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Grand Theft Auto: San Andreas 100% Completion and Strategy FAQ/Walkthrough
Written by ChiTownBluesFan
Version 2.01
Revision History
2.02 05/11/05 - FINAL PS/2 VERSION
Updated and modified FAQ section
Modified BMX Challange
Modified Taxi Driver
Updated Paramedic
Updated High Stakes, Low Rider
Updated Chilliad Challange
Updated Tanker Commander, Mission 3
Updated Mike Toreno's Last Flight
Updated Supply Lines
Modified The Da Nang Thang
Modified and Updated Driving School
Updated Ammunation Shooting Range, Part 3
Updated Dating Barbara
Modified Freight Train
Updated Trucking, Part 2, missions 6 and 8
Modified and Updated Race Tournaments
Updated Gang Wars, Return to Los Santos
Modified Saint Mark's Bistro
2.01 01/04/05
Added Special Thanks
Updated FAQ section
Updated Ice Cold Killa
Updated Dating Denise
Updated Interdiction
Updated Amphibious Assault
Updated Vigilante
2.00 12/10/04
Added Purchasing Property (Badlands) Section
Added Purchasing Property (San Fiero) Section
Added Purchasing Property (Desert) Section
Added Purchasing Property (Los Venturas) Section
Added to FAQ section
Added to Fixes I'd Like To See
NEW==> Added Checklist *with* percentages
Updated Local Liquor Store
Updated San Fiero Unique Jumps
Updated Las Venturas Unique Jumps Checklist
Updated Mike Toreno
Updated Mountain Cloud Boys
Updated Lure
Updated The Da Nang Thang
Updated Quarry Mission 5
Updated Ammunation Shooting Range, Part 3
1.52 12/01/04
Added Purchasing Property (Los Santos) Section
Updated Drive-By
Updated Home Invasion
Changed switched-up names of Dirt Track and Kickstart
Updated Ammunation Shooting Range (Los Santos)
Updated Badlands Intro
1.51 11/29/04
Added FAQ section
Revised Los Santos Unique Jumps
Revised Home Invasion
Revised Los Santos Gang Wars
1.50 11/22/04
Added Return To Los Santos Section
Added Conclusion Section
Added Lowrider Challange to Los Santos section
First version to - hopefully - be accepted at GameFAQs. I realize the
first version wasn't 100% done, but I've seen walkthrus posted only
partially complete, so why mine was singled out for not being so...
1.40 - 11/21/04
Added Las Venturas Section
1.30 - 11/19/04
Added Desert Section
1.20 - 11/18/04
Added San Fiero section.
1.10 - 11/16/04
Added Badlands section.
Updated Green Sabre - no real need to get camera at this point.
1.00 - 11/14/04
Initial Version. Covers Beginning of game through Los Santos
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Table of Contents
I. Introduction
1. Author Intro
2. About This Guide
3. E-mail Info
4. FAQ
II. Legal Stuff
III. Walkthrough Overview
IV. Los Santos Walkthrough
1. In The Beginning
2. Big Smoke
3. Sweet & Kendl
4. Courier
5. Ryder
6. Tagging Up Turf
7. Gang Tags
8. BMX Challange
9. Taxi Driver
10. Unique Jumps
11. Cleaning The Hood
12. Firefighter
13. Pimping
14. Paramedic
15. 8-Track
16. Off-Track Betting
17. Buying Properties
18. Drive-Thru
19. Gym
20. Nines and AKs
21. Drive-By
22. Sweet's Girl
23. Cesar Vialpando
24. High Stakes, Low-Rider
25. Lowrider Challange
26. Home Invasion
27. Burglar
28. Catalyst
29. Robbing Uncle Sam
30. OG Loc
31. Running Dog
32. Wrong Side Of The Tracks.
33. Just Business.
34. Life's A Beach
35. Madd Dogg's Rhymes
36. Management Issues
37. House Party
38. Burning Desire
39. Dating Denise
40. Gray Imports
41. Doberman
42. Gang Wars
43. Ammunation Shooting Range
44. Vigilante
45. Los Sepulcros
46. Reuniting The Families
47. Green Sabre
V. Badlands Walkthrough
1. Introduction
2. Badlands
3. Buying Properties
4. Chiliad Challange
5. Ammunation Shooting Range, Part 2
6. Unique Jumps
7. Oysters
8. First Date
9. Tanker Commander
10. Trucking Missions, Part 1
11. Body Harvest
12. King In Exile
13. First Base
14. Against All Odds
15. Gone Courting
16. Local Liquor Store
17. Made In Heaven
18. Small Town Bank
19. Wu Zi Mu
20. Farewell, My Love...
21. Are You Going To San Fierro?
VI. San Fiero Walkthrough
1. Introduction
2. Big Smoke's Cash
3. Yay Courier
4. NRG-500 Challange
5. Buying Properties
6. Wear Flowers In Your Hair
7. Dating Katie
8. Courier
9. Photo Ops
10. Unique Jumps
11. Oysters
12. Gym
13. Blood Bowl
14. 555 We Tip
15. Valet Parking
16. Deconstruction
17. Photo Opportunity
18. Jizzy
19. T-Bone Mendez
20. Mike Toreno
21. Outrider
22. Snail Trail
23. Ice Cold Killa
24. Pier 69
25. Toreno's Last Flight
26. Air Raid
27. Supply Lines
28. New Model Army
29. Beefy Baron
30. Mountain Cloud Boys
31. Ran Fa Li
32. Lure
33. Amphibious Assault
34. The Da Nang Thang
35. Yay Ka-Boom-Boom
VII. Desert Walkthrough
1. Introduction
2. Driving School
3. Buying Properties
4. Boat School
5. Bike School
6. Oysters
7. Unique Jumps
8. Dating Barbara
9. Ammunation Shooting Range, Part 3
10. Monster
11. Highjack
12. Interdiction
13. Verdant Meadows
14. Learning To Fly
15. N.O.E.
16. Stowaway
17. Black Project
18. Green Goo
19. Zeroing In
20. Test Drive
21. Customs Fast Track
22. Puncture Wounds
VIII.Las Venturas Walkthrough
1. Introduction
2. Buying Property
3. Oysters
4. Unique Jumps
5. Horseshoes
6. Las Venturas Gym
7. Exports & Imports
8. Freight Train
9. Courier
10. Kickstart
11. Dirt Track
12. Trucking, Part 2
13. Race Tournaments
14. Fender Ketchup
15. Explosive Situation
16. Quarry
17. You've Had Your Chips
18. Don Peyote
19. Intensive Care
20. Misappropriation
21. The Meat Business
22. Fish In A Barrel
23. Madd Dogg
24. Freefall
25. High Noon
26. Saint Mark's Bistro
27. Architectural Espionage
28. Key To Her Heart
29. Dating Millie
30. Dam And Blast
31. Cop Wheels
32. Up, Up, And Away!
33. Breaking The Bank At Caligula's
XI. Return To Los Santos Walkthrough
1. Introduction
2. A Home In The Hills
3. Vertical Bird
4. Home Coming
5. Cut Throat Business
6. Beat Down On B-Dup
7. Grove 4 Life
8. Gang Wars
9. Riot
10. Los Desperados
11. End Of The Line
X. Conclusion
1. What now?
2. PC version
3. Fixes I'd like to see
4. Special Thanks
XI. Checklist With Percentages
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I. Introduction
1. Author Intro
I walked into a Best Buy a few weeks ago, wondering what to buy. I am a big PC
Bigot, so wasn't expecting to get anything for the PS/2. After all, I had, for
the most part, been underwhelmed by the PS/2 games I had bought in the past,
which I bought only because EA Sports wont release college sports titles for
the PC. I had planned to buy a different game, but they were out. I strolled
around looking for what I was sure was a GTA:SA display, as it had been
released two days earlier. When I found it, I saw the Brady Games guide for
this game. When I saw that the size of the strategy guide was bigger than most
of my college textbooks back in the day - and with small type to boot - there
was no choice. I'd take a chance, and buy the PS/2 version, hoping I could
live w/o the PC specific differences such as mouse look and custom radio
stations.
And I'm glad I made that decision.
As stated, I am a huge PC bigot - there is no game that can be done on any
console that can't be done better on a PC. And that's true with this game.
And yet, even in PS/2 form, this is one of my top five games of all time, to
only be replaced when the PC version comes out in six months. I'm glad I
didn't wait until the summer of '05 to pick up this game, and will have no
hesitation to do so with whatever the next chapter in the GTA series turns
out to be (hopefully, something in 'Chicago'). What the designers did with
this game is incredible. The cities feel like the cities they're modeled
after, but that's nothing new. What's more impressive, to me, is the suburbs
feel like suburbs. The countryside and small towns feel right. And the desert
is even nailed down to a ghost town. The PS/2s graphics are definitely
starting to look dated - one of the reasons I'll buy the PC version and sell
the PS/2 version off. But that's the only real flaw I can see with the game.
That's not to say there aren't frustrations with the game, and a few of the
missions. But that's for later.
2. About This Guide
For GTA3 and GTA:VC, I did wait until the PC version came out. And by the time
they did, there were plenty of FAQs out, but the ones I liked the most were the
ones that helped lead you through 100% completion of the game in a way that
made sense. Doing side jobs to earn money, or extra weapons first to make the
story missions easier. And having played through the game once, I'm ready to
try it again, and hopefully make things easier on myself this time through.
Thus, this guide will lead you through a 100% completion of the game. But
there will also be some missions or tasks described that aren't needed for
100%, such as unique jumps or dating. Sometimes, this is just for some extra
cash early in the game, but also will help in ways that, trust me, you fill
find beneficial.
The guide will not contain exact descriptions for where tags, oysters,
horseshoes, etc. are. I will be referring to their locations as given by the
Brady guide, but will not try to describe for you how to get them. If you want
exact locations, including pictures, buy the guide. It's worth it, and without
it, I may never have bought this game to begin with, as its size made the
decision for me.
Note on version 2.0 - This will be the last major update for this guide. I
will still update a few things based on e-mails I receive, add to the FAQ
section, and so forth, but no more major changes or additions will be made.
There will be at least one other major revision (3.0), but that will be made
when the PC version comes out, and will be uploaded there instead.
3. E-mail info.
If you have questions or comments, send me an e-mail to
chitownbluesfan@hotmail.com.
If you have information that I add to the guide, I will make sure to give you
credit - as long as you tell me who you are! If you ask a question and I don't
get back to you, don't take it personally. I won't answer location questions,
or cheat questions, or the like. There are plenty of other places you can find
that information, and get an answer much more quickly than e-mailing me. If
you have additional info on a mission, or have trouble getting past one, I'll
do what I can to ask - just don't necessarily expect a quick answer.
4. Frequently Asked (Mailed) Questions and Comments.
It was only a matter of time...
- Will there be a PC version of this FAQ?
Yes. I'll be buying a copy the day it comes out (or shortly thereafter),
and adjust the FAQ as needed. I would guess most of the strategy would be
the same. But with the addition of the mouse/keyboard control scheme, some
difficulties could be changed.
- Will there be an XBOX version of this FAQ?
No. I don't own an XBOX. I don't plan on buying an XBOX. And even if I
had one, I don't know that I would want three copies of the game. Again,
I would assume the strategies would pretty much be the same. As there's no
keyboard/mouse keyboard scheme like the PC version will have, I would
expect the difficulties to be similar to the PS/2 version.
- Will you answer this question for me? I'm sure the answer is in your
guide, but it's so big, I don't want to read the whole thing.
If you can't take the time to do a Ctrl-F (either Find on this Page if
you're browsing, or find if you're editing) and look for a keyword to answer
your own damn question, what makes you think I'm going to do it for you?
- "Where can I find ..." (armor, weapons, tags, oysters, etc)
Odds are, I'm not going to answer this type of e-mail. First, I don't have
time, and second, I don't know locations off the top of my head, and
generally don't want to have to start/load a game just to find out. Plus,
describing things in text format is hard, and I'm not going to add graphics
to this guide. If you have a specific question about a specific item (ie
I can't find the Oyster in Las Venturas at the far upper right of the map),
then I might be able to help you. Other than that, it's probably not going
to happen. On a related subject...
- You should describe where all the tags/jumps/horseshoes/etc are.
This isn't gong to happen. Ever. Two reasons. First, to do so would
probably at least double the size of this guide, and I don't want to devote
that much more time. Second, describing things like that in a text-only
format sucks at best. There are multiple graphical guides showing you where
tags, jumps, photo ops, horseshoes, and oysters are. If you can't find any,
you're not looking very hard, but try http://hem.bredband.net/708145/.
Similarly...
- Can you describe, in detail, how to complete a mission/find all oysters/
find all tags/etc?
No. Read the guide. Go buy a Brady guide, or download the maps available
that tell you where they are. I did this to help both myself and those
stuck, not to handhold everyone out there through the entire game. If I
can, I will try to answer a specific question. But to those of you who
expect me to send you a detailed message on how to find every tag, every
oyster, every photo op and horseshoe - LEARN HOW TO USE GOOGLE OR SOME OTHER
SEARCH ENGINE!!! These types of e-mails will be ignored with impunity.
- How do I get respect?
Spray tags. Do missions. Take over gang territories when you've progressed
far enough.
- How do I recruit gang members?
Why people have such a hard time with this is beyond me. Rockstar could
make it slightly easier by putting instructions in the manual, but since the
game itself tells you how to do so... But, if you haven't reached the
Los Desparados mission yet, here it goes. Target gang member using R1. Hit
the up button (above the left analog stick). If you have enough respect,
he'll join and you'll see a 'progress' bar indicating your 'Gang Strength'
has gone up.
- Can I post your guide on my site?
Sure. Just send me an e-mail and ask. If you haven't heard from me in a
few days, resend it. I don't ignore these kinds of requests.
- How do I play 2-player mode?
I haven't done it, but look for 2-player icons floating around the city.
You will always find one out front of a girlfriends house if they are home.
The only other one I know of is west from your Grove Street house, as you
go under the second overpass, in the middle of the apartment complex to the
right (north). As for how they work, I don't know. Never used them,
probably never will.
- Can you use cheat codes and still get 100%
Don't know. I used cheat codes the first time I played, and then realized
I really didn't need to (used health/armor restore). But I never finished
that game to 100%, so I don't know if it caused an issue or not. You really
do not need to use cheat codes to win the game, however. And this is coming
from someone that likes cheat codes, because I like to see how the story of
the game plays out without having to replay certain things 200 times. So if
I can get through 100% without any cheat codes, really, you can as well.
- Can you send me your 100% savefile?
Why? I never understood this request, but the short answer is no. The
longer answer is this. First, my PS/2 is not hooked up to a network, and it
never will be. So I can't somehow copy a save file onto my computer and
send it. Second, as I mentioned, I'm a PC bigot. Because of this, I only
have *ONE* memory card, and I'm not sending it to you. Just keep at the
trouble missions. Eventually, you'll get there.
- Where are the $@^* gang members? I'm trying to take over a territory!
The best way I found to do this while taking over 100% of the territories
was this. Get off your bike or out of your vehicle after making a first
pass, and shoot at passing cars. After a few, walk around a little. It
doesn't take much to get a group to appear doing this. I had figured this
out, but also had a number of people e-mail me to tell me this. At any
rate, this leads into...
- Do I need the 'territory' north of San Fiero for 100% gang territories?
NO. I repeat, you do NOT need this territory, or at least, I showed 100%
territory owned without it. There are a couple of territories in Los Santos
that are EXTREMELY thin, as in less than the width of a street. Make sure
you have these. I don't know if having the marina gang territory north of
San Fiero replaces one of these or not. All I can go by is what my stats
page shows.
Update: Verified this. When I first took over 100%, I did so after the
storyline ended and I had obtained 100% completion. On my third pass
through the game, I did this during the storyline right before the 'Riot'
mission. Thus, you do NOT need to travel to the opposite end of the map to
take over 100% of the gang territories.
NEW==> Another update: On my fifth time through the game, I did have to
take over the territory north of San Fiero for 100%. I don't know what
was different this time, but you may, in fact, have to take it over as
well. Save it for last in case you don't need it - what I did find is that
trying to find gang members there when you don't really need it is damn
near impossible. When I needed it (ie, I had all the territories in Los
Santos), I found a group of Vargos before I even got to the marina area.
This war is also extremely easy, as there was only one wave of four gang
members.
- Where are the OTBs?
There are two. One is in Montgomery, which you may have already robbed if
you have finished with the Catalina missions. The second is in Los Santos
underneath the highway just south of the Mulholland Interchange on an east/
west street, south side of the road. They do NOT appear on the map, so you
just have to look for the yellow arrow that tells you you can enter the
building.
- Where the hell is <insert girlfriend name here>?
I don't know. Every time I think I've figured it out, they stop showing up
again. If you do get a date with a particular girlfriend, it does seem that
you can keep going back day after day, although remember if the date ends
after midnight, you have to wait until the next calendar day after the date
ends before trying again. I've found that, on occasion, getting on a bike
or in a car with flowers as your primary 'weapon' and heading to the GF's
place seems to work well (worked very well with Katie). Also, as far as
Michelle is concerned, if you don't have her as your girlfriend before you
complete the driving school, she doesn't seem to show up there again to
start her as a girlfriend (or, at least, she didn't for me). Other than
that, I don't know what to tell you.
- Why do you do <insert objective> this way?
Because I did. For example, I realize that, since you have to go through
all four ammunation challanges before passing it, there is no real need to
go through it at each stage. However, doing so raises your skill with the
weapon you pass each stage with, so IMO, it's worth it. Just because I did
it that way doesn't mean you have to as well. I just wrote what strategies
and order of doing things worked for me.
- Where do you think the next GTA will be set?
Not really related to this game, but I get it a lot. I don't know, but I
would bet somewhere in the midwest - Chicago/Detroit area (named Carser City
in the game, of course). It's been mentioned a few times in the three games
and the only one not to appear in a game yet.
- I can't the *** mission to appear - what do I need to do?
Since I don't have access to your save game (and no, this isn't an
invitation to send it to me), I have no idea what you might need. However,
if you've left some side missions - ANY side missions - not completed, try
those. Some aren't quite as 'side' as you think. For example, you MUST
complete driving school before the races become available.
- Why don't you cover the other girlfriends?
Because they're really not that useful as far as the game goes. Denise
isn't useful, but I cover her just because she's the first girl you can
date. After her, only three are helpful. Katie, since dating her lets you
keep your money and weapons when you are Wasted, regardless of where you
are. Barbara, because dating her lets you keep your money/weapons after
being Busted. And Millie, because she's required (up to %35 percent) for
her keycard. Dating Michelle does give you a free Pay-n-Spray, but only
for one location. If she gave it to you free everywhere, she'd be much
more worthwile. And Helena - there is really no point to her at all,
unless you have a thing for overalls. As for dating them, once they're
available, date them on consecutive days until 100% (or whatever you want).
They will ALWAYS be available the day after a date. If you miss even one
day, they might not be, and I have no idea how to get them 'back'.
- Finally, if you send me and e-mail and you don't get an answer, most
likely it's because you asked something that is already covered in the
guide - so READ IT AGAIN!
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II. Legal Stuff
This document is copyrighted material of Brad Wollangk and may not be used
without expressed written consent of Brad Wollangk. No part of this guide can
be used without proper quoting and/or recognition. Any person(s) found
violating this copyright is/are punishable by law and will be to the fullest
extent, and possibly beat up by the big, purple dildo in the game.
At this time, I have no restrictions on who can post this guide, so long as
proper credit is given.
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III. Walkthrough Overview
According to the Brady Guide, the following are needed for 100% completion:
* Completion of all game missions, including story missions and prerequisite
Odd Jobs.
* Buying all the asset properties in the game
- Zero RC Shot
- Wang Auto
- Verdant Meadows Airstrip
* Acquiring assets for all properties
- Roboi's Food Mart - Courier
- Hippy Shopper - Courier
- Burger Shot - Courier
- Hunter Quarry - Quarry missions
- Vank Hoff Hotel - Valet
- RS Haul - Trucker
* Buying all safe houses
* Painting all 100 Gang Tags
* Photographing all 50 Photo Ops
* Collection of all 50 Oysters
* Collection of all 50 Horseshoes (typo in guide - says 100 Horseshoes - there
are, in fact, only 50).
In addition to these, I will also cover a few non-100% items, such as
girlfriends. A couple of them are EXTREMELY handy to have as girlfriends,
as we'll find out. Most of these non-needed missions, however, I will not
cover unless I see a need for it, or someone points out a good reason to cover
it.
OK - enough with the preliminaries. Let's get on with the game!
*******************************************************************************
IV. Los Santos
1. In The Beginning
Difficulty: 1/10
Mostly introduces you officers Tenpenny and Pulaski - strong, upstanding
members of society. They frame you in a cops death, so they have control
over you througout the game. After dumping you in a Ballas hood, you
finally have control. Get on the BMX bike ahead, and pedal home. The only
difficulty is learning how controllable the bike is - I've read plenty of
times how 'easy' it is to run into light posts, traffic, cars, etc. The
bike drives a little differently than cycles from VC. Other than that,
this is a piece of cake.
2. Big Smoke
Difficulty: 0/10
Cinimactic mission only - introduces you to Big Smoke.
3. Sweet and Kendl.
Difficulty: 1/10
Introduces you to more main characters. Your brother, Sweet, your sister,
Kendl, and another homie, Ryder. While at the cemetary, Ballas perform a
drive-by, and blow up Smoke's car. Hope on the bikes across the street,
and follow the leader. After a short cinemactic, you split up, and follow
Ryder back to home. You can't really lose this mission unless you kill
yourself - so even if you fall far behind, just look on the radar for the
blue dot and catch up. When you make it home, you can finally save.
4. Courier
Difficulty: 2/10
First, lets get some armor and a weapon. Go down the dirt path next to
Sweet's house (between the first and second house to your right as you look
out the front door), and follow it to the flood control ditch. If you go
down the path to the left and run underneat the bridge, you'll see some
armor. Now, go back the way you came, and look under that bridge for a
micro-MP5. Whenever you save, come get some free ammo, and refill that
armor if needed. With that out of the way, lets work on money. Head for
Roboi's food mart in Commerce (just SouthWest of Pershing Square).
Level 1 - Hit the drop-offs in any order - they're all close. You have
more than enough time to come to a complete stop in front of the corona,
and throw the package through - and this is true in all four levels. This
one's easy.
Level 2 - Hit the targets in this order - Market, Temple, Idlewood, Verdant
Bluffs.
Level 3 - Hit the targets in this order - Conference Center, Verdant
Bluffs, Idlewood, Pershing Square, Verona Beach.
Level 4 - Hit the targets in this order - Santa Maria Beach Boardwalk,
Santa Maria Beach lighthouse, Vinewood, Temple, East Beach, Playa Del
Seville.
And that's it. By the time you're done, depending on how fast you did
this, you should have around $14,000, plus an asset that generates money
for you. And, you can do this mission again whenever you need an extra
infusion of cash. I know some people like to use the off track betting
facilities once they open, betting on the long shot, and using saves/loads
until they win, but this feels more earned. At any rate, collect the money
whenever you get a chance. And, your bicycle skill should be up to around
50% now. Save, grab some ammo, and get back to the story.
5. Ryder
Starting Point: Front of Ryder's house (to the left as you exit the house)
Difficulty: 1/10
You get to drive a car for the first time! Well, unless you jacked one
already to look around the city. Head over and get a haircut. Since you
have a few thousand burning a hole in your pocket, you can now afford the
nicer cuts. Get whatever suits you - I prefer the cornrow for now. Now
get some food. Doesn't matter what, but if you plan on beefing your
muscles later, stick with the salad. Ryder comes in to rob the place, but
you get chased out. You can simply run for the car, but I prefer to take
the shotgun-wielding pizza-guy out for a free shotgun. Whatever you do,
drive Ryder back home.
6. Tagging Up Turf
Starting Point: Front of Sweet's House (two to the right as you exit the
house)
Difficulty: 2/10
Hop in the car w/ Sweet, and drive west. Stop in the red marker. Sweet
gets out, and sprays over a tag to show you how it's done (Brady #1). He
then tells you to get two more, and they're marked by green dots on the map
(Brady #2 & #3). Hop back in the car, and drive to East Los Santos. Sweet
lets you out, and you get three more targets to spray (Brady #4, #5, and #
20). Hop down off the roof, get back in the car, and drive back home. The
only difficulty with this mission is you can obtain a wanted level if cops
see you spraying, or if you take out the two Ballas in the alley.
7. Gang Tags
Difficulty: 2/10
Ah yes, the 'collecting packages' part of the walkthrough. I think gang
tags make a lot more sense, tho. The reason you do this - weapons. You
get all #100 gang tags, and you get the following four weapons in your
kitchen: Tec-9 (the Micro-MP5 is a better weapon, tho), Sawn-Off Shotgun,
Molotov Cocktail, and an AK-47 (your main weapon until the M4 is
available). There's no one way to get all the tags. Collect all 100 in
any order you see fit. The following checklist should help you keep track
of which ones you have. The ones we tagged in the last mission are already
marked. And again, the numbers refer to their number in the Brady guide.
As the game mentions, there is a spray can upstairs in your bedroom. There
is also one on the roof of the building behind you. To get it, go to your
backyard, jump on the short wall, carefully walk on the wall to the back of
your garage, jump up on top of your garage, and then your house, go to
opposite side of the roof and jump to the shorter building w/ the flat
roof. The can is in the opposite corner. Then jump back down to your yard.
There are two difficulties for this mission, finding the togs
notwithstanding. As in the previous mission, if cops see you spray, you
get a wanted level. Be VERY careful getting on a bike if a cop is nearby,
as they can be hard to get going. The second is that sometimes, gang
groups will be hanging out nearby the needed tag. Sometimes, just holding
a weapon on them will make them run away. But if they see you, they may
open fire. This should only be a problem for a few tags, maybe 10-15 of
them.
Finally, I recommend using the BMX bike for this one. It'll help you get
to %100 stat on it, which is needed for a future odd-job mission (BMX
challange - can't complete it w/o 100% on the bike). If you didn't save
one earlier, there is usually a BMX bike across the courtyard from your
house, in the way overgrown front yard.
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8. BMX Challange
Starting Point: BMX bike near NE corner of skate park (near tag Brady #56)
Difficulty: 4/10
All but three of the coronas can be obtained by either riding straight
through them, or bunny hopping from directly under them. The other three
are on the half pipes. The half-pipe near the start are relatively easy.
The other one requires you to land on the flat platform before getting it,
meaning you either have to get some speed coming in to the half-pipe using
the ramp and a quick turn, or go about half way up the opposite side, and
then pedal hard, and then lean forward and a little to the right while in
the air. Once you've completed this challange, there's no reason to
voluntarily ride a bike again. Switch to a cycle, since these are the best
vehicles in the game, IMO.
Note: There does appear to be one corona that you can't get by bunny
hopping alone in the big half-pipe area on the south side of the park. I
think I can get it by bunny hopping at speed (and with the right timing),
but you can get it by either coming at it from the side of the half pipe,
or if your timing is good, by super jumping (hitting the circle button
as you release L1
9. Taxi Driver
Difficulty: 2/10
Jack a cab, and make some cash. Worry less about the tip bar, and more
about keeping your cab in good shape - you make more money with the more
passengers you drop off in a row. The biggest problem I ran into here were
dumb-ass cops. They're chasing someone else, they cross the center line
and run into you, and you, somehow, get the wanted level. As in GTA3 and
VC, you do not have to complete all 50 drop offs in a row. And it's nice
to only have to do 50 this time. However, much like VC, the reward for
this (aside from cash and adding to your driving skill) is not something
extremely useful - simply nitrous added to all cabs, and the ability to
bunny hop by pressing L3. This would be nice if you could pick your own
cars for the later races, but since you can't, I haven't found a good use
for it. But it's needed for 100% completion, so...
Note - if you want to try and complete all 50 in a row, there are two
things you should know. First, you can visit a pay-n-spray to repair the
car if needed. Second, and more important, you can't leave the car for any
reason. Thus, before starting, make sure to fill up on fatty foods,
because odds are you'll start getting 'hungry'. When you can't eat, fat
disappears first, followed by muscle, followed by health. I had to quit
after 35 in a row because I was down to health, because I didn't eat first.
Don't let this happen to you!
10. Unique Jumps
Difficulty: varies
These aren't required, but they're kind of fun, worth a few bucks, and gets
the cycle skill improving. There are a couple you can't get into yet
because you can't get on the airport grounds (if there's a way to jump
there, I haven't found it). Do the others for fun and profit, or skip to
the next section. Jumps 8 and 9 will be covered later.
I hear what you're saying. Wouldn't the jumps be easier in an NRG-500
instead of the crap I can jack around town? Why, yes they are. From your
house, follow the path to the flood control ditch, and make a left towards
the armor pickup. You can run while doing this, but using a bike will
help. Anyway, continue past the armor, and down to almost the end of the
ditch where there is a small tunnel off to the right. Go into and through
the tunnel, and at the end, turn right. At the street, make a u-turn to
the left into a garage. Go up to the second floor. There should be an
NRG-500 just waiting for you. If not, I always find one on the top floor.
Now you have no excuse.
Note: Numerous people have wrote in to tell me ways to get onto the airport
grounds early. The only ones that really work are a) to park a bike at the
gate, grab a nearby car and use it to climb the gate, open the gate from
the inside, and ride the bike in, or b) Use a packer as a ramp to jump the
gate. Personally, it's not worth the effort to do that for just two jumps,
so I prefer to wait until later. If you want to jump the gate to work on
your piloting skill early so you can open the gate, go for it. I'll still
just wait for later.
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11. Cleaning The Hood
Starting Point: Sweet's House
Difficulty: 2/10
Before going back to more vehicle missions, I need a break. Plus, it's
nice to have a new name for your various save points than just the last
mission (you are using more than one save file - you're using all ten slots
just in case, right?). So lets get back to the story.
Go see a couple old friends, and find they're not friends anymore. Go beat
up on a crack dealer. Find a crack den, and kill the four dealers inside.
Return home.
12. Firefighter
Difficulty: 3/10
Now for some more driving missions. The upcoming story missions start
featuring more driving skills for drive-bys and whatnot, so we might as
well take advantage of the driving tasks now. Plus, there are some decent
benefits to them as well. We'll start w/ the firefigher missions. To get
a firetruck, track one down, or simply toss a few molotov cocktails across
the street and wait for one to be delivered to you. Afterwards, it's no
different than the firefighter missions from VC - go and put out burning
car(s), followed by any burning passengers that get out of the cars. No
need to go crazy driving here - turn on the siren, and let most of the
traffic get out of your way - you need to keep the rig in one piece. Also,
most of the fires will be close by, so there shouldn't be a need to fill up
on fat as in before the taxi missions.
The only tricky part about this mission are the passengers - sometimes,
they can simply run places you can't get to with the truck. The place I
usually ran into this problem is on the curvy road up to the observatory.
If you get a call here, just hope one of the passengers doesn't end too far
down the side of the hill, or you might as well start over. Once you
complete 12 levels, you are now fireproof. This will come in EXTREMELY
handy later in the game.
Two tips for this mission: 1) Aim a little higher than you think you
should, especially when putting out people, and 2) the hand break is VERY
handy for getting the big truck around turns in a hurry.
13. Pimping
Difficulty: 3/10, 2/10
Another relatively easy vehicle mission. You pick girl 1 up, drop her off,
pick girl 2 off, drop her off, go get girl 1 again, drop her off, repeat.
In between dropping a girl off and picking the next up, usually, you won't
have a timer. Use this to visit a pay-n-spray to keep the car looking
good. If there is a timer, you have a limited amount of time to either
save your ho from a bad guy, or chase down a non-paying customer. Have
your AK-47 ready, and blast as soon as you get a lock. Other than that, it
should be a cakewalk.
If you fail this mission once (in my case, a cop snuck up on me w/ a wanted
level on level four), don't worry too much. As your pimping level goes up,
the less likely you'll have to deal with a 'problem' customer. My second
time through, I only had one problem customer to deal with, as opposed to
three of the first four my first time through. When problem customers
disappear, this becomes a very easy vehicle mission.
14. Paramedic
Difficulty: 3/10
Wait - I remember those paramedic missions from GTA3 and Vice City -
there's no way they can be easier this time around. Well, they are. Not
that they've changed, but you have another option - country doctor.
Head to Montgomery, find an ambulance at the small hospital, and grab a LOT
of food. Eat 11 of the fattiest meals at the local pizza joint - this one
takes awhile. The runs will be between Montgomery, Blueberry Acres,
Blueberry, Dillmore, and Palomino Creek. The distances are farther out
here, but you get more time to do it. What makes the Paramedic missions
easier out here are the lack of buildings - it's much easier to see traffic
coming at the intersections, and therefore avoiding them, keeping your
ambulance intact, and the passengers healthy once you pick them up.
Because the distances are longer, this takes awhile to finish all 12
levels, which means you will get hungry - thus, filling out yourself w/
some fat before starting. The in-game map doesn't appear to show a Well-
Stacked Pizza place in Montgomery, but it's there.
There are two annoyances with this mission. The first are the cops in the
SUVs - they are the dumbest in any GTA game ever. First, they are the only
ones who consistantly do not move out of your way with your siren going.
Second, they will run into you. You will not be able to escape this.
Either they'll be chasing someone, or they'll just be impatient. While it
hasn't happened to me yet, I'm positive someone has has the ambunlance
pushed into a victim because of this, thereby killing them, and ending
the mission. The second annoyance is the 'fat old lady' victim who walks
at a speed of about a mile a decade. Time shouldn't be an issue if you
plan your routes right, but it's still annoying. Other than that, just be
careful at the eastern entrance to Dillmore. It's at the end of a steep
hill, and I've been run into by out of control semis on occasion. Once,
even threw the ambulance high into the air, and it was only by the grace of
the gaming gods that I didn't land on my victim.
Once you're done, you now have an upper health level of 150. Just one more
driving mission for now.
Note: I've had many people write in and tell me that the Paramedic mission
is even easier in Angel Pine, since all the patients seem to spawn right
in or very close to town. This may be true, and if the Montgomery location
is too hard, then by all means try it there. However, I'm leaving the
mission here, as it's nice to get the booth to max health as early as
possible.
15. 8-Track
Starting Point: NW corner of Los Santos Forum
Difficulty: 5/10, gets easier
By now, you should have enough driving skill to be allowed into this
competition. But that just gets you in the door. More than likely, you
will not succeed at this mission the first time you try it - you just have
to race it a few times to get a feel for the track. Once you know the
track, it becomes easier. And, the more you race it, the better your
driving skill becomes, which also makes it easier. Two tips on the race
itself. First, hang back at the beginning of the race until you cross the
brige in the middle of the figure 8 - there WILL be a pileup of many cars.
If you can avoid this, that will help. Second, the best place to pass cars
is by taking the inside of the curve as you hit the start/finish line under
the bridge - all the cars go to the outside here. I got caught up in the
pileup mentioned above, and couldn't gain any ground after the pileup was
untangled. I still got to first place by lap 8. Hanging to the inside is
a good idea in general, but critical going under the bridge.
Also, the fact the race runs 24/7 makes it much less annoying that Vice
City, having to wait for the proper day and time. You can run this over
and over as needed until you get it.
16. Off-track Betting
Difficulty: 0/10
This is optional, and I can't guarantee it works, but it did for me. As
FallGuy151 on EdgeForums (www.edgeforums.net) writes:
"Here's a system that works: Pick Purple or Green. Bet that horse until
it wins. Bet around 5-7% of your total cash. When that color wins, switch
to the other (Green or Purple), stay with it until it wins. Repeat. Use
the 5-7% rule as your money increases and make as much as you want. Never
bet anything but Green and Purple. This method will make money a non-
factor in the game, so beware. I started with $6000, had over $100,000 in
one sitting (had to leave to eat). You can turn 100K into millions in a
very short time."
As I said, it worked for me, but because I don't know the inner workings of
the gambling system, I won't guarantee it worked. But I turned about 150K
into 500K in about a dozen races. I did this strictly for cash to purchase
safe houses in Los Santos later on.
17. Buying Properties
I added this 'mission' here to make sure you buy all the properties that
are available here in Los Santos. This makes sure that you don't miss one
and end up searching for it when trying to get that magical 100%. And we
should have enough money after betting on the horses to go ahead and buy
them all now. Here are the properties available right now, their prices,
and any garages.
Willowfield - $10,000
El Corona/Verdant Bluffs - $10,000 - 2+ car garage
Jefferson - $10,000
Marina/Verona Beach - $10,000
Santa Maria Beach - $30,000 - 1 car garage (possibly 1+)
Mulholland - $120,000 - 1 car garage
18. Drive-Thru
Starting Point: Sweet's House
Difficulty: 2/10
Head to the Cluckin' Bell drive through. Follow Ballas' car, drive
alongside so your possee can shoot at it. If you want, add your own weapon
to the mix to help take the car out faster. Once it's taken out, drop
Sweet and Ryder off as Sweet's house, and take Smoke to his new place.
Finishing this mission opens up the gyms in Los Santos.
19. Gym
Difficulty: 1/10
Now that the gym is open, go build up some muscles. You are limited into
how much muscle you can build up in day, so if you max out, quit and come
back next chance after midnight. Once your maxed out muscle-wise, talk to
the trainer on the far side to learn some new unarmed moves. And also work
to max-out your stamina.
20. Nines and AKs
Starting Point: Sweet's House
Difficulty: 0/10
Ride with Smoke to Emmits house. This mission is all about covering the
basics of targeting and shooting. Of course, if you have all the weapons
from the gang tangs, you've probably got a good handle on it already.
After dropping Smoke off, you get a call asking why you ain't representing
the hood w/ your colors. Drive to Binco, and get some clothes. With money
not a problem, my choices were an Eris T-Shirt (not Eris T-Shirt2), Green
Jeans, Hi-Top Sneaks, an Africa Pendant, and a Green Rag Back. I think now
I'm representing too much, but it'll work until I get to ProLaps and/or
Zip later.
20. Drive-By
Starting Point: Sweet's House
Difficulty: 3/10
Hop in the car w/ the guys, and head north to Ballas country. Perform a
drive-by on some guys hanging around by a car. Speed is fairly important -
do NOT stop. Head down the street, turn around, and make another pass if
needed. And, of course, feel free to help out. When they're gone, head
around the corner to the next group. This group always seems to go down
easier for me than the first. When they're gone, head around the corner
for group 3. Any you miss on the first pass will run down the alley. Turn
around, head down the alley, and just run them over. The last group is in
Glen Park under the bridge. Drive down to the park path, and just run the
group over, making multiple runs if necessary. When they're gone, you'll
be 'rewarded' with a two-star rating, and have to get to a pay-n-spray.
The one nearest the house is closest. Head there, get your free re-spray,
and head back to the hood. The only real difficulty here is the cars
health - if you drive too slowly, you will lose the car. And I don't find
evading cops at the two-star level tough to do, but some might.
Note: According to multiple e-mails I received, feel free to run any and
all gang members over you can to make this mission even easier.
21. Sweet's Girl
Starting Point: Sweet's House
Difficulty: 3/10
Hop in a car or cycle, and head on to the blip on the map. Hurry, because
Sweet's health is slowly dropping, and you'll lose if he dies. Once you
get there, open fire as you head at them (if riding a cycle) and/or by them
(in a car), and hop out after passing them. Take the rest out on foot -
the AK-47 works well for this. Once all the enemies are offed, get in a
four-door car - one is parked right there for you if needed - and move
inside the red marker. Sweet and his girl get in. Then simply drive back
to the hood, evading the Seville cars as needed. This mission might be a
little harder, except the cars chasing me gave up after I crossed the
bridge nearest the house.
22. Cesar Vialpando
Starting Point: Sweet's House
Difficulty: 2/10
Hop in a car, and head to the garage indicated on the map. After being
given your new car, back it into the garage. Get any mods you want, but
make sure to get a Nitrous upgrade - you'll see why later. Now, head over
to the indicator on the map at Unity Station to get involved in a
'bouncing' competition. This is a mission where you bounce your car in
time to the music using the right analog stick. Simply point the stick in
the direction the arrow indicates as it crosses the circle at the bottom of
the screen. If you have any rhythm at all, this should be a piece of cake.
Thus, make sure to bet the maximum amount ($1000). Once you're done, head
south a few blocks to an available safe house. Buy it, stow the car in the
garage, and save. The garage seems to handle two cars and a bike. The
next mission is just up the block.
23. High Stakes, Low Rider
Starring Point: Cesar's House
Difficulty: 4/10
Get your car from the garage, and head down the street to Cesar's place.
Follow Cesar to the starting point of the race. Follow the checkpoints,
come in first to win. This is why you bought the Nitrous upgrade last
mission. The best place to use it is once you're on the main four-lane
street. There's a long straightaway there, followed by another long one
after a right turn. Once the Nitrous runs out, you should be at the
point where your making a lot of consecutive turns anyway.
There are two reasons I bumped this up a notch in difficulty. First,
because the car has hydrolics, you lose the ability to move the camera to
see around/over things. That blows, IMO. The second is that the lowriders
handle like crap - make sure to SLOW DOWN before making the 90 degree
turns, or you will fishtail around, and end up a) facing the wrong way,
and b) letting cars go past you. Once your done, drop off the low-rider in
your new safehouse, jack a ride back to the hood, and save.
Note: For an even easier race, ditch the car you got last mission, and grab
yourself a different lowrider - like the Broadway parked next to the gas
station you probably used for the Pimping side missions. It's a pretty
fast car, handles TONS better than the Blade, and doesn't have hydrolics.
Add Nitro to make it even easier.
24. Lowrider Challange
Starting Point: Outside Unity Station
Difficulty: 2/10
Basically, a repeat of the Cesar Vialpando mission, except without the
story. Max out your bet, hit the right analog stick in time to the music
as indicated, win. Even though you just did this one, you have to do it
again for 100%.
Note: Apparantly, you *don't* need this for 100%. It's already included
from passing the Cesar Vialpando mission. So this ends up being just for
extra cash. It's interesting that this version is *much* harder than the
Cesar Vialpando one.
25. Home Invasion
Starting point: Ryder's house between 12:00 and 20:00
Difficulty: 2/10
Hop in the truck, and drive it NE to the Colonel's house. Park it in the
red blip outside, and enter the front door. As soon as your're inside,
crouch, and move the left stick just enough to get you to move forward, and
use the right stick to change your direction. When you get to a crate,
pick it up, and do the same to the front door. Outside, run to the truck,
and drop the guns in the truck. Repeat for all five boxes. There is one
in the front room to your right behind a gun. There's one in the room to
the right as you enter (just walk through the door - it will open for you).
There's one at the top of the stairs, and another at the end of the
upstairs hallway. The fifth is in the room to the left at the end of the
upstairs hallway - the Colonel's bedroom. As long as you just move the
stick enough to move, this one isn't a problem, either. After you put the
fifth crate on the truck, drive south of the Forum to the garage.
Note: Many people have wrote in to tell me there's a sixth crate in the
Colonel's bedroom behind the bed. While playing through a third time, I
was able to validate this. There's a crate against the wall opposite the
foot of the bed, and another in the back corner of the room between the bed
and the wall - ie, if you were lying on the bed, it'd be in the area you'd
have a nightstand on the right side of the bed. If you get all six crates,
you get a cut-scene showing you getting in the truck, and the timer
disappears.
26. Burglar
Starting Point: Black Boxville in apartment complex south across the street
from the gym,
Difficulty: 1/10
You can only start this mission between 20:00 and 6:00. Hop in, and cruise
the nearby neighborhood looking for yellow arrows on the front door,
including one that is usually right by the truck. Pull up near the house,
and enter. If there is anyone in the main room, exit, and try again. The
second time will either show an empty room, or the same person(s) still
there. If they are there the second time, leave - they won't. Other than
that, it works just like the last mission, except it's slightly easier. As
soon as you are within sight of the door, run. If you fill the noise bar,
don't worry - it resets next time you enter the house - as long as the
timer doesn't get to 10. The only items I've ever found in the houses
around here are in the main room, and there's anywhere between 2 and 4
items (4 is rare, but I saw it once).
Once daylight hits, drive the truck to the same garage as in the last
mission. Find out how much you made, and do other missions until it's
night again. Once you've accumulated over $10,000 in stolen goods (total,
not all on the same night), you've passed this odd job. Try to aim for at
least 10 items. That's worth $2000, which means you'd need five nights at
most to complete this mission.
Note: You can complete this in one night if you want. First, get the
boxer before 20:00 to make sure you have maximum time. Then go park by
your house. Once you hit 20:00, start the mission. Find two houses next
to one another than can be robbed. You can go back and forth between the
two houses - just make sure to finish one before entering the other. Also,
because the houses are so small, you don't really have to worry about
stealth. Sure, you'll be detected, but as long as you're out before the
10-second timer expires, you're fine. Offload your huge load, and you're
done.
Note: After completing this mission, my percentage complete did not go up
at all. From what I understand, this is a required vehicle mission. I
don't know what to make of this.
27. Catalyst
Starting Point: Ryder's House
Difficulty: 3/10
After a friendly chat w/ the fine officers Tenpenny and Pulaski, drive
Ryder's car up north to the train tunnel. Hop out of the car, and take out
the Vaga guarding the train. When you're done, some Ballas drive in, so
take them out. Crouching and the AK-47 work great here. When you're done,
hop on the train. Use the right analog stick to aim at Ryder's moving
truck, and L1 to toss a crate. If you land a crate anywhere on the car,
it should result in a catch. Use L1 fast and furious until you land a
crate. When you've collected 10 crates, hop in the car, and head for the
Pay-n-Spray, then head back to Ryder's house. The only reason this isn't a
2 difficulty mission is aiming with the right analog sticks sucks, IMO. I
can't wait for mouse-look. If you're good at using the right stick to aim,
this should be a very easy mission. Otherwise, it can suck.
28. Robbing Uncle Sam
Starting Point: Ryder's House
Difficulty: 4/10
Hop in the truck, and drive down the the docks, parking in the red circle.
Hop out, jump over the wall to the left of the gate, and take out any
guardsmen you see. Don't shoot the gate lock, first. Head in to the
warehouse straight ahead and just right, and shoot the lock to the right of
the big door. Take out the guardsmen in side, and hop in the forklift.
Move the four boxes from the back of the warehouse to the front, and get
two more boxes from around to the left of the warehouse. Once you have six
boxes near the entrance to the warehouse, then shoot the lock off the front
gate. Ryder drives the truck in, and backs up near the warehouse. Use the
forklift to pick up the crates, and load them on the truck by driving into
the back of the truck w/ the crates lifted all the way up. If you hear
someone shooting at Ryder, get out of the forklift, take them out, and
continue. Once the sixth crate is loaded, hop in the truck and high-tail
it out of there. Some guardsmen in some Patriots follow. Ryder says to
hit the horn to toss a crate out the back which blows up the cars behind
you, but I've always made it back to the garage w/o having to toss any.
You don't seem to get extra points depending on the number of crates you
do/don't toss, so have fun if you wish. Once you make it to the drop-off
point, you're done.
29. OG Loc
Starting Point: Big Smoke's House
Difficulty: 3/10
Go pick up Jeff, er, OG Loc in front of the police station. Then drive to
his buddys house up north. Smoke and Sweet drop you two off. After some
chatting, you end up chasing his 'friend' on a bike. You can't really lose
him - if you get far behind, he'll wait for you, taunting you all the way.
Eventually, he'll end the chase near some homies of his who open fire on
you two. Take them out, then jack a car, and drive OG to the Burger Shot
in Verona Beach.
30. Running Dog
Starting Point: Big Smoke's House
Difficulty: 2/10
Get in Smoke's Car, and drive up to East Los Santos. After a converstaion,
Smoke whacks one of the dealers, and a foot chase starts. If you've built
up your stamina, this is easy. Sprint after the target until you're close,
switch to an AK-47 (one R2 tap if you have the Micro armed), and blast him.
Don't forget the cash he 'dropped'.
31. Wrong Side Of The Tracks
Starting Point: Big Smoke's House
Difficulty: 2/10
This is a fun, quick, easy mission. Drive down to Unity Station, and into
the red marker. After the cut scene, jump on the nearby Sanchez, wait for
Smoke to jump on as well, and get going after the train. The key to making
this an easy mission is to drive on the right side of the right track. If
you are in between the tracks, Smoke doesn't have as good an angle at the
escaping Vagas. Once you catch up, keep pace with the Vagas, and move
forward as needed until all four are capped. If done right, you shoudn't
even make it as far as the tunnel and the oncoming train before Smoke tells
you to take him back home.
32. Just Business
Starting Point: Big Smoke's House
Difficulty: 4/10
Hop in the car, and drive downtown. After a cut-scene, you are thrust into
a battle with a bunch of heavily armed Russians. Crouch, auto-target, use
your AK-47, and you'll be fine. Exit the door w/ Smoke to be thrust into
another battle. Once it's over, Smoke hops on a bike, and you hop on back.
Now you're in first person, and you have to shoot at your pursuers.
Concentrate on the bikes and cars - you can't damage the car carrier.
After awhile, you'll face forward, and have to shoot out a sewer grate. If
you've gone the sewer route for the NRG-500 mentioned above, you'll know
the tunnel I'm talking about - this time, it has a grate, however, that you
need to shoot out. Once through there, a few more turns w/ explosive
barrels you can shoot to take out every bike following you, and you're
done. Once again, having to control the cursor w/ the analog stick just
doesn't work for me, and I got close to having the bike destroyed. But
it's the only real tough part of the mission.
33. Life's A Beach
Starting Point: Burger Shot, Verona Beach, between 22:00 and 6:00
Difficulty: 3/10
First, head to Santa Maria Beach, and buy the available safe house here, if
you haven't already. It makes the travel to the next few missions much
shorter, and you need it for 100% anyway. It also has a 2 car plus 1 cycle
garage. Save if you need to to get the time between 22:00 and 6:00, and
head over to Burger Shot. After an amuzing conversation w/ OG - worst
rapper in the world - head down to the beach party indicated on the map.
Talk to the DJ w/ a couple of positive replys, and now you get to dance.
Dancing works the same way as the lowrider bouncing competition, except you
use the shape buttons. Again, if you can follow a beat, this is pretty
easy. You also do this when you're on dancing dates later, and I routinely
get scores above 9000 (not bragging, just saying), and for this one, you
only need 4000. Once the song is over, assuming you scored well enough,
the DJ invites you into the van. Steal it (she jumps out along the way),
and drive it back to the garage under the interstate indicated on the map.
In my two times doing this, I had a couple cars follow me once, and the
other, only got shot at on the beach. If you are chased, it's a 3/10
difficulty mission.
34. Madd Dogg's Rhymes
Starting Point: Burger Shot, Verona Beach
Difficulty: 4/10
This mission introduces you to stealth. Follow the prompts, don't attempt
a stealth kill from too far away, and don't bump the guy before killing
him. Otherwise, it's a fairly easy mission. If you do get detected, you
are all of a sudden in a knife fight w/ a guy holding a gun, which is the
only reason the difficulty is as high as it is. Don't miss the armor after
the lounge area - even if you don't need it, going through that room puts
you behind a guard for an easy kill. Once you get the silenced pistol, use
it. Two shots will bring down a guard, and they all drop more ammo for
you. This is the pistol I used the rest of the game, for those rare times
I needed a pistol. Once you're back outside, make your way back to the
Burger Shot. After the mission, you'll get a call from Tenpenny telling
you to meet him at a donut shop. He can wait a little while longer.
35. Management Issues
Starting Point: Burger Shot, Verona Beach
Difficulty: 4/10
Note: The guide says you need to start this one between 12:00 and 17:00,
but I started it much later.
Grab a car for this one, and head to the Burger Shot in Mulholland. As you
get close, you'll get a phone call from OG that tells you the manager just
left, and an arrow appears above the target car. Ram his car good once,
and he'll get out and start shooting. Waste him, and take his car to the
nearest Pay-n-Spray to repair the damage. Now, you have a somewhat limited
amount of time to make it to the target area. You have to park between
two other cars, but the space is so wide you can just pull straight in at a
slow speed, and not have to virtual parallel park. Once you've done that,
stay between the cars as you slowly move down the street to the pickup
zone. After the manager is in the car, speed out of there, and towards the
pier marked on the map. The other two cars will be dogging you the whole
way, and they have been the hardest cars to evade to this point. Once you
get on the pier, floor it towards the end, and bail when the game tells you
to. IMO, the most cold-hearted mission of the game.
36. House Party
Starting Points: Burger Shot, Verona Beach, then OG Loc's House, across
from yours, between 20:00 and 05:00
Difficulty: 0/10, 6/10
First, head to Burger Shot, and see an untitled cut-scene w/ OG telling you
about a party. He tells you (and you are prompted) to get a haircut, and
some clothes. You don't have to do either, but this opens up Suburban and
Prolaps stors (actually, they may have opened earlier, and I just didn't
notice). You have some time to kill, so might as well change your
wardrobe. Go with whatever you like - I went with Black Track Pants, Mid-
Top Sneakers, Sun Glasses, and a Green Cap (Back) from ProLaps, and a Base
5 Hood and a Face Black watch from SubUrban. Once that's done, if it's
late enough, you'll get a call from OG telling you to get over to the
party. If there's time, I definitely recommend saving at your house before
heading to the party. When you're ready, head across the street to the
red marker, and find that the Ballas are rolling in. You face three waves
of Ballas. The first is about eight guys coming from behind the cars you
saw in the cut-scene. USE YOUR AK-47! The only problem guys are the ones
that sometimes won't come out from behind the car. You may have to go get
them. The second wave consists of eight guys from the top of the bridge.
Crouch, shoot, move to the next. Easy, and you shouldn't take too much
damage here since the AK-47 kills rather quickly. Finally, you face a wave
of 12 guys coming from all directions. The guys are not marked on the
radar, which makes it tough to figure out where the gunfire is coming from
at times. Keep looking around for guys w/ red arrows pointing around them,
keep moving, keep firing, and DON'T let Sweet get between you and a
Ballas, or you could accidentally hit him and kill him, ending the mission.
37. Burning Desire
Starting Point: Donut Place, Market
Difficulty: 3/10
Ah, another mission from our favorite officers. Head to the alley in
downtown, and pick up the Molotov Cocktails. If you've been following the
walkthrough, you probably already have a few hundred, but you need to pick
them up to move on. Head to the hotel. Get out, and before tossing the
Molotovs through the five windows, make a circle and clear the area of
Vagas. Once you've done that, you can toss undisturbed. You have to get
the Molotov through the window to avoid being scorched yourself, but since
you completed the Firefighter mission, you're fireproof, so you can just
get it close and not worry about collateral damage. After the place is
burning good, you see that there's a girl trapped inside. Go to the front
door enterance (NE side of the building), run to the back, and up the
stairs in the back/left of the back room. Run to the end of the hallway,
and you'll be told to go get a fire extinguisher down in the kitchen. Run
back downstairs, and to the room to the left and across from the stairs.
Grab the extinquisher, and head back to the end of the upstairs hallway.
Put out the fire in the doorway, and walk in. Because of the collapsing
building, you'll have to weave your way through both floors. You can put
out as much of the fire as you want, but only have to get the ones in the
doorway that block your, well, Denise's progress, since you're fireproof.
Once you get to the front door, she asks you to take her home. This earns
you your first girlfriend.
38. Dating Denise
Difficulty: 1/10
Starting Point: Denise's House, between 16:00 and 6:00, according to the
Brady guide.
You're first experience with dating in the GTA world. If the pink marker
shows up after you drop Denise off in the last mission, go ahead and take
advantage of it. If you have flowers, you can give them to her. Note that
flowers regenerate, so you don't have to go to a new spot every time to
pick them up. Anyway, after the flowers, don't try to kiss her until about
25% progress or so - it'll just take away the 1% point you just got for the
flowers. After that point, she's much more receptive, and it'll add
another 1% to your progress bar. Denise has three kinds of dates.
a) Food. Take her to the Green Bottle bar just around the corner. As with
all girlfriends, once you find a place that works, it always works.
b) Dancing. Take her to the only dance club in Los Santos. Go to the
middle of the dance floor, and dance as you did in the 'Life's a Beach'
mission. I don't know how well you need to do to be successful, but unless
you have no rhythm, it should be easy.
c) Driving. Best bet here is to have an NRG-500, and just speed up and
down the street right in front of her house. Once the progress bar is
filled, she's done.
After about 40%, you'll start being invited in for 'coffee'. Do it - it
adds another 5% to your dating progress, and the lines at the end of
'coffee' can be funny.
You don't get much for dating Denise. At 50%, you get the keys to her car
- but only if she's home. At 100%, you get a pimp suit. The only good
reason to get Denise to 100% is that once there, the percentages don't
drop. At least, not that I've seen. Also, there do tend to be periods
where she just isn't home during the specified time. I've had the best
luck hitting her house towards the beginning of the time she's available,
but aside from that, haven't found any recognizeable patter as to when
she's home. One thing I did notice is that if your date ends after
midnight, you have to wait until after midnight again before seeing if
she's home.
Note: I'm wrong - even after hitting 100%, the progress w/ Denise
percentage does drop over time, and it seems to do so faster than with the
other girls. I still don't really bother with her after hitting 100%
unless I'm looking for an easy way to kill time.
39. Gray Imports
Starting Point: Donut Shop, Market
Difficulty: 4/10
Another mission for the fine officers. Head to the warehouse in the docks.
Once there, make your way to the enterance the train uses to the south.
The Brady guide mentions to drive all the way around the warehouse to the
right to do this, but I don't know if you must do that, as long as you're
far enough away from the main gate. Go through the train warehouse, and
hop on some boxes. Get out your AK-47. Take out all the guards, and the
TWO forklifts (last time, I forgot about the second one, and took a little
ramming damage). Try to shoot the driver himself unless they're far enough
away were the explosions wont hurt you. Once everyone is gone, shoot the
lock on the door, and enter. Crouch and roll your way through the
warehouse. Pick up the AK-47 behind the steps before heading upstairs.
Once there, take out the two guards inside the room, then move to the
right of the door. Look around, and you should be able to see the main
Russian inside the room. If not, move back a little and try again. You
can't auto-target him, but you can use first-person view to see him. Take
a shot at any part of his body. If he jerks, you hit him. It takes a bit
of ammo to kill him, because he's wearing body armor, but it's worth it.
If you enter the room, you end up having to chase him, and the possiblity
exists of him getting away. I tried it both ways, and shooting him from
outside the office is much easier, even though I was able to track him down
as well. Your choice.
40. Doberman
Starting Point: Ammunation, downtown
Difficulty: 4/10
First, the mission will open up Ammunation. You should have plenty of AK-
47 ammo by now, so you don't need to buy anything. Head over to Glen Park.
Walk around until you see a group of 3-4 purple-wearing gang members.
Shoot them. This triggers a gang war. Crouch, and watch the radar for the
direction the gang members are coming from. After the third wave, the area
is yours. You'll then be moved to the NW side of the park, where a dealer
sprints from a house. Chase him down and kill him.
41. Gang Wars
Starting Point: Any enemy (non-green) territory
Difficulty: 4/10
Find any enemy territory on the map, and proceed exactly as the mission
'Doberman'. The more territories you take over, the more money that
generates outside your house. Every now and then, one of your territories
will flash, indicating it's being attacked. Get there ASAP (or,
apparantly, save the game), and when you get close enough, you'll see
the targets appear on the map. Crouch, shoot, you're done.
If you're having trouble starting a gang war, stand in the targeted zone,
and shoot at passing cars. Soon, gang members will show up.
** SPOILER ALERT AHEAD - IF YOU DON'T WANT TO KNOW A POTENTIAL SPOILER,
SKIP THE NEXT SECTION!!!!
You can take over as many or as little territories as you want. It won't
matter. Once you leave Los Santos, you will lose them all until the late
stages of the game, when you have to restart from scratch, anyway. So
unless you find them fun, you don't have to do any more, since money
shouldn't be an issue anyway.
** END SPOILER ALERT **
42. Ammunation Shooting Range
Starting Point - Inside Ammunation. Walk straight back from the front door
to the red marker.
Difficulty: 3/10
This is part one of the Ammunation Shooting Range. At this point, the only
things you can compete in is the Pistol and the Micro-SMG. These are the
easier of the two challanges, so it shouldn't be an issue. Completing them
gives you the ability to dual-wield the two weapons once you max out your
skill in them.
NOTE: Your percentage goes up for each weapon completed. Thus, if you
complete both the Pistol and Micro-SMG challanges, you're percent complete
will go up twice.
43. Vigilante
Difficulty: 10/10
One of my most hated missions in this game. It's probably easiset, if
doing this legitimately, to wait for the Hunter to become available, and
use it. However, it can be nice to get the extra armor now. If you don't
want to wait, the motorcycle is the best vehicle, as you can shoot straight
ahead. The reason I kept it for now is that you will need a LOT of ammo,
and with ammunation open, you can buy it if you don't want to keep chasing
icons around the map.
What makes this difficult are the wanted levels. If you have one, and come
anywhere near a stop, you'll be busted. It blows. Period. I imagine
wanted levels are easier to escape in a Hunter.
There is also a 'bug' way of passing this mission, to some extent. If you
get in a police car - this works for a car only - start the mission, and
hop out of the car, walk into a building (bincos near the house seems to
work for me), wait for 10 seconds, leave the building, get back in the car.
Usually, this will result in a success message. If not, go back into the
building, stay 20 seconds, go get back in the car. Repeat until you get
rid of all of the current cars (you'll get a seperate beep for each car as
you progress). The problem is, I've never gotten this to work for all 12
levels. I've gotten as far as 8, but no further. I've read of others
getting all the way through 12 levels using this method, so if you can't
complete it the legitimate way, you can always try this to get free extra
armor.
Update: I was finally able to pass this mission, though not entirely
legitimately. The problem with this mission at this stage is, if you
attempt it in the city, your wanted level rises VERY quickly, so make sure
to note EXACTLY where the police bribes are at, and use them. If you try
it out in the country, it is easier. There are far less police, so the
wanted levels go up much slower. And there's a lot of open area, which
makes life easier as well. But, there are NO police bribes anywhere in the
countryside, so you're stuck with a slowly climbing wanted level. In order
to pass, I had to have a motercycle in the garage, and a car. Use the car
and the bug mentioned above to get as far as you can. Either you will
complete all the missions, or you will hit a point where the criminals just
aren't disappearing. At that point, go after them. I was able to get up
to level 12, with two cars remaining before I had to go after them, and as
I still had over 10 minutes to get them (compared with the 18 I started
level 12 with), I had plenty of time to go back to a save garage, get the
bike, and chase them down. In one of the reamining two cases, they were
already on foot, which made it easier.
Update 2: I have never been able to get the glitch to work with a bike.
Only a car. The combination way to do this mission seems to be best. If
you can get into the upper levels (8 and above), don't wait long. Once the
dot on the radar makes it's drastic move, the criminals are out of the car.
If they don't die on they're own, go chase them down and kill them, then
find another building to enter. Also - if you decide to enter a police
station (I was in Dillimore), do NOT have weapons ready, or you will earn
a two-star wanted level, which makes it harder to get past this mission.
I was able to chase down criminals on level 11 when they wouldn't disappear
and get back to a Bincos to get rid of the criminals on level 12.
Update 3: I did get this to work with the bike.
44. Los Sepulcros
Starting Point: Sweet's House, between 9:00 and 17:00
Difficulty: 5/10
Recruit a couple of gang members by targeting them and hitting the up
arrow, and then get in the car. Hop on the highway, and take it to the
Muholland interchange, and west to the back of the cemetary. Hop over the
wall, and walk to Sweet. When you get control back, crouch, roll, and pick
off the enemies. Be careful - if you roll too close to a headstone or a
tree, you won't be able to shoot, but you will be able to be shot at. I
got stuck at one point where when I rolled back and forth, I was either
behind a tree or a headstone, and lost all my armor before I got
straightened out. In any case, when you kill everyone, run for the car,
and head back to Sweet's house. You will have a two-start wanted level,
so you will be chased. The best route is probalby the reverse of what you
used to get here - North to the main road, highway south then east, first
exit, down Grove street to Sweet's house.
45. Reuniting The Families
Starting Point: Sweet's House
Difficulty: 5/10
Hop in the car, and drive to the motel. Someone's ratted out the meeting,
and the cops show up in force. After Smoke and Ryder bail, you get
control. Don't bother trying to fight the cops in the parking lot. Just
head to the front door just to your left. Inside, crouch and slowly make
your way upstairs, and through the motel hallways - you shouldn't have any
real problem. Once you get to Sweet, you head to the roof. A helicopter
descends on you. Take out the four guys on the ropes first, then use the
right analog stick to aim at the helecopter w/ the AK-47 until you hear the
radio guy scream 'Mayday'. Then, follow Sweet, at which point you hop in
the car. Someone 'hands' you an AK-47 (even if you probably have thousands
of AK-47 ammo at this point), and you go into first person mode. Fire at
everything chasing you, and watch for the cops jumping on your car after
you see the motorcycle cops drop their doughnuts. The LONG reload times
make this part of the mission harder than it should be - and I had maxed
out my AK-47 skill by this point. Finally, your gun jams, and you head
into a cut-scene that shows your 'escape'. For me, it's always close, but
I usually make it through the mission with about 1/8 or 1/10 of the
car's heal left. Jack a car or run back to your house, and save.
Note - one thing that irks me about this mission. Since you're 'given' an
AK-47 for the end of the mission, it's taken away from you at the end.
This means you lose all your AK-47 ammo. You don't need too much for the
last mission, but you probably want at least 200-300 ammo.
46. Green Sabre
Starting Point: Sweet's House
Difficulty: 4/10
This is it - the final Los Santos mission (for now, anyway). You need to
go meet Cesar under the interstate just south of downtown. Once there,
you'll see who has been selling you out. I won't spoil it here, but it's
probably not a huge suprise - especially when you think back on the earlier
missions. But this makes you realize Sweet is in trouble. Hop back in the
car, or if you brought a fast car or bike with you, hop in that, and head
north to under the Muholland interchange. All you have to do is make it to
the red marker before Sweet's health bar disappears, you don't have to
worry about it once you're there. Take out the waves of Ballas heading
down on you, using the cars as shields. Once you take out the fourth wave
of a circling Ballas car, the cops show up. You get escorted out of Los
Santos courtesy of your favorite officers, Tenpenny and Pulaski. They take
all your weapons, and give you a camera. Run across the street to the
mobile home park, and save. The next chapter begins once you step into the
red marker.
*******************************************************************************
V. Badlands
1. Intro
Welcome to the middle of nowhere. After the cops showed up at the end of
the previous mission, Tennpenny and Pulaski step in and take you to the
lovely little town of Angel Pine. They strip you of all your weapons, and
tell you to stay away from the traitor from last mission, and them. This
can be interpreted to mean stay out of Los Santos, but it doesn't work that
way. You can 'safely' visit Los Santos, but all your territories are gone,
as is that source of money. The Roboi Mart still provides you with its
$2000 a day, not that it's needed that much now. ALL territories,
including the one your house is in, are under enemy gang control, so you
may be shot at. And you can't take (or retake) an areas over until late in
the game. So feel free to go back to Los Santos for whatever you need,
just realize that you may be shot at, and you won't have much recourse.
San Fiero is also open at this point, but since we can't save there, don't
bother exploring there yet. First, step across the street to the mobile
home park, and save the game. Now, take the time to explore the new area,
and head back to your home in Los Santos, and get some weapons, refil your
armor, whatever you need to do. There are plenty of Sanchez in the area if
you're a bike person. If you want some nearby armor, there's some in the
parking lot like area next to the J&J Restaraunt on the western side of the
northern part of town. It's a small town - you'll find it. Also, leave
exploring Mt. Chiliad for later. We'll do that after the next mission.
And if you haven't heard much of K-Rose yet, you'll soon get sick of it
(although the DJ *is* funny). Once you've restocked and explored to your
liking, come back to town, save, and start the first Badlands mission.
2. Buying Properties
Since money shouldn't be an issue, we might as well go ahead and buy all
the properties so we don't forget later. I started with the property
farthest away, and worked back towards Angel Pine. Thus, if you're in Los
Santos for any reason (collecting ammo, for instance), you can just work
back to Angel Pine via the scenic route, buying the properties along the
way. Since you will probably be exploring the area anyway, plus going back
to Los Santos for your trusty AK-47, we might as well do this now.
Palomino Creek - $35,000 - 2+ car garage
Dillimore - $40,000 - 1 car garage
Blueberry - $10,000
Whetstone - $100,000 - Most worthless property in the game
Angel Pine - $20,000
3. Badlands
Starting Point: Mobile Home Park, Angel Pine
Difficulty: 3/10
After stepping in the marker, grab a nearby Sanchez. Usually, there's one
right by the save point, but sometimes, you have to run into town to find
one. Once you have your bike, head over to the first marker, which will
tell you to bike up the mountain. Follow the path up the mountain, taking
a left at the fork (the right is blocked off w/ construction horses), and
following the path towards the yellow blip on the radar. As you get close,
you see a cut scene with federal agents guarding a cabin. Once you get
control back, hop off the bike, and head to the left into the woods. Sneak
around behind the cabin, wait for all the guards to be in the front, and
head in the back door. Shoot the snitch. Do NOT use a shotgun or AK-47
for this - you will damage him too much to be recognizable. The Micro MP5
worked for me. Once this is done, the four federal agents outside will
start coming for you. Switch to the AK-47 for them - no need to keep
them in tip-top shape. Once all four are down, photograph the body, and
head to the drop-off point, which is right next to the save point where
you started. A short phone converstaion with Cesar will open up the next
set of missions, but we have some other things to do first.
4. Chiliad Challange
Starting Point: Top of Mount Chiliad between 7:00 and 18:00
Difficulty: Varies
This is a series of three races down Mount Chiliad on a BMX bike. They
get harder as they go along, but with repeated attempts, it gets easier
as you memorize the course. The really annoying thing about these races
are, if you fail, you have to bike all the way back up the mountain, and
it takes a long time to do so. Thus, you only get two to four chances per
day, simply because of the time it takes to get to the top. Once there,
you have to pass each race before the next one opens. In general, take
it fairly easy down the mountain. The other racers will generally wipe
themselves out, so long as you don't fall too far behind.
Note: I've had a few people e-mail in to say that you can park the Camper
that is nearby at the beginning of the track (only works for the first two
races) that you can bunny-hop over to give yourself a quick edge. I don't
think you need to do this, especially given I never had much trouble with
the first two races, but if you're having difficulty, go for it. Good
luck with the third race, though.
a. Scotch Bonnet Yellow Route - Difficulty: 5/10
For the most part, don't bother power pedeling (tapping X) until you get
towards the bottom. Holding X and gliding should be enough once you get
the feel of the course.
b. Birdseye Winder Yellow Route - Difficulty: 6/10
Starts off the same, then heads down the other side of the mountain. There
are a lot of straightaways after the sharp hairpin turn to the left to
sprint on, but you have to be careful, because there are still a few turns
that you can go off the edge on. My advice - if you're in first, don't
sprint, you won't really need to. Except for the final straightaway, the
computer racers run into walls and fences a lot.
Note: I went off the cliff twice in this race early on (before going by
the cabin from the 'Badlands' mission), and still won the race. Don't
panic if you do go off the cliff - just get right back on it. If it
happens late, you are probably in trouble. If it's early, you can still
win.
c. Cobra Run - Difficulty: 9/10
There are two keys to this race. First, STAY ON THE WALKWAY. If you have
to come to a complete stop around turns, do it. Don't worry too much about
how far out in front the other two racers get. Once you're off the
walkway, you'll head downhill into a large jump (unique jump Brady #51).
After that, build up the speed for the next checkpoint, which is another
big jump. This is the second key. If you don't hit it with enough speed,
you'll come to an abrupt stop on a rock. If you clear it, you're in real
good shape, as the other two competitors just about always get stuck there.
After the sharp turn to the right, bear right under the archway, and after
that, you'll soon join up with the end of the other two paths for the
downhill sprint home.
BIG NOTE: Want to complete all three Chilliad Challange runs without
working up a sweat? Want to finish with a time of 10:00, and still be
in first? Without a cheat code? First, find yourself a sniper rifle. The
one I found was in San Fiero on top of a building just south and east of
Pier 69 (I needed a unique jump ramp (steps) to get there - the set of steps
about a block east and a block south of Michelle's Garage). Now, take your
time down the courses, or don't. If you win, great. If not, stop before
getting near the finish line, take out the sniper rifle, and shoot all the
other racers after they finish the race. Once the other five are dead, hop
back on the bike - you've won. You'll probably get a one or two star wanted
level doing this, but it disappears right after you cross the finish line.
This works for all three races, and even if you end up wasting a shot each
time, you only need 15 shots to kill all the other racers, so you only need
to pick up one sniper rifle. Do NOT do this before the racers cross the
finish line, however, or you are disqualified, and you have to make the
long-ass trek to the top of the mountain again. I lost the e-mail from the
person who sent me this trick, so sorry you don't get credit for this here.
If you send me an e-mail and prove you sent it to me, I'll credit you.
Otherwise, all I can do is say that this idea was not my own.
5. Ammunation Shooting Range, Part 2
Starting Point - Ammunation in Los Santos or Palimino Creek
Difficulty: 8/10
This is the same challange as last time, except there are three weapons to
get through. Pistol, Micro MP5, and Shotgun. The first two are as easy
as before. The first two rounds of the shotgun is pretty easy. The third
round is tough as hell. One of the booths always seems to get three
targets per silhouette, and you need at least that just to keep up. The
only real suggestion I can offer here is simply this - you MUST wait for
the timer to fully count down before firing. Otherwise, your shot will
not count even if you would have hit something, and odds are your target
will disappear while you're reloading. This one is all about timing. And
the worst thing about it is, should you fail, you have to go through all
three weapons again. If there was one change I could make to this game,
it would be that once you passed a weapon, you didn't have to do it again.
6. Unique Jumps
Whether you're in Los Santos or Palomino Creek, head for our favorite
garage for the NRG-500, and head towards Blueberry. While you're in Los
Santos, stop by your house for the camera. You'll need more film than
you currently have for the photo ops later, so since you're in the area,
you might as well pick it up. There are 9 new unique jumps between the
Blueberry area and around Angel Pine. One you've already done during the
third race of the Chiliad Challange.
The numbers below match the Brady guide. The first number is the number
given on the map in the front of the 'Badlands' section, the second number
is the one given in the 'Odd Jobs' section. Some will be hit during
missions anyway, but since we're around, we might as well hit them now.
Use a Sanchez for 2 and 3 - I couldn't get 2 to work w/ the NRG, and just
about anything will work for 3.
[X] 1/51 (if completed Mount Chiliad race)
[ ] 2/52
[ ] 3/53
[ ] 4/29
[ ] 5/30
[ ] 6/31
[ ] 7/32
[ ] 8/33
[ ] 9/34
7. Oysters
Difficulty: 3/10 (only in finding them).
Ooops - forgot all about collecting Oysters back in Los Santos. However,
unlike the gang tags, or the upcoming photo ops and horseshoes, Oysters
are spread throughout the entire San Andreas area, so we didn't lose much
by not getting them earlier. But, we might as well get them now. The
first 15 are in Los Santos, and the following 10 are in the Badlands area.
Like with the Unique Jumps, the first number is the number on the front
of the 'Badlands' section of the Brady guide, and the second number is its
number from the 'Odd Jobs' map.
Note: I found the best way to get most of these is to grab a boat and get
all of the ones that are accessable by water (all but 2 and 11 in Los
Santos). If you end up the last section doing the unique jumps near
Blueberry Acres, there's a dighny that spawns on the beach NW of The
Panopticon, just east of one of the oysters (6/30). There are also a
number of them off the beach SW of Angel Pine.
[ ] 1/1 [ ] 1/25
[ ] 2/2 [ ] 2/28
[ ] 3/3 [ ] 3/26
[ ] 4/4 [ ] 4/27
[ ] 5/5 [ ] 5/29
[ ] 6/6 [ ] 6/30
[ ] 7/7 [ ] 7/31
[ ] 8/8 [ ] 8/32
[ ] 9/9 [ ] 9/33
[ ] 10/10 [ ] 10/34
[ ] 11/11
[ ] 12/12
[ ] 13/13
[ ] 14/14
[ ] 15/15
8. First Date
Starting Point: Dillimore, outside The Welcome Pump
Difficulty: 0/10
Finally, back to the story, if only for a little while. When Cesar sent
you to Dillimore to meet his cousin, little did you know it would be
Catalina. Veterans of GTA3 will certainly recognize Catalina (although,
personally, it didn't sound anything like the same person to me, even
though it is, according to IMDB.com). This is mostly a cut-scene mission.
Once you hop in your car or on your bike w/ Catalina, she will tell you of
four robbery targets that open four missions on your map. Since one is
right up the street, let's go ahead and hit that one now.
9. Tanker Commander
Starting Point: Gasso Gas Station, Dillimore
Difficulty: 4/10
This is all about essentially learning how to drive a tanker. After the
cut scene, hop in the rig, and back into the gas tanker to hitch it to
the cab. Then, head west out of Dillimore, then south to RS Haul. The
place you're aiming for is the first place on the left at the bottom of a
steep hill, so it's real easy to overshoot it. Pull in the lot, and head
for the back. The guys chasing you on this mission - childs play based
on what's coming later. While we're here, we might as well do the first
Trucker mission. It's easy enough.
10. Trucking Missions, Part 1
There are four trucker missions that are essentially available right now.
All require deliverys to somewhere in Los Santos or the Badlands. The
other four missions require deliveries to either San Fiero or Las Venturas.
I don't know what would happen if you tried to start them, but since those
cities aren't available yet, I've never bothered. For now, we'll do the
first four.
Mission 1
Difficulty: 3/10
Deliver load in a given amount of time. If that time expires, you start
to lose the amount of cash you get for the mission. Only the fact you're
driving a truck which can uncouple from the trailer makes this at all
difficult. When finished, save, and head back. If you happen to be back
in Dillimore as I was, the save house you can buy there has a one-car
garage.
Mission 2
Difficulty: 3/10
No time limit this time, but a damage meter instead. The more damage
your rig takes, the more money you lose as payment. Since money isn't
really a problem at this point, just worry about getting the truck there.
Mission 3
Difficulty: 8/10
No damage meter, no time limit. Just an automatic wanted level, with
cops trying to dislodge your trailer. And they're good at it. You may
have to take a few tries at this one before getting it. One thing to
keep in mind - if the delivery is in the Docks area of Los Santos, do NOT
take the highway through the tunnel just west of the airport. The cab
is too tall to make it through. Take side streets instead. It may take
a little longer this way, but the one nice things about city driving is
with the limited amount of room on either side, it makes it harder for the
cops to dislodge the trailer. Doesn't make it impossible, just harder.
My experience with this mission is either it will be fairly easy, if the
cops drive into things, or impossible. The only reason the difficulty
isn't higher is there are two after this, in the second four missions,
that are worse.
Note: To make this mission MUCH easier, drive straight out of the lot
to the railroad tracks, turn left, and follow the tracks into Los Santos.
Depending on where the drop-off point is, doing so makes this mission
either a good deal easier, or a piece of cake. The worst drop off
location seems to be the National Guard base (from the Ryder mission
'Robbing Uncle Sam'), as it seems to be the farthest from, well, anything.
If you get this location, note that the drop-off is INSIDE the middle
warehouse, so you don't overshoot it and have to drive around the block
again.
Mission 4
Difficulty: 3/10
This will will seem like an introductory mission after the last one.
You'll have a timed mission to somewhere in the area of Angel Pine. Two
things to watch for. First, if the truck stop right before the first
Angel Pine exit is your destination, you can't head straight to the
marker when you see it. The land is not flat enough, and you will come
loose from the trailer. Second is, when driving, watch out for tractors.
You think you hated tractors on the highway before now... Other than that,
there's not much to this one. And that's all the non-story missions until
we reach San Fiero.
11. Body Harvest
Starting Point: Motel in Angel Pine
Difficulty: 3/10
Tenpenny seeing some 'truth' of his own. Head to the NE to a farm that
contains a combine tractor that The Truth needs. When you get to the farm,
head around the outside of the farm to the right until you see the combine.
Shoot anyone who gets in your way, and get in the combine. Drive over
anyone you want, head for the western part of the field where the dirt road
is, and head out. Just run over anyone who tries to get in your way,
steering around the tractors that try to run into you. A truck will follow
you and fire at you, but shouldn't be a problem.
12. King In Exile
Starting Point: Mobile Home Park, Angel Pine
Difficulty: 0/10
Another cut-scene only mission. You learn Smoke's a dealer, and CJ will
keep an eye out on the roads for the money and drugs moving back and forth
between Los Santos and San Fiero. You get a call from Catalina asking
where you are. Head to her cabin - a new save spot - in Fern Ridge.
13. First Base
Starting Point: Cabin, Fern Ridge
Difficulty: 0/10
Yet another cut-scene only mission. Catalna jumps you, threatens to kill
you, tells you she loves you. What a woman. The three remaining robbery
targets open on the map. Lets hit the closest one - the OTB in Montgomery.
14. Against All Odds
Starting Point: OTB, Montgomery
Difficulty: 4/10
Get the satchel charges from Catalina, and head inside. When you can,
place the charge on the safe door, and blow it from a safe distance. Then
put another charge on the actual safe inside the safe room, blow it, and
you'll grab the cash. You'll automatically be given a four-star wanted
level upon leaving, so hopefully, you parked your car or bike facing
south. Head south and west to the Pan-n-Spray in Dillimore, and then
back to the cabin.
15. Gone Courting
Starting Point: Cabin, Fern Ridge
Difficulty: 0/10
Another cut-scene to allow access to the two remaining robbery targets.
But not before a little somethin-somethin....
16. Local Liquor Store
Starting Point: Liquor store, Blueberry
Difficulty: 4/10
You're late! Someone else is already robbing the liquor store. Catalina
pops one of them, but the other three escape. Grab the nearby Quad, and
take off after them. Much like a bike, you can shoot straight ahead, so
go ahead and do so. When the third is toast, head back to the cabin. Only
the touchy steering of the Quad makes this at all hard.
Note: The last time I played this, the second guy I took down actually
dropped the money. Didn't even notice this until right before I took
out the third guy - it's possible you don't have to take out all three,
only the one who actually has the money. Watch the bottom of the screen
for a message telling you to pick up the briefcase, and once it's there,
you can stop. Unless you just want to take out all three guys, of course.
Note, Part 2: In my third time through the game, EACH of the three cowboys
had a briefcase to pick up, so you had to chase down all three. That is
probably always the case, but since I had left a briefcase sitting, I
didn't notice the message after I capped the third guy.
17. Made In Heaven
Starting Point: Cabin, Fern Ridge
Difficulty: 0/10
The final 'cut-scene opening robbery target' mission. Catalina just wants
to be friends. Darn.
18. Small Town Bank
Starting Point: Bank, Palomino Creek
Difficulty: 3/10
Head over to the last remaining target - the bank in Palomino Creek. Your
first job is to keep your gun aimed at the four workers. Try all you want,
you will fail at some point, so how long you work at it is up to you - it
won't affect the amount of cash you get. When the alarm finally goes,
the security guard will open fire, so take him out. As to the other three,
it's up to you. Shoot the three ATM machines (both upper and lower parts,
one blast each w/ a shotgun), collect the cash, and head out the back door.
The alley will fill with cops, including some on rooftops, and at one
point, behind you. After you make it through the alley, to bike cops will
move in. Kill them, and you will automatically hop on the second bike.
Follow Catalina. Don't worry much about the cops between you and her -
they will take themsevles out. And don't worry much about how far back
you stay. You don't need to keep right up with her, despite her verbal
jabs, and it's best you don't. When you get to Montgomery, she will crash.
Pull up next to her, and once she's on, take off for the cabin. If you're
far enough back, she's up off the ground and ready to hop on the bike
as soon as you stop. Otherwise, you sit and take gunfire from the cops
while she does this. Once you're back at the cabin, the Catalina missions
are over, although the cabin remains as a save point.
19. Wu Zi Mu
Starting Point: SE of cabin.
Difficulty: 4/10
A standard race against three other competitors. It's not a hard one to
win - just take it relatively easy, don't cut corners to quickly,
especially at first, and you should do fine. Two things to make the
race easier. First, whether you jump the barn or go around it, the
route does not go to the road. There's a dirt path on the near side
of the fence that the race continues on. If you make a mistake and end up
on the road, you have to go back to the farm and go around the fence - I
couldn't find a way through. Second, once you start the series of
switchbacks, there's a dirt path you can cut up and save a LOT of time.
If you hit those two right, this race should be easy.
20. Farewell, My Love...
Starting Point: The finish line from the last mission
Difficulty: 5/10
The same race as last mission, but in reverse. And in another twist, you
are racing against Catalina and her new 'friend', who GTA vets will
recognize (poor guy - doesn't know what he's getting himself into). This
race seems harder than the last one, but the same advice applies. Be
careful getting onto the road at the start. If you try to cut the corner,
you can flip. The turn for the dirt road part of the second half of the
race is RIGHT after a small bridge, so don't miss it. When you're on
that last dirt road, don't try to cut corners - you could end up in the
water. Just follow the dirt road, take it easy, and as long as you're in
first place, you'll be fine. Once you've crossed the road for the last
time for that slow left turn into the finish line, you can let loose.
Winning the race gives you the deed to a garage in San Fiero - you're next
base of operations after one more mission.
21. Are You Going To San Fierro?
Starting Point: The Truth's Weed Farm, North of Back o Beyond.
Difficulty: 5/10
Make the long drive to the TT marker. After paying for the weed, you hear
a chopper in the distance. The Truth asks for help burning the fields, and
gives you a flamethrower. Head to the farthest field, and start burning.
Now, I've never operated a flamethrower, but I would have guessed that, if
you wanted to burn plants, you'd aim towards the bottom. Whether that's
true or not, in this game, aim about 3/4 of the way towards the top of the
plant. Burning the tops of the crop work better here. Slowly work your
way side to side along the crops. You will run out of ammo at some point,
and more will appear near the barn. This is why we started in the - a
shorter distance to run for the ammo and back. At some point, you'll
complain about the smoke, and the screen will sway very lightly back and
forth. This isn't an issue burning the weed, tho. However, once you're
done, you are given a rocket launcher, and are told to take the helicopter
out. The best way to do this is switch weapons so you can run, and run
along behind the Mothership (The Truth's vehicle) until he stops near the
road. The copter will hover at this point. Now take it out. Once you
have, hop in the vehicle, and drive to your new garage.
There are two things that make this mission tough. The first is you have
to both burn the crops AND take down the helicopter in the given amount of
time. Thus, how fast you burn the weed does make a difference in how easy
this mission is. And the copter actually has to crash for the mission to
successfully end. In one attempt of mine, the copter crashed as time ran
out, yet the cops somehow survived to arrest The Truth (and the helicopter
got back up and flew away!). If this happens, at least you're right where
you need to be to try again. Second, I mentioned the swaying from burning
the weed. Cute effect, but this continues while you're trying to shoot
down the helicopter, which makes it tougher than it has to be. However,
once you do that, you get to drive to San Fiero w/o any sort of wanted
level.
*******************************************************************************
VI. San Fiero Walkthrough
1. Introduction
Welcome to San Fiero - a nice upgrade from both the previous two cities.
A couple of logistics to begin with. First, you have a three car garage,
although it works better to hold two cars and a bike. If you need armor,
theres a pickup in an alley one block north of the gym. As for a good
vehicle, the NRG-500 is available at the docks as part of the challange
described below. Before getting into the missions, there are a couple
of optional missions to talk about.
2. Big Smoke's Cash
Starting Point: Anywhere, route goes from Smoke's house to San Fiero
Difficulty: 4/10
On Mondays and Wednesdays, you will get a cell call from Cesar letting you
know the cash is leaving Smokes house, heading for Pier 69. Get a car for
this one. Once you catch up with the car, ram it. Each time you do, the
car drops a package worth $300. He'll drop up to 6. Once you get the
sixth package, destroy the car, or he makes it to Pier 69, the mission is
over.
3. Yay Courier
Starting Point: Anywhere, route goes from Back O' Beyond to Smokes House
Difficulty: 2/10
The only difficulty here is getting in position. The biker will follow
mostly dirt paths into Los Santos. If you can get ahead of him, just
get off your bike (easier to use for this one), and stand there and wait
for him to come to you. When he appears, keep targeting him until you
get alock, and fire. Should only take a couple hits from your AK-47.
If you decide to chase him, the more you shoot him, the more money you
lose as the drug leaks out of the backpack from bullet holes.
You do not need to do either of these missions, but it's worth it to do
them at least once. And how many times you accept or decline the mission,
or how many times you succeed or fail at them doesn't affect the rest of
the game.
4. NRG-500 Challange
Starting Point: Warehouse near Import/Export docks
Difficulty: 8/10
This is like the BMX challange, but infinitely harder. The only reason it
isn't harder is you'll have lots of chances at it, assuming the NRG-500 is
your bike of choice - and why wouldn't it be? Hit the gas and grab the
target in front of you, then CAREFULLY make your way across the narrow
bridge to grab that one. Then grab the last one on the ground at this
level, head into the pit, and grab the easy ones there except the ones on
the ramp. Now, head to the flat end, and gun it towards the other end.
You want to be aiming just right of dead center. Once you have that one,
now head down the ramp and grab the two there. Now the fun begins.
There's really no way to easily get them. What finally worked for me the
first time through is to start heading for the opposite wall, head about
a third to half way up the wall and turn around, and gun it up the opposite
wall. If you head straight up the wall, you don't need as much speed, but
you need to be dead on in your accuracy. If you hit it at an angle, you
need more speed, but cover more area. Your choice. Beware the targets
on the more northernly side (where you started). If you hit those ramps
at an angle, you can easily end up in Easter Bay. There is a dock there
to climb back up on, but the challange obviously ends, and the bike may
or may not respawn. Whether you succeed or not, you have your ride.
5. Buying Properties
You know the drill...
[ ] Doherty - $20,000
[ ] Hashbury - $40,000 - 4 car garage
[ ] Queens (Hotel Suite) - $50,000
[ ] Chinatown - $20,000
[ ] Calton Heights - $100,000 - 2 car garage
[ ] Paradiso - $20,000 - 1+ car garage
6. Wear Flowers In Your Hair
Starting Point: Garage, San Fiero
Difficulty: 1/10
As easy as a mission gets without it being only a cut-scene. Get in the
car, drive around to various spots, go back to the garage. If you need
help with this one, how'd you make it this far?
7. Dating Katie
Starting Point: Far NE corner of golf course, then house on far north side
near Gant bridge, between 12:00 to 0:00
Difficulty: 1/10
Your first encounter with an 'optional' girlfriend, but one well worth the
effort of having. As with Denise, Katie has different types of dates. She
likes her men with lots of muscles, and little fat. If you've been working
out to keep those melee attacks at maximum damage, you're set. Don't try
to kiss her until your progress reaches 40%.
a) Food. Cross the bridge right by her house, and make a right turn.
There's a diner right there that works. She may say she doesn't like the
area, but that's not a problem.
b) Dancing. Take her to the only dance club in San Fiero.
c) Driving. She's not big on speed, so be careful not to hit it too hard
if you're on a bike. Slow steady speed works fine. She likes the
downtown and chinatown areas.
After about 50%, you'll start being invited in for 'coffee'.
Whether you take this one to completion is up to you, but you don't want
to let her dump you. As a nurse, she'll let you keep all your money and
weapons when you're wasted. Worth a little time, don't you think?
The easiest place for me to find flowers in San Fiero was near the tunnel
you may have went through in the last mission.
Note: There appears to be a bug in the game. If you play through the game
once and date Katie, anytime you start a new game, you still get the
benefit of dating her - not losing money and weapons when wasted - even
before getting to her in the new game.
8. Courier
Starting Point: Hippy Shopper, San Fiero
Difficulty: 2/10
Now for some easy cash. Head for the Hippy Shopper west of your garage.
This works just like the courier mission in Los Santos, except you're on
a Freeway this time.
Level 1 - Hit the three targes in no real order. They're all close.
Level 2 - Hit the targets in this order - City Hall, China Town, Downtown,
Garcia
Level 3 - Hit the targets in this order - Ocean Flats, Palisades, Paradiso,
China Town, Doherty
Level 4 - Hit the targets in this order - Avispa Country Club, Hashbury,
Cranberry Station, Downtown, Downtown (near shoreline), Juniper Hollow.
Once you've finished level 4, you get the same reward as in Los Santos -
an asset that generates up to $2000.
9. Photo Ops
Difficulty: 1/10
Go around town, and collect the 50 photo ops for Micro-SMG, Grenades,
Shotgun, and Sniper Rifle icons outside your save point. Collect them in
whatever order you can. To get the picture, just zoom in on the floating
camera icon. It doesn't actually product a great picture, but that's not
the point of this exercise. It may seem you can't get to all of them, but
you can. I'll highlight a few of them below.
Photos Brady #40, #41, #13, and #11 can all be obtained by boat. You may
have to work around a bit, but they're avaialable. #40 might be accessable
from the bridge east from the airport and across the bay, but I haven't
tried that yet. Also, for #11, there is scaffolding at the base of the
first support. By running all the way up and to the end of the
scaffolding, you can get the picture - probalby easier than from boat.
Note: If you have the Brady guide (and if you don't, GO GET IT), this is
one area they really screwed up. The numbers on the map do match the
locations, but the text and pictures do not. Their website does have
corrections to the pages, and it's possible that later editions will be
corrected. But for now, the numbers below represent, in order, their
location on the map, and the description/photo number in the book.
[ ] 1/38 [ ] 14/6 [ ] 27/12 [ ] 40/2
[ ] 2/45 [ ] 15/5 [ ] 28/31 [ ] 41/3
[ ] 3/13 [ ] 16/18 [ ] 29/34 [ ] 42/35
[ ] 4/7 [ ] 17/27 [ ] 30/47 [ ] 43/39
[ ] 5/4 [ ] 18/26 [ ] 31/50 [ ] 44/41
[ ] 6/9 [ ] 19/21 [ ] 32/25 [ ] 45/42
[ ] 7/15 [ ] 20/19 [ ] 33/20 [ ] 46/40
[ ] 8/46 [ ] 21/22 [ ] 34/1 [ ] 47/8
[ ] 9/49 [ ] 22/32 [ ] 35/10 [ ] 48/29
[ ] 10/48 [ ] 23/23 [ ] 36/24 [ ] 49/30
[ ] 11/43 [ ] 24/11 [ ] 37/33 [ ] 50/44
[ ] 12/37 [ ] 25/17 [ ] 38/28
[ ] 13/16 [ ] 26/14 [ ] 39/36
10. Unique Jumps
Difficulty: 3/10
Most of the unique jumps are pretty easy. There are two you can't get
to yet, as you don't have access to the airport. The first number is
the number from the San Fiero chapter map, the second from the Odd Jobs
map. Also, with #1 and #5, you'll lose the bike to the water.
[ ] 1/35 [ ] 9/43
[ ] 2/36 [ ] 10/44
[ ] 3/37 [ ] 11/45
[ ] 4/38 [ ] 12/46
[ ] 6/40 [ ] 15/49
[ ] 7/41 [ ] 16/50
[ ] 8/42
NOTE: For the life of me, I can't get number 5 to work. I can drive all
the way up the scaffolding, but the second I leave the end of it, no
matter how fast or slow I'm going, I hit some sort of invisible barrier.
My guess is I'm hitting it because the bridge isn't open yet. I'll try
it again after this chapter, and move the jump to later if that does turn
out to be the case.
NOTE, Pt. 2: Number 5 did work once the desert was open, and was as easy
as it seems it should be. Thus, I moved it to later.
11. Oysters
Difficulty: 4/10 (only on finding them)
The two to beware of here are #2 and #9. They are inside the Naval Base's
perimiter, and you will get a five-star wanted level the second you cross
it. Stay under water as much as you can, and as soon as you get those two,
find a way back to your garage and save. Then go for the rest.
[ ] 1/16
[ ] 2/17
[ ] 3/18
[ ] 4/19
[ ] 5/20
[ ] 6/21
[ ] 7/22
[ ] 8/23
[ ] 9/24
12. Gym
Starting Point: inside San Fiero Gym
Difficulty: 2/10
Lock on the guy, and hit him with the triangle key. Once he's down, don't
let him up. When completed, you now have 'new' unarmed moves.
13. Blood Bowl
Starting Point: outside Foster Valley Stadium in San Fierro
Difficulty: 7/10
The concept of this one isn't hard. But there's no real rhyme or reason
to winning this. Usually, if you steer hard to the right at the start and
let everyone hit each other in the middle, you can get the first target,
but not always. Beyond that, just try and keep moving around the outside
best you can, always aiming for the next target. Don't stop, and don't
drive directly across the middle unless you are aiming at the target. At
some point, things will work out for you somehow and you'll pass this
mission. Now we can finally get back to the story.
14. 555 We Tip
Starting Point: CJ's Garage
Difficulty: 4/10
Get a car, and head over to the marker outside the Vank Hoff hotel in
downtown. You will see a valet get into a car, and drive into the parking
lot. Follow him down, and waste him when he gets out of the car (must be
his unlucky day). Take the uniform, and head back up top. Wait for the
DA's car - usually the second or third. It might take awhile. If you are
the only valet there, get in the car, and it will tell you if it's the
correct one. If not, get it out of there, and hustle back. If you're not
the only valet there, one of the others will mention that it's the DA's
car pulling up. Get to the other side of the driveway, so you can be first
in the car. Once you're in, drive back to your garage. Hurry, but make
sure not to hit a cop or person. If you do so, you fail. If you hit
anything on the way over, it'll be fixed while the evidence is planted in
the car. On the way back, you can't hit anything - any scratch will alert
the DA that something is wrong. So drive quicky - you are on a timer -
but carefully. When you get back to the garage, a spot is specified to
park in. Do so, and run outsdie to the marker to make the call.
One last side mission for now. But we need a place to change. Go buy a
safe house - my recommendation is the one in Paradiso, since it has a
garage - and change into the valet uniform. Head back to the hotel once
you have changed.
15. Valet Parking
Starting Point: Vank Hoff Hotel, downtown. You must be in the Valet
uniform.
Difficulty: 1/10
Similar to the courier missions in that there are levels. But they are
all very easy. When you're waiting out front, wait on the far side of
the driveway to make sure you're first to the car. Once in, there's no
need to drive out to the street - there's a sidewalk that you can drive
straight over. Do so, make the u-turn to the right, and park in the
designated spot. There are five levels. In the first, you must park
3 cars. The second, 4, and so on up to 7 in the fifth level. For every
car you park, you get a parking bonus for how well the car is lined up,
and a damage (or lack thereof) bonus. by the second car, you should be
up near three minutes. This is as easy as an asset mission gets. Once
finished, the Vank Hoff hotel here will generate up to $2000.
16. Deconstruction
Starting Point: CJ's Garage
Difficulty: 3/10
Head up the hill, and take a few shots at the workers. It's probably a
smart idea to take out the explosive barrles you see. Otherwise, you could
wreck your bulldozer. Watch for the guy trying to run you over. If he
hits you, he'll knock you over, but he'll also stop - a perfect opportunity
to jack his dozer. Run into the portables at a decent speed until they're
gone. You then see the foreman hole up in a portable toilet. Push the
portable into the indicated pit. The timer was turned off after you
destroyed the last portable, so take your time. When he's in there, go
get the cement mixer, and back it up to the hole at the indicated spot.
No more whistling at Kendl!
17. Photo Opportunity
Starting Point: CJ's Garage
Difficulty: 2/10
Mostly, a lot of driving in this mission. Head on over to the Blueberry
area to meet Cesar. Hop in his car, and drive to Angel Pine. Head on top
of the roof to get a good view of the meeting. As each car comes into
view, zoom in on it and get a picture of the person getting out of the car.
The first two come from straight across the alley. The third comes from
the right. The fourth comes from the left, but parks on the right next
to the third car, and the person gets out of the passenger side. Once you
have all four pictures, make your way back to San Fiero.
18. Jizzy
Starting Point: CJ's Garage
Difficulty: 4/10
Make sure you have a lot of drive-by ammo before starting this mission.
Head all the way to the north side under the Gant bridge, and introduce
yourself. Hop in the car, and drop the first ho off at the specified
hotel. Then, you're given two minutes to get to an area in Hashbury by
the gym to take out a rival pimp. Once he's gone, you have to drive to
the southeast under the interstate and save a ho being beat up by two
goons. Finally, head back to the hotel you dropped the first ho off at.
A preacher leaves with the ho to 'save' her, and you need to waste them.
Try to take out the Patriot first, but if it crashes, keep after the limo.
The limo will be slow on the hills, and in one of my attempts, it crashed
and turned itself upside down, which made shooting it full of holes easy.
Once that's done, the mission is over, but you are rewarded with a two-star
wanted level. Get to a Pay-n-Spray or a safe house.
19. T-Bone Mendez
Starting Point: The Pleasure Domes
Difficulty: 4/10
If you're good with a bike, this isn't too bad. Drive to the ambush point.
You'll automatically hop on a bike, and the chase begins. The four you are
chasing break up almost immediately, and you'll have to chase them down
seperately. It's much easier to get close and press the L1 key to just
take the package than it is to shoot them. After five minutes of game
time, the four all start heading