crazy

Honestly? It's the camera. The camera in THPS3 is revolutionary for 2001, but it wasn't exactly built for looking straight up while traveling at 40 miles per hour. When you’re trying to invert the high wires THPS3 asks for, the wire often disappears from the top of your screen just as you’re about to hit the ramp.

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You have to learn the "feel" of the ramp's sweet spot. If you launch too far to the left or right, you'll just do a standard air trick and sail past the wire. You need a vertical trajectory.

Then there's the "Special" meter. If you have your Special meter full, your skater moves faster and jumps higher. This is a double-edged sword. Sometimes, having too much speed sends you flying over the wire, and the game won't let you initiate a Lip Trick if you’ve already cleared the height of the "lip."

Breaking Down the Three Locations

Let's get specific.

Wire One: Look for the "Digital" sign. There is a quarter pipe right below a wire that crosses the street. It’s the lowest of the three. Use a simple Ollie into the ramp, hold Up + Circle, and you’re 1/3 of the way there.

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Wire Two: This one is near the giant video screen. You need to come off the wooden deck area or use the long flat ground to build up speed. This wire is higher up. If you don't have at least 7 or 8 points in your Jump/Air stats, come back later after you’ve earned some stat points in other levels.

Wire Three: This is the "End of the Line" wire. It’s located near the finish of the loop before you head back toward the starting area. There is a very steep transition here. Because the area is cramped, it’s easy to hit the ramp at an angle. Don't do that. Straighten out your board before you hit the transition.

The Best Skaters for the Job

If you’re playing through Career Mode, some skaters have it way easier. Bucky Lasek and Bob Burnquist are vert specialists. Their default stats are already geared toward Lip Tricks and Air. If you’re playing as a street skater like Andrew Reynolds or Geoff Rowley, you might find the balance meter for the invert the high wires THPS3 objective much more punishing.

If you are struggling, go into the "Edit Stats" menu. You can take points out of "Flip Tricks" or "Manuals" and dump them into "Lip Tricks" and "Air" just for this one run. There’s no penalty for moving points around, so use that to your advantage.

Common Mistakes to Avoid

  1. Grinding instead of Inverting: If you hit the Triangle/Y button, you’ll grind the wire. The game will not count this. It specifically wants a Lip Trick.
  2. Missing the Revert: If you’re trying to get to the wires by linking a combo, don't forget to Revert when you come back down. If you bail after the Invert, the game won't count it. You have to land the trick cleanly.
  3. The "Special" Trap: Don't try to do a Special Lip Trick (like a Russian Bighead) unless you are very confident. A standard Invert is faster to execute and easier to get out of.

Tokyo is a fast-paced level, and it’s easy to get caught up in the flow and forget these specific "stationary" goals. But once you nail the timing of the vertical launch, you'll realize it's more about your approach angle than your actual speed.

Practical Steps to Finish Tokyo

To finally tick this off your list, follow this sequence:

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  • Max out your Air and Lip Trick stats using any leftover points from previous levels like Canada or the Los Angeles level.
  • Ignore the score. Don't worry about hitting a million-point combo. Just focus on the line that leads to the three ramps.
  • Approach from the center. For each wire, make sure your board is perpendicular to the ramp. Any slight angle will send you into a "Transfer" instead of a Lip Trick.
  • Hold the button early. You can actually start holding the Up + Circle/B command just before you leave the ramp. This ensures the game registers the Lip Trick the moment you contact the wire’s "hitbox."
  • Land it. Once the "Wire Inverted" text pops up on the screen, immediately let go and prepare to Ollie out or Revert.

Once you’ve cleared these wires, you’re usually just a few thousand points away from unlocking the next stage. Tokyo is all about that neon-soaked verticality—conquer the wires, and you’ve basically conquered the map.