-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- G R A N D T H E F T A U T O : V I C E C I T Y FAQ/Walkthrough v1.1 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This FAQ is copyright 2002 by Azure Edge (firstname.lastname@example.org). It may not be copied without consent of the author, and all sections including this copyright must remain in their full, unaltered content. It may not be used or distributed for any commercial purpose. This FAQ is granted for use solely by GameFAQs or any sites created by the author. -=-Sections-=- 1.0 -=- Introduction 1.01 – Version History 1.02 - Introduction 1.02a - Controls 2.0 -=- Walkthrough 2.01 - Ken Rosenburg 2.01a - The Party 2.01b - Back Alley Brawl 2.01c - Jury Fury 2.01d - Riot 2.02 - Avery Carrington 2.02a - Four Iron 2.02b - Demolition Man 2.02c - Two Bit Hit 2.03 - Colonel Cortez 2.03a - Treacherous Swine 2.03b - Mall Shootout 2.03c - Guardian Angels 2.03d - Sir, Yes, Sir! 2.03e - All Hands On Deck! 2.04 - Ricardo Diaz 2.04a - The Chase 2.04b - Phnom Penh '86 2.04c - The Fastest Boat 2.04d - Supply & Demand 2.05 - Kent Paul 2.05a - Death Row 2.06 - Tommy Vercetti 2.06a - Rub Out 2.06b - Shakedown 2.06c - Bar Brawl 2.06d - Cop Land 2.06e - Cap the Collector 2.06f - Keep Your Friends Close 2.07 - Umberto Robina 2.07a - Stunt Boat Challenge 2.07b - Cannon Fodder 2.07c - Naval Engagement 2.07d - Trojan Voodoo 2.08 - Auntie Poulet 2.08a - Juju Scramble 2.08b - Bombs Away! 2.08c - Dirty Lickin's 2.09 - Love Fist 2.09a - Love Juice 2.09b - Psycho Killer 2.09c - Publicity Tour 2.10 - Mitch Baker 2.10a - Alloy Wheels of Steel 2.10b - Messing With The Man 2.10c - Hog Tied 2.11 - Phil Cassidy 2.11a - Gun Runner 2.11b - Boomshine Saigon 2.12 - Phone Missions 2.12a - Road Kill 2.12b - Waste the Wife 2.12c - Autocide 2.12d - Check Out At the Check In 2.12e - Loose Ends 3.0 -=- Assets 3.01 - The Malibu Club 3.01a - No Escape? 3.01b - The Shootist 3.01c - The Driver 3.01d - The Job 3.02 - Print Works 3.02a - Spilling the Beans 3.02b - Hit the Courier 3.03 - Sunshine Autos 3.04 - Cherry Popper Ice Cream 3.04a - Distribution 3.05 - The Boatyard 3.05a - Checkpoint Charlie 3.06 - Kaufman Cabs 3.06a - V.I.P. 3.06b - Friendly Rivalry 3.06c - Cabmageddon 3.07 - Film Studio 3.07a - Recruitment Drive 3.07b - Dildo Dodo 3.07c - Martha's Mug Shot 3.07d - G-Spotlight 3.08 - The Pole Position 3.08a - Strip Show! 4.0 -=- Other Missions 4.01 - R3 Missions 4.01a - Paramedic 4.01b - Pizza Delivery 4.01c - Vigilante 4.01d - Fire Truck 4.01e - Taxi 4.02 - Chopper Checkpoint 4.02a - Ocean Beach Chopper Checkpoint 4.02b - Vice Point Chopper Checkpoint 4.02c - Little Haiti Chopper Checkpoint 4.02d - Downtown Chopper Checkpoint 4.03 - Cone Crazy 4.04 - PCJ Playground 4.05 - Trial By Dirt 4.06 - Test Track 4.07 - Top Fun 4.07a - RC Bandit Race 4.07b - RC Baron Race 4.07c - RC Raider Pickup 4.08 - Street Races 4.08a - Terminal Velocity 4.08b - Ocean Drive 4.08c - Border Run 4.08d - Capital Cruise 4.08e - Tour! 4.08f - V.C. Endurance 4.09 - Arena 4.09a - Hotring 4.09b - Bloodring 4.09c - Dirtring 5.0 -=- Appendix 6.0 -=- Credits, Etc. 6.01 - E-Mail Policy 6.02 - Credits -=-=-=-=- 1 . 0 - I N T R O D U C T I O N -=-=-=-=- -=-=-=- 1.01 - Version History -=-=-=- 1.0 - First version. Original content placed. 1.1 - Added oodles to various sections in the Other Missions section, corrected various errors in the main section, and added to the Introduction. A long overdue update! -=-=-=- 1.02 - Introduction -=-=-=- Grand Theft Auto: Vice City is the highly anticipated sequel to Rockstar Games's smash hit, Grand Theft Auto 3. So, naturally, I selected it to be my first major FAQ project. My goal for this FAQ is to cover, explore, and expand upon every field of this massive game. This game takes place, predictably, in Vice City - also known as Miami, 80s-style. Between two and two and a half times as big as Grand Theft Auto 3's Liberty City, Vice City is truly a game of epic scale. Vice City capitalizes on everything GTA3 was, including more cars, far more weapons, more people, more buildings, more services, and, of course, more missions. You are Tommy Vercetti, a member of the Mafia back in Liberty City who has just finished doing fifteen years in prison, "taking one for the team". You are sent to Vice City by Sonny Forelli to establish operations. However, a drug deal goes horribly wrong and puts Tommy on the streets of Vice City with nobody but Ken Rosenburg, a crooked lawyer, to help him. This is where the game begins.... I have structured this FAQ so it is easy to find exactly what you want. If you look in the Sections listing above, you'll notice that each individual mission is shown with a series of numbers and letters beside it. To hop directly to the mission, find it in the Sections list, then press Ctrl+F on your keyboard and type in the numbers and letters you see (for example, if I wanted to go to the Love Fist mission "Love Juice", I would press Ctrl+F, type in 2.09a, and press enter). Your browser will hop first to the sections listing; press it again and it will hop down to the mission you searched for. This only works in Internet Explorer, so if you use Opera, Mozilla, Netscape, or another browser, you're out of luck. Sorry! -=1.02a - Controls=- Controls in Vice City are the same as in GTA3, with a few differences. ON FOOT: X - Dash  - Jump /\ - Get In Vehicle () - Fire Weapon D-Pad/Left Stick - Move Right Stick - N/A L3 - Crouch R3 - N/A L1 - Answer Cell Phone, Buy Property, Pick Up Replacement Weapon R1 - N/A L2 - Cycle Weapon Left R2 - Cycle Weapon Right Start - Pause Select - Change View IN CAR/BOAT/MOTORCYCLE/SKIMMER: X - Accelerate  - Brake/Reverse /\ - Get Out Of Vehicle () - Fire Weapon (Forward/Side On Motorbikes, Side Only In Cars/Boats) D-Pad/Left Stick - Turn/Navigate (Pull Back To Ascend In Skimmer) Right Stick - N/A L3 - N/A R3 - Activate Missions (Only In Mission Vehicles) L1 - Change Radio Station R1 - Handbrake L2 - Left Side View (Hold With R2 For Rear View) R2 - Right Side View (Hold With L2 For Rear View) IN HELICOPTER: X - Ascend  - Descend /\ - Get Out Of Vehicle () - Fire Missiles (Hunter Only) D-Pad/Left Stick - Accelerate/Decelerate/Roll Right Stick - Rotate L3 - Disable L2/R2 Function (Only When Held) R3 - Activate Missions (Only In Mission Vehicles) L1 - Change Radio Station R1 - Fire Machine Gun (Hunter Only) L2 - Rotate Left R2 - Rotate Right -=-=-=-=- 2 . 0 - W A L K T H R O U G H -=-=-=-=- -=-=-=- 2.01 - Ken Rosenburg -=-=-=- Ken Rosenburg is a crooked lawyer, the Forelli family's contact in Vice City. He is also your first boss. -=2.01a - The Party=- Difficulty: Low Reward: $100 After a few conversations and a drug deal gone horribly wrong, you will talk with Ken Rosenburg and he will give you your first mission. He wants you to attend a party hosted by Colonel Cortez. However, before you can get in, you'll have to get some slick new threads. Follow your radar to Rafael's and you'll be given a new suit. Once you've changed, a hapless biker will pull up across the street. Take it if you like. Follow your radar to Cortez's boat. You'll be introduced to several important characters, including the Colonel himself, his daughter Mercedes, congressman Alex Shrub, Candy Suxxx, B.J. Smith, Jezz Torrel, Avery Carrington, Steve Scott, and Diaz. Mercedes will then ask you to take her to the Pole Position club. There are several nice cars out front; take one of your liking and bring her to the club to complete this mission. -=2.01b - Back Alley Brawl=- Difficulty: Low Reward: $200 Ken will tell you about Kent Paul, a rather amusing Englishman with a lot of connections. Pay him a visit at the Malibu Club and he'll tell you about a man who may be involved with the drug bust. Head to the alley your radar points to to find the chef. Kill him and he'll drop a cell phone. You'll now be able to receive missions and new crime bosses through the phone. A mysterious man in a white suit will now appear. He'll give you a gun and tell you to follow him. Kill the chefs following you and take a meat cleaver - it might come in handy. Hop into the man's Infernus and follow your radar to Ammu- Nation, where you'll receive a tutorial on buying things from stores. Head back to the hotel and he will drop you off, then drive away. -=2.01c - Jury Fury=- Difficulty: Low Reward: $400 You'll find Ken in his office literally pissing his pants. He tells you about a member of Sonny's family, Giorgio, whose case Ken has been hired for. He wants you to intimidate the jury so that he can win the case. As you leave, a person will be hit by a car and drop a hammer. Pick it up. Follow your radar to the circular yellow blip (it's closer than the triangular one). Walk up to the juror and give him a nice smack. He'll run to his car and try to drive away, but he'll hit a truck and stop dead in his tracks. Get out your hammer and start beating the car with it, until the juror finally gives in and you get a short cutscene. You'll find the other juror's car across town. Beat the piss out of his car for an easy completed mission. -=2.01d - Riot=- Difficulty: Medium Reward: $1000 Ken will introduce you to Avery Carrington, whom you saw at Cortez's party. Avery will tell you about a depot on a plot of land he wants. He tells you that he wants that depot out of business so he can move in on the land. Head to Rafael's for another change of clothes, and I suggest you stop by Ammu-Nation for some more ammo. Once you arrive at the depot, you must begin fighting with four workers to begin a riot. Give them a good smack with your hammer from the Jury Fury mission, and that should drop one long enough to move onto the next. Once you have started the riot, get out your weapon, run into the compound, and kill the man with the pistol. There are several targetable red barrels around the area. Shoot the one near to the guy you just killed and it will start a chain reaction that blows up the two nearest trucks. The other one is too far away from the closest barrel, so hop in, drive out, and find some creative way to destroy it. The easiest way is probably either to flip it over or to push it into the water. Either way, get rid of the truck to finish Ken's last mission. Avery Carrington will now give you jobs. -=-=-=- 2.02 - Avery Carrington -=-=-=- Avery is a stereotypical rich Texan, sporting everything from the accent to the hat. He is a big businessman, and is very interested in expanding in Vice City. His jobs deal mainly with this. -=2.02a - Four Iron=- Difficulty: Medium-Low Reward: $500 Avery will pull up in his limo and invite you in. He tells you that he wants you to take out a man who won't let go of another land plot Avery wants. This man can be found at the Leaf Links country club. Avery will give you a membership and send you off. Go to Jocksport to get your new clothing - a plaid pair of pants, white shirt, and maroon vest. On your way out, another man will comment on your ass (o_O). Head to Leaf Links. You can't take any weapons in; they will be removed from your inventory and placed outside to be picked up when you leave. Fortunately, a golf club waits inside, along with a Caddy. While slow and unwieldy, it gets the job done. Follow your radar to the target. He will tell his lackeys to attack you, then he'll jump in a Caddy and make his escape. Take out the lackeys, jump in a Caddy, and pursue him. Ram his vehicle until he gets out, then track him down and kill him. -=2.02b - Demolition Man=- Difficulty: Medium-High Reward: $1000 Time Limit: 7:00 Avery wants to build on yet another land plot, and this time it's an under- construction office building in the way. Head down the road to the office building and the Top Fun van. Get into the van and your RC helicopter will be deployed. You'll get a short tutorial, then you'll be sent on your way. Get ready: This mission is tough. The RC helicopter is tough to control. Listen to the in-game tutorial - you might need to mess around for a bit before you get the hang of it. Once you're good, grab a bomb and head for the office building. The four target areas are on each floor of the building - using the O button, you must drop a bomb onto each of them. There is a staircase close to the first target that allows you to go upwards. Be careful of the construction men. They will attack you once they see you, and they're a big danger. You can kill them by hitting them with your rotors, but it's tough. Men on the upper floors have guns. Be quick and weave a lot, and you should be able to get through the mission unscathed. Once you've placed all four bombs, there will be a nice scene of the office building going up in flames. Enjoy the fireworks, and your nice reward. -=2.02c - Two Bit Hit=- Difficulty: Medium Reward: $2500 This mission will open up after you complete Diaz's Phnom Penh '86 mission. Avery will meet you with a passenger in tow - Donald Love. In Vice City, he is a scrawny little guy who seems nothing like the deep-voiced man we met in Liberty City. Avery gives you a speech - sound familiar? It's the same one Donald gives you in GTA3. In the same fashion, Avery wants you to initiate a gang war by dressing as a Cuban and killing a Haitian gang lord. First, you must go dress as a Cuban gang member. Follow the shirt icon on your radar. Once you're properly disguised, head to the funeral and prepare for destruction. There are a billion Haitians around, and it seems like every one has an automatic. Bash into the area and run down the gang lord, then haul ass out of Little Haiti. If your car catches fire, bail and jump into one of the Haitian Voodoos. -=-=-=- 2.03 - Colonel Cortez -=-=-=- Colonel Cortez is, predictably, a Latino colonel who seems to have a problem with the French. He gives his missions from a large luxury yacht. -=2.03a - Treacherous Swine=- Difficulty: Medium-Low Reward: $250 Colonel Cortez has been betrayed by his lieutenant, Gonzalez. He wants Gonzalez dead, with style - in the form of a chainsaw. Drive to Gonzalez's place. He'll start running away and leave his henchmen to take care of you. Fortunately, we have our trusty chainsaw. Kill them and head after Gonzalez. Mow him down. Once Gonzalez is dead, you'll get an automatic two-star warrant. The cops are tougher nowadays, and two stars can seem like hell. Grab a fast car (or a bike, if you're a good driver) and high-tail it to the Pay 'N Spray, marked on your map, to get your reward. -=2.03b - Mall Shootout=- Difficulty: Medium-Low Reward: $500 Cortez offers you some tapia snout, but Tommy politely declines. He wants you to meet a man who is holding some so-called "valuable technology". Head to the mall on your radar and meet your contact. As soon as you meet him, French troops will raid the place and the courier will take off. Follow him out the exit and he will take off on a motorcycle. Grab a vehicle and follow him. Unless you're on a motorcycle and without a submachine gun, it's easy to take down a biker. Ram him with your car to knock him off, or if you do have a submachine gun, shoot him off. Pick up the guidance chips he drops and return to the Colonel. -=2.03c - Guardian Angels=- Difficulty: Medium Reward: $1000 Diaz has asked the Colonel to have one of his "business transactions" overseen. Naturally, the Colonel asks you to fulfill this duty. He tells you about a weapon he has left in a multistory carpark. Drive there and pick it up, only to be confronted by the man with the Infernus from one of Ken's first missions. Remember him? He has a name: Lance, and he's packing heat. He offers to help you with your mission. Drive to the alley where the transaction is to take place. You'll take a position on one of the staircases. Have your Ruger at the ready - things are about to turn ugly. Mere minutes in, the deal is raided by Haitians! The first wave comes from the right - two cars and a van. Kill them as quickly as possible - they keep on coming. Lance should be okay, but keep an eye on Diaz's health. If either dies, the mission is a failure. After you've killed several carloads of Haitians, two men on Sanchez dirtbikes ride in and grab the money. One is killed by a particularly nasty gun blast. Jump down, grab his bike, and chase down the other. Kill him, take the money, and return it to Diaz for a successful mission. -=2.03d - Sir, Yes, Sir!=- Difficulty: Medium-Hard Reward: $2000 This mission will open once you complete Diaz's Phnom Penh '86 mission. Cortez tells you that he believes Diaz was behind the drug bust. However, he has other work for you at the moment, in the form of a tank being transported across town. He has a client interested in purchasing the vehicle. However, it is under heavy military guard. Grab a fast car. You'll definitely be needing it. The military men are armed with heavy automatics. The Cheetah outside Cortez's place works quite nicely. Head to the convoy's current location. Basically, you want to draw the troops away from the tank. This requires good driving skills and a fairly good knowledge of the city. Accelerate towards the convoy and aim towards one column of runners. Take all of them out with one fell swoop, then scream away down the highway and turn on a side road. The tank's support vehicles should be following you now. They will take defensive positions and leave the Rhino relatively unprotected. Do drive- bys on the tank to get rid of the few guarding it - if your car catches on fire, get as far away as possible and bail. Likely, the car will catch fire on the first run. Don't worry, just run away. Grab a new car and swing back around. The Rhino should be relatively unprotected. Use your car for cover and pick off the Army men in and on the tank. Once they're gone, jump in - you're almost home free! Then that damn timer sets in. You have a limited amount of time before the tank goes boom, so haul ass to the blip on your radar. The garage you are headed for is not too far away, so you should be able to make it back with a reasonable amount of time left. If you need extra speed, turn the tank's turret around and fire repeatedly. It does the double job of getting rid of cops on your tail and speeding you up. Get the tank safely to the garage to complete this mission. -=2.03e - All Hands On Deck!=- Difficulty: Medium-Hard Reward: $5000 Cortez will give you another call once you've completed the Death Row mission. If you're goings straight to this mission, you should still have plenty of submachine gun and Ruger/M60 ammo. If not, reload. It seems that, despite promises of help, Cortez has to leave the country on his yacht. Tommy offers his help. As the yacht pulls out of the dock, two carfuls of French gunmen will pull up and take to boat. Get out your sub and head to the aft deck of the yacht (you'll have to slide down the back to reach it - it's right behind your starting point). From here, you'll have an easy time targeting and picking off the French gunners. You'll reappear back up on the main deck with a blockade of ships in the way. Head to the bow of the ship (pick up the Ruger if you need it) and sink all of them. Frenchmen will begin storming the ship, so be wary of them. If any make it on deck, Cortez's men should be able to pick them off well enough. If you have M60 ammo left, I would reccomend conserving it and using the Ruger. Now helicopters will begin appearing and dropping men. Concentrate on destroying the helicopters. If you're accurate enough, you should be able to destroy each one before the gunmen can be dropped. Now an Apache attack helicopter will appear and begin strafing the boat. This is where you'll need your M60. Take cover under the raised part of the deck - stand back from whichever direction the Apache is strafing from, then turn and fire as it flies past. Get back deeper under cover when it turns around, then turn and fire again when its tail is turned. With this style, the Apache will be hard pressed to land a hit, and it will pretty much never hit the colonel. If it does manage to hit you, grab the health icon in the stairwell. After enough punishment, the Apache will catch fire and victory will be yours. The Colonel will give you a boat and your reward and send you on your way. -=-=-=- 2.04 - Ricardo Diaz -=-=-=- Ricardo Diaz is a diminuitive man with a lot of cash and a bad tendency to say 'dickhead'. A lot. At every waking moment. He also isn't too intelligent, but he has power to back it up. Unfortunately for Mr. Diaz, fate has other plans for him. -=2.04a - The Chase=- Difficulty: Medium-Hard Reward: $1000 You'll find Diaz watching (and losing) a horse race, and subsequently destroying the TV. He begins ranting about a thief in his operation, and tells you to find out where he's hiding. However, he insists that the thief not be killed. Take Diaz's Infernus (hey, he was a dickhead to you, right? ^_~) and head to the blip on your radar. You'll be told to look in the window. Do so, and you'll see the thief, who will promptly proclaim "Oh, shit!" and start running. Chase him onto the roof and follow him. Don't fall, or else you won't be able to tell where he is, and DO NOT kill him. He will shoot at you twice before he escapes into his BF Injection. Follow him off the roof. Unfortunately for you, the only provided vehicle is a Faggio. Jump on and putt after the thief. Make sure you weave a lot, because he will continuously fire at you, and a busted tire equals loss. Follow him back to his hideout to complete the mission. If you're having problems, try shooting his car until it catches fire. He'll bail and steal another vehicle. You can then complete the mission without worrying about him shooting you. -=2.04b - Phnom Penh '86=- Difficulty: Medium-Hard Reward: $2000 Diaz will be yelling at somebody on the phone when you meet him. He will make an ironic proclamation about the Mafia and call in somebody named Quentin to fly you over another gang's hideout. Strangely, it's Lance, the man from Guardian Angels. You will be given an M60 and plenty of ammunition, so be ready to shoot. You will have a conversation with Lance along the way, in which he reveals his last name - Vance. Be on your toes - the mission ahead is tough. If you're a bad shooter, you're basically screwed. The M60 is a powerful gun, and it will be able to take down most of the shooters on the rooftops with one or two hits. Lance will fly you over the area - take out as many gunners as you can. Every one left behind is more of a pain for you. Eventually, you'll be dropped off with the M60 and whatever other weapons you have. I reccomend picking up a submachine gun - the combination of lock-on targeting and quick fire is close to essential in this mission. Once you land, proceed into the building. There are five men in the front hall. Keep tapping R1 to acquire new targets - wipe them out as quickly as possible. Head up the staircase and through the broken wall - there is another gunner at the top of this staircase, so be prepared. Grab the package on the roof and Lance will pick you up for a conclusion to this mission. After you complete this mission, the hurricane warning will be lifted and you can explore the rest of Vice City. -=2.04c - The Fastest Boat=- Difficulty: Medium Reward: $4000 Diaz is complaining again, and it's not only about the pigeons he's blasting with his shotgun. He is renowned for owning the fastest boat on the east coast, but a challenger has been built in the Vice City boatyards. Diaz wants it. Grab a bunch of sub machine gun ammo and head to the docks, marked by a yellow blip on your radar. Be ready, because the place is full of Ruger-toting thugs. Kill as many as you can from in your car - I was able to take out all of them, but you might not be so lucky. Once every man in the place is dead, head into the boathouse and enter the pink circle. The crane will drop the boat into the water.Don't relax yet, though - another group of gunmen will appear at the entrance to the boathouse when you drop the boat. Take them out with your sub. There's one last surprise in store - when you get in the boat, you gain an automatic three-star wanted level. Haul ass back to Diaz's mansion for a conclusion to this mission. -=2.04d - Suppy & Demand=- Difficulty: Medium-Hard Reward: $10000 You'll find Diaz screaming at his VCR, which has jammed with a porno tape in it. Diaz shoots it and subsequently finds it was unplugged. He then sits and tells you about a drug runner that comes in monthly and sells his stock to the first bidder. He wants you to take the boat you just stole and beat the competition to the drug runner. Head out to the boat and you'll see good old Lance Vance waiting for you. Head for the blip. Follow the other two boats, as they take the best course. Be careful inside the canal. Turns are very tight. Remember, if you're coasting towards a collision, cutting the throttle then hitting it again will allow you to turn sharply. Once you've made it to the drug runner's boat, you'll switch to passenger, with Lance driving and you manning the Ruger in the back. Blast the two boats following you until they catch fire. Once both of them are gone, turn towards the front. Lance will round a corner and will yell about gunmen on the jetty. That's your cue to start shooting like crazy at that jetty. Those gunmen pose the biggest threat to your boat's health. It is possible to win while taking a beating from the gunmen, but it's not easy. Once you're past the gunmen, point your weapon to the sky and start firing at the helicopter. Forget about it the moment you see it catch fire and aim forward. There is one last boat ahead, one that could spell your doom. Make each shot count. Once that last boat is gone, you're home free, and finished with Diaz's missions. -=-=-=- 2.05 - Kent Paul -=-=-=- Kent Paul is the Englishman you met in Back Alley Brawl. He phones you after you complete Diaz's Supply & Demand mission. Kent usually hangs around the Malibu Club, though he's known to tag along with the rock group Love Fist. -=2.05a - Death Row=- Difficulty: Hard Reward: $0 Before you start this mission, get a tough, fast car, a lot of submachine ammo, and an aimable gun (the Ruger or M60 used in previous missions will do nicely). That done, enter the Malibu Club to speak with Kent Paul. Kent will tell you about Lance, who tried to jump Diaz and was captured. Tommy threatens Kent, who coughs up the location where Lance is being held. You'll appear outside the Malibu Club, with a meter onscreen showing Lance's health. If this meter runs out, it's mission failed. Get your sub ready and get to the junkyard. Accelearate towards the car blockading the entrance and ram it - try to kill both guards, if possible. Start doing drive-by runs, and kill as many enemies as possible. If your car catches fire, bail, take cover, and take out the gunmen one by one. Run through the junkyard and stop at the end of the road that opens up into the area with the cranes. Kill any remaining gunmen, then take out your M60/Ruger/Other and fire at the top of the crane with another gunman on it (he'll probably be firing at you). A few fairly accurate shots in his direction should kill him. Take out your sub and make your way to the building behind the crane. Kill the rest of the gunmen and run up to Lance. You and Lance will have a short conversation, then he will ask you to take him to the hospital to get treatment. He's not entirely useless, though - as always, he'll give you cover fire. Get your sub back out and head for the Trashmaster past the crane. Kill anybody actively firing at you, then get in the Trashmaster and make your way out. While slow, the truck can take A LOT of punishment. If you're unlucky and it hasn't spawned, you'll have to find another car and try to survive. A hoard of Diaz's men in Comets will come on suicide runs after you. If you're in the Trashmaster, they'll pose a very small threat. Anything smaller and they'll knock you all around the road. Follow your radar back to the hospital. -=-=-=- 2.06 - Tommy Vercetti -=-=-=- You, of course, are Tommy Vercetti, main character of the story. Tommy's missions are centered around the Vercetti Estate property, and some of them are some of the most difficult in the game. -=2.06a - Rub Out=- Difficulty: Medium Reward: $50000, Vercetti Estate Property Lance Vance will meet you on the bridge to Starfish Island, packing a pair of M4s. The mission is a big one: Kill Ricardo Diaz and steal everything he owns, as a payback for the busted drug deal that lost Tommy's drugs and killed Lance's brother. This mission is a major plot point, and difficult as well. First off, I would suggest forsaking the M4 and instead using a good sub unless you're a very good shot with the PS2 controller. The ability to run and shoot is also very vital. Don't worry, you'll find other uses for it later. Tommy says that the place is crawling with assholes, and he's right - there's a gang member around every corner. Constantly tap R1 to acquire any new target, and dispatch them as soon as you are locked on. There are a lot of sharp corners in Diaz's mansion, and there is a gunman lurking around most of them. First of all, kill the guards around the front. You should be able to lock onto most of them from halfway down the road. Approach the front door, only to find that it's locked and you'll need to find another route. Turn around, go back down the stairs, and head right, past the garage. Kill the guards. Soon after you go up the steps, Lance will tell you to follow him and start running - right into the range of enemy fire. Give him some covering fire until you reach the rear entrance to Diaz's mansion. Head into the right-hand entrance until you reach a staircase. Dispatch the guards on the staircase. Pass the first hall and head up to the second - you'll have a better vantage point from here. You'll come out into the main hall of Diaz's mansion. Target and kill all of the guards, then proceed forward and you'll see Diaz. Pump him full of lead to view another cutscene. After the cutscene is done, you'll get Diaz's mansion and a healthy reward. Congratulations! -=2.06b - Shakedown=- Difficulty: Medium-Low Reward: $2000 Time Limit: 5:00 Ken and Avery will come for a visit, and Tommy will lay out his plans for domination. However, Lance interrupts, saying that now that Diaz is dead, businesses are refusing to pay protection. Tommy doesn't flinch, and says he knows how to make the businesses pay. You'll appear outside your new mansion with five minutes to cause some havoc. Hop in the Infernus outside and follow your radar to the North Point Mall. Get a gun ready and prepare to cause havoc. The goal of the mission is to shoot out the glass storefront displays in the mall to frighten the businesses into paying. This really isn't too difficult, and the five-minute time limit is pretty generous. There are thirteen displays on the lower floor and twelve on the upper. The only problem with this mission is that Tommy runs out of breath pretty quick, and there is a lot of running that needs to be done. Your wanted level also builds pretty quickly when shooting out the window displays. If you can navigate well enough, I'd reccomend bringing a Sanchez or a PCJ motorcycle into the mall. It doesn't work well if you fly off every half-second, but if you can drive pretty well, it will save you a lot of time. When your wanted level hits two stars, you can also grab a change of clothes at the clothes shop or the tool shop to bringing it back to zero. Shoot out all of the window displays for a successfully completed mission. After you have finished this mission, you will be able to buy property around the map to generate money for you. -=2.06c - Bar Brawl=- Difficulty: Medium Reward: $4000 Tommy finds Lance drinking at the bar. Lance tells him about a bar that is refusing to pay because they think they're protected by a local gang. Tommy grabs two lackeys and heads out to set the business straight. You probably won't need both lackeys, so take the Infernus and follow your radar to the bar, located near the Ocean View hotel. Kill the two guards out front and talk to the manager. He tells you that his security operates out of DBP security. A timer will begin counting down from five minutes and you'll be warned that the gang will know you're coming. Get back in your car and haul to DBP, marked on your radar. Stop the car in front of the security building and jump out. You'll immediately be assailed, so take cover and let your lackey shoot them until he gets killed. Take care of the rest of them. Suddenly, half the building will explode and two men on PCJs will escape. Get back in your car and tail them. This is the easy part - PCJs are so fragile, a little love tap will send the rider flying. Run both of them down for a conclusion to this mission. -=2.06d - Cop Land=- Difficulty: Hard Reward: $10000 When you arrive, Lance will be screaming at another man out front of the mansion. He tells you about a failed bombing that the unlucky recipitent of his screaming was supposed to execute. Now it's up to you and Lance to sort things out. Since the bombing area is crawling with cops, Tommy suggests that you disguise yourselves as cops to get in and set off the bomb. To do this, Lance suggests luring them into a lock-up and jumping them. Get in a car and head to the lock-up, marked on your map. All you have to do is get the cops' attention - shoot everyone in sight, attack cars, et cetera. Get two policemen to follow you into the lockup, and it will automatically close. You'll jump the cops and take their uniforms. All you need now is a squad car, which is supplied right behind the lock-up. Follow your radar to the North Point mall. Enter the nearby coffee shop and Tommy will rig the bomb with a five-second timer. Run like hell back to the door and watch the fireworks. Now comes the fun part - the escape. You get an automatic five-star wanted level, and the cops have pretty much foregone trying to bust you in favor of killing you. In case you haven't noticed, it's extremely difficult to drive when there are five FBI Ranchers, three police cars, and a few FBI Cheetahs ramming you from every direction at once. The race back to Vercetti Estate is pure skill - my only advice is good luck. I can offer a few tips: -If your car flips, you're pretty much screwed. Likewise with popped tires. -Once a passenger's hand touches the car door, he's attached to it. You can nail it as soon as Lance is touching the car and he'll stay on, provided you don't hit anything. If you simply can't complete this mission, I've had a few people reccomend taking a helicopter to the mall and leaving it there prior to starting the mission. If you can manage to get off the ground, getting back to Vercetti Estate should be as easy as taking candy from a baby. You can easily find a Maverick atop the mansion. Once this mission has been completed, Vercetti Estate will start earning money for you - up to $5000 a day. -=2.06e - Cap the Collector=- Difficulty: Medium Reward: $30000 Before you can do this mission, you must have completed all other storyline missions, the Print Works and the Malibu Club must be earning asset money, and any other assets you own must be earning money. A note - this part of the guide was written based on what assets I owned when I did it. I'll be adding to it to reflect all of the assets at a later date. You may be doing more or less than what is written here when you do this mission. Ken will call you and tell you that there's been trouble over at the Print Works. Go to the Print Works and you'll find the Print Works proprietor just getting up, after being beat up. To your horror, you'll discover that the Mafia has finally come to Vice City and is taxing your businesses. The solution? Kill them, of course. You've got a choice between a tough car (the collector pairs are armed with shotguns and M4s) or a fast car. I chose a tough car - the Patriot. If you choose speed over durability, go for a Comet. They're headed for the Boatyard first, so high-tail it there. It's pretty much inevitable that they'll be able to tax the Boatyard before you can get there. Pull into the second entrance where their dirtbike is parked. They'll come running through the alley between the fence and the small building to the left. Look left out of your car and mow them down with your submachine gun. Now pull out and head back to the main avenue. They're going for Sunshine Autos next. Go onto the left side of the avenue and drive the wrong way. You're trying for a head-on collision with the Mafia men. They'll come cruising on down the street. Ram them to send both flying, and run them over before they can get up. Another pair will appear on the avenue. Repeat the above to finish the mission. -=2.06f - Keep Your Friends Close=- Difficulty: Hard Reward: $30000 This is it. This is the big one. The final mission of the game. It will only become available after you have filled the requirements for Cap the Collectors. Go around to Phil's Place and the various Ammu-Nations and restock your ammo supplies - I'd reccomend getting the Colt Python, the Uzi 9mm, the PSG1, and the M4. A melee weapon and a heavy weapon wouldn't hurt either, just in case. You'll get a call from Lance after you complete Cap the Collectors. He wants you to come to the mansion. Head to Vercetti Estate and go inside and up the stairs to start the mission. Ken is freaking out, and Lance explains that the Mafia has come down to Vice City to get their share. As you head down the stairs, you are greeted by Sonny Forelli in a strangely happy manner. After a conversation in whcih Tommy tries to give Sonny fake money in order to draw him away, you'll discover that Lance has turned against you. He's sold you out to the Mafia. You'll reappear in your save room. You must defend your money at all costs. You are provided with a Colt Python, so use it. Its one-shot-kill properties will be very helpful in this mission. Go just outside your save room and start tapping R1. Shoot Mafia men as they are targetable. From here, you're pretty safe, since most of them will be killed before they can shoot you. Gunmen will emerge from the front entrance, the lower right hall, and the upper right hall. After holding them off for a while, Lance appears and starts shooting at you. Unlike the Mafia guys, he's a real danger and will slice into your health. Retreat back into the safe room and kill the two men shooting you from the balcony. Then run back out onto the balcony, kill Lance's accomplice, and shoot Lance. He'll run down the hall. Run after him and shoot him again. Pretty soon the Mafia will start stealing your money. Keep an eye on it. If you have a lot, don't worry about it, but you'll fail if all of it is stolen. Follow Lance onto the helipad. There are a ton of guys here, but instead of letting them shoot you, make a break for the helipad. RUn up the ramp and go back, and none of them will be able to hit you. Grab the health if you need it. Now you have two options: Go back down and kill them, or stay on the helipad where it's fairly safe and kill them. I chose to stay on the helipad. Use a machine gun or a sniper rifle to shoot one of the explosive barrels - that should kill a good few of them. After that, either throw explosives over the edge of the helipad or go close to the edge (though not too close, as they can shoot you) and kill the rest of the gunners with your sniper rifle or machine gun. Now head back down towards the safe room. Kill any Mafia man you see running towards the room. Go onto the balcony and use your sniper rifle or machine gun to clean out the safe room, then run down to it. You'll see a short cutscene, then Sonny will start shooting you. Luckily, your armor and health will be refilled, but it won't stay that way for long. There's no good cover around, and the safe room probably still has Mafia men in it, so make a dash for the armor/health room. From here, you should have a safe vantage point to shoot Sonny. Pop out, target, shoot him with the Python, get back to cover. Five shots and Sonny will be dead. Pat yourself on the back and watch the credits roll! -=-=-=- 2.07 - Umberto Robina -=-=-=- Umberto is a member of the Cuban gang, a group very obsessed with the sizes of their cojones. Earn his trust and he'll be an asset to you forever. -=2.07a - Stunt Boat Challenge=- Difficulty: Medium-Hard Reward: $1000 Time Limit: 3:00 Umberto will greet you rather happily, but his opinion of you will quickly degrade. You'll throw around a few insults, then Umberto will ask you to prove that you're a man by running a stunt boat course. Like the Cop Land mission, this is based mainly on skill. You must run through every yellow checkpoint until you finish the course. I can't help you much, except to give you a few tips. Remember that you don't need a whole lot of speed to clear the checkpoints on the short jumps, and a sharp turn can be executed by releasing the throttle, turning, and hitting it again. Finish this mission to earn Umberto's respect and his work. -=2.07b - Cannon Fodder=- Difficulty: Medium Reward: $2000 Umberto will run into the cafe yelling about the Haitians. He's mad, and he wants some dead Haitians to sate his anger. He tells you to drive some of his lackeys over to a gunfight in Little Haiti. It's a hornet's nest of Haitians, and all of them are gunning for you. Down the alley is a car and a bunch of Haitians. Use a Ruger, M4, M60, or another weapon of those varieties to destroy the car, then use your submachine gun to take out the survivors. Three Cubans will then charge, only to be picked off by a sniper. Rico calls for reinforcements and tells you to kill the sniper. RUn and pick up the PSG1 at the side of the alley, then go back behind your Cuban compatriots. They should give you adequate cover fire. Shoot the sniper, then finish off the rest of the Haitians to initiate the next part of the mission. The group of Cubans will run into the factory area of the Haitians' hideout, revealing a swarm of them. Take cover and shoot until the only ones left are the ones spawning from the factory. Once the area is clear, hop in the van and make your escape. Plow past the Haitians that have regrouped at the entrance and evade any heat you may have picked up until you reach the cafe. -=2.07c - Naval Engagement=- Difficulty: Medium-Hard Reward: $4000 As soon as you enter, Umberto slams you against the wall and starts yelling at you. He thinks that you're a turncoat, apparently. Tommy apologizes for this unknown offense, and Umberto tells you about a lot of drugs the Haitians are bringing in from offshore. He wants that shipment, and he tells you that if you can get it for him, he will never doubt you again. Hop in your car and travel to Rico, on the waterline. He'll take you to his boat, and you'll start a nice leisurely drive by the Haitian drug deal..... followed by a rather angry, all caps message that states "KILL ALL THE HAITIANS". Do just that, with the weapon of your choice. There's really no cover on the boat, so my only advice is to shoot quickly and accurately. You're lucky if you've got an RPG - just blow up the two yachts and pop a missile into the middle of the meeting. Rico will drop you off on the shore, and you're on your own. Take out your sub and start targeting the shooters. Run to the boathouse to take cover, and pick up the briefcase there while you're at it. Keep tapping R1 to get new targets. As soon as the area is clear, head up to the house and grab the other two cases. You'll see a cutscene where Rico's boat is destroyed, so you'll have to find another way out. A few more gunners will appear, including several down on the dock and two around each corner of the house, armed with shotguns. Before you do anything, go back into the yard, and use the bushes as cover as you go around either side of the house. Kill the shotgun-armed men waiting there. Now, go get into the Landstalker in the driveway of the house. You'll have to deal with the top-heavy vehicle as you make your way back to the cafe. Unfortunately, your antics have earned you a high wanted level. Honestly, I'd give praise to anybody who makes it back with the Landstalker intact. If you have to ditch (which you probably will), try to do it near a parked car. Enter the cafe to finish the mission and earn Umberto's respect. -=2.07d - Trojan Voodoo=- Difficulty: Medium-Low Reward: $10000 This mission opens after you finish Auntie Poulet's missions. You'll find Umberto trying to come onto the ladies with a crack about the Haitians. He's blown off, but he gets over it when he sees Tommy enter. He lays out a plan that involves blowing up the Haitians' drug factory, effectively ruining their presence in Vice City. This requires getting a Voodoo, so take Pepe, your accomplice, over to Little Haiti and steal one. They're found pretty much everywhere in Little Haiti, but there is one parked in front of Auntie Poulet's house if you can't find one. Meet up with Rico after you've found a Voodoo and follow him to the drug factory. The Haitians will allow you into the factory - you'll recognize it from an earlier Cuban mission. Hop out and kill any nearby Haitians, then head into the factory. There are three points you must place bombs at, and the first one starts a 45-second timer. The nearest placement area is just to the right of the entrance. Enter the pink circle and Tommy will place the bomb, starting the countdown. The second point is in the back corner of the factory, under the stairs. There is a guard standing here, so kill him and plant the bomb. The final detonation point is up the stairs and straight ahead. Listen to the message onscreen when it tells you to run - you don't have much time before the whole place goes up like the Fourth of July. Once the bomb is placed, ignore any Haitians shooting at you or even your Cuban companions and just run. The gate is closed, so turn right and head into the nearby alley and up the staircase. Make it within the time limit and the factory will explode, finishing the Cuban missions and the Haitians for good. -=-=-=- 2.08 - Auntie Poulet -=-=-=- Voiced by everybody's favorite Miss Cleo, Auntie Poulet is the resident Haitian witch... voodoo... sorceress.... er... lady. In any case, she's a very strange woman, and seems to have Tommy under a sort of spell. If she wasn't so strange, she could almost be maternal.... -=2.08a - Juju Scramble=- Difficulty: Medium Reward: $1000 Auntie's first job for you requires speed. After greeting Tommy, who is in a rather odd mood, she sits down and gives him some tea over a very strange conversation. She asks him to go and fetch what Auntie calls "powder", which the Cubans have revealed the locations of to the police. She claims it's not drugs, though Tommy is in no state to object. Grab a fast car if you brought one, otherwise take Auntie's Voodoo. Follow your radar to the first location. It's on a rooftop, so head upstairs and pick it up. However, as soon as you grab it, you discover it's an ambush! As always, you choose to run for it. Avoid the sniper shots and get back to your vehicle. However, you now have a two-star wanted level and a one-minute timer. Haul to the next location and grab the powder. Your wanted level increases again, this time to four stars. Race again to the third and final location to grab the last package and icnrease your wanted level again, to five stars. The FBI's on you now, so get back to Auntie's as quickly as possible. -=2.08b - Bombs Away!=- Difficulty: Medium-Low Reward: $2000 This conversation sounds familiar, doesn't it? It does for Tommy, too. Auntie's got another job for you. She tells you about boats that the Cubans use to take drugs across the water, and she wants them destroyed. This will be done by "flying bombs" that her nephew has built. Go to the Top Fun van near the shore and climb in. You'll gain control of an RC Baron, and get a short tutorial on flying it. Use O to drop the bombs. You must fly over the Cuban boats and drop these bombs until they are destroyed. Do just that - head towards the Cubans marked on your map. Don't fly too low, as your RC Baron is not very tough and you only have three of them. Fly over the Cubans, and when you are fairly certain you're above them, start dropping bombs. If you don't destroy them fairly quickly, the boats will drive away. Before you chase them, make sure the Cuban Hermes on the shore has been destroyed. Once that has been done, it's simply strafing runs on the boats until they have blown up. Make sure not to get too low, because either the Cubans will shoot your plane or it will be caught in the explosion. -=2.08c - Dirty Lickin's=- Difficulty: Medium Reward: $5000 Another sense of deja vu? Of course not! Auntie has one more job for you. She promises not to bewitch you anymore if you finish this job for her. The Cubans and the Haitians have gone to war, but neither have an exact sense of fairness. There are no weapons allowed, so of course Auntie gives you a high-powered sniper rifle and tells you to kill every Cuban dog you see. Head to the sniping position marked on your radar and start picking off Cubans. You should be able to get a decent amount of them, especially with the Haitians' help. If you need a bit of leeway, pick up the adrenaline pill under the stairway up to the rooftop where the sniping position is to slow things down. Sure enough, the Cubans will bring in reinforcements with cheating weapons, most noticeably one with a katana. First a van will pull up - kill the four Cubans inside quickly. Then a line of more will come from the bottom of the battlefield, including the man with the katana. Start picking off Cubans, because they'll mow through the Haitians. Kill all of them for your reward, and a conclusion to the Haitian missions. -=-=-=- 2.09 - Love Fist -=-=-=- Love Fist is another large-haired, accented '80s rock band. To complete the cliche, they are all shirtless, stupid, and quite addicted to various drugs. Kent Paul introduces you to them, and acts as an intermediary. -=2.09a - Love Juice=- Difficulty: Medium-Low Reward: $2000 You'll find Kent Paul in the studio with the band. He'll introduce you to each other, but it's obvious there's a problem. Apparently, Love Fist is out of drugs, but there's only one specific mixture they like - something wild called "Love Juice" that's probably just as effective at stripping paint and removing grease from dishes as it is getting you wasted. They want you to collect the ingredients so they can get the creative juices flowing again. They send you to a dealer who has the ingredients they want, but apparently he doesn't want to sell. Instead, the dealer steals your money and escapes on a PCJ. Fortunately for you, PCJs aren't the ideal escape vehicle. Ram him from behind to send him flying, then run him down and collect the Love Juice ingredients. After you pick up the case, you get a call from Kent, who tells you that the band is... ahem... "lonely". Tommy gets the point, and decides that Mercedes would be a perfect match for Love Fist. Go and pick her up at her apartment. Now it's time to take both presents back to the drunken bunch, but they're due on stage soon. You've got a minute and thirty seconds to get Mercedes and the Love Juice back to the band, which is a fairly healthy length of time. You should get back with breathing room left. -=2.09b - Psycho Killer=- Difficulty: Medium Reward: $4000 The band is babbling, barely understandable (as usual) when you enter the studio. There's a psycho that wants Love Fist dead out there, and Kent wants you to protect the band if this psycho does emerge at their upcoming signing. Hop into Love Fist's supercharged limo and head straight down the street to the event. Stop in the pink circle and, sure enough, the psycho appears - a big, burly man in a dress and wig (o_O). He shoots several people, then makes his escape. While powerful, the Love Fist limo isn't exactly a fast car. You'll have trouble keeping up with the psycho in his Sentinel. He takes the left turn by the police station right down the road, so try to hit him there and knock him over. Trap him and he'll get out of his car and run for it. If you miss him there, your best bet is to try and trap him on turns. Don't let him get out of your sights or you'll fail. This mission may seem difficult, but it's not that bad - memorize his turn pattern if you're having trouble. -=2.09c - Publicity Tour=- Difficulty: Medium-Low Reward: $8000 Love Fist is freaking out again. The psycho you though you killed is back and making threats. They want you to protect them again, in case the psycho resurfaces. However, as soon as you enter the car, you discover that there is a bomb planted in it. In a spookily Speed-esque scenario, if you slow down too much, you're toast. Though you need to be paying a lot of attention to your driving, try listening to Love Fist as they try to save themselves. This is by far one of the most amusing missions of the game. Your best bet is to head for the main avenue on the east side of this part of Vice City. It's just about long enough to allow you to stay above the minimum speed and still finish the mission. While you drive, the band members will attempt to disable the bomb, alongside hilarious commentary. Drive carefully and don't hit anything, and you should be alright. A meter will fill as you approach the detonation speed, so you'll know if you're going too slow. Once the bomb's been defused, take Love Fist to the venue. You'll have another conversation with them, then the mission will end and you'll be rewarded. -=-=-=- 2.10 - Mitch Baker -=-=-=- Mitch Baker is a biker, the head of a gang. As expected, he's tough, grimy, and doesn't worry about anybody but his kin. Kent Paul wants the service of his gang for security at a Love Fist concert, but it will take some persuading to bring Mitch Baker over. -=2.10a - Alloy Wheels of Steel=- Difficulty: Medium Reward: $1000 Inside the Greasy Chopper, you'll meet Mitch Baker, the head of the biker gang Kent Paul wants to provide security for Love Fist. Tommy asks Mitch about the job, but Mitch says that the gang doesn't provide for anybody but their own. He asks to join, but Mitch says that you first have to prove your skills on a bike before he'll let you into the gang. You'll only be allowed to use a Freeway or an Angel for this race, so grab one of the Angels usually parked in front of the bar. Don't pull into the pink circle, however - instead, head left out of the bar's entrance down the road and turn around. Accelerate and clip the biker on the far end from the pink circle. This will automatically start the race and give you a good head start. Your opponents are skilled, but more often than not they'll be flying around the sides of the road instead of on it. Use this to your advantage. You might want to take some time to familiarize yourself with the Angel before starting this mission. It's an odd bike with decent acceleration, high top speed, and a wide turning radius. The checkpoints are easy enough to spot on the road, and the next one will always be marked on your map. Like previous racing missions, this is all skill and little strategy. Drive your best, and good luck. -=2.10b - Messing With the Man=- Difficulty: Medium-Hard Reward: $2000 Time Limit: 2:00 Baker wins an arm wrestling match as you enter. He tells you about the gang, and how its members have all been betrayed by someone - for some, their own country. He wants you to go out there and show the world how pissed off you are. You appear outside the Greasy Chopper with a two-minute timer and a Chaosmeter. Your goal is to cause as much havoc as possible, and we all know the best way to do that - kill policemen. I hope you've brought plenty of sub ammo, because you'll need it. First, kill everybody within targeting range. You'll almost definitely get a one-star warrant - if you're lucky, two. Kill any policemen coming after you and move out onto the avenue for more space. You don't even have to move - the police will come to you. Shoot them as they come. I'd reccomend using a tough vehicle like the Hummer - it becomes available after you finish Phil Cassidy's missions. If you're feeling particularly confident, you can go it on foot, but it will be more difficult. Or, if you happen to already have acquired it, you can grab the Hunter from the army base and complete this mission quite easily. Thank you to the many people who informed me that there is a much easier way to do this - simply find a car, any car, and blow it up. Shoot the destroyed carcass of the car, and you'll notice your Chaosmeter rise. Simply pump fire into a blown-up car and you can finish the mission without moving. Once you've filled the Chaosmeter, the mission will be complete and you'll earn your reward. -=2.10c - Hog Tied=- Difficulty: Medium Reward: $4000 Baker's bike has been stolen, and he wants you to retrieve it. Do this, he says, and you'll be a gang member for life, and therefore he'll supply security for the Love Fist concert. You'll need a fast bike to get into the place where the bike has been taken to. I'd reccomend a PCJ 600 - there should be one behind the glass storefront right across the street from the Greasy Chopper. If notm, grab an Angel and ride up and down the avenue, and one should show up. That done, follow your radar to the staircase. Go backa ways down the street, then accelerate towards the staircase. The object is to jump the street to the roof of Ammu-Nation, which isn't really a challenge. The staircase will do most of the work for you. As soon as you land, take out the gang members on the roof. There aren't many, and they haven't been alerted to your presence. Go to the staircase in the back corner of the roof and start shooting the approaching gang members. There are plenty of them down here, so try to stay under relative cover as you take them out. Once you've cleaned out most or all of them, head back past the garages to Mitch's Angel. Go out, pass the buildings, and turn right - you'll see another staircase and a fence down an alley. Go to the fence, turn, accelerate, and jump the wall in front of the staircase. You'll land outside, only to find more gang members waiting in a van. There are several vans crusing around. Kill the gang members or just take off. They shouldn't be too much of a problem. Go back to Mitch's for your reward and a conclusion to his missions. -=-=-=- 2.11 - Phil Cassidy -=-=-=- Phil Cassidy is the tough-walking, trash-talking ex-military man who helped you in the mission The Job. You must complete the Malibu Club missions to open Phil's missions. -=2.11a - Gun Runner=- Difficulty: Medium-Hard Reward: $2000 In traditional Phil Cassidy style, he will meet you running and screaming "RUN!!!!". After his boomshine still explodes, Tommy inquires about firepower that Phil promised him. Phil tells you about a gun runner that brings in his shipment on trucks. He says that you can ram the trucks and steal the guns from them, and you'll be doing him a favor while you're at it. Grab the Patriot waiting for you. This baby can take some real punishment, and you'll need it. Head out and turn right down the avenue. Accelerate towards the trucks, marked on your map. Both are carrying a crate, and one has a gunner on top with an automatic. Ram both of them, then kill the gunner, get out, and pick up the weapons. While you're here, kill the truck drivers as well - this will be required later in the mission. After this, you'll be notified that backup has been called for. Watch and laugh as a line of gunners riding Faggio scooters comes screaming after you. They're not a very big threat while you're in your Patriot, but you do get a bonus $100 for each one you kill. Now head to the other two trucks. This is the same as above - ram both trucks, kill the gunner, grab the guns, kill the truck drivers. Once all the weapons have been picked up and all of the gun runners are dead, the mission will be complete. -=2.11b - Boomshine Saigon=- Difficulty: Medium-Hard Reward: $4000 This, in my opinion, is the most fun mission in the game. Phil, totally out of his wits on boomshine, will blow his arm off with a grenade. You must drive him to the hospital, but unfortunately, that boomshine's gotten to you, too. You couldn't drive a straight line if it followed a curve. Plus, you're in a Patriot, which isn't exactly the most nimble vehicle in the game. I've heard this mission two ways - one, that the motion of your Patriot is exaggerated, and two, it's actually just the wild swaying of the camera that makes it seem like the Patriot is swerving around. It seems to me that the controls are exaggerated, but whatever the case, you don't have long before Phil dies. Fortunately, the hospital's not far away. Head straight out from Phil's to the main avenue, then turn right and follow it to the hospital. However, as you arrive, Phil says that he refuses to go to the hospital. Instead, he wants you to bring him to an Army surgeon that owes him a favor (and a lawnmower). Phil doesn't have much left in him by now, but fortunately, the boomshine is starting to wear off. Go as fast as you can, and you should be able to make it to the surgeon's place with Phil still alive. Good luck, and have fun! Once this mission is complete, you'll be able to buy some heavy weaponry from Phil's place. -=-=-=- 2.12 - Phone Missions -=-=-=- The phone missions are given by an unknown contact who thinks you're Leo Teal, the unfortunate chef you stole your cell phone from. There are five missions in all given by this contact. Completing these missions will fulfill the "Assassination Contracts Completed" statistic in your Stats page. -=2.12a - Road Kill=- Difficulty: Low Reward: $500 The man on the other end of the line gives you what he calls more "hands-on" work. He wants you to kill Carl Pearson, a pizza delivery boy. This mission is very easy. Carl is marked on your map, and with 50 pizzas to deliver, you have plenty of time to track him down. Ram him to knock him off his scooter, then run him over. Case closed. -=2.12b - Waste the Wife=- Difficulty: Medium-Low Reward: $2000 This time, your contact wants you to kill one Mrs. Dawson, who apparently has done wrong with her husband. Mrs. Dawson drives a Comet, so you'll need a comparably fast car to keep up with her. However, since her death needs to look like a car accident, you cannot use any weapons. Drive into the pink circle and she'll leave. Drive up behind her and ram her from behind to get a decent amount of damage. She'll start panicking and driving erratically. From here, it's a simple game of hit-the-other-car-with-your-car. Finish her for an easy $2000. -=2.12c - Autocide=- Difficulty: Medium Reward: $4000 Time Limit: 9:00 There is a bank job planned by a European gang, and your contact's client doesn't want this to happen. You must kill all of the Europeans to prevent the job from being pulled. There is a time limit, but it is pretty generous. You are supplied with a sniper rifle, a submachine gun, and a PCJ 600 (a note - this white PCJ can never be found again in the game. Save it if you want it) in a small area just down the street from the phone. Pick these items up, jump on the PCJ, and head to the first target's location, a man named Mike Griffin. At first, you might be confused - he's nowhere to be found on the ground. Look up. You'll see him standing on the walkway built into the billboard. Use your sniper rifle to kill him, then proceed to the next target. The next target is named Dick Tanner, and can be found at DBP Security. He's sitting in the lot in a Securicar. Stop a good distance back, take out your sniper rifle, and shoot him through the glass. Marcus Hammond and Franco Carter are your next two targets. Drive to their location, and like with Dick Tanner, stop a good distance back and kill the one driving the Bobcat. Then do a drive-by to kill the other. Be careful of him - his shotgun will take you down with one lor two blasts. Nick Kong is the fifth target. He's in his boat, cruising along the shoreline. Again, especially with Nick, it's important not to be seen. Follow your radar past the office building you destroyed in Avery Carrington's mission to a bridge. Head up onto it, then look right, You should see a small, grassy strip. Hop the edge of the bridge down to this grassy area. Head out until you can see Nick Kong's boat, then take out your sniper rifle and shoot him. There is a small, raised patch of land along the wall next to you that you can use to exit this area. Charlie Dilson is the next target. He's riding his PCJ not far from your first target. Knock him off his bike and waste him. -=2.12d - Check Out At the Check In=- Difficulty: Medium-Hard Reward: $8000 You are told about a sniper rifle that has been snuck into the airport, and a woman that will ask a man the time. Your job is to use this rifle to assassinate that man, then you must take what he was carrying and return it to Ammu-Nation in Downtown. Get the rifle and head up to the second level. Move forward until you have a good view of the woman marked by an arrow. There are two men standing at the check-in - she'll walk towards them. You'll be notified once she's spoken to them. Kill both of them and pick up the case. The two-star wanted level isn't bad, but the mysterious men in black cars chasing you are. They have some serious firepower, and will make mincemeat out of most any car. Either take a helicopter or hope you can avoid them with a fast car. I used a Comet. Get to Ammu-Nation to finish the mission. -=2.12e - Loose Ends=- Difficulty: Hard Reward: $16000 An exchange of valuable merchandise is taking place on top of the Cherry Popper ice cream factory, and your contact wants all of it. Head left from the phone to the alley behind the ice cream factory. There is an M4 just inside the gate, but I would reccomend a submachine gun over it. The compound is a hornet's nest of the same men that were after you in the previous mission. Use the M4 to destroy the car in front of you, then move forward but don't cross the corner of the alley. Kill any other gunmen you can target and hit from here, then get out your sub (if you don't have it out), target the gunman around the corner, and go around it. As soon as you pop out from the alley, fire. Your bullet will hit the barrel there and set off a chain reaction that will destroy a van, two cars, and several gunmen. After the fireworks are over, take cover behind the closest ice cream box. Target anybody you can, run out, shoot, and take cover again. If somebody begins firing from the walkway above, retreat to the alley, get out your M4, and shoot him. Keep repeating this pattern - lock on, strafe out, kill, take cover. It will take a while to clear the area. If there is a man in an area too dangerous to go out to, try shooting over your cover with the M4. They seem to have problems shooting you head-on when you stand behind a box. Keep this in mind. There is an armor pickup in the back of the compound (be wary of the men standing on the billboard) and a two health pickups on the roof. Once you're on the roof, there's not as much cover, but there are (thankfully) fewer guards. Kill them as quickly as possible and grab the health. There are three more waiting in the area with the two large ice creams. Once on top of the roof, don't make the same mistake I did and go running towards the merchandise. There are four men waiting just inside this area. Sneak around the side and kill one or two of them, then back off and come around on the other side and take another down. Go get the other health pickup if you need it. Once all of them are dead and you have the merchandise, take their Maverick and go to the helipad in Escobar International. You'll then receive your well-earned reward. -=-=-=-=- 3 . 0 - A S S E T S -=-=-=-=- -=-=-=- 3.01 - The Malibu Club -=-=-=- The Malibu Club is the place to be for the "cool crowd", complete with lighted fog, big hair, and the Village People. Behind the Malibu Club, however, lurks a bank robbery plot. The Malibu costs $120000 to purchase, and will bring in $10000 daily when its asset missions are completed. -=3.01a - No Escape?=- Difficulty: Medium-Hard Reward: $1000 You'll meet our old friend Ken Rosenburg inside the newly purchased Malibu Club. He babbles about a minibar, but Tommy interrupts and asks Ken about a safe cracker for a bank job he has planned. He tells you about Cam Jones, who would be perfect for the job but for one small detail - he's in prison. So, of course, Jones must be busted out. Get a fast car - you'll need it. Take it over to the police station marked on your map. In the back, there will be an entrance flanked by two staircases. Turn your car around so that the back end is facing the building, then back it up until the passenger door is lined up with the stairway. Your escape will need to be brisk. That done, equip your bare fists (you'll get in trouble for having a gun out in the station) and enter. You will be told that something useful waits in the locker room. Don't head down the hall, or the cops will start shooting at you. Go into the locker room and enter the pink circle to change into a cop uniform. That done, go down the hall and upstairs to pick up the key to Cam's cell. It's in the room straight ahead of you as you enter the offices. Now go all the way downstairs to the holding cells, and enter the circle there. You'll open the cell and release Cam. Now it's time to get the hell out. Kill the policeman standing at the desk just up the stairs, then one or two as they come down the stairs up to the office. After that, ignore the rest of the officers and dash out the door. Once outside, kill all of the policemen within targeting range and get into your escape car. Nail it and head for the Pay 'N Spray, marked on your map. You shouldn't have much trouble getting there. Once your car has been resprayed, go to Cam's house and drop him off for an admittedly miniscule reward. -=3.01b - The Shootist=- Difficulty: Medium-Hard Reward: $2000 Ignoring the questionable grammar in the mission name, you now must find a gunner for your bank job. Cam knows of an ex-military guy named Phil Cassidy, who has a reputation for being the best shooter in town. He tells you that you can probably find Cassidy at the shooting range in Ammu-Nation in downtown Vice City. Head to the range, marked on your map. You'll meet Phil, blasting away at the range with two pistols. He challenges you to a round at the range - beat his score of 60 and you'll have his gun in your bank job. Like racing missions before this, it's all about skill. The best strategy is to memorize target locations and patterns. If you can shoot well enough, you've got this mission bagged. There are three areas - one in the range, and two in a mock-up city. The first is simple shoot-the-target, with three rows of targets that move side to side. The targets are worth different values depending on their distance. The second area is inside the city mock-up, firing at targets that move side to side through a wall of windows. The final area is also in the mock-up, involving moving targets that pop out of various places. Beat 60 and you'll win the mission. -=3.01c - The Driver=- Difficulty: MIND-WRENCHINGLY INSANE Reward: $8000 Okay, perhaps not mind-wrenchingly insane. But this is a DAMNED HARD MISSION to complete. You only need one more person to complete your posse for the bank job - a driver. Phil knows of a guy, named Hilary - supposedly the best driver in town. However, he has abandonment issues, and apaprently won't work for you unless you can beat him in a race. Phil meant it when he said that Hilary was the best driver in town. His AI is *impeccable* - he won't make a damned mistake in this race. Plus, he's driving a Sabre Turbo and you're in a Sentinel. Again, this is based mainly on your own skill, but I can help you a bit here. There are two things you can do to help yourself. The first, which is pretty much necessary, is to ram Hilary in the rear side of his car as early as possible. Your goal is to make him spin out. If you accomplish this and don't make any mistakes, you'll win. Another trick is to gain a two-star wanted level before starting the race. As the countdown goes through two, a police car will come careening around the corner and ram into Hilary's car. This happens every time without fail. You will receive a two-star wanted level during the race regardless, so it won't be a problem. If he manages to stay ahead of you, ram him in the turns and try to make him spin out. Though his car accelerates a lot faster than yours, the Sentinel actually has a higher top speed than the Sabre Turbo. Remember, you CANNOT make ANY mistakes during this race. One turn taken too slow and Hilary will beat you. Good luck. -=3.01d - The Job=- Difficulty: Hard Reward: $50000 It's time. Your gang has been assembled and the bank is prime to be taken down. Go and teach the big boys a lesson. Jump in the taxi waiting for you and drive to the bank. Stop in the pink circle across the street from the bank. You'll stop to pop the trunk and Hilary will drive away. Go to the bushes next to the bank and you'll change into your job clothes, and you'll also be given a Colt Python with plenty of ammo. Enter the bank and you'll hold it up. Take Cam and go upstairs. There are two armed guards here - one as you exit the second staircase, one inside the room with the elevator. Use your one-shot-kill Colt Python to kill both of them, then enter the elevator to go down to the safe room. Kill the guard here and enter the pink circle. Cam will tell you that the safe lock is too complex, and he needs the manager to get in. Go back up the elevator, then downstairs to the office area. Head towards the back. There are two guards, one in the room to the left and one in the room straight ahead. There are health and armor refills here if you need them. Get the manager hiding in the room with the second guard and take him back to Cam. Now go check on Phil. As you head down the stiars, he'll yell, then shoot. Somebody has set off the alarm, and the cops are on their way. Take position in the pink circle and you'll hear the SWAT team threatening you. Cam will announce that the vault has been opened, then the SWAT team will storm the bank. The ceiling panels will fall, followed by tear gas canisters and SWAT team members. Start killing them with your Python. Don't stop until there aren't any left - don't forget the shooters on the balcony. Once they are dead, make for the bank entrance. Hilary will drive up, but predictably get himself killed trying to be heroic. Kill all of the SWAT team members, then jump in the taxi. Make sure nobody is left behind, then drive off. The main entrance is blockaded, so take one of the two side avenues that Hilary pulled up from. Head for the Pay 'N Spray just down the street. From here, you're home free. Drive back to Cam's house for a healthy reward and your Malibu Club asset completed. -=-=-=- 3.02 - Print Works -=-=-=- The print shop is run by a kindly old man who happens to have the capability to print money. It can be purchased for $70000, and will generate $8000 a day when you have completed its missions. -=3.02a - Spilling the Beans=- Difficulty: Medium Reward: $2000 You'll learn a bit about Tommy's past when you meet the proprietor of the Print Works. Tommy suggests printing a newspaper, but the proprietor blows it off and says that they should print money. He claims it's not too hard, you just need good plates. He's heard rumors of a syndicate that is shipping plates, and Tommy knows just the man to verify it. Kent Paul is ogling the ladies in the Malibu Club again. With a bit of forceful negotiation, Tommy gets out the information that the Triads are shipping in the plates, and the shipping officer at the Vice City docks will know when they are coming in. Head to the large cruise liner at the docks and get out a good weapon - I reccomend either a submachine gun with a high fire rate or a Colt Python. The ship is a hive of men gunning for you. Kill anything you can target. The shipping officer is in an officer at the stern of the ship, up several flights of stairs. There are several guards here, so take care of them. Enter the office behind the pink circle and speak with the shipping manager. He'll tell you what you need to know. Now head back for the printworks. More guards will come after you, so constantly tap R1 for new targets. Make your way back off the ship, then head for the printworks to complete the mission. -=3.02b - Hit the Courier=- Difficulty: Medium Reward: $5000 Tommy is going to intercept the plates as they come into the Vice City docks. Lance says that he'll provide some help, though you may or may not need it. Head for the docks. The courier is arriving by helicopter (marked by a yellow mark on your radar). By the time you arrive, the chopper should be close to landing. You'll see several women armed with shotguns around the area. They will make mincemeat out of you, so either waste them from long range by sniper rifle or bust in firing out of your car until it bursts into flames, then bail and mow down the rest of them. Either method works perfectly fine. It's fairly likely that by the time you have killed the guards, the courier has arrived and has gotten into her Sentinel. Fortunately, she is not a very good driver, and she's crashed into the wall and stayed there every time I've done this mission. Kill her by shooting her through the window, and she'll drop the plates. Take them back to the printworks. If she DOES drive out, chase her down and force her out. Either way, go back to the print shop once you have the plates. This will complete the Print Shop asset. -=-=-=- 3.03 - Sunshine Autos -=-=-=- Sunshine Autos was previously owned by BJ Smith, football player. He's disappointed that he has to sell it to you, but glad to have it off his hands. The auto shop costs $50000 and will generate $9000 when you have completed its asset missions. They involve collecting cars and bringing them back to a garage. There are also several race missions available. *****THIS SECTION COMING SOON***** -=-=-=- 3.04 - Cherry Popper Ice Cream -=-=-=- The Cherry Popper Ice Cream factory is located on the main avenue in Vice City. Its previous owner was a rather horrid woman who sells drugs alongside ice cream. It's your job to take over and get business going again. The ice cream factory costs $20000 and makes $3000 a day when you complete its mission. -=3.04a - Distribution=- Difficulty: Low Reward: $? Distribution is about as much as you'd expect - stop and press L3 to start your jingles jingling, and the coke heads will come up and buy. Unfortunately, other gangs don't appreciate you selling on their turf, and there's the ever-present problem of cops. To remedy the first problem, go over to the southern part of the first island, where there are relatively few gangs. As for the cops, you can always hang around the Pay 'N Spray (or cheat, if that's your thing). Sell 50 of whatever it is you're selling to complete the ice cream factory asset. -=-=-=- 3.05 - The Boatyard -=-=-=- The boatyard is relatively devoid of inhabitants besides two potheads. Amusing as potheads always are, they don't do too much for you. It costs $10000 and generates revenue up to $2000. -=3.05a - Checkpoint Charlie=- Difficulty: Medium-Hard Reward: N/A Time Limit: 2:30 This, like Stunt Boat Challenge, is a checkpoint race in a boat, initiated after you get into one of the two hot rods waiting at the boatyard (I reccomend using the Cuban boat because its handling is tighter, though you can try the Squallo if you're having problems finishing within the time limit). Like the name suggests, you must complete all of the checkpoints within a set time limit of 2:30. There are a lot of tight turns in this race, so I suggest you do several practice runs to get to know your boat and the course. You really can't make any mistakes here, because the time limit is very tight. I only made one slight mistake the first time I did this, and the timer hit zero just as the nose of my boat was about to pass the final checkpoint. The most crucial point of this race is probably the ramps in the docks where Colonel Cortez's yacht used to be. Mess up here and you're basically screwed. It's not very difficult, however - the first two jumps are perfectly aligned, and the third is a simple deviation to the left. You know the drill by now - this race is based on skill. Remember the trick that allows you to execute a sharp turn in a boat (release throttle and hit throttle again) and you should be fine. Complete this race and the boatyard asset will be complete. -=-=-=- 3.06 - Kaufman Cabs -=-=-=- Kaufman Cabs is one of those fall-through businesses that has a change in management every month. You are here to turn it around. Kaufman Cabs costs $40000, and generates a revenue of $5000 a day. -=3.06a - V.I.P.=- Difficulty: Medium-Low Reward: $1000 Time Limit: 1:00 There is a high class passenger in Starfish Island that needs a pick-up. This, of course, falls to you. Drive as quickly as you can to the pick-up spot in Starfish Island. One minute is just about enough time to get there, though you'll probably be cutting it close. Stop in the pink circle and sound your horn. Just as the V.I.P. is walking out, however, another taxi pulls up and takes him. This, of course, is a declaration of war. Attack the other taxi by ramming it, shooting it, whatever, until the V.I.P. bails out and comes to your taxi. The other taxi will attack you, but it's not really any more than a nuisance. Bring the V.I.P. to the airport. -=3.06b - Friendly Rivalry=- Difficulty: Medium-Low Reward: $2000 VC Cabs is stealing all of Kaufman's business, and it's your job to make sure they stop. You must destroy three of their taxis to level the playing field. Those three are marked on your map. Use standard fare vehicle destruction tactics - trap them in a corner and pump the cars full of lead until they catch fire. Once all three cabs are blazing hulks, you will have successfully completed the mission. -=3.06c - Cabmageddon=- Difficulty: Medium Reward: $5000 A cab has been requisitioned, and, surprise, it's Mercedes Cortez! Head to the Vice City docks (you'll have to go around the building and find the entrance to get to the area where you're going). However, as soon as you sound the horn, a fleet of normal taxis enters. It's a trap! Your goal is to survive a minute with this pack of hounds after you. These taxis are worse than the police, that's for sure. I found the best way to avoid them was to drive wide circles around the area, avoiding the corridor with the columns. The taxis barely touched me when I did this. Once the timer runs down, the Zebra Cab will appear and you'll engage in a one- on-one duel of taxis (;_;). Again employ those car destruction tactics - get alongside the cab and fill it with bullets until it catches fire. The driver will bail. Cut him down with a drive-by. If he pulls you out, get back, because his katana will hurt. Kill him to finish the mission. After this mission is complete, Kaufman Cabs will start earning revenue. -=-=-=- 3.07 - Film Studio -=-=-=- With a name so inconspicuous as "film studio", it takes a bit of a stretch of the imagination to imagine it as a porn studio. But that's what it is. The Film Studio costs $60000 and makes $7000 when its asset missions are completed. -=3.07a - Recruitment Drive=- Difficulty: Medium-Low Reward: $1000 Steve Scott, director, is in the middle of a take when Tommy enters, and he starts making demands just as soon. He says that they're going to turn the place around, and says that they first need better actors. Two girls come immediately to mind. Candy Suxxx is the first candidate, so stop by her apartment in downtown Vice City. However, she says that you need to talk to her "agent" (i.e. pimp) before she can work as an actress. The pimp arrives right about here, inquires what the hell you're doing, and drops off three gunmen. Go after the pimp and ignore the gunmen. Whenever you get too close, the pimp will stop and drop off another three gunners. Ignore them for the most part and concentrate on the car. The pimp will bail when the car catches fire. Run him down and go back to collect Candy. Now you have to pick up Mercedes, who is in the pizza place in the Downtown area. Go there and walk inside. Tommy will ask her about taking a starring role, and she will wholeheartedly agree. Take the two back to the studio to finish the mission. -=3.07b - Dildo Dodo=- Difficulty: Medium-Hard Reward: $2000 Fliers for the new movie must be distributed, but Steve is sure that nobody will let them distrubute the papers. However, as they must get out to the public, Tommy comes up with an idea - he'll fly the on-location seaplane over the area and drop the fliers. Go left out of the studio and go into the back area with the battleship set and a flying saucer. There's a door here that leads out to where the seaplane is docked. Get in and hit it. It'll take a lot of water, but eventually the Skimmer will lift off. There are several checkpoints around the city. Each one will cause the plane to start dropping flyers until you reach an end checkpoint. The Skimmer has a limited amount of fuel to do this with, so you must be quick and your flying must be precise. Problem is, the Skimmer isn't exactly agile. It'll take a while to get fast enough to where you can actually fly it comfortably. Once it hits that point, though, it's actually quite a pleasure to fly, and will easily execute some of the swooping dives and turns required in this mission. Start the mission by taking off and making a wide turn. You should start this turn right around the edge of the Leaf Links golf course ahead. Turn until you're facing the bridge behind where you started. Do one or two long swoops to build up speed, then hit the checkpoint over the dirtbike course. The end checkpoint is over a narrow street - watch the tall building on the right side. The next two checkpoints will come in a chain, just far enough ahead of you that you have enough time to correct your course and nab them. Don't worry if you miss one, as the Skimmer has plenty of fuel. You shouldn't have too much trouble with these. After you get the red checkpoint over the airport terminal, head east and get the checkpoint over the docks. Now turn and fly up the avenue to get the next red checkpoint and blue checkpoint. This part is crucial. You'll see the next red checkpoint coming up, but it's in a tight corridor between two buildings. Trying to execute a turn from over the avenue in here is futile, so instead pass the checkpoint and make a wide turn out over the bay. Come back in aligned with the narrow corridor so you can grab the checkpoint. Now simply fly back through the two buildings ahead, grab the next blue checkpoint, and fly up the road below it to get the last checkpoint and to complete the mission. Note that if you ever want to use it again, the Skimmer will respawn where you picked it up at the start of the mission. -=3.07c - Martha's Mug Shot=- Difficulty: Medium-Hard Reward: $4000 Steve Scott attempts to explain his new scene to Tommy with Candy shooting in the foreground. Tommy dismisses this, and instead asks about legal problems he's heard of. Scott says that Congressman Alex Shrub is planning to join the purists and vote the pornography industry into illegality. This would shut the studio down, so you must get some dirt on Shrub to blackmail him. Tommy tries to get information out of Candy, but she is... well.... unresponsive. Steve suggests that you tail Candy to find out where she goes and what she does with Congressman Shrub. You are given a camera to get the dirt with and a Sparrow to tail Candy with. Climb into the vehicle and wait for Candy to leave. Follow her Stretch to Alex Shrub's home - it's not a very difficult tailing, and the Stretch will go on like it doesn't even notice you. Now it's time to play Peeping Tom. After Congressman Shrub initiates a quite kinky name-game, involving Candy calling him "Martha", you are told to go into the hotel across the street and take three incriminating snapshots of the two together in Shrub's rooftop pool. There is an open side door that will allow you to climb up into the building. Land your Sparrow around back of the hotel (this is VERY imporant - I reccomend landing it in the pool) and head around the left side of the hotel. You'll see the open door there. Now climb the staircase until you reach the landing where you can take the photos. Take three snapshots of Candy, attractive as ever, and Shrub, decidedly UN-attractive in his attire. NOW you're in trouble. You've got a five-star wanted level, and you can bet that the FBI will be waiting at the bottom of that staircase. A little bit before, actually. Around halfway down the stairs, someone will yell for you to hand over the film. This is your cue to be ready. Two FBI men will be waiting on each landing from then on with Uzi 9mms, and they will cut right into your health and armor. I reccomend you use your Colt Python to kill them - failing that, a well- thrown grenade. There are three total pairs of FBI gunners. Now run out of the hotel and around back. The FBI most likely won't be here on foot yet, and the helicopter is only on its way. This gives your Sparrow time to spin up so you can take off. From here, make for the film studio. The Sparrow is a quick helicopter, so the police chopper probably won't be able to catch up to you. Don't go straight for the studio, however - make a loop around Leaf Links and come in behind the studio. The FBI has set up a blockade which will eat your Sparrow alive. As soon as you're close enough to the ground in the studio, bail out of the chopper and make a break for the pink circle. Enter it and the mission will be done. -=3.07d - G-Spotlight=- Difficulty: Medium Reward: $8000 The movie is almost ready, but there still needs to be a big introduction. As always, Tommy has a bright idea - it's to go adjust the spotlight atop a building downtown. As Steve put it, it will be "just like the old days". Grab the PCJ 600 waiting for you in the studio and follow your radar to the building in question. Follow the stairs to an lift in an office. And, yes, take your bike. The lift will take you up to an upper office. Drive into the pink circle to align yourself for the jump. Watch your clock, because all of these jumps must be completed by 07:00. If you don't mind my saying, this is one FUCK of a jump that you must make. You must jump out of the office building you're in through a window to a rather odd hole in the middle of the next building. You may want to back up against the wall behind you for some extra speed, though you should be able to make the jump with a sizable bit of clearance. Now you must make another jump. Go to the end of the hole you're in facing the building you just jumped from. Hit the gas and skirt the right sight of the corridor, then turn left as you approach the end of the corridor. You should shoot straight out and land on the next building. This is probably the easiest jump to make so far. Now go up to the hole in the lining of the building you're on and align yourself with the next circle. Back up to the opposite wall. This is necessary because there's a lot of open space to miss in, and you don't have enough time to keep coming back and redoing this. Hit the gas again and you should make a pretty clean landing. The next jump isn't too tough. Go back to the end of the building, facing the ramp, and you should be able to see the tip of the next pink circle. Align yourself with that and go. Same deal for the next jump. Back up, aligned with one of the two ramps, and jump. The fence on top of this building will prevent you from falling off. The next jump is on the other side of this building, and is the same thing - back up, accelerate, jump. Brake as soon as you land on this jump, because there are no fences to prevent you from skidding off. Take your bike up the stairs on top of this roof and repeat the process of back, go, jump. The next several jumps follow the same process. When you jump onto a low white building with several levels, there will be an armor pickup in case you're falling a lot and a ladder will lower if you fall at a later jump. Some of the next several ramps are narrower, but the thesis is still the same. Some of them are even aligned so you can save time by following through on the previous jump's speed onto the next jump. When you have finally arrived at your destination, a ladder will drop should you fall. Walk into the pink circle and Tommy will readjust the light to display a happy 'SUXXX' logo on the nearby building. You'll complete the mission, and the Film Studio will begin earning revenue. -=-=-=- 3.08 - The Pole Position -=-=-=- The Pole Position Club is a strip club with a rather... err.... unique sexual innuedo in its title. It is also one of the cheaper assets, and by far the easiest one to complete. It costs $30000 and will generate up to $4000 daily. -=3.08a - Strip Show!=- Difficulty: N/A Reward: N/A Okay, so it's not even a mission. The only thing you must do is go into the open rooms in the back of the club and spend $600 on a lap dancer. This will take about five minutes, so you can go ahead and read more of my FAQ while you're waiting ^_^ Once you have spent $600, press X to leave the room and you will receive the "Asset Completed" screen. -=-=-=-=- 4 . 0 - O T H E R M I S S I O N S -=-=-=-=- -=-=-=- 4.01 - R3 Missions -=-=-=- R3 Missions are activated by getting into certain vehicles and pressing the R3 button. Four of the five R3 missions are level-based. -=4.01a - Paramedic=- Difficulty: Medium-Hard Reward: Infinite Run The Paramedic missions require you to drive a bulky bathtub on wheels around town, rescue people, and bring them back to the hospital for treatment. The Paramedic missions work on a level system, from one to twelve, the number corresponding to the number of people you must rescue. Each time you bring back every patient on the map, you go up a level. There is also a time limit in which you must resuce people in, though getting people from where they wait and completing a level gives you more time. The appearance of patients is random, but I can give you tips to help you. First, don't use the siren. It makes vehicle movements unpredictable and will waste more time than it saves. Also, remember that a passenger is stuck to the car once his or her hand touches the door. So long as you don't run into anything and rip them off, the passenger will stay in the car once they've touched the door. I've found it's best to do Paramedic missions in the first island. The streets are wider, and a lot of people are deposited in the beach, where it's easy to maneuver. Which hospital you choose is pretty much based on personal preference. Once you complete Ambulance Level 12, you will be given Infinite Run, which does the obvious - allows you to run without tiring. -=4.01b - Pizza Delivery=- Difficulty: Medium Reward: Health Upgrade (100 to 150) Pizza Delivery requires you to do exactly what it sounds like - drive around on a pizza delivery motorcycle and deliver pizzas. This is done in a drive-by fashion - hold L2 or R2 and press Circle to throw your pizza. You are given a limited amount of time and pizzas to deliver to all the people marked on your map. Once everyone has been delivered to, return to the pizza store to get more orders. There are three pizza stores scattered around Vice City - one in the first island and two in the second. These missions are fairly straightforward. You only need to throw the pizza in the close vicinity of its recipitent for them to receive it. The Pizza Boy motorcycle, while not exactly quick, is quite agile, and you will easily be able to dodge in an out of traffic. If you run out of pizzas, you can return to the store for more - your bike can hold six at a time. It's up to you to find where the waiting recipitents are, as they are spawned randomly. However, you shouldn't have much trouble completing these missions. -=4.01c - Vigilante=- Difficulty: Medium-Low to Hard, depending on vehicle used Reward: Armor Upgrade (100 to 150) Vigilante missions can be done by entering any police vehicle, FBI vehicle, a Rhino, or the Hunter and pressing R3. They require you to chase down criminals around the city and kill them. Obviously, the choice vehicle for this mission is the Hunter. There are two ways to get it - complete the final mission, Keep Your Friends Close, or get 100 packages for it to spawn at the military base, or do both for it to spawn both at Fort Baxter and at a helipad in Ocean Beach. It takes some getting used to, but once you are comfortable flying it, Vigilante missions will be a breeze in the Hunter. As a plus, with the Hunter's special "Brown Thunder" variety of Vigilante mission, the chopper gains health as you complete levels - people have gained nigh-invincible helicopters by completing Vigilante missions in the hundreds. Vigilante is also a great way to earn money. If you opt not to use the Hunter, you can also try the Rhino. It will spawn at the military base after you get 90 hidden packages. Vigilante missions are fairly easy in the RHino - spin the turret around and fire it backwards for extra speed. You will have to worry about the police busting you in the Rhino, however. Any other car and Vigilante missions will become decidedly more difficult. My only advice is to use standard car destruction tactics and hope for the best. Complete Vigilante Level 12 for your armor to be upgraded to a maximum of 150. -=4.01d - Fire Truck=- Difficulty: Medium-Low Reward: Fireproof Fire truck missions are based on the idea of taking the fire truck around town to douse fires with its water hose (usable with the O button). You can obtain a fire truck either by going to the fire station near the police station in Downtown or breaking out the flamethrower and lighting things on fire until a fire truck arrives to douse the flames. These missions, like Vigilante, Paramedic, and Pizza Delivery before them, are based on a level system, the level number corresponding to the number of people you must save from the fires. Use the right stick to turn the water spout and douse the fire victims. These missions are not very difficult, and definitely not as time-consuming as the Paramedic missions. You can also pick up some rare cars while doing these missions (in GTA3, Fire Truck missions were considered the best way to get rare cars like the Trashmaster, Securicar, and Mr. Whoopie). Once you douse a vehicle, its passengers will jump out and start running. Douse all of the vehicles first, then go after the running people. I suggest doing the Fire Truck missions in eastern Vice City. The roads are wider here. Complete Firetruck Level 12 to make yourself immune to fire damage. -=4.01e - Taxi=- Difficulty: Medium-Low Reward: Taxis With Shocks In the taxi missions, you must drive around town picking up people and bringing them to their destinations (these trips are called fares). These missions are by no means very hard, but they are VERY time-consuming - you will be spending longer in your cab than in the Ambulance in the Paramedic missions. This is due to the fact that Vice City has a whole lot of square mileage (indeed, more than twice Liberty City's). The best car for these missions is undoubtedly the Zebra Cab, which will spawn inside Kaufman Cabs after you have completed all three of its missions. The Zebra is fast and durable, and although it shares the Kaufman Cab's bulky, slightly top-heavy physique, you shouldn't find yourself rolling over much in it. If you don't have access to the Zebra Cab, use a normal taxi. It's slower, but less prone to tipping over than the Kaufman Cab. Complete 100 taxi fares (which should probably take you at least two hours, even in the Zebra Cab) to enable the Jumping Taxi feature - press L3 while in any taxi and it will make a huge leap, making taxis great getaway cars. -=-=-=- 4.02 - Chopper Checkpoint (Sparrow) -=-=-=- These four missions are done by getting inside the various Sparrow helicopters scattered around the city. You can play them once the western half of the city has been opened. You will have to navigate steep ascensions and descensions, tight turns, and flights through narrow spaces. However, the Sparrow is an easy-handling craft, and you should have relatively little trouble with these missions. If you beat your best time on any of these missions, you will receive an extra $100. -=4.02a - Ocean Beach Chopper Checkpoint=- Difficulty: Medium Reward: $100 To find this Sparrow, go to the Pay 'N Spray in Ocean Beach, in the southern part of the first island. The building with the Sparrow on it is just to the right of the Pay 'N Spray - it has an easily recognizable pink roof. There are two ways to get onto it - fly your own helicopter up to the roof, or go north of the Pay 'N Spray and jump the stairway inside the area enclosed with white walls. Very similar to the above mission, you should have little trouble navigating Ocean Beach - there are a lot of nice open spaces to orient yourself. Take your time and you will easily complete this mission. -=4.02b - Vice Point Chopper Checkpoint=- Difficulty: Medium Reward: $100 To get to this Sparrow, start from the Links View Apartments. From the entrance to that hideout, go directly out and turn right. Just ahead on your left is an arched entrance that leads to a small road bordered by fences. Take an immediate right to find the third Sparrow. Like the last two Sparrow missions, this mission is quite easy and you should have little trouble. -=4.02c - Little Haiti Chopper Checkpoint=- Difficulty: Medium Reward: $100 From the Greasy Chopper, where you got missions from Mitch Baker, head south on the four-lane avenue and take the first right turn onto a road. You'll see a left turn ahead and a large warehouse-like building. Pass the left turn and watch your left side - after the warehouse ends, there will be a small alley between it and the next building. Drive down this alley and jump the ramp to land on the rooftop with this Sparrow on it. Same routine goes here - navigate the course, which should not be a problem, to complete the mission. -=4.02d - Downtown Chopper Checkpoint=- Difficulty: Medium Reward: $100 After you complete the Film Studio missions, a Sparrow will spawn on the landing of the building with the elevator from the G-Spotlight missions. If you can't find it, it's just a few buildings north of the Skumole Shack. Climb into it to start this mission. It consists of a series of checkpoints winding through downtown Vice City, requiring a good sense of control of the chopper. It does have a timer, but it only counts the best time you complete it in - there is no time limit. -=-=-=- 4.03 - Cone Crazy (Stallion) -=-=-=- Difficulty: Medium Reward: $200 This mission involves picking up five checkpoints secluded behind rows of cones. If you smash any cones, the mission is a failure. You can do the mission on the top level the parking garage where you met Lance in the mission Guardian Angels - look for a large, moss-covered building in the southern part of the first island. Climb into the Stallion at the far end of the garage (it's pretty much always there) to start the mission. Picking up the first checkpoint starts a twelve-second timer, and each checkpoint adds another twelve seconds. Time may seem tight, but the checkpoints really aren't too difficult to get. You can bump into them and knock them over, but smashing one causes you to fail the mission. I reccomend you start with the one behind your car when you start - back in between the cones to it, then when your car touches the checkpoint, hit the gas, turn sharply, and get the checkpoint enclosed in a circle of cones. The Stallion's handling isn't very tight, so you'll have to go pretty slowly through the circle. Now go around the fence behind the cone circle and get the checkpoint in between two rows of cones. Drive straight into it and hit square as soon as you touch it. The final two cones are on top of the two ramps in the far corner of the garage - build up just enough speed to climb the ramp and grab one of them, then drive around and repeat with the other. -=-=-=- 4.04 - PCJ Playground (PCJ-600) -=-=-=- Difficulty: Medium-Hard Reward: $1000 The PCJ-600 that will initiate this mission is waiting for you in Washington Beach. Go to your Ocean View Hotel hideout and follow the road north until it curves left. Instead of turning left, go into the grass ahead and look in the left-front area of the building ahead. The PCJ is waiting in a corner facing the road. Once the mission starts, turn directly to your right and go around the tree almost straight in front of you, then turn left and face the ramp down the street, at the intersection. Angle towards the left side of the ramp ahead and go. Right before you hit the ramp, let go of the accelerator. This should put your bike straight through the first checkpoint. Hit the accelerator again and go through the next checkpoint, then turn your bike and hop off the building into the alley below, then nail the throttle. Here you'll need to execute a tricky sharp right edge into the staircase ahead that you must jump. Both times I've accomplished it, I've been riding on the very edge of the staircase. The short space between here and the staircase should give you just enough momentum to grab the checkpoint. Hit the brakes as soon as you land and turn sharply to head into the next alley. You will grab several checkpoints, then another staircase will appear ahead on the right side. Angle towards it and hit the accelerator as hard as you can. You'll pass right through the checkpoint; as soon as you do, push the nose of your bike down and towards the building. You should land either right on the checkpoint or on a course directly to it. Hop down off the building and continue down the alley, taking several more checkpoints. You'll also cross a street here; I've found that most of the time there is a truck passing - it's better to stop before it then try to pass it. The truck goes by fairly quickly. Head down the alley. Ahead you'll see a checkpoint hovering in midair. On the right, there is a small set of wooden steps. Jump them to get the midair checkpoint. Go and collect the next several checkpoints along the alley - be careful of traffic and don't get broadsided. Eventually you'll come into a long alley with a set of brass knuckles and a melee weapon on the left. DO NOT ACCELERATE EXTREMELY FAST HERE. The next checkpoint is right in front of a wall. Take a moderate speed towards the checkpoint. Grab it, nail the brakes, and turn left. The next checkpoint is visible in an alley on the right. Head down the alley. When you come to the last checkpoint in the alley, make a hard right right after you get it and continue onto the street to get the next checkpoint. Go through the underground area and grab the three checkpoints there, making sure to jump the stairs on the far side to grab the third one (very little momentum is required for this jump; I've achieved it with a tiny fart of a tap on the X button). Head north along the street to get the next checkpoint, then turn left to find the next one waiting in front of a white walled-off area. Grab it, then turn around and drive into the alley opposite this white walled-off area. Go as far back as you can, then accelerate. Jump the set of stairs ahead of you inside the walled-off area, making sure to jump the extreme left of the set of stairs (or else you'll miss the checkpoint). If you try to angle to it, you'll miss the roof ahead. As soon as you have grabbed this checkpoint, jam down your handbrake. I've fallen from the next rooftop a lot of times. Just past the previous building is a pink rooftop from one of the Sparrow missions. Nail the brakes and turn as soon as you land, and hope luck is on your side. Grab the last checkpoint to finish this mission off. -=-=-=- 4.05 - Trial By Dirt -=-=-=- Difficulty: Low Reward: $100 The Sanchez bike that you will do this mission on is located at the dirtbike track in downtown Vice City. To get there, head for the Hyman Memorial Stadium (the very large circular peninsula in the top left of the map). On the northern side of the circular road in front of the stadium is a dirt road. Follow it to the dirtbike track. This mission is quite simple - follow the checkpoint path around the track twice. This doesn't require very acute dirtbike handling - I suspect you could do it drunk. In any case, there are a few obstacles - namely, a row of explosive barrels on the back stretch. Avoiding them is simple. Around the start of your second lap, it will begin to rain, and your Sanchez's handling will degrade some. Also, three Haitians on black dirtbikes will come to attack you. Neither are very large threats (though you can pick up a nice black Sanchez here). Beat your best time subsequently for an extra hundred. -=-=-=- 4.06 - Test Track -=-=-=- Difficulty: Low Reward: $100 This mission can be done in the same place as Trial By Dirt; however, it takes place in the Landstalker that waits next to the Sanchez. It's the same premise as the previous mission; take two laps around the track. However, it's slightly more difficult due to the Landstalker's slower speed and tendency to roll over. Despite this, it is still by no means a hard mission to complete. If you had sufficient driving skills to open up this island, you will have no trouble completing this mission. -=-=-=- 4.07 - Top Fun -=-=-=- The Top Fun missions are done by entering one of three Top Fun vans scattered around Vice City. You must drive either an RC Bandit (car), RC Baron (plane), or RC Raider (helicopter) in two different types of missions. Like other missions that take your best time, you can earn extra cash by completing these missions faster than your previous best time. -=4.07a - RC Bandit Race=- Difficulty: Medium-Low Reward: $100 The first Top Fun van is parked near the dirtbike track in the northern part of the beach in eastern Vice City. It's quite easy to find - simply get on the beach and drive north and you'll run right into it. This is a checkpoint race done with the groundbound RC Bandit. The Bandit is pretty quick and has great handling, but if you're not careful you'll spin out - this can mean failure unless it happens early on. The walls of the dirtbike track are your worst enemy. Run up on them at any sort of speed and you'll end up spinning out, which will mean a tough (and probably hopeless) game of catch-up. To avoid this, in sharp or tight turns, release and tap the accelerator. You shouldn't need to brake at all in this race. -=4.07b - RC Baron Race=- Difficulty: Medium Reward: $100 This Top Fun van is on the top level of the parking garage at the North Point Mall. It's easy to find; simply go north on the eastern island from any point and eventually you'll see it, a huge structure with a blue roof. The garage is on the western side of the mall. You must fly an RC Baron in a checkpoint race against three other competitors. The Baron has low power and its small wings provide little lift, but it turns quite well and is fairly easy to fly once it gets up to speed. Try doing a few long swoops to build up speed. After a practice run or two, I found it wasn't very difficult to win. The course follows the roads from the mall down to the southern tip of the island, then swoops around to the east for a short time. Good luck. -=4.07c - RC Raider Pickup=- Difficulty: Hard Reward: $100 The final van is located in the southern part of Escobar International, to the east along the fence. If you can't find it, take the road that follows the eastern side of the airfield and turn right at the opening that borders on Viceport (the docks area containing the Boatyard). The Top Fun van is just inside the fence. This mission requires you to fly the RC Raider around the airport area and pick up checkpoints. Though it's shaped like a mini-Hunter, don't be fooled by its resemblance to the sleek Apache - it's a horror to fly and you'll probably have to attempt this mission several times. With its low mass, a tap of the L2 or R2 will rotate it almost ninety degrees, and it's quite easy to flip over. Be especially careful when near to the ground. If the rotors start hitting the cement, it's over. Luckily for you, the mission has no time limit, so take it slow and easy. All of the checkpoint areas can be easily navigated if you go slow. The best help I can give is to tap the controls, don't hold them. A very large wish of good luck, and I hope you don't need too much headache medication. -=-=-=- 4.08 - Street Races -=-=-=- These missions can be done at any time after purchasing Sunshine Autos. Enter the pink circle in the service area behind the showroom to choose your course. There is an entrance fee for each race, but the reward always multiplies upon it. I reccomend you finish the car lists beforehand so you have access to the speedy Hotring Racer, which is the car I used for these races. If you don't have it, try using a Comet or a Deluxo (or a PCJ 600, if you're feeling lucky). If you wish, you can also simply blow up your opponents for a simple win - they're bulletproof, however, so you'll have to use rockets. -=4.08a - Terminal Velocity=- Difficulty: Medium Fee: $100 Reward: $400 The first race takes place around the terminal of Escobar International Airport. The track is quite short, so you won't have room to take the lead and let your speed carry you to the end. You'll have to take a tougher car and muscle your way to the front. This isn't a very difficult race, though you may find yourself repeating it a few times. To gain an early lead in any race, drive back behind the starting line, then accelerate towards the line and clip one of the other cars. The race will begin without a countdown and with you in the lead. -=4.08b - Ocean Drive=- Difficulty: Medium-Low Fee: $500 Reward: $2000 This race is a straightforward, ovular path around Ocean Beach. It has two very long straightaways, making this a very easy win if you use one of the reccomended cars. -=4.08c - Border Run=- Difficulty: Medium Fee: $1000 Reward: $4000 The third race takes you around and through LIttle Havana and Little Haiti, so beware Haitian gangs. As before, use what straightaways you can find to gain a lead, and you shouldn't have much trouble. -=4.08d - Capital Cruise=- Difficulty: Medium-Low Fee: $2000 Reward: $8000 This is like Ocean Drive enlarged. There are many straightaways for you to gain an excellent lead over the opposition, assuming you're using a Comet or a Hotring Racer. This is a second easy win. -=4.08e - Tour!=- Difficulty: Medium Fee: $5000 Reward: $20000 Tour! is a course with lots of turns interspersed with many short straightaways. Take the lead early and use the straightaways to gain a lead over the opposition. Soon, they'll disappear from your rearview mirror. This is another fairly simple course. -=4.08f - V.C. Endurance=- Difficulty: Medium Fee: $10000 Reward: $40000 This race is long, but quite easy. There are a ton of straightaways for you to put your increased speed to use. The only obstacle you might face is blowing up; however, drive carefully and this shouldn't be a problem. -=-=-=- 4.09 - Arena -=-=-=- Arena missions can be done by going to the Hyman Memorial Stadium (the enormous circular peninsula on the northwest side of your map) at any time between 20:00 and 23:59. The front doors will be open. You can participate in one of three events: Hotring, Bloodring, or Dirtring. -=4.09a - Hotring=- Difficulty: Medium Reward: $ Hotring is a twelve-lap race in the speedy Hotring Racer around a simple circular dirt track. To get any money, you must place first, second, or third, but to get it to count towards your total game percentage, you have to place first. However, your opponents will make this as difficult as possible. The first few laps will be mayhem as you fight your way to the front of the pack. A Car Damage meter at the side of the screen will tell you how damaged your car has become - you can repair it by stopping in a pink circle on the backstretch, where your car health will gradually rise. There is no real strategy here except race hard - break your way to the front early and all of the other cars should be too occupied with each other to trouble you. Complete all twelve laps and finish in first to win the Hotring challenge. -=4.09b - Bloodring=- Difficulty: Medium Reward: $1000 Bloodring pits you in a timed demolition derby with the rough and ready Bloodring Banger. The object of Bloodring is to increase your time to one minute by picking up checkpoints scattered around the arena. Each checkpoint nets you fifteen more seconds. However, the other Bloodring Bangers in the arena will do everything they can to stop you, mainly by ramming into you - when they're not piled up on each other. A skilled driver can finish this course unscathed; I myself took very few hits. Like Hotring, there's no good strategy for Bloodring. If you're not so good, your only choice is to tough it out. Eventually you should be able to build up enough time to win. -=4.09c - Dirtring=- Difficulty: Medium Reward: $5000 Dirtring is a dirtbike event in a huge obstacle course, where you must collect checkpoints by completing various obstacles. This will likely take you a very long time to complete; it took me around fifteen minutes. There is no time limit. All of the obstacles in Dirtring are fairly straightforward, and the Sanchez you ride seems to be indestructible; I, at least, never even had it smoking. If you fall off the Sanchez, you have thirty seconds to get back on. Dirtring is not difficult, merely time-consuming. -=-=-=-=- 5 . 0 - A P P E N D I X -=-=-=-=- *****THIS SECTION COMING SOON***** -=-=-=-=- 6 . 0 - C R E D I T S , E T C . -=-=-=-=- -=-=-=- 6.01 - E-Mail Policy -=-=-=- I will try to answer any question sent to me that is not addressed in the FAQ, and I expect they will be many with the FAQ in its incomplete state. However, as I add more, the amount of valid questions will probably lessen. If you don't receive a reply to your e-mail, it means that it is answered in the FAQ and you just need to look harder. I won't waste my time on things that are already answered. However, I will most DEFINITELY use my time on submissions of things that have been missed. With a project on this scale, it is inevitable that I will miss a lot of things. ANY submissions of things that have been missed, omitted, written incorrectly, or that can be improved on will gladly be taken, and if I use what you send me, you will be fully credited. However, PLEASE do not send me information found in FAQs or guides from other sources without crediting them as well. -=-=-=- 6.02 - Credits -=-=-=- -CJayC, for hosting this FAQ, because.... er..... he's God, that's why. Hail Ceej!
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