GRAND THEFT AUTO: LIBERTY CITY STORIES
SPECIAL VEHICLES GUIDE
Version 2.1
By GTA_Loco
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1. WELCOME TO THE GARAGE
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The creation of this guide was inspired to a great deal by System Error's
cool Bulletproof Car guide for GTA: San Andreas, which comprehensively
covered the special vehicles that can be found in the game. So all efforts to
try to make this one a cool guide as well would be significantly attributed
to that cool dude.
GTA: Liberty City Stories is supposedly set-up in 1998, three years before
GTA3. The story revolves around the life of a Leone gangster named Toni
Cipriani, one of the main characters in GTA3 who gave missions to Claude.
It was intended to be a “mini story”, something to fill up a few backgrounds
on some characters and the events that supposedly transpired before GTA3.
It was originally developed for the PSP intended to boost the sales of that
platform but perhaps Rockstar realized that they must not disappoint other
fans who only own PS2, so eventually GTA: Liberty City Stories was ported to
the bigger console.
The game turned out to be quite expansive, in terms of lots of storyline and
side missions to accomplish, something that made it to be not quite small in
terms of scope of tasks to be done. Apart from the tasks, there were even
some additional features that made GTA: Liberty City Stories even more
versatile compared to its sequel GTA3; like better game controls and the
addition of more vehicles that include motorcycles, more boats and a few
helicopters.
In the usual GTA trademark, one aspect that made GTA: Liberty City Stories
appealing to a lot of people that has won their hearts and pockets is the
fact that there are varieties of vehicles that can be commandeered in the
game, practically anything that you see around you. But not only that; some
of these vehicles, especially the mission-based ones, have some little
secrets that were bestowed into their characteristics, intended to be part of
some hidden neat stuffs to be discovered, and as bonus fun for some who would
take an interest on them. These little vehicle secrets will be the focus of
this discussion and will be the basis of this guide for classifying them as
“special”, dedicated to assist those who have taken the task of collecting
them.
Ok, so it's all about the Special Vehicles in GTA: Liberty City Stories. You
might then ask, so what's so special about these so-called special vehicles?
We are talking here of practically any ride-able means of transportation,
most of which are land-based and basically of similar types to the ones you
can find regularly parked/spawned or driving around the cities except that
they have some extra/different qualities which are not your regular staple.
Basically, we're talking here of four main aspects that make these vehicles
special:
1) Armoring: Protection of a vehicle from certain types of destruction.
2) Exclusive colors in their vehicle class.
3) Rarity: Something that's difficult to find or obtain.
These are the properties which are not obtainable from ordinary vehicles you
see driving around in free roam, neither will you be able to create these
properties (without using cheat codes or a mod device) in-game. In the case
of rare ones, their being special stems from the fact that they are not the
type of vehicle that can be regularly found anywhere at anytime in the game.
However, not included here are the R3 vehicles.
The only snag here is that these special vehicles can only be found when
doing both storyline and some side missions. Particularly, those in storyline
missions are one-time appearance only, so it’s important not to miss them or
that you should choose carefully which are the only ones that you would like
to obtain, otherwise, you get one-shot only at an opportunity.
This guide will be divided into five sections:
1.ARMORED VEHICLES
2.EXCLUSIVELY COLORED VEHICLES
3.RARE VEHICLES
4.IDENTICAL SEPCIAL VEHICLES
5.UNOBTAINABLE SPECIAL VEHICLES.
This guide will also attempt to document practically every single special
vehicle that can be found in the game, inclusion of many of them will mainly
be for the purpose of completion of the list only. Definitely not all of them
are worth the trouble acquiring or that many of them are practically useless
to have, aside from the fact that there aren't enough garages to store them.
Some methods will include a few additional details in the walkthrough, so
please just bear with reading through them. They might be useful in giving
you a bigger picture of the environment you have to work around on to
facilitate your quest for the special vehicles.
As for contributions, both for discovery of a vehicle and/or methods to
obtain it, I will include as valid ones only those that didn’t resort to
using cheat codes or modifications. Rather strict huh? Well that should
encourage you to brush up more on your gamesmanship then. Cheating is cool to
an extent but spoils the fun and challenge, that’s why this guide will only
give recognition to those people whose efforts have involved raw skills only.
Regularly this guide will be updated if new finds and/or better methods were
submitted. Any additional informations on the same contribution will be
entertained as confirmations.
So maybe now we're clear about everything somehow? If you have something to
contribute or inform me about anything related to this guide, please write me
to:
srgvm2005@yahoo.com
I'll be more than glad to correspond with you on anything about special
vehicles ONLY, but not on anything else about the game. Please just do that
in the proper forum or consult other guides.
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2. COPYRIGHT
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"Grand Theft Auto: Liberty City Stories" is copyright 2005-2006 by Rockstar
Games, a subsidiary of Take-Two Interactive Software, Inc. All rights
reserved.
"GTA: Liberty City Stories Special Vehicles Guide" is a copyright document
2005-2006 by GTA_Loco. No part of this material may be reproduced in any
manner for whatever purpose, commercial or personal unless it is with my
consent. If you wish to use excerpts from this guide or the entire guide, ask
for my permission first before doing so and most possibly I'll allow you.
Try to be considerate, since much effort has been put to produce this guide.
Anyone who might be interested in this guide and whom I'll allow to use this
may only distribute and/or post the guide in its ORIGINAL FORMAT. DO NOT
ALTER it please.
The following sites are the only ones allowed so far to post/use this guide:
-GameFaqs.com
-IGN.com
-Supercheats.com
All trademarks are the property of their respective owners.
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3. TABLE OF CONTENTS
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1. Welcome To The Garage
2. Copyright
3. Table of Contents
4. Version History
5. Garage Facts & Features
6. Relevant Game Facts
7. Starting a New Game
8. A Few Tips on Looking for Special Vehicles
9. Definition of Terms
10.The Fun Begins Here
11.Armored Vehicles
11.01 Bulletproof/Fireproof/Explosionproof Cars
11.02 Fireproof Rumpo
11.03 Fireproof/Exclusive Color Thunder Rodd
11.04 Fireproof/Exclusive Color Stallion cars
11.05 Bulletproof/Fireproof Avenger
11.06 Fireproof Sindacco Argento
11.07 Fireproof Sanchez motorbikes
11.08 Bulletproof/Fireproof or Explosionproof/Fireproof PCJ 600
11.09 Fireproof Leone Sentinel
11.10 Bulletproof/Fireproof/Explosionproof Motorbikes
11.11 Fireproof/Exclusive Color Black Sentinel
11.12 Bulletproof/Fireproof Stretch
11.13 Fireproof Banshee
11.14 Fireproof Maverick
11.15 Bulletproof/Exclusive Color Yellow Patriot
11.16 Bulletproof/Explosionproof/Fireproof Speeder
11.17 Fireproof Barracks OL
11.18 Comprehensiveproof Forelli Exsess
11.19 Bulletproof/Explosionproof Rhino
11.20 Fireproof Securicar
11.21 Fireproof Stretch
11.22 Bulletproof/Fireproof/Exclusive Color Landstalker
11.23 Fireproof Street Racing Cars
11.24 Fireproof Street Racing Motorbikes
12.Exclusive Color Vehicles
12.01 Black Kuruma
12.02 Dark Brown Patriot
12.03 White Pony with White bumpers
12.04 Black Sentinel
12.05 Black PCJ 600
12.06 Pink Patriot
12.07 Navy Blue Manana
12.08 Light Navy Blue Kuruma
12.09 Black & White Banshee
12.10 Permanent White Stretch
12.11 Chrome Red Stallion with Navy Blue Roof
12.12 Black Bobcat
12.13 Black Pony
12.14 White Bobcat with Brown bumper
12.15 Yellow Faggio
12.16 Light Blue Faggio
12.17 Chrome Red Rumpo
12.18 Light Blue Stinger
12.19 Black Landstalker
12.20 Black Patriot with Chrome-plated Black bumpers
13.Unique Vehicles
13.01 Campaign Rumpo
13.02 Ballot Van
13.03 Bickle 76
13.04 Manchez
14.Rare Vehicles
14.01 Mr. Whoopee
14.02 Faith’s Maverick
14.03 Lightless Taxi
14.04 Lightless Bickle '76
15.Identical Special Vehicles
15.01 Black Sentinel
15.02 Fireproof Rumpo
15.03 Black Pony
15.04 Light Blue Stinger
15.05 Black Bobcat
16.Unobtainable Special Vehicles
16.01 Sky Blue and White Coach
16.02 Fireproof Kuruma
16.04 Bulletproof/Explosionproof/Fireproof Kuruma
16.05 White Pony with White bumpers
16.06 Bulletproof Triad Fish Van
16.07 Navy Blue Yankee
16.08 Bulletproof Thunder Rodd & Stallions
16.09 Bulletproof Sanchez motorbikes
16.10 Comprehensiveproof Maverick
16.11 Bulletproof/Fireproof Hearse
16.12 Comprehensiveproof Pony
16.13 Kazuki's Bulletproof/Explosionproof/Fireproof Maverick
16.14 Explosionproof Securicar
16.15 Bulletproof/Explosionproof/Fireproof Speeders
16.16 Bulletproof Racing Cars and Motorbikes
16.17 Explosionproof Vehicles in shooting missions
17.An Overview of the Special Vehicles
18.Acknowledgement
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4. VERSION HISTORY
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Version 1.0 (June 29, 2006): Created this guide.
Version 1.1 (July 03, 2006): Corrected some informations, refined this guide
and fixed some typo errors. Added 3 Fireproof vehicles, a few other
Exclusively Colored vehicles. Expanded list of spawned vehicles and altered
order of some of them according to mission sequence and which ones are much
easier to obtain.
Version 1.2 (July 04, 2006): Fixed more errors. Added missing informations on
some listed vehicles, which weren't included and fixed their numbering.
Avenger bike classification is updated.
Version 1.3 (July 09, 2006): Refinements, revisions, additions & updates.
Created separate listing for Unique Vehicles and removed Spawned Special
Vehicles section. Updated classification of Landstalker.
Version 1.4 (July 31, 2006): More additions: BP/EP/FP Speeder, 2 Fireproof
Rumpos; one from Friggin the Riggin mission previously listed as unobtainable
can now be obtained in the PSP. Made modifications on some methods. Added
Faith's Maverick in the guide and a few more Exclusively Colored cars. Added
Rare Vehicles Section.
Version 1.5 (September 05, 2006): Updates! Faith's Maverick can now be
obtained cheat less! Big thanks to Alejandro Hernandez Samanieno (sjano29)
for discovering a cheat less method. Minor corrections.
Version 1.6 (September 09, 2006): Additions and revisions.
Version 1.7 (September 14, 2006): Added the Lightless Bickle '76.
Version 1.8 (October 19, 2006): Fixed some garage facts and other updates.
Included System Error's method for the False Idols BP Patriot, as well as
additional methods to obtain the other special vehicles.
Version 1.9 (December 07, 2006): Major guide update and revisions. Previously
listed unobtainable fireproof vehicles on the PS2 version are now listed as
obtainable. What with information coming from System Error that garages in
PSP can restore vehicles, the list of obtainable special vehicles was
boosted.
Version 2.0 (December 11, 2006): Minor updates.
Version 2.1 (May 25, 2008): After a long while, another helicopter was
discovered to be obtainable, and it’s a fireproof one! The only deal here is
that it can be acquired only in the PSP version. Additional informations were
also included in the guide after a very long delayed update.
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5. GARAGE FACTS AND FEATURES
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Just like in GTA3, you are given in this game only one garage per island
where you can store your vehicles, but unlike in GTA3, these garages are not
opened from the very start of the game. You don't need to buy them though
like in Vice City and San Andreas, but you do have to complete all the main
missions in one island and proceed to the next to open the safe house to be
able to save in its garage.
The three safe houses with garages are located in St. Mark's, Portland
Island, Newport, Staunton Island and Cedar Grove, Shoreside Vale.
Portland Island safe house is useable after you complete your very first
mission “Home Sweet Home”, while Staunton Island safe house will open after
you accomplish the mission “Driving Mr. Leone” for Salvatore. Finally, your
Shoreside Vale safe house will be accessible once you have completed the
mission “Love On The Rocks” for Donald Love.
Early in Portland Island you can utilize some cheat less tricks that can
transport you to the other two islands where you can find some of the special
vehicles already, but given that you cannot save yet in any of the safe
houses and store vehicles in the closed garages, it's almost pointless to
even bother going there for them unless you just want to complete doing other
related important tasks.
Due to the very limited garage and space given to you and the fact that there
are quite a lot of the special vehicles that are obtainable, it is only
logical that you must decide which are the only ones that you may want or
need to get. Preferably you must collect the armored ones, although this will
be best left to anyone's preferences.
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5.01: Garage Capacity
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Contrary to some perceptions, you can maximize storage in your garages even
when you’re notified that you've reached maximum capacity already. All the
garages have an Absolute Capacity of 4 vehicles, even though the game would
dictate a technical capacity of only 1 in Portland, 2 in Staunton and 3 in
Shoreside Vale.
By Absolute Capacity we refer to the maximum number of vehicles you can
actually save in the garage without the risk of being "eaten" by it.
By Technical Capacity we mean by how many vehicles the garages will
automatically open to allow you to store any vehicle. This function is
perhaps designed as a safety mechanism, allotting one to two vehicles
equivalent of vacant space in the garages to prevent stored vehicles from
possibly disappearing. This does not necessarily mean though that you can't
store any more than what's allotted to you technically. Maximizing vehicle
storage boils down to some clever layout of the vehicles inside the garage in
relation to their sizes.
In brief, here is a list of the approximate number and sample types of
vehicles that can be stored in your garages:
1.PORTLAND ISLAND
Capacity: 3 or 4 (risky though)
Vehicles: Samples of what can be stored here are:
a. Storage 1:(1)FP/ECV Thunder Rodd, (1)ECV Banshee, (1)BP/FP Avenger and
(1)ECV Faggio or (1) BP/FP PCJ 600
b. Storage 2:(1)FP/ECV Thunder Rodd, (1)ECV Manana, (1)BP/FP Avenger and
(1)BP/EP/FP Motorbikes
c. Storage 2:(1)FP/ECV Thunder Rodd, (1)FP Leone Sentinel, (1)BP/FP Avenger
and (1)BP/EP/FP Motorbikes
2.STAUNTON ISLAND
Capacity: 4
Vehicles: Can vary on the size of the vehicles you're storing but samples
of what can be stored here are:
a. Storage 1:(1)BP/EP/FP Banshee, (1)ECV Stallion, (1)Rhino and
(1)ECV Faggio
b. Storage 2:(1)BP/EP/FP Banshee, (1)ECV Stallion, (1)BP Patriot and
(1)BP/FP Stretch
c. Storage 3:(1)FP Maverick, (1)FP Leone Sentinel, (1)Patriot and
(1)CP Forelli Exsess
3.SHORESIDE VALE
Capacity: 4
Vehicles: Can vary on the size of the vehicles you're storing but samples
of what can be stored here are:
a. Storage 1:(2)CP Forelli Exsess, (1)BP Patriot, and (1)BP/FP Stretch
b. Storage 2:(2)CP Forelli Exsess, (1)BP/FP Landstalker, and
(1)BP/FP Stretch
c. Storage 1:(1)Rhino(risky), (1)BP Patriot, and (1)BP/FP Stretch
A Rhino can fit in the Shoreside Vale garage despite the low clearance of its
door, although you will run the risk of damaging and destroying it given that
it will involve forcing the tank in.
It’s important to know also the size of the vehicle you're storing and try
experimenting with how you can position them inside. You can store all of
them sideways or just some of them, depending on the length and width of your
vehicles. Take note that the Staunton Island and Shoreside Vale garages have
a high ceiling and allow enough room for you to conveniently jump on top of
small size cars so you can squeeze yourself in between them should you need
to push any of them out after cramming them inside. Though the ceiling of the
Portland garage is low, you can still have enough room to jump on a small car
like the Manana or a Banshee if you need to push your car out.
If the garage door won't open anymore, one way to bypass this is to grab a
small to medium sized car or a motorbike and use it to wedge the door open,
parking it half in and half out, and then driving the vehicle you wish to
store while the door is opened. There maybe occasions when the door will
remain opened after you've parked in the vehicle to be stored, especially if
it’s a long one and a portion of it will be sticking out of the garage. To
solve this, just get in another vehicle you can grab nearby without leaving
the garage door opened long enough or going too far away from it, and for
some reasons the garage door will just automatically close as if by remote
control.
It might be helpful also to do the missions in a certain order, to be able to
obtain one more extra storyline mission-based special car beyond your garage
capacity, which you can just save until the next island opens and the garage
in your next safe house is useable already.
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5.02: Garage Features
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There's at least one garage feature that’s different between the PSP and PS2
platforms: its ability to restore destroyed vehicles.
Anyone who has engaged in a special vehicle hunt in GTA: San Andreas would be
aware that one trick involved in preserving and obtaining the special
qualities of some armored vehicles is by destruction and restoration, in
which the garage is a critical tool for the latter. By destruction in this
sense we mean by blowing up a vehicle until it is already unusable. Such a
procedure serves as some sort of a “preservation mechanism” on the special
qualities bestowed on an armored vehicle.
Take note however that there are at least a couple of ways that the game
acknowledges a vehicle as destroyed: one is by blowing it up until it
wrecked, and the other is by ditching it into the water. In the latter case,
the vehicle will still be rideable (except if has gone deep into the water
and was irretrievable) but for some technical reasons it will be recognized
as destroyed already once it is considerably submerged into the water.
On the PS2 version of Liberty City Stories, all the garages only have the
ability to repair but not restore. Any blown up vehicle you try regenerating
will always disappear once you let the garage door closes on it. This
unfamiliar feature makes it impossible then to resort to a method in
obtaining the armored ones by blowing them up. This only leaves the other
option of destroying them by using the waters.
On the PSP platform however, you can use the garages for restoration in the
usual way as it was in the GTA Trilogy. You can resort to any or both of the
mentioned ways of destruction if ever this action is necessary, and this
therefore offers you more chances of succeeding in your acquisition.
When on a mission, take note that your garage will be unable to restore,
repair or save a special vehicle that is strategically assigned to you on
certain assignments, or those others that are involved in the script in one
way or another. This is something that has been the case with them as far
back as GTA3.
You’ll notice that your garage won’t acknowledge its existence, as indicated
by the vehicle not getting restored or repaired. You can only use the Pay N
Spray for repair, but be careful resorting to this if it involves any of the
exclusively colored ones, or you risk losing the special paintjob. The only
time that it will acknowledge and confirm the existence of whatever vehicle
you try saving will only be after you fail or pass a mission.
A tad of a downside in this game concerning the garages and which is common
to both PSP & PS2, is their somewhat downgraded functionality of not being
able to keep any mission-assigned vehicle in whatever condition, if you fail
a mission by getting killed or busted even if you’re just within the
proximity of a garage. Anything that you leave inside it, destroyed or
intact, and including all the others you’ve stored will be deleted once you
return to normal play.
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6. RELEVANT GAME FACTS
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Although GTA: Liberty City Stories has a lot of improvements in most of the
previously known attributes of its sequel GTA3, both significant and minor
ones, there were some that remained the same; like your inability to swim,
eat or the absence of enterable places just to name a few.
But here we shall examine more some scheme of things related to one thing
that has constantly bugged a lot of unaware GTA players and is quite
consistent throughout the series: vehicle disappearances.
If you’ll be collecting and using the special ones for whatever purpose, you
wouldn’t want your treasure to just unceremoniously vanish into thin air
during a play through after all the hard work you’ve done to get them would
you?
GTA: Liberty City Stories has a typical environment that runs on a regular
cycle of spawning and deleting all the interactive random pedestrians and
vehicles in the field, with the exemption of weapons, armors, and some R3
vehicles spawns.
The deletion of the random elements may well have something to do with
keeping the playing field clean so as not to strain and crash the whole game
with an overflow of informations. Vehicles that are subjected to this
mechanism include practically anyone that is outside of the garage. However,
a vehicle that you’ve ridden thereby having a direct physical contact with,
will be saved from being omitted in the environment for a longer but limited
time, but is still not spared for as long as it is outside of a garage.
Eventually, it will still be removed from your surroundings on given
circumstances.
Exempted from this phenomenon in most cases however, are those vehicles that
are assigned to you or part of the script one way or another on certain
missions. They stay indefinitely in the environment, with or without
consideration to most of the outlined circumstances here that make vehicles
disappear, but, for as long as only when the mission is active and if they
aren’t subjected to some other conditions that can still cause their
disappearance. You must therefore take precautions on the following instances
that can make you lose your vehicle in the process:
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6.01: Mission Play
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There are missions that for one reason or another will immediately delete any
ride that you’re driving at the time you start them, regardless of whether
you will be assigned with another vehicle or not. The script appears to
delete any unwanted vehicle data that you came in contact with and that isn’t
mission-generated once you commence your task.
This concern can be a bane more particularly if what you will lose in the
process is one of your precious armored vehicles, in the event you decided to
use one for the purpose of facilitating your tasks in a mission.
In other occasions the removal can occur not at the start but at a later
stage, in the case of missions having several checkpoints. This occurrence
however can affect only those vehicles outside of the garage, so the safest
thing to do then if ever you need any of your armored vehicles at certain
portions of your task, is to start the mission first before you take out
anything from the garage.
Take note also of missions that will eventually force you to abandon your
ride, either by assigning you with another one, or will place you in a
scenario that will make you leave your vehicle far behind.
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6.02: First of Three Vehicles Deletion
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You are allowed for a limited time and distance to keep only two vehicles
that you’ve had direct contact with at a time, from disappearing from your
surroundings. This applies to the non-mission generated ones, whereby the
first in every three successive vehicles you’ve ridden will almost always
vanish. A small exception to this case can occur only if you’re within a
considerable proximity of the vehicle, or are having a close visual on it.
But if you move further away, or looked away long enough, there’s always the
risk of it disappearing.
How is this a concern then with regards to your special vehicle quest? It has
something to do more with convenience and preparation. Certain methods might
importantly require using certain types of vehicles, such as big trucks, or a
Rhino that must be used as a tool for leverage, pushing, and/or destroying
certain special vehicles when obtaining them during or after a mission.
The preparation aspect is when you need to keep a vehicle or two in the open
environment prior to doing a mission, which can be used later on for a
mission or for other tasks required before you must do a mission. Such is the
case of the methods for getting Faith’s helicopter in the PS2 platform, or
accessing Shoreside Vale via blue hell to perform AWOL Angel for triggering
your wanted level to six stars even before Shoreside Vale opens. In the
latter case, you may need the use of an early Rhino for many of the special
vehicles in Portland Island.
If you run into a situation whereby you lost your tool vehicle in case you
overlooked this factor, chances are, you will find yourself in a difficult
situation facilitating your effort. You may always just grab another one
anywhere you can find it, but if the special vehicle you’re trying to get is
in a destroyed condition, you certainly risk losing it if it vanishes once
you leave it.
A simple work around to prevent this from happening if ever you have to
temporarily leave your vehicle for one reason or another and later on just
come back for it, is to go on foot on both occasions, but as long as the
circumstances do not involve a destroyed special vehicle.
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6.03: Proximity & Visual Contact
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Leaving your vehicle far away behind or losing sight of it for an extended
time can spell doom for your ride. However, this can happen in most cases to
anything that is outside of your garage and is not mission-assigned.
Observing the first of three vehicles deletion scheme or having direct
physical contact won’t help in this respect. It’s a standard norm in a
dynamic playing field like GTA, that once you have increased your draw
distance from a vehicle, chances are, it will be deleted from the background.
The same applies with visual contact. For some reasons, anything that you
took your sights away from for a certain period of time can vanish, even if
you’re considerably close to it.
The simple rule to observe here then to avoid this from happening is to
always keep a good eye on your ride and stay close to it as much as possible.
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6.04: Destruction
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Defined here in more specific terms as a vehicle’s condition of being in a
blown-up state, this can be beneficial and necessary, or a bane and must be
avoided, depending on which platform you’re using and/or for what specific
purpose. Bottom line here is, a destroyed vehicle has more chances of
disappearing much more quickly than when it is in a healthy condition, so
caution must be thrown if ever there’s a chance of this occurring or have
occurred already, intentionally or accidentally.
There are more constraints on the PS2, given the garages’ inability to
restore a wrecked vehicle, so destruction must be absolutely avoided at all
costs. On the PSP however, the vehicles are in relatively safe hands, since
you can use the garage for restoring them.
Take note however, that even though you can restore vehicles on the PSP, you
still risk losing it regardless of whether it is a mission-related one or
not, if you violate the rule of proximity and visual contact, or you’ll turn
your smile upside down. The playing field seems to be more unforgiving with
thrashed vehicle data than a usable one.
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6.05: Theft
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Rockstar was clever enough to find a neat and somewhat funny way in cleaning
up the playing field with vehicle data, which was even designed for the
purpose of giving a realistic feel of the gaming environment: they’ve
employed the services of thieving pedestrians.
These scums will randomly snatch up any ride including yours, if you happened
to be unfortunately on their crosshair. Though this can occur very rarely, it
can still pose as a threat to your convenience and losing a ride, after a
hard day’s work to obtain one.
Familiarize yourself with and watch out for specific types of pedestrians
that have a few of them programmed to steal vehicles. This way you can take
measures to prevent them from messing up your efforts if in case you see
their presence within the vicinity where you’re doing something.
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7. STARTING A NEW GAME
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You don’t just begin your game and start looking for the special vehicles
without putting into important considerations a few of the non-storyline
tasks that can provide you with the necessary tools and character upgrades
helpful in your quest.
These tools and upgrades can be significant in your preparations to ensure
that your survival and success in obtaining the special vehicles are
guaranteed when your need to depend on them arises. Many of these can take
some hefty amount of time to accomplish, but the fruits of it all at the end
of the day, will all be worth it for one purpose or another.
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7.01: Side Objectives
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Some of the various side missions and objectives in the game will reward you
with benefits that will substantially prepare you in your tasks ahead. They
may be necessary to perform so that you can obtain the essential tools and
character upgrades for what you must do later.
1. Collect Hidden Packages.
A GTA3 trademark that’s back but in a rather different form, in the guise
of a hand with a raised pointer and pinky fingers as in a devil’s horn
sign. For some reason they were called packages even though they look more
like a charm or an icon. 100 pieces of these items are scattered all over
Liberty City, collect them and you will upgrade yourself with a variety of
weapons and become one deadly killing machine.
You don’t need to collect all of them though if you’re just after some
tactical weapons and if you’re not aiming for a 100% completion. Other
weapons can even be picked up in some spawn locations if you can’t be
bothered with the packages.
10 Packages – Pistol
20 Packages - Shotgun
30 Packages - Body Armor
40 Packages - SMG
50 Packages - .357
60 Packages - M4
70 Packages - Laser Sighted Sniper Rifle
80 Packages - Flamethrower
90 Packages - Rocket Launcher
100 Packages - $50,000 (One time reward only that’s automatically added to
your money)
40 packages can be found in Portland Island, 30 in Staunton Island and 30
in Shoreside Vale. Note that not all of these packages can be collected
right away if you’re aiming for an early accomplishment of this task.
Despite the existence of a few tricks that can give you early the locked
islands, at least three to four of these packages can be collected only
after you advance through the story. Some are in locations that are
difficult to reach or are hidden behind structures, and in both cases the
packages will be collectible only once you’ve completed certain missions.
2. Vigilante Mission: Complete 12 levels. Upgrades your Body Armor to 150.
Having a body armoring with an upgraded strength will ensure that you
can increase your chances of surviving firefights in unavoidable
confrontations with your adversaries. Trigger this mission by pressing R3
when you’re riding in any law enforcer vehicle, inclusive of a police car,
Enforcer, FBI Cruiser or a Rhino.
3. Paramedic Mission: Complete 12 levels. Earns for you unlimited sprint
capability.
This skill upgrade is necessary for at least three reasons: to move
around more conveniently and faster, to provide you with unlimited energy
when pushing vehicles, and to survive situations and confrontations where
tactically running away from a fight is the better part of valor. Trigger
mission by pressing R3 when in an ambulance.
4. Firefighter Mission: Complete 12 levels. Makes you fireproof.
It’d be quite unpredictable when you will figure in a literally fiery
situation when on certain missions. There will be times when resorting to
flame-based weapons will be your best means for survival, and it’s best to
be always fire-retardant from the resultant blaze if things get a bit out
of control. Get in any fire truck and trigger mission by pressing R3.
5. Noodles Punk or Pizza Boy Delivery Mission: Complete 12 levels of any of
the two food delivery missions. Extends your Health.
Every little means of boosting your chances of survival may count
significantly in your objectives. Having an extended health can help
you get past life-threatening situations in order to successfully
accomplish your tasks. This upgrade may not be as critically significant
as having an armor or being fireproof, but the benefit it can give you is
one that isn’t to be taken for granted. Trigger mission by simply hopping
onboard the Pizzaboy scooter parked at the Noodles Punk located in
Chinatown, Portland Island, or on a Pizzaboy scooter parked by Joe’s Pizza
at Bedford Point in Staunton Island.
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7.02: Early Access To the Locked Islands
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It has been a GTA feature to always lock or make inaccessible some locations
early in the game. Perhaps this was designed to compel you to stay in one
island and finish all the tasks there first before you can set foot somewhere
else.
Locked places can be explored already and without penalty from the
authorities, but only if you can find a way to get there by breaking through
any form of barriers that were put up. Using some cheat codes obviously can
facilitate this, but we‘re not considering this option in this case.
A few reasons that can be cited for justifying traveling to the locked
islands early on include both significant and rather trivial ones:
1) Collect packages for some weapon spawns in the safe house.
2) Obtain a Rhino from the military, by triggering your wanted level to 6
stars if you do AWOL Angel in Shoreside Vale.
3) Get out of the way some tasks required for 100% completion if you’re
aiming for this.
4) Satisfy the curiosity or simply do some cyber gallivanting.
Among these, obtaining a Rhino early on may be the most important one,
primarily in connection with obtaining the special vehicles on the PSP
platform.
For sometime this barrier thing has posed quite a challenge to many people,
especially those who would like to find their way around the places using raw
intuitions only and wouldn’t want to be put off by such obstacles. GTA gamers
have been known for their knack for working their way around things, so the
issue of these barriers to the locked islands was eventually solved in more
ways than one. Veteran gamer Orion_SR even made several nice videos of these
tricks to give some people a visual guide on them, which can mostly be found
in google video.
A. The Hepburn Heights Drop
Orion_SR came up with this method that is so far the most consistently
working and reliable compared to other methods, though the procedures might
be quite tricky for the unskilled and inexperienced. It’s one that involved
falling down to grey hell and using a couple of underground paths that
somehow connect the three islands, but the only catch here is that you must
pass through a sort of secret opening in the water to be able to access grey
hell. Since you cannot swim in this game, chances are, you’ll get wasted if
you miscalculate your actions.
This secret opening we’re talking about is a relatively small spot in the
water located by the west edge of the concrete embankment at Hepburn Heights,
underneath the train tracks and in between its northernmost pillar and a
lamppost. Now you need to dump a land vehicle first into the water that you
must use as sort of a portal to allow you to safely fall through it down to
grey hell. But before you can perform this, you will also need to have a lot
of RPG ammo, necessary for illuminating the safe path.
First, you need to get in any big vehicle, preferably a Trashmaster or any
truck that is wide enough and head over to the location. Strangely, a fire
truck won’t work for this. Any other cars can also be used, although it’s
kind of risky using any of them given that they may not be big and wide
enough for the job.
Now once you’re in a Trashmaster, drive towards the Harwood ferry terminal,
then as you get near the entrance, steer left towards the concrete embankment
that goes along the west side of Portland Island. Drive south along the
embankment, and then stop once you reach the first pillar of the train
tracks. Alternatively you can count fourteen lampposts on the embankment,
this will eventually lead you underneath the train tracks and the first
pillar referred to. That’s the part of the water where you can fall through,
in between the fourteenth lamppost and the pillar.
Position your Trashmaster in such a way as its rear will be facing West, then
slowly back it until it starts to fall off the embankment’s edge. At this
point, quickly get off your vehicle and just let it slide into the water,
hopefully still in the same position as before you ditched it. Now go down
the road and grab any motorbike you can find nearby, from motorists passing
along that route or the Sanchez parked at the Bumps & Grinds course, avoiding
not to start the side mission though.
When you have jacked a motorbike, next is to head back to where left the
Trahsmaster, carefully go over the edge and land on the submerged
Trashmaster. At this point, get off your motorbike and you will fall through
the top of the vehicle down into an invisible solid ground in grey hell.
The first thing that you must do at this point, is to load the structures
including the concrete path that you must use to your destination. This
concrete path is actually the underground railways but for some weird
reasons, doesn’t operate normally in grey hell. Now you can do this by
approaching the nearest underground terminal located in Red Light District,
Portland Island, but given that everything’s still invisible, you must either
wait for a train to pass by and try to carefully follow its path towards
there, or fire some rounds from your RPG every step of the way to illuminate
the safe path where you can walk on.
Alternatively you can use other weapons but the RPG is perhaps the most
suitable one for the job. Do not go West, as somewhere along the way in
Staunton you’ll hit a barrier and there’ll be no way to get past it. Be
careful also when trying to trace the way towards the terminal as the
invisible path doesn’t go in a straight manner and will curve quite a lot at
certain points. Actually, for that matter, what you don’t want to happen when
you’re in grey hell already and trying to find your way somewhere is
accidentally falling into space at any time, whether the path is visible
already or not yet, or you’ll spawn back somewhere in Portland Island. You
will have to redo everything again.
But assuming no untoward accident happened along the way, the GTA: Liberty
City Stories screen will load as you approach the terminal and the structures
will now be visible. The surreal experience on this part is that pedestrians
and vehicles will start to fall from above, so be careful of them. Grab any
ride if there’s one that fell, or you can just go on foot and head North
until you reach Fort Staunton area. You will eventually reach somewhere where
below you there’s another long and winding structure with a reddish metal
design, which is actually a portion of the Shoreside Vale/Staunton Island
tunnel under construction.
Jump to the right and head towards that direction, do not go the other way as
this will lead you to a dead end back in Staunton Island. Now as you head
North traveling above the Shoreside Vale/Staunton Island tunnel under
construction, once you reach a “T” intersection, turn left and just follow
the direction and continue traveling westward until you reach Shoreside Vale
and a dead end with a blue barrier. This is actually a part of the barrier
that is blocking the unfinished portion of the Shoreside Vale /Staunton
Island tunnel. Take note too that from the point you reach the “T”
intersection, a large part of the structure will be soft, so you must walk on
either the left or right side of it which will remain solid.
In the same caution as when you’re underneath Portland but more importantly
in this case, whatever you do, avoid falling into grey space along the way
when you’re anywhere under Staunton Island and Shoreside Vale before you
reach the blue barrier. If that happens, you will end up inside the closed
portion of the tunnel where there will be no way back aboveground. You will
be forced to reload your game.
But once you’ve reached the Shoreside Vale barrier, it will be safe to jump
into grey hell, and you’ll find yourself somewhere in the third island. If
you jump to the left, you will end up in on the paved sidewalk in lower
Wichita Gardens, and if you used the right side, you will end up near the
barrier on the opened portion of the tunnel.
B. Portland to Staunton Warp Zone
Sometimes also referred to as the Construction Site trick. Fathedred
originally discovered this. He was experimenting on how to squeeze through a
seam he found in the Construction Site at Hepburn Heights, hoping that he
would somehow get to grey hell this way. When he finally managed to go
through, he discovered that it would directly spawn him in Staunton Island
instead.
The magic portal to Staunton Island in subject here is that small gap in
between a wall of dirt located in the southwest corner of the Construction
Site, and the concrete base of the giant crane. Based on some tests and
estimates, this small gap has a “hot spot”, somewhere in the middle of the
equivalent length of the concrete base. Try jumping on that spot in the gap;
once your feet get sandwiched in between it, your whole body will make a
rocking motion and if the timing is right, the Staunton Island loading screen
will appear indicating that you’ve succeeded in getting in. Next you will
find yourself slumped on a grey background for a few seconds, and then
finally you’ll spawn on the concrete sidewalk just behind the Liberty
Memorial Coliseum in Aspatria.
This trick however seems to work only on the PS2 platform; it can be
inconsistent and quite a pain in the rear. You will need to invest on a lot
of patience in performing this. There will be times when you can try doing it
for hours without ever succeeding, but there will be occasions too when you
can do it in as easy as a pie.
It’s also more of a short cut to the other island, without having to travel
through grey hell. The only catch here is that you can reach up to Staunton
Island only and not anywhere else. But this constraint is a minor one if ever
you need to reach Shoreside Vale, as there are at least three ways you can do
from this point.
So assuming you’ve resorted to this method and have made it to Staunton
Island only but would like to go to Shoreside Vale, you can either do the
Shoreside Vale Saved File Glitch, Staunton Boatyard Drop or the
Predator/Speeder Jump.
1. Shoreside Vale Saved File Glitch
Perhaps by far this is the easiest way you can open Shoreside Vale without
the help of grey hell or some tedious tasks. It’s simple, and works like a
charm for both PS2 & PSP, saving you a lot of time and trouble from
unfamiliar ways to do. The only condition here is you must have already
played the game before until you’ve reached the third island.
To make this work, all you need to do is to just load a saved game file in
Shoreside Vale, quit the game, and then load any saved file from Staunton
Island or even from Portland Island. Check out the bridge, and presto, it
should be operating as if you’ve already officially unlocked the third
island! It can’t be any simpler than that.
2. Staunton Boatyard Drop
This is basically similar to the Portland Post Drop or Fire truck Drop, but
somewhat less difficult to perform and also involves passing through grey
hell on your way to Shoreside Vale. What you will utilize as a portal to the
underneath in this case is a boat instead of a land vehicle. You may also
need to have a lot of RPG ammo that you must use for illuminating the
invisible solid path where you can safely travel. Any guns might do as well
but the RPG will still prove to be the best weapon to use here.
Assuming you have lots of RPG ammo already, get on any motorbike, proceed to
the boatyard in Newport, and locate the Speeder boat docked there. There are
three boatyards in that place and you should go to the second or middle one
located behind some crates and what looks like a warehouse.
Now the opening to grey hell is actually located directly within the spot
where the Speeder is, on the right side at the end of the wooden plank when
you’re facing East. Should you decide to use any other boat instead, for as
long as you park it on the same spot where the Speeder is spawned, everything
will still be just fine.
Carefully drive the motorbike on the boat, stop, and then get off your ride.
This will instantly let you fall down to an invisible solid ground in grey
hell. From here, either wait for a train to pass by so that you can follow a
safe path to walk on, or use your RGP to illuminate the invisible solid path.
Just like with the Portland Post Drop method, you must approach the nearest
terminal so that the structures will load as visible.
Now the nearest that you can go to is back in Red Light District, Portland
Island, which means you’ll have to make a long way around Liberty City to be
able to reach Shoreside Vale. You can’t go West as somewhere along the way
you’ll hit a barrier under Staunton Island and there’ll be no way to get past
it. The only option is to head East back to Red Light District, and approach
the terminal so that the structures will load.
At the terminal, you can find your way to Shoreside Vale by just following on
the steps recommended for the Portland Post Drop method from this point.
3. Predator/Speeder Jump
If anyone of the above methods will still prove to be difficult somehow, this
third one will be your last resort. Unfortunately, it can be the most tedious
and time consuming, which will also involve a lot of boat pushing. You need a
fast boat like a Speeder or the Predator, since this is crucial, as it will
require you to perform a jump to the road where you can push the boat
afterwards towards the Shoreside Vale waters.
So head over to the Newport boatyard and get on a Predator or Speeder. Head
towards the direction of Rockford Ferry Terminal, and as you approach the
place, to your left you will notice a low elevation rocky shoreline (where a
package is located) that is slightly angled like a ramp. This is where you
must make the jump, and not on the pipeline barrier that divides the Staunton
Island and Shoreside Vale waters. You will just destroy your boat in the
process but you’ll never be able to get past that pipeline, so just save your
energy on this. Gain some speed, and try to properly hit the shoreline’s
slope, if done correctly, you should launch into the air and land on the
road.
Once you’ve hit dry land, get off your boat and jack any passing vehicle that
you can grab. Preferably you should hitch a truck or a Thrashmaster that
regularly ply that route. If you managed to get one, use the vehicle to
carefully push the boat towards Aspatria park that is located beyond the
ferry terminal and is already within the vicinity of Shoreside Vale. Be
careful not to damage the boat when pushing it or you’ll spoil your effort.
After you’ve reached the Aspatria park, get off the vehicle and slowly push
the boat into the waters by just using your body. Make sure however that the
boat doesn’t go far away from the shore before you can hop in once it hit the
waters. If everything just went well, just sail towards the Wichita Gardens
shoreline and you should be in Shoreside Vale, safe and sound.
C. Going Back to Portland Island
What it will take to get you back to Portland is a boat ride only. If you’re
coming from Shoreside Vale, you have to make your way back to Staunton Island
first, and then take a boat from there so that you can find your way back to
the first island.
You can do at least a couple of things to get to Staunton Island though; one
is to take a Predator boat parked at the South Runway for Francis
International Airport and beach the craft at the pier at Bedford Point, and
the other one is to start the Shoreside Vale side mission “See The Sights
Before You Flight”, and the lift bridge will operate as normal so that you
can cross to Staunton Island. Either ways, when you’re in Staunton Island
already, just take a boat in Newport and make your way back to Portland
Harbor beach.
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7.03: Getting A Rhino Before Shoreside Vale Opens
*****************************************************************************
It took sometime before I accidentally discovered to my pleasant surprise,
that it was possible to obtain a Rhino after all right from the very start of
the game. As early as after saving your first mission “Home Sweet Home”, a
Rhino can be obtained already from the army by performing what appears to be
a glitch, though this is unclear if it was really one, or it’s an intended
hidden feature in the game.
All it will take is to do the Shoreside Vale side mission “AWOL Angel”, and
this appears to toggle on the six stars wanted level system, which can
otherwise be attainable only after the third island has been unlocked
already. But it will only be logical to resort to this in the event you need
to use a Rhino when you’re still in the first or second island, for the
purpose of doing vigilante mission or obtaining some of the special vehicles
on the PSP that will importantly require the use of a tank.
So to obtain an early Rhino, you must first do any of the methods outlined to
access Shoreside Vale via grey hell. Once you’re there, look for the Angel
bike located in an apartment in upper Wichita Gardens, hop on it to start the
side mission.
You don’t need to proceed though; once the mission starts and you find
yourself at the back of the bike, just kill your driver to cancel it. When
you return to free roam game play, all you need to do is to create some
mayhem and your wanted level can be raised to the maximum already.
Wherever you may want to use the Rhino, just start some trouble; shoot down
cops, helicopter, etc., and soon enough you will raise you wanted level to
six stars. When this occurs, try to find a way to grab a tank once the army
appears to get you. Clear your wanted level in any way possible, and now you
have a Rhino at your disposal for whatever purpose you may intend it to. This
might be best to have when obtaining some special vehicles on the PSP that
require quick destruction and some hard pushing.
The early six stars wanted level doesn’t save permanently though. If you
reload the game even if you’ve made a save, the maximum wanted level
attainable on whatever island you’re currently having missions will be
reinstated to normal. So if you intend to use the tank for some missions or
anything else, avoid reloading the game.
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8. A FEW TIPS ON LOOKING FOR SPECIAL VEHICLES
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How can you know then if a vehicle you've stumbled upon during a mission is a
special one? OBSERVE & EXPERIMENT A LOT. But what you see is not what you may
necessarily get also. Obtaining some armored ones require tricky procedures,
so it helps a lot not to take literally what you encounter with the behavior
of their properties. So it’s an important consideration also to have some
creative imaginations when figuring out how to obtain some of them.
In GTA3 and Vice City, there was a rather straightforward deal with the
armored vehicles; you get what you see and however you obtain them the
special properties never change. San Andreas introduced a different twist on
the other hand by allowing the armoring to behave differently on certain
stages of the play through, sometimes depending too on how you specifically
interact with it, which is basically what was applied in GTA:Liberty City
Stories.
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8.01: Conduct Some Tests
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When doing a mission that involves vehicles assigned to you or to other
characters, consider doing the following:
a. Check on Armoring
* Observe carefully if the vehicle is bullet, fire, explosion or damage
resistant all throughout or at certain points in the mission.
* Test them for their possible special qualities on the spot by temporarily
using some cheats for research purposes only. In most cases you'll need to
use a few of them including:
1. Never Wanted Cheat: L1, L1, TRIANGLE, R1, R1, X, SQUARE, CIRCLE
2. Weapons Cheat
a. Weapon Set 1: UP, SQUARE, SQUARE, DOWN, LEFT, SQUARE, SQUARE, RIGHT
Brass knuckles, knife, Molotov, 9mm, shotgun, tec-9, AK,
flamethrower, sniper rifle
b. Weapon Set 2: UP, CIRCLE, CIRCLE, DOWN, LEFT, CIRCLE, CIRCLE, RIGHT
Katana, remote grenades, magnum, sawn-off shotgun, Uzi, M4,
Rocket launcher, sniper rifle w/laser scope
c. Weapon Set 3: UP, X, X, DOWN, LEFT, X, X, RIGHT
Chainsaw, grenades, magnum, combat shotgun, SMG, M4, minigun,
Sniper rifle w/laser scope
3. Health & Armor Cheats: L1, R1, X, L1, R1, SQUARE, L1, R1
4. Spawn Rhino: L1, L1, LEFT, L1, L1, RIGHT, TRIANGLE, CIRCLE
Or as you progress through the game and acquire weapons that are necessary
for the test, try to have in your arsenal any gun, but preferably the high-
powered ones like a combat shotgun, MP5 or minigun, a flamethrower or
molotovs, some grenades or an RPG. These will be necessary tools for checking
bulletproof, fireproof or explosionproof vehicles. Damageproofing is quite
easy to test, simply by crashing the vehicle or hitting it with a melee
weapon to check if it sustains denting, or in the case of motorbikes, if it
smokes after repeated crashing.
b. Check on Exclusive Color
*Drive an exclusively colored vehicle to any Pay N Spray, and then try to
grab another similar randomly spawned vehicle and re-spray that one
repeatedly in the paint shop and see if you can get a color or color scheme
similar to the one with a special paintjob. If the color or colors
won't show on the vehicle you’re re-spraying in the Pay N Spray, the other
one that’s the subject of the research obviously has an exclusively color.
However, there are some exclusively assigned colors that will appear similar
to Pay N Spray obtainable ones for the technically unfamiliar, but upon
very close inspection will reveal to have a totally different shade, tonal
value or mixture. In some cases you'll have a hint on a special
paintjob if it always shows in a vehicle every time you redo or reload the
mission. But if you can memorize practically all the colors normally
assigned to a given vehicle, then you won’t have to resort using the Pay N
Spray for checking on the color.
*Check also for any minor details that make a vehicle different from the
ordinary, like some parts or trimmings that have a different color.
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9. DEFINITION OF TERMS
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Let’s try to understand first the meaning of a few terms used in this guide.
Vehicle classification with regards to their special properties, will be
considered mainly on the order of importance given to them namely,
Comprehensiveproof is at the top of the list, followed by Bulletproof,
Explosionproof, Fireproof, Damageproof, Exclusively Colored & lastly Rare.
We'll also define these properties individually for clarity and mainly for
reference. Anyone having one or more of these (except the Comprehensiveproof)
will be termed in some instances for purpose of brevity, as the following
example: BP/EP/FP -Bulletproof/Explosionproof/Fireproof; BP/FP -
Bulletproof/Fireproof, etc.
ARMOR/ARMORED/ARMORING – Defensive covering of a vehicle against certain
forms of destructive means. Certain structural features are constructed with
added strengthening to permanently withstand damages that can lead to the
vehicles destruction. This do not necessarily refer to fighting vehicles only
such as a tank, but the definition covers broadly the different types of
vehicle protection applied in-game, ranging from fireproof to bulletproof, to
comprehensiveproof.
CP - Comprehensiveproof: This is essentially a BP/EP/FP/DP or perhaps one you
can say as "indestructible" or "invulnerable”; a vehicle that has all the
armoring it can possibly have. Most forms of damaging means under NORMAL
circumstances cannot destroy it, be it with whatever type of weapons or
physical abuse.
Let's be clear about this though. There are some ways that can still destroy
this type of vehicle:
1) Flipping it upside down, the vehicle consequently catching fire and
exploding.
2) Riding the vehicle while you're on fire consequently setting it ablaze and
destroying it when it explodes.
3) A bump from a Rhino.
4) Using the blow up all cars cheat.
A fifth maybe is if it falls into the water and is irretrievable. Otherwise,
being a Comprehensiveproof is the maximum type of protection your vehicle can
have, very ideal for doing punishing and dangerous tasks.
BP - Bulletproof: Complete protection from any form of gunfire. An armored
vehicle (though not necessarily a fighting vehicle like a tank) capable of
withstanding and stopping 100%, any type of bullet or a direct shot from any
bullet-based weapon; ranging from pistols to a minigun.
EP -Explosionproof: As the term implies, any form of explosive devise or form
of explosion cannot destroy a vehicle that has this quality; be it hand
grenades, RPGs, exploding vehicles or even a cannon fire from a Rhino!
DP -Damageproof: Vehicle does not sustain any form of physical destruction,
in terms of denting and deterioration of its health due to repeated physical
abuse like crashing or getting hit with melee weapons. Motorbikes for one
don't get dented but you'll know if they sustain damages from crashing if you
see them smoke after awhile.
FP - Fireproof: This is perhaps the least of all protections. Fire retardant
and indestructible from any form of blaze, ranging from a molotov to a
flamethrower and the vehicle won't catch fire that might destroy it.
EC - Exclusive Color: There are vehicles that do not have any armoring at
all, but have a paintjob that is unobtainable from any Pay n Spray. The
colors aren't anything unique by themselves, but something that is applied
only in one vehicle from among the rest in its class. Let’s say a Patriot may
not have any yellow color that can be obtained from the Pay N Spray, so in
the presence of such color on the vehicle on a mission, said Patriot can be
classified as an Exclusive Color vehicle. In some cases the "exclusivity" of
a color scheme is in the way they are applied to a given vehicle. They may be
the same colors you can ordinarily get for the vehicle but the application
can be in a different way. There are some that sport an exclusive color and
are armored as well.
RARE – It’s a vehicle that has a very limited presence in the game. It's not
a different version of a regularly spawning vehicle, in most cases not
armored or exclusively colored, but one that you can only find inside a
mission or chance circumstances.
OBTAINABLE/UNOBTAINABLE - The terms refer to the final state of the special
property/properties of the vehicle or the vehicle itself, whether it/they can
be acquired and saved or not, when a mission is tactically failed
intentionally or successfully completed.
ABSOLUTE CAPACITY - Maximum number of vehicles you can actually save in the
garage without the risk of being "eaten" by it.
TECHNICAL CAPACITY – Number of vehicles the garages would only open for to
allow you to make a storage. This function is perhaps designed as a safety
mechanism, allotting a vacant space equivalent to one or two vehicles in the
garages to prevent them from possibly disappearing. This does not necessarily
mean though that you can't store any more than what's allotted to you
technically in the game. It'll all boil down to some clever layout of the
vehicles inside the garage in relation to their sizes.
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10. THE FUN BEGINS HERE
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So what are you still waiting for? Haul ass now and get those special
vehicles!
In roughly storyline order, here they are and the walkthroughs on how you can
get them. The methods here have been done and tested on both the PS2 and PSP
platforms.
Difficulty rating was based on the whole process involved in obtaining the
special vehicles inclusive of the stage or stages in the mission that you
have to go through, as well as after the mission is failed or passed. The
rating is mainly for reference, just an approximate and can be subjective,
as actual difficulty or ease of acquiring the special vehicles can vary on
the skills of players.
Applicable methods are also appropriately indicated whether they apply only
for the PS2 or PSP version or for both, given a difference between the two
platforms, in particular the garage’s ability for restoring vehicles.
Additionally, it may be crucially important to do the missions in a certain
order when getting a few of the special vehicles, especially those that
require a longer time in acquiring and are within gang-controlled locations.
This is to avoid the unnecessary inconvenience of harassment by your rival
gangs that might spoil your efforts, given that there are certain missions
that when completed will trigger hostilities with them at a later time.
Specifically, completing the mission “Blow Up Dolls” will provoke attacks
from the Sindaccos from then on, “Driving Mr. Leone” and opening up Staunton
Island will make the Triads attack you every time they see you around their
turf in Chinatown, Portland Island, “Night of the Livid Dreads” will
establish enmity with the Yardies in Staunton Island and “Cash in Kazuki’s
Chips” will enrage the Yakuzas in Shoreside Vale.
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11. ARMORED VEHICLES
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These are what some GTA gamers in the past have looked for and enjoyed
collecting in the game as part of the fun stuff. In San Andreas a lot of
these armored vehicles have existed perhaps as an exotic option for survival,
considering that San Andreas was a dangerous place that involved a lot of
dangerous missions. In particular San Andreas had many of the
Comprehensiveproof ones (DP/BP/EP/FP), about 20 of them more than what
Liberty City Stories had, where only one had been found and was obtainable so
far.
The mafia affairs in GTA: Liberty City Stories appear to require less of the
Comprehensiveproof vehicles, though it has more of the BP/EP/FP, FP only and
the Exclusively Colored ones than what San Andreas had. Many of the Fireproof
ones however can be obtained only on the PSP version given that part of the
method in acquiring them involve destroying and then restoring them in the
garage, which isn't possible on the PS2 platform.
Some mission-assigned vehicles are also given abnormally large amount of
health and protection so that they can have better performance, although this
upgrade in their properties apply to a limited degree or in the duration of
the mission only.
.............................................................................
VERY IMPORTANT WARNING:
Never use any of your armored vehicles when doing racing missions, inclusive
of a couple of storyline ones namely, “Grease Sucho & “Booby Prize”, and all
of the street races. These racing missions will inexplicably bestow on you a
character attribute that gives you the ability to PERMANENTLY DISABLE AND
STRIP OFF the armoring of any vehicle that you come into contact with. By
this we mean getting in the vehicle once the race has started.
But this can only happen IMMEDIATELY AFTER YOU’VE STARTED THE RACE by any
means and while it is ongoing. If you get in any armored vehicle at this
point, you will instantly remove its armoring. Such unusual modified
character feature will also apply to the Rhino that will turn into an
ordinary vehicle sans bulletproof and explosionproof properties, although it
will retain its destructive ability on other vehicles.
The only time that you will lose this unwanted ability is after the mission
is concluded, whether you failed or completed it, and everything will return
back to normal. However, whatever special properties that were removed from
an armored vehicle will be gone for good.
This is something new in the game that wasn’t applied on the GTA Trilogy.
Perhaps this is designed to give your competitors a fair chance in the race
so that you can’t resort to using a ride that has features that will give you
unfair advantages over your opponents’.
.............................................................................
*****************************************************************************
11.01: BULLETPROOF/EXPLOSIONPROOF/FIREPROOF CARS
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Mission : Car Salesman Mission
Location : Capital Autos Showroom - Harwood, Portland Island
Character : Toni Cipriani
Difficulty : 2 or 3
Source : Dark Rampage from Sundar Subramaniam's LCS Secrets FAQ
This was first discovered by Dark Rampage and for sometime was listed in
Sundar Subramaniam's Secrets FAQ as unconfirmed/unobtainable. Initially they
were identified as bulletproof only, but it turned out they are
explosionproof and fireproof as well. I finally found a way to permanently
obtain their special properties.
It's one interesting feature in the game that virtually provides you with an
unlimited supply of armored cars once the mission is available. It's an
ongoing mission at the Capital Autos showroom located in Harwood that is
unlocked after the mission “Dealing Revenge” for Vincenzo. It is open between
8:00 to 18:00 and everything that is for sale in this mission is an
obtainable armored car.
Take note however that the mission is endlessly obtainable only on the PS2
version. For the PSP, it stops after you’ve completed level 6 and once you
stop doing it thereafter. The marker will be gone for good. So if you're
doing it on the PSP platform, you must first get all or any of the types of
car you want before the mission expires, or you can choose to just leave the
mission incomplete, although this means you won't be able to achieve 100%
completion of the game.
Your task here is to to sell certain types of cars to particular customers
whom you have to take for a test drive and satisfy to be able to make a sale.
Your sales pitch is timed during which you must fill the sale bar and then go
back to the showroom marker before you run out of time or you'll fail the
mission.
METHOD 1 (GTA_Loco_PS2 & PSP)
The trick here is as soon as you get in any of the cars, it becomes BP/EP/FP
right away. The key action here is you have to "destroy" the vehicle first
WITHIN THE TIME LIMIT that defaults at 2:30 minutes, by ditching it into the
water to fail the mission so that you can obtain its special qualities.
It helps to pay careful attention or familiarize yourself first to what a
particular customer for a particular type of vehicle expects in your sales
demonstration, so that you can avoid doing something that can fail the
mission even before you have to.
Now, what can make the vehicle revert back to a normal one is failing the
mission in the wrong way, either by 1) killing your customer, 2) getting off
your vehicle, (that's why you can't destroy the car on the PSP platform by
blowing it up, since that will require leaving it) 3) not satisfying your
customer in certain ways and failing the sales pitch, 4) running out of time
even if you successfully close a sale and 5) leaving your customer behind.
Different methods to close a sale are applied to the different types of
vehicle that can be classified into four groups:
1. Muscle Cars
a. Stallion
b. Esperanto
c. Idaho
2. Sports Cars
a. Banshee
b. Cheetah
c. Stinger
3. Leisure Cars or Slow Cars
a. Perennial
b. Manana
4. Off-Road Vehicles
a. Patriot
b. Bobcat
c. BF Injection
Each grouping has particular sales demo techniques that can make or break
your mission. Although you don't need to successfully close a sale,
considering that you have to fail it anyway to obtain the special properties
of a given vehicle, it would help a lot just the same to have an idea what to
basically consider and what to avoid when doing the sales demo to correctly
fail it.
For the Muscle Cars and Off-Road Vehicles, your sale meter doesn't decrease
whatever you do. If you need to ditch them into the water, you can drive at
your own pace as long as you don't run out of time or commit all the wrong
actions that can incorrectly fail the mission.
For the Sports Cars, you mustn't drive slowly or your sale meter can decrease
quickly. Almost immediately after you leave the showroom lot, your sale meter
is speed sensitive. Driving at a normal pace can drain the meter quickly even
for the short drive to the seaside location near the ferry terminal. So
somehow, you need to speed up even when you have to take the scrap yard route
towards the water. Avoid crashing hard also, or that's an immediate failure
for your effort.
Finally for the Slow Cars, drive at a leisurely pace. Don't drive fast or
you'll scare your customer and drain your sale meter quickly. Avoid crashing
too as this can scare your customer as well and fail the sale. Just drive
moderately to satisfy the customer.
Observing the above considerations, choose the vehicle you like and take the
customer with you for a drive. Now drive to a seaside location in Harwood in
between a construction site and the ferry terminal, and then slowly drive the
vehicle into the water. Now once your ride goes partially submerged, you will
instantly fail the mission because the game will consider it that you have
"destroyed" the vehicle. However, that’s good news, given that you now get a
sweeter reward of a BP/EP/FP vehicle. Just drive it to your garage then save.
*****************************************************************************
11.02: FIREPROOF RUMPO
*****************************************************************************
Mission : Bone Voyeur
Location : Portland Island
Character : JD O Toole
Difficulty : 1
Source : HuGooGuh/MasterOfWeapons
You will have to accompany and drive for JD O Toole in this mission who has
to collect $700 from his hookers working around the Red Light District before
they finish their shift on a given time. If you fail to help him find all the
hookers on time, you'll fail the mission. For an unknown reason JD owns a
fireproof Rumpo van.
METHOD 1 (GTA_Loco_PS2 & PSP)
It is required that you fail this mission to be able to obtain the van as
fireproof, but fail it correctly you must. If you’ll do that by allowing your
deadline to collect all the money to expire or kill JD by sniping him through
the window, the van will lose its fireproof armoring. Passing the mission
will also make the van revert back to its normal state. You have to destroy
this instead by ditching it into the water near a construction site in
Harwood to successfully obtain it as fireproof.
As soon as you get control of it, drive over to a seaside spot in Harwood
within the time that you're supposed to be collecting from JD's hookers.
Don't worry about failing the mission if you go far away from where you're
supposed to be looking around for the girls, as long your time isn't up yet.
Drive the van slowly into the water until it is partially underwater, and
once you get the mission failure message, the van has been preserved already
in a fireproof condition. Just drive this over to your garage then save,
it'll be permanently fireproof.
METHOD 2 (GTA_Loco_PSP)
A much easier method will be to just blow it up inside your safehouse garage
as soon as you get control of it, and then restore it after you have failed
the mission. With the ability of PSP garages to regenerate blown up vehicles,
you will obtain the Rumpo as a fireproof van.
Drive to your garage with the Rumpo once you’re behind the wheels, park it
inside, then get off and take out any of your weapons. Shoot at it or blast
it with a rocket until it gets destroyed, and this will result in your
mission failure. Let the garage door close on it to restore it, and you will
still have the fireproof armor of the van afterwards. Just save it and it's
yours.
*****************************************************************************
11.03: FIREPROOF/EXCLUSIVE COLOR THUNDER RODD
*****************************************************************************
Mission : Grease Sucho
Location : Portland Island
Character : Ma Cipriani
Difficulty : 3 or 4
Source : GTA_Loco/HuGooGuh/MasterOfWeapons
Ma Cipriani likes you to show that you have real respect for her by proving
you're man enough just like how she wanted you brought up. She wants you to
show this by beating Dan Sucho in a car race, whom you must also waste at the
end of the mission.
All the three cars that you will compete against in the race are fireproof as
well as having exclusive colors, but only the Thunder Rodd has a rather
unique look. It resembles a vintage hot rod that has a flame design and soup
up engines. The special paintjob of this car involves a black body with a
light blue bottom part that is unobtainable from Pay N Spray.
This was originally listed as an unobtainable fireproof and an exclusively
colored car only based on the PS2 version of the game, but recent discoveries
of some methods on the PS2 now make it possible to obtain the car in its
fireproof form on both platforms.
Experimentations done by System Error on the PSP platform gave a hint that
you can preserve its fireproof property. The theory was to fail the mission
by blowing up Dan Sucho’s car while the race is on, which apparently toggles
on the car’s special property. The destruction will preserve the car’s
fireproof armor, and the death of Dan Sucho inside his car will seal it with
a cancellation of the mission.
On the PS2 however, destruction by blowing up is not possible, so the car
must be “destroyed” in another way, and that is by dunking it into the water.
In whatever course of action that you’ll take, it will never be advisable to
steal the car from its driver as getting in it will result in the removal of
its fireproof armor, due to your modified ability in the racing missions. The
crippling effect however, won’t manifest until you have terminated the
mission. So if you’re trying to obtain this in its fireproof form, you must
absolutely avoid riding in the Thunder Rodd.
Failing the race by disqualification because you’re not in a car when you’re
required to will remove the Thunder Rodd as well as the other cars from the
environment even if you’re just beside them. Passing the mission on the other
hand will turn the Thunder Rodd into a normal one again.
.............................................................................
VERY IMPORTANT WARNING: This is one of the racing missions noted that
bequeaths on you the ability to delete a vehicle’s armoring at the instant
you started the race. Be careful not to make the mistake of driving in your
precious armored ride when doing this, otherwise, you’ll thrash your precious
collection. However, if you’ll need the use of a Rhino for pushing the wreck
afterwards, you can simply avoid riding in it until after the mission has
failed.
.............................................................................
METHOD 1 (GTA_Loco_PS2 & PSP)
After a long while, the Thunder Rodd can finally be obtained on the PS2
platform. The method will also involve destroying the car, albeit in a
different way: ditching it into the water.
This will require a huge amount of patience, as you will need to make a long
distance push on the Thunder Rodd, from Portland Harbor all the way north to
a seaside location in Harwood near the ferry terminal. Portland Beach is the
nearest location where you can ditch the car, but unfortunately, it is
unreliable given that the sands pose a big problem for maneuvering your car.
This can be a disadvantage for retrieving the Thunder Rodd later on, whereas
in Harwood it is much easier to drive the car out of the water.
It is absolutely necessary that you use a CAR, because you will inevitably
need to trigger the race and you will be required to be inside one while it’s
on or you’ll wrongly fail the mission. Since you must make the push on the
Thunder Rodd while the race is ongoing, being inside a car and not in any
other vehicle only rationalizes the requirement.
Now get in a Patriot and obtain the mission from Ma Cipriani. You will need
something bigger and stronger, especially when it comes to the part where you
must flip the Thunder Rodd upside down. But if you can manage doing that
using any other type of car, then don’t bother specifically using a Patriot.
Now head for the start line in Portland Harbor where the others should be
waiting already, bump into any of the cars to start the race.
Don’t do the race though. Instead, just sit out on it until the others have
returned back to the start/finish line. It will usually take about three to
four minutes before you will see all your racing opponents get back to where
they started. Once you see the Thunder Rodd return and park on a spot near
the start/finish line, approach it, bump it on the side using your Patriot
until you flip it upside down.
The Thunder Rodd will be sort of heavy, difficult to push, but this has
nothing to do with any mission-related abnormality in the physics of the car
itself. It is due to the fact that there’s still a driver inside who is
apparently controlling it, and in a way seems to be resisting your attempt to
push it.
Don’t think about sniping him out as you won’t kill him since the car at this
point is temporarily bulletproof. What you must do to solve this problem, is
to prevent the tires of the car from having contact on the ground, that’s why
you must flip it upside down. This way it will slide just like butter.
Now don’t worry if you have to turn the Thunder Rodd on its roof. Strangely,
while the race is on, it won’t catch fire and explode as vehicles normally
do. And it will be this way for as long as it will take. Fortunately, the
Thunder Rodd is relatively easy to flip upside down, so this technique
mustn’t be much of a problem.
The Thunder Rodd, as well as the two Stallions will also be virtually damage
resistant during the race; they won’t get destroyed however they are
subjected to physical abuse even as you see their chassis almost coming apart
from repeated crashing. So in this regards it would be best to just steal any
of the two Stallions and use it for pushing the Thunder Rodd to the water
after you have flipped it. This way you will save a lot of time from going to
the Pay N Spray for repairs, which you can expect to do if you’re using any
normal car.
When you reach the water in Harwood, make sure that you flip the car right
side up again before you dunk it. Now here is where you reach a crucial stage
in the method. Ditching the car into the water on the right depth can spell a
big difference between keeping and losing it. Right depth means that half of
the Thunder Rodd’s body must be underwater for the mission to acknowledge it
as destroyed, and as well as to keep it from vanishing.
For some reasons, if the car’s body is considerably submerged, it won’t be
deleted from the environment when you terminate the mission. If you do a
shallow submersion of it, the mission will fail but the car will vanish.
It’s also critical that you must make a well-calculated move when doing this.
Your action must be quick but controlled in pushing the car into the water.
If you’re slow, the game will immediately recognize the destruction of the
car even before you reach the right depth. And if you’re careless and the car
went in too deep, chances are you might not be able to retrieve it anymore
afterwards. Try to position it front first, and in such a way as it is
already touching the water, and then give it a short but forceful nudge.
If you did the right thing, once the mission fails after the cut-scene, you
should still be able to see the Thunder Rodd in front of you, partially
submerged. Get in it, and as quickly as you can, drive it out of the water.
It will still be fireproof, just waiting for you to store it in your garage
and save it.
METHOD 2 (GTA_Loco/System Error_PSP)
You need to fail the mission right away by first blowing up Dan Sucho’s car
before the race can go any further. You’ll kill him as a result, the mission
will fail, but this will effectively preserve the fireproof armor of the
Thunder Rodd. You'll have to push the wreckage afterwards all the way to your
safe house using a Rhino or any big truck and restore the car in the garage.
Start the mission, get in either the Barracks OL from the construction site
or the fire truck from the fire station, and then drive to the start line.
Alternatively, you can use a Rhino here. But should you decide to go for this
option, you must access Shoreside Vale first and do the AWOL Angel mission
there prior to doing this mission, so that you will trigger your six stars
wanted level where you can have an opportunity of stealing a Rhino from the
army.
Now once you have a heavy vehicle already and have driven to the start line,
don't drive into the marker though; you don’t need to do the race and you
don’t want to be forced into riding in a car if you start it. Instead, park
somewhere relatively far from where the racers are, facing them and having a
good visual on everyone. This is for you to avoid getting caught in the blast
once the action begins, but this worry will only be considered if you’re
using any other vehicle other than a Rhino.
When you're on a safe spot already, get off your vehicle then steal another
one that must be used as an “explosive device”. Alternatively you can use a
grenade or an RPG for blowing up the Thunder Rodd, although this will always
increase your chances of attracting police attention, and can thereby pose a
threat to your convenience in obtaining the car. Blowing up a vehicle to blow
up the Thunder Rodd however does not alert the cops most of the time.
Now park the sacrificial vehicle carefully in front of the Thunder Rodd,
position it horizontally so that the Thunder Rodd will absorb the full impact
of the blast when the other vehicle explodes. Whatever you do, be careful not
to hit any of your opponents’ cars not even with a moderate bump, or that can
trigger the race. The situation will force you then to get in a car, as well
as will require that you have to wait for sometime for the racers to get back
again where they started.
Next, get off the second vehicle, position yourself near the Barracks OL,
fire truck or Rhino, and then shoot the second vehicle with any long range
gun until it catches fire. Avoid letting it explode while you're shooting at
it since this seems to attract police attention somehow. Just stop shooting
once the second vehicle is ablaze.
Get in the Barracks OL or fire truck to prepare yourself for the long push.
However, if you will be using a Rhino here, never get in the tank not until
after you’ve killed the racer in the explosion and the mission has failed.
That’s because the armored properties of the tank will be stripped off once
the race is triggered, however momentarily. If you’ll be using a Rhino then,
just stand near it while you wait for the Thunder Rodd’s destruction and the
subsequent death of Dan Sucho.
Remember also, that if you’ll be using a tank, do not short cut this method
by resorting to a Rhino bump to quickly destroy the Thunder Rodd. The car
will still lose its fireproof property given that you didn’t toggle it on by
starting the race.
Now the explosion you caused will set a couple of the cars including the
Thunder Rodd on fire, and after driving away for only a short distance they
will eventually explode too. This will consequently fail the mission since
you have killed one of your competitors. The good news however, is that the
Thunder Rodd’s fireproof armor has already been preserved with its
destruction, and all you need to do is to restore it in your garage.
Use the Barracks OL, Fire truck or Rhino, which is safe to use already at
this point, and carefully push the wreck, bring it back to life in the
garage, and now you own a fireproof Thunder Rodd.
Just be careful not to raise any wanted level when pushing the destroyed car
to your garage, or you might lose it if you accidentally lose sight of its
burnt carcass while trying to evade the cops.
METHOD 3 (GTA_Loco_PSP)
This one requires that you make a long push on the Thunder Rodd to your safe
house where you have to destroy it in the garage. But before you do this
mission, first you must have a grenade in your arsenal for blowing up the
car.
One advantage of this method is that you can take your own sweet time in
pushing the Thunder Rodd to your place without having to worry about the car
disappearing if you need to leave it along the way. This might be unavoidable
if by some chance you raised your wanted level while trying to obtain the
Thunder Rodd; you might need to pick up some police bribes or evade the cops
to lose the heat.
It is also necessary that you use a CAR here, because once you started the
race, you will be required to be inside one while it’s on or you’ll wrongly
fail the mission. You can’t win or lose in the race or all the other cars
will be gone, that’s why you must hold the race if you’re obtaining any of
your opponent’s ride.
Start the mission, drive in a Patriot and head over to where your racing
opponents are, and then bump into any one of them to start the race. There’s
no need to race, but rather, just wait for a few minutes for the others to
return to the start/finish line. No matter what happens, you must stay inside
your car or you'll disqualify yourself and fail the mission before you must
do.
Wait for a few minutes until the Thunder Rodd shows itself and stops
somewhere near the start/finish line, approach it and then using your
Patriot, hit it hard on the side until you manage to turn it upside down.
With the car in this position, it will be much easier for you to push it
towards your garage. It will easily slide and it won’t catch fire as what
normally happens to ordinary vehicles.
With the Thunder Rodd turned turtle, next is to steal any of the two
Stallions, which should be at the start/finish line already by the time the
Thunder Rodd has shown up. Both Stallion cars are virtually damage resistant
during the race, and you can use any one of them to push the Thunder Rodd
towards your safe house. If along the way you've raised a wanted level, just
leave the Thunder Rodd and lose the heat in any manner possible.
Assuming you made it to your safe house without any hassle, push the Thunder
Rodd inside your garage, park your car at a safe distance away from it, get
off your car and then quickly throw a grenade or two at the Thunder Rodd to
blow it up. Make sure though that you do this within the limited time you're
allowed outside of your car, or you might fail the mission by
disqualification and you will lose the Thunder Rodd. But if you will fail the
mission for killing its driver because you blew up his car, this will
successfully preserve the fireproof property of the Thunder Rodd after its
destruction. All you need to do afterwards, is to just restore the car in
your garage, and you have now acquired the Thunder Rodd with a permanent
fireproof armor.
*****************************************************************************
11.04: FIREPROOF/EXCLUSIVE COLOR STALLION CARS
*****************************************************************************
Mission : Grease Sucho
Location : Staunton Island
Character : Ma Cipriani
Difficulty : 3 or 4
Source : GTA_Loco/HuGooGuh/MasterOfWeapons
These are the other two cars that you'll compete against in a
race in the same mission where you can find the Thunder Rodd. Both of these
also have exclusive colors aside from being fireproof cars; one has a Chrome
Red body and a Dark Red roof, while the other has a White body paintjob. A
Chrome Red and White color body paintjobs, and a Dark Red roof aren't
obtainable from Pay N Spray for the Stallions.
The methods for obtaining the Thunder Rodd similarly apply to these two cars
as well. If you can't be bothered to obtain any these however, you can always
get an armored Stallion car in a much better form by doing the Car Salesman
side mission, unless of course you're particularly interested to get these
cars for their exclusive colors.
.............................................................................
VERY IMPORTANT WARNING: Since this is in the same racing mission where the
Thunder Rodd can be found, avoid using any of your armored vehicles when
performing your tasks here, except as noted in the case of how to safely use
a Rhino in the event that you’ll need to use one for pushing.
.............................................................................
METHOD 1 (GTA_Loco_PS2 & PSP)
You have to ditch the Stallion into the water in order to destroy it and
preserve its fireproof property. The location for the water in question here
is the one in Harwood near the ferry terminal, so that means you must make a
long push on any of these two cars towards there.
Get in any car and obtain the mission from Ma Cipriani. Head for the start
line in Portland Harbor where the others are already in position, but instead
of driving into the yellow marker, bump into any of the cars to start the
race.
You don’t need to race though, just park somewhere nearby and wait for them
to return back to the start/finish line, usually after a few minutes. Once
you see the Stallion stops on a spot near the start/finish line, approach it,
bump it hard on the side and try to flip it upside down.
The same principle applies here as with the Thunder Rodd’s case. You need to
do this to prevent the Stallion’s tires from having contact on the ground so
that you can easily push it. If it is in the normal position, the car will be
sort of heavy, not because of some abnormality in its physics but more
because of the driver inside still having a substantial control of the car.
If you’ll be doing this however, you might be better off using a Patriot, or
any bigger car that is useful for the job. The Stallion at this stage is also
temporarily bulletproof, so don’t bother with sniping out the driver. It will
also be virtually damage resistant, and it won’t get destroyed however it is
subjected to physical abuse.
Assuming you somehow managed to flip it down on its roof, steal the other
Stallion and use it to push the other one you’re obtaining. However, if
you’re unable to flip the Stallion upside down, just patiently push it using
the other Stallion all the way to the seaside location. This might take some
time however, but with some patience you should be able to eventually make it
to your destination.
Upon reaching Harwood, if the Stallion is turned turtle, make sure that you
flip it right side up again before you ditch it into the water. Submerge the
car in such a way as half of its body goes underwater, which for some reasons
can prevent it from vanishing after you fail the mission. You have to be
quick and calculated when you do this, or you risk losing the car if the game
prematurely acknowledged its destruction before you reach the required depth
for dunking it.
Try to position the car front first into the water and partially touching it
already, and then give it a short but forceful nudge. If you do it correctly,
the car should go underwater in just about the right depth.
Once the mission fails after the cut-scene, you should still be able to see
the Stallion in front of you, partially submerged. Get in it, and as quickly
as you can, drive it out of the water. It will still be fireproof, just
waiting for you to store it in your garage and save.
METHOD 2(GTA_Loco/System Error_PSP)
Start the mission, get in either the Barracks OL from the construction site,
the fire truck from the fire station, or a Rhino, and then drive to the start
line. Park somewhere safe but not too far from where the racers are, get off
your heavy ride and then steal another vehicle that can be blown up to blow
up any of the Stallions.
Park the sacrificial vehicle carefully in front of any of the Stallions of
your choice; position it horizontally so that the car will absorb the full
impact of the blast. Be careful not to hit any of the racing cars though
beforehand or that might trigger the race and you will have to wait for
sometime until they return again to where they started.
Position yourself near your other heavy vehicle after you park the second
vehicle that must be blown up in front of one of the Stallions, and then
shoot the second vehicle with an AK-47 until it catches fire. Get in your
heavy vehicle and prepare yourself for the long push. If you have a Rhino,
get in it only after the mission has failed.
Wait for the vehicle you shot up to explode; the blast will start the race
and will set the Stallion on fire. The flaming car will eventually explode
however after driving for only a short distance, and this will consequently
fail the mission for killing its driver in the process. All you have to do
next is to just push the wreck to your garage using your heavy vehicle,
restore the car and you now have a permanently fireproof Stallion.
METHOD 3 (GTA_Loco_PSP)
An alternative way to get any of the Stallions involves pushing it to the
garage first after they have returned back to the start/finish line, and then
blowing it up there to kill the driver. This way you can take your time in
pushing the car to your garage without having to worry about its
disappearance if you have to leave it en route to your garage.
Make sure also that you have a grenade in your arsenal for blowing up the car
before you do the mission.
Start the mission as normal, drive in a car that's big and heavy enough for
the task of pushing the Stallion later on. Drive over to where your racing
opponents are, and then bump into any one of them. This will start the race;
now just wait for the racers to return to where they started. Keep in mind
that you must stay inside a car while the race is on or you'll disqualify
yourself and fail the mission. You will lose the Stallion when that happens.
Once the Stallion returns and stops there on the finish line, usually after
about three to four minutes, approach it and then carefully push it using
your car. Try to flip it upside down to facilitate pushing it. If along the
way you've raised a wanted level, find some ways to lose the heat first and
just come back again to where you left the Stallion to resume whatever you
were doing. Remember also not to ride any other vehicle except a car while
the race is on, or you risk failing the mission in the wrong way. You will
lose the Stallion as a consequence.
Upon reaching your garage, park at a safe distance away from the Stallion,
get off your car and then quickly lob one or a couple of grenades at the
Stallion for the coup de grace. You will fail the mission once the exploding
Stallion kills its driver, but on the bright side, you can now acquire it
permanently fireproof by just restoring it back in your garage.
*****************************************************************************
11:05: BULLETPROOF/FIREPROOF AVENGER
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Mission : Avenging Angels Missions
Location : St. Mark's Safe house, Portland Island
Difficulty : 3 or 4
Source : Sundar Subramaniam - LCS Secrets FAQ
It’s a cool-looking motorbike that is one-time spawn only after you have
completed 15 levels of the Avenging Angels mission in one go in Portland
Island. This motorbike basically looks like a Freeway with a different
paintjob.
Note that this will appear in Portland only and not in the other two islands,
so you must do the missions in Portland. At first believed to be bulletproof
only, this motorbike is in fact fireproof as well and will appear in your
Portland safe house ONCE ONLY.
So better store it immediately in your garage after you have completed 15
levels of the mission, and save the game before you lose the cool motorbike.
*****************************************************************************
11.06: FIREPROOF SINDACCO ARGENTO
*****************************************************************************
Mission : Taken For A Ride
Location : Portland Island
Character : Maria
Difficulty : 5
Source : GTA_Loco
Originally listed as an unobtainable fireproof car, you can now add this in
your collection of armored gang cars. However, this can be obtained only on
the PSP version of GTA:Liberty City Stories since it is required that you
must blow this up.
In this mission you are tasked to accompany Maria to a meet with her Sindacco
dealers somewhere in Chinatown, but the situation will unexpectedly take a
twist when the dealers would take an interest on Maria instead whom they will
abduct. Your assignment will end up in having to save her from them, as well
as eliminating the gangsters so that they won't bother her anymore.
The Sindacco car the gangsters are driving is fireproof, but only while all
of the gangsters are inside it. You mustn’t trigger the chase or intimidate
them in a manner that will make them drive away and stop at a certain spot
nearby, where the others will get off. If this occurs, the car will revert
back to normal. In this sense, what must be done to successfully obtain the
car in a permanently fireproof form, is to quickly destroy it in an explosion
while everyone is still onboard.
So you mustn’t shoot at the car, or bump it; don’t’ even think of sniping the
driver out as the windshield is unbreakable even though the car isn’t
bulletproof. Instead, you must execute a quick and deadly strike on them in
some other ways before they can even escape.
METHOD 1 (GTA_Loco_PSP)
For some weird reasons, the Sindacco Argento will have an unbelievably heavy
physics once you have destroyed it. The burnt remains will be almost
immovable and impossible to push with any type of vehicles, that’s why here
is where you will need the indispensable help of a Rhino. You will be hard
pressed for any success even if you’ll rely on any bigger vehicles, like
trucks or even a fire truck.
But how can you get a tank at this point when Shoreside Vale isn’t even open
yet?
The answer lies in accessing Shoreside Vale via grey hell and doing the AWOL
Angel side mission on that island. Doing said side mission somehow toggles on
your six stars wanted level, where you can steal a tank from the army.
However, you won’t be able to save the Rhino in your small Portland garage,
so you must do this every time if need be prior to starting the mission.
Along that line then, perform any of the recommended methods to get to the
third island, and once you made it there, start the AWOL Angel mission. Kill
your driver immediately to cancel the mission, then head back to Staunton
Island, take a boat ride from Newport and head towards Portland Beach..
Use the PCJ 600 parked at Salvatore’s mansion and head over to the Pay N
Spray. You will need this later on for clearing your wanted level, after
you’ve successfully stolen a Rhino from the army. With the motorbike inside
the Pay N Spray, the tricky and rather difficult part comes next.
You must create mayhem in any possible way until your wanted level is raised
to the maximum. Once the army appears in their tank, find some ways to steal
a Rhino from them. Now assuming you’ve finally managed to get one, quickly
head over in your tank to the Pay N Spray and clear your wanted levels using
the motorbike you parked there. After everything has calmed down and you’re
now in possession of a Rhino, it’s time to head over to Maria’s place to
begin the mission.
First you must prevent Maria from coming along with you, or the chase part
might be triggered if the yellow marker appears and you drove in it. Without
Maria, the marker won’t appear and it will be much safer for you to move
around the location.
Now park the Rhino sideways with the passenger door blocked against the south
wall of Maria’s apartment before you start the mission. After doing this,
obtain the mission from Maria. When you’re back outside, quickly get in the
tank and leave Maria behind. She won’t be able to get in the tank since
you’ve blocked its other door, so just proceed to Chinatown where the
Sindacco gangsters are now waiting at this point.
Do not give them a chance to drive away. As soon as you see them, blow them
up with a Rhino bump. But whatever you do, avoid using your cannon or you
might raise a wanted level. When you have killed the gangsters, the mission
will acknowledge that you have scared them away thus you have failed the
mission.
The burnt remains of the car will be just lying there on the road, waiting
for you to restore it in your garage. At this point, use the Rhino and
carefully push the wreck to your safe house. As noted earlier, the destroyed
car will be very heavy in this state, and even though your Rhino can
conveniently push it, your tank’s health will considerably deteriorate faster
than normal given the car’s unusual physics.
But as long as you make a smooth pushing on the car without any untoward
obstruction along the way, you should make it safely to your safe house where
you can just restore the Sindacco Argento, and obtain it in a permanently
fireproof form.
METHOD 2 (GTA_Loco_PSP)
If somehow you can’t be bothered to obtain a Rhino or you’re having
difficulties getting one mainly because you can’t seem to properly do the
tricks on how to get to Shoreside Vale, and yet you badly want the fireproof
Sindacco Argento, you will be forced to obtain it by using a method that
involves a very hard, time-consuming and tedious process.
You will need a sniper rifle on this one, a lot of vehicles to steal that
must be used for pushing, a great deal of patience and a strong resolve to
accomplish your task of obtaining the fireproof Sindacco car. If you don't
have the constitution to do this, then you must just forget about the whole
thing. You will realize why, once you actually attempted getting this car.
But before you start the mission, first get the Barracks OL from the
construction site, or the fire truck from the fire station. You will need any
of these two heavy vehicles to make the initial push on the Sindacco
Argento's wreckage after you destroy it.
Park the truck sideways by the west wall of Maria’s apartment in such a way
that she won’t be able to access the passenger side door once she starts
following you. You need to leave Maria behind so as not to make the yellow
marker appear on the meeting spot that can trigger the chase if Maria is with
you.
As soon as you begin the mission, get in the truck and drive away from Maria
as quickly as you can. Go to the meeting spot in Chinatown where the Sindacco
Argento is located, and park the truck safely on the sidewalk just a little
behind the car. Get off your truck and jack a van or any vehicle that you can
use as an "explosive device", one that's big enough and can create a more
damaging explosion on the Sindacco car. But whatever you do, always keep an
eye on the cops as they can always spoil the day for you.
Now park the second vehicle to be used as an explosive device beside the
Sindacco Argento, being careful not to bump into it or it will drive away and
the mission will fail before it should. Shoot at the second vehicle until it
smokes, and then rush to where a police bribe is located, on a concrete ramp
just a few steps away straight in front of where the Sindacco car is facing.
Position yourself on the police bribe so that it clips on your body; this is
crucial, given that however you distance yourself from the exploding vehicles
afterwards, you will unavoidably earn a wanted level. Doing so will
immediately remove your wanted level once the mission is failed.
Whip out you sniper rifle, carefully aim at the smoking sacrificial vehicle,
and fire a few more rounds until it finally catches fire then stop, and just
wait for the second car to explode. The Sindacco Argento will catch fire as a
result of the blast and will attempt to drive away, but it will eventually
explode after driving for only a short distance. The mission will fail,
you’ll earn a wanted level, but if you're standing right on the spot where
the police bribe is, it will be removed right away. All you have to do now is
to push the car's wreckage all the way to your garage.
The very hard part of the task comes at this point. Since the Sindacco
Argento car is unbelievably heavy and will be almost stuck on the ground, you
will need to steal A LOT of vehicles to be able to push it towards your
garage. That’s because any vehicle that you’ll use will almost immediately
get damaged due to the destroyed car’s weird physics.
Take the shortest route, and steal bigger vehicles along the way whenever
possible. Preferably, steal a van or if you can chance upon trucks, much
better. However, always keep an eye for the cops when jacking vehicles as
raising a wanted level can add up to the pain in the ass situation.
Take note too that never, ever lose sight of the wreckage especially when you
have to steal vehicles, or it will disappear. There are times when a thieving
pedestrian will also steal your ride, but as long as he doesn't manage to
drive away immediately from the wreckage, you're just good to go. In a way
he'll even be like helping you out in pushing the car for you.
Continue pushing the destroyed car, little by little until you make it to
your safe house. Once you make it there, it will be another tricky part that
you have to be careful of. Don't take too long in pushing the car inside the
garage or it might still disappear by the garage door.
At this point you must be using a heavier vehicle to be able to quickly push
the car inside the garage when it opens. To make things a tad convenient too,
your garage must have a motorbike that can be used to wedge the door open, so
that you can easily push the Sindacco Argento inside.
If everything went just well, regenerate the car and a fireproof Sindacco
Argento is now yours to keep.
*****************************************************************************
11.07: FIREPROOF SANCHEZ MOTORBIKES
*****************************************************************************
Mission : Booby Prize
Location : Portland Island
Character : Maria
Difficulty : 3
Source : GTA_Loco/HuGooGuh/MasterOfWeapons
In this mission you have to win back Maria who’ve decided to offer herself as
the prize in a motorbike race, probably as an act of rebellion from
Salvatore’s treatment of her. You are tasked to get her back or both of you
will be in big trouble with the Don.
The motorbikes in this mission are obtainable fireproof motorbikes, two of
them also sport exclusive colors. But if you can't be bothered in obtaining
any of them at this point, you can always have them again infinitely
obtainable once you unlock the hidden street race “Red Light Racing” in
Portland Island, which will open right after you complete this mission.
.............................................................................
VERY IMPORTANT NOTE: Never use any of your armored vehicles in this mission
as well. This is one of two storyline missions that will give you an unusual
ability of removing any armoring of a vehicle that you ride, as soon as you
start the race. If you will use a Rhino however, you can employ a simple
method how not to cripple your tank’s properties.
.............................................................................
METHOD 1 (GTA_Loco_PSP)
Similar to how you can obtain the fireproof racing cars, it is required here
that you must blow up the motorbike and kill its rider during the race in
order to keep it as fireproof. It is never an option to either win or lose by
coming last or by disqualification, as doing so will end up in not seeing any
of the Sanchez motorbikes anymore. You won’t be able to use the water too in
destroying the motorbike, given
Get in any motorbike, but before heading to the starting grid, shoot at your
ride until it is about to catch fire and explode. Now drive it into the
yellow marker or bump into any of the motorbikes to begin the race. Wait for
the racers to return to where they started, keeping in mind that you must be
in a motorbike as well so as not to be disqualified.
Once the racers are back after the laps, park your smoking motorbike beside
any of the other motorbikes of your choice. Get off your ride, and then shoot
your motorbike some more until it finally catches fire. Move away from the
explosion as far as you can, but don't lose sight of the motorbikes. Your
exploding ride will eventually destroy the other motorbike, and you'll fail
the mission for killing its rider.
Now steal any vehicle, a car or a van and carefully push the destroyed
motorbike to your garage and restore it there. The Sanchez will remain
permanently fireproof.
*****************************************************************************
11.08: BULLETPROOF/FIREPROOF or EXPLOSIONPROOF/FIREPROOF PCJ 600
*****************************************************************************
Mission : Biker Heat
Location : Portland Island
Character : Maria
Difficulty : 2 or 3
Source : chuckflip53 from Sundar Subramaniam - LCS Secrets FAQ
A certain biker named Wayne whom Maria has been going out with since leaving
away from Salvatore Leone manhandled Maria. You have to exact a revenge for
what the guy did, for the reason that Maria is the woman of your boss,
Salvatore Leone. So you must visit Wayne and some of his gang mates somewhere
in Chinatown, and teach him an eternal lesson by killing him.
The situation will end up in a chase around Portland, with Wayne riding in a
BP/FP PCJ 600 motorcycle. He has that type of ride perhaps as his some form
of protection, due to his background as a biker gangster. But despite this,
it will be kind of strange that you can still kill him even while he’s on his
bike.
You can obtain another PCJ 600 in a much better form as BP/EP/FP in the
mission “Bike Salesman” in Staunton Island, so if you don’t have any special
need for this one, just wait until you have unlocked the second island.
METHOD 1 (GTA_Loco_PS2 & PSP)
Begin the mission, head over to Chinatown where Wayne and his gang mates
would be converging. Once Wayne sees you, he will try to escape on his
motorbike, and in the next scene you will find yourself surrounded by Wayne’s
gang mates, who will attack you and will try to prevent you from chasing him.
Don’t bother with the others, but instead, quickly get in any of the two
gangster motorbikes that you’ll see nearby. Give Wayne a chase but be careful
when doing so, as this part will be quite tricky since Wayne will weave in
and out of alleys. So you must follow him carefully while trying to shoot
him.
You have to kill Wayne during the chase in order to obtain his PCJ 600 as
bulletproof and fireproof. There is an interesting catch here though; if you
kill Wayne during the chase, the PCJ 600 will be an obtainable bulletproof
and fireproof motorbike. If you let him reach his destination back in
Chinatown and kill him when he goes on foot, the PCJ 600’s properties will be
replaced with explosionproof and fireproof properties.
In whatever form you retrieve the armored motorbike, just save it in your
garage afterwards.
*****************************************************************************
11.09: FIREPROOF LEONE SENTINEL
*****************************************************************************
Mission : The Made-Man
Location : Portland Island
Character : JD O Toole
Difficulty : 3
Source : GTA_Loco/HuGooGuh/MasterOfWeapons
JD's date with destiny has finally come. He was so enthusiastic at the
thought that he's finally going to be a made-man in the Leone Family. Little
did he know however, that Salvatore knew he was a rat and has to be
eliminated at this point. You will drive for JD and Mickey who will do the
dirty job of killing JD, and he will leave the mess for you to clean up
afterwards.
The car you will be driving here is a nice fireproof mafia car. But to be
able to preserve this car's fireproof property, you need to fail the mission.
Passing this mission requires that you dump this car for good deep into the
river where it's irretrievable, that's why you have to avoid doing that in
order to obtain this. You have to ditch this car just shallow into the water
to be able to still retrieve it.
There are at least three ways of wrongly failing the mission that will make
the car vanish, so therefore must be avoided: 1) Killing either Mickey or JD
by sniping him through the window, 2) Destroying the car by blowing it up
(PSP), 3) Dumping the car into the water prior to JD's execution, while
Mickey is still inside, and 4) Blowing up the car in the garage while JD’s
corpse is still inside even after Mickey got off the car already.
The only way to fail this mission without losing the car, will be after you
drop off Mickey to his place, and by ditching the car into the water.
.............................................................................
Note: This mission is a no wanted level one, from start until before Mickey
will execute JD. After that part, the situation will be a cop sensitive one.
.............................................................................
METHOD 1 (GTA_Loco_PS2 & PSP)
Drive Mickey and JD to the scrap yard, waste all the Sindacco gangsters who
will ambush your party along the way, then proceed to the ceremonial area and
wait for the execution to happen.
After the cut scene that shows Mickey shooting JD in the head, drive Mickey
first to his place before you must ditch the car shallow into the water to
fail the mission. Be wary of cops though while you drive Mickey to his place
since any contact with them is an instant two stars wanted level for you. You
won't be able to lose the heat by using the Pay N Spray given that you still
have JD's corpse with you.
Now as soon as you drop off Mickey to his place, rush over to a seaside
location near a construction site in Harwood and carefully drive the car into
the water. Once it gets considerably wet, the mission will acknowledge it
that you have destroyed the car.
But since that is not the manner of disposing the car the script instructed
you to do, you will fail the mission but without the game stating why. Your
two stars wanted level will remain instated, but all you simply need to do is
just drive over to the Pay N Spray to lose the heat. You can now take the
Leone Sentinel with you, with its fireproof property still in place.
*****************************************************************************
11.10: BULLETPROOF/EXPLOSIONPROOF/FIREPROOF MOTORBIKES
*****************************************************************************
Mission : Motorbike Salesman Mission
Location : Hogs & Cogs Store - Belleville Park, Staunton Island
Character : Toni Cipriani
Difficulty : 1 or 2
Source : Dark Rampage from Sundar Subramaniam's LCS Secrets FAQ
Originally discovered by Dark Rampage and for sometime was listed in Sundar
Subramaniam's Secrets FAQ as unconfirmed/unobtainable, I eventually found a
way to permanently keep their armoring. They were initially identified as
bulletproof only but it turned out they are explosionproof & fireproof as
well.
This mission is basically similar to the car salesman mission in Portland,
where you're supposed to sell certain types of motorbikes to particular
customers whom you have to take for a test ride and satisfy to be able to
make a sale. Your sales pitch is also timed, during which you must fill the
sale bar and back to the showroom marker before you run out of time or you'll
fail the mission.
What is required here to obtain the motorbikes in their armored state is to
fail the mission by destroying them in the water, the only manner in which it
can be done.
METHOD 1 (GTA_Loco_PS2 & PSP)
The trick here is essentially similar to the Car Salesman mission: as soon as
you start the sales job, any motorbike you ride in will become BP/EP/FP right
away. But unlike the Car Salesman mission, leaving a customer won't fail your
sales pitch, but what would fail it, in the manners that you don’t want to
happen or the motorbike will lose the special properties are 1) killing your
customer, 2) taking a customer for a test ride and not satisfying the person
and 3) running out of time even if you satisfy the customer.
The motorbikes that you can get BP/EP/FP in this mission include
*PCJ 600
*Freeway
*Sanchez
*Faggio
So once you've chosen your motorbike, hop on it then quickly leave your
customer behind. Head over to the nearby Bedford Point pier as fast as you
can, where there’s a wooden plank that gradually leads down into the water.
Carefully ditch the motorbike there, keeping in mind that you have to do this
before your time runs out, or you still won't get the motorbike with its
special properties.
If you make it to the location and do what is required just in time, you'll
fail the mission for destroying your ride, but then on the bright side, it
will be permanently armored already. Just drive it out of the water, store
the motorbike in your garage and save it.
*****************************************************************************
11.11: FIREPROOF/EXCLUSIVE COLOR SENTINEL
*****************************************************************************
Mission : Making Toni
Location : Staunton Island
Character : Salvatore Leone
Difficulty : 1
Source : GTA_Loco/HuGooGuh/MasterOfWeapons
Salvatore has finally decided to make you a made-man. Mickey and another
mafioso will fetch you from your Staunton Island safe house and you will be
driving everyone in a Sentinel that sports an exclusive black color and is a
also a fireproof car. It’s necessary to fail your task to obtain this nice
car, since Mickey will drive this away at the end of the mission.
Lancet Jades has noted that this car has an extra special property of being
“heavy”, meaning, it has an abnormal ability to easily bowl
METHOD 1 (PS2 & PSP)
As soon as you take control of the car, drive over to Bedford Point pier and
ditch the car into the water, being careful not to get wasted in the process.
You will fail the mission for killing Mickey, but on the other hand, you can
now own this nice-looking fireproof black Sentinel.
Do not kill Mickey or his companion by sniping him, or for some reasons the
fireproof property will be deleted from the Sentinel. You must drown Mickey
while in the car, to simultaneously terminate the mission and at the same
time preserve its fireproof armor.
METHOD 2 (PSP)
An easier way to obtain the fireproof Sentinel is to simply blow it up inside
your garage while the guys are onboard. The guys apparently toggle on the
fireproof armor of the car, so destroying it while they are inside can
preserve the special property of the Sentinel.
Instead of driving to the destination, park the car inside your garage, use
any of your weapons to destroy it. It's probably safer to just shoot it until
it catches fire and explode. Just move away to a safe spot so you won’t
sustain damages in the succeeding explosion.
Don’t worry if by distancing yourself from the garage where the car is will
close its door while you wait for the car to explode inside. Since the garage
doesn’t repair a mission-assigned car like the Sentinel while on a mission,
its destruction as planned will still occur.
With the eventual death of the guys because you blew up the Sentinel, your
mission will fail, but who cares? What’s more important than the lives of
your gang mates is a wrecked fireproof Sentinel inside your garage just
waiting to be restored.
*****************************************************************************
11.12: BULLETPROOF/FIREPROOF STRETCH
*****************************************************************************
Mission : Search and Rescue
Location : Staunton Island
Character : Salvatore Leone
Difficulty : 1 or 3
Source : Davidkakish from Sundar Subramaniam - LCS Secrets FAQ
Salvatore went spying on the Forellis in Fort Staunton when he realized that
they have declared war with the Sindaccos. He was caught in the middle of an
ensuing gunfight between the two warring gangs, and your task will be to save
him. He will ask you to bring his bulletproof Stretch to the scene, so that
both of you can safely escape from the place.
You have to fail your mission if you’ll be obtaining Salvatore’s BP/FP
Stretch. Completing your assignment will require that you must drive the limo
with the Don to a safe house, where you have to store the Stretch inside the
garage. If you do this, you will never see the limo again afterwards.
To fail the mission, you can resort to either destroying the Stretch, or
killing Salvatore, whichever will be more convenient for you.
METHOD 1 (GTA_Loco_PS2 & PSP)
After you have answered the phone, get the Stretch parked at the multi-level
parking in Newport. Forget about Salvatore. Instead of rescuing the old man,
drive the car over to Bedford Point pier, slowly and carefully drive it into
the water, front first, until you receive a failure message for destroying
it. Now drive it out of the water, store the car in your garage then save it.
METHOD 2 (GTA_Loco_PSP)
To save you more time and effort, you can just immediately blow up the limo
inside your garage after you have fetched it.
As soon as you pick it up from the Newport multi-level parking lot, head over
to your garage instead of saving Salvatore. Inside, get off the car and lob a
grenade or two at it then move away from the spot while you wait for the
blast to wreck the car.
Since the car isn't explosionproof, any explosive weapons or an exploding
vehicle should do it in. You will fail the mission for destroying it, but you
can already keep it in its bulletproof and fireproof form after you restore
it back in the garage.
Alternatively, if you are fireproof already at this point for completing 12