No ASCII art. No editorializing. No fluff. No pampering.
        Straight strategy.

GRAND THEFT AUTO: VICE CITY STORIES
100% Completion Walkthrough for Playstation 2
version 1.20

Written by Chris Halloran (c)2007

****LEGAL DISCLAIMER****

Grand Theft Auto: Vice City Stories, along with all other productions of the
Grant Theft Auto series, are the sole intellectual and trademark domain of
Rockstar Games, Rockstar North, and/or Rockstar Leeds.  The author of this guide
references the content of the video game for entertainment purposes only and
makes no claim, explicit or implicit, to be the owner of such.

The content of this guide is copyrighted under the guidelines of U.S. Title 17
and international laws where applicable.  It is the full and sole property of
its author and owner and cannot be reproduced, republished, or amended without
the explicit written consent of its owner.  Any person(s) or organization(s)
found violating this copyright is/are punishable by law and will be prosecuted
to the fullest extent of the law.  Publication is allowed only on
www.gamefaqs.com and www.supercheats.com.  To request the publication of this
walkthrough elsewhere, you must contact the author (see Contacting the Author
below).


****VERSION HISTORY****

1.00 - 16 June 2007 - First draft finished.
1.20 - 22 June 2007 - Edited numerous strategies for clarity and/or brevity
                      Corrected when outfits and/or vehicles unlocked
                      Found new bonus vehicles
                      Added Percent Complete values to Checklist section
                      Added www.supercheats.com as allowed publisher


****TABLE of CONTENTS****

I. Introduction						[INTRO]
   A. About the Walkthrough				  [BOUT]
   B. Abbreviations and Reference Points		  [ABBR]
   C. Contacting the Author				  [MAIL]
   D. Achieving the Legacy -- 100%			  [LEGA]


II. Walkthrough - Mainland I				[WTMI]
   A. Opening Movie/Sgt. Jerry Martinez I		[SJMI]
      1. Soldier					  [SJMS]

   B. Red Balloons I					[RDBI]
   C. Unique Jumps I					[UQJI]

   D. Fire Fighter					[FIRE]
   E. Paramedic						[MEDI]

   F. Rampages I					[RAMI]
      1. Armor						  [RIAR]
      2. Rampages!					  [RIRA]

   G. Taxi Driver					[TAXI]
   H. Vigilante						[VIGL]

   I. Odd Jobs I					[ODDJ]
      1. Playground on the Town				  [ODPT]
      2. Playground on the Dock				  [ODPD]

      3. Dirt Track Madness				  [ODDT]
         a. BMX Time Trials				    [ODBM]
         b. Sanchez Time Trials				    [ODSA]
         c. Quad Bike Time Trials			    [ODQU]

      4. Rush!						[ODRU]

   J. Sgt. Jerry Martinez II				[JMII]
      1. Cleaning House					  [JII1]
      2. Conduct Unbecoming				  [JII2]

   K. Odd Jobs II					[ODII]
      1. Phil's Shooting Range				  [PHSR]

   L. Phil Cassidy I					[PHCA]
      1. Cholo Victory					  [PCCV]
      2. Boomshine Blowout				  [PCBB]
      3. Truck Stop					  [PCTS]

   M. Marty J. Williams					[MYWM]
      1. Shakedown					  [MWSD]
      2. Fear the Repo					  [MWFT]
      3. Waking Up the Neighbors			  [MWWU]
      4. O, Brothel, Where Art Thou?			  [MWOB]
      5. Got Protection?				  [MWGP]

   N. Phil Cassidy II					[PCII]
      4. Marked Man					  [PCMM]

   O. Louise Cassidy-Williams I				[LCWI]
      1. When Funday Comes				  [LCWF]

   P. Turismo - Mainland				[TURM]

   Q. Louise Cassidy-Williams II			[LCII]
      1. Takin' Out the White Trash			  [LCTO]
      2. D.I.V.O.R.C.E.					  [LCDV]
      3. To Victor, the Spoils				  [LCTV]


III. Empire Building					[EMPI]
   A. Introduction					[EBIN]

   B. Attacking						[EBAT]
      1. Small-time					  [ATST]
      2. Medium Venture					  [ATMV]
      3. High-Roller					  [ATHR]
      4. Important Things to Know			  [ATIT]

   C. Business Ventures					[BUSI]
      1. Loan Shark					  [LOAN]
         a. 'Loan Shark'				    [LSLS]

      2. Prostitution					  [PROS]
         a. 'Pimping'					    [PRPI]

      3. Protection Racket				  [PROT]
         a. 'Extortion'					    [PREX]

      4. None - For Sale				  [SALE]

   D. Defending						[EBDF]


IV. Walkthrough - Mainland II				[WMII]
   A. Lance Vance I					[LAVI]
      1. Jive Drive					  [LVJD]

   B. Umberto Robina					[UROB]
      1. Nice Package					  [URNP]
      2. Balls						  [URBA]
      3. Papi Don't Screech				  [URPD]
      4. Havana Good Time				  [URHG]

   C. Louise Cassidy-Williams III			[LIII]
      1. Hose the Hoes					  [LCHH]
      2. Robbing the Cradle				  [LCRT]

   D. Lance Vance II					[LVII]
      1. The Audition					  [LVTA]

   E. Bryan Forbes I					[BRFI]
      1. Money for Nothing				  [BFMF]

   F. Lance Vance III					[VIII]
      1. Caught as an Act				  [LVCA]

   G. Bryan Forbes II					[BFII]
      1. Leap and Bound					  [BFLA]
      2. The Bum Deal					  [BFTB]

   H. Lance Vance IV					[LVIV]
      1. Snitch Hitch					  [LVSH]
      2. From Zero to Hero				  [LVFZ]


V. Walkthrough - East Island I	 			[WTEI]
   A. Red Balloons II					[RBII]
   B. Unique Jumps II					[UJII]

   C. Rampages II					[RAII]
      1. Armor						  [RIIA]
      2. Rampages!					  [RIIR]

   D. Air Rescue					[AIRR]

   E. Odd Jobs III					[OIII]
      1. Human Memorial O.D.T				  [ODHM]
      2. Vice Sights					  [ODVS]
      3. Crims on Wings					  [ODCO]
      4. Fire Copter					  [ODFC]
      5. Crims on Water Wings				  [ODWW]
      6. Land, Sea and Air Ace				  [ODLS]
      7. Haiti Hover Race				  [ODHH]
      8. Harbor Hover Race				  [ODHR]
      9. Playground on the Park				  [ODPP]
      10. Playground on the Point			  [ODPG]
      11. Beach Patrol					  [ODBP]
      12. Mashin' Up the Mall				  [ODMM]
      13. Caddy Daddy					  [ODCD]

   F. Turismo - East Island				[TREI]
   G. Civil Asset Forfeiture Impound			[CAFI]


VI. Empire Building II					[EBII]
   A. Continuing to Conquer				[EBCC]

   B. Business Ventures					[BVEN]
      1. Drug						  [DRUG]
      2. Robbery					  [ROBB]
      3. Smuggling					  [SMUG]


VII. Walkthrough - East Island II			[EIII]
   A. Lance Vance V					[LAVV]
      1. Brawn of the Dead				  [LVBO]
      2. Blitzkrieg					  [LVBK]

   B. Reni Wassulmaier I				[RWMI]
      1. Accidents Will Happen				  [RWAW]

   C. Odd Jobs IV					[OJIV]
      1. Crash!						  [ODCR]

   D. Armando and Diego Mendez				[MEND]
      1. The Mugshot Longshot				  [MBTM]
      2. Hostile Takeover				  [MBHT]
      3. Unfriendly Competition				  [MBUC]
      4. High Wire					  [MBHW]

   E. Lance Vance VI					[LVVI]
      1. Turn On, Tune In, Bug Out			  [LVTI]

   F. Reni Wassulmaier II				[RWII]
      1. The Colonel's Coke				  [RWCC]
      2. Kill Phil					  [RWKP]
      3. Say Cheese					  [RWSC]

   G. Odd Jobs V					[ODJV]
      1. Watersports					  [ODWS]

   H. Gonzales I					[GZLI]
      1. Home's on the Range				  [GZHO]

   I. Odd Jobs VI					[OJVI]
      1. Swinger's Club					  [ODSC]

   J. Gonzales II					[GZII]
      1. Purple Haze					  [GZPH]

   K. Lance Vance VII					[VVII]
      1. Taking the Fall				  [LVTT]
      2. White Lies					  [LVWL]
      3. Where It Hurts Most				  [LVWI]

   L. Reni Wassulmaier III				[RIII]
      1. Kill Phil: Part 2				  [RWII]

   M. Ricardo Diaz I					[RCDI]
      1. Steal the Deal					  [RDST]
      2. The Exchange					  [RDTE]

   N. Gonzales III					[GIII]
      1. Farewell to Arms				  [GZFT]

   O. Armando and Diego Mendez II			[MBII]
      1. Burning Bridges				  [MBBB]

   P. Lance Vance VIII					[VIIX]
      1. Blitzkrieg Strike Again			  [LVBS]
      2. Lost & Found					  [LVLA]

   Q. Reni Wassulmaier IV				[RWIV]
      1. So Long Schlong				  [RWSL]

   R. Ricardo Diaz II					[RDII]
      1. Domo Arigato Domestoboto			  [RDDA]

   S. Reni Wassulmaier V				[RWMV]
      1. In the Air Tonight				  [RWIT]

   T. Lance Vance IX					[LVIX]
      1. Light My Pyre					  [LVLM]

   U. Ricardo Diaz III					[DIII]
      1. Over the Top					  [RDOT]
      2. Last Stand					  [RDLS]

   V. Extra Missions or Activities			[XMIS]
      1. Skywolf					  [XSKY]
      2. Good Citizen Bonus				  [XGCB]
      3. Stealth Killing				  [XSKL]


VIII. Sources and Thank You's				[CITE]

IX. FAQ's						[FAQS]

X. Checklist						[LIST]

================================================================================

I. Introduction						[INTRO]

   A. About the Walkthrough				[BOUT]

I have been a fan of the good work people have put into various guides and FAQs
for a variety of video games, and I have wanted to try my hand at contributing
to the effort.  I write this for the veteran of GTA-type games; those who do not
need to be told turn-by-turn directions for every mission.  Rockstar provides an
in-game map; please use it.  This, by no means, is meant to imply that the
novice will be lost.  Indeed, everybody should be able to utilize and gain from
this walkthrough, but I shan't be treating you, my reader, like an idiot who
needs me to hold their hand through the game.  When traveling a certain path is
necessary or optimal, then of course I shall inform you.

This is SPOILER-FREE.  I wrote the strategy for each mission to stand alone as
as I came across it.  I tried to leave out names of people and/or gangs whenever
I thought it would constitute even a minor spoiler.  I do not include
descriptions of the cutscenes either.  You can read the strategy before going
into a mission and not be aware of precisely what you are doing and especially
why you are doing it.

GTA:VCS already has a few well-written guides published on websites such as
www.gamefaqs.com, but thus far, they are organized thematically.  Although
following them will get you 100%, you will not be able to read through them
easily and discern the optimal order to complete the missions, side-missions,
and other tasks.  This is what my walkthrough will add.

In light of the well-written guides, I will not tell you where each red balloon,
rampage, and 'import/export' vehicle are located.  At these instances, I shall
refer you elsewhere to guides and/or maps more thorough and excellent than mine
could be.

If you would like this published elsewhere, ask me.  I will be happy to publish
it there in all likelihood.  I wish to control this walkthrough's dissemination
simply so that I receive due credit.

Have suggestions for improvement, alternate strategies, or found a mistake?
Please, tell me, and I will correct and give due credit.  Know when an outfit
or vehicle becomes available and I don't have it there, definitely tell me.  (Be
honest and tell me if you know this fact from another FAQ and/or website.  Give
me the URL of the guide, and I will give credit to both you and your source.)

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   B. Abbreviations and Reference Points		[ABBR]

I make constant reference to certain features and use abbreviations that make
writing and reading this easier.  Here is a condensed list.

     GTAIII - Grand Theft Auto III
     GTA:VC - Grand Theft Auto: Vice City
     GTA:SA - Grand Theft Auto: San Andreas
     GTA:LCS - Grand Theft Auto: Liberty City Stories
     GTA:VCS - Grand Theft Auto: Vice City Stories

     LAS - Left Analog Stick
     RAS - Right Analog Stick

     LLB - Leaf Links Bridge - bridge connecting Leaf Links to Little Haiti
     PIB - Prawn Island Bridge - bridge connecting Prawn Island to Downtown
     OB-VP Bridge - Ocean Beach-Viceport Bridge
     CAFI - Civil Assets Forfeiture Impound
     Junkyard - In on-game map, large white structure in W Little Haiti that
                sticks out into the bay NE of Fort Baxter
     northeast airport - the terminals and tarmac with the curved 'runway'
     Bayshore Ave. - main highway along the east coast of the Mainland from
                     the gates of Viceport to the fork into Downtown
     Mainland - the "island" you begin the game; often called 'West Island'
     East Island - the other major island; includes small island in between
                   the large island and Starfish Island
     marina - docks located in SW Ocean Beach
    
___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___



   C. Contacting the Author				[MAIL]

E-mail Chris at PoeticSanity [at] hotmail [dot] com.  I probably will not be
able to reply to all e-mails.  Please take it on faith that I have received the
e-mail and will address it in the walkthrough's next update.  Do not harangue
me, please.

*****READ THE FOLLOWING BEFORE E-MAILING ME*****

I feel it should be unnecessary to say this, but in your e-mails, please BE AS
SPECIFIC AS POSSIBLE when referencing missions and/or this guide.  Name the
mission or tell me precisely where in this walkthrough I erred and/or failed to
figure out a better strategy.  I am not psychic and will not be able to
magically discern what you meant.  If I cannot understand what you are getting
at quickly, then I am not going to even try.  Attempts to be specific that say
"the mission where you the packages for that guy..." or something equally vague
will be considered failures at specificity.

I will ignore rude e-mails and e-mails that have incomprehensible grammar,
syntax, and/or spelling.  (That especially includes text messaging and IM
lingo.)  I have take the time to write this walkthrough clearly; return the
favor.

Read ALL of a section before asking me a question about it.  If it is answered
already in this Walkthrough, I reserve the right to be snide, rude, and/or
sarcastic when and if I reply.  Read the FAQ's as well.

I will not add overviews of the controller, weapons, and vehicles.  These belong
in a specific subject matter FAQ which somebody else is welcome to right.  They
make walkthroughs even longer and much more difficult to scan through.

You will notice that cheat codes are missing; something most authors probably
feel compelled to include due to the deluge of e-mails informing them of their
lack.  I do not believe in them, and thus, I will not include them.  Go
elsewhere if you wish to cheat.  (This means that e-mails with cheat codes or
requesting them will be entirely ignored.)

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   D. Achieving the Legacy -- 100%			[LEGA]

Complete the following--
   All 59 storyline missions
   All 23 odd jobs (side missions)
   All 5 R3 missions--Taxi, Fire Fighter, Paramedic, Vigilante, Air Rescue
   Win all 9 Turismo Races
   Control an Empire completing all 15 tasks for Loan Shark, Prostitution, and
       Protection Racket business ventures and all 6 missions for Drugs,
       Robbery, and Smuggling business ventures
   Shoot 99 Red Balloons
   Complete 36 Unique Jumps successfully
   Complete 35 Rampages successfully


================================================================================

II. Walkthrough - Mainland I				[WTMI]

   A. Opening Movie/Jerry Martinez I			[SJMI]
      1. Soldier					[SJMS]
         Difficulty: 1/10 (3/10 for novices)

This is your basic GTA introductory mission in which the game "teaches" you how
to drive in the game.  If you are new to the GTA universe, pay attention to the
upper left hand corner of the screen.  Otherwise, drive to the marker on the
map.  After an extended cutscene, you end up in the water.  If you stay in the
water too long, you will become exhausted and drown.  However, you bailed from
the boat close to shore.  Swim/sprint to shore (press forward on the LAS to
avoid the gunmen.  Jack a car, and drive the short distance back to Fort Baxter.

Reward: $50

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   B. Red Balloons I					[RDBI]
      Difficulty: 2/10 (only in spotting them)

There are 99 red balloons spread across Vice City that you must "collect," i.e.,
shoot.  This is GTA:VCS's equivalent to the Hidden Packages of GTAIII, GTA:LCS,
GTA:VC and the gang tags, photos, oysters, and horseshoes of GTA:SA.
Forty-five (45) are available now on the mainland and Starfish Island. They are
numbers 1-45 on the below-mentioned map.

First, you need a good gun.  Jack one of the Humvees and run over a pack of 3
soldiers and collect the dropped M4's.  Killing any more prompts every soldier
to fire upon you as your paths cross.  Thankfully, they will not hunt you down
as M4 fire will deplete your health quite rapidly.  You can come back later
to restock your stores.  An M4 or other higher-end gun is necessary for the
range you need to hit some of the balloons.  

Follow Stinky McPeterson's (username: stinkymcpeterso) map at...
   http://www.gamefaqs.com/console/ps2/file/938211/45612
To know where to look, YuGiOhFm2002/YuGiOhAngel's guide is adequate.  It's at...
   http://www.gamefaqs.com/console/ps2/file/938211/47594
The numbers from the guide and the map do not match up.  If you are going for
efficiency, use the guide to direct you and the map to help you make sure that
you in the right place.  Otherwise, just use the map, and hunt.

Two pieces of advice:
1. Use the pistol whenever possible in order to extend your M4 ammo as far as
   possible.
2. There are a pair of binoculars on the container ship next to Red Balloon 9.
   Get them.  When nearby a balloon, a small red arrow appears in the view
   of the binoculars, which you can use to find its location.
3. Turn on the red balloon marker in your in-game map.  You can compare your map
   with Stinky McPeterson's map to help keep you track.  To activate, enter the
   in-game map.  Hold X and press left or right on LAS or D-pad until you turn
   on the red balloons option.

Rewards:
* $250 per balloon
* Continuously spawning at your safe houses--
    after 10 balloons - pistol
    after 20 balloons - Scorpion (lowest tiered automatic weapon)
    after 30 balloons - stubby shotgun (middle tiered shotgun)
    after 40 balloons - Molotov cocktails

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   C. Unique Jumps I					[UQJI]
      Difficulty: 3/10 (on avg.)

Twenty-two (22) are available from the beginning of the game.  First, steal a
PCJ-600.  It is by far the best motorcycle.  You should not have to wander long
along the main highway on the east of the mainland or in Downtown before coming
across one.

GTA Phreak has a very good map; the URL is...
   http://www.gamefaqs.com/console/ps2/file/938211/48266
Gamefaqs.com does not have a walkthrough optimized for the PS2 version, which
has more Unique Jumps than its PSP counterpart.  I will start from Escobar
International Airport and work counter-clockwise through the mainland.
(I will put GTA Phreak's numbers in parentheses after the location.)

    ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ 
    Special Note: I want to thank Forelli_Boy for his
     guide (see section IX [CITE]).  Before coming across
     GTA Phreak's map that included the extra Unique
     Jumps added to the PS2 version, I used his guide in
     conjunction with falk aspargs' PSP Unique Jump map.
    ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ 

Unique Jump 1: Escobar International Airport (2)
   There is a set of movable stairs along the east wall inside the "northeast
   airport."  Line up with the stairs starting where the 'runway' levels out
   along an east-west latitude.  Land in the grass approaching the sandy field.

Unique Jump 2: Escobar International Airport (13)
   Within the main airport, to the north of the eastern north-south runway (the
   shorter one), there is another set of stairs.  Use these to launch yourself
   cleanly over the Plummet airplane.  Begin your approach from the western
   arm of embarkation/disembarkation terminals.

Unique Jump 3: Escobar International Airport (14)
   Exit the airport from the southeast entrance.  Go clockwise around the
   building immediately to your right as your exit the gate to the southeast
   corner of the building.  The ramp is in the northwest corner.  Start,
   therefore, in the southwest corner next to the observation tower.  (You will
   be traveling parallel to the edge of the roof abutting the airport.)  Land in
   the road (or on the sidewalk) to log the jump.

Unique Jump 4: Vice Port (15)
   Go to the southeast corner of the sideways "H" formed by the roads in Vice
   Port.  Starting almost from the parking lot of the Vice City Port Authority,
   there is a very long flight of stairs leading to the roof of the building.
   In the corner straight from top of the stairs is the ramp.  Jump onto the
   roof of the building across the street to register the unique jump.  You will
   in all likelihood faceplant into wall formed by the other part of the roof.
   *STAY ON THIS ROOF.*

Unique Jump 5: Vice Port (16)
   Look north.  Line up from the opposite end of roof to use the ramp to jump
   over the next building over landing in the grass next to the Beachcomber
   Hotel.  You need to build up the maximum amount of speed possible for this
   jump.

Unique Jump 6: Vice Port (18)
   Return to Vice Port using the main highway.  Immediately behind the entrance
   gate is a white two-story building with expansive windows.  Immediately south
   is a long ramp facing this building amidst the various containers and
   trailers.  Line up from the entrance of the Boatyard asset from GTA:VC (i.e.,
   the most southeastern corner of paved roads in Vice City's mainland).  Clear
   the white building.  You do not need to clear the guardhouse, but you will
   lose your bike if you fail to clear it.  Get as much speed as you possible
   before hitting the ramp as it is very steep and will cause you to lose speed.

Unique Jump 7: Vice Port (19)
   In the grass just northeast of Vice Port's main gate is a ramp leaning
   against a lifeboat.  Line up for the jump from the intersection north of
   where you found the ramp beneath the VRock advertisement.  Land on the large
   ship.  (Exit the ship between the lifeboats in the middle of the ship.)

Unique Jump 8: Little Havana (21)
   Head north from Vice Port along the main highway.  Abutting either side of
   the entrance to the bridge connecting Little Havana with Ocean Beach are
   ramp-like structures.  The one you want is the north one.  Speed along the
   waterfront sidewalk starting at the Starfish Island bridge and past Benny's
   Restaurant (the boat moored along the waterfront).  Be sure to jump
   relatively straight.

Unique Jump 9: Little Havana (22)
   The jump is the set of stairs immediately north of the large neon sign
   announcing the restaurant.  Start your approach from across the street where
   there is a hotel with hot pink eaves and one with blue eaves.  Between them
   is a driveway.  Line up at the western wall of the parking lot behind the
   hotels facing the water.  You must use the stairs to clear the boat cleanly
   and land in the water.  As the stairs fade in rather late, use the much
   large neon sign to orient your approach being sure to aim just north of it.
   *WITHOUT HASTE, swim around the ship towards its northwestern side to find a
   ramp to take you back to land.*

Unique Jump 10: Little Havana/Escobar International Airport (1)
   Go to the arrow icon in the northwestern corner of Little Havana on GTA
   Phreak's map working your way behind the houses onto the waterfront walk.
   Starting as far north as you can (besides a house-trailer), speed southwards
   past the bridge connecting Little Havana and the northernmost road of Escobar
   towards the VERY prominent sand pile.  Launch yourself onto the road south of
   this to make the jump count.

Unique Jump 11: Little Havana (17)
   From where you landed after Unique Jump 10, head south.  Go east when the
   road ends, and then turn north when that road ends.  (You'll be facing
   Sunshine Autos before this second turn.)  Turn east when this road ends.  The
   first "right" on the in-game map is an alleyway with the ramp.  Across the
   street is another alleyway (with a weapon pickup).  Start from the north end
   of this alleyway south using the ramp to jump into Sunshine Auto's back lot.

Unique Jump 12: Little Haiti (3)
   Next to the trailer by which you started your approach for Unique Jump 10 is
   the next ramp to use.  Start from at least partway up the ramp for that jump
   and speed northward.  Optimal speed is crucial, for if you fail, you end up
   in the water.

Unique Jump 13: Little Haiti (4)
   Heading north from the road leading into the junkyard (where you popped
   Red Balloon 24 is an alley.  Speed through the alley using the stairs to land
   atop the adjacent building.

Unique Jump 14: Starfish Island (20)
   The west side of the Diaz/Vercetti mansion, which is the large structure
   taking up most of the south side of Starfish Island on your in-game map, is
   under construction.  You'll see a wooden plank facing southwest.  Speed along
   the driveway veering left to hit the ramp.  Land in the grass on the opposite
   side of the pond.

Unique Jump 15: Downtown/Little Haiti (10)
   Start at the very northernmost segment of the beach in the west of Downtown.
   Speed south along the grassier (and flatter) part using the large mound to
   vault yourself into Phil's Place from GTA:VC (and where you got Red Balloon
   27).

Unique Jump 16: Downtown (6)
   In the construction site of the future Moist Palms Hotel (of GTA:VC) is a
   ramp leaning against a stack of sewage pipes.  (Red Balloon 30 was in one
   of these pipes.)  Follow the dirt path away and to the south as far as you
   can go.  Be sure to rev up and push forward to lower Vic's head.  Hit the
   ramp going northeast.  You must clear the wall for the jump to count.

Unique Jump 17: Downtown (5)
   Go back into the construction yard and head immediately south.  Follow the
   ramps up the scaffolding until you can get into the building.  Go to the not
   transparent windows, turn, around and use the convenient ramp facing west.
   Landing on the roof of the low building you sped along in the previous jump
   is good enough to make the jump count.

Unique Jump 18: Downtown (11)
   There is an oval-shaped road in front of Hyman Memorial Stadium and an
   asphalt road heading south from this.  Speed down this veering left through
   an entrance into a loading/storage space.  The ramp is in the dead center of
   the enclosure.  You need distance to make this jump count and will likely
   faceplant into the wall.  Aim, if possible, for landing atop of the roof.
   Start your approach where the asphalt begins.

Unique Jump 19: Downtown (12)
   If you are on the roof you landed on in the previous jump, that's great.  If
   not, retry the previous jump veering left on the ramp to make it onto the
   nearer roof.  Travel south around the roofs until you are over the King
   Knuts (Well-Stacked Pizza in GTA:VC).  You'll see the very tall ramp facing
   east.  Back up as far as you can and jump until the roof of the tall building
   across the street.

Unique Jump 20: Downtown (9)
   Speed south on the north-south road just to the east of Hyman Memorial
   Stadium using the short set of stairs to launch yourself over the small
   inlet.  Start at the northern end of the road.

Unique Jump 21: Downtown (8)
   There are two streets heading away from Hyman Memorial Stadium.  Go east
   along the northern one until the end.  There is a staircase along the
   north side of a building visible from the road.  Back up to at least the
   first intersection west of where the ramp is located.  You'll have to veer
   around the corner and miss the newspaper stands.  Land in the grass just
   south of the dirt bike track or in it.

Unique Jump 22: Downtown (7)
   Head northeast along the eastern seawall in Downtown.  There is a staircase
   along the building just south of the bridge to Prawn Island.  Hit this as
   straight as you can and land in the grass between the building on the north
   side of the bridge and the seawall.  Start your approach as far South as you
   can.


Notes:
1. I recommend as force of habit to always press forward slightly to lower Vic's
   head and increase your speed.
2. 'Revving up' (holding hand brake and acceleration) is also always a good
   idea.
3. One of the reasons of doing this now is the monetary reward and the ease of
   obtaining this money.  Don't, however, let that prevent you from taking the
   bike to a Pay'n'Spray to keep its health up.  By the end of doing all of
   these side missions, you will have plenty enough money.  Although, do steal
   fresh a PCJ-600 whenever the opportunity arises.

Rewards:
* $250 per unique jump
* smaller Insane Stunt Reward for each jump

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   D. Fire Fighter					[FIRE]
      Difficulty: 3/10

Rockstar has not only made this mission longer, but it has also made the time
scheme and monetary rewards much more complicated.  That said, you need not make
it through every level consecutively any longer.

First, jack a fire truck.  You can either use your Molotovs to entice one out,
or you can go to the fire station in Downtown across the street from the police
precinct.  I recommend the latter as Downtown is the easiest place to attempt
this mission.

Second, know the fire truck’s capabilities.  The fire truck handles amazingly
well for its size.  Hand brake turns, while simply necessary for speed, are
quite well controlled.  Use the siren.  It is annoying to listen to, but that is
why there are mute buttons.  Also, avoid running over too many pedestrians.  You
are a sitting duck for a beat cop whilst extinguishing cars/passengers.  That
said, smash through any non-police vehicle in your way.  The fire truck is just
that durable.

Third, USE YOUR MAP at the start of EVERY level.

Fourth, starting in Level 5, extinguish one car and all of its passengers before
moving on to the next car.  The passengers can burn to death after escaping from
the car long before all of your time elapses.  Therefore, the strategy most
probably employed in GTA:VC of doing the cars first and then chasing down the
psychotic running passengers to extinguish their flames is out.  You have 20-25
sec after the passengers escape the car to extinguish them.  Thankfully, they do
not run away as in GTA:VC but stay in the vicinity of the fire truck.  They even
run back if your spray pushed them out of your range.

Fifth, after successfully finishing the 5th and 10th missions, you hit a
checkpoint.  If you fail the mission after that, you will restart at whichever
checkpoint you had obtained.  I recommend not relying on these, for the time
carryover from the earlier (and easier) missions is very nice to have.


Time Scheme:
* for Levels 1-15: +5 sec for extinguishing a car
                   +10 sec for each passenger you successfully extinguish
  - for Levels 2-5: +5 sec for getting all passengers before they die
  - for Levels 6-10: +10 sec for getting all passengers before they die
  - for levels 11-15: +20 sec for getting all passengers before they die
  **Note: These are in addition to the standard increase in time at the start of
          every level.**
* PENALTY: -15 sec for each passenger you fail to quickly extinguish

Rewards:
* $20 for each individual fire extinguished (The number of fires in a level will
  not always correspond to the number of the level which you are on.)
* Vic is fireproof (after completion of Level 15)

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   E. Paramedic						[MEDI]
      Difficulty: 5/10

Steal an ambulance, press R3, and go.  Like the Fire Fighter and Vigilante
missions, you can obtain checkpoints after Levels 5 and 10.  You do not need to
make it through all 15 missions in a single run.

Keys to success:
1. Drive VERY carefully.  The ambulance is not very tough, and you need it to
   last you through at least 5 potentially very long levels.
2. USE YOUR MAP.  I can't say this enough.
3. Use your sirens.  Do not, however, assume the other cars will intelligently
   move out of your way.  Police vehicles ignore your sirens completely.
4. Do NOT move once you have parked near a patient.  More than likely you'll
   move into the patient killing it.
5. Look for small clusters of 3 patients.  Pick them up first to quickly build
   up time.
6. Once the patient has a foot in the vehicle, you can safely floor it out of
   there.
7. The Downtown area is simpler to navigate than the south of the island.  Thus,
   I believe it is easier to base yourself out of this hospital.

Time Scheme
* Each level has a variable starting time based upon the number of patients and
  their dispersal throughout Vice City.  There is no carryover of time.
* You get a set increase of time after picking up each patient.  It is the same
  for all patients within a single level.  It is variable between levels and
  depends upon the geographic dispersal of the patients.
* You get a time bonus after dropping off your first full load of patients
  starting in Level 4.  The amount of time is equal to picking up a passenger.
  Sometimes the game gives this to you in later drop-offs for an unknown reason.

Rewards:
* $100 x no. of patients picked up
* Infinite sprint (after completing Level 15)

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   F. Rampages I					[RAMI]
      Difficulty: 3.5/10 (on avg.)

      1. Armor						[RIAR]

The first key to rampages is body armor.  AmmuNation in Downtown is open from
the beginning, and they sell armor for $240.  Below is my list of what I
consider to be the easiest and/or more convenient Armor pick ups on the
Mainland.
   i. Downtown - Along seawall in grass just north of the bridge to Prawn Island
   ii. Downtown - On top of Greasy Chopper (Mitch Baker's bar from GTA:VC).
       Stairs are on the east side of building.
   iii. Little Haiti - Middle of red bridge immediately south of the entrance to
        the junkyard and just northwest of one of the west-to-south curves in
        the neighborhood's roads.
   iv. Little Havana -  In alley heading north from Robina's Cafe (from GTA:VC)
   v. Little Havana - In the pit in the future (GTA:VC) site of Sunshine Autos

Also, entering a VCPD Enforcer gives you armor if it is the first time that you
have entered that specific vehicle.

For all Armor locations, see Stinky McPeterson's map at...
  http://www.gamefaqs.com/console/ps2/file/938211/45773


      2. Rampages!					[RIRA]

dark52 posted just the map you need.  Its URL is...
   http://www.gamefaqs.com/console/ps2/file/938211/48529
YuGiOhFm2002/YuGiOhAngel posted a rampage guide that corresponds with dark52's
numbering.  Use them in conjunction to direct you to their location....
   http://www.gamefaqs.com/console/ps2/file/938211/47497
**My numbering system will follow theirs.**

There are 18 Rampages on the mainland and Starfish Island of which 17 are
currently accessible.  For 2 Rampages (no. 6 and 8), I am giving you the option
to wait until the East Island opens up when you can start earning a higher
wanted level.  You can start getting higher wanted levels, and police vehicles
swarming at you make destroying a certain number of vehicles in 2:00 much
easier.

GTA:VCS goes through phases where the roads are conspicuously empty.  This is
especially true if you keep trying Rampages that require you to destroy a
certain number of vehicles, as the game's random spawning rate throughout the
GTA series seems to decrease at these moments.  GTA:VCS, however, is the worst
of the bunch for this.
***TO UNDO THIS, save your game, and reload it.  It resets the spawning rate.***

Helpful Hints and Strategies:
   Rampage 4: Attacking from behind, if possible, makes it such that the gang
              members do not have time to get a punch in.  Just run back and
              forth on the sidewalk along the main highway.  New gang members
              will respawn by the time the camera turns around.
   Rampage 5: Be careful as the game will spawn a very large pack that will
              overwhelm you.  As the gun takes 4-5 bullets to down someone, you
              cannot easily escape a mob.  Stay away from the streets and stick
              to the Sunshine Autos lot turning around a lot to spawn gang
              members at a manageable distance in smaller packs.
   Rampage 6: Block traffic with as many cars as you can collect.  Also, kill
              pedestrians when the cars are not around to increase your wanted
              level.  Ambulances and VCPD cruisers are your key to beating this
              Rampage.
              IF YOU WAIT, I'LL REMIND YOU TO COME BACK LATER.
   Rampage 8: Same as Rampage 6.  Little Haiti is a busier thoroughfare anyways.
              IF YOU WAIT, I'LL REMIND YOU TO COME BACK LATER.
   Rampage 9: The Patriot from outside your Barracks works great--fast, heavy,
              and can take a beating from small arms fire.
   Rampage 12: Downtown gets enough traffic to make this possible.  There are
               4 vehicles parked around the precinct; these may even respawn
               within the time limit.  Park your car beforehand in the
               intersection southwest of the precinct in order to stop any cars
               that do spawn.  One, remember fire trucks are vehicles.  Two, do
               this during the daytime as the spawning rate is always greater
               then.
   Rampage 13: Start with a Patriot from Fort Baxter.  There will be so much
               gunfire it will probably catch fire.  If you get pulled from your
               car or must bail because of a fire, waste all the bikers in your
               vicinity.  THEN, get into a new car.  This way you do not get
               pulled out immediately.  The game spawns new bikers so rapidly
               that the few you waste 'illegally' will not matter.
   Rampage 14: Same rule applies as with Rampage 5.
   Rampage 15: Same rule applies as with Rampage 13, except you must kill 5 less
               bikers.
   Rampage 17: The bikers' SMG fire will tear you up if you try dropping down to
               the ground.  Instead, walk to the very edge, aim, and fire twice.
               Always fire twice because the shotgun is not a one shot-kill
               weapon at long range.  You will aim beneath where you can see,
               so keep an eye on your progress (death toll) counter.  Cycle
               through L2 and R2 to find new targets.  You will get hit some by
               fire, but not much.

Those not mentioned are, in my opinion, very straightforward and have no need of
an explanation.

Reward:
* $50 x no. of completed Rampages

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   G. Taxi Driver					[TAXI]
      Difficulty: 2/10, 4/10 if you are attempting to get $5000 in one 'shift'

Steal a Taxi or Cabbie, whichever you prefer or find first.  Press R3 and follow
the on-screen directions.  USE YOUR MAP!

They have made this mission both less monotonous and shorter  Besides the old-
fashioned "pick up nearby customer, drive quickly to randomly chosen
destination," Rockstar has provided us with 3 Alternative Scenarios (finally!).
   i.   "Follow that vehicle"
        A nearby vehicle is highlighted and it will weave through traffic for
        until it reaches its destination, which may be sometimes very far and
        and other times very short.  Avoid following too closely and falling too
        far behind, as this will cause you to lose your fare.  When the
        highlighted car reaches its destination, a corona appears near it to end
        the fare trip.  Amount of tip (i.e., "Speed Bonus") is not speed but the
        lack of damage sustained in the chase and success in tailing the car
        without being noticed, i.e., not following too closely.
   ii.  "Wait while the fair takes care of business"
        Pick up a fare, and take it to one location.  After a brief cutscene,
        your fare returns, and you are instructed to take him/her somewhere
        else.  Each segment has its own Tip meter.  Your payment is the sum of
        both segments of the journey.
   iii. Same as Scenario ii, but this time your fare is a thief.
        You get a two star wanted level.  Try to avoid the kamikaze VCPD for a
        better bonus and healthier, longer-lasting car, but otherwise the police
        should not be a problem.  The wanted level disappears when you reach the
        second destination.

Notes:
1. Drive quickly but CAREFULLY.  Consecutive fare bonuses are MUCH sweeter than
   a couple speed bonuses.  Losing a few seconds is far better than totaling
   your vehicle.\
2. The drop-off coronas for Terminals A and B of Escobar International Airport
   are technically on the lower level.  The corona, however, extends up to the
   more easily accessed ground level.  Take advantage of this as the game does
   not differentiate z-axis differences; only x and y coordinates matter.
3. For Alternative Scenario i, I've found the optimal following    distance to
   be 6-8 car lengths behind.  When starting, be careful about your movements,
   for the chosen car to follow may be in any orientation relative to your
   position and direction, including on a collision course.  I've often had the
   car be "stuck" briefly while the computer slowly figures out that it needs to
   navigate around an obstacle and then how to do so.
5. For Scenarios ii and iii, you only get an increase to your time meter at the
   very beginning and not after the cutscene.  You can anticipate these
   scenarios when you receive a substantial time increase at the beginning of a
   fare.
6. I have found in cases where the PS2 says there are no fares in the area, a
   new fare spawns more quickly if you head back in the direction from which you
   came.

Rewards:
* Fee and/or Speed Bonus relative to the distance, travel time, and amount of
  damage sustained during trip
* For every 5 consecutive fares, $125 x (no. of fares/5)
* Hydraulics on all taxis and cabbies to make them "hop" (after $5000 total
  fares); the sum need not be earned consecutively.

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

********************************************************************************
Why did I wait to do this after the Rampages when its reward would be very
beneficial for surviving the tougher Rampages?  Two reasons--(1) to give you
time to build up your ammunition stores and (2) practice surviving well-armed
enemies in repeated skirmishes.
********************************************************************************

   H. Vigilante						[VIGL]
      Difficulty: 9/10 in anything other than Rhino/Hunter, 5/10 in Rhino/Hunter

Thankfully, as with Fire Fighter, Rockstar put checkpoints after Levels 5 and 10
such that you need not make it through all 15 levels consecutively, which you
probably won't do.

While the extra armor would have been nice during some of the Rampages, this
is so much more difficult that the Rampages are good 'practice' of the skills
you need for this.

Furthermore, criminals are no longer traveling in sequentially increasing
numbers in a corresponding increase of vehicles.  Vigilante now is a mix of its
classic form and the Avenging Angel missions from GTA:LCS.  Adding to the
difficulty is that the criminals are armed often with micro-SMG's and AK47's
AND that without fail they will shoot your tires out, no matter how far away
your car is from the criminals or how few shots they manage to get out.

Keys to success:
1. Tons of micro-SMG ammunition (on sale at Downtown Ammu-Nation)--1000+ rounds
2. Tons of assault rifle ammo--either M4 from soldiers in Fort Baxter or AK47
   pickup in southwest corner of the Downtown police station roof--500+ rounds
3. Memorize where the 2 police stations and 2 hospitals are.  Know where you can
   get new armor.  (Go to [RIAR] for reminder.)
4. The game allows you to be out of your vehicle for up to 30 sec.  This is a
   blessing and a curse.
   - Blessing: You can get out and use auto-aim to take out criminals on foot or
               bikes or use manual aim to aim through cars' windows.
   - Curse: If your car is destroyed, you really do not have enough time to get
            to one of the police stations unless you are lucky to be very close.
5. You are given 5 min for each level (with no carryover).  Work quickly but not
   hastily.
6. CRIMINALS ON FOOT--Park far out of range, and approach them tapping R1
   repeatedly until you get a lock.  This is because your range is better than
   the computer's.
7. CRIMINALS ON BIKES--If possible, anticipate their route.  Get out, and use
   auto-aim as they approach.  If in the VCPD WinterGreen, strafing forwards
   works too.  Come with some speed and shoot early so the criminals don't have
   time to react.
8. CRIMINALS IN CARS--Pray you don't get these in the highest levels.  Assault
   rifle on foot aiming at the windows and strafing is the best method, which
   requires again that you anticipate their route.

   ~~~~Additional strategy: submitted by Darrick Reeves~~~~
    The player is going to need body armor and molotovs.
    The player then should try and predict which way the
    car/s are turning. They then use the molotovs to blow
    up one or more cars.
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Note: If you wish to wait until the Rhino or Hunter become available, I'll tell
you later when to do the Vigilante mission.

Rewards: for Levels 1-4, $10 for each criminal killed
         for Levels 5-9, $30 for each criminal killed
         for Levels 10-15, $50 for each criminal killed
         50% increase in maximum armor strength (after completing Level 15)

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   I. Odd Jobs						[ODDJ]
      1. Playground on the Town				[ODPT]
         Difficulty: 3/10

Location: Downtown, PCJ-600 parked along the eastern side of the police precinct
          across the alley from the VCPD Enforcer

Objective: Collect all checkpoints under 1:35

Strategy: It's all about learning the best route and executing it.  The former
          I can help with.  You're on your own for the execution.
* Speed up the stairs southwest of you.  Head along the wall collecting more
  checkpoints.  Go up the flight of stairs you see there.
* Turn left (south) and perform a 180 turn into the checkpoint.  Hit the
  acceleration and use the ramp to drop down on the next roof.
* Collect this corona in the vicinity of where you land.  Do another 180 and
  gather the quick series of coronas around the roof going counter-clockwise.
  There is another ramp, so as you turn northwards again, begin to accelerate.
* There is a single corona on this roof.  Drop off its top-right (northeast)
  corner where there are 2 checkpoints in the alleyway.  Go south down this
  alley, and go right (west) around the edge of the building when it ends.
* There is a single corona in front of you (off the southwest corner of the last
  roof you were on).  Turn left (south) after driving through it.  Collect the
  2 coronas and turn left (east) around the edge of the 2nd roof that you rode
  on.
* Veer left (north) after the alleyway and wall to the east of the building
  you're riding past to get another corona.  There is another one just east of
  where you are.  Turn right (south), get that corona, and go left (east) along
  the island towards the street.  There is a corona by the island's east edge.
* Go right (south) at the end of the island and up the stairs.  Follow the roof
  around collecting the coronas.  When you are facing south again, gather speed
  in order to hit the ramp and your largest jump of the race.  The final corona
  is on that roof you to jump onto.

Reward: $500

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      2. Playground on the Dock				[ODPD]
         Difficulty: 2/10

Location: Viceport, PCJ-600 parked on western side of low wall that stretches
          south from the apartment complex on Bayshore Ave. just northwest of
          Viceport's main gates.

Objective: Collect all checkpoints in under 1:15

Strategy: Same as "Playground on the Town"
* Follow the checkpoints north, then south through the alley, and then north
  again crossing the main highway towards the waterfront.
* Gather speed and hit the ramp at the OB-VP Bridge with velocity.
* Take the sharp 90 deg turn up the stairs onto Benny's Restaurant.
* Loop towards stern collecting the 5 coronas.  Head towards the bow along the
  starboard side of the vessel.  (Stay right to avoid faceplanting yourself into
  the stairs.)
* Collect the corona in the bow before heading aft again along the port side of
  the ship.  Go up the stairs along the forecastle.  Circle the upper deck
  counter-clockwise weaving into the tight spaces aft and fore of the pilot's
  house to finish the mission.

Reward: $500

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      3. Dirt Track Madness				[ODDT]

Objective: Circuit various paths 3 times around the dirt track's convoluted
           paths under a specific target time


         a. BMX Time Trials				[ODBM]
            Difficulty: 1.5/10

Location: Downtown, bicycle parked besides a palm tree located inside the
          northeasternmost loop of the track
          (If you are having trouble finding it, look at the in-game map.  Do
          you see how the track has two turns jutting northward that look
          vaguely like rabbit ears?  Go inside the eastern 'ear.')

Strategy:  Remember to push forward on the LAS when you get air or else you'll
             fall on you arse.
           You have limited sprint (tapping X) capabilities.  Use it wisely, but
             sprinting or not shouldn't make much of a difference if you just
             stay on the bicycle.

Trials -- Time to Beat:
      1 -- 1:25              5 -- 1:45
      2 -- 1:30              6 -- 1:40
      3 -- 1:20              7 -- 1:35
      4 -- 1:35              8 -- 2:40

Reward: $2500 after passing all 8 trials


         b. Sanchez Time Trials				[ODSA]
            Difficulty: 2.5/10 

Location: Downtown, between the 3 palm trees that stand just outside the
          southwesternmost point of the track

Strategy: Same as BMX Time Trials
          Brake early using the hand brake.  You're on dirt, and thus your
            braking distance is greatly increased.

Trials -- Time to Beat:
      1 -- 1:55              5 -- 1:40              9 -- 2:10
      2 -- 1:35              6 -- 2:25             10 -- 2:55
      3 -- 2:00              7 -- 2:10             11 -- 3:00
      4 -- 1:20              8 -- 2:05             12 -- 2:55

Reward: $2500 after passing all 12 trials


         c. Quad Bike Time Trials			[ODQU]
            Difficulty: 3/10

Location: Downtown, just outside the southeasternmost corner of the dirt track

Strategy: The Quad Bike can spin out easily if you are not careful.  That said,
            you can drift around wide corners in this.
          Still push forward on the LAS during jumps to level yourself.
          If you're having trouble handling the quad, lay off the gas during
            turns and when you land to prevent this rear wheel drive vehicle
            from spinning you out.

Trials -- Time to Beat:
     1 -- 1:25               3 -- 1:20
     2 -- 1:35               4 -- 1:25

Reward: $2500 after passing all 4 trials

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      4. Rush!						[ODRU]
         Difficulty: 5/10

Location: S Viceport, Linerunner parked beneath a large container crane

Objective: Cause $1700 worth of mayhem in 3 min

Strategy: Aim for bikers and smaller cars that you can flip, which means make
            your way to the main highway where there are less industrial
            vehicles and more bikes and cars in general.
          Often ramming a smaller car at a 90 deg angle with good speed will
            get it to flip.  Be sure to push through the collision to make 
            flipping the car more likely.
          Don't go for the Reward Multiplier intentionally.  It's much more
            reliable to attempt to flip cars and/or spin them out.  Let the
            multiplier be a nice bonus to your attack.

Scoring:
   Spin - $10 for every multiple of 90 deg of spin-out
   (Note: You can get only 1 spin score per vehicle.)
   Biker Dismount - $50
   High Flier (make a car airborne) -- multiples of $10 (for height?)
   Flip Car - $150
   Flip Car is Destroyed - $300 (Note: You do not get $450 for this car, only
                           this one score)
   Reward Multiplier - "check" multiple vehicles into each other

Reward: $1000

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   J. Sgt. Jerry Martinez II				[JMII]
      1. Cleaning House					[JII1]
         Difficulty: 1/10

Location: Fort Baxter -- "Sergeant's Stripes" icon on map

Drive down to Viceport and meet Phil Cassidy (again).  Drive north in Phil's
truck where you stop outside "Phil's old place."  Waste the Cholos outside with
your micro-SMG.  Go inside (walk into the light blue bouncing triangle), and
kill the final two Cholos.  You probably have a 1-star wanted level by now.
Just be careful that no beat cops around as you steal a Cholo Sabre and go back
to base.

Reward: $100

**You get an in-game message that the Phil's shooting range is now open.**

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      2. Conduct Unbecoming				[JII2]
         Difficulty: 1.5/10

Location: Fort Baxter -- "Sergeant's Stripes" icon on map

Go to Phil, and he gives you a Stinger.  Head down to Viceport and approach the
indicated girl.  She's not the one you want, but she tells you to bring her to
Starfish Island where the hooker you want is.  Kill the guys who start a fight
with you and take the right girl back to Fort Baxter.

If the mission title didn't clue you out, you've been set up, discharged, and
stripped of your weapons.  Hop in the Ventoso (motor scooter) parked near the
gate and head to Phil's old place in N Viceport.

Rewards: Safe house with garage--101 Bayshore Ave
         Bulletproof Sanchez available for purchase at safe house - $2000
         Casual clothes

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   K. Odd Jobs II					[ODII]
      1. Phil's Shooting Range				[PHSR]
         Difficulty: 6/10 (less if you're a GTA:SA Shooting Range Challenge pro)

Location: SE Viceport, enter building from "Cleaning House" mission

Objective: Complete a skill shooting exercise with 5 different weapons in manual
           aim mode.  Hitting an enemy target is worth 100 points.  Shooting
           friendly targets begets a 200 point penalty.  If you fail, you must
           restart from Round 1.

Round 1: Pistol
   Goal: 1000 pts
   Amount of ammo: 100 rounds
   Note: This is nice and easy with few friendlies.

Round 2: Machine Pistol
   Goal: 1500 pts
   Amount of ammo: 150 rounds
   Note: More friendlies, so be careful.  As a general rule, don't strafe.  It
         wastes your limited ammo, and the game sends moving friendlies out
         later in the round.

Round 3: Shotgun
   Goal: 2000 pts
   Amount of ammo: 100 rounds
   Note: The shotgun has a wide spray, so be careful that the reticule only
         includes the enemy target in your sight.

Round 4: Assault Rifle
   Goal: 2000 pts
   Amount of ammo: 120 rounds
   Note: The targets move laterally quickly.  Shoot sparingly in order to hit
         only what you want and not to waste ammo.  Aim a little more in front
         of the moving targets than you would normally intuit.

Round 5: Sniper Rifle
   Goal: 2500 pts
   Amount of ammo: 85 rounds
   Note: Your round will go through the front target into the back one, so for
         enemies in front, aim low.  You basically cannot afford to hit any
         friendlies in this round.

Rewards: $2500 for completing all rounds
         $500 Bonus prize for new high score
         $500 Bonus prize for new best overall accuracy
         $500 Bonus prize for best new time
         Discounted prices at AmmuNation

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   L. Phil Cassidy I					[PHCA]
      1. Cholo Victory					[PCCV]
         Difficulty: 3/10

Location: S Viceport, Phil's Depot -- "P" on map

This is another standard early GTA mission in which the game shows you the
nearest police station, hospital, and Pay'n'Spray.

Follow the prompts up Bayshore Ave to the police station and then the hospital.
Follow the target you pick up at the hospital getting close so that Phil can do
a drive-by.  You need not necessarily get right beside the other car, but that
does increase Phil's aim making the mission a little quicker and easier.  Go to
the nearest Pay'n'Spray for your free repairs, and then take Phil back to his
place.

Reward: $200

**Note: You get a beeper message from Phil telling you that his brother-in-law
  has work for you.**

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      2. Boomshine Blowout				[PCBB]
         Difficulty: 6/10

Location: S Viceport, Phil's Depot -- "P" on map

Drive Phil up to the northwest border of Little Haiti and Little Havana.  Park
around back.  You must load 4 stacks of boomshine cases into the back of Phil's
Walton within appr. 5 min.  What makes this mission so difficult is that the
camera is stuck in that single view.  This makes turning difficult in the
warehouse's tight spaces.  Furthermore, if you cut a turn short, the forklift
does not have the torque to power through the contact.  If you run out of time,
you die.

After you load the first case into Phil's truck, the warehouse sustains damage
making the path you must take longer and more circuitous after each case.  Use
the D-pad to control the fork height on the forklift--up to raise the boxes,
down to lower the soon to be empty forks.  Be sure to drive into the crates head
on or else you won't catch them.  If you have successfully loaded all 4 crates,
Phil drives off.  Mission completed.

Crate 1: Just go straight to your right.
Crate 2: Go through the gap between boxes towards the top of your screen.  Make
         the second right and drive to the edge of the warehouse.  Turn right
         again towards the crates.
Crate 3: Go up through the same gap as last time, but now turn left at the first
         opportunity.  Drive to the left-hand wall of the warehouse and make a
         U-turn clockwise around the crate.  Speed straight across towards the
         same gap you went through to get to the boomshine as the second crate.
Crate 4: Take the same path as the above crate, but this time turn left (towards
         the top of your screen) in the middle vertical pathway.  Take the first
         right and work your way up to the top right-hand corner of the
         warehouse.  The access point to the final crate is hidden above the
         vertically arranged crates.  SPEED back to Phil's truck as you likely
         have little time left.

Reward: $250

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      3. Truck Stop					[PCTS]
         Difficulty: 4/10

Location: S Viceport, Phil's Depot -- "P" on map

Get in Phil's Perennial, and pick up the extra guys at the Beachcomber Hotel.
Head north and come up from behind on the munitions truck.  Get appr. one-half
car length behind, and let your passengers take out the gunmen on the truck.
This should not take too long.  Once they are dead, speed in front of the truck,
and pull to a stop.  Phil gets into the truck, and you are to follow him back to
Viceport.

Sedans with gunmen came after the truck during the trip home.  Use L2+R2 to keep
an eye on the cars as they come one-by-one.  Veer left or right as necessary to
block them from attacking the munitions truck.  If the Damage Meter fills up,
you lose the mission.  Your passengers should make quick work of the enemy cars.
Stop outside Phil's Depot to complete the mission.

Reward: $300

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   M. Marty J. Williams					[MYWM]
      1. Shakedown					[MWSD]
         Difficulty: 2/10

Location: Little Havana, trailer park behind the Sunshine Autos construction
          site -- "M" on map

Drive Marty up to the store in Little Havana.  Get out and kill the 2 Cholos
outside who come charging at you.  Walk into the store.  After the cutscene,
take out the 2 Cholos inside--one in front of you and the other behind you with
a bat.  Turn around and take him out first as you can't get a shot off when you
are getting whacked repeatedly.

Then, drive to the next store along Bayshore Ave.  Start either smashing or
shooting the freezers.  Partway through you get interrupted by some Cholos.
Kill them as they come into the store one at a time.  After 3 Cholos, the
mission is complete.

Reward: $500

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      2. Fear the Repo					[MWFT]
         Difficulty: 4/10

Location: Little Havana, trailer park behind the Sunshine Autos construction
          site -- "M" on map

Take Marty down to his lock-up just south of Sunshine autos.  He sends you to
"repossess" a series of cars.
   1. Cheetah -- Parked in N Viceport just off Bayshore Ave
   2. Sentinel -- Driving around Little Havana.  Try to get it at a red light
      or else you will have to run it off the road and take it to a Pay'n'spray
      once you get it.
   3. Pony -- Parked in southwest Little Haiti.  Take out the two (unarmed) guys
      who come at you.  You automatically get a 2-star wanted level.  Weave your
      way back to Marty's lock-up using other cars as shields and the cops' slow
      reactions in their kamikaze attempts.  A good hit by the cops if you are
      going at a good speed can turn you on your side.  If this happens, turn
      your wheels towards the ground and mash the gas.  If the cops don't ram
      you too much, you just may right yourself.

Reward: $500

**Note: Louise texts you asking you to drop by.**

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      3. Waking Up the Neighbors			[MWWU]
         Difficulty: 5/10

Location: Little Havana, trailer park behind the Sunshine Autos construction
          site -- "M" on map

Pick-up the grenades.  You are given appr. 6.5 minutes to destroy 3 Cholos vans
parked around Little Havana and Little Haiti.  I recommend taking out the
northernmost one first since the final two are closer together.  Get out of
your vehicle a little ways away, and launch a grenade as far as you can.  Make
sure Vic is facing directly towards the indicated van, for that is how you
'aim.'  Each station has 2 Cholos with micro-SMG's.  The blast usually takes
care of one.  Switch to your shotgun or micro-SMG, and dispatch the other for
safe bets when you return to your car.

After you destroy the 2nd van, Cholos come after you in damaged Cholo Sabres.
This means, if they manage to destroy your car, stealing their nearby car does
get you going, but it is VERY easily destroyed by the next pair of Cholos.  As
the Cholos come one at a time, it's manageable.  Make your way over to the final
van, and launch a grenade.  Once you finish off the last van, the mission is
over.  Any Cholos in the area will still continue to fire at you.  Kill them and
take their micro-SMG ammo.

Reward: $500

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      4. O, Brothel, Where Art Thou?			[MWOB]
         Difficulty: 3.5/10

Location: Little Havana, trailer park behind the Sunshine Autos construction
          site -- "M" on map

Take the Bobcat and drive to Stonewall J's, which is just northwest of your
location.  Go inside and get the stubby shotgun on hold for you.  Then, get to
the brothel in Little Haiti (behind Kaufman's Cabs from GTA:VC).

The game gives you a series of instructions, which form the core of GTA:VCS's
unique feature--Empire building.  Destroy the Cholo Sabre and kill the Cholos
that come after you, which you must kill.  Some spawn from the sidewalk, so
stand where you can see the front entrance and the road.  After the massacre,
walk inside, and kill the Cholo there.  You must then destroy all the business
assets remaining inside.  There's only one--a bed.

Rewards: $700
         Stonewall J's opens for business and is marked on your in-game map

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      5. Got Protection?				[MWGP]
         Difficulty: 5/10

Location: Little Havana, trailer park behind the Sunshine Autos construction
          site -- "M" on map

After the cutscene at brothel, a Health meter appears on your screen.  Its level
decreases slowly, so it should not be a problem.  Get in the Oceanic parked
across the street.  I found a clockwise path starting with the girl immediately
south of you is easiest.

The girls and the Cholos are on opposite sides of the street in a shoot out.
Drive BETWEEN the cars, and do a drive-by on the Cholos while she gets in.
After the 1st girl, Cholos come at your hard and fast in their Cholo Sabres.
Your girls, however, destroy the Cholo Sabres very quickly.  There are 2 KEYS--
(1.) Try to minimize the collisions.  Head-ons do the most damage and slow you
up the most.  (2.) Keep away from the Cholo Sabres when they explode or else
your car will be destroyed.  After getting the last girl, head back to the
brothel and park in the corona.

Reward: $500

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   N. Phil Cassidy II					[PCII]
      1. Marked Man					[PCMM]
         Difficulty: 4/10 (5 or 6/10 if you aren't a good driver)

Location: S Viceport, Phil's Depot -- "P" on map

When you get in Phil's Walton, a Damage meter appears on the right of your
screen.  When it fills up, the car explodes, you die, and, of course, you fail
the mission.  Speed up the highway, and then head west (turn left) onto Little
Haiti's northernmost road.  No one is chasing you, but don't lose precious
health points with unnecessary collisions with traffic.  The lock-up is located
behind the yellow building with red trim at the corner of the wide curve in the
road.

After the cutscene, kill the 5 guys quickly before they do too much damage to
the truck.  Drive out the north alleyway, and make a right (east) onto the
street.  There will always be cars chasing and strafing you.  Phil makes some
Boomshine Molotovs to help you out, but a new enemy car spawns almost
immediately after one is destroyed so that there are always 2 cars chasing you.
Speed down Bayshore Ave. into Viceport and back to Phil's Depot.  If you drive
on the wrong side of the road, the other cars have trouble following you.

Reward: A text message from Martinez threatening your life.

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   O. Louise Cassidy-Williams I				[LCWI]
      1. When Funday Comes				[LCWF]
         Difficulty: 3/10

Location: Little Havana, apartment block on Bayshore Ave. -- "L" on map

It is a 2-lap Quad Bike race around the trailer park and construction site.
The competition is very easy.  The only difficulty is getting past them at the
start.  Go wide around them so that you do not get spun out or ride up onto
them.  Otherwise, just remember to ease off the gas when turning or else you
will spin out.  Finish in 1st place to complete the mission.

Rewards: $500
         Quad Bike available for purchase from Sunshine Autos - $3000
         Turismo races open at Sunshine Autos

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   P. Turismo - Mainland				[TURM]
      Difficulty: depends upon your driving ability

Location: Little Havana, back lot of Sunshine Autos

Objective: Win a series of checkpoint races around various neighborhoods in west
           Vice City

Strategy:
* Examine the map and get an idea of the course.  That way, you can pay more
  more attention to the road than your radar.
* The game actually does NOT eat your vehicle when starting these missions.
  Thus, you can go get a car/motorbike beforehand.
* Rockstar fixed the 'bug' from GTA:VC where bumping one of the other racers
  quick starts the race.  You must start legitimately.
* Your competition tries as much to spin you out as they try to race.  Give them
  wide berth as you pass.
* For Races 1,3, and 5, don't use anything other than a PCJ-600.  You can go
  pick up the one for "Playground on the Dock" after signing up for the race if
  you did not come to Sunshine Autos on one.
* For Races 2 and 4, go with a sports car.  There is a Stinger parked besides
  the road north of the Downtown police station.  There is also a Banshee parked
  in the driveway of the 2nd house on your right after crossing over to Starfish
  Island.  Either works; I prefer the Banshee.

Race 1: Escobar Run-Way
   Entrance Fee: $100                 Vehicle Type: Motorbike
   Reward: $500                       Laps: 2
   Hint: Press slightly forward at the very start to maximize your acceleration
         and pass the others.

Race 2: Downtown Showdown
   Entrance Fee: $150                 Vehicle Type: Car
   Reward: $600                       Laps: 2
   Hint: Be sure to anticipate turns going a little easy on them, if necessary.
         You can make up lost time on the straight-aways.
   
Race 3: Port Sports
   Entrance Fee: $200                 Vehicle Type: Motorbike
   Reward: $800                       Laps: 2
   Hints: Press forward again at the start to speed out in front.  Watch out at
          intersections and on Bayshore Ave for cars capriciously turning and/or
          changing lanes.

Race 4: Rum & Salsa Sting
   Entrance Fee: $250                 Vehicle Type: Car
   Reward: $1000                      Laps: 1
   Hints: This is a single lap race, so your margin for error is less than the
          other races.  The competitors tend to actually drive on the correct
          side of the road, despite the lack of traffic.  Use this to your
          advantage to pass them!  Also, do your best to stay in the road on
          turns; light posts really slow you down.

Race 5: Cuban Wheels
   Entrance Fee: $300                 Vehicle Type: Motorbike
   Reward: $1200                      Laps: 2
   Hints: You don't need to use the hand break on every turn.  Also, cut corners
          whenever you can to shave off time and avoid traffic congestion at
          intersections.

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   Q. Louise Cassidy-Williams II			[LCII]
      1. Takin' Out the White Trash			[LCTO]
         Difficulty: 4/10

Location: Little Havana, apartment block on Bayshore Ave. -- "L" on map

Drive to the trailer park, and park in the corona.  After the cutscene,
dispatch the 4 guys.  Eight (8) more will come from either direction around
Marty's trailer.  After they are taken care of, drive Louise back to her
sister's apartment.  Some fellows will follow in a truck, but without driving
fast at all they did not even catch up to me until I was basically back to the
apartment.  They're armed, so don't delay any.

Reward: $200

**Note: Louise texts you asking you to come by, and the "L" reappears on your
        screen.**

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      2. D.I.V.O.R.C.E.					[LCDV]
         Difficulty: 5/10

Location: Little Havana, apartment block on Bayshore Ave. -- "L" on map

Get to the indicated location.  After the cutscene, dispatch the 2 henchmen and
hop back into your car.  Cut through the grass north behind the dealership, you
should start catching up quickly to your target as it weaves northward through
Little Havana.

More henchmen will chase you as you are hunting your target, but going fast will
have you lose them quickly.  If they get close, they will pop your tires.
(Having to chase somebody for a decently long distance with many turns with 1-4
popped tires is what makes this mission a 5/10.)  The chase ends at the brothel
if you do not catch up beforehand.

If you catch up to the target before the brothel, use brief strafings to compel
the driver out, and waste him.  If you use a drive-by to kill him, make sure
that his cars is NOT in your line of sight.  If you destroy the vehicle (and its
passenger), you fail.

If you only catch up at the brothel, get out and kill the armed henchmen first.
Then kill your target.

Louise has you then drive to Compound (Phil's Place in GTA:VC) in northwest
Little Haiti not far from the brothel.  She says Marty's kin will be after you,
but none come during the rest of the mission.

Rewards: Compound safe house with 1 car garage
         Trailer trash clothes

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      3. To Victor, the Spoils				[LCTV]
         Difficulty: 5.5/10

Location: Little Havana, apartment block on Bayshore Ave. -- "L" on map

Go to Sunshine Autos.  When you get close to the 2 guys with blue arrows
overhead, get out of the car and recruit them to your gang (Hold R1 and tap R3).
Then, drive just down the road to Marty's office (from "Fear the Repo" mission).

After the cutscene, kill the half dozen indicated henchmen.  Grab the nearby
Admiral (wait for your 2 henchmen to get in), and head north to Marty's other
site.  Park nearby and waste another half dozen guys.  Go inside and kill the 2
remaining thugs.

Then, PAY ATTENTION as the game teaches you how Empire building works.

Reward: $1500
        Empire building starts -- money transferred to your account daily

**Note: You get a message from VCTN telling you to pick a visitor up at the
        the airport.**

================================================================================

III. Empire Building					[EMPI]
   A. Introduction					[EBIN]

Welcome to GTA:VCS's combination of GTA:VC's Asset missions and GTA:SA's gang
warfare!  The best feature is that everyday at 1600 hrs the profits are directly
deposited into your account--no traveling the long distance around Vice City
stopping to pick up your cash!  Another cool feature is that the other gangs
fight among themselves as well, unlike in GTA:SA where the Ballas and Vagos only
attacked Grove Street Families.

You do more than take over or start a business.  You build up the business by
completing missions.  You can also develop the property to increase your
revenue.  There are 3 levels of business development: small-time, medium
venture, and high-roller.  They differ in cost to develop, often in per diem
profit margin between the 3 tiers, and the intensity of assault either in
defense of a location you are attacking or in offense on one of your properties.

There are 14 business on the Mainland and 16 on the East Island owned variously
by Vance, the Cholos, the Bikers, the Sharks, and no one.  You must control a
certain percentage of the businesses in order to qualify for some missions.  You
start with 3 small-time ventures--prostitution, protection racket, and loan
shark.  You can only build these business while on the Mainland.  When the East
Island opens to you, so does the opportunity to build drug, robbery, and
smuggling outfits.

For another introduction (and in some ways a better one), check out the GTA:VCS
guide on GameSpot.com.  It's worth your effort to go read it....
   http://www.gamespot.com/features/6161809/index.html

***I recommend building up the 3 business you control now and building your
   reputation in these 3 areas before starting to attack other gangs' Empires.
   See below in section III.C [BUSI] for descriptions of the missions.
   Afterwards, take over as many on the Mainland that you care to--all or just a
   couple.***

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   B. Attacking						[EBAT]

The game has already shown you the basics.  Stop outside a property and destroy
the car parked within the fenced area.  Before starting an attack, be well
equipped with machine pistol and/or assault rifle ammo and have full health and
armor.  Immediately after successfully attacking a location, stand by the For
Sale sign and purchase it.  Delay may end up meaning that you went through all
that effort for nothing.  Make it into whichever type and level you desire.  I
always suggest building a High-Roller business.  Let some time between attacks
and developing in order to let your other businesses make you some money to
spend on other business.

      1. Small-time 					[ATST]
         Difficulty: 4/10

Gang members (5-6) come at you basically one at a time.  Mow them down.  Move
into the premises and kill the 1-2 gang members inside.  Destroy the "business
assets" to successfully finish the attack.

Rewards: $1000
         Ability to purchase the property


      2. Medium Venture					[ATMV]
         Difficulty: 6/10

Many more gang members (~10) with better weapons come to defend the premises.
Use the AK47 for the main assault.  Save ammo and switch to the micro-SMG for
any stragglers.  Go inside and finish the 1-2 gang members off, and destroy the
business assets.

Rewards: $1500
         Ability to purchase the property


      3. High-Roller					[ATHR]
         Difficulty: 

Even more gang members come at you.  Use your AK47 to whittle down the pack.
When inside, there can be up to half a dozen gang members.  Your stubby shotgun
is perfect for these close range battles.  After the gang members are dead,
destroy the office equipment, beds, drug tables, or whatever.

Rewards: $2000
         Ability to purchase property


      4. Important Things to Know			[ATIT]

* The more you attack a specific gang's assets, the more they hate you.  Cars
  or bikes of gang members will come after you even during missions, if they
  were on your scent before you started the mission, and shoot up you and/or
  your vehicle.  It is easier to stop and kill them because they are very
  persistent in following you.
* A gang stops coming after you once all of their assets have been taken over by
  another gang or you.
* A gang's hatred of you 'resets' when you reset the game.  Use this if their
  constant harassment is getting in your way of side tasks and odd jobs.

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   C. Business Ventures					[BUSI]

To start missions, enter the building.  Stand by one of your gang members and
press R3.
To develop the site, stand instead in the corona and then press R3.  Choose
whether to develop--for a price--the property up 1 or 2 levels to Medium Venture
or High-Roller.  The property will then go under construction for a few in-game
hours.
Just spend the extra now and make the business a High-Roller enterprise.  From
all the Odd Jobs you've done, you should have more than enough money to cover
the expenses.


      1. Loan Shark					[LOAN]

         a. Building Your Reputation--'Loan Shark'	[LSLS]
            Difficulty: 3/10

Objective- Complete 15 "repossessions" of either a Benson or PCJ-600

Strategy-
* Hit the car or van with a couple of drive-by shots to get them out of the car
  or just ram them with decent speed.  For particularly stubborn bikers, drive-
  by's are just easier.  Dispatch the driver and passenger(s) if they come after
  you, and take the vehicle back to the depot.  Angry drivers also have angry
  friends that chase you down.
* Beware of beat cops.  Keep your wanted level no higher than 1 star.
* You do not have to complete these consecutively.

Time- 3:00 for the 1st job you start, +90 sec for each completed task

Rewards- $150 per completed job
         $250 bonus for every multiple of 3 completed in a row
         Lifter reputation (after Job 1)
         Crim-Reaper reputation (after Job 15)


         b. Reward for Developing a Site to High-Roller-- Repo-Man outfit

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      2. Prostitution					[PROS]

         a. Building Your Reputation--'Pimping'		[PRPI]
            Difficulty: 3/10

Objective- Ferry 2 prostitutes back and forth between clients and deal with any
           troublemakers

Strategy- If you are a GTA:SA veteran, this is almost the exact same as the
          Pimping R3 missions there.
* Get in the car behind the brothel and pick up the 1st girl around front.
  You are given 25 +/- 5 sec (avg.) to get her to her first customer.
* Head back leisurely to the brothel to pick up the 2nd girl.  Get her to her
  client within the time limit.
* After dropping the 2nd girl off, you're told to go get the 1st girl.  One of
  four scenarios will happen as you approach:
  1. Nothing:
       The girl is waiting for you to bring her to her next appointment.
  2. The customer is running away.
       Chase him down and run over him.  Then, go pick up the girl and get her
       to where she needs to be.
  3. The client is beating the girl up.
       A Hooker health meter appears on the right of your screen.  Park nearby.
       Aim. Fire.  Return to car.  Let girl hop in, and go.
  4. The client is trying to kidnap the girl.
       Damage the car sufficiently to compel the guy out of the car by ramming
       or 2-4 brief bursts of micro-SMG fire.  When he gets out, waste him.  If
       you drive-by, make sure the car with girl is not in your line of fire
       and thereby accidentally kill the girl.
  5. Repeat for 2nd girl.
  6. Repeat 15 times.
* Only advice is to avoid even 1 star wanted levels since you're stationary so
  much.  Let them run out during untimed trips.
* These also need not be completed consecutively.
     
Rewards- $100 per level
         Panderer reputation (after Job 1)
         Mack Daddy reputation (after Job 15)


         b. Reward for Developing a Site to High-Roller-- Leisure outfit

**Note: The central Little Haiti brothel (the one from Marty) is unavailable for
        development at this time.**

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      3. Protection Racket				[PROT]

        a. Building Your Reputation--'Extortion'	[PREX]
            Difficulty: 4/10

Objective- Take various stores from the Cholos or Bikers while protecting your
           own stores from their attacks

Strategy-
* Job Type 1: Kill the 1-2 gang members on guard duty outside (running over
      with car is easiest).  Go inside and start smashing up the merchandise.
      Then, 3 gang members enter the store that you must kill to complete the
      task.
* Job Type 2: Convince a neutral store to go under your protection.  Go inside
      and smash things up.
* Job Type 3: A Damage meter appears on your screen.  Hurry over to your store.
      Kill the 1-3 outside and the 1-3 inside before the meter is filled.
  - Sometimes the game strings together a series of these jobs into a mini-story
    in which you retaliate upon each other.  If this is the case, you will be
    hounded between destinations by the gang you just angered.  Their micro-SMG
    fire is dastardly accurate, so try to avoid their fire as much as possible.
    Use traffic as a shield, and try driving down the wrong side of the road.
  - When you get out of your car, be careful still.  If a Cholo Sabre runs over
    you, you're dead.
* As there is not a time limit for going to Type 1 and 2 jobs, use this
  opportunity to refill your health and/or armor as necessary or warranted.
* You fail the mission if you kill the shopkeeper.
* These need not be completed consecutively.

Rewards- appr. $150-$300 per job
         Hoodlum reputation (after Job 1)
         Ultimate Badass (after Job 15)


         b. Reward for Developing a Site to High-Roller-- Hired Muscle outfit

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      4. None - For Sale				[SALE]

When you purchase one of these, you get to choose which type of business it will
be.  Only those currently open to you are available.  This is determined by
where in the game you are.  If the East Island is not open yet, then the SE
Little Haiti site can be a prostitution, loan shark, or protection racket
enterprise.  You also get to choose what level to develop it to.  As always, I
recommend going straight to High-Roller.  The property then becomes under the
purview of one of sections III.C.1-3 [BUSI] and/or VI.B.1-3 [BVEN] if you have
yet to finish those missions.

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   D. Defending						[EBDF]

Every once and a while (especially right after you take over a rival gang's
territory), another gang attacks one of your premises.  A message appears in the
top left of your screen, and on your in-game map, what likes the old symbol for
radio waves appears to be coming from the empire building icon.

***You CANNOT save to avoid the warfare, as you could with gang warfare in
GTA:SA.***
Saving is an automatic forfeiture.  You don't lose the property.  It is damaged
and makes you less money per diem.  Pay $500 to repair it.

Immediately after the notification, a Damage meter appears, and it fills up
rather quickly.  Speed to the property with all haste!  Once you get there, kill
any of the Cholos, Bikers, or Sharks you see.  They are not indicated by the
game so it makes it tougher.  If you happen to kill some of your henchmen, don't
sweat it.  They rarely actually take somebody down anyways and generally serve
to draw your auto aim away from where you want it to be.

Then, an endurance series of cars or bikes comes one at time.  Average seems to
be about 8 cars for a High-Roller business, less for Small-time and Medium
Venture ones.  Quickly kill the two gang bangers.  If they are Bikers, fire at
them before they even have a chance to dismount.  Use your radar to determine
from which direction they are coming.  I find manual aim (hold R1 and tap R3, or
hold R3, hold R1, release R3) sometimes easier when defending against Cholos
because of the potentially large pile up of abandoned cars.  Since gang members
usually park in the same 1-2 places, aiming at the cars can be a good strategy
for some waves, also.  Just be sure to stand back.

If you are not prepared to fight a large sequence of enemies, DON'T!  Paying the
repair bill is much cheaper than the hospital bill and bribe to get your
weapons back.  Also, sometimes there is just no way you can get across the
entire city in time, especially if you don't have a vehicle handy.


================================================================================

IV. Walkthrough - Mainland II				[WMII]
   A. Lance Vance I					[LAVI]
      1. Jive Drive					[LVJD]
         Difficulty: 8/10

Location: Escobar International Airport -- "Airplane" icon on map

Part I:
You are put in FPS mode with unlimited micro-SMG ammo.  A Damage meter appears;
that's your car's health.  Quickly take out the 2 Cholos up and to your left and
turn to the right to take out the 2 Cholos that drive up and park along the main
road in front of the terminal.

After you start going east again, 2 Cholo Sabres come by.  Waste the gunmen and
then the drivers as quickly as possible.  After the jump, aim front for the 2
Cholos waiting on your left.  After another small jump, there are 3 gang members
waiting for you.  Work from right to left.  (You'll run over the last one if you
didn't cap him beforehand.)

After the turn north, aim forward and take out the Cholo Sabre.  Then there are
2 Cholos to the left side followed by a bunch more on the right side of the
road.  There are 3 more carloads of Cholos as you weave up by the old Print
Works (from GTA:VC) and then jump down into Little Haiti's flood control ditch.

Two (2) Cholos line the top of the ditch staggeredly, and 2 Cholos on bikes jump
down in front of the car.  Dispatch these, and then the 2 Cholos waiting at the
exit to the ditch.  If you don't kill them, chances are they will dive out of
the way as you approach.  There are a set of 3 and then 2 Cholos before you hit
a ramp to finish this sequence.

**Note: The locations of the Cholos appear on your radar as they approach.**

Part II: 
After the cutscene, 3 large packs attack from different directions.  A Health
meter for Lance also appears on screen; keep him alive.  To prevent his death,
put yourself between Lance and the Cholos to act both as a shield and as a
diversion.  You can take a bigger beating than Lance.  Also, this prevents Lance
from getting cut down by friendly fire.

The AK47 is your best weapon.  Take out the group seen in the cutscene first and
then the group to your left facing their car.  Turn around and kill the final
group.  (This group starts furthest away, hence why I saved them for last.)

Steal a Cholo Sabre and take Lance to Downtown.  You can either first stop by a
Pay'n'Spray or just deal with your 2-star wanted level.

Reward: the joy of your brother's company?

**Note: Umberto Robina pages you asking for a meet-up.  Also, Louise opens up
  for another set of missions.**

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   B. Umberto Robina					[UROB]
      1. Nice Package					[URNP]
         Difficulty: 6/10

Location: central Little Havana -- "U" on map

Race to Downtown.  Get to Bayshore Ave as quickly as possible to get the best
velocity possible.  Almost assuredly, someone else will get to the destination
first.

Chase them down with the rest and with your second (Juan) drive-by the indicated
car.  When it is almost on fire, the drive will get out.  Kill him and take the
package.  If you are too slow, another of your competition will grab it.  Repeat
this process as many times as it takes for you to get the package.  Once you
have the package, you are not safe, for the other competitors will then
concentrate on you!  (Juan does not have to survive this mission.)  The drop-off
point is in Viceport.

Reward: $750

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      2. Balls						[URBA]
         Difficulty: 5/10

Location: central Little Havana -- "U" on map

The game spawns an Admiral across the street for you to use.  A Havoc meter
appears on screen and fills slowly.  You must kill all the targets before that
happens.  Head to the nearest spot on the radar/map and do a drive-by on
everybody there.  Some will be on foot; others in cars.  Repeat 4-5 times.  The
gangs disappear as they finish their havoc in a location, so work quickly.

Reward: $800

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      3. Papi Don't Screech				[URPD]
         Difficulty: 3/10 (8/10 if you try to go along the roads)

Location: central Little Havana -- "U" on map

Take Umberto's Cuban Hermes and drive to Hyman Memorial Stadium.  After the
cutscene, you are given appr. 6.25 in-game hours to get to Robina's Cafe in SW
Little Havana--a seemingly more than generous amount.  A Stress meter appears on
screen, as well.  It will fill up if your drive too fast or hit too many things.
Getting shot at, as you can imagine, fills the increase the stress level
greatly.  It only takes 3-4 hits in a short time span to max the Stress meter
out.  Some relaxing driving lowers the stress level.

Cholos are either stationed or on patrol along all the roads of Little Haiti and
Little Havana.  You need to get around them without being seen.  The easiest way
is not to be on any roads.  Thankfully, you can make it almost all the way from
Hyman Memorial to the cafe by going along the grassy part along Downtown's
western beach and then the 'boardwalk' around the Compound and Junkyard.

You will have to near a road briefly the near the Empire building just south
of the Junkyard, but you can get back along the waterfront almost immediately.
Just check with your radar that no Cholos are nearby.  You should be at the
trailer you started from on your approach to the Unique Jump from the huge sand
dune.

Drive down to that dune, and carefully drive off the right edge.  Circle around
the dune counter-clockwise.  You should see a gap in a wall that enters into the
alleyway with the Armor pick-up.  Parked just to your left is a Cholo Sabre.  If
you hit the alleyway right you should be able to speed down it and across the
street to the cafe before they even notice you.  Beware! A Cholo Sabre patrols
the block around the cafe, so make sure it isn't around when you make your move.

Reward: $1000

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      4. Havana Good Time				[URHG]
         Difficulty: 5.5/10

Location: central Little Havana -- "U" on map

Get up to the warehouse in Little Haiti.  The entrance is from the north through
the 'neighborhood.'  Take out the few on guard.  After the cutscene, you are put
on guard duty.  A Health meter for Umberto's men appears on screen.  You must
kill the Cholos as they come from all directions of the map.  Use your radar to
see where.  Towards the end, the Cholos come so quickly that the AK47 is really
your best bet.  (There is a Health and Armor pick-up in the warehouse, if you
need it.)  Of course, don't let Umberto's men die.

Once Umberto's men finish their job, they drive off in one van leaving you with
the 2nd one.  Get in, and get out of there.  Cholos still come at you in the
warehouse.  Head back to Umberto's house.  One the way, Cholo Sabres try to
intercept you.  Avoid their head on collisions using other traffic, lamp posts,
and/or palm trees to help slow them down.  Shoot back if they do manage to
corner you.  Umberto's house is not far, so it shouldn't be too difficult.

Rewards: $1500
         Cuban Style outfit

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   C. Louise Cassidy-Williams III			[LIII]
      1. Hose the Hoes					[LCHH]
         Difficulty: 4/10

Location:  Little Havana, apartment block on Bayshore Ave -- "L" on map

A Girls health meter appears on the right of your screen.  It's the fastest
depleting (or filling) meter yet.  Get in a car with Louise and speed north
along the highway to where the fire truck is parked.  Steal that and head up to
the brothel.  Put out the cars first before concentrating on the house.  There
are arrows indicating where to aim, which are hard to differentiate from the
similarly colored flames.  Put out all the fires.

Then, chase the arsonist up onto a roof and kill him.

Reward: $300

**Notes: The brothel is now damaged.  Go inside and to the notice board in order
           to repair it.  After repairing it, you can finally develop this
           location.
         The next Lance Vance mission opens up at his hotel in Downtown.***

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      2. Robbing the Cradle				[LCRT]
         Difficulty: 3/10

Location:  Little Havana, apartment block on Bayshore Ave -- "L" on map

You will notice a Welfare-Man health meter.  It goes down very slowly, so don't
worry too much about it.  Head towards the dot on your radar.  The thugs are
chasing the welfare guy shooting at his car.  Drive next to the thugs' car and
just pump it full of lead.  When it catches on fire, speed off.  If the
explosion doesn't kill them, go back and finish the job.

Then, chase after the welfare man.  You want to "warn him off," NOT kill him.
Ram his car and/or use short bursts of micro-SMG fire.  He heads for Starfish
Island and just loops around the roads there.  When his car is sufficiently
damaged, he gets out and runs away.

Reward: $300

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   D. Lance Vance II					[LVII]
      1. The Audition					[LVTA]
         Difficulty: 4/10

Location: Lance's hotel in W Downtown -- "L" on map

You're given 75 seconds and a Cheetah to get just down the road.  After the
cutscene, you are given about 5 in-game hrs to get to Forbes' car in Viceport.
Take out the 3 henchmen and walk outside.  You have a 2 star wanted level and
are surrounded by police.  You can either steal a VCPD Cruiser killing only
enough cops to ensure your safe entrance to the vehicle or there is a parked
car (random model) just north of the restaurant.  (The cops do not follow you as
you run up to the spawned vehicle.)

You first destination is Viceport.  From there, hop on the waiting Sanchez.
Drive up the stairs to the roof and hit the ramp on the west side of the
building (Unique Jump 4).  Once on the 2nd roof, drive down the stairs on the
north of the building (and to the left of the ramp used in Unique Jump 5).  Kill
all the guards in the impound lot.  Steal the Sentinel XS and use the ramp to
jump out of the lot.  There are about 1/2 dozen guards at the base of the ramp,
so don't delay any once you make the turn around the tractor trailers.  If the
jump is successful, the mission is over.

Reward: $750

**Notes: The Civil Asset Forfeiture Impound is now open.  See below in section
           V.G. for information (code [CAFI]).
         Lance pages you telling you to meet him at Forbes' place opening up
           a new line of missions.**

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   E. Bryan Forbes I					[BRFI]
      1. Money for Nothing				[BFMF]
         Difficulty: 3-5/10 (all depends upon your driving skill)

Location: Center of business plaza in central Downtown -- "F" on map

After you get the van and to the warehouse, you are given a 3-star wanted level
and are instructed that you must maintain the police focus upon yourself.  The
challenge is not in the chase but keeping the van from igniting.  Follow the on-
screen instructions and go south, but first, drive east to Bayshore Ave.  After
the bridge to Starfish Island, drive along the waterfront utilizing palm trees
and/or the steps to Benny's Restaurant.  Once no cops are by you, stop.  Cops
won't approach you until you are on the road again even if you can see them
nearby.  You must keep the wanted level for about 2 in-game hours.  Once Lance
tells you to lose the heat, head over to Viceport's Pay'n'Spray.

Reward: $1500

**Note: Lance pages you asking you to meet him outside Hyman Memorial.**

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   F. Lance Vance III					[VIII]
      1. Caught as an Act				[LVCA]
         Difficulty: 2/10

Location: Hyman Memorial Stadium -- "L" on map

Grab the Cheetah parked behind you along the arena's steps, and go after the
target.  He does not go fast, so you can catch up quickly.  As your first
attack, a Cash meter appears and starts slowly going down.  You must get Forbes
out of his car before the cash runs out.

Ram him and/or strafe him with short bursts.  When the game tells you to drag
Forbes out, he'll be driving so slowly that you can sprint and catch up.  Press
/\ to pull him out and complete the mission.

Reward: $750

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   G. Bryan Forbes II					[BFII]
      1. Leap and Bound					[BFLA]
         Difficulty: 3/10

Location: central Little Haiti -- "F" on map

Head onto the roof of the Greasy Chopper and follow the game's directions
regarding your binoculars and heading towards the pier. After the cutscene, hop
into the Comet and speed south on Bayshore Ave.  When you approach the container
ship moored along E Viceport the game tells you to get onto the ship.  Use that
Unique Jump ramp (the Comet is powerful enough).  Take out any opposition as you
head inside.

Once inside, make your way down to Lance.  I recommend using your shotgun to
kill any in your way.  After the cutscene, head back upstairs and collect the
parcel.  When you get back on deck, head up the forecastle killing enemies and
collecting 3 parcels on different levels.  Head back down the winding stairs and
pick up the final parcel on the bow.  Head to meet Lance in the grass just off
the bow.  There's a Sanchez on the port side to make your life easier.

Reward: 1500

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      2. The Bum Deal					[BFTB]
         Difficulty: 3/10

Location: central Little Haiti -- "F" on map

Drive the short distance to the bar and go inside.  After the cutscene, take out
the enemies.  Once they're taken care of, others start shooting at you from the
other room.  Head around the partition slowly so that only one enemy has a clean
shot at you at a time.  Wait for him to stand up, auto-aim and fire.  If they
are crouching, you are just wasting your ammo.  Go outside, and take out the
Stallionz there.  (This is not necessary, but you won't get far in your car if
you don't.)

Drive back to the derelict building, and give chase when instructed.  The target
is on a WinterGreen.  You can either drive-by or ram him off his bike, then stop
and kill him.  (PICK UP HIS WEAPON!!!  IT'S AN SMG [MP5]!)  Take Lance back to
his hotel to complete the mission.

Reward: NOTHING

HINT: Still walk over micro-SMG pick ups (but don't press L1).  You pick up ammo
      that you can use for the MP5.
			
___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   H. Lance Vance IV					[LVIV]
      1. Snitch Hitch					[LVSH]
         Difficulty: 4/10

Location: Lance's hotel in W Downtown -- "L" on map

You have just over 3 in-game hours to get to the main terminal of the airport.
Use Bayshore Ave as far south as you can, and then cut over.  Go inside and
meet the contact.  After the cutscene, you spawn outside.  ***DON'T FORGET TO
PICK UP YOUR WEAPONS THAT THE METAL DETECTOR DEPOSITED OUTSIDE!!!***

Drive over to the end of the 'runway' in the NE airport.  Stop a little ways
from the guards and aim at them from long distance.  Use the AK47 since it has
the longest range of your arsenal.  When they're dead, 4 more guys show up.
Kill them to finish the mission.

Reward: $1000

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      2. From Zero to Hero				[LVFZ]
         Difficulty: 

Location: Lance's hotel in W Downtown -- "L" on map

Drive everyone to W Little Haiti-an alleyway just south of the entrance to the
Junkyard.  Lance goes ahead.  Rush behind him with the AK47 equipped and take
everyone with a red arrow out before Lance's Health meter depletes.

Then, grab one of the Barracks OL's.  It has a Damage meter that you cannot
allow to be filled.  Follow Lance.  He's heading for the bridge from Viceport
to Ocean Beach.  Avoid the cars chasing you as best you can.  More than
anything, DON'T let them cause you to run into them and stop OR run into light
posts (and stop).  When you reach the bridge, a helicopter is throwing charges
before your path.  Swing to the sidewalk of the opposite side of the road to
avoid the explosions.

At the end of the bridge, you get a 4 star wanted level.  The Barracks OL's will
just richocet any and all VCPD vehicles that come after you.

Reward: $3000
        'The Clymenus Suite' safe house with 3 car garage
        Split-6 ATV available for purchase at Compound - $4500
        Skimmer available behind Clymenus Suite - $4500
        Little Willie available on roof of Clymenus Suite - $5000
        Squallo available from dock north of junkyard - $4000
        Marquis available from dock north of Viceport's main gates - $4500
        Jetski available at north end of Downtown beach - $4500
        bullet-proof Ventoso available next to Downtown King Knuts - $2500

================================================================================

V. Walkthrough - East Island				[WTEI]

Welcome to full access to Vice City!  With the opening of the bridges comes
the opening of the skies, as well, which means a whole set of Odd Jobs still to
complete over there.

IMPORTANT:  Depending upon the size of your Empire on the Mainland, other gangs
will STILL attack your assets when you're on the East Island.  Getting over to
defend your Empire will now sometimes be wholly unfeasible.

Unfortunately, at this point you cannot all of the Bikers' Empire buildings.
DO NOT, UNDER ANY CIRCUMSTANCES, START ATTACKING THE SHARKS' EMPIRE.  The Bikers
will harass you enough.  You do not need 2 gangs after you non-stop.

The Bikers, if you attacked any of their Empire, will be after you non-stop.
Actually letting a successful attack on one of your Empire can be a good thing,
as it means a couple minutes without their constant attempts to kill you.  Just
swing by the location later to repair it.

***I've noticed that saving and completely resetting the console 'erases'
   opposing gangs' hatred of you.  They won't come after you until you build up
   more hatred in Empire warfare.***

**********************************************************
You are now able to earn 6-star wanted levels in which you
have the opportunity to steal a Rhino.  Be sure to have a
weapon that can destroy helicopters quickly.  My favorite
place to use for cover is the 'alley' behind the Greasy
Chopper in S Downtown.
If you are new to the GTA world, you cannot just run by
and steal a Rhino.  Its acceleration is far too slow for
you to get away before getting pulled out and mowed down
by M4 fire.  Induce the tank drivers to exit the Rhino by
running nearby on foot.  Turn around and kill the soldiers
before they get you.
Then, complete the VIGILANTE mission if you have yet to do
so.
**********************************************************

   A. Red Balloons II					[RBII]
      Difficulty: 4/10 (Added difficulty from need for Sniper Rifle)

Balloons 46 and 47 still need to be popped on the Mainland, and the final 52 are
spread out around the East Island, Prawn Island, and Leaf Links.

Follow Stinky McPeterson's map at 
   http://db.gamefaqs.com/portable/psp/file/grand_theft_auto_vcs_99_baloon.gif
To know where to look, YuGiOhFm2002/YuGiOhAngel's guide is adequate.
   http://www.gamefaqs.com/console/ps2/file/938211/47594
I recommend using the map to get you to the location and the guide to help you
find where to aim.

The map and guide differ in their approach to the East Island.  You can either
use the guide and let the map help you zero in or just use the map and search
on your own.  My numbering will stick with the map.

* First, stop by the AmmuNation just north of Lance's apartment, and buy a
  sniper rifle.
* The easiest place to steal the helicopter necessary for Red Balloon 46 on the
  map is the top of the Downtown police station.  While you have the helicopter,
  go get Red Balloon 69 as well.

Rewards: $250 per balloon
         Continuously spawning at your safe houses--
           after 50 balloons - "AK" (i.e., AK47)
           after 60 balloons - Body Armor
           after 70 balloons - Flame-Thrower
           after 80 balloons - Equalizer
           after 90 balloons - Sniper
           after 99 balloons - M249

___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___  ___

   B. Unique Jumps II					[UJII]
      Difficulty: 4/10

Fourteen (14) Unique Jumps remain.  Rockstar has shaken these up a little, for
there are now Unique Jumps to be done in boats.

The URL again to GTA Phreak's excellent map is:
   http://www.gamefaqs.com/console/ps2/file/938211/48266
I am going to work you through heading north to south and then heading to the
water to finish the final ones.  GTA Phreak's numbers will be in parentheses.

     ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~
     Special Note: I again want to thank and give credit
      to Forelli_Boy, whose guide I used to find these
      Unique Jumps.  It was his guide especially that let
      me know to use the Jetski on the water jumps.
     ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ 

Unique Jump 23: Vice Point (30)
   Head around back of the building on the very north of vice Point that looks
   like the letter 'E' turned on its side.  Go up the stairs onto the roof.  The
   ramp is on the west side of the roof.  Use the full length of the roof for
   your approach.  Land on the next roof over.

Unique Jump 24: Vice Point (31)
   There is a concrete ramp along the waterfront on the southwest part of the
   knob NW Vice Point makes in the direction of Prawn Island.  Start your
   approach from the north part of the island curving along the waterfront
   sidewalk.  Make over the grassy part and land in the road to make it count.

Unique Jump 25: Vice Point (29)
   Speed along the promenade along the North Point Mall's southern side.  Veer
   around the final corner to hit the concrete ramp straight.  Make it onto the
   patio of Brodie's Hotel.

Unique Jump 26: Vice Point (28)
   Three hotels south from Brodie's Hotel is a large orange hotel with an
   extremely ornate facade.  In the SE corner of the front patio is a small
   concrete segment of wall.  Start from the NW corner, and hit the jump as fast
   as possible landing on the grass (over the small trailer parked there) near
   where the sand begins.

Unique Jump 27: Vice Point (32)
   At the tip of the promontory towards Leaf Links with the hairpin turn is a
   thin wooden ramp.  You must hit it straight and land in Leaf Links for the
   jump to count.  Use the SW-NE running road as your approach.

**To get out of Leaf Links with your PCJ-600, head to the bridge over the road
  that separates Leaf Links.  It's in the northwestern part the golf course in
  which you landed.  Power over the ledge doing a wheelie.**

Unique Jump 28: Vice Point (27)
   There is a large concrete structure facing north that is just south of the
   Malibu Club (from GTA:VC) in the grass.  It is where the lone road
   leading up from Washington Beach to Vice Point zags sharply.  Start from the
   southernmost part of the grass where there is another concrete ramp, and race
   north gathering as much speed as possible.  You must land well onto the
   Malibu Club's roof for this to count.

Unique Jump 29: VP/WB (26)
   Just south of the Ferris wheel is a tall wooden ramp leaning against an empty
   carnival game stand.  Start your approach from the bridge to the main part of
   the East Island territory that is opposite the bridge to Starfish Island.
   Curve around the road and hit the ramp mostly straight.  Land parallel or
   past the Ferris wheel to pass the jump.  If you hit the lamp post, you still
   may get credit for the jump if you land cleanly.   

Unique Jump 30: Washington Beach (24)
   At the southern end of the very long alleyway in the tall and narrow block
   south of the Washington Beach police station is the ramp.  Start from where
   the alleyway zigs over, and speed south with the greatest possible speed.
   Land on the roof of the building across the street, or at least faceplant
   strongly into its side, to get the credit.

Unique Jump 31: Ocean Beach/Washington Beach (25)
   In the construction zone just east of the Empire asset in NW Ocean Beach,
   there is a pile of dirt up against a low wall.  Start from the low wall
   outside the gas station, and make it through the 2 partially constructed
   pillars.  Jump over the rest of the construction area, or at least land on
   the dirt mound that is against the area's northernmost low wall.

Unique Jump 32: Ocean Beach (23)
   Head into the north-south alleyway in Ocean Beach's southeasternmost block.
   Climb the stairs next to the tall white building.  Once at the top, you can
   see a ramp 3 buildings north of you.  You need to roof hop in order to get
   enough speed to hit the jump and make it count.  Start from the white
   building's southern edge, and just floor it.  Make it over the next building
   and land on the 2nd building's over roof.

**Get a Jetski.  There is one docked just north of the Vice Point Pay'n'Spray.
  The last 4 Unique Jumps are on water.**

Unique Jump 33: Leaf Links (33)
   On the south side of the isthmus of Leaf Links' north island is a rock that
   you are to use.  Start your approach from around the Leaf Links Bridge.  Make
   it safely to the water on the other side to catalog this jump.

Unique Jump 34: Ocean Beach (36)
   In the middle of the northern set of docks in Ocean Beach's marina, there is
   a broken dock that leads up to a wooden dock.  Line up at the southern dock,
   and just hit the jump as fast as possible.

Unique Jump 35: Ocean Beach (34)
   On the north side of the promontory with the lighthouse, there is an algae-
   covered ramp facing southwest.  Speed along the coastline starting north of
   the large clump of submerged rocks.  Land safely in the water to get the
   penultimate Unique Jump.

Unique Jump 36: Ocean Beach (35)
   Use the tall rock to jump cleanly over the foot bridge.  Start as far south
   as the game will let you travel.
   

Notes:
1. I recommend as force of habit to always press forward slightly to lower Vic's
   head and increase your speed.
2. 'Rev up' (holding hand brake and acceleration) always.
3. The Jetski's speed works like a motorcycle.  Pressing forward slightly
   increases your acceleration and top speed.

Rewards:
* $250 per unique jump
* smaller Insane Stunt Reward for each jump
* $10,000 for completing all 36 Unique Jumps

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   C. Rampages II					[RAII]
      Difficulty 4.5/10 (on avg.)

      1. Armor - East Island				[RIIA]

Use Stinky McPeterson's Items Map to again locate armor pick-ups.  The URL is
   http://www.gamefaqs.com/console/ps2/file/938211/45773

Below are some of the more convenient pick-ups, in my opinion.  (Votes for
alternative sites are welcome.)
  i. Vice Point - 3rd level of multi-story carpark north of the North Point Mall
                  on south side in corner next to ramp to next level
  ii. Vice Point - Around corner from small pools on north side of Mercedes
                   Cortez's house (from GTA:VC)--the 1st house on left coming
                   from Leaf Links
  iii. Washington Beach - Behind the shorter pink building just south of the
                          fair grounds
  iv. Ocean Beach - In front of the main entrance of the crescent-shaped hotel
                    located south of the Ocean Beach hospital
  v. Ocean Beach - In yard off of Ocean Beach's beachside avenue between 2
                   hotels just north of the 2nd alley entrance marked on the map


      2. Rampages!					[RIIR]

There are still 19-20 Rampages left--between 1 and 3 from the Mainland/Starfish
Island and 17 on the East Island and Prawn Island.

dark52's map is at...
   http://www.gamefaqs.com/console/ps2/file/938211/48529
YuGiOhFm2002/YuGiOhAngel's guide, which corresponds with dark52's numbering...
   http://www.gamefaqs.com/console/ps2/file/938211/47497
**My numbering system will follow theirs.**

As I wrote above, GTA:VCS will go through phases where it just does not spawn
any cars.  This is especially true when attempting series of Rampages.  To get
the game to starting spawning again, save your game and then reload it.

Helpful Hints and Strategies:
   Rampage 6: Steal as many cars beforehand to block traffic and build up a
              reservoir.
   Rampage 8: See above.
   Rampage 19: Stand at the corner and snipe as many as you can safely.  Release
               R1 periodically to look around 'naturally' and induce the game to
               spawn more Sharks.  If with 20-30 sec left you have 7-10 left to
               kill, jump down into the alleyway.  There will be a large group
               of Sharks, and the rifle has a 7 shot cartridge.
   Rampage 20: If you have full health/armor, you don't need a perch.  Just go
               out to the street and swing in an arc.  You'll take a beating but
               should survive.
   Rampage 21: The sharks spawn only along the sidewalks.  Stand far enough back
               such that you can shoot them without getting hit by the blast.
   Rampage 23: Same strategy as Rampages 6 and 8.
   Rampage 26: If you follow YuGiOhFm2002/YuGiOhAngel's directions, DON'T FORGET
               TO PICK YOUR WEAPONS UP AS YOU LEAVE!!!  Or, just fly into Leaf
               Links with a helicopter.
   Rampage 27: Don't let yourself get surrounded by a large pack.
   Rampage 28: Using grenades is very tough because (1) you can't really aim
               them, (2) they can bounce around away from your target vehicle,
               and (3) they won't destroy a vehicle unless you get a direct hit.
               Steal as many cars as possible (at least 5) in the intersection
               just by the Rampage icon.  Get a 2-star (or more) wanted level.
   Rampage 32: See Ramage 6, 8, and/or 28.
   Rampage 33: Instead of the Washington Beach police station, go to the
               Downtown station.  After starting the Rampage, drop down onto the
               ledge just to the east.  Drop down then to the one below that.
               Aim true and quickly.  If you fail, you must make your way back
               to the police station to get another helicopter.
   Rampage 34: It is easier to just drop down to ground level to take on the
               Sharks than staying perched by the helicopter.
   Rampage 35: Stay on the ledge for as long as cars drive beneath.  Then, drop
               down to the ground, and get at least a 2-star wanted level.

Reward: $50 x no. of completed Rampages
        $1750 extra for completing all 35 Rampages

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   D. Air Rescue					[AIRR]
      Difficulty: 4-6/10 (depending upon your piloting skills)

Locations: Air Ambulance helicopters parked at the Ocean Beach and Downtown
           hospitals

You're in a helicopter with a rescue basket hanging beneath.  Again, Rockstar
has put checkpoints after Levels 5 and 10.  The vehicle's stamina is rather low.
Use the generous time bonuses to fly carefully into tight spaces.

Instead of just one-half of a single island as your domain, all of Vice City
and even its waters are fair game.  You can, however, drop patients off at
either the Downtown or Ocean Beach hospitals.

To pick up a patient, you must hover the basket at a relatively low velocity 
close to the patient.  The basket cannot be sitting on the ground.  Use the
RAS to help your direct yourself.  This is basically necessary because the
camera lags incredibly behind, especially as you change altitude.

You start with 1 patient, and after every second level, you get 1 more patient.
You max out at 4 patients per level.  The basket can only hold 4 patients, which
means you can plan your trips to pick all up and be near either the Downtown or
Ocean Beach hospital after the last patient.

Rewards: $100 x (no. of levels completed) x (no. of patients picked up)
         50% increase in maximum health
         $500 bonus for completing through Level 15

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   E. Odd Jobs III					[OIII]
      1. Human Memorial O.D.T				  [ODHM]
         Difficulty: 8/10

Location: Escobar International Airport, Biplane in southernmost open hangar in
          the main tarmac

Objective: Make it through a series of checkpoints via biplane, speedboat, and
           motorbike under 4:50

Strategy:
* This is tough because you have little room for error and must flawlessly
  transfer from Biplane to Jetmax to PCJ-600 (in that order).  The ultimate key
  is learning the course.  I recommend doing this during the daytime, as there
  are no lights for the 1st half of the PCJ-600 course and lots of evil walls.
* The Biplane here handles MUCH better than the one in GTA:SA.  It rights itself
  so bank as much as you need to.  Rudder controls are the same as a helicopter,
  but I use them very little.
* First, the Biplane.  DON'T start if one of the animated jet planes is on the
  runway.  You must weave across the Mainland and Starfish Island.  Use the map
  to anticipate where the next checkpoint is.  Make turns as sharp as possible.
* When you make the turn southward along the west of the Mainland, straighten up
  as best you can, and be prepared to land.  Stop as close as you can to the
  Jetmax.  You DON'T have to be at a full stop to press /\ and bail.
* Jump into the water.  When you are near the boat, press /\ to get into it
  automatically.  You weave around the waters.  Use R1 to make sharp turns.
* When you make the turn west along Hyman Memorial, SLOW DOWN.  You are supposed
  to make a jump onto land.  Make the jump, but you don't want to jump far and
  have to run any significant distance.  Get out and onto the PCJ-600.
* Now, traffic is your #1 enemy.  There is nothing you can do if the game
  decides to put a car right on the other side of a corona, which you cannot
  really see through, or have a car cross over the median into you.  Speed
  around Hyman Memorial and then around the loop in N Downtown.  Head back to
  the arena and climb the steps to reach the final checkpoint.

Reward: $500

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      2. Vice Sights					  [ODVS]
         Difficulty: 

Location: Escobar International Airport, Maverick parked in northeast corner of
          the airport's main tarmac

Objective: Take tourists as quickly as possible to various checkpoints at which
           they take photographs

Strategy:
* You have a generous time limit to stay under and a Fun meter to keep above
  empty.  To keep it full, fly as low as possible and with 45 deg tilt (i.e.,
  maximum speed).  You must hover at each checkpoint (the game will tell
  you when to do so).  Press (and/or tap as necessary) L3 to slow your forward
  progress and come to a hover position.
* The altitude to keep the Fun meter from starting to deplete seems to be just
  above the local trees' foliage.  If it goes down on you, you get a large
  increase after each checkpoint is completed.
* Time: Levels 1-2 - 4:00
        Levels 3-5 - 5:00
* Sights (in recommended order):
  - Level 1: Fort Baxter, Little Haiti, Little Havana
  - Level 2: Little Haiti, Ocean Beach-Viceport Bridge, Viceport
  - Level 3: Downtown (beach), Downtown (police/fire stations), Little Havana
             (Bayshore Ave), Starfish Island (Diaz mansion)
  - Level 4: Fort Baxter, Little Haiti (Junkyard), Downtown (Hyman Memorial),
             Downtown (skyscrapers)
  - Level 5: Downtown (construction site), Downtown (dirt track), Downtown
             (skyscrapers), Leaf Links bridge

Rewards: bonus after each level based upon time remaining and how full the Fun
          meter was
         $500 for completing Level 5

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      3. Crims on Wings					  [ODCO]
         Difficulty: 3/10 (if GTA:SA veteran; higher if novice)

Location: Escobar International Airport, Biplane parked on northern end of SW-NE
          runway

Objective: Complete a checkpoint race under 4:00 around the Mainland and
           Starfish Island

Strategy: This is a pretty simple counter-clockwise loop around the Mainland
   with a low pass over Starfish Island.  The turns are much softer than in
   "Human Memorial O.D.T".  The only potentially troublesome parts are over
   Starfish Island, where you must fly very low and can hit a palm tree if you
   are not careful; at the Leaf Links Bridge, where the checkpoint induces you
   to fly under the bridge; and after crossing over the Mainland the checkpoint
   very low over Bayshore Ave in a high foliage area after passing between some
   tall buildings.

Reward: $500

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      4. Fire Copter					  [ODFC]
         Difficulty: 3-5/10 (depending upon your piloting skills)

Location: Downtown, helicopter behind the fire station

Objective: Put out a series of fires (each on rooftops) under the time limit

Strategy:
* You are given a limited amount of Water for each level.  Use it wisely!  If
  you use it up, which you probably will in the later levels, fly low over water
  trailing the bucket in it for a little ways.
* To save water, hover low and only tap O to release it.
* WATCH FOR ANTENNAS!  They are hard to see and always the last thing loaded by
  the game.  The Fire Copter's stamina is worse than the Air Ambulance's.
* You are given a set time limit to extinguish all the fires in each level.
  - Levels 1: 5:00
  - Levels 2-5: 6:00
* Fire locations (in recommended order):
  - Level 1: NW Little Haiti, SW Downtown, NW Downtown
  - Level 2: S Downtown (Moist Palms North), S Downtown (Moist Palms South),
             central Little Haiti, NW Little Haiti (Junkyard)
  - Level 3: S Downtown, Prawn Island, N Downtown, central Little Haiti
  - Level 4: central Little Haiti, SE Little Haiti (x2), Viceport (cargo ship),
             SE Viceport
  - Level 5: N Little Haiti, Fort Baxter, Hyman Memorial Stadium
* Either come at the Fort Baxter fire from the West or fly very high.  The
  soldiers will shoot at you, and the Fire Copter cannot take M4 fire well.

Rewards: bonus after each level based upon remaining time and water level
         $500 after completing Level 5

      --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --  ---  --

      5. Crims on Water Wings				  [ODWW]
         Difficulty: 7/10

Location: Ocean Beach, Skimmer parked on docks by the lighthouse

Objective: Complete a checkpoint race under 2:30 around S East Island

Strategy:
* The Skimmer has no rudder.  You must bank to make all turns.  It als