GTA San Andreas FAQs from GameFAQs

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These are the FAQs and Guides on all the stuffs from the world Grand Theft Auto San Andreas including the Game Script, s...

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GRAND THEFT AUTO FAQ’S: FROM GAMEFAQ’S VISIT www.gamefaqs.com for more.

Grand Theft Auto: San Andreas GENERAL FAQS FAQ/Walkthrough by RARusk Version: 7.6 | Updated: 01/08/15 | Printable Version /=++====++====++====++====++========++====++====++====++====++=\ 0==++====++====++====++====++========++====++====++====++====++==0 +| |+ +| "Grand Theft Auto: San Andreas" Strategy Guide |+ +| |+ +| [PS2 and Xbox Versions] |+ +| Version 7.6 [Revision 16] (January 2015) |+ +| |+ +| By Robert Allen Rusk. |+ +| Copyright 2004-2015 Robert Allen Rusk. |+ +| |+ +| E-MAIL: rarusk[at]netzero[dot]com |+ +| |+ 0==++====++====++====++====++========++====++====++====++====++==0 \=++====++====++====++====++========++====++====++====++====++=/ For this revision I did some additional format tweaking and clean-up. "Grand Theft Auto: San Andreas" is Copyright 2004-2005 by Rockstar Games, a subsidiary of Take-Two Interactive Software, Inc. All rights reserved. "Grand Theft Auto: San Andreas" Official Strategy Guide - Written by Tim Bogenn. Copyright 2004-2005 by BradyGames, an imprint of Pearson Education, Inc. The Official Strategy Guide was used as reference during initial construction of this text based guide for the following: >>Graffiti Tag Map >>Photo-Op Map >>Horseshoe Map >>Oyster Map >>Weapon and Item Location Map >>100% Completion List "Jacked: The Outlaw Story of Grand Theft Auto" by David Kushner. Copyright 2012 by David Kushner. Published by John Wiley & Sons Inc., Hoboken, New

Jersey. "Jacked" was used as reference for the "Hot Coffee" chapter. All other trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. A complete listing of contact and other information can be found at the end of this guide. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >TBCT. Table of Contents | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ This guide uses a Quick Search Feature which takes advantage of the Find feature used by many web browsers. This feature will allow you to go to any chapter or section in this guide quickly. To access any of those chapters, sections, or to the Table of Contents do CTRL-F (PC) or Clover-F (Mac) to activate the Find feature in the web browser. Then enter the code like this: >KR6 or >ZD12 0============================================0============================0 | SDA1. Introduction And General Information |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0============================================0==============================0 GEN1. About The Guide GEN2. Grand Theft Auto: San Andreas GEN3. Major Bugs A. Supply Lines (PS2 Adults Only Version) B. Off-Map Glitch (Xbox Adults Only Version) GEN4. Hot Coffee GEN5. Second Edition Differences A. Xbox Version B. PlayStation 2 Version GEN6. Technical Data A. PlayStation 2 B. PlayStation 3 C. Original Xbox D. Xbox 360 E. Apple Macintosh Data F. PC Data GEN7. Stats GEN8. Controls and Vehicles A. On Foot B. First Person Shooting C. Swimming D. Bicycles E. In Cars, Motorcycles, and Boats F. In Planes and the Hydra (plus Skydiving) G. In Helicopters and the Hunter H. With the Jetpack I. In the Rhino J. PC Controls Data GEN9. The Main Screen

GEN10. Game Menus GEN11. Eating and Food GEN12. Respect A. Fat, Muscle Stats, and Gyms B. Clothes and Clothes Stores C. Haircuts and Tattoos D. Sex Appeal E. Girlfriends GEN13. Law Enforcement A. Police Vehicles GEN14. Using a Pay 'N' Spray GEN15. Busted GEN16. Wasted GEN17. Exploration and Unwelcome Areas GEN18. Early Exploration Exploits GEN19. Advanced Tips And Information GEN20. 100% Completion List A. Los Santos and Red County Tasks B. Badlands and San Fierro Tasks C. Desert and Las Venturas Tasks D. Global Tasks E. Returning to Los Santos Tasks 0=================================0=======================================0 | SDA2. Los Santos and Red County |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0=================================0=========================================0 LTS1. Los Santos / Red County Safehouse List A. Los Santos B. Red County LTS2. Los Santos / Red County Points of Interest List A. Los Santos B. Red County LTS3. Weapons, Special Items, Body Armor, and Police Bribes A. Weapon Skill and Easy Upgrading B. Weapons and Special Items C. Body Armor and Police Bribe Icons D. Food and Drinks LTS4. Los Santos / Red County Weapon, Item, and Food Locations A. Los Santos B. Red County LTS5. Before Doing The Main Story Missions LTS6. In The Beginning..... LTS7. Burglar Side-Mission LTS8. Inside Track Betting and Easy Money LTS9. Keeping An Eye Open For Certain Cars LTS10. Oysters (Los Santos and Red County) LTS11. Los Santos Graffiti Tags LTS12. The Commerce 24-7 Courier Asset Side-Mission LTS13. BMX Challenge LTS14. Vigilante Side-Mission (Motorcycle) LTS15. 8-Track (Los Santos Forum) LTS16. Pimping Side-Mission LTS17. Ambulance Side-Mission LTS18. Firetruck Side-Mission LTS19. Taxi Side-Mission LTS20. Taking Stock

0===============================0=========================================0 | SDA3. The Main Story Missions |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0===============================0===========================================0 ++MSY1. Carl Johnson ================== CRJ1. Big Smoke CRJ2. Sweet and Kendl CRJ3. Ryder ++MSY2. Sweet Johnson =================== SWN1. Tagging Up Turf SWN2. Cleaning The Hood SWN3. Drive Thru LTS21. Using Gyms SWN4. Nines and AK's SWN5. Drive-By SWN6. Sweet's Girl SWN7. Cesar Vialpando ++MSY3. Cesar Vialpando ===================== CVO1. High Stakes, Low Rider ++MSY4. Big Smoke =============== BSK1. OG Loc ++MSY5. OG Loc ============ OLC1. Life's A Beach OLC2. Madd Dogg's Rhymes ++MSY6. C.R.A.S.H. ================ CSH1. Burning Desire SWN8. Doberman LTS22. Defending Territories SWN9. Los Sepulcros CSH2. Gray Imports OLC3. Management Issues OLC4. House Party BSK2. Running Dog BSK3. Wrong Side Of The Tracks... BSK4. Just Business ++MSY7. Ryder ===========

RYD1. Home Invasion RYD2. Catalyst RYD3. Robbing Uncle Sam SWN10. Reuniting The Families SWN11. The Green Sabre LTS23. The Aftermath LTS24. Orientation 0===============================0=========================================0 | SDA4. Badlands and San Fierro |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0===============================0===========================================0 BDR1. Badlands / San Fierro Safehouse List A. Badlands B. San Fierro BDR2. Badlands / San Fierro Points of Interest List A. Whetstone B. San Fierro BDR3. Badlands / San Fierro Weapon, Item, and Food Locations A. Whetstone B. Flint County C. San Fierro BDR4. Before Going Back To The Story BDR5. Oysters (Badlands) BDR6. Mount Chiliad Challenge BDR7. Oysters (San Fierro) BDR8. San Fierro Photo-Ops A. Multiple Photo-Op Acquisitions BDR9. Hippy Shopper Courier Asset Side-Mission BDR10. NRG-500 Challenge BDR11. Blood Bowl (Corvin Stadium) BDR12. Cobra Martial Arts (San Fierro Gym) CSH3. Badlands ???1. First Date $$$1. Tanker Commander ++MSY8. The Truth =============== TRH1. Body Harvest CVO2. King In Exile ++MSY9. Catalina ============== CTL1. First Base $$$2. Small Town Bank CTL2. Gone Courting $$$3. Local Liquor Store CTL3. Made In Heaven $$$4. Against All Odds CVO3. Wu Zi Mu CVO4. Farewell, My Love... TRH2. Are You Going To San Fierro? CRJ4. Wear Flowers In Your Hair AST1. Zero RC ZRA1. Air Raid

ZRA2. Supply Lines... ZRA3. New Model Army CRJ5. 555 We Tip BDR13. Vank Hoff Hotel Valet Parking Asset Side-Mission CRJ6. Deconstruction BDR14. Back To School (Turning Tricks Driving School) ++MSY10. Loco Syndicate ===================== LSC1. LSC2. LSC3. LSC4. LSC5. CSH4. LSC6. LSC7. LSC8.

Photo Opportunity Jizzy T-Bone Mendez Mike Toreno Outrider Snail Trail Ice Cold Killa Pier 69 Toreno's Last Flight

++MSY11. Wu Zi Mu =============== WZM1. WZM2. WZM3. WZM4. WZM5. LSC9.

Mountain Cloud Boys Ran Fa Li Lure Amphibious Assault The Da Nang Thang Yay Ka-Boom-Boom

0===============================0=========================================0 | SDA5. Desert and Las Venturas |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0===============================0===========================================0 LVT1. Desert / Las Venturas Safehouse List A. Tierra Robada B. Bone County C. Las Venturas LVT2. Desert / Las Venturas Points of Interest List A. Tierra Robada B. Bone County C. Las Venturas LVT3. Desert / Las Venturas Weapon, Item, and Food Locations A. Tierra Robada B. Bone County C. Las Venturas D. Red County LVT4. Oysters (Desert) LVT5. Bayside Marina Boat School LVT6. RS Haul Trucking Asset Side-Mission LVT7. Oysters (Las Venturas) LVT8. Las Venturas Horseshoes LVT9. Las Venturas Bike School LVT10. Burger Shot Courier Asset Side-Mission LVT11. Kick Start and Dirt Track (Blackfield Stadium) LVT12. The Freight Side-Mission LVT13. The Ammu-Nation Challenge

LVT14. Las Venturas Gym AST2. Wang's Auto CVO5. Zeroing In CVO6. Test Drive CVO7. Customs Fast Track LVT15. Vehicle Exports And Imports A. List One B. List Two C. List Three CVO8. Puncture Wounds ???2. Monster ???3. Highjack ++MSY12. Mike Toreno ================== MTO1. Interdiction MTO2. Verdant Meadows LVT16. Learning To Fly (Verdant Meadows Flight School) LVT17. Race Tournaments A. Los Santos Race Tournaments B. San Fierro Race Tournaments C. Las Venturas Race Tournaments (Cars) D. Las Venturas Race Tournaments (Aircraft) LVT18. Vigilante Side-Mission (Hunter) LVT19. Vigilante Side-Mission (Rhino) AST3. Verdant Meadows Aircraft Graveyard VMG1. N.O.E. VMG2. Stowaway VMG3. Black Project VMG4. Green Goo ++MSY13. The Four Dragons Casino ============================== FDC1. Fender Ketchup FDC2. Explosive Situation AST4. Hunter Quarry FDC3. You've Had Your Chips FDC4. Don Peyote ++MSY14. The Heist ================ H$T1. H$T2. H$T3. H$T4. H$T5.

Architectural Espionage Key To Her Heart Dam And Blast Cop Wheels Up, Up And Away!

++MSY15. Caligula's Palace ======================== CGP1. CGP2. FDC5. CGP3.

Intensive Care The Meat Business Fish In A Barrel Freefall

++MSY16. Madd Dogg ================ CSH5. CSH6. CGP4. H$T6. FDC6.

Misappropriation High Noon Saint Mark's Bistro Breaking The Bank At Caligula's A Home In The Hills

0==========================0==============================================0 | SDA6. Back To Los Santos |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0==========================0================================================0 CRJ7. Vertical Bird CRJ8. Home Coming CRJ9. Cut Throat Business SWN12. Beat Down On B Dup SWN13. Grove 4 Life LTS25. Territory Acquisition A. Weapon of Choice B. Tips and Strategies C. Small Territories D. Defending Territories CRJ10. Riot SWN14. Los Desperados SWN15. End of the Line A. Part One B. Part Two LTS26. 100% Completion Score 0==================0 | SDA7. Conclusion | 0==================0 /==++====++==\ /==++====++==\ /==++====++====++====++====++========++====++====++====++====++==\ | >SDA1. Introduction And General Information | \==++====++====++====++====++========++====++====++====++====++==/ \==++====++==/ \==++====++==/ My name is Robert Allen Rusk and I am a hardcore gamer with about 30+ years of gaming experience. I am an ex-gametester (Broderbund Software, LucasArts Games, Point Of View Computing) and an ex-arcade attendant (Namco Cyberstation - Pier 39, San Francisco, CA). I also own multiple systems such as the Sega Dreamcast, Super Nintendo, Nintendo 64, Atari Jaguar, PlayStation (1, 2, and 3), Xbox, and Xbox 360. I started writing guides in 2003 because I felt it was something I could do utilizing my writing skills gained in college and gametesting along with my passion for vidgames. Over time I have honed my overall writing and organization skills plus my creative thinking skills. Additionally, I have extended the play value of the games I have written guides and FAQs for many times over plus I have received many letters from all over the world. I am also what one may call an RGB Analog Video enthusiast. I hack most of my game consoles to try to get the best possible video from them and that

usually involves tapping into the RGB Analog video signals and using them on the right monitors to achieve my desires. To this end I became a member of the GamesX.com mod forum and I post on their "RGB + Video Discussions" forum area from time to time. In addition, I am a member of the X-Otic Computer Systems of San Antonio (www.xcssa.org), a group who specializes in Linux, Mac, and other systems. We are also a group of hackers and electronics enthusiasts. I am also a regular forum poster at GameFAQs, an occasional poster at AtariAge, Digital Press, GTA Forums, and Video Game Saga. I am also a member of The MoFaT (a members only message board set up by "Grand Theft Auto: Vice City" players who met on the Vice City message boards at GameFAQs). Outside of gaming, my interests include "Godzilla" (I have been a G-Fan since the age of ten) and "Red Dwarf". I am also a long time soundtrack collector with many titles in my possession. As far as favorite sports teams go, my teams are the San Antonio Spurs (NBA) [the local team], the Denver Broncos (NFL) [although I live in Texas, I am originally from Colorado Springs, Colorado] and the Air Force Falcons (NCAA Football). This guide was constructed using BBEdit Lite 6.1 and a Power Mac Workgroup Server. It is now being maintained using TextWrangler on an Apple Mac Mini. For my guide work I have more than twenty memory cards for my PlayStation 2. Many of the memory cards are dedicated to "Grand Theft Auto III", "Grand Theft Auto: Vice City" (Original Version (1.40)), "Grand Theft Auto: Liberty City Stories", "Grand Theft Auto: Vice City Stories", and "Grand Theft Auto: San Andreas". One of those is dedicated to the Second Edition of San Andreas. These memory cards allow me to quickly go and try out new ideas (and modify old ones) when they occur to me or suggested by others. I have done 100% Completion on the PS2 (Adults Only and Second Edition Versions), Xbox (Adults Only and Second Edition Versions), and PC (Adults Only but with the "Cold Coffee" Patch (V1.01) installed). /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN1. About The Guide | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Welcome to my "San Andreas" guide! In this document you will find a lot of useful information in a highly organized format that you can use to beat all of the missions of the game. Quotes taken from readers' e-mail are presented "as is" and may include spelling and grammatical errors. The main emphasis of this guide is to provide creative and simple solutions to many of the missions in the game. I have worked hard to make sure that this guide is as complete as possible but, at the same time, leave room for exploration. I hope that you enjoy this guide as much as learn from it. This guide is designed to help you achieve 100% Completion within San Andreas. Stuff that doesn't directly contribute to it won't be covered in the guide (the exception being the Burglar Side-Mission). This is mainly to keep things manageable. Stuff that won't be covered are Girlfriends (although Gifts are listed in the Weapons and Other Items sections), basketball playing

and, surprisingly enough, Unique Stunt Jumps. Another emphasis of this guide is *ORDER*. If you do the missions and tasks in a certain order then the game will be easier and more fun for you. You don't absolutely have to do them in the *EXACT* order I have them listed but, as you read the guide, you will see how it benefitted me. There are a total of 250 objects that must be painted over (Los Santos Graffiti Tags), photographed (San Fierro Photo-Ops), or collected (Las Venturas Horseshoes, Oysters). Each Graffiti Tag, Oyster, Photo-Op, and Horseshoe has a letter designation to make them easier to identify in this guide. In addition, there is a three letter Neighborhood Prefix (listings below) indicating a particular neighborhood or area where the item can be found (in these examples I use "XXX"): >>Graffiti Tags (Los Santos) will be identified with an "T". --Examples: Graffiti Tag [XXX-T21]. Tag [XXX-T32]. >>Oysters (San Andreas) will be identified with an "Y". --Examples: Oyster [XXX-Y34]. >>Photo-Ops (San Fierro) will be identified with a "P". --Examples: Photo-Op [XXX-P27]. >>Horseshoes (Las Venturas) will be identified with a "H". --Examples: Horseshoe [XXX-H18]. 0================================================0 | Neighborhood Prefixes (Los Santos / Red County) \ 0===========================================================================> LNT RDO TMP MKT VTF DLS GPK LCA LFS PDS WFD ELC IDW RDC

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Los Santos Rodeo Temple Market Verdant Bluffs Downtown Los Santos Glen Park Las Colinas Los Flores Playa Del Seville Willowfield El Corona Idlewood Red County

SMB VWD MRN VBH CMR MIN JFS ELS EBH ODK LIA LMX GTN

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Santa Maria Beach Vinewood Marina Verona Beach Commerce Mulholland Intersection Jefferson East Los Santos East Beach Ocean Docks Los Santos International Airport Little Mexico Ganton

0==============================================0 | Neighborhood Prefixes (Badlands / San Fierro) \ 0===========================================================================> FLC SNF SFB FNC

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Flint County San Fierro San Fierro Bay Financial

WST GBR EPN CLH

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Whetstone Gant Bridge Esplanade North Calton Heights

JNH GVB JPH CHL KNG OFL GRC CRS EBA FSV

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Juniper Hollow Garver Bridge Juniper Hill City Hall King's Ocean Flats Garcia Cranberry Station Easter Bay Airport Foster Valley

DTN PLS CHT QNS ESB HSB DHR AVC MHL

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Downtown Palisades Chinatown Queens Easter Basin Hashbury Doherty Avispa Country Club Missionary Hill

0==============================================0 | Neighborhood Prefixes (Desert / Las Venturas) \ 0===========================================================================> TIR BNT YBG KAC RSE JTN RCE LVA TVS JTE PMP CML LFD CAL RIE RKE

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Tierra Robada Bone County Yellow Bell Golf Course K.A.C.C. Military Fuels Redsands East Julius Thruway North Roca Escalante Las Venturas Airport The Visage Julius Thruway East Pirates in Men's Pants The Camel's Toe LVA Freight Depot Come-A-Lot Randolph Industrial Estate Rockshore East

SMR LVN PRP RSW EMI CRK WHE OVS STC TCE RYC GGC FDC BFC RKW

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Sherman Reservoir Las Venturas Prickle Pine Redsands West The Emerald Isle Creek Whitewood Estates Old Venturas Strip The Starfish Casino The Clown's Pocket Royal Casino Greenglass College The Four Dragons Casino Blackfield Chapel Rockshore West

/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN2. Grand Theft Auto: San Andreas | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ What can I say? Rockstar has done it again. They have completely blown my expectations out of the water with San Andreas. San Andreas is much, much larger than GTA3 and Vice City combined with many more things to do whether you want to get 100% Completion or not. There are even more vehicles to play biplanes, jets, street sweepers, and have for this game is that they seem thing. Of course, there are a lot of kind of criticism.

with including earthmovers, tractors, even trains. The one major criticism I to have given us too much of a good companies that would love to have that

But San Andreas is not perfect..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN3. Major Bugs | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/

When the game was first released on the PlayStation 2 and the Original Xbox, there were a couple of major issues that upset gamers: 0=======================================0 | Supply Lines (PS2 Adults Only Version) \ 0===========================================================================> One of the characters in the game, Zero, has some Asset Missions for his business. One of them involved flying a small remote controlled plane. And it has been often considered the single worst mission in San Andreas. But, to make matters worse, there was a flaw or bug that hindered the player. In the mission you used up fuel no matter what you do. This included gliding (getting in the air and letting off the gas). However, in the Xbox and PC versions, you don't use fuel when gliding which made the mission much easier and more manageable. Since, in the PS2 version, you used up fuel when gliding this greatly reduced the range of your plane and made it far more difficult to successfully complete the mission. 0==========================================0 | Off-Map Glitch (Xbox Adults Only Version) \ 0===========================================================================> This bug was originally called the "Pilot's License Glitch". One of the common tactics to get your Flying Stat maxed out early in the game was to go to Los Santos International Airport and get a Shamal then fly east off the map and return with a fully maxed Flying Stat. But, in the Xbox version, something bad happens when you do that. By flying off the map this way then you prevent the Taxi Mission from being completed (no fares will ever show up) and the "Mike Toreno" mission (the game won't recognize when you are near the markers). Because the "Mike Toreno" mission is necessary for completion of the Main Story then you would screw yourself and you would need to restart your game either from a point before flying off the map or completely from scratch. Initially I felt this bug had to do with the Pilot's License but was informed otherwise by Zoomzoom Moonchild: "What triggers the glitch is going off of the regular map and going out into the ocean. If you just keep going and going it does something to the game where it can't recognize certain aspects geographically, such as for the passengers in the Taxi Mission. You can trigger this glitch by swimming out too far, or by traveling too far in a boat or helicopter, however it's a lot easier to trigger the glitch it in a fixed-wing aircraft such as a jet (because they move much faster). Once the glitch has occurred there is no way that I know of to correct it, you must restart from a previously saved game (before the glitch occurred) or start a new game." According to Orion_SR, there are certain zone markers that are corrupted and, by flying through them, you are moving certain invisible zones off the map thus causing various problems. The worst of these markers is at the

southeast corner of the map. Of course, if you fly due east of Los Santos International Airport to max out your Flying Stat, then you fly through this area and seriously muck things up. You can actually go north of this area then fly east off the map. However, that doesn't guarantee you won't screw yourself over. According to Orion_SR, you can still get the Glitch by flying off the map anywhere but the fastest way to screw yourself is through this corrupted zone marker at the southeast corner. This was also in the PC AO Version of the game which was the version that Orion_SR and Moonchild was using for their data. This problem can be fixed by application of Patch V1.01 which can still be found on Rockstar's website. And, because of this information, it was best to rename this bug to better reflect its actual origins. You may have also noticed that these bugs affected what are known as the Adults Only version of the game. And this leads to something that was far more devastating than any bug..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN4. Hot Coffee | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In the spring of 2012 a book called "Jacked: The Outlaw Story of Grand Theft Auto" (by David Kushner) was released. It details the history of Rockstar Games from its beginnings to the present (as of publishing). The last third of the book chronicles the infamous "Hot Coffee" scandal, the basics of which are as follows: During wanted wanted sexual

the development of San Andreas, Sam Houser, head of Rockstar Games, to push the limits of what could be done in the game. Specifically, he to push the sexual boundaries and requested information on how certain situations would affect video game ratings around the world.

As this was going on, there were several pieces of sexually related programming placed into the game. This included a mini-game where you could make CJ sexually please a woman, even though both CJ and his partner would still be clothed. This mini-game would be activated when you were invited by your date to come inside for coffee thus the name "Hot Coffee". When Dan got his information back, he found that the US had the most restrictions of all. Even so, he still wanted to push the limits. However, his partners felt that it was too much and managed to get Dan to scale things back. Some of the related programming got altered or removed. But time was getting close to releasing the PS2 version of the game and something had to be done about the mini-game in question. The decision was made to disconnect the code from the rest of the game and burying it without removing it (a process called wrapping). Rockstar felt that no one would find it.

They were wrong. Shortly after the release of the PS2 version a Dutch gamer and modder, Patrick Wildenborg, started poking around with the game and found the code. He hooked up with fellow game modders over at GTAForums to figure out what it was. Even though they weren't able to run it, because it was for the PS2, they figured out what the mini-game was. When the PC version finally came out then Patrick and his friends went straight to the area where they hoped to find the suspect code in that version. This is because the PC version can be modded which is something that can't be done to either the PC or Xbox versions. They found the code and quickly got it to run. Then they posted videos on the net which spread rapidly. At first Rockstar Games thought it was cool that the modders, which they were always friendly with, managed to find and unlock this content on their own. But, as word continued to spread, activists and lawmakers, concerned over the increasing amount of sex and violence in games, began to hound and question the company. Worse, the ESRB (Entertainment Software Ratings Board), which originally rated the game M (Mature), had questions of their own. Such as, was the code on the disc. Rockstar said no. The modders said yes. Then Rockstar put out a press release that blamed the modders for creating the mini-game, effectively stabbing the modding community in the back. It was considered a major public relations blunder which was made worse when the ESRB finished their investigation that concluded that the code was indeed on the disc of all the platform versions (PC, PS2, Xbox) of the game. Considering the fact that the PS2 and Xbox versions could not be modded like the PC version this exposed Rockstar's lies about the code. Upset that they had been lied to the ESRB retroactively re-rated all copies of San Andreas to Adults Only (AO). Virtually all retail outlets in the United States will not carry AO rated titles so this essentially forced an immediate recall of the game. Rockstar began work to put out a "Hot Coffee" free version as soon as possible to help recoup the losses they suffered, with one report saying that Take Two Interactive would lose as much as $50 million, over this controversy. Countries outside of the US were chuckling at the whole matter wondering what the fuss was about considering that their views on sex are more relaxed than America's. This scandal, along with another scandal involving improper finances at Rockstar's parent company Take-Two Interactive, caused a lot of stress and grief within the company. As they rushed to pull off the old copies and put out "Hot Coffee"-free versions several prominent members of Rockstar's staff would leave the company. Worse, several games released during this time, including "Bully", "The Warriors", and "Grand Theft Auto: Vice City Stories", performed below expectations which increased the stress within Rockstar Games.

In time, though, things began to slowly settle down and work began on "Grand Theft Auto IV". When the game was released in April of 2008 it became the most successful product launch of all time (according to Guinness World Records). However, it would be later surpassed by "Call of Duty: Black Ops" and, as of September 2013, "Grand Theft Auto V" which amassed over a billion dollars in its first three days of release. In the end, the scandal would actually make the industry stronger and more mature. One additional silver lining was that, while they were making the new version of San Andreas, Rockstar was given the opportunity to fix problems that managed to get past them in the previous versions. These new versions would be called the Second Edition and this leads to the next chapter..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN5. Second Edition Differences | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Shortly after their releases I acquired the Second Edition versions for both the Xbox and PlayStation 2 consoles. As with the various versions of Vice City, the game saves from the AO Version of San Andreas will *NOT* work with the Second Edition Version. However, as it was pointed out on various forums, whenever you change the main program even a little then this will cause the game saves to be incompatible. There is nothing that anyone can do about it and this is something that we will have to live with. Listed below are the differences between the Original and Second Edition versions. They are categorized by platform. 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Xbox Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0==========0 | Packaging \ 0===============================================> >>Box Art ******* The only change in the box art is the inclusion, in small letters along the bottom of the front of the case, of the words "Second Edition". Not very helpful but better than nothing. In addition, the Platinum Hits version of San Andreas is also the Second Edition version. >>Game Disc ********* On the game disc itself there should be the words "Second Edition" just underneath the ESRB rating. 0================0 | Gameplay Issues \ 0===============================================>

>>Off-Map Glitch Fixed ******************** This was a major bug that was found in the previous version of the game. This bug fix was the only major change for the Xbox Second Edition. 0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. PlayStation 2 Version |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0==========0 | Packaging \ 0===============================================> >>Box Art ******* The packaging for the Second Edition is much different than the regular packaging. The case is thicker and the main lettering is in gold. The game comes with two discs. There is the game disc and there is a second disc that contains three movies: --The Introduction ================ A short film that was originally included with the soundtrack box set. This film chronicles the events leading up to the beginning of the game. --Sunday Driver ============= A short documentary about a low rider club. --Grand Theft Auto: Liberty City Stories ====================================== The trailer for the popular PlayStation Portable (PSP) game that would later be released for the PlayStation 2. >>Game Disc ********* On the game disc itself there should be the words "Second Edition" just underneath the ESRB rating. 0================0 | Gameplay Issues \ 0===============================================> >>"Supply Lines" Fixed ********************* This was a major bug that was found in this mission within the PS2 AO Version. Since the fuel problem never happened in either the Original Xbox and PC ports this leaves the PS2 AO Version as the only version with this bug. >>Secret Pay 'N' Spray Closed *************************** In the Original version there was a secret Pay 'N' Spray just east of The Strip in Las Venturas. This was also a place where you could enter

Grey Hell (where the door meets the ground). In the Xbox and PC versions the door remains closed so you can't enter. On the PS2 Second Edition version not only is the door closed but all of the signage has been removed. >>Pool Playing Glitch Fixed ************************* According to multiple forum posters, Rockstar fixed the Pool Playing Glitch. In the Original version, if you pointed a gun at people in a bar where there is a pool table you can play, then you would not be able to play pool anywhere in the game ever again. Rockstar went and fixed that. >>Icon For Cluckin' Bell ********************** There is now an icon for the Cluckin' Bell south of the Movie Studio in Market (Los Santos). In the Original Version the Icon for this Cluckin' Bell was missing. >>Girlfriend Glitch Fixed? ************************ Many people have had problems getting their Girlfriends to show up when they are supposed to in the Original version. However, according to quest78, who posted his find at the GameFAQs Message Boards, he noticed that he no longer had any problems getting the Girlfriends to show up when he got the Second Edition version. I have not verified this myself since I never played around with the Girlfriend feature but this info looked solid enough to include in this document. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN6. Technical Data | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In this chapter I go over technical data on the various platforms that "Grand Theft Auto: San Andreas" has been released for and can be played on: 0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. PlayStation 2 |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0=======0 | Overall \ 0=========================================================> The graphics for the PlayStation 2 version of San Andreas appear to be less clean than the PlayStation 2 version of Vice City. But it is still impressive. However, there has been complaints about it being very orange in Los Santos and darker in most other areas (regardless of whether or not you view it in Composite Video, S-Video, Component Video, or RGB Analog Video).

The the The the

controls are pretty solid and are improved from Vice City. In addition, sound is pretty good and I haven't encountered any problems with it. PS2 version runs fairly well though it tends to chug in a few spots on map (an intersection in Ocean Docks is one example).

Sudden pop-ins are a bit of a problem, especially when flying fast aircraft (like smacking into a tree you can't see because it has not loaded yet). Texture loading is pretty smooth but not as fast when using aircraft (within cities). 0====================0 | Xploder HDTV Player \ 0=========================================================> Xploder HDTV Player is a disc that will allow PlayStation 2 owners to play most of their games in Progressive Scan mode. Many games will work but some of them will have issues. San Andreas works great in 480p mode. However, the main title intro will be a little glitchy because of "line meshing issues". This is because the intro is actually a "film" instead of using the game graphics. It is to my understanding that XHDTV doesn't handle film based stuff well and that results in the jittery looking intro. But this is actually a minor problem since you can easily skip the opening credits by pressing the X Button. Once you get past the intro then all is good. Because the graphics are recommended that you put higher resolution modes, the higher end modes and

designed for 480 vertical resolution, it is not San Andreas in any mode higher than 480p. The like 720p, simply shoehorn the 480 graphics into tend to really squash the screen.

0=================0 | GS Mode Selector \ 0=========================================================> This is a small program that is used with the memory card exploit known as Free McBoot. Like with HDTV Viewer you can also view games in progressive scan using this program. Unfortunately, this program does not work with San Andreas. 0=========0 | HDLoader \ 0=========================================================> This program, which has been floating around the internet for years, will let you install your favorite games onto a hard drive (assuming you have an older style PS2 "Fatty" (with a Network Adapter) or an early version of a PS2 "Slim" that has been modified to use a hard drive). There are two variants of this program. The first variant is HDLoader which is freeware and HDAdvance which is not. It is best to use HDLoader since it is free and gets updated from time to time to improve compatibility and functionality.

HDLoader is best installed with a popular memory card exploit known as Free McBoot. San Andreas, from what I know, has always been compatible with the earliest versions of HDAdvance and HDLoader. Why install the game on a hard drive? For starters, less wear and tear on the DVD-ROM mechanism (that is assuming if it still works - thankfully you can install games onto the hard drive from a PC as an option using a program called WiinHip). But mainly it is for faster loading speeds. Listed below is the speed difference with HDLoader in certain situations: 0=======================================================================0 | After selecting the game in the HDLoader menu, it takes less than | | five seconds to get to the logo screen since it doesn't do the | | PlayStation 2 splash screen. | |-----------------------------------------------------------------------| | The initial load is a little faster and smoother. | |-----------------------------------------------------------------------| | Entering / exiting buildings and closets are much faster. | |-----------------------------------------------------------------------| | Loading up missions and cutscenes are faster. | |-----------------------------------------------------------------------| | Loading up game saves is much faster. | |-----------------------------------------------------------------------| | Going into the pause menu is much faster. | |-----------------------------------------------------------------------| | Texture loading is faster (but there still are a few areas that have | | some problems loading in a timely manner). | |-----------------------------------------------------------------------| | Object loading is much faster (reducing the chances of hitting | | invisible objects - objects that are "there" but you can't see | | because the graphic hasn't loaded up yet). | 0=======================================================================0 0================0 | Open PS2 Loader \ 0=========================================================> This program is meant to replace HDLoader and is more solid than HDL. You use this in place of HDL and it will recognize the HDD and all the games you have already installed. OPL, or "Opal" as I like to call it, has its own compatibility modes for games and won't recognize the settings used in HDL. Based on the time I have played San Andreas on Opal I found it to run just as smooth as it was on HDL. 0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. PlayStation 3 |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Some of the earlier PlayStation 3 units available offer backwards compatibility with the PlayStation 1 and PlayStation 2 games. Recently I acquired an older BC PlayStation 3 and spent a little time with it. Before I get to my observations here are a couple from other readers: First, from Ben Riemer:

"I would say the graphics are worst in the PS3 version than the PS2 version because the PS3 does not do a good job on rendering graphics. The HUD does not look as smooth as it would on the PS2 or Xbox version of the game. The games lags in more places too. The game lags when you are going off hills in the NW area of San Fierro. Since the sixaxis controller doesn't rumble, that is a lost too. I haven't tried it with the new dualshock controllers yet, because I do not own one. However, other than that, the game is the same as it was on the PS2. My PS3 is the old 20GB version of the system and I played at standard defintion (480i)." Second, from Kris Hall: "I currently own the AO version and play on my PS3 and I can say I have not noticed much of a difference graphically as it seems to look very close to what it did on the PS2. I agree with Mr. Riemer that some spots are laggy but I play on a 160gb... (I can't recall the exact size now because I replaced the HDD with a bigger one, but it was the last model before they took out the card readers and the extra 2 USB ports) and a 55" DLP (IDK what def I play at because of the upscaleing) but the HUD is still sharp enough for me. The tactile feedback of the DS3 is close enough to the DS2 for me that I do not notice a difference. Also I've noticed more falling planes this play through than the last as I was almost killed by two of them but IDK if there is any coincidence to playing on different hardware as that shouldn't effect the AI but it was really random and I thought it was worth sharing." I only spent a small amount of time playing San Andreas on my unit as I wanted to get this revision done. The upscaled graphics take some getting used to, especially on my flatscreen monitor. I didn't have any problems with graphics or sound glitches so far. One major plus for the PS3 is the ability to create virtual Memory Cards. You can create as many as you want and it will be stored on the HDD. To switch out cards you use the PS Button to bring up the system menu and you can easily switch them out before going back to the game. This is great if you wish to archive saves. 0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Original Xbox |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0========0 | Overall \ 0=========================================================> The graphics on the Xbox version aren't that radically better than the PS2 version but animates more smoothly than on the Xbox version of Vice City. This is probably due to the new engine for San Andreas. In addition, the Xbox version has greater draw distance and is much

brighter than the PS2 version. Oh, and let's not forget Progressive Scan (Component Video only) for the Xbox version. The sound quality is about the same between the PS2 and Xbox versions of San Andreas. The Xbox version gets a slight edge due to its custom soundtrack feature. The controls is where the Xbox version is clearly inferior to the PS2 version. The use of the White and Black buttons for flying and drive-bys makes some missions more difficult than on its PS2 counterpart. Rockstar had to make do with what was given to them but the ambitiousness of San Andreas had to have made it difficult for them to come up with a proper control scheme. The Xbox version runs fairly smooth though it tends to chug when you fly through clouds. There aren't as much sudden pop-ins but texture loading is slower (you can outrun the texture loading (in a city) when using a fast motorcycle). It is unclear whether the Thompson drives (which did not like my GTA3 and Vice City games thus forcing me to trade in my initial Xbox) would properly load up San Andreas. 0=========================0 | Xbox Version Differences \ 0=========================================================> At this time there are a couple of differences between the PS2 and Xbox versions: 0=======================================================================0 | Shady Industries in San Fierro is now called Solarin Industries. | |-----------------------------------------------------------------------| | The secret Pay 'N' Spray east of The Strip in Las Venturas (found in | | the Original PS2 version) has been deactivated. | 0=======================================================================0 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | D. Xbox 360 |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 The Original Xbox version of San Andreas works with the latest Backward Compatibility updates for the Xbox 360 (you need the Hard Drive to play Original Xbox games on the X360). You can play San Andreas in many different resolutions depending on your monitor or HDTV setup. Unlike "Grand Theft Auto III" and "Grand Theft Auto: Vice City", the main title intro for San Andreas plays flawlessly. San Andreas looks great in 640x480 (although it is pillarboxed on my NEC MultiSync 3D) and looks better in 1024x768. However, at that high a resolution, you may notice a little bit of jagginess here and there due to the upscaling of the graphics. The emulator for San Andreas runs this game pretty well. I have yet to encounter any slowdown (even in the clouds). However, texture loading is terrible. This is probably a combination of the

DVD-ROM drive, the emulator, and the fact that Original Xbox games can't use the hard drive for caching when played on the Xbox 360. There are three things to know about playing San Andreas on the Xbox 360: >>You can't do custom soundtracks like you could on the Original Xbox. >>You can't transfer game saves to an external memory card for safekeeping. >>You can't transfer games saves from the Original Xbox to the Xbox 360. But one good thing about playing San Andreas on the Xbox 360 is that the White and Black buttons (from the Original Xbox controller) are replaced by the Left and Right Bumpers which are situated above the Left and Right Triggers on the Xbox 360 pad. This makes it much easier to fly aircraft. Sadly, even if you use a USB-to-Xbox adapter, you cannot use an Xbox 360 controller with the Original Xbox. 0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | E. Apple Macintosh Data |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 One of the things that the Intel based Macintoshes can do is something called BootCamp. This will allow you to install Windows on the Mac on its own partition and you can switch to that operating system when you want to. There is now a Mac version of the game available but it is actually the PC version that is made to work on the Intel Macs by using something called "wrappers". It may be best to track down the PC version and find a wrapper that is best suited to what version of OSX you have since I know that the official wrapped version of Vice City will not work on version OSX 10.8 and above. 0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | F. PC Data |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Out of all the platform versions the PC version of San Andreas is the best overall. This is also dependent on the machine you have. The game came out nearly ten years ago and the specs to run it are pretty mid-range by today's standards. I have a Dell Optiplex GX620 at 3.2GHz and 2GB of RAM (cost less that $100) and a GeForce GT 610 video card installed (cost about $50). And the game runs very well in that setup. The graphics are excellent and you can use a variety of resolutions. And you can copy your game saves into outside folders for safekeeping (the files have names like GTASAsf8.b). You can also customize your controls to your liking, something the other console versions won't allow you to do. You can also patch and mod the game to your liking if that is something you wish to try. However, even though you play the game off a hard drive, there are problems with texture loading and pop-in - even worse than the console versions. It is unclear if using the super fast Solid State Drives (SSD) will correct this particular problem. And, although you can customize the controls to your liking, they are much more complex and may take awhile to wrap your head around. Then there is also the issue of using joypads which I will cover later in this document.

/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN7. Stats | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ One of the major things that has been added to the GTA series is something called Stats. Stats adds an RPG element to your character and there are many things that you can change to make your character better (or worse). Most of the upgrades to your Stats are permanent although some can change one way or the other depending on certain physical activities. From this point forward you will see me write about certain Stats starting with the next chapter..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN8. Controls and Vehicles | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Although the manual covers the setup pretty good, I felt that I should include a section on controls. I have also included basic action, vehicle, and Stats information with their respective control schemes. 0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. On Foot |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 As with any GTA game, there are plenty of things you can do when on foot. And, by doing certain activities on foot, you can increase your Stamina and Health Stats. Increasing your Stamina will allow you to sprint longer on foot, in the water and on a bicycle. However you can gain Infinite Stamina by successfully completing the Burglar Side-Mission (explained later). Over the course of doing physical activities you may also see your Health Stat increase. This increases your maximum health and you will see the Health Bar lengthen slightly. You can also max out your Health Stat by successfully completing the Ambulance Mission. 0===========================================================================0 | Command | PlayStation 2 | Original Xbox | 0===========================================================================0 | Move Around................| Left Analog Stick | Left Analog Stick | | [1] Look Around............| Right Analog Stick | Right Analog Stick | | Look Behind................| R3 Button | Right Stick Button | | [2] Multiple Use...........| L1 Button | Left Trigger | | [3] Run....................| X Button | A Button | | [4] Jump/Climb/Block.......| Square Button | X Button | | Crouch.....................| L3 Button | Left Stick Button | | [5] Target.................| R1 Button | Right Trigger | | [6] Attack/Fire Weapon.....| Circle Button | B Button | | Enter Vehicle..............| Triangle Button | Y Button | | [7] Previous Weapon........| L2 Button | White Button | | [8] Next Weapon............| R2 Button | Black Button | | Enter Vehicle..............| Triangle Button | Y Button |

| [9] Gang Active Mode.......| D-Pad Up | D-Pad Up | | [10] Gang Passive Mode.....| D-Pad Down | D-Pad Down | | [11] Positive Response.....| D-Pad Right | D-Pad Right | | [12] Negative Response.....| D-Pad Left | D-Pad Left | | Change Camera Mode.........| Select Button | Back Button | | Pause......................| Start Button | Start Button | 0===========================================================================0 [1] - There is no First Person Look Around like there was in GTA3 and GTA: Vice City. This Camera Control follows the Third Person control style found in most Third Person games. [2] - This button is used for different actions: --Center the Camera. --Checking your Stats (when outside of a vehicle). --Fire weapon. --Buy Property. [3] - If you hold down the Run button too long then you will tire and have to rest before you can run again. Tapping the button in rhythm will serve to help you run a little longer. The more times you run, the more you increase your Stamina Stat. [4] - When near a wall then you press the button to grab the wall and press the button again to climb the wall. When fighting hand-to-hand then you press the button to block their physical attacks. [5] - You can improve your ability to target and move at the same time by upgrading Weapon Skills. [6] - When holding a melee weapon (like a bat) or using your Fist then the Attack Button is used to swing at your target. When using Grenades or Tear Gas then the same button is used to throw your weapon at the target. The longer you hold, the farther you throw. When holding a gun (like a Silenced 9mm Pistol) or a heavy weapon (like a RPG) then you use the Attack Button to shoot. Use the Target Button in conjunction to aim at your enemy. When used with a Camera then the Attack Button is used to take pictures. [7] - On the Xbox 360 this is the Left Bumper which is situated above the Left Trigger. [8] - On the Xbox 360 this is the Right Bumper which is situated above the Right Trigger. [9] - This is used in conjunction with the Target Button to recruit gang members. [10] - This is used to keep your gang from following you. It can also be used to disband your group. [11] - When talking to people you use this to give a positive response to their queries. [12] - When talking to people you use this to give a negative response to their queries.

0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. First Person Shooting |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 These controls only apply to when using a Sniper Rifle or RPG. You hold down Target to enter First Person Mode and release it to return to Normal Mode. 0===========================================================================0 | Command | PlayStation 2 | Original Xbox | 0===========================================================================0 | [1] Zoom In................| L2 Button | White Button | | [1] Zoom Out...............| R2 Button | Black Button | | [2] Fire Weapon............| Circle Button | Left Trigger | | [3] Move Scope/Aim.........| Left/Right Sticks | Left/Right Sticks | | Duck.......................| L3 Button | Left Stick Button | 0===========================================================================0 [1] - This only applies to the Sniper Rifle. [2] - You can also use the L1 Button (PS2) and B Button (Xbox) as alternate fire buttons. [3] - You use the Left Analog Stick to move CJ around (which can be used in aiming) and the Right Analog Stick to move the scope in other directions. 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Swimming |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Unlike most of the GTA games, your main character can swim. This can be pretty useful for eluding pursuit and general exploring. Swimming underwater will gradually increase your Lung Capacity Stat which will allow you to stay underwater for long periods of time. This is very helpful for acquiring Oysters which are found in the water all around San Andreas. You can also max out your Lung Capacity Stat and increasing your Sex Appeal by collecting all of the Oysters found around the San Andreas area. 0===========================================================================0 | Command | PlayStation 2 | Original Xbox | 0===========================================================================0 | [1] Swim Direction.........| Left Analog Stick | Left Analog Stick | | Sprint.....................| (Hold) X Button | (Hold) A Button | | Super Sprint...............| (Tap) X Button | (Tap) A Button | | Jump.......................| Square Button | X Button | | Enter Boat/Climb Out.......| Triangle Button | Y Button | | [2] Dive Underwater........| Circle Button | B Button | | Swim Forward (Underwater)..| X Button | A Button | | Swim Faster (Underwater)...| (Tap) X Button | (Tap) A Button | 0===========================================================================0 [1] - This is used to turn CJ where you want him to go. When pushed forward then he will swim at a leisurely pace.

[2] - The more you swim underwater, the more you increase your Lung Capacity Stat. 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | D. Bicycles |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 In San Andreas you upgraded. The more Cycling Skill, the also increase your straight up in the

can use Bicycles. Bicycles also have skills that can be you ride a bike, the better you become. The better your less likely you will fall off by going backwards. You will ability to do Bunny-Hops which is jumping with your bike air.

When you get onto a bike then press Pedal to move forward. To sprint, tap Pedal faster and you will see him stand on the bike and pedal really fast. You can actually go quite a distance this way. To Bunny-Hop, hold down the L1 Button (PS2) or the B Button (Xbox) then release to jump. The higher your Cycling Skill, the higher you will jump. If you happen to come to a stop when you are climbing a steep incline then rapidly tap Pedal to shoot yourself up the incline. This skill will come in handy for the BMX Challenge later. Be careful when going at top speed. If you smack into a pedestrian then you will wreck (as well as killing the pedestrian). When you max out your Cycling Skill then you can do very high Bunny-Hops. But, according to Pedro Palhoto, you also get something called the Bicycle Double Bunny Hop feature. After releasing the regular hop button then you press the Fire Button to hop again while in the air. 0===========================================================================0 | Command | PlayStation 2 | Original Xbox | 0===========================================================================0 | Pedal......................| (Hold) X Button | (Hold) Right Trigger | | Pedal Faster...............| (Tap) X Button | (Tap) Right Trigger | | Bunnyhop...................| L1 Button | B Button | | Bunnyhop Higher............| (Hold) L1 Button | (Hold) B Button | 0===========================================================================0 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | E. In Cars, Motorcycles, and Boats |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 As with all the other GTAs, there are plenty of cars and other vehicles to use in San Andreas. From junkers and gang cars to the fanciest sports cars. They are all represented. When you first start the game and enter a car you will see that the car might not handle too well. This is not necessarily because of the car itself but because it is that you don't have any Driving Skill. The more you drive around in a car, the more you increase your Driving Skill. The higher your Driving Skill, the better the car begins to handle (although that is open for debate). I should note that it takes a very long time to max

out your Driving Skill but you can speed that up by doing the Driving School which opens up later in the game. The same principle goes for Bike (Motorcycle) Skill. The more you ride around on a Motorcycle, the better the handling. In addition, you won't fall off as easily when struck. Maxing out your Bike Skill doesn't take nowhere near as long as does the Driving Skill but it will take some time to do. You may want to max out your Bike Skill first if you want to do the Vigilante Mission on the Cop Motorcycle. The fastest way to max out your Bike Skill is to do the Bike School in Las Venturas after completion of the mission "Yay Ka Boom Boom". Just like in exploration, the bikes is while riding

most of the other GTAs, the motorcycles are great for jumping, and looking cool on. The single biggest advantage to the fact that you can shoot forward (using a submachine gun) one.

However, there are a couple of disadvantages. First, it is much easier for a cop to knock you off and bust you than if he busts you in a car. Second, you can easily wipe out or get knocked off by other motorists if you're not careful. But let's not forget the boats. Because of the vast amount of water all around San Andreas, there are plenty of boats to use. From sailboats and speedboats to yachts and hovercrafts. Although there are no Sailing Stats, you still need to complete the Boat School for 100% Completion. **NOTE: Due to the difficulty of driving and doing drive-bys with the standard Xbox controller it is *HIGHLY* recommended that you use either a third party controller that has extra White and Black shoulder buttons or a PS2-to-Xbox controller adapter (which will map the White and Black Buttons to the L1 and R1 Buttons respectively). I used a PS2-to-Xbox controller adapter while playing through the Xbox version. Those who play San Andreas (Xbox) on the Xbox 360 will have a much easier time because of where the White and Black buttons are remapped. 0===========================================================================0 | Command | PlayStation 2 | Original Xbox | 0===========================================================================0 | Turn Vehicle...............| Left Analog Stick | Left Analog Stick | | [1] Look Around............| Right Analog Stick | Right Analog Stick | | [2] Look Left..............| L2 Button | White Button | | [3] Look Right.............| R2 Button | Black Button | | Look Behind................| L2 + R2 Buttons | White + Black Buttons | | Accelerate.................| X Button | Right Trigger | | Brake/Reverse..............| Square Button | Left Trigger | | [4] Handbrake..............| R1 Button | X Button | | Exit Vehicle...............| Triangle Button | Y Button | | [5] Car Weapons............| Circle Button | B Button | | [6] Trip Skip..............| D-Pad Right | D-Pad Right | | [7] Change Radio Stations..| D-Pad Up/Down | D-Pad Up/Down | | Use Horn (Or Siren)........| L3 Button | Left Stick Button | | Activate Vehicle Missions..| R3 Button | Right Stick Button |

| Change Camera Mode.........| Select Button | Back Button | | Pause......................| Start Button | Start Button | 0===========================================================================0 [1] - You use this to control the main Camera inside and outside of vehicles. When in certain vehicles, like the Firetruck, then you use this to aim the turret. You also use this to control the camera when in Cinematic Camera Mode. [2] - On the Xbox 360 this is the Left Bumper which is situated above the Left Trigger. [3] - On the Xbox 360 this is the Right Bumper which is situated above the Right Trigger. [4] - On the Monster trucks this activates the 4-Wheel Steering. This will allow you to turn the truck on a dime. [5] - You use this in conjunction with the Look Left and Look Right Buttons to attack from either side of the car. On a motorcycle you can press this button by itself to fire forward. When not doing a Drive-By then this will also activate the Nitros on any Nitros installed vehicle. [6] - According to Allan Curtis, when you fail a mission and start it again, then you may get the Trip Skip icon. When you press it then you will automatically go to the mission location instead of having to drive to it again. However, this only occurs on certain missions like "Badlands" where you have to drive a considerable distance to get to your destination. [7] - When using the User Track Station (custom soundtrack feature) on the Original Xbox you use the following commands to control your music: ++Hold Directional Pad Left to go to previous track. ++Hold Directional Pad Right to go to next track. ++Hold Directional Pad Up to change to previous user soundtrack. ++Hold Directional Pad Down to change to next user soundtrack. ----------------------------------------------------------------------**NOTE: This is not available when playing San Andreas on the Xbox 360. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | F. In Planes and the Hydra (plus Skydiving) |~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Another vehicle related Stat you can increase is the Flying Skill. The more you fly a plane, or helicopter, the more you increase this Skill. When you reach about 20% through maxing your Flying Skill then you will get your Pilot's License and the gates to the runways to all three airports will open and you will have an easier time getting to an airplane. You can increase your Flying Skill quickly by doing the Flight School which is opened up later in the game. However, you can still upgrade your Flying Skill while still confined in Los Santos. Get a car and go to the runway gate near the pink and green Nude Shop in El Corona. Put the vehicle up against the wall and climb on top of the car then climb

the wall. Then go around the chain-link fences and go to the west end of the airport where you will see a jet (the Shamal). ----------------------------------------------------------------------------**IMPORTANT: On the Xbox AO Version you have to be careful when trying to upgrade your Flying Skill early. You may risk triggering what is known as the Off-Map Glitch (explained earlier) and you will screw yourself out of game completion. This has been confirmed fixed for the Xbox SE Version. This is also in the PC AO Version but can be fixed with the 1.01 patch. ----------------------------------------------------------------------------If you accidentally fly into an Unwelcome Area then you will get a 4-Star Wanted Rating and you will chased by a fighter jet and be shot at by heat seeking missiles. Maxing out your Flying Skill won't nearly take as long as maxing your Driving Skill, especially with a jet. Maxing out your Flying Skill will automatically give you a Parachute every time you jump out of a plane regardless of whether or not you had one when you entered the plane. 0==========0 | The Hydra \ 0=========================================================> One of the jets you can use in the game is the Hydra military plane which is based on the popular Harrier hover jet. When you first enter a Hydra you will be in Hover Mode. Go high up in the air before switching modes. To go from Hover Mode to Jet Mode push Up on the Right Analog Stick for several seconds. When you want to go from Jet Mode to Hover Mode then pull Down on the Right Analog Stick for several seconds. You can earn this jet by taking one during the "Military Service" Vehicle Race, by completing the mission "Vertical Bird", or by obtaining 100% Completion where one will spawn on top of Sweet's house in Ganton. 0==========0 | Skydiving \ 0=========================================================> If you want to skydive then press Exit Vehicle while in an airplane high in the air. Push forward on the Left Analog Stick to fall faster. Press Attack to deploy the Parachute. You can control your direction with the Left Analog Stick. To slow your descent then pull back on the stick. You can actually fly pretty far this way. If you have a Wanted Level while in the air then you will be vulnerable to Police attacks because you can't use weapons while parachuting. If you haven't maxed out your Flying Skill then you may want to find where the Parachute Icons are before flying. 0===========================================================================0 | Command | PlayStation 2 | Original Xbox | 0===========================================================================0 | Pitch/Roll.................| Left Analog Stick | Left Analog Stick |

| [1] Rudder Left............| L2 Button | White Button | | [2] Rudder Right...........| R2 Button | Black Button | | Control Camera.............| Right Analog Stick | Right Analog Stick | | Thrust.....................| X Button | Right Trigger | | Reverse Thrust.............| Square Button | Left Trigger | | [3] Landing Gear...........| R3 Button | Right Stick Button | | [4] Rockets................| L1 Button | A Button | | [5] Machine Guns...........| L1 Button | B Button | | [6] Countermeasures........| Circle Button | B Button | | Change Camera Mode.........| Select Button | Back Button | | Pause......................| Start Button | Start Button | 0===========================================================================0 [2] - This only applies to the Rustler (World War II fighter plane). [1] - On the Xbox 360 this is the Left Bumper which is situated above the Left Trigger. [2] - On the Xbox 360 this is the Right Bumper which is situated above the Right Trigger. [3] - This is used to raise and lower the landing gear. On the Cropduster and Stuntplane, this button will also release smoke from the rear of the plane. [4] - This weapon is used only with the Hydra. The Rockets are Heat Seekers and you use Target to lock-on. Then press Attack to launch when the reticle goes from green to red. [5] - This weapon is used only with the Rustler (World War II fighter plane). [6] - This is used only with the Hydra. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | G. In Helicopters and the Hunter |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 There are plenty of helicopters to use in San Andreas. They can be used to quickly fly from one part of San Andreas to another. One of the helicopters available in the game is the Hunter which is a powerful attack chopper and an excellent vehicle to do the Vigilante Mission in. You can earn one by completing Flight School or by taking one when doing the "Heli Hell" Vehicle Race. 0===========================================================================0 | Command | PlayStation 2 | Original Xbox | 0===========================================================================0 | Pitch/Roll.................| Left Analog Stick | Left Analog Stick | | [1] Rudder Left............| L2 Button | White Button | | [2] Rudder Right...........| R2 Button | Black Button | | Control Camera/Turret......| Right Analog Stick | Right Analog Stick | | Ascend.....................| X Button | Right Trigger | | Descend....................| Square Button | Left Trigger | | Hover......................| L3 Button | Left Stick Button | | [3] Machine Gun............| L1 Button | B Button | | [4] Rockets................| Circle Button | A Button |

| Change Camera Mode.........| Select Button | Back Button | | Pause......................| Start Button | Start Button | 0===========================================================================0 [1] - On the Xbox 360 this is the Left Bumper which is situated above the Left Trigger. [2] - On the Xbox 360 this is the Right Bumper which is situated above the Right Trigger. [3] - This is used by both the Hunter and the Seasparrow. [4] - This is used only with the Hunter. 0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | H. With the Jetpack |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 After completion of the mission "Green Goo" then you will be able to use a Jetpack which will spawn near the entrance of the Verdant Meadows Aircraft Graveyard Safehouse. This is the only place where the Jetpack spawns. The Jetpack will allow you to access hard to reach areas of San Andreas. You can use Weapons when using the Jetpack but only three: the Tec-9, the Micro SMG and the 9mm Pistol. 0===========================================================================0 | Command | PlayStation 2 | Original Xbox | 0===========================================================================0 | Move Around ...............| Left Stick + X | Left Stick + A | | Look Around................| Right Analog Stick | Right Analog Stick | | [1] Sidestep Left..........| L2 Button | White Button | | [2] Sidestep Right.........| R2 Button | Black Button | | Ascend.....................| X Button | A Button | | Descend....................| Square Button | X Button | | Hover......................| L2 + R2 Buttons | White + Black Buttons | | Remove Jetpack.............| Triangle Button | Y Button | | Target.....................| R1 Button | Right Trigger | | Fire Weapon................| Circle Button | B Button | | Change Camera Mode.........| Select Button | Back Button | | Pause......................| Start Button | Start Button | 0===========================================================================0 [1] - On the Xbox 360 this is the Left Bumper which is situated above the Left Trigger. [2] - On the Xbox 360 this is the Right Bumper which is situated above the Right Trigger. 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | I. In the Rhino |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Although the Rhino looks cooler than in the last two chapters of GTA (it looks similar to an M1 Abrams), it is also clearly the weakest. It is much easier to destroy and the camera is linked to the turret thus making it quite difficult to do the Tank Gun Boost.

But you can still do the Tank Gun Boost if you switch to either the First Person or Cinematic view once the turret is pointing behind you. This will lock the turret in place. Thanks to Diego Mendez who found this out and was relayed to me by Glen T. Winstein. However, one little advantage is that you can shoot down low flying helicopters in the Rhino because you can use the Right Analog Stick to aim the gun upward. You can earn this tank by taking one during a 6-Star Wanted Rating, from Restricted Area (Desert) or by obtaining 100% Completion where one will spawn near the Johnson residence in Ganton (Los Santos). 0===========================================================================0 | Command | PlayStation 2 | Original Xbox | 0===========================================================================0 | Turn Vehicle...............| Left Analog Stick | Left Analog Stick | | [1] Camera/Turret Control..| Right Analog Stick | Right Analog Stick | | [3] Look Left..............| L2 Button | White Button | | [4] Look Right.............| R2 Button | Black Button | | Look Behind................| L2 + R2 Buttons | White + Black Buttons | | Accelerate.................| X Button | Right Trigger | | Brake/Reverse..............| Square Button | Left Trigger | | [2] 4-Wheel Steering.......| R1 Button | X Button | | Exit Rhino.................| Triangle Button | Y Button | | Main Gun...................| L1/Circle Button | B Button | | Use Horn...................| L3 Button | Left Stick Button | | Vigilante Mission..........| R3 Button | Right Stick Button | | Change Camera Mode.........| Select Button | Back Button | | Pause......................| Start Button | Start Button | 0===========================================================================0 [1] - You can aim the gun upward to shoot stuff on bridges or ledges above you. You can even shoot down low flying helicopters. [3] - On the Xbox 360 this is the Left Button which is situated above the Left Trigger. [4] - On the Xbox 360 this is the Right Button which is situated above the Right Trigger. [2] - Just like on the Monster trucks, this feature, when used, will allow you to turn the Rhino on a dime. 0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | J. PC Controls Data |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 The PC version uses the standard mouse/keyboard system which gives a wide range of flexibility to those who are proficient with it, especially since you can re-assign commands to any key on the keyboard. But it can be confusing to the newcomer since many of the commands that are usually done with one button on a console controller are split onto several keys. The good news is that you can simplify things by combining commands under one key. An example: on the PS2 you enter/exit vehicles by using the Triangle

Button. This same button is used to buy food from Snack Machines. On the PC, the F Key is used to enter/exit vehicles and the Return Key is used for the Snack Machines. For each PC command there is a primary column (F Key) and a secondary function column (Ret). To combine commands simply highlight the row, hit Backspace to remove all commands, and press the F Key to set the new command but no other commands for secondary functions. Thus the F Key is now used for entering/exiting vehicles and for Snack Machines, just like the consoles. There is also a joypad option for those who wish to use it. Activating it will change how the camera is controlled, how you target people, and being able to use and assign the joypad buttons. It won't de-activate the keyboard so you can still use it for other commands. However, using the joypad has its own set of problems. For starters, not all joypads can work properly with this game. My main joypad for PC gaming is the Xbox 360 joypad. But it won't recognize the Right Analog Stick and it counts the D-Pad as a movement control even though you can use the Left Analog Stick for that. The main reason for this, based on some research, has to do with something called the POV Hat. Apparently Rockstar Games didn't program the joypad scripting properly and this effects overall joypad compatibility. This could've been something to be patched but this scripting is hardcoded into the main program which makes is very difficult or impossible to correct. This was also done on both GTA3 and Vice City. If you wish to use a joypad then you need to find one that will work properly. Shortly after I started my 100% Completion run on the PC version I was given a Logitech Dual Action joypad by a friend. It recognized the Right Analog Stick but wouldn't "disengage" the D-Pad from being a movement control. This was okay because on the consoles the D-Pad was mainly used for little used commands and I used the keyboard to handle those. Then there was the joypad buttons. Although you can map them out pretty well to match the console versions, mainly the PS2 version since the Dual Action resembles a PS2 controller, combining commands onto certain buttons proved to be irritating. For example, if you want to make one button or key to do both Center Camera and Action (such as buying property and switching out weapons) the game won't let you as this will cause the commands to be unbound. This made layering certain commands onto other commands impossible, at least within the game. Thankfully, Xpadder (and JoyToKey) will allow you to layer extra commands onto the joypad buttons to more closely approach the console versions even when the game itself won't let you. The combination of key re-assigning and programs like Xpadder makes the controls for the PC version of San Andreas extremely flexible once you know how things operate. This also makes certain tasks, which are frustrating on the console versions, much easier and I will cover those later in the document. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\

/=========================================================================\ | >GEN9. The Main Screen | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Your Main Screen is where all of the action in San Andreas take place. In the center of your screen is your main character, Carl Johnson. You use your Left Analog Stick to move him around and the Right Analog Stick to rotate and manipulate the camera. In the lower left corner of the Main Screen is the Radar. This is used to help in finding your current position in the city, objectives, mission strands and Safehouses. In the upper right corner of the Main Screen you will find the game clock, your Health Bar, your Armor Bar (when you have Armor), Swimming Stamina Bar (when you are in the water), your money and the weapon or item you are currently holding. Special prompts will appear at either the upper left corner of the Main Screen or at the bottom. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN10. Game Menus | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ When you pause the game, using the Start Button, you also bring up these menus listed at the bottom of the screen: 0===========================================================================0 | Game | This is where you load saves, delete saves, or start a new | | | game. | |------------+--------------------------------------------------------------| | Brief | This is where you can go through the text used in the | | | cutscenes, missions, and outside of missions. | |------------+--------------------------------------------------------------| | Map | This shows the Main Map of San Andreas. This is where you | | | can find your position, mission strands, and other notable | | | places. | |------------+--------------------------------------------------------------| | Stats | This is where the statistics for everything you do are | | | listed. | |------------+--------------------------------------------------------------| | Controller | This is where you can see your control scheme. | |------------+--------------------------------------------------------------| | Audio | This is where you control the audio and listen to some of | | | the radio stations featured in the game (including the one | | | you make yourself (Original Xbox and PC versions)). | |------------+--------------------------------------------------------------| | Gallery | This is where you can look at the pictures you have taken | | | with your Camera and saved to your Memory Card or Hard | | | Drive. | |------------+--------------------------------------------------------------| | Display | This is where you control some of the visual aspects of the |

| | game. | 0===========================================================================0 /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN11. Eating and Food | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Another thing you will need to do during the course of the game is to eat. If you go too long without eating you will get hungry and start to lose energy. However, you lose energy very slowly so, even if you are out in the middle of nowhere, you can easily go and get food without starving to death. And you don't even have to eat a lot either. A simple snack will do to keep from going hungry. Eating is the only way to get your Health back up to its current maximum. There are very few Health Icons in San Andreas unlike all the other GTAs. If you wish to make CJ muscular then you will need to eat large amounts of large meals to get Fat so you can go to the Gym to convert it into Muscle. Eat too many meals in one day however (about 11) and he will throw up. You can also eat meals that can keep you from going hungry but without adding to your Fat. A Salad Meal at any of the fast food places will do the trick. There are three types of fast food restaurants in San Andreas. The restaurants listed below are opened during and after completion of the mission "Ryder". Each place has a Map Icon for easy location: >>The Well Stacked Pizza Co. ************************** Map Icon: Pizza Slice. >>Cluckin' Bell ************* Map Icon: Chicken Head. >>Burger Shot *********** Map Icon: Hamburger. There are four meals you can choose from in each place: >>Small Meal (adds a little bit of Fat) >>Medium Meal (adds a little more Fat than the Small Meal) >>Large meal (has the most Fat) >>Salad meal (has no Fat) There are also Snack and Sprunk Machines plus Food Stands and Hot Dog Vans spread throughout San Andreas that you can use to keep from going hungry. They are open from the beginning of the game and their locations will be listed in each major section of the guide. You can get fat from using these Machines and Vans but it will take awhile to build up a sizable Fat Stat this way. However, you can use these machines,

along with the Beach Gym at Santa Maria Beach (Los Santos), to help build up some muscle before you open up any of the restaurants and gyms. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN12. Respect | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ "Respect is everything" went the tagline for Grand Theft Auto 2. And it has been resurrected for this game. Having respect will allow you to easily recruit gang members for various activities, getting Girlfriends, and will impact how people look at you. Some of the things that change your Respect are: >>Killing Cops and rival gang members. >>Progressing through the Main Story Missions. >>Doing certain Missions. But there are other things that can affect your Respect..... 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Fat, Muscle Stats, and Gyms |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Two of the Stats that will change most often is the Fat and Muscle Stats. If you eat a lot of meals and don't do any physical activities then you will get pudgy. This will negatively impact your ability to run and jump plus people will make unflattering comments about you. In addition, the stuff CJ says will change. For example, he will say things like "Lunch money", "This should help keep my belly full" and "I'm gonna spend this on a good meal" when he picks up money. If you get a 100% Fat Stat then CJ will be obese. You can change this by doing physical activities like bicycling or working out at the local Gym. When working out at the Gym you can change the Fat into Muscle. If you work out at the Gym long enough then you can make CJ really buffed and ripped. This will also make your physical attacks a lot more damaging and you increase your Sex Appeal which will help with getting certain Girlfriends. You can burn off the Fat without building Muscle. You can do things like swimming and bicycling to do this. Once you burn off the Fat, however, then you will then start burning off the Muscle until CJ is skinny again. If you want to keep CJ with some degree of muscular build then you will have to balance eating and working out. There are five Gyms you can use to work out CJ: >>Santa Maria Beach (Los Santos) ****************************** This is open from the beginning of the game and, with the use of the Snack and Sprunk Machines, you can gain a lot of muscle before doing

any of the Main Story Missions. ----------------------------------------------------------------------**NOTE: There is no Gym Icon for this location on the in-game and printed Map. >>Ganton (Los Santos) ******************* This is opened after completion of the mission "Drive Thru". >>Madd Dogg's Crib (Los Santos) ***************************** You gain access to the Gym within the mansion after completion of the mission "A Home In The Hills". Thanks to Dan Stephen for the find. >>Cobra Martial Arts (San Fierro) ******************************* This is opened after completion of the mission "Drive Thru" but you won't be able to safely access it until after completion of the mission "The Green Sabre". >>Redsands East (Las Venturas) **************************** This is opened after completion of the mission "Drive Thru" but you won't be able to safely access it until after completion of the mission "Yay Ka Boom Boom". When you enter the Gym there are several activities you can do: 0===========================================================================0 | Stationary Bike | You use this to increase your Stamina. There are ten | | | levels you can select to help you get the most from | | | using the bike. | |-----------------+---------------------------------------------------------| | Treadmill | You use this to increase your Stamina. There are ten | | | levels you can select. The higher you go, the faster CJ | | | has to run to keep up otherwise he will fall off the | | | Treadmill. | |-----------------+---------------------------------------------------------| | Bench Press | You use this to gain Muscle. Select the weight you want | | | to try and tap the Run and Attack Buttons alternatively | | | and quickly to make CJ do reps. | |-----------------+---------------------------------------------------------| | Dumbbells | You use this to gain Muscle. Select the weight you want | | | to try and tap the Run and Attack Buttons alternatively | | | and quickly to make CJ do reps. | |-----------------+---------------------------------------------------------| | Trainers | You can also learn new fighting moves from the Trainers | | | in each Gym except for the Santa Maria Beach Gym). It | | | is also a requirement for 100% Completion as you have | | | to defeat the Trainer in order to learn the moves. | 0===========================================================================0 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Clothes and Clothes Stores |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0

In San Andreas you can change clothes to change how you look in the game just like in Vice City. Unlike Vice City, however, you can change your appearance in more ways than you can imagine. You can change shirts, pants, wear necklaces, change shoes, wear hats, etc. For those who want to go topless (if you have muscles and tattoos you want to show off), go into your closet and use Remove Item to take off shirts and jackets. You can also use this method to make CJ go (almost) completely naked if desired. Getting better clothes is one way to increase your Respect (as explained above) and increases your chances of getting a Girlfriend (if you wish to pursue one). And, you can also change clothes to get rid of Wanted Ratings. But you don't need to change the entire outfit. You can just switch one item to get rid of the Ratings. In San Andreas, there are many places where you can get new clothes once you have opened up the stores. Each store is represented by a shirt icon on your map (and listed in each major section in the guide): 0======0 | Binco \ 0====================================================> Opens after: "Nines and AK's". Motto: "More trash for less cash." ----------------------------------------------------------------------Notes: A budget clothes shop that looks like a thrift store more than anything else. But you can get some decent clothes here, just not very stylish clothes. This is where you can get green clothes for representing Grove Street. 0========0 | ProLaps \ 0====================================================> Opens after: "Nines and AK's". Motto: "Train Hard." ----------------------------------------------------------------------Notes: A sports clothes shop where you can get anything from expensive sneakers to team jerseys. A lot of gangbangers like to wear sports related stuff. You can gain additional respect with certain items here. 0=========0 | SubUrban \ 0====================================================> Opens after: "Nines and AK's". Motto: "...come to where it's apparently at." --------------------------------------------------------------------------Notes: A trendy hip-hop clothes shop. Most of the clothes are based on what the hot music acts are wearing. Additional respect can be gained by use of some of the items here. 0====0

| Zip \ 0====================================================> Opens after "Are You Going To San Fierro?". Motto: "Clothing to get your teeth into." --------------------------------------------------------------------------Notes: A mid-range clothes shop. Better than Binco but not as good as the others. 0=======0 | Victim \ 0====================================================> Opens after: "Learning To Fly" (Completion of Flight School). Motto: "To die for." --------------------------------------------------------------------------Notes: A high class and expensive clothes shop. Clothes based on the rich fashion styles can be bought here. A lot of respect can be bought here too. 0=============0 | Didier Sachs \ 0====================================================> Opens after: "Saint Mark's Bistro". Motto: "For those with discriminating taste." --------------------------------------------------------------------------Notes: A high class and expensive clothes shop. The best of everything, and the most respect, can be bought here. Of course, you'll also spend the most money but prestige doesn't come cheap. 0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Haircuts and Tattoos |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 The following places will let you change certain aspects of your physical appearance: 0=============0 | Barber Shops \ 0=========================================================> This is where you can change hairstyles. You open up the Barber Shops when you do the mission "Ryder". They are represented by a scissors icon on your in-game map. There a quite a few hairstyles you can choose from but you can probably get the best results (in terms of increasing your Respect) from getting the most expensive style. You can also get rid of a Wanted Rating by getting a haircut. 0===============0 | Tattoo Parlors \ 0=========================================================> Another way to change appearance is to get tattooed (no, not that kind of tattooed although I don't think you can get drunk or stoned in this game).

No, I mean as in ink. Usually the more expensive and elaborate tattoos will be the ones that will increase your Respect the most. These shops open after completion of the mission "Ryder". They are represented by a "T" (Olde English Font) on your in-game map. 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | D. Sex Appeal |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Changing your appearance will not only increase (or decrease) your Respect but will also change your Sex Appeal. The higher your Sex Appeal, the greater your chances of getting a Girlfriend (if you want one) or having "coffee" when you do have one. You can also change your Sex Appeal by getting into a better car as well. A good, solid, pimped-out car will really jack up your Sex Appeal (along with good appearance). You can also greatly increase your Sex Appeal by collecting all 50 Oysters found around San Andreas. 0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | E. Girlfriends |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 As noted above, a solid level of respect can help you get a Girlfriend if you wish to have one. However, you will get two of them simply by playing through the Main Story Missions. But there are several more that can be found around San Andreas. Some of them even allow you to gain special abilities (such as being able to keep your weapons if you are Wasted or Busted). And, according to Jordan Knupp, if you date a girlfriend on one game, then the bonuses from the girlfriend carry over to the other games. However, obtaining additional Girlfriends doesn't contribute to 100% Completion so I am not going to cover them in this guide. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN13. Law Enforcement | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ The main enemies in the Grand Theft Auto games are the Police. They were fairly aggressive but stupid and predictable. They were also fun to mess around with like playing demolition derby with them at the 4-Star Wanted Rating. In San Andreas, however, that's all changed. Here the Cops are *FAR* more aggressive and intelligent. Even at the lowest wanted level they will take cover, block your physical attacks, and even shoot at you. In other words, playtime's over. Now things get serious when dealing with the law. They even have more vehicles (details a little later) including Motorcycle Cops who will shoot at your car to try to slow you down if they are chasing you (I hate those bastards. They really take the fun out of car chases).

When you do something bad near a Cop, like mugging a person, then one of the stars at the bottom of the HUD will light up indicating a Wanted Level. The Cops will then try to bust you. The more stars you have, the more aggressive they will be. There are several ways to get rid of a Wanted Rating: 0===========================================================================0 | Hiding out somewhere for a bit (depending on what you've done, this will | | work for up to 4-Stars). | |---------------------------------------------------------------------------| | Getting a Police Bribe Icon (drops the level down a notch). | |---------------------------------------------------------------------------| | Completing the current mission (if you get a rating during one). | |---------------------------------------------------------------------------| | Getting Busted or Wasted. | |---------------------------------------------------------------------------| | Driving a car (excluding rescue and most Police vehicles) into a Pay 'N' | | Spray. You can also get rid of a Wanted Rating by getting a mod done to | | your car at a Mod Shop. Thanks to Glen T. Winstein for that bit of info. | |---------------------------------------------------------------------------| | Changing clothes at any Safe House. This will work all the way up to | | 6-Star. | | | | It should be noted that you have to change items for this to work. It | | won't work if you use Remove Item. Thanks to CDNW for that handy bit of | | information. According to reader Dave Fernandes, you can go into any | | Clothing Store and purchasing a shirt or pants to get rid of the Wanted | | Rating. | |---------------------------------------------------------------------------| | Saving your game at any Safe House. This will work all the way up to | | 6-Star. Thanks again goes to CDNW. | |---------------------------------------------------------------------------| | Getting a haircut at any Barber Shop. Thanks to Glen T. Winstein for that | | bit of info. | 0===========================================================================0 There are six Wanted Levels. The higher you go, the more aggressive the pursuit. Below are the six Wanted Ratings and what you can expect: 0=======0 | 1-Star \ 0=====================================> You are of mild interest to the Cops. They will chase you on foot and will whack you with their nightsticks when close enough. They will chase you for some distance on foot unless you get a car and make a fast getaway. If you attack a Cop with your Fist or Melee Weapon then a nearby Cop may shoot at you. When fleeing in a car there will be Motorcycle Cops that may shoot at you to try to get you to stop. Hiding out somewhere for awhile will get rid of a 1-Star rating but may take awhile depending on what you've done. 0=======0 | 2-Star \ 0=====================================>

Things get a bit more serious here. The number of Cops increase a bit and they will start shooting you instead of whacking you with their clubs. Motorcycle Cops will shoot at your car to try to stop you. You may be able to wait things out in a safe area but this may take a long time depending on your crimes. 0=======0 | 3-Star \ 0=====================================> More Cops will join the fray and a helicopter will start pursuing you and will shoot at you if you stand still long enough for it to do so. The Cops become more fearless and will stand in the open shooting at you in an attempt to stop you. Don't be surprised to find several Cops standing there using you as target practice if you poke your head out of a safe area. Your best bet to get rid of a 3-Star Wanted Rating is to use a Pay 'N' Spray. 0=======0 | 4-Star \ 0=====================================> Now a second helicopter and the SWAT team joins in. They will try to blockade the road with their Enforcers and rappel down from the helicopter. They are heavily armed with powerful sub-machine guns that will make quick work of your vehicle when encountering a SWAT roadblock. I've had a many as eight Cops standing in the open taking shots at me (and making the most of them) at 4-Star. If you're in a aircraft then you will be shot at by missiles and be chased by fighter jets. This is the highest wanted level you can obtain while confined to Los Santos. 0=======0 | 5-Star \ 0=====================================> Now the FBI joins the pursuit with their FBI Ranchers. You can achieve this rating after completion of the mission "Farewell, My Love...". There is also a Stat for how long you can maintain a chase with a 5-Star Wanted Rating. 0=======0 | 6-Star \ 0=====================================> The Army finally gets in on Rhinos and will kill you on in San Andreas your chances more than a few seconds are

the fun here. They will come with Flatbeds and sight. Considering how aggressive the Cops are for survival with a 6-Star Wanted Rating for very slim and probably none.

Of course, that also depends on where you hole yourself up at and what weapons you have at your disposal. A couple of people have written me telling me how much fun they had with a 6-Star Wanted Rating.

You can achieve this rating after the completion of the mission "Verdant Meadows". 0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Police Vehicles |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Like in the other Grand Theft Auto games, you can grab Police Vehicles and use them in Vigilante Missions (explained later). And there are a lot of Police Vehicles you can use for that purpose: >>Police Car ********** Found: On the street and at all Police Stations only in the major cities of San Andreas. ----------------------------------------------------------------------Notes: You get five Shotgun shells when entering a Police car. If you don't already have a Shotgun then you will acquire one with five shells. >>HPV-1000 Police Motorcycle ************************** Found: In the street only in the major cities of San Andreas. ----------------------------------------------------------------------Notes: You can shoot forward when riding this motorcycle which can make it easier to do the Vigilante Mission. >>Predator ******** Found: In the water around San Andreas. >>SWAT Enforcer ************* Found: During a 4-Star Wanted Rating. ----------------------------------------------------------------------Notes: As a bonus, you can get Body Armor when entering a SWAT Enforcer. >>Police Rancher ************** Found: On the street only in the rural areas of San Andreas. ----------------------------------------------------------------------Notes: You get five Shotgun shells when entering a Police Rancher. If you don't already have a Shotgun then you will acquire one with five shells. >>FBI Rancher *********** Found: During a 5-Star Wanted Rating. >>Barracks ******** Found: During a 6-Star Wanted Rating. >>Rhino ***** Found: During a 6-Star Wanted Rating - also unlocked at Restricted Area

(Desert) after completion of the mission "Verdant Meadows" or by getting 100% Completion where one will spawn near the Johnson residence in Ganton (Los Santos). >>Police Maverick *************** Found: On the roof of Los Santos Police HQ. ----------------------------------------------------------------------Notes: Press the Look Behind Button to activate the searchlight. Thanks to Nick Markovich for finding that. >>Hunter ****** Found: Unlocked at the Verdant Meadows Aircraft Graveyard by getting all Golds at the Flight School. The Hunter is definitely the best vehicle to use for the Vigilante Missions although using the Cop Motorcycle or Rhino is also a good way to do this mission (more details later). /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN14. Using a Pay 'N' Spray | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ As noted earlier, you can drive a car or motorcycle, excluding Police and rescue vehicles, into a Pay 'N' Spray to change the color of your vehicle, as well as repair it, to get rid of Wanted Ratings at a cost of $100. When you use the Pay 'N' Spray to get rid of your Wanted Ratings then the Stars will flash for a short time. While they are flashing, you are then considered to be on "probation". If you commit a crime, like running over someone, while the Wanted Rating Stars are flashing, then your Wanted Rating will be reinstated. All Pay 'N' Sprays are open from the beginning of the game and are represented by a green spray can on your in-game map. According to reader Rahul Yadav, The Pay 'N' Spray Police Invisibility Glitch, which I thought was exclusive to GTA IV, also works in San Andreas. How it works is that if you enter a Pay 'N' Spray on foot during a Wanted Rating then the Cops will walk away from you as though nothing ever happened. If you walk back out then they will attack again. Walk back in and they stop. This can be useful when causing trouble or if you need to catch your breath. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN15. Busted | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ If you get a Wanted Rating and the Cops end up catching you then you are Busted. Any mission you were doing at the time will be Failed. When you are Busted then you are sent to the nearest Police Station where you

will be processed (which takes six game hours) and released. You also lose all weapons and your Body Armor. In addition, you will be fined based on the number of Wanted Rating Stars you have when you are Busted: >>1-Star: >>2-Star: >>3-Star: >>4-Star: >>5-Star: >>6-Star:

$100. $200. $400. $600. $900. $1,500.

There are seven Police Stations in the San Andreas area where you may find yourself if you are Busted by the Cops: >>Los Santos Police Department HQ (Los Santos). >>Dillimore Police Department (Red County). >>Angel Pine Sheriff's Office (Whetstone). >>San Fierro Police Station (San Fierro). >>El Quebrados Sheriff's Office (Tierra Robada). >>Fort Carson Sheriff's Office (Bone County). >>Las Venturas Police Station (Las Venturas). /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN16. Wasted | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ If you do something to reduce your Health to zero, like being too close to an explosion, or getting shot up a lot, then you will be Wasted. Any mission you were doing at the time will be Failed. When you are Wasted then you are sent to the nearest Hospital where you will be treated (which takes six game hours), billed $100 and released. You also lose all weapons and your Body Armor. There are eight Hospitals in the San Andreas area where you may find yourself if you are Wasted for any reason: >>All Saints General Hospital (Los Santos). >>County General (Los Santos). >>Crippen Memorial (Red County). >>Angel Pine Medical Center (Whetstone). >>San Fierro Medical Center (San Fierro). >>El Quebrados Medical Center (Tierra Robada). >>Fort Carson Medical Center (Bone County). >>Las Venturas Hospital (Las Venturas). /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN17. Exploration and Unwelcome Areas | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In most of the GTA games there were roadblocks that kept you confined to a certain area of the city until you passed a particular mission in which case one of the roadblocks would be removed.

Of course, they could be easily circumvented by a variety of exploits so you could explore the rest of the city and obtain items which could be used in the early stages of the game to make things easier on yourself. With the swimming element introduced in San Andreas you can very easily get around the roadblocks that are supposed to keep you confined to Los Santos. However, Rockstar implemented something that will make you think twice about leaving Los Santos early. When you cross the water and enter an Unwelcome Area (like Las Venturas) then you will be hit with a 4-Star Wanted Rating. As I've noted, this is a difficult Wanted Rating to deal with. Worse still, Pay 'N' Sprays, Police Bribes, and even the Lower Wanted Level cheats will *NOT* work while in an Unwelcome Area. That's right. You're stuck with it until you go back to where you came from so you can get rid of it. However, more than likely you will end up going back in a body bag because of the very aggressive Police. This also makes early exploration of an area very difficult. However, because of the huge size of San Andreas, being confined to Los Santos really isn't a Bad Thing. The Los Santos / Red County area is much larger than Vice City with plenty of area to explore. San Andreas is also easier to deal with when you just focus on one area at a time instead of trying to absorb it all at once. But you can swim around these Unwelcome Areas without getting a 4-Star Wanted Rating as long as you don't make landfall. The only exceptions is an area on the west side of Los Santos Inlet and the area around the Aircraft Carrier at San Fierro. You can also fly around in the open water all around the San Andreas area without getting the 4-Star Wanted Rating as long as you don't fly over land or over the Aircraft Carrier at San Fierro. You can still do some of the challenges and tasks in the Unwelcome Areas but the 4-Star Wanted Rating will make them much more difficult and frustrating (but, if you're looking for a nice challenge, then this might fit the bill). However, over time, methods to explore the Unwelcome Areas without interference were discovered which leads me to..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN18. Early Exploration Exploits | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In earlier versions of the guide there were three exploits that allowed you to go around all of San Andreas without Wanted Ratings. The first one could be done during the mission "Reuniting The Families" (discovered by The Chadness). The second exploit can be done during the mission "The Da Nang Thang" (discovered by David Sears and Dr. Simon Chan). There was also another mission that you could use to do early exploration, "Are You Going To San Fierro?".

These exploits froze the Wanted Ratings so, at some point during these given missions, you could leave and do unlimited exploring before completing the mission at hand. I had felt that these were the only missions where you could do early exploration with. I was wrong. I received a letter from pdescobar who was inspired by this guide to go around and find other missions where you could freeze the Wanted Ratings for early exploration or general mischief. With the help of two other gamers, srg and Mxyzptlk, they found quite a few missions where you could get the Wanted Ratings frozen and listed them in a topic at GTAForums.com. Although they listed many missions, I will focus only on those that allow for easy early exploration (including those already listed in this guide): >>Drive-By >>Los Sepulcros >>Reuniting the Families >>Are You Going to San Fierro? >>Mike Toreno >>Outrider >>Pier 69 >>Amphibious Assault >>The Da Nang Thang >>Pier 69 There are a few other missions where you can go and explore but they are harder to take advantage of and I will leave those alone. Some of these exploits, like the "Reuniting the Families" glitch, can leave San Andreas a ghost town while others, like "The Da Nang Thang", will allow you to kill pedestrians (for example) without generating Wanted Ratings. These exploits are great for obtaining the Photo-Ops, Oysters, and Horseshoes without interference and before the Badlands and Desert areas are officially open. While there are some things you can do while exploring in an Unwelcome Area, there are things you can't do such as: >>Enter Gyms (they don't even appear on the map). >>Do Challenges (such as the NRG-500 Challenge). >>Arena Events. But you can enter restaurants, casinos, and Police stations. You can kill all of the people in these places and not get into trouble (even in Police stations - but you'll have to deal with the guards in the casinos and strip clubs). (I should point out that I had a reader tell me of some problems when he entered and exited buildings when taking advantage of the Early Exploration Exploit during the mission "Los Sepulcros"). Even if you don't wish to do a lot of things around San Andreas when taking advantage of these exploits, there are some things I highly recommend you do. Normally, you will get at least a 4-Star Wanted Rating by going near the Easter Bay Naval Station in San Fierro. There are two Oysters ([SNF-Y26], [SNF-Y27]), one Photo-Op ([ESB-P30]), and a Patriot that you will need to

acquire for later use. With the Wanted Ratings disabled then you should go ahead and get these things from the Easter Bay Naval Station so you don't have to fight for them later on. Store the Patriot at the Xoomer Garage across the street west of Cranberry Station. I should note that trying to acquire the Photo-Ops, Oysters, and Horseshoes will take a very long time to do in one sitting since you can't save in the middle of the mission. One option is to do some collecting and then fail the mission (easiest way is to kill yourself). Then save your progress, do the mission again and reactivate the exploit to continue exploring and collecting. When you are finished exploring and doing the things you want to do then head back to the mission you were in the middle of and finish it. The missions listed above will have a small section called "Early Exploration Exploit" which will show you how to take advantage of the exploits. In addition, there are other missions late in the game where you can freeze the Wanted Ratings: >>You've Had Your Chips >>A Home in the Hills >>Los Desperados >>End of the Line The missions listed above will have a small section called "No Wanted Rating Exploit" which will show you when they occur. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN19. Advanced Tips And Information | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Below are some tips and additional information that will be of benefit to you: 0==============0 | Crack Dealers \ 0=========================================================> Sometimes you will see a black man with a black shirt (or a white guy with a gray jacket with hood) just standing on the sidewalk with his arms crossed. He is a Crack Dealer. You can talk to him and give him either a positive or negative response. However, when you see one, just run over him. When you kill a Crack Dealer then he will drop a lot of money (about $2,000). A good way to earn some fast cash. 0===========0 | Bomb Shops \ 0=========================================================> Like in most GTA games, you can rig a car with a bomb so you can cause some

chaos or leave a nasty surprise for someone you dislike. However, there is no icon on the in-game map for these places so you will have to look around a bit. These Bomb Shops are listed in the Points of Interest chapter at the beginning of each major section. Once a car is modified with a bomb you prime it by using the Attack Button. Then sit back and watch the fun. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >GEN20. 100% Completion List | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this chapter is everything you need to do to get 100% Completion within the game. This list is broken down by region and when certain tasks become fully available. The entire 100% Completion list is as follows: 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Los Santos and Red County Tasks |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Below is the list of stuff that is specific to this area of San Andreas or opens up in the first part of the game: >>Completion of the following Main Story Missions *********************************************** ++From "Big Smoke" / "Sweet And Kendl" to "The Green Sabre". >>Complete the following Side-Story Missions ****************************************** ++Cesar Vialpando (one mission). ++OG Loc (four missions). >>Complete the following tasks **************************** ++Do all 100 Graffiti Tags. ++Complete the BMX Challenge. ++Complete the Commerce 24-7 Courier Asset Mission. ++Complete the Los Santos Forum Arena Event (8-Track). ++Purchase the six available Safehouses. ++Upgrade your Muscle past the Buff stage and learn new moves from the Boxing Trainer at the Los Santos Gym (after completion of the mission "Drive Thru"). 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Badlands and San Fierro Tasks |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Below is the list of stuff that is specific to this area of San Andreas or opens up in the second part of the game: >>Completion of the following Main Story Missions *********************************************** ++From "Badlands" to "Yay Ka-Boom-Boom".

>>Complete the following Side-Story Missions ****************************************** ++Zero RC Asset (three missions). >>Complete the following tasks **************************** ++Do all fifty Photo-Ops (San Fierro). ++Complete the NRG-500 Challenge. ++Complete the three races for the Mount Chiliad Challenge. ++Complete the Hippy Shopper Courier Asset Mission. ++Complete the Corvin Stadium Arena Event (Blood Bowl). ++Purchase the eight available Safehouses. ++Upgrade your Muscle past the Buff stage and learn new moves from the Martial Arts Trainer at the San Fierro Gym. ++Complete the Valet Parking Mission (after completion of the mission "555 We Tip"). >>Pass all tests at the following School ************************************** ++Turning Tricks Driving School (twelve tests) (after completion of the mission "Deconstruction"). 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Desert and Las Venturas Tasks |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Below is the list of stuff that is specific to this area of San Andreas or opens up in the third part of the game: >>Completion of the following Main Story Missions *********************************************** ++From "Monster" to "A Home In The Hills". >>Complete the following Side-Story Missions ****************************************** ++The Heist Missions (six missions). >>Complete the following tasks **************************** ++Collect all fifty Horseshoes. ++Complete the Burger Shot Courier Asset Mission. ++Complete the Blackfield Stadium Arena Events (Dirt Track and Kick Start). ++Complete both levels of the Freight Mission. ++Complete all seven missions for the Hunter Quarry Asset Mission. ++Complete the entire RS Haul Trucking Asset Mission. ++Complete the entire Ammu-Nation Challenge (at any Ammu-Nation with a shooting range). ++Purchase the twelve available Safehouses. ++Upgrade your Muscle past the Buff stage and learn new moves from the Kickboxing Trainer at the Las Venturas Gym. ++Complete all three car lists (thirty cars total) for the Import / Export crane (after completion of the mission "Custom Fast Tracks"). >>Complete the following checkpoint races ***************************************

++Los ++San ++Las ++Las

Santos Race Tournaments (nine races) Fierro Race Tournaments (six races) Venturas Race Tournaments (Cars) (four races) Venturas Race Tournaments (Aircraft) (six races)

>>Pass all tests at the following Schools *************************************** ++Bayside Marina Boat School (five tests) ++Las Venturas Bike School (six tests) ++Verdant Meadows Flight School (ten tests) - after completion of the mission "Verdant Meadows". 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | D. Global Tasks |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Listed below is the list of tasks that can be done anywhere and anytime in San Andreas: ++Collect all fifty Oysters. ++Complete the Vigilante Mission. ++Complete the Ambulance Mission. ++Complete the Taxi Mission. ++Complete the Pimping Mission. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | E. Returning to Los Santos Tasks |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 If you've done everything prior to returning to Los Santos after completion of the mission "A Home In The Hills" then these are the remaining tasks that need to be done to acquire 100% Completion: >>Completion of the following Main Story Missions *********************************************** ++From "Vertical Bird" to "End of the Line". >>Complete the following task *************************** ++Acquire a minimum of 35% of gang territories during Territory Acquisition (after completion of the mission "Home Coming") so you can open up the last mission of the game, "End of the Line". With that done, let's move on to the main portion of the guide starting with..... /==++====++==\ /==++====++==\ /==++====++====++====++====++========++====++====++====++====++==\ | >SDA2. Los Santos and Red County | \==++====++====++====++====++========++====++====++====++====++==/ \==++====++==/ \==++====++==/ Los Santos, based on Los Angeles, is where you will spend a lot of time in. There is plenty to see and do here. Most of the rich people live in the Richman and Rodeo areas. A lot of the lower class people, including the Families, live in the south and eastern parts of town.

To the north is Red County. It has lots of open countryside and small towns. You can find plenty of places to hide from the Cops out here. The open spaces also make it easier to do certain things, like the Vigilante Mission. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS1. Los Santos / Red County Safehouse List | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ There are many places in San Andreas that you can buy. Each of these places serve as save points and each property bought will inch you closer to 100% Completion. Some of these properties have additional features, like garages. All Safehouses have closets where you keep all of the clothes you acquire during the course of the game. There are several Safehouses that can be purchased at the beginning of the game (they will show green on your in-game map). Other properties won't be accessible until later in the game (they will show red on your map). Others you will earn outright by progressing through the game. Listed in this chapter are the Safehouses you can acquire in the Los Santos and Red County area. The list is broken down by area. The Map co-ordinates refer to the printed map that comes included with the game disc: 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Los Santos |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>The Johnson House ***************** Location: East Ganton. Price: None. Available: From the beginning. Map: (E-6). ----------------------------------------------------------------------Notes: Has a car garage. Also has multiple Weapon and Handheld Item Icons that will spawn inside during the course of the game. >>Willowfield Safehouse ********************* Location: In Willowfield straight south of CJ's House. Price: $10,000. Available: From the beginning. Map: (E-6). ----------------------------------------------------------------------Notes: A basic save point. >>Jefferson Safehouse ******************* Location: Northeast of County Hospital in Jefferson. Cost: $10,000. Available: From the beginning. Map: (E-6). ----------------------------------------------------------------------Notes: A basic save point. Good place to save if you wish to do the Ambulance Mission at County Hospital or make money at Inside

Track Betting. >>El Corona Safehouse ******************* Location: North of Los Santos International Airport. Cost: $10,000. Available: From the beginning. Map: (F-5). ----------------------------------------------------------------------Notes: Has a car garage for storing vehicles. >>Verona Beach Safehouse ********************** Location: East of the Marina. Cost: $10,000. Available: From the beginning. Map: (E-4). ----------------------------------------------------------------------Notes: Has a parking lot where you can get a car. >>Santa Maria Beach Safehouse *************************** Location: West of the Santa Maria Beach Pier. Cost: $30,000. Available: From the beginning. Map: (E-4). ----------------------------------------------------------------------Notes: Has a car garage for storing vehicles. >>Mulholland Safehouse ******************** Location: North part of Mulholland. Cost: $120,000. Available: From the beginning. Map: (D-5). ----------------------------------------------------------------------Notes: Has a car garage for storing vehicles. >>Madd Dogg's Crib **************** Location: South part of Mulholland just west of the large VINEWOOD sign. Cost: Nothing. Available: After completion of the mission "A Home In The Hills". Map: (D-5). ----------------------------------------------------------------------Notes: Has Apparel Items, Body Armor and Health Icons inside. 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Red County |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>Blueberry Safehouse ******************* Location: On the second floor of the run down apartment complex in the middle of Blueberry. Cost: $10,000.

Available: After completion of the mission "The Green Sabre". Map: (D-4). ----------------------------------------------------------------------Notes: A basic save point. >>Dillimore Safehouse ******************* Location: At the northeast part of Dillimore. Cost: $40,000. Available: After completion of the mission "The Green Sabre". Map: (D-4). ----------------------------------------------------------------------Notes: Has a car garage for storing vehicles. >>Fern Ridge Safehouse ******************** Location: In the middle of Fern Ridge. Cost: None. Available: After completion of the mission "King In Exile". Map: (C-4). ----------------------------------------------------------------------Notes: A basic save point. >>Palomino Creek Safehouse ************************ Location: At the northwest part of Palomino Creek. Cost: $35,000. Available: After completion of the mission "The Green Sabre". Map: (C-6). ----------------------------------------------------------------------Notes: Has a car garage for storing vehicles. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS2. Los Santos / Red County Points of Interest List | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Below is a list of Points of Interest (excluding restaurants and Safehouses) in the Los Santos and Red County area. Some of these places will appear on the in-game map during the course of the game. The Map co-ordinates refer to the printed map that comes included with the game disc: 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Los Santos |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0---------------------------------------------------------------------------0 | Clothes Stores |=========================================| Clothes Stores | 0---------------------------------------------------------------------------0 >>Rodeo Didier Sachs Clothes Store ******************************** Location: In central Rodeo. Available: After completion of the mission "Saint Marks Bistro". Map: (E-4).

>>Rodeo Victim Clothes Store ************************** Location: In central Rodeo. Available: After completion of the mission "Learning to Fly" (Completion of Flight School). Map: (E-4). >>Rodeo ProLaps Clothes Store *************************** Location: In north Rodeo. Available: After completion of the mission "Nines and AK's". Map: (E-4). >>Downtown Los Santos Zip Clothes Store ************************************* Location: In northwest Downtown Los Santos. Available: After completion of the mission "Are You Going To San Fierro?". Map: (E-5). >>Jefferson SubUrban Clothes Store ******************************** Location: In north Jefferson. Available: After completion of the mission "Nines and AK's". Map: (E-6). >>Ganton Binco Clothes Store ************************** Location: In west Ganton. Available: After completion of the mission "Nines and AK's". Map: (E-6). 0---------------------------------------------------------------------------0 | Grooming |=====================================================| Grooming | 0---------------------------------------------------------------------------0 >>Santa Maria Beach Gym ********************* Location: In central Santa Maria Beach. Map: (E-4). ----------------------------------------------------------------------Notes: This Gym is open from the beginning of the game and, with the use of the Snack and Sprunk Machines, you can gain a lot of muscle before doing any of the Main Story Missions. ----------------------------------------------------------------------**NOTE: There is no Gym Icon for this place on the In-Game Map. >>Marina Barber Salon ******************* Location: In the center of Marina. Available: After completion of the mission "Ryder". Map: (E-4). >>Reece's Barber Shop ******************* Location: In south Idlewood next to Idlewood Tattoos. Available: After completion of the mission "Ryder".

Map: (E-6). >>Idlewood Tattoos **************** Location: In south Idlewood next to Reece's Barber Shop. Available: After completion of the mission "Ryder". Map: (E-6). >>Los Santos Gym ************** Location: In west Ganton. Available: After completion of the mission "Drive Thru". Map: (E-6). ----------------------------------------------------------------------Notes: This is where you can gain muscle to alter your appearance to build up your health related stats or to learn new fighting moves from the trainer. >>Willowfield Tattoos ******************* Location: In southwest Willowfield. Available: After completion of the mission "Ryder". Map: (E-6). >>Playa Del Seville Barber Shop ***************************** Location: In east Playa Del Seville. Available: After completion of the mission "Ryder". Map: (E-6). 0---------------------------------------------------------------------------0 | Car Mods and Repair |===============================| Car Mods and Repair | 0---------------------------------------------------------------------------0 >>Santa Maria Beach Pay 'N' Spray ******************************* Location: At the north side of Santa Maria Beach. Map: (E-4). >>Temple Pay 'N' Spray ******************** Location: In north Temple. Map: (D-5). >>Temple TransFender ****************** Location: In north Temple. Available: After completion of the mission "Cesar Vialpando". Map: (D-5). ----------------------------------------------------------------------Notes: This is where you can have your vehicle modified to impress other people. This place is next door to the Temple Pay 'N' Spray. >>Idlewood Pay 'N' Spray ********************** Location: In south Idlewood.

Map: (E-6). >>8-Ball Autos Bomb Shop ********************** Location: In north El Corona. Map: (E-5). ----------------------------------------------------------------------Notes: This is where you can have your car rigged with explosives. From the entrance of the Idlewood Pay 'N' Spray, head south, cross the bridge, and follow the road curve going west. Then head forward and follow the next road curve going north then stop at the next three-way intersection. At the east side of this intersection should be the Idlewood 24-7. The Shop can be found next door to the south. >>Loco Low Co. *********** Location: Just under a bridge in east Willowfield. Available: After completion of the mission "Cesar Vialpando". Map: (E-6). ----------------------------------------------------------------------Notes: This is where you can have your vehicle modified to impress other people. 0---------------------------------------------------------------------------0 | Bars and Clubs |=========================================| Bars and Clubs | 0---------------------------------------------------------------------------0 >>Alhambra Club ************* Location: In west Idlewood. Map: (E-5). ----------------------------------------------------------------------Notes: This is where you can take Girlfriends to go dancing or dance by yourself. From the three-way intersection at the northeast corner of the Idlewood Pay 'N' Spray, head west then turn right at the next three-way intersection. Then turn left at the next three-way intersection and proceed to the next double intersection then stop. At the northeast part of this intersection should be a large white building. This is the Club and the entrance can be found on the west side. >>The Pig Pen Strip Club ********************** Location: In north East Los Santos. Map: (E-6). ----------------------------------------------------------------------Notes: This is where you can enjoy the company of private dancers. From the Jefferson Safehouse, head east all the way to the three-way intersection where this road ends then turn left. Then turn right at the next three-way intersection. Continue forward

to the next four-way intersection then stop. At the northwest corner of this intersection is the Club. >>Ten Green Bottles ***************** Location: In central Ganton just west of The Johnson House. Map: (E-6). ----------------------------------------------------------------------Notes: This run-down place is where one can play a game of Pool. 0---------------------------------------------------------------------------0 | Gun Shops |===================================================| Gun Shops | 0---------------------------------------------------------------------------0 >>Downtown Los Santos Ammu-Nation ******************************* Location: At the west edge of Downtown Los Santos. Available: After completion of the mission "Doberman". Map: (E-5). ----------------------------------------------------------------------Notes: This is where you can purchase weapons and Body Armor. This is also where you can do the Ammu-Nation Challenge. >>Willowfield Ammu-Nation *********************** Location: Just south of the Willowfield Cluckin' Bell. Available: After completion of the mission "Doberman". Map: (E-5). 0---------------------------------------------------------------------------0 | Hospitals |===================================================| Hospitals | 0---------------------------------------------------------------------------0 >>All Saints General Hospital *************************** Location: In east Market. Map: (E-5). ----------------------------------------------------------------------Notes: This is where you will end up if you get Wasted in the west half of Los Santos. From the Verona Beach Safehouse, head north to the *THIRD* intersection (with the large main road) then turn right. Then head to the *SECOND* intersection then stop. At the northwest corner of this intersection is the Hospital. >>County General ************** Location: In south Jefferson. Map: (E-6). ----------------------------------------------------------------------Notes: This is where you will end up if you get Wasted in the east half of Los Santos. 0---------------------------------------------------------------------------0 | Police Stations |=======================================| Police Stations | 0---------------------------------------------------------------------------0 >>Los Santos Police Department HQ

******************************* Location: In central Pershing Square. Map: (E-5). ----------------------------------------------------------------------Notes: This is where you will end up if you are Busted anywhere in Los Santos. 0---------------------------------------------------------------------------0 | Other |===========================================================| Other | 0---------------------------------------------------------------------------0 >>Market Train Station ******************** Location: Between Market and Vinewood. Map: (E-4). ----------------------------------------------------------------------Notes: This is where you can catch a train to quickly go from one area of San Andreas to another. However, you have to wait until after completion of the mission "Yay Ka-Boom-Boom" to ride a train. >>Downtown Los Santos Inside Track Betting **************************************** Location: In north Downtown just under the south part of the Mulholland Intersection. Map: (E-5). ----------------------------------------------------------------------Notes: This is where you can gamble on the horses and win, but most probably lose, a lot of money. >>Unity Train Station ******************* Location: In the north part of El Corona. Map: (E-4). ----------------------------------------------------------------------Notes: This is where you can catch a train to quickly go from one area of San Andreas to another. However, you have to wait until after completion of the mission "Yay Ka-Boom-Boom" to ride a train. >>"8-Track" Stadium Event *********************** Location: At Los Santos Forum in East Beach. Map: (E-6). ----------------------------------------------------------------------Notes: This Stadium Event is available at the beginning of the game and you need at least 10% Driving Skill to enter. 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Red County |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>Blueberry Ammu-Nation ********************* Location: In south Blueberry. Available: After completion of the mission "Doberman". Map: (D-4). ----------------------------------------------------------------------Notes: This is where you can purchase weapons and Body Armor. This is

also where you can do the Ammu-Nation Challenge. >>Dillimore Police Department *************************** Location: At the southeast side of Dillimore. Map: (D-4). ----------------------------------------------------------------------Notes: This is where you will end up if you are Busted anywhere in Red County. >>Dillimore Barber Shop ********************* Location: In the north half of Dillimore. Available: After completion of the mission "Ryder". Map: (D-4). >>Dillimore Pay 'N' Spray *********************** Location: In the north half of Dillimore. Map: (D-4). >>Crippen Memorial **************** Location: In the southwest side of Montgomery. Map: (C-5). ----------------------------------------------------------------------Notes: This is where you will end up if you get Wasted anywhere in the Red County area. >>Montgomery Inside Track Betting ******************************* Location: In central Montgomery. Map: (C-5). ----------------------------------------------------------------------Notes: This is where you can gamble on the horses and win, but most probably lose, a lot of money. >>Palomino Creek Ammu-Nation ************************** Location: In central Palomino Creek. Available: After completion of the mission "Doberman". Map: (D-4). ----------------------------------------------------------------------Notes: This is where you can purchase weapons and Body Armor. This is also where you can do the Ammu-Nation Challenge. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS3. Weapons, Special Items, Body Armor, Police Bribes, and Food | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In this chapter I go over information on the Weapons, Special Items, Body Armor, and Police Bribes that can be found and bought in San Andreas. But, first, I will start with..... 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0

| A. Weapon Skill and Easy Upgrading |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Most of the weapons listed in this chapter When you first pick up a upgradable weapon feel all that special. But, when you reach it, you will see an improvement like being shooting plus longer range.

have skills that can be upgraded. you will notice that it doesn't Gangster Weapon Skill Level with able to move while aiming and

When you reach Hitman Weapon Skill Level then you will have reached the weapon's maximum skill. When Hitman Weapon Skill Level is reached on certain weapons then you can then duel-wield them, one to a hand, allowing you to inflict a lot more damage. You can find out how far you have upgraded a weapon by pressing View Stats to see your stats. You can also go into the Stats menu to see the specific point level of your current weapon. The upgradable weapons have three rankings: Poor, Gangster, and Hitman. Each weapon has a maximum skill point level of 1,000. When you reach 1,000 skill points on a weapon then you will achieve Hitman Level. You can generally reach Gangster Level at about 200 skill points. The fastest and easiest way to upgrade your Weapon Skill Levels is to do the following: Get a car and place it into a garage (preferably the one at your Safehouse in Mulholland - you won't get harassed this way). Shoot the car until it starts flaming and then run away from the garage. The garage door will then close. Wait a few seconds and, when you run back to get the garage door to re-open, then your car will be as good as new. Repeat the process until you have achieved Hitman Weapon Skill Level on your chosen weapon. Although you can use the Shoot-The-Tire Trick on both of the PS2 versions, I found that you can really speed up the upgrading and use a lot less ammo by doing it this way. Then there's this option that was suggested to me by Sean McCafferty: "I've found that the lights and cardboard boxes at Emmet's place will regenerate if you drive down the street to Denise's house and return. So I've been able to get most of my weapons up to Hitman pretty easily by just getting on a bike, riding to Denise's and back and shooting all the same lights and boxes all over again. Since it's a quiet area, it's good because Cops don't bother you while you're shooting the place up." There's also this option by Victor Anni: "Next get at least 300 ammo for your weapon of choice. Go to the front of one of your safe houses preferably Jefferson or Willowfield. Kill a Cop and keep killing them until the SWAT guys start dropping from the helicopter or when your health is low. Duck into your safe house save and come back out and repeat. Saving helps you get rid of wanted levels and restores your health. Shooting the Cops also has the effect of increasing your respect level (you could even max it out). I used this strategy at the Willowfield safe house to level my silenced pistol, shotgun and

sawn-off shotgun to hitman levels within the space of an hour and a half (maybe less wasn't really timing)." 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Weapons and Special Items |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Weapons are the tools of the trade for any professional criminal regardless of sophistication (or lack thereof). There are thirty two different weapons, in nine different categories, that can be found and used to create mayhem and abuse. However, you can only have one of each type of weapon at a time so you are limited to a maximum of nine weapons. But there are other items you can pick up that can be used for different purposes like picture taking, jumping from high buildings or fostering relationships with some of the Girlfriends you can date within the game. There are three slots for these items. It should be noted that some of these items can be used as weapons depending on the situation. Most of the weapons listed have Weapon Skills that can be upgraded which will make these weapons far more effective. Some Weapon Classes use the same type of ammo so you can easily get a lot of ammo for a weapon by switching from one type of weapon within that class for another within the same class. The Shotgun class is one example. You can increase your Shotgun ammo by switching from one type of Shotgun to another since they use the same ammo. But not all Weapon Classes allow you to do that (an example would be the Handgun class since the Handguns in that class all use different ammo for each type). Most of these Weapons can be found at Ammu-Nation which will be opened after completion of the mission "Doberman". More weapons will be available for purchase at Ammu-Nation as you progress through the game. Here is the list of Ammu-Nations in San Andreas: >>Downtown Los Santos (Los Santos). >>Willowfield (Los Santos). >>Blueberry (Red County). >>Palomino Creek (Red County). >>Angel Pine (Badlands). >>Ocean Flats (San Fierro). >>El Quebrados (Tierra Robada). >>Fort Carson (Bone County). >>Bone County (Desert). >>Come-A-Lot (Las Venturas). >>Old Venturas Strip (Las Venturas). --------------------------------------------------------------------------**NOTE: Not all Ammu-Nations charge the same for a weapon. The Bone County, Come-A-Lot, and Old Venturas Strip Ammu-Nations charge more than the others. In addition, you can do the Ammu-Nation Challenge at most Ammu-Nations but I

will save that for after opening up the Desert / Las Venturas area. The descriptions of the weapons and items are listed here and their locations are listed in each major section of the guide. The information on each weapon and item is broken down as follows (if applicable): ++Appears after: This tells you what mission you have to complete before this weapon can be bought from Ammu-Nation. ++Cost: How much the weapon costs at Ammu-Nation. --------------------------------------------------------------------------++Notes: Information on the weapon or item. 0==============0 | Slot 1 - Fist \ 0===============================================> Good for hands-on fisticuffs but you can increase your damage potential by acquiring the Brass Knuckles which can be found in various places around San Andreas. 0=======================0 | Slot 2 - Melee Weapons \ 0===============================================> These weapons are used for pounding, stabbing, and slicing your enemies. Most of these weapons you can run with, some you can't. There are quite a lot of choices for the discriminating thugger..... >>Baseball Bat ************ Great for batting practice (on somebody's head) or breaking kneecaps. There are no Baseball Bat Weapon Icons in Los Santos but you can get one from a angry pedestrian if he happens to be wielding one. >>Nightstick ********** This can be acquired from a dead Cop since he won't be needing it anyway (or the locker room of most of the Police Stations). Great for when you want to enforce your own brand of law. Can't we all just get along?...... >>Golf Club ********* You can improve your swing and work somebody over at the same time..... >>Shovel ****** Good for digging up secrets and burying bodies..... >>Knife ***** A simple effective hand-held weapon. Can be used for stealth kills. Get behind someone, Target them and then use the Attack button to perform a stealth kill. >>Pool Stick

********** When you want to "cue" up some mayhem..... >>Katana ****** Not as effective as it was in Vice City but still a nice melee weapon to have. >>Chainsaw ******** Be careful using this weapon because you can't run while using it, unlike what you can with the other Melee Weapons, so you are vulnerable to being attacked or busted. Therefore, it has limited strategic potential. Good for some sick thrills though..... 0==================0 | Slot 3 - Handguns \ 0===============================================> There are three Handguns that can be found in the game. These guns have Weapon Skills that can be upgraded. You can also run when holding a Handgun. All three Handguns listed here all use different types of ammo so you will lose the ammo for one type of Handgun if you switch to another. >>9mm Pistol ********** Appears after: Doberman. Cost: ++$200 - Most Ammu-Nations. ++$240 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: A decent handgun that can be bought or acquired from dead Cops. When Hitman Weapon Skill Level is reached then you can dual-wield them. Also, you can run with this weapon while firing it. In addition, you can use this weapon with the Jetpack. >>Silenced 9mm Pistol ******************* Appears after: House Party. Cost: ++$600 - Most Ammu-Nations. ++$720 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: A better version of the 9mm Pistol. More powerful and silent too. But you have to stand still while firing it. >>Desert Eagle ************ Appears after: Black Project. Cost: ++$1,200 - Most Ammu-Nations. ++$1,440 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: The best handgun in the game. You have to stand still while firing this gun but, if you are quick with your targeting, then you can still make fast work of a group of gunmen with

little damage. 0==================0 | Slot 4 - Shotguns \ 0===============================================> The three Shotguns listed here have Weapon Skills that can be upgraded. All of the Shotguns use the same ammo so you can actually increase your Shotgun ammo when switching from one type of Shotgun to another. >>Shotgun ******* Appears after: Doberman. Cost: ++$600 - Most Ammu-Nations. ++$720 - Bone County / Las Venturas Ammu-Nations. Notes: Just a standard pump action single barreled shotgun. Slow on the fire rate but still effective. >>Sawn-Off Shotgun **************** Appears after: House Party. Cost: ++$800 - Most Ammu-Nations. ++$960 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: This Shotgun has had the barrels sawn off to make it easier to conceal. However, this greatly reduces its range. Also, this is the only Shotgun you can run with while holding it. When Hitman Weapon Skill Level is reached then you can dual-wield them. >>Combat Shotgun ************** Appears after: Don Peyote. Cost: ++$1,000 - Most Ammu-Nations. ++$1,200 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: This cool looking rapid fire shotgun is the best shotgun in the game. 0==========================0 | Slot 5 - Sub-Machine Guns \ 0===============================================> These lightweight weapons can take down anyone very quickly. These are the only weapons that can be used while in a car or on a motorcycle. In addition, these Weapons have Weapon Skills that can be upgraded. You can run while holding any of the Sub-Machine Guns. All of the Sub-Machine Guns use the same ammo so you can actually increase your Sub-Machine Gun ammo when switching from one type of Sub-Machine Gun to another. >>Tec-9 *****

Appears after: Doberman. Cost: ++$300 - Most Ammu-Nations. ++$360 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: This has the largest magazine of this group but is less accurate and has a slower rate of fire. When Hitman Weapon Skill Level is reached then you can dual-wield Tec-9's. You can also fire this weapon while moving. In addition, you can use this weapon with the Jetpack. >>Micro SMG ********* Appears after: Doberman. Cost: ++$500 - Most Ammu-Nations. ++$600 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: One of the better guns here as it has a good rate of fire and accuracy. It also has a slightly faster reload than the other guns. When Hitman Weapon Skill Level is reached then you can dual-wield them. You can also fire this weapon while moving. In addition, you can use this weapon with the Jetpack. >>SMG *** Appears after: House Party. Cost: ++$2,000 - Most Ammu-Nations. ++$2,400 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: The best Sub-Machine Gun in the group. Has a high rate of accuracy and fire making it perfect for drive-bys. This is the only Sub-Machine Gun that you can't duel-wield at Hitman Weapon Skill Level (you have to stand still while firing it) but that doesn't make you any less dangerous..... 0========================0 | Slot 6 - Assault Rifles \ 0===============================================> These weapons are very good for getting Weapon Skills that can be upgraded. You holding one. In addition, they also use increase your ammo by switching assault

rid of a crowd. These Weapons have cannot run with these weapons while the same bullets so you can rifles.

>>AK-47 ***** Appears after: Lure. Cost: ++$3,500 - Most Ammu-Nations. ++$4,200 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: A nice solid Assault Rifle that has been around a long time and is also easy to acquire on the streets. >>M4

**

Appears after: Yay Ka-Boom-Boom. Cost: ++$4,500 - Most Ammu-Nations. ++$5,400 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: This Weapon has a very fast rate of fire and is generally better than the AK-47. Perfect for most missions and territory acquisition.

0================0 | Slot 7 - Rifles \ 0===============================================> The Rifles listed below have no Weapon Skills to upgrade. Plus you cannot run with these weapons while holding one. >>Rifle ***** Appears after: Body Harvest. Cost: ++$1,000 - Most Ammu-Nations. ++$1,200 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: Good for taking down varmints like rival gang members and Cops..... >>Sniper Rifle ************ Appears after: Pier 69. Cost: ++$5,000 - Most Ammu-Nations. ++$6,000 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: This high powered, long distance weapon is very good for taking down people and to explore the surroundings with because of its view-scope. You can even crouch with this weapon making your sight more steady. 0=======================0 | Slot 8 - Heavy Weapons \ 0===============================================> These are some of the most powerful weapons in the game. However, you cannot run while holding them thus making you an easy target for law enforcement. Plus you can't crouch either. These Weapons have no Weapon Skills to upgrade. >>RPG *** A standard issue RPG. Hold down the Target button to properly aim the weapon and press Attack to launch. >>Heat-Seeking RPG **************** Better than your standard RPG because the rockets will follow any heat source coming from a vehicle. Target your victim until the

reticle turns from green to red then press Attack to frag him. >>Flamethrower ************ If you can't stand the heat then get the hell away from CJ..... >>Mini-Gun ******** This powerful handheld Gatling Gun (a holdover from Vice City) is made better because of the improved aiming system. You can shred anything in seconds with this puppy! 0============================0 | Slot 9 - Projectile Weapons \ 0===============================================> These weapons are meant to be thrown at your targets. The longer you hold the Attack button, the farther you throw. You can run with these weapons while holding them. These Weapons have no Weapon Skills to upgrade. >>Grenades ******** Appears after: Doberman. Cost: ++$300 - Most Ammu-Nations. ++$360 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: Toss one of these and watch the crowds scatter (in more ways than one)..... >>Tear Gas ******** This weapon is much better implemented in San Andreas than was in Vice City. Better still, CJ is unaffected by the Tear Gas cloud. Bonus! Outside of a kick to the groin this is probably the best way to make a grown man cry...... >>Molotovs ******** Can be used to flambe' your careless in where you throw Fireproof Feature (by doing cool when everybody else is

enemies and yourself if you're too one. Best used when you acquire the the Fire Truck Mission) to keep yourself not.....

>>Remote Explosives ***************** Appears after: Body Harvest. Cost: ++$2,000 - Most Ammu-Nations. ++$2,400 - Bone County / Las Venturas Ammu-Nations. --------------------------------------------------------------------Notes: This is basically a sticky grenade that you can attach to buildings, vehicles and even people. Then switch to the Detonator (it has its own slot when the Remote Explosives is used) to detonate. Lots of fun can be had with this weapon. 0=========================0

| Slot 10 - Handheld Items \ 0===============================================> These items listed here have multiple uses. >>Spray Can ********* This is used to spray over Graffiti Tags. But it can also be used like Tear Gas to stun an enemy and, if you keep spraying him, it will even kill him. Not exactly eco-friendly..... >>Camera ****** This is used mainly for the San Fierro Photo-Ops done later in the game. But you can recruit gang members with it and they will even take your picture when you give them the Camera. >>Fire Extinguisher ***************** This is used to put out fires, of course. Aim at the base of the flame and press Attack put it out. It can also be used as an effective Tear Gas-like weapon to stun (and kill) enemies and bash them with the unit itself when you get close enough. 0================0 | Slot 11 - Gifts \ 0===============================================> These items are used for dating Girlfriends. Strangely enough, you can also use these items as weapons..... >>Flowers ******* For when you want to play nice and sweet you can't go wrong with flowers. It is important to note that, once you take them from a location, that they will *NOT* re-spawn so be careful when acquiring them. Although, according to Dan Stephen, they are able to re-spawn in the PC version so the PS2 version may have a bug that causes them not to re-spawn when one is picked up. >>Double-Ended Dildo ****************** For when you're feeling horny and you don't want to beat around the bush about it (so to speak)..... >>Cane **** For some strange reason this particular item is a gift instead of a plain melee weapon. Reader Kevin Brown said "but my idea is it's like a show off thing you know like pimps carry canes." Considering that there is a Pimping Mission in this game this explanation makes sense. >>Vibrator

******** Great for massaging those "special areas"..... 0========================0 | Slot 12 - Apparel Items \ 0===============================================> These items need to be worn to be used. Some of these items won't appear until after the missions in which they are used. >>Parachute ********* When you need to bail from a plane or drop in on some unwanted guests then you'll need one of these. Press Attack to pull the ripcord and hope it works..... >>Thermal Goggles *************** These goggles allow you to see the heat signature of objects, especially bodies. According to Malcrasternus, who posted this little find on the GameFAQs Message Boards, you can use these goggles to locate the San Fierro Photo-Ops regardless of the time of day. To use them, switch to them and press Attack. To turn them off, switch back to them (you can have them on while using other items) and press Attack again. It is important to note that, once you take them from a location, that they will *NOT* re-spawn so be careful when acquiring them. >>Night Vision Goggles ******************** These goggles intensify faint light and allow you to see in the dark. You can also use these to find the San Fierro Photo-Ops regardless of the time of day. These goggles may actually be better than the Thermal Goggles for finding the Photo-Ops - you can see your surroundings better. To use them, switch to them and press Attack. To turn them off, switch back to them (you can have them on while using other items) and press Attack again. It is important to note that, once you take them from a location, that they will *NOT* re-spawn so be careful when acquiring them. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Body Armor and Police Bribe Icons |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 But Weapon Icons aren't the only things you will find scattered around San Andreas. You will also find these other icons that you can use to help you out: 0===========================================================================0 | Body Armor | This armor-shaped icon will increase your armor rating to | | | its maximum of 100 (the number can be seen in the Stats). | | | When you complete Level 12 of the Vigilante Mission then |

| | your maximum will increase to 150. | | | | | | You can buy Body Armor from Ammu-Nation after completion | | | of the mission "Doberman" for $200 (most Ammu-Nations | | | $240 from the Bone County / Las Venturas Ammu-Nations). | |--------------+------------------------------------------------------------| | Police Bribe | These star-shaped icons will drop your Wanted Rating by | | | one star when picked up. It is best to know where all the | | | bribe icons are located before doing any missions so you | | | can quickly deal with any law enforcement pursuit. | 0===========================================================================0 0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | D. Food and Drinks |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 There are many places in the Los Santos and Red County area where you can get food to replenish your health, to stop your hunger or to get fat. All of the fast food restaurants (Well Stacked Pizza, Cluckin' Bell and Burger Shot) will be active and appear on your in-game map after completion of the mission "Ryder". ----------------------------------------------------------------------------**NOTE: The icon for the Cluckin' Bell in Market (Los Santos) does *NOT* appear on the in-game map (and even on the printed map) for the AO Versions. It has been fixed for the Second Edition versions. In addition, there is a Well Stacked Pizza in Montgomery (Red County) that does not have an icon on the in-game map regardless of version. ----------------------------------------------------------------------------However, there are other food places that do not appear on the in-game map that can be accessed at any time from the beginning of the game: 0===========================================================================0 | Snack Machines | These are silver colored machines that provide snack | | | food (for $1) and are open at the beginning of the | | | game. | |-----------------+---------------------------------------------------------| | Sprunk Machines | These are green colored machines that provide soda (for | | | $1) and are open at the beginning of the game. There | | | are a couple of red colored ECola Machines in San | | | Fierro but behave the same. | |-----------------+---------------------------------------------------------| | 24-7 | These are convenience stores that contain both Snack | | | Machines and Sprunk Machines (as well as arcade games). | | | They do *NOT* appear on the in-game map although they | | | are open from the beginning. There is one 24-7 in | | | Mulholland (Los Santos) that doesn't have any machines | | | so is not listed. | |-----------------+---------------------------------------------------------| | Food Stands | These are small individual food stands that offer food | | | for $1. | |-----------------+---------------------------------------------------------| | Hot Dog Vans | These are vans that often appear in rural areas that | | | offer food for $1. However, they may not appear when | | | you get to where they are usually at so you may have to |

| | make another pass to make them appear. | 0===========================================================================0 With that explained, let's go over the..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS4. Los Santos / Red County Weapon, Item and, Food Locations | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this chapter, by area and neighborhood, are the Weapon, Handheld Items, Gifts, Apparel Items, Body Armor, Police Bribe, and Food locations for the Los Santos and Red County region. The information under the weapon, item, or food location (if applicable) is broken down as follows: ++Location: Specific location of weapon, item or food location. ++Map: Map co-ordinates on the printed map that comes included with the San Andreas game disc. ++Directions: How to get there and find the weapon, item or food (if applicable). Landmarks are based off of icons on the in-game map or other easily notable land or city features. 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Los Santos |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0---------------------------------------------------------------------------0 | Rodeo |===========================================================| Rodeo | 0---------------------------------------------------------------------------0 0======0 | Gifts \ 0=====================================> >>Cane **** Location: Near the front of the Rodeo Victim Clothes Store. Map: (E-4). Directions: From the entrance of the Santa Maria Beach Pier (at the top of the hill), head west to the three-way intersection with the large road then turn right, follow the road curve going east then stop at the *SECOND* intersection. You should be in the intersection, on the Rodeo Victim Clothes north of the store's

middle of Rodeo. Just south of this east side of the road, should be the Store. The gift can be found just entrance.

0=============0 | Police Bribe \ 0=====================================> >>Location: Between two large planters at a large white apartment building. Map: (E-4).

Directions: From the Santa Maria Beach Pay 'N' Spray, head east to the next three-way intersection (with the large road) and turn right then stop at the *THIRD* intersection. At the southwest corner of this intersection is a large white apartment building. Just south of here are two large planters. The Bribe can be found between these two planters. 0---------------------------------------------------------------------------0 | Santa Maria Beach |===================================| Santa Maria Beach | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>9mm Pistol ********** Location: At the lifeguard station just west of the Santa Maria Pier. Map: (E-4). >>Grenades ******** Location: Behind the wooden building near the Pizza By The Slice stand midway down the Santa Maria Pier. Map: (E-4). 0============0 | Food Stands \ 0=====================================> >>Location: At the end of the Santa Maria Beach pier. Map: (F-4). 0---------------------------------------------------------------------------0 | Vinewood |=====================================================| Vinewood | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Nightstick ********** Location: Inside the guard shack at the front of the large Film Studio. Map: (E-4). Directions: From the Temple Pay 'N' Spray, head west to the next three-way intersection then turn left. When you get to the next intersection then angle slightly southwest and continue forward through it. Continue forward and stop at the next three-way intersection. At the west side of this intersection is the Film Studio. The weapon can be found inside the guard shack near the water tower just southwest from the entrance. >>Sawn-Off Shotgun ****************

Location: Between Stage A and another un-named stage in the corner of the large Film Studio. Map: (E-4). Directions: From the Temple Pay 'N' Spray, head west to the three-way intersection then turn left. When you next intersection then angle slightly southwest continue forward through it.

southwest next get to the and

Continue forward and stop at the next three-way intersection. At the west side of this intersection is the Film Studio. Go through the entrance and head west. As you get about halfway inside then you should see a large stage (Stage A) almost ahead of you and to the left. Head to the southeast corner of this stage. Just southwest of you is another stage with no name. There is also an alley between these two stages. The weapon can be found in this alley. >>AK-47 ***** Location: Near the Victim billboard in the northwest corner large Film Studio. Map: (E-4). Directions: From the Temple Pay 'N' Spray, head west to the three-way intersection then turn left. When you next intersection then angle slightly southwest continue forward through it.

of the next get to the and

Continue forward and stop at the next three-way intersection. At the west side of this intersection is the Film Studio. Go through the entrance and immediately turn right to go between Stage B and the nearby wall. Then turn left at the next corner. Continue forward and head toward the next corner where you should find the billboard and the weapon. >>Sniper Rifle ************ Location: At the top of the stairs for Interglobal Television Studios. Map: (E-4). Directions: From the Verona Beach Safehouse, head north to the *THIRD* intersection (with the large main road) then turn left and stop at the next intersection. At the northwest corner of this intersection is the Interglobal Television Studios. The entrance for the parking lot for ITS is near the intersection. Go into the parking lot and you should see a set of stairs on the east side of the building. Climb the stairs all the way to the top to find the weapon. >>Molotovs ******** Location: By the "Strain Hard" / Sprunk billboard. Map: (D-4).

Directions: From the Temple Pay 'N' Spray, head west to the next three-way intersection and turn right. Continue forward and turn left at the next intersection (with the large main road). From here, you should see the billboard for "Strain Hard" / Sprunk on the right side of the street. The weapon can be found at the base of this billboard. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In the southeast section of the Los Sepulcros Cemetery. Map: (E-4). Directions: From the Temple Pay 'N' Spray, head west to the next three-way intersection then turn left. Then stop at the next intersection. At the northwest corner of this intersection is the Los Sepulcros Cemetery. The entrance to the Cemetery is just north of this intersection. Head through the entrance and you should see a large obelisk ahead and to the left. The gift can be found near the south side of this obelisk. 0=============0 | Police Bribe \ 0=====================================> >>Location: In an alleyway. Map: (E-4). Directions: From the Temple Pay 'N' Spray, head west to the next three-way intersection and turn left. Continue forward then turn right at the next intersection. Then head to the next three-way intersection where this road ends and stop. On the west side of this intersection is a large archway with a wood enclosure on top with large brick columns. At the north side of this archway is the entrance to an alleyway. Go west through this entrance and you should see a ramp leading down. You can find the Bribe at the bottom of this ramp. 0---------------------------------------------------------------------------0 | Marina |=========================================================| Marina | 0---------------------------------------------------------------------------0 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of the Marina Burger Shot. Map: (E-4). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is

available in all other versions. 0---------------------------------------------------------------------------0 | Mulholland |=================================================| Mulholland | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Sniper Rifle ************ Location: On the upper level of a large white apartment building. Map: (D-4). Directions: From the Temple Pay 'N' Spray, head west to the next three-way intersection and turn right. Continue north and stop at the next intersection (with the large main road). At the north side of this intersection is a large white apartment building. The weapon can be found on the top level of this building. ----------------------------------------------------------------------**NOTE: This weapon can be reached by helicopter, Parachute, Jetpack, or by jumping from the top of the house just northwest of the building. >>Tec-9 ***** Location: Behind a large brick house. Map: (D-4). Directions: From the driveway of the Mulholland Safehouse, head west and cross the bridge. Continue forward along the road and stop at the next intersection (which looks like a road merge and has a single signal light). At the south side of this unusual intersection is a large brick house with white and brown trim. The weapon can be found at the south side of this house. >>Rifle ***** Location: Near the swimming pool of a large house. Map: (D-5). Directions: From the driveway of the Mulholland Safehouse, head west and cross the bridge. After crossing the bridge then you should see a large house to your left. Enter the driveway to this large house and go to the backyard on the west side. Here you should see a swimming pool. The weapon can be found against the large house near the pool. >>AK-47 ***** Location: Behind the Mulholland 24-7. Map: (D-5). Directions: From the west side of the Mulholland Intersection, head west and stop at the intersection with two large roads. To

the north you should see the large "VINEWOOD" sign on the hill. Near the northwest corner of this intersection is the Mulholland 24-7. The weapon can be found behind this building. >>Golf Club ********* Location: At the base of the broadcasting tower behind the large "VINEWOOD" sign. Map: (D-5). Directions: From the west side of the Mulholland Intersection, head west and stop at the intersection with two large roads. Look north to find the large "VINEWOOD" sign on the hill. The weapon can be found almost directly behind the "D" near the base of the broadcasting tower. 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of the Mulholland Burger Shot. Map: (D-5). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: On a little road circle. Map: (D-4). Directions: From the driveway of the Mulholland Safehouse, head west and cross the bridge. Continue forward along the road and stop at the next intersection (which looks like a road merge and has a single signal light). Just southeast of here the road splits to go around an island then re-converges to continue south thus creating a little road circle. The gift can be found at the east side of this circle. >>Cane **** Location: Behind the large "VINEWOOD" sign. Map: (D-5). Directions: From the west side of the Mulholland Intersection, head west and stop at the intersection with two large roads. Look north to find the large "VINEWOOD" sign on the hill. The gift can be found directly behind the "N". >>Health ******

Location: At Madd Dogg's Crib inside the kitchen on the first floor after completion of the mission "A Home In The Hills". Map: (D-5). ----------------------------------------------------------------------**NOTE: This is technically not an item you can carry with you but can be considered the "gift of life" hence its listing here since it is the only Health Icon in all of San Andreas. 0==============0 | Apparel Items \ 0=====================================> >>Thermal Goggles *************** Location: At Madd Dogg's Crib inside the barroom on the first floor by the large TV after completion of the mission "A Home In The Hills". Map: (D-5). >>Night Vision Goggles ******************** Location: At Madd Dogg's Crib on the first floor by the kitchen entrance after completion of the mission "Breaking The Bank At Caligula's". Map: (D-5). 0===========0 | Body Armor \ 0=====================================> >>Location: On the upper level of a large white apartment building. Map: (D-4). Directions: From the Temple Pay 'N' Spray, head west to the next three-way intersection and turn right. Continue forward and stop at the next intersection (with the large main road). At the north side of this intersection is a large white apartment building. The Armor can be found on the top level of this building. ------------------------------------------------------------------------**NOTE: This item can be reached by helicopter, Parachute, Jetpack, or by jumping from the top of the house just northwest of the building. >>Location: Inside one of the bedrooms on the upper level of Madd Dogg's Crib after completion of the mission "A Home In The Hills". Map: (D-5). 0=============0 | Police Bribe \ 0=====================================> >>Location: By a yellow house. Map: (D-5). Directions: From the driveway of the Mulholland Safehouse, head east and take the road curve going around the Safehouse so you are heading west. After crossing the bridge, stop.

Right at the very end of the bridge, to your right, is a driveway. Take the driveway and it will curve east. The driveway will lead you to a yellow house where the Bribe can be found to the left of the car garage. 0=====0 | 24-7 \ 0=====================================> >>Location: Just south of the "VINEWOOD" sign. Map: (D-5). Directions: From the west side of the Mulholland Intersection, head west and stop at the intersection with two large roads. The Store can be found near the northwest corner of this intersection. 0---------------------------------------------------------------------------0 | Temple |=========================================================| Temple | 0---------------------------------------------------------------------------0 0======0 | Gifts \ 0=====================================> >>Cane **** Location: In the middle of a group of apartments. Map: (E-5). Directions: From the Temple Pay 'N' Spray, head east to the *THIRD* four-way intersection then stop. Near the southeast corner of this intersection is a grouping of apartments. Go east from this intersection and you should see the large driveway for these apartments off to your right. Turn right and head south along this driveway. The gift can be found to your right and against the wall at the bottom of the steep incline. 0---------------------------------------------------------------------------0 | Market |=========================================================| Market | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Knife ***** Location: On the loading bay ramp directly behind All Saints General Hospital. Map: (E-5). Directions: From the Verona Beach Safehouse, head north to the *THIRD* intersection (with the large main road) then turn right. Then head to the *SECOND* intersection and stop. At the northwest corner of this intersection is All Saints General Hospital. At the west side of the Hospital is an alley.

From this intersection, head north into this alley then turn left halfway through. Ahead of you should be three loading ramps. The weapon can be found in the first loading ramp. 0=============0 | Police Bribe \ 0=====================================> >>Location: In the middle of an apartment complex. Map: (E-5). Directions: From the Verona Beach Safehouse, head north to the *THIRD* intersection (with the large main road) then turn right. Then head to the *SECOND* intersection and stop. At the northwest corner of this intersection is All Saints General Hospital. From this intersection, head north to the next three-way intersection, at the northeast corner of the Hospital, then stop. At the north side of this intersection is an entryway into an apartment complex. Go north through this entryway to find the Bribe. 0================0 | Sprunk Machines \ 0=====================================> >>Location: At the east side inside the Verona Mall. Map: (E-5). Directions: From the Verona Beach Safehouse, head north to the *THIRD* intersection (with the large main road) then turn right. Then head to the next intersection and stop. At the southeast corner of this intersection is the Verona Mall. Head east a little bit then turn right to go into the courtyard inside the Mall. The Machine can be found against the wall at the east side of the courtyard. 0---------------------------------------------------------------------------0 | Verona Beach |=============================================| Verona Beach | 0---------------------------------------------------------------------------0 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: Near the Chili Dog stand. Map: (E-4). Directions: From the Verona Beach Safehouse, head south to the three-way intersection where the road ends then turn left. Head to the *SECOND* three-way intersection (just after the road curve going south) then stop. At the west side of this intersection is part of the beach. A little further west and you should see an area that has picnic tables, trees, and a Chili Dog stand. The gift can

be found in the middle of this area. 0=============0 | Police Bribe \ 0=====================================> >>Location: In the corner of an alley. Map: (E-5). Directions: From the Verona Beach Safehouse, head north to the next intersection then turn right. Continue forward to the *FOURTH* road intersection (with a large road) then stop. At the southwest corner of this intersection is a brick red building. At the south side of this building is an alley. Go west through this alley and you should find the Bribe at the next corner. 0============0 | Food Stands \ 0=====================================> >>Location: On the beach just southwest of the Conference Center. Map: (E-5). Directions: From the Verona Beach Safehouse, head south to the three-way intersection where the road ends then turn left. Head to the *SECOND* three-way intersection (just after the road curve going south) then stop. At the west side of this intersection is part of the beach. A little further west and you should see an area that has picnic tables, trees, and the Stand. 0---------------------------------------------------------------------------0 | Conference Center |===================================| Conference Center | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Silenced 9mm Pistol ******************* Location: At the top of the stairs at the southeast part of the Conference Center. Map: (E-5). Directions: From the Los Santos Police Department HQ entrance, head south then turn right at the next three-way intersection. Then head all the way to the three-way intersection (with the large main road) where this road ends. Then turn left and head down to the three-way intersection where this main road ends. At the northwest corner is the southeast portion of the Conference Center. Head northwest from here to find the stairs for this part of the Center. The weapon can be found at the top of these stairs. 0===========0

| Body Armor \ 0=====================================> >>Location: On the walkway at the southwest corner of the Conference Center. Map: (E-5). Directions: From the Verona Beach Safehouse, head south to the three-way intersection where the road ends then turn left. Head to the *SECOND* three-way intersection (just after the road curve going south) then stop. At the northeast corner of this intersection is the southwest portion of the Conference Center. Not far from here, just to the east, is a set of stairs leading up to the doors for this section of the Center. Go up the stairs then go left around the concrete railing to go on the walkway that goes along the west side of this building. The Armor can be found in the corner at the north end of this walkway. 0---------------------------------------------------------------------------0 | Verdant Bluffs |=========================================| Verdant Bluffs | 0---------------------------------------------------------------------------0 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In front of the Observatory. Map: (E-5). Directions: Follow the long winding road from Commerce up to the parking area at the top of Verdant Bluffs. From here, head west up the stairs to the area in front of the Observatory. Head west all the way to the Observatory itself. The gift can be found just south of the entrance. 0===========0 | Body Armor \ 0=====================================> >>Location: In a large patio area. Map: (E-5). Directions: From the Los Santos Police Department HQ entrance in Pershing Square, head south then turn left at the next three-way intersection. Then head to the next three-way intersection nearby then turn right. Then go all the way to the three-way intersection where this road ends and stop. At the south side of this intersection is a large patio area with several tables (with umbrellas) and trees. The Armor can be found in the northwest corner of this large patio area. 0---------------------------------------------------------------------------0

| Downtown Los Santos |===============================| Downtown Los Santos | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Tear Gas ******** Location: At the top of the front steps of the Opera House. Map: (D-5). Directions: From the Temple Pay 'N' Spray, head east to the *FOURTH* intersection (with the large road). At the northeast corner of this intersection is the Opera House. The weapon can be found at the main entrance at the south side of the building just a short distance east of this corner. >>RPG *** Location: On top of the tall building with the antenna. Map: (E-5). Directions: From the Jefferson Safehouse, head west to the three-way intersection, turn right then turn left at the next three-way intersection. Then proceed forward to the next four-way intersection and stop. At the northeast corner of this intersection should be the park for Glen Park. From here, head west and follow the road to the next four-way intersection then stop. At the northeast corner of this intersection is a tall building. The weapon can be found on the rooftop of this building near the antenna. ----------------------------------------------------------------------**NOTE: This weapon can only be acquired by helicopter, Dodo, Jetpack, or Hydra. 0==============0 | Apparel Items \ 0=====================================> >>Parachute ********* Location: At the top of the tallest building in Los Santos. Map: (E-5). Directions: From the Los Santos Police Department HQ entrance in Pershing Square, head north then turn left at the next three-way intersection. Then head to the next four-way intersection and turn right. Continue forward to the *SECOND* four-way intersection then turn right and stop at the three-way intersection underneath the highway overpass. At the southwest corner of this intersection is the tallest building in Los Santos. There should be an entrance at the northeast side of this building not far from your current position. This will allow you to reach the top of this building so you can

acquire the item. 0================0 | Sprunk Machines \ 0=====================================> >>Location:In the middle of a courtyard. Map: (E-5). Directions: From the Jefferson Safehouse, head west to the three-way intersection and turn left then turn right at the next three-way intersection. Then proceed forward to the three-way intersection where this road ends then stop. At the west side of this intersection is a long white building with a bluish glass archway that leads into a courtyard. From here, head west through this archway. As you head into the courtyard then you should see some tables and chairs to your left. Turn left at the corner and you should see the Macine ahead of you against the wall on the left. 0============0 | Food Stands \ 0=====================================> >>Location: Under the highway overpass. Map: (E-5). Directions: From the Los Santos Police Department HQ entrance in Pershing Square, head north then turn left at the next three-way intersection. Then head to the next four-way intersection and turn right. Continue forward to the *SECOND* four-way intersection then turn right and stop at the three-way intersection underneath the highway overpass. You can find the Stand at the northwest corner of this intersection. 0---------------------------------------------------------------------------0 | Commerce |=====================================================| Commerce | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Brass Knuckles ************** Location: In the alley beside the Commerce 24-7. Map: (E-5). Directions: From the Los Santos Police Department HQ entrance, head south then turn right at the next three-way intersection. Then head to the *SECOND* three-way intersection and stop. Just ahead of you is another set of signal lights which are for the parking lot of a small business, the Commerce 24-7. The weapon can be found in the alley at the west side of the building.

0===========0 | Body Armor \ 0=====================================> >>Location: Inside the Atrium's lobby. Map: (E-5). Directions: From the Los Santos Police Department HQ entrance in Pershing Square, head south then turn left at the next three-way intersection. Then head to the next four-way intersection (just after you go under the freeway) and turn left. Head all the way to the three-way intersection where this road ends then stop. At the southeast corner of this intersection is the Atrium. There are some escalators to the east that you have to go up on to access the entrance. When you get into the lobby then you can find the Armor behind the counter on the south side. 0=====0 | 24-7 \ 0=====================================> >>Location: Just west of City Hall. Map: (E-5). Directions: From the Los Santos Police Department HQ entrance, head south then turn right at the next three-way intersection. Then head to the *SECOND* three-way intersection and stop. Just ahead of you is another set of signal lights which are for the parking lot of a small business, the Commerce 24-7. 0---------------------------------------------------------------------------0 | Pershing Square |=======================================| Pershing Square | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Nightstick ********** Location: In the locker room, on the first floor, of the Los Santos Police Department HQ. Map: (E-5). >>9mm Pistol ********** Location: On the lower floor inside the Los Santos Police Department HQ. Map: (E-5). ----------------------------------------------------------------------**NOTE To get this weapon without obtaining a 2-Star Wanted Rating you have to have either a Dildo, Vibrator, Flowers, Nightstick, Baseball Bat, or Golf Club in your hand when you acquire the weapon - thanks to Haenlomal and Mario Izquierdo for those tips. >>Shotgun *******

Location: On the top floor, in one of the interrogation rooms, inside the Los Santos Police Department HQ. Map: (E-5). ----------------------------------------------------------------------**NOTE To get this weapon without obtaining a 2-Star Wanted Rating you have to have either a Dildo, Vibrator, Flowers, Nightstick, Baseball Bat, or Golf Club in your hand when you acquire the weapon - thanks to Haenlomal and Mario Izquierdo for those tips. 0======0 | Gifts \ 0=====================================> >>Double-Ended Dildo ****************** Location: In the showers, by the locker room, on the first floor inside the Los Santos Police Department HQ. Map: (E-5). 0===========0 | Body Armor \ 0=====================================> >>Location: In the locker room, on the first floor, inside the Los Santos Police Department HQ. Map: (E-5). >>Location: In the middle cell at the basement level inside the Los Santos Police Department HQ. Map: (E-5). 0---------------------------------------------------------------------------0 | Unity Station |===========================================| Unity Station | 0---------------------------------------------------------------------------0 0================0 | Sprunk Machines \ 0=====================================> >>Location: At the south side of Unity Station near the tracks. Map: (E-5). Directions: From the entrance of the Idlewood Pay 'N' Spray, head south, cross the bridge and follow the road curve going west. Then head forward and follow the next road curve going north then stop at the next three-way intersection. At the southwest part of this intersection is Unity Station. Just south of this intersection is the parking lot entrance. Enter the parking lot and go south to the tracks then head right. To your right you should see some doors and ticket machines. Go to the west end of this section to find the Machine. 0---------------------------------------------------------------------------0 | El Corona |===================================================| El Corona |

0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>SMG *** Location: Behind the white wall on the south side of Unity Station. Map: (E-5). Directions: From the entrance of the Idlewood Pay 'N' Spray, head south, cross the bridge, and follow the road curve going west. Then head forward and follow the next road curve going north then stop at the next three-way intersection. At the southwest part of this intersection is Unity Station. Just south of this intersection is the parking lot entrance. Enter the parking lot and you should see a wall on the southwest side. The weapon can be found on the opposite side of this wall in the corner. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In the front yard of a house. Map: (E-5). Directions: From the entrance of the Idlewood Pay 'N' Spray, head south, cross the bridge, and follow the road curve going west. Then head west all the way to the next road curve going north and stop. At the inside part of this road curve is a blue house. Head east from here to the *NEXT* blue house to find the gift in the front yard. 0---------------------------------------------------------------------------0 | Los Santos International Airport |=====| Los Santos International Airport | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Tec-9 ***** Location: Underneath the freeway ramp near the southwest parking lot. Map: (F-5). Directions: Go to the three-way intersection at the west side of the tall Control Tower building for Los Santos International Airport. From here, head west to the circular road that goes around the weird looking building and go south. Then stop at the next road intersection. At the southwest corner of this intersection is the southwest parking lot. Along the south edge of this lot is the road that leads back to the main highway. This road

will also start to ramp up to a bridge. The weapon can be found under the bridge against the ramp wall. >>M4 **

Location: In-between the concrete ramps at the west end of the main runways inside the Los Santos International Airport grounds. Map: (F-5).

0===========0 | Body Armor \ 0=====================================> >>Location: On the platform in the inner portion of Los Santos International Airport. Map: (F-5). Directions: Go to the three-way intersection at the west side of the tall Control Tower building for Los Santos International Airport. From here, head south and follow the road curve going east. Go through the next three-way intersection and take the road curve going north. At this point you'll start to go down to the lower level of the Airport. After the road curve going west then you'll see the lower portion of the Airport. Just before you reach the bottom of the incline then you should see a platform to your right. The Armor can be found on this platform in the corner. 0===============0 | Snack Machines \ 0=====================================> >>Location: Just west of the main terminal entrance. Map: (F-5). Directions: Go to the three-way intersection at the west side of the tall Control Tower building for Los Santos International Airport. From here, head north and take the road curve going east. Then stop in the crosswalk just right after the curve. You can find the Machine against the wall northeast from this point. 0---------------------------------------------------------------------------0 | Glen Park |===================================================| Glen Park | 0---------------------------------------------------------------------------0 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: Near the east side of the lake within the park. Map: (E-5). Directions: From the Jefferson Safehouse, head west to the three-way intersection then turn right and stop at the next three-way intersection. At the northwest corner of this intersection is the park with the lake in the center.

From here, head northwest and, as you get near the lake, then you should see a medium sized tree that is ringed with small red flowery bushes. The gift can be found near this tree. 0=============0 | Police Bribe \ 0=====================================> >>Location: In the small tunnel under the north end of the bridge that goes over the lake in the park. Map: (E-6). 0---------------------------------------------------------------------------0 | Idlewood |=====================================================| Idlewood | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Katana ****** Location: Behind the wooden fence east of the Idlewood 24-7. Map: (E-5). Directions: From the entrance of the Idlewood Pay 'N' Spray, head south, cross the bridge and follow the road curve going west. Then head forward and follow the next road curve going north then stop at the next three-way intersection. At the southwest part of this intersection is Unity Station. At the east side of this intersection is the Idlewood 24-7. Behind the 24-7 is a wooden fence. The weapon can be found in a corner on the opposite side of this fence. >>Grenades ******** Location: On the top of the stairs at the 24-Hour Motel. Map: (E-6). Directions: From the three-way intersection at the northeast corner of the Idlewood Pay 'N' Spray, head north to the next intersection (where three roads meet) then turn right. Head forward and stop at the road curve that goes north. On the outside part of this curve is the parking lot for the 24-Hour Motel. Go south into the parking lot then turn right at the corner. Ahead of you should be a set of stairs. The weapon can be found at the top of these stairs. 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher *****************

Location: Behind the counter of the Idlewood Well Stacked Pizza. Map: (E-6). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: At the Going Gas Station. Map: (E-5). Directions: From the three-way intersection at the northeast corner of the Idlewood Pay 'N' Spray, head west then turn right at the next three-way intersection. Then head to the next three-way intersection and stop. At the southwest corner of this intersection is the Going Gas Station where you can find the gift between the gas pumps and the main building. 0==========================0 | Snack and Sprunk Machines \ 0=====================================> >>Location: Inside the Alhambra Club. Map: (E-5). Directions: From the three-way intersection at the northeast corner of the Idlewood Pay 'N' Spray, head west then turn right at the next three-way intersection. Then turn left at the next three-way intersection and proceed to the next double intersection then stop. At the northeast part of this intersection should be a large white building. This is the Alhambra Club and the entrance is on the west side. Go inside the Club where you can find a Sprunk Machine by the front door with another in the back next to a Snack Machine. 0================0 | Sprunk Machines \ 0=====================================> >>Location: At the Going Gas Station. Map: (E-5). Directions: From the three-way intersection at the northeast corner of the Idlewood Pay 'N' Spray, head west then turn right at the next three-way intersection. Then head to the next three-way intersection and stop. At the southwest corner of this intersection is the Going Gas Station where you can find the Machine against the main building. 0=====0 | 24-7 \ 0=====================================> >>Location: East of Unity Station.

Map: (E-5). Directions: From the entrance of the Idlewood Pay 'N' Spray, head south, cross the bridge and follow the road curve going west. Then head forward and through the next road curve going north then stop at the next three-way intersection. At the southwest part of this intersection is Unity Station. At the east side of this intersection is where can find the Store. 0---------------------------------------------------------------------------0 | Las Colinas |===============================================| Las Calinas | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>9mm Pistol ********** Location: In an empty lot between two houses. Map: (E-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Head all the way to the three-way intersection where this road ends. At the southeast corner of this intersection is the Jefferson Motel. From here, head east, cross the railroad tracks, then turn left at the double intersection next to the tracks. Follow the road and the hill. After you brown house to your lot. The weapon can south side.

it will curve to the east then head up finish the curve then you should see a right. After this house is an empty be found in this lot by the wall on the

>>Tec-9 ***** Location: In an open area near a large billboard. Map: (E-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Head all the way to the three-way intersection where this road ends. At the southeast corner of this intersection is the Jefferson Motel. From here, head east, cross the railroad tracks, then turn left at the double intersection next to the tracks. Follow the road and it will curve to the east then head up the hill. After you finish the curve then you should see a house to your right. Continue forward until you get to the road curve going north. Just as you get to this curve then look to your right. You should see a lot with three large palm trees. Go into this lot and between these trees then climb over the short wall. You should be in an open area with a chain-link fence

bordering it to the south. Head southeast toward a large billboard to find the weapon. >>SMG *** Location: At the top of the stairs of the house with the brick yard. Map: (D-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Head all the way to the three-way intersection where this road ends. At the southeast corner of this intersection is the Jefferson Motel. From here, head east then turn left at the next intersection which is in front of the parking lot entrance for the Motel. Climb the steep hill then turn right at the three-way intersection at the top. As you proceed along the street then you should see a large beige house with an sharply angled brick red rooftop to your left. There is also a set of stairs on the east side of this house where there is a a parking lot made out of red bricks. Go up the stairs and you should find the weapon in the corner. >>Grenades ******** Location: Tucked in a corner in the front of a small house with a dark wooden fence (and a dark wooden house extension). Map: (D-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Head all the way to the three-way intersection where this road ends. At the southeast corner of this intersection is the Jefferson Motel. From here, head east then turn left at the next intersection which is in front of the parking lot entrance for the Motel. Climb the steep hill then turn right at the three-way intersection at the top. On the right side of the road you will see some homes. Continue forward and the homes will end then a long guardrail will begin. Continue forward until the guardrail ends. Where the guardrail ends there will be a trailer. Directly across the street north of this trailer is a small house with a dark wooden fence. The weapon can be found in the corner at the southeast part of this house. 0===============0 | Handheld Items \ 0=====================================> >>Spray Can *********

Location: Behind a trailer. Map: (E-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Head all the way to the three-way intersection where this road ends. At the southeast corner of this intersection is the Jefferson Motel. From here, head east then turn left at the next intersection which is in front of the parking lot entrance for the Motel. Climb the steep hill then turn right at the three-way intersection at the top. On the right side of the road you will see some homes. Continue forward and the homes will end. From this point a long guardrail will begin. Continue forward until the guardrail ends. Where the guardrail ends there will be a trailer. Go forward from this point and up the road to the *NEXT* trailer. The item can be found behind this trailer. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In the front of the house east of the Iglesia Pentecostes Church. Map: (D-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Head all the way to the three-way intersection where this road ends. At the southeast corner of this intersection is the Jefferson Motel. From here, head east then turn left at the next intersection which is in front of the parking lot entrance for the Motel. Climb the steep hill then stop at the three-way intersection at the top. On the northeast side of this intersection is an orange house with a set of stairs. Right next door to the east is church. Next door east of this small flowery bushes in front. front of this house behind the

the Iglesia Pentecostes Church is a house with some The gift can be found in bushes.

0===========0 | Body Armor \ 0=====================================> >>Location: In an open area. Map: (E-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Head all the way to the three-way intersection where this road ends.

At the southeast corner of this intersection is the Jefferson Motel. From here, head east, cross the railroad tracks, then turn left at the double intersection next to the tracks. Follow the road and it will curve to the east then head up the hill. After you finish the curve then you should see a house to your right. Continue forward until you get to the road curve going north. Just as you get to this curve then look to your right. You should see a lot with three large palm trees. Go into this lot and between these trees then climb over the short wall. You should be in an open area with a chain-link fence bordering it to the south. Turn west to find the Armor in the corner. 0=============0 | Police Bribe \ 0=====================================> >>Location: In a sloping alleyway. Map: (E-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Head all the way to the three-way intersection where this road ends. At the southeast corner of this intersection is the Jefferson Motel. From here, head east then turn left at the next intersection which is in front of the parking lot entrance for the Motel. Climb the steep hill then turn right at the three-way intersection at the top. On the right side of the road you will see some homes. Continue forward and the homes will end. From this point a long guardrail will begin. The last home before the beginning of the guardrail will be colored green. The Bribe can be found in a narrow alley at the west side of this house. >>Location: Suspended in the air over the road. Map: (E-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Head all the way to the three-way intersection where this road ends. At the southeast corner of this intersection is the Jefferson Motel. From here, head east, cross the railroad tracks, then turn left at the double intersection next to the tracks. Follow the road and it will curve to the east then head up the hill. Eventually it will turn north and end at the three-way intersection at the top of the hill. Turn right and continue past the next three-way intersection where you will then start to head down a steep incline

leading back down to the major highway on the east side of Los Santos. The Bribe can be found high above this incline. 0===============0 | Snack Machines \ 0=====================================> >>Location: At the Carniceria El Pueblo market. Map: (D-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Head all the way to the three-way intersection where this road ends. At the southeast corner of this intersection is the Jefferson Motel. From here, head east then turn left at the next intersection which is in front of the parking lot entrance for the Motel. Climb the steep hill then stop at the three-way intersection at the top. At the southeast corner of this intersection is the Carniceria El Pueblo market. The Machine can be found near the front door. 0---------------------------------------------------------------------------0 | Jefferson |===================================================| Jefferson | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>SMG *** Location: On the west side of the rooftop for the Jefferson Motel. Map: (E-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left and stop at the next intersection. At the northeast corner of this intersection is the Jefferson Motel. Use the stairs on the south side of the Motel, not far from this intersection, to access the weapon. >>Sniper Rifle ************ Location: At the top of the highest part of County Hospital. Map: (E-6). ----------------------------------------------------------------------**NOTE: While the Sniper Rifle can be best reached by helicopter, Jetpack, or Hydra, according to Brandon Rowan, you can Parachute to this weapon, jump down to the lower rooftops, and to ground level after acquisition. 0===============0 | Snack Machines \ 0=====================================> >>Location: In front of the little strip mall west of the Jefferson Motel.

Map: (E-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Head all the way to the three-way intersection where this road ends. At the southeast corner of this intersection is the Jefferson Motel. At the southwest corner of this intersection is a little strip mall. The Machine can be found at the north end of this strip mall. 0================0 | Sprunk Machines \ 0=====================================> >>Location: On the ground floor inside the Jefferson Motel. Map: (E-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Head all the way to the three-way intersection where this road ends. At the southeast corner of this intersection is the Jefferson Motel. From here, head east then stop at the next intersection which is in front of the parking lot entrance for the Motel. At the east side of the parking lot is the Motel entrance. The Machine can be found ahead of you after you enter. 0---------------------------------------------------------------------------0 | East Los Santos |=======================================| East Los Santos | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Sawn-Off Shotgun **************** Location: On the roof of the Pig Pen Strip Club. Map: (E-6). Directions: From the Jefferson Safehouse, head east all the way to the three-way intersection where this road ends then turn left. Then turn right at the next three-way intersection. Continue to the next four-way intersection then stop. At the northwest corner of this intersection is the Pig Pen Strip Club. From this intersection, head north and up the hill until you are on the east side of the Strip Club. You can easily climb onto the roof of the Strip Club from here to access the weapon. >>Molotovs ******** Location: In an alley north of Rodriguez Iron Works. Map: (E-6). Directions: From the Jefferson Safehouse, head east all the way to the three-way intersection where this road ends then turn right. From here, continue forward until you reach the three-way intersection where this road ends then turn left. Follow the road curve going south then the next one going

east and stop at the next three-way intersection. At the north side of this intersection is Rodriguez Iron Works. The weapon can be found in the alley on the north side of this building. 0=============0 | Police Bribe \ 0=====================================> >>Location: At the edge of the flood control channel. Map: (E-6). Directions: From the Jefferson Safehouse, head east all the way to the three-way intersection where this road ends then turn right. From here, continue forward until you reach the three-way intersection where this road ends then turn left. Follow the road curve going south then the next one going east and turn right at the next three-way intersection. Then turn left at the next three-way intersection. Head forward until you reach the road curve going north. At the outside part of this curve you should see a grassy area and a chain-link fence beyond it. The fence borders the flood control channel. There is a gap between the end of the fence and the building at the end of this road curve. The Bribe can be found in this gap. 0================0 | Sprunk Machines \ 0=====================================> >>Location: At the Liquor Store. Map: (E-6). Directions: From the Jefferson Safehouse, head east all the way to the three-way intersection where this road ends then turn right. From here, continue forward until you reach the three-way intersection where this road ends then stop. At the northwest corner of this intersection is the Liquor Store. The Machine can be found at the northeast corner of this Store. >>Location: On the top floor of Smoke's Crack Palace after completion of the mission "End Of The Line". Map: (E-6). 0---------------------------------------------------------------------------0 | Ganton |=========================================================| Ganton | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Brass Knuckles

************** Location: Underneath the south end of the bridge just west of The Johnson House. Map: (E-6). >>Shovel ****** Location: In the backyard of Ryder's house (next door west of The Johnson House). Map: (E-6). >>9mm Pistol ********** Location: In the corner of the back yard of the house north of Sweet Johnson's house (which is northeast of The Johnson House). Map: (E-6). >>Tec-9 ***** Location: On the roof of Sweet Johnson's house (northeast of The Johnson House). Map: (E-6). >>Micro SMG ********* Location: Under the west end of the bridge over the flood control channel just east of The Johnson House. Map: (E-6). 0===============0 | Handheld Items \ 0=====================================> >>Spray Can ********* Location: In CJ's room at The Johnson House after completion of the mission "Tagging Up Turf". Map: (E-6). >>Spray Can ********* Location: On the roof of the Pawn Shop. Map: (E-6). Directions: The Pawn Shop is located south directly behind The Johnson House. Climb onto the awnings of the Pawn Shop then pull yourself up to the roof. Thanks to Randy Russell for that tip. >>Camera ****** Location: In CJ's room at The Johnson House after completion of the missions "Big Smoke" / "Sweet and Kendl". Map: (E-6). 0===========0 | Body Armor \ 0=====================================>

>>Location: Under the west end of the road bridge in the flood control channel just northeast of The Johnson House. Map: (E-6). 0=============0 | Police Bribe \ 0=====================================> >>Location: In an alley junction. Map: (E-6). Directions: From The Johnson House, head west to the next intersection then stop. At the southwest corner of this intersection is a white house. At the south side of this house is an alley. Head west through this alley to find the Bribe at the junction. 0================0 | Sprunk Machines \ 0=====================================> >>Location: At the Ten Green Bottles Bar. Map: (E-6). Directions: From The Johnson House, head west and stop at the next intersection. At the northwest corner of this intersection is the Ten Green Bottles Bar. You can find the Machine at the east end of the Bar. 0---------------------------------------------------------------------------0 | Willowfield |===============================================| Willowfield | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Chainsaw ******** Location: Behind the large container crate just inside the Scrapyard entrance. Map: (E-6). Directions: From the Willowfield Safehouse, head west and turn right at the three-way intersection then turn left at the next three-way intersection. Continue forward until you reach the next three-way intersection where this street ends. Ahead of you, on the west side of this intersection, should be the Scrapyard entrance. Go through the entrance and turn left past the large container crate to find the weapon. 0===========0 | Body Armor \ 0=====================================> >>Location: By a small set of stairs. Map: (E-6).

Directions: From the Willowfield Safehouse, head west and turn right at the three-way intersection then turn left at the next three-way intersection. Continue forward to the next three-way intersection then stop. At the northeast corner of this intersection there should be a brick building with a large red awning. Go to the north side of this building to find an alley. You will also find a small set of dark gray stairs in this alley. The Armor can be found at the east end of these stairs. >>Location: Between the large coal pile and container crate in the Scrapyard. Map: (E-6). Directions: From the Willowfield Safehouse, head west and turn right at the three-way intersection then turn left at the next three-way intersection. Continue forward all the way to the three-way intersection where this street ends. Ahead of you, on the west side of this intersection, should be the Scrapyard entrance. Go through the entrance and to the railroad tracks. When you reach the railroad tracks then you should see a huge black pile ahead of you and to the left. This is the coal pile. Continue forward to the two very large containers and angle towards the left one. As you get close to the left container then look left. You should see the Armor in the gap between the container and the coal pile. 0===============0 | Snack Machines \ 0=====================================> >>Location: At the 6th Street Plaza. Map: (E-6). Directions: From the Willowfield Safehouse, head west and turn right at the three-way intersection then turn right at the *SECOND* three-way intersection. As you head to the next your right. found right

forward along this road, and just before you get intersection, then you should see a strip mall to This is the 6th Street Plaza. The Machine can be next to the Sushi Man shop.

0================0 | Sprunk Machines \ 0=====================================> >>Location: At a storefront. Map: (E-6). Directions: From the entrance of the Idlewood Pay 'N' Spray, head south, cross the bridge and stop at the road curve going west. On the inside part of this curve is a small strip mall. The

Machine can be found at the north side. 0---------------------------------------------------------------------------0 | East Beach |=================================================| East Beach | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Grenades / Micro SMG ******************** Location: Inside the Parking Garage. Map: (E-6). Directions: At the northeast corner of the Los Santos Forum facility is a three-way intersection with the main highway. Just to the west of that is a three-way intersection for the road that runs parallel to the main highway. From that intersection, head north along this parallel road then turn left at the next three-way intersection. Just as you go up the hill then you should see the entrance to a large Parking Garage to your right. Go inside and head up the the third floor to find the Grenades in the northeast corner and to the top floor where you will find the Micro SMG in the northwest corner. 0===========0 | Body Armor \ 0=====================================> >>Location: Behind The Golden Palms apartments. Map: (E-6). Directions: From the three-way intersection at the northwest corner of the Los Santos Forum facility, head east then turn left at the next three-way intersection with the large road (Saints Boulevard). Then head forward all the way to the top of the hill. When you get to the top of the hill then you should see a bridge ahead of you. Just before the bridge, to your right, you should see The Golden Palms apartments. Head east into the nearby driveway then turn right when you reach the damaged concrete railing. You can find the Armor at the end of the narrow walkway. 0---------------------------------------------------------------------------0 | Ocean Docks |===============================================| Ocean Docks | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Chainsaw ******** Location: On the concrete pier at water level at the southwest side of

the island. Map: (F-6). Directions: Go to the large ship docked at the east side of Ocean Docks. From the south end of the large ship, head west and along the road. Cross the bridge and you will eventually get to a road curve turning south. Ignore the curve and continue forward. After a short distance then you will get to some container crates. Go through the gap between the crates and you will reach the edge. You should also see some stairs leading down to the concrete pier nearby. You can find the weapon behind the stairs to the south. >>Desert Eagle ************ Location: Underneath the blank billboard behind at the curve for the main highway. Map: (F-6). Directions: From the three-way intersection at the southeast corner of the Los Santos Forum facility, go south along the major highway. When the highway curves west then continue south and onto the beach. Once on the beach then head west. You should see the large cranes for Ocean Docks and a large chain-link fence. You should also see a large billboard near a smaller chain-link fence. The weapon can be found where the two chain-link fences meet. >>Sawn-Off Shotgun / Tear Gas *************************** Location: Inside the large blue building where the railroad tracks end. Map: (F-6). Directions: From the Willowfield Safehouse, head west and turn right at the three-way intersection then turn left at the next three-way intersection. Continue forward all the way to the three-way intersection where this street ends. Ahead of you, on the west side of this intersection, should be the Scrapyard entrance. Go through the entrance and to the railroad tracks. Then turn southeast and follow the tracks. Continue to follow these tracks all the way to a large blue building with train cars inside. The Sawn-Off Shotgun can be found inside the train car to your right just inside the entrance to this building. The Tear Gas can be found in the west corner of this building where the garage door and the boxes meet. >>AK-47 ***** Location: Inside the large warehouse with the red top at the end of the railroad tracks. Map: (F-6). Directions: From the Willowfield Safehouse, head west and turn right at

the three-way intersection then turn left at the next three-way intersection. Continue forward all the way to the three-way intersection where this street ends. Ahead of you, on the west side of this intersection, should be the Scrapyard entrance. Go through the entrance and to the railroad tracks. Then turn southeast and follow the tracks. Continue building entering onto the

to follow these tracks all the way to a large blue with train cars inside. However, instead of the blue building, turn right off the tracks and street.

On the left side of the street should be a large white wall. Not far from the blue building is an entranceway into a large docking area for the railroad. Turn left through this entranceway and you should see a large warehouse with a red top to your right. At the east corner for this building is the entrance into this warehouse. Go through this entrance and follow the path inside the building. The weapon can be found behind the stairs at the west side of this building. >>Molotovs ******** Location: Under a white stilt building near a large yellow crane. Map: (F-6). Directions: Head to the long road tunnel for the main highway at the south part of the Los Santos International Airport area. From the east end of this tunnel, head east. Follow the highway and, just after the curve going north, stop at the next three-way intersection. At the northeast corner of this intersection should be a white building on stilts behind the chain-link fence (and near a large yellow crane). The weapon can be found under the east side of this white building. 0===========0 | Body Armor \ 0=====================================> >>Location: In one of the train cars on the west side inside the large blue building where the railroad tracks end. Map: (F-6). Directions: From the Willowfield Safehouse, head west and turn right at the three-way intersection then turn left at the next three-way intersection. Continue forward all the way to the three-way intersection where this street ends. Ahead of you, on the west side of this intersection, should be the Scrapyard entrance. Go through the entrance and to the railroad tracks. Then turn southeast and follow the tracks.

Continue to follow these tracks all the way to a large blue building with train cars inside. Go through the building and to the west entrance. As you near the west entrance then you should see a railroad car with a small plank connecting it to the loading dock. The Armor can be found in this railroad car. >>Location: Inside the large warehouse with the red top at the end of the railroad tracks. Map: (F-6). Directions: From the Willowfield Safehouse, head west and turn right at the three-way intersection then turn left at the next three-way intersection. Continue forward all the way to the three-way intersection where this street ends. Ahead of you, on the west side of this intersection, should be the Scrapyard entrance. Go through the entrance and to the railroad tracks. Then turn southeast and follow the tracks. Continue to follow these tracks all the way to a large blue building with train cars inside. However, instead of entering the blue building, turn right off the tracks and onto the street. On the left side of the street should be a large white wall. Not far from the blue building is an entranceway into a large docking area for the railroad. Turn left through this entranceway and you should see a large warehouse with a red top to your right. At the east corner for this building is the entrance into this warehouse. Go through this entrance and follow the path inside the building. The Armor can be found in the office at the top of the stairs at the west side of this building. 0=============0 | Police Bribe \ 0=====================================> >>Location: On a bridge arch. Map: (F-6). Directions: Go to the large ship docked at the east side of Ocean Docks. From the south end of the large ship, head west and along the road. When you get to the bridge then climb onto the arch to your right. The Bribe can be found on the top of this bridge arch. >>Location: Behind some container crates near a red crane. Map: (E-6). Directions: Go to the large ship docked at the east side of Ocean Docks. From the south end of the large ship, head west and along the road. Cross the bridge and, when you get to the end, stop. To your right should be a red crane. At the north side of the crane is a group of container crates. The Bribe can be found

at the north side of this group of container crates. 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Red County |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0---------------------------------------------------------------------------0 | The Panopticon |=========================================| The Panopticon | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Chainsaw ******** Location: Under the log shelter at the west side of The Panopticon. Map: (D-3). Directions: Head to the beach at the north part of The Panopticon. From here, head west along the road then go up the hairpin curves. After the last hairpin curve then you should see a log shelter to your left. The weapon can be found in the center of the log shelter. >>Shovel ****** Location: Under the overhang of one of the dingy shacks in the central part of The Panopticon. Map: (D-3). Directions: Head to the beach at the north part of The Panopticon. From here, head west along the road then go up the hairpin curves. After the last hairpin curve then you should see a log shelter to your left. Along the road at the west end of the log shelter is a chain-link fence. Just after the end of this fence is a dirt road. Head south onto this dirt road. Follow the road and you will get to an area with dingy shacks. As you get through the first group of shacks then you should find a three-way intersection with another dirt road. Head north from this intersection. From here, stop at the next three-way intersection. If you are in the right place then there should be a split tree at the southwest corner of this intersection. There should also be a dingy shack near the split tree. The weapon can be found under the overhang for this shack. 0=============0 | Police Bribe \ 0=====================================> >>Location: On a short dirt road between hairpin turns. Map: (C-3). Directions: From the Blueberry Safehouse, head north along the road that is on the east side of the Safehouse. Then turn left at the three-way intersection where this road ends. Head forward through the four-way intersection with the Martin Bridge.

Continue forward along the beach then go up the hairpin curves. Just after the first curve then you should see a short dirt road to your right that goes between the hairpin turns. The Bribe can be found on this short dirt road. 0=============0 | Hot Dog Vans \ 0=====================================> >>Location: On the beach at the north part of The Panopticon. Map: (C-3). 0---------------------------------------------------------------------------0 | Blueberry Acres |=======================================| Blueberry Acres | 0---------------------------------------------------------------------------0 0=============0 | Police Bribe \ 0=====================================> >>Location: At the southeast corner of EasterBoard Farm on the dirt road. Map: (D-3). Directions: Go to the three-way intersection near the southwest corner of the apartment complex where the Blueberry Safehouse is located. At the west side of this intersection is a large tree. The Bribe can be found almost directly west of this tree on the dirt road that goes around EasterBoard Farm. 0---------------------------------------------------------------------------0 | Blueberry |===================================================| Blueberry | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Pool Stick ********** Location: In front of a small restaurant. Map: (D-4). Directions: Go to the four-way intersection near the northwest corner of the apartment complex where the Blueberry Safehouse is located. From here, head east then turn right at the next three-way intersection. Head all the way to the road ends then stop. At intersection you should can be found just north

three-way intersection where this the northeast part of this see a small restaurant. The weapon of the entrance.

>>Tec-9 ***** Location: By a large garage in north Blueberry. Map: (C-4). Directions: Go to the four-way intersection near the northwest corner

of the apartment complex where the Blueberry Safehouse is located. From here, head north to the three-way intersection where this road ends then stop. At the southeast corner of this intersection is a large garage. The Bribe can be found between this garage and a short wall at the north side of this building. 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of the Blueberry Well Stacked Pizza. Map: (C-4). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. 0=============0 | Police Bribe \ 0=====================================> >>Location: In an alley in central Blueberry. Map: (D-3). Directions: Go to the parking lot south of the apartment complex where the Blueberry Safehouse is located. Directly across the street east is an alley. The Bribe can be found in this alley. 0================0 | Sprunk Machines \ 0=====================================> >>Location: In the middle of the apartment complex where the Blueberry Safehouse is located. Map: (D-4). 0---------------------------------------------------------------------------0 | Hampton Barns |===========================================| Hampton Barns | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Chainsaw ******** Location: Under the overhang of a pink shack at the south side of Hampton Barns. Map: (C-4). Directions: Inside the Hampton Barns area there should be two dirt roads that meet with the main road on the south side. Take the one on the east and head south, up the hill, and to a large tree. Just north of this tree is a pink shack. The weapon can be found under the overhang for this shack.

0===========0 | Body Armor \ 0=====================================> >>Location: Under the overhang at the large gray shack at the north side of Hampton Barns. Map: (C-4). Directions: Inside the Hampton Barns area there should be a dirt road that meets with the main road on the north side. Go north on this road and up the hill to a large gray shack. The Armor can be found under the overhang on the north side of this shack. 0=============0 | Hot Dog Vans \ 0=====================================> >>Location: At the intersection just south of Fallow Bridge. Map: (C-4). 0---------------------------------------------------------------------------0 | Fern Ridge |=================================================| Fern Ridge | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Shovel ****** Location: By the makeshift graves just to the west of the Fern Ridge Safehouse. Map: (C-4). Directions: Go to the four-way intersection near the northwest corner of the apartment complex where the Blueberry Safehouse is located. From here, head east and through the next three-way intersection then turn right with the road curve. After that then turn left at the next four-way intersection and head to the next four-way intersection then turn left. You will start to see a brick wall which will be on the right side of the road. Before that, you should see a dirt path on the right side of the road. Turn onto this dirt road and follow it. When you reach an intersection with a smaller dirt road then turn right onto it. This path will lead you straight to the Fern Ridge Safehouse (it will become active later on in the game). The weapon can be found near some makeshift graves just before you get to the Safehouse. 0---------------------------------------------------------------------------0 | Dillimore |===================================================| Dillimore | 0---------------------------------------------------------------------------0 0========0

| Weapons \ 0=====================================> >>Nightstick ********** Location: In the locker room, on the first floor, of the Dillimore Police Station. Map: (D-4). >>Shotgun ******* Location: On the top floor, in one of the interrogation rooms, inside the Dillimore Police Station. Map: (D-4). ----------------------------------------------------------------------**NOTE To get this weapon without obtaining a 2-Star Wanted Rating you have to have either a Dildo, Vibrator, Flowers, Nightstick, Baseball Bat, or Golf Club in your hand when you acquire the weapon - thanks to Haenlomal and Mario Izquierdo for those tips. 0======0 | Gifts \ 0=====================================> >>Double-Ended Dildo ****************** Location: In the showers, by the locker room, on the first floor inside the Dillimore Police Station. Map: (D-4). 0===========0 | Body Armor \ 0=====================================> >>Location: In the locker room, on the first floor, inside the Dillimore Police Station. Map: (D-4). >>Location: In the middle cell at the basement level inside the Dillimore Police Station. Map: (D-4). 0===============0 | Snack Machines \ 0=====================================> >>Location: At the Gasso Gas Station. Map: (D-4). Directions: From the Dillimore Pay 'N' Spray, head west to the next three-way intersection then turn left. Then stop at the next intersection. At the southwest corner of this intersection is the Gasso Gas Station. The Machine can be found at the north side of the building. 0---------------------------------------------------------------------------0

| Montgomery |=================================================| Montgomery | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>SMG *** Location: Behind the wall on the west side of the burned out building at the north side of Montgomery. Map: (C-5). Directions: Find the Sprunk Factory near the center of Montgomery. From the four-way intersection at the west corner of the Factory, head northeast and stop at the *SECOND* intersection which should be a three-way. At the north corner of this intersection is a burned out building. Head northwest and to the road curve. When you get to the road curve then you should see a telephone pole on your right. Next to it is a wall. Climb over the wall to find the weapon. >>Remote Explosives ***************** Location: In the alley north of the Inside Track Betting parlor. Map: (C-5). Directions: Find the Sprunk Factory near the center of Montgomery. Across the street northwest of the Factory is the Inside Track Betting parlor. The weapon can be found in the alley at the north side of the parlor. 0===========0 | Body Armor \ 0=====================================> >>Location: In the northeast corner of the small trailer park on the south side of Montgomery. Map: (C-5). Directions: Find the Sprunk Factory near the center of Montgomery. From the four-way intersection at the west corner of the Factory, head southwest and stop at the next intersection which should be a three-way. At the east of this intersection is the entrance to a trailer park. Head east through the entrance and angle to the northeast corner where you will find a medium sized tree. The Armor can be found near this tree. 0================0 | Sprunk Machines \ 0=====================================> >>Location: In front of Papercuts at the north part of Montgomery. Neighborhood: Montgomery. Map: (C-5). Directions: Find the Sprunk Factory near the center of Montgomery. From

the four-way intersection at the west corner of the Factory, head northeast and stop at the *SECOND* intersection which should be a three-way. At the north corner of this intersection is a burned out building. Head northwest and to the road curve. Just as you complete the road curve then you should see Papercuts to your right. The Machine can be found in front of this business. 0---------------------------------------------------------------------------0 | Montgomery Intersection |=======================| Montgomery Intersection | 0---------------------------------------------------------------------------0 0=============0 | Police Bribe \ 0=====================================> >>Location: On the dirt road that runs under the south side of the Montgomery Intersection. Map: (C-5). 0---------------------------------------------------------------------------0 | Palomino Creek |=========================================| Palomino Creek | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Sawn-Off Shotgun **************** Location: In the back yard of a white house. Map: (C-6). Directions: From the Palomino Creek Safehouse, head east then go south along the road curve. Then turn left at the next four-way intersection. Head forward through the next four-way intersection and take the road curve going south. Then stop at the next three-way intersection. At the southeast corner of this intersection you should see a white house with an American flag above the garage entrance. Go into the backyard of this house to find the weapon. >>Shovel ****** Location: Inside the Graveyard in the southwest corner of Palomino Creek. Map: (D-6). Directions: From the Palomino Creek Safehouse, head east then go south along the road curve. Head forward all the way to the *THIRD* intersection which should be a four-way. From here, head right and stop when you get to the road curve going south. At the inside part of this curve is a small church. The entrance is just south of your position. Go through this entrance and head south to the Graveyard.

The weapon can be found in this Graveyard. >>Molotovs ******** Location: On top of the Library in south Palomino Creek. Map: (C-6). Directions: From the Palomino Creek Safehouse, head east then go south along the road curve. Head forward all the way to the three-way intersection where this road ends. At the northwest corner of this intersection is the Library. The weapon can be found on the rooftop in the southwest corner (use the stairs on the east side to access). 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of the Palomino Creek Well Stacked Pizza. Neighborhood: Palomino Creek. Map: (C-6). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. 0===========0 | Body Armor \ 0=====================================> >>Location: Between a white house and a large blue garage in northeast Palomino Creek. Map: (C-6). Directions: From the Palomino Creek Safehouse, head east then go south along the road curve. Then turn left at the next four-way intersection. Head forward through the next four-way intersection and take the road curve going south. Then turn left at the next three-way intersection. After that then turn left at the next four-way intersection. Follow the road and turn east with the road curve. After going through the curve then you should see a long white house to your left. To the east of this house is a large blue garage with two doors. The Armor can be found between the white house and the blue garage. 0===============0 | Snack Machines \ 0=====================================> >>Location: At the Library in south Palomino Creek. Map: (C-6). Directions: From the Palomino Creek Safehouse, head east then go south along the road curve. Head forward all the way to the three-way intersection where this road ends. At the northwest corner of this intersection is the Library. The Machine can be found near the stairs on the east side of the building.

0---------------------------------------------------------------------------0 | Red County |=================================================| Red County | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>AK-47 ***** Location: On the north side of the FleischBerg Beer Brewery west of Blueberry. Map: (D-3). Directions: Go to the three-way intersection near the southwest corner of the apartment complex where the Blueberry Safehouse is located. From here, head south to the three-way intersection where this road ends then turn right. Head forward all the way to the three-way intersection where this road ends. As you head to this intersection then you should see a very large factory to your left behind a tall wall. This is the FleischBerg Beer Brewery. When you get to the intersection then turn south and stop at the next three-way intersection. You should see what appears to be a guard shack at the north corner of this intersection. Head northeast past this shack and past the rows of kegs. Then angle east so you can go alongside the north side of the brewery. Ahead of you should be a door and way above it is the FleischBerg sign. Just as you get to the door then look right to find the weapon in the corner. 0===========0 | Body Armor \ 0=====================================> >>Location: By the door on the northeast side of the FleischBerg Beer building west of Blueberry. Map: (D-3). Directions: Go to the three-way intersection near the southwest corner of the apartment complex where the Blueberry Safehouse is located. From here, head south to the three-way intersection where this road ends then turn right. Head forward all the way to the three-way intersection where this road ends. As you head to this intersection then you should see a very large factory to your left behind a tall wall. This is the FleischBerg Beer Brewery. When you get to the intersection then turn south and stop at the next three-way intersection. You should see what appears to be a guard shack at the north corner of this intersection. Just southeast of your position there should be another guard shack. Head southeast past this second shack and you should see a large trailer with a red stripe to your left. Once you

get past this trailer then head straight east and you should see a single trailer with a blue stripe ahead of you. Go past it to find a curved ramp leading up. When you get to the top of this ramp then you should be in the parking area for the brewery. From here, go northeast and under the nearby archway then turn west at the corner. The Armor can be found ahead of you and by the door. 0=============0 | Police Bribe \ 0=====================================> >>Location: On the rock wall on the north side of the river north of Dillimore. Map: (D-4). Directions: Go to the four-way intersection near the northwest corner of the apartment complex where the Blueberry Safehouse is located. From here, head east and through the next three-way intersection then turn south with the road curve. After that, turn left at the next four-way intersection and head to the next four-way intersection. Continue forward through this intersection. Head forward until you reach a bridge. You should also see a dirt road intersecting with the road just before the bridge. Turn south onto the dirt road. As you do that then you should see a rock wall ahead of you. The Bribe can be found on the top of this rock wall. 0=============0 | Hot Dog Vans \ 0=====================================> >>Location: At the intersection just southwest of Dillimore. Map: (D-4). Directions: From the Dillimore Pay 'N' Spray, head west to the next three-way intersection then turn right. Then head all the way to the *THIRD* intersection, which should be a three-way, then turn left. Then stop at the next four-way intersection. The van should be at the northeast corner. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS5. Before Doing The Main Story Missions | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ To start, I'm going to do a lot of the off-story stuff before doing the first official mission, "Big Smoke" / "Sweet and Kendl". Since I can't fully explore the areas outside Los Santos / Red County right now my primary focus is to do as much as possible before going into the Main Story Missions. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS6. In The Beginning..... |

\=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ It is 1992 and Carl Johnson is returning home to Los Santos after a five year self-exile to Liberty City. It is not a happy occasion, however, since he is returning home because his mother has been killed. Upon arrival, it gets worse for him. He encounters two Cops from his gangbanging past, Officer Tenpenny and Officer Pulaski, who are very corrupt and frame him for a Cop's murder to drag him back into the game once again. To top that off, they drop him into Ballas turf leaving Carl with only $350. The Ballas are rivals of the Grove Street Families, the gang that Carl used to be affiliated with, and he has to get himself out of there pronto. All Carl has in front of him is a bicycle and thus the story begins..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS7. Burglar Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Although you are alerted to this mission at the end of the mission "Home Invasion", you can actually do this task at the very beginning of the game (thanks goes to Derrick for this bit of information). In this mission you go from house have to get the Boxville which is of the Los Santos Gym. Then press start and you have until 06:00 to

to house and steal items from them. You parked at the apartment complex south Activate Vehicle Mission (after 20:00) to complete it.

After 06:00 you can no longer rob houses but you are given a five minute timer to head to the lock-up so you can get paid (thanks to Alky Alky2 for that wonderful bit of information). You have to get a minimum of $10,000 worth of stuff in order to successfully complete the mission. Although it is very easy to get that and more, in one night, reader Richard Julian states you don't have to do it all at one time. You can do some in one night and more in another night. But you still have to get a total of $10,000 to successfully finish off this mission. In Los Santos your drop-off point is LB's garage in Willowfield just north of the Playa Del Seville Barber Shop. The best place to do this mission is on the very short street west of the drop-off point. Get there before 20:00 and the moment the clock says 20:00 press Activate Vehicle Mission. This will maximize the time you have to complete the mission. The basics of the mission are as follows: Go inside a house that has a yellow arrow in front of it. When you get inside you can acquire up to three objects within. There is usually two in the living room and one in the bedroom. You have to be stealthy when inside a house and creep around in order to keep the Noise Meter from maxing out. If you max out the Noise Meter then you will be detected and you will have ten seconds before the Cops arrive and you will be hit with a 3-Star Wanted Rating if you don't get out in time. But, after you get back outside, then

the countdown disappears and you can re-enter the house. You can also kill the occupant of the house so you can rummage through the place without interference. However, if you go to another house and back to the first one, then the occupant will be "revived". Once outside with the item then drop it off in the back of the truck. Then go back inside the same house, grab another item, and get out. Then go and rob another house, preferably one close by. Reader Skipp Kennedy found a way to streamline this process: Find two houses that have arrows on their doorsteps preferably across the street from each other. Better still if they happen to be at the signal light which is as close as possible to the drop-off point. Enter the first house, run and grab an item in the living room, then run back out. You will max out the Noise Meter but you will be long gone before the counter runs out. Once back outside then drop the item in the back of the truck. Then run into the second house and do what you did in the first. After dropping off the item in the back of the truck then run back into the frist house. When you entered the second house then whatever you stole from the first house will be regenerated so you can steal the same item again. And when you re-enter the first house then you will regenerate what you stole from the second. Just keep going back and forth between the two houses until the timer runs out. If there is somebody in the living room of either house just ignore that person and quickly grab the item and run out. When the Daylight Timer runs out then you will be given another five minute timer to get to the lock-up so you can successfully complete this mission. After you get to the lock-up then you will be paid for the items you have stolen plus $3,000 for successful completion. You can earn at least $30,000 in one night if you do things correctly. However, I found that on the PC version the game tends to generate less houses to rob so you may have to look around for a bit to find two close together. Thankfully, the blue apartment buildings close to the drop-off tend to have two close together so you may not need to go far. Although this mission doesn't contribute toward 100% Completion, there is something you earn that can be very useful and is not documented within the game but works on all versions of San Andreas (I confirmed this on all of my PS2, Xbox, and PC versions). According to Glen T. Winstein, with help from Mxyzptlk and Craig Kostelecky, you earn the Infinite Stamina Feature. This means that you can run and sprint without ever getting tired. This is also why I put this near the beginning. Having Infinite Stamina can be extremely useful. However, you can still earn Stamina on your Stamina Stat but it is now irrelevant. I should point out the on the PC AO Version it may be possible to trigger the Off-Map Glitch by doing this mission (info courtesy of Odhita Kamayana). After completion of this mission then I go up to Jefferson and purchase the Jefferson Safehouse. And, with my remaining money, I head to my next objective.....

/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS8. Inside Track Betting and Easy Money | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Under the raised freeway and just south of the parking lot under the Mulholland Intersection is the Inside Track Betting parlor. Here you can win a lot of money by betting on the horses. Go inside and walk up to the ITB Machine to place your bet. There are five choices and they go from top to bottom from best odds to long odds. The long odds are usually 10 to 1, 11 to 1 and 12 to 1. You can also bet in increments from $5 to $10,000. As it turns out, based on info from the message boards, all of the horses have the same chances of winning regardless of the odds posted. It is not skewed to where the worst horse loses 99 time out of a hundred or where the best horse wins most of the time. No, all of the horses have an equal chance to win the races. To start trying to win money, bet all of your money on the bottom horse. If you win then go back to the Jefferson Safehouse and save your game. Then go back here to win more money. If you lose then pause, reload from your Jefferson Safehouse save point, and come back here to try again. The maximum you can bet at any one time is $9,999,995. At 12 to 1 odds that means you can win a maximum of $119,999,936. However, it can become tedious trying to get that 119 million. The maximum increment is $10,000 and you have to press the button once for each ten grand you wish to bet. You can't just hold the button down to get it to increase. You either have to tap fast using two fingers or use a programmable joypad to speed things up. Of course, having $10,000,000 plus is more than enough to get things started so you don't have to try to get $100,000,000 unless you want to but it will be very nice to have. Regardless of whether or not I had over ten million or over a hundred million then I went ahead and purchased the remaining available Safehouses. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS9. Keeping An Eye Open For Certain Cars | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In the later stages of the game you will need to collect cars for the Import / Export Car Lists to get to 100% Completion. Many of the cars can be easily found. But some of the cars are not so easy to find. Now that I have bought all of the available Safehouses I have four garages to store cars in. Below is the list of vehicles you may want to look out for in your early travels in Los Santos: >>Feltzer (convertible) >>Cheetah (Ferrari Testarossa)

>>Stallion (late 70s Ford Mustang) >>Freeway (Harley-Davidson style bike) Although you can store more than one vehicle in a garage, I try to put just one car in any garage. This will reduce, but sadly not eliminate, the infamous Car Eating Garage Glitch that has plagued all of the GTA games. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS10. Oysters (Los Santos and Red County) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ The next thing one can do here is to start collecting Oysters which are spread throughout the San Andreas area (but always in the water). There are fifty of them to acquire and it is required for 100% Completion. You can go swimming around the Unwelcome Areas (without touching land) safely to acquire a lot of the Oysters. You can also max out your Health and Lung Capacity along the way (and increase your Sex Appeal). However, there are faster ways to get both done but it is not a bad way to do some early exploration of San Andreas. The fastest way to acquire all of the Oysters is to use a speedboat and collect them either using an Early Exploration Exploit or by waiting until all of San Andreas is open. You will get $100 for each Oyster you collect and $100,000 (plus maxing out your Lung Capacity Stat) for acquiring all fifty of them. Listed below are the Oysters for Los Santos and Red County. The Map co-ordinates refer to the printed map that comes included with the game disc: 0---------------------------------------------------------------------------0 | Los Santos (LNT) |+++++++++++++++++++++++++++++++++++++| Los Santos (LNT) | 0---------------------------------------------------------------------------0 [LNT-Y1] - Location: Inside the swimming pool of Madd Dogg's Crib. Neighborhood: Mulholland. Map: (D-5). Directions: From the west side of the Mulholland Intersection, head west and stop at the intersection with two large roads. Look north to find the large VINEWOOD sign on the hill. Just north of the intersection, at the left side of the road curve, is a driveway that leads up to a large mansion. This mansion is Madd Dogg's Crib. When you get to the mansion then go around to the north side and climb the fence to gain access to the pool. [LNT-Y2] - Location: Inside the lake in the park. Neighborhood: Glen Park. Map: (E-5). [LNT-Y3] - Location: At the end of a pier. Neighborhood: Playa Del Seville. Map: (F-6).

Directions: From the three-way intersection at the southeast corner of the Los Santos Forum facility, go south along the major highway then stop at the next three-way intersection just before the road curve going west. Just east of here, on the beach, is a pier. The Oyster can be found at the end of this pier. [LNT-Y4] - Location: At the south end of the concrete pier just southwest of the large docked ship. Neighborhood: Ocean Docks. Map: (F-6). Directions: Go to the large ship docked at the east side of Ocean Docks. From the south end of the large ship, head south to the corner of the docking area then turn right. After some distance then you will reach the stairs leading down to a concrete pier. The Oyster can be found at the south side of this pier. [LNT-Y5] - Location: Underneath the bridge just northwest of Oyster [LNT-Y4]. Neighborhood: Ocean Docks. Map: (F-6). Directions: Go to the large ship docked at the east side of Ocean Docks. From the south end of the large ship, head west and along the road and to the bridge. The Oyster can be found under this bridge. [LNT-Y6] - Location: Under the southernmost bridge at Ocean Docks. Neighborhood: Ocean Docks. Map: (F-6). Directions: Go to the large ship docked at the east side Docks. From the south end of the large ship, and along the road. Cross the bridge and and the road until you get to the *NEXT* bridge. Oyster can be found under this bridge.

of Ocean head west follow The

[LNT-Y7] - Location: Just off the beach near the southwest corner of Los Santos International Airport. Neighborhood: Los Santos. Map: (F-5). Directions: Head to the long road tunnel for the highway at the south part of the Los Santos International Airport area. From the west end of this tunnel, head west and stop at the road curve going north. Then head southwest to the beach. The Oyster can be found about fifty feet in the water north of the center of the curve. [LNT-Y8] - Location: Just west of the Verdant Bluffs road tunnel near the south entrance. Neighborhood: Verdant Bluffs. Map: (F-5). Directions: From the Verona Beach Safehouse, head south to the three-way intersection where the road ends then turn left. Head to the *SECOND* three-way intersection (just after the road curve going south) then stop.

South of your position is the Verdant Bluffs road tunnel. Go through the tunnel and stop after you get out of the south entrance. From here, head west and drop into the water. The oyster can be found just north of your position. [LNT-Y9] - Location: Underneath the arched foot bridges at the beach. Neighborhood: Verona Beach. Map: (E-4). [LNT-Y10] - Location: Underneath the northernmost road bridge. Neighborhood: Marina. Map: (E-4). [LNT-Y11] - Location: At the end of the Santa Maria Beach Lighthouse. Neighborhood: Santa Maria Beach. Map: (E-4). 0---------------------------------------------------------------------------0 | Red County (RDC) |+++++++++++++++++++++++++++++++++++++| Red County (RDC) | 0---------------------------------------------------------------------------0 [RDC-Y12] - Location: At the end of the pier at Fisher's Lagoon. Map: (D-6). [RDC-Y13] - Location: Under the center of Frederick Bridge. Map: (C-6). [RDC-Y14] - Location: Under the smaller bridge just south of the freeway bridge. Map: (C-6). Directions: This bridge is just northwest of the Palomino Creek Safehouse. [RDC-Y15] - Location: Under a wooden road bridge northwest of Dillimore. Map: (D-4). Directions: Go to the four-way intersection near the northeast corner of the apartment complex where the Blueberry Safehouse is located. From here, head east and through the next three-way intersection then turn south with the road curve. After that then turn left at the next four-way intersection and head to the next four-way intersection then turn right. Just ahead of you is a major road bridge. Underneath this bridge is a wooden bridge. The Oyster can be found underneath this bridge. [RDC-Y16] - Location: At the northwest part of The Panopticon. Map: (C-3). Directions: Head to the beach at the north part of The Panopticon. From here, head west along the beach and you should find three wooden fence sections. The Oyster can be found in the water directly northwest of the *SECOND* fence section.

[RDC-Y17] - Location: Under the bridge just east of Flint Water. Map: (D-4). [RDC-Y18] - Location: Under the bridge just south of Flint Water. Map: (D-3). [RDC-Y19] - Location: Under the railroad bridge southeast of Oyster [RDC-Y18]. Map: (D-4). [RDC-Y20] - Location: Under the bridge northeast of the Flint Intersection. Map: (E-4). Directions: The Oyster sits in a gully in the area between the two bridges. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS11. Los Santos Graffiti Tags | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In Los Santos there are 100 Graffiti Tags that must be spray-painted over with the Grove Street Families tag. You're supposed to do this after completion of the mission "Tagging Up Turf" but you can do them all before doing the Main Story Missions by using the Spray Cans that you can find in Las Colinas and Ganton. When doing the "Tagging Up Turf" mission the six tags you covered up beforehand will be uncovered so you can cover them back up to complete the mission. I played around and found out that you can get all 100 Tags before the Main Story Missions without negatively affecting the mission. One option is to wait until the mission "Tagging Up Turf" to take advantage of the unlimited Spray Can "ammo" during the mission and do all of it then. Another little tip is to try to get them at night since they tend to be brighter when the sun is down (making them easier to see) and blend into the walls during the daytime (making them harder to see). When you find a Tag to spray paint you use Target to aim and use Attack to paint. Wait until the game prompts that the tag has been successfully painted before stopping. Make sure that no Cops are around when tagging otherwise you will get a Wanted Rating. When all 100 Tags are finished then your Respect will increase and the following Weapon Icons will spawn in the kitchen of The Johnson House: >>AK-47 >>Tec-9 >>Sawn-Off Shotgun >>Molotov And, according to Allan Curtis, your fellow gang members will be armed with more powerful weapons like the SMG, Desert Eagles, and Knives. Listed below, by neighborhood, is the Graffiti Tag list for Los Santos. The Graffiti Tag List is broken up by neighborhood. There are twenty six

neighborhoods that have Tags in them. In addition, I've included a breakdown of Tags in each area. Because of the high number of Tags it is best to go to a neighborhood and focus on acquiring all of them in that area before moving onto the next one. That should make things easier to deal with. The Map co-ordinates refer to the printed map that comes included with the game disc. Landmarks are based off of icons on the in-game map (at this stage of the game) and easily notable land or city features. In addition, because the Graffiti Tags are harder to find than most other collectibles (because they are not in an open area spinning in place) I have done what I call "chaining". In some neighborhoods there are not many good landmarks to start off from and some Tags are close together. So, when I find a Tag, then I use it as a landmark to the next Tag and to the next Tag and so on thus chaining several together. 0---------------------------------------------------------------------------0 | Santa Maria Beach (SMB) |+++++++++++++++++++++++| Santa Maria Beach (SMB) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 2 \ 0=================================> [SMB-T1] - Location: At the end of the Santa Maria Pier on the upper level of the east building. Map: (F-4). [SMB-T2] - Location: On the lower level (south side) behind the Santa Maria Beach Pay 'N' Spray. Map: (E-4). 0---------------------------------------------------------------------------0 | Rodeo (RDO) |+++++++++++++++++++++++++++++++++++++++++++++++| Rodeo (RDO) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 2 \ 0=================================> [RDO-T3] - Location: Near a billboard in a small parking lot. Map: (E-4). Directions: From the Santa Maria Beach Pay 'N' Spray, head east to the next three-way intersection (with the large road) and turn left then stop at the *SECOND* intersection. At the northwest corner of this intersection is a large white and orange building with black windows along the top area. From here, head north and to the north side of this building. You should find a small parking lot with a large Ranch billboard. The Tag can be found on the wall behind this billboard.

[RDO-T4] - Location: Tucked in a corner west of the front doors for the Vinyl Countdown record store. Map: (E-4). Directions: From Tag [RDO-T3], go back to the main road then head north to the *THIRD* intersection (with another large road and with the tunnel entrances) then turn left and stop at the next three-way intersection. At the northwest corner of this intersection is the Vinyl Countdown record store. From the front doors, head west and turn right at the corner to find the Tag on the wall to your right. 0---------------------------------------------------------------------------0 | Vinewood (VWD) |+++++++++++++++++++++++++++++++++++++++++| Vinewood (VWD) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 1 \ 0=================================> [VWD-T5] - Location: On the building at a street corner. Map: (D-4). Directions: From the Temple Pay 'N' Spray, head west to the next three-way intersection and turn right. Continue forward and stop at the next intersection (with the large main road). You will see a building at the southwest corner of this intersection with a light blue/dark blue wall. The Tag can be found on the north side of this building facing the main street. 0---------------------------------------------------------------------------0 | Temple (TMP) |+++++++++++++++++++++++++++++++++++++++++++++| Temple (TMP) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 1 \ 0=================================> [TMP-T6] - Location: On the east side of the yellow TransFender building. Map: (D-5). Directions: From the Temple Pay 'N' Spray, head east to the next intersection then turn left. Go forward about fifty feet and you should see the Tag on the wall to your left. 0---------------------------------------------------------------------------0 | Marina (MRN) |+++++++++++++++++++++++++++++++++++++++++++++| Marina (MRN) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 2 \ 0=================================> [MRN-T7] - Location: On the wall near a pier.

Map: (E-4). Directions: From the Santa Maria Beach Pay 'N' Spray, head east to the next three-way intersection (with the large road) and turn north then stop at the *THIRD* intersection. At the southwest corner of this intersection is a large white apartment building. At the southeast corner of this intersection is a smaller apartment building. Head east from this corner and you should find a sign for Jetty Lounge. From here, turn right and go down some stairs until you reach the small wooden pier at the south side of the Jetty Lounge building. Near the east set of stairs at the pier is where you can find the Tag. [MRN-T8] - Location: Near the entrance to the Verona Beach Pier. Map: (E-4). Directions: From the Verona Beach Safehouse, head south to the three-way intersection where the road ends then turn left and stop at the next three-way intersection. At the south side of this intersection is the entrance to the Verona Beach Pier. The Tag can be found on the wall at the southeast corner of this intersection. 0---------------------------------------------------------------------------0 | Market (MKT) |+++++++++++++++++++++++++++++++++++++++++++++| Market (MKT) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 4 \ 0=================================> [MKT-T9] - Location: At a street corner. Map: (E-5). Directions: From the entrance of The Temple Pay 'N' Spray, head east to the *SECOND* intersection then turn right and turn left at the next three-way intersection and stop at the next three-way intersection. At the southwest corner of this intersection is a large white building with large black windows that run along the north side. The Tag can be found at this street corner near the signal light. [MKT-T10] - Location: Near the Phat Discs record store. Map: (E-5). Directions: From Tag [MKT-T9], head south to the three-way intersection where the street ends then turn right. Then go forward to the three-way intersection where this street ends. At the southeast corner of this intersection is the Phat Discs record store (with blue and salmon trim). Head just south of the entrance of Phat Discs to find a set of stairs. Go upstairs and follow the way. On

the wall at the end of the path is where you can find the Tag. [MKT-T11] - Location: On an upper level behind a building. Map: (E-4). Directions: From the Verona Beach Safehouse, head north to the *SECOND* intersection then stop. At the northeast corner of this intersection is a large white building with dark green windows. Just east of this corner is a large tree. Right next to this tree is an alley that goes behind this building. When you enter this alley then you should see a couple of small air conditioners to your left. Climb one of them to gain access to the upper level where you can find the Tag on the wall ahead of you. [MKT-T12] - Location: At the lower level of a white futuristic looking building. Map: (E-5). Directions: From the Verona Beach Safehouse, head north to the next intersection then turn right. Head forward all the way to the *FOURTH* intersection (with the large main road) then stop. At the northwest corner of this intersection is an open area with two medium sized trees. Just to the north of this area are a pair of white futuristic looking buildings. At the base of each building is a lower level. Go to the lower level of the *NORTH* building of this pair where you can find the Tag on the north wall between the doorways. 0---------------------------------------------------------------------------0 | Verona Beach (VBH) |+++++++++++++++++++++++++++++++++| Verona Beach (VBH) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 2 \ 0=================================> [VBH-T13] - Location: At a street corner. Map: (E-5). Directions: From the Verona Beach Safehouse, head south to the three-way intersection where the road ends then turn left. Head to the *SECOND* three-way intersection (just after the road curve going south) then stop. On the wall at the southeast corner of this intersection is where you can find the Tag. [VBH-T14] - Location: Near the door on the upper level of a white building. Map: (E-5). Directions: From Tag [VBH-T13], head east to the next three-way

intersection (at the middle of Conference Center) and turn left. Then turn right at the next three-way intersection and stop at the next three-way intersection (with the large road). At the northwest corner of this intersection is a large white building. On the south side of this building, just west of this corner, you should see a set of stairs leading to an upper level. Go up the stairs and head east. Follow the path and you should see the Tag at the end by the door. 0---------------------------------------------------------------------------0 | Verdant Bluffs (VTF) |+++++++++++++++++++++++++++++| Verdant Bluffs (VTF) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 1 \ 0=================================> [VTF-T15] - Location: At the upper level of the Observatory on the north dome. Map: (E-5). 0---------------------------------------------------------------------------0 | Commerce (CMR) |+++++++++++++++++++++++++++++++++++++++++| Commerce (CMR) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 2 \ 0=================================> [CMR-T16] - Location: On the northwest side of City Hall. Map: (E-5). Directions: From the Los Santos Police Department HQ entrance, head south then turn right at the next three-way intersection and stop at the next three-way intersection. On the south side of this intersection is the northwest side of the City Hall building. The Tag can be found on this wall just southeast of this intersection. [CMR-T17] - Location: On the south side of the Legal Theatre. Map: (E-5). Directions: From Tag [CMR-T16], get back to the road then head west all the way to the double intersection (with the large road). At the northwest corner of this intersection is the Legal Theatre. The Tag can be found on the wall just east of this corner to the right of the movie posters. 0---------------------------------------------------------------------------0 | Pershing Square (PSQ) |+++++++++++++++++++++++++++| Pershing Square (PSQ) | 0---------------------------------------------------------------------------0

0=========0 | Tags - 1 \ 0=================================> [PSQ-T18] - Location: On the south side of the Los Santos Police Department HQ building. Map: (E-5). 0---------------------------------------------------------------------------0 | Downtown Los Santos (DLS) |+++++++++++++++++++| Downtown Los Santos (DLS) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 3 \ 0=================================> [DLS-T19] - Location: In a corner by some pillars. Map: (E-5). Directions: From the west side of the Mulholland Intersection, head west and stop at the intersection with two large roads. To the north you should see the large VINEWOOD sign on the hill. From here, turn left and head south to the next intersection then turn left. Then head to the next three-way intersection and turn right. Then stop at the next three-way intersection where this road ends. At the south side of this intersection you should see a building with pillar supports that have white and dark blue horizontal stripes. Go to the dark windows behind the pilars and turn east then turn right at the corner. Then go forward all the way to the next corner where you should see the Tag ahead of you. [DLS-T20] - Location: On a wall near some pillars. Map: (E-5). Directions: From Tag [DLS-T19], head east and down a set of stairs (you should see some white tables with small red chairs to your left). Continue forward until you are under the freeway overpass. At this point you should see another set of stairs to your right. Head south down these stairs then turn left and go east down another set. Ahead of you should be another building with pillar supports. Go between the pillars and along the north side of this building then turn right at the corner. Then go forward all the way to the next corner where you should see the Tag on the wall to your left. [DLS-T21] - Location: In a courtyard. Map: (E-5). Directions: From Tag [DLS-T20], head east to the sidewalk and turn right then stop at the next road intersection.

Go to the southeast corner where the large Homies billboard is. South of your position is a set of stairs that lead into a courtyard. Go up these stairs then angle southeast to find the Tag. 0---------------------------------------------------------------------------0 | Mulholland Intersection (MIN) |+++++++++++| Mulholland Intersection (MIN) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 2 \ 0=================================> [MIN-T22] - Location: On the west wall (by the trash containers) of the parking lot under the Mulholland Intersection. Map: (D-5). [MIN-T23] - Location: On the west wall underneath an exit ramp in the northeast section of the Mulholland Intersection. Map: (D-5). 0---------------------------------------------------------------------------0 | Glen Park (GPK) |+++++++++++++++++++++++++++++++++++++++| Glen Park (GPK) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 4 \ 0=================================> [GPK-T24] - Location: In a small courtyard. Map: (E-5). Directions: From the Jefferson Safehouse, head west to the three-way intersection then turn right and head north all the way and stop at the three-way intersection where this road ends. Then turn left and stop at the next three-way intersection. At the southwest corner you will see some dumpy looking beige one-story apartments with orange roofs. There are gaps in the fence that serve as an entrance to each building. Go west to the *THIRD* one and turn left to enter. As you enter the small courtyard then you should see the Tag on the wall to your right. [GPK-T25] - Location: Under the north end of the bridge that goes over the lake in the park. Map: (E-5). [GPK-T26] - Location: In the alleyway at the end of the bridge directly south of the park. Map: (E-5). Directions: From Tag [GPK-T25], get onto the bridge above you then head south to the three-way intersection where this bridge ends. Near the southwest corner of this intersection is an alley. Go south into this alley to

find the Tag on the wall to your left. [GPK-T27] - Location: Inside the northeast corner of the Skate Park. Map: (E-5). Directions: From the Jefferson Safehouse, head west to the three-way intersection, turn left then turn right at the next three-way intersection. Then proceed forward to the three-way intersection where this road ends and stop. At the southeast corner of this intersection is the Skate Park. Head into the Skate Park and go to the northeast corner to find the Tag on the fence. 0---------------------------------------------------------------------------0 | Jefferson (JFS) |+++++++++++++++++++++++++++++++++++++++| Jefferson (JFS) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 6 \ 0=================================> [JFS-T28] - Location: In the alley that runs behind the Jefferson Safehouse. Map: (E-6). Directions: Go into the backyard of the Jefferson Safehouse and jump the fence to enter the alley. Go east and you should come across the Tag which is on the fence to your left. [JFS-T29] - Location: On a wall, hidden behind some bushes, on the southeast side of County General Hospital. Map: (E-6). Directions: From the Jefferson Safehouse, head west to the three-way intersection then turn left and take the road curve going east then stop at the next three-way intersection. At the southwest corner of this intersection is the Hospital. Jump the fence, go to the wall and head south then turn right at the next corner. Just as you turn the corner then you should see the Tag to your right. [JFS-T30] - Location: On the wall behind the Jefferson SubUrban Clothes Store. Map: (E-6). Directions: From the Jefferson Safehouse, head west to the three-way intersection then turn right and stop at the *SECOND* three-way intersection. At the northeast corner of this intersection is a store called Discount Warehouse. Just north of Discount Warehouse is a store called Diamonds. Right next to it is an alleyway. Go east into this alleyway. When you get to the corner, which is right behind the Jefferson SubUrban Clothes Store (activated later in the game), then you should see the Tag to your right.

[JFS-T31] - Location: Under the stairs at the south side of the Jefferson Motel. Map: (E-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left and stop at the next intersection. At the northeast corner of this intersection is the Jefferson Motel. You should see the stairs on the south side of the Motel not far from this intersection. Go under the stairs to find the Tag. [JFS-T32] - Location: On a wall by the stained glass window on the south side of the Jefferson Church. Map: (E-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn right and turn left at the next three-way intersection then stop at the next three-way intersection. If you are in the right place then you should see the Jefferson Church at the northeast corner of this intersection. The Tag can be found by the stained glass window at the southwest corner of the Church. [JFS-T33] - Location: Under the overhang of a house. Map: (E-6). Directions: From Tag [JFS-T32], go back to the three-way intersection then head south. You will notice a road loop south of the intersection. Stop at the three-way intersection at the SOUTH end of this small road loop. Near the southwest corner of this intersection is a gray house with an overhang on the north side. The Tag can be found under this overhang. 0---------------------------------------------------------------------------0 | Las Colinas (LCA) |+++++++++++++++++++++++++++++++++++| Las Colinas (LCA) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 7 \ 0=================================> [LCA-T34] - Location: In an alley between two houses. Map: (E-6). Directions: From the Jefferson Safehouse, head west to the three-way intersection then turn right and go north all the way and stop at the three-way intersection where this road ends. At the northwest corner of this intersection you should see a orange house with a light blue house next door east of it. There is an alley between these two houses. Go north into this alley and you should

see the Tag on the blue wall to your right. [LCA-T35] - Location: On the wall that is part of an angled pathway. Map: (E-6). Directions: From Tag [LCA-T34], head north and cross the street then turn right. After a short distance then you should see the ramp for an angled pathway to your left. The Tag can be seen to your left on the wall that is part of this angled pathway. [LCA-T36] - Location: In an alley between two houses. Map: (E-6). Directions: From Tag [LCA-T35], go back to and past Tag [LCA-T34] to the three-way intersection then head west and turn north at the next four-way intersection. At this point you should start going up a hill and curving east. Look to your right and you should see some houses. Look for a orange house with a brick red overhang. Next door to the east should be a light blue house. There is an alley between these two houses. The Tag can be found in this alley on the blue wall to your left. [LCA-T37] - Location: Behind a large house with a brick yard. Map: (E-6). Directions: From Tag [LCA-T36], go back to the street and head east to the next three-way intersection. From here, continue east along the road. As you proceed along the street then you should see a large beige house with an sharply angled brick red rooftop to your left. There is also a set of stairs on the east side of this house where there is a parking lot made out of red bricks. The Tag can be found behind this house. [LCA-T38] - Location: Just inside the train tunnel. Map: (E-6). Directions: From Tag [LCA-T37], head back to the road and head east. On the right side of the road you will see some homes. Continue forward and the homes will end and a long guardrail will begin. The last home before the guardrail begins will be colored green. On the west side of this house is a narrow alley. Go south through this alley (where you will find a Police Bribe) and all the way down to the street. You should now be at the north side of a three-way intersection. To the east is the railroad tracks. Go to the tracks then turn left to find the train tunnel. The Tag can be found to your left just inside the entrance.

[LCA-T39] - Location: Between two houses. Map: (E-6). Directions: From Tag [LCA-T38], head back to the road and head east then turn left at the double intersection next to the tracks. Follow the road and it will curve to the east and head up the hill. Head all the way to the three-way intersection where this road ends then turn right and stop at the next intersection. This is a very unusual intersection with two three-way intersections including one with a large road. Go to the southwest corner of this intersection (with the large road). Near this corner should be a light blue house. Next door north of this house is a light orange house. Go between these two houses to find the Tag on the wall of the orange house. [LCA-T40] - Location: At the base of a large apartment building. Map: (E-6). Directions: From Tag [LCA-T39], head back to the street and head north all the way to the end of the street then turn right and head down the hill (and past a Police Bribe). As you get to the bottom of the hill then you should see a large blue and white apartment building to your right. There is also an entryway up into the building's entrance at the bottom of the hill. Go south into the entryway and angle right past the pillar. The Tag should be on the wall ahead of you. 0---------------------------------------------------------------------------0 | East Los Santos (ELS) |+++++++++++++++++++++++++++| East Los Santos (ELS) | 0---------------------------------------------------------------------------0 0==========0 | Tags - 11 \ 0=================================> [ELS-T41] - Location: Inside an underground parking garage. Map: (E-6). Directions: From the Jefferson Safehouse, head east to the next intersection then turn left. Then turn right at the next intersection and stop at the three-way intersection where this road ends. At the northwest corner of this intersection Jefferson Motel. At the east side of this intersection is the railroad tracks. Go east cross the tracks then to the building ahead. should also see an entrance to a underground garage.

is the and You parking

Go through this entrance and turn right. You should see the Tag on the west wall (usually behind a parked

car). [ELS-T42] - Location: In the alley by the Liquor Store. Map: (E-6). Directions: From Tag [ELS-T41], head southeast and out the other garage entrance to get back out to a street. Then turn right and go to the three-way intersection where this street ends. At the northwest corner of this intersection is the Liquor Store. On the north side of the Store is an alley. Go west into this alley to find the Tag on the wall to your right. [ELS-T43] - Location: On the west wall of Lolita's Mexican restaurant. Map: (E-6). Directions: From Tag [ELS-T42], go back to the three-way intersection, head west then immediately turn left at the intersection just a few feet away. Continue forward and stop at the next three-way intersection. At the southeast corner of this intersection is Lolita's Mexican restaurant (you should see the painting of a woman on the wall). Head south to the corner of this restaurant to find the Tag. ----------------------------------------------------------------**NOTE: This is also one of the Graffiti Tags featured during the mission "Tagging Up Turf". [ELS-T44] - Location: In the alley north of Lolita's Mexican restaurant. Map: (E-6). Directions: From Tag [ELS-T43], head north and you should find an alley not far from the restaurant. Turn right and go into this alley and about halfway through you should see the Tag on the wall to your left. ----------------------------------------------------------------**NOTE: This is also one of the Graffiti Tags featured during the mission "Tagging Up Turf". [ELS-T45] - Location: On upper level of the Sign Shop. Map: (E-6). Directions: From Tag [ELS-T44], go directly south, climb over the chain-link fence and cut through the parking lot (for the East Los Santos Cluckin' Bell) to reach the street. When you get to the street then you should see a strip mall across the street ahead of you. You can also see the Tag on the upper level just above the Sign Shop (climb the fences west of the mall to get behind the place and climb up to the upper level). ----------------------------------------------------------------**NOTE: This is also one of the Graffiti Tags featured during the mission "Tagging Up Turf". [ELS-T46] - Location: Behind a short metal fence. Map: (E-6).

Directions: From Tag [ELS-T45], go directly east and drop down onto the sidewalk below. Ahead of you across the street is the entry for a parking area for the building just northeast of your position. Go into this parking lot and you should see a short metal fence, two palm trees and a gray wall to your left. The Tag is on the gray wall, behind the short metal fence, near where it meets the blue wall. [ELS-T47] - Location: In a short tunnel. Map: (E-6). Directions: From Tag [ELS-T46], head east and turn the next corner going north and back to the street then turn right. As you get near the road curve going north then look to your left. You should see a short tunnel just past the Carnicera market. Go north into the tunnel and you should see the Tag to your right as you reach the north end. [ELS-T48] and [ELS-T49] - Location: In an alley. Map: (E-6). Directions: From Tag [ELS-T47], you should see the Carwash north of this position. Go north out of the tunnel, turn right and go back to the road then turn left. Go under the bridge and up the hill. As you go up the hill then keep an eye to your left. You should see a yellow sign that says "Super Value". Right where this sign is is an alley. Go west into the alley and turn right at the corner. Look right and you should see Tag [ELS-T48] on the wall near the corner and Tag [ELS-T49] about fifteen feet north and on the opposite wall. [ELS-T50] - Location: Near a street corner. Map: (E-6). Directions: From Tag [ELS-T49], head north through the alley and back to the street then turn left and stop at the next intersection. You should see the Tag near the southeast corner of this intersection. [ELS-T51] - Location: Near a billboard. Map: (E-6). Directions: From Tag [ELS-T50], head east then turn left at the next intersection. You should go under a bridge then go over a bridge. When you reach the end of the bridge then stop. On the west side of the street you should see a path leading down and a billboard in the background (International). Go west down the stairs and to the street below then loop east and head back toward the International billboard. Just as you get near the billboard then

you should see the Tag on the wall to your left. 0---------------------------------------------------------------------------0 | Los Flores (LFS) |+++++++++++++++++++++++++++++++++++++| Los Flores (LFS) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 2 \ 0=================================> [LFS-T52] - Location: On a wall near a corner in an alley. Map: (E-6). Directions: From the three-way intersection at the northwest corner of the Los Santos Forum complex in East Beach, head north to the top of the hill then stop at the *SECOND* three-way intersection (with the curved road). From here, head forward and up the next hill. Partway up the hill you should see a banner that lists various foods. Just past that, on your left, should be the entrance to an alley. Turn left into this alley then turn left at the next corner about halfway through this alley. Head forward down this alley then turn left at the next corner. Just before you reach the next corner then you should see the Tag on the wall to your left. [LFS-T53] - Location: On the wall of an apartment building. Map: (E-6). Directions: From Tag [LFS-T52], head south then turn the next corner going west and head back to the street then turn right and head all the way to the three-way intersection where this road ends (at the top of the hill). At the southeast corner of this intersection is a short hedge and beyond it is a group of apartment buildings. Go east along the sidewalk and to a break in the short hedge. Look south through this break and you should see a blue apartment building to your right and a beige building to your left. The Tag can be seen to your ' left on the beige building. 0---------------------------------------------------------------------------0 | East Beach (EBH) |+++++++++++++++++++++++++++++++++++++| East Beach (EBH) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 8 \ 0=================================> [EBH-T54] - Location: On the southeast side of the Los Santos Forum building. Map: (E-6).

[EBH-T55] - Location: Inside a parking lot. Map: (E-6). Directions: At the northeast corner of the Los Santos Forum facility is a three-way intersection with the main highway. Just to the west of that is a three-way intersection for the road that runs parallel to the main highway. From that intersection, head north along this parallel road. Just after you go under the pedestrian bridge then turn left to enter a parking lot. Then turn left again and angle southwest. The Tag should be on the wall of the gray and brick red building ahead of you. [EBH-T56] - Location: Inside the East Beach Parking Garage. Map: (E-6). Directions: From Tag [EBH-T55], head back to the road and head north along this parallel road then turn left at the next three-way intersection. Just as you go up the hill then you should see the entrance to a large Parking Garage to your right. Go just inside the entrance and stop. The Tag should be on the wall to your right. [EBH-T57] - Location: At the top of an apartment building. Map: (E-6). Directions: From Tag [EBH-T56], go east down the hill and turn left at the intersection then stop at the next three-way intersection. At the northwest corner you should see the East Pacific apartments. Go to the north part of the apartment complex and climb onto the roof. Once on the roof then go south until you drop down to the roof below you. Turn around and you should see the Tag on the wall. [EBH-T58] - Location: Near Colonel Fuhrberger's house. Map: (E-6). Directions: From Tag [EBH-T57], jump back down to the street then head north. Just before you reach the bridge then you should see two houses to your left. Turn left and go into the parking area between them. You should see a yellow cone at the entrance to the house on your right. This is Colonel Fuhrberger's house. The Tag can be found at the northeast corner of the house across the parking area from the Colonel's home. [EBH-T59] - Location: On the wall of a large building. Map: (E-6). Directions: From the three-way intersection at the northwest corner of the Los Santos Forum complex in East Beach,

head north to the top of the hill then stop at the *SECOND* three-way intersection (with the curved road). From here, turn right and follow the road curve going south. Just before you get to the road curve going east then look to your right to see the Tag on the wall, and in-between the light blue windows, of the large gray building. [EBH-T60] - Location: At 2026 Saints Boulevard. Map: (E-6). Directions: From Tag [EBH-T59], follow the road to the next intersection then stop. This large road at this intersection is Saints Boulevard (so-called because of the large banner at the bottom of the hill near the Los Santos Forum facility). From this intersection, head north along Saints Boulevard. Just as you start going up the next hill then look to your right. You should see a set of small stairs leading up to a building with the number 2026 above the entrance (this would make it 2026 Saints Boulevard). Go up these stairs and you should see the Tag on the wall north of the entrance. [EBH-T61] - Location: Behind The Golden Palms apartments. Map: (E-6). Directions: From Tag [EBH-T60], get back onto Saints Boulevard then head north all the way to the top of the hill. When you get to the top of the hill then you should see a bridge ahead of you. Just before the bridge, to your right, you should see The Golden Palms apartments. Turn right into the nearby driveway then turn right when you reach the damaged concrete railing. At the end of the narrow walkway is a Body Armor Icon. Jump the wall beyond it and you should see the Tag on the wall to your right. 0---------------------------------------------------------------------------0 | Playa Del Seville (PDS) |+++++++++++++++++++++++| Playa Del Seville (PDS) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 5 \ 0=================================> [PDS-T62] - Location: On a beach wall. Map: (E-6). Directions: Go to the three-way intersection at the southeast corner of the Los Santos Forum facility. At the east side of this intersection is entrance to the parking

area for the nearby beach. Find the stairs and go down to the beach. Go north a little bit and you should see the Tag on the wall to your left. [PDS-T63] - Location: On the north side of an apartment building. Map: (E-6). Directions: Go to the three-way intersection at the southeast corner of the Los Santos Forum facility. At the southwest corner is a blue apartment building. Near this corner is a ramp that leads west along the north side of this building. The Tag can be found on the middle of the wall which should be to your left (it will be hard to see in the daytime because it is green and blends into the blue wall). [PDS-T64] - Location: On the wall near a parked car. Map: (E-6). Directions: From Tag [PDS-T63], head east down the ramp back to the main highway then turn right and go along the east side of the blue apartment building. Just ahead of you is a parked car that usually rolls onto the highway. The Tag can be found on the wall just before this car. [PDS-T65] - Location: Near a basketball court. Map: (E-6). Directions: From Tag [PDS-T64], head south along the main highway. Just as you get to the south end of the blue apartment building then you should see a gap in the wall on your right that leads west. Go up this path and angle southwest to find a basketball court. The Tag can be found on the wall of the building at the west side of the Court. [PDS-T66] - Location: Near some transformers. Map: (E-6). Directions: From Tag [PDS-T65], head to the nearby street then head west and stop at the next three-way intersection. Near the northwest corner of this intersection, just to the north, is a transformer farm. The Tag can be found on the wall at the entrance of the farm. 0---------------------------------------------------------------------------0 | Ocean Docks (ODK) |+++++++++++++++++++++++++++++++++++| Ocean Docks (ODK) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 5 \ 0=================================> [ODK-T67] - Location: Near a street corner. Map: (F-6). Directions: From the three-way intersection at the southeast

corner of the Los Santos Forum facility, go south along the major highway. Follow the road curve going west then stop at the three-way intersection after it. The Tag can be found on the wall near the northwest corner of this intersection. [ODK-T68] - Location: At the corner of a blue building. Map: (F-6). Directions: From Tag [ODK-T67], head west along the major highway and stop at the next three-way intersection. At the west corner of this intersection is a large blue building. The Tag can be found at the east corner of this building. [ODK-T69] - Location: On a bridge support. Map: (F-6). Directions: From the Willowfield Safehouse, head west and turn right at the three-way intersection then turn left at the next three-way intersection. Continue forward until you reach the next three-way intersection where this street ends. Ahead of you, on the west side of this intersection, should be the Scrapyard entrance. From here, turn left, go through the next intersection and up the incline for the bridge. You should also see the large green bridge support tower for this end of the bridge. Look to your left and you should see the Tag on the bridge support tower. [ODK-T70] - Location: On the side of a container crate. Map: (F-6). Directions: Head to the long road tunnel for the main highway at the south part of the Los Santos International Airport area. From the east end of this tunnel, head east. Follow the highway and, just after the curve going north, then turn right at the next three-way intersection and stop at the very next three-way intersection. From here, continue forward off the road until you drop down to a lower area then turn right. You should see a building with an angled roof to your left. Just south of this building is a group of container crates. Turn the corner at the southwest part of the building, go east between the building and container crates, then turn right at the water's edge. You should see the Tag on the container crate to your right. [ODK-T71] - Location: Near the end of the flood control channel. Map: (F-6). Directions: Go into the flood control channel directly east of The Johnson House in Ganton and head south. Keep

going forward and you will reach a bridge that has a large support in the middle of the channel. Go to the left side of the bridge support and you should see the Tag at the corner near the south end. 0---------------------------------------------------------------------------0 | Willowfield (WFD) |+++++++++++++++++++++++++++++++++++| Willowfield (WFD) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 6 \ 0=================================> [WFD-T72] - Location: On a maroon building. Map: (E-6). Directions: From the entrance of the Willowfield Safehouse, go west then stop at the next intersection. At the northeast corner of this intersection is a maroon building. The Tag can be found on this wall just east of this corner. [WFD-T73] - Location: On the south wall of the Willowfield Cluckin' Bell. Map: (E-6). Directions: From Tag [WFD-T72], head back to the three-way intersection and head north then stop at the *SECOND* three-way intersection. At the northwest corner of this intersection is the Willowfield Cluckin' Bell (activated later in the game). The Tag can be found on the south wall of the Cluckin' Bell. [WFD-T74] - Location: At the 6th Street Plaza. Map: (E-6). Directions: From Tag [WFD-T73], go back to the nearby three-way intersection then head east. As you head forward along this road, and just before you get to the next intersection, then you should see a strip mall to your right. This is the 6th Street Plaza. The Tag can be found between the stores Hong Kong Deli and Sushi Man. [WFD-T75] - Location: At a storefront. Map: (E-6). Directions: From the entrance of the Idlewood Pay 'N' Spray, head south, cross the bridge and stop at the road curve going west. On the inside part of this curve is a small strip mall. At the north side of this area is a Sprunk Machine. The Tag can be found to the right of the Machine. [WFD-T76] - Location: On a wall within the flood control channel. Map: (E-6). Directions: From the entrance of the Idlewood Pay 'N' Spray, head directly east across the street and down the ramp into the flood control channel. When you get down into the channel then do a U-turn and head west under the bridge.

Just before you get to the next bridge then you will see this channel merge with another one. When you get to the merge then turn southeast and head down this other channel. You will eventually go into a long tunnel. Immediately after you exit this tunnel, stop. Look north to find the Tag on the wall next to the tunnel entrance. [WFD-T77] - Location: On the wall of a building. Map: (F-6). Directions: From Tag [WFD-T76], head southeast and through another tunnel. After exiting it, and before the next bridge, then you should see a ramp that leads back to the street. Go up the ramp then turn right when you reach the street and stop at the next four-way intersection. At the northwest corer of this intersection is a chain-link fence with a concrete base. Behind the chain-link fence, not far from this corner, is a building with an angled roof. The Tag can be seen on the south side of this building (go around the end of the fence to the north of this intersection to gain access). 0---------------------------------------------------------------------------0 | LS International Airport (LIA) |+++++++++| LS International Airport (LIA) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 2 \ 0=================================> [LIA-T78] - Location: On the south side of the control tower. Map: (F-5). Directions: Go to the three-way intersection at the west side of the tall Control Tower building for Los Santos International Airport. Go east along the south side of the Control Tower to find the Tag near the southeast corner. [LIA-T79] - Location: On the top of the road tunnel entrance. Map: (F-5). Directions: Head to the long road tunnel for the main highway at the south part of the Los Santos International Airport area. From the west end of this tunnel, head west. When you get to the top of the incline after the tunnel then turn left and cut across the oncoming lanes to get to the sidewalk on the south side of the highway. After that then head east along the sidewalk and you

should see a ledge on the right side. Go onto this ledge and continue east all the way to the wall above the tunnel entrance where you can find the Tag. 0---------------------------------------------------------------------------0 | El Corona (ELC) |+++++++++++++++++++++++++++++++++++++++| El Corona (ELC) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 6 \ 0=================================> [ELC-T80] - Location: On the south side of the Liquor Mart. Map: (E-5). Directions: From the entrance of the Idlewood Pay 'N' Spray, head south, cross the bridge and follow the road curve going west. Then head forward and through the next road curve going north and stop at the next three-way intersection. At the southwest part of this intersection is Unity Station. At the east side of this intersection is the Idlewood 24-7. Just south of the Idlewood 24-7 is the Liquor Mart. The Tag can be found on the south side of this building. [ELC-T81] - Location: On the side of a house. Map: (F-5). Directions: From the El Corona Safehouse, head east and stop at the three-way intersection. At the northwest corner of this intersection is a house with a short chain-link fence. The Tag can be found on the east side of this house. [ELC-T82] - Location: On a fence. Map: (F-5). Directions: From Tag [ELC-T81], head south to the next three way intersection then turn right. Look to your right and you should see a long fence with three colored sections. There is a beige section, a light green section and a red section. The Tag can be found on the light green section of this fence. [ELC-T83] - Location: On the Nude Shop. Map: (F-5). Directions: From Tag [ELC-T82], head east to the *SECOND* three-way intersection then stop. At the northwest corner of this intersection is the pink and white Nude Shop. The Tag can be found on the south wall of this business. [ELC-T84] - Location: On the side of the Bar. Map: (E-5). Directions: From Tag [ELC-T83], go to the northeast corner of the Nude Shop area to find a three-way intersection. Head north from here and stop at the next three-way intersection. At the northwest corner of this

intersection is the Bar. The Tag can be found on the east wall of this business. [ELC-T85] - Location: Above the entrance of an apartment building. Map: (E-5). Directions: From Tag [ELC-T84], go back to the three-way intersection and head west then turn right at the next three-way intersection for a very short dead-end street with a bunch of light blue apartment buildings. Go north through the end of this street and onto the path between the buildings that leads to a chain-link fence. As you get near the fence, stop. Look to your right and you should see the Tag above the entrance to one of the apartment buildings. 0---------------------------------------------------------------------------0 | Little Mexico (LMX) |+++++++++++++++++++++++++++++++| Little Mexico (LMX) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 3 \ 0=================================> [LMX-T86] - Location: On a curved wall. Map: (E-5). Directions: From the Los Santos Police Department HQ entrance in Pershing Square, head south then turn left at the next three-way intersection. Then head to the next four-way intersection (just after you go under the freeway) and turn left. Head all the way to the three-way intersection where this road ends then turn right and stop at the next three-way intersection. At the southwest corner of this intersection is the Atrium. At the southeast corner is a building with a curved wall. Go slightly east from this corner to find the Tag on this curved wall. [LMX-T87] - Location: On the wall of a Church. Map: (E-5). Directions: From Tag [LMX-T86], go back to the three-way intersection and head south then stop at the next three way intersection. At the southwest corner of this intersection is a Church. The Tag can be found on the north side of the Church near the front doors. [LMX-T88] - Location: Near the corner of a building. Map: (E-5). Directions: From Tag [LMX-T87], head east past the three-way intersection then stop at the double intersection. At the northwest corner of this intersection is a tall white brick wall.

To the west of this wall is a white building with a dark red awning. Go north along the east side of this building to find the Tag near the northeast corner. 0---------------------------------------------------------------------------0 | Idlewood (IDW) |+++++++++++++++++++++++++++++++++++++++++| Idlewood (IDW) | 0---------------------------------------------------------------------------0 0==========0 | Tags - 10 \ 0=================================> [IDW-T89] - Location: On a wire window for Security Storage. Map: (E-6). Directions: Go to the three-way intersection at the northeast corner of the Idlewood Pay 'N' Spray. At the northwest corner is a blue building. Next door to the west of it is a white building for Wholesale Produce. Next door to the west of Wholesale Produce is a tan building with fire escapes (Security Storage). The Tag can be found on the wire window under the first set of fire escapes. [IDW-T90] - Location: On the top of the Going Gas Station. Map: (E-5). Directions: From Tag [IDW-T89], head west to the next three-way intersection then turn right and stop at the next three-way intersection. At the southwest corner of this intersection is the Going Gas Station. The Tag can be found behind the Car Wash sign on the roof at the west side of the Gas Station. Use the Broadway that is normally parked at the south side of the Station to climb onto the roof to gain access to Tag. [IDW-T91] - Location: On the side of the Alhambra Club. Map: (E-5). Directions: From Tag [IDW-T90], head north, jump down from the roof, go to the nearby street then head west and stop at the double intersection ahead. At the northeast corner of this intersection is the Alhambra Club. The Tag can be found on the wall near the northwest corner of the building (just north of the entrance). [IDW-T92] - Location: In the corner of an apartment building. Map: (E-5). Directions: From Tag [IDW-T91], head north and jump the hedge to get back to the street (you should be at the southeast corner of a four-way intersection). From here, head east to the next road curve (going south). However, instead of taking the curve, angle northeast through a gap in the fence to enter an area

with several apartment buildings. As you proceed northeast through this new area then you should run into a building with four garage doors. The Tag can be found in the north corner of this building. [IDW-T93] - Location: In the small courtyard of a dumpy apartment area. Map: (E-6). Directions: From Tag [IDW-T92], head north then turn right at the corner and proceed southeast. As you continue through this apartment area then you will eventually get back to the street. When you get back to the street then head east and stop at the next three-way intersection. At the north side of this intersection is the freeway ramp. At the northeast corner of this intersection are some dumpy apartments. Head forward to the next three-way intersection directly south of these apartments. From that intersection, head north through the center and you should find the Tag in the northeast corner of the small courtyard. [IDW-T94] - Location: On the side of a bridge. Map: (E-6). Directions: From Tag [IDW-T93], go south back to the three-way intersection. Just off to the east of this intersection is a bridge. The Tag can be found on the side of this bridge just southeast of this intersection. ----------------------------------------------------------------**NOTE: This is also one of the Graffiti Tags featured during the mission "Tagging Up Turf". [IDW-T95] - Location: On a blue house. Map: (E-6). Directions: From Tag [IDW-T94], head directly west and across the street to find a blue house (at the northwest corner of a three-way intersection). The Tag can be found near the front door. ----------------------------------------------------------------**NOTE: This is also one of the Graffiti Tags featured during the mission "Tagging Up Turf". [IDW-T96] - Location: In an alley. Map: (E-6). Directions: From Tag [IDW-T95], go west into the backyard of this blue house and climb the fence to enter an alley. Head north a little to find the Tag on the wall to your right. ----------------------------------------------------------------**NOTE: This is also one of the Graffiti Tags featured during the mission "Tagging Up Turf". [IDW-T97] - Location: On the north wall within the parking lot of the 24-Hour

Motel. Map: (E-6). Directions: From Tag [IDW-T96], head south back to the street then head east to the three-way intersection and turn right. Then turn left at the next major intersection (where three roads meet). Head forward and stop at the road curve that goes north. On the outside part of this curve is the parking lot for the 24-Hour Motel. Turn right to go into the parking lot then turn right at the corner. Ahead of you should be a set of stairs. The Tag should be on the wall to your right. [IDW-T98] - Location: On the side of a tunnel support. Map: (E-5). Directions: From the entrance of the Idlewood Pay 'N' Spray, head directly east across the street and down the ramp into the flood control channel. When you get down into the channel then do a U-turn and head west under the bridge. Just before you get to the next bridge then you will see this channel merge with another one. Continue east, under the bridge and stop when you get near the next tunnel. At the beginning of the tunnel, in the middle, is a concrete tunnel support. Go to the north side of this support to find the Tag. 0---------------------------------------------------------------------------0 | Ganton (GTN) |+++++++++++++++++++++++++++++++++++++++++++++| Ganton (GTN) | 0---------------------------------------------------------------------------0 0=========0 | Tags - 2 \ 0=================================> [GTN-T99] - Location: On the south end of the bridge, west side, just west of The Johnson House. Map: (E-6). [GTN-T100] - Location: On the blue wall. Map: (E-6). Directions: From Tag [GTN-T99], head west to the next intersection then stop. At the southwest corner of this intersection is a white house. At the south side of this house is an alley. Head west through this alley to find a Police Bribe Icon at the junction. Just northwest of this point is a chain-link fence. Go west along this chain-link fence until it ends at a blue wall. The Tag can be found near where the blue wall and the chain-link fence meet. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\

/=========================================================================\ | >LTS12. The Commerce 24-7 Courier Asset Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ At the southwest part of Commerce is the Commerce 24-7 (just west of City Hall). In front of the 24-7 is a BMX bike. But this one is special. Getting on this bike will trigger the Commerce 24-7 Courier Asset Mission. This is a simple mission. While on the bike you have to throw packages through the red coronas shown on your map. You have do this Drive-By style using the Look Left and Look Right Buttons in conjunction with the Attack Button. If you miss it then you can get a second chance by picking up the package and trying again. Part of your score is determined by how many packages you bring back to the 24-7 when you complete a level. After completing the last corona in the run then you have to go back to the Commerce 24-7 to finish it. There are a total of four runs to complete: 0=============================0 | Course | C | P | Time | 0=============================0 | Run #1 | 3 | 6 | 3 minutes | |--------+---+---+------------| | Run #2 | 4 | 6 | 5 minutes | |--------+---+---+------------| | Run #3 | 5 | 7 | 5 minutes | |--------+---+---+------------| | Run #4 | 6 | 8 | 10 minutes | 0=============================0 [ Legend; C = Coronas, P = Packages ] For the last run you will notice that the packages are really spread out. Start by going west and going clockwise along the course. You can practically sprint all the way through the course even with low Stamina. Just try not to wreck too much. Upon completion you will gain a Money Icon outside the 24-7 that will generate maximum revenue of $2,000 per day. And you will also inch closer toward 100% Completion. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS13. BMX Challenge | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ To the west of County Hospital in Jefferson is the Skate Park. By one of the half-pipes on top of the small hill is a BMX bike. Getting on this bike will trigger the BMX Challenge. There are nineteen coronas you have to get to complete the challenge. Some of them are really high up in the air so it is recommended that you max out your Cycling Skill beforehand so you can Bunny-Hop to them.

There are three of them on the half-pipes and they are the toughest to get. One is actually on the flat top of one of the half-pipes and the other two are in the air on each side of the other half-pipe. To successfully do this Challenge you must have a high Cycling Skill. This will enable you to Bunny Hop really high and go backwards without falling off. You can go and do other things like doing Graffiti Tags and Weapon Collection while building up your Cycling Skill. It is recommended that you max out your Cycling Skill before trying this Challenge. Before doing the BMX Challenge, use the BMX bike you should have saved in CJ's garage and practice doing the half-pipes. Go up one side and tap Pedal really fast. You should shoot up the side and into the air. Learn how to land and how to go up the other side of the pipe. Once you get the hang of it then get onto the other bike to start the challenge. When you start the challenge you will start with ten seconds and get an additional ten seconds for each corona you collect. Get all of the other coronas on the ground and air as quickly as possible before doing the half-pipe ones. This will allow you to get enough time so you can get the last three on the half-pipes. If you are having trouble getting the coronas on the half-pipes then reader Philip Carstens has this advice: "Go to Ocean Docks and get yourself a Packer (the truck with the tracks on the trailer) and drive to the Skate park with the Packer. Once there go to the half pipe in the north-western corner (the corona is on the flat top of the half pipe). Park the Packer on the south-eastern side with the front of the packer facing towards the flat top (north). Using the side view make sure the truck is not to close to the half pipe otherwise you might end up crashing into the half pipe with the BMX. If parked correctly the corona almost becomes the easiest one to get. With a moderate speed go up the tracks of the Packer and bunny hop to the flat top, if you go to fast you will end up on the road behind the skate park. If you don't succeed the first time you can go back to the hill and activate the challenge again and the Packer will still be there a second time around." When you complete the Challenge then you will inch closer to 100% Completion. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS14. Vigilante Mission (Motorcycle) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Another thing that can be done here in the Los Santos and Red County area is to do the Vigilante Mission. While there are several kinds of Police vehicles I can use here, the best one to use is the Cop Motorcycle. It is also recommended that you max out the SMG Weapon Skill Level and have about 2,000 rounds. The rules for the Vigilante Mission are as follows:

When in a Police Vehicle press Activate Vehicle Mission to begin a Vigilante Mission. You will be prompted to chase and destroy a selected target which is another car. You have to kill all the criminals in the car before moving onto the next level. Sometimes, if you damage exit the car to confront The higher you go up the with (up to a maximum of

the criminal's car enough, then the criminals may you. Drive-by or run them over to get rid of them. levels, the more criminals you will have to deal three cars per level).

At later levels of the Vigilante Mission the criminals will shoot at you from their cars while you are chasing them. Some of them will carry Shotguns which can seriously and quickly damage your vehicle (and yourself if you are using a motorcycle). However, the vehicle will auto repair itself to a certain level after the completion of each level (at least that is what I saw on the PC version). It is best to get Hitman Weapon Skill Level on whatever weapon you plan to use for the Vigilante Mission to increase your distance and rate of fire to deal with these threats quickly. After completing Level 12 then you will be rewarded with a permanent increase in your armor (going up to 150 maximum). At this point of the game I found that the best place to do the Vigilante Mission is in the Red County area. Very little traffic and few Cops to stop you if you get a Wanted Rating during the mission. And even then the Police Ranchers are easy to deal with since the country Cops are not as aggressive as their city counterparts. By doing this mission in the country you are making the mission much easier. By using the Cop Motorcycle I have the ability to shoot forward which gives me a huge advantage. All I have to do is just get behind my quarry and shoot up the back of their car until it blows up. The downside is that the criminals in the cars, at later levels, will shoot back at you while being pursued. And some of them will wield Shotguns. They can quickly destroy your armor and health if you get too close. This is why you should have Hitman Weapon Skill Level on the SMG. This way you can shoot further and reduce the damage they can do. When you complete level 12 of the Vigilante Mission then you will increase your maximum Body Armor from 100 to 150 and inch closer to 100% Completion. Several people have written to me about tricks that can allow you to enter buildings to do the Vigilante Mission. You enter a building, wait a few seconds and the threat will be gone. Go back, re-enter your Police vehicle, get back out and repeat the process. However, I have not gotten them to work 100% of the time. In addition, these tricks do not seem to work on the Xbox so I will stick to my above strategies. However, if you're willing to wait until much later in the game, then you can earn the Hunter attack helicopter by getting all Golds in the Flight School or by stashing the Hunter in the hangar at Verdant Meadows Aircraft Graveyard

during the race "Heli Hell". It is much easier, and more fun, to use the Hunter to complete the Vigilante Mission. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS15. 8-Track (Los Santos Forum) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ At the Los Santos Forum there is a Stadium Event known as 8-Track. You need to have about 10% Driving Skill before you are allowed to go inside. You don't need to max out your Driving Skill before going to do this event but it will help a bit. You can still win this event even with the minimum allowed Driving Skill. This is a twelve lap race around a figure-eight course. There are twelve cars on the course including yourself. The cars used are Hotring Racers. But these are not the same Hotring Racers used in Vice City. They are not as durable and even with maximum Driving Skill it still doesn't handle very well. The starting point is under the bridge over the middle of the course. There is a sharp left and a bottleneck as you get onto the bridge and a sharp right as you head back toward the starting line. These are the places where you can really get messed up if you're not careful. The key thing in doing the race is patience. You can't go too fast otherwise you will slide into the walls at the sharp curves which will damage your car and cause you to lose position. As you head back toward the starting line then go along the wall on the right side. This will allow you to gain position. When you get back underneath the bridge then you need to be careful of the other cars. However, if you hit the rear of the car in front of you, then you can cause him to spin out because of the angle you are at when you get under the bridge. This will also allow you to gain position. When you finally get into first place then drive conservatively. Try not to hit any of the walls from here on out even if you have to really slow down on the sharp curves to do it. This will allow you to keep your car in shape until the end of the race. If you finish in first place then you will win $10,000 and inch closer to 100% Completion. In addition, the Hotring Racer and the Monster (which is a big ass monster truck) will spawn outside the Los Santos Forum. I should note that the Monster truck has no Handbrake. It has 4-Wheel Steering in its place. When used it will allow you to do very sharp cornering. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS16. Pimping Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Behind the Going Gas Station, in Idlewood, you will find a car parked there called the Broadway. Upon entering it you will notice that you can do a

vehicle based side-mission. This mission is called the Pimping Mission. Press the Activate Vehicle Mission button to begin it. When you first start the side-mission then you will be prompted to pick up your girl. After picking her up then you will have a time limit (usually three minutes) to take her to a customer. Once you have dropped her off then you will be prompted to pick up another girl. When you have done that then you will be given a three minute time limit to take her to her customer. When you have dropped her off then you will be prompted to pick up the first girl. So now you begin alternating between the two girls. When one is finished then you pick her up, take her to another customer, and be prompted to pick up the other girl to repeat the process. There are ten customers to serve during this mission. In addition, you may see your Pimping Skill go up even though I haven't found it in the Stats. One of three things will happen when you are prompted to pick up a girl: 0===========================================================================0 | You will get a notice that she is finished and waiting to be picked up. | | Here you can take your time and even repair your car if you have taken | | too much damage from smacking it around. | |---------------------------------------------------------------------------| | She is getting roughed up by the customer. You have about three minutes | | to get to her before the customer kills her. When you get there then exit | | your car and kill the customer. You then have twenty seconds to get back | | in the car before the mission ends. Get back in the car, pick up your | | girl, and head to the next customer. | |---------------------------------------------------------------------------| | The customer refuses to pay. You have about three minutes to get to your | | girl before the customer runs off. When you get there then the customer | | will run for it. Kill him before he gets too far. Just line him up and | | run him over. | | | | If you have to get out and chase him then don't run too far since you | | have twenty seconds to get back in the car before the mission ends. Get | | back in the car, pick up your girl, and head to the next customer. | 0===========================================================================0 When you pick up a girl then you will get a cut of the earnings. You will always get $300 from the girl but your money will increase due to a multiplier which also serves as a indicator of how many customers you have served regardless of the outcome. When you have served your tenth customer then this side-mission will end successfully. You will get a little closer to 100% Completion plus a little bonus. From now on, whenever you decide to do business with a prostitute, then she will pay you instead of you paying her for the pleasure. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS17. Ambulance Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/

Just like in all the other GTA games, there is a Ambulance Mission to do in order to get 100% Completion. The rules are still the same. You have to climb into an Ambulance and press Activate Vehicle Mission to begin the mission. You drive around picking up patients and take them to a nearby hospital. There are twelve levels in the Ambulance Mission. You start with one patient at Level 1 and a additional patient will be added in each level as you progress. You can carry a maximum of three patients at one time so you will have to plan your routes, using the in-game map, to find the best way to pick them up. Care must be taken not to smack the Ambulance too much because of the patients inside but it seems that the Ambulance is much tougher in San Andreas than it was in Vice City. When approaching a patient make sure that the patient is on the right of your Ambulance and don't get too close as the patient is running toward your vehicle as you approach. When the patient just starts to get in the Ambulance then go. This will save a second or two. Use your Siren as this causes the cars to either stop or turn away from you thus making it easier to evade them. There are three Hospitals in the Los Santos and Red County area. How difficult or easy this mission is determined by which hospital you use. So which is the best one to do the mission with? I found that Montgomery Hospital in Red County is a very good place to do the mission. The patients tend to be within the city limits for the early part of the mission which makes it easy because the town is small. But, at Level 8, things start to change. You will start to see patients in Dillimore, Palomino Creek, and Hampton Barns. Even so, it is still not too difficult since there is a lot of room to make your own shortcuts and avoid traffic. Within Montgomery city limits your time bonus for each patient is 16-19 seconds. Outside the city limits your time bonus for each patient is at least 45 seconds. However, if you're willing to wait, *THE* best place to do the Ambulance Mission period is in Angel Pine (Badlands and San Fierro area). All of the patients remain confined to the small town thus making this mission easier (and faster). When you have successfully completed the Ambulance Mission then your Health will be maxed out and you will take another step toward 100% Completion. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS18. Firetruck Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ For this mission you have to get a Firetruck, found at most Fire Stations, and press Activate Vehicle Mission to start the Firetruck Mission. You have to go from place to place extinguishing fires with the water cannon by using the Attack button.

There are twelve levels to complete. On Level 1 you have to put out a single car fire. On Level 2 you have to put out the car fire but, when you do that, a person will exit from the vehicle who will be on fire and you will have to put him out. The person will then try to run away so you have to go and chase him (but thankfully he won't run too far). As you progress through the levels a person will be added to a car for each level you pass up to a maximum of three people per car. At Levels 5 and 9 new cars are added up to a maximum of three cars. The game will spread out the cars so you have to go from car to car extinguishing them and the passengers who try to flee. There is no Fire Station in Los Santos but a Firetruck can usually be found by a salmon and blue building west of the Skate Park (which is west of County Hospital in Jefferson). As with the Ambulance Mission, I found that doing the mission in Red County was the best place to do it because of the light traffic and open country in which to make shortcuts. Use the Siren to make the traffic move out of the way to speed things up and limit damage to your Firetruck. After completing Level 12 then you will then successfully complete the Firetruck Mission. You will get a little closer to 100% Completion and become fireproof. Having the Fireproof Feature will really help you out on the last mission of the game. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS19. Taxi Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Just like in the other GTA games, you can do the Taxi Mission. Get a Taxi and press Activate Vehicle Mission to begin this mission. Basically, you pick up a person and take him (or her) to a destination. You are given a time limit to get the person there. After dropping off the passenger then you need to find another fare and repeat the process. The faster you can get and drop off passengers, the more time you can accumulate so you can go and repair the Taxi in a Pay 'N' Spray every so often. This is because you will be smacking into a lot of cars because of the way people drive in San Andreas. I should also point out that you won't be able to pick up any passengers if your cab is trashed but, if you trash your cab with a passenger still inside, then they won't flee like they did in the previous GTA's. I should also note that you can't do the Taxi Mission in Red County. All of the destinations for the Taxi Mission are in Los Santos. There are some differences between the Taxi Mission in San Andreas and the ones in the previous GTA's. First, there is the Tip Line. When you get a passenger then a Tip Line will appear beneath the time limit. The line will shorten with time but will shorten faster when you hit cars or other obstacles.

If you get to your destination with the Tip Line still on your screen then you will get a Time Bonus. Since, because of the way people drive in San Andreas, then you will be smacking into a lot of cars and you probably won't be getting a lot of Time Bonuses. Just focus on getting the customer to their destination so you can continue. Second, you only need to do fifty passengers instead of 100 like it was in the last two GTA's. This makes things less tedious but the main reason for the change is that if you try to do all fifty in one run you may start to go hungry because of the amount of time it takes to get them all in one run. If you want to try to do all fifty in one run then you may want to build up on your Fat Stat before attempting the Taxi Mission. After successful completion of the Taxi Mission then you will get closer to 100% Completion and acquire unlimited Nitros for all of the Taxis. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS20. Taking Stock | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ I have reached the point in this guide in where I have done all I could do and am ready to finally go on to the Main Story Missions. >>39 out of 50 Oysters (optional). >>All 100 Graffiti Tags. >>Completed 8-Track (Los Santos Forum). >>Ambulance Mission completed (for maximum health) (optional). >>At least fifty Taxi fares done (getting unlimited Nitros for all Taxis). >>Vigilante Mission completed (for maximum armor) (optional). >>Firetruck Mission completed (Fireproof feature). >>Pimping Mission completed. >>BMX Challenge completed. >>Commerce 24-7 Courier Asset Mission completed (earned Money Icon for the Commerce 24-7). >>Burglar Mission completed (for the Infinite Stamina Feature) [optional - *NOT* required for 100% Completion]. >>All six Los Santos Safehouses purchased. >>At least $130,000,000 and some of my Skills upgraded and Stats maxed. A lot of work but well worth it. This will make some of the Story Missions a lot easier because I have upgraded a lot of my Skills and have a lot of money to purchase things like clothes, food, and additional Safehouses. /==++====++==\ /==++====++==\ /==++====++====++====++====++========++====++====++====++====++==\ | >SDA3. The Main Story Missions (Los Santos and Red County) | \==++====++====++====++====++========++====++====++====++====++==/ \==++====++==/ \==++====++==/ Each Story Mission is broken into several parts..... 0=========0 | Overview \ 0=======================>

What the mission is about. 0========0 | Weapons \ 0=======================> Weapons used on the mission. Each weapon listed should have a lot of ammo for it before doing the mission attempt. If there are no weapons used then this section won't be displayed. 0======0 | Notes \ 0=======================> Additional information and other musings. This also includes any prep work suggestions prior to doing the mission. If there are no notes then this section won't be displayed. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0 | Early Exploration or Wanted Rating Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0 Some missions have the ability to freeze Wanted Ratings for Early Exploration or general mischief. For any mission that takes advantage of either of these exploits I will list how to do so here. 0=========0 | The Plan \ 0=======================> How to do the mission. 0=======0 | Reward \ 0=======================> What you get for your efforts. However, most missions won't reward you with anything so I will only list it if you are rewarded with something. With that explained, I will now finally move on to the story..... 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY1. Carl Johnson + 0==========================================================================/ His story begins at his house which is represented by the CJ icon within Ganton. His missions are pretty easy since they are designed to help you get started within the game. 0=+=+=+=+=+=+0 / Carl Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CRJ1. Big Smoke 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/

\ Carl Johnson / 0+=+=+=+=+=+=0 When CJ finally enters his mother's house, he finds it in disarray. Overwhelmed with emotion he picks up his mother's picture and sits it on the dining room table so he can stare at it for awhile. However, he is suddenly confronted by someone who thinks CJ is a thief looking for trouble. But CJ recognizes this person as Big Smoke, a friend of the family. After a few moments Big Smoke recognizes him and they hug and talk. Later, they leave the house and head to the cemetery to meet up with the others..... 0+=+=+=+=+=+=0 / Carl Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CRJ2. Sweet and Kendl 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Carl Johnson / 0=========0 0+=+=+=+=+=+=0 Big Smoke takes CJ to the cemetery where he meets up with his big brother Sweet, sister Kendl and fellow Families member Ryder. Unfortunately for Carl, Sweet is a little upset that CJ didn't make it to the funeral and still pissed he ran out on Brian's funeral years ago. This arguing upsets Kendl and she goes off to see her boyfriend Cesar who is Mexican. This doesn't sit too well with Sweet and the two argue. But she still walks off. Sweet is very upset that everything has gone bad in the hood. When CJ asks why then Sweet points out the graves of fellow members who have met an untimely end at the hands of a rival gang: the Ballas. Afterward, they all head back to the car but are ambushed by the Ballas. They manage to destroy the car and now CJ and the rest have to ride bikes back to the hood..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> Ride the bike back to Ganton while keeping close to your group. Don't get too far behind or ahead. However, the Ballas will chase you in their car. You can either try to outrace them or, better still (if you have enough ammo), let them cut in front of you and blast the car to smithereens. When you manage to get back to the red circle at CJ's neighborhood then you will successfully complete the mission. 0=======0

| Reward \ 0=======================> Respect Gained. In addition, Sweet will call you on your cell phone and explain that the groups that used to be part of the Families have split and are fighting amongst themselves. 0+=+=+=+=+=+=0 / Carl Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CRJ3. Ryder 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Carl Johnson / 0=========0 0+=+=+=+=+=+=0 Carl heads over to Ryder's house where he finds him loading up a gun. Ryder is upset that the local pizza place has covered up the graffiti tags he put on the place and wants to teach them a lesson. CJ decides to tag along..... 0=========0 | The Plan \ 0=======================> Get into Ryder's car to begin the mission. Your first stop is Reece's Barber Shop in Idlewood. When you enter the place then you can choose from a variety of hairstyles. Usually the most expensive hairstyles will gain you the most Respect. If you've spent some time playing the horses at the Inside Track Betting then money will be no object. I chose the Cornrow for CJ. After getting your haircut then meet up with Ryder who is smoking outside. The comments he makes about your haircut will vary depending on which one you get. He suggests that you get something to eat while he finishes up with his smoke. Enter the Well Stacked Pizza and get something to eat. It can be anything on the menu but it should be noted that the largest meals will contain the most Fat. After choosing your meal then Ryder will try to rob the place. But the guy behind the counter recognizes him and is not impressed. Worse, while CJ and Ryder argue, the pizza guy pulls out a Shotgun and shoots at them. Now you two have to make it back to Ganton. Get back in Ryder's car and go back to his house. You don't need to face the pizza guy, just drive back to Ryder's house to successfully end the mission (Although one time I shot the guy in the face with a Silenced 9mm Pistol). Ryder also mentions that Sweet has also been upset about the tags and suggests that CJ see him. 0=======0 | Reward \

0=======================> Respect Gained. In addition, all of the remaining restaurants, Barber Shops, and Tattoo Parlors open up (and will appear on the in-game map). You may want to go around and check these places out before going on to the next mission. 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY2. Sweet Johnson + 0==========================================================================/ Sweet Johnson is the big brother of Carl Johnson and is the leader of the Grove Street Families gang. He is still upset over the death of his mother and CJ's return to Los Santos hasn't helped matters since there are still wounds over Brian's death that have not yet healed. However, he is willing to give CJ a second chance at things. His missions can be found at his house which is next to CJ's house. 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN1. Tagging Up Turf 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 When you talk to Sweet then he will hand you a Spray Can so you can hit up some tags in the nearby hoods. He also decides to team up with you on this mission..... 0=========0 | The Plan \ 0=======================> If you've done all 100 Graffiti Tags prior to doing the Main Story Missions then you will see that six of your Tags have been uncovered so you can do this mission. But it will have no negative effect on this mission or your game status. First, drive off to Idlewood. The game will instruct you on how to make a tag since the game designers wanted you to go through this mission first before doing the Graffiti Tags. Get the remaining two Tags in this area then go back to Sweet's car. Now drive to East Los Santos. There are three more Tags in this area. However, if you want, then you can take advantage of your unlimited ammo for your Spray Can and get all of the remaining Tags in Los Santos before doing these three Tags in East Los Santos. It will take awhile to get them all in one run but you won't have to worry about running out of spray paint.

Back in East Los Santos, get the first one on the restaurant and head to the alley where the second one is located. The second Tag has a couple of Ballas nearby. Instead of confronting them, quickly do it and run. If you try to confront them with the Spray Can then you will more than likely attract the attention of a Cop. For the third Tag you will be instructed on climbing the fence to get to it. After getting the Tag then you need to jump down and enter Sweet's car. Then drive back to Sweet's house to successfully complete the mission. 0=======0 | Reward \ 0=======================> Respect Gained plus $200. In addition, a Spray Can Icon will now appear in CJ's room at The Johnson House. Whatever amount of Spray Can "ammo" you had before you started the mission you will have 500-500 when you finish. You will also get a phone call from Officer Hernandez, who works with Tenpenny and Pulaski, warning CJ not to leave town. 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN2. Cleaning The Hood 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 Sweet is upset that drugs have crippled the Families. He then tells CJ and Ryder to clean up the hood..... 0========0 | Weapons \ 0=======================> Any melee weapon. 0=========0 | The Plan \ 0=======================> Ryder tells CJ to drive over to a friend's house. The house belongs to B-Dup and Big Bear and Ryder wants them to help out in cleaning the hood even though they haven't seen each other for awhile. Get into the Greenwood and drive over to the apartment. However, when they arrive, they find that B-Dup has become a Crack Dealer. Worse, they also discover that Big Bear has become an addict and B-Dup has turned him into his own personal slave. CJ and Ryder can not count on B-Dup being friends with them anymore. After leaving then they decide to find some Crack Dealers to bust. The game will then instruct you to go just north of B-Dup's apartment where

a Crack Seller is selling Crack to one of the homies. Confront him and use any weapon to take him down. Me, I used my Silenced 9mm Pistol and shot him in the face before he could finish talking to me. Ryder recognizes him as an ex-member of one of the rival gangs and knows where he lives. The place is in Idlewood not far from where they are. Go there and barge in. Your next task is to beat up on the dealer and all of the other gang members that confront you. It is best to use a melee weapon like a Baseball Bat instead of a gun. I found out the hard way when I accidentally shot Ryder in the ruckus (ouch). After beating up everybody then head back to Sweet's house to successfully complete the mission. 0=======0 | Reward \ 0=======================> Respect Gained. 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN3. Drive Thru 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 The guys decide they want some food and CJ is the one to drive them to the nearest Cluckin' Bell..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> Drive over to the Cluckin' Bell in Willowfield. On the way, the guys talk about the death of CJ's mom. They also talk about a green Sabre that ran from the scene. When they get to the restaurant then a cutscene will play showing them ordering their food. However, a Ballas car has spotted them and they decide to go after them. Chase the Ballas car. Ryder and Sweet will help out with their weaponry while Big Smoke decides to eat instead. You can help out with your SMG in drive-by mode. Once you get the Ballas car in flames then get away before it blows up. Usually the car will blow up before any Ballas can flee. Now drive back to Sweet's house. Big Smoke has eaten all of the food, including Ryder's meal, during the ruckus. After getting back to Sweet's house then take Big Smoke back to his. He lives in Idlewood not far from

Reece's Barber Shop. After dropping him off then the mission ends successfully. 0=======0 | Reward \ 0=======================> Respect Gained plus $200. Sweet will then call CJ and tell him that he needs to build up his physique to get more respect. This will open up the Los Santos Gym (plus the gyms in San Fierro and Las Venturas). And this will lead into the next chapter..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS21. Using Gyms | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ As mentioned earlier, there are several activities you can do to acquire muscle mass using the Gyms found throughout San Andreas. But, more importantly, now that you've opened up the remaining three Gyms in San Andreas, you can learn moves from the Boxing Trainer which is a requirement for 100% Completion. Get enough Muscle (past the Buff stage) and talk to the Boxing Trainer to challenge him. Beat him and you will learn new moves from him. The easiest way to beat him is to Target him and punch him around. After you knock him down onto the canvas then start stomping him. Keep stomping him and you will beat him since stomping him won't let him get off the canvas. After beating the Boxing Trainer then he will teach you the new moves. You will also need to learn Martial Arts moves at Cobra Martial Arts (San Fierro Gym) and Kickboxing moves at the Las Venturas Gym for 100% Completion. 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN4. Nines and AK's 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 After some discussion, the Families decide that need some better firepower to go up against the other gangs. Smoke recommends Emmet, an old friend of his that deals with firearms..... 0========0 | Weapons \ 0=======================> 9mm Pistol (provided).

0=========0 | The Plan \ 0=======================> CJ and Smoke head into Willowfield to find Emmet. After nearly getting their heads blown off by him then you begin what is basically a training mission. The instructions on the screen show you how to target with the 9mm Pistol. Just follow along. This mission is easy but even easier if you managed to max out your 9mm Pistol Skill beforehand. In addition, the 9mm Pistol used for this mission has unlimited ammo. But, if you leave Emmet's area, then you will no longer have unlimited ammo. You will have ten rounds for the 9mm Pistol. However, if you return to Emmet's area, then your 9mm Pistol will return to its unlimited ammo status. If you haven't upgraded your 9mm Pistol Skill, and it is recommended for the Ammu-Nation Challenge later in the game, then this is a good place to do it. For the PS2 version you can just drag a car from the nearby streets into Emmet's area and shoot at the tire until you reach Hitman Weapon Skill Level. For the Xbox version you will need to shoot out the nearby lights and cardboard boxes for starters. You can also go into the nearby streets to shoot cars and people. Then return to Emmet's area to restore your ammo. When you complete the targeting exercises then head back to Big Smoke's house to drop him off. When you do that then you will get a call from Sweet who is upset that you haven't gotten some colors yet. You will now be instructed to head over to the Binco store nearby. The Families' color is green so I went and got the Green Hoody, Green Jeans, and a Green Rag Back. After dressing up in the gang's colors and leaving the store then the mission is successfully completed. 0=======0 | Reward \ 0=======================> Respect Gained. In addition, all of the ProLaps, Bincos, and SubUrbans open up (and will show up on the in-game map). Also, regardless of what Handgun you had before the mission (and whatever amount of ammo it had), it will be replaced by the 9mm Pistol you used in the mission (with minimum ammo). Plus, a 9mm Pistol Icon will open up at Emmet's place. You will also open up Big Smoke's set of missions but those will be done later. 0+=+=+=+=+=+=+0 / Sweet Johnson \

0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN5. Drive-By 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 Sweet wants to pop some Ballas and needs CJ to drive the gang into their turf..... 0========0 | Weapons \ 0=======================> SMG. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | Early Exploration Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 This is the earliest mission where you can take advantage of an Early Exploration Exploit. When the mission starts, do *NOT* enter Sweet's car. Just go away from the area on foot and take a nearby car so you can explore and go into Unwelcome Areas. There are plenty of pedestrians around so you can massacre them with impunity if you desire. 0=========0 | The Plan \ 0=======================> Get in the car and drive into Ballas turf. After the short cutscene ends then drive near the first Ballas group and let your gang take care of them. You can also get in on the action too by using your Sub-Machine Gun. You will also notice a status line indicating the health of the car. If you get it too low then your car will be destroyed and the mission will be failed. But you can break away from the carnage and go to the Idlewood Pay 'N' Spray to get it repaired so you can go and finish things up. After getting rid of the first group of Ballas then a second group will appear just north of where you finished the first one. After getting rid of the second group then a third group will appear in Glen Park. After getting rid of the third group then you will get a 2-Star Wanted Rating and you have to head to the Idlewood Pay 'N' Spray to get rid of it. After removing the Wanted Rating then go back to Sweet's house to successfully complete the mission. 0=======0 | Reward \ 0=======================> Respect Gained plus $500.

You will also open up Ryder's set of missions but I will do those later. 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN6. Sweet's Girl 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 Sweet is with his girl at Playa Del Seville and needs to be rescued from the Seville Boulevard set..... 0========0 | Weapons \ 0=======================> --SMG. --Sniper Rifle. 0======0 | Notes \ 0=======================> Get some Sniper Rifle Ammo from the Interglobal Television Studios. 0=========0 | The Plan \ 0=======================> Get a vehicle and drive over to Playa Del Seville before Sweet is killed. When using the Sniper Rifle then you can get out of your vehicle long before you get there and snipe all five assailants from a distance without taking any damage. You can also get in close and use the SMG but you will probably lose some armor in the process. After killing the assailants then you will need a four-door car and place it in the red circle. The Greenwood the Seville set was using in their attack is perfect. Just get in and back up a little bit to get it in the red circle. But now the Seville set wants to give chase. Just go straight through the group of cars before they can get going. Then make your way back to Sweet's house to successfully complete the mission so he can settle some "unfinished business". 0=======0 | Reward \ 0=======================> Respect Gained. 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN7. Cesar Vialpando 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/

| Overview / 0=========0

\ Sweet Johnson / 0=+=+=+=+=+=+=0

Sweet and Kendl have another argument about Kendl's boyfriend Cesar. Kendl leaves and Sweet wants CJ to follow her..... 0=========0 | The Plan \ 0=======================> Head over to a garage in Willowfield. After you arrive there, you will be greeted by the garage owner who gives CJ a lowrider, a Savannah, with hydraulics as payback for a favor he owes to Sweet. After getting the car then back it up into the Mod Garage. Here you can customize the car any way you want. After customizing the car then head over to the lowrider meeting. When you get to the meeting then you are asked to make a wager. After making the wager then you begin a rhythm based mini-game. You use your Right Analog Stick for this mini-game. At the bottom of the screen is a circle. You will see arrows moving across the bottom of the screen. You must move the stick in the direction of the arrow when the arrow is in the circle. You gain points when you time things just right. You must have more points than your opposition in order to win the wager. Even if you're not good at rhythm games this isn't a difficult mission. After winning the wager then CJ confronts Cesar. After some talking, Cesar convinces CJ that he is good with Kendl and they shake hands. 0=======0 | Reward \ 0=======================> Whatever money you win in the wager. You will also open up the Loco Low Co. mod garage in Willowfield. However, only certain cars can be modded here: >>Savannah (the car you were just given). >>Broadway. >>Voodoo. >>Remington. >>Blade. >>Tornado. >>Slamvan. In addition, you will get a call from Cesar telling CJ about illegal street racing. This will open up Cesar's house in El Corona. Save your new lowrider in the El Corona Safehouse. In addition, you open up the Lowrider Challenge which can be done at Unity Station. I am not going to be covering it since it does not contribute toward 100% Completion. 0==================================0

/ The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY3. Cesar Vialpando + 0==========================================================================/ Cesar is Kendl's boyfriend. Outside of Kendl, his main interest is lowriders and street racing. He only has one mission in Los Santos and that can be picked up at his home in El Corona. 0+=+=+=+=+=+=+=+0 / Cesar Vialpando \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CVO1. High Stakes, Low Rider 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Cesar Vialpando / 0=========0 0=+=+=+=+=+=+=+=0 CJ meets up with Cesar so he can participate in an illegal street race..... 0======0 | Notes \ 0=======================> Was inspired by a suggestion from The Illusionist who told me that you could use a Broadway for this race. 0=========0 | The Plan \ 0=======================> You need a lowrider car for this race. Although you could use the one used in the previous mission (Savannah), you can use any lowrider car that can be modded at Loco Low Co. (look at the list above from the previous mission - but you can't use the Slamvan because it won't be found until later in the game). I should also note that you do not have to modify it first. You can drive it "plain". After starting the mission with any lowrider car of your choice then follow Cesar to the race and get in the yellow circle to begin. There are five other cars with you and you must finish first to successfully complete the mission. It should be noted that the Savannah doesn't handle very well. When you smack into something, like a light pole, then you will end up being spun 180 degrees most of the time. After some experimentation I found, just like The Illusionist, that the best car to use, because it doesn't spin out so easily, is the Broadway (take the one sitting behind the Going Gas Station in Idlewood - where you would normally start the Pimping Mission). When you start the race then you will head west toward Santa Maria Beach. After you get onto the main road then go into the left side to avoid the other contestants. When you turn right and head north along the wide road then go onto the left side and as fast as possible to gain position.

When you turn left at the tunnel then you will go through a series of right and left turns. The last turn will put you on the pier itself. If you are not too far behind, or to the metal to get to the finish possible to finish in first place mission is successfully completed

better still, ahead, then put the pedal line. If you are behind then it is by making a mad dash on the pier. The when you win the race.

0=======0 | Reward \ 0=======================> $1,000. Now let's head on over to..... 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY4. Big Smoke + 0==========================================================================/ Big Smoke is a friend of the Johnson family and a loyal member of the Grove Street Families even though he no longer lives on Grove Street. He has four missions and can be picked up at his house in Idlewood. 0+=+=+=+=+0 / Big Smoke \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >BSK1. OG Loc 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Big Smoke / 0=========0 0=+=+=+=+=0 Big Smoke needs to pick up a member of the Family who is just getting out of prison..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> Drive over to Los Santos Police HQ to pick up Jeffery, er, OG Loc. When you finally see him you realize that he is a young high-strung gangster wanna-be. He wants to take down some fool who has stolen his rhymes. Drive OG Loc over to East Los Santos. While driving there OG Loc will tell you that his parole officer has lined him up with a job: "hygiene technician".

When you get to East Los Santos then go up and ring the doorbell. The cutscene that plays explains that OG Loc wants to take down the person inside, Freddy, not because he has stolen his rhymes but took advantage of him when he "dropped the soap". Now Freddy is making a run for it on his motorcycle. You and OG Loc now give chase on the provided motorcycle. This part is hard because of the long winding path Freddy takes to elude you. Fortunately, Freddy will slow down in spots to allow you to catch up so he can taunt you. Still, if you get slowed up a lot, then you will lose Freddy and fail the mission. Use your SMG, in addition to OG Loc's machine gun, to kill Freddy. If you can't manage to kill Freddy during the chase then it will eventually end at the basketball courts in East Los Santos. However, Freddy has three other Vago friends and all four of them will fire on you. But it may be easier to let the chase finish here than trying to kill Freddy during it because he will be off his bike and standing still. Get off your bike and kill all four, including Freddy, with your SMG. One interesting option, according to Glen T. Winstein who was given this information by Anurag Sinha, is when the chase begins, then get off of the bike. Then go out into the street and toward Freddy. Freddy will be waiting for you. You can whip out any weapon and shoot him but you can't destroy him. However, shooting Freddy counts towards your Weapon Stats so you can upgrade your weapons here if you want to. But doing this, out here in the street, will attract Police attention. If you get close enough to Freddy then he will tear off. You can run back to the bike and zip off without OG Loc. This will speed up your bike which will allow you to catch up to Freddy and get closer to him so you can destroy him quicker. If you destroy him during the chase then a couple of interesting things happen. First, when you get the cutscene with OG Loc and CJ together, then it will be in East Los Santos, where the chase would end, regardless of where you killed Freddy. And second, any nearby cars will stand still. In addition, if you drive further away from the nearby cars, then there will be no cars on the road. There will be peds but no cars. The only exceptions are Police vehicles when you have a Wanted Rating. When you finally find and pick up OG Loc then things slowly start to return to normal. After killing Freddy, regardless of method, then take OG Loc to his job which is the Burger Shot in Marina. After dropping him off then the mission ends successfully. 0=======0 | Reward \ 0=======================> Respect Gained.

You also open up OG Loc's set of missions which leads to..... 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY5. OG Loc + 0==========================================================================/ The Man Formerly Known As Jeffery is a high strung wanna-be gangster rapper who is now out of prison and working as a "hygiene technician" (read: dishwasher) over at the Burger Shot in Marina. This is also where you pick up his missions. 0+=+=+=0 / OG Loc \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >OLC1. Life's A Beach 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ OG Loc / 0=========0 0+=+=+=0 OG Loc wants to start advancing his music career and needs a really nice sound system. He tells CJ of a beach party nearby that has what he needs..... 0========0 | Weapons \ 0=======================> Silenced 9mm Pistol. 0======0 | Notes \ 0=======================> Added some new information based on a YouTube video. You may want to get a homie and take him with you to OG Loc. 0=========0 | The Plan \ 0=======================> You need to pick this mission up between 22:00 and 6:00. After the cutscene ends then head down to the beach party. When you get there you will find the van with the DJ doing her thing behind it. The van is locked, indestructible (which means you can't knock off the doors and drive off), and you can't even move it by ramming a car into it. And, of course, you can't kill anybody. There are two ways to go about this mission depending on your style: >>Dance the Night Away ******************** Go up to the DJ, talk to her, and give two positive answers. This will start a dancing mini-game using the four main face buttons. Like the Lowrider mini-game in the mission "Cesar Vialpando" you have to

press the correct button when it gets into the circle. Timing each button correctly will get you the most points. You need 4,000 points to progress further in the mission. There are some long chains of button presses during the middle and later stages of the song. This is where you can trip up the most. If you don't get 4,000 points then you will fail the mission. The pattern never changes so, if you fail, then you have a better idea of the pattern so you can do better next time. Just focus on the bottom of the screen and ignore everything else. This will make it a bit easier. If you get 4,000+ points then you are invited into her office (which is her van - press D-Pad (Right) again to give a positive response). Then get in the van and drive off. >>For Those With Two Left Feet **************************** This method comes from TheDeliciousGaming who posted a video of it using the PC Version (and I verified this on the PS2 AO Version). Basically this trick allows you to skip the dancing sequence altogether. Before you start the mission you will need to get a homie from Grove Street and take him with you. When you get to the van then try to enter the vehicle from the drivers side. Of course, you can't open the door but continue to try. This will prompt your homie to enter the van on the passenger side. Naturally he will have no problem getting into the vehicle. Just as he opens the door then disband the gang. When CJ starts telling him goodbye then immediately crouch. It is important to note that this trick will *NOT* work properly unless he is crouched. After crouching then quickly get about 40 feet in front of the van. At this point your homie will do one of two things: --He will stay in the passenger seat. --He will get out but re-enter the van, move into the drivers seat, and honk for you to join him. With your back to the van then switch to your Silenced Pistol, enter target mode, and rotate the reticle towards your homie. If you enter target mode while facing the van then you risk possibly auto targeting the DJ through the vehicle and ending up with a mission failure. Target your homie's head and fire one shot to kill him. He will then fall out of the vehicle leaving the door open in the process. Then get in the van and drive off. After you drive off then you have to take it to a lock-up in Commerce. The other partygoers will give chase so put the pedal to the metal. After the van is in the lock-up then the mission is completed successfully. 0=======0

| Reward \ 0=======================> Respect Gained. 0+=+=+=0 / OG Loc \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >OLC2. Madd Dogg's Rhymes 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ OG Loc / 0=========0 0+=+=+=0 OG Loc needs CJ to steal the rhyme book of a big star rapper named Madd Dogg. He decides to do it if it will shut off Loc's awful rapping..... 0========0 | Weapons \ 0=======================> --Knife (provided). --Silenced 9mm Pistol. 0=========0 | The Plan \ 0=======================> You have to sneak inside the mansion where you found Oyster [LS-Y2] and steal Madd Dogg's Rhyme Book. Enter the mansion through the main entrance. This mission also provides a tutorial on stealth. You are forced to use the Knife and can't switch to any other weapon at this point. Kill the first guard. Then, after being told on how to use the shadows, then kill the second guard. After hiding from the third guard then sneak out and stealth kill him. Now crouch and get past the next two guards. As you get near the Rhyme Book then you will also find a room with Body Armor and a nearby guard. Kill the guard and steal the Rhyme Book. After doing that then you can now use your other weapons. Switch to your Silenced 9mm Pistol. The guards will be carrying Silenced 9mm Pistols from this point on so you can get some additional ammo when you kill guards. If you take the time to explore the mansion you will find an exercise room, VidGame Machines, and additional Body Armor (on the second floor).Make your way back to the main entrance killing any guards along the way. After exiting the mansion then take the provided bike and ride back to the Burger Shot to successfully complete the mission. 0=======0 | Reward \ 0=======================> Respect Gained.

You will also get a call from Officer Tenpenny which will open up..... 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY6. C.R.A.S.H. + 0==========================================================================/ C.R.A.S.H., which stands for Community Resources Against Street Hoodlums, is the anti-gang Police unit led by Officer Tenpenny. He wants CJ to do some of his dirty work for him and it can be picked up by the Donut Shop in Market. 0+=+=+=+=+=0 / C.R.A.S.H. \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CSH1. Burning Desire 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ C.R.A.S.H. / 0=========0 0+=+=+=+=+=0 Officer Tenpenny wants CJ to torch some gangbanger in East Los Santos..... 0========0 | Weapons \ 0=======================> Molotovs (provided). 0======0 | Notes \ 0=======================> Doing the Firetruck Mission and obtaining the Fireproof Feature prior to doing the mission will help greatly here. 0=========0 | The Plan \ 0=======================> Go and get the Molotovs in Downtown Los Santos. You are given twenty Molotovs to do the mission with. Now drive over to the house in East Los Santos. You have to throw the Molotovs through the five windows to destroy the house and kill the gangbanger. There are several Vagos around the house. Just use the Molotovs against them. If you run out of Molotovs then more will generate so you can complete the mission. Having the Fireproof Feature will really help out here. After throwing Molotovs through all five windows then you will see a cutscene of a girl in danger within the burning building. Now you have to rescue her. Go into the house and make your way to the stairs in the back then to her room. The flames are too intense but there is a Fire Extinguisher in the downstairs kitchen. Go and get it. Go back up to her room and aim the extinguisher and the base of the flame to put it out.

Now the both of you have to get out of there but the house is collapsing. The two of you have to go through several rooms to get out of the house putting out some flames along the way. Make sure that the girl is behind you as you progress through the house and toward the door. After the two of you get out of the burning house then you have to take her to her house just outside of Grove Street. As you park the car at her house, you find out her name: Denise Robinson. After you drop her off then the mission will end successfully. 0=======0 | Reward \ 0=======================> Nothing other than the fact that Denise is your Girlfriend regardless of whether you wanted one or not. You will also get a call from Sweet. A member of the Family was selling crack to some of the homies and now is hiding out in Glen Park with his new Balla friends..... 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN8. Doberman 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 Sweet wants you to take over Glen Park and flush out a traitor..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> Drive over to the Downtown Ammu-Nation to pick up the mission. Go inside and have a look around. Go up to the counter and see what you can buy. If you have a lot of money then you can get a lot of ammo for your guns. Next, go over to Glen Park. You will note that the Glen Park area is colored purple in the radar. You are then instructed to start a gang war so you can take over Glen Park. Kill about three Ballas to start a gang war. When the gang war starts then all of the pedestrians and nearby cars disappear. In addition, Health and Body Armor Icons will randomly appear in the streets surrounding the area. The Ballas come in three waves. With each successive wave, they get better weapons. After destroying all three waves then you win the territory.

It is best to find a place where they can only get at you through one path so you can funnel them for easy kills. Backyards are pretty good for this. After completing the third wave then the traitor will come out of his house. Chase him down and kill him to successfully complete the mission. 0=======0 | Reward \ 0=======================> Respect Gained. You will also open up all of the Ammu-Nations and the Ammu-Nation Challenge. But it is best to wait until after Las Venturas is opened up before doing the Challenge because that is when all of the Challenges are available. At this point only two of the four Challenges are available. In addition, you can now start taking over territories. However, it is best to wait until later in the game to start doing this for reasons I will explain later. And, speaking of territories..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS22. Defending Territories | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ If you look on your in-game map you will find several areas of Los Santos that are color coded: >>Green - Grove Street Families. >>Purple - Ballas. >>Yellow - Vagos. Each of these areas are controlled by a gang. You can take over a territory by going over to a rival area and shoot three gang members to start a gang war. Conversely, your own areas can be attacked as well. When not on missions, you may get a warning that a rival gang is trying to take over your territory. This only occurs when your territory is bordering a rival territory. You need to get over to the disputed territory and kill all of the rival gang members to keep it yours. If you don't get there in time then you will lose influence but not really lose the territory. A nifty little trick is that if you have a Taxi or any vehicle that you can do missions in, you can press Activate Vehicle Mission to start the vehicle mission and then press Activate Vehicle Mission again to turn it off. When you turn off the vehicle mission then the takeover will end and the territory is still yours. If you acquire all fifty three territories then you won't be getting any more attacks from rival gangs. But, as I just said, you don't want to do that yet.

For now, let's go back to the Main Story..... 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN9. Los Sepulcros 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 Sweet wants to make a major hit on the Ballas during the funeral of a fallen gang member..... 0========0 | Weapons \ 0=======================> SMG. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | Early Exploration Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 After you jump the wall and are given instructions on what you can do with your gang then tell them to stay put and jump over the wall again to go exploring. You can still get Wanted Ratings but there will be no Cops on the street to harass you. Go to the Pay 'N' Spray near the Cemetery to get rid of the Wanted Ratings before finishing the mission. 0=========0 | The Plan \ 0=======================> This mission can only be picked up between 9:00 and 17:00. The game will instruct you on how to recruit members. Switch to your Melee Weapon and target the gang members. Recruit them, get in the car, and drive over to Los Sepulcros. You will have about four minutes to get to the point on the radar. After getting there then you will have to jump the wall and join Sweet and the other gang members. The person targeted for elimination is Kane and he will be wearing Body Armor. Get your new members to follow you and attack Kane. He will have friends at the funeral also so let your homies deal with them so you can focus on Kane. Get him before he can get away. Because of the armor, it will take quite a few rounds for you to kill him. After you kill Kane then take care of the rest of the Ballas. Then get into the car with Sweet making sure that the rest of the homies (assuming any survive) get in with you. Then hightail back to Sweet's house to successfully complete the mission (the Pay 'N' Spray is optional). 0=======0 | Reward \ 0=======================>

Respect Gained. Now let's go back to Tenpenny..... 0+=+=+=+=+=0 / C.R.A.S.H. \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CSH2. Gray Imports 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ C.R.A.S.H. / 0=========0 0+=+=+=+=+=0 Officer Tenpenny wants CJ to check out a warehouse near Ocean Docks where the Ballas and the Russians are making a deal..... 0========0 | Weapons \ 0=======================> --Silenced 9mm Pistol. --SMG. --Sniper Rifle (+50 rounds). 0======0 | Notes \ 0=======================> I got this letter from Bob Smith that can help make this mission a little easier: "When I had to do Grey Imports, I stole a car, went around the back, jumped on the car, scaled the wall and missed a heck of a lot of crazy guards. I managed to get straight to the keypad with a minimum of fuss." 0=========0 | The Plan \ 0=======================> Before doing the mission, go over and get some Remote Explosives near the Inside Track Betting Shop in Montgomery. Then go to the C.R.A.S.H. icon in Market to start the mission. Get another vehicle and drive to the yellow marker in Ocean Docks. The best way is through the flood control channel. When you get to the marker then you will see a red circle at the top of the ramp that leads into the flood control channel. Switch to your Sniper Rifle and go into the red circle. After the cutscene ends then step a little to your left and zoom in with the Sniper Rifle. You will see a bunch of guards and a couple of Forklifts. The first Forklift will be way in the back moving around. In addition, the first Forklift will be transporting explosive barrels. Zoom in on him and shoot the barrels to destroy him.

The second Forklift will be to the left but not doing anything. He too has explosive barrels. Shoot the barrels to destroy this Forklift. To the right of the second Forklift are two guards. Snipe one of them and this will alert the others. Two more guards will head toward you but are easy pickings with your Sniper Rifle. Another guard will stop near a truck in the background. Remember what I said to step a little to your left before using the Sniper Rifle? Well, there is another explosive barrel sitting near the stairs by the building but, if you just stood in the red circle area, you won't be able to shoot it. By sidestepping left then you can hit the barrel and take down the remaining guards. After doing that then switch to your 9mm Pistol or Sub-Machine Gun of choice and go to the keypad. Damage it and you will open the door. When the door opens then you will be greeted by three gunmen. Kill them and proceed inside. You now have to get to the upper office but must go through a few corridors on the lower level killing gunmen as you go. After you shoot all of the gunmen then you are told to go up to the office where the Russians and the Ballas are dealing. Go up the stairs and kill the Balla in the entrance. Then go to the wall about six feet left of the door. This will trigger the second Balla and the Russian within the office. Do *NOT* enter the office. Wait for the Balla to either exit the office or get into position for you to shoot him. After you kill the Balla then go back near the wall left of the entrance. If you angle yourself correctly you will see the Russian just standing there inside the office through the sliver of the entrance. Switch to your Sniper Rifle and fire at him through the entrance. It will take several shots but, once you kill the Russian, then the mission is completed successfully (and you didn't even have to chase him). This is also the last of C.R.A.S.H.'s missions.....for now. From here, let's finish up with OG Loc..... 0+=+=+=0 / OG Loc \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >OLC3. Management Issues 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ OG Loc / 0=========0 0+=+=+=0 Madd Dogg's manager is blackballing OG Loc and he wants CJ to get rid of him..... 0=========0 | The Plan \ 0=======================>

You need to come between 12:00 and 5:00 to do this mission. Drive to the Burger Shot in Vinewood where one of the chauffeurs for Madd Dogg's manager is eating. You have to steal his car and meet up with the other drivers before 22:00. The game will state that you need to damage the car to force the driver out so you can take it then head to a Pay 'N' Spray to repair the damage. But I came up with a much better method of acquiring the target vehicle. From your starting position, head east all the way to the main road. When you get there then turn left and drive past the Downtown Ammu-Nation. Then drive up the incline just north of the Ammu-Nation. When you get to the top of this incline then you should get to an intersection and you will get a phone call from OG Loc about the target car. At this intersection, turn left. You should see two black cars with a large gap between them on the right side of the road (you should also see the Walk of Fame on both sides of this road). After you pass these two cars then head to the *SECOND* intersection then stop just before you get there. Get out of your car, run into the intersection and head north in the *ONCOMING* lane. Stop roughly partway up the hill. You should notice that the target vehicle is heading towards you. When he gets to you then he will stop (he won't run over you). When he stops then just jack the vehicle from him and drive away before he can shoot at you. After acquiring the target vehicle then you need to drive over to the awards ceremony to pick up the manager. If you damage the car even in the slightest then you will have to go back to the Pay 'N' Spray. After you meet up with the other drivers then you will have to park in the red circle as close to the curb as possible. When you do that then you will drive over to the ceremony while keeping in-between the two security cars in the motorcade. Stop at the award ceremony to let in the manager. After the cutscene ends then quickly drive off. Now you have to drive the car off the Verona Beach Pier (to kill the manager - he can't swim). The two security cars will give chase to stop you. If you jump off of the Pier and the security cars see you then you must kill all of the security personnel, from both cars, to complete the mission. To save you that issue what you need to do is drive a little bit away from the awards ceremony then stop. Usually one of the security cars will stop next to you. Drive-by it to make it flame then drive off before it explodes. Do the same to the other security car. When both security cars are destroyed then you can safely drive to the Pier to get rid of the manager. When you get on the Pier then the game will tell you to go as fast as you can and jump out at the last second. But you can just drive off the Pier, land in the water, and get out of the sinking vehicle to successfully complete the mission.

0=======0 | Reward \ 0=======================> Respect Gained. 0+=+=+=0 / OG Loc \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >OLC4. House Party 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ OG Loc / 0=========0 0+=+=+=0 OG Loc quits his job at Burger Shot and violates his parole in the process. But, before he goes back to prison, he wants to throw one last party..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> OG Loc will suggest that you get new clothes and a haircut but you don't need to do any of that. The party will start at 20:00 and end at 5:00. When the time is at 20:00 then you will get a phone call from OG Loc. CJ doesn't feel like being there but OG Loc will state that there has been a disaster: the microphone is broken. So CJ changes his mind and decides to attend. But, when CJ arrives, he finds that they managed to find a replacement microphone and OG Loc is doing his rapping. The problem is that OG Loc's rapping is so awful that he has managed to drive the homies into the street where they are chilling out. Suddenly, another member of the Families comes up on a bike. The Ballas are approaching with a large group and looking to attack. The Families gather the homies and blockade the street with their cars as the Ballas approach. When the Ballas get to the blockade then a shootout begins. Now you have to kill all of the Ballas. The first wave consists of the group near the blockade. Another wave comes from the top of the bridge. The last wave comes from the south and north part of the cul-de-sac. Despite their numbers this isn't a very hard mission to do. If you have Hitman Weapon Skill Level for your SMG then this is a bit easier. After you have killed the last Balla then the mission ends successfully. 0=======0 | Reward \ 0=======================>

Respect Gained. In addition, you can now purchase the Silenced 9mm, Sawn-Off Shotgun, and SMG at all Ammu-Nations. And this will also end OG Loc's line of missions. I will now move on to Big Smoke..... 0+=+=+=+=+0 / Big Smoke \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >BSK2. Running Dog 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Big Smoke / 0=========0 0=+=+=+=+=0 Big Smoke needs to pick up a cousin of his from Mexico and wants CJ to tag along..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> When you get to the meet in East Los Santos you realize that his "cousin" Mary is slang for weed and Big Smoke wants some. The two guys they approach are uncooperative so Big Smoke ambushes one of them with a Baseball Bat. The other guy now runs and you have to chase him down. You also need to use the Super Sprint feature to catch up to him. If you maxed out your Stamina or completed the Burglar Mission (for the Infinite Stamina Feature) then this mission is really easy. Climb over the short fences, go north instead of following him to the Liquor store (you will be shot at by some Vagos) and close in on him on the railroad tracks. Target and kill him with your SMG to end the mission successfully. 0=======0 | Reward \ 0=======================> Respect Gained. 0+=+=+=+=+0 / Big Smoke \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >BSK3. Wrong Side Of The Tracks... 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Big Smoke / 0=========0 0=+=+=+=+=0

Big Smoke wants to follow a lead that will put them "deep in the game"..... 0========0 | Weapons \ 0=======================> --M4 (150 rounds). --Sniper Rifle (40 rounds). 0======0 | Notes \ 0=======================> You may want to get a couple of AK-47s then go to Los Santos International Airport and get the M4 at the west end of the runway. You may also want to get Hitman Weapon Skill on the M4 prior to doing the mission. Reader Lowell R. had an additional option to one of the "Who Needs Big Smoke?" method: "I like the method where you head north and wait for the train, but what has the train operator ever done to you? All he's trying to do is make a living and take care of his family. I didn't use the M4 or the sniper rifle. The M4 may be powerful and fast, but the minigun is POWERFUL AND FAST. I just dove along the suggested route, stopped at the wall, had CJ pull himself up onto that roof thing extending out from the wall (to get a better angle; I think it can also be done from the ground if you don't waste any time. Then just wipe out the Vagos as they approach. The train operator is unharmed and the train is undamaged and goes on its way." 0=========0 | The Plan \ 0=======================> There are three methods for completing this mission depending on your style: >>The Standard Method ******************* When the mission starts then drive over to Unity Station. From there, you will see some Vagos getting on the top of the train engine and make a getaway. After that then you are supposed to board the Sanchez, let Big Smoke get on and chase the train so Big Smoke can shoot off the Vagos. The best way to do this is to stay on the right side of the right railroad track. This will give Big Smoke the best angle to kill the Vagos quickly. If done correctly then he will be able to kill the last Vago shortly after entering the tunnel. After killing the last Vago then take Big Smoke home to successfully complete the mission. >>Who Needs Big Smoke? ******************** When the cutscene with the Vagos getting on the train ends then get on the Sanchez as quickly as possible and speed off *WITHOUT* letting

Big Smoke on. That's right, leave him behind. The first thing you will notice is that you are going much faster without him riding with you so you can zip ahead of the train. However, if you get too far ahead, then you will fail the mission. But I am not going very far ahead anyway. Follow the track and go through the long left turn. Right after the turn is a road crossing. Just to the left is a small ramp. This goes up to an elevated walkway then to a wide bridge railing. After climbing that then you will see another small ramp that will lead you to the top of the 24 Hour Motel in Idlewood. Once you are on top of the Motel then get off the bike. From here, you can jump on top of the train as it passes. Don't get too close to the edge of the roof though, you might jump over the train and land on the ground instead. If you make it to the top of the train then switch to your M4 and target and shoot the Vagos. The Vagos are pretty tough (they will quite a few shots to take down) but, because you are on top of the train instead of on the bike, then they will just stand there making it a lot easier to kill them. The M4 is easily the best weapon to take down the Vagos. It is powerful and fast. And you do need to kill them quickly while on the train. Why? Because if you don't kill them quickly then you will be knocked off the train by a low hanging pedestrian bridge in East Los Santos. It should be noted that you can't use explosive weapons on the Vagos (even the RPG). After you kill the Vagos then jump off the train then grab another vehicle. Based on information provided to me by Willum Hardy you can use any vehicle to pick up Big Smoke instead of the Sanchez you use in the mission. After picking him up then drive Big Smoke over to his house to successfully complete the mission. >>Sniping the Train Operator ************************** Then there is this method created by GTA_Phreak: What he did was drive *NORTH* instead of following the train then head east toward the 24 Hour Motel. He stopped on the road intersection just north of the Motel (a Glendale that the train runs into during the mission also appears here). According to GTA_Phreak, the train won't go fast until you get close to it. So, by going this route which takes you away from the train but not far enough to get a mission failure, then the train moves slowly. When you get to the intersection just north of the 24 Hour Motel then stop and get off the bike and switch to your Sniper Rifle. At this point you will see the train just making the turn. What you

need to do is snipe the train operator. When you do that then the train will stop and the Vagos will be helpless. From your vantage point (*DON'T* get close to the train or it will move again) snipe the Vagos (it will take four rounds from the Sniper Rifle to take each one down). After that, either take Big Smoke back to his place (if you let him on the bike) or go and get him (if you didn't let him on the bike), then take him back to his place to successfully complete the mission. 0=======0 | Reward \ 0=======================> Respect Gained. 0+=+=+=+=+0 / Big Smoke \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >BSK4. Just Business 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Big Smoke / 0=========0 0=+=+=+=+=0 Big Smoke wants CJ to ride along with him for a little errand..... 0========0 | Weapons \ 0=======================> Micro SMG (provided). 0======0 | Notes \ 0=======================> Get about 500+ rounds for your Sub-Machine Gun. 0=========0 | The Plan \ 0=======================> Drive over to Downtown. Along the way Big Smoke will tell CJ about one of his cousins who got laid out by some Russians. Big Smoke now wants some payback. The place you end up at is the Atrium. After the cutscene ends, you now have to barge in. When you do that then you will be assaulted by several Russians who are trying to kill Big Smoke. You will also notice that whatever Sub-Machine Gun you had in your inventory will be replaced by the Micro SMG. Having Hitman Weapon Skill Level will also help you because that will allow you to duel-wield the Micro SMG. After killing all of the Russians in the lobby then get the Body Armor Icon and follow Big Smoke outside. Now you have to kill more Russians. Quickly target each one and kill them.

Now the hardest part of the mission begins. You and Big Smoke are on a motorcycle with Big Smoke driving. You now have to shoot at the pursuing Russians. They will come at you with motorcycles and cars. Your targets will be constantly moving which is why this is difficult. The chase will wind through the Downtown streets and continue through the flood control channel. Then it will go through a tunnel and end at East Beach. You also have a bike health line to keep an eye on. If it is reduced to zero then the bike will explode killing both of you and the mission will be failed. When dealing with bikes, shoot the driver which will cause the bike to wipe out. When dealing with cars, shoot the passenger. The driver will not shoot. This will make it easier to pick through your targets. Take advantage of explosive barrels when going through East Beach near the end of the chase. If you manage to make it through in one piece then the mission will be completed successfully. 0=======0 | Reward \ 0=======================> Respect Gained. You will notice that you will end up with the Micro SMG with 80 rounds of ammo. If you had a lot of ammo for your Sub-Machine Gun of choice prior to this mission then you will lose it (and you would have to go back to Ammu-Nation to replace). In addition, this will also end Big Smoke's line of missions. I will now move on to..... 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY7. Ryder + 0==========================================================================/ Ryder is one of the more loyal members of the Grove Street Families and is always smoking blunts and dissing CJ. He has three missions and they are mostly about acquiring weapons for the Families. He can be found next door to The Johnson House. 0+=+=+0 / Ryder \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >RYD1. Home Invasion 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Ryder / 0=========0 0=+=+=0 Ryder wants to steal guns from some old retired military guy instead of

relying on Emmet. CJ decides to go along..... 0========0 | Weapons \ 0=======================> --Any melee weapon. --AK-47. --M4. 0=========0 | The Plan \ 0=======================> You need to come between 12:00 and 20:00 to do this mission. Get into the Boxville and head over to Colonel Furhberger's house in East Beach. You have about eight minutes to get the guns before daylight. When you get there then get inside the house to get the guns. You have to be quiet while inside the house otherwise you wake up the Colonel and fail the mission. Trying to kill the Colonel will also fail the mission. There are five crates of guns in the house but you only need to steal three. There's one in the living room, one in the kitchen, one at the top of the stairs, one near the bedroom door, and one inside the bedroom. There's no bonus for getting all five so get the ones in the living room, kitchen, and at the top of the stairs. Crouch and get the crates. While crouching you can move faster without making sound. Once you pick up a crate then you will stand and you must move slowly to prevent making noise. According to Stefan Cvetkovic if you have your AK-47, M4, or Baseball Bat weapon selected then you can walk faster without making more noise and save some time. Take the crate outside to the Boxville. Drop it into the truck by pressing the Enter Vehicle Button then head back inside. After getting all three then go to the drop-off garage in Playa Del Seville to successfully complete the mission. 0=======0 | Reward \ 0=======================> Respect Gained. At the end of this mission you are told about the Burglar Mission which can be done in either of the three major cities. However, as you already know at this point, you can do this mission prior to doing the Main Story. 0+=+=+0 / Ryder \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >RYD2. Catalyst 0

0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Ryder / 0=========0 0=+=+=0 While visiting Ryder, Officer Tenpenny drops in to give the boys a hard time. He also gives them an assignment that involves a train..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> Get in Ryder's truck and head north. When you get to the train then you will see that the Vagos have beaten them to it. Get out and get rid of the Vagos with the SMG. After that then the Ballas come to try to take the train. Get rid of the four Ballas. After that then get on the train. The train will now begin to move. You have to throw crates from the train to Ryder following along in his truck. You use the Target button to power up and throw. You have to hit Ryder to get the crate in the truck. You also have to deposit ten crates and a minute and a half to do it in. This is the hardest part of the mission. Ryder is a moving target and you don't have a lot of time. He is fairly close for the first part of this run. It gets harder as you move faster and along the curves. He will get closer to you near the latter end of the tracks. After you successfully get ten crates to Ryder then you will end up with a 3-Star Wanted Rating. Go to the Idlewood Pay 'N' Spray to get rid of it. Then head back to Ryder's house to successfully complete the mission. 0=======0 | Reward \ 0=======================> Respect Gained. 0+=+=+0 / Ryder \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >RYD3. Robbing Uncle Sam 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Ryder / 0=========0 0=+=+=0 Ryder wants to hit the local National Guard to steal some weapons and CJ decides to join in..... 0========0 | Weapons \ 0=======================>

SMG. 0======0 | Notes \ 0=======================> Tweaked some things a bit based on info given to Glen T. Winstein by Anurag Sinha. Glen then shared that info with me. 0=========0 | The Plan \ 0=======================> Get into the truck and head over to Ocean Docks. When you get into the red circle then you will see a small cutscene with the National Guard. After that then get out of the truck. Instead of heading to the gate, run back up the way and go around the large building that is to your left when you park. Strangely enough, even though this is supposed to be a military facility, there are no walls between the large building and the water so you can go around this building instead of climbing the wall. Once you are near the armory then you will be attacked by guards. Kill the three outside the armory and by the main gate. Then shoot the lock to the armory and kill the two guards within. Also inside are four crates and a Forklift. One of my readers, Joshua Frech, suggested to me that you can move the four crates to the entrance of the armory and move two additional crates outside to where the other four are before you let Ryder in. This will speed up the loading process when he backs the van up so you can reduce damage to him because all of the crates you need are right there ready to be loaded up. If you explore all of the nearby area you will see that there are a lot of crates outside the armory. All in all, there are seventeen crates. You can actually destroy the crates, using a melee weapon or hitting it with another crate (when in the Forklift), to get weapons and health. Shoot the lock to the gate to let Ryder in. He will park the truck and stand guard while you load it up. Use the Right Analog Stick to move the lift up and down on the Forklift. You have to load six crates into the truck. Get to a crate and lift the crate about halfway up then drive to the back of the truck to deposit it. Every so often Ryder will be attacked by the guards. When you either see a guard coming to attack or you hear shooting then drive the Forklift between the guard and Ryder and drive-by the guard before he can kill Ryder. If Ryder dies then the mission is failed. One way to reduce the number of soldiers you have to deal with, prior to letting Ryder in, is to take the crates that are outside the armory and use them to block the bottom of the two sets of stairs near the gate. Anurag Sinha noted that the crates were more effective than using the Mesa which I was using before.

Carefully line three of the crates, side by side, per set of stairs to block them off. The soldiers come down these two stairs but, if they are blocked off, then they can't reach Ryder. After to go chase throw

acquiring all six crates then CJ gets back in the truck and you need to the lock-up where Emmet is at in Willowfield. The guards give but they are fairly easy to lose even though you have the option to crates off the truck to slow them down.

The best path to get to the lock-up is after the intersection at the end of the bridge you will see the pink building that has the TG Stages logo on it to your right. Right after the building is a chain link fence. Where the chain link fence ends turn right. This will lead you right to Emmet's. After reaching the lock-up safely then the mission ends successfully. 0=======0 | Reward \ 0=======================> Respect Gained. This is also the last mission for Ryder so now I will go back to Sweet..... 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN10. Reuniting The Families 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 Sweet decides it is time to finally reunite the Families and put an end to the base slinging once and for all...... 0========0 | Weapons \ 0=======================> --Shotgun (provided - with 60 rounds). --SMG (1,500+ rounds). 0======0 | Notes \ 0=======================> You may also want to get a high Weapon Skill Level for the AK-47 or M4 prior to doing the mission. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | Early Exploration Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 The are two points within the mission where you can leave to do some exploring:

The first one is right after the cutscene of the Cops raiding the Motel. Just leave the area when you regain control and ignore the SWAT. The second one is when you are on the roof with Sweet. Kill the SWAT guys on the chopper *BUT* leave the chopper alone. Jump off the roof or go down the stairs to begin exploring. Don't worry about Sweet, he'll be okay. He'll eventually shoot the chopper down himself and will wait for you to come back. This exploit will render San Andreas a ghost state (no peds or vehicles in the street - except for parked cars). A good way to explore without any interference from anybody. 0=========0 | The Plan \ 0=======================> Drive over to the Jefferson Motel where the meeting is being held at. After dropping off Sweet then the Los Santos Police Department barges in and starts storming the place. Big Smoke and Ryder want to split but CJ needs to rescue Sweet. You are then given a Shotgun with plenty of ammo however, I just switch back to my trusty SMG. Go into the Motel and to the upper level. When you turn the corner and start going down the main hallway for Rooms 1-4 then you will see a woman going from right to left between rooms. If you go inside the room she went into then she will give you a kiss and restore your health. Sounds good doesn't it? Not really. Even though the game doesn't use a number system for health I will, for the sake of example, say that your maximum health at the start of the game is 100 points and that the absolute maximum is 150. If your health is below 100 points then her kiss will bring it back up to 100 points regardless of your current max health. However, if your health is above 100 points, then her kiss will bring it *DOWN* to 100 points. This means that if your health is 130 points you will *LOSE* 30 points of health by kissing her. My recommendation is to not kiss her unless your health is real low. You can also use the Sprunk Machine at the beginning of this stage (in the lobby) to help restore your health. Take it slow and kill off the SWAT guys as they appear. At the next corner, SWAT guys will rappel down from the skylight. There will also be some more SWAT guys in the hallway for Rooms 5-8 that you need to take care of. After killing them then go upstairs to the level above you for some Body Armor. Proceed down the hallway for Rooms 5-8 and to the next corner. As you get there then you will encounter some more SWAT (there are some on the upper level as well) and another woman who will run past you. Follow her for a kiss if you are low on health. Unlike in the previous corner, there is no Body Armor on the upper level. Proceed down the hallway for Rooms 9-12 and kill any SWAT that appear. Sweet can be found on the room on the right at the end of the hallway. Once

you make it to Sweet then the next phase of the mission begins. Now the two of you are on the roof. You must deal with a helicopter with four SWAT members hanging on the sides. Target and kill all four SWAT members then focus on the helicopter itself. There is a health line for Sweet and, if it disappears, then he dies and the mission is failed. But you can usually get through this with him not having any damage. After killing the SWAT guys then destroy the SWAT chopper. After destroying the helicopter then the last phase begins. Follow Sweet and go back down to ground level. Then Big Smoke and Ryder show up. You can finally leave the motel but the Police will give chase. Now you have to protect the vehicle just like in the earlier mission "Just Business". You are also given an AK-47 to use for this stage of the mission. If you have a high Weapon Skill Level for the AK-47 then you will have a faster firing rate and increased range. It's more difficult to hit the Police gunmen but you can destroy their cars pretty quickly. Focus near the gunman. If you can hit him, good. If you can't, then at least you can do damage to their car and destroy it which will damage and slow down the other pursuers. The path is a long and winding one with the targets constantly shifting. You also have to keep your eye on the car health meter. If it disappears then the car is destroyed and the mission is failed. When the gun jams then you are at the end of the path. Watch the cinematic and afterwards the mission is completed successfully. 0=======0 | Reward \ 0=======================> Respect Gained. You will lose whatever Assault Rifle you had when you started the mission with either the AK-47 or the M4. 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN11. The Green Sabre 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 Bolstered by their recent successes, Sweet wants to gather the homies and do some major banging on the Ballas. They're going to meet under the Mulholland Intersection and Sweet wants CJ to get armed. As CJ leaves, he gets a call from Cesar who has something very important to show him. With some reluctance, CJ agrees to meet him..... 0========0 | Weapons \

0=======================> --SMG. --Sniper Rifle. --Mini-Gun. 0======0 | Notes \ 0=======================> You may want to get a minimum of 60 rounds for the Sniper Rifle prior to doing the mission. 0=========0 | The Plan \ 0=======================> Go to the blip under the freeway which starts a cinematic. Cesar points to an area just across the street. CJ is unimpressed when two Ballas come out of a door. But he is later shocked when he sees Big Smoke and Ryder following them. Then out comes Officer Tenpenny and a green Sabre. The same green Sabre that was seen at the time of Mrs. Johnson's murder. Big Smoke has sold the Families out and CJ needs to tell Sweet of his treachery. CJ then suddenly realizes that Sweet is walking into a trap. He tells Cesar to get Kendl and find a safe place. Now CJ must get to Sweet before he is killed. Get out of the car and get back into the car you came up with. Get to the Mulholland Intersection as fast as you can. There is a Sweet health line. If it disappears then Sweet dies and the mission is failed. However, you still can get there in plenty of time to save him. When you get there then CJ tells Sweet of Big Smoke's betrayal. Sweet wants CJ to get out of there but CJ refuses. He is tired of running and now is going to fight back. At this point you have to kill all of the Ballas. There are many of them outside of their cars. A full health bar and full armor is pretty much required for this mission. Quickly target and kill the Ballas. After that then another Ballas car will show up. Kill all of the Ballas and another Ballas car will show up. Kill those Ballas and you will successfully complete the mission. Another way is to use the Sniper Rifle. Get to a safe distance and kill the Ballas with the weapon. When the vehicles show up then shoot the vans to make them blow up and kill the bulk of them. Do the same with the last car then mop up any survivors. If you took advantage of an Early Exploration Exploit and acquired a Mini-Gun then this mission becomes much easier since you can easily blow up the Balla cars before any of them can get out. After successfully defending Sweet from the Ballas then the Police finally show up and both CJ and Sweet are captured. This leads into..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\

| >LTS23. The Aftermath | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ CJ finds himself inside a Police car with Officers Tenpenny and Pulaski. He has been hooded so he couldn't see where he was being taken. When the hood is removed CJ realizes that he is in a remote area. CJ is also informed that Sweet is in a prison hospital recovering from his wounds and is awaiting trial. He also finds out that Big Smoke has been working for Tenpenny for a long time and that street loyalty is so much bullshit as the corrupt officer bluntly puts it. Tenpenny then gives CJ a Camera and an assignment. He wants CJ to kill a snitch somewhere near Mount Chiliad and wants evidence of the kill. If CJ disobeys then Sweet will face a hard time in prison. CJ has no choice but to do Tenpenny's bidding. And now the next phase of the story begins..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS24. Orientation | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ You are now in Angel Pine which is in Whetstone County of the Badlands region. As of right now the Badlands and San Fierro area are officially open and ready for exploration. As you look at the in-game map you find that all of the Safehouses in Red County that you couldn't have earlier are now ready for purchase. You can also go back to Los Santos if you want. You will also find that all of the territories that Grove Street Families had will be lost. So, if you went and took over territories after the mission "Doberman", then your efforts will be wasted. All of your weapons are gone but there is a Ammu-Nation in Angel Pine so you can get them back. You also have a Camera with unlimited "ammo" which will make it easier to do the San Fierro Photo-Ops if you haven't already done so with one of the Early Exploration Exploits. You should also go and get a Sniper Rifle for the next mission. You can go back to Los Santos or, if you did all of the San Fierro Photo-Ops (regardless of whether or not you used any of the Early Exploration Exploits), then you can go to the Xoomer Garage Safehouse in San Fierro to get one. You are given a free Safehouse near the C.R.A.S.H. icon and there is another Safehouse in Angel Pine that you can, and should, purchase. Now is the time to save the game and start exploring this new region of San Andreas. /==++====++==\ /==++====++==\ /==++====++====++====++====++========++====++====++====++====++==\ | >SDA4. Badlands and San Fierro | \==++====++====++====++====++========++====++====++====++====++==/ \==++====++==/ \==++====++==/ The Badlands area is sparsely populated and very hilly. A good place to get

away from it all. The main landmark is the largest mountain in San Andreas: Mount Chiliad. The largest town in Badlands is the small town of Angel Pine and this is where you start out at for the next phase of the story. San Fierro, based on San Francisco, is to the north of the Badlands area. A tightly packed and hilly metropolis. Very diverse in their neighborhoods and very liberal in their attitudes. With lots of things to see and do it is a tourist paradise. Now let's get started by going over the..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR1. Badlands / San Fierro Safehouse List | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Here's a rundown of the Safehouses you can acquire in the Badlands and San Fierro area: 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Badlands |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>Angel Pine Trailer Park Safehouse ********************************* Location: Southeast part of Angel Pine. Price: None. Available: After completion of the mission "The Green Sabre". Map: (F-2). ----------------------------------------------------------------------Notes: A basic save point. But there is a Sanchez parked nearby that you can use. >>Angel Pine Safehouse ******************** Location: North part of Angel Pine. Price: $20,000. Available: After completion of the mission "The Green Sabre". Map: (F-1). ----------------------------------------------------------------------Notes: A basic save point. >>Whetstone Safehouse ******************* Location: North part of Whetstone County across the river northeast of the Shady Creeks area. Cost: $100,000. Available: After completion of the mission "The Green Sabre". Map: (E-2). ----------------------------------------------------------------------Notes: A basic save point. 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. San Fierro |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0

>>Xoomer Garage Safehouse *********************** Location: East Doherty across the street west from Cranberry Station. Price: None. You get this by successfully completing the mission "Farewell, My Love.....". Available: After completion of the mission "Are You Going To San Fierro?". Map: (C-2). ----------------------------------------------------------------------Notes: Has a car garage. Also has multiple Weapon Icons that will spawn outside (south end) during the course of the game. >>Paradiso Safehouse ****************** Location: Northwest part of San Fierro. Cost: $20,000. Available: After completion of the mission "Are You Going To San Fierro?". Map: (C-1). ----------------------------------------------------------------------Notes: Has a car garage for storing vehicles. >>Calton Heights Safehouse ************************ Location: Southeast part of Calton Heights on the west end of the crooked street. Cost: $100,000. Available: After completion of the mission "Are You Going To San Fierro?". Map: (C-1). ----------------------------------------------------------------------Notes: Has a car garage for storing vehicles. >>Chinatown Safehouse ******************* Location: Northwest part of Chinatown. Cost: $20,000. Available: After completion of the mission "Are You Going To San Fierro?". Map: (C-1). ----------------------------------------------------------------------Notes: A basic save point. >>King's Safehouse **************** Location: On the very east end of Queen's at the Vank Hoff at the Park Hotel. Cost: $50,000. Available: After completion of the mission "Are You Going To San Fierro?". Map: (C-1). ----------------------------------------------------------------------Notes: A hotel suite. No garage. >>Hashbury Safehouse ****************** Location: Southern part of Hashbury.

Cost: $40,000. Available: After completion of the mission "Are You Going To San Fierro?". Map: (D-1). ----------------------------------------------------------------------Notes: Has a huge car garage for storing multiple vehicles. >>Doherty Safehouse ***************** Location: South part of Doherty two blocks south of the Xoomer Garage Safehouse. Cost: $20,000. Available: After completion of the mission "Are You Going To San Fierro?". Map: (D-2). ----------------------------------------------------------------------Notes: A basic save point. If you have been collecting cars for the Import / Export Car Lists (done later in the game) then you can start moving them from Los Santos to San Fierro so the cars will be closer to where they need to go after completion of the mission "Are You Going To San Fierro?". /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR2. Badlands / San Fierro Points of Interest List | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Below is a list of Points of Interest (excluding restaurants and Safehouses) in the Badlands and San Fierro area. Some of these places will appear on the in-game map during the course of the game: 0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Whetstone |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>Angel Pine Ammu-Nation ********************** Location: Near the center of Angel Pine. Map: (F-1). >>Angel Pine Sheriff's Office *************************** Location: At the northwest side of Angel Pine. Map: (F-1). ----------------------------------------------------------------------Notes: This is where you will end up if you are Busted anywhere in the Badlands area. >>Angel Pine Medical Center ************************* Location: At the northwest side of Angel Pine. Map: (F-1). ----------------------------------------------------------------------Notes: This is where you will end up if you get Wasted anywhere in the Badlands area.

0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. San Fierro |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0---------------------------------------------------------------------------0 | Clothes Stores |=========================================| Clothes Stores | 0---------------------------------------------------------------------------0 >>Juniper Hill Binco Clothes Store ******************************** Location: At the north side of Juniper Hill. Map: (C-1). >>Downtown Zip Clothes Store ************************** Location: Directly across the intersection northeast of the Downtown Burger Shot. Available: After completion of the mission "Are You Going To San Fierro?". Map: (C-2). >>Downtown Victim Clothes Store ***************************** Location: East of the Financial Well Stacked Pizza and directly across the intersection northeast of the Big Pointy Building. Available: After completion of the mission "Learning To Fly" (Completion of Flight School). Map: (C-2). >>Hashbury SubUrban Clothes Store ******************************* Location: In central Hashbury next door to Hemlock Tattoo. Map: (A-6). 0---------------------------------------------------------------------------0 | Grooming |=====================================================| Grooming | 0---------------------------------------------------------------------------0 >>The Barbers Pole Barber Shop **************************** Location: In the center of Queens. Map: (C-1). >>Hemlock Tattoo ************** Location: In central Hashbury. Map: (D-1). 0---------------------------------------------------------------------------0 | Car Mods and Repair |===============================| Car Mods and Repair | 0---------------------------------------------------------------------------0 >>Juniper Hollow Pay 'N' Spray **************************** Location: At the south side of Juniper Hollow. Map: (B-1).

>>Downtown Pay 'N' Spray ********************** Location: At the southeast side of Downtown just behind Wang's Autos. Map: (C-2). >>Downtown TransFender ******************** Location: Next door to the Downtown Pay 'N' Spray. Map: (C-2). Notes: This is where you can have your vehicle modified to impress other people. >>Wheels ArchAngels ***************** Location: Just southwest of the Ocean Flats Cluckin' Bell. Map: (C-1). ----------------------------------------------------------------------Notes: This is where you can have your vehicle modified to impress other people. 0---------------------------------------------------------------------------0 | Bars and Clubs |=========================================| Bars and Clubs | 0---------------------------------------------------------------------------0 >>Gaydar Station Club ******************* Location: Near the northeast corner of the road intersection just south of The Barbers Pole. Map: (C-1). ----------------------------------------------------------------------Notes: This is where you can take Girlfriends to go dancing or dance by yourself. From The Barber's Pole, go to the nearby three-way intersection and head south. About halfway down this short street you should see the Gaydar Station Club entrance to your left. >>Misty's ******* Location: In south Garcia just north of Cobra Martial Arts. Map: (D-1). ----------------------------------------------------------------------Notes: This run-down place is where one can play a game of Pool. 0---------------------------------------------------------------------------0 | Gun Shops |===================================================| Gun Shops | 0---------------------------------------------------------------------------0 >>Ocean Flats Ammu-Nation *********************** Location: Just southeast of the Ocean Flats Cluckin' Bell. Map: (C-1). ----------------------------------------------------------------------Notes: This is where you can purchase weapons and Body Armor. This is also where you can do the Ammu-Nation Challenge. 0---------------------------------------------------------------------------0

| Hospitals |===================================================| Hospitals | 0---------------------------------------------------------------------------0 >>San Fierro Medical Center ************************* Location: In the center of Santa Flora. Map: (C-1). ----------------------------------------------------------------------Notes: This is where you will end up if you get Wasted anywhere in San Fierro. 0---------------------------------------------------------------------------0 | Police Stations |=======================================| Police Stations | 0---------------------------------------------------------------------------0 >>San Fierro Police Station ************************* Location: At the southeast side of Downtown near the south end of the Garver Bridge. Map: (C-2). ----------------------------------------------------------------------Notes: This is where you will end up if you get Busted anywhere in San Fierro. 0---------------------------------------------------------------------------0 | Other |===========================================================| Other | 0---------------------------------------------------------------------------0 >>Cobra Martial Arts ****************** Location: In south Garcia. Map: (D-1). ----------------------------------------------------------------------Notes: This is where you can gain muscle to alter your appearance to build up your health related stats or to learn new fighting moves from the trainer. >>Cranberry Train Station *********************** Location: Just east of Doherty and across the street east of the Xoomer Garage Safehouse. Map: (C-2). ----------------------------------------------------------------------Notes: This is where you can catch a train to quickly go from one area of San Andreas to another. However, you have to wait until after completion of the mission "Yay Ka-Boom-Boom" to ride a train. >>"Blood Bowl" Stadium Event ************************** Location: At Corvin Stadium in Foster Valley. Map: (D-1, D-2). ----------------------------------------------------------------------Notes: This Stadium Event is available after completion of the mission "The Green Sabre". /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\

| >BDR3. Badlands / San Fierro Weapon, Item, and Food Locations | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Listed in this chapter, by area and neighborhood, are the Weapon, Handheld Items, Gifts, Apparel Items, Body Armor, Police Bribe, and Food locations for the Badlands and San Fierro region: 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Badlands |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0---------------------------------------------------------------------------0 | Mount Chiliad |===========================================| Mount Chiliad | 0---------------------------------------------------------------------------0 0==============0 | Apparel Items \ 0=====================================> >>Parachute ********* Location: At the top of Mount Chiliad at the north side of the parking area. Map: (E-1). 0===========0 | Body Armor \ 0=====================================> >>Location: At the top of Mount Chiliad at the east side of the parking area. Map: (E-1). 0---------------------------------------------------------------------------0 | Angel Pine |=================================================| Angel Pine | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Golf Club ********* Location: In a garage on the southwest side of Angel Pine. Map: (F-1). Directions: From the entrance of the Angel Pine Cluckin' Bell, go west and across the street. You should see an alley with a blue dumpster-like object at its entrance. Go west through the alley to your right, and across short white picket fence. garage where you can find >>Micro SMG *********

and to the next street. Just off the street, is a house with a This house also has an open the weapon.

Location: Behind the gray trailer southeast from the Angel Pine Trailer Park Safehouse. Map: (F-2). 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: Behind a red trash container next to the "Lovin' A Loan" building and directly across the street northwest of the Angel Pine Cluckin' Bell. Map: (F-1). 0===========0 | Body Armor \ 0=====================================> >>Location: Behind a wall just south of the Angel Pine Safehouse (and just before J&J's Restaurant). Map: (F-1). 0=============0 | Police Bribe \ 0=====================================> >>Location: In an alleyway southwest of the Angel Pine Safehouse. Map: (F-1). Directions: From the Angel Pine Safehouse, go southeast and turn left at the intersection. Then follow the road curve and stop at the next intersection. Near the north corner of this intersection is an alley where you can find the Bribe. 0============0 | Food Stands \ 0=====================================> >>Location: At the street corner across the intersection northwest of the Angel Pine Sheriff's Office. Map: (F-1). 0---------------------------------------------------------------------------0 | Shady Creeks |=============================================| Shady Creeks | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Flamethrower ************ Location: In a small group of trees on the east side of Shady Creeks near where the dirt road splits. Map: (F-2). Directions: From the Angel Pine Trailer Park Safehouse, go east, across the road, and onto the dirt road going past the southeast

end of follow shack. roads.

the Angel Pine Sawmill. Keep heading northeast and the dirt road. After awhile, you should encounter a Just past it is a three-way intersection of dirt Turn right and head down the hill.

At the bottom you should reach a large dirt bridge. After crossing it and starting uphill then you should see a group of trees ahead and to the left. The weapon can be found in the middle of this group of trees. 0=============0 | Police Bribe \ 0=====================================> >>Location: On a small dirt bridge on the east side of Shady Creeks. Map: (E-2). Directions: From the Angel Pine Trailer Park Safehouse, go east, across the road, and onto the dirt road going past the southeast end of the Angel Pine Sawmill. Keep heading northeast and follow the dirt road. After awhile, you should encounter a shack. Just past it is a three-way intersection of dirt roads. Turn right and head down the hill. At the bottom you should reach a large dirt bridge. Once you get to this large dirt bridge then turn left and follow the water's edge. After a short distance you should encounter a smaller dirt bridge. The Bribe can be found in the middle of this bridge. 0---------------------------------------------------------------------------0 | Whetstone |===================================================| Whetstone | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Shovel ****** Location: By a pile of coal on the east side of the Angel Pine Junkyard. Map: (E-2). Directions: From the Angel Pine Safehouse, go southwest and turn right at the next intersection. Go all the way to the three-way intersection at the end of the road near the base of Mount Chiliad then turn right. Follow the road until you see an area with huge machinery on the left side of the road. This is the Angel Pine Junkyard. Enter the Junkyard but go close to the south wall as you proceed east through the facility. After climbing over some large blocky stuff then you should see a very large container crate and a pile of junk to your left. Turn left at the corner at the east end of the container crate and you should see the weapon. >>Desert Eagle

************ Location: Inside one of the buildings within the Angel Pine Junkyard. Map: (E-2). Directions: From the Angel Pine Safehouse, go southwest and turn right at the next intersection. Go all the way to the three-way intersection at the end of the road near the base of Mount Chiliad then turn right. Follow the road until you see an area with huge machinery on the left side of the road. This is the Angel Pine Junkyard. Enter the Junkyard but go northeast. Go under the large green ramp and climb over the small pile of junk. After that then you should see a pair of large buildings. Go through the entrance of the *LEFT* building and turn left to find the weapon in the corner. 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: In front of the Xoomer Gas Station just northwest of the Whetstone 24-7. Map: (F-2). 0=====0 | 24-7 \ 0=====================================> >>Location: On the main highway southeast of Angel Pine. Map: (F-2). 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Flint County |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0---------------------------------------------------------------------------0 | Back O Beyond |===========================================| Back O Beyond | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Rifle ***** Location: On top of a large rock. Neighborhood: Back O' Beyond. Map: (F-2). Directions: From the Angel Pine Trailer Park Safehouse, go east, across the road, and onto the dirt road going past the southeast end of the Angel Pine Sawmill. Keep heading northeast and follow the dirt road. After awhile, you should encounter a shack. Just past it is

a three-way intersection of dirt roads. Turn right and head down the hill. At the bottom you should reach a large dirt bridge. After crossing it and starting uphill then you eventually come to a large fork of dirt roads. point turn right and follow the road until you wooden bridge. Beyond it is a road bridge that overhead.

should From this come to a goes

Go under this bridge then immediately turn left and climb the incline until you are level with the paved road. Just off to your right is a large rock which is part of a larger rock formation. The weapon can be found on the top of this rock. 0---------------------------------------------------------------------------0 | Beacon Hill |===============================================| Beacon Hill | 0---------------------------------------------------------------------------0 0======0 | Gifts \ 0=====================================> >>Cane **** Location: Near a white shack at a farmhouse in the middle of Beacon Hill. Map: (E-3). Directions: From the Flint Intersection area, head north and past RS Haul. Go over the bridge crossing the railroad tracks and past the three-way intersection after it. Continue until you see another three-way intersection. Turn right and follow the short road until you come to another three-way intersection. Turn left and you will go under a road bridge. Continue forward and look for a dirt road which should be to your left. Turn left, go up the dirt road, and turn left at the next intersection of dirt roads. This should lead you to a farmhouse with a large windmill. To your left should be small white shack where you can find the weapon nearby. 0---------------------------------------------------------------------------0 | Flint County |=============================================| Flint County | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Flamethrower ************ Location: In front of a group of shacks just west of Beacon Hill.. Map: (E-3). Directions: From the Flint Intersection area, head north and past RS

Haul. Go over the bridge crossing the railroad tracks and past the three-way intersection after it. Continue until you see another three-way intersection. Turn right and follow the short road until you come to another three-way intersection. Turn left and you will go under a road bridge. Continue forward until you see the railroad bridge. When you see this bridge then look to your right. You should see a group of small shacks with a large parking area. The weapon can be found at the southmost shack. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: At the end of a hairpin turn just south of the railroad tracks. Map: (E-3). Directions: From the Flint Intersection area, head north and past RS Haul. Go over the bridge crossing the railroad tracks and past the three-way intersection after it. Continue until you see another three-way intersection. Turn right and follow the short road until you come to another three-way intersection. Turn left and you will go under a road bridge. Continue forward until you see the railroad bridge. Go under the railroad bridge and continue forward. Then go up the first hairpin turn and head north. Continue forward and to the second hairpin turn where you can find the gift on the outside part. >>Cane **** Location: Near the southeast corner of the RS Haul building. Map: (E-3). >>Flowers ******* Location: In front of the gas station next door south of the RS Haul building. Map: (E-3). >>Flowers ******* Location: On the top level in the middle of the Flint Intersection. Map: (E-3). >>Flowers ******* Location: Behind the 69 Gas Station in southeast Flint County. Map: (F-4).

0=============0 | Hot Dog Vans \ 0=====================================> >>Location: At the 69 Gas Station in southeast Flint County. Map: (F-4). 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. San Fierro |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0---------------------------------------------------------------------------0 | Gant Bridge |===============================================| Gant Bridge | 0---------------------------------------------------------------------------0 0==============0 | Apparel Items \ 0=====================================> >>Parachute ********* Location: At the top of the north bridge support tower. Map: (B-1). 0---------------------------------------------------------------------------0 | Battery Point |===========================================| Battery Point | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Tec-9 ***** Location: Underneath the Gant Bridge south bridge support just north of the fort. Map: (B-1). 0---------------------------------------------------------------------------0 | Esplanade North |=======================================| Esplanade North | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Micro SMG ********* Location: At the west side of Pier 69 north of the Esplanade North Well Stacked Pizza. Map: (B-2). 0===============0 | Handheld Items \ 0=====================================>

>>Fire Extinguisher ***************** Location: Behind the counter of the Esplanade North Well Stacked Pizza. Map: (B-2). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. >>Camera ****** Location: On the west side of Pier 69 just north of the Esplanade North Well Stacked Pizza. Map: (B-2). >>Camera ****** Location: On the top level (west side) of the parking garage southwest of Pier 69. Map: (B-2). Directions: From the entrance of Pier 69, head south through the intersection with signal lights. After you turn right, and follow the road curve, then you should see a large white structure to your right. This is the parking garage. Go up to the top level to find the item. 0---------------------------------------------------------------------------0 | Palisades |===================================================| Palisades | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>M4 **

Location: In the backyard of some houses directly west of Tuff Nuts Donuts. Map: (C-1). Directions: From the entrance of the Paradiso Safehouse, head west and to the next intersection. At the southwest corner of this intersection is Tuff Nuts Donuts. Go to the west side of Tuff Nuts Donuts then head directly west until you get to the street. Across the street should be a group of houses. Go to the south side of this group of houses and head west to the backyard. At the south part of this backyard is a large tree where you can find the weapon nearby.

0===============0 | Handheld Items \ 0=====================================> >>Camera ****** Location: Behind the Tuff Nuts Donuts building. Map: (B-1). Directions: From the entrance of the Paradiso Safehouse, head west and

to the next intersection. At the southwest corner of this intersection is Tuff Nuts Donuts. On the west side of the building is where you can find the item. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: At the north of the fountain in the park. Map: (B-1). Directions: From the entrance of the Paradiso Safehouse, head west and to the next intersection. At the southwest corner of this intersection is Tuff Nuts Donuts. At the northwest corner of this intersection is the entrance to the park. Head north into the park and you will eventually get to a lake. Continue forward and you will get to a smaller lake with a large fountain. To the north is a group of white wooden canopies that shelter the path leading north. The gift can be found next to the entrance to this group of canopies. >>Flowers ******* Location: In front of a group of houses. Map: (C-1). Directions: From the entrance of the Paradiso Safehouse, head west and to the next intersection. At the southwest corner of this intersection is Tuff Nuts Donuts. Go west through the intersection and to where the road merges with another one then turn south. To your right you should see a group of houses. Now continue forward until you reach the last group (which should be the fourth group from this road merge). The gift can be found in the front of this group of houses. 0===========0 | Body Armor \ 0=====================================> >>Location: Close to a rock wall. Map: (B-1). Directions: From the entrance of the Paradiso Safehouse, head west and to the next intersection. At the southwest corner of this intersection is Tuff Nuts Donuts. Go west through the intersection and to where the road merges with another one then turn south. To your right you should see a group of houses. Now continue forward until you reach the last group (which should be the fourth group from this road merge). Go west along the south side of these houses and you should drop down to a lower area. Turn right and proceed north. There should be a rock wall to

your right. The Armor can found near this rock wall after some distance. 0---------------------------------------------------------------------------0 | Juniper Hollow |=========================================| Juniper Hollow | 0---------------------------------------------------------------------------0 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of the Juniper Hollow Burger Shot. Map: (B-1). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In front of the Xoomer Gas Station next door south of the Juniper Hollow Pay 'N' Spray. Map: (C-1). 0================0 | Sprunk Machines \ 0=====================================> >>Location: At the Xoomer Gas Station next door south of the Juniper Hollow Pay 'N' Spray (x2). Map: (C-1). 0---------------------------------------------------------------------------0 | Calton Heights |=========================================| Calton Heights | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Brass Knuckles ************** Location: Behind some car garages northwest of the Calton Heights Safehouse. Map: (C-1). Directions: From the entrance of the Calton Heights Safehouse, turn west and head to the nearby signal lights then turn right. Then turn left at the next set of signal lights. As you proceed down this road then you should see a parking area to your left. You should also see a long white building of nothing but car garages. On the south side of

this building is where you can find the weapon. >>Tec-9 ***** Location: Near a big tree west of the Calton Heights Church. Map: (B-1). Directions: From the entrance of the Calton Heights Safehouse, turn east and head down the crooked street to the next intersection then turn left. Stop when you get to the three-way intersection with a major road. At the north side of this intersection is the Calton Heights Church. Just past the wall on the west side of the Church is a large tree. The weapon can be found next to this tree. 0===============0 | Handheld Items \ 0=====================================> >>Camera ****** Location: Behind some car garages northwest of the Calton Heights Safehouse. Map: (B-2). Directions: From the entrance of the Calton Heights Safehouse, turn east and head down the crooked street to the next intersection then turn left. Stop when you get to the three-way intersection with a major road. At the north side of this intersection is the Calton Heights Church. The item can be found at the west side of the Church. >>Camera ****** Location: Near a car garage directly east of the Calton Heights Safehouse at the east end of the crooked road. Map: (C-2). 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: Just northeast of the Calton Heights Safehouse along one of the turns of the crooked road. Map: (C-1). 0=============0 | Police Bribe \ 0=====================================> >>Location: In the alley north of the Calton Heights Church. Map: (B-2). Directions: From the entrance of the Calton Heights Safehouse, turn east and head down the crooked street to the next intersection then turn left. Stop when you get to the three-way

intersection with a major road. At the north side of this intersection is the Calton Heights Church. From this intersection, turn right then turn left at the next three-way intersection which is at the southeast corner of the Calton Heights Church. Continue forward to the next three-way intersection then stop. At the north side of this intersection is a large green and white building. Next door west of this building is a large white building. The Bribe can be found in the alley between these two buildings. 0---------------------------------------------------------------------------0 | Downtown |=====================================================| Downtown | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Sniper Rifle ************ Location: On top of the roof across the street south of Otto's Autos. Map: (B-2). Directions: From the entrance of Pier 69, head southeast and to the next three-way intersection where the road starts to curve. At the northwest corner of this intersection is Otto's Autos. At the southwest corner of this intersection is a large building with a reddish top and a mostly white base. The weapon can be found on the roof of this building near the street corner. ----------------------------------------------------------------------**NOTE: This weapon can only be acquired by helicopter, Parachute, Jetpack, or Hydra. 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of the Downtown Burger Shot. Map: (C-2). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. >>Camera ****** Location: In the lobby of ZomboTech. Map: (C-2). Directions: From the entrance of the Downtown Burger Shot, go south to the next intersection. Near the southwest corner of this intersection you should see an large open door. This leads

into ZomboTech. Further inside you should see a large double-helix sculpture. The item can be found just northwest of this sculpture. 0======0 | Gifts \ 0=====================================> >>Cane **** Location: In front of the Victim Clothes Store. Map: (C-2). 0---------------------------------------------------------------------------0 | Financial |===================================================| Financial | 0---------------------------------------------------------------------------0 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of the Financial Well Stacked Pizza. Map: (C-2). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. >>Camera ****** Location: At the northwest corner of the base of the Big Pointy Building (directly across the street southeast of the Financial Well Stacked Pizza). Map: (C-2). 0==============0 | Apparel Items \ 0=====================================> >>Parachute ********* Location: At the top of the Big Pointy Building (directly across the street southeast of the Financial Well Stacked Pizza). Map: (C-2). Directions: The entrance for this building is on the south side. 0---------------------------------------------------------------------------0 | Esplanade East |=========================================| Esplanade East | 0---------------------------------------------------------------------------0 0===========0 | Body Armor \ 0=====================================> >>Location: On the lower dock by the boat southeast of Pier 69. Map: (B-2).

Directions: From the entrance of Pier 69, head southeast. Once you get past the parking lot for Pier 69 then look to your left. You should see some trees and a building with a large green garage door. Head towards this building but go along the right side. As you go along the right side of this long building then you should encounter some stairs which should be to your right. Go down the stairs to the lower level and you should see the boat and the Armor. 0---------------------------------------------------------------------------0 | Garver Bridge |===========================================| Garver Bridge | 0---------------------------------------------------------------------------0 0===============0 | Handheld Items \ 0=====================================> >>Camera ****** Location: On the Garver Bridge (north walkway) southwest of the south bridge support tower. Map: (C-2). 0==============0 | Apparel Items \ 0=====================================> >>Parachute ********* Location: On top of the south bridge support tower for the Garver Bridge. Map: (C-2). 0---------------------------------------------------------------------------0 | Kincaid Bridge |=========================================| Kincaid Bridge | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Mini-Gun ******** Location: On the top of the south concrete bridge support for the Kincaid Bridge. Map: (C-2). ----------------------------------------------------------------------**NOTE: You *CANNOT* acquire this weapon until you complete the mission "Yay Ka-Boom-Boom" (which will open the Desert and Las Venturas area). Until you do that the Mini-Gun will be surrounded by a forcefield (because of the roadblock) that you can't get around, even by landing on it. In addition, this Mini-Gun can only be acquired by helicopter, Parachute, Jetpack, or Hydra.

0---------------------------------------------------------------------------0 | Santa Flora |===============================================| Santa Flora | 0---------------------------------------------------------------------------0 0===============0 | Handheld Items \ 0=====================================> >>Camera ****** Location: At the northeast corner of the lower level parking garage for the San Fierro Medical Center. Map: (C-1). 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In the backyard of a house. Map: (C-1). Directions: From the entrance of the Paradiso Safehouse, head east along the sidewalk until you reach a tree. Then turn right and cross the street. Continue forward and you will go down a hill. Keep going until you reach the back of a building. Turn right and you should see an opening for the fence of a backyard to the house next to this building. Head forward and into the backyard then turn left to find the gift. 0=============0 | Police Bribe \ 0=====================================> >>Location: In the middle of a large path. Map: (C-1). Directions: From the entrance of the Paradiso Safehouse, head southwest and cross the street to enter a pathway going south. Turn left at the corner of the fence and you should see the Bribe ahead of you. 0---------------------------------------------------------------------------0 | Juniper Hill |=============================================| Juniper Hill | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Remote Explosives ***************** Location: At the top of a small ramp. Map: (C-4). Directions: From the entrance of the Juniper Hollow Binco Clothes

Store, go west along the road at the three-way intersection at the front of the store. Go up the hill and stop at the next intersection. At the northwest corner of this intersection is a small ramp where you can find the weapon at the top. 0===============0 | Handheld Items \ 0=====================================> >>Camera ****** Location: At the east end of the large alley across the street directly west of the Chinatown Safehouse. Map: (C-1). 0===========0 | Body Armor \ 0=====================================> >>Location: At the west side of the SupaSave store. Map: (C-1). Directions: From the entrance of the Juniper Hollow Binco Clothes Store, go south along the road and to the next intersection. At the southwest corner of this intersection is a large building with SupaSave logos on it. At the west side of the main building, and near the far wall that borders the nearby street, is the Armor. 0---------------------------------------------------------------------------0 | Chinatown |===================================================| Chinatown | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Katana ****** Location: In a dead-end alley. Map: (C-1). Directions: From the entrance of the Chinatown Safehouse, go west along the sidewalk then turn left. Go forward along the sidewalk and to the three-way intersection. About fifty feet south of the southeast corner of this intersection is the entranceway into a large alley. Turn left into this alley and stop when you get to some green awnings (which should be to your left). Look left to find another alley. The weapon can be found at the end of this alley. 0============0 | Food Stands \ 0=====================================> >>Location: In the middle of the block south of the Chinatown Safehouse

(x5). Map: (C-1). Directions: From the entrance of the Chinatown Safehouse, go west along the sidewalk then turn left. Go forward along the sidewalk and to the three-way intersection. About fifty feet south of the southeast corner of this intersection is the entranceway into a large alley. Turn left into this alley and stop when you get to some green awnings (which should be to your left). Look right to find another alley (with shopping carts). Go forward from here and head down the stairs. When you get to the bottom of the stairs then turn left to find five Stands. 0---------------------------------------------------------------------------0 | City Hall |===================================================| City Hall | 0---------------------------------------------------------------------------0 0===============0 | Handheld Items \ 0=====================================> >>Camera ****** Location: In the middle of the metal sculpture in the park at the center of City Hall. Map: (C-1). 0======0 | Gifts \ 0=====================================> >>Cane **** Location: Near the front of the west building at City Hall. Map: (C-1). 0============0 | Food Stands \ 0=====================================> >>Location: Just northeast of the metal sculpture in the park at the center of City Hall. Map: (C-1). 0---------------------------------------------------------------------------0 | Queens |=========================================================| Queens | 0---------------------------------------------------------------------------0 0==========================0 | Snack and Sprunk Machines \ 0=====================================> >>Location: Inside the Gaydar Station Club. Map: (C-1). Directions: From The Barber's Pole Barber Shop, go to the nearby

three-way intersection and head south. About halfway down this short street you should see the Gaydar Station Club entrance to your left. Go inside the Club where you will find a Sprunk Machine by the front door with another in the back next to a Snack Machine. 0---------------------------------------------------------------------------0 | King's |=========================================================| King's | 0---------------------------------------------------------------------------0 0=============0 | Police Bribe \ 0=====================================> >>Location: Underneath a scaffold. Map: (C-2). Directions: From the Xoomer Garage Safehouse, stay on the sidewalk and head north to the next intersection (which should be at the northeast corner of the Construction Site). At the northwest corner of this intersection you should see a building with a yellow fence. Cross the street and head north until you reach the end of the yellow fence. Do a U-turn around the end of the fence and you should see the Bribe under the scaffolding. 0===============0 | Snack Machines \ 0=====================================> >>Location: At the north side of a large white building. Map: (C-1). Directions: From the Xoomer Garage Safehouse, stay on the sidewalk and head north to the next intersection (which should be at the northeast corner of the Construction Site). From here, turn left and go to the *SECOND* four-way intersection and stop. At the southeast corner of this intersection is a large white building. You should also be at the west end of the parking lot for this building. The Machine can be found against the wall of this building near your position. 0---------------------------------------------------------------------------0 | Easter Basin |=============================================| Easter Basin | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Flamethrower ************ Location: On the south end of the large docked ship just north of the Easter Bay Airport. Map: (C-2). Directions: From the entrance of the Doherty Safehouse, head east along

the road and down the hill. Follow the road to its end. At the end are some signal lights and the entrance to a docking area. Go forward past the lights then turn left and to the railroad tracks. Once at the railroad tracks then turn right and follow them. It will lead you to a large ship (with a large yellow crane nearby). Take the stairs leading up to the decks of this ship and head southwest. The weapon can be found in the east corner. >>Tear Gas ******** Location: On the west end of the lower cargo deck inside the Aircraft Carrier at Easter Basin Naval Station. Map: (C-2). Directions: Land a helicopter on the deck near the door at the conning tower. Enter the carrier then turn right and head down the stairs. When you get to the bottom of the stairs then continue forward and go down the next set of stairs then go through the door. Turn right to see a group of wooden crates. The weapon can be found at the east side of these crates. ----------------------------------------------------------------------**NOTE: You will get an automatic 4-Star Wanted Rating for flying over the Aircraft Carrier and you will have to fight off Cops inside if you want the weapon. 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: At the south side of the Xoomer Gas Station across the street west of the Easter Basin Naval Station. Map: (C-2). >>Camera ****** Location: At the edge of the dock by the north end of the large docked ship just north of the Easter Bay Airport. Map: (C-2). Directions: From the entrance of the Doherty Safehouse, head east along the road and down the hill. Follow the road to its end. At the end are some signal lights and the entrance to a docking area. Go forward past the lights then turn left and to the railroad tracks. Once at the railroad tracks then turn right and follow them. It will lead you to a large ship (with a large yellow crane nearby). Go northeast and under the crane then stop at the water's edge. Turn left to find the item nearby. 0======0 | Gifts \

0=====================================> >>Flowers ******* Location: At the south end of the ruined bridge section near the south Map: (C-2). Directions: From the entrance of the Downtown Cluckin' Bell, head east to the road curve. But, instead of turning, continue east onto the grass and to the north end of the ruined bridge section. Turn right and head down to the south end to find the gift. 0=============0 | Police Bribe \ 0=====================================> >>Location: On the railroad tracks west of the Xoomer Gas Station (which is across the street west of the Easter Basin Naval Station). Map: (C-2). 0==========================0 | Snack and Sprunk Machines \ 0=====================================> >>Location: In one of the rooms of the upper cargo deck inside the Aircraft Carrier at Easter Basin Naval Station. Map: (C-2). Directions: Land a helicopter on the deck near the door at the conning tower. Enter the carrier then turn right and head down the stairs. When you get to the bottom of the stairs then turn right, take a few steps then turn right again to go through another door. Go forward and through the next door. Then turn right to find a Snack Machine next to a Sprunk Machine. ------------------------------------------------------------------------**NOTE: You will get an automatic 4-Star Wanted Rating for flying over the Aircraft Carrier and you will have to fight off Cops inside. 0---------------------------------------------------------------------------0 | Ocean Flats |===============================================| Ocean Flats | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Shovel ****** Location: In front of a beige and white house facing the beach. Map: (C-1). Directions: From the entrance of the Ocean Flats Ammu-Nation, head west through the intersection and turn left at the three-way intersection where the road ends. Then turn right at the next four-way intersection and turn left at the three-way intersection where this road ends.

Look to your left. Just down the street is a tree. Just before that is a street light. Between these two landmarks is a beige and white house. The weapon can be found in front of this house. >>SMG *** Location: In the back yard of a light green house. Map: (D-1). Directions: From Hemlock Tattoo in Hashbury, head south then turn right at the next intersection. Continue forward until you reach the next intersection then stop. At the northwest corner of this intersection is the Ocean Flats Church. Head forward through this intersection and look to your left. About halfway through the block is a large alley. Turn left to go into this alley. Continue forward until you get to a point between two green dumpsters. Ahead of you is a Police Bribe. To your right is a telephone pole. Just beyond it is the entrance to a backyard. Go through this entrance and you should see a light green house. The weapon can be found in the corner where a wooden fence and the house meet. 0===============0 | Handheld Items \ 0=====================================> >>Camera ****** Location: In the back area on the south side of the Ocean Flats Cluckin' Bell. Map: (C-1). 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In an alley north of the Avispa Country Club. Map: (D-1). Directions: From Hemlock Tattoo in Hashbury, head south then turn right at the next intersection. Continue forward until you reach the next intersection then stop. At the northwest corner of this intersection is the Ocean Flats Church. Head forward through this intersection and look to your left. About halfway through the block is a large alley. Turn left to go into this alley. Continue forward until you get to a point between two green dumpsters. Ahead of you is a Police Bribe. Continue ahead past the Police Bribe and to the south end of the alley. Here you will find another pair of green dumpsters. The gift can be found by the dumpster to your

right. >>Cane **** Location: At the top of the stairs in a backyard. Map: (D-1). Directions: From Hemlock Tattoo in Hashbury, head south then turn right at the next intersection. Continue forward until you reach the next intersection then stop. At the northwest corner of this intersection is the Ocean Flats Church. Head forward through this intersection and look to your left. About halfway through the block is a large alley. Turn left to go into this alley. Continue forward until you get to a point between two green dumpsters. Ahead of you is a Police Bribe. Continue ahead past the Bribe and to the south end of the alley. Here you will find another pair of green dumpsters. By the dumpster to your right are some Flowers. Next to the dumpster to your right is the entrance to a backyard. Enter this backyard and follow the path to the stairs where you can find the gift. >>Cane **** Location: In the backyard of a green house. Map: (C-1). Directions: From the entrance of the Ocean Flats Ammu-Nation, head west through the intersection and turn left at the three-way intersection where the road ends. Then go to the next four-way intersection and continue forward through it. As you head forward then look to your right. Just ahead of you should be a large tree. Just beyond this tree is a telephone pole. This telephone pole is at the entrance to an alley. Turn right into this alley and stop at the three-way intersection within. At the west side of this intersection is a green dumpster. Right next to it is the entrance to a backyard. Go through this entrance into the backyard of a green house where you can find the gift. >>Cane **** Location: In the backyard of a blue house. Map: (D-1). Directions: From the entrance of the Ocean Flats Ammu-Nation, head west through the intersection and turn left at the three-way intersection where the road ends. Then go to the next four-way intersection and continue forward through it. After that then stop at the next four-way intersection. At the southeast corner of this intersection should be the Ocean Flats Church. From here, continue forward and look to your right. About halfway down this block should be an

entranceway into a large alley. Turn right into this alley and stop at the four-way intersection within. At the southwest corner of this intersection is a green dumpster. Right next to it is the entrance to a backyard. Now go south to the *NEXT* backyard entrance. Enter this backyard and you should see a blue house. The gift can be found in this backyard. 0===========0 | Body Armor \ 0=====================================> >>Location: In a backyard north of the Avispa Country Club. Map: (D-1). Directions: From Hemlock Tattoo in Hashbury, head south then turn right at the next intersection. Continue forward until you reach the next intersection then stop. At the northwest corner of this intersection is the Ocean Flats Church. Head forward through this intersection and look to your left. About halfway through the block is a large alley. Turn left to go into this alley. Continue forward until you get to a point between two green dumpsters. Ahead of you is a Police Bribe. Continue ahead past the Police Bribe and to the south end of the alley. Here you will find another pair of green dumpsters. By the dumpster to your right are some Flowers. Next to the dumpster to your left is the entrance to a backyard. Enter this backyard then turn south to find the Armor in the corner of the fence. 0=============0 | Police Bribe \ 0=====================================> >>Location: In a large alley. Map: (D-1). Directions: From Hemlock Tattoo in Hashbury, head south then turn right at the next intersection. Continue forward until you reach the next intersection then stop. At the northwest corner of this intersection is the Ocean Flats Church. Head forward through this intersection and look to your left. About to go point ahead

halfway through the block is a large alley. Turn left into this alley. Continue forward until you get to a between two green dumpsters. The Bribe can be found of you.

0---------------------------------------------------------------------------0 | Hashbury |=====================================================| Hashbury | 0---------------------------------------------------------------------------0 0========0

| Weapons \ 0=====================================> >>Katana ****** Location: In an underground pedestrian tunnel. Map: (C-1). Directions: From the entrance of the Hashbury SubUrban Clothes Store, head west across the street and into the park. Continue forward until you reach the empty booths then turn right. As you continue forward then you will go down a set of stairs to the lower street level then down another set of stairs leading to an underground pedestrian tunnel. About halfway through this tunnel you can find the weapon. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: On the lower level of the Cemetery. Map: (C-1). Directions: From the entrance of the Hashbury SubUrban Clothes Store, head south to the next intersection then turn right. Go down the hill and stop at the next intersection. At the northeast corner of this intersection is the Cemetery. Turn right and head north on the sidewalk until you get to the nearest entrance then go inside and continue north inside the Cemetery. The gift can be found about halfway through the Cemetery. >>Cane **** Location: In the small park across the street west of the SubUrban Clothes Store / Hemlock Tattoo (at the southwest corner). Map: (D-1). 0=============0 | Police Bribe \ 0=====================================> >>Location: In the alley, at the top of the stairs, south of the Hashbury Safehouse. Map: (D-1). Directions: From the entrance of the Hashbury Safehouse, head south and to the corner. The wall ahead of you are the stairs. Turn right and head west until you find the bottom of these stairs then head up to find the Bribe at the top. 0============0 | Food Stands \ 0=====================================> >>Location: In the small park across the street west of the Hashbury

SubUrban Clothes Store. Map: (D-1). 0---------------------------------------------------------------------------0 | Garcia |=========================================================| Garcia | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Baseball Bat ************ Location: At the south baseball diamond inside the park. Map: (C-1). Directions: From the entrance of the Garcia Burger Shot, get onto the nearby road, and head north. Go through the four-way intersection then follow the road curve east and stop at the next three-way intersection. At the northwest corner of this intersection is the main park within Garcia. There are two baseball diamonds here. The weapon can be found at the south baseball diamond above home plate. >>Desert Eagle ************ Location: In a walled off section in an alley. Map: (C-1). Directions: From the entrance of the Garcia Burger Shot, get onto the nearby road, and head north. Go through the four-way intersection then follow the road curve east and stop at the next three-way intersection. At the east side of this intersection is a large teal building. Just north of that is another building with pink colored business on one corner (Chack's). Next door to Chack's to the north is a yellow colored business (STW:Books). Next to it to the north is a large alley. Angle northeast into the alley and you should also go through an entry into a walled off section. Head east after entering this section to find the weapon in the corner. >>Chainsaw ******** Location: Inside the northwest corner of the FinalBuild Construction lot next door north of the Garcia Burger Shot. Map: (D-1). >>9mm Pistol ********** Location: In an alley. Map: (D-1). Directions: From the entrance of the Garcia Burger Shot, get onto the nearby road, and head north. Go through the four-way intersection then follow the road curve east and stop at

the next three-way intersection. At the east side of this intersection is a large teal building. At the south side of this building is an alley (you should also see a business called The Pink Oboe). Head east into this alley then turn right at the corner. Proceed forward until you see where the alley begins to narrow. The weapon can be found in the corner just to the left of where the alley narrows. 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of the Garcia Burger Shot. Map: (D-1). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. >>Camera ****** Location: Next to the entrance of the Garcia Burger Shot. Map: (D-1). 0==============0 | Apparel Items \ 0=====================================> >>Thermal Goggles *************** Location: Inside of Zero RC (southeast corner) after completion of the mission "Black Project". Map: (C-1). 0===========0 | Body Armor \ 0=====================================> >>Location: In the corner of an alley. Map: (D-1). Directions: From the entrance of the Garcia Burger Shot, get onto the nearby road, and head north. Then turn right at the four-way intersection. About halfway down this block you should see a "Hashbury & Garcia Joint Festival" banner. Just before this banner, to your left, should be an alley. Turn left and go into this alley. Head forward until you reach the wall then turn right. The Armor should be in the next corner ahead of you. 0============0 | Food Stands \ 0=====================================>

>>Location: Between the two baseball fields inside the main park. Map: (C-1). Directions: From the entrance of the Garcia Burger Shot, get onto the nearby road, and head north. Go through the four-way intersection then follow the road curve east and stop at the next three-way intersection. At the northwest corner of this intersection is the main park within Garcia. There are two baseball diamonds here. The Stand can be found between the two baseball diamonds at the edge of the parking lot. 0---------------------------------------------------------------------------0 | Doherty |=======================================================| Doherty | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Pool Stick / Flamethrower ************************* Location: Underneath a drooping floor of a ruined building at the Construction Site. Map: (C-1). Directions: From the entrance of the Xoomer Garage Safehouse, go north and turn left when you reach the corner of the Safehouse. Continue forward and up the hill into the Construction Site. Continue forward until you reach the end of the large dirt road (that leads back to the street). Just southwest of this point you should see a still standing part of a ruined building with a drooping floor. Go under this drooping floor to find the two weapons side by side. >>Chainsaw ******** Location: On the second floor of a ruined building at the Construction Site. Map: (C-1). Directions: From the entrance of the Xoomer Garage Safehouse, go north and turn left when you reach the corner of the Safehouse. Continue forward and up the hill into the Construction Site. Continue forward until you reach the end of the large dirt road (that leads back to the street). From here, turn right and head past the large crane and small buildings. Eventually you will find another ruined building. When you get to this building then you can see the weapon on the second floor (use the ramp nearby to access it). >>Shotgun ******* Location: At the south end of a building.

Map: (D-2). Directions: From the entrance of the Doherty Safehouse, head east through the intersection, down the hill, and across the railroad tracks. As you get near the gentle curve then you should see two large white tanks ahead of you. Head towards these tanks. Go between the tanks and the nearby building north of them. Turn left at the corner and you should see the weapon at the next corner. 0===========0 | Body Armor \ 0=====================================> >>Location: At the north side of Shady / Solarin Industries. Map: (C-2). Directions: From the entrance of the Doherty Safehouse, head east through the intersection, down the hill, and across the railroad tracks. Then head past the three-way intersection and turn left at the next four-way intersection. As you head forward then you should cross over some railroad tracks. After that, you should see the large Shady / Solarin Industries building to your left. You should also see a tall white wall that borders this building that runs parallel to the street. Proceed forward and, when this wall ends, there should be a chain-link fence. Proceed to the end of this fence and you should find the driveway to the large parking area at the north side of the building. Head southwest from here to find the Armor at the northwest corner of the building. 0=============0 | Police Bribe \ 0=====================================> >>Location: In a walled lot south of the Harry Plums building. Map: (D-2). Directions: From the entrance of the Doherty Safehouse, head east through the intersection, down the hill, and across the railroad tracks. Then turn right at the next three-way intersection. As you proceed forward then you should see a medium sized brick building with a Harry Plums sign on it on the east side of the street. Just before this building is an entrance to a small parking area. Enter this parking area and turn left to find the Bribe. 0---------------------------------------------------------------------------0 | Cranberry Station |===================================| Cranberry Station | 0---------------------------------------------------------------------------0 0===============0 | Handheld Items \ 0=====================================>

>>Camera ****** Location: Inside Cranberry Station at the south side of the building near the ticket booth. Map: (C-2). 0================0 | Sprunk Machines \ 0=====================================> >>Location: Outside the entrance to Cranberry Station. Map: (C-2). 0---------------------------------------------------------------------------0 | Avispa Country Club |===============================| Avispa Country Club | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Golf Club ********* Location: Beside the main entrance to the Avispa Country Club building on the northwest side. Map: (D-1). >>Chainsaw ******** Location: In the tennis courts north of the main Avispa Country Club building. Map: (D-1). >>Remote Explosives ***************** Location: In an angled corner at the south side of the main Avispa Country Club building. Map: (D-1). 0===============0 | Handheld Items \ 0=====================================> >>Camera ****** Location: At the main entrance to the Avispa Country Club building on the northwest side. Map: (D-1). 0=============0 | Police Bribe \ 0=====================================> >>Location: In the middle of the main road tunnel that runs underneath the Golf Course. Map: (D-1).

0---------------------------------------------------------------------------0 | Missionary Hill |=======================================| Missionary Hill | 0---------------------------------------------------------------------------0 0===============0 | Handheld Items \ 0=====================================> >>Camera ****** Location: At the northwest corner of the parking lot for the SAN News building at the top of Missionary Hill. Map: (D-1). 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: Inside one of the hairpin turns, the first one, going up Missionary Hill from the main intersection south of the Avispa Country Club. Map: (D-1). 0=============0 | Police Bribe \ 0=====================================> >>Location: Inside one of the hairpin turns, the second one, going up Missionary Hill from the main intersection south of the Avispa Country Club. Map: (D-1). 0============0 | Food Stands \ 0=====================================> >>Location: At the parking lot across the street east of the SAN News building at the top of Missionary Hill. Map: (D-1). 0---------------------------------------------------------------------------0 | Foster Valley |===========================================| Foster Valley | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Nightstick ********** Location: Near the top of the pedestrian bridge just northwest of Corvin Stadium. Map: (D-1). >>AK-47

***** Location: At the southwest side of the shopping mall style office complex. Map: (D-2). Directions: From the three-way intersection at the entrance to Easter Bay Airport, head west, go under the main road bridge, and cross the railroad tracks. Just after the railroad tracks is a road fork where two roads merge. Turn left and go southeast down this road then stop at the next intersection. At the southeast corner is a long shopping mall style office complex. From here, proceed forward to the next intersection which should be at the center of this building. Starting from the southeast corner of this intersection, head south along the sidewalk until you see a cove with some large rocks to your left. Enter this cove and go behind the rocks to find the weapon. 0===============0 | Handheld Items \ 0=====================================> >>Camera ****** Location: In the loading dock of a building in south Foster Valley. Map: (E-2). Directions: From the three-way intersection at the entrance to Easter Bay Airport, head west, go under the main road bridge, and cross the railroad tracks. Just after the railroad tracks is a road fork where two roads merge. Turn left and go southeast down this road then stop at the next intersection. At the southeast corner is a long shopping mall style office complex. From here, proceed forward to the four-way intersection at the south end of this complex. At the southeast corner of this intersection is a building with a rounded corner. Turn left from this intersection and, just before you get to the road curve going north, then you should see the loading dock area to your right. Turn right into this loading dock and you should find the item at the end. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: On the top level of the shopping mall style complex. Map: (D-2). Directions: From the three-way intersection at the entrance to Easter Bay Airport, head west, go under the main road bridge, and

cross the railroad tracks. Just after the railroad tracks is a road fork where two roads merge. Turn left and go southeast down this road then stop at the next intersection. At the southeast corner is a long shopping mall style office complex. From here, proceed to the side of the building, climb the black railing ledge then onto the top level. Go south and you should find the gift at the end of the first large planter you encounter. 0==============0 | Apparel Items \ 0=====================================> >>Night Vision Goggles ******************** Location: In the middle of the shopping mall style office complex after completion of the mission "Breaking The Bank At Caligula's". Map: (D-2). Directions: From the three-way intersection at the entrance to Easter Bay Airport, head west, go under the main road bridge, and cross the railroad tracks. Just after the railroad tracks is a road fork where two roads merge. Turn left and go southeast down this road then stop at the next intersection. At the southeast corner is a long shopping mall style office complex. From here, proceed forward to the next intersection which should be at the center of this building. Turn left and you should see the item under the north end of the pedestrian bridge that connects the two halves of this complex. 0=============0 | Police Bribe \ 0=====================================> >>Location: Under the elevated freeway east of Corvin Stadium in northeast Foster Valley. Map: (D-2). >>Location: Under the bridge at the west freeway exit loop in south Foster Valley. Map: (E-2). 0================0 | Sprunk Machines \ 0=====================================> >>Location: Around Corvin Stadium (x10). Map: (D-1, D-2). 0============0 | Food Stands \

0=====================================> >>Location: Near the football sculpture at the northwest side of Corvin Stadium (x2). Map: (D-1). 0---------------------------------------------------------------------------0 | Easter Bay Airport |=================================| Easter Bay Airport | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Heat-Seeking RPG **************** Location: In-between some large tanks. Map: (D-2). Directions: From the three-way intersection at the entrance to Easter Bay Airport, follow the road northeast to the Guard Shack that leads into the Airport grounds. Go northeast past the Guard Shack and through the gates then head east into the tunnel leading up to the Airport grounds. Angle northeast and head toward the northeast edge of the Airport. As you near the edge then you should see a pair of medium sized hangars and three large tanks with rounded ends next to them and to the right. In-between a couple of these tanks is where you can find the weapon. 0===============0 | Handheld Items \ 0=====================================> >>Camera ****** Location: At the southwest corner of the three-way intersection at the entrance to Easter Bay Airport. Map: (D-2). 0===========0 | Body Armor \ 0=====================================> >>Location: By the road wall near the parking garage entrance. Map: (D-2). Directions: From the three-way intersection at the entrance to Easter Bay Airport, follow the road northeast to the Guard Shack that leads into the Airport grounds. But, just when you get to the shack, then turn right and follow the road. Eventually you will get to the entrance to the parking garage. Now stand under the yellow Parking sign then go southeast. You should see the curved wall for the road you just came down on. Follow this wall and you should find the Armor in the corner.

/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR4. Before Going Back To The Story | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Before I resume with the Main Story Missions I am going to do various tasks and challenges. If you haven't done the Ambulance Mission yet, you can now go and do it here at Angel Pine. The patients stay within the Angel Pine city limits which makes it much easier to do this mission. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR5. Oysters (Badlands) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ For those who decided to wait until getting to the Badlands area to get Oysters, here is the Oyster list: 0---------------------------------------------------------------------------0 | Flint County (FLC) |+++++++++++++++++++++++++++++++++| Flint County (FLC) | 0---------------------------------------------------------------------------0 [FLC-Y21] - Location: In the northwest corner at the north end of the beach in Los Santos Inlet. Map: (E-3). [FLC-Y22] - Location: Under the southernmost road bridge, for the main highway, in Flint County. Map: (F-2). [FLC-Y23] - Location: Under the old wooden bridge just north of Oyster [FLC-Y22]. Map: (F-2). 0---------------------------------------------------------------------------0 | Whetstone (WST) |+++++++++++++++++++++++++++++++++++++++| Whetstone (WST) | 0---------------------------------------------------------------------------0 [WST-Y24] - Location: Under the bridge east of Mount Chiliad and the Angel Pine Junkyard. Map: (E-2). [WST-Y25] - Location: Under the middle of the main highway bridge connecting Mount Chiliad and San Fierro. Map: (D-1, E-1). /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR6. Mount Chiliad Challenge | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ At the top of Mount Chiliad, just north of Angel Pine, is a Mountain Bike. If you get on it between 7:00 and 18:00 then you will trigger the Chiliad Challenge.

The Challenge consists of three downhill bike races. You must finish first in one race before you can do the next. By successfully completing all three races then you will inch closer to 100% Completion. The higher your Cycling Skill, the easier this will become because you won't fall off your bike as easily. The first race is the Scotch Bonnet Yellow Route. You go up against five other bikers in this race. It will take some time to get used to the bike as you go downhill. It may be tempting to pedal really fast on the straight-aways but that will cause you to wipe out at the curves and lose position. Let gravity speed you along and brake allow you to keep up with the pack or There are guardrails to keep you from unlucky to fall off, then you will be

carefully at the curves. This will keep you ahead if you are in front. flying off the course and, if you are placed near where you tumbled.

And, no, you can't use your Sub-Machine Gun on the other competitors. You will be automatically disqualified if you do. When you start to see Angle Pine then you are nearing the end of the race. There is one last hairpin turn to make before going on a long straightaway to the Finish Line. Here you can cut loose to get ahead or stay ahead. The second race is the Birdseye Winder. Like the first race, you go up against five other bikers. The same strategy applies to this course as in the last one. One difference in this course is that there are no guardrails for most of the race so you will need to be more careful so you don't fly off. The third and final race is the Cobra Run. Here you go up against just two other bikers and you start way behind them. This course is shorter but harder. You will need to use your brake a lot because of the wooden walkway you have to go on in the first part of the course. After that, it gets easier. Once you navigate the one hairpin turn on the course then you can start to speed up because the course will straighten out and you can catch up to the other competitors so you can finish first. If you get frustrated trying to win any of these races there is a sneaky method you can use to win the race (as posted on the GameFAQs Message Boards by TheLegendaryOne). Let all of your competitors finish ahead of you. Stop just short of the Finish Line. The race doesn't end until you cross the line. Look ahead of you and you should see your opponents sitting there. Get off your bike and use your Sniper Rifle to snipe them. You can get disqualified for shooting them during the race but, once they cross the Finish Line, then you can do what you want to them. You will notice that as you kill each competitor then you will climb up in the standings. Once you kill all of them then you will be in first place. Get back on the bike and cross the line to finish first and win the race. However, if you are really behind the others, then you may find that some of

the other competitors won't be at the finish line when you get there. Some of them will leave the area and head out toward the Angel Pine Junkyard. If you're fortunate then you may find them hanging around the wall by the Junkyard. But, if you go past the entrance to the Scrap Yard, then you will be disqualified. The thing to do here is go to the trees before the Junkyard, get off of your bike and snipe them. But, if they aren't there, then you will lose the race because you won't be able to complete the exploit. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR7. Oysters (San Fierro) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ For those who decided to wait until getting to the San Fierro area to get Oysters, here is the Oyster list: 0---------------------------------------------------------------------------0 | San Fierro (SNF) |+++++++++++++++++++++++++++++++++++++| San Fierro (SNF) | 0---------------------------------------------------------------------------0 [SNF-Y26] - Location: Underneath the bow of the Aircraft Carrier at Easter Basin Naval Station. Map: (C-2). ----------------------------------------------------------------**NOTE: Entering this area will get you an automatic 4-Star Wanted Rating. This is best acquired with any of the Early Exploration Exploits covered earlier. [SNF-Y27] - Location: In the middle dock of the covered boathouse southwest of [SNF-Y26] at the Easter Basin Naval Station. Map: (C-2). ----------------------------------------------------------------**NOTE: Entering this area will get you an automatic 4-Star Wanted Rating. This is best acquired with any of the Early Exploration Exploits covered earlier. [SNF-Y28] - Location: Under the stern of the ship southwest of Oyster [SNF-Y27]. Map: (C-2). [SNF-Y29] - Location: At the south side of the south bridge support tower for the Gant Bridge. Map: (B-1). [SNF-Y30] - Location: Under the bow of the ship northeast of San Fierro. Map: (B-2). [SNF-Y31] - Location: Under the stern of the ship east of the Gant Bridge. Map: (B-1). [SNF-Y32] - Location: In the small lake directly south and across the freeway from the Avispa Country Club. Map: (D-1). [SNF-Y33] - Location: Under the north bridge support tower for the Garver

Bridge. Map: (B-2). [SNF-Y34] - Location: At the end of the main runway for the Easter Bay Airport. Map: (C-3). /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR8. San Fierro Photo-Ops | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Scattered around San Fierro and surrounding areas are what is known as Photo-Ops. There are fifty of them and they can only be collected by using a Camera. There are nineteen Camera Icons that can be found in San Fierro you can use to get and fill your Camera with film. As noted earlier, the Camera is a Handheld Item and will replace any other Handheld Item you may already have. You can only see the Photo-Op icon by looking through the Camera. The Photo-Ops are easier to spot during the nighttime because they will be glowing purple clouds in front of certain places. If you are having trouble finding Photo-Ops then you can wait until you have done the missions "Black Project" or "Breaking The Bank At Caligula's" to unlock the Thermal Goggles and Night Vision Goggles respectively. You can find the glow of the Photo-Ops regardless of the time of day when you use either of the two Goggles. However, I do recommend the use of the Night Vision Goggle over the Thermal Goggles. You can see your surroundings better. The best time to do Photo-Ops (other than by using any of the Early Exploration Exploits) is after completion of the mission "The Green Sabre" but before doing the mission "Badlands". Here you are given a Camera with an unlimited roll of film so you don't have to worry about trying to find Camera Icons to refill your Camera. After you find a Photo-Op then zoom in a little and click the Camera to acquire it. On some Photo-Ops you don't have to actually see it to get it (this is handy when doing long range shots) while others are a little bit picky. And, because you can do long range shots, you don't have to be right next to a Photo-Op to acquire it. This makes acquiring all fifty pretty easy. You will get $100 per Icon and a $100,000 bonus for getting all fifty. You will also spawn the following Weapon Icons at the Xoomer Garage Safehouse where you start the San Fierro missions later on in the game: >>Grenades >>Sniper Rifle >>Shotgun >>Micro SMG

Listed below, by neighborhood, is the Photo-Op list for San Fierro. The Map co-ordinates refer to the printed map that comes included with the game disc. Landmarks are based off of icons on the in-game map, easily notable land or city features, or other Photo-Ops. It should be noted that, if you use an Early Exploration Exploit, then Safehouses, Gyms, and Arena Events won't appear on the in-game map (consult the map that comes with your copy). The same goes for Ammu-Nations if you do an Early Exploration Exploit before the mission "Doberman" and for certain Clothes Stores. 0---------------------------------------------------------------------------0 | Gant Bridge (GBR) |+++++++++++++++++++++++++++++++++++| Gant Bridge (GBR) | 0---------------------------------------------------------------------------0 [GBR-P1] - Location: Halfway up on the south side of the south support tower for the Gant Bridge. Map: (B-1). 0---------------------------------------------------------------------------0 | San Fierro Bay (SFB) |+++++++++++++++++++++++++++++| San Fierro Bay (SFB) | 0---------------------------------------------------------------------------0 [SFB-P2] - Location: At the top of the mast for the ship east of the Gant Bridge. Map: (B-1). 0---------------------------------------------------------------------------0 | Esplanade North (EPN) |+++++++++++++++++++++++++++| Esplanade North (EPN) | 0---------------------------------------------------------------------------0 [EPN-P3] - Location: At the conning tower of the USS Numnutz which is moored west of Pier 69. Map: (B-2). [EPN-P4] - Location: In front of the sign at the entrance of Pier 69. Map: (B-2). [EPN-P5] - Location: At the top of the rock formation next to and just southeast of Pier 69. Map: (B-2). 0---------------------------------------------------------------------------0 | Financial (FNC) |+++++++++++++++++++++++++++++++++++++++| Financial (FNC) | 0---------------------------------------------------------------------------0 [FNC-P6] - Location: Near a large building east of the Calton Heights Church. Map: (B-1). Directions: From the entrance of Pier 69, head south through the nearby intersection. Follow the winding road up the hill until you reach the next four-way intersection. At the southwest part of this intersection is a large clearing (and the Calton Heights Church). Head forward from here and to the next three-way intersection. At the southeast corner of this intersection is a large building with criss-crossing girders. The

Photo-Op can be found about halfway up the north side of this building. [FNC-P7] - Location: Above the transmission tower at the top of the Vank Hoff Hotel. Map: (C-2). Directions: The Vank Hoff Hotel is across the street east of the Financial Well Stacked Pizza. This Photo-Op can be best acquired from the top of the Big Pointy Building across the street south from the Hotel. 0---------------------------------------------------------------------------0 | Calton Heights (CLH) |+++++++++++++++++++++++++++++| Calton Heights (CLH) | 0---------------------------------------------------------------------------0 [CLH-P8] - Location: Above the lamppost at the east tunnel entrance near the Calton Heights Church. Map: (B-1). Directions: From the entrance of the Calton Heights Safehouse, turn east and head down the crooked street to the next intersection then turn left. Stop when you get to the three-way intersection with a major road. At the north side of this intersection is the Calton Heights Church. Just west of this intersection is the east entrance to the road tunnel. The Photo-Op can be found above a lamppost near this tunnel. [CLH-P9] - Location: In the air over the middle of the crooked road about halfway down the hill and just east of the Calton Heights Safehouse. Map: (C-1). 0---------------------------------------------------------------------------0 | Juniper Hollow (JNH) |+++++++++++++++++++++++++++++| Juniper Hollow (JNH) | 0---------------------------------------------------------------------------0 [JNH-P10] - Location: In front of the rotating Burger Shot sign for the Juniper Hollow Burger Shot. Map: (B-1). 0---------------------------------------------------------------------------0 | Downtown (DTN) |+++++++++++++++++++++++++++++++++++++++++| Downtown (DTN) | 0---------------------------------------------------------------------------0 [DTN-P11] - Location: Above a statue in a park. Map: (C-2). Directions: From the corner entrance of the Downtown Burger Shot, look north. You'll see a small park across the street. In the middle of the park is a tall pillar with a statue of a baseball player on top. The Photo-Op can be found at the top of the statue near the front. [DTN-P12] - Location: Inside a large double-helix sculpture. Map: (C-2).

Directions: From the entrance of the Downtown Burger Shot, go south to the next intersection. Near the southwest corner of this intersection you should see an large open door. This leads into ZomboTech. Further inside you should see a large double-helix sculpture. The Photo-Op can be found inside this sculpture. [DTN-P13] - Location: Between two large buildings. Map: (C-2). Directions: From the entrance of the Downtown Cluckin' Bell, look to the southwest. You'll see two large white buildings, one tall and one shorter. The Photo-Op can be found between these two buildings. [DTN-P14] - Location: Directly in front of the clock tower. Map: (C-2). Directions: From the Financial Well Stacked Pizza, head east all the way to the three-way intersection where this street ends. At the east side of this intersection is a large white building with a clock tower. The Photo-Op can be found floating in front of this clock tower. [DTN-P15] - Location: On the southwest side, about a third of the way up, of the south bridge support tower for the Garver Bridge. Map: (C-2). 0---------------------------------------------------------------------------0 | Garver Bridge (GVB) |+++++++++++++++++++++++++++++++| Garver Bridge (GVB) | 0---------------------------------------------------------------------------0 [GVB-P16] - Location: On the southwest side, almost all the way to the top, of the north bridge support tower for the Garver Bridge. Map: (B-2). 0---------------------------------------------------------------------------0 | Palisades (PLS) |+++++++++++++++++++++++++++++++++++++++| Palisades (PLS) | 0---------------------------------------------------------------------------0 [PLS-P17] - Location: In the middle of the giant doughnut on top of Tuff Nuts Donuts. Map: (C-1). Directions: From the entrance of the Paradiso Safehouse, head west and to the next intersection. At the southwest corner of this intersection is Tuff Nuts Donuts. The Photo-Op can be found in the middle of the giant doughnut. 0---------------------------------------------------------------------------0 | Juniper Hill (JPH) |+++++++++++++++++++++++++++++++++| Juniper Hill (JPH) | 0---------------------------------------------------------------------------0 [JPH-P18] - Location: Above the entrance to the SupaSave store. Map: (C-1). Directions: From the entrance of the Juniper Hollow Binco Clothes Store, go south along the road and to the next

intersection. At the southwest corner of this intersection is a large building with SupaSave logos on it. The Photo-Op can be found above the entrance which is on the south side of the main building. 0---------------------------------------------------------------------------0 | Chinatown (CHT) |+++++++++++++++++++++++++++++++++++++++| Chinatown (CHT) | 0---------------------------------------------------------------------------0 [CHT-P19] - Location: Above the Chinatown Gateway just west of the Chinatown Safehouse. Map: (C-1). [CHT-P20] - Location: Near the corner of a Chinese style building. Map: (C-1). Directions: From the entrance of the Chinatown Safehouse, go west, through the Gateway and turn south. Go south and stop when you reach the three-way intersection at the bottom of the hill. At the northeast corner of this intersection is a white building with green and red Chinese trim. The Photo-Op can be found at the corner by this building. 0---------------------------------------------------------------------------0 | City Hall (CHL) |+++++++++++++++++++++++++++++++++++++++| City Hall (CHL) | 0---------------------------------------------------------------------------0 [CHL-P21] - Location: Near the top of the dome on the west side of the main City Hall building. Map: (C-1). [CHL-P22] - Location: Above the entrance to the main City Hall building on the opposite side of Photo-Op [CHL-P21]. Map: (C-1). 0---------------------------------------------------------------------------0 | Queens (QNS) |+++++++++++++++++++++++++++++++++++++++++++++| Queens (QNS) | 0---------------------------------------------------------------------------0 [QNS-P23] - Location: Halfway up the northwest side of the Vank Hoff Hotel (King's Safehouse). Map: (C-1). [QNS-P24] - Location: Near ground level in front of the Vank Hoff Hotel (King's Safehouse). Map: (C-1). [QNS-P25] - Location: Above the entrance to the Queens Movie Theater. Map: (C-1). Directions: From The Barber's Pole Barber Shop, go to the nearby three-way intersection and head south. Stop when you get to the next three-way intersection at the end of this short street. At the northwest corner of this intersection is the Queens Movie Theater. The Photo-Op can be found floating near the entrance.

0---------------------------------------------------------------------------0 | King's (KNG) |+++++++++++++++++++++++++++++++++++++++++++++| King's (KNG) | 0---------------------------------------------------------------------------0 [KNG-P26] - Location: Above the chimney at the west part of the Trolley Station. Map: (C-1). Directions: From the entrance of the Chinatown Safehouse, go west, through the Gateway and turn left. Go forward and stop when you reach the three-way intersection at the bottom of the hill. At the south side of this intersection is the Trolley Station. On the west side of the main building is a very large chimney. The Photo-Op can be found above this chimney. [KNG-P27] - Location: Near the top of an antique looking tower. Map: (C-1). Directions: From the entrance of the Chinatown Safehouse, go east, up the hill and turn right at the signal lights. From here, go down the hill and stop at the *SECOND* four-way intersection. At the southwest part of this intersection you will see a building with an awning that is part of a store called "W's". Go onto the grass across the street from "W's". Look up towards the "W's" building. There is an antique looking tower that is part of this building. The Photo-Op can be found near the top of this tower. [KNG-P28] - Location: At the top of a tall building. Map: (C-2). Directions: From the Downtown Cluckin' Bell, head west, go through the four-way intersection and turn left at the next three-way intersection. From this point go forward and stop at the *SECOND* three-way intersection. At the southwest corner of this intersection you should see a very large tall building. At the top of this building should be four spires. The Photo-Op can be found above these spires. 0---------------------------------------------------------------------------0 | Easter Basin (ESB) |+++++++++++++++++++++++++++++++++| Easter Basin (ESB) | 0---------------------------------------------------------------------------0 [ESB-P29] - Location: Above the sign for the Xoomer Gas Station across the street west of the Easter Basin Naval Station. Map: (C-2). [ESB-P30] - Location: On the bridge, in front of the conning tower, of the Aircraft Carrier at Easter Basin Naval Station. Map: (C-2). -----------------------------------------------------------------

**NOTE: You will get an automatic 4-Star Wanted Rating for flying over the Aircraft Carrier. This Photo-Op is best acquired from the end of the main runway at Easter Bay Airport. [ESB-P31] - Location: High above the south side of a dry-dock building. Map: (C-2). Directions: From the entrance of the Doherty Safehouse, head east along the road and down the hill. Follow the road to its end. At the end are some signal lights and the entrance to a docking area. Go forward past the lights then turn left and to the railroad tracks. Once at the railroad tracks then turn right and follow them. It will lead you to a large ship (with a large yellow crane nearby). Just northwest of the ship is a large dry-dock building with a blue roof. The Photo-Op can be found floating above the south end. 0---------------------------------------------------------------------------0 | Ocean Flats (OFL) |+++++++++++++++++++++++++++++++++++| Ocean Flats (OFL) | 0---------------------------------------------------------------------------0 [OFL-P32] - Location: At the base of the spire at the north part of the Ocean Flats Church. Map: (C-1). Directions: From the entrance of the Hashbury SubUrban Clothes Store, head north to the next intersection then turn left. Go down the hill and stop at the next intersection. At the southeast corner of this intersection is the Cemetery. At the southwest corner of this intersection is the Ocean Flats Church. The Photo-Op can be found floating at the base of the spire at the north part of this Church. [OFL-P33] - Location: Above the entrance to the Hippy Shopper. Map: (C-1). Directions: From the entrance of the Hashbury SubUrban Clothes Store, head north to the next intersection then turn left. Go down the hill and stop at the next intersection. At the southeast corner of this intersection is the Cemetery. At the northeast corner of this intersection is the Hippy Shopper. The Photo-Op can be found floating above the entrance. 0---------------------------------------------------------------------------0 | Hashbury (HSB) |+++++++++++++++++++++++++++++++++++++++++| Hashbury (HSB) | 0---------------------------------------------------------------------------0 [HSB-P34] - Location: Above the lower level of the Cemetery. Map: (D-1). Directions: From the entrance of the Hashbury SubUrban Clothes Store, head north to the next intersection then turn

left. Go down the hill and stop at the next intersection. At the southeast corner of this intersection is the Cemetery. Turn left and head south on the sidewalk until you get to the nearest entrance then go inside and continue south inside the Cemetery. The Photo-Op can be found floating about the Flowers Icon about halfway through the Cemetery. 0---------------------------------------------------------------------------0 | Boulevard (BVD) |+++++++++++++++++++++++++++++++++++++++| Boulevard (BVD) | 0---------------------------------------------------------------------------0 [HSB-P35] - Location: In front of a banner. Map: (C-1). Directions: From the entrance of the Hashbury SubUrban Clothes Store, head north to the next intersection then turn right. Head up the hill and, just before you get to the next intersection, then you will see a "Hashbury & Garcia Joint Festival" banner above the street. The Photo-Op can be found in front of this banner. 0---------------------------------------------------------------------------0 | Garcia (GRC) |+++++++++++++++++++++++++++++++++++++++++++++| Garcia (GRC) | 0---------------------------------------------------------------------------0 [GRC-P36] - Location: Floating above home plate for the north baseball diamond in the main park. Map: (C-1). Directions: From the entrance of the Garcia Burger Shot, get onto the nearby road and head north. Go through the four-way intersection then follow the road curve east and stop at the next three-way intersection. At the northwest corner of this intersection is the main park within Garcia. There are two baseball diamonds here. The Photo-Op can be found floating above home plate on the north baseball diamond. [GRC-P37] - Location: On the north side, in front of the FinalBuild Construction sign, for the construction project next door north of the Garcia Burger Shot. Map: (D-1). 0---------------------------------------------------------------------------0 | Doherty (DHR) |+++++++++++++++++++++++++++++++++++++++++++| Doherty (DHR) | 0---------------------------------------------------------------------------0 [DHR-P38] - Location: Above the center of the large yellow construction crane at the Construction Site north of the Xoomer Garage Safehouse. Map: (C-1). [DHR-P39] - Location: Between two white tanks. Map: (C-2). Directions: From the entrance of the Doherty Safehouse, head east

through the intersection, down the hill and across the railroad tracks. As you get near the gentle curve then you should see two large white tanks ahead of you. Head towards these tanks. Go between the tanks and the nearby building north of them. Turn right and you should see the Photo-Op in front of the tanks. 0---------------------------------------------------------------------------0 | Cranberry Station (CRS) |+++++++++++++++++++++++| Cranberry Station (CRS) | 0---------------------------------------------------------------------------0 [CRS-P40] - Location: Underneath the shelter above the railroad tracks. Map: (C-2). 0---------------------------------------------------------------------------0 | Avispa Country Club (AVC) |+++++++++++++++++++| Avispa Country Club (AVC) | 0---------------------------------------------------------------------------0 [AVC-P41] - Location: Floating above the east side of the tennis courts. Map: (D-1). [AVC-P42] - Location: Near the top of the tower at the main entrance. Map: (D-1). 0---------------------------------------------------------------------------0 | Easter Bay Airport (EBA) |+++++++++++++++++++++| Easter Bay Airport (EBA) | 0---------------------------------------------------------------------------0 [EBA-P43] - Location: In front of the large sign above the entrance to the Airport. Map: (D-2). [EBA-P44] - Location: At the very top of the main control tower on the Airport grounds. Map: (D-2). [EBA-P45] - Location: In-between some large tanks. Map: (D-2). Directions: From the three-way intersection at the entrance to Easter Bay Airport, follow the road northeast to the Guard Shack that leads into the Airport grounds. Go northeast past the Guard Shack and through the gates then head east into the tunnel leading up to the Airport grounds. Angle northeast and head toward the northeast edge of the Airport. As you near the edge then you should see a pair of medium sized hangars and three large tanks with rounded ends next to them and to the right. In-between a couple of these tanks is the Heat-Seeking RPG Weapon Icon. The Photo-Op can be found above the weapon. 0---------------------------------------------------------------------------0

| Red County (RDC) |+++++++++++++++++++++++++++++++++++++| Red County (RDC) | 0---------------------------------------------------------------------------0 [RDC-P46] - Location: Above the north end of the bridge that connects the Badlands to the Panopticon. Map: (D-3). 0---------------------------------------------------------------------------0 | San Fierro (SNF) |+++++++++++++++++++++++++++++++++++++| San Fierro (SNF) | 0---------------------------------------------------------------------------0 [SNF-P47] - Location: High above the north end of the main bridge connecting Mount Chiliad to San Fierro. Map: (D-1). 0---------------------------------------------------------------------------0 | Missionary Hill (MHL) |+++++++++++++++++++++++++++| Missionary Hill (MHL) | 0---------------------------------------------------------------------------0 [MHL-P48] - Location: On the west side, halfway up, of the large red and white transmission tower, for SAN News, at the top of the hill. Map: (D-1). 0---------------------------------------------------------------------------0 | Foster Valley (FSV) |+++++++++++++++++++++++++++++++| Foster Valley (FSV) | 0---------------------------------------------------------------------------0 [FSV-P49] - Location: Floating just above one of the round office buildings. Map: (D-1). Directions: From the three-way intersection at the entrance to Easter Bay Airport, head west, go under the main road bridge, and cross the railroad tracks. Just after the railroad tracks is a road fork where two roads merge. Turn left and go southeast down this road then stop at the next intersection. Southwest from here are five large round office buildings. The Photo-Op can be found floating just above the roof of the building second from the north. ----------------------------------------------------------------**NOTE: This can only be acquired by helicopter or Jetpack. [FSV-P50] - Location: High above the very north end of the shopping mall office complex. Map: (D-2). Directions: From the three-way intersection at the entrance to Easter Bay Airport, head west, go under the main road bridge, and cross the railroad tracks. Just after the railroad tracks is a road fork where two roads merge. Turn left and go southeast down this road then stop at the next intersection. At the southeast corner is a long shopping mall style office complex. The Photo-Op can be found high above the north end of this complex.

0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Multiple Photo-Op Acquisitions |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Depending on where you place yourself you can acquire multiple Photo-Ops from one position. Below is a list of places where you can get more than one Photo-Op: 0===========================================================================0 | Gant Bridge | After acquiring Photo-Op [GBR-P1] then you can get | | | Photo-Op [SFB-P2] by rotating east. | |---------------------+-----------------------------------------------------| | Esplanade North | Stand across the street west of Photo-Op [EPN-P4] | | | to acquire it then look southeast to get Photo-Op | | | [EPN-P5]. | |---------------------+-----------------------------------------------------| | Financial | From the top of the Big Pointy Building you can | | | acquire as many as ten Photo-Ops. They are | | | [FNC-P7], [DTN-P14], [GVB-P16], [DTN-P11], | | | [CLH-P9], [EPN-P4], [EPN-P5], [KNG-P28], [DTN-P13], | | | and [CLH-P8]. | |---------------------+-----------------------------------------------------| | King's | From the rooftop of the building for [KNG-P28] you | | | can acquire it then go to the southwest corner of | | | the roof to acquire [KNG-P26], [KNG-P27], | | | [QNS-P24], [GRC-P36], and [DHR-P38]. Then head to | | | the southeast corner of the rooftop to acquire | | | [CRS-P40], and [ESB-P31]. | |---------------------+-----------------------------------------------------| | Ocean Flats | Stand just north of Photo-Op [OFL-P33] then look | | | south to acquire it and Photo-Op [HSB-P34] then | | | look southwest to get Photo-Op [OFL-P32]. | |---------------------+-----------------------------------------------------| | Avispa Country Club | Stand in the parking lot and look north to acquire | | | Photo-Op [AVC-P41] then rotate to look south and | | | get Photo-Op [AVC-P42]. | |---------------------+-----------------------------------------------------| | Easter Bay Airport | Stand east of Photo-Op [EBA-P45] so you can acquire | | | both it and Photo-Op [EBA-P44]. | 0===========================================================================0 /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR9. Hippy Shopper Courier Asset Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ In Queens, parked outside the Hippy Shopper, is a bike (Freeway). By getting on the Freeway then you activate the Hippy Shopper Courier Asset Mission. Like the Commerce 24-7 Courier Asset Mission in Los Santos, you are required to drop off packages at various places around San Fierro then head back to the Hippy Shopper to complete the run. Doing the four runs for this Asset Mission won't take too long because the Freeway is faster than the BMX. A high Bike Skill is helpful so you don't fall off should you wreck.

Just like in the Commerce 24-7 Courier Asset Mission, you have to throw packages through the red coronas shown on your map. You have do this Drive-By style using the Look Left and Look Right buttons in conjunction with the Attack Button. If you miss it then you can get a second chance by picking up the package and trying again. Part of your score is determined by how many packages you bring back to the Hippy Shopper when you complete a level. There are a total of four runs to complete: 0============================0 | Course | C | P | Time | 0============================0 | Run #1 | 3 | 6 | 3 minutes | |--------+---+---+-----------| | Run #2 | 4 | 6 | 5 minutes | |--------+---+---+-----------| | Run #3 | 5 | 7 | 5 minutes | |--------+---+---+-----------| | Run #4 | 6 | 8 | 7 minutes | 0============================0 [ Legend; C = Coronas, P = Packages ] For the last run go south toward the Avispa Country Club to get the one there then head northeast to get some more. Then head west to get the rest then back to the Hippy Shopper to complete the last run. Upon completion you will gain a Money Icon outside the Hippy Shopper that will generate maximum revenue of $2,000 per day. It should also be noted that the Freeway is on one of the Export and Import lists that you will be doing later in the game. So, after completion of this Asset Mission, then go and save the motorcycle so you can use it complete one of the car lists when you get to do them. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR10. NRG-500 Challenge | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Back where you can acquire Photo-Op [ESB-P31] is a dry-dock. Near some crates by the edge, and under the roof, is a NRG-500 bike. Getting on it will trigger the NRG-500 Challenge. There are eighteen Coronas that must be picked up to successfully complete the Challenge. You start with ten picked up. Most of However, there are wall and fly up to

seconds and get ten additional seconds for each Corona them are on the ground or by a wall and are easy to get. seven Coronas high above the edge and you must zoom up the get them.

Get all of the ones on the ground first to get enough time so you can go after the ones in the air. Getting the ones in the air is pretty tough (because they can be hard to line up and get the correct speed to get up and acquire them) and it may take you several tries before successfully

completing this Challenge. However, there is a little trick, from Glen Winstein, that can make this a bit more tolerable. Go up to a corona but stop just before you get there. Wait for the clock to count down to zero. When it reaches zero but, before the corona disappears (to indicate a mission failure), then tag the corona. If done right then you will get the ten seconds but the timer will no longer be there. You now can do the challenge without worrying about running out of time. If you damage the bike too much then you can run to the nearby Pay 'N' Spray (near Cranberry Station) to repair your bike. Successfully completing this Challenge will inch you closer to 100% Completion. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR11. Blood Bowl (Corvin Stadium) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Down in the southern part of San Fierro, in Foster Valley, is Corvin Stadium. Here you can do an Arena Event known as the Blood Bowl. The event is similar to the BloodRing event in Vice City. You start with a thirty second timer which counts down. You then go around collecting markers, while getting knocked around by other cars, to get additional time to push your total time over a minute so you can successfully complete the event. It was pretty easy to do in Vice City. But the Blood Bowl is much harder. For starters, each car, including yours, has a gunman that will shoot at other competitors. Of course, you are being shot at by others. There are repair icons that appear from time to time that will allow you to repair your vehicle. The main reason this is much harder is because the marker will constantly jump around the place thus making it difficult for you to get. This is because of the other cars aggressively going after the markers and getting them before you do. Don't be surprised if you go through several straight attempts before you can actually get any markers period. The best thing to do is just focus on the markers and not on trying to destroy any cars. Any car that is destroyed will be immediately replaced. Don't go out of your way to get repair icons unless you are seriously damaged. Once you successfully complete the Blood Bowl then you will inch closer to 100% Completion and the Bloodring Banger will spawn outside Corvin Stadium. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR12. Cobra Martial Arts (San Fierro Gym) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/

And don't forget to make a visit to Cobra Martial Arts, in Garcia, to learn new moves from the Martial Arts Trainer to get closer to 100% Completion. And, according to Naveen Akshar, you don't have to completely knock him out. Just push (or hit) him out of the ring to defeat him so you can learn new moves. After rebuilding my arsenal and doing the above tasks then I am ready to continue with the Main Story..... 0+=+=+=+=+=0 / C.R.A.S.H. \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CSH3. Badlands 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ C.R.A.S.H. / 0=========0 0+=+=+=+=+=0 Carl now has to go and kill a snitch hiding somewhere on Mount Chiliad and take pictures as proof..... 0========0 | Weapons \ 0=======================> --SMG. --Sniper Rifle. 0======0 | Notes \ 0=======================> Re-acquire a Sniper Rifle and about 15+ rounds. 0=========0 | The Plan \ 0=======================> Get on the nearby Sanchez (if there is not one then get a nearby car) and go to the blip near the base of the mountain. From there, go up to where the yellow blip is (if you do not have a Sanchez, get one from the building by the Finish Line for the Mount Chiliad Challenge). As you get near the house then you'll see that it is guarded by four FBI agents. Stay as close to the west edge of the plateau as possible and stop at a point northwest of the house. Then use the Camera to look at the house. If you stopped correctly then you should see the snitch through the door. Switch to your Sniper Rifle and kill the snitch. --------------------------------------------------------------------------**IMPORTANT: Aim for the body *NOT* the head. If you shoot him in the head then you will blow it off thus rendering him unidentifiable and you will fail the mission. --------------------------------------------------------------------------After killing the snitch then zoom out a little bit. The four FBI agents will make a beeline straight for you and will come into view of your sniper scope. Pick them off as they appear.

After killing the agents then go over to the dead snitch, switch to your Camera and take pictures. Then go back out, get on the bike and head for the drop-off point to successfully complete the mission. Later, you will get a call from Cesar. He will tell you to meet a cousin of his at a diner in Dillimore..... 0+=+=+=0 / ?????? \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >???1. First Date 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ \ ?????? / 0+=+=+=0 When Carl arrives at the diner, he finds a fiery hispanic woman fending off a couple of rednecks. After they exit she introduces herself as Catalina. Yes, *THAT* Catalina. The same one from "Grand Theft Auto III" and she is every bit as bitchy and psychotic here as she was in Liberty City. As they drive off she then informs Carl that she plans to take this county "for every stinking cent". She has cased four soft targets to rob: >>A >>A >>A >>A

Liquor Store in Blueberry. Bank in Palomino Creek. Betting Shop in Montgomery. Gas Station in Dillimore.

The thing here is that you can hit these targets in any order. But I'm going to go for the nearest target which happens to be the Gas Station..... 0+=+=+=0 / $$$$$$ \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >$$$1. Tanker Commander 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ $$$$$$ / 0=========0 0+=+=+=0 Carl and Catalina try to rob the Gas Station but are thwarted by the bulletproof glass. Catalina then decides upon another course of action..... 0========0 | Weapons \ 0=======================> --Heat-Seeking RPG. --Remote Explosives. 0=========0 | The Plan \ 0=======================> Get in the truck. The game will instruct you on how to hook up the truck

with the gas tank. After hooking the truck up then speed down the street ahead of you and take a right. The destination is in Flint County but the path is pretty straightforward. The station attendants will give chase and try to stop you however, if you can get a good enough speed, then they will not be able to do much of anything. However, if you're having trouble dealing with the attendants, then you can get rid of them before driving off. Once you have attached the cab to the truck then the attendants will give chase. Get out of the cab and run across the street. The attendants will be trying to detach the cab. Switch to your red. When they should hit the damage the cab

Heat-Seeking RPG, lock onto the car and wait for it to turn start backing away to try again then launch the rocket. It car when it is far enough away from the cab so you don't in the explosion.

Another option is to use the Remote Explosives. Toss one onto the back end of the attendant's car while he is underneath the tanker. Run far enough away and switch to the Detonator. When he backs out to try again then detonate the Remote Explosives when he is safely away from the tanker. After the attendant's car has been destroyed then get back in the cab and drive off uncontested. When you get to the RS Haul in Flint County, regardless of method, then the mission is successfully completed. 0=======0 | Reward \ 0=======================> $5,000. You will also get a call from someone called The Truth. He is an associate of Officer Tenpenny and you can meet him at a hotel in Angel Pine. In addition, you will also open up the RS Haul Trucking Asset Mission. However, only six of the eight missions are available at this time. So I am going to go over the RS Haul Trucking Asset Mission later in the guide when I open up the Desert and Las Venturas area. Now let's move on to our next character..... 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY8. The Truth + 0==========================================================================/ The Truth is a drug growing, drug using hippy. He claims to know the truth about everything but a lot of what he says sounds a lot like suspicious government conspiracies. His first mission can be found at a hotel in Angel Pine..... 0+=+=+=+=+0

/ The Truth \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >TRH1. Body Harvest 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Truth / 0=========0 0=+=+=+=+=0 When Carl enters the hotel room, he finds Officer Tenpenny traveling back in time to the Stoned Age. Tenpenny manages to introduce Carl to The Truth despite being wasted. The Truth is upset about a survivalist farm disturbing his peace and wants Carl to get a harvesting machine from them..... 0======0 | Notes \ 0=======================> Back when they were still known as DMA Design, Rockstar North released a game for the N64. In it, you had to save the earth from a relentless alien species that had eaten mankind to the brink of extinction. You had to go back in time to various points and stop them. You had large countrysides to explore and you could grab any vehicle you needed to use plus you had to do various missions in order to stop the invasions. Sound familiar? You could say that the seeds for what would be later known as "Grand Theft Auto III" were planted here. And the name of this game?.....Body Harvest. I also tried a new way to get to the Combine Harvester which is much simpler than the old method that I was using before. 0=========0 | The Plan \ 0=======================> Get to the blip just outside the farm. You are instructed to get the Combine Harvester near the back of the farm. You are also supposed to go through the farm and take down the various workers to get at the harvester. But there is a way to get to the Harvester without incurring any combat from the workers. When you regain control then angle right and go over the small hill by the large trees. When you get to the fence then head east and go around the corner. Once around the corner and going north then just head straight for the back of the farm where the Combine Harvester is doing its work. When the harvester is close enough then jump over the wall, run to it, and jack it. After you get the harvester then go down the dirt road while running over the workers as you go and back to the road. Turn left and then turn right onto the next dirt road. Then follow this road back to The Truth's farm to successfully complete the mission. 0=======0 | Reward \

0=======================> Respect Gained. In addition, you can now purchase Rifles and Remote Explosives at all Ammu-Nations. You will also get a call from Cesar. Things have gone real bad in Los Santos and there's a price on his head. Carl tells him to get himself and Kendl out of the city and into Angel Pine..... 0=+=+=+=+=+=+=+=0 / Cesar Vialpando \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CVO2. King In Exile 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ \ Cesar Vialpando / 0=+=+=+=+=+=+=+=0 This is not a mission but a cutscene in which Carl meets up with Cesar and Kendl. Carl is informed that Big Smoke is the main pusher in Los Santos and he gets shipments twice a week from San Fierro. Carl decides to keep an eye out for these shipments. It should be know about a Fortunately, Therefore, I

noted that on specific days Cesar will call Carl and let him shipment. You then have the option of going after it. you do not need to go after these couriers for 100% Completion. won't be going into any detail about them.

After leaving the trailer then Carl gets a call from an upset Catalina demanding to know where he was. This also opens up..... 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY9. Catalina + 0==========================================================================/ Carl has to hook up with this psychotic woman once again and complete the three remaining robberies in Red County. You can pick up her missions at her hideout in Fern Ridge. 0+=+=+=+=0 / Catalina \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CTL1. First Base 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ \ Catalina / 0+=+=+=+=0 In this cutscene, Catalina professes her feelings to Carl in a rather unusual fashion. Afterwards, you can go ahead and continue robbing the targets she cased. As before, you can hit the three remaining targets in any order. So I am going to go the the furthest target which is..... 0+=+=+=0 / $$$$$$ \

0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >$$$2. Small Town Bank 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ $$$$$$ / 0=========0 0+=+=+=0 Catalina and Carl enter the Bank and begin robbing it..... 0========0 | Weapons \ 0=======================> --Shotgun (provided). --SMG. 0=========0 | The Plan \ 0=======================> When you get to There are three over. They have down. If one of raised.

the bank then you will be put in charge of crowd control. bank employees and a guard that you have to keep watch their hands raised in the air and will slowly put them them manages to put their hands down then the alarm will be

To keep that from happening, you have to target one of them and move the reticle from person to person to keep their hands up. However, no matter how fast you are, they will always manage to sound the alarm. So, the best thing to do is to target and shoot the guard right away so he doesn't shoot back at you. Next, use the Shotgun and shoot open the ATM machines (three of them) and get the cash. Then the two of you make your way through the back door and down the alley. However, the Cops are waiting for you. Kill all the Cops you see and get to the end of the alley. Then two Cops on motorcycles show up. Kill the two Cops and get on the motorcycles. Catalina leads the way and is going to be chased by two other motorcycle Cops. Shoot the Cops to get them off her tail. While you are trying to do that then you will have to make a bridge jump. If you fail the jump and fall in the water then another motorcycle Cop will show up on the shore. Kill him and take his bike so you can catch up to Catalina. Follow Catalina into Montgomery. The Cops then converge and knock her off her bike. You have to kill all of the Cops then get back on the bike so you can take Catalina back to her hideout to successfully complete the mission. 0=======0 | Reward \ 0=======================> $10,000.

You will also get a call from Cesar. He informs Carl about street racers from San Fierro who race in the countryside to get away from the Cops. He wants you to get a fast car and meet him south of Montgomery. But, for now, I am going to finish the rest of Catalina's missions..... 0+=+=+=+=0 / Catalina \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CTL2. Gone Courting 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ \ Catalina / 0+=+=+=+=0 Carl and Catalina have a little get together at her hideout. She then "punishes" him for not keeping in touch with her. After they finish up then they go to continue robbing the remaining targets..... 0+=+=+=0 / $$$$$$ \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >$$$3. Local Liquor Store 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ $$$$$$ / 0=========0 0+=+=+=0 Both of them arrive at the Liquor Store (in Blueberry) just in time to see it get robbed by another gang riding Quadbikes. As they get away, Catalina shoots down one of them and now they must use the available Quadbike to chase down the others..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> The mission here is to chase down the three remaining Quadbikes and kill the riders. Catalina will do some shooting but you can speed things up by using your SMG. The Quadbike handles a little differently than a regular bike and can take some getting used to. Keep up with them the best you can. When you manage to kill a rider he will drop a briefcase. You don't need to pick it up when he drops it. You can get it when you are finished with the others. You can't let them get too far ahead or too far behind otherwise you will fail the mission. One method and probably the best one, is to chase them but not kill them. They will eventually lead you to a trailer park in north Las Colinas. There they will dismount their Quadbikes. Get off of yours and quickly kill all three would-be-robbers before they enter the hideout. Then pick up the briefcases and take Catalina back to the hideout to successfully complete the mission.

Another method recommended to me by Bragon the Bat is to find and use another car (you can get a Ambulance from the Hospital in Montgomery during the chase or, better yet, bring a Buffalo with you from the Fern Ridge Safehouse). With this you can ram them off their bikes and run them over. In addition, Catalina also has a better vantage point to shoot off the riders. 0=======0 | Reward \ 0=======================> $1,000. You will also get a call from Catalina who wants you to get to her hideout right away..... 0+=+=+=+=0 / Catalina \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CTL3. Made In Heaven 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ \ Catalina / 0+=+=+=+=0 Catalina, angry with Carl about him not being faithful to her, decides to make their relationship strictly business..... 0+=+=+=0 / $$$$$$ \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >$$$4. Against All Odds 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ $$$$$$ / 0=========0 0+=+=+=0 When they arrive at the Betting Shop (in Montgomery) then Catalina gives Carl some Remote Explosives to help with their mission..... 0========0 | Weapons \ 0=======================> Remote Explosives (provided). 0=========0 | The Plan \ 0=======================> When you get inside then you are to blow open the door with the Remote Explosives. Throw one on the door then go into the furthest corner and detonate it. Once the door is blown off then go into the room and do the same to the safe. After blowing open the safe then Carl will get the money and the both of you exit the Betting Shop.

Now you have a 4-Star Wanted Rating and you must go to a Pay 'N' Spray to get rid of it. The closest one is in Dillimore. Make your way to Dillimore, while dodging the occasional Police vehicle, to use the Pay 'N' Spray. After you get to the Pay 'N' Spray then use it and take Catalina back to the hideout to successfully complete the mission. 0=======0 | Reward \ 0=======================> $2,000. This will also complete all of Catalina's robbery missions. Then find a fast car and save it before doing..... 0+=+=+=+=+=+=+=+0 / Cesar Vialpando \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CVO3. Wu Zi Mu 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Cesar Vialpando / 0=========0 0=+=+=+=+=+=+=+=0 When Carl gets to the starting line, south of Montgomery, then he is introduced to an Asian gentleman named Wu Zi Mu. Woozie, as he likes to be called, appears to be a nice enough gentleman. However, there is a race to be done so Carl gets down to business..... 0======0 | Notes \ 0=======================> Have a fast car saved in a nearby garage and take it with you to the race. The best one would be the Buffalo from the Fern Ridge Safehouse and park it at the Palomino Creek Safehouse and save your game there before you do the race. I had a reader, Tim Stam, suggest to me that you can use any car for this race. He preferred using the Coach because he could knock the other riders out of the race. I decided to try the Firetruck because of its size and speed. However, I found out that you cannot use Police and rescue vehicles for this race. Bummer. Another reader, Spike McCloud, had this suggestion for an alternate vehicle: "I found that the tanker without the trailer attatched worked the best for me. It's really hijack if you go down the road a little, and they're usually not too far away from the actual starting point. They can knock out cars very easily, and they're pretty fast, if you know how to handle them." 0=========0 | The Plan \ 0=======================>

You go up against three other racers. When you start the race then cut to the right as you get near the first checkpoint and get in first place right off the bat. If you don't get the lead here then there is another opportunity under the large rock outcropping where the road is wide enough to pass up cars. Driving on the dirt road makes the car handle a little differently than on the road. After you get the lead then take it easy on the dirt road, especially around corners. Care must be taken when you get underneath the large road bridge. If you're not careful turning while underneath the bridge then you can fly off into the water and lose the race. Another bad area is the EasterBoard Farm in Blueberry. Just stick to the road and avoid going into any farm buildings. A nice shortcut is inside the group of hairpin turns leading up The Panopticon. It is a short dirt road with a Police Bribe in it. After going up the hairpin turns on the Panopticon then you'll end up at the shanty town area at the top. This is where the race will end. If you're in first place when you get here then you'll win the race. 0=======0 | Reward \ 0=======================> $5,000. You'll also get a business card from Woozie in case you find yourself in San Fierro. 0+=+=+=+=+=+=+=+0 / Cesar Vialpando \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CVO4. Farewell, My Love... 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Cesar Vialpando / 0=========0 0=+=+=+=+=+=+=+=0 Catalina confronts Carl at the starting line and, after explaining her bizarre method for expressing her love for someone, she breaks up with him. She also introduces him to her new beau who looks strangely familiar. He is GTA3 Guy / Fido / Claude Speed / or whatever-you-want-to-call-him. After the introduction then it's time to race..... 0======0 | Notes \ 0=======================> You'll need to complete all of Catalina's robbery missions before you can do this one. 0=========0

| The Plan \ 0=======================> The race starts where you ended the race in "Wu Zi Mu". You'll also note that, regardless of what vehicle you came up with, you'll use a black sports car (I believe it's the one you won from Woozie in the last race). The course is exactly the same one as in the last race except you are going in the opposite direction heading back to the farm south of Montgomery. The same strategy from the last race pretty much applies here too. Don't forget the nice little shortcut in the hairpin turns north of the starting line. When you finally win the race then Catalina gives Carl the deeds to a garage in San Fierro. After that then Carl and Catalina say their final good-byes and the mission is successfully completed. Later, you will get another call from The Truth which opens up his next mission..... 0+=+=+=+=+0 / The Truth \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >TRH2. Are You Going To San Fierro? 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Truth / 0=========0 0=+=+=+=+=0 After Carl gives The Truth the money he was promised then the sounds of a helicopter fill the air. The Cops are on their way and the weed fields must be destroyed before they get there..... 0========0 | Weapons \ 0=======================> --Sniper Rifle. --RPG (provided). --Flamethrower (provided). --Remote Explosives. 0======0 | Notes \ 0=======================> You can make this mission easier by doing the Firetruck Mission and obtaining the Fireproof Feature beforehand. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | Early Exploration Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 When you get into the Mothership then you can drive it around or leave it to go exploring. Just don't take the Mothership to the marker in San Fierro. With this exploit you can kill everyone, including Cops, without getting any Wanted Ratings (that is, if you want to do any custom

rampages). 0=========0 | The Plan \ 0=======================> You have five and a half minutes to destroy the fields and you are given a Flamethrower to torch them. Switch to another weapon, like the SMG and run to the furthest point then switch back to the Flamethrower. You will also be approached by a Police helicopter which will hover overhead. Sweep the fields for a couple of seconds to start them flaming. They will burn on their own after that. If you have the Fireproof Feature then you can just wade into the fields and set them ablaze. Quickly move from section to section keeping an eye on the radar to see if you missed any. After that then CJ will start to get a little high from the smoke but won't cause any problems. But it is also at this point that CJ tells The Truth to fire up the Mothership which is the name for The Truth's van. Head to one end of the fields, arm your Sniper Rifle, and zoom in on the hovering helicopter. Now start shooting at the helicopter. You will notice that your scope will move around due to your dizziness but be patient and take good shots. After you shoot up the helicopter a bit then you will hear the engine slow down which indicates the extensive damage you are doing. A few more shots will destroy the chopper and it will go down not far from the Mothership. This will make the mission easier since you don't have to worry about destroying it after you clear the fields. It should also be noted that you cannot destroy the chopper before The Truth enters the Mothership. If you do then the chopper will drop onto The Truth and you will kill him and fail the mission. Another option to destroying the fields, as told to me by Apearsall20, is to buy about sixty Remote Explosives. Then, when the mission starts, use them instead of the Flamethrower. Scatter a few around some of the fields then explode them. This will take a nice chunk out of some of the fields. Repeat where necessary until the fields are destroyed. Regardless of method, after destroying all of the fields, then go back to The Truth who is sitting in the Mothership. Enter the Mothership then drive to the Xoomer Garage in San Fierro, which you won from Catalina, to successfully complete the mission. If you did not destroy the chopper with the Sniper Rifle then The Truth will give CJ a RPG to deal with it. The Truth then starts driving up the road but stops after a short distance. Then use the Rocket Launcher to destroy the chopper which is following the Mothership. By the way, make sure that the Chopper is not too close to the van when you blow it up. I found out the hard way that you can fail the mission if the Chopper crashes near the van. The flames from the downed Chopper will set the van on fire and it will

eventually explode, killing The Truth and failing the mission. But the Sniper Rifle method of destroying the chopper makes this other method unnecessary. 0=======0 | Reward \ 0=======================> Respect Gained. CJ will also discover that the Xoomer Garage Safehouse is a dump and that he feels he was duped by Catalina. Don't forget to buy the newly available Safehouses in San Fierro. You should also consider moving any cars you have saved for the Import / Export Car Lists from Los Santos to San Fierro. 0+=+=+=+=+=+=0 / Carl Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CRJ4. Wear Flowers In Your Hair 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Carl Johnson / 0=========0 0+=+=+=+=+=+=0 Carl blows a gasket about being duped. But Kendl calms him down and tells him that they can make something out of this garage. When Carl asks about getting mechanics to work here then The Truth intervenes. He knows about a couple of guys who, despite their drug habits, are very good with engines..... 0======0 | Notes \ 0=======================> According to reader Shee Soon Theng, the two dopers you pick up in this mission, Dwaine and Jethro, are the same dopeheads you bought the Boathouse from in "Grand Theft Auto: Vice City". 0=========0 | The Plan \ 0=======================> The first stop is the Xoomer Gas Station in Easter Basin where Jethro works. When you get there then honk your horn and he will join you. The second stop is the San Fierro Medical Center in Santa Flora. Here you sit as a mysterious van passes by. Next is the tram terminal in King's where Dwaine works at a hot dog van. When you get there then honk your horn. Dwaine will join the garage but he has some business to take care of and will join you there. Next stop is the Police Station in Downtown. Again you sit as a mysterious van passes by. No real explanation is given. The next stop is in Garcia where an electronics expert, Zero, is sitting in front of his shop. Honk your horn and he will get in the car. From there, head back to the Xoomer Garage Safehouse to successfully complete the

mission. You will also get a call from Zero complaining about his landlord. His landlord plans to sell his shop. However, CJ is looking to get some more property. Go over to Zero RC to purchase the shop for $30,000. Shortly thereafter Zero calls and this opens up the..... 0==================================0 / Asset Missions \~~~~~~~~~~~~~~~~~~~\ 0==========================================================================\ | >AST1. Zero RC 0 0==========================================================================/ Zero is a whiny electronics wizard who has his own shop in Garcia. He is being badgered by a rival named Berkley who wants revenge on Zero who beat him, fair and square, in a science fair many years ago. Zero has three missions and they are some of the more aggravating tasks in the game. 0+=+=+=+=+=+=+0 / Zero RC Asset \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >ZRA1. Air Raid 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Zero RC Asset / 0=========0 0=+=+=+=+=+=+=0 After explaining Berkley's hatred for Zero to CJ then Zero is beset by swarms of small planes remote controlled by his hated rival..... 0========0 | Weapons \ 0=======================> Mini-Gun (provided). 0=========0 | The Plan \ 0=======================> This mission takes place on the rooftop of Zero RC. Berkley is using remote controlled planes to attack and destroy the four transmitters that Zero owns. Carl is given a Mini-Gun to destroy the planes and protect the transmitters. In addition, you can't move from your one spot during the attack. The attack lasts for three minutes and you must keep at least one transmitter intact at the end of those three minutes. The best time to do this mission is in the daytime so you can see the planes as they approach. The planes will be carrying bombs to drop on the transmitters. I should note that the bombs can be destroyed without destroying the plane. If you see a black puff of smoke coming from underneath the plane then you have destroyed the bomb and the plane becomes useless. In addition, the red blips on the radar are *BOMBS* not the planes. Destroy

a bomb and the blip disappears. This information will allow you to go from target to target quickly instead of wasting time trying to destroy planes you don't need to. With a minute left, things start to go crazy as multiple swarms of planes attack. If you head into this last minute with all of your transmitters intact then you should be okay. You'll end up losing a couple though in all of the craziness but you can still succeed. If you have at least one transmitter intact at the end of the three minute attack then you'll successfully complete the mission. 0=======0 | Reward \ 0=======================> $3,000. 0+=+=+=+=+=+=+0 / Zero RC Asset \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >ZRA2. Supply Lines... 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Zero RC Asset / 0=========0 0=+=+=+=+=+=+=0 After being paid an unwelcome visit by Berkley, and getting hung up by his underwear, then Zero is encouraged, by CJ, to take revenge on Berkley by destroying his couriers for his mail order business..... 0======0 | Notes \ 0=======================> In the past versions of the guide I mentioned that this mission was plagued by Bad Design because you ran out of fuel a lot when trying to do this mission. As it turns out, this mission did have a design flaw, or a bug, that Rockstar went and corrected. In the PS2 AO Version you used fuel regardless of what you did. You could use the throttle all the way, you could glide, you could drive forwards and backwards on the ground. It didn't matter, you always used fuel. This made the mission rather frustrating for a lot of people. When the game first came out, you could go to the message boards and find at least five topics telling how much this mission sucked. I got an e-mail from Andrew Petrie saying that you could glide without using fuel. I first tried it out on the PS2 AO Version but that didn't work. I tried it out on the Xbox AO Version and it did work. When I got the Xbox SE Version then I found that it worked there also. But, when it came time for the PS2 SE Version, would Rockstar fix this mission the same way for that version? The answer is yes. So only the PS2 AO Version has the fuel problem that has been corrected on all other versions.

0=========0 | The Plan \ 0=======================> I am going to break things down into three parts. The first part lists the targets in the mission, the second part lists the PS2 AO Version strategy and the third will list the strategy for the other versions. 0+=+=+=+=+0 | Targets | 0+=+=+=+=+0 >>Target #1 - Rides a bicycle and starts just south of Zero RC. Will bail when shot at. Will attack the plane on foot. >>Target #2 - Drives a van and starts just southwest of Zero RC. Will bail when shot at. Will attack the plane on foot. >>Target #3 - Drives a van and starts in Hashbury. Will speed up when shot. A passenger will try to shoot down the plane from the speeding van. >>Target #4 - Rides a motorcycle and starts in King's. Will speed up when shot at. A passenger will shoot at the plane from the speeding bike. >>Target #5 - Drives a van and starts in Downtown. Will bail when shot at. Will not attack the plane on foot. 0+=+=+=+=+=+=+=+=+=+=+0 | PS2 AO Version only | 0+=+=+=+=+=+=+=+=+=+=+0 I tried some suggestions that I've seen on the message boards and, after playing around with them, I've polished it into a fairly reliable strategy to dealing with this mission. There is still some element of luck involved so it won't work 100% of the time but I feel that this will increase your chances of successful completion a bit. This strategy is going to broken into three parts. The first part involves dealing with the first three targets. The faster you can get through part one, the better off you will be. As you take off then angle left. You should see Target #2. Angle slightly downward and fire off a burst. The driver should bail but leave him alone. Angle slightly left and head down the street. You should see Target #1. Shoot at him until he bails but leave him alone also. Next, turn right and head west over the building (so the couriers can't get a good shot at you). If you do everything correctly then by the time you get across the street and into the park it should look like you have not used up any fuel. There are two reasons for doing the first two targets this way. One, this is faster than trying to destroy them outright and second, this will keep them from wandering outside the city limits while you take care of the

other three targets. They will be chasing you instead of you chasing them. You will deal with them in part three. As you enter into Hashbury then you should see Target #3 which will attack you when it is shot at. Once you see him then let go of the gas so you can glide and then start shooting him from afar. This will reduce the chances of the van's gunner hitting you with gunfire. After destroying him then quickly turn northeast. This ends Part One. The faster you get through this, the more fuel you will have for Part Two. Part Two involves the two northernmost targets. Go for Target #5. This target is the one most likely to get out of range by going north and by destroying him quickly will keep things manageable. When you see him then dive while shooting at him. By the time you get to him then his van should be flaming. You'll probably end up on the ground by the time the van explodes. Look and see if the courier exited his van. If he did then turn your plane while on the ground and kill him. Another option is to land behind him then shoot up his van to destroy it. After that van is taken care of then lift off and go after Target #4. Land behind them and get as close as you can. Make sure they are past an intersection before doing anything. Fire off a long burst and that should be enough to get the cycle flaming so it will blow up. This is the toughest target because, when you fire on him, then he will quickly speed off (and, if you are at an intersection, then he will turn and get out of your line of fire). Also, they are quite accurate with their machine guns so, if you try to take them from the air, then you'll more than likely be shot down and fail the mission. This ends Part Two. The last part involves getting the last two couriers you caused to bail and fly back to Zero RC. Hopefully you should have enough fuel to head back towards the street by the park in Garcia (that also runs in front of Zero RC). Look and see on the map where the remaining two couriers are. Then land on the ground near their position and let them come to you. They should still be fairly close to Zero RC. Once you see a courier then angle your plane and shoot them when they get close enough to you. When you kill them both then fly up and land on Zero's rooftop to successfully complete the mission. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | All Other Versions (PC - AO and SE, Xbox - AO and SE, PS2 - SE) | 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Because you can glide without using fuel then this mission becomes much easier. I usually try to get rid of the most difficult targets first so, once I lift off from the roof of Zero RC, then I turn north and head for Target #4.

I use the throttle just enough to get up above the buildings and then let go so I can glide. When I get to Target #4 then I land behind them so I can destroy them. This is actually the most difficult part of this mission. Even though you are on the ground and just behind them they are tough to destroy. And they are quite good with their machine guns too. Once I know that they are past a signal light and street then I let out a long burst of machine gun being destroyed by that initial barrage, good. If get way ahead then fly back up and get high above

going straight down a fire. If they end up not then I just let them the street.

Once I am in glide mode then I chase them down but remain way behind them so I can limit the damage they do. After they have been destroyed then I move on to Target #5 in Downtown. You can either land behind him or dive down while shooting to destroy Target #5. From there, I go back to Hashbury and go after Target #3 which is the second hardest to destroy. Keep way behind him while firing, but remain in glide mode, so you can limit the damage he does to you. After getting rid of him then I go after the remaining two targets. I usually go after Target #2 next. After taking care of him then I finish up by landing behind Target #1 and then fire. I turn the plane slightly while on the ground to aim my guns so I can get rid of the rider before he can do any real damage to me. After all of the targets are destroyed then I fly back up the roof of Zero RC to successfully complete the mission. If you are real good at flying, and knowing when to glide, then you can complete this mission with at least 80% fuel remaining. Some people have been known to do this mission with as little as 5% fuel consumed. 0=======0 | Reward \ 0=======================> $5,000. And now, for Zero's last mission..... 0+=+=+=+=+=+=+0 / Zero RC Asset \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >ZRA3. New Model Army 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Zero RC Asset / 0=========0 0=+=+=+=+=+=+=0 Zero and Berkley engage in one last battle to determine who stays in San Fierro..... 0======0

| Notes \ 0=======================> Glen T. Winstein says that the BradyGuide suggests dropping a bomb on Berkley's helicopter at its base, when it is picking up a barrel, to destroy it and prevent him from dropping any more barrels on the path. However, doing it that way is difficult because Berkley's helicopter is moving around when it is picking up a barrel and you have to score a direct hit to destroy it. Still, this information still made this mission much easier because there is another place where it is easier to destroy Berkley's helicopter. 0=========0 | The Plan \ 0=======================> The "battle" takes place on a model battlefield. Each of the "combatants" has a base (one on each side). In order for Zero to win he has to drive his RC Bandit into Berkley's base. He also has to follow a long winding road to get there and it has several obstacles in it. This is where CJ comes into play. You have to fly an RC Goblin (helicopter) that has a magnet attached to the bottom so you can move items into place or out of the way. You fly down low to an object and press Attack to grab it. In Zero's base there are five metal planks and a regenerating bomb. The planks are used to bridge gaps (there are two) and the bomb can be used on the three tanks that are on Berkley's side of the field. In addition to the three tanks, Berkley controls an RC Goblin which will place barrels in the way of Zero's car. If Zero's RC Bandit gets too close to the tanks then they will open fire on it and will most likely destroy it. Luckily, Zero has three Bandits (and you have three Goblins) but it takes time to get back up the path and that's bad. That's because you have eight minutes to clear a path and allow Zero to drive his Bandit into Berkley's base. When the mission starts the first thing you should do is get the bomb and go forward (west on the compass). Ahead of you are two small hills. Go to the one on the left and hover over the road near it. Hover high and angle the camera so you are looking down on your shadow. This is where Berkley will drop a barrel. As he hovers and drops down to place the barrel then gently move above him and drop your bomb on Berkley's helicopter to destroy it. It is important to point out that, unlike yourself, Berkley only has one helicopter so, after destroying it, then he can no longer drop barrels on the path. This will make things much easier. After destroying Berkley's helicopter then grab the barrel he dropped, head back toward Zero's base, drop the barrel in the water, then turn north and grab the barrel that is currently blocking Zero's RC Bandit. From here, head west toward Berkley's base and to the nearest tank.

Although it is suggested that you use the bomb to destroy the tanks, you can use the barrel to destroy them as well. However, it will take two drops of the barrel to get the tank to start flaming so it will explode (the first drop will damage it). But it is faster to drop the barrel on the tank twice then to fly back to the base to grab a bomb and fly back to the tank. So, when you get to the first tank, then drop the barrel from a good height onto the tank then drop down to pick up the barrel, rise back up, then drop it again onto the tank. When you hear the whoosh of the flame, which indicates that the tank is about to explode, then head north to the road curve and pick up the barrel there. This will also get you away from the tank so you don't get damaged in the explosion and further clear the path of obstacles. At this point you should hear Zero complain about the first bridge gap. Leave him alone for now. After you pick up this new barrel then head to the tank closest to Berkley's base. Use the barrel drop method to destroy this tank then head southeast and grab the barrel near the last tank. Go to the last tank and destroy it with the barrel. After you hear the whoosh of the flame then head back to your base and grab a plank. Fly to where Zero is at and drop the plank to bridge the gap. Next, fly back to your base and grab another plank and bridge the second bridge gap. After that then go and make sure that there are no more barrels in the path and clear any that are. Then sit back and watch Zero's RC Bandit proceed. After Zero's RC Bandit enters Berkley's base then Zero will finally banish Berkley from San Fierro once and for all and successfully complete the mission. 0=======0 | Reward \ 0=======================> $7,000. This will also finish up all of the Zero RC Asset Missions. You will earn a Money Icon outside Zero RC that will generate maximum revenue of $5,000 per day. You will also open up the Beefy Baron mini-game. You pick this up in the back of Zero's shop. You will be given control of an RC Baron (like the one used in "Supply Lines...") but has no fuel limit. You have about three minutes to destroy as many of Berkley's vans as you can. You don't have to do this for 100% Completion but it makes for a nice diversion (my record is 25). By the way, if you have a Wanted Rating when you start Beefy Baron, then you can get rid of it by playing through the mini-game. 0+=+=+=+=+=+=0

/ Carl Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CRJ5. 555 We Tip 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Carl Johnson / 0=========0 0+=+=+=+=+=+=0 Carl gets a call from Officer Tenpenny. Tenpenny wants Carl to take the weed that they got from The Truth, put it in somebody's car, then call the Cops using We Tip. Carl won't do it. Code of the Streets: you don't snitch. But, when Tenpenny tells Carl that the intended victim is the DA (District Attorney), then he is more than happy to participate..... 0========0 | Weapons \ 0=======================> Silenced 9mm Pistol. 0=========0 | The Plan \ 0=======================> Head on over to the blip across the street from the Vank Hoff Hotel in Financial. Next, you have to go down to the parking garage and wait for the valet. If you have a Wanted Rating and go down into the garage then you will fail the mission. After the valet gets out of the car then cap him and pick up the Valet Uniform. Next, go up to the surface and to the red circle. You will then be informed that the DA drives a blue Merit. Get close to the roadway island and wait. Usually the first blue car that comes up is the Merit. Take it and go. If another valet gets to it first then jack it from him. You now have two and a half minutes to get back to the Xoomer Garage Safehouse to plant the drugs. From there, you have to go back to the entrance of the parking garage. You cannot damage the car in any way. If you do then you have to go all the way back to the garage. After you get back to the parking garage entrance then park the car in the designated spot. From there, go back up to the red circle and watch the fun..... But you get to keep the Valet Uniform and this will open up the..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR13. Vank Hoff Hotel Valet Parking Asset Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Go to the Calton Heights Safehouse and save your game. Go into your closet and select Special then Valet Uniform. Then go back to the entrance of the Vank Hoff Hotel. When you step into the red circle (while wearing the Valet Uniform) then you will start the Valet Parking Mission. You have to take the

cars as they come up and then park them. There are five levels to the mission. You are required to park a certain number of cars within two minutes. When you start the mission then you'll see a Damage Bonus which starts at 45. If you damage the car then you'll lose some of the bonus. You'll also get a Parking Bonus when you park the car. The more accurate you park the car, the larger the bonus (up to about fifteen). You get extra time with these bonuses. If you're good then you can get up to about a minute of time with each car parked. Killing the other valets will get you twenty second penalty. The game will eventually replace the killed valets. But it will do so only at the beginning of the next level. So you can kill the valets early on and not have any competition for cars for the remainder of the level. This mission is very easy and should be completed in one try. One tip: when you get a car then go straight through the gap ahead of you and curve right into the garage. This will save time. Below are the five levels and the tip you receive at the end of each level: 0======================================================0 | Level 1 | Three cars in two minutes with a $100 tip. | |---------+--------------------------------------------| | Level 2 | Four cars in two minutes with a $200 tip. | |---------+--------------------------------------------| | Level 3 | Five cars in two minutes with a $300 tip. | |---------+--------------------------------------------| | Level 4 | Six cars in two minutes with a $400 tip. | |---------+--------------------------------------------| | Level 5 | Seven cars in two minutes. | 0======================================================0 After finishing Level 5 then you will successfully complete the Valet Parking Mission. You will gain a Money Icon in front of the Vank Hoff Hotel that will generate maximum revenue of $2,000 per day. It should be noted that most of the cars used on the Valet Mission are Feltzers. If you don't already have one for the upcoming Import / Export Car Lists then you can get one from here after completing this mission (info courtesy of Phil Carter). 0+=+=+=+=+=+=0 / Carl Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CRJ6. Deconstruction 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Carl Johnson / 0=========0 0+=+=+=+=+=+=0 Kendl is upset that the workers in the nearby construction area are talking smack to her and treating her as if she was a hooker. Carl decides to teach them some respect..... 0========0

| Weapons \ 0=======================> --SMG. --RPG. --Remote Explosives (about 20). 0======0 | Notes \ 0=======================> I had some suggestions from reader Jarred Buttle about trapping the workers inside a TransFender shop. However, I found that method to be a little complex but he had some additional ideas that I played with and made some tweaks to the overall strategy. I also have suggestions from readers Bubba Zanetti and Tyler Wheeler. 0=========0 | The Plan \ 0=======================> There are six portable buildings that you have to destroy in order to scare off the construction firm. The game will say you'll also need a Dozer but there are other ways to do things. You also have the option of using the giant crane. The most you can destroy is three buildings, however, it will keep the workers off of your case for awhile. The moment you either grab any vehicle, destroy a building with a crane, or attack the workers, then a three minute timer will begin. This is how long you have to destroy the buildings before the Cops are alerted. Some of the buildings have explosive barrels that must be avoided otherwise you will end up destroying the Dozer and yourself with it. According to Tom Fang you can also use Remote Explosives on the buildings. However, some of them may take two Remote Explosives to destroy. In addition, reader Tyler Wheeler states that you can also use the RPG on the buildings. But using the Remote quickly do this part Explosive on it. For You will notice that to start or make the After you distance, will have buildings

Explosives to destroy the buildings is the best way to of the mission. Go to each building and place a Remote those with explosive barrels place one by the barrels. throwing a Remote Grenade will *NOT* cause the timer workers attack you.

place a Remote Explosive at all six buildings then get to a safe preferably on high ground, and detonate. When you do then you destroyed three right off the bat and leaves only three weakened to destroy when the timer starts.

At this point you will get attacked by the workers including one in a Dozer. Being on high ground on one of the ruined buildings will help you in getting a good angle to kill the workers. This is especially good for the one in the Dozer. Snipe him with any weapon before heading back down and using the Remote Explosives to destroy the remaining three buildings.

After destroying the six portable buildings then you will see a cutscene. In it you will see the Foreman getting out of a Porta-Potty and looking to see what the racket is about. When he sees the destruction you have caused then he goes and hides in the Porta-Potty. You can use a Dozer or, as Jarred Buttle suggested, one of the Cement Trucks Dozer and push the Porta-Potty (with the Foreman inside) into the large hole. After that is done then move away from the red circle and get out (if you the Dozer), enter the nearby Cement Truck and back up to the red circle). If you are using the Cement Truck to push the Porta-Potty into the hole then just turn around and back up into the red circle. When you do that then you will see a cutscene of you burying the Foreman and successfully completing the mission. You will also get a call from Jethro. Apparently everybody thinks that you need to improve your driving skills and this opens up..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >BDR14. Back To School (Turning Tricks Driving School) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ After completion of the mission "Deconstruction" then you'll see three red "S" symbols on the map. There's one in Tierra Robada (Boat School) and one in Las Venturas (Bike School). The last one is in San Fierro and that is the Driving School (it is south of the Doherty Safehouse). Enter into the building and you'll end up in a waiting room. You'll see a woman with a blue arrow above her. She is Michelle and she can become your Girlfriend if you want. Near the desk is a Mechanic. He will tell you about the Driving School. In order to pass the Driving School you will need to pass twelve tests and they can be picked up at the nearby VCR. You will need to pass one test before moving onto the next. You will need to have an Overall Score of 70% in order to complete the Driving School. ----------------------------------------------------------------------------**IMPORTANT: You *MUST* successfully complete the Driving School in order for the Wang's Auto Asset to open and for the mission "Zeroing In" to appear. The earliest that it can open is right after completion of the mission "Yay Ka-Boom-Boom". ----------------------------------------------------------------------------There are three things that determine your Overall Score: 0===========================================================================0 | Final Heading | Your car has to point due south or due north. The | | | straighter your car, the higher the score. | |----------------+----------------------------------------------------------| | Final Position | The closer your car gets to where it is supposed to | | | stop, the higher your score. | |----------------+----------------------------------------------------------|

| Damage Penalty | If you damage the car or run over a cone then this will | | | subtract points from your Overall Score. | 0===========================================================================0 When you pass a test then you'll earn either a Bronze, Silver, or Gold certificate. At 70% score (the minimum), you'll earn a Bronze and pass the test. By getting a Bronze in all twelve tests you will successfully complete the Driving School, get an increase in Driving Skill, get closer to 100% Completion, and start spawning the Super GT in the Driving School parking lot. At 90% score, you'll earn a Silver. By getting at least a Silver in all twelve tests then you will start spawning the Bullet in the Driving School parking lot. And at 100% (a perfect score), you'll earn a Gold. By getting a Gold in all twelve tests then you will start spawning the Hotknife in the Driving School parking lot. It is important to note that you do *NOT* need to get all Golds for 100% Completion. Just get at least a Bronze in all twelve tests. The best thing to do after passing a test is to get out of the school, save at the Doherty Safehouse, then go back and do the next test. This will save you some headaches in case something bad happens while in the Driving School. 0========0 | The 360 \ 0=========================================================> You need to do one complete revolution and stop (and it must be done within a ten second time limit. Very easy to pass and get a Gold in. 0========0 | The 180 \ 0=========================================================> You need to go up the track, do a 180 through some cones and return to where you started in under ten seconds. 0===================0 | Whip And Terminate \ 0=========================================================> You need to go along an L-shaped course and stop in the assigned area in under five seconds. You are also given a choice of either a Clockwise or Counterclockwise direction. 0================0 | Pop And Control \ 0=========================================================> Now things start to get a little more challenging. You need to go along a crooked course and stop in the assigned area in under five seconds. However, at the beginning of the course, is a spike strip and you will have

to go through the course with your tires blown. 0=============0 | Burn And Lap \ 0=========================================================> You have to do five laps around an oval course in under 40 seconds. You are also given a choice of either a Clockwise or Counterclockwise direction. This isn't too hard to pass but, if you want Gold, you will have to get your time under 36 seconds. 0==========0 | Cone Coil \ 0=========================================================> You have to weave through some cones, do a 180, swerve back through them, and stop where you started in under ten seconds. You are also given a choice of either a Clockwise or Counterclockwise direction. Keep your movements small while swerving otherwise you'll swing wildly and lose time. 0=========0 | The '90' \ 0=========================================================> You have to stop your car using a powerslide (and going 90 degrees) so you end up between, and perfectly aligned, between two parked cars. You also have a five second time limit. 0==============0 | Wheelie Weave \ 0=========================================================> This is probably the hardest test to pass let alone Gold in. You have to get your car on two wheels and stop in the assigned area. The car is very hard to control on two wheels and you have to get the car back on four wheels when you get to the assigned area. You'll end up failing time and time again because you'll end up on four wheels long before you can get to the red circle. Perseverance is what will get you through this one. 0============0 | Spin And Go \ 0=========================================================> You have to go backwards through the first half of the course then spin around 180 degrees and go forward so you can stop in the assigned area in under five seconds. You are also given a choice of either a Clockwise or Counterclockwise direction. This is made more challenging on the Xbox version because of the controls. You need to Look Behind to see what you are doing and that is made more difficult on the Xbox version. 0================0 | P.I.T. Maneuver \ 0=========================================================>

You have to go up alongside the rear of another car and cause him to spin out with minimal or no damage. The closer to the other car you are, the better your score. 0==========0 | Alley Oop \ 0=========================================================> You need to do a barrel roll over some cars and land on all four wheels. When you manage to land perfectly then brake gently to slow the car down some so you can straighten it out and stop. This will increase your chances of passing the test and possibly getting a Gold. 0==============0 | City Slicking \ 0=========================================================> This final test involves driving to a point near Pier 69 and heading back to the Driving School in under two minutes with minimal damage. This is made more challenging because the car you are given handles like shit and will spin out at the slightest provocation. Worse, you can't come to a complete stop otherwise the test will end. The best course is this. Go north up the street that runs past Cranberry Station and the Xoomer Garage. When you see the large white buildings going into Downtown, and it opens up to your right a bit, then cut across and go north along the street parallel to the one you were just on. This will lead you to the checkpoint. As you get near the checkpoint then you'll need to carefully go down the curved street that is in front of the entrance for the parking garage to Pier 69. Once you get the checkpoint then go south along the wide street, past the Easter Basin Naval Station and Xoomer Gas Station and turn right at the signal light south of Shady / Solarin Industries. This will lead you back to the Driving School. To get a Gold here you must do this with no damage in under 1:40. Good luck! 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY10. Loco Syndicate + 0==========================================================================/ At the Xoomer Garage Safehouse you'll notice a dragon-like symbol. This will begin a group of missions concerning the Loco Syndicate. This is the group responsible for supplying Big Smoke with the crack that he is distributing in Los Santos. Carl and Cesar are teaming up with Woozie and his clan in trying to get rid of this Syndicate. 0+=+=+=+=+=+=+=0 / Loco Syndicate \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >LSC1. Photo Opportunity 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/

| Overview / 0=========0

\ Loco Syndicate / 0+=+=+=+=+=+=+=0

CJ gets a call from Cesar who is following on a tip from his cousin concerning a Balla car going to San Fierro to get drugs to take back to Los Santos. Cesar has been following them for awhile. CJ wants to find out who's been supplying the Ballas and goes to meet Cesar..... 0=========0 | The Plan \ 0=======================> Get any car, or helicopter (which is faster), at FleischBerg Beers near Blueberry. Get into Angel Pine where these guys are to meet. When the Lovin' A Loan building and climb onto the

and meet Cesar who is waiting his car and then drive to you get there then stop at roof. Go to the pink circle.

Here, you will be given a Camera. You need to zoom in, using the L2 and R2 Buttons (PS2) or the Y and X Buttons (Xbox) in conjunction with the Target button and take pictures of the people involved using the Attack button. You must get their faces in order to succeed. You will be facing the Cluckin' Bell. The first car will appear in the parking lot to the left. Ryder will exit this car and head into the restaurant. Take his picture. Another car will come up after that and park next to Ryder's car. A guy by the name of T-Bone Mendez will get out. Take his picture. Turn to the right. Another car will come and park in the street. An un-named person will get out and head for the Cluckin' Bell. Take his picture. Another car will come and park next to the last one. Another un-named person will get out of the car but he appears to be a pimp. Take his picture. After taking the picture of the pimp then the two of you will leave the rooftop and go to a nearby gas station. Here you will split up and you will need to get back to San Fierro on your own. After this then the mission will end successfully. 0=======0 | Reward \ 0=======================> Respect Gained. 0+=+=+=+=+=+=+=0 / Loco Syndicate \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >LSC2. Jizzy 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Loco Syndicate / 0=========0 0+=+=+=+=+=+=+=0 With a little help from Woozie, Carl identifies the three men they got pictures of at Angel Pine. The pimp is Jizzy B. and he owns the Pleasure Domes under the Gant Bridge. Jizzy helps set up the deals and serves as a kind of middleman. Carl decides to use this to his advantage.....

0========0 | Weapons \ 0=======================> --SMG. --Heat-Seeking RPG. 0=========0 | The Plan \ 0=======================> Go to the Pleasure Domes under the Gant Bridge. Once there then Carl will introduce himself as a new guy looking for work. After he impresses Jizzy then he will tell CJ that he needs to find out who has been killing his girls. CJ is more than happy to oblige. As CJ is leaving then Jizzy wants him to drop off one of his girls at the hotel Downtown. He is also giving you the use of his Broadway. Take the girl to the hotel and drop her off. Afterwards CJ will be told to get rid of a rival in Hashbury. You have two minutes to go over there and kill him. Get over there and run over this rival. Afterwards Jizzy will tell CJ to go over to Foster Valley and find out who's been killing his girls. You will now see a get over to Foster the freeway bridge After that then CJ

health bar with the word "HO" next to it. You need to Valley and save her as quickly as possible. Once under then take down both punters who are attacking the girls. will call Jizzy.

But Jizzy is upset. Seems that the girl CJ dropped off Downtown wants to leave prostitution and be with her sugar daddy. Jizzy wants CJ to go up there and make an example of them. As you approach the blip, try to approach it from the west. When CJ gets to the hotel then he sees the girl getting into a limo with a preacher. In addition, there is another vehicle providing protection for the limo. Now you need to take down the limo and his protection. You can chase and drive-by them but the Broadway is not a good vehicle to do this. You can do it but there are better ways to handle this. If you approached the blip from the west then turn left at the next intersection. Then turn right and stop at the southeast corner of the Big Pointy Building. Get out and look south. The limo should be turning your way. Arm the Heat-Seeking RPG and lock in on the limo. When locked on then launch a couple of rockets to destroy the limo. After that then the other vehicle stops and the occupants come out to confront you. Kill them to complete the task. After that then CJ will call Jizzy. Jizzy will be pleased with your work. However, the Pimpmobile will be posted on an APB and Carl can keep the car as long as he keeps it away from Jizzy and the club. After the call ends then the mission will be successfully completed. 0=======0 | Reward \

0=======================> $3,000 plus Respect Gained. You will also have a 2-Star Wanted Rating you need to get rid of before proceeding to the next mission. In addition, a "W" mission icon appears in Chinatown. This is where you pick up Woozie's set of missions but, for now, I will continue with the Loco Syndicate. 0+=+=+=+=+=+=+=0 / Loco Syndicate \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >LSC3. T-Bone Mendez 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Loco Syndicate / 0=========0 0+=+=+=+=+=+=+=0 After Carl is introduced to T-Bone Mendez by Jizzy then they have to go out and rescue an ambushed shipment..... 0========0 | Weapons \ 0=======================> --SMG. --Sniper Rifle. 0=========0 | The Plan \ 0=======================> You need to go over to the Pleasure Domes to pick up this mission. After the introduction then Carl needs to go to where the ambushed van is at. It is under the bridge not far from the Pay 'N' Spray. After you get there then you will be placed on a FCR-900 and you have to chase the four ambushers. However, according to Skipp Kennedy, there is a slightly different way you can do this. Go on top of the hill north of the Pay 'N' Spray (this is also over the small tunnel beneath you). From here, you can see the ambushed van and most of the ambushers. Use your Sniper Rifle and kill one of the ambushers. You will automatically be transported and placed onto an FCR-900. The remaining three bikers will speed off. Turn around and grab the package of the biker you killed with your Sniper Rifle. This method reduces the number of bikers you will need to chase around San Fierro. You need to chase one of the bikers, get up close behind him and press Attack to snatch it from his bike. But he will then try to follow you and shoot you. However, according to Bragon the Bat, you can shoot off the riders then grab the packages. This way, you won't have to worry about them following you.

After acquiring the packages from all four bikers then take them to the Pleasure Domes. After you get there then the mission will end successfully. It should be noted that the FCR-900 you use is on one of the Import / Export Car Lists (done later in the game). After the mission then go and save it in one your of your garages so you can use it later (info courtesy of Phil Carter). 0=======0 | Reward \ 0=======================> $5,000 plus Respect Gained. 0+=+=+=+=+=+=+=0 / Loco Syndicate \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >LSC4. Mike Toreno 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Loco Syndicate / 0=========0 0+=+=+=+=+=+=+=0 After Carl gets back to Jizzy then T-Bone gets a call from their partner Mike. Mike is inside a another van that has been ambushed and now needs to be rescued..... 0========0 | Weapons \ 0=======================> --Shotgun. --SMG. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | Early Exploration Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 When you get to the part where you have to destroy the van then just get back in the car you used to get here and drive away. You can get Wanted Ratings but the Cops will completely ignore you. 0=========0 | The Plan \ 0=======================> You need to go over to the Pleasure Domes to pick up this mission. After the cutscene ends then you have five and a half minutes to find Mike. Mike can hear seagulls and heavy machinery. So go over to the Building Site in Doherty. After getting near the Building Site then Mike will hear a truck reversing. Carl thinks that he is over at a freight depot. Now go to the docks at Easter Basin. As Carl gets to the docks then Mike reports gunfire and that these thugs may have shot their way through a security gate. The only place that has one is at the Easter Bay Airport. Go to the Airport.

Once on the Airport grounds then T-Bone activates a tag. After the last mission, the Loco Syndicate decided to put tracers in the drugs to find out who has been stealing from them. But something has happened and now they need to use the tags to find Mike. You will notice a Signal line below your Health line. The closer you are to Mike, the more the line will fill up. It should be noted that Mike's position will change randomly with each attempt. After you find the van that Mike has been hiding in then you will need to chase the van. You can't shoot it because, if you destroy it, then you will fail the mission. Deal with the two motorcycles. Eventually the van will stop and their occupants will exit and confront you. Get out and kill all of the nearby goons with any weapon (excluding explosive) you choose. After that then you will get a hostile introduction to Mike. Mike needs to destroy the van before the Cops arrive. Now destroy the van with any weapon (Shotgun works well here) and get into the nearby car. Go over to the blip outside the airport. After you get there then you will be hit with a 3-Star Wanted Rating. Go over to the Pay 'N' Spray to get rid of it. From there, head back to the Pleasure Domes. And, according to Bragon the Bat, if you get a Wanted Rating after you get rid of the initial 3-Star Wanted Rating, then the game will tell you to go back to the Pay 'N' Spray. But you can ignore that and just go straight to the Pleasure Domes. After you get to the Pleasure Domes then the mission will end successfully. 0=======0 | Reward \ 0=======================> $7,000 plus Respect Gained. 0+=+=+=+=+=+=+=0 / Loco Syndicate \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >LSC5. Outrider 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Loco Syndicate / 0=========0 0+=+=+=+=+=+=+=0 Jizzy gives CJ a call and tells him that his business associates need a little assistance. So he wants CJ to help out..... 0========0 | Weapons \ 0=======================> --Sniper Rifle. --RPG. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | Early Exploration Exploit |

0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 When you get to the Sanchez, do *NOT* get on the bike. Just leave the area and go exploring. Cops will still be generated but you cannot get Wanted Ratings with this exploit. 0=========0 | The Plan \ 0=======================> Go on over to the Xoomer Gas Station in Easter Basin where T-Bone will be waiting in a sedan. After being interrogated by T-Bone then CJ has to drive the car to meet a shipment. When you get to the shipment then you will see a Sanchez and a RPG. You need to get ahead of the van and clear a path for it to get to the factory. Get on the Sanchez and quickly get up to the first roadblock. Use the RPG to get rid of the cars and use the Sniper Rifle on the survivors. The second roadblock is near the construction site. Do the same thing on this roadblock but you may want to aim at the ruined building on the left with the RPG so you can get the gunmen hidden in the upper part of the ruined building. The third roadblock is at the southwest corner of the construction site. Rocket the cars and snipe the survivors. The last this has which is escorted

roadblock is a couple of blocks south of the third roadblock. Once been destroyed then you need to escort the van to the factory next door to the Driving School. After the van has been safely to the factory then the mission will be successfully completed.

0=======0 | Reward \ 0=======================> $9,000 plus Respect Gained. You will also be hit with a 3-Star Wanted Rating so you need to get rid of that before going onto the next mission which will reunite you with..... 0+=+=+=+=+=0 / C.R.A.S.H. \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CSH4. Snail Trail 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ C.R.A.S.H. / 0=========0 0+=+=+=+=+=0 Tenpenny and Pulaski pay CJ a visit at the Xoomer Garage. They want CJ to kill a snooping reporter and the snitch that is supplying him with information..... 0========0 | Weapons \

0=======================> Sniper Rifle. 0=========0 | The Plan \ 0=======================> Go get the Sniper Rifle that Tenpenny has hid in the nearby Construction Site. Even if you already have a Sniper Rifle you must get this one before you can proceed any further. After acquiring the Sniper Rifle then you need to make your way to Cranberry Station where the reporter is about to get on the train. When you get close enough then the train will depart for Market Station in Los Santos and you have to follow it. However, if you use the nearby Sanchez, then you don't have to wait for the train to start. Just get on the tracks and go ahead of the train. The Sanchez is faster than the train and you can get a nice head start. If you decide not to use the Sanchez then you can get a car and speed your way to the station or, if you have your pilot's license, then go to the airport and use a Maverick. You can't use the airport terminal (to get a ticket to jet to Los Santos) - it won't let you in. You also can't use cars in garages either - they won't open. After you get to Los Santos then you need to get to Market Station. If you used the Sanchez then you can climb up the stairs leading out of Market Station and use it to follow the reporter (thanks to Ron Schock). If you used the chopper then you have to land and get a car. When the reporter arrives at the station then he will head up to street level and get a cab. You will also notice a Spook-O-Meter beneath your health line. If you stay too close for too long then the reporter will abandon the interview and you will fail the mission. Reader Shee Soon Theng noticed that you can fill the Spook-O-Meter when the cab is stopped at a red light but doesn't fill up when traveling even if you are at the same distance. Because of this it is best to remain almost a full block away from the cab. The cab will take different paths on each attempt. But it will always go to the same place - the Santa Maria Beach Pier. The reporter will meet the snitch at the end of the pier. Keep your distance and kill them both with the Sniper Rifle. If one of them manages to get out of range then chase him down and kill him with any other weapon. He can't really get away because he's on the pier. After both of them are dead then the mission will end successfully. If you thought about using the taxi trick used in the mission "Cutting The Grass" in "Grand Theft Auto III" (where you can get a taxi and drive the rat yourself to Portland Harbor), forget it. It won't work here. If you also thought of going to the Santa Maria Pier ahead of the cab, forget that too. You will fail the mission.

0+=+=+=+=+=+=+=0 / Loco Syndicate \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >LSC6. Ice Cold Killa 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Loco Syndicate / 0=========0 0+=+=+=+=+=+=+=0 CJ needs to get the phone from Jizzy after he makes the call then ambush the meet and take down the Balla pushers. Cesar gives CJ the use of his Silenced 9mm Pistol to help in the mission..... 0========0 | Weapons \ 0=======================> --Silenced 9mm Pistol. --SMG. 0======0 | Notes \ 0=======================> I had three people (Angela, Phil Carter and Steven Eng) tell me that you can shoot out the tires of the Pimpmobile before you enter the Pleasure Domes. This would make the mission much easier since it is impossible for him to get away. However, I did a couple of tweaks with interesting results..... 0=========0 | The Plan \ 0=======================> This mission can only be picked up between 20:00 and 6:00. To start, go over to the Pleasure Domes. There will be a couple of guards by the door and a red circle. When you enter the red circle then you will be instructed to go up the nearby scaffolding and enter through the skylight. To limit any interference, run over the guards before entering the red circle. Before going up the scaffolding, shoot out all four tires on the nearby Pimpmobile. But you should also move the Pimpmobile so that the front of the car is up against the right side of the nearby limo. After that, go up the scaffolding so you can jump down to the skylight and enter the Domes. Now make your way down to the bar area. Once there, a cutscene will play showing CJ confronting Jizzy. Jizzy will then run for his life. Use any weapon to clear the club of guards before exiting the club to chase Jizzy. When Jizzy leaves the club and enters the Pimpmobile then he will try to drive forward but the limo is in the way. With the tires shot out he won't be able to back up very fast so run over to the Pimpmobile and jack him from the vehicle. Then go into drive-by mode and shoot him until he dies. Another option is to just blow up the Pimpmobile outright. When Jizzy

leaves the club then there will be a Pizzaboy from Well Stacked Pizza sitting where the Pimpmobile was. Jizzy will knock the rider off then drive away. The Pizzaboy is slower than the Pimpmobile plus he is the only one on it. With the Pimpmobile there is also a guard who comes along and shoots back at you. Enter into a nearby car in the parking lot and go after Jizzy. You can knock Jizzy off of the Pizzaboy and run him over to kill him. If you can't run him over then go and jack the Pizzaboy. He won't try to get any other vehicle so you can either run him over with the Pizzaboy or shoot him from it. Regardless of method, collect the phone Jizzy drops when he dies to successfully complete the mission. 0=======0 | Reward \ 0=======================> $12,000 plus Respect Gained. 0+=+=+=+=+=+=+=0 / Loco Syndicate \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >LSC7. Pier 69 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Loco Syndicate / 0=========0 0+=+=+=+=+=+=+=0 Now it's time to ambush the Ballas and put an end to their operation..... 0========0 | Weapons \ 0=======================> --SMG. --Sniper Rifle. --RPG. 0======0 | Notes \ 0=======================> Pier 69 is based on San Francisco's Pier 39 which is on the Embarcadero. How do I know this? That's because I used to work there at the Namco CyberStation Arcade which was at the front of the pier (1991-1993). Rockstar did a good job in recreating the tourist attraction except that they did not put in an arcade where you can play the arcade mini-games within San Andreas. What's up with that? 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | Early Exploration Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0

When you start the mission then just walk away and explore. Don't even go up to Cesar. Cops will still be generated but you cannot get Wanted Ratings with this exploit. 0=========0 | The Plan \ 0=======================> Go to the red circle across the street from Pier 69 to pick up this mission. When you enter the red circle then Cesar will yell at you from the top of the building. Go up the stairs in the back to get up and meet him. When you get there then Cesar will get a call from Woozie's men who are waiting near the entrance. Then they go and head up to the roof. But they are ambushed by T-Bone's security who got there early. Use your Sniper Rifle to pick off the six security guards before they can kill all of the Triad men. If the Triads are killed then you fail the mission. After killing off T-Bone's security then T-Bone will drive up. So will Ryder and some Ballas. They meet up at the end of the pier but Toreno is nowhere to be seen. Then Toreno comes in on a helicopter. But he sees the bodies on the rooftop and the meet is off. The Ballas throw Smoke Grenades and now CJ and Cesar need to kill T-Bone quickly. After the cutscene ends then switch to your SMG and run down to Pier 69. Run along the right side of the pier (avoiding the gunmen in the middle of the pier), go to the end of the pier, run right up to T-Bone and kill him with your SMG. If you do this quickly enough then he won't be able to hurt you. Don't worry about Cesar, he'll catch up. After killing T-Bone then Ryder will jump off the pier and try to swim away. The game prompts you to jump in after him. But all you need to do is go up to the railing, switch to your Sniper Rifle and kill Ryder long before he can get to the nearby boats to successfully complete the mission. If you have any RPG ammo left over from "Outrider" then you can also blow up the boats and Ryder. 0=======0 | Reward \ 0=======================> $15,000 plus Respect Gained. In addition, you can now purchase Sniper Rifles at all Ammu-Nations. 0+=+=+=+=+=+=+=0 / Loco Syndicate \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >LSC8. Toreno's Last Flight 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Loco Syndicate / 0=========0 0+=+=+=+=+=+=+=0

Woozie gives CJ information concerning Toreno. Toreno is at a helipad Downtown loading boxes up onto a helicopter and preparing to cut out. CJ decides to investigate..... 0========0 | Weapons \ 0=======================> Heat-Seeking RPG. 0=========0 | The Plan \ 0=======================> The helipad is at the San Fierro Police Station in Downtown. It will have two gunmen on the pad, two near the stairs and two roaming nearby outside the compound. One of the two gunmen on the pad will have a RPG. The best way to do this is to go up the road that goes by the Easter Basin Naval Station and enter the parking lot for the San Fierro Police Station. Get out near the base of the hill. As you approach the blue van then you will hear a couple of explosions. The gunman on the helipad with the RPG is firing at you but can't hit you. He will simply fire into the helipad. Switch to your Heat-Seeking RPG and, while ignoring the nearby gunmen, climb up the stairs. When you get near the top then you will see the helicopter take off. After the cutscene ends then immediately lock-on to the helicopter. When the reticle turns from green to red then fire off as many missiles as you can. You should be able to launch enough missiles to follow and destroy the helicopter to successfully complete the mission. If you miss that opportunity then you will have other chances to bring him down. If you chase him you will find that the helicopter will pause every so often allowing you a chance to destroy it. According to Siddharth Sharma, if you keep following the chopper, then it will eventually land at your Whetstone Safehouse (although it will take awhile to get there). Stay far away and fire several Heat Seeking RPGs at the helicopter before it has a chance to fly away again. 0=======0 | Reward \ 0=======================> $18,000 plus Respect Gained. There is still one more mission for the Loco Syndicate but you can't get to it until you deal with..... 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY11. Wu Zi Mu +

0==========================================================================/ This calm, cool Asian gentleman is the leader of the Mountain Cloud Boys Triad clan. He has rapidly become good friends with CJ and has provided him with help and opportunities here in San Fierro. He has his own line of missions that you need to do in order to proceed further in the story. His missions can be picked up at his apartment in Chinatown not far from the Chinatown Safehouse. 0+=+=+=+=0 / Wu Zi Mu \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >WZM1. Mountain Cloud Boys 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Wu Zi Mu / 0=========0 0+=+=+=+=0 Woozie wants to show CJ how the Triads handle business amongst themselves..... 0========0 | Weapons \ 0=======================> SMG. 0======0 | Notes \ 0=======================> Get a car and take it with you to Woozie's place. 0=========0 | The Plan \ 0=======================> As you drive to the Blood Feather Triad storehouse on the opposite side of the block then Woozie will tell CJ about some troublesome Vietnamese gangs that have been making him nervous. When you get there then follow Woozie into the alleyway. Eventually you will come to a gate. The Blood Feather Triad has been wiped out. Except for one member who hid and was able to tell Woozie who did it - a Vietnamese gang.....and then they come back to finish the job. Now you have to shoot your way out and protect Woozie at the same time. Use your SMG and kill all of the gunmen who came through the gate. There will be some more that will come in on motorcycles just as you exit the gate. Kill them and proceed around the corner. At this point there will be a bunch more gunmen including a sniper. Rapidly target and kill them all. Then get into a nearby car that some of the gunmen you killed came in with. As you back out of the alley then you will be chased by a couple of cars.

However, you need to let Woozie destroy the cars. So let the cars come close behind you so he can shoot them up and destroy them. When he destroys both cars then take him back to his place to successfully complete the mission. 0=======0 | Reward \ 0=======================> $5,000 plus Respect Gained. 0+=+=+=+=0 / Wu Zi Mu \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >WZM2. Ran Fa Li 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Wu Zi Mu / 0=========0 0+=+=+=+=0 Woozie introduces CJ to Ran Fa Li, the head of the Red Gecko Tong. He also informs CJ that the gang responsible for the attack on the Blood Feather Triad was a Vietnamese gang known as the Da Nang Boys. Ran Fa Li needs a package retrieved from the Airport and Woozie recommends CJ for the job..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> The package is in a car that is parked in the Easter Bay Airport parking garage. Go to and get in the car. When you get in the car then the Da Nang Boys spring an ambush and cover the exits. You need to get the car to a pier west of Pier 69 in Esplanade North. A Damage Meter will also appear under the Health Line. Go straight and turn left to enter Lot E. When another truck cuts you off then turn left so you can go back to the main path then turn right to exit the parking garage. Turn left, or right, and either run over the guy in the middle of the road or make him move out of the way. Next is a roadblock with a truck and a couple of gunmen. You can either go right or left of the truck and run over the gunman. As you near the airport entrance then you will be ambushed by a couple of motorcycles (each has a driver and a gunner). The thing to do is to stop just underneath the airport entrance sign and get out of the car. Switch to your SMG and kill at least both gunners or both drivers or all four. After that then get back into the car and hang the first right to go north along the street that goes past the Easter Basin Naval Station and Pier 69

to go almost uncontested (save for one car that tries to intercept you at Pier 69 - stay on the left side of your side of the street so he can't hit you) to the drop-off point. When you get to the red circle then the mission will be successfully completed. 0=======0 | Reward \ 0=======================> $6,000 plus Respect Gained. 0+=+=+=+=0 / Wu Zi Mu \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >WZM3. Lure 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Wu Zi Mu / 0=========0 0+=+=+=+=0 The Da Nang Boys have followed Ran Fa Li to Woozie's apartment. If he leaves then they will attempt to kill him. CJ offers to serve as a decoy to help deal with the Da Nang Boys..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> Get into the Decoy Car and drive over to the sawmill in Angel Pine. You cannot leave the car for any reason or you will fail the mission. When you get to the sawmill then you will be attacked by the Da Nang Boys who will come, in pairs, on motorcycles. You have to go along a checkpoint course and lure them along. You cannot let them do too much damage to the car or let them look at you for too long or they will know you are a decoy and you will fail the mission. To reduce the amount of damage they can do, stop the car, and let them get up alongside you. Then quickly kill them in drive-by mode, both right and left sides. Then proceed along the path until another group comes along to attack you then repeat the process. Eventually the path will end at the Whetstone 24-7. When you get here in one piece then you will successfully complete the mission. If you fail the mission during the checkpoint course then you can use the Trip Skip feature when you redo the mission. In addition, the Rancher is also one of the cars on the Import / Export Car Lists (done later). You can save the Rancher for that use in any garage if you want.

0=======0 | Reward \ 0=======================> $8,000 plus Respect Gained. In addition, the AK-47 can now be purchased at all Ammu-Nations. 0+=+=+=+=0 / Wu Zi Mu \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >WZM4. Amphibious Assault 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Wu Zi Mu / 0=========0 0+=+=+=+=0 Woozie convinces CJ to swim out to a boat to plant a bug..... 0========0 | Weapons \ 0=======================> --Silenced 9mm Pistol. --Heat-Seeking RPG. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | Early Exploration Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 After swimming through the maze then climb ashore and begin exploring. However, the constant fog throughout this mission will make it hard to see if you want to do some flying. 0=========0 | The Plan \ 0=======================> You need to start this mission between 20:00 and 6:00. You need to get to the blip which is east From there, jump into the water, swim out open water. When you swim out of the rock toward the small platform. Stay under the

of Pier 69 in Esplanade North. of the rock formation and into formation then swim south and surface for as long as possible.

When you surface then a cutscene will play informing you of the Da Nang patrol boats. If they see you in the water then they will shoot you. When you get to the small platform then get up and switch to your Heat-Seeking RPG. There are two boats here you can target. Aim at one of the boats ahead of you and fire when the reticle turns red. Do the same to the other boat. After destroying both boats then swim to the small island. When you get onto the island then go to the northeast part of the island and actually go into the water up to your waist. Aim toward the east part of the ship and you should be able to lock onto the boat sitting

there. Destroy him when the reticle turns red. Go back onto the island and aim north. You should be able to lock onto the boat on the west side of the ship. Fire at the boat when the reticle turns red. A side benefit is that the explosions will knock out the searchlights on the ship. But, with all of the boats destroyed, then it doesn't matter because you will not get any interference when you swim to the ship. Swim toward the landing platform on the north side of the ship and head up to the deck. Kill all of the guards you encounter with your Silenced 9mm Pistol as you head to the back of the ship. You don't have to sneak around because all these goons have Knives so they are of little threat to you. When you get to the back of the ship then head down to the next level through a door. Get into the red circle to plant the bug. Get back outside, head back toward where you came up on the deck and jump into the water. Then swim to the red circle and successfully complete the mission. 0=======0 | Reward \ 0=======================> $11,000 plus Respect Gained. 0+=+=+=+=0 / Wu Zi Mu \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >WZM5. The Da Nang Thang 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Wu Zi Mu / 0=========0 0+=+=+=+=0 The Da Nang Boys are arriving on a container ship and CJ decides to tag along for a flyby of the ship..... 0========0 | Weapons \ 0=======================> --Silenced 9mm Pistol. --SMG. --Heat-Seeking RPG. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | Early Exploration Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 After landing in the water then you can go and do some exploring without generating any Wanted Ratings. This was pointed out to me by David Sears and Dr. Simon Chan. One interesting thing about this exploit: nobody says anything or scream when you run them over or shoot them. 0=========0 | The Plan \ 0=======================>

As you fly to the container ship, you are given control of a Mini-Gun. When you get to the ship then you are attacked by armed guards. Use the Mini-Gun to kill as many of them as possible. Unfortunately, the helicopter is shot down by missiles fired from one of the gunmen (you can shoot at him but can't kill him). When you land in the water then you lose all of your weapons but are given a Knife. The level designers wanted you to go on the ship and sneak your way around using the Knife to kill any guards you encounter. Screw that. I swam out of the water and back into San Fierro. car and went to the Ammu-Nation in Ocean Flats to especially my Silenced 9mm Pistol and SMG ammo. I Cluckin' Bell and regained my lost health. Then I Airport to pick up some Heat-Seeking RPGs.

Then I jacked a nearby rebuild my arsenal also went to the nearby went back to Easter Bay

After getting what I needed then I went back into the water and swam to the ship. When you go onto the deck then crouch and use the Silenced 9mm Pistol to take down all of the guards you see. Proceed carefully and look around each corner. Jump around the corner and quickly kill any guards you encounter before they can make enough noise to alert others. Along the way you will find Tec-9 ammo and a Health Icon in various nooks. Soon you will find ends then you will kill them rapidly. hidden in a corner in at.

a way into the interior of the ship. After the cutscene be attacked by guards. You can switch to your SMG and I should also note that there is Body Armor and a Tec-9 behind a couple of container crates near where you drop

You will find four guards when you get to the first turn going right. Kill them and continue. After going past the second turn then you will encounter a Grenade throwing guard. Run up to him so you can avoid the blast then kill him. You will then be prompted to open the container crate containing the prisoners. After opening the crate then you will be told to go back up and onto the bridge. You need to kill everybody on the bridge including the leader (Snakehead). Go back the way you came and climb up onto the deck. You will also notice that a third of your health has been removed for some reason. When you get back up to the deck then switch to your Heat-Seeking RPG and aim at the bridge. Launch a rocket and you will kill Snakehead without ever needing to enter the bridge area (somebody posted a topic where a plane crashed into the bridge that killed everybody and that is what inspired me to try this tactic out). After killing Snakehead then you will be prompted to go to the freed prisoners who are waiting for you below deck. When you get back to them then you will successfully complete the mission.

0=======0 | Reward \ 0=======================> $15,000 plus Respect Gained. This will also end Woozie's line of missions.....for now. This will also open up the last of the Loco Syndicate missions which is..... 0+=+=+=+=+=+=+=0 / Loco Syndicate \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >LSC9. Yay Ka-Boom-Boom 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Loco Syndicate / 0=========0 0+=+=+=+=+=+=+=0 Woozie informs CJ that the Syndicate still has a crack factory in operation. If he takes it out then he will put them out of business for good..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> When you start the mission then you'll get a call from one of Woozie's men. They are rigging a car with explosives so you can destroy the factory. Go on over to the garage in Downtown to get the car. Now drive over to the Crack Lab which is next door to the Driving School in Doherty. When you get there then you will see a couple of guards. Kill them to get the gate to open. When the gate opens then drive in a little bit, get out, and kill the nearby guards. This will reduce damage to the car. You may want to stay out of the car and go into the main building so you remove potential interference. When you get back in the car then drive over to the main building. When you get inside then you have to drive through the building and park the car in the red circle. Arm the bomb. Now you have forty seconds to get out of the building. But there will be additional gunmen to deal with. Although you can quickly kill the gunmen with your SMG if you want, I find it best to ignore them and just run for a door. When you get to a door then the bomb will explode and the factory will be destroyed. Now you have to get out of the main gates on foot. As you make your way there, you'll encounter two groups of three gunmen each. The first group will be at the first set of container crates and the second group will be

at the next set of container crates. Kill them and continue. When you get to the gates then a car will drive up. Kill the two occupants when they come out. When you get near the car then the gate will close. Now you are prompted to use the car and jump out of the facility. Before getting in the car, run toward the ramp and kill all of the gunmen you encounter so you can clear a path to the ramp. Then get back to the car and drive to the main building. Turn around and drive up the ramp. You should land on the container crates and bounce into the street. Once back on the street then drive over to the Garage to successfully complete the mission. 0=======0 | Reward \ 0=======================> $25,000 plus Respect Gained. In addition, you can now purchase M4's at all Ammu-Nations. Also, CJ will no longer get messages from Cesar about couriers taking drugs to Los Santos. By destroying the factory then you have shut down the drug courier side-missions. You will also get a phone call from a mysterious person using an electronic voice masker. He has information on Sweet and demands that CJ go over to a ranch in Tierra Robada. And this will finally open up the..... /==++====++==\ /==++====++==\ /==++====++====++====++====++========++====++====++====++====++==\ | >SDA5. Desert and Las Venturas | \==++====++====++====++====++========++====++====++====++====++==/ \==++====++==/ \==++====++==/ The Desert area is mysterious and barren. There are plenty of small towns and wide open areas. The major tourist attraction in this area is the Sherman Dam. Fort Carson, to the south, is the largest town in this region. When I first saw the town of Fort Carson on the enclosed map, I had to smile. You see, there is a real life Fort Carson. It is located at the southern edge of Colorado Springs, Colorado and is also one of the largest Army bases in the United States. Fort Carson is also my birthplace (4/24/1967). Las Venturas, based on Las Vegas, is every bit as glitzy as its real life counterpart. Plenty of money can be won, and lost, in the city's many casinos. The outskirts of the city are much more mundane and quiet. Now let's get started by going over the..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT1. Desert / Las Venturas Safehouse List | \=========================================================================/

\=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Here's a rundown of the Safehouses you can acquire in the Desert and Las Venturas area: 0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Tierra Robada |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>El Quebrados Safehouse ********************** Location: West El Quebrados. Price: $20,000. Available: After completion of the mission "Yay Ka-Boom-Boom". Map: (A-2). ----------------------------------------------------------------------Notes: A basic save point. >>Tierra Robada [North] Safehouse ******************************* Location: West of Las Barrancas. Price: $20,000. Available: After completion of the mission "Yay Ka-Boom-Boom". Map: (B-2). ----------------------------------------------------------------------Notes: A basic save point. >>Tierra Robada [South] Safehouse ******************************* Location: South part of Tierra Robada. Cost: Nothing. Available: After completion of the mission "Yay Ka-Boom-Boom". Map: (C-3). ----------------------------------------------------------------------Notes: A basic save point. However, it will have multiple Weapon Icons that will spawn inside the Safehouse during the course of the game. 0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Bone County |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>Fort Carson Safehouse ********************* Location: Northwest part of Fort Carson. Cost: $30,000. Available: After completion of the mission "Yay Ka-Boom-Boom". Map: (B-3). ----------------------------------------------------------------------Notes: Has a car garage for storing vehicles. And a boat dock nearby to the west. >>Verdant Meadows Aircraft Graveyard Safehouse ******************************************** Location: North of Restricted Area. Cost: $80,000. Available: After completion of the mission "Verdant Meadows".

Map: (A-4). ----------------------------------------------------------------------Notes: Has a car garage for storing automobiles and a huge hangar for storing aircraft and other vehicles. In addition, you will spawn additional aircraft here for personal use during the course of the game. 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Las Venturas |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>Prickle Pine Safehouse ********************** Location: Southwest section of Prickle Pine. Cost: $50,000. Available: After completion of "Learning To Fly" (Verdant Meadows Flight School). Map: (A-5). ----------------------------------------------------------------------Notes: Has a car garage for storing vehicles. >>Old Venturas Strip Safehouse **************************** Location: At the Casino in the central part of the area. Cost: $6,000. Available: After completion of "Learning To Fly" (Verdant Meadows Flight School). Map: (A-6). ----------------------------------------------------------------------Notes: A basic hotel suite. >>Creek Safehouse *************** Location: South of the Creek Mall. Cost: $10,000. Available: After completion of "Learning To Fly" (Verdant Meadows Flight School). Map: (A-6). ----------------------------------------------------------------------Notes: A basic apartment. >>Whitewood Estates Safehouse *************************** Location: At the western half of Whitewood Estates. Cost: $30,000. Available: After completion of "Learning To Fly" (Verdant Meadows Flight School). Map: (B-4). ----------------------------------------------------------------------Notes: Has a car garage for storing vehicles. >>Redsands West Safehouse *********************** Location: Just north of the Las Venturas Airport. Cost: $30,000. Available: After completion of "Learning To Fly" (Verdant Meadows Flight School).

Map: (B-5). ----------------------------------------------------------------------Notes: Has a car garage for storing vehicles. >>The Clown's Pocket Safehouse **************************** Location: At The Clown's Pocket casino on The Strip. Cost: $6,000. Available: After completion of "Learning To Fly" (Verdant Meadows Flight School). Map: (B-6). ----------------------------------------------------------------------Notes: A basic hotel suite. >>Pirates In Men's Pants Safehouse ******************************** Location: At the Pirates In Men's Pants casino on The Strip. Cost: $6,000. Available: After completion of "Learning To Fly" (Verdant Meadows Flight School). Map: (B-5). ----------------------------------------------------------------------Notes: A basic hotel suite. >>The Camel's Toe Safehouse ************************* Location: At The Camel's Toe casino on The Strip. Cost: $6,000. Available: After completion of "Learning To Fly" (Verdant Meadows Flight School). Map: (B-5). ----------------------------------------------------------------------Notes: A basic hotel suite. >>The Four Dragons Casino Safehouse ********************************* Location: At The Four Dragons Casino on The Strip (Las Venturas). Cost: None. Available: After completion of "Learning To Fly" (Verdant Meadows Flight School). Map: (B-6). ----------------------------------------------------------------------Notes: A basic save point. However, you will spawn Weapon Icons nearby during the course of the game as you acquire Horseshoes. >>Rockshore West Safehouse ************************ Location: At the eastern part of Rockshore West. Cost: $20,000. Available: After completion of "Learning To Fly" (Verdant Meadows Flight School). Map: (C-6). ----------------------------------------------------------------------Notes: Has a car garage for storing vehicles. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\

| >LVT2. Desert / Las Venturas Points of Interest List | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Below is a list of Points of Interest (excluding Restaurants and Safehouses) in the Desert and Las Venturas area. Some of these places will appear on the in-game map during the course of the game: 0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Tierra Robada |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>El Quebrados Barbers ******************** Location: Just west of the El Quebrados Pay 'N' Spray. Map: (A-2). ----------------------------------------------------------------------**NOTE: There is no icon for this Barber Shop on the in-game map. >>El Quebrados Pay 'N' Spray ************************** Location: At the southeast side of El Quebrados. Map: (A-2). >>El Quebrados Ammu-Nation ************************ Location: Near the center of El Quebrados. Map: (A-2). ----------------------------------------------------------------------Notes: This is where you can purchase weapons and Body Armor. This is also where you can do the Ammu-Nation Challenge. >>El Quebrados Medical Center *************************** Location: On the east side of El Quebrados. Map: (A-2). ----------------------------------------------------------------------Notes: This is where you will end up if you get Wasted anywhere in the Tierra Robada area. >>El Quebrados Sheriff's Office ***************************** Location: On the east side of El Quebrados. Map: (A-2). ----------------------------------------------------------------------Notes: This is where you will end up if you are Busted anywhere in the Tierra Robada area. 0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Bone County |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 >>The Lil' Probe Inn ****************** Location: Just north of Fort Carson. Map: (B-3). -----------------------------------------------------------------------

Notes: This is a place is where one can play a game of Pool. >>Fort Carson Pay 'N' Spray ************************* Location: On the south side of Fort Carson. Map: (B-3). >>Fort Carson Ammu-Nation *********************** Location: Just outside the southwest side of Fort Carson. Map: (C-3). >>Fort Carson Medical Center ************************** Location: At the southwest side of Fort Carson. Map: (B-3). ----------------------------------------------------------------------Notes: This is where you will end up if you get Wasted anywhere in the Bone County area. >>Fort Carson Sheriff's Office **************************** Location: At the southwest side of Fort Carson. Map: (B-3). ----------------------------------------------------------------------Notes: This is where you will end up if you are Busted anywhere in the Bone County area. >>Bone County Ammu-Nation *********************** Location: West of Las Venturas. Map: (B-4). >>The Big Spread Ranch ******************** Location: At the southwest side of Fort Carson. Map: (B-4). ----------------------------------------------------------------------Notes: This is where you can enjoy the company of private dancers. Located just west of the Bone County Ammu-Nation. 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Las Venturas |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0---------------------------------------------------------------------------0 | Clothes Stores |=========================================| Clothes Stores | 0---------------------------------------------------------------------------0 >>The Emerald Isle Binco Clothes Store ************************************ Location: In the mall east of the Las Venturas Gym. Map: (A-6). >>The Emerald Isle Zip Clothes Store ********************************** Location: Just east of the Las Venturas Gym.

Map: (A-6). >>Creek ProLaps Clothes Store *************************** Location: At the Creek Mall. Map: (A-6). >>Creek SubUrban Clothes Store **************************** Location: At the Creek Mall. Map: (A-6). >>Creek Victim Clothes Store ************************** Location: At the Creek Mall. Map: (A-6). Available: After completion of the mission "Learning To Fly" (Completion of Flight School). >>Starfish Casino Zip Clothes Store ********************************* Location: Just northwest of the Starfish Casino Well Stacked Pizza. Map: (B-6). >>Las Venturas Airport Binco Clothes Store **************************************** Location: At the northeast side of the Las Venturas Airport neighborhood. Map: (B-5). 0---------------------------------------------------------------------------0 | Grooming |=====================================================| Grooming | 0---------------------------------------------------------------------------0 >>Gay Gordo's Barber Shop *********************** Location: Just east of the Redsands East Pay 'N' Spray. Map: (A-6). ----------------------------------------------------------------------**NOTE: The in-game icon for this place is obscured by the icon for Redsands East Tattoos. >>Redsands East Tattoos ********************* Location: Next door to Gay Gordo's Barber Shop. Map: (A-6). >>Las Venturas Gym **************** Location: On the north side of Redsands East. Map: (A-5). ----------------------------------------------------------------------Notes: This is where you can gain muscle to alter your appearance to build up your health related stats or to learn new fighting moves from the trainer. 0---------------------------------------------------------------------------0

| Car Mods and Repair |===============================| Car Mods and Repair | 0---------------------------------------------------------------------------0 >>Redsands East Pay 'N' Spray *************************** Location: Near the center of Redsands East. Map: (A-5). >>Weldings and Weddings ********************* Location: Just east of the Las Venturas Gym. Map: (A-5). ----------------------------------------------------------------------Notes: This is where you can have your car rigged with explosives. >>Come-A-Lot TransFender ********************** Location: East of the Come-A-Lot main building. Map: (B-6). ----------------------------------------------------------------------Notes: This is where you can have your vehicle modified to impress other people. 0---------------------------------------------------------------------------0 | Bars and Clubs |=========================================| Bars and Clubs | 0---------------------------------------------------------------------------0 >>Live Nude Girls Strip Club ************************** Location: Just northwest of the Old Venturas Strip Ammu-Nation. Map: (A-6). ----------------------------------------------------------------------Notes: This is where you can enjoy the company of private dancers. >>The Craw Bar ************ Location: Directly across the street north of the Old Venturas Strip Burger Shot [East]. Map: (A-6). ----------------------------------------------------------------------Notes: This run-down place is where one can play a game of Pool. >>The Camel's Toe Club ******************** Location: At the east side of The Camel's Toe neighborhood. Map: (B-6). ----------------------------------------------------------------------Notes: This is where you can take Girlfriends to go dancing or dance by yourself. From The Camel's Toe Safehouse entrance, head south to the three-way intersection with signal lights then turn left and head east. Go forward until you reach the *SECOND* intersection then turn left. Then turn right at the next intersection. Continue forward until you get to the next intersection and stop.

At the southwest corner of this intersection is a building with a large mural. This is the Club and you should see a Sprunk Machine just to the right of the entrance. >>Nude Strippers Daily Strip Club ******************************* Location: At the southeast part of the Come-A-Lot neighborhood. Map: (C-6). ----------------------------------------------------------------------Notes: This is where you can enjoy the company of private dancers. From the Rockshore East Safehouse, head north through the nearby three-way intersection and turn east with the road curve. Continue forward through the first three-way intersection then turn left, and go north, at the next three-way intersection. Cross the bridge, go over Julius Thruway South, go through a three-way intersection, then stop at the next three-way intersection where the road ends. Just ahead of you, at the north side of the intersection, is the Strip Club. 0---------------------------------------------------------------------------0 | Gun Shops |===================================================| Gun Shops | 0---------------------------------------------------------------------------0 >>Old Venturas Strip Ammu-Nation ****************************** Location: On the east side of Old Venturas Strip. Map: (A-6). ----------------------------------------------------------------------Notes: This is where you can purchase weapons and Body Armor. This is also where you can do the Ammu-Nation Challenge. >>Come-A-Lot Ammu-Nation ********************** Location: At the south part of the Come-A-Lot neighborhood. Map: (C-6). ----------------------------------------------------------------------Notes: This is where you can purchase weapons and Body Armor. This is also where you can do the Ammu-Nation Challenge. 0---------------------------------------------------------------------------0 | Hospitals |===================================================| Hospitals | 0---------------------------------------------------------------------------0 >>Las Venturas Hospital ********************* Location: Just east of the Las Venturas Airport Binco Clothes Store. Map: (B-5). ----------------------------------------------------------------------Notes: This is where you will end up if you get Wasted anywhere in Las Venturas. 0---------------------------------------------------------------------------0 | Police Stations |=======================================| Police Stations | 0---------------------------------------------------------------------------0

>>Las Venturas Police Station *************************** Location: In the center of Roca Escalante. Map: (A-6). ----------------------------------------------------------------------Notes: This is where you will end up if you are Busted anywhere in Las Venturas. 0---------------------------------------------------------------------------0 | Other |===========================================================| Other | 0---------------------------------------------------------------------------0 >>Yellow Bell Train Station ************************* Location: In the center of Prickle Pine. Map: (A-5). ----------------------------------------------------------------------Notes: This is where you can catch a train to quickly go from one area of San Andreas to another. >>Kick Start Stadium Event ************************ Location: At the Blackfield Stadium. Map: (B-5). ----------------------------------------------------------------------Notes: This Stadium Event is available on Sunday, Tuesday, Wednesday, Thursday, Friday, and Saturday. >>Dirt Track Stadium Event ************************ Location: At the Blackfield Stadium. Map: (B-5). ----------------------------------------------------------------------Notes: This Stadium Event is available on Monday and Wednesday. >>Las Venturas Airport Entrance ***************************** Location: At the east side of the terminal building. Map: (B-5). ----------------------------------------------------------------------Notes: This is where you can purchase a ticket to fly from one part of San Andreas to another. >>Linden Train Station ******************** Location: In the center of Linden Station. Map: (B-6). ----------------------------------------------------------------------Notes: This is where you can catch a train to quickly go from one area of San Andreas to another. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT3. Desert / Las Venturas Weapon, Item, and Food Locations | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/

Listed in this chapter, by area and neighborhood, are the Weapon, Handheld Items, Gifts, Apparel Items, Body Armor, Police Bribe, and Food locations for the Desert and Las Venturas region: 0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Tierra Robada |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0---------------------------------------------------------------------------0 | Bayside |=======================================================| Bayside | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Desert Eagle ************ Location: In the backyard of one of the duplexes in the northeast part of Bayside. Map: (A-1). Directions: From the Boat School, head west and back to the street. Head northwest to the three-way intersection then stop. Just ahead of you, and on the right side of the street, is a two story house. Just beyond that is a duplex. Go to the east side of this duplex and head north into the backyard. You should see some bushes and a large tree. Once past the tree then you should find the weapon in the corner of the brick fence. >>Grenades ******** Location: In an alley between some shops in the southwest part of Bayside. Map: (A-1). Directions: From the Boat School, head west and back to the street. Head northwest to the three-way intersection then turn southwest and follow the road. Stop at the *SECOND* intersection. At the southeast corner of this intersection is a large building. At the south side of this building, and where the road curves, is an alley between it and another building. The weapon can be found in this alley. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In front of a duplex in the north part of Bayside. Map: (A-1). Directions: From the Boat School, head west and back to the street. Head northwest to the three-way intersection then proceed

forward through it and follow the gentle road curve to the next road intersection then stop. Near the northeast corner of this intersection is a duplex. The gift can be found in front of this duplex. >>Vibrator ******** Location: Behind the dumpster in the construction area near the center of Bayside. Map: (A-1). Directions: From the Boat School, head west and back to the street. Head northwest to the three-way intersection then stop. At the west side of this intersection is a brick wall. Head southwest on the road and follow the wall to its end. In the opening where the road ends are some construction markers. Just beyond these markers is a dumpster. The gift can be found behind this dumpster. 0=============0 | Police Bribe \ 0=====================================> >>Location: On the west side of the large building southwest of the Boat School. Map: (A-1). Directions: From the Boat School, head west and back to the street *BUT* don't actually go on it. Where the street meets the large parking lot southwest of the Boat School you should see a large beige building with a tan roof. The Bribe can be found at the west side of this building. 0---------------------------------------------------------------------------0 | Bayside Tunnel |=========================================| Bayside Tunnel | 0---------------------------------------------------------------------------0 0===========0 | Body Armor \ 0=====================================> >>Location: On the beach, by the rock wall, northeast of Bayside. Map: (A-1). Directions: From the Boat School, head west to the blue and white building with the short tower then turn northwest and follow the path. This path will lead to a beach. Once on the beach then head east. The Armor can be found near the rock wall at the east end of the beach. 0---------------------------------------------------------------------------0 | El Quebrados |=============================================| El Quebrados | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Katana

****** Location: Behind a small building in the trailer park at the north part of El Quebrados. Map: (A-2). Directions: From the El Quebrados Safehouse, head north and cross the street. Once you cross the street then you should see a black, white and blue trailer ahead of you. Go to the north end of this trailer and turn left. You should see a small building that does not look like a trailer. The weapon can be found at the north side of this small building. >>SMG *** Location: Behind the white building west of the El Quebrados Barbers. Map: (A-2). 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: By a home, alongside a dirt road, on top of the hill west of El Quebrados. Map: (A-2). Directions: From the intersection right next to the El Quebrados Safehouse, head west. When you reach the next intersection then proceed forward and climb the grassy hill until you reach a dirt road. Turn south on the dirt road and you should see a small house on the right side of the road. The gift should be behind this house. 0===============0 | Snack Machines \ 0=====================================> >>Location: Next to El Quebrados Barbers. Map: (A-2). 0---------------------------------------------------------------------------0 | Valle Ocultado |=========================================| Valle Ocultado | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Shotgun ******* Location: At the end of the pier southwest of Valle Ocultado. Neighborhood: Valle Ocultado. Map: (A-3). Directions: At the center of Valle Ocultado is the Tee Pee Motel. Directly south across the entrance is a path leading to a couple of buildings at the north shore of Sherman Reservoir. The weapon can be found at the end of the pier for the large building.

0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: At the small Gas Station on the east side of Valle Ocultado. Map: (A-3). 0===========0 | Body Armor \ 0=====================================> >>Location: Behind the two pier buildings southwest of Valle Ocultado. Map: (A-3). Directions: At the center of Valle Ocultado is the Tee Pee Motel. Directly south across the entrance is a path leading to a couple of buildings at the north shore of Sherman Reservoir. The first building you get to is a small shack. The Armor can be found between this building and the larger one. 0===============0 | Apparel Items \ 0=====================================> >>Parachute ********* Location: Hidden in a rickety shack at the top of Arco Del Oeste. Map: (A-3). 0---------------------------------------------------------------------------0 | The Sherman Dam |=======================================| The Sherman Dam | 0---------------------------------------------------------------------------0 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In front of the plaque at the west end of The Sherman Dam. Map: (B-3). 0=============0 | Hot Dog Vans \ 0=====================================> >>Location: At the parking lot on the west side of The Sherman Dam. Map: (B-3). 0---------------------------------------------------------------------------0 | Las Barrancas |===========================================| Las Barrancas | 0---------------------------------------------------------------------------0 0================0 | Sprunk Machines \

0=====================================> >>Location: At the north side of The Smokin' Beef Grill. Map: (B-3). 0============0 | Food Stands \ 0=====================================> >>Location: By the Dam Camper RV Park entrance in north Las Barrancas. Map: (B-3). 0---------------------------------------------------------------------------0 | Tierra Robada |===========================================| Tierra Robada | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Heat-Seeking RPG **************** Location: Tucked behind some ruins at the west side of Aldea Malvada. Map: (A-2). Directions: From the El Quebrados Pay 'N' Spray you should see a three-way intersection to the east. Head north on this intersection and follow the road. You should also see a Xoomer Gas Station to your left. Just as you pass the Gas Station and reach the road bridge going across Sherman Reservoir then you should see a dirt road to your right. Turn right onto this dirt road. At some point you should get to a three-way intersection. Turn right from here and follow this road. Eventually this road will lead to some ruins. At the southwest side of these ruins is the largest building here. The weapon can be found tucked in a nook near this building. >>9mm Pistol ********** Location: Underneath the west end of the railroad bridge south of Las Barrancas. Map: (B-3). >>AK-47 ***** Location: By a trailer on top of the hill just east of Valle Ocultado. Map: (A-3). Directions: From the Gas Station at the east side of Valle Ocultado, head east along the road until you come to a dirt road (which should appear to your right). When you get to this dirt road then head south and up the hill a little until you see another dirt road which should branch to your right. When you get to this fork in the road then look more to your right and you should see some small trailers. The weapon can be found by the first trailer.

0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: Behind the Xoomer Gas Station east of El Quebrados. Map: (A-2). Directions: From the El Quebrados Pay 'N' Spray you should see a three-way intersection to the east. Head north on this intersection and follow the road. You should also see a Xoomer Gas Station to your left. The gift should be behind the building. 0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Bone County |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0---------------------------------------------------------------------------0 | Las Payasadas |===========================================| Las Payasadas | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Brass Knuckles ************** Location: Behind a small building across the street north of the large Pecker's Feed & Seed chicken. Map: (A-3). 0===========0 | Body Armor \ 0=====================================> >>Location: On top of the Pecker's Feed & Seed building (behind the sign) in southwest Las Payasadas. Map: (A-3). 0=============0 | Police Bribe \ 0=====================================> >>Location: In an alley across the street just northeast of the large Pecker's Feed & Seed chicken. Map: (A-3). 0==========================0 | Snack and Sprunk Machines \ 0=====================================> >>Location: At the large tourist building in south Las Payasadas. Map: (A-3). 0============0

| Food Stands \ 0=====================================> >>Location: Just east of the large Pecker's Feed & Seed chicken. Map: (A-3). 0=============0 | Hot Dog Vans \ 0=====================================> >>Location: At the parking lot for the large tourist building in south Las Payasadas. Map: (A-3). 0---------------------------------------------------------------------------0 | Verdant Meadows |=======================================| Verdant Meadows | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Micro SMG ********* Location: Inside one of the ruined fuselages on the southwest side of Verdant Meadows Aircraft Graveyard. Map: (A-4). Directions: From the Verdant Meadows Aircraft Graveyard Safehouse, go south to the huge hangar then turn right. Go forward along the south side of the dirt runway until you see a small ruined shack (which should appear to the left). Go to this shack then turn southeast. You should see the tail-fin of a ruined plane. Head to the tail-fin and go under the wing that it is holding up. Ahead of you is a cylindrical portion of the fuselage. The weapon can be found inside this ruined fuselage. 0===========0 | Body Armor \ 0=====================================> >>Location: Inside one of the ruined fuselages on the north side at the Verdant Meadows Aircraft Graveyard. Map: (A-4). Directions: From the Verdant Meadows Aircraft Graveyard Safehouse, head west. Go forward along the north side of the dirt runway and past the two open-air hangars. After that then you should see two tanks to your right (one of them with a red and white checkerboard pattern). In-between these two tanks are a pair of small trees. Go to these trees and stop in-between them then look north. Ahead of you is a telephone pole and beyond that is a ruined fuselage. The Armor can be found inside this ruined fuselage. 0---------------------------------------------------------------------------0

| El Castillo Del Diablo |=========================| El Castillo Del Diablo | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Knife ***** Location: In-between a couple of the pens at the Snake Farm that is at the road curve southwest of the Verdant Meadows Aircraft Graveyard. Map: (A-3). 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In the cemetery of the ghost town in central El Castillo Del Diablo. Map: (A-3). 0---------------------------------------------------------------------------0 | Regular Tom |===============================================| Regular Tom | 0---------------------------------------------------------------------------0 0=============0 | Hot Dog Vans \ 0=====================================> >>Location: At the parking lot for Regular Tom. Map: (B-3). 0---------------------------------------------------------------------------0 | Restricted Area |=======================================| Restricted Area | 0---------------------------------------------------------------------------0 **NOTE: Entering the Restricted Area will get you an automatic 5-Star Wanted Rating (unless you use a Wanted Rating exploit) so care must be taken if you want anything from this area. 0========0 | Weapons \ 0=====================================> >>M4 **

Location: At the base of the southwest guard tower, under the stairs, in the military complex. Map: (B-4).

0===============0 | Apparel Items \ 0=====================================>

>>Thermal Goggles *************** Location: Inside the short control tower at the south central part of the military complex after completion of the mission "Black Project". Map: (B-4). >>Night Vision Goggles ******************** Location: At the top of the northwest guard tower of the military complex after completion of the mission "Breaking The Bank At Caligula's". Map: (B-4). 0===========0 | Body Armor \ 0=====================================> >>Location: Just outside, on the upper level, of the short control tower at the south central part of the military complex. Map: (B-4). 0---------------------------------------------------------------------------0 | The Big Ear |===============================================| The Big Ear | 0---------------------------------------------------------------------------0 0===============0 | Apparel Items \ 0=====================================> >>Thermal Goggles *************** Location: Underneath the north part of the huge radio dish after completion of the mission "Black Project". Map: (B-3). 0---------------------------------------------------------------------------0 | Lil' Probe Inn |=========================================| Lil' Probe Inn | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Desert Eagle ************ Location: Behind a solar panel on the east side of the trailer park across the street east of the Lil' Probe Inn. Map: (B-4). 0---------------------------------------------------------------------------0 | Fort Carson |===============================================| Fort Carson | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================>

>>Shotgun ******* Location: In front of a small house near the southeast corner of the dirt road in southeast Fort Carson. Map: (C-4). Directions: Directly across the street south of the Fort Carson Pay 'N' Spray is the HI K69 radio station. Right next to it, on the west side, is a dirt road leading south. Go south along this dirt road until you reach a three-way intersection. There should be a house with a short chain-link fence at the southeast corner. From here, turn right. Go all the way to the three-way intersection where this road ends. At the southwest corner of this intersection you should see a beige house with an overhang. The weapon can be found under this overhang. >>Molotovs ******** Location: Behind the Fort Carson 24-7. Neighborhood: Fort Carson. Map: (B-3). Directions: From the entrance of the Fort Carson Ammu-Nation, head east through the nearby three-way intersection and follow the road into town. One of the first things you see when you enter town should be a concrete fence which should be to your right. Just past it is a light green building with a Liquor sign on top. This is the Fort Carson 24-7. Go behind the building, on the east side, to find the weapon just around the corner. 0===============0 | Snack Machines \ 0=====================================> >>Location: In-between the two halves of the U Get Inn Motel. Map: (B-3). Directions: From the garage at the Fort Carson Safehouse, head east along the dirt road then go onto the paved road. When you get to the *SECOND* intersection then stop. At the northeast corner is the U Get Inn Motel. The Machine can be found at the east side of the north building for the Motel. 0================0 | Sprunk Machines \ 0=====================================> >>Location: In front of the restaurant (with the cow on top). Map: (B-3). Directions: From the garage at the Fort Carson Safehouse, head east along the dirt road then go onto the paved road. When you get to the *THIRD* intersection then stop. At the southeast corner is a Diner. Just past it is a large barn-like building with a cow on top. This is the restaurant and the Machine can be

found in front of the building. 0=====0 | 24-7 \ 0=====================================> >>Location: Just northeast of the Fort Carson Sheriff's Office. Map: (B-3). Directions: From the entrance of the Fort Carson Ammu-Nation, head east through the nearby three-way intersection and follow the road into town. One of the first things you see when you enter town should be a concrete fence which should be to your right. The Store can be found just past this fence (it is a light green building with a Liquor sign on top). 0---------------------------------------------------------------------------0 | Hunter Quarry |===========================================| Hunter Quarry | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Shovel ****** Location: Near one of the half-buried crates just west of the rock crushing machines at the bottom of the quarry. Map: (C-4). >>Chainsaw ******** Location: On one of the rock crushing machines on the east side of the bottom of the quarry. Map: (C-4). 0---------------------------------------------------------------------------0 | Bone County |===============================================| Bone County | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Knife ***** Location: Near the southmost trailer inside the small trailer park just across the street north of the Bone County Ammu-Nation. Map: (B-4). 0===============0 | Apparel Items \ 0=====================================> >>Parachute ********* Location: On top of the tall radio tower just southeast of The Big Ear area.

Map: (B-3). 0=============0 | Police Bribe \ 0=====================================> >>Location: Near the northern shoreline northeast of the Verdant Meadows Aircraft Graveyard. Map: (A-4). Directions: From the Verdant Meadows Aircraft Graveyard Safehouse, head straight north, climb the hill, and to the road fork. Take the north road and head east. When you get to the sharp road curve that goes south then turn left and off the road. Climb the hill and stop when you get to the cliff edge. From here, turn right and you will start to head down to a lower plateau. On this lower plateau are some small trees and lots of bushes. The Bribe can be found amongst this foliage. >>Location: In an underground tunnel that runs underneath the road southwest of The Big Ear area. Map: (B-3). Directions: At the west side of the Fort Carson Safehouse is a path that goes northwest. Follow the path and it will lead you to some stairs leading down to a boat dock. But don't take the stairs. Instead go to the right of the stairs and head down toward the shore. As you near the water then turn north and go under the railroad bridge. When you get under the bridge then you should see a tunnel entrance ahead and to the right. Go in the tunnel and you should find the Bribe almost directly under the three-way intersection for the road that leads up to The Big Ear. >>Location: In a small cluster of trees southeast of the Fort Carson Cluckin' Bell. Map: (B-4). Directions: From the entrance of the Fort Carson Cluckin' Bell, look southeast. You should see a three-way road intersection and a small cluster of three trees beyond that. The Bribe can be found in the middle of this group of trees. >>Location: On the upper roadway northwest of The Big Spread Ranch. Map: (A-4). Directions: From the entrance of the Bone County Ammu-Nation, go onto the road at the north side of the business and head west. When you get to the three-way intersection near The Big Spread Ranch then continue forward and climb the hill until you get to another roadway. When you get to this road then turn right and head north.

When you get to the top of the continue straight for a little very short and gentle zig-zag. right side of the road in this

incline then the road will bit. Then the road will do a The Bribe can be found on the small zig-zag area.

0=============0 | Hot Dog Vans \ 0=====================================> >>Location: At a parking lot just southwest of the Bone County Ammu-Nation. Map: (B-4). 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Las Venturas |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0---------------------------------------------------------------------------0 | Yellow Bell Golf Course |=======================| Yellow Bell Golf Course | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Golf Club ********* Location: On top of the overhang behind the main clubhouse. Map: (A-5). Directions: From the entrance of Yellow Bell Golf Course, head to the west side of the clubhouse and climb to the next level. You should find the weapon under the overhang at the center. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In front of the main sign at the entrance to Yellow Bell Golf Course. Map: (A-5). 0---------------------------------------------------------------------------0 | Prickle Pine |=============================================| Prickle Pine | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Shovel ****** Location: In the northeastern part of the tennis courts for an apartment complex. Map: (A-5). Directions: From the entrance of the Spinybed Burger Shot, head west

and follow the road curve going south then turn right at the next intersection. Go forward along the road until you reach a three-way intersection. Turn right and you should see a dead-end. Smash through the fence and you should enter the apartment complex area. To your left is one of the buildings for this complex. Head forward and past this building to find the tennis courts. The weapon can be found in the northeast corner of the northeast court. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In front of the house with the yellow garage door. Map: (A-5). Directions: From the main entrance to Yellow Bell Golf Course, go north and take the road curve going east. Immediately after going through the curve, look to your left. You should see a large hedge. Continue east to the end of the hedge. This will take you to the parking area for the house behind the hedge. When you get to the parking area then you should see a yellow garage door. The gift should be to the left of the parking area for this house. >>Cane **** Location: In the backyard of a house. Map: (A-5). Directions: From the garage entrance of the Prickle Pine Safehouse, head north and turn right at the intersection. When you get to the next intersection then turn right. Go forward to the end of this dead-end street. When you get to the end of the street then you should see a house with a black wrought iron fence in front. Go to the entrance of the house but instead angle slightly right of it and enter the backyard. The gift can be found near the corner of the brick fence. >>Cane **** Location: Behind the hedge fence at the west part of Yellow Bell Station. Map: (A-5). Directions: From the garage entrance of the Prickle Pine Safehouse, head north and turn right at the intersection. When you get to the next intersection then stop. At the northwest corner of this intersection is a large hedge fence. Climb it and you should find the gift in the corner.

0---------------------------------------------------------------------------0 | Spinybed |=====================================================| Spinybed | 0---------------------------------------------------------------------------0 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Between the main building and the car wash at the Xoomer Gas Station. Map: (A-6). Directions: The Xoomer Gas Station is located across the street south of the Spinybed Burger Shot. >>Fire Extinguisher ***************** Location: Behind the counter of Spinybed Burger Shot. Map: (A-6). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. 0---------------------------------------------------------------------------0 | K.A.C.C. Military Fuels |=======================| K.A.C.C. Military Fuels | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Flamethrower ************ Location: Under the overhang south of the stairs at ground level that leads up to the helipad. Map: (A-6). Directions: From the main entrance guard shack, go north and under the yellow crane. Then go east into the large warehouse building and through to the other side. When you are back outside then turn right. Once it opens up then turn left. You should see a set of stairs that eventually lead to the helipad. Right next to it is an overhang. Go south under this overhang and you should find the weapon in the corner. >>Tear Gas ******** Location: In the open area at the southeast corner of the facility. Map: (A-6). Directions: From the main entrance guard shack, go north and under the yellow crane. Then continue north all the way to the fence then turn east. Follow the fence all the way to the northeast corner then turn south. You should see the large curved cooling tower

at the southeast part of this facility. The weapon can be found in the large open area just before you reach the cooling tower. 0---------------------------------------------------------------------------0 | Whitewood Estates |===================================| Whitewood Estates | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Chainsaw ******** Location: On the south side of a teal warehouse. Map: (A-5). Directions: From the entrance of the Whitewood Estates Burger Shot, go west through the three-way intersection. Just after the intersection then look to your right. You should see a chain-link gate. If you look through the gate then you should see the weapon near the teal building. Climb the gate to reach it. >>Sawn-Off Shotgun **************** Location: Between the west wall and the big red and white warehouse. Map: (A-4). Directions: From the entrance of the Whitewood Estates Safehouse, look north. You'll see the neighboring house and a tall wall with a big red building beyond it. You will also see a short green hedge that leads to the wall. Climb the hedge and then climb the wall. After climbing down then you should be near the southwest corner of the red building. Head north along the west side of this building (you should also see a wall to your left). Once you get past the red building then you should see a red and white warehouse. Continue forward and you should find the weapon after some distance. >>Heat-Seeking RPG **************** Location: At the northeast part of the top level of the large parking garage. Map: (A-5). Directions: From the Whitewood Estates Burger Shot, head west and go to the *SECOND* three-way intersection then turn right. Then head to the *SECOND* intersection (which should be a four-way) and turn right. You should come to a large parking garage. Go to the top level and head to the northeast corner to find the weapon. 0===============0 | Handheld Items \ 0=====================================>

>>Fire Extinguisher ***************** Location: Behind the counter of Whitewood Estates Burger Shot. Map: (A-5). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. 0---------------------------------------------------------------------------0 | Pilson Intersection |===============================| Pilson Intersection | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Shotgun ******* Location: Under the north-to-west ramp at the east part of the Pilson Intersection. Map: (A-5). 0---------------------------------------------------------------------------0 | Redsands West |===========================================| Redsands West | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Baseball Bat ************ Location: At the southwest part of the baseball field for Las Venturas Stadium. Map: (A-5). >>Shovel ****** Location: In the east dugout at Las Venturas Stadium. Map: (A-5). >>Sawn-Off Shotgun **************** Location: Behind a dumpster. Map: (A-5). Directions: From the Whitewood Estates Burger Shot, head east and cross Julius Thruway West. After crossing the bridge then go all the way to the *THIRD* intersection (the one just before a road curve going south) and turn left. Head forward and follow the road curve going east then stop at the next intersection. At the northeast corner of this intersection should be a Xoomer Gas Station. At the south side of this three-way intersection is a short wooden fence. Smash through the fence and you should see a dumpster. The weapon can be found behind this dumpster.

>>Micro SMG ********* Location: Between a dumpster and a wall. Map: (B-5). Directions: From the entrance of the Redsands West Safehouse, go north to the fence then turn right and go straight between the fence and the car garage. Continue straight through the backyard then jump the backyard fence and into the large alley. Continue forward until you reach the wall on the other side of the alley. When you reach the wall then turn right and you should see the weapon between the wall and the nearby dumpster. >>AK-47 ***** Location: In the small grassy area at the center of an apartment complex. Map: (B-5). Directions: From the Redsands West Safehouse, head into the street and go south to the nearby intersection. Then turn left and follow the road until you reach a road curve going north (and past Shody Used Autos). Go through the road curve and head north. After going through the curve then you should see some apartments (to your left). Take the first left you see and enter this apartment area. Continue straight and you should run into a small grassy area with trees and shrubs. The weapon can be found in the center of this area. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In the front yard of a house. Map: (B-5). Directions: From the Redsands West Safehouse, head into the street and go south to the nearby intersection. Then turn left and stop at the next intersection. At the northwest corner of this intersection is a house. The gift can be found in the front yard of this house amongst the small trees. 0=============0 | Police Bribe \ 0=====================================> >>Location: In a fenced-off alley just east of Las Venturas Stadium. Map: (A-5). Directions: From the entrance of the Whitewood Estates Burger Shot, head east along the road and cross Julius Thruway West. Continue east past the Stadium until you reach a road curve going south. But, instead of turning south along the curve, continue forward and smash through the small wooden fence to

find the Bribe. 0===============0 | Snack Machines \ 0=====================================> >>Location: At the north side of Las Venturas Stadium almost directly south of the parking lot entrance. Map: (A-5). 0---------------------------------------------------------------------------0 | Redsands East |===========================================| Redsands East | 0---------------------------------------------------------------------------0 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of Redsands East Burger Shot. Map: (A-5). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. 0===========0 | Body Armor \ 0=====================================> >>Location: On a hotel balcony. Map: (A-6). Directions: From Redsands East Tattoos, head east to the road intersection. Then head north along the sidewalk until you find the entrance to a hotel which should be to your left. Go inside the parking lot, climb to the roof of the office, then climb over the short wall and head west. Turn turn left at the corner and turn left at the next one. The Armor can be found all the way at the end of the balcony. 0=============0 | Police Bribe \ 0=====================================> >>Location: In an alley behind the Las Venturas Gym. Map: (A-5). 0================0 | Sprunk Machines \ 0=====================================> >>Location: In front of the Sex Shop. Map: (A-6). Directions: The Sex Shop is located across the street directly south of Gay Gordo's Barber Shop and the Tattoo Parlor.

0=====0 | 24-7 \ 0=====================================> >>Location: Just west of the Las Venturas Gym. Map: (B-5). 0---------------------------------------------------------------------------0 | The Emerald Isle |=====================================| The Emerald Isle | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>RPG *** Location: In the northwest corner of Level 8 of The Emerald Isle's parking garage. Map: (A-6). >>RPG *** Location: At the southwest corner of the roof for The Emerald Isle. Map: (A-6). Directions: Go up to Level 10 in the parking garage then go up the stairs to the roof. 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of The Emerald Isle Well Stacked Pizza. Map: (A-6). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In-between gas pumps at the Xoomer Gas Station. Map: (A-6). Directions: From the Roca Escalante Well Stacked Pizza, head west and follow the road curve going south then stop at the signal light. At the northwest corner of the intersection is the Xoomer Gas Station. Head into the Gas Station area and to the gas pumps. The gift can be found in-between a couple of the pumps of the group closest to the main Gas Station building.

>>Cane **** Location: In a corner at the southeast part of The Emerald Isle main building. Map: (A-6). Directions: From the Roca Escalante Well Stacked Pizza, head west and follow the road curve going south then stop at the signal light. At the northwest corner of the intersection is the Xoomer Gas Station. At the southwest corner is a large billboard for Homies Sharp cigarettes (you should be looking at the back of it). Go to the billboard then stop. You should see the main building for The Emerald Isle to your right. Get close to the building then head south alongside it. Turn right at the corner and you should find the gift at the next corner. 0===============0 | Apparel Items \ 0=====================================> >>Parachute ********* Location: On top of the tallest building for The Emerald Isle hotel. Map: (A-6). ----------------------------------------------------------------------**NOTE: This item can only be acquired by helicopter, Parachute, Jetpack, or Hydra. 0=============0 | Police Bribe \ 0=====================================> >>Location: Suspended in the air near a chain-link fence just south of The Emerald Isle main building. Map: (A-6). Directions: From the Las Venturas Gym, head east until you reach the next road intersection. From here, continue forward a short distance to the next road intersection. At the southeast corner of this intersection is a chain-link fence. The Bribe can be found suspended in the air near the fence. 0=====0 | 24-7 \ 0=====================================> >>Location: In the mall where there is a Well Stacked Pizza, a Cluckin' Bell, and a Binco Clothes Shop. Map: (A-6). 0---------------------------------------------------------------------------0 | Julius Thruway North |=============================| Julius Thruway North | 0---------------------------------------------------------------------------0 0========0

| Weapons \ 0=====================================> >>Sniper Rifle ************ Location: On top of the small chapel. Map: (A-6). Directions: From the Roca Escalante Well Stacked Pizza, head west and stop when you reach the road curve that goes south. Look north and you should see a small chapel. The weapon can be found on the roof just behind the spire. 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In front of the Wedding Tackle shop. Map: (A-6). Directions: From the Roca Escalante Well Stacked Pizza, head west and stop when you reach the road curve that goes south. Look north and you should see a small chapel. West of the chapel is the Wedding Tackle shop. The gift can be found in front of this shop. 0---------------------------------------------------------------------------0 | Roca Escalante |=========================================| Roca Escalante | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Nightstick ********** Location: By the jail cells on the first floor on the west side inside the Las Venturas Police Station. Map: (A-6). >>Nightstick ********** Location: Just inside the Permits and Licenses doorway on the second floor inside the Las Venturas Police Station. Map: (A-6). >>Nightstick ********** Location: Behind the San Andreas Police Department sign at the southwest part of the block outside of the Las Venturas Police Station building. Map: (A-6). >>9mm Pistol ********** Location: On the second floor near the top of the stairs inside the north part of the Las Venturas Police Station.

Map: (A-6). ----------------------------------------------------------------------**NOTE To get this weapon without obtaining a 2-Star Wanted Rating you have to have either a Dildo, Vibrator, Flowers, Nightstick, Baseball Bat, or Golf Club in your hand when you acquire the weapon - thanks to Haenlomal and Mario Izquierdo for those tips. >>Shotgun ******* Location: On the second floor near the top of the stairs inside the north part of the Las Venturas Police Station. Map: (A-6). ----------------------------------------------------------------------**NOTE To get this weapon without obtaining a 2-Star Wanted Rating you have to have either a Dildo, Vibrator, Flowers, Nightstick, Baseball Bat, or Golf Club in your hand when you acquire the weapon - thanks to Haenlomal and Mario Izquierdo for those tips. >>Mini-Gun ******** Location: In an underground parking garage. Map: (A-6). Directions: From the entrance of the Old Venturas Ammu-Nation, go north and to the *SECOND* set of signal lights. If you are at the correct intersection then you should see the Erotic Wedding Chapel at the northwest corner of the intersection. Head forward from here and you should see a large Victim billboard to your right. Almost directly across the street from this billboard is a light green building (Dick's Sounds). At the north side of this building is an alley. This alley is the entrance for the underground parking garage (and you may see cars leaving the parking garage through this alley). Go into this alley and behind the chain-link fence for a parking area. Inside this parking area is a ramp going down into the underground area. Go down to this area then head to the northwest corner of this level where you should find the weapon near the elevator. 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of the Roca Escalante Well Stacked Pizza. Map: (A-6). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. 0===========0 | Body Armor \

0=====================================> >>Location: On the second floor near the top of the stairs inside the north part of the Las Venturas Police Station. Map: (A-6). 0================0 | Sprunk Machines \ 0=====================================> >>Location: Just outside the the entrance to Roca Escalante Well Stacked Pizza. Map: (A-6). 0============0 | Food Stands \ 0=====================================> >>Location: Just north of the Erotic Wedding Chapel. Map: (A-6). Directions: From the entrance of the Old Venturas Ammu-Nation, go north and to the *SECOND* set of signal lights. If you are at the correct intersection then you should see the Erotic Wedding Chapel at the northwest corner of the intersection. The Stand can be found just north of the Chapel on the east side of the street. >>Location: On the sidewalk east of the southwest entrance for the Las Venturas Police Station. Map: (A-6). >>Location: At the end of the road south of the Las Venturas Police Station. Map: (A-6). Directions: From the southwest entrance of the Las Venturas Police Station, go south through the three-way intersection and down the road. Just as you reach the end of the road then you should see the Stand to your left. 0---------------------------------------------------------------------------0 | Old Venturas Strip |=================================| Old Venturas Strip | 0---------------------------------------------------------------------------0 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of the Old Venturas Strip Burger Shot. Map: (A-6). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is

available in all other versions. 0=====0 | 24-7 \ 0=====================================> >>Location: Directly across the street north of the Old Venturas Strip Burger Shot [East]. Map: (A-6). 0============0 | Food Stands \ 0=====================================> >>Location: At the east side of the three-way intersection (x2). Map: (A-6). Directions: From the Old Venturas Strip Safehouse, head east to the three-way intersection. At the east side of this intersection are the two Stands. 0---------------------------------------------------------------------------0 | Creek |===========================================================| Creek | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Molotovs ******** Location: On the south corner of the roof for the Creek Mall. Map: (A-6). ----------------------------------------------------------------------**NOTE: This weapon can only be acquired by helicopter, Parachute, Jetpack, or Hydra. 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of the Creek Well Stacked Pizza. Map: (A-6). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. 0=====0 | 24-7 \ 0=====================================> >>Location: Near the northeast corner of the Creek Mall. Map: (A-6). 0---------------------------------------------------------------------------0 | Blackfield |=================================================| Blackfield |

0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Baseball Bat ************ Location: On the lower level near the south end of the walkway at the north section of Blackfield Stadium. Map: (B-5). Notes: This is almost directly under the main entrance to the Stadium. >>Silenced 9mm Pistol ******************* Location: Underneath the north end of the walkway at the north section of Blackfield Stadium. Map: (B-5). Notes: This weapon is just north of where you find the Baseball Bat. 0============0 | Food Stands \ 0=====================================> >>Location: South of Blackfield Stadium, at the southeast street corner, just west of the Bike School. Map: (B-5). 0---------------------------------------------------------------------------0 | Las Venturas Airport |=============================| Las Venturas Airport | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Sawn-Off Shotgun **************** Location: On top of the FinalBuild Construction parking garage project. Map: (B-5). Directions: From the entrance to Las Venturas Airport, head south to the three-way intersection. Ahead of you is the parking garage project. ----------------------------------------------------------------------**NOTE: This weapon can only be acquired by helicopter, Jetpack, or Hydra. >>RPG *** Location: In a corner near some large container crates. Map: (B-5). Directions: From the Airport Guard Entrance (where you enter the Airport grounds), head southwest. To your left should be the main terminal building. Go south along the west side of the terminal building until you get to the south end then turn right. You should see

two groups of large container crates. Go to the one closest to the terminal building. The weapon can be found in the corner at the northwest part of this group. >>Tear Gas ******** Location: Between the building for striped concrete ramp. Map: (B-5). Directions: From the Airport Guard Airport grounds), head near the control tower

the control tower and a yellow Entrance (where you enter the west. Continue forward until you building.

You should also see a pair of Shamal planes. Once you get past the planes, and close to the building, then stop. Look north and you should see the weapon between the building and a yellow striped concrete ramp. 0===========0 | Body Armor \ 0=====================================> >>Location: In one of the empty small hangars at the southwestern part of the Las Venturas Airport runway area. Map: (B-5). Directions: From the Airport Guard Entrance (where you enter the Airport grounds), head west. Continue forward until you near the control tower building. You should also see a pair of Shamal planes. Just before you get to the planes, turn left. As you head forward then you should see a pair of Dodos to your right. Just beyond them, also to your right, are a pair of gray and orange small hangars. The Armor can be found inside the north small hangar in the southwest corner. >>Location: Just west of the north end of the main runway. Map: (B-5). Directions: From the Airport Guard Entrance (where you enter the Airport grounds), head west. Continue forward then turn right when you get onto the main runway. Head forward until it ends and get onto the dirt area then turn left. The Armor can be found after a short distance. 0=============0 | Police Bribe \ 0=====================================> >>Location: Behind Shody Used Autos. Map: (B-5). Directions: From the Redsands West Safehouse, head into the street and go south to the nearby intersection. Then turn left and follow the road until you reach the *THIRD* three-way intersection. At the southeast corner of this intersection is Shody Used Autos. The Bribe can be found behind the building at the southwest side.

0===============0 | Snack Machines \ 0=====================================> >>Location: At the corner of the building south of the entrance to the Binco Clothes Store. Map: (F-3). 0---------------------------------------------------------------------------0 | Pirates In Men's Pants |=========================| Pirates In Men's Pants | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Shovel ****** Location: Hidden in the bushes just south of the large skull at the north section of the lagoon for the Pirates In Men's Pants Safehouse. Map: (B-5). >>Katana ****** Location: At the south part of the pirate ship which is at the south section of the lagoon for the Pirates In Men's Pants Safehouse. Map: (B-5). 0=============0 | Police Bribe \ 0=====================================> >>Location: Suspended in the air just west of the pirate ship at the south part of the lagoon for the Pirates In Men's Pants Safehouse. Map: (B-5). 0---------------------------------------------------------------------------0 | The Clown's Pocket |=================================| The Clown's Pocket | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Sniper Rifle ************ Location: On top of the tallest building for The Clown's Pocket Casino complex (north side). Map: (B-6). ----------------------------------------------------------------------**NOTE: This weapon can only be acquired by helicopter or Jetpack. 0---------------------------------------------------------------------------0 | Starfish Casino |=======================================| Starfish Casino |

0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>SMG *** Location: On the top level (northeast corner) of the parking garage for the Starfish Casino. Map: (B-6). 0===============0 | Handheld Items \ 0=====================================> >>Fire Extinguisher ***************** Location: Behind the counter of the Starfish Casino Well Stacked Pizza. Map: (B-6). ----------------------------------------------------------------------**NOTE: This item is not available in the PS2 AO Version. It is available in all other versions. 0=====0 | 24-7 \ 0=====================================> >>Location: Right next to the main Starfish Casino building. Map: (B-6). >>Location: At the northeast corner of the double intersection just south of the Old Venturas Strip Burger Shot [East]. Map: (B-6). 0---------------------------------------------------------------------------0 | Caligula's Palace |===================================| Caligula's Palace | 0---------------------------------------------------------------------------0 0==========================0 | Snack and Sprunk Machines \ 0=====================================> >>Location: Inside the basement of Caligula's Palace. Map: (B-6). 0---------------------------------------------------------------------------0 | Pilgrim |=======================================================| Pilgrim | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Katana

****** Location: Behind the stone lions just north of the Pilgrim Cluckin' Bell. Map: (B-6). >>M4 **

Location: On top of the east building for the large Indian themed resort. Map: (B-6). Directions: From the Pilgrim Cluckin' Bell, head west and back to the street then turn left. When you get to the three-way intersection then you should see the Indian themed resort ahead of you. To your left you should see the east building. The weapon can be found on the roof of this building.

0======0 | Gifts \ 0=====================================> >>Cane **** Location: Near the main entrance of the west building for the large Indian themed hotel. Map: (B-6). Directions: From the Pilgrim Cluckin' Bell, head west and back to the street then turn left. When you get to the three-way intersection then turn right and turn left at the next three-way intersection. You should now be on the Indian themed hotel grounds and the west building should be ahead of you. The gift can be found at the east side of the main entrance. 0===========0 | Body Armor \ 0=====================================> >>Location: On top of the weird building in the center of the La Conca Motel complex. Map: (B-6). Directions: From the Pilgrim Cluckin' Bell, head west and back to the street then turn right and follow the road curve going west. Continue forward until you reach the next intersection. At the south side of this intersection is the entrance to the La Conca Motel complex. Directly south of the entrance is this weird looking building. The Armor can be found on top of this building. 0---------------------------------------------------------------------------0 | Royal Casino |=============================================| Royal Casino | 0---------------------------------------------------------------------------0 0======0 | Gifts \

0=====================================> >>Flowers ******* Location: On the east side of The Royal Casino main building at the long narrow flower till. Map: (B-6). 0=============0 | Police Bribe \ 0=====================================> >>Location: Suspended high in the air above a building. Map: (B-6). Directions: From The Camel's Toe Safehouse entrance, head north to the double intersection then turn right. Continue forward until you reach the *SECOND* four-way intersection. At the northwest corner of this intersection is a yellow building with red and gray striping along the top. The Bribe can be found high above the southeast corner of this building. ------------------------------------------------------------------------**NOTE: This item can only be accessed by helicopter, Parachute, Jetpack, or Hydra. 0============0 | Food Stands \ 0=====================================> >>Location: At the north side of the Royal Casino main building. Map: (B-6). >>Location: In the parking lot just south of the Royal Casino main building (x2). Map: (B-6). 0---------------------------------------------------------------------------0 | The Camel's Toe |=======================================| The Camel's Toe | 0---------------------------------------------------------------------------0 0=============0 | Police Bribe \ 0=====================================> >>Location: Under the obelisk in front of The Camel's Toe. Map: (B-6). 0==========================0 | Snack and Sprunk Machines \ 0=====================================> >>Location: Outside and inside the Club. Map: (B-6). Directions: From The Camel's Toe Safehouse entrance, head south to the three-way intersection with signal lights then turn right and head east. Go forward until you reach the *SECOND*

intersection then turn left. Then turn right at the next intersection. Continue forward until you get to the next intersection and stop. At the southwest corner of this intersection is a building with a large mural. This is the Club and you should see a Sprunk Machine just to the right of the entrance. In addition, there are two more inside the Club - one right by the door and one in the back next to a Snack Machine. 0---------------------------------------------------------------------------0 | Julius Thruway East |===============================| Julius Thruway East | 0---------------------------------------------------------------------------0 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: By a light pole in the middle of the thruway in southeast Las Venturas. Map: (B-6). Directions: They can be found just where the road curve begins when you go from south to west. 0=============0 | Police Bribe \ 0=====================================> >>Location: Right by the railroad tracks south and across Julius Thruway North from K.A.C.C. Military Fuels. Map: (A-6). Directions: From the Roca Escalante Well Stacked Pizza, head north and to the road bridge. Just before you get to the bridge then you should see a gap to your right. Go through the gap and head east alongside the large building which should be to your right. Continue forward until you get to the next corner which is close to the railroad bridge. Turn the corner and go forward a short distance to find the Bribe. >>Location: Underneath the east end of the bridge going over Julius Thruway East into the Linden Station area in southeast Las Venturas. Map: (B-6). 0---------------------------------------------------------------------------0 | Sobell Rail Yards |===================================| Sobell Rail Yards | 0---------------------------------------------------------------------------0 0===============0 | Handheld Items \

0=====================================> >>Spray Can ********* Location: In-between two buildings at the south part of the Sobell Rail Yard. Map: (B-6). Directions: There are two groups of three narrow buildings at the south part of the rail yard. The item can be found between the first and second building of the northwest group. 0---------------------------------------------------------------------------0 | Linden Station |=========================================| Linden Station | 0---------------------------------------------------------------------------0 0===============0 | Snack Machines \ 0=====================================> >>Location: At the center of the terminal building at the east side of Linden Station. Map: (B-6). 0---------------------------------------------------------------------------0 | Greenglass College |=================================| Greenglass College | 0---------------------------------------------------------------------------0 0===========0 | Body Armor \ 0=====================================> >>Location: Beside the green recycling dumpsters at the north side of Greenglass College. Map: (B-5). 0---------------------------------------------------------------------------0 | LVA Freight Depot |===================================| LVA Freight Depot | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Combat Shotgun ************** Location: In the grassy strip in the middle of the west side of the LVA Freight Depot area. Map: (B-5). Directions: From the road entrance to Greenglass College, head east and cross Julius Thruway West. After crossing Julius Thruway West then you should see a white wall to your right that borders the LVA Freight Depot area. Just before you get to the road curve going south then you should see an entrance leading into this area. Turn right through this entrance and go all the way to a small strip of dirt with small trees.

Look northeast from this point to find a narrow grassy strip with a couple of large trees. The weapon can be found in the middle of this grassy strip. 0===========0 | Body Armor \ 0=====================================> >>Location: Behind the wooden fence next to the store in the central part of the LVA Freight Depot area. Map: (C-5). Directions: From the southeast entrance to Blackfield Chapel, head north on the road and cross over Julius Thruway South. After crossing over the bridge then you should come to a three-way intersection. At the northwest corner of this intersection you should see a store (Beer Tobacco Poker Arcade Videos). On the west side of this store is a wooden fence. Climb the fence and you should see the Armor in the corner where the fence meets the building. 0=============0 | Police Bribe \ 0=====================================> >>Location: Behind a chain-link fence in the parking lot for a touristy strip mall in the central part of the LVA Freight Depot area. Map: (B-5). Directions: From the southeast entrance to Blackfield Chapel, head north on the road and cross over Julius Thruway South. After crossing over the bridge then you should come to a three-way intersection. At the northwest corner of this intersection you should see a store (Beer Tobacco Poker Arcade Videos). Continue forward through the intersection and past this store. Just beyond the store is another building (which is teal, pink and white). At the northeast corner of this building is Braffles Waffles and a bus stop. Near the bus stop is a chain-link fence. This chain-link fence is part of the parking lot for this area. The Bribe can be found behind this fence. 0================0 | Sprunk Machines \ 0=====================================> >>Location: By a large touristy strip mall in central LVA Freight Depot. Map: (B-5). Directions: From the southeast entrance to Blackfield Chapel, head north on the road and cross over Julius Thruway South. After crossing over the bridge then you should come to a three-way intersection.

At the northwest corner of this intersection you should see a store (Beer Tobacco Poker Arcade Videos). Turn left and follow the road curve leading north. To your right you should see a wooden fence. Head forward until the fence ends. Just beyond the end of the fence you should then see a large touristy strip mall. The Machine can be found near the southwest corner of this building. 0============0 | Food Stands \ 0=====================================> >>Location: Between two buildings in the central part of the LVA Freight Depot area. Map: (B-5). Directions: From the southeast entrance to Blackfield Chapel, head north on the road and cross over Julius Thruway South. After crossing over the bridge then you should come to a three-way intersection. At the northwest corner of this intersection you should see a store (Beer Tobacco Poker Arcade Videos). Continue forward through the intersection and past this store. Just beyond the store is another building (which is teal, pink and white). The Stand can be found in the alley between the store and this building. 0---------------------------------------------------------------------------0 | The Four Dragons Casino |=======================| The Four Dragons Casino | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Katana ****** Location: At the southeast corner of The Four Dragons Casino area hidden amongst some trees and bushes. Neighborhood: The Four Dragons Casino. Map: (C-5). >>AK-47 ***** Location: On the roof (lower level) near the center of The Four Dragons Casino building. Neighborhood: The Four Dragons Casino. Map: (B-5). ----------------------------------------------------------------------**NOTE: This weapon can only be acquired by helicopter, Parachute, or Jetpack. >>Sniper Rifle ************ Location: On the roof (upper level - above the entrance) of The Four Dragons Casino building.

Neighborhood: The Four Dragons Casino. Map: (B-5). ----------------------------------------------------------------------**NOTE: This weapon can only be acquired by helicopter, Parachute, Jetpack, or Hydra. 0=============0 | Police Bribe \ 0=====================================> >>Location: At the southwest part, near the road curve, of The Four Dragons Casino area. Map: (C-5). 0---------------------------------------------------------------------------0 | Come-A-Lot |=================================================| Come-A-Lot | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>SMG *** Location: In a nook at the north side of the center portion of the Come-A-Lot complex. Map: (B-6). Directions: From the front doors of the Come-A-Lot Casino, head north. After going past the wall, which should be to your right, then jump the concrete railings and to the grass below. Head west and go between the central Casino and the north hotel building. Follow the wall for the Casino and turn southeast at the corner. Continue to follow along the wall and, after a short distance, you will reach another corner. Look right and you should see a small nook. The weapon can be found in this nook. >>Molotovs ******** Location: On the roof of a large gray building. Map: (B-6). Directions: From The Camel's Toe Safehouse entrance, head south to the three-way intersection with signal lights then turn left and head east. Go forward until you reach the *THIRD* intersection then stop. At the southwest corner of this intersection is a large gray building. The weapon is on the northwest corner of the roof of this building. ----------------------------------------------------------------------**NOTE: This weapon can only be acquired by helicopter, Parachute, Jetpack, or Hydra. 0===========0 | Body Armor \ 0=====================================>

>>Location: Underneath the Come-A-Lot sign at the west side of the parking lot. Map: (B-6). 0---------------------------------------------------------------------------0 | Julius Thruway South |=============================| Julius Thruway South | 0---------------------------------------------------------------------------0 0=============0 | Police Bribe \ 0=====================================> >>Location: Suspended in the air at the intersection where The Strip meets Julius Thruway South. Map: (C-6). 0---------------------------------------------------------------------------0 | Rockshore West |=========================================| Rockshore West | 0---------------------------------------------------------------------------0 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: In the front yard of the house just southeast of the Last Dime Motel. Map: (C-6). Directions: From the east driveway entrance for the Last Dime Motel, head to the intersection with signal lights to the southeast. At the southeast corner of this intersection is a house that has a wooden fence with a bus stop in front of it. The gift can be found behind this fence. 0---------------------------------------------------------------------------0 | Rockshore East |=========================================| Rockshore East | 0---------------------------------------------------------------------------0 0========0 | Weapons \ 0=====================================> >>Mini-Gun ******** Location: On top of the scaffolding for a construction project. Map: (C-6). Directions: From the Rockshore East Safehouse, head north through the intersection and turn east at the road curve. Go forward and, after going through the second intersection, then you should see a large construction area to your left. Continue forward and take the road curve going north. As you head forward then you should see the wooden fence that borders this construction area to your left. Turn left where the fence ends to enter the construction

area. Just ahead of you are large pipes and to your left is some scaffolding. The weapon can be found at the top of this part of this scaffolding near the west end. ----------------------------------------------------------------------**NOTE: This weapon can only be acquired by Jetpack. >>Pool Stick ********** Location: In the middle of the industrial complex (by the dumpster). Map: (C-6). Directions: From the Rockshore East Safehouse, head north through the intersection and turn east at the road curve. Go forward and turn north at the next road curve. Continue forward, turn east at the next road curve, cross the railroad tracks, and enter the industrial complex. When you enter the complex then you will see some sheltered parking off to your left. Go to the east end of the sheltered parking area and, when you get there, then you should see a beige building off to your left. There is a dumpster at the southwest corner of this building. The weapon can be found next to this dumpster. >>Grenades ******** Location: On top of the southwest side of the warehouse at the south part of the industrial complex. Map: (C-6). Directions: From where you find the Pool Stick, look south. You should see some large container crates and a large warehouse. The Grenades are on the southwest corner of the roof of this warehouse near an air conditioning unit. Climb the dumpster at the southwest corner of the building then jump to the blue container crate. Then climb onto the yellow container crate and then to the roof to access the weapon. 0---------------------------------------------------------------------------0 | Las Venturas |=============================================| Las Venturas | 0---------------------------------------------------------------------------0 0======0 | Gifts \ 0=====================================> >>Flowers ******* Location: At the west side of the Wedding Chapel in southeast Las Venturas. Map: (C-6). Directions: From the Rockshore East Safehouse, head north through the nearby three-way intersection and turn east at the road curve. Continue forward through the first three-way intersection then turn left and go north at the next

three-way intersection. Cross the bridge and go over Julius Thruway South then stop at the next three-way intersection. At the southwest part of this intersection is the Wedding Chapel. The gift can be found at the west side of this building near the entrance. >>Flowers ******* Location: At the Xoomer Gas Station in southeast Las Venturas. Map: (B-6). Directions: From the Rockshore East Safehouse, head north through the nearby three-way intersection and turn east at the road curve. Continue forward through the first three-way intersection then turn left and go north at the next three-way intersection. Cross the bridge, go over Julius Thruway South, go through a three-way intersection then turn right at the next three-way intersection where the road ends. Follow the road curve going north and stop at the next intersection. At the northeast corner of the intersection is the Xoomer Gas Station. Enter the Xoomer Gas Station area and head north past the gas pumps to the main building where you can find the gift. 0===========0 | Body Armor \ 0=====================================> >>Location: Just east of the entrance of the Wedding Chapel in southeast Las Venturas. Map: (C-6). Directions: From the Rockshore East Safehouse, head north through the nearby three-way intersection and turn east at the road curve. Continue forward through the first three-way intersection then turn left and go north at the next three-way intersection. Cross the bridge and go over Julius Thruway South then stop at the next three-way intersection. At the southwest part of this intersection is the Wedding Chapel. The Armor can be found just east of the main entrance (which is on the west side of the Chapel). 0===============0 | Snack Machines \ 0=====================================> >>Location: At the Xoomer Gas Station in southeast Las Venturas. Map: (B-6). Directions: From the Rockshore East Safehouse, head north through the nearby three-way intersection and turn east at the road curve. Continue forward through the first three-way intersection then turn left and go north at the next three-way intersection.

Cross the bridge, go over Julius Thruway South, go through a three-way intersection then turn right at the next three-way intersection where the road ends. Follow the road curve going north and stop at the next intersection. At the northeast corner of the intersection is the Xoomer Gas Station. Enter the Xoomer Gas Station area and head north past the gas pumps to the main building where you can find the Machine. 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | D. Red County |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0========0 | Weapons \ 0=====================================> >>Tec-9 ***** Location: Underneath the north end of the Mako Span at the south part of the first bridge support (and near the water). Map: (C-5). 0===========0 | Body Armor \ 0=====================================> >>Location: Between the stairs on the lower platform of the west boat dock. Map: (C-6). Directions: From the Rockshore East Safehouse, head west through the nearby three-way intersection. When you reach the next four-way intersection then turn left. When you get to the next three-way intersection then stop. Just ahead of you, to the south, is the stairs leading down to the docking area. Go down the stairs and directly south to the next set of stairs that lead down to the lower platform of the west boat dock. Once you get down to the lower platform then turn around and look at the nook between the two sets of stairs. The Armor can be found in this nook. Before I resume with the Main Story Missions I am going to do various tasks and challenges..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT4. Oysters (Desert) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ For those who decided to wait until getting to the Desert area to get Oysters, here is the Oyster list:

0---------------------------------------------------------------------------0 | Tierra Robada (TIR) |+++++++++++++++++++++++++++++++| Tierra Robada (TIR) | 0---------------------------------------------------------------------------0 [TIR-Y35] - Location: Between the concrete bridge support and the rock wall at the north end of the Gant Bridge. Map: (A-1). [TIR-Y36] - Location: Near the entrance of the small lagoon east of Bayside. Map: (A-1). [TIR-Y37] - Location: At the east side of the roadside wall. Map: (B-2). Directions: From the Robada Intersection, head north. Follow the freeway and into a short tunnel. The moment you exit the tunnel, turn south, and cut across the southbound lanes and enter the water. You should be near the east end of a wall that goes into the water. The Oyster can be found in this area. [TIR-Y38] - Location: Underneath the small bridge at the south side of Las Barrancas. Map: (B-3). [TIR-Y39] - Location: In the small inlet just east of the Kincaid Bridge. Map: (C-3). [TIR-Y40] - Location: In the small boathouse just southeast of Mike Toreno's Safehouse. Map: (C-3). 0---------------------------------------------------------------------------0 | Sherman Reservoir (SMR) |+++++++++++++++++++++++| Sherman Reservoir (SMR) | 0---------------------------------------------------------------------------0 [SMR-Y41] - Location: Underneath the pier at Sherman Reservoir just southwest of Valle Ocultado. Map: (A-3). Directions: At the center of Valle Ocultado is the Tee Pee Motel. Directly south across the entrance is a path leading to a couple of buildings at the north shore of Sherman Reservoir. There is a pier at the south end of the large building (with a Shotgun Weapon Icon at the end). The Oyster can be found underneath this pier. [SMR-Y42] - Location: Underneath the bridge at the west part of the Sherman Reservoir northwest of the Sherman Dam. Map: (A-2). [SMR-Y43] - Location: Underneath the west dam tower of the Sherman Dam. Map: (A-3). 0---------------------------------------------------------------------------0 | Bone County (BNT) |+++++++++++++++++++++++++++++++++++| Bone County (BNT) | 0---------------------------------------------------------------------------0

[BNT-Y44] - Location: Between the beach and a boat. Map: (A-4). Directions: From the Verdant Meadows Aircraft Graveyard Safehouse, head straight north, climb the hill, and to the road fork. Take the north road and head east. When you get to the sharp road curve that goes south then turn left and off the road. Climb the hill and stop when you get to the cliff edge. From here, turn west and you will start to head down to a lower plateau. On this lower plateau are some small trees and lots of bushes. If you are in the right place then you should see a Police Bribe here. Just to the northeast of this point is another incline that leads down to a beach. When you get to this beach then look north. You should see a boat. The Oyster can be found between the beach and the boat. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT5. Bayside Marina Boat School | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ At the east side of Bayside Marina is the Boat School. As before, you have to pass various tests to complete the school and get closer to 100% Completion. And, as before, you do *NOT* need to get all Golds to get 100% but the tests in the Boat School are easy to get Golds in with a little bit of practice. You also earn bonus vehicles for getting Bronze, Silver, and Gold certificates. They can be found moored next to the school: >>All Bronzes - Marquis. >>All Silvers - Squallo. >>All Golds - Jetmax. Unlike the Driving School, which had twelve tests, you only have five tests to pass at the Boat School: 0=================0 | Basic Seamanship \ 0=========================================================> This is a very simple test. You have to accelerate and stop within the designated area. Reader Shee Soon Theng had this observation based on the PC AO version: "Was working on Gold for Basic Seamanship for the boat school, very frustrating. While looking at vids online how to do it, noticed that the timer on some, I'm assuming they're console versions, flashed zero before counting, but the player was able to start at the flash. My version, PC AO, the timer starts at 0 and goes right to 1.

This means that my version has a little less time to get started, and less time to kill the speed once you get close enough to stop between the buoys. I then thought, "Well, what if I could kill my speed without sacrificing distance?" So i used the 6 seconds to to a very shallow 'S', just quick, small left turn, then using right turn to help get back in line and straight for the buoys. This keep my engine power low enough so I could stop quicker and sooner inside the buoys. I got 9.64s on trying that for the first time! :D Oh, you mentioned under 10 seconds for Gold, which is true but not specific. The absolute maximum for Gold is 9.69 seconds. Was stuck at 9.74 for the longest time." 0==============0 | Plot A Course \ 0=========================================================> You have to go along a checkpoint course. Pretty easy to do. Do this in under 35 seconds to get the Gold. 0=============0 | Fresh Slalom \ 0=========================================================> You use a Dinghy for this one. This is also a much longer course than the last one. Doing this in under 80 seconds will get you the Gold. 0============0 | Flying Fish \ 0=========================================================> You have to use a Vortex to make a ramped jump. You have 45 seconds to make the jump. The best thing to do is go right toward the Gant Bridge for a bit then turn toward the ramp. This will give you a more straight shot at the ramp. When in the air then pull back on the stick to help you get extra air. Jumping over 65 meters or more will get you the Gold. 0==================0 | Land, Sea And Air \ 0=========================================================> This is a long checkpoint course using the Vortex. It starts on land and goes back into the water. There are also a few ramps too. Even so, this is not too hard. Doing this in under 130 seconds will get you the Gold. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT6. RS Haul Trucking Asset Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ You pick up the Trucking Missions where you dropped off the tanker at the end of "Tanker Commander" (just north of the Flint Intersection in Flint County). They are fairly straightforward missions where you transport stuff to another city or town. There is a bonus to be had at the end of a mission and it increases with each one.

There are a total of eight missions but only the first six were available at the end of the mission "Tanker Commander". I decided to do the entire list when the Desert / Las Venturas area is opens up for this is when the last two missions become available. There are three types of missions: 0===========================================================================0 | Timed | You must reach your destination within a time limit otherwise | | | you will lose money. | |---------+-----------------------------------------------------------------| | Fragile | You will lose money if you damage the cargo. | |---------+-----------------------------------------------------------------| | Chase | The Cops are on your tail and they will try to stop you by | | | forcing you off the road or disconnecting your trailer. | 0===========================================================================0 The last two missions are harder than the first six because they combine mission types. In addition, you have to go a really long way to drop off your cargo. 0===========================================================================0 | ++Mission #1 | The destination is usually somewhere | | ========== | close-by in Red County so this is pretty | | --Type: Timed (2:15) | simple. | | --Bonus: $1,000 | | |----------------------------+----------------------------------------------| | ++Mission #2 | Your destination is still fairly close but | | ========== | you will still need to be careful with your | | --Type: Fragile | cargo. | | --Bonus: $1,500 | | |----------------------------+----------------------------------------------| | ++Mission #3 | Despite your truck's size, the Police cars | | ========== | are pretty good at knocking you around. | | --Type: Chase (3-Star) | However, you can easily fool them into | | --Bonus: $2,000 | hitting roadside obstacles, like trees. | |----------------------------+----------------------------------------------| | ++Mission #4 | Your destination is further out this time | | ========== | but not too hard. | | --Type: Timed (6:00) | | | --Bonus: $3,000 | | |----------------------------+----------------------------------------------| | ++Mission #5 | Your destination is further out this time so | | ========== | more care is needed to keep from damaging | | --Type: Fragile | the cargo. | | --Bonus: $4,000 | | |----------------------------+----------------------------------------------| | ++Mission #6 | The further you destination is, the harder | | ========== | this becomes. This is especially true if | | --Type: Chase (3-Star) | your destination is Battery Point (San | | --Bonus: $5,000 | Fierro). | |----------------------------+----------------------------------------------| | ++Mission #7 | Your destination is usually in the north | | ========== | part of the Desert / Las Venturas area. This | | --Type: Fragile and | means that you have to keep a good speed to | | Timed (6:00) | get there on time but you also have to be | | --Bonus: $7,000 | careful because you can't afford to smack |

| | too many cars. | | | | | | Try to use the main roads whenever possible | | | so you can go fast but have room to dodge | | | cars. | |----------------------------+----------------------------------------------| | ++Mission #8 | Once again your destination is in the north | | ========== | part of the Desert / Las Venturas area. But | | --Type: Chase (4-Star) | now the Cops are tougher to deal with | | --Bonus: $10,000 | because of the high Wanted Rating. | | | | | | Just try to get to your destination as fast | | | as possible and keep the Cops from | | | unhitching your trailer. | 0===========================================================================0 Once you complete the eighth mission then you will finish the RS Haul Trucking Asset Mission and gain a Money Icon in front of RS Haul that will generate maximum revenue of $2,000 per day. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT7. Oysters (Las Venturas) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ For those who decided to wait until getting to Las Venturas to get Oysters, here is the Oyster list: 0---------------------------------------------------------------------------0 | Las Venturas (LVN) |+++++++++++++++++++++++++++++++++| Las Venturas (LVN) | 0---------------------------------------------------------------------------0 [LVN-Y45] - Location: In the ocean at the northeast corner of Las Venturas almost underneath the boat. Neighborhood: Las Venturas. Map: (A-6). [LVN-Y46] - Location: In the swimming pool in the back of the VROCK Hotel. Map: (A-6). Directions: From the Creek Cluckin' Bell, head onto the road leading away from the mall and turn west at the road curve. Continue forward, cross over Julius Thruway East and stop at the next three-way intersection. To your right is the VROCK Hotel. Go to the hotel entrance then find the pathway that goes along the east side of the hotel. Go along the path and climb the stairs that leads to the northwest part of the hotel area where the swimming pool, and the Oyster, is located. [LVN-Y47] - Location: Inside the pool at the base of the waterfalls in front of The Visage. Neighborhood: The Strip. Map: (B-6).

[LVN-Y48] - Location: Inside the north part of the lagoon in front of the skull at the front of Pirates In Men's Pants. Neighborhood: The Strip. Map: (B-6). [LVN-Y49] - Location: Inside the swimming pool for the large Indian themed resort. Neighborhood: Pilgrim. Map: (B-6). Directions: From the Pilgrim Cluckin' Bell, head west and back to the street then turn left. When you get to the three-way intersection then you should see the Indian themed resort ahead of you. Straight ahead, and south of you, is the swimming pool where you will find the Oyster. [LVN-Y50] - Location: In the north part of the moat for the Come-A-Lot Casino. Neighborhood: The Strip. Map: (B-6). If you've been good at acquiring Oysters prior to entering the Las Venturas area then you should complete the entire Oyster collection here. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT8. Las Venturas Horseshoes | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Scattered throughout the city of Las Venturas are Horseshoes. There are 50 Horseshoes and each one collected will add a little bit to your Luck Stat which will make it easier for you to win money at the Casinos around town. You will get $100 per Horseshoe and a $100,000 bonus when you get all fifty of them. In addition, the following weapons will spawn at the Four Dragons Casino on the south part of The Strip (where you'll do missions later on in the game): >>Combat Shotgun >>Remote Explosives >>M4 >>SMG Listed below, by neighborhood, is the Horseshoe list for Las Venturas. The Map co-ordinates refer to the printed map that comes included with the game disc. Landmarks are based off of icons on the in-game map, easily notable land or city features, or other Horseshoes. It should be noted that, if you use an Early Exploration Exploit, Safehouses, Gyms and Arena Events won't appear on the in-game map (consult the map that comes with your copy). The same goes for Ammu-Nations if you do an Early Exploration Exploit before the mission "Doberman". 0---------------------------------------------------------------------------0 | Las Venturas (LVN) |+++++++++++++++++++++++++++++++++| Las Venturas (LVN) | 0---------------------------------------------------------------------------0

[LVN-H1] - Location: Under the "Welcome to Fabulous Las Venturas" sign northwest of the Pilson Intersection. Map: (A-5). Directions: Go west on the highway from the northwest end of the Pilson Intersection and you should see the overhead road signs for San Fierro and Bone County. Just west of that is the "Welcome to Fabulous Las Venturas" sign. The Horseshoe can be found underneath this sign. [LVN-H2] - Location: Behind the main spire of the Wedding Chapel in southeast Las Venturas. Map: (C-6). Directions: From the Rockshore East Safehouse, head north through the nearby three-way intersection and turn east at the road curve. Continue forward through the first three-way intersection then turn left, and go north, at the next three-way intersection. Cross the bridge and go over Julius Thruway South then stop at the next three-way intersection. At the southwest part of this intersection is the Wedding Chapel. The Horseshoe can be found near the top of the Chapel behind the main spire. Use a car and park it to either side of the entrance then climb the car and onto the roof to gain access to the Horseshoe. 0---------------------------------------------------------------------------0 | Yellow Bell Golf Course (YBG) |+++++++++++| Yellow Bell Golf Course (YBG) | 0---------------------------------------------------------------------------0 [YBG-H3] - Location: In a little nook on the west side of the clubhouse roof. Map: (A-5). Directions: From the entrance of Yellow Bell Golf Course, head to the west side of the clubhouse and climb onto the roof. The Horseshoe can be found in a small nook at the northwest side of the roof. 0---------------------------------------------------------------------------0 | Prickle Pine (PRP) |+++++++++++++++++++++++++++++++++| Prickle Pine (PRP) | 0---------------------------------------------------------------------------0 [PRP-H4] - Location: At the entrance of a house. Map: (A-5). Directions: From the garage entrance of the Prickle Pine Safehouse, head north and turn left at the intersection. Follow the road curve going north and stop just before the railroad tracks. Look to your left and you should see a house next to the tracks. The Horseshoe can be found at the entrance of this house. [PRP-H5] - Location: In the swimming pool of an apartment complex. Map: (A-5).

Directions: From the entrance of the Spinybed Burger Shot, head west and follow the road curve going south then turn right at the next intersection. Go forward along the road until you reach a three-way intersection. On the other side of the chain-link fence ahead of you is an apartment complex. Go straight and smash through the fence. Head northwest a little bit and go between the two nearby buildings. After that then angle west and head between the next set of buildings. Here, at the center of this complex, is the swimming pool. The Horseshoe can be found in the north end of the pool. [PRP-H6] - Location: In the tennis courts of an apartment complex. Map: (A-5). Directions: From Horseshoe [PRP-H5], go east and you will find the tennis courts to this apartment complex. The Horseshoe can be found at the entrance of the southeastern part of the courts. 0---------------------------------------------------------------------------0 | K.A.C.C. Military Fuels (KAC) |+++++++++++| K.A.C.C. Military Fuels (KAC) | 0---------------------------------------------------------------------------0 [KAC-H7] - Location: Tucked in a corner inside K.A.C.C. Military Fuels. Map: (A-6). Directions: From the main entrance guard shack, go north and under the yellow crane. Then go east into the large warehouse building and through to the other side. Once out the other side then look to your left. The Horseshoe can be found tucked in the corner. 0---------------------------------------------------------------------------0 | Redsands West (RSW) |+++++++++++++++++++++++++++++++| Redsands West (RSW) | 0---------------------------------------------------------------------------0 [RSW-H8] - Location: On top of a blue wall at the parking lot entrance of Las Venturas Stadium. Map: (A-5). Directions: From the garage entrance of the Prickle Pine Safehouse, head north and turn right at the intersection. Continue forward until you reach a *SECOND* set of signal lights then turn right and go over Julius Thruway North. When you get to the three-way intersection after crossing the Thruway then turn right. After following the road curve going south then look to your right. You should see some shops including a Pic N' Go Market and a Restaurant. Just after the Restaurant is a blue wall which is right at the parking lot entrance for Las Venturas Stadium. The Horseshoe can be found on top of this blue wall near the south end.

[RSW-H9] - Location: On top of a red container crate. Map: (A-5). Directions: From Horseshoe [RSW-H8], head back north and follow the road curve going east. Continue forward through the three-way intersection and to the road curve that goes south then stop. At this curve is a beige wall and some large container crates behind it. Drive your vehicle up against this wall, climb the vehicle, climb the wall, and then climb the red container crate to reach the Horseshoe. [RSW-H10] - Location: On the rooftop ledge of a small Casino. Map: (A-5). Directions: From the road entrance for the Redsands East Pay 'N' Spray, go north about fifty feet to the road intersection and turn left. Continue forward until you reach the *SECOND* road intersection. Look to your right and you should see a Steakhouse with a large red roof at the northwest corner of this intersection. Park close to the left side of the Steakhouse, climb your vehicle then climb to the roof. When you get to the top of the roof then you should see that part of the Steakhouse roof is under a ledge for the nearby Casino. The Horseshoe can be found on this ledge. 0---------------------------------------------------------------------------0 | Redsands East (RSE) |+++++++++++++++++++++++++++++++| Redsands East (RSE) | 0---------------------------------------------------------------------------0 [RSE-H11] - Location: On top of a non-descript building. Map: (A-5). Directions: From the entrance of the Las Venturas Gym, go west and to the signal lights. Go forward through them and continue west. Just before the bridge crossing the Harry Gold Parkway, look to your right. You'll see a green hedge and a building. Climb the hedge then climb the building where you will find the Horseshoe on the rooftop. [RSE-H12] - Location: On a hotel balcony. Map: (A-6). Directions: From Redsands East Tattoos, head east to the road intersection. Then head north along the sidewalk until you find the entrance to a hotel which should be to your left. Go inside the parking lot, climb to the roof of the office, then turn right and climb to the next platform. Turn north and head forward a few steps then turn left and climb to the next rooftop. From

here, go west and turn left at the corner. You'll notice that there are more motel rooms on this floor. Head forward along the west side of the balcony to find the Horseshoe. 0---------------------------------------------------------------------------0 | The Emerald Isle (EMI) |+++++++++++++++++++++++++| The Emerald Isle (EMI) | 0---------------------------------------------------------------------------0 [EMI-H13] - Location: Inside a large alley. Map: (A-6). Directions: From [RSE-H12], head due north and jump off of the Hotel balcony. Straight ahead of you should be a blue wall. Turn left and follow the wall then turn right at the corner. You should see the Horseshoe ahead of you. [EMI-H14] - Location: On top of a large red souvenir shop. Map: (A-6). Directions: From the Las Venturas Gym, head east until you reach the next road intersection. To your left should be a large red souvenir shop. The Horseshoe can be found in the middle of the rooftop. ----------------------------------------------------------------**NOTE: This Horseshoe can only be acquired by helicopter, Parachute, Jetpack, or Hydra. [EMI-H15] - Location: In a fenced off area adjacent of a large red souvenir shop. Map: (A-6). Directions: From Horseshoe [EMI-H13], go to the northwest corner of the rooftop and look north. Jump over the retaining wall and drop down. You should be in a fenced off area. The Horseshoe should be straight ahead of you at the north part of this area. [EMI-H16] - Location: On top of the tallest building for The Emerald Isle hotel (and right next to the Parachute Icon). Map: (A-6). ----------------------------------------------------------------**NOTE: This Horseshoe can only be acquired by helicopter, Parachute, Jetpack, or Hydra. [EMI-H17] - Location: In a little alcove at the base of the Cok-O-Pops billboard between the Xoomer Gas Station and the Carwash. Map: (A-6). Directions: From the Roca Escalante Well Stacked Pizza, head west and follow the road curve going south then stop at the signal light. At the northwest corner of the intersection is the Xoomer Gas Station. Just to the west of it is the Cok-O-Pops billboard. Go west along the road until you are just past the Xoomer Gas Station and close to the billboard.

You should find that the billboard sits between the Gas Station and the Carwash for the business. There is also a wall in front of the billboard that can be climbed. Climb the wall and you should see the Horseshoe at the base of the billboard. 0---------------------------------------------------------------------------0 | Julius Thruway North (JTN) |+++++++++++++++++| Julius Thruway North (JTN) | 0---------------------------------------------------------------------------0 [JTN-H18] - Location: In a corner near some garage doors. Map: (A-6). Directions: From Horseshoe [EMI-H17], go north until you reach the garage doors ahead of you. Then turn left and climb the wall. Once on the other side of the wall then turn right and go north until you reach another set of garage doors. Then go east from there and you should find the Horseshoe tucked in the corner. 0---------------------------------------------------------------------------0 | Creek (CRK) |+++++++++++++++++++++++++++++++++++++++++++++++| Creek (CRK) | 0---------------------------------------------------------------------------0 [CRK-H19] - Location: Tucked in a corner on the east side of the Creek Mall. Map: (A-6). Directions: From the Creek Cluckin' Bell, go northeast along the side of the mall and turn left at the corner. Head northwest into the alley and you should see the Horseshoe at the end. 0---------------------------------------------------------------------------0 | Roca Escalante (RCE) |+++++++++++++++++++++++++++++| Roca Escalante (RCE) | 0---------------------------------------------------------------------------0 [RCE-H20] - Location: In the swimming pool in the back of the VROCK Hotel. Map: (A-6). Directions: From the Creek Cluckin' Bell, head onto the road leading away from the mall and turn west at the road curve. Continue forward, cross over Julius Thruway East, and stop at the next three-way intersection. To your right is the VROCK Hotel. Go to the hotel entrance then find the pathway that goes along the east side of the hotel. Go along the path and climb the stairs that leads to the northwest part of the hotel area where the swimming pool is located. The Horseshoe can be found inside the pool. [RCE-H21] - Location: On the rooftop of the Erotic Wedding Chapel. Map: (A-6). Directions: From the entrance of the Old Venturas Ammu-Nation, go north and to the *SECOND* set of signal lights. If you are at the correct intersection then you should see the Erotic Wedding Chapel at the northwest corner of the intersection. Climb onto the roof and you should see the Horseshoe

near the wall of the adjacent tall building. 0---------------------------------------------------------------------------0 | Whitewood Estates (WHE) |+++++++++++++++++++++++| Whitewood Estates (WHE) | 0---------------------------------------------------------------------------0 [WHE-H22] - Location: Between a large red building and a wall. Map: (A-4). Directions: From the entrance of the Whitewood Estates Safehouse, look north. You'll see the neighboring house and a tall wall with a big red building beyond it. You will also see a short green hedge that leads to the wall. Climb the hedge and then climb the wall. After climbing down then you should see the Horseshoe between the west side of the red building and the wall. [WHE-H23] - Location: In front of the office complex just northwest of the Blackfield Arena. Map: (B-4). Directions: From the entrance of the Whitewood Estates Safehouse, go south, past the intersection and follow the road curve going east. Then go to the next three-way intersection and stop. At the southwest corner of this intersection is an office complex with some large palm trees. The Horseshoe can be found close to the northeast corner of this complex. 0---------------------------------------------------------------------------0 | Las Venturas Airport (LVA) |+++++++++++++++++| Las Venturas Airport (LVA) | 0---------------------------------------------------------------------------0 [LVA-H24] - Location: In an open area east of the "69" at the northern part of the Main Runway. Map: (B-5). Directions: From the Airport Guard Entrance (where you enter the Airport grounds), immediately turn north and go between the fence and the hangar. Turn left at the corner and proceed forward. Go past the two hangars and the grouping of container crates (which should all be to your left). As you get near the runway you should almost run into the Horseshoe. [LVA-H25] - Location: On the west side of the main Las Venturas Airport terminal building within the Airport grounds. Map: (B-5). Directions: From Horseshoe [LVA-H24], head south. As you continue forward then you should see the large Airport terminal building to your left. Head to the large blue glass portion at the center of the terminal building. The Horseshoe can be found close to the building just south of the center.

[LVA-H26] - Location: At the northwest corner of the Main Runway area. Map: (B-5). Directions: From Horseshoe [LVA-H25], head west until you reach the center stripe for the *WEST* north-south runway then turn north. Continue forward and off the runway. As you get near the airport fence then you should run into the Horseshoe. 0---------------------------------------------------------------------------0 | Old Venturas Strip (OVS) |+++++++++++++++++++++| Old Venturas Strip (OVS) | 0---------------------------------------------------------------------------0 [OVS-H27] - Location: In the railroad tunnel under the east half of Old Venturas Strip. Map: (A-6). Directions: At the northwest corner of the Old Las Venturas Ammu-Nation is a three-way intersection. Starting from this intersection, head east, go over Julius Thruway East, and to the next three-way intersection where this road ends. Then turn right and follow the road curve going west. Just as the curve ends, and just before you get to the bridge crossing Julius Thruway East, stop. Look to your left and you should see the railroad tracks. You should also see the tunnel entrance. Go down and into the tunnel heading north. Stay close to the wall so you don't get run over by a train. Continue going forward and, about two-thirds of the way through the tunnel, you should find the Horseshoe. [OVS-H28] - Location: In front of the Casino sign, on the roof, east of the Old Las Venturas Safehouse. Map: (A-6). ----------------------------------------------------------------**NOTE: This Horseshoe can only be acquired by helicopter, Parachute, or Jetpack. The best place to land is the area just above the Safehouse entrance. 0---------------------------------------------------------------------------0 | The Visage (TVS) |+++++++++++++++++++++++++++++++++++++| The Visage (TVS) | 0---------------------------------------------------------------------------0 [TVS-H29] - Location: Behind the fourth waterfall (on the rocks) in front of The Visage hotel. Map: (B-6). 0---------------------------------------------------------------------------0 | The Starfish Casino (STC) |+++++++++++++++++++| The Starfish Casino (STC) | 0---------------------------------------------------------------------------0 [STC-H30] - Location: On top of the drive thru roof for Venturas Steaks just south, and adjacent, of the Old Venturas Strip Cluckin' Bell.

Map: (B-6). [STC-H31] - Location: On the second floor ledge next to the Starfish Casino Zip Clothes Store. Map: (B-6). Directions: You will need to climb from a vehicle to reach the ledge. [STC-H32] - Location: In the corner of an alley between the main Starfish Casino building and the Starfish Casino 24-7. Map: (B-6). Directions: At the southwest corner of the Old Venturas Strip Cluckin' Bell is a three-way intersection. Head west on the road until you reach the The Strip. At the southeast corner of this intersection is the Starfish Casino 24-7. There is an alley that runs between this business and the Casino next door. The Horseshoe can be found at the southeast corner of this alley. 0---------------------------------------------------------------------------0 | Julius Thruway East (JTE) |+++++++++++++++++++| Julius Thruway East (JTE) | 0---------------------------------------------------------------------------0 [JTE-H33] - Location: On the Victim double billboard at Julius Thruway East directly east of the Starfish Casino Well Stacked Pizza. Map: (B-6). ----------------------------------------------------------------**NOTE: This Horseshoe, which is on the east part where the two billboards meet, can only be obtained by helicopter, Parachute, or Jetpack. If you use a helicopter the best one to use is the Seasparrow which can be found at the base of the Sherman Dam or at the shore due north of the Verdant Meadows Aircraft Graveyard. Carefully land the copter on top of the billboards so you can fall onto the Horseshoe upon exiting. Thanks goes to Andrew Lennard for that tip. 0---------------------------------------------------------------------------0 | The Clown's Pocket (TCE) |+++++++++++++++++++++| The Clown's Pocket (TCE) | 0---------------------------------------------------------------------------0 [TCE-H34] - Location: On top of The Clown's Pocket roof just west of the tent. Map: (B-6). ----------------------------------------------------------------**NOTE: Although this Horseshoe can be best acquired by helicopter, Parachute, or Jetpack, you can use a large vehicle to climb onto the rooftop. Grab a Packer (one can be found in the industrial area in Spinybed) and head to The Clown's Pocket. To the east of the tent is the main casino building. Go along the north side of the tent. You will see a corner that is part of

the adjacent casino building. Aim the Packer and go into the corner at an angle. The right side of the Packer should be right up against the wall. Climb onto the Packer then climb onto the roof. Go around to the south side of the tent. There should be a small ledge on the southwest side of the tent that you can use to get to the west side where it can be found. Thanks goes to Duke for the inspiration. 0---------------------------------------------------------------------------0 | Pirates in Men's Pants (PMP) |+++++++++++++| Pirates in Men's Pants (PMP) | 0---------------------------------------------------------------------------0 [PMP-H35] - Location: In front of the skull at the north end of the lagoon that is in front of the hotel. Map: (B-5). 0---------------------------------------------------------------------------0 | Royal Casino (RYC) |+++++++++++++++++++++++++++++++++| Royal Casino (RYC) | 0---------------------------------------------------------------------------0 [RYC-H36] - Location: At the northwest corner of the third level of the large multi-story parking garage east of the Royal Casino. Map: (B-6). 0---------------------------------------------------------------------------0 | The Camel's Toe (CML) |+++++++++++++++++++++++++++| The Camel's Toe (CML) | 0---------------------------------------------------------------------------0 [CML-H37] - Location: On top of the main pyramid building for The Camel's Toe. Map: (B-6). [CML-H38] - Location: On top of the east side of the concrete platform that rings around the pyramid building for The Camel's Toe. Map: (B-6). ----------------------------------------------------------------**NOTE: This Horseshoe can only be acquired by helicopter, Parachute, or Jetpack. If you use a helicopter it is best to use the Seasparrow found at the bottom (east side) of The Sherman Dam or at the shore due north of the Verdant Meadows Aircraft Graveyard. Land on the back end of the Sphinx at the front of the hotel then go onto the platform and go around to the east side acquire it (thanks to Shee Soon Theng for that info). 0---------------------------------------------------------------------------0 | Greenglass College (GGC) |++++++++++++++++++++| Greenglass College (GGC) | 0---------------------------------------------------------------------------0 [GGC-H39] - Location: In the middle of the round park in front of the main building. Map: (B-5).

0---------------------------------------------------------------------------0 | LVA Freight Depot (LFD) |+++++++++++++++++++++++| LVA Freight Depot (LFD) | 0---------------------------------------------------------------------------0 [LFD-H40] - Location: In a narrow alley on the south side of the yellow Sumo building. Map: (B-5). Directions: From Horseshoe [GGC-H39], go north and back to the road then head east and cross Julius Thruway West. After crossing Julius Thruway West then you should see a white wall to your right that borders the LVA Freight Depot area. Just before you get to the road curve going south you should then see an entrance leading into this area. Turn right through the entrance and go all the way to a small strip of dirt with small trees. To your right, at this point, is the yellow Sumo building. Continue forward and to the next strip of dirt with large trees. When you get there then turn west to go into a narrow alley that is between the south side of the Sumo building and the nearby wall. The Horseshoe can be found in this alley. [LFD-H41] - Location: In the docking bay for a building at the south part of the LVA Freight Depot area. Map: (C-5). Directions: From Horseshoe [LFD-H40], head east then turn right at the corner and cross over the small dirt strip with large trees. Continue forward and turn left at the curved wall corner. To your left should be a large building. Just ahead of you should be a docking bay for this building. Continue past this bay and to the *THIRD* docking bay to find the Horseshoe. 0---------------------------------------------------------------------------0 | The Four Dragons Casino (FDC) |+++++++++++| The Four Dragons Casino (FDC) | 0---------------------------------------------------------------------------0 [FDC-H42] - Location: On top of the lower level roof of the Casino directly west of the entrance. Map: (C-5). ----------------------------------------------------------------**NOTE: This Horseshoe can only be acquired by helicopter, Parachute, Jetpack, or Hydra. 0---------------------------------------------------------------------------0 | Come-A-Lot (CAL) |+++++++++++++++++++++++++++++++++++++| Come-A-Lot (CAL) | 0---------------------------------------------------------------------------0 [CAL-H43] - Location: On top of one of the small towers without a colored spire (north tower) in the center of the Come-A-Lot

casino complex. Map: (B-6). ----------------------------------------------------------------**NOTE: This Horseshoe can only be acquired by helicopter, Parachute, or Jetpack. You can fly to and land a helicopter on the platform to collect the Horseshoe (thanks to Shee Soon Theng for that info). [CAL-H44] - Location: On top of the tall Come-A-Lot sign at the west side of the parking lot. Map: (B-6). ----------------------------------------------------------------**NOTE: This Horseshoe can only be acquired by helicopter, Parachute, or Jetpack. If you use a helicopter it is best to use the Seasparrow found at the bottom (east side) of The Sherman Dam or at the shore due north of the Verdant Meadows Aircraft Graveyard. You need to approach from the north and make sure that the pontoons are barely above the top of the sign as you make the final approach. The reason for this is that the blades will hit the red spires but can clip through the small towers they sit upon. This little trick will allow you to land the chopper on the top of the sign (thanks to Shee Soon Theng for that info). ----------------------------------------------------------------++IMPORTANT: If you use a Parachute to drop down to the Horseshoe you may want to make sure your health is at its maximum. If your health is not at its maximum then die when you fall off the sign and to the below after collecting it. If your health maximum then you will have a sliver of it you fall to the ground.

you will ground is at its left when

[CAL-H45] - Location: On a windowsill of a red and yellow colored building. Map: (B-6). Directions: From The Camel's Toe Safehouse entrance, head south to the three-way intersection with signal lights then turn left and head east. Go forward until you reach the *THIRD* intersection then turn right. Go forward for a little bit and you should see a yellow and brick red building to your right. There is also an alley at the south side of this building. Turn right into the alley and stop when you reach a set of stairs. Go up the stairs and you will see another set of stairs, against a brick red wall, ahead of you.

To the right of these stairs are three windowsills. It can be seen in the middle windowsill. Go up the second set of stairs and jump down into the middle windowsill to acquire the Horseshoe. 0---------------------------------------------------------------------------0 | Blackfield Chapel (BFC) |+++++++++++++++++++++++| Blackfield Chapel (BFC) | 0---------------------------------------------------------------------------0 [BFC-H46] - Location: On the top of the east side of the Blackfield Chapel. Map: (C-5). ----------------------------------------------------------------**NOTE: Even though the sides of the Chapel are steep you can easily climb the building to acquire it. 0---------------------------------------------------------------------------0 | Randolph Industrial Estate (RIE) |+++++| Randolph Industrial Estate (RIE) | 0---------------------------------------------------------------------------0 [RIE-H47] - Location: Underneath the Mako Span at the north side of the first bridge support. Map: (C-5). 0---------------------------------------------------------------------------0 | Rockshore West (RKW) |+++++++++++++++++++++++++++++| Rockshore West (RKW) | 0---------------------------------------------------------------------------0 [RKW-H48] - Location: In the backyard of a house. Map: (C-6). Directions: From the entrance of the Come-A-Lot Ammu-Nation, go south and cross the bridge going over Julius Thruway South. Right after the bridge then you should come across some houses. At the end of the bridge, on the right side, should be a white house with teal trim and a gray brick fence. The Horseshoe can be found in the backyard of this house. [RKW-H49] - Location: In the backyard of a house. Map: (C-6). Directions: From Horseshoe [RKW-H48], head back to the road then go south and turn right at the *THIRD* intersection. Look to your right as you proceed forward. Stop in front of the house with the green hedge and the large palm tree (this should be the third house). The Horseshoe can be found in the backyard of this house. 0---------------------------------------------------------------------------0 | Rockshore East (RKE) |+++++++++++++++++++++++++++++| Rockshore East (RKE) | 0---------------------------------------------------------------------------0 [RKE-H50] - Location: On top of the junkpile at the south side of a warehouse at the south part of an industrial complex. Map: (C-6). Directions: From the Rockshore East Safehouse, head north through the intersection and turn east at the road curve. Go

forward and turn north at the next road curve. Continue forward, turn east at the next road curve, cross the railroad tracks, and enter the industrial complex. After entering the complex then look to your right. You should see some large container crates and a large warehouse. The Horseshoe can be found on a junkpile at the south side of this warehouse. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT9. Las Venturas Bike School | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ South of the Blackfield Stadium in Las Venturas is the Bike School. There are six tests to pass to get closer to 100% Completion. As with the Driving School, you have to be careful of positioning and cone damage. You can also earn bonus vehicles for getting all Bronzes, Silvers, and Golds. They can be found parked outside the school: >>All Bronzes - Freeway. >>All Silvers - FCR-900. >>All Golds - NRG-500. 0========0 | The 360 \ 0=========================================================> You must do a 360 in less than fifteen seconds. Not too hard to pass or get Gold in. 0========0 | The 180 \ 0=========================================================> You must go up the course, do a 180 and return to where you started in under ten seconds. Not too hard to pass but a little harder to Gold because you need to be in the right place when you stop. 0============0 | The Wheelie \ 0=========================================================> You have to get up to speed and do a wheelie within the designated area then stop in another area in under ten seconds. You cannot have the front wheel touching the ground in the wheelie area or else the test ends. Not too hard to pass or get Gold in because you are moving in a straight line from beginning to end. 0============0 | Jump & Stop \

0=========================================================> You have to jump off a ramp and then stop in the designated area in under ten seconds. Very easy to pass and get Gold in. 0============0 | The Stoppie \ 0=========================================================> I hate stoppies. I really hate them. Like The Wheelie, you have to do a stoppie in the designated area then stop in another area in less than ten seconds. To do a stoppie you need to go fast on a motorcycle while pushing up on the Left Analog Stick. Then press the Brake Button while letting go of the Accelerator. When the bike tips forward on its front wheel and the rear wheel comes up off the ground then let go of the Brake. This will initiate the stoppie. On the consoles I had a very hard time keeping the rear wheel from hitting the ground. Either that or I ended up turning out of control and stopping which ended the test. But you can get out of control a little bit and still end up passing. Once you get past the stoppie area then you can put your rear wheel down and get back straight so you can stop properly in the ending area to pass or even get Gold. On the PC version this becomes much easier. Why? Because of the keyboard controls. On the consoles all of your movements are tied to the analog stick. The stoppie controls are sensitive so if you go even slightly left or right as you push the stick forward during the maneuver then you will screw up the trick. But, with the keyboard, you can only go in one direction by pressing the Up Key. You can't screw it up unless you hit any of the other direction keys while doing the stoppie. So it is only a matter of doing the braking and letting go of the gas. This also works with the joypad because of the POV Hat issue - you can use D-Pad Up the same as you would on the keyboard. 0===============0 | Jump & Stoppie \ 0=========================================================> I hated the last test but I really despise this one. You have to jump, land on the front wheel, and do a stoppie all the way to the designated area in less than ten seconds. The test ends when the rear wheel touches the ground. And in 98% of the attempts I did it always touched the ground when I landed which was long before the designated area. This test is hard to pass and much harder to Gold in. The thing to do is get enough speed so you can roll a little bit when you land then let the rear tire hit the ground when in the designated area to pass. As pointed out with the previous lesson the PC keyboard will make this lesson easier as you can't veer left or right unless you make a mistake.

/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT10. Burger Shot Courier Asset Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Parked outside the Redsands East Burger Shot is a moped (Faggio). By getting on the Faggio then you activate the Burger Shot Courier Asset Mission. Like the Commerce 24-7 and Hippy Shopper Courier Asset Missions in Los Santos and San Fierro, you are required to drop off packages at various places around Las Venturas then head back to the Burger Shot to complete the run. Doing the four runs for this Asset Mission isn't too bad despite the slowness of the Faggio. But the moped has better control and you are less likely to wreck if you clip a car or corner. Just like in the previous Courier Asset Missions, you have to throw packages through the red coronas shown on your map. You have do this Drive-By style using the Look Left and Look Right buttons in conjunction with the Attack Button. If you miss it then you can get a second chance by picking up the package and trying again. Part of your score is determined by how many packages you bring back to the Burger Shot when you complete a level. There are a total of four runs to complete: 0============================0 | Course | C | P | Time | 0============================0 | Run #1 | 3 | 6 | 3 minutes | |--------+---+---+-----------| | Run #2 | 4 | 6 | 5 minutes | |--------+---+---+-----------| | Run #3 | 5 | 7 | 5 minutes | |--------+---+---+-----------| | Run #4 | 6 | 8 | 8 minutes | 0============================0 [ Legend; C = Coronas, P = Packages ] For the last run start at Blackfield Stadium, go northeast then south. Then go back the Burger Shot to complete the last run. Upon completion you will gain a Money Icon outside the Redsands East Burger Shot that will generate maximum revenue of $2,000 per day. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT11. Kick Start and Dirt Track (Blackfield Stadium) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ At the southwest part of Las Venturas is Blackfield Stadium. Here you can do two different Stadium Events. Which event you get to do depends on what day of the week it is:

0===========0 | Kick Start \ 0=========================================================> You can pick this event up on any day except Monday and Wednesday. This event is similar to the Dirt Ring event in "Grand Theft Auto: Vice City". Here you have all kinds of various obstacles to climb and acquire coronas. Unlike the Dirt Ring event, you don't have to get all of the coronas. You'll also see that these coronas come on three colors. Each color represents a different point value. The green coronas are worth one point, yellow coronas are worth two points and red coronas are worth three points. When you start the event then you have four minutes to get as many points as possible. You have to get twenty six points to successfully complete the event. The nice thing about this event is that you can pick and choose which stunts to do in order to succeed in this event. The most points can be had by climbing the ramps and blocks straight ahead from the door but those damn cylinder ramps are a pain to deal with. If you can get all of the coronas off of that then you are in good shape. There are also some blocks with ramps not far from that (with a red and green corona) where you can get some easy points. There is also some rocks with a log and a large pipe not far from the door that has a red corona on the end that can be somewhat easy to get. If you can get the points off of these stunts then just go around and do the simpler green corona stunts to get the rest of the points needed to successfully complete the event. In addition, a high Bike Skill will make this event easier. When you successfully complete the event then you will spawn the Dune vehicle in front of the stadium. If you decide to do this event later then you will have to break your old score in order to successfully complete the event. 0===========0 | Dirt Track \ 0=========================================================> You can only pick up this event on Mondays and Wednesdays. This is a race event where you go up against eleven other racers on a winding dirt track. The vehicle of choice is the Sanchez and you do six laps on this track. You can use a Sub-Machine Gun on the other riders. But they are tough to destroy. However, you can spook them into wrecking or hitting walls so you can pass them. In addition, there is one place about a quarter of the way up the track where the other riders always seem to wipe out at. Once you see it then carefully go through this area to get past most of the riders. Keep close to the others in front of you and then pass them up when they wipe out in this area on the second lap to get into first place. As with the previous event, a high Bike Skill helps to make this event easier. Getting first place will net you $25,000 and spawn the BF Injection in front of the stadium.

/=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT12. The Freight Mission | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Now that all of San Andreas is open you can finally do the Freight Mission. This mission requires the use of a train. You can go to any of the five train stations around San Andreas to jack one. When you get one then press Activate Vehicle Mission to begin. There are two levels to this mission. The first level requires that you make five successful consecutive deliveries to each of the five train stations in San Andreas. After you complete Level One then you can either press Activate Vehicle Mission to start Level Two or get out and do other things before doing Level Two. Level two is exactly like level one except that the money is doubled. You only have two buttons to concern yourself with - Accelerate and Reverse. You are also stuck with the cinematic camera for the duration of the mission. Underneath the Health Line is Time (how much time you have left), Distance (how far you are to the next station) and Speed (how fast you are going). To make a successful delivery you have to stop the train so that your cab is in the red circle. If you do this correctly then you will get $150 plus 15 extra seconds (in addition to the regular time added). If you don't do this right then your bonus and extra time will be reduced. For Level Two your money bonus will be a maximum of $300. Hold down Accelerate to get the train up to speed. Get the speed up to about 44 and no higher. Wait until the distance is about 350 then hit the brakes. You should be entering the station at a slow speed and you can gently ease the front of the train into the red circle to get your bonus. If you overshoot then you will waste valuable time backing the train up. Upon successful completion of Level Two you will get $50,000 and inch closer to 100% Completion. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT13. The Ammu-Nation Challenge | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ When you opened up the Ammu-Nations after completion of the mission "Doberman" then you also opened up the Ammu-Nation Challenge. The Challenge is done on the indoor shooting range of the following Ammu-Nations: >>Downtown Los Santos (Los Santos). >>Blueberry (Red County). >>Palomino Creek (Red County). >>Ocean Flats (San Fierro). >>El Quebrados (Tierra Robada). >>Come-A-Lot (Las Venturas) >>Old Venturas Strip (Las Venturas).

The Challenge is comprised of four main stages each using a particular weapon: >>Stage >>Stage >>Stage >>Stage

1 2 3 4

-

9mm Pistol. Micro SMG. Shotgun. AK-47.

However, when you first opened up the Ammu-Nations, only the first two stages were available. The Shotgun stage becomes available when you open up the Badlands / San Fierro area and the AK-47 stage becomes available after you open up the Desert / Las Venturas area. This is why I waited until now to do the Challenge. You must do all four weapon stages one after the other in order to complete the Challenge. You are also in competition with two other shooters on the range. If they outshoot you and you fail then, when you redo the Challenge, you must start over with the 9mm Pistol and work your way back up again. Each Weapon Stage is comprised of three smaller stages: 0========0 | Stage 1 \ 0=====================================> You must shoot off all seven pieces of the stationary target ahead of you in order to destroy it. After destroying the first target then a second target will appear and further away than the first. Destroy the second target and a third target will appear and near the back wall. Destroy the third target to move to the next stage. 0========0 | Stage 2 \ 0=====================================> A target will appear in the back and will move forward towards you. Destroy the first target and a second target will appear in the back and will head toward you. Destroy the second target and a third target will appear in the back and will move toward you. Destroy the third target to move to the next stage. 0========0 | Stage 3 \ 0=====================================> A target will drop down from the ceiling and move around the range area. Now it becomes a free-for-all. You must destroy the target pieces and score twenty points before your rivals do. If you get to twenty points then you will either move on to the next Weapon Stage or complete the Challenge. To make the Challenge easier you should have Hitman Weapon Skill Level for each of the four weapons prior to doing the Challenge. This will allow you to duel wield the 9mm Pistol and Micro SMG as well as increase your rate of fire. Even if you get Hitman Weapon Skill Level on all of your weapons, there is

still one stage that can give you fits - Shotgun (Stage 3). For some reason, both of the computer rivals can destroy more than one target at a time which is something you can't do. This often leads to them winning most of the time. This is very aggravating especially when you consider that you need to go through both the 9mm Pistol and Micro SMG Weapon Stages just to get back to the Shotgun Stage. The best thing to do here is wait until the target is completely down before firing. Hold down the Attack button and only let up when the entire target is destroyed. Try to aim for another target piece while reloading. This will increase your chances of hitting your next target piece when you fire again. After Shotgun (Stage 3) then it gets easier. The computer is not as aggressive in the AK-47 Weapon Stage. When you complete the AK-47 Weapon Stage then you will complete the Ammu-Nation Challenge. You will also get an increase in Weapon Skill and $10,000 plus another step toward 100% Completion. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT14. Las Venturas Gym | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ And don't forget to make a visit to Las Venturas Gym, in Redsands East, to learn new moves from the Kickboxing Trainer to get closer to 100% Completion. After completing the above tasks and challenges then I am ready to continue with the story. However, I am going to tie up some loose ends in San Fierro before proceeding into Tierra Robada. 0==================================0 / Asset Missions \~~~~~~~~~~~~~~~~~~~\ 0==========================================================================\ | >AST2. Wang's Auto 0 0==========================================================================/ ----------------------------------------------------------------------------**IMPORTANT: You *MUST* successfully complete the Driving School before you are allowed to do the Wang's Auto Asset Missions. ----------------------------------------------------------------------------Shortly after you successfully complete the Driving School then you should get a phone call from Jethro (if you finished the Driving School before opening up the Desert / Las Venturas area then you should get the call just after completion of the mission "Yay Ka-Boom-Boom"). Both Jethro and Cesar have compiled a wish-list of cars and need to turn them around quick. He suggests that CJ purchase the Wang's Auto car dealership not far from the Xoomer Garage Safehouse to make things look legitimate. At this point the "CV" icon should now appear at Wang's Autos. After completing all of the above tasks I went and bought Wang's Autos for $50,000. When that is done then the "CV" icon will move over to the Xoomer Garage.

And this begins a string of missions to acquire cars for the new dealership..... 0+=+=+=+=+=+=+=+0 / Cesar Vialpando \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CVO5. Zeroing In 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Cesar Vialpando / 0=========0 0=+=+=+=+=+=+=+=0 Zero comes up with a gadget for tracking the first target vehicle..... 0=========0 | The Plan \ 0=======================> You have to chase the target vehicle so you can stop it and steal it. The person in the target vehicle will make occasional phone calls on her cell phone which will allow you to track her. These calls will show as a blip on your radar. You need to get to the blip as fast as possible. You will notice that the blip will turn from red to white then white to black. If the blip disappears then the trail will go cold and you will fail the mission. Each time you get to a blip a new blip will appear. You have to follow the trail of blips around so you can get an accurate position on the target. Eventually, you will get close enough to see the target vehicle. You need to spin her out so she will exit the vehicle. Easier said than done. When you finally find her she will be driving like crazy while going down the narrow San Fierro streets. This will make this mission challenging. However, the faster you can get to her, the better because you have a good chance of spinning her out before she gets down to the Ocean Flats area. After you spin her out and take her car then drive it over to the Xoomer Garage Safehouse to successfully complete the mission. 0=======0 | Reward \ 0=======================> $5,000 plus Respect Gained. In addition, you can now mod cars at Wheels ArchAngels in Ocean Flats plus the car you just took (and the others you take for this Asset) will now be found in Wang's Autos. 0+=+=+=+=+=+=+=+0 / Cesar Vialpando \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CVO6. Test Drive 0

0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Cesar Vialpando / 0=========0 0=+=+=+=+=+=+=+=0 Cesar wants to get two cars sitting in a showroom across town that just happen to be on the acquisition list..... 0=========0 | The Plan \ 0=======================> Get a car and take Cesar with you to Otto's Autos near Pier 69. After the cutscene ends then drive off the second floor and into the street. If you get too far behind or too far ahead of Cesar then you will fail the mission. When you make the first right turn then Cesar will play around with the tram. When he turns left then keep going straight but slow down to match the speed of the tram. This will keep you from getting too far ahead. Cesar will then turn back toward you then turn left again. Keep going straight and to the top of the hill, still going slowly (this will also keep you from smacking into the trolley if you followed Cesar). When you get to the top of the hill then turn right and stay just ahead of Cesar. When you turn left again, at the Church in Calton Heights and go into the tunnel, then he will use the Nitro on his car. You don't need to use it on yours. This will help you keep better control of your car. Cesar will zip ahead of you but won't get too far from you. After the tunnel then Cesar will turn right and head down a hill and go through Juniper Hollow and into Paradiso. CJ will then tell Cesar that it is time to go back to the Xoomer Garage Safehouse. But, as you get to the top of the hill, then the Cops show up again and the chase resumes. When Cesar turns right then keep going straight and turn right at the next intersection. This will allow you to avoid the car at the bottom of the hill you would run into if you followed Cesar. You will hook up with Cesar again at the bottom of the hill when he turns right. Later, Cesar will get smacked by the Cops but gets through that. He decides to cut through a park and head back toward Downtown. As you get past the trolley station then Cesar decides to take a shortcut through an alley. But the Cops cut him off and you have to back out. After backing out of the alley then Cesar will go through a road under construction. Weave through the obstacles and into the next street. From here, go back to the Xoomer Garage Safehouse to successfully complete the mission. 0=======0 | Reward \ 0=======================> $5,000 plus Respect Gained. 0+=+=+=+=+=+=+=+0 / Cesar Vialpando \

0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CVO7. Customs Fast Track 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Cesar Vialpando / 0=========0 0=+=+=+=+=+=+=+=0 Cesar gets a tip from someone that a car that's on a wish list is being loaded up on the Docks. CJ decides to check it out..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> Get in the car with Cesar and drive to the Docks. Get out near the crane and enter it. The person who gave the tip to Cesar said that the crate with the car was marked with spray paint. But, when you enter the crane, then you find out that none of the three crates are marked. So now you have to go through them one at a time. The game will then instruct you on how to use the crane. Using the Run and Attack Buttons will drop and raise the magnet respectively. Use the shadow of the magnet to judge its position over an object. Drop the magnet over the object to grab it. When you drop the object then press the Attack Button to let go. You also use the Left Analog Stick to rotate the crane arm and move the crane along its tracks. Grab one of the crates and bring it down into the red circle. Then gently place it on the ground. Cesar will tell CJ that it is not the right one. Go and grab another crate. Drop this one into the red circle. Cesar will tell CJ that it is not the right one. Get the third crate and place it into the red circle. That will have the right car. I should note that the right car will always be in the last crate regardless of what order of the crates you pick up. After you get the target car then you will be attacked by guards. They will come up in a car and attack Cesar. You must get out of the crane and help defend Cesar. After killing the three guards then another car comes up with more guards. Kill them and two more show up on foot. Kill those and then get in the car. Now drive to the Xoomer Garage Safehouse. It should be noted that your reward is tied into the condition of the car. If you damage the car then you will get less money. Take it to the nearby Pay 'N' Spray if you ding the car. When you get to the Xoomer Garage Safehouse then the mission will be successfully completed. 0=======0 | Reward \

0=======================> $10,000 (maximum) plus Respect Gained. In addition, you will open up..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT15. Vehicle Exports And Imports | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Go back to the Docks and to the large crane where you did the last mission to do the Exports and Imports. The blackboard where the list can be found is near the dry-dock gates just northeast of the crane. There are three lists to complete with ten cars on each list. Each list will tell you what cars you need to bring in. You can also import cars for your own use from the same ship. When you get to the blackboard then you can press Enter Vehicle to view which cars you can buy. When you start the Exports and Imports Lists you will see that there are only Clubs, Jesters, and Perennials on the list. However, what cars you can buy is also determined by what day of the week it is. If the day you approach the blackboard is on Tuesday then you can only buy the cars that are under Tuesday. Cars that you export can also be imported when you cross them off the list. The first car you bring will appear on Saturday's list, the second will appear on Sunday's list and so forth. One very valuable resource and one that I recommend, that I used for this part of the guide is the Vehicle Location Map drawn up by GamerLady (and can be found at GameFAQs). In the past, when you need a specific car, you had to wander aimlessly waiting for one to spawn so you can take it. For San Andreas it has been changed a bit to reduce that. Now every car on the lists can be found parked somewhere so you can just take it without waiting for it to randomly spawn. But GamerLady noticed that there are two different car spawn types. A "Normal" car spawn is where you can find a specific car parked in a specific spot at anytime during the game. An example would be the Journey which is always parked at the Film Studio in Los Santos. A "List" car spawn is where you can find a specific car parked in a specific spot *ONLY* when it appears on the car list. An example would be the Slamvan. It is parked behind the Nude Shop in El Corona (Los Santos) when on the list but cannot be found there before and after the list. It should be noted that the car might not be be where it should be when you get to its parking spot. You might have to go around and come back to get it to appear. In addition, you gain bonus cars to import when you complete five and all ten

cars on a list. Of course, you also get paid when you bring in a car. If the car is damaged then you get less money. The best way to maximize your profit is to get the car repaired prior to bringing it in (either by using a Pay 'N' Spray or putting it in a garage and letting the door close - the magic repair trick) and use the railroad tracks near the Cranberry Station to get it to the ship undamaged. Also, you need to use the crane to keep it unscathed. The cars will be listed as follows: 0=========0 | Car Name \ 0===========================================================================0 | Reward | Cost | Spawn Type: Normal or List. | 0===========================================================================0 | Description: What it looks like. | |---------------------------------------------------------------------------| | Location: The closest, best, and/or only location it is found. May | | contain additional notes. | 0===========================================================================0 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. List One |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0========0 | Patriot \ 0===========================================================================0 | Reward: $40,000 | Cost: $32,000 | Spawn Type: Normal and List. | 0===========================================================================0 | Description | A standard military issue Humvee. | |-------------+-------------------------------------------------------------| | Location | The Normal spawn location is at the Easter Basin Naval | | | Station. Of course, you get a 5-Star Wanted Rating if you | | | to get it from there. Fairly hazardous. | | | | | | However, when it appears on the list, it will also spawn | | | within the parking lot for Easter Bay Chemicals southeast | | | of Easter Bay Airport. Get the Patriot from here instead of | | | trying to get it from the Naval Station. Much easier. | | | | | | Easier still is if you took advantage of any of the Early | | | Exploration Exploits and stored a Patriot at the Xoomer | | | Garage Safehouse while exploring the San Fierro area. | 0===========================================================================0 0========0 | Sanchez \ 0===========================================================================0 | Reward: $10,000 | Cost: $8,000 | Spawn Type: Normal. | 0===========================================================================0 | Description | A dirt bike. | |-------------+-------------------------------------------------------------| | Location | The nearest location would be at the bottom of Mount |

| | Chiliad at the Finish Line for the Chiliad Challenge | | | (Badlands). | 0===========================================================================0 0========0 | Stretch \ 0===========================================================================0 | Reward: $40,000 | Cost: $32,000 | Spawn Type: List. | 0===========================================================================0 | Description | A white stretch limousine. | |-------------+-------------------------------------------------------------| | Location | Behind Wang's Autos (San Fierro). | 0===========================================================================0 0========0 | Feltzer \ 0===========================================================================0 | Reward: $35,000 | Cost: $28,000 | Spawn Type: List. | 0===========================================================================0 | Description | A high-end convertible. | |-------------+-------------------------------------------------------------| | Location | In the parking lot of the Motel on the far east side of | | | Flint County (north of the 69 Gas Station) (Badlands). This | | | may take a few passes to get it to appear. | 0===========================================================================0 0==========0 | Remington \ 0===========================================================================0 | Reward: $30,000 | Cost: $24,000 | Spawn Type: List. | 0===========================================================================0 | Description | Looks like a modded Cadillac with some fins on the back. | |-------------+-------------------------------------------------------------| | Location | In the parking lot of Unity Station (Los Santos). | 0===========================================================================0 0========0 | Buffalo \ 0===========================================================================0 | Reward: $35,000 | Cost: $28,000 | Spawn Type: Normal. | 0===========================================================================0 | Description | A mid-80s Camaro IROC-Z style muscle car. | |-------------+-------------------------------------------------------------| | Location | At the Fern Ridge Safehouse (Red County). | 0===========================================================================0 0=========0

| Sentinel \ 0===========================================================================0 | Reward: $35,000 | Cost: $28,000 | Spawn Type: Normal. | 0===========================================================================0 | Description | A mid-level four door sedan. | |-------------+-------------------------------------------------------------| | Location | At the southeast part of the Film Studio in Vinewood (Los | | | Santos). | 0===========================================================================0 0=========0 | Infernus \ 0===========================================================================0 | Reward: $95,000 | Cost: $76,000 | Spawn Type: Normal. | 0===========================================================================0 | Description | A high-end sports car with a spoiler in the back. Very | | | different looking than the Infernus in both GTA3 and Vice | | | City. | |-------------+-------------------------------------------------------------| | Location | At the north end of the block north of the Paradiso | | | Safehouse (San Fierro). | 0===========================================================================0 0=======0 | Camper \ 0===========================================================================0 | Reward: $26,000 | Cost: $20,800 | Spawn Type: Normal. | 0===========================================================================0 | Description | An old Volkswagon style van. | |-------------+-------------------------------------------------------------| | Location | In the small parking lot behind the SubUrban Clothes Store | | | / Tattoo Parlor in Hashbury (San Fierro). | 0===========================================================================0 0========0 | Admiral \ 0===========================================================================0 | Reward: $35,000 | Cost: $28,000 | Spawn Type: Normal. | 0===========================================================================0 | Description | A Mercedes style 4-door sedan. | |-------------+-------------------------------------------------------------| | Location | In the east parking lot for the Papercuts Office Supply | | | store north of the Conference Center (Los Santos). | 0===========================================================================0 For bringing in five of the cars listed you get the Monster (Cost: $32,000). For bringing in all ten cars listed you also get the Windsor (Cost: $28,000) plus a $50,000 bonus which is attached to the reward for the tenth car.

0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. List Two |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0========0 | Slamvan \ 0===========================================================================0 | Reward: $19,000 | Cost: $15,200 | Spawn Type: List. | 0===========================================================================0 | Description | A modified combination of a Hermes and a pickup truck. | |-------------+-------------------------------------------------------------| | Location | Behind the pink and green Nude Shop (not far from the Los | | | Santos International Airport gates) in El Corona (Los | | | Santos). | 0===========================================================================0 0===============0 | Blista Compact \ 0===========================================================================0 | Reward: $35,000 | Cost: $28,000 | Spawn Type: List. | 0===========================================================================0 | Description | A Honda CRX style compact car. | |-------------+-------------------------------------------------------------| | Location | By the small radar tower at Easter Bay Airport (San | | | Fierro). | 0===========================================================================0 0=========0 | Stafford \ 0===========================================================================0 | Reward: $35,000 | Cost: $28,000 | Spawn Type: List. | 0===========================================================================0 | Description | A Rolls-Royce type luxury vehicle. | |-------------+-------------------------------------------------------------| | Location | In front of the Vank Hoff Hotel in Queens (San Fierro). | 0===========================================================================0 0======0 | Sabre \ 0===========================================================================0 | Reward: $19,000 | Cost: $15,200 | Spawn Type: List. | 0===========================================================================0 | Description | A 1970-1972 Buick GSX. | |-------------+-------------------------------------------------------------| | Location | In the parking lot by the north baseball diamond for the | | | main park in Garcia (San Fierro). | 0===========================================================================0 0========0

| FCR-900 \ 0===========================================================================0 | Reward: $10,000 | Cost: $8,000 | Spawn Type: List. | 0===========================================================================0 | Description | A mid-range motorcycle. | |-------------+-------------------------------------------------------------| | Location | At the large Julius Thruway North Well Stacked Pizza in Las | | | Venturas. If you got at least all Silvers at the Bike | | | School then you should find it there too. | 0===========================================================================0 0========0 | Cheetah \ 0===========================================================================0 | Reward: $105,000 | Cost: $84,000 | Spawn Type: List. | 0===========================================================================0 | Description | A Ferrari Testarossa style sports car. | |-------------+-------------------------------------------------------------| | Location | In front of a house with a yellow garage door in northwest | | | Prickle Pine just north of the Prickle Pine Safehouse (Las | | | Venturas). | 0===========================================================================0 0========0 | Rancher \ 0===========================================================================0 | Reward: $40,000 | Cost: $32,000 | Spawn Type: Normal and List. | 0===========================================================================0 | Description | A large SUV. | |-------------+-------------------------------------------------------------| | Location | The Normal spawn Rancher can be found on a small farm north | | | of Hunter Quarry east of the Fort Carson Cluckin' Bell | | | (Bone County). The List spawn Rancher can be found on the | | | southwest side of EasterBoard Farm in Blueberry Acres (Red | | | County). | 0===========================================================================0 0=========0 | Stallion \ 0===========================================================================0 | Reward: $19,000 | Cost: $15,200 | Spawn Type: List. | 0===========================================================================0 | Description | A 1967-1969 Pontiac Firebird, with the Ram Air hood scoops | | | option, convertible. | |-------------+-------------------------------------------------------------| | Location | In front of the SupaSave in central Juniper Hill (San | | | Fierro). | 0===========================================================================0

0=======0 | Tanker \ 0===========================================================================0 | Reward: $35,000 | Cost: $28,000 | Spawn Type: List. | 0===========================================================================0 | Description | A slightly larger version of the Linerunner. Has a very | | | large front bumper that hangs low to the ground. | |-------------+-------------------------------------------------------------| | Location | By Jays Diner on the main highway south of the Bayside | | | Tunnel in Tierra Robada (Desert). | 0===========================================================================0 0======0 | Comet \ 0===========================================================================0 | Reward: $35,000 | Cost: $28,000 | Spawn Type: List. | 0===========================================================================0 | Description | A late-80s Porsche 911 Carrera style open top sports car. | |-------------+-------------------------------------------------------------| | Location | In the parking lot for the Avispa Country Club (San | | | Fierro). | 0===========================================================================0 For bringing in five of the cars listed you get the Bandito (Cost: $12,000). For bringing in all ten cars listed you also get the Turismo (Cost: $76,000) plus a $100,000 bonus which is attached to the reward for the tenth car. 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. List Three |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 0======0 | Blade \ 0===========================================================================0 | Reward: $19,000 | Cost: $15,200 | Spawn Type: Normal. | 0===========================================================================0 | Description | A mid-range convertible. | |-------------+-------------------------------------------------------------| | Location | Just southeast of the El Corona Safehouse (Los Santos). | 0===========================================================================0 0========0 | Freeway \ 0===========================================================================0 | Reward: $10,000 | Cost: $8,000 | Spawn Type: Normal. | 0===========================================================================0 | Description | A Harley-Davidson style motorcycle. | |-------------+-------------------------------------------------------------| | Location | There are two locations: on the southwest corner of the | | | shantytown in the middle of the Panopticon (Red County) and | | | behind the house right next to the gas station next to RS |

| | Haul (Flint County). | | | | | | Strangely though, when I tried these locations,the game | | | would spawn anything *BUT* a Freeway so these two locations | | | may not be too reliable. | | | | | | If you completed the Bike School in Las Venturas then you | | | can get the Freeway there. Or you can do the Hippy Shopper | | | Courier Asset Mission and acquire it after completing, or | | | failing, the mission. | 0===========================================================================0 0=====0 | Mesa \ 0===========================================================================0 | Reward: $25,000 | Cost: $20,000 | Spawn Type: List. | 0===========================================================================0 | Description | A basic Jeep. | |-------------+-------------------------------------------------------------| | Location | At the base of Mount Chiliad at the Finish Line for the | | | Chiliad Challenge (Badlands). | 0===========================================================================0 0=======0 | ZR-350 \ 0===========================================================================0 | Reward: $45,000 | Cost: $36,000 | Spawn Type: List. | 0===========================================================================0 | Description | Another high-end sports car with a spoiler in the back. | |-------------+-------------------------------------------------------------| | Location | In the parking lot for The Clown's Pocket (Las Venturas). | 0===========================================================================0 0======0 | Euros \ 0===========================================================================0 | Reward: $35,000 | Cost: $28,000 | Spawn Type: List. | 0===========================================================================0 | Description | A early-90s Nissan 300ZX style mid-range sports car. | |-------------+-------------------------------------------------------------| | Location | Underneath the Sphinx near The Camel's Toe Safehouse | | | entrance (Las Venturas). | 0===========================================================================0 0========0 | Banshee \ 0===========================================================================0 | Reward: $45,000 | Cost: $36,000 | Spawn Type: Normal. | 0===========================================================================0

| Description | A Dodge Viper style sports car convertible. | |-------------+-------------------------------------------------------------| | Location | Parked at the north side of Cobra Martial Arts in Garcia | | | (San Fierro). | 0===========================================================================0 0=========0 | Super GT \ 0===========================================================================0 | Reward: $105,000 | Cost: $84,000 | Spawn Type: Normal. | 0===========================================================================0 | Description | Another sports car with a spoiler in the back. Has a front | | | bumper that hangs low to the ground. | |-------------+-------------------------------------------------------------| | Location | Parked on the east side of the building next to the control | | | tower for Easter Bay Airport (San Fierro). If you | | | successfully completed the Driving School in Doherty (San | | | Fierro) then you can also pick up one in the parking lot. | 0===========================================================================0 0========0 | Journey \ 0===========================================================================0 | Reward: $22,000 | Cost: $17,600 | Spawn Type: Normal. | 0===========================================================================0 | Description | A large RV. | |-------------+-------------------------------------------------------------| | Location | There is usually one on the top of Mount Chiliad (Badlands) | | | but it can be a pain to bring down due to its | | | top-heaviness. Another one can be found at the Film Studio | | | in Vinewood (Los Santos). | 0===========================================================================0 0========0 | Huntley \ 0===========================================================================0 | Reward: $40,000 | Cost: $32,000 | Spawn Type: List. | 0===========================================================================0 | Description | A boxy Range Rover style SUV. | |-------------+-------------------------------------------------------------| | Location | In front of the Driving School in Doherty (San Fierro). | | | Will replace the Hotknife if you earned it by getting all | | | Golds in the Driving School. | 0===========================================================================0 0=============0 | BF Injection \ 0===========================================================================0 | Reward: $15,000 | Cost: $12,000 | Spawn Type: Normal. |

0===========================================================================0 | Description | A dune buggy. | |-------------+-------------------------------------------------------------| | Location | On the beach southwest of the Avispa Country Club (San | | | Fierro). | 0===========================================================================0 For bringing in five of the cars listed you get the Vortex (Cost: $20,800). For bringing in all ten cars listed you also get the Bullet (Cost: $84,000) plus a $200,000 bonus which is attached to the reward for the tenth car. By completing all three lists then you complete the Vehicle Export and Import job and take three more steps toward 100% Completion. Now to finish off Wang's Auto Asset..... 0+=+=+=+=+=+=+=+0 / Cesar Vialpando \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CVO8. Puncture Wounds 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Cesar Vialpando / 0=========0 0=+=+=+=+=+=+=+=0 Cesar is frustrated trying to get a target car. The woman driving it won't stop and drives like a maniac. But CJ gets an idea on how to stop her..... 0=========0 | The Plan \ 0=======================> Get are use you

in the marked car. It has been modified to use Stingers. These Stingers used to blow out tires. You need to get in front of the target car and a Stinger to blow the tires so you can get the car. Be careful though, only have three Stingers to use.

When you get in the car then the target car will appear on the radar. She will be heading south toward Angel Pine. You need to get in front of her and press Attack to drop a Stinger and pop her tires. But she will be driving fast and weaving around the traffic on the narrow streets near Angel Pine thus making things a little tricky. However, it's really not that hard to get in front of her to use the Stinger. After you pop the tires then get out of your car and go towards hers. You will get a call from Cesar and CJ tells him of the acquisition. CJ will also repair the blown tires. From there, just drive on over to the Xoomer Garage Safehouse to successfully complete the mission. 0=======0 | Reward \ 0=======================> $5,000 plus Respect Gained.

In addition, you will complete Wang's Autos Asset and gain a Money Icon at the dealership that will generate maximum revenue of $8,000 per day. Now it's time to deal with that mysterious person that called earlier..... 0+=+=+=0 / ?????? \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >???2. Monster 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ ?????? / 0=========0 0+=+=+=0 When CJ gets to the ranch then this mystery person wants him to take a certain vehicle out for a spin..... 0=========0 | The Plan \ 0=======================> The vehicle is a big Monster truck. You have to navigate a checkpoint course that winds through the desert area in less than 6:30 to pass. There are thirty five checkpoints to get. In addition, the truck has a four-wheel steering system instead of a handbrake. What this means is that, when you press Handbrake, then all four tires turn when you turn the vehicle. This allows you to turn the truck on a dime for very sharp cornering although it still swerves a bit when you exit the turn. It takes a little while to get used to. The truck allows you to make your own path to each checkpoint. Be careful to use the Reverse to brake instead of using Handbrake if you need to slow down. When you get back to the ranch then you will be compared on a high score list with previous drivers. The better your time, the more flattering the comments and the more money you get. If you get a time below 4:20 then your reward will be $5,000 (thanks to Randy Russell for that information). This also successfully completes the mission. 0=======0 | Reward \ 0=======================> $4,000. In addition, you will get another phone call from this mystery person. He wants CJ to get back to the ranch and promises to explain everything..... 0+=+=+=0 / ?????? \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >???3. Highjack 0

0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ ?????? / 0=========0 0+=+=+=0 CJ finally meets this mystery person face-to-face: Mike Toreno. The same person who he thought died in a helicopter explosion he caused. It turns out that Toreno is a government agent and needs Carl to do things he can't get caught doing. He also wants Carl to call up Cesar and commandeer a truck for him..... 0=========0 | The Plan \ 0=======================> Get on the motorcycle and take Cesar with you to go after the truck. The truck is on the Garver Bridge heading into San Fierro. Go on the freeway and onto the Garver Bridge to go after the truck. When you get to the truck then you need to get close to the driver and hold that position for a few seconds so Cesar can jump onto the truck. This is a little tricky because the driver of the truck is weaving through traffic and knocking the cars around. When Cesar finally gets in the truck then he will then struggle with the driver. After a few seconds, in which case Cesar will overpower the driver, then the truck stops. Then get in the truck and drive it to the Xoomer Garage Safehouse to successfully complete the mission. 0=======0 | Reward \ 0=======================> $7,000. 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY12. Mike Toreno + 0==========================================================================/ As mentioned earlier, Mike Toreno is things he can't get caught doing. He on how things should be. Despite the him CJ has no choice but to work for may be able to help him.

a government agent who needs CJ to do has also has some very interesting ideas danger involved in being associated with Toreno since he knows about Sweet and

0+=+=+=+=+=+0 / Mike Toreno \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >MTO1. Interdiction 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Mike Toreno / 0=========0 0=+=+=+=+=+=0 After being informed that Sweet is fine and protected then CJ is needed to go and get some precious cargo.....

0========0 | Weapons \ 0=======================> Heat-Seeking RPG. 0======0 | Notes \ 0=======================> Go to the Ruins at Aldea Malvada to get some Heat-Seeking RPGs prior to doing the mission. 0=========0 | The Plan \ 0=======================> You need to go over to El Castillo Del Diablo to drop the flare. But first you need to go over to the ghost town in Las Brujas. Use the BF Injection nearby to get there. When you get to the ghost town then you are provided with a RPG and the use of three different vehicles to get you up to El Castillo Del Diablo. Don't bother with the RPG - just take a vehicle (I prefer the Sanchez) and get up to the blip. When you get there then CJ will drop the flare. As the helicopter approaches then it is intercepted by black helicopters. You must protect the large helicopter from the black helicopters. This is where the Heat-Seeking RPGs come into play. You will deal with a total of five black helicopters but only two will show to attack at any one time. Aim the Heat-Seeking RPG at a black helicopter and track it until the reticle becomes red. Then launch and forget. The rocket will do the rest. Target another black helicopter and repeat the process. Using the Heat-Seeking RPGs makes this part of the mission easy. Make sure that the black helicopter you target are not too close to you or you may get hurt when it crashes near you. But there will be some Health nearby in the ruined shack just in case you do get injured. When you destroy all five black helicopters then the large helicopter will fly off and drop a package north of the Verdant Meadows Aircraft Graveyard. Get back on your vehicle and drive off to get it. When you get there then pick it up and take it back to El Castillo Del Diablo to successfully complete the mission. 0=======0 | Reward \ 0=======================> $1,000. 0=+=+=+=+=+=0 / Mike Toreno \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >MTO2. Verdant Meadows 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/

\ Mike Toreno / 0=+=+=+=+=+=0 Toreno wants CJ to go over to the Verdant Meadows Aircraft Graveyard and buy it for him. He is to offer the owners of the property a dollar and kill them if they give him a hard time. This is not a mission per se. Just go on over and buy the property. However, it is abandoned and it will cost you $80,000. And, in buying the property, you are also opening up..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT16. Learning To Fly (Verdant Meadows Flight School) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ After buying the Verdant Meadows Aircraft Graveyard then you open up the Verdant Meadows Flight School (operated by Mike Toreno). There are ten tests to pass in order to proceed further in the story. Like the other schools, you also get bonus vehicles for getting all Bronzes, Silvers, and Golds. They can be found parked near your Verdant Meadows Aircraft Graveyard Safehouse: >>All Bronzes - Rustler. >>All Silvers - Stuntplane. >>All Golds - Hunter. If you want to use the Hunter in the Vigilante Mission or for general mischief then you need to get all Golds here. Fortunately, most of the tests are easy to get Golds in but there are a couple that will be a bit frustrating. There are three aircraft that are used at the School: Rustler, Hunter, and the Stuntplane. When flying the Rustler then you need to get high up in the air quickly without stalling. The best thing to do when taking off is to angle up gently until you are up in the air. Once in the air then raise the landing gear and angle up about 45 degrees. This will allow you to increase speed and altitude quickly so you can reach the coronas. The Stuntplane has very sensitive controls which make it hard to control. Gentle movements of the joystick is all that is needed to maintain control of the aircraft. It will take a little practice to effectively fly the plane. 0========0 | Takeoff \ 0=========================================================> You have to lift off and fly though three coronas. Very easy to pass. Do this in 30 seconds to get Gold. 0===========0 | Land Plane \

0=========================================================> You have to fly through one corona and land the plane. Then stop in the designated area. You can't let the nose touch the ground or you will incur a damage penalty. Do this in under 30 seconds to get the Gold. 0================0 | Circle Airstrip \ 0=========================================================> You have to fly a circular course near the airfield. You are also given a choice of a Counterclockwise or Clockwise direction. Not too hard to pass. Do this in under a minute to get Gold. 0=========================0 | Circle Airstrip And Land \ 0=========================================================> This is harder than the last test. You fly the same circular course but now you have to land the plane into the designated area. Screwing up the landings is what may cost you some chances to pass the test. Do this perfectly in under 80 seconds to get the Gold. 0===================0 | Helicopter Takeoff \ 0=========================================================> You must liftoff, rise straight up then level, turn around, and fly through a corona. Very easy to pass and you will probably get the Gold just by completing it the first time. 0================0 | Land Helicopter \ 0=========================================================> You must now land the helicopter. Very easy to pass. May take a couple of tries to get the Gold. 0================0 | Destroy Targets \ 0=========================================================> You have to destroy three static targets on the runway then two moving targets near the Snake Farm. Use the Rockets to destroy the trucks (although Randy Russell says that the Machine Guns are better for that task) and use the Machine Gun to destroy the vans. After that then land the Hunter on the runway pointing east. This is a little harder because of lining up the targets and trying to destroy them as quickly as possible plus landing the Hunter correctly. You can get Gold if you do this in under 85 seconds. 0==============0 | Loop-The-Loop \ 0=========================================================>

You have to go through two coronas. After passing through the first corona then pull back the stick to do the loop and fly through the second corona to end the test. Fairly easy to pass but more frustrating to Gold in. Why? Because of the very tight time limit. You need to do this in 21 seconds to get the Gold and I always seem to end up with 22 seconds. The best way to get the necessary speed to make an attempt at Gold is after the first corona wait until you are near the second corona to do the loop instead of doing it after the first one. Also keeping the plane straight after the loop will improve your chances at Gold. Some people have had success getting the Gold by going into First Person view during this test. This task on the PC version is easier because of the keyboard controls which will allow you to keep the plane straight far more easily than with the Analog Sticks on the console versions. 0============0 | Barrel Roll \ 0=========================================================> This test is much harder than the last one. You have to use the Stuntplane to fly through one corona, do a barrel roll, then fly through the second corona to end the test. The extremely sensitive controls of the Stuntplane make it very easy for you to corkscrew it into the ground. It will take many attempts before you can get the handle on this plane. Just like in the last test, the best way to get Gold is to wait until you get near the second corona, and slightly above it, before doing the barrel roll. When you do the roll you'll also start heading down so, if you start slightly above the top of the corona, then you'll go through the middle as you finish the roll. Some people have had success getting the Gold by going into First Person view during this test. You need to do this test in 18 seconds or less to get the Gold. Again, this task on the PC version is much easier than the console versions because of the keyboard controls which will allow you to keep the plane from corkscrewing into the ground. 0======================0 | Parachute Onto Target \ 0=========================================================> You have to skydive down and deploy your chute. Then you have to glide to a target area. The target area is divided into scores. You have to land in the center to increase your chances for passing. This is very easy to pass and get Gold in. When you start the test then push forward to speed down. When you are prompted to deploy your parachute then wait five seconds and then deploy. Then pull back on the stick to help you land in the center. Landing in the center in 55 seconds will get you the Gold.

After successfully completing the Flight School, regardless of what medals you have, then you will open up the Verdant Meadows Aircraft Graveyard Asset Missions. You will also get a call from Wu Zi Mu inviting you to come over to Las Venturas to check out his new place. In addition, all of the aircraft at Easter Bay Airport, which were locked, are now unlocked and ready to fly. Thanks to Brian Stell for pointing that out (it should be noted that he mentioned the mission Mike Toreno where the planes unlock). But, after playing through the PS2 version, I found that it actually unlocks here (could unlock at a different point in another version). But I am going to do something that came up during "Verdant Meadows" first before heading to Las Venturas..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT17. Race Tournaments | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ During "Verdant Meadows" you will get a call from Jethro. He informs CJ about illegal street races that take place all over San Andreas. After the phone call then four checkered flag icons will appear on your in-game map. These are where you can pick up the Race Tournaments. One is in Los Santos, one is in San Fierro and two are in Las Venturas. You do these races in a variety of vehicles and terrains. Each race listed will also include the vehicle you use. When you are in a race that uses a motorcycle then you can use your sub-machine gun to create havoc that you can use to pass up or destroy your opponents. Get lots of ammo for your sub-machine gun of choice before doing a motorcycle race. Winning a race will earn you $10,000 and winning all of the races in all four tournaments will earn you $1,000,000 plus an additional step toward 100% Completion. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Los Santos Race Tournaments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 The Los Santos Race Tournaments can be picked up behind a building just east of the Alhambra Club in Little Mexico. There are nine races but you have already done three of them in earlier missions. Those three races are here in case you want to improve your best time. >>Race #1 - The Lowrider Race (Blade) *********************************** You did this one in the mission "High Stakes, Low Rider". You do not have to do this again unless you want to improve your best time. The only difference is in the car you use. >>Race #2 - Little Loop (NRG-500) ******************************* This is a very short course. Although you can shoot up your opponents it is best to concentrate on the course because of its short length.

>>Race #3 - Backroad Wanderer (FCR-900) ************************************* I hate this one. The crooked roads and ahead, and stay ahead, of your rivals. shoot up as well. The best thing to do You can easily screw up on these roads your opponents.

the hills made it hard to get Plus the bikes were tougher to is stay focused on the riding. if you try to take down any of

>>Race #4 - City Circuit (FCR-900) ******************************** A bit easier than the last race because the course is longer and is more of an oval shape. There is also an excellent opportunity at the beginning to use your sub-machine gun to take down at least one of the competitors and screw up the others. It's pretty easy to get into first place and stay there. >>Race #5 - Vinewood (Sunrise) **************************** This one's worse than Backroad Wanderer. The Sunrise is not a good racing car at all. Difficult to corner at high speed and it doesn't climb well either. And you have to go through some of the same course you went through with Backroad Wanderer. Slow down when you go down the hill leading to the road bridge in Mulholland. This will allow you to maintain control. Hopefully most of your opponents wipe out here giving you a chance to win. When you get back down into Los Santos then the course becomes easier. There are a couple of long straight-aways that will allow you to pass up any opponents that are in your way. >>Race #6 - Freeway (Super GT) **************************** You go up against five other sports cars on this course. The Super GT has a tendency to spin around 180 degrees when you barely clip something thus making it a frustrating car to use. The best thing to do is to get into the incoming lane and try to keep out of their way and make your move when you get to the Didier Sachs billboard since you can cut though the median and gain position. The other challenge is maintaining control of your car. It slides easy so you may find yourself smacking into things if you're not careful. The car's not durable either so you could find yourself blowing it up if you run into too many things. >>Race #7 - Into The Country (Bullet) *********************************** The Bullet is a much better car than the Super GT. You can gain position very quickly and even be in first place before getting out of Ocean Docks. Despite the length of the course this is an easy race. However, it should be noted, that the traffic will play a role in your success or failure. On the freeways the traffic has a nasty habit of switching lanes regardless of who's in the other lane or coming up behind them. Getting snagged by the traffic will either lead to losing position or your car since the Bullet is not much more durable than the Super GT.

>>Race #8 - Badlands A (Sabre) **************************** You did this one in the mission "Wu Zi Mu". You do not have to do this again unless you want to improve your best time. The only difference is that you have to use a Sabre instead of the car you chose when doing the mission. >>Race #9 - Badlands B (ZR-350) ***************************** You did this one in the mission "Farewell, My Love...". You do not have to do this again unless you want to improve your best time. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. San Fierro Race Tournaments |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 The San Fierro Race Tournaments can be picked up behind Wang's Autos in Downtown. There are six races to be performed. >>Race #1 - Dirtbike Danger (Sanchez) *********************************** You go through the Back O Beyond area on a Sanchez. This one is pretty easy and you may be able to shoot up a couple of your opponents for good measure. >>Race #2 - Bandito Country (Bandito) *********************************** This race also takes place in Back O Beyond. The Bandito is a bit unstable and you can flip it over easy. However, you can pass your rivals quickly in the beginning so you can focus on the course and maintaining control of your vehicle. >>Race #3 - GO-GO Karting (Kart) ****************************** This race is unusual in that you use a Kart similar to the type you find at amusement parks. It is capable of incredibly sharp turns. It will take a little time to get used to it but, once you do, then it will be okay. >>Race #4 - San Fierro Fastlane (Alpha) ************************************* Now things start to get a little harder. The Alpha is another car that can get spun around easily when it hits something. The course has plenty of hills and curves and traffic to make things interesting. The main goal is to be in first place when you reach the top of the hill after passing the parking garage for Pier 69. If not then it will be difficult to get first place after that point. >>Race #5 - San Fierro Hills (Phoenix) ************************************ The Phoenix is also another one of those slider cars 180 degrees when you smack a lightpole and swerves a make turns). The first part of the course is kind of the hills but when you reach the freeway you can cut

(where it spins lot when trying to hard because of loose.

Then it gets hard again because of Missionary Hill. The traffic on that hill can make things tricky. Your opponents may be able to catch up to you here but, once you get back on the freeway, then you can get ahead of them again. Once you get past the Xoomer Gas Station then it is pretty much smooth sailing from there. >>Race #6 - Country Endurance (Bullet) ************************************ The Bullet is a much better car than the Phoenix. This course is long but there are plenty of opportunities to get ahead. The traffic disappears when you get past the bridge leading back into Red County, comes back again for a short time when near the Los Santos Inlet, then re-appears when you get near the San Fierro area. There are also plenty of places to easily do when you forget how much turns in the middle and the end of get off the course. The curve near major danger spot.

fly off the course which you can power the Bullet has. The hairpin the course are places where you can the Whetstone Safehouse is another

0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Las Venturas Race Tournaments (Cars) |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 The Las Venturas Race Tournaments (Cars) can be picked up behind a building in the southern part of LVA Freight Depot. There are only four races to be performed but they are more lengthy than the others. >>Race #1 - SF to LV (Banshee) **************************** Despite the length this race isn't too hard. It's a little tricky in the beginning because of your rivals trying to get position. However, most of them will get caught up in the toll booths for the Gant Bridge so you can get to first place rather quickly. You still have to be wary of the traffic because of their lane switching and you certainly don't want to get caught up in that. >>Race #2 - Dam Rider (NRG-500) ***************************** At the beginning you can use your sub-machine gun to mess up or even take down some of your opponents. This will help you get to first place quickly. There are also a few little shortcuts that can help you to stay in first place. >>Race #3 - Desert Tricks (FCR-900) ********************************* Your opponents are much better so it is a little harder to pass them up. There is a little shortcut at the hairpin turn just as you get to the road. You can use the long straightaway across the bridge to get some speed. Usually the leader will stumble just past the Xoomer Gas Station thus allowing you to pass him up. If he tries to pass you up then just use your sub-machine gun on him to take him down. >>Race #4 - LV Ringroad (Turismo) ******************************* The course involves you going around Las Venturas using the main freeways. The hard part is dealing with the traffic. The best thing to

do is get on the right shoulder and stay there. This will allow you to pass up traffic, and your opponents, with ease. Just be careful when you get to exit ramps because of the traffic trying to use them. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | D. Las Venturas Race Tournaments (Aircraft) |~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 The Las Venturas (Aircraft) Race Tournaments can be picked up behind a building just to the right of the airport gate at Las Venturas Airport. There are six races to be performed but they are done with aircraft instead of cars. The main thing about these races are that you don't have opponents to deal with. Take your time through the courses and you should be fine. >>Race #1 - World War Ace (Rustler) ********************************* The Rustler is an old WWII plane that has good speed and handles okay. The course winds through Downtown Los Santos and through the country and back again. The early part of the course is the hardest because of the hill at Verdant Bluffs and the checkpoint between buildings. If you swerve around too much trying to get checkpoints then put down the landing gear. It will serve as a brake to help you keep a handle on the plane. >>Race #2 - Barnstorming (Stuntplane) *********************************** This race can be a real pain because of the plane that you use. As you have already found out during Flight School, the Stuntplane has very sensitive controls and it is very easy to wipe out the plane. It also has a nasty tendency to sputter when trying to climb. This can be a problem in the middle of the course when you need to go up a hillside and over some trees. Another problem spot is when you have to turn left and go under a bridge in south Flint County. Use the Look Left and Look Right buttons to gently turn the plane when it is level. Also make fine movements of the stick to maintain control. I also found out that tapping Accelerate allows me to maintain a solid but controllable speed. >>Race #3 - Military Service (Hydra) ********************************** The Hydra is a VTOL (Vertical TakeOff and Landing) plane that is based on the Harrier jet. Since that this is probably the first time you will be flying the plane, here is a *VERY* important piece of info. To go from vertical liftoff mode to jet mode, push up on the Right Analog Stick for a few seconds. When you need to go from jet mode to landing mode then pull back on the Right Analog Stick for a few seconds. The best thing to do is leave the landing gear down when you do the course. This will slow down the jet quite a bit but will allow you to maintain control of the Hydra. The only problem part comes when you get near the Restricted Area. The

first time you get near it then try to stay near the mesas to your left and clip the corona with your right wing. When you come around the second time then try to clip the corona with your left wing. As you fly over the southwest portion of San Fierro near the end of the course then you may want to put up the landing gear to improve your time. >>Race #4 - Chopper Checkpoint (Maverick) *************************************** This is not much different than the Chopper Checkpoint Races done in Vice City. The Maverick is an easy to control chopper plus the course isn't too hard either. You should have no problems here unless you really suck at flying helicopters. >>Race #5 - Whirly Bird Waypoint (Maverick) ***************************************** You still use the same helicopter as in the last race but the course is much harder. You have to go in-between buildings a lot during the first half of the course. Make careful movements and take your time. Once you will get version, a little

get out near the clock tower and head north then the course a lot easier. According to Phil Carter, who has the PC the chopper is a San Andreas News chopper which appears to be harder to control.

>>Race #6 - Heli Hell (Hunter) **************************** In the open, the Hunter makes an excellent offensive weapon. In the confines of Los Santos.....not so much. It's fast but it really doesn't turn on a dime so it handles like a sick pig in close quarters. It is very difficult to fly this thing without smacking it into the buildings. Really take your time and ease gently into the coronas. The hardest part of the course is getting the corona from under the Mulholland Intersection. As you get near Verdant Bluffs then the course gets easier. One of my readers, Anders Paulson, suggested that, if you have trouble getting Gold in the Flight School, then you can actually save the Hunter used in this race. When you start the race then fly up to the Verdant Meadows Aircraft Graveyard. There is a large hangar where you can save aircraft. Carefully fly the Hunter into the hangar and exit. You will eventually be disqualified for leaving the aircraft but it will be saved for you at the hangar. Almost as good as getting Gold in Flight School. And speaking of the Hunter..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT18. Vigilante Mission (Hunter) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/

If you got all Golds at the Flight School or acquired one by storing one and failing "Heli Hell" and you waited until now to do it then you can go ahead and do the Vigilante Mission using the Hunter attack helicopter. The powerful Machine Gun and Rockets of the Hunter will allow you to quickly complete the twelve levels you need to finish to obtain the increased Body Armor and take another step toward 100% Completion. You can also continue beyond Level 12 of the Vigilante Mission and make more money for yourself. The rewards for completing a level will increase the longer you play the Mission. If you're really good at flying the Hunter then you can make a lot of money quickly. Perhaps even more money than by using the Inside Track Betting parlors. /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LVT19. Vigilante Mission (Rhino) | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ Of course, if you unable to get all Golds to spawn the Hunter, then there is an another way to do the Vigilante Mission. Just south of Verdant Meadows Aircraft Graveyard is the Restricted Area. It is here where you can acquire a Rhino tank. Although you opened up the Desert / Las Venturas area after completion of the mission "Yay Ka-Boom-Boom" , the Rhino won't spawn here until after completion of the mission "Verdant Meadows". This is because, after "Verdant Meadows", is when you can max out your Wanted Rating at 6-Stars. It is best to know where the nearby Police Bribes are at before trying to acquire the Rhino because you will get a 5-Star Wanted Rating when entering the Restricted Area. After getting rid of the Wanted Rating then you can safely start the Vigilante Mission. The best place to start is around the Fort Carson area (as suggested to me by Bragon the Bat). Most of the targets will tend to stay in the rural areas so you won't have to deal with as much traffic. The tank is fast enough to let you to ram the target vehicles instead of shooting them. This will allow you to keep the Wanted Ratings to a minimum. And, since the tank is impervious to gunfire, then you can get Level 12 and beyond without much effort. Just don't let the Rhino linger near any large flames since fire is the only thing that can destroy it (and destroy it quickly might add). Now back to the Main Story..... 0==================================0 / Asset Missions \~~~~~~~~~~~~~~~~~~~\ 0==========================================================================\ | >AST3. Verdant Meadows Aircraft Graveyard 0 0==========================================================================/ After completion of "Learning To Fly" then you open up the Verdant Meadows Aircraft Graveyard Asset Missions. Here you use various aircraft to complete

your missions. There are four missions total and can be picked up at the front of the hangar where the Rustler is kept. It should be noted that you must complete the Verdant Meadows Aircraft Graveyard Asset missions before you are allowed to do "Saint Mark's Bistro". 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0 / Verdant Meadows Aircraft Graveyard Asset \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >VMG1. N.O.E. 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Verdant Meadows Aircraft Graveyard Asset / 0=========0 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0 After being ambushed by Mike Toreno he wants CJ to drop off equipment to some of Toreno's friends..... 0=========0 | The Plan \ 0=======================> Get in the Rustler and head to the runway. You have ten minutes to drop the stuff off and fly back. The drop point is in Angel Pine. You also have to fly low or you will show up on the radar. If your Visibility Bar maxes out then you will be spotted and some Hydras will fly toward you to check you out. Duck back under the radar to throw them off. If you are still visible then they will fire on you. Duck the missiles or you will be destroyed. The best route to use, according to Randy Russell and which I found to be very useful, is to fly due west and when you get near Las Payasadas turn north. When you reach the water then turn west and fly down close to the water. Follow the coastline and you will reach San Fierro. Keep going south until you reach Angel Pine. Lower your landing gear to slow you down and make it easier for you to fly through the corona. Once you make the drop then raise your landing gear and go back the way you came. Follow the coastline and, when you get near Las Payasadas, then fly up and over the small town then put down your landing gear and ease down onto the runway. After you have landed the plane on the runway then the mission is successfully completed. 0=======0 | Reward \ 0=======================> $15,000. 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0 / Verdant Meadows Aircraft Graveyard Asset \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >VMG2. Stowaway 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Verdant Meadows Aircraft Graveyard Asset /

0=========0

0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0

Some government agents land at the airstrip and begin to on-load some stuff. Toreno wants CJ to do some "pest control" and get rid of these rival agents..... 0========0 | Weapons \ 0=======================> --Baseball Bat. --Nightstick. --Silenced 9mm Pistol. 0=========0 | The Plan \ 0=======================> There are two parts to this mission. The first part involves getting on the plane. You need to go up the ramp of the plane using a motorcycle. However, when you start your approach, then the plane will be trying to take off. Worse, somebody on the plane will be throwing barrels down the ramp in an attempt to keep you from getting on the plane. If you get knocked off course by a barrel then you'll fail the mission because you won't be able to straighten back out and make another attempt at the ramp before the plane takes off. But you can avoid the barrels by approaching the ramp at an angle instead of straight on. The barrels spread out when they are thrown from the plane. Just stay to the right of the spread pattern as you approach the ramp. When you start your approach then go straight past the truck, which should be to your left, and lean forward a little to gain speed and gently angle left toward the ramp as you get closer but staying just outside the spread pattern of the barrels. You should be able to get to the ramp just before it starts to close. The second part is when you get on the plane. You need to go to the front of the plane to plant some explosives so you can destroy the plane. If you don't have any Remote Explosives to blow up the plane then you will be given some. In addition, there are still barrels coming down the middle of the plane. They will knock you down but they don't seem to do any damage. There are also several agents throughout the plane that should be dealt with. You have to be careful when using firearms on the plane. If you miss one of the agents then you will blow up the plane, with you in it, and fail the mission. When I want to use a firearm then I use the Silenced 9mm Pistol but I still recommend the use of a melee weapon. Gradually go up the plane and dispose of the agents with your weapon of choice. Get the Parachute off the last agent so you can get off the plane safely.

It should be noted that even if you have a Parachute or max Flight Skill you will need to kill this agent to get the Parachute. If you exit the plane without a Parachute then you will fail the mission and die (you will smash onto the top of a car at the drive-in theater in Fort Carson). After you get to the very front of the plane then plant the Remote Explosive and exit the plane through the rear ramp to successfully complete the mission. 0=======0 | Reward \ 0=======================> $20,000. In addition, you will be free-falling so you will need to parachute safely to the ground. However, you will be really high up. I mean really high up. You start free-falling way above the maximum flight ceiling somewhere over Fort Carson. When using the Parachute you can actually glide all the way back to Verdant Meadows Aircraft Graveyard (while avoiding the Restricted Area). 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0 / Verdant Meadows Aircraft Graveyard Asset \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >VMG3. Black Project 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Verdant Meadows Aircraft Graveyard Asset / 0=========0 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0 CJ hooks up with The Truth again and together they head off to a place not on any map..... 0========0 | Weapons \ 0=======================> --Silenced 9mm Pistol (300+ rounds). --M4. 0=========0 | The Plan \ 0=======================> The Truth wants you to go into the Restricted Area and get the Black Project under development. The best way into the bunker complex is through the blast doors. There are also searchlights and soldiers on patrol. If you are seen then the blast doors will be locked down and you will have to find another way inside. You will be given Thermal Goggles and several ways that you can get through this area. You need to get in by 0530 or you will fail the mission. When you start the mission then you will be outside the entrance and you

will also see a Body Armor icon near the inside of the entrance. The fastest way is through stealth and using the Silenced 9mm Pistol to kill any nearby soldiers. Avoid the searchlights and head to the control tower. Once there then step into the red circle to open the blast doors and run to them before they close again. If you are spotted and there is a lock-down then go to the nearby vents to gain entrance. At the end of the vent shaft is a Health Icon if you need it. Once inside then you need to get to the research facility to gain access to the Black Project. You are also prompted to disable the SAM's outside to make it easier for you later. You will also need to deal with the soldiers throughout the complex as you progress. The soldiers carry M4's so you can get some ammo for yours when you kill them. When you reach the first room then turn right and up the stairs to enter a small room with a Body Armor Icon and a Mini-Gun. Get rid of all of the soldiers in this room and go down to the lower floor. Go south and you will be on the upper level of a larger room. Kill everybody here before proceeding. In the next room to the south there is a Body Armor Icon. Head down to the lower level and head east along the grilled walkway. If you look down then you will see a Health Icon and a Body Armor Icon. There are two ways to go down below the grilled walkway to retrieve them if you need them. Go up the stairs and you will enter another area with crisscrossing hallways. There are several soldiers here and you should deal with them before proceeding. There is a corridor that angles up and into the next large room that has a Body Armor Icon and a scientist with a Pass Card. Get the Pass Card and go to the red circle to open the door to gain access to the Black Project. The next area leads down to the Black Project and has a long set of stairs winding down to it. It also has lots of soldiers you need to get rid of and this is when you really need to use the M4. Go down the stairs and stop every so often to kill any soldiers you can target. When you finally clear the area of soldiers and get downstairs then you will finally find the Black Project - a Jetpack! Get the Jetpack and go straight up to get out. You will be provided with a Micro SMG to kill any soldier while trying to get up and out of the complex regardless of whatever Sub-machine Gun you had previously. Then head over to Arco Del Oeste to drop off the Jetpack to The Truth. As you fly there then the game will instruct you on how to use the Jetpack. You can only use the 9mm Pistol and Micro SMG when shooting from above while using the Jetpack (and yes, even dual wielded). When you reach the blip and The Truth then the mission will be successfully completed. At this point you're stuck with the Micro-SMG but you may want to wait until after the next mission before going back to Ammu-Nation to switch back to the SMG.

But you are provided with a Sanchez so you can get off the mountain. Also, you can now purchase Desert Eagles at all Ammu-Nations. In addition, the Thermal Goggles will now spawn in the following locations: >>In Madd Dogg's Crib (Los Santos) inside the barroom on first floor by the large TV after completion of "A Home In The Hills". >>Inside of Zero RC [southeast corner] (San Fierro). >>Underneath the north part of the huge dish (by the Sandking) at The Big Ear (Bone County). >>Inside the short control tower at the south central part of the military complex at the Restricted Area (Bone County). 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0 / Verdant Meadows Aircraft Graveyard Asset \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >VMG4. Green Goo 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Verdant Meadows Aircraft Graveyard Asset / 0=========0 0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=0 Now The Truth wants CJ to fly the Jetpack to a train and steal "whatever they least want you to get"..... 0========0 | Weapons \ 0=======================> Micro SMG (provided). 0=========0 | The Plan \ 0=======================> Regardless of whatever sub-machine gun you have you will be provided with a Micro SMG for this mission. You also can't take off the Jetpack so you can't use any other weapons. In addition, according to Bragon the Bat, if you already have the Micro SMG in your inventory, then you will be given an additional 2,000 rounds. Fly up and head the top part of be heading west the train as it

east toward the north part of Las Venturas. Then land on the north building for Yellow Bell Station. The train will and you can stand here and pick off most of the soldiers on passes by.

After you kill most of the soldiers then fly off and to the train to pick off the rest of them. There are also three crates that need to be destroyed to find the Green Goo. Regardless of what order you destroy them, the Green Goo will always be in the last crate. After you get the Green Goo then fly off to the Aircraft Graveyard and land in the red circle to successfully complete the mission. 0=======0 | Reward \ 0=======================>

$20,000. In addition, you will complete the Asset Missions for Verdant Meadows Aircraft Graveyard. You will gain a Money Icon at the Verdant Meadows Aircraft Graveyard Safehouse that will generate maximum revenue of $10,000 per day. Also, the Jetpack will now spawn near the entrance of the Verdant Meadows Aircraft Graveyard Safehouse for you to use. Before going further you should either head to an Ammu-Nation or to the front of The Four Dragon's Casino to re-acquire an SMG. And now, let's go back to our friend Wu Zi Mu..... 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY13. The Four Dragons Casino + 0==========================================================================/ The Four Dragons Casino, in the southern part of The Strip in Las Venturas, is where Wu Zi Mu has set up shop. He invites CJ to become a partner in their operation. However, CJ also needs to deal with the Mafia who have their own Casino, Caligula's Palace, and they don't take too kindly to having the Triad invade their territory. It should be noted that you must complete the mission "Madd Dogg" before you are allowed to do the mission "A Home In The Hills". 0+=+=+=+=+=+=+=+=+=+=+=+0 / The Four Dragons Casino \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >FDC1. Fender Ketchup 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Four Dragons Casino / 0=========0 0=+=+=+=+=+=+=+=+=+=+=+=0 The Triads catch somebody trying to destroy equipment for the casino. CJ decides to make him talk to find out who's behind the sabotage..... 0=========0 | The Plan \ 0=======================> The would-be-saboteur has been tied to the windshield of your car. You need to do some crazy things in your driving to scare him into talking. There is a Scare-O-Meter to help you in finding out how much you are scaring him. You can't really go onto the main highways (because of potential Police attention) and getting into a bad wreck (especially head-on) will kill him. The best thing to do is head for the Las Venturas Airport runway where you can do whatever you want without risking any collisions. Simply go from one

end of the runway to the other really fast since high speeds is one thing that scares your victim. When the Scare-O-Meter maxes out then he will talk. He will tell you that the Sindacco Family is behind the sabotage. After that then take him back to the Casino. When you reach the Casino then the mission will be successfully completed. 0=======0 | Reward \ 0=======================> $5,000 plus Respect Gained. 0+=+=+=+=+=+=+=+=+=+=+=+0 / The Four Dragons Casino \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >FDC2. Explosive Situation 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Four Dragons Casino / 0=========0 0=+=+=+=+=+=+=+=+=+=+=+=0 CJ decides that the best way to hurt the Sindacco Family is to rob their casino, Caligula's Palace. But they need some explosives to do the heist. Woozie recommends that CJ head out to the nearby quarry to get some..... 0========0 | Weapons \ 0=======================> --SMG. --Sniper Rifle. 0=========0 | The Plan \ 0=======================> Head out toward Hunter Quarry which is indicated by the blip. When you get there then you will see a cutscene showing some workers setting up Explosives. You have two and a half minutes to get the four explosives before the workers detonate them and you fail the mission. You also need to get a heavy piece of machinery to destroy the crates so you can get the Explosives. Although you can easily get the explosives within the time limit, Glen Winstein gave me a piece of info that is really useful here. If you find the guy with the Dynamite Plunger (near the center of the Quarry) and kill him then the timer will disappear and you can take as much time as you need to complete this stage of the mission. Just fly off the ledges to quickly get to the bottom of the Quarry. Get in the Dumper and run over a crate then get out and get the Explosive. Three Explosives are on the ground and one is on a Forklift. Once you get the four Explosives then the next phase of the mission begins. The Quarry security has sealed off the entrance so you need to find another way out. You need to get on the nearby Sanchez and follow the checkpoints,

which also involve climbing over the quarry equipment, to get out of the area. Kill any security person that gets in your way. But reader Sarah Jane Marley came up with a much better way. Head toward the entrance of the Quarry. At the entrance the gates are shut, blocked off with two armored vehicles and guarded by four guards with Shotguns. What you need to do is, when you get near the entrance, and instead of going up the ramp to where the guards are at, then go left and up another ramp. Stop when you get to the top, get off the Sanchez and arm your Sniper Rifle. Then pick off the four Shotgun wielding guards. After you do that then go to the entrance and get into one of the armored vehicles. Back it up against the closed gate and get out. Climb up the vehicle and then the fence to get out of the Quarry. Regardless of method, once you get out of the Quarry, then go over to the drop point, not far from the Quarry, to successfully complete the mission. 0=======0 | Reward \ 0=======================> $7,000 plus Respect Gained. 0==================================0 / Asset Missions \~~~~~~~~~~~~~~~~~~~\ 0==========================================================================\ | >AST4. Hunter Quarry 0 0==========================================================================/ Once you have completed "Explosive Situation" then you open up the Hunter Quarry Asset Missions. There are seven missions that you need to do to complete the asset. All of these missions have a time limit and a reward for completing them. You pick up these missions near the front entrance of Hunter Quarry: >>Mission 1 ********* Time: 3:30. Reward: $500. ----------------------------------------------------------------------Notes: You need to use the Dozer to push the boulders into the markers before time expires. There are seven of them and are fairly spread out. Go down level by level. There is one on the south side that needs to be taken care of before you get the others which are mostly on the north side. This mission is not too hard otherwise. >>Mission 2 ********* Time: 1:30 (at start). Reward: $1,000. ----------------------------------------------------------------------Notes: Bombs have been planted by a rival organization and you need to use the Dozer to push each bomb safely away into markers. You gain another minute and a half of time when you succeed in

pushing a bomb away. The bombs are located behind the site office, crane, grinder, and crushers. After moving the last bomb from the crushers then you need to get beyond the blast radius. Once that is done then the mission is completed. If you had no problems with the last mission then this one should pose no problems either. >>Mission 3 ********* Time: 8:00. Reward: $2,000. ----------------------------------------------------------------------Notes: Now you have to chase the bombers in a Dumper before they can reach safety. Believe it or not, despite its huge size, the Dumper is quite vulnerable to sub-machine gun fire. So, catch up to them, get beside them and drive-by them to quickly destroy their vehicle and complete the mission. Pretty easy if you can deal with the traffic. Another method, from Bragon the Bat, is to push the Dumper into the water when you get close enough to the inlet. >>Mission 4 ********* Time: 4:00. Reward: $3,000. ----------------------------------------------------------------------Notes: The bombers have been caught and killed. Now you have to get the bodies, which are at the other entrance, and dump them before the Cops come looking. Take the Sanchez and drive along the outside of the north part of the quarry and stay as close to the fence as possible. You should get to the other entrance in about thirty seconds. Get the Dumper, with the bodies and drive back to the main entrance. You have to be careful here. If any of the bodies fall out then you will fail the mission. When you get to the main entrance then you need to get down to the lower level and dump the bodies in the fire. Take it slow going down to the fire. When at the fire then back up the Dumper and use the Right Analog Stick to dump the bodies into the fire. It is important to note that you should use the Handbrake while dumping or the Dumper will move forward. Once all three bodies fall into the fire then the mission will be successfully completed. >>Mission 5 ********* Time: 3:00. Reward: $5,000. ----------------------------------------------------------------------Notes: Take the Dumper, which has explosives in it, and drive it up to the Verdant Meadows Aircraft Graveyard. You need to be careful because the fragile cargo. Even so, this mission is pretty easy. Drive up there and dodge whatever traffic comes your way. After

you get to the Graveyard then go to the west end of the runway and dump the explosives to complete the mission. >>Mission 6 ********* Time: 3:00. Reward: $7,500. ----------------------------------------------------------------------Notes: A Dumper has spilled a load of explosives on a nearby train track and you need to clear them off before the next train comes along. The hardest part of the mission is getting there because of the slow speed of the Dozer. According to Phil Carter all you need to do is just go straight on the tracks. The barrels will go off to either the left or right on their own. You still might need to get at a couple that didn't get off the tracks completely but this is faster than what I had written here previously. After you get the last barrel off the track then the train will pass by and the mission will be successfully completed. >>Mission 7 ********* Time: 8:00. Reward: $10,000. ----------------------------------------------------------------------Notes: A Cop has been killed and you need to get rid of the body before the Police come looking. Get down to the bottom, use the Sanchez and fly off the edges to get down quickly and get into the Dozer. You need to push the body and the Cop bike into the red circle. You let out the

can't ride the Cop bike into the red circle - the game won't you. After you get both objects into the red circle then get of the Dumper and back onto the Sanchez to quickly get up to crane.

This part is tricky because of how this particular crane handles. After you get both objects into the Dumper then get out of the crane and into the Dumper. Now you need to get up to the main entrance. You need to be careful because, if any of the objects fall out, then the mission will be failed. After you get up to the main entrance then you need to dump the objects into the water nearby. This is probably the trickiest part of the mission because, other than trying the cross the highway with the cars smacking into you, is that you need to back up and get real close to the edge then dump the objects (don't forget to hold down Handbrake just to be safe). After the objects are dumped then the mission is successfully completed and you will also complete the Hunter Quarry Asset Missions.

Reader Ron Schock also came up with the idea of driving the truck *BACKWARDS* to the dumping spot once he got out of the Quarry. He found that it is the objects falling fall out if you are also easier to back already going there

much easier to run over the traffic without out because the objects only threaten to hit by trafic while going forwards. It is up to the drop-off spot since you are backwards.

For completing all seven Hunter Quarry Asset Missions then you gain a Money Icon near the front entrance that will generate maximum revenue of $2,000 per day plus use of a Dozer and Dumper within the quarry. You can also redo the missions and improve upon your best times. When you redo the missions then you can skip to whichever mission you want to try. However, the time needed to finish the mission will be drastically reduced thus increasing the challenge. Now back to the Main Story..... 0+=+=+=+=+=+=+=+=+=+=+=+0 / The Four Dragons Casino \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >FDC3. You've Had Your Chips 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Four Dragons Casino / 0=========0 0=+=+=+=+=+=+=+=+=+=+=+=0 After discovering some fake chips, made by the Sindacco Family, floating around the casino then CJ decides to make a visit to their plastics factory..... 0========0 | Weapons \ 0=======================> --Silenced 9mm Pistol. --Remote Explosives (+10 units). 0======0 | Notes \ 0=======================> I had somebody write to me about not being able to sneak into the building on the PC version. However, after playing through the PC version myself, I had no problems getting inside. 0+=+=+=+=+=+=+=+=+=+=+=+=+=0 | No Wanted Rating Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=0 When you are notified that the factory is guarded then your Wanted Ratings will freeze. You can either cause chaos or grab a Rhino from Area 69 and save it at any garage large enough to hold it (if you don't want to wait for 100% Completion to spawn one).

0=========0 | The Plan \ 0=======================> Go over to the factory unit in Whitewood Estates. When you get there then you will be notified that the factory is guarded and you should try to sneak in. Drive through the gate but angle northeast. Drive around the building and park where the Chainsaw Weapon Icon is at on the south side of the building then get out. Now carefully go along the wall and sneak in on the right side of the entrance. If you do this right then nothing will happen when you get inside. At this point the machines are indestructible but all of the guards are just standing around. They won't activate until you trigger a cutscene of you entering the place so you can get rid of them now without any problem. I prefer to use the Silenced 9mm Pistol for this part. There are two guys on the top level and four on the bottom level. There is also a guy in a Forklift near the entrance *BUT* leave him alone for now. After killing all of the guards here then head near the bottom of the stairs and aim your gun at the car parked outside. Shoot the car and you will trigger a cutscene of the guards going inside the factory. These guards will take up position on the shelving not far from the entrance. Like the other guards, they will just stand around. But the machines are still indestructible. Kill both of the guards and turn back to the Forklift. *NOW* kill the guy in the Forklift. When you do that then you will trigger another cutscene. Notice that there is no one in the cutscene other than Carl (you killed the guards that would show up in the cutscene). You will be placed just inside the front entrance. Two more guards will appear on the top level and you can kill them with ease. If you triggered the cutscenes without killing any guards then you would have to face all of these guards at once. By doing it this way then you have made your task easier. Now for a nice little tip given to me by Phil Carter. Take your Remote Explosives and place one at each machine then switch to the Detonator (do *NOT* detonate yet). Leave the factory and take the car that the guards were sitting in. Drive to the Whitewood Estates Burger Shot nearby and get out of the car. Then detonate the Remote Explosives. This will destroy all of the machines but, even better, you avoid the additional guards that appear when they are destroyed thus avoiding having to fight through them since you are already out of the factory area. After successfully destroying the machines then get back into your car and drive back to the Casino to successfully complete the mission. 0=======0 | Reward \ 0=======================>

$10,000 plus Respect Gained. 0+=+=+=+=+=+=+=+=+=+=+=+0 / The Four Dragons Casino \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >FDC4. Don Peyote 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Four Dragons Casino / 0=========0 0=+=+=+=+=+=+=+=+=+=+=+=0 The Truth calls up CJ looking for some help in finding some people he took into the desert on a peyote safari..... 0========0 | Weapons \ 0=======================> Silenced 9mm Pistol. 0=========0 | The Plan \ 0=======================> You need to go up to Arco del Oeste to get Paul and Maccer. You will need to find a car with four doors for this mission. There is usually a car with four doors along the street in front of the casino. When you get to Arco del Oeste then you will get a cutscene showing Carl with Paul and Maccer. Paul informs Carl about Rosie who has a casino gig in Venturas. Go back to your car and get Paul and Maccer. Now you need to go to the Snake Farm to try to find the rest of the band. For some chuckles, don't stop the car when Paul wants you to and wait until the talking is over before going into the red circle at the Snake Farm. When you get there then you will confront the owner of the Snake Farm and his kids. They are not too pleased about what happened the night before and will attack you. Go and kill them all. If you don't then the survivors will enter trucks and will chase you back to Las Venturas where you will eventually get into another fight with them at your destination. Get back in the car and drive back to Caligula's Palace. Once you get there then you will meet up with Ken Rosenberg, yes *THAT* Ken Rosenberg, the same whiny lawyer from Vice City you had to do missions for as Tommy Vercetti. Near the end of the cutscene Carl will call Woozie and tell him about being able to scope Caligula's Palace without suspicion. After the cutscene ends then the mission will be successfully completed. 0=======0 | Reward \ 0=======================> Respect Gained.

In addition, you can now purchase Combat Shotguns at all Ammu-Nations. Also, you will get a call from Paul and this will open up a dice icon at Caligula's Palace but I will do that later. Plus, there are no Four Dragon Casino missions for now so I will move on to..... 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY14. The Heist + 0==========================================================================/ These missions take place at the "$" within The Four Dragons Casino. These missions entail preparations for robbing Caligula's Palace and reducing the mob presence in Las Venturas. 0+=+=+=+=+0 / The Heist \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >H$T1. Architectural Espionage 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Heist / 0=========0 0=+=+=+=+=0 The first thing Carl needs to do in planning this heist is to get the plans for Caligula's Palace..... 0========0 | Weapons \ 0=======================> Silenced 9mm Pistol. 0=========0 | The Plan \ 0=======================> First off you will need a Camera. If you do not already have a Camera when you start this mission then the game will prompt you to go to Pirates In Men's Pants to find a group of tourists where you can get a Camera. When you get to the tourists then find the one with the Camera and kill him (run him over with your vehicle) then pick up the Camera. If you already have a Camera in your inventory then you can skip this step. Next, head over to the planning department building. Security is strict so you have to play it cool. Switch to your Fist. When you get inside then talk to the receptionist. In previous versions of the guide I stated that you had to give a positive then a negative, then a positive answer. But, thanks to Dienske, you only need to give two positive answers to get her to open the door to the stairwell. When you get up to the yellow marker then you will be notified that you need to distract the nearby guard. You have to go down to the Document Depository to cause a distraction.

When you get there then you will be told to destroy the Air Con Units. Destroy them with the Silenced 9mm Pistol. This will create a fire that will get the people out of the building. After this then go back upstairs and take a picture of the plans. After that then you will need to get out but there will be Cops crawling all around the stairwell. Kill the Cops as you get to them. When you get outside then you will be hit with a 4-Star Wanted Rating. Get into the car parked in front of you and drive straight to The Four Dragons Casino to successfully complete the mission. 0=======0 | Reward \ 0=======================> Respect Gained. 0+=+=+=+=+0 / The Heist \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >H$T2. Key To Her Heart 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Heist / 0=========0 0=+=+=+=+=0 Next, CJ needs a security card from Caligula's Palace to use with a security card reader that Zero has built for him..... 0========0 | Weapons \ 0=======================> Silenced 9mm Pistol. 0=========0 | The Plan \ 0=======================> Head on over to Caligula's Palace. When you get to the red circle then you will see the Croupier, who has a card and the code, leave. You need to follow her but not too close. You will also get a Spook-O-Meter to alert you when you get too close to your target. After some driving around then she will stop at the Sex Shop. Go inside and to the red circle. You will see that the girl is planning a little get together with someone named Benny. Afterwards she will leave. Now go and get the Gimp Suit. After that, leave the store. You have to follow the Croupier again. This time she will lead you to her house in Prickle Pine. Park in the red circle across the street from her house. At this point you have to kill her gimp before he reaches the house. He won't appear on the radar but he is still easy to find. Go west along the street and you will find a bare chested redneck carrying a purple Double-Ended Dildo. This is Benny and you have to kill him.

After killing Benny then go over to the Croupier's house and you will start a lengthy cutscene which will result in successful completion of the mission. 0=======0 | Reward \ 0=======================> Respect Gained. And you get to keep the Gimp Suit for your wardrobe. Near the end of the mission, the game tells you that you need to wine and dine the Croupier, Millie, in order to get the keycard. But that takes time. A faster, and nastier, method is to take her out into the desert and kill her when you pick her up (I prefer to use the M4 when "dumping" her). After killing her then you will get a phone call from Woozie asking you where the keycard is at. After informing him that Millie's dead then he suggests that you go to her home and break in to get her keycard. Drive back to her house and go inside to get the keycard. After getting the keycard then you will get another call from Woozie congratulating you on your success. However, according to rav0, you can still get the keycard fairly quickly without killing Millie. Put on the Gimp Suit and go to her house at some point in the afternoon. You'll automatically go inside the house for some "kinky shit". No wining or dining necessary. It should also be pointed out that after each encounter you will automatically remove the Gimp Suit and end up back in your regular clothes. You only need to do this type of encounter twice, in consecutive afternoons, to get enough Girlfriend progress to obtain the keycard from Millie. 0+=+=+=+=+0 / The Heist \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >H$T3. Dam And Blast 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Heist / 0=========0 0=+=+=+=+=0 Next, CJ needs set up some explosives to shut off the power for Las Venturas while the heist is being done....... 0========0 | Weapons \ 0=======================> Knife (provided). 0=========0 | The Plan \ 0=======================>

Go over to the Airport and get in the plane, a Nevada, and fly to the drop off point. It is best to go south and over Red County to help get altitude to get to the corona. When you finally get enough altitude and reach the corona then press Exit Vehicle to jump. Glide on over to the red circle at the end of the Dam Quay. Normally you are supposed to lose your weapons when you land on the Dam Quay. But, according to Eugene De Guzman, if you land spot-on inside the red circle, then you will *NOT* lose your weapons. If you lose your weapons then you will need to sneak into the dam. You have to go and get the Knife nearby and kill the two nearby guards. After disposing of the guards then enter the dam. Now you have to rig all five generators with explosives. You have to sneak around otherwise you will alert the premises. Worse, one of the guards has a gun and all you have is just a Knife. He is one of two guards on the lower level so sneak around and kill him so he won't do you any harm. If you managed to keep your weapons then you will still need to get the Knife so you can enter the dam. But you can use any weapon you like and dispose of all guards inside and outside the dam. After you have rigged all five generators, regardless of method, then head for the exit. CJ is now trapped on the top of the dam and he must jump down into the water to escape. After the cutscene ends then the mission is successfully completed. 0=======0 | Reward \ 0=======================> Respect Gained. In addition, you get all of your weapons back (if you lost them earlier in the mission). 0+=+=+=+=+0 / The Heist \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >H$T4. Cop Wheels 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Heist / 0=========0 0=+=+=+=+=0 Next, CJ needs some Cop motorcycles to help disguise their intentions..... 0=========0 | The Plan \ 0=======================> You have to get four motorcycles in twelve minutes and put them onto a Packer traveling clockwise on the Julius Thruway. One motorcycle is at the Las Venturas Hospital, one at the Las Venturas Police Station, one at the

VROCK Hotel and one near Linden Station. I usually start with the one at the Hospital then the Police Station then the Hotel and finally at Linden Station. When you get to a bike you find that there is usually a Cop nearby. Just go ahead and take the bike. When you take a bike then you will be hit with a 2-Star Wanted Rating. It takes too much time to get rid of it plus you will get it every time you take a bike so you will have to play through it. When you get to the Packer then you have to go slowly up the ramp so they can lock it into place. When you lock down a cycle then get off and get another bike. However, you are on the freeway so you need to get another car so you can get another bike. Usually you can take a Cop car when they stop to try to bust you. When you finally get all four bikes then you will be dropped off in Whitewood Estates and the mission will be successfully completed. 0=======0 | Reward \ 0=======================> Respect Gained. 0+=+=+=+=+0 / The Heist \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >H$T5. Up, Up And Away! 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Heist / 0=========0 0=+=+=+=+=0 Finally, CJ needs an armored vehicle to complete their preparations..... 0========0 | Weapons \ 0=======================> --M4. --Sniper Rifle. --Heat-Seeking RPG. 0======0 | Notes \ 0=======================> You may want to complete the Verdant Meadows Aircraft Graveyard Asset Missions so you can get a Jetpack for one of the mission options. According to Carl Johnson the gates for K.A.C.C. Military Fuels will also open for the Rhino. And I got another useful tip from Sarah Jane Marley. And Krispykreme2546 had this interesting find for those who do the Girlfriend thing: "In the mission H$T5. "Up, Up And Away!" (The Heist) there is a glitch that i found when i was playing you need to have katie zahn as a girlfriend. while in the mission you need to take control of the emplaced Mini-Gun and then die. this glitch will give you the mini gun

with infinite ammo, there wont even be a number displayed showing the ammo count, so long as you don't use the codes for the weapons you will be fine." 0=========0 | The Plan \ 0=======================> This mission can only be picked up between 20:00 and 06:00. In order to get an armored car you need to get a Sky Crane which is a special helicopter with a magnet on board. It is located at K.A.C.C. Military Fuels in northeast Las Venturas. However, you need a military vehicle to enter the place. There are a couple of ways about this. >>The Regular Way *************** The first way involves the use of a regular vehicle. Even though the gate will only open for a military vehicle you won't need one. When the mission starts then get a car or motorcycle and head toward K.A.C.C. Military Fuels. Just before you get to the gate then you will see a Patriot on the other side getting into position to leave the facility. This Patriot will cause the gate to open when you are close enough to trigger the Patriot to move. When the gate opens completely then quickly drive through the gap between the guard shack and the Patriot running over the guard in the process. Then turn left and head for the gap between the large building and the crates. You will hear shooting coming from inside the large building. There are a lot of soldiers within the large building but I am going to take a shortcut around them. There is a gap between the building and the fence. Go east until you reach the crates. Unless you have a motorcycle your car won't fit between the crates and the fence so exit your vehicle and continue east on foot. When you reach the east fence then turn south. You will see two large groups of container crates. Go to the southmost one and climb onto the yellow crate. Then climb onto the red crate to your right. Next, stand on the yellow crate. Switch to your Sniper Rifle and look west. Zoom in all the way and angle right until you see a set of stairs. You can see two soldiers, one halfway up the stairs and another kneeling on the ground. Snipe them both. You may also see three additional soldiers running around down there. If you can snipe them, good. But, if you can't, then you can get them later. Next, angle slightly upward and go left until you see a set of stairs leading up to a higher level of the roof. There is another soldier standing next to the stairs. Snipe him. Next, angle upward and to the left until you see the helicopter. You can see one soldier standing to the right of the helicopter and you

can barely see another soldier at the top of the stairs. Snipe them both. Get back down to ground level and head southeast toward the inner fence. When you get to the fence then go south along the fence and around the corner. Go west and you will see container crates. Climb the blue crate then the yellow crate. Now you can jump inside the inner fence. Once inside then switch to your M4 and go east and around the corner. You will encounter the three roaming soldiers I referred to earlier. But for some reason they are not very aggressive so they are easy pickings with your M4. Kill those three soldiers then proceed upward on the stairs until you are prompted that you have to deal with two Gunships. Switch to your Heat-Seeking RPGs. Target and destroy both Gunships. Each will require two rockets to destroy. Thanks to Sarah Jane Marley for that tip. >>The Jetpack *********** The second way to this point is by using the Jetpack. Go to Verdant Meadows Aircraft Graveyard and pick up a Jetpack. Head east toward K.A.C.C. Military Fuels. When you get there then land on the first large round fuel tank at the south edge of the facility. Disengage from the Jetpack, switch to your Sniper Rifle and look north. On the roof near the tops of the trees is a soldier standing near a Mini-Gun. Snipe him and look toward the helicopter. There is a soldier standing to the left. Snipe him then get your Jetpack. Fly over to the third large round fuel tank and take off your Jetpack. Look toward the helicopter. To the right is another soldier. Snipe him then look down and toward the right. You will see a set of stairs leading down to another level of the roof. You will see a soldier standing there. Snipe him then get back on your Jetpack. Fly down to where the Sky Crane is and you will see a message saying that you have to deal with Gunships. Disengage your Jetpack and switch to your Heat-Seeking RPGs. Target and destroy both Gunships. Each will require two rockets to destroy. Regardless of method, after destroying the attack helicopters, then enter the Sky Crane and go get the Bank Van parked at Rockshore East. You have to carefully hover over the Bank Van so you can grab it with the magnet. After you have acquired the Bank Van then fly over to Verdant Meadows Aircraft Graveyard. You have to be careful while flying. The van keeps you from flying too high so you need to go around the high buildings. When you get there then carefully place the Bank Van in the red circle then disengage the magnet. Then land in the designated area to successfully complete the mission. 0=======0 | Reward \ 0=======================>

Respect Gained. There is one more mission left for The Heist but you can't do that until later. For now I will move on to..... 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY15. Caligula's Palace + 0==========================================================================/ Caligula's Palace is the mob controlled Casino on The Strip. It is currently being "managed" by Ken Rosenberg. This ex-lawyer from Vice City has been "appointed" to run the Casino on behalf of the Liberty City Mafia. He is even more whiny and paranoid than he was back when he was working with Tommy Vercetti. One of his only friends right now is Kent Paul (also from Vice City). He is currently the manager of a band known as The Gurning Chimps. He has to constantly keep his eye on Maccer, the lead singer for The Gurning Chimps, who has a problem about "touching himself" constantly and has an obsession for big breasts. 0+=+=+=+=+=+=+=+=+0 / Caligula's Palace \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CGP1. Intensive Care 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Caligula's Palace / 0=========0 0=+=+=+=+=+=+=+=+=0 After having the situation explained to him by Ken then CJ needs to move Johnny Sindacco, who is in a shock induced coma (caused by CJ during "Fender Ketchup"), from the hospital before the Forellis rub him out..... 0========0 | Weapons \ 0=======================> SMG. 0=========0 | The Plan \ 0=======================> Get a car and head over to the hospital. When you get there then you will see a Patriot in the parking lot. If you still haven't acquired a Patriot for the Import / Export List for San Fierro then go ahead and store the Patriot in a nearby garage (the game designers wanted you to use the Patriot for this mission). If you do not wish to use the Patriot and want to store it then you should try to find a large truck or semi. Regardless of vehicle, park in the red circle.

It turns out that Johnny was picked up already. The Forellis beat you to him and now you need to find him. There are three Ambulances roaming around the city. You have to ram an Ambulance to see if that is the one with Johnny. If the first Ambulance does not contain Johnny then a distress call will come from the Ambulance you just hit and will warn the Mafia. When you finally find the right Ambulance then you will need to chase and damage the Ambulance a bit to get them to bail and face you. When they exit the Ambulance then kill both gunmen and take the Ambulance. You are now prompted to take Johnny to the Meat Factory in Whitewood Estates. You may also need to deal with Forelli backup but they are not hard to avoid. Just keep driving until you reach your destination. Park the Ambulance in the red circle to successfully complete the mission. 0=======0 | Reward \ 0=======================> $5,000 plus Respect Gained. You will also see a C.R.A.S.H. mission icon in north Las Venturas but I will save that for later. 0+=+=+=+=+=+=+=+=+0 / Caligula's Palace \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CGP2. The Meat Business 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Caligula's Palace / 0=========0 0=+=+=+=+=+=+=+=+=0 After being taken "off the wagon" then Ken is encouraged by CJ to take control and show everybody who's boss..... 0========0 | Weapons \ 0=======================> M4. 0=========0 | The Plan \ 0=======================> Get a car and head over to the Abattoir. When CJ comes in then Ken begs him to come with him to Johnny (CJ is reluctant because of earlier events). But, when Johnny sees CJ, he drops dead of a heart attack and all hell breaks loose. Now both CJ and Ken need to fight their way out. You also need to keep Ken alive. Use the M4 and kill the approaching gunmen. Ken will then grab a Fire Extinguisher to put out the flames out ahead of you. If you go into the

room where Ken got the extinguisher you will find a Health Icon and a Fire Extinguisher. Go up to where the flames are and shoot any gunmen you see across from you. When the fire is out then proceed forward. When you enter into the next room you will find a freezer (which also contains a Body Armor Icon). Ken will hide in you can shut the door on him but his health will diminish freezer. However, the Mafia can close the door on him too the goons before they can close it.

to your right the freezer and while in the so kill all of

Using the M4 will make it easy for you to quickly clear a path through both main rooms and the maze that leads outside. Once outside then drive Ken back to Caligula's Palace to successfully complete the mission. 0=======0 | Reward \ 0=======================> $8,000 plus Respect Gained. You will also see a "D" mission icon but I will save that for later. You will also see a mission icon at the Four Dragons Casino. I will now go ahead and do this one which is..... 0=+=+=+=+=+=+=+=+=+=+=+=0 / The Four Dragons Casino \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >FDC5. Fish In A Barrel 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ \ The Four Dragons Casino / 0=+=+=+=+=+=+=+=+=+=+=+=0 This is not a mission but a cutscene. In this cutscene both Ran Fa Li and Carl Johnson finalize their partnership with Woozie for The Four Dragons Casino. Afterwards, CJ will get a phone call from Ken. After Johnny Sindacco died then Salvatore Leone came down and took over Caligula's Palace. This will open up..... 0+=+=+=+=+=+=+=+=+0 / Caligula's Palace \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CGP3. Freefall 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Caligula's Palace / 0=========0 0=+=+=+=+=+=+=+=+=0 After introducing himself to Salvatore Leone then CJ is asked to take care of some Forelli assassins flying in from Liberty City..... 0========0 | Weapons \ 0=======================>

9mm Pistol (provided). 0=========0 | The Plan \ 0=======================> Go on over to the Airport and grab the plane, a Dodo, from the hangar. Next, you have to fly the plane north and intercept the assassins. The best approach is to get up higher than the target jet. When you get to the other plane then turn around and fly into the corona behind it while diving slightly, from your higher position, to gain speed. If you are below the target plane during your approach then you may not be able to get to the corona. When you get to the corona then this will trigger a cutscene of Carl jumping from his plane to the other plane. Once inside then you are given a plain 9mm Pistol and you have to kill all four assassins. This part is pretty easy. They will pop up from behind their seats and you can kill them quickly when they try to attack you. After that then you will need to deal with the pilot. Kill him and take control of the plane. Fly the plane and land it at the Airport to successfully complete the mission. 0=======0 | Reward \ 0=======================> $15,000 plus Respect Gained. You will also end up with either a regular 9mm Pistol or no Pistol regardless of what handgun you had before. There are also no Caligula's Palace missions to do for now so I will move on to..... 0==================================0 / The Main Story \+++++++++++++++++++\ 0==========================================================================\ | >MSY16. Madd Dogg + 0==========================================================================/ 0=========0 | Overview \ 0=======================> When he gets to the Royal Casino then CJ finds Madd Dogg. He is a popular rapper who has fallen on hard times (due to the death of his manager, the rise of OG Loc, and the loss of his money at a local casino). He is also threatening suicide by jumping off the building. CJ needs to find a way to save him fast..... 0=========0 | The Plan \ 0=======================>

You need to grab a Pickup Truck, which happens to be nearby, and quickly drive to the red circle. Once there then you need to go forward and reverse to line up the back end of the truck with Madd Dogg as he staggers around the edge. After awhile then he will jump off. If you lined yourself up correctly then he will fall in the back of the truck and live. If not, then he will die and you will fail the mission. After he is in the truck then carefully drive Madd Dogg over to Ivory Towers Drive-Thru Mental Clinic to successfully complete the mission. 0=======0 | Reward \ 0=======================> Respect Gained. There is only one mission icon left so I will now move on to..... 0+=+=+=+=+=0 / C.R.A.S.H. \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CSH5. Misappropriation 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ C.R.A.S.H. / 0=========0 0+=+=+=+=+=0 After meeting up with Tenpenny then CJ is ordered to take down some DEA and FBI agents to get a dossier..... 0========0 | Weapons \ 0=======================> --Micro SMG. --SMG. 0======0 | Notes \ 0=======================> There are three options that you can take prior to doing this mission: --Option #1: Get all Golds at the Flight School to get a Hunter. --Option #2: Complete "Green Goo" to get the Jetpack. --Option #3: Get a Rhino and store it at Verdant Meadows Aircraft Graveyard. 0=========0 | The Plan \ 0=======================> Your target is at Aldea Malvada. If you are spotted then the target will enter a nearby helicopter and fly off. If you kill the target then he will drop the dossier. But, if you don't pick it up, then one of the nearby FBI agents will get it and will try to enter the helicopter and fly off. You

would need to use the other helicopter nearby to chase him. However, there are five different ways to approach this mission to get the dossier and prevent the helicopter chase: >>Approach 1 ********** When on the ground then drive over to Aldea Malvada. Go partway up the dirt road then stop and get out. Go up the hillside and head north along the edge so you aren't seen. When you see the target then charge him, target him with your SMG and kill him. Then get the dossier to complete the mission (and run away from the nearby FBI agents to keep from getting shot up). >>Approach 2 ********** If you have access to a Jetpack then get some Micro SMG ammo. Fly over to Aldea Malvada and approach from the north. Lock onto your target and kill him then target the other FBI agents and kill them before any of them can get the dossier. Then land, disengage the Jetpack, and grab the dossier to complete the mission. >>Approach 3 ********** Go get the Sea Sparrow that is north of the Verdant Meadows Aircraft Graveyard. Fly to Aldea Malvada and approach from the north. When you are close to the target then fire the Machine Gun and hold your position so you can kill any agents that try to get the dossier. When all is clear then land the Sea Sparrow and get out to get the dossier to successfully complete the mission. >>Approach 4 ********** This one is similar to Approach 3 except you use the Hunter. Fly over to Aldea Malvada and approach from the north. Use the Rockets to quickly clear the area and land to get the dossier to complete the mission. >>Approach 5 ********** Joshua Frech suggested using the Rhino for this one. Get up close to the choppers and shoot at them. You may find that the helicopters are indestructible but the splash damage from shooting at them will kill the agent with the dossier and anybody that tries to get it. In addition, keep moving. As you shoot at the helicopters then FBI agents may try to get you out of the tank. Stay in the tank until you kill all agents then leave to get the dossier. After you get the dossier, regardless of method, then the mission is successfully completed. After this mission you will get another phone call from Tenpenny which leads to.....

0+=+=+=+=+=0 / C.R.A.S.H. \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CSH6. High Noon 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ C.R.A.S.H. / 0=========0 0+=+=+=+=+=0 After meeting up with Tenpenny in El Castillo Del Diablo then CJ gives the dossier to Tenpenny. Then Tenpenny ambushes Officer Hernandez with a Shovel. It turns out that Hernandez was snitching on Tenpenny and Pulaski. Tenpenny then departs leaving Pulaski to force CJ to dig a grave big enough for two. But, after digging the grave, then Officer Hernandez gets up and tries to attack Pulaski. The attack results in Hernandez's death but forces Pulaski to run and now CJ has to chase him..... 0========0 | Weapons \ 0=======================> --SMG. --M4. --Sniper Rifle. 0======0 | Notes \ 0=======================> There are two options that you can take prior to doing this mission: --Option #1: Get all Golds at the Flight School to get a Hunter. --Option #2: Get a Rhino and store it at Verdant Meadows Aircraft Graveyard. 0=========0 | The Plan \ 0=======================> When you start the mission then Pulaski will get into a white Buffalo and you are given the use of a Bandito. Pulaski's car is very tough so it is difficult to destroy. Use P.I.T. Maneuvers to spin him out and drive-by him to damage his car while he is trying to straighten out. You will have to do this a few times before you can destroy his car. When you get his car to flame then Pulaski will exit and you now have to kill him on foot. Be careful, he is armed with a Desert Eagle and he is pretty good with it. However, if you are far enough away from him, then you can either use the Sniper Rifle or M4 to nail him before he can do any damage. But, if you've earned the Hunter, then this mission becomes much easier. Take a Hunter and fly to where you pick up the mission. Park it between the windmill and the town while pointing it south. If you try to park it near the town's graveyard then the Hunter will disappear. When you start the mission then get in the Bandito and zip on over to the

parked Hunter to switch vehicles. You can use both the Machine Gun and Rockets to quickly destroy Pulaski's car and Pulaski himself when he exits it. Another method, as posted by powerslaves on the GameFAQs Message Boards, is to run to Pulaski's car and jump on top of it. Then crouch down and make adjustments as he drives off with you on top. He will smack into the road sign as you get up onto the road. When he does that then you can jack him and take his car. However, the best way to do this is to fall off of the car just as you get onto the road and run to the road sign just as he hits it. This way you can get to his car before he can back away and drive forward again. Then you can either get far enough away from him, exit and use your Sniper Rifle. Or, better yet, just run his sorry ass over with his own car. Then there is this method by Tom Vanpool. Get a PCJ-600 and park it between the windmill and the town. When you start the mission then run to the PCJ-600 and chase Pulaski. Forward drive-by him until his car flames and he jumps out then forward drive-by Pulaski himself until he drops. Another method that was given to me by Guillermo Caceres involves the use of either a Sniper Rifle or the M4: "Instead of getting a special vehicle or jumping on top of Pulaski's car, I found it was easier to simply pop the tires of his car while he was running towards it. With the M4 or the sniper rifle, I was capable of poppin' at least three of his tires before he started getting away, which needless to say, neglects any chances he has of getting too far since he'll constantly spin out of control. After that, it's business as usual." Then there is the method used by Joshua Frech. He used a Rhino instead of the Hunter. Makes it easy to destroy Pulaski's car by ramming it. However, you may have to use the Tank Boost Trick to catch up to him so you can destroy your intended target. Regardless of method, when you finally nail Pulaski, then you will start a cutscene on the ground with Pulaski where CJ finally kills him off to successfully complete the mission. Strangely enough, you will also gain the use of Pulaski's vehicle even if you destroyed it in the chase. This ends all of the missions for C.R.A.S.H. You will also get a phone call from Ken which re-opens Caligula's Palace..... 0+=+=+=+=+=+=+=+=+0 / Caligula's Palace \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CGP4. Saint Mark's Bistro 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Caligula's Palace / 0=========0 0=+=+=+=+=+=+=+=+=0 Salvatore Leone wants CJ to do a hit in Liberty City. CJ needs some backup

and recruits Ken, Paul and Maccer. But, when they walk outside, CJ convinces them to quickly leave Las Venturas to get them away from Salvatore and now CJ goes on alone..... 0========0 | Weapons \ 0=======================> M4. 0======0 | Notes \ 0=======================> You must complete the Verdant Meadows Aircraft Graveyard Asset Missions before you are allowed to do this. 0=========0 | The Plan \ 0=======================> Go on over to the Airport, get into the Shamal and fly to the blip in the northeast corner of San Andreas to get to Liberty City. When you get to Liberty City then you will be placed inside St. Mark's Bistro where you begin the second part of this mission. Now you have to kill everybody within the Bistro. I found that the M4 is a very effective weapon for this mission even though you are given a 9mm Pistol for this mission (which replaces whatever other handgun you had). Clear out the group in front of you and those that come up the stairs. When you get to the top of the stairs then nail those you can see below you. Be careful when you get to the bottom of the stairs. One of the goons behind the bar has a Shotgun and can quickly deplete your armor. When you get rid of the goons behind the bar then proceed through the kitchen, killing anybody that gets in your way and go outside. Kill everybody outside and you will have completed your task. From here, you will be flying back to Las Venturas. Gently land the plane at the Airport to successfully complete the mission. 0=======0 | Reward \ 0=======================> $20,000 plus Respect Gained. This will end the missions for Caligula's Palace. In addition, Didier Sachs, in Los Santos, will finally open up so you can now get the best in clothing and accessories for CJ. You will also get three phone calls. The first call is from Sweet who is in despair sitting in prison. He has pretty much given up on getting out regardless of what CJ says about the

situation. The second call is from Salvatore Leone. He is happy about your work at Liberty City and wants to keep some distance between the two of then for awhile so things can cool down. The last call is from Woozie who wants to know if they are still going to do the heist on Caligula's Palace. CJ informs him that Ken and his friends are gone and that he is cool with Salvatore so they can go and do the job. This, of course, leads to..... 0+=+=+=+=+0 / The Heist \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >H$T6. Breaking The Bank At Caligula's 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Heist / 0=========0 0=+=+=+=+=0 With all of the pieces in place it is finally time to rob the casino..... 0========0 | Weapons \ 0=======================> --Tear Gas (provided). --M4. 0=========0 | The Plan \ 0=======================> When you start the mission you will notice that you have Tear Gas Grenades regardless of whatever thrown weapons you already have. Get a nearby car and go over to Caligula's Palace. Walk in but do not cause trouble or you will blow your cover. Once inside then you have four minutes to get the team inside. Go over to the Swipecard Door. After you get through the door then go downstairs and to the Backup Generator room. When you get to the Backup Generator room then toss one of the Tear Gas Grenades into the air duct. This will knock out the guards below. Now go to the As you get to Venturas. Now Activate them

second Swipecard Door and use Millie's card to go through it. the door then Zero will cut off the power to the city of Las everything is dark but you have the Night Vision Goggles. and proceed through the Swipecard Door.

Go over to the Service Bay and hang a right so you can get the Forklift. Drive the Forklift over to the now unlocked bay door so you can raise it. Carefully drive the Forklift so the lift goes under the door then push up on the Right Analog Stick to raise the door. Once the team is inside then you have seven minutes to get the money and get out. However, there are security present and you have to clear a path to the Safe.

The M4 allows you to deal with these guys quickly. After getting rid of security then lead the crew to the Safe. When you get to the Safe then CJ is notified that someone is trying to hack into the backup generators. CJ now needs to destroy the backup generators before they are activated. Pick up the Remote Explosives and head up to the Backup Generator room. There will be a couple of security guys waiting so you need to deal with them before proceeding. Once inside then place the charge and exit the room then detonate them to destroy the generators. Now head back down to the team. When the Safe is opened then enter it. You will then be warned about some Mafia goons coming down to the Safe. Step outside the Safe and kill all of the Mafia goons. Next, lead the team back to the Service Bay killing all of the security you come across. After safely leading the team back to the Armored Van then you need to go and use the Service Elevator. After all, you are the decoy for this mission. As you head to the elevator then the lights will come back on. Go to the elevator and kill all of the Mafia goons you come across. When you get off the elevator then head to the roof and kill the two gunmen along the way. When you get to the roof then you need to go across and get the Parachute. When you get to the Parachute then you need to jump off and float to the helicopter at The Clown's Pocket so you can escape. To do that, run off the edge of the building and move the Left Analog Stick forward - do *NOT* jump. CJ will quickly glide over to the helicopter. When you land then switch to a weapon and kill the two SWAT guys then get in the helicopter and fly back to Verdant Meadows Aircraft Graveyard. If you can't glide to the helicopter then just go down to street level, jack a car, and drive over to Verdant Meadows Aircraft Graveyard to successfully complete the mission. 0=======0 | Reward \ 0=======================> $100,000 plus Respect Gained. This will end the missions for The Heist. You will also get a very nasty phone call from Salvatore Leone plus you get the Croupier Outfit delivered to your wardrobe. In addition, the Night Vision Goggles will now spawn in the following locations: >>In Madd Dogg's Crib first floor by the kitchen entrance after completion of "A Home In The Hills". >>In the middle of the shopping mall style office complex in east Foster Valley [ground level] (San Fierro). >>At the top of the northwest guard tower of the military complex at the

Restricted Area (Bone County). 0+=+=+=+=+=+=+=+=+=+=+=+0 / The Four Dragons Casino \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >FDC6. A Home In The Hills 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ The Four Dragons Casino / 0=========0 0=+=+=+=+=+=+=+=+=+=+=+=0 After hearing some rehearsals for the casino entertainment then a clean Madd Dogg shows up. However, he reveals that he traded his mansion in Los Santos, for some drugs, to a local drug lord. CJ decides to get rid of this drug dealer and put Madd Dogg back into his own house again..... 0========0 | Weapons \ 0=======================> M4. 0+=+=+=+=+=+=+=+=+=+=+=+=+=0 | No Wanted Rating Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=0 After killing all of the Vagos on the rooftop then lead the Triads down to the entrance but do *NOT* go in yourself. Jump the wall and do your thing. 0=========0 | The Plan \ 0=======================> When the mission starts then you are to jump out of the plane and start an assault on Madd Dogg's Crib. Land on the mansion's helipad and switch to your M4. You need to keep the roof clear of goons while the rest of the Triad arrive. There is also a Body Armor Icon nearby if you need to use it When the rest of the Triad's arrive then head down and to the western entrance of the mansion to enter it. When you get inside then use the M4 to clear a path to the lower level and start the chase with Big Poppa. As you chase Big Poppa then kill any gunman that gets in your way. Eventually, he will get outside. Now the chase continues in vehicles. Grab the nearby Windsor and chase him. He is not being very aggressive in running from you. Once on the main road then just pull up alongside him, drive-by him to get his car to flame and stop. He will continue driving along and, when his car blows up, then the mission will end successfully and you will have retaken Madd Dogg's Crib. 0=======0 | Reward \ 0=======================> Respect Gained.

You will now have permanent access to Madd Dogg's Crib. You can play arcade games and use the gym and basketball court inside the mansion. In addition, you will also gain the following Icons: >>Thermal Goggles (inside the barroom on first floor by the large TV). >>Night Vision Goggles (first floor by the kitchen entrance after completion of the mission "Breaking The Bank At Caligula's"). You can do "A Home In The Hills" before doing the mission "Breaking The Bank At Caligula's" if you want to. But the goggles won't appear until after you do the last Heist mission. >>Body Armor (in one of the upper bedrooms). >>Health (in the kitchen on the lower level). This will end the missions for The Four Dragons Casino. You will also get a phone call from Ken which opens up the next mission but first..... /==++====++==\ /==++====++==\ /==++====++====++====++====++========++====++====++====++====++==\ | >SDA6. Back To Los Santos | \==++====++====++====++====++========++====++====++====++====++==/ \==++====++==/ \==++====++==/ When CJ nothing arrives aligned

was forced from Los Santos at the end of "The Green Sabre", he was but a gangbanger trying to put things back together. But now he back at Los Santos a businessman and property owner. He has also himself with the Triads and pulled off a heist of a major mob casino.

He has changed a lot but the city of Los Santos remains the same. He also needs to get Sweet out of jail and fix things down here. There's still a lot of work to do..... 0+=+=+=+=+=+=0 / Carl Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CRJ7. Vertical Bird 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Carl Johnson / 0=========0 0+=+=+=+=+=+=0 Mike Toreno makes a reappearance and needs CJ's help once again..... 0========0 | Weapons \ 0=======================> --Silenced 9mm Pistol. --M4. --Sniper Rifle. --Heat-Seeking RPG. --Remote Explosives. 0======0

| Notes \ 0=======================> I received a letter from Stuart Thomson on how he completed this mission: "After taking off from aircraft, head over to other side of bridge and land the plane,(or anywhere else u want to land) jump out and run to the damn and take the sea helicopter. Using this travel to all the points marked and you can shoot these boats using your M4 (even from high up on cliffs). Travel back to plane in helicopter , enter your plane and fly to your airstrip." And I also got an idea from Siddharth Sharma. 0=========0 | The Plan \ 0=======================> When the mission starts then you will be at The Panopticon and need to get into a boat which has a Silenced 9mm Pistol and a Knife. You need to take the boat and go over to the Aircraft Carrier at Easter Bay Naval Station. Your mission requires that you steal a jet off the carrier and use it to destroy some spy ships. When you get near the carrier then you need to jump out and swim through the open door in the back. Once inside then you are prompted to disable the SAMs in the Control Room to help you out. Switch to your Silenced 9mm Pistol. While on the ramp then look at the two people talking ahead of you. When they break up then kill the soldier. The mechanic will then try to get to the alarm. Run up and nail him before he can use it. This will keep things quiet. If you go behind the crates on the east end then you will find some Tear Gas. If, at any time, you are detected and the alarm is sounded then switch to your M4 to take down all of the soldiers. Go up to the next level and kill everybody before going into the Control Room. Then go into the Control Room to turn off the SAMs. From there, go up to the deck and kill the last remaining soldier on the Carrier. After that then go down to where the jets are kept. There are three jets on this deck. There is one at the end, one on a platform on the right and one to the left of the platform. Put Remote Explosives on the jet on the platform and the one to the left of it. Detonate them both. This will destroy the two jets. Get into the jet on the end and take off. When you have the jet in the air then retract the landing gear and push up on the Right Analog Stick to allow you to fly forward. But you will now be chased by other fighter jets that you need to destroy. If you did not destroy the two jets on the carrier then you will be chased by three jets. By destroying the two jets on the carrier then you will only have to deal with one jet. According to Siddharth Sharma, the best way to destroy the jets is to land yours, get out and use the Heat Seeking RPG on them. I found this to be

very effective and better than what I was doing before. After destroying all the jets, be it one or three, then get back inside your jet and make your way to the spy ships. When you get near the spy ships, don't try to destroy them. Instead fly to the clearing just northeast of the bridge. Lower your landing gear and pull back on the Right Analog Stick to enter hover mode then land in the clearing. Switch to your Heat-Seeking RPGs or Sniper Rifle and destroy the spy ships from land (it takes about four to five shots from the Sniper Rifle to blow up a spy ship). After you destroy the spy ships then re-enter the Hydra and fly to the Verdant Meadows Aircraft Graveyard (you can leave the landing gear down). When you get to the Aircraft Graveyard then re-enter hover mode and land in the red circle. Then push up on the Right Analog Stick (so you can enter Jet Mode to help move the plane forward) and drive the Hydra into the nearby hangar to successfully complete the mission. 0=======0 | Reward \ 0=======================> $50,000. You will also now have use of the Hydra at your Verdant Meadows Aircraft Graveyard Safehouse. In addition, the following Weapon Icons will now spawn within the Tierra Robada [South] Safehouse: >>RPG >>Heat-Seeking RPG >>Flamethrower >>Mini-Gun 0+=+=+=+=+=+=0 / Carl Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CRJ8. Home Coming 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Carl Johnson / 0=========0 0+=+=+=+=+=+=0 Mike Toreno once again needs CJ to do one more little task for him before he leaves his life forever. CJ is still rather upset over the last mission and pulls a gun on Mike. But he is unfazed and tells CJ to pick up the ringing phone that he has just put down on the control deck. It's Sweet on the other end. He has just been released from jail but doesn't know why. And Mike's little task? "I just want you to go pick up your brother"..... 0========0 | Weapons \

0=======================> M4 (1,000+ rounds). 0=========0 | The Plan \ 0=======================> Get one of the nearby cars and drive over to the red circle across from the Los Santos Police Department in Commerce. When you get there then a cutscene will start between CJ and Sweet. CJ is all happy about the things he has done in San Fierro and Las Venturas. But Sweet is not happy. For him it is all about the hood and that CJ has not done anything about the hood while he sat in wants to go back to Grove Street. CJ counters by saying that nothing back there now. However, that means little to Sweet. to go home.

is very upset jail. He just there is He just wants

Drive Sweet back to Grove Street. When you get into the red circle then you will start another cutscene. A crack addict comes up to them trying to sell them a blender. But Sweet chases him off and informs CJ that the blender belonged to their mother. It's now time to clean up Grove Street. The first thing you have to do is kill all of the Crack Dealers on the street. There are six of them and they aren't hard to deal with. After killing all of the Crack Dealers then you will have to take back the hood. This part of the mission plays out similar to "Doberman". Find some Ballas to shoot at and kill at least three of them to start a gang war. Then you have to fight off three waves of Ballas to reclaim your neighborhood. Each wave has more Ballas with better weapons. During the war Body Armor and Health Icons will spawn randomly throughout the contested area. But, before doing anything, you need to find a way to protect Sweet. Go into your garage and get Sweet to follow you. Once you get him inside then quickly run out of the garage before Sweet can follow you. When the door closes then this will trap Sweet in the garage. He will be safe here. If there are any Ballas nearby when you start this part of the mission then you can do the gang war before going after the Crack Dealers. When you start the gang war then go up near Sweet's house. This will insure that the Ballas come in only one direction. The M4 makes this mission easy because you can kill the Ballas before they can get close enough to you to do any damage. When you kill off all three waves then you will reclaim Grove Street. When you finish killing off the Crack Dealers and reclaiming the hood, regardless of order, then you will successfully complete the mission. 0=======0 | Reward \ 0=======================> Respect Gained.

You can now start regaining territory which leads me to..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS25. Territory Acquisition | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ After completion of the mission "Home Coming" you can now start taking over territories again to increase the presence of the Grove Street Families. In doing so you can also increase or even max out your Respect. You will also gain a Money Icon in front of CJ's house that will increase maximum revenue with every territory you take over. You will need to get at least 35% of gang territories before you are allowed to do the last mission of the game, "End of the Line". I recommend that you wait until after completion of the mission "Grove 4 Life" and before the mission "Riot" prior to doing any takeovers. This will reduce the number of territories you need to take over outside of missions and you won't have to retake certain territories during them. Also it is easier to take over territories when you don't have to deal with rioters. When you look at your in-game map you will see that some of Los Santos is colored purple and yellow. The areas colored in yellow are Vago controlled territories and the areas colored in purple are Ballas territories. To take over a territory go into a territory you want to take over and find some rival gangs to shoot at. Kill three rival gang members to start a gang war. According to reader Anthony Shelor, the rival gang members do *NOT* need to be in the territory that CJ is at to start a gang war. The game goes by what CJ is standing in, not where the gang members are. You can be in one territory and shoot gang members in a neighboring territory or outside of it to start a war in the territory you are standing in. This is quite useful for the small territories. In addition, the gang members you shoot do not have to be from the same gang. Each of the three you shoot can be from different gangs and still start a war. When you finally start a war then you will deal with three waves of attackers just like in the mission "Home Coming". Body Armor and Health Icons will randomly appear in the contested area if you need them. When you successfully wipe out all three waves then you will gain the territory. On occasion, there will be a car that will try to drive-by you but they are not much of a problem. But you can jack the car to deal with its occupants and even use it as a shield from the other attackers. 0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Weapon of Choice |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 The best weapon to use for territory acquisition is the M4. Although most of

the gang members will drop AK-47s, and you can get free ammo, using the AK-47 makes doing takeovers a little harder because, when the gang members get within range of your AK-47, then you will be in range of theirs and you can get shot up a bit. The M4 has greater range and a larger magazine. You can cap an entire wave without them even being able to shoot at you (if they all come at you from one direction). When I do takeovers I go to the Ammu-Nation and get roughly 7,500 rounds for my M4 before starting. However, one of my readers, Stephen Hentchel, prefers to use the Sniper Rifle since it has the best range of all of the weapons. Then he gets the gangbangers to form one line and picks them off as they approach and long before they get in range to do any damage. 0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Tips and Strategies |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 One nice little trick I use is when I shoot at a wave then I target the first gangster and hold down the Attack button. When he dies then I quickly let go of the Target button and quickly press it again. This time I target the guy either next or behind my last victim. I then kill him and repeat the process. If you do this fast enough then you go through waves with ease. Reader Rebecca Kyte also recommends using the L2 and R2 Buttons on the PS2 version to quickly cycle through the targets as you shoot at them. Another tip is go one one side of the territory and get the gang members to come at you from only one direction. I also found out that gang members will usually spawn behind you. So, to get the gang members to come at you from one direction or down a narrow street or alley, then turn around so your back is to where you want them to spawn. This will give you an advantage by controlling where you want them to be and allow you to to take down all of the approaching gang members quickly, especially with the power and range of the M4. However, especially in the Vagos controlled territories, the gang members sometimes run away from you and out of the contested territory. You can go after them but the problem is that, if you stay out of the contested territory for too long, then you will lose the battle. Naturally you would want to chase them when they run away. But I found that if I just stand in the contested territory and do nothing then the gang members will turn around and come back. Then I cap them when they get within range. But this strategy isn't without its flaws. Sometimes, when they head back in your direction, then they may get stuck under a bridge or behind a building. In this case, get as close as you can to the in the contested territory. Then switch to a to where they are at and cap at least one of contested territory. If this doesn't end the

stuck gang members while still Sub-Machine gun and make a run them then run back to the wave then repeat until it does.

In addition, reader Siddharth Sharma, had this idea to add:

"During territory acquisitions, since you can control where the gang members will spawn by turning you back, it is a good idea to lay remote explosive across the street and just wait for them to cross it. When they get near it, blow them all. This saves a lot of time and ammo. Another thing is if you can find a narrow lane or an alley, just plant the explosives at its entrance.This makes it even easier as they collect at entrance and you can blow the whole wave at once." 0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | C. Small Territories |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Most territories are easy to get but there are three very small areas that are a bit harder to go after and should be acquired before taking over any others: 0===========================================================================0 | Jefferson Motel parking lot (Ballas). Find some rival gang members and | | lure them to the parking lot to cap them so you can start the gang war | | there. Or you can stand in the parking lot and shoot any Vago or Balla | | you see from there. | |---------------------------------------------------------------------------| | Road bridge at the north end of the flood control channel in south Los | | Flores northeast of CJ's house (Vagos). You're not going to find a lot of | | gang members roaming around here but you can cap gang members who are | | driving in their Hermes. When one drives up then step in front of him (at | | the stop light). | | | | Use your Silenced 9mm Pistol and shoot him while he is in the car. | | Usually there are more Hermes vehicles backed up behind this one so you | | can get enough gang members to shoot at to start the gang war here. | |---------------------------------------------------------------------------| | The sidewalk in front of the East Mulholland 24-7 (Ballas). Stand in the | | territory and shoot any Balla you see. That should be enough to start a | | war. | 0===========================================================================0 After acquiring these three territories then the rest is easy. 0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | D. Defending Territories |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+=+=+=+=+=+=+=0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 Now that you can acquire territories again you will also have to deal with occasional attacks from rival gangs once more. As mentioned before, use a vehicle that you can do missions in then activate and deactivate the mission when an attack occurs to quickly defend the territory. 0+=+=+=+=+=+=0 / Carl Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CRJ9. Cut Throat Business 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Carl Johnson / 0=========0 0+=+=+=+=+=+=0

Madd Dogg is upset that OG Loc has his rhyme book and wants to crash his video shoot to get it back..... 0=========0 | The Plan \ 0=======================> Get inside the BF Injection and drive over to the video shoot which is in Flint County just behind RS Haul. When you get there then you will start a chase with OG Loc. He runs off in a Vortex which is a hovercraft and you need to chase him in one. The craft is a little hard to control but not too bad. You can't catch up to him to drive-by him but you are not supposed to, just chase him. When you get past the last bridge and to the right of them. This will allow ramp you need to jump to continue the the end of the Lighthouse pier if you

come upon the group of boats then go you to get a better angle for the chase. But you can just go around don't want to take the jump.

The chase will continue under the Santa Maria Pier and then OG Loc will go up on the beach and head for the Verona Beach Pier. However, you can just stay on the water and go under the pier before going up on the beach and onto the pier itself. After you get to the end of the pier then OG Loc changes vehicles and now you have to chase him in a Kart. Keep a little distance from him since he will be taking some sharp corners to try to throw you off. The chase will lead you through the Santa Maria Pier, Rodeo, and ends at Vinewood. Once you see OG Log dart into a building then the mission will end successfully and you can watch the cutscene of CJ and Madd Dogg confronting OG Loc. 0=======0 | Reward \ 0=======================> Respect Gained. 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN12. Beat Down On B Dup 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 After nearly succumbing to the allure of crack then Sweet helps CJ deal with the main pusher in this part of town, B Dup..... 0========0 | Weapons \ 0=======================> M4. 0=========0

| The Plan \ 0=======================> Go to the apartment complex not far from CJ's home. But, when you get there, then you find that B Dup has moved to Glen Park. Now you have to go up into Ballas territory to deal with him. When you get there then you have to start a gang war to take over the territory. If you already took over the territory then you will have to retake it for the sake of this mission. Don't forget to protect Sweet. Again, using the M4 makes fighting the gang war easier. When you get rid of all three waves then you can attack B Dup's house. Kill all of the guards around the house then get inside the red circle to enter the house to successfully complete the mission and watch the cutscene where Sweet and CJ confront B Dup. 0=======0 | Reward \ 0=======================> Respect Gained. 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN13. Grove 4 Life 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 After chewing out CJ for forgetting where he came from Sweet then gets CJ to help him reclaim some Ballas turf..... 0========0 | Weapons \ 0=======================> M4. 0=========0 | The Plan \ 0=======================> Go into Idlewood to reclaim some territories. If you already took over these areas then you will have to retake them. Although there are four territories in Idlewood, you only need to take two for this mission. The best thing to do is to go into your garage and lure Sweet there. Then quickly leave the garage and let the door close before Sweet can get out. This will protect him. I've had mission failures here because he would get his stupid ass run over by cars between acquisitions. Go into one territory and find some Ballas so you can start a gang war. Go through all three waves to take a territory. After taking over the first territory then go to another territory to start

another gang war. After taking back the second territory then head back to Grove Street (and get Sweet out of the garage) to successfully complete the mission. However, if you want to do so, then you can take all four territories before heading back to Grove Street. 0=======0 | Reward \ 0=======================> $10,000 plus Respect Gained. --------------------------------------------------------------------------*VERY IMPORTANT*: You should take over a minimum of 35% of all of the gang territories before doing the next mission. --------------------------------------------------------------------------0+=+=+=+=+=+=0 / Carl Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >CRJ10. Riot 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Carl Johnson / 0=========0 0+=+=+=+=+=+=0 Tenpenny has finally been caught and is facing charges. Carl and his friends are sitting at Madd Dogg's Crib watching the court proceedings on TV. But, thanks to all the work Carl was forced to do by Tenpenny, there is no evidence against him and all of the charges are dropped. Unfortunately, this angers the population of Los Santos so much that they go on a riot..... 0=========0 | The Plan \ 0=======================> All you have to do for this mission is to drive Sweet back to his house. When you do that then the mission is successfully completed. 0=======0 | Reward \ 0=======================> Nothing. This also ends the missions for Carl Johnson. 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN14. Los Desperados 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0

Cesar asks CJ for help in locking down his neighborhood. CJ is reluctant at first but, when Sweet reminds him that he should repay his debts, then he changes his mind..... 0========0 | Weapons \ 0=======================> --M4. --RPG. 0======0 | Notes \ 0=======================> Have a four-door car saved at the garage at CJ's house prior to taking this mission. 0+=+=+=+=+=+=+=+=+=+=+=+=+=0 | No Wanted Rating Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=0 When the mission starts you cannot get Wanted Ratings. It should be noted that Cesar will follow you around so you will need to trap him in the nearby garage before you can join in on the rioting fun. 0=========0 | The Plan \ 0=======================> First thing you need to do is recruit two homies to help you. Target a homie and press up on the D-Pad to recruit. After you get two homies then enter into the car you have saved in your garage (or Sweet's Greenwood if it is available) and drive to Unity Station to meet up with some friends of Cesar. If you drive through any Ballas territory (if you haven't acquired all of the territories) then one of your homies might jump out of the car and you will have to go back to Grove Street and get another homie. You can't go to Unity Station unless you have two homies in your car. When you get to Unity Station then you need to remove the Vagos from the nearby apartment complex. Use the M4 to quickly clear the area so you can move to the next area. The next area is in an alleyway not far from Cesar's house. Wipe out all of the Vagos, including those coming in from behind, to move to the final area. The last group of Vagos are standing right in front of Cesar's house. The guy on top has a RPG and another one on ground level has a Flamethrower. But you can still make quick work out of all of them with your M4 to successfully complete the mission. If you have a RPG of your own then you can use it here to take down some of them, especially the one on the roof. 0=======0 | Reward \ 0=======================>

Respect Gained. At this point you get a call from Sweet telling CJ that they need to find where Big Smoke is hiding. But, as long as they don't rule the streets, then they won't be able to find him. You need to take over territories to gain influence. However, you should have already acquired at least 35% of all territories or more prior to doing "Riot". Shortly after that phone call then you will get a call from Sweet telling CJ where Big Smoke is hiding and thus unlocks the final mission of the game..... 0+=+=+=+=+=+=+0 / Sweet Johnson \ 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+\ | >SWN15. End of the Line 0 0=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+/ | Overview / \ Sweet Johnson / 0=========0 0=+=+=+=+=+=+=0 It's now time for the Johnson boys to put an end to Big Smoke's operation..... 0========0 | Weapons \ 0=======================> --M4 (1,000+ rounds). --Sniper Rifle. --Flamethrower (500-700 units). --Mini-Gun. --Molotovs (50 units). 0======0 | Notes \ 0=======================> I highly recommend that you do the Firetruck Mission, to earn the Fireproof Feature, prior to doing this mission. It will really help you here, especially when using the Molotovs and the Flamethrower. You should also have Hitman Weapon Skill Level on the M4. 0+=+=+=+=+=+=+=+=+=+=+=+=+=0 | No Wanted Rating Exploit | 0+=+=+=+=+=+=+=+=+=+=+=+=+=0 Although the Wanted Ratings are disabled when you start the mission, the best time to take advantage of this exploit is when you park the car with Sweet in it so you can enter Big Smoke's Crack Palace (it will make the car indestructible so Sweet won't be killed as you acquire a SWAT Van). 0=========0 | The Plan \ 0=======================>

Because of the large size of this mission I will split this into two parts. I should also note that if you fail during the second part of this mission then, when you return to Sweet's house to do it again, you restart from the beginning of Part Two instead of redoing the whole mission. 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | A. Part One |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 For this part there will be two different strategies. One without the Fireproof Feature (using the M4) and one with the Fireproof Feature (using the M4, Flamethrower and Molotovs). Drive over to Big Smoke's hideout in East Los Santos. Even though you will be shot at by gunmen as you proceed to the hideout your car is indestructible so you will be okay. When you get there then CJ tells Sweet he wants to do this alone to make up for all the times he was a buster and abandoned the family. When you exit the car then you need to find a way to break into the building. The game suggests a nearby SWAT Tank that you can use. As you climb the fences and get near the Tank then you will see the SWAT and some Ballas engaged in a shootout. Go to the intersection north of the shootout and use your Sniper Rifle to take down all of the Ballas and SWAT guys before getting the Tank. The SWAT Tank is a pretty nifty vehicle and is almost indestructible. The only way to destroy it is with explosions and by dumping it into water. Not even the Rhino can dent it otherwise. The problem here is that you can't save the vehicle. Even if you put it into a garage it will disappear at the end of the mission. If you want the SWAT Tank then you will have to fail the mission and save the vehicle. There are two ways to get the Tank. The first way is to blow up the Tank. You will need some Remote Explosives to destroy the Tank. First, you need to go to a garage and put the Tank inside in such a way as the door doesn't close. Get out and put on about three Remote Explosives then detonate. The Tank should explode and you will fail the mission. Push the carcass of the Tank inside the garage so you can close it. When the door opens then you will have the SWAT Tank. However, it is possible for the Tank to disappear while pushing it in. The second way to fail the mission is to dump the SWAT Tank in the water. Glen Winstein suggested the shallow water at the southwest part of the Airport. But it is difficult to get the Tank out of the water. The best way is to go to San Fierro and to the Import / Export crane. Get in the crane and grab the Tank with the magnet. Then move the crane as close to the water as possible. Swing the crane so that the Tank is over the water. Then dunk the Tank into the water until you see the "Mission Failed"

message. Bring the Tank back onto dry land and take the magnet off. Then get out of the crane and into the SWAT Tank so you can save it at any garage. Okay, enough of that. Let's get back to the mission at hand..... After you have the SWAT Tank then drive over to the hideout and smash through the wall. Run over all the Ballas you see. Once that's done then get out of the SWAT Tank and go through the door to enter the next stage of the mission. In order to reach Big Smoke you need to go through three floors of the building starting with..... 0=======================0 | Floor 1: Security Area \ 0=======================================> ++Without the Fireproof Feature ============================= Switch to your M4 and proceed upwards. Carefully go through the hall and take down all four gunmen you come across. Eventually you will come to some Body Armor and a set of double doors. Beyond the doors is a large room with several pillars and plenty of enemies. Poke through the left side and use the left door as a shield as you take care of several enemies. Then head to the first pillar on the right and kill the Balla that tries to get to it. While using that as cover then kill more of the enemies including those in a room above at the east end and a couple on the walkway above on the north. During this shootout, a SWAT Tank will burst through. Kill the SWAT guys that come out. When you get to the other side of the room then another set of doors will open and a Balla will come out. Kill him then go through the door. As you turn left then you will be ambushed by three enemies using crates as cover. Get rid of them then proceed through the room and to the next set of stairs. At the top is another Balla waiting for you. Kill him. If you go right then you can enter the upper room and find a Combat Shotgun and a Health Icon. Then go through the double doors and proceed to the next floor. ++With the Fireproof Feature ========================== Switch to your M4 and proceed upwards. Carefully go through the hall and take down all four gunmen you come across. Eventually you will come to some Body Armor and a set of double doors. Beyond the doors is a large room with several pillars and plenty of enemies. Switch to your Flamethrower and shoot the weapon at the walls before entering. The flames go through the walls so you can get rid of about half of the gunmen waiting for you. Use the Molotovs to get rid of some more when you enter the large room and then use the M4 to take down the ones on the upper level plus the SWAT guys that appear.

When you get to the other side of the room then another door will open and a Balla will come out. Kill him then go to the wall. Shoot at the wall with the Flamethrower prior to going through the door. This will take down most of the ambushers. Wait for a few seconds then shoot the wall again since there will be a couple more gunmen replacing the ambushers you fragged. This will clear the upcoming hall of enemies. Be careful when using it around the SWAT Tank. It will blow up if flamed by the Flamethrower too much. Proceed through the hall and go up. Then go through the double doors and proceed to the next floor. 0==================0 | Floor 2: Drug Lab \ 0=======================================> ++Without the Fireproof Feature ============================= When you get to the top of the stairs then you will find another enemy and a Body Armor Icon. Kill him and he will drop an M4. Behind the next set of double doors is a hallway that leads to another set of double doors. This hallway also contains an enemy so kill him and get to the next set of double doors. Behind this set of double doors is a large room with pillars similar to the last one. But this one has machinery and explosive barrels. Plus some of the enemies have M4s. Poke through the left door and use it as a shield so you can clear the room of some enemies. You can also target the explosive barrels to get rid of some of the enemies. The machinery can be used as cover so you can get rid of the rest. After you have cleared the room then proceed up the the stairs on the east side of the room and head west along the walkway. As you get near the corner then a couple of enemies will enter through the west door and will shoot you from below. Kill them and proceed. As you go around the room and head east then you will see some explosive barrels. As you get near the door ahead then a couple of enemies will emerge. You can either shoot them or the explosive barrels to kill them. When you get through the doors and look right then you will see a Health Icon. Go through the set of doors ahead of you to go to the next floor. ++With the Fireproof Feature ========================== When using the Molotovs then go partway up the stairs and throw one ahead of you to get the gunman by the Body Armor then toss one on the wall to your left. This will kill the gunman in the upcoming hall. Shooting the Flamethrower through the wall before entering the main room doesn't work as well so stay with the Molotovs. Pop into the main room and throw a couple of Molotovs to get rid of some of the gunmen. Switch to your M4 to take down the nearby explosive barrel and the

gunman on the upper level. Switch back to the Molotovs and, using the machines and pillars as cover, toss some to clear the room of the remaining gunmen. After you have cleared the room then proceed up the the stairs on the east side of the room and head west along the walkway. As you get near the corner then a couple of enemies will enter through the west door and will shoot you from below. Kill them and proceed. As you go around the room and head east then you will see some explosive barrels. As you get near the door ahead then a couple of enemies will emerge. You can either shoot them or the explosive barrels to kill them. When you get through the doors and look right then you will see a Health Icon. Go through the set of doors ahead of you to go to the next floor. 0=======================0 | Floor 3: Ballas Lounge \ 0=======================================> ++Without the Fireproof Feature ============================= When you get to the top of the stairs then you will find another enemy and a Body Armor Icon. When you go through the double doors then you will find a couple of enemies guarding the entrance of the lounge. Go through the next set of doors to enter the lounge and you will be beset by several enemies including one with a Shotgun. With the M4 you can kill them all quickly. There is also another enemy in the next part of the lounge lobby. Kill him then go through the next set of doors. When you look left then you will see a statue of Big Smoke and several enemies nearby. Kill them all then head right. Some more enemies will appear including two with Shotguns. Use the pillars as cover and kill them all. You will see two sets of doors on opposite sides of the hall. These are private dance rooms and one has a Health Icon and the other has a Body Armor Icon. They also have an enemy you have to kill before picking up any icons. Proceed through the hall and turn left so you can go through the next set of doors. This will lead you to the next set of stairs and to the next floor. ++With the Fireproof Feature ========================== The Flamethrower really comes in handy here. Shoot through the door to take care of the two guards. Then shoot through the walls and door to clear the reception area of gunmen. Go through the doors and to the right until you are in the corner. Shoot through the wall and get rid of the gunmen in the lounge lobby. Go back to the reception desk and shoot through the wall behind the desk. This will clear out a lot of enemies near the Big Smoke statue.

Switch to your Molotovs and proceed to the statue. Use the pillar as cover and toss some Molotovs around to get rid of the rest of the enemies so you can move forward. Proceed through the hall and turn left so you can go through the next set of doors. This will lead you to the next set of stairs and to the next floor. 0===================0 | Floor 4: Big Smoke \ 0=======================================> When you get here then that, you have to kill Big Smoke will be near the previous cutscene.

you will start a cutscene with Big Smoke. After him. When you start this part of the mission then the vidgame machine he was playing when you were in He will be flanked by two goons.

To the left of Big Smoke is a small room where there is Body Armor, an M4 and a Shotgun. Underneath the upper level is a Sprunk Machine and Thermal Goggles which will help you to find Big Smoke when he turns out the lights partway through this part of the mission. With the M4, hold down Target and Attack when locked on Big Smoke. Follow him and don't let up the buttons at all. Because of the high Weapon Skill level then you can follow him while firing at him. Ignore the guys that come to help him. It will take quite a few rounds to kill him but with the M4 this can still be done quickly even with Big Smoke wearing Body Armor. With the Flamethrower you can do a quick sweep and set Big Smoke and the two goons on fire. Big Smoke will also run around in pain when on fire so he won't shoot you plus his health will gradually diminish. You can also quickly take down any goons who come to help him. However, the flames will eventually go out on Big Smoke so you will have to set him afire again. With the Mini-Gun you can stay in one place and take down the two goons while Big Smoke runs up to the upper level. After a few seconds then Big Smoke will come back down to shoot you and you can quickly finish him off when he does because of the enormous power of the Mini-Gun. When you finally kill Big Smoke then Tenpenny comes to visit. CJ is forced to put money into a suitcase. Then Tenpenny tries to kill CJ but is thwarted. He then runs from the scene and sets fire to the building to try to kill CJ. The explosion also knocks out the lights and thus setting the scene for..... 0===========0 | The Escape \ 0=======================================> You have seven minutes to get out of the building. CJ grabbed the Night Vision Goggles when he killed Big Smoke. They are already preselected so use them. Switch back to your M4. You also need to go out the same way you came in. When you get back down to the Ballas Lounge then you will be shot at by more enemies. Even though the building's on fire you still need to shoot

your way out. However, there are not as many as before. Kill all of the enemies you see then head down stairs to the Drug Lab. If you have the Fireproof Feature and the Flamethrower then you can shoot through the walls to get rid of the enemies with or no little damage. When you get to the Drug Lab then you will find the place engulfed in flames. You will also see more enemies shooting at you. However, you are on the upper floor and they are below. You can use your vantage point to kill them all with your M4 before proceeding. The game also prompts you to pick up the Fire Extinguisher so you can put out flames to aid your escape. This will take time which you don't have much of. If you have the Fireproof Feature, from doing the Firetruck Mission, then you can just walk through the flames with no damage. This is the major reason why you should do the Firetruck Mission before doing this mission. If you do not have the Fireproof Feature then you will have to use the Fire Extinguisher to put out any flames that block your progress and avoid others that don't. Go onto the walkway, proceed downward and through the door leading down to Security Area. Once again, you have to shoot your way out of the area. This time some of the enemies have M4s so you can get a little ammo when you kill one. After clearing the Security Area of all enemies then proceed downward and outside. Make your way back to the opening you made with the SWAT Tank killing all of the enemies you see. When you get through the opening then you will have made your escape and move onto..... 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 | B. Part Two |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ 0+=+=+=+=+=+=+0+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+0 At this point Sweet jumps from his car and grabs the ladder of the Firetruck that Tenpenny is using to make his escape. Now CJ has to chase after the Firetruck and save Sweet. He will get into the nearby car and chase him. This is a long chase. As you proceed through the chase then you will bombarded with Molotovs but they will do no damage to the car. As the chase goes through Ocean Docks then one of the rookies that are with Tenpenny will exit the Firetruck and try to knock Sweet off. You now have to get under Sweet before he loses his grip. If you don't get him in time then he will fall off and you will fail the mission. Try to position yourself so the hood of the car is underneath Sweet. When you catch Sweet then the two of you switch places and CJ will now start shooting using a Micro SMG. This part plays out like the last part of "Reuniting The Families". You use your Micro SMG and shoot at the attacking cars to keep them from destroying you. If the car's health line is reduced to nothing then the car

will be destroyed and you will fail the mission. Fortunately, most of the attacking cars are easily destroyed. When you encounter motorcycles then aim for the driver so the cycle will wreck. Like the chase itself, this part is long and will wind through most of the eastern part of Los Santos. Eventually, you will go north over Ganton and then south through East Los Santos. As Tenpenny nears the bridge that goes over Grove Street then he will lose control and go over the edge. When you start the cutscene of him going over then you can put your controller down for you have just beaten the game. "See you around.....Officer." Congratulations! Now just sit back and watch the cutscenes and credits unfold..... 0=======0 | Reward \ 0=======================> $250,000 and you'll be stuck with the Micro-SMG regardless of whatever sub-machine gun you had when you started the mission. Also, if you've done *EVERYTHING* prior to doing this mission, then you should have the elusive..... /=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=\ /=========================================================================\ | >LTS26. 100% Completion Score | \=========================================================================/ \=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=/ And what do you earn for 100% Completion?..... 0===========================================================================0 | $1,000,000 bonus. | |---------------------------------------------------------------------------| | Infinite ammo for ALL weapons. | |---------------------------------------------------------------------------| | An increase in your Stats (if they haven't already been maxed out). | |---------------------------------------------------------------------------| | The Hydra will spawn on top of Sweet's house. | |---------------------------------------------------------------------------| | The Rhino will spawn under the south part of the bridge west of CJ's | | House. | 0===========================================================================0 Now to finish things up..... /==++====++==\ /==++====++==\ /==++====++====++====++====++========++====++====++====++====++==\ | >SDA7. Conclusion | \==++====++====++====++====++========++====++====++====++====++==/ \==++====++==/ \==++====++==/ 0================0

| General Notices \ 0===============================================> This document is copyright (c) Robert Allen Rusk (RARusk) 2004-2015. This guide may only be distributed and/or posted in its original format (and, most importantly, *UNALTERED* in any way). If you wish to post or use excerpts from this guide please ask for my permission first before doing so (especially if you work for a magazine or website). A lot of time and effort was spent putting this thing together and that should be taken into consideration. And remember..... "Respect is everything." Although my guides and FAQs can be found at many sites around the internet, the latest versions of my work can always be found first at GameFAQs since that is my primary contribution site. A complete listing of all of my work can be found here: >>http://rarusk.livejournal.com/6177.html Most of my guides are dedicated to the popular "Grand Theft Auto" game series but some of my other work include "The Chronicles of Riddick" games, "Bully", and "The Darkness" titles. 0===================0 | Additional Sources \ 0=======================================================> --"Grand Theft Auto: San Andreas" Local Business Advertiser's Guide (Game Manual) --GameFAQs San Andreas Message Board --The Chadness ("Reuniting The Families" Exploit) --TheLegendaryOne (Chiliad Challenge Exploit) --Malcrasternus (Thermal Goggles Hint) --GTAForums.com Message Board --pdescobar, srg, and Mxyzptlk ("No Wanted Level" Mission Exploits) --Vehicle Location Map by GamerLady --Vending Machine and Food Cart Map (www.gtasanandreas.net/sam) 0=========================0 | Additional Contributions \ 0=======================================================> --Glen T. Winstein --Steven Eng --Andrew Petrie --Anders Paulson --Mxyzptlk --Dr. Simon Chan --Nick Markovich --Tom Fang --Carl Johnson --Anurag Sinha

--Angela --David Sears --Jason Vercellone --Craig Kostelecky --Andrew Mogridge --Monkey Man --Duke --powerslaves --Stefan Cvetkovic --Philip Carstens

--glenJammin --Andy Kim --Phil Carter --Odhita Kamayana --Randy Russell --rav0 --Vaibhav Naruka --Joshua Frech --Apearsall20 --Sean McCafferty

--Slim --Jay Versluis --quest78 --Haenlomal --Stuart Thomson --Tom Vanpool --Victor Anni --Sarah Jane Marley --Guillermo Caceres --Ben Riemer --GTA_Phreak --Alky Alky2 --Eugene De Guzman --The Illusionist --Kevin Brown --Rebecca Kyte --Shee Soon Theng --Tim Stam --Ron Schock --Siddharth Sharma --Bragon the Bat --Brandon Rowan --Brian Stell --Dienske --Jordan Knupp --Krispykreme2546 --Mario Izquierdo --Naveen Akshar --Richard Julian --Tim Mccollum --Dan Stephen --Bob Smith --Diego Mendez --Jarred Buttle --Willum Hardy --Kris Hall --Anthony Shelor --Tyler Wheeler --Bubba Zanetti --Dave Fernandes --Rahul Yadav --Randy --Spike McCloud --TheDeliciousGaming --Lowell R --Pedro Palhoto --Allan Curtis (aka "evilrage") --CNDW (aka "Evil Bastardo") --SkippPOP (Skipp Kennedy) 0========0 | Credits \ 0=======================================================> Credits and thanks go out to the following: >>Rockstar Games ************** For creating one of the best games ever made (again). >>GameFAQs, IGN, and many other gaming sites ******************************************* For providing a place for writers like myself to publish our work and help other gamers while indulging in one of our favorite pastimes. >>Glen T. Winstein **************** For probably being the single biggest fan of my GTA related work. And finally, my biggest thanks of all goes to you the reader (and especially those who have made suggestions as well as those who took the time to write me). 0====================0 | Contact Information \ 0===============================================> E-MAIL: rarusk[at]netzero[dot]com FACEBOOK: http://www.facebook.com/robert.a.rusk LINKEDIN: http://www.linkedin.com/pub/robert-allen-rusk/15/539/59b BLOG: http://rarusk.livejournal.com XBOX LIVE GAMERTAG: RARusk So now I've come to the end of yet another gaming adventure and looking forward to new ones. I hope that my guide helps you in getting the most out of "Grand Theft Auto: San Andreas".

FAQ/Walkthrough by War Doc Version: 1.32 | Updated: 01/26/05 | Printable Version +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | G R A N D T H E F T A U T O: S A N A N D R E A S | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ GAME: PLATFORM: GENRE: CREATOR: AUTHOR OF THIS FAQ: E-MAIL: FAQ VERSION:

GRAND THEFT AUTO: SAN ANDREAS PLAYSTATION2 ACTION Rockstar Games. Copyright 2004 Kevin Butler AKA War Doc kevinb(at)technologist(dot)com 1.32

-----------------------------------------------------------------------------TABLE OF CONTENTS UNIT 1. 2. 3. 4. 5. 6.

MISSIONS

Starting Path Sweet Path Big Smoke Path Ryder Path OG Loc Path C.R.A.S.H. Path Cesar Vialpando Path Los Santos Conclusion Path

Badlands 8.1 8.2 8.3 8.4

9.

II:

Los Santos 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8

8.

INTRODUCTION

Legal Stuff Version Information Acknowledgements Welcome Overview Taking Control UNIT

7.

I:

C.R.A.S.H. Path Catalina Path Truth Path Cesar Path

San Fierro

9.1 9.2 9.3 10.

Desert 10.1 10.2

11.

Toreno Path Verdant Meadows Path

Las Venturas 11.1 11.2 11.3 11.4 11.5 11.6

12.

CJ Path Jizzy Path Woozie Path

Four Dragons Path Truth Path Caligula Path Madd Dogg Path C.R.A.S.H. Path Robbery Path

Return to Los Santos 12.1 12.2

CJ Path Sweet Path

UNIT III: 13.

Asset Properties 13.1 13.2 13.3 13.4 13.5

14.

Los Santos Tags San Fierro Photographs Las Venturas Horseshoes Oysters

Exports/Imports 16.1 16.2

17. 18.

BMX Challenge Chiliad Challenge NRG 500 Challenge Lowrider Challenge

Completion/Action Taskings 15.1 15.2 15.3 15.4

16.

Los Santos Badlands San Fierro Desert Las Venturas

Challenges 14.1 14.2 14.3 14.4

15.

100% COMPLETION

Exports Imports

Gym Races 18.1 18.2

Los Santos San Fierro

18.3 19.

Safe Houses 19.1 19.2 19.3 19.4 19.5

20.

IV:

NON-100% ITEMS

Arcade Games Gambling 26.1 26.2 26.3 26.4 26.5 26.6 26.7

27.

Burglar Firefighter Paramedic Pimp Taxi Driver Train Vigilante

Summary UNIT

25. 26.

8 Track Blood Bowl Dirt Track and Kickstart

Vehicle Missions 23.1 23.2 23.3 23.4 23.5 23.6 23.7

24.

Boating Driving Flying Motorcycle

Shooting Range Stadium Events 22.1 22.2 22.3

23.

Los Santos Badlands San Fierro Desert Las Venturas

Schools 20.1 20.2 20.3 20.4

21. 22.

Las Venturas

Blackjack ITB Pool Roulette Slots Video Poker Wheel of Fortune

Girlfriends 27.1 27.2 27.3 27.4 27.5 27.6

Barbara Denise Helena Katie Michelle Millie

28.

Flowers 28.1 28.2 28.3 28.4 28.5

29. 30. 31.

Triathlon 2-Player Fun Unique Stunt Jumps 31.1 31.2 31.3 31.4 31.5 31.6 UNIT

32.

Loco Low Company Wheel Arch Angels Transfender

Clothing Barber Shops Tattoo Parlors

Automobile Bicycles and Motorcycles Helicopters and Planes

Weapons and Items UNIT

39.

Food Paint 'n' Spray

Law Enforcement Statistic Gauges Vehicle Guide 37.1 37.2 37.3

38.

APPENDIX

CJ's Look 34.1 34.2 34.3

35. 36. 37.

V:

Car Modification 33.1 33.2 33.3

34.

Los Santos Badlands 1 San Fierro Desert Las Venturas Badlands 2

Businesses 32.1 32.2

33.

Los Santos Badlands San Fierro Desert Las Venturas

VI:

CONCLUSION

Conclusion

______________________________________________________________________________ _ To find a particular chapter or subchapter do the following:

1. 2. 3. 4. 5. 5.

Highlight the chapter or subchapter name you wish to find. Press CTRL-C Press CTRL-F Press CTRL-V Press CTRL-F You will arrive at the desired chapter or subchapter.

______________________________________________________________________________ _ ************** ********************************* U N I T I ********************************** ************** +=================+ | 1. LEGAL STUFF | ============================================================ +=================+ This guide may not be reproduced under any circumstances except for personal private use. It may not be placed on any web site or otherwise distributed publicly without advanced permission from the author. Use of this guide on any other web site or as part of any public display is strictly prohibited, and a violation of copyright. All content in this guide is Copyright 2004 by Kevin Butler. Only the sites listed below have permission to publish this work or to display it: www.gamefaqs.com www.cheats.de faqs.ign.com www.neoseeker.com www.wonderdogsoftware.com If you wish to put this guide on your site, e-mail me and ask. Save yourself the headache of putting up with lawsuits and whatnot because you failed to ask a simple "Can I post your guide on ?". If you wish to use info in this guide, please acknowledge that you have done so. If I don't respond or I say no, accept it as fact. This especially goes out to Dave at www.cheatcc.com since he has a habit of taking guides without permission. In addition, do not modify this guide in any way whatsoever to suit your purposes. The latest version can always be found at www.gamefaqs.com. If you see this guide on any other site then the one listed above, please e-mail me. If you wish to ask questions or give input to this guide, please e-mail me. Just have GTASA as the subject so I know it isn't another kooky vendor trying to sell me hair gel or another XXX site telling me I have new friends. +=========================+ | 2. VERSION INFORMATION | ==================================================== +=========================+

Version 1.0

11/14/04:

A guide is born.

Version 1.1

12/06/04:

1. 2. 3.

5.

Reworked the TOC. Expanded the overview in Chapter 5. Added the controls in Chapter 6 and shifted all other chapters down. Updated, edited, and adjusted some chapters in Unit 2. Added Unit 3, 100% Completion.

4.

Version 1.2

12/19/04:

1. 2.

Added Unit 4, Non-100% Items. Added many strategies that were sent in.

Version 1.3

12/27/04:

1. 2.

Added Unit 5, Appendix. Added more reader submitted strategies and other items.

Version 1.31

1/ 2/05:

1.

Reader input added.

Version 1.32

1/26/05:

1.

Reader input added.

+======================+ | 3. ACKNOWLEDGEMENTS | ======================================================= +======================+ The following are a list of people or organizations that have made this FAQ possible: My wonderful family (who has had to put up with the tapping on the keyboard) Rockstar for making a great game. GameFAQ's for putting up this FAQ Drowfighter for their strategies on Chapter 11.6.5, Up, Up and Away!: Mission 5. Da Hui for their tip on Mission 4 from the Quarry Missions, Chapter 13.4.2. Spencer for their strategy on Chapter 11.5.1, Misappropriation: Mission 1. zosofretts for their strategy on Chapter 9.1.6, Ice Cold Killa: Mission 6. Midwarrior for their strategy on Chapter 9.1.6, Ice Cold Killa: Mission 6. glenJammin for the location of the hidden Paint 'n' Spray in Las Venturas. Sieryu for a different strategy for the picture in Chapter 15.2.3. mw for their strategies on Chapter 7.4.3 Robbing Uncle Sam: Mission 3 and Chapter 7.6.2 Gray Imports: Mission 2 Eugene Ong for pointing out that the Sniper and Country Rifles do not have skill levels. Sundar for their strategies on Chapter 9.1.8 Toreno's Last Flight: Mission 8 Infinity for pointing out the errors in the Helicopter and Aircraft Chapter 37.3 and several other minor improvements. Saint'Hardknox for their input on taking care of CJ's wanted level in Chapter 35. ManaFox for their input on ITB. TonyM for their input on girlfriends. HBK619 for their strategy on Chapter 9.1.6, Ice Cold Killa: Mission 6. SwissToni for thier strategy on Chapter 9.1.6, Ice Cold Killa: Mission 6. Bloody_Smurf555 for their strategy on Chapter 11.5.2, High Noon: Mission 2. +=============+

| 4. WELCOME | ================================================================ +=============+ Welcome to my FAQ for GTASA. Since this is an action game that is in a somewhat linear format, there is a walkthrough to help with the various missions. This FAQ is broken up into parts. First you will be given an explanation of choices you have for playing the game. Next, you will be given all the possible commands you can give with a brief description of what those commands are. The last part is dedicated to strategy. This strategy will give you an idea on how to fulfill the requirements for accomplishing the various missions. Input is appreciated along with constructive criticism. If you wish to e-mail me thoughts on this FAQ, better ways of doing things, other strategies, etc., feel free. Make sure you put GTASA in the subject. If you don't, I'm liable to discard the e-mail as spam. +==============+ | 5. OVERVIEW | =============================================================== +==============+ GTASA takes place in both urban and rural settings. Your purpose in life is to bring back your gang to the glory days it once enjoyed. This won't be easy considering all the obstacles you will have to contend with including, but not limited to, rival gangs, crooked policemen, and keeping your character in shape for the upcoming battles. You will have a wide array of vehicles and weapons to choose from to accomplish your goals. In addition, you will also have to gain respect and a lot of money to accomplish the things you want to. You will have to go through 96 missions in order to prove that you are made of the "right stuff". These missions are spread out within five areas and they don't necessarily have to be done together. It's a cut-throat world out there and it will be up to you to bring some organization to the chaos that is all around you. Good luck in consolidating your power base and making yourself the lord and master over the world. +====================+ | 6. TAKING CONTROL | ========================================================= +====================+ The controls for this game will take some getting used to. The key, of course, is practice to become proficient with them. The default controls are: > +-----------------+--------------------------------+ | BUTTON INVOLVED | RESULT | +-----------------+--------------------------------+ +-----------------+--------------------------------+ | TRIANGLE | ENTER/EXIT VEHICLE | | | ACTIVATE MINI-GAME |

| | PUNCH/KICK SOMEONE | | | PICK UP/ACTIVATE OBJECT | | | END CELLULAR CALL | +-----------------+--------------------------------+ | CIRCLE | ATTACK/FIRE WEAPON | | | DIVE UNDERWATER | | | TAKE PICTURE | +-----------------+--------------------------------+ | X (HOLD) | RUN/SWIM | +-----------------+--------------------------------+ | X (TAP RAPIDLY) | SPRINT | +-----------------+--------------------------------+ | SQUARE | JUMP/CLIMB/BLOCK | +-----------------+--------------------------------+ | L1 | CENTER THE CAMERA | | | VIEW STATS AND DAY OF WEEK | | | FIRE WEAPON | +-----------------+--------------------------------+ | L2 | CYCLE WEAPONS LEFT | | | ZOOM IN (SNIPER RIFLE AND | | | CAMERA) | +-----------------+--------------------------------+ | L3 | MOVE/AIM WITH SNIPER RIFLE | +-----------------+--------------------------------+ | L3 (PUSH) | CROUCH/DUCK WITH SNIPER RIFLE | +-----------------+--------------------------------+ | R1 | TARGET LOCK | +-----------------+--------------------------------+ | R1 (HOLD) | USE SNIPER SCOPE | +-----------------+--------------------------------+ | R2 | CYCLE WEAPONS RIGHT | | | ZOOM OUT (SNIPER RIFLE AND | | | CAMERA) | +-----------------+--------------------------------+ | R3 | LOOK AROUND | +-----------------+--------------------------------+ | R3 (PUSH) | LOOK BEHIND | +-----------------+--------------------------------+ | DIRECTIONAL PAD | UP : GANG ACTIVE MODE | | | DOWN : GANG PASSIVE MODE | | | RIGHT: POSITIVE RESPONSE | | | LEFT : NEGATIVE RESPONSE | +-----------------+--------------------------------+ | SELECT | CHANGE CAMERA MODE (UNIVERSAL) | +-----------------+--------------------------------+ | START | PAUSE (UNIVERSAL) | +-----------------+--------------------------------+ > +-----------------+--------------------------------+ | BUTTON INVOLVED | RESULT | +-----------------+--------------------------------+ +-----------------+--------------------------------+ | TRIANGLE | ENTER/EXIT VEHICLE | +-----------------+--------------------------------+ | CIRCLE | USE WEAPON (WHEN USED WITH L2 |

| | OR R2) | | | USE NITROUS | | | RELEASE OBJECT (CRANE) | | | OPEN PARACHUTE | +-----------------+--------------------------------+ | X | ACCELERATE | | | PEDAL (BICYCLE) | | | LOWER CRANE CABLE | +-----------------+--------------------------------+ | X (TAP RAPIDLY) | PEDAL FASTER (BICYCLE) | +-----------------+--------------------------------+ | SQUARE | BRAKE/REVERSE | | | RAISE CRANE CABLE | +-----------------+--------------------------------+ | L1 | CAR WEAPON | | | USE NITROUS | | | BUNNYHOP (BICYCLE) | +-----------------+--------------------------------+ | L1 (HOLD) | BUNNYHOP HIGHER (BIKE) | +-----------------+--------------------------------+ | L2 | LOOK LEFT | +-----------------+--------------------------------+ | L3 | STEER CAR/CAMERA | | | ROTATE AND RAISE/LOWER CRANE | +-----------------+--------------------------------+ | L3 (UP) | DESCEND FASTER (WHEN IN | | | FREEFALL AND PARACHUTE | | | IS OPEN) | +-----------------+--------------------------------+ | L3 (DOWN) | DESCEND SLOWER (WHEN IN | | | FREEFALL AND PARACHUTE | | | IS OPEN) | +-----------------+--------------------------------+ | L3 (PUSH) | HORN | +-----------------+--------------------------------+ | R1 | HANDBRAKE | +-----------------+--------------------------------+ | R2 | LOOK RIGHT | +-----------------+--------------------------------+ | R3 | LOOK AROUND | | | TANK TURRET CONTROL | | | ROTATE LEFT/RIGHT WHEN | | | PARACHUTING | +-----------------+--------------------------------+ | R3 (PUSH) | ACTIVATE MISSIONS/FARES | +-----------------+--------------------------------+ | L2 + R2 (HOLD) | LOOK BEHIND | +-----------------+--------------------------------+ | L2 + R2 (TAP) | RETURN VIEW FORWARD | +-----------------+--------------------------------+ | DIRECTIONAL PAD | UP/DOWN CYCLES THROUGH RADIO | | | STATIONS | | | RIGHT IS TRIP SKIP | +-----------------+--------------------------------+ >

+-----------------+--------------------------------+ | BUTTON INVOLVED | RESULT | +-----------------+--------------------------------+ +-----------------+--------------------------------+ | TRIANGLE | ENTER/EXIT CRAFT | +-----------------+--------------------------------+ | CIRCLE | FIRE MISSILES | | | RELEASE MAGNET | +-----------------+--------------------------------+ | X | ASCEND | +-----------------+--------------------------------+ | SQUARE | DESCEND | +-----------------+--------------------------------+ | R2 | ROTATE RIGHT | +-----------------+--------------------------------+ | R3 | LOOK AROUND | | | UP/DOWN RAISE AND LOWER CABLE | +-----------------+--------------------------------+ | L1 | FIRE GUNS | +-----------------+--------------------------------+ | L2 | ROTATE LEFT | +-----------------+--------------------------------+ | L3 | MOVE | +-----------------+--------------------------------+ | L3 (PUSH) | HOVER | +-----------------+--------------------------------+ > +-----------------+--------------------------------+ | BUTTON INVOLVED | RESULT | +-----------------+--------------------------------+ +-----------------+--------------------------------+ | TRIANGLE | ENTER/EXIT | +-----------------+--------------------------------+ | CIRCLE | FIRE SECONDARY WEAPON (IF ANY) | +-----------------+--------------------------------+ | X | INCREASE SPEED | +-----------------+--------------------------------+ | SQUARE | DECREASE SPEED | +-----------------+--------------------------------+ | R2 | RIGHT RUDDER | +-----------------+--------------------------------+ | R3 | LOOK AROUND | +-----------------+--------------------------------+ | R3 (PUSH) | RAISE/LOWER LANDING GEAR | +-----------------+--------------------------------+ | L1 | FIRE PRIMARY WEAPON | +-----------------+--------------------------------+ | L2 | LEFT RUDDER | +-----------------+--------------------------------+ | L3 | MOVE PLANE | +-----------------+--------------------------------+ *************** ******************************** U N I T II **********************************

*************** You must complete the below missions as a big requirement toward 100%. If you are stuck in a mission or cannot move forward, look at the prerequisites for that mission and possibly other missions before it. The missions can all be played once you have completed certain requirements (if any). The missions are broken down like so: +--------------------------------------------------+ | Chapter number, Title of Mission, Mission number |--------------------------+--------------------------------------------------+ Prerequisites: Reward(s) Unlockables

: :

Are there any prerequisite missions or tasks you must complete before you can play this mission. Things such as money, respect, weapons, etc. Does this mission give you other paths or unlock certain side jobs.

Overview of mission. Walkthrough +=================+ | 7. LOS SANTOS | ============================================================ +=================+ Carl needs to re-establish himself in the neighborhood. Los Santos involves Carl's rise to power again. Many of these missions will have Carl as the driver plus additional help as required. There are many challenging missions during this part of GTASA. There are 28 missions for Los Santos. ______________________ / 7.1 Starting Path /________________________________________________________ ---------------------CJ has just gotten back into town. He has been away from the old neighborhood for a while. A lot has happened since he has been away. Time to head back home. +-------------------------------------+ | 7.1.1 In the Beginning: Mission 1 |---------------------------------------+-------------------------------------+ Prerequisites: Reward(s) : Unlockables : -

None None None

Take the BMX bike at the end of the alley and hop onto it. provoke anybody since CJ is defenseless.

Try not to

-

Head toward the yellow blip that represents his mother's house. If you aren't sure of what direction to go, use the map to find the shortest and hopefully safest route.

-

When you arrive at your destination, a pink marker will be in front of the door.

+-----------------------------+ | 7.1.2 Big Smoke: Mission 2 |-----------------------------------------------+-----------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect BMX Challenge

It seems a lot has changed. CJ goes to his house only to severely dilapidated state. A large gentlemen comes in wielding a recognizes CJ, he catches him up-to-date on what has been are about to depart the cemetery, some of the Ballas gang proper homecoming. -

find it in a bat. When he going on. When they decide to give a

Run over to the BMX bikes and hop onto one. CJ's brother Sweet will have a blue arrow above him. Your goal is to not lose Sweet and keep up with him.

-

Of course, you will be constantly harassed by these Ballas gang members taking shots at you and trying to run you off the road. Use the bikes small size to your advantage by weaving in and out of cars and other tight spaces to slow the Ballas gang down. -

You will eventually make it to the Mulholland Intersection. At this point, Sweet will ride off in another direction to divert the Ballas gang members. You will now have to follow Ryder through the streets.

-

Eventually after a few more twists and turns, you will arrive back at CJ's house.

+--------------------------+ | 7.1.3 Ryder: Mission 3 |--------------------------------------------------+--------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect Sweet Path

This is more of a familiarization tour of the neighborhood. Ryder will take CJ around to some different businesses such as the barber shop and the local eatery. These two become necessary for gaining things such as sex appeal and to keep one healthy. Of course, Ryder tries to rob the pizza shop only to be met by a shotgun toting employee. Time to get out of here and head back home. ___________________

/ 7.2 Sweet Path /___________________________________________________________ ------------------These series of missions will help establish CJ back with the Grove Street families again. Many of these missions have CJ causing trouble in enemy territory or serving as support to Sweet (or others) in cleaning up the neighborhood. +------------------------------------+ | 7.2.1 Tagging Up Turf: Mission 1 |----------------------------------------+------------------------------------+ Prerequisites: Reward(s) : Unlockables :

Complete Starting Path missions Respect and $200 Respraying all tags in Los Santos

It seems at one time, the Grove Street gang was something to be feared. This was evidenced by the tags that were spray painted all over the city. Since the gang splintered, other gangs have moved in and sprayed their own tags on top of the Grove Street ones. Sweet wants CJ to go out and reclaim some lost tags. -

Sweet will take CJ down to the second underpass, as you leave the cul-de-sac. He will then use a can of spray paint to demonstrate how to paint over another gang's tag. He then tells CJ to do the same with other tags in the neighborhood.

- Keep in mind that spraying tags on the wall, in the presence of a policeman, will earn you a one star wanted level. Go to the house across the street and spray over that tag. - Get back on the main road and look for the brick-lined alleyway. The tag is on the eastern wall. Spray that one also. If you are confused on location, look at the map, these tags are marked. -

After you have taken care of things here, Sweet will have you drive over to East Los Santos to take care of a few more tags. Drive into the pink marker to start the show. -

Sweet goes off elsewhere to spray tags. The first one is on the corner of the restaurant. After this, head north to the alleyway. You will see two Ballas gang members hanging around the tag.

-

You can use the paint as a weapon to incapacitate and eventually kill your enemies. Keep this in mind when spraying the tag on the fence. You can either do a hit and run or take care of the Ballas gang members first.

- Get out of the alley and turn right (south) and head across the street. You will see a tag on the upper wall of the building. Go around to the right

and jump the fence. -

Then turn left and get on the small building.

Climb to the top to spray the tag then hop down off the roof and into the car with Sweet. You will both then go back home.

+--------------------------------------+ | 7.2.2 Cleaning the Hood: Mission 2 |--------------------------------------+--------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect None

Seems that the Grove Street gang is willing to fight back. The problem, though, is that many of them are high on the drugs being pushed in the neighborhood. Sweet decides that it is time to clean up the neighborhood so that they can be feared once again. -

Ryder joins CJ for a ride to an individual names B-Dup. Seems that B-Dup has been a big help in the past so CJ wants to enlist him. Ryder hops into the car to help out. Follow the target dot to the apartments south and west of CJ's house. -

Go into the pink marker and CJ and Ryder will find out that B-Dup isn't the same person he used to be. In addition, another crony, Big Bear, is just a drugged up waste. CJ and Ryder leave more determined then ever to stop the flow of drugs.

-

Head back north to a house. In the front yard you will see a pusher busy doing business. After the buyer leaves, give the dealer a business deal with extreme physical violence. Don't forget to get the bat he drops.

-

Now you will head west and south to some apartments by the railroad tracks. Enter the pink marker to let the games begin. After a brief speech and action by Ryder, beat everyone to death in this apartment. When you leave, you may be followed so be prepared.

-

Head back home to complete this mission.

+-------------------------------+ | 7.2.3 Drive-Thru: Mission 3 |---------------------------------------------+-------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $200 The Gymnasium

Big Smoke states that he is hungry and wants to go out for something to eat. The rest of the gang obliges and makes CJ the driver. While going through the drive-thru, the gang notices a carload of Ballas gang members heading toward Grove Street to make a hit. -

After the cinematic of the Ballas car speeding away ends, floor the gas and take up pursuit. You will need to either ram them off the road or let the

other guys in the car shoot them up. -

Try to keep as close to the car as possible to allow your gang the best opportunities to shoot it up. Ram them to slow them down since you don't have a lot of time to destroy their car or kill the Ballas gang members.

-

Remember, you must kill all the Ballas gang members to pass this mission. If they escape by foot, run them over or give your guys a clean shot at them.

-

Head back home after completing this mission.

+----------------------------------+ | 7.2.4 Nines and AKs: Mission 4 |------------------------------------------+----------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and a 9mm pistol Big Smoke Path

You will be introduced to another facet of the game. The clothes you wear determines the respect you gain. Also, you will meet an arms dealer. -

Hop into the car with Big Smoke. He will tell you that you are going to an arms dealer. This is located in Willowfield.

-

When you arrive, a crazy individual named Emmet draws his weapon wanting to blast you for a case of mistaken identity. After that mess is cleared up, Emmet shows you his wares.

-

You will then get a chance to do some target practice with the 9mm. will also serve to improve your skill with the 9mm.

This

-

After blasting bottles, you will take Big Smoke home. After dropping him off, Sweet will call informing you that CJ needs to get in the right clothes to represent the Grove Street family. Head over to Binco Clothes to purchase some new duds. -

Go home to finish this mission.

+-----------------------------+ | 7.2.5 Drive-By: Mission 5 |-----------------------------------------------+-----------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $500 Ryder Path

Seems that the attempted drive-by the Ballas gang was going to do needs to be avenged. After Sweet gives CJ a hard time about his driving, he then states that CJ will be driving them through Ballas territory for payback time. -

Go to the pink marker to start the mission. Ballas gang members are indicated by red markers on the map. You will also see a CAR HEALTH

indicator. Don't let this get too low or the car you will be driving will be blown up and you will fail the mission. - Drive slowly by the targeted Ballas gang members to allow your gang to shoot them down. If you possess a weapon, join in the fun to make things go by quicker. You will be doing two groups of drive-bys. -

After you finish the second drive-by, you will get a two star wanted level. It's time to shake the police and get rid of that wanted level. Follow the roads south (use the map) to get to the nearest Paint 'n' Spray located in Idlewood.

-

Quickly get in there to get a "new" vehicle. terms of cost.

-

After getting your car refurbished, head back to your house to complete the mission.

This one is on the house in

+---------------------------------+ | 7.2.6 Sweet's Girl: Mission 6 |-------------------------------------------+---------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and Micro-SMG None

CJ goes to see Sweet but Sweet isn't home. CJ then gets a call from Sweet. Apparently Sweet is in Seville Families turf. What is worse is that they are all gunning for him. You will need to rescue Sweet and his girl from the combat zone. -

You will need a car with four doors so jack one if you don't have one already available. You can also recruit a couple of gang members (if your respect is high enough) to assist you.

-

Go to where Sweet is located at. This will be in the Playa del Seville so don't waste time getting there. In addition, you will see Sweet's health bar displayed to show you that time is of essence.

-

When you get to the road that the Seville Families are occupying, disembark from the vehicle and start heading toward them. Use all available cover

and

make your fire count. Try for headshots if at all possible. attention to CJ, it will give Sweet some breathing room.

When you draw

-

Keep yourself exposed as little as possible. It will take some time but with patience, you can take care of them. Don't forget to get their weapons once they are down. -

After you have cleared the threat, go back and get your car and drive it into the pink marker. Sweet and his woman will get in. The threat, though, isn't quite over yet. Seems a few of the Seville Families gang members have

loaded up into cars and are trying to take your car out. -

Aggressive handling should keep them at bay. finish this mission.

Drive into the pink marker to

+------------------------------------+ | 7.2.7 Cesar Vialpando: Mission 7 |----------------------------------------+------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Depends on what you bet Cesar Vialpando Path, Lowrider challenge

Seems that sister Kendl is seeing a guy from the south side of town. Only problem is, Sweet doesn't want her to see him. He sends CJ down to see what's going on. -

First, CJ needs to fit into the southside crowd. Fortunately, this will be accomplished by going first to the Loco Low Co. garage just southeast in Willowfield. It is here that CJ will get a lowrider with hydraulics installed.

-

Next, head over to the train station to go to the lowrider meeting in El Corona. First, you must prove you can "hang" with the lowriders. You will have to move your car to the beat of the music. This translates to a circle at the bottom of the screen. From the right side, a series of joystick moves or button pushes will be indicated. You must perform these actions when they enter said circle. You get points for doing it right and your competition gets them if you mess up. -

After you successfully complete this challenge, Kendl introduces you to Cesar. After a little hostility, CJ accepts that fact that Kendl is dating Cesar and he thinks Cesar is alright.

+-----------------------------+ | 7.2.8 Doberman: Mission 8 |-----------------------------------------------+-----------------------------+ Prerequisites: Reward(s) : Unlockables :

C.R.A.S.H Path Burning Desire: Mission 1 Respect and territory Ability to invade territories to take them.

CJ will get a call from Sweet. It is time to start claiming more turf in typical gangland fashion. This will be a tough mission unless you have enough firepower to withstand the repeated attacks you will soon be subject to. -

-

First, you will have to head to Ammu-Nation and acquire the weaponry you need. Automatic weapons and shotguns do good. In addition, a grenade can take out whole groups of enemies. Remember, this is total war, no holds barred.

Next, head toward the purple area marked on your map. This is Ballas turf and it will soon come under new management. To provoke a gang war, you must

shoot up three Ballas gang members. Once this happens, the territory starts to flash red indicating a gang war in progress. -

You will be hit by three waves of Ballas gang members. They will come from different directions so watch your radar. It is best to put yourself into

a

good defensive position. If you see a large group of them, chuck a grenade to clear them out. Also, armor and health icons will randomly appear on

the

battlefield. -

Once you survive the three waves, life will return to normal and you will now own the territory. Don't forget to get all the weapons and money off the dead bodies. Your job, though, isn't quite over yet. You now need to take care of the traitor Grove Street gang member.

- Use the radar to find him. When you get to him, take care of his bodyguards and then give chase to him. Kill him to finish the mission. +----------------------------------+ | 7.2.9 Los Sepulcros: Mission 9 |------------------------------------------+----------------------------------+ Prerequisites: Reward(s) : Unlockables :

Enough earned respect Respect None

You can only do this mission between the hours of 0900 to 1700. It looks like Sweet has a plan to kill a bunch of Ballas in retaliation for the Ballas making a hit at Sweet and CJ's mother's funeral. - Recruit as many gang members as your respect will allow. You will need this extra firepower to keep the Ballas at bay. Once you have recruited and gotten into your car, you will have four minutes to make it to the Los Sepulcros Cemetery in Vinewood. -

During the ride, Sweet explains that this will be a sneak attack while CJ mentions that Kane, a leader of the Ballas, will also be there.

-

Go into the pink marker next to the cemetery wall. A cut scene shows the gang going over the wall. When CJ approaches Sweet, Sweet gives the go ahead to storm the cemetery. Go after Kane since he will try to run out.

-

Kane is wearing body armor so go for exposed areas. Once you have brought him down, Sweet goes for the getaway car. Mop up any Ballas resistance and get into the car. Head for the Paint 'n' Spray to the east since the police are now gunning for you. -

After that, the mission is completed. _______________________

/ 7.3 Big Smoke Path /_______________________________________________________ ----------------------These missions are a little more violent in nature. Make sure you are well stocked in the firearm department since Big Smoke tends to provoke the violent side of people. +---------------------------+ | 7.3.1 OG Loc: Mission 1 |-------------------------------------------------+---------------------------+ Prerequisites: Reward(s) : Unlockables :

Sweet Path Nines and AKs: Respect OG Loc Path

Mission 4

You get to drive Big Smoke to the police station to pick up Jeffrey, one of your gang. Of course, when Jeffrey gets into the car, he informs everyone his new name is OG Loc due to wanting to enhance his music career. It also seems that some Brazilian named Freddy rubbed him the wrong way in the joint and he wants Freddy rubbed out. -

Go to East Los Santos to Freddy's apartment. Park in the pink marker so that only CJ and OG go up the steps to see if Freddy is home. After a verbal exchange, Freddy escapes, via motorcycle, from the apartment. Hop onto the available bike and give chase.

-

Just concentrate on keeping up with Freddy since there is no real way to catch up. Freddy will taunt you along the way. Don't lose him or you fail the mission.

- Eventually after many winding turns up and down hills, Freddy will stop with four Vagos gang members as reinforcement. Gun everyone down to fulfill this part of the mission. -

Your final act will be to drive OG to his new job at Burger Shot in Verona Beach.

+--------------------------------+ | 7.3.2 Running Dog: Mission 2 |--------------------------------------------+--------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and 9mm None

Seems that Big Smoke wants to visit a cousin of his in northeast Los Santos. Of course, this cousin named Mary turns out to be marijuana. Big Smoke gets violent and strikes one of the Vagos gang members while the other takes off. -

This is basically a foot race. Chase down the other gang member either on foot or vehicle. Track him via the red marker on the map.

- If he gets out of sight, he gets into a car to speed away; prevent that from happening. -

Killing him completes the mission.

+---------------------------------------------+ | 7.3.3 Wrong Side of the Tracks: Mission 3 |-------------------------------+---------------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect None

Seems that Big Smoke is chatting with a couple of officers. After his talk with them, he tells CJ they need to take a trip to the train station. -

When you get to the station, apparently there is some kind of gang meeting going on. When they spot you, they hop on the train and move away.

-

Get on the motorcycle and Big Smoke will ride "shotgun". Concentrate on driving alongside the train while Big Smoke picks the gang off the train. Watch for incoming trains and other obstacles.

-

Once the last of the gang members has been shot off the train, take Big Smoke home to end the mission.

+----------------------------------+ | 7.3.4 Just Business: Mission 4 |------------------------------------------+----------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and a MP5 None

One of my more favorite missions. This mission is actually broken up into two parts. The first part has you rescuing Big Smoke while the second has you riding shotgun while Big Smoke drives. -

Big Smoke wants you to head downtown for a meeting with the Russians. It seems everyone is involved in all the gang violence. Once you arrive at

the

building, Big Smoke goes in while you wait outside. This lasts only a short period since Big Smoke has gotten himself into trouble. -

You will notice a health bar for Big Smoke. Your job is to protect him at all costs. Space is tight in this room but use the obstacles to pick off the Russians. Don't forget about the ones on the balcony. After you clear the room, collect their weapons and money. Also, grab the armor behind the counter and head for Big Smoke.

- You will then be outside to take care of the rest of the Russian mob. After you gun them all down, a cut scene will show Big Smoke hopping on a motor-

cycle and CJ riding shotgun.

You will also notice a BIKE health bar.

-

First you will be pursued by motorcycles. Either shoot the riders off or shoot at their gas tanks to take care of them quickly. Keep in mind, you must constantly readjust to account for Big Smoke's erratic driving.

-

Soon a big car-carrier will come alongside. Don't bother shooting at it since you can't destroy it. Just concentrate on the bikers.

-

You will reach a "S" curve. Swing your gun around to see the three car roadblock with Russian mobsters between the cars. Shoot the middle car to blow it up and take out the rest of the cars and mobsters.

-

Swing the gun quickly to the left to take out the solitary car. will then enter the drainage ditch.

-

Again, you will start with motorcycles in pursuit. They will be eventually joined by cars. Shoot the windshields and hoods of the cars to destroy them. A big cut scene will show the car-carrier jumping off the above bridge to take up pursuit. Again, don't worry about shooting it, just take care of the bikes and cars in pursuit.

Big Smoke

-

When you come to another roadblock, Big Smoke guns the motor and uses the car-carrier as a ramp to jump over it. You will then go up a concrete ramp. -

Take out the car to the left and quickly swing right. Shoot out the grate over the sewage pipe to enter it. Use the red barrels within the pipe to take out enemy bikes.

-

After you get through all of this, Big Smoke drops CJ off and the mission ends.

___________________ / 7.4 Ryder Path /___________________________________________________________ ------------------Ryder's missions are more robbery oriented. This doesn't mean you won't see a lot of action but you will definitely be stealing things. +----------------------------------+ | 7.4.1 Home Invasion: Mission 1 |------------------------------------------+----------------------------------+ Prerequisites: Reward(s) : Unlockables :

Sweet Path Drive-By: Mission 5 Respect Burglar Vehicle Missions

You get to learn the wonderful world of home burglary. The primary objective is to maintain stealth so the owners don't wake up. You will have a NOISE meter to tell you if you are making too much noise. You can only access this mission between 1200 and 2000. -

The basic premise of this mission is to collect three crates of guns within eight minutes. Failure to do either will result in mission failure.

-

The first crate is in the room you are in, the second is in the kitchen. The third is at the upstairs landing. A fourth is at the end of the hallway while the fifth is in the Colonel's room. -

Watch your time and make sure you keep the noise level low. Sneak crouched so you can quickly go from place to place. Once you have a crate, you cannot crouch so be quiet in the house. Once outside, run to the van and retrieve another crate.

-

Once the van is loaded up, head to the lockup and park the van. exit the van and garage, the mission is complete.

Once you

+-----------------------------+ | 7.4.2 Catalyst: Mission 2 |-----------------------------------------------+-----------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect None

This time, you get to throw crates from a moving train. This mission is only available from 2000 to 0600. It seems that a train has some interesting items for the taking. Looks like CJ and Ryder will be going to said train to take these items. - Head over to the train tunnel indicated by the yellow marker and be prepared for a firefight. Take down the three Vagos gang members and prepare for more action as four Ballas gang members come to the party. -

Once you have cleared out the competition, go into the pink marker to hop onto the train. Of course, things can never be easy since the train starts moving. You must now throw the crates to Ryder as he moves behind the train.

-

You have 1:30 to throw ten crates from the train. Use the L1 button to adjust the distance of the throw. You have an unlimited number of crates

to

throw. track. -

Just be sure to adjust for Ryder's speed and the turns in the

Once all crates are taken, you will get into Ryder's car to drive home. Unfortunately, the police are very interested now at two stars so go into the Paint 'n' Spray to take the heat off. Then head home to end the mission.

+--------------------------------------+ | 7.4.3 Robbing Uncle Sam: Mission 3 |--------------------------------------+--------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect None

Looks like Ryder wants even heavier artillery and the only people that possess that kind of firepower are the military. Luck would have it that there is a military base at the docks. So guess what, CJ and Ryder will be making a little trip out there. -

Go to the pink marker outside the National Guard depot. The gate closes behind a vehicle entering so you need to get that gate open. The best way, since an alarm will be raised anyway, is to toss a grenade over the right wall. It takes out the guard and blows the gate switch.

-

Head inside to the warehouse almost in front of you. Pick off the guards that attack. Keep in mind that their M4's can do a lot of damage very quickly.

-

After you clear the warehouse, a bar with RYDER appears. This is the trucks, and Ryder's health, so you must work quickly. After offloading each crate, help Ryder to fight off the sporadic resistance. Keep up this pattern until you load all six crates. Four are in the warehouse and two are to the right side of the main door.

-

Once all crates are loaded, it's time to leave. Of course, the army isn't about ready to let you off that easily so they dispatch a couple of Patriots to make your journey more interesting. You can take care of the pursuers by using the L3 button to drop an explosive crate. Time it right to take out the Patriots.

-

Get to the lockup in Willowfield. over.

Once you exit the van, the mission is

______________________________________________________________________________ _ mw's strategy: In the Robbing Uncle Sam mission, the easiest way to do it is to climb the wall, shoot all the guards, stack all of the boxes neatly in front of where Ryder is going to park, & THEN open the gate for him. ____________________ / 7.5 OG Loc Path /__________________________________________________________ -------------------This set of missions involves you stealing sound equipment and musical scores so that OG Loc can become a big rap artist. +-----------------------------------+ | 7.5.1 Life's a Beach: Mission 1 |-----------------------------------------+-----------------------------------+ Prerequisites: Reward(s) : Unlockables :

Big Smoke Path OG Loc: Respect Dancing

Mission 1

OG Loc needs a sound system and he knows where to get it.

He wants you to go

to a beach party and steal the van that contains this sound system. only access this mission from 2200 to 0600.

You can

-

Head down to the beach and enter the pink marker. You must prove that you are worthy of entering the van by winning a dance contest. This works the same as the lowrider competition except you will be using the symbol buttons to do the dancing. Timing is everything to get a score of 4000 or better. - Once you win the dance contest, the DJ invites you over to look at the sound equipment. This is your chance. Hop into the drivers seat and take the van. Of course, the rest of the people on the beach aren't happy with this so they will give chase. -

You must get the van to the lockup in Commerce to successfully complete the mission. It is easy to keep the pursuers at bay.

+---------------------------------------+ | 7.5.2 Madd Dogg's Rhymes: Mission 2 |-------------------------------------+---------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect, Knife, and a silenced 9mm C.R.A.S.H. Path

Now that OG has the music equipment, he needs some good lyrics to put with said music. Of course, he needs help in this area so he asks CJ to "borrow" the music of the famous rapper Madd Dogg to help him along. In semi-true Syphon Filter or Metal Gear tradition, CJ must infiltrate Madd Dogg's mansion to take his book. -

When CJ arrives at the mansion, he is in the foyer area. Watch the radar for the guards. When the blip representing CJ is white, he can be clearly seen. When it is blue, he is under cover in the shadows and cannot be seen. If you alert the guards, their retaliation will be short and painful. - Sneak up behind the first guard and kill him. Then sneak around to the pool area. A guard is patrolling the perimeter. Hide in the shadows and when he passes, take him down. -

Go into the next hall and go into the closet on the left. Wait until the guard stops to look at the pool area. Get behind him and take him down.

-

You will then get to the lounge area. Crouch and walk along the bar to avoid the guard and sneak past the other guard in the TV room.

-

In this hallway, go into the game room and go behind the guard to kill him. Go into the studio to take the book. When you exit, the guards are on alert and they have silenced 9mm pistols.

- Take out the guard that is in the hallway when you leave the studio and snag his gun. Continue to backtrack picking off the guards as they get in your way until you have exited the mansion. - Get back to Burger Shot and give OG the book to end the mission. Of course, Officer Tenpenny calls to tell you to meet him in the donut place. +--------------------------------------+ | 7.5.3 Management Issues: Mission 3 |--------------------------------------+--------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect None

Seems that Madd Dogg's manager doesn't think too highly of OG and wants to prevent him from entering the music business. OG suggests that the manager has outlived his usefulness and must be eliminated. it

OG tells CJ that the managers chauffer has left the Burger Shot in Market. Look for the red marker and head toward it. When you get to the car, ram

to force the chauffer out. Gun him down and take the limo. Paint 'n' Spray to repair it. Then head for the yellow marker.

Go to the

-

Make sure you don't damage the car in any way on your way to the assembly point. If you do damage it, you must get it repaired. Plus, you have to make it to the assembly point by 2200. Go into the pink marker facing the same direction as the other vehicles.

-

The caravan will then move out to head for the theater. Maintain your distance between the two vehicles. You eventually arrive at the show. After the usual fanfare, the manager gets into the limo and instructs you to take him back to Madd Dogg's. Of course, there will be a slight course deviation.

- Gun the motor and head for the Verona Beach pier. It is the first gray pier jutting south from Verona Beach. You can easily outrun the other two cars. When you get on the pier, gun the motor and jump out right before the car goes over the edge. After the cut scene, the mission is completed. +--------------------------------+ | 7.5.4 House Party: Mission 4 |--------------------------------------------+--------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect None

Looks like OG violated his parole by quitting the Burger Shot.

He figures

one big blowout before he goes back to prison is in order. -

It is recommended that CJ get some new threads and hairdo. Head over to Rodeo and take care of these items. Then head toward the party in Grove.

-

When you get to the party, things are really moving along until a Grove Family member comes in to tell the party that the Ballas gang has launched a major attack.

-

With cars as barricades, the first wave of eight hits you head on. The second wave of four hits from the bridge above while the third wave of twelve hits from the alley next to Ryder's house. It will be a wild melee so make sure you are constantly "scooting and shooting".

- When the smoke clears, CJ is amazed that that Ballas attacked with that much force. After this the mission is over. _______________________ / 7.6 C.R.A.S.H Path /_______________________________________________________ ----------------------These missions involve you doing some "favors" for Officer Tenpenny. that keeping the gangs at war with one another helps him in his job. course, he isn't above receiving payoffs or other bribes.

It seems Of

+-----------------------------------+ | 7.6.1 Burning Desire: Mission 1 |-----------------------------------------+-----------------------------------+ Prerequisites: Reward(s) : Unlockables :

OG Loc Path Madd Dogg's Rhymes: Mission 2 Respect, Molotov's, Fire Extinguisher Sweet Path, Mission 8, Girlfriend Denise

Tenpenny wants CJ to take care of a Vagos gang member. him to torch his house.

Basically, he wants

-

First head for the green marker indicating where the Molotov's are located. This is in an alley in downtown Los Santos.

-

Head to East Los Santos and use the yellow marker to identify the house. Drive into the pink marker to initiate your next action.

-

When you arrive, take out the Vagos gang members hanging around the house. Once you clear them out, go to each of the five windows and toss a Molotov through them.

- Once you have successfully torched the house, you learn that there is a girl trapped inside. Being the hero that he is, CJ goes to save the girl. Work around the flames and get to her upstairs. Of course, the flames are too intense so you need to quell the flames. -

Go back to the kitchen to get the fire extinguisher.

Go back upstairs and

put out the flames blocking the room from the hall.

and

extinguish a path back to the front door. give her a ride home to end the mission.

Have her follow you

Once you have escaped, CJ will

+---------------------------------+ | 7.6.2 Gray Imports: Mission 2 |-------------------------------------------+---------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Money from Russian arms dealer None

Tenpenny likes all the gangs to be equal, that way there is always a status quo existing. Unfortunately, the Ballas gang might be getting an advantage from the Russians in the form of heavier firepower. Tenpenny wants CJ to go to the warehouse to check into this. -

Load up on weapons and gang members since you will definitely need the support to get through this mission. Then head to the warehouse.

-

Stealth works good on the beginning of this mission. No need to tip your hand too early. Pick off the outside guards and workers before you head inside. Using the explosive cargo strewn about and on the forklifts, you should be able to finish your work quickly.

-

Shoot the lock and enter the warehouse. Be prepared for a major battle through the warehouse. Use the boxes for cover and whittle the Russians down. They have good weapons that can cut you down quickly if you aren't careful.

-

Work your way through the warehouse to the stairs up to the second landing. Eventually, you will get to the office. Take care of the Ballas gang members and attempt to eliminate the Russian arms dealer. He is wearing body armor so it will take some time to knock him down.

-

He will run out of his office and to the outside staircase. From there, he will run across the open lot toward his car. Blocking your path are more Russian mobsters. Clear out who you can because your primary target is the Russian arms dealer.

-

If he does get in his car before you finish him off, then grab the motorcycle and give chase. If you lose him, you fail the mission.

-

Take him out to complete the mission.

______________________________________________________________________________ _ mw's strategy: In the Gray Imports mission, don't enter the last room with the Russian arms dealer. Instead, stand near the door until you can just barely see him & shoot whatever you can until he's dead.

_____________________________ / 7.7 Cesar Vialpando Path /_________________________________________________ ----------------------------This side mission allows you to establish CJ with Cesar, Kendl's boyfriend. +-------------------------------------------+ | 7.7.1 High Stakes, Low-Rider: Mission 1 |---------------------------------+-------------------------------------------+ Prerequisites: Reward(s) : Unlockables :

Sweet Path Cesar Vialpando: $1,000 Lowrider Challenge

Mission 7

This is your typical street race. You will be the number six car. go through the city and win the race to complete this mission. -

You must

Get your car modified before you start the race. Usually a few shots of installed nitro can sometimes be a help. Go to the starting line and enter the pink marker. NOTE: You cannot destroy nor jack the cars participating in the race.

-

When the signal indicates it, floor the gas an move quickly. Since this race is street illegal, you will have to deal with cross-traffic in addition to the other drivers. Just keep your speed steady and avoid obstacles and you should be in good shape. A pretty high driving skill helps immensely with this mission. -

You will track down the double lane highway paralleling Verona Beach. You will then go north up the double highway going through the Marina and Vinewood. At the tunnel, you will go left.

-

Here you will make a series of "stair-step" curves. Cut the curves to save yourself time. When you make the last turn onto the Santa Maria pier, pour on the gas to get to the Bar and Grill.

-

With practice, you can make really good times on this race.

___________________________________ / 7.8 Los Santos Conclusion Path /___________________________________________ ----------------------------------Well, this is what all your previous missions have been leading up to. Sweet wants to reunite the families so they can permanently establish themselves once and for all. +-------------------------------------------+ | 7.8.1 Reuniting the Families: Mission 1 |---------------------------------+-------------------------------------------+

Prerequisites: Reward(s) : Unlockables :

All missions prior to this one must have been completed Respect None

Sweet has set up a meeting of the splintered family factions. He wants the families united once and for all to push the other gangs out and reestablish the Grove Street families. Of course, this doesn't go as planned. Another favorite of mine due to the chase sequence. -

The meeting is scheduled to occur at the Jefferson Motel. So CJ drives Sweet, Big Smoke, and Ryder to the meeting place. When you arrive, Sweet instructs everyone to stay outside.

- Of course, the police decide to raid this little meetings by throwing everything into the mix. Police cars, helicopters, and SWAT teams swarm over the area to put a stop to the meeting. -

Big Smoke and Ryder immediately bug out while CJ maintains his loyalty to his brother. This loyalty translates into him going into the hotel to rescue his brother.

-

Avoid a protracted gun battle in the parking lot and immediately run to the door to enter the hotel. You will have to clear the staircase, hallway,

and

room to make it to Sweet. Constantly move around and keep under cover to avoid unnecessary damage from the SWAT team.

-

Keep alert to SWAT team members dropping in from above; mainly the skylight and ductwork. When you reach Sweet in the room, he leads you both to the roof.

- Unfortunately, a police helicopter is hovering over the roof and shooting at CJ and Sweet. A health bar for SWEET appears. Take your AK-47 and shoot down the police helicopter. Use the air conditioning units for cover and be quick about it since the helicopter's guns can do some major damage. - After taking down the helicopter, Sweet leads CJ down the outside stairs and to the road. Big Smoke and Ryder pull up and CJ and Sweet hop into the car. CJ is handed a rifle and told to hold off the police. A CAR health bar now appears. As you did last time you rode shotgun, pick off your pursuers and be especially wary of the motorcycle cops who get onto the car. -

This chase ends in grand style as you all ride the flaming car through a billboard onto the freeway below to end the mission.

+--------------------------------+ | 7.8.2 Green Sabre: Mission 2 |--------------------------------------------+--------------------------------+

Prerequisites: Reward(s) : Unlockables :

None Respect None

Sweet wants to end the wars once and for all. He tells everyone to go get weapons and meet under the Mulholland Intersection to show the Ballas what total war is like. -

When CJ leaves the house, Cesar gives him a call. At first, CJ explains he is too busy to meet but Cesar is insistent so you will need to go meet Cesar. A cut scene shows some Ballas gang members leaving a building. Then Big Smoke and Ryder come behind them. Then Officer Tenpenny is seeing driving a green Sabre, the same one that was used in the drive-by on CJ's mother. CJ

CJ then realizes that Sweet and the rest of the gang are walking into a trap. Get to the parking lot under the Mulholland Intersection as quickly as possible. When CJ arrives, he sees Sweet take a hit. Out of loyalty, stays with his brother to hold off the Ballas hordes.

-

There will be a lot of action coming from all sides. In addition to the foot soldiers, the Ballas gang will also employ automobiles to do drivebys. Go after things that give the biggest punch, namely, the cars. Blowing them up can take out waves of attackers. -

Continue to fight this battle until the police arrive. Unfortunately for CJ, his misfortune is just beginning. He awakes to a hood over his head. Officers Tenpenny and Pulaski are standing over him. Tenpenny explains that Sweet is in a prison hospital and he now wants CJ to do some favors for him. +===============+ | 8. BADLANDS | ============================================================== +===============+ CJ has stumbled onto something that is much bigger then himself. It appears that Big Smoke is totally loyal to Officer Tenpenny and he does exactly what he is told. Tenpenny warns CJ to stay away from Big Smoke or Sweet will suffer. Tenpenny has a few loose ends that need to be taken care of at the same time CJ is trying to re-establish himself. There are 14 missions for the Badlands. ________________________ / 8.1 C.R.A.S.H. Path /______________________________________________________ -----------------------This mission involves doing a "favor" for Officer Tenpenny.

+-----------------------------+ | 8.1.1 Badlands: Mission 1 |-----------------------------------------------+-----------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect, Camera Catalina Path

It seems that an ex-policeman has the goods on Tenpenny and plans to take him down. Of course, Tenpenny has a good thing going and he isn't going to let anyone stand in his way. He tells CJ to take care of the problem. Also, CJ is handed a camera to prove he did take care of the problem. -

Grab the Sanchez dirt bike and make a left out of the trailer park. Follow the curve of the road and make your next left and follow that road to the end. Make a left and then make a right onto the mountain path.

-

Follow this road up the side of the mountain. When you get to the fork, go left and follow the winding road up. Also, look at your map for the yellow marker.

-

The witness is guarded by a few FBI agents. To avoid any prolonged conflicts or wanted stars, it is better to sneak in to avoid alerts.

-

Park the bike in the woods and go through until you are at the back of the cabin. Two FBI agents patrol around the cabin. When both of their backs are turned, get your weapon ready and rush into the cabin. Gun down the snitch and quickly take a couple of photographic keepsakes.

-

By now, the agents are alerted so sprint out of the cabin to your bike in the woods. Odds are very good that you were so quick, the FBI agents won't pursue. If they do, use the superior maneuverability of the bike on the narrow mountain roads to keep them at bay.

-

Once you get back into town, drop the film off at the trailer to finish the mission. After this, Cesar calls to tell you that things are OK and he wants you to meet him in Dillimore.

______________________ / 8.2 Catalina Path /________________________________________________________ ---------------------When you arrive in Dillimore, you get to meet Catalina for the first time. She is very heavy on attitude and her appetite for destruction and sex seem to be unparalleled. See also has a very serious payback streak. This missions will be colorful to say the least. NOTE: The four Catalina Missions involving soft targets do not have to be done in a particular order. You can do them in any order contrary to how they are listed. After doing the first mission, though, you must do a couple of side missions before resuming to finishing off the other three soft targets.

+-------------------------------+ | 8.2.1 First Date: Mission 1 |---------------------------------------------+-------------------------------+ Prerequisites: Reward(s) : Unlockables :

C.R.A.S.H. Path Badlands: Respect Soft target missions

Mission 1

When CJ enters the pink marker in front of the Welcome Pump, he sees Catalina holding off a couple of men with a knife. It seems she has all the makings of a career criminal. - After the cut scene shows her busy holding a couple of guys at bay, Catalina follows CJ out of the store and onto/into the vehicle CJ has appropriated. She explains that she is going to take every stinking cent from this county. +-------------------------------------+ | 8.2.2 Tanker Commander: Mission 2 |---------------------------------------+-------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None $5,000 Trucking Asset missions, Truth Path

The first soft target is a fuel truck. Catalina wants to rob the gas station. Of course, the gas station is well protected, even from her. Instead, Catalina decides she wants to hijack the tanker truck and take it to a friend. - After this cut scene ends, head over to the truck. You will need to back it into the tanker trailer. Once it is locked in position, the truck driver comes storming out. He is sick of having his trucks hijacked so he would rather destroy the tanker then let it be stolen. -

He hops into his car and plans to harass you throughout your journey to the designated area. A good way to prevent this from happening is to disembark from the truck after hooking up. Then pick off the driver's car. Don't blow his car up next to the tanker or the tanker will also go up, a sure mission failure. Also, don't let anything happen to Catalina.

-

Take the truck to the designated spot to collect you reward and to get the Trucking Missions.

-

Someone named The Truth will call saying he needs some help and that you both have a common business partner.

+-------------------------------+ | 8.2.3 First Base: Mission 3 |---------------------------------------------+-------------------------------+ Prerequisites:

Truth Path Body Harvest:

Mission 1 and Cesar Path King in

Reward(s) Unlockables

: :

Exile: Mission 1 None Resumption of soft target missions

You meet Catalina at her cabin. She gets the drop on CJ by holding a gun to his head and explaining that she loves him. Get in the car and go to your next soft target. +-------------------------------------+ | 8.2.4 Against All Odds: Mission 4 |---------------------------------------+-------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None $2,000 Off-Track Betting

When you drive into the pink marker in front of the Off-Track Betting place, CJ enters to find Catalina already has stuck up the place. She threatens to kill anyone who doesn't cooperate. Unfortunately, she doesn't need much of an excuse and starts to gun down people. -

After the above cut scene, Catalina instructs CJ to place the satchel charges on the safe door and blow it. After that door is blown, CJ is then instructed to place another satchel charge on the safe to open it up.

-

When you emerge from the OTB place, you now have a three-star wanted level. Go to the Paint 'n' Spray in Dillimore to take care of the problem. All

the

while, Catalina is busy shooting at the police and hurling insults at them.

-

Then take Catalina home and she will give CJ a cut of what was taken.

-

After completing this second soft job, Cesar calls to tell CJ about some racing south of Montgomery.

+----------------------------------+ | 8.2.5 Gone Courting: Mission 5 |------------------------------------------+----------------------------------+ Prerequisites: Reward(s) : Unlockables :

None None None

Catalina takes CJ into her cabin for a little "tenderness". emerge, it is time for another robbery. +---------------------------------------+ | 8.2.6 Local Liquor Store: Mission 6 |-------------------------------------+---------------------------------------+ Prerequisites:

None

After they

Reward(s) Unlockables

: :

$1,000 None

Seems that the next place Catalina wants to nail is a liquor store in Blueberry. When you get to your destination, four individuals emerge from the store with some money. Catalina takes out one and the other three scatter on their quad bikes. -

Hop onto the available quad bike and take up the pursuit. The three quad bikes will be going over some very rough terrain so watch your driving.

-

Your goal is to kill them and worry about picking up the money later since you will fail the mission if they get away and nobody else will take money from the dead bikers.

- They may split up at times. Don't worry about it and just pursue the one or two you already have in your sites since they eventually come back together again. Just get near them so Catalina can get a shot at them. Assist if you have the right weapon to speed up the process. - After you have cleared out all the bikers, backtrack to retrieve the dropped money. Then return Catalina to her cabin to get your cut and end the mission. -

You will receive a call from Cesar explaining how Big Smoke's drug running business works. Every Monday and Friday, a courier from Los Santos brings money to San Fierro. Every Wednesday and Saturday, a courier from San Fierro brings the drugs back to Los Santos.

+-----------------------------------+ | 8.2.7 Made in Heaven: Mission 7 |-----------------------------------------+-----------------------------------+ Prerequisites: Reward(s) : Unlockables :

None None None

Just another exchange between our "lovebirds" CJ and Catalina. Of course, now Catalina has fallen out of love with CJ and just wants to be friends. I'm sure we can almost hear the sigh of relief from CJ. +------------------------------------+ | 8.2.8 Small Town Bank: Mission 8 |----------------------------------------+------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None $10,000 None

This is the last soft job on the Catalina Path. This one is probably the roughest of the four jobs due to the hornets nest they will stir up.

-

Catalina puts CJ in charge of making sure the people in the bank behave themselves while she empties out the vault. CJ guards a group of four people. Use the target lock and move around the group to ensure they keep their hands up and don't call for help.

-

Unfortunately, someone finally triggers the alarm. Before you depart the bank, Catalina instructs CJ to blast the three ATM's to get the remaining loot. She then blasts open a door and leads CJ into the alley.

- With a three-star wanted level, this won't be easy. Fight your way down the alley and make sure nothing happens to Catalina. When you get to a couple of motorcycle cops, take their bikes and head out. Follow Catalina and don't lose her. -

Well, Catalina makes it into another town and is promptly knocked from her bike. Ride close to her and pick her up. Then get to her hideout in the hills to collect your money and finish the last Catalina mission.

___________________ / 8.3 Truth Path /___________________________________________________________ ------------------Seems that The Truth is a throwback from a generation ago. He lives free and believes that the government is just an evil conspiracy. In addition, he likes to grow weed. +---------------------------------+ | 8.3.1 Body Harvest: Mission 1 |-------------------------------------------+---------------------------------+ Prerequisites: Reward(s) : Unlockables :

Complete one Catalina robbery mission Respect Cesar Path

It seems that The Truth grows the finest weed in the county. It will be CJ's job to deliver this harvest, however, CJ must come up with the bucks to pay for it. As a test of faith and trust, The Truth wants CJ to steal a harvester from some survivalist right-wingers. -

Go to the pink marker outside of the farm to see where the harvester is. You also will see a few people out working the fields. I'm sure they won't give a pleasant reception to some stranger entering their land.

-

Head off to where the harvester is. When you get close to it, take charge and throw out the driver and hijack the harvester. Of course, the survivalists will be pretty ticked and will come gunning for CJ. Remember, the harvester isn't only for grasses and grains...

-

As you head off onto the road, a couple of pickups will try to ram the harvester. Again, use the blades to turn their pickups into scrap.

-

Drive into the pink marker inside Truth's barn. give CJ word when the crop is ready for pickup. time for CJ to raise some money. -

He will thank you and will In the meantime, it is

Cesar calls to tell CJ that his gang has fallen apart and that their is a price on his and possibly Kendl's heads. CJ tells Cesar to meet him in Angel Pine.

+------------------------------------------------+ | 8.3.2 Are You Going to San Fierro: Mission 2 |----------------------------+------------------------------------------------+ Prerequisites: Reward(s) : Unlockables :

Complete Cesar Path Farewell My Love: Respect, Flamethrower, RPG None

Mission 2

When CJ makes it to The Truth's farm to pay for the goods, the police swoop in to try to bust them. The Truth gives CJ a flamethrower and instructs him to torch the fields. -

You have 5:30 to burn the fields. To burn the weed fields, turn the flame on the plants until you hear a beep. Then continue on to the next plants.

-

Once most of the plants are destroyed, The Truth rushes off to get his vehicle. When the last weeds are burned, head over to the van and talk to The Truth. Unfortunately, a police helicopter is bearing down quickly on their position.

-

Fortunately, The Truth has another surprise in the form of a RPG. it to CJ and tells him to bring the copter down.

-

After bringing the copter down, The Truth has CJ drive him into San Fierro. Along the way, CJ calls Cesar and tells him to bring Kendl to his new property. Follow the yellow marker to the Doherty district and to start

He hands

out

your missions in San Fierro.

___________________ / 8.4 Cesar Path /___________________________________________________________ ------------------These missions more involve CJ just proving his worth and getting some money. It also gives him the truth of what is going on with Big Smoke. +----------------------------------+ | 8.4.1 King in Exile: Mission 1 |------------------------------------------+----------------------------------+ Prerequisites: Reward(s) : Unlockables :

Truth Path Body Harvest: Mission 1 None The rest of Catalina's robbery missions

Cesar, with Kendl's help, convinces CJ that not only is Big Smoke a dealer, but he is also a user. Cesar also explains that money comes from Los Santos and drugs come down from San Fierro. +-----------------------------+ | 8.4.2 Wu Zi Mu: Mission 2 |-----------------------------------------------+-----------------------------+ Prerequisites: Reward(s) : Unlockables :

Complete two of four Catalina robbery missions $5,000 None

Seems that Cesar knows of a man who loves to race, or should I say observe races. Although his name is Wu Zi Mu, he prefers to be called Woozie. They play for keeps in these races for either money or pink slips. The course is treacherous to say the least so you had better have a high driving skill to attempt it. -

First, you need a fast car that isn't prone to spinning out. The Buffalo at Catalina's will serve that purpose. Drive into the pink marker to start the race.

-

The beginning of the race is pretty easy. You can take a few shortcuts to get ahead of the other drivers. Watch out for the narrow roads along the waterways and the bridges.

-

During the last part of the course, it is constantly winding and turning up and down hills. Plus the fact that if you oversteer, you will spin out and possibly lose the race. Take it easy on this part.

-

Eventually you will finish and complete this mission. After you complete this race, Woozie will hand CJ a business card and tell him to call him when he is in San Fierro. +-------------------------------------+ | 8.4.3 Farewell My Love: Mission 3 |---------------------------------------+-------------------------------------+ Prerequisites: Reward(s) : Unlockables :

Cesar Path Wu Zi Mu: Mission 1 Property in San Fierro None

When you arrive, Catalina takes a crowbar and starts to beat on your car. It seems that Catalina is "disappointed" that you believed her when she just wanted to be friends. Anyway, she has a new man from Liberty City that she is in love with. Good riddance. -

This course is the exact reverse of the race Wu Zi Mu. You have to do all your fancy curves and driving at the beginning, instead of the end of the course.

-

When you win, Catalina accuses CJ of cheating. the deed to some property in San Fierro.

No matter, she hands him

-

The Truth calls to tell CJ the shipment is ready.

+=================+ | 9. SAN FIERRO | ============================================================ +=================+ Things are starting to look up a little for CJ. He now owns a dilapidated garage and a close circle of allies to assist him in his rise to power. San Fierro offers a variety of missions to help CJ become even stronger in his quest to return to Los Santos. San Fierro has 18 missions ________________ / 9.1 CJ Path /______________________________________________________________ ---------------These series of missions help to establish CJ as a major player and to strengthen his ties to allies such as Woozie. It also serves to help CJ and his new gang to establish a legitimate business in San Fierro. +----------------------------------------------+ | 9.1.1 Wear Flowers in Your Hair: Mission 1 |------------------------------+----------------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None None Buying Zero's shop for $30,000 unlocks the Zero Asset Property Missions

This is basically a familiarization tour of San Fierro. The Truth takes you around to the hospital, Dwaine's Hotdog stand, police station, Zero's shop, and back to the garage. All the while, The Truth continues to babble about different things, some that are way out in left field. After you return, Zero calls stating his landlord is selling the building and CJ states he might be interesting in investing in this property. +-------------------------------+ | 9.1.2 555 We Tip: Mission 2 |---------------------------------------------+-------------------------------+ Prerequisites: Reward(s) : Unlockables :

None None Unlocks Valet Parking job to acquire hotel asset

It appears that Officer Tenpenny is still being hounded about corruption, even after you took out the informer. The local DA is trying to bring him and Pulaski down. He tells CJ that he needs to frame the good DA to stop him permanently. -

Head downtown to the hotel and park in the pink marker.

CJ learns that the

hotel has a valet service. modifications.

Perfect for taking vehicles to get

- Wait for a valet to take a care to the underground parking area. Follow the car down into the parking area. When the valet gets out of the car, take him out and take his uniform. Now CJ looks like any other valet. -

Head back up to the entrance of the hotel and wait for the DA's car. Let the other valets get the other cars. Usually, a couple of cars come through before the DA's. The valets also assist by pointing out the DA's car which is dark blue in color. -

Make sure you are the first to the car so that you can properly "park" it. Immediately get to your garage as fast as possible. You have four minutes to get the drugs planted and get the car parked. In addition, you cannot damage the vehicle in any way.

-

Depart from your garage and get the car into the parking spot. A valet soon comes down to retrieve the DA's car. Head over to the pink marker by the hotel to place an anonymous phone call. Soon police are swarming all over the place and bust the DA for drug possession.

+-----------------------------------+ | 9.1.3 Deconstruction: Mission 3 |-----------------------------------------+-----------------------------------+ Prerequisites: Reward(s) : Unlockables :

None None Unlocks Driving School and the Racing Tournaments

Seems that some of the construction workers were disrespectful to Kendl. Of course, CJ has been considering plans to expand so what better place then the construction site next door. -

Head over to the construction site and prepare to level six of their trailers. Of course, the workmen and guards will attempt to stop CJ in this endeavor. There are many tools at CJ's disposal besides guns. He can also use a bulldozer, crane, and explosive barrels to assist in his efforts. -

You need to be relatively quick since the police don't much care for this kind of activity in the city. Once you have destroyed the six buildings, it's time to end the foreman's career permanently.

-

Get the bulldozer and push he and the porta-potty into the nearby hole. Then get into the cement truck and drive into the pink marker. A cut scene will show the hole, containing one foreman and porta-potty, being forever encased in concrete. Jethro then calls about the driving school up the road.

+--------------------------------------+ | 9.1.4 Photo Opportunity: Mission 4 |--------------------------------------+--------------------------------------+

Prerequisites: Reward(s) : Unlockables :

None Respect, Camera None

Cesar informs CJ that a meeting may be going down involving some Ballas gang members. He wants you to pick him up then head down to Angel Pine to see who is involved in this. -

Go to the blue marker to pick up Cesar. It should be near Blueberry. head down southwest to the town of Angel Pine.

Then

-

Once you arrive in Angel Pine, get out of the car and climb onto the roof. Get your camera ready to do some quick photography. Fortunately, the game helps you along by telling you that the zoom is correct by displaying the message "Take the Photograph". All subjects that need to be photographed will have red cones above their heads.

-

Your first shot is down the alley in front of you. as he departs his truck.

-

Your second shot will be a little farther down of T-Bone Mendez as Cesar identifies him.

-

Pan to the right and a brown sedan pulls up.

-

Your last picture will involve a Broadway coming in from the left. As the passenger emerges, take his picture quickly since he turns around to meet the others.

-

After taking the pictures, CJ and Cesar head down to the local gas station to figure out what just happened. Mission passed.

Take a picture of Ryder

Zoom and take his picture.

+--------------------------------+ | 9.1.5 Snail Trail: Mission 5 |--------------------------------------------+--------------------------------+ Prerequisites: Reward(s) : Unlockables :

Jizzy Path Outrider: Sniper Rifle None

Mission 4

This mission will have you traveling a long way back to Los Santos to take care of a journalist who became a bit too nosy. Officer Tenpenny wants you to not only eliminate said journalist, but also his contact. -

Go to the construction site and get the Sniper Rifle from the pipe. Then get a vehicle (motorcycle preferably) and head for Cranberry Station. You will see the reporter getting onboard the train.

-

This is a long journey. Basically, you will need to follow the train all the way to the Market Street train station in Los Santos. Once you make it there, a SPOOK -O- METER is displayed. If you spook out the journalist,

you

fail the mission.

- Follow the reporter up to the street level and when he gets into a cab, grab a vehicle and follow him. Make sure you watch the meter to ensure you are not tailing the cab too closely. -

The cab takes a route to the Santa Maria pier. When the cab stops, the reporter will get out and meet with his contact. Go halfway down the pier and get your Sniper Rifle ready. When the reporter and his contact are next to each other, pick them off to pass the mission. +-----------------------------------+ | 9.1.6 Ice Cold Killa: Mission 6 |-----------------------------------------+-----------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $12,000 None

It seems that some Ballas pushers are coming in for a meeting. CJ, though, needs Jizzy's phone to find out where this meeting is occurring at. You can only do this mission between 2000 and 0600. - Head over to the Pleasure Dome and a couple of gorillas will tell CJ that he is not welcome. - Turn to your left and head for the scaffolding that goes up the bridges leg. Get onto the bridge support and walk until you are over the roof of the club. Jump down and head for the skylight. -

CJ will be on a catwalk after going through the skylight. Work your way downstairs and try to be as stealthy as possible to avoid unnecessary conflicts. Keep going until you get to a pink marker. Enter it to see Jizzy calling to find out the meeting location.

-

CJ goes up to Jizzy with a gun pointed at him demanding that phone. All hell breaks loose as Jizzy's boys come to his rescue while Jizzy runs out the door.

-

Clear a path to the door and run out. Jizzy takes off in his Broadway so you need to snag the limo and give chase. Your goal is to destroy Jizzy's car so you can retrieve the phone. After you do get the phone, CJ calls Cesar and tells him to meet him at Pier 69.

______________________________________________________________________________ _ zosofretts' strategy: A quick & fun way I discovered to beat the 'Ice Cold Killa' mission is to shoot out the tires in Jizzy's Pimpmobile (forgot the actual name of the car) before you enter the club. When you chase Jizzy back out of the club, after the gunfight, he tries to drive off in his car with flat tires. You can now just sit

back & watch him flounder all over the road & pick him off at your leisure with your sniper rifle or whatever. ______________________________________________________________________________ _ Midwarrior's strategy: If you drive Jizzy's Broadway in the water, he will drive a pizzaboy without any bodyguards. ______________________________________________________________________________ _ HBK619's strategy: Get to the pleasure dome. You'll be told by the guards to get lost so you must go onto the roof and enter via the skylight. First, shoot out the tires of the pimpmobile. Then jack the limo and drive to the bridge. Next, go past about two sets of barriers (you can just jump over them or drive around them). Go past his roof, then a bit past one of the pillars on the bridge. Adjust the camera angle and you should see a red platform. Jump onto it and follow it in the direction of Jizzy's club until you are just above the skylight. Go right to the middle of it (where it arcs up), then jump (remember to tap SQUARE while you are falling in order to break your fall). If you do this right you wont lose any health, go to the marker. You will now be in Jizzy's club. Do a 180 degree turn and walk off the edge of the platform, if you have done this right you will land right on Jizzy and a cut scene will play. Shoot the guards, taking their guns/money as you go. Once you kill them, Jizzy will make a run for it. Luckily you have already shot the tires out of his car so he wont be getting far. Jump in the limo and ram him a few times. Then shoot the car 'till it explodes. Jizzy will get out so kill him and take his phone. ______________________________________________________________________________ _ SwissToni's strategy: Before entering the club leave a Sanchez on the path in front of Jizzy's Broadway (Though any bike will do). Once in through the sky light, just jump off the cat walk directly in front of you and the cut scene will start immediately. Run straight to the door and don't bother shooting anyone. Jizzy will drive off, but the Sanchez should still be there. With the help of the Sanchez and the SMG of your choice, he shouldn't get more than 50 yards up the road before the car explodes.

+----------------------------+ | 9.1.7 Pier 69: Mission 7 |------------------------------------------------+----------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $15,000 Unlocks Boating School

CJ and Cesar plan to attend this little meeting. is not a concern. -

Of course, not being invited

Meet Cesar on the roof of the building. CJ's first task is to snipe the six Syndicate guards blocking the Triads from advancing. Once the way is clear, T-Bone arrives followed by Ryder.

- Toreno comes in his helicopter but immediately bugs out when he sees what is going on. Now it is time for CJ to start cleaning up some loose ends. The first one is taking care of T-Bone. -

Cross the street and make sure Cesar is with CJ to give support. Gun down all who stand in your way and make it to the helipad if you need a AK-47. Go to the end of the pier to permanently retire T-Bone.

-

Another cut scene shows Ryder running toward the water's edge. As a last act of defiance, he flips off CJ and jumps off the pier and swims to a nearby boat. Jump in the water and get a boat and take up the chase.

-

Just get beside Ryder and shoot his boat up enough so that it blows up. When you have done that, the mission is accomplished.

+-----------------------------------------+ | 9.1.8 Toreno's Last Flight: Mission 8 |-----------------------------------+-----------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $18,000 None

Looks like Toreno is planning to bug out and he has a lot of merchandise in his holds. Time to take care of the boss himself. - Get a vehicle and head downtown. Eliminate Toreno's guards at the bottom of the helipad and work your way up. Then another battle as you go to the stairs of the helipad. Before you get there, though, Toreno's helicopter takes off. -

Fight your way to the helipad and collect the RPG. Get a motorcycle and take up the pursuit. You will note a HELI HEALTH bar now appears. You want to get that down to zero to destroy the helicopter.

-

Fortunately, Toreno makes for an easy target. He follows the freeway going south through Foster valley. Just gun the motor and get ahead of him. Then set up and wait for him to get in your sights and launch a couple of rockets at the helicopter. -

If you miss this opportunity, go to the end of the freeway and give chase. Toreno's helicopter stops every now and then to take shots at CJ. You must take him down, though, before you hit the next intersection. When you bring down the helicopter, the mission is over. ______________________________________________________________________________ _ Sundar's strategy: Since the mission starts at San Fierro, you can head over to the Naval Base and fly the Hunter that spawns there to the Doherty save point and then save your game to get rid of the stars and then do the mission. or if you cannot find the Hunter: If you find this mission to be difficult because your rockets do not hit the helicopter, head to the Easter Bay Airport and take the heat seeking rocket launcher which is available between the three white containers and then do the mission. The heat seeking rocket can really make the mission a lot easier. If you cannot find the rocket launcher, you can always use an AK-47 on the helicopter because there are men shooting at you who can be auto-targeted and by doing this, the heli health bar goes down in the process +-------------------------------------+ | 9.1.9 Yay Ka-Boom-Boom: Mission 9 |---------------------------------------+-------------------------------------+ Prerequisites: Reward(s) : Unlockables :

Complete the Woozie and previous CJ Path missions Respect and $25,000 None

There is one more task CJ has to perform to permanently cripple the Syndicate. He must take out the Yay factory that he escorted the van to earlier. -

Head over to the bomb shop to pick up the car bomb. He finds out that the car has a delayed-time bomb so that he can get out of the factory.

-

Go to the factory and snipe the guards at the gate. More guards come out for you to deal with. Once they are cleared out, go into the compound.

-

Head through the compound and turn right. There is a ramp for you to drive your car onto. Once your car is inside, get out and clear a path to the chemicals.

- Get back in your car and park in the pink marker. get

Activate the bomb and

out of there. You now have 40 seconds to leave the factory. Shoot only those guards that are an immediate threat and escape through the nearest door. Once out, you will see the factory go up. to

-

Guards are now pouring out everywhere so use cover and keep moving to avoid massive amounts of damage. When you get to the gate, the guards close it trap CJ inside. You are in luck, though, as a car enters the compound as the gate closes. Take the car and drive quickly to the other side of the compound. Get up speed and use the ramp that is right next to the wall. Jump over the wall and get back to the garage.

___________________ / 9.2 Jizzy Path /___________________________________________________________ ------------------Woozie comes calling at the garage. He states he is impressed and wants CJ to help him out. CJ reciprocates and asks Woozie who the people in the pictures, they were unable to identify, are. Woozie's assistant says they are part of the Syndicate and they are big time. He suggests that CJ get to know someone named Jizzy, who runs the Pleasure Dome, to learn more. +--------------------------+ | 9.2.1 Jizzy: Mission 1 |--------------------------------------------------+--------------------------+ Prerequisites: Reward(s) : Unlockables :

CJ Path Photo Opportunity: Mission 4 Respect and $3,000 Woozie Path and Pimping Jobs

Time to go into the shadowy world of the San Fierro underground. CJ must meet up with the town's biggest pimp: Jizzy. Jizzy is quite famous and knows a lot of people. CJ needs to earn Jizzy's trust so he goes volunteers himself to help Jizzy solve problems. -

Head for the Pleasure Dome located under the Gant Bridge. pink marker to take your first step into the unknown.

-

Jizzy seems kind of impressed with this stranger coming off the street offering to help him out. Jizzy decides to put CJ to the test. His first instruction is to drive one of his gals downtown. Further taskings will be relayed by the car phone.

-

This one is easy, just drive the girl to the area of the map indicated by the yellow marker. She tries to engage CJ in conversation to no avail.

-

Step into the

Once the girl is dropped off, Jizzy calls in the next tasking. It seems that a rival pimp in Hasbury is hassling one of Jizzy's girls. Head to that location and eliminate the pimp either by running him over or just getting out of the car and dealing him justice.

-

The next phone call sounds a little more serious. A couple of deranged individuals have been whacking out Jizzy's girls. As a matter of fact, one of his girls is being beaten up under the overpass leading to the airport. A HO indicator is displayed showing the girl's health. Get over there quickly and eliminate these creeps that would infringe on Jizzy's business.

- CJ's last tasking is to take care of a do-good minister who wants to convert and save these poor girls from their sins. Jizzy wants this guy eliminated because he is bad for business. Go to the hotel and you will see a limo and SUV take off after the girl is escorted into the limo. Take out the SUV escort and go after the limo. Shoot it up and try to force it into situations that will cause it to crash (I caused the limo to roll over after a spectacular jump off a hill). Once this is done, Jizzy is pleased with CJ's report. -

Woozie calls and asks CJ to come by and visit some time.

+----------------------------------+ | 9.2.2 T-Bone Mendez: Mission 2 |------------------------------------------+----------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $5,000 None

As CJ returns to the Pleasure Dome, Jizzy and T-Bone are discussing the business operation. T-Bone gets an urgent call telling him that one of the cash runs was ambushed. CJ gets recruited for this mission. -

First order of business is to hightail it to the van that was ambushed. This is indicated by a blue marker on the map. Once CJ arrives, four motorcyclists take off with their ill-gotten gains. Hop onto the nearby bike and give chase. -

There are two ways to get the packages back. The first basically involves gunning down the rider and collecting the package. This method may take

too

long and allow the others to escape. The other method just involves getting up beside them and hitting the L1 button to grab the package. The downside to this method is that the rider will start pursuing CJ. -

The riders split up all over the city but they aren't too much trouble to catch. They are indicated by red markers on the map. You should have plenty of time to get the packages.

-

After a period of time, however, all remaining bikers will head to a rendezvous point. You must get them before they reach that point or fail the mission.

+--------------------------------+

| 9.2.3 Mike Toreno: Mission 3 |--------------------------------------------+--------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $7,000 None

This is a timed mission so speed is of essence. As CJ is hanging around the Pleasure Dome, an urgent call comes in. Apparently Mike Toreno, the Syndicate leader, has been kidnapped by some punks who hijacked his van. The problem is, his cellular phone only has a little life left on the battery. You have four minutes to find Mike. is

Mike Toreno will attempt to give descriptions of what he sees. Once those descriptions are used to positively identify where he is at, get to that location quickly. This will continue on through two more areas before it ascertained that Mike is at the airport.

-

Go through the gate at the airport and head to the airfield. The homing beacon is now active and should pinpoint Mike's location in no time. Watch the SIGNAL indicator. When it is filled up, you are right on top of Mike.

-

Of course, you will see the van and a couple of motorcycle escorts well before that. Don't pour too much fire into the van. If it blows up, Mike dies and you fail the mission.

-

Wait for them to stop and take down the wanna-be hijackers. Once that is done, destroy the van. Your wanted level will now be three stars. Head immediately to the Paint 'n' Spray located across from CJ's garage to shake the heat.

-

Once that is done, go back to the Pleasure Dome to complete the mission.

+-----------------------------+ | 9.2.4 Outrider: Mission 4 |-----------------------------------------------+-----------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect, $9,000, Sniper Rifle, and a RPG None

This mission starts as a cellular phone call from Jizzy. T-Bone at the gas station by the docks. -

He wants CJ to meet

Go to the Xoomer station and park in the pink marker. CJ will get into the car parked by the pumps. T-Bone immediately puts CJ in a strangling headlock to extract information on who he works for. Mike Toreno gets in the car and tells T-Bone to lay off and for CJ to drive them to the van.

- When you get to the van, Mike states that he is hauling a load of yay to his factory. Unfortunately, the authorities and everyone else is wise to this plan so they have set up a series of roadblocks in the city.

to

Grab the RPG and Sniper Rifle and hop on the motorcycle. Head to the first roadblock up north. Stop close enough for effective range but far enough avoid collateral damage. You must be quick about eliminating roadblocks because the van isn't too far behind.

-

Put a couple of rockets into the cars to eliminate most of the roadblock. Go to melee weapon to mop up and speed off to the second road block.

- This time, in addition to troops on the ground, there are also troops in the windows to the left. Again, a rocket up there plus one between the cars should clear out most resistance. Mop up and head for the third road block. -

This roadblock is a little trickier. They have snipers on a distant overpass to your left. Clear out that which is in front of you then use your Sniper Rifle to pick off the last resistance.

- Another roadblock with snipers on high. Use the same tactic of clearing out the ground and sniping the snipers. By now, the van will probably be very close behind your bike. -

When the last roadblock is blown, escort the van into the walled compound. CJ volunteers to lead the police on a merry little chase since his wanted level is now three stars. Go to CJ's garage to save or use the Paint 'n' Spray to clear his record. The mission ends either way.

____________________ / 9.3 Woozie Path /__________________________________________________________ -------------------When CJ goes to visit Woozie, he learns that the man is blind first of all. In addition, Woozie is in charge of settling disputes between the various Triad factions. Woozie is very ambitious and is busy setting up his Four Dragon's Casino in Las Venturas. +----------------------------------------+ | 9.3.1 Mountain Cloud Boys: Mission 1 |------------------------------------+----------------------------------------+ Prerequisites: Reward(s) : Unlockables :

Jizzy Path Jizzy: Mission 1 Respect and $5,000 None

The Mountain Cloud Boys are a Triad Gang headed by Woozie. When CJ enters his office, Woozie wishes CJ go along with him to take care of some business. -

Woozie explains that his car is in the shop so he has CJ drive him to the meeting place. On the way, he explains some Vietnamese gangs have been encroaching on his territory. When you arrive at the meeting place, people are running around in a panic.

-

Follow the path around to a steel fence. Woozie opens it and CJ tells him that all of the delegates have been killed in some kind of ambush. A WOOZIE health bar appears as the Vietnamese gang members return to complete their work. Take care of the gang members directly in front then cautiously move to the corner of the alley. -

When you turn the corner, take out the sniper and prepare to be rushed by more gang members. Clear them out and watch out for gang members hiding in the alcoves in the alley. A cut scene shows CJ and Woozie jumping into their car. Another group of Vietnamese show up to block the alley off but CJ breaks through the roadblock.

-

Soon there is a running gun battle between CJ and the two Vietnamese cars. Woozie tells CJ to drive while he eliminates the attackers. After the smoke clears, take Woozie back to his place. +------------------------------+ | 9.3.2 Ran Fa Li: Mission 2 |----------------------------------------------+------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $6,000 None

It seems that a Vietnamese crime family is coming over to take over operations. Woozie doesn't want to see this happen. CJ is tasked with getting a package from the airport that is very important. -

Drive to the airport and go into the parking garage. Note the way the garage is set up because you will having to come back through at high speed. -

Get to the car that is marked on the map. Hop into the car and a cut scene will show Vietnamese gang members coming in to ambush CJ. A DAMAGE meter also appears. Don't let this get down to zero or the car gets destroyed

and

you fail the mission. When you try to escape via the most direct routes, the exits are blocked by vans.

-

Make your way back to the central road leading outside and exit via the entrance road. Once you get free, a couple of gang members on motorcycles take up pursuit. They are easy to shake as you wind through the city.

-

Go to the lockup garage, located in the northern part of the city, to complete this mission.

+-------------------------+ | 9.3.3 Lure: Mission 3 |---------------------------------------------------+-------------------------+ Prerequisites:

None

Reward(s) Unlockables

: :

Respect and $8,000 None

It seems that the Vietnamese want to assassinate Ran Fa Li. Woozie, of course, doesn't want to see this happen. CJ suggest that a decoy be driven to lure the assassins out to the countryside while the real Ran escapes unnoticed. -

Head to Angel Pine to pick up the decoy car. When you enter it, you will notice a DAMAGE meter. This indicates how likely the Vietnamese will notice that CJ is not the real Ran. This means a lot of evasive driving and keeping ahead of them. -

To add to the fun, you will have to go through eight checkpoints scattered along the country roads. Once you have passed through the eighth checkpoint, the Da Nang gang realizes it has been fooled and roars off back to San Fierro.

+---------------------------------------+ | 9.3.4 Amphibious Assault: Mission 4 |-------------------------------------+---------------------------------------+ Prerequisites: Reward(s) : Unlockables :

High lung capacity Respect and $11,000 None

It seems that a Triad member has turned traitor and is informing the Da Nang gang. Woozie wants a bug planted in the Da Nang meeting area to see what is going on. This mission is only available from 2000 to 0600. - Go to the docks and you will see a cut scene showing the boat with its spotlights and Da Nang patrol boats roaming around. Jump into the water and swim toward the boat. Watch you air capacity and only surface when the coast is clear. -

Follow the series of tunnels and be sure to get the knife in the second cave. Once you are in the open water, avoid any contact with the patrol boats and ship's spotlights. Swim under the ship and surface at the platform on the other side.

-

Sneak on board and eliminate any guards between you and the meeting area. Once that is accomplished, jump off and swim back to shore and go to the pink marker to finish the mission.

+--------------------------------------+ | 9.3.5 The Da Nang Thang: Mission 5 |--------------------------------------+--------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $15,000 None

Seems that the main bulk of the Da Nang crime family is shipping over.

On

board are a lot of gang members, weapons, and heroin. Woozie counters this threat by sending Little Lion out to do fly-bys. CJ, of course, offers to assist and takes up position as gunner. -

The helicopter will take a direct hit from a RPG and crash. CJ survives so now you have to swim to the pink marker by the ship. CJ climbs on board with a knife and a lot of attitude.

-

Do your best to remain unseen and take out the guards to collect their weapons. Eventually, you will reach a high stack of containers that will finally force you into a firefight. Work your way down and around the crates to a hatch in the deck. Move around this hatch and use the crates

as

a staircase.

-

Clear out the guards as you move around the crates. Eventually, you will make it to a crate full of refugees. Shoot the lock off to let the refugees out. They tell CJ that Snakehead is the one leading this party. Time to head up to the ship's cabin. -

When you reach the cabin, take out the remaining guards and prepare to confront Snakehead. Snakehead wants to fight the old-fashioned way; with swords. He throws CJ a sword and in true Highlander fashion, they go at

it. -

After cleaning Snakehead's clock, go back to where the hatchway in the deck was and chat with the refugees. They give CJ a dinghy to get back home in. Mission completed.

+=============+ | 10. DESERT | ================================================================ +=============+ These series of missions have more of a fun and adventuresome ring to them. CJ will be doing some rather strange things on some missions. In addition, you get to learn how to fly which will come in very handy later on. There are nine missions for the Desert. ____________________ / 10.1 Toreno Path /__________________________________________________________ -------------------Head toward the question mark located in Tierra Robada. It is here that you will get your next set of instructions and missions. You will also get a surprise as you progress through these missions. +-----------------------------+ | 10.1.1 Monster: Mission 1 |-----------------------------------------------+-----------------------------+ Prerequisites:

None

Reward(s) Unlockables

: :

Depends on your time None

When you walk into the pink marker, a voice over the loudspeaker explains what is going on. It instructs CJ to take a monster truck and go through designated checkpoints in a set period of time. This is a test to determine what CJ is made of. -

You will go through 35 checkpoints scattered around the ranch. You have approximately seven minutes to make it through all those checkpoints. Some things to keep in mind when driving the monster truck: -

First, it has a high center of gravity so tipping over is very easy.

-

Due to weight and top mass, stopping is slow process once you get up to speed so make sure you anticipate obstacles well before you have to

react

to them.

- You will be going up some pretty sheer cliffs so try to hit them straight on. If not, you may tip over. -

Watch for cross-traffic on the roads.

When you finish, your time will be displayed against the top times and you will be rewarded accordingly.

+------------------------------+ | 10.1.2 Highjack: Mission 2 |----------------------------------------------+------------------------------+ Prerequisites: Reward(s) : Unlockables :

None $7,000 None

CJ learns that the voice over the speaker is none other then Mike Toreno, who you had believed got killed in the helicopter. Toreno explains that he is part of a government agency trying to get inside the Latin America drug trade. He further explains that CJ pretty much makes a good soldier so Toreno doesn't have to dirty his hands. -

For this mission, CJ will be taking Cesar along for the ride. The plan is simple, pull alongside the truck, Cesar jumps over, overpowers the driver, and takes the truck. First of all, to locate the truck, look for the red marker on the map.

-

Pull alongside the truck and get as close as you can while matching the speed of the truck. You don't have a lot of time to pull this off since

the

southbound freeway isn't that long. -

Cesar will tell CJ to pull up, pull back, get closer, etc. Make sure you follow these instructions so that Cesar has a smooth jump over.

-

When you are successful, jump into the truck and drive it back to your garage in Doherty. Once you do that, the mission is over.

+----------------------------------+ | 10.1.3 Interdiction: Mission 3 |------------------------------------------+----------------------------------+ Prerequisites: Reward(s) : Unlockables :

None $1,000 None

When CJ enters Toreno's ranch, he is talking on the radio in some sort of strange code. When Toreno gets off the radio, he gives him a status report on his brother Sweet. It seems that Toreno may be of some help if CJ is willing to help him. Toreno wants CJ to go to a distant desert hilltop and set up a flare to guide a helicopter coming in with "precious" cargo. -

Jump in the dune buggy and head for the yellow marker. You will be doing some twisting and turning along both the paved and dirt roads to make it to the little settlement. Once there, Toreno instructs CJ to grab the weaponry and bike and head up the hill. -

Follow the path around the hill until you are at the top. Once at the top, drive into the pink marker to trigger a scene of CJ touching off the flare.

-

Of course, nothing ever goes as planned. As soon as Toreno's helicopter arrives, four helicopters come from nowhere and start hammering at Toreno's helicopter. A HELI health bar now appears. You are responsible for protecting Toreno's helicopter.

-

Get out the rocket launcher and start hunting. The enemy helicopters have a nasty habit of coming in low. This, in turn, makes them ideal targets. Unfortunately, these helicopters will also drop troops on CJ if you aren't quick enough. One good tactic is to line up a helicopter dropping troops, then shoot it down. You then can collect their weapons and money.

-

Make sure you are quick about getting rid of the enemy choppers since they can do a lot of damage to Toreno's helicopter in short order.

-

Once you have disposed of the enemy, Toreno's helicopter drops the package a distance away. CJ now has to travel over more territory to retrieve said package.

-

Head back down the hill and head toward Verdant Meadows. Just north of the abandoned airfield, there is a chasm that you can travel through. When you get to the oceans edge, you should find the package next to the cabin. A speaker at the cabin instructs CJ to drop the package back at the hideout.

-

Backtrack to the first area you stopped at to collect the weapons and vehicle. Drive into the pink marker to end the mission.

+-------------------------------------+ | 10.1.4 Verdant Meadows: Mission 4 |---------------------------------------+-------------------------------------+

Prerequisites: Reward(s) : Unlockables :

None Verdant Meadows Airstrip for $80,000 Flight School, Verdant Meadows asset Path

CJ has really impressed Toreno. He has impressed him so much, Toreno wants to give CJ some tougher assignments. Unfortunately, CJ needs to learn how to fly before he can take on these assignments. Toreno tells CJ he needs to purchase Verdant Meadows so that he can become a pilot. Head out there, buy the property, and have fun. _____________________________ / 10.2 Verdant Meadows Path /_________________________________________________ ----------------------------This next series of missions introduces CJ to the joy of flying. To me, these missions are some of the greatest fun in the game. In addition, you acquire some very unique planes and flying aids later on in the game. These missions represent the second part of Toreno's missions for CJ. Once you have completed all these missions, you will be rewarded by being able to pick up a Flamethrower, Mini-Gun, RPG, or Heat Seeking RPG at Toreno's cabin in Tierra Robada. +-------------------------------------+ | 10.2.1 Learning to Fly: Mission 1 |---------------------------------------+-------------------------------------+ Prerequisites: Reward(s) : Unlockables : unlocks

Complete the Toreno Path Respect With enough skill, ability to get onto any airfield and Motorcycle School

CJ will have to go through a series of nine tests in order to get through flight school. Once you have completed these lessons, the Verdant Meadows airstrip is open for missions. See Chapter 20 for how to complete these lessons. +----------------------------+ | 10.2.2 N.O.E.: Mission 2 |------------------------------------------------+----------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $15,000 None

Well, now that CJ has become a pilot, Toreno has a few jobs for him to complete. It seems some operatives are in trouble and need some equipment pronto. Toreno taps CJ for the job. -

Head over to the plane and get ready for your first mission involving flying. There are a couple of things to keep in mind. First, you must get

to Angel Pine in ten minutes. That isn't too much of a problem except for the second part. You must fly low to keep under the radar. -

For the second part, you will have a VISIBILITY bar. If it fills out, then be prepared to be pursued by some very aggressive forces. You must go to and from the designated target under the radar.

-

If you keep at treetop level and stay in the canyons, you should be able to keep under the radar. Once you get to the target site, you must fly through the red ring in order to drop the supplies. -

Once the supplies have been dropped, head back to base and park in the pink marker to complete the mission.

+------------------------------+ | 10.2.3 Stowaway: Mission 3 |----------------------------------------------+------------------------------+ Prerequisites: Reward(s) : Unlockables :

None $20,000 None

CJ comes out of the hanger to see a large cargo plane land on his field. If this isn't bad enough, some government vehicles appear to be escorting the plane. Toreno explains that this plane is loaded with materials nobody should get. He gives CJ the green light to destroy the plane. -

When you have control, CJ is on his PCJ 600 and is ready to roll. Take off quickly and lean forward to gain that extra speed. Once the pilot detects what you are up to, he will start to run the plane down the runway for takeoff. -

Go wide right to avoid boxes and crates coming from the back of the plane. Then quickly line up to the back ramp and gun the motorcycle into the plane. A cut scene shows the bike being pushed out of the back by some barrels. -

You will now have to work your way forward. Each alcove has somebody ready to put out CJ's lights. In addition, the center passage seems to constantly have barrels rolling down it. Dodge or jump over the barrels and clean out the alcoves. a

Eventually CJ will get to the front of the plane. Take out the guard and take his parachute. Plant the explosives and run to the back of the plane. Detonate the charges and immediately jump. The plane blows up and CJ gets nice panoramic view of the countryside to end the mission.

+-----------------------------------+ | 10.2.4 Black Project: Mission 4 |-----------------------------------------+-----------------------------------+

Prerequisites: None Reward(s): Jet Pack Unlockables: None The Truth comes to visit CJ. He is being his usual introspective self. He tells CJ that there are some strange goings on at the air base. As a matter of fact, they are doing things nobody has a clue about in their secret research lab. The Truth wants CJ to infiltrate the lab and bring something back. You can only do this mission from 2200 to 0600. -

The Truth takes CJ out to the secret air base and drops him off. He explains to CJ that he has until 0530 to gain entrance into the lab. Of course, this item is contained within a room with heavy blast doors. The slightest hint of trouble and those doors will close forcing CJ to use a ventilation shaft.

-

When you have control again, get out the Sniper Rifle and pick off the soldiers in front of the gate and in the watchtower to the right. Keep in mind that in addition to the soldiers, the spotlights can also raise a warning. If you are spotted, the base goes to Condition Blue. This means you need to hide until things clear out. If the base goes to Condition Red, everything gets locked down and they will be actively hunting for you. -

Go up into the right tower and snipe any guard that is on the path to the doors. Also snipe the guards in the towers. Take out the searchlights covering the blast door and in the southeast corner. Taking out more then two searchlights will trigger the alarm.

-

Once inside, either use stealth or firepower to get past the guards. Your first goal is to disable the SAM site. You will definitely be happy you

did

this later.

-

Backtrack a little and go into the next room under the catwalk you used to get to the SAM control room. Again, watch out for the guards since they

are

very aware of your presence now. -

Go into the central lab and you will note it requires a keycard. This is required for entrance into the area the "Black Project" is being stored in. Go through the left passageway and into the next room. The scientist hands over his keycard.

-

Go back to the central lab area and use the keycard to gain entrance. This also triggers an alert bringing the entire military down upon you. Blast a path to the project as you go down. When you get to the project, equip it and blast out of there.

-

With the SAM site disabled, you won't have to worry about being shot down. Fly toward the Arco del Oeste area to meet with The Truth. He take the pack, thanks you, then leaves you stranded. Mission accomplished.

+-------------------------------+ | 10.2.5 Green Goo: Mission 5 |----------------------------------------------

+-------------------------------+ Prerequisites: Reward(s) : Unlockables :

None $20,000 and Jetpack (permanently) Airfield asset for a maximum of $10,000 revenue

The Truth isn't quite finished with CJ's talents. It seems that the government is moving some strange stuff and The Truth wants it. He suggests that CJ take the Jet Pack and get it. - Look at the map for the green marker. This is the train you are supposed to steal the stuff from. Be warned, though, the military types on board will not be willing to let you go to the train that easily. -

Land on either the front or back of the train and start to walk your way forward (or backward depending on perspective) taking care of the military types and breaking open crates. Of course, the crate with the goo in it will be the last one you break open. You also inherit a two-star wanted level for your efforts.

-

Once you have the stuff, go back to your airfield and give it to The Truth by landing in the pink marker. Mission accomplished and some extra income flowing in.

+===================+ | 11. LAS VENTURAS | ========================================================== +===================+ CJ has really made a name for himself. Not only has he regained a lot of his power back, he is also the proud owner of one business and a partner in a major casino. This series of missions basically ensures that the competition is either eliminated or it is severely subdued. There are 18 missions for Las Venturas. __________________________ / 11.1 Four Dragons Path /____________________________________________________ -------------------------These missions help to put Woozie's casino on the map for good. It also allows CJ to become a partner. Of course, there are some loose ends that must be tied up before all of this can come together. +------------------------------------+ | 11.1.1 Fender Ketchup: Mission 1 |----------------------------------------+------------------------------------+ Prerequisites: Reward(s) :

None Respect and $5,000

Unlockables

:

None

It seems that Woozie is having trouble getting his casino up and running. He suspects that the mob has planted people among the workers and they are sabotaging the operation. He offers CJ a stake in the casino if he wants to assist. Just then, his boys bring in a mob operative. Woozie wants to ice him but CJ has a better idea. -

This cut scene shows a guy tied spread-eagle across the windshield and hood of a convertible. He tells CJ isn't going to talk but CJ has other ideas. Soon a SCARE-O-METER bar appears. You will need to get this bar totally filled to make the guy spill his guts.

- What better way to convince someone you will do anything to get them to talk then to drive recklessly. The road in front of the casino offers a great opportunity for doing just this. First, turn into oncoming traffic and gun the motor and watch the bar fill in. -

Continue to dodge traffic at a dangerously close clip and doing donuts and spin-outs also help in your endeavors. Don't get into any wrecks or hit

any

solid objects because you may kill your witness, which will result in mission failure.

-

After a few trips up and down the street, the guy is ready to spill his guts. He tells you that the Sindacco family is responsible for causing the delays. Thank the guy and drive him into the pink marker by the garage on the south side of the casino. Mission accomplished.

+-----------------------------------------+ | 11.1.2 Explosive Situation: Mission 2 |-----------------------------------+-----------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $7,000 Quarry jobs, Robbery Path

CJ believes it is time for some revenge. He figures that the best way is to hit them where it hurts; their pocketbooks. To pull this off, though, will require some materials. Explosives are the first thing that is needed. Woozie states there is a quarry nearby in the desert. CJ decides that is a good place to get the needed materials. -

To start this mission off, get a car and drive out to the quarry. into the pink marker to start the mission.

Drive

-

It seems that the workers have already set the dynamite to go off. You now see a timer for 2:30 appear. This is how much time you have until the dynamite goes off. It's time for some serious insane stunts. Instead of following the path down to the bottom of the site, floor the gas and jump over the edges to get down quicker.

-

Once you are at the bottom, grab the dump truck and run over the crates to stop them from going off. They are marked in green on the map. Once all four crates have been smashed, run around and collect the dynamite. Also take out any workers who get in your way. Once you have collected the dynamite, the timer disappears.

-

Now you have to get out. You can't go out the way you came since they have closed off the exit. Looks like you will be doing some more jumping. Hop onto the Sanchez and you will see pink waypoints. Go into these waypoints and follow the direction they are pointing in. They are basically showing you the path out.

-

Take out any guards in your way and follow the path back up to the lip of the quarry. This means you will be riding on and jumping from the conveyor belts as you make your way to the top. Gun the motor for the last belt and sail over the fence and away from the area.

- Go to where the yellow marker indicates to drop off the dynamite to complete the mission. +-------------------------------------------+ | 11.1.3 You've Had Your Chips: Mission 3 |---------------------------------+-------------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $10,000 Truth Path

Woozie tells CJ that somebody has been playing with counterfeit chips in his casino. He knows the Sindacco family has a chip making factory. He wants the factory brought down. -

Head over to the factory. You will see a couple of guards busy cruising around in a car patrolling the area. Wait for the car to make its round before you sneak into the area.

-

Sneak around the factory to the entrance and go inside. Be prepared for a running gun battle as you head toward the injection machines.

-

Clear all the obstacles in your path and when that is done, lay into the injection molding machines. There are ten machines you must destroy to ensure that chips are never made again (these are indicated by green markers).

-

Once you have fought your way out of the factory again, head back to the garage at the Four Dragons Casino.

+--------------------------------------+ | 11.1.4 Fish in a Barrel: Mission 4 |--------------------------------------+--------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Co-ownership of Four Dragons Casino None

This is just a cut scene showing CJ signing the papers to become a co-owner, along with Ra Fan Li, of the Four Dragons Casino. ___________________ / 11.2 Truth Path /___________________________________________________________ ------------------This single mission has the Truth asking for a favor from CJ. +--------------------------------+ | 11.2.1 Don Peyote: Mission 1 |--------------------------------------------+--------------------------------+ Prerequisites: Four Dragons Path You've Had Your Chips: Reward(s): Respect Unlockables: Caligula Path

Mission 3

The Truth tells CJ some UK band and their manager has gotten themselves trapped in the desert. The Truth tells CJ to go to Arco del Oeste to look for the missing individuals. -

Get a four-door car and drive to the spot where the missing people are. They will be identified as Paul and Maccer. Pick them up and go get the other band member at the Snake Farm.

-

Go to the farm and you will see the other band member getting in trouble with the locals. They start shooting at him so return the favor to them. Once they are cleared out, go back to the hotel at Caligula's.

______________________ / 11.3 Caligula Path /________________________________________________________ ---------------------This series of missions puts CJ on a collision course with another mob family. It seems that there are a lot of mob families interested in this part of the world. +------------------------------------+ | 11.3.1 Intensive Care: Mission 1 |----------------------------------------+------------------------------------+ Prerequisites: None Reward(s): Respect and $5,000 Unlockables: C.R.A.S.H. Path Misappropriation:

Mission 1

When you enter Ken's office, he tells you of some trouble he is in. It seems that a member of one mob is in the hospital. Ken believes that another mob family will try to whack this guy. Ken doesn't want this to happen so he wants CJ to go to the hospital to pick up this guy.

-

Drive over to the hospital and part in the pink marker. CJ tells the nurse he is here to get the patient. The nurse states an ambulance just got him and they are on their way to parts unknown. Now CJ needs to find the ambulance.

- There are three ambulances and it is totally random as to which one this guy is in. The three target ambulances are indicated by red markers on the map. Head toward one of these targets. Now you need to bump them. If it is the one containing your target, then they will take off. If not, then that ambulance will tell the others, which in turn alerts the other mob family of your intentions. -

When you find the target ambulance, do everything you can to ram it off the road. Don't shoot it up or you will fail the mission. Eventually the ambulance will stop and the mob family members will try to shoot it out with you. Gun them down and take the ambulance. -

Now you will have to watch out for the other mob family as they take there cars and try to do drive-bys and ram the ambulance. Concentrate on getting the ambulance to the Meat Factory on the west side of town. Don't try to "duke" it out with them since the ambulance makes a lousy offensive vehicle. -

Once you get to the factory, drive into the pink marker to complete the mission.

+---------------------------------------+ | 11.3.2 The Meat Business: Mission 2 |-------------------------------------+---------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $8,000 Madd Dogg Path

CJ wants Ken to help settle down the mob families. They are to head out the Meat Factory to chat with Sindacco Family representatives. Of course, Johnny Sindacco (the man CJ extracted information from) seems to be well again. One look at CJ, though, puts him back to sleep and the family declares war. to

When control returns, the Sindacco gang has firebombed the exit so that CJ and Ken have no choice but to go through the factory. A ROSIE bar appears indicating Ken's health. This is just a slugging match in which you have blast the mob out of your way.

- Ken assists CJ by putting out the fires blocking their way. gun down the mob members as they enter the area and don't forget their weapons. In the next room, Ken decides to hide in the CJ does his thing. DON'T go into the freezer or you will be fail the mission.

Continue to to pick up freezer while locked in and

-

Quickly take care of the mob that is in this room because Ken's health will steadily deplete until you get him out of the freezer. Once you have "rescued" Ken, continue to clear each room out. As each room is cleared, Ken will follow behind CJ. Eventually you will get a message stating you have cleared out the factory.

- Get a car and leave the factory and go back to Caligula's. done.

A job well

+------------------------------+ | 11.3.3 Freefall: Mission 3 |----------------------------------------------+------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $15,000 C.R.A.S.H. mission High Noon

When you visit Ken, he has a visitor from another crime family: Salvatore Leone, head of the Leone Family in Liberty City. Seems that Leone is taking over the casino but other mob families disagree with this decision. As a matter of fact, the Forelli Family is sending some guys over to take care of Leone. -

Go to the airport and then follow the blue marker to the plane you need to steal. The Dodo isn't too bad of a plane but the controls are still pretty sensitive. Once in the air, turn so that you are on a collision course with the Forelli plane.

-

Try to adjust your altitude to match theirs. Obviously, if the yellow marker is pointing down, you are too high while it is pointing up, you are too low. Once you get to their plane, you will notice a pink ring over the plane.

-

Do a 180 degree turn and fly into that pink ring. A cut scene will show CJ jumping out of his plane and jumping on the jet. It will then show him entering the plane.

-

You will have four assassins to deal with; two on the left and two on the right. Use the cover provided by the door frame and shoot them all up. When you have finished, the pilot decides to take a crack at CJ. Turn around and drill him.

-

Go up to the cockpit and take the controls. Fly he plane to Las Venturas and land to complete the mission. CJ then will receive a phone call from Tenpenny asking him to bring the dossier.

+-----------------------------------------+ | 11.3.4 Saint Mark's Bistro: Mission 4 |-----------------------------------+-----------------------------------------+ Prerequisites: Reward(s)

:

Desert Truth Path Green Goo: Mission 5, Caligula Path Freefall: Mission 3, C.R.A.S.H. Path High Noon: Mission 2, and Madd Dogg Path Madd Dogg: Mission 1 Respect and $20,000

Unlockables

:

Return to Los Santos

Seems that Salvatore wants to end the Forelli threat once and for all. wants CJ to head to Liberty City and hit the Saint Mark's Bistro.

He

-

Go to the airport and follow the blue marker to the jet. Hop in and fly toward the yellow marker. CJ will land in Liberty City and go to the bistro.

-

Guards tell CJ that he is not allowed in, it is invitation only. displays his invitation in the form of firepower.

-

Work your way through the bistro using cover and constantly moving to take out Forelli's goons. High explosives work especially well in the confines of the bistro. When you have cleared out all the Forelli's in the bistro, CJ will automatically be back on the plane heading for Las Venturas.

-

Land anywhere on the runway to complete the mission.

CJ

_______________________ / 11.4 Madd Dogg Path /_______________________________________________________ ----------------------Seems that Madd Dogg is pretty despondent. Someone took all his lyrics and he is in an alcoholic daze since he is no longer a part of the music business. He decides he just wants to end it all by jumping. +-------------------------------+ | 11.4.1 Madd Dogg: Mission 1 |---------------------------------------------+-------------------------------+ Prerequisites: Reward(s) : Unlockables :

Caligula Path The Meat Business: Respect None

Mission 2

Although CJ is originally the one who took Madd Dogg's lyrics, he feels sorry for him. Especially when he has heard that OG Loc has not done them justice. He decides he is going to save him and help him out. - CJ will be placed at the area that Madd Dogg is located at. First, CJ needs to get something soft for Madd Dogg to land in. There is a Walton with a blue marker over it with a man chatting on his cell phone. Cap the man and take his truck. Drive into the pink marker. - You can only move the truck left and right. Madd Dogg staggers on the ledge above so try to keep the bed of the truck lined up with his probable trajectory. This part can be tricky so you may want to use a straight object to gauge where he would fall if he jumped from his current location. the

After you catch him in the bed of the truck, a MADD DOGG meter appears. Carefully drive him to the drive-through Mental Hospital as indicated by

yellow marker on the map. need of a new manager.

When Madd Dogg departs, he tells CJ he is in

___________________ / 11.5 C.R.A.S.H. /___________________________________________________________ ------------------It seems that Tenpenny isn't quite through with CJ yet. He has a couple of taskings for him in order to ensure that Tenpenny can keep his cushy, corrupt lifestyle. +--------------------------------------+ | 11.5.1 Misappropriation: Mission 1 |--------------------------------------+--------------------------------------+ Prerequisites: Reward(s) : Unlockables :

Caligula Path Intensive Care: None None

Mission 1

CJ meets Tenpenny and Pulaski in the backyard doing a barbeque. First, Tenpenny reiterates that he owns CJ so he has another job for him. It seems that an agent has a dossier loaded with Tenpenny's dealings. Tenpenny wants that agent taken out and he wants the dossier in his hands (which means don't destroy it). is

Head to the ghost town of Aldea Malvada as indicated by the yellow marker. When CJ arrives, he will see that the area is crawling with Federal Agents. Seems they are a bit more leery after losing a few witnesses. The target indicated by both a red marker on the map and a red cone above their head.

-

Once the gunfire starts, the target will rush into their helicopter to escape. Don't attempt to have firefight with the feds since time is short and they pack a lot of heat. Just take out the ones in CJ's path and thin their ranks a little because you can take the spare helicopter to take up the pursuit.

- You must only follow the target to where they are going. Shooting them down causes mission failure. The target will fly around and eventually end up at the Emerald Isle hotel. Jump out and start your pursuit. -

To make your job more of a challenge, the target will probably jump off the building and use their parachute to try to get farter from CJ. Don't let this happen. Once the target is within CJ's gunsights, blast him and collect the dossier. Mission accomplished.

______________________________________________________________________________ _ Spencer writes: The strategy I found easiest was bike it to Verdant meadows, then pick up the

jetpack. Fly to the destination area, hover over and then target and shoot. You take them completely unawares and it was all done and dusted in 10 seconds. You then jetpack back to wherever you like. +-------------------------------+ | 11.5.2 High Noon: Mission 2 |---------------------------------------------+-------------------------------+ Prerequisites: Reward(s) : Unlockables :

Caligula Path Freefall: Respect None

Mission 3

Tenpenny calls CJ and tells him to bring the dossier to a designated location. The yellow marker indicates that the location is in another ghost town called Las Brujas. Once CJ is there, he learns the truth of exactly of what will happen to him. Another individual gets whacked by Tenpenny due to him being a snitch. CJ realizes that they are digging their own graves at this point. Tenpenny departs and the man that was whacked uses his final breath to lunge at Pulaski. This causes a brief ruckus where Pulaski runs off without finishing the job. -

When you regain control, Pulaski is running to his car. Take careful aim with your gun and shoot his tires out since you won't be able to put a shot into Pulaski.

-

Hop into the dune buggy and give chase. Because of the fact you shot out Pulaski's tires, he will make an easy target for CJ. Pulaski starts to hurl insults and tough guy statements as CJ fills his car full of lead. -

Once you destroy Pulaski's car and kill Pulaski, he remains defiant to the end. Mission accomplished.

______________________________________________________________________________ _ Bloody_Smurf555's strategy: All you have to do is right after the cinema ends and you will be standing at the entrance of the graveyard. You must run on the front of his car before he gets away. Then you just have to jump on the front of the car and put a bullet trough his head with a sniper rifle _____________________ / 11.6 Robbery Path /_________________________________________________________ --------------------To make the Four Dragons Casino number one in the town, it looks like the bank, and mob, have to be broken at Caligula's. CJ has already taken the dynamite needed to blow the safe. They now will need to learn more about the place and get someone to help them on the inside.

+---------------------------------------------+ | 11.6.1 Architectural Espionage: Mission 1 |-------------------------------+---------------------------------------------+ Prerequisites: Woozie Path Explosive Situation: Reward(s): Respect Unlockables: None

Mission 2

In order to ensure success in robbing Caligula's, the architectural plans are needed. CJ volunteers to go down to the City Planning department to take care of this phase of the operation. - If you are cameraless, then head down to the Pirate's in Men's Pants casino. The red markers on the map (and above the people's heads) indicate people with cameras. Knock someone off and take their camera. - Go to the City Planning Department (as indicated by the yellow marker on the map). Make sure you have no weapons whatsoever out or your won't be able to get in and the security guards will shoot at CJ. -

At the counter, be as polite as possible. To her questions, answer positively, negatively, and positively. She then buzzes CJ in to allow access to the upper floors.

-

Go into the stairwell and go all the way to the top. Go into the small glassed office where the plans are displayed on the wall. Unfortunately, a guard is hanging around nearby so that makes it impossible to take pictures. -

The game, though, states that you need a diversion of some nature to clear the area. Head back downstairs to the Document Depository and go to the back. A green arrow will indicate a battered A/C unit. Hit or shoot it to blow it up and create a fire situation.

-

As everyone is evacuating, go back upstairs and take the pictures of the plans. As you are leaving, the guards seem to have wised up because they are shooting back and you have a two-star wanted level.

- Get back over to the Four Dragons and drive into the pink marker to complete the mission. +--------------------------------------+ | 11.6.2 Key to Her Heart: Mission 2 |--------------------------------------+--------------------------------------+ Prerequisites: Reward(s) : Unlockables :

Caligula Path Freefall: Respect Millie as a girlfriend

Alright, the first part is completed.

Mission 3, All C.R.A.S.H. missions

As Woozie's gang goes over the blue-

prints and realizes many of the doors require keycard access. CJ realizes that the weakest link is human emotion so he decides he will get "closer" to one of the gals on the inside. -

Drive into the pink marker outside of Caligula's. CJ sees a croupier get into her car and speed off. A SPOOK-O-METER appears. You will want to follow her but not too closely or you will fail. She obeys all traffic lights so you need to keep at least two car-lengths behind her.

-

She will drive around and stop at a XXX Shop. When she gets out of her car to enter, you do the same. In the shop, go into the pink marker to show

the

croupier trying on some quite revealing clothes. Go into the right dressing room and put on the Gimp Suit then exit the shop. -

Get in your car and follow her home. Park in the pink marker and wait in front of her house. A drunk guy comes staggering up the sidewalk. Take

him

out and take anything he drops. the one she's waiting for. -

Go to her front door and she assumes CJ is

You now have a love interest. You must get her interest to 40% or greater before she gives up the card. Of course, you can also cap her and go into her house to get the card. The first will take some time since she works the night shift. Mission is passed once you get the keycard.

+-----------------------------------+ | 11.6.3 Dam and Blast: Mission 3 |-----------------------------------------+-----------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect None

The next phase of the operation involves killing the power to Caligula's to make the robbery go a little easier. -

Go to the airport and follow the yellow marker on the map. marker and get into the plane.

Go to the blue

-

Fly to the next yellow marker on the map and make sure you are at the same altitude. When you get closer, you will see a pink ring. When you get to it, jump out of the plane. You should be over the dam.

-

Use the controls on your shoot to guide yourself to the pink marker on the dam. If you miss, that's alright. Just swim/walk over to the pink marker. You are now ready to infiltrate the generator room.

-

Get the knife behind the first set of boxes and stealthily eliminate any guards in your way. Then head into the generator room.

-

You will have to put charges on five generators. This won't be easy since guards patrol below and at your level. In addition, workers are busy fiddling around with dials and gauges on the generators. Try to sneak

around and methodically move down the line of generators. -

After you have placed explosives on all five generators, walk into the pink marker to exit this room. A nice little cut scene shows CJ's escape. When you have control, grab a car and head back to the Four Dragons.

+--------------------------------+ | 11.6.4 Cop Wheels: Mission 4 |--------------------------------------------+--------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect None

The next element of the plan involves getting some police escort. This means stealing some HPV 1000 motorcycles. Caligula's only ships their money in an armored card escorted by these bikes. You will have twelve minutes to steal four police bikes from around the city. An auto carrier is traveling along the freeways to receive these bikes. -

The bikes are represented on your map as green markers. Some bikes are sitting alone while others already have cops on them. It is the ones with cops on them you will have to jack. Of course, this earns you a quick twostar wanted level. Travel to each location and nab the bikes, then drive them to the auto carrier.

- Continue the process until you have taken all four bikes. the auto carrier to the casino while he finds another ride.

CJ then sends

+--------------------------------------+ | 11.6.5 Up, Up and Away!: Mission 5 |--------------------------------------+--------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect None

The last phase of the plan requires the gang to get an armored truck. Of course, these just don't grow on trees but someone suggests getting a helicopter that can lift things. Steal the truck and bring it to a designated location. This means infiltrating yet another military base for the vehicle you need. This mission is only open from 2200 to 0600. - You cannot get through the gate with anything other then a military vehicle, so wait for a vehicle to leave the base. Then sneak into the gate and get ready for some action. -

If you are quick about it, you can cap the gate guard plus the roaming soldiers in front of the warehouse. Then quickly go into the warehouse and prepare for a major firefight.

-

Use the crates and other obstacles for cover as you take on the military.

Be especially mindful of soldiers up in the rafters firing down upon your position. Once you clear out the warehouse, exit through the opposite door and head toward the helipad. Again, you will have to contend with more soldiers. Look left to collect your first horseshoe for Las Venturas. - Once you clear the area, use the Sniper Rifle to look up toward the helipad. You might be able to take out a couple of soldiers up there without having to do a running gun fight. After that, go up the stair and mop up the last resistance on the helipad. -

Of course, the military isn't going to let CJ get away with this. They deploy two gunships to take care of the threat. Go into the pink marker to take over the gun emplacement and shoot those birds down.

-

After you have cleared out the gunships, go to the helicopter and take off. Head toward the blue marker, which represents the armored car. When you

get

to that location, lower the winch and pick the van up. Make sure you get enough altitude once you have the van so you aren't dragging it on the ground or into buildings. -

Head toward CJ's airstrip in the desert and lower the van into the pink marker. Once the van has been lowered into the designated spot, go ahead and land the helicopter in the pink marker. Mission accomplished and you will have a new aircraft at your airfield.

______________________________________________________________________________ _ Drowfighter's strategies: 1. I did not find it necessary to get a military vehicle, or even fight my way through all those guards. I grabbed the Seasparrow from the top north center of the map, then parachuted from off the top of the Emerald Isle casino, and skydove onto the roof from the rear of the complex right below the helipad. I had to take out one guard, and hide from the gunships for a while under the helipad overhang in the corner. Then I ran up onto the helipad. The gunships disappeared without my having to fight them, and the heli opened up for me. 2. I was just looking at this mission again and I just found an even easier way to get in the gate without a military vehicle. There is a permanent spawn of a Packer in the industrial area directly to the East of the military base. It is behind the westernmost building in the complex. I took this, parked it next to the fence of the base, jacked a car real quick and drove it up the Packers ramp. This gave me enough height to just Jump over the fence. This tactic also has the added advantage of allowing you to sniper rifle the soldiers in the yard before the heat is on you. +-----------------------------------------------------+ | 11.6.6 Breaking the Bank at Caligula's: Mission 6 |-----------------------+-----------------------------------------------------+ Prerequisites:

Caligula Path Saint Mark's Bistro: Mission 4, Robbery Path Key to Her Heart: Mission 2 and Up, Up, and Away!: Mission 5

Reward(s) Unlockables

: :

Respect and $100,000 None

Well, all the elements are together. It's time to pull the job off. The first part of the job involves CJ going to Caligula's to gain access to the service bay door to allow the armored car access. -

Drive over to Caligula's and enter. You now have four minutes to gain access for the rest of the gang. Quickly head over to the area marked by the yellow marker. Use your keycard to gain access to the stairwell.

-

Zero will guide CJ to the generator room. Go to the ventilation grill at the back and toss some gas grenades into it (a cut scene will show if you are successful when you execute this part). When successful, you will knock out the guards. Then head for the next location. -

Open the security door and step through. Zero has taken care of the casino's emergency lighting and he is blowing the charges at the dam to put the place into total darkness. Entering the next room puts you in the service bay.

-

Grab the forklift and get under the door. and allow the armored car to get in.

-

Your job is to now guard Woozie's men so they can set the charges and blow the safe. You will have to hold the enemy at bay and then a timer also appears which registers seven minutes. This is the time you have to get

Raise the lift to open the door

the

money and escape. -

It seems that somebody is trying to bring the emergency generators back up. Head back upstairs and take care of light resistance. Put charges on the generators and blow them up. Head back down to the vault.

-

The vault is blown so help them retrieve money. Zero reports that reinforcements are on the way so "lock and load" and get ready to give them a proper reception.

-

After you have done this, escort Woozie's guys out of the vault area and back to the service area with the van. Once you have successfully done this, the timer disappears and CJ now has to find a way out.

-

Fortunately, a yellow marker indicates your next destination. When you climb the stairs, you will see an elevator with a pink marker in front of it. Step into the marker to be transported to the roof.

-

This is probably the hardest part of this mission. Run up the stairs and clear out guards in your path. Go out the door and onto the rooftop. A helicopter now starts shooting at CJ. Go to the first sloped roof and get the RPG. Shoot down the helicopters and any SWAT team members barring your forward progress.

-

Go to the second roof and grab the parachute. Put it one and jump to the rooftop across the street. A police helicopter with two guards are on top of that roof. Gun them down and take the helicopter.

-

Fly out to your airstrip and land in the pink marker to complete this mission and become a lot richer.

+===========================+ | 12. RETURN TO LOS SANTOS | ================================================== +===========================+ Well, CJ has it all now. Money, power, and fame. He isn't happy, though, since he has been watching lame acts audition and he finds the business life isn't for him. He wants to go back to the old neighborhood and take it once and for all. Of course, Madd Dogg's release only hastens his desire. There are 9 missions for Return to Los Santos. ________________ / 12.1 CJ Path /______________________________________________________________ ---------------These missions re-establish CJ's stature in the neighborhood. It also brings his brother Sweet out of jail to assist in cleaning up the area once and for all. +-----------------------------------------+ | 12.1.1 A Home in the Hills: Mission 1 |-----------------------------------+-----------------------------------------+ Prerequisites: Reward(s) : Unlockables :

Caligula Path Saint Mark's Bistro: Mission 4 Respect Madd Dogg's mansion as a safe house

This one starts at the Four Dragons Casino. CJ expresses his desire to return home again. He wants to re-establish himself in his neighborhood and promote Madd Dogg's return. Woozie agrees to assist CJ in his efforts. -

After this exchange, the next scene shows CJ parachuting down to the mansion's rooftop with four Triads. The enemy gang is awaiting your arrival so it will be a vicious firefight once you land on the roof. If you miss the roof, you can go around the house and use the stairs to access it. -

You will be fighting off wave after wave of Vagos gang members as you prepare the LZ (Landing Zone) for more Triads to arrive. Use the cover of the A/C units and keep moving to take care of this threat. Area weapons such as grenades and Molotov's work really well here.

- Once you have cleared the roof, go inside for more excitement. Clear a path so you can get to Big Poppa. The Triads tell you that you just need to clear the corridors, they will take care of the rooms. Soften up the defenses on the first floor and head down. -

You will then see Big Poppa making a break for it. Clear out resistance in your path and go out the front door. You will see Big Poppa taking off.

Grab the vehicle and take off after Big Poppa. -

Shoot, ram, and any other thing you can think of to destroy Big Poppa's car and kill him if he manages to escape. Once you have done this, the mission is passed and you own a mansion.

+-----------------------------------+ | 12.1.2 Vertical Bird: Mission 2 |-----------------------------------------+-----------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect, $50,000, and a new Hydra jet None

All seems well with the world at this point. Madd Dogg is busy recording and life in the mansion has settled down. CJ then gets a call from Mike Toreno. He apparently wants one more favor. He tells CJ to steal a jet off a aircraft carrier and take care of a few spy boats. Of course, he sweetens the deal by telling CJ he can get his brother out of jail. - Grab the speed boat and head toward the aircraft carrier. real close to it, jump out and swim toward the aft portion. -

When you get

Quietly sneak out of the water. You will see a couple of guards lolling about. Go up to the left bulkhead and wait until the guards pass. Then head for the crates on the right. When the guards have made their rounds, sprint to the hatch at the rear of this compartment and enter it.

- Go up the ladder to the next deck and turn left. Use your knife or silenced pistol to take care of the guards in this area. Make another left and you will see some more guards and a forklift driver. Take them out and go to the room with the pink marker. Step into it to deactivate the SAM site. -

Exit this space and head back around until you are in the hanger bay of the carrier. Take care of any guards and head to the plane already on the elevator. To eliminate any threats, you can destroy the rest of the jets in the hanger. It doesn't matter if you raise the alert since you are now ready to escape.

-

First order of business it to take care of the pursuing Hydra jets. The Hydra jet is probably the fastest thing you have flown. You had better have a high Flying Skill to pilot it. The controls are very responsive and you can basically turn on a dime with this plane. -

Try to get your pursuers in your gunsight so you can get a missile lock and bring them down. This may take a while depending on skill and enemy skill.

-

Once you have brought down three (or one if you destroyed all planes in the hanger), you are now ready to take out the spy boats. The Hydra is a VTOL (Vertical Take-off and Landing) aircraft. This means you can hover, like a helicopter, and become an aerial weapons platform. Use this trick to take out the four spy boats.

-

Once you have destroyed the spy boats, go to your airfield and land in the pink marker. You now have a brand new Hydra to add to you collection. Mission accomplished.

+---------------------------------+ | 12.1.3 Home Coming: Mission 3 |-------------------------------------------+---------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect Sweet Path

Mike Toreno has one more favor to ask of CJ. He tells him to go pick up his brother at the police station. When Sweet starts to rag on CJ about him abandoning the hood, CJ counters with the fact that he has been trying to set things up so they won't have to worry again. -

When CJ and Sweet arrive in Ganton, they see people staggering around the street in a drug induced state. Sweet wants CJ to help him take out the dealers once and for all.

- The dealers have pink arrows above their heads. A SWEET health bar appears. You need to keep Sweet protected as you methodically go down the street gunning down drug dealers. Once the drug dealers are cleared out, it is time to reclaim Grove Street. -

Find a grouping of three or four Ballas gang member and gun them down. This will trigger a gang war. Make sure you protect Sweet at all costs or you will lose the mission. Sweet does a pretty good job in support but you still have to deal with three waves of Ballas gang members to reclaim the neighborhood.

-

Once you reclaim the neighborhood, Sweet still sees things in black and white. This also opens up the Sweet Path.

+-----------------------------------------+ | 12.1.4 Cut Throat Business: Mission 4 |-----------------------------------+-----------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect None

Seems that OG Loc has made a phony name for himself. Madd Dogg sees it as an affront to him and he wants to stop it once and for all since OG Loc's music seems eerily similar to music Madd Dogg wrote. CJ agrees to take Madd Dogg to OG Loc's video shoot. -

When you arrive, OG Loc senses trouble brewing so he takes off and jumps into a hovercraft. You won't be able to catch up to him so you need to keep on his tail and follow him through all the twists and turns. He eventually will end up on the Verona Beach pier.

- When you get to him, he takes off in a go-kart. Follow him in the available go-kart through the winding streets of Los Santos. He will not only use the roadways, but also go down the alleys. When you finally catch up to him, OG Loc admits his wrongdoing and Madd Dogg gets signed onto a recording deal. ___________________ / 12.2 Sweet Path /___________________________________________________________ ------------------Now that they have regained their neighborhood, it is time to clean things up once and for all. +----------------------------------------+ | 12.2.1 Beat Down on B-Dup: Mission 1 |------------------------------------+----------------------------------------+ Prerequisites: Reward(s) : Unlockables :

CJ Path Home Coming: Respect None

Mission 3

CJ basically tells Sweet in this mission that it is time to take back the hood for good. -

Follow the yellow marker to B-Dup's apartment after you recruit a couple of gang members. CJ is told that B-Dup has moved to Glen Park.

-

Head over to Glen Park and start a gang war to claim the area. A SWEET health meter appears. As before, protect him at all costs while you eliminate the Ballas hordes. Once you take over the neighborhood, head for B-Dup's house.

-

Clear out all the guards around it and go to the house. Enter the house to get even more information. Apparently Big Smoke is holed up in his own drug palace but B-Dup has no clue where that is. Big Bear wants to rejoin the cause so Sweet takes him off to rehab. Mission accomplished. +----------------------------------+ | 12.2.2 Grove 4 Life: Mission 2 |------------------------------------------+----------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect and $10,000 None

Sweet is back again preaching about family unity. Although he and CJ see the world differently, one thing they have in common is to make Grove Street a force to be reckoned with. - First, you will need to gather up some gang members since this is total war-

fare. Then drive to the designated neighborhood in Idlewood and start a war. As usual, a SWEET health bar appears. -

Once you have claimed that neighborhood, go to another and provoke another war.

-

Once you have claimed these two neighborhoods, take Sweet back home to finish the mission.

+--------------------------+ | 12.2.3 Riot: Mission 3 |--------------------------------------------------+--------------------------+ Prerequisites: Reward(s) : Unlockables :

CJ Path Cut Throat Business: Respect None

Mission 4

As the gang is sitting around the TV, they are watching the trial of one Officer Tenpenny. Apparently the long-arm of the law caught up with him. In a startling decision, the DA announces all charges will be dropped due to lack of evidence (apparently CJ was too efficient). This, in turn causes a massive riot to break out in the whole city. CJ and Sweet want to get to Grove Street to settle things down. -

This mission basically involves getting from the mansion to Grove Street while avoiding all the chaos and confusion the riots are causing. You may have to take alternate routes since the common ones may be blocked by burning cars or rioters.

+------------------------------------+ | 12.2.4 Los Desperados: Mission 4 |----------------------------------------+------------------------------------+ Prerequisites: Reward(s) : Unlockables :

None Respect None

Sweet is busy trying to get the neighborhood in order when Cesar enters the scene. His neighborhood is also rioting and he needs help. CJ explains he is pretty busy but Cesar reminds him that he helped him out of a bind so CJ agrees to assist Cesar in cleaning up his neighborhood. -

First, to get this mission going you must recruit at least two CJ's gang since Cesar doesn't have enough manpower. Vehicles will be scarce and the ones that do exist will most likely get shot up or are already destroyed. You must make it to Unity Station to hook up with Cesar's boys.

-

Once the link-up occurs, you will first head to an apartment complex. Although no health bar for Cesar appears, you must still protect him. This is urban warfare at its finest as you clear out all the Vagos from around the apartment complex. Once you have taken care of the last of the Vagos, your next stop is an alleyway.

-

Step into the pink marker to start the next part of the combat.

One of

Cesar's guys opens up with an RPG. You now need to take control and start mowing down Vagos gang members. Make sure you watch your back when Cesar helps his fallen comrade. Vagos gang members will attack from the rear to assist in trying to finish off Cesar. -

Keep them in check and continue heading down the alley cleaning out any other pockets of resistance. When you get to the end of the alley, immediately site in on the Vagos gang member on the roof of the house on the left. He has an RPG and knows how to use it. Target him first then finish mopping up the last resistance to complete this mission.

+-------------------------------------+ | 12.2.5 End of the Line: Mission 5 |---------------------------------------+-------------------------------------+ Prerequisites: Reward(s) : Unlockables :

Control at least 35% of the territory in Los Santos Respect None

This is it. Big Smoke's fortress has been located in San Flores. to end this once and for all.

It is time

-

Head over to the fortress in San Flores. CJ soon figures out that since the fortress is in lock-down, he will need something heavy to smash through the front entrance. Fortunately, the police are willing to oblige.

-

Look for the blue marker on your map. There is a SWAT, anti-riot tank parked in a small residential neighborhood. To prevent any problems, loop around to the back of the tank and take out the policeman watching it. Hop into the tank and head for Big Smoke's.

- Put the pedal to the metal and ram through the front wall full speed to gain entrance into Big Smoke's fortress. Take care of the guards inside by running them down or using the water cannon. Hop out and take care of any last resistance. -

Now you will need to clear the fortress floor by floor. You are told that Smoke is on the fourth floor so now you get to do some close quarter fighting. At the end of each staircase going up is usually an alcove with one guard and body armor.

-

This is basically a slugging match of firepower. Don't expose yourself too long and use obstacles to keep under cover while bringing down enemy gang members. Again, grenades and Molotov's work great in this environment.

-

The drug lab presents a particular challenge. Not only do you have to contend with forces on the floor firing at you, but you also have to contend with them firing at you from the catwalk above.

-

Once you have cleared the area, go up the stairs and be ready for more action as more reinforcements pour in through the door you entered this room through. One individual has a RPG so be sure to give them a special reception.

-

The next floor is the lounge area.

his area will feature some of the

biggest concentrations of enemy gang members. Again, use the obstacles and keep moving. When you go up the stairs, you get to deal with Big Smoke. -

Big Smoke is so out of it, he is busy playing a video game while his boys are being gunned down. When CJ talks to him, Big Smoke regrets nothing he has done and decides to go after CJ. The lights go out and a health bar for BIG SMOKE pops up. He is wearing armor so make your shots count. You can do this with or without NVG's. Just be wary of the occasional gang member who comes in to help Big Smoke.

-

Once you bring Big Smoke down, a cut scene shows Tenpenny blasting a generator and starting a fire. This part will prove to be a particular challenge since you will have to lug around a fire extinguisher and clear a path. This is in addition to knocking down the reinforcements that come in. If this isn't bad enough, you only have 7:00 minutes to do all of this. NOTE: If you are fireproof from the Firefighter Missions, just run through the factory. -

Backtrack the way you came and be quick about clearing a path through the flames and shooting up any enemy gang members that get in your way. Eventually you will make it out to see the building go up in a tremendous explosion. This isn't the end of it unfortunately.

-

Tenpenny attempts to escape in a fire truck. CJ's brother Sweet grabs a hold of the ladder while CJ hops into a car in pursuit of said fire truck. A SWEET'S GRIP bar will appear on the screen after you pass the stadium. This is how long Sweet can hold onto the ladder while others are trying to shake him off.

-

Get your car underneath the ladder so that Sweet can fall into the car. Sweet takes over the wheel while CJ becomes the shotgun. A CAR bar now appears. Your job is to take care of all the police and gang members to prevent them from destroying the car while Sweet pursues Tenpenny.

-

After a wild ride through the city streets, Tenpenny loses control and ends up breaking through the guardrail and falling off a bridge right next to Grove Street. The ending scene shows Tenpenny unrepentant for all the trouble he has caused.

The endgame shows Madd Dogg coming in with a new gold record. Some bickering going on within the family, and CJ leaving to make sure all is well in the hood. Fade out. ***************** ******************************** U N I T III ******************************** ***************** In addition to completing the missions, you must complete other tasks to get a 100% completion. Your reward for getting 100% completion is as follows: - You get to have your very own Hydra (in addition to the one at the airfield) on top of Sweet's house.

-

A Rhino to take care of those pesky neighbors.

-

Most of your stats (lung capacity, muscle, sex appeal, etc.) get a healthy boost.

-

A cash reward of one million bucks.

-

Cars you are in can handle more damage. highway.

Good for kamikaze missions on the

The tasks are listed alphabetically below and broken up according to the tasking required: +=======================+ | 13. ASSET PROPERTIES | ====================================================== +=======================+ Not only must you acquire the asset properties, but you also must complete any taskings or missions associated with these properties. When they generate income, then you have successfully acquired said property. The properties are broken up by area as the missions are. Money Generated indicates the maximum amount of money you can collect from these properties. Make sure you get into a habit of routinely collecting so you don't lose any money. There are a total of ## asset properties you must acquire. ___________________ / 13.1 Los Santos /___________________________________________________________ ------------------Los Santos only has two areas that you can make money from asset properties. Only one of these is a true asset property. +---------------------------+ | 13.1.1 Roboi's Food Mart |-------------------------------------------------+---------------------------+ Money Generated:

$2,000

Located in Commerce one block west of City Hall. You will be required to do four courier missions on a BMX bike. Each mission has a certain amount of packages and time to do them in. Delivery Delivery Delivery Delivery

1: 2: 3: 4:

You You You You

get get get get

three minutes to deliver three packages. five minutes to deliver four packages. five minutes to deliver five packages. eight minutes to deliver six packages.

- You will usually get extra packages beyond what you are expected to deliver. Make sure you don't waste them since you get $200 per unused package.

-

Use your map to plan the best route. You don't get extra time for making a delivery so figure out the best routes using shortcuts.

-

Try to use as little time as possible since you also get money for any unused time.

-

As the deliveries go up in difficulty, so do the distances involved. Try to plan so that you end up picking everything up in a kind of circle so you don't have to backtrack and waste time.

+------------------------------+ | 13.1.2 Carl Johnson's House |----------------------------------------------+------------------------------+ Money Generated:

Dependent on number of territories owned up to $10,000

This really isn't an asset mission per se. You can collect money at CJ's house when you first are allowed to take over territories after completing the Sweet Path Doberman: Mission 8. You will also be able to do this again after completing the Sweet Path Grove 4 Life: Mission 2. Money generated will depend on how many territories you have taken over. means try to take over every last territory for maximum cash flow.

This

_________________ / 13.2 Badlands /_____________________________________________________________ ----------------There is only one asset property you will need to worry about in the Badlands. +----------------------------------+ | 13.2.1 Trucking Company RS Haul |------------------------------------------+----------------------------------+ Money Generated:

$2,000

For these missions, you will be hauling goods in a semi-truck and trailer. The goods come in three varieties: Timed, fragile and illegal. Timed missions involve you making the delivery on or before the designated time. If you fail to make it on time, it is deducted from your maximum payment. For missions involving fragile goods, money is deducted for any damage that occurs to the truck. Illegal missions involve trying to outrun the police in order to get to your destination. These aren't timed nor are the goods fragile. You just have to make it to your destination. The seven trucking missions go like this:

Mission 1: San receive

You have two hours to deliver some goods to the brewery in East Andreas located in Red County (located by Montgomery).

You

a maximum of $1,000 for delivery. Mission 2:

You must deliver a load of fragile goods to the Montgomery area. You receive a maximum of $1,500 for a successful delivery.

Mission 3:

You will be delivering illegal goods to El Corona or Willowfield Los Santos. You automatically get a three-star wanted level on this mission. Once you successfully make your delivery, you lose that level. Your reward is $2,000.

Mission 4: hours

A delivery to the Angel Pine area is in order. to make the delivery.

You have five

Maximum payment is $3,000.

Mission 5:

Some more fragile goods need to be hauled, this time to some location in southern San Fierro. Maximum payment is $4,000.

Mission 6:

Some more illegal goods need to be delivered. You get another three-star wanted level as you have to haul the stuff somewhere in the southern part of the Badlands. A successful delivery yields $5,000.

Mission 7:

Fragile goods are once again on the manifest. This time you will be heading to the desert to drop your load. A maximum of $7,000

is

possible on this mission.

Mission 8: you.

This is your final test and it is certainly going to challenge A delivery to western Las Venturas will be your destination. This time, you get a four-star wanted level over this long haul. You get $10,000 for a successful delivery.

Some general strategies for driving your truck: -

Immediately pull up the map when you enter the cab of the truck. This will help you plan the best route to your destination. For non-fragile hauling missions, locate areas you can take shortcuts or cut corners since damage doesn't effect your payment.

-

For the fragile goods missions, plan the best route and follow all the traffic laws. Unfortunately, you will be bumped or hit regardless of what you do. Just try to keep these events to a minimum to ensure maximum profits.

-

The illegal missions are the most fun. road and outrun helicopters shooting at left side of the road. When the police or you risk disconnecting the trailer. possibly to run them off the road.

-

Don't let the police get under your trailer, especially in the cities, or they will disconnect it. It is a very difficult process to reconnect the

You get to run the police off the you. The secret is to ride on the come at you, don't hit them head-on Turn right to side-swipe them and

trailer again. -

This also goes for making radical moves. If you turn too sharply or try to back up too quickly, you will jack-knife the truck and uncouple the trailer. Patience is the key to these missions. ___________________ / 13.3 San Fierro /___________________________________________________________ ------------------There are four asset properties in San Fierro. Three of these involve doing missions so that these properties generate money. +-----------------------+ | 13.3.1 Hippy Shopper |-----------------------------------------------------+-----------------------+ Money Generated:

$2,000

Located in Queens. From your garage in Doherty face east. Turn south on that road and go to the crossroads. Turn east and go past six roads going north. At the seventh road, turn north and you should be there. Jump on the Freeway to start the deliveries. Delivery Delivery Delivery Delivery

1: 2: 3: 4:

You You You You

get get get get

three minutes to deliver three packages. five minutes to deliver four packages. five minutes to deliver five packages. six minutes to deliver six packages.

- You will usually get extra packages beyond what you are expected to deliver. Make sure you don't waste them since you get $200 per unused package. -

Use your map to plan the best route. You don't get extra time for making a delivery so figure out the best routes using shortcuts.

-

Try to use as little time as possible since you also get money for any unused time.

- As the deliveries go up in difficulty, so do the distances involved. Try to plan so that you end up picking everything up in a kind of circle so you don't have to backtrack and waste time. +--------------+ | 13.3.2 Zero |--------------------------------------------------------------+--------------+ Money Generated:

$5,000

Once you purchase this property for $30,000, you open up the Zero missions. There are three missions that must be completed. Just step into the pink marker in front of his store to start the missions.

/================================\ | 13.3.2.1 Air Raid: Mission 1 |--------------------------------------------\================================/ Reward(s)

:

$3,000

It seems that Zero's arch-nemesis Berkley has returned. Berkley is still peeved that Zero won a Science Fair many years ago. For revenge, Berkley has decided to declare war on Zero by taking out all of his RC transmitters. -

You will be placed on a mini-gun and a timer starting at three-minutes. SIGNAL health bar is also displayed indicating the condition of Zero's transmitters.

A

-

At first, Berkley will send in his RC bombers one or two at a time. As the clock gets lower, Berkley will start sending out groups of four and five planes to a wave. In addition, he will attack from different directions.

-

Use your radar to identify immediate threats. The chain gun makes short work of the RC planes coming in for an attack. Always make sure you "lead" the target. This means shoot slightly in front of them so they fly into your fire.

-

Make sure you don't hit the transmitters or you will be helping Berkley in achieving his goal. This mission isn't too difficult as long as you maintain good control over the mini-gun.

/====================================\ | 13.3.2.2 Supply Lines: Mission 2 |----------------------------------------\====================================/ Reward(s)

:

$5,000

Well, Berkley wasn't too happy that Zero managed to take care of his air raid. He exacted revenge on Zero by hanging him in a closet from his underwear. Zero wants revenge and he has just the plan. Seems that Berkley uses couriers to deliver his goods around the city. Zero wants these couriers taken care of. This is probably one of the hardest missions in this game and can lead to many frustrating attempts. This is due to the fact you only have five (real minutes) of fuel to take on all the couriers. - When you start, you will now be at the controls of a RC Baron. The RC Baron is equipped with powerful machine guns with unlimited ammo so you can shoot up the town. Five red markers will appear on the map, these are Berkley's couriers. -

Three couriers are in vans, one is on a bicycle, and one is driving a Sanchez. The couriers will fire back when attacked so make sure you swoop in for a quick kill. One of the van drivers will bail out so you may have to make another pass to pick him off.

-

The RC Baron has very sensitive controls so don't over-compensate or you

will end up in the side of a building or on the ground. -

Turn left and go after the first van. Once you see it, open up and the driver will jump out. Since you are far enough away, you should be able to pick the driver off on this first pass.

- Turn slightly right and head toward the road going down. You should see the next van. Again, once in sight, open up and you should blow up the van. - Turn around and head back toward the park. The bicycle courier should be on the road in front of you or just making a right turn. Pick him off and head northeast. You should have over 3/4 of a tank of fuel left. -

You will see two targets in this direction. Veer slightly left and go down to take on the couriers riding on the Sanchez. You may want to land behind them and open up since the Sanchez driver will open up and leave you in the dust. This is also the most difficult since both riders will be firing on your plane.

-

After the Sanchez, go for the final van and open up at extreme range. The driver may or may not bail out. If they do bail out, make another quick pass (if needed) to take him out. You should have a little over a 1/4 tank left.

- Gain altitude quickly and get back to Zero's. The more you weave in and out of buildings, the more fuel you waste so fly over the buildings for the most direct route. - Once you get to the rooftop, fly through the pink marker to end the mission. /======================================\ | 13.3.2.3 New Model Army: Mission 3 |--------------------------------------\======================================/ Reward(s) Unlockable

: :

$7,000 Zero's is now a true asset property

It is now time for Zero to invade Berkley's lands. He will achieve this by using some RC Bandit cars. Your job is to support these cars by removing obstacles in their path. You have eight minutes to achieve all objectives. Make sure you keep track of which Bandit Zero is moving. It will be indicated by a blue marker. -

When the mission starts, go over to the barrel. the barrel. Then move it out of the way.

Use the magnet to snatch

-

Berkley comes out with his own helo. Move the barrel that Berkley's helo drops, then go over and take out his helo with a bomb for good measure.

-

This next part involves doing some air interdiction.

Before you allow Zero

to cross the gap, you must neutralize the three tanks that lie in wait on the other side. Basically this will involved going on bombing runs. Destroy a tank, get another bomb, destroy the next tank, etc. -

Once Berkley's armor has been eliminated, go back to base to collect the bridge (plank) and put it over the gap so Zero can move again. Go back to get some more bridging material to span the final gap. Clear all obstacles to allow Zero's Bandit access to Berkley's base. Let the fireworks begin.

+--------------------------+ | 13.3.3 Grand Theft Auto |--------------------------------------------------+--------------------------+ Money Generated:

$8,000

You can start these missions once you acquire the Wang Cars business for a cool $50,000. These missions are accessible from CJ's garage in Doherty. The neat thing about these missions is that every car you steal becomes available in the showroom. /==================================\ | 13.3.3.1 Zeroing In: Mission 1 |------------------------------------------\==================================/ Reward(s) Unlockable

: :

Respect and $5,000 Mod shop Wheel Arch Angels in Ocean Flats

Zero has been tinkering around in his shop. It seems that he has invented a device that uses an individuals cellular phone as a homing beacon. This becomes very handy when trying to track down especially nice cars for "acquisition". The target, marked with a red marker, likes to chat on her cellular phone so it's time to relieve her of her car. - First of all, you want to bring the car back in pretty good condition. This means don't go crazy ramming it and certainly don't shoot it up. -

As you track her on the map, the signal starts out red. As the signal fades, it turns yellow, then gray. This means her trail is getting cold. You need to pass through these signal "points" before they grow cold or you fail the mission.

-

Once you have a visual on her car, speed up and use the P.I.T. technique to spin her around. If done right, she will bail out of her car and run away. Immediately hop out of your car and into hers. Drive it to your garage to complete the mission.

/==================================\ | 13.3.3.2 Test Drive: Mission 2 |------------------------------------------\==================================/ Reward(s)

:

Respect and $5,000

This mission is actually in two parts. The first part involves driving Cesar to a showroom. When you all get there, you both hop into cars to test drive them...right through the plate glass window and onto the street. The second part of this mission basically involves following Cesar through the city. Don't lose him and use the nitro when required. The mission ends back at the garage. /==========================================\ | 13.3.3.3 Customs Fast Track: Mission 3 |----------------------------------\==========================================/ Reward(s) Unlockable

: :

Respect and a possible $10,000 The Export/Import business is opened

It seems that a request a customer has in for a car coincides with a shipment of cars coming in on one of the freighters. So CJ and Cesar decide to head to the docks to "borrow" this car. -

Go to the yellow marker on the map which will lead you to the docks in Easter Basin. Cesar explains to CJ that CJ will use the crane to lower the vehicles to the dock while Cesar cracks open the containers to see if it's the car they need.

-

Once you get to the docks, move CJ over to the crane to start working. It will always be the third container that has the needed car. Don't drop the container from too great of a height or the car will be destroyed and the mission will end in failure.

-

After Cesar gets the right car, some tough guys decide to break up the party. A CESAR health bar appears. That's right, you guessed it, protect Cesar or fail the mission. Eliminate these goons and another carload arrives.

-

As soon as you take care of this carload, two waves of foot soldiers appear to convince you that car theft isn't very nice. Clean their clocks then go back to your garage to finish the mission.

/=======================================\ | 13.3.3.4 Puncture Wounds: Mission 4 |-------------------------------------\=======================================/ Reward(s) Unlockable

: :

$5,000 Wang Cars is now a true asset property

Cesar walks into the garage in an extremely bad mood. It seems that another car on the wishlist has been eluding him. Cesar wants to just blow the car up but CJ seems to have a better idea. He gets a car modded with a Stinger, a spike strip that can be laid across the road. - Hop into your "Stinger" and head toward the red marker. This is the car you want to acquire. You cannot bump into it, run it off the road, or anything else that causes damage or you will fail the mission.

-

Follow behind the target car. If you follow close enough, you can cut across the grass before the bridge to get in front of the car. Deploy the stinger, when you are on the bridge, for a quick pick up. If you miss, look for long, straight stretches of road to do this. You only have three stingers so use them wisely. - Once you have popped the tires, get out of the car. A quick cut scene shows CJ putting on new tires. Drive the car back to your garage in Doherty to finish the requirements for this property. +-------------------------+ | 13.3.4 Vank Hoff Hotel |---------------------------------------------------+-------------------------+ Money Generated:

$2,000

This hotel is located in the Financial District and you get to do the Valet missions after completing the C.R.A.S.H. Path 555 We Tip: Mission 2. Before you start this mission, make sure you change into your Valet uniform. Then step into the pink marker in front of the hotel to start parking cars. The Parking Missions are divided into five levels. Level Level Level Level Level

1: 2: 3: 4: 5:

Park Park Park Park Park

The levels are:

three cars in two minutes. four cars in two minutes. five cars in two minutes. six cars in two minutes. seven cars in two minutes.

The following guidelines are for parking cars: -

You start with a possible 45 damage points in a car. If you scratch, damage, or ding up said car, you lose points. These points translate into bonus seconds when you successfully park said car.

-

You get anywhere from 0 to 15 seconds extra for how well you park the car in the space. The more lined up, the more points.

-

Killing or beating up your competition yields a 20 second penalty. In addition, your wanted level may go up making this an even more challenging mission then it has to be.

General strategies for car parking 101: -

First, go to the opposite side of the drive that the other Valets are on. There is no need to let them horn in on your action. Wait for cars that have a blue marker above them. When they pull in, camp out by their door and constantly press the TRIANGLE button until you enter the car.

-

The sidewalk is directly in front of you is wide enough to drive a car across. Traffic is usually light on this road. Once you clear the sidewalk, spin 180 degrees and enter the parking garage and park in the pink marker.

-

Once next slow cannot yank -

you have parked, sprint back up to your starting position to await the car. There is no need to assault the other Valets since they are very and inefficient. If one does happen to get a car before CJ, you them out.

Just wait for the next car.

You should be able to get through the levels with little trouble since the other Valets aren't as enthusiastic as CJ.

_______________ / 13.4 Desert /_______________________________________________________________ --------------There are two asset properties in the desert you can obtain. +-------------------------+ | 13.4.1 Verdant Meadows |---------------------------------------------------+-------------------------+ Money Generated:

$10,000

See Chapter 10.2 for the missions. +----------------+ | 13.4.2 Quarry |------------------------------------------------------------+----------------+ Money Generated:

$2,000

You get to use the big trucks in these missions; namely the bulldozer and dump truck. These are very heavy vehicles and can take a lot of punishment. Many of the missions will involve either moving objects out of the way, carrying objects to other destinations, or a combination of both. All missions are timed so you must be quick to finish them. Mission 1:

All you have to do is move seven rocks off the path in 3:30. get $500 for completion.

You

Mission 2:

Push four explosive barrels into the pink markers in 1:30. Make sure after you push the barrels into the markers, to back up quickly to avoid the explosion. You get $1,000 for a job well done.

Mission 3:

Seems that the perpetrators who planted the bombs have stolen a Dumper. Grab the available Dumper and give chase. When you get next to them, watch their DAMAGE meter as you let loose with a barrage of lead. Once their damage meter is zeroed out, you complete the mission and get $2,000.

Mission 4:

The boss wants to eliminate all evidence of the terrorists from Mission 3. Their bodies have been loaded into a dumper and you have four minutes to dispose of the bodies before the cops arrive. Take the Sanchez to where the Dumper is and carefully navigate the

Dumper around to the bottom of the quarry. If a body falls out, you fail the mission. Back up to the fire at the bottom of the quarry to roast the bodies and finish the mission $3,000 richer. ___________________________________________________________________ Da Hui writes: Before you start, go get the jetpack. Then drop the jet pack before you start the mission a few feet away from the pink marker. Now enter the mission and use the jetpack to fly to the other side of the quarry. It really is a lot faster and it does save you a lot of time so your not rushing at the end. ___________________________________________________________________ Mission 5: Meadows.

make pink

You get to haul some explosives to the airstrip at Verdant Get into the Dumper and head out. You have three minutes to make it to the airstrip plus the explosives are very sensitive to vibration so that means no accidents or rough roads. When you it to the airfield, make sure you dump the explosives into the marker or you will fail the mission. collect your $5,000.

Get back to the quarry to

Mission 6:

Apparently some Dumper has dropped a bunch of explosive barrels on the railroad track. To make matters worse, you only have three minutes to clean up the mess. Get the bulldozer and head down the tracks. When you get to the barrels, just start pushing them out of the way. Pick up any stray barrels that are close to the track to collect $7,500.

Mission 7:

The hardest quarry mission since it has a few parts to it. you only have eight minutes to complete this mission.

Plus,

-

Get the Sanchez and drive straight to the bottom of the quarry. You will probably get a couple of insane bonuses doing so. Once at the bottom, jump into the bulldozer.

-

You will need to bulldoze the cop's body and his motorcycle into the pink marker. Once that is accomplished, get on the Sanchez and head up to the crane.

-

Get into the crane and grab the cop's body and motorcycle and place them into the waiting Dumper. Once you have done this, jump into the Dumper and carefully go up the hill. If either thing falls out, you fail.

-

Once you go past the pink marker at the office, go across the road toward the water. When you are close, turn around and back up to the cliff. Make sure you don't go over the edge. Raise the Dumper's bed to jettison the cop's body and motorcycle into the water. Mission passed and a reward of $10,000.

_____________________ / 13.5 Las Venturas /_________________________________________________________ --------------------There is only one asset property to obtain in Las Venturas. +---------------------+ | 13.5.1 Burger Shot |-------------------------------------------------------+---------------------+ Money Generated:

$2,000

Located in Redsands East. You will be required to do four courier missions on a Faggio. Each mission has a certain amount of packages and time to do them in. Delivery Delivery Delivery Delivery

1: 2: 3: 4:

You You You You

get get get get

three minutes to deliver three packages. five minutes to deliver four packages. five minutes to deliver five packages. eight minutes to deliver six packages.

- You will usually get extra packages beyond what you are expected to deliver. Make sure you don't waste them since you get $200 per unused package. -

Use your map to plan the best route. You don't get extra time for making a delivery so figure out the best routes using shortcuts.

-

Try to use as little time as possible since you also get money for any unused time.

- As the deliveries go up in difficulty, so do the distances involved. Try to plan so that you end up picking everything up in a kind of circle so you don't have to backtrack and waste time. +=================+ | 14. CHALLENGES | ============================================================ +=================+ There are certain challenges the player must perform in order to pass these missions. These challenges are more of a player's skill then anything else so a high skill level for the vehicle is definitely advantageous. ______________________ / 14.1 BMX Challenge /________________________________________________________ ---------------------Prerequisite: Location :

Cycling Skill of at least 20% One block west of the hospital in Jefferson

This is a timed event where you must make contact with the 19 pink globes

spread out around the course. It is recommended that you have a skill level of 80-100% due to the fact this will allow very high "Bunny Hops". This will enable you to get most of the globes. You start with ten seconds on the clock and you gain an additional ten seconds for every globe you get. The challenge ends when you run out of time or you are off your bike for more then 20 seconds. __________________________ / 14.2 Chiliad Challenge /____________________________________________________ -------------------------Prerequisite: Location :

Cycling Skill of at least 40% On top of Mount Chiliad between 0700 and 1800

The Chiliad Challenge actually consists of three different races. They all start from the same starting point but they all take different directions down the mountain. One nice thing about these challenges is that if you fall off the mountain, you will be put back at the position you were at before you fell off. This can be very advantageous at the beginning of the race but may hurt at the end. The races are: +------------------------------------+ | 14.2.1 Scotch Bonnet Yellow Route |----------------------------------------+------------------------------------+ You will bike against five other cyclists. Just be patient and use your R1 brake to powerslide into the corners. Also, you will be able to cut some corners by going down the hillside, just watch out for the cliff on the other side. +--------------------------------------+ | 14.2.2 Birdseye Winder Yellow Route |--------------------------------------+--------------------------------------+ You again bike against five other cyclists. Use the same strategy as above. This race will put you through a few more hairpin curves so make sure you slow down. As long as you have the other cyclists in your sights, you should be able to make up for lost time on the straightaways. +-------------------+ | 14.2.3 Cobra Run |---------------------------------------------------------+-------------------+ You are only against three cyclists but they are pros on this run. Parts of the path involve riding on an elevated boardwalk. Don't worry if the other riders get ahead of you. Even if you fall off, there are dips in the boardwalk

to get back on. Save your speed for the massive jump that you have to make and the open country. __________________________ / 14.3 NRG 500 Challenge /____________________________________________________ -------------------------Prerequisite: Location : yellow

Unlock San Fierro Due east of CJ's garage by the Import/Export ship and big crane

Although there is no prerequisite for motorcycle skill, I would recommend at least 80-100% due to some of the insane jumps you will have to perform. You will have to pass through 19 pink globes in order to complete this challenge and yes, it is timed. You start with ten seconds and gain an additional ten seconds for each globe you pass through. Use the globe's shadows to gauge where you want to go airborne because half of the globes involve some degree of "grabbing air". Be mindful of the one globe next to the opening of the building. If you jump too far, you will end up in the water and fail the challenge. Running out of time or being off your bike for more the 25 seconds also results in failure. ___________________________ / 14.4 Lowrider Challenge /___________________________________________________ --------------------------Prerequisite: 1 Location :

Complete Cesar Vialpando Path High Stakes, Low-Rider:

Mission

Unity Station Los Santos

This is the exact same challenge as you encountered in Sweet Path Cesar Vialpando: Mission 7. Only this time you will need to do it for 100% completion. +================================+ | 15 COMPLETION/ACTION TASKINGS | ============================================= +================================+ This part of the game will take you the longest time. You will be basically exploring San Andreas from top to bottom to either complete specific taskings or performing some kind of action (in this case, painting). There is no real good or bad time to start on these but I recommend that once you start, you complete a tasking before doing the next one so you don't get yourself confused on where you are at. The exception to this rule would be the collecting of Oysters since they are all over the countryside.

You earn rewards for completing a specific tasking (in addition to it adding to your 100% completion percentage). Most of the taskings aren't too hard, it just involves a lot of traveling and going to some pretty remote areas to complete them. Below I explain how I did the taskings and the best way to get from point A to point B. Again, these are just suggestions but I tried to do this in the most logical way possible to avoid too much confusion. I will put these taskings down in a "Checklist-type" format so that you can check-off what you have done. Tasks are broken down into subareas to make it easier to find things and to also get yourself back on track in the event you get lost. Have fun running around San Andreas. ________________________ / 15.1 Los Santos Tags /______________________________________________________ -----------------------Reward : Reward Location:

AK-47, Sawn-off Shotgun, Molotov Cocktail, and a Tec-9 Inside CJ's house on Grove Street, Los Santos

You must successfully spray your Grove Street colors over 100 tags spread throughout Los Santos. A word of warning. Make sure you hear the BEEP before you go to the next tag. Even if the tag looks painted over, it doesn't count until you hear the beep. It can be frustrating to know you did spray 100 tags but only 97 of them counted. I tried to do this in a logical progression. I started for the extreme northeast corner of Los Santos (in Los Colinas) and worked my way west. Once at the end, I then worked my way east. I continued to do this sweeping motion until I finished all of the tags. There may be some deviation, but for the most part, this pattern holds. There are three tags that you will spray outside of their respective areas. They are ones for Market, Verdant Bluffs, and the Marina. The Market one is picked up in the Commerce directions while the Verdant Bluffs and Marina is picked up in the Verona instructions. The numbers will reflect this as well. An X in the box means you already got that tag during Sweet Path Tagging Up Turf: Mission 1. I recommend using a motorcycle or bicycle to get from place to place. Not only will this increase your skill in your chosen vehicle, it will also allow you to travel through some narrow alleyways. Also, these lists are presented in a linear format. If you get lost, go back to the last known area and start from there. The way I have set it up will enable you to get 100 tags in one shot. +----------------------+ | 15.1. 1 Los Colinas |-------------------------------------------------------

+----------------------+ Tags to be sprayed: Total :

7 7

1. [ ] Follow the highway north paralleling the eastern shoreline. At the last road that comes in from the left, there is an apartment building. The tag is on the wall next to the door. 2. [ ] Turn left on the road and go up the hill. Take the first road left (south). Pass two yellow houses on the right. Climb the fence of the gray house and the tag is on the south wall of the second yellow house. 3. [ ] Turn around and head north again. At the intersection, make a left (west). Continue to go west until you see a brick drive on the right (north). Turn right (north) and follow the driveway to the end of the building; tag on north wall. 4. [ ] Go back to the main road and continue west until you get to the train tunnel featured in Ryder Path Catalyst: Mission 2. Tag on left wall. 5. [ ] Go back up to the top road that you got off of and continue west. Follow the road around. When the road curves to the left, look to your left (south) for a narrow brick alley. Tag is on left (east) wall. 6. [ ] Backtrack to where the road splits and turn onto the left (northern) split. Go down the winding, downhill road. Turn right (west) in the large gap between the house and the brick ramp. The tag is on the wall next to the brick ramp. 7. [ ] Before you reach the overpass, look to your left (south) for a narrow alley. Tag is on the left (east) wall. +----------------------------------+ | 15.1. 2 Mulholland Intersection |------------------------------------------+----------------------------------+ Tags to be sprayed: Total :

2 9

1. [ ] Continue west from Los Colinas #7. Before you go under the main highway, take the right exit. Then look to the right after this exit to a concrete riser. Tag is on west face. 2. [ ] Go to the parking lot under the Muhlholland Intersection (where you did the Los Santos Conclusion Path Green Sabre: Mission 2). Go to the east wall, by the dumpsters, to find the tag. +-----------------+ | 15.1. 3 Temple |------------------------------------------------------------

+-----------------+ Tags to be sprayed: Total :

1 10

1. [ ] Get back on the road you were on before you took the exit for Muholland Intersection #1. When you get into Temple, look for a XXX Sex Shop on your right (north). Take the next road to the left (south). The tag is on a yellow building to the right. +-------------------+ | 15.1. 4 Vinewood |---------------------------------------------------------+-------------------+ Tags to be sprayed: Total :

1 11

1. [ ] Back on the main road, continue down until you see the "Strain Hard" billboard. Make a left on the road opposite and the tag is on a building facing the road. +----------------+ | 15.1. 5 Rodeo |------------------------------------------------------------+----------------+ Tags to be sprayed: Total :

2 13

1. [ ] Once again, back on the main road. Follow it around until you see a tunnel to your right. After that, you will see a "Vinyl Countdown" store. Go to the north wall for the tag. 2. [ ] Take the road opposite the tunnel south. After you cross over the second road, look to your right (west) for a "Ranch" billboard about midblock. The tag is underneath. +-----------------+ | 15.1. 6 Marina |-----------------------------------------------------------+-----------------+ Tags to be sprayed: Total :

1 14

1. [ ] Look due east of Rodeo #2 and cross the road and go through the alley. Go into the parking lot and turn right (south). Go down the stairs to the pier with the hovercraft. The tag is on the south wall. +-----------------+ | 15.1. 7 Market |-----------------------------------------------------------+-----------------+

Tags to be sprayed: Total :

3 17

1. [ ] Go right (east) from parking lot of Marina #1. Go to the second street and make a right (south). Go to the building on the left corner and go around to A/C units. Climb them or jack a car to get up to the roof. Tag on east wall. 2. [ ] Go through alley north and make a right (east) on road. Take the first road left (north). Go to the first road and look right to the stairs leading up to a ledge on this building. Follow the ledge around to see tag on west wall. 3. [ ] Get back on the road going north (where the stairs were). Go to the next street (after street ledge of building from #2 is facing) and turn right (east). Go to next block and look right to see a building. Go to east side of building where tag is at the foundation. +------------------------------+ | 15.1. 8 Downtown Los Santos |----------------------------------------------+------------------------------+ Tags to be sprayed: Total :

3 20

1. [ ] Go north then east on this road. Continue down the road until it does a slight curve right, then left (by a Zip store) to an offset intersection. Go past this intersection and look right. At the building opening, turn right (south). Tag is on south wall. 2. [ ] Get back on road you turned off in #1 and continue east. At the next intersection (after going under the freeway), turn right (south). Go to the second building on the right and look at the first pillar, north face for the tag. 3. [ ] From #2, turn and look at the intersection south of your location. Now look at the corner southeast of where you are at and head toward it. Veer left and you will go up a set of stairs and through a food court. The tag is at the front of this area. +--------------------+ | 15.1. 9 Glen Park |--------------------------------------------------------+--------------------+ Tags to be sprayed: Total :

4 24

1. [ ] Continue east through the food court from Downtown Los Santos #3 until you get to the road. Turn left (north) on this road and follow it. Turn right

at the intersection at the end and follow the road north. Before you reach the right curve, go down the pathway and go to the second courtyard on the left (north). 2. [ ] Head back out of #1 the way you entered and turn left (south) on the road. Go down one block and make a left into Glen Park. Go under the bridge where the tag is on the left side as you face east. 3. [ ] Turn around to face west and go back to the road and turn left (south). At the next road, turn left (east). When you get to the traffic light, turn right (south) into the narrow alley. Tag is on west wall. 4. [ ] Follow this alley south to the next road. The bike park is in front of you. Turn right (west) on this road and turn left (south) into the bike park. Tag is on northeast part of wooden fence. +--------------------+ | 15.1.10 Jefferson |--------------------------------------------------------+--------------------+ Tags to be sprayed: Total :

6 30

1. [ ] Exit the bike park through the same entrance you used in Glen Park #4 and make a right (east) turn. Go to the next road and turn left (north). After you pass two roads on your right, look to the right for a diamond store. Take the alley right after the store and look at the north wall for a tag. 2. [ ] Turn around out of the alley and turn left (south). After you pass a road to your left, look left for an alleyway. Turn left (east) down this alleyway. About 2/3 down this alley, look to the left for a tag. 3. [ ] Turn around in alley and backtrack to road you entered alley from. Make a left (south) turn and follow the road to the hospital. Climb over the small wall and you will find the tag on right corner of hospital. 4. [ ] Go back to the road you have been on and continue south. Before you reach the overpass, look left for a pathway heading north. Take this pathway until you get to another path to the left. Turn left (north) between two rows of houses. Look to the right (east) for the first house. Tag is in carport. 5. [ ] Continue to follow the path from #4 until you get to the road. Turn right (east) on this road and follow it to the next road. Look left for the church. Jump fence to spray tag. 6. [ ] Make a left at the road just to the east of the church and head north. When you get to the Jefferson Hotel, go to the south side to see some stairs going up on the outside wall. The tag is under these stairs. +--------------------------+ | 15.1.11 East Los Santos |--------------------------------------------------+--------------------------+

Tags to be sprayed: Total :

11 41

1. [ ] Go north on the road from Jefferson #6 until you get to the next road. Turn right (east) and go over the railroad tracks. Take the road right after going over the tracks right (south). Look to your left to find the entrance to an underground parking garage. Enter and the tag is on the east wall. 2. [ ] Exit the garage at the opposite side you entered from and make a right (south) turn. After you pass the next street, you will see an "El Gran Burrito" on the corner. After you pass this store, look for an alley to your right (west) and to the left of the Liquor Store. 3. [X] Turn 180 degrees and go back to road you entered alley from and make a right (south) turn. At the "T" intersection, turn right (west) and take the next road left (south). Turn down alley after the Tiki Theater and the tag is on the backside of the second building. 4. [X] Go back the way you came and make a left (south) turn onto the road. On the right corner of the orange building is a tag. 5. [X] Turn left (east) on road next to #4. On right side, tag is on second story of building. Use the dumpsters at back of building to climb up. 6. [ ] Continue to follow road north to end. Turn right (south) then immediately turn left (north) into the parking lot. Tag is on south wall of building behind fence. 7. [ ] Follow the building around until you get to the road. Turn right (east) and follow the road. After you get out of the left turn of the road, look left for a car wash. Enter the car wash and turn left into the yellow tunnel before you go into the car wash. Tag is on east wall. 8. [ ] Go back to road you entered the car wash from Follow this road and about halfway up, look left for an used for Big Smoke Path OG Loc: Mission 1). Turn left Make the next right (north) turn and look right for the 9.

[ ]

and turn left (north). alley (the same alley (west) into the alley. tag.

Look left for the other tag in this alley.

10. [ ] Go back to the road you entered this alley from and turn left (north). When you reach the next street, look right (east) at the building for another tag. 11. [ ] Go to the end of the road to the concrete barrier and look across to some brown steps. Tag is on the south wall. Climb down and back to where you started. +---------------------+ | 15.1.12 Los Flores |-------------------------------------------------------+---------------------+ Tags to be sprayed:

2

Total

:

43

1. [ ] Turn right (east) at the "T" intersection from East Los Santos #11. Follow road until you see a billboard on your left. Look right to some apartments for this tag. 2. [ ] Follow this road and look for a path downhill to your right. Turn right (south) down this path. Get onto road going south (just slightly right of path) and follow it to an alley on the right side. Turn right (west) into this alley. At opening to left, turn left (south) to end. Do a 180 degree and you will see the tag on south face of building. +---------------------+ | 15.1.13 East Beach |-------------------------------------------------------+---------------------+ Tags to be sprayed: Total :

8 51

1. [ ] Go back to where you entered the alley at Los Flores #2 and turn right (south). Make a left (east) onto the "S" shaped road. Tag is on the right side in the middle of the "S". 2. [ ] Follow the "S" shaped road to the end and to the end of this next road and make a left (east). first road on your left and turn left (north) onto the pedestrian overpass into the parking lot. The tag

make a right (south).

Go

Follow this road to the it. Turn left (west) at is on the southwest wall.

3. [ ] Exit the park and make a left (north) turn. Go to the next road and turn left (west). Immediately look right for the parking garage. Enter it and tag is on right entrance wall. 4. [ ] Exit parking garage and make a left (east) turn. At next road make another left (north) turn and turn left (west) on the next road that starts out going west but curves north. Go straight (west) up concrete walkway and follow around to alleyway. Follow alleyway to the next road west of where you were at. Exit alley and do a 180 degree turn to see tag. 5. [ ] Backtrack through alley to road that curves north and turn left (north) on it. Follow road around to the next intersection and make a right (north) turn. Before you reach the bridge, look right (east) for a brick path. Follow it around to the front of a building. Tag is by body armor. 6. [ ] Head to Colonel Fuhrburger's apartment (remember from Ryder Path Home Invasion: Mission 1). From your current location, turn 180 degrees and go down the road west. Follow the road until you get to the end. Make two rights (turning you in an east direction) and follow this road east. At the end of this road, turn right (south) and follow it until you can gain access to the

road just west of the road you're on. Go north on this road until you reach the Colonel's apartment. The tag is on the building across from his. 7. [ ] Turn right (south) out of the apartments and look for a house with a low roof on the right. Get on that roof and follow it to another roof. Once you jump down to the lower roof, turn around to get the tag. 8.

[ ]

Go to the Los Santos Forum.

Tag is on south wall.

+-----------------+ | 15.1.14 Ganton |-----------------------------------------------------------+-----------------+ Tags to be sprayed: Total : 1. [ ] around.

2 53

Go west from CJ's house. After you go under the underpass, turn Tag is on the western face of the southern concrete riser.

2. [X] Continue on this road west until you get to the Ten the right. There is an alley on the left formed by a wooden and a chain link fence on the right. Turn left (south) into turn right (west) at the next path. Tag is on back of green

Green Bottles on fence on the left this alley then building.

+-------------------+ | 15.1.15 Idlewood |---------------------------------------------------------+-------------------+ Tags to be sprayed: Total :

10 63

1. [X] Get back on road from Ganton #2 and go under the next overpass. Turn around and tag is on the western face of the southern concrete riser. 2.

[X]

Turn around from #1 and the tag is on the side of a house.

3. [ ] Go on road directly west of overpass (at four-way intersection, turn right (north) as you are facing west). Make a left (west) into the gap between the second and third buildings. Go into the courtyard of the second building. Tag is on east wall. 4. [X] Backtrack to main road and make a right (west) turn. (south) for a brick lined alley. Tag is on the east wall.

Look left

5. [ ] Go back to the main road turn left (west). Follow this road until you see the curve left. To your right is an apartment complex. Go into the complex and go to the second building on your left. The tag is on the north wall of this building. 6. [ ] Exit the apartment complex where you entered. Turn right (west) and you will see a concrete path to your right. Follow this short path to a road that curves west. Follow this road until the next intersection, then make a left (south). Follow this road south until the hedges disappear on the left

(east) side of the building. Go behind the hedges to find the tag. building is also the dance club in Los Santos.

This

7. [ ] Continue to follow the road south until you get to the overpass over the concrete drainage ditch. Before you cross over, go to your left and look down. The tag is on the concrete divider supporting the bridge. 8. [ ] Turn around on the road and head north. Take a right (east) turn at the first road. Look right for the car wash. You will need to climb to the roof of this building and the tag is on the back of the sign. 9. [ ] Continue to go east along this road. Make a right (south) turn on the next road over. Make another right (west) turn on the road opposite the Cluckin' Bell. Look right and the tag is in the window after the short concrete steps. 10. [ ] Turn around and go back east on this road. At the "T" intersection (Cluckin' Bell is across from you), turn left (north). At the next intersection, turn right (east) and go to the left curve. Turn right into the hotel parking lot. The tag is on the south wall of the building to your right. +------------------------+ | 15.1.16 Little Mexico |----------------------------------------------------+------------------------+ Tags to be sprayed: Total :

3 66

1. [ ] Turn left (west) from the hotel parking lot and go to the end of the road. Make a right (north) turn at this road and a left (west) turn on the next road. The first building on the right has a tag on the west wall (area where Los Santos Race Tournaments are). 2. [ ] Get back on the road west of the club and head north up it. Go to the next road and turn left (west). Tag is on north wall of first building to left. 3. [ ] Continue west on this road until you get to the second road on your left. Turn left (south) and go to the next intersection. Look left and the tag is on the north wall of the building. +--------------------------+ | 15.1.17 Pershing Square |--------------------------------------------------+--------------------------+ Tags to be sprayed: Total :

1 67

1. [ ] Make a right (west) turn at the intersection from Little Mexico #3 and go under the overpass of the freeway. When you get to the police station on the right, look right and the tag is on the south wall.

+-------------------+ | 15.1.18 Commerce |---------------------------------------------------------+-------------------+ Tags to be sprayed: Total :

3 70

1. [ ] Turn 180 degrees from tag at Pershing Square #1 and you will be facing City Hall. Go west along the road in front of City Hall. To the right of the columned entrance you will see a tag on the north wall. 2. [ ] Continue west to the corner. You will see a building on the right called "Legal". Tag is on the south wall (facing Roboi's Food Mart). 3. [ ] At the next street after the tag on #2, make a right (north). You will enter Market again after you cross the first intersection. After crossing this intersection, look left for the buildings with the sunken entrances (stairs leading down are around them). Go to the second building and look on the north wall for the tag. +-----------------------+ | 15.1.19 Verona Beach |-----------------------------------------------------+-----------------------+ Tags to be sprayed: Total :

4 74

1. [ ] Get back on the divided highway you were on to get to Commerce #3 and go south. Go past the first intersection and make a right (west) turn at the second one (across from the Legal building). Go to the first building on the right and head up the stairs. Turn right and follow the balcony around. Tag is on south wall. 2. [ ] Go back on road south of the building in #1 and make a left (east) turn. At the intersection, make a right (south) turn. At the "T" intersection, turn left (east) and go to the next road on the right. Turn right (south) and go up the winding, uphill road to the Observatory in Verdant Bluffs. Once at the Observatory, use the stairs on the left to get on the roof. The tag is on the north tower. 3. [ ] Go back down the winding road. At the intersection, make a left (west) and go to the end of the road. At that intersection, look left to see building on the corner. The tag is on the west wall. 4. [ ] Head straight (west) up the road from #3 onto the divided highway. When you get to the path that leads to the Verona Beach Pier on the left, look to the building to the right of that path for the tag. This will be in Marina. +----------------------------+ | 15.1.20 Santa Maria Beach |------------------------------------------------+----------------------------+

Tags to be sprayed: Total :

2 76

1. [ ] Go to the Santa Maria Pier and go all the way to the end. Go to the east side of the left building and go up the stairs to find the tag. 2. [ ] Head north back up the pier and take the stairs down that are to the right of the beginning of the pier to head onto the short road that curves south of the divided highway. Turn right (east) on this short road and follow it around. When the road curves north, go straight and you will have a brick wall to your left. The tag is about a third of the way down. +--------------------+ | 15.1.21 El Corona |--------------------------------------------------------+--------------------+ Tags to be sprayed: Total :

6 82

1. [ ] Backtrack all the way to when you did the Idlewood drainage ditch tag (Tag #7 for Idlewood) and make sure you are facing south on the road to El Corona. From this point, go south over the bridge spanning the drainage ditch. Look for a liquor store on the left side of the road (to the right of 8-Ball's). The tag is on the south wall next to the fence. 2. [ ] Get back on the road and continue to follow it south. The road will curve left (east) so continue to follow it (you will be running parallel to the railroad tracks). Turn right (south) through the opening in the fence to cross said railroad tracks then look to your left for an opening between another fence and a wall. Turn right (west) through this opening and go to the second building on your left. The tag is above an awning on the west side of the building. 3. [ ] Backtrack to where you entered #2 and turn right (east) on the road. At the next intersection, turn right (south). Go to first intersection and look right. You will see a bar with the tag on the east wall. 4. [ ] Continue south on this road to the next intersection. "Nude XXX Shop" to your right. The tag is on the south wall.

You will see a

5. [ ] Turn right (east) at this intersection and head east. Go past the first road (leads to your El Corona Safe house) and you will see a green fence on your right. The tag is about a third of the way down. 6. [ ] Go back to the road you just passed and make a left (north) turn. Turn left (east) at the first road. Tag is on the east wall of the first house on the right. +-------------------------------------------+ | 15.1.22 Los Santos International Airport |---------------------------------+-------------------------------------------+

Tags to be sprayed: Total : 1.

[ ]

2 84

Go to the control tower and the tag is on the south wall.

2. [ ] Head toward the tunnel south of and underneath the airport. When you enter the western end of the tunnel, look up and the tag is on the west face of the concrete arch. +----------------------+ | 15.1.23 Ocean Docks |------------------------------------------------------+----------------------+ Tags to be sprayed: Total :

4 88

1. [ ] After you exit the tunnel from Los Santos International Airport #2, continue along the road. Take the first right (east) turn. Take another right (south) turn at the "T" intersection. Follow the road and after you make the left (east) curve, look left for some stairs going down to the docks. Go past two buildings on the right and turn right in the next alley. Turn left at the waters edge and look left for the tag on the container. 2. [ ] Go back to where you first entered the area at #1. Turn right (north) on the highway. Go to the second road on the left and look left. The tag is on the south wall of the big, blue building. 3. [ ] Continue to follow the main road through the Ocean Docks area until you reach the overpass. Turn left (north) and follow the concrete riser (to your right) until you can turn onto the overpass. You will see a pair of green girders. Look to the girder on the left for the tag on the western face. 4. [ ] Go back down to where you started for #3 and go under the overpass. Turn left on the next road (you will have to break through the fence). Make a right (east) turn onto the concrete path leading into the drainage ditch (the path is directly under the overpass). You will see a concrete wall in front of you. Go around it to find a tag on the east face. +----------------------+ | 15.1.24 Willowfield |------------------------------------------------------+----------------------+ Tags to be sprayed: Total :

6 94

1. [ ] From the concrete path leading into the drainage ditch from Ocean Docks #4, turn right (north). Take the first road left (west) and follow it to the end. Make a right (north) turn at the "T" intersection. At the first

road, turn left (west) and go across the railroad tracks. At the end of this road is a supermarket across the street. The tag is on the south wall facing the parking lot. 2. [ ] Get back on the road just east of the supermarket (the north-south road) and head north. You will get to a bridge over the concrete drainage ditch. Go left and get into the ditch. Turn left (west) and drive along the ditch. At the junction with another path of the ditch coming in diagonally from the left, turn onto that diagonal to head east and go through the long tunnel. Turn around at the end of the tunnel for the tag on the right concrete support. 3. [ ] Follow the ditch east (you will pass through another tunnel) until you see a concrete ramp on your right. Go up that ramp and turn left (south) onto the road. At the end of the road, turn left (east) and go back to where you started at #1. From that point, turn right (north) then turn left (west) on the next road. Go all the way to the end of the road. At the "T" intersection, turn left (south). At the next intersection, turn right (west) and go over the railroad tracks and follow the road around. After you pass the first intersection, look left for a tag on the east wall of the building. 4. [ ] Turn around from #3 and follow the road around. When you get to the overpass, get off to the road below (you will be by the concrete path leading into the drainage ditch) and turn left (north). When you get to the first road on the right, there is a ".98" store. The tag is on the south wall. 5. [ ] Continue north on the road and turn right (east) on the next road. About a quarter of the way down, you will see a shopping plaza. The tag is on the north wall facing the street. 6. [ ] Turn around on this road and go back west. At the end of the road is a Cluckin' Hen. The tag is on the south wall (by the drive-thru window). +---------------------------+ | 15.1.25 Playa de Seville |-------------------------------------------------+---------------------------+ Tags to be sprayed: Total :

6 100

1. [ ] Head to the road that is to the immediate south of the Los Santos Forum. Follow this road east and cross the divided highway paralleling the beach. Once on the beach, head for the concrete seawall. The tag is on the east face. 2. [ ] Go back to the road south of the forum and look left. apartment has a tag on the north wall (facing the forum).

The first

3. [ ] Keep going west on this road until you get to the next road. Turn left (south) and go to the end of this road. There is a storage building in front of you. The east wall of the storage building (same one you deliver goods from Robbery Missions) has a tag. 4.

[ ]

Turn right (west) and go to the end of the road.

Look to your right

and there will be a tag on the west wall in front of the generators. 5. [ ] At the last "T" intersection from #4, turn left (south) and follow the road to the end. Look right for a tag on the wall (depending on approach, it may change the neighborhood to Ocean Docks). 6. [ ] Make a left (east) turn on this road and follow it around as it curves north. After you pass a road on the left, look for some apartments on the left. Look for a white drive-thru area in the apartments to the left. The tag is on the east wall in front of this drive-thru. _______________________________ / 15.2 San Fierro Photographs /_______________________________________________ ------------------------------Reward : Reward Location:

Micro-SMG, Grenades, Shotgun, and a Sniper Rifle A the garage in Doherty, San Fierro

Well, now you get to be a shutterbug and take pictures of the wonderful sites around San Fierro. Many of the pictures you will be taking will relate somehow to the missions you did in San Fierro. To take a picture, look through the lens and then look for the purple camera icon above the area to be photographed. You will get a confirmation that you have successfully taken the picture by the counter for pictures taken going up. Only the picture you take fivestar trouble but the rest may have to travel around for ships. Overall, it's just a nice

on the aircraft carrier will get you into major of the pictures will be pretty easy to take.

You

some and a couple involve you going out to the leisurely stroll through San Fierro.

I will start from the northwest corner of San Fierro and work from west to east, north to south as best as possible for consistency. Also, these lists are presented in a linear format. If you get lost, go back to the last known area and start from there. The way I have set it up will enable you to get 50 photographs in one journey. +----------------------+ | 15.2. 1 Gant Bridge |------------------------------------------------------+----------------------+ Photos: Total :

1 1

1. [ ] Go through the south toll booth and head for the first tower. for the upper cross-beam on the southside of the tower.

Aim

+-------------------------+ | 15.2. 2 San Fierro Bay |---------------------------------------------------+-------------------------+ Photos: Total :

1 2

1. [ ] Fly out to the ship used in Woozie Path The Da Nang Thang: Mission 5 and land on it. Take a picture of the bridge at the bow of the ship. +--------------------------------------+ | 15.2. 3 Easter Basin (Northern Part |--------------------------------------+--------------------------------------+ Photos: Total :

2 4

1. [ ] Get on the carrier in Easter Basin and take a picture of the east side of the bridge. You will get a five-star wanted level for this little trip. ______________________________________________________________________________ _ Sieryu's strategy: I found an easy alternate method for getting the aircraft carrier picture that wont get you the warning level. Go into the Airport and make your way out onto the tarmac. Go all the way to the end and stop by the big '69' on the end. If you look to your left (If your facing the direction you would if you were taking off) will be the aircraft carrier! From this distance, you may or may not see the icon, but I just took a snapshot of the bridge and it counted it. 2. [ ] Take a picture of the Xoomer sign at the station you met Toreno at in the Jizzy Path Outrider: Mission 4. +-------------------------+ | 15.2. 4 Esplande North |---------------------------------------------------+-------------------------+ Photos: Total :

3 7

1. [ ] Go to the westernmost pier and go north. conning tower of the USS Numnutz.

Take a picture of the

2. [ ] Take a picture of the Pier 69 sign featured in CJ Path Pier 69: Mission 7. 3. [ ] Go to the area between the large pier jutting northeast and the pier jutting east. You will see a large rock worth of a picture. This is the area from the Woozie Path Amphibious Assault: Mission 4.

+--------------------+ | 15.2. 5 Financial |--------------------------------------------------------+--------------------+ Photos: Total : 1. the the top

2 9

[ ] From the Pier 69 sign, go up the winding road across from it. Go to second street and turn left (east). Go to the middle of the sidewalk on right (south) part of the street. Face north and take the picture of the of the building across the street.

2. [ ] Continue east on the road from #1 then turn right (south) on the next street. Make left (east) turn on next road. The Vank Hoff Park Hotel will be to your left. Go across the street and face the hotel. Go up to take a picture of the top of the radio tower on the roof of the hotel. +-------------------------+ | 15.2. 6 Calton Heights |---------------------------------------------------+-------------------------+ Photos: Total :

2 11

1. [ ] From Financial #2, head back west on the road in front of the hotel. At the second intersection, make a right (north) turn. Make a left (west) turn onto the divided highway. Before you enter the eastern part of the tunnel, take a picture of the building overlooking the tunnel. 2. [ ] Go to the first road just east of the eastern entrance into the Calton Tunnel and go south on it. You will encounter (also on the map) a very twisty road going uphill. Take a picture from the bottom of this road looking west. +-------------------------+ | 15.2. 7 Juniper Hollow |---------------------------------------------------+-------------------------+ Photos: Total :

1 12

1. [ ] Head back to the eastern tunnel entrance and go through the Calton Tunnel. Turn left (south) on the first road as you exit the tunnel on the west side. The revolving burger for the Burger Shot makes a great picture. +-------------------+ | 15.2. 8 Paradiso |---------------------------------------------------------+-------------------+ Photos: Total :

1 13

1. [ ] Go to your Safe House and continue west on that road (in front of the house) to the next intersection. Turn left (south) and you will see a giant donut over the "Tuff Nut Donut". Snap the picture. +-----------------------+ | 15.2. 9 Juniper Hill |-----------------------------------------------------+-----------------------+ Photos: Total :

1 14

1. [ ] From Paradiso #1, continue south to the next road and turn left (east). Go past two streets on your left. After you pass the second street, look left (north) for a row of shops. Aim the camera up and northeast of the shops. +--------------------+ | 15.2.10 Chinatown |--------------------------------------------------------+--------------------+ Photos: Total :

2 16

1. [ ] Go to the Safe House and go west on that road until you get to the intersection. Turn around and take a picture of the entrance sign. 2. [ ] Head south on this road to the next intersection. Go across the street and turn around so you are facing the road coming into the "T" intersection and look right to take a picture of the apartment on the southeast corner. +-------------------+ | 15.2.11 Downtown |---------------------------------------------------------+-------------------+ Photos: Total :

4 20

1.

Head to the Burger Shot.

[ ]

It is the statue north one block.

2. [ ] Go south from the Burger Shot. After you pass the first intersection, go into the building on the second block. There is a spiral sculpture inside worthy of scrapbooking. 3. [ ] Go on the road just north of Burger Shot and follow it right (east) to the end. There is a building with a clocktower on it. 4. [ ] From the Cluckin Bell, go one block west. Take picture between the northeast gap in the buildings (as you are facing southwest). +------------------------+

| 15.2.12 Garver Bridge |----------------------------------------------------+------------------------+ Photos: Total :

2 22

1. [ ] When you enter the Garver Bridge from the San Fierro side, look at the first support. The bottom "X" brace is picture-worthy. 2.

[ ]

Go to the second support and take a picture of the top of this tower.

+----------------+ | 15.2.13 Kings |------------------------------------------------------------+----------------+ Photos: Total :

3 25

1. [ ] Go to the easternmost block of Kings and look for the real tall building. The picture is of the northeast face of this building. 2. [ ] Go to the next street west of #1. of the tower at the top of this building.

The picture is of the south face

3. [ ] From where you took the Chinatown #2 picture, look west and you will see a factory. Take a picture of the top of the smokestack. +-----------------+ | 15.2.14 Queens |-----------------------------------------------------------+-----------------+ Photos: Total :

4 29

1. [ ] Go to your Safe House in the hotel. the hotel. 2.

[ ]

Take a picture of the front of

Go around to the back of the hotel and snap another shot.

3. [ ] Southwest block (by Ocean Flats and Hashbury). At the corner and just left of the road that has a bell shape. It is a picture of the Queens Theater. 4.

[ ]

The Hippy Shopper.

+--------------------+ | 15.2.15 City Hall |--------------------------------------------------------+--------------------+ Photos:

2

Total :

31

1.

[ ]

The western building.

2.

[ ]

The back of the western building from #1.

Picture of the columns to the entrance.

+----------------------+ | 15.2.16 Ocean Flats |------------------------------------------------------+----------------------+ Photos: Total :

1 32

1. [ ] On the block southwest of the Hippy Shopper. building.

It is the top of the

+-------------------+ | 15.2.17 Hashbury |---------------------------------------------------------+-------------------+ Photos: Total :

2 34

1.

The park one block south of the Hippy Shopper.

[ ]

2. [ ] Go east on the road between the Hippy Shopper and the park. At the "T" intersection, go across the road and turn around to take a picture of the festival banner. +-----------------+ | 15.2.18 Garcia |-----------------------------------------------------------+-----------------+ Photos: Total :

2 36

1. [ ] Go to the block that the gym is on. It is the "Final Building Construction" sign on the northwest corner of the block. 2.

[ ]

Hot dog stand in the park two blocks north of the gym.

+------------------+ | 15.2.19 Doherty |----------------------------------------------------------+------------------+ Photos: Total :

2 38

1. [ ] Top of the north face of the crane next to CJ's garage at the construction site. 2. [ ] On road between Driving School and the Safe House go east. When you pass under the underpass, look left for some storage tanks (you may have to

circle the block west to get access to them). +----------------------------+ | 15.2.20 Cranberry Station |------------------------------------------------+----------------------------+ Photos: Total :

1 39

1.

Inside the structure that goes over the railroad tracks.

[ ]

+---------------------------------------+ | 15.2.21 Easter Basin (Southern Part) |-------------------------------------+---------------------------------------+ Photos: Total :

1 40

1. [ ] By the freighter you use for imports/exports. building that houses the NRG 500 for the NRG 500 challenge.

It is over the

+-----------------------------+ | 15.2.22 Easter Bay Airport |-----------------------------------------------+-----------------------------+ Photos: Total :

3 43

1.

The antenna on top of the control tower.

[ ]

2. [ ] The fuel tanks in the northeast corner of the airport (by the hangers and southeast of the control tower). 3.

[ ]

The airport sign at the entrance to the Easter Bay Airport.

+------------------------+ | 15.2.23 Foster Valley |----------------------------------------------------+------------------------+ Photos: Total :

3 46

1. [ ] From Easter Bay Airport #3, go south on the first road and go through the Easter Tunnel. Go past the Easter Bay Chemicals on your right and continue until you get to a bridge. Turn around to face the Easter Bay Chemicals for the picture. 2. [ ] Go back to the airport sign and go west on that road. After you go under the overpass, turn south through the grass. You will see a block with a building next to the freeway (on the left).

3. [ ] Go to the hill just west of the blue, cylindrical structures. Climb to the top of the hill and take the picture over the second structure from the left. +--------------------------+ | 15.2.24 Missionary Hill |--------------------------------------------------+--------------------------+ Photos: Total :

2 48

1. [ ] Get to the road just west of the first blue, cylindrical building in Foster Valley. Go up this winding road. Near the top, there is a road on the left. Turn left (west) and you will see a red and white radio transmitter. Take picture of southside of this transmitter. 2. [ ] Above the north part of the bridge connecting San Fierro to the Badlands. Face south to take picture. +------------------------------+ | 15.2.25 Avispa Country Club |----------------------------------------------+------------------------------+ Photos: Total :

2 50

1.

[ ]

Above the tennis courts across the road from the clubhouse.

2.

[ ]

Top of the tower above the clubhouse entrance.

________________________________ / 15.3 Las Venturas Horseshoes /______________________________________________ -------------------------------Reward : increases Reward Location:

M-4, MP-5, Combat Shotgun, Satchel Charge, and luck In front of the Four Dragons Casino (by save point)

This time, you get to cruise around the great city of Las Venturas. I would strongly recommend bringing the jetpack because there are horseshoes in some very out of the way places or at the top of some very high structures. I have set this up to go from east to west, north to south starting at the military base in the northeast corner until you get to the Strip. Then I do everything as above for the right side of the strip, then the left side of the strip. +------------------------------+ | 15.3. 1 KACC Military Fuels |----------------------------------------------+------------------------------+ Horseshoes: Total :

1 1

1. [X] In the northwest alcove after you exit the warehouse. have gotten this in the Robbery Path Up, Up and Away!: Mission 5.

You should

+-----------------------+ | 15.3. 2 Prickle Pine |-----------------------------------------------------+-----------------------+ Horseshoes: Total :

4 5

1.

[ ]

Go due west of Millie's house until you get to the tennis courts.

2.

[ ]

Head to the pool in the middle of the apartment complex west of #1.

3. [ ] Get up on the roof of the Yellow Bell Golf Course clubhouse. the western side.

Go to

4. [ ] From your Safe House in Prickle Pine, go north on that road. At "T" intersection, turn left (west) and follow the curve north. Right before you cross the railroad tracks, look at the entryway of the house on the left. +---------------------------------+ | 15.3. 3 Northwest Las Venturas |-------------------------------------------+---------------------------------+ Horseshoes: Total :

1 6

1. [ ] Go to the interchange almost due west of your Safe House in Prickle Pine. Head southeast on the freeway and you will see a "Welcome to Las Venturas" sign. It is underneath. +------------------------------+ | 15.3. 4 Pilson Intersection |----------------------------------------------+------------------------------+ Horseshoes: Total :

1 7

1. [ ] Go to the exit that connects the northbound lane and sweeps around northeast to northwest to connect to freeway where the welcome sign is. Look for a blue wall at the end of a restaurant. +------------------------+ | 15.3. 5 Redsands West |----------------------------------------------------+------------------------+ Horseshoes: Total :

2 9

1. [ ] Go due south of the country club and across the freeway. You will see a block with a road coming into the center of an east-west road. At the end of this east-west road, you will see a yard with stacks of metal containers. The horseshoe is on top of the northwesternmost container in this yard. 2. [ ] From the road just west of #1, go south on the north-south part until you get to the "T" intersection. Go left (east) on this road and look left to find the Steakhouse. It is on the roof. +------------------------+ | 15.3. 6 Redsands East |----------------------------------------------------+------------------------+ Horseshoes: Total :

5 14

1. [ ] From Redsands West #2, get back on road and head east. At the next road to your left, make a left (north) turn. Continue to the end of the road (there is another storage yard in front of you). Turn right (east) on this road. After you cross the freeway, look left for a low building with hedges around it. Go on the roof for your prize. 2. [ ] Keep going east on this road until you reach the intersection. Make a right (south) turn and you will head past a parking garage to your left. Look left after the parking garage and you will see a gate. Go over this gate and the horseshoe is just around the corner as you turn left. 3. [ ] Continue down the road south (one in front of parking garage) until you get to the next road on your right. Turn right (east) and go to the next intersection (you will pass a tattoo parlor on your left). Turn left (north) at this intersection. About a third of the way down, turn left (west) into the motel parking lot. Go to the third floor of the northern building. The horseshoe is on the southern balcony. 4. [ ] Go to the Las Venturas gym (two blocks north of #3). On the road immediately south of the gym, head east. On the left you will see a souvenir shop on the left. Go up to the roof. 5.

[ ]

Go north of #4 and you will see a concrete enclosed, triangular area.

+-----------------------+ | 15.3. 7 Emerald Isle |-----------------------------------------------------+-----------------------+ Horseshoes: Total : 1.

[ ]

3 17

Go to the very top of the Emerald Isle Hotel.

2. [ ] Directly north of the Emerald Isle Hotel is a garage complex. Go to the rightmost (easternmost) garage. It is on the east side of that garage.

3. [ ] Between the carwash and Xoomer station slightly northeast of the hotel. It is on the north side by a telephone pole. +-------------------------+ | 15.3. 8 Roca Escalante |---------------------------------------------------+-------------------------+ Horseshoes: Total :

2 19

1. [ ] Go east from the Emerald Isle Hotel to the railroad tracks. The "Rock Hotel" is just to the east of the tracks. The horseshoe is in the middle of the guitar-shaped pool. 2. [ ] Go back to the road just west of the railroad tracks and go south. Before the intersection, you will see the "Erotic Wedding Chapel". Horseshoe is on roof. +----------------+ | 15.3. 9 Creek |------------------------------------------------------------+----------------+ Horseshoes: Total : 1.

[ ]

1 20

It is at the southeast corner of the mall.

+-----------------------------+ | 15.3.10 Old Venturas Strip |-----------------------------------------------+-----------------------------+ Horseshoes: Total :

3 23

1. [ ] Go back to the Rock Hotel and then to the railroad tracks west of it. Follow the railroad tracks south into the tunnel. The horseshoe is about a third of the way down. 2. [ ] Head to your Safe House at the hotel on Old Venturas Strip. As you exit your Safe House, go into the road and turn around and look to the right for the CASINO sign. The horseshoe is in front of the "S". 3.

[ ]

On the ledge of the Zip store two blocks south of your Safe House.

+--------------------------+ | 15.3.11 Starfish Casino |--------------------------------------------------+--------------------------+ Horseshoes: Total :

2 25

1. [ ] Just east of the casino is a place called Venturas Steaks. horseshoe is on top of the drive-thru. 2. [ ] side.

The

In a small space between the Seven Store and the casino on the north

+------------------------------+ | 15.3.12 Julius Thruway East |----------------------------------------------+------------------------------+ Horseshoes: Total :

1 26

1. [ ] Go to the Well Stacked Pizza, located in the Starfish Casino district, just to the west of the Julius Thruway East. Go east from here and you will see a Victim billboard. Horseshoe is on top of billboard. +-------------------------+ | 15.3.13 Clown's Pocket |---------------------------------------------------+-------------------------+ Horseshoes: Total :

1 27

1. [ ] Go to your Safe House here. entrance to this resort.

The horseshoe is above the front

+------------------------+ | 15.3.14 Royale Casino |----------------------------------------------------+------------------------+ Horseshoes: Total :

1 28

1. [ ] Go into the parking garage. horseshoe is in the northwest corner.

Head up to the third level and the

+----------------------+ | 15.3.15 Camel's Toe |------------------------------------------------------+----------------------+ Horseshoes: Total : 1.

[ ]

2 30

On top of the big pyramid.

2. [ ] On the short, bridge-like archway just east of #1, surrounding the pyramid.

+---------------------+ | 15.3.15 Come-A-Lot |-------------------------------------------------------+---------------------+ Horseshoes: Total : 1.

[ ]

3 33

On top of the Come-A-Lot sign by the Strip.

2. [ ] Go on top of the tunnelway at the entrance of the casino. Go east on the roof until you hit some stairs. Go up this and another flight of stairs, then make a left. You will see a tower in front of you. Go up and into the tower for the horseshoe. 3. [ ] Go due east of the casino to the block that has six buildings on it. It is on a balcony, on the middle easternmost building. +-----------------------------+ | 15.3.16 South Los Venturas |-----------------------------------------------+-----------------------------+ Horseshoes: Total :

1 34

1. [ ] On top of the wedding chapel between Come-A-Lot and Rockshore West to the north of the freeway (almost due south of Come-A-Lot #3). +--------------------------+ | 15.3.17 Rockshore East |--------------------------------------------------+--------------------------+ Horseshoes: Total :

1 35

1. [ ] Go all the way to the southeast to the warehouse area (just to the east of the railroad tracks and the only place the road crosses the railroad tracks). It is located at the southern side of the southernmost warehouse. +-------------------------+ | 15.3.18 Rockshore West |---------------------------------------------------+-------------------------+ Horseshoes: Total :

2 37

1. [ ] From the Last Dime Motel, go due east three houses. backyard.

It is in the

2. [ ] From the Last Dime Motel, go toward the houses northeast. It is located in the backyard of the fifth house to the east (next to the road). +------------------------------------+

| 15.3.19 Randolf Industrial Estate |----------------------------------------+------------------------------------+ Horseshoes: Total : 1.

[ ]

1 38

Beneath the bridge between Randolf Industry and the Last Dime Motel.

+------------------------------+ | 15.3.20 Four Dragons Casino |----------------------------------------------+------------------------------+ Horseshoes: Total :

1 39

1. [ ] On the roof above the garage on the south side of the casino. buried in the darker part of the roof.

It is

+----------------------------------+ | 15.3.21 Pirate's in Men's Pants |------------------------------------------+----------------------------------+ Horseshoes: Total : 1.

[ ]

1 40

In front of the skull at the front of the resort.

+-----------------+ | 15.3.22 Visage |-----------------------------------------------------------+-----------------+ Horseshoes: Total : 1.

[ ]

1 41

Under the waterfall at the small lake area facing the Strip.

+-------------------------------+ | 15.3.23 Las Venturas Airport |---------------------------------------------+-------------------------------+ Horseshoes: Total :

3 44

1. [ ] Go due south of your Safe House in Redsands West. and you should see it to the right of the runway.

Go over the fence

2. [ ] Go to the 69 painted on the north part of the runway and look to the southwest. 3. [ ] At the terminal building, west face. southwest terminals.

It is between the northwest and

+----------------------------+ | 15.3.24 LVA Freight Depot |------------------------------------------------+----------------------------+ Horseshoes: Total :

2 46

1. [ ] Just inside Blackfield Intersection on the east side and due east of Greenglass College. It is between the Sumo Building and the wall. 2. [ ] Go southeast to the warehouse and go to the south side. inclined area on the east side of the building.

It is in the

+----------------------------+ | 15.3.25 Blackfield Chapel |------------------------------------------------+----------------------------+ Horseshoes: Total : 1.

[ ]

1 47

On the eastern part of the roof next to the spire.

+-----------------------------+ | 15.3.26 Greenglass College |-----------------------------------------------+-----------------------------+ Horseshoes: Total : 1.

[ ]

1 48

On stone platform in the courtyard in front of the college.

+----------------------------+ | 15.3.27 Whitewood Estates |------------------------------------------------+----------------------------+ Horseshoes: Total :

2 50

1.

[ ]

In front of the office building northwest of the stadium.

2.

[ ]

Go over the wall of the warehouse due north of the Safe House.

________________ / 15.4 Oysters /______________________________________________________________ ---------------Reward:

Increased Lung Capacity and Sex Appeal

This will probably be one of the hardest collections (second to the tag spraying) due to the fact that the oysters are spread out all over San Andreas. In addition, you will be doing some serious swimming (above and below water),

boating, and flying to get to some of the oysters. oysters will be in water (of some kind).

In other words, all the

This is an excellent way to increase your skill in boating and to also increase your Lung Capacity. Be prepared to do some big dives as you go farther north. The areas are broken up first into the major regions used in the walkthrough. These regions are further broken down into the subregions within those regions. There isn't a precise way I am going on these so they are broken down as follows: Los Santos Badlands 1 Badlands 2 San Fierro Desert Las Venturas

-

East to west, south to north Eastern part above Los Santos; east to west, north to south Western part west of Los Santos; east to west, north to south West to east, south to north Western part of desert, circles around counter-clockwise By landmarks

I will also annotate as to what part of the region these oysters are located in. +--------------------+ | 15.4.1 Los Santos |--------------------------------------------------------+--------------------+ Oysters: Total :

11 11

1. [ ] Ocean Docks: Go to the most southeasterly pier (west of freighter) and find it just at the end of the pier. 2.

[ ]

Ocean Docks:

Under the southernmost bridge just west of #1.

3. [ ] Ocean Docks: Under the bridge due southwest of #2 (connects the Ocean Docks to the airport). 4. [ ] Los Santos: Go to the beach southwest of the airport (where the beach curves from east-west to north-south). It is just off the beach. 5. [ ] Verdant Bluffs: In the water slightly west of the southern tunnel entrance west of the airport. 6.

[ ]

Verona Beach:

Under the pedestrian bridge just west of Verona Pier.

7. [ ] Santa Maria Beach: western part of the beach.

Just south of the lighthouse on the south-

8. [ ] Marina: Just south of the small pier (where you sprayed the tag). It is under the first bridge to the south. 9.

[ ]

Glen Park:

Under the bridge in the pond.

10.

[ ]

Playa de Seville:

At the very end of the pier that juts out east.

11.

[ ]

Mulholland:

Madd Dogg's pool.

+--------------------+ | 15.4.2 Badlands 1 |--------------------------------------------------------+--------------------+ Oysters: Total :

4 15

1. [ ] Frederick Bridge: Under the mid-portion of the bridge (it is the third support as you count from the south). 2. [ ] Palomino Creek: Under the first bridge just south of the freeway bridge northwest of the town. 3.

[ ]

Palomino Creek:

4.

[ ]

Blueberry:

End of the pier in Fishers Lagoon.

Under the bridge east-southeast of town.

+--------------------+ | 15.4.3 Badlands 2 |--------------------------------------------------------+--------------------+ Oysters: Total :

10 25

1. [ ] Panopticon: Off the northwest corner of the beach. As the road (that runs along the water) loops south, it is that corner. Look for the first break in the wooden fence along the waters edge as you head west along the road. 2.

[ ]

Blueberry:

Under the bridge southwest of the town.

3. [ ] Flint Water: Under the bridge just south of Flint Water (bridge northwest of railroad bridge going into Los Santos). 4. [ ] Haul.

Flint County:

Under the railroad bridge just northeast of R.S.

5. [ ] Flint County: Just northeast of the Flint Intersection between the highways going over the water. 6. [ ] Flint County: Just southwest of Flint Intersection and north of the small beach. It is just southeast of the bridge connecting Flint County to Los Santos. It is at the small point of land jutting out into the Los Santos Inlet. 7. [ ] Flint County: Follow the divided highway paralleling the coastline. It will eventually curve from north-south to east-west. When you get to the bridge before Angel Pine, the oyster is located slightly south before you head out to sea.

8. [ ] Flint County: Go north from #7 and get the oyster from under the bridge that connects the trail to the other bank. 9. [ ] Whetstone: The bridge north of Shady Creeks (northeast of Angel Pine) next to the concrete pillar. 10. [ ] Whetstone: Under the western part of the bridge connecting Whetstone County to San Fierro. +--------------------+ | 15.4.4 San Fierro |--------------------------------------------------------+--------------------+ Oysters: Total :

9 34

1. [ ] Missionary Hill: the western bridge. 2.

[ ]

In the pool of water as you head into the city from

Easter Bay Airport:

3. [ ] San Fierro: import/export.

In the water directly at the end of the runway.

Under the stern (back) of the freighter used for

4. [ ] Easter Basin: In the middle drydock. five-star wanted level.

NOTE:

This will get you a

5. [ ] Easter Basin: Under the bow of the aircraft carrier. will get you a five-star wanted level. 6.

[ ]

Garver Bridge:

NOTE:

This

Under the steel support at the middle of the bridge.

7. [ ] San Fierro Bay: Under the bow (front) of the freighter featured in the Woozie Path: Amphibious Assault: Mission 4. 8. [ ] San Fierro Bay: Under the stern of the freighter featured in the Woozie Path: The Da Nang Thang: Mission 5. 9. [ ] Gant Bridge: stunt jump.

Next to the first support from the south and the unique

+----------------+ | 15.4.5 Desert |------------------------------------------------------------+----------------+ Oysters: Total : 1.

[ ]

9 43 Gant Bridge:

Between the northern support and the cliff.

2. [ ] Tierra Robada: Go due east of the marina in Bayside toward the lighthouse on the opposite shore. To the right of the Seaplane is a rocky peninsula.

3. [ ] Tierra Robada: Due north of San Fierro #7. It is in the water directly below the wall that separates the road from the water. 4. [ ] Tierra Robada: After you go under the Garver Bridge, it is the little inlet just west of Toreno's house. 5. [ ] Tierra Robada: Go around the coastline and you will arrive at the boathouse just southeast of Toreno's house. 6.

[ ]

Tierra Robada:

7. [ ] Sherman Dam: the dam.

Under the bridge just south of Las Barrancas. Between the western control towers on the north side of

8. [ ] Tierra Robada: Under the wooden bridge which spans the inlet and connects the trails northwest of the Sherman Dam. 9. [ ] Valle Ocultado: Southwest of the city by the house on the lake. Located between the Seaplane and the dock. +----------------------+ | 15.4.6 Las Venturas |------------------------------------------------------+----------------------+ Oysters: Total :

7 50

1.

[ ]

Come-A-Lot:

In the moat.

2.

[ ]

Pilgrim (east of Caligula's Palace and Royale Casino):

3.

[ ]

Pirate's in Men's Pants:

4.

[ ]

Visage:

5.

[ ]

Roca Escalante:

In the pool.

In front of the skull.

Under the waterfall. In guitar-shaped pool at the Rock Hotel.

6. [ ] Las Venturas: Go to the beach northeast of KACC Military Fuel. for a boat northeast of your position. Swim under boat for oyster.

Look

7. [ ] Las Venturas: Look due north of interchange just east of Verdant Meadows. You will see a thin strip of brown on the map. Go due north from this strip into the water. The oyster is relatively close to shore. +======================+ | 16. EXPORTS/IMPORTS | ======================================================= +======================+ Reward:

Money from the cars plus a bonus of $215,000 for collecting all 30 cars.

Once you complete all the missions for the Wang Auto asset property, this opens

up. Your job is to acquire required cars for export. You can see the list of cars on the chalkboard at the end of the drydock (where you also do the NRG 500 challenge). Pressing the TRIANGLE button allows you to see what you can import. Every car you export will become an import. As long as you have the money, you can get these cars. Every car you export has a certain price attached to it. You will receive this price minus damage when you deliver the required vehicle to the pink marker on the ship (either driving it onto the ship or using the crane to lift it). The lists consist of three groups of ten cars apiece. You have to collect all cars on one board before you advance to the next board. In addition to being able to import cars you export, you also will get a chance to acquire a bonus car for the fifth and tenth cars exported per board. Cars can only be imported on certain days of the week. This means you will need to go through your list and be at the ship on that day to retrieve your car. Below I have listed the cars needed for exporting, their most common locations (yes, I know there are other places but this is for the quick find), bonus cars, cars available for importing, and days they are available. This is along with the money you get for exporting and money required for importing. ________________ / 16.1 Exports /______________________________________________________________ ---------------> +-----------+---------+------------------------------------------------+ | CAR | BOUNTY | LOCATION | +-----------+---------+------------------------------------------------+ +-----------+---------+------------------------------------------------+ | ADMIRAL | $83,949 | ACROSS FROM EASTERNMOST BLOCK OF CONFERENCE | +-----------+---------+------------------------------------------------+ | BUFFALO | $35,000 | CATALINA'S CABIN | +-----------+---------+------------------------------------------------+ | CAMPER | $26,000 | TOP OF MOUNT CHILIAD | +-----------+---------+------------------------------------------------+ | FELTZER | $35,000 | AROUND THE VAN HOFF PARK HOTEL (VALET MISSION) | +-----------+---------+------------------------------------------------+ | INFERNUS | $95,000 | PARADISIO SAN FIERRO | +-----------+---------+------------------------------------------------+ | PATRIOT | $40,000 | EASTER BAY CHEMICALS | +-----------+---------+------------------------------------------------+ | REMINGTON | $30,000 | UNITY STATION LOS SANTOS | +-----------+---------+------------------------------------------------+ | SANCHEZ | $10,000 | ANGEL PINE TRAILER PARK (BY SAVE POINT) | +-----------+---------+------------------------------------------------+ | SENTINEL | $35,000 | ALL OVER SAN FIERRO | +-----------+---------+------------------------------------------------+ | STRETCH | $40,000 | ALL OVER SAN FIERRO | +-----------+---------+------------------------------------------------+

> +----------------+----------+-----------------------------------------------+ | CAR | BOUNTY | LOCATION | +----------------+----------+-----------------------------------------------+ +----------------+----------+-----------------------------------------------+ | BLISTA COMPACT | $ 35,000 | ALL OVER SAN FIERRO | +----------------+----------+-----------------------------------------------+ | CHEETAH | $105,000 | PRICKLE PINE LOS VENTURAS | +----------------+----------+-----------------------------------------------+ | COMET | $135,000 | PRIMARILY PARADISIO SAN FIERRO | +----------------+----------+-----------------------------------------------+ | FCR 900 | $ 10,000 | PRICKLE PINE LOS VENTURAS | +----------------+----------+-----------------------------------------------+ | RANCHER | $ 40,000 | GAS STATION BY R.S. HAUL | +----------------+----------+-----------------------------------------------+ | SABRE | $ 19,000 | ALL OVER SAN FIERRO | +----------------+----------+-----------------------------------------------+ | SLAMVAN | $ 19,000 | ONE BLOCK EAST OF SAVE HOUSE IN EL CORONA | | | | (UNDER BOBO BILLBOARD IN FENCED IN AREA | +----------------+----------+-----------------------------------------------+ | STAFFORD | $ 35,000 | PARKED IN FRONT OF HOTEL SAFE HOUSE IN QUEENS | +----------------+----------+-----------------------------------------------+ | STALLION | $ 19,000 | ALL OVER SAN FIERRO | +----------------+----------+-----------------------------------------------+ | TANKER | $ 35,000 | ALL OVER THE COUNTRYSIDE OR DO A TRUCKING | | | | MISSION UTILIZING ONE | +----------------+----------+-----------------------------------------------+ > +--------------+----------+-------------------------------------------------+ | CAR | BOUNTY | LOCATION | +--------------+----------+-------------------------------------------------+ +--------------+----------+-------------------------------------------------+ | BANSHEE | $ 45,000 | PARKED NEXT TO GYM IN SAN FIERRO | +--------------+----------+-------------------------------------------------+ | BF INJECTION | $ 15,000 | CRUISING AROUND SANTA MARIA BEACH | +--------------+----------+-------------------------------------------------+ | BLADE | $ 19,000 | ALL OVER SAN FIERRO | +--------------+----------+-------------------------------------------------+ | EUROS | $ 35,000 | PARKED UNDER SPHINX AT CAMEL'S TOE LAS VENTURAS | +--------------+----------+-------------------------------------------------+ | FREEWAY | $ 10,000 | NEXT TO HIPPY SHOPPER IN HASHBURY SAN FIERRO | +--------------+----------+-------------------------------------------------+ | HUNTLEY | $ 40,000 | NORTHERN PART OF SAN FIERRO | +--------------+----------+-------------------------------------------------+ | JOURNEY | $ 22,000 | TOP OF MOUNT CHILIAD | +--------------+----------+-------------------------------------------------+ | MESA | $ 25,000 | AROUND BEACHES IN LOS SANTOS | +--------------+----------+-------------------------------------------------+ | SUPER GT | $105,000 | REWARD FOR ALL BRONZE AT DRIVING SCHOOL. | | | | PARADISIO SAN FIERRO | +--------------+----------+-------------------------------------------------+ | ZR 350 | $ 45,000 | ALL OVER SAN FIERRO | +--------------+----------+-------------------------------------------------+

________________ / 16.2 Imports /______________________________________________________________ ---------------After you successfully export a car, it immediately becomes available for importing (if you have the money). In addition, for every fifth car exported, a bonus vehicle becomes available for importing. When you first start the mission, only the Club, Perennial, and Jester are available for importing. As you collect more cars, more cars (in addition to the bonus vehicles) become available for importing. This is the chart for when you collect all 30 cars. Bonus vehicles are annotated as follows: IA=INITIALLY AVAILABLE; B15=5TH CAR FOR BOARD 1; B110=10th CAR FOR BOARD 1; B25=5TH CAR FOR BOARD 2; B210=10TH CAR FOR BOARD 2; B35=5TH CAR FOR BOARD 3; B310=10TH CAR FOR BOARD 3. > +-----------+---------+-------+ | CAR | COST | NOTES | +-----------+---------+-------+ +-----------+---------+-------+ | CLUB | $28,000 | IA | +-----------+---------+-------+ | CAMPER | $20,800 | | +-----------+---------+-------+ | FELTZER | $28,000 | | +-----------+---------+-------+ | STAFFORD | $28,000 | | +-----------+---------+-------+ | SLAMVAN | $15,200 | | +-----------+---------+-------+ | VORTEX | $20,800 | B35 | +-----------+---------+-------+ > +-----------+---------+-------+ | CAR | COST | NOTES | +-----------+---------+-------+ +-----------+---------+-------+ | BUFFALO | $28,000 | | +-----------+---------+-------+ | PERENNIAL | $ 8,000 | IA | +-----------+---------+-------+ | RANCHER | $32,000 | | +-----------+---------+-------+ | STRETCH | $32,000 | | +-----------+---------+-------+ | TURISMO | $76,000 | B210 | +-----------+---------+-------+ | ZR 350 | $36,000 | | +-----------+---------+-------+

> +-----------+---------+-------+ | CAR | COST | NOTES | +-----------+---------+-------+ +-----------+---------+-------+ | ADMIRAL | $28,000 | | +-----------+---------+-------+ | BANDITO | $12,000 | B25 | +-----------+---------+-------+ | HUNTLEY | $32,000 | | +-----------+---------+-------+ | INFERNUS | $76,000 | | +-----------+---------+-------+ | JESTER | $28,000 | IA | +-----------+---------+-------+ | JOURNEY | $17,600 | | +-----------+---------+-------+ > +-----------+---------+-------+ | CAR | COST | NOTES | +-----------+---------+-------+ +-----------+---------+-------+ | CLUB | $28,000 | IA | +-----------+---------+-------+ | EUROS | $28,000 | | +-----------+---------+-------+ | SENTINEL | $28,000 | | +-----------+---------+-------+ | SUPER GT | $84,000 | | +-----------+---------+-------+ | TANKER | $28,000 | | +-----------+---------+-------+ | WINDSOR | $28,000 | B110 | +-----------+---------+-------+ > +-----------+---------+-------+ | CAR | COST | NOTES | +-----------+---------+-------+ +-----------+---------+-------+ | BANSHEE | $36,000 | | +-----------+---------+-------+ | FCR 900 | $ 8,000 | | +-----------+---------+-------+ | MESA | $20,000 | | +-----------+---------+-------+ | MONSTER | $32,000 | B15 | +-----------+---------+-------+ | PERENNIAL | $ 8,000 | IA | +-----------+---------+-------+ | STALLION | $15,200 | | +-----------+---------+-------+

> +----------------+---------+-------+ | CAR | COST | NOTES | +----------------+---------+-------+ +----------------+---------+-------+ | BF INJECTION | $12,000 | | +----------------+---------+-------+ | BLISTA COMPACT | $28,000 | | +----------------+---------+-------+ | FREEWAY | $ 8,000 | | +----------------+---------+-------+ | JESTER | $28,000 | IA | +----------------+---------+-------+ | PATRIOT | $32,000 | | +----------------+---------+-------+ | SABRE | $15,200 | | +----------------+---------+-------+ > +-----------+---------+-------+ | CAR | COST | NOTES | +-----------+---------+-------+ +-----------+---------+-------+ | BLADE | $15,200 | | +-----------+---------+-------+ | BULLET | $84,000 | B310 | +-----------+---------+-------+ | CHEETAH | $84,000 | | +-----------+---------+-------+ | COMET | $28,000 | | +-----------+---------+-------+ | REMINGTON | $24,000 | | +-----------+---------+-------+ | SANCHEZ | $ 8,000 | | +-----------+---------+-------+ +==========+ | 17. GYM | =================================================================== +==========+ If CJ is going to make it in San Andreas, he will have to look good and also be able to effectively do good hand-to-hand fighting. There are three major gyms, one in each major city. It is at these gyms you will learn fighting moves. CJ must have a certain muscle value before he will be allowed to spar with the individual. You can also work out at the gyms in Madd Dogg's Mansion and the outdoor one at Santa Maria Beach but these don't count toward 100%. First, a little about the equipment you can use in the gym to make CJ healthier, stronger, faster, etc. Treadmill and Stationary Bike:

Increases Stamina statistic and decreases Fat statistic.

Bench Press and Dumbbells

Increases Muscle statistic.

:

In order to learn the fighting moves in the gyms in Los Santos, San Fierro, and Las Venturas, CJ must have a certain body mass which is indicated by the message that CJ is "Buff". The moves are all basically the same except martial arts moves are added into the mix from the gyms at San Fierro and Las Venturas. The moves are: Running attack: Ground attack : Combo attack :

Lock onto a target while running and attack. Attack an opponent when they are down on the ground. Do a combo of the above moves.

+============+ | 18. RACES | ================================================================= +============+ Prerequisites:

1. 2.

Reward

You get $1,000,000 for completing all 25 races and challenges

:

CJ's Path Deconstruction: Mission 3 Complete Driving School in San Fierro with at least Bronze

Probably one of the most fun aspects of the game, in addition to sometimes being the most frustrating part of the game. You must place first in every vehicle race and just get a time for the flying races. The races can be accessed through the three major cities. Just look for the checkered-flag icon. There are a total of 25 races and challenges you must complete. ___________________ / 18.1 Los Santos /___________________________________________________________ ------------------There are nine races you must complete in Los Santos. You already have achieved three from doing the missions: Cesar Vialpando Path High Stakes, Low-Rider: Mission 1; Cesar Path Wu Zi Mu: Mission 2 and Farewell My Love: Mission 3. +-----------------------+ | 18.1.1 Lowrider Race |-----------------------------------------------------+-----------------------+ Distance: Vehicle :

1.46 miles Blade

You accomplished this race from the Cesar Vialpando Path High Stakes, Low-Rider: Mission 1 +---------------------+ | 18.1.2 Little Loop |-------------------------------------------------------+---------------------+

Distance: Vehicle :

0.82 miles NRG 500

This short race will take you through the northeast part of Los Santos. Keep in mind that the NRG 500 is a very powerful bike. If you don't stand up when you start, you will lose precious time recovering from a wheelie. The only real hazard is the "S" turn before you get back on East Beach. Slow down or you will hit the left wall. +---------------------------+ | 18.1.3 Backroad Wanderer |-------------------------------------------------+---------------------------+ Distance: Vehicle : This with will edge

2.05 miles FCR 900

race will take you through the hills of Richman and Mulholland. Along the hills are some very sharp curves. Patience, not necessarily speed, help you win this race. Remember to cut corners when you can to get an over your opponents.

+----------------------+ | 18.1.4 City Circuit |------------------------------------------------------+----------------------+ Distance: Vehicle :

2.26 miles FCR 900

This race is mostly freeway and divided highway. You should be able to open up your bike full throttle. Make sure you lean forward to gain that extra speed boost. +------------------+ | 18.1.5 Vinewood |----------------------------------------------------------+------------------+ Distance: Vehicle :

2.41 miles Sunrise

This has to be, in my opinion, the hardest race you will drive in. There aren't a lot of opportunities to cut corners until the last third of the race plus you are in a Sunrise. The biggest killer is the big hill going down after checkpoint six. If you don't control your speed, you will either fly over the bridge railing or you will crash and burn. The other tricky area is a downhill, hairpin curve under the bridge. Once in the city, you should be able to make up for lost time. +-----------------+ | 18.1.6 Freeway |-----------------------------------------------------------+-----------------+

Distance: Vehicle :

2.62 miles Super GT

The second hardest race, in my opinion due to the fact that the Super GT likes to fish-tale a lot. You get to drive through the streets of central Los Santos. Lots of traffic to contend with plus the other drivers are pretty aggressive. Your first big turn is after checkpoint five. Powerslide to 90 degrees and go up the road and quickly turn right. A third of this race is freeway where you can make up for lost time. The rest is heading through northwest Los Santos back to the start point. +--------------------------+ | 18.1.7 Into the Country |--------------------------------------------------+--------------------------+ Distance: Vehicle :

5.22 miles Bullet

This race will take you through northeast red county and through the center of Los Santos. You will also get a view of the airport and docks on your journey. The Bullet was made for speed. This means it is light and fast and not designed for serious "paint trading". The course is long enough that you can be patient and plan how you will move ahead of the competition. Watch out in the country for those Police Ranger's who always seem to run into you at the worst times. +--------------------+ | 18.1.8 Badlands A |--------------------------------------------------------+--------------------+ Distance: Vehicle :

2.99 miles Sabre

You accomplished this race from the Cesar Path Wu Zi Mu:

Mission 2.

+--------------------+ | 18.1.9 Badlands B |--------------------------------------------------------+--------------------+ Distance: Vehicle :

2.99 miles ZR 350

You accomplished this race from the Cesar Path Farewell My Love: ___________________ / 18.2 San Fierro /___________________________________________________________ ------------------There are six races you must complete in San Fierro. +-------------------------+

Mission 3.

| 18.2.1 Dirtbike Danger |---------------------------------------------------+-------------------------+ Distance: Vehicle :

1.99 miles Sanchez

This race takes part in southern Flint County. The Sanchez is a great bike for these trails and you should be able to easily cut corners to win this race. +------------------------+ | 18.2.2 Bandito County |----------------------------------------------------+------------------------+ Distance: Vehicle :

2.02 miles Bandito

The Bandito is a smaller and lower version of the BF Injection. This low center of gravity vehicle is very hard to tip over and it corners remarkably well. There are a couple of trouble spots along this path. The first will occur after checkpoint nine. Make sure you ford the river where the Police Bribe is located. If you don't, you will sink and lose the race. The second spot is after the last turn. You will be running along a river. Use your map to ford the river at the trail (which won't be evident visually). +-----------------------+ | 18.2.3 Go-Go Carting |-----------------------------------------------------+-----------------------+ Distance: Vehicle :

1.18 miles Go Kart

This race will take you through southwest San Fierro. Watch out for all objects since they have a tendency to stop the Go Kart. Make up for time by cutting corners and opening it up in alleys. +-----------------------------+ | 18.2.4 San Fierro Fastlane |-----------------------------------------------+-----------------------------+ Distance: Vehicle :

1.64 miles Alpha

This race takes you through northern San Fierro. Much of the race takes part on the hilly streets of San Fierro. With a lot of speed, you can make some pretty impressive jumps off these hills. Just watch the corners and other cars and you should be able to get through this without a problem. +--------------------------+ | 18.2.5 San Fierro Hills |--------------------------------------------------+--------------------------+

Distance: Vehicle :

5.20 miles Phoenix

Finally, they gave you a pretty sturdy car to drive. This car is both fast and heavy making it a great choice for "bumping" the competition. This race will take you through northeast San Fierro, eastern San Fierro, Foster Valley, and Missionary Hill. It is a long race so don't worry about getting ahead too soon. Besides, the other drivers tend to do your work for you. The Foster Valley Freeway is a great place to open it up. Be really careful on Missionary Hill do to all the twisting roads. +---------------------------+ | 18.2.6 Country Endurance |-------------------------------------------------+---------------------------+ Distance: Vehicle :

6.68 miles Bullet

The title of this race is totally appropriate since this is the longest race in the game. You will be traveling from the airport and going through the northeastern and eastern parts of the Badlands. You will be traveling on the winding and narrow mountain roads and also the straightaways that always seem to have tractors on them. Again, the Bullet wasn't designed for being bashed around. Use smart moves and speed when needed to get ahead of the competition. _____________________ / 18.3 Las Venturas /_________________________________________________________ --------------------There are ten races you must complete in Las Venturas. Four racing while the remaining six involve flying around through out destroying your plane. You access the racing at the Las Depot while the flying ones you access from the Las Venturas

involve actual checkpoints withVenturas Freight airfield.

+------------------------------------+ | 18.3.1 San Fierro to Las Venturas |----------------------------------------+------------------------------------+ Distance: Vehicle :

4.85 miles Banshee

The second fastest car (behind the Bullet) of the game. This race is more of endurance since you can easily get by the competition as it progresses. This is especially true at the toll booth chokepoint of the southern Gant Bridge. You will basically follow the western and southern coasts of the desert to finish up at Greenglass College in Las Venturas. The biggest hazards are the non-racing cars on the highway. +-------------------+

| 18.3.2 Dam Rider |---------------------------------------------------------+-------------------+ Distance: Vehicle :

2.67 miles NRG 500

This race takes you through the southwestern part of the desert and also through a couple of towns. After checkpoint two, you have a very sharp hairpin curve which you can cut and get in first place pretty quickly. Open up the throttle until checkpoint eight where you have another hairpin curve that leads you into Fort Carson. After you are out of the town, you will have to go through some winding roads right before the dam. Once on the dam, open it up. +-----------------------+ | 18.3.3 Desert Tricks |-----------------------------------------------------+-----------------------+ Distance: Vehicle :

2.91 miles FCR 900

You start this race in the ghost town of Las Brujas and you will get to see the northwestern part of the desert. Hang back at the beginning since the riders tend to hit the rock wall around the opening. Once on the highway, there are no real bad turns except for after checkpoint two. Don't forget to get back on the dirt road to the ghost town or that first place lead will evaporate very quickly. +-------------------------------+ | 18.3.4 Las Venturas Ringroad |---------------------------------------------+-------------------------------+ Distance: Vehicle :

3.70 miles Turismo

This race is just on the freeways circling Las Venturas. Open it up full throttle and only watch for the curves in the freeway. Ride the shoulder to avoid a lot of the traffic on the freeway. +------------------------+ | 18.3.5 World War Aces |----------------------------------------------------+------------------------+ Distance: Vehicle :

4.24 miles Rustler

Well, you get to fly a P-51 Mustang (with working guns) through south-central Red County and through central Los Santos. None of the checkpoints is particularly hard. Just use the rudder for most turns.

+----------------------+ | 18.3.6 Barnstorming |------------------------------------------------------+----------------------+ Distance: Vehicle :

7.64 miles Stuntplane

Not only is this the second longest flying course, you have to do it in a Stuntplane. The key to flying the Stuntplane is to only gently use the rudders and do gentle turns. The Stuntplane is extremely sensitive and it is very easy to overcompensate either in direction or altitude. What makes this challenge a challenge is the fact you have to navigate through valleys and forests throughout the Badlands. In addition, you will sometimes have to rapidly adjust your altitude to avoid hitting mountain sides. All in all, this is probably one of the most challenging flights you will ever take. +--------------------------+ | 18.3.7 Military Service |--------------------------------------------------+--------------------------+ Distance: Vehicle :

10.80 miles Hydra

Well, you get to fly a military jet practically all over the desert, across San Fierro, and finish in the Badlands. After you start, make sure you don't get to close to Area 69 or they will fire ground-to-air missiles and scramble fighters to take care of the threat you pose. Use the hovering capability to get under the tight spots and also put your landing gear down for even more precision maneuvering. +----------------------------+ | 18.3.8 Chopper Checkpoint |------------------------------------------------+----------------------------+ Distance: Vehicle :

3.05 miles Maverick

This takes you through the northern desert area. There aren't any particularly hard places to reach. Compared to the other flying races, this one is a breeze. +-------------------------------+ | 18.3.9. Whirly Bird Waypoint |---------------------------------------------+-------------------------------+ Distance: Vehicle :

2.73 miles Maverick

You get to fly around the north coast of San Fierro and you also get to test your skills flying through the northwest part of the city. Some areas will require you to either slowly navigate between buildings or rise up and drop on checkpoints. There are a few tight corners to navigate so make sure you have plenty of clearance between the chopper blades and the buildings beside you. +--------------------+ | 18.3.10 Heli Hell |--------------------------------------------------------+--------------------+ Distance: Vehicle :

3.08 miles Hunter

Well, this is the ultimate test of precision flying. Fortunately, you are flying a tough helicopter. You will be zig-zagging through the central part of Los Santos. To make it even more of a challenge, you will be flying through many of the low interchanges that criss-cross Los Santos. This is in addition to flying around buildings and other obstacles. Patience and slow flying will get you through the city. +=================================+ | 19. SAFE HOUSES AND SAVE AREAS | ============================================ +=================================+ You start the game with one Safe House, that is CJ's home on Grove Street. As you progress through the game, you can either buy or receive the other safe houses. These houses can be located on the map so directions aren't given. Described below are the general locations of the Safe Houses, cost, and garage vehicle capacity (if there is one). In addition to saving your progress and storing vehicles, you can also change your wardrobe in Safe Houses. There are a total of 32 Safe Houses you must possess. ___________________ / 19.1 Los Santos /___________________________________________________________ ------------------There are seven Safe Houses in Los Santos. +--------------+----------+--------+-----------+ | LOCATION | COST | GARAGE | CAPACITY | +--------------+----------+--------+-----------+ +--------------+----------+--------+-----------+ | EL CORONA | $10,000 | YES | FOUR | +--------------+----------+--------+-----------+ | GROVE STREET | $0 | YES | TWO | +--------------+----------+--------+-----------+ | JEFFERSON | $10,000 | NO | N/A | +--------------+----------+--------+-----------+ | MAD DOGG'S | $0 | NO | N/A | +--------------+----------+--------+-----------+ | MULHOLLAND | $120,000 | YES | FOUR |

+--------------+----------+--------+-----------+ | SANTA MARIA | $30,000 | YES | FOUR | +--------------+----------+--------+-----------+ | VERONA BEACH | $10,000 | NO | N/A | +--------------+----------+--------+-----------+ | WILLOWFIELD | $10,000 | NO | N/A | +--------------+----------+--------+-----------+ _________________ / 19.2 Badlands /_____________________________________________________________ ----------------There are five Safe Houses in the Badlands. +----------------+----------+--------+-----------+ | LOCATION | COST | GARAGE | CAPACITY | +----------------+----------+--------+-----------+ +----------------+----------+--------+-----------+ | ANGEL PINE | $20,000 | NO | N/A | +----------------+----------+--------+-----------+ | BLUEBERRY | $10,000 | NO | N/A | +----------------+----------+--------+-----------+ | DILLIMORE | $40,000 | YES | FOUR | +----------------+----------+--------+-----------+ | LEAFY HOLLOW | $100,000 | NO | N/A | +----------------+----------+--------+-----------+ | PALOMINO CREEK | $35,000 | YES | FOUR | +----------------+----------+--------+-----------+ ___________________ / 19.3 San Fierro /___________________________________________________________ ------------------There are seven Safe Houses in San Fierro +----------------+----------+--------+-----------+ | LOCATION | COST | GARAGE | CAPACITY | +----------------+----------+--------+-----------+ +----------------+----------+--------+-----------+ | CALTON HEIGHTS | $100,000 | YES | FOUR | +----------------+----------+--------+-----------+ | CHINA TOWN | $20,000 | NO | N/A | +----------------+----------+--------+-----------+ | DOHERTY (APT) | $20,000 | NO | N/A | +----------------+----------+--------+-----------+ | DOHERTY (GAR) | $0 | YES | FOUR | +----------------+----------+--------+-----------+ | HASBURY | $40,000 | YES | FOUR | +----------------+----------+--------+-----------+ | PARADISO | $20,000 | YES | FOUR | +----------------+----------+--------+-----------+ | QUEENS | $50,000 | NO | N/A | +----------------+----------+--------+-----------+ _______________

/ 19.4 Desert /_______________________________________________________________ --------------There are four Safe Houses in the desert. +-----------------+---------+--------+-----------+ | LOCATION | COST | GARAGE | CAPACITY | +-----------------+---------+--------+-----------+ +-----------------+---------+--------+-----------+ | EL OVEBRADOS | $20,000 | NO | N/A | +-----------------+---------+--------+-----------+ | FORT CARSON | $30,000 | NO | N/A | +-----------------+---------+--------+-----------+ | TIERRA ROBADA | $20,000 | NO | N/A | +-----------------+---------+--------+-----------+ | VERDANT MEADOWS | $80,000 | YES | EIGHT | +-----------------+---------+--------+-----------+ _____________________ / 19.5 Las Venturas /_________________________________________________________ --------------------There are nine Safe Houses in Las Venturas. +-------------------------+----------+--------+-----------+ | LOCATION | COST | GARAGE | CAPACITY | +-------------------------+----------+--------+-----------+ +-------------------------+----------+--------+-----------+ | THE CAMEL'S TOE | $6,000 | NO | N/A | +-------------------------+----------+--------+-----------+ | THE CLOWN'S POCKET | $6,000 | NO | N/A | +-------------------------+----------+--------+-----------+ | CREEK | $10,000 | NO | N/A | +-------------------------+----------+--------+-----------+ | OLD VENTURA'S STRIP | $6,000 | NO | N/A | +-------------------------+----------+--------+-----------+ | PIRATE'S IN MEN'S PANTS | $6,000 | NO | N/A | +-------------------------+----------+--------+-----------+ | PRICKLE PINE | $50,000 | YES | FOUR | +-------------------------+----------+--------+-----------+ | REDSANDS WEST | $30,000 | YES | FOUR | +-------------------------+----------+--------+-----------+ | ROCKSHORE WEST | $20,000 | YES | FOUR | +-------------------------+----------+--------+-----------+ | WHITEWOOD ESTATES | $30,000 | NO | N/A | +-------------------------+----------+--------+-----------+ +==============+ | 20. SCHOOLS | =============================================================== +==============+ There are four schools to improve your skills with Driving, Motorcycling, Boating, and Flying. Two are required either for mission paths or asset properties. Each school will have a certain number of lessons you must

complete to successfully graduate. You cannot do the next lesson until you pass the previous lesson with Bronze or better. The higher your overall grade, the better the vehicle that will be awarded to you upon graduation. Plus, you also get the vehicles for the lower medals. For example, winning a Gold Medal in Flying School will get you the Rustler, Stuntplane, and Hunter. These vehicles will be located next to their respective schools. locations are: Boating School : Driving School : Flying School : Motorcycle School:

Vehicle

North of Boat School in the small harbor. In westernmost part of front parking lot. In hanger. Left side of entrance.

The grading system is: 70%-89% Bronze Medal 89%-99% Silver Medal 100% Gold Medal When you first begin some of the schools, you will find some of the lessons difficult. For example, when you first fly with no skill, the Rustler handles like a beached whale. As your skill improves, so will your ability to make it through the lessons. Higher skill level makes school a more pleasant experience. NOTE: Most lessons will deduct points for any damage done to the vehicle and/or to objects on the course such as cones. ________________ / 20.1 Boating /______________________________________________________________ ---------------Prerequisite: Location : Reward :

CJ Path Pier 69: Mission 7 Bayside Marina in Tierra Robada Bronze - Marquis Silver - Squallo Gold - Jetmax

These are probably some of the easiest lessons you will take. The boats handle pretty good and the obstacle courses aren't too taxing. This school also has the least amount of lessons. Use your radar to identify where the next set of buoys will be at (for the obstacle courses). It will show the buoys you currently must pass through and the next set you must make it to. +--------------------------+ | 20.1.1 Basic Seamanship |--------------------------------------------------+--------------------------+ The basic premise of this lesson is to accelerate then decelerate into an alleyway created by buoys. The best way to get through this is to accelerate right until the time you enter the buoys. Then press SQUARE to reverse your

direction and stop within the alleyway. seconds and brake.

To get Gold, accelerate to six

+-----------------------+ | 20.1.2 Plot a Course |-----------------------------------------------------+-----------------------+ This is more of a checkpoint challenge then anything else. You must pass through eight sets of double buoys within a certain amount of time to get through with this lesson. +----------------------+ | 20.1.3 Fresh Slalom |------------------------------------------------------+----------------------+ You now have to pass through fifteen pairs of buoys in under two minutes. Most of the locations of the buoys require you to make sharp turns. Don't oversteer since the Dinghy has a tendency to swing around quickly. +---------------------+ | 20.1.4 Flying Fish |-------------------------------------------------------+---------------------+ Another timed event where you will use a Vortex to jump for distance. In addition, you only have 40 seconds to complete said jump. The best thing is to gun the boat and turn quickly out of the harbor. Once you get close to the boats, spin 180 degrees and head for the ramp. You must get at least 57 meters to pass this lesson. For more distance, wait until you are at the highest arc of your jump then tilt the Vortex forward. 65 meters is gold. +----------------------------+ | 20.1.5 Land, Sea, and Air |------------------------------------------------+----------------------------+ This is basically another obstacle course. You must navigate through 23 pairs of buoys in under three minutes. If you get 135 seconds, you get the gold. ________________ / 20.2 Driving /______________________________________________________________ ---------------Prerequisite: Location : Reward :

CJ Path Deconstruction: Mission 3 Two blocks south of CJ's garage in Doherty Bronze - Super GT Silver - Bullet Gold - Hotknife

The first school you will be allowed to attend. This school will put a serious challenge on your driving so a high skill level isn't required, but is advised. Most missions in Driving School are timed plus they require precision movements such as stopping at an exact point, driving through a course a particular way, etc. This school has the most lessons of the four schools. +------------------+ | 20.2. 1 The 360 |----------------------------------------------------------+------------------+ Time Limit: Vehicle :

10 seconds Infernus

Basically hold down the X and SQUARE buttons to turn a donut within the cones. Make sure you end up facing the same direction as when you started to finish this lesson. +------------------+ | 20.2. 2 The 180 |----------------------------------------------------------+------------------+ Time Limit: Vehicle :

10 seconds Blista Compact

This time you will go down the track, whip the car around and come back to your starting point. Make sure you don't hit any cones (-10% penalty) and park within the end cones. +-----------------------------+ | 20.2. 3 Whip and Terminate |-----------------------------------------------+-----------------------------+ Time Limit: Vehicle :

5 seconds Banshee

Same as 20.2.2 except you have a faster car and less time to accomplish the lesson. +--------------------------+ | 20.2. 4 Pop and Control |--------------------------------------------------+--------------------------+ Time Limit: Vehicle :

5 seconds Police Car

This time, you are tested on your ability to maintain control of your vehicle in the event of an unexpected emergency. The emergency is you are going to have a blowout. Accelerate to the spike strip then let off the gas. Once your

tire is popped, you will start to weave toward the blown tire. Compensate by turning into the skid. Again, follow the winding course and part within the cones at the end. +-----------------------+ | 20.2. 5 Burn and Lap |-----------------------------------------------------+-----------------------+ Time Limit: Vehicle :

Technically none but you want to do it in under 40 seconds Banshee

This is probably the lesson that frustrates most people. My advice is to first get into first-person mode. Second, you will have to develop a rhythm as you go around this oval track. You have to complete five laps and percentage points are deducted for destroyed (not moved) cones. When you come out of the turn, make sure you keep away from the cones on the opposite side. You will basically be doing a whole bunch of whip and terminates around this course. 36 seconds will yield gold. +--------------------+ | 20.2. 6 Cone Coil |--------------------------------------------------------+--------------------+ Time Limit: Vehicle :

10 seconds Banshee

This time, you will be going through a winding cone path. coned area to complete this lesson.

Just park in the

+-----------------+ | 20.2. 7 The 90 |-----------------------------------------------------------+-----------------+ Time Limit: Vehicle :

5 seconds Banshee

You probably never thought parallel parking could be so much fun. Points get deducted for either damaging your car or the parked cars. It is best to aim for the front tire of the car to the right. When you get to an oil spot on the road (driver's side) apply your regular and hand brake. The car will now drift left and basically slide into the empty space. +-----------------------+ | 20.2. 8 Wheelie Wave |-----------------------------------------------------+-----------------------+ Time Limit: Vehicle :

10 seconds Banshee

You will basically go over a ramp that only accommodates the left side of your car. This means you will be riding on your right wheels to the finish line. Watch out for the car tipping back down. Just steer into the direction the car is going (most likely left). You may also encounter problems just trying to maintain control such as the car drifting away from the pink marker. +----------------------+ | 20.2. 9 Spin and Go |------------------------------------------------------+----------------------+ Time Limit: Vehicle :

10 seconds Taxi

You will start out going in reverse. You will have a choice of spinning clockwise or counter-clockwise on this "S" shaped curve. Use the L1 and R1 buttons together to see behind you. Gun the motor and when you get to the curve, swing the front end around so that you are even with the offset path. Then go forward to the stopping area. The only real problem is spinning forward from reverse. Watch out for the cones. +--------------------------+ | 20.2.10 P.I.T. Maneuver |--------------------------------------------------+--------------------------+ Time Limit: Vehicle :

None but both cars must stay within the marked area Police Car

Wanna learn to catch the bad guys or gain an advantage in the races? If so, then this is the maneuver to learn. Go parallel to the Police Car on your right. When your right fender is even with their left fender, hit them at an approximate 45 degree angle. Your goal is to "nudge" them, not slam into them since damage is counted against you. If done right, the target vehicle will spin out in front of you and end up at a 45 degree angle facing the opposite direction. Stop close to the target vehicle to complete the lesson. +--------------------+ | 20.2.11 Alley Oop |--------------------------------------------------------+--------------------+ Time Limit: Vehicle :

5 seconds Banshee

This is a combination of Lesson 4 (Chapter 20.2. 4) and a jump. Your goal is to do a full 180 degree barrel role and land on your tires. When the lesson starts, gun the motor and aim either the right or left side tires for the ramp. When you go airborne, release the gas and push the left stick either right or left to allow you to do the spin. When done right, you will spin in midair and land on your tires pretty much in the direction you started from. A high driving skill will definitely assist you on this lesson.

+------------------------+ | 20.2.12 City Slicking |----------------------------------------------------+------------------------+ Time Limit: Vehicle :

Technically none but you want to do it in around 120 seconds Super GT

Although this may have been intended to be a final, it just involves you racing up and down the city streets. The added element is that any damage your vehicle incurs gets deducted from your total time. I find this lesson is better done at night when there is less traffic. You start out from the school parking lot and it is up to you what route to take. My route involves going from the parking lot and cutting the corner next to your Safe House (not garage) in Doherty. Get on the trolley tracks and open it up. Just watch out for cross traffic (which should be minimal at night). When you get to the divided highway in Colton, go right then take the left at the bottom of the hill while drifting diagonal left. Follow that road around and slow down a little or you will go airborne on the curved hill. Do a 180 through the pink marker and backtrack. When you get near the school, veer a little right so you don't damage your car jumping the curb. 100 seconds yields gold. _______________ / 20.3 Flying /_______________________________________________________________ --------------Prerequisite: Location : Reward :

Purchase Verdant Meadows for $80,000 Verdant Meadows (just northwest of Las Venturas) Bronze - Rustler Silver - Stuntplane Gold - Hunter

This is Mission 1 of the Verdant Meadows Path. You must complete this mission to get through the path and ultimately get to Breaking the Bank at Caligula's. Don't be frustrated by your first few attempts (unless you already have a high pilot skill). Continue to practice to get your skill up. These lessons actually involve you flying fixed and rotary winged aircraft. As your "final" you get to jump from a plane. +------------------+ | 20.3. 1 Takeoff |----------------------------------------------------------+------------------+ Time Limit: Vehicle :

Technically none but you want to do it in around 30 seconds Rustler

Gun the motor and taxi down the runway.

As soon as your tail lifts off the

ground, pull back to climb and retract the landing gear. rings to finish the lesson.

Go through the three

+---------------------+ | 20.3. 2 Land Plane |-------------------------------------------------------+---------------------+ Time Limit: Vehicle :

Technically none but you want to do it in around 30 seconds Rustler

This time, fly through the pink ring at the end of the runway as you begin your descent. Extend your landing gear and get on the runway. If you are drifting, use the R2 or L2 buttons to adjust your heading. Once you are just outside the pink marker, hold down the SQUARE button to stop and you should coast and stop in it. +--------------------------+ | 20.3. 3 Circle Airstrip |--------------------------------------------------+--------------------------+ Time Limit: Vehicle :

Technically none but you want to do it in under 61 seconds Rustler

This one can be very frustrating with a low pilot skill. You must pass through eight rings (not under, over, or around) to complete this lesson. Use your takeoff strategy from lesson one to get to the first ring. From there use your rudder to turn and bank gently toward the next ring. Continue this progression until you have made the circuit. Keep the engine maxed at all times or you won't reach your target time. +-----------------------------------+ | 20.3. 4 Circle Airstrip and Land |-----------------------------------------+-----------------------------------+ Time Limit: Vehicle :

Technically none but you want to do it in under 81 seconds Rustler

This is a combination of lessons 2 and 3. Just use the strategies from lesson 3 to fly through the rings and lesson 2 to land your plane. +-----------------------------+ | 20.3. 5 Helicopter Takeoff |-----------------------------------------------+-----------------------------+ Time Limit: Vehicle :

Technically none but you want to do it in around 30 seconds Hunter

This one is pretty easy. Use the X button to go straight up and use the L2 or R2 buttons to rotate 180 degrees. Gently nudge it to the pink marker and use SQUARE to descend and land. +--------------------------+ | 20.3. 6 Land Helicopter |--------------------------------------------------+--------------------------+ Time Limit: Vehicle :

Technically none but you want to do it in around 30 seconds Hunter

A variation of lesson 5. You are at the end of the runway and you need to go to the pink marker and land. Move the helicopter forward until you are close to the pink marker. Then start your descent at the same time you are gently going forward. Press the L3 button when instructed and rapidly descend. You should be easily within the pink marker. +--------------------------+ | 20.3. 7 Destroy Targets |--------------------------------------------------+--------------------------+ Time Limit: Vehicle :

Technically none but you want to do it in around 120 seconds Hunter

This is probably one of the more fun lessons in school. You must destroy some targets and land. You start off by having to destroy three Linerunners at the other end of the airstrip. Copious amounts of missiles and gunfire should take care of them pretty quick. Turn 180 degrees and head to a point southwest of where you entered. You will see two moving cars. Use the same tactic to eliminate them. Then head back to the end of the airstrip and land. Make sure you are facing parallel to the airstrip when you land. 80 seconds yields gold. +------------------------+ | 20.3. 8 Loop-the-Loop |----------------------------------------------------+------------------------+ Time Limit: Vehicle :

Technically none but you want to do it in around 25 seconds Stuntplane

These next couple of lessons will have you flying the Stuntplane. The controls are a lot more sensitive then with the other aircraft so a little directional push goes a long way. This lesson involves you doing a loop. Pass through the first ring and as soon as you do, pull back on the joystick to execute the loop and then pass through the second ring. 21 seconds yields gold. +----------------------+ | 20.3. 9 Barrel Roll |-------------------------------------------------------

+----------------------+ Time Limit: Vehicle :

Technically none but you want to do it in around 20 seconds Stuntplane

When you pass through the first ring, watch the timer. When it hits 14 or 15, press the joystick left. You will pass through the second ring as you do this eliminating any chances of doing any course deviations and wasting time. 18 seconds yields gold. +--------------------------------+ | 20.3.10 Parachute onto Target |--------------------------------------------+--------------------------------+ Time Limit: Vehicle :

None but you need to land in the target area Parachute (not a vehicle technically)

When you jump out of the plane, press down on the joystick to accelerate. When the altimeter is at the halfway mark (or when you start making out structures below), pull the ripcord with the CIRCLE button. Now it is only a matter of maneuvering around the target until you hit it. Try for the bulls-eye to score gold. ___________________ / 20.4 Motorcycle /___________________________________________________________ ------------------Prerequisite: Location : Reward :

Verdant Meadows Path Learning to Fly: Mission 1 One block south of the stadium in Blackfield, Las Venturas Bronze - Freeway Silver - FCR 900 Gold - NRG 500

You only have six lessons for Motorcycle School but a few of them are doozies. A high Bike (not Cycle) skill will greatly help you through these. +----------------+ | 20.4.1 The 360 |------------------------------------------------------------+----------------+ Time Limit: Vehicle :

15 seconds FCR 900

The same thing as the one in Driving School. Basically hold down the X and SQUARE buttons to turn a donut within the cones. Make sure you end up facing the same direction as when you started to finish this lesson. +----------------+ | 20.4.2 The 180 |------------------------------------------------------------+----------------+

Time Limit: Vehicle :

10 seconds PCJ 600

Again, same as Driving School. Gun it to the end of the cones. Apply handbrake, spin around and gun it back. Park perfectly within the cones and don't hit any along the way. +--------------------+ | 20.4.3 The Wheelie |--------------------------------------------------------+--------------------+ Time Limit: Vehicle :

8 seconds PCJ 600

Gun the motor and right when you hit the "cone alley", pull back on the joystick to pop a wheelie and take your finger off the X button. When you get to the end of the alley, gun it again and park perfectly straight within the cones. +----------------------+ | 20.4.4 Jump and Stop |------------------------------------------------------+----------------------+ Time Limit: Vehicle :

8 seconds Sanchez

This lesson involves the two parts. First, punch the gas and lean forward to hit the ramp quickly. When airborne, release the gas and adjust up or down to ensure you land on your tires. When you land, apply both brakes to come to the stop. When done right, you will usually end up in the same position you started in. +---------------------+ | 20.4.5 The Stoppie |-------------------------------------------------------+---------------------+ Time Limit: Vehicle :

8 seconds FCR 900

Gun the motor and when you get near the "cone alley", stand up and press the SQUARE button. You should be able to coast through the alley although sometimes you may move wildly left or right. Once out of the alley, gun it again to park. +--------------------------+ | 20.4.6 Jump and Stoppie |--------------------------------------------------+--------------------------+ Time Limit: Vehicle :

8 seconds NRG 500

This is the most difficult lesson in Motorcycle School.

You have to do many

things (almost perfectly) to get this to work. First, gun the motor and lean forward to give yourself a good jump. When airborne, release the gas and lean forward (approximately a 35-45 degree angle). When you land, you should already be in a stoppie. Now just guide your bike into the parking cones and brake as necessary. +=====================+ | 21. SHOOTING RANGE | ======================================================== +=====================+ Reward:

Your pistol skill level will be maxed out

Go to any Ammu-Nation to start this challenge. Go to the pink marker next to the indoor gun range. There are four challenges you must complete to pass the Shooting Range mission. The other factor is that you cannot do a challenge if the gun isn't available for purchase. Each cycle consists of three rounds of shooting at targets. Each target has seven pieces that must be shot out to advance to the next round. You must get through each round before the other shooters do to advance to the challenge rounds. The challenge round consists of you competing against the other two shooters on the same target. The first person to make it to a score of 20 is the winner. If you win the challenge, then you advance to the next weapon challenge. It is a good idea to have the following weapons at Hitman level to make this easier. The weapons are: 9mm Pistol Micro-SMG Shotgun AK-47 Having these at Hitman levels allows you to shoot with more accuracy, reload faster, and even have multiple weapons. You cannot use auto-target so you must manually use the gunsight. The challenges are: Pistol : SMG : accuracy Shotgun:

AK-47

:

Not very difficult, just make sure you hit around bulls-eye of the pieces. Really easy if you are at Hitman level. You don't need much due to rate of fire. In my opinion, probably the hardest one. Even at Hitman level, it takes precious time to reload. Make sure you make all shots count since your opponents seem to do their best with this weapon at the challenge stage. Another easy one. Just let the lead fly downrange.

+=====================+ | 22. STADIUM EVENTS | ========================================================

+=====================+ There are three stadiums located in the three cities. Las Venturas offers two alternating events, both involving motorcycles, on its venue. ________________ / 22.1 8 Track /______________________________________________________________ ---------------Reward:

$10,000 plus the Hotring Racer and Monster Truck at the northwest portion of the stadium

You do this event in the stadium in Los Santos. You will be competing against 12 other cars in a 12 lap race around a racetrack shaped like the number "8". This event has to do more with patience and controlled driving then attempting to get any early leads. -

Your race car can only take a finite amount of damage before it is destroyed. If you destroy your car, then you are disqualified.

- Don't be impatient to jump to any early lead. Let the other cars jockey for position. When they do, they usually leave nice openings to slip through. You probably will be in seventh position by lap three, fourth position by lap six, and first or second by lap nine. -

If another car is in front of you, use the P.I.T. maneuver to help you get by them. Be aware that the other competitors will use this same move on you. The race car doesn't do too badly on corners but it does have a somewhat hard time recovering from spins if you're not ready.

-

Since there aren't many straightaways, make use of the straighter parts of the track to gun it. Make sure you either let up the gas or quickly use

the

brake to get around the corner. Using the handbrake when going top speed around the corners will cause you to spin out.

___________________ / 22.2 Blood Bowl /___________________________________________________________ ------------------Reward:

$10,000 and a Bloodring Banger by the stadium entrance.

You will do this event in the stadium in San Fierro. This is a demolition derby to the extreme where competitors shoot at each other and try to totally destroy opposing cars. -

Your goal is to pass through the pink markers that appear in the stadium. Of course, the other cars are trying to prevent you from doing this. You start with 30 seconds on the clock and passing through each marker adds 15 seconds. You must survive and get your time above one minute to complete the game.

-

Of course, with this hail of bullets and constant pounding by other cars,

your car will get chewed up pretty quickly. Fortunately, there is a remedy. Wrenches appear randomly in the playing area. Passing through one will repair your car to a degree to assist in your longevity in the ring. -

Your primary goal, though, is to pass through the pink markers before time expires. As you get further into the game, competition becomes less as the other cars take each other down. Assist those cars on the verge of blowingup but make sure you get away from the explosion. __________________________________ / 22.3 Dirt Track and Kick Start /____________________________________________ ---------------------------------These events take place in the stadium in Las Venturas. Dirt Track is only available on Mondays and Wednesdays while Kickstart is available the other days of the week. You must have a motorcycle skill of 50% or greater to enter these events. +--------------------+ | 22.3.1 Dirt Track |--------------------------------------------------------+--------------------+ Reward:

$25,000 and a BF injection by the entrance on Mondays and Wednesdays.

Just like 8 Track but this time you will be driving a Sanchez. You will be against 12 other bikers and you only have to do six laps. As in 8 Track, patient and smart (not necessarily fast) driving are the keys. The other bikers tend to wipe out at certain points, use this to your advantage to gain the lead. +-------------------+ | 22.3.2 Kickstart |---------------------------------------------------------+-------------------+ Reward:

A Dune created by the entrance except on Mondays and Wednesday.

This is your basic obstacle course. You must score 26 points or higher to win this event. You will be utilizing all of your skills on the motorcycle to get targets that seem impossible to get. Scoring is as follows: Green Targets : Yellow Targets: Red Targets :

One point. Two points. Three points.

As you can guess, the higher point targets are also the ones you may have to do some fancy bikework to get to. You have four minutes to score as many points as you can. -

Attempt to get the easier targets first.

Although they are worth less

points, getting them quickly can rack up a pretty good score. the harder ones with the remaining time.

Then try for

-

If you fall off your bike, you have 25 seconds to get back on or be disqualified. You are also disqualified if you destroy your bike.

-

Sometimes speed is needed on precision objects. If you go to slow, you may fall off where speed adds to your momentum and you may get a target even if you aren't lined up with it.

+=======================+ | 23. VEHICLE MISSIONS | ====================================================== +=======================+ The vehicle missions involve "borrowing" a vehicle to do certain taskings such as paramedic, firefighter, etc. Except for the burglary and taxi missions, you must complete all missions at one time. If you don't, you will have to start over from mission one again. You also get certain rewards for completing these vehicle missions. These missions are activated by pressing the R3 button. Once on a mission, you can activate the siren of certain vehicles to hopefully clear you a path. The police, though, ignore the siren. It might missions or other repaired

be a good idea to do the Firefighter, Paramedic, and Vigilante at the beginning of the game to gain the benefits for later gang wars hazardous things. Also, the above mentioned vehicles cannot be at a Paint 'n' Spray.

________________ / 16.1 Burglar /______________________________________________________________ ---------------Reward:

Keeping the money from the stolen goods

Another good money maker where you get to "relieve" people of their personal goods. You must be able to enter and exit the target house without the owner knowing you have been there. Of course, if you are discovered, bad things can happen such as the owner deciding to take you out themself or the police being notified. These missions are only available from 2200 to 0600. You must enter a Boxville truck (location annotated below) and press R3 to start these missions. The Boxville truck location is: The apartment complex you visited first from Sweet Path Cleaning the Hood: Mission 2 just south of Los Santos Gym. You must collect $10,000, not necessarily in a row, to complete this mission. -

When you start the mission, start looking for houses. There is no way to tell whether a house is a good or bad target. You must enter it to find out.

-

After you enter the target house, a couple of things can happen. The owner is asleep or the owner is awake. If the owner is asleep, a NOISE meter will appear indicating how loud you are. If the owner is awake, you will have ten seconds to vacate the house before the police arrive. -

Your intent is to take everything that is not bolted down. Sneak to the item and pick it up. You can't sneak while carrying things so you must walk slowly. If the noise meter goes above the half-way point, the owner will investigate. If spotted, they will react accordingly. -

To make life easier, work the three same houses for maximum "borrowing" potential.

-

Make sure you get all items to the lockup before 0600. If you don't, you lose all the goods you pilfered. The lockup will be annotated by a yellow marker when you start the Burglary mission.

____________________ / 16.2 Firefighter /__________________________________________________________ -------------------Reward:

CJ is now fireproof

Grab a firetruck and press the R3 to start putting out the fires. Fires are indicated by blue markers on the map and a blue marker above the target vehicle or person(s). Your job is to put out these fires. As the levels go up, so do the number of people and/or vehicles you must take care of. You are on the clock for these levels. You must complete 12 Levels in succession to successfully pass this mission and everything is timed. -

The firetruck is a very sturdy vehicle. Due to a low center of gravity, it is very hard to tip it over. In addition, it is fireproof so you can basically bump into the target vehicle without worrying about burning up your truck.

-

Make sure you don't run over the victims that come screaming out of a burning vehicle. After you have doused the fire on them, then they are fair game. -

If you leave the firetruck for any reason, you have failed this mission. This also includes being pulled out by policemen or civilians. Try not to irritate the local police by getting a wanted level or you will have a bigger headache then you really need.

-

Be especially mindful of the cars that have multiple occupants. Just because you put out the car fire doesn't mean the level is over yet. You must also put out each occupant. If you don't know where they are, look at your map.

-

You get both time and money for successfully putting out the fire.

__________________ / 16.3 Paramedic /____________________________________________________________ -----------------Reward:

Health is permanently boosted an extra 50%

This mission involves you going around the city (or countryside) and picking up sick people. To activate the mission, jump into an ambulance. Sick people are indicated by blue markers on the map and they will also have a blue cone above them. In direct relation to the level number are the number of people you will have to pick up. So for Level 1, you pick up one person; Level 5; five people, etc. You must complete 12 Levels in succession to successfully pass this mission and everything is timed. - Keep in mind that your ambulance can only hold three people at a time. This means you must carefully plan your routes (i.e. use shortcuts when appropriate) to get to the people and bring them back in the shortest amount of time. -

You get bonus time for transporting people back to the hospital. This usually translates into getting the people that are the closest and working your way out toward the edges.

-

The ambulance is a very touchy vehicle. Due to the fact it is top-heavy, you won't be able to corner at high speeds or you may tip it over. This means making wide turns to ensure you don't lose speed or tip the vehicle over.

-

If you leave the ambulance for any reason, you have failed this mission. This also includes being pulled out by policemen or civilians. Try not to irritate the local police by getting a wanted level or you will have a bigger headache then you really need.

-

Don't run over the people you are rescuing or you will fail the mission. Sometimes people are in some pretty obnoxious areas. You usually don't have to be next to them but it is a good idea to get close to cut down running time. Also, if you have the old and slow type, park the ambulance next to them to save time. -

In addition to time, you also get money for each successful delivery of patients to the hospital. _____________

/ 16.4 Pimp /_________________________________________________________________ ------------Reward:

The girls pay CJ for a good time

For this mission, you get to serve in the entertainment business. Nothing gives someone a quicker "warm fuzzy" then being able to help their fellow person. You can start these missions when you enter a Broadway (there is one located behind the car wash in Idlewood Los Santos). Just press R3 and let the fun begin. You must complete 10 Levels in succession to successfully pass this mission and most everything is timed. -

The basic premise of this mission is to pick up girl A and get her to a specific destination in a certain amount of time. Once you have done that, you will need to pick up girl B and do the same. By this time, girl A is done and needs to be picked up for her next gig. This pattern continues until you complete the mission.

-

The girls and destinations are indicated by blue markers on the map and a blue arrow above their head.

-

Fortunately, the only part you are timed on is getting the girls to their destinations. While your girls are busy, make sure you keep the Broadway in top shape by stopping at a Paint 'n' Spray if repairs are needed.

- After level 4, the customers may either start to become rough with the girls or they will refuse to pay for services rendered. Either way, it is your job to teach them a lesson. This lesson is in the form of either beating the customer to death or just shooting them. -

Money made is determined by level. The base level is $300 and your cut will be the base level multiplied by the Pimp level you are currently at.

-

Getting out of your vehicle or killing one of your girls will automatically end the mission. This also includes being pulled out by policemen or civilians. Try not to irritate the local police by getting a wanted level or you will have a bigger headache then you really need.

____________________ / 16.5 Taxi Driver /__________________________________________________________ -------------------Reward:

Nitro is installed on all cabs

Want to know a city better? The Taxi Driver missions will take you to the most prominent landmarks located throughout the city (and even the countryside). Your mission is essentially to get people from point A and transport them quickly to point B without causing too much damage or killing your passenger.

You must complete 50 fares, not necessarily in a row, to complete this mission. -

First, you can make quite a bit of money on this mission. This will be especially apparent once you know the shortcuts to the most common places people want to be dropped off.

-

Try to keep damage to a minimum since people will not ride in a cab that is badly banged up. If your cab does take a lot of damage, find the nearest Paint 'n' Spray and quickly get your cab repaired.

-

Customers are indicated by a blue marker on the map and a blue arrow above their head. Sometimes you may have to cruise around for a fare since nobody needs a cab. If this occurs, time will be suspended until you find a fare. -

In addition to your regular fare, you can also get a tip dependent on how fast you got the customer to their destination and how little you damaged the cab. A TIP bar appears when you pick up your customer and it will decrease according to the above.

-

Collecting multiple passengers is a great way to make money. You will receive bonuses for every two passengers in the amount of $200 x number of passengers. In addition to this bonus, you receive a bonus for every ten fares you successfully complete.

-

If you leave the taxi cab for any reason, you have failed this mission. This also includes being pulled out by policemen or civilians. Try not to irritate the local police by getting a wanted level or you will have a bigger headache then you really need.

-

In addition to the fare, you will also receive bonus time for successfully delivering a passenger.

______________ / 16.6 Train /________________________________________________________________ -------------Reward:

$50,000 plus free public transportation

In order to start this mission, you must "borrow" a train. The best place, I found, is at Cranberry Station in San Fierro. In order to successfully complete this mission, you must deliver cargo to specific destinations in a specific amount of time. There are only two levels to this mission. -

Remember that a train weighs a lot. This means it takes a long time to build up speed and a long time to brake.

-

You are given a certain amount of time to make it to each destination. Failure to make it within the allotted time means you fail this mission.

If

you do make it, you get bonus time added on. -

Your overall start and stop point will be the station you start at.

For

example, if you start at Cranberry Station, then you will take the train

all

around San Andreas stopping at the points designated by yellow markers on the map. -

You must stop within the pink marker to be credited with stopping at the designated station. This means you must plan, well in advance, stopping

the

train. -

The train can reach maximum speeds in excess of 50+ mph. Due to the number of curves, though, I would recommend nothing greater then 45 mph since anything above this speed will cause the train to jump the tracks on the curves. -

Level two plays the same as level one except you have less time to get to each destination.

__________________ / 16.7 Vigilante /____________________________________________________________ -----------------Reward:

Body armor now permanently boosted by 50% when you put it on

Probably the mission that is the most fun. You get to go out and kill the "bad" guys and help the local police. Unfortunately, the local police don't always appreciate your help so you may end up with a wanted level. What a way to show their appreciation. To start on the road of law enforcement, you must be in or on one of these vehicles: HPV 1000 Motorcycle Police Squad Car Police Ranger Barracks Truck FBI Truck (Rancher, SUV, or Ranger) FBI Car Rhino Hunter You must complete 12 Levels in succession to successfully pass this mission and everything is timed. -

Deciding on the right vehicle depends on whether you want speed over durability. Obviously the lighter vehicles make it to the crime scene faster, unfortunately, they also can't absorb as much punishment.

-

As you get into the later levels, more criminals are in the target vehicles (indicated by the blue marker on the map and above the vehicle). These criminals are happy to shoot your vehicle full of holes if you get too close. Fortunately, you can recruit gang members to ride with you to offset this. -

Unlike the other vehicle missions, you are allowed out of your vehicle for 60 seconds. This is especially helpful if you just had a vehicle shot out

from under you or you are planning an ambush. -

One thing that is noticeable on the game is that the criminals tend to follow the same patterns. For example, they will continuously loop around a block until you either get them or time runs out. To counter this, you can set up an ambush: First, establish their pattern. If their pattern goes through an area that provides a pretty good defense, head to that area.

-

Exit or dismount vehicle and set up in said area when the criminals are in view. Remember, you can only be out/off your vehicle for 60 seconds so select a weapon that causes quick destruction such as a RPG or minigun.

-

-

to

If done right, you will destroy the vehicle with all occupants or the occupants who escape will be in a tightly packed group making them easy quickly pick-off.

-

You get both money and time added when you successfully complete a level.

+==============+ | 24. SUMMARY | =============================================================== +==============+ I decided to add the quick checklist so you can check-off things you have done to achieve 100%. Again, if you are sure you did everything and don't have 100%, make sure to double-check. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15.

[ [ [ [ [ [ [ [ [ [ [ [ [ [ [

] ] ] ] ] ] ] ] ] ] ] ] ] ] ]

96 10 4 100 50 50 50 30 9 25 32 4 4 4 7

Missions completed. Asset properties acquired and making money. Challenges successfully completed (came in first in all). Gang tags sprayed in Los Santos. Photographs taken in San Fierro. Horseshoes collected in Las Venturas. Oysters collected from San Andreas. Cars collected for the Exports/Imports job. Moves learned from the three gyms. Races and challenges completed (came in first in all races). Safe Houses acquired. Schools completed with at least Bronze. Challenges at Ammu-Nation completed. Events passed in the three stadiums. Vehicle missions passed.

**************** ******************************** U N I T IV ********************************* **************** These missions and taskings are NOT required for 100% completion but are more designed to give you even more things to do in GTA: SA. These are more like fun to do things that help to increase your score plus they add a degree of replayability to the game.

+==============================+ | 25. ARCADE/HOME VIDEO GAMES | =============================================== +==============================+ What a wonderful way to waste a lot of time on mindless entertainment. Arcade games are spread throughout San Andreas in the local bars and convenience stores. All you need to do is go up to a machine and press the TRIANGLE button to play. A couple of these games seem to resemble (in gameplay) some actual arcade games. ________________ / 25.1 Duality /______________________________________________________________ ---------------A nice Asteroid-like clone. game:

You need to remember a couple of things for this

-

In the lower left corner of the game screen are two bars: Red and Green. The red bar is your health while the green bar is your energy. Health cannot be replenished but energy can when you cease all movement and firing. -

Shoot at the black rocks for 10 points. points.

Shooting a white rock subtracts 10

-

Run your ship over a small white rock for five points. black rock, you lose five points.

-

You lose a point for each shot fired.

If you run over a

___________________________ / 25.2 Go Go Space Monkey /___________________________________________________ --------------------------This Gradius-like clone puts you into a side-scrolling shooter. Try shooting down entire squadrons of enemy ships for power-ups. The more power-ups you collect, the more powerful your weapons become. You will use an eight-way joystick to control your ship. __________________________________ / 25.3 Let's Get Ready to Bumble /____________________________________________ ---------------------------------You get to fly around in a rocket shaped like a bee (or is it the other way around?). Anyway, your goal is to collect flowers within a certain period of time. Of course, your path can be blocked by vines with sharp thorns. ______________________________ / 25.4 They Came From Uranus /________________________________________________ ------------------------------

This Gyruss-like clone puts you on the edge of a big hole. The enemy will come streaming up from said hole. You have full 360 degree motion around the hole in order to unload your weapons at these enemies to prevent them from getting to your position. _________________________________ / 25.5 They Crawled From Uranus /_____________________________________________ --------------------------------Either a sequel or the home version of Chapter 25.4, this is another Gyrusslike clone that puts you on the edge of a big hole. The enemy will come streaming up from said hole. You have full 360 degree motion around the hole in order to unload your weapons at these enemies to prevent them from getting to your position. +===============+ | 26. GAMBLING | ============================================================== +===============+ A wonderful way to either make a big fortune or lose it. There are several places to go, besides the casinos, to make money. Regardless of where CJ gambles at, his Gambling Skill will increase which will allow him to go to the higher limit tables and to establish a larger credit line at the casinos. Of course, this can also be a disadvantage when he can't pay off his credit line. Some people will come to visit him with the purpose of collecting those unpaid debts. Below are the different ways CJ can blow that big wad of cash burning a hole in his pocket. __________________ / 26.1 Blackjack /____________________________________________________________ -----------------Location(s): Minimum Bet: Maximum Bet:

Casinos $100 (by table) $1,000,000 (by table)

A "simple" game which consist of you taking cards that are equal to or less then 21. It is only you against the dealer in this game. Whoever gets the closest to or 21 wins the game. NOTE: Aces count as either one or eleven depending on how they are used. Each player is dealt one card face down and one card face up. options at you disposal:

You have a few

Hit

:

Take the next card in the deck. You can get a maximum of five cards if they don't total 21 or over.

Stick

:

You don't want any more cards.

Double

:

This is a combination of a Hit and Stick plus it also doubles your bet. In essence, you are betting that your three cards will beat the dealer.

Split option

:

When you are dealt two cards of the same value, you have the to Split. When you do this, you will be doubling your bet and playing two (instead of one) sets of cards. If you win with both hands, you gain your bet x 2; one hand will gain you your bet x 1.

A couple of terms associated with the game are: Blackjack:

Any combination of an Ace and a face card. win and you get your bet x 2.

Push

When you tie with the dealer.

:

This is an automatic

____________ / 26.2 ITB /__________________________________________________________________ -----------Location(s): Minimum Bet: Maximum Bet:

Downtown Los Santos, Montgomery, $5 Unlimited

Better known as Inside Track Betting. You get to bet on the ponies without going to the track. When you start the game, you will be shown five horses and their odds on the left side. On the right side, you can place your bet in increments of $5, $25, $100, $150, $1000, $5000, and $10,000. The maximum bet you can place is $9,999,999 although it takes a while to get it up to that much money. When you are ready to watch the race, just select PLACE BET. The odds next to the horse indicate what kind of chance they have to finish first. Horses with low odds usually finish first or second while those with high odds are long shots. If the horse you selected wins, you get your original bet times whatever odds the horse had. For example, if you bet $100 on a horse with 1/5 odds and it wins, you will collect $500. If you lose, then you will only lose your original bet. _____________ / 26.3 Pool /_________________________________________________________________ ------------Location(s): Minimum Bet: Maximum Bet:

Any pool table located in one of the bars in San Andreas $50 (by table) $100,000 (by table)

This is your standard game of 8 ball. In order to initiate a game, go up to the individual at the pool table. Press the TRIANGLE button to play them. You

and your opponent will take turns to pocket your balls. After you have sunk all of your balls, you must sink the 8 ball to win the game. Before you become another Minnesota Fats, you must first learn how to shoot pool. When you start, you will be in Aiming Mode. Use the L3 stick to move the pool cue to the left or right of the cue ball. A dotted line will indicate trajectory. Once you have your aim, press X to go into Shooting Mode. In Shooting Mode, use the L3 stick to move the cue up or down on the cue ball. When you have your shot, pull back on the R3 stick and push forward to hit the cue ball. The rules are relatively simple.

There are a few things you need to know.

A foul will occur when you: -

Miss any of your balls on the table.

-

Hit your opponents ball before your own.

-

Hit your ball too lightly

When you or your opponent scratch, the other player can place the cue ball anywhere on the table. Unlike regular 8 ball, if you scratch while trying to put the 8 ball into the pocket, the game continues. _________________ / 26.4 Roulette /_____________________________________________________________ ----------------Location(s): Minimum Bet:

Casinos $100 (by table)

Maximum Bet:

$1,000,000 (by table)

The game for the James Bond types that brings up visions of Monte Carlo and other exotic places. Roulette is a simple game consisting of a wheel and board. Players make their bets in a variety of ways as to where the little ball will land in the wheel. The wheel is broken up into 38 parts for the American version and 37 for the European (the European version omits the green 00). NOTE: All Casinos in Las Venturas use the European wheel. The number 0 is green while the other numbers are either red or black. The numbers and colors starting from 0 and working clockwise are (LEGEND: G=GREEN; R=RED; B=BLACK): 0G, 32R, 15B, 19R, 4B, 21R, 2B, 25R, 17B, 34R, 6B, 27R, 13B, 36R, 11B, 30R, 8B, 23R, 10B, 5R, 24B, 16R, 33B, 1R, 20B, 14R, 31B, 9R, 22B, 18R, 29B, 7R, 28B, 12R, 35B, 3R, 26B The other part of this game consists of the table. The table is broken up into 37 spaces (one for each number). There are also places around the table to make bets. The table looks like this (NOTE: That lettering on the drawing

would appear vertical as you look at the table from the bottom edge): LEGEND:

G=GREEN; R=RED; B=BLACK +-----------------+ | 0G | +-----------------+-----+-----+-----+ | 1 1 | 1R A 2B | 3R B | S +--C--+-----D-----+ | 18 T | 4B | 5R | 6B | | +-----+-----+-----E | E 1 | 7R | 8B | 9R | | V 2 +-----+-----+-----+ | E | 10B | 11B | 12R | | N -------+-----+-----+-----+ | 2 | 13B | 14R | 15B | | R N +-----+-----+-----+ | E D | 16R | 17B | 18R | | D +-----+-----+-----+ | 1 | 19R | 20B | 21R | | B 2 +-----+-----+-----+ | L | 22B | 23R | 24B | | A -------+-----+-----+-----+ | C 3 | 25R | 26B | 27R | | K R +-----+-----+-----+ | D | 28B | 29B | 30R | | O +-----+-----+-----+ | D 1 | 31B | 32R | 33B | | D 2 +-----+-----+-----+ | | 34R | 35B | 36R | | 19 -------+-----+-----+-----+ | 3-1 3-1 3-1 | | 36 | +-----------------------------------+

As stated earlier, there are a variety of bets you can make. These fall into two different groups: Inside Bets and Outside Bets. Remember, all bets are the original wager x the payoff + the original wager. +---------------------+ | 26.4.1 Inside Bets |-------------------------------------------------------+---------------------+ These are bets that fall on the numbered grid. There are several different types of bets you can make on this grid. For some of the terminology, I will be referring to the letters A through E which are superimposed upon this grid. Straight Bet

:

When you bet on only one number. this bet is 35 to 1.

Split Bet or Two Number

:

This is represented by the letters A or C. This is where you put your chip(s) on the line between two numbers. If either number comes up, you win. The payoff for these bets is 17 to 1.

Street Bet or Three Number:

The payoff for

This is represented by the letter B.

This is

where you put your chip(s) on the last line to

the

right of a row of numbers. If any of those three numbers come up, you win. The payoff for this bet

is 11 to 1.

Square Bet

:

This is represented by the letter D. This is where you put your chip(s) on a corner with four numbers around it. If any of those four numbers come up, you win. The payoff is 8 to 1.

Line Bet

:

This is represented by the letter E. This is where you put your chip(s) on cross part of the last line to the right of the row of numbers. If any of the six numbers comes up, you win. The payoff is 5 to 1.

NOTE:

Wagers on red, black, even, odd, 1 to 18 and 19 to 36 will be lost if the roulette ball comes to rest in the compartment of the green 0.

+----------------------+ | 26.4.2 Outside Bets |------------------------------------------------------+----------------------+ These are the bets that are done outside the numbered grid. They usually represent greater ranges of number so the odds on the outside are considerably less. 1-18 and/or 19-36:

You are betting on the number falling within the range of these numbers. The payoff is 1 to 1.

Even and/or Odd

You are betting that the number will be even or odd. payoff is 1 to 1.

:

Red and/or Black : red

The

You are betting that the number that comes up will be a or black number.

The payoff is 1 to 1.

Dozen Bet

:

You can place your chip(s) within the 1st 12, 2nd 12, and/or 3rd 12 space(s). If the number falls within one of these ranges, you win. The payoff is 2 to 1.

Column Bet

:

You place your chip(s) below the first, second, and/or third column(s). If the number falls within one of those ranges, you win. The payoff is 3 to 1.

______________ / 26.5 Slots /________________________________________________________________ -------------Location(s): Bets :

Casinos $1, $5, $10, $20, or $50

These are your standard "one-arm" bandits. In order to win, you must get three of a kind when the reels stop. Depending on what symbols show up plus how much you put into the machine will determine the payout. The symbols are (in no particular order): Bar, and Double Bars.

Bells, Grapes, Cherries, 69, Single

____________________ / 26.6 Video Poker /__________________________________________________________ -------------------Location(s): Bets :

Casinos, some of the bars around San Andreas $1, $5, $25, $50, $500, $1,000, or $10,000

Why sit at a table with a bunch of people throwing cards around when you can use these marvel of the modern age. Video Poker basically has a computer deal you hands of five cards each. It also allows you to discard and get new cards so you can get the best hand possible. It is this final hand that determines if you have won a payout (if any). Payout amount is determined by three factors: How much each "coin" is worth, how many of these "coins" you bet (up to five), and what the payout is for the particular hand that you hold. When you start a game, you will see a large chart at the top indicating the payout for various hands. You will also see across the top the numbers 1 to 5. This indicates the payout depending how many "coins" you put into the machine (up to five). On the right side is the coin value at the top and below that is how much you put in. Using the chart, if you bet five coins valued at $10 apiece, you have bet $50. If you get a Flush, then you win the coin value x 30 or $300. Jacks or better always wins back your original bet. The bottom part has the five cards with HOLD buttons above them to indicate whether you want to hold your cards or discard them for something better. This is straight poker so there are no wild cards. Below is the payout chart depending on the hand that you hold. Below that is an explanation for the various hands. +-----------------+-------------------------------+ | | COINS BET | | HAND | 1 | 2 | 3 | 4 | 5 | +-----------------+-------------------------------+ +-----------------+-------------------------------+ | ROYAL FLUSH | 250 | 500 | 750 | 1000 | 4000 | +-----------------+-------------------------------+ | STRAIGHT FLUSH | 50 | 100 | 150 | 200 | 250 | +-----------------+-------------------------------+ | FOUR OF A KIND | 25 | 50 | 75 | 100 | 125 | +-----------------+-------------------------------+ | FULL HOUSE | 9 | 18 | 27 | 36 | 45 | +-----------------+-------------------------------+ | FLUSH | 6 | 12 | 18 | 24 | 30 |

+-----------------+-------------------------------+ | STRAIGHT | 4 | 8 | 12 | 16 | 20 | +-----------------+-------------------------------+ | THREE OF A KIND | 3 | 6 | 9 | 12 | 15 | +-----------------+-------------------------------+ | TWO PAIRS | 2 | 4 | 6 | 8 | 10 | +-----------------+-------------------------------+ | JACKS OR BETTER | 1 | 2 | 3 | 4 | 5 | +-----------------+-------------------------------+ LEGEND:

C=CLUBS; D=DIAMONDS; H=HEARTS; S=SPADES; J=JACK; Q=QUEEN; K=KING; A=ACE

Royal Flush

:

Any series of consecutive cards, in the same suit, that starts with the 10 and ends with the ace. For example; 10H, JH, QH, KH, AH.

Straight Flush :

Any series of consecutive cards in the same suit. example; 2D, 3D, 4D, 5D, 6D.

For

Four of a Kind :

Four cards of the same suit.

Full House

:

Three cards of one value plus two cards of another value. For example; 5C, 5H, 5S, QD, QS.

Flush

:

Cards of the same suit but not necessarily in consecutive order. For example; 3H, 6H, 7H, 9H, JH.

Straight

:

Cards in consecutive order but not necessarily in the same suit. For example; 3D, 4S, 5C, 6S, 7H.

Three of a Kind:

Three cards of the same suit.

Two Pairs

Two cards of one value plus two cards of another value. example; KD, KH, 4S, 4D, AH.

:

Jacks or Better:

A pair of cards whose value is Jacks or better.

_________________________ / 26.7 Wheel of Fortune /_____________________________________________________ ------------------------Location(s): Minimum Bet: Maximum Bet:

Casinos $100 (by table) $1,000,000 (by table)

This game consists of a large wheel on the wall with the following number configuration: 23 15 8 4 2 1

$1 $2 $5 $10 $20 STAR

slots slots slots slots slots slot

For

In front of the wheel is a table. Upon that table are spaces marked for the $1, $2, $5, $10, $20, and STAR. Payout is determined by what number you big on. Obviously, the lower the number of a certain number on the wheel, the better the payoff. Payoffs are: $1: $2: $5: $10: $20: STAR:

1 2 5 10 20 40

to to to to to to

1 1 1 1 1 1

+==================+ | 27. GIRLFRIENDS | =========================================================== +==================+ Life is not necessarily all work and no play for CJ. He has to have an active social life to relieve stress from a hard day on the streets. Fortunately, he is in luck. He has a choice of six lucky ladies to choose from. Each of these women have certain requirements of what they want in a man. They also are particular as to how they are to be treated. If CJ gets in real good with them, they will even shower CJ with gifts and the ultimate prize: "Coffee in their house". Each date the CJ goes on with a particular girl will have an effect on the progress meter for that girl. Here are the things that effect that meter (the meter is in percentages): Good/Bad Date Kiss Successful/Failed Giving of a flower Having "Coffee" Loss of interest Failing to show up for date

: : : : : :

+5%/-5% -1%/-1% (only works once per individual date) +1% (only works once per individual date) +5% -2% (when you don't go out for a few days) -5% (after phone call)

______________________________________________________________________________ _ TonyM writes: For girlfriends you don't need to go on dates with any girl to get a relationship upgrade. Heres my way: 1. 2. 3. 4. 5.

Go to the girls house when she is there . Activate 2 player mode at her house. As soon as you start it you get a 10% bonus. Then just kill the second player to fail the 2 player mission. It doesnt matter if you fail or pass the 2 player mission you still get a 10% upgrade with that girl.

______________________________________________________________________________ _ Almost every girl that CJ goes out with wants to do three things on the date (the exception is Millie which is explained further in Chapter 25.6):

Going out to eat :

Every gal likes to eat (of course some more then others). Usually it's best to take them to some sit-down dinner versus fast food just to be on the safe side.

Going dancing

Put on your Blue Suede Shoes and impress your date with your dancing ability.

:

Going for a drive:

Take your date to an area she likes and cruise around. She will tell you whether she likes and area and whether you are going too fast or too slow.

In addition to the above, CJ must have a certain look. Whether it is fat or thin, buff or non-buff, etc. Also, Sex Appeal will play a part in whether a gal will go out with him. Each girlfriend is set up like this: _______ / Name / ------Manly Physical Requirements: Where You Meet : Where She Lives : Time(s) Available : Eating : Dancing : Driving : Vehicle : Reward : Other Rewards : Coffee Time :

Fat/thin, buff/puny, sex appeal, etc. Where you will meet this gal. This one is obvious. When the girl in question is at home. Favorite place to eat. Favorite place to dance. Where to cruise around and at what speed. What vehicle she will give you the keys to. What you get when you are at 100% with her. Any other benefits from dating this girl. At what percentage this moment occurs (this is a general number, mileage may vary accordingly).

________________ / 27.1 Barbara /______________________________________________________________ ---------------Manly Physical Requirements: Where You Meet : Where She Lives : Time(s) Available : Eating : Dancing Driving Vehicle Reward Other Rewards and Coffee Time

: : : : :

Lots of fat and high Sex Appeal At the police station in El Quebrados, Desert At the police station in El Quebrados, Desert 1600-0600 Take her to diner southwest of El Quebrados in Tierra Robada Take her to the club in Queens, San Fierro Slow and easy. Drive around town a few times Police Ranger You get a Policeman Outfit You don't lose your weapons if you are Busted

:

sent to the police station plus you get out of jail free 55%

A single mother of two kids, Barbara is the model for policewomen all over San

Andreas. She never hesitates to let CJ know that if he even looks at her the wrong way, she will blast him. Barbara is tough and independent but doesn't seem to mind if CJ has a crime or two to commit. _______________ / 27.2 Denise /_______________________________________________________________ --------------Manly Physical Requirements: Where You Meet : Where She Lives Time(s) Available Eating Dancing Driving

: : : : :

Vehicle Reward Other Rewards Coffee Time

: : : :

It doesn't matter You first meet her in Chapter 7.6.1, Burning Desire: Mission 1 In Ganton just southeast of CJ's house 1600-0600 Take her to the club in Idlewood Take her to the club in Idlewood Cruise East Los Santos, speed isn't really important When you hit 40%, you get to drive her Rambler You get the Pimp Suit None 50%

This will be CJ's "introductory" girlfriend. She's easy to please and unless you beat her about the head and shoulders, you should be able to have "coffee" with her in no time. Denise likes to chit-chat about leaving the neighborhood and making something of herself. She also explains that she is not an easy girl. _______________ / 27.3 Helena /_______________________________________________________________ --------------Manly Physical Requirements: Where You Meet : Where She Lives : Time(s) Available Eating Dancing Driving

: : : :

Vehicle Reward

: :

Other Rewards

:

Coffee Time

:

Low fat, low muscle, high Sex Appeal On the roof of the Ammu-Nation in Blueberry On a farm in Flint County just southwest of R.S. Haul 0800-1200 and 1400-0200 Take her to the diner in Rodeo Take her to the club in Idlewood Slow and easy. Drive her around her house a few times Bandito You get the Country Outfit which is bib overalls and a flannel shirt You get access to the "tools" which include a Chainsaw, Flamethrower, Molotov Cocktails, and Pistol 65%

Helena is an interesting sort of woman. She is a divorce lawyer and she doesn't hesitate to tell CJ that she makes a lot of money doing it. She also seems on the depressive side since life doesn't seem to hold a thrill. She tells CJ that she only loves two men: Her two brothers. She also makes it quite clear to CJ that she is into guns and has "accidentally" shot a boyfriend

before. ______________ / 27.4 Katie /________________________________________________________________ -------------Manly Physical Requirements: Where You Meet : Where She Lives Time(s) Available Eating

: : :

Dancing Driving Vehicle Reward Other Rewards and

: : : : :

Low fat, buff, high Sex Appeal In the northeast corner of Avispa Country Club, San Fierro In Paradiso, San Fierro 1200-0000 Take her to the cafe just northwest of her house (down the hill) Take her to the club in Queens Medium speed through Calton Heights or Chinatown Romero You get the Medic Outfit You don't lose your weapons if you are Wasted

:

sent to the hospital plus your hospital visit is free 50%

Coffee Time

Katie loves nothing more then a good accident. She also seems to enjoy it when CJ runs into cars and over pedestrians. Katie seems to be on the slightly morbid side since she enjoys trauma. She also tries to convince CJ to come down to the Dojo to spar a little. _________________ / 27.5 Michelle /_____________________________________________________________ ----------------Manly Physical Requirements: Where You Meet : Where She Lives : Time(s) Available : Eating : Dancing : Driving : Vehicle : Reward Other Rewards Coffee Time

: : :

Lots of fat and high Sex Appeal At the Driving School in San Fierro In northeast San Fierro at her garage 0000-1200 Take her to the club in Queens Take her to the club in Queens Anywhere as long as you drive real fast When you hit 50%, you get to drive her Monster Truck You get the Racing Suit Get your car fixed for free at her garage 50%

Michelle is one of the more elusive gals to find. It is more of a hit or miss if you can catch her at the driving school. Once you are dating her, though, be prepared for a wild ride. Michelle gets into cars, all kinds of them. In addition, she wants to buy a fast speedboat. She also enjoys working on cars but she wants to do more in life. NOTE: Sometimes Michelle wants to do the driving. Jack a car (if you didn't drive over in one) and CJ will automatically run over to the passenger side while Michelle gets in the driver's seat. The only things CJ can do is to

enjoy the scenery and change radio stations.

This makes for a very easy date.

_______________ / 27.6 Millie /_______________________________________________________________ --------------Manly Physical Requirements: Where You Meet : Where She Lives : Time(s) Available : Eating : Dancing : Driving : Vehicle Reward Other Rewards Coffee Time

: : : :

Lots of fat and high Sex Appeal In Chapter 11.6.2, Key to Her Heart: Mission 2 Prickle Pine, Las Venturas 0200-1000, 1400-1800 Take her to the diner southwest of her house Take her to the Camel's Toe Just a regular drive around her neighborhood should suffice Club At 35%, you get the keycard to Caligula's Gimp Suit 40-45% or any time CJ is wearing the Gimp Suit

Millie basically tells CJ that she enjoys working in the casino. She has no real ambition except to either run a casino or be in charge of a large group. Millie seems pretty laid back and really doesn't get too worked up about anything. Millie is sometimes difficult to find. The only advice that can be offered is be persistent and make sure your Sex Appeal is maxed out. +==============+ | 28. FLOWERS | =============================================================== +==============+ A great way to awe and amaze your gal. It gives you an extra percentage point toward getting a vehicle, coffee, etc. So if you want to knock her shoes, socks, and other things off, give her a flower. Remember to use L1 to give it to her though. If you use the CIRCLE button, you will end up beating her about the head and shoulders with the flowers which can be a real date killer. There are 40 flowers spread out around San Andreas plus they respawn after a period of time. ___________________ / 28.1 Los Santos /___________________________________________________________ ------------------There are eight flowers to be picked in Los Santos. +---------------------+ | 28.1.1 Muhlholland |-------------------------------------------------------+---------------------+ Flowers: Total : 1.

[ ]

1 1 Look to the west of your Safe Houses and you will see a circle drive.

The flower is at the northeast part of this drive. +---------------------+ | 28.1.2 Los Colinas |-------------------------------------------------------+---------------------+ Flowers: Total :

1 2

1. [ ] Go to the house you sprayed the tag for tag number three. house next door and go into the garden facing the road.

Go to the

+-------------------+ | 28.1.3 Glen Park |---------------------------------------------------------+-------------------+ Flowers: Total : 1.

[ ]

1 3 Go to the flower bed on the east side of the pond.

+----------------+ | 28.1.4 Temple |------------------------------------------------------------+----------------+ Flowers: Total :

1 4

1. [ ] This is the same cemetery featured in Chapter 7.2.9, Los Sepulcros: Mission 9. The flower is in the southern part of the graveyard. +----------------------+ | 28.1.5 Verona Beach |------------------------------------------------------+----------------------+ Flowers: Total :

1 5

1. [ ] Due west of tag number three. on the beach.

It is located in a small picnic area

+------------------------+ | 28.1.6 Verdant Bluffs |----------------------------------------------------+------------------------+ Flowers: Total : 1.

[ ]

1 6 To the left of the front door into the observatory.

+------------------+

| 28.1.7 Idlewood |----------------------------------------------------------+------------------+ Flowers: Total : 1.

[ ]

1 7 In front of the Xoomer station located by the car wash.

+-------------------+ | 28.1.8 El Corona |---------------------------------------------------------+-------------------+ Flowers: Total :

1 8

1. [ ] In front of the house due north of tag number two. house from the left as you face north toward said block.

It is the second

_________________ / 28.2 Badlands /_____________________________________________________________ ----------------There are six flowers in the Badlands. +----------------------------+ | 28.2.1 Flint Intersection |------------------------------------------------+----------------------------+ Flowers: Total : 1.

[ ]

1 9 In the median on the south side of the overpass.

+----------------------+ | 28.2.2 Flint County |------------------------------------------------------+----------------------+ Flowers: Total : 1.

[ ]

4 13 In front of the gas station next to R. S. Haul.

2. [ ] Turn right (north) out of the R. S. Haul and follow the road around. Take the second road to the right (northeast) and turn right (north) at the "T" intersection. Follow this road to the dirt road and make a left (west) turn. Look at the map and when you get to the area that has two curved white areas with a green area in the middle, turn left (south). Go up that hill and you will see the flower. 3. [ ] Go to the southeast corner of Flint County (next to the Los Santos inlet. Go behind the 69 service station to find the flower.

4. [ ] Between Whetstone and Flint County there is a road with two hairpin curves in it. One faces south while the other faces north (you used this road during the Country Endurance race). On the northern hairpin curve is a flower. +--------------------+ | 28.2.3 Angel Pine |--------------------------------------------------------+--------------------+ Flowers: Total :

1 14

1. [ ] Right across from "Cluckin' Bell" and to the left of "Lovin' a Load". It is located next to the dumpsters. ___________________ / 28.3 San Fierro /___________________________________________________________ ------------------There are 11 flowers to be picked. +-------------------------+ | 28.3.1 Missionary Hill |--------------------------------------------------+-------------------------+ Flowers: Total : 1. [ ] corner.

1 15 Enter this road from the west and it will be at the first hairpin

+-----------------------+ | 28.3.2 Foster Valley |----------------------------------------------------+-----------------------+ Flowers: Total :

1 16

1. [ ] Same area as photograph number two. building and head to the flower bed.

Go to the second floor of this

+---------------------+ | 28.3.3 Ocean Flats |------------------------------------------------------+---------------------+ Flowers: Total :

1 17

1. [ ] Next to the dumpster, in the alley, across from the entrance into the country club. +------------------+ | 28.3.4 Hashbury |-----------------------------------------------------------

+------------------+ Flowers: Total : 1.

[ ]

1 18 One block south of the Hippy Shopper in front of the war memorial.

+----------------------+ | 28.3.5 Easter Basin |------------------------------------------------------+----------------------+ Flowers: Total : 1.

[ ]

2 20 Between the pumps at the Xoomer station (same place you met Toreno).

2. [ ] Southwest part of the collapsed freeway due west of the aircraft carrier. +------------------------+ | 28.3.6 Calton Heights |----------------------------------------------------+------------------------+ Flowers: Total : 1.

[ ]

1 21 Eastern part of the crooked road on the hillside.

+---------------------+ | 28.3.7 Santa Flora |-------------------------------------------------------+---------------------+ Flowers: Total :

1 22

1. [ ] Go down the hill from jump number one. porch on the right.

You will see a fenced in

+-------------------+ | 28.3.8 Palisades |---------------------------------------------------------+-------------------+ Flowers: Total :

2 24

1. [ ] In front of the first apartment duplex (coming from the south). Located southwest of your Safe House in Paradiso. 2.

[ ]

Next to the northern pond (by Battery Point).

+------------------------+

| 28.3.9 Juniper Hollow |-----------------------------------------------------+------------------------+ Flowers: Total : 1.

[ ]

1 25 Next to the soda machines at the Xoomer station.

_______________ / 28.4 Desert /_______________________________________________________________ --------------There are five flowers to get. +------------------------+ | 28.4.1 Bayside Marina |----------------------------------------------------+------------------------+ Flowers: Total :

1 26

1. [ ] Coming out of San Fierro, turn right onto road leading into town. At the next intersection, turn left (east). The flower is in front of the house on the left. +-----------------------+ | 28.4.2 Tierra Robada |-----------------------------------------------------+-----------------------+ Flowers: Total :

2 28

1. [ ] Get on the dirt path just west of El Quebrados and go south. After you crest the hill, go to the first building on your right and go to the south side. 2. [ ] Go to the Xoomer station just northeast of El Quebrados. is in front of the bathrooms on the north side of the station.

The flower

+---------------------+ | 28.4.3 Sherman Dam |-------------------------------------------------------+---------------------+ Flowers: Total :

1 29

1. [ ] Go to the western side of the dam. monument. +--------------------+

Look to the left to see a

| 28.4.4 Las Brujas |--------------------------------------------------------+--------------------+ Flowers: Total :

1 30

1. [ ] The area is featured in Chapter 1.5.2, High Noon: Desert Tricks race. The flower is in the graveyard.

Mission 2 and the

_____________________ / 28.5 Las Venturas /_________________________________________________________ --------------------There are ten flowers to be collected +----------------------------------+ | 28.5. 1 Yellow Bell Golf Course |------------------------------------------+----------------------------------+ Flowers: Total : 1.

[ ]

1 31 In front of the main sign at the entrance.

+-----------------------+ | 28.5. 2 Prickle Pine |-----------------------------------------------------+-----------------------+ Flowers: Total :

1 32

1. [ ] Exit the Yellow Bell Golf Course and turn left and follow the curve of the road. Go to the front yard of the second house on the left. +-----------------------+ | 28.5. 3 Emerald Isle |-----------------------------------------------------+-----------------------+ Flowers: Total : 1.

[ ]

1 33 Between the pumps of the Xoomer station north of the parking garage.

+-------------------------------+ | 28.5. 4 Julius Thruway North |---------------------------------------------+-------------------------------+ Flowers: Total :

1 34

1. [ ] Just north of Emerald Isle number one. Tackle" discount wedding store.

In front of the "Wedding

+-----------------------+ | 28.5. 5 Royal Casino |-----------------------------------------------------+-----------------------+ Flowers: Total : 1.

1 35

In the flower bed on the east side of the casino.

+---------------------+ | 28.5. 6 Come-A-Lot |-------------------------------------------------------+---------------------+ Flowers: Total :

1 36

1. [ ] At the Xoomer station east of Come-A-Lot and west of the Julius Thruway East. +------------------------------+ | 28.5. 7 Julius Thruway East |----------------------------------------------+------------------------------+ Flowers: Total : 1. [ ] one.

1 37 In the center of the concrete barrier due east of Come-A-Lot number

+-----------------------+ | 28.5. 8 Las Venturas |-----------------------------------------------------+-----------------------+ Flowers: Total :

1 38

1. [ ] In the garden next to the chapel south of Come-A-Lot and also it had the horseshoe on the roof. +-------------------------+ | 28.5. 9 Rockshore West |---------------------------------------------------+-------------------------+ Flowers: Total :

1 39

1. [ ] From the Last Dime Motel, look east. Turn right then immediately left. It is the first house on the right in the garden.

+------------------------+ | 28.5.10 Redsands West |----------------------------------------------------+------------------------+ Flowers: Total :

1 40

1. [ ] In the garden of the first house due north of the northern end of the runway (just east of your Safe House). +================+ | 29. TRIATHLON | ============================================================= +================+ So, do you think that CJ has got what it takes to take part in a Triathlon? If you want to be successful, then CJ needs to be in top shape. This means 0% (or close to 0%) fat, 100% muscle mass, 100% Stamina, 100%, and 100% Cycling Skill. The Triathlon consists of three parts: The first part involves you swimming through checkpoints, the second part involves cycling, while the third part involves a nice, healthy run. You will be competing against eight other contestants (including the man in the Chicken Outfit) hence the name of these races is "Beat the Cock!". There are two Triathlons to compete in. Both are similar in the sequence of events and being only available on Saturdays and Sundays, but they are different as to where you must go. The Fisher's Lagoon Triathlon is the hardest of the two. Be prepared for numb fingers as you show the world the best of the best. __________________________ / 29.1 Santa Maria Beach /____________________________________________________ -------------------------Location: Reward :

By the lighthouse on the western part of Santa Maria Beach $10,000

You start this race on the beach. When the timer expires, get into the water and start swimming. Make sure you get through those checkpoints but don't worry if the competition passes you. There are plenty of opportunities to make up for lost time. Your swim will take you to just south of the Flint Intersection. You will have 25 seconds to get on your bike. Look for the blue cone that designates the bike you will be taking. You will now take a nice bike ride through Back O' Beyond, Flint County, Whetstone, Angel Pine, through the tunnel under Mount Chiliad. Once you get to the road up Missionary Hill, ditch the bike (jump off while still riding for momentum) and start running.

Your run will take you up the winding road to the top of Missionary Hill. Once you get to the red and white radio transmitter at the top, you have finished the race. ________________________ / 29.2 Fisher's Lagoon /______________________________________________________ -----------------------Location: Reward :

On the eastern part of the dock next to Palomino Creek $20,000

As with the first race, once the timer expires, the race begins. Be prepared because your competition is in better shape on this race. Your swim will take you west to a point south of Montgomery in Muhlholland. Get out of the water and hop on your bike. This bike trip will be extremely long and extremely grueling so learn when to conserve energy and when to open it up. There are a lot of corners that can be cut so use them liberally to keep a healthy lead over the competition. Your bike tour will include such areas as Hilltop Farm, Blueberry, Easter Bay Airport, through the heart of San Fierro, Tierra Robada (southern route), across the dam, Bone County, and eventually Las Venturas. When you get to the Burger Shot in Redsands West, be prepared to run. The run is relatively short. You are just running south down the strip. you get to the Four Dragons Casino, the race is over.

Once

+===================+ | 30. 2-PLAYER FUN | ========================================================== +===================+ When you connect the second control, another can join in at specific points to give the game another dimension. _____________________________ / 30.1 Two-Player Runaround /_________________________________________________ ----------------------------CJ gets put with another character. Then they are free to roam the countryside causing hate and discontent. The runaround ends when CJ is either killed or busted. If either event occurs, CJ goes back to where he started the runaround with all his original weapons. The icons are red and look like two people together. They are spread out all over San Andreas. Below are where the icons are at and what character choices the second player has. NOTE: Going to the icon in front of a girlfriends house makes her part of the two-player runaround. You can't change her character and it doesn't count as a date. +--------------------+ | 30.1.1 Los Santos |---------------------------------------------------------

+--------------------+ Icon Location The

:

Go to where you sprayed the Idlewood tag number three. icon is in the courtyard.

Character Choices:

Hooker, Large Grove Street Gang Member, Small Grove Street Gang Member, Policeman, Ballas Gang Member, Triad Gang Member.

+--------------------+ | 30.1.2 San Fierro |--------------------------------------------------------+--------------------+ Icon Location

:

Character Choices:

Go one block north of Chapter 9.1.3, Deconstruction: Mission 3 to the parking lot on the north side of the building. Aztec Gang Member, Firefighter, Hooker, Pedestrian, Blonde Girl in Red Swimsuit.

+----------------+ | 30.1.3 Desert |------------------------------------------------------------+----------------+ Icon Location

:

Character Choices:

Located in front of the lounge just to the left (west) of Ammu-Nation in El Quebrados. Country Gal, Cowboy Gal, Sheriff, Cowboy Guy, Bald Guy, Country Guy.

+----------------------+ | 30.1.4 Las Venturas |------------------------------------------------------+----------------------+ Icon Location

:

Character Choices: Guard,

In the center of the Royal Casino (in the open courtyard). S&M Girl, Firefighter, Tourist Guy, Hooker, Security Elvis Impersonator.

+------------------+ | 30.1.5 Badlands |----------------------------------------------------------+------------------+ Icon Location the

:

Character Choices:

On the east side of the General Store just southwest of Safe House in Dillimore. Same as for the Desert.

___________________________

/ 30.2 Two-Player Rampage /___________________________________________________ --------------------------These are tasks assigned that must be completed in a set amount of time. Failure occurs if the task isn't completed in the required time, CJ is busted, or CJ is wasted. When you are successful or unsuccessful at completing the task, CJ will return to the Icon (looks like two skulls on top of each other) he started from. These Icons are spread all over San Andreas. +--------------------+ | 30.1.1 Los Santos |--------------------------------------------------------+--------------------+ Icon Location:

In the fountain one block west of the Police Station in Pershing Square.

Rampage Type :

You have three minutes to kill 15 pedestrians. foot.

You will be on

+--------------------+ | 30.1.2 San Fierro |--------------------------------------------------------+--------------------+ Icon Location:

In front of garage next to door that you did the Woozie path from.

Rampage Type :

You have to destroy five vehicles in three minutes. be in a car.

You will

+----------------+ | 30.1.3 Desert |------------------------------------------------------------+----------------+ Icon Location:

On the porch of the house you used to jump south in Las Payasdas.

Rampage Type :

You must destroy eight vehicles in three minutes. flying a helicopter.

You will be

+----------------------+ | 30.1.4 Las Venturas |------------------------------------------------------+----------------------+ Icon Location: horseshoe

One block north of where you collected the Come-A-Lot and one block east of the Camel's Toe.

Rampage Type :

You must kill fifteen pedestrians in three minutes. be in a car.

+------------------+

You will

| 30.1.5 Badlands |----------------------------------------------------------+------------------+ Icon Location:

One block due south of the hospital and across the street from Marvin's Restaurant.

Rampage Type :

You must destroy five motorcycles in three minutes. be in a car.

You will

+=========================+ | 31. UNIQUE STUNT JUMPS | ==================================================== +=========================+ Reward:

$500 per jump for a grand total of $35,000 for all 70 jumps.

Spread out around San Andreas are 70 unique stunt jumps. Almost all jumps can be performed with the NRG 500. If you can't locate an NRG 500, one always spawns at the NRG 500 challenge area in Easter Basin (by the import/export crane). Some jumps will require fast reflexes due to tight turns and avoiding obstacles. Be sure to repair your bike regularly (either through a Paint 'n' Spray or one of your garages) because it will take a beating on some of these jumps. The areas are broken up first into the major regions used in the walkthrough. These regions are further broken down into the subregions within those regions. There isn't a precise way I am going on these so they are broken down as follows: Los Santos Badlands 1 Badlands 2 San Fierro Desert Las Venturas

-

East to west, south to north Western part west of Los Santos; east to west, north to south Eastern part above Los Santos; east to west, north to south West to east, south to north West to east, north to south By landmarks and west to east, south to north

___________________ / 31.1 Los Santos /___________________________________________________________ ------------------Los Santos has a total of 24 jumps spread around the different neighborhoods. Some tag locations will be used as reference points. If the area of the tag is different from the subchapter heading, I will also indicate that. The tag numbers come from Chapter 15.1, Los Santos Tags. +---------------------+ | 31.1. 1 East Beach |-------------------------------------------------------+---------------------+

Jumps: Total:

2 2

1. [ ] By tag number five. Avoid going into the ocean.

Jump through the opening to the road below.

2. [ ] Use the pedestrian crosswalk, by tag number two, to clear the west wall. It is the brown wall on the western side of the parking lot. +--------------------------+ | 31.1. 2 East Los Santos |--------------------------------------------------+--------------------------+ Jumps: Total:

3 5

1. [ ] On the same block as tag number one. The jump is between the third and fourth buildings (as you count from north to south). Head west up the stairs and clear the parking lot and railroad tracks. 2. [ ] Go to the south end of the north-south road divided by the railroad tracks. There is a pedestrian crosswalk over the tracks. Take the jump north up the western stairway. You must make it past the block with the church. 3. [ ] Look for the basketball courts across from the orange building with tag number four. There are a set of stairs on the northern part. Jump west to clear the stairs farther to the west. +-----------------------------------+ | 31.1. 3 Muhlholland Intersection |-----------------------------------------+-----------------------------------+ Jumps: Total:

3 8

1. [ ] Located on the pedestrian walkway. Go opposite the southbound traffic and there is a concrete ramp right before you reach the main overpass. 2.

[ ]

Same as #1 except go opposite the northbound traffic.

3. [ ] Go south toward the right. Then take your first ramp. Use this to jump into 7.8.2, Green Sabre: Mission

intersection and take the first exit to your exit to the left. To your right is a concrete the parking lot below (this is where Chapter 2 took place).

+-------------------+ | 31.1. 4 Vinewood |---------------------------------------------------------+-------------------+ Jumps: Total:

1 9

1. [ ] Get on the road two blocks south of the Paint 'n' Spray in Temple. Take this wide road west. At the end of the road is the jump. You must clear the building and land on the next wide road to the west. +-----------------+ | 31.1. 5 Market |-----------------------------------------------------------+-----------------+ Jumps: Total:

1 10

1. [ ] On the block west of tag number two. There is a small alley between that block and the studio with a set of stairs. Use the stairs to clear the building and land on the street to the east. +-------------------+ | 31.1. 6 Commerce |---------------------------------------------------------+-------------------+ Jumps: Total:

1 11

1. [ ] Enter the ditch in the same place Big Smoke did in Chapter 7.3.4, Just Business: Mission 4. Go all the way south and turn around. Pass where you entered the ditch and you will see a ramp to your left. Use it to clear the highway north of you. +-------------------+ | 31.1. 7 Idlewood |---------------------------------------------------------+-------------------+ Jumps: Total:

1 12

1. [ ] Get to where the railroad tracks divide the road (just in front of the apartments you visited in Chapter 7.2.2, Cleaning the Hood: Mission 2). Turn south on the railroad tracks. You will see a bridge spanning the drainage ditch. On the left, middle, and right parts is a raised steel railing. You will need to use the middle one to jump to the street to the south. Run the railroad tracks south and quickly turn to the railing to avoid the tree and make the jump. +--------------------+ | 31.1. 8 El Corona |--------------------------------------------------------+--------------------+ Jumps: Total:

1 13

1. [ ] Just east of Unity Station and north of where you got the Slamvan. Use the ramp going east to get on top of the roof of the next platform.

+----------------------+ | 31.1. 9 Ocean Docks |------------------------------------------------------+----------------------+ Jumps: Total:

5 18

1. [ ] Located by tag number five in Playa de Seville. Get into chemical plant area and go all the way to the east wall. Turn around and use the stairs on the side of the tank to jump west and clear the drainage ditch. 2. [ ] Located by tag number three. Use the dirt ramp in the corner of the fence to jump onto the highway to the south. This is the area you passed to get to tag number three. 3. [ ] Located in the area of tag number one. to jump onto the highway. 4. [ ] highway.

Use the stairs to the north

As number three but use the stairs to the south to jump onto the

5. [ ] Due east of tag number one across the water. Follow the road around. You will have to jump the building on the western part of this area. +-----------------------------------+ | 31.1.10 Los Santos International |-----------------------------------------+-----------------------------------+ Jumps: Total:

3 21

1. [ ] Go to the southeast corner of the passenger terminal. You will see a mobile set of stairs next to the fence. Jump northeast to clear the fence and land on the road. 2. [ ] Go to the northern runway and go west all the way to the end and face east. Build up speed heading east. As soon as you see the 15L sign, turn slightly right. You will then see a sign with . Use this as the ramp to jump off. You must jump at least 270 feet to be successful. 3. [ ] Get on the highway and head for the tunnel going under Los Santos International. Approach the tunnel from the east (heading toward the eastern entrance). After the last curve right, get to the median to use the ramp to jump toward the tunnel entrance. +-----------------------+ | 31.1.11 Verona Beach |-----------------------------------------------------+-----------------------+ Jumps:

1

Total:

22

1. [ ] Just west of tag number one. Use the brown stairs going north and just to the left of the food court. Jump to the other roof. +----------------------------+ | 31.1.12 Santa Maria Beach |------------------------------------------------+----------------------------+ Jumps: Total: 1.

[ ]

1 23 Go up the stairs to the right of tag number 2.

+----------------+ | 31.1.13 Rodeo |------------------------------------------------------------+----------------+ Jumps: Total:

1 24

1. [ ] Jump off the ridge just to the right of the road leading onto Santa Maria Pier. This will put you on the freeway to Foster Valley. ___________________ / 31.2 Badlands 1 /___________________________________________________________ ------------------There are a total of three jumps in this area and they are all around Angel Pine and the beach south of Angel Pine. +-------------------------+ | 31.2.1 Angel Pine Area |---------------------------------------------------+-------------------------+ Jumps: Total:

3 27

1. [ ] Go south of Angel Pine to the beach. There is an access road that will allow you to get on the beach. Jump off the very large sand dune just to the east of this entrance. 2. [ ] Go to the trailer park where you first started the Badland missions. On the middle part of the eastern fence is a ramp. Use this to jump onto the red roof of the building across the street. 3. [ ] Jump off the ramp that was used during the Cobra Run challenge on Mount Chiliad. ___________________ / 31.3 San Fierro /___________________________________________________________

------------------San Fierro has a total of 15 jumps spread around the different neighborhoods. Some photograph locations will be used as reference points. If the area of the photograph is different from the subchapter heading, I will also indicate that. The photograph numbers come from Chapter 15.2, San Fierro Photographs. +------------------------+ | 31.3. 1 Foster Valley |----------------------------------------------------+------------------------+ Jumps: Total:

1 28

1. [ ] In the southeast part of the parking lot south of the stadium. the ramp to jump east and land on the freeway.

Use

+-------------------------------+ | 31.3. 2 Easter Basin Airport |---------------------------------------------+-------------------------------+ Jumps: Total:

2 30

1. [ ] Use the ramp right across from the runway marker +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 1 | VINYL HARDTOP | $3340 | +----+------------------+-------+ | 2 | CONVERTIBLE ROOF | $3250 | +----+------------------+-------+ | 3 | HARDTOP | $3380 | +----+------------------+-------+ | 4 | SOFTTOP | $3290 | +----+------------------+-------+ | 5 | ROOF 1 | $3000 | +----+------------------+-------+

| 6 | ROOF 2 | $2000 | +----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 7 | CHROMER BUMPER | * | +----+------------------+-------+ | 8 | SLAMMIN BUMPER | * | +----+------------------+-------+ > +-----+------------------+-------+ | # | MODIFICATION | COST | +-----+------------------+-------+ +-----+------------------+-------+ | 9 | BLADE REAR BUMPER | $2150 | +-----+------------------+-------+ | 10 | CHROMER BUMPER | * | +-----+------------------+-------+ | 11 | SLAMMIN BUMPER | * | +-----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 12 | CHROMER | * | +----+------------------+-------+ | 13 | SLAMMIN | * | +----+------------------+-------+ > +----+-----------------------+-------+ | # | MODIFICATION | COST | +----+-----------------------+-------+ +----+-----------------------+-------+ | 14 | WING | $800 | +----+-----------------------+-------+ | 15 | CHROME STRIPS | * | +----+-----------------------+-------+ | 16 | CHROME ARCHES (FLAME) | $780 | +----+-----------------------+-------+ | 17 | CHROME ARCHES (COVER) | $780 | +----+-----------------------+-------+ | 18 | CHROME TRIM | $780 | +----+-----------------------+-------+ | 19 | WHEELCOVERS | $940 | +----+-----------------------+-------+

> +----+----------------------+-------+ | # | MODIFICATION | COST | +----+----------------------+-------+ +----+----------------------+-------+ | 20 | TWIN SEATS | * | +----+----------------------+-------+ | 21 | DOUBLE SEATS | * | +----+----------------------+-------+ | 22 | CHROME GRILL (SKULL) | $940 | +----+----------------------+-------+ | 23 | CHROME BARS | $860 | +----+----------------------+-------+ | 24 | CHROME LIGHTS | $1120 | +----+----------------------+-------+ | 25 | FRONT BULLBARS 1 | $2130 | +----+----------------------+-------+ | 26 | FRONT BULLBARS 2 | $2050 | +----+----------------------+-------+ | 27 | REAR BULLBARS 1 | $1610 | +----+----------------------+-------+ | 28 | REAR BULLBARS 2 | $1540 | +----+----------------------+-------+ +-------------------------------+ | 33.1.2 Lowrider Modification |---------------------------------------------+-------------------------------+ Below is the chart of cars and possible modifications to each car. Use the numbers from the preceding subchapter to see what modifications (if any) can be done to your Lowrider. For those items asterisked above, the item number will be followed by the cost in parentheses. +-----------+----------------------------------------------------------------+ | CAR | POSSIBLE MODIFICATIONS | +-----------+----------------------------------------------------------------+ +-----------+----------------------------------------------------------------+ | BLADE | 1, 2, 7($2130), 8($2050), 9, 11($2040), 12($1610), 13($1540), | | | 15($780), 20($940), 21($860) | +-----------+----------------------------------------------------------------+ | BROADWAY | 5, 6, 7($1000), 8($900), 10($1000), 11($900), 12($500), | | | 13($500), 15($1000) | +-----------+----------------------------------------------------------------+

| REMINGTON | 7($2150), 8($2040), 10($2130), 11($2050), 12($3340), 13($3250), | | | 16, 17, 22, 23, 24 | +-----------+----------------------------------------------------------------+ | SAVANNA | 3, 4, 7($2200), 8($2080), 10($2175), 11($2095), 12($1650), | | | 13($1590), 15($830), 20($990), 21($900) | +-----------+----------------------------------------------------------------+ | SLAMVAN | 7($2040), 12($3340), 13($3250), 18, 19, 25, 26, 27, 28 | +-----------+----------------------------------------------------------------+ | TORNADO | 7($1040), 8($1200), 11($940), 12($1100), 12($1100), 13($1500), | | | 14 | +-----------+----------------------------------------------------------------+ | VOODOO | ONLY THE TWIST, WIRES, VIRTUAL, AND ACCESS TIRES PLUS THE OTHER | | | STANDARD MODIFICATIONS | +-----------+----------------------------------------------------------------+ __________________________ / 33.2 Wheel Arch Angels /____________________________________________________ -------------------------Location:

Ocean Flats, San Fierro

This company works exclusively on Street Racers. The following cars classify as Street Racers in this game: Elegy, Flash, Jester, Stratum, Sultan, and Uranus. The modifications offered are as follows (NOTE: Numbers preceding the modification will be used on the car chart later in this sub-chapter). +---------------------------------------------+ | 33.2.1 Street Racer Possible Modifications |-------------------------------+---------------------------------------------+ NOTE: Any item marked with an asterisk (*) will have the cost shown on the car chart. > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+

+----+------------------+-------+ | 1 | ALIEN ROOF VENT | * | +----+------------------+-------+ | 2 | X-FLOW ROOF VENT | * | +----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 3 | ALIEN | * | +----+------------------+-------+ | 4 | X-FLOW | * | +----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 5 | ALIEN | * | +----+------------------+-------+ | 6 | X-FLOW | * | +----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 7 | ALIEN | * | +----+------------------+-------+ | 8 | X-FLOW | * | +----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 9 | ALIEN | * | +----+------------------+-------+ | 10 | X-FLOW | * | +----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 11 | ALIEN | * |

+----+------------------+-------+ | 12 | X-FLOW | * | +----+------------------+-------+ +-----------------------------------+ | 33.2.2 Street Racer Modification |-----------------------------------------+-----------------------------------+ Below is the chart of cars and possible modifications to each car. Use the numbers from the preceding subchapter to see what modifications (if any) can be done to your Street Racer. For those items asterisked above, the item number will be followed by the cost in parentheses. +-----------+----------------------------------------------------------------+ | CAR | POSSIBLE MODIFICATIONS | +-----------+----------------------------------------------------------------+ +-----------+----------------------------------------------------------------+ | ELEGY | 1($190), 2($150), 3($990), 4($900), 5($1000), 6($890), 7($790), | | | 8($690), 9($600), 10($490), 11($500), 12($390) | +-----------+----------------------------------------------------------------+ | FLASH | 1($210), 2($130), 3($1200), 4($910), 5($1090), 6($840), | | | 7($710), 8($510), 9($810), 10($620), 11($670), 12($530) | +-----------+----------------------------------------------------------------+ | JESTER | 1($250), 2($200), 3($1050), 4($950), 5($1050), 6($950), | | | 7($850), 8($750), 9($650), 10($550), 11($550), 12($450) | +-----------+----------------------------------------------------------------+ | STRATUM | 1($230), 2($180), 3($1030), 4($930), 5($1030), 6($920), | | | 7($830), 8($720), 9($620), 10($530), 11($520), 12($430) | +-----------+----------------------------------------------------------------+ | SULTAN | 1($170), 2($120), 3($970), 4($880), 5($980), 6($870), 7($770), | | | 8($680), 9($580), 10($470), 11($480), 12($370) | +-----------+----------------------------------------------------------------+ | URANUS | 1($150), 2($100), 3($950), 4($850), 5($950), 6($850), 7($750), | | | 8($650), 9($550), 10($450), 11($450), 12($350) |

+-----------+----------------------------------------------------------------+ ____________________ / 33.3 Transfender /__________________________________________________________ -------------------Locations:

Temple, Los Santos; Doherty, San Fierro; Come-A-Lot, Las Venturas

This company works on many regular cars not classified as Lowriders or Street Racers. There are 64 different cars that a Transfender can modify. These modifications range from the simple STANDARD FEATURES to more elaborate changes or additions. The modifications offered are as follows (NOTE: Numbers preceding the modification will be used on the car chart later in this sub-chapter). +--------------------------------------------+ | 33.3.1 Regular Car Possible Modifications |--------------------------------+--------------------------------------------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 1 | ROOF SCOOP | $80 | +----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 2 | OVAL | $150 | +----+------------------+-------+ | 3 | SQUARE | $100 | +----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 4 | FURY | $150 | +----+------------------+-------+ | 5 | CHAMP | $100 | +----+------------------+-------+ | 6 | WORX | $250 | +----+------------------+-------+ | 7 | HOOD | $220 |

+----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 8 | WIN | $550 | +----+------------------+-------+ | 9 | CHAMP | $400 | +----+------------------+-------+ | 10 | DRAG | $200 | +----+------------------+-------+ | 11 | FURY | $350 | +----+------------------+-------+ | 12 | RACE | $500 | +----+------------------+-------+ | 13 | WORX | $200 | +----+------------------+-------+ | 14 | ALPHA | $250 | +----+------------------+-------+ | 15 | PRO | $400 | +----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 16 | LARGE | $250 | +----+------------------+-------+ | 17 | MEDIUM | $200 | +----+------------------+-------+ | 18 | SMALL | $150 | +----+------------------+-------+ | 19 | TWIN | $300 | +----+------------------+-------+ | 20 | UPSWEPT | $350 | +----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST | +----+------------------+-------+ +----+------------------+-------+ | 21 | ROUND | $100 | +----+------------------+-------+ | 22 | SQUARE | $50 | +----+------------------+-------+ > +----+------------------+-------+ | # | MODIFICATION | COST |

+----+------------------+-------+ +----+------------------+-------+ | 23 | REAR | $500 | +----+------------------+-------+ +----------------------------------+ | 33.3.2 Regular Car Modification |------------------------------------------+----------------------------------+ Below is the chart of cars and possible modifications to each car. Use the numbers from the preceding subchapter to see what modifications (if any) can be done to your car. +----------------+----------------------------------------------------+ | CAR | POSSIBLE MODIFICATIONS | +----------------+----------------------------------------------------+ +----------------+----------------------------------------------------+ | ADMIRAL | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | ALPHA | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | BANSHEE | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | BLISTA COMPACT | 1, 2, 7, 8, 10, 11, 14, 16, 19, 23 | +----------------+----------------------------------------------------+ | BOBCAT | 16, 17, 19, 21, 23 | +----------------+----------------------------------------------------+ | BRAVURA | 1, 2, 3, 4, 5, 8, 14, 16, 19, 21, 23 | +----------------+----------------------------------------------------+ | BUCCHANEER | 1, 2, 3, 4, 8, 11, 14, 16, 20, 21, 23 | +----------------+----------------------------------------------------+ | BUFFALO | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | BULLET | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | CABBIE | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | CADRONA | 8, 9, 12, 16, 17, 20, 23 | +----------------+----------------------------------------------------+ | CHEETAH | 8, 11, 14, 19, 20, 23 | +----------------+----------------------------------------------------+ | CLOVER | 3, 9, 12, 16, 17, 19, 20 | +----------------+----------------------------------------------------+ | CLUB | 1, 3, 4, 5, 13, 15, 16, 20, 21, 22, 23 | +----------------+----------------------------------------------------+ | COMET | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | ELEGANT | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | EMPEROR | 1, 2, 3, 8, 11, 15, 16, 19, 20, 21, 23 | +----------------+----------------------------------------------------+ | ESPERANTO | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | EUROS | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | FELTZER | STANDARD MODIFICATIONS |

+----------------+----------------------------------------------------+ | FORTUNE | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | GLENDALE | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | GREENWOOD | 1, 4, 5, 13, 15 | +----------------+----------------------------------------------------+ | HERMES | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | HUNTLEY | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | HUSTLER | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | INFERNUS | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | INTRUDER | 1, 2, 3, 5, 8, 10, 11, 19, 20, 22, 23 | +----------------+----------------------------------------------------+ | LANDSTALKER | 16, 17, 19, 20, 21, 22 | +----------------+----------------------------------------------------+ | MAJESTIC | 2, 3, 10, 11, 13, 15, 16, 19, 20, 23 | +----------------+----------------------------------------------------+ | MANANA | 8, 11, 14, 16, 17, 19, 21, 22, 23 | +----------------+----------------------------------------------------+ | MERIT | 1, 4, 10, 11, 13, 14, 16, 17, 19, 20 | +----------------+----------------------------------------------------+ | MESA | 16, 17, 19, 21, 22 | +----------------+----------------------------------------------------+ | MOONBEAM | 1, 10, 13, 16, 17 | +----------------+----------------------------------------------------+ | NEBULA | 5, 10, 12, 13, 15, 16, 17, 19, 20, 23 | +----------------+----------------------------------------------------+ | OCEANIC | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | PERENNIAL | 10, 13, 15, 16, 17, 19, 21, 23 | +----------------+----------------------------------------------------+ | PHOENIX | 1, 2, 3, 8, 11, 16, 19, 20, 22, 23 | +----------------+----------------------------------------------------+ | PICADOR | 1, 4, 5, 16, 18, 20, 21, 23 | +----------------+----------------------------------------------------+ | PREMIER | 1, 4, 5, 8, 14, 17, 19 | +----------------+----------------------------------------------------+ | PREVION | 1, 8, 14, 16, 17, 18, 19, 21, 23 | +----------------+----------------------------------------------------+ | PRIMO | 2, 13, 14, 15, 16, 17, 19, 20 | +----------------+----------------------------------------------------+ | RANCHER | 1, 4, 5, 10, 13, 15, 16, 19, 20, 21, 22 | +----------------+----------------------------------------------------+ | REGINA | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | ROMERO | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | SABRE | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | SENTINEL | 8, 9, 11, 15, 16, 17, 19, 20 | +----------------+----------------------------------------------------+ | SOLAIR | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+

| STAFFORD | 1, 8, 11, 16, 20, 23 | +----------------+----------------------------------------------------+ | STALLION | 2, 3, 8, 11, 14, 21, 23 | +----------------+----------------------------------------------------+ | STRETCH | NITROUS X 2 ONLY PLUS OTHER STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | SUNRISE | 1, 2, 3, 4, 5, 8, 11, 14, 16, 19, 20 | +----------------+----------------------------------------------------+ | SUPER GT | NITROUS X 2 ONLY PLUS OTHER STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | TAHOMA | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | TAMPA | 2, 3, 6, 7, 8, 11, 14, 16, 19, 20, 23 | +----------------+----------------------------------------------------+ | TAXI | 4, 5, 8, 14, 17, 19 | +----------------+----------------------------------------------------+ | TURISMO | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | VINCENT | 1, 2, 3, 5, 8, 11, 16, 19, 20, 22, 23 | +----------------+----------------------------------------------------+ | VIRGO | 2, 3, 9, 11, 14, 16, 17, 19, 20, 23 | +----------------+----------------------------------------------------+ | WALTON | 4, 5, 6, 16, 17, 18, 21, 22 | +----------------+----------------------------------------------------+ | WASHINGTON | 9, 11, 13, 15, 16, 17, 19, 20 | +----------------+----------------------------------------------------+ | WILLARD | 1, 6, 7, 8, 11, 14, 16, 19, 20, 23 | +----------------+----------------------------------------------------+ | WINDSOR | STANDARD MODIFICATIONS | +----------------+----------------------------------------------------+ | ZR 350 | 1, 16, 17, 19, 20, 23 | +----------------+----------------------------------------------------+ +================+ | 34. CJ'S LOOK | ============================================================= +================+ Sex Appeal and Respect make the world go 'round in GTA: SA. Without a liberal portion of either, CJ will be on his own. There are a few things one can do to ensure that CJ is at his best. First are the threads CJ wears. They contribute directly to both Sex Appeal and Respect. He doesn't necessarily have to wear his gang colors, but he does need to wear clothes that show he is in charge. Second is the haircut CJ gets. It is the trademark that will make CJ stand out plus it also contributes to Sex Appeal and Respect. Last are any identifying marks on his body. These are an indication of his status in San Andreas and they also serve as his signature as well.

Each of the businesses discussed below help, in some way, CJ to ensure that his mark is left on society. It all depends on how much you want to spend to make CJ look good. These businesses are spread throughout San Andreas and are represented by icons on the map for easy finding.

_________________ / 34.1 Clothing /_____________________________________________________________ ----------------Clothing can make a big impact on CJ's Respect and Sex Appeal Stats. Depending on how you mix and match can go a long way to give CJ a "leg up". There are six different clothing stores spread out in 17 locations around San Andreas. Stores can be identified by the "T-Shirt" icon. Each clothing store in the same chain will carry the same items regardless of where you go. I have also added an "Other" category for those items you get from taking, borrowing, or as a gift from a girlfriend. Each store will be discussed with locations and the items they have for sale for what part of the body. This will be followed by the Respect and Sex Appeal gained from that piece of clothing. LEGEND: RES=RESPECT; SAP=SEX APPEAL +---------------+ | 34.1.1 Binco |-------------------------------------------------------------+---------------+ Location(s):

Ganton, Los Santos; Juniper Hill, San Fierro; Emerald Isle, Las Venturas, and the Las Venturas Airport

For the person on a tight budget, Binco is the answer. > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | RED RAG BACK | 1 | 1 | $25 | +-----------------+-----+-----+-------+ | BLUE RAG BACK | 1 | 1 | $25 | +-----------------+-----+-----+-------+ | GREEN RAG BACK | 3 | 2 | $25 | +-----------------+-----+-----+-------+ | BLACK RAG BACK | 1 | 1 | $25 | +-----------------+-----+-----+-------+ | RED RAG FRONT | 1 | 1 | $25 | +-----------------+-----+-----+-------+ | BLUE RAG FRONT | 1 | 1 | $25 | +-----------------+-----+-----+-------+ | BLACK RAG FRONT | 1 | 1 | $25 | +-----------------+-----+-----+-------+ | GREEN RAG FRONT | 3 | 1 | $25 | +-----------------+-----+-----+-------+ | WATCH CAP | 2 | 0 | $15 | +-----------------+-----+-----+-------+ | TRUCKER HAT | 0 | 0 | $5 | +-----------------+-----+-----+-------+

| COWBOY HAT | 0 | 0 | $10 | +-----------------+-----+-----+-------+ | LEOPARD COWBOY | 0 | 0 | $10 | +-----------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | DOGTAGS | 1 | 0 | $10 | +-----------------+-----+-----+-------+ | AFRICA PENDANT | 1 | 1 | $12 | +-----------------+-----+-----+-------+ | JOKE GLASSES | 0 | 0 | $10 | +-----------------+-----+-----+-------+ | JOKE MASK | 0 | 0 | $20 | +-----------------+-----+-----+-------+ | EYEPATCH | 0 | 0 | $5 | +-----------------+-----+-----+-------+ | RED RAG | 1 | 0 | $50 | +-----------------+-----+-----+-------+ | BLUE RAG | 1 | 0 | $50 | +-----------------+-----+-----+-------+ | GREEN RAG | 2 | 0 | $50 | +-----------------+-----+-----+-------+ | BLACK RAG | 1 | 0 | $50 | +-----------------+-----+-----+-------+ | PINK WATCH | 0 | 0 | $15 | +-----------------+-----+-----+-------+ | YELLOW WATCH | 0 | 0 | $15 | +-----------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | WHITE TANK | 2 | 3 | $10 | +-----------------+-----+-----+-------+ | BLACK TANK | 2 | 3 | $10 | +-----------------+-----+-----+-------+ | GREEN HOODY | 15 | 5 | $45 | +-----------------+-----+-----+-------+ | WHITE T-SHIRT | 0 | 0 | $15 | +-----------------+-----+-----+-------+ | L.S. T-SHIRT | 0 | 0 | $10 | +-----------------+-----+-----+-------+ | SHARPS T-SHIRT | 2 | 0 | $20 | +-----------------+-----+-----+-------+ | GREEN SHIRT | 15 | 3 | $40 | +-----------------+-----+-----+-------+ | CHECKERED SHIRT | 3 | 0 | $20 | +-----------------+-----+-----+-------+ | COMBAT JACKET | 10 | 0 | $30 |

+-----------------+-----+-----+-------+ | ERIS T-SHIRT | 15 | 7 | $35 | +-----------------+-----+-----+-------+ | ERIS T-SHIRT2 | 5 | 7 | $35 | +-----------------+-----+-----+-------+ | TRACK TOP | 5 | 9 | $70 | +-----------------+-----+-----+-------+ > +-------------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-------------------+-----+-----+-------+ +-------------------+-----+-----+-------+ | BLACK BOXERS | 1 | 1 | $10 | +-------------------+-----+-----+-------+ | HEART BOXERS | 1 | 2 | $12 | +-------------------+-----+-----+-------+ | WOODLAND CAMO | 6 | 1 | $55 | +-------------------+-----+-----+-------+ | URBAN CAMO | 2 | 1 | $55 | +-------------------+-----+-----+-------+ | GRAY PANTS | 0 | 1 | $55 | +-------------------+-----+-----+-------+ | OLIVE PANTS | 5 | 1 | $55 | +-------------------+-----+-----+-------+ | SWEAT PANTS | 3 | 2 | $60 | +-------------------+-----+-----+-------+ | BLUE JEANS | 0 | 0 | $50 | +-------------------+-----+-----+-------+ | TRACK PANTS | 5 | 5 | $70 | +-------------------+-----+-----+-------+ | BEIGE PANTS | 1 | 0 | $35 | +-------------------+-----+-----+-------+ | GREEN JEANS | 15 | 5 | $60 | +-------------------+-----+-----+-------+ | GREEN TRACK PANTS | 9 | 2 | $40 | +-------------------+-----+-----+-------+ > +-------------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-------------------+-----+-----+-------+ +-------------------+-----+-----+-------+ | SANDALS | 0 | 0 | $15 | +-------------------+-----+-----+-------+ | SANDALS AND SOCKS | 0 | 0 | $20 | +-------------------+-----+-----+-------+ | FLIP-FLOPS | 0 | 0 | $15 | +-------------------+-----+-----+-------+ | COWBOY BOOTS | 1 | 2 | $100 | +-------------------+-----+-----+-------+ | HI-TOP KICKS | 2 | 1 | $50 | +-------------------+-----+-----+-------+ | HI-TOP SNEAKS | 3 | 2 | $100 | +-------------------+-----+-----+-------+

| GREEN LOW-TOPS | 3 | 1 | $50 | +-------------------+-----+-----+-------+ | BLUE LOW-TOPS | 1 | 1 | $50 | +-------------------+-----+-----+-------+ | BLACK LOW-TOPS | 1 | 1 | $50 | +-------------------+-----+-----+-------+ +----------------------+ | 34.1.2 Dieder Sachs |------------------------------------------------------+----------------------+ Location:

Rodeo (Only opens after you return to Los Santos)

If you have money burning a hole in your pocket, then this is the place to shop. > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | DARK TRILBY | 3 | 2 | $300 | +-----------------+-----+-----+-------+ | LIGHT TRILBY | 3 | 2 | $300 | +-----------------+-----+-----+-------+ | BLACK DERBY | 1 | 2 | $500 | +-----------------+-----+-----+-------+ | RED DERBY | 2 | 3 | $600 | +-----------------+-----+-----+-------+ | BLUE DERBY | 2 | 2 | $600 | +-----------------+-----+-----+-------+ | YELLOW DERBY | 3 | 2 | $700 | +-----------------+-----+-----+-------+ | GREEN DERBY | 3 | 2 | $550 | +-----------------+-----+-----+-------+ | GRAY BOATER | 3 | 2 | $800 | +-----------------+-----+-----+-------+ | BLACK BOATER | 3 | 2 | $700 | +-----------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | CROSS CHAIN | 2 | 2 | $5000 | +-----------------+-----+-----+-------+ | DOLLAR CHAIN | 2 | 2 | $2000 | +-----------------+-----+-----+-------+ | BLACK SHADES | 1 | 2 | $600 | +-----------------+-----+-----+-------+ | BLACK RIM | 2 | 2 | $800 | +-----------------+-----+-----+-------+ | GOLD CROWEX | 3 | 3 | $8000 |

+-----------------+-----+-----+-------+ | SILVER CROWEX | 3 | 3 | $5000 | +-----------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | TWEED JACKET | 25 | 25 | $5500 | +-----------------+-----+-----+-------+ | RED JACKET | 23 | 25 | $4000 | +-----------------+-----+-----+-------+ | BLUE JACKET | 22 | 25 | $3000 | +-----------------+-----+-----+-------+ | YELLOW JACKET | 25 | 25 | $6000 | +-----------------+-----+-----+-------+ | TUXEDO | 20 | 25 | $7000 | +-----------------+-----+-----+-------+ | GREEN JACKET | 25 | 15 | $5500 | +-----------------+-----+-----+-------+ | LETTERMAN TOP | 15 | 5 | $1525 | +-----------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | RED PANTS | 9 | 10 | $2000 | +-----------------+-----+-----+-------+ | BLUE PANTS | 9 | 10 | $2500 | +-----------------+-----+-----+-------+ | YELLOW PANTS | 10 | 10 | $3000 | +-----------------+-----+-----+-------+ | TWEED PANTS | 10 | 10 | $7000 | +-----------------+-----+-----+-------+ | TUXEDO PANTS | 9 | 10 | $3000 | +-----------------+-----+-----+-------+ | GREEN PANTS | 10 | 6 | $1500 | +-----------------+-----+-----+-------+ | BLACK SHOES | 5 | 5 | $2500 | +-----------------+-----+-----+-------+ | BROWN SHOES | 4 | 5 | $1100 | +-----------------+-----+-----+-------+ | SPATS | 5 | 5 | $350 | +-----------------+-----+-----+-------+ +-----------------+ | 34.1.3 Prolaps |-----------------------------------------------------------+-----------------+ Location(s):

North Rodeo, Los Santos; Creek Mall, Las Venturas

Plan to do some working out?

Look no further then this store. >

+------------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +------------------+-----+-----+-------+ +------------------+-----+-----+-------+ | GREEN CAP | 1 | 0 | $40 | +------------------+-----+-----+-------+ | GREEN CAP (BACK) | 1 | 0 | $40 | +------------------+-----+-----+-------+ | GREEN CAP (SIDE) | 1 | 0 | $40 | +------------------+-----+-----+-------+ | GREEN CAP (TILT) | 1 | 0 | $40 | +------------------+-----+-----+-------+ | GREEN CAP (UP) | 1 | 0 | $40 | +------------------+-----+-----+-------+ | BOXING HELMET | 0 | 0 | $80 | +------------------+-----+-----+-------+ | HOCKEY MASK | 2 | 0 | $40 | +------------------+-----+-----+-------+ | FULLFACE HELMET | 2 | 1 | $150 | +------------------+-----+-----+-------+ | MOTOX HELMET | 0 | 0 | $100 | +------------------+-----+-----+-------+ | HELMUT | 1 | 0 | $100 | +------------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | STOP WATCH | 0 | 0 | $20 | +-----------------+-----+-----+-------+ | SAINTS CHAIN | 1 | 0 | $25 | +-----------------+-----+-----+-------+ | AVIATORS | 1 | 1 | $150 | +-----------------+-----+-----+-------+ | SUN GLASSES | 2 | 1 | $150 | +-----------------+-----+-----+-------+ | PRO-LAPS WHITE | 0 | 1 | $440 | +-----------------+-----+-----+-------+ | PRO-LAPS BLACK | 1 | 1 | $700 | +-----------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | RIMMERS JACKET | 10 | 5 | $150 | +-----------------+-----+-----+-------+ | R-STAR JACKET | 10 | 5 | $200 |

+-----------------+-----+-----+-------+ | DRIBBLERS VEST | 7 | 5 | $30 | +-----------------+-----+-----+-------+ | SAINT'S SHIRT | 7 | 5 | $30 | +-----------------+-----+-----+-------+ | 69ERS T-SHIRT | 7 | 5 | $50 | +-----------------+-----+-----+-------+ | PROLAPS T-SHIRT | 7 | 10 | $50 | +-----------------+-----+-----+-------+ | PROLAPS BLACK T | 7 | 10 | $50 | +-----------------+-----+-----+-------+ | BANDITS TOP | 7 | 5 | $70 | +-----------------+-----+-----+-------+ | TRACK TOP | 10 | 15 | $85 | +-----------------+-----+-----+-------+ | LEISURE TOP | 0 | 0 | $30 | +-----------------+-----+-----+-------+ | SLAPPERS TOP | 5 | 2 | $150 | +-----------------+-----+-----+-------+ | BASEBALL T | 10 | 5 | $80 | +-----------------+-----+-----+-------+ > +-------------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-------------------+-----+-----+-------+ +-------------------+-----+-----+-------+ | TRACK PANTS | 5 | 5 | $100 | +-------------------+-----+-----+-------+ | BLACK TRACK PANTS | 5 | 5 | $120 | +-------------------+-----+-----+-------+ | BLUE TRACK PANTS | 5 | 5 | $140 | +-------------------+-----+-----+-------+ | BALL SHORTS | 5 | 1 | $60 | +-------------------+-----+-----+-------+ | BOXING SHORTS | 5 | 1 | $60 | +-------------------+-----+-----+-------+ | DRIBBLER SHORTS | 5 | 1 | $60 | +-------------------+-----+-----+-------+ | LEISURE PANTS | 0 | 0 | $50 | +-------------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | MID-TOP SNEAKER | 5 | 3 | $115 | +-----------------+-----+-----+-------+ | BLACK HI-TOPS | 3 | 2 | $70 | +-----------------+-----+-----+-------+ | BLUE HI-TOPS | 2 | 2 | $65 | +-----------------+-----+-----+-------+ | GREEN HI-TOPS | 5 | 2 | $60 |

+-----------------+-----+-----+-------+ | RED SNEAKERS | 2 | 3 | $80 | +-----------------+-----+-----+-------+ | BLUE SNEAKERS | 2 | 2 | $75 | +-----------------+-----+-----+-------+ | WHITE SNEAKERS | 2 | 2 | $70 | +-----------------+-----+-----+-------+ | WHITE MID-TOPS | 4 | 2 | $70 | +-----------------+-----+-----+-------+ | BLACK MID-TOPS | 4 | 2 | $70 | +-----------------+-----+-----+-------+ | BOXING SHOES | 0 | 0 | $70 | +-----------------+-----+-----+-------+ +------------------+ | 34.1.4 Suburban |----------------------------------------------------------+------------------+ Location(s):

Jefferson, Los Santos; Hasbury, San Fierro; Creek Mall, Las Venturas

For that in-between trendy and businessman look. > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | RED CAP | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | RED CAP (BACK) | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | RED CAP (SIDE) | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | RED CAP (TILT) | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | RED CAP (UP) | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | BLUE CAP | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | BLUE CAP (BACK) | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | BLUE CAP (SIDE) | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | BLUE CAP (TILT) | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | BLUE CAP (UP) | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | GREEN RAG BACK | 3 | 2 | $25 | +-----------------+-----+-----+-------+ | BLACK SKULLY | 1 | 0 | $60 | +-----------------+-----+-----+-------+ | GREEN SKULLY | 3 | 0 | $60 | +-----------------+-----+-----+-------+

> +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | SILVER CUBAN | 2 | 2 | $200 | +-----------------+-----+-----+-------+ | L.S. CHAIN | 2 | 0 | $50 | +-----------------+-----+-----+-------+ | RED TINT | 1 | 1 | $200 | +-----------------+-----+-----+-------+ | BLUE TINT | 1 | 1 | $220 | +-----------------+-----+-----+-------+ | FACE WATCH | 1 | 2 | $70 | +-----------------+-----+-----+-------+ | FACE BLACK | 2 | 2 | $120 | +-----------------+-----+-----+-------+ > +-------------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-------------------+-----+-----+-------+ +-------------------+-----+-----+-------+ | WHITE HEAT T | 5 | 0 | $35 | +-------------------+-----+-----+-------+ | BOBO APE T | 17 | 13 | $115 | +-------------------+-----+-----+-------+ | RED BOBO T | 12 | 12 | $80 | +-------------------+-----+-----+-------+ | BASE 5 T | 15 | 12 | $80 | +-------------------+-----+-----+-------+ | SUBURBAN T | 15 | 10 | $60 | +-------------------+-----+-----+-------+ | MERCURY HOOD | 15 | 10 | $70 | +-------------------+-----+-----+-------+ | BASE 5 HOOD | 20 | 14 | $105 | +-------------------+-----+-----+-------+ | ROCKSTAR HOOD | 17 | 15 | $120 | +-------------------+-----+-----+-------+ | VEST & T-SHIRT | 0 | 0 | $30 | +-------------------+-----+-----+-------+ | GREEN WINDBREAKER | 13 | 5 | $30 | +-------------------+-----+-----+-------+ | BLACK WINDBREAKER | 5 | 5 | $30 | +-------------------+-----+-----+-------+ | ROCKSTAR SWEAT | 10 | 10 | $60 | +-------------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | GRAY SHORTS | 0 | 0 | $30 |

+-----------------+-----+-----+-------+ | OLIVE SHORTS | 5 | 0 | $30 | +-----------------+-----+-----+-------+ | GRAY CHONGLERS | 2 | 1 | $50 | +-----------------+-----+-----+-------+ | GREEN CHONGLERS | 6 | 0 | $50 | +-----------------+-----+-----+-------+ | RED CHONGLERS | 6 | 2 | $50 | +-----------------+-----+-----+-------+ | BLUE CHONGLERS | 2 | 2 | $50 | +-----------------+-----+-----+-------+ | GREEN SHORTS | 0 | 5 | $30 | +-----------------+-----+-----+-------+ | RED JEANS | 0 | 0 | $60 | +-----------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | BLACK HI-TOPS | 2 | 1 | $55 | +-----------------+-----+-----+-------+ | RED HI-TOPS | 2 | 1 | $55 | +-----------------+-----+-----+-------+ | ORANGE HI-TOPS | 2 | 1 | $50 | +-----------------+-----+-----+-------+ | WHITE LOW-TOPS | 2 | 2 | $70 | +-----------------+-----+-----+-------+ | GRAY LOW-TOPS | 2 | 1 | $65 | +-----------------+-----+-----+-------+ | BLACK LOW-TOPS | 2 | 2 | $65 | +-----------------+-----+-----+-------+ | WHITE HI-TOPS | 3 | 2 | $80 | +-----------------+-----+-----+-------+ | STRAP SNEAKERS | 3 | 2 | $80 | +-----------------+-----+-----+-------+ +----------------+ | 34.1.5 Victim |------------------------------------------------------------+----------------+ Location(s):

South Rodeo, Los Santos; Financial, San Fierro; Creek Mall, Las Venturas

For the Yuppy in CJ. > +-------------------+-----+-----+------+ | ITEM NAME | RES | SAP | COST | +-------------------+-----+-----+------+ +-------------------+-----+-----+------+ | RED BERET | 1 | 3 | $900 |

+-------------------+-----+-----+------+ | BLACK BERET | 1 | 3 | $900 | +-------------------+-----+-----+------+ | BLACK CAP | 2 | 0 | $40 | +-------------------+-----+-----+------+ | BLACK CAP (BACK) | 2 | 0 | $40 | +-------------------+-----+-----+------+ | BLACK CAP (SIDE) | 1 | 0 | $40 | +-------------------+-----+-----+------+ | BLACK CAP (TILT) | 1 | 0 | $40 | +-------------------+-----+-----+------+ | BLACK CAP (UP) | 1 | 0 | $40 | +-------------------+-----+-----+------+ > +-------------------+-----+-----+-----+ | ITEM NAME | RES | SAP | COST | +-------------------+-----+-----+-----+ +-------------------+-----+-----+-----+ | SILVER CHAIN | 2 | 1 | $450 | +-------------------+-----+-----+-----+ | GOLD CHAING | 2 | 2 | $550 | +-------------------+-----+-----+-----+ | BLACK SHADES | 2 | 2 | $500 | +-------------------+-----+-----+-----+ | GREEN TINT | 2 | 2 | $400 | +-------------------+-----+-----+-----+ | GOLD GNOCCHI | 1 | 2 | $1500 | +-------------------+-----+-----+-----+ | SILVER GNOCCHI | 2 | 2 | $3000 | +-------------------+-----+-----+-----+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | HOODED JACKET | 17 | 15 | $75 | +-----------------+-----+-----+-------+ | GRAY JACKET | 20 | 25 | $1620 | +-----------------+-----+-----+-------+ | BLACK JACKET | 10 | 20 | $300 | +-----------------+-----+-----+-------+ | BIKER JACKET | 17 | 15 | $320 | +-----------------+-----+-----+-------+ | CHORE COAT | 15 | 10 | $320 | +-----------------+-----+-----+-------+ | HAWAIIAN SHIRT | 7 | 13 | $200 | +-----------------+-----+-----+-------+ | BLUE HAWAIIAN | 7 | 13 | $300 | +-----------------+-----+-----+-------+ | SPORTS JACKET | 13 | 17 | $450 | +-----------------+-----+-----+-------+ | MADD TAGG T | 5 | 5 | $30 | +-----------------+-----+-----+-------+

| GREEN TAGG T | 5 | 5 | $30 | +-----------------+-----+-----+-------+ | LOC-DOWN T | 5 | 5 | $200 | +-----------------+-----+-----+-------+ | LOC-DOWN VEST | 5 | 5 | $300 | +-----------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | LEATHER PANTS | 8 | 8 | $875 | +-----------------+-----+-----+-------+ | LEATHER CHAPS | 0 | 0 | $80 | +-----------------+-----+-----+-------+ | GRAY PANTS | 8 | 10 | $800 | +-----------------+-----+-----+-------+ | BLACK PANTS | 8 | 10 | $800 | +-----------------+-----+-----+-------+ | JEAN SHORTS | 9 | 7 | $1000 | +-----------------+-----+-----+-------+ | COWBOY BOOTS | 4 | 5 | $500 | +-----------------+-----+-----+-------+ | BIKER BOOTS | 3 | 3 | $145 | +-----------------+-----+-----+-------+ | SNAKE SKIN | 5 | 5 | $1000 | +-----------------+-----+-----+-------+ +-------------+ | 34.1.6 Zip |---------------------------------------------------------------+-------------+ Location(s):

Downtown Los Santos; Downtown San Fierro; Emerald Isle, Las Venturas; Starfish Casino Mall, Las Venturas

For the daring individual who believes in individuality. > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | BLACK SUN HAT | 2 | 2 | $20 | +-----------------+-----+-----+-------+ | PLAID SUN HAT | 2 | 2 | $20 | +-----------------+-----+-----+-------+ | CAP | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | CAP (BACK) | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | CAP (SIDE) | 1 | 0 | $40 | +-----------------+-----+-----+-------+ | CAP TILTED | 1 | 0 | $40 |

+-----------------+-----+-----+-------+ | CAP RIM UP | 1 | 0 | $40 | +-----------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | LEAF CHAIN | 2 | 1 | $100 | +-----------------+-----+-----+-------+ | GOLD CHAING | 2 | 2 | $350 | +-----------------+-----+-----+-------+ | BLACK SHADES | 2 | 2 | $100 | +-----------------+-----+-----+-------+ | BROWN SHADES | 2 | 2 | $150 | +-----------------+-----+-----+-------+ | ZIP BLUE | 2 | 2 | $100 | +-----------------+-----+-----+-------+ | ZIP GOLD | 2 | 22 | $220 | +-----------------+-----+-----+-------+ > +-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | BLUE HOODY | 5 | 5 | $65 | +-----------------+-----+-----+-------+ | BLACK HOODY | 5 | 5 | $65 | +-----------------+-----+-----+-------+ | STRIPED T-SHIRT | 5 | 5 | $10 | +-----------------+-----+-----+-------+ | BROWN SHIRT | 5 | 10 | $40 | +-----------------+-----+-----+-------+ | SKY-BLUE SHIRT | 7 | 10 | $40 | +-----------------+-----+-----+-------+ | YELLOW SHIRT | 7 | 10 | $40 | +-----------------+-----+-----+-------+ | GRAY SHIRT | 7 | 10 | $40 | +-----------------+-----+-----+-------+ | PLAID SHIRT | 3 | 0 | $20 | +-----------------+-----+-----+-------+ | CREAM LOGO T | 0 | 5 | $35 | +-----------------+-----+-----+-------+ | GRAY LOGO T | 0 | 5 | $35 | +-----------------+-----+-----+-------+ | JEAN JACKET | 10 | 20 | $90 | +-----------------+-----+-----+-------+ | BOWLING SHIRT | 7 | 13 | $70 | +-----------------+-----+-----+-------+ >

+-----------------+-----+-----+-------+ | ITEM NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | BEIGE KHAKIS | 10 | 7 | $150 | +-----------------+-----+-----+-------+ | OLIVE KHAKIS | 10 | 7 | $150 | +-----------------+-----+-----+-------+ | BLACK KHAKIS | 8 | 8 | $150 | +-----------------+-----+-----+-------+ | BLUE KHAKIS | 8 | 7 | $150 | +-----------------+-----+-----+-------+ | BEIGE SHORTS | 6 | 3 | $80 | +-----------------+-----+-----+-------+ | BLUE SHORTS | 6 | 3 | $80 | +-----------------+-----+-----+-------+ | GRAY BOOTS | 5 | 5 | $125 | +-----------------+-----+-----+-------+ | RED BOOTS | 5 | 5 | $135 | +-----------------+-----+-----+-------+ | BROWN BOOTS | 2 | 4 | $115 | +-----------------+-----+-----+-------+ | HIKING BOOTS | 4 | 2 | $110 | +-----------------+-----+-----+-------+ +---------------+ | 34.1.7 Other |-------------------------------------------------------------+---------------+ These are items that CJ has acquired or that have been given to him. cannot be bought so they are unique items. +------------------+-----+----+ | ITEM NAME | RES | SA | +------------------+-----+----+ +------------------+-----+----+ | COUNTRY OUTFIT | 0 | 0 | +------------------+-----+----+ | CROUPIER OUTFIT | 0 | 15 | +------------------+-----+----+ | GIMP SUIT | 10 | 10 | +------------------+-----+----+ | PARAMEDIC OUTFIT | 15 | 10 | +------------------+-----+----+ | PIMP SUIT | 10 | 15 | +------------------+-----+----+ | POLICEMAN OUTFIT | 5 | 10 | +------------------+-----+----+ | RACING SUIT | 5 | 5 | +------------------+-----+----+ | VALET OUTFIT | 0 | 0 | +------------------+-----+----+ _____________________ / 34.2 Barber Shops /_________________________________________________________

These

--------------------Along with clothes, the proper haircut can go a long way to increase CJ's Respect and Sex Appeal Stats. There are five barbers shops spread out around San Andreas. They can be identified by the "scissors" icon on the map. Two of the barber shops do different things with CJ's hair then the other three. These will be discussed below along with locations and the different styles CJ can choose from. This will be followed by the Respect and Sex Appeal gained from that hairdo. LEGEND: NOTE:

RES=RESPECT; SAP=SEX APPEAL I have split up the barber shops since out of the five, only three give the same kind of haircut.

+---------------------+ | 34.2.1 Old Reece's |-------------------------------------------------------+---------------------+ Location:

Idlewood, Los Santos +-----------------+-----+-----+-------+ | HAIRCUT NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | CESAR | 5 | 15 | $50 | +-----------------+-----+-----+-------+ | CESAR & STASH | 10 | 10 | $50 | +-----------------+-----+-----+-------+ | CESAR & GOATEE | 10 | 0 | $100 | +-----------------+-----+-----+-------+ | CESAR & BEARD | 10 | 10 | $80 | +-----------------+-----+-----+-------+ | AFRO | 15 | 10 | $150 | +-----------------+-----+-----+-------+ | AFRO & STASH | 20 | 5 | $200 | +-----------------+-----+-----+-------+ | AFRO & GOATEE | 20 | 0 | $300 | +-----------------+-----+-----+-------+ | AFRO & BEARD | 20 | 5 | $250 | +-----------------+-----+-----+-------+ | FLATTOP | 25 | 25 | $500 | +-----------------+-----+-----+-------+ | JHERI CURL | 5 | 25 | $350 | +-----------------+-----+-----+-------+ | CORNROW | 30 | 30 | $500 | +-----------------+-----+-----+-------+ | HIGH FADE | 20 | 20 | $150 | +-----------------+-----+-----+-------+

+---------------------+ | 34.2.2 Barber Shop |-------------------------------------------------------+---------------------+

Location:

Playa del Seville, Los Santos +-----------------+-----+-----+-------+ | HAIRCUT NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | CESAR | 5 | 15 | $50 | +-----------------+-----+-----+-------+ | RED HAIR | 10 | 0 | $200 | +-----------------+-----+-----+-------+ | BLUE HAIR | 10 | 0 | $200 | +-----------------+-----+-----+-------+ | GREEN HAIR | 20 | 0 | $200 | +-----------------+-----+-----+-------+ | BALD HEAD | 10 | 20 | $10 | +-----------------+-----+-----+-------+ | BALD & STASH | 15 | 15 | $25 | +-----------------+-----+-----+-------+ | BALD & GOATEE | 15 | 10 | $25 | +-----------------+-----+-----+-------+ | BALD & BEARD | 15 | 15 | $50 | +-----------------+-----+-----+-------+ | SLOPE | 20 | 10 | $200 | +-----------------+-----+-----+-------+ | MOWHAWK & BEARD | 10 | 0 | $250 | +-----------------+-----+-----+-------+ | ELVIS HAIR | 0 | 0 | $1000 | +-----------------+-----+-----+-------+

+----------------------------+ | 34.2.3 Other Barber Shops |------------------------------------------------+----------------------------+ Location:

Barber Salon - Marina, Los Santos; The Barbers Pole - Queens, San Fierro; Gay Gordo's Boufon Boutique - Redsands East, Las Venturas +-----------------+-----+-----+-------+ | HAIRCUT NAME | RES | SAP | COST | +-----------------+-----+-----+-------+ +-----------------+-----+-----+-------+ | CESAR | 5 | 15 | $50 | +-----------------+-----+-----+-------+ | BLONDE HAIR | 0 | 15 | $50 | +-----------------+-----+-----+-------+ | PINK HAIR | 0 | 0 | $200 | +-----------------+-----+-----+-------+ | BLONDE AFRO | 15 | 15 | $300 | +-----------------+-----+-----+-------+ | BLONDE CORNROW | 30 | 30 | $550 | +-----------------+-----+-----+-------+ | HIGH AFRO | 15 | 0 | $150 | +-----------------+-----+-----+-------+ | WEDGE | 20 | 20 | $150 | +-----------------+-----+-----+-------+ | DETAIL CUT | 25 | 30 | $400 |

+-----------------+-----+-----+-------+ | GROOVE CUT | 30 | 30 | $500 | +-----------------+-----+-----+-------+ | MOWHAWK | 20 | 10 | $200 | +-----------------+-----+-----+-------+ | BLONDE MOWHAWK | 10 | 15 | $250 | +-----------------+-----+-----+-------+ | PINK MOWHAWK | 0 | 0 | $400 | +-----------------+-----+-----+-------+ _______________________ / 34.3 Tattoo Parlors /_______________________________________________________ ----------------------Along with clothes and a haircut, tattoos are the third thing that contribute to CJ's Stats. There are four tattoo parlors spread out around San Andreas. They can be identified by the "picture" icon on the map. One of the tattoo parlors has a totally different set of illustrations then the other four. The tattoo parlors are discussed below along with locations and the different tattoos CJ can choose from and for what part of the body. This will be followed by the Respect and Sex Appeal gained from that hairdo. LEGEND: NOTE:

RES=RESPECT; SAP=SEX APPEAL I have split up the tattoo parlors since out of the four, only three have the same kinds of tattoos to offer.

+--------------------------------+ | 34.3.1 Redsands Tattoo Parlor |--------------------------------------------+--------------------------------+ Location:

Redsands East, Las Venturas +-----------------+-----+-----+-----------------+------+ | TATTOO NAME | RES | SAP | BODY LOCATION | COST | +-----------------+-----+-----+-----------------+------+ +-----------------+-----+-----+-----------------+------+ | SPIDER | 2 | 2 | UPPER LEFT ARM | $72 | +-----------------+-----+-----+-----------------+------+ | CROSS | 2 | 2 | LOWER LEFT ARM | $84 | +-----------------+-----+-----+-----------------+------+ | CLOWN | 2 | 2 | LOWER LEFT ARM | $36 | +-----------------+-----+-----+-----------------+------+ | WEB | 2 | 2 | UPPER RIGHT ARM | $60 | +-----------------+-----+-----+-----------------+------+ | MARY | 2 | 2 | LOWER RIGHT ARM | $120 | +-----------------+-----+-----+-----------------+------+ | CARD | 3 | 3 | BACK | $240 | +-----------------+-----+-----+-----------------+------+ | CROWN | 1 | 2 | LEFT CHEST | $150 | +-----------------+-----+-----+-----------------+------+ | HOMEBOY | 2 | 2 | LEFT CHEST | $120 | +-----------------+-----+-----+-----------------+------+

| O.G. | 2 | 2 | RIGHT CHEST | $108 | +-----------------+-----+-----+-----------------+------+ | DICE | 2 | 2 | STOMACH | $108 | +-----------------+-----+-----+-----------------+------+ | DICE | 2 | 2 | STOMACH | $60 | +-----------------+-----+-----+-----------------+------+ | MASKS | 3 | 3 | LOWER BACK | $720 | +-----------------+-----+-----+-----------------+------+ | CROSS | 3 | 3 | LOWER BACK | $600 | +-----------------+-----+-----+-----------------+------+ +------------------------------+ | 34.3.2 Other Tattoo Parlors |----------------------------------------------+------------------------------+ Location:

Idlewood, Los Santos; Willowfield, Los Santos; Hemlock Tattoo Queens, San Fierro +-----------------+-----+-----+-----------------+------+ | TATTOO NAME | RES | SAP | BODY LOCATION | COST | +-----------------+-----+-----+-----------------+------+ +-----------------+-----+-----+-----------------+------+ | NATION | 2 | 2 | UPPER LEFT ARM | $40 | +-----------------+-----+-----+-----------------+------+ | GROVE | 2 | 2 | UPPER LEFT ARM | $45 | +-----------------+-----+-----+-----------------+------+ | GUN | 2 | 2 | LOWER LEFT ARM | $50 | +-----------------+-----+-----+-----------------+------+ | AFRICA | 2 | 2 | UPPER RIGHT ARM | $90 | +-----------------+-----+-----+-----------------+------+ | CROSS | 2 | 2 | LOWER RIGHT ARM | $70 | +-----------------+-----+-----+-----------------+------+ | GROVE STREET | 3 | 3 | BACK | $150 | +-----------------+-----+-----+-----------------+------+ | WESTSIDE | 3 | 3 | BACK | $200 | +-----------------+-----+-----+-----------------+------+ | LOS SANTOS | 3 | 3 | BACK | $150 | +-----------------+-----+-----+-----------------+------+ | GUN | 3 | 3 | BACK | $450 | +-----------------+-----+-----+-----------------+------+ | GUN | 2 | 2 | LEFT CHEST | $50 | +-----------------+-----+-----+-----------------+------+ | BULLET | 2 | 1 | LEFT CHEST | $90 | +-----------------+-----+-----+-----------------+------+ | LOS SANTOS | 2 | 2 | RIGHT CHEST | $80 | +-----------------+-----+-----+-----------------+------+ | LOS SANTOS | 2 | 2 | RIGHT CHEST | $45 | +-----------------+-----+-----+-----------------+------+ | LOS SANTOS | 2 | 2 | RIGHT CHEST | $50 | +-----------------+-----+-----+-----------------+------+ | LOS SANTOS | 2 | 2 | RIGHT CHEST | $100 | +-----------------+-----+-----+-----------------+------+ | LOS SANTOS | 2 | 2 | RIGHT CHEST | $65 | +-----------------+-----+-----+-----------------+------+ | GROVE | 2 | 2 | STOMACH | $70 | +-----------------+-----+-----+-----------------+------+

| GROVE | 2 | 2 | STOMACH | $125 | +-----------------+-----+-----+-----------------+------+ | GROVE | 2 | 2 | STOMACH | $100 | +-----------------+-----+-----+-----------------+------+ | ANGEL | 3 | 3 | LOWER BACK | $450 | +-----------------+-----+-----+-----------------+------+ | DAGGER | 3 | 3 | LOWER BACK | $350 | +-----------------+-----+-----+-----------------+------+ +======================+ | 35. LAW ENFORCEMENT | ======================================================= +======================+ The law is all over in San Andreas. If you decide to let loose with a few rockets or gun down a few pedestrians, you will get a wanted level. As you continue to cause hate and discontent, that wanted level will go up. Get it up high enough and you will have the police, FBI, and army after you. These are the levels of interdiction by law enforcement officials from minor to major. NOTE: Entering a territory without completing the missions to get there automatically earns you a Four Star wanted level you cannot get rid of. One Star

:

If the police are close to CJ, they try to arrest him. words, they don't work very hard to catch him.

Two Stars

:

A little more serious. The police will actually pursue CJ when he gets in their sites. Even if he shakes one group, another will take up the chase.

Three Stars: at

In other

Now the helicopters come into the picture. In addition to providing top cover, the guys in the helos actually will shoot CJ.

Four Stars :

The police bring in the SWAT team and Enforcers to make their point. The law is extremely relentless now in their pursuit.

Five Stars :

The FBI has been called into the fray. Driving in their black Ranchers, these guys go for the most direct route...kill CJ.

Six Stars the

The National Guard has been called into the battle.

:

Look for

Barracks OL's and Rhino's to ruin CJ's day. You can get rid of wanted levels the following ways: -

Police bribes will knock down the wanted level one star. take about 12 hours to regenerate.

Once used, they

-

Run into a Paint 'n' Spray. Make note that your wanted level will be flashing when you leave. The level will flash about five seconds before it totally goes away. If you commit any crimes within that time period, the original wanted level is reinstated.

- Saving a game seems to eliminate all wanted levels. forget about CJ after six hours of quiet time. -

One Star wanted levels go away with time. and you should be alright.

Guess the police

Just stay away from the police

______________________________________________________________________________ _ Saint'Hardknox's input: There's a better way to eliminate wanted level stars. Just simply go to one of your properties (i.e. CJ's house and simply go to your wardrobe and change your shirt or pants and the wanted stars will start to blink. When you change back to your original shirt or pants that you were wearing the stars will dissappear. +=======================+ | 36. STATISTIC GAUGES | ====================================================== +=======================+ Everything you do in GTA:SA contributes something to either a skill level or to an attribute. A lot of times these gauges are nothing more then a bar that gets lit up as you progress through the game. Unfortunately, a lot of times, you don't know exactly what a Stat is because there is no numerical representation. Below are the Stat numbers and messages to give you a better idea of where the gauge sits numerically. Also note that these Stats increase over a set period of time. For example, a Stat may increase by 50 points for every 300 seconds (about five hours in-game time) it is used. The time is cumulative so you don't have to do a certain thing for that amount of time. It can be broken up but as long as it adds up to the target time, you get the increase. The section will be broken up as such: ____________ / Stat Name / -----------Brief explanation of stat. Time to Increase Stat:

This is the time required to increase said Stat. The number will be in seconds (translates to hours for ingame time)

Amount of Stat Increase: Messages Related to Stat: _______________________

How much the stat increases Messages displayed when your Stat hits certain values

/ 36. 1 Bicycle Skill /_______________________________________________________ ----------------------Keep pedaling and you will have this skill up in no time. At the beginning, it's a good idea to just use a Bicycle to rapidly get this skill up. Time to Increase Stat

:

120

Amount of Stat Increase:

50

Messages Related to Stat: 21, 201, 401, 801: 1000:

Cycling Skill - Upgraded. You can bunny hop higher and can reverse at higher speeds without falling off. Cycling Skill - Upgraded. Maximum reached.

_______________________ / 36. 2 Boating Skill /_______________________________________________________ ----------------------Time to see your mettle on the high seas. on the open water. Time to Increase Stat

:

300

Amount of Stat Increase:

50

Get your favorite boat and go out

Messages Related to Stat: _______________________ / 36. 3 Driving Skill /_______________________________________________________ ----------------------Just driving a vehicle (other then a Bicycle or Motorcycle) will get this stat up. Time to Increase Stat

:

300

Amount of Stat Increase:

20

Messages Related to Stat: _____________ / 36. 4 Fat /_________________________________________________________________ ------------When CJ eats a lot of fatty foods or doesn't work out, his fat Stat will increase. Some girlfriends find a high fat Stat very appealing. Time to Increase Stat

:

150

Amount of Stat Increase:

Dependent on what is eaten and length of inactivity

Messages Related to Stat: 251:

Body Fat - Increased. You are gaining weight. You will not be able to climb high walls, sprint or jump if you get too fat.

401:

Body Fat - Increased. You're getting chubby. Go to the gym and work out or do some running.

601:

Body Fat - Increased. You're flabby.

801:

Body Fat - Increased. You're obese.

951:

Body Fat - Increased. You run the risk of a heart attack - lose some weight.

NOTE:

This Stat will decrease over time due to activity.

The decrease is 15.

______________________ / 36. 5 Flying Skill /________________________________________________________ ---------------------This stat if for flying in a fixed-wing aircraft. Time to Increase Stat

:

300

Amount of Stat Increase:

50

Messages Related to Stat: 21: 181:

Flying Skill - Upgraded. Keep practising and you will receive a pilots licence. Flying Skill - Upgraded. Pilots licence obtained. You can now access all airports.

________________________ / 36. 6 Gambling Skill /______________________________________________________ -----------------------When you gamble in any capacity, you can raise this skill. Raising this skill allows you to play at the bigger money tables and also allows you to take out larger loans. Time to Increase Stat

:

Dependent on game(s) played

Amount of Stat Increase:

Dependent on game(s) played

Messages Related to Stat: 2: Gambling Skill - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino.

11: 101:

1000:

Gambling Skill - Professional level reached. Your maximum wager has increased to $10,000. You can now borrow up to $10,000 from the casino. Gambling Skill - Hi-roller level reached. Your maximum wager has increased to $100,000. You can now borrow up to $100,000 from the casino. Gambling Skill - Whale level reached. Your maximum wager has increased to $1,000,000. You can now borrow up to $1,000,000 from the casino.

____________________ / 36. 7 Health Bar /__________________________________________________________ -------------------As CJ moves through the game, his health bar will increase from the various activities. This does not include the increase from doing the Paramedic Missions. Time to Increase Stat

:

600

Amount of Stat Increase:

20

Messages Related to Stat: 21, 201, 401, 601, 801:

Health - Upgraded. You can take more damage before dying.

1000:

Health - Upgraded. Maximum reached.

_______________________ / 36. 8 Lung Capacity /_______________________________________________________ ----------------------Required for CJ to stay underwater for longer periods of time. Time to Increase Stat

:

60

Amount of Stat Increase:

50

Messages Related to Stat: 51, 251, 501, 751: 1000:

Lung Capacity - Upgraded. You can hold your breath for longer. Lung Capacity - Upgraded. Maximum reached.

__________________________ / 36. 9 Motorcycle Skill /____________________________________________________ -------------------------Hop onto your favorite Motorcycle and feel the wind through your hair and the bugs in your teeth. Time to Increase Stat

:

180

Amount of Stat Increase:

25

Messages Related to Stat: 21, 201, 401, 801: from 1000:

Bike Skill - Upgraded. You have less chance of falling your motorbike. Bike Skill - Upgraded. Maximum reached.

________________ / 36.10 Muscle /______________________________________________________________ ---------------As CJ hits one of the gyms to pump iron, he will increase his muscle mass. Certain muscle masses are required to learn new moves at each of the three gyms. In addition to the moves, you do more damage with melee weapons with more muscle. Time to Increase Stat

:

Amount of Stat Increase:

Dependent on weight lifted and duration of lifting 10

Messages Related to Stat: 101: Body Muscle - Upgraded. You're well-toned. Keep this up and your attacks will inflict more damage. 201:

Body Muscle - Upgraded. You're getting buff.

351:

Body Muscle - Upgraded. You're getting much stronger.

401:

Body Muscle - Upgraded. You're getting buff.

601:

Body Muscle - Upgraded. You're perfectly chiseled.

801:

Body Muscle - Upgraded. You're ripped.

1000:

Body Muscle - Upgraded. Maximum reached.

NOTE: 15.

This Stat will decrease over time due to inactivity.

The decrease is

_________________ / 36.11 Respect /_____________________________________________________________ ----------------This Stat rises and falls depending on what CJ does. Things such as fighting the law, killing gang members, gaining and losing territory, etc. contribute to this stat. Time to Increase Stat

:

Dependent on activity

Amount of Stat Increase:

Dependent on activity

Messages Related to Stat When it Increases: 2: Respect - Upgraded. As your respect increases you will be able to command more gang members. Gaining respect will also help in many other ways. 11:

Respect - Upgraded. You can now run a two man gang!

61:

Respect - Upgraded. You can now run a three man gang!

161:

Respect - Upgraded. You can now run a four man gang!

331:

Respect - Upgraded. You can now run a five man gang!

541:

Respect - Upgraded. You can now run a six man gang!

801:

Respect - Upgraded. You can now run a seven man gang!

Messages Related to Stat When it Decreases: 799:

Respect - Lost. You can now only run a six man gang!

539:

Respect - Lost. You can now only run a five man gang!

329:

Respect - Lost. You can now only run a four man gang!

159:

Respect - Lost. You can now only run a three man gang!

59: 9:

Respect - Lost. You can now only run a two man gang! Respect - Lost. No-one will follow you now!

_________________ / 36.12 Stamina /_____________________________________________________________ ----------------This Stat can be increased doing a variety of activities. This Stat relates to how long CJ can sprint during running, cycling, and swimming. Time to Increase Stat

:

1. 2. 3. 4.

With Bicycle (including Stationary Bike) - 300 Running - 300 Sprinting - 300 Swimming - 180

Amount of Stat Increase:

1. 2. 3. 4.

With Bicycle (including Stationary Bike) Running Sprinting Swimming -

Messages Related to Stat:

50 5 10 50

21, 101, 201, 301, 401, 501, 601, 701, 801, 901:

Stamina - Upgraded. You can now sprint, swim and

cycle for longer. 1000:

Stamina - Upgraded. Maximum reached.

+====================+ | 37. VEHICLE GUIDE | ========================================================= +====================+ GTA: SA is a massive game. There are almost 200 types of vehicles to choose from to allow CJ to get from point A to point B. Vehicles can be anything from advanced military helicopters to the lowly bicycle. Each vehicle has certain characteristics that can either be a positive or negative depending on what you are trying to do. Below are the vehicles broken down according to whether they are an automobile, planes, etc. These are further broken down by type (if needed) to help you out. NOTE: The cost may not be necessarily what you pay for the car. In a sense, cost is the wholesale value while CJ will end up paying retail. In addition, the top speed may not necessarily be the ultimate top speed of a vehicle. This information is from the game's vehicle data files. ____________________ / 37.1 Automobiles /__________________________________________________________ -------------------LEGEND: DOR=DOOR(S); DTR=DRIVETRAIN (F=FRONT WHEEL DRIVE, R=REAR WHEEL DRIVE, 4=FOUR WHEEL DRIVE); FTY=FUEL TYPE (G=GASOLINE, D=DIESEL, E=ELECTRIC); TSP=TOP SPEED(IN MPH); CBM=CAN IT BE MODIFIED. IF Y THEN (L=LOCO LOW CO., W=WHEEL ARCH ANGELS, T=TRANSFENDER) +------------------------+ | 37.1. 1 Street Racers |----------------------------------------------------+------------------------+ +--------------+-----+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | DOR | WEIGHT | DTR | FTY | TSP | CBM | COST | +--------------+-----+--------+-----+-----+-----+-----+----------+ +--------------+-----+--------+-----+-----+-----+-----+----------+ | ELEGY | 2 | 3,307 | R | G | 124 | YW | $35,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | FLASH | 2 | 3,086 | F | G | 124 | YW | $35,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | JESTER | 2 | 3,307 | F | G | 124 | YW | $35,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | STRATUM | 4 | 3,968 | R | G | 124 | YW | $35,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | SULTAN | 4 | 3,086 | 4 | G | 124 | YW | $35,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | URANUS | 2 | 3,086 | R | G | 124 | YW | $35,000 |

+--------------+-----+--------+-----+-----+-----+-----+----------+ +--------------------+ | 37.1. 2 Lowriders |--------------------------------------------------------+--------------------+ +--------------+-----+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | DOR | WEIGHT | DTR | FTY | TSP | CBM | COST | +--------------+-----+--------+-----+-----+-----+-----+----------+ +--------------+-----+--------+-----+-----+-----+-----+----------+ | BLADE | 2 | 3,307 | R | G | 99 | YL | $19,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | BROADWAY | 2 | 3,748 | R | G | 99 | YL | $19,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | REMINGTON | 2 | 3,968 | R | G | 99 | YL | $30,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | SAVANNA | 4 | 3,307 | R | G | 99 | YL | $19,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | SLAMVAN | 2 | 4,299 | R | G | 99 | YL | $19,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | TORNADO | 2 | 3,748 | R | G | 99 | YL | $19,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | VOODOO | 2 | 3,968 | R | G | 99 | YL | $30,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ +----------------------+ | 37.1. 3 Muscle Cars |------------------------------------------------------+----------------------+ +--------------+-----+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | DOR | WEIGHT | DTR | FTY | TSP | CBM | COST | +--------------+-----+--------+-----+-----+-----+-----+----------+ +--------------+-----+--------+-----+-----+-----+-----+----------+ | BUFFALO | 2 | 3,307 | R | G | 124 | YT | $35,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | CLOVER | 2 | 3,527 | R | G | 99 | YT | $19,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | PHOENIX | 2 | 3,307 | R | G | 124 | YT | $35,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | SABRE | 2 | 3,748 | R | G | 99 | YT | $19,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ +--------------------------------+ | 37.1. 4 High Performance Cars |--------------------------------------------+--------------------------------+ +---------------+-----+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | DOR | WEIGHT | DTR | FTY | TSP | CBM | COST | +---------------+-----+--------+-----+-----+-----+-----+----------+ +---------------+-----+--------+-----+-----+-----+-----+----------+ | BANSHEE | 2 | 3,086 | R | G | 124 | YT | $45,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | BULLET | 2 | 2,646 | R | G | 143 | YT | $105,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+

| CHEETAH | 2 | 2,646 | R | G | 143 | YT | $105,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | COMET | 2 | 3,086 | R | G | 124 | YT | $35,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | HOTKNIFE | 2 | 3,086 | R | G | 124 | N | $35,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | HOTRING RACER | 2 | 3,527 | R | G | 137 | N | $45,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | INFERNUS | 2 | 3,086 | 4 | G | 149 | YT | $95,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | SUPER GT | 2 | 3,086 | R | G | 143 | YT | $105,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | TURISMO | 2 | 3,086 | 4 | G | 149 | YT | $95,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | WINDSOR | 2 | 3,307 | R | G | 112 | YT | $35,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | ZR 350 | 2 | 3,086 | R | G | 124 | YT | $45,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ +---------------------------------------------+ | 37.1. 5 Law Enforcement, Medical, and Fire |-------------------------------+---------------------------------------------+ +---------------+-----+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | DOR | WEIGHT | DTR | FTY | TSP | CBM | COST | +---------------+-----+--------+-----+-----+-----+-----+----------+ +---------------+-----+--------+-----+-----+-----+-----+----------+ | AMBULANCE | 4 | 5,732 | 4 | D | 96 | N | $10,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | BARRACKS OL | 2 | 23,148 | 4 | D | 112 | N | $10,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | ENFORCER | 2 | 8,818 | R | D | 106 | N | $40,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | FBI RANCHER | 4 | 7,716 | 4 | G | 106 | N | $40,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | FBI TRUCK | 2 | 8,818 | 4 | D | 106 | N | $40,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | FIRETRUCK | 2 | 14,330 | R | D | 106 | N | $15,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | POLICE RANGER | 2 | 5,512 | 4 | D | 99 | N | $25,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | POLICE CAR | 4 | 3,527 | R | G | 124 | N | $25,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | RHINO | 1 | 55,115 | 4 | D | 50 | N | $110,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | SWAT VAN | 2 | 11,023 | 4 | D | 68 | N | $40,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ +----------------------------+ | 37.1. 6 Commercial Trucks |------------------------------------------------+----------------------------+ +--------------+-----+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | DOR | WEIGHT | DTR | FTY | TSP | CBM | COST | +--------------+-----+--------+-----+-----+-----+-----+----------+

+--------------+-----+--------+-----+-----+-----+-----+----------+ | BENSON | 2 | 7,716 | R | D | 87 | N | $22,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | BOXVILLE | 2 | 12,125 | R | D | 87 | N | $22,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | CEMENT TRUCK | 2 | 12,125 | R | D | 68 | N | $5,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | HARVESTER | 2 | 18,739 | 4 | D | 87 | N | $10,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | DFT 30 | 2 | 12,125 | R | D | 68 | N | $5,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | DOZER | 2 | 22,046 | 4 | D | 62 | N | $5,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | DUMPER | 2 | 44,092 | R | D | 68 | N | $5,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | DUNE | 2 | 22,046 | 4 | G | 68 | N | $40,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | FLATBED | 2 | 18,739 | R | D | 87 | N | $10,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | HOTDOG VAN | 2 | 12,125 | R | D | 87 | N | $22,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | LINERUNNER | 2 | 8,377 | R | D | 75 | N | $35,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | MOWER | 0 | 1,764 | R | G | 37 | N | $15,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | MR. WHOOPIE | 2 | 3,748 | R | D | 90 | N | $29,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | MULE | 2 | 7,716 | R | D | 87 | N | $22,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | PACKER | 2 | 17,637 | R | D | 93 | N | $20,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | TANKER | 2 | 8,377 | R | D | 75 | N | $35,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | ROAD TRAIN | 2 | 11,023 | R | D | 75 | N | $35,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | SECURICAR | 2 | 15,432 | R | D | 106 | N | $40,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | SWEEPER | 0 | 1,764 | R | G | 37 | N | $15,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | TOW TRUCK | 2 | 7,716 | R | D | 99 | N | $20,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | TRACTOR | 0 | 4,409 | R | D | 43 | N | $9,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | TRASHMASTER | 2 | 12,125 | R | D | 68 | N | $5,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ | YANKEE | 2 | 9,921 | R | D | 99 | N | $22,000 | +--------------+-----+--------+-----+-----+-----+-----+----------+ +---------------------------------------+ | 37.1. 7 Commercial Cars and Vehicles |-------------------------------------+---------------------------------------+ +---------------+-----+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | DOR | WEIGHT | DTR | FTY | TSP | CBM | COST | +---------------+-----+--------+-----+-----+-----+-----+----------+ +---------------+-----+--------+-----+-----+-----+-----+----------+

| BAGGAGE | 0 | 2,205 | R | E | 99 | N | $9,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | BUS | 1 | 12,125 | R | D | 81 | N | $15,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | CABBIE | 4 | 3,858 | R | G | 99 | YT | $10,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | COACH | 1 | 20,944 | R | D | 99 | N | $20,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | FORKLIFT | 0 | 2,205 | F | E | 37 | N | $9,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | NEWSVAN | 2 | 4,189 | R | D | 99 | N | $20,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | ROMERO | 4 | 5,512 | R | G | 93 | YT | $10,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | STAIRS | 0 | 2,205 | R | E | 99 | N | $9,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | STRETCH | 4 | 4,850 | R | G | 112 | YT | $40,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | TAXI | 4 | 3,197 | F | G | 112 | YT | $20,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | TOPFUN | 2 | 4,189 | R | D | 99 | N | $20,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | TUG | 2 | 1,764 | R | G | 106 | N | $15,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | UTILITY VAN | 2 | 5,732 | R | D | 99 | N | $20,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ +-----------------------+ | 37.1. 8 Compact Cars |-----------------------------------------------------+-----------------------+ +----------------+-----+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | DOR | WEIGHT | DTR | FTY | TSP | CBM | COST | +----------------+-----+--------+-----+-----+-----+-----+----------+ +----------------+-----+--------+-----+-----+-----+-----+----------+ | ALPHA | 2 | 3,307 | R | G | 124 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | BLISTA COMPACT | 2 | 2,205 | F | G | 124 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | BRAVURA | 2 | 2,866 | F | G | 99 | YT | $9,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | CADRONA | 2 | 2,646 | R | G | 99 | YT | $9,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | CLUB | 2 | 3,086 | F | G | 124 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | EUROS | 2 | 3,086 | 4 | G | 124 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | FELTZER | 2 | 3,527 | R | G | 124 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | FORTUNE | 2 | 3,748 | R | G | 99 | YT | $19,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | HUSTLER | 2 | 3,748 | R | G | 99 | YT | $20,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | MANANA | 2 | 2,205 | F | G | 99 | YT | $9,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | PICADOR | 2 | 3,527 | R | D | 102 | YT | $26,000 |

+----------------+-----+--------+-----+-----+-----+-----+----------+ | PREVION | 2 | 3,086 | F | D | 99 | YT | $9,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | STALLION | 2 | 3,527 | R | G | 99 | YT | $19,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | TAMPA | 2 | 3,748 | R | G | 99 | YT | $19,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ +------------------------------------+ | 37.1. 9 Mid and Full-Sized Sedans |----------------------------------------+------------------------------------+ +----------------+-----+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | DOR | WEIGHT | DTR | FTY | TSP | CBM | COST | +----------------+-----+--------+-----+-----+-----+-----+----------+ +----------------+-----+--------+-----+-----+-----+-----+----------+ | ADMIRAL | 4 | 3,638 | F | G | 102 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | BUCCANEER | 2 | 3,748 | R | G | 99 | YT | $19,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | ELEGANT | 4 | 4,850 | R | G | 102 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | EMPEROR | 4 | 3,968 | R | G | 102 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | ESPERANTO | 2 | 3,968 | R | G | 99 | YT | $19,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | GLENDALE | 2 | 3,527 | R | G | 99 | YT | $20,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | GREENWOOD | 4 | 3,527 | R | G | 99 | YT | $19,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | HERMES | 2 | 4,299 | F | G | 99 | YT | $19,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | INTRUDER | 4 | 3,968 | R | G | 99 | YT | $19,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | MAJESTIC | 2 | 3,086 | R | G | 102 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | MERIT | 4 | 3,968 | R | G | 102 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | NEBULA | 4 | 3,086 | F | G | 102 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | OCEANIC | 2 | 4,189 | R | G | 99 | YT | $20,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | PREMIER | 4 | 3,527 | R | G | 124 | YT | $25,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | PRIMO | 4 | 3,527 | R | G | 99 | YT | $19,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | SENTINEL | 4 | 3,527 | R | G | 102 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | STAFFORD | 4 | 4,850 | R | G | 102 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | SUNRISE | 4 | 3,527 | F | G | 99 | YT | $19,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | TAHOMA | 4 | 3,968 | R | G | 99 | YT | $35,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | VINCENT | 4 | 3,968 | F | G | 99 | YT | $19,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+

| VIRGO | 2 | 3,748 | R | G | 99 | YT | $9,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | WASHINGTON | 4 | 4,079 | R | G | 112 | YT | $18,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | WILLARD | 4 | 3,968 | R | G | 99 | YT | $19,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ +--------------------------------------------------------+ | 37.1.10 Vans, SUVs, Station Wagons, and Pickup Trucks |--------------------+--------------------------------------------------------+ +----------------+-----+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | DOR | WEIGHT | DTR | FTY | TSP | CBM | COST | +----------------+-----+--------+-----+-----+-----+-----+----------+ +----------------+-----+--------+-----+-----+-----+-----+----------+ | BOBCAT | 2 | 3,748 | 4 | D | 102 | YT | $26,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | BURRITO | 2 | 4,189 | R | G | 93 | N | $26,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | HUNTLEY | 4 | 5,512 | 4 | G | 99 | YT | $40,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | LANDSTALKER | 4 | 3,748 | 4 | D | 99 | YT | $25,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | MESA | 0 | 2,866 | 4 | D | 99 | YT | $25,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | MONSTER TRUCK | 2 | 11,023 | 4 | G | 68 | N | $40,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | MOONBEAM | 2 | 4,409 | R | D | 93 | YT | $16,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | PATRIOT | 4 | 5,512 | 4 | G | 106 | N | $40,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | PERENNIAL | 4 | 2,646 | F | G | 93 | YT | $10,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | PONY | 2 | 5,732 | R | D | 99 | N | $20,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | RANCHER | 2 | 5,512 | 4 | G | 106 | YT | $40,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | RANGER | 4 | 3,748 | 4 | D | 99 | N | $25,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | REGINA | 4 | 3,307 | F | G | 102 | YT | $18,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | RUMPO | 2 | 4,409 | F | G | 99 | N | $26,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | SADLER | 2 | 3,748 | 4 | D | 102 | N | $26,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | SOLAIR | 4 | 4,409 | R | G | 102 | YT | $18,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | WALTON | 2 | 4,079 | 4 | D | 93 | YT | $26,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ | YOSEMITE | 2 | 6,614 | R | G | 106 | N | $40,000 | +----------------+-----+--------+-----+-----+-----+-----+----------+ +--------------------------------+ | 37.1.11 Recreational Vehicles |--------------------------------------------+--------------------------------+

+------------------+-----+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | DOR | WEIGHT | DTR | FTY | TSP | CBM | COST | +------------------+-----+--------+-----+-----+-----+-----+----------+ +------------------+-----+--------+-----+-----+-----+-----+----------+ | BANDITO | 0 | 2,205 | R | G | 106 | N | $15,000 | +------------------+-----+--------+-----+-----+-----+-----+----------+ | BF INJECTION | 0 | 2,646 | R | G | 106 | N | $15,000 | +------------------+-----+--------+-----+-----+-----+-----+----------+ | BLOODRING BANGER | 0 | 3,527 | R | G | 99 | N | $500 | +------------------+-----+--------+-----+-----+-----+-----+----------+ | CAMPER | 2 | 4,189 | R | G | 75 | N | $26,000 | +------------------+-----+--------+-----+-----+-----+-----+----------+ | GOLF CART | 0 | 2,205 | 4 | E | 99 | N | $9,000 | +------------------+-----+--------+-----+-----+-----+-----+----------+ | JOURNEY | 2 | 7,716 | R | D | 87 | N | $22,000 | +------------------+-----+--------+-----+-----+-----+-----+----------+ | KART | 0 | 661 | R | G | 56 | N | $15,000 | +------------------+-----+--------+-----+-----+-----+-----+----------+ | SANDKING | 2 | 4,409 | 4 | G | 106 | N | $40,000 | +------------------+-----+--------+-----+-----+-----+-----+----------+ +-----------------+ | 37.1.12 Trains |-----------------------------------------------------------+-----------------+ +---------------+-----+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | DOR | WEIGHT | DTR | FTY | TSP | CBM | COST | +---------------+-----+--------+-----+-----+-----+-----+----------+ +---------------+-----+--------+-----+-----+-----+-----+----------+ | BROWN STREAK | 2 | 12,125 | R | D | 68 | N | $5,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ | FREIGHT TRAIN | 2 | 12,125 | R | D | 68 | N | $5,000 | +---------------+-----+--------+-----+-----+-----+-----+----------+ _________________________________ / 37.2 Bicycles and Motorcycles /_____________________________________________ --------------------------------LEGEND: DTR=DRIVETRAIN (F=FRONT WHEEL DRIVE, R=REAR WHEEL DRIVE, 4=FOUR WHEEL DRIVE); FTY=FUEL TYPE (G=GASOLINE, D=DIESEL, E=ELECTRIC); TSP=TOP SPEED(IN MPH); CBM=CAN IT BE MODIFIED. IF Y THEN (L=LOCO LOW CO., W=WHEEL ARCH ANGELS, T=TRANSFENDER) +------------------+ | 37.2.1 Bicycles |----------------------------------------------------------+------------------+ +---------------+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | WEIGHT | DTR | FTY | TSP | CBM | COST | +---------------+--------+-----+-----+-----+-----+----------+ +---------------+--------+-----+-----+-----+-----+----------+ | BICYCLE | 220 | N/A | N/A | 75 | N | $10,000 | +---------------+--------+-----+-----+-----+-----+----------+

| BMX | 220 | N/A | N/A | 75 | N | $10,000 | +---------------+--------+-----+-----+-----+-----+----------+ | MOUNTAIN BIKE | 220 | N/A | N/A | 87 | N | $10,000 | +---------------+--------+-----+-----+-----+-----+----------+ +---------------------+ | 37.2.2 Motorcycles |-------------------------------------------------------+---------------------+ +---------------+--------+-----+-----+-----+-----+----------+ | VEHICLE NAME | WEIGHT | DTR | FTY | TSP | CBM | COST | +---------------+--------+-----+-----+-----+-----+----------+ +---------------+--------+-----+-----+-----+-----+----------+ | BF 400 | 1,102 | 5 | G | 118 | N | $10,000 | +---------------+--------+-----+-----+-----+-----+----------+ | FCR 900 | 1,102 | 5 | G | 118 | N | $10,000 | +---------------+--------+-----+-----+-----+-----+----------+ | FREEWAY | 1,764 | 4 | G | 118 | N | $10,000 | +---------------+--------+-----+-----+-----+-----+----------+ | MOPED | 772 | 3 | G | 118 | N | $10,000 | +---------------+--------+-----+-----+-----+-----+----------+ | NRG 500 | 882 | 5 | G | 118 | N | $10,000 | +---------------+--------+-----+-----+-----+-----+----------+ | PCJ 600 | 1,102 | 5 | G | 118 | N | $10,000 | +---------------+--------+-----+-----+-----+-----+----------+ | QUAD BIKE | 882 | 4 | G | 99 | N | $9,000 | +---------------+--------+-----+-----+-----+-----+----------+ | SANCHEZ | 1,102 | 5 | G | 118 | N | $10,000 | +---------------+--------+-----+-----+-----+-----+----------+ | WAYFARER | 1,764 | 4 | G | 118 | N | $10,000 | +---------------+--------+-----+-----+-----+-----+----------+ _______________________________ / 37.3 Helicopters and Planes /_______________________________________________ ------------------------------LEGEND:

TSP=TOP SPEED(IN MPH)

+---------------------+ | 37.3.1 Helicopters |-------------------------------------------------------+---------------------+ +---------------------+---------+-----+---------+ | VEHICLE NAME | WEIGHT | TSP | COST | +---------------------+---------+-----+---------+ +---------------------+---------+-----+---------+ | COASTGUARD MAVERICK | 7,716 | 124 | $50,000 | +---------------------+---------+-----+---------+ | HUNTER | 22,046 | 124 | $99,000 | +---------------------+---------+-----+---------+ | LEVIATHAN | 33,069 | 124 | $25,000 | +---------------------+---------+-----+---------+ | MAVERICK | 11,023 | 124 | $45,000 | +---------------------+---------+-----+---------+

| POLICE MAVERICK | 9,921 | 124 | $52,000 | +---------------------+---------+-----+---------+ | RAINDANCE | 22,046 | 124 | $99,000 | +---------------------+---------+-----+---------+ | SEASPARROW | 6,614 | 124 | $28,000 | +---------------------+---------+-----+---------+ | SPARROW | 5,512 | 124 | $25,000 | +---------------------+---------+-----+---------+ +----------------+ | 37.3.2 Planes |------------------------------------------------------------+----------------+ +--------------+---------+-----+---------+ | VEHICLE NAME | WEIGHT | TSP | COST | +--------------+---------+-----+---------+ +--------------+---------+-----+---------+ | ANDROMEDA | 88,184 | 124 | $45,000 | +--------------+---------+-----+---------+ | AT 400 | 132,276 | 124 | $45,000 | +--------------+---------+-----+---------+ | CARGOBOB | 44,092 | 124 | $25,000 | +--------------+---------+-----+---------+ | BEAGLE | 22,046 | 124 | $45,000 | +--------------+---------+-----+---------+ | CROP DUSTER | 11,023 | 124 | $45,000 | +--------------+---------+-----+---------+ | DODO | 11,023 | 124 | $45,000 | +--------------+---------+-----+---------+ | HYDRA | 19,841 | 124 | $45,000 | +--------------+---------+-----+---------+ | NEVADA | 55,115 | 124 | $45,000 | +--------------+---------+-----+---------+ | RUSTLER | 11,023 | 124 | $45,000 | +--------------+---------+-----+---------+ | SHAMAL | 33,069 | 124 | $45,000 | +--------------+---------+-----+---------+ | SKIMMER | 11,023 | 124 | $10,000 | +--------------+---------+-----+---------+ ______________ / 37.4 Boats /________________________________________________________________ -------------LEGEND:

TSP=TOP SPEED(IN MPH) +--------------+---------+-----+---------+ | VEHICLE NAME | WEIGHT | TSP | COST | +--------------+---------+-----+---------+ +--------------+---------+-----+---------+ | COAST GUARD | 2,646 | 118 | $10,000 | +--------------+---------+-----+---------+ | DINGHY | 1,764 | 118 | $5,000 | +--------------+---------+-----+---------+

| JETMAX | 6,614 | 118 | $70,000 | +--------------+---------+-----+---------+ | LAUNCH | 4,850 | 118 | $30,000 | +--------------+---------+-----+---------+ | MARQUIS | 11,023 | 118 | $99,000 | +--------------+---------+-----+---------+ | PREDATOR | 4,850 | 118 | $40,000 | +--------------+---------+-----+---------+ | REEFER | 11,023 | 118 | $25,000 | +--------------+---------+-----+---------+ | SPEEDER | 4,850 | 118 | $30,000 | +--------------+---------+-----+---------+ | SQUALLO | 4,850 | 118 | $60,000 | +--------------+---------+-----+---------+ | TROPIC | 4,850 | 118 | $73,000 | +--------------+---------+-----+---------+ | VORTEX | 4,189 | 93 | $26,000 | +--------------+---------+-----+---------+ _____________________________________ / 37.5 Remote Control (RC) Vehicles /_________________________________________ ------------------------------------LEGEND: DTR=DRIVETRAIN (F=FRONT WHEEL DRIVE, R=REAR WHEEL DRIVE, 4=FOUR WHEEL DRIVE); FTY=FUEL TYPE (G=GASOLINE, D=DIESEL, E=ELECTRIC); TSP=TOP SPEED(IN MPH) +--------------+--------+-----+-----+-----+------+ | VEHICLE NAME | WEIGHT | DTR | FTY | TSP | COST | +--------------+--------+-----+-----+-----+------+ +--------------+--------+-----+-----+-----+------+ | RC BANDIT | 220 | 4 | E | 47 | $500 | +--------------+--------+-----+-----+-----+------+ | RC BARON | 220 | F | G | 47 | $300 | +--------------+--------+-----+-----+-----+------+ | RC GOBLIN | 220 | 4 | G | 47 | $800 | +--------------+--------+-----+-----+-----+------+ | RC RAIDER | 220 | 4 | G | 47 | $500 | +--------------+--------+-----+-----+-----+------+ | RC TIGER | 220 | 4 | E | 47 | $500 | +--------------+--------+-----+-----+-----+------+ +========================+ | 38. WEAPONS AND ITEMS | ===================================================== +========================+ In his travels across San Andreas, CJ will meet a lot of unsavory characters. This is in addition to what he has to do to complete missions. Without the right weapon (or any weapon at all), CJ's chances of survival are pretty low. As you progress through the game, you will encounter (and be able to obtain) better weapons. The best source for your weapons needs is Ammu-Nation. If you don't have the cash, you can also find weapons spread out around San Andreas or obtain them from individuals who don't know how to properly use them.

CJ has twelve different slots to hold items and weapons. All traditional nonweapon items can be used as a weapon such as flowers and a parachute. Below is information regarding each slot. You can only use one weapon from the group in each slot so plan accordingly. Each slot is set up like this: ______________ / Slot Number / ------------Slot Characteristic:

Melee, Handguns, Rifles, etc.

+-------------+ | Weapon Name | +-------------+ Cost NOTE:

:

This is if you able to purchase said weapon.

Not all weapons are available when you begin the game. available, though, as you progress through the game.

They become

Ammo Type

:

Whether it is a projectile, rocket, etc.

Clip Size

:

How many rounds are in a clip. For the below weapons, when you reach Hitman status, you can

have

more rounds in your clip. This will be denoted by Non-Hitman/Hitman for the numbers. For single use or shot items, the number will be one. Damage NOTE: 100

:

Damage per round of ammunition.

Most people in San Andreas seem to have a hit value anywhere from 70points.

In addition, headshots are always fatal.

Wield Weapon in Each Hand:

Yes or No

The following items only relate to the following weapons: Pistol, Silenced Pistol, Desert Eagle, Shotgun, Sawnoff Shotgun, Combat Shotgun, Tec-9 & MicroMP5 (Machine Pistols), MP5 (SMG), AK-47, and M4. Stat # to Reach Gangster:

How many points CJ needs to become a Gangster.

Stat # to Reach Hitman

:

How many points CJ needs to become a Hitman.

Stat Gauge Increases

:

This represents how much the Stat Gauge goes up per shot. For example, the Pistol Stat Gauge

increments

by 0.8 points per shot. You basically have to fire almost 1300 accurate shots to become a Hitman.

Bonus Stat Increases

:

This represents how many accurate shots you must make to increment the Stat Gauge. For example, the Pistol requires 50 accurate shots to raise the

gauge

0.8 points. Messages For Stat Increases:

NOTE:

To keep track of your rising skill in the above weapons. When the gauge hits certain values, a message is displayed.

As your skill rises, your accuracy and range become more enhanced. Also, when you reach Hitman, you will automatically perform headshots with most of the above weapons.

You can also "Pistol Whip" somebody with the Handguns, Shotguns, Machine Pistols, Assault Rifles, and Rifles for ten points of damage. ________________________ / 38. 1 Slot 1: Hand /______________________________________________________ -----------------------There are only two possibilities: Your knuckles or brass knuckles. Damage is also dependent on your muscle Stat so only a base damage range is given due to the fact that CJ learns new fighting moves throughout the game. +-----------------------+ | 38.1.1 Bare Knuckles |-----------------------------------------------------+-----------------------+ Cost Ammo Type Clip Size Damage

: : : :

Wield Weapon in Each Hand:

N/A Fist N/A 1. Without Training 2. Training at Los Santos Gym 3. Training at San Fierro Gym 4. Training at Las Venturas Gym

-

5 5 5 5

to to to to

25 25 25 25

points points points points

N/A

What CJ starts the game with. It also applies when he gets busted or wasted (unless he has the girlfriends that prevent this) and loses his brass knuckles. +------------------------+ | 38.1.2 Brass Knuckles |----------------------------------------------------+------------------------+ Cost Ammo Type Clip Size Damage

: : : :

N/A Fist N/A 1. Without Training 2. Training at Los Santos Gym 3. Training at San Fierro Gym 4. Training at Las Venturas Gym

-

5 5 5 5

to 25 to 25 to 25 to 200

points points points points

The above plus four points of damage for the Brass Knuckles Wield Weapon in Each Hand:

N/A

_________________________________ / 38. 2 Slot 2: Melee Weapons /_____________________________________________ --------------------------------This is basically any object you pick up. They can be found all over San Andreas and they also can be collected from people trying to use them on you. Since strength plays a factor, damage is given as a range. +----------------------+ | 38.2.1 Baseball Bat |------------------------------------------------------+----------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 10 to 25 points No

+------------------+ | 38.2.2 Chainsaw |----------------------------------------------------------+------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 25 to 100 points No

+-------------------+ | 38.2.3 Golf Club |---------------------------------------------------------+-------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 10 to 25 points No

+----------------+ | 38.2.4 Katana |------------------------------------------------------------+----------------+ Cost Ammo Type Clip Size Damage

: : : :

N/A Melee N/A 10 to 25 points

Wield Weapon in Each Hand:

No

+---------------+ | 38.2.5 Knife |-------------------------------------------------------------+---------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 10 to 25 points No

+--------------------+ | 38.2.6 Nightstick |--------------------------------------------------------+--------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 10 to 25 points No

+--------------------+ | 38.2.7 Pool Stick |--------------------------------------------------------+--------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 10 to 25 points No

+----------------+ | 38.2.8 Shovel |------------------------------------------------------------+----------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 10 to 25 points No

____________________________ / 38. 3 Slot 3: Handguns /__________________________________________________ ---------------------------Now we are entering the realm of firearms. These are pistols, plain and simple. Of course, the farther along you upgrade, the more powerful the weapon is. Since damage is not dependent on strength, a single number is given. +--------------------+

| 38.3.1 9mm Pistol |--------------------------------------------------------+--------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand: Stat # to Reach Gangster : Stat # to Reach Hitman : Stat Gauge Increases : Stat Gauge Value : Bonus Stat Increases :

$200 Bullet 17/30 25 Yes 41 1000 50 0.8 50

Messages For Stat Increases: 41: 201, 401, 601, 801:

1000:

two

Pistol Skill - Gangster level reached. Lock-on range, accuracy and rate of fire have all increased. Pistol Skill - Upgraded. Keep practicing and you'll reach Hitman level, allowing you to wield two Pistols simultaneously. Pistol Skill - Hitman level reached. You can now wield pistols simultaneously and your lock-on range has increased.

+-----------------------------+ | 38.3.2 Silenced 9mm Pistol |-----------------------------------------------+-----------------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand: Stat # to Reach Gangster : Stat # to Reach Hitman : Stat Gauge Increases : Bonus Stat Increases :

$600 Bullet 17/17 40 No 500 1000 5 20

Messages For Stat Increases: 201,401: 501: and

Silenced Pistol Skill - Upgraded. Keep practicing and you'll reach Gangster level. Silenced Pistol Skill - Gangster level reached. You can now move while in the aiming stance. Lock-on range, accuracy, rate of fire strafe speed have all increased.

601,801:

Silenced Pistol Skill - Upgraded. Keep practicing and you'll reach Hitman level.

1000:

Silenced Pistol Skill - Hitman level reached. You can now fire while moving. Lock-on range, accuracy, rate of fire and strafe speed have all increased.

+----------------------+ | 38.3.3 Desert Eagle |------------------------------------------------------+----------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand: Stat # to Reach Gangster : Stat # to Reach Hitman : Stat Gauge Increases : Bonus Stat Increases :

$1200 Bullet 7/7 70 for Poor, 140 for Gangster and Hitman No 201 1000 3 50

Messages For Stat Increases: 201:

401, 601, 801: reach 1000:

Desert Eagle Skill - Gangster level reached. You can now move while in the aiming stance. Lock-on range, accuracy, rate of fire and strafe speed have all increased. Desert Eagle Skill - Upgraded. Keep practicing and you'll Hitman level. Desert Eagle Skill - Hitman level reached. You can now fire while moving. Lock-on range, accuracy, rate of fire and strafe speed have all increased.

____________________________ / 38. 4 Slot 4: Shotguns /___________________________________________________ ---------------------------These kinds of weapons deal damage by sending out multiple projectiles. Unfortunately, their range is limited so they are really only good for close combat where they can deliver the maximum effect. +-----------------+ | 38.4.1 Shotgun |-----------------------------------------------------------+-----------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand: Stat # to Reach Gangster : Stat # to Reach Hitman : Stat Gauge Increases : Bonus Stat Increases :

$600 Pellet 1 10 (per pellet) No 201 1000 0.6 (per pellet) 100 (per pellet)

Messages For Stat Increases: 201: and

Shotgun Skill - Gangster level reached. You can now move while in the aiming stance. Lock-on range, accuracy, rate of fire strafe speed have all increased.

401, 601, 801: 1000:

Shotgun Skill - Upgraded. Keep practicing and you'll reach Hitman level. Shotgun Skill - Hitman level reached. You can now fire while moving. Lock-on range, accuracy, rate of fire and strafe speed have all increased.

+--------------------------+ | 38.4.2 Sawn-Off Shotgun |--------------------------------------------------+--------------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand: Stat # to Reach Gangster : Stat # to Reach Hitman : Stat Gauge Increases : Bonus Stat Increases :

$800 Pellet 2/4 10 (per pellet) Yes 201 1000 0.45 (per pellet) 100 (per pellet)

Messages For Stat Increases: 201:

Sawn-Off Shotgun Skill - Gangster level reached. Your lock-on range, accuracy and rate of fire have increased.

401, 601, 801:

Sawn-Off Shotgun Skill - Upgraded. Keep practicing and you'll reach Hitman level, allowing you to wield two Sawn-off's simultaneously.

1000:

Sawn-Off Shotgun Skill - Hitman level reached. You may now wield two Sawn-off shotguns simultaneously and your lock-on range has increased.

+------------------------+ | 38.4.3 Combat Shotgun |----------------------------------------------------+------------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand: Stat # to Reach Gangster : Stat # to Reach Hitman : Stat Gauge Increases : Bonus Stat Increases :

$1000 Pellet 7 15 (per pellet) No 201 1000 0.6 (per pellet) 100 (per pellet)

Messages For Stat Increases: 201:

401, 601, 801:

Combat Shotgun Skill - Gangster level reached. You can now move while in the aiming stance. Lock-on range, rate of fire and strafe speed have all increased.

1000:

Combat Shotgun Skill - Upgraded. Keep practicing and you'll reach Hitman level. Combat Shotgun Skill - Hitman level reached. You can now fire while moving. Lock-on range and strafe speed have both increased.

___________________________________ / 38. 5 Slot 5: Machine Pistols /___________________________________________ ----------------------------------These weapons deal damage by laying down a heavy volume of fire. Although not very accurate, these weapons can be devastating due to the very fact of their rapid fire. All can be used in a vehicle to perform drive-by's. NOTE:

The MP5 is listed in the Weapons Stats page as a SMG.

+---------------+ | 38.5.1 Tec-9 |-------------------------------------------------------------+---------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand: Stat # to Reach Gangster : Stat # to Reach Hitman : Stat Gauge Increases : Bonus Stat Increases :

$300 Bullet 50/100 20 Yes 51 1000 0.4 100

Messages For Stat Increases: 51: 201, 401, 601, 801:

1000:

Machine Pistol Skill - Gangster level reached. Your lockon range and accuracy have increased. Machine Pistol Skill - Upgraded. Keep practicing and you'll reach Hitman level, allowing you to wield two Machine Pistols simultaneously. Machine Pistol Skill - Hitman level reached. You can now wield two Machine Pistols simultaneously and your lock-on range has increased.

+-------------------+ | 38.5.2 Micro-SMG |---------------------------------------------------------+-------------------+

Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand: Stat # to Reach Gangster : Stat # to Reach Hitman : Stat Gauge Increases : Bonus Stat Increases :

$500 Bullet 50/100 20 Yes 51 1000 0.4 100

Messages For Stat Increases: 51:

201, 401, 601, 801:

1000:

Machine Pistol Skill - Gangster level reached. Your lockon range and accuracy have increased. Machine Pistol Skill - Upgraded. Keep practicing and you'll reach Hitman level, allowing you to wield two Machine Pistols simultaneously. Machine Pistol Skill - Hitman level reached. You can now wield two Machine Pistols simultaneously and your lock-on range has increased.

+-------------------+ | 38.5.3 SMG (MP5) |---------------------------------------------------------+-------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand: Stat # to Reach Gangster : Stat # to Reach Hitman : Stat Gauge Increases : Bonus Stat Increases :

$2000 Bullet 30 25 No 251 1000 1.5 50

Messages For Stat Increases: 251:

SMG Skill - Gangster level reached. You can now move while in the aiming stance. Lock-on range, accuracy and strafe speed have all increased.

401, 601, 801:

SMG Skill - Upgraded. Keep practicing and you'll reach Hitman level.

1000:

SMG Skill - Hitman level reached. You can now fire while moving. Lock-on range, accuracy and strafe speed have all increased.

__________________________________ / 38. 6 Slot 6: Assault Rifles /____________________________________________ ----------------------------------

Now we are getting into some serious firepower. Assault rifles live up to their name. Long range and strong hitting power make these weapons ideal for the urban jungle. Not only are they effective on "soft" targets, but "hard" targets suffer equally as bad. +---------------+ | 38.6.1 AK-47 |-------------------------------------------------------------+---------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand: Stat # to Reach Gangster : Stat # to Reach Hitman : Stat Gauge Increases : Bonus Stat Increases :

$3500 Bullet 30 30 No 201 1000 3 50

Messages For Stat Increases: 201:

401, 601, 801: Hitman

AK-47 Skill - Gangster level reached. You can now move while in the aiming stance. Lock-on range, accuracy and strafe speed have all increased. AK-47 Skill - Upgraded. Keep practicing and you'll reach level.

1000:

AK-47 Skill - Hitman level reached. You can now fire while moving. Lock-on range, accuracy and strafe speed have all increased.

+------------+ | 38.6.2 M4 |----------------------------------------------------------------+------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand: Stat # to Reach Gangster : Stat # to Reach Hitman : Stat Gauge Increases : Bonus Stat Increases :

$4500 Bullet 50 30 No 201 1000 2 50

Messages For Stat Increases: 201:

M4 Skill - Gangster level reached. You can now move while in the aiming stance. Lock-on range, accuracy and strafe speed have all increased.

401, 601, 801:

M4 Skill - Upgraded. Keep practicing and you'll reach Hitman level.

1000:

M4 Skill - Hitman level reached. You can now fire while moving. Lock-on range, accuracy and strafe speed have all increased.

__________________________ / 38. 7 Slot 7: Rifles /____________________________________________________ -------------------------Need to take care of somebody at long range: Then the rifle is your answer. Able to pick off targets in the thousands of yards range, rifles can make short work of anybody or anything. You must, though, be firmly planted in an area to establish a stable platform to shoot from. +-----------------------+ | 38.7.1 Country Rifle |-----------------------------------------------------+-----------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

$1000 Bullet 1 75 No

+----------------------+ | 38.7.2 Sniper Rifle |------------------------------------------------------+----------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

$5000 Bullet 1 125 No

_________________________________ / 38. 8 Slot 8: Heavy Weapons /_____________________________________________ --------------------------------These weapons can only be found, not purchased. This is with good reason considering the magnitude of destruction that this weapons can unleash. With the exception of the Minigun, the other weapons not only affect the target, but splash damage can also affect nearby targets as well. The Minigun works but throwing thousands of rounds downrange in a extremely short period of time. +-----------------------+ | 38.8.1 Flame Thrower |-----------------------------------------------------+-----------------------+ Cost

:

N/A

Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

Fuel 500 25 points/unit of fuel No

+-----------------+ | 38.8.2 Minigun |-----------------------------------------------------------+-----------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Bullet 500 140 points/round of ammo No

+---------------------------------------------------------+ | 38.8.3 Rocket Launcher (Conventional and Heat-Seeking) |-------------------+---------------------------------------------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Rocket 1 75 No

__________________________________ / 38. 9 Slot 9: Thrown Weapons /____________________________________________ ---------------------------------Just as the name states, these are weapons that are thrown. Only the Satchel Charge can be thrown on objects, people, passing cars, etc. It is activated by a remote detonator to allow one to get out of the blast radius. +-----------------+ | 38.9.1 Grenade |-----------------------------------------------------------+-----------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Projectile 1 75 No

+--------------------------+ | 38.9.2 Molotov Cocktail |--------------------------------------------------+--------------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Projectile 1 75 No

+-------------------------------+ | 38.9.3 Remote Satchel Charge |---------------------------------------------+-------------------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Projectile 1 75 No

+------------------+ | 38.9.4 Tear Gas |----------------------------------------------------------+------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Projectile 1 75 No

_______________________________________ / 38.10 Slot 10: Miscellaneous Items /_______________________________________ --------------------------------------These are items that aren't normally used as weapons. When hard pressed, though, they can be used to cause some hate and discontent. +-----------------+ | 38.10.1 Camera |-----------------------------------------------------------+-----------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Film 36 pictures 0 No

+----------------------------+ | 38.10.2 Fire Extinguisher |------------------------------------------------+----------------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Carbon Dioxide 500 1 point/unit of Carbon Dioxide No

+--------------------+ | 38.10.3 Spray Can |--------------------------------------------------------+--------------------+

Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Paint 500 1 point/unit of Paint No

_________________________ / 38.11 Slot 11: Gifts /_____________________________________________________ ------------------------Unbelievably, those gifts that you give your girlfriend can also be used as weapons. Of course, you would only do this in the most dire of circumstances but sometimes CJ has no other choice. Again, damage depends on strength so damage is given as a range. +---------------+ | 38.11.1 Cane |-------------------------------------------------------------+---------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 10 to 25 points No

+----------------+ | 38.11.2 Dildo |------------------------------------------------------------+----------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 10 to 25 points No

+------------------+ | 38.11.3 Flowers |----------------------------------------------------------+------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 10 to 25 points No

+-------------------+ | 38.11.4 Vibrator |---------------------------------------------------------+-------------------+

Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 10 to 25 points No

_____________________________ / 38.12 Slot 12: Equipment /_________________________________________________ ----------------------------Items required for a specific purpose. Whether CJ is going into a dark room or jumping from a plane, these items help CJ from becoming another statistic. +------------------+ | 38.12.1 Jetpack |----------------------------------------------------------+------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee 1 75 No

+--------------------+ | 38.12.2 Parachute |--------------------------------------------------------+--------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 1 No

+--------------------------+ | 38.12.3 Thermal Goggles |--------------------------------------------------+--------------------------+ Cost : Ammo Type : Clip Size : Damage : Wield Weapon in Each Hand:

N/A Melee N/A 0 No

**************** ******************************* U N I T VI ********************************** **************** +=================+ | 39. CONCLUSION | ============================================================

+=================+ GTASA is a massive game. There are a lot of things to do and a lot more things to discover. Although the missions seem to take up a bulk of the game, there are a lot more things beyond the missions to do. Considering all the taskings one has to do to get the 100% completion, you can spend a lot of time on this game just getting or doing those various things. The GTA series has been hailed as genius by some while others have vilified it saying it has created a bad influence on people. Regardless of which camp you're in, GTASA is a game where you can get away with things you could never do in real life. Relax and sit back and enjoy the fantasy world of GTASA. This guide, though, was a lot of fun to write and I hope you get as much enjoyment out of reading it as I did writing it. If you do have other ideas or thoughts, please e-mail me and share them. Who knows, maybe I'll start a Q&A chapter in this guide if enough people ask the same questions. Anyway, thank you again for reading this guide. To see other FAQ's I have written please go to: http://www.gamefaqs.com/features/recognition/32691.html ~~~

No trees were harmed in the making of this FAQ ~~~

FAQ/Walkthrough by glenster Version: 1WWW | Updated: 03/22/15 | Printable Version

June 5, 2005 Version 1WWW Glenster's Glimpse into .oooooo..o d8P' `Y8 Y88bo. .oooo. ooo. .oo. `"YME369. `P )88b `888P"Y88b `"Y88b .oP"888 888 888 oo .d8P d8( 888 888 888 8""88888P' `Y888""8o o888o o888o

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The Glenmeister's Grand Andreas Playing the Steinway Grand The Glenman's Gotta Whole Lot o' Auto San Las Los the cosmos co-starring the li'l Dodo Rated just O (for "Oo-oo!") Don't adjust your sets--I'm the one with the draw distance problem. (Thanks already to Ernie Kovaks.) http://en.wikipedia.org/wiki/Ernie_Kovacs Oriented for the original PC version with the Mouse and Keyboard Configuration and Mouse Controlled Steering by Glen T. Winstein (glenster at Gamefaqs, IGN, Super Cheats, StuckGamer, neoseeker, 1UP, My Cheats, GamersHell, GamerHelp, Game Revolution, and GameBorder) glenster (who's at) rediffmail.com This walk-through, with active links for the web addresses I use, is at: http://www.freewebs.com/glenster1/index.htm Click "Back" to return from any of the links there--if you "X" it out, you'll exit the web page. To compare pictures of vehicles, you might bring a page up twice and click a link from each. While you're there, you might want see if you find any useful information in "Glenster's Guide to GTJ Brooklyn," which is also at the next link: http://gtw6437.tripod.com/ While waiting to put together a PC to play GTA "IV," I wrote a walkthrough for "Heavy Metal F.A.K.K.2"... http://www.gamefaqs.com/computer/doswin/file/256219/59179 ...and a walk-through for "Mafia: The City of Lost Heaven" http://sites.google.com/site/glenstersite/ http://www.gamefaqs.com/pc/371671-mafia/faqs/60221 Game Revolution has this walk-through, with active links that open web sites in separate windows (special thanks to Tim!), at: http://www.gamerevolution.com/faq/pc/grand-theft-auto-san-andreas Icey, who appears in the "Rockstar support for modding" section, let me run this walk-through through a parser, so it could have active links not only for the Internet sites that open in separate windows but the chapter designations, which makes navigating this daunting thing a lot easier (special thanks to Icey!). It's at the freewebs site. "Glenster's Go On, San Andras, v.1 Misson Select Save Games" http://www.gtagarage.com/mods/show.php?id=4012

http://www.thegtaplace.com/downloads/file.php?id=2631 http://planetgrandtheftauto.gamespy.com/View.php?view=GTASAMods.De tail&id=106 http://www.moddb.com/games/grand-theft-auto-san-andreas/downloads/glen sters-san-andreas-v1-mission-select-savegames http://gta-action.gamona.de/downloads/?download=4943 http://www.fileplanet.com/files/210000/217890.shtml glen1ster's YouTube channel http://www.youtube.com/user/glen1ster# It's a G thang. &&&&&&&&&&&&&&&&&&&& When looking for something in this guide, click "Edit" at the top left of the screen, then click "Find (on This Page)... Ctrl+F" and a "Find" menu appears. (Pressing "Ctrl+F" makes it appear, too.) Type in the name, or even just the start of the name, of the mission or section you're looking for, then keep clicking "Find Next" till you're taken there. At least that works if you have Windows XP Home Edition--(update): or Vista Home Premium Edition. ******** CONTENTS I

Introduction

I.1

Paying tributes and having things in common

I.2

PC Health

I.2.a I.2.b I.2.c I.2.d

I.2.f I.2.g I.2.h

Clean your disk, disk player, and PC Get your hard drive clean and in order Use the latest updates Turn off unnecessary applications before running the game and use only one processor core Take-Two Games web site and support, the v 1.01 patch, and v.2 and the Special Edition Tweak guides Volume System requirements

I.2.i

PC hardware and software on a budget

I.3 I.3.a I.3.b I.3.c

How to save games The convenience of copies of your GTA San Andreas User File Glenster's Go On, San Andreas v.1 Mission Select Save Games Some advice about saving the game How to use save games from v.1 for v.2 and vice versa An application that tells you your mission completion status, and

I.2.e

I.3.d shows Jumps

you, on a map, which Tags, Oysters, Snapshots, Horseshoes, and you need to tend to

I.3.e radar I.3.f

A mod that shows you the locations of items left to find on your 100% completion guide

I.4

Settings

I.5

Stats How to check the Stats STATS .HTML file

I.5.a Criminal Rating I.5.aa Increasing the Criminal Rating The fastest way to get "King of San Andreas" How to make the fastest way available from the start of the game I.5.b Health in relationship to Stats I.5.c Player--Muscle and Fat Stats I.5.d Player--Stamina and Lung Capacity Stats I.5.e Player--Total Respect and Sex Appeal Stats I.5.f Player--vehicle Stats I.5.g Player--Pilot Ranking I.5.h Player--Gambling and Luck Stats I.5.i Weapons I.5.j Crimes--Total number of wanted stars attained and evaded I.5.k Crimes--Criminals wasted I.5.l Crimes--Gang members wasted I.5.m Crimes--Cost of property damaged I.5.n Gangs I.5.o Achievements--Flight time I.5.p Mission--Mission Attempts/Missions Passed I.5.q Miscellaneous--Progress made I.6.a I.6.b I.6.c

Some distinctions between the PS2 and original PC versions Adapters for PlayStation and Xbox controllers Gamepad controls

******** I.7

Controls

A couple of instant replays that should have been (and other odd moments) WTF screenshots ******** I.7.a

Foot Controls

Note: I remap Spacebar and Left Shift Foot Controls so each does the job of the other--so Jump is Spacebar and Run is Left Shift, like for "Vice City." I.7.aa

Climbing trees

I.7.aaa

Taking Photographs

I.7.b

Initial fight moves Controls

I.7.bb

Having C.J. punch his neighbors to get to know them

I.7.c

Swimming Controls Walking, driving, and flying underwater Swimming mania hits San Andreas

******** I.7.d

Vehicle Controls

Note: I remap Horn from Caps Lock to Left Shift--same reason. I.7.e

Four-Wheel vehicle Controls The things you can find in the back of trucks

I.7.f

Motorcycle or Bicycle Controls

I.7.ff

I.7.g

Stunt information Wallride Bump The Wheelie method for a faster bicycle Airgrab The San Andreas Superjump Monster Superjump Quad front flips The BMX Stoppie glitch The Two Wheeler gimmick Quadruple Insane Jumps

I.7.h I.7.i I.7.j

Note for all the flying vehicles Where the three airline entrances are Plane or Jet Controls Hydra Controls Helicopter Controls

I.7.k I.7.l I.7.m I.7.n

Parachute Controls Jetpack Controls Crane Controls Boat Controls

******** I.8.a

A rundown of some of the vehicles and some of their real names Flying vehicles Boats Hybrids Land vehicles

I.8.b

A rundown of some of the people who drive them

I.9

Wanted Ratings One wanted star and bribes Some basics for handling a wanted rating Things that remove any number of wanted stars The Stat for how long C.J. can make a five star wanted rating last Fun with wanted ratings The off-limits area of Area 69 The off-limits area of Easter Basin Naval Base

I.10

Ghost hell, ghost world, ghost heaven, and Liberty City Interior heaven Liberty City Entrance markers in the sky How to enter the Bone County "Stowaway" Andromada by MOrt(at)nius and me Fireman's, edisoncarter's, and pdescobar's coordinates Going through the Jefferson Motel skylight by me Hole in a ceiling of the Prickle Pine safehouse Ghost World and Blue hell entrances The Pro-Laps, Alexander's Toys and Vulgari, and Mulholland house entrances The Las Colinas and Santa Maria Beach entrances Ghost mountain The_Raven's Mount Chiliad entrance to Blue Hell Ghost garage entrance Mxyzptlk's entrance to Blue Hell W of the LV Turning Tricks Driving School Great Saiyaman's Blackfield entrance Ghost 69 How to enter the interior of Area 69 from the start of the game Mxyzptlk's method hdsgf and zmoonchild's method jedisociety's method Ring_of_Fire's way to open the door to Ghost World Fireman's method to make extra interiors available at the start of the game Rough draft/Go through everything world 1 by sum GTA Guy and gamefarter Driving a blown-up boat by Ring_of_Fire Ghost land vehicles for travelling into buildings Ghost Beagle and Mower "Ghost" Glendales, etc. Ghost upside-down chili vendor Ghost house Ghost 3D office building Ghost woman in a pawn shop wall A very minor ghost world find Ghost Garver Bridge Ghost walls Benjimino234's invisible wall behind the Willowfield Cluckin' Bell bagga rabbit's invisible wall on the porch of Cranberry Station Ghost fence The Vinewood cemetery

I.11

Odds and Ends Rebirth: a suggestion for how to make music in a future GTA, where to get the 1st two GTA's and "Wild Metal Country" free, how to see the coordinates on the PC "GTA2," how to get Darkel into "III," find Odie's Statue of Liberty mod, the Wichita-Airport Bridge, the Nakt patch, etc. let Claude leave Portland early,

add working VC-style flying vehicles to "III," use Robert De Niro as Travis Bickle for the lead player of "III," how to pick the version of "Mafia: The City of Lost Heaven" you run, and some GTA clones you might try I.12

Glitches

I.12.a

glitches

Problem glitches Cures for the gym and basketball glitches Pdescobar's cure for the Taxi mission glitch The extra gang territory glitch Hmvartak's Online Glitch Repair Tool System error's advice at GTA Forums regarding various other The Fire Extinguisher glitch The Xoomer garage and Flips glitches

I.12.b

Fun glitches, gimmicks, etc. Pdescobar's way to explore areas that create a wanted rating

without InFeRnUs92

creating a wanted rating Infinite spray from spray can during "Tagging Up Turf" by Invincible C.J. 1 by tommy vercetti guy Invincible C.J. 2 by ? Invincible C.J. 3 by most anyone who's observant, which, at times, includes me Invincible ped by GTAFAN4LIFE Invincible gang member by gtamike123 and digimetal Invisible gang member 1 by xspudx Invisible gang member 2 by gtamike123 and Drizz Invisible Vagos How to make the Flint trailer park photographers appear Lemmings gimmick 1 Lemmings gimmick 2 Lemmings gimmick 3

Phreak

How to make the Jetpack appear at a save place beyond the airstrip Invincible Police Mavericks by spaceeinstein and GTA_Phreak How to enter the Verdant Meadows "Stowaway" Andromada by El Petone The Vortex submarine gimmick by FYREWOLF88, Orion_SR, and GTA How to jack a police helicopter by GTA Phreak How to get C.J.'s gang members to drive or fly on PC by GTA_Phreak "Stowaway" earthquake glitch by Mike_Toreno Make any vehicle explosion and bullet-proof by gtamike123 How to cause a Packer toss by Redtier999666 and Webdude06 Rhino glitch by Jérémie Blanc Rhino "camera" front for cannon speed boost by Diego Mendez Rhino sub by GTA Phreak Boat flinging by Haro 5th Quarry mission Double Insane stat by FlannelMenace Crane gimmicks Kill a crowd by killing one of the people in it by spaceeinstein

Auto-aim the Minigun by Mr Killer Destroying an Artificial Intelligence-guided helicopter with one shot from a Sniper Rifle, one Hand Granade, or several Molotovs by voodoochild19, TheTank, and GTA_Phreak Infinite ammo by 2Shores Fiery ballistic pool balls Burglary ski mask outside of the Burglary mission by The Demon Burglarizing Freddy's house by lord fido Basketballs aplenty by gamefarter I.13

Radio

I.14

Codes

I.15

Video walk-through/people who help with missions/entire games "Done Quick"

I.16

How to get as much done as possible before starting the main missions Four star survival guides (and cycle jumps) by Orion_SR and rubregg Airborne bribes How to open the fast food places before doing the main missions Flying vehicles available early and how to keep them from blowing up

&&&&&&&&&&&&&&&&&&&& II

The beginning

II.1 II.2

"The Introduction" "The San Andreas Theme Song"

II.3

Los Santos 1st main missions

II.4

"In The Beginning"

II.5 II.6

"Big Smoke" "Sweet and Kendl"

Lyrics by Young MayLay

The Johnson garage is free and immediately available Carl Johnson Carl Johnson

local II.7

The Johnson house is available A Camera is in C.J.'s room Sweet Johnson calls about turf battles

"Ryder"

Carl Johnson

The restaurants, barber shops, and tattoo parlors are open

&&&&&&&&&&&&&&&&&&&& III III.1 your

III.2

Preliminaries for Los Santos Maps, map markers, teleportation, all items (Tags, etc.) shown on radar, and a trainer: how to control space and time Spraying Tags

100 Tags

C.J.'s gets Respect, and the AK-47, Tec9, Sawnoff Shotgun, and Molotov Cocktails are available in the kitchen of the Johnson house. III.3

Weapons 8 Ball's Bomb Shop

III.4

Armor and Bribes

III.4.a

When Armor, Health, Bribe, and weapon pickups, and fast food vendor booth markers, reappear

III.5

Maximum Stats of all kinds in one sitting and the fastest way to raise weapon Stats on PS2

III.6

Cycling Stat (bicycle)

III.7

The Commerce 24/7 Courier Asset Mission, aka the Roboi's Food Mart Asset Mission BMX Challenge The Taxi Driver mission (a Sub-mission)

III.8 III.9 Cabbies III.10

"Burglary"

Bicycles reverse faster, C.J. stays on a bike better, and he can Bunny Hop higher

50 fares unlimited NOS Boost for Taxis and

(a Sub-mission)

Burglary isn't needed for 100% completion of the game, but I'd consider it more important than some such options since it offers the infinite sprint as a reward. III.11 III.12

Kill Criminals Inside Track Betting The Horse Races gimmick III.13 Save houses III.13.a Storing a Sea Sparrow on top of the N. Mulholland garage III.14 Weapon Stats and Gang Respect III.14.a Initial weapon gathering III.14.b What weapon upgrading does III.14.c Upgrading weapon skills while earning Respect III.15 Recruiting gang members C.J. has more moves for all, and can dual wield some, weapons, and, with more Respect, can recruit up to seven gang members III.16 III.17 III.18 III.19 III.20 III.21

Lung Capacity Oysters Good for Sex Appeal Sex Appeal Oo-oo! The wardrobe glitch by bamspeedy1298 Flying Stat The airport opens, flying vehicles handle better, and C.J. gets a Parachute if he bails Bike Stat (motorcycle) C.J. stays on a motorcycle better Driving Stat C.J.'s four-wheel vehicles handle better

III.22

Pimping Mission (a Sub-mission) level 10 Hookers pay C.J. GTA Phreak's Pimping and Vigilante vehicle health boost gimmick

III.23 fire-

Firefighter Mission (a Sub-mission)

level 12

C.J. gets the proof feature,

good

for using Molotovs

III.24 Armor

Vigilante Mission

(a Sub-mission)

level 12

C.J. gets 150

The N San Fierro Cluckin' Bell Vigilante gimmick

III.25 III.25.a

Paramedic Mission (a Sub-mission) level 12 maximum Health Firetruck, Vigilante, and Paramedic mission pay

III.26

8-Track

Los Santos Forum

A Hotring Racer and a Monster Truck are available

III.27

Some non-mission vehicle locations and Orion_SR's explanation of how impound garages work

III.28

Make a copy of your save game

&&&&&&&&&&&&&&&&&&&& IV

The main story missions of Los Santos continued The Sweet missions

IV.1 IV.2 IV.3

"Tagging Up Turf" "Cleaning the Hood" "Drive-Thru"

IV.4

Los Santos gym

Sweet Johnson Sweet Johnson Sweet Johnson

The basketball game is available Opens all three Gyms Build Stamina and Muscle fast and beat the trainer for boxing

moves. IV.5 "Nines and AKs" missions

Sweet Johnson

Opens OG Loc and Big Smoke A Pistol is at Emmet's place Binco, Pro-Laps, and Sub Urban clothes stores are open Opens Ryder missions The earliest opportunity to enter the off-limits areas without a wanted rating.

IV.6

Clothes

IV.7

"Drive-By"

Sweet Johnson

"Sweet's Girl" "Cesar Vialpando"

Sweet Johnson Sweet Johnson

IV.8 IV.9 mod-

Challenge,"

Unlocks Loco Low Co. lowrider ding garage, "Lowrider and Cesar's missions Transfender modding garage is

open IV.10

Lowrider Challenge

Not required for 100%

Use a Lowrider for it

and the next mission Cesar mission IV.11

"High Stakes, Low-Rider"

Cesar Vialpando

The Ryder missions IV.12 IV.13 IV.14

"Home Invasion" "Catalyst" "Robbing Uncle Sam"

Ryder Ryder Ryder

The Big Smoke missions IV.15 IV.16 IV.17 IV.18 The

"OG Loc" "Running Dog" "Wrong Side of the Tracks" "Just Business"

Big Big Big Big

Smoke Smoke Smoke Smoke

OG Loc missions

IV.19 IV.20 IV.21

"Life's a Beach" "Madd Dogg's Rhymes" "Management Issues"

OG Loc OG Loc OG Loc

IV.22

"House Party"

OG Loc

Opens C.R.A.S.H. missions The "Management Issues" way to make a copy of C.J.

The C.R.A.S.H. missions IV.23 Sweet IV.24

"Burning Desire"

C.R.A.S.H.

"Gray Imports"

C.R.A.S.H.

Girlfriend Denise and more Johnson missions are available

The Sweet missions continued IV.25

"Doberman"

Sweet Johnson

are

C.J. can take territories from gangs, but any taken lost after "The Green

Sabre" Ammu-Nations are open 9mm

Body Armor $200, 9mm Pistol $200, Silenced Pistol $600, Tec9 $300, Micro SMG $500, SMG $2,000, Shotgun $600, Sawnoff Shotgun $800,

and

Grenades $300, are at Ammu-Nation. Two of four Ammu-Nation Challenges are available, but you need four in a row to complete the mission and the 4th isn't available till Las Venturas opens up IV.26

"Los Sepulcros"

Sweet Johnson

The last of the 1st batch of Los Santos missions IV.27 IV.28 sight

"Reuniting the Families"

Sweet Johnson

"The Green Sabre"

Sweet Johnson

Two opportunities to enter the off-limits areas without a wanted rating Cesar tips C.J. to the of Big Smoke and Ryder with

a

couple of Ballas, officer Tenpenny, and officer

Pulas-

ki, who drives the green

Sa-

bre used when C.J.'s Mom

was

gunned down. The Badlands and San Fierro are officially open The Badlands and Red County save houses are now available &&&&&&&&&&&&&&&&&&&& V

The Badlands and San Fierro Preliminaries

V.1.a Snapshots 50 Use the camera you're given in IV.28--it has an unlimited amount of film. The Micro SMG, Shotgun, Sniper Rifle, and Grenades are available at the Xoomer garage in Doherty, San Fierro V.1.b

Weapon gathering

V.2

Save houses

V.3

Barber and Tattoo shops

V.4

Weapons

V.5

Armor and Bribes

V.6

Oysters

V.7 V.7.a V.7.b V.7.c

Mount Chiliad Challenge Race 1 Race 2 Race 3

7:00 to 18:00

(three races)

Scotch Bonnet Yellow route Birdseye Winder Yellow route Cobra Run

V.8

Hippy Shopper Courier Asset Mission (four stages)

V.9

NRG-500 Challenge

V.10

Blood Bowl (Corvin Stadium) (like Bloodring but with drive-bys) A Bloodring Banger will be by Corvin

Stadium

V.11

San Fierro Gym

Get stamina and muscle past the buff stage, and beat the trainer to get martial arts moves

V.12

Beat the Cock

1st of two triathlons Not needed for 100% completion

V.13

Some non-mission vehicle locations

V.14

Make a copy of your save game

&&&&&&&&&&&&&&&&&&&& VI

The main story missions of the Badlands and San Fierro The Badlands missions

VI.1 VI.2 places VI.3

Badlands First Date

C.R.A.S.H. Catalina cut scene--she wants to rob four

Tanker Commander

Catalina

Opens RS Haul Trucking Asset Mission The Truth calls

******** The RS Haul Trucking Asset mission VI.4.a VI.4.b VI.4.c VI.4.d VI.4.e VI.4.f

1. 2. 3. 4. 5. 6.

(part one)

Timed: 2:15 Fragile cargo Three star wanted level Timed: 6:00 Fragile cargo Three star wanted level

******** The Truth calls and you can meet him for missions VI.5

"Body Harvest"

VI.6

"King in Exile"

The Truth

The Rifle, $1,000, and Remote Explosives, $2,000, are at Ammu-Nation Cesar calls

Cesar Vialpando

Cesar Vialpando cut scene

Save house: Fern Ridge C4 free At the dot just NE of the "O" of "RED COUNTY" VI.7

"First Base"

Catalina

"Against All Odds" "Gone Courting" "Local Liquor Store" "Made in Heaven" "Small Town Bank"

Catalina Catalina Catalina Catalina Catalina

places VI.8 VI.9 VI.10 VI.11 VI.12

Catalonia cut scene C.J. can rob the three remaining Cesar calls about street racing Catalina cut scene Cesar calls about courier missions Catalina cut scene

******** VI.13 game)

Big Smoke's Cash/Yay Courier (not needed for 100% completion of the

******** Cesar calls about street racing in the country. Racer, Buffalo, Elegy--something like that--and go to: VI.14 VI.15

"Wu Zi Mu" "Farewell, My Love"

Cesar Vialpando Cesar Vialpando

Get a Cheetah, Hotring

The Truth calls C.J. can get five wanted

stars Free save place in Doherty The Xoomer garage W edge of C2 VI.16

garage

"Are You Going to San Fierro?"

free

The Truth

A glitch lets you send C.J. to the blocked off areas without a wanted rating. The San Fierro missions ******** VI.17

Save houses

VI.18

Clothes

Zip clothes stores are open

******** The Garage missions VI.19

"Wear Flowers In Your Hair"

Carl Johnson

Call from Zero Buy his RC shop

The Zero RC Store Asset missions VI.20 VI.21 VI.22.a

"Air Raid" "Supply Lines" "New Model Army"

Zero Zero Zero

Completes Zero RC Store asset-it makes $5,000 a day and max.

******** VI.22.b

"Beefy Baron"

Not needed for 100% completion of the game

******** The Garage missions continued VI.23

"555 WE TIP"

Carl Johnson

The Valet outfit is available Opens the Valet mission

******** VI.24

Valet Parking Asset Mission

(5 Levels) Vank Off Hotel in Financial The hotel makes $2,000 a day and max.

******** The last Garage mission VI.25

"Deconstruction"

Carl Johnson

Jethro calls--Driving School opens

******** VI.26

often. VI.26.a VI.26.b VI.26.c VI.26.d VI.26.e VI.26.f VI.26.g VI.26.h VI.26.i VI.26.j VI.26.k VI.26.l

"Back To School" Turning Tricks Driving School Have C.J. start dating Michelle before finishing driving school to avoid the glitch of her not showing up very "The 360" "The 180" "Whip and Terminate" "Pop and Control" "Burn and Lap" "Cone Coil" "The '90'" "Wheelie Weave" "Spin and Go" "P.I.T. Maneuver" "Alley Oop" "City Slicking"

"Back to School" is completed

******** The Syndicate missions VI.27 VI.28 VI.29 VI.30 VI.31 VI.32 VI.33 VI.34 Nation VI.35

"Photo Opportunity" "Jizzy" "T-Bone Mendez" "Mike Toreno" "Outrider" "Snail Trail" "Ice Cold Killa" "Pier 69"

Opens Wu Zi Mu missions, which need to be done before "Yay Ka-Boom-Boom."

Flying trains Sniper Rifle $5,000 at Ammu-

"Toreno's Last Fight"

The Woozie missions VI.36 VI.37 VI.38 VI.39 VI.40

"Mountain Cloud Boys" "Ran Fa Li" "Lure" "Amphibious Assault" "The Da Nang Thang"

The last Syndicate mission

Wu Wu Wu Wu Wu

Zi Zi Zi Zi Zi

Mu Mu Mu Mu Mu

AK-47 $3,500 at Ammu-Nation

VI.41

"Yay Ka-Boom-Boom"

Autos.

Syndicate M4 $4,500 at Ammu-Nation Someone calls using an electronic voice disguiser. Jethro calls and a CV icon appears at Wang's The Desert and Las Venturas (and the Miniguns

there)

are officially available. Three save houses can be bought. The Steal Cars missions VI.42

"Zeroing In"

Cesar Vialpando

VI.43 VI.44

"Test Drive" "Customs Fast Track"

Cesar Vialpando Cesar Vialpando

VI.45

Exports and Imports for the Cranberry Crane

VI.46

"Puncture Wounds"

Cesar Vialpando

Wheel Arch Angels mod shop opens Export/Import boards open (30 vehicles)

Completes Wang Car asset $8,000 a day and max.

&&&&&&&&&&&&&&&&&&&& VII

The Desert and Las Venturas Preliminaries

VII.1

Save houses

VII.2

Barber and Tattoo shops

VII.3

Ammu-Nation and weapons

VII.4

Armor and Bribes

VII.5

Oysters

The Redsands East tattoo parlor is available

VII.6 Bayside Marina Boat School VII.6.a "Basic Seamanship" VII.6.b "Plot a Course" VII.6.c "Fresh Slalom" VII.6.d "Flying Fish" VII.6.e "Land, Sea, and Air" VII.7 VII.7.a VII.7.b

RS Haul Trucking Asset Mission (final two missions) Mission 7 Mission 8

VII.8

Horseshoes

SMG

$100 x 50 and $100,000 The Combat Shotgun, Remote Explosive, M4, and are in front of The Four Dragons Casino

VII.9 Las Venturas Bike School VII.9.a "360" VII.9.b "180" VII.9.c "Wheelie" VII.9.d "Jump and Stop"

VII.9.e VII.9.f

"Stoppie" "Jump and Stoppie"

VII.10

Burger Shot Courier Asset Mission

(4 runs)

VII.11

Kick start and Dirt Track (Blackfield Stadium)

VII.12

The Freight Train mission

$50,000 and free train rides

VII.13 The Ammu-Nation "Shooting Range Challenge" VII.13.a "Pistol Challenge" VII.13.b "SMG Challenge" VII.13.c "Shotgun Challenge" VII.13.d "AK47 Challenge" VII.14

Las Venturas Gym

Stamina and Muscle should be past the buff stage, so beat the trainer to get kick boxing moves.

VII.15

Beat the Cock

2nd of two triathlons Not needed for 100% completion

VII.16

Some non-mission vehicle locations

VII.17

Make a copy of your save game

&&&&&&&&&&&&&&&&&&&& VIII

The Desert and Las Venturas The Desert

The Toreno missions VIII.1 VIII.2 VIII.3 VIII.4

"Monster" "Highjack" "Interdiction" "Verdant Meadows"

Mike Mike Mike Mike

Toreno Toreno Toreno Toreno

VIII.5

Buy Verdant Meadows Aircraft Graveyard $80,000 opens next mission Two Rhinos are available at Area

69 The Airstrip missions VIII.6 VIII.6.a VIII.6.b VIII.6.c VIII.6.d VIII.6.e VIII.6.f VIII.6.g VIII.6.h VIII.6.i

"Learning to Fly"

(Pilot School)

"Takeoff "Land Plane" "Circle Airstrip" "Circle Airstrip and Land" "Helicopter Takeoff" "Land Helicopter" "Destroy Targets" "Loop-the-Loop" "Barrel Roll"

C.J. can get six wanted stars Jethro calls about street races-four checkered flag icons appear

VIII.6.j

"Parachute onto Target" All bronze awards--the Rustler at Verdant Meadows All silver awards--the Stuntplane at Verdant Meadows All gold awards--the Hunter at Verdant Meadows and Easter

Basin

VIII.6.k

The Four Dragons Casino is a free save place Wu Zi calls with work at the Four Dragons Casino How to jack a Rhino from Area 69

******** VIII.7

Buy the remaining save houses

VIII.8

Clothes

The Victim clothes store is open

******** VIII.9 Los Santos Race Tournaments VIII.9.a "Lowrider Race" VIII.9.b "Little Loop" VIII.9.c "Backroad Wanderer" VIII.9.d "City Circuit" VIII.9.e "Vinewood" VIII.9.f "Freeway" VIII.9.g "Into the Country" VIII.9.h "Badlands A" VIII.9.i "Badlands B" VIII.10 San Fierro Race Tournaments VIII.10.a "Dirtbike Danger" VIII.10.b "Bandito County" VIII.10.c "Go-Go Carting" VIII.10.d "San Fierro Fastlane" VIII.10.e "San Fierro Hills" VIII.10.f "Country Endurance" VIII.11 Las Venturas Race Tournaments (Cars) VIII.11.a "San Fierro to Las Venturas" VIII.11.b "Dam Rider" VIII.11.c "Desert Tricks" VIII.11.d "Las Venturas Ringroad" VIII.12 Las Venturas Race Tournaments (Aircraft) VIII.12.a "World War Aces" VIII.12.b "Barnstorming" VIII.12.c "Military Service" VIII.12.d "Chopper Checkpoint" VIII.12.e "Whirly Bird Waypoint" VIII.12.f "Heli Hell" ******** The Airstrip missions continued VIII.13 VIII.14

"N.O.E." "Stowaway"

VIII.15

"Black Project" The 1st part of the mission The layout of the interior of Area 69 The 2nd part of the mission SAM sites: blowing them up, the blind spot between them, and fun with SAM sites the Desert Eagle is at Ammu-Nations the Thermal Goggles are available

VIII.16 max.

"Green Goo"

$1,200

the airstrip will make $10,000 a day and the Jetpack is available

The Casino missions VIII.17 VIII.18

"Fender Ketchup" "Explosive Situation"

The Four Dragons Casino The Four Dragons Casino

Opens The Heist missions and Hunter Quarry missions ******** Hunter Quarry Asset missions VIII.19.a VIII.19.b VIII.19.c VIII.19.d VIII.19.e VIII.19.f VIII.19.g

Mission Mission Mission Mission Mission Mission Mission

1 2 3 4 5 6 7

Hunter Quarry makes $2,000 a day and max.

******** The Casino missions continued VIII.20 VIII.21 Nations VIII.22 VIII.23 VIII.24 VIII.25 VIII.26 VIII.27 VIII.28 VIII.29

"You've Had Your Chips" "Don Peyote"

The Four Dragons Casino The Four Dragons Casino Combat Shotgun $1,000 at Ammu-

"Intensive Care" "Misappropriation" "The Meat Business" "Fish in a Barrel" "Madd Dogg" "Freefall" "High Noon" "Saint Mark's Bistro"

Caligula's Palace C.R.A.S.H. Caligula's Palace The Four Dragons Casino Madd Dogg Caligula's Palace C.R.A.S.H. Caligula's Palace

******** VIII.30 ********

Clothes

Didier Sachs is open in Rodeo, Los Santos

The Heist missions VIII.31 VIII.32 VIII.33 VIII.34 VIII.35 gimmick VIII.36 VIII.37

"Architectural Espionage" "Key to Her Heart"

The Heist The Heist

"Dam and Blast" "Cop Wheels" "Up, Up, and Away!"

The Heist The Heist The Heist

"Breaking the Bank at Caligula's"

The Heist

Make a copy of your save game

Girlfriend Millie is available A Minigun ammo Night Vision Goggles are available

&&&&&&&&&&&&&&&&&&&& IX

Return to Los Santos for the final Los Santos missions The Mansion missions

IX.1

"A Home in the Hills"

The Four Dragons Casino

Thermal Goggles are in the bar room, and a heart pickup--the only one in the game that will always be available--is in the kitchen, of Madd Dogg's crib; Madd Dogg's Crib, with a gym, basketball court, and all four videogames, is available. Don't save the game at Madd Dogg's Vinewood mansion since PS2 players report that doing so corrupts their save game and causes the basketball to not appear at courts. If you want to save in the area, save at the mansion nearby. The basketball doesn't always appear at all courts, and the glitch may come and go, anyway. You can download a fix for the PC version of it (I.12). IX.2

"Vertical Bird"

Carl Johnson

The Hydra is in a hanger at Verdant Meadows, in the NE area of Area 69, which has two, and on the E end of the Easter Basin aircraft carrier. The Minigun (with a 500 count for ammo), Rocket Launcher, Heat Seeking Rocket Launcher, and Flame Thrower are available in Mike Toreno's (Tierra Robada) ranch. IX.3 IX.4

"Home Coming" "Cut Throat Business"

Carl Johnson Carl Johnson

The Grove Street missions IX.5 IX.6.a

"Beat Down on B-Dup" "Grove 4 Life"

******** IX.6.b

Territory takeover

Sweet Johnson Sweet Johnson

You need 35% (about 19) or more of the gang territories to finish the game. Get all of them and C.J. won't be attacked by rival gang members again. ******** The Riots missions IX.7 IX.8

"Riot" "Los Desperados"

IX.9

"End of the Line"

Carl Johnson Carl Johnson Sweet Johnson

imut_knight's way to create one or two copies of C.J.

100% completion IX.10

Make a copy of your save game

&&&&&&&&&&&&&&&&&&&&

X

Basic skins, modding (use at your own risk), music, and screen shot tutorial Modding section Special note about "San Andreas" v.2 Rockstar support for modding

X.1

Compressed File Utility

X.2

Web sites for skins and mods

X.3 X.4 X.5

Mods Un-check the green dot 1st Make backups (and where to find other SA backup files)

X.6

Tools: The IMG The CFG The The

IMG Tool v.2 TXD Workshop Studio 2 GTA: San Andreas GXT Editor San Andreas Ultimate Editor

X.7

Installing most car, bike, or pedestrian mods: changing .dff and .txd files

X.8

Skin viewing and editing and editing textures other than skins

X.9

Women

X.9.a

The Hot Coffee mod

X.9.b

Other hidden San Andreas pedestrians DeeZire's "Things To Do in San Andreas 'Till You're Dead (Volume 1)" mod

X.9.c X.9.d X.10

The Nude Girlfriends mod How to change the way they walk Cars and bikes (TGIOPC)

X.10.a X.10.b

How to change their wheels How to change their mass, ability to stay upright and hug the driving surface, ability to survive in water, cornering and braking, top speed, acceleration, suspension, durability, and miscellaneous jazz Game play advantages Making vehicles weaker or stronger How to create your own "Alloy Wheels of Steel" Freeway How to change their colors How to change their on-screen names How to change the traction of surfaces

X.10.c X.10.d X.10.e X.10.f X.10.g X.10.h X.11

Weapons and Attackers How to lessen or beef up the severity of attacks

X.12

Helicopters How to make a helicopter easier to fly

X.13

Miscellaneous mods, etc.

X.13.a X.13.b X.13.c X.13.d X.13.e X.13.f X.13.g X.13.h X.13.i X.13.j X.13.k X.13.l X.13.m X.13.n X.13.o X.13.p X.13.q X.13.r X.13.s X.13.t X.13.u X.13.v X.13.w X.13.x X.13.y X.13.z X.13.aa X.13.bb X.13.cc X.13.dd

The San Andreas Place Manager The Map Teleporter/Vehicle Spawn The GTA SA Control Center The Skateboard mod The No Rust and Dirt mods 2x, 4x, and 10x Draw Distance mods John Lennon's glasses The Horseshoe Help mod The Driver mod The Roberto Clemente shirt The Tommy Vercetti shirt and Tommy's Shirt Pizzadox's Plus 27 Trainer Heli Magnet Darkpact SA Analogue Speedometer Gradius and Gyruss games mod Pawfect Skin Changer Mod v1.1 MP5 ReSkin and more... rc vehicles (drivable) Spurtster Heavens on Earth The Homie Mod CJ Skin Tweak 512 and 1024/512 Hi Res Skin Tweak 2 Player Mod Easter Bay Aircraft Carrier Beta 2 Jarra Mono Arsenal v1.3 Detailed Radar mod Holla Back Girl 1963 Chevrolet Corvette Half-Life 2 Buggy

X.13.ee X.13.ff X.13.gg X.13.hh X.13.ii X.13.jj X.13.kk X.13.ll X.13.mm X.13.nn X.13.oo X.13.pp X.13.qq X.13.rr X.13.ss X.13.tt X.13.uu X.13.vv X.13.ww X.13.xx X.13.yy X.13.zz

SCM Hook PLPynton's mission mods Pillager Audio Toolkit The All In One Mod 1957 Chevrolet Bel Air Transfender Fix Chain game save games Unmodded weapons remake Parkour mod The "Design Your Own Mission" mod FPS Limit Adjuster '01 Mobil 1 Honda NSX JGTC Weapons Pack Brembo Cheetah 2k9 Solid Liberty City Flying Carpet Alien City Road Reflections Fix Liberty City Stories PC Edition Vice City Stories PC Edition GTA2:3D

X.14

CLEO mods

X.14.a X.14.b X.14.c X.14.d X.14.e X.14.f X.14.g X.14.h X.14.i X.14.j X.14.k X.14.l X.14.m X.14.n X.14.o X.14.p X.14.q X.14.r X.14.s X.14.t

Buy Back Your Weapons Player Changer Gravity Real Tram Speedometer GPS Teleport to marker Pimp My Car Bass Guitar And K-On Mod Ga-Rei Yomi And Ninja Action Mod Usama Bin Laden At Chiliad Cabin Rusty Brown's Ring Donuts Car Spawner N-Races SF Airport Ladder-Teleporter Digital Speedometer Weapons Menu Mod GTA San Andreas .LOD Mod Airbreak by IncaWarrior SilentPatch by Silent

X.14.aa

CLEO mod web sites

X.15

Mod requests

X.16

Music MP3s and wav files How to save hard disk space with shortcuts

X.17

Screen shots and videos Fraps, the Easy Graphic Converter, and Virtual Dub How I make videos

&&&&&&&&&&&&&&&&&&&& XI. XI.a XI.b XI.c XI.d XI.e

And there's always more Unique Jumps Girlfriends and jealous girlfriends Basketball Video games Gambling

&&&&&&&&&&&&&&&&&&&& I

Introduction

A few things I've noticed about "San Andreas" are different than in "Vice City." Besides SA being bigger, C.J. needs to use the food system or his Health will go down. It's gone from being a funny option to being like the Gasometer (gas station) mod for "Vice City": it keeps interrupting things to make the lead character get into a shaft of light and make his money goes down. Heart pickups are only available during certain fighting missions--the only one with a fixed location is at Madd Dogg's Crib after "A Home in the Hills." There are gas pumps and birds (white gulls and black buzzards; red hawks?) in "San Andreas." You can't make the birds explode by shooting them--they just disappear, but you can blow up the gas pumps and blue Carcer Gas cans (or roll a can onto the street to let the traffic blow it up). The little Dodo that always flew around in the sky has been replaced by a variety of planes that sometimes run into the ground and blow up, but they're just as capable of being blown up by a Rocket Launcher. You might even have C.J. jack a Police Maverick (spaceeinstein says the Sherman Dam is a good place to have him try). Some of the shadows move across the scenery, including at night, even when the only light source, the moon in the S, doesn't move. The pedestrians sometimes ran into walls then bent over like they were throwing up in "Vice City"; I haven't seen them do that in "San Andreas," but if you feed C.J. eleven meals in a row, he throws up. When some of the "San Andreas" women get up from a beach towel or lounging in Glen Park, they may do a little of the sashay some of the "Vice City" women did. There are a lot more clothes in SA, although I've usually had Tommy in his default blue jeans and shirt, and I've had C.J. do something like that in SA. I guess it replaces being able to use the "stilllikedressingup" code in VC. It offers some variety, if not as much novel variety (such as having an old lady,

or sexy young one, beat up a bunch of big thugs in VC). C.J. can't use clothes to morph to a motorcycle or wear a cop outfit to go onto a military base without a wanted rating, but a hat, shades, or something for torso or legs can remove not just two but any number of wanted stars. If C.J. takes over all the gang territories by the end of the game, you don't have something like the attacks of Mafia or Haitian gangsters making it hard to use an area to do stunts afterward. C.J. can swim with the fish, fly through the clouds, and shoot the ball through a hoop. C.J. can climb, including the trees that rest on square flat boxes, such as along the sidewalks of the couple of blocks N of Avispa Country Club--to have him do it, have him jump from beyond a corner of the base to the highest of the bottom limbs. (To be fair to Tommy, palm trees don't have limbs.) While both Tommy Vercetti and C.J. can push vehicles around, C.J. can't run fast enough to catch them as often. He can swim out if they fall in the ocean, though. The early '90's CA "Scarface" sources for themes and in-jokes includes Allen and Albert Hughes' "Menace II Society," 1993, and the events of the 1991 Glen "Rodney" King beating by corrupt policemen, the 1992 acquittal of three officers and undecided jury for a fourth, and the subsequent riots. (In 1994, two officers were sentenced to 30 months in prison for violating King's civil rights, and "Rodney" has since gotten into several troubles--drug and spousal abuse, violence, and motoring offenses--on his own.) (Al Pacino was funnier.) http://www.rottentomatoes.com/m/menace_ii_society/ http://www.time.com/time/specials/2007/la_riot/article/0,28804,1614117_ 1614084,00.html http://en.wikipedia.org/wiki/Rodney_King The "camera" doesn't look ahead of the lead player or their vehicle as strictly in SA. Where previously you swiveled the standing lead player around, "camera" behind them, with one move of the mouse, you now swivel the "camera" around the standing lead player, and, as you move him with the keyboard, the "camera" gets behind him again. This can be interesting in playing at making a movie, but it isn't as good for aiming, something GTA's Mouse Steering was especially good for. Waiting for the "camera" to stop swirling after C.J. leaves a vehicle, and trying to aim a fast Banshee while admiring the view behind it during "Burn and Lap," are a couple of examples of situations I've heard a lot of complaints about. The way just a tap of acceleration sent the "camera" looking ahead of the ve-

hicle in "Vice City" was better than pressing acceleration and crashing into things, like Police cars, while the "San Andreas" "camera" slowly looks ahead of the vehicle, or having to press the RMB and turn the mouse, or have C.J. look behind himself for a moment, to aim the "San Andreas" "camera" forward. (Using the Number Pad "camera" controls in SA won't always point the "camera" ahead of the vehicle--it may just make it spin in a view that's looking down from above, for some forsaken reason.) The ability of the VC vehicle "camera" to aim forward with a tap of acceleration combined with the SA ability to press the RMB to look around the vehicle would be better than the current SA vehicle "camera" controls. If either Tommy or C.J. would have a problem from running into something before they get to a vehicle door, I don't remember Tommy having such a problem finding the door otherwise. I've seen C.J. run in a circle then go all around the vehicle before he gets in, which is fun when you're in a hurry.... And if someone made a mod to make the instant replays have the slow motion of the Unique Jumps and a variety of "camera" angles, show the fire trails from vehicles on fire and the turning of motorcycle wheels, and keep the lead character's legs from looking so jittery in motorcycle replays, like the ones in "Vice City," I'd grab that right up. The land vehicles are bouncier and feel flimsier. You might see them run not only over but under each other, like some strange way worms mate or something. And if you get C.J.'s bike skill up, so he's a lot less liable to fall off his bike, you can even turn it around by running it into a wall. I guess something about making the flying vehicles able to go higher and have more to fly over means the land vehicles become flimsier, like pizza dough that's been spread out too much. You're going to drive a lot in a GTA, and land vehicle traction was better in "Vice city." Because it's supposed to be parts of California and Nevada, the Hermes and all look like they've been preserved better, but the landscape is so big the shading got screwed up. Some things, like distant sections of the road, come into focus as the lead character approaches them like in the PC version of the game "Mafia." Compared to before, vehicles with fixed locations may not show up till the lead character has gone by the spot two or three times, and his latest vehicle is more prone to disappear.

The spinning propellers don't look as good, the escalators don't work (unless C.J. is on one of the bikes or lighter motorcycles), the red radar screens don't revolve, and none of the lighthouses have lights that revolve, as in "Vice City." The SA pedestrian's mouths move when they talk, but not like in "Mafia"--it's sort of like a 1950's wax museum of the Presidents of the United States made by an Asian company with a cheap translator. And the occurrence of enter-able and funny places is more spread out just to give the flying things more to fly over. An exception is that there are a lot of bathrooms but they're bland-looking and C.J. can't even interact with the sinks (but see X.9.b). "North Point Mall" was a funny take on a suburban mall, but I'd probably just drive past the SA interiors, and a slot machine isn't as funny as a pinball machine could be. (You could make the ball do insane jumps, give things on the board rag doll physics, use funny voices and sound effects-don't get me started.) More importantly, wherever you go, things are less shaded (some even bleachedlooking, like some of the U.S. flags) and have less of a mixture of hues, or are so much lighter they seem that way, than in "Vice City." A lot of the things in "San Andreas" remind me of a colorized black and white movie--one whole wall is one shade of orange, one whole roof is one shade of brown, etc. Compare the hues of otherwise identical VC and SA junkyard sheds in screenshots from my portion of I.1: the SA versions look like sketches for what in VC are like impressionist paintings of a variety of richer hues. http://img138.imageshack.us/img138/6255/00gta1screen8a8du.jpg http://img146.imageshack.us/img146/5420/saguide4cx9.jpg Compare the contrast, therefore depth of dimension created by shine and shadow, and the clarity of the darker things, on a "Vice City" and "San Andreas" PCJ600 at the next two links. http://img507.imageshack.us/img507/2074/sapcj600vcvz0.jpg http://img146.imageshack.us/img146/396/saguide6pd5.jpg And that's with a good computer--the SA hues are supposed to look like that. I like a little unique surreal impressionism with care taken for rich hues better than a lot of sloppy bland realism just like I'd rather watch a good Looney Tune than read Prince Valiant from a paper that's been out in the rain. It's like someone saw a Bugs Bunny cartoon and asked, "Wouldn't it be better if it looked more like a real rabbit?" More likely, it's due to wanting more to appear on a bigger map. The rule should be to make the game as big as it can be and still look good and no bigger.

The graphics include more cloud effects, bleached light things, realistic midrange hues except for a lot of uncoordinated shading (things that glow in the dark that shouldn't, mis-matched door and house colors), less shaded, and paler (rainbows, etc.) things, and murky dark things (use daylight for You Tube videos). Much of SA looks like the same artwork for outlines but a bad Xerox copy of VC for hues. How some people say the graphics look better, I have no idea. With "Vice City" you can use the Liberty City mod to give it "III" with the PCJ600, but for "San Andreas" I'd settle for an ambitious modding team that tried to give SA the hues of VC. In "San Andreas," you need a better computer--what's currently considered a moderately good computer--to turn the graphics fancies up to get it to look its best. I think one reason for lagging PC sales of SA is that some people are waiting to upgrade their PCs. Another may be that new copies are probably Second Edition copies, which you can't mod as much. And it's made the li'l Dodo, always bright red and white, cheerful in the face of adversity, look gray and sad in the middle of a field on a bright sunny day (and the li'l mouse isn't thrilled, either). And you can't do that. And I know why the "camera" and controls changed and the graphics were diminished--a lot of message board posts complained that the flying vehicles need to be easier to fly and over a bigger landscape. Compromises were made to make planes and jets very easy to fly and even more to make the landscape bigger. Nevertheless, I've read complaints by reviewers about the flying controls for "San Andreas" and praise for the graphics. These people aren't wired up right. We need our motorcycle stunts with the slow motion replays and different cinematic angles in scenery that's good to look at--it's one of the coolest things GTA's ever did. This may be a plot on the part of competing game makers to have Rockstar ruin the scenery and the handling of vehicles on the ground. People who can't fly the Skimmer get on the message boards, and Sony and WalMart money looks at the boards for marketing trends, and Rockstar looks at Sony and Wal-Mart money. Since Skimmer weenies play an important part in why GTA has gone in the direction it's gone since the PC "Vice City" I'm familiar with, it's important to try to understand what they are. I'll try to depict a Skimmer weenie--you try to figure out what it is: "I want it real big, like the last two in one. You can have motorcycles and stunts but you don't have to do them. I want to buy some snacks--you have to

get the snacks. And I want the cars to just rub each other a lot (pause for a strange smile)...and make little scratchy sounds when they do. And I want the Minigun to show up late in the game and hum like the blender I make my pancakes with. And I want to go for a swim. I don't want any sunken subs or boats down there, they scare me--just little fish, and when you go by them, they swim away real quick." "I want as little aiming as possible--it gives me a complex for the game to make me shoot targets. Let me just press a button for that. The "camera" doesn't have to stay behind the lead character or their vehicle real good--I want to be able to turn them around to see if I bought them some nice shorts. I want him and his girlfriend to be like Barbie and Ken--people get worried enough if I see that--in case I see that sex thing. The lighting and draw distance doesn't have to be good, just good enough to show the scenery I watch when I ride low in the seat in the back of a car. I want the planes to be easy to fly--you have to force them at the ground to wreck so I can forget that and watch the clouds. Some old movies light up the lead character in a dark room so you can see their acting--I want them in shadow in a bright place because I don't think anyone has done that since Ed Wood....Could you just make The Sims for Sony with different music?" Let me read the box again--do you have to be over 18 or under? these people?

Who are

I'll try a suggestion. Even if you didn't know the controls for a Skimmer, you'd try the ones you know, and the Skimmer uses the same controls as a motorcycle. Skimmer-weenies aren't 'cycle people. You're gonna have Skimmer weenies, and you should be nice to them, but you don't put them in charge of the GTA's. I think their favorite thing about "Vice City" was North Point Mall except they wished they could shop there more. By "Skimmer weenies," I don't mean all PS2 people--Nitzkit was flying PS2 VC cycles onto roofs. I don't mean all 17 year olds, although there's some common ground with the controversy makers with what I'm saying: if the "Skimmer weenies," at least, among those under 18 years old don't handle the issues the soft sex cartoon brings up any better than they try to fly the Skimmer, they could become social aberrants. I think I've isolated the weirdness of the Skimmer weenies. They actually can fly the Skimmer but are too quick to complain before giving it the effort to learn. So Rockstar makes the learning curve lower to accommodate the impression of a common learning curve this laziness creates. It's not the actual general learning curve or the Microsoft flying series wouldn't be popular. You can just

push a button to have C.J. ride a jet to another city--you don't have to fly it. If shopkeepers keep letting Skimmer weenies get this game, get on message boards, and influence Rockstar, pretty soon no more flying, no driving cars-you just push a button. And you can buy him some shorts, and some new socks, and make him deep and sensitive, and it's going to be "The Sims." And, for some reason, we don't know why--zombies. A few things in "San Andreas" are the same as in "Vice City," such as the things I learned before about using copies your User Files to play again with certain things already done. This isn't usually brought up in reasons to be partial to the PC version, but I'd put it among things at the top of the list: if anything is hard or repetitive, the things I learned before about changing vehicles and weapons with the handling and weapons files, to make racing and fighting things easier, work for either the original version or second edition of San Andreas (TGIPC). The programming is basically the same as for "Vice City" with some added parameters. Some of the people comparing next generation PC hardware and consoles seem totally oblivious to it, so I'll explain how you can raise C.J.'s vehicle/weapon/health Stats in one sitting, give him a Tec9 like a Minigun, and use DeeZire's mod to put a load of deleted missions and dialogue back into the game (and let C.J. ride the trolley, etc.). As before, somebody might get back up after C.J. runs over them with a vehicle if he doesn't do it too fast. One curious thing about a main plot point is that bad guy Officer Tenpenny holds it over C.J.'s head that he could frame him for the death of a police officer. All he's have to do is follow C.J. around with a camcorder for a half an hour, let alone what he'd have by the time you're nearly through with the game, and why would he bother threatening to make anything up? You play a guy who thinks nothing of running down five old ladies to drive down the street to beat the timer in a race, and the plot resolution is to kill a bad guy. But the lead character is a bad guy. But a different bad guy. The guy gets rich and still runs around stealing cars. That's a desperate poor person thing to do. Who would risk getting shot to get a car when they get rich (not to mention, in C.J.'s case, after he's supposed to be reformed into a nicer guy)? Oprah Winfrey and Paul McCartney don't run around stealing cars. Another curious thing: C.J. spends a lot of the game killing drug people to clean up the area for Sweet, but in the end at least one, Ken, of his close friends is still a drug addict. After "End of the Line," his gang members still buy things from the pushers outside and help finance organized crime. If he killed them, his Respect Stat would go down. I guess it's who you know.

It's those weenies again--"he's more sensitive and deeper now." Less 'centric and more sensitive than who--Hitler? Does the phrase "dramatic sense" register as a blip anywhere on their radar scope? But as a work of fiction with a sense of tongue-in-cheek humor about finding a way to come up with an excuse to play with the videogame weapons and vehicles, it makes a kind of sense. You would be a bad guy, but it's a funny fiction--a kind of early Mad magazine take on a world of the bad adults of all the groups. A more serious, ethical approach usually means it's relatively boring, and even seems kind of silly for the context. You'll probably point and click your way around to some boring incidental music and with a big sheaf of clerical work papers to kill big muscle guys with lizard heads. If the shopkeepers won't keep the Skimmer weenies from the game, Rockstar has to keep that in mind when they read the message boards--some kind of Hot Weenie mod censor. http://en.wikipedia.org/wiki/Mad_%28magazine%29 http://en.wikipedia.org/wiki/Harvey_Kurtzman http://en.wikipedia.org/wiki/Will_Elder http://en.wikipedia.org/wiki/William_Gaines http://en.wikipedia.org/wiki/Don_Martin_%28cartoonist%29 http://en.wikipedia.org/wiki/Sergio_Aragon%C3%A9s Complaints aside, the GTA series is still a blend of surreal gaming traditions, the real world, and humor in a blend I like. The most important thing is that the little Dodo is back--awwwr! Thanks to the Gamefaqs web site, Steve Ng of IGN, Dennis of Super Cheats, Kevin Walter of StuckGamer, neoseeker, Brooks Huber of 1UP and My Cheats, Andreea Orosz of GamersHell, Spenser Hall of GamerHelp, Tim of Game Revolution, and Emanuele of GameBorder. I can use all the help I can get--and thanks to everyone for giving so much. (PS: I've since learned that the letters "IGN" aren't initials for words anymore--"IGN" just represents the company like "DMA" once did for another company.) http://www.gamefaqs.com/ http://www.ign.com/ http://www.supercheats.com/ http://www.stuckgamer.com/ http://www.neoseeker.com/ http://www.1up.com/ http://www.mycheats.com/list/hot/0/games http://forums.gamershell.com/ http://www.gamerhelp.com/ http://www.gamerevolution.com/ http://www.gameborder.com Thanks to freewebs, now called webs, for giving this walk-through a web site where you can click the links instead of copying and pasting the web addresses

to the URL bar and clicking "Go." (It won't let me turn off Word Wrap, though, which is why the vertical columns and lists are out of alignment a bit): http://www.freewebs.com/glenster1/index.htm http://members.freewebs.com/ http://www.webs.com/ Thanks to Tim at Game Revolution for giving this walk-through a site with active links that open web sites in separate windows (which is good for comparing the real and game cars, etc.) at: http://www.gamerevolution.com/faq/pc/grand-theft-auto-san-andreas http://www.gamerevolution.com/ Thanks to Icey, of the MultiEdit listed at the start of the "Vice City" data\carcols.dat file mentioned in "Rockstar support for modding" (see X), for letting me run this walk-through through a parser, which lets it have active links for both the Internet sites, which open in separate windows, and for the chapter designations, so you can click around rather than have to explore around the huge thing: http://iceyboard.no-ip.org/ Thanks to Robert Rusk, of the PS2 walk-through for ("III," "Vice City," and) "San Andreas" at Gamefaqs and IGN, and my oldest friend at Gamefaqs, once again leading the way (don't go blaming him for where I go running after that) with his very sensible organization and strategies for the game. http://www.gamefaqs.com/ http://faqs.ign.com/articles/588/588661p1.html You might also be interested in his "Hidden Text FAQ" for "San Andreas" at the same web site. it contains a lot of dialogue he extracted from the PS2 version of the american.gxt file--dialogue that Rockstar created but didn't use in the final release of the game. http://www.gamefaqs.com/computer/doswin/file/924362/39957 Thanks to filefront for hosting my videos and "Glenster's Go On, San Andreas v.1 Mission Select Save Games," and GTA Garage, The GTA Place, fileplanet, planetgrandtheftauto, moddb, gta-action, and gta-downloads for hosting my mission select save games. http://www.filefront.com/ http://www.gtagarage.com/mods/index.php http://www.thegtaplace.com/ http://www.fileplanet.com/ http://planetgrandtheftauto.gamespy.com/ http://www.moddb.com/ http://gta-action.gamona.de/ http://www.gta-downloads.com/ Thanks to the BradyGames strategy guide for Xbox and PC. It has lots of useful maps (except for the screw-ups; I took a pen to some of the dots on the maps--why couldn't they pinpoint correct locations with darker dots that way?)

and screenshots, and statistics for the percentage of Fat, percentage changed in Respect for killing gangsters, the Sex Appeal of watches, etc., I'm sure most of us would never have known without it. Either Rockstar told them or they figured it out with the files of the game somehow. http://www.bradygames.com/index.aspx Thanks to Ben "Cerbera" Millard for being a good friend, and for helping with the modding section, car names, punctuation, etc. ("Cerbera" is for "TVR Cerbera," which is a British sports car.) http://projectcerbera.com/ Thanks to Spaceeinstein for taking the time from his many, many contributions to "Vice City" and "San Andreas" modding (his "San Andreas" "All In One Mod" is at x.13.ii) to help make this walk-through a better place for the world with a batch of helpful ideas he wrote to me about. If anyone knows a good strategy (including the the fastest ways to do "Explosive Situation" and "Black Project"), from the information given in the mission to the coding it's based on, it's him, and I've enjoyed hearing from him. http://spaceeinstein.altervista.org/ http://spaceeinstein.altervista.org/mods.htm http://www.gtamodding.com/index.php?title=User:Spaceeinstein http://www.youtube.com/user/spaceeinstein http://en.wikipedia.org/wiki/Albert_Einstein Thanks again to Klarnetist, whose "Vice City" mod of a 1957 Chevrolet Bel Air hardtop has been converted for "San Andreas" twice in separate efforts by Brendan62 and Escandero (see X.13.jj). http://www.gta-classics.de/ http://grandtheftauto.filefront.com/file/1957_Chevrolet_Bel_Air_2Door_ Coupe%3B53326 http://gta.com.ua/klarny/ Thanks to OrionSR for giving me a lot of possibilities to pick from and writing the Darkpactor script for the additions made to "Glenster's Go On, San Andreas v.1 Mission Select Save Games," I.3.b. (Now there's an Andromada at Verdant Meadows, you can save at Madd Dogg' Crib without getting the basketball glitch, etc.) I'm glad his help runs through this guide in telling us how impound garages work, III.27, strategies for "Wrong Side of the Tracks," IV.17, getting Snapshots, V.1.a, wanted rating tips, I.9, four star survival, I.16, recommendation to stop the frame limiter for boat school, VII.6, etc. Thanks to Colin Attle for being my friendly correspondent for U.K. references, I.1, which he's also helped with for "Vice City," and his explanation of emergency vehicle mission pay, III.25.a.

Thanks for the E-mails and message board responses from the good friends among my readers who've included: A.M.S. Siva Ganesh Maharaja, a.k.a. HandsomeRockus (of helpful "Vice City" walk-through acclaim), Anurag Sinha, a.k.a. crazyanurag (credited for many ideas in this walkthrough), Ghostchild (for the mighty stunting help, I.7.ff), Carl Johnson ("Up, Up, and Away!," VIII.35, that Katie shows up at the start of the game, and the jealous girlfriends section, XI.b, etc.), Timo Hakala (Ryder reacts differently if C.J. gets a cool haircut, the Verona Beach gym is open immediately, the Voodoo license plate can be shot to make the Voodoo explode, etc.), Chen Dong (C.J.'s Knife skill makes for a faster "Gray Imports," IV.24, and "Los Sepulcros," IV.26), Gman8 (real names for vehicles, I.8.a), sonofkorol (the real name of the Windsor, I.8.a), Peter Jong (the Cargobob fuselage real name help, I.8.a), Pete Zsolnay (real names of places, I.1), Shane Wong (people without assigned vehicles and who follow C.J. can swim, I.7.c), Steve Harvey ("A Home in the Hills" entertainment references, IX.1), Kristan McGuinness (who was a Maccer before there was a "San Andreas," VIII.21), Andrew Snowie ("San Andreas" Miniguns sound muffled as in aircraft, III.3), zubier abdullah (the Samuel Jackson "S.W.A.T"/Tenpenny lookalike idea, I.1), Tony B (the "Pier 69" exploration glitch, VI.34), Bryan Lowe (Control Center/Freight train mission advice, VII.12), Frank Bernson (the Emmanuel Goldstein/"1984" reference, I.1), Wolfie2k5 (real names of places, I.1), fonz808 (the madonna wall painting similarity, I.1), Garrett Daniels (tip to ensure the Tag spraying registers, III.2), anOILERSfan (the slot machine tip, XI.e), Dr. Tornado (reaffirming that the Vigilante gimmick works for PC, III.24, etc.), Ruffin Bailey (the Oldsmobile 442 "Cutlass"--"Sabre" name connection, I.8.a), Hameyadea (Pulaski drives the Green Sabre in "The Green Sabre," IV.28, etc.), scorpion_great (recommending pdescobar's cure for the Taxi mission glitch, I.12.a), Morgoth (N.O.E. videos, VIII.13), GTA_Phreak (videos for "Burn and Lap," VI.26.e, and "Backwood Wanderer," VIII.9.c, frame limiter advice, I.4, Rustler name help, I.8.a, jacking a police helicopter, I.12.b, the Pimping and Vigilante vehicle health boost gimmick, III.22, etc.), juicce (a map for Orion_SR's Snapshots shopping strategy, V.1.a), rubregg (a kind mention of my walk-through in his "Early Side-Missions In Locked-Off Areas" guide, I.16), ryan92 (I.3.c, "How to use save games from v.1 for v.2...."), gui (reminded me to give a link to a copy of the paper map, III.1), pez2k_ (Rockshore East scaffolding climb for the Minigun, III.3), Dertyjerzian ("Bay Area" and "West Side" combined for "Bayside" tip, I.1), Hitokri Battusai (Ghost Cops, I.7),

Ring_of_Fire (how to go through doors into Ghost World, how to drive blownup boats, I.10), punknoodle (Las Colinas ghost world entrance, I.10), Great Saiyaman (Blackfield ghost world entrance, I.10), Tornado_2 (real names for the Manana and the Las Venturas Police cars, I.8.a), DazzaJay (Linerunner and Packer I.D. help, I.8.a), Logan King (range of years for the real life versions of the Rancher/Ranger, F.B.I. Rancher, and Fortune, and help identifying the Yosemite, I.8.a), dj_chrismanno (the programming explanation for train derailments, VI.32), DarkJ5 (you can derail the train and drive it with the Control Center, VI.32), gtahoodlum, a.k.a. Wajid (the Inside Track gimmick that lets you pick a winning horse every time you bet after the 1st time, III.12, though I still have to figure out the circumstances that cause it to work), David Anderson (British slang, VIII.21), and Diego Mendez (Rhino cannon boost "camera" gimmick, I.12.b, and Maverick for "Interdiction," VIII.3). Thanks as well to Ganesh S. and Onkar Pandhare just for sending friendly Emails. Sometimes it feels like I'm trying to write a newspaper without a staff, but it feels a lot more worthwhile when I get friendly help and encouragement. ******** A special thanks to Young MayLay, the trampoline high, ultra Visine (see trampoline high), call out the Marines young man about the town, and the star of the show, for kindly dropping me a note (and he must have a hundred people tugging on his coat sleeve all the time) after I asked him to help when I messed up his lyrics a little bit. http://www.myspace.com/youngmaylay ******** Thanks to Jacob and Racer_S: The San Andreas Place Manager (see X.13.a), Blehbeb: The Map Teleporter/Vehicle Spawn (see X.13.b), and Alper Saracoglu: The Control Center (see X.13.c), for the help in finding the Tags, etc., faster. (For the last address, you have to Copy and Paste the 2nd line to the 1st line in the address bar.) http://www.gtagarage.com/mods/show.php?id=296 http://www.gtaforums.com/index.php?showtopic=194346&st=0 http://www.gtaforums.com/index.php?showtopic=198750&hl=GTA%20SA%20GXT% 20Tool&st=0 Thanks to pdescobar for the way to explore areas that create a wanted rating without getting a wanted rating, I.12.b, how to increase Gambling skill, I.5.h, advice about C.J.'s girlfriends, XI.b, the cure for the Taxi mission glitch, I.12.a, etc.

Thanks to a post by Old School Hustla at GTA Forums for his considerably timesaving file-changing tip which lets you maximize all vehicle, weapon, Stamina, etc., Stats a lot faster. http://www.gtaforums.com/index.php?showtopic=202014 Thanks to PatrickW: author, Hammer83: the sacensor tool, Craig Kostelecky: "Opened Up" mod creator, Barton Waterduck: animation finder, and illspirit: nude model finder (that sounds like a good job) for the Hot Coffee mod (see X.9.a). http://www.gtagarage.com/mods/show.php?id=28 http://en.wikipedia.org/wiki/Hot_Coffee_mod Thanks to Mxyzptlk, the famous chronicler and cartographer, for overcoming the vowel shortage where he comes from to further Shaft21's formidable list of "San Andreas" secrets and references... http://faqs.ign.com/articles/584/584765p1.html ...and oversee the GTA Forum expansion of it, supplying very useful maps for it as well. http://www.gtaforums.com/index.php?showtopic=174800&st=0 Thanks to thedude777 for both his contributions to the topic and for taking the helm of the message board for it since mid-June, 2006: http://www.gtaforums.com/index.php?showtopic=174800 http://www.gtaforums.com/index.php?showtopic=174800&st=3100 http://www.gtaforums.com/index.php?showtopic=267401 Thanks to Kevin Walter, aka savior at the StuckGamer web site, for telling me I could relay his sensibly organized method of doing the NRG-500 Challenge in the least amount of time. I'd been passing along a few tips I'd picked up from his web site, which features videos he's made showing how to pass the missions, but I thought this mission deserved a fuller rendition of his treatment. You can see his videos of "San Andreas," "Vice City," "Conker: Live and Reloaded" (which Rusk told me I might think was fun some time ago), and many others at: http://www.stuckgamer.com/ Thanks to the ASCII Generator web page for the "San Andreas" I used in the title. (For the freewebs version, which uses a different font, I used Microsoft Paint, which is not the easiest thing for me to try to draw with.) http://www.network-science.de/ascii/ Thanks to these web sites for a lot of the, as Forrest would call them, "big, fat ol'" pictures of vehicles: http://www.motorcities.com/ now called http://www.carpictures.com/ http://www.hankstruckpictures.com/ http://www.ford-trucks.com/user_gallery/index.php http://www.bikepics.com/ http://www.airliners.net/ http://www.helispot.com/

Thanks to imageshack for letting me make copies of a lot of the pictures so you won't have pop-ups or have pictures of things for sale disappear after they're sold. http://imageshack.us/ Thanks to the Internet Movie Data Base (IMDb) site for much of the information about the voice actors we're going to spend so much time with. http://www.imdb.com/ thanks to Merriam-Webster Online and Wikipedia for being my Internet dictionary and encyclopedia. http://www.m-w.com/ http://en.wikipedia.org/wiki/Main_Page Note: although some have called Wikipedia's accuracy into question recently, this study by Nature magazine found that their accuracy was at least as good as that of Britannica: http://science.slashdot.org/science/05/12/15/1352207.shtml?tid=95&tid=14 Thanks to the Urban Dictionary site for translations of some of the slang. http://www.urbandictionary.com/ Thanks to the babelfish web site for the translations of some of the Spanish phrases. http://babelfish.yahoo.com/?fr=avbbf-us Personal info: I was born about two months before "Roll Over, Beethoven" came out. http://www.youtube.com/watch?v=32C703sNwyw http://en.wikipedia.org/wiki/Chuck_Berry I live in an apartment in Pittsburgh, PA, and was raised in a lower middleclass house in Bridgeville (which I liked better), PA, about eight miles SSW of Pittsburgh, where I lived till I was about 35. http://en.wikipedia.org/wiki/Pittsburgh http://en.wikipedia.org/wiki/Bridgeville%2C_Pennsylvania Bill Winstein won the Golden Quill Award for newspaper excellence in 1971, and his art and cartoons were in the Baseball, Football, and Basketball Halls of Fame, and a number of local bars and barbershops, like Evangelista's. It was cool to watch him draw, and he knew a lot more of the cooler comedians and movie stars than the other kids parents (you have to imagine an eight year old going around thinking, "Well, they're just kids, they don't know....") And my Mom, who was a volunteer at the local library and hospital, had such and inventive sense of gentle silliness and sing-song voice delivery I can't imagine anyone imitating it. Something about them was passed over by the world it didn't mesh with, and was passed on to me.

My Dad was born in 1914, and my Mom was born in 1923. Their childhoods lived on in them, and live on in me. And that's bigger than anything in these two PCchoking walk-throughs of mine combined. "Glenster's Glimpse into San Andreas" copyright 2005, 2006, 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014 Glen T. Winstein This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. I hope I didn't scare anyone. me.)

(What a dope you'd have to be to be scared by

"Grand Theft Auto: San Andreas" copyright 2005 Rockstar Games, Inc. Rockstar Games, Rockstar North, the R* logo, Grand Theft Auto and the Grand Theft Auto logo and A Take-Two Company logo are trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. "San Andreas Theme Song" lyrics by Young MayLay/Chris Bellard copyright 2005. And all the other Internet things I mention are by people who have their copyrights for that stuff (however you're supposed to say that). &&&&&&&&&&&&&&&&&&&& I.1

Paying tributes and having things in common

Grand Theft Auto: San Andreas" won the most awards--gongs--at the 2005 Golden Joysticks Awards: Best Soundtrack, Playstation 2 Game of the Year, Hero of 2005 (C.J.), Villain of 2005 (Officer Tenpenny), and Ultimate Game of 2005. 200,000 voted, making it the biggest awards show ever in the U.K.. ("Half Life 2" was PC Game of the Year. The Girl's Choice award went to "The Sims 2.") I guess that's something like the People's Choice Awards in the U.S.A.. http://news.gamewinners.com/index.php/news/3731/ Thanks to Shaft21 for a very healthy-sized list of secrets, references, and in-jokes of "San Andreas." http://faqs.ign.com/articles/584/584765p1.html

Thanks to Mxyzptlk, who, with the assistance of many "San Andreas" fans of the GTA Forums web site, expanded the list, and thanks to Mxyzptlk for making very helpful maps for it. Go to the web addresses I give here for the maps and more secrets like these. http://www.gtaforums.com/index.php?showtopic=174800&hl=EP+vehicle Thanks to thedude777, given a number of times below as a worthwhile contributor to the topic, for carrying on in Mxyzptlk's stead after mid-June, 2006: http://www.gtaforums.com/index.php?showtopic=174800&st=3100 http://www.gtaforums.com/index.php?showtopic=174800 http://www.gtaforums.com/index.php?showtopic=267401&st=0 Another good map is by Jennifer "Tia" Lynn--"GamerLady"--at the Gamefaqs web site: http://www.gamefaqs.com/pc/924362-grand-theft-auto-san-andreas/faqs/34165 A lot of the ideas brought from earlier Grand Theft Autos are described at this link (to use it, Copy and Paste the 2nd line to the 1st in the Address bar): http://en.wikipedia.org/wiki/Grand_Theft_Auto:_San_Andreas#Continuity_with_ other_Grand_Theft_Auto_games The locations of San Andreas are described in this article: http://en.wikipedia.org/wiki/Grand_Theft_Auto:_San_Andreas#Setting In Los Santos there is a wall painting with a heart, Mary, an angel, and the words "Jesus Saves." (The closest examples initially are in the Ten Green Bottles bar W of the Johnson house.) In "GTA2," the church where you saved the game said that in lights with the lights burned out except "U SAVE." (Some of you may want to go there and ask for forgiveness from the prince of peace for what you've been doing in the rest of town occasionally. On the other hand, controlling an interactive movie is a little like playing God yourself, like in the game "Black and White," so you might just use your prerogative to think of it as a pun about the saving part.) http://img87.imageshack.us/img87/8360/00gta1jesussavessign9vl.jpg (There's more about this near the end of this section, in my contributions to physical likenesses fans have found with things in the game.) A guy with "Keep out" written on the box on his head, and "God is playing with us" written on the sign hanging from his neck, can be found in San Fierro near Turning Tricks Driving School. (Thanks to samadriel.) (It's at the N end of the light gray block S of where "DOHERTY" is written on the paper map. It's as if he rebels against the idea of you playing with him in a game, or like something out of the movie "The Truman Show," 1998. He and a guy with a sign that says, "Weel work for pot," also found around there, may say some curious things. I found another guy with a sign, "Will bet for money," in Redsands East.)

http://img137.imageshack.us/img137/4904/00gta1godis11ll.jpg http://img100.imageshack.us/img100/4522/00gta1godis25mi.jpg http://img137.imageshack.us/img137/1275/00gta1screen5404yj.jpg http://img84.imageshack.us/img84/2017/00gta1screen984pl7.jpg A church with the Rockstar logo near the top of the designs in the stained glass window is at the NE corner of the block above "SON" of "JEFFERSON." http://img422.imageshack.us/img422/9312/00gta1screen19du.jpg Pedestrians may walk up to the Drive Thru Confessions booth on the SE block that's surrounded by road of downtown Palomino Creek. http://img272.imageshack.us/img272/9854/00gta1screen2113ks.jpg A roller with designs on the face of the roller, S of the Santa Maria save house and across the parking lot, looks like the one created by Chen Chang in 1988 for Santa Monica Beach, CA. He designed it to be hitched and towed to make designs in the sand. http://img204.imageshack.us/img204/4394/00gta1screen772hq.jpg http://img132.imageshack.us/img132/1006/00gta1screen783mu.jpg http://img132.imageshack.us/img132/649/00gta1screen795fo.jpg http://www.publicartinla.com/sculptures/sm_art_tool.html The game controller, called a CJD 500, in the Johnson house, Wu Zi's place, and Big Smoke's crack den, looks like a Sega Megadrive, popular in the early 1990's, with a PS2-type keypad except with keys lettered C, J, M, and D. The "C" and "J" probably stand for "C.J."/"Carl Johnson." (Some wonder if the "M" and "D" stand for "Madd Dogg, whom Carl ends up producing. Mxyzptlk thinks of it as referring to "Mega Drive.") (Thanks to thedude777.) http://img272.imageshack.us/img272/4787/00gta1screen2093by.jpg http://en.wikipedia.org/wiki/Mega_Drive Verdant Meadows is similar to part of Davis Monthan Air Force Base, which is in Tucson, Arizona. (Thanks to Shadenfreude.) http://img118.imageshack.us/img118/5615/saguide19payingtributesgy5.jpg I'll just add that the part that's similar is the 309th Aerospace Maintenance and Regeneration Group (AMARG), also called "The Boneyard." It's the main site for the storage and preservation of decommissioned aircraft in the U.S.. http://gizmodo.com/5478203/google-earths-view-of-the-boneyard-where-planesgo-to-die http://en.wikipedia.org/wiki/309th_Aerospace_Maintenance_and_Regeneration_Grou p Burgher Shots have Freedom Fries--what French Fries were called in the U.S. Capitol in response to the lack of support from France during the Iraq war of 2003. http://img324.imageshack.us/img324/6237/00gta1screen2145hy.jpg http://en.wikipedia.org/wiki/Freedom_fries (The International Corporation set up by Saddam Hussein to launder money from

his various enterprises was called "Montana Management." Tony Montana is the name of the title character of "Scarface," 1983, another major organized crime leader, if not as grand in scope, damage, and fatalities.) http://www.scarface1983.com/trivia.html http://en.wikipedia.org/wiki/Montana_Management The Julius Thru Ways, Harry Gold Parkway, Greenglass College, and Ken Rosenberg were named after people involved in the trial of Julius and Ethel Rosenberg, executed, after a confused trial about spying, in 1953. (Thanks to thedude777.) Some good articles about the Rosenberg trial are at: http://www.trutv.com/library/crime/terrorists_spies/spies/rosenberg/1.html http://www.pbs.org/wgbh/nova/venona/intercepts.html http://en.wikipedia.org/wiki/Harry_Gold http://www.spartacus.schoolnet.co.uk/USArosenbergT.htm In "Intensive Care," Lawyer Ken Rosenberg's parrot Tony says, "I never f**ked anyone over in my life who didn't have it coming to 'em." Tony Montana, played by Al Pacino, says that in "Scarface," 1983, to which "Vice City" makes a variety of references. (See "Glenster's Guide to Some of Vice city," section I.2.) http://www.imdb.com/title/tt0086250/quotes http://velvet_peach.tripod.com/fpacscarface.html Zero's RC Shop, about where the "CIA" of "GARCIA" is San Fierro, has Tommy Vercetti and Lance Vance, of "Vice City," and James Earl Cash and Piggsy, of "Manhunt," action figure dolls, and model kits for Hydras, Swat vans, NRG500's, Turismos (spelled "Tourismo"), Jesters, ZR-350's, U.S.S. Liberty's (like the aircraft carrier at Easter Basin), and trains. http://img223.imageshack.us/img223/8162/00gta1screen442c8hk.jpg http://img71.imageshack.us/img71/8814/00gta1screen442b8dg.jpg http://img394.imageshack.us/img394/5331/00gta1screen442c0de.jpg http://img71.imageshack.us/img71/2609/00gta1screen442d3vq.jpg http://img394.imageshack.us/img394/4378/00gta1screen442e0xd.jpg http://en.wikipedia.org/wiki/Manhunt_%28video_game%29 The Gasso station, on the SW block of Dillimore, has Max Pane bullet-proof glass and "Vice City" (gum or candy?) boxes on the counter. Rockstar published the game "Max Payne" for PS2 and Xbox, and is the sole publisher for "Max Payne 2: The Fall of Max Payne." The station is featured in "San Andreas" in "Tanker Commander." http://img324.imageshack.us/img324/2483/00gta1screen210a8my.jpg http://img324.imageshack.us/img324/3383/00gta1screen210b8aj.jpg http://img197.imageshack.us/img197/5735/00gta1screen210c8um.jpg http://en.wikipedia.org/wiki/Max_Payne There's a V-Rock Hotel W and across the RR tracks from the "CA" of "ROCA ESCALANTE" in Las Venturas. There's a V-Rock building, where Lovefist records,

Downtown in "Vice City." Lovefist is referred to, and seen in pictures in various places, in "San Andreas," too. http://img347.imageshack.us/img347/3238/00gta1screen429um.jpg http://img223.imageshack.us/img223/9072/00gta1screen561a6xv.jpg http://img59.imageshack.us/img59/8274/00gta1screen561c9kb.jpg http://img59.imageshack.us/img59/1826/00gta1screen561b5pq.jpg A construction site sign, at the S side of Blueberry, Red County, says, "Avery Construction," referring to crooked realtor Avery Carrington in "Vice City." An area SE of Mt. Chiliad is called "Shady Creeks" (similar to the "Shady Acres" he advertised in "Vice City"). Avery himself appears as the Vegas Vic sign of Las Vegas on the Old Ventura Strip. http://img187.imageshack.us/img187/2939/00gta1screen403a6jf.jpg http://img103.imageshack.us/img103/8451/00gta1screen403b4qf.jpg "Bi**hin' Dog food" (featuring "pu**y flavored horse eyelids") from "GTA III" is in the dog food section of some of the 24-7 stores. They all sell "Cherry Poppers" ice cream, the brand made in the place of that name in "Vice City." One big 24/7 is W of the W tip of the Mulholland Intersection, Los Santos, and another is on the block N of the block with "O" of "THE STARFISH CASINO," Las Venturas. http://img346.imageshack.us/img346/6315/00gta1screen4022ju.jpg http://img262.imageshack.us/img262/9198/00gta1screen5532id.jpg A little similar to knocking off a store in "Vice City," C.J. can shoot a cash register (in a clothes store, 24-7, etc.) apart and make paper money appear briefly. He can't run through it to make it disappear and add to his cash, though. http://img208.imageshack.us/img208/6333/00gta1screen155a6rk.jpg http://img208.imageshack.us/img208/5937/00gta1screen155b5sn.jpg http://img428.imageshack.us/img428/7811/00gta1screen155c4ck.jpg http://img297.imageshack.us/img297/9097/00gta1screen155d8br.jpg Similar to the Goodfellas nature of the body hanging in the freezer near Sonny Forelli at St. Mark's Bistro at the start of "Vice City," if C.J. shoots the refrigerator in the Abandoned A.C. Tower save place at Verdant Meadows, blood comes out. (Thanks to a post by Jediranger at GTA Forums.) http://img99.imageshack.us/img99/6923/00gta1screen2185sl.jpg The Video Poker machines in the Casinos of Las Venturas have cards with pictures of people from "III" and "Vice City." The key in "Key to Her Heart" is the ID swipe card from "No Escape" in "Vice City." (Thanks to PresidentKiller.) (It's also used in "Black Project.") http://img223.imageshack.us/img223/840/00gta1screen560a1be.jpg http://img99.imageshack.us/img99/4256/00gta1screen560b1yv.jpg http://img83.imageshack.us/img83/4728/00gta1screen6993if.jpg

"FleischBerg," on a billboard, is German for "Flesh" (or "Meat") "Mountain." (Thanks to Cojanfee; "Winstein" is German, but I didn't know that.) billboard advertises the factory that's W of lower downtown Blueberry.) http://img145.imageshack.us/img145/6725/00gta1screen430a5os.jpg http://img145.imageshack.us/img145/3748/00gta1screen430b3df.jpg

(The

The roads of the Badlands, from around "FLINT COUNTY" to "EASTER BAY CHEMICALS," look like a caricature of a woman facing E taking a stream of fluid between her lips at the "FLINT INTERSECTION." (Thanks to DApeoplezCHAMP). http://img412.imageshack.us/img412/3022/00gta1screen1697hn.jpg A graveyard with several tiers in Hashbury has rows of gravestones that have the Rockstar emblem and say, "RIP OPPOSITION 1997-2004." The stones are easier to read at night when they're lit up by nearby lampposts. Some think "opposition" refers to competing game developers, but I think it's more likely a reference to game makers or others who did what they did in opposition to Rockstar. http://img409.imageshack.us/img409/7911/00gta1screen555a5ps.jpg http://img429.imageshack.us/img429/9706/00gta1screen555b2pp.jpg The Montgomery hospital, Crippen Memorial, probably refers to Dr. Crippen, who became infamous, and was hanged, in England in 1910 for murdering his wife and calculatingly disposing of her remains. (Thanks to Mogyle.) http://img78.imageshack.us/img78/339/00gta1screen1449mb.jpg http://en.wikipedia.org/wiki/Hawley_Harvey_Crippen http://www.crimelibrary.com/notorious_murders/family/crippen/1.html There are a bunch of dead bodies in bags by a Bobcat in El Castillo Del Diablo (Spanish for "The Castle of the Devil") in the desert SW of the Verdant Meadow Aircraft Graveyard. (There's a mostly E-W road below "AIRCRAFT"; there's a broken circle, representing a rock formation, SW of where the W segment curves N; the pit with the bags is on the W side of the rock formation.) (In "Vice City," there are two guys underwater with their feet in cement.) http://img82.imageshack.us/img82/6519/00gta1screen4155vw.jpg By a spade near Catalina's shack, which is at the dot NE of the "O" of "RED COUNTY," there are three mounds of recently filled in graves. (There's a shallow open grave in "Vice City" behind Funeraria Romero, which is a reference to director George Romero, who filmed "Night of the Living Dead," 1968, and several sequels). http://img132.imageshack.us/img132/4994/00gta1screen4065zs.jpg http://img166.imageshack.us/img166/5231/00gta1screen5201jh.jpg http://img138.imageshack.us/img138/9835/00gta1screen5101df.jpg http://en.wikipedia.org/wiki/George_A._Romero

There's a biowaste well in a lot in the middle of the block E of the Montgomery hospital. Since there's a Sprunk building on the block to the E, it could be a reference to Coca-Cola having to recall 500,000 bottles of Dasani water in the U.K. in 2004 after the water was found to contain illegal levels of bromate. (A controversy making a company recall so many products--did you ever hear of such a thing?) http://img234.imageshack.us/img234/305/00gta1screen1438oc.jpg http://en.wikipedia.org/wiki/Dasani Shazard saw that Blueberry and Montgomery have shop windows with skeletons as mannequins. (In Blueberry, the shop is on the S side of the S of the two W blocks. In Montgomery, the shop is across the street E of the E block.) http://img346.imageshack.us/img346/9156/00gta1screen1451zf.jpg The W side of the Los Santos Graveyard in Vinewood contains a crypt with a TV, a La-Z-Boy chair, and pizza boxes. Spike, seen in the last five years of the 1997-2003 TV series "Buffy The Vampire Slayer," has a similar setup. On the E side of the graveyard, between 20:00 and 6:00, there are several ghost tags/examples of graffiti on the walls. The graveyard is on the block N of the one with "WOOD" of "VINEWOOD." http://img107.imageshack.us/img107/3843/00gta1screen666su.jpg http://en.wikipedia.org/wiki/Spike_%28Buffy_the_Vampire_Slayer%29 In San Fierro, on the block of "DOWN" of the "DOWNTOWN" that's E of "CHINA TOWN," is the Zombotech Sky Tower, which is similar to the Umbrella Corp. of the game series, 1996 onward, "Resident Evil," which seem influenced by Romero's zombie movies, too. You can enter the building through the roof or on any corner but the SW. The statue in the center of it represents a genetic code strand in the shape of a double helix. (This, and the jet rides you take with the push of a button, may be a premonition of what's to come if the little Skimmer weenies ruin the game--sensitive zombie sims that can't drive. And a smattering of the latest hit songs. It's not right.) http://img107.imageshack.us/img107/5392/00gta1screen2156zg.jpg http://img114.imageshack.us/img114/1742/00gta1screen215a5lh.jpg http://img114.imageshack.us/img114/1403/00gta1screen215b0zc.jpg http://img114.imageshack.us/img114/7302/00gta1screen215c6ag.jpg http://en.wikipedia.org/wiki/Resident_Evil http://en.wikipedia.org/wiki/DNA http://en.wikipedia.org/wiki/Helix Mogyle saw that, if you look from far to the E of it, you can imagine you're looking at one of the big statues of a head (moai) that are found on Easter Island when you look at a shack that's on top of an Arco del Oeste rock formation. Hideo Kojima, creator of the "Metal Gear Solid" videogames, 1998 onward, which star the character Solid Snake, likes to hide images of those statues in his

games. And a little to the S of Verdant Meadows is a snake farm. http://img507.imageshack.us/img507/4906/00gta1screen162a7is.jpg http://img505.imageshack.us/img505/636/00gta1screen162b4ov.jpg http://img505.imageshack.us/img505/6869/00gta1screen162c4hg.jpg http://en.wikipedia.org/wiki/Moai http://en.wikipedia.org/wiki/Metal_Gear There's a blood stained empty wheelchair at the end of a dock, with a shack nearby that has a light red glow inside at night, at Fisher's Lagoon. Some think the wheelchair may suggest the wheelchairs, usually empty, in the 1st few "Silent Hill" games, 1999-2003, which, like the "Metal Gear Solid" series, are also popular games sold by Konami. Use "Edit" > "Find" with "wheelchair" at this site: http://en.wikipedia.org/wiki/Silent_Hill trikkstah, at GTA Forums, put a lot of speculation to rest by identifying that wheelchair as the one seen by a dumpster in the 1st scene of Rockstar's game "Manhunt," 2003, although the textures (.txd files) for it are different. The "Manhunt" version is gray and the two big wheels have spokes, but the shape otherwise is the same. He thinks the textures are from "Manhunt," too, because the font for the writing on them ("SKIP HIRE," "3:30," and "2:30 PM" or "12:30 PM," along with some other numbers) is like font used in "Manhunt." The big wooden spools by the dock say "J ARTHUR CABLE COMPANY CARCER," and Carcer is the city "Manhunt" takes place in. "J ARTHUR" reminds me of J. Arthur Rank, who was a movie producer in the early days of movies. It may be a the reference to a scene in one of his movies, but, according to the Wikipedia article at the link below, "J. Arthur Rank" is Cockney rhyming slang that means "to masturbate (wa*k)," which, in a GTA, is probably all it refers to. http://en.wikipedia.org/wiki/J._Arthur_Rank,_1st_Baron_Rank I'll add that the handlebars have a couple copies of a picture wrapped around them--one around each handlebar. The picture looks to me like the kind of speed limit sign seen around schools--if it is, it has the times the speed limit is in effect at the bottom of the sign. http://img109.imageshack.us/img109/5643/00gta1wheelchair1a3ux.jpg http://img109.imageshack.us/img109/4961/00gta1wheelchair2a9rs.jpg http://img511.imageshack.us/img511/6170/00gta1wheelchair3a1wx.jpg http://img109.imageshack.us/img109/1884/00gta1wheelchair4a3hy.jpg http://img44.imageshack.us/img44/3726/00gtasaawheelchairmanhunt7vu.jpg http://en.wikipedia.org/wiki/Manhunt_%28video_game%29 (I still think it may be a kind of "Silent Hill" use of an abandoned wheelchair. GTA's rib popular games, and context is important. You put a guy with a

sore foot in that wheelchair in a post office, and it doesn't have the same mystery.) The wall of art in many bars shows a black and white depiction of the upper body of a soldier wearing red goggles and holding a gun in his hand. It looks like the concept art you can unlock of one of the Cerberus Foot Officers in "Manhunt." http://img153.imageshack.us/img153/140/00gta1screen910cx6.jpg (According to a Wikipedia article about "Manhunt," the design for the officers is the same as for the French police in "Mall Shootout" in "Vice City" except the coloring is different and the officers have a gas mask instead of a regular helmet. http://img153.imageshack.us/img153/3168/00gta1screenvc81vq9.jpg The same article adds: - a junkyard trailer used by one of the Skins gang is a lot like Phil Cassidy's trailer in "Vice City." It says Cash kills the gang member to get a nail gun, and Wikipedia should have added that "San Andreas" Ammu-Nations sell nails. - the Angel Pine Junkyard (NE of the "E" of "WHETSTONE") with car crushers, etc., is the one used by the gang called the Skins in "Manhunt"; - Sprunk soft drink appeared in "Vice City" and "Manhunt" before "San Andreas"; - "San Andreas" stealth knife kills were developed during the making of "Manhunt"--the victim falls in the same position, too; - and the use of a cone that points down to a target's head and goes from green to black to indicate health to death was developed for "Manhunt" before "San Andreas.") http://en.wikipedia.org/wiki/Manhunt_(video_game) K-Rose features an advertisement for Carcer City, where "Manhunt" takes place. (Carcer City was also mentioned on LIPS 106 in "III" as being near Liberty City and where a police chief was cleared of corruption charges. It's also mentioned by a caller to KCHAT in "Vice City" as a place where B.J. Smith played football.) The police station in NE Las Venturas has a couple of bulletin boards with pictures of James Earl Cash and a hood from "Manhunt." http://img465.imageshack.us/img465/131/00gta1screen5544il.jpg (Thanks to Wikipedia for this batch: the Angel Pine Junkyard (NE of the "E" of "WHETSTONE") with car crushers, etc., is the one used by the gang called the Skins in "Manhunt"; Sprunk soft drink appeared in "Vice City" and "Manhunt" before "San Andreas"; "San Andreas" stealth knife kills were developed during the making of "Manhunt"--the victim falls in the same position, too;

and the use of a cone that points down to a target's head and goes from green to black to indicate health to death was developed for "Manhunt" before "San Andreas.") http://en.wikipedia.org/wiki/Manhunt_(video_game) Big Smoke's crack den is on the NE corner of the block that's W of the one with "F" of "LOS FLORES." The door mat outside the door on the top floor says, "Not Welcome" and "Rockstar North." http://img126.imageshack.us/img126/4954/00gta1screen2254ji.jpg On the N side of the road N of the "D" of BAYSIDE MARINA," the white and orange barricades that say "C-JS BARRICADES" are the ones used at the E end of the Hyman Condo alley, the alley by the V-ROCK building, the N-S alley of the Nmost block of Downtown, and an alley S of the pay phone used at the start of "Loose Ends" in "Vice City." Sway-4829 showed that the end credits for "San Andreas" give C-J Dick as an Interior Environment Artist, probably the same person the "Vice City" booklet calls Map Designer Campbell J. Dick. http://img56.imageshack.us/img56/9201/00gta1screen433a8dv.jpg http://img56.imageshack.us/img56/6755/00gta1screen433b9ap.jpg The windows of the buildings to the E of the five silos NE of Mt. Chiliad have some blurry Steven Bliss cartoon cover art from "III" and "Vice City"--some are shown as reverse images. There are others that aren't reversed on the corner of the pink-orange building at the 2nd intersection N of the "W" of "VINEWOOD." http://img528.imageshack.us/img528/8033/00gta1screen145vh.jpg http://img235.imageshack.us/img235/222/00gta1screen413fr.jpg On the W side of the "L"-shaped block that's NW of the "EAST" of "EAST LOS SANTOS" is a Tiki Theater Xymposium with a big display of a "Vice City" hidden package. (It's like something you'd see on the shore of Easter Island except shaped like a royal Asian pelican that flew into a window.) (Fragger, in a different post at the site, says it, without the statue, is in LA on Western at the corner on Western and Santa Monica.) http://img107.imageshack.us/img107/1395/00gta1screen224a2ad.jpg http://img118.imageshack.us/img118/338/00gta1screen224b0yr.jpg Racso562 saw the resemblance between the Angelyne billboards around Los Angeles and a Candy Suxxx billboard in Los Santos: http://img240.imageshack.us/img240/1138/00gta1screen990angelyneir3.jpg http://img209.imageshack.us/img209/595/00gta1screen991tf6.jpg http://en.wikipedia.org/wiki/Angelyne On a phone booth in Bayside (others?), the bottom sex ad sticker has the same depiction of Candy Suxxx' panoramic fraps that Tommy Vercetti has projected onto

the side of a Downtown "Vice City" building at night from the end of the "GSpotlight" mission and onward. The sticker uses the same depiction of that which shows up on the posters of Candy that appear in Tommy's Ocean View apartment. http://img457.imageshack.us/img457/5259/00gta1screen434a6pb.jpg http://img113.imageshack.us/img113/952/00gta1screen434b6qh.jpg Across the street from the Angel Pine Cluckin' Bell are three trash cans. You can knock over the two with open tops to find maps of Vice City inside them. http://img449.imageshack.us/img449/8342/00gta1screen405a9ap.jpg http://img132.imageshack.us/img132/9752/00gta1screen405b5lz.jpg http://img145.imageshack.us/img145/7554/00gta1screen405c0oq.jpg The Angel Pine Sawmill, Mogyle noticed, is shaped the same as the one in Portland in "III." http://img126.imageshack.us/img126/4121/00gta1screen62hu.jpg http://img126.imageshack.us/img126/312/00gta1screen6a0lc.jpg http://img126.imageshack.us/img126/2394/00gta1screen72tq.jpg http://img126.imageshack.us/img126/8088/00gta1screen7a0fb.jpg ArturP at GTA Forums noticed that the interior of a Transfender mod garage has some of the same interior features as Joey Leone's garage in Portland in "III." (The shafts of light are black in "San Andreas" for some weird reason.) http://img449.imageshack.us/img449/722/00gta1screen516a4fh.jpg http://img138.imageshack.us/img138/4483/00gta1screen516b4cr.jpg The computer, the Kruton 9000, of Joey's Garage appears in the Sunshine Autos vehicle list garage in "Vice City" and in Michelle's garage in "San Andreas," too. (I think the board of wrenches and "Dude" company name appear in all three, too.) According to the Merriam-Webster web site, a crouton is "a small cube of toasted or crisply fried bread," so "Kruton" might refer to the small cube-like shape of the computer. http://img138.imageshack.us/img138/7606/00gta1screen516c1na.jpg http://img210.imageshack.us/img210/614/00gta1screen5239oo.jpg http://img133.imageshack.us/img133/1495/00gta1screen523a5no.jpg A number of places or things in the game feature the names of people who have been employed by Rockstar North. Steven Mulholland, one of those who worked on the Los Santos art for "San Andreas" and was one of the Map Designers for "Vice City," has his name on a tombstone in the window of Funeraria Romero in "Vice City" and has a neighborhood and an intersection named after him in Los Santos in "San Andreas." (Mulholland is also a wealthy Drive in LA.) http://img138.imageshack.us/img138/9835/00gta1screen5101df.jpg http://en.wikipedia.org/wiki/Mulholland_Drive Mattlac, on the same GTA Forums message board, noticed that Scott Wilson, who

worked on the countryside art for "San Andreas, is named on a tombstone in the game (in the SW corner of the SW block of Palomino Creek in NE Red County). http://img87.imageshack.us/img87/4439/00gta1screen5059rb.jpg http://www.mobygames.com/developer/sheet/view/developerId,21721/ http://www.mobygames.com/developer/sheet/view/by_genre/developerId,21721/ thedude777, at the same message board, suggests these possible sources for names: Steven Mulholland--Los Santos art--the city "Mulholland"; Lee Montgomery--interior environment art--the city "Montgomery"; Toks Solarin--character art--the PC "Solarin Industries" sign that replaces the PS2 "Shady Industries" sign in San Fierro; http://img522.imageshack.us/img522/8342/00gta1screen5159qu.jpg Nicholas Montgomery--cut scene supervising sound editor--the city "Montgomery"; Noelle Sadler--voice-over production, the voice of Bettina (also seen as the blonde lady with her tongue out in a loading screen), a radio commercial voice, and a pedestrian voice--the "Sadler" truck; and Tony Romero--pedestrian voice--the "Romero" hearse. (Tony's name might add to the reason there was a reference to the director of "Night of the Living Dead," 1968, George A. Romero.) http://www.mobygames.com/developer/sheet/view/developerId,87509/ http://www.mobygames.com/developer/sheet/view/developerId,50593/ http://www.mobygames.com/developer/sheet/view/developerId,50055/ http://www.mobygames.com/developer/sheet/view/developerId,163633/ http://www.mobygames.com/developer/sheet/view/developerId,87658/ http://www.mobygames.com/developer/sheet/view/developerId,163910/ Thanks to LuigiBrotha at GTA Forums for figuring out that one of the possible loading screens at the start of the game, the screen that shows a blond lady with a tattoo on her breast,... http://img313.imageshack.us/img313/6641/00gta1screen952ki0.jpg ...shows Bettina, voice acted by Noelle Sadler. The .txd file of her is Cutscene.IMG/CSBettina.TXD http://img220.imageshack.us/img220/9779/00gta1screen711b1re.png She's a prostitute abused by Jizzy after talking back to him in "Ice Cold Killa." Her scene appears after you have C.J. get about halfway across the 1st floor of Jizzy's place toward Jizzy. ReDeemer made the 1st screen shot below, and I added another: http://img133.imageshack.us/img133/1094/00gta1screen711c1pl.jpg http://img133.imageshack.us/img133/7731/00gta1screen924cu4.jpg The fuselage of the Hydra jet has "DMA56" printed on it. (Many from DMA Design Limited, founded in 1988 in Edinburgh, Scotland, and the creators of "Grand Theft Auto," became part of Rockstar North, the main developers of the GTA series. Originally, "DMA" didn't stand for anything, leading to a member of it to

joke it stood for "Doesn't Mean Anything." In "GTA III," the big ROCKSTAR jets that don't fly have "DMAir" on the tail fins.) http://img82.imageshack.us/img82/9388/00gta1screen4140yk.jpg http://img218.imageshack.us/img218/3440/00gta1screenvc229px1.jpg http://en.wikipedia.org/wiki/Rockstar_North In "Vice City," the Tourist Guide indicated that people couldn't survive the deep water because of sharks. The shark wasn't employed for "San Andreas," but the people in it other than C.J. still drown in water that's too deep to stand in (except for, at least, Ryder in "Pier 69," and anyone that follows C.J. that isn't required to use a specific type of vehicle; see I.7.c.). I think I've figured out an explanation for it--even for the photographer by the Flint Intersection trailer park--you can use with confidence if it comes up on the Internet game message boards: they don't swim. They lay forwards with their arms down, and, of course, drown. The question then becomes: "Why do they do that?" You look around for something in the game to explain it in the context of the world the game creates, and I think it could be the chili dogs. They eat that heavy food just before going in for a swim, and they develop a cramp. (The ones who walk off of the roof of the Emerald Isle could be self-destructive, but they sound too surprised to be doing it deliberately. I think someone may have just given a large party of nearsighted new tenants the wrong directions to some part of the hotel or such.) This segues pretty nicely into: Mogyle, who's French, caught that the gimp in "Key to Her Heart" is named Benny, which is French for "la crampe," and the gimp in the 1993 movie "Pulp Fiction" is called The Cramp. (Samuel L. Jackson plays Jules Winnfield in that.) http://en.wikipedia.org/wiki/Pulp_Fiction (The pedestrians who jump into the path of C.J.'s vehicle could be disoriented as a hypoglycemic reaction to the ice cream. Besides, "San Andeas" 24-7's sell the "Vice City" Cherry Popper brand, and God only know what they put into that.) On the S side of the 24-7 that's on the W side the block of "O" of "LITTLE MEXICO," Los Santos, is one of 8 Ball's Bomb Shops. It works like the one in Staunton in "GTA III." You can have C.J. drive a four-wheel (even an emergency) vehicle into it, which causes the vehicle to have a bomb with a timer installed in it. Press F or Enter while C.J. is in the vehicle to prime the eight second or so timer, and have C.J. leg it. http://img488.imageshack.us/img488/6165/00gta1screen4005yk.jpg The Welding and Weddings shop, mentioned twelve paragraphs above, is a bomb

shop that works the same way. http://img263.imageshack.us/img263/2157/00gta1screen404a5xg.jpg BlOoDStReAm101 detected that the last six numbers of the phone number of 8 Ball's Los Santos bomb shop are the same numbers on his prison outfit he wears in the picture of him on the "GTA III" paper map, and the last five numbers of it are the zip code of the address of Rockstar Games in New York City, NY. http://img232.imageshack.us/img232/7118/00gta1screen935tf8.jpg http://img221.imageshack.us/img221/527/00gta1screenvc231or8.jpg http://www.take2games.com/ ThouShaltBeToxic, at the GTA Forums section by Mxyzptlk and co., says the problems of famous hacker (the actual illegal kind) Kevin Mitnick, arrested in 1995, are parodied on WCTR in "San Andreas," and is probably meant as the one referred to in "GTA III" on Chatterbox when one of the callers calls out, "Free Kevin!" before hanging up. The book that comes with the PC "SA" gives "Kevin Mitnick" as one of the Radio Station callers, and the radio segment seems to play off the fact that it was rumored (confirmed to be a rumor), while he was controversially held four years in prison without bail, trial, or charges listed against him, that he could start a missile crisis by whistling into a telephone and pressing a few numbers on the keypad. (The four years he was held was counted towards the five years he got.) http://www.gtaforums.com/index.php?showtopic=174800&hl=controlling&st=1520 http://www.rotten.com/library/bio/hackers/kevin-mitnick/ http://en.wikipedia.org/wiki/Kevin_Mitnick pdescobar adds that Emmanuel Goldstein (actually named Eric Corley, editorin-chief of "2600: The Hacker Quarterly," and writer, director, and producer of the documentary about the Free Kevin movement: "Freedom Downtime," 1999) is a radio caller in "III," "Vice City," and "San Andreas." In the Area 53 section of WCTR, Emmanuel calls to say: "Hi, my name’s Emmanuel. I’m really worried about hackers sending a nuclear bomb after me—-you know, through the phones. Do you think they could pinpoint my location?" According to United States District Judge Lewis A. Kaplan: to

"2600: The Hacker Quarterly has included articles on such topics as how steal an Internet domain name, how to write more secure ASP code, access other people's e-mail, secure your Linux box, intercept cellular phone calls, how to put Linux on an Xbox, how to remove spyware, and break into the computer systems at Costco stores and Federal Express...." http://en.wikipedia.org/wiki/Eric_Corley

Frank Bernson wrote to me that "Emmanuel Goldstein" "...was the head of the supposed 'Resistance' or 'Brotherhood' in the book '1984' by George Orwell. I just thought you should know, because the Emmanuel Goldstein you mention was only using that name as a pseudonym. It would appear to me that he chose this moniker because he essentially was doing the same thing." Thank you to Frank Bernson--I think that's interesting. It's a good ethical point (and a good book). I read that book years ago, but I forgot about that.

http://en.wikipedia.org/wiki/Nineteen_Eighty-Four The Mothership van of The Truth has a license plate that says, "OUTTHERE" in mirror image. The 1993-2002 TV series about UFO's and such, "The X-Files," used the slogan: "The truth is out there." http://en.wikipedia.org/wiki/The_X-Files The license plate of a car in the "Badlands" mission says "ASSMAN," which is what Kramer, played by Michael Richards, was upset to learn his new license plate said in the "The Fusilli Jerry" episode, April 27, 1995, of the TV sitcom "Seinfeld." http://img154.imageshack.us/img154/118/00gta1screen920rm6.jpg http://en.wikipedia.org/wiki/The_Fusilli_Jerry The number on the NRG-500 is 46, the number of MotoGP race champion Valentino Rossi. You can find the bike by the largely bowl-shaped dry dock shown on the paper map by the big square NW of the ship that's E of "DOHERTY." (There are also two in the multi-story parking garage at the S end of the "L"-shaped block two blocks N of the E side of Los Santos Forum. Valentino used a Honda NSR 500 in the 500cc class of motorcycle Grand Prix racing to come in 2nd in 2000 and be the world champion in 2001.) http://img157.imageshack.us/img157/7279/00gta1screen5000cp.jpg http://www.dreamgate.ne.jp/nsr/pics/rossi500.html http://en.wikipedia.org/wiki/Valentino_Rossi It's also the number on the nose of the Hydra (probably because its also fast for the category it's in). http://img262.imageshack.us/img262/1630/00gta1screen5520pa.jpg SilencedSMG noticed that a Rodeo sign that says "GROTTI" and has a drawing of a rabbit is a take on the Ferrari logo. (The Cheetah is based on a Ferrari.) http://img258.imageshack.us/img258/182/aferrari1yf1.jpg http://img407.imageshack.us/img407/6127/aferrari2hr2.jpg http://img258.imageshack.us/img258/449/aferrari3ia0.jpg All I have for the word "grotti" is that it was UK slang for "grotesque" in the 1960's. Screenplay writer Alun Owen had George Harrison say it in the movie "A Hard Day's Night," 1964, but I vaguely remember George saying the Beatles didn't use the word in real life. He had a Ferrari, though. http://www.peevish.co.uk/slang/g.htm http://en.wikipedia.org/wiki/A_Hard_Day%27s_Night_%28film%29 Police can be seen beating up someone in the impound lots, such as a pair of policemen in the garage of the Los Santos police station. The entrance is on the W side of the building that's at the S end of the pretzel-like intersection S of the Mulholland intersection. (C.J. can enter without a wanted rating if he

uses a police vehicle. The victim seems to be able to take interminable abuse. If C.J. drives closer, they all stand still, but the errant policemen don't seem happy about it.) http://img361.imageshack.us/img361/1469/00gta1screen401a3rw.jpg http://img185.imageshack.us/img185/8072/00gta1screen401b5rq.jpg http://img185.imageshack.us/img185/2030/00gta1screen401c5kn.jpg http://img361.imageshack.us/img361/3826/00gta1screen401d7cv.jpg http://img346.imageshack.us/img346/1520/00gta1screen401e0my.jpg (This, and the ways of Tenpenny and Pulaski, seems meant to reflect the "Rodney" King beating by corrupt LA police men on 3/3/1991. The 4/29/1992 1st judgement on the officers acquitted three, with jurors undecided about a fourth, which created a shocked reaction that led, hours later, to the LA riots, which left 53 people dead, over 7,000 people arrested, and created more than $1 billion in property damage.) (The riots at the end of the game seems meant to reflect those LA riots, except C.J. goes right to the source, although King's subsequent violence and driving abuses make him about as likely a nominee for a good-guy hero, and scandals involving some of the other LAPD officers seem to ring a bell with the GTA officers, too.) http://www.rotten.com/library/bio/misc/rodney-king/ http://www.pbs.org/wgbh/pages/frontline/shows/lapd/bare.html (On 8/16/1993, officers Koon and Powell were convicted of violating King's civil rights and sentenced to 30 months in prison.) http://jurist.law.pitt.edu/trials24.htm http://en.wikipedia.org/wiki/Rodney_King There's a bribe pickup in an underground tunnel. The N opening is lower on the hill and W of where the winding road to the Big Ear leaves the main road, and the S opening is about due S of the N opening and by a RR track. I guess it's for people who are timid about going on a very minor unofficial rampage. http://img403.imageshack.us/img403/9633/00gta1screen164a5bv.jpg http://img403.imageshack.us/img403/8349/00gta1screen164b0gg.jpg http://img437.imageshack.us/img437/2072/00gta1screen164c3bf.jpg http://img231.imageshack.us/img231/3144/00gta1screen164e1pj.jpg http://img437.imageshack.us/img437/4536/00gta1screen164d4hl.jpg A pedestrian in Los Santos is dressed similar to the way Tre Styles, played by Cuba Gooding Jr., did in the movie "Boys N' the Hood," 1991. He wears an orange shirt but it has a square instead of a round black shirt pocket. His face, like that of the manager C.J. targets in "Management Issues," looks more like Will Smith's face. http://img415.imageshack.us/img415/4118/00gta1screen2193zy.jpg http://img506.imageshack.us/img506/9224/00gta1screen2052xf.jpg

http://www.rottentomatoes.com/m/boyz_n_the_hood/ http://en.wikipedia.org/wiki/Will_Smith One the Grove Street gangsters looks like Kevin "O-Dog," played by Larenz Tate, in the movie "Menace II Society," 1993, which also stars Samuel L. Jackson as Tat Lawson. Like O-Dog, the gangster has short dreadlocks, and he wears the kind of green and black checkered shirt that O-Dog wore at times. http://img131.imageshack.us/img131/9396/00gta1screen2201py.jpg http://img512.imageshack.us/img512/6497/00gta1screen2076ny.jpg http://en.wikipedia.org/wiki/Menace_II_Society There is an observatory on Verdant Bluffs in S Los Santos, NW of the airport, like the one (Griffith) in LA where the ending of "Rebel Without a Cause," 1955, was filmed. One of the stars, Dennis Hopper, did the voice acting for Steve Scott in "Vice City." http://img301.imageshack.us/img301/2333/00gta1screen2731lw.jpg http://www.skylightweb.com/losangeles/gobservatorypan.html http://en.wikipedia.org/wiki/Griffith_Observatory Ryder looks like (I'd say vaguely--the baseball-type cap is more similar than the face) Easy-E, Eric Wright, a rapper of NWA sometimes referred to as Easy. Dennis Hopper was one of the stars and writers, and the director, of the movie "Easy Rider," 1969. Another star of it, and co-writer (along with Terry Southern), producer Peter Fonda, does the voice of "The Truth" in "San Andreas." http://img111.imageshack.us/img111/4877/00gta1screen209a9gp.jpg http://img312.imageshack.us/img312/144/00gta1screen209b2dp.jpg http://img111.imageshack.us/img111/5826/00gta1screen209c6nl.jpg http://img506.imageshack.us/img506/3586/00gta1screen2080ps.jpg http://en.wikipedia.org/wiki/Easy_Rider Some think one blonde lady pedestrian in a short white dress looks like Sharon Stone as Catherine Tramell in the movie "Basic Instinct," 1992. (It must be the blonde hair and white dress--her face isn't the same to me.) http://img100.imageshack.us/img100/3860/00gta1screen5686nl.jpg http://img389.imageshack.us/img389/1415/00gta1screen568a3yb.jpg http://en.wikipedia.org/wiki/Basic_Instinct After you have C.J. shoot down some RC Barons with a Minigun in the "Air Raid" mission for Zero, Zero says, "Nice shooting kid, but don't get cocky," which is a line Han Solo, played by Harrison Ford, says to Luke Skywalker, played by Mark Hamill, in the movie "Star Wars Episode IV: A New Hope" (the 1981 title change given to "Star Wars," 1977). The pilot ratings Briggs and Wedge were taken from the Star Wars series, too. http://en.wikipedia.org/wiki/Star_Wars_Episode_IV:_A_New_Hope

Simon Rodia's Watts Towers (the Simon Rodia State Historical Park) of Los Angeles are represented in Jefferson, Los Santos. (Simon is the 2nd person from the right of the top row of people on the cover of the album "Sgt. Pepper's Lonely Hearts Club Band," 1967.) According to the Taxi mission, the "San Andreas" version is called "Sculpture Park." http://img522.imageshack.us/img522/2250/00gta1wattstowers3d8ha.jpg http://img419.imageshack.us/img419/353/00gta1screen1278br.jpg http://en.wikipedia.org/wiki/Watts_Towers The Verona Beach outdoor gym looks like ones on Muscle Beach of Venice, California. (Thanks to Macsandnines.) (GTW note: I'll guess that the canal that goes N from between Verona and Santa Maria beaches is supposed to be similar to one of the canals in Venice, CA.) http://img312.imageshack.us/img312/1523/00gta1screen2704tp.jpg http://en.wikipedia.org/wiki/Venice,_Los_Angeles http://en.wikipedia.org/wiki/Muscle_Beach (Stefan noticed that "Verona Beach" comes from the Leonardo di Caprio movie "Romeo + Juliet," 1996, in which the setting of Verona is set in Venice Beach, renamed Verona Beach, Los Angeles.) http://en.wikipedia.org/wiki/Romeo_%2B_Juliet In San Fierro, the wreckage of some buildings seems to reflect the Oct.17, 1989 magnitude 7.1 earthquake that shook San Francisco. A destroyed section of paved road along the N side of the onramp to the Garver Bridge reflects the damage the quake did to the San Francisco-Oakland Bay Bridge. http://img71.imageshack.us/img71/4868/00gta1screen444b2mi.jpg http://img223.imageshack.us/img223/5990/00gta1screen444a8fs.jpg http://www.sfmuseum.net/alm/quakes3.html#1989 There's a crack on the ocean floor by San Fierro that's similar Andreas Fault. (It runs E-W N of the two ships that are N of San From the E end of it, it runs N-S to the runway of Easter Bay Airport, about parallel to the runway on the N side of it. In some spots, to the bottom of the fault and make the screen go pitch black.) http://img513.imageshack.us/img513/2717/00gta1screen6719yb.jpg http://en.wikipedia.org/wiki/San_Andreas_Fault

to the San Fierro. then runs C.J. can go

The tallest building in Los Santos, which is on the NE side of the block that's NW of the intersection that looks like a pretzel S of the Mulholland Intersection, has a Parachute at the top. C.J. can enter the building on the NE side to be transported to the top. C.J. can go on foot or use a two wheel vehicle to enter this building--if C.J. uses a motorcycle, he can take a passenger. C.J. has the option to return to the spot where he appeared on top to return to

the bottom. http://img267.imageshack.us/img267/6197/00gta1screen2504zw.jpg http://img249.imageshack.us/img249/8273/00gta1screen557d8cl.jpg The Big Pointy building, on the block E of the one with "AL" of "FINANCIAL," has a Parachute at the top and messages about it on signs at the bottom. C.J. can enter the building on foot on the S side to be transported to the top. C.J. has the option to return to the spot where he appeared on top to return to the bottom. http://img198.imageshack.us/img198/9440/00gta1screen2301rh.jpg http://img405.imageshack.us/img405/6315/00gta1screen557c5ed.jpg The tower S of the Big Ear and the N tower of the Gant Bridge have Parachutes on top, too. C.J. can enter the N side of the base of the 1st tower on foot and be transported to the top, but he has to fly or Parachute to get on top of the 2nd one. http://img249.imageshack.us/img249/323/00gta1screen557b8nr.jpg http://img245.imageshack.us/img245/8052/00gta1screen557a1ko.jpg Those Parachutes, and others in high places, reflect the BASE jumping that's illegal at most spots it could be done from in the U.S.A. because many have died from trying it. BASE (Building, Antenna, Span--bridges, etc., and Earth-cliffs, etc.) jumping is like sky diving, except it involves jumping from something tall for the thrill of the rush toward the ground before opening the parachute. BASE jumps are usually made from 1,000 ft. or less, and sky divers are told to deploy their parachutes at no less than 2,000 ft.. At 1,000 ft.or less, the parachute must be quickly deployed, with less ability to correct movement once it's deployed, and there would be no time to deploy a 2nd chute if the 1st one malfunctions. http://en.wikipedia.org/wiki/BASE_jumping The Gant Bridge Visitor Center, S of the Gant Bridge, has a few interesting items: http://img198.imageshack.us/img198/4237/00gta1screen233a7fw.jpg http://img301.imageshack.us/img301/9981/00gta1screen233b0fi.jpg http://img198.imageshack.us/img198/4301/00gta1screen233c5oy.jpg There aren't any Easter Eggs on the Gant Bridge, though there's a Parachute atop the N tower and this sign on the S tower: http://img301.imageshack.us/img301/9016/00gta1screen2320el.jpg In San Fierro, in the "Downtown" that's E of "CHINA TOWN," there's a tall building N of the onramp for the Garver Bridge. The windows of it light up at night to form letters: "C" on one side and "K" on another. Some imagine an "R" and "O" up there on a 3rd side, too (for "ROCK"star), but it requires some imaginative interpretation or wishful thinking to do so. Mokiesmoky wonders if it

could be related to the CoK cigarette pack found on the floor by Cluckin' Bell cashiers, and some wonder if it's related to "C"esar and "K"endl. http://img312.imageshack.us/img312/1908/00gta1screen2610vg.jpg http://img168.imageshack.us/img168/3936/00gta1screen1209sm.jpg (I dunno. In earlier GTA's, we had the letters just before them: B and J. I know what they meant.) The number 69 figures prominently at the Easter Bay airport runway, in shop windows, Area 69, etc. (The Dodo in "III" and "Vice City" said YME-369. It might reaffirm my suspicion that the "369" part was a reference to a mutual oral sex threesome to see that the number 69 figures prominently in the overall punning and kidding around about sex in "San Andreas.") Area 69, in the No Fly Zone at the end of a road in Bone County, kids the rumors about Area 51, a 6 x 10 mile secret aircraft testing Air Force base, offlimits to outsiders, in Groom Lake, Nevada, about 90 miles N of Las Vegas. It's been the victim of rumors about it harboring evidence of outer space folks from a Roswell space craft crash, etc. (It's also fictionalized as the Black Mesa Research Facility in the game "Half Life." The lead character of it, Gordon Freeman, is popularly known to use a crowbar as one of his weapons, which Area 69 kids by displaying a red and white crowbar on a table in a lab room.) http://en.wikipedia.org/wiki/Area_51 (I guess in the same spirit of kidding, Mxyzptlk compares, Erich Von Danikenstyle, some dark marks of the side of a cliff to those in Nazca, as being ancient yet requiring modern technology to make them. The Cliff is along the N side of the E-W potion of the road E of "THE FARM" and NW of "BEACON HILL.") (Serious editorial interlude: Erich Von Daniken got famous with cooked-up, allegedly compelling, possibilities about flying saucer people being required to explain various acts of ancient ingenuity, typically picking on darkerskinned African and South American people and not the makers of Stonehenge or such. I think he manages to con as many people as he does because the remedy to his effort is information that's obscure to most, as in his book "Chariots of the Gods"--one web source gives it 1967 for a 1st pub. date, another has 1968. Look for a lot of "no other reasonable way to explain it"-type persuasive rhetoric in it.) (For a good remedy that's entertaining as well, see your local library, possibly for an inter-library loan, of "Flim Flam," 1982, by James Randi, and "The Space Gods Revealed," 1976, by Ronald Story with a Foreword by Carl Sagan. It's good to remember that in any area of sincere religious or non-religious belief or speculation, there will be bilko artists who cook stuff up to sell the believers what they want to hear. Both the sincere believers in the possible and

non-believers should be on the same page that fibbing is unethical and untrustworthy, serves neither of them any good, and that making money from that is a form of stealing.) http://www.debunker.com/texts/vondanik.html http://skepdic.com/vondanik.html http://www.rotten.com/library/imagery/nazca-lines/ http://www.rotten.com/library/bio/mad-science/erich-von-daniken/ http://en.wikipedia.org/wiki/Erich_von_D%E4niken http://www.astrosociety.org/education/resources/pseudobibprint.html http://en.wikipedia.org/wiki/James_Randi http://en.wikipedia.org/wiki/The_Space_Gods_Revealed (In a similar line of concern, there's a representation of a set as imagined for the "lunar landing hoax" hoax in the film studio in "Vice City," a reference to the idea by a caller to the "Area 53" segment of WCTR in "San Andreas," and, most clearly giving Rockstar's regard of the "hoax" hoax, given by The Truth as one of a number of conspiracy ideas he's fallen for.) http://img138.imageshack.us/img138/15/00gta1screen5123em.jpg http://www.huffingtonpost.com/2009/07/20/buzz-aldrin-punches-moon_n_241 664.html http://en.wikipedia.org/wiki/Moon_landing_conspiracy_theories The Lil' Probe Inn is like The Little A'Le'Inn (as in "the little alien") in Rachel, Nevada (near Area 51). (The abbreviation for "little" is "li'l," but the game uses "lil'." I guess someone at Rockstar is fond of someone named Lillian.) The Lil' Probe Inn and Toreno's cabin each contain a map with markers. The map seems meant to reflect that UFO-watchers and secret agents like Mike Toreno would regard certain locations with a significance unknown to the rest of us. The Lil' Probe Inn also has a lot of pictures of alleged "UFO"s on the wall. http://img225.imageshack.us/img225/1752/00gta1lilprobeinn7aq.jpg http://img304.imageshack.us/img304/5760/00gta1screen5180gz.jpg http://img424.imageshack.us/img424/304/00gta1screen5196av.jpg http://www.littlealeinn.com/ http://en.wikipedia.org/wiki/Little_A'Le'Inn (Some have wondered if the blinking light that leaves a trail across the sky, as in "Vice City," is meant as a UFO. I go along with the ones who think you're supposed to imagine it as a jet flying across the stratosphere. It goes kind of fast, but some of our jets are fast, and the evidence of the combustion technology we're familiar with for getting across shorter distances and that leaves a trail isn't an indication of an advanced kind needed for getting across the cosmos. If the idea of an alien origin for it is arbitrarily imaginable, there's

no compelling reason to think so beyond that.) (If you manage to get close enough to see that it's just a corona of light and try to imagine what that would be in real life, it could be some kind of testing device being blown along in a high wind current. Again, the idea of an alien origin would be arbitrary, not compelling. But I think you're supposed to imagine it as a high flying jet seen from ground level.) (I don't want to spoil your fun if you want to imagine it's an alien ship. But if so, they must be little eeny aliens. It is, after all, just a little dot of light. They must be like bugs.) http://img345.imageshack.us/img345/653/00gta1screen2044dj.jpg (There have been many fans who wondered if the rumors about a Sasquatch or Yeti monster, Bigfoot, are kidded by Rockstar with an actual monster in the wilderness. There is a Monster truck S of the Flint Intersection, and Bigfoot is the name of the original Monster truck.) (Thanks to a post by MrSmiles888 at the Gamefaqs message boards.) http://www.bigfoot4x4.com/ http://en.wikipedia.org/wiki/Bigfoot_%28truck%29 (Here's the most famous film alleged to be of the nearly human, hairy-type Bigfoot. The shakiness has been stabilized and reveals the gait of a guy in a monkey suit.) http://www.bigfootencounters.com/files/mk_davis_pgf.gif (Despite nobody bringing to light the live or dead body of a Bigfoot animal, those determined to look for the creature in a game might like Steve Purcell's PC game "Sam and Max Hit the Road," 1993.) http://pc.gamespy.com/pc/sam-max-hit-the-road/ http://top100.ign.com/2005/061-070.html http://www.samandmax.net/ http://en.wikipedia.org/wiki/Steve_Purcell http://en.wikipedia.org/wiki/Sam_%26_Max_Hit_the_Road (To solve the problems of trying to play it on any version of Windows more recent than Windows 98, you could use the updated .exe file for it.) http://www.samandmax.net/2006/page/2/ (DiRF, on the Gamefaqs message board for the game, recommended ScummVM, which was created by fans to play many of the Lucasarts 2D adventure games on newer computers. It let me play the game in full screen mode with all the audio on Windows Home XP. It also lets Mac OS X and Linux users play the game.) http://www.scummvm.org Adding to the similarity of the Garver and Kincaid bridges to ones in Scotland, mentioned below, lucho writes that a lot of the license plates in the game

are Scottish or Scottish football-related. "Amato, Gazza, McCoist all played for" the "Rangers, which, going by previous games cheats ('9inarow' for example), are the team of R*'s choice. 'BAW BAG'" (the license plate of an imported Journey) "is also a Scottish derogatory term. This also applies to some of the horses in the betting shops, e.g. 'Henrik's Jaw,'" since "Scottish footballing legend Henrik Larsson had his jaw smashed in a tackle by an opposition player." http://www.rangers.co.uk/page/Welcome http://www.icons.com/players http://en.wikipedia.org/wiki/Henrik_Larsson At the same forum, pes4rules11 adds these references to Scotland on license plates that appear randomly (I added a few notes): R4N G3RS The popular football (soccer) team: Rangers F.C. ("F.C." stands for "football club"; the Rangers have won more trophies than any other football team) http://en.wikipedia.org/wiki/Rangers_F.C. GL4S G0W a city (the largest in Scotland and home of the Rangers) AM0 RUS0 a Rangers F.C. player GA ZZA an ex-English football player (the nickname of Paul John Gascoigne) MC C01ST Rangers legend (the nickname of Alistair "Ally" Murdoch McCoist) MR J0BBY "jobby" is slang for feces BAW BAG slang for scrotum And thedude777, who's compiled a list of the plates, adds some likely references: ARRAN the Isle of Arran off the west coast of Scotland (noted golf courses) ZID ANE French international footballer--pdescobar adds that it refers to Zinedine Zidane AMAT0 Gabriele Amato, forward for the Rangers from 1998-2000 ******** Here are some findings from the gamers at the GTA Forums regarding the real life names and places of those in the game: http://www.gtaforums.com/index.php?showtopic=189424&hl=ogf_ak Thanks to ogf_ak for the names of these casinos: Pink Swan

The Flamingo Hotel and Casino (The lighting outside the Pink Swan resembles the lights that look like the plumes of a flamingo

over

the entrance of the Flamingo since 1972.) http://img266.imageshack.us/img266/5260/00gta1screen223rv.jpg http://img28.imageshack.us/img28/4418/00gta1flamingoneon6mk.jpg http://img28.imageshack.us/img28/3772/00gta1flamingo1ex.jpg http://en.wikipedia.org/wiki/Flamingo_Las_Vegas Caligula's

Caesar's Palace Casino and Resort (I noticed it also features a copy of the Caesar's

Palace copy of the statue Winged Victory.) (For the 2nd link, you have to Copy and Paste the 2nd line to the 1st in the address bar.) http://img199.imageshack.us/img199/6569/00gta1screen319zu.jpg http://www.destination360.com/north-america/us/nevada/las-vegas/caesars-pal ace.php http://img28.imageshack.us/img28/6791/s0fo.jpg http://img464.imageshack.us/img464/2126/00gta1caligulas14fa.jpg http://img81.imageshack.us/img81/3182/00gta1caligulas23ae.jpg http://en.wikipedia.org/wiki/Caesars_Palace http://en.wikipedia.org/wiki/Winged_Victory_of_Samothrace Four Dragons not

The Four Queens Hotel and Casino (similar in name,

appearance--likewise, Franco Dragone) http://img525.imageshack.us/img525/9816/00gta1screen236lf.jpg http://img252.imageshack.us/img252/3743/saguide328fourqueens2tv8.jpg http://en.wikipedia.org/wiki/Franco_Dragone Come-a-lot The Excalibur Hotel and Casino http://img266.imageshack.us/img266/8227/00gta1screen243bb.jpg http://img28.imageshack.us/img28/3696/00gta1excalibur7sp.jpg http://en.wikipedia.org/wiki/Excalibur_Hotel_and_Casino The Visage The Mirage Hotel and Casino http://img199.imageshack.us/img199/3037/00gta1screen286mg.jpg http://img28.imageshack.us/img28/3714/00gta1miragehotel4yr.jpg http://en.wikipedia.org/wiki/The_Mirage Pirates in Men's Pants and

Treasure Island Hotel and Casino (and the Gilbert

Sullivan operetta "The Pirates of Penzance," 1879) http://img199.imageshack.us/img199/6091/00gta1screen276pu.jpg http://www.ankylosaur.com/defcon/treasureisland.html http://img28.imageshack.us/img28/8391/00gta1treasureisland5nq.jpg http://img28.imageshack.us/img28/3929/00gta1treasureislandpirate1320.jpg http://en.wikipedia.org/wiki/Treasure_Island_Hotel_and_Casino It's advertised in "GTA III" and the Liberty City mod. http://img142.imageshack.us/img142/4408/00gta1screenvc254xq6.jpg The Clown's Pocket and nearby crane

Circus, Circus (with the crane nearby to prepare for the large dome with an amusement park inside put up

in

1993-1994) (thanks to milkymilky) http://img199.imageshack.us/img199/2931/00gta1screen298gv.jpg http://img199.imageshack.us/img199/9969/00gta1screen307zs.jpg http://img28.imageshack.us/img28/9920/00gta1circus2rg.jpg http://img363.imageshack.us/img363/3992/00gta1circuscircussx9wv.jpg http://en.wikipedia.org/wiki/Circus_Circus_Las_Vegas

ice cold killa adds that "clown's pocket" is a derogatory sexual euphemism (referring to a homosexual male or a heterosexual female) based on the idea that clowns wear baggy clothes with big baggy pockets. http://www.urbandictionary.com/define.php?term=clown+pocket

matt27689 recognized that the red and orange "SOUVENIRS GIFTS T-SHIRTS" sign, seen across the street from the Vegas Vic-looking depiction of Avery Carrington, looks identical to the sign that Vegas Vic currently stands on. (There's more about Vegas Vic in the last section of I.1.) http://img124.imageshack.us/img124/3086/00gta1screen723nd.jpg http://img231.imageshack.us/img231/999/00gta1screen80vic4tm.jpg ******** Thanks to those whose findings were given at the GTA-SanAndreas web site for some more real life names. http://www.gta-sanandreas.com/ Thanks to fonz808 for this batch: A one-floor house in Los Santos (I think fonz808 means the save house NE of Madd Dogg's place) looks basically like Pierre Koenig's 1960 house called House No. 22, aka the Stahl House. http://img409.imageshack.us/img409/8615/00gta1screen111a4fb.jpg http://img45.imageshack.us/img45/1281/00gta1screen111b7ct.jpg http://www.usc.edu/dept/architecture/slide/koenig/008/008Km.jpg http://www.jetsetmodern.com/koenigarticle.htm http://en.wikipedia.org/wiki/Pierre_Koenig In one of the wall paintings in LA, the part that depicts the Madonna, with flame-like shading around her, is like that part of the "Jesus Saves" wall painting in Los Santos. (There's more on that in my segment near the end of this section.) http://img87.imageshack.us/img87/8360/00gta1jesussavessign9vl.jpg The Big Pointy building looks like the Transamerican Pyramid. (It's on the block E of the one with "AL" of "FINANCIAL.") http://img198.imageshack.us/img198/9440/00gta1screen2301rh.jpg http://img46.imageshack.us/img46/204/00gta1screen1195sr.jpg http://en.wikipedia.org/wiki/Transamerica_Pyramid Tuff Nut Donuts (and other little shops with big replicas of donuts on the roof) looks like Randy's Donuts in Inglewood, CA., a little one story shop with a big replica of a doughnut on top. http://img45.imageshack.us/img45/9058/00gta1screen1161ux.jpg http://en.wikipedia.org/wiki/Randy%27s_Donuts The Los Santos City Hall building looks like Los Angeles City Hall. http://img312.imageshack.us/img312/2337/00gta1screen2727hf.jpg http://img347.imageshack.us/img347/7618/00gta1screen394ox.jpg http://img66.imageshack.us/img66/7811/00gta1lacityhall0xq.jpg http://img66.imageshack.us/img66/1007/00gta1cityhalllosangeles1zc.jpg (The Cathay building looks like) Grauman's Chinese Theatre in Hollywood. http://img153.imageshack.us/img153/796/00gta1screen600bl.jpg http://img28.imageshack.us/img28/5387/00gta1graumanschinese4ff.jpg

(I'll add that it was renamed "Mann's Chinese Theatre" in 1973 after it was purchased by Ted Mann, the owner of the Mann's Theatre chain and husband of actress Rhonda Fleming. But in 2002 it was named "Grauman's Chinese Theater" again. "Cathay" is the Anglicized version of "Catai" and an alternative name for China in English. The Cathay building is on the S side of the block that's W of the block with the bottom of "TE" of "TEMPLE.") http://www.seeing-stars.com/Theatres/ChineseTheatre.shtml http://en.wikipedia.org/wiki/Grauman%27s_Chinese_Theatre The sidewalk by the Cathay building is like the Hollywood Walk of Fame. http://www.hollywoodusa.co.uk/walkoffame.htm http://en.wikipedia.org/wiki/Hollywood_Walk_of_Fame In Los Santos, Blastin' Fools Records, which makes rap records, looks like The Capitol Records building. (It's on the NE part of the block that's N of "ARKET" of "MARKET" in Los Santos.) (Thanks to nsupra27.) http://img519.imageshack.us/img519/4845/saguide228thecapitolrecof6.jpg http://www.seeing-stars.com/Landmarks/CapitolRecords.shtml http://en.wikipedia.org/wiki/Capitol_Records_Building The Los Santos Conference Center looks like The Los Angeles Convention Center, where The Electronic Entertainment Expo is held. (Thanks to yensed.) http://img232.imageshack.us/img232/6739/00gta1screen372sh.jpg http://img66.imageshack.us/img66/805/00gta1conventioncenter6uo.jpg The San Fierro building with window lights that spell "C" and "K," mentioned earlier, looks like the Bank of America Center in San Francisco. (Thanks to krackhead80s.) Some think it refers to "C"esar and "K"endle, and Mokiesmoky thinks it may refer to the "CoK" cigarette pack found on the floor by Cluckin' Bell cashiers. Ice cold killa, in turn, thinks "CoK Filters" refers to condoms. http://img221.imageshack.us/img221/6994/00gta1screen1206oj.jpg http://img66.imageshack.us/img66/4872/00gta1bankofamerica0zg.jpg The Sherman Dam is like the Hoover Dam. http://img297.imageshack.us/img297/7298/00gta1screen161a3kd.jpg http://img302.imageshack.us/img302/1237/00gta1screen161b0qn.jpg http://img196.imageshack.us/img196/1632/00gta1screen161c3lt.jpg http://img63.imageshack.us/img63/8758/00gta1hooverdamstatue5ey.jpg http://img63.imageshack.us/img63/6504/00gta1hooverdamgenerators7co.jpg http://en.wikipedia.org/wiki/Hoover_Dam The Welcome to the Fabulous Las Venturas sign (NW of the Pilson Intersection) looks like the one by a road at the edge of Las Vegas. http://img108.imageshack.us/img108/3749/00gta1screen335af.jpg http://en.wikipedia.org/wiki/Welcome_to_Fabulous_Las_Vegas_sign The V-ROCK Hotel and Casino in Las Venturas looks like The Hard Rock Cafe Hotel and Casino. (The Hard Rock Hotel has a big replica of a Fender Stratocaster guitar on the roof, and the V-ROCK Hotel has a big replica of a Gibson flying V guitar on the roof.) http://img347.imageshack.us/img347/3238/00gta1screen429um.jpg http://en.wikipedia.org/wiki/Hard_Rock_Hotel_and_Casino_%28Las_Vegas%29

http://www.fender.com/ http://www.gibson.com/ The name of the Hippy Shopper store is like the Happy Shopper line of foods, also some shops, in the U.K.. (Thanks to martinson-line.) (It's on the W side of the block N of "HASH" of "HASHBURY.") http://img392.imageshack.us/img392/1485/00gta1screen4465gc.jpg http://img63.imageshack.us/img63/7650/00gta1happyshopper3ao.jpg http://en.wikipedia.org/wiki/Happy_Shopper Rodeo in Los Santos looks like Rodeo Drive. (Thanks to vivatforx.) http://img354.imageshack.us/img354/1769/00gta1screen3009ga.jpg http://img188.imageshack.us/img188/6175/00gta1screen3017us.jpg http://img140.imageshack.us/img140/9048/saguide244rodeorr0.jpg A recent "Jeopardy" TV show interpreted Glen Park as being like MacArthur Park (similar bridge or strip of land over a pond, location, and ethnic group)... http://img388.imageshack.us/img388/1844/00gta1screen306a5wd.jpg http://img357.imageshack.us/img357/3282/00gta1screen306b1vg.jpg http://img123.imageshack.us/img123/6854/00gta1screen306c4an.jpg http://img388.imageshack.us/img388/426/00gta1screen306d4xk.jpg http://img66.imageshack.us/img66/5425/00gta1macarthurpark8mr.jpg http://en.wikipedia.org/wiki/MacArthur_Park ... and the N-S highway to the E of Los Santos Forum as like Sunset Boulevard and the Pacific Coast Highway. (Thanks to Mokiesmoky.) http://img212.imageshack.us/img212/6579/00gta1screen311a3ow.jpg http://img210.imageshack.us/img210/5535/00gta1screen311b3ik.jpg http://img163.imageshack.us/img163/355/00gta1screen311c5hy.jpg http://en.wikipedia.org/wiki/Sunset_Boulevard http://img66.imageshack.us/img66/9862/00gta1pacificcoasthighway5vq.jpg The Avispa Country Club at the S edge of San Fierro is similar to the Olympic Golf Club on the SE edge of San Francisco. (The 1st photo is by Arnold Palmer.) http://img108.imageshack.us/img108/4684/00gta1screen2684au.jpg http://img66.imageshack.us/img66/3277/00gta1olympicgolfclubphotobyar.jpg http://www.dbonnell.com/golf.htm http://en.wikipedia.org/wiki/Olympic_Club Esplanade East in NE San Fierro is like the Embarcadero, which is a water front. (Thanks to thedudley.) http://www.inetours.com/Pages/SFNbrhds/Embarcadero.html http://en.wikipedia.org/wiki/Embarcadero_%28San_Francisco%29 C**k Rock, W of Verdant Meadows Aircraft Graveyard, looks like Big Stoney in Kodachrome Basin State Park, Utah. (Thanks to flying fox; I'm not sure which of us thought of it 1st.) http://img88.imageshack.us/img88/5796/00gta1screen503a1sn.jpg http://img469.imageshack.us/img469/4230/00gta1bigstoney0ii.jpg

Thanks to -La-RaZa, who came up with a whole batch to thank for (although the "Haight" part of "Haight-Ashbury" is disputed; I supplemented the information where I could): Los Santos Los Angeles http://you-are-here.com/info/map.html http://en.wikipedia.org/wiki/Los_Angeles Ganton Compton http://en.wikipedia.org/wiki/Compton%2C_California Idlewood Inglewood http://en.wikipedia.org/wiki/Inglewood%2C_California Willow Field Willowbrook http://en.wikipedia.org/wiki/Willowbrook%2C_California East Los Santos East LA http://en.wikipedia.org/wiki/East_Los_Angeles,_California Vinewood Hollywood http://en.wikipedia.org/wiki/Hollywood Mulholland Beverly Hills http://en.wikipedia.org/wiki/Beverly_Hills%2C_California Santa Maria beach Santa Monica http://en.wikipedia.org/wiki/Santa_Monica,_California Las Colinas El Monte http://en.wikipedia.org/wiki/El_Monte,_California Glen Park Morningside Park http://en.wikipedia.org/wiki/Inglewood,_California#Morningside_Park Palomino Creek Palmdale http://en.wikipedia.org/wiki/Palmdale,_California (Downtown Downtown Los Angeles) http://en.wikipedia.org/wiki/Downtown_Los_Angeles San Fierro San Francisco http://www.virtuar.com/ysf2/ http://en.wikipedia.org/wiki/San_Francisco Easter Basin Naval Docks Hunter's Point Naval Shipyard http://img64.imageshack.us/img64/5673/00gta1hunterspointnavalshipyar.jpg http://en.wikipedia.org/wiki/San_Francisco_Naval_Shipyard Chinatown Chinatown http://en.wikipedia.org/wiki/Chinatown%2C_San_Francisco Hashbury Haight-Ashbury http://www.rockument.com/Haight/Links.html http://en.wikipedia.org/wiki/Haight-Ashbury

Queens Castro http://en.wikipedia.org/wiki/The_Castro,_San_Francisco Paradiso Presidio http://en.wikipedia.org/wiki/Presidio_of_San_Francisco Juniper Hollow Pacific Heights http://en.wikipedia.org/wiki/Pacific_Heights,_San_Francisco (Financial The Financial District) http://en.wikipedia.org/wiki/Financial_District,_San_Francisco (Beach SW of Gant Bridge Baker Beach) http://en.wikipedia.org/wiki/Baker_Beach Las Venturas Las Vegas http://www.pbs.org/wgbh/amex/lasvegas/index.html http://en.wikipedia.org/wiki/Las_Vegas,_Nevada Blackfield Spring Valley http://en.wikipedia.org/wiki/Spring_Valley,_Nevada Rockshore Henderson http://en.wikipedia.org/wiki/Henderson%2C_Nevada Redsands Paradise http://en.wikipedia.org/wiki/Paradise%2C_Nevada Roca Escalante Winchester http://en.wikipedia.org/wiki/Winchester%2C_Nevada Prickle Pine Sunrise Manor http://en.wikipedia.org/wiki/Sunrise_Manor,_Nevada KACC Military Fuels Nellis Air Force base http://en.wikipedia.org/wiki/Nellis_Air_Force_Base (The Strip The Strip) http://www.oldvegaschips.com/lasvegasmap.htm http://en.wikipedia.org/wiki/Las_Vegas_Strip Thanks to D-D-R, who thinks E Los Santos is more like W LA, Glen Park is more like MacArthur Park and similarly located, and Grove Street could be Martin Luther King Boulevard (or "The Jungle" as some in CA call it), Crenshaw Boulevard, or La Brea Street. I'll add that Jefferson is named after Jefferson Park. http://en.wikipedia.org/wiki/MacArthur_Park http://en.wikipedia.org/wiki/Jefferson_Park,_Los_Angeles ******** Reader Wolfie2k5 gets my thanks for telling me he recognized these similarities:

Interglobal Film Studios has two water towers like the one of Warner Brothers studios. (Interglobal Film Studios in "Vice City" has a tower like it, too.) http://img140.imageshack.us/img140/8391/saguide259interglobal2dz9.jpg http://img64.imageshack.us/img64/7/00gta1warnerbrosstudioswaterto.jpg http://www2.warnerbros.com/main/homepage/homepage.html The tallest building, the one with a Parachute on top, in Los Santos (it's at the oval NW of the pretzel-looking intersection that's S of Mulholland Intersection)--the U.S. Bank Tower, aka the Library Tower (formerly the First Interstate World Center) http://img267.imageshack.us/img267/6197/00gta1screen2504zw.jpg http://img254.imageshack.us/img254/2165/00gta1screen250a2pn.jpg http://www.pcf-p.com/a/p/8316/s.html http://www.glasssteelandstone.com/BuildingDetail/325.php http://en.wikipedia.org/wiki/U.S._Bank_Tower_%28Los_Angeles%29 Santa Maria pier--Santa Monica pier (The "...SPORT FISHING BOATING...." sign over the start of the road leading down to it is about identical except it doesn't have "Santa Monica" on the top; Santa Monica pier has more amusement rides.) http://img254.imageshack.us/img254/8020/00gta1screen2694kq.jpg http://www.santamonicapier.org/ http://www.westland.net/piercam/ http://en.wikipedia.org/wiki/Santa_Monica_Pier The High Roller--Bally's Las Vegas (It has similar columns lit blue at night, moving sidewalks, and elevators.) http://img302.imageshack.us/img302/8226/00gta1screen214mm.jpg http://www.las-vegas-hotel-tours.com/ballys-hotel.php http://www.rtldlightyears.com/images/ballysblue.jpg http://www.vegas.com/resorts/ballys2/ http://en.wikipedia.org/wiki/Bally%27s_Las_Vegas The round tower, covered with windows, with four shorter such towers surrounding it, S of the right side of the "A" of the big "LOS SANTOS" letters (it has a bridge to the E to the Atrium)--the Westin Bonaventure Hotel http://img254.imageshack.us/img254/2228/00gta1screen2716rt.jpg http://img342.imageshack.us/img342/5555/00gta1screen367ld.jpg http://www.seeing-stars.com/Hotels/Bonaventure.shtml http://en.wikipedia.org/wiki/Westin_Bonaventure_Hotel Starfish Casino--the Barbary Coast http://img216.imageshack.us/img216/3803/00gta1screen715le.jpg http://img122.imageshack.us/img122/5623/00gta1screen824ph.jpg http://en.wikipedia.org/wiki/Barbary_Coast_Hotel_and_Casino ********

Thanks to my reader Colin Attle, who contributed a number of references to my "Vice City" walk-through, for finding the references in this section. N across a block and street from the "AR" of "MARKET" (also a couple of blocks W of the Market Ammu-Nation) is a store called "SPACEY!" http://img379.imageshack.us/img379/5347/0cjspaceyds6.jpg Colin wrote to me that it probably refers to arcade video games like "Space Invaders." When he was young, he and some of his friends called such games "spaceys." http://www.spacies.co.nz/about.html http://www.spacies.co.nz/ Colin also wrote to me that he remembers a scene like the one in the chase of "End of the Line," in which Sweet holds onto the ladder extended behind a firetruck, performed before by 007 in the 1985 James Bond movie "A View to a Kill." http://en.wikipedia.org/wiki/A_View_to_a_Kill You can find the same "San Andreas" ladder truck used in the mission behind the San Fierro Fire Dept., which is S of the Doherty garage. (I'll add that the movie chase takes place in San Francisco, and San Fierro is where you can find the "San Andreas" ladder truck.) The PIK N' GO MARKET, west of the Jefferson Hotel, may be a reference to the British Pick 'n' Mix Sweets method of buying candy. It's to take various candies, each type offered in a separate bin, and put them in a single bag to have the cost determined by weight. http://www.bbc.co.uk/dna/h2g2/A5142520 (It sounds like the way you buy candy at the downtown Pittsburgh Candy-Rama store at 212 Fifth Avenue.) To the east of the park with the Watts Towers "there is a shop called 'IDEAL HOMIES STORE'--this is a reference to a magazine... http://www.idealhomemagazine.co.uk/ "...and a yearly show." http://www.idealhomeshow.co.uk/ One passenger in the Taxi mission says, "Let's go, Mr. Driver," which is a quote from the game "Chase H.Q.." It was released as an arcade game in 1988 and later in other formats. ftp://ftp.worldofspectrum.org/pub/sinclair/games-info/c/ChaseH.Q..txt http://en.wikipedia.org/wiki/Chase_H.Q. The "Legal" cinema, in Market, with "Legal" put over "Regal" on the sign, is a reference to the chain of Regal Cinemas in the U.K. (I'll add there's a chain by

the same name in the U.S.). http://www.regal-melton.co.uk/ http://en.wikipedia.org/wiki/Regal_Entertainment_Group The "Locals Only!" shop in Blueberry is a reference to the "Local Shop" of the U.K. TV series "The League of Gentlemen." http://www.leagueofgentlemen.co.uk/newseriestour.shtml http://en.wikipedia.org/wiki/The_League_of_Gentlemen The GTA San Andreas/data/Decision folder has a folder named "Craig" and another named "david"--they may be named after the U.K. singer. http://en.wikipedia.org/wiki/Craig_David Colin Attle noticed that the sofa seen in the N room of the 1st floor of the Diaz > Vercetti mansion in "Vice City" looks like the sofa seen in some of the landings of the Jefferson Motel in "San Andreas." In the eastern LVA freight depot area is a business called "SHAFTED APPLIANCES." Someone who was shafted was swindled or stolen from, but in this case it probably refers to the appliances as having been stolen. http://www.peevish.co.uk/slang/s.htm Nearby, over some loading bay doors, "This is a retail shop that sells most States." The name may also have been chosen due "carrying goods" in phrases like "carrying stolen goods."

are signs that say "CARRIE & GOODES." things like 24/7s in the United to law enforcement use of the words goods across the border" or "carrying

Colin caught the reference of "Chuff" security vans to a British security firm called Chubb. http://en.wikipedia.org/wiki/Chubb_Security In the western LVA freight depot area "is a business called 'Sumo'" which appeared in "GTA III." In "III," Sumo is advertised on a billboard and a "van had the logo: 'sumo, the industry heavyweight,'" which is meant as a comparison with the heavyweight wrestlers of Japan called sumo wrestlers. http://en.wikipedia.org/wiki/Sumo Colin also noticed that "kakagawa," written over some storage building doors, is similar to the name of a city in Japan. It's probably a pun based on combining "Kakegawa," the name of the city, and "caca" (changed to "kaka"), which means "cr*p." http://en.wikipedia.org/wiki/Kakegawa,_Shizuoka http://www.urbandictionary.com/define.php?term=caca He also noticed that the ped in a green jacket (with a voice by Danny Dyer, who plays Kent Paul) refers to Richmond, which is a section of London (and a

lady mainly in black with a blonde ponytail is a Cockney), and an LV car showroom is called "Auto-Bahn," which refers to the high speed German roads. http://en.wikipedia.org/wiki/Richmond,_London http://en.wikipedia.org/wiki/German_autobahns He also thinks "Frogs Pawn," the name of a warehouse in LV, may refer to a frog getting "pwned" (owned, defeated) in the 1981 game "Frogger." http://en.wikipedia.org/wiki/Pwn http://en.wikipedia.org/wiki/Frogger ******** I better slip in a few of the ones I came up with myself (if not necessarily as the 1st to do it): Union Station, N of Los Santos airport, looks like Los Angeles Union Passenger Terminal, "The last of America's great rail stations." It's at 800 N. Alameda St., Los Angeles, CA. http://img509.imageshack.us/img509/9162/00gta1unitystation4d5dy.jpg http://en.wikipedia.org/wiki/Union_Station_%28Los_Angeles%29 Las Venturas Stadium, the little baseball field in NW Las Venturas, "Home of the Bandits," is like minor (Pacific Coast) league ball park Cashman Field, which is N of the main casino area. http://img373.imageshack.us/img373/7664/00gta1screen193ie.jpg http://img64.imageshack.us/img64/5447/00gta1cashmanfield0fc.jpg http://www.minorleagueballparks.com/cash_nv.html http://en.wikipedia.org/wiki/Cashman_Field The depiction of an airplane over the entrance to Easter Bay Airport looks a bit like a U.K. WWII bomber--the Avro Manchester, predecessor to the Avro Lancaster. (Thanks to thedude777 for pointing out the three blade type of propeller.) http://img415.imageshack.us/img415/1407/00gta1screen1401ux.jpg http://img50.imageshack.us/img50/6004/00gta1screen1414qr.jpg http://en.wikipedia.org/wiki/Avro_Manchester Thanks to reader fonz808 for writing that there are similarities between the Los Angeles and Los Santos wall paintings of a Madonna. I'll add that the "San Andreas" painting says, "Jesus Saves," which is what the "GTA 2" save house says with an electric sign that has some of the letters burned out to read "U SAVE." I also found some real life examples that are similar to the "San Andreas" wall painting. As mentioned near the start of this section, in Los Santos there is a wall painting with a heart, Mary, an angel, and the words "Jesus Saves." Flamecolored symbolism of holiness emanates from Mary, who wears a robe, with the hood over her head, that's blue with white stars. It shows her from the upper torso and up. http://img87.imageshack.us/img87/8360/00gta1jesussavessign9vl.jpg Several outdoor murals in LA show something similar, particularly a couple of

them. http://www.lamurals.org/ A similar depiction of Mary, and relevant to overall context, is the traditional depiction of a Madonna and child with an angel nearby on an outer wall of St. Lucy's Catholic Church in Los Angeles. The depiction of Mary is part of a mural called "El Tepeyac de Los Angeles" by George Yepes. Mary is contrasted with a similar image of a Latina mother cradling her slain gang member son. "El Tepeyac" is a holy site in Mexico where a 17th century campesino (Spanish for "farmer") allegedly had a vision of a brown-skinned Virgin Mary. http://www.grconnect.com/murals/html/pc261069.html http://www.lamurals.org/MuralFiles/ELA/Tepeyac.html http://www.georgeyepes.com/George_Yepes/Home.html The middle of the church, and the cross symbol it uses, have shapes similar to the church and cross symbol (placed differently) in Jefferson, Los Santos, that has a Rockstar symbol near the top of the stained glass. http://img422.imageshack.us/img422/9312/00gta1screen19du.jpg A San Fierro church, below the "DO" of the "DOWNTOWN" of N San Fierro, looks like Grace Cathedral in San Francisco. http://img224.imageshack.us/img224/5965/00gta1gracechurch1d9jv.jpg http://img101.imageshack.us/img101/2070/00gta1gracechurch2d7ul.jpg http://img458.imageshack.us/img458/9978/00gta1gracecathedral9rk.jpg http://www.gracecathedral.org/welcome/overview/ http://www.nobhillassociation.org/GC.asp http://en.wikipedia.org/wiki/Grace_Cathedral,_San_Francisco The dove in the wall art in San Fierro looks exactly like the peace symbol used by the Benedictine Sisters of the Monastery of St. Gertrude in Cottonwood, Idaho. http://img19.imageshack.us/img19/7808/00gta1screen4494qh.jpg http://img41.imageshack.us/img41/9724/saguide277dovebenedicti.jpg http://www.stgertrudes.org/ Grand Theft Auto/Half Life references: In GTA III, 2001, Navid Khonsari (who plays Dwaine in VC and SA), as a caller to Lazlow's Chatterbox FM talk radio station, says that a worse threat than killer bees are killer ants--"they're like sheep." http://en.wikipedia.org/wiki/Lazlow_Jones http://en.wikipedia.org/wiki/List_of_Grand_Theft_Auto:_Vice_City_characters #Dwaine_and_Jethro http://en.wikipedia.org/wiki/List_of_Grand_Theft_Auto:_San_Andreas_characters #Dwayne_and_Jethro In the chapter "Sandtraps" of the game "Half-Life 2," 2004, a fellow on a low rock tells another fellow, who's lying on the sand nearby, "Laszlo, don't

move!" Laszlo moves a bit, some antlions kill him, and the guy on the rock tells Gordon Freeman, "Dear God! Poor Laszlo! The finest mind of his generation come to such an end. We were heading to the Vortigaunt camp, hoping to pick up some bugbait so these damn things would leave us alone. But without Laszlo what's the point?" http://en.wikipedia.org/wiki/Half-Life_2 http://en.wikipedia.org/wiki/Creatures_in_the_Half-Life_series#Antlion As a guy is about to get off a train near the start of HL2, he says, "Well, end of the line." The last mission in "San Andreas" is called "End of the Line." The Black Mesa research facility in "Half-Life," 1998, is similar to Area 69 in SA--both seem to be references to Area 51 and the rumors about it. A crowbar, the distinctive melee weapon used by Gordon Freeman, the star of the HalfLife series, is on a table in one of the lab rooms of Area 69. http://en.wikipedia.org/wiki/Half-Life_%28video_game%29 http://en.wikipedia.org/wiki/Locations_of_Half-Life#Black_Mesa_Research_ Facility http://www.nextdimension.org/bmrf/ http://en.wikipedia.org/wiki/Area_51 Expose fans might like "Glenster's Guide to GTJ Brooklyn," which has references to "Half-Life 2" and "San Andreas." http://gtw6437.tripod.com/ Wikipedia gives a variety of possibilities for what might have influenced Rockstar North to use the name "Epsilon," a letter of the Greek alphabet, for the "Epsilon Program." There's another possibility not listed there. In "No One Lives Forever 2," 2002, in chapter 12, "Undersea," "Submarine bay," Epsilon is referred to in one of the intelligence papers Cate Archer can pick up for skill points. http://en.wikipedia.org/wiki/Epsilon http://en.wikipedia.org/wiki/No_One_Lives_Forever_2:_A_Spy_in_H.A.R.M. %27s_Way "H.A.R.M.

The leading experts in World Domination

To: Professor Hibbard

From: Commander Pim

I understand you have filed a complaint with headquarters about the cancellation of Project: Epsilon. My dear Professor, you cannot possibly consider that mess salvageable. The last thing we need this close to Condition Omega is an overly ambitious, inadequately managed distraction like Epsilon draining our resources and undermining morale. DESTROY AFTER READING" http://img269.imageshack.us/img269/3553/nolf2submarineepsilonin.jpg There are other references to Epsilon in later levels: http://img11.imageshack.us/img11/3553/nolf2submarineepsilonin.jpg

I suppose this is kind of obvious, but I don't see it come up much: I think the reason the name "San Andreas" was picked may be because it's cracked (so a metaphor for "crazy"). I don't mean the illicit smoke, although that's not an unlikely thought, either. http://en.wikipedia.org/wiki/San_Andreas_Fault "San Andreas" has a follow-up to the "Come to Dundee...." billboard of "Vice City." It's on the roof of the Vinyl Countdown at the intersection N of the N corner of the block that's NE of the "EO" of "RODEO." It says, "Let's go to Dundee!! The care in the community...." (I can't make out the last word. The phrase sounds like a Community Care program slogan to me.) http://img140.imageshack.us/img140/4874/00gta1screen620rh.jpg http://img240.imageshack.us/img240/7535/00gta1dundeesa4jy.jpg The sashay some of the women did in "Vice City" lives on in the way some of the women walk in "San Andreas" when they get up from lounging on a towel at the beach or the grass in Glen Park. http://img486.imageshack.us/img486/5794/00gta1screen3079tw.jpg http://img469.imageshack.us/img469/448/00gta1screen3074yq.jpg http://img486.imageshack.us/img486/1954/00gta1screen307a0ah.jpg http://img469.imageshack.us/img469/7708/00gta1screen307c8cy.jpg http://img82.imageshack.us/img82/6197/00gta1screen423a8id.jpg http://img137.imageshack.us/img137/3148/00gta1screen423b2qh.jpg The Xymposium with a depiction of a "Vice City" hidden package in front, mentioned earlier, looks like the Tiki Theatre Xymposium--a porno theater at 5462 Santa Monica Blvd. in the Hollywood neighborhood of Los Angeles, CA, 90029, except made wider in front for a wall on which to display the hidden package and the real theater no longer advertises live dancers. http://img107.imageshack.us/img107/1395/00gta1screen224a2ad.jpg http://cinematreasures.org/theaters/8407 http://www.yelp.com/biz/tiki-theatre-los-angeles Wu Zi, allegedly blind but able to show a high accuracy rate during a driveby and possibly drive a car, was preceded by the "Vice City" black fellow who pretended to be blind but could get around without a guide dog or cane and could fight and drive. http://img154.imageshack.us/img154/8863/00gta1screen921dt9.jpg http://img144.imageshack.us/img144/5760/00gta1blindguyvc10vv.jpg http://img209.imageshack.us/img209/3063/00gta1blindguyvc26cc.jpg http://img232.imageshack.us/img232/9296/00gta1screen518jh.jpg This store front has been known about since "San Andreas" came out, but it took a while before I found it. Across the street to the N of the "RK" of "MARKET" is a store that displays three clocks--for London (11:23 or so), Los Santos (2:30), and Liberty City (5:20). All three have been used as settings in GTA's: "London, 1969," "San Andreas," and "III." (A bit to the W is spaceeinstein's store. I got a Park named after me, anyway--you see an old bum lounging

around in it now and then.) http://img528.imageshack.us/img528/912/00gta1screen128pl.jpg http://img95.imageshack.us/img95/7451/00gta1screen5606wp.jpg http://img469.imageshack.us/img469/1691/00gta1screen3080kp.jpg What I think of as a Nutcracker Suite nutcracker face, seen on the straw hut gazebo with torches, etc., and a Polynesian theme on the N side of the block that's a block S of El Swanko Casa in "Vice City," also appears on the buildings of the Hotel Motel on the two blocks of "PILGRIM" in Las Venturas in "San Andreas." http://img149.imageshack.us/img149/2905/00gta1screen962asa3.jpg http://img149.imageshack.us/img149/5963/00gta1screen962btk8.jpg http://img149.imageshack.us/img149/4545/00gta1screen962ccu8.jpg http://img230.imageshack.us/img230/8326/00gta1screen962dgk2.jpg I think the name of the RC Cam, which appears to be a flower pot till it's used as a land vehicle (I.8.a), is meant as a reference to surveillance gadgets hidden in ordinary objects. This is also shown by the trophies of deer heads with red glowing eyes that, as shazard pointed out, are above the exit door at Palomino Creek and Blueberry Ammu-Nations. They were preceded by the air conditioner, in Phil's trailer and over the inside of the door of Ryton Aide in "Vice City," that has a small sign on it that says "george's bug." http://img216.imageshack.us/img216/9604/00gta1rccam40pp.jpg http://img179.imageshack.us/img179/5015/00gta1screen1545sv.jpg http://img228.imageshack.us/img228/8056/00gta1screenvc47nu4.jpg The U.S.S. Numnutz is a solid version of the submarine that's underwater N of North Point Mall in "Vice City." http://img240.imageshack.us/img240/6481/00gta1ussnumnutz3oj.jpg http://img231.imageshack.us/img231/3518/00gta1screenvc62me3.jpg http://img80.imageshack.us/img80/8430/00gta1screenvc63yf9.jpg http://img231.imageshack.us/img231/2323/00gta1screenvc64kp1.jpg The name of the SA area "Back o' Beyond" comes from the lyric of "Scarface (Push It to the Limit)" (Giorgio Moroder, Arthur W. Barrow) from "Scarface," 1983, and Flashback FM in "III." In "III," catacorner to the SW corner of the multi-story parking garage of Staunton, one of the messages of an electric sign with moving letters is that shares of "MADD" are up 76%, which may refer to the success of Madd Dogg continuing beyond the end of "San Andreas." http://img406.imageshack.us/img406/5660/00gta1secretsiii12th.jpg http://img139.imageshack.us/img139/3622/00gta1screen916eq4.jpg You can find Pier 69 where your paper map shows a big gray projection at the NE end of San Fierro. If C.J. goes into a blackened doorway along the SE side of it, he appears at a doorway on the roof. If he goes into that doorway, he appears at the 1st doorway. SE of that, C.J. can swim through underwater holes in the rock display used in "Amphibious Assault" (VI.39).

http://img262.imageshack.us/img262/732/00gta1screen204a2kf.jpg http://img262.imageshack.us/img262/2476/00gta1screen204b3jh.jpg At the bottom of the vertical stem of the 2nd "R" of "SAN FIERRO" is a gray ramp down to a garage door that says, "NO ENTRY; UNSAFE BUILDING." But if you have C.J. go to the top of the ramp, every time he looks away and looks back you'll see a vehicle appear and drive up the ramp. http://img118.imageshack.us/img118/1149/00gta1screen227a7cq.jpg http://img118.imageshack.us/img118/4998/00gta1screen227b7fj.jpg C.J. can break some of the bottles in a bar. http://img448.imageshack.us/img448/3029/00gta1screen447a1cj.jpg http://img448.imageshack.us/img448/4167/00gta1screen447b7pt.jpg The guy who gets to kiss a woman the most in "San Andreas" appears in a party about five people are having by a fire on a little island by the Speeder C.J. can use to chase Ryder's Speeder in "Pier 69." This guy's just nuts about this lady: http://img139.imageshack.us/img139/9632/00gta1screen927lv1.jpg USS Numnutz: I think the name of the submarine at the coast of Esplanade East, San Fierro, may be a pun on the name of Fleet Admiral Chester William Nimitz, who helped design and served in submarines during much of his early naval career, was the United States signatory to the surrender terms aboard the battleship USS Missouri in Tokyo Bay at the end of WW II, and was active in San Francisco community affairs in the last years of his life. http://img240.imageshack.us/img240/6481/00gta1ussnumnutz3oj.jpg http://www.history.navy.mil/faqs/faq36-4.htm http://en.wikipedia.org/wiki/Chester_W._Nimitz The Big Ear looks like one of the 27 antennas of the Very Large Array on the Plains of San Augustin, between the towns of Magdalena and Datil, fifty miles W of Socorro, New Mexico. Thanks to Leatherface of the GTAGuides.com forum. http://img526.imageshack.us/img526/3600/00gta1screen202aa6uu.jpg http://img220.imageshack.us/img220/1880/00gta1screen202b1nr.jpg http://en.wikipedia.org/wiki/Very_Large_Array I'll add that the name "The Big Ear" is taken from the Big Ear Radio Observatory, which is aka Ohio State University Radio Observatory (OSURO). The Observatory was named after the Big Ear Radio Telescope--a Kraus-type radio telescope named after Dr. John D. Kraus, the founder and director of the observatory and the designer and builder of the telescope. Big Ear covered more area than three football fields. The telescope was famous for discovering some of the most distant known objects in the universe, the loud "Wow!" signal, and made the long-

est-lasting search for extra-terrestrial intelligence entered into the Guinness Book of Records. After nearly 40 years, it was destroyed in 1998. http://www.bigear.org/ As noted earlier, Scott Wilson, who worked on the countryside art for "San Andreas, is named on a tombstone in a graveyard in the SW corner of the SW block of Palomino Creek in NE Red County. I took the screen shot at the link below during a flash of lightning to read the tombstone better. I'm not sure if it actually relates to Scott Wilson or not, but it says, "MEDAL OF HONOR," "CPL" (Corporal), "US ARMY," and "KOREA." http://img87.imageshack.us/img87/4439/00gta1screen5059rb.jpg The blue building with zig zag neon lights at night, on the N side of the block that's N of the block with "WOOD" of "VINEWOOD," is similar to Sunset Tower... http://img221.imageshack.us/img221/9787/saguide1000easterncolumkk9.jpg http://en.wikipedia.org/wiki/Sunset_Tower ...with coloring more like the Eastern Columbia Building at 849 S. Broadway in the Broadway Theater District of downtown Los Angeles. The Eastern Columbia Building was also the setting for the 1991 movie "The Last Hour," which featured Danny Trejo as Spider. Danny did the voice acting for Umberto Robina in "Vice City." http://img142.imageshack.us/img142/9705/saguide1000easterncolumva1.jpg http://img142.imageshack.us/img142/6317/saguide1000easterncolumby5.jpg http://en.wikipedia.org/wiki/Eastern_Columbia_Building http://www.imdb.com/title/tt0102271/ The Mulholland Intersection looks like the Judge Harry Pregerson Interchange-the intersection of the Harbor Freeway, I-110, and the Glenn Anderson Freeway (the Century Freeway), I-105, near the Athens and Watts areas of Los Angeles. Steven Mulholland is one of those who worked on the Los Santos art for "San Andreas." http://img394.imageshack.us/img394/4179/00gta1screen3084oc.jpg http://en.wikipedia.org/wiki/Judge_Harry_Pregerson_Interchange http://en.wikipedia.org/wiki/Interstate_110_and_State_Route_110_%28Cali fornia%29 http://en.wikipedia.org/wiki/Interstate_105_%28California%29 The Xymposium with a depiction of a "Vice City" hidden package in front, mentioned earlier, may be a reference to the Tiki Ti tiki bar on Sunset Boulevard in Los Angeles. http://img107.imageshack.us/img107/1395/00gta1screen224a2ad.jpg http://en.wikipedia.org/wiki/Tiki_Ti http://www.tiki-ti.com/ The Vinewood sign looks like the Hollywood sign. knew

(I know about everybody

that the second they saw it, but I forget who claimed it 1st on the message boards so I put it here.) http://img188.imageshack.us/img188/5227/00gta1screen3028kx.jpg http://www.hollywoodsign.org/ http://en.wikipedia.org/wiki/Hollywood_Sign The Vinewood building with pictures of the cover of "Vice City" on the front, mentioned earlier, looks like the Whiskey a Go Go nightclub on Sunset Strip in West Hollywood. http://img235.imageshack.us/img235/222/00gta1screen413fr.jpg http://en.wikipedia.org/wiki/Whisky_a_Go_Go A little building on Santa Maria Beach looks like part of the Venice Beach Recreation Center and police sub-station at 1800 Ocean Front Walk. http://img447.imageshack.us/img447/1139/00gta1screen680a1mn.jpg http://img447.imageshack.us/img447/9605/00gta1screen680venicebeachrecr.jpg http://www.laparks.org/venice/images4.htm http://en.wikipedia.org/wiki/Venice,_Los_Angeles#Parks_and_recreation The home on a hillside in Mulholland that looks like somebody liked the Lil' Probe Inn idea of a flying saucer on a stick looks like the Malin residence-the Chemosphere, which was built by American architect John Lautner in 1960. http://img339.imageshack.us/img339/6748/00gta1screen699a0op.jpg http://img413.imageshack.us/img413/9043/00gta1screen699b3hs.jpg http://www.johnlautner.org/Malin.html http://en.wikipedia.org/wiki/Chemosphere The restaurant in Vinewood that looks like it was converted from an old train car looks like Carney's Restaurant on the Sunset Strip. http://img314.imageshack.us/img314/549/00gta1screen7014sg.jpg http://www.seeing-stars.com/ImagePages/CarneysPhoto.shtml http://carneytrain.com/ http://en.wikipedia.org/wiki/Carney%27s Across the street to the east of that is a Temple hotel with an upside-down sign that says "the Bogstandard," which refers to the Standard Hotel chain which uses an upside-down sign and has a hotel in Los Angeles. "Bog standard" is a U.K. phrase that means "ordinary," sometimes with a derisive implication. http://img152.imageshack.us/img152/9646/saguide325bogstandardga8.jpg http://www.standardhotels.com/los-angeles/ http://www.phrases.org.uk/meanings/bog-standard.html http://en.wikipedia.org/wiki/Standard_Hotel The City Hall building in San Fierro looks like San Francisco City Hall without the spire on top. http://img147.imageshack.us/img147/8299/00gta1screen4454al.jpg http://sfgsa.org/index.aspx?page=1085 http://en.wikipedia.org/wiki/San_Francisco_City_Hall The rainbow sign of 7th Heaven on the Old Venturas Strip looks like the one that was used by Fitzgerald's Casino and Hotel, 255 No. Virginia St., Reno, Nevada. The rainbow is symbolic of the pot of gold at the end of a rainbow in

Irish folk stories. http://img160.imageshack.us/img160/9195/00gta1screen708pu.jpg http://img160.imageshack.us/img160/9067/00gta1screen692ip.jpg http://en.wikipedia.org/wiki/Fitzgeralds_Casino_%26_Hotel The light display on the corner of the casino that's a game save place, at the corner S of the "V" of "OLD VENTURAS STRIP," looks like the bowl-shaped light display on a corner of The Four Queens Casino, 202 East Fremont St., Las Vegas, Nevada. http://img77.imageshack.us/img77/7140/00gta1screen740zo.jpg http://img252.imageshack.us/img252/3743/saguide328fourqueens2tv8.jpg http://en.wikipedia.org/wiki/Four_Queens - There's a Disgraceland territory in "GTA2." Disgraceland refers to Graceland, which was Elvis Presley's home. There's an Elvis gang in "GTA2"--if you have Claude Speed run over a batch of them, the screen says, "ELVIS HAS LEFT THE BUILDING" (shown in the 1st screen shot below which is from the Gouranga web site). The code to create them is "LASVEGAS." - One of the discarded newspapers seen blown around by the wind in "III" and "Vice City" carries the headline "ZOMBIE ELVIS FOUND," which is a front page advertised as a sign pulled through the sky by the Dodo in "Vice City." It kids the rumors that Elvis faked his death and had been seen alive since then. - There's a jukebox with a couple of Elvis-looking performers pictured on it-one looks like Elvis in a gold suit he wore once--in St. Mark's Bistro and Robina's Cafe Cubano in "Vice City." Elvis is also the name of the pet alligator Sonny Crockett, played by Don Johnson, keeps on his sailboat in the 1984-1989 TV series "Miami Vice," which "Vice City" makes some references to. http://en.wikipedia.org/wiki/Miami_Vice - Three of the pedestrians in "San Andreas" are Elvis impressionists. They're mainly found in Las Venturas, although imut_knight noticed that one comes past in a Walton on a dirt path during the race in "Wu Zi Mu." - There's an ad for Disgraceland Wedding Chapel on the ballpark scoreboard in Las Venturas. - And the code "BLUESUEDESHOES"--named after a Carl Perkins tune Elvis covered--creates a lot of the Elvis impressionists among the pedestrians in "San Andreas." http://img188.imageshack.us/img188/8053/00gta1screen511a1np.jpg http://img455.imageshack.us/img455/7312/00gta1screen6055xe.jpg http://img220.imageshack.us/img220/4615/00gta1screen6046mr.jpg http://img108.imageshack.us/img108/193/00gta1screen990xr4.jpg http://img176.imageshack.us/img176/9329/00gta1screen5116mc.jpg

http://img212.imageshack.us/img212/1654/00gta1screen511c7io.jpg http://img147.imageshack.us/img147/2092/00gta1screen440a8wl.jpg http://img147.imageshack.us/img147/3526/00gta1screen440b4yk.jpg http://img210.imageshack.us/img210/4370/00gta1screen5210xy.jpg http://www.youtube.com/watch?v=BF9rgnD693Y http://en.wikipedia.org/wiki/Elvis_Presley http://en.wikipedia.org/wiki/Graceland http://www.elvis.com/graceland/ http://en.wikipedia.org/wiki/Elvis_has_left_the_building http://en.wikipedia.org/wiki/Elvis_Presley_phenomenon#Is_Elvis_alive.3F http://en.wikipedia.org/wiki/Blue_Suede_Shoes As noted earlier, the windows of the buildings to the E of the five silos NE of Mt. Chiliad have some blurry Steven Bliss cartoon cover art from "III" and "Vice City" (the pictures are horizontally reversed on some windows). It seems to me that several also have a blurry depiction of the old RCA logo of Nipper the dog listening to a Victrola. If so, that would seem to connect with the idea of Elvis Presley that appears in GTA's, from the Elvis gang in "GTA2" to the Elvis impersonators in Las Venturas in "San Andreas.") http://img528.imageshack.us/img528/8033/00gta1screen145vh.jpg http://www.stephenbliss.com/ http://en.wikipedia.org/wiki/Nipper The license plate of the Windsor in the "Home on the Hills" mission says "J LOMAX" (which may refer to British singer-songwriter Jackie Lomax or a relative of Vincent Lomax, a voice actor for one of the gangsters). http://www.jackielomax.com/story.html http://en.wikipedia.org/wiki/Jackie_Lomax (For no reason but the name similarity, I wonder if "Las Venturas" is a tiein with the 1960's, etc., instrumental rock group The Ventures; did they play Vegas a lot?) (If it weren't for them popularizing Mosrite guitars, there might never have been the cherry red, hollow-body electric Mosrite Celebrity my Mom bought me for a graduation present.) http://img469.imageshack.us/img469/9915/00gta1mosritefront7yv.jpg http://img469.imageshack.us/img469/6366/00gta1mosritehead4rd.jpg http://en.wikipedia.org/wiki/The_Ventures http://en.wikipedia.org/wiki/Mosrite "Las Venturas" in Spanish is "the lucks." phrase "les aventures" (the adventures).

It also looks like the French

One license plate that can appear (I had it show up on the back of the Elegant C.J. drives in "Management Issues") says "SUNRA 93," which I think refers to jazz composer/musician/band leader Sun Ra, who passed away in 1993. A number of George Clinton's (bounce FM DJ, "Loopzilla") early tunes were influenced by Sun Ra. http://img156.imageshack.us/img156/1655/00gta1elegant4b6lw.jpg http://en.wikipedia.org/wiki/Sun_Ra

A theater in Angel Pine advertises "Chuffed to Bits" as a horror movie as a pun. In the U.K., "chuffed" commonly means "pleased" or "proud," so the title suggests a phrase like "pleased to pieces," but "chuff" is also slang word for "vagina." http://www.urbandictionary.com/define.php?term=chuffed http://www.urbandictionary.com/define.php?term=chuff A few books are found on the bed in the Angel Pine and Whetstone save places in SA: "The Space Gem" by G.M.Bertolli, a book by Philip R. Jones, and "A Few Good Hens" by John Craig. http://img507.imageshack.us/img507/5584/sabooksel2.jpg - "Space gem" may be a reference to one of the gem effects in the 1995 Capcom video game "Marvel Super Heroes." http://www.arcade-history.com/?n=marvel-super-heroes&page=detail&id=1571 http://en.wikipedia.org/wiki/Marvel_Super_Heroes_%28arcade_game%29 - "Philip R. Jones" might be the author referred to at the next link (or a relative of Lazlow Jones?): http://www.bookfinder.com/author/philip-r-jones/ Colin Attle pointed out to me that one of the author's books, "Sign and Symbol Communication for Mentally Handicapped People," seems relevant to the fact that people in GTA's express themselves with their hands a lot. - "A Few Good Hens" is a pun based on the phrase "A Few Good Men," which was part of a slogan of the U.S. Marines Corps ("we're looking for a few good men"), a play by Aaron Sorkin, then a movie in 1992. "John Craig" may be a reference to one of those listed at the second link below. http://en.wikipedia.org/wiki/A_Few_Good_Men http://en.wikipedia.org/wiki/John_Craig Thanks again to Colin Attle for telling me that "hen" in Scotland is slang for a woman you know affectionately. http://www.firstfoot.com/php/glossary/phpglossar_0.8/index.php?letter=h Since some fans imagine a barrage of them, I'll give what I think are safe to call "Texas Chainsaw Massacre," 1974, or Ed Gein references. http://en.wikipedia.org/wiki/The_Texas_Chain_Saw_Massacre http://www.crimelibrary.com/serial_killers/notorious/gein/bill_1.html - A model of Piggsy of "Manhunt," 2003, is on sale at Berkley's RC Shop. Piggsy used a chainsaw and animal skin, not human skin, for a disguise, which is similar to Leatherface in "Texas...." using a chainsaw and human skin for a disguise. Leatherface has the use of the skin of corpses in common with Gein, but

Gein didn't use it for a disguise for murdering people or kill with a chainsaw-he killed with a gun. A direct GTA movie chainsaw reference is made to "Scarface" with Al Pacino" by Apt.3C in "Vice City," and an indirect reference to "Texas...." is made by the "Manhunt"/Piggsy model in Berkley's RC Shop in "San Andreas." http://en.wikipedia.org/wiki/Manhunt_%28video_game%29 http://www.crimelibrary.com/serial_killers/notorious/texas_chainsaw_massa/1_ index.html - You might wonder if the house at The Farm/Helena's house in Flint Range/the save place in Whetstone is loosely based on the house in TCM although there are too many differences to call it a match. (Thanks to mythmaster for the tip to make the comparison.) http://img386.imageshack.us/img386/1043/gtasa2007091105460105zp7.jpg http://img471.imageshack.us/img471/176/gtasa2007091105485934ex7.jpg http://www.texaschainsawmassacre.net/TCMMain.html - Dennis Hopper is Lefty in TCM2 and Steve Scott in "Vice City." http://en.wikipedia.org/wiki/The_Texas_Chainsaw_Massacre_2 - Hannibal Liquor is on the N block of Montgomery. In "Silence of the Lambs," 1991, Hannibal Lecter practices cannibalism and "Buffalo Bill" makes clothes from human skin. Ed Gein may have done the 1st and was known to have done the 2nd. http://en.wikipedia.org/wiki/The_Silence_of_the_Lambs_%28film%29 Texas Chain Saw Miscreant Edited For TV--a Li'l Dodo film by Glen T. Winstein In response to posts about Leatherface on GTA message boards--a heartwarming fantasy for children of all ages. All the violence and lurid sex has been removed for TV and will be available later as a DVD extra. The Superjump fantasy is just like the part in "The Wizard of Oz" where Dorothy's house is caught up in a cyclone except instead of two men in a row boat it's Gman in a row boat and instead of Margaret Hamilton on a bike it's C.J.. It'll play a lot smoother once we get Alfred Hitchcock's special effects man to do it with matte shots. You can download this file (TexasChainSawMiscreant_EdV.wmv 99.03 MB) from filefront: http://files.filefront.com/TexasChainSawMiscreantEdiVwmv/;12964826;/ fileinfo.html You can download any of my video files or "Glenster's Go On San Andreas v.1 Mission Select Save Games" (Glenster's MissionSelect SA v1) from filefront at this link: http://hosted.filefront.com/glenster/ I haven't see this in "San Andreas" since the last time I installed it on my

PC, but an earlier installment had a glitch whereby if C.J. looked in a mirror, the reflection of his face wasn't the same as his real face. The reflection constantly had an open-mouthed smile with some of the teeth missing--see the screenshots at the next several links. http://img157.imageshack.us/img157/213/00gta1club66cr.jpg http://img84.imageshack.us/img84/4238/00gta1screenshot100b8me.jpg http://img84.imageshack.us/img84/685/00gta1screenshot100a5fg.jpg It reminded me of the same sort of famous horror story idea as some of us interpreted to be suggested by the mirror on the 2nd floor of the Malibu Club in "Vice City." As was true with Dracula as played by Bela Lugosi in the 1931 movie "Dracula," based loosely on the 1897 Bram Stoker novel and following a European myth about vampires, you couldn't see the reflection of the lead character, Tommy Vercetti, in the mirror. In C.J.'s case, the mirrors were more like the portrait in the 1890 Oscar Wilde novel and, most famously, 1945 movie starring Hurd Hatfield, "The Picture of Dorian Gray." Like that painting, the mirrors could be thought to reflect the evil things C.J. had been doing while his own appearance never got older. http://img154.imageshack.us/img154/2976/00gta1screenvc96ys3.jpg http://en.wikipedia.org/wiki/Dracula_%281931_film%29 http://en.wikipedia.org/wiki/Vampire http://en.wikipedia.org/wiki/The_Picture_of_Dorian_Gray_%281945_film%29 The Big Spread Ranch, pointed to by the martini glass symbol E of the No Fly Zone, and not far from Las Venturas, probably came from the idea of the Chicken Ranch, the famous "Best Little whorehouse in the West," near Las Vegas, Nevada, which is the recent version of the one closed in 1973 in La Grange, Texas, that the movie "The Best Little Whorehouse in Texas," 1982, fictionalized, and is what the song "La Grange" by ZZ Top refers to. http://img88.imageshack.us/img88/1428/00gta1screen5021ji.jpg http://www.chickenranchbrothel.com/ http://en.wikipedia.org/wiki/Chicken_Ranch_%28Nevada%29 Since the 1955-1959 TV show "The Phil Silvers Show," called "Sgt. Bilko" in syndication. may be the source of the name Fort Baxter in Vice City, Doberman may be named after Private Doberman, played by Maurice Gosfield. http://news.bbc.co.uk/1/hi/entertainment/tv_and_radio/3148934.stm http://en.wikipedia.org/wiki/The_Phil_Silvers_Show The Brown Streak railroad company seems to be a reference to the movie "Silver Streak," 1976, which starred Richard Pryor, Jill Clayburgh, and Gene Wilder. http://www.rottentomatoes.com/m/1019017-silver_streak/ "San Andreas" has a character named Mike Toreno and "III" has Uncle BJ's Deli. In the movie "Heat," 1995, Richard Torena (Tone Loc) at BJ's tells Lt. Vincent Hanna (Al Pacino) that a violent ex-con named Michael Toreno has some kind of crime underway. [Toreno is aka Waingro (Kevin Gage), the long-haired, bearded guy who kills the hostages unnecessarily during a robbery of a security van and

whom Neil McCauley (Robert De Niro) kills near the end of the movie. Richard Torena says Toreno calls people "Slick," and a law enforcer tells Hanna that one of the criminals of the group that killed hostages unnecessarily called someone "Slick."] http://en.wikipedia.org/wiki/Heat_(1995_film) There are some spherical gas tanks C.J. can climb to the top of in Green Palms in the desert, and there are others on the E side of the block that's S of the block with an Ammu-Nation icon that's S of "WILLOW FIELD." But I don't think the ending of "White Heat," 1949, with James Cagney fits into the context of anything in the game. C.J. is a gangster, but his love of his Mom seems normal, not psychotic. I guess you could have C.J. throw down some Molotovs at the top of one and do a parody of it, though, during a high wanted level. http://img426.imageshack.us/img426/5728/00gta1screen3a5hx.jpg http://img54.imageshack.us/img54/6903/00gta1screen3aa3gk.jpg http://img329.imageshack.us/img329/9378/00gta1screen47bt.jpg http://img188.imageshack.us/img188/6636/00gta1screen92n4qf.jpg http://en.wikipedia.org/wiki/White_Heat The name of Royale Casino is a reversal of "Casino Royale" of Casino Royale and Hotel. "Casino Royale" is also the name of Ian Fleming's 1st James Bond book, 1953, which was spoofed by "Casino Royale," 1967, which wasn't made by the usual James Bond film makers and was largely panned. However, the theme song for it was a tuneful, bouncy 1967 Herb Albert & The Tijuana Brass hit recording of a Burt Bacharach song. http://img182.imageshack.us/img182/261/00gta1screen205dg.jpg Ian Fleming also wrote "Chitty Chitty Bang Bang," a children's novel which was filmed in 1968, and the origin of the flying cars code for the PC "GTA III": "CHITTYCHITTYBB." http://en.wikipedia.org/wiki/Ian_Fleming http://www.herbalpert.com/ http://en.wikipedia.org/wiki/Herb_Alpert http://en.wikipedia.org/wiki/Burt_Bacharach http://www.imdb.com/title/tt0061452/ At the Los Santos airport, the unique-looking building with big arches, which appeared basically the same way in "III," looks like the Theme Building at LA International Airport. According to the Wikipedia article at the 1st link below, the Hanna Barbera TV cartoon show "The Jetsons" took design ideas from the Theme Building, which in turn was then made to have a "Jetsons" look. http://img54.imageshack.us/img54/615/00gta1dodo15ox.jpg http://img91.imageshack.us/img91/2885/00gta1themebuildingbest2yw.jpg http://en.wikipedia.org/wiki/Los_Angeles_International_Airport The name of the store "The Pink Oboe" might be a reference to the euphemism of

a spy's name in a Jan.12, 1959 episode of the Goon Show called "The Spy or Who is Pink Oboe." The Goon Show was very popular in the U.K. in the '50s and in reruns since then. http://img124.imageshack.us/img124/6195/00gta1screen1050wh1.jpg http://goonshowscripts.afraid.org/Spy_or_Who_is_Pink_Oboe.html http://en.wikipedia.org/wiki/The_Goon_Show A place in S Downtown, Vice City, between the Moist Palms Hotel and the fire department, is called Fudds (like Elmer Fudd--Looney Tunes) Gifts, and there's a Fud's next door to Zero's RC shop (just S of the "C" of "GARCIA") (Thanks to Mxyzptlk for the San Fierro Fud fact). ("Fud" can also be Edinburgh slang for anus or vagina.) If Tommy Vercetti morphs to a Caddy, he looks like Fred Flintstone (Hanna Barbera), and a place south of Big Smoke's (on the W side of the block that's W of the block with "F" of "LOS FLORES") is called Jellystone (like the park Yogi Bear lives in--Hanna Barbera) International. http://img233.imageshack.us/img233/3108/00gta1screen201a1rt.jpg http://img233.imageshack.us/img233/826/00gta1screen201b2hr.jpg http://img263.imageshack.us/img263/1766/00gta1screen201c6xn.jpg http://www.dsl.ac.uk/dsl/ http://www.peevish.co.uk/slang/f.htm The name of a horse you can gamble on, Rocinante, is the name of Don Quixote's horse in the 17th century Miguel de Cervantes y Saavedra novel "Don Quixote," which was adapted in 1965 for stage, and in 1972 for film, as "Man of La Mancha." "Rocinante" means it was but no longer is a nag. http://img299.imageshack.us/img299/4319/00gta1screen1460tl.jpg http://en.wikipedia.org/wiki/Rocinante http://en.wikipedia.org/wiki/Don_Quixote Another horse you can gamble on is called Kinnear's Demise. The name refers to Roy Kinnear, who was in some movies directed by Richard Lester such as "Help!" and who died in 1988 after being thrown from a horse. http://en.wikipedia.org/wiki/Roy_Kinnear At the SE side of the block W of "MARKET" is a store called "Zu-Zu's Petals," which are what George Bailey (Jimmy Stewart) was glad to find were still in the pocket of the nightgown of his youngest daughter, Zuzu Bailey (Karolyn Grimes), near the end of the 1946 movie "It's a Wonderful Life." http://img161.imageshack.us/img161/7568/00gta1secretszuzuspetals1a1mk.jpg http://www.imdb.com/title/tt0038650/ http://en.wikipedia.org/wiki/It%27s_a_Wonderful_Life La Vie est Merveilleuse--a Li'l Dodo film by Glen T. Winstein A GTA Christmas stunt movie When Denise feels sad, C.J. helps her see it's a wonderful life by encouraging her to do some stunts. The Mount Chiliad runs were the most fun. (Denise's Hustler was sped up a bit in order to make the first San Fierro roof jump.)

http://www.youtube.com/watch?v=Hz4cPMFtsr0 You can download this file (LaVieEstMerveilleuse3.wmv 73.40 MB) from filefront: http://files.filefront.com/LaVieEstMerveilleuse3wmv/;13015107;/fileinfo.html You can download any of my video files or "Glenster's Go On San Andreas v.1 Mission Select Save Games" (Glenster's MissionSelect SA v1) from filefront at this link: http://hosted.filefront.com/glenster/ "Chiliad" means "a group of 1,000," which I guess is meant metaphorically due to the size of it. Mt. Chiliad looks like....? I vote for El Capitan, aka Agathla Peak in NavaJo, just S of beautiful Monument Valley, Arizona, which director John Ford showed off in movies including "Stagecoach," 1939, "My Darling Clement," 1946, "She Wore a Yellow Ribbon," 1949, and "The Searchers," 1956. Some of "Easy Rider," 1969, was filmed there, too. O.K., it's not an identical match--more of a similar big rock natural monument with something like paths spiraling down the side. It sure is purty, though. http://img244.imageshack.us/img244/1145/00gta1screen251a0uh.jpg http://img341.imageshack.us/img341/2716/00gta1screen251b8fj.jpg http://img113.imageshack.us/img113/1425/00gta1screen251c3lj.jpg http://img118.imageshack.us/img118/9388/00gta1screen251d2iw.jpg http://img118.imageshack.us/img118/1204/00gta1screen251e1aj.jpg http://imagesoftheworld.org/GrandCircle/capitan.html http://img458.imageshack.us/img458/6119/00gta1elcapitan9cm.jpg The rock arch on the left, in nearby Grand Circle, Arizona and Utah, shown in the web site below, looks like the one W of Verdant Meadows. http://www.imagesoftheworld.org/GrandCircle/GC.htm The Area W of Las Venturas is like Red Rock Canyon National Conservation Area. It's about 12 miles W of Las Vegas, can be seen from The Strip, and features Keystone Thrust--large sandstone peaks and walls. http://en.wikipedia.org/wiki/Red_Rock_Canyon_National_Conservation_Area Regular Tom--some geyser at Yellowstone National Park that's less impressive than Old Faithful, which sprays 106 - 184 feet high--maybe Box Spring, which only sprays 10-15 feet high. http://img99.imageshack.us/img99/438/00gta1screen504a3id.jpg http://img99.imageshack.us/img99/3346/00gta1screen504b5ha.jpg http://en.wikipedia.org/wiki/Yellowstone_National_Park http://en.wikipedia.org/wiki/Old_Faithful http://en.wikipedia.org/wiki/Box_Spring Since Yellowstone is NE of Nevada, Regular Tom may refer to one of these lesser geysers:

http://www.uweb.ucsb.edu/~glennon/geysers/lesser/ Another possibility is the Scaliest, CA, artificial geyser, Little Old Faithful, which sprays 60 feet high through the casing of a well: http://www.wyojones.com/of_califonia.htm There are ancient Native American ruins just E of the roads of Los Barracks (Spanish for "The Ravines") on the side of a cliff across the street from the cemetery that's behind the church with two bell towers. http://img185.imageshack.us/img185/8749/00gta1screen165gl.jpg http://img136.imageshack.us/img136/4392/00gta1screen680xa.jpg The bigger batch of ruins are called Aldea Malvada, the Lost Pueblo (with the Spanish translated, it's called "Evil Village, The Lost Town"). It's at the end of a dead end road in Tierra Robada (Spanish for "Robbed Earth"). http://img249.imageshack.us/img249/7046/00gta1screen5583mu.jpg The proximity of them to the Sherman Dam, similar to the Hoover Dam, may indicate they're representative of the ancient ruins of towns around the dam, including many, like The Lost City, that were covered by Lake Mead when the Hoover Dam was completed. The ruins on the side of a cliff probably indicate ancient Pueblo cliff dwellings, even though their culture was centered in the common borders of Utah, Colorado, New Mexico and Arizona--the Four Corners area--to the E. http://www.thefurtrapper.com/mesa_verde.htm http://en.wikipedia.org/wiki/Ancient_Pueblo_Peoples http://img141.imageshack.us/img141/3476/00gta1screen815ol.jpg http://en.wikipedia.org/wiki/Mesa_Verde_National_Park As Mxyzptlk notes, "C**k Rock" (at the W side of where the dead end road goes to a T intersection W of Verdant Meadows Aircraft Graveyard), looks like a huge c**k, as do some rocks in Foster Valley, San Fierro. (In "Glenster's Guide to Some of Vice City," referring to the 11 pm to midnight light display of the WK Chariot hotel, I wondered if there would be something like that in "San Andreas.") "C**k Rock" is similar to Big Stoney in Kodachrome Basin, Utah near Cannonville, Utah (also found by flying fox in the group given above). (For the full WK Chariot Hotel effect, some modder has to figure out how to put Regular Tom on top of it.) http://img157.imageshack.us/img157/699/00gta1screenshot111a8sp.jpg http://img101.imageshack.us/img101/8661/00gta1screenshot111c1hj.jpg http://img157.imageshack.us/img157/5961/00gta1screenshot111d8cc.jpg

http://img469.imageshack.us/img469/1482/00gta1bigstoney26mz.jpg http://img469.imageshack.us/img469/4230/00gta1bigstoney0ii.jpg I think the only caption you need for the screen shot at the 1st link above is: "Hey, when will I know when I get to Bone County?" (shazard found another "Big Stoney" in Commerce. It's in a raised garden in an entrance lot at the S end of the block of "TOS" of "LOS SANTOS.") http://img426.imageshack.us/img426/9458/00gta1screen29iu.jpg (I don't know about a female version, unless it's the big rock arch SW of Verdant Meadows or the fault under the N San Fierro ship.) In the Hot Coffee mod, Denise's bedroom has a big picture of the cover of "Vice City" on the wall. Since the Hot Coffee controversy has died down, maybe attention can turn to figuring out the secret of the San Fierro Rockstar baseball player statue (on the block of "ANC" of "FINANCIAL"). He has an extra invisible bat. (I added extra screen shots since he's on such a tall pedestal he's hard to see from the ground, and maybe someone will recognize his face.) http://img427.imageshack.us/img427/7083/00gta1screen94b9qn.jpg http://img427.imageshack.us/img427/1378/00gta1screen95c7ol.jpg http://img395.imageshack.us/img395/5561/00gta1screen96d9dw.jpg http://img475.imageshack.us/img475/2904/00gta1screen97g4jl.jpg http://img395.imageshack.us/img395/4858/00gta1screen99b6tw.jpg With this, my place in the history of GTA's is assured. Stand back so you don't get hurt. He's across the street and a bit to the E from the San Fierro gym, and by the S Doherty save place, in "San Andreas," and in several places in Little Haiti in "Vice City." It's...it's...WONderboy: http://img185.imageshack.us/img185/6721/00gta1screen171a7ew.jpg http://img185.imageshack.us/img185/5371/00gta1screen171b5vr.jpg http://img220.imageshack.us/img220/535/00gta1screen171c7xz.jpg http://img233.imageshack.us/img233/3744/00gta1screen171d6bo.jpg You can treat me like a regular person. The San Fierro buildings W of the one with "C" and "K" on it seem to have an upside-down "R," below it an "S," and the little one has what could be an "A." Taken together, and dropping the upside-down "R," it spells "SACK." Any old person could have a sack, but this is a secret sack. Well, now. http://img312.imageshack.us/img312/1908/00gta1screen2610vg.jpg http://img168.imageshack.us/img168/3936/00gta1screen1209sm.jpg E of Mt. Chiliad, near the corner where the road meets the river, is Angel Pines Junkyard. It's NE of the last "E" of "WHETSTONE." There are four big dirty orange-pink sheds on the N side of the lot, and all of them are copies of sheds in "Vice City."

The domed building in the middle of the N row of three is a replica of the one in the Junkyard--Lance Vance is held captive in it in "Death Row." In both copies of the shed, if you go into the back left of it, there's a window you can see through, but if you look for the window on the outside of the building, it's not there. (There's no bloody chair in there, though.) http://img156.imageshack.us/img156/4161/00gta1screen83sh.jpg http://img138.imageshack.us/img138/6255/00gta1screen8a8du.jpg http://img138.imageshack.us/img138/8075/00gta1screen9a8ln.jpg http://img156.imageshack.us/img156/7903/00gta1screen9a0yn.jpg http://img148.imageshack.us/img148/6675/00gta1screen107xl.jpg http://img67.imageshack.us/img67/9027/00gta1screen10a0qy.jpg The W shed of the N row of three is a replica of the one with a Hidden Package at Phil's Place except the entrance is walled shut. http://img148.imageshack.us/img148/1410/00gta1screen114il.jpg http://img222.imageshack.us/img222/2183/00gta1screen11a7ze.jpg The outer two sheds are both replicas of the one Phil uses to store his Patriot. http://img222.imageshack.us/img222/4143/00gta1screen11b9pz.jpg http://img108.imageshack.us/img108/452/00gta1screen11bb4vk.jpg Thanks to thedude777 for pointing out that some other things in the Junkyard look like ones from the "Vice City" Junkyard, too. As mentioned earlier in this section, the Angel Pine Junkyard is said to look like a setting in "Manhunt." This junk gets around. http://img137.imageshack.us/img137/5451/00gta1screen4228ez.jpg The big ship in Ocean Docks is basically the same as the one used in "Spilling the Beans" in "Vice City." You could use it for a unit of measurement if you want to compare the size of the maps of the two games. http://img115.imageshack.us/img115/1103/saguide453shiptsp9.jpg http://img146.imageshack.us/img146/6227/00gta1screenvc29ayl0.jpg The ship by the Easter Basin crane and the ship by the Gant Bridge have cabin areas that are similar to the cabin area of the "Vice City" ship, too, except they're simplified and have two smaller smoke stacks instead of one bigger one. http://img84.imageshack.us/img84/2479/00gta1screenvc29clo6.jpg http://img146.imageshack.us/img146/7370/00gta1screenvc29dyj6.jpg The name of a "San Andreas" set of missions, "Learning to Fly," is on a billboard in Staunton in "GTA III." (In the screen shot, look to the right of the tail of the Maverick.) There are several candidates for the hit song or songs (or ?) "Learning to Fly" might refer to at the second link below. http://img143.imageshack.us/img143/5949/00gta1screenvc256ja1.jpg http://en.wikipedia.org/wiki/Learning_to_fly

As noted earlier, thedude777 showed that The Julius Thru Ways, Harry Gold Parkway, Greenglass College, and Ken Rosenberg were named after people involved in the trial of Julius and Ethel Rosenberg, who were executed after a controversial trial about spying in 1953. It's debated whether or not they were guilty. (See I.17A "In the beginning" in "Glenster's Guide to Some of Vice City" for similar GTA references to controversial figures and criminals.) http://en.wikipedia.org/wiki/Julius_and_Ethel_Rosenberg Looking at an online drug slang dictionary, I've noticed that various names in the GTA games are also slang words for crack: Xoomer could be pronounced "Zoomer" (someone who sells fake crack and runs away), smoke, wave, Johnson (also c**k), Eightball (crack and heroin), candy, B.J.'s (also bl** job), even rock star, possibly others. Since the subject of cocaine comes up in this and the last GTA (it's what Vice City hidden packages contained, etc.), and given the game maker's inclination to punning, it may be more than a coincidence. http://parentingteens.about.com/cs/cocainecrack/l/blsldiccrack.htm Some babelfish translations of Spanish: Avispa Country Club Wasp Country Club Las Barracks the Ravines El Quebrados the Fraction Aldea Malvada Evil Village Valle Ocultado Hidden Valley Arco Del Oeste Arc of the West Las Brujas the Witches El Castillo Del Diablo the Castle of the Devil Tierra Robada Robbed Earth Las Venturas the Lucks (the Good Fortunes, I guess) Los Sepulcros Cemetery the Tombs Cemetery http://babelfish.yahoo.com/?fr=avbbf-us According to the Merriam-Webster online dictionary, "Esplanade" comes from Middle French and means "a level open stretch of paved or grassy ground, especially one designed for walking or driving along a shore." http://www.m-w.com/ ******** I mentioned in "Glenster's Guide for Vice City" that "Mafia," released as a video game in 2002, has some people in common with "Vice City" and/or earlier GTA's: Rennaud Sebbane, Chris Phillips, George Dicenzo, Laura Maxwell, Judy Henderson, and John Zurhellen. http://pc.ign.com/articles/369/369550p1.html http://www.imdb.com/title/tt0338221/ http://en.wikipedia.org/wiki/Mafia:_The_City_of_Lost_Heaven "Mafia" also has these people in common with "San Andreas":

- Jeff Gurner, the voice of Ralph/car mechanic Lucas Bertone/others, is one of the pedestrian voices in "San Andreas," http://www.imdb.com/name/nm0348669/ - Bill Buell and Steve Knezevich, who did various voices for "Mafia," are among the pedestrians voices in "San Andreas," http://www.imdb.com/name/nm0119144/ http://www.imdb.com/name/nm1165569/ - Judy Henderson returns as the casting director, and Renaude Sebbane, producer/director of voice overs and Barry Stark in "III" and "Vice City," returns as a motion capture model. http://www.imdb.com/name/nm0376497/ http://www.imdb.com/name/nm1167533/ ******** Rusk has at least several real-life similarities to add that I know of, too: "Body Harvest," the name of a mission for The Truth in "San Andreas," is also the name of a Nintendo 64 game made by DMA Design (some of whom later helped form Rockstar North) in 1998. http://en.wikipedia.org/wiki/Body_Harvest "Pier 69 is based on San Francisco's Pier 39 which is on the Embarcadero. How do I know this? That's because I used to work there at the Namco CyberStation Arcade which was at the front of the pier (1991-1993). Rockstar did a good job in recreating the tourist attraction except that they did not put in an arcade where you can play the arcade mini-games within San Andreas. What's up with that?." http://www.danheller.com/sf-piers.html http://www.virtuar.com/ysf2/pier39.htm http://arch.ced.berkeley.edu/kap/gallery/gal048.html http://en.wikipedia.org/wiki/Pier_39 ("Embarcadero" means "wharf." low.)

For screen shots, see the 2nd sub-section be-

"When I first saw the town of Fort Carson on the enclosed map I had to smile. You see, there is a real life Fort Carson. It is located on the southern edge of Colorado Springs, Colorado and is also one of the largest Army bases in the US. Fort Carson is also my birthplace (4/24/1967)." http://img82.imageshack.us/img82/4701/00gta1screen412a8av.jpg http://img132.imageshack.us/img132/4790/00gta1screen412b8ow.jpg http://en.wikipedia.org/wiki/Fort_Carson That's when he was just a li'l baby Rusk.

Awwr!

And thanks to Rusk for explaining this glitch:

If you have C.J. follow a hooker to her room at the same motel during "Reuniting the Families," they begin to kiss and C.J. gets (a pre-Paramedic mission degree of) full Health. (Before the Paramedic mission, C.J.'s maximum Health is 2/3rds of what it becomes after the Paramedic mission. If C.J. has done the Paramedic mission, has full Health, and kisses her, his Health goes down to 2/3rds of the maximum. **** Reader zubier abdullah, aka darkevil, told me he sees a likeness between Officer Tenpenny, voice acted by Samuel L. Jackson, and Sgt. Dan 'Hondo' Harrelson of the LAPD, the character Samuel plays in the movie "S.W.A.T," 2003. http://img192.imageshack.us/img192/3214/00gta1screen2225gu.jpg http://www.sonypictures.com/movies/swat/site/downloads/samuelsize1.jpg http://en.wikipedia.org/wiki/S.W.A.T._%28film%29 **** Thanks to the International Movie Data Base web site for the next batch: http://www.imdb.com/title/tt0402224/movieconnections "Farewell, My Lovely" (1975) A mission in "San Andreas" has a similar name: "Farewell, My Love." http://en.wikipedia.org/wiki/Farewell,_My_Lovely_%281975_film%29 "Red Dawn" (1984) In Ammu-Nation, the Ammu-Nation commercial announcer calls the film a documentary. (GTW note: this clip is used as an Ammu-Nation commercial in "Vice City," in which part of the story of "Red Dawn" is also referred to by Pastor Richards on VCPR.) http://en.wikipedia.org/wiki/Red_Dawn "To Live and Die in L.A." (1985) A chase in "San Andreas" is similar to one in "To Live and Die in L.A." (GTW note: the car chase in the movie goes past a bridge like the one by C.J.'s house and part of the car chase is in a big drainage ditch like the one used in the chase in "Just Business." The movie also has a few things in common with "Vice City," which I cover in my walk-through for VC.) http://en.wikipedia.org/wiki/To_Live_and_Die_in_L.A._%28film%29 "The Color of Money" (1986) C.J.'s pool opponent asks him to "show me the color of your money." http://en.wikipedia.org/wiki/The_Color_of_Money "New Jack City" (1991) Big Smoke's crack palace looks like "The Carter," the apartment complex crack dealer Nino Brown and his gang turn into a crack house, in "New Jack City." http://en.wikipedia.org/wiki/New_Jack_City "South Central" (1992)

Big Bear, the former Grove Street gang member who's become a base head who cleans the toilet of his supplier, is like Bobby Johnson's (Glenn Plummer) basehead friend in prison in "South Central" (1992). Carl Johnson and Bobby Johnson have slightly similar looks, the same last name, and both experience betrayals, hopelessness, and gang activity. The Grove Street and Deuce gangs have similar strategies. http://en.wikipedia.org/wiki/South_Central_%28film%29 "GoldenEye" (1995) C.J. leaps from a dam in "Dam and Blast" similar to a scene in the beginning of the movie "GoldenEye." http://en.wikipedia.org/wiki/GoldenEye "Con Air" (1997) "Reuniting the Families" has a similar shot of doughnuts hitting the ground. http://en.wikipedia.org/wiki/Con_Air "One Eight Seven" (1997) Clifton Gonzalez Gonzalez is the voice actor for Cesar Vialpando in "San Andreas" and played César Sánchez in "One Eight Seven," in which he looked and talked the same way. http://en.wikipedia.org/wiki/One_Eight_Seven "Donnie Darko" (2001) The "Fearitdoit" program is like the program of motivational speaker Jim Cunningham (Patrick Swayze). http://en.wikipedia.org/wiki/Donnie_Darko "Ocean's Eleven" (2001) The heist of Caligula's is similar to the casino heist of "Ocean's Eleven." http://en.wikipedia.org/wiki/Ocean%27s_Eleven_%282001_film%29 "The Transporter" (2002) In "The Da Nang Thang" you have C.J. save refugees from a container on a ship, which is similar to a situation in "The Transporter." http://en.wikipedia.org/wiki/The_Transporter "Lost" (2004-2010) Some of the pedestrians say they watch the TV series "Lost." http://en.wikipedia.org/wiki/Lost_%28TV_series%29 "Terminator 2: Judgment Day" (1991) "Just Business" features a scene in which a Packer drops into a drainage ditch to chase Big Smoke's motorcycle, which is like a scene in "Terminator 2: Judgment Day." http://en.wikipedia.org/wiki/Terminator_2:_Judgment_Day "Reservoir Dogs" (1992) A movie theater marquee advertises "Reservoir Dregs" which is a parody of "Reservoir Dogs."

http://en.wikipedia.org/wiki/Reservoir_Dogs "The Last of the Mohicans" (1992) The movie poster for "The Last of the Mullets" looks like the movie poster for "The Last of the Mochicans." http://en.wikipedia.org/wiki/The_Last_of_the_Mohicans_%281992_film%29 "A Few Good Men" (1992) The movie poster "A Few Good Hens" is a parody of "A Few Good Men." http://en.wikipedia.org/wiki/A_Few_Good_Men The submarine in San Fierro has stabilizers on the sail like a Russian submarine but has a "USS" name. http://www.imdb.com/title/tt0402224/goofs The military base called KACC Military Fuels refers to the computer club KACC--the "Kingsway Amateur Computer Club." Some who went there later became part of DMA Design, and some who were part of DMA Design became part of Rockstar North. http://javalemmings.com/DMA/DMA1_2.htm http://en.wikipedia.org/wiki/Rockstar_North#Late_1980s The Comet looks like it did in the beta version of "Vice City." Ken Rosenberg is based on David Kleinfeld, Sean Penn's character in "Carlito's Way" (1993). Sean Penn's brother Chris Penn appears in "San Andreas" as a C.R.A.S.H. officer. Sean Penn played a C.R.A.S.H. officer in "Colors" (1988). http://en.wikipedia.org/wiki/Carlito%27s_Way http://en.wikipedia.org/wiki/Colors_%28film%29 Big Smoke's license plate is "A2TMFK" which indicates "a two-timing f**k." http://www.imdb.com/title/tt0402224/trivia **** Thanks to Wikipedia for noting the following similarities between real life places and places in the game. http://en.wikipedia.org/wiki/Grand_Theft_Auto:_San_Andreas http://en.wikipedia.org/wiki/Grand_Theft_Auto_%28series%29 Verdant Bluffs is named after an historical mill, Verdant Works, in Dundee. http://en.wikipedia.org/wiki/Verdant_Works Sunnyside, the Loonies gang area in "GTA2," and Sunnyside Taxis, a taxi company in "Vice City" and "San Andreas," are named after Sunnyside Royal Hospital, a psychiatric hospital in Hillside, north of Montrose (which is near Dundee), Scotland. http://en.wikipedia.org/wiki/Sunnyside_Royal_Hospital The Grove is like the NWA-era Compton, Inglewood, and E LA. http://en.wikipedia.org/wiki/Compton%2C_California http://en.wikipedia.org/wiki/Inglewood%2C_California

http://en.wikipedia.org/wiki/East_Los_Angeles%2C_California Mulholland is a wealthy neighborhood like Rodeo Drive. http://en.wikipedia.org/wiki/Rodeo_Drive Richman, Los Santos, is like Bel-Air, LA. http://en.wikipedia.org/wiki/Bel_Air,_Los_Angeles (The Los Santos Conference Center and) The Los Angeles Convention Center http://img73.imageshack.us/img73/3019/00gta1screen951ln3.jpg http://en.wikipedia.org/wiki/Los_Angeles_Convention_Center (The Cathay building and) Grauman's Chinese Theater http://img508.imageshack.us/img508/1044/00gta1screen950vs8.jpg http://img295.imageshack.us/img295/6120/00gta1screen938cr0.jpg http://en.wikipedia.org/wiki/Grauman%27s_Chinese_Theatre The name "Bayside" combines the name "Tayside" with "bay." From 1975 to 1996, the city of Dundee was one of the districts of Tayside, a local government region of Scotland. And San Francisco is by a bay. (Dertyjerzian adds that the name combines "Bay Area" with "West Side." I'm going to go with a combo of those and "Tayside.") http://en.wikipedia.org/wiki/Tayside The Esplanade East docks, Pier 69, and the Esplanade East building with a clock tower--the Embarcadero, Pier 39, and the Ferry Building http://img262.imageshack.us/img262/84/00gta1screen122a5qd.jpg http://img46.imageshack.us/img46/5341/00gta1screen122b5or.jpg http://img290.imageshack.us/img290/4076/00gta1screen122c0nn.jpg http://img184.imageshack.us/img184/9770/00gta1screen121a4ol.jpg http://img184.imageshack.us/img184/3535/00gta1screen121b3hc.jpg http://img180.imageshack.us/img180/1876/00gta1screen121c0dh.jpg http://en.wikipedia.org/wiki/Embarcadero_%28San_Francisco%29 http://www.inetours.com/Pages/SFNbrhds/Embarcadero.html http://en.wikipedia.org/wiki/Pier_39 http://www.virtuar.com/ysf2/pier39.htm http://en.wikipedia.org/wiki/San_Francisco_Ferry_Building (GTW note: I think the interior of the long lower segment of the Ferry building looks a little like the interior of the train station that's E of the Xoomer garage save place. I haven't found a good match for the train station yet.) http://www.inetours.com/images/Snglimg2/Mkt_Place_0921.jpg The Castro district's gay culture is ribbed by naming the comparable San Fierro section Queens. http://img71.imageshack.us/img71/4808/00gta1screen4438la.jpg http://en.wikipedia.org/wiki/The_Castro,_San_Francisco The Gant Bridge looks like the Golden Gate Bridge. http://img119.imageshack.us/img119/7233/00gta1screen217a2yc.jpg http://img119.imageshack.us/img119/2594/00gta1screen217b8dq.jpg http://img119.imageshack.us/img119/3716/00gta1screen217c9zr.jpg

http://img126.imageshack.us/img126/4504/00gta1screen941ps8.jpg http://en.wikipedia.org/wiki/San_Francisco_%E2%80%93_Oakland_Bay_Bridge (The loud horn you can hear near it when it's foggy is based on the foghorn of the Golden Gate Bridge. Click the link called "Listen to Golden Gate Bridge foghorn" at the bottom of the article called "Foghorn" at Wikipedia.) http://www.youtube.com/watch?v=YVLoWLEfAxk http://www.youtube.com/watch?v=uaQwmx4DYfQ http://en.wikipedia.org/wiki/Foghorn Fort Point is what the look of Jizzy's Pleasure Domes, below the S end of the Gant Bridge, is based on. (For Jizzy's, it's given a central roof and different interior paint and furnishings.) http://img162.imageshack.us/img162/2429/00gta1screen955awy2.jpg http://img61.imageshack.us/img61/8407/00gta1screen955bbl5.jpg http://img304.imageshack.us/img304/7800/00gta1screen955cjr6.jpg http://img304.imageshack.us/img304/1215/00gta1screen955dto9.jpg http://en.wikipedia.org/wiki/Fort_Point,_San_Francisco Bayside is like Sausalito. http://img423.imageshack.us/img423/9593/00gta1screen217e6yu.jpg http://en.wikipedia.org/wiki/Sausalito,_California The two bridges from Easter Basin to Bone County look like a couple of bridges in Fife, Scotland. They're W of Edinburgh, the capital city of Scotland and where Rockstar North is based. (The ones in the game are SE of Esplanade North.) http://img423.imageshack.us/img423/8937/00gta1screen2546ew.jpg http://img527.imageshack.us/img527/8103/00gta1screen165c3ob.jpg The Garver Bridge resembles the Forth Road Bridge (the Golden Gate-type suspension bridge), which is a bit west of the Forth (Rail) Bridge mentioned below. http://img322.imageshack.us/img322/9094/00gta1screen165b7hb.jpg http://img126.imageshack.us/img126/5838/00gta1screen940ag0.jpg http://www.edinburgh-scotland.net/images/ForthRoadBridge03L.jpg http://en.wikipedia.org/wiki/Forth_Road_Bridge (Some say it looks like the western span of the Oakland Bay Bridge between Yerba Buena and San Francisco, too. I think the resemblance caused Rockstar to want to make a visual pun by using the Forth Road Bridge instead and putting the Kincaid Bridge, which resembles the Forth Rail Bridge, near it.) http://en.wikipedia.org/wiki/San_Francisco_%E2%80%93_Oakland_Bay_Bridge The Kincaid Bridge looks like the Forth (Rail) Bridge (the one with beams arranged in horizontal diamond shapes), which is nine miles west of Edinburgh. http://img278.imageshack.us/img278/6317/00gta1screen165a3dr.jpg http://img418.imageshack.us/img418/8540/00gta1screen5598zu.jpg http://www.edinburgh-scotland.net/images/ForthBridge03L.jpg http://en.wikipedia.org/wiki/Forth_Bridge

Mount Sutro's Sutro antenna tower is like the one on Missionary Hill. http://img119.imageshack.us/img119/9104/00gta1screen2341tt.jpg http://en.wikipedia.org/wiki/Sutro_Tower The Four Dragons Hotel and Casino is like the Imperial Palace Hotel and Casino. http://img525.imageshack.us/img525/9816/00gta1screen236lf.jpg http://en.wikipedia.org/wiki/Imperial_Palace_Hotel_and_Casino The Emerald Isle Casino and Hotel is a bigger but similarly Irish version of Fitzgerald's Casino and Hotel. http://img432.imageshack.us/img432/6752/00gta1screen324be.jpg http://images.hotel-rates.com/hotels/LAS_FITZ-exter-1.jpg http://renoscasinos.com/fitzgeralds/fitz.jpg http://en.wikipedia.org/wiki/Fitz_Casino_%26_Hotel The Camel's Toe--The Luxor Resort Hotel and Casino Sphinx and pyramid. http://img266.imageshack.us/img266/4567/00gta1screen252li.jpg http://img108.imageshack.us/img108/351/00gta1screen265qy.jpg http://en.wikipedia.org/wiki/Luxor_Las_Vegas One display on Old Venturas Strip is a big neon sign of Avery Carrington, which is the "San Andreas" replacement for Vegas Vic. Vegas Vic is the big neon cowboy sign which has been been at 25 E. Fremont St, the southwest corner of First St. and Fremont St., since 1951. The business Vic first stood by was The Pioneer Club, which closed in 1995. http://img432.imageshack.us/img432/9199/00gta1screen349ps.jpg http://en.wikipedia.org/wiki/Vegas_Vic http://en.wikipedia.org/wiki/Pioneer_Club_Las_Vegas Another display across the street depicts Candy Suxxx, the "San Andreas" replacement for Sassy Sally, now called Vegas Vicky, a big neon sign of a cowgirl on the other side of the same street as Vic. Vicky originally raised and lowered one leg as Candy does. Vicky is over the Glitter Gulch Topless Club strip joint (across from the Golden Nugget) at 20 E. Fremont St., Las Vegas. http://img144.imageshack.us/img144/4130/00gta1screen355wc.jpg http://img232.imageshack.us/img232/7057/00gta1screen35a8re.jpg http://brianbastinelliphotography.blogspot.com/2009/04/452-vegas-vic-andhis-girl-vicky.html http://www.rachelleb.com/2007/12/05/sassy-sally-vegas-vic/ Today they can be found as part of the Fremont Street Experience, an outdoor mall with a canopy and a light show. http://img231.imageshack.us/img231/999/00gta1screen80vic4tm.jpg http://img140.imageshack.us/img140/7122/00gta1screen81vickie5fz.jpg http://img53.imageshack.us/img53/7045/00gta1fremontstreet1nb.jpg http://en.wikipedia.org/wiki/Fremont_Street_Experience (As noted above, matt27689 recognized that the red and orange "SOUVENIRS GIFTS T-SHIRTS" sign, seen across the street from the depiction of Avery Carrington,

looks identical to the sign that Vegas Vic currently stands on.) The casinos on Old Venturas Strip have light displays like those of Binion's Horseshoe Hotel and Casino and The Fremont Hotel and Casino. (See my notes below.) http://en.wikipedia.org/wiki/Binion%27s_Horseshoe http://en.wikipedia.org/wiki/Fremont_Hotel_and_Casino (GTW note: on the corner near the sign that looks like Candy Suxxx is a curved plate of lights that's similar to the one on Binion's Horseshoe Hotel and Casino. The vertical columns of blue lights are similar, too.) http://img141.imageshack.us/img141/4371/00gta1screen759zv.jpg http://img100.imageshack.us/img100/8572/00gta1screen79binionsh7ny.jpg http://img215.imageshack.us/img215/2632/00gta1screen80binionsh20rq.jpg (GTW note: the lights at the intersection of The Strip and Old Venturas Strip, on the corner S of the depiction of Avery Carrington, are similar to the lights of The Fremont Hotel and Casino.) http://img91.imageshack.us/img91/582/00gta1screen734qs.jpg http://img99.imageshack.us/img99/2641/00gta1screen77fremont4mr.jpg http://img134.imageshack.us/img134/6485/00gta1screen5309dh.jpg The Glory Hole Theme Park references on the radio refer to holes between stalls in sex joints used for anonymous sex. http://en.wikipedia.org/wiki/Glory_hole_%28sexual_slang%29 "San Andreas" features playable games similar to the arcade games Gyruss (They Crawled from Uranus), and Defender and Gradius (Go Go Space Monkey) (see XI.d). http://en.wikipedia.org/wiki/Gyruss http://en.wikipedia.org/wiki/Defender_%28video_game%29 http://en.wikipedia.org/wiki/Gradius Thanks to Wikipedia again for the next two examples (from a web page now gone). The six body bags in a hole mentioned earlier are probably the result of a couple of Mafia men in the Introduction video who dump the dead bodies of their victims in a hole in the desert. (GTW note: the one with a cigarette looks vaguely like a De Niro character.) In the movie "Casino," 1995, Sam Rothstein (Robert De Niro) and Nicky Santoro (Joe Pesci) say the gangsters get rid of their "problems" by burying them in the desert. http://img138.imageshack.us/img138/35/00gta1screen960bz1.jpg http://img138.imageshack.us/img138/4029/00gta1screen961vw6.jpg http://en.wikipedia.org/wiki/Casino_%28film%29 In the Andromada of "Stowaway," some "men in black" act out the myth of aliens that dress like government agents to silence people who've found evidence of

aliens on Earth. They call C.J. a "carbon-based buffoon" and tell him "You evolved from shrews." And there's a lighter green circle of grass, like one of the crop circle hoaxes, SE of Montgomery. http://en.wikipedia.org/wiki/Men_in_Black http://en.wikipedia.org/wiki/Crop_circle &&&&&&&&&&&&&&&&&&&& I.2

PC Health

I.2.a

Clean your disk, disk player, and PC

Clean your Play disk and use a CD laser lens cleaner disk in your player. Turn off your PC and use a can of compressed air and clean out your PC box, CD/DVD player compartment, and keyboard. If you spill something into your keyboard, disconnect it, flush it thoroughly with water, and let it dry for a few days. (I've seen disk cleaners, laser disk cleaners, and cans of compressed air on sale at department and drug stores.) I.2.b

Get your hard drive clean and in order

Use a minority of a hard drive so it will run faster and last longer, and keep another drive for storage. (I don't have an SSD yet. If you get one, check the reviews for a good brand with TRIM, and use a storage disk to keep from filling up the SSD.) http://en.wikipedia.org/wiki/TRIM After using the Internet go to XP: Start > All Programs > Accessories > System Tools > Disk Cleanup Vista: Control Panel > System and Maintenance > Administrative Tools > Free up disk space > Disk Cleanup Options and remove, at least, the Temporary Files, Temporary Internet Files, and empty the Recycle Bin. The Temporary Internet Files can help you surf the web faster, but I search it fast enough without them and they can build up into a huge batch of bytes in no time. If my system is running fine, I also click the "More Options" tab to remove all but the most recent System Restore point or Shadow Copy data. http://en.wikipedia.org/wiki/Disk_Cleanup Buy an anti-virus program, keep it updated, and run it regularly. currently use and recommend BitDefender. Norton is good but more expensive.

I

http://www.bitdefender.com/ca/ http://en.wikipedia.org/wiki/BitDefender http://en.wikipedia.org/wiki/Norton_AntiVirus http://www.pcworld.com/reviews/collection/5927/2011_paid_av.html http://en.wikipedia.org/wiki/Antivirus An option is to use free software antivirus software such as Avast Free Antivirus or Avira AntiVir Personal Free AntiVirus. You might want to go to the Downloads section of the Microsoft web site and try Microsoft Security Essentials. Keep it updated and run it regularly. http://en.wikipedia.org/wiki/Avast! http://en.wikipedia.org/wiki/Avira http://en.wikipedia.org/wiki/Microsoft_Security_Essentials http://www.pcworld.com/reviews/collection/5928/2011_free_av.html At least once a week--even a day--run Disk Defragmenter. For Windows XP Home Edition, go to Start, All Programs, Accessories, System Tools, and Disk Defragmenter. Run it after crashes and after you make any big changes to your PC, too, like after putting in new graphics card drivers or downloading or removing a game or such. Even better is Diskeeper. The Windows XP defragmenter is a scaled down version of it. I recommend the Professional version--it lets you do a boot time defragmentation, which defragments the Pagefile and Master File Table. Your other files run in co-ordination with those, but you can't defragment those with the Windows XP defragmenter. http://www.diskeeper.com/defrag.asp http://en.wikipedia.org/wiki/Diskeeper I.2.c

Use the latest updates

On your browser, click Tools and run Windows Update about once a week. Make sure you have the latest updates for your sound (Creative Labs, etc.) and graphics cards (ATI, NVIDEA, etc.), motherboard chipset driver (probably VIA Hyperion, Intel chipset, Forceware Unified, or SiS Chipset), DirectX (the Microsoft web site Downloads section), mouse, keyboard, and whatever else you use for the game you can get updates for. Go to Run, type in "msinfo32," and click OK if you're not sure what your computer specifics are, and see how they compare with the requirements for computers given on the bottom flap of the box of the game. You might want to upgrade something. You could try the same thing except type in "dxdiag," too.

Better yet, try something like SiSoftware Sandra Lite, mentioned below in the Tweak guides part of this section, and run the various modules it contains. You can not only learn what your various PC components are, but get helpful recommendations about changing settings and making upgrades to improve the performance of your PC. (I talk the recommendations over with an expert 1st.) http://www.sisoftware.net/ http://www.sisoftware.co.uk/ I.2.d

Turn off unnecessary applications before running the game and use only one processor core

Run a free utility called End-It-All 2 and use the "Close all" button to shut down other applications before running the game. http://www.docsdownloads.com/ If you have a multi core computer, the game may play too fast unless you use only one processor core. Run the game, press Alt and Tab to go to your Desktop, and open the Task Manager by right clicking the Task Bar and selecting Task Manager or by pressing Ctrl Shift and Esc. (In Vista, you can get there from the Desktop by pressing Ctrl Alt and Delete then selecting it from the menu. If you change your mind, press Esc to exit the menu.) Click the Processes tab, right click gta_sa.exe, and un-check one of the CPUs. (Thanks to silentexistence whose tip was given by DXNathan in his pinned topic at Gamefaqs) I.2.e

Take-Two Games web site and support

For technical support, check the support section for the PC "San Andreas" at the Take-Two Games web site. Go to Take2 Games, Support, Grand Theft Auto: San Andreas (PC). They have a page that lets you send an E-mail to some nice people who offer personal support. Help them isolate the source of your problem by doing the other things recommended in this section 1st. http://support.take2games.com/ http://support.rockstargames.com/home Help them isolate the source of your problem by doing the other things recommended in this section 1st. Try to avoid things that make your game freeze so you have no ability to get out of the game with the keyboard. Turning your PC off at the main power button is bad for your computer, so use the reset button (just below the main power button on my PC) instead at such times. You may have to remove a mod because you made an installation mistake or it's

corrupted due to a faulty download, etc. My PC has bad reactions to some otherwise, too, for some reason. Try getting advice from the creator of the mod, from GTA Forums web site, etc. If worse comes to worse, for whatever reason you may never learn--some unfortunate combination of the mod with some component or setting of your PC--you may need to just remove it. According to the "Read Me" for the game: For support please visit: http://www.rockstargames.com/support If you prefer to contact tech support via e-mail or phone please use the following: For US Support Phone: 1-866-405-5464 E-mail: [email protected] For Canadian Support Phone: 1-800-269-5721 E-mail: [email protected] They also have phone numbers and E-mail addresses for the U.K., Australia, New Zealand, Spain, Germany, France, and Italy. ******** The v.1.01 patch Fileplanet has the v.1.01 patch. http://www.fileplanet.com/155971/150000/fileinfo/Grand-Theft-Auto:-SanAndreas-Patch-v1.01 You might also want to follow the posts on the topic at GTA Forums. http://www.gtaforums.com/index.php?showtopic=208932 On the plus side, it helps with DVD streaming, lets vehicles get dirty and clean, and makes the dance game easier (I'd be more concerned to have "Lowrider Challenge" made easier). You can use your old save games with the patch installed. It shouldn't create a problem with .txd and .dff mods you've already installed. On the negative side, the game often didn't start for me when I used the patch, and a menu that says "the original disk could not be found or authenticated" appeared instead. A spokesperson at Take-Two said the cure for that is to uninstall and reinstall the game without the patch, and that Rockstar doesn't plan to put out another patch at this time. The patch also can have compatibility problems with the DVD player/burner you use to play the game, and if your

model has been discontinued and you can't get an update for it, you're out of luck. You'll need to check to see if a tool you'd use to make further mod changes with, or a trainer, is compatible with v1.01 if you use the patch. For instance, the GTA SA Control Center is compatible with both the patched and unpatched versions, but doesn't have the ability to stop timers that count down (Sub-missions, "Kick Start") yet. The Pizzadox Plus 27 trainer stops timers that count down, but isn't compatible with the patch. The unpatched version would be compatible with the broadest range of modding tools and trainers. I've kept the patch awhile to see what else I'd see. When C.J. said "Yes" to Michelle's invitation to go inside to have some coffee, the game screen, black with "Downtown" in the lower right corner, froze and I had to use the Device Manager to get out of it. Opius, at GTA Forums, explained that the patch makes the game react to that by going into an infinite loop instead of loading the animations and models. If, instead, it censored the indoor coffee scenes with a variable at the start of the file, it would let the game show the short scene of the outside of the house jostling, but that wouldn't be as thorough and would cause problems for modding the SCM file. So if you use the patch, press "N" for "No" when the girlfriend asks if C.J. wants some coffee or you may need to press your computer's reset button. Another glitch I've had with it, which I haven't seen a report of anywhere else, is that a date with Michelle ended with her giving C.J. a BJ (suggested; you couldn't see the Johnson Johnson) on the sidewalk. (Update: Katie did the same thing. I didn't have the HC mod removed, but the patch is supposed to prevent that.) ******** v.2 and the Special Edition You can use or make more kinds of mods with v.1 than v.2. See the start of the modding section (see X) to see what kinds of mods you can use or make for v.1 and v.2, and how to convert v.2 to be able to mod it like v.1. You need to use the data\script folder of v.1 to use v.1 save games with v.2, and visa versa (See I.3.c). The Special Edition on PS2 features "The Introduction" and a documentary directed by Carol Strong, "Sunday Driver," about the Compton/Watts branch of California's low rider car club, The Majestics. http://ps2.ign.com/objects/773/773077.html I.2.f

Tweak guides

Go to the TweakGuides.com web site, as recommended in the helpful "Tweak

Guide" FAQ for "Half Life 2," PC, by Lefteris Aslanoglou--Leftos. http://www.neoseeker.com/resourcelink.html?rlid=92606&rid=86023 It makes a good point about the value of the various helpful, informative guides by Koroush Ghazi at the Tweak Guides web site: http://www.tweakguides.com/ If you're like me, and have had a glitch or freeze or stuttering frame rate now and then and couldn't afford to pay dozens of dollars every time you had a question, it's good to know you're at least using preventative medicine to give your computer every chance to work as efficiently as it can. You'll get the best performance out of it for games and maximize the mileage you'll get out of that expensive computer hardware. And if you do need to hire someone, you'll be more well-informed when you talk to them. A couple of such tips I picked up from "The TweakGuides Tweaking Companion" there: By using SiSoft Sandra Lite (free software, or freeware), you can not only find out a lot of information about the components of your computer, but get useful tips on what might work better with a different setting or upgrade. Sometimes glitches and freezes are due, at least partly, to poor PC performance--overheating alone can cause such things. At the SiSoftware site, click on the icon for the latest version of SiSoftware Sandra, then click to download the shareware (Lite) version, then, below the column labeled "Lite," click "Download." http://www.sisoftware.co.uk/ http://www.sisoftware.net/index.html? dir=dload&location=sware_dl_3264&langx=en If you want to learn more about your components and how they compare to others at running games, you could go to the Futuremark web site and download a free version of 3DMark. It's a popular benchmarking tool that has been used at various web sites to get test results of new components. http://www.futuremark.com/download/ I especially recommend you make backups and carefully use the advice given in: TweakGuides Tweaking Companion ATI Catalyst Nvidia Forceware VIA Hyperion FAQ Gamer's Graphics & Display Settings The emphasis at Tweakguides is to teach you how to get a good performance out of your PC, and get a good frames per second (fps) rate, etc., for games ("Vice

City" should be run with the frame limiter on and runs at 30 fps; "San Andreas," if you turn on the frame limiter, should be 25 fps). It has special sections for "Half Life 2," "Morrowind" and "Oblivion," "Bioshock," "Crysis," "Far Cry," and some others. And there's a section on Game Music Extraction, which I notice someone has a question about now and then on the Gamefaqs message boards. To read the "TweakGuides Tweaking Companion," a PDF file, a couple alternatives to Adobe Reader which take less disk space and are faster (and don't use ads like Foxit) are the Drumlin Reader/Publisher and Sumatra PDF. http://www.drumlinsecurity.co.uk/ http://blog.kowalczyk.info/software/sumatrapdf/index.html http://en.wikipedia.org/wiki/List_of_PDF_software#Viewers_6 http://en.wikipedia.org/wiki/Sumatra_PDF Use System Restore (Start, All Programs, Accessories, System Tools, System Restore, or Start, Control Panel, Performance and Maintenance, System, System Restore) if you screw up and aren't sure how you did it and need to revert to your old configuration. I.2.g

Volume

If your sound card software is similar to mine (for a Sound Blaster Audigy 2), you can adjust the volume of the game with your general volume control or the sound mixer's wav control. (I once had a glitch that caused the game to get quiet. I thought I needed another sound card update download when I stumbled onto the fact that the Wave slider of the Surround Sound mixer of the card had gone to the bottom, for some reason. I just turned it back up.) I like to keep a volume control icon in the taskbar in the lower right of my screen as well. After installing an update for the driver, I have to make sure the "Digital Output Only" box is unchecked for headphones in Speaker Settings, too. The default settings make it checked but then I can't hear the sound with my headphones. To use the general Windows way to put a volume icon in your taskbar, go to Start, Control Panel, Sounds, Speech, and Audio Devices, then use any of these three choices--Adjust the system volume or Change the speaker settings or Sounds and Audio Devices--to bring up the Sounds and Audio Devices menu. Check the box by "Place volume icon in the taskbar." You can adjust your system volume from there, too. I.2.h

System requirements

Minimum System Requirements: 1GHz Intel Pentium III or AMD Athlon Processor 256MB of RAM 8x DVD-ROM Drive 3.6 GB of free Hard Disk space for a minimal install 64MB Video Card with DirectX 9 compatible drivers ("GeForce3" or better) DirectX 9 compatible Stereo Sound Card Keyboard and Mouse Recommended System Requirements: Intel Pentium 4 or AMD Athlon XP processor (or better) 384(+) MB of RAM 16x DVD-ROM drive 4.7 GB of free Hard Disk space for a full install 128(+) MB Video Card with DirectX 9 compatible drivers ("GeForce4" or better) DirectX 9 compatible Surround Sound Card Game pad with twin axis analog controls (USB or Joystick Port) Keyboard and Mouse Supported operating systems: Windows 2000 Professional (Workstation) (plus Service Pack 1 or higher) plus DirectX 9 Windows XP (Home and Professional) (plus Service Pack 1 or higher) plus DirectX 9 http://www.gtagaming.com/sanandreas/pcxb/requirements I'll add that "San Andreas" runs fine for me on Windows Vista Home Premium. Thanks to billhitman for recommending a web site that makes an online check of your computer to see if it can run any of dozens of games: www.srtest.com I.2.i

PC hardware and software on a budget

I've gotten some letters from some of the nicest people you'd ever want to meet who live in India. I get the idea that the latest good graphics cards and DSL aren't very common there, so I thought I'd add a section about things that might help you out if you're in the same boat. For new computer gear, comparison shop for the best quality at the lowest price by reading reviews. Check the dates on them because it's a fastchanging field. Putting the name of a graphics card or such and "review" in the Google search engine makes a lot of reviews turn up. Some of the review and information sites include: http://en.wikipedia.org/wiki/Main_Page http://www.3dgameman.com/index.php http://www.anandtech.com/ http://benchmarkreviews.com/

http://www.bit-tech.net/ http://www.blurbusters.com/ http://www.dailytech.com/ http://www.elitebastards.com/ http://www.extremetech.com/ http://www.firingsquad.com/ http://gear.ign.com/ http://www.guru3d.com/ http://www.hardwarecanucks.com/ http://www.hardwaresecrets.com/ http://www.hexus.net/ http://www.jonnyguru.com/ http://www.madshrimps.be/ http://www.motherboards.org/ http://www.neoseeker.com/ http://www.overclock.net/f/ http://www.overclockersclub.com/reviews/ http://www.pcmag.com/ http://www.pcper.com/ http://www.pcstats.com/ http://www.pcworld.com/ http://www.prad.de/ http://www.bing.com/translator http://www.pro-clockers.com/ http://review.zdnet.com/ http://www.sharkyextreme.com/ http://www.silentpcreview.com/ http://www.softpedia.com/ http://www.techpowerup.com/ http://techreport.com/ http://www.testfreaks.com/monitors/ http://www.tftcentral.co.uk/ http://www.tomshardware.com/ http://www.virtual-hideout.net/ http://www.youtube.com/user/240hzTeIaStorm/videos http://www.xbitlabs.com Check the percentage of purchasers who like the product at newegg. http://www.newegg.com/ Then use price comparison sites such as Google Shopping, with prices sorted from low to high, or Amazon. http://www.google.com/prdhp?hl=en&tab=wf http://search.live.com/products/ http://www.amazon.com/ http://dmoz.org/Home/Consumer_Information/Price_Comparisons/ Some other U.S. sites to check for the lowest price include: http://www.pricegrabber.com/ http://www.bizrate.com/ http://www.nextag.com/ http://www.shopzilla.com/ http://www.mysimon.com/ If you don't find the PC bargains you want at newegg, provantage, zipzoomfly, or tigerdirect... http://www.newegg.com/

http://www.provantage.com/ http://www.zipzoomfly.com/jsp/Home.jsp http://www.tigerdirect.com/ http://en.wikipedia.org/wiki/Newegg http://en.wikipedia.org/wiki/ZipZoomfly http://en.wikipedia.org/wiki/Tiger_Direct ...and you want something that's cheaper still, use eBay: http://www.ebay.com/ http://en.wikipedia.org/wiki/eBay I for and the for

recommend eBay in my walk-throughs as a place I've gotten some of my games a real bargain. Make sure to check the dealer's ads for what's included dealer's reputation of reliability. computer gear that way.

Be VERY careful about that if you go

If the feet of your mouse wear off, an alternative to buying a new mouse is to buy new Teflon feet for them: http://www.slicksurf.com/ To speed up slow dial-up speed, you might download and use a free web accelerator. (I haven't used one since I got DSL. When I used Proxyconn, which you have to pay for, I didn't use it for photos I wanted to see clearly--the fast speed messed them up a bit.) A number of web sites for web accelerators is at: http://en.wikipedia.org/wiki/Web_accelerator I.3

How to save games

I.3.a

The convenience of copies of your GTA San Andreas User File

You can save your achievements--Stats--for a number of efforts at the game in a number of save game slots at the same time. It's good to know your whole set of save game statistics for each of your save game slots are saved in My Documents in "GTA San Andreas User Files." A very useful gimmick to know is that you can keep a copy of it in My Documents (I'd right-click one of the folders and rename it something that describes what's done on it) and continue playing on the other one. You can open the User Files folder and copy the individual file for a save game slot (GTASAsf1.b, GTASAsf2.b, etc.) that already has a section or 100% of the game done on it. I'd rename it something that tells me what's done on it, and paste it in a folder I'd create for save game files in My Documents. Here are a couple of important uses for a copy:

1. If, for whatever reason, you need to reinstall the game, you don't have to lose your accomplishments. When you uninstall, it doesn't uninstall My Documents\GTA San Andreas User Files (including User Tracks tunes), which it leaves for you to uninstall manually. The old User File should serve the new install and not be replaced by a new one. (But considering the glitches that can happen, I add "Backup of" or such to the name of my User file, let the new installation create a new User File by playing the game a little, delete the new User File it creates in My Documents, then rename the old "Backup of...." folder by taking "Backup of...." off the name. It may not be necessary to go through that, but it makes me feel a little more confident that I'll save my work.) 2. You can save one or more backup copies with parts of the game already done on them. For example, I keep a copy for each stage of the game where I've gotten certain preliminaries (Stat building, Tag collecting, etc.) over with, or I've done certain missions up to a batch of missions I'd like to try again or try new tricks for. And I keep one copy with 100% completion. This way, I can play with the game more like one that lets you pick which mission you want to do, which is a real convenience for a game that has so many missions but doesn't offer that choice in the menu. If you want to get certain preliminaries done faster despite the lack of mission selection, you can speed the Stat building a LOT by changing data\ ar_stats.dat (see III.5), modifying the Ambulance, Firetruck, and a Vigilante vehicle (see X.10.b), stopping the mission timer for Submissions with Pizzadox's Plus 27 Trainer (see X.13.l), do the Sub-missions for them, get all 100 Tags, 50 Snapshots, etc., easily with one of the teleporters I recommend (see X.13.a and the two sections after that), save the game, and copy the save file. You'll always have the choice to play the game with all those missions over with, and with all the abilities and weapons that come from them, to enjoy everything else about the game with. I recommend making a copy of your save game at a few big turning points in the game in my walk-through, but do it at as many places in the game as you want to. Make a separate folder in My Documents for such copies and use them as spares you don't use except to make copies from.

I.3.b

Glenster's Go On, San Andreas, v.1 Mission Select Save Games featuring OrionSR's save game modding and, for any version: Alpert Saracoglu's Control Center and my modded files for fast Stat building and making the Tec9 a strong as a Minigun

- Two initial save games: all initial Los Santos things done, and all initial San Andreas things done - Save files for all the main missions, EP vehicles in garages, etc. All Stats maximized, and no hospital visits, times drowned, busts, cheat count, problem glitches, or creepy guys coming by the arcade offering to show you puppies. There are 2 optional files for any version to make the Tec9 as strong as a Minigun and build vehicle, weapon, Stamina, Muscle, and Lung Capacity Stats quickly. http://www.gtaforums.com/index.php?showtopic=334079 http://www.gtaforums.com/index.php?showtopic=312059 The updated version is available at GTA Garage, The GTA Place, moddb, gtaaction, gta-downloads, and fileplanet. http://www.gtagarage.com/mods/show.php?id=4012 http://www.thegtaplace.com/downloads/file.php?id=2631 http://www.moddb.com/games/grand-theft-auto-san-andreas/downloads/glensterssan-andreas-v1-mission-select-savegames http://gta-action.gamona.de/downloads/?download=4943 http://www.gta-downloads.com/en/gta-san-andreas/save-games/12206-glenstersgoon-san-andreas-save.html http://www.fileplanet.com/files/210000/217890.shtml At filefront, the updated version is "GlenstersGoOnSAMissionSelect.zip" and is available with my video files. http://www.filefront.com/17653276/GlenstersGoOnSAMissionSelect.zip http://hosted.filefront.com/glenster New and improved for June, 2008: I added a save game, 0_InTheBe_GTASAsf1.b, for those who want the extras added in April, 2008 and practically nothing else done. It has EP versions of the better sports cars and motorcycles in garages, an EP Rhino in the Santa Maria garage, and an EP Seasparrow on the Mulholland garage roof. C.J.'s weapons are Fist, Molotovs, a Minigun, a Sniper Rifle, an M4, an SMG, a Combat Shotgun, a Desert Eagle, and a Bat. C.J. has a lot of ammo, several save places, Hitman for Pistol, Gangster for Machine Pistol, a few of his body Stats have been increased a little bit, and he has a little over $110,000.

New and improved for May, 2008: You should only save, and get a message of a successful save, once per file with OrionSR's code, and I'd done that more than once for files 45, 99, 100, 101, and 104, causing some glitches. (C.J.'s Armor was too low, etc.) I've fixed those files. New and improved for April, 2008: I'd accidently let C.J. get too heavy, mainly for a lot of San Fierro missions, so I reduced his Fat for them. I added a lot to C.J.'s ammo for both initial save games, the last save game, and files 14, 30, 45, 59, 73, and 100 (usually where I thought someone might want to go on a run of shooting missions--after a school and before the territory takeover). There's more ammo available otherwise, too (see below). OrionSR and I deliberated on some new features to add to this edition--a special thanks to OrionSR for writing the Darkpactor code for it. Maximum Armor is increased by 100 (200 before the Vigilante mission and 250 afterward). The save disk in Madd Dogg's Crib has been moved to the northeast room of the upper floor so you can save your game there without triggering the basketball glitch. License plates: - Cheetah at Verdant Bluffs observatory: - Cheetah at Glen Park: - Infernus at Spacey! in Market: - Turismo at the Fort Carson sign:

ORION SR GLENSTER SPACEEIN ROB RUSK

The interior of the dance club in each of the three main areas, and the roof of the Ten Green Bottles bar, have a Minigun, Heat-Seeking Rocket Launcher, M4, Combat Shotgun, and Desert Eagle. The pickups for them, in those places and elsewhere, have more ammo: - Minigun 2000 (fast respawn) - Heat-Seeking Rocket Launcher 50 (fast respawn) - M4 250 - Combat Shotgun 125 - Desert Eagle 100 (fast respawn) There are also a couple of the more personal gifts for girlfriends behind the bar inside each of the three dance clubs. The dance clubs are indicated on your paper map by purple martini glass icons. - Alhambra: the west side of the block of the "IDL" of "IDLEWOOD."

- Gaydar Station: the west the "SH" of "HASHBURY." - A club that isn't named, biggest feature of the mural of the block of "OE" of "THE

side of the block that's a couple blocks north of and the icon is misplaced on the paper map--the on the front is a woman's face: on the north side CAMELS TOE."

The Ten Green Bottles bar is a couple blocks west and across the street from the Johnson house. There are Armor, Health, and Adrenaline Pill pickups that respawn quickly at: - the Verona Beach Pay N Spray - Michelle's garage - the Fort Carson Pay N Spray - the Redsands East Pay N Spray (The five cane pickups in southwest San Fierro, and seven pickups that aren't used in the game because they spawn in objects, etc., were deleted to make room for the extra pickups.) The Truth's crops appear and can be burned from the start of the game. A -

Jetpack is available in each of the three main areas: by a tree in the alley behind the Johnson house on the south side of the Doherty garage in front of The Four Dragons casino

The Infrared Goggles will respawn. An Andromada is parked by the southwest end of the Verdant Meadows runway. The horizontal vent is open at Area 69. Open interiors: - Madd Dogg's Crib (north of the "AND" of "MULHOLLAND") - Vagos Gang House (the north side of the block that's east of the block of the Jefferson Hotel) - Crack Den (northwest across two streets and a railroad track from the Los Santos gym) - Zero's RC Shop (by the "C" of "GARCIA") - The Pleasure Domes (under the south end of the Gant Bridge; don't have C.J. exit through the roof or the graphics will be messed up till he uses another interior) - City Planning Department (north of the "L" of "COME-A-LOT") - Sindacco Abattoir (the northeast corner of the block of the bottom of the "EST" of "WHITEWOOD ESTATES") Import vehicles that normally may appear at certain spawn points during the Import mission may be found at them throughout the game. On patched early save games, the vehicles disappear after the Import mission. On save games patched after the Import mission, the vehicles will appear in those spawn locations.

I.3.c

Some advice about saving the game How to use save games from v.1 for v.2 and vice versa

When you save your game at one of those floppy disks, make sure C.J. has his full Armor (saving and loading the game restores full Health), the weapons he'll need (each run through a weapon pickup after the 1st adds to the ammo it has), and the vehicles he'll need saved in his garages, so he's prepared for whatever he'll need the next time you load the game. You can't save during a mission--the floppy disks disappear until you either pass or fail it. Saving the game advances the game clock six hours. You can use this to prepare the time clock so it's a certain time at a convenient place when you load the game. This is handy for making multiple efforts from C.J.'s save place for missions that are only available at certain places at certain times, like the "Burglary" Sub-mission, "Kick Start," etc. Saving the game restores all weapon pickups, which can be handy in stocking up on ammunition. Since weapon pickups reappear in six game hours, you might instead plan a loop for C.J. to make through several weapon pickups to stock up on ammunition. You can get rid of a wanted level by saving a game (you don't have to reload the game, etc., as was the case for "Vice City"). I get rid of wanted ratings without saving them, though. Don't save your game at Madd Dogg's mansion after "A Home in the Hills." A glitch, which Orion_SR has identified as being due to saving near a basketball court, may cause that to corrupt your Stats and make the basketballs disappear from all the courts of San Andreas. Take-Two recommends that you have C.J. get something to eat at least every other day, preferably every day, to avoid the glitch that causes C.J. to be unable to use the gym equipment. See "Glitches" (I.12) for downloads that fix the basketball and gym glitches. Some PS2 players have reported game Stats corruption by saving your game right after "The End of the Line," so I'd play it safe for PC and do something else before saving. Try to save just one hard to replace vehicle in any one garage. Saving more than one in a garage has been known to make mods and paint jobs, even whole vehicles, disappear. How to use save games from v.1 for v.2 and vice versa

Ryan92 explained how to use v.1 save game files for v.2 of SA at the next link (and thanks to him for enduring all the questions I had about it): http://www.gtaforums.com/index.php?showtopic=294446 If you have v.2 of SA and want to use both v.1 and v.2 save game files: 1. Rename your Data\Script folder v2Script. 2. Download the Downgrader Patch (10.39 MB) applicaton and use it. http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661 3. Put the v.1 Script folder, found at the next link, in your Data folder. http://www.gta-downloads.com/en/gta-san-andreas/file-backups/670 8-script-folder.html Rename the Script folder you use Script and Rename the one you don't use with a v1 or V2 prefix accordingly. An option is to use rubregg's script switcher: http://www.gtaforums.com/index.php?showtopic=244165&st=0 If you have v.1 of SA and want to use v.2 save game files: You need to use a v.2 Data\Script folder.

JAJ supplies one as noted above.

The save games created that way can be used by someone who has v.2 of SA if the save file is dragged and dropped onto pdescobar's save game file converter (96 kb) at the next link. http://pdescobar.home.comcast.net/gta/sa_id_convert.zip http://www.gtaforums.com/index.php?showtopic=226633 You can find some SA backup files and folders at: http://www.gta-downloads.com/en/gta-san-andreas/file-backups/ I.3.d shows Jumps

An application that tells you your mission completion status, and you, on a map, which Tags, Oysters, Snapshots, Horseshoes, and you need to tend to

gtasa4ever, aka op9080 at the GTA Forums web site, is the author of an application called SAMA--the San Andeas Mission Analyzer. It's available at this web site: http://www.gta-sanandreas.com/forums/index.php?showtopic=59013 If you have .NET Framework 1.1, SAMA creates screens with your mission completion information and maps of the Tags, Jumps, etc., you need to take care of. If you don't have .NET Framework 1.1, you can use a version of SAMA that gives you a print out. Since .NET Framework is a resource hog which detracts from the ability of your PC to run games, you shouldn't install .NET Framework unless you're a programmer of some kind who already has a need to have it installed.

Thanks to plaka, at GTA Forums, for spreading the word about it: http://www.gtaforums.com/index.php?showtopic=220426 If you already have .NET Framework installed (if you have Vista, like me, you do), or are considering installing it, you might want to read the passages about cutting back resources for it on p.3 of the "ATI Catalyst Tweak Guide" at the Tweakguides web site by Koroush Ghazi. http://www.tweakguides.com/ATICAT_3.html http://www.tweakguides.com/ I.3.e radar

A mod that shows you the locations of items left to find on your

Demarest's Pillager (see X.13.gg) puts markers of all the Tags, Oysters, Snapshots, and Horseshoes left to find in the category you've chosen on your radar. While you look for Snapshots, it also puts a green marker by the ones you haven't taken pictures of yet to make them easier to find. I.3.f

100% completion guide

You can find a checklist of missions you need to complete for 100% completion of the game at: http://www.gtasanandreas.net/checklist/ A "San Andreas" mission tree: http://en.wikigta.org/wiki/Mission_Tree_%28GTA_San_Andreas%29 http://en.wikigta.org/wiki/Mission_tree_%28GTA_San_Andreas%29 &&&&&&&&&&&&&&&&&&&& I.4

Settings

Configuration I use the Mouse and Keys setting. The Joypad choice is similar to the Classic Controls setting of "Vice City": you don't get mouse steering but you can use auto-aim by pressing the RMB. The number of things you can use auto-aim with has been increased for "San Andreas." In the little testing I did with it, it worked for the Brass Knuckles, Chainsaw, a Cane, the M4, SMG, Sawnoff Shotgun, and the Silenced 9mm. I mainly use it with my new Logitech Rumblepad 2 gamepad as a novelty to fly a helicopter or hear the pedestrians say things they only say when held up by auto-aim. GTA's are more like interactive movies than other games, and my favorite movies don't

star robots. In the Mouse and Keys Configuration, targeting doesn't feature auto-aim, and you can use both mouse steering and a gamepad. In the Joypad Configuration, targeting features auto-aim but you can't use mouse steering along with your gamepad. The shooting generally isn't the hardest thing to do in a GTA, so unless you really need the auto-aim of the Joypad Configuration at the expense of being able to use mouse steering, I recommend using a gamepad to supplement the Mouse and Keys Configuration and turning on Steer with Mouse. For a few suggestions for adapters for PS2 and Xbox controllers, see I.6.b. For gamepad settings, see I.6.c. Mouse Settings > Invert Mouse Vertically: I turn this off so when I push the mouse forward, the view will go down, etc. (If you do that, remember to draw the mouse back to send the cue forward for Pool, too.) Mouse Settings > Steer With Mouse lets you steer C.J., and both two and four wheel vehicles, with the mouse. It doesn't disable the keys you can use to steer, notably to set a tipping four wheel vehicle upright or when using a motorcycle for stunts. I usually don't use it for two wheel vehicles, especially if I need C.J. to do a forward drive-by with one. You can steer, control Up and Down, and Fire with the keyboard for two wheel vehicles, but keep the mouse out of the way while you do--the steering for a two wheel vehicle goes out of control if you try to steer it with the keyboard and bump the mouse. Fly With Mouse lets you steer aircraft with the mouse, which I usually don't use. You can add recordings to the My Documents\GTA San Andreas User Files\User Tracks folder, then hear them on a User Tracks radio station in the game. The game comes with support for Windows Wave files (WAV) and Ogg Vorbis (OGG) files. You can also use MP3, WMA, M4A, etc. files if your PC has the right codecs for them. (You have them if you have Windows Media Player 9 or above, a recent Apple Quicktime Player, or a combined CODEC package installed.) Audio Setup > Radio EQ On causes the radio to have a different sound quality depending on what vehicle C.J. drives. Audio > Radio Audio Tune causes a vehicle to play the same radio station that C.J. was listening to in his last vehicle. Audio Setup > User Track Options > Play Mode Radio Commercials appear between User Tracks Random User Tracks play without commercials in random order Sequential User Tracks play in alphabetical order

If you add recordings to the User Tracks folder, have the game scan for them in order to hear them in the game. The options for that are: Audio Setup > User Track Options > Automatic Media Scan causes the game to scan for User Tracks each time you load the game. Audio Setup > User Track Options > Scan User Tracks lets you choose when to have the game scan for User Tracks (such as just after adding something to User Tracks). (Note: C.J. looks like he's changing the station when you switch stations.) Display Setup > Store Gallery Photos lets you save pictures taken by the Camera in the game to My Documents\GTA San Andreas User Files\Gallery. Display Setup > Advanced For a better frames per second (fps) rate, you'll have to know your graphics card and PC capabilities. The PC Health section may offer some information that's useful in getting a good performance out of the game in conjunction with these concerns. Having a decent fps is so basic to the smooth performance of the action, I'd start at a low setting and stop at higher ones if they cause lags, etc., and just try anything higher for a screen shot. A complete installation is less likely to have performance troubles, too. The options you can adjust accordingly are: Draw Distance determines how far away things are visible. If you have a better PC setup, there are mods you can download or make that let you increase this two or four times beyond the original limit (X.13.f). http://www.gtaforums.com/index.php?showtopic=195903 http://www.gtagarage.com/mods/show.php?id=3225 Frame Limiter

The game plays at 25 frames per second when this is on.

Thanks to Orion_SR for telling me about GTA_Phreak's find that timers count slower with the frame limiter off. Orion_SR adds that damage (important in some school tests) happens faster. He recommends leaving the frame limiter on for "Wheelie Weave," "Fender Ketchup," recording, plane race records, and to prevent NPCs from getting killed too soon in timed situations. You can further increase the fps, and slow down timers, by turning down visual detail (Visual FX Quality, Mip Mapping, and Anti-Aliasing) and the Draw Distance. I also noticed C.J. dives slower, his Parachute falls can turn faster, wanted

stars blink a lot faster for probation periods, vehicles don't coast as far, the Skimmer won't take off from the water, vehicle sirens couldn't be turned off, and C.J. had a normal reflection in mirrors (not the kind with some teeth missing I mention in I.1) with the frame limiter off. There weren't as many cases of things not appearing fast enough to avoid hitting them as I saw with the frame limiter off in "Vice City," but there were a couple of close calls with trees that appeared suddenly before C.J. while flying, and some land vehicles that suddenly appeared backwards or imbedded in the road, so I might like to turn off the frame limiter to have faster fps occasionally for some of the timed things. The fps may be lower if you turn up the antialiasing filtering or such.

or anisotropic

Visual FX Quality (Low/Medium/High/Very High) Changes the number and degree of effects used, such as shadows and how detailed they are. The shadows of Low are more like "GTA III" shadows. MIP Mapping This smoothes out differences in textures, such as the distant parts of roads that don't fully appear till you near them. Anti-Aliasing (Modes 1--6). I typically had my graphics card set to Application Preference and use the Anti-Aliasing offered by an individual game. With my recently updated computer, I've set both Antialiasing and Anisotropic Filtering to 2 on my graphics card. If you do something like that, you then set each one you changed with your graphics card to 0 or 1 in your games, if it isn't grayed out, to avoid a conflict. Resolution I've read that it's good to make this the same as you use for your Desktop to avoid a performance conflict. &&&&&&&&&&&&&&&&&&&& I.5

Stats

How to check the Stats Changes in Stats are shown in the upper left corner of the screen. The Respect, Stamina, Muscle, Fat, and Sex Appeal stats, the day of the week, and the Weapon Skill for an upgradable weapon, if C.J. is equipped with one, can be seen in the lower left of the screen by pressing Tab. All the Stats can be seen in the menu by pressing Esc and clicking Stats. STATS .HTML file

If you pause the game, click on "STATS," and press S, you can save your stats as an .HTML file. The order of the "CRIMES" and "GANGS" categories are switched, though. (Thanks to T Money) I.5.a

Criminal Rating

-10,000 to -6,000 derog-

Crackhead

Derogatory term like "moron," based on atory things to call someone who helps finance organized crime by smoking crack,

which

-3,999 to -2,000

makes you wonder how it got on this side of the list; rock star not Rockstar; cluckin' but not at the Bell. Bitch-made Misogynist term for either a man who does what a woman wants him to do or is like a woman therefore less than a man. Off-Brand Not the genuine article; faulty; janky;

-1,999 to -500 -499 to -1

no friends or fashion sense. Scandalous So bad it's liable to cause gossip. Player-hater One who hates others for having more

-5,999 to -4,000

has

than

punk

0 to 19 20 to 49

Vic Square

50 to 74 75 to 99

Civilian Rat

they do, notably out of jealousy for a playa who has game; someone critical of the type of playa given for "playa partner"; a Ph'in' c**k blocker. Victimizes others or is a victim. Considered boring for not being trendy; a

100 to 119

Snitch

120 to 149

Dry Snitch

a**. A stranger; it may be derogatory. More derogatory than snitch for someone who betrays a criminal. Doesn't keep a criminal's secrets for them that allow them to get away with the

crime;

inadvertent;

busta in the sense of crime-buster. Says something critical or incriminating about someone intending that someone else overhears it but pretends it's may be used about a sexually unresponsive woman (as if "a" were used instead of

"i").

150 to 199

Transformer

Someone who changes in a negative way: seems less attractive up close,

200 to 239

Punk-a** Bitch

240 to 269

Sucka

270 to 299

Poot Butt

changes

"moth-

fashion too often, etc. Misogynist derogatory term for a man, like "pu**y" combined with "punk." Generic derogatory term; a hoo rider mark; a hoe cake. A stupid, lazy person, often said with

300 to 329

de-

Buster

erfu**er," probably because it sounds silly by itself. A youngster trying to be a gangster; generic rogatory term like "fool"; busta; a phoney

that

450 to 499

doesn't deserve respect; seems to have nothing to do with the actual Keaton. http://www.youtube.com/watch?v=t8XfCvXoN_s http://www.busterkeaton.com/ http://en.wikipedia.org/wiki/Buster_Keaton Mark Busta. Chump Busta, possibly fooled by something. Trick A woman who's a tease, a whore; a man who's a client of a whore; something a whore does to her client. Red-headed Stepchild Someone who doesn't fit in,

500 to 549

Peon

330 to 369 370 to 399 400 to 449

possi-

550 to 599 600 to 609 610 to 649 650 to 699 700 to 849 someone 850 to 999 one

bly bullied. Like "peasant" is meant when used condescendingly as an insult; a person of low standing. Pee-Wee A young gangster; a small pe*is; $5 of crack. Prankster A buster gangster. Fool Someone who lacks intelligent judgement. Street Cat Urban (possibly poor)/underground/hip-hop/ gangster culture-oriented person. Thug Generally a brutal criminal (not simply who's gone through struggles as when meant in the Tupac Shakur sense). Hustler In this context probably not just someone who's energetically ambitious but who will scam and cheat people to

obtain

things. A sexual partner or friend of a guy who tries to con a lot of women to have sex with him; the more his range of influence, the greater his "game," therefore respect among those so inclined to respect that. A playa in the sense of "playboy"; in

1,000 to 1,049

Playa Partner

1,150 to 1,299

Mack

1,300 to 1,499 1,500 to 1,699

Pimp Crime Partner

this

context, probably even a pimp. Hustles patrons for whores aka ho's. The friend or sex partner of someone

who 1,700 to 1,999 2,000 to 2,099 2,100 to 2,299 a

Homeboy Homie Road Dawg

commits offenses against the law and/or morality. Homie; folkie; friend Homeboy; homeslice; friend A loyal friend whether in or out of prison;

woman who's become less attractive with

age: Hoodsta

2,500 to 2,749

Hard-a**

a d-dub-a. A term originated on the W coast for someone from the 'hood, probably in a gang. A tough person; in this context, probably

2,300 to 2,499 one

who picks on others and starts fights to

show

var-

2,750 to 2,999

Banger

3,000 to 3,499

Li'l G

off for whoever is stupid enough to admire that. In this context, probably a gang banger; marijuana; cocaine in Dublin, according to one source. A little gangsta/gangster/criminal, in this iation often accompanied by crimes against

lan3,500 to 3,999

Loc

(com-

guage, or at least spelling; a buster. Someone who shows a love of crips; a crip munity restoration in progress) was originally

a

member of a gang in LA that wanted to

eliminate

crime in their neighborhood; ironically, the crips became gangsters themselves; a local

per4,000 to 4,999 play5,000 to 7,499 the 7,500 to 9,999

Jacker

son or a crazy loco person or both. Thief, especially a carjacker. In a multi-

er video game, they shoot someone who was already shot and claim credit for the kill. Shooter Gangsta term of brotherhood for another; the gambler who is rolling the dice at craps table. Foot Soldier Standard initial rank of a gang member;

in10,000 to 19,999 20,000 to 29,999

Hoo-Rider Soldier

some30,000 to 39,999 40,000 to 49,999 50,000 to 69,999 60,000 to 79,999 that's who

Hawg Gangsta Ghetto Star Monster

fantry gangster. An annoying person or Mrs. Pete Townsend. A gangster (in this context, not just one who fights through rough times). Acronym for Heterosexual Aging White Guy (how'd I get up this high on this list? Hey?!) Criminal. A popular gangsta. A very successful threatening force considered crazy; a truck with very big wheels; a socially misunderstood person meant well but became ostracized and violent in a sensitive performance by Boris Karloff.

80,000 to 99,999 character-

A well-respected homeboy; A friend

Boss Hawg

ized by the acronym for Business Instead of Games (Notorious Big--rapper). Someone that's extremely selfish with

100,000 to 149,999 their

Big Homie

money; a feisty, chubby, rich, and

corrupt

politician (thank you imdb) in a TV show

I

didn't see. Someone who gives orders. An original gangster--what a gangsta is considered if they shoot someone. Then they're no longer a BG--a baby gangster. High Roller Someone who wagers large sums of money at the casino. Four-Star General The leader of a gang; Patton. Godfather An organized crime leader; an

150,000 to 199,999 200,000 to 299,999 300,000 to 374,999

Shot Caller OG

375,000 to 499,999 500,000 to 999,999

ori-

1,000,000 and above

King of San Andreas

ginator of extreme motorcycle stunts; James Brown. A GTA Master of all they survey

Thanks to The Great Onion Kid and GTADomain, blaze888888, diego siles, and others for the list given at: http://planetgrandtheftauto.gamespy.com/View.php?view=Guides.Detail&id= 68&game=3 For definitions, thanks to http://www.urbandictionary.com/ http://www.gizoogle.com/ http://www.gizooglei.com/ http://www.lvol.com/lvoleg/hist/lvlingo.html http://www.rapdict.org/ I.5.aa

Increasing the Criminal Rating

Some of the rules are: $5,000 increase = 1 Point Getting Busted/Wasted = -3 Points Completing a mission = 5 Points Using a cheat = -10 Points (Thanks to Chase "AggroSk8er" Ansok who credits GTADomain) Like "Vice City," blowing up a helicopter or plane creates 30 Criminal Rating points. Unlike VC, use of any code, not just certain ones, subtracts ten CR points. You can have C.J. kill pedestrians and destroy non-flying vehicles and rarely get CR points. I'm not sure if it matters which weapon or non-flying vehicle is

chosen since C.J. infrequently got CR points that way in the little testing I've done for it. Having C.J. change clothes or use bribes to get rid of a wanted rating adds nothing to his Criminal Rating. If doing those things, you're more liable to get points for that, and get more points, by having C.J. use a Pay 'n' Spray after getting a two stars or higher wanted rating (three wanted stars or higher may create more CR points than two, possibly after killing more pedestrians and destroying more vehicles--?). (You might get more points by having C.J. use a Pay 'n' Spray after using the method given above with a Minigun, Heat-Seeking Rocket Launcher, SMG, Spas or Sawn Off Shotgun, M4, a Chainsaw, Flowers, or--?) The fastest way to use that method to increase CR points is to have C.J. leave a vehicle in a Pay 'n' Spray, then repeatedly create a three stars or higher wanted rating nearby and get into or onto the vehicle. This often creates six to twelve CR points, sometimes more or less. The fastest way to get "King of San Andreas" on PC Use a trainer with a hotkey for the $250,000 and all vehicles explode codes. The GTA SA Control Center (X.13.c) lets you use codes without creating a record of using codes. Either click the "Player Data" tab and click "Auto-Clear Status after inserting cheats" beforehand or click the "Vehicle and Game Data" tab and click "Clear Cheated 'Status' and 'Count'" to remove your cheat count before saving. hesoyam

$250,000 and full Health and Armor

allcarsgoboom All vehicles explode As in "Vice City," the vehicles blow up repeatedly without needing to be repaired. Use the "hesoyam" code--one point per $5,000 x 50 = 50 points minus ten points for using a code = 40 points per use of the code--till C.J. has the maximum amount of money--$999,999,999. (Once C.J.'s cash is maximized, using the code just subtracts ten points.) (Thanks to pdescobar.) You'll have at least 40,120 CR points--"Gangsta." (Does C.J. need $10,000,000 as Spuds725 showed is the case for Tommy in "Vice City?" If so, that's 40 uses of the code.) The Dodo and Shamal are available at Los Santos Airport from the start of the game, and, providing you'd rather do this without a wanted rating, you can use

one of pdescobar's wanted rating-free exploits to send C.J. to the aircraft at Easter Bay Airport (though only the Maverick there is available to fly) or Las Venturas Airport and blow them up. Put any two aircraft near each other and blow them up with the "allcarsgoboom" code to blow up all vehicles. At 30 points per vehicle minus ten points for using a code, that's 50 points per use of the code. Later, but faster at one sitting, you could have C.J. put a lot of flying vehicles into the big hanger at Verdant Meadows and use the "allcarsgoboom" code to blow up all vehicles (in an SA update to Zarathustra's VC method using the Hyman Condo and helicopters and the BIGBANG code) at 30 points per vehicle minus ten points for using a code. For example, destroying five flying vehicles = 150 points minus ten points = 140 CR points per use of the code. (The vehicles don't need to heal between explosions but the hanger can keep them corralled in one area and saved that way if you want to do this again later.) If you use a trainer with a hotkey, that's 140 points added each time you press the hotkey, and they're added as fast as you can press it. How to make the fastest way available from the start of the game Use the vehicle spawner on the bottom left side of the "Vehicle and Game Data" tab of the GTA SA Control Center (X.13.c) to create a lot of flying vehicles away from the police. Click the "Keyboard Shortcuts" tab, click "Misc," and highlight the "Blow Up All Cars" code, which assigns "Ctrl" and "Y" as hotkeys. Hold down "Ctrl" while repeatedly pressing "Y" to blow the flying vehicles up over and over for 30 points per vehicle per explosion. Either click the "Player Data" tab and click "Auto-Clear Status after inserting cheats" beforehand or click the "Vehicle and Game Data" tab and click "Clear Cheated 'Status' and 'Count'" to remove your cheat count afterward. I.5.b

Health in relationship to Stats

Health isn't given in the Stats, just as a red bar in the heads up display (HUD), but if you use up C.J.'s Muscle and Fat, he can lose Health till he dies. C.J. looks thin with about 1/6th Fat and a tiny amount of Muscle after "Sweet and Kendl," which is the 1st time you can save the game. All that's available to eat are snacks and soft drinks (such as in front of the bar a block to the W of the Johnson house). You can have C.J. use a snack vending machine about 80 to 100 times in a row to give him about 20% Fat. The Fat burns off slowly, so

you can replenish it with snacks, keep his red Health bar full, and build up his other Stats. But his Health can be diminished quickly and C.J. can die after some confrontations with traffic or the bullets of policemen and rival gangsters, and snack and soft drink vending machines aren't shown on the radar or in-game map. So this walk-through reflects the fact that the first time I played "San Andreas," I waited till after "Ryder," after which the restaurants are open and shown on the radar and in-game map, to have C.J. do the various preliminary things that increase his weapon and vehicle skills. Once C.J. develops some Muscle, he can get stronger even faster using the outdoor gym at Verona Beach (the indoor ones open up after "Drive-Thru"). Reader Timo Hakala told me C.J. can start using the Verona Beach gym at the start of the game. (After doing the preliminaries, I'd make a copy of my save game in case I want to play it again with all that work already done. If you don't get it done till after the 1st few missions, at least those missions don't require C.J. to have any special skills, so you can always start a new game to see those without worrying about it.) Keep C.J. healthy by feeding him every day or two and giving him Armor to protect him from injury. There's an Armor pickup under the W side of the bridge that's a bit N along the big drainage ditch E of the Johnson house. The amount of Health and Armor C.J. has is given in the HUD; the amount of Armor is given in the Player Stats, too. The Paramedic mission gives you a fast way to increase C.J.'s maximum Health Stat potential. The hooker gimmick works like it did in the previous couple of GTA's with a few changes: The hookers, like the drug dealers and convenience stores, are open for business 24 hours a day. (In "Vice City," the hookers just showed up during what is usually sleep time, so I don't think they made as much money.) If C.J. drives one of most of the four-wheel vehicles (a convertible will work in "San Andreas") by a hooker, and she asks if C.J. wants a good time, press "Y" for "Yes," and she'll get into the vehicle. Have him park somewhere secluded (the back tires don't have to kick anything up like before). If you have the subtitles on and pick a place where the gimmick works, a subtitle will say, "This looks like a good spot." The vehicle rocks for about 15 seconds (a little over 15 minutes in game time) during which she charges $28 while C.J.'s Health goes up a bit (almost as much as for a Sprunk machine--see below). After the Pimping mission, she pays him for it.

******** One hooker asks, "Did somebody say 'milkshake'?" milkshake: 1. Slang - A woman's body and the way she carries it. http://www.urbandictionary.com/define.php?term=milkshake Kelis featuring Pharrell, Pusha T "Milkshake (Mightyfools remix)" http://www.youtube.com/watch?v=3wU4iKGdTRU I'm with Rusk--I just thought it meant her t*ts. ******** If C.J.'s health isn't maximized, it goes up a little bit the 1st time he enters an Ambulance, and even more the 1st time he enters a Hotdog van, too. I used the Control Center, X.13.c, to check increases in C.J.'s Health: Entering an Ambulance for the 1st time: up 20 Hooker: up 28 Vending machine (Sprunk or snacks): up 35 Human vendor (in Hotdog Van, and at chili, ice cream, or noodle stand): up 60

Thanks to the Stats FAQ by bamspeedy1298 at Gamefaqs for noting that C.J. gets 40 Health points the first time he enters a Hotdog van, too. http://www.gamefaqs.com/computer/doswin/file/924362/47686 Small meal: up 20 Medium meal: up 40 Big meal (not salad): up 70 Salad meal: up 40 A Heart pickup increases it 100%. Full Health before completing the Paramedic mission: 100 Full Health after completing the Paramedic mission: 150 If you use the Control Center (see X.13.c), you can have C.J.'s Health set to 176 so he doesn't die if he falls a great distance onto the ground while wearing a Parachute. I.5.c

Player--Muscle and Fat Stats

Basically, you keep a little Fat there for C.J. to burn off instead of burning off Muscle. I only fill about 1/4th to 1/3rd of the Fat bar--if C.J. gets too flabby, he won't run as athletically or jump as high. (If you plump him up instead of pump him up after completing the game, he won't be able to jump high

enough to grab the top of the wall behind Sweet's basketball hoop to get onto Sweet's roof for the Hydra there.) If both of those Stats are depleted, C.J. will lose Health and die. But Fat burns off slowly, so it's easy to keep enough in the Fat Stat. Take-Two recommends having C.J. eat once a day to avoid the glitch that can appear late in the game and doesn't let him use the gym equipment at all. Before the restaurants open, you can increase C.J.'s Fat by having him go to the human vendors and vending machines for food. You can have C.J. stuff his face about 80 to 100 times in a row at a snack vending machine to give him about 20% Fat. Once the restaurants open, after "Ryder," have him eat the big nonsalad meals for the fastest way to increase Fat. I used the Control Center (see X.13.c) to check for increases in C.J.'s Fat level: Vending machine: up 2 Human vendor (at a stand or in a Hotdog van): up 5 Big meal (not salad): up 27 If he has about 1/4th to 1/3rd Fat, enough so he can get around and burn it off instead of Muscle and not be flabby, you can give C.J. a meal every day or two, and keep his Health bar full, with salad meals, snacks, and soft drinks, too. Have him go running, swimming, or cycling to convert Fat to Muscle (and increase his Stamina). Once he gets to the Buff stage, the game says he's allowed to use gyms, but the indoor gym equipment is unavailable because the indoor gyms don't have yellow entrance lights in front of the doors until "Drive-Thru." Before that, the fastest way is to have him lose Fat is to use the stationary bike of the outdoor gym at Verona Beach. (You could give him 11 meals in a row to make him throw up and he'll lose a lot of Fat, too, if not gain Muscle or Stamina.) To have him use the dumbbells and bench press weights at the Verona Beach gym, quickly alternate presses of Left Shift (I remap Sprint to Left Shift) and the LMB. He'll develop even more Muscle, which mainly improves the strength of his melee attacks and shows in his appearance--it's 20% of his Sex Appeal Stat. When he's real lean and muscular, he's built like a contest-ready Arnold Schwarzenegger. (Note: I remap Sprint to Left Shift and Jump to Spacebar to make the controls like the ones I use for "Vice City.") The maximum Stat for Muscle is 1,000 points.

The fastest way to raise C.J.'s Muscle Stat is at "Maximum Stats of all kinds in one sitting" (see III.5). I.5.d

Player--Stamina and Lung Capacity Stats

Stamina is, with Muscle and increase to maximum strength. and running for a longer time them. It doesn't diminish, and it's infinite sprint, complete the

Lung Capacity, another health Stat you want to C.J.'s ability at biking fast, swimming fast, is improved by having him do one or more of good to build it up early in the game. "Burglary" mission.)

(For the

The bigger the Lung Capacity Stat, the longer C.J. can hold his breath underwater. It's increased by having him swim underwater till his air bar gets low then surface. The maximum Stat for Stamina and Lung Capacity is 1,000 points. The fastest way to raise these Stats is at "Maximum Stats of all kinds in one sitting" (see III.5). I.5.e

Player--Total Respect and Sex Appeal Stats

Respect Running Respect: 40% Mission advancement: 36% Territories owned: 6% Amount of money: 6% Muscle (physical fitness): 4% Progress with girlfriend: 4% Appearance: 4% Running Respect: Killing a drug dealer: +.005% Killing a rival gang member: +.5% Killing one of your gang members: –.0005% One of your gang members dies: –2% Territory won: +30% (a major part of the final Los Santos section of the game) Territory lost: –3% Thanks to the Brady guide for those figures. How do they figure out numbers like -.0005%? There must be math in a file, like the one that determines how fast stats increase (see III.5), they look at to figure that out. The main way C.J. can increase his Respect Stat is by killing lots of rival gang members and corrupt law enforcers, recruiting Grove Street Family gang members to help him, then by taking over rival gang territories.

Taking over rival gang territories is possible after "Doberman" (see IV.23), but C.J. loses any territories he gains in Los Santos when he leaves it after "The Green Sabre" (see IV.28). He keeps the Respect, though, so I'll leave the choice open. Mission success is the other big factor that determines Respect, and an important mission that's available early is to spray 100 Tags. Respect can also be increased by having C.J. be healthy and use the better vehicles, clothes, haircuts, and tattoos. Sex Appeal can be increased by maximizing C.J.'s Muscle, keeping his Fat Stat low (I'd aim for around 1/3rd), and having him use the vehicles, clothes, haircuts, and tattoos with a big Sex Appeal value. The vehicles with a big Sex Appeal Stat (see III.18) seem to make the biggest contribution of those last four things. Once C.J. can start dating--after "Burning Desire" (see IV.23), unless you want to have C.J. and Katie hazard the attacks in the off-limit areas--Sex Appeal can be increased by having him succeed with dates, too, which is made easier by the Sex Appeal increase in having C.J. find all the Oysters 1st (girlfriends won't care how much C.J. weighs, etc.).

I.5.f

Player--vehicle Stats

The more C.J. uses a type of vehicle--car, bicycle, motorcycle, or aircraft--the higher the skill Stat for that type will be till the Stat is maxed out and the type of vehicle gets the easiest handling it will get in the game. When C.J. rides a bicycle enough to increase his Cycling skill, he can Bunny Hop higher and reverse faster without falling off. When C.J.'s Stat for flying reaches 20%, he gates will open for him at all the airports. game recognizes that C.J. got a Pilot License School success.) When the Stat reaches 100%, bails from an aircraft.

gets a Pilot's license and the (If you have C.J. get this, the a 2nd time after his 1st Flight C.J. gets a Parachute when he

The maximum Stat for a vehicle skill is 1,000 points. The fastest way to raise the vehicle skill Stats is at "Maximum Stats of all kinds in one sitting" (see III.5). I.5.g

Player--Pilot Ranking

The rankings are the same as in "Vice City" with a lot more aircraft to climb

the list with. The "Vice City" glitch that causes the Stats to consider you an "Ace" too soon is back. Most importantly, the little Dodo is back. Awwwr!-the little one.... Pilot ranking 0:00 0:05 0:10 0:20 0:30 1:00 1:30 2:00 2:30 3:00 3:30 4:00 4:30 5:00 6:00 7:00 8:00 9:00 10:00 20:00

to to to to to to to to to to to to to to to to to to to to

0:04 0:09 0:19 0:29 0:59 1:29 1:59 2:29 2:59 3:29 3:59 4:29 4:59 5:59 6:59 7:59 8:59 9:59 10:59 30:00

No Ranking Flyboy Aircraftman Pilot Officer Corporal Lieutenant Sergeant Captain Biggs Wedge Red Baron Goose Viper Jester Chappy Iceman Maverick Noops Air Chief Marshal Ace

From what I can tell from the little I've tested it, it looks like the "Vice City" glitch of "Ace" showing up too fast is back. See "Glenster's Guide to Some of Vice City" for more about the rankings. Since the Dodo is of paramount importance, I'll repeat something I wrote in my walk-through for "Vice City": special mention should be made of Poland's young Andrew Noops n Gleh, who used to frequent the ign.com message boards. From what seems most reliable from looking at various web pages, he flew the GTA "III" Dodo for 176,488 seconds and was awarded by Rockstar with a special flight rating in "Vice City." You still have to be an Air Chief Marshal or Ace to do better than that in "San Andreas." This isn't one of those people that can't fly the Skimmer--this is a twofisted, red-blooded, Dodo-flying man. Rockstar, if you read this, this is what we want. Don't listen to those Skimmer weenies. If you want to make things big and easy, at least make two versions--one rated M and one rated SW. For SW, you can push a button, and you don't have to aim, drive, or fly anything, and you can have the lead character buy some shorts and go for a swim. And leave the motorcycles and the Dodo the way "Vice City" intended them for the M. Flight time is given in Achievements.

I.5.h

Player--Gambling and Luck Stats

Having C.J. bet on the horses at Inside Track (which doesn't have a limit on the amount wagered) over and over won't make C.J. win more often. C.J.'s Luck goes to 1,000 after he finds all 50 Horseshoes in Las Venturas and his Gambling Stat can be increased by spending money on the several ways to gamble in Las Venturas casinos (see XI.e), so you might not worry about those things till you send C.J. there. Giving C.J. those things won't give you any advantage at getting 100% for the game other than that C.J. needs to collect 50 Horseshoes for that. If you want C.J. to make a lot of money from gambling, the fastest and safest ways are to either have him bet a lot of money on the long shot at Inside Track and only save the game if he wins, or have him use GTA_Phreak's gimmick for winning at Blackjack (XI.e). Since C.J. doesn't need to build any Gambling Stat to use the Inside Track gimmick, there really isn't any need for C.J. build his Gambling Stat to have enough money to buy all the properties in the game. Giving C.J. 1,000 for Luck is supposed to give him better odds at winning at casino gambling, but I'm not sure what it does. For example, GTA_Phreak pointed out that the $1,000,000 Blackjack table uses a loop of 312 cards as long as C.J. remains at the table, and the dealer always hits when the total of his cards is under 17 and holds at 17 or over, so Luck shouldn't influence C.J.'s chances of winning in those circumtances, at least. When C.J. spends $1,000 at a casino table, he can bet and borrow $1,000; when he spends $10,000 that way, he can bet or borrow $10,000, etc. up to $1,000,000. The more he can bet and borrow, the higher his Gambling Stat. According to pdescobar at GTA Forums, you increase C.J.'s gambling skill . 001 points for every dollar spent on casino games--slots, video poker, blackjack, roulette, and wheel of fortune. C.J. reaches the highest gambling skill, 1000 points, the Whale level, if he spends $1,000,000, regardless of whether he wins or loses. I tell you the truth, if I wanted to play card games, I'd have used the ones that come with Windows XP, and I didn't. I can't see buying a 64 bit processor and all for a card game or the video version of the lottery tickets at the con-

venience store. Now a pinball game in the bars--that could get me going a little bit. A Future Pinball game might be a lot of megabytes for one aspect of a bar in a GTA game, but maybe a decent one wouldn't have to be very big. GTA could do it up good with sound effects and voices--maybe having the ball get a Unique Jump cinematic as it goes over a ramp. http://www.futurepinball.com/ I.5.i

Weapons

C.J. can improve the weapon Stats certain weapons have by shooting rival gangsters or law enforcers. Shooting the gangsters creates less of a problem with getting rid of wanted ratings. Likewise, he can improve his various vehicle Stats by using the vehicles. These are covered more in the "Preliminaries for Los Santos" section. The fastest way to raise the weapon stats is at "Maximum Stats of all kinds in one sitting" (see III.5). Current Weapon Skill: the skill level of the weapon C.J. is equipped with if it has a skill level. The highest level is 1,000 points. I.5.j

Crimes--Total number of wanted stars attained and evaded

The total number of wanted stars attained is increased by each wanted star c.J. gets. They're considered as evaded if he gets rid of them by using a Pay 'n' Spray, paint job at a mod shop or Millie's garage, haircut, bribe, or by putting on a hat, shades, or clothes for torso or legs. They aren't considered as evaded if they just go away while C.J. stays away from law enforcement. Wanted stars attained during missions and erased by completing those missions aren't considered as evaded, either. Unless you're going to reload the game every time C.J. gets rid of a wanted star one of those two last ways, the best you can do is keep Attained from getting too much bigger than Evaded. I.5.k

Crimes--Criminals wasted

Criminals wasted refers to the number of times C.J. killed criminals, which includes four drug dealers (see III.11). The criminals listed in data\peds.ide are BMYCG, BMYCR, HMYCM, HMYCR, SWMYCR, SBMYCR, SHMYCR, VBMYCR, VHMYCR VWMYCR, WFYCRK (a lady), WMYCR, MAFFA, MAFFB, MAFFBOSS, BIKDRUG, BMYDRUG, HMYDRUG, and WMYDRUG. BMYCG black guy, hospital mask over mouth, dark brimless cap, dark gray jersey with white short sleeves, gray pants, white shoes. BMYCR black guy, a bit unshaven, silver chain, light and dark vertical striped short sleeve shirt, green-gray calf-high pants, white sneakers.

HMYCM white guy, hospital mask over mouth, dark gray shorts with a red band at the end of each leg, brown and black slippers. HMYCR Hispanic guy, short hair, Fu Manchu mustache, cross chain, white jersey, mostly gray plaid shirt only buttoned at top, light gray pants, black and white shoes. SBMYCR black guy, bit unshaven, dark shades, white baggy cap like nurses wear, white jersey with blue unbuttoned shirt, light gray green pants, white shoes. SHMYCR Hispanic guy, dark pompadour, pink long sleeve shirt, gold watch, gray pants, brown and black shoes. SWMYCR Asian guy, short dark hair, green short sleeve jersey over black long sleeve jersey, blue jeans, light and dark gray shoes. VBMYCR black guy, a bit unshaven, short hair w/dreads in back, mostly gray plaid jacket, gray pants and shoes. VHMYCR Asian guy, short hair, short mustache and beard, horizontal black and white striped jersey, blue jeans, gray and black shoes. VWMYCR white guy, tall spiky brown mullet, bit unshaven, gray jersey w/red on chest and "ox" below, sleeveless jacket vest, torn blue jeans, high tied boots. WMYCR white guy, short brown hair combed straight back, light beard, silver chain, black jersey, black leather vest, light brown pants to above the ankle, gray shoes. WFYCRK white woman, hospital mask over mouth, white "X" taped on nipples, white thong bikini bottom, black and see-through gray shoes. MAFFA

white chunky guy, black jersey/suit/shoes.

MAFFB white chunky guy, bald with brown mustache, gray jersey with dark gray horizontal stripes, brown-gray jacket, pale gray pants, brown shoes. MAFFBOSS white guy, short dark hair and goatee, pale pink-peach shirt with a white collar, gray suit with a white handkerchief in the pocket, black shoes. BIKDRUG white guy, light brown short mustache and beard, black headband and bracelet, tattoos on arms, white muscle shirt with a black leather vest, calfhigh gray pants, gray shoes. BMYDRUG black guy, short goatee, black muscle t-shirt, brimless black cap, silver chain and bracelet, gray pants, black and white shoes, often has his

hands folded before him. HMYDRUG Hispanic guy, dark shades, goatee, cross chain, gray muscle shirt, dark gray pants, red-gray bandana, tattoos on arms. WMYDRUG white guy with a smirk, gray Rockstar hoody pulled up over his head, dark baseball cap, blue jeans, white sneakers, often has his hands folded before him. See X.8 "Skin viewing and editing" for some methods you can use to view them. See I.8.b for the vehicles they drive. Strangely, the pimp, BMYPIMP (black guy, light gray hat, brown fur coat, light blue or reflecting blue? shades, gray jacket, white shirt, red tie, black pants, gray shoes), isn't given a criminal status like the pimp in bold red and black in "Vice City." And, as before, the prostitutes and gang members aren't given a criminal status, either, I guess just because the lead character interacts differently with them. I.5.l

Crimes--Gang members wasted

The Gang members wasted by C.J. can belong to one of to data\peds.ide and pedgrp.ide, they are: the Ballas, Family, the Los Santos Vagos, the San Fierro Rifa, the De Nang Mafia, the Triads, and the Varrio Los Aztecas. See I.8.b for drive. I.5.m

eight gangs. According the Grove Street Boys, the Italian the vehicles they

Crimes--Cost of property damaged

The costs of vehicles, shown in column ac of data\handling.cfg, go toward calculating this. (Thanks to Ben "Cerbera" Millard.) I.5.n

Gangs

The size of the three biggest gangs is given in the order of the number of territories held by each. I.5.o

Achievements--Flight time

Flight time in "San Andreas" is created by how long you fly both planes and helicopters. I.5.p

Mission

Pdescobar says that you might as well ignore the fact that Missions Passed

won't grow to be as large a number as Mission Attempts: "Many things (such as entering a gym) will increment that stat" (Mission Attempts) "even though they aren't completable missions." I.5.q

Miscellaneous--Progress made

The percentage of the game you've completed. &&&&&&&&&&&&&&&&&&&& I.6.a

Some distinctions between the PS2 and original PC versions

The PS2 version comes out 1st because poor Sony doesn't have enough money. I'm thinking of starting a telethon. (What kind of PR blurb would that be?: "The graphics aren't as good, you can't mod it or put in songs, and you get a limited range of controllers. Buy two!" So they put it out without competition.) The graphics aren't diminished for the PC version. A good article about it, and refinements made to GTA since "Vice City," is an interview with a few of the developers--Obbe Vermeij, John Whyte, and Chris Rothwell--which can be found at the Gamespot web site: http://www.gamespot.com/pc/action/gta4/preview_6126774.html A good article on the history of Playstation 2 is: http://en.wikipedia.org/wiki/PlayStation_2 ******** A GTA Forums message board, hosted by Kiwisdofly , about the PS2/PC/Xbox differences is at: http://www.gtaforums.com/index.php?showtopic=214501&st=0 The PC and Xbox versions have cardboard cut-outs of C.J. and a bear, meant for target practice, at various Ammu-Nations. In the PC and Xbox versions, the San Fierro tattoo parlour has tattoos not found in the other tattoo parlors, and there are more "objects"--for example, Grove street for the PC (maybe Xbox) version has things like boxes, garbage bags, and trees (trees?), etc. (Thanks to tommy vercetti guy.) The loading times are much faster, and it's a lot easier to mod things, in the PC and XBox versions. (Thanks to the venerable spaceeinstein.) Draw Distance (the distance at which the graphics are loaded) is greater for the PC and Xbox versions, and the graphics can be seen to be better in a lot of ways--the surface of roads, the look of lightning storms, etc. ********

In the PC version, you can put WAV or OGG (Ogg Vorbis) files (with the correct CODECs installed, also MP3, WMA, M4A, etc., files) in My Documents/GTA San Andreas User Files/User Tracks for your own radio station. To save space, notably if you want to use the same songs for more than one GTA, right click the song file, click "Create Shortcut," copy the shortcut, and paste it in the User Tracks folder. Then Delete the original shortcut. In the with the tions of and "Random"

Play Mode section, you can choose "Radio" to have the game play them commercials, etc., provided to make it seem like another of the stathe game. Otherwise, "Sequential" plays them in alphabetical order plays them in a random order.

To have them play on the radio station, run "Scan User Tracks" 1st in "Audio Setup." Automatic Media Scan will make the radio start with the 1st track after the game loads. ******** You can use or make a variety of mods (modifications) with the PC version. Normally, more kinds of mods are possible with v.1 than v.2, but see the start of the modding section (see X) for jarjar's method to convert v.2 to be able to mod it like v.1. The PS2 two player mini-games have been dropped for the PC version. version has online multi-player mods.

The PC

GTA Tournament: http://gtat.dracoblue.net/ SA:MP http://www.sa-mp.com/ MultiTheftAuto: http://www.multitheftauto.com/ Jarjar, at GTA Forums mod showroom, has a mod that lets you play the PS2 two player games on PC (see X.13.x). Not to be outdone, DeeZire has a mod, "Things To Do in San Andreas 'Till You're Dead (Volume 1)" (see X.9.b), that introduces a bunch of edited out "San Andreas" missions and things that aren't in any of the (unmodified) versions of the game. ******** The moon stays full and doesn't go through phases as pre-release information

said it would. Thanks to Spaceeinstein for telling me it goes through phases in the PS2 version. The PS2 method of raising C.J.'s weapon Stats quicker by having him shoot at a tire doesn't work for PC. Again, see III.5 for a way to make any Stat climb as fast as you like on PC. The basketballs appear at the start of the PS2 version but don't appear in the PC version till after "Tagging Up Turf." The PS2 Chiliad Challenge Parachute morph gimmick doesn't work for PC. (On PS2, have C.J. equip a Parachute, start the Challenge, jump off the ramp by the flag, bail a second later and open the Parachute, and soon have C.J. morph to the bike with the Parachute attached and open above him.) Demarest's Steed mod, that lets you choose to have the lead GTA player never fall off their motorcycle, has been adapted for the PC "San Andreas," though, including by Spaceeinstein for the "San Andreas" version of his "All In One Mod" (see X.13.ii) collection. The gimmick to have C.J. switch to a Camera and click a photo to unhitch a trailer from a truck cab doesn't work for PC, either. You could use the GTA SA Control Center (see X.13.c) on PC and have a truck C.J. is in teleport from a trailer to unhitch it, though. The gimmick of switching to another radio station and switching back before the dialing noise is over to skip a song on the radio doesn't work on PC--at least not the original version. The song "White Room" by Cream has been added to later PC and Xbox versions. Shady Industries has been renamed Solaris Industries for PC. (I'm guessing an actual Shady Industries didn't like the association with Avery Carrington's Shady Acres, etc., in "Vice City." Then again, I never figured out that PS2 "Vice Point Langer"/PC "W.K. Chariot" hotel name change.) Some Benson trucks still say "Shady Industries," though. (Thanks to PresidentKiller at GTA Forums.) On PS2, the cars get dirty and you can clean them by using a save garage, Pay 'n' Spray, or by driving in the rain. In the original PC version, they just stay however dirty they are. The car washes weren't functional for anybody. There is a mod for the PC version that keeps the dirt off, though: "The No Rust mod" (see X.13.e). The v 1.01 patch (see I.2.e) for v.1 lets you clean the dirty cars on PC, too--thanks to Spaceeinstein for telling me you need to set FX quality to medium or higher, too, to make it work. One thing that was different about the PC version of "Vice City"--that the pedestrians taken hostage in jacked vehicles were rarely heard to make funny

screams as they did on PS2--has been fixed for the PC "San Andreas." An easy way to test it is to have C.J. jack a Hotdog van with a vendor in the back. ******** Thanks to Rusk and his information about the differences between the original and Second Edition of the PS2 version for helping me make these comparisons: "Supply Lines" is easier in any version other than the original PS2 version because the RC Baron doesn't use fuel when it glides. The Market, Los Santos, Cluckin' Bell, not noted on the in-game map in the original PS2 version, is noted on the in-game map in the PC version and the PS2 Second Edition. The Las Venturas Pay 'n' Spray (on the S end of the littlest square block between Royale Casino and Pilgrim), which wasn't noted on the in-game map but worked in the original PS2 version, isn't noted on the in-game map and doesn't work for the PC version, and Rusk writes that it was completely removed for the PS2 Second Edition. Spaceeinstein told me: "Actually, it's not completely disabled in the PC/XBox version. It's just the door that doesn't work. You can modify the mission script or placement file to open that Pay n Spray door. The Pay n Spray works." The original PS2 version glitch that caused pool to be unavailable after C.J. aimed a gun in a room with a pool table has been fixed for the PS2 Second Edition. I don't remember it being reported as a problem for PC. ******** Be wary of reviews of the PC version that start out with the person taking hours to get used to the controls. Would you want to know if you should buy a car on the advice of someone who'd never driven before? (If, afterward, they still find it hard to fly--accelerate, up, down, left, right--this should be a little hint. Time for: "I can't fly the Skimmer. I'll give you a web site-fly it for me...." I would not entrust the li'l Dodo to such reckless hands.) Different games are better on different formats, and people can go with what they're used to. But when it comes to GTA and I read about people fussing about which version is better--usually knowing the PS2 version and wondering about the PC version, I think of this: Imagine there was a button on your PC monitor. And if you pressed it, your GTA graphics would be worse, you couldn't add your own music, you couldn't play

with the data files or add models to the game, you were limited in what controllers you could use, no more hand held "camera" freedom--who the he** would push that button? The only thing I heard that gave me pause about that was when someone said they liked PS2 better since they liked to watch the game on TV. It was a brief pause--I used to use an ATI All In Wonder 9800 Pro graphics card. ******** I.6.b

Adapters for PlayStation and Xbox controllers

If you want to use an adapter that lets you use your PlayStation or Xbox pad for PC: "GInput" by Deji lets you use Playstation and XBox controllers for the PC "San Andreas." http://gtag.gtagaming.com/mods/107-ginput/ http://www.gtaforums.com/index.php?showtopic=526235 Gamespy, Aug., 2005, recommended these USB adapters, about $12 each, you can plug them into: SmartJoy PLUS - PlayStation 2-USB adapter SmartJoy X - Xbox-USB adapter http://pc.gamespy.com/articles/637/637880p8.html I'll add that Smartjoy Frag Xbox and Frag PS2 allow keyboard and mouse to be used with console games. http://www.smartjoy.com/ http://en.wikipedia.org/wiki/SmartJoy_Frag You might also want to see this message board about the San Andreas Advanced Control: http://www.gtaforums.com/index.php?showtopic=198093 I.6.c

Gamepad controls

I recently got a Logitech Rumblepad 2, which is like a PS2 controller and is much easier to connect to your PC. It doesn't have a PS2 pressure-sensitive vehicle acceleration button--acceleration is determined for each vehicle in data > handling.cfg, and you regulate how much to use with presses or taps of a key of the keyboard or a button of a gamepad, in PC GTAs. Turning for sprinting, swimming, and land, water, and flying vehicles (including the Jetpack) is done with the left analogue stick instead of with mouse steering and the keyboard. It makes turning while swimming, falling with the Parachute deployed, and flying with the Jetpack look different--you see more of a range of motion, like turning with them was designed more for gamepad use.

The ability of the left analogue stick to combine the keys that tilt a helicopter up, down, left, or right makes it a bit easier to fly one. Why the game developers didn't utilize the "Vice City" method that ties both forward movement and forward "camera" aim together, for which a little forward movement sends the "camera" aim ahead, is beyond me. If anything, I'd have added that for the helicopters, too. The tendency of the "camera" to aim somewhere other than forward for a turning helicopter, and the length of time it takes to aim the "camera" forward by sending a helicopter forward, is the biggest problem of flying a helicopter whether you use a keyboard or a gamepad. Having the "camera" glimpse backward sends the aim of it forward, but it's still a disadvantage to have to do that while a helicopter is turning and being moved into position to fire at a moving target. A gamepad isn't as smooth at moving the lead character, and aiming a weapon is awkward with the left analogue stick. I think the auto-aim feature that comes with the Joypad Configuration, and the way the "camera" moves around while the lead character uses auto-aim to fire at targets, is meant to compensate for that, although auto-aim isn't available for weapons that bring up a scope. The "camera" movement created by using the right analogue stick is limited in speed and range and feels clumsy compared to aiming the "camera" with the mouse. While the left analogue stick controls leaning forward or back on a motorcycle, a gamepad may have more of the control of a keyboard for motorcycle stunts if you program a couple of buttons for that. But since the keyboard still functions while you use a gamepad, I'd probably use the keyboard for motorcycle stunts to have a couple more buttons available on the gamepad for more general things. If you leave the gamepad attached while you use the mouse and keyboard, you may get the glitch of the "camera" circling C.J. uncontrollably. If that happens, unplug the gamepad. The gamepad works in both the Mouse and Keys and Joypad Configurations, but Steer with Mouse is only available in the Mouse and Keys Configuration, so I see the advantage, claimed by some posters on the game message boards, in using the Mouse and Keys Configuration and having the gamepad available to fly a helicopter or just for enjoying the variety it adds. Thanks to Orion_SR for telling me the gamepad setup given below:

Foot Controls Fire Next Weapon Prev Weapon Zoom In Zoom Out Enter+Exit Camera Jump Sprint Aim Crouch Action Look Behind

Joy3 Joy8 Joy7 Joy1 Joy2 Joy4 Joy10 (or Joy9) Joy1 Joy2 Joy6 Joy11 (or Joy12) Joy5 Joy12 (or Joy11)

Vehicle Controls Fire Secondary Fire Accelerate Brake Enter+Exit Horn Sub-mission Camera Handbrake Look Left Look Right Look Behind

Joy3 Joy5 Joy1 Joy2 Joy4 Joy11 Joy12 Joy10 (or Joy9) Joy6 Joy7 Joy8 Joy7+8

&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7

Controls

F or Enter (or my remapped Sprint: Left Shift) lets you skip a cutscene. Esc Pause the game and go to the menu. To have a longer look at onscreen instructions or dialogue, press Esc and go to Brief. You can go back through earlier instructions and dialogue by pressing Up and go forward through them with Down. Prt Scr

See X.15 for how to use Prt Scr, etc., to make screenshots.

If you leave the controls alone, the HUD will disappear and the "camera" will act like a hand held camera operator is getting bored from inactivity and will zoom in on and back from this and that activity. F1 Instant Replay An instant replay lasts 20 sec. to one min.--the fewer peds and vehicles, the longer the replay. http://www.grandtheftwiki.com/Replay F2 Save replay (press at the end of the replay)

F3 Play back last saved replay. Only one replay can be saved at a time unless you want to rename the My Documents\GTA San Andreas User Files\replay.rep file so it isn't overwritten. If you want to save videos of the game, you might want to download FRAPS. http://www.fraps.com/ I'd like it if someone made a mod to give "San Andreas" the "Vice City"-type instant replay with slow motion for Unique Jumps and a variety of "camera" angles. Some things are different in GTA instant replays. In "San Andreas" instant replays, the red smoke doesn't appear behind the Stuntplane, the thrusters point down on the Hydra even in replays of scenes in which they were pointed back, a black thing--a landing wheel?--appears below the back end of, at least, some of the planes, the Jet Pack doesn't appear, train engines face backward, etc. One of the new differences that's the most unusual, and which I haven't read any explanation for, is that instead of certain action scene co-stars such as Big Smoke, Kent Paul, or Maccer appearing, another guy does. It gets more unusual when he replaces both Kent and Maccer at the same time or replaces Catalina as he does in the scene at the link below: http://img216.imageshack.us/img216/9489/00gta1wtfcatalinareplay6qo.jpg Spaceeinstein sent me this "Explanation: Rockstar became lazy. The replay didn't load the special actor models. That ped in the picture is the default ped for the special actor model to replace. Special actor models aren't considered as peds in the game so it has to replace an existing ped like the one in the picture." ******** A couple of instant replays that should have been (and other odd moments): - I had C.J. get a six star wanted level and land his Jetpack on the Ferris wheel at Santa Maria Beach. A Police Maverick landed beside him, and C.J. jacked it! Those things take off too slow for him to have gotten away, and something about the getting busted cinematic screwed up the instant replay so it didn't register. (If it ever comes up for you, have him shoot the corrupt officers 1st.) - C.J. was driving a motorcycle through the oil fields toward Las Venturas, hit something, the bike kept rolling while C.J. ran to get it, and he got back on and kept riding like something out of a wild west show or a stunt movie air grab. I must have hit the wrong button, though, because the instant replay just showed the last few seconds of him standing somewhere afterwards.

- I'll add something to those two because this is the closest category to put it in, other than the one for ghost world. C.J., in an SUV, was drive-bying the attackers on motorcycles in the 2nd half of "Lure," and he ran out of ammo. So I had him try to run into them, and he knocked a couple off their bike. One got back on the back of the seat of the bike, and C.J. ran the other one down. But the bike with the person on the back still followed him around. It would run into him now and then--plomp--but that's about it. If C.J. stopped, it stopped. It was more like a frisky dog than an attacker. Hitokri Battusai wrote to me he had a similar experience with what he called Ghost Cops during a gang fight, too: the police car driver was killed but the car kept following C.J.'s car. - Using Molotovs for "The End of the Line" gave me a couple of glitches. One gangster kept running into the corner of an alcove till he went through it, like Claude in the "III" gimmick to get a Mafia Sentinel. Another survived the fire--I guess running into the wall protected him a bit--and said, "You can't do that to me, man," and resumed firing till he got a moment of another Molotov! WTF screenshots http://img119.imageshack.us/img119/7595/00gta1wtf90wk.jpg http://img50.imageshack.us/img50/3052/00gta1wtf106jn.jpg http://img85.imageshack.us/img85/9366/00gta1wtf236du.jpg http://img85.imageshack.us/img85/2158/00gta1wtf30x9ou.jpg http://img232.imageshack.us/img232/8240/00gta1wtf44d7lm.jpg http://img265.imageshack.us/img265/1189/00gta1wtf997ai.jpg http://img129.imageshack.us/img129/6355/00gta1wtf55a6uw.jpg http://img129.imageshack.us/img129/668/00gta1wtf55b3om.jpg http://img227.imageshack.us/img227/795/00gta1wtf453up.jpg Once C.J.'s vehicle bumped it, this truck rolled down the road as shown till it was bumped again: http://img50.imageshack.us/img50/1663/00gta1wtf18truckstoppie1qe.jpg Low flying Rustler: http://img119.imageshack.us/img119/3168/00gta1wtf113rn.jpg http://img50.imageshack.us/img50/8329/00gta1wtf123xh.jpg http://img119.imageshack.us/img119/6421/00gta1wtf143gi.jpg Flying train: http://img53.imageshack.us/img53/1346/00gta1wtf33b3lw.jpg http://img53.imageshack.us/img53/2155/00gta1wtf33c4dv.jpg http://img53.imageshack.us/img53/6549/00gta1wtf33d7mv.jpg Invisible motorcycle policeman: http://img149.imageshack.us/img149/1509/00gta1wtf873ri.jpg

http://img232.imageshack.us/img232/9900/0gta1wtf888yq.jpg After downing the helicopter in "Toreno's Last Flight": http://img138.imageshack.us/img138/537/00gta1screen928tm7.jpg Really bad gang car (the game wasn't modded--I haven't seen this since) http://img146.imageshack.us/img146/7586/gtasawtfgangbeatupglendoe6.jpg http://img357.imageshack.us/img357/6240/gtasawtfgangbeatupglendvc7.jpg &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.a

Foot Controls

******** Note: I remap Spacebar and Left Shift so each does the job of the other-Jump is Spacebar and Run or Sprint is Left Shift--so it's more like "Vice City." ******** W S Mouse Steering or A Mouse Steering or D

Forward Backwards Left Right

You can turn the "camera" with the mouse so to face C.J., then press S to keep him going in the same direction in the scenery yet now towards you and the camera; a similar thing can be done with A and D. W,S,A, and D can also be used for the dance game, and A and D can be used to go through the food selection at a restaurant. Get a rhythm going and tap W,S,,A, or D on the beat, sometimes in the same direction for pairs of beats, to give C.J. a little dance move paradiddle you can throw in now and then, like when C.J. sings, for some snazz. Mouse va-

Look anywhere, though you need to move C.J. to look directly up or down. When standing still, C.J. doesn't swivel as you move the mouse as Tommy Vercetti or Claude Speed did. You get a greater riety of views of him that way, but it makes aiming him busier. While he faces in one direction, you can look in another with the Mouse; if you want to face him in the new direction, press W,S,A,

or direction

D as needed.

I usually press W, which makes him go in the

the Mouse is pointed, to turn him. F or Enter (Return)

or

Enter or get on a vehicle, have C.J. buy a soft drink

snack, end a transaction at a restaurant or barber

shop,

etc., end a phone call, spend $100 for, or quit

watching,

a lap dance, open the freezer at the Abattoir, detach a deployed Parachute, and let go of something he's hanging

from

The camera swirl after C.J. leaves a vehicle can be disorienting for a moment. When that happens, you may speed things up by pressing W to turn him in the direction you want him to go, then W again to continue. If two choices are equally near when you press F, C.J. goes in the direction of the vehicle or vending machine he's pointed toward. Otherwise, he'll turn and go to the closer one. ******** Left Shift

Sprint (I remap it from Spacebar) when added to W. The sprint lasts longer as C.J. gets stronger, as does the faster sprint created by pressing it quickly and repeatedly. Complete the Burglary mission for the infinite sprint. Left Shift is also used to buy food at a restaurant, preview/buy a haircut, etc.

Spacebar

Jump, grab something to climb, or climb something (I remap it from Left Shift).

******** Left Alt use scrambling add

Walk

Add Left Alt to W,S,A, or D to make C.J. walk.

I mainly

this because I think it looks funny to have C.J. stop and act normal till he's just past a police officer.

If you

Left Alt while C.J. moves in a crouch, he moves slower, too. If you equip C.J. with a one of the rifles or automatic rifles,

Tab or \ upgradable a

he can walk faster, so you might use that when C.J.'s in a big house during the Burglary mission. View player Respect, Stamina, Muscle, Fat, and Sex Appeal Stats, what day it is, and the Weapon Skill C.J. has for an weapon if he's equipped with one, in a menu in the lower left corner of the screen. You can also use it to have C.J. answer cell phone, give a gift to or kiss a girlfriend (awwwr!), buy property, and equip the weapon of the pickup C.J. is standing

in

to replace the weapon currently in that slot.

C it

Crouch Use W,S,A, and D to have C.J. move while crouching, and tap one of them repeatedly, or add Left Alt, to have C.J. do slowly. It can help C.J. sneak up on enemies. End a crouch with Spacebar, Left Shift, F, Enter, or the LMB. C.J. can't crouch with a Camera, Fire Extinguisher, Chainsaw, thrown

weapor

on (Molotov, etc.,), or heavy weapon (Minigun, Flamethrower, either rocket launcher).

C and hold the RMB with

C.J. crouches and can target someone (see "RMB or Caps Lock" below). Crouching can help C.J. fire a gun more accuracy and make him harder to hit.

press

If you

A or D, he rolls left or right and takes aim again. LMB

a

for-

Fire, punch, hit with a melee weapon, throw, spray paint, deploy Parachute while C.J. is falling, change the "camera" view of a lap dance, and take a snap shot. As in "Vice City," you can hold the LMB down to keep a Chainsaw revved up and pointed ward, then move with W,S,A, or D to create fast Chainsaw attacks. Unlike Tommy, C.J. can't jump while he's equipped with it, though.

RMB or Caps Lock can Rocket on-

Target someone or bring up the scope of a Sniper Rifle, Rocket Launcher, or Heat Seeking Rocket Launcher so it be aimed and fired.

In the case of a Heat-Seeking

Launcher, it also makes a green reticle appear over the target, and the green turns to red as the system locks to the target. To target someone, aim C.J. or his weapon at them and press RMB or Caps Lock. It makes an arrow point down at their head. The color of the arrow indicates their health. It turns from green to red to black and disappears as they weaken and die. If C.J. is equipped with

a

Knife and you target someone from behind with the RMB, C.J. prepares for a stealth kill he'll execute if you press the LMB. It also creates the potential for C.J.

to

see if they can be recruited into his gang (see below). RMB or Caps Lock, and G or H

oppos-

Press the RMB to target one of his gang members (see above) and press G, and if C.J. has enough Respect, they'll follow him as a gang member (into a vehicle, swimming, sometimes over walls, etc.) and attack

ing gang members and criminals--they may also attack

law

enforcers who pursue or attack C.J..

Respect,

With 80%

C.J. can recruit seven gang members. Press G to draw them to C.J. if they run away, and press

H

to have them wait in place (I remember the keys by thinking of "G" for "Gang" and "H" for "Hang back"). They may ignore the last command if one of those they attack comes by, and C.J. doesn't have to go far for them to ignore a command to stay in place and run

toward

him, though.

group,

If you want a recruit to leave the

such as when their health gets low, make the arrow appear over them and press H. To disband the whole group,

hold H or have C.J. go far away from them.

RMB and LMB victim

To have C.J.'s recruits attack someone, target the with the RMB then press the LMB.

E or Mouse Wheel Down Q or Mouse Wheel Up

Next weapon/Target Previous Weapon/Target

X or Mouse Wheel Up Z or Mouse Wheel Down

Zoom In Zoom Out

Y Conversation "Yes" N Conversation "No" Besides using these two to have C.J. respond to someone in a mission or to a hooker or drug dealer, it can let him respond to some of the things the pedestrians say. V

View: you can pick one of several distances for a 3rd person view that mainly follows C.J. from behind.

NP1 or MMB

Look Behind

******** I.7.aa

Climbing trees

C.J. can walk up sloped trees, too, like Tommy Vercetti could in "Vice City." One tall one is at the N side of the swamp in Back O Beyond. http://img234.imageshack.us/img234/2523/00gta1screen1297qu.jpg He can jump from the ground into the kind of trees on square boxes on the sidewalks in Ocean Flats, too, if you have him jump from beyond a corner of the

base at the highest of the bottom limbs. If he jumps on a vehicle 1st, about a vehicle hood distance from the next to the lowest limb with his head in or by the leaves, sometimes he climbs up into the same trees. He can jump up and climb the sort of trees with white trunks that you can find by one with a thick gray trunk--it's on a grass strip behind a white picket fence S of the lot that's on the S side of the Fleischberg plant that's SW of downtown Blueberry. He can climb the kind, with pale marbled beige bark and gray limbs, you find an example of across the street and NE of the hospital in Fort Carson. He can climb onto the trees that look like little squat palm trees, and onto the cactus (that has the basic shape of Saguaro cactus except with a smooth skin), in the desert. On the W side of the park that has a statue of a baseball player, on the block of "ANC" of "FINANCIAL" in San Fierro, C.J. can jump from a ledge and get into a tall tree with white bark. ******** I.7.aaa

Taking Photographs

Raise the viewfinder of a Camera with the RMB, Zoom in and out with X and Z or the Mouse Wheel, and snap the photo with the LMB. Press the RMB to aim the Camera viewfinder at a GSF gang member recruited to follow C.J., or a girlfriend, and they'll pose for a picture. With the Camera equipped, press Tab around a GSF gang member recruited to follow C.J. to have them take the Camera. Pose C.J. with W,S,A,D,C, and/or Spacebar, then either press Tab again for them to take C.J.'s picture, or F or Enter to have them return the Camera. You can save the pictures taken with it in your GTA San Andreas User Files in My Documents if you turn the option for Store Gallery Photos on in the menu. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.b

Initial fight moves Controls

Hold the RMB and press the LMB

Advances with left and right jabs

Hold the RMB and press F

Advances with Right jabs and right kicks

Hold the RMB and W and press the LMB

Advances at a trot with right jabs

******** Note: I remap Left Shift and Spacebar for Foot Controls so each does the job of the other. ******** Hold the RMB, W, and Left Shift, and press the LMB Hold the RMB and press Spacebar

Runs with right jabs Blocks with both arms; this can also be done while C.J. trots or runs

See the several gym sections for moves C.J. learns later. He needs to beat all three trainers and learn their fight moves for 100% completion of the game. Thanks to a Gamefaqs post by metalacid123 for pointing out that C.J. uses the fight moves used by the last instructor he beat, so you could send him to an earlier trainer if you like their style better, etc. The fight moves can be supplemented with a melee weapon. Reader Chen Dong shows this to good effect with C.J. armed with a Knife for "Gray Imports" and "Los Sepulcros." It's a good combination of C.J. being able to run fast for a chase, knock the target down, and use a strong weapon on them. I.7.bb

Having C.J. punch his neighbors to get to know them

A couple of pedestrians you might see in Fort Carson: The cowboy in black with an eyepatch: "Green-blooded abomination!" "Can't let them take me again," "He's one of them!" "For Earth, man!" "You can't steal my mind," "You're not probin' me again," and "I know things." A cowboy with sunglasses, a light beard, and a blue checkered shirt over a blue jersey: "You won't abduct me--no, you won't." &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.c

Swimming Controls

No key W Mouse Steering

Tread water; if underwater, slowly rise to the surface Swim forward with a breast stroke Turn

******** Note: I remap Left Shift and Spacebar for Foot Controls so each does the job of the other.

Left Shift

Swim forward fast with a crawl; press it quickly and repeatedly to have C.J. swim faster

Spacebar

Jump till the water is about knee high; climb out of water

******** W then add LMB

Dive underwater

W then add LMB (dive), then hold Left Shift Swim underwater Once he's underwater, you just need Left Shift, with Mouse Steering, to have him keep swimming there. Press Left Shift quickly and repeatedly to have C.J. swim faster. Mind the breath meter, and notice that most of the marine life swims away if C.J. gets close to them--the way they react to people in real life. (You might try the Joypad option, which you can't use mouse steering for, to see what swimming looks like with it. When C.J. is underwater, hold down Left Shift and alternate between W and S, and C.J. goes forward by waving up and down like a fish. Turning strokes, with A or D, look more active, too.) Walking, driving, and flying underwater Mxyzptlk, at GTA Forums, gave an exception for the swimming controls--a glitch that lets C.J. walk, drive, etc., underwater. One of the places you can send C.J. to create the glitch is N of the curve in the highway between Hanky Pank Point and the pretzel-shaped intersection to the W of it. Have him dive at the S side of the floor of San Andreas Sound and swim at the place where the floor meets the cliff. His breath bar will rise then disappear, he'll stand on his feet, and C.J. will be able to explore the underwater area like he can on dry land. http://img143.imageshack.us/img143/9420/00gta1screen5258ni.jpg You can use a code to spawn a vehicle or have C.J. push one into the water ahead of time. (If C.J. walks onto non-solid ground, like at the edge of the map, he'll fall then appear on nearby dry land.) http://www.gtaforums.com/index.php?showtopic=222794 Thanks to Spaceeinstein for sending me a link to his video that shows how to have C.J. drive underwater: http://youtube.com/watch?v=3iRt0Glfl30 If you have C.J. push the vehicle to the same spot that lets C.J. walk underwater, it will show the properties it does on land, too, so C.J. can drive it.

Thanks to Demarest for explaining it as matter of finding a way to put C.J. underwater without the game considering him as having crossed through the surface of the water--the game won't treat him as if he's underwater and he can walk along the bottom. Thanks to GTA_Phreak for recommending that you look for the difference in the lighting (lighter) waviness (none) and sound (no gurgling or whatever that is) to find the spot, also indicated by the fact that it's the only underwater surface that C.J. can create fires on, and if it's hard to put the vehicle in it, you can sometimes get the same effect by having C.J. enter the vehicle. He adds several more places where you can use the glitch: - at the coast S of the 1st "O" of "PANOPTICON," a tiny bit W of due S of the SW corner of the big brown square, - in the middle of a NW to SE section of coast that's S of the W edge of the "O" of "FLINT COUNTY," and - at the SE coast of Flint County W of the "S" of the compass shown on the ocean on the paper map. Using the map and radar in the game, going S to N, you can see the coast has a straight line then a curved one--the spot is most of the way N along the curve. Orion_SR found another spot for the gimmick at the base of a gray corner of the coast that's N of the T intersection that's N of the 1st "A" of "EASTER BAY CHEMICALS." KingBulleT 8747's method can be used for C.J., if not his vehicle, in locations where the shore is directly by water which is over C.J.'s head if he stands in it, such as by the edge of a dock: Have C.J. park parallel to the water with enough space between the vehicle and the water for C.J. to stand in with a few feet to spare. Have him punch someone to make them fight then have C.J. get in the vehicle and get jacked. When C.J. falls in the water, he can do things underwater as he can on land without a bar for his air level. http://www.gtaforums.com/index.php?showtopic=375951 Swimming mania hits San Andreas The general understanding is that C.J. is the only one in the game who can swim; an exception to that is that Ryder can swim in "Pier 69." http://img121.imageshack.us/img121/1961/00gta1swimming93vj.jpg

Shane Wong, a reader, wrote to me that Catalina can swim, too, if C.J. drives into the water with her while he has his choice of places to rob and she follows him. That's the kind of thing that's interesting to me--it shows the depth of the world Rockstar has created for us to have fun with. So I asked Shane to let me know what any other testing about that turned up. It turns out all kinds of people can swim in "San Andreas." If C.J. leads any GSF gang members who follow him into water, they can swim. If C.J. drives the car Sweet must use (as in "Los Sepulcros") into the water, Sweet will get out and drown. But if C.J. drives a car that's optional for Sweet (as in "Sweet's Girl") into the water, Sweet (and the girlfriend) will get out and swim after C.J.. Reader Anurag Sinha confirms Catalina's swimming ability and adds that Mike Toreno and T-Bone can swim in the mission "Mike Toreno." Any law enforcer I've seen follow C.J. if he gets a wanted rating drowns if they get into water, but since they are assigned vehicles, I guess they fit the rest of the idea. It sounds to me like anyone that follows C.J., including people codes cause to follow him, can swim if C.J. leads them into water, including ones who get out of vehicles that are optional for missions. They drown if they get out of a vehicle they must use for a mission. Thanks to Shane Wong for a real good find! http://img205.imageshack.us/img205/4631/00gta1swim19jo.jpg http://img221.imageshack.us/img221/4539/00gta1swim21dw.jpg http://img221.imageshack.us/img221/2547/00gta1swim37ew.jpg http://img152.imageshack.us/img152/4476/00gta1swim46iy.jpg &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.d

Vehicle Controls

Note: I remap Horn from Caps Lock or H to Left Shift to be like my setup for "Vice City." I.7.e

Four-Wheel vehicle Controls

Note for all non-flying vehicles: turn on STEER WITH MOUSE in the OPTIONS menu. W

Accelerate

S

Reverse; activates rear lights

Mouse Steering or A Mouse Steering or D

Left Right

Don't press the keys for acceleration and turning at the same time if you want your vehicle to have better grip during turns. A and D can also be used to correct the tipping of a vehicle, which can be easier if you do it while accelerating. Spacebar

Brake; four wheel steering for a Monster truck or Rhino

In some cases, such as in front of the barber shop in "Ryder," II.7, having C.J. drive into a red shaft of light during a mission will stop his vehicle, too. Q E Q and E or MMB LMB RMB F or Enter

Look or aim left Look or aim right Look behind Fire Look all around using the mouse; auto-aim for Rhino cannon Exit a vehicle (if the vehicle is moving slowly, one press stops the vehicle and another press makes C.J. exit)

******** Left Shift (I remap it from Caps Lock or H) or

Horn; Mr. Whoopee jingle; Taxi

Cabbie Boost Jump after delivering 50 fares; siren and flashing lights for emergency and law enforcement vehicles.

******** NP+ or 2 Y section, of

Sub-mission Trip Skip: in some missions that start with a long driving if C.J. fails the mission and you have him go back to the shaft light to start the mission again, you'll get a prompt asking if you want to use the Trip Skip to skip past the initial section

to

get to the rest of the mission--if you do, press Y. Some missions that let you skip initial driving section are, at least, "OG Loc," "Badlands," "Lure," and "Interdiction." ("End of

the Line" does something like that automatically for both the timed section of getting out of Big Smoke's place and the Firetruck chase.) V

Change "Camera" View; while using Cinematic View--the variety of views--

you can select from among the views it has with NP4 "Camera" positioned higher (good for seeing ahead near hilltops) "Camera" positioned lower (good for reading C.J.'s license plate) The scene revolves clockwise The scene revolves counter-clockwise

Up Down NP4 NP6

F5 station Mouse Wheel Up or 4 Mouse Wheel Down or R

User Track Skip--skip a song on the User Track radio Next Radio Station Previous Radio Station

Left Ctrl or NP0 Nitro Boost--available for certain vehicles at mod shops and for Taxis and Cabbies after delivering 50 fares Tow Truck hook, Fork Lift fork, Dozer scoop, Dumper bed, Tractor hitch, and Packer ramp: NP2 NP8

Raise Lower

The Tractor can pull a Plow behind it.

(I've also used it to tow a sedan.)

Back a Linerunner, Tanker, or Roadtrain to one of several shapes of box trailer, or to an oil tank trailer, or a Baggage to a Baggage trailer or tall mobile set of steps, to hitch it. To unhitch it, jackknife the combo (which may throw the hitched part a distance away, for some reason) or run the front of the back part into something. A Baggage trailer may be hitched to another Baggage trailer or to a tall set of mobile steps. The Tug has a hitch on the back as a Baggage vehicle does, but I've yet to find anything that hitches to it. A Utility Van can also be hitched to a little "STREET CLEAN" trailer (see "Utility Van" under "Land vehicles"--see I.8.a) the same way, but I'm not sure if that trailer is in the unmodified game. So far I've only seen it by using the GTA SA Control Center (X.13.c) which calls it a "Utility Trailer." The Forklift, Dozer, and Combine Harvester are steered by turning the rear wheels, which makes the vehicle steer in the opposite direction than the one you're used to. It may be easier to get used to steering one if you use the keyboard and not the mouse. But if you want to make one steer with the front wheels, see X.10.b under "...miscellaneous jazz" for how to change column ag in the data\handling.cfg file with Ben "Cerbera" Millard's CFG Studio 2. Hydraulics: Left Shift

Raise or lower the body; the body holds this mode after the key is pressed

NP+ NP4 NP6 and NP2 NP8

Raise or lower the body; the body holds this mode while the key is pressed Raises the left side while pressed when the body is lowered, and lowers the left side while pressed when the body is raised Raises the right side while pressed when the body is lowered, lowers the right side while pressed when the body is raised Raises the back end while pressed when the body is lowered, and lowers the back end while pressed when the body is raised Raises the front end while pressed when the body is lowered, and lowers the front end while pressed when the body is raised

You can combine one front or back number pad key with one right or left side number pad key to raise or lower a corner of the vehicle. If Left Shift is pressed, and so the mode is changed from raised to lowered or lowered to raised, while one or two number pad keys are pressed, the effect of the number pad keys pressed changes accordingly: a lowered front in raised mode changes to a raised front end in lowered mode, etc. If NP+ is pressed while one or two number pad keys are pressed, it raises the lowered part while pressed when the body is in lowered mode, and lowers the raised part while pressed when the body is in raised mode. The things you can find in the back of trucks Barracks - wooden crates stencilled "AMMUNITION" and "DO NOT EAT!" Benson - Discount Furniture: two chairs - LSD--Los Santos Delivery Co.: a crate with an LSD label and a microwave - Uphill Gardner: a potted flower Boxville - boxes Berkley's Van - RC toy boxes Mule - Shafted Appliances: refrigerators and a microwave - Semi: boxes with labels that say "SEMI" - Toy Corner: Toy Corner boxes Pony - a sound system (not just in a Pony in "Life's a Beach"--every Pony has one) http://en.wikipedia.org/wiki/Sound_system_%28DJ%29 Securicar - a caged-off section containing a cabinet with security deposit drawers

Yankee - Big Gas: a crate with a Big Gas label - RS Haul: a crate with an RS Haul label and a microwave The HESOYAM code, besides giving C.J. $250,000 and maximum Armor and Health, has the effect of the Health code of the last two GTA's and repairs any vehicle C.J. is in. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.f W

Motorcycle or Bicycle Controls

Accelerate; for a bicycle, press it repeatedly and quickly to have C.J. stand and pump the pedals to go faster

S Spacebar Spacebar and S

Reverse the front wheel on a bicycle; Reverse the rear wheel on a motorcycle Brake rear wheel Stronger braking by adding a bit of reverse

In some cases, such as near the end of "Sweet and Kendl," II.6, having C.J. drive into a red shaft of light during a mission will stop his vehicle, too. Mouse steering or A Mouse Steering or D

Left Right

It's easier for me to do stunts or a forward drive-by if I leave Mouse Steering alone and use my right hand for the Up, Down, and either Fire button. ******** Left Shift ******** F or Enter

NP0 or Left Ctrl im-

2 or NP+ Y of

Motorcycle horn or bicycle bell (I remap it from Caps Lock or H) Get off a motorcycle or bicycle (if the vehicle is moving slowly, one press stops the vehicle and another press makes C.J. get off) C.J. prepares to Bunny Hop on bike; release NP0 for C.J. to Bunny Hop. The bicycle hops higher as his cycling skill proves. Press the LMB to fire a submachine gun just after releasing NP0, and sometimes C.J. hops a great deal higher. Sub-mission

Vigilante for HPV1000

Trip Skip: in some missions that start with a long driving section, if C.J. fails the mission and you have him go back to the shaft

light to start the mission again, you'll get a prompt asking if you want to use the Trip Skip to skip past the initial section to get to the rest of the mission--if you do, press Y. Some missions that let you skip initial driving section are, at least, "OG Loc," "Badlands," "Lure," and "Interdiction." ("End of

the Line" does something like that automatically for both the timed section of getting out of Big Smoke's place and the Firetruck chase.) Up

up, Down too.

Stand and lean Forward--part of a Stoppie. Pressing it quickly and repeatedly, without letting C.J. stand makes a motorcycle go faster. Lean back--part of a Wheelie. It can be used for sharper turns,

Up and Down can level the wheels for safer landings. Q E Q and E RMB

Look, aim submachine gun or package left Look, aim submachine gun or package right Look behind Look all around using the mouse

LMB or Left Alt and

Fire SMG (while looking forward, left, or right); do this just after letting go of NP0 to Bunny Hop sometimes C.J. hops real high.

Mouse Wheel Up or 4 Mouse Wheel Down or R F5 station

Next Radio Station on a motorcycle Previous Radio Station on a motorcycle User Track Skip--skip a song on the User Track radio on a motorcycle

All motorcycles seat two except the Pizza Boy.

All bicycles seat one.

If C.J.'s motorcycle is reversing and you think he may fall off the 'cycle, you can sometimes have him avoid a wreck by having his motorcycle turn instead. The HESOYAM code, besides giving C.J. $250,000 and maximum Armor and Health, has the effect of the Health code of the last two GTA's and repairs any vehicle C.J. is in. The OUIQDMW code, besides giving C.J. the ability to aim in any direction while using a land vehicle, makes it easy for him to do airgrabs and less likely to fall off of his motorcycle. I.7.ff

Stunt information

Si J'ai des Sauts pour L'amour (Ending Edited By Act Of Congress) A Li'l Dodo film by Glen T. Winstein C.J. does stunts for Michelle. I think this reflects the work I did with Stroheim. I also suggested the oat variety for his grain bread, athough I didn't get credit for it. http://www.youtube.com/watch?v=ZlPgsCzZDf8 You can download this file (Si J'ai Des Sauts Pour L'amour 80.6 MB) from filefront: http://files.filefront.com/GTASiJaidesSautspourLamouswmv/;12967940;/ fileinfo.html You can download any of my video files or "Glenster's Go On San Andreas v.1 Mission Select Save Games" (Glenster's MissionSelect SA v1) from filefront at this link: http://hosted.filefront.com/glenster/ The 70 Unique Jumps, not needed for 100% completion of the game, are in section XI.a. Also see "Glenster's Guide to Some of Vice City" for some stunt info. "Complete Guide to Stunting San Andreas" by DeathCobra http://www.gtagaming.com/forums/showthread.php?t=56452 "Ultimate Stunting Video Tutorial" by Fugitive http://www.gtastunting.net/index.php?topic=11682.0 Another place to try is gta-stunt: http://www.gta-stunt.com You can find a lot of GTA Stunt videos at: http://www.gtastunting.net/index.php?board=73.0 http://www.thegamersalliance.com/ http://www.youtube.com/ http://www.filefront.com/ "Flight Gear" (the one that starts at the drive-in on the E side of Fort Carson) is a snazzy stunt video by Pep and Kr3mlin. http://www.gtagaming.com/news/comments.php?i=777&saniChar=&saniImage= "As One Again," a collaboration by the Twisted Metal Stunters with the Xtreme Stunting Alliance, has good motorcycle and car stunts. http://www.youtube.com/watch?v=HOYAgdRQ-3Q "Amped 2" is a real good community stunt video of motorcycle, bicycle, and car stunts from gtastunting directed by daffy. http://youtube.com/watch?v=IvoiKAnL26I http://www.thegtaplace.com/forums/index.php? s=78ba9eb0c86f29ac8192210d73d7813 e&showtopic=8967

"GTA San Andreas Bike Stunts" (Video 4) by AJSTYLESISPHENOMENAL http://www.youtube.com/watch?v=sVFhTgY2DGU "GTA SA stunts" by azoazotube http://www.youtube.com/watch?v=cR3WEIICx5s "GTA San Andreas Stunts #1" by gelenkigeOma http://www.youtube.com/watch?v=0bJaIvYWHVo "Jacking a Police Maverick by the Marina" by GTA Phreak http://www.youtube.com/watch?v=BspEMqBGZjQ "gta longest stoppie wheelie EVER!! in youtube" by kkingss4 http://www.youtube.com/watch?v=n_VdvwR0IB0 The video at the next link shows how to do a backward stoppie with a bike and a ramp. To do it without a ramp, have C.J. do a bunny hop while turning 180 degress then continue the same way. "The Backwards Stoppie San Andreas Stunt Tutorial" by DJDeji69 http://www.youtube.com/watch?v=n3af3aoc2ro "Tutorial for Backwards-Stoppie with a Motobike" by Curadell http://www.youtube.com/watch?v=lyGP90OHx_A "History of ATS" http://www.youtube.com/watch?v=YIJhmyzk7_o http://www.youtube.com/watch?v=u-qrB0TfA6M You can have C.J. drive a motorcycle or bicycle into the inverted yellow cone on the NE side of the oval building S of "LOS" of "DOWNTOWN LOS SANTOS" to have C.J. and his vehicle appear on the roof (where there's a Parachute). It makes a good jump spot, and C.J., and any GSF gang member he takes on the motorcycle, won't get hurt if you can have him land while staying on the vehicle. All the motorcycles and bicycles, like the "Vice City" Sanchez, make it easy to hold the wheelie position (hold down the Up key) except: - the Wayfarer (the back fender won't let it), - the Mountain Bike can do it but you need to pump the Up key and low acceleration a while before you can get the bike to hold the wheelie, and - the Sanchez, ironically, is too lousy at it to bother. key and low acceleration, you can get it to do it a bit. Wallride

If you pump the Up

According to Fugitive at the GTA Place Forums, to do a wallride: - wheelie before the wall (unless there's already a slope up to it at the base of it), and - hit the wall and press and hold right (if the wall is to the right) or left (if the wall is on the left). (For SA, he also recommends you hold Lean Forward--NP9.) http://www.youtube.com/watch?v=JNzBX3fy_00 The drainage ditches, including one E of C.J.'s house, can be used for an easy way to get used to doing wallrides. Bump Fugitive has the motorcycle wheelie so the front wheel hits the top of the ledge 1st. For small ledges, wheelie just before the ledge; for higher ledges, wheelie higher from farther back from the ledge and press Lean Forward (NP9) upon impact. For a curb bump. wheelie at about 80 degrees so the back of the motorcycle hits the curb. For a double bump, wheelie at least 45 degrees to hit the sidewalk with the back of the motorcycle at the time of the 1st bump. http://www.youtube.com/watch?v=w7p4pCs49qo The Wheelie method for a faster bicycle According to Fugitive at the GTA Place Forums, if C.J. makes a bicycle wheelie to about a 45 degree angle as he accelerates, it gives him a higher top speed. A wheelie closer to 90 degrees can let C.J. go even faster, but if it's too high it will slow him down. http://www.youtube.com/watch?v=7UN01elJmR4 I'll add that you should release Up once C.J. has a wheelie. Airgrab Fugitive has advice for a few different kinds of airgrabs. http://www.youtube.com/watch?v=u5RNDT-_qb4 Ground Grab Have C.J.'s motorcycle get airborne (by going over the crest of a hill, doing a jump, etc.), wheelie/lean back so the back of the motorcycle hits the ground,

at which time you have C.J. bail, and press F/Enter quickly and repeatedly. Fall Grab Have C.J. push a motorcycle off the edge of a high place like the roof of a building. Press F/Enter quickly and repeatedly as it starts to fall. Ground Grab to Fall Grab Combine the two methods given above. Have C.J. drive a motorcycle toward the edge of a roof, wheelie so the back of the motorcycle hits the roof and bail as it hits, and press F/Enter to have C.J. do the grab as the bike goes off the edge. The San Andreas Superjump Spuds725, at the message board below, gave a good explanation of how to do the San Andreas Superjump that 1gamer26 discovered and shared on the Gamefaqs web site message board. http://www.gtplanet.net/forum/showthread.php?t=40233&page=1&pp=20 You have C.J. drive the motorcycle along the front of the right wing of the Cropduster or Hydra toward the fuselage and try to drive under the engine or where the wing meets the body. He's teleported somewhere else, sometimes with a lot of rotations. So far, on PC, I've only managed to make the plane hover in mid-air in a wheelie position. The "Vice City" morphing gimmick, which keeps Tommy on a motorcycle, isn't used in "San Andreas," and certain PS2 codes that have the effect of keeping C.J. on his motorcycle don't do that for the PC version. Spuds says to use the PS2 "full weapon aiming while driving" code--on PC, that's "OUIQDMW"--to have C.J. stay on the bike and get big Stats. I can reaffirm that one. In a GTA Forums post, gtamike123 says to have C.J. stand by the motorcycle, put in the code that makes vehicles blow up when C.J.'s vehicle bumps them, have him get on the motorcycle, and put the code in again to disable it. Bryceroni69 reports that Mxyzptlk's idea--to have C.J. get on a motorcycle then enter the Jetpack code--which works for PS2 to keep C.J. on his motorcycle, works for some collisions for PC. http://www.gtaforums.com/index.php?showtopic=223369 Monster Superjump Have C.J. drive a Monster to an intersection where vehicles are stopped and drive it onto the engine hood of a vehicle that's stopped. Have C.J. exit to

stop the truck in that position then try to enter the other vehicle. Various things can happen. Before C.J. can enter the other vehicle, it may become imbedded grill downward in the street--sometimes in a larger, flatter condition. It may disappear or spin off somewhere nearby. When the driver doesn't try to drive away and stays in the vehicle while C.J. takes it from them, it may take C.J. spinning for a super jump. (If so, the vehicle may explode before landing.) Lordjonash made a video of it called "Gta San Andreas - Insane Monster Truck Glitch." http://www.youtube.com/watch?v=un6DKSsv5XU Quad front flips by EVOLUTIONGSR8 When C.J. is going fairly fast on a Quad, have him stand and lean forward, Up, while holding down Brake, Spacebar, and Reverse, S--in other words, do what you do to have him do a Stoppie on a motorcycle--and he'll do a front flip. You can have him do it down Mount Chiliad for a lot of flips (then fire an SMG like Samus Aran). http://www.gtaforums.com/index.php?showtopic=189294&hl= http://en.wikipedia.org/wiki/Samus_Aran The BMX Stoppie glitch The BMX can be used for a long stoppie time, although it's more of a glitch than a long stoppie. To do it, have C.J. do a stoppie with the BMX and lean so far forward that the BMX becomes stuck in one spot, which you maintain by holding Up/Lean Forward. The Two Wheeler gimmick A "Vice City" gimmick I learned from Chris of the GTA Place web site... http://www.thegtaplace.com/vicecity/glitches.php works in "San Andreas," too. It lets you use a helicopter to get a big Two Wheeler score. To do it, get C.J. into a Maverick or such and give W a tap to get the helicopter off the ground. Press S and either A or D to press one landing rail to the ground. When you've got as long a time for it as you want, have C.J. exit the helicopter and enter a land vehicle. The Two Wheeler score will appear on the screen. (The score has a glitch of giving you a longer time period than you used for the stunt.) http://img102.imageshack.us/img102/6992/00gta1screen936aoa6.jpg http://img128.imageshack.us/img128/5986/00gta1screen936bpp6.jpg

Quadruple Insane Jumps PLPynton at GTA Forums says that Insane Jumps are based on jumps that are one to three of these four things: -more than 40 meters long -more than 4 meters high -2 flips or more -more than 360 degree of rotation z (around a vertical axis) He says you can get the game to recognize Quadruple Insane Jumps by changing the data\main.scm file. You find the heading: :HJ_238 The 2nd line there is: 0020: $1304 > 4.0 ;; floating-point values Change it to: 0018: $1292 > 4 ;; integer values You can use one of Demarest's SA Code Tools (see X.13.n), "Darkpact," to change the data\main.scm file so you won't have to create a new save game file for it. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.g

Note for all the flying vehicles

You can turn on FLY WITH MOUSE in the OPTIONS menu (I usually don't). You might want to remember where the airborne bribes are. When C.J. uses one of the planes, jets, helicopters, or the Parachute, an altimeter appears to the left of the radar. As in "Vice City," the horizontal traffic light posts aren't solid--the vertical ones are. Candy Suxxx' lifted leg and the big chicken head aren't solid, either. A flying vehicle can take some damage and keep flying, although the flying ability may be impaired and it may smoke. A Hydra can get hit by a missile, show some flames for a bit, then continue that way. When C.J. is flying with a wanted rating, have him fly low to avoid attracting Police Mavericks that fire bullets (three or more stars) and Hydras that fire heat-seeking missiles (four or more stars). It can let you practice for "N.O.E.," too--keep flying low and the Hydras will lose C.J. (and thanks to spaceeinstein for reminding me).

Where the three airline entrances are - Los Santos International Airport: east of the terminal building that looks like the Theme Building (similar to the one in "III") is a rectangle of pairs of roads paired with one over another. The airline entrance is north of "LOS" by the north side of the upper street of the pair that are the northern east to west pair. http://en.wikipedia.org/wiki/Theme_Building - Easter Bay Airport: it's another case of roads paired with one over another. The entrance is by the northeast section of the inner part of the upper circular road south of "ER." - Las Venturas Airport: the entrance is just south of the middle of the east side of the basically "X"-shaped terminal building--just southwest of the west tip of the "V" of the big "LAS VENTURAS" letters. C.J. can pay a Juank airline $500 to get a ride on an AT-400 from one airport to another. Each airline office is open from the start of the game but only makes rides available to territories that are legally available, so rides are available when C.J. makes at least two territories legally available. An airline ride gets rid of any number of wanted stars, too. Thanks to Orion_SR for telling me that when the Badlands become legally available C.J. can get an airline ride from Las Venturas, which clears the wanted rating he got from going there, to Los Santos. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.h W S

Plane or Jet Controls Accelerate Reverse

Mouse Steering or A Mouse Steering or D

Bank left (right flap down, left flap up) Bank right (right flap up, left flap down)

Q Rudder--turn left while Q is pressed E Rudder--turn right while E is pressed While the craft turns, the "camera" view lags behind it in making the turn. The "camera" aims ahead while the craft moves forward after the turn. Down Up F or Enter the 2 or NP+

Up Down Exit the vehicle

(if the vehicle is moving slowly on

ground, one press stops the vehicle and another press makes C.J. exit) Raise or lower landing gear--planes and jets go faster

with it raised; start or stop the release of dust

from

the Crop Duster and red smoke from the Stuntplane

Left Ctrl or NP0

Fire the machine gun of the Rustler and RC Baron

Mouse Wheel Up or 4 Mouse Wheel Down or R F5 station V RMB NP8 NP2 NP4 NP6

Next Radio Station Previous Radio Station User Track Skip--skip a song on the User Track radio

"Camera" view Look all around using the mouse Raise and close the hatch on the back of the Andromada Lower and open the hatch on the back of the Andromada The scene revolves clockwise The scene revolves counter-clockwise

Controls for the Dodo: http://img3.imageshack.us/img3/2661/00gta1dodosacontrols7qu.jpg Controls for the Skimmer: http://img3.imageshack.us/img3/8713/00gta1dodocontrols22rr.jpg Don't turn off the frame limiter when you have C.J. fly the Skimmer or it won't be able to take off from the water. Thanks to the tip by at Gamefaqs by Riamu for the tip that Shamals and AT-400's have auto-pilot. (I'll add the Hydra and Andromada to the list--in other words, all the jets have it.) Once you give one of those jets enough altitude, you can let go of the controls and it will fly, a bit slower and at the same altitude, in the same direction. Banking turns cause a drop in altitude which you can compensate for with acceleration and by turning the vehicle up (the Down key). Rudder turns don't cause that problem but don't allow as sharp a turn. Thanks to Orion_SR for the tip that the AT-400 doesn't get attacked by Hydras during a high wanted rating. People who aren't used to the PC controls for planes, and complain that the controls make planes hard to fly, might want to see this stunt video, "Wichita," by Ghostchild: http://www.youtube.com/watch?v=j3oN5KoacTE http://www.thegtaplace.com/downloads/c29-gta-san-andreas-videos I have his word that he did it on PC with a keyboard and mouse setup and not a gamepad or joystick. (If you saw his motorcycle stunt videos for "Vice City," you shouldn't be too surprised.)

******** According to Rockstar North lead level designer Craig Filshie, early 2005: "Planes, like the rest of San Andreas, are drawn around CJ as he moves through the state. In Los Santos, you'll see high-flying commercial jets

thousands of feet in the air.

On the beaches of Santa Marina, there

might

be the occasional flyby of a biplane. Out in the country, smaller private aircraft are constantly buzzing around. When we first implemented the feature, we found that every once in a while a plane would spawn with a trajectory that led it directly into the side of a mountain or right into the ground. And we loved it, so it stayed." http://planetgrandtheftauto.gamespy.com/View.php? view=Articles.Detail&id=2 I'll add that sometimes the planes come trailing smoke down to the ground. The area near the SW side of the Big Ear is a good spot to see it more often. http://img76.imageshack.us/img76/4532/00gta1wtfplanecrash17xs.jpg http://img139.imageshack.us/img139/9293/00gta1wtfplanecrash25ub.jpg &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.i

Hydra Controls

Hover mode (like controls for a helicopter) W S

Up Down

Mouse steering, A, or Left Mouse steering, D, or Right Q E

Bank left Bank right

Rudder--Pivot left Rudder--Pivot right

Up Down NP8 back

Dip forward Raise back Hold until it changes to jet mode--four thruster nozzles pointing

Jet mode W S

Forward Reverse

Mouse Steering, A, or Left Mouse Steering, D, or Right Q E

Turn left Turn right

Bank left Bank right

Up Down NP2 down

Down Up Hold until it changes to hover mode--four thruster nozzles pointing

Either mode F or Enter

Exit the Hydra (if it's moving slowly on the ground, one press stops the vehicle and another press makes C.J.

exit) Mouse Wheel Up or 4 Mouse Wheel Down or R F5 station

Next Radio Station Previous Radio Station User Track Skip--skip a song on the User Track radio

V RMB NP4 NP6

"Camera" view Look all around using the mouse The scene revolves clockwise The scene revolves counter-clockwise

2 or NP+

Raise or lower landing gear; raising it lets the Hydra go faster

Spacebar target, the

Target; it causes a green reticle to appear over the and the green turns to red when the system locks onto target.

NP0 or Left Ctrl LMB, Left Alt, or Right Ctrl dedetec-

Fire a rocket Drop chaff (strips like aluminum foil, or clusters of fine wire, meant to throw off radar tection) and a flare (to throw off heat tion). You can use this, and change the path of the Hydra, to elude missiles, which are

in-

dicated on the radar and by a sound effect.

You might like to try flying the Hydra upside-down for a change. You can point the thrusters at an angle for a slow forward speed. The Hydra jolts for an instant when you go from hover mode to jet mode or back (Thanks to GTA_Phreak). The screen shot at the 2nd link below reflects that I remapped Fire from NP0

to hyphen--"-"--to make it easier to fire while taking a screen shot with F10 with FRAPS. http://img209.imageshack.us/img209/8835/00gta1hydracontrols11fg.jpg http://img209.imageshack.us/img209/4533/00gta1hydracontrols37zn.jpg &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.j W S

Helicopter Controls

Up Down

Mouse steering, A, or Left Mouse steering, D, or Right Q E Up Down

Bank left Bank right

Pivot left Pivot right Dip forward Raise back

F or Enter Mouse Wheel Up or 4 Mouse Wheel Down or R F5 station V NP4 NP6

Exit the helicopter Next Radio Station Previous Radio Station User Track Skip--skip a song on the User Track radio "Camera" view The scene revolves clockwise The scene revolves counter-clockwise

******** Left Shift (remapped from Caps Lock or H) turns light

Stop the horizontal movement; the Police Maverick search on and off from 19:00 to 6:00

******** 2 or NP+

Sub-mission: "Brown Thunder" for the Hunter

Left Ctrl or NP0

Fire the machine gun (Hunter or Sea Sparrow)

LMB, Left Alt, or Right Ctrl deactivate

Fire a rocket of the Hunter; activate or the magnet of the RC Goblin in "New Model Army" and of the Leviathan in "Up, Up, and Away!"

The lag of the turn of the "camera" behind the turn of a vehicle is the worst

for the helicopters. ahead again.

Going to a backward view for a moment aims the "camera"

The Hunter machine gun has auto-aim for the Vigilante mission. In "San Andreas," C.J. and others sometimes make superhuman jumps to get into vehicles, which I noticed playing around with the BUBBLECARS code. Law enforcers can do this to bust C.J., too, so avoid flying low to the ground during a wanted rating. http://img527.imageshack.us/img527/5831/00gta1hunterhighjumpingswat9aj.jpg For something a little different to look at more than it's generally useful, a helicopter can be tilted to use the big spinning blades as a weapon that flings targets a good distance. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.k

Parachute Controls

Select Parachute in the weapon/gift slot Falling before opening the parachute: Down/S Up/W A or D

slow descent, arms and legs spread fast forward descent, arms to body and legs together Twirl

LMB

Deploy a parachute while C.J. is falling

Parachute deployed: S or Down A or Right D or Left F or Enter V

C.J. pulls his knees up, which slows his descent and moves him forward Fly left Fly right Detach the parachute (preferably as C.J. nears the ground) "Camera" view

Sometimes, with full Armor and Health, C.J. can survive a long fall, but will die if he falls the same distance but lands wearing an unopened Parachute. Sometimes it doesn't open if C.J. doesn't fall enough 1st. To avoid that, try not to cut it close--give him a high altitude where he can deploy it safely. When C.J.'s Parachute is deployed and it looks like he may overshoot his landing spot, you can have him fly in a circle to delay his advance toward it. C.J. can jump from a flying vehicle into deep water without harm if the water

is deep enough. If he has a Parachute, it's a way to let him make such a jump yet keep his Parachute afterward, too. http://img254.imageshack.us/img254/1337/00gta1screen690e0gp.jpg http://img254.imageshack.us/img254/9463/00gta1screen690f2xe.jpg &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.l

Jetpack Controls

Left Shift Spacebar W or Up S or Down A or Left D or Right Mouse Steering RMB LMB or Left Ctrl the

Up Down Forward (overrides Up) Backwards Left Right Aim C.J. in any horizontal direction you want him to go Press to have C.J. immediately go in the direction the mouse is aimed Fire weapon if C.J. has a Tec 9 or Micro SMG; if not, he can fire a 9mm Pistol; any of them can be dual-wielded with Jetpack.

F or Enter

Remove the Jetpack--it may not remain where C.J. leaves it

if

C.J. uses something else, like a Parachute, in that

slot,

or uses a vehicle, and might disappear if C.J. goes

into

a building that loads the graphics for the interior.

It

often appears in front instead of behind him at

removal,

leading to moments more like Maxwell Smart than James Bond when he's in a hurry.

C.J. can't enter a building that loads an interior while wearing the Jetpack. C.J. has to remove the Jetpack to switch from one of the several weapons he can fire while wearing it to another, even if the weapon he's equipped with while wearing the Jetpack runs out of ammo. Within limits, the Jetpack will go higher if operated over a higher surface. An interesting feature for the Jetpack in the Joypad Configuration is to let you have C.J. hover motionless by pressing the buttons or keys for strafe left and strafe right at the same time. Combined with the auto-target feature, it can be handy for having C.J. keep some distance while he shoots human targets. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.m

Crane Controls

F or Enter W S A D

or or or or

Up Down Left Right

In the red shaft of light near the crane, Enter the crane; Exit the crane Move the magnet farther away Move the magnet closer Move the magnet left Move the magnet right

******** Left Shift (remapped)

Lower the magnet

******** Spacebar Tab V

Raise the magnet

Deactivate or activate the magnetism of the magnet Close or distant "camera" view of the magnet

You use the same controls for the crane in Hunter Quarry except you use the LMB to activate or deactivate the magnet for it, and V doesn't work to change the view. The Dude crane magnet in Easter Basin, San Fierro, and the one in Hunter Quarry, Bone County, work on vehicles. (You can have C.J. get into an attached vehicle and make a swing of it. This can also help you get Insane Stunt and Two Wheeler stats.) The Final Build magnet E of the Clown's Pocket, Las Venturas, only works on the boxes in the area. Once the boxes are lifted, they hover in space. All three have magnets that look a little like they're from "Plan 9 from Outer Space" by Ed Wood, 1959. The wrecking ball crane, in San Fierro at the N end of the big brown block N of where it says "DOHERTY" on the paper map, can be used to attack pedestrians and vehicles. It doesn't reach beyond the lot, though, so C.J. has to bring one into the range of the crane. A wanted rating will bring the corrupt law enforcers and their vehicles around. It can kill a pedestrian in one drop of the wrecking ball, but it takes a number of drops or swings of it to do much damage to a vehicle. Since it's impractical, it's a sort of Rube Goldberg contraption. http://www.rubegoldberg.com/ http://en.wikipedia.org/wiki/Rube_Goldberg &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7.n

Boat Controls

W S A D

Accelerate Reverse Left Right

F or Enter

Enter a boat and man the steering wheel; release the steering wheel

Q E Q and E

Look, aim submachine gun left Look, aim submachine gun right Look behind

LMB

Fire

Mouse Wheel Up or 4 Mouse Wheel Down or R F5 station V RMB NP4 NP6

Next Radio Station Previous Radio Station User Track Skip--skip a song on the User Track radio

"Camera" view Look all around using the mouse The scene revolves clockwise The scene revolves counter-clockwise

The Predator police boat, just as in "III" and "Vice City," has a built-in machine gun that fires forward or to either side. C.J. can jack a boat. Have him swim to the front of it and press Spacebar to have him grab the side, and again to have him climb aboard. As in "Vice City," the pilot jumps off and can't swim. If it's a Predator, you may have a policeman stand on the front and fire at C.J., though. See "Codes," I.14, to see how to use the FLYINGFISH code to fly one of the speedboats like a flying Rhino. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.8.a

A rundown of some of the vehicles and some of their real names

There are pictures of the vehicles at: http://www.gtawh.com/sanandreas.php http://www.gta-series.com/it/sanandreas/veicoli.html http://thegtadomain.com/sanan/vehicles.php http://www.g-unleashed.com/index.php?cat=16&pid=27&page=vehicle_images I especially thank the gta-series web site for having the screen shots I relied on the most till I came up with my own. http://www.gta-series.com/ I'm sorry if some of the screen shots have looked look a little murky.

For

about half a year, I had to use an old GeForce4 MX 440 graphics card to see the game vehicle proportions to make real vehicle comparisons. If I put all the settings low, I could get rid of graphic distortions in C.J.'s immediate area by switching between a couple of the lowest resolutions. With a shot lined up, I'd crank it to 1024x768 and medium detail for the shot. Otherwise, it would look like this: http://img42.imageshack.us/img42/1292/00gta1geforce4404tz.jpg http://img4.imageshack.us/img4/7383/00gta1jamesearlcashbadgraphics.jpg http://img42.imageshack.us/img42/9496/00gtasacjwaitingforanewgraphic.jpg Going from a graphics card that barely manages to play the game to one that's moderately good, with a moderately good PC, otherwise, really makes a difference. It's like the difference between seeing a sketch of something compared to seeing it with the color shading and little light effects added. A good card, etc., lets you use a draw distance mod, too, so screenshots look a lot better. If I go on too much with certain vehicles, it's because the new card makes me go, "Oo-oo, look at that!" at everything--I'll calm down. As noted at the start, this walk-through, with active links, is at: http://www.freewebs.com/glenster1/index.htm Click "Back" to return from any of the links there--if you "X" it out, you'll exit the web page. To compare screenshots to photographs of vehicles, you might bring a page up twice and click a link from each. The vehicles that return unchanged from "Vice City" are covered in "Glenster's Guide to Some of Vice City" in sections I.9.B to I.9.E. A few of the new ones are also covered in this guide at "Exports and Imports for the Cranberry Crane" (VI.44). Sometimes, the years I give for a model aren't the entire range of years the model looked like that. The Wikipedia article that accompanies a model may give the years of the "generation" of a model. Google Image Search may help me narrow the range of years beyond that. It's not a perfect system, so if anyone has any helpful ideas, please let me know. At this writing, I could use the proper names for, at least, some of the boats, the Sweeper, and the Dozer. If a web address I give doesn't work by the time you read this, try using the beginning of the address and searching the site (or just scouring Google or such like I did). ********

Flying vehicles Abandoned AC tower--photos of a short fat plane

the Gee Bee Model R

The Gee Bee Model R Super Sportster, the "Flying Silo," was made by Granville Brothers Aircraft of Springfield, Mass. The R-1 was flown by Jimmy Doolittle to win the 1932 Thompson Trophy cross-country speed race, and he set a new world landplane speed record of 476 km/h (296 mph) in the Shell Speed Dash. http://www.youtube.com/watch?v=uDQ3XUsVivA http://www.airminded.net/geebee/gbr.html http://en.wikipedia.org/wiki/Gee_Bee_Model_R http://img207.imageshack.us/img207/6105/saguide736shortfatplanexf1.jpg AT-400 Boeing 737--I'm guessing 737-400 to match the "400"; an Airbus A320 is similar The AT-400 is in a big hanger at the SE corner of Las Venturas Airport. C.J. can also get a ride in one as a passenger at each of the three airports. If you have C.J. try to go around the surface of it with a Jet Pack, you find it has some unusual collision files. There are big invisible parts over the wings, and a bumpy strip of it over the fuselage. C.J. can go through the wheels, the middle of the tail fin, and fly up into part of the belly of the fuselage, which can leave it in a wheelie position. I haven't tried the VC superjump, except using an SA AT-400 for the VC Packer, with it, though. C.J. can enter an AT-400 on the right or left side, but I'm not sure if the AT-400 seats one or two. I haven't yet tried to get the right door near a platform high enough for one of C.J.'s gang members to enter it, if they can. They won't go up the steps he can tow to a door. Thanks to Mxyzptlk for the Airbus A320 tip http://en.wikipedia.org/wiki/Boeing_737_Classic http://en.wikipedia.org/wiki/Airbus_A320_family#A320 http://img397.imageshack.us/img397/8977/00gta1screen6110qr.jpg http://img60.imageshack.us/img60/4466/00gta1screen707a0ra.jpg http://img212.imageshack.us/img212/8761/00gta1at40022dk.jpg http://img212.imageshack.us/img212/4130/00gta1at40036ze.jpg http://img212.imageshack.us/img212/5535/00gta1at40040mn.jpg http://img83.imageshack.us/img83/3856/00gta1screen707x4vj.jpg http://img83.imageshack.us/img83/1600/00gta1screen707y9du.jpg http://img83.imageshack.us/img83/1651/00gta1screen708a1sh.jpg http://img214.imageshack.us/img214/4633/00gta1screen708b2bx.jpg Andromada The Lockheed C-5 Galaxy is a good match for the wings and engines and may be the origin of the name--the name of a galaxy. The fuselage has the right bulge along the lower sides and proportion to the wings and engines, but the nose is too pointed and the Galaxy is entirely too big and moosey to be the

Andromada. http://img69.imageshack.us/img69/5090/00gta1andromedalockheedc5a0rs.jpg http://img51.imageshack.us/img51/1851/00gta1andromedalockheedc57xh.jpg http://en.wikipedia.org/wiki/Lockheed_C-5_Galaxy A newer cargo jet, the Boeing C-17 Globemaster, just manages to get into the 1992 time frame of the game, and the most similar models (without the upturned tips on the main wings) have the right round nose. The proportion between fuselage and engines is wrong but it's a good indication of the overall size of the Andromada. http://img222.imageshack.us/img222/3258/00gta1andromedaboeingc17globem.jpg http://en.wikipedia.org/wiki/Boeing_C-17_Globemaster_III An older cargo jet, the Lockheed C-141B or C Starlifter, is similar but it's too long and thin with too long a fuselage in front of the main wings. http://en.wikipedia.org/wiki/Lockheed_C-141_Starlifter You might say it's mainly a Galaxy reduced to the size of a Globemaster and given the nose of the Globemaster. It's featured in "Stowaway" and "A Home in the Hills." On PC, you can also make it appear with the GTA SA Control Center (X.13.c). You can open and close the hatch in back (but can't get anything in it) with NP8 and NP2. The Andromada seats two. http://www.gtaforums.com/index.php?showtopic=198750 http://img180.imageshack.us/img180/5774/00gta1screen703a4xp.jpg http://img350.imageshack.us/img350/2232/00gta1andromeda01ol.jpg http://img482.imageshack.us/img482/4626/00gta1screen703b1zd.jpg http://img402.imageshack.us/img402/3254/00gta1screen703c4bo.jpg http://img402.imageshack.us/img402/2921/00gta1screen703d6jz.jpg http://img165.imageshack.us/img165/9596/00gta1screen703e0jo.jpg http://img165.imageshack.us/img165/8800/00gta1screen703f7kz.jpg http://img142.imageshack.us/img142/1514/00gta1andromeda50lt.jpg http://img216.imageshack.us/img216/8211/00gta1andromeda12a2af.jpg http://img402.imageshack.us/img402/9080/00gta1screen703g5wx.jpg Beagle Britten-Norman Islander It's high wing, twin prop plane. If they made a more stubby-nosed version, it would be perfect. The 1st Islander, the G-ATCT c/n 1, shown in the 1st link below, looks the most that way of the ones I found. The name may come via a pun with the name of the C-2 Greyhound, which has a few similar features, and the fact that the black bulb on the nose of newer Islanders, combined with the two big front windows, makes it look a little like a beagle. The Beagle seats two. http://www.youtube.com/watch?v=4zOvJ06raf4 http://www.bnhistorians.co.uk/page4.html http://img527.imageshack.us/img527/663/00gta1brittennormanbn2t4sdefen.jpg http://img527.imageshack.us/img527/5928/00gta1brittennorman2b26bulb1ms.jpg http://www.britten-norman.com/products/bn2t4s/ http://en.wikipedia.org/wiki/Britten-Norman_Islander http://en.wikipedia.org/wiki/RAF_Aldergrove http://en.wikipedia.org/wiki/Grumman_C-2_Greyhound http://img217.imageshack.us/img217/6963/00gta1beagle17xr.jpg http://img142.imageshack.us/img142/3438/00gta1beagle27em.jpg http://img217.imageshack.us/img217/4137/00gta1beagle30me.jpg http://img217.imageshack.us/img217/1241/00gta1beagle40pp.jpg

http://img142.imageshack.us/img142/7181/00gta1beagle59gu.jpg http://img142.imageshack.us/img142/1690/00gta1beagle66or.jpg http://img142.imageshack.us/img142/9751/00gta1beagle72tq.jpg Cargobob Sikorsky CH-53 front and attachments, Boeing CH47D Chinook fuselage, and Eurocopter EC135 tail prop. This is sort of the Glendale of helicopters (and about as much fun to drive). It looks to me like someone took a CH-53 and smoothed it off and shaped it like a Chinook on the way back to one of those distinctive Eurocopter tail props. And thanks to photographer Peter Jong, who I think is right about the Cargobob looking like it has the fuselage of a Boeing CH47D Chinook. It also makes the name funnier: The name is, I think, a play on the idea of a shiskebab. You take a Eurocopter tail prop, including the stem or "stick," and stick a Chinook on it--a cargo helicopter on it--and you get a Cargobob. It seats two. (The 1st several links below show a CH-53, a Chinook, and two Eurocopters.) http://img527.imageshack.us/img527/9679/00gta1sikorskych53c3lc.jpg http://img527.imageshack.us/img527/7417/00gta1boeingch47dchinook8zd.jpg http://img527.imageshack.us/img527/8962/00gta1eurocopterec135samu9ga.jpg http://img527.imageshack.us/img527/8885/00gta1eurocopterec135wnbc41uw.jpg http://en.wikipedia.org/wiki/Sikorsky_CH-53_Sea_Stallion http://en.wikipedia.org/wiki/Boeing_CH-47_Chinook http://en.wikipedia.org/wiki/Eurocopter http://img124.imageshack.us/img124/9620/00gta1cargobob11bi.jpg http://img124.imageshack.us/img124/5404/00gta1cargobob21zn.jpg http://img124.imageshack.us/img124/1001/00gta1cargobob38fn.jpg http://img124.imageshack.us/img124/4184/00gta1cargobob43tn.jpg http://img124.imageshack.us/img124/3094/00gta1cargobob50ed.jpg http://img124.imageshack.us/img124/5020/00gta1cargobob78if.jpg Cropduster Grumman G-164 AgCat Use 2 or NP+ to make the dust start or stop appearing from the back end. The Cropduster seats one. http://www.kiwiaircraftimages.com/agcat.html http://en.wikipedia.org/wiki/Grumman_Ag_Cat http://img204.imageshack.us/img204/7299/00gta1cropduster11df.jpg http://img80.imageshack.us/img80/4152/00gta1cropduster25zm.jpg http://img80.imageshack.us/img80/4615/00gta1cropduster31xm.jpg http://img473.imageshack.us/img473/7476/00gta1cropduster47us.jpg http://img80.imageshack.us/img80/2531/00gta1cropduster59de.jpg http://img473.imageshack.us/img473/5389/00gta1cropduster68cj.jpg Dodo Cessna 150--called a 152 since 1978 The Dodo seats two. http://img301.imageshack.us/img301/333/00gta1dodoredandwhite4zi.jpg http://img39.imageshack.us/img39/8596/00gta1dodosa1ti.jpg http://img39.imageshack.us/img39/5449/00gta1dodopanoramaleft9lb.jpg http://img39.imageshack.us/img39/4695/00gta1dodoonrestaurant9bo.jpg http://se.cessna.com/ http://en.wikipedia.org/wiki/Cessna_150 http://img395.imageshack.us/img395/7451/00gta1dodoatfarm3gb.jpg http://img395.imageshack.us/img395/2817/00gta1dodocity05ao.jpg http://img395.imageshack.us/img395/2777/00gta1dodocity13nd.jpg

http://img395.imageshack.us/img395/6373/00gta1dodogoinghome5wx.jpg http://img395.imageshack.us/img395/7504/00gta1dodohome18md.jpg http://img213.imageshack.us/img213/4654/00gta1dodohome8cb.jpg See? "San Andreas" graphics make it look gray and sad in the middle of a sunshiny field. Someone should make a mod to throw more light on C.J. and his vehicles. The Dodo should be lit up more like this (without the fire): http://img67.imageshack.us/img67/7242/00gta1dodosflamethrower9af.jpg Easter Bay Airport entrance: the depiction of an airplane over the entrance looks a bit like a U.K. WWII bomber--the Avro Manchester, predecessor to the Avro Lancaster. (Thanks to thedude777 for pointing out the three blade type of propeller.) http://www.youtube.com/watch?v=D-UFCyrunpY http://www.wwiivehicles.com/unitedkingdom/aircraft/bomber/manchester.asp http://en.wikipedia.org/wiki/Avro_Manchester http://img415.imageshack.us/img415/1407/00gta1screen1401ux.jpg http://img50.imageshack.us/img50/6004/00gta1screen1414qr.jpg Flying Saucer Could be a replica of a flying saucer. Could be a flying saucer. Could be a promotion for yoyos sold in the lobby. Could be to bring yoyos into the lobby. I do know this: the real one, at the Little A'Le'Inn (as in "little alien") in Rachel, Nevada, is on a cable strung through a crane, and this one is stuck on a stick. http://img225.imageshack.us/img225/1752/00gta1lilprobeinn7aq.jpg http://www.littlealeinn.com/ Hunter: Hughes/McDonnell Douglas AH-64A Apache '84-'92 The Hunter, the HPV1000 motorcycle, and the Rhino tank are the most popular of the law enforcement vehicles to use for the Vigilante mission (III.24). The Hunter seats one. http://www.youtube.com/watch?v=26eqFN1BB70 http://en.wikipedia.org/wiki/Boeing_AH-64_Apache http://img225.imageshack.us/img225/7664/00gta1hunter1a5ff.jpg http://img225.imageshack.us/img225/6066/00gta1hunter2a6yu.jpg http://img139.imageshack.us/img139/986/00gta1hunter3a6wa.jpg http://img139.imageshack.us/img139/1341/00gta1hunter4a7xm.jpg http://img139.imageshack.us/img139/3608/00gta1hunter5a2pa.jpg http://img225.imageshack.us/img225/2707/00gta1hunter6a0ve.jpg http://img139.imageshack.us/img139/6043/00gta1hunter7a3lg.jpg Hydra http://img266.imageshack.us/img266/5248/zzzhydrakf2.jpg The wings, back of the cockpit, and shorter nose are like a Harrier II vertical/short takeoff and landing (V/STOL) jet. http://img252.imageshack.us/img252/7503/saguide621harrieriihb9.jpg http://en.wikipedia.org/wiki/McDonnell_Douglas_AV-8B_Harrier_II The tailpiece, thinner body, the rest of the cockpit, and the intake on the bottom (not one on each side as with a Harrier II) are like an F16. http://img486.imageshack.us/img486/2912/00gta1f16c5fv.jpg

http://en.wikipedia.org/wiki/General_Dynamics_F-16_Fighting_Falcon The word "Hydra" has had many uses. It began to be associated with something fierce as the name of a mythical monster with more than one head. In recent years, a Hydra-like problem, or Hydra, is one that increases in problems as you as you try to solve it. http://en.wikipedia.org/wiki/Lernaean_Hydra The Hydra 70 family of WAFAR (Wrap-Around Fin Aerial Rocket) includes the Mk 40, "originally used during the Korean and Vietnam wars," "from about 20 different firing platforms, both fixed-wing and armed helicopters, by all US armed forces. Today, the AH-64D Apache Longbow carries the Hydra rocket launcher standard on its weapon pylons." The relationship of this rocket to the type of helicopter the Hunter is based on is probably the source of the name of the "San Andreas" Hydra. http://en.wikipedia.org/wiki/Hydra_70 The Hydra seats one. http://img204.imageshack.us/img204/7834/00gta1hydra17xm.jpg http://img101.imageshack.us/img101/4576/00gta1hydra2a6yd.jpg http://img204.imageshack.us/img204/6794/00gta1hydra39ob.jpg http://img204.imageshack.us/img204/1636/00gta1hydra41ou.jpg http://img101.imageshack.us/img101/9391/00gta1hydra53xj.jpg http://img101.imageshack.us/img101/3104/00gta1hydra67gt.jpg http://img204.imageshack.us/img204/6486/00gta1hydra73dr.jpg http://img204.imageshack.us/img204/4173/00gta1hydra80jz.jpg http://img204.imageshack.us/img204/8953/00gta1hydra98ax.jpg http://img101.imageshack.us/img101/2169/00gta1hydra108yh.jpg http://img136.imageshack.us/img136/2914/00gta1hydra117fk.jpg http://img101.imageshack.us/img101/3842/00gta1hydra120cx.jpg http://img302.imageshack.us/img302/4087/00gta1hydra337px.jpg Jet Pack Jet Pack or Rocket Pack In text\american.gxt, it's called both a "jet pack" and a "jetpack." Sean Connery used one in the James Bond movie "Thunderball," 1965. In real life, it's mainly useful in outer space where the small fuel supply isn't taxed as much. http://en.wikipedia.org/wiki/Jet_pack http://img393.imageshack.us/img393/8954/00gta1jetpack12nh.jpg http://img393.imageshack.us/img393/4886/00gta1jetpack21vl.jpg Leviathan Sikorsky H-3 Sea King. The Leviathan can land on water. A "Leviathan" in the Bible is a large sea creature, possibly a crocodile; the word has come to have a broader meaning and refer to something big, like a big ship. The Leviathan seats one. http://img527.imageshack.us/img527/9378/00gta1sikorskyh3lasheriff5vd.jpg http://en.wikipedia.org/wiki/Sikorsky_SH-3_Sea_King http://en.wikipedia.org/wiki/Leviathan http://img393.imageshack.us/img393/2430/00gta1leviathon15qb.jpg http://img393.imageshack.us/img393/3516/00gta1leviathon26fo.jpg

http://img225.imageshack.us/img225/2383/00gta1leviathon39zt.jpg http://img225.imageshack.us/img225/2117/00gta1leviathon45rj.jpg http://img212.imageshack.us/img212/9972/00gta1leviathon57fe.jpg Little dot that flies around in the sky Some say "flying saucer." Cooler heads prevail and say "jet flying through the stratosphere." But on closer inspection, it proves to be a little dot that flies around in the sky. We don't know about the little dot that flies around in the sky. We like it, but we don't know. And that's how we like it. http://img351.imageshack.us/img351/2817/00gta1screen6910zt.jpg http://img345.imageshack.us/img345/653/00gta1screen2044dj.jpg Maverick Bell 206L-4 The Maverick seats four. http://img530.imageshack.us/img530/7412/saguide645maverick1he7.jpg http://img141.imageshack.us/img141/9342/saguide645maverick2bb1.jpg http://www.bellhelicopter.textron.com/en/aircraft/commercial/bell206L-4.cfm http://en.wikipedia.org/wiki/Bell_206 http://img488.imageshack.us/img488/1996/00gta1maverick19eg.jpg http://img296.imageshack.us/img296/6461/00gta1maverick27tj.jpg http://img296.imageshack.us/img296/518/00gta1maverick39im.jpg http://img296.imageshack.us/img296/1562/00gta1maverick49ym.jpg http://img488.imageshack.us/img488/6889/00gta1maverick58jc.jpg http://img488.imageshack.us/img488/8154/00gta1maverick63ry.jpg http://img296.imageshack.us/img296/7316/00gta1maverick79tn.jpg http://img296.imageshack.us/img296/4231/00gta1maverick89ph.jpg http://img488.imageshack.us/img488/6979/00gta1maverick94dy.jpg http://img488.imageshack.us/img488/3368/00gta1maverick108cx.jpg http://img488.imageshack.us/img488/8541/00gta1maverick112nq.jpg http://img296.imageshack.us/img296/5825/00gta1maverick120vj.jpg http://img296.imageshack.us/img296/4034/00gta1maverick146ch.jpg http://img296.imageshack.us/img296/4433/00gta1maverick1155zf.jpg Nevada Douglas C-47 (modified DC-3) Skytrain "Dakota." The Nevada seats one. http://www.youtube.com/watch?v=fJV4PV6oasA http://img222.imageshack.us/img222/8452/00gta1nevada7rg.jpg http://img51.imageshack.us/img51/6220/00gta1nevada50km.jpg http://img51.imageshack.us/img51/5687/00gta1nevada49ew.jpg http://img51.imageshack.us/img51/1493/00gta1nevada33ke.jpg http://img51.imageshack.us/img51/4409/00gta1nevada26nb.jpg http://www.vectorsite.net/avc47.html http://en.wikipedia.org/wiki/Douglas_C-47_Skytrain http://img217.imageshack.us/img217/208/00gta1nevada19uh.jpg http://img142.imageshack.us/img142/1462/00gta1nevada2a3zk.jpg http://img217.imageshack.us/img217/5934/00gta1nevada3a1vd.jpg http://img217.imageshack.us/img217/7585/00gta1nevada4a8an.jpg http://img142.imageshack.us/img142/2989/00gta1nevada5a2lo.jpg http://img217.imageshack.us/img217/2040/00gta1nevada65nx.jpg http://img217.imageshack.us/img217/4976/00gta1nevada70um.jpg News Chopper Bell 206 B, B2, or B3 JetRanger except with a smaller body in the back, and the front side window is bigger than the rear side window instead of vice versa as with most of the models I found. The News Chopper seats two. http://img89.imageshack.us/img89/8885/saguide675newschopper1fc5.jpg http://img89.imageshack.us/img89/5431/saguide675newschopper2vkk6.jpg

http://img405.imageshack.us/img405/1550/saguide675newschopper3rc3.jpg http://img89.imageshack.us/img89/4212/saguide675newschopper4ze1.jpg http://img153.imageshack.us/img153/8670/saguide675newschopper5onr7.jpg http://en.wikipedia.org/wiki/Bell_206 http://img212.imageshack.us/img212/8103/00gta1newschopper07yq.jpg http://img212.imageshack.us/img212/6812/00gta1newschopper15mh.jpg http://img452.imageshack.us/img452/5017/00gta1newschopper27lh.jpg http://img452.imageshack.us/img452/2052/00gta1newschopper33ks.jpg http://img452.imageshack.us/img452/5083/00gta1newschopper49ks.jpg http://img452.imageshack.us/img452/5287/00gta1newschopper4a3re.jpg Parachute A parafoil http://www.youtube.com/watch?v=uBEsrtsKMtc http://img211.imageshack.us/img211/8986/00gta1parafoil6ni.jpg http://en.wikipedia.org/wiki/Parachute Ottae, at GTA Forums, wrote that the Parachutes have a tartan pattern. (It has what we in North America call a plaid pattern, and it signifies a Scottish clan. It's probably related that Rockstar North is based in Scotland.) http://en.wikipedia.org/wiki/Tartan http://img406.imageshack.us/img406/8766/00gta1parachute43he.jpg http://img439.imageshack.us/img439/5232/00gta1screen690a3ro.jpg http://img439.imageshack.us/img439/5334/00gta1screen690b3dx.jpg http://img225.imageshack.us/img225/691/00gta1screen690c5pd.jpg http://img225.imageshack.us/img225/5067/00gta1screen690d3fl.jpg http://img256.imageshack.us/img256/8250/00gta1screen602e2hh.jpg Police Maverick Bell 206L-4 Left Shift can activate the search light from 19:00 to 6:00. The Police Maverick seats four. http://www.youtube.com/watch?v=2miHt8J-_m0 http://img141.imageshack.us/img141/7809/saguide686policemavericja1.jpg http://img141.imageshack.us/img141/8540/saguide686policemavericdc4.jpg http://en.wikipedia.org/wiki/Bell_206 http://img151.imageshack.us/img151/3765/00gta1policemav15ss.jpg http://img151.imageshack.us/img151/7370/00gta1policemav25hv.jpg http://img213.imageshack.us/img213/2290/00gta1policemav33zd.jpg http://img213.imageshack.us/img213/9598/00gta1policemav40wk.jpg RC Baron An RC toy biplane version of Manfred von Richthofen's (the Red Baron's) Fokker Dr.I triplane. http://www.youtube.com/watch?v=5hx2dQweu5o http://en.wikipedia.org/wiki/Manfred_von_Richthofen http://en.wikipedia.org/wiki/Fokker_Dr.I http://img440.imageshack.us/img440/6860/00gta1rcbaron8za.jpg http://img51.imageshack.us/img51/6293/00gta1redbaron20bx.jpg http://img51.imageshack.us/img51/9444/00gta1redbaron32wq.jpg http://img441.imageshack.us/img441/3255/saguide693rcbaronxz3.jpg http://img150.imageshack.us/img150/1997/saguide694rcbarongu8.jpg http://img150.imageshack.us/img150/8706/saguide695rcbaronme2.jpg http://img150.imageshack.us/img150/869/saguide696rcbarontr7.jpg The Pizzadox Plus 27 trainer (X.13.l) lets you stop the timer if you want to play Beefy Baron longer. http://img152.imageshack.us/img152/4817/saguide698rcbaronrf0.jpg

Raindance Sikorsky UH-60 Black Hawk. It may be related that GTA stars Bill Fichtner--Ken Rosenberg, and Tom Sizemore--Sonny Forelli, starred in the 2001 movie "Black Hawk Down." The Raindance seats two. http://img527.imageshack.us/img527/9206/00gta1sikorskyuh60blackhawk7ve.jpg http://www.combataircraft.com/aircraft/huh60.aspx http://en.wikipedia.org/wiki/Sikorsky_UH-60_Black_Hawk http://img452.imageshack.us/img452/6899/00gta1raindance12bx.jpg http://img283.imageshack.us/img283/8968/00gta1raindance28ax.jpg http://img452.imageshack.us/img452/1576/00gta1raindance35oe.jpg http://img452.imageshack.us/img452/5449/00gta1raindance42xo.jpg Rustler Curtiss P-40D Warhawk "Kittyhawk" http://www.youtube.com/watch?v=e3FtBBTmhEQ http://img183.imageshack.us/img183/5117/saguide700rustlernq0.jpg Thanks again to GTA Phreak--this time for specifying the D version of the P40. Like the Rustler, it's stubbier than preceding models, the front end is different, and the machine guns were moved from the center to the wings. P40B (3rd photo down gives a profile) http://www.p40warhawk.com/Models/Reviews/Models/Trumpeter/P-40B/P-40B.htm P40D http://aeroweb.brooklyn.cuny.edu/specs/curtiss/p-40d.htm http://aeroweb.brooklyn.cuny.edu/database/aircraft/getimage.htm?id=10952 The Rustler seats one. http://www.aviation-history.com/curtiss/p40.html http://en.wikipedia.org/wiki/Curtiss_P-40_Warhawk http://en.wikipedia.org/wiki/Curtiss_P-40_variants#P-40D.2FP-40E_.28 British_Commonwealth.2FSoviet_.22Kittyhawk_Mk_1.22.2C_.22Kittyhawk_Mk_Ia.22_.2 9 http://img213.imageshack.us/img213/4473/00gta1rustler05ft.jpg http://img459.imageshack.us/img459/8693/00gta1rustler1a2du.jpg http://img213.imageshack.us/img213/3839/00gta1rustler26oh.jpg http://img213.imageshack.us/img213/5454/00gta1rustler3a0hq.jpg http://img459.imageshack.us/img459/9043/00gta1rustler4a3tb.jpg http://img213.imageshack.us/img213/61/00gta1rustler6a2fz.jpg http://img211.imageshack.us/img211/3967/00gta1rustler7a1is.jpg http://img211.imageshack.us/img211/5003/00gta1rustler82sa.jpg http://img112.imageshack.us/img112/7156/00gta1rustler92nu.jpg http://img211.imageshack.us/img211/1466/00gta1rustler103lk.jpg http://img211.imageshack.us/img211/2225/00gta1rustler111sw.jpg http://img112.imageshack.us/img112/9656/00gta1rustler145qs.jpg http://img211.imageshack.us/img211/5813/00gta1rustler164zo.jpg Sea Sparrow Bell 47G (Army: H-13, OH-13D, and OH-13E; Navy/Marines: HTL-4) helicopter with pontoons This looks like the kind the Coast Guard might use. The Sea Sparrow seats two. http://www.rotorhead.org/military/h13.asp http://en.wikipedia.org/wiki/Bell_47 http://img444.imageshack.us/img444/3268/00gta1bell478xb.jpg http://img452.imageshack.us/img452/6864/00gta1seasparrow18qp.jpg http://img127.imageshack.us/img127/6682/00gta1seasparrow2a8ph.jpg http://img452.imageshack.us/img452/8703/00gta1seasparrow3a1hb.jpg

http://img452.imageshack.us/img452/4396/00gta1seasparrow42ba.jpg http://img452.imageshack.us/img452/9108/00gta1seasparrow54pi.jpg http://img124.imageshack.us/img124/2033/00gta1seasparrow6a8gu.jpg Shamal Bombardier Learjet 55 "Shamal" is the name of the NW wind in the lower valley of the Tigris and Euphrates and the Persian Gulf. (Thanks to a post at the GTA Forums message board by pdescobar.) A "Shamal" is also a type of Maserati coupe introduced in 1989 and a Pokemon. The Shamal jet seats one. http://www.airliners.net/info/stats.main?id=128 http://en.wikipedia.org/wiki/Shamal http://en.wikipedia.org/wiki/Maserati_Shamal http://www.urbandictionary.com/define.php?term=shamal http://en.wikipedia.org/wiki/Pok%C3%A9mon http://img141.imageshack.us/img141/8168/00gta1dodovc2c9ca.jpg http://img141.imageshack.us/img141/9038/00gta1shamal15tr.jpg http://img141.imageshack.us/img141/7868/00gta1shamal22mq.jpg http://img142.imageshack.us/img142/4688/00gta1shamal33ub.jpg http://img142.imageshack.us/img142/8260/00gta1shamal49xi.jpg http://img85.imageshack.us/img85/7029/00gta1shamal50ta.jpg http://img85.imageshack.us/img85/8936/00gta1shamal69oa.jpg http://img85.imageshack.us/img85/193/00gta1shamal77kb.jpg http://img85.imageshack.us/img85/6862/00gta1shamal83je.jpg http://img35.imageshack.us/img35/6003/00gtasacjintheshamaloverlossan.jpg Skimmer Cessna 150G or later on floats The Skimmer seats two. I had to get it on ground before one of C.J.'s gang members would enter it, so you might try that in shallow water along a coast to be able to take off afterward. http://www.youtube.com/watch?v=4zZo7CO5yoY http://img482.imageshack.us/img482/9287/00gtacessna150onfloats6im.jpg http://img301.imageshack.us/img301/838/00gta1skimmer9vd.jpg http://flickr.com/photos/doneastwest/71243736/ http://en.wikipedia.org/wiki/Cessna_150 http://img452.imageshack.us/img452/2889/00gta1skimmer15eo.jpg http://img124.imageshack.us/img124/7979/00gta1skimmer2a3ln.jpg http://img124.imageshack.us/img124/6286/00gta1skimmer30ze.jpg http://img124.imageshack.us/img124/636/00gta1skimmer44fp.jpg http://img124.imageshack.us/img124/1750/00gta1skimmer54st.jpg http://img208.imageshack.us/img208/5253/00gta1skimmer60qz.jpg http://img124.imageshack.us/img124/8905/00gta1skimmer75gi.jpg http://img208.imageshack.us/img208/8009/00gta1skimmer84mj.jpg http://img208.imageshack.us/img208/6500/00gta1skimmer97nx.jpg http://img83.imageshack.us/img83/7186/00gta1skimmervc6h3uc.jpg http://img83.imageshack.us/img83/929/00gta1skimmer10a3xy.jpg http://img479.imageshack.us/img479/8647/00gta1skimmer115do.jpg http://img208.imageshack.us/img208/641/00gta1skimmer125dh.jpg http://img479.imageshack.us/img479/2555/00gta1skimmer147qw.jpg http://img208.imageshack.us/img208/7788/00gta1skimmer155ko.jpg http://img479.imageshack.us/img479/7016/00gta1skimmer169pd.jpg http://img208.imageshack.us/img208/5125/00gta1skimmer171rt.jpg Sparrow Bell 47G (Army: H-13, OH-13D, and OH-13E; Navy/Marines: HTL-4) helicopter A Bell 47D-1, an earlier model, is suspended for viewers as an example

of excellence in design at the Museum of Modern Art in New York City. Sparrow seats two. http://www.youtube.com/watch?v=rWiVaL5IiTY http://img141.imageshack.us/img141/1849/saguide759sparrow1vl6.jpg http://img141.imageshack.us/img141/7550/saguide759sparrow2un7.jpg http://img147.imageshack.us/img147/2217/saguide759sparrow3qo6.jpg http://en.wikipedia.org/wiki/Bell_47 http://img208.imageshack.us/img208/5691/00gta1sparrow19hm.jpg http://img361.imageshack.us/img361/7873/00gta1sparrow28sq.jpg http://img361.imageshack.us/img361/1572/00gta1sparrow32fy.jpg http://img361.imageshack.us/img361/6331/00gta1sparrow43vu.jpg http://img361.imageshack.us/img361/49/00gta1sparrow59lx.jpg http://img361.imageshack.us/img361/4932/00gta1sparrow67so.jpg http://img208.imageshack.us/img208/944/00gta1sparrow71aq.jpg

The

Stuntplane (Curtis Pitt's) Pitt's Special Use 2 or NP+ to make red smoke start or stop appearing from the back end. The Stuntplane seats one. http://www.youtube.com/watch?v=9AlyUnmYav0 http://www.youtube.com/watch?v=Qwmq9no22K8 http://img51.imageshack.us/img51/4930/00gta1stuntplane35pp.jpg http://img69.imageshack.us/img69/6393/00gta1stuntplane56bq.jpg http://img51.imageshack.us/img51/9041/00gta1stuntplane69ek.jpg http://img69.imageshack.us/img69/3196/00gta1stuntplane73gz.jpg http://img51.imageshack.us/img51/482/00gta1stuntplane81nl.jpg http://img51.imageshack.us/img51/8638/00gta1stuntplane106pr.jpg http://img51.imageshack.us/img51/1130/00gta1stuntplane110ox.jpg http://img51.imageshack.us/img51/7079/00gta1stuntplane124xj.jpg http://img51.imageshack.us/img51/504/00gta1stuntplane90nn.jpg http://img51.imageshack.us/img51/4969/00gta1stuntplane142qy.jpg http://www.steenaero.com/PittsS1/history.cfm http://en.wikipedia.org/wiki/Pitts_Special http://img208.imageshack.us/img208/8316/00gta1stuntplane16hg.jpg http://img221.imageshack.us/img221/3733/00gta1stuntplane29dc.jpg http://img221.imageshack.us/img221/5933/00gta1stuntplane3a0sj.jpg http://img208.imageshack.us/img208/8733/00gta1stuntplane41te.jpg http://img208.imageshack.us/img208/9612/00gta1stuntplane5a2rq.jpg http://img221.imageshack.us/img221/5231/00gta1stuntplane6a6gi.jpg http://img205.imageshack.us/img205/1835/00gta1stuntplane7a6gr.jpg Thanks to the AggroSk8er walk-through at Gamefaqs for the names of the AT400, Cropduster, Leviathan, Nevada, Raindance, Rustler (with GTA Phreak), and Stuntplane. http://www.gamefaqs.com/computer/doswin/file/924362/33174 ******** Boats Coastguard It's a Boston Whaler, which is the kind of low flats boat that's good in shallow water. It's about 20' long with a couple of outboard motors and

a rollover bar-looking thing with several antennae in the back. It's the same as the one used in "Vice City." Whether it is or isn't based on an actual Miami or San Francisco Coast Guard Response boat, it's a plausible example of how one could look. It could also pass for someone's lake and stream fishing boat. http://img483.imageshack.us/img483/6117/00gta1coastguardtype38uk.jpg http://img483.imageshack.us/img483/3447/00gta1coastguardtype45pf.jpg http://en.wikipedia.org/wiki/Boston_Whaler http://en.wikipedia.org/wiki/Coast_Guard http://en.wikipedia.org/wiki/Water_police http://img131.imageshack.us/img131/8607/00gta1coastguard13oj.jpg http://img131.imageshack.us/img131/1/00gta1coastguard26gz.jpg http://img208.imageshack.us/img208/4526/00gta1coastguard39xy.jpg Dinghy An inflatable fast rescue, landing, diving, or recreational boat. It looks like an inflatable life raft in the front and sides with a steering wheel stuck in the front and two motors in the back. It could be used as a dinghy-a smaller boat used as a utility boat by a larger boat. http://img134.imageshack.us/img134/1139/saguide789dinghy2kw0.jpg http://img514.imageshack.us/img514/8588/saguide789dinghy1qw3.jpg http://en.wikipedia.org/wiki/Inflatable_boat http://img82.imageshack.us/img82/8010/00gta1dinghy2acf8.jpg http://img82.imageshack.us/img82/5496/00gta1dinghy2bio5.jpg http://img82.imageshack.us/img82/6791/00gta1dinghy2cdk4.jpg http://img135.imageshack.us/img135/1014/00gta1dinghy2dlx1.jpg http://img135.imageshack.us/img135/8607/00gta1dinghy2euq9.jpg Jetmax A turbine jet boat. A jet boat is propelled by sending water out through nozzles in the back instead of using propellers. It has a showy inboard motor with an air scoop and two exhaust pipes. http://www.zaxisracing.com/ http://en.wikipedia.org/wiki/Jetboat http://img127.imageshack.us/img127/8201/00gta1jetmaxvc10wm.jpg http://img127.imageshack.us/img127/3788/00gta1jetmax10mc.jpg http://img127.imageshack.us/img127/7843/00gta1jetmax27gr.jpg http://img87.imageshack.us/img87/2430/00gta1jetmax31xg.jpg http://img127.imageshack.us/img127/2395/00gta1jetmax43aa.jpg http://img127.imageshack.us/img127/6105/00gta1jetmaxiii7qo.jpg Launch It looks like one of the Police Coast Guard patrol crafts (possibly of either the New Generation Patrol Craft, PC Class, or Interceptor Craft, PK Class?) that can have a general purpose machine gun fitted in the back. http://en.wikipedia.org/wiki/Image:Special_Task_Squadron_Boat.jpg http://en.wikipedia.org/wiki/Police_Coast_Guard The 'E' class Tiger Marine Fast Response Craft, used by the Maritime and Coastguard Agency (MCA), the Port of London Authority (PLA), and the Royal National Lifeboat Institution (RNLI) on the River Thames, looks like a similar boat. It would need a metal hull, if it doesn't have one, to be more of a match. http://img90.imageshack.us/img90/1026/saguide803launchtiger1aca5.jpg

http://img90.imageshack.us/img90/7894/saguide803launchtiger2aqq6.jpg http://img90.imageshack.us/img90/5899/saguide803launchtiger3akb9.jpg http://www.the-river-thames.co.uk/police.htm http://www.the-river-thames.co.uk/riverthames.htm It's more recent than 1992, the time of "San Andreas," but a USN Mark V Special Operations Craft (SOC) is a bigger version of a similar boat. Even more recent, a CMN Interceptor DV-15 fast patrol boat is a similar kind of boat but would need to be stretched out to have a longer open deck to be a good match. http://en.wikipedia.org/wiki/Mark_V_SOC http://www.defense-update.com/products/i/interceptor-DV-15.htm A "launch" is a motorboat with an open or half open deck. The Launch has a machine gun fitted on the back but it doesn't work. It's in the 2nd covered dock S of the 2nd "S" of "Easter Basin." http://img110.imageshack.us/img110/935/00gta1launch19fp.jpg http://img110.imageshack.us/img110/2383/00gta1launch22zz.jpg http://img110.imageshack.us/img110/7185/00gta1launch33vy.jpg http://img152.imageshack.us/img152/3070/00gta1launch47jl.jpg http://img152.imageshack.us/img152/980/00gta1launch54hg.jpg http://img152.imageshack.us/img152/2049/00gta1launch60qh.jpg http://img82.imageshack.us/img82/9454/00gta1launch78uu.jpg http://img114.imageshack.us/img114/8903/00gta1launch86ph.jpg http://img82.imageshack.us/img82/2995/00gta1launch93da.jpg http://img114.imageshack.us/img114/8844/00gta1launch107gd.jpg http://img114.imageshack.us/img114/3755/00gta1launch119xp.jpg http://img82.imageshack.us/img82/1012/00gta1launch124xm.jpg http://img114.imageshack.us/img114/3798/00gta1launch141gc.jpg http://img114.imageshack.us/img114/3575/00gta1launch158hg.jpg http://img82.imageshack.us/img82/7698/00gta1launch163uk.jpg Marquis 69 It looks like the Endeavour 42 sailboat, a sloop, Crockett had in the TV series "Miami Vice" except smaller--more the length of an Endeavor 32, 33, or 35. A 35' model is shown at the next link. http://img470.imageshack.us/img470/3593/saguide819marquisendeavog0.jpg http://www.endeavourowners.com/ http://www.endeavourowners.com/photos.html http://www.endeavourowners.com/boats/e32/e32specs.html http://www.endeavourowners.com/boats/e33/e33specs.html http://www.endeavourowners.com/boats/e35/e35specs.html http://www.infracity.de/miamivice/ausruestung.html http://carlgaffney.users.btopenworld.com/miamifacts.html http://img90.imageshack.us/img90/7765/00gta1marquis17ea.jpg http://img90.imageshack.us/img90/9004/00gta1marquis23xu.jpg http://img125.imageshack.us/img125/6884/00gta1marquis35dn.jpg http://img90.imageshack.us/img90/9348/00gta1marquis40rv.jpg http://img125.imageshack.us/img125/7613/00gta1marquis52wt.jpg http://img125.imageshack.us/img125/254/00gta1marquis68gl.jpg http://img125.imageshack.us/img125/7306/00gta1marquis71dw.jpg http://img90.imageshack.us/img90/5442/00gta1marquis84rn.jpg Predator A police boat. I found a couple of basically comparable fast patrol boats, shown at the 1st two links below. It's a little launch with a radar that doesn't revolve on top. Like the Predator of "III" and "Vice City," it has a

built-in machine gun that shoots forward or to either side. http://img491.imageshack.us/img491/1830/00gta1predatorpoliceboat13gz.jpg http://img529.imageshack.us/img529/8325/00gta1predatorpoliceboats9yd.jpg http://img87.imageshack.us/img87/782/00gta1predatorvc15nt.jpg http://img87.imageshack.us/img87/8114/00gta1predatorvc26jw.jpg http://img87.imageshack.us/img87/8057/00gta1predatorvc32wf.jpg http://img87.imageshack.us/img87/9720/00gta1predator16an.jpg http://img83.imageshack.us/img83/5084/00gta1predator23mt.jpg http://img87.imageshack.us/img87/1549/00gta1predator39fy.jpg http://img87.imageshack.us/img87/3236/00gta1predator43cu.jpg http://img83.imageshack.us/img83/2237/00gta1predatorghost39bn.jpg Reefer A sport fisherman boat. It's like a little Orca, the fishing boat Quint, Robert Shaw, hunts sharks with in the Steven Spielberg movie "Jaws," 1975. The radar on top revolves. http://img235.imageshack.us/img235/5209/00gta1reefer6ef.jpg http://img508.imageshack.us/img508/4297/00gta1sportfishermanboat51cd.jpg http://img508.imageshack.us/img508/9265/00gta1sportfishermanboat4bt.gif http://img145.imageshack.us/img145/627/00gta1reefer17gb.jpg http://img212.imageshack.us/img212/4261/00gta1reefer27fz.jpg http://img212.imageshack.us/img212/5986/00gta1reefer30ex.jpg http://img212.imageshack.us/img212/5062/00gta1reefer47nd.jpg http://img212.imageshack.us/img212/4649/00gta1reefer58ke.jpg http://img145.imageshack.us/img145/1160/00gta1reefer63pj.jpg http://img145.imageshack.us/img145/5906/00gta1reefer78zw.jpg http://img145.imageshack.us/img145/1875/00gta1reefer81gz.jpg http://img145.imageshack.us/img145/2830/00gta1reefer90fk.jpg Speeder It's a propeller-driven, original-style "cigarette" speedboat (from the 1960's when Donald Aronow designed that type of speedboat, probably). http://en.wikipedia.org/wiki/Donald_Aronow http://img83.imageshack.us/img83/4577/00gta1speedervc16qt.jpg http://img85.imageshack.us/img85/4594/00gta1speeder13en.jpg http://img85.imageshack.us/img85/8248/00gta1speeder25lb.jpg http://img85.imageshack.us/img85/7296/00gta1speeder39oh.jpg http://img85.imageshack.us/img85/2789/00gta1speeder45ga.jpg http://img85.imageshack.us/img85/4808/00gta1speeder59sc.jpg http://img85.imageshack.us/img85/268/00gta1speederiii24yc.jpg Squalo III As in "Vice City," it looks like a "cigarette" speedboat Crockett had in the TV series "Miami Vice" (except with a rounded windshield, etc.). In "San Andreas" it has the railing of the 39' Chris Craft Stinger used in the pilot episode, 1984, and otherwise basically looks like the Wellcraft 38 Scarab KV used for the 2nd season and on. The first link below is for a Chris Craft Stinger, and the next five are Wellcrafts, the last three of which show the one Wellcraft made for Don Johnson (thanks to posts by DJdude at the Miami-Vice.org forum for those five pictures of Wellcrafts). http://img80.imageshack.us/img80/2927/saguide858squaloiii1chrtg5.jpg http://img80.imageshack.us/img80/1808/saguide858squaloiii2welba6.jpg http://img520.imageshack.us/img520/5478/saguide858squaloiii3welru1.jpg http://img80.imageshack.us/img80/6027/saguide858squaloiii4welqg5.jpg

http://img80.imageshack.us/img80/2958/saguide858squaloiii5weltx7.jpg http://img520.imageshack.us/img520/6079/saguide858squaloiii6welox3.jpg http://www.fiftiesweb.com/tv/miami-vice-1.htm http://img131.imageshack.us/img131/6026/00gta1squaloiii01ff.jpg http://img520.imageshack.us/img520/3052/00gta1squaloiii18wp.jpg http://img131.imageshack.us/img131/2092/00gta1squaloiii24xb.jpg http://img520.imageshack.us/img520/788/00gta1squaloiii35tk.jpg http://img520.imageshack.us/img520/3039/00gta1squaloiii41ow.jpg http://img55.imageshack.us/img55/8372/00gta1squaloiii54kd.jpg http://img55.imageshack.us/img55/5745/00gta1squaloiii65bd.jpg http://img55.imageshack.us/img55/7731/00gta1squaloiii74oo.jpg Tropic A sedan bridge powerboat, like the 1980 Sea Ray 270 Sedan Bridge shown by the 1st link below. http://img472.imageshack.us/img472/4449/00gta1980searay270sedanbridge3.jpg http://powerboat.about.com/cs/boattype1/p/sedan_bridge.htm http://img91.imageshack.us/img91/6454/00gta1tropic18ww.jpg http://img91.imageshack.us/img91/9699/00gta1tropic29we.jpg http://img85.imageshack.us/img85/3358/00gta1tropic40os.jpg http://img85.imageshack.us/img85/3200/00gta1tropic53mq.jpg http://img91.imageshack.us/img91/6969/00gta1tropic39uq.jpg USS Numnutz: the submarine at the coast of Esplanade East, San Fierro, is a solid version of the non-solid one that's underwater N of North Point Mall in "Vice city." http://img240.imageshack.us/img240/6481/00gta1ussnumnutz3oj.jpg http://img231.imageshack.us/img231/3518/00gta1screenvc62me3.jpg http://img80.imageshack.us/img80/8430/00gta1screenvc63yf9.jpg http://img231.imageshack.us/img231/2323/00gta1screenvc64kp1.jpg As mentioned in section I.1, I think the name of the submarine at the coast of Esplanade East, San Fierro, may be a pun on the name of Fleet Admiral Chester William Nimitz, who helped design and served in submarines during much of his early naval career, was the United States signatory to the surrender terms aboard the battleship USS Missouri in Tokyo Bay at the end of WWII, and was active in San Francisco community affairs in the last years of his life. http://www.history.navy.mil/faqs/faq36-4.htm Thanks to Ben "Cerbera" Millard for the tip that the Nimitz class of aircraft carriers, named after the same Fleet Admiral, is the biggest--the aircraft carrier at Easter Basin is relatively puny. Vortex A hovercraft souped up for racing See I.12.b, "Fun glitches, gimmicks, etc.," for the way to use "The Vortex submarine gimmick" in the PC version of "San Andreas." Thanks to GTA Phreak for telling me that if C.J. has 40% Flying Skill, he gets a Parachute if he bails from a Vortex. (I used VGGGDKP to spawn a Vortex on the tallest LS skyscraper and had C.J. drive off--he wouldn't exit the airborne Vortex when I pressed F, but he ended up with a Parachute.)

http://img458.imageshack.us/img458/1708/00gta1hovercrafthoverworld9lc.jpg http://www.hoverclubofamerica.org/racing/index.html http://en.wikipedia.org/wiki/Hovercraft http://img520.imageshack.us/img520/2696/00gta1vortex10us.jpg http://img55.imageshack.us/img55/3786/00gta1vortex29ge.jpg http://img55.imageshack.us/img55/3767/00gta1vortex33ah.jpg http://img55.imageshack.us/img55/661/00gta1vortex44se.jpg http://img55.imageshack.us/img55/1280/00gta1vortex58fw.jpg ******** Hybrids One observation: some people need the Stallion to be a pure Ford Mustang, which the middle of the Stallion may be a modified version of, but they overlook the Mustangs of the Hotring Racer, which is a better car, and which they usually call a Chevrolet Monte Carlo Aero Coupe, which is mostly what Hotring Racer B is. Bike Lowrider--a combination of a 1964-1975 Schwinn Fair Lady and a 19631975 Schwinn Sting-Ray. http://img153.imageshack.us/img153/5352/00gta1bikeschwinnfairlady30plu.jpg http://img153.imageshack.us/img153/8309/00gta1bike1965schwinnstingray0.jpg http://www.bicycledesigner.com/lowrider_bicycle_history.html http://schwinnstingray.net/ http://en.wikipedia.org/wiki/Schwinn_Bicycle_Company#Children_and_youth_ markets http://img148.imageshack.us/img148/2507/00gta1bike18fw.jpg http://img154.imageshack.us/img154/3908/00gta1bike22ij.jpg http://img79.imageshack.us/img79/5050/00gta1bike35ho.jpg http://img148.imageshack.us/img148/4651/00gta1bike43wi.jpg http://img403.imageshack.us/img403/388/saguide888bike2ta8.jpg Blade

Mid-1960's Chevrolets and a 1967 Oldsmobile Cutlass

Most of the basic body shape: 1967 Chevrolet Camaro with the front end made shorter by the changes given below http://www.firstgencamaro.com/1967.html http://en.wikipedia.org/wiki/Chevrolet_Camaro_%28first_generation%29 http://img208.imageshack.us/img208/1749/00gta1bladesabackang15ql.jpg http://img164.imageshack.us/img164/9148/00gta1bladesaprof8je.jpg http://img208.imageshack.us/img208/3494/00gta1bladesatopang7dw.jpg Front wheel wells, which are repeated in style for the back ones, front of the engine hood, grill, and similarly rounded, if not as tall, windshield: 1964 Chevrolet Bel Air http://img239.imageshack.us/img239/5484/00gta1bladesa1964chevbelair3tr.jpg http://img354.imageshack.us/img354/6530/00gta1bladesa1964chevbelair12p.jpg http://en.wikipedia.org/wiki/Chevrolet_Bel_Air#Fifth_generation_.281961.E2 .80.931964.29

Grill (similar to the Bel Air) and front bumper: 1966 Chevrolet Caprice http://img213.imageshack.us/img213/9095/00gta1bladesa1966chevroletcapr.jpg http://en.wikipedia.org/wiki/Chevrolet_Caprice#1965.E2.80.931966 http://img208.imageshack.us/img208/7678/00gta1bladesafrontang9fm.jpg Brake lights and the similarity of the shape of the body to the metal plate the Blade has them on: 1963 Chevrolet Biscayne http://img62.imageshack.us/img62/4039/00gta1bladesa1963chevbiscayne7.jpg http://en.wikipedia.org/wiki/Chevrolet_Biscayne http://img164.imageshack.us/img164/4153/00gta1bladesabackang3hp.jpg Front of the engine hood (similar to the Bel Air) and two pairs of headlights with a space between each pair where a third is placed on the Blade: 1967 Oldsmobile Cutlass http://img116.imageshack.us/img116/5985/00gta1bladesa1967oldsmobilecut.jpg http://en.wikipedia.org/wiki/Oldsmobile_Cutlass#1967 http://img208.imageshack.us/img208/1/00gta1bladesafrontang10zp.jpg Buffalo

1992 Dodge Daytona 1985-1992 Chevrolet Camaro IROC-Z 1987-1993 Ford Mustang GT

The back is the Daytona with smaller rear side windows (similar to the Mustang rounded off). http://www.cardomain.com/ride/808163 http://img202.imageshack.us/img202/6400/00gta1fordmustanggt19924sh.jpg The middle is the Camaro without the back dividing strip of a rear window. http://img469.imageshack.us/img469/7724/00gta1chevycamaro19927ri.jpg In the front, the engine hood has a point in the middle of the front like the Camaro, and the grill area has the slant of the Mustang. The headlights are like none of them. Thanks to QuickFord97 at GTA Forums for the Daytona/Camaro blend idea, CKYbassplayer69 at GTA Forums for reaffirming the lead on the Daytona, and canada rules at Gamefaqs for the lead on the Mustang. http://en.wikipedia.org/wiki/Dodge_Daytona#1992.E2.80.931993 http://en.wikipedia.org/wiki/Ford_Mustang_(third_generation)#1983.E2.80.931986 http://en.wikipedia.org/wiki/Chevrolet_Camaro_(third_generation)#1985 http://img118.imageshack.us/img118/2518/00gta1buffalo1a7wj.jpg http://img118.imageshack.us/img118/2619/00gta1buffalo2a9fr.jpg http://img118.imageshack.us/img118/3295/00gta1buffalo3a8bz.jpg http://img118.imageshack.us/img118/3760/00gta1buffalo4a1xx.jpg Comet Porsches and Jaguars http://en.wikipedia.org/wiki/Porsche http://en.wikipedia.org/wiki/Jaguar_Cars

It has the uncovered recessed headlights of a series 2 (1969-1971) Jaguar Etype. http://img3.imageshack.us/img3/2415/00gta1jaguarxkeconvertible42f1.jpg http://img3.imageshack.us/img3/538/00gta1jaguarxke1970headlights0.jpg http://en.wikipedia.org/wiki/Jaguar_E-Type#Series_2_.281969.E2.80.931971.29 It has the uncovered convertible cab of a 1967-1973 (and later) Porsche 911 Targa (thanks to sonofkorol at Gamefaqs) featuring a rollover bar (a bit squared off on the Comet) (the Targa has a removable top and back window)... http://img297.imageshack.us/img297/9567/00gta1porsche911targa19729qq.jpg http://img400.imageshack.us/img400/3857/00gta1porsche911targa19670vr.jpg http://en.wikipedia.org/wiki/Porsche_911#Porsche_911_classic_.281963.E2 .80.931989.29 http://en.wikipedia.org/wiki/Targa_top ...except the back of the roll bar is vertical and covered except for a little horizontal window, smaller than the ones on the back of Jaguar series 2 E-type convertible roofs (with unfortunately little rear visibility for the driver). It's different than the back of the cab of the "Vice City" Comet. It's like a squared-off version of the back window of the GTA Hustler. I haven't found a real good match for it. The top of the front of the body of one of those Porsche 911 Targas has been smoothed flat from side to side and is horizontal over the engine but slants down from across the back of the headlights to the front bumper. The bumpers are like those of those 1967-1973 Porsche 911 Targas except that the bumpers are thicker and the back bumper goes completely across the back end. The back end of the body is like a 1978-1983 Porsche 911 featuring the "whale tail." http://img3.imageshack.us/img3/1192/00gta1porsche911sc19834oh.jpg http://img3.imageshack.us/img3/7899/00gta1porsche911sctarga19795uy.jpg The bumpers are thicker like those on those 911's as well, except the two vertical black segments of the rear bumper are slimmer and repeated on the front bumper, resembling all-blackened versions of the ones found on some of the bumpers of the 1967-1973 models mentioned above. And the horizontal bumpers look more like those on a 1985-1990 Jaguar XJ-S. http://img3.imageshack.us/img3/492/00gta1jaguarxjs1989rear9zx.jpg http://en.wikipedia.org/wiki/Jaguar_XJS#1980s http://img125.imageshack.us/img125/4702/00gta1comet10ae.jpg http://img125.imageshack.us/img125/2543/00gta1comet20vx.jpg http://img90.imageshack.us/img90/2702/00gta1comet3sa4yd.jpg http://img125.imageshack.us/img125/6180/00gta1comet48gr.jpg Esperanto

1978 Cadillac Eldorado Coupe

1980 Lincoln Continental Town Car 1972-1979 Lincoln Continental Town Coupe It's a stocky version of the "Vice City" Esperanto, which is also mainly a 1978 Cadillac Eldorado Coupe. But for the "San Andreas" version, different things are used to change the front and back ends. The long oval vertical brake light housings of the Eldorado have been turned upside-down and the black pads and the housing for them have been removed. http://img134.imageshack.us/img134/2378/00gta1esperanto1978cadillaceld.jpg http://img158.imageshack.us/img158/2378/00gta1esperanto1978cadillaceld.jpg http://en.wikipedia.org/wiki/Cadillac_Eldorado#1971.E2.80.931978 The horizontal brake lights look like those of a 1980 Lincoln Continental Town Car with the middle horizontal brake light replaced--it looks like it was painted with a color that nearly matches the one used for the body. http://img239.imageshack.us/img239/78/00gta1esperanto1980lincolntown.jpg http://en.wikipedia.org/wiki/Lincoln_Continental#Sixth_generation_.281980.29 The grill and headlights look like those on a 1972-1979 Lincoln Continental Town Coupe but with a flattened grill. (From 1973 to 1981, there was an option to get a Lincoln Town Car, normally a sedan, as a Lincoln Town Coupe.) A 1978 model is shown at the 1st link below. http://img141.imageshack.us/img141/3682/00gta1esperanto1978lincolntown.jpg http://en.wikipedia.org/wiki/Lincoln_Town_Car#Overview http://img204.imageshack.us/img204/1965/00gta1esperantosa27tn.jpg http://img151.imageshack.us/img151/5811/00gta1esperantosa34sn.jpg http://img505.imageshack.us/img505/2568/00gta1esperantosa10fq.jpg Glendale

1955 Buick Special/Century/Super/Roadmaster/Riviera 1961 Dodge Dart Pioneer four-door 1961 Dodge Polara

It has the front end of a 1955 Buick Special/Century/Super/Roadmaster/Riviera front except revised a bit--flattened to better match the 1961 Dodge and slanted back from bottom to top. http://en.wikipedia.org/wiki/Buick_Special#1936.E2.80.931958 http://en.wikipedia.org/wiki/Buick_Century#1954.E2.80.931958 http://en.wikipedia.org/wiki/Buick_Super http://en.wikipedia.org/wiki/Buick_Roadmaster#1954-1956 http://en.wikipedia.org/wiki/Buick_Riviera#Origin_of_the_name It has the middle and back end of a 1961 Dodge Dart Pioneer four-door except for two things. One, once at the back of the trunk, the Glendale strange tail fins slope down to the rear bumper and the 1961 Dodge Dart strange tail fins (similar to those of a 1961 Dodge Polara) curl forward in a horizontal line to the middle of the side of the body. http://img152.imageshack.us/img152/5033/00gta1glendaledrtad27hk.jpg

http://www.musclecarclub.com/musclecars/dodge-dart/dodge-dart-history1.shtml http://en.wikipedia.org/wiki/Dodge_Dart#1961 And two, the housing of the brake lights is like that of a 1961 Dodge Polara except smoothed off from front to back. http://www.youtube.com/watch?v=Rk1QKlLpoic http://www.flickr.com/photos/jeffgage/1795844532/ http://en.wikipedia.org/wiki/Dodge_Polara#1960.E2.80.931961 http://img137.imageshack.us/img137/1547/00gta1glendale1a4bt.jpg http://img100.imageshack.us/img100/7889/00gta1glendale2a5hb.jpg http://img137.imageshack.us/img137/4996/00gta1glendale3a7iw.jpg http://img137.imageshack.us/img137/4752/00gta1glendale4a5ei.jpg http://img100.imageshack.us/img100/5315/00gta1glendale5a8pw.jpg http://img91.imageshack.us/img91/784/00gta1glendale5aa9qa.jpg http://img100.imageshack.us/img100/187/00gta1glendale6a2jf.jpg http://img100.imageshack.us/img100/4859/00gta1glendale72cd.jpg The Oceanic uses the front end of the 1961 Dodge Dart Pioneer (see below). Hotring Racer

(Los Santos Forum after "8-Track") 1983-1986 Ford Mustang LX 1987-1988 Ford Mustang GT hatchback

It has "SUMO" on the engine hood. 1983-1986 Ford Mustang LX (preferably 1986 because it got stronger through that period) with some 1987-1988 Ford Mustang GT hatchback features. You give it the sort of headlights and grill of a 1983-1986 Ford Mustang except each pair of headlights are merged into one rectangular headlight as found on a 1987-1988 Ford Mustang. You give it the sort of windows of a 1986 LX and the airfoil found on the back edge of the trunk of some of the 1987-1988 GT hatchback versions. Then you improvise a few other NASCAR design changes for the front and back ends. The Wikipedia article at a link below has a section on popular ways the Mustang has been customized. A couple of 1986 LX models and a 1987 GT hatchback version are shown in the 1st three links below. The 2nd 1986 model has been customized a bit in the Hotring way. http://img465.imageshack.us/img465/8343/00gta1hotring1986fordmustanggt.jpg http://img466.imageshack.us/img466/8567/00gta1hotring1986fordmustanglx.jpg http://img517.imageshack.us/img517/2300/00gta1hotring1987fordmustangsa.jpg http://en.wikipedia.org/wiki/Ford_Mustang_(third_generation)#1983.E2.80.931986 http://img209.imageshack.us/img209/5168/00gta1hotring13mg.jpg http://img209.imageshack.us/img209/8406/00gta1hotring28zp.jpg http://img80.imageshack.us/img80/7254/00gta1hotring38ey.jpg Hotring Racer A

1984-1986 Chrysler Laser/Dodge Daytona 1973-1975 Vauxhall Firenza 1989-1992 Ford Thunderbird

It has "Panoramic" and "hinterland" on the engine hood. The front end looks like a 1984-1986 Chrysler Laser/Dodge Daytona... http://www.cardomain.com/ride/2087340 http://en.wikipedia.org/wiki/Dodge_Daytona#Chrysler_Laser http://www.youtube.com/watch?v=PGoGlbJQ1F8 http://en.wikipedia.org/wiki/Dodge_Daytona#1986 ...or a 1973-1975 Vauxhall Firenza--a "Droopsnoot." http://en.wikipedia.org/wiki/Vauxhall_Firenza#Droopsnoot_Firenza It looks like the front end of one of those cars listed was grafted onto a 1987 Ford Thunderbird Aero Bird used for NASCAR racing, although with a thicker divider between the side windows and less body behind the rear side window like those on a 1989-1992 (more a "San Andreas" time frame though it appeared in "Vice City" in 1986) Ford Thunderbird (shown at the 2nd link below). http://en.wikipedia.org/wiki/Ford_Thunderbird_%28ninth_generation%29 http://img99.imageshack.us/img99/8866/00gta1hotringa1989fordthunderb.jpg http://img209.imageshack.us/img209/8985/00gta1hotringa17qf.jpg http://img209.imageshack.us/img209/1815/00gta1hotringa25aq.jpg http://img209.imageshack.us/img209/6757/00gta1hotringa36ub.jpg http://img80.imageshack.us/img80/162/00gta1hotringa42hb.jpg Hotring Racer B

1986 Chevrolet Monte Carlo Aero Coupe Notchback 1984 Hurst/Olds 1986 Buick Regal T-Type/Grand National

It has "BOBO" on the engine hood. It's a 1986 Chevrolet Monte Carlo Aero Coupe Notchback. The Aero Coupe model, introduced in 1986, has a shorter trunk, which is good for the match, but has a rear window that slopes out more from the back of the cab, which is bad for it. A Notchback doesn't have that big rear window. Champion Dale Earnhardt is pictured with one below. http://img487.imageshack.us/img487/294/00gta1hotring19873kf.jpg http://en.wikipedia.org/wiki/Chevrolet_Monte_Carlo#1986 http://www.montecarloss.com/archive.html The grill is longer vertically and is made up of vertical bars, which look like the bars on the front end of a 1984 Hurst/Olds by Oldsmobile except put in the middle like on the front end of a 1986 Buick Regal T-Type/Grand National. http://img99.imageshack.us/img99/4036/00gta1hotringracer1984hurstold.jpg http://en.wikipedia.org/wiki/Oldsmobile_Hurst/Olds#1983-84 http://img64.imageshack.us/img64/2576/00gta1hotringb1986buickregaltt.jpg http://en.wikipedia.org/wiki/Buick_Regal#Grand_National.2C_T-Type_and_GNX http://img80.imageshack.us/img80/8590/00gta1hotringb10fe.jpg http://img209.imageshack.us/img209/518/00gta1hotringb24io.jpg http://img225.imageshack.us/img225/5629/00gta1hotringb32xt.jpg The same three Hotring Racers appeared in the Hotring races at Hyman Memorial Stadium in "Vice City." (Thanks to Ben "Cerbera" Millard for telling me the 3rd one appeared there.)

Oceanic

1961 1955 1955 1957

Dodge Dart Pioneer and 1956 Chevrolet Bel Air Oldsmobile 88 Buick Special/Century/Super/Roadmaster/Riviera

It has the grill and front end of a 1961 Dodge Dart Pioneer... http://www.hubcapcafe.com/ocs/pages01/dodg6101.htm http://en.wikipedia.org/wiki/Dodge_Dart#1961 It has the wheel wells of a 1955 Chevrolet Bel Air. http://jalopnik.com/5208654/1955-chevrolet-bel-air-sedan http://en.wikipedia.org/wiki/Chevrolet_Bel_Air#Second_generation_.281955.E2 .80.931957.29 It has a loop of color on the side similar to that on a 1955 Oldsmobile 88. http://en.wikipedia.org/wiki/Oldsmobile_88#1954.E2.80.9356 It has the back end of a 1957 Buick Special/Century/Super/Roadmaster/Riviera except revised a bit--flattened to better match the 1961 Dodge and the brake light section shaped more like that on a 1956 Chevy Bel Air and completely covered by the red brake light. http://en.wikipedia.org/wiki/Buick_Special#1936.E2.80.931958 http://en.wikipedia.org/wiki/Buick_Century#1954.E2.80.931958 http://en.wikipedia.org/wiki/Buick_Super http://en.wikipedia.org/wiki/Buick_Roadmaster#1957-1958 http://en.wikipedia.org/wiki/Buick_Riviera#Origins_of_the_personal_luxury_car http://en.wikipedia.org/wiki/Chevy_Bel_Air#Second_generation_.281955.E2.80. 931957.29 I haven't found a great match for the cab, which is like the cab of the Glendale--sort of like that of a 1961 Dodge Dart. It's also roughly like a cab for a four door 1957 Chrysler Windsor with the little window dividers removed, and with the back window of a 1956 Chevrolet Bel Air. http://img240.imageshack.us/img240/2877/00gta1oceanic1957chryslerwinds.jpg http://www.youtube.com/watch?v=XJUH7g9UKUM The Glendale uses the middle and back of the 1961 Dodge Dart Pioneer (see above). http://img135.imageshack.us/img135/3263/saguide971oceanic2jj0.jpg http://img475.imageshack.us/img475/6687/00gta1oceanic35pu.jpg http://img475.imageshack.us/img475/1803/00gta1oceanic42vt.jpg http://img95.imageshack.us/img95/2787/00gta1oceanic4f7qs.jpg http://img87.imageshack.us/img87/1908/0057chevynowthatsachevy7yw.jpg Rancher and Ranger

1983-1988 Chevrolet K5 Blazer and S10 Blazer 1984-1992 Jeep Cherokee

The Ranger is basically a Rancher that's been adapted for police use and is usually found beyond the main cities. They're both shaped like the "Vice City" Rancher.

A "Vice City" gimmick has broader application in "San Andreas": C.J. gets five Shotgun shells, for any kind of Shotgun (shells for one add to the ammo of any other), the 1st time he enters any of the Police cars or a Ranger 1983-1988 Chevrolet K5 Blazer (the GMC Jimmy is similar) for most of the body with each pair of headlights simplified into one. Thanks to the GTA Forums > GTA San Andreas > General Discussion > Real Car Names list by nekkidhillbilly for the Chevrolet K5 Blazer tip. And thanks to reader Logan King for pointing out that the models of this range of years make a better match for the grill and headlights. A 1988 model is at the next link. http://img391.imageshack.us/img391/8277/saguide976rancherk5blazum7.jpg http://en.wikipedia.org/wiki/Chevrolet_K5_Blazer#1973.E2.80.931991 http://www.answers.com/topic/chevrolet-k5-blazer The parking lights on the front corners are like those on a Chevrolet S10 Blazer from the same period. A 1988 model is at the next link. http://img391.imageshack.us/img391/6858/saguide977ranchers10blact7.jpg http://en.wikipedia.org/wiki/Chevrolet_S-10_Blazer#First_generation The back window and brake lights look like those on a 1984-1992 Jeep Cherokee XJ but only the lower sections, about the size of those on a Blazer, of the brake lights light up. A 1992 model is at the next link. http://img208.imageshack.us/img208/1558/00gta1rancher1992jeepcherokee7.jpg http://en.wikipedia.org/wiki/Jeep_Cherokee_%28XJ%29 http://img145.imageshack.us/img145/7356/00gta1rancher45hg.jpg http://img239.imageshack.us/img239/6329/00gta1rancher53mw.jpg http://img239.imageshack.us/img239/854/00gta1rancher61bp.jpg http://img145.imageshack.us/img145/8586/00gta1rancher76mo.jpg http://img145.imageshack.us/img145/641/00gta1ranger12cc.jpg http://img145.imageshack.us/img145/1493/00gta1ranger20mk.jpg http://img145.imageshack.us/img145/2599/00gta1ranger39wt.jpg Romero Custom Cadillac, Lincoln, and Mercury Marquis Colony Park hearse It's not the same as Romero's Hearse in "Vice City." Front bumper, raised section in the middle of the engine hood, and wheel wells: 1980-89 Cadillac Fleetwood Brougham except the two vertical pieces on the front of the bumper should be removed. A 1985 model is shown at the link below. http://img93.imageshack.us/img93/9510/00gta1romero1985cadillachearse.jpg http://en.wikipedia.org/wiki/Cadillac_Fleetwood_Brougham#1980.E2.80.931992 The front sides of the hood and parking lights are like those on a 1974-1979 Lincoln Continental. A 1977 model is shown at the link below. http://img93.imageshack.us/img93/9478/00gta1romero1977lincolncontine.jpg http://en.wikipedia.org/wiki/Lincoln_Continental#Mark_IV_.281972-1976.29

Brake lights: 1989-1992 Lincoln Mark VII or 1975 Mercury Marquis Colony Park wagon. A 1989 Lincoln Mark VII and a 1975 Mercury Marquis Colony Park wagon are shown at the two links below. http://img299.imageshack.us/img299/1250/00gta1romero1989lincolnmarkvii.jpg http://img524.imageshack.us/img524/6448/00gta1romero1975mercurymarquis1.jpg http://en.wikipedia.org/wiki/Lincoln_Continental_Mark_VII http://en.wikipedia.org/wiki/Mercury_Colony_Park Back bumper: 1975 Mercury Marquis Colony Park wagon. http://img524.imageshack.us/img524/6448/00gta1romero1975mercurymarquis1.jpg The headlights of any of these examples are replaced with two large square ones. The engine hood should come down farther in the front in a straight horizontal line. The front end, above the bumper, should be customized to be a bit like that of a 1971 Chevrolet Impala. http://img90.imageshack.us/img90/5773/00gta1romerogrill1971impala8aq.jpg http://en.wikipedia.org/wiki/Chevrolet_Impala_(fifth_generation)#1971 The 1974 custom Cadillac station wagon shown at the next link has vertical bars for a grill that's similar to the one on the Romero. http://img515.imageshack.us/img515/4606/00gta1romero1974customcadillac1.jpg http://img388.imageshack.us/img388/4508/00gta1romerogrill4fc.jpg http://img510.imageshack.us/img510/8505/00gta1romerogirlfriend9jv.jpg http://img506.imageshack.us/img506/4415/00gta1romerojumpapproach3im.jpg http://img510.imageshack.us/img510/8223/00gta1romerojump6gh.jpg Sabre

1971-1972 Buick GSX 1970 Oldsmobile 442 1970 Chevrolet Chevelle

1971-1972 Buick GSX for the pairs of round headlights and the sides of the front bumper. Of the three cars listed, it also comes the closest to matching the middle of the grill, although it should be flat and not project to a vertical line in the middle. The 1970 Buick Gran Sport GSX is remembered as the powerful GSX since GM requirements of the next two years--to use low lead gasoline, etc.--made the GSX less powerful. If we choose the Buick, the "Vice City" Sabre Turbo could be the 1970 GSX and the Sabre could represent the 1971-1972 models. Thanks to nekkidhillbilly at GTA Forums for the Buick GSX http://www.hubcapcafe.com/ocs/pages01/buic7101.htm http://img123.imageshack.us/img123/5333/00gta1sabrebuickgsx19722xu.jpg http://en.wikipedia.org/wiki/Buick_Gran_Sport#GSX The 1970 Oldsmobile 442 gets the headlights and sides of the front bumper right but the grill is less of a match. Thanks to Pesci at GTA Forums for the 1970 Oldsmobile 442

http://img118.imageshack.us/img118/3103/00gta1sabre1970oldsmobile4424p.jpg http://en.wikipedia.org/wiki/Oldsmobile_442#1970 Thanks to reader Ruffin Bailey for suggesting that the name "Sabre" may come from the 442, prior to 1968, being an option to soup up an Oldsmobile Cutlass. 1970 Chevrolet Chevelle for the body It matches the arch at the back of the side window better than the two listed above. The "Vice City" Sabre Turbo could be the SS 454 (see the Wikipedia article at the link below). Thanks to El_Diablo, reaffirmed by CKYbassplayer69, at GTA Forums http://www.youtube.com/watch?v=l_dEDoOEGaA http://en.wikipedia.org/wiki/Chevrolet_Chevelle#Changes_1969.E2.80.931972 The back end looks like that of a 1970 Oldsmobile 442 convertible, with the hard top cab of one of the Chevelle given a window squared off to be a bit smaller than that of a convertible Chevrolet Chevelle, Buick GS, or Oldsmobile 442. http://img46.imageshack.us/img46/1713/00gta1sabre1970oldsmobile442co.jpg http://img46.imageshack.us/img46/5674/00gta1sabre1970oldsmobile442co1.jpg http://img122.imageshack.us/img122/9391/00gta1sabre1a6gu.jpg http://img122.imageshack.us/img122/7826/00gta1sabre2a2ba.jpg http://img232.imageshack.us/img232/8940/00gta1sabre3a4xo.jpg http://img122.imageshack.us/img122/7171/00gta1sabre4a1js.jpg Sandking

1984-1992 Jeep XJ Cherokee 1993 Jeep Grand Cherokee, aka a Jeep ZJ

The overall style is that of a 1984-1992 Jeep XJ two door with bigger suspension and wheels, a hood vent, an air foil on the back of the roof, and the headlights made the same vertical length as the grill. A 1986 and 1992 model, and three models of unknown years, are shown at the links below. http://img476.imageshack.us/img476/2868/00gta186jeepcherokeexjpioneer2.jpg http://img158.imageshack.us/img158/566/00gta1sandking1992jeepxjcherok.jpg http://img158.imageshack.us/img158/4337/00gta1sandkingyearjeepxj0ln.jpg http://img227.imageshack.us/img227/6629/00gta1sandkingyearjeepxjtoo5mw.jpg http://img161.imageshack.us/img161/2784/00gta1sandkingjeepxjyearagainn.jpg http://en.wikipedia.org/wiki/Jeep_Cherokee_%28XJ%29#1984-1996 The body looks a little fatter in relation to the windows and upper cab area. The body, except the front end, has been rounded like a 1993 Jeep ZJ to look more aerodynamic. http://en.wikipedia.org/wiki/Jeep_Grand_Cherokee#Jeep_Grand_Wagoneer_ .281993.29 http://www.jedi.com/obiwan/jeep/misc/models.html It's about the same as the "Vice City" Sandking. It could be used off road, such as for Baja racing. (This isn't to be confused with one of the San Andreas pedestrians calling someone a "baha." "Baha" is pronounced the same but is a

derogatory term for a hippie that doesn't bath or such.) http://www.urbandictionary.com/define.php?term=baha The bigger suspension makes it credible that it could raise so much when it has hydraulics, which it has about one in ten-fifteen of the times it appears by the Big Ear. http://img103.imageshack.us/img103/7132/00gta1sandking16sv.jpg http://img103.imageshack.us/img103/1639/00gta1sandking23jm.jpg http://img234.imageshack.us/img234/7719/00gta1sandking33ro.jpg http://img103.imageshack.us/img103/760/00gta1sandking43um.jpg Stallion

1978 Oldsmobile 442 1971-1973 Ford Mustang Mach 1 1987-1992 Ford Mustang LX Early 1970's/1978 Oldsmobile 442

It has the head lights and grill of a 1978 Oldsmobile 442. http://img215.imageshack.us/img215/2927/00gta1stallion1978oldsmobile44.jpg http://en.wikipedia.org/wiki/Oldsmobile_442#1978 http://img344.imageshack.us/img344/1513/00gta1stalliongrill12av.jpg It has a pair of hood scoops similar to those seen on some 1971-1973, at least, models of the Ford Mustang Mach 1. A 1973 model is shown below. http://img221.imageshack.us/img221/650/00gta1stallion1973fordmustangm.jpg http://en.wikipedia.org/wiki/Ford_Mustang_Mach_1#Production_changes http://img418.imageshack.us/img418/5518/00gta1stallionhoodventszp6.jpg Seen in profile, the body looks like a 1987-1992 Ford Mustang LX except with the back rounded off and the wheel wells squared off. A 1988 and 1989 Ford Mustang LX, and the profiles of the "Vice City" and "San Andreas" Stallions, are shown below. http://img136.imageshack.us/img136/3317/saguide1019stallion1988qy7.jpg http://img458.imageshack.us/img458/382/00gta1stallion1989fordmustangc.jpg http://img105.imageshack.us/img105/218/00gta1stallionvc8oooar2.jpg http://img231.imageshack.us/img231/1567/saguide1019stallionamk8.jpg http://en.wikipedia.org/wiki/Ford_Mustang_(third_generation)#1987.E2.80.931993 The Ford Mustang LX rear side windows have been covered with vinyl so the front side edge is above the back of the doors. The rear side window dividers are slid forward to make little nearly triangular rectangular front side windows except the dividers are vertical. The back windows look like those on the Mustang convertible. A 1992 Ford Mustang LX is shown below. http://img212.imageshack.us/img212/9839/00gta1stallion1992fordmustangl.jpg http://img107.imageshack.us/img107/3366/saguide1019stallionbuj7.jpg http://img231.imageshack.us/img231/2600/saguide1019stallioncum0.jpg It has a back bumper and brake lights like a simplified version of those on an early 1970's Oldsmobile 442/"Vice City" Stallion. It's as though compressing the "Vice City" Stallion to make the "San Andreas" Stallion made the brake lights bigger, like those on the back of a later Oldsmobile. Thanks to Prodi-

gital at GTA Forums for the 1970 Oldsmobile 442 brake lights tip. A 1972 Oldsmobile 442, a 1981 Oldsmobile Delta 88, and the backs of the "Vice City" and "San Andreas" Stallions, are shown at the 1st four links below. http://img215.imageshack.us/img215/4324/00gta1stallion1972oldsmobile44.jpg http://img511.imageshack.us/img511/6441/00gta1stallion1981oldsmobilede.jpg http://img515.imageshack.us/img515/702/00gta1stallionvc11adw3.jpg http://img152.imageshack.us/img152/976/00gta1stallionbackturning8lv.jpg http://en.wikipedia.org/wiki/Oldsmobile_442#1970 http://en.wikipedia.org/wiki/Oldsmobile_88#1977.E2.80.931985 If I had to simplify all that, I'd say it looks like a Mustang with a modified cab, rounded back end, and squared off wheel wells, with some Oldsmobile stuff on the ends. http://img225.imageshack.us/img225/4039/00gta1stallionpacker009az.jpg http://img225.imageshack.us/img225/9537/00gta1stallionpacker36ob.jpg http://img225.imageshack.us/img225/7523/00gta1stallionpacker43ax.jpg Stretch Cadillac limousine and Lincoln Town Car (another Ladillac or Cadincoln) stretch limousine--possibly some Ford Mercury limos thrown in for good measure It's not the same as the "Vice City" Stretch. Most, not all, limousines are customizations of cars by Cadillac or Lincoln. Some features are better indications of the customizer than of the original car. Add the fact that Rockstar sometimes makes a vehicle out of a blend of two or more, and identifying the original car could get tricky. I mainly used photographs of Cadillac and Lincoln Town Car limousines to identify a few things about the Stretch. http://en.wikipedia.org/wiki/Limousine http://en.wikipedia.org/wiki/Cadillac_Fleetwood http://en.wikipedia.org/wiki/Lincoln_Town_Car Front bumper: the 1989 Lincoln Town Car limo front bumper goes straight across like the one on the Stretch, but the bumpers should wrap around the sides like the ones on the Ford Mercury limo given a few paragraphs below. The two vertical pieces that are on the bumper in front of the grill should be removed, too. http://img220.imageshack.us/img220/8195/00gta1stretch1989lincolntownca.jpg Grill: Lincoln Town Car grill made as big as the grill of a 1993 Cadillac Fleetwood limo. http://img217.imageshack.us/img217/5244/00gta1stretch1992lincolntownca.jpg http://img210.imageshack.us/img210/1856/00gta1stretch1993cadillacfleet.jpg Back end, brake lights, bumper, and rear window: 1986 Cadillac DeVille without the little horizontal reflector strip (?) just above the bumper. It's the same as on the "Vice City" Stretch. http://img475.imageshack.us/img475/6914/00gta1stretchvc1986cadillacdev.jpg http://img74.imageshack.us/img74/867/00gta1stretch1986cadillacbacka.jpg

Wheel wells: 1992 Cadillac Deville (rectangular with rounded corners) and other Cadillacs. At the link below, a regular Deville is shown. I'd like to see how good a match the limo version is, but I didn't find one the last time I checked the Internet. http://img213.imageshack.us/img213/4083/00gta1stretch1992cadillacdevil.jpg Another good match for the wheel wells is the Ford Mercury limo (year?) shown at the link below. The black line on the sides, and wrap around bumpers, are similar, too. Unfortunately, this is the only picture of it I found the last time I checked the Internet. http://img207.imageshack.us/img207/7069/00gta1stretchyearfordmercuryli.jpg http://en.wikipedia.org/wiki/Mercury_%28automobile%29 http://img368.imageshack.us/img368/1017/00gta1stretch1a5vo.jpg http://img368.imageshack.us/img368/8760/00gta1stretch2a8lp.jpg http://img368.imageshack.us/img368/344/00gta1stretch3a0dy.jpg http://img185.imageshack.us/img185/9774/00gta1stretch4a6fv.jpg http://img368.imageshack.us/img368/1083/00gta1stretch5a0fj.jpg http://img368.imageshack.us/img368/1031/00gta1stretch6a9md.jpg Walton Chevrolet 1st Series 1955 model 3014 with the cab of a Chevrolet 2nd Series 3100 "Task Force" pickup '55 and a wooden cargo bed. http://www.pickuptruck.com/html/history/chev_segment6.html http://en.wikipedia.org/wiki/Chevrolet_Advance_Design http://en.wikipedia.org/wiki/Chevrolet_Task_Force http://img47.imageshack.us/img47/1135/00gta1walton18ny.jpg http://img47.imageshack.us/img47/7433/00gta1walton25il.jpg http://img113.imageshack.us/img113/2518/00gta1walton38rk.jpg http://img47.imageshack.us/img47/2589/00gta1walton44qd.jpg ******** Land vehicles http://img49.imageshack.us/img49/5015/00gta1austinhealeysprite19606d.jpg The car shown at the link above is a 1960 Austin Healey Sprite. cute? Imagine it with hydraulics bouncing along to some tunes. http://en.wikipedia.org/wiki/Austin-Healey_Sprite

Isn't it

Thanks to the GTA Forums > GTA San Andreas > General Discussion > Real Car Names list by nekkidhillbilly for the ones marked with an asterisk. http://www.gtaforums.com/index.php?showtopic=157661&st=0 I thank FORDSUCK for the ones marked with two asterisks. Life Car List" can be found at: http://faqs.ign.com/articles/574/574107p1.html

FORDSUCK's "Real

I thank PRB051 for the ones marked with three asterisks. Names List/FAQ" can be found at: http://faqs.ign.com/articles/565/565990p1.html

PRB051's "Real Car

Admiral 1976-1985 Mercedes Benz E-Class (W123) http://img57.imageshack.us/img57/7538/00gta1mercedesbenzw123300dturb.png http://en.wikipedia.org/wiki/Mercedes-Benz_W123 http://img134.imageshack.us/img134/1111/00gta1admiral17bq.jpg http://img134.imageshack.us/img134/4782/00gta1admiral25ep.jpg http://img134.imageshack.us/img134/2848/00gta1admiral39dk.jpg Alpha 1991-1996 Dodge Stealth* http://auto.consumerguide.com/auto/used/reviews/full/index.cfm/id/2143/ http://en.wikipedia.org/wiki/Mitsubishi_GTO http://img228.imageshack.us/img228/6476/00gta1alpha17ly.jpg http://img110.imageshack.us/img110/5325/00gta1alpha26ph.jpg http://img110.imageshack.us/img110/1248/00gta1alpha39zv.jpg Ambulance 1992 Ford E350 type 3 Ambulance (cube style), a newer model of the kind found in "Vice City." It's used for the Paramedic mission, III.25. If C.J.'s Health isn't at the maximum level, the 1st time C.J. gets into an Ambulance, he gets a little Health. http://img443.imageshack.us/img443/7148/saguide1072ambulancehd3.jpg http://en.wikipedia.org/wiki/Ford_E-Series#1992.E2.80.93present http://img132.imageshack.us/img132/7906/00gta1ambulance1a5mh.jpg http://img132.imageshack.us/img132/7961/00gta1ambulance2a3cw.jpg http://img54.imageshack.us/img54/594/00gta1ambulance3a3pq.jpg http://img132.imageshack.us/img132/3884/00gta1ambulance4a1vl.jpg http://img132.imageshack.us/img132/7238/00gta1ambulance5a3qb.jpg BF Injection A Volkswagen Beetle-based, or similar, fiberglass, street registered beach buggy. It's shaped like the VW dune buggy Elvis Presley drives in the opening credits of the 1968 movie "Live a Little, Love a Little." http://www.youtube.com/watch?v=X6m5KM4Zl64 http://www.youtube.com/watch?v=A7iXKD0eGjA http://en.wikipedia.org/wiki/Live_a_Little,_Love_a_Little Thanks to pdescobar at GTA Forums for seeing the reference in the name to the phrase "hot beef injection," which is used as a reference to hot dogs in the TV cartoon show "The Simpsons," 1989-present, and is also used as a euphemism. http://www.youtube.com/watch?v=kMFSI4AjjJQ http://www.manxclub.com/ http://en.wikipedia.org/wiki/Dune_buggy http://www.urbandictionary.com/define.php?term=hot+beef+injection http://img161.imageshack.us/img161/1668/00gta1bfinject12yl.jpg http://img54.imageshack.us/img54/8541/00gta1bfinject24tq.jpg http://img54.imageshack.us/img54/8606/00gta1bfinject36wu.jpg http://img161.imageshack.us/img161/2629/00gta1bfinject44kf.jpg http://img54.imageshack.us/img54/8264/00gta1bfinject59ba.jpg BF-400 Honda VFR 400 The BF-400 may or may not have a windshield but always has two separate round headlights. A "B" may have been added to the "F" of "VFR" to refer to the same thing as the "BF" in the listing above. http://img388.imageshack.us/img388/4008/00gta1hondavfr40019921nw.jpg http://img56.imageshack.us/img56/7773/00gta1hondavfr40019913ry.jpg

http://img56.imageshack.us/img56/2489/00gta1hondavfr4001991too0rx.jpg http://www.essexbikers.co.uk/galleries/vfr400r.htm http://dot.com.ph/uncle/vfrhist.html http://en.wikipedia.org/wiki/Honda_VFR400 http://img125.imageshack.us/img125/5708/00gta1bf40013lp.jpg http://img220.imageshack.us/img220/7339/00gta1bf40026jh.jpg http://img354.imageshack.us/img354/9756/00gta1fcr9007h5vw.jpg http://img159.imageshack.us/img159/2782/00gta1bf40066gf.jpg http://img220.imageshack.us/img220/2734/00gta1bf40036wz.jpg http://img220.imageshack.us/img220/2496/00gta1bf40041rd.jpg BMX Schwinn (?) BMX (BMX stands for Bicycle Moto-cross(X)) http://www.cycle-info.bpaj.or.jp/english/ride/fbmx.html http://www.youtube.com/watch?v=9ajjGkxEJVM http://en.wikipedia.org/wiki/BMX_bike http://img99.imageshack.us/img99/8683/00gta1bmx01wv.jpg http://img455.imageshack.us/img455/8694/00gta1bmx19gl.jpg http://img455.imageshack.us/img455/328/00gta1bmx2a9zk.jpg http://img99.imageshack.us/img99/4025/00gta1bmx3a7kq.jpg http://img455.imageshack.us/img455/3653/00gta1bmx4a3ax.jpg http://img455.imageshack.us/img455/1795/00gta1bmx54hj.jpg http://img99.imageshack.us/img99/6822/00gta1bmx6a7os.jpg http://img99.imageshack.us/img99/8421/00gta1bmx8a5hy.jpg Baggage 1985 Equitech M40 baggage tractor is close. (As with the same vehicle of "Vice City," an Equitech for another year is possibly the match, but I couldn't find it. Some models by other companies are nearly matches, too.) http://en.wikipedia.org/wiki/Ground_support_equipment#Tugs_and_tractors http://img518.imageshack.us/img518/9867/00gta1baggage11kv.jpg http://img518.imageshack.us/img518/2184/00gta1baggage26hi.jpg http://img515.imageshack.us/img515/2333/00gta1baggage37tu.jpg http://img518.imageshack.us/img518/8178/00gta1baggage40ao.jpg http://img518.imageshack.us/img518/9853/00gta1baggage59sj.jpg http://img515.imageshack.us/img515/4350/00gta1baggage69kd.jpg http://img515.imageshack.us/img515/2127/00gta1baggage73kq.jpg http://img515.imageshack.us/img515/1778/00gta1baggage84wy.jpg http://img515.imageshack.us/img515/9781/00gta1baggage95ty.jpg Bandito It's a VW pipe frame dune buggy, sometimes called a sand rail. Gordon Freeman drives one in the game "Half Life 2," 2004, which is also referred to with the crowbar in Area 69. http://www.youtube.com/watch?v=a7uiu6nQKVY http://en.wikipedia.org/wiki/Sandrail http://pc.gamespy.com/pc/half-life-2/566212p2.html http://img496.imageshack.us/img496/1063/00gta1banditosandrail32cm.jpg http://img494.imageshack.us/img494/5684/00gta1banditoaskclksandrail7cv.jpg http://img202.imageshack.us/img202/7743/00gta1banditoz400lesandrailpho.jpg http://img142.imageshack.us/img142/2158/00gta1bandito16sw.jpg http://img142.imageshack.us/img142/6715/00gta1bandito26ng.jpg http://img142.imageshack.us/img142/7006/00gta1bandito39xa.jpg http://img103.imageshack.us/img103/6964/00gta1bandito45zp.jpg http://img103.imageshack.us/img103/3199/00gta1bandito55dh.jpg http://img142.imageshack.us/img142/7969/00gta1bandito61rt.jpg http://img142.imageshack.us/img142/9209/00gta1bandito72bf.jpg http://img126.imageshack.us/img126/6383/00gta1bandito80yi.jpg

http://img142.imageshack.us/img142/205/00gta1bandito90po.jpg Banshee 1992 Dodge Viper*** with variations mainly to the front and back ends http://www.youtube.com/watch?v=FjM345SnRY4 http://www.carpictures.com/Dodge/Viper-RT-10-14-Mule-red-1992-01HMG124758212 http://en.wikipedia.org/wiki/Dodge_Viper#First_generation_RT.2F10_.281992.E2 .80.931995.29 I'll add that the brake lights look more like those on the 1995 model shown at the next link. http://img135.imageshack.us/img135/2775/saguide1124banshee95vippr9.jpg http://img137.imageshack.us/img137/8426/00gta1banshee18nl.jpg http://img137.imageshack.us/img137/2588/00gta1banshee23eo.jpg http://img137.imageshack.us/img137/4869/00gta1banshee39dk.jpg http://img83.imageshack.us/img83/3667/00gta1banshee43zg.jpg Barracks M923 U.S. military transport truck. http://www.globalsecurity.org/military/systems/ground/m923.htm http://img83.imageshack.us/img83/3021/00gta1barracksvc17tc.jpg http://img83.imageshack.us/img83/4505/00gta1barracks17an.jpg http://img137.imageshack.us/img137/9655/00gta1barracks28qm.jpg http://img137.imageshack.us/img137/2591/00gta1barracks33cm.jpg http://img137.imageshack.us/img137/6946/00gta1barracks47vu.jpg http://img80.imageshack.us/img80/5808/00gta1barracksiii11kg.jpg http://img80.imageshack.us/img80/9362/00gta1barracksiii21uf.jpg http://img80.imageshack.us/img80/9809/00gta1barracksiii36ce.jpg http://img80.imageshack.us/img80/1254/00gta1barracksiii40ur.jpg http://img137.imageshack.us/img137/9118/00gta1barracksiii55fa.jpg http://img19.imageshack.us/img19/5057/00gta1barracksiii68aa.jpg Benson 1984-1986 Ford F-series truck used as a 14' (?) U-Haul moving van. UHaul attaches prefabricated truck boxes to Ford and GMC trucks. A 1986 Ford F250 (7th generation) and a 1987-1991 (?) Ford F250 (8th generation), which is a later model but which is shown in use as a U-Haul truck, are at the next two links. http://img525.imageshack.us/img525/9725/saguide1141benson11986fyg9.jpg http://img525.imageshack.us/img525/6535/saguide1141benson2uhaulrl9.jpg http://en.wikipedia.org/wiki/Ford_F-Series#Seventh_generation_.281980.E2.80 .931986.29 http://www.uhaul.com/trucks/ http://en.wikipedia.org/wiki/U-Haul http://img527.imageshack.us/img527/3010/saguide1142bensonik8.jpg http://img147.imageshack.us/img147/1796/saguide1143bensondh8.jpg http://img147.imageshack.us/img147/8373/saguide1144bensonya4.jpg http://img147.imageshack.us/img147/4615/saguide1145bensonlz9.jpg http://img119.imageshack.us/img119/1613/saguide1146bensonjh0.jpg Berkley's RC Van 1971-1974 Honda Life with some minor design changes The windows should be a bit smaller, but it's the best match for the body size and shape I've seen. The 1986 GMC Vandura and Dodge Ram van or B series van are too fat, etc., to be matches, but the headlights look like those on one of the Dodge

vans. back.

Berkley's RC van is little--he only has nine model kit boxes in the

The "San Andreas" Pony, and the "Vice City" Top Fun van and Pony, are the same. A 1972 and 1971-1974 (year?) Honda Life, and a 1985 Dodge 3500, are shown below. http://img90.imageshack.us/img90/987/00gta1berkleys1972hondalife4cj.gif http://img90.imageshack.us/img90/9726/00gta1berkleyshondalifestepvan.jpg http://img90.imageshack.us/img90/3262/00gta1berkleyshondaliferear7my.jpg http://en.wikipedia.org/wiki/Honda_Life http://img99.imageshack.us/img99/6182/00gta1berkleys1985dodgeb3500ra.jpg http://en.wikipedia.org/wiki/Dodge_B_Series http://en.wikipedia.org/wiki/Dodge_Ram_Van http://img375.imageshack.us/img375/5838/00gta1berkleysrcvan16me.jpg http://img375.imageshack.us/img375/513/00gta1berkleysrcvan22cz.jpg http://img375.imageshack.us/img375/8256/00gta1berkleysrcvan34ra.jpg Bike Blade

See the section above on Hybrids. See the section above on Hybrids.

Blista 1983-1987 Honda CR-X with a front bumper guard. http://en.wikipedia.org/wiki/Honda_CR-X http://www.musclecarclub.com/other-cars/imports/honda-crx/honda-crx.shtml http://img99.imageshack.us/img99/1299/00gta1blista18zj.jpg http://img99.imageshack.us/img99/4350/00gta1blista21az.jpg http://img455.imageshack.us/img455/8121/00gta1blista35cf.jpg Bloodring Banger It's a Glendale customized for demolition derby. scription of a Glendale is in the Hybrids section above. http://en.wikipedia.org/wiki/Demolition_derby http://img137.imageshack.us/img137/839/00gta1bloodring18sg.jpg http://img137.imageshack.us/img137/6035/00gta1bloodring21ck.jpg http://img137.imageshack.us/img137/369/00gta1bloodring35sc.jpg http://img137.imageshack.us/img137/7991/00gta1bloodring42ny.jpg

The de-

Bobcat 1982-1988 Ford Ranger (the models of the last couple of those years have a similar horizontal black band on the bumpers) with rounder wheel wells, like those on a Chevrolet S-10 pickup truck A 1988 Ford Ranger is shown at the 1st link below. http://img150.imageshack.us/img150/5402/00gta1bobcat1988fordranger9we.jpg http://en.wikipedia.org/wiki/Ford_Ranger http://en.wikipedia.org/wiki/Chevrolet_S-10 http://img132.imageshack.us/img132/7835/00gta1bobcat1a6qd.jpg http://img132.imageshack.us/img132/4262/00gta1bobcat2a2yx.jpg http://img54.imageshack.us/img54/6071/00gta1bobcat3a9rg.jpg http://img54.imageshack.us/img54/9153/00gta1bobcat4a3zs.jpg http://img54.imageshack.us/img54/4614/00gta1bobcat5a8fp.jpg http://img54.imageshack.us/img54/1097/00gta1bobcat6a4mm.jpg http://img356.imageshack.us/img356/6265/00gta1bobcat7a2hg.jpg http://img54.imageshack.us/img54/2424/00gta1bobcat8a8gn.jpg http://img356.imageshack.us/img356/416/00gta1bobcat9a3pb.jpg http://img54.imageshack.us/img54/5734/00gta1bobcat10a6sd.jpg http://img100.imageshack.us/img100/1975/00gta1bobcat11a7ti.jpg

Boxville 1988 (range of years?) Chevrolet Step Van P-30 except the roof slants down a bit from back to front over the cab (a little bigger than a Mr. Whoopee van). http://img476.imageshack.us/img476/2166/00gta1chevstepvanp304mh.jpg http://en.wikipedia.org/wiki/Multi-stop_truck http://img57.imageshack.us/img57/3277/00gta1boxville2a6ef.jpg http://img57.imageshack.us/img57/9995/00gta1boxville41pe.jpg http://img143.imageshack.us/img143/6520/00gta1boxville68am.jpg Bravura 1985 Oldsmobile Calais* (with a different slant of the rear window) If C.J. stands on the roof, his feet go though it and into the cabin. http://www.cardomain.com/ride/13069 http://en.wikipedia.org/wiki/Oldsmobile_Cutlass_Calais http://img57.imageshack.us/img57/8400/00gta1bravura14np.jpg http://img57.imageshack.us/img57/6931/00gta1bravura26dl.jpg http://img143.imageshack.us/img143/1308/00gta1bravura33lu.jpg Broadway 1947 Cadillac Series 62 convertible with a shorter top bar on the grill, some of the features stripped off, and the rear wheels uncovered. http://www.youtube.com/watch?v=OYAUImxyTGQ http://img524.imageshack.us/img524/9923/00gta1broadway1947cadillacseri.jpg http://img59.imageshack.us/img59/8206/00gta1broadway106pn.jpg http://img59.imageshack.us/img59/5064/00gta1broadway92vg.jpg http://www.imcdb.org/vehicle_9899-Cadillac-Series-62-1947.html http://www.car-nection.com/yann/Dbas_txt/Phocad47.htm http://www.100megsfree4.com/cadillac/cad1940/cad47s.htm The back of the back fenders are vertical like they are on a 1941 Cadillac Series 62, and it has brake lights in a variation of the ones on the back of some 1939 Cadillacs. A 1941 Series 62 and a 1939 Cadillac are shown at the 1st two links below. http://en.wikipedia.org/wiki/Image:Cadillac.series62.750pix.jpg http://img61.imageshack.us/img61/1906/00gta1broadway1939cadillac1ad.jpg http://img484.imageshack.us/img484/9938/00gta1broadway100qq.jpg http://img143.imageshack.us/img143/7963/00gta1broadway9a8jc.jpg C.J. can use any Broadway for the Pimping mission, III.22. One Broadway is parked by a gas station in the NE area of the block of the Idlewood 24/7. Thanks to GTA_Phreak for the tip that starting and cancelling the Pimping mission gives the Broadway 200% Health--the extra endurance is gone after the car is saved in a garage, but it's easy to start and stop the mission anytime. The Broadway is also the vehicle represented over Michelle's garage door. http://img409.imageshack.us/img409/7172/00gta1broadway17oh.jpg http://img93.imageshack.us/img93/1299/00gta1broadway3a0ic.jpg http://img409.imageshack.us/img409/9296/00gta1broadway49nn.jpg http://img409.imageshack.us/img409/1387/00gta1broadway5a0oz.jpg http://img93.imageshack.us/img93/7315/00gta1broadway6a7zr.jpg http://img409.imageshack.us/img409/5566/00gta1broadway8a6ov.jpg Brown Streak Amtrak F40PH made by General Motors Electro-Motive Division since 1976. The Brown Streak and the Freight can be used for the Freight Train mission, VII.12. http://users.sisna.com/jimbobnay/CCCanyon84/AmtkCZ_2.JPG

http://en.wikipedia.org/wiki/EMD_F40PH http://en.wikipedia.org/wiki/Electro-Motive_Diesel http://img93.imageshack.us/img93/7694/00gta1brownstr12nj.jpg http://img93.imageshack.us/img93/6804/00gta1brownstr23dj.jpg http://img460.imageshack.us/img460/6748/00gta1brownstr39vd.jpg http://img93.imageshack.us/img93/7051/00gta1brownstr48wi.jpg http://img93.imageshack.us/img93/1796/00gta1brownstr58yn.jpg http://img158.imageshack.us/img158/9857/00gta1brownstr63kb.jpg http://img19.imageshack.us/img19/4238/00gta1brownstr74bv.jpg http://img158.imageshack.us/img158/2529/00gta1brownstr89vt.jpg http://img158.imageshack.us/img158/8962/00gta1brownstr91lr.jpg http://img439.imageshack.us/img439/64/00gta1brownstr105lq.jpg Buccaneer Chevrolet Monte Carlo** of the 1970-1972 1st generation with the roof squared off a bit at the back of the top, the back window squared off and a little smaller, and the rear side window dividers changed to slant forward from bottom to top. The models for 1970, 1971, and 1972 are shown at the links below. http://img480.imageshack.us/img480/3083/00gta1buccaneer1970chevmonteca.jpg http://img382.imageshack.us/img382/6809/00gta1buccaneer1971chevmonteca.jpg http://img382.imageshack.us/img382/7223/00gta1buccaneer1972chevmonteca.jpg http://en.wikipedia.org/wiki/Chevrolet_Monte_Carlo#First_generation http://img250.imageshack.us/img250/9762/00gta1buccaneer1a0aq.jpg http://img306.imageshack.us/img306/6312/00gta1buccaneer2a8tj.jpg http://img404.imageshack.us/img404/6788/00gta1buccaneer3a2xe.jpg http://img339.imageshack.us/img339/8058/00gta1buccaneer4a8mq.jpg Buffalo

See the section above on Hybrids.

Bullet 2005-2007 Ford GT** supercar with a smaller hood vent. It's based on the GT40's of the mid and late 1960's. Of those GT40's, I think it most resembles an MkII with the angles smoothed out and a few design simplifications--a 1966 model is shown at the next link. http://img259.imageshack.us/img259/2950/saguide1216bullet11966fho3.jpg http://en.wikipedia.org/wiki/Ford_GT http://en.wikipedia.org/wiki/Ford_GT40 http://img439.imageshack.us/img439/5844/00gta1bullet19fp.jpg http://img439.imageshack.us/img439/5349/00gta1bullet2a4bq.jpg http://img439.imageshack.us/img439/7006/00gta1bullet33mz.jpg http://img158.imageshack.us/img158/2247/00gta1bullet42ze.jpg http://img158.imageshack.us/img158/5466/00gta1bullet56bt.jpg http://img158.imageshack.us/img158/6364/00gta1bullet60uu.jpg Burrito 1981-1992 Dodge Ram Van except the fenders flare out a bit and the flare of the front fenders continues around the bottom of the front a bit similar to Pimp Daddy Snapp's customization of a 1987 model It looks like the "Vice City" Burrito. Three 1983 models, one from 1985, the front of Snapp's 1987 customization, and a 1992 model are shown at the links below. http://img96.imageshack.us/img96/9814/00gta1burritovc1983dodramvan2ga5.jpg http://img245.imageshack.us/img245/8387/00gta1burritovc1983dodramvanfl3.jpg

http://www.imcdb.org/vehicle_10091-Dodge-Ram+Van-1983.html http://img245.imageshack.us/img245/2725/00gta1burritovc1985dodramvanhh5.jpg http://img241.imageshack.us/img241/7715/00gta1burritovcdodramvan87custmf1.jpg http://www.cardomain.com/ride/478459 http://en.wikipedia.org/wiki/Dodge_Ram_Van As Mxyzptlk showed with some funny videos at GTA Forums, get a black version of this van if you want to give C.J. a Mohawk and beard, etc., and have him pretend to be Mr. T--Lawrence Tero--of the 1983-1987 TV series "The A-Team." It comes close to looking like the 1983 GMC G-15 of the show. http://en.wikipedia.org/wiki/The_A-Team http://www.classictvcars.com/gmc-van.php I changed the subtitles for a couple of the screenshots because the walkthrough sites aren't M-rated. http://img69.imageshack.us/img69/8898/00gta1burrito11el.jpg http://img138.imageshack.us/img138/5781/00gta1burrito2c0oj.jpg http://img138.imageshack.us/img138/7429/00gta1burrito3c1vx.jpg http://img138.imageshack.us/img138/659/00gta1burrito47sj.jpg Bus Similar to a mid-1980's-1992 Greyhound MC8 or MC9, or a 1992 MC-12, Standard Coach but with wheel wells that are more squared-off. A couple of 1978 MCI MC-8's, a 1981 MCI MC-9, and an early 1990's MCI MC-12 are shown below. http://img487.imageshack.us/img487/927/00gta1busmcimc819786yn.jpg http://img48.imageshack.us/img48/6614/00gta1busmcimc81978too3cj.jpg http://img486.imageshack.us/img486/7894/00gta1bus1981mcimc90av.jpg http://img131.imageshack.us/img131/2095/00gta1busmcimc12early1990s6af.jpg http://en.wikipedia.org/wiki/Greyhound_Lines http://en.wikipedia.org/wiki/Motor_Coach_Industries#MC_series_.2819581998.29 http://img477.imageshack.us/img477/8938/00gta1bus11tr.jpg http://img477.imageshack.us/img477/5992/00gta1bus21ot.jpg http://img477.imageshack.us/img477/2274/00gta1bus31yw.jpg Colin Attle wrote to me (and thanks again for all his help!) to remind me that the word "canny" (displayed with a drawing of a Scottish thistle), besides possibly referring to "cannibis," as many of us thought, also means "shrewd, cautious, or crafty." http://www.firstfoot.com/php/glossary/phpglossar_0.8/index.php?letter=c http://en.wikipedia.org/wiki/Cannabis Cabbie 1956-1982 Checker Cab The Cabbie and the Taxi can be used for the Taxi Driver mission, III.9. The 1st time C.J. enters a Taxi or Cabbie he gets $12 (as Tommy did in "Vice City"). http://en.wikipedia.org/wiki/Checker_Taxi http://img210.imageshack.us/img210/1766/00gta1cabbiedccab4bp.jpg http://img158.imageshack.us/img158/8018/00gta1cabbie16zd.jpg http://img477.imageshack.us/img477/8536/00gta1cabbie28jk.jpg http://img158.imageshack.us/img158/5076/00gta1cabbie36xc.jpg

Caddy: Golf cart/car/buggy. A Western 400 is similar--a more squared-off earlier version than the recent model at the next link might match. http://www.sunshinegolfcar.com/western.htm#400 http://en.wikipedia.org/wiki/Golf_cart http://img69.imageshack.us/img69/6247/00gta1caddy12op.jpg http://img69.imageshack.us/img69/5526/00gta1caddy22yb.jpg http://img138.imageshack.us/img138/7449/00gta1caddy35oe.jpg Cadrona 1988-1994 Chevrolet Cavalier** with the back side windows of the Chevy Cavalier Coupe. Thanks to FORDSUCK, and KnockOut at GTA Forums, for the Chevy Cavalier scoop. (I did the Coupe part.) http://en.wikipedia.org/wiki/Chevrolet_Cavalier#Second_generation http://img477.imageshack.us/img477/2466/00gta1cadrona16oa.jpg http://img477.imageshack.us/img477/7586/00gta1cadrona26cg.jpg http://img158.imageshack.us/img158/1402/00gta1cadrona32hc.jpg Camper 1963-1966 Volkswagen Type 2 T1c 11 window Camper, aka a VW-Bus, Bully, or Kombi (as in the 1982 Men At Work song "Down Under": "Travelling in a friedout Kombi ..."). The Truth's model is custom painted. http://www.hubcapcafe.com/ocs/pages01/vbus6601.htm http://en.wikipedia.org/wiki/Volkswagen_Type_2 http://img438.imageshack.us/img438/5723/00gta1camper13cp.jpg http://img438.imageshack.us/img438/6113/00gta1camper26bx.jpg http://img438.imageshack.us/img438/619/00gta1camper32zs.jpg http://media.gta-series.com/images/sanandreas/vehicles/van/camper.jpg Cement Truck 1986?-1991 Ford L8000 or 9000 Concrete Mixer The wide rectangular arc-shaped grill of the Ford is similar but should be widest at the base instead of the middle, and the Ford headlights should project from the front of the fenders a bit instead of being recessed into them. The L of the Ford L series is more common than the LT or LTS, which look similar. The 1st link is for a 1986 (L?) 9000, the 2nd is a 1990 L8000, and the 3rd is a 1988 LT8000. http://img472.imageshack.us/img472/8527/00gta1cementford900019864ln.jpg http://img207.imageshack.us/img207/6750/00gta1fordl8000cementmixer1990.jpg http://img207.imageshack.us/img207/3083/00gta1fordlt8000cementmixer198.jpg http://en.wikipedia.org/wiki/Ford_L-Series_Trucks http://img81.imageshack.us/img81/8765/00gta1cement11dp.jpg http://img438.imageshack.us/img438/7093/00gta1cement23zs.jpg http://img81.imageshack.us/img81/2061/00gta1cement32cd.jpg http://img204.imageshack.us/img204/7131/00gta1cement49zo.jpg http://img438.imageshack.us/img438/2439/00gta1cement53tn.jpg Cheetah 1991-1992 Ferrari 512TR, the 1991 update of the Testarossa. ("Ferrari" means "red head.") http://www.youtube.com/watch?v=uhbR2AnjiH0 http://en.wikipedia.org/wiki/Ferrari_Testarossa#Testarossa

http://img80.imageshack.us/img80/3130/00gta1cheetah13sl.jpg http://img80.imageshack.us/img80/4528/00gta1cheetah28ed.jpg http://img80.imageshack.us/img80/3595/00gta1cheetah34jw.jpg http://img80.imageshack.us/img80/1200/00gta1cheetah41fk.jpg http://img80.imageshack.us/img80/5671/00gta1cheetah56nv.jpg http://img80.imageshack.us/img80/50/00gta1cheetah62tn.jpg http://img137.imageshack.us/img137/2792/00gta1cheetah75rr.jpg Clover 1969-1972 Oldmobile Cutlass with the rounded wheel wells of the early part of that period and the brake lights changed to horizontal ones. (A 1968 Oldsmobile 442 had horizontal brake lights but they were thinner.) Thanks to DazzaJay. Two 1969 models and one 1971 model are shown below. http://img221.imageshack.us/img221/6046/saguide1280clover69oldsjk3.jpg http://img221.imageshack.us/img221/1981/saguide1280clover69oldssm7.jpg http://img120.imageshack.us/img120/8804/saguide1280clover71oldsay7.jpg http://en.wikipedia.org/wiki/Image:Oldsmobile_Cutlass_Convertible.jpg http://en.wikipedia.org/wiki/Oldsmobile_Cutlass#Third_Generation_-_1968.E2 .80.931972 http://img69.imageshack.us/img69/15/00gta1clover15jx.jpg http://img138.imageshack.us/img138/8444/00gta1clover2a7tb.jpg http://img69.imageshack.us/img69/3065/00gta1clover31yg.jpg Club Volkswagen Golf GTI Mk1 or Citi Golf. (Thanks to FORDSUCK for the Volkswagen Golf tip.) The brake lights and rear window of the Club look more like those on early 1990's Golfs. The Volkswagen may have two pairs of headlights like the Club except the Club has the larger of the two pairs of headlights as the inside pair. The body of the Club is more squared off. A 1992 Golf GTI is at the next two links. http://img407.imageshack.us/img407/9747/saguide1283club1golfgtiae8.jpg http://img407.imageshack.us/img407/3433/saguide1283club2golfgtilo9.jpg http://en.wikipedia.org/wiki/Volkswagen_Golf http://en.wikipedia.org/wiki/Volkswagen_Citi_Golf http://img155.imageshack.us/img155/2056/00gta1club19nf.jpg http://img155.imageshack.us/img155/9799/00gta1club25df.jpg http://img141.imageshack.us/img141/3273/00gta1club39on.jpg http://img155.imageshack.us/img155/9425/00gta1club42ix.jpg http://img155.imageshack.us/img155/3493/00gta1club52ae.jpg http://img157.imageshack.us/img157/213/00gta1club66cr.jpg Coach Mid-1980's (range of years?) Greyhound MCI MC9 with a cap built onto the front of the roof to show destination (see the Motor Coach Industries article below), MCI C3 European Style Coach (see the richfieldbus article below--I think it refers to the 102C3), and some models of MCI 102A3, 102C3, 102D3, or 102DL3. Thanks to robin24k at GTA Forums for the tip about adding the 102DL3. A 1982 MCI MC9, 1986 MCI 102A3, (year?) MCI 102C3, and a mid-1990's MCI 102D3 are shown below. http://img475.imageshack.us/img475/708/00gta1coach1982mcimc91vd.jpg http://img131.imageshack.us/img131/1441/00gta1coach1986mci102a31nj.jpg http://img460.imageshack.us/img460/5230/00gta1coachmci102c3year4pw.jpg http://img208.imageshack.us/img208/8504/00gta1coachmid1990smci102d30sj.jpg

http://en.wikipedia.org/wiki/Greyhound_Lines http://en.wikipedia.org/wiki/Motor_Coach_Industries#MC_series_.2819581998.29 http://img69.imageshack.us/img69/343/00gta1coach18rm.jpg http://img138.imageshack.us/img138/7143/00gta1coach24mt.jpg http://img138.imageshack.us/img138/6561/00gta1coach30cu.jpg http://img138.imageshack.us/img138/1450/00gta1coach47uo.jpg Combine Harvester A combine with a straw chopper attached to the front. Some of the John Deere combines I saw are the most similar to the GTA one in shape. Many of them have a cab with a yellow roof like the GTA one, too. A 1982 John Deere 7720, a 7720 I don't have a model year for, a 1983 John Deere 8820, and a 1984 8820 are shown at the links below. http://img112.imageshack.us/img112/2861/00gta1combine1982johndeere7720.jpg http://img224.imageshack.us/img224/9100/00gta1combinejohndeere77208an.jpg http://img213.imageshack.us/img213/4187/00gta1combine1983johndeere8820.jpg http://img213.imageshack.us/img213/894/00gta1combine1984johndeere8820.jpg Aside from the cab, the GTA combine is mainly gray-red. The closest matches in color I found so far are bright red Massey Ferguson and Case International combines like the ones shown at the web addresses below. http://img213.imageshack.us/img213/5025/00gta1combine1978masseyferguso.jpg http://img213.imageshack.us/img213/7382/00gta1combine1980masseyferguso.jpg http://www.toytractorshow.com/caseinternational_axial-flow_combines.htm http://en.wikipedia.org/wiki/Combine_harvester All the real ones I saw were different in having thicker front, and usually thicker back, wheels. http://img82.imageshack.us/img82/963/00gta1combine15nc.jpg http://img82.imageshack.us/img82/2594/00gta1combine24qi.jpg http://img85.imageshack.us/img85/1912/00gta1combine30yy.jpg http://img82.imageshack.us/img82/27/00gta1combine48kn.jpg http://img82.imageshack.us/img82/4374/00gta1combine51qb.jpg http://img82.imageshack.us/img82/8739/00gta1combine63ae.jpg http://img85.imageshack.us/img85/6798/00gta1combine76rv.jpg http://img82.imageshack.us/img82/161/00gta1combine80ie.jpg http://img82.imageshack.us/img82/8385/00gta1combine96rz.jpg http://img82.imageshack.us/img82/7932/00gta1combine101wg.jpg http://img85.imageshack.us/img85/9664/00gta1combine116ch.jpg http://img82.imageshack.us/img82/6207/00gta1combine127vo.jpg Comet

See the section above on Hybrids.

DFT-30 A late 1980's to late 1990's (range of years?) Ford Cargo CF8000 Ford Cargo is a Ford of Europe truck. The "FT" may stand for "Ford Truck." I don't know how you designate the kind with the 3rd window on each side. It's a good match for cab shape, fenders, and side windows. Thanks to Mxyzptlk at GTA Forums for showing that it's a better match if, like similar Mitsubishi cargo trucks, it's given a horizontal black band below the windshield. The bottom of the band should be the height of the bottom of the front side window.

The DFT30 is a six wheel truck that's missing the middle wheel on the left side. The 6x4 Ford Cargo trucks like this I found are 2622, 2626, and 2631. If the DFT30 is thought to look like a 4x4 on the left side, it matches a number of 1980's Ford Cargo 4x4s. The 1987, 1988, 1990, and 1997 models of the Ford Cargo CF8000 are at the next four links. http://img515.imageshack.us/img515/2449/saguide1317dft301987em8.jpg http://img504.imageshack.us/img504/6335/saguide1317dft301988vr0.jpg http://img515.imageshack.us/img515/6413/saguide1317dft301990bm6.jpg http://img504.imageshack.us/img504/997/saguide1317dft301997uf0.jpg http://en.wikipedia.org/wiki/Ford_Cargo http://img459.imageshack.us/img459/9420/00gta1dft3017ex.jpg http://img141.imageshack.us/img141/5827/00gta1dft3028jc.jpg Dozer ? Wheel loader It's called a Dozer, which has tracks like a tank. But, like the Rhino, it has wheels instead, so it's a near match for a number of (late 1980's?) Caterpillar, Case, Ford, Komatsu, etc., wheel loaders. I haven't found a good match for the fenced platform in front of the cab. I wonder if that's from another vehicle and this is another example for the Hybrids section. http://en.wikipedia.org/wiki/Bulldozer http://img54.imageshack.us/img54/6562/00gta1dozer0a2bz.jpg http://img54.imageshack.us/img54/4551/00gta1dozer1a6dt.jpg http://img100.imageshack.us/img100/9323/00gta1dozer2a0mf.jpg http://img54.imageshack.us/img54/9936/00gta1dozer3a9gh.jpg http://img54.imageshack.us/img54/3350/00gta1dozer4a7nq.jpg http://img54.imageshack.us/img54/7530/00gta1dozer5a3hw.jpg http://img213.imageshack.us/img213/3420/00gta1dozer6a7sm.jpg http://img54.imageshack.us/img54/6357/00gta1dozer7a1ds.jpg http://img54.imageshack.us/img54/4928/00gta1dozer8a7wv.jpg http://img54.imageshack.us/img54/6848/00gta1dozer9a6hs.jpg http://img486.imageshack.us/img486/1935/00gta1dozer10a9qa.jpg http://img486.imageshack.us/img486/9688/00gta1dozer11a5dk.jpg http://img512.imageshack.us/img512/2024/00gta1dozer12a4on.jpg Dumper (Iveco) Astra Rigid Dump Truck, an articulated dump truck. An "articulated" vehicle is built in sections that are hinged or connected in some way to allow flexibility of movement (thanks to my Webster's unabridged). Like the Monster trucks, the Dumper is good for running over other vehicles-it sends one flying now and then, too. http://img63.imageshack.us/img63/5640/00gta1dumptruck3vh.jpg http://en.wikipedia.org/wiki/Astra_(company)#Dumpers http://en.wikipedia.org/wiki/Dump_truck#Articulated_dump_truck http://img102.imageshack.us/img102/2774/00gta1dumper11dy.jpg http://img369.imageshack.us/img369/606/00gta1dumper25ro.jpg http://img397.imageshack.us/img397/7610/00gta1dumper38bc.jpg http://img369.imageshack.us/img369/1153/00gta1dumper46tx.jpg http://img369.imageshack.us/img369/3768/00gta1dumper54kk.jpg

http://img102.imageshack.us/img102/4339/00gta1dumper63ty.jpg http://img369.imageshack.us/img369/5729/00gta1dumper79qb.jpg http://img369.imageshack.us/img369/3963/00gta1dumper80pq.jpg http://img369.imageshack.us/img369/1096/00gta1dumper93of.jpg http://img71.imageshack.us/img71/3295/00gta1dumper106is.jpg http://img369.imageshack.us/img369/9353/00gta1dumper111bk.jpg http://img71.imageshack.us/img71/439/00gta1dumper128go.jpg http://img502.imageshack.us/img502/2079/00gta1dumper148dh.jpg Dune A 1991 Mercedes-Benz AK 4x4 with a flatter front end makes the closest match of the models I saw. It's one of the kinds of trucks that might be used in the Paris-Dakar Rally. The Mercedes-Benz SK is similar but I didn't find a version of it as a 4x4. There are similar trucks by MAN (LE2000, ME2000, TGA, etc.). http://en.wikipedia.org/wiki/Mercedes-Benz_Axor http://en.wikipedia.org/wiki/Mercedes-Benz_Atego Thanks to k1ngr0b at GTA Forums for the tip that it looked like one of the trucks used in the Dakar. The 1st link shows a 1991 Mercedes-Benz AK 4x4. http://img418.imageshack.us/img418/9189/00gta1mercedesbenzak4x419915jo.jpg http://www.answers.com/topic/paris-dakar-rally http://en.wikipedia.org/wiki/Dakar_Rally http://img85.imageshack.us/img85/7461/00gta1dune19gk.jpg http://img85.imageshack.us/img85/7025/00gta1dune27vz.jpg http://img96.imageshack.us/img96/6743/00gta1dune32uq.jpg http://img85.imageshack.us/img85/9301/00gta1dune41cc.jpg Elegant 1992 Buick Roadmaster*** with the grill upside-down and a vertical bar in the center of it as on a 1992 Buick Roadmaster wagon http://img117.imageshack.us/img117/876/00gta1elegant1992buickroadmast.jpg http://img378.imageshack.us/img378/876/00gta1elegant1992buickroadmast.jpg http://en.wikipedia.org/wiki/Buick_Roadmaster#1991.E2.80.931996 http://img156.imageshack.us/img156/7736/00gta1elegant5b3wi.jpg http://img55.imageshack.us/img55/5101/00gta1elegant10mg.jpg http://img55.imageshack.us/img55/3205/00gta1elegant24lz.jpg http://img55.imageshack.us/img55/7977/00gta1elegant33jm.jpg Elegy 1981--1985 Nissan Skyline DR30*** A 1982 model is shown at the 1st link below. Half-a**ed effort with Microsoft Paint (not my favorite medium) by GTW removed the epithet about Japanese people from the license plate. http://img161.imageshack.us/img161/3364/00gta1elegy1982nissanskylinedr.jpg http://www.youtube.com/watch?v=nmFZ8lKnXPw http://en.wikipedia.org/wiki/Nissan_Skyline#R30 http://img126.imageshack.us/img126/5159/00gta1elegy16zt.jpg http://img123.imageshack.us/img123/1589/00gta1elegy29pv.jpg http://img19.imageshack.us/img19/6572/00gta1elegy36rw.jpg http://img19.imageshack.us/img19/1981/00gta1elegy41yb.jpg http://img19.imageshack.us/img19/3286/00gta1elegy54fw.jpg http://img128.imageshack.us/img128/3382/00gta1elegy64lq.jpg http://img19.imageshack.us/img19/1408/00gta1elegy73hr.jpg

Emperor 1990-1992 Infiniti Q45 Thanks to Gman8 at GTA Forums A 1991 model is shown at the 1st link below. http://img51.imageshack.us/img51/2410/00gta1emporer1991infinitiq459a.jpg http://en.wikipedia.org/wiki/Infiniti_Q45#First_generation_G50 http://img502.imageshack.us/img502/4205/00gta1emporer10tq.jpg http://img336.imageshack.us/img336/8297/00gta1emporer22kg.jpg http://img336.imageshack.us/img336/1081/00gta1emporer31hv.jpg http://img336.imageshack.us/img336/9383/00gta1emporer44ny.jpg Enforcer It could be in the heavy rescue, armored car, or crowd control category. Except for the front fenders, it looks similar to the 1986 Freightliner Heavy Rescue truck shown at the 1st link below. It could be modified to be an armored law enforcement vehicle like the ones in the 2nd link below. http://img422.imageshack.us/img422/175/00gta1enforcer1986freightliner.jpg http://www.alpineco.com/armored/swat/trucks.htm The front fenders look similar to those on a 1988 or so Mack Super-Liner. http://img440.imageshack.us/img440/6734/00gta1enforcer1988macksuperlin.jpg C.J. gets full Armor the 1st time he gets into an Enforcer. If C.J.'s Armor is knocked down by law enforcement, you might have him jack an Enforcer. http://img96.imageshack.us/img96/1148/00gta1enforcervc13mz.jpg http://img96.imageshack.us/img96/838/00gta1enforcer10zh.jpg http://img154.imageshack.us/img154/1196/00gta1enforcer27bh.jpg http://img96.imageshack.us/img96/540/00gta1enforcer35tu.jpg http://img154.imageshack.us/img154/8976/00gta1enforcer44sx.jpg http://img154.imageshack.us/img154/9238/00gta1enforcer52rx.jpg http://img136.imageshack.us/img136/7081/00gta1enforcer66cv.jpg http://img136.imageshack.us/img136/3359/00gta1enforceriii14ha.jpg Esperanto

See the section above on Hybrids.

Euros 1989-1992 Nissan 300ZX* A 1990 model is shown at the 1st link below. http://img476.imageshack.us/img476/5475/00gta1euros1990nissan300zx7jg.jpg http://en.wikipedia.org/wiki/Nissan_300ZX#Z32 http://img463.imageshack.us/img463/5914/00gta1euros14qm.jpg http://img463.imageshack.us/img463/8296/00gta1euros28zq.jpg http://img511.imageshack.us/img511/4002/00gta1euros33rd.jpg http://img474.imageshack.us/img474/7695/00gta1euros44pp.jpg http://img463.imageshack.us/img463/6945/00gta1euros51au.jpg http://img511.imageshack.us/img511/4499/00gta1euros62cq.jpg http://img463.imageshack.us/img463/9792/00gta1euros77lj.jpg http://img463.imageshack.us/img463/4336/00gta1euros86el.jpg F.B.I. Rancher 1983-1988 Chevrolet Suburban except each pair of headlights has been simplified into one and the parking lights have been moved to the front corners. Thanks to reader Logan King for pointing out that it's like the Suburban of the handful of years (1983-1988) around the "Vice City" era (1986). One picture of a 1985 model and two pictures of 1986 models are at the links below. http://img520.imageshack.us/img520/6559/guide345fbirancher1985cvx8.jpg http://img455.imageshack.us/img455/2264/guide347fbirancher1986cnl2.jpg

http://img459.imageshack.us/img459/2893/guide346fbirancher1986cbj6.jpg http://en.wikipedia.org/wiki/Chevrolet_Suburban#1973.E2.80.931991 http://img420.imageshack.us/img420/5968/00gta1fbirancher06gh.jpg http://img314.imageshack.us/img314/6371/00gta1fbirancher16gc.jpg http://img314.imageshack.us/img314/8797/00gta1fbirancher22ef.jpg http://img420.imageshack.us/img420/8148/00gta1fbirancher35km.jpg http://img310.imageshack.us/img310/6369/00gta1fbirancher48dg.jpg http://img310.imageshack.us/img310/3851/00gta1fbirancher52mb.jpg http://img310.imageshack.us/img310/1857/00gta1fbirancher64eb.jpg F.B.I. Truck 1984-1992 Jeep Cherokee It looks to me like somebody took the Jeep to a while-you-wait auto-armor place and had it dipped it into blue glop, then rubbed off a couple of patches on the front windshield with the elbow of their shirt sleeve to look through. This truck is in the game files but not activated for the game. In the PC version, you can use a mod, or a vehicle spawner like the GTA SA Control Center (X.13.c) has, to put it in the game if you like a gloppy Jeep. http://www.imcdb.org/vehicle_4386-Jeep-Cherokee.html http://en.wikipedia.org/wiki/Jeep_Cherokee_%28XJ%29 http://img91.imageshack.us/img91/6604/00gta1fbitruck1a4cq.jpg http://img91.imageshack.us/img91/1757/00gta1fbitruck2a2ky.jpg http://img91.imageshack.us/img91/9831/00gta1fbitruck3a0wj.jpg FCR-900 Honda CBR900RR Fireblade It looks like a PCJ-600/Honda CBR 600 except with a bigger engine (900cc). "RR" stands for "race replica." The FCR900, with a windshield, has two bulbs in the headlight; without the windshield, it has a single headlight. The "F" may come from "Fireblade" and the "CR" may come from "CBR." http://www.youtube.com/watch?v=GE3x8i9RhS4 http://img455.imageshack.us/img455/5964/00gta1hondacbr900rr1992firebla.jpg http://img455.imageshack.us/img455/3774/00gta1hondacbr9001992too4az.jpg http://img455.imageshack.us/img455/5071/00gta1hondacbr900199227hr.jpg http://img455.imageshack.us/img455/7402/00gta1hondacbr9001992smore7iw.jpg http://img455.imageshack.us/img455/8028/00gta1hondacbr90019928mm.jpg http://en.wikipedia.org/wiki/Honda_CBR900RR http://img336.imageshack.us/img336/7972/00gta1fcr90015kk.jpg http://img502.imageshack.us/img502/5161/00gta1fcr90020za.jpg http://img502.imageshack.us/img502/120/00gta1fcr90033af.jpg http://img98.imageshack.us/img98/1383/00gta1fcr90041av.jpg Faggio 1984-1986 Piaggio Vespa PX 200 http://img379.imageshack.us/img379/9633/00gta1piaggiovespa19866pe.jpg http://en.wikipedia.org/wiki/Vespa http://img136.imageshack.us/img136/1889/00gta1faggio06yz.jpg http://img136.imageshack.us/img136/6825/00gta1faggio11pj.jpg http://img159.imageshack.us/img159/6262/00gta1faggio24ky.jpg http://img136.imageshack.us/img136/1407/00gta1faggio30jh.jpg http://img159.imageshack.us/img159/6574/00gta1faggio46ll.jpg Feltzer 1972-1988 Mercedes Benz SL-Class convertible*** http://img57.imageshack.us/img57/2170/00gta1mercedesbenz380sl19820eh.png http://en.wikipedia.org/wiki/Mercedes-Benz_SL-Class#1972_to_1989 http://img354.imageshack.us/img354/5746/00gta1feltzer14xx.jpg

http://img354.imageshack.us/img354/3073/00gta1feltzer20qr.jpg http://img354.imageshack.us/img354/1989/00gta1feltzer35ke.jpg http://img98.imageshack.us/img98/1487/00gta1feltzer45mv.jpg http://img98.imageshack.us/img98/654/00gta1feltzer53gm.jpg http://img411.imageshack.us/img411/127/00gta1feltzer62js.jpg http://img411.imageshack.us/img411/4073/00gta1feltzer72ak.jpg Fire Truck (on the NE corner of the block due E of "COMMERCE," in the middle of the S end of the block N of "HARRY GOLD PARKWAY," and used for the Firefighter Submission, III.23) 1992 Crimson (a consolidation of Luverne and Quality Manufacturing) fire truck by Spartan Motors http://img527.imageshack.us/img527/5751/00gta1firetruckls1992spartanre.jpg http://img216.imageshack.us/img216/7383/00gta1firetruckls1992spartan4g.jpg http://www.crimson-fire.com/ http://en.wikipedia.org/wiki/Spartan_Motors#Crimson_Fire.2C_Inc. http://img100.imageshack.us/img100/8113/00gta1firetruckls14th.jpg http://img100.imageshack.us/img100/4404/00gta1firetruckls24fc.jpg http://img411.imageshack.us/img411/2185/00gta1firetruckls32ry.jpg Fire Truck (on the block S of the save place that's on the brown block E of "GARCIA," and in the "End of the Line" mission) I think it's one of the cuter vehicles in San Andreas (and not bad for getting through traffic). I think it's a late 1980's Maxim Aerial Ladder fire truck. A 1983 model is shown at the 1st link below. http://img66.imageshack.us/img66/6383/00gta1maximaerialladder19838jj.gif http://www.maximmotorcompany.com/ http://img100.imageshack.us/img100/5560/00gta1firetrucksf18ah.jpg http://img91.imageshack.us/img91/6619/00gta1firetrucksf2z9fz.jpg http://img91.imageshack.us/img91/7523/00gta1firetrucksf3d5dt.jpg Flash 1990-1992 Nissan Pulsar GTi-R Thanks to pinky at GTA Forums http://www.cardomain.com/ride/236329 http://en.wikipedia.org/wiki/Nissan_Pulsar#Fourth_generation_.28N14.3B_ 1990.E2.80.931995.29 http://img100.imageshack.us/img100/231/00gta1flash40ky.jpg http://img374.imageshack.us/img374/5128/00gta1flash54xh.jpg http://img100.imageshack.us/img100/8803/00gta1flash69uf.jpg Flatbed 1983-1992 M-939 military truck. http://www.globalsecurity.org/military/systems/ground/m939.htm http://img374.imageshack.us/img374/930/00gta1flatbed16gq.jpg http://img100.imageshack.us/img100/8105/00gta1flatbed21st.jpg http://img100.imageshack.us/img100/5650/00gta1flatbed37na.jpg Forklift The 1996 Hyster E100XL electric forklift shown at the 1st link below is similar. The Hyster E100XL (year?) shown at the 2nd link shows that the seat is on a box that opens up (to access the battery or store tools in, I guess).

http://img391.imageshack.us/img391/8124/00gta1forklift1996hystere100xl.jpg http://img130.imageshack.us/img130/497/00gta1forklifthystere100xl9cr.jpg http://en.wikipedia.org/wiki/Forklift_truck http://img390.imageshack.us/img390/4564/00gta1forklift18yj.jpg http://img390.imageshack.us/img390/1998/00gta1forklift24lp.jpg http://img390.imageshack.us/img390/5274/00gta1forklift34vr.jpg http://img100.imageshack.us/img100/2971/00gta1forklift47ox.jpg http://img100.imageshack.us/img100/3274/00gta1forklift57ex.jpg http://img390.imageshack.us/img390/1319/00gta1forklift64ud.jpg Fortune 1989-1997 Ford Thunderbird*** http://en.wikipedia.org/wiki/Ford_Thunderbird_%28tenth_generation%29 http://img209.imageshack.us/img209/8608/00gta1fortune2a4kh.jpg http://img390.imageshack.us/img390/2893/00gta1fortune23jf.jpg http://img100.imageshack.us/img100/7059/00gta1fortune35ae.jpg http://img390.imageshack.us/img390/7810/00gta1fortune40im.jpg Freeway 1990 onward Harley-Davidson Fat Boy Exhaust pipes are only on the right side of the Freeway in "San Andreas." It's a Harley-Davidson Fat Boy Softail with dual exhaust pipes on the right side and apehanger handle bars. http://www.youtube.com/watch?v=WL5zgWUA83o http://www.youtube.com/watch?v=6-QszXl2Ne0 http://www.youtube.com/watch?v=rTBbFOudkng http://en.wikipedia.org/wiki/Softail http://en.wikipedia.org/wiki/Harley-Davidson http://img390.imageshack.us/img390/8676/00gta1freeway08fv.jpg http://img100.imageshack.us/img100/1953/00gta1freeway12ax.jpg http://img100.imageshack.us/img100/6444/00gta1freeway2a1of.jpg http://img390.imageshack.us/img390/8422/00gta1freeway35qj.jpg http://img390.imageshack.us/img390/8299/00gta1freeway47ji.jpg http://img100.imageshack.us/img100/3997/00gta1freeway57qe.jpg http://img390.imageshack.us/img390/1151/00gta1freeway62gl.jpg Freight Jan. 1966-July 1972 EMD SD40 6-axle diesel locomotive, or a Jan. 1972 to Feb. 1986 Dash 2 upgrade, the EMD SD40-2, built by General Motors ElectroMotive Division. The Freight and the Brown Streak can be used for the Freight Train mission, VII.12. You can put the name of one of the locomotives, and other preferences, in the search engine at the 1st site given below for photos. http://www.railpictures.net/index.php http://img281.imageshack.us/img281/4790/00gta1freight21wb.jpg http://img281.imageshack.us/img281/3680/00gta1freight33nh.jpg http://en.wikipedia.org/wiki/EMD_SD40 http://en.wikipedia.org/wiki/EMD_SD40-2 http://img100.imageshack.us/img100/2180/00gta1freight16yp.jpg http://img485.imageshack.us/img485/4865/00gta1freight2a4zg.jpg http://img485.imageshack.us/img485/9541/00gta1freight3a0av.jpg http://img100.imageshack.us/img100/9608/00gta1freight4a9sv.jpg http://img485.imageshack.us/img485/7717/00gta1freight57fa.jpg http://img485.imageshack.us/img485/9333/00gta1freight6a2mh.jpg http://img100.imageshack.us/img100/282/00gta1freight73se.jpg Glendale

See the section above on Hybrids.

Greenwood A 1983-1989 Chrysler Fifth Avenue with the side windows of a 19811989 Dodge Diplomat. Thanks to the GTA Forums list by nekkidhillbilly, reaffirmed by CKYbassplayer69, for the Dodge Diplomat tip A 1985 Chrysler Fifth Avenue and a 1988 Dodge Diplomat are shown below. http://img127.imageshack.us/img127/7688/00gta1greenwood1985chryslerfif.jpg http://img223.imageshack.us/img223/7688/00gta1greenwood1985chryslerfif.jpg http://img208.imageshack.us/img208/3420/00gta1greenwooddodgediplomat19.jpg http://en.wikipedia.org/wiki/Chrysler_Fifth_Avenue#1982.E2.80.931989:_ The_M-body_years http://en.wikipedia.org/wiki/Dodge_Diplomat http://img432.imageshack.us/img432/9470/00gta1greenwood21dp.jpg http://img432.imageshack.us/img432/3163/00gta1greenwood33if.jpg http://img432.imageshack.us/img432/5919/00gta1greenwood42ec.jpg http://img234.imageshack.us/img234/9836/00gta1greenwood53fi.jpg http://img432.imageshack.us/img432/7057/00gta1greenwood65ua.jpg HPV1000 Kawasaki KZ1000P Police aka the KZP Thanks to Mxyzptlk for explaining that "HPV" could stand for "Highway Patrol/Police Vehicle," and can could also be thought to refer to a form of genital warts. The HPV1000, the Hunter helicopter, and the Rhino tank are the most popular of the law enforcement vehicles to use for the Vigilante mission, III.24. 1987 and 1992 Kawasakis are at the next two links below. http://www.bikepics.com/pictures/087594/ http://motordoctor.net/ http://www.youtube.com/watch?v=gOYO94fl8Do http://en.wikipedia.org/wiki/Kawasaki_police_motorcycles http://img87.imageshack.us/img87/6402/00gta1hpv10001a3mb.jpg http://img87.imageshack.us/img87/5184/00gta1hpv10002a4kd.jpg http://img101.imageshack.us/img101/9560/00gta1hpv100011qj.jpg http://img101.imageshack.us/img101/7076/00gta1hpv100020pf.jpg http://img204.imageshack.us/img204/757/00gta1hpv100039rf.jpg Hermes 1949 Mercury Eight two-door except without two divider bars in the rear window or the 1950 model except without a parking light at either side of the grill. It has uncovered rear wheel wells and is customized to be low to the ground and have the chopped top of a lead sled, and is further customized to have the grill of a 1947-1953 GMC, or 1948-1950 Mercury, pickup truck and two pairs of brake lights instead of one pair. A slightly modified 1949 Mercury was driven by James Dean in "Rebel Without a Cause," 1955, which also starred Dennis Hopper, who does the voice of Steve Scott for "Vice City," and the movie features Griffith Observatory, which is what the one in Verdant Bluffs in "San Andreas" is modeled after. http://our.tentativetimes.net/dean/49merc.html http://www.youtube.com/watch?v=zp_CcH426II

http://www.youtube.com/watch?v=OP68nFetE4Q http://www.autotraderclassics.com/car-article/Kustom+Kings-75385.xhtml http://en.wikipedia.org/wiki/Lead_sled http://en.wikipedia.org/wiki/Mercury_Eight#1949-1951 http://img213.imageshack.us/img213/4291/00gta1hermes18ec.jpg http://img213.imageshack.us/img213/7337/00gta1hermes23gn.jpg http://img213.imageshack.us/img213/2753/00gta1hermes34ol.jpg http://img213.imageshack.us/img213/1131/00gta1hermes49eu.jpg http://img208.imageshack.us/img208/1428/00gta1hermes56mi.jpg http://img208.imageshack.us/img208/4046/00gta1hermes60tn.jpg http://img208.imageshack.us/img208/9090/00gta1hermes72do.jpg http://img213.imageshack.us/img213/2008/00gta1hermes8a9xp.jpg http://img208.imageshack.us/img208/8498/00gta1hermes90ih.jpg Hotdog A Volkswagen Type 2, aka a VW-Bus, Bully, or Kombi, modified to be a mobile concession stand. http://en.wikipedia.org/wiki/Volkswagen_Type_2 http://img86.imageshack.us/img86/741/00gta1hotdog0a8co.jpg http://img204.imageshack.us/img204/4125/00gta1hotdog01pa.jpg http://img204.imageshack.us/img204/4043/00gta1hotdog13yg.jpg http://img101.imageshack.us/img101/5039/00gta1hotdog25pi.jpg http://img204.imageshack.us/img204/3236/00gta1hotdog33pp.jpg http://img98.imageshack.us/img98/2433/00gta1hotdogedwarddwoodjr0xm.jpg http://img111.imageshack.us/img111/2586/saguide1516hotdogplan9qz8.jpg http://img111.imageshack.us/img111/6508/saguide1516hotdogtorxe6.jpg http://img101.imageshack.us/img101/5108/00gta1hotdog43wh.jpg Hotknife 1933 Hudson Pacemaker 8 two-door, three window (the windshield isn't counted) Coupe customized as a hotrod with a flatter roof, a blower, no fenders, and front side exhausts. The most popular cars from this era to customize as hotrods are 1932-1934 Fords, and in some ways this looks like a 1932 Ford Three window coupe customized that way. It looks like the original grill was removed and a smaller grid and a couple of bars partly cover the hole. But the hole indicates the grill isn't from a Ford. The closest comparison I know for it is with a 1933 Hudson Pacemaker 8 Coupe. (If you use a 1933 Hudson-Essex Terraplane Coupe, which has the same grill as the Hudson Pacemaker 8 Coupe, you need to eliminate the two little rear side windows when the hood for the cab is created.) A 1933 Hudson Pacemaker 8 Coupe, a 1933 Hudson-Essex Terraplane Coupe, and a regular and a hotrod 1932 Ford Three Window Coupe are shown at the 1st four links below. The 1st Hudson and 1st Ford look about identical except for the grill--the Ford grill is shown better on the Ford hotrod. http://img452.imageshack.us/img452/2473/00gta1hotknifehudsonpacemaker8.jpg http://img494.imageshack.us/img494/4740/00gta1hotknife1933essexterrapl.jpg http://img212.imageshack.us/img212/3172/00gta1hotknifeford3windowcoupe.jpg http://img212.imageshack.us/img212/6366/00gta1hotknifefordcoupe19323wi.jpg http://en.wikipedia.org/wiki/Three_window_coupe http://en.wikipedia.org/wiki/Hudson_Motor_Car_Company http://en.wikipedia.org/wiki/Terraplane http://img101.imageshack.us/img101/6528/00gta1hotknife1g7mf.jpg http://img204.imageshack.us/img204/1913/00gta1hotknife2g6io.jpg

http://img204.imageshack.us/img204/3098/00gta1hotknife3g5rf.jpg Hotring Racer

See the section above on Hybrids.

Huntley 1987 (U.S. debut)-1992 Land Rover Range Rover, except the headlights look more like the ones on a 1990-1992 GMC Sierra and the grill looks like the one on a 1989-1992 Ford Bronco. The 1st two links below show a 1989 and 1990 Land Rover Range Rover, the next shows a 1991 GMC Sierra, and the next shows a 1989 Ford Bronco. A link below that shows a LRRR used by a main character in the movie "Sna*ch," which is mentioned in section on "San Andreas" radio station Master Sounds 98.3 at I.13. http://img64.imageshack.us/img64/3355/00gta1huntley1989rangerover6fh.jpg http://img396.imageshack.us/img396/3474/00gta1huntley1990rangerovergri.jpg http://img396.imageshack.us/img396/2378/00gta1huntley1991gmcsierrahead.jpg http://img64.imageshack.us/img64/5959/00gta1huntley1989fordbroncogri.jpg http://www.imcdb.org/vehicle_3478-Land-Rover-Range-Rover.html http://en.wikipedia.org/wiki/Range_Rover http://www.rangerovers.net/modelspecs/1989.html http://img517.imageshack.us/img517/8340/00gta1huntley1a3xy.jpg http://img517.imageshack.us/img517/8492/00gta1huntley2a0gk.jpg http://img512.imageshack.us/img512/9596/00gta1huntley3a4do.jpg http://img512.imageshack.us/img512/296/00gta1huntley3aa1tq.jpg http://img512.imageshack.us/img512/5265/00gta1huntley4a9kg.jpg http://img117.imageshack.us/img117/9984/00gta1huntley4aa0fb.jpg http://img517.imageshack.us/img517/151/00gta1huntleygrill4co.jpg Hustler 1933-1935 or so five window (the windshield isn't counted) coupe with some hot rod customization: the roof is lower than on the typical coupe of the time. A lot of cars of this period have similar features as one another, and the roof and windows of a lot of them, even pickup trucks, from this period have gotten the same sort of hot rod treatment, the most popular choices for it being 1932-1934 Fords. This isn't a Ford, though. The grill isn't very wide, doesn't flare forward at the bottom as some grills from this period do, and the sides of it are parallel instead of getting closer together from top to bottom. The closest comparison for the grill I've found so far is a 1935-1936 Willys (pronounced "willis"). http://img138.imageshack.us/img138/6473/00gta1hustler1935willysoverlan.jpg http://img138.imageshack.us/img138/1773/00gta1hustler1935willysstandar.jpg For comparison, it looks like a 1935 Chevrolet three window coupe that's had the back of the doors and cab moved back a bit and has been made into a five window coupe. http://img106.imageshack.us/img106/5845/00gta1hustler1935chevrolet2doo.jpg http://img106.imageshack.us/img106/619/00gta1hustler1935chevrolet2doo1.jpg http://img106.imageshack.us/img106/7303/00gta1hustler1935chevrolet2doo2.jpg Either due to body customization or the model it is, the back of the back

fenders curl down more than most of the cars of the time, and the trunk curls down father back than the fenders. The fenders of most cars of the period flare back beside the flare of the trunk, all at the same 135 degree or so angle. http://img138.imageshack.us/img138/2041/00gta1hustler16ii.jpg http://img124.imageshack.us/img124/2303/00gta1hustler20vo.jpg http://img138.imageshack.us/img138/3630/00gta1hustler34mu.jpg http://img124.imageshack.us/img124/517/00gta1hustler40va.jpg http://img138.imageshack.us/img138/1472/00gta1hustler54nb.jpg http://img124.imageshack.us/img124/9329/00gta1hustler66qb.jpg Infernus 1991-2001 Honda Acura NSX Thanks to the Real Car Name List by PRB051 http://www.youtube.com/watch?v=5v7F0UPredI http://en.wikipedia.org/wiki/Honda_NSX http://img505.imageshack.us/img505/4356/00gta1infernus13lb.jpg http://img505.imageshack.us/img505/6885/00gta1infernus26zg.jpg http://img505.imageshack.us/img505/2981/00gta1infernus34th.jpg http://img505.imageshack.us/img505/7552/00gta1infernus43sn.jpg http://img106.imageshack.us/img106/9026/00gta1infernus55dw.jpg Intruder 1989-1994 Subaru Legacy (with the headlights and grill squared off) Thanks to Gman8, reaffirmed by kpeters, at GTA Forums Models from 1989, 1992, and 1994 are shown at the next three links. http://img166.imageshack.us/img166/199/saguide1553intruder1989ux0.jpg http://img166.imageshack.us/img166/8675/saguide1553intruder1992nj7.jpg http://img515.imageshack.us/img515/1139/saguide1553intruder1994bz4.jpg http://en.wikipedia.org/wiki/Subaru_Legacy_%28first_generation%29 http://img87.imageshack.us/img87/8500/00gta1intruder11ga.jpg http://img87.imageshack.us/img87/3860/00gta1intruder29gc.jpg http://img87.imageshack.us/img87/8026/00gta1intruder38gx.jpg http://img87.imageshack.us/img87/8861/00gta1intruder43cm.jpg Jester 1986-1992 Toyota Supra Mk 3 with the headlights of a 1993-2002 Mk 4.* http://www.youtube.com/watch?v=39wbPoS51nY http://www.cardomain.com/ride/690930 http://en.wikipedia.org/wiki/Toyota_Supra#Mark_III_.281986.E2.80.931992.29 http://img161.imageshack.us/img161/4370/00gta1jester1a9dk.jpg http://img161.imageshack.us/img161/9886/00gta1jester2a0bv.jpg http://img511.imageshack.us/img511/3889/00gta1jester3a2nt.jpg http://img161.imageshack.us/img161/9720/00gta1jester4a5fq.jpg Journey Winnebago with a GMC grill and headlights. vehicle used as a motor home. http://en.wikipedia.org/wiki/Recreational_vehicle http://en.wikipedia.org/wiki/Winnebago_Industries

It's a recreational

The next link shows a comparable 25' 1978 Class C Winnebago with a GM engine. It would be a better match if it had two pairs of headlights. http://img217.imageshack.us/img217/3762/saguide1564journey1978cvm0.jpg http://img140.imageshack.us/my.php?image=saguide1565journey1pv2.jpg

http://img217.imageshack.us/img217/3369/saguide1565journey2kx0.jpg http://img119.imageshack.us/img119/7413/saguide1565journey3fo2.jpg http://img217.imageshack.us/img217/1777/saguide1565journey4fx1.jpg http://img139.imageshack.us/img139/8375/00gta1journey28im.jpg http://img225.imageshack.us/img225/9185/00gta1journey39yj.jpg http://img140.imageshack.us/img140/5730/saguide1567journey2qc7.jpg Kart Kart. A go cart--in particular, the kind of kart that's a racing kart. For more on the races with the kind of go carts called karts, see the next web pages: http://www.karting.co.uk/ABkC/ http://www.lakc.org/ http://en.wikipedia.org/wiki/Kart_racing I see some similarity between the Kart and some Tony Kart karts shown at the 1st two links below. http://en.wikipedia.org/wiki/Tony_Kart http://img482.imageshack.us/img482/1686/00gta1karttonykartextremevorte.jpg http://img494.imageshack.us/img494/8875/00gta1karttonykartkart1zq.jpg http://img388.imageshack.us/img388/6468/00gta1kart08gv.jpg http://img367.imageshack.us/img367/9018/00gta1kart1a3zi.jpg http://img388.imageshack.us/img388/8093/00gta1kart2a3yw.jpg http://img367.imageshack.us/img367/4950/00gta1kart37ah.jpg http://img388.imageshack.us/img388/4638/00gta1kart41ad.jpg Landstalker 1991-1994 Ford Explorer I'd say 1991-1994 Ford Explorer, but since it didn't come out till 1991 and was used in "Vice City," which takes place in 1986, and if you need it to be something from the right time period, I'd say 1986 Chevrolet Suburban but with the windows, grill, and wheel wells of a Ford Explorer. Personally, I'd just say the model is based on a 1991 to 1994 Ford Explorer. (See below; brawling will be restricted to the rules according to Hoyle.) http://en.wikipedia.org/wiki/Ford_Explorer#First_generation_.281991.E2 .80.931994.29 http://4wheeldrive.about.com/library/uc/ucAndrew_V.htm http://www.cardomain.com/ride/487172/2 http://img71.imageshack.us/img71/462/00gta1landstalker03he.jpg http://img215.imageshack.us/img215/3479/00gta1landstalker14gv.jpg http://img71.imageshack.us/img71/3715/00gta1landstalker21qc.jpg http://img71.imageshack.us/img71/1974/00gta1landstalker34wz.jpg Linerunner 1986-1992 (later models look about the same) Peterbilt 379 has the right level engine hood and narrow cab but the headlights aren't built into the front fenders. http://img517.imageshack.us/img517/8180/saguide1589linerunner2pqx6.jpg http://en.wikipedia.org/wiki/Peterbilt_379 DazzaJay (thanks!) has a good match with a 1994 Freightliner Classic XL for the way the headlights are built into the fenders; it otherwise looks similar to the Peterbilt but the engine hood is slanted. http://www.myspace.com/video/vid/46323169 http://en.wikipedia.org/wiki/Freightliner_Trucks#1990s http://img87.imageshack.us/img87/9762/00gta1linerunner12zy.jpg

http://img393.imageshack.us/img393/1491/00gta1linerunner23nw.jpg http://img87.imageshack.us/img87/6953/00gta1linerunner30ry.jpg http://img87.imageshack.us/img87/4889/00gta1linerunner46po.jpg Majestic 1982-1987 Buick Regal*** http://en.wikipedia.org/wiki/Buick_Regal#Second_generation_.281978.E2.80 .931987.29 http://img367.imageshack.us/img367/3865/00gta1majestic10pw.jpg http://img367.imageshack.us/img367/8905/00gta1majestic27xu.jpg http://img362.imageshack.us/img362/8338/00gta1majestic30jz.jpg http://img302.imageshack.us/img302/2405/00gta1majestic49yo.jpg http://img302.imageshack.us/img302/2530/00gta1majestic52xq.jpg http://img367.imageshack.us/img367/8275/00gta1majestic69mi.jpg http://img302.imageshack.us/img302/6061/00gta1majestic70ig.jpg Manana 1987-1992 Dodge Shadow/Plymouth Sundance was a 1981-1984 Dodge Aries coupe.)

(Prior to "San Andreas" it

Thanks to Tornado_2 for the tip about the Manana being a slightly modified 1987-1992 Dodge Shadow/Plymouth Sundance. 1991 and 1987 models are shown below. http://en.wikipedia.org/wiki/Dodge_Shadow http://en.wikipedia.org/wiki/Plymouth_Sundance http://img211.imageshack.us/img211/7497/vcdodgeshadow1991nm3.jpg http://img265.imageshack.us/img265/2859/vcdodgeshadow1987if0.jpg http://img87.imageshack.us/img87/8807/00gta1mananavc17hg.jpg http://img127.imageshack.us/img127/2959/00gta1manana15nc.jpg http://img127.imageshack.us/img127/3267/00gta1manana23ct.jpg http://img127.imageshack.us/img127/4377/00gta1manana35vv.jpg http://img87.imageshack.us/img87/8946/00gta1manana43ff.jpg http://img87.imageshack.us/img87/3999/00gta1mananaiii12qc.jpg http://img127.imageshack.us/img127/6123/00gta1mananaiii25gw.jpg Merit 1990-1998 Mazda 929 (Mark 4, aka the Efini MS-9) The 1992 and 1993 (a year after the time of the game, but the style is the same) models are shown at the links below. http://img369.imageshack.us/img369/8844/00gta1merit1992mazda9293tm.jpg http://img369.imageshack.us/img369/423/00gta1merit1993mazda9290xq.jpg The headlights, grill, and brake lights are more like the boxier ones on the 1986-1992 Mazda 929 (Mark 3). (The years of the Mark 3 and 4 overlap). The Merit has a few variations of those--for example, the inner edges of the brake lights are slanted parallel to the slant of the light divider in the middle of them. And the outside edges of the parking lights are slanted a little differently. A 1987 and 1990 model are shown at the links below. http://img240.imageshack.us/img240/2342/00gta1merit1987mazda9299mv.jpg http://img240.imageshack.us/img240/8279/00gta1merit1990mazda929back3mo.jpg Thanks to Gman8 at GTA Forums for the Mazda 929 tip http://en.wikipedia.org/wiki/Mazda_929#1990 http://img199.imageshack.us/img199/2155/00gta1merit1a6gd.jpg http://img417.imageshack.us/img417/7248/00gta1merit2a6ro.jpg http://img417.imageshack.us/img417/7744/00gta1merit3a7zd.jpg http://img417.imageshack.us/img417/9286/00gta1merit4a1ky.jpg http://img417.imageshack.us/img417/8643/00gta1merit5a7yf.jpg

http://img417.imageshack.us/img417/7982/00gta1merit6a2in.jpg http://img417.imageshack.us/img417/2928/00gta1merit7a2bm.jpg Mesa 1987-1996 Jeep Wrangler (It's the "Mesa Grande" of "Vice City.") http://en.wikipedia.org/wiki/Jeep_Wrangler#YJ_.281987.E2.80.931995.29 http://en.wikipedia.org/wiki/Sport_utility_vehicle http://img296.imageshack.us/img296/7690/00gta1mesa19zt.jpg http://img213.imageshack.us/img213/2166/00gta1mesa20ll.jpg http://img213.imageshack.us/img213/7653/00gta1mesa33ih.jpg http://img213.imageshack.us/img213/7831/00gta1mesa46xt.jpg http://img213.imageshack.us/img213/2472/00gta1mesa55ev.jpg http://img296.imageshack.us/img296/3917/00gta1mesa65ld.jpg The next three are monster truck modifications--pickup trucks given large wheels and suspension. http://en.wikipedia.org/wiki/Monster_truck Jamolos Negrit?a> at GTA Forums gets my thanks for explaining a Monster truck glitch: if you drive a front wheel of a Monster truck up to, or a bit over, another vehicle, then use acceleration and brake at the same time, you can send the other vehicle flying. (Just run over other vehicles enough with the Dumper and you'll see it happen, too.) Monster A (Los Santos Forum after "8-Track") 1984-1986 Ford F-Series truck with sharply angled wheel wells and horizontally narrower headlights and parking lights (A 1985 model and a 1986 monster truck version are shown at the 1st two links below.) http://img525.imageshack.us/img525/2235/00gta1monster1985fordf1501tk.jpg http://img213.imageshack.us/img213/6152/00gta1monster11986fordf250mons.jpg http://en.wikipedia.org/wiki/Ford_F-Series http://img240.imageshack.us/img240/8315/00gta1monstera12jh.jpg http://img240.imageshack.us/img240/6882/00gta1monstera21id.jpg http://img64.imageshack.us/img64/885/00gta1monstera34rg.jpg http://img240.imageshack.us/img240/3503/00gta1monstera43ey.jpg Monster B (Michelle's) 1980-1986 Datsun 720 (Later the Nissan hardbody) pickup truck A 1982 Datsun 720 is shown at the next link. http://img125.imageshack.us/img125/5214/saguide1635monsterb2dathu1.jpg http://en.wikipedia.org/wiki/Datsun_Truck#Datsun_720 http://en.wikipedia.org/wiki/Nissan_Hardbody_Truck http://img240.imageshack.us/img240/910/00gta1monsterb16bl.jpg http://img240.imageshack.us/img240/298/00gta1monsterb27nx.jpg http://img240.imageshack.us/img240/8065/00gta1monsterb37jy.jpg http://img221.imageshack.us/img221/2483/00gta1monsterb46rv.jpg http://img115.imageshack.us/img115/8486/00gta1monsterb52mg.jpg http://img392.imageshack.us/img392/8760/00gta1monsterb68eo.jpg

Monster ("Monster" and "Exports and Imports" missions; Flint Intersection trailer park) 1994 Chevrolet S-10 with an extended cab and the grill of a 19831992 Ford Ranger (Other vehicles made after the 1992 time period of the game are the matches for the Slamvan and Bullet. The vehicle match for the Trashmaster and Yankee was made in 1992 though they appear in "Vice City," which takes place in 1986. See "Yankee.") http://img20.imageshack.us/img20/1048/00gta1monster3front1994chevrol.jpg http://en.wikipedia.org/wiki/Chevrolet_S-10#Second_generation http://img212.imageshack.us/img212/3883/00gta1monster3grill1992fordran.jpg http://en.wikipedia.org/wiki/Ford_Ranger_%28North_America%29 http://img213.imageshack.us/img213/4233/00gta1monster09ty.jpg http://img296.imageshack.us/img296/6376/00gta1monster1a7wf.jpg http://img213.imageshack.us/img213/6223/00gta1monster24nf.jpg Moonbeam 1985 to 1992 Chevrolet Astro Van.* http://en.wikipedia.org/wiki/Chevrolet_Astro#First_generation_.2819851994.29 http://img392.imageshack.us/img392/3387/00gta1moonbeam17rt.jpg http://img392.imageshack.us/img392/9459/00gta1moonbeam21bc.jpg http://img392.imageshack.us/img392/6064/00gta1moonbeam33ii.jpg Mountain Bike Schwinn Mesa Mountain Hardtail? http://www.youtube.com/watch?v=xZcuj1c259s http://en.wikipedia.org/wiki/Mountain_bike http://img319.imageshack.us/img319/3760/00gta1mountainbike1a7wz.jpg http://img319.imageshack.us/img319/2425/00gta1mountainbike2a5vd.jpg http://img319.imageshack.us/img319/2637/00gta1mountainbike3a6sg.jpg http://img319.imageshack.us/img319/9939/00gta1mountainbike4a9ap.jpg Mower John Deere 455 Garden Tractor, aka a diesel Compact Tractor The model of another year than whatever the one I show is might have the right headlights. http://www.youtube.com/watch?v=ocZzuES7jeU http://img56.imageshack.us/img56/3760/00gta1mowerjohndeere455diesel8.jpg http://img56.imageshack.us/img56/2969/00gta1mowerjohndeerecenterdeck.jpg http://en.wikipedia.org/wiki/Lawn_mower http://img55.imageshack.us/img55/1682/00gta1mower11co.jpg http://img55.imageshack.us/img55/9808/00gta1mower28be.jpg http://img55.imageshack.us/img55/9089/00gta1mower37sw.jpg http://img55.imageshack.us/img55/7933/00gta1mower4a3mp.jpg http://img297.imageshack.us/img297/8799/00gta1mower5a9uw.jpg http://img55.imageshack.us/img55/5176/00gta1mower61id.jpg Mr. Whoopee 1986-1992 (wide range of years) GMC Grumman Step van and Chevrolet Step Van P-10 (a little smaller than a Boxville) It's a multi-stop truck modified to be a mobile concession stand. http://www.imcdb.org/vehicle_6340-Grumman-Delivery-Truck.html http://mclellansautomotive.com/photos/B28207.jpg http://en.wikipedia.org/wiki/Multi-stop_truck http://img392.imageshack.us/img392/8577/00gta1mrwhoopee13nt.jpg http://img115.imageshack.us/img115/3977/00gta1mrwhoopee24jo.jpg http://img115.imageshack.us/img115/8403/00gta1mrwhoopee34lh.jpg

http://img161.imageshack.us/img161/7609/00gta1mrwhoopee41kw.jpg Mule 1983-1991 Ford E-350 cube/box truck except the windows have sharp corners The box is similar to ones used by U Haul, which makes their moving trucks by putting their various-sized, pre-fabricated boxes on GMC and Ford trucks. The roof of this box slants down a bit from back to front over the cab. ("Vice City" Mule and Spand Ex trucks have the same basic shape except the roof of the box is flatter.) A 1984 Ford E-350 and a couple of 1990 models are shown at the 1st two links below. http://img506.imageshack.us/img506/6884/00gta1mule1984forde350cubevan3.jpg http://img511.imageshack.us/img511/8430/00gta1mule1990forde3506li.jpg http://img511.imageshack.us/img511/6789/00gta1mule1990forde350boxvan5d.jpg http://en.wikipedia.org/wiki/Ford_E-Series http://en.wikipedia.org/wiki/U-Haul http://img161.imageshack.us/img161/1911/00gta1mule10tq.jpg http://img161.imageshack.us/img161/8474/00gta1mule2a7gr.jpg http://img161.imageshack.us/img161/7725/00gta1mule30st.jpg http://img115.imageshack.us/img115/5162/00gta1mule49sn.jpg NRG-500 2001 Honda NSR500 A 1992 model is similar enough and suits the time frame of the game. The Honda NSR500 was used in the 500cc class of motorcycle Grand Prix racing by Valentino Rossi to come in 2nd in 2000 and be the world champion in 2001. The NRG-500 often has the only number he uses: 46, the racing number of his father. "NRG" sounds like "energy" and it's also the name of a model of scooter by Piaggio. http://www.youtube.com/watch?v=S8P-mGj8_rI http://img87.imageshack.us/img87/3171/00gta1hondansr50020011ik.jpg http://img87.imageshack.us/img87/7788/00gta1hondansr5002001too1mc.jpg http://img87.imageshack.us/img87/858/00gta1hondansr5002001rossi7ab.jpg http://www.rossifiles.com/ http://en.wikipedia.org/wiki/Valentino_Rossi http://en.wikipedia.org/wiki/Honda_NSR500#1999-2002 http://img117.imageshack.us/img117/1879/00gta1nrg500aqy0.jpg http://img117.imageshack.us/img117/5028/00gta1nrg500but1.jpg http://img117.imageshack.us/img117/2985/00gta1nrg500ckm5.jpg http://img157.imageshack.us/img157/114/00gta1nrg500dun0.jpg http://img112.imageshack.us/img112/8759/00gta1nrg500eqv1.jpg http://img124.imageshack.us/img124/2248/00gta1nrg500fsi0.jpg http://img77.imageshack.us/img77/5530/00gta1nrg500gbx6.jpg http://img77.imageshack.us/img77/2664/00gta1nrg500hco5.jpg http://img124.imageshack.us/img124/7364/00gta1nrg500iss6.jpg http://img124.imageshack.us/img124/8016/00gta1nrg500jtn2.jpg http://img124.imageshack.us/img124/5350/00gta1nrg500kpo6.jpg http://img124.imageshack.us/img124/5669/00gta1nrg500lrw9.jpg To make a copy of C.J. as shown in the next batch of links, see IV.21 "Management Issues"--"The 'Management Issues' way to make a copy of C.J." http://img56.imageshack.us/img56/3760/00gta1screen9057qk.jpg http://img301.imageshack.us/img301/78/00gta1screen905a9ls.jpg http://img301.imageshack.us/img301/12/00gta1screen905b0no.jpg

Nebula 1982-1988 Oldsmobile Cutlass Ciera The back end of the coupe and sedan were changed, and the roof of the sedan was changed, in 1989; the last year for it was 1996. Thanks to Captain Holland at GTA Forums A 1987 Oldsmobile Cutlass Ciera is shown at the 1st link below. http://img235.imageshack.us/img235/6823/00gta1nebula1987oldsmobilecutl.jpg http://en.wikipedia.org/wiki/Oldsmobile_Cutlass_Ciera#1982.E2.80.931988 http://img483.imageshack.us/img483/8988/00gta1nebula17hk.jpg http://img483.imageshack.us/img483/9837/00gta1nebula22lg.jpg http://img483.imageshack.us/img483/1407/00gta1nebula32gs.jpg Newsvan 1986-1991 Ford Econoline cargo van with the front end of a 19861992 Dodge Ram or B series van except the little section below the headlights and main front corner backup lights of the Dodge should be removed. It has an antenna on the roof like the TV Van of "GTA 2" (the antenna doesn't point at your save place, though). A 1989 Ford E350 cargo van and a 1990 Dodge Ram van are shown below. http://img472.imageshack.us/img472/6114/00gta1newsvan1989forde3500fr.jpg http://en.wikipedia.org/wiki/Ford_Econoline#1975.E2.80.931991 http://img366.imageshack.us/img366/4583/00gta1newsvan1990dodgeramvan3c.jpg http://en.wikipedia.org/wiki/Dodge_Ram_Van http://img87.imageshack.us/img87/5163/00gta1newsvan10pw.jpg http://img95.imageshack.us/img95/6581/00gta1newsvan21cy.jpg http://img87.imageshack.us/img87/6951/00gta1newsvan35mv.jpg Oceanic

See the section above on Hybrids.

PCJ-600 1992 Honda CBR600F2 The headlight has a smaller, less dementedlooking smile than it did in "Vice City," but it still has, along with the Wayfarer, one of the biggest smiles of any motorcycle headlight in the game, and earns its keep the most of the two. The engine has an exhaust pipe on either side. The only guess I have for the initials is that "PC" may come from the favored format for clear motorcycle stunt videos since the PCJ 600 was introduced to GTA's with "Vice City." http://img490.imageshack.us/img490/1255/00gta1hondacbr6001992marcoalva.jpg http://img388.imageshack.us/img388/48/00gta1hondacbr6001992too7ja.jpg http://img490.imageshack.us/img490/5254/00gta1hondacbr6001992shiny3sp.jpg http://img490.imageshack.us/img490/9236/00gta1hondacbr6001992joerichar.jpg http://img490.imageshack.us/img490/8537/00gta1hondacbr6001992wheelie4t.jpg http://img490.imageshack.us/img490/7492/00gta1hondacbr6001992racing0lr.jpg http://img459.imageshack.us/img459/2691/00gta1hondacbr6001992abouttobl.jpg http://img490.imageshack.us/img490/3424/00gta1hondacbr6001992dusk1hg.jpg http://www.sportbikez.net/pictures/mod/cbr600f2/9 http://en.wikipedia.org/wiki/Honda_CBR600F2 http://img490.imageshack.us/img490/8240/00gta1pcj60017lo.jpg http://img490.imageshack.us/img490/7412/00gta1pcj60026ab.jpg http://img80.imageshack.us/img80/209/00gta1pcj60033sf.jpg http://img490.imageshack.us/img490/2038/00gta1pcj60043jh.jpg

http://img490.imageshack.us/img490/8257/00gta1pcj60054rm.jpg http://img80.imageshack.us/img80/7515/00gta1pcj60064sj.jpg http://img80.imageshack.us/img80/6027/00gta1pcj60074ob.jpg http://img490.imageshack.us/img490/75/00gta1pcj60083sy.jpg http://img253.imageshack.us/img253/2571/00gta1pcj600166wx.jpg Packer It's like the Linerunner--a 1967-1985 Peterbilt 359/1986 onward 379 but with pairs of round headlights built into the fenders like those on a 1994 Freightliner Classic XL or Western Star 4800 (thanks DazzaJay), or 1976-1981 (range of years?) Kenworth W900, except the Packer fenders are angled in the back more like those of a Ford LT9000 or Mack Super-Liner. The 1st link shows a Peterbilt 379 with a car hauler ramp. The picture at the 2nd link doesn't have a matching truck but shows a ramp similar to the one a Packer has. The 3rd link shows a 1990 Peterbilt (model?) car hauler. http://www.hankstruckpictures.com/pix/trucks/dfaust/2004/sept_visit/file0052.j pg http://img459.imageshack.us/img459/492/00gta1carhauler0lv.jpg http://img483.imageshack.us/img483/6063/00gta1peterbiltcarhauler19900p.jpg The 1976-1981 (range of years?) Kenworth W900 is basically similar to the Packer, and has pairs of round headlights fitted into the fronts of the fenders, but, like the Peterbilt, the fenders and wheel wells are too round, and the Kenworth windshield is about the right size but should be flatter: http://img168.imageshack.us/img168/2976/saguide1724kenworthw900uz5.jpg The next two links show a 1987 Ford LT9000 and a Mack Superliner to show the fenders that are closer, not identical, to those on a Packer, http://img147.imageshack.us/img147/3849/saguide1724packer1987fotw6.jpg http://en.wikipedia.org/wiki/Image:Mack_super_liner_189.jpg http://en.wikipedia.org/wiki/Peterbilt_379 http://en.wikipedia.org/wiki/Freightliner_Trucks#1990s http://en.wikipedia.org/wiki/Kenworth_W900 http://en.wikipedia.org/wiki/Mack_Super-Liner Whichever it is, it's attached to a four or five vehicle transport trailer-a car hauler--with a straight rigid upper ramp. It's the same as the Packer in "Vice City," but the back of the upper ramp can now be raised and lowered (NP8 and NP2) so it can haul vehicles as well as serve as a jump ramp. Redtier999666, of the Gamefaqs PS2 message board, wrote a post that explained how to do something that was mentioned in an earlier post by Webdude06--how to get an Insane Stunt bonus with a Packer. Have C.J. raise the ramp of the Packer and back it up to a pedestrian--if they walk under the ramp, the Packer may fly. http://img80.imageshack.us/img80/3456/00gta1packer19sl.jpg http://img80.imageshack.us/img80/3232/00gta1packer24qn.jpg http://img490.imageshack.us/img490/2733/00gta1packer32eb.jpg http://img80.imageshack.us/img80/8691/00gta1packer44qo.jpg http://img403.imageshack.us/img403/330/saguide1728packer1vx2.jpg http://img405.imageshack.us/img405/7581/saguide1728packer2yi4.jpg

http://img80.imageshack.us/img80/699/00gta1packer58ed.jpg http://img490.imageshack.us/img490/5641/00gta1packer6aa8pz.jpg Patriot 1985-? AM General M998 Military HMMWV aka a Humvee (not the civilian Hummer) http://en.wikipedia.org/wiki/Humvee http://en.wikipedia.org/wiki/Hummer http://img19.imageshack.us/img19/3766/00gta1patriotvc1c3ae.jpg http://img87.imageshack.us/img87/8748/00gta1patriotvc2c1py.jpg http://img87.imageshack.us/img87/4290/00gta1patriot1a4uw.jpg http://img87.imageshack.us/img87/3805/00gta1patriot2a1nl.jpg http://img19.imageshack.us/img19/5237/00gta1patriot3a3ic.jpg http://img87.imageshack.us/img87/8871/00gta1patriot4a4sr.jpg http://img19.imageshack.us/img19/3363/00gta1patriotiii14oz.jpg http://img19.imageshack.us/img19/5464/00gta1patriotiii20pv.jpg http://img19.imageshack.us/img19/1290/00gta1patriotiii33vd.jpg http://img19.imageshack.us/img19/8066/00gta1patriotiii44xu.jpg Perennial 1962-1965 Chevrolet Nova (or "Nova II") station wagon http://en.wikipedia.org/wiki/Chevrolet_Chevy_II_/_Nova#First_generation_ .281962.E2.80.931965.29 http://img490.imageshack.us/img490/4417/00gta1perennial09xi.jpg http://img126.imageshack.us/img126/6664/00gta1perennial10os.jpg http://img126.imageshack.us/img126/1875/00gta1perennial25pe.jpg http://img126.imageshack.us/img126/3826/00gta1perennial33kh.jpg http://img142.imageshack.us/img142/7694/00gta1perennial48ff.jpg http://img126.imageshack.us/img126/1012/00gta1perennial55bb.jpg Phoenix 1979-1981 Pontiac Firebird Trans Am The separating strip was removed from between each pair of headlights, and the optional engine hood vent was enlarged. The dividing strip between the side windows was narrowed and made vertical, and the side windows were made more narrow horizontally--seen in profile, the "San Andreas" version looks like the ends of the "Vice City" version were pushed to make the car shorter and fatter. It has the two pairs of round brake lights of a 1961-1992, at least, Chevrolet Corvette. (C.J. can get one by failing the "San Fierro Hills" Street Race or by taking Big Poppa's in "A Home In The Hills." You can also make one appear with the GTA SA Control Center, X.13.c.) A 1979 and 1980 Pontiac Firebird Trans Am and a 1980 Chevrolet Corvette are shown at the 1st three links below. http://www.youtube.com/watch?v=BpDOBsG8Wbg http://img71.imageshack.us/img71/5899/00gta1phoenix1980pontiacfirebi.jpg http://www.youtube.com/watch?v=nIJX_WOdzmM http://en.wikipedia.org/wiki/Pontiac_Firebird#Second_generation_ .281970.E2.80.931981.29 http://img406.imageshack.us/img406/2056/00gta1phoenix14oh.jpg http://img58.imageshack.us/img58/6286/00gta1phoenix25by.jpg http://img58.imageshack.us/img58/6335/00gta1phoenix37wt.jpg

http://img58.imageshack.us/img58/4392/00gta1phoenix40zv.jpg Picador 1971 Chevrolet El Camino/GMC Sprint http://img51.imageshack.us/img51/7790/00gta1picador1971chevroletelca.jpg http://img51.imageshack.us/img51/6614/00gta1picador1971elcaminoback5.jpg The El Camino/Sprint body would need to be shorter from front to back--more like a 1964-1967 El Camino. A 1965 Chevrolet El Camino is shown below. http://img399.imageshack.us/img399/127/00gta1picador1965chevroletelca.jpg Like the 1973-1975 El Caminos, there shouldn't be lights on the front corners. Thanks to nekkidhillbilly at GTA Forums for the 1973-1975 El Camino tip. A 1974 model is shown below. http://img51.imageshack.us/img51/8514/00gta1picador1974chevroletelca.jpg The upper back of the cab should be squared off a bit, too. http://en.wikipedia.org/wiki/Chevrolet_El_Camino#Third_generation_.281968.E2 .80.931972.29 http://img211.imageshack.us/img211/1523/00gta1picador14nx.jpg http://img151.imageshack.us/img151/9643/00gta1picador22bh.jpg http://img151.imageshack.us/img151/2289/00gta1picador30qc.jpg Pizza Boy 1984-1986 Piaggio Vespa PX 200 customized http://img379.imageshack.us/img379/4070/00gta1piaggiovespapx20019869db.jpg http://img474.imageshack.us/img474/2420/00gta1piaggiovespapx2001986res.jpg http://www.vespausa.com/ http://en.wikipedia.org/wiki/Vespa http://img406.imageshack.us/img406/2686/00gta1pizzaboy07rj.jpg http://img406.imageshack.us/img406/8013/00gta1pizzaboy10ec.jpg http://img209.imageshack.us/img209/1724/00gta1pizzaboy28xo.jpg http://img209.imageshack.us/img209/7337/00gta1pizzaboy3a8ns.jpg http://img209.imageshack.us/img209/1525/00gta1pizzaboy4a3wf.jpg Police (Los Santos and San Fierro) See Taxi. (Though these three are based on the same car, the data\handling.cfg file is a little different for each.) http://img221.imageshack.us/img221/9136/00gta1policels16pt.jpg A "Vice City" five Shotgun shells, other), the 1st vehicle seen more

gimmick has broader application in "San Andreas": C.J. gets for any kind of Shotgun (shells for one add to the ammo of any time he enters any of the Police cars or a Ranger (a police often in the country or desert).

Police (Las Venturas) Mid-1980's-1990 Chevrolet Caprice without the little divider strip on the back side windows. Thanks to Tornado_2 for the tip. A 1990 model is shown below. http://img356.imageshack.us/img356/1773/sachevcaprice1990backeb7.jpg http://en.wikipedia.org/wiki/Chevrolet_Caprice#1980.E2.80.931985 http://en.wikipedia.org/wiki/Image:Chevrolet_Caprice_Classic_1985.jpg http://img215.imageshack.us/img215/7939/00gta1policelv10hr.jpg http://img122.imageshack.us/img122/3070/00gta1policelv22dk.jpg http://img215.imageshack.us/img215/8969/00gta1policelv34vu.jpg http://img20.imageshack.us/img20/3288/00gta1policelv42ge.jpg http://img122.imageshack.us/img122/3658/00gta1policelv56fz.jpg

http://img20.imageshack.us/img20/638/00gta1policelv62ic.jpg Pony See Berkley's RC Van http://img148.imageshack.us/img148/4605/00gta1pony16ym.jpg http://img154.imageshack.us/img154/1458/00gta1pony27oz.jpg http://img154.imageshack.us/img154/2973/00gta1pony30pm.jpg http://img79.imageshack.us/img79/3356/00gta1pony42ly.jpg http://img148.imageshack.us/img148/6567/00gta1pony50gi.jpg Premier 1991-1994 Chevrolet Caprice* with the top of the cab squared off a bit and a horizontal bar put in the middle of the grill http://en.wikipedia.org/wiki/Image:1991chevroletcaprice.jpg http://en.wikipedia.org/wiki/Chevrolet_Caprice#Fourth_genera tion_.281991.E2.80.931996.29 http://img19.imageshack.us/img19/7695/00gta1premier1a0rg.jpg http://img19.imageshack.us/img19/8817/00gta1premier2a7gp.jpg http://img19.imageshack.us/img19/3319/00gta1premier3a7sc.jpg http://img19.imageshack.us/img19/435/00gta1premier45td.jpg http://img212.imageshack.us/img212/1169/00gta1premier53wt.jpg http://img212.imageshack.us/img212/5342/00gta1premier63es.jpg Previon 1982-1990 Honda Prelude Thanks to Gman8 at GTA Forums http://en.wikipedia.org/wiki/Honda_Prelude#Second_generation_ .281983.E2.80.931987.29 http://www.youtube.com/watch?v=ake8sDbYqnk http://img362.imageshack.us/img362/299/00gta1previon17xv.jpg http://img174.imageshack.us/img174/4817/00gta1previon23ca.jpg http://img362.imageshack.us/img362/1643/00gta1previon30lu.jpg http://img362.imageshack.us/img362/3852/00gta1previon46xb.jpg http://img362.imageshack.us/img362/9456/00gta1previon58tr.jpg Primo 1986-1991 Toyota Camry* http://en.wikipedia.org/wiki/Toyota_Camry#V20_.281986.E2.80.931990.29 http://www.youtube.com/watch?v=TScu73ssUIs http://img151.imageshack.us/img151/2430/00gta1primo13nh.jpg http://img151.imageshack.us/img151/8515/00gta1primo21vf.jpg http://img151.imageshack.us/img151/4605/00gta1primo32zh.jpg Quadbike 1987-1992 Honda TRX250x is a similar ATV (All Terrain Vehicle) The GTA version has a running board on either side for C.J. to rest his feet on. The data\american.gxt file refers to it as both "Quad" and "Quadbike," so take your pick. (I once gave a Quad hydraulics, but I forget how I did it. It may have just been a glitch.) The Quadbike seats two. http://www.youtube.com/watch?v=0fneKVqAtyI http://www.youtube.com/watch?v=PLw5KqtiEH4 http://img301.imageshack.us/img301/8731/00gta1hondatrx250x19876qx.jpg http://img301.imageshack.us/img301/8295/00gta1hondatrx250r19863qa.jpg http://www.puddingsworld.com/New%20Zealand/ATV/ATV_images_1.htm http://87trx250x.tripod.com/ http://img137.imageshack.us/img137/3523/00gta1quad39al.jpg http://img137.imageshack.us/img137/65/00gta1quad46aw.jpg http://img137.imageshack.us/img137/5764/00gta1quad54zl.jpg http://img137.imageshack.us/img137/8008/00gta1quad19tj.jpg http://img84.imageshack.us/img84/2337/00gta1quad23bw.jpg

RC Cam Light orange-brown terra cotta flower pot without a bottom. It travels silently like a futuristic hovercraft with the handling of an inflatable punching toy that's weighted at the bottom and rights itself after it's hit. It has the appearance of being mostly filled with dirt, but only if viewed from above, and C.J. passes through it and parts of the pot to sit in it. It's round but leaves a square shadow. C.J. opens an invisible door before he sits in it, and steers with an invisible steering wheel. It has headlights and brake lights and passes through other vehicles. http://en.wikipedia.org/wiki/Flower_pot The name may come from the idea of surveillance gadgets hidden in concealment devices like flowerpots (or the trophies of deer heads with red glowing eyes that shazard pointed out are above the exit door at Palomino Creek and Blueberry Ammu-Nations; there's another in Toreno's ranch but the eyes don't glow). http://img179.imageshack.us/img179/5015/00gta1screen1545sv.jpg http://en.wikipedia.org/wiki/Concealment_device The name may also be due to it letting C.J., in the 1st person view, pass though other vehicles to see the people inside them. http://img379.imageshack.us/img379/4247/00gta1screen6027jm.jpg It also seats two and can be used with the speedfreak, wheelsonlyplease, ripazha, and bubblecars codes. http://img181.imageshack.us/img181/1798/00gta1screen640c3gd.jpg http://img167.imageshack.us/img167/1703/00gta1screen640d5xp.jpg http://img167.imageshack.us/img167/8205/00gta1screen640e3ej.jpg http://img181.imageshack.us/img181/2712/00gta1screen640f2ao.jpg http://img167.imageshack.us/img167/3598/00gta1screen640g8pm.jpg http://img379.imageshack.us/img379/6463/00gta1screen640h8vn.jpg You can use something with a vehicle spawner, like the GTA SA Control Center, X.13.c, to make the RC Cam appear. http://img154.imageshack.us/img154/8575/00gta1rccam1aa0mz.jpg http://img151.imageshack.us/img151/5844/00gta1rccam12yl.jpg http://img117.imageshack.us/img117/1600/00gta1rccam29ft.jpg http://img447.imageshack.us/img447/8679/00gta1rccam34po.jpg http://img216.imageshack.us/img216/9604/00gta1rccam40pp.jpg http://img428.imageshack.us/img428/788/00gta1screen5629bg.jpg Rancher Ranger

See "Rancher and Ranger" in the Hybrids section above. See "Rancher and Ranger" in the Hybrids section above.

Regina 1985-1992 Volvo 740 wagon except for some changes including some to the front and that the bottoms of the rear windows are a little higher. A 1988, 1987, and 1988 model are shown at the links below. http://img215.imageshack.us/img215/9094/00gta1regina1988volvo740grill7.jpg http://img215.imageshack.us/img215/8562/00gta1regina1987volvo740back5i.jpg

http://img442.imageshack.us/img442/5475/00gta1regina1988volvo740profil.jpg http://en.wikipedia.org/wiki/Volvo_700_Series#Volvo_740 The front of the engine hood is higher and curves down to the grill in a look some Cadillacs have. It has a small version of the grill and front bumper of a 1983-1986 Pontiac Parisienne Safari with the middle of the grill pointed forward to give it a Cadillac look. The "Vice City" Regina is the same. Thanks to Gman8 at GTA Forums for the Pontiac Parisienne Safari tip. A 1985 Pontiac Safari and a 1974 Cadillac Fleetwood are shown at the links below. http://img402.imageshack.us/img402/7689/00gta1reginavc1985pontiacparis.jpg http://img239.imageshack.us/img239/8779/00gta1reginavc1974cadillacflee.jpg http://en.wikipedia.org/wiki/Pontiac_Parisienne The closest I found for a definition for "Regina" in Urban Dictionary are a couple of phrases it's part of that use the word to mean a woman who thinks they're better than they are--I cleaned that up a little. This could be symbolized in the Regina with the customized Cadillac front though the rest isn't a custom Cadillac. The name could also be due to the fact that "Volvo" sounds a little like "vulva." http://www.urbandictionary.com/browse.php?word=regina http://img154.imageshack.us/img154/8485/00gta1regina1a9ue.jpg http://img208.imageshack.us/img208/1713/00gta1regina2a6pm.jpg http://img208.imageshack.us/img208/9785/00gta1regina3a6hu.jpg Remington Mid-1970's Lincoln Town Coupe with custom fenders One example I found, which doesn't feature the same curve on the back of the fenders, is Rick Romero's (slamn78's) 1978 Lincoln Town Coupe lowrider: http://www.layitlow.com/members/slamn78/ http://www.youtube.com/watch?v=eZ7Zi8boXIM http://en.wikipedia.org/wiki/Lincoln_Town_Car#Overview Unless a better match comes along, I'm going to figure the fenders may be meant as a sight gag to rib the 1958-1962-era Cadillac fenders. A good web site to look around in to see what I mean is Hubcap Cafe at the 1st link below: http://www.hubcapcafe.com/ocs/cadillac.htm http://img174.imageshack.us/img174/6464/00gta1remington14su.jpg http://img174.imageshack.us/img174/1417/00gta1remington2a8pi.jpg http://img362.imageshack.us/img362/5756/00gta1remington3a9nc.jpg http://img408.imageshack.us/img408/4117/00gta1remington4a0yg.jpg http://img507.imageshack.us/img507/2892/00gta1remington5a9kw.jpg http://img408.imageshack.us/img408/9379/00gta1remington67iu.jpg Rhino An M1 Abrams tank The Rhino, the HPV1000 motorcycle, and the Hunter helicopter are the most popular of the law enforcement vehicles to use for the Vigilante mission, III.24. http://www.globalsecurity.org/military/systems/ground/m1-pics.htm http://en.wikipedia.org/wiki/M1_Abrams http://img142.imageshack.us/img142/1864/00gta1rhino16ur.jpg http://img142.imageshack.us/img142/171/00gta1rhino1a0if.jpg http://img239.imageshack.us/img239/3579/00gta1rhino26zo.jpg

http://img239.imageshack.us/img239/1452/00gta1rhino30nv.jpg http://img142.imageshack.us/img142/8531/00gta1rhino47wq.jpg http://img239.imageshack.us/img239/78/00gta1rhinobridge2um.jpg http://img142.imageshack.us/img142/858/00gta1rhinodenise13rl.jpg http://img115.imageshack.us/img115/6103/00gta1rhinodenise38cc.jpg http://img145.imageshack.us/img145/9364/00gta1rhinodenise49hv.jpg Roadtrain 1977-1993 Mack Super-Liner (still made as a light version of the Australian Titan) except the fenders/headlights are different in the front (more similar during a segment of that period?). Thanks to DazzaJay for the tip on the Mack and the photos at the 1st link below. http://files.potholestudios.com/dazzajay/stuff-for-nubs/roadtrainmack.jpg http://en.wikipedia.org/wiki/Mack_Super-Liner http://en.wikipedia.org/wiki/Image:Mack_super_liner_189.jpg http://en.wikipedia.org/wiki/Mack_Titan The grill covering and fenders look more like the kind on caertain heavy duty International trucks, like the (year?) S-F2500 or the 1980 1900 shown at the next two links. Several such trucks, such as some models of Ford LTL 9000, have similar headlights. http://img526.imageshack.us/img526/7385/00gta1roadtraininternationalsf.jpg http://img231.imageshack.us/img231/6184/00gta1roadtrain1980internation.jpg http://img145.imageshack.us/img145/7690/00gta1roadtrain15jn.jpg http://img115.imageshack.us/img115/1434/00gta1roadtrain20rv.jpg Romero

See the section above on Hybrids.

Rumpo 1981-1986 Dodge Ram Van Conversion, aka Hi-Top. A Dodge Camper Van, if the same size, looks similar. The owners gave these vans special religious hats. Don't curse them out in traffic--you'll die. If God doesn't get you, the owner--no, no, no... I added a later model to show one with the same Hi-Top shape. http://img482.imageshack.us/img482/7669/00gta1dodgecampervan2jr.jpg http://img482.imageshack.us/img482/4039/00gta1dodgeramhightop8mh.png http://img482.imageshack.us/img482/6674/00gta1dodgeramvan19910iw.jpg http://en.wikipedia.org/wiki/Dodge_Ram_Van http://img145.imageshack.us/img145/6851/00gta1rumpo10zz.jpg http://img115.imageshack.us/img115/5817/00gta1rumpo21mw.jpg http://img115.imageshack.us/img115/2402/00gta1rumpo30jj.jpg S.W.A.T. van Cadillac Gage V-100 Commando It's also like an OT-65 Otter (FUG) Scout Car. You can activate a vigilante mission with it, but it's better at just having good handling for a moderate speed vehicle, and for having a working water cannon on top to squirt people with now and then, which is some fun. http://en.wikipedia.org/wiki/Cadillac_Gage_Commando http://img87.imageshack.us/img87/2129/00gta1ot65otterfug9fg.jpg http://www.globalsecurity.org/military/world/europe/ot-65.htm http://img207.imageshack.us/img207/7682/00gta1swat14fc.jpg http://img161.imageshack.us/img161/8282/00gta1swat26vj.jpg http://img161.imageshack.us/img161/4214/00gta1swat32xo.jpg

http://img223.imageshack.us/img223/1996/00gta1swat48ey.jpg http://img161.imageshack.us/img161/1156/00gta1swat51ht.jpg http://img162.imageshack.us/img162/3379/00gta1swat69ny.jpg http://img161.imageshack.us/img161/8669/00gta1swat74rj.jpg Sabre

See the section above on Hybrids.

Sadler 1976-1977 Ford F-Series pickup truck. http://img206.imageshack.us/img206/7686/00gta1fordf2501977c9bv.png http://img489.imageshack.us/img489/3596/00gta1fordf2501977a1ac.jpg http://en.wikipedia.org/wiki/Ford_F-Series#Sixth_generation_.281973.E2 .80.931979.29 http://img132.imageshack.us/img132/6954/00gta1sadler13hb.jpg http://img132.imageshack.us/img132/8537/00gta1sadler23xn.jpg http://img132.imageshack.us/img132/8742/00gta1sadler31ym.jpg Sanchez 1989-1992 Yamaha DT200 dirt bike The 1989 and 1992 models are shown at the links below. http://img118.imageshack.us/img118/8039/00gta1sanchez1989yamahadt2007d.jpg http://img215.imageshack.us/img215/7334/00gta1yamahadt20019929jr.jpg http://en.wikipedia.org/wiki/Yamaha_DT200 http://img457.imageshack.us/img457/7052/00gta1sanchez1aa4mt.jpg http://img522.imageshack.us/img522/5830/00gta1sanchez16ro.jpg http://img20.imageshack.us/img20/4324/00gta1sanchez07fc.jpg http://img224.imageshack.us/img224/815/00gta1sanchez1a7qy.jpg http://img125.imageshack.us/img125/4449/00gta1sanchez26hq.jpg http://img125.imageshack.us/img125/4246/00gta1sanchez34qv.jpg http://img522.imageshack.us/img522/2447/00gta1sanchez45us.jpg Sandking

See the section above on Hybrids.

San Fierro trolley California Street line San Francisco cable car. A cable car is pulled by a cable in a conduit underneath a slot between the rails. San Francisco has the only permanently operational manually-operated cable car system. http://en.wikipedia.org/wiki/San_Francisco_cable_car_system http://img87.imageshack.us/img87/2808/00gta1trolleybyfishermanswharf.jpg http://img84.imageshack.us/img84/7472/00gta1trolleyunionsquare3jy.jpg I used the Camera on a two car San Fierro trolley that wasn't moving and read the triangular sign that's inside it--it says "Powell & Mason Sts." http://img151.imageshack.us/img151/3858/00gta1trolley53ol.jpg Thanks to imut_knight at GTA Forums for telling me it's a reference to real life and is referred to on this toy trolley: http://img48.imageshack.us/img48/5084/00gta1trolley9m3lj.jpg According to the next link, the Powell and Mason Streets line is one of the oldest cable car lines still operating in San Francisco: http://www.cablecarmuseum.org/archive/Today/index.html Normally, nothing stops the San Fierro trolley, so some people at the "San Andreas" message boards have dubbed it "the trolley of doom." At one link given

below, a screenshot shows a car stuck sideways in the back car of a two car trolley. A better example of that is near the end of the "San Andreas" stunt video by Gotups and Buzzsaw called "Synergy": they somehow got a Packer stuck sideways in there to wreak havoc down the street. http://img142.imageshack.us/img142/9664/00gtasacjdrivingbyasanfierrotr.jpg http://img55.imageshack.us/img55/6411/00gta1trolley03uw.jpg http://img234.imageshack.us/img234/4601/00gta1trolley11uj.jpg http://img221.imageshack.us/img221/186/00gta1trolley22bm.jpg http://img225.imageshack.us/img225/8541/00gta1trolley35xv.jpg http://img225.imageshack.us/img225/633/00gta1trolley46et.jpg Savannah 1964 Chevrolet Biscayne or Bel Air (an Impala would have two sets of three brake lights). As with the Blade, all I have for the shape of the plate around the brake lights is that it's a bit like the shape on the back end of a 1963 Chevrolet Biscayne or Bel Air (a 1963 Biscayne is shown at the 5th link below). http://img247.imageshack.us/img247/3203/00gta1savannah1964belaike0.jpg http://img217.imageshack.us/img217/9301/00gta1savannah1964chevrjg8.jpg http://img292.imageshack.us/img292/9752/00gta1savannah1964belair2ov5.jpg http://img292.imageshack.us/img292/2299/00gta1savannah1964belair4eg9.jpg http://img62.imageshack.us/img62/4039/00gta1bladesa1963chevbiscayne7.jpg http://en.wikipedia.org/wiki/Chevrolet_Biscayne http://en.wikipedia.org/wiki/Chevrolet_Bel_Air#Fifth_generation_.281961.E2 .80.931964.29 http://img362.imageshack.us/img362/9851/00gta1savannah37uw.jpg http://img507.imageshack.us/img507/452/00gta1savannah13ht.jpg http://img408.imageshack.us/img408/5116/00gta1savannah22st.jpg Securicar The International Navistar 4900 Truck has a similar front end. I'll guess it's a Navistar armored car (modified like the SWAT Truck "Bulldog" II sold by Alpineco) or even a Navistar Mine Resistant Ambush Protected (MRAP) armored fighting vehicle since Navistar is the biggest supplier of MRAP armored vehicles for the US military. http://en.wikipedia.org/wiki/Armored_car_%28valuables%29 http://www.alpineco.com/armored/swat/trucks.htm http://en.wikipedia.org/wiki/MRAP http://en.wikipedia.org/wiki/International_Truck_and_Engine_Corporation #Present_day:_Hybrids.2C_Defense http://img221.imageshack.us/img221/4247/00gta1securicar15ve.jpg http://img221.imageshack.us/img221/9172/00gta1securicar29gt.jpg http://img221.imageshack.us/img221/664/00gta1securicar34ke.jpg http://img225.imageshack.us/img225/2878/00gta1securicar47ro.jpg Sentinel 1984-1987 BMW E28 M5 four door sedan without the little rear side window divider, with the grill and headlights made rectangular... http://www.youtube.com/watch?v=_m4ZuGrmNuY http://en.wikipedia.org/wiki/BMW_M5#E28_M5_.281985.E2.80.931988.29 ...and with the rounder cab, and parking and brake lights, of a 1983-1989 BMW M635CSi, aka M6, coupe The mix of the two is a little different than is used in "Vice City." Two 1988 models are shown at the 1st two links below. http://img204.imageshack.us/img204/4084/00gta1sentinel1988bmwm6agsin3q.jpg

http://img204.imageshack.us/img204/1958/00gta1sentinel1988bmwm6too8dn.jpg http://en.wikipedia.org/wiki/BMW_M6#E24_M635CSi.2FM6 http://img55.imageshack.us/img55/8361/00gta1sentinel12oj.jpg http://img55.imageshack.us/img55/1187/00gta1sentinel28pf.jpg http://img55.imageshack.us/img55/3612/00gta1sentinel31bf.jpg http://img156.imageshack.us/img156/4682/00gta1sentinel40ul.jpg http://img55.imageshack.us/img55/1161/00gta1sentinel59po.jpg http://img55.imageshack.us/img55/8269/00gta1sentinel63oj.jpg Slamvan 1994-present Dodge Ram body and cab modified to be a lowrider and a bit squared off with rounded wheel wells. I know the time frame is off for a 1992 GTA setting, but I think this is it. http://img84.imageshack.us/img84/8681/00gta1slamvandodgeramblackwido.jpg http://en.wikipedia.org/wiki/Dodge_Ram#1994.E2.80.932002_.28BR.2FBE.29 http://img221.imageshack.us/img221/5594/00gta1slamvan17sk.jpg http://img221.imageshack.us/img221/3848/00gta1slamvan2a3zv.jpg http://img221.imageshack.us/img221/9280/00gta1slamvan3a5as.jpg http://img204.imageshack.us/img204/2570/00gta1slamvan4a5tc.jpg Solair 1986-1991 Ford Taurus station wagon*** http://www.stationwagon.com/gallery/1990_Ford_Taurus.html http://en.wikipedia.org/wiki/Ford_Taurus_%28first_generation%29 http://img182.imageshack.us/img182/5061/00gta1solair10fs.jpg http://img182.imageshack.us/img182/5276/00gta1solair22ak.jpg http://img362.imageshack.us/img362/3449/00gta1solair36zi.jpg Stafford 1971-1981 Rolls Royce Corniche Thanks to the Real Car Name List by PRB051 for the "Rolls Royce" lead http://en.wikipedia.org/wiki/Rolls-Royce_Corniche http://img205.imageshack.us/img205/3919/00gta1stafford15wm.jpg http://img205.imageshack.us/img205/1977/00gta1stafford25kr.jpg http://img129.imageshack.us/img129/6687/00gta1stafford31ai.jpg http://img362.imageshack.us/img362/3161/00gta1stafford40mw.jpg Stallion

See the section above on Hybrids.

Stratum 1991-1992 Honda Accord station wagon*** http://www.youtube.com/watch?v=1t5NTUnIb3E http://en.wikipedia.org/wiki/Honda_Accord#Fourth_generation_.281990.E2 .80.931993.29 http://img221.imageshack.us/img221/6779/00gta1stratum14oq.jpg http://img204.imageshack.us/img204/1377/00gta1stratum25wn.jpg http://img204.imageshack.us/img204/2885/00gta1stratum35wq.jpg http://img221.imageshack.us/img221/6629/00gta1stratum42or.jpg Stretch

See the section above on Hybrids.

Sultan 1990-1994 Subaru Legacy http://www.youtube.com/watch?v=PwPm-YrKkm8 http://en.wikipedia.org/wiki/Subaru_Legacy_%28first_generation%29 http://img55.imageshack.us/img55/5923/00gta1sultan13ie.jpg http://img55.imageshack.us/img55/7610/00gta1sultan28wm.jpg http://img55.imageshack.us/img55/2682/00gta1sultan31rm.jpg http://img156.imageshack.us/img156/731/00gta1sultan45do.jpg Sunrise

1989-1991 Nissa Maxima

Thanks to DazzaJay who saw this as a better match than the 1990-1991 Honda Accord. http://www.cardomain.com/ride/473004 http://www.youtube.com/watch?v=kRI-Ntc9BpA http://en.wikipedia.org/wiki/Nissan_Maxima#1989.E2.80.931994 http://img362.imageshack.us/img362/4019/00gta1sunrise12mn.jpg http://img129.imageshack.us/img129/6825/00gta1sunrise27tb.jpg http://img129.imageshack.us/img129/7286/00gta1sunrise33ro.jpg http://img461.imageshack.us/img461/7358/00gta1sunrise43km.jpg Super GT 1991-1992 Mitsubishi 3000 GT/Dodge Stealth*** http://www.youtube.com/watch?v=B7xLqntktro http://en.wikipedia.org/wiki/Mitsubishi_GTO http://img362.imageshack.us/img362/8228/00gta1supergt17xw.jpg http://img182.imageshack.us/img182/1362/00gta1supergt27wd.jpg http://img322.imageshack.us/img322/6634/00gta1supergt30td.jpg Sweeper I haven't found a real good match for it. It's really more of an enclosed compact ride on litter vacuum sweeper made to handle a small neighborhood, beach, or park. The sloped front reminds me a little of the front of an Elgin Pelican, a big street sweeper I'm more familiar with. http://en.wikipedia.org/wiki/Street_sweeper A Madvac 231D, Scarab Minor, Schmidt Classic, Johnston 5000 compact, and Elgin Crosswind, just given as basic examples of a compact sweeper truck, are shown at the 1st five links below. An Elgin Pelican is shown at the sixth link. http://img530.imageshack.us/img530/8651/00gta1sweepermadvac231d5ms.jpg http://img388.imageshack.us/img388/6949/00gta1sweeperscarabminor203qi.jpg http://img530.imageshack.us/img530/6210/00gta1sweeperschmidtukcompact9.jpg http://img130.imageshack.us/img130/3914/00gta1sweeperjohnston5000compa.jpg http://img204.imageshack.us/img204/945/00gta1sweeperelgincrosswind9cl.jpg http://img74.imageshack.us/img74/3793/00gta1sweeperelginpelican6oi.jpg It looks like a little electric vehicle, an EV, possibly an electric truck, converted into a street sweeper or floor scrubber or such. A few examples of electric trucks are shown at the next three links. http://img70.imageshack.us/img70/1201/00gta1sweepercanadianelectrict.jpg http://img70.imageshack.us/img70/5409/00gta1sweeperevmeltic0sc.jpg http://img70.imageshack.us/img70/2629/00gta1sweeperevtruck20044gz.jpg http://img236.imageshack.us/img236/9360/00gta1sweeper13re.jpg http://img236.imageshack.us/img236/2700/00gta1sweeper26ph.jpg http://img236.imageshack.us/img236/2541/00gta1sweeper33dg.jpg http://img49.imageshack.us/img49/2299/00gta1sweeper46ig.jpg Tahoma 1990 (range of years?) Chevrolet Caprice Brougham with a flattened 1981-1982 Chevrolet Monte Carlo back end. The Monte Carlo is also better for the front end in the pictures I found for not having parking lights on the front corners (Just a related note: Hotring Racer B is mostly a 1986 Monte Carlo Aero Coupe Notchback.) http://en.wikipedia.org/wiki/Chevrolet_Caprice#1986.E2.80.931990 http://en.wikipedia.org/wiki/Chevrolet_Monte_Carlo#Fourth_generation

The 1st six links below show two pictures of a 1981 Monte Carlo, two of a 1990 Chevrolet Caprice (to show a couple of angles I didn't find for the Brougham), and five of a 1990 Chevrolet Caprice Brougham. http://img412.imageshack.us/img412/9900/00gta1tahoma1981chevmontecarlo.jpg http://img422.imageshack.us/img422/9900/00gta1tahoma1981chevmontecarlo.jpg http://img146.imageshack.us/img146/9069/saguide1957tahomazccap1vs2.jpg http://img412.imageshack.us/img412/6189/saguide1957tahomazccap2xs0.jpg http://img146.imageshack.us/img146/9619/saguide1957tahomazccapblg8.jpg http://img412.imageshack.us/img412/815/saguide1957tahomazccapbbt4.jpg http://img146.imageshack.us/img146/5082/saguide1957tahomazccapbfu3.jpg http://img146.imageshack.us/img146/5016/saguide1957tahomazccapbpq8.jpg http://img146.imageshack.us/img146/1852/saguide1957tahomazccapbez0.jpg http://img362.imageshack.us/img362/448/00gta1tahoma19sh.jpg http://img322.imageshack.us/img322/4608/00gta1tahoma26mi.jpg http://img182.imageshack.us/img182/9104/00gta1tahoma35ge.jpg http://img182.imageshack.us/img182/3968/00gta1tahoma47ro.jpg http://img322.imageshack.us/img322/699/00gta1tahoma50bk.jpg http://img362.imageshack.us/img362/2086/00gta1tahoma68wt.jpg http://img322.imageshack.us/img322/530/00gta1tahoma78be.jpg http://img457.imageshack.us/img457/5052/00gta1tahoma89rd.jpg Tampa 1965-1969 Chevrolet Corvair body styling that's been made longer and flatter--the size of the body below the cab roof seems more like that of a 1965 Chevrolet Chevelle Malibu. It's also been given a flatter front end with a six-sided grill. The grill looks like the inside edges of the Corvair headlight plates have been reversed for the outside edges of the Tampa grill, and it's a little smaller than the grill of a 1965-1966 Ford Mustang. It might be a clue to a longer, flatter car the Corvair is a blend with, and it just be there to throw people off when they try to guess the real car comparison for it--I haven't seen a match for it yet. Thanks to nekkidhillbilly, reaffirmed by Gman8, at GTA Forums for the Chevrolet Corvair tip. A 1965 Chevrolet Corvair, a 1965 Chevrolet Chevelle Malibu, and a 1965 Ford Mustang are shown at the links below. http://www.hubcapcafe.com/ocs/pages01/chev6503.htm http://www.hubcapcafe.com/ocs/pages01/chev6501.htm http://www.hubcapcafe.com/ocs/pages01/must6501.htm http://en.wikipedia.org/wiki/Chevrolet_Corvair#Second_generation_.281965.E2 .80.931969.29 http://en.wikipedia.org/wiki/Chevrolet_Chevelle#First_generation_.281964.E2 .80.931967.29 http://en.wikipedia.org/wiki/Ford_Mustang_%28first_generation%29 http://img152.imageshack.us/img152/9689/00gta1tampa19re.jpg http://img152.imageshack.us/img152/5708/00gta1tampa24yo.jpg http://img221.imageshack.us/img221/7658/00gta1tampa33fh.jpg http://img152.imageshack.us/img152/171/00gta1tampa49jk.jpg

Tanker 1980-1989 (range of years?) Mack R or DM 10-wheeler truck http://www.hankstruckpictures.com/apa_tribute.htm http://www.hankstruckpictures.com/james_hurley_construction.htm http://en.wikipedia.org/wiki/Mack_Trucks#R.2FRB.2C_U.2C_RD.2C_DM_models http://img221.imageshack.us/img221/6339/00gta1tanker13wb.jpg http://img152.imageshack.us/img152/9982/00gta1tanker20vk.jpg http://img152.imageshack.us/img152/8171/00gta1tanker36nt.jpg http://img221.imageshack.us/img221/1197/00gta1tanker41lx.jpg http://img221.imageshack.us/img221/9813/00gta1tanker57ma.jpg Taxi A 1990's Chevrolet Caprice.* with the cab of a 1984-1986 Holden VK Commodore. (The "Vice City" Taxi was a Ford LTD--not Crown Victoria--1983 to, at least, 1985.) The Taxi and the Cabbie can be used for the Taxi Driver mission, III.9. The 1st time C.J. enters a Taxi or Cabbie he gets $12 (as Tommy did in "Vice City"). Thanks to the Real Life Car List by Hamish Duncan, aka FORDSUCK, for the 1989 Holden VR Commodore tip. http://www.youtube.com/watch?v=jFXq9ZzRhkg http://www.youtube.com/watch?v=vzhem_tp6Gs http://www.users.on.net/~nweber/commodore/vk/index.html http://members.home.nl/godriespijkers/holden23.html http://en.wikipedia.org/wiki/Holden_VK_Commodore http://en.wikipedia.org/wiki/Chevrolet_Caprice#Fourth_generation_.281991.E2 .80.931996.29 http://img44.imageshack.us/img44/5573/00gtasacjandtaxi1tc.jpg http://img221.imageshack.us/img221/4316/00gta1taxi05bm.jpg http://img221.imageshack.us/img221/9901/00gta1taxi18ns.jpg http://img217.imageshack.us/img217/310/00gta1taxi29rd.jpg Tornado 1958 Chevrolet Bel Air Thanks again to FORDSUCK for noticing the grill, with a couple of projections, is like the one on a 1957 Chevy Bel Air (shown at the 3rd link). The front of the front bumper is shaped more like the one on a 1957 Plymouth Savoy, Belvedere, or Fury (a Savoy is shown at the 4th link). http://img515.imageshack.us/img515/4674/00gta1tornado58belair2bb1.jpg http://img110.imageshack.us/img110/248/00gta1tornado58belairwl8.jpg http://img156.imageshack.us/img156/9216/00gta1tornado57chevy1mb4.jpg http://img102.imageshack.us/img102/4862/00gta1tornado57plymouthob3.jpg http://en.wikipedia.org/wiki/Chevrolet_Bel_Air#Third_generation_.281958.29 http://en.wikipedia.org/wiki/Plymouth_Savoy http://img156.imageshack.us/img156/8436/00gta1tornado02is.jpg http://img81.imageshack.us/img81/8446/00gta1tornado11el.jpg http://img81.imageshack.us/img81/9721/00gta1tornado27vi.jpg http://img81.imageshack.us/img81/1631/00gta1tornado31jh.jpg Towtruck 1982-1986 Ford F550 (F450?) tow truck, aka a wrecker, without the horizontal bars on the grill The F550 has a thicker engine area than the handful with lower numbers in the F series, so the back of the engine hood and bot-

tom of the windshield is higher, so they're higher than the bottoms of the side windows. At the third link below, the Holmes unit on the back of the F350 looks similar except for the back of the top of it. (For the "holmes wrecker" that wants to wreck it with a truck, I guess.) It has bumpers that began appearing in the later 1980's. I had a hard time finding an F550 for the time period, let alone one that's a wrecker, on the Internet, so you'll have to imagine it pieced together from what I could find. The 1st three links below show a 1985 (F550?) truck, then a 1999 F550 (too recent, styled differently, but you can see it's moosier), then a 1988 Ford F450 wrecker (too recent, so the style is a bit wrong; it looks like it has a Holmes wrecker), then a (year?) Ford F350 with a Holmes wrecker. http://img501.imageshack.us/img501/6629/00gta1towtruck1985fordxlt4x46c.jpg http://img106.imageshack.us/img106/912/00gta1towtruck1999fordf5509vn.jpg http://img501.imageshack.us/img501/6460/00gta1towtruck1988fordf450wrec.jpg http://img102.imageshack.us/img102/339/00gta1towtruckfordf350holmes5e.jpg http://en.wikipedia.org/wiki/Ford_F-Series#Seventh_generation_.281980.E2 .80.931986.29 http://en.wikipedia.org/wiki/Tow_truck http://img217.imageshack.us/img217/5674/00gta1towtruck17jt.jpg http://img217.imageshack.us/img217/8387/00gta1towtruck29sn.jpg http://img113.imageshack.us/img113/6613/00gta1towtruck30qh.jpg http://img113.imageshack.us/img113/881/00gta1towtruck42dx.jpg Tractor 1965-1971 (?) Ford 2000, 3000, 4000, or 5000 (?) tractor This Ford tractor was part of a product line that extend by 1000's from 2000 to 9000 and ran from 1965-1975 (see the history of it at the 3rd link below). In the range of it I 1st listed, some matched the headlights (built into the front instead of on either side of it), the body over the front sides of the motor, and fenders, but I didn't find all of that with as slim a body covering along the top of the sides. A couple of Ford 2000's, the 1st from 1970 and the 2nd from an unidentified year, are shown at the 1st two links below. http://img307.imageshack.us/img307/4556/00gta1tractor1970ford20007uy.jpg http://img307.imageshack.us/img307/8504/00gta1tractorford2000too6to.jpg http://www.ssbtractor.com/features/Ford_tractors.html http://en.wikipedia.org/wiki/Tractor http://img486.imageshack.us/img486/1977/00gta1tractor1a0qq.jpg http://img486.imageshack.us/img486/4486/00gta1tractor2a5xo.jpg http://img486.imageshack.us/img486/259/00gta1tractor3a2sh.jpg http://img486.imageshack.us/img486/7173/00gta1tractor4a0xy.jpg http://img152.imageshack.us/img152/4127/00gta1tractor5a3fm.jpg http://img152.imageshack.us/img152/6249/00gta1tractor6a4yk.jpg Trashmaster

1992 Ford F800 ten-wheeler used as a rear loader garbage truck

It's the same truck as the Yankee, and both are the same as the same-name trucks in "Vice City." For more about this model, a 9th generation (1992-1996) F series truck, appearing in the time period of that game, 1986, see "Yankee." A 1995 Ford F800 and a 1992 International DT360, just shown to show the big trash box on the back, are shown at the 1st two links below. A 1997 Ford F800-10th generation, but it looks the same to me--with a similar trash box is shown at the 3rd link. http://img392.imageshack.us/img392/2889/00gta1trashmasterfordf8009hy.jpg http://img205.imageshack.us/img205/6209/00gta1trashmaster1992internati.jpg http://img140.imageshack.us/img140/6206/00gta1trashmaster1997fordf8001.jpg http://en.wikipedia.org/wiki/Ford_F-Series#Ninth_generation_.281992.E2 .80.931996.2F1997.29 http://en.wikipedia.org/wiki/Garbage_truck http://img105.imageshack.us/img105/5567/00gta1trashmaster15xw.jpg http://img105.imageshack.us/img105/8384/00gta1trashmaster25sk.jpg http://img105.imageshack.us/img105/3870/00gta1trashmaster39rq.jpg http://img105.imageshack.us/img105/1451/00gta1trashmaster49qh.jpg http://img105.imageshack.us/img105/4113/00gta1trashmaster56ti.jpg http://img105.imageshack.us/img105/3104/00gta1trashmaster67wm.jpg http://img488.imageshack.us/img488/7016/00gta1trashmaster77do.jpg Tug Baggage tractor. As with the Baggage, there are a lot of similarlooking models but I couldn't find an exact match. The one shown at the web address given below, a Harlan Baggage Tow Tractor Model HTAG-30/40, basically looks like a Tug. Although the Tug has a hitch on the back as a Baggage vehicle does, I've yet to find anything that can be hitched to it. http://en.wikipedia.org/wiki/Ground_support_equipment#Tugs_and_tractors http://img523.imageshack.us/img523/9846/saguide2020tugharlanzl2.jpg http://img362.imageshack.us/img362/9895/00gta1tug12ea.jpg http://img457.imageshack.us/img457/9808/00gta1tug28mc.jpg http://img385.imageshack.us/img385/8519/00gta1tug34sf.jpg http://img457.imageshack.us/img457/8460/00gta1tug44jm.jpg http://img385.imageshack.us/img385/9779/00gta1tug50yu.jpg http://img385.imageshack.us/img385/31/00gta1tug61tj.jpg Turismo 1987-1988 Ferrari F40** http://www.youtube.com/watch?v=BO6-JWKOisQ http://en.wikipedia.org/wiki/Ferrari_F40 http://img385.imageshack.us/img385/4525/00gta1turismo00pn.jpg http://img385.imageshack.us/img385/262/00gta1turismo11hn.jpg http://img457.imageshack.us/img457/4328/00gta1turismo2a1ps.jpg http://img385.imageshack.us/img385/5058/00gta1turismo3a7dx.jpg http://img362.imageshack.us/img362/434/00gta1turismo47mi.jpg http://img268.imageshack.us/img268/6397/00gta1turismo5a2id.jpg http://img268.imageshack.us/img268/813/00gta1turismo6a3st.jpg http://img268.imageshack.us/img268/1605/00gta1turismo7a5we.jpg Uranus 1990-1994 Mitsubishi Eclipse, Eagle Talon, and Plymouth Laser* http://en.wikipedia.org/wiki/Mitsubishi_Eclipse#1990.E2.80.931994_.281G .29_Mitsubishi_Eclipse.2C_Eagle_Talon.2C_and_Plymouth_Laser

http://img113.imageshack.us/img113/3245/00gta1uranus10jv.jpg http://img181.imageshack.us/img181/7300/00gta1uranus27px.jpg http://img113.imageshack.us/img113/3992/00gta1uranus38mw.jpg Utility Van mid--1970's to 1992 Chevrolet (C20?*) Utility truck with a grill more like that on a model in the later part of that series (or on an Ford FSeries?). A (year?) Chevrolet Utility truck and a 1989 Ford F250 utility truck are shown at the 1st two links below. http://img212.imageshack.us/img212/241/00gta1utilitytrucktoorecentche.jpg http://img205.imageshack.us/img205/3576/00gta1utility1989fordf2500ar.jpg http://en.wikipedia.org/wiki/Chevrolet_C/K#Third_generation_1973.E2.80.931987 http://img113.imageshack.us/img113/9065/00gta1utilityvan10fn.jpg http://img113.imageshack.us/img113/7540/00gta1utilityvan24ts.jpg http://img47.imageshack.us/img47/8789/00gta1utilityvan32gb.jpg A Utility Van can also be hitched to a little "STREET CLEAN" trailer, but I'm not sure if it's in the unmodified game. So far I've only seen it by using the GTA SA Control Center (X.13.c) which calls it a "Utility Trailer." http://img135.imageshack.us/img135/4808/00gta1utilityvan8a5qc.jpg Vincent an early-mid 1980's (elongated) Audi 100/200/5000 (without a strip to divide off the little rear side windows and a squared off cab) with BMW 5 Series (round) headlights Thanks to NSX of the GTA Forums site http://en.wikipedia.org/wiki/Audi_100#Audi_100.2C_200_.26_5000_.28C3.2C_1982 .E2.80.931991.29 http://img207.imageshack.us/img207/9484/00gta1vincent17zu.jpg http://img103.imageshack.us/img103/8783/00gta1vincent21me.jpg http://img207.imageshack.us/img207/474/00gta1vincent36rv.jpg Virgo 1977-1979 Mercury Cougar XR7 with the vertical brake lights of a 19771979 Lincoln Continental Mark V. It's like the "Vice City" Virgo except it doesn't have the horizontal brake lights of the Lincoln. Thanks to Grand Theft Grampa at GTA Forums for the Mercury Cougar XR7 tip. A 1978 Mercury Cougar XR7 and a 1977 Lincoln Continental Mark V are shown at the links below. http://www.mercuryarchive.com/1973to1978/1978CougarXR7.jpg http://en.wikipedia.org/wiki/Mercury_Cougar#Fourth_generation_.281977.E2 .80.931979.29 http://img20.imageshack.us/img20/5522/00gta1virgo1977lincolncontmark.jpg http://en.wikipedia.org/wiki/Lincoln_Continental_Mark_V http://img84.imageshack.us/img84/6391/00gta1virgo1a3wy.jpg http://img84.imageshack.us/img84/9554/00gta1virgo2a9oq.jpg http://img84.imageshack.us/img84/3417/00gta1virgo3a3eg.jpg Voodoo 1960 Chevrolet Bel Air coupe low-rider The 1960 Chevrolet Biscayne Fleetmaster, Biscayne, and Bel Air models had two brake lights per side--the Im-

pala had three per side. The Biscayne Fleetmaster was the least expensive, with some parts painted instead of being chrome-plated. The regular Biscayne had less "brightwork," as the Wikipedia site describes it, than the Bel Air. Some of the small number of Biscaynes and Bel Airs I found with the Google search engine have been fixed up and painted, and I can't be sure which, if any, of the Biscaynes I saw are Biscayne Fleetmasters. The Voodoo has a chrome plate across the back that the brake lights are set in. The Bel Air had that chrome plate or a chrome ring around the same area. Unless all the Biscaynes I saw were Fleetmasters, it looks like the Biscayne didn't have the chrome plate or ring. The Voodoo doesn't have chrome-plating on the edges of the tail fins. All the Biscaynes I found had that chrome plating on them, so the lack of it could be a detail of a Biscayne Fleetmaster or just a detail that was left off. The chrome stripe on each side of the Voodoo looks wider than the one on the Bel Air and I didn't see one on a Biscayne, so it either suggests the Bel Air or a customization. The "Vice City" Voodoo is similar. http://img144.imageshack.us/img144/5902/00gta1voodoo60chevbelair1ng2.jpg http://img71.imageshack.us/img71/3555/00gta1voodoo60chevbelair2kl0.jpg http://img71.imageshack.us/img71/3851/00gta1voodoo60chevbelair3wc7.jpg http://img71.imageshack.us/img71/1584/00gta1voodoo60chevbelair4fa9.jpg http://img71.imageshack.us/img71/3403/00gta1voodoo60chevbelair5it5.jpg http://img71.imageshack.us/img71/5531/00gta1voodoo60chevbelair6aj2.jpg http://en.wikipedia.org/wiki/Chevrolet_Bel_Air#Fourth_generation_.281959.E2 .80.931960.29 http://en.wikipedia.org/wiki/Chevrolet_Biscayne Thanks to reader Timo Hakala for writing to me that Rockstar designed it so you can blow it up by shooting the license plate in the back because the gas cap is behind the license plate on an Impala. (So I guess it's the same for a Biscayne or Bel Air.) http://img47.imageshack.us/img47/7205/00gta1voodoo10np.jpg http://img113.imageshack.us/img113/640/00gta1voodoo24in.jpg http://img113.imageshack.us/img113/1289/00gta1voodoo37dd.jpg http://img113.imageshack.us/img113/9443/00gta1voodoo47oj.jpg http://img47.imageshack.us/img47/553/00gta1voodoo52hk.jpg Walton

See the section above on Hybrids.

Washington 1984(?)-1987 Lincoln Continental The body looks like a model from the latter part of the 1982-1987 generation--more rounded. It doesn't have the round raised section, where the spare tire goes, on the trunk. The outside

edges of the parking lights have been made vertical and the top of the grill is a bit lower. In addition to the vertical brake lights, it has the horizontal brake lights of a Lincoln Town Car except the middle section is replaced by a license plate. (The "Vice City" Washington and FBI Washington have a body and grill more like a Lincoln Continental from the 1982-1983 part of the time range.) A 1986 Lincoln Continental is shown at the 1st three links below, and a 1987 Lincoln Town Car is at the fourth link. http://img66.imageshack.us/img66/8886/00gta1washington1986lincolncon.jpg http://img66.imageshack.us/img66/9574/00gta1washington1986lincolncon1.jpg http://img66.imageshack.us/img66/3585/00gta1washington1986lincolncon2.jpg http://img405.imageshack.us/img405/8213/00gta1washington1987lincolntow.jpg http://en.wikipedia.org/wiki/Lincoln_Continental#Seventh_generation_.281982 .E2.80.931987.29 http://en.wikipedia.org/wiki/Lincoln_Town_Car#First_generation_.2819811989.29 http://img103.imageshack.us/img103/5758/00gta1washington16fd.jpg http://img103.imageshack.us/img103/6592/00gta1washington27uu.jpg http://img103.imageshack.us/img103/9858/00gta1washington38hp.jpg Wayfarer 1988-1992 Honda Gold Wing GL1500 suits the time period, but the back end, seen in profile, looks more like a 2001-2004 model. http://img84.imageshack.us/img84/3704/00gta1hondagoldwinggl150019892.jpg http://img84.imageshack.us/img84/5406/00gta1hondagoldwing19903qz.jpg http://img84.imageshack.us/img84/1073/00gta1hondagoldwing1990too7nr.jpg http://www.goldwingworld.com/pages/History.htm http://en.wikipedia.org/wiki/Honda_Gold_Wing#GL1500 http://img207.imageshack.us/img207/8448/00gta1wayfarer16aj.jpg http://img113.imageshack.us/img113/6564/00gta1wayfarer23pk.jpg http://img113.imageshack.us/img113/1662/00gta1wayfarer33xy.jpg http://img207.imageshack.us/img207/5036/00gta1wayfarer44qv.jpg http://img113.imageshack.us/img113/9353/00gta1wayfarer58ia.jpg Willard 1988-1989 Dodge Dynasty* or Chrysler New Yorker. http://www.cardomain.com/ride/294951 http://www.allpar.com/model/dynasty.html http://en.wikipedia.org/wiki/Dodge_Dynasty http://img156.imageshack.us/img156/6636/00gta1willard17rm.jpg http://img125.imageshack.us/img125/3987/00gta1willard27eh.jpg http://img125.imageshack.us/img125/3971/00gta1willard35je.jpg Windsor 1966 Alfa Duetto (later models, a bit different, are called Alfa Romeo Spider) It was made popular as the car Dustin Hoffman's character, Benjamin Braddock, drove in the movie "The Graduate," 1967. Thanks to a post at the Gamefaqs message boards by sonofkorol who nailed this one. http://img220.imageshack.us/img220/7976/00gta1windsoralfaromeoduettoto.jpg http://en.wikipedia.org/wiki/Alfa_Romeo_Spider#Series_1_Spider_.2819661969.29 http://img207.imageshack.us/img207/3039/00gta1windsor10fl.jpg http://img207.imageshack.us/img207/6753/00gta1windsor28au.jpg http://img207.imageshack.us/img207/5172/00gta1windsor30tt.jpg http://img207.imageshack.us/img207/2231/00gta1windsor42fy.jpg This is the glitch that happens if C.J. lets the lady in the screenshots for the Launch, Reefer, Maverick, and S.W.A.T. van drive:

http://img205.imageshack.us/img205/5409/00gta1windsortitglitch1df.jpg Yankee 1992 Ford F800 used as a box truck It's the same truck as the one used as a Trashmaster. The earliest matching picture I found was from 1994, so it's probably from the F-Series 9th generation (1992-1996) described in the Wikipedia article below. If so, since it appeared in "Vice City" in a 1986 setting, it's like the Slamvan in having a real life counterpart that appeared after the time frame of the game. (The Yankee 1st appeared, and looked about like it does in "San Andreas," in "GTA III," which has a 2001 or so time frame.) I try to pick vehicles that appeared within the time frame of the game when I can, but to adhere to that too strictly is impossible. Many of the vehicles, like the Glendale, are mixtures that never appeared in that combination in any period in real life at all. I only have a hard and fast rule that if a vehicle has a real life counterpart, it has to appear before the game was created--afterward is right out...unless someone mods a Mercury to look like the Cuban Hermes after "Vice City" comes out or such. A couple of 1995 Ford F800s, one with a 16' box and one with an 18' box, are shown at the 1st two links below. http://img212.imageshack.us/img212/5171/00gta1yankeefordf800box16ft3lb.jpg http://img111.imageshack.us/img111/1231/00gta1yankee1995fordf80018ftbo.jpg http://en.wikipedia.org/wiki/Ford_F-Series#Ninth_generation_.281992.E2.80 .931996.2F1997.29 http://img84.imageshack.us/img84/8444/00gta1yankeevc12zx.jpg http://img154.imageshack.us/img154/8479/00gta1yankee10gv.jpg http://img154.imageshack.us/img154/6119/00gta1yankee25an.jpg http://img88.imageshack.us/img88/2493/00gta1yankee35sn.jpg http://img88.imageshack.us/img88/1554/00gta1yankeeiii14pe.jpg Yosemite 1980-1986 Datsun 720 (later the Nissan hardbody) pickup truck It's like the Monster B except the wheel wells are squared off. Thanks again to reader Logan King for tip about the 1988-1990 GMC GMT400 trucks, which have a similar body and make a better match for the wheel wells, and about the Monster B/Yosemite similarity. A 1982 Datsun 720 and a 1988 GMC GMT-400 are at the next two links. http://img125.imageshack.us/img125/5214/saguide1635monsterb2dathu1.jpg http://img487.imageshack.us/img487/5283/saguide2100yosemite1988sy9.jpg http://en.wikipedia.org/wiki/Datsun_Truck#Datsun_720 http://en.wikipedia.org/wiki/Nissan_Hardbody_Truck http://en.wikipedia.org/wiki/GMT400 http://img80.imageshack.us/img80/7824/00gta1yosemite19oz.jpg http://img213.imageshack.us/img213/2291/00gta1yosemite23hj.jpg http://img213.imageshack.us/img213/8384/00gta1yosemite39fe.jpg http://img80.imageshack.us/img80/3158/00gta1yosemite46tp.jpg ZR 350 trunk

1989-1991 (1992?) Mazda RX-7*** Series 5 with an air foil on the

The ZR 350 headlights open or close depending on how bright the surroundings are. http://www.youtube.com/watch?v=x5Id5tOP-S4 http://en.wikipedia.org/wiki/Mazda_RX-7#Second_generation_.28FC.29 http://img362.imageshack.us/img362/8435/00gta1zr3501a3oo.jpg http://img362.imageshack.us/img362/8909/00gta1zr3502a9em.jpg http://img362.imageshack.us/img362/5456/00gta1zr3503a6ch.jpg http://img114.imageshack.us/img114/5076/00gta1zr35033fv.jpg ******** Some performance notes so far: Fast motorcycles with good handling: NRG-500, FCR-900, and PCJ-600. Fast cars with good handling and/or Sex Appeal (SA) and/or resistance to damage: Hotring Racer and Cheetah (SA), followed by Bullet (SA), Super GT (SA), and Banshee (SA). Fast cars with Sex appeal but frail: Infernus, Turismo, and Comet. Fast bicycle: Mountain bike (I like the CJPHONEHOME code for it, too). Moderate speed with good handling: Uranus (SA), Bandito (good ability to flip upright for one of the bouncier vehicles), Tow Truck, Berkley's RC Van, Hotknife (if going fast, use Brake and Reverse before turns), S.W.A.T.(durable), Taxi, Hustler, and Dune. SUV's: Sandking (fast and durable), FBI Rancher, and Rancher. Little, light, fast cars: Comet (SA but not real durable), Blista, and Flash (SA). Burly bruisers: Rhino, San Fierro trolley, Trains, Roadtrain, the little San Fierro Fire truck with a ladder, and Dumper. Fast boats with Sex Appeal: Squalo III (SA) and Speeder (SA). Roll over-things: Dumper, Monster truck, and various vehicles when given hydraulics; people: Combine Harvester. Roll around with a-hostage: Hotdog van or some jacked vehicles; gang member or prostitute: car, truck, motorcycle except the Pizzaboy, Andro-

mada, Beagle, Dodo, possibly a Skimmer, and a helicopter except the Hunter

or

Leviathan. ******** I'll see if I can find out more later; in the meantime: I.8.b

A rundown of some of the people who drive them

The criminals, gangs, and hookers of "San Andreas" have their own automotive preferences. According to data\cargrp.dat: The criminals listed in "Crimes" (I.5.k) are among those who drive Perennials, Blades, and Clovers. Drug dealers are among those who drive Ranchers. The hookers are among those who drive Perennials. These gangs are among those who drive the vehicles following their names: The The The The The The The The

Ballas Grove Street Family Los Santos Vagos San Fierro Rifa De Nang Boys Italian Mafia Triads Varrio Los Aztecas

Majestics and Tahomas Greenwoods, Savannahs, and Voodoos Oceanics, Tornados, and Hermes Sabres, Stallions, and Blades Buccaneers, Mananas, and Tampas. Sentinels, Admirals, and Feltzers Sultans, Stratums, and Elegys Hermes, Broadways, and Glendales

&&&&&&&&&&&&&&&&&&&& I.9

Wanted Ratings

- One star causes a policeman Police Cars, Rangers, or HPV1000s, and a boat or in the water, or flying lice may attack with a Predator the Predator,

or two to chase on foot or in one or two attack with 9mms or Nightsticks; if C.J. is in low enough over water, travelled by boats, poor two, firing 9mm guns and the machine gun of

- two, the police chase and attack more aggressively, - three, the police chase and attack with 9mm pistols and sometimes Shotguns, roadblocks of destructible sawhorses and Police cars with police men who attack with 9mm pistols, and occasionally Shotguns, are put up, and a Police Maverick firing a machine gun joins to chase and attack. The police on the ground are mostly replaced for the three higher wanted rat-

ings, and the replacement for each of the three is unique to that wanted rating. Otherwise, Predators of police still fire 9mm pistols or the machine gun of the Predator if C.J. is in a boat or in the water, or flying low enough over water, travelled by boats, and a Police Maverick still fires a machine gun in each case. In addition, a Hydra that fires missiles may appear if C.J. is flying high enough in each case. - four, roadblocks of destructible sawhorses and Enforcers with S.W.A.T. agents who attack with Mini-SMGs are put up, and S.W.A.T. agents chase in Enforcers, rappel from another helicopter, and attack with Mini-SMGs, - five, roadblocks of destructible sawhorses and FBI Ranchers with FBI agents who attack with SMGs are put up, four FBI agents per FBI Rancher chase and attack with SMGs, and a News Chopper, and a second Police Maverick that attacks with a machine gun, may appear near the Police Maverick that attacks with a machine gun, and - six, roadblocks of destructible sawhorses and Barracks with Army who attack with M4s and Shotguns are put up, the Army soldiers chase Barracks and Rhinos and attack with M4s and Shotguns, and a News Chopper, and Police Maverick that attacks with a machine gun, may appear near the Maverick that attacks with a machine gun.

soldiers in a second Police

C.J. can get five wanted stars after "Farewell, My Love" (VI.15). C.J. can get six wanted stars after shooting down the five Mavericks in "Interdiction" (VIII.3) (thanks to rubregg for the tip). In San Fierro, social worker policemen, who tell C.J. they offer counseling and understanding as an alternative but attack just like the other policemen, appear among the policemen. Thanks to Orion_SR for the extra information about what triggers the game to create law enforcement, etc. During a one star wanted level, only one police man on foot will chase C.J. at a time--the one that's closest to C.J.. If a second one joins in shooting at him, the one farther away stops when they're through with their current round of shots. They get confused someetimes, though, as when Orion_SR had C.J. get behind a police man who didn't take up the attack on C.J. and a second police man kept shooting the first one. And the map has hundreds of spawn points for the appearance of law enforcement, so you can remember some of them and plan C.J.'s crime spree routes accordingly. **** One wanted star and bribes

For one star, I think having C.J. get away from a pedestrian area, get on foot, and crouch helps end it. Otherwise, you can just have C.J. keep driving, flying, or sailing, fast enough that the police can't bust him till the star goes away. Unlike "Vice City," where only one star might go away in time, I've had higher numbers of stars do that in "San Andreas." Rusk says up to four might do that depending on what C.J. did to get them. A bribe gets rid of one wanted star. Once a bribe is used, another appears in the same location in five hours of game time (a little over five minutes) if C.J. is at least 20 feet (?) from the spot it usually appears in at the time it can reappear. Some airborne bribes, or ones near the ground with enough clearance around them, can help if C.J. is flying. For the locations of the airborne bribes, see "How to get as much done as possible before starting the main missions" (I.16). http://img296.imageshack.us/img296/4818/00gta1newschopper58wi.jpg http://img488.imageshack.us/img488/8843/00gta1newschopper67oe.jpg ******** Some basics for handling a wanted rating Orion_SR gets my thanks for the tips he picked up in having C.J. make bold explorations into the off-limit areas with a four star wanted level--tips that have good general application in having C.J. survive a high wanted level (I.16): For a higher wanted rating, the firing at C.J. increases, and knocks down his Armor and Health if he's on foot, so try to keep him driving. Have C.J. drive fast enough to keep the Police from being able to bust him, but drive slow enough to be able to brake to avoid Police cars that drive in front of him. Have him try to drive off-road, even away from where pedestrians appear, and cross the street in the middle of blocks instead of at intersections, as much as possible to cause the Police to lose track of him. If he's flying, have him fly low to the ground to try to avoid some of the shots fired from Police Maverick helicopters. Flying low can also cause any Hydras, which fire heat-seeking missiles at him, to lose track of him (as in "N.O.E."). C.J. gets full Armor the 1st time he gets into an Enforcer. If C.J.'s Armor is knocked down by law enforcement, you might have him jack an Enforcer. C.J. will probably be shot at if he's on foot or swimming when he's wanted. Sometimes he's busted instead if he's in a vehicle that's on the ground, or a

flying vehicle hovering near the ground, when the corrupt law enforcers attack him. Law enforcers like to ram his vehicle with their land vehicles, so it's frequently a good evasive maneuver to have C.J. brake instead of accelerate when that's about to happen. ******** Things that remove any number of wanted stars Having C.J. get a vehicle a new coat of paint at a Pay 'n' Spray, Michelle's garage, or a mod shop, having him put on a hat, shades, or clothes for torso or legs, get a haircut, get a ride on an airline from one of the three airports to one of the other ones, and sometimes end a mission, can get rid of any number of wanted stars. Having C.J. take off and put on the same torso, etc., clothes works, too, so you can have him do that at the very start of the game when he only has one outfit, or later if you don't want to change his look. According to MisterKrawk at the Gamefaqs message board, you can cancel a wanted level by having C.J. use the monitor at any school then just exit the screen--it also creates good weather. Each of the three airport airline offices (I.7.g) is available for rides when its territory is legally available--C.J. has to make at least two territories legally available to use the airlines for rides. Thanks to Orion_SR for telling me that when the Badlands become legally available C.J. can get an airline ride from Las Venturas, which clears the wanted rating he got from going there, to Los Santos, too. (Having C.J. get wasted or busted clears a wanted rating, too, but I don't save the game after that. Saving the game can do it, but I don't save the game while C.J. has wanted stars, either.) (At the other extreme, having C.J. drive a law enforcement vehicle makes a wanted rating last at least as long as he drives it.) **** The Stat for how long C.J. can make a five star wanted rating last One place to try could be the Pay 'n' Spray across from the Cluckin' Bell in S Idlewood, Los Santos. Leave a vehicle in it so C.J. can get rid of the rating before getting killed. A save place with a wardrobe closet that has clothes in

it will work just as well, especially one with an awning, like the Clown's Pocket, that also lets C.J. run for cover from helicopter fire. Another good place is the mid-N side of Corvin Stadium in San Fierro. The low ground between the stadium and the road the law enforcers show up on makes a kind of moat. There's a chili dog vendor and a soft drink machine on the porch if C.J.'s Health gets low. **** Fun with wanted ratings As with the last couple of GTAs, it can be fun to lead the law enforcer's vehicles over Unique Jumps. Another gimmick is to cause their vehicles to fall down slopes, such as the side of Mount Chiliad. Another spot like that is Fisher's Lagoon, mostly S on the beach under the "L," in Red County. When I tried it, the law enforcement vehicles kept coming over the guard rail of the road to the W. They couldn't handle the slope from it very well, and they usually either tried to get back up the slope, ignoring C.J., or slid right past the beach into the water. At that stage, I didn't see any helicopters, for some reason. Before helicopters showed up, C.J. had little to shoot--the biggest worry is he would die of starvation from how long he could stand around and watch this. Then I flew him to a vehicle left in a Pay 'n' Spray. A similar spot you might like for C.J. if he gets a wanted rating during a rain is an area of Chinatown with steep streets on three sides. The law enforcement vehicles slide back down those streets when they try to drive up to him. In one test I did, a police car would fly down from a roof onto the E part of the E to W street of the N side of the "wine glass" shape of the Emerald Isle area while C.J. drove E to W on it. It's sort of a Lemmingsmobile. Orion_SR wrote to me that the proper place for the Police car to come from is through the gate of the LVPD garage to the E, but there's no Z axis figure (vertical placement) for the car, so it may come from the roof. (He also said pictures by GTA Phreak and zmoonchild of the falling car are what prompted Orion_SR and pdescobar to try to figure out trigger zones.) He said a similar Police Lemmingsmobile may fly from the roof of the LV Court

House garage instead of through the gate for the same reason. The gate is N of the NE corner of the block with "CA ANTE" of "ROCA ESCALANTE." If you have C.J. drive E then S around that corner, you might see the Police car crash on the road farther S (in the area of the garage with a Minigun). voodoochild19's post at Gamefaqs reaffirms that if C.J. is going to use a weapon weaker than a Rocket Launcher or Minigun to shoot down a helicopter, it's easier if he shoots at the front of the propeller motor box on the roof. A Hydra dogfight, dropping chaff to throw the attacking Hydras off and shooting them down with missiles, can be exciting. One gimmick which might help you target (Spacebar) and shoot attacking Hydras is to put the thrusters of C.J.'s Hydra in a halfway position (NP2 and NP8) so it maneuvers like a jet but goes slowly. **** The off-limits area of Area 69 http://img179.imageshack.us/img179/958/00gta1screen995gu9.jpg From the start of the game till "Farewell my Love" (VI.15), having C.J. go over the off-limits section of Area 69 causes a four star wanted level. After that mission, it causes a five star wanted level till C.J. leaves the area, when it drops down to four. The fenced-in sections of Area 69 give the best reference for the off-limits areas of it--it's a smaller area within the one surrounded by the dirt path shown on the map and radar in the game. The boundaries of the off limits areas are: - W: about four feet outside the W fence, and extending straight south to a 90 degree angle with the S boundary. - N: in the NW, straight E from the middle of the SAM missile launcher and along the inside of the W half or so of the N fence, and a couple feet outside the E half or so of the N fence. - E: a couple of feet outside the E-most E fence, and extending straight S to a 90 degree angle with the S boundary. - S: a couple of feet outside the S-most S fence, and extending E to a 90 degree angle with the E boundary, and extending W to a 90 degree angle with the W boundary. For more about the blind spots of the SAM sites in Area 69, see the end of

"Black Project," VIII.15. The four SAM sites at Area 69 are active throughout the game. **** The off-limits area of Easter Basin Naval Base http://img143.imageshack.us/img143/7480/00gta1screen996tx8.jpg From the start of the game till "Farewell my Love" (VI.15), going over the off-limits area of the Easter Basin Naval Base causes a four star wanted level. After that mission, it causes a five star wanted level till C.J. leaves the area, when it drops down to four. Below the SW corner is a set of steps, not indicated on the map, that lead up E from a low pier, which is shown as a small square. The N-S border line I drew is N of the base of the steps. The off-limit area extends about two feet N of the entrance--from there, E to the shore and W to about halfway along a little section of fence. The SAM sites on the ship are only active during "Vertical Bird" (IX.2. &&&&&&&&&&&&&&&&&&&& I.10

Ghost hell, ghost world, ghost heaven, and Liberty City

To explore the interior world of "San Andreas," go to the GTA Forums web site, GTA Series, GTA San Andreas, Cheats and Tricks, Hidden Interiors via the Ganton Gym! Go to page one, etc., and the various links offered: http://www.gtaforums.com/index.php?act=ST&f=116&t=166773 For The Map The

PC teleportation devices, see: San Andreas Place Manager (X.13.a) Teleporter/Vehicle Spawn (X.13.b) GTA SA Control Center (X.13.c)

Make sure it works with v1.01 if you use the patch for the game. The GTA SA Control Center works with the unpatched or patched version of the original game. **** Interior heaven Most of the hidden interiors are rendered separately from the exterior SA world and are grouped in "heavens," high above the usual height limit of the

game, which include commonly available places on the ground, like Cluckin' Bell. Entering a commonly available one gives you access to the others of the group. See "Hidden Interiors via the Ganton Gym!" at GTA Forums and the article on Hidden Interiors at en.wikigta.org: http://www.gtaforums.com/index.php?showtopic=166773 http://www.gtaforums.com/index.php?showtopic=166773&st=1760 http://en.wikigta.org/wiki/Hidden_interiors_%28GTA_San_Andreas%29 If you want to teleport C.J. to a Hidden Interior, make sure you send him somewhere he can get there from 1st--an interior of the same interior heaven group. For example, from the inside of the Prickle Pine save house, C.J. can teleport to the Andromeda interior used in "Stowaway." If you don't do that, you may just watch C.J. fall a long way to invisible ground. Which interiors to use to get into the others of the group: http://www.gtacentral.com/carpetdweller/interiorwishlist01.html The places in each heaven: http://www.gtacentral.com/carpetdweller/heavgro02.html http://www.gtamodding.com/index.php?title=Interior#San_Andreas_2 You might otherwise want to use the Parachute code, AIYPWZQP, to give C.J. a safe landing if he falls. The Jetpack code is ROCKETMAN. I've had C.J. fall and it didn't give him a Jetpack till he hit the ground, which wasn't much use, yet the Parachute appeared in time for the same fall. A GTA Forums message posted by Fireman gave Edison Carter's list of the coordinates for the PC version of the hidden interiors: http://www.gtaforums.com/index.php?showtopic=214434 http://www.gtaforums.com/index.php?showtopic=166773&st=1760&#entry2954737 A number of the interiors are listed in the data\maps\Audiozon.ipl file. Have C.J. enter a place that loads the graphics for the interior, then teleport him to an interior of the same group. Spaceeinstein's SA version of his "All In One Mod" (X.13.ii) makes it easy to have C.J. go to the hidden interiors, too. The Atrium, Doherty garage, Area 69, and Sindacco plastics factory interiors appear inside their exteriors, but only the last two interiors appear at the same time as the outside world. The Verdant Meadows safehouse, Welcome Pump truck stop, and Lil' Probe Inn interiors are all below ground in basically the same area as their exteriors. The Atrium and the Doherty garage are distinctive hidden interiors in that their interiors appear with some exterior elements added. You can compare exterior things seen from outside and inside to see the difference. The Jetpack works in the Atrium so you can use it to look through the upper windows. Opius says that the reason most interiors are created separately from their exteriors is that many are larger than the exteriors and, since some use a lot

of polygons, it saves the game from having to render a batch of them unnecessarily. **** Liberty City I'll give you a multiple choice of ways to see Marco's Bistro, from the easiest to the hardest. - Install the Liberty City mod for "Vice City," which uses the interior and back lot and yard of Marco's Bistro from "San Andreas" except for the snow, and send Claude there to look at it. He can use a helicopter to look at the rest of Liberty City, too. http://www.gtaforums.com/index.php?showtopic=446025 - Teleport. According to Fireman: http://www.gtaforums.com/index.php?showtopic=195114&st=0 Send C.J. into any interior that has a yellow entrance cone (C.J's house, a fast food place, etc.), then use these coordinates to send C.J. to the inside of a warehouse: x 1416.725 y 2.203633 z 1000.926 Then have C.J. teleport from the warehouse to Liberty City: My coordinates for the street in front of Marco's Bistro: X -737.7181 Y 492.2733 Z 1371.977 Fireman's coordinates for the back lot of Marco's Bistro: x -819.465 y 504.4395 z 1362.436 From there, C.J. can use the back door to see the interior. You can have C.J. shoot a gun and see what causes a ricochet to see what's solid. Downhill from the front of Marco's, the street and sidewalks are solid until beyond the first intersection. N from Marco's at the top of the hill, the

street and sidewalks are solid up until past the first gray door on the left. In front of Marco's, the building N of Marco's isn't solid, and the darks walls of the S part of Marco's aren't solid. The Jetpack won't help C.J. fly in Liberty City, but you can use the "kangaroo" code so he can jump over a wall from the highest patio in front to the back lot. The back lot, yard, and walls that enclose them are solid. You can have C.J. do a "kangaroo" jump to the N over a couple of walls and walk on a couple of alleys. If you use the SCM Hook (X.13.ee), you can remove the height limit for the Jetpack and let C.J. fly to get a better look at the scenery. More of Portland can be seen than you might have expected, although the graphics are mostly pretty plain. http://www.gtaforums.com/index.php?showtopic=222397 According to edisoncarter, "You can teleport straight to LC if you go into SubUrban or Caligula's Casino, although the sky color probably won't be right." If you have C.J. teleport to the warehouse, you can have him use the Jetpack to fly to the Doherty garage since approaching it this way causes the N garage door to be open. The "camera" views used while C.J.'s inside the garage aren't the best for exploring, but you can have C.J. use his Camera to get a close look at everything. - Ben Fleming at GTA Forums explains how you can send C.J. to Liberty City on PS2 and Xbox, also a long method that works for all versions of "San Andreas," at the next link. http://www.gtaforums.com/index.php?showtopic=184944&st=0 **** Entrance markers in the sky A yellow inverted cone of light, the kind used by C.J. to enter and exit buildings, for the interior of the Cluckin' Bell hovers high above the ground level exterior of the Cluckin' Bell in Fort Carson, Bone County. It's on the E side of the stem of the "Y" formed by two roads E of the main residential section of blocks. (To get to the cone of light, you might use the "SCM Hook" mod, X.13.ee, to remove the height limit for the PC Jetpack, or you might try the method rwesterh used for the next example.)

rwesterh found a yellow entrance marker for a 24-7 high above the middle of the E side of the brown oval of Blueberry Acres. He used the GTA SA Control Center, X.13.c, to teleport C.J. up to it. The coordinates he used to get C.J. up there in a flying Dinghy are: X: 1.277 Y: -31.309 Z: 990.962 Fireman says there are a lot of them high above Catalina's place, too. **** How to enter the Bone County "Stowaway" Andromada by MOrt(at)nius and me MOrt(at)nius writes that the coordinates for the interior of the Andromada used in "Stowaway" are X: 319.0025, Y: 1024.137, Z: 1949.88. I'll add that you could have C.J. enter the Prickle Pine save house in NW Las Venturas or a Cluckin' Bell, then use the GTA SA Control Center (X.13.c) to teleport C.J. to this Andromada interior. The exterior of the jet, with a red windshield, isn't solid, so you can't have C.J. teleport up about 10 feet more and walk around on it. You could use the SCM Hook (X.13.ee) to allow the Jetpack to travel higher than the usual height limit, use the "ROCKETMAN" code to give C.J. a Jetpack, then have C.J. fly out the end (the end C.J. jumps from in "Stowaway") to let C.J. fly around to have a look at it. **** Fireman's, edisoncarter's, and pdescobar's coordinates Thanks to Fireman for these coordinates (I found the return trip ones): Sweet's house, seen in "Reuniting the Families"--send C.J. into Sub Urban or Caligula's, then teleport him to: X 2524.27, Y -1679.94, Z 1015.497 (Send him back to Sub Urban: X 203.778, Y -48.4924, Z 1001.805.) Fireman says if C.J. isn't equipped with a weapon, the light in Sweet's living room is off, but if he's equipped with a weapon, the light is on. Ryder's place--send C.J. into The Pig Pen, then teleport him to: X 2464.109863, Y -1698.659912, Z 1013.509949 (Send him back to The Pig Pen: X 1205.476, Y -8.671263, Z 1000.922.) Thanks to edisoncarter for these coordinates (I found the return trip ones): Airport--send C.J. to the Johnson house clothes closet (Wardrobe), then tele-

port him to: X -1863.149902, Y -19.6598, Z 1061.149902 (Send him back to the Johnson house clothes closet: X 255.137, Y -41.5322, Z 1002.023, Angle 270.) http://img174.imageshack.us/img174/1450/00gta1screen999xg4.jpg Brothel (Fanny Batter's whore house)--send C.J. into Zero's RC Shop, San Fierro gym, or the Las Venturas Sex Shop, then teleport him to: X 744.54, Y 1437.6, Z 1102.7. (Send him back to Zero's RC Shop: X -2238.686, Y 130.9023, Z 1035.414.) Brothel 2--send C.J. into the Johnson house, Pro-Laps, Inside Track Betting, Big Spread Ranch, Las venturas Sex Shop, or Las Venturas Tattoo Parlor, then teleport him to: X 964.106995, Y -53.205498, Z 1001.179993. (Send him back to the Johnson house: X 2495.9, Y -1707.45, Z 1014.742.) The lights of Brothel 2 turn on if C.J. is equipped with a gun and turn off if he isn't, as Fireman noticed about Sweet's house. Rusty Brown's Donuts--send C.J. into the San Fierro Tattoo Parlor or Sherman Dam, then teleport him to: X 377.098999, Y -192.439987, Z 1000.643982. (Send him back to the Tattoo Parlor: X -202.3096, Y -8.056161, Z 1002.273.) Thanks to pdescobar for these coordinates (I found the return trip ones): The RC Battleground--send C.J. into the Four Dragon's casino or any Burgershot, then teleport him to: X -1042, Y 1060, Z 1345.9. (Send him back to either the Four Dragon's casino: X 1994.244, Y 1018.036, Z 994.8906, or Burgershot: X 369.9607, Y -72.40347, Z 1001.508.) Wuzi's Betting Shop--send C.J. into any interior, then teleport him to: X-2159, Y 643.1, Z 1052.4. (Send him back to any interior accessible from the exterior world except those only accessible during missions.) **** Going through the Jefferson Motel skylight by me One of the rooms of the Jefferson Motel in Los Santos has a skylight, and a floppy disk, like the ones you save games with, hovers in it. (Between the Mulholland Intersection and the E coast, the radar and in-game map show a thick N-S section for the railroad where it's between two streets. The Jefferson Motel faces it on the W side of the N end. In a waiting room on the 3rd floor, there's a pitch black rectangle where a skylight would be. Stand C.J. on the N end of the room and look S up into it to see a revolving floppy disk just past

the S edge.) http://img357.imageshack.us/img357/7009/00gta1screen3037pj.jpg http://img388.imageshack.us/img388/4162/00gta1screen3042ti.jpg About anything I read had C.J. do that Kangaroo jumping jazz. Nuh-uh. Send C.J. to the lobby at the end of the hall on the 2nd floor of the Jefferson Motel. There's a rectangular skylight in the ceiling, and above and beyond the S edge of it is a save game cassette revolving in a black sky. You could teleport C.J. from within the motel onto the ledge by the marker with the GTA SA Control Center (X.13.c). One possible set of coordinates: X: 2244.554; Y: -1185.505; Z: 1040.797; Angle: 75.9. Once he's up there, you can see there are five save game cassettes revolving, each above and beyond one side or another of the surface C.J. can walk on. If C.J. drops off the side of of the motel, he falls through Black Hell, I guess it's called, and ends up near the rest of the motel in scenery that has most of the graphics missing. You may want to use the SCM Hook (X.13.ee) with this gimmick if you plan to enter the Jetpack code, ROCKETMAN, to have C.J. fly around the game save cassettes above an interior that's higher than the usual height limit of the game. You might otherwise want to use the Parachute code, AIYPWZQP, to give C.J. a safe landing if he falls. http://www.gtaforums.com/index.php?showtopic=247971&hl= **** Hole in a ceiling of the Prickle Pine safehouse On PC. you can enter the high jump code, KANGAROO, send C.J. into the house, have him turn right, and have him jump through the ceiling onto the solid plate above the ceiling of the next room. (It's part of the same interior heaven as the inside of the safehouse.) (The PS2 glitch of having C.J. jump from outside into a window to enter blue hell doesn't work on PC.) http://www.gtaforums.com/index.php?showtopic=235051&hl ******** Ghost World and Blue hell entrances What I called "Ghost World" in my "Vice City" walk-through is more commonly known as "Blue Hell." (For example, one way there in VC is to fly a helicopter up into the porch roof of the WK Chariot hotel. You could see parts of it in many places with the Rocket Launcher gimmick, which doesn't work in SA.) (Never mind it isn't always blue and doesn't seem to have anything Hellish about it). The easy thing about leaving the big underground type of Blue Hell is the same as it's been since "GTA III." You don't have to find a missing collision file

to leave. Pick a spot of the regular game world you'd like C.J. to appear in, then let C.J. sink so far down below that spot that the game puts him above the ground there. If C.J. wears the Jet Pack, he can fly around the ghost world under San Andreas and get a view similar to the one you could get of Vice City with the gimmick of sending the Sea Sparrow up through the porch roof of the WK Chariot hotel. There's an additional concern in the San Andreas version: solid river and sea beds, which you may need to do some maneuvering to get around. When you think C.J. has seen enough of it, send him low enough and he'll appear on the land above. The main game use for Ghost World is to use it to get into Area 69. Since some things are there from the start of the game, and especially since some things are only there from "Black Project" on or afterward, I think Rockstar expected us to find a way to get inside it using Ghost World. Several ways to do that are given below. Mxyzptlk's spot I call "Ghost wall" is conveniently close to Area 69, and Alexander's Toys and Vulgari gives C.J. a way to get to the interior of Area 69 while meant to be restricted to Los Santos. The gimmick of spawning a vehicle halfway into the blast doors of Area 69 is an easy, fast way to enter it, too, if requiring a cheat code and more dangerous other than during a glitch that lets C.J. explore without a wanted level, as he can use during "Drive-By." Other than by using the GTA SA Control Center to teleport C.J. to Area 69 and back, Ghost World/Blue Hell is the only way to have C.J. go to the interior of Area 69 without using a cheat code. Otherwise, it's still something to play with if you think it's fun to explore and like the change of scenery. **** The Pro-Laps, Alexander's Toys and Vulgari, and Mulholland house entrances Thanks to The Duff Man's "Secrets FAQ" at Gamefaqs for a couple of ways to get to Ghost World from Los Santos. http://www.gamefaqs.com/pc/924362-grand-theft-auto-san-andreas/faqs/33455 http://www.thegtadomain.com/sanan/db.php?page=3 Mangymonki found a way to send C.J. to Ghost World at the Los Santos ProLaps. Have C.J. Jetpack up into the ceiling of the little porch-like ledge that ex-

tends over the front door/yellow entrance marker, then have him go forward. As The Duff Man says, "The whole block is pretty messed up, as you can also get into blue hell through Alexander's Toys and Vulgari." Alexander's Toys and Vulgari is next door to Pro-Laps to the S, has a bigger front porch to fly up into, and it doesn't have some invisible solids inside to get C.J. past as Pro-Laps does. ArturP found that C.J. can see a little of Ghost World at the site of a Sniper Rifle in Mulholland. It's the big light beige house with a dirty pink surrounding wall at the SW end of the block that's N of the Pay 'n' Spray. Have C.J. Jetpack against the middle of the lower, more enclosed balcony, and he can walk inside the balcony. (If you send him further back in and down through the house, more of the house becomes invisible, but you may have a hard time finding the way out through the invisible barriers.) **** The Las Colinas and Santa Maria Beach entrances Punknoodle found several other Los Santos entrances: the 2nd building on the right side of the road that goes N from the Jefferson Motel has an enclosed porch, with four open windows with round tops, on the top floor. The porch ceiling isn't solid. Punknoodle also found a couple entrances in Santa Maria Beach: one at the concrete northern part of the ceiling of the southern overpass of the two with the big "SPORT FISHING BOATING" signs, and the other about a block east of that at the northern part of the ceiling of the walk beneath the boardwalk west of the base of the Unique Jump that goes up the steps through the boardwalk. http://www.youtube.com/watch?v=GnlfYj7Ii2o http://www.youtube.com/watch?v=-vgOtfXyMPU **** Ghost mountain The_Raven's Mount Chiliad entrance to Blue Hell On the in-game map, there are three small green splotches NW of the brown spot that represents the peak of Mount Chiliad. The blue hell entrance is a strip of ground at the base of the cliff on the S side of the path S of the W end of the E green splotch. On the paper map, it's on the S side of the 2nd crossing of the path N of the "C" of "CHILIAD." In the screenshot at the next link, the entrance is indicated by the white

blob at the base of the cliff beyond C.J.'s head. http://img338.imageshack.us/img338/5338/saguide2117ghostmountaiwb3.jpg If you have C.J. enter it with his Jetpack and have a hard time finding the way out for him, just let him drop far enough and he'll appear above land but without the Jetpack. **** Ghost garage entrance A Gamefaqs post by Foxracing500r, Nov.4, 2005, gave a way to ghost world. Have C.J. go to the San Fierro Airport, go right instead of going through the gate, go around to the parking garage, enter it on the right lane, and go ahead to the "NO ENTRY KEEP CLEAR" sign that hangs from the ceiling. C.J. can go through the 3rd pillar ahead, fall through ghost world, and land on the ship used for the Export/Import mission. **** Ghost cliff entrance A Secret posted at Gamefaqs by drewpot2001 gives a different entrance to that kind of ghost world. Have C.J. Jetpack against the cliffs, a little higher than the water level, E of Sobell Rail Yard in Las Venturas. The Duff Man, in his Secrets FAQ at the Gamefaqs web site, recommends going N from the Jetmax to where that section of cliff ends in a ledge, then turning left into the ledge to send C.J. through the cliff. C.J. can then make his way N through a little channel of invisible stuff, and go on a surreal exploration. ***** Mxyzptlk's entrance to Blue Hell W of the LV Turning Tricks Driving School This entrance to Blue Hell is conveniently close to Area 69. Beside the Las Venturas Turning Tricks Driving School (for motorcycles) to the W (and S of Blackfield Stadium) is an opening to a big lot. The opening is made of two curved walls. The Blue Hell entrance is the inside of the straight length of wall beside the E curved part. Have C.J., equipped with the Jetpack, go forward into it then go down. http://www.gtaforums.com/index.php?showtopic=190590&hl=blue%20hell&st=20 **** Great Saiyaman's Blackfield entrance Great Saiyaman found a non-solid part of a wall just a bit N of the previous one. It's on the N side of the dark gray horizontal E-W bar S of the "C" of "BLACKFIELD." The non-solid part, NE of the 5th bench from the W, is on the W side of the wall that extends N-S into the lower lot.

**** Ghost 69 How to enter the interior of Area 69 from the start of the game Mxyzptlk's method Mxyzptlk also showed a way to enter or leave the interior of Area 69 using Blue Hell: the ceiling isn't solid above the grate against the wall by the entrance to the shallow W trench. I made a map of the interior of Area 69 that shows the W shallow trench and Minigun locations: http://img245.imageshack.us/img245/6036/00gta1aarea69xu7.jpg I can't currently find Mxyzptlk's video, so here's a video by TD092854 that uses the same method: http://www.youtube.com/watch?v=Hoii-18VmFg You could also let C.J. drift down from beneath Area 69 till he's teleported into it. Likwise, after C.J. leaves Area 69, you can get C.J.above land by having him descend until he appears above the ground. Another way to have C.J. get out of Blue Hell at Hunter Quarry is to send him up under the crane till you get the prompt to press F or Enter to have him use the crane. Press it twice to have him enter and exit the crane and be in the regular world. You can send C.J. to the Ghost World entrance of the interior of Area 69 from the start of the game with the Ghost World entrance in the porch ceiling of Alexander's Toys and Vulgari, which is beside the Los Santos Pro-Laps and mentioned above, or via the Las Colinas and Santa Maria Beach entrances mentioned above, with the ROCKETMAN code, and get a Minigun earlier than usual. Beforehand, you might use the Never Wanted button of the GTA SA Control Center, X.13.c. The Control Center lets you use either the "Auto-Clear Status after inserting cheats" button before you use any codes or the "Clear Cheated 'Status' and 'Count'" button before you save the game. hdsgf and zmoonchild's method zmoonchild has a video showing another method of getting into and out of the interior of Area 69. It uses Ring_of_Fire's method of having Tommy transport through things while getting onto a motorcycle in VC, except it only works in this case in SA with a Freeway. hdsgf used it to enter Area 69. Have C.J. park the Freeway along the N side of the ventilator shaft and Exit to appear underground at the Minigun pickup. zmoonchild added the way for C.J. to get out. To have C.J. leave, have him go up to the north edge of the same shaft and press Enter. The video by zmoonchild is at the next link. http://www.youtube.com/watch?v=Fa1tb49t1TE jedisociety's method

In jedisociety's video, C.J. uses a Cleo 3 gravity gun to take the doors off. http://www.youtube.com/watch?v=_rZfs9ktz6k **** This pair of examples lets C.J. enter and leave Area 69 from the exterior world. The inside of the air vent entrance: X 245.6275, Y 1862.581, Z 18.73007. Over the grate of the air vent entrance: X 245.367, Y 1862.359, Z 21.97531. You can use the GTA SA Control Center (X.13.c) to send C.J. there from anywhere in the exterior SA world. Press the Locations tab, the "Read from GTASA" button, and write down the coordinates. Then put in a set of coordinates for the inside of the air vent entrance and press Teleport. After getting the Minigun or such, put in the coordinates you wrote down and press Teleport. C.J. gets a four star wanted level for entering the part of Area 69 shown on the map of it I made (I.9) (VIII.15). Once the Badlands and San Fierro are freely available, C.J. gets five stars that goes down to four once C.J. leaves that part of Area 69. **** Ring_of_Fire's way to open the door to Ghost World Ring_of_Fire, whose glitch finds include ways of using the PCJ600 and Skimmer to send Tommy to Ghost World in "Vice City," found a way to use a BMX or motorcycle to send C.J. to Ghost World in "San Andreas." In certain circumstances, you can equip C.J. with a Jetpack and have him push a bicycle or motorcycle to hold open the doors with entrance markers of safehouses and stores, not those for gyms, and go through the entrance box of some into Ghost World. According to Ring_of_Fire, it works: - at the Johnson house (and some others) after the screen prompts you to "Go get the SWAT Tank" in "End of the Line." - during "Customs Fast Track." http://www.youtube.com/watch?v=a2ZMInhQBFA - during a mission if it has a mission vehicle (like the Black Boxville of the Burglary mission or the BMX of a Courier mission) which C.J. can put nearby. http://www.gtaforums.com/index.php?showtopic=304538

- during a mission with a lead character that has a blue cone pointing down at them whom you can put nearby. **** Fireman's method to make extra interiors available at the start of the game Another way to see interiors of the game is described in this message board, started by Fireman, at GTA Forums: http://www.gtaforums.com/index.php?showtopic=192857 To see the interiors, start a new game. After the scene in which C.J.'s head is bumped while he's being put into a Police car, the screen goes black for a moment. During the scene in which C.J. is being driven N, you enter the code to spawn a Jetpack: "ROCKETMAN." The "Cheat activated" message lingers till the end of the scene. C.J. gets "Wasted" and appears by the hospital but without the text that usually appears when that happens. Type "ROCKETMAN" again so C.J. can fly somewhere else, the text appears, then the yellow entrance cones appear for many of the interiors that you normally only see during missions. The interiors include: - the Vagos Gang house ("Burning Desire") is on the N side of the block that's E of the thick N-S line on the map, indicating a RR track with a road on either side of it, by "JEFFERSON," - Jizzy's Pleasure Domes front and roof entrances ("Jizzy") are under the S end of the Gant Bridge, - the Sindacco Abattoir ("The Meat Business") is at the NE corner of the block of the bottom of the "EST" of "WHITEWOOD ESTATES," and - the City Planning Department ("Architectural Espionage") is N of the "L" of "COME-A-LOT." Zero's RC Shop (at the "C" of "GARCIA"), the fast food places, Ammu-Nations, and clothes stores open, too. A special thanks to Fireman for contributing one of the reasons that I like exploring in GTA's more than in other games. ******** Note--places that load interior graphics and that are already open without the glitch: - Colonel Fuhrberger's house ("Home Invasion"), which is at the top of the 2nd block N of the "B" of "EAST BEACH" and on the same road as the "B,"

- the Atrium ("Just Business"), which has two doors and is on the block W of the martini glass icon that's N of "LITTLE MEXICO," - the Jefferson Motel ("Reuniting the Families"), which is on the 3rd block N of "SON" of "JEFFERSON," - "Generator Hall," which has an entrance on the N side of the E tower of the Sherman Dam by the road that goes over the dam (it's a different entrance than the one used in "Dam and Blast"), - Caligula's Palace, which has two roof doors and a Penthouse door below them inside ("Breaking the Bank at Caligula's"), and - the Sex Shop ("Key to her Heart"), which is on the W side of The Strip E of "Redsands East. On PC, you can't knock open Big Smoke's crack den before "End of the Line." C.J. can also enter these places for which the interior graphics are a part of the outside world: - the liquor store that's across the street to the E of the N block of downtown Blueberry, - an abandoned diner on the E side of the biggest block of Palomino Creek, - until you've done the mission that uses it--"Small Town Bank" with Catalina, a bank at the S end of the W side of the block that the Palomino Creek Cluckin' Bell is on (you can't break down the door later on PC), - a shack, with a red glow inside at night, on the NE shore of Fisher's Lagoon, - the "Truck Terminal" truck shop on the S block of Blueberry, - a shack in Shady Creeks where the path from Angel Pine bends N, - Wang Cars, NE across the street from the Xoomer garage save place, on the border of Doherty and Downtown in San Fierro, - Otto's Autos, at the "E" of "EAST" of "ESPLANADE EAST," in Downtown San Fierro, - and various barns in Red County and Flint County. **** Rough draft/Go through everything world by sum GTA Guy and gamefarter Have C.J. get on the ledge above the skylight of the Jefferson Motel (see the entry above). Use the in-game Map and put a marker at the Bayside Boat School. Enter the Jetpack code, ROCKETMAN, and have C.J. Jetpack there. (There's a long drop through Black Hell 1st. The radar shows what direction the marker is in but nothing else. Use the in-game map to check your progress.)

Have C.J. get into the red marker for the school mission. (You may need to have him run against the school awhile to find the door on the E side of the little building. Look at it in the regular game to see that the door is partly surrounded by a couple of little low walls that make an opening on the S end.) Start any mission and fail it with the "blow up all vehicles" code: ALLCARSGOBOOM or CPKTNWT. C.J. is dropped into the water--have him swim to shore and give him a Jetpack with which he can explore this world of non-solid partial graphics. The graphics are often the blurry kind used for things when seen from a distance. To exit this world without exiting the game, have C.J. fly to the Atrium in Los Santos--there's a solid section by a door on the side with escalators. The Atrium is E of the building that looks like four vertical blue glassy cylinders. When he exits, he'll be in the regular world. http://www.gtaforums.com/index.php?showtopic=195935&hl= **** Driving a blown-up boat by Ring_of_Fire Have C.J. get off a boat, and press F/Enter when he touches the water--C.J. walks underwater to get back on the boat. Type "allcarsgoboom" to teleport C.J. onto the boat (not when C.J. is very close to the boat or C.J. won't teleport-he'll just be hurt by the explosion). Type "hesoyam" before the boat explodes again and C.J. can drive a blown-up boat. It can be destroyed again with weapons. I'll add that it makes a Predator look like the Ghost Missing boat in "GTA III." **** Ghost land vehicles for travelling into buildings You can spawn a vehicle halfway into the Sindacco plastics (counterfeit chip) factory, S of the "TES" of "WHITEWOOD ESTATES," or the blast doors of Area 69, to enter it. Their interiors are rendered with the outside world. The only skyscraper in Los Santos with a 3D interior (at the N end of the block that's E of the one with "NTOS" of "DOWNTOWN LOS SANTOS"), the Gasso station with Max pane glass with bullet holes (on the SW block of Dillimore; the S wall worked for me; the floor is solid except for the hall behind the counter), http://img184.imageshack.us/img184/9576/00gta1screen998iz7.jpg

and Big Smoke's crack den (on the NE corner of the block that's W of the one with "F" of "LOS FLORES"; I couldn't break the wall of Big Smoke's crack den before "End of the Line" on PC), are easy to enter that way, too. **** Ghost Beagle and Mower xox_vanzant_xox saw that an airplane called a Beagle may appear with the left side embedded in, or laying on, a house in Fort Carson (on the N side of the SE block). (In the PS2 version of the game, the Mower appears in a tree trunk in Dillimore. Thanks to Cube623.) http://img137.imageshack.us/img137/4048/00gta1screen410a0hf.jpg http://img137.imageshack.us/img137/8562/00gta1screen410b8cg.jpg **** "Ghost" Glendales, etc. On PS2, a scratched-up, discarded Glendale appears and coasts downhill near the NW side of the S of two horse shoe-shaped hills in Back O' Beyond. (On PC, the couple of Glendales I see there are just sitting there.) It's been nicknamed the Ghost Car, and it's useful in providing a ride out of the wilderness. (I have a ghost Vortex at the beach NE of downtown Bayside Marina, though, and I've never seen anyone inside the trolley.) http://img275.imageshack.us/img275/5672/00gta1screen110a6ul.jpg http://img275.imageshack.us/img275/6391/00gta1screen110b2gu.jpg (The dented Glendale also appears elsewhere in the game, as does a scratched and dented Sadler pickup truck.) **** Ghost upside-down chili vendor If C.J. uses a Rocket Launcher to shoot the chili dogs stand at the end of the Santa Maria pier, it appears upside-down in the water under the pier. If he swims into the red shaft of light by it to buy a chili dog, he'll eat it if you have him climb onto the stand. The vendor stays nearby in the drowned position as long as C.J. stays there. (That was known when somebody posted it, but I can't remember where I read it originally.) http://img464.imageshack.us/img464/1347/00gta1screen694a9we.jpg http://img157.imageshack.us/img157/4196/00gta1screen694b7pl.jpg http://img142.imageshack.us/img142/6769/00gta1screen694c9za.jpg http://img157.imageshack.us/img157/4650/00gta1screen694d1dt.jpg ****

Ghost house A GTA Forums post by imut_knight showed an unorthodox way to enter a house that's N and across the street from the 2nd "O" of "IDLEWOOD." Have C.J. jump at the garage door on the S side of the house, and he can hang on to the top edge and climb in. When he's inside, the ceiling is invisible. He can climb out where he climbed in. http://www.gtaforums.com/index.php?showtopic=218657 **** Ghost 3D office building The one skyscraper in Los Santos with a 3D interior is at the N end of the block that's E of the one with "NTOS" of "DOWNTOWN LOS SANTOS." As Fireman explained at GTA Forums, you can point C.J. at the building (from the sidewalk edge that's nearest to the lot of the building), type "VROCKPOKEY" to have Hotring Racer A appear with one side imbedded in the building, and have C.J. enter the car and go out the other side to enter the building. http://img505.imageshack.us/img505/8450/00gta1screen207a2fx.jpg http://img505.imageshack.us/img505/5206/00gta1screen207b7vk.jpg http://img309.imageshack.us/img309/6773/00gta1screen207c8pf.jpg Once he's in there, you could type "ROCKETMAN" so C.J. gets a Jet Pack and can look around--the things inside it aren't solid. You might also use the GTA SA Control Center, X.13.c, and use coordinates to transport him into and out of it. A possible pair of sets of coordinates I came up with are: Inside: X: 1819.59300 Y: -1287.79900 Z: 13.600860 Angle: 92.935470 Outside: X: 1839.620000 Y: -1280.601000 Z: 13.545330 Angle: 128.297200 (It's not the only 3D building in Los Santos. For one example, the shopping center S of the E block of Glen Park has 3D windows, too.) **** Ghost woman in a pawn shop wall I found this one: If you have C.J. stand NW of the Cluckin' Bell that's S of the Johnson house

and look SW at the yellow pawn shop, you can see a woman, shown from about waist up, with brown hair and a red dress. She's in the rectangle-shaped indentation on the near yellow wall of the shop. C.J. can get closer to see her if you turn the draw distance down. http://img509.imageshack.us/img509/2862/00gta1wtfsecretlady1a1ya.jpg If you have C.J. go closer to her,she's covered over with a lighter or darker color (depending on the time of day) than the wall. http://img509.imageshack.us/img509/17/00gta1wtfsecretlady2a8ox.jpg The Rocket Launcher gimmick that let you see through walls in the last two GTA's doesn't work in "San Andreas," so I don't know how to get a closer look. The same yellow building except with a barber shop appears on the SW corner of the block of "S" of "PLAYA DEL SEVILLE." You can see the ghost woman on the W side of the S wall if C.J. is far enough away. I couldn't get the woman to appear on the wall of the yellow pawn shop behind the Johnson house. **** A very minor ghost world find I'm on a roll here for your ghost excitement--I found this, too. Go S from the little loop of road in Mulholland to the T intersection, go S from the end of the double yellow line in the middle of the street and across the intersection to the tan stucco house with a dirty white picket fence. C.J. can walk into the non-solid grass in the lawn at the SE side of the house till the grass is over his head. He gets the best view of Ghost World from the spot by looking N. http://img484.imageshack.us/img484/6301/00gta1ghostw19xe.jpg http://img484.imageshack.us/img484/3610/00gta1ghostw24xk.jpg http://img104.imageshack.us/img104/5733/00gta1ghostw37mz.jpg http://img104.imageshack.us/img104/3281/00gta1ghostw49sr.jpg At the top of the driveway, you may find a couple of garbage pails that have "Vice City" maps inside them (as found across from the Angel Pine Cluckin' Bell). http://img116.imageshack.us/img116/1752/00gta1ghostw51vb.jpg **** Ghost Garver Bridge Zmoonchild showed a way to get into the underside of the Garver Bridge, which was also found earlier by pdescobar and others. At the SW end of the Garver Bridge, just past the N end of the length of

earthquake damaged highway, have C.J. go up the gray embankment. If you send him out along the edge of the bridge while pushing to his right, he'll find the entrance to the underside of it. He can go to the other end of the bridge, where there's a gray wall. http://www.gtaforums.com/index.php?showtopic=301648 **** Ghost walls Benjimino234's invisible wall behind the Willowfield Cluckin' Bell Benjimino234 found an invisible block--as punknoodle described, it's "beside the orderbox...looks to be about a 1 foot wide by 3 foot long wall at a diagonal to the back wall"--behind the Cluckin' Bell that's S of C.J.'s Mom's house. http://img66.imageshack.us/img66/3432/zsaghostwalljx8.jpg http://www.gtaforums.com/index.php?showtopic=298697 bagga rabbit's invisible wall on the porch of Cranberry Station bagga rabbit found an invisible wall on the front of the porch of the street entrance to the Cranberry train station. http://www.gtaforums.com/index.php?showtopic=299102 More names on the mantle of explorers of ghost world--good finds! **** Ghost fence Masterkraft found a section of fence without a collision file. It's the SW to NE section of fence along the coast W of the S end of the Gant Bridge. punknoodle found that the W end of it isn't solid, either. http://www.gtaforums.com/index.php?showtopic=299102 **** The Vinewood cemetery C.J.'s Mom's grave is at the NE corner of the graves in the Vinewood cemetery, which is on the N side of the block N of the block with "WOOD" of "VINEWOOD." The top couple of feet of dirt is missing from the grave, which is covered with a solid invisible plate with a few tufts of grass on it. It's given rise to rumors of her having left the grave to haunt C.J.'s house. Besides it and a similar grave (except covered with a dark plate that's easier to see through at night) a few plots W creating a couple of places for the "camera" during "Sweet and Kendl," it just looks like the top couple of feet of the hole of each were filled in with polyurethane topped with a few tufts of artificial grass, so it

doesn't suggest anything to me if I had to think of a real life or movie reference explanation (ghost dirt?). Likewise, some rumors of the place being haunted have arisen from gang graffiti appearing on the cemetery walls from 20:00 to 6:00. Since Sweet tells C.J. several gang members are buried there, you might imagine C.J. remembering the late spirits of gang members killed in gang wars for that. &&&&&&&&&&&&&&&&&&&& I.11

Odds and Ends

At the start of the game, before all the railroad tracks are free to travel, you might see the Brown Streak diesel locomotive, which has two cars hitched to it, or a Freight train with several flat cars. When one stops at a train station, C.J. can jack it and go back and forth over the length of the track in the legally allowed Los Santos and Red County areas. The view while driving a train is the cinematic view, in which you can pick a view with NP4. There are barriers at either end of the allowed section, and, with the train travelling at a moderate speed, the game makes the train come to a stop before either of them. But if the train goes fast enough, it can go through the barriers and travel the whole circuit around San Andreas. When I did this, I had the train go from the NE Red County end at full acceleration, only releasing acceleration a bit in SE Los Santos when I could see the train shake a bit (if you floor it long enough, you can derail the train). The train went through the barriers in Richman. C.J. got a four star wanted rating but the law enforcers can't stop the train. (You can do it without the wanted rating if you use the "Reuniting the Families" glitch). The game made the train stop on the Frederick Bridge before going through the NE Red County barriers again, though--I don't know if the train would have gone through them if I'd floored it again. (My Dad was a brakeman on the railroad in the 1930's before he became an artist/cartoonist at the Pittsburgh Press for the rest of his life, so that goes 1st. There aren't any 30's steam engines in "Mafia," so I'll take what I can get.) You can drive into the full size trees that rest on square flat boxes, such as along the sidewalks of the couple of blocks N of Avispa Country Club in SF, and knock them over. C.J. can climb them, and several other kinds of trees, too. (For more examples, see I.7.aa.)

C.J., like Tommy Vercetti, can walk up a tree that slopes from the ground-there's one, a tall pine tree, leaning over the N end of the big pond of Back O' Beyond. You might have already seen this in stunt videos--you can drive a motorcycle up the cables of the Garver Bridge. Going down the cable on the other side is trickier, especially twice. The Alhambra is a dance club. It has flaming torches in front, and is tan by day but is lit up red and blue at night, along the middle of the W side of the block with "IDL" of "IDLEWOOD" in Los Santos. The locations of the other dance clubs are given at "Life's a Beach" (IV.19). If you have C.J. go inside one and walk into the shaft of light, he dances with a lady while you press W,S,A, and D for up, down, etc., in time with the music at the time each arrow rolls into a stationary circle in the middle of the screen. He dances better if you get it right. You get a Stat for your highest score. The Pig Pen strip club is on the W side of the block that's N of the one with a martini glass symbol that's W of "LOS FLORES." C.J. can throw money down by the strippers for them to do one of those Jane Fonda aerobics moves they do. He can also pay $100 when in a shaft of light to go into a room to be seated while one of several strippers does a private dance for him. You can use the LMB to pick from several views to watch it. The other strip clubs can be found between the W side of Las Venturas and the E side of the No Fly Zone, at the NE corner of the block S of the one with "VENTURAS" of "OLD VENTURAS STRIP," and at the SE corner of the block that's E of the block with "OT" of "COME-A-LOT." ******** Thanks to a post by Mxyzptlk at the GTA Forums web site--his overseeing of the other posters in expansion of Shaft21's "San Andreas" secrets--for the next couple of tips. http://faqs.ign.com/articles/584/584765p1.html http://www.gtaforums.com/index.php?showtopic=174800&hl=EP+vehicle In the original versions of "San Andreas": The Pay 'n' Spray behind Come-a-lot, S Las Venturas, isn't on the in-game map. On PS2, you can see the inside of it as your vehicle is sprayed and the floor has a non-solid spot. On PC, it's non-functional. To get there, go N from the S end of the road that divides by the Emerald Isle, take the 3rd right, the 2nd left, then turn right and look for it on your left.

There's also an unmarked barber shop in El Quebrados (Spanish for "The Fraction"), in the N area of Tierra Robada, that isn't on the map. ******** Apropos of nothing more than that they're GTA-related concerns, and I wanted a place for the Internet to have them: Rebirth: a suggestion for how to make music in a future GTA If anyone from Rockstar North reads this, I have a suggestion for an extra feature for the next GTA. The lead player could go into a music store and play with something like ReBirth 2.0.1 by Propellerhead. Previously sold for about $160, it's been discontinued and is now freeware. The game player doesn't need to know how to play an instrument to have fun with it, and Rockstar North could give the lead player and the pedestrians some moves to do to the rhythm. It's easier to play with, and more fun, than the dance game, and it's only a little over 4 MBs. http://www.freefunfiles.com/software/audiovideo/musiccreation/re birth-2.0.1.html http://www.rebirthmuseum.com/ A good article about it is here: http://en.wikipedia.org/wiki/ReBirth_RB-338 The article shows a picture of the interface--you can click the picture to see an enlargement of it. The article mentions a CD you need to play the full free version, but you don't need the CD to play the demo version I gave a "freefunfiles" link for above that. If you try it, there are two bass synthesizers and two drum machines. Each of them has four sets--A to D--of eight buttons each on the left side of the display. Any one combination--C6, A4, etc.--represents a one measure pattern of music. You don't need good timing--the combo you pick will start playing at the start of the next four beat measure; if you don't make a selection, the pattern keeps repeating. You can change the notes, bend them, adjust the tones, of the bass lines with the keyboard, etc., displays. You can pick the percussion instruments and adjust their tones on the two bottom displays. You can choose from two overall sets--Pattern or Song mode--at the top of the screen. ******** Where to get the 1st two GTA's and "Wild Metal Country" free

You can still download "GTA," "GTA2," and "Wild Metal Country" (a futuristic shooter between futuristic Rhinos) for free at: http://www.rockstargames.com/classics/ How to see the coordinates on the PC "GTA2" "GTA2" doesn't have a radar or in-game map. The walk-throughs for it give the location of weapons, mission concerns, etc., with coordinates, and the PS2 "wuggles" code doesn't make the coordinates appear on PC. To see the coordinates on PC, go to the Gouranga web site, GTA2, Tips and Cheats, and get the "GTA2 Power Manager" by Harry Denholm, aka Ishani. http://www.gouranga.com/ Click the "Debug" tab at the top and check the box for "Do Bebug Keys." During the game, press C to see the coordinates. ******** How to get Darkel into "III" Darkel is a tramp created for "III" then edited out of the game before it was released. His name and voice actor--Bill Fiore--are listed in the credits, though, and his .dff and .txd files and some others are still in the game. It was widely rumored that he led a group of bums, now found among the other pedestrians and around a Hidden Package in the tunnel behind 8-Ball's Portland bomb shop, and he sent Claude Speed to do missions that later became the Rampages and the "I Scream, You Scream" mission for El Burro. Some think Claude was to meet Darkel in the tunnel. Here's an excerpt from an article about the then-upcoming "GTA III" at the Gouranga! web site (thanks to a Gamefaqs post by quest78 for reminding me about the article): Game

Another mission source is a street urchin named Darkel (according to

Informer, he will be replacing the Kill Frenzies that were in GTA and GTA2). Darkel is a rather odd addition who asks you to commit various random acts of violence. One such act mentioned in the IGN preview is to steal an ice cream truck, load it with dynamite, and then set off the bomb after attracting a large enough crowd. Sounds pretty dark but I'd imagine that its just the tip of the iceberg. http://www.gouranga.com/nf-info-gta3.htm Some rumors have it that he was edited out of the game because he had Claude create destruction that was somehow similar to the Sept.11, 2001 tragedy which

happened not long before the game was released. (One rumor has it Darkel had Claude fly a plane into the tallest skyscraper, the one Donald Love lives in, and that the fast deletion of Darkel caused the disappearance of Donald Love to be abrupt and unexplained.) This Wikipedia article has some more about it, such as that there weren't any plane missions to remove: http://en.wikipedia.org/wiki/Grand_Theft_Auto_III#Cuts.2C_changes.2C_and_the_ 9.2F11_effect According to Rockstar, Jan., 2012, the post-9/11 game is "About 1% different. We removed only one mission that referenced terrorists and changed a few other cosmetic details-–car details, a couple of ped comments, lines of radio dialogue etc--the game came out a very short time later. The biggest change was the US packaging which remixed the previous packaging into what became our signature style--because the previous packaging [which was released as the cover of the game in Europe] was, we felt, too raw after 9/11. All of the more extreme rumours are amusing but impossible to have been achieved in such a short period of time. "Because we were making a driving and shooting game--even that, as a combination of core gameplay elements, was very, very radical at the time. The Dodo was never meant to be flown very much at all, and it certainly wasn’t grounded as a result of 9/11--it was just a fun thing that people then went crazy with when they figured out various bugs that let them fly it! "Darkel was just a crazy bum who gave you some crazy missions. They were removed a few months before the game was done and long before 9/11 because they just weren’t as good as the rest of the game, and tonally they were a little odd. He started with 5 missions and they were slowly all cut. When only one or 2 were left, they were all removed as the character just didn’t work alongside the other characters. "None of these missions involved blowing up buses of school children although that is a funny rumor!" http://www.rockstargames.com/newswire/article/19861/grand-theft-auto-iiiyourquestions-answered-part-one-claude-dar.html http://www.rockstargames.com/newswire/article/19981/grand-theft-auto-iiiyourquestions-answered-part-two-911-the-gh.html http://www.gtaforums.com/index.php?showtopic=495759 You can put Darkel into "III" with Notepad. Un-check the green dot 1st (X.4). Then click > Edit > Replace, and replace "scum_man" with "darkel" in data\default.ide and data\pedgrp.dat.

(Don't try it by renaming their .txd and .dff files with each other's names or you end up with a white Darkel ghost. This just changes which .dff and .txd files the game calls for.) You might try using him as your lead character a bit with the "ifeellikedressingup" code. How to find Odie's Statue of Liberty mod, the Wichita-Airport Bridge, the Nakt patch, etc. Mods for "III" are getting harder to find. But I just saw a lot of mods for "III," including Odie's "Miss Liberty" (the Statue of Liberty), at the GTA Place and gta-downloads web sites: http://www.thegtaplace.com/downloads/c21/ http://www.thegtaplace.com/downloads/c4-gta3-cars http://www.gta-downloads.com/en/gta3/ "The Wichita-Airport Bridge" by MrMilti connects Wichita Gardens to Francis International Airport, and makes Sub-missions around there a lot easier: http://english.mrmilti.at/index.php?p=gta1 http://www.gta-downloads.com/en/gta3/maps-and-textures/5777-wichita-airportbridge.html The "Naktpatch" by Sveni didn't cause such a scandal back when GTA prostitute mods just dared show half of each niblet: http://www.gta-downloads.com/en/gta3/mods/607-naktpatch.html OnePiece's "High Quality/HD GTA Cars" for "GTA III": http://www.gtaforums.com/index.php?showtopic=303247 "High Poly/HD Cheetah" "Infernus" "Banshee" "Stinger" and "Yazuka Stinger" by onepiece http://www.thegtaplace.com/downloads/f3988-high-polyhd-cheetah http://www.thegtaplace.com/downloads/f3807-high-polyhd-infernus http://www.thegtaplace.com/downloads/f2919-high-polyhd-banshee http://www.thegtaplace.com/downloads/f2954-high-polyhd-stinger "High Poly/HD Wheels" by onepiece http://www.thegtaplace.com/downloads/f3079-high-polyhd-wheels "Weapon Stat Editor 1.0" by Spooky http://www.thegtaplace.com/downloads/f564-weapon-stat-editor-1-0 "GTAIII XBOX Version" by rmws http://www.gtaforums.com/index.php?showtopic=399016 Alper Saracoglu's GTA "III" "Administrative Console" http://files.dotbas.net/gta3console_setup.zip http://web.archive.org/web/20060219190906/www.estetiksoft.de/gta3con

sole/index.htm http://hobby.estetiksoft.de/ "Glenster's 'GTA III" Starter Package" http://www.gtagarage.com/mods/show.php?id=14149 http://www.moddb.com/members/glenster/downloads/glensters-gta-iii-start er-package http://www.gta-downloads.com/en/gta3/save-games/12235-glensters-gta-iiistarter-packagequ.html http://www.gtaforums.com/index.php?showtopic=465133 How to let Claude leave Portland early To let Claude Speed leave Portland the fastest, easiest way, un-check the green dot (X.4), go into data\handling.cfg--where you might go, anyway, to soup up the Submission vehicles or the Rumpo (to make "Big N' Veiny" easier)--and give a vehicle a -1 in column I: percent submerged. Then, when Claude drives it off one end of the destroyed Callahan bridge and it falls into the water, it will appear on the other end of the bridge. This works to get across the lift bridge before it's working, too, to get to Shoreside Vale. Another way is to have Claude park an Ambulance on the S sidewalk of the tunnel in N Portland with the back of the Ambulance against the blue wall that blocks the tunnel. Have him get on the roof of the Ambulance and he'll go halfway through the gray ceiling because it doesn't have a collision property on the underside. Have him jump up onto the gray ceiling and go W on the tunnel roof. (See the Banshee method below for more directions for that.) Claude may get stuck in the gray ceiling. As mrnumnuts83 and jbernierjr demonstrate in their videos, you might get him loose by jiggling him, which might work better if you have him set off a Molotov nearby. http://www.youtube.com/watch?v=T-i3POGofqE http://www.youtube.com/watch?v=F_qX2w1nI2A Besides the popular choice--typing "chittychittybb" and having Claude fly a Police car (esp. a souped up one) over the Callahan Bridge--a couple of methods I learned from Rusk's PS2 testing work on PC, too: If you send Claude W along the N side of the destroyed Callahan Bridge, down to about 5' (?) from the end of the 2nd straight length of a bent red girder that projects beyond the end of Claude's side of the bridge, Claude can jump over to the thick silver-gray pipe of the other side of the bridge. He can enter the subway at the S end of Staunton and use it to get to Shoreside Vale. Another way is to have Claude back the back wheels of the Easy Autos Banshee out over the water from the concrete tunnel roof in NW Portland, backing out to

about where the middle of the road below is and until the Banshee teeters on the verge of falling. Have Claude exit and he lands on the tunnel roof. Send him W while aiming the view with the mouse to see the tunnel roof below the blue stuff. He has to jump over an obstruction then can go over the middle of the tunnel roof to Staunton, where some invisible solid stuff won't let him continue to Shoreside Vale unless he uses the ledge at the side of the roof. When you want Claude to appear in either town, have him jump from below the town into the blue stuff and he'll appear on the land above. Thanks to variable veracity verifier Orion_SR for some creative gameplay that leads him to add that you can send Claude from Staunton to Shoreside by having him drive a Yankee into the subway in S Staunton, onto the far side of the same upper platform, and having Claude jump from the Yankee roof through the subway ceiling onto the roof over the tracks. Unlike the case in "Liberty City Stories," the roof nearby is invisible, though, so it isn't easy to navigate even if you have Claude shoot it to see where the ricochets appear. Claude can also make the trip by bailing from a Fire truck he tips into the water over the tunnel by NW Staunton (W of the stadium). The radar doesn't show the tunnel there in "III," so send him into the tunnel 1st to see where it is on the radar. (Copy and Paste the 2nd halves to the 1sts in the Address Bar for the next two links to Orion_SR's videos.) http://video.google.com/videoplay?docid=-302702346800932511&q=liberty+ city+stories http://video.google.com/videoplay?docid=7165373602840521860&q=liberty+city+ stories Also: How to add working VC-style flying vehicles to "III" SilentPL's "III Aircraft" is a CLEO mod that gives "III" a full winged Dodo and working aircraft from "Vice City" and "Vice City Stories. As of 2013 (and not counting the "Liberty City Mod" for VC), SilentPL is the first to supply the flying ability of later GTA's for "III." It was partly done by improving on some buggy flying code that was left in the .exe. Here's a review by Craig Kostelecky: "Damn Silent, you NAILED it." http://www.gtaforums.com/index.php?showtopic=568680 http://www.gtagarage.com/mods/show.php?id=24533 How to use Robert De Niro as Travis Bickle for the lead player of "III" gtadude1 has come up with a mod that looks so much like Robert De Niro as Travis Bickle in "Taxi Driver," 1976, it looks like he used a photo and worked

it out from there. If you ever wondered what it would be like to have De Niro as a lead player, you won't get a better chance than this. gtadude1 wrote that he'd work on it more if there was support for it, so I encourage you to show him some. http://www.gtagarage.com/mods/show.php?id=1932 http://en.wikipedia.org/wiki/Taxi_Driver (The 1st screen shot also shows the one electric sign I've found so far in "III" that tells the correct time.) http://img85.imageshack.us/img85/3854/00gta1screen975lg0.jpg http://img147.imageshack.us/img147/2364/00gta1screen976kx8.jpg http://img147.imageshack.us/img147/6269/00gta1screen977qx4.jpg http://img120.imageshack.us/img120/909/00gta1screen978gl7.jpg http://img85.imageshack.us/img85/8421/00gta1screen979ti0.jpg http://img147.imageshack.us/img147/2271/00gta1screen980pi0.jpg http://img147.imageshack.us/img147/1269/00gta1screen981fm4.jpg ******** Where to get the "Liberty City" mod for "Vice City" Also apropos of nothing more than it's a GTA concern: the Liberty City mod, used with a copy of "Vice City," and which I describe in "Glenster's Guide to Some of Vice City," can be found at the GTA Forums web site: http://www.gtaforums.com/index.php?showtopic=446025 It has an automatic installer now that worked smoothly for me. The "Vice City" modding, trainer, etc., concerns apply because it's built on the VC engine (and has the VC PCJ-600, helicopters, etc., too.) To use a trainer with it, un-check the green dot (X.4), go to the Liberty City folder, open gta-lc.ini with Notepad, and change "ChangeTaskBar=1" to "ChangeTaskBar=0" then Save and exit. ******** How to pick the version of "Mafia: The City of Lost Heaven" you run The solution for the problem of being unable to use mods or trainers that are only compatible with certain versions of "Mafia" Even more tenuously apropos than the sections above: you can get the Mafia Swap program at: http://www.sharebeast.com/dcqteh96o5jc http://mafiascene.com/modules.php?name=downloads&cat_id=3&last_id=0&page=2 The instructions have you change a file of the game, then you run the program at the start of the game. It asks you to enter a number to indicate which mod you want to use--I enter the number that means I don't have a mod installed. Then it lets you pick which version of Mafia you want to run.

My copy of "Mafia" was v.1.2 when I bought it, but it can be run as v1, which lets you use the +19 trainer, the detour gimmick for the race, and give some of the mods a try. http://pc.ign.com/articles/369/369550p1.html http://www.gamespot.com/pc/action/mafia/review.html http://en.wikipedia.org/wiki/Mafia:_The_City_of_Lost_Heaven "Mafia Version Changer" I haven't tried it yet, but you might try it if "Mafia Swap 101" hasn't reappeared at mafiascene yet. http://mafia.scorpions.cz/mafia/download/mafia-version-changer-1-0-fr I put up a walk-through for "Mafia: the City of Lost Heaven" with information on mods, etc., at the next link. http://sites.google.com/site/glenstersite/ You might also try Mafia II: http://en.wikipedia.org/wiki/Mafia_II ******** Some GTA clones you might try Here's an article about GTA clones that might help you decide on a GTA-type game to try: http://en.wikipedia.org/wiki/Grand_Theft_Auto_clone &&&&&&&&&&&&&&&&&&&& I.12 I.12.a

Glitches Problem glitches

Cures for the gym and basketball glitches Artem Khassanov has a web site that offers fixes for the PC version of the gym and basketball glitches. (Thanks to silentexistence for the tip about Artem's new web site.) http://www.artemkh.com/gtasa.php According to System error, at the GTA Forums web site, you shouldn't save your game at Madd Dogg's mansion or the game may not produce any basketballs. Orion_SR has confirmed, by modding the location of the save cassette, that the glitch is due to saving near a basketball court. And abhishekprabhu, at the Gamefaqs web site, adds (that you should remember, before you decide that you have the glitch) that the basketball doesn't always appear at all of the courts, and the glitch that causes it not to appear at all may come and go, anyway. The fix for it resets the counters in the save files.

(GTW note: on PC, the basketballs don't appear till after "Tagging Up Turf.") According to SuGGaK at the GTA Forums web site, Take-Two suggests that you have C.J. eat a couple of meals at least once every two days, preferably once a day, to prevent the glitch of C.J. being unable to work out at the gyms. (If you get the gym glitch, it often appears late in the game and causes C.J. to be unable to use the exercise equipment in the gyms. Instead, he gets the message telling him he's worked out enough for today--come back tomorrow.) Ring_of_Fire's cure for the gym glitch is to exit the game completely and start it again, or save the game six times in a row. **** Pdescobar's cure for the Taxi mission glitch Rusk has reported to me that there's a glitch for this in the original version on Xbox and was told it's true for the original PC version, too: it seemed that if C.J. got his Pilot's License, 20%, for his Flying Skill Stat before completing the Taxi mission or "Mike Toreno," fares didn't appear for the Taxi and C.J. couldn't find the location of Toreno in "Mike Toreno." Thanks to scorpion_great for recommending this cure: Pdescobar isolated the problem as commonly caused by corruption of zone information. One thing that causes that cause is to send C.J. to the edge of the map, so try to avoid sending him to the border of the map (which could happen while you have C.J. fly to get a Pilot's license). The map zone information for the save game becomes corrupted that way--when the Taxi mission needs a pedestrian to be the customer, the game doesn't know what to do. If you save the game, the glitch appears on new games you start, too. He used a hex editor to make the map zone information what it should be. http://www.gtaforums.com/index.php?showtopic=257759 http://www.gtaforums.com/index.php?showtopic=257968 Orion_SR adds that he's gotten the glitch after doing the Firefighter and Paramedic missions without flying or going to the edge of the map, but not if he did the Taxi mission 1st. I'd play it safe and avoid whatever all may cause the map zone information corruption by having C.J. do the Taxi mission early. But if you got the glitch and want to cure it, drag and drop pdescobar's file, found at the link below, over the gta_sa.exe file found in the main folder of the game: http://pdescobar.home.comcast.net/gta/taxi_fix.rar

**** The extra gang territory glitch Mxyzptlk explained the extra gang territory glitch at the GTA Forums web site: To cover all of San Andreas, including the country areas, with gang turf, have C.J. fly or sail to a corner of the map in a constant direction for at least 30 minutes. The longer you do, the more gang turf there is, with San Andreas completely covered with it in two to three hours. On PS2, you then hold X, pull out the controller, and reinsert it to get control back. Have C.J. jump out of the plane, land in the sea, and drown. Besides creating a lot of gang territory, it causes drug dealers to appear in San Fierro and Las Venturas, and each turf war is only one wave. It's not really worth it because the more turf C.J. wins over, the less percentage he attains for it in the Stats. http://www.gtaforums.com/index.php?showtopic=174800 http://www.gtaforums.com/index.php?showtopic=161643&st=1120 (Planet grand theft auto also discourages it by adding that winning that turf causes Grove Street Family gang members to appear everywhere, and their cars aren't fun to drive at all.) http://planetgrandtheftauto.gamespy.com/View.php?view=Guides.Detail&id=68& game=3 **** Hmvartak's Online Glitch Repair Tool hmvartak created an Online Glitch Repair Tool to fix the Pedestrians Riot code (AJLOJYQY can't normally be removed once the game is saved), basketball (no basketballs), Taxi (no fares), Pool (no pool player), and barriers (bridge barriers not removed in save games modded from v.1 to v.2 or vice versa) glitches. The tool, for unmodded v.1 and v.2 saves and ones with the barrier glitch, is at the next link. (Thanks to Orion_SR) http://hmvartak.110mb.com/fix.htm http://www.gtaforums.com/index.php?showtopic=348331 **** System error's advice at GTA Forums regarding various other glitches Don't store any other vehicles in a garage where you save a vehicle with a special look, like the Mothership, or the special paint job may disappear.

Give a modded car it's own garage so the garage door doesn't take a long time to open. If a girlfriend isn't home for a week from the day of a missed date, save the game repeatedly till a day in game time passes to get her to show up. Date Michelle before C.J. finishes Driving School or she'll show up a lot less often. Get a permanent haircut then get tattoos, or remove all tattoos before getting a haircut, or a haircut makes the Sex Appeal points gotten from getting tattoos disappear. A two-player game makes the Brass Knuckles in C.J.'s weapon inventory disappear. (GTW note: two player games aren't used in the PC version.) Don't save your game right after "End of the Line"--complete another mission 1st or your save game may become corrupted. The Longest 2 Wheels Distance Stat may become very big while the Longest 2 Wheels Time Stat remains normal. (GTW note: this happens in the PC version, too.) There's a glitch that causes C.J. to retain his money and weapons after being busted or wasted even though he hasn't successfully dated Katie or Barbara. (GTW note: since I never save the game after C.J. gets busted or wasted--I press Esc before the game can show the cut scene about it--I might never know the difference.) **** The Fire Extinguisher glitch According to tommy vercetti guy at the GTA Forums web site: Starting a new game from the start menu after playing another game can make all the fire extinguishers disappear. (GTW Note: I haven't run into this problem with the PC version.) **** The Xoomer garage and Flips glitches The San Fierro Xoomer garage has a reputation for eating cars, so don't put anything hard to replace in it. In the Stats, under Achievements, Maximum Insane Jump Flips are mistakenly given in degrees. In one save file I have one degree for that, and in another

save file I have five degrees for it. ******** I.12.b

Fun glitches, gimmicks, etc.

Thanks to GTA Forums, mainly: the Glitch Index compiled and contributed to by Fireman, and http://www.gtaforums.com/index.php?showtopic=218917 the Glitch list compiled and contributed to by Cubanjetmax, http://www.gtaforums.com/index.php?showtopic=186022&hl= for the glitches in this section. I recommend the GTA SA Control Center (X.13.c), which lets you use hotkeys for codes, to do some of these gimmicks for which time is of the essence. You can use the Control Center to erase the cheat count, too. I've divided it into sections for missions, people, vehicles, weapons, and other things. Pdescobar's way to explore areas that create a wanted rating without creating a wanted rating "No wanted level" mission exploits by pdescobar unless otherwise noted. explanations are at the GTA Forums message board at this link: http://www.gtaforums.com/index.php?showtopic=232358&hl=

His

Loop removal mission The wanted level occasionally flashes and disappears. Police appear but ignore C.J.. Police vehicles appear, and Rangers, Enforcers, and FBI Ranchers appear on the dirt road around Area 69. Ignored by police mission C.J. can get a wanted level but police ignore him. The two exceptions are that Hydras will shoot at him if he has four or more wanted stars and he's flying, and that if C.J. enters an interior with a wanted level, a few police will appear and attack. But if C.J. evades or shoots the police, there won't be more. Los Santos Missions "Drive By"

Send C.J. anywhere but into Sweet's Greenwood.

"Just Business" by srg Send C.J. away when he and Big Smoke leave the Atrium. To best avoid the ways this can fail, srg recommends having C.J. kill the three Russians closest to Big Smoke then having C.J. jump off the Atrium in the opposite direction (toward the airport).

"Los Sepulcros" by srg Ignored by police mission After C.J. jumps the wall and talks to Sweet, don't have C.J. attack the Ballas. Have him tell his gang to stay put and he can go exploring. "Reuniting the Families" contributed to Rusk's walk-through by "The Chadness" C.J. can safely explore either after he gets into the red marker at the motel, or after he shoots down the helicopter on the roof if you don't have him follow Sweet. Badlands Missions "Are You Going to San Fierro?" by Mxyzptlk/Aggrosk8er Loop removal mission C.J. can safely explore after shooting down the helicopter and getting into the Mothership. San Fierro Missions "Mountain Cloud Boys" by srg Ignored by police mission The police will ignore C.J. once he goes through the alley to the open gate and triggers the cutscene. Have C.J. kill all but the last guy, and try but fail to enter the locked Sentinel. Wu Zi will be able to open it and will get in--have C.J. leave him there and explore, getting rid of any wanted rating before returning to kill the last guy and continue. "Lure" by srg Loop removal mission The wanted level is kept to zero once the Rancher goes into the marker at Angel Pine, but C.J. must stay in the Rancher. (Pdescobar says the Rancher is explosion/damage/fire-proof, and you might want to dunk it to fail the mission and store the Rancher.) "Amphibious Assault" The wanted level is frozen when C.J. enters the marker at the pier. Have him swim through the rocks then explore. Have C.J. Use stealth to reach the pier steps or have him blow up the boats, or snipe the men on them, 1st. The Da Nang Thang" contributed by David Sears and Dr. Simon Chan to Rusk's walk-through/srg Loop removal mission C.J. can safely explore once he's in the water. "Mike Toreno" by srg Ignored by police mission When it's time to destroy the van, don't have C.J. do it. Instead, he can drive away in the Premier he arrived in. "Outrider" Send C.J. to the gas station, watch the cutscene, have him drive to the marker, and possibly get the weapons, but don't have him get on the bike.

"Pier 69" by srg Loop removal mission As soon as you have control of C.J., he can explore. Don't send him onto the roof. Desert Missions "Learning to Fly"

C.J. can fly over Area 69.

"N.O.E." by srg Flying overe military bases won't create a wanted level but SAM sites still operate. "Black Project" by srg

After C.J. gets the Jetpack he can safely explore.

Las Venturas Missions "You've Had Your Chips" C.J. can safely explore after going near the factory and being told the gates are guarded. This is the 1st time C.J. can get a Rhino without any trouble. "A Home in the Hills" Have C.J. lead the 2nd set of Triads from the roof to the door, but don't send him inside. Have him hop the wall and explore. Finale Missions "Vertical Bird" C.J. can roam the naval base (and get the two nearby Oysters or the Patriot) without a wanted rating. "Los Desperados" by srg Loop removal mission Send C.J. somewhere other than the train station. It's easy for him to jack an FBI Rancher from the dirt road near where the vehicles are parked at Area 69. "End of the Line" Either don't have C.J. get in Sweet's Greenwood, or take Sweet to Big Smoke's place 1st so the car becomes indestructible. Pdescobar adds that some of the missions that drop the setting for "sensitivity to crime" (opcode 03C7) from 1.0 to to 0.0 (making it harder to raise a wanted level) for at least part of the mission are "Stowaway," "Burning Desire," "Catalyst," "Just Business," "Madd Dogg's Rhymes," and "Deconstruction." "555 We Tip" uses a setting of -1.0 for part of the mission. Infinite spray from spray can during "Tagging Up Turf" by InFeRnUs92 When Sweet leaves C.J. in Ballas turf to spray a few Tags, have C.J. do all 100. (Until C.J. sprays those several Tags , you can find Sweet in his car by C.J.'s house. The car is locked, but you can have C.J. kill him, which causes Sweet to fall out the door. C.J. can use the damage-proof Greenwood.) http://www.gtaforums.com/index.php?showtopic=191187 ****

Invincible C.J. 1 by tommy vercetti guy C.J. can make a standing jump from touching the N fence on top of the tallest building in San Fierro and won't get hurt. http://www.gtaforums.com/index.php?showtopic=186022&hl= Invincible C.J. 2 by ? C.J. can fall from any height onto the flat surface of a vehicle and won't get hurt. (An exception to the above is if C.J. jumps out of the Andromada of "Stowaway" too early, which causes him to land on the top of an Admiral.) Invincible C.J. 3 by most anyone who's observant, which, at times, includes me C.J. can fall from any height in a vehicle and won't get hurt. An exception is if he's in one that blows up, so try to get him to bail to avoid the fast crash of a flying vehicle. Leveling the wheels of a two wheel vehicle usually makes for a safe landing. C.J. can fall from any height into water, and, if it's deep enough, he won't get hurt. If he has full Health and Armor and isn't equipped with a Parachute when he lands, he can fall from any height onto ground and survive with a little Health, but if he falls even a fraction as far with an unopen Parachute, he dies. (I forget where I 1st read about those two examples. If you use the Control Center and have C.J.'s Health set at 176, he won't die from the unopen Parachute fall.) He won't get hurt if he falls without opening the Parachute provided near the end of "Breaking the Bank at Caligula's." Invincible ped by GTAFAN4LIFE Leave a vehicle in a Pay n' Spray, have C.J. punch a ped and run to the vehicle so the ped is in the Pay 'n' Spray as the door closes, and the ped is invincible. http://www.gtaforums.com/index.php?showtopic=189832&hl= Invincible gang member by gtamike123 and digimetal Gtamike123's method is to skip the opening cutscene of "Saint Mark's Bistro" (VIII.29) to see C.J. talking to Maccer by a car Ken is in. Type in the "blow up all vehicles" code, ALLCARSGOBOOM or CPKTNWT. Use one of the "recruit anyone" codes, SJMAHPE (recruits get a 9mm) or ROCKETMAYHEM (recruits get a rocket launcher), and have C.J. recruit Maccer.

Digimetal's plan is about the same except he has C.J. take the Jetpack to The Truth near the end of "Black Project" (VIII.15), puts in the "peds hate you" code, BAGOWPG, and after The Truth gets out of the Mothership, digimetal uses a "recruit anyone" code and enters the "peds hate you" code again to disable it. (Don't save the game with a "peds hate you" cheat enabled.) http://www.gtaforums.com/index.php?showtopic=229625&hl= Basically, the more general idea to take from both plans above is to fail a mission and have C.J. recruit Cesar, Sweet, etc., before they walk away. The next three examples could go in the Ghost World category, too. Invisible gang member 1 by xspudx Have C.J. recruit a gang member to follow him, and have him get them to take his picture with the Camera (press Tab when prompted). Have C.J. aim a gun at the "camera" (at you) and fire. This kills the gang member and there's blood on the ground but no homie. If an Ambulance comes, the paramedic brings the invisible homie back to life. You can put put Satchel Charges on the gang member to see where he is. http://www.gtaforums.com/index.php?showtopic=203168&hl= Invisible gang member 2 by gtamike123 and Drizz Enter a "recruit anyone" code, SJMAHPE (recruits get a 9mm) or ROCKETMAYHEM (recruits get a rocket launcher) before the chase of the Firetruck Sweet hangs from in "End of the Line." When the Firetruck goes left over a bridge, have C.J. get out of his car, get a safe distance from it, then enter the "blow up all vehicles" code, ALLCARSGOBOOM or CPKTNWT. Have C.J. rush to recruit him-target the back of the ladder where Sweet was hanging. You could use a code to spawn a vehicle to rush C.J. to Sweet quicker. (VROCKPOKEY spawns Hotring Racer A.) Drizz adds that the same gimmick can be used at the end of "Home Invasion." After the last cutscene, Ryder fades from view as he walks away. Quickly get C.J. to recruit Ryder before he's gone. http://www.gtaforums.com/index.php?showtopic=217991&hl= I'll add that using the Control Center (X.13.c), which lets you use hotkeys for codes, can make it easier to do this gimmick. Invisible Vagos If C.J. gets too far ahead of the train in "Wrong Side of the Tracks" (IV.17), you fail the mission but Vago ghosts, with only their SMGs visible, will go by on the train. (I had C.J. jump on the train to get them, anyway.)

http://img224.imageshack.us/img224/576/00gta1screen973wg4.jpg How to make the Flint trailer park photographers appear By the W coast of Los Santos inlet, S of the S-most bridge across it, is a trailer park. One of various pedestrians may appear as a photographer at the coast S of the entrance. They thoughtfully survey the scenery for subjects for photos, take one or a few photos, then they walk into the water and drown. (Apparently, they're more upset by a few aspects of the graphics than me.) If you send C.J. into the park enough to change the location name shown at the bottom right corner of the screen, then send him toward the entrance enough to change it back, a different pedestrian appears as the photographer. http://img145.imageshack.us/img145/9137/00gta1screen432a2fp.jpg http://img145.imageshack.us/img145/2910/00gta1screen432b3qg.jpg http://img56.imageshack.us/img56/9210/00gta1screen432c7tx.jpg Lemmings gimmick 1 On the W side of the Cluckin' Bell, N of the Johnson house in Los Santos, is a telephone pole pedestrians appear from. Have C.J. stand where it says "RESERVED" (part of "THESE SPACES ARE RESERVED FOR CUSTOMERS") in the parking lot and look S at the pole. http://img132.imageshack.us/img132/4615/00gta1screen409d0nn.jpg http://img145.imageshack.us/img145/2823/00gta1screen409e4mp.jpg http://img145.imageshack.us/img145/9068/00gta1screen409f2bd.jpg Another spot to watch from is by the little brick pile E of the Tag that's above the porch roof of the shopping center S of the Cluckin' Bell parking lot. http://img304.imageshack.us/img304/16/00gta1screen409a5iu.jpg http://img145.imageshack.us/img145/8782/00gta1screen409b3og.jpg http://img145.imageshack.us/img145/5610/00gta1screen409c8go.jpg The pedestrians appear about 15' up, slide down part of the way, fall the rest, and keep walking. You can turn C.J. away and back to help them spawn. Lemmings gimmick 2 Similar to the DMA (later Rockstar North) game "Lemmings," 1990, pedestrians, seen from an alley in Las Venturas, will appear on the 3rd floor ledge of a building and walk off. http://en.wikipedia.org/wiki/Lemmings_%28video_game%29 http://en.wikipedia.org/wiki/Rockstar_North To see them, have C.J. go to the alley on the W side of Welding and Weddings, which is on the SE section of the block that's W of "ISLE" of "THE EMERALD ISLE," and go N in that alley to where it intersects an alley that goes W from

it. Look NE at the near corner of the 3rd story gray ledge of the Emerald Isle skyscraper (by day, the upper W part of the building looks gray-blue with dark gray-blue horizontal stripes). http://img263.imageshack.us/img263/2157/00gta1screen404a5xg.jpg http://img449.imageshack.us/img449/1333/00gta1screen404b1lt.jpg If you have C.J. stand in the right several foot-wide spot, the pedestrians appear on that corner of the ledge and walk off, falling out of view behind a beige--light gray lit by daylight--wall. I've also seen some pedestrians appear a bit below the ledge and fly up to it 1st, then walk off, which is strange. I think it helps spawn them to have C.J. go a bit S to change the name of the location, shown in the lower right corner of the screen, and change it back again. http://img449.imageshack.us/img449/5930/00gta1screen404c9pw.jpg http://img451.imageshack.us/img451/7588/00gta1screen404d7tw.jpg You might hear a scream as they fall, and maybe a crunching sound, possibly followed by the sound of other pedestrians screaming and running away in a panic. You can have C.J. zoom in on them with a Sniper Rifle scope or Camera, but you get the best idea of what's happening there by having C.J. go up a bit with the Jet Pack. http://img449.imageshack.us/img449/9578/00gta1screen404e3dx.jpg http://img451.imageshack.us/img451/3278/00gta1screen404f4ss.jpg http://img451.imageshack.us/img451/6066/00gta1screen404g5zi.jpg http://img449.imageshack.us/img449/9508/00gta1screen404h8dr.jpg It just looks like someone may have made a typo in programming the ped path for the sidewalk below along a corner of the building. http://img449.imageshack.us/img449/1593/00gta1screen404i1yz.jpg It might even have been left in deliberately, like the flying vehicle wrecks. Most of the ones that fall get up and walk away. I've even seen some disappear into the side of the building before they hit the ground. Lemmings gimmick 3 Thanks to Freeform mixer for reporting to GTA Forums what I think is the most dramatic variety of the Lemmings glitch, and thanks to Orion_SR for confirming that it works on PS2 but not PC. It may cause 2-80 peds a minute to rain from the sky, so -/TNT\- named it "Pedrain" (a variation of the name of the title character of the game "Bloodrayne," 2002). At the start of "Breaking the Bank at Caligula's," send C.J. to the front of Caligula's to trigger the warning message to "Avoid attracting attention in the casino...." but don't send him in-

side. Have him Jetpack ("ROCKETMAN") to the S roof of Caligula's--a T-shaped section, remove the Jetpack, and stand still. In a minute or two the peds start falling from the sky and landing near C.J.. Holy Grenade Frenzy recommends having C.J. stand on the apex, which runs EW, of the tall middle section, or a bit more S on the apex of the base of the T, facing S. It's okay to move the "camera" while C.J. is still, but moving him stops the rain for a minute or so. Once the rain starts, have C.J. get on the apex of the roof if he isn't already and wait for the rain again for big numbers. It adds to the STATS in CRIMES for PEOPLE WASTED BY OTHERS, too. **** How to make the Jetpack appear at a save place beyond the airstrip Thanks to zmoonchild and others for noticing this, and pdescobar for the explanation: "When you take the jetpack off, you might notice it doesn't immediately disappear--instead it becomes a special one-time-only pickup that expires after a certain amount of time kinda like dropped money and guns. If you save while one of these dropped jetpacks is still around, it stays in the save and doesn't go away until very shortly after you reload. By dropping the jetpack in the exact position you reappear on save (or the exact position you appear when leaving a savehouse), CJ is able to equip it before the part of the game that recycles old pickups has a chance to remove it." http://www.gtaforums.com/index.php?showtopic=305686 Invincible Police Mavericks by spaceeinstein and GTA_Phreak If you have C.J. shoot Police Mavericks down into water and it's deep enough, they accumulate on the ocean or river bed without looking blown up. You might try this about 500 meters S of Los Santos Airport. If you can use Satchel Charges or such to push one to the shore, it may fly away. If so, it won't register with targeting as a live target and you can't shoot it down. http://www.gtaforums.com/index.php?showtopic=205061&hl=Glitches (I'll add that Police Mavericks do something similar in the pool by Pirates in Men's Pants, probably any shallow water, except they keep exploding.) GTA Phreak adds that if you have C.J. push a "destroyed" AI helicopter to one of the spots used for the gimmick of having C.J. walk underwater (I.7.c), "it will take off and keep continously exploding while flying off trailing black smoke. No need to be gentle while undrowning it so just move it with the mini-

gun." How to enter the Verdant Meadows "Stowaway" Andromada by El Petone Send C.J. into the red marker to begin "Stowaway." Toreno says, "I'm too hip, I've got to go; I'm outta here, okay?" and, a few moments later, that scene ends. Then begin entering the "destroy all vehicles" code, "ALLCARSGOBOOM" or "CPKTNWT" as men in black load crates into the back of an Andromada and the screen turns black. Finish typing it as C.J. is on his way to the motorcycle-don't let him get close to it or he'll be hurt by the explosion. Have him kill the government agents or they'll kill C.J.. Send C.J. below the door of the Andromada and press F or Enter. C.J. can enter it but can't exit, and it doesn't move. The back hatch can be made to go up and down with NP8 and NP2. http://www.gtaforums.com/index.php?showtopic=186481 "Stowaway" earthquake glitch by Mike_Toreno Just when the cutscene starts and the Andromada is about to land on C.J.'s airstrip, enter the "destroy all vehicles" code, "CPKTNWT" or "ALLCARSGOBOOM." (Press the LMB to end the pause that creates.) The screen goes black then C.J. appears on the motorcycle. Have him kill all the men in black, go away for a bit, such as into the desert, then come back. If the Andromada wasn't gone already, it will be gone. Send C.J. to the W end of the runway, and you may get the glitch in which the whole scene shakes the way it does when C.J. is in the Andromada in the mission--it's like an earthquake. (When I had C.J. stay there for a minute, the effect lasted while C.J. went anywhere else in the game.) You can have C.J. fly a normal plane to get the impression of the turbulence that can happen during plane flight. http://www.gtaforums.com/index.php?showtopic=221165 The Vortex submarine gimmick by FYREWOLF88, Orion_SR, and GTA Phreak Orion_SR and GTA Phreak came up with some more good finds--ways to get the PS2 gimmick of having C.J. drive a Vortex like a submarine to work on PC. http://www.gtaforums.com/index.php?showtopic=280997&st=120&# http://www.gtaforums.com/index.php?showtopic=300524 GTA Phreak wrote that the game regards the Vortex as a plane and a car, so you can have C.J. do Unique Jumps with it, get the unique "camera" view for them though not get the game to count the jumps as accomplished, and having C.J.

drive it adds to his driving experience yet Hydras fire missiles at C.J.'s Vortex during a high wanted rating. "Vortex Submarine" by GTA Phreak: http://www.youtube.com/watch?v=loLk4owk_a0 GTA Phreak showed that you can have C.J. use the Vortex as submarine on PC by having him use the Vortex for some, not all, of the Unique Jumps that allow C.J. to land in water, such as from the concrete ramp at the west edge of Easter Bay Airport, at the jump over a garage and small house toward water or a narrow dock at Valle Ocultado (the jump is at the E end of the bridge that's at the N end of the water N of the dam), and the ledge of the coast west of the T intersection in the southwest section of the Panopticon, and have him land in water. (I'll add that you might want to use the GTA SA Control Center, X.13.c, to spawn Vortexes since you might only get the jump to work a small percent of the time.) Being careful not to let the Vortex hit anything, using the radar to drive if necessary, have C.J. drive it into the distance while maintaining acceleration and leaning forward (holding down the Up key). The Vortex will submerge, and you regain the normal "camera" view for driving once it hits the ground underwater. While having C.J. drive it underwater, maintain speed or the Vortex will rise to the surface. Try not to have it hit anything, which sometimes causes C.J. and the Vortex to return to normal operation. Have C.J. slow down and keep the Vortex level to rise to the surface. If C.J. exits the Vortex (such as to get an Oyster), C.J. and the Vortex return to normal. Orion_SR got the gimmick to work sending C.J. west to east over the broken bridge northwest of Palomino Creek, too. How to jack a police helicopter by GTA Phreak GTA Phreak made a video to show one way that "Jacking a Police Helicopter" can be done. Have C.J. run up and down a steep hillside or such to draw the helicopter to the top of it, then have him run up and jack it. http://www.youtube.com/watch?v=BspEMqBGZjQ How to get C.J.'s gang members to drive or fly on PC by GTA_Phreak

"Recruit some homies and get them in your vehicle of choice--filling all seats works best. Drive/fly it into a girlfriend marker to trigger a date (Barbara works well with airplanes). Triggering a date dissolves the gang but the homies don't get out before the gf gets in (which she can't if all seats are taken). Take off leaving the gf behind (the date will fail). "When CJ next leaves the vehicle one of the homies will take over control." Have them try to sly from a high spot with a lot of room around it, like the top of Mount Chiliad, because "They can't really fly on their own (they'll try to drive the aircraft away on the ground), so they need a little help to get in the air." "Helicopters can be parked near the edge of the roof on a tall building and pushed off the building. The Emerald Isle building works well--after sending them off, parachute to the helipad below and give chase with the Maverick found there." http://www.youtube.com/watch?v=KvvBmUZLLaU Make any vehicle explosion and bullet-proof by gtamike123 Enter the code that gives C.J.'s vehicle the ability to blow up vehicles it bumps, JCNRUAD, enter a vehicle, and enter the code again to disable it, to make the vehicle explosion and bullet-proof but not blow up other vehicles. It retains the durability if you save it in a garage. http://www.gtaforums.com/index.php?showtopic=223081 How to cause a Packer toss by Redtier999666 and Webdude06 Redtier999666, on a PS2 message board, explained how to do the Packer gimmick that was mentioned in an earlier post by Webdude06. Have C.J. raise the ramp of the Packer and back it up to a pedestrian. If they walk under the ramp, the Packer may be tossed in the air. (I'll add that you might get the same result by having C.J. recruit a gang member to follow him under the ramp of the Packer.) Rhino glitch by Jérémie Blanc Enter the codes for: faster game play, "SPEEDITUP," twice, never wanted, "AEZAKMI," better driving skills (I'm not sure if he means "NATURALTALENT," which gives C.J. maximum vehicle skill, or "STICKLIKEGLUE," which gives C.J.'s four wheel vehicles non-slip traction), the code that gives C.J.'s vehicle the ability to blow up vehicles it bumps, "JCNRUAD," and the code to spawn a Rhino, "AIWPRTON." Do this in a big open area like the W area of Verdant Meadows. Have C.J. accelerate, look behind, or at least sideways, which causes the cannon

to aim that way, and keep shooting the cannon rapidly. Turn hard--add Brake, which for the Rhino (or Monster truck) lets it make sharper turns, and try to flip it upside down--when it is, keep firing. The Rhino spins, bounces off things, and flies high into the air at tremendous speed, even warping to other areas. http://www.gtaforums.com/index.php?showtopic=190003&hl= Boat flinging by Haro Haro came up with a good find--a way to make a boat do something similar to the Rhino glitch. While C.J. drives a boat forward, use the code that spawns a Rhino: AIWPRTON. Don't have C.J. drive too fast because you want the Rhino to fall on the bow of the boat, not the middle. When it works, the boat spins away, and might even fly across the map! http://www.gtaforums.com/index.php?showtopic=296249 Rhino "camera" front for cannon boost by Diego Mendez Rhino sub by GTA Phreak Shooting the Rhino cannon backward for a speed boost is harder to do in SA because the aim of the "camera" and turret are locked together unless you use Diego's gimmick. Hold Q and E, and when the turret turns 180 degrees and stops, press V to change to 1st person view, release Q and E, and the turret will be locked pointing backward. Press V to return to the normal "camera" to unlock the turret. GTA Phreak says it works with cinematic view, too, and can boost the speed from 94 to 160 kph. He adds that the cannon works even when the motor is drowned. To restart the motor when it stops in water, boost the Rhino onto land then have C.J. exit and enter. And the boost allows the Rhino to be used as a submarine, to which you can add the driving underwater gimmick (I.7.c). (I'll add that the code for infinite air is CVWKXAM.) Driving below 100m causes a warp which adds to the stunt stats. http://www.gtaforums.com/index.php?showtopic=436601 5th Quarry mission Double Insane stat by FlannelMenace The 5th Quarry mission, delivering explosives to Verdant Meadows, may count the whole mission as one big Insane Stunt and give you a stat for it. Crane gimmicks In San Fierro at Easter Basin, at the N end of the dead end road on the projection of land N of Easter Bay Airport, you can attach the magnet of the big yellow crane to a car, take the slack out of the cable, then drive the car to make a swing out of it. It can also help you get an Insane Stunt or Two Wheeler score. There's another crane like that in Hunter's Quarry. http://img224.imageshack.us/img224/4738/00gta1screen934ajr0.jpg

http://img82.imageshack.us/img82/5923/00gta1screen934bmj3.jpg http://img82.imageshack.us/img82/5128/00gta1screen934cnt5.jpg The crane in the lot by the Xoomer garage save place in Doherty has a wrecking ball. The ball doesn't reach beyond the lot, but having C.J. get a wanted rating before he enters it will draw some of the corrupt law enforcers and their vehicles to it. The wrecking ball doesn't have much effect if you have C.J. brush it against them. But since the corrupt law enforcers tend to run against the base of the crane with their vehicles parked nearby, you can have C.J. get some results by sending the wrecking ball out as far as it will go then drawing it back in, dropping it as it gets near them. http://img82.imageshack.us/img82/6664/00gta1screen935agw1.jpg http://img147.imageshack.us/img147/9224/00gta1screen935bcp0.jpg http://img338.imageshack.us/img338/1947/saguide2171cranegimmickuh9.jpg http://img140.imageshack.us/img140/5935/saguide2171cranegimmickna9.jpg http://img141.imageshack.us/img141/8716/saguide2171cranegimmicklo9.jpg The crane that's E of the Clown's Pocket, which is along the Strip in Las Venturas, can't lift vehicles. But if you use it to lift the nearby boxes and release them above the ground, they hover in place. http://img81.imageshack.us/img81/4558/00gta1screen933akk9.jpg http://img144.imageshack.us/img144/1894/00gta1screen933bbk5.jpg **** Kill a crowd by killing one of the people in it by spaceeinstein Have C.J. throw Tear Gas into a crowd inside a dance club and kill one of the people in it from behind with a Knife using auto-aim and the others will all die in synchronization. http://www.youtube.com/watch?v=NwsKnKXg7wg Auto-aim the Minigun by Mr Killer C.J. should have a Tec9 or Micro SMG (one of the machine pistols) for this gimmick. Have C.J. equip the Minigun. Have C.J. equip the Jetpack (type the Jetpack code, ROCKETMAN, if necessary) and C.J. will hold the machine pistol. Have C.J. go to someone you want him to auto-aim at and press F/Enter. C.J. can auto-aim with the Minigun. http://www.gtaforums.com/index.php?showtopic=218893&hl= Destroying an Artificial Intelligence-guided helicopter with one shot from a Sniper Rifle, one Hand Granade, or several Molotovs by voodoochild19, TheTank, and GTA_Phreak Thanks to voodoochild19 for the tip, reaffirmed by TheTank and GTA Phreak,

that C.J. can shoot down a helicopter with one shot from a Sniper Rifle. According to GTA Phreak, "It only works with helicopters in flight like news and police choppers. And you need to shoot it from the front on the cowling just below the rotor." http://www.gtaforums.com/index.php?showtopic=297951&st=20&#entry1057254570 GTA_Phreak adds that so far he hasn't had the method work on helicopters used for missions (like during "Mike Toreno"). http://www.gtaforums.com/index.php?showtopic=295616&st=10 But he has had a variation of the gimmick work with Grenades and Molotovs. The Grenade "needs to drop right behind the windshield, then it will somehow get stuck inside the helicopter until it blows." "Molotov's work as well, but it takes 2-3 hits to take one out." Infinite ammo by 2Shores Have C.J. walk into the red marker for the shooting contest at Ammu-Nation, cancel the mission immediately, and the ammo doubles (or increases to some degree) for the Silenced Pistol, Desert Eagle, Tec9, SMG, Sawnoff Shotgun, Combat Shotgun, and M4. You can repeat this and have unlimited ammo. (I think it's just a large number beyond the count shown on the screen. It makes the regular Shotgun disappear, though.) A similar gimmick works for VC, too. http://www.gtaforums.com/index.php?showtopic=243590&hl= Fiery ballistic pool balls If you start a game of pool then exit the game, the balls stay on the and you can have C.J. shoot them with the Sniper Rifle. (The balls can lot faster and create sparks. Occasionally, one creates sparks from within table or ends up on the floor, where C.J. may be able to move it around just approaching it.) http://img291.imageshack.us/img291/8939/00gta1screen931ach3.jpg http://img98.imageshack.us/img98/451/00gta1screen931bgd6.jpg

table go a the by

**** Burglary ski mask outside of the Burglary mission by The Demon Don't have C.J. wear any Special outfits (Valet, etc.) or anything worn on the head (glasses, hats, etc.). Have him wear whatever clothes otherwise you'd like him to wear while he wears the Burglary mask, because changing clothes makes it disappear. (This also means you can't have him change clothes to get rid of a wanted rating while you want him to wear the Burglary mask.)

(It's the top of the Gimp outfit, I think. It's probably Rockstar's sense of humor again: "You look like you're ready to rob someone's house.") Start the Burglary mission outside of a safe house with a wardrobe closet around 5:00 so you don't have to wait a long time. Send C.J. inside to the closet. Select Remove Items and highlight Special (don't press Run/Left Shift for it yet). When the timer for Daylight runs down to 00:00, press Left Shift. The screen freezes for a couple of seconds. C.J. will come out looking normal. Press F/Enter and he goes back into the closet and comes out wearing the Burglary mask. Press F/Enter to get him out of the clothes closet screens. It has a Respect and Sex Appeal value of 2. C.J. hunches forward when he walks. He walks through doors sometimes--otherwise, you can see him do it by adding Left Alt to W. http://www.gtaforums.com/index.php?showtopic=192084&hl=Ski+mask Burglarizing Freddy's house by lord fido In "OG Loc," after the cutscene of OG Loc arguing with Freddy, C.J. and OG Loc are put on a motorcycle. If you have C.J. get off, OG will, too. If you have C.J. kill OG Loc, a yellow entrance marker appears at Freddy's front door. If C.J. goes inside, he gets a scene like one from the Burglary mission, complete with somebody--not Freddy--sleeping in Freddy's bed, except without a noise meter or wanted rating for waking the person up. C.J. can take something (when I tried it, there was a Desert Eagle in the living room), but once he leaves, the yellow entrance marker doesn't reappear. The various glitches of zooming the Camera to look through mirrors of clothes stores and tattoo parlors to see other interior heaven things, like the inside of Ammu-Nation, don't work on PC. Basketballs aplenty by gamefarter Enter the Never Wanted code, AEZAKMI, and start "Nines and AKs." When Big Smoke gets in the car, have C.J. damage it so it's about to blow up. Before it blows up, send C.J. to Sweets's basketball lot. When the car blows up, a basketball appears by the usual one. If C.J. stays in the immediate area, starts the mission again, and repeats this enough times, it's possible to make at least 24 basketballs appear. http://www.gtaforums.com/index.php?showtopic=242789&hl= **** Also see: I.7.c

Walking, driving, and flying underwater

I.7.ff I.16 II.13.a III.12 III.18 III.22 III.24 IV.21 IV.26

The BMX Stoppie glitch and The Two Wheeler gimmick How to open the fast food places before doing the main missions Storing a Sea Sparrow on top of the N. Mulholland garage The Horse Races gimmick The wardrobe glitch GTA Phreak's Pimping and Vigilante vehicle health boost gimmick The N San Fierro Cluckin' Bell Vigilante gimmick The "Management Issues" way to make a copy of C.J. "Los Sepulcros" bullet-proof/fire-proof/explosion-proof/damage-proof Admiral VI.3 "Tanker Commander" BP/FP/EP/DP Sabre VI.13 "Big Smoke's Cash" BP/FP/EP Patriot VI.16 "Are You Going to San Fierro?" EP Camper--the Mothership VI.32 Flying trains VIII.15 "Black Project" BP/FP/EP/DP Mothership VIII.23 "Misappropriation" BP/FP/EP/DP Maverick IX.9 "End of the Line" BP/FP S.W.A.T. and a 2nd way to make a copy of C.J. Some of the listings for I.10, "Ghost hell, ghost world, ghost heaven, and Liberty City" are similar. &&&&&&&&&&&&&&&&&&&& I.13

Radio

There's a lot of information about the songs and DJs, and about the connections with earlier GTAs, at: http://en.wikipedia.org/wiki/Grand_Theft_Auto:_San_Andreas_soundtrack Thanks to Joe Dawson for this tip about phone numbers given on the radio in the game. The following phone numbers have recorded messages. At the end of each, you're told to press your area code and FAX number, then the pound sign, #, to have something sent to you. http://planetgrandtheftauto.gamespy.com/View.php?view=Guides.Detail&id=68 1-866-FUN-CULT 1-866-FACE-FEAR

1-866-386-2858 1-866-3223-3327

The Epsilon Tract Inversion Therapy

Thanks to Spaceeinstein for the links to copies of what they send you: http://img.photobucket.com/albums/v41/spaceeinstein/inversion_large.png http://img.photobucket.com/albums/v41/spaceeinstein/crimson_large.png There's a blank slot you can use to turn the radio off. But sometimes you'll do a vehicle mission over and over ("Wheelie Weave," etc.), and each effort will start with a song you don't want to hear. To save time, you can turn the sound for the radio off in the Audio options for the duration of the mission. Mod shops play your favorite radio station. (Thanks to CubanJetMaX) http://www.gtaforums.com/index.php?showtopic=186022&hl= This list is subjective--there's no right or wrong about that aspect of music.

Some that have grown on me include: bounce FM Funk DJ: the mighty Funktipus--George Clinton. "Loopzilla," George Clinton, "I Can Make You Dance," Zapp, "West Coast Poplock," Ronnie Hudson. http://www.youtube.com/watch?v=qLgky8Tm3pU http://www.youtube.com/watch?v=k9kKeAJX5B4 CSR 103:9 Soul (new R&B) DJ: Philip "PM" Michaels--Michael Bivins (of Bell Biv Devoe). Wrecks-n-effect do "New Jack Swing." http://www.youtube.com/watch?v=UtNtzU-PEyU K Jah Radio West Dub/Reggae DJs: Marshall Peters--Lowell "Sly" Dunbar and Johnny Lawton--Robert "Robbie" Shakespeare. I'm giving some things I'm not used to a chance to grow on me with some of the things on the soundtrack, but so far nothings growing here. K-DST Old Rock DJ: W. Axl Rose as Tommy "Nightmare" Smith. "Some Kind of Wonderful" by Grand Funk Railroad, "Green River," Creedence Clearwater Revival, "Woman to Woman" by Joe Cocker is bouncy. (I'd have preferred his cover of Ray Charles' "Unchain my Heart.") Later PC and Xbox versions have Cream's "White Room." (I'd have picked "Crossroads.") Flying vehicles that don't use the police radio station have this station selected when C.J. enters them. http://www.youtube.com/watch?v=1XcxFNONz64 http://www.youtube.com/watch?v=5ZaJrPaaWa8 Tommy "Nightmare" Smith says his 1970's rock band was "The Crystal Ship," which is the name of the third song on "The Doors," 1967. (Thanks to The Soft Parade) http://en.wikipedia.org/wiki/The_Doors_%28album%29 K Rose Country DJ: Mary-Beth Maybell--Riette Burdick. "Hey, Good Lookin'" by Hank Williams (Sr.), "Amos Moses" by Jerry Reed. (I remember my Mom doing the title line of "Make the World Go Away" as a parody of melodrama.) http://www.youtube.com/watch?v=c2zLByEl2lA Master Sounds 98.3 Old R&B DJ: Johnny "The Love Giant" Parkinson--Ricky Harris. "The Payback" and "Funky President" by James Brown, "Green Onions" by Booker T. and the MGs, "Low Rider" by War. Thanks to Mogyle, at the GTA Forums web site, for noticing that two of the songs of this station are also heard in both the Las Venturas casinos and on the soundtrack of the movie "Snat*h," 2000, in which the lead character runs a casino. http://www.youtube.com/watch?v=8NkgiFHEm0Y Play Back Old Hip-Hop DJ: ForthRight MC--the rich and robust (sounds like a coffee commercial) vocal timbre flavorings of Chuck D. My guess for why Chuck D. is good-humored about having Forthright MC go on

about meeting aliens of flying saucers is that Chuck D.'s group Public Enemy praised Louis Farrakhan, such as on their 1988 album, "It Takes a Nation of Millions to Hold Us Back," which said Louis "Farrakhan is a prophet." In an Oct. 24, 1989 press conference, Nation of Islam Supreme Minister Farrakahn claimed to have had a vision of being taken aboard a flying saucer, which he alleged to been described in the Book of Ezekiel 1:15-18, to get instructions from the late Elijah Muhammad. I get the idea that Farrakhan, when talking like an old 'centric retro man about Caucasians, Jewish people, and homosexuals, is about as insincere as Erich Von Daniken or a Jehovah's Witnesses writer that branched out and hit a different marketing group. (P.S.: the NOI and the JWs leaders have also shared some of the same false criticisms of the mainstream Christian belief in Jesus, which I cover in my "GTJ Brooklyn" article.) http://en.wikipedia.org/wiki/It_Takes_a_Nation_of_Millions_to_Hold_Us_Back http://en.wikipedia.org/wiki/Louis_Farrakhan#Leadership http://en.wikipedia.org/wiki/Nation_of_Islam#The_Mother_Plane_and_Ezekiel .27s_Wheel http://www.noi.org/statements/transcript_891024.htm http://en.wikipedia.org/wiki/UFO_religion#Nation_of_Islam http://en.wikipedia.org/wiki/Ancient_astronauts "The Godfather" by Spoonie Gee has a bouncy rhythm track (from "Soul Power" by James "Godfather of Soul" Brown). http://www.youtube.com/watch?v=Ry-o4DwEoFY Radio Los Santos New Hip-Hop DJ: Julio G as himself. Thang,'" Dr. Dre (partly because my 1st initial is "G"). Molina, Jr.--T-Bone Mendez in the game) does "La Raza." http://www.youtube.com/watch?v=vsMUnCqHSGk http://en.wikipedia.org/wiki/Hip_hop

"Nuthin' But a 'G' Frost (Arturo

Radio: X Alternative (New Rock) DJ: Sage--Jodie Shawback. Sometimes you hear this stuff in stunt videos. It's a little (little?!) over the top. "Pretend We're Dead" by L7 is a nice, peppy song about pretending you're dead. W. Axl Rose/Tommy "Nightmare" Smith appears with Guns N' Roses for "Welcome to the Jungle." http://www.youtube.com/watch?v=HnpmyThk78A SFUR House DJ: DJ Hans Oberlander--Lloyd Floyd. House music is the one that's drum, etc., machine and sampled music with a repetitive rhythm, and some words you don't understand, but it's not gangsta Hip-Hop. The German host sounds like he's using a bad babelfish.altavista web site translation to speak English. So it's, y'know...different. Thanks to Silent Claude for noticing that Hans is referred to on the radio in the Medieval Millennium Fair commercial

in GTA "III" as "a mysterious prancing German named Hans." http://en.wikipedia.org/wiki/House_music WCTR Talk Radio Lazlow Jones, a little naive, is back in the "Entertaining America" segment, and Fernando Martinez: Frank Chavez, a little too experienced, is back in the "Lonely Hearts Show" segment. It's like a John Ford welcome cast of regulars. (Turn the mouse to get a lot of sky in the picture--John liked that in shots.) One caller reprises a reference to the lunar landing hoax hoax, used as a sight gag in the movie studio in "Vice City." http://www.youtube.com/watch?v=DJV14VPioi0 http://www.lazlow.com/ http://en.wikipedia.org/wiki/Lazlow_Jones http://en.wikipedia.org/wiki/Frank_Chavez Also, I recognized Reed Tucker, the "dragon stance," etc., guy from Chatterbox on "GTA III," as one of the callers (on WCTR?). Renaud Sebbane, who was the nudist guy, a motion capture actor, and produced the pedestrian chatter in the last two GTA's, is in the models section of the credits, so you might look for a secret naked guy to take over when the Hot Coffee controversy dies down. http://www.mobygames.com/developer/sheet/view/developerId,50649/ http://www.grandtheftwiki.com/Reed_Tucker User Tracks (TGIPC) You can put your WAV or OGG (Ogg Vorbis) files (or, if your system has the right codecs, MP3, WMA, M4A, etc.), or shortcuts for them, in My Documents\GTA SA User Files\User Tracks, run one of the scan tracks functions (automatic whenever you load the game or manual), and have your own radio station. My changing list includes/has included: "La Grange," "Tush," and "Sharp Dressed Man" by ZZ Top, "The Power of Love" by Huey Lewis and the News, "California" by Joni Mitchell, "Dr. Wu" (for Wuzi) by Steely Dan, "Pack Fair and Square" by the J. Geils Band ("Full House" live), "Good Times (Let the Good Times Roll)" by Phoebe snow, "(What's So Funny, 'Bout) Peace, Love, and Understanding?" by Elvis Costello, "Escapade" by Janet Jackson, "International Feel" and "Le Feel Internacionale" by Todd Rundgren, "And She Was" by Talking Heads, "Montana" by Frank Zappa and the Mothers, "I Touch Myself" by Divinyls (a Fernando favorite), "Cucumber Slumber" by Weather Report, "Ruby Ruby," "Runaround Sue," and "The Wanderer" by Dion, "Montego Bay" by Bobby Bloom, and "King of the Road" by Roger Miller. "Take the 'A' Train" (Billy Strayhorn) by Clark Terry and Red Mitchell and by Duke Ellington with Ray Nance http://www.youtube.com/watch?v=_htGBKvXWpI http://www.youtube.com/watch?v=hRGFqSkNjHk "Hang Up Your Hangups" Herbie Hancock http://www.youtube.com/watch?v=Lqtki6I-VTY

"Black Market" and "Teen Town" by Weather Report http://www.youtube.com/watch?v=D7fOetV0ha4 http://www.youtube.com/watch?v=hXhXoIq-IQE "Train Kept a Rollin'" Aerosmith http://www.youtube.com/watch?v=051VhDUyras "Rollo Interior" (Zappa) Ruth Underwood and Dweezil Zappa http://www.youtube.com/watch?v=fSmyCuU_pEo http://en.wikipedia.org/wiki/Ruth_Underwood http://en.wikipedia.org/wiki/Frank_Zappa http://en.wikipedia.org/wiki/Dweezil_Zappa "Rocky Mountain Way" Joe Walsh http://www.youtube.com/watch?v=Rt75y38J00s "Viva Las Vegas" ZZ Top http://www.youtube.com/watch?v=KLUl8xkKSTk "I Can't Turn You Loose" Otis Redding http://www.youtube.com/watch?v=u1EVpTAhDEk "Ultrafox" and "Runnin' Wild" Django Reinhardt and Stéphane Grappelli http://www.youtube.com/watch?v=8G1zTW1-dYg http://www.youtube.com/watch?v=8tgmBDx9VJc Another option is Young MayLay's "The Original Mix Tape," 2005. Sometimes you get some funny co-incidences with what's going on in the game in a way I like with that, too. http://www.youtube.com/watch?v=kxnd9_N-d6Q It's not in my User Tracks, but Beethoven Sonata Parody (the "Colonel Bogey March" from "The Bridge on the River Kwai," 1957) Dudley Moore http://www.youtube.com/watch?v=GazlqD4mLvw http://en.wikipedia.org/wiki/The_Bridge_on_the_River_Kwai For no particular musical reason: George Carl... http://www.youtube.com/watch?v=sEHCE-vLh5U http://www.youtube.com/watch?v=dJdNs0fbO1o http://en.wikipedia.org/wiki/George_Carl ...and Monty Python's "Argument Sketch." http://www.youtube.com/watch?v=kQFKtI6gn9Y http://en.wikipedia.org/wiki/Monty_Python &&&&&&&&&&&&&&&&&&&& I.14

Codes

To enter as code, type it in during the game. Thanks to Swordsman Kenshin for correcting me with his Gamefaqs post saying that you can't can't enter a code while the game is paused (Esc) as I was used to doing (usually with "aspirine"

and a PCJ-600) for "Vice City." Thanks to the list by edisoncarter and friends at GTA Forums, GTA Series, GTA San Andreas, Cheats and Tricks, PC Cheats, Page 1. http://www.gtaforums.com/index.php?showtopic=194192&st=0 I experimented with some codes with a copy of a save file. If you go to save a game you used a code for, you get a warning saying one or more cheats have been used, and a recommendation to not save the game. If you save a game you used a code for, you get a Stat showing the number of times you cheated. Even if you don't use another code, there's a glitch that makes the warning show up when you go to save subsequent games, for some weird reason. Various posts at GTA Forums indicate that while a code can lower your Criminal Rating title, it won't lower or hold back your percentage of completion of the game. Saving after a "pedestrians riot"-type cheat, though, can make some or all of the effects of it linger in your game. One of the missions said to be ruined by that is "Madd Dogg," because Madd Dogg jumps to his death before C.J. can get the truck beneath him. The GTA SA Control Center (X.13.c) has a "Clear Cheated 'Status' and 'Count'" function on the right side of the "Vehicle and Game Data" page. It will reset your cheat count to zero. Lead player codes HESOYAM

in

lead BAGUVIX by getting CAINEMVHZC

C.J. has $250,000, full Health, and Armor; any vehicle C.J. is is repaired (as with the effect of the Health code on the player's vehicle in the last two GTA's) C.J. has sturdier Health: fire and melee attacks don't hurt and the effect of bullets is diminished; C.J. can still be hurt drowning or the strong physical impact from explosions, run over, etc.; it must be subtle, because I haven't seen it add anything to C.J's Health bar or heal a vehicle he's using C.J. has infinite Health but can still be hurt by explosions and falls.

KVGYZQK BTCDBCB BUFFMEUP VKYPQCF AEDUWNV WORSHIPME HELLOLADIES GOODBYECRUELWORLD CVWKXAM

C.J. C.J. C.J. C.J. C.J. C.J. C.J. C.J.

is skinny with no Muscle or Fat has maximum Fat has maximum Muscle has maximum Stamina never gets hungry has maximum Respect has maximum Sex Appeal commits suicide; please send him for help 1st.

C.J. has an infinite ability to stay underwater; to disable,

type it again C.J. can jump real high but loses a little bit of Health when he lands; C.J. can make some surprising grabs of things he can climb onto like Tom Cruise as Ethan Hunt at the start

KANGAROO of

"Mission: Impossible," 1996; to disable, type it again Slow motion and sound and C.J. has a more powerful punch,

ANOSEONGLASS simi-

lar to the effect of an Adrenaline pill in "Vice City"

except

the punch doesn't send people flying so far; like it, it

can

be cancelled by doing a Unique Jump; for a more powerful punch than that "Vice City" one (but pedestrians have it, too), use "IAVENJQ" AEZAKMI decrease

C.J.'s wanted level won't increase but it also won't with bribes or cheats, and he can still be arrested; this can be disabled by typing it a 2nd time

TURNDOWNTHEHEAT or ASNAEB TURNUPTHEHEAT BRINGITON

C.J.'s wanted level is cleared C.J.'s wanted level is increased by two stars C.J. has a six star wanted level

******** If you miss the "Vice City" stilllikedressingup code, you might try using the Pawfect Skin Changer Mod v1.1 (X.13.q) or the similar function of spaceeinstein's SA "All in One Mod" (X.13.ii). ******** Lead player and pedestrian codes For the next five codes, pedestrian changes don't effect the emergency vehicle drivers, fast food workers, gang members, bartenders, etc. The effect on pedestrians and v ehicles is disabled by typing the code again, but C.J. retains the new outfit or Katana. BEKKNQV

CRAZYTOWN Boys, C.J. car-

prostitution style: a lot of the pedestrians are pimps in brown fur coats and prostitutes; C.J. attracts the prostitutes, who have sex toys; if C.J. is attacked, a prostitute may beat the attacker with her sex toy; C.J. is given the Gimp suit carnival style: a lot of pedestrians are fast food workers and clowns, and many street vehicles are Mr. Whoopees, Pizza BF Injections, Hotdog vans, Hotknifes, Tugs, Quads, etc.; gets red hair and his apparel changes to the (Groucho Marx

LIFESABEACH

FVTMNBZ

NINJATOWN motor-

icature) joke mask, white boxer shorts with red hearts, and some kind of gray boots beach style: a lot of the pedestrians are ones found at the beach; when I tried it, a lot of the vehicles were BF Injections, Mr. Whoopees, Mesas, and Glendales; the women in swim suits that drive vehicles have the pulled up breasts glitch; beach towels appear on the sidewalks and the beach people may sunbathe on them; C.J. wears no shirt and has shorts, sunglasses, and flip flops country style: a lot of the pedestrians and vehicles are ones found in the country and include Ranchers, big trucks like Tankers, and bikers on Freeways; C.J. gets bib overalls, a plaid shirt, and a "Born 2 Truck" baseball-type cap ninja style: a lot of pedestrians are Asian Ninja men--Wu Zi's gang--with Katanas; vehicles are black and include more cycles; C.J. get a Katana

STINGLIKEABEE or IAVENJQ C.J. and pedestrians have a very powerful punch; to disable, type it again (thanks to Spaceeinstein for the STINGLIKEABEE tip). Before heavyweight boxer Muhammad Ali fought Sonny Liston, Muhammad claimed he would "float like a butterfly and sting like a bee." http://en.wikipedia.org/wiki/Muhammad_Ali ******** To disable either of the next two codes, type it again SJMAHPE

if

law gun, ROCKETMAYHEM if Launcher

C.J. can recruit anyone except someone that's attacking him; the recruit doesn't have a weapon, they get a 9mm Pistol (so FBI, Army, etc., recruits have stronger weapons) and may attack those C.J. shoots at (especially if they fire back), enforcers, sometimes anyone outside the gang that fires a and others (criminals, I think). C.J. can recruit anyone except someone that's attacking him; the recruit doesn't have a weapon, they get a Rocket and may attack those C.J. shoots at (especially if they fire back), law enforcers, sometimes anyone outside the gang that fires a gun, and others (criminals, I think). This can very easily get the recruit and C.J. wasted.

If C.J. recruits a prostitute, his regular gang members may try to jack her from a vehicle and kill her. When I tried having C.J. recruit policemen, C.J. would get a wanted star whenever he got them into a Police car, and the policemen would get out--presumably to bust him, so I had him drive away.

Pedestrian codes BLUESUEDESHOES wanONLYHOMIESALLOWED normally members

a lot of pedestrians, except, at least, policemen, gang members, fast food workers, etc., are Elvis Presley nabes in black, white, or blue outfits like Elvis wore onstage in Vegas in the 1970's gangs appear in any area including ones which are territories of other gangs; a combination of members of different gangs can appear in a vehicle; the gang fight the members of other gangs; no other pedestrians appear except the police, fast food workers, etc. gangs fight; no other pedestrians appear except police, fast food workers, etc.; the traffic only appears in

BIFBUZZ gang

territories.

******** Thanks to OrionSR for testing to determine "the only built in codes that appear to alter data that is saved": - PC

Peds Attack Each Other AJLOJYQY

- PS2

Pedestrian Riot, Down, Left, Up, Left, X, R2, R1, L2, L1

"I tested all the other codes that had anything to do with peds and did not find any problems. A quick check can be performed for this glitch; load the save, visit a Vending Booth (Chili Dogs, Cherry Poppers, Noodle Stand), and if the vendor attacks C.J. or other peds then the glitch is active." For PC, "hmvartak has written on online glitch repair tool that can fix this problem, and many other common and rare glitches found in San Andreas": http://hmvartak.110mb.com/fix.htm To disable one of the next five codes, type it again. after using "AJLOJYQY." BAGOWPG othFOOOXFT AJLOJYQY atBGLUAWML atcow-

Don't save the game

pedestrians attack C.J. with their usual weapons--Fists, if no er pedestrians have, at least, Rocket Launchers, M4s, Shotguns, Pistols, and Bats, and will fire back if attacked pedestrians armed with, at least, Rocket Launchers, M4s, Shotguns, Pistols, and Bats attack each other and may attack C.J. if he tacks one of them pedestrians have, at least, Pistols, Rocket Launchers, etc., and tack C.J.; the pedestrians include Army men, country guys in boy hats, and construction workers; there are a lot of abandoned

vehicles on the road STATEOFEMERGENCY the

pedestrians riot, loot TVs (which disappear as soon as pedestrian does anything else, like fight or run in fright), attack each other and C.J., and smoke appears in many places (it's like the situation during "End of the Line" except all over San Andreas)

******** Time and weather codes YSOHNUL norSPEEDITUP SLOWITDOWN

the clock and weather are very fast, but motion and sound are mal; to disable it, type it again fast clock, weather, and motion; sound is normal; disable with SLOWITDOWN slow clock, weather, motion, and sound; disable with SPEEDITUP

PLEASANTLYWARM TOODAMNHOT CFVFGMJ ALNSFMZO SCOTTISHSUMMER OFVIAC NIGHTPROWLER twice CWJXUOC

sunny very sunny fog overcast thunderstorm (AUIFRVQS does this, too) it's always 21:00; to disable it, type it again it's always midnight--00:00; to disable it, type OFVIAC sandstorm

Vehicle codes again

All but NATURALTALENT and VKYPQCF disabled by typing

NATURALTALENT RIPAZHA can

C.J. has maximum vehicle skill Stats C.J.'s cars fly and can be controlled like planes; you

JCNRUAD

vehiit

also get some incredible Insane Stunt Stats with this C.J.'s vehicle makes other vehicles blow up when it bumps them Bad`Boys#17 passed along this gimmick: type in the code while C.J. is in or on a vehicle, have C.J. shoot the cle till it's on fire, then have C.J. get back in or on and type the code again to disable it, and C.J.'s vehicle will stay on fire and be BP, even under water;

lastikboy95 the CJPHONEHOME for

added that it's EP unless you start a Sub-mission like Vigilante mission, which makes it explode. C.J. can do a VERY high bunny hop on a bike; use Q or E a side view, and try the multi-view with V; if the bike nicks something and spins, C.J. can get some pretty

good

also

FLYINGFISH speed Down; without

Insane Stunt statistics--using A or D helps; he can do some skyscraper jumping; level the wheels for a safe landing and C.J. won't lose any Health; to disable it, type it again C.J.'s boats can fly; I give one of the several fast boats a side view with Q or E, then make the front end tip a little above and below horizontal with Up and once the boat gets some altitude, you can fly it doing that and fly pretty high (like with the flying Rhino gimmick of the last two GTA's); you could also

use BUBBLECARS at

this with the BUBBLECARS code, have C.J. bump one boat with another, then jetpack to the flying boat. C.J.'s vehicle makes other vehicles float in the air when it hits them; then they continue to float, possibly bouncing off things, till they float away; by shooting them, C.J. can change their direction and scare passengers out of them; C.J. and pedestrians can make extra high jumps to get into a floating vehicle; C.J. can

bump one STICKLIKEGLUE

one vehicle with another that's by the garage door in of his garages, then get in the floating one for something like a balloon ride. C.J.'s four-wheel vehicles have strong road grip and the taxi boost jump ("PGGOMOY" does this, too)

Traffic codes

All but CPKTNWT disabled by typing again

SPEEDFREAK

all four wheel land vehicles that C.J. drives, and some driven by peds, have nitro. The ped vehicles also have nitro if C.J. touches them. The RC Cam has nitro. The flames appear on the engine hood of the Baggage and you can't see them on the Rhino. The flame appears on the Vortex, and Terminator-UK noticed that a nitro flame appears on the front left side of the Rustler, but it doesn't make those two go faster. traffic lights are always green aggressive drivers black vehicles except, at least, the Hunter, Shamal,

ZEIIVG YLTEICZ IOWDLAC Hydra, PatriLLQPFBN GHOSTTOWN appear; EVERYONEISPOOR

Barracks, FBI Truck, SWAT van, Rhino, Baggage, Bandito, Combine Harvester, Hotknife, Kart, Monster trucks, ot, and RC Cam pink vehicles (same exceptions as above) few pedestrians and little traffic; parked vehicles instant replays are longer (thanks to Buzzsaw at GTA Stunting for the replays tip) cheap cars (data\cargrp.dat calls them "s**t cars")

EVERYONEISRICH WHEELSONLYPLEASE ALLCARSGOBOOM or CPKTNWT

fast cars only the wheels of four-wheel vehicles are visible blow up all four wheel vehicles, motorcycles, flying vehicles, boats, and RC vehicles

Vehicle spawning codes You can spawn a vehicle, like a Hotring Racer, so it appears with one side imbedded in a door or wall, and have C.J. enter it on the near side and get out on the far side. This can be useful as a way to let him get past the big locked door, locked beyond the "Black Project" mission, of the interior of Area 69, or get into the only skyscraper of Los Santos with a 3D interior, etc. Don't ask me why he goes out the other door for the gimmick, all I know is it works. The Trashmaster and Hotring Racer are popular choices for that. ROCKETMAN AIYPWZQP

Jetpack Parachute

OLDSPEEDDEMON RZHSUEW ITSALLBULL OHDUDE JUMPJET MONSTERMASH FOURWHEELFUN VROCKPOKEY engine

Bloodring Banger Caddy Dozer Hunter Hydra Monster the one available after beating "8 Track" Quadbike Hotring Racer A "Panoramic" and "hinterland" on the hood Hotring Racer B "Bobo" on the engine hood Rancher Rhino Romero Stretch Stuntplane Tanker truck Trashmaster Vortex hovercraft

VPJTQWV JQNTDMH AIWPRTON WHERESTHEFUNERAL CELEBRITYSTATUS FLYINGTOSTUNT AMOMHRER TRUEGRIME KGGGDKP Weapon codes

a

PROFESSIONALKILLER OUIQDMW

C.J. has Hitman level in all weapon Stats C.J., using the positions his recruits use when they do drive-by, shoots forward with an SMG with the "camera" aimed ahead of him whatever position his vehicle is

in; and

you can aim his fire otherwise if you press the RMB aim with the mouse, though it's hard to aim that way

when the vehicle is moving because the "camera"

quickly

turns the view back to forward--it's easier do it if

you

1st stop and aim C.J.'s weapon and the "camera" with NP2, NP4, NP6, or NP8, but it's more of a novelty than convenient. The best thing about it is it makes it

easy

FULLCLIP the you

for C.J. to do airgrabs on a motorcycle and makes it less likely for him, or a passenger he takes, to fall off of it--it's the "San Andreas" variation on "Vice City" morphing; C.J. can also hold a Stoppie on a BMX for a long time even after his BMX has stopped C.J.'s weapons have infinite ammo and no reload time; rifles and rocket launchers can be fired as fast as can fire them; to disable, type it again

LXGIWYL Can. PROFESSIONALSKIT M4, UZUMYMW M4,

C.J. has Brass Knuckles, a Bat, 9mm, Shotgun, Micro SMG, AK-47, Rifle, Rocket Launcher, Molotovs, and a Spray C.J. has a Knife, Desert Eagle, Sawnoff Shotgun, Tec9, Sniper Rifle, Flame Thrower, Grenades, and a Fire Extinguisher. C.J. has a Chainsaw, Silenced 9mm, Combat Shotgun, SMG, Sniper Rifle, Heat Seeking Rocket Launcher, and Remote Explosives.

I.15 Quick"

Video walk-through/people who help with missions/entire games "Done

You might find it helpful to see videos of the missions. Strategies for all of the missions are offered on video by Kevin Walter, aka savior, at the Stuckgamer web site: http://www.stuckgamer.com/index.shtml (Kevin told me the nickname "savior" was originally a name he came up with for the web site of the DexDrive, a PS2 product that let people upload and download game saves with their PCs. He ended up working for the company that made it, Interact, and writing for their GameShark.com site and GameShark Magazine, and somewhere along the line the nickname stuck.) Thanks to Spaceeinstein for telling me that the "gtamissions.com" site "contains youtube video walkthroughs of almost all GTAs": http://www.gtamissions.com/ You might try the "Save N Play" message board at GTA Forums to look for someone who can take your save game file and pass a mission you're stuck on:

http://www.gtaforums.com/index.php?showforum=200 http://www.gtaforums.com/index.php?showtopic=208616 For some of the videos that show an entire game ("San Andreas" and dozens of others like "Half Life 2," etc.) done quick, see the Speed Demos Archive at: http://speeddemosarchive.com/GameList.html They can be admirable and sometimes funny. (I never get tired of the joke of the gamer having Gordon Freeman, etc., respond to questions by nodding the "camera" up and down, I guess because I do that sometimes in games. No matter how serious a science fiction drama or shoot-'em-up it is, my lead player tends to be a big goofy kid, for some reason. I think that's part of the reason I gravitate to GTA's.) If you like them done quick, you might also like the Speed Run videos (among all the other helpful ones mentioned above) and enjoy the frenetic finesse of Kevin Walter at: http://www.stuckgamer.com/ I.16

How to get as much done as possible before starting the main missions

Four star survival guides (and cycle jumps) by Orion_SR and rubregg Orion_SR's "GTA San Andreas--4 Star Survival Guide" has advice and instructive videos that can help you get everything done that's available at the start of the game aside from the main missions. http://www.gtplanet.net/forum/showthread.php?t=88099 http://www.google.com/search?q=orion+sr&tbo=p&tbs=vid%3A1&source=vgc&hl=en &aq=f#hl=en&safe=off&tbs=vid%3A1&q=orion_SR&aq=f&aqi=&aql=&oq=&gs_rfai=&pbx= 1&fp=7c3c994776b83381 Rubregg's "Early Side-Missions In Locked-Off Areas" guide can help you likewise. You can learn how to have C.J. survive a four star wanted rating and create a save game with the earliest available side missions done. http://www.gtaforums.com/index.php?showtopic=280997&st=0 http://www.youtube.com/user/rubregg As a cycle stunt fan, I'll make a special note of rubregg's easy way to make a cycle jump to Las Venturas: go NNE from due N of the "O" of "MONTGOMERY." http://www.youtube.com/watch?v=8IVqe6pfuOA Thanks to rubrick for telling me to check out his GTA Forums message board for more findings on the subject. Zmoonchild's videos include ways to survive a six star wanted level. http://www.youtube.com/user/zmoonchild

Orion_SR's cycle can get past the roadblocks and out of Los Santos by using the lip at the N edge of the bridge to the S side of the Flint Intersection. The coast on the far side is steep and it's easy to lose your cycle there, so it would't hurt to use an NRG-500 and tap Up repeatedly to give it a lot of speed. It can make it back the other way, too. "In Like Flint" by Orion_SR. http://video.google.com/videoplay?docid=9003354552777119574 Another cycle jump he may use is N to S from the Panopticon (S of the "CO") to Fallen Tree, another one with a steep landing area. The runway is hilly, so "wait until you've got good traction before gunning it." The video below shows the jump and GTA Phreak's way to cross the Panopticon Bridge on the outside ledge. (Going N from Easter Bay chemicals, he crosses onto the bridge from the E side and goes N, and, before he get to the barriers, he gets onto the ledge on the outer W side and continues N.) "Panopticon Playground" by Orion_SR http://video.google.com/videoplay?docid=4962165154254066140 Orion_SR also jumps a cycle from the road that goes S from Blueberry to a grassy hill near the train tracks. And if you take Katie on a date on a cycle then go stunting with it, she "will remain on the back of the bike for 6 minutes before she bails and runs off." "Katie's passenger comments can be fun in slow motion" (during Unique Jumps). Airborne bribes These bribes have the added usefulness of being ones C.J. can use while airborne in a helicopter or while using the hover mode of the Hydra. - over the N arch of the bridge that's N of the "OC" of "OCEAN DOCKS," - at the end of a narrow space in a lot NW of the previous bribe, - over the steep incline of the northmost E to W road in NE Las Colinas, - in the back yard of the house that's N of the W end of the bridge W of Madd Dogg's mansion, - in a narrow space under the base of the S loop of the Montgomery Intersection (approach from the W), - over the bend in the dirt path of SE Blueberry Acres, - over the rock ledge at the N side of the bend in the river N of Dillimore

and E of Blueberry--just SW of the "C" in "COUNTY" on the paper map, - over the NW dirt crossing of the two of the inlet of Shady Creek, - by the W end of the skinny loop of road on Missionary Hill, - over the train track between two train tunnels by the coast in Easter Basin, - on the E side of the road that's E of the N end of Area 69, - on a ridge of the coast that's NE of the Abandoned AC tower, - beyond the ramp of the Unique Jump that's in a lot SE of the Emerald Isle, - a bit W of the Unique Jump ramp of the pirate ship in front of Pirates in Men's Pants, - over the S end of the building that's N across the street from the NE corner of the block of The Camel's Toe pyramid, - in a lot that's across the street SW from the SW corner of The Four Dragons Casino, and - over the concrete highway divider where the "A" is of "JULIUS THRU WAY SOUTH" (by the intersection of it and the S end of the Strip). GTA Phreak's video "Bribe Skimming" shows a useful way to collect four of those bribes with the Skimmer: http://www.youtube.com/watch?v=bi-rZa2-qOs GTA Phreak adds that Hydra missiles "...do work underwater! ridiculously slow, like walking pace."

They just move

How to open the fast food places before doing the main missions zmoonchild showed us that the fast food places can be opened (though the icons for them don't appear) before "Big Smoke" by having C.J. initiate a date (let it fail due to the wanted rating) with one of the three girlfriends available from the start of the game: Katie, Michelle, or Barbara. (I'll add that, unless you have C.J. collect all the Oysters first, those three are fussier than Denise about C.J.'s muscle and/or fat. Katie likes muscle, Michelle likes fat, and Barbara likes C.J. fat but in good shape. You can have C.J. use the gym at Verona Beach to build muscle, have him go to the outdoor fast food stands to get fat, and have him stand by a car with greater sex appeal--see section XI.b--when he meets one of them.) The tattoo parlors in Las Ventures and San Fierro (not Los Santos) are open from the start of the game.

Flying vehicles available early and how to keep them from blowing up Flying vehicles available from the start of the game (thanks again to zmoonchild): - the Dodo and Shamal (at all three airports but only open at Los Santos International and Las Venturas Airports), - the AT-400 (in the big hanger in the SW section of Las Venturas Airport), - the Skimmer (by the coast across the Sherman Reservoir N of the dam), - the Maverick (in the SE section of Easter Bay Airport), - the Seasparrow (at a dock SE of the dam and at the coast by the valley N of Verdant Meadows), and - the CargoBob (Area 69). GTA Phreak adds that both Cropdusters are available from the start of the game. (One is on the hilltop at the end of the dirt road W of The Farm, and one is NW of the bend in the road that's NW of Greenglass College.) Orion_SR says that a good tactic to use to have C.J.'s flying vehicle evade the missiles from Hydras that attack during a high wanted rating, besides his advice given in the section about wanted ratings, I.9--to have C.J. fly low, is to fly close to cliffs and buildings when possible, and to constantly alternate your view with the "look-behind" view then "cut hard to one side to avoid almost all the missiles." He found that it's usually a new Hydra that spawns behind C.J. when you look there--the old one usually disappears unless C.J. doesn't move. (I'll add that for those who want to C.J. date the girlfriends, without the Control Center--X.13.c. Click the tab buttons for "Auto-Clear Status after inserting

try one of these things, notably have wanted rating, you could use the GTA SA for "Player Data" then click the cheats" and "Never Wanted.")

&&&&&&&&&&&&&&&&&&&& II

The beginning

II.1

"The Introduction"

A prelude to the sequel (to "Vice City") prequel (to "III"): A synopsis of the bonus DVD that you get with either the two CD's of music from "Grand Theft Auto: San Andreas" or the Special Edition of the game. In Los Santos, Officers Frank Tenpenny and Eddie Pulaski discuss how they've

threatened someone to do things their way, and will need to do the same to the officer assigned to work with them, Hernandez, if he doesn't play along. Tenpenny is more concerned about Pendlebury (probably the one Tenpenny talks to on the phone a bit later). The Ballas gang is dealing drugs and wants to hold power over Grove Street. Big Smoke, in Ryder's house, seems to want Ryder to help him take Grove Street back from the Ballas by competing in the drug trade. In a lot in San Fierro, Mike Toreno, aided by violent thug T-Bone Mendez, gives the orders and makes the deals of a vicious big time drug dealer. At a game of craps in Los Santos, Jeffrey says he wants to be considered a gangster named OG Loc; the others tell him to forget it, and Sweet tells him to go to college. Big Smoke seems to want Sweet Johnson to think of the big money they could make by competing in the drug trade. Sweet doesn't go for the idea. He says his brother Brian has been dead five years and his brother Carl, who can rot in hell, is running around on the east coast. C.J. steals a car for someone in Liberty City. Johnny Sindacco meets with Godfather Salvatore Leone at Salvatore's mansion. Though the Sindacco's and Leone's have been rival gangs, Johnny wants Salvatore to invest five million dollars into a Sindacco gambling casino. Salvatore will go along with it if Johnny can get rid of the guy currently controlling the books and replace him with someone Salvatore and Johnny can control. Lawyer Ken Rosenberg, by the Fort Carson Medical Center in Las Venturas, has been disbarred and is struggling stay off of cocaine. Tenpenny, on a phone in Los Santos, threatens to kill someone (Pendlebury?) he's paid to commit a murder if they don't carry out the hit. Ken can't get Tommy Vercetti on the phone. Kent Paul, in a recording studio in Salford, England, becomes the manager of the Gurning Chimps, led by drug addict Maccer. C.J. gets a man to hand him his wallet by aiming a pistol at him, then C.J. hits him on the head with it. A couple of men in the desert in San Andreas bury the body of the man who used to control the books for the Sindacco casino. Johnny agrees with Salvatore's proposal that they get Ken to take their orders about controlling the books for the casino.

Tenpenny and Pulaski begin coercing young officer Hernandez, who's just joined them and is new to C.R.A.S.H. (Community Resources Against Street Hoodlums, run by Officer Tenpenny), to do things their way--a lot tougher a way than he expected. In the Caligula's Palace casino office in Las Venturas, Salvatore pulls a gun on Ken Rosenberg and orders him to get his investment back. Pulaski beats another officer nearly to death, and Tenpenny orders Hernandez to kill the downed officer. Hernandez objects at 1st, but Tenpenny threatens to kill Hernandez if he doesn't kill the officer with the gun Tenpenny hands him. Hernandez shoots the officer. (Early in the game, Tenpenny and Pulaski will threaten C.J. that they'll blame him for the murder if he doesn't do as they order him.) A couple of Ballas do a drive-by past Sweet's house and kill his mother. Sweet runs into the house, sees what happened to his mother, then prevents his sister Kendl from going inside. Later, as she sits on the porch, Sweet calls C.J.. He tells him the bad news and that he better come home. C.J. bows his head in grief. &&&&&&&&&&&&&&&&&&&& II.2

"San Andreas Theme Song"

Lyrics by Young (and famous) MayLay from "San Andreas: 'The Original Mixtape.' http://www.youtube.com/watch?v=kxnd9_N-d6Q http://www.myspace.com/youngmaylay This is kind of a big deal, for me, anyway; I never got a letter from a big celebrity before. I sent a letter to Young MayLay, through the Contact part of his web site, explaining that I couldn't get some of the lyrics he wrote for the "San Andreas Theme Song." I got an e-mail from him today (Mon., July 25, 2005) with the lyrics attached (I hope he doesn't mind--I broke it down into quatrains): ******** MR.Winstein, Here are a copy of the lyrics for the San Andreas Theme Song..Be careful with them..Hope this solved the problem.. Thanks,

Young MayLay..GLEN WINSTEIN ******** SAN ANDREAS THEME SONG Verse 1) Welcome to San Andreas I’m CJ from Grove St. Land of the heinous gang bangers and cold heat. In Los Santos neighbors get no sleep beefing with anybody competing even police. Four deep in a green rag wit gold feet blast with the flag on the strap that’s OG. Stay in shape hit the gym lift the weights get super cut or big and buff nice and straight. You got stats respect, weapon skill stamina muscle fat and sex appeal. You get clothes from Bincos and Prolaps Suburban Zip Victom and D Sach. Watch your back when you in rival hoods they’ll test just to guess if your survivals good. Ducking shells at the Cluck’n Bell jump out busting gunning till they tuck they tail. It seem like I’m on impossible missions twisted predicaments hostile positions. Tennpenny and Polaski harass me cop cars been on our ass the last past week. Because the Dreas for the gangsters homeboy hands is the language for the bangers homeboy. And its dangerous homeboy get your brains blew for how you do your fingers homeboy. Heat cocked we popping them hot one’s dump them out bend the block shaken before the cops come listen for sirens but they don’t got none back another lap catch a straggler with a shotgun. Hittin them up what that Grove St. like in a dirty sling shot and old Levi’s. ******** Boy oh boy, huh? That's something. Now that's straight from C.J. himself. I think that was very nice of him to do that. I'll have to save that. ******** O.G.

1. Someone who has been around, old school gangster 2. Original gangster. Being, or being related to, the stereotypical 1970's gangster's lifestyle. OG Loc, Keepin it Gangsta! 3. An Original Gangsta or Original Gangster. Yo, What up OG? What's good in tha hood? http://www.urbandictionary.com/define.php?term=OG More generally today in America, it's a word of ebonics (I think you need to at least have a semester of Calculus to take that; don't you kids try it at home--you call a professional) that refers to a friend with street smarts. http://en.wikipedia.org/wiki/Gangster http://en.wikipedia.org/wiki/African_American_Vernacular_English &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& II.3

Los Santos 1st main missions

Written by Dan Houser, James Worrall, and DJ Pooh. DJ Pooh is a record producer, rapper, screenwriter, and film director. Dan Houser (Official U.S. PlayStation Magazine, November, 2004) said, "He’s amazing for what we wanted. We thought we were looking for someone to help us with writing. But you look at the films he’s made ("Friday," "Next Friday"), and you see he’s so multi-skilled, plus he has ridiculous hip-hop credibility." http://www.imdb.com/name/nm0690770/ http://en.wikipedia.org/wiki/DJ_Pooh "Whoop Whoop," 1997, by DJ Pooh http://www.youtube.com/watch?v=Ipp7bkRSPcM II.4

"In The Beginning"

Carl Johnson

Carl Johnson, aka C.J.: Young MayLay http://www.imdb.com/name/nm0690770/ http://en.wikipedia.org/wiki/Young_Maylay Young Maylay, aka Chris Bellard, born 1979, is a West Coast rapper who was suggested for the part of C.J. by film and hip hop producer DJ Pooh, but Dan Houser seems to have gone for Young Maylay as soon as he overheard a phone call between him and DJ. Young Maylay was featured on compilations and underground mix tapes like Killa Tay's "Thug Thizzle," 2000, and Rodney O & Joe Cooley's "Summer Heat," 2002. He wrote most of the tracks on King T's album "Ruthless Chronicles," 2004, and DJ Warrior's "Coast Control," 2004. "San Andreas: The Original Mixtape," 2005 "Knock the Box" by Young Maylay http://www.youtube.com/watch?v=bL4-NmtA7R0 http://en.wikipedia.org/wiki/San_Andreas:_The_Original_Mixtape "What Will It Be," 2006, by Deeyah featuring Young Maylay

http://video.google.com/videoplay?docid=-4297580042844849022# http://en.wikipedia.org/wiki/Deeyah http://en.wikipedia.org/wiki/What_Will_It_Be "Ain't Nuttin' Changed (Queensbridge to California Remix)," 2009, by Blaq Poet featuring MC Eiht (Lance "Ryder" Wilson in SA) and Young Maylay http://www.youtube.com/watch?v=QO2dNRwnIO4 http://www.youtube.com/watch?v=SJgDxNVsFuM http://en.wikipedia.org/wiki/Blaq_Poet http://en.wikipedia.org/wiki/MC_Eiht You can visit his web site, hear some of his music videos, and contact him at: http://twitter.com/#!/youngmaylay http://www.myspace.com/youngmaylay He also kindly helped me out by sending me a copy of his lyrics to "San Andreas Theme Song" (see II.2) and has the job I particularly envy as the star of the latest GTA. Sean "Sweet" Johnson: Faizon Love, who played Big Worm in "Friday," 1992, (which was co-written by DJ Pooh, who played Red), the voice of the late comedian Robin Harris in "Bebe's Kids," 1992, one of the Jam Boys in "Fear of a Black Hat," 1994 (sort of a rap "Spinal Tap"), Gimbel's manager in "Elf," 2003, and Shane in "Couples Retreat," 2009. http://www.imdb.com/name/nm0522324/ http://en.wikipedia.org/wiki/Faizon_Love "Def Comedy Jam" guest Faizon Love http://www.youtube.com/watch?v=EnvGjWQvNnM Frank Tenpenny: that famous Samuel L. Jackson, of too many movies to list in their entirety, who starred as Stacks Edwards in "Goodfellas," 1990, Gator Purify in "Jungle Fever," 1992, Tat Lawson (with MC Eiht as A-Wax) in "Menace II Society," 1993, Big Don in "True Romance," 1993, Jules Winnfield in "Pulp Fiction," 1993, Zeus Carver in "Die Hard With a Vengeance," 1995, Doyle Gipson in "Changing Lanes," 2002, Rufus in "Kill Bill Vol.2," 2003, the voice of Lucius Best/Frozone in "The Incredibles," 2004, Ken Carter in "Coach Carter," 2005, the narrator of "Inglourious Basterds," 2009, etc., and probably has a handful being prepared for release as we speak. Now this guy has a resume. And he's starring in a Grand Theft Auto, even if it is as a bad guy. http://www.samuelljackson.com/ http://www.imdb.com/name/nm0000168/ http://en.wikipedia.org/wiki/Samuel_L._Jackson "Pulp Fiction Restaurant Scene - Long," 1993, starring Samuel Jackson http://www.youtube.com/watch?v=Fd4VSkj0Wks

Eddie Pulaski: Chris Penn (son of Leo the TV Director), who starred as B.J. Jackson in "Rumble Fish," 1983, Willard Hewitt in "Footloose," 1984, Nice Guy Eddie Cabot in "Reservoir Dogs," 1992, and Nicky Dimes in "True Romance," 1993. (Update: Chris Penn was found dead by his housekeeper on Jan.25, 2006. He was only 40 years old, which is way too young for that. The coroner's report said that he was 300 lbs. and had a history of drug abuse. May his friends and family find sympathy and heal in time.) http://news.bbc.co.uk/2/hi/entertainment/4649390.stm http://www.imdb.com/name/nm0001606/ http://en.wikipedia.org/wiki/Chris_Penn "Chris Penn doing a bit on David Letterman. From the 1990's" http://www.youtube.com/watch?v=jvDSkug6c5U Officer Hernandez: Armando Riesco, who voice acted as the Supplier (Pierre La Ponce/Vic Vance) in "Vice City," 2002, Hector in "Midnight Club II," 2003, and played Phelan in Spike Lee's "25th Hour," 2002, Jesse in "Garden State," 2004, and Julian Varone in "The Tested," 2009 (which also starred Frank Vincent-Salvatore Leone in GTAs). http://www.armandoriesco.com/ http://www.imdb.com/name/nm1269976/ http://en.wikipedia.org/wiki/Armando_Riesco "Tia Lora- Matrimonio" by Armando Riesco http://www.youtube.com/watch?v=o0I_9XxPAfg "San Andreas" takes place in 1992, some time between "Vice City" (1986) and "III" (2001?). In "Wear Flowers in your Hair," The Truth refers to the mob (Tommy Vercetti) having bought the Boatyard from Duane and Jethro. Claude Speed and Catalina have gotten together in "Farewell, My Love," and Maria begins being Salvatore Leone's mistress in "Freefall," so it would be about another nine years before Claude is shot by Catalina, Maria leaves Salvatore for Claude, and Catalina and Salvatore are killed by Claude, in "III." Claude's silence shrouds unfathomable, if not infinite, patience. C.J., at Francis International Airport, Liberty City, remembers his brother Sweet telling him that their Mom died. When C.J.'s Taxi gets about a block S of the Johnson house, C.J. is ordered out of it by Officer Tenpenny, who's accompanied by Pulaski and Hernandez. They hit and harass C.J., then take him for a ride in their police car to make sure C.J. knows they think the worst of him and need him to do things their way. Tenpenny frames C..J. for the murder of a dead policeman. Why he bothers holding this over C.J.'s head when he could just follow C.J. around for ten minutes with a camcorder is never explained.

They throw C.J. in an alley (of the block overlapped by the E side of the save place icon that's N of "JEFFERSON"). C.J. knows it's hostile Balla gang territory; Ballas are the guys in purple who'll attack C.J. if you don't keep him away from them. Reminiscent of the booklet that came with "III" calling Liberty City "the worst place in America," C.J. says he's in the "worst place in the world. Rollin Heights Balla country." (Later, while having C.J. spray Tags, you'll see Tags that represent the Ballas' neighborhoods: Rollin Heights Ballas, Kilo Tray Ballas, Front Yard Ballas, and Temple Drive Ballas.) Have C.J. get on the BMX bike in front of him. Be careful just up ahead-there's always moving traffic just beyond the alley at 1st. Have C.J. ride to the Johnson house, "C.J." on the radar, a few blocks SE. Now and then, press W quickly and repeatedly to make C.J. stand up and pump the pedals hard, and have him stay off to the side of the train tracks if you have him use the railroad bridge. C.J. starts out with $350. four star wanted level.

He can't recruit gang members yet.

He can get a

The Grove Street gang voices are: Solo, A da Business, Vincent Lomax, Gregory Johnson, and Ricky Harris. The Ballas gang voices are: Donnie Anderson, Michael Ralph, Ricky Harris, Darrock Burns, and Derrick Edmond. The Johnson garage, at the house icon in Ganton on the paper map that comes with the game, is free and immediately available. C.J. can explore but can't get into the Johnson house for you to save the game till he walks into the red shaft of light in front of the front porch and does the next couple of missions: II.5

"Big Smoke"

Carl Johnson

C.J.'s Mom Beverly: ? Kendl Johnson: Yo Yo (Yolanda) Whittaker has helped spread the word about female empowerment with hip hop in "Make Way for the Motherlode," 1991, and, more recently, "Ebony," 1998. She had a top 40 hit in 1991 with "You Can't Play with My Yo-Yo." She played Yo-Yo in "Boyz n the Hood," 1991, and a Girl at Party (with Samuel L. Jackson, Clifton Powell, MC Eiht, and Clifton Collins, Jr.) in "Menace II Society," 1993.

http://www.imdb.com/name/nm0926469/ http://en.wikipedia.org/wiki/Yo-Yo_%28rapper%29 "Black Pearl," 1992, by Yo-Yo http://www.youtube.com/watch?v=10nZly0tTlU Kendl has to try to be level-headed and bring her brothers and boyfriend to work with one another. Melvin "Big Smoke" Harris: Clifton Powell, star of movies and TV, who played Chauncy in "Menace II Society," 1993, Martin Luther King, Jr., in the TV movie "Selma, Lord, Selma," 1999, Pinky in "Friday After Next," 2002 (co-written by DJ Pooh), an FBI Agent (with Ray Liotta) in the short film "The Hire: Ticker," 2002, Jeff Brown in "Ray," 2004, and the voice of the first prisoner in the 2010 episode "A Date with the Booty Warrior" in the 2005-? animated TV series "The Boondocks." http://www.blackfilm.com/20041022/features/cliftonpowell.shtml http://www.imdb.com/name/nm0694066/ http://en.wikipedia.org/wiki/Clifton_Powell "The Boondocks--A Date With the Booty Warrior--Adult Swim Promo" http://www.youtube.com/watch?v=rVD78N-RJUk "Katt Williams Taking Pimp Lessons From Clifton Powell" http://www.youtube.com/watch?v=fHMLluNlr1U While C.J. looks around the Johnson house in mourning, he remembers his Mom and sister talking with him years ago, and takes a picture of his Mom to hold and look at as he sits at the living room table. Big Smoke, the chubby fellow with glasses, a goatee, and a derby-like fedora, comes from the kitchen with a baseball bat, thinking C.J. is a burglar. He recognizes him and they hug. (Like C.J., I don't know what book Big Smoke is talking about, either-Ecclesiastes, the OT book Pete Seeger used for lyrics in "Turn, Turn, Turn": "A time of love, a time of hate..."? I don't know--that one doesn't mean to have each pair at the same time.) Big Smoke has C.J. drive them in Big Smoke's Perennial station wagon to the cemetery. II.6

"Sweet and Kendl"

Carl Johnson

Sean "Sweet" Johnson Lance "Ryder" Wilson: MC Eiht is a lead rapper of Compton's Most Wanted, a solo rapper with a loyal following, and played A-Wax in the movie "Menace II Society," 1993, which featured his recording "Streiht up Menace." He starred as T Bone (with Clifton Powell) in "Who Made the Potatoe Salad?," 2005. "Hood Took Me Under" by Compton's Most Wanted, with MC Eiht, is on Radio Los Santos. http://www.imdb.com/name/nm0563810/ http://en.wikipedia.org/wiki/MC_Eiht

"Straight Up Menace," 1993, by MC Eiht http://www.youtube.com/watch?v=nrVCRQd1ugU At the cemetery, C.J. meets his sister Kendl, their brother Sweet (he has a cap and a beard), and his friend Ryder (he has a cap, mustache, and a blunt--a cigar filled with marijuana). Sweet, Ryder, and Big Smoke all wear green, the Grove Street Families gang color. Sweet is PO'ed: he doesn't like that C.J. ran off for five years so he gives him a hard time. Kendl walks off to see Cesar, and Sweet gives her a hard time about that and berates Cesar as unprincipled. He points to several nearby graves of people they knew, like their brother Brian, and tells C.J. the local fighting put them there. As the four guys go to Big Smoke's station wagon, some Ballas do a drive-by on it and blow it up. Have C.J. get on a bicycle and follow Sweet then Ryder. The one to follow has a blue cone pointed down at his head and is represented by a blue dot on the radar. C.J. will probably run into less trouble from the pursuing red Voodoo, from which a Balla tries to shoot him, if he rides at a regular pace, ready to brake, on the left side of the road, leading the Voodoo into telephone poles, etc., on the left. Once Sweet splits off from them, the Voodoo won't be following C.J. till after he goes through the bicycle park and makes the jump down to the highway. (If C.J. makes the jump before Ryder and Big Smoke, you can have him pause and look backward, Q and E, to see they have a remarkable acrobatic ability to do flips and rolls when they land and keep going.) Ryder wants C.J. to dress in green (which C.J. can do a few main missions later). C.J. can enter the Johnson house to save the game at a floppy disk from now on, and there's a Camera in the bedroom. Sweet Johnson calls to warn C.J. that their old gang has split up into warring factions. II.7

"Ryder"

Carl Johnson

A rider is someone who'll buddy with you and might join your gang or clique: "I won't deny it, I'm a straight ridah" (2Pac "Ambitionz Az A Ridah"). (The next link didn't work the last time I tried it.) http://www.rapdict.org/Rider

Basically, a rider is a person who's committed to being your friend, no matter what (which is ironic given how Ryder turns out). http://www.urbandictionary.com/define.php?term=rider Ryder has C.J. agree to help him get even with the owner of a pizza place that keeps covering up their "hit up" (a tag--graffiti that symbolizes a gang). He has C.J. drive to get a haircut at a barber shop, then chides him he looks "jacked up" (not quite right). http://www.urbandictionary.com/browse.php?word=hit+up http://www.urbandictionary.com/define.php?term=jacked+up Reader Timo Hakala wrote to me that Ryder takes back his words about the barber being bad at his job if C.J. gets a "cool" haircut like a Cornrow (or Afro, Afro & 'stash, Afro & Goatee, Afro & Beard, or Jheri Curl). Then Ryder has C.J. get food at the pizza place. Ryder holds a handgun on the owner/clerk of the pizza place, who recognizes Ryder, telling him no one else is so small and he feels sorry for his Dad. When they get outside, the owner comes out to fire a Shotgun at them. Ryder runs for the car; have C.J. drive him home if you're not prepared to have C.J. shoot down the owner. Ryder tells C.J. to see Sweet about Tags. The restaurants, barber shops, and tattoo parlors are open and shown on the radar and in-game map. The barber shop used in this mission, Reece's, has an icon that's obscured on the radar and in-game map by the icon for the tattoo shop it's beside. Reece's is on the E side of the block that's the 2nd block S of the one with "OD" of "IDLEWOOD." Some PS2 gamers have reported that getting C.J. a haircut makes his tattoo Sex Appeal points go away. You might play it safe and get him a haircut before getting him a tattoo. If you already had him get a tattoo before getting him a haircut, the tattoo parlor can have it removed for $400. Having C.J. get a haircut can get rid of any wanted rating, so I wouldn't worry about the Sex Appeal points of tattoos. Send C.J. to Gay Gordo's for a Groove Cut: $500 (or a blonde cornrow, if you like: $550), or to Old Reece's for a Cornrow: $500. All are 30 points each for both Sex Appeal and Respect Stats. I got him a Groove Cut.

Send C.J. to a tattoo parlor for one of the tattoos that are 3 points each for both Sex Appeal and Respect, which are any of them for the back and lower back. I got him an Angel for $450. &&&&&&&&&&&&&&&&&&&& III

Preliminaries for Los Santos

I waited till this point to do these preliminaries when I started writing this walk-through, but you can do these things as soon as you get control of C.J.. You need to have C.J. eat or drink, or save the game, for his Health bar. And if he doesn't eat to keep something in his Fat bar, which starts at about 1/6th and diminishes slowly, the Muscle then Health bars will diminish quickly. Though the fast food places open up and appear on the radar and in-game map after "Ryder," snack and soda pop machines only charge $1 and are available from the start of the game, including the ones inside convenience stores and the Alambra club, which are open from the start of the game. Have C.J. stuff his face with about 80 to 100 snacks from a snack vending machine to raise his Fat to about 20%. It won't make C.J. throw up as it does it feed him eleven fast food restaurant meals in a row. You can have him repeatedly use the vending machines faster than repeatedly use the fast food booths with a live vendor (also $1 per snack)--it takes 30 sec. for the red marker for those to reappear. The Los Santos/Red County Hotdog vans don't appear on PC. Armor, vending machines, and vendors map: http://img371.imageshack.us/img371/2701/saarmorvendingmachinevecw8.png One easy to remember 24/7 convenience store location is on the big E to W road that extends W from the Mulholland Intersection. It's on that road just W of the intersection. Thanks to Rusk's walk-through and the Stats Faq by bamspeedy1298 at Gamefaqs for the following Los Santos snack machine locations: http://www.gamefaqs.com/computer/doswin/file/924362/33432 http://www.gamefaqs.com/computer/doswin/file/924362/47686 Willowfield--at the 6th Street Plaza, an outdoor shopping center, which is along the N side of the block that's S of the block with "OW" of "WILLOW FIELD." Idlewood-- inside the Alahamabra Club, which is on the W side of the block of

"IDL" of "IDLEWOOD." Idlewood--inside the 24/7, which is on the same side of the street one block S of the Alambra club. Jefferson--at the outdoor shopping center that's on the E side of the block that's E of the block of "EN" of "GLEN PARK" and W of the block with the Jefferson Motel. Las Colinas--on the SW side of the T intersection at the top of a sloped road--the bottom of that road is across the street to the N of the Jefferson Motel. Commerce--inside the 24/7 that's on the N side of the block that's W of the block of "CITY" of "CITY HALL." Dillimore--at the Gasso station that's on the N side of the SW block of Dillimore. Palomino Creek--at the library that's on the S side of the SW block of Palomino Creek. There are three outdoor fast food booths in Los Santos. You can't build up C.J.'s Fat as fast using them, but they do provide more Fat per visit. They're at: Downtown Los Santos--by the 1st "N" of "DOWNTOWN LOS SANTOS" and nearly under the S branch of the Mulholland Intersection. Verona Beach--at the E end of the beach. Santa Maria Beach--on the S end of the pier the Ferris wheel is on. I usually keep C.J.'s Fat between 1/5th and 1/3rd. It puts a good margin of safety on the work it takes to get his Muscle maximized at the outdoor gym at Verona Beach. Whether you do those things or wait till the restaurants open to start on the preliminaries, feed C.J. every day or two. Take-Two Games has said that feeding him every day can prevent the glitch of C.J. being unable to use the gyms, a glitch that may appear near the end of the game. Having C.J. use the weights at Verona Beach is the fastest way to have him build Muscle. Thanks to reader Timo Hakala for telling me C.J. can use the Verona Beach gym from the start of the game. (I think the second fastest way may be to have C.J. swim.)

If you manage to make C.J. too Fat, having him use a gym treadmill or stationary bike is the fastest way to have him lose only the extra Fat. Feeding him 11 times at once at a fast food restaurant to make him vomit makes him lose about all of his Fat, but it's better if he has some. The outdoor gym at Verona Beach has a stationary bike. Keeping C.J. busy doing the things given below seems to be enough otherwise to raise the Stats he needs to improve his strength, weapon, and vehicle abilities. Then I'd make a copy of my save game of my GTA San Andreas User Files in My Documents. Doing them all at once takes a looooooong time, but look at it this way: once you copy the save file, you'll never have to do them again--at least not all at once. See "Maximum Stats of all kinds in one sitting" (III.5) for a much faster way to build Stats in the PC version of the game. As Rusk says, if you have C.J. swim, or fly and parachute, to the blockedoff areas, he'll get a four star wanted rating that the law enforcers won't let go of, even if you use a code, till C.J. can get back to the allowable areas to get rid of it. Later in the game, when C.J. can get five wanted stars, sending him over the Easter Bay aircraft carrier or onto the grounds of Area 69 gives him a five star wanted level while he's there, but right now it just gives him four stars. You can get more done early on that way, but it takes a lot of time and effort that doesn't always pay off if you're like me and don't save the game if C.J. gets busted or wasted. (I don't save the game if C.J. gets wasted, but I think reader Carl Johnson is right about girlfriend Katie showing up at Avispa golf course in San Fierro at the start of the game as a help for people who want to have C.J. risk the high wanted level attack of going to the areas that are off-limits. A benefit of having C.J. date her is that he keeps his money and weapons if he gets wasted. I'll add that having C.J. initiate dating with Barbara, also available at the start of the game, lets C.J. keep his money and weapons if he's busted.) If you want to save time on certain vehicle that are available in the unwelcome areas, it those areas 1st open then make a copy of your welcome areas isn't convenient or easier, but experience and the challenge.

missions you're not crazy about takes less time to do them when save game. So hazarding the unyou might enjoy the different

(You might like the two bribes and Pay 'n' Spray in Blueberry, the Santa Maria Beach Pay 'n' Spray, or the wardrobe closet of a nearby save house, for C.J. when he gets back.) Rusk also explains that you can send C.J. to them to complete the Oyster collection and get some weapons, like a Minigun or Combat Shotgun (which then has whatever Shotgun or Sawnoff Shotgun ammo added to it), with no harassment a little into the 1st missions--see "Reuniting the Families" (and other missions that feature the ability for C.J. to enter otherwise off-limit areas without a wanted rating). The easiest way to get to those things in the PC version is to start the game then click "Never Wanted" in the GTA SA Control Center (X.13.c). In the meantime, I'll just explain how to have C.J. primed to make the most of it when he goes to them. III.1 your

Maps, map markers, teleportation, all items (Tags, etc.) shown on radar, and a trainer: how to control space and time

The in-game map Move the cursor over the in-game map to see the names in the lower right corner. Use the Mouse Scroller to make in and out. When zooming in on a part of the in-game map, view of it with the side scroller and by pressing the LMB to to where you click the cursor.

of the neighborhoods the in-game map zoom you can orient your have the "camera" move

Map markers If you right click a spot on the in-game map, it creates a marker (a black circle with a red cross in it that has a black circle in the middle of it). Unlike icons for fast food places, etc., it will appear at the border of your radar to indicate relative direction even if C.J. is far from it. Right click it again to make it disappear. Since it can help you stay on course during travel, it's used with some methods to get to the hidden interiors, etc. My directions mainly refer to your paper map; once you see the spot I describe, I recommend clicking the spot on your in-game map with the RMB to make a

marker so the marker on the radar can guide you right there. Thanks to gui for reminding me that not everyone has a copy of the paper map. A map just like it, except some of the words are in Italian, is at the next link: http://img176.imageshack.us/img176/4043/00gta1screen1000qa3.jpg ******** Other maps The BradyGames Official Strategy Guide for Xbox and PC has helpful maps, pictures, information, and strategies which can be used while playing the game. But for Tags, etc., use the combination of descriptions, maps, and screenshots because the descriptions may be vague, the dots on the map may be off-target in various directions (or even just wrong: the description correctly gives Oyster 10 as S of the Los Santos lighthouse, but the map puts the dot for it S of the Ferris wheel; I made corrections on the maps with ink) and numbered in a haphazard manner, and the screenshots are tiny--and the radar on them is even tinier. http://www.bradygames.com/index.aspx Some amazingly good maps are by Ian Albert at: http://www.ianalbert.com/misc/gtasa.php They range from less than a MB to over seven MBs, so you might want to save them in My Pictures if you have a dial-up connection. There are some accurate maps at: http://www.gta-sanandreas.com/ Some other good maps can be found at the Gamefaqs and GTA Forums web sites. At Gamefaqs, go to PC, G, Grand Theft Auto: San Andreas, FAQs, and find some by GamerLady and dark52. At GTA Forums, go to GTA Series--GTA San Andreas--Game play, Maps of San Andreas, page 7, and find some by Smithers and others. http://www.gtaforums.com/index.php?showtopic=153561&st=120 You can click some of the interactive maps, such as for Tags, at wikigta.org for screenshots of the locations. The screenshots for Unique Jump and Oyster locations come with directions. http://en.wikigta.org/wiki/Locations_%28GTA_San_Andreas%29 I'd save some maps in "My Pictures" and print them if you can spare the ink. ******** An interactive map called SAM (San Andreas Map) is at: http://www.gtasanandreas.net/sam/ To find all the locations for a vehicle, for example: Click the "Vehicle" box, and all the vehicle locations appear.

Click the "Set Filter" button, then type the name of the vehicle in the "Enter filter string" box, and click the "Done" button. Just the vehicle locations you're looking for are left on the map. Left click the icon used to show the location to have some information about the vehicle appear. You can use the LMB cursor arrow to draw a yellow box around a location to make that area fill the screen, then make it larger or smaller with the + and buttons, and move around the map with the side and bottom scrollers. Pdescobar has a number of corrections for it for the PC version. I found one, too--if you click the box for Vehicles, click the Set Filter button, put "Sea Sparrow" in the "Enter filter string" box, and click the "Done" button, it mistakenly locates one on top of the Zombotch building--it's actually a Sparrow. http://www.gtaforums.com/index.php?showtopic=257548 ******** Teleportation All items (Tags, etc.) shown on your radar The fastest way to find the Tags, Oysters, Snapshots, and Horseshoes, and look at Liberty City and the hidden interiors, etc., is by using The San Andreas Place Manager (X.13.a), which you Alt Tab out of the game with, The Map Teleporter/Vehicle Spawn (X.13.b), which lets you use hot keys, or The GTA SA Control Center (X.13.c), which works for either the patched or unpatched version of the original game and lets you use hot keys. You might combine that with Demarest's Pillager (X.13.gg), which puts markers of all the Tags, Oysters, Snapshots, and Horseshoes left to find in the category you've chosen on your radar. While you look for Snapshots, it puts a green marker by the ones you haven't taken pictures of yet to make them easier to find. It works with v.1 or 2 and previous saves. ******** Trainer To freeze the mission timer that counts up, with either the patched or unpatched version of the original game, get The GTA SA Control Center (X.13.c). (If it's ever updated, it may stop mission timers that count down.) A trainer that stops mission timers that count down, that works with the unpatched version of the original game, is Pizzadox's Plus 27 Trainer (X.13.l). Falkman has a trainer for v3, the version of SA you can download from Steam. He's adding features as I write this (March, 2008), but it's already available

to use. http://www.gtaforums.com/index.php?showtopic=317987 I'd like to recommend a philosophy about using trainers or such and codes. They let people get over mission difficulties, sometimes found with a mission of one port of a game and not another. Due to the fact that some people aren't as able as others in certain ways, ways that are matters of strengths but not character determinants, these aids can broaden the range of people that can enjoy the game. (And some things, like the CJPHONEHOME code, you might just like to screw around with.) If we all agree on that, consider this choice: One, we get the regular game and people can use those aids if certain things are difficult for them. Two, the programmers look at the message boards and make planes you push a button to have fly for you, and great big maps bad for stunts but good for zombies. The last time I looked, you could push a button for a ride at the airport, there was a huge map where driving felt like guiding pieces of tissue paper and the stretched-out graphics could make something look like it's in the shade when it's in the sunshine, and there was a Zombotech building. Keep in mind that GTA's often give you a glimpse of things to come. The Little Dodo, bright red and white and cheerful in the face of adversity, could look gray and sad on an otherwise bright, sunny day. And that's a barometer of the whole thing. So the next time someone asks for a trainer or such, please remember that choice and tell them how to get one in the spirit of helpfulness--don't give them a hard time. Then we can have the regular game, and helpful people providing aids for those having trouble with missions, the way the good Lord intended. III.2

Spraying Tags

The easiest way to find them all (and easier for me than describing all the locations) is to use a teleportation device (see X.13.a and the two sections after it). You could also use Demarest's Pillager (X.13.gg), which marks all the Tags left to find on your radar. A good map of all the Tag locations is at: http://www.ianalbert.com/misc/gtasa.php After poppin' all 100 Tags, C.J. will earn some Respect and the Tec9. AK-47,

Sawnoff Shotgun, and Molotov Cocktails will be available in the kitchen of the Johnson house. This is one of the ways to increase Respect for C.J., and that allows his gang members to get better weapons--an SMG appears for every several 9mms. The six Tags C.J. needs to spray for "Tagging Up Turf" will appear unsprayed during that mission so C.J. can spray them again. Have C.J. go behind the he doesn't keep trying to go onto the roof of the Pawn Shop build up a good supply of (You could make it a habit for game.)

Johnson house and jump on the E end of the wall (so to the other side of it), then on the roof, then to get a can of spray about eight or ten times to paint, remembering to feed him every day or two. C.J. to get more paint each time you start the

A very grateful thanks to Garrett Daniels for offering the following advice (I've condensed) on the Gamefaqs message boards when I was worried about which Tag was the one I'd missed: A second after the message saying you sprayed the Tag appears, the new graphics appear and the "blink" sound is made indicating the game counted it in your Stats. It's possible to run out of paint during that second with the graphics partly completed. Before you get confused about which Tags you did and worry that you won't get 100% for the game because of a non-existent Tag glitch, get more paint and spray it again. You won't get the message, just the completed graphics, "blink," and credit in your Stats. III.3

Weapons 8 Ball's Bomb Shop

A good map of the weapon and item locations is at: http://www.ianalbert.com/misc/gtasa.php Note: if I give the name of a place in capital letters and quotes, I'm referring to the name as printed on the paper map that comes with the game. The attackers in SA seem a little more responsive to what part of their bodies the lead character shoots, but he can still kill them by shooting any part of them. As before, a head shot does the job the fastest. If you use the Mouse and Keys Configuration and you've gotten C.J. within firing distance of a target, especially if there's just one or a few targets and C.J. doesn't have to move around so much, you can pause the game (Esc), switch to Joypad Configuration, and return to the game to use the auto-aim feature for the duration of the fight. I've played through this game a number of times without doing this, but it might help someone or at least provide a little variety. It's easier to use the mouse to aim weapons that bring up a scope, and

auto-aim doesn't always pick the target you want, though. Hand: Fist

You forgot to get Brass Knuckles.

Brass Knuckles Better than a bare fist.

They're found:

- under the S side of the bridge over the lot W of C.J.'s house, - and in alley by the Commerce 24/7 (on the N side of the block at the S end of Commerce). Melee weapons: Baseball Bat - some pedestrians get out of a vehicle to fight with one. Nightstick - in the security booth at the entrance to the movie studio at the E side of the block with "WOOD" of "VINEWOOD," and a policeman may have one. Chainsaw C.J. can't jump with the Chainsaw as Tommy could for the "Vice City" fast Chainsaw attack. But you can have C.J. run with Fist/Brass Knuckles to a target, have him trot and add Fire to get the Chainsaw revved up and pointing forward, then aim it in whatever direction with the mouse. You can find a Chainsaw: - beside the W log shelter (in the brown rectangle W of the big brown square on the paper map) in the Panopticon, - in Ocean Docks on a pier at the W side of the island, - between a bin of junk and some piles of tires in a Willow Field scrap yard that's at the W side of the place where the road that loops through the Ocean Docks island curves N on the mainland, - and by a little house at the W side of the S end of the brown dirt road that goes S from the paved road, where the paper map says "HAMPTON BARNS," to a T intersection.

Golf Club - beside the big broadcasting tower by the VINEWOOD sign in Mulholland, and some pedestrians get out of a vehicle to fight with one. Katana - behind the corner of the wooden fence E of the 24/7 that's on the block where the "O" of "LITTLE MEXICO" is printed on the paper map. Knife - in front of the E "LOADING BAY" garage door behind the corner of little stores on the SW corner of the block that has "MARKET" printed on it on the paper map, a GSF gang member occasionally has one, and some pedestrians get out of a vehicle to fight with one. You can also have C.J. teleport there with the GTA SA Control Center (X.13.c): X 1124.0, Y -1331.0, Z 13.2, Angle 184.0 Pool Cue - in front of the restaurant at the S end of the W side of the SE block of Blueberry, - and from a game of pool at some of the bars in San Andreas, such as the Ten Green Bottles bar W of the Johnson house. Shovel - available behind Ryder's house--the one with holes in the yard to the W of the Johnson house (I don't know how you get shovelfuls of dirt to come out so neatly, and bigger than the holes they're from, like that; I think Ryder is bringing home buckets of sand from the beach for the chipmunks to play with), - under the S porch of an old shack a bit W of middle of the brown square of the Panopticon, - over three unmarked fresh graves by an old house at the light gray dot (a bright white dot on the radar) just NE of the "O" in "RED COUNTY," and some pedestrians get out of a vehicle to fight with one. Pistols: 9mm ("Pistol" in data\weapon.dat) Some gang members and policemen carry them..

As Rusk notes, it and Machine

Pistols can be used with the Jetpack. C.J. has to remove the Jetpack to switch from a 9mm to a Machine Pistol and vica versa. You can find one: - in a back yard NE of the Johnson house, - at the S end of the empty lot on the N side of the narrow block S of the 1st "S" of "LAS COLINAS," - at the S side of a life guard hut W of Santa Maria pier, - at any Ammu-Nation after "Doberman," and some policemen, gangsters, drug dealers, and hookers carry one; Ammu-Nation clerks dual wield them. Silenced 9mm ("Pistol Silenced" in data\weapon.dat) - on the S porch of the E block of the Conference Center in Conference, - and at any Ammu-nation after "Doberman." Desert Eagle Desert Eagle: a semi-automatic, gas-operated pistol made by IMI (Israeli Military Industries) for Magnum Research, Inc. Their guns include the Desert Eagle, Baby Eagle, and others. The Desert Eagle is also called a "Deagle" or "50." "Deagle" is a term to hide/shorten the name of the gun, and "50" is a reference to a 50 cal. Desert Eagle. It's available as a .357, .50, or .44 caliber gun, but converting it from one caliber to another is easy. http://www.urbandictionary.com/define.php?term=Deagle http://en.wikipedia.org/wiki/IMI_Desert_Eagle The strongest handgun in the game.

You can find one:

- by a billboard S of the SE bend in the main road through Playa Del Seville. If you want to have C.J. collect ammo by teleporting into the areas that normally give him a wanted rating, you could do it during one of the missions, like "Drive-By," with a glitch that lets C.J. explore without a wanted rating. Another option is to use the GTA SA Control Center (X.13.c), go to the "Player Data" page, and click the "Auto-Clear Status after inserting cheats" and "Never Wanted" buttons. You could also finish the weapon gathering by teleporting C.J. to the Johnson house, where he can change clothes to get rid of any wanted rating: X 2495.142, Y -1687.714, Z 13.5155, Angle 183.28 Ocean Docks (on beach at N end of N-S border at S end of SE strip of beach)

X 2770.0, Y -2184.0, Z 11.1, Angle 50.0 Angel Pines scrapyard (in the dimly-lit corner of a big shed) X -1868.0, Y -1622.9, Z 22.0, Angle 138.0 Hashbury (below the "A" of "GARCIA") X -2214.0, Y 109.0, Z 35.0, Angle 271.0 Bayside (inside corner of low light brown brick wall W of N end of wooden fence on the E shore) X -2354.0, Y 2456.0, Z 6.0, Angle 271.0 Lil' Probe Inn trailer park (under the middle solar panel of three) X 33.0, Y 1372.0, Z 9.0, Angle 271.0 Shotguns: All three types use the same ammo, so the ammo for one is added when C.J. gets another. (Thanks to Rusk for the info.) If C.J. doesn't have any type of Shotgun and enters any Police car or a Ranger, he gets a Shotgun with five shells. If he has any type of Shotgun, doing that adds five shells to the ammo for it. Shotgun Gangster at 20%.

You can find one:

- on the top floor of the Los Santos and Dillimore Police Departments, - at an Ammu-Nation after "Doberman," it's occasionally used by the police (who usually use 9mms) at four wanted stars or higher, and it's used by the Army (with M4s) after C.J. buys Verdant Meadows (a Desert mission). Sawnoff Shotgun Can be dual wielded for one hit kills (use the Sniper Rifle for longer distance one hit kills). Gangster at 20%. You can find one: - in Ocean Docks in a train car in the blue building shown on the paper map as a dark rectangle on the E side of the block that's at the NE corner of Los Santos International Airport (have C.J. run across a platform at the door to get inside the box car; if you have him jump, he'll keep trying to grab the upper ledge of the car and hang from it; there's Armor in the car with a wooden plank used for a ramp to the door of it), - S of the A Stage building in the movie lot in Vinewood (on the block that says "WOOD" on the paper map),

- on the back porch of the 2nd house from the S end of the E block of the two big rectangular blocks in Palomino Creek, - in East Los Santos on the roof of the Pig Pen, which is on the SE corner of the nearly square block N of the martini glass symbol, shown on the paper map, in N East Los Santos (look at the N side of the building for a section C.J. can jump up to, then onto a higher roof), - and at Ammu-Nations after "Doberman." Combat Shotgun ("SPAS12" in data\weapon.dat) A S.P.A.S. 12 semi-automatic shotgun. Gangster at 20%. You can find one at an Ammu-Nation after "Don Peyote" (a Las Venturas mission). C.J. can get one sooner in Las Venturas. You can have him use it to upgrade his skill for it to Hitman pretty quickly by changing the stat file for it (see III.5). You can use one of the glitches that lets C.J. explore San Andreas without a wanted rating, such as the one near the start of "Drive-By" (IV.7). You can also click "Auto-Clear Status after inserting cheats" and "Never Wanted" buttons on the GTA SA Control Center (X.13.c). If you use it to teleport C.J. when it give him a wanted rating, you can then teleport him to a place where he can get rid of his wanted rating. As Rusk notes, all three Shotguns use the same ammo, so you can stock up on ammo with any of them and that ammo is added to the round that comes with whichever Shotgun you get next. For the Combat Shotgun, go to the SW corner of Las Venturas--to the block W of where "LVA FREIGHT DEPOT" is printed on the paper map. Go S into the N entrance of the compound, past the garage with a lot of doors on your left, to the rectangular divider with plants and trees growing in it. The Combat Shotgun is in the shrub in the middle of it. You can also teleport C.J. to it: X 1409.989, Y 1096.943, Z 10.82031, Angle 70.913 If he has a wanted rating, you can teleport him to the Johnson house to change clothes to get rid of any wanted rating: X 2495.142, Y -1687.714, Z 13.5155, Angle 183.28

Submachine guns: Submachine guns are needed to do drive-bys. The 1st two are in the Machine Pistol category. Those two and the 9mm Pistol can be used with the Jetpack. C.J has to remove the Jetpack to switch from a Machine Pistol to a 9mm and vica versa. All three use the same ammo, so the ammo for one is added when C.J. gets another. (Thanks to Rusk for the info.) Tec9 The weakest SMG. Gangster at 10%. It can be dual wielded, used for drivebys, used with the Jetpack, is used by Big Smoke in "Wrong Side of the Tracks," and law enforcers, Ballas, and Vagos don't use it, making it a good choice for a weapon to strengthen as described at "Weapons and Attackers" (X.11). You can find one: - at the Johnson house after spraying 100 Tags, - under the E end of the S highway ramp of the two that end in loops W of the terminal building that looks like the LA Airport Theme Building (also seen in "GTA III"), - at the N side of a little warehouse at the SE corner of the intersection of N Blueberry, - behind the big white house with lots of brown trim on the hill surrounded by a loop of road in Mulholland, - by a chain link fence in a lot S of "NAS" in "LAS COLINAS," - and at an Ammu-Nation after "Doberman." Micro SMG ("Micro Uzi" in data\weapon.dat) Gangster at 10%. find one:

It can be dual-wielded and used with the Jetpack.

You can

- on a lower ledge in the big drainage ditch E of the Johnson house, - on the top floor of the spiral multi-floor parking garage that's on the S side of the "L"-shaped block two blocks N of the E side of Los Santos Forum, - at an Ammu-Nation after "Doberman," and it's used by Ballas (with 9mms), Varrio Los Aztecas (with 9mms), and S.W.A.T. agents. SMG ("MP5" in data\weapon.dat)

An MP--the strongest SMG available.

Gangster at 30%.

You can find one:

- at Unity Train Station, which is N of the two prongs of track that extend from the main RR track before the RR tunnel in El Corona, - in the walled-in area at the W side of the building (with a fire-blackened SE corner) on the NE side of the N block of downtown Montgomery, - on the roof of the Jefferson Motel, which is on the block W of the N end of the thick area shown on the radar and in-game map for where the train track has a street on either side of it in Jefferson (the motel stairs are on the S side), - on an upstairs outdoor patio at the E side of an off-white stucco house with a red-orange roof--it's along the N-most road in Las Colinas and W of the gray N-S line indicating a RR tunnel on the paper map, - at Ammu-Nations after "Doberman," it's used by GSF gang members (less often than a 9mm but more often than a Knife) after C.J. can recruit three or four, and it's used by FBI agents after "Farewell, My Love" (a Badlands mission). You can also use the GTA SA Control Center (X.13.c) to have C.J. teleport to these coordinates: El Corona (SW corner of walled small lot at SE side of Unity station) X 1766.0, Y -1930.0, Z 14.0, Angle 90.0 Jefferson (roof of Jefferson Motel) X 2199.0, Y -1170.0, Z 33.5, Angle 90.0 Las Colinas (patio at top of stairs where gray line of underground RR goes N from the road W of "LAS COLINAS") X 2268.0, Y -1028.0, Z 59.0, Angle 90.0 Montgomery (S end of walled lot at W side of burned bldg. at N side of N E-W street of downtown Montgomery) X 1297.0, Y 395.0, Z 19.5, Angle 160.0 The SMG pickup on the roof of the Jefferson Motel has the most ammo of any SMG pickup in the game (the Four Dragons Casino pickup for it is second). Thanks to the Stats FAQ by bamspeedy1298 at Gamefaqs. http://www.gamefaqs.com/ Assault Rifles: Both use the same ammo, so the ammo for one is added when C.J. gets another. (Thanks to Rusk for the info.)

AK-47 Note: data\american.gxt refers to this as both "AK47" and "AK-47," so take your pick. Gangster at 30%.

A good general purpose weapon.

You can find one:

- at the Johnson house after spraying 100 Tags, - in the SW area of a big warehouse with a band of red around the top of the outside walls in the W section of the block in Ocean Docks that's at the NE corner of Los Santos International Airport, - in the NW corner of the movie studio on the block with "WOOD" of "VINEWOOD"; enter on the E side of the block, - and behind Roboi's Food Mart--24/7--about a block W of the W tip of the Mulholland Intersection. M4 Gangster at 20%.

A better general purpose weapon.

There's one:

- between two of a trio of ramps at the SW end of the airport tarmac (have C.J. jump on a vehicle then jump up and climb over the fence by the front gate if he hasn't gotten his pilot's license to have it opened for him), - they're at Ammu-Nations after "Yay Ka-Boom-Boom" (a San Fierro mission), and it's used by the Army (with Shotguns) after C.J. buys Verdant Meadows (a Desert mission). If you're having C.J. teleport, you could do it during one of the missions, like "Drive-By," with a glitch that lets C.J. explore without a wanted rating. Another option is to use the GTA SA Control Center (X.13.c), go to the "Player Data" page, and click the "Auto-Clear Status after inserting cheats" and "Never Wanted" buttons. You could also teleport him to the Johnson house, where he can change clothes to get rid of any wanted rating: X 2495.142, Y -1687.714, Z 13.5155, Angle 183.28 Los Santos Airport (between two concrete ramps at the W end of the tarmac) X 1382.0, Y -2547.75, Z 14.0, Angle 83.0. Palisades (W of 3rd white line from the S in N-S series of lines in NW SF) -2905, Y 784.0, Z 35.0, Angle 261.0 Area 69 (under the steps of the SW guard tower) X 109.9, Y 1808.0, Z 17.65.0, Angle 261.0 Pilgrim (E of bldg. at "M" of "PILGRIM')

2577.0, Y 1562.0, Z 16.0, Angle 96.0 Rifles: Hold the RMB to bring up the scope, zoom with X and Z or the mouse wheel, and fire with the LMB. Rifle ("Country Rifle" in data\weapon.dat) Good for long distance two hit kills.

There's one:

- by the pool in the back yard of a house in the NE area of the block that's N of the block that says, "MULH" of "MULHOLLAND" on the paper map. Sniper Rifle Good for longer distance one hit kills. You can find a Sniper Rifle: - in Vinewood at the top of the ramps on the outside of Stage 25 at Interglobal Television (on the block N of the "M" in "Marina" on the paper map), - in Mulholland on a high balcony of the S branch of a big light beige house with a dirty pink surrounding wall at the SW end of the block that's N of the Pay 'n' Spray To get it, have full Health for C.J.; have him go NW from the house with the Sniper Rifle to the house on stilts on a cliff; have him climb onto a four wheel vehicle at the N side of that house, then climb onto the roof of the house. Have him make a fast run and jump from the SE corner of that roof to the NW corner of the 2nd balcony below the roof of the house with the Sniper Rifle; jump down to the balcony lower than that on the S side of the house, get the Sniper Rifle, jump to the next lower balcony, then jump to the ground. He should still have most of his Health, but I'd get him something to eat. Zmoonchild shows how to make a NW to SE motorcycle jump to a balcony above the balcony with a sniper rifle at 5:35 of "How to get all the Sniper Rifles at the very beginning of the game." http://www.youtube.com/watch?v=FriqkVvanuM - and the roof of the Jefferson hospital (on a 25' by 25' or so area of the tallest section of the beige hospital, just SW of the hospital tower of satellite dishes, which is a couple bocks S of the E end of the pond in Glen Park; you need to have C.J. bail, preferably with a parachute, or Jetpack to get there).

You can also use the GTA SA Control Center (X.13.c) to have C.J. teleport to these coordinates: Jefferson (on top of tallest part of County General Hospital) X 2044.0, Y -1402.5, Z 68.4, Angle 215.0 Vinewood (on outside walkway of Studio 25 at Interglobal Television) X 736.0, -1356.0, Z 23.0, Angle 100.0) Mulholland (S balcony of beige house W of 24/7 W of "MULHOLLAND") X 936.0, Y -930.0, Z 58.0, Angle 3.0) Heavy weapons: Rocket Launcher While restrained to Los Santos, you can get one at the start of the game. Have C.J. get a Parachute (see below). Then have C.J. jump on a vehicle and climb over the fence by the front gates of the airport, and fly the Dodo to the roof of the building that's on the E side of the 2nd block W of the S tip of Mulholland Intersection. Release acceleration during your approach and use reverse as you land (crash it into the antenna there if you need to). Then C.J. can fly or Parachute from the roof. (If you don't have C.J. get the Parachute and wreck the plane, or have C.J. use the Parachute to fly to the Rocket Launcher, he'll have to jump to the ground afterward, and, if he had full Health, will have his Health reduced to a tiny amount.) It's good for taking down helicopters. and fire with the LMB.

Hold the RMB to bring up the scope

If you use the GTA SA Control Center (X.13.c) to have C.J. teleport to gather his weapons, you might as well have him go for the Heat-Seeking Rocket Launcher: Easter Bay Airport X -1129.0, Y -150.0, Z 14.0, Angle 230.0. Afterward, you could teleport C.J. to the Johnson house if he needs to go inside and change clothes to get rid of any wanted rating: X 2495.142, Y -1687.714, Z 13.5155, Angle 183.28 Minigun As Demarest (X.13.m) (X.13.n) said, it's the "Vice City" version of the "GTA III" M-16. (It still is in "San Andreas.")

It's good for quickly taking out anything except Rhinos, and to upgrade the skill for it. C.J. can get a wanted rating easier with most weapons if he's shooting rival gang members, but it makes certain missions that clear the wanted level when you complete generally use this slot for a Rocket Launcher otherwise, since Launcher is more commonly available early on.

you don't have with it than it easy to do them. You can a Rocket

To make up for that, you can modify a file to make a Tec9 as powerful as a Minigun (see X.11). Besides the Minigun not being as accessible as in "Vice City," my main complaint about it is that the sound effect for it has been changed to a whir. It may be more realistic, I don't know, but now it sounds like a blender. Thanks to Andrew Snowie for the tip that Miniguns sound muffled as in "San Andreas" when they're used from within an aircraft they're installed on. But C.J.'s Minigun sounds muffled that way though he's using it on foot. How to send C.J. to all three available Minigun locations while meant to be restricted to Los Santos and Red County You can use one of the glitches that lets C.J. explore San Andreas without a wanted rating, such as the one near the start of "Drive-By" (IV.7). You could also use the GTA SA Control Center (X.13.c) and click the "Auto-Clear Status after inserting cheats" and "Never Wanted" buttons. The "Auto-Clear...." button also helps if you use the "ROCKETMAN" code to use Ghost World/Blue Hell to get him into and out of Area 69. If you teleport C.J. to get weapons when it gives him a wanted rating, you could then teleport him to the Johnson house, where he can change clothes to get rid of any wanted rating: X 2495.142, Y -1687.714, Z 13.5155, Angle 183.28 If you have C.J. use the Jetpack and Ghost World/Blue Hell to get into and out of Area 69 when it gives him a wanted rating, you could have him go beneath the front of the Johnson house (or any other place where he can change clothes or get a haircut), descend into Ghost World till he appears above ground, then go inside to get rid of his wanted rating. Roca Escalante parking garage Minigun To have C.J. get the Minigun in NE Las Venturas, you can have him enter the alley on the E side of "CA" and "LANTE" of "ROCA ESCALANTE," turn right into the garage, go to the N side, down the ramp, and go N to the Minigun by the elevator doors. You can also have him teleport there: X 2493.516, Y 2398.752, Z 4.210938, Angle 100.0

Rockshore East scaffolding Minigun Another Los Venturas Minigun is on the next-to-the-top level of the scaffolding at the "OC" of "ROCKSHORE EAST." Thanks to pez2k_ for the tip that C.J. can climb it to the Minigun--have him do a jump across a bit of an inner 90 degree corner to grab the next level up and repeat as needed. You can also have C.J. reach it with the Jetpack, a Parachute, landing the San Fierro Airport Maverick across the rails by it and dropping down near it (C.J. can jump higher than you'd think to get back up into the Maverick), or by teleporting there: X 2682.145, Y 835.74, Z 21.766, Angle 85.88 How to get the Area 69 Minigun while meant to be restricted to Los Santos and Red County Other than in the ways to avoid it described above, C.J. gets a four star wanted level for entering the part of Area 69 shown on this map: http://img179.imageshack.us/img179/958/00gta1screen995gu9.jpg If C.J. does that once the Badlands and San Fierro are freely available, he gets five stars that go down to four once C.J. leaves that part of Area 69. As explained at "Ghost 69" in the section on Ghost World (I.10), you could have C.J. use The Duff Man's gimmick of using a Jetpack to up through the porch ceiling of Alexander's Toys and Vulgari, next door to the S of the Los Santos Pro-Laps, then use Mxyzptlk's gimmick to get into the interior of Area 69 through the non-solid ceiling over the W shallow trench to get the Area 69 Minigun. (GTW note: you could also have C.J. drift down from Area 69 till he appears inside it.) TD092854 has a video that shows Mxyzptlk's way to enter Area 69 through the non-solid ceiling: http://www.youtube.com/watch?v=Hoii-18VmFg I made a map of the interior of Area 69 that shows the W shallow trench and Minigun locations: http://img245.imageshack.us/img245/6036/00gta1aarea69xu7.jpg Then have C.J. leave through the same ceiling. Have C.J. go beneath the front of one of his save places with a clothes closet, or beneath the front of a barber shop, and descend into Ghost World until he appears above the ground. He can go inside to change clothes or get a haircut to get rid of his four star wanted rating. As also explained at "Ghost 69" in the section on Ghost World (I.10), you could use hdsgf and zmoonchild's method: have C.J. park the Freeway along the N

side of the ventilator shaft and Exit to appear underground at the Minigun pickup. To have C.J. leave, have him go up to the north edge of the same shaft and press Enter. The video by zmoonchild is at the next link. http://www.youtube.com/watch?v=Fa1tb49t1TE You could also teleport C.J. to the Area 69 Minigun: X 241.3609, Y 1859.69, Z 14.08401, Angle 274.0 If he has a wanted rating, you could teleport him to the Johnson house to change his clothes. X 2495.142, Y -1687.714, Z 13.5155, Angle 183.28 "Mini mini mini mini, mini Some people got to have it Some people really need it Listen to me y'all, do things, do things, do bad things with it You wanna do things, do things, do things, good things with it...." (variation on lyrics of "Apprentice Theme Song -- For the Love of Money" by The O'Jays) Thrown: Grenades - behind a pizza stand on the Santa Maria pier, - in East Beach in the NE corner of the 3rd floor of the parking garage on the S side of the big "L"-shaped block two blocks N of Los Santos Forum, - in Las Colinas behind the brown wooden fence and shed at the E side of a house over the head of the cartoon duck swimming E-shaped block N of the thick N-S line, indicating a section of the RR track with a street on either side of it, on the paper map, - and at Ammu-Nations after "Doberman." Tear Gas Good for detaining police officers when C.J. gets a one or two star wanted level while fighting rival gangsters. It's good for getting out of various such tight spots. Jheath recommends that you temper that understanding with the fact that it can raise C.J.'s wanted level like a Molotov, so you might reserve Tear Gas for a more difficult situation created by a four star or higher wanted level. - in Ocean Docks in a train car in the blue building shown on the paper map as

a dark rectangle on the E side of the block that's at the NE corner of Los Santos International Airport (the same big blue warehouse that has a Sawnoff Shotgun in a railroad car), - and at the top of the steps of the Opera house (a big granite block building with red-orange and yellow-orange vertical banners hanging in front of it) S of the W branches of the Mulholland Intersection. Molotov Cocktails Good for taking out the attackers that emerge when you hit a vehicle--like a Rhino, FBI Rancher, or rival gang car--with one. The spread that helped them attack around corners in "Vice City" is even greater now. They can also get through some walls and floors, as in "End of the Line." You get a Stat for fires started. You can find Molotovs: - in the Johnson house after spraying 100 Tags, - in an alley on the N side of Rodriguez Iron Works, which is at the SE corner of the block N of the T intersection N of the East Los Santos Cluckin' Bell N of the Johnson house, - on the Library roof at the S end of the SW block of Palomino Creek, - and in Mulholland N of the main E-W road next to Hobo's old fashioned light brown wood and gray diner with a RR crossing-type sign out front. Remote Explosives ("Satchel Charge" and "Detonator" in data\weapon.dat) Have C.J. throw one or a number of them, which stick to the surface they hit (a vehicle, a Balla's butt, etc.), then switch to the detonator to explode them. A batch of them are good for taking out Rhinos when no attackers are on foot nearby. C.J. can get a wanted rating just for throwing one. Anurag Sinha wrote to me that C.J. can only throw 32 Satchel Charges at a time. After that, he just goes through the throwing animation empty-handed and the count for them doesn't go down. Although he says it's been disputed by some, it holds as true on my original PC version. He also told me Satchel Charges pass through mirrors. Thank you, Anurag, for helping me again. You can find one: - in an alley on the N side of the Inside Track which is on the E side of the biggest block in Montgomery.

Handheld Items: Spray Can Used to spray the 100 Tags in Los Santos. kill people with the spray.

He can also immobilize or even

- on a Pawn Shop roof: have C.J. go to the back of the Johnson house, jump on the E end of the wall (so he won't keep trying to get to the other side of it), jump on the roof, then run onto the Pawn Shop roof for a Spray Can, - and in Las Colinas behind a little one story light gray house with a stone enclosed porch about where the "C" in "COLINAS" is on your paper map that comes with the game. Camera See I.7.aaa

Taking Photographs.

- in C.J.'s bedroom at the Johnson house. Fire Extinguisher It can put out fires, and immobilize or even kill people by not letting them breathe. - in most fast food places, which open up after "Ryder." Gifts for girlfriends: Gifts can also be used as melee weapons, so C.J. can knock someone to the ground with some posies, which is different. Cane We're not sure which one uses this--probably C.J. on Millie (the one that likes the Gimp outfit). But I haven't heard of anyone being able to give it to a girlfriend in the game, so it's figured to be a melee weapon in the wrong weapon slot. There's a cane: - at the W side of a lot in the middle of the houses on the block E of the block with the bottom of "PLE" of "TEMPLE," - in front of Didier Sachs clothes store catacorner SE from the "O" of "RODEO,"

- and behind the "N" of the VINEWOOD sign. Flowers The gift that's also the unlikeliest melee weapon C.J. has. Thanks to reader Hameyadea (which means "the information bringer") for correcting me: flowers do reappear at a site after they're taken from it and the game is saved. Maybe it's just a glitch that sometimes causes them not to--I don't know. There are flowers: at the S side of the flower bed that's at the E side of the pond in Glen Park, at the E end of Verona Beach, in the garden S of the front door of Verdant Bluffs Observatory, in the cemetery in the block N of the block that has "WOOD" of "VINEWOOD" printed on it on your paper map, in Mulholland at the NE side of the loop of road, in El Corona in the front yard of the 2nd house from the W on the S side of the block N of the RR track E of where two short tracks veer from it, in Idlewood by the Sprunk machine at the gas station on the NE corner of the same block, and in Las Colinas in front of the off-white stucco house on the N side of the N-most E-W road W of where a gray line extends N from it to indicate a RR tunnel--it's the 2nd house W of the gray line. Double-Ended D**do C.J. can give it to a girlfriend as a gift or beat somebody over the head with it. (It must not be made of those new flexible polymers). You can find one: - in the shower of the Los Santos and Dillimore police stations. Go in the front door, don't have C.J. draw a weapon, and he should be okay getting this. Apparel Items: Parachute - on top of the oval building S of "LOS" of "DOWNTOWN LOS SANTOS." the building on the NE side.

Enter

Jetpack This is available at the bottom of the launch bay during and after "Black Project" and by the Verdant Meadows abandoned AC tower after "Green Goo," a couple of Desert missions. For the way to enter the interior of Area 69 through Ghost World, see I.10.

It's useful for getting around the regular scenery and Ghost Hell, Ghost World, Ghost Heaven, and get to Liberty City (I.10), too. The code for it is "ROCKETMAN"--I wouldn't save the game after using it, but it could help you scope out the confusing bunch of locations for weapons, items, etc., of the game. Better, you can also use the GTA SA Control enter (X.13.c) to get rid of your cheat count status automatically or after using the code and save the game without worries. C.J. can use 9mms and either of the two Machine Pistols while flying with it. He has to remove it to change from one of those weapons to another of them. 8 Ball's Bomb Shop On the S side of the 24/7 that's on the W side the block of "O" of "LITTLE MEXICO," Los Santos, is 8 Ball's Bomb Shop. It operates like the ones in Staunton in "GTA III." You can have C.J. drive a four-wheel (even an emergency) vehicle into it for the vehicle to have a bomb with a timer installed in it. Press F or Enter while C.J. is in the vehicle to activate the eight second or so timer, and have C.J. leg it. &&&&&&&&&&&&&&&&&&&& III.4

Armor and Bribes

Health pckups only appear during certain missions and territory battles except for the one in Madd Dogg's kitchen after "A Home in the Hills." Land vehicles are a kind of armor, too, in that they take the punishment for a crash, even a jump from the top of Mount Chiliad, without C.J.'s Armor or Health going down at all--if you land right. The real body armor looks like this: http://www.securityprousa.com/bodyarmor.html Some very good maps for Body Armor and Police Bribes are at: http://www.ianalbert.com/misc/gtasa.php http://en.wikigta.org/wiki/Body_Armor_%28GTA_San_Andreas%29 http://en.wikigta.org/wiki/Cop_Bribes_%28GTA_San_Andreas%29 Armor Ammu-Nations after "Doberman." Ganton: in the big flood control ditch E of C.J's house, on the W side of the ditch under a bridge a bit N of the Johnson house.

NE Red County: N, across San Andreas Sound, from the W loop of the two of the intersection E of Montgomery Intersection. On the radar and in-game map, there's a pier on the N bank with two gray segments that extend S. The Armor is between the stairs on the W segment. C.J. won't get a wanted rating for climbing onto the piers. Red County: in the N area of the brown area, on the paper map, at the NE side of Hampton Barns, under the porch of the little blue one story house. Montgomery: at the NE corner of the fenced-in dirt lot of trailers E of the S block of Montgomery. Red County: on top of the ramp by the doors at the N side of the big FleischBerg building, which is on the S side of the road that goes W from lower downtown Blueberry. Palomino Creek: between the light pink one story house and the blue two door garage of the 2nd house from the W of the houses N of the NE block of Palomino Creek. East Beach: from the point the "S" of "LOS FLORES" is printed on the paper map, go N past the 1st right and, just before the bridge, turn right into an alley, make the 90 degree turn of it, and the Armor is in front of you. Las Colinas: on the block S of "NAS" of "LAS COLINAS" on the paper map, at the W end of the part shown as gray on the radar and in-game map. Mulholland: on the same high balcony as the Sniper Rifle you probably need to fly to. Pershing Square: a Los Santos police cell. Verdant Bluffs: among picnic tables on the patio at the N side of the block that's S of the one that says "HALL" of "CITY HALL" on the paper map. Conference Center: on the porch of the W side of the W block of the Conference Center building. Commerce: on the N end of the block that's N of the "L" in "LITTLE MEXICO" is the Atrium. Have C.J. enter on the N or W side; the screen says "Attrium" if he enters on the W side. The Armor is inside on the S side. (In the middle of the 1st floor is a statue of part of a guy miming masturbation; around the outside of the room are statues of guys covering their eyes.)

Los Santos International: on the right end of the little horizontal rectangle of roads is a square of roads: the Armor is by the N side of the lower of the two N roads (one is over the other). Willow Field: behind the gray steps of the 2nd building N of the SE corner of the block that says "WIL" of "WILLOW" on the paper map. Willow Field: on the block E of where it says "EL CORONA" on the paper map. Going E on the S side of the RR tracks that veer S, it's on the E side of the 2nd big dirty orange container of scrap, and W of the big pile of black scrap. Ocean Docks: in the office on the 2nd floor in the W end of the warehouse with a red band around the top of the out side walls in the W section of the block in Ocean Docks that's at the NE corner of Los Santos International Airport. Ocean Docks: in the train car with a plank as a ramp for the door (by the train car with a Sawnoff Shotgun) in the blue building in the SE section of the block in Ocean Docks that's at the NE corner of Los Santos International Airport. Bribes: (**** could be a useful airborne bribe for a helicopter) Ganton: from the Johnson house, go W, turn S, then go W into the alley and past the foliage in it. East Los Santos: at the W edge of the big flood control ditch E of the Johnson house, N of the bridge overpass to the N, and between a building and the edge of a fence. Ocean Docks: over the N arch of the little bridge that's W of the S end of the E block of the island.**** Ocean Docks: next to crates SW across a lot from the end of the dead end road of the island. Glen Park: N of the pond, in the tunnel that goes through the stone bridge that goes over the pond. Market: in a clearing between the beige, green/blue, and purple apartments at the SE corner of the block N of the block that says "ARKET" of "MARKET" on the paper map. Las Colinas: over a downhill slope in the road E of "LAS COLINAS" on the paper map.****

Las Colinas: on the block that looks like a cartoon duck swimming E, the bribe is in a narrow alley, over the RR tunnel, between two houses. Mulholland: at the SE corner of the block E of the little loop of road, by the N side of a garage of a house. Rodeo: between two low rectangular planters of Yucca plants about 2/3rds N up the W side of the street of the W street of the block that says "MARI" of "MARINA." Verona Beach: in the NW corner of the gray alley shown on the radar and ingame map, on the block N of the block that says "RENCE" of "CONFERENCE" on the paper map. Montgomery Intersection: on a dirt road under the E end of the S loop. Blueberry: in an alley between a fence and a building; it's in the middle of the rectangular block E of the upside-down "L"-shaped block. Blueberry Acres: on a dirt road in SW Blueberry Acres, which is the block W of downtown Blueberry. Red County: on some rocks by the N bank of an E-W river, at a crook in the river just SW of the "C" in "COUNTY" on the paper map.**** III.4.a vending

When Armor, Health, Bribe, and weapon pickups, and fast food booth markers, reappear

An Armor pickup will reappear in six hours of game time (a little over six minutes). It will also reappear if you save the game. The Health pickup in Madd Dogg's Crib after "A Home in the Hills" (IX.1) doesn't reappear after it's been used, so I don't save the game after using it (or after using Thermal Goggles, which also don't reappear after they're used). A Bribe will reappear in five hours of game time or if you save the game. A weapon pickup will reappear in six hours of game time or if you save the game. A pickup won't reappear if C.J. is too close to the spot--within about 20 (?) feet from it--at the time it would otherwise reappear. A fast food vending booth marker will reappear in 30 game minutes (a little over 30 seconds in real time). If you don't see the red marker, have the "camera" turn away and aim at a spot in front of the vendor's booth again.

&&&&&&&&&&&&&&&&&&&& III.5

Maximum Stats of all kinds in one sitting

Maybe you really liked "No One Lives Forever 2: A Spy in H.A.R.M.'s Way," 2002, but waiting for Cate Archer to develop Weapon Proficiency and Stamina wasn't your favorite thing about it. http://pc.ign.com/articles/372/372825p1.html http://en.wikipedia.org/wiki/No_One_Lives_Forever_2:_A_Spy_in_H.A.R.M. %27s_Way This is the fastest way to get the maximum for all vehicle, weapon, and whatever you call the rest of them--Stamina, etc.--Stats (TGIPC) for either the original or second edition of the game. Uncheck the green "read only" dot for the "Grand Theft Auto San Andreas" folder (X.5) and make a backup copy (X.6) of the file data\ar_stats.dat. Go to data\ar_stats.dat with Notepad. An example from lines 0 to 11 and 33 to 45: lines 5 and 38--flying skill. At line 5, the STAT_INC_FLYING_SKILL is 50. At line 38, the STAT_TIMELIMIT_FLYING_SKILL is 300. That means you increase the skill for using the vehicle by 50 points when you fly it for 300 seconds. Old School Hustla says he changed them to 500 increments of skill for every two seconds of flying and maxed out his flight skill in one very short flight. So you make the number for the line from 0 to 11 bigger and the one from lines 33 to 45 smaller. I didn't increase the amount added to driving skill, 20 points, just lowered the time taken to get a skill increase message to 1 second, and maximized driving skill in a drive around Los Santos with a new message appearing about as fast as it took for the last one to fade from view. An example regarding weapon skill: At line 12, the STAT_INC_PISTOL_SKILL is 0.8. At line 46, the STAT_TIMELIMIT_PISTOL_SKILL is 50. That means you get a 0.8 increase accurate shots made with it. As in bigger and the 2nd one smaller. I changed and made Hitman for Pistol in a few

in skill for using the weapon for every 50 the 1st example, make the 1st number it to 500 points added per 1 accurate shot shots.

For a weapon you can upgrade the Skill for, you could also pick small numbers, like 0, 1, and 2, for column Q for the weapon in data\weapon.dat. Those numbers represent the Stat number required for each Skill level: poor, standard (Gangster), and pro (Hitman) (see X.11). The last time I did this, I changed lines 0 to 22 to have numbers in the hundreds, and changed lines 33 to 41 and 46 to 56 to have numbers from 1 to 3. Do the same and save yourself one he** of a whole bunch of time. Thanks to a post by Old School Hustla at GTA Forums for this considerably time-saving tip. http://www.gtaforums.com/index.php?showtopic=202014 A Stat is maximized at 1,000 points; it continues to grow afterward, but your Skill doesn't increase. So if you're really in a hurry, you might try changing the figures to create 1,000 points in one second (thanks to Ben "Cerbera" Millard). The one exception to getting them all done while restricted to Los Santos would be the Combat (S.P.A.S. 12) Shotgun skill, unless you want to either have C.J. brave the high wanted level he'll get for entering the off-limits areas, or load up on Shotgun shells and use a glitch that lets C.J. go into the offlimits areas without a wanted level--the earliest is "Drive-By" (IV.7), and go to SW Las Venturas for the Combat Shotgun, then maximize the skill for it, too. If you do, see III.3 for the location of the Combat Shotgun. All shotguns, submachine guns, and assault rifles use the same ammo as any other in the same category, so the new round for one is added to any previous such ammo--thanks to Rusk for the tip. The Sniper Rifle and Boat skills given in data\ar_stats.dat have been disabled. The fastest way to raise weapon Stats on PS2 The PS2 gimmick of having C.J. shoot a tire to raise his weapon skill Stat doesn't work for PC. For PC, I'd change the data file as explained above, but I'm grateful that the 2nd fastest way to do it on PC, and the fastest for PS2, was sent to me by reader Anurag Sinha. Anurag tells me that if C.J. gets off his bike before the chase of "OG Loc," IV.15, is allowed to end, Freddie gets off his bike and taunts C.J.. Freddie can't be killed yet but the shots count extra, like headshots, for raising C.J.'s weapon Stat. He tells me it increases the Stat faster than shooting a tire over and over does on PS2. &&&&&&&&&&&&&&&&&&&&

III.6

Cycling Stat (bicycle)

The skill for this Stat grows quickly. Have C.J. ride a bike, pumping W to make him go fast, using the Bunny Hop, NP0, now and then, to build up his Cycling Stat, Muscle, and Stamina. When it gets strong, C.J. can reverse faster, be less likely to fall off the bike, and use the Bunny Hop like the Jump Boost for Cabbies and Taxis in "Vice City" to jump over vehicles and fences and play with stunt jumps. The fastest way to increase the Stat is at "Maximum Stats of all kinds in one sitting (III.5). ******** The gimmick of having C.J. use a Freight train to raise his Cycling Stat works for PC. To do it, have C.J. Bunny Hop a bicycle onto one of those low flat cars pulled by a Freight train, and have it face in the direction the train goes in. When the train starts moving, press W just enough to get the wheels going, and the bicycle will stay in place on the car while the wheels turn at the speed of the train. The bike can slide back if the train goes uphill, such as in some places in Red County; if it does, press W as you need to so the bicycle stays in about the same place on the car till the train gets up the hill. It's easy to handle, but you might have him do this on the front car as a safeguard for that. When I tried this, I also had C.J. and his bicycle disappear for a bit after going through a dark tunnel and reappear when I turned the "camera" for a side view, which I've read has happened when others tried it. A downside to this is that C.J. will get a high wanted rating if he tries this in the blocked-off areas early in the game. Still, it's one of those interesting side things I like about GTA's. Sure, "Half Life 2" has some good graphics, but can Gordon Freeman ride a bike on a freight car without pedaling? Can he fly through the ceiling of a gym and go to a lovely restaurant? No. ******** There's the long pier the 2nd block convenient place

always a BMX bike (that doesn't trigger a mission) at the S end of at Verona Beach, and another at the NE section of the block that's S of the W block of the two that the Glen Park pond is on.

A

to let C.J. practice his biking and swimming is the big concrete

drainage ditch east of his house--the S end slopes into the water. can ride a bike fast and jump high with it, have him do: III.7

After C.J.

The Commerce 24/7 Courier Asset Mission, aka the Roboi's Food Mart Asset Mission

This is a bit like the "Vice City" pizza delivery mission. four consecutive drive-by delivery missions using a BMX bike. Three loops, Four loops, Five loops, Six loops,

six packages, six packages, seven packages, eight packages,

It's a set of

three minutes five minutes five minutes eight minutes

Have C.J. pause beside each several foot-wide glowing red loop, press Q or E then W or S to make sure it's beside C.J., then have him throw the package (which looks like a "GTA III" hidden package) into the loop, which then disappears, by pressing the LMB. There are more packages than loops, but each wasted package takes $100 off C.J.'s pay, so if he misses you can have him drive into the package to get it back and try again. In "San Andreas," the vehicles you can use Mouse Steering for include bicycles. It can make drive-bies difficult, though, so I'd just use the Mouse to throw the package with the LMB. I reach from A and D to Left and Right to steer when I need the bike to jump or level out afterward, which I need to use Up and Down for. And press W quickly and repeatedly to have C.J. stand and pump the pedals to go very fast. Check the in-game map a lot for the locations of deliveries. The Stats record how many deliveries were made whether or not they were made while doing the four sets of deliveries in a row, but you have to do all four in a row for 100% completion of the game. If you have to try it several times, at least, if you keep him fed, you can soon level up Carl's biking ability and let him progress to the buff stage. C.J. gets $10,000 and the pickup in front of the store generates $2,000 a day, the maximum value it can have at any one time. III.8

BMX Challenge

You need 20% of the Bike Stat to do this, but use a bike till C.J. has a 100% Cycling Stat 1st to make this easier. The BMX bike used for it is by one of the half-pipes at the skate board park in Glen Park. It's on the NE side of the block which is the 2nd block S of the W block of the two that show the pond on the radar and in-game map.

There are 19 glowing red loops, and C.J. gets ten seconds added to his allowable time for each loop he touches and causes to disappear. Several of the glowing red loops you have C.J. cycle through were a little tricky for me to get: a couple, each positioned high over the middle of the sloped concrete chasm, and one positioned on a platform at the side of a half pipe. To get one of the two that are over the chasm, you have to get a good run at the chasm and have C.J. Bunny Hop (NP0) at the brink of it to fly through the loop. For the other loop over the chasm, concrete walls on either side of it prevent handling it the same way. I had C.J. park the bike on the shadow under the loop, do a Bunny Hop, then fire a submachine gun, which sometimes makes him jump extra high. (Thanks to the walk-through by Tirdun at Gamefaqs for that tip--I might never have guessed it!) http://www.gamefaqs.com/computer/doswin/file/924362/33834 For another way to get the same loop, thanks to the stuckgamer web site, where I saw how to have C.J. pedal up onto the slope of the ditch and Bunny Hop back at the loop. http://www.stuckgamer.com/index.shtml Dr. Tornado gets my thanks for help by recommending that you put a car under that loop beforehand. You can have C.J. do a little Bunny Hop onto the car, then do a full size one up to the loop. And while C.J. can use one of the half pipes the regular way to get the two disks at either top side of the pipe (I used Left and Right for sharper turns at the apex of C.J.'s efforts to let him make sharp turns back downward), that won't work for the loop on the ledge beside the top of one side of the other half pipe. I had C.J. get that one by getting a fast run (tapping W quickly and repeatedly) at the on-ramp and doing a Bunny Hop at the on-ramp toward the loop on the ledge. Another way to get that one is to park a Packer nearby beforehand so the ramp leads up to it. (Thanks to a post by Reborn Darxtorm at Gamefaqs.) You might find a Packer N of the SW curve of the base of the "Y" of the "Y"-shaped block E of "EL CORONA." &&&&&&&&&&&&&&&&&&&& III.9

The Taxi Driver mission (a Sub-mission)

Do the Taxi mission by delivering 50 fares. Driv-

You might not wait till his

ing Stat is high because the 50 don't have to be done in a row. You'll make money, increase your driving Stat a bit so improve the handling ability of fourwheel vehicles (which is awful initially), and get to know the area better. The Taxi is the best vehicle to do this with. When C.J. is in a Taxi or Cab and you press NP+ or 2 to start a Taxi mission, it makes the little Taxi light on top light up. Have C.J. drive to someone that's hailing a taxi and let them in. The game tells you their destination, shows it on the radar and in-game map, and a timer counts down the time left to deliver them. C.J. gets a lot of money, a minor version of the "Vice City" Boost Jump activated by the Horn key (I remap it from Caps Lock to Left Shift), and the NOS Boost, NP0, for Taxis and Cabbies as his rewards. When the NOS Boost runs out, you can have C.J. exit and enter the vehicle to replenish it. Rusk told me some told him about a glitch for this in the original version on Xbox that some said they had in the original PC version, too: if C.J. got his Pilot's License, 20%, for his flying skill Stat before completing the Taxi mission or "Mike Toreno," fares might not appear for the Taxi and C.J. might not find the location of Toreno in "Mike Toreno." See I.12 for Pdescobar's cure for the Taxi mission glitch. Pdescobar found that the glitch is brought on by corruption of zone information. One way to cause that is to send C.J. to the edge of the map, so try to avoid that. If you go along with the order I offer in this walk-through, you'll avoid the Taxi glitch by having C.J. get the Taxi mission done before going to the edge of the map for "Freefall" or "St. Mark's Bistro." III.10

"Burglary" (a Sub-mission)

"I never stole anything in my life. I've purloined a few things."--Jackie Gleason (possibly paraphrased a bit), after being asked if he'd ever stolen anything when he was poor, on "The Tomorrow Show" with Tom Snyder sometime in the 1st few years of the 1980's. Burglary isn't needed for 100% completion of the game, but I'd consider it more important than some such options since it offers the infinite sprint as a reward. This can be activated with 2 or NP+ from eight p.m. to six a.m. when C.J. is in a black Boxville truck. C.J. has to steal the TV, VCR, game controller, cash, etc., from houses and/or apartments, put the loot in the truck, and get the truck to the lockup garage.

There's a so-called "black" Boxville, with a corresponding lockup garage, in each of the three main territories of the game. (Actually, the upper part is dark gray, and the shading of the bottom part is a bit different and moves up and down as C.J. drives.) To find the Los Santos truck, go W from C.J's late Mom's house, go left at the 1st intersection (the one by the bar--don't be fooled by the bridge overpass on the map) to a T intersection, then go right to find the truck by the last blue two-story apartment building on the left side of the road. The lockup garage for it is W of the "S" of "PLAYA DEL SEVILLE." The San Fierro black Boxville is in a lot S of the "H" of "DOHERTY," and the lockup garage for it is on the E side of the same block. I found some SF places C.J. could burglarize on the E side of the block E of the block with "OC" of "OCEAN FLATS." The Las Venturas black Boxville is in a lot on the N side of the block that's S of the block with "GRIM" of "PILGRIM," S of the "M," and the lockup garage for it is a bit E in the same lot. I found some LV places C.J. could burglarize on the S side of the block that's E of the Last Dime Motel, around "WEST" of "ROCKSHORE WEST," on several of the S blocks of White Wood Estates, and S of the "T" of "REDSANDS WEST." (I found a place C.J. could burglarize in Bayside Marina, but that's a long drive from the SF lockup.) Start at eight p.m.--20:00--to give yourself the most time. Once you find an area you like, have C.J. drive the truck there ahead of time to activate the mission. Residences that can be burglarized each have a yellow inverted cone of light at the entrance door. The Gamefaqs message boards have recommended that you find two such houses beside each other in Playa Del Seville among the apartment buildings by the lockup. That way, C.J. can park the black Boxville between them and put all the loot from one in the truck, then from the other into the truck, then the 1st one again, etc. When you send C.J. into a 2nd house, the items to loot reappear in the 1st one. So even if the 2nd house has a tenant awake in the living room, you can have C.J. go into and right back out of it every time he's finished stealing the loot from the 1st house to load up the 1st house again. The fastest way to do this mission early in the game is to use a pair of houses in the section of little houses of the block of Playa Del Seville that

has a dead end road at both the E and W sides. Orion_SR found some small houses in El Corona, too. I backed the truck toward two houses at a dead end and had C.J. steal two things from one house, two from the other house, etc. (Beyond that, you might want have C.J. try this in different neighborhoods, like the street the Johnson house is on, or N Mulholland, for the variety.) (A few of the less expensive Los Santos places had a dark alcove. I don't think they're the kind pedestrians spawn from like the ones in the Washington Beach Police Station, the two in the biker gang compound in "Hogtied," or on the 1st deck of the ship used in "Spilling the Beans," in "Vice City." They're probably just there so C.J. can become unseen by others when he's in shadow, which is a new feature for a GTA lead character, not that I found any need for a dark alcove when testing this.) There's someone sitting on the front porch in front of some of the doors. C.J. can walk right past them. The easiest residences to burglarize don't have any occupants standing or sitting in them. They have one or two occupants in bed. There's a bar on the screen that measures C.J.'s noise level indoors. - You can have him crouch, C, while he moves, which he can do slower and quieter if you tap W at a certain rhythm. - You can also add Alt to W to make C.J. walk--in this mission, he does it a little hunched over compared to the way he usually walks. He can walk faster when equipped with a rifle or automatic rifle. - Even faster, Orion_SR noticed that you can even have C.J. sprint at the loot and hit F just as he gets to it without waking the tenant in small apartments or houses. It also makes C.J. less liable to dawdle before he picks up the loot. If C.J. fills the noise bar, or the tenant sees him, you may hear the tenant exclaim something to C.J. and see the message that he's been detected. When that happens, C.J. has to get out of the house in ten seconds to prevent a three star wanted rating. If he gets the wanted rating, the police will be waiting outside to attack C.J., and they'll appear inside if C.J. doesn't go out. If C.J. doesn't see anyone who's out of bed, send C.J. right to the hi fi, TV, etc. Fancier houses might have something in the kitchen. Hit F to get him to pick up a valuable (twice if he's crouching to get him to stand up 1st), and send him right back to the door. Thanks to Diego Mustard, previously Diego Mendez and contributor of the SA Rhino "camera" front for cannon boost gimmick (I.12.b), for writing to me to warn about a glitch he tested on the PC version: if C.J. holds a burglarized item in his hands and uses his Camera scope on it the item disappears and his

noise bar gets 3/4ths full. If C.J. fills the noise bar but you get him outside in less than ten seconds, the burglary can continue like the noise detection never happened, even if you have C.J. return to the same house. So you can rush him to the door when you know he can do it quick enough, which is a good reason to pick small apartments or houses. Have C.J. go back outside immediately if he sees anyone there that isn't in bed. If there are gangsters inside, they might shoot at C.J.. If he turns and goes right back out, there won't be a wanted rating. Violent burglary Some recommend that you have C.J. use a Silenced 9mm on the homeowner's head if they're turned away or in bed, then not worry about noise. The easiest way to do that without getting a wanted rating is to have C.J. use a Silenced 9mm and move in a Crouch up to the occupant's bed with the occupant alone in bed and facing away from him. For some reason, even just targeting the Silenced 9mm at their face, or targeting the occupant--even from behind--with any other weapon, will cause them to detect C.J.. C.J. can't use a Knife for a stealth kill because you can't get the RMB to target the occupant when they're lying in bed. Have him shoot them once in the head, or several times in the body, with the Silenced 9mm. If there's nobody else there, the noise bar will disappear. If the noise bar remains and the only other occupant is in bed in another room, C.J. can do the same thing there. If there are two in the bed, have C.J. crouch without facing either of them, or stand at the foot of the bed, and have him shoot one in the head and immediately shoot the other one several times in the head or body. (Welcome to the Boris Karloff school of Burglary.) If he needs to use two or three bullets, the police may be alerted. If two are in bed, shooting one could wake up the other and cause a wanted rating, too. In some cases, there's a weapon inside. I saw a Knife and a 9mm in a couple of living rooms, and a Shotgun revolve into a living room from a bedroom. Since only the Silenced 9mm can be used without getting a wanted rating during some burglaries, I didn't have C.J. use them. If you try a weapon other than a Silenced 9mm, have C.J. get outside fast to keep the wanted rating down to one star. If C.J. re-enters the place, the occupant is back in bed or whatever like nothing happened. I have gotten lucky and had C.J. crouch and use the Silenced 9mm to do a head shot at the front of an occupant sitting in the living room

without causing a wanted rating, but I wouldn't count on it. Other than when testing ideas for this walk-through, I didn't have C.J. use a weapon on the home owner. This mission is more of a stealth test, it's easy enough without having C.J. kill anyone, and I didn't want to risk having C.J. create a three star wanted rating. The fastest way is non-violent, anyway-have C.J. pick a small house or apartment, sprint to the loot, hit F as he gets to it, and have him rush to the door. Send C.J. to the back of the truck with each stolen item and press F to have him make the stuff disappear there. It isn't hard to get the hang of Burglary (glitches like C.J. walking too long into a piece of furniture without picking the loot up from it, or the stolen item leaving C.J.'s hands to hover if C.J. hops down from something, notwithstanding). I just reload the game if C.J. creates a three star wanted rating, but it's easy to do the mission without creating one. The value of the TV, clock radio, etc., isn't based on what type of item it is, but increases as the number of things stolen increases. The formula for this is M=20 times N squared, with "M" being "Money" and "N" being the "Number" of things stolen. Thanks to Quincunx' Burglary Guide: http://www.moonatnoon.com/misc/gtasa-burglary.html Therefore, the 1st item stolen with each attempt at the mission is worth $20, the 2nd $80, the 3rd $180, the 4th $320, the 5th $500, the 6th $720, the 7th $980, the 8th $1,280, the 9th $1,620, the 10th $2,000, etc. If C.J.'s at work when 6 a.m. comes, the burglary has to end, but the game lets him have five minutes to take the loot to the lockup. You can also end the mission, when C.J. is in the truck, by pressing 2 or NP+ again, but any loot he hasn't delivered to the lockup won't be counted. C.J. has to steal at least $10,000 worth of loot, which can be accumulated over a number of efforts on a number of nights, to complete the mission. If you want to get it all done in one night, you could use the code that makes the clock stop at 21:00: "OFVIAC." To disable it, type it again. When you disable it, the clock rushes to the time it would have if you hadn't used the code, so disable it after C.J.'s last trip to the garage with the loot. You can use the GTA SA Control Center (X.13.c) to erase your cheat count before you save. C.J.'s reward is the value of the stolen stuff--$10,000 or more, $3,000, and the infinite sprint. C.J.'s sprint can last several blocks near the end of this

mission, but it doesn't become infinite till he completes it. Thanks to Mxyzptlk and Craig Kostelecky for the confirmation that the infinite sprint reward is given the same way on PS2 as well. http://www.gtaforums.com/index.php?showtopic=196982&st=20 Thanks to Orion_SR for finding that if you have C.J. use a small house, you can have him sprint to the loot and press F as he gets to it without waking the tenant. (Thanks to reader Timo Hakala for his friendly letters which caused me to test this mission more and describe it more clearly.) III.11

Kill Criminals

Have C.J. run down or shoot criminals and take their loot. They're the San Andreas version of the "Vice City" Downtown parking meters, and they may have a lot of ill-gotten money on them. There are sixteen of them listed at "Crimes" (I.5.k). Criminals are among those who drive Perennials,Blades, and Clovers (I.8.b). One ped says they have to find some "chronic." Chronic is a potent form of marijuana. http://www.urbandictionary.com/define.php?term=chronic There are four drug dealers among the criminals, too. They're among those who drive Ranchers. Two commonly seen in Los Santos each have their hands hanging down and overlapped before them. One is a young black guy in dark gray pants, a sleeveless black jersey, black sneakers and brimless cap, a silver chain on his wrist and neck, and a goatee... http://img157.imageshack.us/img157/3915/00gta1screen501b2oq.jpg ...and one is a young white guy in blue jeans, a light gray hooded jersey that says "Rockstar," has his hood pulled up over a black cap, and has light gray sneakers. http://img150.imageshack.us/img150/6995/00gta1screen501a3ie.jpg If C.J. gets a verbal reaction (sometimes only written in the subtitles) from a drug dealer, the only difference I've noticed between pressing Y or N is that N has them fire a gun into the air when they run away if C.J. approaches them. They make one of the worst deliberate and on-going contributions to organized crime. Even after you complete the game, and if you have C.J. take over 100% of the gang territories so Ballas and Vagos don't appear, the drug dealers still

show up, and the pedestrians--even C.J.'s own gang members, will still go to the drug dealers to make transactions and help finance organized crime. They're part of the main problem C.J. wants to fix with his neighborhood in the game. (I don't know why he doesn't at least fire the gang members--Frank Zappa would. Even Paulie Cicero in "Goodfellas," 1990, would.) Clean up the neighborhood and have C.J. kill the drug dealers and relinquish their funds. It goes into your Crimes Stats as Criminals Wasted. Take the Commerce 24/7 money, generated regularly, and Taxi, Burglary, and bicycle missions money, etc., and go to: &&&&&&&&&&&&&&&&&&&& III.12

Inside Track Betting

Inside Track Betting is available on the E-W road that goes across the S tip of the Mulholland Intersection, Los Santos, and at the S end of the E side of the biggest block of Montgomery, Red County. Use the directional keys and Left Shift to get the most out of the amount you can bet (for $34,500, click $10,000 three times, $1,000 four times, and $100 five times, etc.), then place the bet. As Rusk notes, the message boards say that the odds are about one in five for any of the horses, so bet it all on the long shot at the bottom of the list to get the biggest multiple for your payoff. Save the game if you win, and press Esc to reload the game instead the second you hear a trumpet with a wah wah mute go "Mwa mwa mwa mwaaaa," then try again. To be on the safe side, do it till you have a few million dollars--that should be more than enough. The Horse Races gimmick Bet a small amount and remember the name and color of the winning horse. Have C.J. stay there and keep initiating races and exiting them when the horse doesn't appear (press F then W then F a lot) till it appears again--preferably on the bottom of the list, which is the horse that pays off the most if you win. Bet the farm on it because it will win. (Thanks to gtahoodlum, aka Wajid.) http://img137.imageshack.us/img137/6458/00gta1screen964tu8.jpg http://img201.imageshack.us/img201/8472/00gta1screen965fd1.jpg http://img201.imageshack.us/img201/8595/00gta1screen966qe3.jpg http://img201.imageshack.us/img201/3684/00gta1screen967bg5.jpg http://img201.imageshack.us/img201/3598/00gta1screen968on7.jpg Update: I tried this again with a new game and it didn't work.

But when I

tried it with a file for the last mission, "End of the Line," it worked. http://img150.imageshack.us/img150/7343/25355644gd4.jpg http://img168.imageshack.us/img168/7591/15698302ob5.jpg http://img150.imageshack.us/img150/8564/68798682aj4.jpg http://img165.imageshack.us/img165/5421/19224321vu5.jpg I'm not sure what related factor or glitch you need for this gimmick to work-if you have to play so many missions first or have used the Control Center (X.13.c) during previous gameplay or....? When it worked recently, it was for the last mission, I'd used the Control Center previously, and I went through a lot more lists of horses till the horse I was looking for showed up than when it didn't work. Take the money and buy the available: III.13

Save houses

Buy all the save houses shown by green house icons on your in-game map and radar. The coordinates given below are for the paper map that comes with the game. All save houses have closets. Have C.J. enter the shaft of light at the closet door and follow the directions onscreen to change his clothes. Until you've completed "Nines and AKs," you can just have him take off and put on the Bincos white tank, blue jeans, and black low-tops he started out with, but even doing that can get rid of any wanted rating. (Take them off if you want the novelty of hearing the pedestrians say different things in reaction to him going around in his shorts.) Willow Field S of C.J.'s house

E6

$10,000

Jefferson E6 $10,000 NE of the County Hospital in Jefferson El Corona E5 garage $10,000 N of Los Santos International Airport Verona Beach N of Verona Beach

E4

$10,000

Santa Maria Beach E4 garage W of the Santa Maria Beach Pier Mulholland N Mulholland

D5

garage

$30,000 $120,000

III.13.a

Storing a Sea Sparrow on top of the N. Mulholland garage

zmoonchild found that you can store four vehicles at the garage of the N Mulholland save place (not Madd Dogg's--the place NE of that)--two inside and two on top. A Packer makes it easy to put land vehicles on top, which is an advantage for those who collect special vehicles, and you can also store a Sea Sparrow or Sparrow on it. It doesn't work with the other flying vehicles, which are larger. The vehicles on top disappear while the garage door is closed (as do the ones inside the garage). &&&&&&&&&&&&&&&&&&&& III.14

Weapon Stats and Gang Respect

The fastest way to collect the best weapons is by teleporting (and possibly using Ghost World) (see III.3). The fastest way to raise the Stats for these things is given in "Maximum Stats of all kinds in one sitting" (III.5). If you're going to take the loooong way there, this is one plan you could use to have C.J. collect the ammo for the weapons that are close to each of several save places. III.14.a

Initial weapon gathering

At the Johnson house I'd save the game at the Johnson house between each of about ten or twelve sweeps through the weapons close by (9mm Pistol and Micro SMG), feeding C.J. every one or two days, then have him use the weapons on the rival gang members E of the flood control ditch. Have C.J. go to the big concrete drainage ditch E of C.J.'s place and get the Armor under a bridge to the N. There are Brass Knuckles in the front yard a couple houses W of his. There's a Pistol (9mm) in the back yard of the house four houses counterclockwise from his. There's a Micro SMG in the ditch on the lower ramp just E of C.J.'s house. Again, if you have C.J. spray all 100 Tags, the Tec9, AK-47, Sawnoff Shotgun, and Molotov Cocktails will be available in the kitchen of the Johnson house.

(And C.J.'s gang members will have SMGs added to their 9mms if they haven't already.) See X.11 for how to change data\weapon.dat to make the Tec9 more like a Minigun. There's upper W edge of him go to jeans can

a police bribe in the alley a block W of his, and another at the the same drainage ditch about a block to the N of the Armor. Having a wardrobe closet and take off and put on his white tank top or blue get rid of any wanted rating.

At the El Corona save house I'd save the game between each of about ten or twelve sweeps through the weapons in the S (Desert Eagle or Silenced 9mm, Sawnoff Shotgun, AK-47 or M4, and SMG), feeding C.J. every one or two days, then send him N to save at the Johnson house to use the weapons on the gangsters E of the flood control ditch. At the S end of a block in Conference, on the porch at the S side of the Conference Center, is a Silenced Pistol. There's a Desert Eagle under a billboard S of the SE bend in the main road through Playa Del Seville. There's a Tec9 under the E end of the S highway ramp of the two that end in loops W of the terminal building that looks like the LA Airport Theme Building (also seen in "GTA III."). The SMG (an MP) is S of Unity (train) station N of the three prongs of track at the end of the railroad track in El Corona. There's another on top of the Jefferson Hotel (have C.J. use the stairs on the S side of the hotel), which is on the block W of the N end of the thick area shown on the radar and in-game map for the section of train track with a street on either side of it in Jefferson. There's a Sawnoff Shotgun in a freight train car in a big building on the corner across the street to the N of the dead end road that goes over a bridge in the Ocean Docks area. Have C.J. run across a platform at the door to get inside the box car; if you have him jump, he'll keep trying to grab the upper ledge of the car and hang from it. (There's Armor in the car with a wooden plank used for a ramp to the door of it.) The AK-47 is in the SW area of a big warehouse with a band of red around the top of the walls in the W section of the same block as the 1st Sawnoff Shotgun given above.

There's an M4 between two of the concrete ramps (the kind found in sets of three) at the SW end of Los Santos Airport (have C.J. jump on a vehicle then jump up and climb over the fence by the front gate). You might also have C.J. use the Dodo or Shamal of the airport (or the parachute of the top of the tallest building of Downtown Los Santos--the round one shown as an oval on your radar and in-game map NW of the big intersection that's S of the Mulholland Intersection; enter on the NE side) to get to the roof of a tall Downtown building (it's on the W side of the block that's the 2nd block E of the S tip of Mulholland Intersection) with an antenna on top to get a Rocket Launcher. At the Mulholland save house The Remote Explosives in Montgomery are a change of pace. There are also Molotovs along the N side of the road that goes W from the Mulholland Intersection after the 4th left. Until C.J. gets the Fireproof feature by completing the Fire truck mission, it might be more convenient to fill that weapon slot with Tear Gas, since C.J. isn't damaged by it and it can deter any policeman that chases him when he hunts Ballas and Vagos. There's Tear Gas on the front porch of a building on the N side of the T intersection that's SW of the middle of the SW side of the Mulholland Intersection. At the Verona Beach save house There's a Sniper Rifle at the top of the outdoor ramps used for stairs of Interglobal TV in Vinewood. I'd have C.J. collect a lot of ammo for that. C.J. can use the handguns, shotguns, submachine guns, and M4 and AK-47 assault rifles to upgrade his skills for them to the Gangster, then Hitman, level. Shots that connect upgrade the skill. The Tec9 and Micro SMG are both Machine Pistols, so using either one upgrades the Machine Pistol skill for both. While in Los Santos, C.J. can upgrade the skills for any of the weapons he can upgrade the skills for except for the Combat (S.P.A.S. 12) Shotgun, which is available later in the game. You can get around that exception if, like Rusk, you load up on the ammo of either Shotgun available then send C.J. to get the Combat Shotgun during a glitch that lets C.J. explore the off-limits areas without a wanted level--the earliest opportunity is during "Drive-By" (IV.7), or just have C.J. brave the high wanted level. The Pistol, Silenced Pistol, Shotgun, Sawnoff Shotgun, Tec9, Micro SMG, and

SMG are at any Ammu-Nation after "Doberman," so it's easier to stock up on ammo for those after that, although that's nearly at the end of the missions for Los Santos. III.14.b

What weapon upgrading does

Gangster (percentage of Skill Level required depends on the weapon; see below): Lock-on range, accuracy, and rate of fire increase for the 9mm Pistol. For all the others, those things increase plus C.J. can move in the aiming stance and strafe speed increases. Gangster level reached: 9mm: 10%; Silenced 9mm and Desert Eagle: 20%. Shotgun, Sawnoff Shotgun, and Combat Shotgun: 20%. Tec9 and Micro-SMG (Machine Pistols): 10%; SMG: 30%. AK-47: 30%; M4: 20%. Hitman (100%): C.J. can move while firing, and the lock-on range, accuracy, rate of fire, and strafe speed improve for the Silenced Pistol, Desert Eagle, Shotgun, Combat Shotgun, MP5, AK-47, and M4. The lock-on range increases and C.J. can dual wield the Pistol, Sawnoff Shotgun, Tec9, and Micro SMG. III.14.c

Upgrading weapon skills while earning Respect

It upgrades C.J.'s weapon skills, and is one of the ways to increase Respect for him from the Grove Street Families gang, to have him to shoot rival gang members. I usually start out by sending him to attack the gangster that show up E of the big concrete drainage ditch just E of his house. It's a short run from the Johnson house to a ramp that goes down to the bottom of the ditch, and there's another ramp across the ditch to the NE that goes up to the street. If you do this, send C.J. up to the street to run around shooting gangsters that aren't in green (Grove Street Family gang members of Ganton and a bit of East Los Santos). Have him shoot the ones with yellow bandanas, Vagos, or, to the W of that part of the ditch, wearing purple, Ballas (except for a young black lady in black and purple jersey--don't have him shoot her), and try to avoid having him shoot other pedestrians or do it near the police.

******** "Ballas" probably comes from: Baller 2. (slang) One who lives an extravagant, money-driven lifestyle. see that car? He’s such a baller. http://en.wiktionary.org/wiki/baller

Did you

A thug that has "made it" to the big time. Originally refered ball players that made it out of the streets to make millions as a pro ball player, but now is used to describe any thug that is living large. http://www.urbandictionary.com/define.php?term=baller 1. A pimp. 2. Someone skilled at sports (not necessarily basketball). http://www.urbandictionary.com/define.php?term=Balla "Vago" means "idler" or "loafer" in Spanish. It's also the name of the biotech corporation in "Puzzle Pieces," the third mission of "Oni," 2001. http://www.merriam-webster.com/spanish/vago http://img23.imageshack.us/img23/287/00onivago.jpg http://en.wikipedia.org/wiki/Oni_(video_game) ******** C.J. says, "I'll take those duckets." Duckets 1. Legal tender. Dinero. Cash money. 2. Derived from Shakesperean English. Slang for money. 3. (N.) An early 90's synonym used by West Coast rappers, Southern rappers, and filthy thugs to descibe loose money, usually ranging from one to twenty dollar bills. http://www.urbandictionary.com/define.php?term=duckets http://en.wikipedia.org/wiki/Ducat ******** The Vagos bring the word "puta" back from VC and call C.J. one: Puta/puto "Puta" is Spanish for female prostitute and "puto" is Spanish for male prostitute. http://www.urbandictionary.com/define.php?term=puta http://www.urbandictionary.com/define.php?term=puto ******** I think head shots make a weapon skill increase faster. It can be easier to do if you have C.J. move while crouching to sneak up on them 1st. An easy way to get head shots is to send C.J. in front of vehicles to stop them, run back along the traffic looking for gangsters, and get a head shot of any gangster

that's a driver or passenger--they usually sit still while C.J. aims. The Vagos of N and East Los Santos are in some of the Hermes, Oceanics, and Tornados, and the Ballas of Glen Park and Idlewood are in some of the Tahomas and Majestics. If C.J. gets a one star wanted level, he can run back into the ditch till it disappears (I think crouching may speed that up), sometimes getting Armor or a Micro SMG while he waits. If he gets two stars, you can send him to the bribe that's about a block N at the upper edge of the W side of the ditch between the end of a fence and a building, or send him to the car that usually appears in front of a house by his and have him get the bribe in the alley to the W of the block his house is on. C.J. will probably be shot at if he's on foot when he's wanted. Sometimes he's busted instead if he's in a vehicle when the corrupt law enforcers attack him. Having him get a haircut, use a Pay 'n' Spray, or go to a wardrobe closet and take off and put on his white tank top or blue jeans, can get rid of any wanted rating. Get him some food every day or two at one of a couple of nearby Cluckin' Bells, then have him drive back and run through the ditch to the street again and shoot more gangsters, etc. ******** The unofficial rampage--at a save place with a wardrobe or at a Pay 'n' Spray--method to increase weapon skills A fast way to build weapon skill, if you're not fussy about who C.J. shoots as long as it isn't members of his own gang, and if you're not going to mod the data\ar_stats.dat file (III.5): Have C.J. shoot everyone who isn't in his gang, including the corrupt policemen and their vehicles, just outside any save place with a wardrobe, such as the Johnson house, till he gets a few wanted stars. Have him go inside and change out of his shirt and back into it to get rid of his wanted rating, replenish any Health, Armor or ammo as needed, and repeat. Save the game regularly to save your work and replenish his Health. Another fast way is to have him load up on the ammo of the weapon you want him to upgrade, get full Armor and Health, then park a vehicle (not a bicycle or emergency vehicle) in a Pay 'n' Spray. It's activated when C.J. gets into or onto the vehicle, so you can have C.J. go on an unofficial rampage there.

(I've read that the PS2 C.J. can exit the vehicle before the garage door closes and rampage from within it undetected by the police, but you can't see from behind the PC C.J. to aim till he gets out of the garage, and then the police can detect him.) There's a Pay 'n' Spray in S Idlewood by a pizza store. In the SE to SW range S of it is a Desert Eagle, a Sawnoff Shotgun, an AK-47, an M4, and an SMG, in the locations given above. (Another PS2/PC difference?: I don't think the PS2 method Rusk describes to maximize the Stat for each weapon--having C.J. use one to fire at the tire of a vehicle in some remote place like the big drainage ditch E of his house--works for the PC version. One source said to use the backs of the tires--it still didn't work for me. The method at III.5 does, though.) ******** Having C.J. kill rival gangsters is one way to build up his Respect, which enables him to recruit Grove Street Family gang members. III.15

Recruiting gang members

Since shooting opposing gang members or corrupt law enforcers, and spraying Tags, is a fast way to earn Respect points, C.J. will soon have enough Respect to recruit a couple of gang members. Have him approach someone in green--a Grove Street Family gang member--and press the RMB. When an arrow points down to their head (green if they're in good health), you can press G to have C.J. try to recruit them. The recruits follow C.J. around, even into or onto a four- or two-wheel vehicle, to help him shoot at opposing gang members, sometimes going off in their own direction or yanking gang members from vehicles to do it. They may also fire at attacking policemen and keep them distracted from C.J.. They also have a tendency to shoot at opposing gang members who are in cars, which gets the traffic driving wildly, sometimes running over the recruits. Press G to draw them to C.J. or H to have them stop (if they live that long). To have C.J.'s gang members attack someone, target the victim with the RMB then press the LMB. Holding down H, or going far away, will disband the group. You might try to save a gang member whose health has gone bad by targeting them and holding H. As things go on, C.J. can recruit bigger numbers of them into his gang. At 80% Respect, C.J. can recruit the most gang members--seven. You may want to use a Coach or Bus to transport that many of them. A Coach may appear by the N end of the W side of the "Tosser--The Welcome Pump" gas station--the little rectangle on the map--that's W of the Dillimore

Pay 'n' Spray. You may have to send C.J. by the spot several times to have that be the vehicle that appears there. As mentioned before (I.7.c), C.J.'s gang can swim. They can also climb onto and over things. http://img108.imageshack.us/img108/7270/00gta1screen310a6im.jpg http://img108.imageshack.us/img108/5458/00gta1screen310b6bp.jpg &&&&&&&&&&&&&&&&&&&& III.16

Lung Capacity

Build this up when you have C.J. swim by having him dive until the bar indicating his air is mostly gone and then surface. The easiest way to build this Stat is at "Maximum Stats of all kinds in one sitting" (III.5). A convenient place to let C.J. practice his swimming is the big concrete drainage ditch east of his house. It goes S to a section that slopes into the water. There's also a Reefer boat there, and he can jump up (Spacebar) and jack boats going by. III.17

Oysters

Have C.J. swim to find 39 of the 50 Oysters. Collecting all 50 will increase his Sex Appeal, make it easier for C.J. to be accepted for dates, and also increase his Lung Capacity, Muscle, and Stamina, therefore Sex Appeal, if any of them still need it. You might hold off on collecting any Oysters if you want to see what happens when a jealous girlfriend shows up when C.J. is dating another woman. I'm not sure, but not having any Oysters collected might be among the things that makes that more likely to happen. For more about that, see "Girlfriends" (XI.b). A good map of all the Oyster locations is at: http://www.ianalbert.com/misc/gtasa.php One easy way to find them is to use a teleportation device (see X.13.a and the next two sections). If you use the Control Center (X.13.c), which already has the coordinates of the Oysters, you might want to add the coordinates of the area just outside a Los Santos save place with a wardrobe. That would make it easy for C.J. to get rid of his wanted rating after getting the ones in areas that are off-limits--six in San Fierro and five in Las Venturas. You might combine that with Demarest's Pillager (X.13.gg), which puts markers

of all the Tags, Oysters, Snapshots, and Horseshoes left to find in the category you've chosen on your radar. While you look for Snapshots, it also puts a green marker above each one you haven't taken a picture of yet to make them easier to find. It works for v.1 or 2 of the game. If you use the directions of the BradyGames Guide for Xbox and PC like I did for the 1st 39, remember that the description correctly gives Oyster 10 as S of the Los Santos lighthouse, but the map puts the dot for it S of the Ferris wheel. The BradyGames maps and directions are on pp.127, 132, 133, 136, 137, and 139. The BradyGames guide gives 15 to find in and around Los Santos. Rusk's PS2 idea to get 39 of the 50 works for PC, too--it includes all but the ones that are inland in the blocked off and unwelcome areas, the one at the Easter Basin aircraft carrier, BradyGames number 17, and the one SW of that, 24. C.J. doesn't get a four star wanted rating as long as he doesn't touch ground in a blocked off and unwelcome area. (C.J. gets a wanted rating if he goes near a blocked off and unwelcome area in a boat, too, which the game considers as C.J. being on land.) If you do it Rusk's way, have C.J. steer clear of the aircraft carrier going for 23, and go near the wall of the landing strip going to and from 18. And stay on the west side of the Los Santos Inlet around the two bridges at the S end of it to avoid the shallow section. Going N from there in that stream, move the view with the mouse often to check the area below C.J. to make sure he doesn't touch anything in a shallow section. I went for the 39 Oysters obtainable without creating a wanted rating, which just leaves 11 Oysters to get during a mission with a glitch that lets C.J. enter the off-limits areas without a wanted rating, the earliest such mission being "Drive-By" (IV.7). For some variety, you might use the glitch that lets C.J. explore underwater without a breath meter (I.7.c) and have C.J. use a Jetpack to collect some of the Oysters. You can find this suggestion, and a formidable list of glitches and ghost world entrances, etc., in the "Secrets FAQ" by The Duff Man at the Gamefaqs and IGN web sites. http://www.gamefaqs.com/computer/doswin/file/924362/33455 http://faqs.ign.com/articles/657/657327p1.html To do that in the original PC version, patched or unpatched, I'd use the GTA SA Control Center (X.13.c) to have C.J. get a Jetpack earlier than "Black Project." Click the "Keyboard Shortcuts" tab, the "+" beside "Misc," then "ALT+J Have Jetpack." You can then use Alt and J simultaneously as hotkeys during the game to make a Jetpack appear. I haven't tried it, but I'd imagine you might have C.J. swim through the river of the Badlands instead since some parts of it are shallow and C.J. will get a wanted rating if he touches the river bed.

(I use a save game with no Oysters collected to see the jealous girlfriend appearances. Having no Oysters collected might contribute to the likelihood of them happening--sorry I'm not more certain.) III.18

Sex Appeal

The best thing C.J. can do for Sex Appeal for now, besides building his body, and before the clothes stores open and he gets all the Oysters, is choose what he drives. Some say it counts for more than clothes (which the BradyGames guide gives as counting for 50% of Sex Appeal--I think it meant 5%), at least while C.J. is in or near the vehicle. You can press Tab to see a big drop in C.J.'s Sex Appeal when he gets a certain distance away from one of his cars that have a lot of Sex Appeal. According to the Auto Trader section of the BradyGames guide, the ones with the most Sex Appeal are certain cars and boats: Cars (you might save some of these in your garages): Alpha, BF Injection, Banshee, Blade, Buffalo, Bullet, Caddy (awwr!), Cheetah, Comet, Elegy, Euros, Flash, Feltzer, Flash, Hermes, Hotknife, Huntley, Infernus, Jester, Merit, Premier, Remington, Sentinel, Slamvan, Stratum, Stretch, Sultan, Super-GT, Tahoma, Uranus, Washington, Windsor, and ZR-350. For a fast car with good handling, durability, and Sex Appeal, I'm partial to the Cheetah. You can make one appear with the GTA SA Control Center (X.13.c). You can hold down Tab and see C.J.'s Sex Appeal Stat get abruptly bigger or smaller depending on whether or not he's within a certain distance from his car if it's sexy car. Boats: Launch, Reefer, Speeder, and Squalo III. (Note: if vehicles mainly help C.J.'s Sex Appeal when he's in or near them, and he can't take girlfriends for rides in boats, who's this supposed to impress--the fish? They swim livelier or what?) The wardrobe glitch by bamspeedy1298 Thanks to bamspeedy1298's "GTA: San Andreas STATS" FAQ (and thanks to Orion_SR for the tip about it) for the wardrobe glitch. If C.J. takes off and puts on

clothes, the wardrobe doesn't subtract Sex Appeal points but keeps adding them. C.J. can take off and put on the same shirt, etc., to increase his Sex Appeal. As Orion_SR pointed out, C.J. can maximize his Sex Appeal by doing this with his t-shirt about 35 times at the start of the game. It works with tattoos, too, by adding them without removing them, but they're expensive and it takes a lot longer. http://www.gamefaqs.com/computer/doswin/file/924362/47686 &&&&&&&&&&&&&&&&&&&& III.19

Flying Stat

This one, like the Bike and Driving Stats, takes a long time to maximize normally. The fastest way is at "Maximum Stats of all kinds in one sitting" (III.5). Otherwise: Send C.J. in a four-wheel vehicle to the airport gates at the S end of the map. At the NE corner of the airport area is a square block, an almost square block, and a thin bent rectangle of a block between them. The airport tarmac entrance is at the S end of the W side of the thin block. Have him park along the fence, climb on top of the vehicle, then climb over the fence (Spacebar). Send him to the W end of the tarmac to fly the Shamal, a small private jet, around the skies over the available areas (so the authorities don't try to blast him out of the sky with missiles). (Rusk might also go S off the map then around all of San Andreas. I'd stay over Los Santos and Red County to avoid the possibility of flying so far out to the edge of the map that I'd get the extra gang territory glitch and ending up with some confusing Stats about what percentage of gang territory is taken over.) Raise the landing gear with 2 after takeoff so it flies, and maximizes the Stat, faster. Lower the landing gear, and press S, Reverse, to slow down the vehicle for landing, too. ******** The dual regard for increasing Flying Skill to 20% for a Pilot's License: The game has a dual regard for Flying Skill and getting a Pilot's license-the regard of efforts for both prior to "Learning to Fly" (Pilot School) (VIII.6) and the regard of efforts for both during "Learning to Fly." Flying Skill can be increased by flying a flying vehicle except the Jet Pack from the start of the game. You get 5% increases from flying other than in Flying School and 6% increases for each Flying School test passed. Increasing Flying Skill to 18% gives C.J. a Pilot's License and causes any airport gates to open for C.J.. Increasing Flying Skill to 40% causes C.J. to get a Parachute when he bails from a flying vehicle or the Vortex. Increasing Flying Skill

doesn't make it easier to handle flying vehicles. (Thanks to rubregg for alerting me to GTA Phreak's research about that.) GTA Phreak also told me that since the Parachutes are endlesssly supplied that way, you can get another should you salvage a Skimmer, Sea Sparrow, or Leviathan from water or have the Vortex survive a fall to land. For some reason, if you've already had C.J. get a Pilot's License, even maximize his Flying Skill, before Pilot School, having C.J. succeed at the 1st test of Pilot School causes the game to recognize C.J. as getting a Pilot's License again. You have to get the Pilot's license from doing the "Learning to Fly" mission to cause all the locked flying vehicles at San Fierro Airport to become unlocked (except the Maverick, which remains unlocked from the start of the game), and cause a lot of flying vehicles to appear around the rest of San Andreas (see VIII.6). ******** The Taxi and "Mike Toreno" mission glitches: Robert Rusk told me some people with the original Xbox or PC versions of the game may get a Taxi mission glitch that causes fares not to show up, and they may also get a glitch that causes the player to be unable to find the van with Mike Toreno in "Mike Toreno." Pdescobar found, and Orion_SR reaffirmed, that the glitch is a matter of map zone corruption, and one of the things that can bring that on is going to the edge of the map, so try to avoid that. Get the Taxi mission done before going to the edge of the map with "Freefall" and "St. Mark's Bistro," and avoid the edge of the map while having C.J. fly to build his flying skill. Fortunately, Pdescobar has a cure for the Taxi mission glitch (see I.12). III.20

Bike Stat (motorcycle)

Note that you have C.J. ride a bike/bicycle to improve his Cycling Stat and drive a bike/motorcycle to improve his Bike Stat. Why this wasn't made more clear and simple, I have no idea. I think one of our friends at Rockstar North has been hittin' the hidden packages. C.J. can reverse faster and do higher Bunny Hops as his Cycling Stat increases. To help upgrade C.J.'s motorcycle ability, including the ability to stay on the motorcycle, you could have him use the NRG-500--there are two in the parking garage with spiral ramps (like the one for Washington Mall in "Vice City") in

the middle of the S end of the "L"-shaped block that's the 2nd block N of the E side of Los Santos Forum. The fastest way to build up the Cycling and Bike Stats is at "Maximum Stats of all kinds in one sitting" (III.5). Otherwise: The Bike Stat takes longer to raise than the Cycling Stat. One way to raise it faster with a lot of open spaces and some jumps is to speed it around at Los Santos International Airport after C.J. gets a pilot's license and the front gates are opened for him. One of the yellow triangle-shaped markers is a Unique Jump, so you get a cinematic shot for doing it. It normally takes about half a day to get to the maximum for the Stat. C.J. gets real good at staying on a motorcycle as the Stat increases. III.21

Driving Stat

Have C.J. drive a four-wheel vehicle to raise this. The fastest way to build this Stat is at "Maximum Stats of all kinds in one sitting" (III.5). Otherwise: Like the Bike Stat, this one takes longer to raise. You might drive around and look at the stuff in the Odds and Ends section, etc. You can speed up the process by taking a sports car around the tarmac at the airport. It normally takes about half a day to maximize the Stat. Once it's raised enough for you to handle a four-wheel vehicle as good as you like, it will be easier do the missions given below. &&&&&&&&&&&&&&&&&&&& III.22

Pimping mission (a Sub-mission)

Do this to level 10 so prostitutes pay C.J. $28 for his services instead of him paying them for their services. Use a car called the Broadway to activate the mission. There's one parked by a gas station in the NE area of the block of the Idlewood 24/7, but any Broadway can activate the mission. It's one of the gang cars of the Varrio Los Aztecas gang of Little Mexico, who wear blue (turquoise?) headbands. It's partly like a Taxi mission for a couple of cheap f**ks (that's "folks," if any kids are reading this; "fornicators" is synonymous if any religious people are). C.J. has to transport one rentable lady to one of her customers, then another, then the 1st one again, etc. When the screen message alerts you about an abusive customer, he's always the

man represented by a red blip on your radar--not the customer nearby. Have C.J. literally beat the f**k out of the abusive customer (that's "flak" if any kids are reading this, "fornication" is synonymous if you're religious). If the abuser tries to run off without paying and you have C.J. chase him and beat him up to get the money, get C.J. back to the Broadway in time to continue whether he gets the money or not. C.J is paid for each customer served, which starts at $300 and increases as he serves more customers. GTA Phreak's Pimping and Vigilante vehicle health boost gimmick Thanks to GTA_Phreak for the tip that starting and cancelling the Pimping mission gives the Broadway 200% Health. The extra endurance is gone after the car is saved in a garage, but it's easy to start and stop the mission anytime. A variation of this gimmick works for a Vigilante vehicle, too. Thanks to Orion_SR for adding that initiating the Pimping mission (or Vigilante or some other side missions) won't add to your Mission Attempt count if you've already completed it. One possible way to mod the Broadway in data\handling.cfg (see X.10.b) is H -0.1, J 1.00, K 0.90, n 260.0, O 30.0, and ab 0.00. III.23

Fire truck mission (a Sub-mission)

Do this to level 12 so C.J. gets the fireproof feature, good for letting him use Molotovs safely. Red County is an easier place to do it according to strategywiki.org. http://strategywiki.org/wiki/Grand_Theft_Auto:_San_Andreas/Firefighter Some like the E coast road there for keeping the targets in one area. I tried it there once and got to level eight or so, despite the fast, rough traffic, and only stopped because a couple of people on fire, in their panic, ran to an unreachable spot halfway down a coastal cliff. So I had C.J. do this in the middle of W Los Santos. C.J. has to shoot water from the turret. I position the truck near the target and hold down the RMB while I use the mouse to aim the turret, which is easier to aim, and has a greater range of motion, than the one on the Firetruck in "Vice City." As in "Vice City," C.J. has to put out the fire of a burning vehicle on the first level, then one vehicle and the passenger on fire who comes out of it on

the second level, then one vehicle with two burning people on the third level, etc. The maximum is reached on the last level with three vehicles which each have three passengers for a total of nine people to save. When you see white smoke/steam rise from the target, you know you're spraying the right spot of the front of the vehicle. It's easier if you spray the people as they get out of their vehicles--the water knocks them down so they don't run around like nuts. S of Mulholland Intersection is a pretzel-looking intersection. There's a Firetruck on the NE section of the block that the E side of the pretzel overlaps. Water Turret LMB RMB view. Num 4 Num 6 Up Down

Shoot water Hold it down and the turret points wherever you aim the "camera" Left Right Up Down

Thanks to GTA_Phreak for the tip that you can increase the Health of the Fire truck above the normal amount by completing a couple of levels of the mission and quitting a few times before doing the mission to level twelve. It works better if C.J. completes each level inside the vehicle. The endurance increase isn't as much as this gimmick creates with a Vigilante vehicle, though. The extra endurance is lost once C.J. saves the vehicle in a garage. One possible way to mod the Firetruck in data\handling.cfg (see X.10.b) is H -0.5, J 1.00, K 0.9, N 240, O 30.0, and ab 0.00. III.24

Vigilante mission (a Sub-mission)

Do this to level 12 so C.J.'s maximum Armor rises from 100 to 150, which is especially handy for all the territory acquisitions he needs to fight for and bike stunts I like to do. The number for Armor is shown in the Stats in the Player section. Spaceeinstein told me "About 246 peds can spawn as criminals and it includes special peds like fast food restaurant workers, girlfriends, and gang members" and "the criminals can do drive-bys at you, doing a lot more damage to you than in previous GTAs." The easiest setting for this is a country setting like Red County. There's a police station on the block of "NG" of "PERSHING SQUARE," and another in SW Dillimore, where C.J. can take an unoccupied police vehicle, and he might find one on most any street due to the frequent traffic jams and fights

that break out. If you have C.J. jack one, have him drive it away from the officer a bit then get out to get rid of the wanted rating or it will last interminably. It's easier for me to do a forward drive-by with a motorcycle than do a sideways one from a car. Save your choice in a garage, and have a lot of submachine gun ammo and full Armor. You can go back and forth between the El Corona save house and, a bit to the N, the SMG by the railroad station to build up a lot of ammo. One of the easiest ways, if you don't mind changing a few numbers, is to make the Tec9 like a Minigun as described in X.11. You could also use the GTA SA Control Center (X.13.c) and use the One Hit Kill button. I'd combine the modified Tec9 with an HPV1000. One possible way to mod the HPV1000 police motorcycle in data\handling.cfg (see X.10.b) is B 800.0, H -0.10, I -1, J 2.5, N 240.0, O 70.0, and ab 0.00. But the mission is easy enough if you just mod the Tec9, and a modded Tec9 helps with other missions, too. You might change a Police car in data\handling.cfg to have a lot of mass, acceleration, high speed, and 0.00 durability, and just bat the criminal's cars to he** and gone like the silver ball in a Pro Pinball game. See the modding section for the procedure if you want to do that, and change the vehicle back when you're through so you don't have super police vehicles chasing C.J. down now and then. Another gimmick that may help--not a huge help, but a help--is to have C.J. take a gang member with him to do some of the shooting. The N San Fierro Cluckin' Bell Vigilante gimmick The gimmick of sending C.J.'s Police car or motorcycle to a building he can enter, such as a Cluckin' Bell, sending him into the building for about ten or twenty seconds to cause the criminal to be considered dead, then sending him back to the police vehicle, etc., works. In the last few levels, you may need to send him inside two or three times for it to work. But in Los Santos, too many criminals appear in places like Red County that let them elude the police, so it's best to use that gimmick in N San Fierro, such as by the Gant Bridge, if you don't mind waiting that long for C.J. to get increased armor. (Thanks to strategywiki.org) http://strategywiki.org/wiki/Grand_Theft_Auto:_San_Andreas/Vigilante Rusk reports that it failed him in later levels of the mission, though. I won't hazard an estimate of what percentage of times it works to level twelve.

If you're really stuck, the Plus 27 Trainer by Pizzadox (X.13.l) works for the unpatched original version of the game to stop mission timers that count down and prevent any wanted rating. A pizza store gimmick might fail, but Pizzadox won't. Without using "OHDUDE" and getting a "times cheated" Stat, you normally have to wait a lot longer in "San Andreas" than in "Vice City" to get ahold of a Hunter. But you can use the GTA SA Control Center (X.13.c) and spawn one anytime. The GTA SA Control Center works with the patched and unpatched versions of the original game. The Hunter flies like c**p through molasses, but it still provides an easy way to do this mission due to the auto-aim the machine gun has for this mission. Try to make turns with A and D more than with Q and E to keep the "camera" aimed forward--if it still isn't aimed forward, have it glance back for a moment to make it aim forward again. You might try the Hunter with a gamepad in Joypad Configuration, too, but the main problem is with the "camera" aim and it's the same problem either way. Thanks to GTA_Phreak for the tip that you can increase the Health of the Vigilante vehicle above the normal amount by completing a couple of levels of the mission and quitting a few times before doing the mission to level twelve. It works better if C.J. completes each level inside the vehicle. Once the mission is started in the vehicle, the tires can't be popped, too. The extra endurance is lost once C.J. saves the vehicle in a garage. III.25

Paramedic mission (a Sub-mission)

Do this to level 12 to give C.J. 150 for Health. The Ambulance can hold three patients. The number of patients to deliver to the hospital is the same as the number of the level, and the last level is twelve. Stop the Ambulance with the patient on the right so they don't cross in front of the Ambulance on their way to get into it. In Los Santos, there are two hospitals which each have an Ambulance: one above the "T" of "MARKET" and one on the S side of the block of the bottom of the "J" of "JEFFERSON." If you have C.J. do this mission in Los Santos, it might be easiest to start the mission in the middle of W Los Santos, away from the big intersections in the middle of it, the hilly roads in the N, and the piers to the S. A country setting like Red County might make it easier, too-- there's an Ambulance at the hospital in Montgomery.

The general agreement is that this is the easiest in Angel Pine, which also has a hospital and an Ambulance, because the patients all appear right around town. (The downside to that is you'll have to wait till the Badlands are open to get C.J. the maximum for Health.) (Thanks to strategywiki.org) http://strategywiki.org/wiki/Grand_Theft_Auto:_San_Andreas/Paramedic One possible way to mod the Ambulance (TGIPC) in data\handling.cfg (X.10.b) is H -0.03, J 1.00, K 0.90, N 255.0, O 30.0, and ab 0.00. III.25.a

Firetruck, Vigilante, and Paramedic mission pay

Thanks to Colin Attle for writing to me that the pay for the 12 levels of the Paramedic mission and first twelve levels of the Vigilante mission is the same as in "Vice City": $50 x (the number of the level) x (the number of the level), which is $50 times the number of the level squared: $50, $200, $450. $800, $1,250, etc. Completing level twelve pays $7,200. But the pay for the Firetruck mission is different in "San Andreas" than in "Vice City" in that the pay for the first level is $200--what the pay for the second level was in "Vice City." Otherwise, the pay for the "San Andreas" Firetruck mission increases similarly: $200, $450, $800, $1,250, etc. Colin adds that beyond level 12 of the Vigilante mission, the pay formula is the amount for the previous level plus (the previous level number times 100) plus 50. So for level 13 of the Vigilante mission, the formula is: $7,200 + (12 x 100) + 50 = $8,450. III.26

8-Track

Send C.J. to Los Santos Forum for a 12 lap race, like Hotring in "Vice City," on a figure eight course. You need 20% of the Driving Stat to enter, but I'd let it maximize 1st. The course is slippery and the car isn't very durable. Don't go so fast you hit the walls, which slows you down (and I think they're electromagnetic from the way they spark and grip the car). But you can try to nudge the backs of the competing cars to spin them out. Once you get the lead, just go quickly but safely, avoiding wrecks as best you can, like in a careful Taxi mission. Press the keys for acceleration and turning alternately because four wheel vehicles have better grip during turns if you don't press acceleration while your vehicle turns. As Rusk recommends, stay on the right as you approach the bridge that goes overhead, and be careful not to hit a spot where the left wall juts out when you

turn left going onto the bridge. passing some of the other cars.

These are a couple of good spots to use for

Kevin Walter, aka saviour, at the stuckgamer web site recommended before, agrees and advises that you shouldn't use what I call the Brake--Spacebar--and instead use what I call Reverse--S--to slow down or you'll make the car spin out too much. One possible way to change the Hotring Racer in data\handling.cfg: uncheck the green dot, etc. (see X.10.b) and make H -0.6, J 1.20, K 0.90, and ab 0.50. This lets you have it bang into the other cars a bit more, too. It's not hard to win the race without modding the Hotring if you use the advice given above, though. After winning in 1st place, C.J. gets $10,000, and the Hotring Racer and the Monster truck will be available by the NW side of Los Santos Forum. III.27

Some non-mission vehicle locations and Orion_SR's explanation of how impound garages work

You may need to try an area several times to see some of these vehicles. Thanks to pdescobar for his list of PS2-only spawn spots: Trains

NW

Train stops (not the only spawn points): Market Station is at the corner of the block S of "WOOD" of "VINEWOOD," and Unity Station is N of the "EL" of "EL CORONA" (see the paper map).

Dodo

SW of the entrance to the tarmac of LS airport.

Shamal

where the "IN" of "LOS SANTOS INTERNATIONAL AIRPORT" is.

Baggage trailer/ mobile stairs either one can be hitched to a Baggage vehicle, and an example of each is found on your way from the Dodo to the Shamal. A Baggage cart looks like a child's open-topped wagon and has one of several amounts, including none, of luggage on it. (I'm not sure if the closed box-type Baggage trailer appears in Los Santos.) A Baggage trailer may be hitched to another Baggage trailer or to a tall set of mobile steps. You can have C.J. use the stairs to get back aboard the AT-400. I couldn't get C.J.'s gang to follow him up the stairs, though. http://img396.imageshack.us/img396/6844/00gta1at4008aa6sh.jpg http://img162.imageshack.us/img162/729/00gta1at4008bb8qx.jpg NRG-500

two are in the garage with spiral ramps at the S end of the "L"-

shaped block that's N of the E side of Los Santos Forum: there's one NRG-500 on the second floor and one on the top floor. Sanchez Freeway PANOPBMX Bike of

where the SW corner of Palomino Creek meets the beach. in the SW corner of the big brown square S of "TICON" of "THE TICON." at the end of the Verona Beach pier, on the N side of the block that's two blocks E of "EN" of "GLEN PARK"; and at the SE side the martini glass symbol W of "LOS FLORES." I've seen one in a yard across from the Johnson house infrequently, too. (PS2

only: that's

in an open garage on the N side of the N road of the block W of the two E- most blocks of Palomino Creek.)

Mountain Bike Blueberry corner

Quadbike "BLUEBER-

N of the W side of the N road of the block W of the pizza place.

(PS2 only: in an open garage at the SE

of the block that's W of the two E-most blocks of Palomino Creek.) by the "R" of "HILLTOP FARMS."

(PS2 only: E of the "S" of

RY ACRES.") Flash Caddy/ Sentinel

about in the middle of the SE quadrant of the Mulholland Intersection. in the film studio on the block of "WOOD" of "VINEWOOD."

Admiral

at the SE corner of the block N of "CONF" of "CONFERENCE"--it handles okay, and Denise won't care about the lack of Sex Appeal.

Rancher

at the S end of the oval by "BLUEBERRY ACRES."

Towtruck

you have to have C.J. jack one.

Hotdog

(PS2 only: at the N coast of the Panopticon, at a T intersection in Hampton Barns, and at an intersection NW of "DILLIMORE.")

Sweeper

under the highway where it goes S of the block of "ALL" of "CITY HALL"; N of the Willow Field Save house on the N side of the

same Mower and

block; and on the beach SE of the block of Los Santos Forum. E of the curve in the road E of the 2nd save place N of "MULHOLLAND," near the N curve of the block W of the same save house; S of the two E blocks of Palomino Creek. (PS2 only: in an open garage about where the 1st or 2nd little rectangular dot is N of the Palomino Creek Ammu-Nation symbol; and N of the E block of

Dillimore--I think this is the one I've read about that appears imbedded in a tree.) Trailer to

there are several closed box-shaped trailers in the game to hitch a truck cab: - two are on the S side of the lower E-W road of the two at the top of the "Y"-shaped block E of "EL CORONA,"

the

- another two are E of the middle of the dead end S segment of road that, several blocks N, goes through the 2nd "L" of "WILLOW FIELD," - another is E of where the main highway goes S of the block

with

"LL" of "CITY HALL," and - several are along the N side of the block N of the entrance to the LS airport tarmac. (The oil tank trailer shown at the 4th link below doesn't spawn

in

Los Santos, but I used it to show that any of the several big truck cabs can pull any of these kinds of trailer.) http://img423.imageshack.us/img423/2346/00gta1trailer11yp.jpg http://img141.imageshack.us/img141/8487/saguide2193trailerlz0.jpg http://img338.imageshack.us/img338/3053/saguide2194trailerzs3.jpg http://img163.imageshack.us/img163/7083/00gta1trailer1a0sz.jpg Plow revolves

It's a tiller to hitch to the back of a Tractor.

The plow

as it's pulled and it has a headlight and brake light. (PS2 only: one is SE of the Montgomery Intersection on the E

side

you

of the section of the path that's divided into two paths, and another is a bit SE of the brown oval by "BLUEBERRY ACRES.") On PC, if you don't see a farmer using a tractor to pull one,

can make one appear anywhere with the GTA SA Control Center (X.13.c). http://img154.imageshack.us/img154/7277/00gta1tractorplow19aw.jpg http://img208.imageshack.us/img208/6905/00gta1tractorplow24lo.jpg Rundown Sadler apside

Rundown Glendale

(PS2 only: N of the "O" of "HAMPTON BARNS," and another pears, though I've only seen it once on PC, at the E of the TOSSER gas station that's N of the T intersection that's NE of Montgomery.) (PS2 only: in a big open-ended shed on the E end of the S side of the big brown square of the Panopticon.)

**** Hustler

have C.J. date Denise to 50% success.

Ranger

have C.J. date Helena to 50% success.

Hotring Racer/ Monster

NW side of Los Santos Forum after success with "8 Track."

Combine Harvester Raindance

after "Body Harvest" (San Fierro missions): several are E of the brown oval by "BLUEBERRY ACRES." with Pilot School success (meaning success at VIII.6 of the Desert missions, not flying till you get 20% of your

Flight

skill): on the beach by the 1st "A" of "SANTA MARIA

BEACH." Maverick

with Pilot School (Desert missions) success: on top of the oval building (with a Parachute on the roof) S of "LOS"

of

"DOWNTOWN LOS SANTOS."

Enter the building on the NE

side. Police Maverick roof

with Pilot School (Desert missions) success: on S end of of Pershing Sq. police station.

E

Sea Sparrow

after "A Home in the Hills" (final Los Santos missions): at the side of the gray patch the Mulholland save house is on.

Kart where

after "Cut Throat Business" (final Los Santos missions): at the E side of the gray patch the Mulholland save house is on, and the road W of Los Santos Forum meets the drainage ditch.

Vortex

after "Cut Throat Business" (final Los Santos missions): at the "MA" of "MARINA."

S.W.A.T.

See IX.9 "End of the Line" for a way to get one during the last main story mission of the game.

Rhino

under the overpass W of the Johnson house with 100% completion.

Hydra

on Sweet's roof with 100% completion.

Thanks to the SAM, San Andreas Map, for some of the locations and times of appearances of the vehicles given above: http://www.gtasanandreas.net/sam/ **** Impounded vehicles

Have C.J. use a police vehicle to be allowed into a police impound garage without creating a three star wanted level. There's an impound garage in each of the three main areas of the game--in Los Santos, there's one on the block of "NG" of "PERSHING SQ." The Las Venturas and San Fierro impound lots are the ones in which a flying vehicle has more often been found. Rusk's "Hidden Text FAQ" for SA indicates an impound lot was used for an idea for a mission that didn't make it into the final game. DeeZire has a mod that puts the mission back in (X.9.b). How impound garages work Orion_SR researched the way vehicle impounding happens in the unmodded game-see his article "Care and Feeding of a San Andreas Impound Garage" at the next link. http://www.gtaforums.com/index.php?showtopic=304874 Basically, C.J.'s last two vehicles, if in certain locations when C.J. starts certain missions (see below), will be saved in an area of the nearest impound lot. Pimping - radius 30.0 around the Idlewood Broadway spawn Lowrider Game - radius 200.0 around Unity? (untested) Export Ship - radius 9.0 imp, 20.0 exp, not the exported vehicle Trucking - radius 30.0/50/100 (different subroutines) at the RS Haul Asset (untested) Driving School - radius 300.0 Quarry - radius 1000.0 around quarry asset Boat School - radius 1000.0 around Boat School Bike School - radius 300.0 around school Flight School - radius 300/500 (untested) Triathlons - radius 1000001.0 around...doesn't matter Thanks to rubregg for this one: Beefy Baron - radius 1000.0 around Zero's shop Other impounders Emerald Isle Car Park (change floors or leave the building) You can also have C.J. put a vehicle in the impound save area directly.

The invisible "garage door" of each impound garage save area opens and closes when C.J. is at the far end of the room from the save area. Have C.J. keep looking at the save area while the invisible "garage door" is open or your one or two saved vehicles will probably disappear. Vehicles not likely to disappear are aircraft, the Vortex, the Ambulance, and the Firetruck used for the Firefighter mission. Thanks to GTA Phreak for this information: the San Fierro save area has the largest invisible "garage door" but is the hardest to keep in view while having C.J. leave the area. The Los Santos save area has a small invisible "garage door" (don't try to save large aircraft there) but is easy to keep in view while having C.J. leave the area--it also has more guards than the other two impound garages. &&&&&&&&&&&&&&&&&&&& III.28

Make a copy of your save game

This would be a good time to make a copy of your save game found in My Documents\GTA San Andreas User Files: GTASAsf*.b, with * being the number of the save slot, a number you can change to use it for a different save slot. Keep a copy you use just to make copies from. You can always start a new game to see the 1st few missions, and you can replay the Sub-missions or vehicle challenges any time. &&&&&&&&&&&&&&&&&&&& IV

The main story missions of Los Santos continued The Sweet missions

IV.1

"Tagging Up Turf"

Sweet Johnson

Poppin' tags: here it means to take someone else's tag--graffiti, meant in this case to stake out a territory--away from them by covering it with a new tag. (C.J. can get a lot of new clothes later, though.) http://www.urbandictionary.com/define.php?term=poppin+tags http://www.urbandictionary.com/define.php?term=Tag Sweet leaves a basketball game with Big Smoke to encourage C.J. to help him spray over some Balla's tags. (Spray with the LMB. Sprayed ones become unsprayed again for the mission.) C.J. sprays a couple of Ballas, too, while he's at it. We also learn that C.J. can jump up and grab onto a ledge, then climb up onto the roof, or climb over a fence, by pressing the climb/Jump key. (Note: the default Jump button is Left Shift, but I remap my controls to use Spacebar for Jump and Left Shift for Run, which is more like the controls I use for "Vice

City.") Sweet gives C.J. $200 and Respect. Officer Hernandez calls and tells C.J. not to leave town. C.J. curses him for just doing what Tenpenny and Pulaski tell him to do. There's a Spray Can in C.J.'s bedroom, and the basketball game is available (XI.c). If you haven't had C.J. do the preliminaries I went on about, he can now recruit two gang members. IV.2

"Cleaning the Hood"

Sweet Johnson

Big Smoke, Sweet, and Ryder, C.J. Mark "B-Dup" Wayne: Jayceon Terrell Taylor aka Game, formerly The Game, is an actor and rapper of the mixtape JT The Bigga Figga Presents "Nas and The Game: Q.B. 2 Compton," 2002, "The Documentary," 2005, Doctor's Advocate," 2006, and "LAX," 2008 http://twitter.com/#!/thegame http://www.facebook.com/thegame http://www.imdb.com/name/nm1667139/ http://en.wikipedia.org/wiki/Game_%28rapper%29 "Hate It or Love It," 2005, by The Game and 50 Cent--"The Documentary" http://www.youtube.com/watch?v=BuMBmK5uksg Barry "Big Bear" Thorne: Kurt "Big Boy" Alexander, who played Joe in "The Player's Club," 1998, appeared, often as himself, on a number of TV shows, but he's probably the most famous for being a popular host of the Los Angeles Rhythmic contemporary station KPWR--Power 106 FM. Happily, he's not so big anymore: in response to a bet by Will Smith, he's lost over 250 pounds since 2003. http://www.king-mag.com/05jul-aug/real/real.html http://www.facebook.com/pages/Kurt-Big-Boy-Alexander/110888058963490 http://www.radiobigboy.com/ http://www.radiobigboy.com/BBOD/ http://www.imdb.com/name/nm0101559/ http://en.wikipedia.org/wiki/Big_Boy_%28radio_host%29 Big Smoke sounds like he's trying to talk Ryder into crack dealing. C.J. wants his gang the way they were before and to get old gang members B-Dup and Big Bear back in the fold. After C.J. uses the nearby Greenwood to drive Ryder to B-Dup's place, they see Big Bear has become a subservient crack addict to B-Dup, who tells C.J. to get lost. C.J. gets a Baseball Bat and learns a fight move: while pressing the RMB, press F or Enter to have him attack or Spacebar to have him block. Blocking diminishes the number of attacks on C.J. that can lower his Armor or Health. C.J. and Ryder find the crack dealer. Have C.J. clobber him with a baseball bat. C.J. sees he was a member of the Ballas and lived nearby, so he takes Ryder to the house to kill another drug dealer and other Ballas who put up a

fight about it there (at the start of this segment, a prostitute seems to be giving a Balla a BJ in a room at the far right). Then have C.J. drive Ryder home. C.J. earns some more Respect. To help C.J. clean the crack dealers out of the neighborhood otherwise, see I.5.k for their descriptions. Drug dealers are also among those who drive Ranchers. IV.3

"Drive-Thru"

Sweet Johnson

Make sure C.J. has a lot of SMG ammo. Big Smoke talks C.J. into taking him, Sweet, and Ryder to get some chicken. On the way, Ryder says the ones that killed C.J. and Sweet's Mom were trying to shoot Sweet, and that some people say they saw a green Sabre drive away from the drive-by; Big Smoke sounds like he's trying to talk Ryder out of saying so. While at the Cluckin' Bell, Ryder sees a Voodoo of Ballas, C.J notices they're driving toward Grove Street, and Sweet calls for a drive-by. Have C.J. do a drive-by on the Voodoo (drive beside the target, look to the side with Q or E, and press the LMB), which the others, except Big Smoke, will help with, till it starts to burn, then drive away from the explosion. Once he's taken care of any Ballas who manage to survive that, have C.J. drive the others to Sweet's and Big Smoke's places. (Thanks to reader Timo Hakala for writing to me that Rockstar designed it so you can blow up a Voodoo by shooting the license plate in the back because the gas cap is behind the license plate in the car the Voodoo is based on. I just want to correct an easy mistake to make that many people have made: he thought the Voodoo was based on a 1960 Chevrolet Impala. It's really a Bel Air, which has two pairs of brake lights--an Impala would have two sets of three.) (I guess we should figure Big Smoke is trying to sound like he's using the Bible as an authoritative source, but he hasn't read it in a long time and is improvising, to put it nicely, about what it says. Big Smoke, as C.J. kids him, talk a lot of B.S..) Improving the strength of the Tec9 as explained at X.11 makes this go a lot easier. C.J. gets more Respect and $200. IV.4

Los Santos gym

Sweet calls and doesn't want C.J. to let his remorse about their Mom cause him to fall out of shape. Have C.J. use the equipment at the Ganton Gym. The treadmill and stationary bike are quick ways to lose Fat, and the weights are a

good way to build Muscle (alternate between Left Shift and the LMB to have him use the weights). If he's past the Buff stage, have C.J. fight and defeat the boxing trainer. I typically use the Mouse and Keyboard configuration. With that, it's easier for me to do this if I don't bother with targeting but just have C.J. advance with W, punch with the LMB, and steer him with the mouse. If you use a gamepad in Joypad configuration, you'll see that this GTA allows you to use targeting for punches, so I'd use targeting if you use a gamepad. When C.J. beats the trainer, he's taught some boxing moves: - Running attack: while running, lock onto the target with the RMB and press Enter or F. http://img110.imageshack.us/img110/2668/00gta1fighttrainer1ahy5.jpg - Ground attack: lock onto a downed opponent with the RMB and press Enter or

F.

http://img118.imageshack.us/img118/6278/00gta1fighttrainer1bsq3.jpg - Combo attack: lock onto the target with the RMB and press Enter or F repeatedly. http://img110.imageshack.us/img110/9039/00gta1fighttrainer1cnp5.jpg http://img110.imageshack.us/img110/5607/00gta1fighttrainer1ddg7.jpg (To have a longer look at onscreen instructions or dialogue, press Esc and go to Brief. You can go back through earlier instructions and dialogue by pressing Up and go forward through them with Down.) All three indoor gyms are open (but the other two are in areas that are offlimits). (A 4th indoor gym, the private one in Madd Dogg's mansion, is available after "A Home in the Hills," IX.1.) C.J. uses the last fight moves he was shown after beating a trainer, so you can send him to an earlier one if you want to change his fighting style. IV.5

"Nines and AKs"

Sweet Johnson

Emmet: Eugene Jeter Jr. This is the only role I found for him on the Internet, and he only appears once, but if it is his 1st role, a GTA is a pretty good place to start. Ryder doesn't like losing to Big Smoke and ends the game of dominoes they were having. C.J. takes Big Smoke in Big Smoke's Glendale to see Emmet, of the Seville Blvd. gang that's become estranged from theirs, to get some weapons, even if they are old weapons. Emmet is a little confused at 1st and thinks C.J. is C.J.'s late brother Brian. We also learn from Emmet that C.J,'s Mom was called

Beverly. C.J. and Big Smoke take a couple of 9mm Pistols. http://en.wikipedia.org/wiki/Dominoes Following Big Smoke's examples, C.J. learns (and we learn) some shooting moves: - Press the RMB to target, then add the LMB to fire. - While locked on, you can cycle through targets by rolling the Mouse Scroller up or down (note: I couldn't get that to do anything for my Keyboard and Mouse configuration). - Crouch (C) to increase accuracy. - Manually aim for, and shoot at, the cap of the gas tank of a car to blow the car up. We also learn that while C.J. is crouching you can hold down the RMB and press A or D to have him roll to the left or right. The OG Loc and Big Smoke missions are available. Emmet's gun store is open and a Pistol is available there; it's in the lot along the N-S alley of the block S of the "OW" of "WILLOW FIELD." The Binco, Pro-Laps, and Sub Urban clothes stores are open. The clothes C.J. buys will be added to the Bincos clothes he started out with and be available in the wardrobe closet of any of his save houses. If he puts on a hat, shades, or something for torso or legs, it removes any wanted rating. He can take off and put on the same ones to do that if you want him to keep the same look. Sweet wants C.J. to get some green clothes to show his solidarity with the Grove Street Families. IV.6

Clothes

Clothes are 4% of C.J.'s Respect level and 50% of his Sex Appeal level, so if it comes to a choice between the two, favor the article with better Sex Appeal. Although the Bradygames guide gave the 50% figure, I didn't see clothes make nearly as big a difference to Sex Appeal as cars. Maybe it's a typo and they meant 5%. I'd probably have C.J. get the Oysters then have him dress any way I wanted. The 1st girlfriend, Denise, isn't very fussy about those things, anyway. Having C.J. put on a hat, shades, or something for the torso or legs, even

having him take off and put on the same ones, can get rid of any wanted rating. Send C.J. to Binco's to get him green jeans (R:15; SA:5) for $60; track pants (R:5; SA:5) for $70 (the same R and SA as the various track pants at Pro-Laps but cheaper); and a green rag back hat (R:3; SA:2) for $25; Sub Urban for a Base 5 hood (R:20; SA: 14) for $105 or Rockstar hood (R: 17; SA: 15) for $120 and a Bobo ape T (R: 17; SA:13) for $115; a silver Cuban chain (R:2; SA:2) for $200; and a face black watch (R:2; SA:2) for $120; and Pro-Laps for sunglasses (R: 2; SA: 1) for $150; mid-top sneakers (R:5; SA:3) for $115; and red sneakers (R:2 SA:3) for $80 if you want to get him the things with the highest points for Respect and, especially, Sex Appeal available for now. Fortunately, the green jeans and green rag back let C.J. show the Grove Street Families' color, too. IV.7

"Drive-By"

Sweet Johnson

Have a lot of SMG ammo. Ryder complains to Sweet, then to C.J., that C.J. can't drive good enough for a drive-by they want to do on the Ballas. ******** Thanks to Rusk's walk-through for the tip from pdescobar, srg, and Mxyzptlk, who found a batch of missions in which you can have C.J. go to the off-limit areas without a wanted rating. This is the earliest mission in which you can have C.J. do that. Instead of having C.J. get into Sweet's car, you can have him collect Oysters, etc., in the off-limits areas. For a complete list of the missions you can do this with, see Fun Glitches (I.12.b). During this mission, you can have C.J. explore San Andreas with no police rating no matter what you have him do or where you have him go. He can get the remaining Oysters, the Combat Shotgun, and the Minigun or Heat-Seeking Rocket Launcher. As Rusk recommends, have C.J. prepare by getting a Camera from the Johnson bedroom so he can get a Snapshot that's easier to get without the threat of a wanted rating. The remaining Oyster locations are shown below. Since the shells of any shotgun C.J. gets are added to any shotgun he already has, you might have C.J. collect Shotgun and Sawnoff Shotgun ammo in Los Santos (III.3)

before this mission, or from anywhere in San Andreas (V.4) (VII.3) during the exploration glitch of this mission, before having C.J. get the Combat Shotgun. If you want to maximize the Stat for the Combat Shotgun fast in a way that works for either the original or second edition of the game, you can change the data\ar_stats.dat file for it (see III.5). It's called the SPAS12 in the file. One way to change the stat data for all the shotguns is to change it from 0.6 points per 100 shots to 100 points per 10 shots, which will let C.J. reach Hitman in a few shots. If you want to get the Hitman skill level for the Combat Shotgun but don't change the file, it takes a lot longer, so make sure to get a dozen or more rounds of ammo for either other shotgun 1st. Of the two heavy weapons considered, you can get the most ammo for the Minigun if you use the teleporter of the GTA SA Control Center (see X.13.c). It comes with a list of teleport locations that includes the Oyster locations, but you might rather go sightseeing so early in the game. Rusk likes to start by having C.J. fly from LS airport to use the Camera to shoot the bridge of the aircraft carrier to get a Snapshot. On PC, press the RMB to see the Snapshot--violet and blue with a white camera in the middle-then shoot the picture with the LMB. If you got 39 Oysters during the Los Santos preliminaries, you might at least get the two Oysters by the Easter Bay aircraft carrier while it can be done without a wanted rating. But I'd get all 11 remaining ones because it boosts C.J.'s Sex Appeal so that he doesn't have to wrangle with objections like who doesn't like him buff and who doesn't like him fat when he starts dating women that are fussier about that than Denise, which makes dating less complicated. There are two Oysters by the Easter Bay aircraft carrier, one is near Avispa Country Club, three are in the Sherman Reservoir, and five are in pools in Las Venturas. 1. under the E end of the aircraft carrier that's N of the "N" of "EASTER BASIN." 2. in the middle of the E end of the big gray rectangle "BASIN" is on, in the middle dock of three. While C.J. was in San Fierro, I took Rusk's advice to move the Patriot from the E end of Easter Bay Naval Base (S of the E end of the ship) to the Xoomer gas station garage for the Export/Import mission later. The garage is on the lower E side of the brown block N of "DOHERTY." If you want to fill C.J.'s heavy weapon slot with the Heat-Seeking Rocket Launcher (instead of the Minigun), it's between two of three container tanks at Easter Bay Airport NE of the "T" of "AIRPORT."

A few more Oysters: 3. in the little pond, S of the big arc of road and the country club building, S of the "PA" of "AVISPA COUNTRY CLUB." 4. between "AN" of "SHERMAN RESERVOIR" and the dam, under the W structure of the two (shown on the radar and in-game map) that project N from the dam. 5. under the bridge over the entrance to the gulf on the W side of the reservoir. 6. near the coast S of the "OC" of "VALLE OCULTADO," a bit past the end of the wooden pier. You might be sure you have the Hitman level for the Shotgun, then get the Combat Shotgun next. The SW Las Venturas Combat Shotgun location: in SW Las Venturas, send C.J. S into the N side of the compound on the block W of where "LVA FREIGHT DEPOT" is printed on the paper map. Send C.J. past the garage with a lot of doors on his left to the rectangular divider with plants and trees growing in it. The Combat Shotgun is in the shrub in the middle of it. The remaining Oysters: 7. in the NW area of the block of "COME" of "COME-A-LOT," in the pond N of the entrance walk. 8. in the NE area of the block of "ATES IN" of "PIRATES IN MEN'S PANTS," in the pond, and by the big skull display. 9. in the middle of the semi-circle of the "E" of "VISAGE," in a pond, and by a waterfall in the middle. 10. just S of the "R" of "PILGRIM," sticking halfway out of a swimming pool. 11. E across the street and just past the RR track from the middle of the rectangle that's at the NE corner of the block of "CA" of "ROCA ESCALANTE," in the upper patio pool of the VROCK Hotel. You might get the Minigun next. As an alternative, or addition, to the Minigun, you could make your favorite available weapon as strong as you want (X.11). I recommend the Tec9 for that since it can be dual-wielded, used for a drive-by or with a Jetpack, is more commonly available than a Minigun in the early part of the game, and isn't used

by law enforcement. The NE Las Venturas Minigun location: send C.J. into the alley on the E side of "CA" and "LANTE" of "ROCA ESCALANTE," turn right into the garage, go to the N side, down the ramp, and go N to the Minigun by the elevator doors. You can teleport C.J. to it with the GTA SA Control Center (X.13.c). Las Venturas parking garage Minigun: X 2493.516, Y 2398.752, Z 4.210938, Angle 100.0 The SE Las Venturas Minigun location: at the left side of the "O" of "ROCKSHORE EAST" on scaffolding. It's on the next to the highest level on the E end of the N side. Here are a few ways to get it: - pez2k_ supplies some helpful advice with the tip that C.J. can climb each level of the scaffolding that he needs to by jumping across a bit of the inside 90 degree corners of it to grab the next higher ledge. - You can use the Maverick from the SE area of SF airport. If the gate is locked, C.J. can climb on the booth nearby then drop into the airport. He can rest it across two beams of the scaffolding, drop down to get the Minigun, then jump up higher than you might think if you press F or Enter to have him get back into the Maverick. - You can use the ROCKETMAN code to give C.J. a Jetpack, then use the GTA SA Control Center (X.13.c) after getting the Minigun to get rid of the cheat count. Las Venturas scaffolding Minigun: X 2682.145, Y 835.74, Z 21.766, Angle 85.88 To have C.J. get the Area 69 Minigun, you could have him use the Jetpack and one of the entrances to Ghost World/Blue Hell, including the non-solid spot Mxyzptlk found in the ceiling over the W trench at Area 69 (I.10). Area 69 Minigun: X 241.3609, Y 1859.69, Z 14.08401, Angle 274.0 To have C.J. leave Area 69, you could have use the Ghost World route or use the GTA SA Control Center to teleport him to one of the places listed on the Locations page under GTA SA Locations, or click the map on that page to leave a blue dot on the destination you want, click Read from Map, then Teleport. You might use this or a later such exploration glitch to have C.J. collect the Horseshoes or the rest of the Snapshots, or try GTA_Phreak's Blackjack strategy

found near the end of this walk-through. You might be thoughtful enough to have him enter a police station, too, and find Denise a lovely gift. Then have C.J. return to Sweet's car for our regularly scheduled program already in progress. ******** Have C.J. drive Sweet, Ryder, and Big Smoke past some groups of Ballas to do drive-bys on them. Ryder is cynical about C.J's ability to do this and keep them from getting killed and Sweet's Greenwood from being ruined, so I'd have C.J. keep the car at least across the street from each group of Ballas and help with the shooting. If the car damage bar gets low after a few groups have been shot, take the car to the Pay 'n' Spray in Idlewood, then get the rest of the Ballas. After they get the last group of Ballas in Glen Park, C.J. has at least a two star wanted level. You can send the Greenwood through the bribe in the pedestrian tunnel on the N side of the park, the bribe N of the "ST" of "EAST LOS SANTOS" (at the NW end of a drainage ditch), or the bribe in the E-W alley in the block that's across the street S of the Ten Green Bottles bar. If you send the Greenwood to the Pay 'n' Spray to get rid of the two star wanted level, as the game suggests, and you've never done it before, remember to wait till the wanted stars stop flashing. If another crime is committed during the suspension period, the full wanted level is reinstated, and just scraping a lingering police car could do that. Then take C.J.'s group back to Sweet's place. Ryder is still sarcastic, but Sweet tells C.J. he did a good job and to watch out for the Ballas now that they know C.J. is back helping the Grove Families. Sweet gives C.J. more Respect and $500. The Ryder missions are available. IV.8

"Sweet's Girl"

Sweet Johnson

C.J. can't find Sweet or Big Smoke in Sweet's house. Sweet calls: he's trapped at a girlfriends house by fire from the Seville Blvd. (Playa Del Seville) families. (These gang members look the same as the Grove Street gang members--I guess Sweet sowed his wild oats a little too close to the house.) Send C.J. to help in a four-door car, like Sweet's Greenwood. The game suggests that you get C.J. a Pistol at Emmet's place and have him crouch behind walls across from the girlfriend's house for cover between shots, but you can do it any way you want. I once had him use a Rocket Launcher from about five houses

away to get most of the gangsters, then get into a closer position to snipe the one left. When you have C.J. pick up Sweet and his girlfriend (the same woman who's behind the counter in the lobby in "Architectural Espionage," VIII.31) to take them to Sweet's house, Sweet says the Seville Blvd. families are trying to start a war. Seville gang cars try to ram C.J.s car on the way (in one mission effort, when they spun it around backwards into the opening to the back yards by Sweet's house, I had C.J. drive backwards through the yards to get there). Sweet says this set trippin' (violence in the name of a gang)... http://www.urbandictionary.com/define.php?term=set+trip) ...is killing the families. Sweet gives C.J. more Respect. IV.9

"Cesar Vialpando"

Sweet Johnson

Cesar Vialpando: Clifton Craig Collins, Jr. played Vato #2 in "Menace II Society" 1993, Tack in "The Stoned Age," 1994, Cutty in "Dead Presidents," 1995, played another Cesar--César Sánchez--under the name Clifton González González, with Samuel L. Jackson as Trevor Garfield, in "One Eight Seven," 1997, Martinez in "The Wonderful Ice Cream Suit," 1998, Francisco Flores in "Traffic," 2000, was in the comedy "Hip, Edgy, Sexy, Cool," 2002, played Perry Smith in "Capote," 2005, Winston in "Sunshine Cleaning," 2008, and played Thomas in the 2010-2011 TV series "The Event." He's building on a notable family tradition since his grandfather, Pedro Gonzalez-Gonzalez, co-starred with John Wayne in nearly a dozen movies. http://en.wikipedia.org/wiki/Pedro_Gonzalez-Gonzalez http://www.gilmarc.com/cliffc/welcomeframe.html http://www.cliftoncollinsjr.com/ http://www.youtube.com/user/cliftoncollinsjr? blend=10&ob=5#p/u/16/QruHoQykLR8 http://www.imdb.com/name/nm0004286/ http://en.wikipedia.org/wiki/Clifton_Collins,_Jr. "Clifton Collins Jr.- Rockworks Riff" http://www.youtube.com/watch?v=PwWg8F12A2k C.J. finds Sweet giving their sister Kendl a hard time because she's dating Cesar, whom Sweet refers to as a "cholo" (an Hispanic gangster, here meant as a derogatory word for U.S./Mexican half-breed). http://www.urbandictionary.com/define.php?term=cholo After she leaves, he tells C.J. to go to the lowrider meeting Cesar and Kendl are going to.

C.J. meets a mechanic, who tells him Sweet phoned ahead and he owes Sweet big, so he gives C.J. a lowrider. The mechanic says it's the kind used to compete with by "eses" (or "esses"--male gangstas of Hispanic ethnicity). http://www.urbandictionary.com/define.php?term=esse When you drive it into the garage to learn about car modding, you can get it modded if you want to. You can choose to gamble up to $1,000 at the competition, which is like the dance game for lowriders. A hooker gets into the car. Press NP2 for down, NP8 for up, NP4 for left, NP6 for right, and whichever two of those are the closest for diagonal arrows, in rhythm to the music to make the corresponding directional arrows light up as they pass in front of the circle in the middle of the screen. I had the best luck the last time I tried by lagging behind the rhythm a bit sometimes to press the keys when the arrow was in the middle of the circle. Cesar's gang is hostile toward C.J. but Cesar has them back off. He especially needs C.J. to know that Kendl is his woman for life, and he and C.J. seem to accept each other. The Transfender garage of Temple, Los Santos, is open for modding cars. The garage is on the S side of the block that's W of the block of the top of the "T" of "TEMPLE." It can mod the Buffalo, Bullet, Banshee, Cheetah, Comet, Infernus, Phoenix, Super GT, Turismo, Windsor, ZR-350, Admiral, Alpha, Blista Compact, Bobcat, Bravura, Buccaneer, Cadrona, Cabbie, Clover, Club, Elegant, Emporer, Esperanto, Euros, Feltzer, Fortune, Glendale, Greenwood, Hermes, Huntley, Hustler, Intruder, Landstalker, Majestic, Manana, Merit, Mesa, Nebula, Oceanic, Perennial, Picador, Premier, Previon, Primo, Rancher, Regina, Romero, Sabre, Sentinel, Solair, Stafford, Stallion, Stretch, Sunrise, Tampa, Taxi, Vincent, Virgo, Walton, Washington, and Willard. You can use the Transfender for an additional batch of vehicles with the Transfender Fix by OffRoader23 (see X.13.kk). Loco Low Co, which specializes in customizing the Blade, Broadway, Remington, Savanna, Slamvan, Tahoma, Tornado, and Voodoo, is open for car modding in Willow Field, Los Santos. The garage is on the S side of the W end of the dead end road that's the eastern of the two dead end roads of the block that's S of the block of the "ELD" of "WILLOW FIELD."

Both places are indicated on the in-game map and radar by a red wrench. (In case you're wondering why I described where each is in detail above, it's for anyone who tries to find the garages with the paper map, which misplaces the wrench icons.) A good reference guide to which cars can be modded and how at each mod shop is in the BradyGames guide. Even more detail is provided by the "In-Depth Car Modification Guide" by Mastermind73 at the Gamefaqs web site. http://www.gamefaqs.com/computer/doswin/file/924362/33385 A paint job at a modding shop will take care of any wanted rating. The "Lowrider Challenge" mission is available, and Cesar calls to invite C.J. to a race, which opens the Cesar missions (the CV icon). ******** IV.10

"Lowrider Challenge"

Not required for 100%

Have C.J. enter the red shaft of light by the guy standing just outside the E wall by Unity Station. It's the same as the musical game with a bouncing lowrider of "Cesar Vialpando." I like a happy lowrider--get that thing bouncing along, singing a song. (I haven't noticed if anyone else has reported this, but I occasionally got a glitch where one or two arrows appeared just before the center circle instead of sliding in from the right side of the screen. Also, it ought to be the same as the dancing game, which I can do easily, but for some reason, it's not. I think it's because the process of pressing the key or keys in a compromise of the beat of the music and graphics instead of pressing them to a beat that's in sync with the graphics is not something you want someone to speed up.) I've read that a Voodoo is easier to do this with. (You use one for the next mission, too.) The last time I did this, I had the lowrider raised so that it lowered during key presses, which made it seem easier, too. Depending on how much you bet, C.J. can win up to $2,000. A lowrider has had the suspension lowered to ride as low as possible; sometimes the roof or body is lowered, too. 1961-1964 Chevrolet Impalas were often used, and in cholo culture, originally. If the vehicle has hydraulic suspension, you can raise the body for bumpy roads. A "jumpcar" or "hopper" can be used for bouncing and even jumping: "hitting switches."

For a good article on the basics of low riders, see: http://en.wikipedia.org/wiki/Lowrider There's also a documentary by Carol Strong, "Sunday Driver," about it in the Special Edition of "San Andreas." ******** Cesar mission IV.11

"High Stakes, Low-Rider"

Cesar Vialpando

Get a Voodoo, which has the best handling of the lowriders, and take it to Loco Low Co. for 10x Nitrous. (The lowriders that aren't Voodoos handle like cra*. Try not to hit anything if you use one of those, because they spin around easily. Without Nitrous, the Slamvan has the best acceleration of the lowriders, but it has poor cornering ability.) I've often seen a Voodoo in the driveway of a house three houses E of the El Corona save house. Lowriders handle better when they're low to the ground. Use the pit maneuver--nudge the back of the side of the car ahead of you to spin it out-whenever you get the chance. It can't be that hard. I did it with a Blade--some lowrider that's slippery for racing--got spun out a couple of times, was sure I'd lost at the finish line, and was surprised to see the mission success message. C.J. gets $1,000. PS: special cars This is a mission that makes Cesar's bullet-proof, at least, Savannah available. One way to get it is to get him out of it at the finish line--I got him to come out by having C.J. hit the driver's door with a knife--have C.J. finish him off, then push it to a garage. Normally, to get a super car on PC, you can pick your favorite car, soup it up with the data\handling.cfg changes explained at X.10 Cars and Bikes, notably X.10.b, then get X.13.c The GTA SA Control Center, and make it whatever-proof (C.J. too, if you want). The Ryder missions IV.12

"Home Invasion"

Ryder

This mission is available at Ryder's house (next door to the W of the Johnson house) between noon and 20:00. It's like the "Burglary" mission at III.10 (which the BradyGames guide says becomes available after this mission but which is really available from the start of the game).

("Home Invasion" is also the name of the 1993 album by Ice T, who plays Madd Dogg.) Ryder is looking for water in the holes in his back yard. Ryder, whose license plate says "SHERM," has holes in his backyard because that's where he hides the PCP (he calls his "water") he sprays on his marijuana or dips his joints of them in. Marijuana treated that way is called Sherm. http://en.wikipedia.org/wiki/Phencyclidine (I'd wondered if it was something to cook crack with, but Ryder at this time agrees with C.J. in being against crack dealers.) Ryder wants to upgrade their weapons by stealing crates of weapons from Col. Fuhrberger's house. C.J. takes Ryder in the "black" Boxville to the Col.'s house, where C.J. has eight minutes to steal at least three crates and drop them at (load them into) the back of the black Boxville. C.J. has to be quiet in the Col.'s house--if the Col. wakes up, C.J. gets two stars, and if the Col. sees him, the Col. uses a Shotgun. Every time C.J. enters the Col.'s house, have him Crouch, C, and press W to have him sneak; you can press W repeatedly at a rhythm that has C.J. sneak slowly, if you want. Use F or Enter to have him pick up a crate, then tap W quickly and repeatedly so C.J. walks forward in wiggles without raising the noise meter except when he opens a door. C.J. got all five crates when I tried it that way. One crate is in the far right corner, a 2nd is through the doors opposite the stairs and on the far left, a 3rd is at the top of the stairs, a 4th is at the end of the hall at the top of the stairs, and a 5th is in the Col.'s room at the end of the same hall. Thanks again to a GTA Forums message by pdescobar who figured out that normal police appear if C.J. wakes up the Colonel unless C.J. has stolen three to five crates, in which case police in a car with the license plate "TH3 P1G5" appear. Then drive Ryder in the truck to the lockup in Playa Del Seville. I think he's called "Ryder" partly because he's always testing C.J.'s patience by "riding" him--chiding and insulting him. Drizz, at GTA Forums, reports a glitch that lets C.J. recruit Ryder as a ghost. You type a "recruit anyone" code during the mission, and as Ryder starts to fade after the last cut scene, you have C.J. quickly recruit him before he fades from view. It's reported on page 2 of this message board: http://www.gtaforums.com/index.php?showtopic=217991&st=0

Despite Ryder's attempts to belittle him, C.J. gets more Respect. IV.13

"Catalyst"

Ryder

C.J. can get this mission at Ryder's house between 20:00 and 6:00. Ryder is cooking that water now (preparing the PCP to make it more potent?), unconcerned that C.J. wants him to knock it off. Tenpenny, Pulaski, and Hernandez come in without asking and accept what Ryder is doing--Tenpenny wants some of the water for his wife (I'm guessing it's to keep her addle-minded enough to stay with him). Tenpenny tells C.J. to check out something that's arriving by train. (In "Vice City," one of the things Lawyer Ken was heard to say, if Tommy got busted, was: "Get Sgt. Pulaski down here--that fat chump owes me a favor.") Have C.J. drive Ryder in Ryder's Picador to the train, kill three Vegas (I had C.J. use a Sniper Rifle), then kill four Ballas who emerge from a car (I chose an M4). C.J., with the 1st person view, has to throw ten crates of weapons from a flat car of the train to Ryder, who stands in the bed of the Picador which follows the train, in a minute and a half. The longer you hold down the LMB before releasing it, the farther C.J. throws; aim with the Mouse. Then have C.J. drive S to the Pay 'n' Spray, to get rid of three wanted stars, and drive Ryder home. Thanks to reader Anurag Sinha (who helped in the "Swimming mania...." section) who wrote to me that C.J. can continue driving in the direction of the train and, once the train is in the tunnel W of Unity Station, turn around and take Ryder home without any police on the street. C.J. gets more Respect. IV.14

"Robbing Uncle Sam"

Ryder

C.J. says Ryder has been a drug dealer since he was ten (and likely getting high on his own supply like he is currently, too). Ryder thinks a local National Guard Depot would make a good place to steal weapons (see what I mean?). Have C.J. drive Ryder down there in a truck, which is quickly supplied by someone Ryder only identifies as "LB." Once there, don't open the main gate as prompted. As Rusk instructs, have C.J. go clockwise around the big building to the left, shoot (I chose a Sniper Rifle) the couple of guards by the warehouse and one by the gate, shoot the lock

box of the warehouse door to open it, and shoot the two guards inside. As the BradyGames guide instructs, you can use the Forklift (NP8 to raise the fork; NP2 to lower it) to put six boxes to the side of the inside of the warehouse door. This will let C.J. load the boxes into the truck faster, and with fewer attacking soldiers for him and Ryder to contend with, in the next section. Have C.J. shoot the lock off the main gate. Ryder backs the truck to the warehouse door, and C.J. can load the boxes onto the truck, stopping to shoot (I chose an M4) any soldiers that shoot at Ryder (about one per crate). The soldiers spawn from the top of the steps of two little buildings nearby; you might put something at the base of each of the two sets of steps to block their paths. Reader Anurag Sinha gets my thanks again for telling me that the soldiers eventually push the Mesa out of the way. He recommends using crates at the base of each set of steps--Rusk recommends a row of three crates for each--because the soldiers can't get past them. I've still had a soldier appear nearby and shoot. (Does he manage to get over the crates? You might put a vehicle in front of each row.) Rob also noticed that C.J. can break open the crates and find weapons and Health inside. I haven't seen the Health yet. but I've had C.J. find armor that way, too. Spaceeinstein told me "there are 17 boxes in all. Breaking the boxes randomly creates a pistol, armor, grenade, health, micro uzi, chrome shotgun, and nothing. You can break all but six boxes. Break too much and you fail the mission." If Ryder's Health is shot away, you fail the mission. Once six crates are loaded into the back of the truck, have C.J. drive it to Emmet's lot, which is along the N-S alley S of the "OW" of "WILLOW FIELD." On the way, Ryder will toss a crate from the back of the truck, to deter the pursuing Patriots of Guardsmen, every time you honk the horn. C.J. gets more Respect. The Big Smoke missions IV.15

"OG Loc"

Big Smoke

Jeffrey "OG Loc" Cross: young Jonathan "Jas" Anderson, who played T Bone in "Rock the Paint," 2005, Rollo in "They're Just My Friends," 2006, and K Rock in "Brooklyn's Finest," 2009. On TV, he was in several 2006 episodes of "Conviction" and played Mel Simeon in the "Revolution" episode of "Law & Order: Crimi-

nal Intent," 2009. http://twitter.com/#!/thejasanderson http://www.facebook.com/pages/Jas-Anderson/185898700722 http://thejasanderson.com/photos.html http://www.imdb.com/name/nm1750624/ "Jas Anderson role: Cory JHA Mgmt.," 2010, and "Jas Anderson - Extended Acting Reel," 2008 http://www.youtube.com/watch?v=roA0jLcdMNU http://www.youtube.com/watch?v=Lqm_Wfz2zCs According to an earlier Wikipedia article: "As 50 Cent was originally intended to provide the voice for Carl Johnson, OG Loc is thought to be modeled after rival rapper Ja Rule (aka Jeffery Atkins) as a sign of mockery. It should also be added that both Ja Rule and OG Loc bear similar first names." http://en.wikipedia.org/wiki/List_of_Grand_Theft_Auto:_San_Andreas_characters #Jeffrey_.22OG_Loc.22_Cross The article said 50 Cent turned the part of C.J. down because he would only perform in a game in which he played himself, which he eventually did with "50 Cent: Bulletproof." (Personally, I'd have grabbed the chance to play C.J. in a Grand Theft Auto in a minute.) http://en.wikipedia.org/wiki/List_of_Grand_Theft_Auto:_San_Andreas_characters #Carl_Johnson http://en.wikipedia.org/wiki/50_Cent:_Bulletproof Thanks to a post by original gangster at GTA Forums for the tip that 50 Cent's real name initials are "C.J." (Curtis James Jackson III). http://en.wikipedia.org/wiki/50_Cent "Loc" could refer to "love of CRIPs," a "local," or a "loco" person; look at context to see what applies. http://www.urbandictionary.com/define.php?term=loc Freddie: ? Big Smoke and Sweet want C.J. to pick up Jeffrey, just released from prison and now calling himself OG Loc, from a police station. He wants Freddie killed for raping him in prison. At Freddie's home, Big Smoke and Sweet leave C.J. alone to help OG Loc. Freddie makes a getaway on a motorcycle. C.J., with OG Loc on board, gives chase on another; have C.J. do a forward drive-by while OG helps. The game is forgiving if you make some wrong turns, but you fail the mission if Freddie gets too far away for too long. Freddy doesn't go so fast if C.J. generally follows from about half a block away. If the chase lasts till the end of the run, Freddie stops by three Vagos who open fire. Have C.J. help OG shoot all four of

them, then take him to Burger Shot. Reader Anurag Sinha has more helpful advice, which I thank him for. This helps with raising weapon Stats. If C.J. gets off of his bike, Freddie taunts him from the corner. If C.J. shoots him before the game lets the chase end, Freddie can't be hurt but the shots count extra, like headshots, toward raising C.J.'s skill Stat for the weapon. He says it's faster than the PS2 gimmick of shooting tires, too. (So if you use a PC, change the Stat data, and if you use PS2, have C.J. unload a bunch of ammo on Freddie.) (Rusk warns that C.J. can get a wanted level doing this.) When I tried this, I had C.J. drive OG Loc to the S end of the 1st street Freddie stopped on, then had C.J. get off the motorcycle. Don't have C.J. get closer than about half a block from Freddie or he drives away. This mission features the Trip Skip feature. If Freddie gets away so you fail the mission, and you start it again without exiting or saving the game, you can press "Y" when prompted to skip the drive to OG's house. The OG Loc missions are available. IV.16

"Running Dog"

C.J. gets Respect. Big Smoke

Tenpenny and Pulaski, arrogant again, leave Big Smoke's home. Big Smoke wants C.J. to take him to meet his cousin Mary--marijuana--from Mexico. The deal goes sour--Big Smoke hits one Vago with a bat and C.J. chases the other. Add the fast repeated tapping of Left Shift to W so C.J. can catch him and kill him. C.J. gets Respect. IV.17

"Wrong Side of the Tracks"

Big Smoke

Tenpenny and Pulaski leave Big Smoke's place again. Big Smoke says Three Deep gave him a good lead and has C.J. use Big Smoke's Glendale to drive him to Unity Station. There, he tells C.J. he's looking for a meeting between some San Fierro Rifa and some Vagos, who are making a deal. When Big Smoke sees the Vagos, without the Rifa, standing on a ledge over a train tunnel, he tells C.J. the Vagos "clocked us": beat them there... http://www.urbandictionary.com/define.php?term=clocked ...and the Vagos jump on a moving passenger train to make a getaway. The game wants you to have C.J. take Big Smoke on a Sanchez to speed along the locomotive so Big Smoke can shoot them with a Tec9. The BradyGames guide and most others say to stay just to the right of the track to the right of the

train, avoiding the car the train hits, the oncoming train, and taking the high road by the track when Big Smoke says to. I've had good luck lately, like reader Sean Dugan, by keeping the bike along the outside rail to the right of each Vago, back to front, till they fall. (I wonder if something about having my computer upgraded recently helps this come off more smoothly.) If Big Smoke doesn't finish them off before the Red County blockade, he complains about C.J.'s driving; I'm not partial to that. Rusk has a particularly cool method of having C.J. speed ahead without Big Smoke to the top of the 24 Hour Motel, jump on the train, and shoot the Vagos himself with an M4. I like that. Have C.J. armed with lots of ammo and speed off, without Big Smoke, on the left side of the track, around the left turn, across the street, up the little concrete ramp and siding on the left, over the bridge siding, and over the concrete siding and ramp to the roof of the 24 Hour Motel. Have him jump onto the train car behind the Vagos. (I don't add W for this jump because it might make C.J. tumble off the far side of the train. I have him jump from about one to one and a half feet back from the edge of the roof.) Have him move right up on them because these Vagos take a lot to take out and time is limited by the overpass which will knock C.J. from the train; the game won't let him crouch under it, nevermind the Vagos being able to stand and go through it. (I once succeeded by having C.J. get into the glitchy area between the engine and the following car, so C.J. managed to pass through the overpass like a Vago. Unfortunately, he might also react to the glitchy area by going into a strange suspended jumping routine, during which he can't fire a weapon, till he jumps off the side of the train.) Have C.J. fortify the steel of these Vagos with ammo aplenty, moving right up on the next one when the preceding one goes down. If you really want to speed this up for the PC version, you can use the "Toggle One Hit Kill" function of The GTA SA Control Center (X.13.c) with the patched or unpatched game. It lets C.J. kill with one bullet per target. Combine that with an M4, SMG, or a Shotgun. See X.11 to see how to change data\weapon.dat to make Big Smoke's weapon, the Tec9, as powerful as a Minigun, if where Big Smoke handles it you'd like to see Big fire. Orion_SR gets my thanks for recommending a few strategies you might use any-

time: - the train goes faster when C.J. is near it (like a Vigilante target's vehicle). If C.J. lags just a bit behind it, it may help to have him stop for a second or two, let the train slow down, then speed to the targets. - once Big Smoke picks a target, he keeps shooting at it till it's down unless C.J. drives far enough away from the targets and back that Big Smoke picks another one. - don't waste shots on the Vago in the back of the four--he falls off the train at the first turn. Don't waste time on Vagos hanging from the train, either, since they don't take damage. I also enjoyed and recommend Orion_SR's creative videos: "Very Wrong Side of the Tracks" (featuring "Folsom Prison Blues" by the Carpet Munchers) with fancier jumps, and "Wrong Foot," which has the jumps you're more likely to try. He shows about half a dozen places where he had C.J. drive the Sanchez, with Big Smoke on it, onto the train to do a forward drive-by on the Vagos. Besides driving or using the Minigun from the motel roof mentioned before, he shows you can have the Sanchez jump from steps onto the train, have C.J. jump from the roof of the Glendale on the tracks the moment before impact to land on the train, drop down from the near or far side of the first tunnel (he has to shoot the Vagos before the overpass knocks him off) or overpass, drive from the dirt path above either side of the tracks, or drop from either end of the second tunnel to land on the train. http://video.google.com/videoplay?docid=5812522022015366112 http://video.google.com/videoplay?docid=6442024316393433154 Of those methods, one of the easiest ways you can pass this mission is to have C.J. get on foot to jump from the far side of the overpass onto the train. GTA_Phreak has another easy method--have C.J. take the road to the intersection where the Glendale appears over the track. (The Glendale doesn't appear when C.J. 1st gets there by this method, though. Have C.J. go N from the lot, take the 1st right E to the curve near a wall, and get on the intersection of the track and the road that goes E beyond the end of the wall.) Don't have him take the track to get there--once C.J. gets close to the train, the game won't let him get very far from the train without failing the mission. Have him use the Sniper Rifle, zoom fully to the S, and snipe the driver of the train to make it stop, then have C.J. shoot the Vagos. (I'll just add that C.J. should shoot without getting close to the train or it will start moving again. And considering that having C.J. shoot could draw police attacks, you could give him some protection by having him shoot from a crouching position on the wall to his

right.) This was reported soon after the game came out: if you get too far ahead of the train, you fail the mission but you can see the SMGs, carried by Vago ghosts, go by on the train. I had C.J. jump from the far side of the overpass to get them, anyway. http://img224.imageshack.us/img224/576/00gta1screen973wg4.jpg When the gangsters are Vago memories of the past (sorry), have C.J. get back to the Sanchez to pick up Big Smoke and take him home where he can just complain that he doesn't have enough food. C.J. gets Respect. IV.18

"Just Business"

Big Smoke

Big Smoke has C.J. drive him to the Atrium to kill some Russians, one of whom killed a cousin of his (but remember, he says everyone is his cousin). The Russians are dressed in black and fire at them. Have C.J. help Big Smoke fire at the Russians and get them before Big Smoke's Health is gone. I had C.J. move in a crouch and do side rolls with an M4. The Russians leave behind SMGs C.J. can use if you don't want him to use the Micro-SMG provided, and there's Armor nearby. Then C.J. is driven on a BF-400 by Big Smoke. Have C.J., in the 1st person view, shoot at the shooting pursuers, who use BF-400's. (It's like the 2nd half of "Supply and Demand" in "Vice City.") Each motorcycle has a driver and a shooter, so C.J. can either take out the shooter or disable him by taking out the driver, which makes the bike flip out. C.J. can't take out the big Packer (hey, you kids--settle down), but the Russians don't shoot from it so don't waste time having C.J. shoot at it. There are a couple of blockades nearby when our protagonists stop--one blockade of shooters by three parked cars is to the side of the path they took and one blockade of shooters by one parked car is to the side of their intended path. If C.J. can blow up the middle car of the set of three, as by hitting the gas tank cap, it may take out all three. Whatever you manage to get C.J. to do about the blockades, Big Smoke takes the pursuit into a drainage ditch. Russians who shoot from pursuing Sultans join the chase. If C.J. can't take out the driver, at least have him set the shooter's Sultan on fire so it blows up. A few parked cars can be used like explosive barrels to help take out the pursuers. When Big Smoke instructs, have C.J. shoot ahead to remove the grate from the drainage ditch tunnel. He can shoot the two shooters in front of it 1st since the grate can be shot off in an instant. Time it so when C.J. fires

back at the explosive barrels, it helps take out the pursuers' remaining motorcycles. C.J. gets Respect. If you used the Micro-SMG provided, it just has 80 rounds. I'd have C.J. go to Ammu-Nation for a lot of either SMG ammo or ammo for a modified Tec9 (X.11). The OG Loc missions IV.19

"Life's a Beach"

OG Loc

This mission is available by the Marina Burger Shot, which is by the Verona Beach save house, from 22:00 to 6:00. OG Loc wants C.J. to steal a sound system for him. Have C.J. go to the beach party, talk favorably (press "Y" for "Yes") to the lady at the sound system, which is in the open back of a van, then play the dance game with her (press one of the directional arrows, or W,S,A, or D, as the corresponding arrow rolls before the circle in the middle of the screen and in rhythm to the music). Have C.J. jack the van--the lady gets in but is thrown from it--elude some shooting by party-goers, and park it in a garage. All the Pony vans in the game have the same sound system in the back. C.J. gets some Respect. The v1.01 patch is supposed to make the dance game easier. That probably comes up more as a concern if you want to beat your old time at a dance club as an option, because it's not hard to pass here. The BradyGames guide says this opens the Dancing odd jobs, but the dance game is always available: - in the Alhambra Club at the mid-W side of the block of "IDL" of "IDLEWOOD," Los Santos, - in a club at the S end of the block that the top of the martini glass icon overlaps N of "HASHBURY," San Fierro, and - in a club at the NE corner of the block with "TOE" of "THE CAMEL'S TOE," Las Venturas. To get a new and more challenging dance, get a dance score over 3,500. To get another more challenging dance, get a score over something around 6,000-6,500.

There may be a 3rd score to beat, too. (Thanks to the Stats FAQ by bamspeedy1298 at Gamefaqs. http://www.gamefaqs.com/computer/doswin/file/924362/47686 IV.20

"Madd Dogg's Rhymes"

OG Loc

Opens C.R.A.S.H. missions

******** dog (slang) A man. http://en.wiktionary.org/wiki/dog#Noun Dog: Dog can mean a range of things, it just depends on the context in which it’s used. As an insult… “I caught him cheating on me, he’s such a dog!” As a term of endearment…"I love him, he's my dog." It can also mean to criticize or annoy someone…”Quit dogging me.” http://www.nzgirl.co.nz/articles/2608 Dog: Entry 1.-Manly man. Handsome and virile. Part of the "well endowed" species. Natural habitat in the southern US. http://www.urbandictionary.com/define.php?term=Mad+Dawg mad dawg 1. v. (pronounced "mad dog") To stare someone up and down from head to foot as if to initiate a fight. "You best not be mad dawging me boy...I'll bust you up!" http://www.thesource4ym.com/teenlingo/index.asp?Letter=M ******** When C.J. recommends a writer for OG Loc (he hadn't lost his mind helping OG Loc get amplified--he was just helping a friend), OG Loc wants him to steal rapmeister Madd Dogg's rhyme book (Barnes and Noble and the public library were closed?). C.J. goes to Madd Dogg's mansion. C.J. has to use stealth on the guards there. I had him crouch, C, while tapping W to edge him along quietly, had him pause in the shadows, and used the mouse to have the "camera" look around corners. His icon on the radar is white when C.J. is in the light, and is blue when he's in shadow and hard for others to see. The guards are shown as red icons on the radar, and point in the direction the guards face. Have C.J. sneak up behind each guard, armed with the Knife provided, target them with the RMB, and press the LMB for C.J. to treat their neck like something unfortunate at Perdue Farms. Once C.J. has the rhyme book, have him get out the same way except using the Silenced 9mm Pistol he can take from fallen guards.

One man, sitting on a sofa playing a video game, says, "This sucks. I mean, how could Refractions mess up so bad? Tanner, you suck a**!" "Vice City" fans might remember that the "Autocide" assassination mission featured six targets with names like those of characters in other video games. One of the names was Dick Tanner, which referred to the Tanner of "Driv3r," 2004, which was designed by Reflections Interactive. Tanner in "Driv3r" is voice acted by Michael Madsen, who provides the voice of Toni Cipriani in GTA's "III," 2001. (This can't be too hard. The 1st time I tried it, C.J. alarmed a guard yelled by the pool--fortunately, a forward slash by C.J. had them fall in pool; C.J. alerted three guys on the way out, so I hurried up and had him the double Sawnoff Shotguns, I think, on them--he still got out with half Health. The 2nd time I tried it, C.J. got all the targets with stealth.)

who the use his

Have C.J. use the BMX bicycle outside and get the book to OG Loc. C.J. gets some Respect. The game recommends that C.J. use the stealth skills used in this mission to avoid the police and gang members. Tenpenny calls and wants C.J. to meet him at the donut place in Market, where a "C" with a red, white, and blue stripe in the opening--the C.R.A.S.H. icon--appears. The C.R.A.S.H. missions are available. IV.21

"Management Issues"

OG Loc

OG Loc has this mission for C.J. from 12:00 to 17:00. OG Loc tells C.J. that Madd Dogg's manager Scipio is trying to drive OG out of the music industry by telling everybody that OG is whack (nuts or horrible) (as about anyone with decent perception has noticed about OG). As C.J. drives off to take care of it, OG Loc calls: the manager's limo driver is going to pick up the manager. If you have C.J. bump the limo with his vehicle, just give it a little bump. Thanks to spaceeinstein for telling me the manager's car is an Elegant and that "It's a whole lot better to just park your car in front of the manager and jack him. The car won't be damaged that way." Have C.J. kill the driver who gets out of it (the 1st time I did this mission, the traffic stirred up by a policeman's shot killed the driver for C.J.), jack the limo, take it to a Pay 'n' Spray if needed--the limo must not be damaged, and park it between two limos, parked in the same direction they face. C.J. has to stay between the two limos as they go to park in front of the music awards show building.

The manager--the Will Smith look-a-little-alike, gets into the limo. Have C.J. drive fast, shaking his pursuers, S to the Verona Beach pier and bail just before the end of it. (Have C.J. destroy the pursuers if they show up; whenever I've done this mission, I didn't see them.) C.J. gets some Respect. ******** The "Management Issues" way to make a copy of C.J. including his clothes, haircut, etc. (Thanks to GTA Smart Dude at GTA Forums for a gimmick I like very much): Have C.J. follow the black Elegant OG Loc calls him about without bumping it at all--bumping it makes the usual driver get out. The usual driver looks like this: http://img119.imageshack.us/img119/3308/00gta1screen903b0vr.jpg http://img156.imageshack.us/img156/7474/00gta1screen903c5bl.jpg This gimmick doesn't always work because the black Elegant may not drive to the space between the other two Elegants in the time limit, and that way of failing the mission doesn't let you try the gimmick. But if the black Elegant gets between the other two in time yet C.J. doesn't bump it to get the driver out, C.J. fails the mission the way you want for this to work, and you see this screen: http://img156.imageshack.us/img156/5207/00gta1screen903a9be.jpg Then have C.J. get the driver out of the middle black Elegant. The driver looks just like C.J., although my C.J. copy was a little bigger just as the regular driver is a little bigger. GTA Smart Dude suggests making a recruit of him. I recommend using the "recruit anyone" code that gives the recruit a 9mm Pistol--SJMAHPE on PC--for that. When I did it, the C.J. copy ran away very fast and I didn't think C.J. could catch him--fortunately, the copy slowed to a walk after a few blocks. http://img301.imageshack.us/img301/78/00gta1screen905a9ls.jpg http://img301.imageshack.us/img301/12/00gta1screen905b0no.jpg http://img301.imageshack.us/img301/307/00gta1screen905c9zk.jpg http://img115.imageshack.us/img115/6465/00gta1screen905dqb6.jpg http://img115.imageshack.us/img115/9937/00gta1screen905ddzv5.jpg http://img148.imageshack.us/img148/1601/00gta1screen905e2el.jpg http://img145.imageshack.us/img145/3240/00gta1screen905fay4.jpg http://img148.imageshack.us/img148/5840/00gta1screen905g9yc.jpg http://img148.imageshack.us/img148/7648/00gta1screen905h3su.jpg For another way to make a copy of C.J., see IX.9 "End of the Line." IV.22

"House Party"

OG Loc

OG Loc quits his job at the Burger Shot; it's a parole violation, so he throws a party to give his rap routine a last chance to be heard before a possible jail sentence. C.J. agrees to go there after OG Loc says his microphone is broken. Send C.J. to the party across the street from the Johnson house from 20:00 to 6:00 (with new clothes and a haircut if C.J. needs the upgrade). But when he gets there, the mike's been fixed, so he steps outside to find and Sweet and Ryder have been driven outside by OG Loc's enthusiastic but untalented act, too. Sweet organizes a defense against a Balla attack--a blockade of cars is formed in the street. Using the radar to help locate targets, have C.J. help attack eight Ballas in the street (1st wave), snipe four on the overpass (2nd wave), then shoot twelve that approach from various directions (3rd wave). C.J. gets Respect. The C.R.A.S.H. missions IV.23

"Burning Desire"

C.R.A.S.H.

Have the Fire truck mission done so C.J. has the fireproof feature. Have C.J. go to the donut store (the C icon) and meet Tenpenny, Pulaski, and Hernandez. Tenpenny wants C.J. to kill a Vago--"a drug-dealing, cop-killing bi**h--just like you"--who doesn't like the corrupt officers. It sounds like C.J. is being ordered to kill someone just like C.J.--someone being manipulated by Tenpenny the same way. The game tells you to have C.J. get some Molotovs, go to the Vago's house, and throw them through the five windows indicated. Have C.J. throw them at any Vagos around, too. The longer you hold the LMB before releasing it, the farther C.J. throws. There are Molotovs nearby if you run out. This is one act that will never play Vagos again (sorry). A woman cries for help from a 2nd floor window. Have C.J. go in the front door, up the stairs in the back, and down the hall to the last door on the left. She's afraid to leave, so have C.J. go downstairs to the kitchen, get the Fire Extinguisher, go back to her room, and shoot the Extinguisher at the base of the flames. Have C.J. go to her. Some of the house caves in and blocks the hall. Check occasionally to make sure she follows while C.J. puts out the fires in the room across the hall, goes out the other end of the room (past the blocked part of the hall) to put out fires by the stairs, puts them out in the kitchen, etc., and goes out the front door. Then have C.J. drive her home. She tells him to call.

The game says she's his girlfriend--"Keep her happy and she'll love you." (It's a good thing he didn't say she was as dumb as a horse in a burning barn for not hanging from the sill and dropping to the ground.) She's Denise Robinson, and her place is indicated with the Girlfriend icon--a heart (awwr!). See XI.b Girlfriends. Having C.J. use Molotovs in the mission can reduce his Molotov supply, so I'd have him stock up on Molotovs. Sweet calls: a Grove Street gang member has been buying crack from the Ballas and selling it to Grove Street Family gang members. He's hiding out in Glen Park, so Sweet wants C.J. to attack the gang there and drive him out. This Sweet mission is available at the Downtown Ammu-Nation. IV.24

"Gray Imports"

C.R.A.S.H.

Gray imports are ones made legally but without the agreement of the manufacturer. http://en.wikipedia.org/wiki/Grey_market You recruit a couple of gang members for this (III.15). the way I do this, though--they just get in the road.

They don't help for

Tenpenny doesn't want any one gang getting too powerful for him to control. He heard the Ballas are getting strong weapons from Russian arms dealers, so sends C.J. to an Ocean Docks warehouse. Zmoonchild shows "How to make any vehicle Fireproof & Explosion-proof" in this mission in his video at the next link. Drive the vehicle into the red marker across the street from the warehouse lot. After the brief cutscene, save it far enough away from the mission to allow the vehicle to retain the special qualities--the Johnson house garage is far enough away. http://www.youtube.com/watch?v=bd4yxn3U6Pw Have C.J. go through the blue warehouse on the left, use the M4 on guards and the explosive barrels carried by Forklifts, get the Armor by the other warehouse door if he needs it, and shoot the lock to open the door. I've used the M4 or Molotovs for C.J. to get the three men revealed when the door opened and for any guards encountered on the way through the warehouse. You can have him shoot a pallet that's suspended near the ceiling to have it fall on one. Clear out all the Russian guards till all that's left to handle are the two Ballas and the Russian arms dealer in the room at the top of the stairs. If C.J. enters the room, the Russian tries to run to a Banshee to make a geta-

way. Have C.J. shoot the two Ballas from outside the room. BradyGames guide.)

(Thank you,

The 1st time I tried this mission, the Russian, the guy in black, got in the near right corner. I'm not sure if C.J.'s bullets had any effect on what might have been a sliver of the guy I saw from outside the door. C.J. was out of Molotovs--the ability of Molotovs to burn through walls might have come in handy. I had C.J. get a safe distance from the outside wall of the corner and send rockets through the door then at the wall. When C.J. went where he could see through the door again, the Russian had moved (vibrated?) from the corner to stand in the middle of the room...briefly. The 1st time I tried this mission, in a hurry to get through the missions to get a walk-through out for a big game that had been recently released for PC, I wondered if someone could figure out a way to take the Russian's car to 8 Ball's 1st and get the guy like Chunky Lee Chong in "III" or such. That someone, unsurprisingly, turned out to be Rusk, and his method works for PC. With that strategy, after C.J. kills the two Ballas, have him run in and out of the room to trigger the reaction by the Russian. Then have C.J. run out through the door he came in, and the Russian's Banshee will be just beyond it. Have C.J. drive it forward to the end of the lot, do a 180 degree turn, and run down the Russian, who comes running from around the far side of the building. Reader Chen Dong has my thanks for coming up with what might be the fastest reliable way to get the Russian arms dealer, provided C.J. has a Knife. Have C.J. chase him and do his fight moves on him, armed with a Knife. Have C.J. knock him down and gut him like a pig. If the Russian gets up, have C.J. do it again, etc. (Chen Dong told me his method is good for "Los Sepulcros," too, and it is.) I've also done this mission with C.J. able to fire through the door at enough of the side of the Russian arms dealer to kill him. The Sweet missions continued IV.25

"Doberman"

Sweet Johnson

A Doberman is often used for what it was originally bred to be--a guard dog. http://en.wikipedia.org/wiki/Doberman_Pinscher Since I think the name Fort Baxter was chosen for "Vice City" due to the place of the same name in the 1955-59 TV series "The Phil Silvers Show," known in syndication as "Sergeant Bilko," starring Phil Silvers, it may be related that one

popular character of the show was Pvt. Doberman. It's enjoyed popularity in the U.K. like "I Love Lucy" or "The Honeymooners" in the U.S. http://www.museum.tv/eotvsection.php?entrycode=philsilvers http://www.imdb.com/title/tt0047763/ http://en.wikipedia.org/wiki/The_Phil_Silvers_Show Sweet calls, following up on the previous call, to send C.J., alone, to AmmuNation, then to take over Balla territory and drive out the ex-Grove Street guy there. Send C.J. to the "S" icon at the Downtown Ammu-Nation to pick up "Doberman"--C.J. learns that Glen Park is the Balla territory to attack. Stock up on whatever upgrades C.J.'s arsenal. ******** C.J. learns about turf wars. Have C.J., on foot, kill some Ballas to provoke a gang war, which is comprised of three waves of attackers. If C.J. shoots a policeman, he gets one star. (I'd avoid that, but there's a bribe in the N tunnel of the two that go through the stone bridge if it happens.) The other pedestrians and traffic disappear and Heart and Armor pickups appear. On the radar and in-game map: The attackers, Ballas this time, are seen as red blips. Another gang's territory is covered in translucent purple. A territory under attack has a Families icon--a little person--and the territory flashes translucent red. A Grove Street Families territory is covered in translucent green. A territory can be owned by C.J. but jointly with one or more other gangs if C.J. didn't finish a gang war or ignored a call to go to a gang war. Such a territory is pale gray-green until C.J. does a full takeover for it. http://strategywiki.org/wiki/Grand_Theft_Auto:_San_Andreas A GSF territory will have GSF gang members that C.J. can recruit. C.J. can get the money from a takeover from the gold dollar symbol in front of the Johnson house. A fenced-in yard with a gate, or whatever such situation that provides protection for C.J. and forces the attackers to enter one at a time, makes the attack-

ers easier for C.J. to handle. A rooftop can be a good vantage spot, too. (But the 1st time I tried it, I just had C.J. use an M4 in the park, and it wasn't hard to do.) ******** C.J., having drawn out the gang member gone bad, has to kill him. (The game calls him a "grass," which is someone who alerts the authorities about crime, which is a good thing, actually, and he calls out "Tenpenny set me up," which is ironic, so it's a little confusing when you want C.J. to be a hero. The easiest way is to remember Sweet said the guy is really a crack dealer, and criminals are liars. Then again, all these guys are committing crimes, so...let's skip past this part.) C.J. gets Respect and however much money shows up at the dollar symbol in front of the Johnson house. This unlocks the ability to take territories from gangs. But C.J. will lose any he gains, if not the Respect made while doing it, in Los Santos in the events after "The Green Sabre," so it's not an immediate concern. But have C.J. defend his territory when it comes under attack. There's just one wave to handle when that happens, and a Molotov or two usually does the trick. If, like me, you already had C.J. do the Fire truck mission to get the Fireproof ability, you don't have to worry about him losing Health if he runs through the flames. Ammu-Nations, shown as pistol icons on the radar and in-game map, and two of the four Ammu-Nation Challenges, found in some Ammu-Nations, are available. But since you need to do all four challenges in a row to complete the mission, you can just practice the 1st two for now. Body Armor $200, 9mm Pistol $200, Grenades $300, Silenced 9mm Pistol $600, Tec9 $300, Shotgun $600, Sawnoff Shotgun $800, Micro SMG $500, and SMG $2,000, are at Ammu-Nation. IV.26

"Los Sepulcros"

Sweet Johnson

Sweet wants the Ballas to be attacked at a funeral for a Balla called Little Weasel, whom C.J. and Big Smoke killed. C.J. learns about recruiting gang members (and you learn about it again, if you've followed this walk-through). Target a prospect with the RMB so an arrow (green, if they're in good health) points down at them, and press G. Draw recruits near with G and have them wait in place with H. Holding G or H, or going far away, will disband the group. After making a couple of recruits, C.J. drives them and Sweet to the funeral at the graveyard in Los Sepulcros (Spanish for "The Tombs"). Kane is considered

to be Balla "front yard" (a euphemism for hair around a pu**y--Urban Dictionary) "royalty," and he'll try to make a getaway if there's trouble. Once there, have C.J. jump the wall to join the others, then go after Kane, killing the other Ballas as needed to stay alive to kill Kane before Kane makes it a vehicle chase. Kane is wearing Armor, so have C.J. move in with something strong. Reader Chen Dong's method returns from "Gray Imports" to work more melee magic here: have C.J. chase Kane and use his Knife and fight moves on him, knock him down, and give him a belly ache. Have C.J. drive the Grove Street guys back to Sweet's place. C.J. gets Respect. The "Vice City" BP/FP/EP/DP Admiral returns in "San Andreas." It's the Admiral at the SE corner of the cemetery--not the one seen by the coffin if C.J. drives Sweet, etc., there. The special Admiral is locked until Sweet gets in it, and if C.J. gets in it with Sweet, it becomes a regular Admiral. System Error's "Bulletproof Car Walkthrough" has a couple easy methods to save it. http://www.gamefaqs.com/computer/doswin/file/924362/34824 The method by imut knight is to let Kane get away in a car, have C.J. wait by the Admiral Sweet has entered till C.J. fails the mission and Sweet disappears, then have C.J. drive it to a garage. ReaverShadow has C.J. save a Towtruck in the Johnson house garage. Start the mission, have C.J. drive the Towtruck alone to the Admiral (the cemetery entrance is on the E side of the block that's W of the block of the Temple Pay 'n' Spray), shoot one of the Ballas to fail the mission, hook up the Admiral, and take it to a garage. A couple alternatives available on PC are to use the data\handling.cfg changes explained at X.10 Cars and Bikes, notably X.10.b, to make any vehicle damageproof or get The GTA SA Control Center, X.13.c, and make your favorite vehicles whatever-proof. The last of the 1st batch of Los Santos missions IV.27

"Reuniting the Families"

Sweet Johnson

During the mission, there are a couple of opportunities for C.J. to leave the Jefferson Motel and explore San Andreas without a wanted level. (Thanks again

to Rusk for the tip.) ******** The "Reuniting the Families" mission, part 1 Sweet wants his Grove Street gang to meet with the other GSF leaders at the Jefferson Motel. Have C.J. drive them there. On the way, Ryder picks on C.J. again, and Big Smoke tells him to "cool it." Ryder says he's as "cool as a Shaolin monk." Shaolin temples are an order of Chinese Buddhist monasteries famed for association with Buddhism and martial arts. http://en.wikipedia.org/wiki/Shaolin_Monastery Once there, Sweet goes inside alone--one representative per family can attend. The LSPD moves in with police cars and S.W.A.T. agents rappelling from helicopters, and get into a shoot out with the gang members. Big Smoke and Ryder leave while C.J. stays to help Sweet. ******** The "Reuniting the Families" glitch I don't use C.J. can leave after the cut scene and go all over San Andreas without a wanted rating before returning to the mission, as Rusk notes and as reader Carl Johnson told me in a helpful letter. It's up to you, but I don't save the game after C.J. gets killed, and I can just imagine how I'd feel if that happened during the upcoming fight in the Jefferson Motel after a long search through Las Venturas. So I get C.J. through the upcoming battle then use the later opportunity to use an exploration glitch. ******** C.J. is given a Shotgun by the game, but I'd move him into the door nearby and have him switch to something powerful with a steady burst, like an M4 or SMG, or switch to Molotovs, which are good for getting around corners. Have C.J. shoot the attacking S.W.A.T. agents on his way up through the motel to Sweet. The S.W.A.T. agents may appear on upper balconies, come through a skylight, bound out of rooms up ahead, etc. When C.J. gets to the sign on the wall that says the next hall has "Rooms 5-8," have C.J. go down that hall, around the corner, down the hall to the 2nd room on the right, and into the room, where Sweet is waiting. In a couple of places a prostitute runs into a room on the left. You're supposed to be able to have C.J. fill his Health bar by kissing her. But when I had C.J. let her kiss him, she was thankful, yet it made his Health lower each

time. Rusk says the kiss raises or lowers C.J.'s Health to the maximum it would have if he hadn't completed the Paramedic mission. I think the Jefferson prostitutes aren't going to their social disease checkups; I hope he didn't pay for that. If C.J.'s done the Paramedic mission and his Health is somewhere between 2/3rds and full, C.J. won't be shot at if he goes back through the areas he's cleared to raise his Health with the Sprunk machine in the lobby. Once he joins Sweet, they go to the roof, where a helicopter makes repeated passes with four S.W.A.T. agents standing on the landing rails or dangling from ropes while Sweet fires at them (probably not actual S.W.A.T. MO). The rest of the proper mission is continued after the next section. ******** The "Reuniting the Families" glitch I use The game always makes this happen at night when the glare of the helicopter light may make this hard to do, but have C.J. shoot the S.W.A.T. agents without destroying the helicopter. Have C.J. try different spots to shoot from and use the RMB targeting to make green arrows point down at the S.W.A.T. agents if need be. Then have him leave Sweet alone to shoot down the helicopter. Whenever I've tried this, Sweet shoots it down after C.J. leaves the roof, then Sweet waits patiently for his brother. C.J. can go anywhere without a wanted rating. The traffic and pedestrians, except for fast food workers (Rusk adds bouncers in casinos and police in police stations), don't appear, but parked vehicles do. When I 1st tried this glitch, I heard the helicopter blow up when C.J. was about a block away; throughout C.J.'s adventure away from the mission, the screen said Sweet's Health was full and that C.J. ought to go to him. If you did any of the things I suggested for the similar glitch during "DriveBy" (IV.7), you might use this opportunity to have CJ. get the rest of the Snapshots (V.1.a) or the Horseshoes (VII.8). You could collect ammo for the next mission (the Minigun makes it pretty easy), but C.J. loses his weapons after that. When you've done all that, get full Health and Armor for C.J. and send him back to Sweet to finish the mission. ******** The "Reuniting the Families" mission, part 2 and closing

Have C.J. shoot down the helicopter if it's still there (it wasn't whenever I've tried this). Sweet is still on the roof and showing all the patience of an even-tempered leader. Have C.J. follow him downstairs, where they get into the car with Big Smoke, who drives, and Ryder. C.J. is given a 1st person view and an AK-47. Have him shoot pursuing shooters and their Police cars and motorcycles, taking heed of where Sweet says to look. (This chase is the one part of the game where a car wash is filled with a pale blue mist. When Big Smoke drives them through it, C.J. complains he gets soap in his eyes.) I don't want to give it all away. When the "K" jams, you can watch the cut scene. C.J. gets Respect. IV.28

"The Green Sabre"

Sweet Johnson

Sweet is proud of C.J. and wants him to join the GSF gang in hitting the Ballas under the Mulholland Intersection. But Cesar persuades C.J. to meet him 1st. Have C.J. get there fast then transfer to Cesar's car. Cesar, going on tips he knew would be important to C.J., has C.J. watch in secret with him as two Ballas, Big Smoke and Ryder, Pulaski driving the green Sabre used for the drive-by that killed C.J.'s Mom, and Tenpenny come out of a building. (Thanks to Hameyadea for reminding me about Pulaski.) C.J. thanks Cesar, and realizes that Sweet is going to an ambush. He has Cesar put Kendl in safe place. Have C.J. get back to his car and speed to Sweet--in the lot under the Mulholland Intersection--where he finds a shoot out going on, and that Sweet has been shot. C.J. tells him about Big Smoke's duplicity, etc. Sweet wants C.J. to leave before the police arrive, but C.J. wants to fight off the Ballas until they do. Have C.J. get the several cars of Ballas that attack as with a turf war. The Minigun could come in handy here; otherwise, I'd have C.J. move in a crouch and do side rolls with the M4. Then C.J. surrenders to the police. The screen is dark as C.J. awakens with a hood over his head and says it's hard to breathe. A police man pulls it off--it's Tenpenny, who's with Pulaski and Hernandez. Tenpenny says Sweet is alive but in a prison hospital awaiting trial. Pulaski says Big Smoke does what he's told and C.J. better stay away from him. Tenpenny says an ex-partner of theirs has been caught at something, will talk to Internal Affairs, and is hiding at Mount Chiliad. C.J. gets a Camera (with unlimited film) and is told to destroy any evidence that person might have (against Tenpenny, etc.) and to bring them evidence that C.J. did it (a photo of

the ex-partner after C.J. kills him) or Sweet will be in prison in the Ballas section. Save the game in S Angel Pine for free at the floppy disk that's by the red shaft of light, used to start "Badlands" (C.R.A.S.H.), in the trailer park. C.J. gets Respect. Save the Camera, which has unlimited film, for both V.1.a, taking 50 Snapshots, and VI.1, the C.R.A.S.H. mission "Badlands." C.J. is in Angel Pine with no weapons Any territories taken over in Los Santos are lost (C.J.'s Respect doesn't diminish, though) The Badlands and San Fierro are officially open The Badlands and Red County save houses are now available &&&&&&&&&&&&&&&&&&&& V

The Badlands and San Fierro Preliminaries

V.1.a

Snapshots

50

Have C.J. use the Camera given to him in IV.28 for Snapshots--it has an unlimited amount of film. The targets for Snapshots are shaped like round thin pillows, are blue with pink-violet shading on the front edges, and have a white movie camera symbol in the middle. These revolving targets can be seen in San Fierro, if C.J. uses the Camera viewfinder (press the RMB and Zoom with Z and X or the Mouse Wheel), 24 hours a day. Without C.J. using the Camera, you can see a throbbing white glow in the place of each target instead from midnight to 5 am if C.J. is about a third of a block away from one or closer. Have C.J. take a picture (press the LMB) of each one to get credit for it. He can even take a picture of one from a bit farther away from one to be able to see the glow or see the Snapshot target in the viewfinder. A few cases for which this is an advantage include: - one by the middle of the top of the N support column for the Gant Bridge, - one C.J. can move a few steps E of the previous shooting location and aim E to get--it's near the top of the mast of the ship, - and the one on top of the 2nd silo from the N of the five big silos of Foster Valley--shoot that from up on a nearby hill. A good map for the locations of Snapshot targets is:

http://www.ianalbert.com/misc/gtasa.php See III.1 for more maps. The fastest way to find them is to use one of the teleportation devices at X.13.a, b, or c, but they're easy to get otherwise if you'd rather have C.J. explore and take in the sights. You might combine that with Demarest's Pillager, X.13.gg, which puts markers of all the Tags, Oysters, Snapshots, and Horseshoes left to find in the category you've chosen on your radar. While you look for Snapshot targets, it also puts a green marker above each one you haven't taken a picture of yet to make them easier to find. It works with v.1 or 2 of the game. (If you use the BradyGames guide for Xbox and PC, pp.133-135, remember that 14 is at the Garver Bridge support, not the Kincaid Bridge support given on p.134.) Orion_SR, of the variety of solutions for "Wrong Side of the Tracks," shows how you can shoot Snapshots through buildings (which I hadn't heard of before), and get groups of them from on top of buildings, in "Full Zoom": http://video.google.com/videoplay?docid=3400919476121480254 Juicce kindly provided a map for Orion's strategy: http://img254.imageshack.us/img254/6171/snapshotrouteit6.jpg If you try it during a four star wanted rating, Orion_SR recommends not risking the Hydra fire by using a helicopter to get C.J. to all four of the shooting locations a helicopter was used to get to in the video--just use the helicopter to get C.J. onto the hotel in Queens and possibly the hospital. And a 4x draw distance mod makes it easier to see where to aim for the targets, but it can be done without the mod. After getting 50 Snapshots, the Micro SMG, Shotgun, Sniper Rifle, and Grenades are available at the Xoomer garage in Doherty, San Fierro. V.1.b

Weapon gathering

I'd scarf up that Sniper ammo at the Doherty Xoomer garage and get the HeatSeeking Rocket Launcher at Easter Bay Airport. I'd get the Silenced 9mm and SMG at Ammu-Nation, the Molotovs, AK-47, and Sawnoff Shotgun at the Johnson house, and the Brass Knuckles in the lot to the W of it. Instead of SMG ammo, you might get a lot of Tec9 ammo (added to the ammo of either of the other submachine guns, as Rusk noticed) at Ammu-Nation if you

beefed up the power of the Tec9 as described at X.11. I like the M4 better than the AK-47, but until the M4 is available at AmmuNations--after "Yay Ka Boom-Boom," it's only in two places: between two of a set of three ramps at the W end of the Los Santos Airport, and in the backyard of a house on the W side of the road W of "PALISADES." If you gather ammo for the M4, you might try flying a Dodo back and forth to speed that up. The strip of land S of the dock S of the Palisades M4 makes a decent landing strip. V.2

Save houses

Palomino Creek C6 garage $35,000 NW part of Palomino Creek (Red County) Dillimore D4 garage $40,000 NE part of Dillimore (Red County) Blueberry D4 $10,000 on the 2nd floor in the ring of apartments in Blueberry (Red County) Angel Pine F2 free by the red shaft of light, used to start "Badlands" (C.R.A.S.H.), in the trailer park in the S part of Angel Pine (Badlands) Angel Pine F2 $20,000 in the NE section of Angel Pine (Badlands) Whetstone E2 $100,000 in Whetstone NW of "LEAFY HOLLOW" (Badlands) Go to and from the N side to avoid the cliffs. V.3

Barber and Tattoo shops

The San Fierro barber has the same deals as the Marina, Los Santos barber, and the San Fierro tattoo parlor has the same deals as the Los Santos tattoo parlors. Having C.J. get a haircut can get rid of any wanted rating. V.4

Weapons And Other Items

A good map of the weapon and item locations is at: http://www.ianalbert.com/misc/gtasa.php In addition to the weapons previously available in Los Santos and at AmmuNations, you can find: Hand:

Brass Knuckles - at the S end of a lot; enter it from the N, where "TON" is of "CALTON HEIGHTS." Melee weapons: Baseball bat: - at home plate in the baseball field S of the "G" in "GARCIA." Shovel - at the W end of the big dirty pink box of scrap in the Angel Pine Junkyard, which is E of the top of Mt. Chiliad and close to where the road meets the river, - and in the front yard of the 3rd house S from the NW corner of the block of "OC" of "OCEAN HEIGHTS." Golf Club - in the open garage of the little house on the N side of the NW side of the W block of downtown Angel Pine, - at the NE side of the front porch of Avispa Country Club, and some golfers carry one. Night stick: - on the N ramp of the two used to get up to the elevated walk over the street at the SW corner of the big block E of "AVISPA COUNTRY CLUB," and some policemen have one. Pool Cue: - under the fallen 2nd floor of the building wreckage at the mid-W side of the brown block N of "DOHERTY," and in a pool room. Katana: - at the bottom of a public stairway; enter it at the S end of the block N of

"HASH" in "HASHBURY," - and by a Kart at the end of an alley of the block E of "CHINA TOWN"; enter on the W side of the block and make the 1st left (C.J. can jump a motorcycle from the nearby ramp through the 2nd floor corridor in the wall; there are five noodle stands in another nearby alley if C.J. is hungry). Chainsaw: - on the wreckage of a building at the N end of the brown block N of "DOHERTY," - at the NW end in the Final Build Construction area, in the 2nd block S of the "G" in "GARCIA," - at the S edge of the tennis courts in the NW area of Avispa Country Club, and - in the shed across from Helena's front door after starting to date her (her farm is W of the Flint Intersection). Pistols: 9mm: - in a corner in the S side of a N-S alley of the block with "CIA" of "GARCIA," - in the shed across from Helena's front door after starting to date her (her farm is W of the Flint Intersection), - and some policemen, gangsters, drug dealers, and hookers carry one; AmmuNation clerks dual wield them. Desert Eagle - at Angel Pines Scrapyard, which is where the three squares are E of Mt. Chiliad on your map, at the near left inside corner of the 2nd big shed from the E, - in the back of a lot enclosed by a light gray wall at the W side of the block that says, "CIA" of "GARCIA," about 1/3rd S from the N end, - and at Ammu-Nations, $1,200, after "Black Project." Shotguns:

All three types use the same ammo, so the ammo for one is added when C.J. gets another. (Thanks to Rusk for the info.) If C.J. doesn't have any type of Shotgun and enters any Police car or a Ranger, he gets a Shotgun with five shells. If he has any type of Shotgun, doing that adds five shells to the ammo for it. Shotgun: - on a roof with a top structure that's connected by big pipes to the S end of Solarin Industries, which is a couple of blocks W of the freight liner; walk onto the roof at a little area at either the E or W side, - at the Xoomer garage in Doherty after getting 50 Snapshots, it's occasionally used by the police (who usually use 9mms) at four wanted stars or higher, and it's used by the Army (with M4s) after C.J. buys Verdant Meadows (a Desert mission). Submachine guns: Tec9: - in Battery Point E of "T" in "POINT" at the base of the NE support of the four tall gray bridge supports at the S end of the Gant Bridge, - and by the big tree S of the building at the NW corner of the block with "DO" of the "DOWNTOWN" of N San Fierro, - and at Ammu-Nations. Micro SMG - behind a trailer at a trailer park near the E corner of the area surrounded by road S of downtown Angel Pine, - in Esplanade North at a door along the NW side of a pale blue building on the gray area that extends NE from the NE corner of San Fierro, - at Ammu-Nations, at the Xoomer garage in Doherty after getting 50 Snapshots, and it's used by Ballas (with 9mms) and S.W.A.T. agents. SMG:

- in a backyard with an old wooden fence behind a partly bright green house in the middle of the W side of the block that's E of the block with "TS" of "OCEAN FLATS," - at Ammu-Nations, and it's used by FBI agents after "Farewell, My Love" (a Badlands mission). Assault rifles: AK-47 - at ground level behind the big landscaping decoration rocks that are on the E side of the mall that's E of the five big silos of Foster Valley; the rocks are E of the S end of the 2nd silo from the S. - and at any Ammu-Nation, $3,500, after "Lure" (a San Fierro mission). M4 - in the backyard of a house on the W side of the road W of "PALISADES," - at any Ammu-Nation, $4,500, after "Yay Ka-Boom-Boom" (a San Fierro mission), and it's used by the Army (with Shotguns) after C.J. buys Verdant Meadows (a Desert mission). Rifles: Country Rifle - on a mound WNW of, and across the brown line from, "BACK O' BEYOND," - and at Ammu-nations, $1,000, after "Body Harvest" (a Badlands mission). Sniper Rifle - on the roof of the building at the NE corner of the block S of "EAST" of "ESPLANADE EAST," - in a wooden shed on the little brown square at the N end of a winding dirt path that's W of the big brown rectangle of "The Farm" Cult Location, - at the Xoomer garage in Doherty after getting 50 Snapshots, - and at Ammu-Nations, $5,000, after "Pier 69" (a San Fierro mission). Heavy weapons:

Minigun: - on top of the big concrete support column at the SW end of the Kincaid (RR) Bridge, inaccessible till the invisible barrier there is gone when the Desert and Las Venturas become available. Heat Seeking Rocket Launcher If you lock onto a target, the missiles seek out the heat of vehicles. To lock onto a target, press the RMB till the target finder symbol appears over the target you want and turns from green to red, then press the LMB to fire. Keep the view finder on or near the target till the missile finds it. It tends to pick the nearest target in the direction the view finder is pointed in, so if you want a different one, release and press the RMB again while aiming at the one you want. - S of the two little rectangles at the E edge of Easter Bay Airport, and NE of "AIRPORT." Flame Thrower It's good for taking out crowds of attackers at close range when C.J. has the fireproof feature. - in a group of trees at the inside of the right end of the brown loop that's N of "SHADY CABIN," - by the two cabins at the S end of a line of six cabins NW of "BEACON HILL" and N of where the RR goes over the road, - under the fallen 2nd floor of the building wreckage at the mid-W side of the brown block N of "DOHERTY," - at the S end of the big N deck of the freight liner of S Easter Basin, and - in the shed across from Helena's front door after starting to date her (her farm is W of the Flint Intersection). Thrown weapons: Tear Gas: - on the E side of the bottom cargo hold of the aircraft carrier at Easter Basin.

Grenades: - at the Xoomer garage in Doherty after getting 50 Snapshots. Molotov Cocktails: - in the shed across from Helena's front door after starting to date her (her farm is W of the Flint Intersection). Handheld items: Fire Extinguisher - by the Xoomer gas station on the N side of the two main roads of the S coast where they 1st become the closest together going SE from Angel Pine, - and at the S end of the Xoomer station at the W side of the road W of "EASTER BASIN." Remote Explosive - on the front porch of the house at the SE corner of the block S of "DISO" of "PARADISO," - in a corner along the short S side of Avispa Country Club, - and at any Ammu-Nation, $2,000, after "Body Harvest" (a Badlands mission). Camera See Taking Photographs (I.7.aaa). Use the Camera to take 50 Snapshots in San Fierro. at the NW corner of the big light blue building on the gray section that extends NE at the NE corner of San Fierro, on the roof of the multi-story parking garage NW of the 90 degree curve in the road N of the "TO" of the N "DOWNTOWN" of San Fierro, at the W side of the church that's at the NE corner of the block that says, "DO" of the N "DOWNTOWN" of San Fierro, by the garage door S of the middle of the curvy Lombard-like street just W of the "F" in "FINANCIAL," at the NW corner of the Big Pointy Building on the block E of the block with "L" of "FINANCIAL," behind Tuff Nuts Donuts, where "L" of "PALISADES" is,

in the E end of an alley of the block N of "CHINA TOWN," at the back of the indoor garage by the hospital; enter from the S end of the block with "FLORA" of "SANTA FLORA," in the W side of the Zombotech building; enter at the NW or NE side of the block with "DOWN" of the S "DOWNTOWN" of the two "DOWNTOWN"s of San Fierro, on the N sidewalk of the SW end of the Garver Bridge, a bit W of due N of the "E" in "EASTER," in the middle of the courtyard of City Hall, in a lot behind the Cluckin' Bell that's at the S end of the small rectangular block a couple blocks S of City Hall, behind the tickets and information booth in the N end of Cranberry (RR) Station, which is E of the S half of the brown block N of "DOHERTY," just past the N end of the RR track that runs parallel to the nearby freight liner at Easter Basin, at the S side of the Burgher Shot at the S end of the Garcia neighborhood, on the front porch of Avispa Country Club, at the NW corner of the parking lot at the end of a dead end road S of "MISSIONARY HILL," and on the lawn by the T intersection where the E-W road veers NE into the entrance (with a big 3D airplane) of Easter Bay Airport. The Camera can also be taken from the photographer that appears, takes a couple photographs, and walks into the water S of the Flint Intersection and SE of the trailer park. You can send C.J. into the middle of the trailer park and back to make another photographer appear and get another Camera, etc. Don't target the photographer from in front of them with a weapon--if they raise their hands, the Camera disappears. Gifts for girlfriends: Flowers by the red Trash-O dumpster by Lovin' A Loan on the SE side of the W block of Angel Pine, behind the 69 building at the most SE curve in the road of Flint County, on the grassy median strip, at the SW end of the concrete median, of the Flint Intersection. in front of the gas station on a gray rectangle just N of the Flint Intersection, among the big trees S of the N tip of the gray streak shaped like a big "C" that's E of "THE FARM" CULT LOCATION, on the N side of the N hairpin turn of the two W of "FLINT RANGE," at the SW end of the destroyed section of paved road along the N side of the onramp to the Garver Bridge, over the N planter at the N end of the mall E of the five silos of Foster

Valley, in the E hairpin turn of the road that goes N from "HILL" of "MISSIONARY HILL," by the green garbage dumpster at the S end of the alley of the block E of the block with "TS" of "OCEAN FLATS," in a grave yard (with grave stones that have the Rockstar logo and "RIP OPPOSITION 1997-2004" on them) on the W side of the block with "HA" of "HASHBURY" on it, in front of a light beige duplex; if you look at the road that goes N from the "S" of the big "SAN FIERRO" letters, and bends S of "PALISADES," you'll find the duplex W of that road just before it bends, in the E-most little fenced in back yard of the duplexes at the S side of the block with "DES" of "PALISADES"; enter the block at the N end, a couple curves up from the S, lower, end of the Lombard-like winding street; just over the "F" of "FINANCIAL; at the N side, by the soda machine, of the Xoomer gas station on the E side of the block E of "PARADISO," and NE of the pond with a fountain in the middle of it at the NW section of San Fierro. Cane It can be used for a melee weapon but can't be given to a girlfriend as a gift. inside the walls of RS Haul on the E side of the bend in the road N of the Flint Intersection, by a shack just NW of a windmill that's N of the "CO" of "BEACON HILL," outside the Victim clothes store in NE San Fierro, at the front doors of the hospital above the "T" in "SANTA FLORA" (look carefully--it's light gray and the surroundings are colored similarly), in the backyard of the 3rd house S from the NW corner of the block of "OC" of "OCEAN HEIGHTS," in the SW end of the paved park with a chili vendor at the SW side of the block with "SH" of "HASHBURY," and in front of the green garage door of the house at the NE corner of the block that's E of the block with "TS" of "OCEAN FLATS." Apparel items: Parachute: - on top Mount Chiliad, - on top of the Big Pointy Building on the block E of the block with "AL" of

"FINANCIAL"; enter it on the S side, - and near the top of the N tall support column of the two at the SW end of the Garver Bridge. Night Vision Goggles: - at the mall that's E of the five big silos of Foster Valley after "Breaking the Bank at Caligula's" (Las Venturas mission); the goggles are E of the middle silo on the E-W brick walk through the middle of the ground level of the mall. V.5

Armor and Bribes

Some maps for Armor and Police Bribes are at: http://www.ianalbert.com/misc/gtasa.php http://www.gamefaqs.com/ps2/914983-grand-theft-auto-san-andreas/faqs/54671 http://en.wikigta.org/wiki/Cop_bribes_(GTA_San_Andreas) The Badlands Body Armor - at the top of Mt. Chiliad, - and E of the Angel Pine hospital behind a restaurant wall. Bribes - by the 2nd place NE of "SHADY CABIN" where the brown line--a half watercovered dirt path--crosses the little stream, - and in an alley behind the sheriff station on the block SW of the N block of downtown Angel Pine. San Fierro Body Armor - in Ocean Flats on the block of "TS" of "FLATS," go into the S end of the alley and into the 1st yard on the right, - in Doherty, at the NW corner of Solaris ("Shady" on PS2) Industries, which is a couple blocks W of the aircraft carrier, - on the block S of "GAR" in "GARCIA," in an alley behind the buildings that

are on the the SW corner, - on a pier at water level by a Dinghy just S of the "AD" of "ESPLANADE EAST," - W of the bend in the road formed by the two roads N of "PAL" in "PALISADES," by the grass at the base of a gray cliff that's E of the Reefer boat, - between the "IP" and "LL" of "JUNIPER HILL" in a W lot of the Supa Save, - and at Easter Bay Airport, at the E end of the green badge-like section, along the lower street, in a corner of a lot S of the entrance to the parking garage. the entrance to a parking garage. Bribes - in Easter Basin on the block W of "EASTER" on the train tracks between tunnels, - behind a yellow construction fence at the SE corner of the block that's E of "KINGS," - in an alley S of the row of apartments that are in the middle of the N end of the block that's N of "SANTA" of "SANTA FLORA," - at the W end of the narrow semi-loop of road N of "SS" in "MISSIONARY HILL," - in the middle of the N-S alley of the block E of "TS" of "OCEAN FLATS," - in an alley--enter the alley on the E side of the block S of "BURY" of "HASHBURY," - in an alley N of "DO" of the N "DOWNTOWN" of San Fierro, - in Foster Valley under the main road at the S end of the pretzel-like intersection, - in a tunnel; in the Avispa Country Club area, you can enter one end of the tunnel at the end of the road shown under the "Y" of "COUNTRY," - and in a lot behind RS Haul, which is on the little block SE of Doherty and W of the S end of the long airport runway. V.6

Oysters

If you didn't polish them off during "Reuniting the Families" (IV.27), get the three of the Badlands and San Fierro.

Since getting the two by the aircraft carrier means getting a four star wanted level, you could use the GTA SA Control Center (see X.13.c) to send C.J. to a safe house with a clothes closet afterward to change his clothes to get rid of the wanted level. But it would be easier wait a little bit to get them all, including the ones in the Desert and Las Venturas, with the "Are You Going to San Fierro?" (VI.16) glitch that lets you explore forbidden areas without a wanted rating. V.7

Mount Chiliad Challenge

Have C,J. get on the bicycle on the top of Mount Chiliad from 7:00 to 18:00 to start one of the three bicycle races. Fast Mount Chiliad climbing A fast way to the top is to right click the peak to make a marker on it on the in-game map, then have C.J. run at it on the NW side of Mount Chiliad, from about where the Whetstone Bridge is, making side tracks to avoid a couple of cliffs he can't climb. It can be a pretty fast run to the top--faster than a motorcycle could do it. You'd be surprised at how sheer some of the cliffs are he can run up. He's a mighty mountain man (and must have incredibly muscular toes, like a mighty mountain goat). The PS2 bike morphing gimmick doesn't work on PC. The gimmick of having C.J. stay at least ten or fifteen feet back from the last red shaft of light before the finish line (any closer and the shaft of light disappears), snipe the ones that crossed the finish line until C.J. is in 1st place, then cross the finish line, works on PC. I've seen it glitch so only two of the other five appear for C.J. to snipe, though. Rusk says he sometimes found them N of Angel Pine at the scrapyard, and C.J. might snipe them from near the trees outside of it (if he goes in the entrance, he's disqualified). You could modify data\handling.cfg (see X.10) to give the Mountain Bike a lower center of gravity, better acceleration and weight, etc., and just have C.J. bang the others out of the way. If you're stumped anyway, the GTA Control Center (X.13.c) teleporter has the coordinates for the markers, which might please a few of you who'd like C.J. to get past the other poor contestants at warp speed. V.7.a Race 1 guard rails.

Scotch Bonnet Yellow route

It goes down a winding trail with

V.7.b Race 2 Birdseye Winder Yellow route It goes down a winding trail with out so many guard rails. If C.J. goes wide on one of the several sharp turns and falls down the cliff, the game puts him back where he fell. V.7.c Race 3 Cobra Run and an off-trail section. V.8

It includes a section along a wooden walk, a jump,

Hippy Shopper Courier Asset Mission (four stages)

This is like the Commerce 24/7 Courier Asset mission (III.7) except you start it by having C.J. get on the Freeway parked by the Hippy Shopper in Queens, San Fierro. It's on the W side of the block that's N of "HASH" of "HASHBURY." Three loops, Four loops, Five loops, Six loops,

six packages, six packages, seven packages, eight packages,

three minutes five minutes five minutes eight minutes

C.J. has to do drive-bys, throwing packages through red loops, and do four runs of them in a row. C.J. can pick up dropped packages and try again, and each package missed and abandoned takes $100 off your score. Look at the ingame map before sending C.J. to each red loop to plan your course to it. Press Up quickly and repeatedly, without letting C.J. stand up, to make the motorcycle go faster. I'd just use the LMB of the mouse to have C.J. throw the packages because using the mouse to steer makes drive-bies difficult. The Hippy Shopper makes $2,000 a day and max. V.9

NRG-500 Challenge

This is like the BMX Challenge except you start it by having C.J. get on an NRG-500, and he uses it in and around the largely bowl-shaped dry dock--the big square NW of the ship that's N of "EASTER" of "EASTER BAY AIRPORT," and there are seven red loops he has to jump up high to get--not just one. You start with ten seconds on the timer, and having C.J. pass through each loop makes the loop disappear and adds ten seconds on the timer. The PS2 gimmick of sending C.J. through a red loop just about the time the timer runs out to make the timer disappear works for PC. It took me a few tries to time it right. The game gives the player a chance to be a fraction of a second late and still get ten seconds on the timer, so C.J. has to go through the loop just a bit after that. If you want to rough it, the BradyGames guide recommends looking for the targets on the radar and using the shadows directly below the targets to help you

aim C.J. at the targets. You can hold the RMB and turn the view with the Mouse to help you line up your shots. ******** Thanks to Kevin Walter, aka savior at the stuckgamer web site, for sending me an E-mail allowing me to to describe his strategy that lets you do this mission quickly: There are eleven loops you can get at ground level--three are ahead and to the right from where C.J. starts, and six are around the bottom of the dry dock. He can get the remaining two, on the slope that goes down the NW side of the dry dock, while getting the airborne loops. To get one of the three loops over the SW end of the dry dock, take aim from the bottom of the NE end. For the middle loop, have C.J. drive through the middle and veer up at it near the SE end. For each of the other two, have him drive along the bottom of the side that's opposite to the loop till he's near the SE end, then cross to the other side and go up through the loop. To have C.J. get the two over the NW side, aim from right across from them on the floor above the SE side of the dry dock. To have him get the two over the SE side, aim from right across from them on the slope that goes down into the bowl on the NW side. You can have him get the two remaining ground level loops by having him drive down that slope, stop after the 2nd one, then turn to aim across at the most NE of the two loops on the SE side. While he's getting the airborne loops of the two paragraphs above: When he's on the bottom of the bowl, send him to the NE end to begin a run at one of the three loops over the SW end. When he's above the bowl, have him go for one of the four loops over the sides. Thanks to Kevin (noted before for his BMX Challenge prowess) for making an instructional video of the mission that shows these methods in action: http://www.stuckgamer.com/ ******** Orion_SR runs through the challenge in a brisk 1:06 in the video at the next link. http://video.google.com/videoplay?docid=-4769770960080550878&ei=nItkSrSKF6 XgrQPA-pAc&q=Orion_SR&hl=en Thanks again to Orion_SR for the advice that the NRG-500 starts this mission with 300% Health, and, as with several other mission (Paramedic, etc.) vehicles,

if C.J. has accomplished the corresponding mission it won't count toward mission attempts if C.J. starts the mission and abandons it to take the vehicle for general use. The 300% Health isn't diminished by using a Pay 'n' Spray but the Health reverts to normal if C.J. stores the vehicle in a garage. http://www.gtaforums.com/index.php?showtopic=280997&st=100 V.10

Blood Bowl (Corvin Stadium)

The Bloodring Banger C.J. gets is a modified Glendale. The competitors use a variety of other vehicles; I didn't see any of them use the modified Oceanic used for the other Bloodring Banger in "Vice City." Have C.J. enter Corvin Stadium, the big rectangle with curved sides W of Easter Bay Airport, to start this mission. This is like Bloodring in "Vice City" except with the traffic jam causers, road rage drivers, and drive-bys C.J. runs into out on the San Andreas streets. You start with 30 seconds; if any car runs through the red shaft of light, that makes it reappear elsewhere in the ring--if C.J.'s car runs through it, that adds ten seconds to the timer. Sending C.J.'s car through a wrench pickup repairs his car. It's a long drive from the S, and I don't like to save after C.J. gets killed, which will happen sometimes with this. You might keep the trainer running. A Bloodring Banger (modified Glendale) will be by Corvin Stadium. V.11

San Fierro Gym

If you've been keeping C.J. strong like I have, he's been past the buff stage for a good while now, so he can beat the trainer in a fight at Cobra Marital Arts to get martial arts moves and do an impression of "Oni": "Hee-YAH." C.J. just has to get the trainer to move off the mat to win. The trainer says some funny things (repeated later by Snakehead during "The Da Nang Thang") during the fight, so you might want to drag it out a bit to listen to them. - Running attack (jump to left kick): while C.J. trots or runs at the intended victim, lock onto them with the RMB, and press F or Enter. http://img118.imageshack.us/img118/5808/00gta1fighttrainer2alk9.jpg - Ground attack (right kick a standing opponent; stomp on a downed opponent): lock onto the opponent with the RMB and press F or Enter. http://img118.imageshack.us/img118/5606/00gta1fighttrainer2bcm7.jpg - Combo attack (three different kicks): lock onto the opponent with the RMB and press F or Enter repeatedly.

http://img118.imageshack.us/img118/8810/00gta1fighttrainer2cch6.jpg http://img57.imageshack.us/img57/2048/00gta1fighttrainer2dps8.jpg The "lock on" phrase is from the game. C.J. can do these moves without a target, and when there is one, pressing the RMB just makes an arrow point down to their head that indicates their health--it doesn't keep C.J.'s punches aimed at them in the Keyboard and Mouse configuration I use. If you want to see how it works with targeting, use the Joypad option instead. You don't need to use a Joypad to try it out, but you can't use Steer with Mouse for it. Also, holding the RMB and pressing Spacebar has C.J. use a more martial artslooking block now, like he's ready to use a karate chop. C.J. will use the fighting style of the last trainer he beat, so you can change it to an earlier or later style if you want to. V.12

Beat the Cock

Not needed for 100% completion

The 1st of two triathlons--swimming, bicycling, and running--is available on Saturdays and Sundays. (Press Tab to see what day it is.) This one is from Santa Maria Beach in Los Santos to Missionary Hill in San Fierro. One of the eight competitors is the cashier from the Cluckin' Bell in his outfit that features a chicken head his face shows through. The hardest thing about it is pressing Sprint or Forward quickly and repeatedly through the whole thing. The reward is $10,000. V.13

Some non-mission vehicle locations

Trains Maverick coast un-

You don't get a record of this in your Stats.

Cranberry Station, E of the save place on the brown block N of "DOHERTY" (see map). above the E rectangle of the row of rectangles along the S of Easter Bay Airport tarmac.

It's the only flying vehicle

locked at Easter Bay Airport before having a Pilot's License recognized by the game during Pilot School (VIII.6); C.J. can take three people that follow him for rides in it. Before C.J. gets his Pilot's license, he can get into Easter Bay Airport by climbing onto the booth by the gate and dropping in. Getting a Pilot's License recognized at Pilot School (VIII.6) unlocks these Easter Bay Airport flying vehicles: - the Leviathan and Raindance N of the two squares N of the "T" of "AIRPORT," - the Beagle on the N end of the W side, - the Nevadas at the "Y" of "BAY" and most of the way W of the big circle, - the Rustler SE of the big circle,

- and a bunch of Dodos and Shamals. It also makes available in San Fierro: - a Raindance and Maverick on the roof of the Santa Flora hospital, - a Sparrow on the roof of a skyscraper at the S end of the block of "DOWN" of the "DOWNTOWN" that's E of "CHINA TOWN," - and a Maverick on a helipad (used in "Toreno's Last Flight") at the NW corner of the block E of the S "DOWNTOWN" of the two DOWNTOWN"s. Getting all gold awards in Pilot School (VIII.6) makes a Hunter appear S of the little square S of the 2nd "A" of "EASTER BASIN." Cropduster/ Sanchez Cheetah locked it. Hotknife can't mentioned Turismo Export Bullet of

at the dead end of the path W of "THE FARM...." Press NP+ or 2 to start or stop releasing the dust of the Cropduster. in the driveway of the house at the SW corner of the block N of the Prickle Pine save house (sometimes another car or a Cheetah is there instead), and as an Import after Exporting at the Driving School after getting all gold awards (if you do that, use a 100% save game, the "Save N Play" help at I.15, or the "EVERYONEISRICH" code). as an Import after delivering the ten vehicles of the 2nd list. in a lot on the S side of the little thin rectangular block E big "J"-shaped block that's S of "DOHERTY," at the corner W

of Export

the "H" of "CALTON HEIGHTS," at Driving School after getting all silver awards, and as an Import after completing the deliveries.

Uranus

on the W side of the block that's E of the N side of the brown block N of "DOHERTY," and at Wang Cars after "Zeroing In."

Super GT

at Driving School after a bronze award, and as an Import after delivering it as an Export.

Jester block

behind "Wheel Arch Angels" in a lot by the N-S alley of the N of the block with "OC" of "OCEAN FLATS."

Banshee

as an Import after delivering it as an Export, and N of the gym on the E side of the block that's the 2nd block S of "GA" of "GARCIA" with success in Driving School, for some reason.

Infernus

S and across the street from the 1st "A" of "PARADISO," and as

an

Import after delivering it as an Export. Bandito

on the S side of the pier NW of City Hall, and at Helen's place

W

of the Flint Intersection after C.J. has 50% success in

dating Comet

her. by the "P" of "AVISPA COUNTRY CLUB," and as an Import after Exporting it.

Blista Compact

at the dot S of the E to NE curve of the road to Easter Bay Airport, and as an Import after Exporting it.

Rancher

as an Import after delivering it as an Export.

Fire Truck

on the block S of the save place that's on the brown block E of "GARCIA"; it's a little Fire Truck which, for some reason, doesn't have a water nozzle but has a long ladder which

waggles

side to side.

Monster

S of the Flint Intersection, and at Michelle's place in NE San Fierro after C.J. has 50% success in dating her.

Hotdog

at the dot by the coast E of "FLINT COUNTY," and in the middle

of

the 2nd block S of the "GA" of GARCIA." NRG-500 Easter

between the two E squares on the S coast of the tarmac of Bay Airport.

Sanchez

N of the "N" of "FALLEN TREE," in the SE area of the square N

of

"BA" of "EASTER BAY CHEMICALS," at the end of the path W of "'THE FARM'....," by the dot SW of the save place symbol that's Angel of

NW of "LEAFY HOLLOW," one N and one E of the SE block of Pine, one W and one S of Mt. Chiliad, and one on the block N the "B" of "HASHBURY."

Mountain Bike

at the S side of Mt. Chiliad, at the upper left and bottom right of the 1st "N" of "FLINT COUNTY," at the NW corner of the block of "OC" of "OCEAN FLATS," and at the NW corner of the side by side rectangles W of "GARVER BRIDGE."

Quadbike

by the "H" of "SHADY CABIN"; most of the way E of "CABIN" toward the path; further E, N of where that path crosses the road; most of the way E on the same path toward a T

intersec-

tion with another path; at the S end of the brown lake N of

Chil-

"BACK O' BEYOND"; and at the path at the SE side of Mt. iad SW of the hairpin turn.

Roadtrain

at the NE rectangle SW of the ship that's E of "DOHERTY."

Trailer

to hitch to a truck cab: in the brown area N of the "AN"

of

"ANGEL PINE," W of the little rectangular block that's

E

of the big "J"-shaped block S of "DOHERTY," another is

N

of that trailer and E of "DOHERTY," and another is near the coast E of that trailer. Oil tank trailer secone

to hitch to a truck cab: on the E side of the road that goes SW from downtown Angel Pine, two are in the NW tion of the rectangle of "TRE" of "FALLEN TREE," and is at a gas station across the street W of "EASTER BASIN."

Beat up Glendale "K";

small Beat up Sadler where

one is a bit W of "BACK O' BEYOND" and one is S of the a 3rd is about 2/3rds N from the road N of the "L" of "FLINT COUNTY" and the dirt path N of that; one is near the N end of the N-S path that runs through the 2nd "T" of "FLINT COUNTY"; and one is by the E shed of Angel Pines Junkyard--on the map, it's where the several squares are E of Mount Chiliad. one is SW and across the stream from the intersection the gray road crosses the dirt path NNW of the "F" of "FLINT COUNTY"; and another is at a small farm with a windmill N of the "O" of "BEACON HILL."

Jetmax

on the N side of the pier NW of "CITY HALL."

Tropic/ Squalo III

on the coast between the Garver and Kincaid bridges.

Launch

in the S dock of the three in the rectangle of "BASIN" of "EASTER BASIN."

Speeder

W of the "P" of "BATTERY POINT" and E of the N end of the 2nd tall thin rectangle S of the block with the 2nd

"E"

of "ESPLANADE EAST." Impounded vehicles appear in the impound lot at the E side of the block of "TOWN" of the "DOWNTOWN" that's E of "CHINA TOWN." Have C.J. enter the lot in a Police vehicle to enter without creating a three star wanted level. http://img509.imageshack.us/img509/5614/sfimpoundgarage1eb6.jpg

Orion_SR found that C.J.'s last two vehicles, if in certain locations during certain missions, will be saved in an area of the nearest impound lot (see III.27). http://www.gtaforums.com/index.php?showtopic=304874 ******** Combine Harvester

after "Body Harvest" (A San Fierro mission): two are in the square of "THE FARM....," another two are on a

farm

W of the upper loop of the Flint Intersection, and there's one on a farm W of that. It grinds people

into

"Sweeny Todd" pie filling that flies out of a pipe in the back. On PC, at least, you have to have C.J. shoot

the driver to jack it.

Hydra the

after "Vertical Bird" (final Los Santos missions): on the E end of

Kart

after "Cut Throat Business" (final Los Santos missions): across the street from the SW side of the S block of downtown Angel Pine, at the NW area of the block of "TS" of "OCEAN FLATS" and the W side

Easter Basin aircraft carrier.

of

the block E of that, in an alley W of "DOHERTY," in an alley by

the

China Town save place, and at the top of the windy street W of

"FI-

NANCIAL."

Vortex

as an Import after delivering five vehicles of the 3rd Import list, and on the W end of the Easter Basin aircraft carrier after "Cut Throat Business" (final Los Santos missions).

Thanks to SAM, the San Andreas Map, for some of the locations and times of appearances given above: http://www.gtasanandreas.net/sam/ V.14

Make a copy of your save game

&&&&&&&&&&&&&&&&&&&& VI

The main story missions of the Badlands and San Fierro

The Badlands missions VI.1

"Badlands"

C.R.A.S.H.

C.J. has to kill, and get photographic evidence he's killed, the person that could inform on Tenpenny's group. We're shown how to use a Camera: press the

RMB to use the view finder, zoom with X and Z or the Scroll Wheel, and shoot the picture with the LMB. The BradyGames guide has a good tip about killing the guy from a good distance from the cabin so he doesn't leaves it and turn this into a chase. Rusk found a good vantage point NW of the cabin; since C.J. approaches from the S, keep him out of view along the W side of the plateau until you can see the target with a red glow--one of those inverted cones over the target's head, I guess--just inside a cabin door. After you have C.J. snipe the target's body (if C.J. shoots the target's head, he won't be able to be identified), have C.J. snipe the four FBI men who run, practically single file, at C.J.. Then have C.J. photograph the target. (This is the mission with a license plate that says "ASSMAN" as mentioned in section I.1. The vanity plate is on a Washington by the shed the target is in.) Cesar calls. He knows Sweet is in jail and assures C.J. that Kendl's safe. Cesar says he's sending the C.J. help of Cesar's cousin, and wants C.J. to meet the cousin in the diner in Dillimore. Sweet calls from the prison hospital. C.J. says he has to make sure Kendl's okay 1st, but he's going to help Sweet get out of jail. VI.2

"First Date"

Catalina

cut scene

Cynthia Farrell makes a spirited return from "III" to create the voice of demanding, demented Catalina. http://www.imdb.com/name/nm1067487/ http://www.mobygames.com/developer/sheet/view/developerId,50660/ http://www.grandtheftwiki.com/Cynthia_Farrell "GTA San Andreas - Characters & Voice actors" feature a photo of Cynthia Farrel http://www.youtube.com/watch?v=4T_WkANp3g0 Send C.J. to the "?" icon at the diner in Dillimore to meet Cesar's cousin. (I'd stop at the TV studio to get some Sniper Rifle ammo on the way.) Cesar's cousin is Catalina from "GTA III," a very abusive nutcake that likes armed robbery, murder, and being the S of S and M, yet C.J. has important concerns that preclude introducing her to Denise. Poor C.J.--this is Cesar's help C.J. has to rely on? She gives him four locations she wants to rob. He (and we) can pick the order. C.J. gets Respect.

Four "$" icons appear. You don't see Catalina in instant replays of her scenes--she's replaced in them by this guy: http://img215.imageshack.us/img215/7665/00gta1wtfcatalinareplay3rv.jpg http://img215.imageshack.us/img215/4830/00gta1wtfcatalinareplay21es.jpg http://img215.imageshack.us/img215/316/00gta1wtfcatalinareplay412wq.jpg I'd seen him around Ganton and had no idea who he was. But considering that C.J. gets sexually involved with Catalina, and this guy's her stand-in, and it's a game with homies, there's got to be a joke there that doesn't get you in trouble--if you can figure it out, send it in. He might be there for the Skimmer Weenies, too, I don't know: "And I want him great big with sneakers." Reader Shane Wong tells me Catalina can swim, too, if C.J. drives into the water with her while he has his choice of places to rob. VI.3

"Tanker Commander"

Catalina

The building of the nearby Dillimore gas station can't be broken into; it has Max Payne unbreakable glass. Catalina has C.J. hitch the Tanker truck to the gas tank trailer (hold the RMB to change the "camera" view and back the truck into the trailer) and drive her to someone she knows that will buy them. Try not to jackknife the combo or the trailer will unhitch and you'll fail the mission. The two station attendants give bumped into things so much, their time I did it, the pursuers made it to their car runs into the gas pumps then the two men run away.

chase. When I 1st tried it, the pursuers vehicle blew up halfway there. The last the end of the chase. When that happens, at the station beside RS Haul and blows up,

Mr. Whittaker pays Catalina and offers C.J. work with his RS Haul company. Catalina drives away. After this mission is initiated, a locked BP/FP/EP/DP Sabre appears in the gas station parking lot. If you want to save it on PS2, don't have C.J. connect the Tanker to the trailer. Have C.J. exit the Tanker, go near the Sabre so he can kill Catalina with the Sabre in view so it doesn't disappear with the failure of the mission, run into the Sabre to push it to the street, and use the Tanker to push it to his save place garage in town. (Thanks to the "Special Vehicle FAQ" by Thashoka89, Blane and Section 408) http://www.gamefaqs.com/computer/doswin/file/924362/33979 The Sabre's tires are imbedded in the ground in the PC and Xbox versions. For

those, have C.J. exit the Tanker without hitching the trailer, get a Tractor (on PC, you might use a vehicle spawner to spawn that or a Towtruck), kill Catalina with the Sabre in view, and have him use the Tractor hitch to lift the Sabre out of the ground and tow it to his save place garage in the same town. (Thanks to System Error's "Bulletproof Car Walkthrough") http://www.gamefaqs.com/computer/doswin/file/924362/34824 Another way it worked for me, before C.J. got in the Tanker, was to have C.J. get out on the street where he could keep an eye on the Sabre while using the Minigun to shoot Catalina through the window she sits by (the Tanker is bulletproof before being hitched to the trailer), and it worked. As an easy alternative available on PC, you can use the data\handling.cfg changes explained at X.10 Cars and Bikes, notably X.10.b, to make any vehicle damage-proof, or get The GTA SA Control Center, X.13.c, and make your favorite vehicles whatever-proof. They'll save that way even for subsequent games in which you don't use the Control Center. C.J. gets $5,000. The RS Haul trucking missions are available (the box truck icon). The Truth calls. Due to how his friend Tenpenny characterized C.J. to him as a friend and business partner who killed a policeman, he wants C.J. to meet him at a motel in Angel Pine (the "TT" icon, with one bar across the top similar to the symbol for pi). ******** The RS Haul Trucking Asset mission

(part one)

Thanks to Spaceeinstein for telling me the name sounds like RS "hole." It's like "R.S. and L. Bows" in VC, so I don't know why I hadn't thought of it before. Now that he made me think of it, I think the name probably comes from "haul a**"--to "hurry up." It's a double pun because if you change "haul RS" to "RS haul," it sounds like "a** hole." Thanks to Spaceeinstein for the lists of possible destinations for each mission, too. With each mission attempt, the game selects a destination at random. While C.J. drives one of the trucks, press Up to move the "camera" higher when it can help you see ahead better. VI.4.a

1. Timed: 2:15.

Destinations:

Red County, East Los Santos Blueberry, Red County Blueberry Acres, Red County Dillimore, Red County Getting to the Dillimore location on time was pretty easy. You can have C.J. blow up the truck and restart the mission till you get it. Send C.J. N from the lot, have him make the 1st right, 2nd right, and go into the lot on the right. The Red County location was easy, too: send C.J. N from the lot and have him take the 1st right to it. C.J. gets $1000 if he's on time. Thanks to Spaceeinstein for telling me C.J. gets $500 if he's late, $250 if he's later, and fails if he's too late. VI.4.b

2. Fragile cargo.

Send C.J. N from the lot, have him make the 1st right, 1st right, 1st left, go through two intersections to a T intersection, go right, and, just after the 2nd right, go into the red marker at the side of the road in Montgomery, Red County. C.J. gets $1,500. VI.4.c

3. Three star wanted level.

Destinations: Ocean Docks, Los Santos Willowfield, Los Santos El Corona, Los Santos For the Willowfield destination, send C.J. S from the lot and have him continue to Los Santos and onto the E-W road along the S side of it. Where the road makes a 90 degree curve E to S, have him turn left onto another E-W road. Have him take the 2nd right to a T intersection, go left, and take the 1st left. C.J. gets $2,000. VI.4.d

4. Timed: 6:00.

Destinations: Whetstone, SW San Andreas Angel Pine, SW San Andreas Have C.J. blow up the truck and restart the mission till he gets the Angel Pine destination. Then send him S from the lot, have him turn left to loop at the Flint Intersection and continue S, send him along the S coast making the

right forks, have him turn NW into Angel Pine, and use the radar to send him to the red shaft of light in the street. C.J. gets $3,000. VI.4.e

5. Fragile cargo.

Destinations: Easter Bay Airport, San Fierro Battery Point, San Fierro Easter Basin, San Fierro Easter Bay Airport is the closest. left into the lot.

Go N all the way to San Fierro and turn

C.J. gets $4,000. VI.4.f 6. Three star wanted level. The Tanker/Trailer combo has an admirable ability to continue while vehicles not only go over it but under it (like some strange way worms mate), but it could use some work in being able to stay hitched. Destinations: El Quebrados, NW San Andreas Bayside Marina, NW San Andreas Tierra Robada, NW San Andreas Don't use any of those northern locations. Have C.J. blow up the truck and restart the mission until he's assigned to drive to the same Angel Pine location used for the 4th RS Haul mission. Have him drive on the left side of the road so the police SUVs run into telephone poles or such 90% of the time. (A very relieved thanks to the Gamefaqs web site walk-through by Chase "AggroSk8er" Ansok.) http://www.gamefaqs.com/computer/doswin/file/924362/33174 (Having C.J. drive N to the Gant Bridge for mission 6 is only advised for people who want to use themselves as examples, for the type of politicians that made too much of the Hot Coffee controversy, that doing this mission for that long a run has a far greater potential for causing dangerous mental illness.) C.J. gets $5,000. ******** The Truth calls and C.J. can meet him for missions. VI.5

"Body Harvest"

The Truth

Tenpenny, using a bong and President Clinton-like inhales to get stoned on

herb, introduces C.J. to The Truth, voice acted by the handsome and very intelligent Peter Fonda, who produced, co-wrote, and co-starred--as Wyatt--in "Easy Rider," 1969, was nominated for an Academy Award and won a Golden Globe for starring as Ulysses "Ulee" Jackson in "Ulee's Gold," 1997, starred as Terry Valentine (with Luis Guzman of "Vice City") in "The Limey," 1999, wrote the autobiography "Don't Tell Dad," 1999, played Byron McElroy in "3:10 to Yuma," 2007, and Damien Blade in "Wild Hogs," 2007. He's also the son of Henry, brother of Jane, and father of Bridget. http://en.wikipedia.org/wiki/United_States_presidential_election,_1992#Char acter_issues http://www.imdb.com/name/nm0001228/ http://en.wikipedia.org/wiki/Peter_Fonda "Ulee's Gold Trailer," 1997, starring Peter Fonda http://www.youtube.com/watch?v=c-fCid8wMBc The Truth is a marijuana farmer and dealer of various kinds of street drugs. Tenpenny tells C.J. to pay The Truth for marijuana to deliver (VI.23 "555 WE TIP"), then he leaves. C.J. won't do the drugs The Truth offers him. The Truth needs to know he can trust C.J., so he tells C.J. to steal a Combine Harvester from the survivalists at The Farm for him before C.J. can pay him and get the job. The Truth says "Amaste" as a farewell, which babelfish translated as "You loved" for me. (Awwr!) http://en.wikipedia.org/wiki/Survivalism Once C.J. is at the path to The Farm, have him make his way N well away from the guards to his left. Send him in a crouch over to the spot on the S side of the E wall of the square field the Combine Harvester is going around in. (If you send C.J. there on the Sanchez, he may need to stop farther from the wall to snipe four or five survivalists he attracts to the wall.) Send C.J. over the wall to jack the Combine Harvester, which one survivalist calls "Betsy," as it draws close. It shreds any guards it crosses, but you may have some trouble steering it; the wheels used to steer not only use a small radius like a Tractor but are the back wheels, so it goes in the opposite direction from the one you're used to when steering cars. The 1st time i did this, I just said the he** with it and had C.J. drive straight for The Truth's place, over a cliff, and onto a RR track. The two vehicles that tried to pursue C.J. blew up. If you'd like a more conventional ending, you can follow the course that Rusk took: go S to the road, go E a bit, then turn S onto the winding dirt road that leads to The Truth's farm. (It's just NW of "LEAFY HOLLOW.") The Truth will get a shipment together while C.J. makes sure he can pay for it.

C.J. gets Respect. Cesar calls. The Azteca gang has broken up violently. There's a price on his head--maybe Kendl's, too. His friends are dead or hiding. C.J. tells him to rent a trailer in Angel Pine and he'll meet them there immediately. A CV icon appears there. The Rifle $1,000, and Remote Explosives $2,000, are available at AmmuNation. VI.6

"King in Exile"

Cesar Vialpando

Cesar Vialpando cut scene

C.J. goes to the trailer at the CV icon to see Kendl and Cesar. to kill some Los Santos drug dealers.

Cesar wants

Cesar tells C.J. that the drug dealers who've infested the Grove Street neighborhood are Tenpenny, Pulaski, and Big Smoke. C.J. can't believe that about Big Smoke, but Cesar says Big Smoke sends a car to San Fierro twice a week to get cocaine. C.J. says he'll watch the highway to San Fierro for it. Catalina calls and angrily insists that C.J. has to help her rob places. pink "C" icon appears in Fern Ridge.

A

C.J. gets another save house: Fern Ridge C4 free At the dot just NE of the "O" of "RED COUNTY" (Red County). VI.7

"First Base"

Catalina

cut scene

Catalina doesn't answer her door for so long that C.J. implores her to come out. She surprises him from behind and angrily puts a gun to his head. He pacifies her by saying they'll rob places, etc. She thinks she loves him. C.J. isn't sure if he's thrilled. Have C.J. drive her to one of the three "$" icons. VI.8

"Against All Odds"

Catalina

Catalina wants C.J. to help her rob Inside Track in Montgomery. Have C.J. throw a Remote Explosive on the red door, get far away, then switch to the Detonator and blast the door off. Then have him do the same to the door of the safe. C.J. gets a wanted star that can turn into three. Have him take Catalina to the Dillimore Pay 'n' Spray--he has to get rid of his wanted rating for the red marker to appear at Catalina's shack. C.J. gets $2,000 and Remote Explosives from the robbery. Cesar calls: there's street racing--no "chota choppers" (police submachine

guns or police motorcycles or ?)--at the "CV" icon (available after any two robberies with Catalina) S of Montgomery. http://www.urbandictionary.com/define.php?term=chota http://www.urbandictionary.com/define.php?term=chopper VI.9

"Gone Courting"

Catalina

cut scene

From outside Catalina's house, we can hear that she whips C.J., playing the S and M dominatrix to get her coffee perking. C.J. seems to be weathering this alright, but seems worried that this helper is always on the verge of going completely nuts. Catalina takes C.J. robbing again. VI.10

"Local Liquor Store"

Catalina

Catalina has C.J. drive her to a Blueberry liquor store, but four cowboys with a Quadbike (a little four-wheeler that drives a bit like a motorcycle) apiece rob it just ahead of them. She calls them "maricon" (derogatory term for homosexual; http://www.urbandictionary.com/define.php?term=maricon) bast**ds and kills one of them. Have C.J. drive her on the Quad and chase the other three so she can shoot them. C.J. can help with an SMG, but you'll probably have your hands full keeping up with them. Her shots have more of a chance of hitting something if you go after the two who occasionally split off to the left from the other one. Part of the chase is the Los Santos Unique Jump 28 over the broken wooden bridge at Palomino Creek. As each dies, they leave behind a briefcase of money; wait till all three are dead before collecting them. To make the chase easier, you could drive Catalina to the bank on a Sanchez. At the end of a cutscene, the game puts C.J. and Catalina on a Quad. Have C.J. get off it and get on the nearby Sanchez, and Catalina will get on it, too. (Thanks again to AggroSk8er.) http://www.gamefaqs.com/computer/doswin/file/924362/33174 Take Catalina back home. C.J. gets a $1,000 cut of the take. Catalina calls and insists that C.J. go to her. VI.11

"Made in Heaven"

Catalina

cut scene

Catalina hates men in a simple-minded us vs. them way, and yells at C.J. She just wants to rob places with C.J. now and not have a relationship beyond that.

She has C.J. drive her (use her Buffalo) to the last "$" icon. VI.12.

"Small Town Bank"

Catalina

At the Palomino Creek bank, Catalina orders C.J. to keep the others there covered while she robs the safe. The game gives C.J. a Shotgun. (Fortunately, all three shotguns use the same ammo, so any shotgun ammo you had is added here and just adds up if you have C.J. get another shotgun later.) Have C.J. wave the targeting (hold down the RMB) of a gun across the little group of them to keep their hands up. After the guard sounds the alarm he'll keep shooting at C.J., so have C.J. shoot the guard before he can do it. Catalina orders C.J. to get the money from the (three) ATM machines; have C.J. break or shoot them apart and take the money. The police arrive. Have C.J. crouch, get out an M4 or such, and follow Catalina down the alley, shooting policemen who shoot from either side and above. Two policemen get off HPV1000's at the end of it; have C.J. shoot them and get on one of their motorcycles. Catalina speeds off on another, pursued by two motorcycle policemen. Have C.J. chase after her, over the broken wooden bridge, through the bribe under the Montgomery Intersection if it's handy, to find her stopped by a police barricade. She gets off the bike and puts her hands up. Have him stop by her to let her on his bike and take her home. Reader Carl Johnson suggests having C.J. stop at the safe house on the N side of the N block of Palomino (to put on a new hat, shades, or something for the torso or legs) to have C.J. get rid of his wanted level before picking up Catalina. This may cause Catalina to be ready to run to C.J.'s motorcycle and speed up the time he spends facing the attackers at the barricade, good to know if his Armor or Health is low. If you let Catalina shoot at the police during the getaway, one of her insults for them is "perro," which is Spanish for "dog." On the way, she's still abusive, saying all C.J. cares about is the money. He says it's not true, but he really needs it now. She makes herself out to be a heartbreaker to lose and calls off the relationship. C.J. gets $10,000 for what he's been through. ********

There's a glitch, if you have C.J. fall through the break in the wooden bridge instead of completing the jump, whereby C.J.'s three wanted stars eventually disappear and the streets are barren of movement except for the police barricade scene. Unfortunately, unlike the "Reuniting the Families" glitch, when I had C.J. go to Las Venturas, he got a four star wanted level. ******** VI.13

Big Smoke's Cash/Yay Courier

Not needed for 100% completion of the game

Cesar calls and tells C.J. that Big Smoke sends cash from Los Santos to San Fierro on Mondays and Fridays; on Wednesdays and Saturdays, the yay (crack) is sent back. If you want to do these missions, do them before "Yay Ka-Boom-Boom"--after the Syndicate is destroyed, Big Smoke's couriers stop running. Big Smoke's Cash

Monday and Friday

Have C.J. answer "yes" (press "Y") when Cesar calls him about the courier, who uses a Patriot to take six $300 packets from Big Smoke's Idlewood house to the Pier 69 district of San Fierro. C,J. says he'll try to spoil their party. When C.J. rams a vehicle into the courier's Patriot, it leaves $300 for him to collect. After $1,800 is collected, it doesn't make runs anymore. With each successive run, the Patriot adds a passenger, up to three passengers, that shoots a Shotgun at C.J.. System Error's "Bulletproof Car Walkthrough" has a method by Tharydium that makes it easy to get a bullet-proof/fire-proof/explosion-proof Patriot: http://www.gamefaqs.com/computer/doswin/file/924362/34824 Have C.J. get a Towtruck, from the industrial section in SE LS or a garage in the Angel Pine junkyard, and save it at the Johnson house garage in the evening of Sun. or Thurs. (press Tab to check) so that the start of the game will give C.J. a couple of minutes on Mon. or Fri. to set this up. Have C.J. park the Towtruck on the N side of the road under the overpass that's W of his house, exit, and face E. At 5 am, the Patriot will appear parked in the cul de sac and C.J. will get the phone call with a job offer from Cesar. Have C.J. refuse the offer, and any passengers except for the driver will exit the Patriot. Eventually, the driver will drive the Patriot near C.J. and stop. Have C.J. punch the Patriot to get the driver to come out, then have C.J. aim a gun at him so he won't fight--he'll just walk away. (Sometimes the

Patriot teleports to someplace nearby.) garage to save it. Yay Courier

Then have C.J. tow the Patriot to his

Wednesday and Saturday

Have C.J. answer positively ("Y") when Cesar calls him about the courier, who uses a Sanchez to take a backpack of "yay" (crack) on the same route as above but in the opposite direction. Try to have C.J. shoot the driver and get the backpack quickly. If C.J. shoots the backpack, which is very likely, it leaves a white rail and diminishes the amount of money he gets for the backpack. A good vehicle to use is a Sanchez, or see X.10.e about making a "Wheels of Steel" Freeway, which hugs the terrain even better--I'd make it accelerate faster, too, for the hills. ******** Cesar calls to invite C.J. to some street racing in the country. Take a Cheetah, Turismo, Rancher--something like that--and go to the "CV" icon. VI.14

"Wu Zi Mu"

Cesar Vialpando

After C.J. waits a while, Cesar shows up. Claude Speed is seen in the background. Wu Zi Mu and a few friends go to C.J. to welcome him to the race, but C.J. is suspicious of him. C.J. has to win an on/off road race from S of Montgomery through Blueberry and into the Panopticon. It's been said that you can use any four-wheel vehicle for it, but Anurag Sinha wrote to me that the game won't let C.J. use certain ones, including, at least, a Hotring Racer, Monster, Rhino, or Forklift. (AggroSk8er's walk-through makes it sound funny to try a Tanker, a big truck cab, so I did. It not only was funny, but I got it my 1st time.) As usual, when trying to have C.J. race a four wheel vehicle on hilly terrain, press Up to move the "camera" higher when you want to see ahead better. While driving through the farm, the easiest path is the S to N path on the W side. If you use the one on the E side, take it easy going through the barn and turn a bit left driving out of it (and don't use that path in the return race in the next mission--the barn door is closed on the N side). Imut_knight noticed that during the race, you'll always see one of the LV Elvis wannabe's driving a Walton in the oncoming lane.

This shows up in your Stats as "Badlands A," and you have the option of trying it again to beat your old time for the Los Santos Race Tournaments at VIII.9.h. Wu Zi compliments C.J. on his driving, says they better leave before the police get there, gives him his card, and tells him to call if he's ever in San Fierro. C.J. gets $5,000. VI.15

"Farewell, My Love"

Cesar Vialpando

Catalina throws a tantrum at an understandably confused C.J., bashing his car with a crowbar, to tell him she's chosen another lover--Claude Speed, of "GTA III," who makes a 2nd cameo appearance. (It's debated whether or not he looks like a younger version of the same guy. I think his basic look is the same but the different art style used for "San Andreas" makes him look noticeably different, like a different artist copied the 1st one's portrait with a couple of colored pencils. He looks sort of ordinary in "SA" but more handsome in "III." Catalina not only looks cuter but even younger to me in "III," like she not only had plastic surgery but had her head reshaped.) C.J. gets a black ZR-350 to race over the same route in the other direction. It took me a few tries, with C.J. spinning out at corners I wasn't used to, before I got this one. Rockstar North may have made it a little tougher by requiring you to use a sports car that slides out so easily on fast turns since you've had a chance to run the route. This shows up in your Stats as "Badlands B," and you have the option of trying it again to beat your old time for the Los Santos Race Tournaments at VIII.9.i. Catalina says C.J. won unfairly but gives him the deed to a garage in San Fierro; she needs the car to go with Claude to Liberty City. C.J. gets a call from The Truth, who says he got the shipment for him to deliver at a little green village in the hills (Leafy Hollow). C.J. can get five wanted stars. VI.16

"Are You Going to San Fierro?"

The Truth

(The entrance to The Truth's farm, SW of the "W" of "LEAFY HOLLOW," and the entrance to KACC Military Fuels, in NE Las Venturas, are the two places I know of where you can see the sign that says, "No Trespassing; Violators Will Be Shot; Survivors Will Be Shot Again.")

C.J. learns that The Truth's van has a three ton shipment for him to deliver. The Truth practices t'ai chi while he talks and chants a mantra: "Ommmm...." A police helicopter approaches, so The Truth tells C.J. they'll have to torch the fields, and hopes Gaia (an early Greek Mother Earth goddess) can forgive them. The Truth gives C.J. a Flame Thrower. C.J. has 5 1/2 minutes to burn them; you can see what fields need to be burned as red dots on the radar. Mainly have him get between two rows and make a sweep of flame on one row then the other, move ahead and do it as needed till the pair of rows is done, switch to Fist/Brass Knuckles to have him sprint to another pair of rows, and repeat as needed to do it the fastest way and not run out of fuel. Each row is made of patches, and C.J. only needs to give each patch a burst of flame for the whole patch to burn. (There's a spare Flame Thrower by a barn if he runs out of fuel; Molotovs work, too.) The Truth gives C.J. a Rocket Launcher with ten shells to use to shoot the helicopter. It circles over The Truth's van with pauses long enough that a GTA player should be able to hit it. (Thanks to Rusk's walk-through for the tip that you can make shooting it down even easier by having C.J. run to the hovering helicopter after telling The Truth to fire up the van.) ******** Saving the Mothership When the mission starts or after C.J. burns the fields, you can have him shoot the Truth through the windshield of the Mothership, fail the mission, and store the Mothership in a garage. It's explosion-proof regarding Grenades, exploding vehicles, etc., but not if it catches on fire. (Thanks to System Error's "Bulletproof Car Walkthrough") http://www.gamefaqs.com/computer/doswin/file/924362/34824 If it turns white after being saved, you can change it back with a Transfender if you use the Transfender Fix by OffRoader23 (see X.13.kk). It's a data file change, so it should work with any version of "San Andreas." If you just want to use the Transfender for the Mothership, make a backup copy of data > carmods.dat, un-check the green dot (X.4), and use Notepad to change data > carmods.dat by adding this line after the line for the zr350:

camper,

nto_b_l, nto_b_s, nto_b_tw

******** The "Are You Going to San Fierro?" glitch There's a glitch that lets you have C.J. get in and out of The Truth's van and be able to go to the unopened areas without a wanted rating, then return to the van to finish the mission. When I tried it, the wanted rating occasionally flickered on for an instant, just long enough for the police and even S.W.A.T. agents to appear but go away with nothing to do. Thanks again to the Gamefaqs walk-through by AggroSk8er. http://www.gamefaqs.com/computer/doswin/file/924362/33174 ******** The Truth has C.J. drive him, in his colorfully painted, late 1960's flower power-looking Camper (Volkswagen Bus) he calls "The Mothership," to C.J.'s new garage in San Fierro. (When C.J. wonders how he gets around if he doesn't drive, The Truth says he has an astral goat named Herbie.) C.J. calls for Cesar to take Kendl to meet him there. C.J. gets Respect.

There's a "CJ" icon at the Xoomer garage.

Save place The Xoomer garage W edge of C2 garage free The S part of the E side of the brown block N of "DOHERTY." The Transfender garage across the street NE of the Doherty garage is open for modding cars. It's indicated on the in-game map and radar by a red wrench. It can mod the Buffalo, Bullet, Banshee, Cheetah, Comet, Infernus, Phoenix, Super GT, Turismo, Windsor, ZR-350, Admiral, Alpha, Blista Compact, Bobcat, Bravura, Buccaneer, Cadrona, Cabbie, Clover, Club, Elegant, Emporer, Esperanto, Euros, Feltzer, Fortune, Glendale, Greenwood, Hermes, Huntley, Hustler, Intruder, Landstalker, Majestic, Manana, Merit, Mesa, Nebula, Oceanic, Perennial, Picador, Premier, Previon, Primo, Rancher, Regina, Romero, Sabre, Sentinel, Solair, Stafford, Stallion, Stretch, Sunrise, Tampa, Taxi, Vincent, Virgo, Walton, Washington, and Willard. A good reference guide to how each vehicle can be modded is the "In-Depth Car Modifications Guide" by Mastermind73 at Gamefaqs. http://www.gamefaqs.com/computer/doswin/file/924362/33385 A paint job at a mod shop can get rid of any wanted rating.

Six save houses are available. VI.17

Save houses

Paradiso NW San Fierro

C1

garage

$20,000

Calton Heights C1 garage $100,000 SE Calton Heights on the W end of the crooked street (San Fierro) China Town C1 NW Chinatown (San Fierro)

$20,000

King's C1 $50,000 E end of Queen's at the Vank Hoff Hotel (San Fierro) Hashbury S Hashbury (San Fierro)

D1

big garage

$40,000

Doherty C1 $20,000 S Doherty two blocks S of the Xoomer garage (San Fierro) VI.18

Clothes

Zip clothes stores are open

The jean jacket (R:10; SA:20), $90, has the most Sex Appeal of the jackets, and more than the ones available before. The brown, sky blue, yellow, and gray ones, each $40, come in 2nd with a Sex Appeal of 10 and less Respect. The khakis, each $150, have the most Sex Appeal of the pants, with black khakis having the most (R:8; SA:8), and all of those have more than that of the ones available before. The gray boots (R:5; SA:5), $125, and red boots (R:5; SA:5), $135, score the highest for shoes, followed by brown boots (R:2; SA:4), and all of those have more Sex Appeal than any available before. The gold chain (R:2; SA:2), $350, scores the same as the silver Cuban one available before. The Zip gold watch (R:2; SA:2), $220, and Zip blue watch (R:2; SA:2), $100, score as high as the face black watch available before. The black shades (R:2; SA:2), $100, and brown shades (R:2; SA:2), $150, have more Sex Appeal, and at least as much Respect, as any shades available before. The black sun hat (R:2; SA: 2) and plaid sun hat (R:2; SA:2), each $20, have as much Sex Appeal as, but a bit less Respect than, the green rag back available before. Again, having C.J. put on a hat, shades, or something for the torso or legs, can get rid of whatever wanted rating. And if C.J. has collected all the Oysters, he'll have enough Sex Appeal for his girlfriends however he dresses, so

you can choose the clothes which create more Respect or dress him any way you want. The Garage missions VI.19

"Wear Flowers In Your Hair"

Carl Johnson

The garage is a dump; C.J. knows he's been had and he's mad. Kendl and Cesar assure him they'll help to make it better. The Truth knows a couple of guys who worked on marine engines in Vice till the mob bought their business. He says he met them at an '89 San Fierro love-in--they have a great sense of humor. Jethro, John Zurhellen, and Dwaine, Navid Khonsari, are back from "Vice City," where they worked at the Boathouse that Tommy Vercetti bought and did a mission for. John also did the voice acting of various characters for "Mafia," 2002, a Demon/Zombie (also photography director and motion capture producer) for "Max Payne 2: The Fall of Max Payne," 2003, Cerberus Guards #2 for "Manhunt," 2003, one of the voices for "Conflict: Vietnam," 2004, and Jeremy St. Ives (and wrote the pedestrian dialogue) for "GTA IV," 2008. He's written for other games, too, such as helping write the dialogue for "Red Dead Redemption," 2010. http://www.linkedin.com/pub/john-zurhellen/14/4a2/944 http://www.mobygames.com/developer/sheet/view/developerId,87566/ http://www.imdb.com/name/nm1270690/ "Red Dead Redemption" walk-through by Centerstrain01--John Zurhellen helped write the dialogue for the game, 2010 http://www.youtube.com/watch?v=ZgiTq4bDeSk Navid did the voice acting for a Mobster/Booze Hound (and was the director of voice-overs) for "Max Payne," 2001, the Killer Bees caller to Chatterbox (and wrote pedestrian dialogue and was the director of motion capture) for "GTA III," 2001, the Porn Host for "Max Payne 2: The Fall of Max Payne," 2003, Cerberus Guards #3 for "Manhunt," 2003, and the Taken for "Alan Wake," 2010. (He was the director of voice-overs and motion capture director for "Grand Theft Auto: Vice City," 2002, which I've heard is supposed to be good.) He also helped Dan Houser direct "San Andreas" and directed "Liberty City Stories," 2005. http://www.mobygames.com/developer/sheet/view/developerId,50667/ http://www.imdb.com/name/nm0451795/ "Alan Wake Quotes - The Taken"--voice acting by Navid Khonsari, 2010 http://www.youtube.com/watch?v=qMs4mXZz_Iw The Truth has C.J. drive to the garage Jethro works in as a mechanic and pick

him up. Jethro's ready to work for C.J. Then he has C.J. park so he can watch a gray van pull out of a hospital parking lot, telling the others they need to hide and blank their minds about it. I think he implies that they could have "sub-dermal neurophones" implanted in them if they're not secretive. (You can also have C.J. go over some SF hills to fly off the road and hear The Truth say things like, "Houston--we have separation.") The Truth has C.J. drive to the Hot Dog van where Dwaine works as a vendor. Dwaine agrees to work at the shop and says he'll meet them there. The Truth has C.J. park by the police station for a bit. He won't say why, or explain why a van pulls out into the street at each such place he has C.J. stop, but implies that there's a conspiracy by comparing it to the lunar landing hoax (hoax), etc., and that C.J. is safer for not knowing about it. The Truth has C.J. pick up Zero at his RC shop; he agrees he's the electronics expert they'd need. Once at the garage, everybody pitches in to fix it up, and Kendl encourages C.J. to be ambitious about turning it into a successful business. She'll work on managing the property while they do. There's Armor nearby to the E and a little S at the NW corner of Solaris Industries. You might save a Sanchez and something to ram a car with, like a Firetruck, at a nearby garage so you're not at a loss if you want to have C.J. act on Cesar's tips about the Yay Couriers and Big Smoke's Cash. C.J. gets a call from Zero: his landlord is selling his RC shop/home. is interested in buying the place, so may meet him there.

C.J.

Buy Zero's RC shop for $30,000 to open Zero's missions. Zero's shop is about where the "CIA" of "GARCIA" is. Zero calls to say he was investigating enemy territory when C.J. bought the shop and invites him over. The Zero RC Store Asset missions Zero is voice acted by David Cross, the "David" of "Mr.Show with Bob and David," 1995-1998, and who was part of the writing team for it. It was nominated for an Emmy for Outstanding Writing for a Variety or Music Program in 1995 and 1996. He also did the voice acting for one of the Marines in the game "Halo 2," 2004, played Tobias Fünke in the 2006 season of the sitcom "Arrested Development," Todd Margaret in the 2010 sitcom "The Increasingly Poor Decisions of Todd Margaret," which he co-wrote, and appeared in dozens of movies and other TV shows. (For the 1st address, you have to Copy and Paste the 2nd line to the

1st line in the address bar.) http://www.defamer.com/hollywood/culture/imterviews/david-cross-the-defamerimterview-037022.php http://www.bobanddavid.com/ http://www.imdb.com/name/nm0189144/ http://en.wikipedia.org/wiki/David_Cross "The Increasingly Poor Decisions of Todd Margaret: Trailer," 2010, starring David Cross http://www.youtube.com/watch?v=o6NgB7Vy_9c VI.20

"Air Raid"

Zero

Zero is despondent: rival RC toy seller Berkley is obsessed with revenge because Zero took the award at a science fair. Have C.J., in the 1st person view, use the Minigun, which is on a pivoting tripod on Zero's roof, to shoot Berkley's RC planes till they smoke or even fall. Berkley will have them drop bombs on Zero's transmitters otherwise. Try to have C.J. turn in the direction of the nearest blip on the radar, scan the sky for targets, and aim just ahead of the flight path of each plane to let it fly into C.J.'s line of fire. The Minigun has a long range of fire but C.J. will likely miss a few when the planes appear more frequently near the end. C.J. doesn't have to destroy very plane, he just has to keep at least one transmitter from being destroyed in three minutes and ten seconds to succeed. Zero helps with a Fire Extinguisher. Zero tries to thank C.J. with a couple of Winston Churchill phrases he messes up, but you can tell he's grateful for the help. Winston Churchill, Prime Minister of the U.K., said, "Never was so much owed by so many to so few" during a speech to the House of Commons of the British Parliament on August 20, 1940, at the height of the Battle of Britain, a critical turning point of World War II. The "few" were the Royal Air Force. His "We shall fight on the beaches...." speech was made on June 4, 1940. http://en.wikipedia.org/wiki/Never_was_so_much_owed_by_so_many_to_so_few C.J. gets $3,000. VI.21

"Supply Lines"

Zero

C.J. finds Zero has been stuck on a wall coat help him get even. He sends Zero's RC Baron to people, currently using three vans, a bicycle, and the targets, shown on the radar, and land on Zero's gone. W S

Forward Reverse

Down Up

Up Down

hanger by Berkley and wants to destroy Berkley's delivery a motorcycle.

He has to get

roof before the gas supply is LMB

Self Destruct

A D Q E Left Shift

Bank left Bank right Turn left Turn right Brake

Left Right NP0

Bank left Bank right Fire

I turn off Fly With Mouse. Use W or S, and Q or E, to make turns on the ground. Thanks again for all the help Spaceeinstein has given me. For the self-destruct feature, he told me that NP0 has the same function as the LMB, and the RC Baron "only self destructs if the RC Baron is on the ground and is stopped for a while." The BradyGames method is to go W to the van and bicycle, E to a van, then N to the motorcycle and another van. Rusk wrote that there's barely enough fuel for the plane in the original PS2 version, and wrote to me that the RC Baron has since been fixed so it doesn't use fuel while it's gliding in the PC and Xbox versions. (He's reported that the fuel shortage has been fixed for the new PS2 version, too.) So the last time I tested this mission, I tried to see how far I could get away with flying without pressing W/using fuel. It turns out you can do it to a surprisingly big degree. Once you get it flying, you mainly only need to press W when you press Down and want the plane to go higher. And the movements of the plane are slower when you don't press W so often so it's a lot easier to fly. You'll still catch up with all the targets--sometimes I've found them sitting still. There's no hurry to do it because there isn't a timer running--you just have a limited amount of fuel. And I ended up with a lot of fuel left. So don't keep the pedal to the plastic. This is easier to do if you land the plane near a target and drive the plane at the target while firing. The plane usually won't make a van blow up during a flying pass although I've managed to blow up some vans from the air while the plane glided. Zero is exuberant. C.J. gets $5,000. VI.22.a

"New Model Army"

Zero

Zero wants C.J. to help him in his final battle with Berkley. Zero says he's crossing the Rubicon. Rubicon

Like Julius Caesar crossing the

river in 49 B.C. was considered an act of war, it means to cross a line and be irrevocably committed to an act. http://www.m-w.com/cgi-bin/dictionary?book=Dictionary&va=rubicon Zero has to drive an RC car across an RC toy landscape to Berkley's base. Berkley fires one of his three RC tanks, each in a fixed location, at the car whenever it's near one. Berkley also uses an RC Goblin helicopter to drop metal barrels in the path the car takes. C.J. helps Zero with an RC Goblin that has a magnet hanging below it. He can use the magnet to pick up the metal plates and bombs (one bomb that keeps being replaced) from the ground below the starting position of his RC Goblin, and use it to pick up and drop the barrels. W S A D Q E

Up Down Bank left Bank right Pivot left Pivot right

Up Dip forward Down Raise back Left Bank left Right Bank right Left Shift Brake horizontal movement LMB Activate and deactivate the magnet

Hold W and Up to dip forward for stretches to speed it up. C.J. and Zero have eight minutes to succeed. just to get the layout of the game.

You may need to do this once

Moments after the mission starts, you'll hear Zero complain over and over for C.J. to move a barrel that's blocking the path of his car. Just ignore that and have C.J. take care of the bombs and plates 1st. The BradyGames suggestion to drop a bomb on Berkley's helicopter when it hovers to pick up a barrel from his base at the far end of the field is a real time saver. Once you've done that, Berkley won't have any more barrels put on the path for you to remove. Have C.J. put a metal plate in each of the two places where the car needs to go over a river. If you drop them in something close to proper alignment, the game will place them correctly. If it doesn't work, try again with the same plate. (You can also use the 1st plank, after the car goes over it, for the 2nd crossing if you need to.) Have C.J.'s RC Goblin fly to each of Berkley's three tanks, turn the "camera" to an overhead view to aim the bomb at the tank, drop the bomb, then pull up and go forward to have the helicopter avoid being damaged by the blast. One bomb should disable a tank. Zero has two spare cars to use if a car is destroyed by a tank, but each replacement car starts at the beginning of his run.

C.J. has a couple of spare helicopters but Berkley doesn't. You could have C.J.'s helicopter bomb Berkley's helicopter and tanks and let C.J.'s helicopter be destroyed when bombing the last one or two tanks to have a new helicopter for C.J. immediately appear at his base. Just don't destroy C.J.'s helicopter when having it lay down the two planks and get any barrels off the path. During the return flight from an effort with a plate or bomb, you can have C.J.'s RC Goblin move a barrel off of the path, but leave the one right in front of Zero's car alone. An exception is to have that barrel removed if the nearest two tanks are destroyed. Then have C.J. get the remaining metal barrels out of the way of Zero's car in the order they appear in front of it. Have the RC Goblin toss the barrel just to the side of the path--if there's only one barrel right in front of the car, you might have the RC Goblin hold up the barrel just long enough for the car to pass safely beneath it. If there's more than one barrel in one place of the path, you can speed up the clearing of that section by having the RC Goblin remove barrels without turning much (mainly just going forward, dropping, going backwards, picking one up, etc.) Berkley has to clear out of town. C.J. gets $7,000. This completes the Zero RC Store asset--it makes $5,000 a day and max. "Beefy Baron" is available. ******** VI.22.b

"Beefy Baron"

Not needed for 100% completion of the game

"Beefy Baron" for Zero is available in the room at the back of the RC shop. It's like a "GTA III" Toyz 'n' the Hood van mission except with an RC Baron biplane, indestructible unless you press the LMB, and with unlimited fuel but limited time: 3 minutes. You use the machine gun to destroy Berkley's vans-they aren't on the radar, but nobody can rightfully complain there aren't enough targets. You don't get a Stat for this, so if you want a record of a big score you'll have to make a screenshot. The easiest way I know to fly the RC Baron is to use the method I explain for "Supply Lines." Once you get the plane as high as you want, let it glide, then mainly use W, Acceleration, with Down, when you need it to go higher.

Flying the RC Baron this way, I only occasionally had to land the plane near a van, brake, drive the plane like a car, and fire. The vans usually don't blow up on a flying firing pass if you fly too fast. A number of vans can gather and you can get that popcorn popping-type chain reaction of vehicle explosions going you've seen otherwise. Sometimes you can get dozens that way in three minutes. As an option, you might use a trainer to stop the mission timer and try for a ridiculously big score, go on an unofficial rampage to practice your targeting, or at least enjoy some stunt flying (barrel rolls, loop de loops, near-misses, etc.) with the plane up away from the street. ******** The Garage missions continued VI.23

"555 WE TIP"

Carl Johnson

Tenpenny wants C.J. to frame the D.A. that's in a position to get Tenpenny and Pulaski in trouble. Tenpenny tells C.J. to put the weed he delivered for the Truth ("Are You Going to San Fierro?" VI.16) in the D.A.'s car trunk then call the police hotline: 555 WE TIP. C.J. has to go to the Vank Off Hotel, follow a valet's car down to the basement parking garage, kill him and put on his uniform, then go to the front of the hotel to wait for the D.A.'s car--a green-blue Merit sedan. When the D.A. exits the car, you have four minutes to have C.J. drive it to his Xoomer garage where the grass is put in the car, then drive it back, undamaged, to the hotel. Then send C.J. to make the cell phone call.

The D.A. is busted.

That blows another way to get Tenpenny off his and Sweet's backs. Why didn't he put it in Tenpenny's car and call the hotline? Better, why doesn't he use his team to compile evidence of Tenpenny as a manipulator and have Tenpenny's word discounted and Sweet released? I guess because the game would be over quickly and you'd be playing Grand Theft Bus Ticket. Maybe he's worried that Tenpenny would manage to send out an order from his jail cell to have Sweet killed. Then again, with all the killing going on, why didn't he compile evidence, get Sweet released, then kill Tenpenny? Never mind. The Valet mission is available. ******** VI.24

Valet Parking Asset Mission

(5 Levels)

Have C.J. wear the Valet outfit and go to the Vank Off Hotel in Financial-it's on the S side of the block that's E of the pizza place that's N of the "AL" of "FINANCIAL." Have C.J. stand where the passenger door rolls up and press F so C.J. gets in as soon as you get the screen message that it's available. Go forward and make a right U-turn down into the basement parking garage. Press the RMB and move the mouse to see if the red shaft of light is in the 1st aisle--if not, go to the other aisle and park in the light. You don't have to park it very neatly or undamaged, but you get a smaller time bonus added to the clock if you get too messy. The biggest bonus for parking with good alignment to the lines is 15 seconds; the biggest bonus for parking the car without damage is 45 seconds. Killing another valet is a 20 second deduction and possibly a wanted level that can make the mission hard to do. If C.J. steals a car to get back up to the front of the building, he loses the Valet outfit needed to do the mission. Then have C.J. run back up and get another car, etc., till the level is completed. All levels start with two minutes on the clock. Level 1 2 3 4 5

Cars 3 4 5 6 7

Tip $100 $200 $300 $400 asset mission completed

The hotel makes $2,000 a day and max. ******** The last Garage mission VI.25

"Deconstruction"

Carl Johnson

At the Xoomer garage, Kendl says the construction workers up the hill (the brown block on the paper map) talked to her like she was a hooker. Cesar wants to handle it, but C.J. insists he do it himself and clear them off the property. First, C.J. has to destroy the six portable sheds, which are indicated with blips on the radar. Once C.J. starts destroying the sheds, killing the workers, or driving a Dozer or Cement Truck, there's a three minute time limit and the (ten?) construction workers start attacking, one by driving a Dozer at C.J.. The crane nearby can be used to destroy a few sheds but it's too slow. You can

look the place over first. C.J. can place Remote Explosives without starting the timer. I tried having him place them on all the sheds--one or two on each of the two most southern sheds and one most northern shed that are by an explosive barrel or two, and three on each of the other sheds, and destroy them, but the game always left three or four sheds intact. So I had C.J. place the Remote Explosives as described, get up on the ledge of a wall at the mid-west side of the yard, then detonate the Remote Explosives. From this vantage point, C.J. could more safely shoot the remaining sheds with a Rocket Launcher, so I had him shoot all but one, and shoot a few of the workers with an M4. To draw the remaining workers out, I had C.J. run to the mideast side of the yard and crouch. He could get all or most of the rest when they rushed him from across the yard. When the timer was close to running out and C.J. shot all or practically all of the workers, I had him destroy the last shed. A riskier strategy is to have C.J. jack the Dozer driven by a worker at the north end of the yard then destroy sheds and workers by ramming them with one of the Dozers or Cement Mixers, driving fast enough that the workers can't jack it and avoiding the explosive barrels. The back wheels of the Dozer are used for steering, so it turns left when a car would turn right, etc. You might leave at least one Dozer unharmed since there are only two and they're useful for finishing the mission, but it can be finished with just a Cement Mixer and the game keeps replacing it. Once all the sheds are destroyed, there's a cutscene of the construction boss hiding in a portable toilet and the second part of the mission begins. C.J. has a little over three minutes to use the Dozer or Cement Truck (or even Remote Explosives) to push the portable toilet, containing the foreman, into a hole--if C.J. takes longer, he fails the mission with a two star wanted level. He then has an unlimited time to back the Cement Truck to the marker at the hole (the cement is poured in a cut scene). Jethro calls. He's afraid to criticize C.J., so credits Dwaine with the idea, but awkwardly recommends that C.J. go to the driving school in Doherty. Driving School is available--the red "S" icon. ******** VI.26

"Back To School" Turning Tricks Driving School

Have C.J. start dating Michelle before finishing driving school to avoid the

glitch of her not showing up very often. You just need 70% with each test to get 100% completion of the game. Which each success of 70% or better, another test becomes available. The things the tests are judged by can include time, correct direction when stopping, how close to the marker you stop, and damage to the car and cones, which often outline the space you have to travel within. Be careful in your use of S to stop, helpful at the end of a test, since the test is ended if you stop. Thanks to Orion_SR for the advice to turn off the frame limiter, and turn down the draw distance and detail level (visual FX quality, mip mapping, and antialiasing), to slow down the timer for Driving School. The exceptions he recommends are that you leave the frame limiter on for "Wheelie Weave" and turn up the draw distance for "City Slicking." (I particularly disliked "Burn and Lap" before trying his advice, but got notably higher scores after trying it.) I don't think you can choose to have no radio station for this, if it bothers your concentration, but you can turn down the volume for it in the options menu. Remember to send C.J. for food now and then so you don't have to build up his Muscle at a gym again (like I once did). VI.26.a

"The 360"

Press W and S, then add the directional arrow Right (or turn with the mouse if your keyboard won't respond to three keys at once), to make a round tire burn. Stop just after the car goes completely over the start of it. VI.26.b

"The 180"

Drive from an area about as big as a parking lot space to do a skid (Spacebar) you accelerate from around a cone that's surrounded by cones and return. VI.26.c

"Whip and Terminate"

Drive ahead to a skidding turn (a little sharper than 90 degrees?) then forward to the end of the lane. VI.26.d

"Pop and Control"

Accelerate a Police Car to a tire spike strip, where you release acceleration to go a bit right, left, then right, using Spacebar as needed--a little different each time, and brake with S. VI.26.e

"Burn and Lap"

Drive down one lane and up the lane beside it, with a 180 degree skid (S) you accelerate out of (and which helps you turn faster) close to one end then the other of the row of cones in the middle of the track, for five laps. You need to do it in 40 sec. to pass and in 36 sec. (AggroSk8er says a low 35) to get a gold award. Normally, doing skidding turns seems easy enough for me. But twelve 180's in a row, surrounded by cones you can't damage, with the "camera" admiring the scenery behind the car after each and not swerving ahead till you've already made a blast of acceleration forward, hoping it will be between the cones, does not make me a happy gamer. The stuckgamer site has a good video by Kevin Walter, aka savior, who recommends flooring it the whole time and braking (Spacebar) to cut the curve close to the cones each lap. http://www.stuckgamer.com/ Especially if he did it on PC, GTA_Phreak must be pretty good to get "Burn and Lap" like he did, too! http://video.google.com/videoplay?docid=3080991694435685393&q=GTA_Phreak But it looks like it uses a PS2 setup for controls, and the handling and "camera" movement are a little different for PC. For example, Rusk, on PS2, thought this was easier than me, but thought the Stoppie tests in Bike School were hard, though they seem easy to me (like "Vice City" scooter stoppies). Cerbera says the braking, for one thing, is different for PC; a gradual braking is achieved on PC with programming for the press of a key, if that makes any difference. I'm guessing it's more likely that the more robotic-looking PS2 "camera" movement adds predictability to this effort to make it easier. When I used the 3rd person view, I think I noticed a subtle alignment of the car with the lane if I gave the game a fraction of a second to do it after each turn. The 1st person view lets you keep the "camera" pointed in the direction of the car, when you might also put both hands at the keyboard and drive the car like a motorcycle, but it doesn't give you the overview that the 3rd person view has. A 3rd person view that remains aimed at what's ahead of the car (the "camera" "slaved" to follow the action of the main character or their vehicle) would be my choice, but someone at Rockstar forgot to offer it. This one seems hard to score higher than silver with to me. The BradyGames guide says you use a Banshee so handling is not an issue--how many things did that thing get wrong, anyway? If you're really stuck on this one, you can improve the road grip for it enough to get gold with this as described at X.10.b. Orion_SR's advice to turn off the frame limiter, and turn down the draw distance and detail level (Visual FX Quality, Mip Mapping, and Anti-Aliasing), to

slow down the timer makes this challenge easier--about as hard as it should have been intended to be. If you're still shy of getting 100% for this, the easiest way is to get the GTA SA Control Center (X.13.c). It allows you to freeze mission timers that count up, like this mission uses, and works with either the patched or unpatched original version of the game. Then all you have to do is get around the track without hitting any cones so you don't get damage points, and you can get gold for it in one quick sitting (sigh). VI.26.f

"Cone Coil"

A line of cones cross into your path from one side, farther down from the other side, and farther still from the 1st side again, followed by a cone with a ring of cones around it. Move ahead turning one way then the other, make a skidding turn you accelerate out of and back toward the space beside the last line of cones again, and return. VI.26.g

"The '90'"

Ahead of you are two cars parked in a row with a bit more than one car space between them. Drive toward a place a bit to the side of the middle of the space, then do a skidding stop, turning in the other direction, so your car rests in the space in alignment with the other two cars. After I got gold for it, I went to the GTA SA Control Center, clicked the "Locations" tab, clicked "Read from GTASA," and got: X Y Z Angle

-2051.484000 -204.451600 34.733980 268.692700

See X.13.c for how you can use those coordinates with the Control Center. VI.26.h

"Wheelie Weave"

Ahead and a bit to the left is a wall with a ramp projecting from the base of it. Turn a bit as you go ahead to drive two wheels over the ramp, with a little right turn toward the red shaft of light as you go over it, so you can continue and fall to stop on four wheels in the red shaft of light. If you try for gold, especially, try to avoid scraping the wall on one side, then avoid scraping the ground on the other, too much or points are taken off for damage. On the luckier attempts, I let the Banshee coast for the last stretch, and just had to make a subtle left or right turn, for it to fall into the light.

The advice that ended up working for me, so I got gold in one batch of dozens of tries, was that provided by Kevin Walter, aka savior, in the stuckgamer web site I recommended at I.15. I turned left to the ramp, letting go of acceleration at it and accelerating and turning right once on it, aiming for the red shaft of light. That little acceleration difference seemed to help. There are a variety of possibilities for left and right adjustments after that, but on the one that got gold, I gave the car a subtle right then a left turn, and had C.J. run to a save game floppy disk after the car fell into the light. One way to cut down on time spent on this is to make any vehicle C.J. drives "Everything-Proof" with the GTA SA Control Center (X.13.c) so you don't have to worry about damage. This is the 2nd one I thought was hard--at least, time-consuming--to get better than silver for. (I also accidentally got some two wheel bonuses, and I noticed the PC version has the PS2 glitch of the Stats giving you a far greater distance for it than you actually had.) After I got gold for it, I went to the GTA SA Control Center, clicked the "Locations" tab, clicked "Read from GTASA," and got: X Y Z Angle

-2050.02900 -229.90600 34.753310 185.916500

See X.13.c for how you can use those coordinates with the Control Center. VI.26.i

"Spin and Go"

You use a Taxi to do the skidding about face I've done countless times-practically every time I picked up a fare with a Taxi--with the area to do it in outlined with cones. You reverse, do a skidding turn to point in the other direction, then go ahead a bit into the space. The game suggests that you use Q and E to look behind, which you might beforehand, anyway. You might push the Middle Mouse Button to look behind you reverse, but that might throw your turning off. I just did it a few to get the idea where the game needed me to turn, then did it till I got gold. Reverse with S, use W to both brake and go forward with a turn to stopping space, then stop with S. VI.26.j

"P.I.T. Maneuver"

do while times the the

"P.I.T." stands for either "Precision Immobilization Technique" or "Pursuit Intervention Technique," http://en.wikipedia.org/wiki/PIT_maneuver This is like Vegas gambling except with the collision files of the game. Drive a Police Car into the back of the side of the one that drives away from you to make it spin out, and stop close to it. The curious thing, if you go for gold, is how to do it and not get any damage to your Police Car. When I tried to avoid damage, my Police Car stopped too far away from the 2nd one. My best results happened when I pushed my car into the other one and turned and braked with Spacebar till both cars stopped with the other car turned some or most of the way in the direction we came from. One of those efforts got me 100%--no damage--and it would be nice if I had any idea how to tell you why. VI.26.k

"Alley Oop"

Drive ahead to send the two wheels of one side of your Banshee over a big ramp to do a barrel roll and land beyond a couple of cars. The game suggests you release acceleration while flying and level the car with Up and Down. I accelerated with W, turned a bit left away from then right toward the near corner of the ramp, and released acceleration to press A while the two right wheels went over the ramp. Sometimes I tried to use A or D to point the car in the same direction it started in for a stop. VI.26.l

"City Slicking"

Drive a Super GT N from the school parking lot to a place on the coast road just on top of "ESPLANADE EAST" and back in less than two minutes--1:40 for gold--without damage. Thanks again to Anurag Sinha for correcting me about the name of the car and for adding that you can try this between 3:00 and 6:00 when the trolleys don't appear. Drive fast in the middle of the road as much as possible. I went a bit right then a bit left, N on the main road to turn right below the "D" of the "DOWNTOWN" that's E of "CHINA TOWN" (I smoothed out the turns by going over the plaza and diagonally E across the street and) then went left to go N, and eased up on acceleration--a tiny tap or two of S seemed to cause less slide-out than by using Spacebar--to go downhill around the curve to the red shaft of light at the intersection. The BradyGames guide advice to turn around and go back the way you came sounds good to me. It's a little shorter than

trying to make a loop to get back onto your route further S. If you're stuck below gold and really want that Hotknife, you could make any vehicle C.J. drives "Everything-Proof," so you don't have to worry about damage, and freeze the mission timer with the GTA SA Control Center (X.13.c). To freeze the mission timer, click "Freeze Timers" after the mission starts. For a bronze award, 70-89%, C.J. gets a Super GT (fast but slides when cornering); for all silver awards, 90-99%, he gets a Bullet (one of the best SA cars), and for all gold awards, 100%, he gets a Hotknife (a fun novelty), which are parked in front of the school. ******** The Syndicate missions These missions are indicated by both a red serpent dragon icon and a blue skull icon. VI.27

"Photo Opportunity"

red serpent dragon icon

Cesar calls C.J. with a tip about a Ballas car going to San Fierro for drugs. C.J. wants to know who the supplier is, so send him to meet Cesar in Angel Pine where C.J. can get on a roof to secretly photograph the buyers. You're supposed zoom close enough for a good enough picture of the faces of the subjects, but I once got the side of the 3rd or 4th and the game accepted it. Get Ryder after he gets out of his pickup truck in the lot up ahead (left of the Cluckin' Bell), then the guy Cesar says is T-Bone Mendez, who gets out of a car near the truck, then the guy (Mike Toreno) who gets out of a car he parks on the street to the right, then the guy C.J. says looks like a pimp (Jizzy), who gets out of a car by that. C.J. and Cesar go to a gas station, where Cesar says they should split up and meet back at the Xoomer garage in San Fierro. C.J. gets Respect. VI.28

"Jizzy"

red serpent dragon icon

C.J. finds Cesar, Wu Zi, and Wu Zi's assistant going over the photos at the Xoomer garage. Wu Zi says he told Cesar he was a friend of C.J.'s, and the assistant says the pictures are of the Loco Syndicate, big time dealers in co-

caine, something Wu Zi's group doesn't touch. Besides Ryder, one he can't name is the guy who runs things, one is T-Bone Mendez--the group's muscle, and one is Jizzy B., the biggest local pimp and a sort of concierge (basically, someone who doesn't run things but handles things as a representative of the boss). C.J. thinks he can infiltrate the group, and find out who their leader is, through Jizzy, so send C.J. to the Pleasure Domes, which is under the S end of the Gant Bridge and at the blue skull icon. Jizzy B., the pimp who operates the Pleasure Domes, is voice-acted with the experienced comedic stylings of Charles Q. Murphy, brother of Eddie and who was a writer and actor for Dave Chappelle's "Chappelle's Show" from 2003 to 2005. He also provided the voice of Ed Wunclear III for the 2010 season of the TV series "The Boondocks" and played Frank Kingston in the TV series "Are We There Yet?" in 2010-2011. http://www.charliemurphycomedy.com/ http://www.imdb.com/name/nm0614151/ http://en.wikipedia.org/wiki/Charlie_Murphy "Dave Chappelle - Rick James : Best Scenes [HD]," 2004, written by and starring Charlie Murphy http://en.wikipedia.org/wiki/List_of_Chappelle%27s_Show_skits#Season_2 http://www.youtube.com/watch?v=yUrqy1Ec06c C.J. finds Jizzy talking himself up a bit much to a couple of women, then he talks to C.J. and we find he pretty much talks trash about himself generally. C.J. pretends to defer to that for work and it works. Jizzy has C.J. drive one of his women Downtown in his pimpmobile, a Broadway with purple lining and a "HO 2 HO" license plate. She says C.J. has a strong "pecho"--chest, asks if he ever had "half and half"--either oral sex in the front and behind or oral and vag*nal sex--with a "sucia"--dirty, skanky female-like her, will do things his "ruca"--girlfriend--won't do, and she's no slut but needs the "feria"--money. http://babelfish.yahoo.com/ http://www.urbandictionary.com/define.php?term=Half+and+half http://www.urbandictionary.com/define.php?term=sucia http://www.urbandictionary.com/define.php?term=ruca http://www.urbandictionary.com/define.php?term=feria Then Jizzy calls to have C.J. kill a rival pimp, then kill a couple of "punters"--guys with respectable facades but who go to brothels--to stop them from beating one of his women before her "HO" bar gets low. http://www.urbandictionary.com/define.php?term=punter Finally, Jizzy calls to have C.J. kill a whore's sugar daddy who wants to take her off the street. He's a horny preacher who gets into a Stretch with her and

drives off with an armed guard nearby in an SUV. You can either have C.J. use drive-bies or get ahead of them and fire a Rocket Launcher back at them. If you have him use rockets, don't have him disturb them as he passes or they drive off fast; Rusk likes to shoot S from the SE corner of the Big Pointy building--on the block E of the block with "AL" of "FINANCIAL." Jizzy calls. There's an All Points Bulletin on the Broadway, so C.J. can keep it if he doesn't bring it around Jizzy or the whorehouse. C.J. gets Respect and $3,000. Wu Zi calls to invite C.J. over. The Wu Zi Mu missions, which need to be done before "Yay Ka-Boom-Boom," are available at the "W" icon in China Town. VI.29

"T-Bone Mendez"

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Have a lot of SMG ammo. T-Bone Mendez is voice acted by Arturo Molina Jr.--Frost (previously Kid Frost), which is a name he picked in tribute to Ice T, whom he sometimes battled in the early days of West Coast hip-hop. He had a hit single with "La Raza" in 1990--it's also on Radio Los Santos; his rap variation of Bill Withers' 1971 hit "Ain't No Sunshine," "No Sunshine," was featured in the movie "American Me," 1992; and he stars as Santo, a brutal drug lord whose gang battles force him to question his choices, in "The Neighborhood," 2004. http://www.youtube.com/watch?v=7z4tsc1nbWI http://members.tripod.com/~ALT1200/frost-2.html http://www.imdb.com/name/nm0296528/ http://en.wikipedia.org/wiki/Frost_%28rapper%29 "Kid Frost East Side Rendezvous," 1995, by Kid Frost http://www.youtube.com/watch?v=ljIhADpW-4o Jizzy argues with T-Bone that Jizzy deserves a third, not a fifth, of the money that's split three ways--T-Bone says Jizzy agreed to a fifth and not to be a "pinche"--all-purpose swear word like "f**king"--liability. http://www.urbandictionary.com/define.php?term=pinche When T-Bone gets a call that a money run has been ambushed, he sends C.J. to the van of the interlopers. As C.J. approaches, each of the four go off in a different direction on motorcycles--after five minutes, they'll go to a rendezvous point. Thanks to Spaceeinstein for reminding me to add that "if you take too long to get those packages, they will end up in a safehouse and you will fail the mission."

C.J. gets on a motorcycle, so have C.J. do a forward drive-by on each. These guys can take a lot of SMG ammo before they fall, but all you have to do is press Secondary Fire (NP0) while C.J.'s FCR-900 bumps the back of an ambusher's motorcycle to take the package from them. If you manage to cause the ambusher to fall off of their motorcycle, have C.J. get on it and he'll take the package the moment he gets on their motorcycle. After C.J. gets the four packets, have him return to the Pleasure Domes. C.J. gets Respect and $5,000. VI.30

"Mike Toreno"

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Mike Toreno is voice acted by that bright and dashing James Woods, who played Maximilian "Max" Bercovicz in "Once Upon a Time in America," 1984, and Lester Diamond in "Casino," 1995, both of which also starred Robert De Niro. He was nominated for the Best Actor Oscar for playing Richard Boyle in "Salvador," 1986, and won an Emmy for portraying AA co-founder Bill Wilson in “My Name Is Bill W." in 1989. And he's often given special notice for his performance in "San Andreas"--Young MayLay gave him as a favorite in it, too. http://www.hollywoodpoker.com/green-room/celebrity-poker/biographies/jameswoods.html http://www.imdb.com/find?q=james%20woods;s=all http://en.wikipedia.org/wiki/James_Woods James Woods starred as Sebastian Stark in the 2006-2008 TV series "Shark." An episode I saw in Oct., 2007, had a character named Toreno. http://www.cbs.com/primetime/shark/bio/ http://en.wikipedia.org/wiki/Shark_%28TV_series%29 According to Wikipedia: "During a press interview for Kingdom Hearts II" (a 2006 video game for which he provided the voice of Hades), "Woods noted that he is an avid video game player." "Hades finest moments," 1997, from "Hercules" with the voice of James Woods as Hades http://www.youtube.com/watch?v=YjkX6XBYKBM T-Bone tries to make Jizzy see that someone with knowledge of their group is killing their runners. Loco Syndicate leader Mike Toreno calls from a hijacked van that was making a cocaine run. He's locked inside and tries to indicate where he is by telling them the sounds he hears. His cell phone battery will go dead in five minutes. Have C.J. drive to the construction area--the middle of the brown block, then the Easter Basin Docks--E to near the coast, then to Easter Bay Airport--the

front gate. Thanks to spaceeinstein for telling me "a faster way to beat this mission is to drive directly to the airport instead of following what T-Bone tells you to do." T-Bone says Toreno's tag--tracking device--should work now. The bar onscreen for it fills up as you get closer to the van, which is somewhere on the tarmac. Robert Rusk told me some people who get the Taxi mission glitch get a glitch that causes you to be unable to find the van with Mike Toreno in this mission. See I.12 for Pdescobar's cure for the Taxi mission glitch. Pdescobar found that the glitch is brought on by going to the edge of the map, so try to avoid that other than for "Freefall" or "St. Mark's Bistro," and get the Taxi mission done before doing those two missions. You can help T-Bone do a drive-by on the motorcyclists by the van as it speeds off a bit, but don't destroy the van with Toreno in it. It's good to get some distance from it when it stops since the shooting from the bikers is then joined by the two who get out of the van and you'll need to help T-Bone stop their vascular systems. T-Bone helps Toreno out of the van. T-Bone calls him "guero," which is Mexican-Spanish for "blondie." T-Bone calls C.J. "payaso," which means "clown." Have C.J. help them blow up the van and get them into the car. (Toreno's license plate says, "OMEGA," which means "the last." You'd think it would say "ALPHA," which means "the 1st," or even "ALPHA ALPHA," "the 1st (of) the 1st," but then he'd need to have the cowlick and get permission to do "I'm in the Mood for Love.") http://en.wikipedia.org/wiki/Carl_Switzer Have C.J. drive down one of the ramps (the two black stubs from the black circle) and out the security gate. C.J. gets three wanted stars, so have him either drive N to a Pay 'n' Spray or Transfender shop to get the car a coat of paint, or continue on the road from the airport till it goes N, then take the 3rd right and go a couple of blocks to a save house to change clothes. Then have him take T-Bone and Toreno to the Pleasure Domes before they get everyone in the car killed from leaning out the window to fire at things something like C.J.'s Grove Street gang members do. You could instead have C.J. use the Maverick at the SE end of the tarmac to take them through a few of the airborne bribes (see I.16) then to the Pleasure Domes. C.J. gets Respect and $7,000.

VI.31

"Outrider"

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Have a lot of Sniper Rifle ammo. Jizzy tells C.J. to meet T-Bone in a sedan at Easter Bay docks. When C.J. waits in the sedan, T-Bone surprises him from the back seat by choking him with one arm and putting a gun to his head with the other, demanding to know if C.J. is a "pinche jura"--"f**king policeman." C.J. has about enough time to assure him he isn't when Toreno appears and tells C.J. he wants him to help them meet a shipment. T-Bone says, "You heard what jefe said." "Jefe" means "boss." http://www.urbandictionary.com/define.php?term=Pinche http://www.urbandictionary.com/define.php?term=jura http://www.urbandictionary.com/define.php?term=Jefe C.J. has to destroy four road blocks--police cars, and shoot the men who shoot from the street and 2nd story windows once C.J. attacks, so the van can get to the factory. Have C.J. get the Sanchez and Rocket Launcher near the van and cut W past Solaris Industries and the RR tracks and go N to the 1st roadblock, which is about a block S of the "D" of the "DOWNTOWN" E of "CHINA TOWN." C.J. may just need rockets for the cars. The 2nd is a bit W of the middle of the N end of the brown block. use rockets on the vehicles and snipe the shooters.

Have C.J.

Have C.J. handle the 3rd, on the W side of the brown block, E of "GARCIA," the same way. At the 4th, at the "D" of "DOHERTY," you might have C.J. use rockets on both the cars and the shooters if you have enough rockets left over. After C.J. escorts the van to a lot W of the driving school, he has three wanted stars, which he can get rid of by changing clothes at the safe house across the street from the school. C.J. gets $9,000. There's a "C"--C.R.A.S.H.--icon at the Xoomer garage. VI.32

"Snail Trail"

Tenpenny and Pulaski want C.J. to kill a reporter and his source of information about wrongful police conduct (probably Tenpenny's and Pulaski's). Tenpenny leaves a Sniper Rifle in a sewer pipe in the construction area.

Have C.J. get the Sanchez on the way to the train and follow it as the reporter takes it to Market Station in Los Santos. Once there, a meter on the screen indicates how close C.J. is to the reporter, shown as a blip on the radar, and you fail the mission if the meter fills up completely. I once had C.J. follow the reporter then wait by the top of the stairs with an empty meter while the reporter got a Cabbie, but, for some reason, the meter filled up as the cab drove off. You might have C.J. wait about a block away from the train as goes upstairs, have C.J. go to the base of the stairs after the dot on the radar turns into a triangle pointing up, then, after message says the reporter got into a cab, pause a moment to let it bit then have C.J. drive upstairs to follow his cab.

the reporter reporter's red the screen drive off a

As the train pulls into Market Station and before the reporter gets out of the train, you could send C.J. up the stairs and S about a block to wait at an intersection. The Cabbie is easy to follow--the reporter isn't spooked unless C.J. gets closer than three or four car lengths from him--and, whatever route it takes, it always lets the reporter off near the S end of Santa Maria pier. When the reporter meets his source, they stand in front of the Brown Starfish. You're supposed to have C.J. shoot them with the Sniper Rifle, but you can have him get the targets however you like. C.J. gets spotted if you have him move in on them or shoot at them, and the source shoots at C.J. while the reporter runs around the end of the pier in a panic. Have C.J. attack the source with a weapon then the reporter with or without one. Some delicious chili dogs are close by if he needs a Health boost. Train thru Train Glitch by zmoonchild Thanks again to zmoonchild for his good execution in showing strategies and gimmicks in his GTA videos. The video at the next link shows that you can have C.J. jack a train via the passenger side door at Cranberry Station, chase the engineer away, leave the train to start "Snail Trail," and the train that comes for the reporter goes through the jacked train. You can have C.J. use the jacked train to follow the reporter's train and have either train go through the

other on the way to the reporter's stop. Zmoonchild has C.J. get off at the station ahead of the reporter. Zmoonchild shows that, while the reporter's on foot, it only takes a few seconds to have C.J. run away from beside the reporter to empty the spook-o-meter. http://www.youtube.com/watch?v=hhRcAYYkqDg&feature=plcp Flying train Thanks to a post by Cleve, at the Tom's Hot Hardware web site, for a tip about one of the more unusual sights you can see in San Andreas. http://www.tomshardware.com/forum/ When C.J. follows the reporter's train, three other trains come by in the opposite direction. Each of the three are one of these: a Freight with five flat cars, a Freight with three flat cars and another Freight on the end, a Brown Streak with a couple of passenger cars. or a Freight with a flat car. The other trains use the outside track, normally not used, of the pair of tracks that make a loop around San Andreas (with a couple of short stretches of single track in LV). These trains go to the middle of the sheltered section of track at Cranberry Station, then veer E, off the track, and fly or go through things to get back onto the track just a bit S of due E of "CREEK" of "PALOMINO CREEK." You can have C.J. get off the Sanchez as one of the other trains approach, use the ROCKETMAN code to have him switch to a Jetpack, then follow or ride (flat cars are useful for letting C.J. ride through the tunnels) the train on the unique route it takes. http://img295.imageshack.us/img295/3827/00gta1screen1001wf7.jpg http://img295.imageshack.us/img295/9127/00gta1screen1002yo4.jpg http://img403.imageshack.us/img403/1903/00gta1screen1003yq0.jpg http://img403.imageshack.us/img403/6587/00gta1screen1004da2.jpg http://img295.imageshack.us/img295/728/00gta1screen1005bc4.jpg http://img403.imageshack.us/img403/2051/00gta1screen1006ff1.jpg The train will continue on this route after C.J. fails the mission, but will disappear if C.J. gets too far away from it. C.J. can't jack the train or go through things himself by riding on it. To help you have C.J. follow it, you can put a red dot at the spot where the train gets back on the track on the ingame Map so the dot appears on the radar. Thanks to dj_chrismanno for the programming explanation for train derailments: "When San Andreas was made they made an error with the train tracks file. When you are driving the train through the desert and get to the part where

there are two level crossings the train will drive above the track and become in mid air for a small amount of time. This is because at this part of the track, the z axis has been calculated wrong due to some rough path writing. "Trains will not derail in the tunnel south of Crandberry station. Or in the Market Station Tunnel. It is possible to derail a train on a bridge as there are grid reference points on the bridge which indicate change of angle. Grid references are also put along bridges to make the trains sound effect of the train moving along the track happen. This is why around bends the train makes more racket. "The train in snail train you see which appears to fly is doing this because the trains must move in a circuit. This train moves along a circuit which is not complete. Instead of driving around the desert and Las Venturus it makes a direct cut across the map. The reason is because the path file is smaller in size and less time is spent on the path files. If you want to make trains drive normally like this go to: "San Andreas/Data/paths/ and change the name of tracks.dat to tracks2.dat and tracks2.dat to tracks.dat." Thanks to DarkJ5 for showing that you can derail the train and drive it where there isn't a track using the Control Center (X.13.c). VI.33

"Ice Cold Killa"

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This mission is available from 20:00 to 6:00. Woozie left C.J a message to get Jizzy's phone after he calls the Ballas pushers--then C.J. can find and ambush the pushers. Cesar gives C.J. a silenced 9mm. Have C.J. go to the Pleasure Domes and shoot the tires of Jizzy's Broadway. When C.J. goes to the door, they won't let him in, so have C.J. go S across the lot, climb the scaffolding, jump down to the roof, go to the yellow entrance light, and walk in a crouch down two flights to the 1st floor. If C.J.'s Health and Armor are full, you might speed this up the way spaceeinstein told me about: "A faster way to get down there is to face north once you're inside and jump down. The cutscene starts as you fall." In a cut scene, C.J. points the gun at Jizzy's head, and I guess you'd say Jizzy begs for mercy by his tone, but the words don't come out right for it-"I'm...not a kind man, not a wise man...but I tried," etc., like he's rationalizing the criminal things he'd done. Jizzy runs for the door. C.J. can just run to the door through the shooting, possibly throwing some

Molotovs around 1st--Jizzy won't run for his car till C.J. leaves. Once outside, have C.J. damage Jizzy's car (don't blow it up or Jizzy's phone will be destroyed and you'll fail the mission) to get Jizzy to leave it or jack Jizzy from it, kill Jizzy, and take his phone. Rusk wrote to me that you can have C.J. blow up the Broadway with a Rocket Launcher before entering the building. Later, when Jizzy tries to get away, he uses a Pizza Boy scooter. If C.J. knocks him off it and jacks it from him, he won't try to jack anything else, so C.J. can have an easy time of taking care of him. C.J. gets Respect and $12,000. VI.34

"Pier 69"

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Have C.J. respond to Cesar's phone call by going to the serpent dragon icon, just W of the "ESP" of "ESPLANADE EAST," and climbing on the roof to meet Cesar. Thank you, reader Tony B, for telling me that C.J. can explore without police instead of going up onto the roof. On the roof, Cesar shows C.J. that T-Bone's six armed men are on roofs-three to the left and three to the right--watching over the pier. But when Woozie's men arrive and start to go up to the roof, C.J. and Cesar realize they better shoot T-Bone's guards before it turns into a big shoot-out. Have C.J. snipe the six guards. T-Bone and Ryder arrive. When Toreno arrives by helicopter, he sees the bodies on the roofs, throws smoke grenades down, and flies away. Cesar and C.J. realize they have to act immediately if they're going to get the other Syndicate leaders. You can have C.J. go down the stairs with Cesar following and shoot back at TBone's guards on C.J.'s way out the big NE projection, Pier 69, to get T-Bone. I just had C.J. jump off the roof--he landed with most of his Health--and throw Molotovs at the shooting guards on his way there. Cesar still showed up for the cut scene to help C.J. shoot T-Bone. Rusk wrote to remind me to point out that there's less for C.J. to deal with if you send him along the outside of the pier. In a cut scene, Ryder jumps over a rail to swim to a Speeder speed boat to escape. C.J. calls him a "shermhead." "Sherm" can be tobacco mixed with marijua-

na or dipped in PCP, but "shermhead" in gangster slang is more generally used to mean "idiot." http://www.urbandictionary.com/define.php?term=sherm http://www.urbandictionary.com/define.php?term=shermhead I had C.J. jump and swim after him, get into the Speeder by Ryder's, do drivebys on Ryder's Speeder till flames appear, then press S to let Ryder's Speeder get ahead of C.J.'s boat and blow up. Rusk just has C.J. snipe or rocket him from the pier and have done with him. C.J. gets Respect and $15,000. The Sniper Rifle, $5,000, is available at Ammu-Nation. VI.35

"Toreno's Last Fight"

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Woozie calls. The van C.J. is looking for is by the Downtown helipad where Toreno is going to take some merchandise out in a helicopter. The 1st time I had C.J. go there, I had him shoot two that came out to shoot at him in the street and two in the alley. Toreno's helicopter took off in a cut scene as C.J. got up near the helipad. Then I had C.J. shoot two on the helipad. (When I tried Molotovs, it made the wanted rating higher, which makes the next part busier than you may like.) Have C.J. get the Rocket Launcher from the helipad, the motorcycle at the sidewalk, and go S to the main highway. The helipad is at the NW corner of the block that's E of the block with "TOWN" of the "DOWNTOWN" that's E of "CHINA TOWN." From there, go S and curve W along the block with "TOWN," go left on a road that curves right as it goes downhill, and, at the intersection, make a quick left and right to go up the onramp (which isn't so obvious from looking at the map, so you might want to have C.J. do a practice run 1st). By this method, have C.J. speed S of the helicopter and fire back at it with the Rocket Launcher. If you get very far S without blowing up the helicopter, you might speed down to the T intersection at the S coast, where the helicopter hovers for a few seconds. Rusk recommends having C.J. approach the Downtown helipad from below and to the E so the gangster on it can't hit him with rockets, then, after the cut scene, having C.J. use the five seconds or so he's given to lock onto the helicopter and fire a lot of rockets at it with a Heat-Seeking Rocket Launcher. The last time I did this mission, I did it like that. (I wonder if you could change a weapon file to improve how far C.J. could

throw Remote Explosives and have him cover the helicopter with them before getting close enough to cause the cut scene?) C.J. gets Respect and $18,000. The Woozie missions Wu Zi is voice acted by James Yaegashi who played Cole in "Spin the Bottle," 1999, and the Legal Assistant in "Thirteen Conversations About One Thing," 2001. Barnes and Noble also have a recording of him reading the novel "A Long Stay in a Distant Land" by Chieh Chieng. He's the director and a producer for "Lefty Loosey Righty Tighty," 2011. He also provides the voice of Dr. Yi Suchong for the game "Bioshock," 2007, and Charlie for "GTA IV." http://search.barnesandnoble.com/booksearch/isbnInquiry.asp?userid=ky7Y3hTB4 h&isbn=0786183128&itm=4 http://www.fanmail.biz/14800.html http://www.imdb.com/name/nm0944853/ http://www.imdb.com/title/tt0802999/fullcredits#cast "THE WIND-UP BIRD CHRONICLE - trailer," 2011, starring James Yaegashi http://www.youtube.com/watch?v=-YkCB4Z5GG8 http://www.windupbc.com/home.html http://en.wikipedia.org/wiki/The_Wind-Up_Bird_Chronicle Su Xi Mu is voice acted by young Richard Chang who played the Prosecutor in "Return to Paradise," 1998, is a shining feature as Gafar in "Kejar Amerika," 2004, played Stephen in "Saving Face," 2004, Ming in "No Menus Please," 2006, and the Dry Cleaner in "New York, I Love You," 2009. He was also one of the associate producers for "The Changeling," 2006. http://richardchang.net/ http://www.imdb.com/name/nm0151801/ "No Menus Please," 2006, starring Richard Chang http://www.youtube.com/watch?v=mDVk8zt53rE C.J. can climb onto a brown awning just N of Wu Zi's place and go S over a couple more awnings. VI.36

"Mountain Cloud Boys"

Wu Zi Mu

When C.J. enters Wu Zi's gambling den, one of Wu Zi's assistants tells C.J. "We're closed. Pokgai." In Cantonese, "pok" means to fall or slip, and "gai" means "the street." It's to curse somebody to go die in the street; in Hong Kong, it's a general purpose curse like "a**hole." (For the last web address, you have to Copy and Paste the 2nd line to the 1st line in the address bar.) http://www.urbandictionary.com/define.php?term=pok+kai http://www.talkingcock.com/html/lexec.php?op=LexLink&lexicon=lexicon&keyword =POK&page=1 As C.J. goes upstairs to see Wu Zi, Su XI tells C.J. Wu Zi is blind; when C.J. protests that Wu Zi was in a car race with him recently, Su XI says Wu Zi has

been blessed with good luck; the Triad that does anything for him is called "our Lucky Mole," which means "lucky undercover person," I guess. Wu Zi says he's "dais dais lo" of the Mountain Cloud Boys Triads. In Asian organized crime, "dais dais lo" is the top gang position--"big big brother." A few informative sites about the history of Triads, the most powerful drug dealing, etc., criminal syndicate in the world, and their relationship to Tongs, Merchant Associations that have in the past provided Triads with muscle, money, guns, and mean to legitimize them in the territory of the Tong, etc., are: http://en.wikipedia.org/wiki/Triad_(underground_society) http://en.wikipedia.org/wiki/Tong_(organization) Wu Zi has C.J. go with him to check on the Blood Feathers Triads, who failed to appear at a recent Tong meeting, to show C.J. how they settle things peacefully. Some small Vietnamese gangs have been making bolder trouble lately, which worries him. Wu Zi seems to bend to pick something--a coin?--up from the sidewalk, and he says was checking for a loose cobblestone that was there before. C.J. and Wu Zi find the Blood Feathers were nearly wiped out; a survivor tells them the attackers were members of a Vietnamese gang, which then comes back for another attack. Have C.J. shoot or throw Molotovs at the shooting gangsters in the alley, then at those who get off two motorcycles beyond the gate, then at more shooters, including a sniper. Have C.J. drive Wu Zi in a gangster's Sentinel. Go slow enough on the left side of the streets for Wu Zi to shoot from the passenger side and destroy the attacking vehicles, and look behind, Q and E, occasionally so you can speed off when one of the attacking cars is about to blow up. Wu Zi's marksmanship is the strongest example in the game of Wu Zi either being able to see or being blind but occasionally having a miraculous ability to know where things are. We didn't see if he drove or was helped to drive in the race earlier. Later, Wu Zi's assistants are shown to pad the case for Wu Zi's miraculous ability to see by helping him win at golf putting and card games-Wu Zi loses at cards to C.J.. The story leaves it open as to which is the case. C.J. gets Respect and $5,000. VI.37

"Ran Fa Li"

Wu Zi Mu

Ran Fa Li is voice acted, with an assortment of expressive grunts, by venera-

ble veteran villain Hunter Platin, who did the voices of Phil Cassidy, Curly Bob, and Chico in GTA "III," and the Psycho who terrorized Love Fist in "Vice City." http://www.imdb.com/name/nm1066291/ "GTA III - Voice actors" features a photo of Hunter Platin http://www.youtube.com/watch?v=w82XT9rXUIg Woozie introduces C.J. to Ran Fa Li, a "shuk foo" of the Red Gecko Tong group of the West Coast. Tong-affiliated gangs have an ah kung (grandfather) or shuk foo (uncle) who is their tong leader. http://www.ncjrs.gov/pdffiles1/nij/218463.pdf Woozie says Ah Ah Kung sent word that the Da Nang Boys, a Vietnamese gang, is moving to the U.S. and is likely the cause of the recent attacks. Guppy, an assistant, says Ran La Fi wants a package to be retrieved from the airport; C.J. says he'll get it for them. Send C.J. into a garage through the lower level of the front of the airport to get the Manana (a Dodge Aries/Plymouth Reliant '81 to '84, like in "Vice City"). It has a damage meter and has to be delivered to the N end of San Fierro. I had C.J. run over each guy at the side of a vehicle roadblock, get out and shoot a couple of shooting bikers, then, with two wanted stars, take the RR track through a bribe (leaving one wanted star) and a tunnel most of the way N. A vehicle with another group of attackers appeared, but C.J. got to the destination before they could get close. C.J. gets Respect and $6,000. Catalina calls to call him a pig. VI.38

"Lure"

Wu Zi Mu

Have a lot of SMG ammo. C.J. suggests that he lure away and kill those intending an assassination of Wu Zi and Ran Fa Li. If C.J. leaves the Rancher, the mission is failed. There are no attacks going to Angel Pine. From Angel Pine, C.J. has to make a loop--to the E coast over trails and most of the way back over the S coast highway--through red shafts of light, and often, while he does, men shoot from motorcycles which appear a pair

at a time. Slow down the Rancher to do right and left drive-bies of the attackers. The back and side doors of the Rancher come loose as the Rancher gets damaged, and you can't let the attackers see that it's C.J. in the Rancher or you fail the mission. Guppy calls to make sure C.J. made it O.K.; Ran Fa Li got away safely, thanks to C.J.. This mission features the new Trip Skip time saver: if you fail your effort to get through the checkpoints, spaceeinstein told me you can go to Wu Zi's place, "start the mission, enter the Rancher, and the Trip Skip icon shows up--press Y" and C.J. is teleported "right before checkpoint." C.J. gets Respect and $8,000. The AK-47, $3,500, is available at Ammu-Nation. VI.39

"Amphibious Assault"

Wu Zi Mu

Have Silenced 9mm and Sniper Rifle ammo for this. If C.J.'s lung capacity hasn't been developed enough to let him stay underwater for longer periods of time, you won't be able to do this mission. You'll just get an alternative cut scene of C.J. and Wu Zi playing a videogame. (Thanks again to Mxyzptlk and co.) http://www.gtaforums.com/index.php?showtopic=174800&st=0 In it, Wu Zi asks C.J. if he can swim well, C.J. says he can't, and Wu Zi confounds C.J. by beating him at the videogame. Then C.J. is put back on the street and the screen message says he needs more practice underwater to do the mission. http://img93.imageshack.us/img93/6893/00gta1screen930ani0.jpg http://img50.imageshack.us/img50/9215/00gta1screen930byo6.jpg If C.J. can stay underwater long enough: At Wu Zi's place, Wu Zi tells C.J. he needs someone outside his Triad group to swim through Vietnamese gangsters to bug a boat. C.J. doesn't want to, since he once got a condom stuck to his face while swimming by Santa Maria, but Wu Zi's blind and can't do it, so C.J. says he will. Have C.J. swim on the surface of the water through red shafts of light, and underwater through red loops. A Knife below a green cone is supplied in an underwater tunnel. A cut scene shows two Tropics of gunners nearby. The 1st time I did this mission, I had C.J. get on the rocks at his right side and snipe the men on the boats. I wasn't sure if having C.J. blow up the

boats, with about six Sniper Rifle shots, to make sure nobody was on them, would alert the men on the big ship to C.J.'s approach because I had C.J. do it on the way back. But Rusk wrote to me that he had C.J. blow up the two boats with a Heat-Seeking Rocket Launcher before going to the big ship then snipe the searchlight on the W end of it. The next time I tried this, I had C.J. use the Heat-Seeking Rocket Launcher on the Tropics and the search lights at either end of the ship. If you don't have C.J. do any shooting on his way to the big ship, have him swim underwater as much as possible, and just have him tread water when he surfaces for air. Keep him away from the circles on the radar that indicate the two searchlights at each end of the big ship. Send C.J. under the middle of the ship and have him go up the stairs at the NW end. A Knife is supplied there. Have C.J. sneak up behind targets, tapping W while he crouches, as in "Madd Dogg's Rhymes," to get the five guys on deck and the two guys downstairs. After he plants the bug, have him go down the steps at the NW end of the ship and swim back to the dock. Another way I've done this is to have C.J. swim underwater to the big ship, pausing above water long enough to get attention and lure a Tropic closer to the big ship. After he gets Snakehead, he can snipe the targets on the nearby Tropic from the deck of the ship, then jump down to the Tropic and sail it over to the dock to finish the mission. C.J. gets Respect and $11,000. VI.40

"The Da Nang Thang"

Wu Zi Mu

Wu Zi tells C.J. he has to go settle something which could establish his position in the Red Gecko Tong. He gets a call from Little Lion, whom he tells to take Guppy to check out the arrival, by container ship today, of the Da Nang Boys. Wu Zi feels bad that he can't tend to it himself, so C.J. says he'll handle it for him. C.J. gets into a helicopter and Guppy flies it above the ship for a couple of lengthwise passes. Have C.J., 1st person view, send the stream of machine gun bullets just ahead of each target and let the helicopter movement sweep the fire over it (as in "Phnom Penh '86" in "Vice City"). Then the helicopter is shot

down. Guppy isn't anywhere to be seen, and the only weapon C.J. has left is his Knife. (As Rusk wrote to me, Dr. Simon Chan told him you could use the opportunity to send C.J. ashore to get more weapons at an Ammu-Nation. C.J. can even go to the Easter Basin Naval Station and Las Venturas without a wanted rating, and the pedestrians and traffic are around while C.J. travels in this version of the glitch. C.J. can even attack the corrupt police and not get a wanted rating. When I tried it, and had C.J. try to jack a policeman's HPV1000, the policeman jacked a regular car nearby and drove away, which was different.) A cut scene shows a Da Nang Boy at the rail of the ship; have C.J. move in a crouch to kill him and take his Shotgun. If you have him use the Knife, make sure you do it right because C.J. will take longer than you like to move up on someone that's shooting at him while killing them with a Knife. The GTAmissions site has a good strategy. Have C.J. get up on the crates, go about halfway toward the guy atop the crates across the bow, shoot him to make him fall to the deck and shoot him again, and take his Tec9. Have C.J. climb to the top of the crates, shoot the gangster there if he's still alive, and go aft most of the way over that section of crates toward the two men by the cabin and shoot them with headshots. http://www.youtube.com/watch?v=PFf24lqHvkA http://www.gtamissions.com/ Have C.J. crouch and shoot, preferably with headshots and from a distance, to kill the others and take their weapons on his way across the deck and through the hold, around and over the crates. Look for a Health pickup on deck, and an Armor pickup surrounded by crates in the hold, too. Have C.J. shoot the lock off a box to set the Vietnamese prisoners free. They slowly walk away; you can have C.J. follow them, and hear some funny rude things they say, if you forget your way back. (Listening to the accent they use, I thought they were from India. That Snakehead's so mean he even hates people for visiting Viet Nam, apparently.) Have C.J. climb the boxes to get up on deck and kill everyone at the bridge of the ship, notably The Snakehead. The Snakehead throws C.J. a Katana to duel with then jumps right at him with his. The 1st time I did this, C.J. had about 1/2 Health, so I had him run back a bit then turn and shoot The Snakehead with a Tec9. (The Snakehead hadn't read what I wrote about the 1st kill C.J. has to do

on the ship.) pretty fast.

When I've had C.J. use the Katana, The Snakehead goes down

Have C.J. dodge him and block a lot to drag it out to hear The Snakehead say some of the funnier dialogue in the game. (The San Fierro Marital Arts fight trainer uses the same dialogue.) Rusk just has C.J. go on deck and use a Heat-Seeking Rocket Launcher to shoot the bridge in Snakehead's area to have done with him. The four refugees thank C.J. and go off in two Dinghies; C.J. is on a Dinghy he can drive to the shore. C.J. gets Respect and $15,000. Replenish C.J.'s ammunition at Ammu-Nation, etc. The last Syndicate mission VI.41

"Yay Ka-Boom-Boom"

red serpent icon at the Xoomer garage

Cesar heard from his cousin (Catalina) that C.J. is a hero in Los Santos. C.J. isn't sure since some of his friends have turned from him since he fought the big drug dealers and, notably, killed Ryder, whom he thought was his friend. Cesar assures him Ryder wasn't so true a friend--he tried to bang Kendl. Wu Zi enters with Su Xi Mu and seconds the motion. He tells C.J. his former friends have a crack factory C.J. needs to destroy to put them out of business for good. As C.J. leaves, a mechanic calls to tell him he rigged a car with explosives which C.J. can use to destroy the factory. At the garage, the mechanic tells C.J. he wired it with a delay timer to give C.J. time to get out of the factory before it blows up. Drive the car to the factory--the entrance gate is W of the driving school entrance. On the way there, you can listen to WCTR talk radio to hear things about missions C.J. has done and people he's met, including OG Loc, who's interviewed by Lazlow. Have C.J. get out of the car across the street and down the road a bit from the factory entrance and snipe the two guards; the gate opens. Have C.J. snipe the two or three that run out, and have him drive through the entrance. C.J.'s car has to survive being shot at, so just have him drive over the attackers as is convenient--he doesn't have to risk having the car destroyed while trying to kill all of them. Have C.J. drive around the lot, up the ramp (it's not a jump)

into the factory, and into the red marker at the back of it--where the big kettles are. (I don't think the people in the building are armed, but I think I recognized some, wearing what are most commonly used as hospital masks, as being among the criminals I described for I.5.k Crimes--Criminals wasted. You can have C.J. run some down on the way to the big kettles to add to your Criminals Wasted score, if you want to.) Before C.J. leaves the car, press the LMB to start the timer for the bomb, then have C.J. get out of the car and the building before they blow up. Have C.J. shoot gangsters in the lot as he makes his way to the front gate. There, gangsters in a Voodoo pull in and the gate closes behind them as they get out and shoot at C.J.. Have C.J. shoot them, get in the Voodoo, and drive it through the broken remains of a building, up the fallen 2nd floor which serves as a ramp, jump (San Fierro Unique Jump 7) out of the lot, and go back to the Xoomer garage. (If the Voodoo is destroyed before C.J. makes the jump, another Voodoo appears in the lot.) On a more recent effort, after I had C.J. blow up the factory, I had him get a few targets in the lot, run up the jump ramp on foot, get on a ledge, and jump off onto the street. I had him attack some more targets at the front gate before I noticed the orange dot at the Xoomer garage on the radar, where he went to complete the mission. This isn't one of those tough missions that desperately calls for an easier way to do it, but it's something to know if you're in a hurry--you don't have to use the Voodoo to do the jump if you don't want to. C.J. gets Respect and $25,000. Someone calls using an electronic voice disguiser: a "friend" wants C.J. to meet him at his ranch in Tierra Robada so C.J. can learn something he needs to know to keep Sweet safe. A "?" icon appears at a new save place location W of the Kincaid Bridge in Tierra Robada. Jethro calls: he and Cesar have planned to sell hot cars, so they want C.J. to buy the car showroom nearby to serve as as a legitimate front for it. A "CV" icon appears at Wang Cars; once C.J. buys it, the icon appears at the Xoomer garage. The M4, $4,500, is available at Ammu-Nation. The Desert and Las Venturas (and the Miniguns there) are officially available. Three save houses can be bought (VII.1). The Steal Cars missions

These all use a red "S" icon. The cars stolen for these missions, except those for the Import/Export board, will appear at Wang's Motors, which is across the street to the E from the N end of the E side of the brown block N of "DOHERTY." VI.42

"Zeroing In"

Cesar Vialpando

C.J., Cesar, Jethro, and Dwaine play cards. Cesar gets a good hand: "Read 'em and weep, cabron." "Cabron" literally means "male goat," and in slang use has various meanings, about like calling someone a fu**er, a**hole, and/or bi**h. http://www.urbandictionary.com/define.php?term=cabron Kendl wonders how this advances their business. the cell phone satellite tracking system.

Zero says he's hacked into

Have C.J. follow a car by going to the blips on the radar that represent spots where the driver made a call. They go around San Fierro: from N of the Xoomer garage, SW, N on the W side to the NW, loop down and back up, then over the Gant Bridge. When C.J. catches up with the car, he's supposed to do a P.I.T. maneuver on it like he did in driving school, although I once just had his car scrape across her back fender to cause her to stop and abandon the car. Have C.J. drive it back to the Xoomer garage. Thanks to spaceeinsten, man of action, for telling me: "A faster way to beat this mission is to go directly to Zero's RC shop as fast as you can and wait there, then pit maneuver her. If you're lucky, you're done." C.J. gets Respect and $5,000. The Uranus is at Wang Cars. Wheel Arch Angels mod shop, which specializes in customizing the Elegy, Flash, Jester, Stratum, Sultan, and Uranus, is open in Ocean Flats, San Fierro. The entrance to the garage is on the E side of the block that's N of the block of "OC" of "OCEAN FLATS." A good guide to how each car can be modded there is the "In-Depth Car Modifications Guide" by Mastermind73 at Gamefaqs. http://www.gamefaqs.com/computer/doswin/file/924362/33385 The garage is indicated on the radar and in-game map by a red wrench. paint job in a mod shop will remove any wanted rating.

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VI.43

"Test Drive"

Cesar Vialpando

Cesar has C.J. take him to the 2nd floor of Otto's Autos, where they can steal a couple of cars. On the way, they say they like San Fierro, Kendl is like the Mom of the family now and wants them all to do good, and The Truth has some good outlooks mixed in with the rest. Have C.J.'s car follow Cesar's car out the 2nd floor window, etc. They get two wanted stars and are chased by a couple of Police cars. You might use Nitro (LMB) when Cesar does for a straightaway--be careful about making turns while the Nitro burns out. Back up to let Cesar out when they get trapped in an alley, then keep following Cesar (you might try the jump he makes) till C.J.'s back at the Xoomer garage. C.J. gets Respect and $5,000. The Sultan is at Wang Cars. VI.44

"Customs Fast Track"

Cesar Vialpando

Cesar tells C.J. he got a tip from someone who works on freight at the docks: one container, which he marked with spray paint, has a car they want to steal and sell. Have C.J. use the crane (I.7.m Crane Controls) while Cesar inspects the containers. Drop the container where the shadow it makes indicates it will land in the red shaft of light. The 3rd container always has the car they're looking for, but before Cesar can drive C.J. away in it, a car pulls up with three guys who get out and shoot at them. Have C.J. shoot them, then the three from another car, then two guys who show up on foot. C.J. gets less money for the car if it's damaged, so you might park it in the Xoomer save garage or a Pay 'n' Spray before ending the mission at the Xoomer garage. C.J. gets Respect and the value of the car--up to $10,000. The Savannah is at Wang Cars. The Export/Import vehicle collection is available. If you saved a Patriot during the "Reuniting the Families" glitch, you can drive it over there since it's on the 1st list. VI.45

Exports and Imports for the Cranberry Crane

(30 vehicles)

The chalk board with the lists of vehicles to find is by the crane C.J. used

for the last mission--NW of the big freight ship that's SE of the Xoomer garage. After doing the last mission, "Customs Fast Track," if the vehicle C.J. is driving is on the list, you'll get a screen message saying so. C.J. needs to find the vehicles listed, in three succeeding lists of ten each, on the chalkboard, and put them on the freight ship. You can use the magnetic crane or drive them up the ramp. The cars are worth less if they're damaged. When you load cars onto the ship with the crane, let the vehicle drop to the ship to stop it from swaying so much before you put it in the red shaft of light, which you don't have to be real neat about. When you're through using the crane to load a car onto the ship, leave the magnet hanging low over the area you drive cars to so you just have to park the next one on the shadow under the magnet of the crane. When C.J. goes to the chalkboard, you get a screen message about imports that are available for C.J. to buy and the days he can buy them, too. You can see the day of the week in the game by pressing Tab to see the Stats menu. At 1st, the Club, Perennial, and Jester are available. The vehicles C.J. delivers for export become available for purchase as imports, too, and a bonus vehicle becomes available for purchase with each group of five vehicles exported (see below). The Club is an early 1990's Volkswagen Golf GTI Mk1 or Citi Golf, except with the larger of the two pairs of headlights being the inside pair. http://en.wikipedia.org/wiki/VW_Golf The Perennial is a 1962-1965 Chevrolet Nova (or "Nova II"), like in "Vice City." The Jester is a 1986-1992 Toyota Supra Mk 3 with the headlights of a 19932002 Mk 4.*. http://en.wikipedia.org/wiki/Toyota_Supra#Mark_III_.281986.E2.80.931992.29 A good map of the locations (although missing a couple Rusk found) is at: http://www.gta-sanandreas.com/guides/importexport/importexport.gif A more comprehensive map is the San Andreas Map: "SAM": http://gtasanandreas.net/sam/ Click the "Vehicles" box, click "Set filter," type the name of the vehicle you're looking for in the "Enter filter string" box, and click "Done." You can hold down the LMB and drag the cursor down and across to make a box of the area you want to enlarge, which appears when you release the LMB, and you can go over the enlarged map with the scroll bars and change the size with the "+" and "-"

buttons. Click an icon representing the vehicle to learn more about it (always available, available after bike school success, etc.). To look for another vehicle, click "Change Filter," type the name in the same box, etc. There are pictures of the vehicles in section I.8.a and at: http://www.gtawh.com/sanandreas.php http://www.gta-series.com/it/sanandreas/veicoli.html http://thegtadomain.com/sanan/vehicles.php http://www.g-unleashed.com/index.php?cat=16&pid=27&page=vehicle_images Vehicles exported from it often have a custom license plate, like the Bullet: "EASUCKS" (Electronic Arts is a competing game distributor), "F*CK YOU," or "TOO FAST." (Thanks to Zap Zap and Thaddeus McKlown at GTA Forums.) * this is a location of the vehicle only when it's posted on the chalk board. List one 1. Patriot * Easter Bay Chemicals, SE of the San Fierro Easter Bay Airport, a bit S of the "H" of "CHEMICALS." It's a 1985-? AM General M998 Military HMMWV, aka a Humvee (not the civilian Hummer). 2. Sanchez Near the S end of the brown section at the S end of Mt. Chiliad. It's a 1989-1992 Yamaha DT 200 dirt bike. 3. Stretch * Behind Wang Cars, which is E of the N half of the brown block of the Doherty, San Fierro, save place. It's a combination of Cadillac and Lincoln Town Car (and other?) limousines (see the "Hybrids" section of I.8.a). 4. Feltzer * by the coast, in the gray rectangle NE of the "Y" of FLINT COUNTY. It's a 1972-1988 Mercedes Benz SL-Class convertible. 5. Remington * In the Unity (RR) Station, Los Santos, parking lot. It's just NE of the place where the two short RR tracks veer from the main one in El Corona. In San Andreas, it's a pimpmobile (see "BEKKNQV" at I.14 Codes). It's a mid-'70's Lincoln Town Coupe with fins that, I'm guessing, rib the 1958-1962 Cadillac fenders. 6. Buffalo Just E of the dot NE of the "O" for the big "RED COUNTY" letters. It's the back of a 1992 Dodge Daytona with smaller rear side windows, and the middle of a 1985-1992 Chevrolet Camaro.* The front has a point in the middle of the engine hood like the Camaro and the grill slant of a 1987-1993 Ford Mustang, and it has the headlights of none of them.

7. Sentinel In the SE area of the Los Santos film studio, on the block N of "MARI" of "MARINA," N of the "I." It's combination of a modified 1984-1987 E28 M5 four door sedan and a 1983-1989 BMW M635CSi, aka M6, coupe, the same as in "Vice City" (see I.8.a under "Land vehicles"). 8. Infernus On the S side of the street below the first "A" of "PARADISO," San Fierro. It's a 1991-2001 Honda Acura NSX. 9. Camper In the parking lot behind Sub Urban and the tattoo parlor in Hashbury, San Fierro, in the middle of the block of "BURY." It's a 1963-1966 Volkswagen Type 1c 11 window Camper, aka a VW-Bus, Bully, and Kombi (as in the 2002 Men At Work song "Down Under": "Travelling in a fried-out Kombi ..."). The Truth has a similar model but custom painted and without the sun roof. 10. Admiral In the E side of the parking lot for the Papercuts Office Supply in the middle of the S side of the block N of "CO" of "CONFERENCE" in Los Santos. It's like the 1976-1985 Mercedes Benz E-Class (W123) Admiral of "Vice City." For delivering five vehicles, the Monster truck, which looks like a 1994 Chevrolet S-10 with an extended cab and the grill of a 1983-1992 Ford Ranger, and for ten, the Windsor, a 1966 Alfa Duetto (later models, a bit different, were called Alfa Romeo Spider--see I.8.a under "Land vehicles"), are available to buy. For delivering all ten, C.J. gets $50,000. List two 1. Slamvan * On the W side of the Nude Club that's on the E side of block S of "CORONA" of "EL CORONA," Los Santos. 1994-present Dodge Ram body and cab that were squished when it was made into a lowrider. It's fastest at acceleration of the lowriders, brakes good, but doesn't have cornering traction.

the with a the great

2. Blista Compact * At Easter Bay Airport, San Fierro, by the little dot S of where the three roads converge SW of the big circle. It's a 1983-1987 Honda CR-X with a front bumper guard, like the one in "Vice City." 3. Stafford * At the Vank Hoff Hotel--the Queens, San Fierro, save place. It's a 1971-1981 Rolls Royce Corniche. 4. Sabre * In Garcia, San Fierro, N of the "A" of "GARCIA" and E of the N baseball field of the two. It's got the pairs of headlights and sides of the front bumper of a 1971-1972 Buick GSX, the body of a 1970 Chevrolet Chevelle, and the back of a 1970 Oldsmobile 442 convertible. The back of the cab of the Chevelle is given a rear window squared off to be a little smaller than the ones on the convertible versions of a Buick GS, Chevrolet Chevelle, or Oldsmobile 442. It's the Sabre of "Vice City"--the automotive equivalent of a muscular

lunkhead. 5. FCR-900 * In NE Las Venturas on the W "H" of "THRU" of "JULIUS THRU WAY NORTH," on S of "THRU" (you may need to leave and go back up). It's at the bike school if you got all Honda CBR 900 RR Fireblade. 6. Cheetah Prickle Pine, go back, even there, before this?). It's

side of the pizza store S of the the N side of the street a block a number of times for it to show silver awards, too. It's a 1992

* In a driveway at the SW corner of the block that's N of the Las Venturas, save house. You may need to have C.J. go away and remove other vehicles from the spot, and find locked Cheetahs an unlocked one shows up (did the BradyGames map guy program a 1991-1992 Ferrari 512TR, the 1991 update of the Testarossa.

7. Rancher * in the SW area of the big brown spot beside "BLUEBERRY ACRES" in Red County. See "Rancher and Ranger" in section I.8.a under "Hybrids." It's a 1983-1988 Chevrolet K5 Blazer with S10 Blazer parking lights and a 1992 Jeep Cherokee back window and brake lights. It's like the Rancher in "Vice City." 8. Stallion in front of the Supa Save, in the S area of the block of the "LL" of "Juniper Hill" in San Fierro. It's a mixture of a handful of cars with Oldsmobile on the front and back and what may be an altered Mustang in the middle. (see the "Hybrids" section of I.8.a). 9. Tanker * By Jay's Diner, on the W side of the road a bit S of the overpass S of "BAYSIDE TUNNEL," Tierra Robada. It's a big Mack R or DM 10-wheeler truck cab that can haul a big trailer. 10. Comet * In the parking lot about where the "S" of "AVISPA COUNTRY CLUB" is. It looks like a mix of Porsches and Jaguars (see the "Hybrids" section of I.8.a). If the door is locked, C.J. won't get in, but when he gets in, he jumps over the door. For delivering five vehicles, the Bandito, a sand rail (for Baja Racing or getting around City 17 in "Half Life 2," 2004), and for ten, the Turismo, a 1987-1988 Ferrari F40, are available to buy. For delivering all ten, C.J. gets $100,000. List three 1. Blade Across the street and E of the El Corona, Los Santos, save house. It's a 1965 Chevrolet Impala (flattened, with two more headlights, and a redesigned front bumper, front of the engine hood, and wheel wells). 2. Freeway At the N end of the W side of the block N of "HASH" of "HASHBURY," and at bike school if you complete it. It's a "Vice City" 1976 or so Harley-Davidson Shovelhead. 3.

Mesa

* Just N of the Sanchez, the 2nd vehicle on the 1st list, S of Mt.

Chiliad. City."

A 1986-1996 Jeep Wrangler, similar to the Mesa Grande of "Vice

4. ZR-350 * In the parking lot of the Clown's Pocket, Las Venturas. high performance car. It's a 1989-1991 Mazda Rx7.

A

5. Euros * under the head of the Sphinx of the Camel's Toe casino, Las Venturas. It looks like a 1990-1996 Nissan 300ZX. 6. Banshee By the N side of the San Fierro gym, which is on the SE corner of the block that's the 2nd rounded square block S of the "G" of "GARCIA," with success at Driving School; * where the Ammu-Nation symbol is on the block of "COME" of "COME-A-LOT." It's a 1992 Dodge Viper with variations mainly to the front and back ends. 7. Super GT On the N side of the big "J"-shaped block S of "DOHERTY" with all bronze awards at driving school, and in the NE area of the Easter Bay Airport tarmac. It's a 1991-1992 Mitsubishi 3000 GT. 8. Journey At the top of Mt. Chiliad (but it's not easy to drive it down), in the NE area of the film studio in the block of "WOOD" of "VINEWOOD," Los Santos, and at the NW corner of the NW block of the three of El Quebrados. It's a a camper truck. I found a pretty good match with a 25' 1978 Winnebago with a GM grill and headlights, except the Journey has two pairs of headlights. (Did you see Albert Brooks in "Lost in America," 1985? "Born to be wild....") 9. Huntley * in the E part of the N side of the big "J"-shaped block S of "DOHERTY." It's a 1987 (U.S. debut)-1992 Land Rover Range Rover, except the headlights look more like the ones on a 1990-1992 GMC Sierra and the grill looks like the one on a 1989-1992 Ford Bronco. 10. BF Injection On the beach W of the dead end road that's below "MISSIONARY HILL." It's a Volkswagen Beetle-based, or similar, fiberglass beach buggy. For delivering five vehicles, the Vortex, a hover craft, and for ten, the Bullet, a 2005-2007 Ford GT based on a mid-late 1960's GT40 MkII, are available to buy. For delivering all ten, C.J. gets $200,000. Thanks to the Real Car Name List by PRB051 for the real names of the Banshee, Feltzer, Infernus, Super GT, and ZR-350, and for the "Rolls Royce" lead on the Stafford. http://faqs.ign.com/articles/622/622601p1.html

Thanks to the Real Life Car List by Hamish Duncan, aka FORDSUCK, for the real names of the Club, Bullet, and Turismo: http://faqs.ign.com/articles/622/622709p1.html Thanks to nekkidhillbilly at the GTA Forums > GTA San Andreas > General Discussion > Real Car Names message board for identifying the Blade, the "Chevelle" and "Buick GSX" leads for the Sabre, the "Dodge" lead for the Slamvan, and the Chevrolet K5 Blazer lead for the Rancher. http://www.gtaforums.com/index.php?showtopic=157661&st=0 Thanks to QuickFord97 at GTA Forums for the Daytona/Camaro blend idea, CKYbassplayer69 at GTA Forums for reaffirming the lead on the Daytona, and canada rules at Gamefaqs for the "Mustang" lead for the Buffalo. http://www.gtaforums.com/index.php?showtopic=157661&st=60&#entry2174467 http://www.gamefaqs.com/ Thanks to a message at Gamefaqs by sonofkorol for identifying the Windsor. http://www.gamefaqs.com/ Thanks to KoLSPD2 at the same GTA Forums message board for identifying the Euros. http://www.gtaforums.com/index.php?showtopic=157661&st=120&#entry2331455 VI.46

"Puncture Wounds"

Cesar Vialpando

Cesar wants a car driven by a fast driver that's hard to stop without wrecking the car. C.J. gets the idea to use tire spike strips--stingers--that stretch across the road when dropped. Have C.J. try to get ahead of the driver and drop (LMB) a stinger--he has three he can use. The driver goes S on the main highway from San Fierro to the T intersection, turns E, then goes S across the bridge into Whetstone. Once stopped, the driver abandons their car for C.J., who repairs the tires, and you can have him drive it to the Xoomer garage. The Stratum is at Wang Cars. C.J. gets Respect and $5,000. Wang Cars makes $8,000 a day and max. &&&&&&&&&&&&&&&&&&&& VII. The Desert and Las Venturas Preliminaries VII.1 Save houses El Quebrados A2 in W El Quebrados (Desert)

$20,000

Tierra Robada B2 $20,000 N of the Robada Intersection (Desert) Fort Carson B3 garage NW Fort Carson (Desert) VII.2

Barber and Tattoo shops

$30,000

The Redsands East tattoo parlor is available

The Las Venturas barber shop has the same deals as the Marina, Los Santos, and San Fierro barber shops. Having C.J. get a haircut can get rid of any wanted rating. At the Redsands East tattoo parlor, the highest scoring tattoos tie with the Stats of the highest scoring tattoos available before (R:3; SA:3): for the back, the card, $240, and for the lower back, the masks, $720, and the cross, $600. VII.3

Ammu-Nation and weapons

A good map of the weapon and item locations is at: http://www.ianalbert.com/misc/gtasa.php In addition to the weapons previously available in the scenery and at AmmuNations, you can find: Hand: Brass Knuckles - at the N side of the W building of the N block surrounded by road of Las Payasdas. Melee weapons: Baseball Bat - at the SW corner (outfield) of the baseball field which is where "RED" of "REDSANDS WEST" is, - and on the N side, ground level, of Blackfield Stadium. Golf Club - on the balcony on the W side of the Yellow Bell Golf Club building, on the half circle W of the loop of road.

Night Stick - behind the San Andreas Police Department sign at the SE corner of the block E of "THE" of "THE EMERALD ISLE," - by the cells on the 1st floor of that police department, - and by the Permits and Licenses doorway on the 2nd floor of it. Shovel - at the N side of the S pile of stuff on the floor of Hunter's Quarry, - at the NE corner of the NE tennis court among eight NW of the N end of the W dead end road of the two in the middle of the N end of Las Venturas, - in the E dugout of the two at the N corner (home plate) of the baseball field which is where "RED" of "REDSANDS WEST" is, - and hidden in a shrub under a pale gray-blue dormer S of the big skull at the N end of the displays in front of Pirates in Men's Pants. Pool Cue - by a dirty orange and blue-green dumpster at the S side of the building at the NE corner of the rectangle N of "ORE" of "ROCKSHORE EAST." Knife - between the two S cages of the Snake Farm on the N side of the road SW of "AIR" in "VERDANT MEADOWS AIRCRAFT GRAVEYARD," - and by a telephone pole N of the S trailer of the trailer park N of the little block with an Ammu-Nation E of the No Fly Zone. Katana - behind a little house without a garage among mobile homes and NW of the El Quebrados save house, - at the S end of the deck of the pirate ship display in front of Pirates in Men's Pants, - on a front porch guarded by two white gargoyles at the SE part of the Oriental-style shopping center NW of "PILGRIM," and N of a Cluckin' Bell, - and between the two N palm trees of a group of three in a divider at the SE side of the Four Dragons Casino.

Chainsaw - behind a cylinder at the top of the steps of the S quarry-o-matic of the two at the SE side of the floor of Hunter's Quarry, - and at the SW side of the blue warehouse, behind beige walls and fence gates, at the corner S of "TES" of "WHITE WOOD ESTATES." Pistols: 9mm - W of a big RR bridge support, which is on the W side of the road that goes below the bridge and is S of Las Barracks, - on the 2nd floor of the police department at the SE corner of the block E of "THE" of "THE EMERALD ISLE," - at an Ammu-Nation, and some policemen, gangsters, drug dealers, and hookers carry one; Ammu-Nation clerks dual wield them. Silenced 9mm - in the garden under the foot bridge to the N side of Blackfield Stadium, - and at an Ammu-Nation. Desert Eagle - at the NE corner of the back yard of the 2nd house from the E end on the N side of the N road of the E block of the Bayside Marina area, - under the middle solar panel of three in a trailer park across the street from the Lil' Probe Inn, - and at any Ammu-Nation, $1,200, after "Black Project" (a Desert mission). Shotguns: All three types use the same ammo, so the ammo for one is added when C.J. gets another. (Thanks to Rusk for the info.) If C.J. doesn't have any type of Shotgun and enters any Police car or a Ranger, he gets a Shotgun with five shells. If he has any type of Shotgun, doing that adds five shells to the ammo for it.

Shotgun - near the end of the wooden pier S of the "OC" of "VALLE OCULTADO," - under the front porch roof of the little house of the trailer park S of Fort Carson; of those houses, it's in the 2nd row from the E and 4th place from the S, - under the ramp at the last "N" of "PILSON INTERSECTION," - on the 2nd floor of the police station at the SE corner of the block E of "THE" of "THE EMERALD ISLE," - at an Ammu-Nation, it's occasionally used by the police (who usually use 9mms) at four wanted stars or higher, and it's used by the Army (with M4s) after C.J. buys Verdant Meadows (a Desert mission). Sawnoff Shotgun - at the W side of the warehouse with a red band around the tops of the walls, behind a surrounding wall, at the N side of the block with "EST" of "WHITE WOOD ESTATES," - at the S side of the dirty brown and blue-green dumpster by a wooden fence at the N end of the N-S alley of the block with "WEST" of "REDSANDS WEST," - in the N area of the roof of the "PARKING" building on the block W of "THE PINK SWAN" (reach it by aircraft or Jetpack), - and at an Ammu-Nation. Combat Shotgun - in a small shrub in the middle of a long thin parking lot divider S of a white warehouse with blue trim; enter the lot on the N side of the block that's W of the "FR" of "LVA FREIGHT DEPOT," - in front of the Four Dragons Casino after finding 50 Horseshoes, - just N of the blocked part of the blocked hall of Research Section A in Area 69 after "Black Project," - and at any Ammu-Nation, $1,000, after "Don Peyote." Submachine guns: All three use the same ammo, so the ammo for one is added when C.J. gets

another.

(Thanks to Rusk for the info.)

Tec9 - between a support beam and the edge of the San Andreas Sound under the N end of the Mako Span, - and at an Ammu-Nation. Micro SMG - in a jet body part at the SW end of the parts at Verdant Meadows Aircraft Graveyard, - between a brown wall and a dirty orange and blue-green dumpster at the E side of a lot, containing a lot of garbage containers, at the mid-S end of the block N of "LAS" of "LAS VENTURAS AIRPORT," - at an Ammu-Nation, and it's used by Ballas (with 9mms) and S.W.A.T. agents. SMG - behind the 2nd building from the W end of the S side of the S street of the square E block of El Quebrados, - in the NE corner of the 4th/top floor of the Starfish Casino parking garage; enter at the SE corner of the block with "THE STAR," - in a narrow nook between blue and concrete block walls on the N side of the grassy alley between the Starfish Casino and surrounding hotels; from the main entrance (you can't enter), have C.J. go N, jump over the low wall, and go W into the grassy alley, - in front of the Four Dragons Casino after finding 50 Horseshoes, - at an Ammu-Nation, and it's used by FBI agents. Assault Rifles: Both use the same ammo, so the ammo for one is added when C.J. gets another. (Thanks to Rusk for the info.) AK-47 - by the door of the E trailer of four N of the rectangle W of the dead end of the road NW of "EL CASTILLO DEL DIABLO,"

- in a divider with grass, palm trees, and shrubs in the middle of the lot that's in the middle of the duplexes of the block S of "WEST" of "REDSANDS WEST," - on the 2nd or so story roof of the Four Dragons Casino at the bottom of the inside of the N-most "U"-shape formed by taller structures (reach by aircraft or Jetpack), - at an Ammu-Nation, and some Triads (Wu Zi's gang; they wear black clothes) have one. M4 - under the stairs of the SW guard tower of Area 69, - on the roof behind the roof of the entrance of the Motel, E of the swimming pool, NE of the block of "PILGRIM," - in front of the Four Dragons Casino after finding 50 Horseshoes, - at an Ammu-Nation, and it's used by the Army (with Shotguns) after C.J. buys Verdant Meadows (a Desert mission). Rifles: Rifle - at an Ammu-Nation. Sniper Rifle - on the N side of the steeple of the little church on the N side of the corner that's S of the "S" in "JULIUS THRU WAY NORTH," - on top of the NW corner of the S skyscraper of the Clown's Pocket, at the "N" of "CLOWN'S" (use an aircraft or a Jetpack to reach it), - on the N side of the roof above the entrance to the Four Dragons Casino (reach it by aircraft or Jetpack), - and at an Ammu-Nation. Heavy weapons: Minigun

- on top of the big concrete support column at the SW end of the Kincaid (RR) Bridge, accessible now that the invisible barrier there is gone since the Desert and Las Venturas became available, - in a small underground room that adjoins the 2nd main room in Area 69 that C.J. enters during "Black Project"; the Minigun is there from the start of the game, - by the elevator doors on the lower level of a parking garage; to have C.J. get there, have him enter the alley on the E side of "CA" and "LANTE" of "ROCA ESCALANTE," turn right into the garage, go to the N side, down the ramp, and go N to the Minigun by the elevator doors, - on the next-to-the-top level of the scaffolding over the "O" of "ROCKSHORE EAST" (reach it with the Jetpack or a Parachute), - and inside Mike Toreno's Tierra Robada house after "Vertical Bird." This one has a 500 count for ammo instead of 200. His house is the save place S of the RR track that extends N from the Kincaid Bridge. Flame Thrower - in the S end of the porch of the E side of the main KACC Military Fuels building, about where the "E" of "FUELS" is, - and inside Mike Toreno's Tierra Robada house after "Vertical Bird." Heat Seeking Rocket Launcher - on a N side of the biggest Native American/Mexican building at the end of the dead end road W of "ALDEA MALVADA," - on the NE corner of the upper level of the parking garage where "IN" of "PILSON INTERSECTION" is, - and inside Mike Toreno's Tierra Robada house after "Vertical Bird." only has three shells (ten is typical elsewhere).

It

Rocket Launcher - on a roof above the parking garage of The Emerald Isle, a tiny bit W of the "I" of "Isle" (enter on the N side to drive to the top floor then climb the stairs to the roof, or use an aircraft or Jetpack to get there), - in the NW corner of the 8th floor of the Emerald Isle parking garage; enter on the N side,

- revolving through a corner made by yellow and blue crates of a roughly backwards "L"-shaped pile of crates S of the S end of the main body of the terminal building (between the "S" and "Y" of the big letters of "LAS VENTURAS") of LV Airport, - and inside Mike Toreno's Tierra Robada house after "Vertical Bird." only has four shells (ten is typical elsewhere).

It

Thrown: Grenades - at the W end of the E-W alley of the block of "B" of "BAYSIDE MARINA," - by an air duct at the SW corner of the warehouse roof at the S end of the rectangle N of "ORE" of "ROCKSHORE EAST" (reach it with a Jetpack or a Parachute), - and at an Ammu-Nation. Molotov Cocktails - behind the liquor store E of the SW block of Fort Carson, - at the S corner of the roof of Cluckin' Bell and Pro-Laps, at the S end of the diamond shape W of the dead end road of "CREEK" (climb onto a vehicle then onto the roof), and - on the NW corner of the roof of the building at the NE corner of the block S of "TOE" of "THE CAMEL'S TOE." Have C.J. make a fast run (press Left Shift repeatedly) and jump from the roof of the raised entrance structure that's on the roof of the building to the S. Tear Gas - about 18' N of the SE circle (a smoke stack) of KACC Military Fuels, - E of the N end of the LV Airport tarmac rectangle that's E of "BLACKFIELD," at the W side of three yellow and black striped ramps, Remote Explosives - in front of the Four Dragons Casino after finding 50 Horseshoes,

- and at an Ammu-Nation. Handheld Items: Camera You can get a Camera from one of the photographers around Big Tom. Don't pressing the RMB to have C.J. target them from in front of them--if they raise their hands, the Camera disappears. C.J. can leave the area and return to make more photographers appear if you want him to load up on film. Fire Extinguisher - at a gas station without pumps on the N road E of "VALLE OCULTADO," - in the narrow space at the S side of the Xoomer gas station on the S side of the road W of "SPINY BED," - and at many fast food places. Spray Can - between the W-most two of three long rectangular beige warehouses S of "RAIL" of "SOBELL RAIL YARD." Gifts for girlfriends: Light gray-brown Vibrator with dark vertical stripes - behind a dirty orange dumpster in an abandoned lot on the N side of the middle of the S road of the E block of the Bayside Marina area. Cane It's a melee weapon in the wrong weapon slot; you can't use it as a gift for a girlfriend. by a telephone pole in an asphalt lot W of the RR station on the S side of the RR track that passes E-W below "PRICKLE PINE"; the station is S of the "PR," on the S side of the house with orange shingles that's on the E side of the 2nd dead end street E of the Prickle Pine save house, at the SE corner of the Emerald Isle, and at the W side of the red doors and triangular stylized face of the sloped roof building at the S side of the middle of the "S"-curved road in the middle of the block of "PILGRIM."

Flowers in the front yard of a house on the NE side of the 2nd intersection N of the "Y" in "BAYSIDE MARINA," at the S side of a little house W of where the dirt road turns from SE to S W of downtown El Quebrados, on the N side of the Xoomer gas station office at the N side of the intersection E of downtown El Quebrados, in front of a plaque and two statues at the W side of the road at the top of the W side of the Sherman Dam, by the grave stone with a cross on top of it at the cemetery at the E side of the ghost town indicated on the map by the dots S of Las Brojas, at the concrete divider in the middle of the Julius Thru Way at the N end of the SE curve, on the porch of the Xoomer gas station in the rectangle at the E side of the block that's W of "LINDEN SIDE," at the W side, by the doors, of the Wedding Chapel church that's N of the S end of the SE curve of the Julius Thru Way, by the wooden fence of the front yard of the W house on the S side of the street of the S street of the block E of "LAST DIME MOTEL," over a flower bed by the N-S street E of Royale Casino and S of the "S" of "CASINO," in the front yard of the house on the SE corner of the block N of "LAS" of "LAS VENTURAS AIRPORT," between two of the gas pumps at the Xoomer gas station across the street to the N from the NE corner of the block with "THE EMERALD ISLE," in front of the yellow Wedding Tackle store NW of the NW corner of the block that's E of "THE" of "THE EMERALD ISLE," in front of the "The Golf Course" sign at the E side of the loop of road of Yellow Bell Golf Course, and by a flower bed of the 2nd house from the W that's N of the block that's E of the loop of road of Yellow Bell Golf Course. Apparel Items: Jetpack - at the bottom of the Launch Bay--the several stories-tall room--inside Area 69 during and after "Black Project," and - by the door of the abandoned AC tower save place at Verdant Meadows after "Green Goo." You can also use the GTA SA Control enter (X.13.c) to get rid of your cheat count status automatically or after using the ROCKETMAN code to spawn a Jetpack and save the game without worrying about creating a cheat count or lowering your

Criminal Rating. Parachute - on the tall N bridge support of the Gant (Golden Gate) Bridge, - in Bone County at the top of the tall antenna SW of the Big Ear (have C.J. walk toward the base of the antenna to be transported to the top of it), - in Arco Del Oeste in the E old shack on top of a tall rock formation N of the "RC" in "ARCO" on the paper map, - and on top of the tall skyscraper of the Emerald Isle (use an aircraft or Jetpack to get there). Night Vision goggles They make everything look green and let you see the inside walls of the Fort Carson tunnel (see VII.5 for the location of the last listed police bribe for the Desert). - on the upper level by the S generator inside the Sherman Dam (enter through a door by the E end of the road that's on the top of the Dam) after "Breaking the Bank at Caligula's" (thanks to pdescobar), - on top of the NW guard tower of the No Fly Zone after "Breaking the Bank at Caligula's," - E of the middle silo of the five big silos of Foster Valley on the E-W ground level path through the middle of the shopping mall after "Breaking the Bank at Caligula's," - and by the kitchen entrance of Madd Dogg's crib after "A Home in the Hills." Thermal Goggles Heat vision ("Infrared" in data\weapon.dat) goggles make everything look like the photos Richard Avedon made of the Beatles in 1967, which is more festive. These seem to be the things that make certain peds show up in partial graphics which cause some people to think they look like aliens. Thermal goggles don't reappear in a location if C.J. takes them from one and you save the game, so I use them without saving the game. - in Zero's RC Shop after "Black Project," - in the Control Tower in the middle of the S side of the fenced-in area of the No Fly Zone after "Black Project," - at the N side of the base of the Big Ear after "Black Project,"

- and in the bar room of Madd Dogg's place after "A Home in the Hills." Welding and Weddings bomb shop This bomb shop is on the S side of the block W of "ISLE" of "THE EMERALD ISLE" in Las Venturas. It operates like the one in Los Santos, which is an 8 Ball's Bomb Shop like the one in Staunton in "GTA III." Have C.J. drive a four-wheel (even an emergency) vehicle into the back (N side) of it for the vehicle to have a bomb with a timer installed in it. Press F or Enter while C.J. is in the vehicle to activate the timer, and have C.J. leg it. The bomb explodes in about eight seconds. VII.4

Armor and Bribes

Some maps for Armor and Police Bribes are at: http://www.ianalbert.com/misc/gtasa.php http://www.gamefaqs.com/ps2/914983-grand-theft-auto-san-andreas/faqs/54671 http://en.wikigta.org/wiki/Cop_bribes_(GTA_San_Andreas) Body Armor The Desert at the NE end of the little strip of beach NE of downtown Bayside Marina, between the wooden house and garage by the pier and just S of the "C" of "VALLE OCULTADO," on the roof behind the "PECKER's FEED & SEED" sign E of the big chicken of Las Payasdas, at Verdant Meadows in a fuselage at the middle airplane icon of the N row of airplane icons, on the S part of the outer walkway of the Control Tower, which is in the middle of the S side of the fenced-in area, of the No Fly Zone/Area 69, in the keycard room in Area 69, and in the main trench, below the hall floor grating, in Area 69 after "Black Project." Las Venturas on the inner balcony of a motel at the E end of the block of "SANDS" of "REDSANDS EAST" (have C.J. jump on a car at the N side of the entrance, at the E

side of the block, and go around the balcony to the Armor), on the roof of the building of four little "Escobar Int. Airport"-type parabolas in the middle of the block E of "CALIGULA'S PALACE," on the N side of a church NW of the overpass at the SE curve of the Julius Thru Way, under the arch at the bottom of the Come-A-Lot roadside sign, at the S side of the lot at the SW corner of the block of "D" of "LVA FREIGHT DEPOT," between the stairs of the pier S of "ES" of "ROCKSHORE WEST" (mentioned before as accessible from Los Santos), by two green dumpsters at the N side of Greenglass College, in back of the N brown hanger of two just under the "L" of the big letters of "LAS VENTURAS," and NW of the N end of the trumpet tubing-type shape of Las Venturas Airport. Bribes (**** airborne bribe) The Desert at the W side of a building and above the "R" of "BAYSIDE MARINA," at the E side of a bend in the road NE of the NE corner of the No Fly Zone, in a field across the road to the E from the Astro Drive-In Theatre sign, which is along the road that goes S from the Cluckin' Bell that's E of "FORT CARSON," in an alley in the N block of Las Payasdas, and in an underground tunnel; the N opening is lower on the hill and W of where the winding road to the Big Ear leaves the main road, and the S opening is about due S of the N opening and by a RR track. Las Venturas an airborne bribe in the NW corner of the block E of where the Strip divides in the N ****,

an airborne bribe W of the jump ramp of the pirate ship in front of Pirates in Men's Pants ****, an airborne bribe over the concrete highway divider where the "A" is of "JULIUS THRU WAY SOUTH" ****, over the S end of the building that's N across the street from the NE corner of the block of The Camel's Toe pyramid****, at the W side of the S end of the RR bridge that goes S from the "RTH" of "JULIUS THRU WAY NORTH," in the narrow E-W alley through the middle of the block W of "ISLE" of "THE EMERALD ISLE," in the tunnel through the base of the Washington Monument-type statue of The Camel's Toe, S of the dirty pink building that's W of "O" in "HARRY GOLD PARKWAY," in the E-W alley with old wooden fencing blocking both ends in the S section of the block with "WEST" of "REDSANDS WEST," under the E end of the E-W bridge just S of "JULIUS THRU WAY EAST," in a lot across the street SW from the Four Dragons Casino, and in a lot where the "R" of "THE FREIGHT DEPOT" is. VII.5

Oysters (Desert)

If you didn't get them already, get the remaining five. The five locations are given at IV.27 in the section on the "Reuniting the Families" glitch. The fastest way to find them is to use one of the teleportation devices at X.13.a, b, and c. X.13.c works with either the patched or unpatched version of the game. VII.6

Bayside Marina Boat School

Getting all gold awards for this is easier than for Driving School. If you were good at Delphi's missions in the game "Giants: Citizen Kabuto," 2000, you have a head start. http://pc.ign.com/articles/153/153833p1.html http://en.wikipedia.org/wiki/Giants:_Citizen_Kabuto The timer counts up. off the frame limiter. VII.6.a

You can slow it down, to get a lower time, by turning (Thanks to Orion_SR.)

"Basic Seamanship"

Drive the Coast Guard boat ahead (W) and have it stop (S) between the pairs of buoys. I used S as the near side of the near pillar of the Gant Bridge went by the left edge of the screen. I had several at 9.something and didn't get gold till I had 9.73, so I'm not sure what high nine you have to beat. VII.6.b

"Plot a Course"

Drive the Coast Guard through eight pairs of buoys without bumping them using the screen and radar. Rusk says to get less than 35 sec. for gold. VII.6.c

"Fresh Slalom"

Drive a Dinghy with a few zig zags through fifteen pairs of buoys. says to do it in under 80 sec. for gold. VII.6.d

Rusk

"Flying Fish"

Drive a Vortex to the right, turn left, and aim for the ramp. When I took a longer run to the right to have a longer runway in which to build up speed to the left, I got gold. Press Down when the Vortex hits the jump ramp and while the Vortex is airborne to keep it airborne longer. When landing, press S and possibly turn to stop within the buoys. The BradyGames guide says to beat 57 meters to pass, and AggroSk8er says to beat 67 meters for gold. VII.6.e

"Land, Sea, and Air"

Drive a Vortex through pairs of buoys, over a jump, through pairs of buoys, over two jumps over the bases of supports for the Gant Bridge, and through pairs of buoys. You may need to run the route several times to make the turns more accurately if you want to get gold. Take the jumps only as fast as you need to and press Up if needed to land faster. Rusk says to beat 130 sec. for gold. For all bronze awards (70-89%), C.J. gets the Marquis. For all silver awards (90-99%), he gets the Squalo III. For all gold awards (100%), he gets the Jetmax. VII.7

RS Haul Trucking Asset Mission (final two missions)

Thanks to Spaceeinstein for the lists of possible destinations for each mission. With each mission attempt, the game selects a destination at random. VII.7.a

Mission 7

Fragile cargo and timed 6:00.

This one is easy. You may bang the truck a little, which subtracts from the pay, but as long as you end up with something left on the damage meter, you pass. By now, money shouldn't matter much, anyway. Destinations: Bone County, NW San Andreas

Green Palms, Bone County The Sherman Dam, NW San Andreas Verdant Meadows, NW San Andreas C.J. gets up to $7,000. VII.7.b

Mission 8

Four star wanted level.

Destinations: Redsands West, Las Venturas White Wood Estates, Las Venturas Las Venturas Airport, Las Venturas LVA Freight Depot, Las Venturas Starfish Casino, Las Venturas Creek, Las Venturas Spiny Bed, Las Venturas Pilgrim, Las Venturas Rockshore East, Las Venturas Randolph Industrial Estate, Las Venturas The idea of blowing up the truck for a different destination, and picking an easier one, is about all there is for alternative strategy. So I tried AggroSk8er's recommendation to use Guto's idea of using the RR track to go to SE Las Venturas. The first time I did this, the police kept blowing up the truck before C.J. could get to the destination. I did learn that you can make the graphics for truck fires disappear quicker by sending C.J. so far from them that not only the flames but the glow for them disappears, then counting to ten before sending him back. If you want a special fix for it, I think the fastest way would be to use the Control Center (X.13.c) to make the truck bullet proof. You could also give the Police car, Ranger (police SUV), and Enforcer a top speed of something small in data\handling.cfg. C.J. gets $10,000, but after this, he's just glad he's alive. RS Haul makes $2,000 a day. VII.8

Horseshoes

I use the Bradygames guide, Xbox and PC version, pp.137-139, for the numbers but not the haphazard search pattern you'd have if you searched for Horseshoes in the Bradygames guide numerical order. A good map of the Horseshoe locations is at: http://www.ianalbert.com/misc/gtasa.php

The fastest way to find them is to use one of the teleportation devices at X.13.a, b, and c. That last one, the Administrative Console, is available in a version--the Control Center--that's compatible with the patched version of the game. You might combine that with Demarest's Pillager, X.13.gg, which puts markers of all the Tags, Oysters, Snapshots, and Horseshoes left to find in the category you've chosen on your radar. While you look for Snapshot targets, it also puts a green marker above each one you haven't taken a picture of yet to make them easier to find. It works for v.1 or 2 of the game. Another option is the Horseshoe Help mod by JVT at X.13.h, which makes a big arrow, like ones you've seen in GTA's, point down at each Horseshoe that hasn't been collected yet. http://www.gtagaming.com/downloads?p=file&id=1252 ******** Ones you might get by Maverick or Sea Sparrow (for those who don't want to wait for a Jetpack at VIII.16 "Green Goo"): When you're aiming a helicopter for a careful landing, move the mouse for different views--even a "GTA2"-type overhead view is possible and helpful. When the helicopter is in an awkward position, instead of trying to push it in a direction till the "camera" aims that way, move the "camera" with the mouse then start moving the helicopter in the direction you want to go. Also, the new Mavericks are a lot better about letting you hold the Up (NP9 in "Vice City") button to go forward at an angle for long distances once you have enough height. And they don't go down when you leave the controls alone for awhile like they used to, which is nice if you want to reach for a snack or smoke, etc., and don't want to reach back and see it blown up. You have to press S to make it go down. Don't fly over the No Fly Zone or the soldiers there will try to shoot your helicopter out of the sky. 20. on the roof of the Four Dragons Casino about where the "N" of "CASINO" is. C.J. could parachute to this one easily, too. 46. in the middle of the S side of the block of "VENTURAS" of "OLD VENTURAS STRIP," in front of the "S" of the "CASINO" marquee. Land in the big area to the W of the marquee and have C.J. walk in front of the marquee for the Horseshoe. 31. on top of the Come-A-Lot sign at the SW corner of the block with "COME." Make sure C.J. has full Health so he doesn't die if he has to jump. I landed a

Maverick between the two spires--it looked like the ends of the blades went into them a little--and took off with just a few sparks, but I think I was lucky. You could do something similar by getting an overhead view, getting close, and having C.J. bail onto the sign. Orion_SR recommends getting this Horseshoe with a Sparrow or Sea Sparrow since those helicopters are smaller. 3. on the red roof of the corner "Souvenirs," etc., shop on the SE corner of the block W of "ISLE" of "THE EMERALD ISLE." 14. on top of the highest skyscraper of the Emerald Isle, SW of "EM" of "THE EMERALD ISLE." (I was surprised that the new Maverick could go so high.) 45. N of the "KA" of "KACC MILITARY FUELS." Land in the parking lot beyond the entrance, go to the warehouse N of the entrance and go E through it (it had a few hovering boxes in it when I last looked), then go NW to the Horseshoe. 26. on the beam, supported by pillars, that's along the sidewalk by the middle of the E side of the Camel's Toe pyramid. You might get the Maverick to balance just long enough for C.J. to get onto the beam safely and have the helicopter fall. When I did it, I was lucky. The Maverick fell but rolled upright, C.J. got the Horseshoe, and his jump only took a sliver of Health away. 19. on a tower at one of the dots NW of the "C" of "COME-A-LOT." When you approach the roof from the front, you'll see the tallest spire is gold or yellow just left of the centerpiece. And left of the tallest spire is a short stubby one with a flat top--without a spire. That's the one the Horseshoe is on. I landed carefully from the back. It took a little patience, wrangling with helicopter drift, but it landed and took off okay. 32. on the E edge of the double "Victim" billboard on a tall pole by the Julius Thru Way East, just N of the RR symbol that's by "SOBELL RAIL YARD." I landed with the rails across the middle of the two billboards. When C.J jumped, he landed on the wide strips of metal between the bottoms of the billboards. An invisible wall wouldn't let him walk straight to the Horseshoe on the E side, so I had him walk over the strips to the W and the outer walks to the E, get the Horseshoe, and jump. He only lost half of his Health, and he had a pizza nearby to make up for that. ******** For the rest, I basically go W: N to S, then E: S to N. 1. In the entrance enclave of a house at the SW corner of the road and RR track intersection S of "YELLOW BELL GOLF CLUB."

5. in a 2nd floor dormer at the back of the golf club country club building at the W side of the loop of road E of "YELLOW BELL GOLF CLUB." 21. in the swimming pool in the mid-N of five rectangles, the top one curved, E of the block that's N of "PINE" of "PRICKLE PINE." 34. E of the same swimming pool in a tennis court. 29. at the base of the "Welcome to Fabulous Las Vegas" sign by the highway NW from the Pilson Intersection. 47. over a multi-colored stack of crates E of the NE corner of the block E of "PILSON INTERSECTION." Have C.J. jump on a truck then the wall, walk to near the middle of the crates and close to them, and try to jump to climb onto them. 27. over a blue wall across the street to the W from the SW corner of the block E of "PILSON INTERSECTION." Have C.J. jump on a car then the wall. 36. in the mid-E area of the block N of "EST" of "REDSANDS WEST." jump on the Steakhouse roof then the casino roof.

Have C.J.

40. on the mid-W side of the block of "EST" of WHITE WOOD ESTATES." C.J. enter the lot on the E side of the block and go behind the warehouse.

Have

49. over the walk of a one story gray building W of the NW corner of the block with "BLACKFIELD." Have C.J. jump up to it. 28. on the LV Airport tarmac N of the W side of the runway loop. tarmac at the N end of the wavy line on the E side.

Enter the

25. E of the N end of the runway loop. 15. on the mid-W side of the oval with four prongs--the main airport bldg.. 37. in a truck dock at the E end of the S side of the rectangle NE of "D" of "BLACKFIELD INTERSECTION." 16. in a narrow space between the warehouse and a wall at the S end of the little rectangle N of the "D" of "BLACKFIELD INTERSECTION." 22. in the middle of the courtyard in front of Greenglass College. 50. over Blackfield Chapel--C.J. can walk up the sloped roof. 30. N of the coast under the Mako Span. 6. in a backyard in the middle of the block E of "MOTEL" of "THE LAST DIME MOTEL."

38. in a back yard across the street to the N from the E end of the block of #6. 9. over a dumpster, behind a warehouse, at the SE end of the rectangle N of "E E" of "ROCKSHORE EAST." 53. on the roof of the chapel S of the martini glass symbol that's SE of "COME-A-LOT." Have C.J. jump from the roof of a car to climb the Chapel roof. 43. in the middle of the W side of the block N of "OT" of "COME-A-LOT." Have C.J. use the stairs to get to a roof and jump down to the 2nd balcony over from the top of the stairs. 2. at the top of the pyramid on the block of "CAMEL'S." to it.

A PCJ can drive up

11. on the 3rd floor of the garage on the block of "R" of "LAS VENTURAS." Have C.J. enter on the N side, go up a ramp on one side then the other, then go over the level part to the NE corner. 18. at the base of the big skull display in front of Pirates in Men's Pants. 7. on the roof of the Clown's Pocket front porch. Have C.J. jump on a car then onto the wall at the N side of Clown's, go E on the ledge, onto a roof, go around the S side of the "tent" roof, do a running jump up onto a 2' wide ledge of another roof, then go around to the W side. 48. under the upper part of the 2nd waterfall from the N in front of The Visage--above the "E" of "VISAGE." 44. at the back of an alley on the N side of the block with "THE STAR" of "THE STARFISH CASINO." 24. on the awning over the drive-through section of Venturas Steaks, on the W side of the block N of "SH" of "THE STARFISH CASINO." 39. on the porch roof of the "Arts & Crafts" store in the shopping center on the N side of the block with "O" of "THE STARFISH CASINO." Have C.J. jump on the roof of an SUV or van, then climb up onto the porch roof. 17. on a 2nd floor balcony of a motel. Enter the lot on the E side, of the block of "DSANDS" of "REDSANDS EAST." Have C.J. climb onto several roofs which are near each other at the N side of the entrance, then turn E and jump to climb up onto a higher roof/balcony, and go to the SW side of that roof/balcony. 42. in an alley in the middle of the S side of the block N of the block of

"DSANDS" of "REDSANDS EAST." 13. have C.J. jump on a car then the roof where the 24/7 symbol is SW of "THE EMERALD ISLE." 35. have C.J. go NW from the same corner, past the store, and jump over the wall to the N end of the little lot. 41. across the street to the N from the "D" of "THE EMERALD ISLE," have C.J. go through the car wash and make a 180 degree turn to the right. 12. have C.J. go N through the parking lot on the W side of the same car wash, then go E. 10. in a RR tunnel about where the "P" of "OLD VENTURAS STRIP" is. Have C.J. enter where the brown line turns gray (shown on the radar, not the paper map); the S end of the tunnel is where the track crosses under a road NW of "SOBELL RAIL YARD." 4. at about the 2nd "E" of "ROCA ESCALANTE." Have C.J. get on the roof of a car to jump to the roof of the Erotic Wedding Chapel. 8. in the VROCK Hotel swimming pool, which is found in the splotch that's NE, across the street and RR track, from "ROCA" of "ROCA ESCALANTE." 23. at the E corner of the big tilted square shape N of "CREEK," behind the shopping center and at the end of a lane protected by a wall. On the radar, the right corner of the square is the space between the corners of two squares, for some reason. C.J. gets better Luck (the top score, 1000) at gambling, $100 x 50 = $50,000, $100,000, and the Combat Shotgun, Remote Explosive, M4, and SMG will be in front of The Four Dragons Casino. VII.9

Las Venturas Bike School

This is initiated at the red "S" icon in Blackfield. Thanks to Spaceeinstein for helping again by sending me the names of all the motorcycles. For a test that requires C.J. to stop in a three-sided section of cones, try to stop the bike in the middle of them parallel to the sides. Bike school is easy--no bumps with airgrabs or such. You better at least pass all these tests with no complaining on the message boards so Rockstar makes the bikes and replays for stunts as cool as in VC again for "IV."

VII.9.a "The 360" Hold down W and S, add Left or Right to have C.J. burn a donut (if your keyboard doesn't support the use of three keys at the same time, add the sideways direction with the mouse) with the BF-400, and stop him when the bike goes just past the start of the skid mark. VII.9.b "The 180" Use a PCJ-600 to send C.J. from a space made by three lines of cones to do a turning skid with Spacebar around another set of cones and within the outer cones, and return him to the same spot he started from except facing in the opposite direction and stop in that spot. VII.9.c "The Wheelie" Send C.J. and the FCR-900 forward, wheelie with Down before C.J. goes between another set of cones, wheelie till past the cones-you can let let the front wheel drop as long as the front wheel doesn't touch the ground till past those cones, and have him stop in the middle of the far set of cones. VII.9.d "Jump and Stop" Have C.J. drive the Sanchez over a jump ramp, level the wheels, and go forward to brake in the far section of cones. VII.9.e "The Stoppie" Have C.J. drive the FCR-900 forward, hold down Up and add a tap of S long enough to bring up the back wheel to stoppie height before reaching the next batch of cones, send him forward with W and Up (the game will create a straight stoppie for the rest of the test), then release Up before he reaching the far set of cones and have C.J. stop within them. The training clip shows the back wheel down for the stop, but I had C.J. stop with the back wheel up and still got gold. VII.9.f "Jump and Stoppie" Have C.J. drive the NRG-500 over a ramp, press Up to point the front end down, hold Up as he lands and add a tap of S to create a stoppie as before, then send him forward and release Up before he reaches the far set of cones and have C.J. stop within them. C.J. has to get at least 70% in all the tests to pass the course. For all bronze awards (70-89%) or better, C.J. gets the Freeway. For all silver awards (90-99%) or better, he gets the FCR-900. For all gold awards (100%), he gets the NRG-5 00. VII.10

Burger Shot Courier Asset Mission

(4 runs)

This is like the previous drive-by delivery missions. You initiate it by having C.J. get on the Faggio by the Burger Shot below the "R" of "REDSANDS EAST."

Three loops, Four loops, Five loops, Six loops,

six packages, six packages, seven packages, eight packages,

three minutes five minutes five minutes eight minutes

Press Up quickly and repeatedly, without letting C.J. stand up, to make the scooter go faster and make a wavering buzzing sound like some of the soldiers got sick of hearing with some of the worse things the music stations played on the radio during the Burma missions of WWII. George Harrison might have liked them (yet he didn't like Yoko's early recordings--"ee-yie-yie-yiee-eeh"--go figure). The Burger Shot makes $2,000 a day and max. VII.11

Kickstart and Dirt Track (Blackfield Stadium)

Kickstart is available at the Trophy icon at Blackfield Stadium on every day except Monday and Wednesday if C.J. has at least 50% Bike (motorcycle) Skill. Press Left Shift to skip the intro if you've seen it before. Have C.J. drive over the "Vice City" "Dirtring"-type obstacles to go through the colored lights. Green ones are worth one point, yellow ones are worth two, and red ones are worth three. You need at least 26 out of 50 possible points to pass the mission. See if you can get a few of the red ones that are harder to get near the starting area then go for the others. If you're stuck, make sure a trainer you use to stop the mission timer is compatible with v1.01 of the game if you use the patch. You might give the Sanchez the "Wheels of Steel" Freeway changes, X.10.e, to make it more of a mountain goat--which works the same whether you use the patch or not. Stuckgamer pulls out all the stucks for this demonstration of how to get all 61 points (you "I can't fly the Skimmer" weenies watch this--this is good): http://www.stuckgamer.com/gui_gta_san_andreas_07.shtml The Dune will be in front of the stadium. It's a big-wheeled, bouncy vehicle like the Monster truck or BF Injection, but slower. Dirt Track is available at the Trophy icon at Blackfield Stadium on Mondays and Wednesdays if C.J. has at least 50% Bike (motorcycle) skill. The track is the figure eight used for "8-Track," but the race is done with a Sanchez. One curious thing I noticed about it is that the game seems to reward or pun-

ish your ability to get familiar with, and drive better, on the course. You might see C.J.'s position in the race go down because he hit a wall without seeing anyone go past him, or see it go up without seeing him pass anyone. Try to get familiar with the course--go right after going over the overpass and left after going under it (it's invisible from below, but it's at a divide in the road), avoid hitting the walls, and avoid hitting competitors (easier said than done) to spin them out or they'll spin C.J. out. The gimmick of shooting the competitors with a Minigun, which, as Rusk notes, doesn't work on PS2, works on PC, but it's hard to get all of them because they go by so fast. I've had C.J. kill some and still be in 12th place, too. I don't know of a place to plug up a spawn place for them like for the Hotring Racers in "Hotring" in "Vice City." As with "Kickstart" you might give the Sanchez the "Wheels of Steel" Freeway changes, X.10.e, to make it have strong road grip. The BF Injection will be in front of the stadium, and C.J. gets $25,000. VII.12

The Freight Train Mission

Have C.J. jack either the Freight or Brown Streak train from a train stop, then press NP+ or 2 to start this Sub-mission. There are two parts to it, and you can save the game after winning the 1st before doing the 2nd. Each part is a run with five stops--a stop is the red shaft of light at a train station. Hold down W till the train goes at a speed of 44--at 45 it can derail the train. Let go when you're 600 distance from the stop, and hold down S to brake when you're 350 distance from the stop. When you're near the stop, a speed of 10 is good to coast the last little segment with because it's easy to stop from. The alternative is a short run you won't have long enough to build to a speed of 44 with. Get the speed up till you're 350 distance from the stop, when you still probably won't be going as fast as you would have slowed down to at that distance the previous way. Brake as needed to the stop. If you floor it continually, you'll derail the train. You get the variety of cinematic "camera" views, and if you need to see the red shaft of light better, you can change the view with NP4. C.J. gets $50,000 and free train rides. VII.13

The Ammu-Nation "Shooting Range Challenge"

Have C.J. walk into the red shaft of light in the back of many of the AmmuNa-

tions to activate this mission. VII.13.a VII.13.b VII.13.c VII.13.d

"Pistol Challenge" "SMG Challenge" "Shotgun Challenge" "AK47 Challenge"

The four segments of this have to be done consecutively for it to add to your 100% completion of the game. In each of the four segments, there are three rounds and C.J. has two competitors. C.J. has to shoot within the red circle on each of the seven sections (head, right shoulder, etc.) of a target that looks like a gangster, and have more successful shots than his competitors. C.J. uses a 9mm Pistol for the 1st segment, he uses a Micro-SMG for the 2nd, a Shotgun for the 3rd, and an AK-47 for the 4th. In the 1st round, a target drops down close by. When the pieces are shot from it, another drops farther back; when it's shot apart, a 3rd target drops farther back. In the 2nd round, a target drops down at the far end of the range and moves forward to stop nearby. When the pieces are shot from it, a 2nd does the same, then a 3rd. In between targets meant for C.J., have him shoot the competitor's targets. In the 3rd round, one target goes side to side for all three competitors to shoot at. When the pieces of it are shot away, a 2nd target does that, then a 3rd. The scores of all three competitors are shown on the screen. The 1st to get 20 points wins. The 3rd round for the Shotgun segment is the hardest. C.J. has to more actively aim for a spot just ahead of each circle and shoot when it comes into his aim. This is easier than "Rifle Range" in "Vice City," but it's a little glitchy like that was, too. I poured a bunch of shots into a head segment that didn't get shot away a few times. (I don't remember the circumstances, but spaceeinstein reminded me that "the targets are not solid until they are firmly down and moving toward you.") If the weapon skill for each weapon used for this wasn't maximized before, it will be when you succeed. VII.14

Las Venturas Gym

C.J.'s Stamina and Muscle should be past the buff stage, so have him beat the trainer at the Below the Belt Gym to get kick boxing moves. - Running attack: while running, lock onto the target with the RMB and press F or Enter. C.J. holds up his left arm and punches the side of the target's head with his right fist. http://img57.imageshack.us/img57/9770/00gta1fighttrainer3azr6.jpg - Ground attack (right kick a standing opponent; stomp on a downed opponent): lock onto the opponent with the RMB and press F or Enter. C.J. kicks the downed target between the legs. (As before, use the LMB to have C.J. stomp on them.) http://img96.imageshack.us/img96/5577/00gta1fighttrainer3bfv5.jpg - Combo attack: lock onto the opponent with the RMB and press F or Enter repeatedly. C.J. pulls the target's head down with both hands and kicks it with his knee. http://img57.imageshack.us/img57/51/00gta1fighttrainer3cly9.jpg http://img57.imageshack.us/img57/8892/00gta1fighttrainer3dsk2.jpg Also, hold the RMB and press Spacebar for C.J. to block with his left forearm, which he can also do while trotting or running. These are the same names for moves, and instructions for controls, used at the San Fierro gym, but the moves C.J. makes for them now is different. (You might like to try the Joypad option to see what this looks like with the kind of targeting it uses, which sacrifices mouse steering but keeps C.J. locked onto a target even while they run.) VII.15

Beat the Cock

Not needed for 100% completion

The 2nd of two triathlons--swimming, bicycling, and running--is available on Saturdays and Sundays. This one is from the beach at Fishers Lagoon to the Strip in Las Venturas, and is longer than the 1st one. Before the race, besides having C.J.'s various health and bicycle skills maximized, make sure he has a meal and enough Fat so that he won't lose Muscle during the race. It's mainly bicycling and a test of the endurance of the finger you use to tap Sprint quickly and repeatedly to make C.J. go faster (you may want to have a backup finger trained and a thumb at the ready). The reward is $20,000. Like your high score for videogames, your result for this isn't recorded in your Stats. VII.16

Some non-mission vehicle locations

Trains Sta-

Yellow Bell Station, S of the "P" of "PRICKLE PINE," and Linden tion, S of where it says it on the map (see map).

Sandking

by the Big Ear.

PCJ-600

by the save place at Verdant Meadows Aircraft Graveyard.

Sanchez

by the Las Barracks save house, and by the "Q" of "HUNTER QUARRY."

Mountain Bike hos-

by the path W and across the street from the El Quebrados pital, near the NE corner of the biggest rectangular block

of

Fort Carson, and SW and across the street from "CREEK." Quadbike Hotdog Pay-

Sweeper

by the dot at the end of the segment of the path that goes SW from Las Barracks. at the W side of the top of the Sherman Dam, the SE side of Las asdas, at the end of the dead end road S of "REGULAR TOM," and on the block S of the martini glass symbol that's E of the No Fly Zone. W of "SPINY BED."

Plow the

in some weeds by an open shack (one of a pair of dots on in-game map and radar) by the curve before the dead end

of

the path S of the 3rd "R" of "TIERRA ROBADA."

Trailer little

two by a Linerunner in the rectangle at the end of a dead end road E of the S part of the No Fly Zone.

Oil tank trailer Beat up Glendale INN";

Beat up Sadler of

N of the T intersection at the E end of El Quebrados. two are in the round shape of "INN" of the "LIL' PROBE one is by the "GAS" station at "VALLE" of "VALLE OCULTADO"; and one is NE of the N block of "LAS PAYASDAS." one is near the path S of the "O" of "TIERRA ROBADA"; and one is by the little shed in the valley by the coast N Verdant Meadows.

Skimmer ROBADA." Sea Sparrow 3rd

at the S coast of Arco Del Oeste, at the coast S of the "OC" of "VALLE OCULTADO," and by the top of the "T" of "TIERRA S of the E side of the Sherman Dam, and at the pier N of the and 4th airplane symbols from the left at Verdant Meadow Aircraft Graveyard.

Beagle

sometimes appears sticking partly into a house on the N side of the block N of "AR" of "FORT CARSON."

Cropduster

by the dot that's both W and across the street from the S end

of

the block N of Greenglass College and is N of the "E" of "HUNTER QUARRY." Leviathan

by the top of the "L" of "LAS VENTURAS."

At the W side of Los Venturas Airport, there are Dodos N and S with a couple of Shamals N of center. AT 400

in a big hanger indicated by the rectangle at the S end of the Los Venturas Airport tarmac.

Maverick

on a helipad N of the last "A" of "Bayside Marina," and on the roof at the "ME" of "THE EMERALD ISLE."

Jetmax

at the pier S of Rockshore West.

Impounded vehicles appear in the impound lot at the W side of the block E of the NE corner of the block with "THE EMERALD ISLE." http://img369.imageshack.us/img369/1243/lvimpoundgarage1fk2.jpg Orion_SR found that C.J.'s last two vehicles, if in certain locations during certain missions, will be saved in an area of the nearest impound lot (see III. 27). http://www.gtaforums.com/index.php?showtopic=304874 ******** Boat School (VII.6) success makes these vehicles available at the school: the Marquis for all bronze awards, the Squalo III for all silver awards, and the Jetmax for all gold awards. Bike school (VII.9) success makes these vehicles available at the school: a Freeway for all bronze awards, a FCR-900 for all silver awards, and an NRG-500 for all gold awards. Pilot School (VIII.6) success--getting a Pilot's License--makes these flying vehicles available: a Sea Sparrow N of the last "A" of "BAYSIDE MARINA," a Skimmer S of the E end of the Sherman Dam, and a Cargobob by the "U" of "KACC MILITARY FUELS." Ranger Dumper Missions

have C.J. date Barbara to 50% success. at Hunter Quarry after success with the Hunter Quarry Asset (VIII.19).

Hydra area

after "Vertical Bird" (final Los Santos missions): two in the NE of Area 69.

Vortex strip

after "Cut Throat Business" (final Los Santos missions): on the of beach NE of "BAYSIDE MARINA."

Kart

after "Cut Throat Business" (final Los Santos missions): at the SW corner of the big square block of El Quebrados, N of the Redsands West save house, and E of "THE STARFISH CASINO."

Thanks to the SAM, San Andreas Map, for some of the locations and times of appearances of the vehicles given above: http://www.gtasanandreas.net/sam/ VII.17

Make a copy of your save game

&&&&&&&&&&&&&&&&&&&& VIII. The Desert and Las Venturas The Desert The Toreno missions VIII.1

"Monster"

?

Have C.J. go to the "?" icon to answer the invitation made by the person with the electric voice disguiser at the end of VI.41. When C.J. gets there, "?"-again with an electric voice disguiser, this time over a loudspeaker--tells C.J. he wants him to drive the Monster truck to test his driving ability. Another man tells C.J. the truck has a GPS (global positioning system) in the cab, to get to each set of map coordinates as quick as he can, and he has to beat a time of six and a half minutes--and the truck has four wheel steering instead of a handbrake. Use S--Reverse--to brake. The Monster truck is bouncy enough to make driving hazardous as it is, but the terrain is rugged, and sharp turning will make it more likely to tip over. So I think I pressed Spacebar, for four wheel turning, twice during the run through 35 shafts of red light. I'll have to try it again sometime to play with the four wheel steering to see what it's like. As Rusk notes, the man makes a different statement depending on how good C.J. does.

The man's reactions, and C.J.'s winnings, depend on whose race time C.J. beats: Beddoes McMahon Bolt Taylor Wong

4:20 5:00 5:30 6:00 6:30

$5,000 $4,000 $3,000 $2,000 $1,000

(The Level Designers of "San Andreas" include David Beddoes, Chris McMahon, Kevin Bolt, Steven Taylor, and Kevin Wong.) ? calls: get to the ranch--he'll explain everything. VIII.2

"Highjack"

?

"?" is Mike Toreno. At 1st, C.J. is worried about what Toreno will do to him for trying to kill Toreno for being a big-time drug dealer who was ruining Grove Street. But Toreno explains that he's really a government agent who was working undercover. He works pragmatically, to an amoral degree, with good and bad people for what to Toreno is the bigger goal of protecting the government. Besides the insider's knowledge about Sweet, he seems to have checked out C.J.'s dealings as well, and wants to see if C.J. can help by doing things for him. C.J. seems to go along on the hope that Toreno will help Sweet if he does. Toreno tells C.J. to have Cesar help C.J. steal a truck, and to tell Cesar nothing about Toreno. After Toreno leaves, to C.J.'s surprise, Cesar shows up thinking C.J. called him to come by (apparently Toreno or an assistant of his pretended to be C.J. on the phone.) Have C.J. drive the PCJ-600, with Cesar on the back, N to get on the Garver Bridge. When he catches up to the truck, a Tanker pulling a Xoomer fuel trailer and that travels S at the other end of the bridge, he has until the truck gets to the Foster Valley exit sign--just a bit S of where the paper map says "FOSTER VALLEY"--to drive Cesar by the left cab door long enough for Cesar to overpower the driver and take control of the truck. Try to keep the motorcycle on the white line in the middle of the two lanes and by the left cab door of the Tanker. The cab door is just in front of a big vertical exhaust pipe. You may have to have the motorcycle dodge other vehicles which can bounce off the front of the Tanker and might land in C.J.'s path. Cesar helps you do it with the promptings he gives C.J. to speed up, etc., then stops the truck to let C.J. drive. If an opening in the center guard wall is handy, the truck can make a U-turn

without dislodging the trailer. If you continue S past Foster Valley mall, there's a big open space, where on and off ramps are, to turn around in. When the truck approaches urban San Fierro again, have C.J. turn right onto an off ramp and go through town to the Xoomer gas station save place in Doherty. C.J. gets $7,000. VIII.3

"Interdiction"

Mike Toreno

The definition of "interdiction" that seems appropriate here, of those I saw at the Merriam-Webster web site, is the 3rd: "3a: to destroy, damage, or cut off (as an enemy line of supply) by firepower to stop or hamper an enemy b: INTERCEPT 2a " http://www.m-w.com/dictionary/interdiction C.J. is impressed with what Toreno knows about Sweet's exact location and about Tenpenny and Pulaski protecting the secrecy of their crimes by killing Pendelbury. Most importantly, C.J. realizes that Toreno is using his control over Sweet's situation to keep Sweet safe in jail. As Toreno instructs, have C.J. drive the BF Injection to a cabin, where C.J. can take the Sanchez, Bandito, or Quad--I picked the Sanchez--and a Rocket Launcher with 40 rockets. (Thanks to Rusk for the tip to have C.J. prepare for this mission by getting a lot of ammo for the Heat Seeking Rocket Launcher, which can make the upcoming combat easier.) On PC, the Minigun makes this easy. (Thanks to Diego Mendez, too, for the tip that you can make all the travelling in this mission faster with the Maverick, although you should park it W of Las Brujas, out of harm's way before the upcoming battle, and be careful not to let C.J. get busted in it afterward.) Then have C.J. go a bit N to a path and take it to the end, go right over a wooden path, and go to the red shaft of light on top of a tall rock formation in El Castillo del Diablo. In a cutscene, C.J. sets off a flare for a cargo helicopter--a Leviathan--that soon flies overhead. C.J. has to shoot down the five black Maverick helicopters that come by (thanks to spaceeinstein for the vehicle ID), no more than two at a time, to attack the cargo helicopter. There are four government agents (with a confused agenda, as Toreno has said) per black helicopter. Two agents stand on the landing rail on either side of each black helicopter. The agents use AK47's to attack the Leviathan and C.J.. (They're the same as the "men in black" that C.J. fights later in "Stowaway.")

If C.J. destroys a black helicopter, it destroys the agents that rappel from it, too--a rocket to the ground can take care of them if they reach the ground. Try to have C.J. shoot the helicopters when they pause and face him for another approach. Make sure they're not close to the cargo helicopter--an exploding black helicopter can cause the cargo helicopter to blow up and you'll fail the mission. There's more Rocket launcher ammo in a nearby shed--again, I'm partial to the Minigun for this, though. Have C.J. get way from where they land and explode, too. Health pickup appears.

After the fight, a

If C.J. fails at this fight, and instead of reloading a previously saved game you have him go back to Toreno's ranch to try again, the Trip Skip feature will appear after C.J. picks a vehicle and begins to travel to the scene of the fight. The words "TRIP SKIP" appear below a symbol of a car with an arrow around it, both pointing to the right. If you then press "Y," the words "Later that day..." appear while C.J. is transported to the scene of the fight, and an hour and a half are added to the clock. If C.J. wins the fight, the cargo helicopter drops a gray briefcase attached to a yellow parachute. The briefcase lands in a valley N of Verdant Meadows. Have C.J. get the briefcase and fly the nearby Sea Sparrow--not over the No Fly Zone--to a shed in Las Brujas. Toreno, through another speaker, says he'll always be watching and listening. (The paper map and Toreno call the place the shed is on "Las Brujas." It looks like the programming that makes C.J.'s location appear on the screen, and makes the name of the location appear when you run the cursor over it on the ingame map, got Las Brujas moved to the SE too much.) C.J. can get a six star wanted level. Rubregg gets my thanks again for writing to me with this tip: "Max. Wanted Level is set to 6 after you have successfully shot down the black Mavericks. Even if you fail the mission after this, the max. wanted level will not be reset and will still be at 6." http://img459.imageshack.us/img459/9229/00gta1screen564a9wg.jpg http://img459.imageshack.us/img459/8455/00gta1screen564b7hq.jpg http://img459.imageshack.us/img459/1152/00gta1screen564c7ui.jpg http://img91.imageshack.us/img91/67/00gta1screen564d3ki.jpg http://img459.imageshack.us/img459/1790/00gta1screen564e6px.jpg

C.J. gets $1,000. VIII.4

"Verdant Meadows"

Mike Toreno

Toreno makes some big deal flaky conspiracy claims. But he also promises that his men will protect Sweet, with Toreno motivated to have it done as a way to get C.J. to do things for him. And right now, he needs C.J. to buy property (Verdant Meadows). He says to offer a dollar and kill them if they refuse the deal. (Have C.J. pay $80,000 for it.) VIII.5

Buy Verdant Meadows Aircraft Graveyard

$80,000

opens next mission

The 1st floor room of the Abandoned RC Tower at Verdant Meadows is a save place. There's a garage to save land vehicles in nearby to the E of it, and a big hanger to save flying vehicles in to the S of it. Two Rhinos are available in the two N hangers of the three on the NE side of Area 69. C.J. can break open a section of fence on the SE side of the lot to get to them. The 1st time C.J. goes into the red shaft of light in the 2nd floor room in the back, he gets another message from Mike Toreno. He says Verdant Meadows is their base of operations, and C.J. has to prove he can fly in ten tests to continue working for Sweet's freedom. Jethro calls: there's illegal street racing in San Fierro. Four black and white checkered race flag icons appear around San Andreas for races I'll cover later. If you initiate the Pilot School mission then have C.J. go off and do something else, he gets several funny calls from Toreno encouraging him not to be afraid to learn how to fly. ******** The Airstrip missions VIII.6

"Learning to Fly"

(Pilot School)

As with the previous vehicle schools, send C.J. into the red shaft of light by the TV to take tests. If he scores 70% or better on a test, it makes another one available. He needs to get at least 70% for all of them for 100% completion of the game. It also makes CJ. a licensed pilot with access to the airports, if he wasn't one before. The aircraft that was locked in them before is unlocked. VIII.6.a

"Takeoff"

Go forward (W), raise the landing gear (2), fly up to a red loop (Down), down to one (Up), then up to one (Down). VIII.6.b "Land Plane" Lower the landing gear (2), go down (Up) through a red loop, fly just over the runway toward (till 70' from?) a red loop, then land (release W, press S as needed to slow down and A and D as needed to level the wings, press Up) and coast to stop (S) in the middle of the red shaft of light and in the direction of the runway. VIII.6.c "Circle Airstrip" Raise the landing gear (2), then use Up, Down, A, and D to go through red loops. Sometimes I went through a few without changing height, but otherwise I alternated between Up and Down to keep from going too high or low. Pressing Up while turning makes a turn sharper. VIII.6.d "Circle Airstrip and Land" The last two combined. For the landing, you might do practice runs by lowering the landing gear before you go through the last red loop. Since lowering the landing gear slows the plane down, get the way to land down, then hazard lowering the landing gear and touching down later till you lower the gear while dropping close to the runway and brake no sooner than you have to in order to stop in the red shaft of light. Try to make the plane coast to a low swoop over the runway, using S as needed to slow it down, and taking care to land with as little a bounce as possible. When I got gold for this, I just had to use a touch of Up to point the nose level after a little bounce. In making the approach to the runway, align the plane with the runway with the wings level as best you can, try to fly toward the red shaft of light, and stop in the middle of it. This was the hard one for me of the Pilot School missions, and mainly due to the difficulty in getting the plane to land without a bounce that throws it off course. The "San Andreas" vehicles seem to be bouncier (they might have a higher center of gravity--I'm not sure) than the "Vice City" ones. I'm still wondering if I dislike the difference, generally, but not for this mission--I know I don't like it for this. You could also get a 100% save game file and practice flying and landing the same plane, the Rustler, which always appears in a Verdant Meadows hanger after getting all bronze awards, without the timer running. You could also get X.13.c tim-

The GTA SA Control Center, freeze the mission

er, and make any vehicle C.J. is in "Everything-Proof." After I got gold for it, I went to the GTA SA Control Center, clicked the "Locations" tab, clicked "Read from GTASA," and got: X Y Z Angle

412.380000 2533.650000 19.148440 90.000000

Get 1:20 or less without damage for gold. VIII.6.e "Helicopter Takeoff" Raise (W), turn 180 degrees (Q or E), and go forward (presses of Up) at about 45 degrees to go through the red loop. VIII.6.f "Land Helicopter" Go forward (W and presses of Up), release up (W) and go forward, braking with Left Shift before the red shaft of light--it moves a bit while it stops, and land with S in the middle of the red shaft of light in the direction of the runway. VIII.6.g "Destroy Targets" The Hunter machine gun (NP0), as in the PC "VC" Vigilante mission, has autoaim and the rockets (LMB) don't. Go forward and use the machine gun to shoot three still trucks, turn, fly over the lot to shoot two moving cars, turn, and fly across the lot to land in the middle of the red shaft of light. VIII.6.h "Loop-the-Loop" You might use V to pick the 1st person view; I've done this with and without it. At the 1st red loop, press Down to do a loop de loop and go through the 2nd red loop. VIII.6.i "Barrel Roll" Go through the red loop, barrel roll the Stunt Plane left (A/Left), then go through the 2nd red loop. I made most of a barrel roll with A then used the other controls to get the plane to fly into the 2nd loop. VIII.6.j

"Parachute onto Target"

Falling Down/S slow descent Up/W fast forward descent A or D Twirl Parachute S/Down Slows descent and sends C.J. forward with his legs bent up Left/A Left Right/D Right Have C.J. go forward falling fast at the target, shown as a blip of light be-

fore he gets through the clouds. At about 23 sec. (?), open the chute (LMB), then lift his legs (S/Down) as needed to hit the center of the bull's eye target--35 points. C.J. can hit the bull's eye and not get gold, which means he needs to get to the target faster. About the "23 sec. (?)": when the time. You're going to fuss forward and fall slower--to go for and to compensate for whatever time

I got gold for this, I didn't pay attention to over how much to use Up--make C.J. go more the bull's eye a little different each time, you have him open the chute.

This one, fortunately, didn't seem hard for me as it seems to be for some. I haven't tried it, but I've read that turning off the frame limiter has helped some people get a smaller time for this somehow. If you need to freeze the mission timer, leave your frame limiter on and get X.13.c The GTA SA Control Center. Thanks to a post by Enigma_Tl for these coordinates (he recommends not to use them till the chute is open or C.J. will go splat): http://www.gtaforums.com/index.php?showtopic=198750&st=40 X Y Z

177.6446 2502.31 16.97648

For all bronze awards (70-89%), C.J. gets the Rustler in a hanger at Verdant Meadows. For all silver awards (90-99%), he gets the Stuntplane in a hanger at Verdant Meadows. For all gold awards (100%), the Hunter appears N of the hangers at Verdant Meadows and S of the little square S of the 2nd "A" of "EASTER BASIN." ******** As explained at III.19, the game has a dual regard for Flying Skill and getting a Pilot's license--the regard of efforts for both prior to Pilot School and the regard of efforts for both during Pilot School. Having C.J. increase his Flying Skill to 20% to get a Pilot's License, which he can do by flying a flying vehicle except the Jet Pack from the start of the game, will cause the airport gates to open for C.J. (and make flying vehicles easier to handle?). If you have the game recognize C.J. for doing that before Pilot School, it will recognize him for it again during Pilot School. Whether you've had C.J. get his Pilot's License before or not, only getting the game to recognize that C.J. has a Pilot's License during Pilot School comes with these benefits:

- it makes available in Los Santos: a Raindance on the beach by the 1st "A" of "SANTA MARIA BEACH," a Maverick on top of the oval building (with a Parachute on the roof) S of "LOS" of "DOWNTOWN LOS SANTOS"--enter the building on the NE side--and a Police Maverick on S end of roof of Pershing Sq. police station. - it unlocks these flying vehicles in Easter Bay Airport, San Fierro: the Leviathan and Raindance N of the two squares N of the "T" of "AIRPORT," the Beagle on the N end of the W side, the Nevadas at the "Y" of "BAY" and most of the way W of the big circle, the Rustler SE of the big circle, and a bunch of Dodos and Shamals. - it makes available in San Fierro: a Raindance and Maverick on the roof of the Santa Flora hospital, a Sparrow on a skyscraper roof at the S end of the block of "DOWN" of the "DOWNTOWN" that's E of "CHINA TOWN," and a Maverick on a helipad (used in "Toreno's Last Flight") at the NW

cor-

ner of the block that's E of the "DOWNTOWN" that's E of "CHINA TOWN." - it makes available in the Desert and Las Venturas: a Sea Sparrow N of the last "A" of "BAYSIDE MARINA," a Skimmer S of the E end of the Sherman Dam, and a Cargobob by the "U" of "KACC MILITARY FUELS." ******** At Verdant Meadows, an airplane icon appears which corresponds to the red shaft of light in front of the Rustler. Having C.J. get into the light activates the "N.O.E." mission I'll cover later. Wu Zi calls to invite C.J. to see a business proposition he'll love at the Four Dragons Casino, which opens the Casino missions. The Four Dragons Casino is a free save place. The Las Venturas Transfender garage is open for modding cars. It's indicated on the in-game map and radar by a red wrench E of the Come-A-Lot casino--the entrance to the lot the garage is in is under the "L" of "COME-A-LOT". It can mod the Buffalo, Bullet, Banshee, Cheetah, Comet, Infernus, Phoenix, Super GT, Turismo, Windsor, ZR-350, Admiral, Alpha, Blista Compact, Bobcat, Bravura, Buccaneer, Cadrona, Cabbie, Clover, Club, Elegant, Emporer, Esperanto, Euros, Feltzer, Fortune, Glendale, Greenwood, Hermes, Huntley, Hustler, Intruder, Landstalker, Majestic, Manana, Merit, Mesa, Nebula, Oceanic, Perennial, Pic-

ador, Premier, Previon, Primo, Rancher, Regina, Romero, Sabre, Sentinel, Solair, Stafford, Stallion, Stretch, Sunrise, Tampa, Taxi, Vincent, Virgo, Walton, Washington, and Willard. A good reference guide to how each vehicle can be modded is the "In-Depth Car Modifications Guide" by Mastermind73 at Gamefaqs. http://www.gamefaqs.com/computer/doswin/file/924362/33385 Getting a vehicle a new paint job at a modding shop can remove any wanted rating. VIII.6.k

How to jack a Rhino from Area 69

Getting a Rhino from Area 69 is like jacking one from Fort Baxter in "Vice City." Have C.J. drive a four wheel vehicle through the breakable section of fence at the SE corner of the grounds of Area 69. He'll get a five star wanted level. Send him N to one of the two N hangers of the three ahead and to his left, stop beside the Rhino in it, transfer to the Rhino, get moving before he's jacked from it, and drive out the way he went in. To remove the five star wanted level and save the Rhino, send C.J. to a nearby save place that has a garage. (You might prepare by having C.J. buy the save places in the next section, too.) Have him stop near the door, get inside, put on something from the torso, legs, shades, or hat categories, go outside and put the Rhino in the garage, then go back inside and save the game. Reader Timo Hakala tells me C.J. can blow up the SAM (Surface to Air Missile) machines there as well. Remote Explosives work for that, and C.J. might not get a wanted rating for doing it. ******** VIII.7

Buy the remaining save houses

Prickle Pine A5 garage $50,000 NW suburban area with a RR station (Las Venturas) Old Venturas Strip A6 $6,000 E of the N end of The Strip (Las Venturas) Creek A6 By the NE coast (Las Venturas)

$10,000

Whitewood Estates A4 garage NW suburban area (Las Venturas)

$30,000

Redsands West B5 garage $30,000 N of Las Venturas Airport (Las Venturas) The Clown's Pocket B6 $6,000 Called "THE RING MASTER" on the paper map (Las Venturas) Pirates In Men's Pants B5 Mid-W Strip area (Las Venturas)

$6,000

The Camel's Toe B6 SE Strip area (Las Venturas)

$6,000

Rockshore East C6 garage By the SE coast (Las Venturas). VIII.8

Clothes

$20,000

The Victim clothes store is open

The gray jacket (R:20; SA:25) for $1,620, black jacket (R:10; SA:20) for $300, and sports jacket (R:13; SA:17) for $450 have the most Sex Appeal; the gray jacket has the most, the most Respect as well, and more of either than any torso item available before. The gray pants and black pants each have R:8 and SA:10, and each cost $800. They each have more Sex Appeal than any legs item available before. The snake skin boots (R:5; SA:5), $1,000, have the highest score for shoes; the cowboy boots have a Sex Appeal of 5, too, but a bit less Respect. The snake skin boots tie with the Stats of the grey boots and red boots available before. The gold chain (R:2; SA:2) for $550 has more Sex Appeal than the silver one, and ties with the Stats of the gold chain and silver Cuban chain available before. The silver gnocchi watch (R:2; SA:2), $3,000, ties with the Stats of the Zip gold, Zip blue, and face black watches available before. The black shades, $500, and green tint shades, $400, have the same Stats (R:2; SA:2) and tie with the Stats of the black shades and brown shades available before. Among the hats, the red beret and black beret, each $900, are the only ones with Sex Appeal (R:1; SA: 3) and have more Sex Appeal than the hats available before. Again, having C.J. put on a new hat, shades, or something for the torso or legs, can get rid of whatever wanted rating. DeeZire (also see X.9.b) told GTA Forums he found a good example in the Victim

clothes prices that shows that Rockstar thinks things through in creating their worlds for us. Early in the game, when OG Loc becomes famous using Madd Dogg's ideas, OG Loc's clothes are more expensive than Madd Dogg's (gray or green Madd Tagg T-shirts). But after C.J. helps to turn that around, Madd Dogg's clothes are more expensive than OG Loc's. ******** For all the races, C.J. gets $10,000 for 1st place or, in the case of the VIII.12 Las Venturas Race Tournaments (Aircraft), completing the course. In all cases, use any shortcuts you can find early in the route. Once you get the lead, you can just drive fast and careful and it's not so hectic. Don't be so pressed for speed you forget your usual good driving lessons. As you learn the route, see where you can ease up on acceleration for a curve without making a skidding turn. Ease up on acceleration to go around things instead of hitting them if possible: hitting things slows you down and may spin you out, and and the game may send competitors past you at such moments. It may seem slower, but it's the best you can do, and sometimes winning with this unpredictable traffic programming is just luck. When trying to have C.J. race a four wheel vehicle on hilly terrain, press Up to move the "camera" higher when you want to see ahead better. If you don't like failing and repeating the route, look at it this way: you're learning the route, and I've read the game adjusts to make it easier if the player is having a hard time with something (it must be subtle). If you're really stuck, there's always X.10.b, which explains how to change your vehicle in data\handling.cfg, and X.13.c The GTA SA Control Center, which works with either the patched or unpatched version of the game, lets you make any vehicle C.J. is in "Everything-Proof." VIII.9

Los Santos Race Tournaments

As with "8-Track," you can get better traction for turns for four wheel vehicles if you don't press the keys for acceleration and turning at the same time. You can press the Up directional key at times to get a higher point of view, which is handy when going over hills and such. If you need a gimmick to help with the races, you could use a code.

For four wheel vehicles, you could use: "RIPAZHA," the code that makes them fly. Then drive slow enough to avoid flying and let the other race cars go out of control. Disable it by typing it again. You might combine that with: "SPEEDFREAK": all pedestrian cars have nitro. again.

Disable it by typing it

For any land vehicles, you could use: "GHOSTTOWN": it gets most of the traffic off the streets. "BUBBLECARS": vehicles fly away if bumped by C.J.'s vehicle. typing it again. "JCNRUAD": vehicles blow up if bumped by C.J.'s vehicle. typing it again.

Disable it by

Disable it by

For any races, you could use: "SLOWITDOWN": slow motion.

Disable it by typing "SPEEDITUP."

If you use any of these codes, use the GTA SA Control Center (X.13.c) to erase your cheat count before saving the game. VIII.9.a

"Lowrider Race"

Blade

You did this before at IV.11 "High Stakes, Low-Rider," so you don't have to do it again, but you can try to beat your old time if you want to. The Blade spins out easily, so try not to hit things or speed into turns, and use S, and minimize the use of Spacebar, to brake for turns. VIII.9.b

"Little Loop"

NRG-500

This NRG-500 wheelies like an untamed bronco, so go easy on initial acceleration or when about to fly over a hill, and press Up if needed, to keep the front wheel down. VIII.9.c

"Backroad Wanderer"

FCR-900 or BF-400

Neither bike is a PCJ-600, but at least they don't wheelie like the last one. The route, over the hilly area NW of downtown Los Santos, has lots of curves and hills. It's street racing, so get familiar with where the traffic tends to show up and drive everywhere else--as much as that's possible. Here's a video for it by GTA Phreak: http://video.google.com/videoplay?docid=6293188391009611150

VIII.9.d

"City Circuit"

FCR-900

The route is a rectangle over NE Los Santos. Make sure you know how to use the Mulholland Intersection in the NW part of it to go W then S--a quick right then left at forks. Take a shortcut over the left lane of a long left curve in the highway going E early in the route. VIII.9.e

"Vinewood"

Sunrise

The route goes around W Los Santos, including some of the roads of "Backroad Wanderer" in the N part. The Sunrise is just a sedan, not a sports car, so nobody's expecting you to get performance out of it that it doesn't have. Remember "The Driver" in "Vice City"?--maybe it's not that bad. But it's not easy, so use all the driving lessons you've learned. Go slower and be careful of your aim over a couple of prominent hills, the kind it's easy to get air time with, or the Sunrise will likely wreck and spin out. Later in the race you'll see an opportunity to go right off the road and go through a red marker to land on a lower road. I tried that once: with C.J. in 2nd place and the 1st place car taking the upper road, C.J. made the jump fine (I added Down to keep it from nose diving) but was immediately in 3rd place instead of 1st?! I guess the game reacted like it does to C.J. hitting a wall in "Dirt Track": C.J.'s place in the race is penalized by something it considers a wreck regardless of C.J.'s visible place in relation to the other contestants. VIII.9.f

"Freeway"

Super GT

This route goes from mid-W Los Santos to the E--slow down for the curve in front of the brown building at Commerce, then continues E, makes a loop back W to turn N at the pretzel-looking intersection then W at the Mulholland Intersection, then goes over the arc of NW Los Santos before cutting back down and around to the starting place. You race in a race car for this and the next one. Still, it slides out easily on turns, so ease up on acceleration, or use S, and minimize the use of Spacebar, to brake for curves. Try the gimmick of passing the others early in the left lane again. Then, when C.J. goes left and through a tunnel, C.J. can drive in the left lane, making a couple of swipes to the right at the center divider to get a couple of red markers just on the other side of it to disappear.

VIII.9.g

"Into the Country"

Bullet

The route is a great big fast rectangle over the E half of Los Santos and Red County. A fast car with good traction--gnung! (Remember Bert Lahr? I should probably make more recent references.) Gangway. Release acceleration going to corners to minimize sliding--you can make turns a bit faster, that's all, with the Bullet. The Bullet helps C.J. get that early lead, but he has to keep it, so stay careful. VIII.9.h

"Badlands A"

Sabre

You did this before at VI.14 "Wu Zi Mu," racing from S of Montgomery to the Panopticon, so you don't have to do it again, but you can try to beat your old time if you want to see how you like it with something slipperier. VIII.9.i

"Badlands B"

ZR-350

You did this before at IV.11 "High Stakes, Low-Rider," going from the Panopticon to S of Montgomery, so you don't have to do it again, but you can try to beat your old time if you want to. The ZR-350 is a muscular lunkhead like the Sabre for a Sabre-buyer that came into more money: it's slippery for one of the faster cars. VIII.10 VIII.10.a

San Fierro Race Tournaments "Dirtbike Danger"

Sanchez

This route takes the dirt path from SE Flint County to Angel Pine, N to Shady Cabin, then E to where the path meets the road S of "BACK" of "BACK OF BEYOND." VIII.10.b

"Bandito County"

Bandito

The route is the dirt path from Angel Pine, through "SHADY CREEKS," through several intersections to go N around the N side of the pond of "BACK O' BEYOND, and to the E coast. This GTA has bouncier land vehicles, and the Bandito, like a BF Injection or Monster, is one of the bounciest. Of those, it's one of the best at turning upright after a flip, but take it easy to minimize spin outs that will slow you down. VIII.10.c

"Go-Go Carting"

Kart

The route is a loop of roads and alleys S of the "SAN" of "SAN FIERRO." "Rene Descartes was a drunken fart: 'I drink, therefore I am'" ("The Bruces Song," Monty Python)--no, no, no. It's not a rainy day cart. Try not to hit things while using a light vehicle with a tiny steering radius. VIII.10.d

"San Fierro Fastlane"

Alpha

The route is a loop around N San Fierro. The Alpha is just a sedan, not a sports car, so nobody's expecting you to get performance out of...just see "VINEWOOD" above. Use all the driving lessons you've learned. It's kind of fun when you win with this regular sedan by flying over the San Fierro hills. VIII.10.e

"San Fierro Hills"

Phoenix

Brake with S instead of Spacebar. It doesn't have the best road grip of the sports cars, but the initial part of this run is a long run down the E side of San Fierro, and you might cut ahead of the pack during a straightaway. (The Phoenix isn't seen in the game much--just in this mission and driven by Big Poppa in "A Home In The Hills." The easiest way to save one would be to fail an effort at this race in order to save a Phoenix in a garage.) VIII.10.f

"Country Endurance"

Bullet

This is a long, roughly figure eight course from near Easter Bay Airport, around the top of the silhouette of the woman of the E coast of Flint County, SW through the hairpin turns to the road that curves over "FLINT" of "FLINT COUNTY," N over the bottom of the silhouette on the E coast, and W over the hairpin turns by "FOSTER VALLEY" to the starting point. The Bullet is one of the best cars you'll get to do one of these races with, but keep your good driving habits while taking speed up a notch--you can still lose all the regular ways. It's a long race, and a lot of it's in the country where visibility isn't that great at night, so start at the start of the day to give yourself a lot of daylight for it. VIII.11 VIII.11.a

Las Venturas Race Tournaments (Cars) "San Fierro to Las Venturas"

Banshee

This is a pretty long run from NE San Fierro, N over the Gant Bridge, S over the W coast of Tierra Robada and E along the S coast of Bone County, to SW Las Venturas. The Banshee is fast but doesn't have the best sports car road grip. on

Drive

the right shoulder of the road a lot. VIII.11.b

"Dam Rider"

NRG-500

The route is a loop around the water that goes S from the W end of the Sherman Dam to just S of the "O" of "BONE COUNTY," then N by the E coast of the water and W over the Sherman Dam. As before with the NRG-500, be careful not to wheelie out of control. VIII.11.c

"Desert Tricks"

FCR-900

The route goes N off-road from the E end of the Sherman Dam to the road above "LAS BRUJAS," N to Valle Ocultado, W over the bridge, S through the "O" of "TIERRA ROBADA," and to the W end of the Sherman Dam. This route has more twists and turns than some--use any shortcut you can get away with. VIII.11.d

"Las Venturas Ringroad"

Turismo

You get one of the best cars in the game to make a big fast rectangle around Los Venturas going to and from the Blackfield Intersection. As the BradyGames Guide recommends, use the right shoulder of the road a lot. The Turismo is one of the best cars in the game, so you might fail an effort in order to save it in a garage. VIII.12

Las Venturas Race Tournaments (Aircraft)

These missions are like "Checkpoint Chopper" in "Vice City": there's no timer or competitors to beat--you just need to make it to the end for 100% completion of the game. The BradyGames Guide notes that a plane can sometimes take a couple little fires from damage before blowing up, and a plane doesn't fly as good when it's damaged. One gimmick that makes the tests with planes slower and easier is that you can fly the planes for long stretches without pressing acceleration, W. VIII.12.a

"World War Aces"

Hustler

Put the wheels down (2) to take it slow and learn the route, and put them up if you feel you can do it faster. VIII.12.b

"Barnstorming"

Stuntplane

The Stuntplane is short and nimble (try a triple barrel roll) and doesn't have retractable wheels, so use a light touch.

VIII.12.c

"Military Service"

Hydra

Like all flying vehicles with retractable landing gear, it flies slower with the gear down, and the Hydra flies slower still when you put it in helicopter mode (NP2; NP8 for jet mode). To make this easier without taking all day about it, you might fly the Hydra with the landing gear down and the thrusters moved partway between helicopter and jet mode. In a variation of the tip by Rusk reader Anders Paulson for "Heli Hell" (below), you could store the Hydra in the hanger for saving aircraft that's S of your game saving place at Verdant Meadows. For the several helicopter missions that follow, remember that it's easier to keep the "camera" aim forward for a helicopter by turning with A or D--add Down for a sharper turn--than by turning with Q or E. VIII.12.d

"Chopper Checkpoint"

Maverick

As described when I used a Maverick for collecting some of the Horseshoes, the "San Andreas" Maverick is even easier to control than the "Vice City" one, which wasn't very hard to control. VIII.12.e

"Whirly Bird Waypoint"

News Chopper (little Maverick)

This Maverick is a little smaller so more sensitive to movement instructions. VIII.12.f

"Heli Hell"

Hunter

The Hunter is a big helicopter so relatively sluggish about movement instructions. Change the view by moving the Mouse, or take a glance backward to reset the forward aim of the view, and use the Left Shift to stop hozizontal movement. Fortunately, it's not fragile; there are only a couple of places where it banged into walls between buildings for me, but the Hunter didn't even smoke. If you're not thrilled with "Circle and Land" in Pilot School and want a Hunter, you might use the tip by Rusk reader Anders Paulson: store this Hunter in the large hanger at Verdant Meadows. You'll be disqualified for one attempt-as the kids say, meh. ******** The Airstrip missions continued

VIII.13

"N.O.E."

N.O.E. means "Nap Of the Earth": to try to fly as close to the ground as possible. "Nap" comes from the nap of a rug, table cloth, etc.--contoured to the surface it rests on. http://en.wikipedia.org/wiki/Nap-of-the-earth Have C.J. go to Verdant Meadows and step into the red shaft of light in front of the Rustler--at the airplane icon--to start each of these last several Airstrip missions. The Rustler is the WWII Fighting Tigers-looking plane with a machine gun. Mike Toreno needs C.J. to fly equipment to his men or they'll be killed. He can't fly it to them himself because he's being watched--the ones watching him won't go after C.J. because they're watching Toreno. C.J. has to fly the Rustler through a red loop over Angel Pine, which triggers the release of the package, and get back. A bar on the screen indicates if C.J. is flying to high and can be detected by radar; Mike Toreno prompts him about it over the radio, too. If C.J. goes high enough to be detected by radar long enough, a couple of Hydras chase him and fire heat-seeking missiles at him. The missiles can be seen on the radar as red dots and make a distinctive sound that gets louder as they get nearer. Thanks to spaceeinstein for reminding me that if the Hydras chase C.J., he might cause them to lose track of him if he goes back down below radar detection. (I'll add you could try to have him avoid a missile by changing direction as it gets close, too.) I won't argue against the popular choices for the easiest ways. Have C.J. go, over water as much as possible, SW past then over the E side of Easter Bay Airport, S past the E or W side of Mt. Chiliad, go through the loop, and fly back. Reader Anurag helped me again with a good alternative route. He basically sent the plane N to S W of Area 69 and to the water SE of Flint County, E to W around the S end of the Badlands, W to E through the corona, then S to N the way he got there. He use the clearings between areas of trees and went over water as needed. http://www.gtaforums.com/index.php?showtopic=255467 It's easier to keep the plane under the radar with the wheels down, but you have a timer to beat, so you might raise the wheels (2) going over the water S and later N past the W side of Mt. Chiliad. Land anywhere on the landing strip

to end the mission. "The Original Alternate NOE" and "An Alternative NOE Route" by Morgoth22, and "N.O.E. Mercy" by GTA_Phreak, come highly recommended by Orion_SR, who came up with a lot of ways to solve "Wrong Side of the Tracks" (and doesn't fly stunts badly for his video "NOE-Stunts," either). http://video.google.com/videoplay?docid=-3217043975832115646 http://video.google.com/videoplay?docid=-3500658935306306687 http://www.youtube.com/watch?v=3MzUsjH4av0 http://video.google.com/videoplay?docid=-3426851839886890223&q=orion_SR C.J. gets $15,000. VIII.14

"Stowaway"

If you have C.J. jump from the jet as soon as he can, you get an alternative cut scene of C.J. landing on a car and breaking the doors off. (Thanks again to Mxyzptlk and co.) http://www.gtaforums.com/index.php?showtopic=174800&st=0 It's an Admiral in the lot of the drive-in E of Fort Carson. C.J. gets wasted and you fail the mission. http://img134.imageshack.us/img134/1102/00gta1screen7027dc.jpg I guess the jet is supposed to be flying in a circle--if C.J. jumps out of it later to pass the mission, he falls from high over the same spot. This mission and "A Home in the Hills" feature the Andromada jet. This one also features the "men in black"-type agents, mentioned at the end of section I.1 and that fought from black Mavericks in "Interdiction," that seem to be aliens posing as government agents. They deride C.J. as a "carbon-based buffoon," etc. http://en.wikipedia.org/wiki/Men_in_Black You can use the Control Center (X.13.c) if you want to spawn an Andromada C.J. can fly. An opposing group of secret government agents has come to Toreno's ranch to steal boxes and load them into a big jet. Toreno tells C.J. to kill them. Press Up repeatedly, without letting C.J. stand up, to make his bike Have him speed behind the jet, to the left of the trail of boxes being out the back of the jet. When he's just behind and to the left of the that drags along the ground from the opening, turn right and drive into the

faster. thrown ramp jet.

Thanks to Orion_SR for the advice for people who still have a problem catching up with the Andromada: turn off your frame limiter and turn down the graphics details (draw distance, visual FX quality, mip mapping, anti-aliasing) in the options.

"GTA San Andreas Stowaway mission made easy" shows an easy method by OrionSR, rubregg, and others. You can have C.J. use the Minigun to destroy the jet and stop it on the runway then drive the bike or other vehicle onto the ramp. (The scene of the bike falling out of the jet is skipped.) http://www.youtube.com/watch?v=fWyp1hnhtHM Have C.J. clobber everyone inside with a melee weapon, get the Parachute, throw a Remote Explosive (supplied in the weapon slot, so I had to build up my Molotov collection again later), jump out of the back of the jet, and pull the rip cord. The jet blows up as C.J. falls from so high it looks like violet sky all around him at 1st. If you're sending him back to Verdant Meadows, don't have him parachute over the No Fly Zone. C.J. gets $20,000. Catalina calls to call him tiny and bald. fffilth-no sir.) VIII.15

(We're having none of her

"Black Project"

The Truth wants C.J. to steal the Black Project from Area 69 for him. (If C.J. is fat at the start of this or "Green Goo," another mission The Truth wants C.J. to fly a Jet Pack for, The Truth calls him a "fat a**" who has to lose some weight.) "In the United States a black project is a top-secret military/defense project, unacknowledged by the government, military personnel, and defense contractors." (Thanks to Wikipedia.) http://en.wikipedia.org/wiki/Black_project Have C.J. stock up on M4 or Minigun ammo. (I have the Tec9 powered up like a Minigun, as explained at X.11, so I can have C.J. get Tec9 "Minigun" ammo at an Ammu-Nation, and dual-wield it with the Jetpack, which is convenient). This mission is activated at the red marker in front of the Rustler at Verdant Meadows between 20:00 and 6:00. ******** The 1st part of the mission C.J. has to get through the grounds, searchlights, and armed soldiers, and get into the underground building between 21:30 and 5:30. There are six tall guard towers around the central site, and another guard tower in the middle of it. As seen on the radar and in-game map, the Control

Tower, a two story rectangular little building, is in the middle of the S part of the biggest gray section. The main buildings are on a concrete lot, represented by the big gray shape in the middle of the area. The slope to the red blast doors is at the S end of the part that curves down from the upper middle part of it, and the breakable grating that covers an air vent is SE of that on the dirt mound that goes around all but the N side of the slope. The four round gray spots represent the concrete areas the SAM sites are on. http://img99.imageshack.us/img99/5644/00gta1blackproject14yd.jpg http://img99.imageshack.us/img99/6931/00gta1blackproject22qx.jpg http://img99.imageshack.us/img99/3286/00gta1blackproject35jz.jpg During "Black Project," there's Armor just inside the entrance in the fence on the W side (a dirt path leads to it), and there's a Health pickup in the air vent that provides one of the two ways to get to the underground section. Have C.J. avoid the searchlights. If he's caught by the searchlights, it triggers an announcement of Condition Blue: the searchlights are set to tracking mode and lock onto C.J.. I've managed to have C.J. get out of a searchlight and cause the announcement "Sighting unconfirmed--stand down from Condition Blue," but it doesn't usually work. What usually happens then is the lights stay on him and it creates Code Red: the soldiers are told to use intruder protocols (shoot at the intruder) and the tower guards are cleared to use lethal force. The blast doors are locked, so C.J. has to enter by way of the air vent. He can shoot out two searchlights without triggering the alarm, so have him shoot out the SE and SW searchlights--they shine on the area the Control Tower is in. The red marker in the Control Tower is represented by a yellow-orange triangle. If Condition Blue is maintained and creates Code Red, the triangle appears instead at the grates over the air vent. You don't seem to need C.J. to walk in a crouch or use a Silenced 9mm to be quiet. I had him run and use a Sniper Rifle (these guards sure are deaf) to shoot each soldier. When C.J. is on the ground, the soldiers and the direction they're facing are indicated on the radar by red teardrop-shaped blips; the ones halfway up guard towers are represented by upward-pointing triangles. Thermal Goggles are supplied to make it easier for C.J. to see and shoot the soldiers patrolling the grounds and stationed in the guard towers, but they made it harder for me to see so I didn't use them. There are two ways to enter:

- by having C.J. shoot the guards and a couple of searchlights, get into the red marker in the Control Tower to open the blast doors, and go through them, and - by having him shoot the grating from the air vent and go down through it. The game wants you to try it the 1st way. It takes longer just to end up in about the same place, but it's more of a challenge and fun to try. To do it that way: C.J. can snipe at least eight or nine of them from the entrance. If you move him in a smidgen, he may be able to shoot the guard in the tower to his right without activating the guard to start shooting. C.J. can go to the base of that tower to shoot a few more, then go up onto the 1st level of that tower to shoot a few more. This usually leaves up to four ahead to his right. Have him shoot out the SE and SW searchlights. I then send him E to nearly where the mound of dirt around the blast doors is, then S to the near side of the S buildings. There, he can shoot a couple more soldiers as he goes between the two biggest buildings on the S side of the area. Since he shot out the SE And SW searchlights, he can move freely around the area S of the buildings to shoot the remaining one or two soldiers, get into the Control Tower, and get into the red marker. This only opens the blast doors briefly, so have him run (press Left Shift repeatedly) N and into the opening. Another way I've done it is to just have C.J. use a Sniper Rifle and an M4 on all of them, using some crouching and side rolls now and then. A Rocket Launcher rocket to the middle of a tower takes out the guard stationed on it, and the soldiers don't seem any harder to shoot than usual, even with the alarm sounded and C.J. standing right in the middle of a searchlight. There's Armor by the entrance (which is along the dirt path that goes W from the W side of the main building). Spaceeinstein gets my thanks for writing to me that the: "Fast way to beat the mission is run like hell with max health and armor. Go to the vent and shoot it out. The army guys would most likely miss you." I tried combining spaceeinstein's fast way to the first way I described. C.J. could run along the same path, shooting a soldier when necessary, and shoot out the two searchlights from between the two biggest buildings in the S section.

(I got the SW one from between the buildings and the SE one from a bit past the S end of the buildings.) He could get into the red marker in the Control Tower, and run N to go through the blast doors. ******** The layout of the interior of Area 69 http://img245.imageshack.us/img245/6036/00gta1aarea69xu7.jpg It's an Area 51 via "Half Life"/"Black Mesa"-type place with a crowbar-Gordon Freeman's?--in a lab. When you look at what's supposed to be a circle for the Control Room on my map, you can see why Microsoft Paint isn't my favorite medium to draw with. The map shows the items and weapons available during "Black Project," some of which are different otherwise. C.J. ends up in the same room whether he uses the big red hatch or goes down the air vent. (It's in the brown area between the gray areas where the gray segment nearly loops over to itself on the radar and in-game map.) C.J. can go out the NE door, down the hall steps, to the balcony of a room. Up the steps to the right/S is a room with a Minigun (there throughout the game) and Armor (during "Black Project"). C.J. can go around the balcony clockwise and down the steps to the lower part of the room (with two missile cones in cases and three brown boxes or tanks). There are two ways to get to the next room: through a small doorway at the S end is a raised metal walkway that projects into the middle of the next room, and past the opening in the SE corner is a red hall that slopes down to the floor of the same room. The opening to the top of the sloped red hall is directly ahead of a parked Tug in case you want C.J. to drive through most of the rest of the underground section of Area 69. The raised walkway has a couple of big air conditioner/heating units with ducts attached to them. From the raised walkway, C.J. can go straight ahead and through a small doorway into a hall. If he turns left, he can have Armor (during this mission). If he turns right, he can go through a small doorway, turn right and go down a short hall, and turn left into the round Control Room. The right side of the hall has windows without glass, so C.J. can get to the hall from the air conditioning/heating unit room faster by climbing up there from the SW steps or by making a fast running jump to it from the platform of the N air conditioning/

heating unit. The Control Room has 12 TV monitors and a green radar scope, with a revolving band, on the far wall. In the middle of the room is a table with a horizontal map of San Andreas--a blurry version of the in-game map--on top. (It's in the middle of the S part of the gray section on your in-game map.) During the mission, there's a red marker on the far side of the room--having C.J. get into it turns off the Surface to Air Missile sites outside so they won't be a problem when he escapes from the area. C.J. can go from the Control Room area by taking the hall or, faster, by jumping through one of the windows without glass. At the E side of the air conditioning/heating room is a hall--part of the floor of it is grating that covers a trench. The trench has a small shallow branch at the near/W and far/E ends. C.J. can drop through the opening of either branch of the trench, or shoot/break away the grating from over the trench and the branches, to drop into them. He can climb out from the shallow branch at either end of the main trench. The main trench contains liquid, which goes up to C.J.'s ankles if he stands in it. It also contains a Health pickup (during "Black Project") (it contains Armor after "Black Project"). The far/E shallow trench contains Armor (during "Black Project"). On the N side of the far/E end of the hall is Research Section A, which is made up of halls around inaccessible lab rooms. C.J. can go up either of two sets of steps. Each leads to a different hall, which are two of the four halls around the SW lab room. At the E side of that lab room is a 2nd lab room that's twice as long as the others and contains a red crowbar with a white forked end (a reference to Gordon Freeman's popularly-known melee weapon in the "Half Life" series of games) on the W table. N of that lab room are two more lab rooms surrounded by halls. The N-S hall W of the W lab of those two labs is blocked off by the S end of that lab (after "Black Project," a Combat Shotgun is there). Beyond the N end of that hall is a hall that slopes up and makes a 90 degree curve W to an open lab room. Through another doorway in that lab room is another lab room--it contains Armor (there from the start of the game) and a keycard (during "Black Project"). (The lab is in the SE section of the gray and brown areas on the map.) During "Black Project," C.J. needs to take the keycard into a red marker to open the door to the hall to the Launch Bay (during the game otherwise, the door is open). The Launch Bay is a several stories-deep room with a balcony around the top

and stairs that spiral down the sides to the bottom. At the bottom is a lab with two prongs that use magnetic (or ?) force to suspend a Jetpack in mid-air (from "Black Project" on). You could also get familiar with the layout of Area 69 by having C.J. teleport there. If you have the original PC version of the game, you could use the GTA SA Control Center (X.13.c) and Fireman's coordinates, etc., as explained at the end of "Ghost hell, ghost world, ghost heaven, and Liberty City," I.10. The Control Center has a Never Wanted button you might want to use for that, too. Another way to get C.J. into the interior of Area 69 is spawning code--see "Codes," I.14. You can have a vehicle halfway into the blast doors--if C.J. goes in a near door, he for some reason. You might use the Never Wanted code for

to use a vehicle appear embedded goes out a far door, that, too.

******** The 2nd part of the mission Once C.J. is inside, the timer disappears. Send C.J. to the entrance of the next room to shoot five soldiers. He can use the sides of the entrance, and go back from and up to it, as cover to shoot most of them. Once inside, he can go right to a room for more Armor and a Minigun. (You don't need to have C.J. shoot the two scientists or any others in this mission--they just panic and say things like, "Nanoscale particle management" in a slightly mad scientist, sneering way. If one gets in the way while C.J. is trying to fire, he may belt them, which usually kills them.) Send him S to the entrance of the next room. Five soldiers appear beyond the entrance. C.J. can shoot one that's ahead, and back up and use the walls for defense to get two that appear at the entrance from the right. Send C.J. into the room to shoot a fourth soldier, who's in an upper hall on the far right, and to shoot a 5th soldier, who's down in the hall with grating over a trench to the far left. Send him through the S exit. From there, he can go left for Armor, or go right, right, and left into the radar room and into the red marker to disable the SAM sites outside. (He can get to the hall outside the radar room faster if you have him jump up from the steps, or have him make a fast running jump from the platform of the N air conditioner/heating unit, to one of the hall windows with no glass.) Send C.J. back out of the radar room, out a window with no glass, to the floor

of the air conditioner/heating room, and ahead to the hall with a floor that's mostly made out of grating that covers a trench. Have him get the Armor or Health from the trench if he needs it, then send him up the near steps on the left. Five more soldiers appear in the halls of Research Section A. Have C.J. go forward to the N end of the hall--in the E-W hall around the bend is a soldier C.J. can shoot while the soldier is turned away from him. Then C.J. can shoot another soldier that appears at the far end of that hall. C.J. can go E to the next open N-S hall and get another soldier when that soldier's turned away. The most hasty soldier tends to shoot at the glass of the E lab room, in C.J.'s direction but without having his shots get to C.J., at C.J.'s far right from around the corner--you may give C.J. some distance from him to attack with by having C.J. go counter-clockwise around that lab till C.J. can shoot him. Have C.J. shoot the 5th soldier, who may be farther away in a NW hall--even in the sloped hall that goes N from the NW corner of these lab rooms. Then send C.J. up that sloped hall. Spaceeinstein gets more thanks for telling me the fastest way to do this part: "Use the Tug in the compound and drive like hell. Drive until you are in the room right before you can get the keycard. The army guys should most likely miss you." (Drive forward and down the curved slope, turn left and left into the hall that's over a trench. Don't stop to go into the lab room to turn off the SAM sites. If the Tug doesn't make it up the far set of steps, back it up the near set of steps and try again. Go ahead to the end of the hall, right, left, left, and right to go up the sloped hall.) Have C.J. go through a lab room into a 2nd lab room and get the "Vice City" "No Escape"-type keycard that's in front of a scientist, and have C.J. take the keycard into the red shaft of light. This opens the door to a short hall to the Launch Bay--a several stories-deep room with a balcony around the top and stairs that spiral down to the bottom. Have C.J. crouch and shoot ahead through the hall to a soldier on the balcony on the far side of the Launch Bay. Have him move forward enough to shoot another soldier on the balcony to the left. Have C.J. get on the left/W side of the balcony and shoot down at five soldiers who are below and across from him on the stairs. If he uses the M4, his right arm obscures the view of the lower soldiers--for those, see where each one is then put the reticle where you remember them to be. It's a little easier to see the soldiers with the Combat Shotgun. I have him crouch to shoot unless it's easier to see the lower soldiers by having him stand. Then have C.J. do that from the opposite/E side of the balcony.

Send C.J. down the stairs that spiral down around the walls and have him shoot any soldiers he may have missed. At the bottom, have C.J. get the Black Project: a Jetpack. In this mission and the next one, C.J. can't take off the Jetpack till the mission is accomplished. Have C.J. go straight up (Left Shift) through an opening in the roof. Don't touch the controls that have him go forward or back or to either side or he'll be bouncing off the walls and your view will often be obscured. Just have him go up, aim him with the mouse, target by pressing the RMB, and shoot with the LMB. As he goes up, have him aim up to shoot a soldier on the stairs in front of him, one behind him to his left, and another in front of him. The game teaches you about having C.J. use 9mms or Micro-SMGs while flying with the Jetpack so he can strafe with it. It's kind of awkward to control, but I've seen C.J. make some fast kills with it. I'm not sure, but the strafing may make that happen faster. If C.J. is low on Health, Mxyzptlk has a good method to have C.J. get out of Area 69 without facing the shooting soldiers outside: send C.J. up and back the way he came through the halls and to the trench. Have him stand by the wall facing the E trench entrance grate and go up--the ceiling isn't solid. Send him to Hunter Quarry to go up through the ground. http://www.gtaforums.com/index.php?showtopic=227819&hl= Once C.J. leaves the Launch Bay, send him to meet The Truth. Before leaving Area 69, you can have him shoot some soldiers, but it's risky. As spaceeinstein wrote, the soldiers don't shoot with a high accuracy rate. But their M4's can damage C.J. from a long distance. If you want to try out C.J.'s Jetpack strafing ability after he leaves the Launch Bay, the nearest four soldiers are NE, SE, W, and NW. The Commander of the place can be heard to order his soldiers to stop C.J.-he's stealing a 60 million dollar project. The leader tells someone to get General Mills on the line. (He wants to get his soldiers a lot of Cheerios, which are delicious.) http://en.wikipedia.org/wiki/General_Mills If you used Spaceeinstein's fast method, the SAM sites are active. Have C.J. run, which you can speed up by carefully having him skirt quickly just over the ground, to the opening in the fence. On the game map, the opening is found where the dirt path goes W from the W side of the gray area representing the main concrete lot. G-Man: "Wisely done, Mr. Johnson.

I will see you up ahead."

No, no, no.

Have C.J. fly into the red marker by The Truth, who's sitting in his van on top of the Arco Del Oeste peak across from the long wooden ramp to a Unique Jump, XI.a. (C.J. can pop the tires and destroy the windshield, but otherwise can't hurt the van or The Truth. The van always has a license plate with letters and numbers shown reversed--in mirror-image.) The Truth takes the Jetpack and drives away. You might want C.J. to take The Truth's BP/FP/EP/DP Camper, the Mothership, at the end of "Black Project," but the doors are locked. Once C.J. is equipped with the Jetpack in this mission or the next one, C.J. can't remove it unless you have him use one of the cranes. There's a crane at the quarry, on the dock by the SF Import/Export ship, behind the Clown's Pocket, and one in the construction site by the Doherty garage. Then have C.J. use a slot machine to be able to use a vehicle to push the Mothership to a garage. http://www.gtaforums.com/index.php?showtopic=227819&hl= As pdescobar explains in the same GTA Forums message board, you can then send C.J. to Area 69 for a Rhino (this is another no wanted level mission) and use it to push the Mothership to the Verdant Meadows hanger or garage. In System Error's "Bulletproof Car Walkthrough," srg recommends you have C.J. store the Mothership sideways so The Truth doesn't drive away in it when C.J. kills himself. http://www.gamefaqs.com/computer/doswin/file/924362/34824 But C.J. has to die to fail and end the mission with this gimmick, so I don't use it. You could get an explosion-proof Mothership from "Are You Going to San Fierro" (VI.16), and the Control Center makes any vehicle of C.J.'s everythingproof. Since The Truth calls then or soon after to tell C.J. to see him in five minutes at Verdant Meadows, you can have C.J. take the Sanchez, parked by a nearby shed, E to Verdant Meadows. The Desert Eagle is at Ammu-Nation

$1,200

At Area 69, in addition to the Armor at the Control Tower and in the keycard room, the M4 under the steps of the SW guard tower, Thermal (infra-red) Goggles in the Control Tower, and Night Vision Goggles on top of the NW guard tower: - Armor is in the main trench in Area 69. - a Combat Shotgun is N of the blocked part of the blocked hall in Research Section A in Area 69, and

- a Jet Pack is at the bottom of the Launch Bay in Area 69. In addition to finding Thermal Goggles in the Control Tower in the S part of Area 69, you can now find them at Zero's RC Shop and at the N side of the base of the Big Ear. Once you have C.J. take them from a spot and save the game, they don't reappear, so I have him try them without saving the game. If you want to have C.J. enter Area 69 otherwise, C.J. can break open a part of a fence at the SE side to get to a Patriot, a Barracks (that can be used for Vigilante missions), and a Cargobob. In front of the two Rhinos in hangers are a couple of Hydras. ******** SAM sites: blowing them up, the blind spot between them, and fun with SAM sites Entering the area outlined in black on the map at the next link gives C.J. a five star wanted level; it goes down to four if he leaves the area. If he flies --even a little with a Jetpack--over one of the areas outlined in red on the same map, a Surface to Air Missile cannon or two shoots Rocket Launcher-type rockets at him. The firing may continue though C.J. lands or goes a bit beyond the outlined area. A SAM site aims at him as he gets near one of the outlined areas--even when he's on foot if he wears the Jetpack nearby. http://img179.imageshack.us/img179/958/00gta1screen995gu9.jpg Have him approach a SAM site on foot (without wearing the Jetpack would be safer so you don't accidentally trigger the SAM site) if you want him to blow it up, and do it at a safe distance with one of the Rocket Launchers, Shotguns, Assault Rifles, a Minigun, a Grenade, or a Remote Explosive. http://en.wikipedia.org/wiki/Surface-to-air_missile As shown on the same map, C.J. can fly through a space between the two N and two S SAM sites at Area 69 without activating them. On the E side, it's between the N of the two E guard towers and just S of the breakable fence. On the W side, it's between a spot closer to the 2nd of the two red and white "RESTRICTED AREA" signs on the fence N of the entrance and just S of the fence by the SW guard tower. The Hydra, at least, can be flown so high vate the wanted rating or SAM sites. If it over Area 69 a bit lower than that, it just Hydra having the advantage of being able to and have the missile lose track of it.

over Area 69 that or another flying activates the SAM release chaff and

it doesn't activehicle is flown sites, with the a flare (LMB)

As a side game, you can give C.J. indestructible mode with the GTA Control Center, X.13.c, and try to lure Police Mavericks and News Choppers into the path

of the missiles from the SAM sites. http://img206.imageshack.us/img206/70/00gta1screen993ka1.jpg http://img206.imageshack.us/img206/25/00gta1screen994zh8.jpg VIII.16

"Green Goo"

The Truth wants C.J. to use the Jetpack to fly to a train, kill the soldiers on it, and steal whatever they least want him to take. Have C.J. fly NE. As he gets to the W end of the E-W stretch of track that goes by Yellow Bell RR station, the freight train will appear at the E end of it. My latest method is to have C.J. stand on the S track and shoot at the soldier standing on the front end of the engine--before you can see him, have C.J. shoot at the middle of the front windshield. (I equip C.J. with dual Tec9's, which I make as powerful as Miniguns--see X.11.) As the engine draws close, have C.J. fly up enough to land on the front, shooting the soldier. (When a person is too close for C.J.'s shots to be effective, C.J. can punch them, which you can have him do to finish off that soldier if need be.) Have him go back on the engine to shoot the nearest two soldiers on a flat bed car, then stand on the round raised thing on the back of the roof of the engine to shoot down at the soldier that's standing on the back of the engine. C.J. can then go back on the freight cars shooting the soldiers and the three blue crates, which each have an inverted green cone pointing down at them. Have C.J. get the tube of green goo from the 3rd (it's always the 3rd) destroyed crate and fly it back to The Truth, who thinks acquiring it will be momentous for all mankind for reasons he doesn't explain. (On the way there, you might have C.J. use the bribe across the street ENE of the NE corner of the square of diagonal lines that represent the No Fly Zone on the paper map.) (It looks like something used to send rolled up messages by suction tubes at newspaper offices. Having seen it, I'm pretty sure he feels the world will be collectively appreciative if he has a lava lamp, maybe in some philosophical sense of "the world" meaning the world as he experiences it, and...and...I dunno. It does hover in mid-air when C.J. 1st sees it, so it may be some kind of anti-gravity matter like Flubber.) http://en.wikipedia.org/wiki/The_Absent-Minded_Professor C.J. gets $20,000. The airstrip will make $10,000 a day and max. The Jetpack is available by the door of the abandoned AC tower save place at

Verdant Meadows. The Casino missions VIII.17

"Fender Ketchup"

The Four Dragons Casino

Have C.J. walk into the red shaft of light, represented by a yellow serpent dragon symbol, at the back of the inside of the Four Dragons Casino to start this mission. (Note: at the SE side of the inside of it, or in other places in the game where C.J. goes into shadow and his white icon on the radar turns blue, you may hear a heavy breathing sound. It indicates that C.J. hears his own breath better while using stealth.) Wu Zi tells C.J. his effort to start a Triad-run casino is being attacked by any of three Mafia families, all of whom are involved in Caligula's Casino and represented by a whacked-out lawyer (Ken Rosenberg). Wu Zi offers C.J. part of the profits of his place if C.J. will help him out--C.J. accepts. When one of Wu Zi's assistants tells them one of the men who tried to smash their deliveries was apprehended, C.J. tells him to tie the miscreant to the front of a car and C.J. will try to get him to tell who he works for. The miscreant is Johnny Sindacco, who got Salvatore Leone to invest in a gambling place--Caligula's--and agreed that the one controlling the books should be murdered and replaced with Ken, which we learned in "The Introduction" at II.1. The voice of Johnny Sindacco (and a ped voice) is by Casey Siemaszko, whose voice also is heard in Rockstar San Diego's "Red Dead Revolver," 2004. He also played Detective Dan Williams in the TV show "Damages," 2007. In movies he played 3-D in "Back to the Future, 1985, and "Back to the Future Part II," 1989, Billy Tessio in "Stand by Me," 1986, Charlie Bowdre in "Young Guns," 1988, and Curly in "Of Mice and Men," 1992. He played the lead role, Jerry Mitchell, in the 1987 movie "Three O'Clock High." http://www.imdb.com/name/nm0797150/ http://en.wikipedia.org/wiki/Damages_%28TV_series%29 http://en.wikipedia.org/wiki/Casey_Siemaszko "Three O´Clock High," 1987, starring Casey Siemaszko http://www.youtube.com/watch?v=5xJ-Ip6qIb4 Have C.J. drive the Feltzer back and forth fast and making turning skids (Spacebar) on the left side of a patch of road--the Strip is convenient for that. If he drives on the highway, or even over a bridge that goes over the highway, he'll get three wanted stars, and the police won't stop banging into the car until the miscreant complains that his legs are on fire and the car

blows up. Unique jumps scare Johnny, too, but don't smash the front of the car hard into something because you could kill him. When the Scare-O-Meter is full, C.J. learns that the ne'er-do-well works for the Sindacco family. Have C.J. take him back to the casino garage. C.J. gets

$5,000.

The red "$" icon at the Four Dragons means you can now have C.J. gamble there. See XI.e Gambling. VIII.18

"Explosive Situation"

The Four Dragons Casino

C.J. and Wu Zi agree to pull a heist on Caligula's Casino. When C.J. suggests explosives, Wu Zi recommends an open cast mine (Hunter Quarry) nearby as a place to find some. Send C.J. on the Sanchez supplied to Hunter Quarry, where C.J. has 2 1/2 minutes to break open the four crates of dynamite. Send C.J. to the center of the construction area, at the bottom of Hunter Quarry, to use the Sniper Rifle on the guy at the dynamite plunger on the gray stage to make the timer disappear. (Thanks to a Gamespot Hints web page) I had C.J. snipe him, the guy next to him, and some others around the place before having him get into the Dumper, one of the best of the big burly bruiser vehicles of the game, to run over the crates, including one on a Forklift, and various workers in the area. Then have C.J. go to each of the four bundles of dynamite to collect it. Two security trucks block the entrance and armed guards take a few stations, so C.J. has to find another way out. Have C.J. drive the Sanchez up a series of ramps, making a few jumps, following a succession of red shafts of light. I also had him snipe some guards in the distance and blow up the trucks from afar with the Rocket Launcher. I didn't see what would happen if C.J. tried to drive out the regular entrance--if it would be another gimmick to let C.J. roam without a wanted level. Spaceeinstein gets more thanks from me for sending me the fastest way to do the last part of the mission: "Grab the Sanchez and have a long-range weapon ready. Go up to the blocked entrance of the Quarry instead of following the checkpoints. You will see Securicars and some security guards armed with Shotguns. Kill them. Park your Sanchez right next to the blocked gate. Jump on your Sanchez and climb over the wall."

Have C.J. deliver the dynamite to Wu Zi's assistant. C.J. gets $7,000. The Heist (green "$" icon, obscured by the yellow serpent dragon icon till C.J. goes into the Four Dragons casino, and not to be confused with the red "$" icon) and Hunter Quarry (yellow-orange dump truck icon) missions are available. ******** VIII.19

Hunter Quarry Asset Missions

Have C.J. go to the red shaft of light indicated by the yellow-orange dump truck icon to start each of these missions. The paths from the bottom of the quarry to the top are around the yellow crane. Since the Dozer uses the rear wheels to steer, you might want to use Ben "Cerbera" Millard's CFG Studio 2 to change that (see "...miscellaneous jazz" under X.10.b). VIII.19.a

Mission 1

C.J. has 3 1/2 minutes to use a Dozer to push each of seven rocks from a ledge and down to the area of a lower level indicated by a red shaft of light. The game counts it if one falls near the red shaft of light. Get the one to the left of the entrance 1st then go to the right of it, etc. C.J. gets $500. VIII.19.b

Mission 2

Have C.J. use the Dozer to push four explosive barrels--each one is meant to be rolled into one of the four red shafts of light. After each success, have C.J. move away quickly before the barrel explodes. C.J. starts with 1 1/2 min/ on the timer and another 1 1/2 min. is added with each success. The 1st barrel is behind the office just outside the entrance. If a barrel falls to a lower level before C.J. can move it to the light, you're given another spot to have him move it to. Have him drive the Dozer over a cliff to a lower ledge when convenient since it flips upright afterward. (P.S.: I once tried this mission with a trainer to stop the timer to be sure to get past it fast to get to another mission I wanted to try. Don't try it, and not just because it's easy enough to do without that. For some reason in the several times I tried it, it made at least one of the barrels blow up pre-

maturely.) C.J. gets $1,000. VIII.19.c

Mission 3

C.J. has eight min. to destroy the Dumper of escaping thieves, and he has to stay in another Dumper while he does it. Have him P.I.T. maneuver (as taught in Driving School) and drive-by, or just drive-by, the other Dumper, and get away fast before it blows up. I'd be ready to have him run from his own truck, too, since the Dumper blows up easily. C.J. gets $2,000. VIII.19.d

Mission 4

C.J. has four min. for this mission. Have him drive the Sanchez NW around the outside of the quarry to the red shaft of light at the N entrance and get into the Dumper nearby. It has three dead police officers (the BradyGames guide says they're the three thieves of the last mission) in the bed but no gate. Have him drive back to the E entrance and down the path to the bottom level. The bodies are prone to slide around once the truck enters the quarry. This seems more due to jarring them than the effect of gravity since the little uphill path at the end of the run doesn't move them if you go over it gently but I've seen one body slide out after a bump while going downhill. Have C.J. back the truck to the fire at the red shaft of light and dump the bodies in it. Use NP2 to raise the dumper. (I once needed to add a bit of S to keep the truck from going forward away from the fire, too, for some reason.) C.J. gets $3,000. VIII.19.e

Mission 5

C.J. has three minutes to drive a Dumper with explosive barrels to the red shaft of light, at the W end of the landing strip at Verdant Meadows, and dump the barrels there. Try to avoid bumping the truck into anything or the truck might blow up. If you have C.J. cross roads, have him do it at an angle to avoid getting hit by traffic. You could go N on the dirt path to the road, go left, go right at the intersection, then take the 1st left and the 1st right to go N on the road W of the No Fly Zone. At the N curve, go N off-road between the rock formations, turn right, and you'll see the shaft of light on the runway. The last time I did it, I just sent C.J. N to the road, N a bit on the road, then NW cross country, careful to avoid hitting things, to the road E of the No

Fly Zone. A section of that road runs along the S side of the runway, so you can have C.J. drive the truck down one of the smaller slopes to the runway. Send C.J. to the marker and have him dump (NP2) the barrels in it. C.J. gets $5,000. VIII.19.f

Mission 6

C.J. has three min. to drive the Dozer N and clear the explosive barrels from the train tracks. Have C.J. slow down going into the little gully of the RR track so the Dozer doesn't get turned in the wrong direction. Drive S to N on the right track (the one the train will use). After shoveling a few barrels along, they start to throw off the steering of the Dozer, so shovel them aside and get another batch. There's enough time to have C.J. push each barrel to the side of the track individually, too. C.J. gets $7,500. VIII.19.g

Mission 7

C.J. has eight min. for this mission. Have C.J. drive the Sanchez straight to the bottom of the quarry, get in the Dozer, and use it to shovel the dead police officer and HPV 1000 into the red shaft of light. Have him enter the crane and use it to put the HPV 1000 and (magnetic?) policeman into the back of the Dumper. Then have him drive the Dumper, gently so as not to jar the truck but moderately fast, to the red shaft of light at the entrance, then to the red shaft of light across the street at the edge of the water, then back up to the edge of the cliff by that red shaft of light and dump (NP2) the officer and bike into the water. If you do this more than once, which is likely, prepare by positioning the magnet of the crane over the area you intend shovel the officer and the bike to, then shovel them to the shadow the magnet creates on the ground. Hunter Quarry crane controls F or Enter W or Up S or Down

In the red shaft of light near the crane, Enter the crane; Exit the crane Move the magnet farther away Move the magnet closer

A or Left D or Right

Move the magnet left Move the magnet right

******** Left Shift (remapped)

Lower the magnet

******** Spacebar

Raise the magnet

LMB

Deactivate or activate the magnet

(V doesn't work to change the "camera" view of the magnet) C.J. gets $10,000. Hunter Quarry makes $2,000 a day and max. ******** The Casino missions continued VIII.20

"You've Had Your Chips"

The Four Dragons Casino

Have C.J. walk into the red shaft of light at the yellow serpent dragon icon to start this mission. Wu Zi is upset when he learns that counterfeit casino chips have been appearing at his casino, and thinks they're being created by the Sindacco family's nearby plastics factory. If you have c.J. climb onto the bus stop S of the compound, you can see a big red crate revolving as it hangs from a crane. You can't get much mileage out of it, but I thought it was interesting. When you send C.J. into the lot of the factory, a cut scene shows two men run from a car to alert the men in the factory. C.J. walks inside, and the men draw their weapons. Have C.J. run back out, turn, and use the Sniper Rifle on about six of them. Have him go inside and snipe a few more. Then have him destroy the casino chipmaking machines however you want; I had him throw a Remote Explosive on each of the machines then blow all of them up at once. Have him shoot another attacker or two that drives through the door, the guy with a Shotgun on the crates just beyond the doorway, then drive back to the casino to tell one of Wu Zi's hench-

men they'll have no more trouble with counterfeit chips. Rusk has a strategy of having C.J. sneak in on the right side of the opening to the lot, go along the wall and behind the crates to the right, then sneak in the right side of the doorway into the warehouse without triggering a reaction of attack. C.J. can shoot them, sparing the Forklift driver for the moment, then fire one shot at the car outside to trigger the men to come from it and take position on the shelves by the doorway of the warehouse, shoot them, then shoot the Forklift driver, which triggers a cutscene. Then C.J. just needs to shoot the two who appear on the 2nd floor inside, destroy the machines, and then shoot the ones who appear outside. C.J. gets Respect and $10,000. VIII.21

"Don Peyote"

The Four Dragons Casino

Kent Paul, voice acted by Danny Dyer, makes a welcome return from "Vice City," hoping, against his better judgement, to revive Maccer's music career. In movies, he played Moff in "Human Traffic," 1999, Dave in "Wasp," 2003, which won the Academy Award for Best Short, and Mark Lamanuzzi in "The Other Half," 2005. He's acted in several Harold Pintar plays, such as Joey in "The Homecoming" at the Almeida Theatre in London in 2008. He also does the voice acting in "San Andreas" for one of the peds: wmyst, who's a white male with shoulder-length dirty blonde hair parted in the middle, a white t-shirt covered with an opened olive green jacket, dark gray pants, and dark gray and white tennis shoes. http://www.kentpaul.com/ http://www.dannydyerfilms.co.uk/ http://www.dannydyer.com/ http://www.imdb.com/name/nm0245705/ http://en.wikipedia.org/wiki/Danny_Dyer "Francoise Boufhal interviewing Danny Dyer," 2009 http://www.youtube.com/watch?v=rQY9Ht_iNg4 Maccer, who seems better prepared to enter a rehab than lead people from the stage, is voice acted by Shaun Ryder, who formed and sang/rapped the lead vocals for the groups Happy Mondays and Black Grape. They were especially popular in England from the mid-1980's through the 1990's. According to the 2004 TV documentary "Shaun Ryder: The Ecstasy and the Agony," Shaun has had some problems which Maccer seems to be a comedic send-up of, but Shaun seems to be handling it better. http://www.imdb.com/title/tt0420899/ http://en.wikipedia.org/wiki/Shaun_Ryder "Step On," 1990, by Happy Mondays http://www.youtube.com/watch?v=KnBi-LNM0Og

Macca: similar to "seed," one who is humorous, but in a disturbingly perverted way. http://www.slangsite.com/slang/M.html PS: while that may apply to this specific Maccer, I better point out that in the U.K. it's just an everyday nickname in Great Britain for someone whose whose surname is either Scottish or Irish and begins with "Mc" or "Mac." Thanks to the friendly e-mail from Kristan McGuiness, whose nickname used to be "Maccer." She says the character is from Salford, which is bordering onto Manchester, which are both areas with big Irish & Scottish heritage. "Glen" and "True" are both Scotch-Irish, but I didn't know that. Lawyer Ken Rosenberg, voice acted by William Fichtner, also makes a welcome return from "Vice City." On Tv, Bill played Sheriff Tom Underlay in the 20052006 TV series "Invasion," and played FBI Special Agent Alexander Mahone beginning with the 2nd season, 2006, of the TV show "Prison Break." In movies, he played Jake Flanagan in "Crash," 2004, and Darren MacElroy in "Blades of Glory," 2007. And, with Tom Sizemore, he was in "Black Hawk Down," 2001, which I think is why the Raindance helicopter is modeled after a UH-60 Black Hawk. http://www.williamfichtner.org/ http://en.wikipedia.org/wiki/Alexander_Mahone http://www.imdb.com/name/nm0001209/ http://en.wikipedia.org/wiki/William_Fichtner "William Fichtner," 2005, as Sheriff Tom Underlay in the TV series "Invasion" http://www.youtube.com/watch?v=cm7ZOFQHsLQ The Truth calls. He had a peyote party last night with a British band and their manager and misplaced them. (He also says he communed with the "lizard king," which was a nickname for Jim Morrison of The Doors.) He'd like C.J. to help find them, and to start looking in Arco Del Oeste. http://en.wikipedia.org/wiki/Jim_Morrison Have C.J. get a four-door vehicle and go to Kent Paul and Maccer on top of the big rock formation. (You can see them sitting on a hillside S of the red shaft of light, but once the mission starts, they're laying down a bit away from there.) They're having considerable morning after problems. Paul says, "Stone me bloody crows," which Colin Attle told me is an exclamation of surprise. (I'll add that "Stone the Crows" is also the name of a band that formed in Glasgow, Scotland in 1969.) http://www.peevish.co.uk/slang/s.htm http://en.wikipedia.org/wiki/Stone_the_Crows Maccer says he's a raspberry--a cripple; rhyming slang for "raspberry ripple." http://www.peevish.co.uk/slang/r.htm

(It can also be Cockney rhyming slang for "fart" if what's intended is to rhyme with "raspberry tart.") http://en.wikipedia.org/wiki/Golden_Raspberry_Award Kent calls him a "f**king string," meaning someone who's strung out/gets high? It could be short for "banjo string," which means he called him a frenulum. (I apologize to any parents if your children read this.) http://www.peevish.co.uk/slang/b.htm http://www.m-w.com/dictionary/frenulum Paul asks C.J. to take them to a friend, Rosie, who has a casino in Las Venturas. But it comes up that the rest of the band is at a snake farm nearby, so go there 1st, stopping on the way for Kent to get out and throw up and Maccer to get out to take a p**. Maccer says it looks like Salford (a University city, that looks nothing like it, by Manchester, U.K.). The farm people want to shoot them because they blame the band for the spread of venereal disease there, so either have C.J. shoot them there or after speeding Kent and Maccer to Caligula's. Paul says, "Oh, bollocks. In for a penny, in for a pound." Colin Attle told me that "bollocks" is "an expression of anger, frustration, or defiance," and "in for a penny, in for a pound" means "once you have started something, you will have to finish it." http://www.peevish.co.uk/slang/b.htm http://www.urbandictionary.com/define.php?term=In+for+a+penny %2C+in+for+a+pound British reader David Anderson adds that "bollocks" is "an extremely versatile word over here--we use it for quite a few things. 'Oh, bollocks' could mean exasparation and also embarrassment. It can also be used in...'The dog's bollocks' for something that's good or 'that's bollocks' for something that's untrue or fake." "The phrase 'In for a penny, in for a pound'" refers to something you "know you'll either get in trouble for, or something you wouldn't normally do but you've started so you'll see it through." Someone reluctant to skydive might think "'bollocks to it' (another useful bollocks saying)" and "go ahead and do it. It comes from old borrowing times where if you owed a penny you might as well owe a pound as the punishment for not paying were the same." "Rosie" is lawyer Ken Rosenberg, who moans about threatening Mafia hanging over his head, and Kent wants to talk with him about it. Maccer says he's taken "speckled doves," which Colin Attle told me refers to the drug "ecstasy." http://www.pillreports.com/index.php?page=display_pill&id=23834 http://en.wikipedia.org/wiki/MDMA Outside, C.J. calls Wu Zi: he thinks he's found a way (through Ken) to find

out what's going on at Caligula's. Paul calls: Ken's in trouble and thinks C.J. is the man to fix it, and wants C.J. to see him. C.J. gets Respect. There's a die--half a pair of dice--symbol at Caligula's. The Combat Shotgun, $1,000, is at Ammu-Nations. VIII.22

"Intensive Care"

Caligula's Palace

Ken tells C.J. he lost everything to cocaine use, etc., went to rehab, then represented Liberty City mobs again. The mobs don't trust each other, so had Ken represent them as a neutral party at the casino. They're fighting and Ken fears he'll be killed. Johnny Sindacco, the one C.J. scared in "Fender Ketchup," is in a coma in a nearby hospital, and Ken thinks the Forelli's will try to kill him. If anyone gets killed on Ken' turf, Ken will be killed next. C.J. says he'll move Johnny somewhere else. Outside, C.J. realizes Johnny better not recognize him as the one who scared him. At the hospital, he learns that Johnny has just been moved. Have C.J. take the Patriot from the parking lot and figure out which of the three Ambulances driving through the neighborhood has Johnny in it by ramming into each a bit to see the reaction. If the 1st one isn't it, it sends a warning to the Mafia. Have C.J. ram and drive-by the one the game tells you is the right one enough to damage it and cause the two Mafia men to come out. You might have C.J. shoot them before taking the Ambulance; I just had C.J. take it. Have C.J. drive the Ambulance to the red shaft of light at the meat factory; if he doesn't shoot the Mafia guys, their car rams the Ambulance a bit on the way there. C.J. gets Respect and $5,000. (Note--an odd thing about Caligula's Palace: from the outside, the entrance is on the W side of the building. From the inside, the exit is on the N side of the building. This is most noticeable if you look at the radar and have C.J. go into and out of the place. It's probably just a programming mistake.) VIII.23

"Misappropriation"

C.R.A.S.H.

"Misappropriation" here refers to the felony of a public official making unauthorized use of another's property, which is meant ironically since Tenpenny would want the DEA (Drug Enforcement Agency agent), who has evidence that would incriminate Tenpenny, to be considered as someone who intends to do that. (Thanks to the message board post by billhitman for the lead on the Wikipedia

definition.) http://www.justice.gov/dea/index.htm http://en.wikipedia.org/wiki/Misappropriation http://en.wikipedia.org/wiki/Drug_Enforcement_Administration Send C.J. to the C.R.A.S.H. icon in Prickle Pine. C.J. meets Tenpenny and Pulaski who are having a barbecue in a field behind a house that looks like it's mainly a big garage. Tenpenny punches C.J. in the stomach and orders him to kill the DEA, who has a dossier on Tenpenny, kill the FBI guy (actually a lot of FBI agents) that he's meeting on Aldea Malvada to give the dossier to, and get the dossier. Actually, C.J. just needs to kill the DEA agent and get the dossier before one of the FBI agents gets it. Send C.J. W over the bridge from Valle Ocultado, then S on the dirt road till he's past the orange-brown and gray mottled cliff he can't climb. Send him up the beige and pale green mottled cliff, then send him counter-clockwise around the edge of the cliff till he's N of the DEA agent. Send him S to shoot the DEA agent with a Minigun or a Sniper Rifle--my reader Anurag showed you can use an Assault Rifle from about 20' from the target pretty effectively, too. Have C.J. run to get the dossier before one of the nine or so FBI Agents do. The FBI agents will shoot at C.J., even after he gets the dossier. As an option, you can also have C.J. kill the FBI agents and ride back in the unlocked Maverick. But if C.J. is spotted on his approach to the DEA agent, or if C.J. doesn't manage to kill the DEA agent, the DEA agent will fly away in the Maverick that's locked to C.J.. If the DEA flies away in a Maverick, have C.J. chase it in the other Maverick. Don't have C.J. try to destroy the DEA's helicopter--it's "everything-proof" (see below). And be careful to have C.J. fly N around Area 69 when the DEA agent flies over it. If left to go as far as he'll run, the DEA lands on the helipad on the roof of the garage of the Emerald Isle, jumps from the roof to a much lower level, runs down the outside stairs, runs into the garage, gets into a car, and drives to the underground level, which contains a Minigun, of the garage on the NE corner of the block of "CA" and "LANTE" of "ROCA ESCALANTE" in NE Las Venturas, where another group of FBI agents wait for him and will shoot at C.J.. The DEA agent is unarmed and easy for C.J. to kill, but if C.J. lets the DEA agent get to the point where the DEA agent gets into a car in the parking garage, C.J. can drive over the slope at a low wall on the S side of the same floor to beat the DEA agent to the ground, then go E of the Emerald Isle to wait for the DEA agent's car to go by.

C.J. doesn't even get Respect for keeping the evidence on Tenpenny from coming to light. On one hand, C.J. sees Tenpenny as being able to free Sweet if C.J. appeases Tenpenny, on the other, C.J. could try to free Sweet by having Tenpenny's credibility ruined since Sweet is in jail on Tenpenny's word. I guess C.J. is worried that Tenpenny could have Sweet killed. So, with all the killing C.J. does for Tenpenny, why doesn't he get evidence on Tenpenny, so his word against Sweet is no good, then kill Tenpenny? I don't always follow these things. Thanks to the Gamefaqs "Special Vehicle FAQ" by Thashoka89, Blane and Section 408 for the next news item: There's a BP/FP/EP/DP Maverick in this mission. To get it, send C.J. to the upper Maverick of the two--the one the DEA agent tries to go to. The doors are locked, so have C.J. push it to the Verdant Meadows hanger. Spaceeinstein recommends that "You can use a tow truck. end for" the Maverick "to work."

The mission has to

As an alternative available on PC, you can use the The GTA SA Control Center, X.13.c, and make your favorite vehicles whatever-proof. VIII.24

"The Meat Business"

Caligula's Palace

Kent gets Ken whacked out on crack again, so when C.J. tells Ken to show the Mafia who's boss, Ken gets alternately megalomaniacal and insecure--encouraged enough to half-heartedly lead C.J. to a showdown with the Mafia at their meat butchering and packing place--the Sindacco Abattoir. Send C.J. to the Abattoir with Ken. When Johnny S. sees C.J. and dies of a heart attack, a Mafia guy throws a Molotov that lands at the entrance of the room C.J. and Ken are in. C.J. has to kill all the witnesses (who are all Mafia men trying to kill him and Ken) and protect Ken. This is easy with an M4, and really easy with a Minigun. Ken's health is represented by a white bar on the screen. (Thanks again to spaceeinstein for telling me it doesn't represent how much time Ken can survive in the freezer, which I must have read somewhere when I 1st wrote this and hadn't double-checked.) Have C.J. kill the Mafia guy with a Chainsaw and the one with a Baseball Bat who immediately rush to attack Ken. Ken goes into an adjoining room to get a Fire Extinguisher (there's a Health pickup in there, too) and wait till C.J. kills the two Mafia men who shoot from the far end of the room.

Then Ken goes near the entrance, and, with about twenty more Mafiosi in the next two rooms ready to shoot him and C.J., turns on the meat track, causing carcasses of meat, hanging from hooks attached to an oval track in the ceiling of the next two rooms, to slowly revolve through the two rooms. There's a Chainsaw, a Bat, and two guns in the room he's in--Ken wants to turn on the meat track. Ken sprays the fire with the Fire Extinguisher, and the spray will choke C.J. if he steps into it, so have C.J. stand back from the spray to shoot Ken--I mean, to shoot the Mafia men (not his friend who helps finance them). When C.J. clears out the next room and Ken stops spraying, send C.J. out toward the far side of the room to shoot the Mafia guys in the next room. (As a side game, you can have C.J. shoot at the meat as it comes through a hole a Mafia guy stands behind to see if you can make the meat swing back and forth and knock the Mafia guy over.) Ken takes the Fire Extinguisher into the freezer (which makes about as much sense as his meat track idea). (There's Armor at the far end of the freezer). If a Mafia gangster uses the switch on the wall nearby, he goes in after Ken while the door slowly closes. Ken wards him off with the spray from his Fire Extinguisher, but his health drops while the door is closed. Try to have C.J. keep any Mafia guys from getting to the switch, but if one gets to it, have C.J. go to it, and press F or Enter, to open the door. Have C.J. attack the Mafia guy then quickly lead Ken out of the freezer. If C.J. is inside the freezer when the door closes, he fails the mission. The last five Mafia guys C.J. has to shoot are in the storage room, which is filled with cardboard boxes C.J. can't climb. Seen from outside the entrance, one Mafia guy is on boxes to the right, and another is on boxes most of the way down the aisle to the left. Another Mafia guy is around the corner from there, another is in the next aisle, and the last one is on boxes at the far end of that aisle. After C.J. shoots all the Mafia men, Ken runs for the exit. Have C.J. take Ken back to Caligula's (I still had the Maverick from the last mission for that). Don't take a vehicle you want to save to the end of this mission, though--it disappears after the last cut scene. C.J. gets Respect and $8,000. VIII.25

"Fish in a Barrel"

The Four Dragons Casino

Send C.J. to the yellow serpent dragon icon. In a cut scene, C.J. and Ran Fa Li sign to be partners with Wu Zi, who attends with Su Xi, in The Four Dragons casino.

C.J. gets a call from Ken. Ken sounds frazzled: after Johnny S. died, Salvatore Leone is taking control of Caligula's, and Ken expects war. VIII.26

"Madd Dogg"

Madd Dogg

Madd Dogg: that creative and thoughtful Ice T, aka Tracy Morrow, recorded the title song for Dennis Hopper's movie "Colors," 1988, and starred as Scotty Appleton in "New Jack City," 1991. He's recorded a number of hip hop albums including "The Iceberg/Freedom of Speech...Just Watch What You Say," 1989, "O.G.: Original Gangster" (which has been credited with helping to invent gangsta rap), 1991, and "Home Invasion," 1994. (That's likely why one of the Ryder missions is called "Home Invasion.") He also plays Det. Odafin "Fin" Tutuola (with partner John Munch, played by Richard Belzer) in the NBC TV series "Law and Order: Special Victims Unit." In games, he's provided a voice for "Scarface: The World Is Yours," 2006, and the voice of Griffin in "Gears of War 3," 2011. http://www.daveyd.com/iceprops.html http://www.icet.com/ http://www.imdb.com/name/nm0001384/ http://en.wikipedia.org/wiki/Ice-T "ICE T - O.G. Original Gangster (Video)," 1991, Ice T http://www.youtube.com/watch?v=scILa5iPBcg Send C.J. to the "D" icon at Royale Casino. Madd Dogg wants to jump from the roof of the casino because things are going so bad since OG Loc stole (had C.J. steal) his rhyme book. C.J. tries to talk him out of it and tells him he'll be his new manager. Have C.J. drive the nearby beat-up version of the Walton pickup truck, which has cardboard boxes in the bed, to the red shaft of light below Madd Dogg. You get an overhead view to use to keep sending the truck back and forth--don't turn--so it stays below Madd Dogg and catches him when he jumps. (Note: I've read that the likely cause of the problem some have had of Madd Dogg jumping too soon for C.J. to get the truck under him is saving a game after using a code which makes pedestrians riot.) A bar onscreen shows Madd Dogg's health, so have C.J. carefully drive Madd Dogg to the Ivory Towers Drive-Thru Mental Clinic. Madd Dogg tells C.J. he'll look him up to be his manager when he gets out. C.J. gets Respect. VIII.27

"Freefall"

Caligula's Palace

Send C.J. to the die (half a pair of dice) icon.

Salvatore has Kent and Maccer hanging from their ankles and Ken worried. Debi Mazar returns from "Grand Theft Auto: III," 2001 (listed for "III" as "Debbi") to give Maria Latore a voice with her distinctive Brooklyn, NY, flavoring. She's also been in a lot of TV shows and movies, including as Sandy in the movie "Goodfellas," 1990, Crystal in "Trees Lounge," 1996, Olga in the 2008 movie "The Women," and Shauna in the TV series "Entourage," which premiered in 2004. She's also appeared in five Madonna videos. http://www.imdb.com/name/nm0000529/ http://www.nndb.com/people/933/000064741/ http://en.wikipedia.org/wiki/Debi_Mazar "Beautiful Debi Mazar"--clips from "Trees Lounge," 1996, and "Entourage," 2004 and 2005 http://www.youtube.com/watch?v=3l-IHMuMPvA Frank Vincent's voice returns to bring Mafia Godfather Salvatore Leone to feisty, nasty life again. He was in three Martin Scorsese films: he played Salvy in "Raging Bull," 1980, Billy Batts in "Goodfellas," 1990, and Frank Martino in "Casino," 1995. Since "III," he's played Frank Bianco in the movie "A Tale of Two Pizzas," 2003, Anthony Angelino, with fellow "GTA III" alumni Michael Madsen (Toni Cipriani) and Joe Pantoliano (Luigi Goterelli), in the unreleased (?) movie "A License to Steal," and Lou Marazano in "Chicago Overcoat," 2008. He released a book in 2006 called "A Guy's Guide to Being a Man's Man." On TV, he appeared from 2004-2007 as Phil Leotardo in "The Sopranos." http://en.wikipedia.org/wiki/List_of_The_Sopranos_characters#Phil_Leotardo http://www.hbo.com/sopranos/cast/actor/frank_vincent.shtml http://www.alicense2steal.com/index_phase2.htm http://www.frankvincent.com/bio.htm http://www.imdb.com/name/nm0898634/ http://en.wikipedia.org/wiki/Frank_Vincent Frank Vincent on "The Colbert Report," 2006 http://www.colbertnation.com/the-colbert-report-videos/60317/march-16-2006/ frank-vincent "Opie & Anthony - Frank Vincent gets fu**in' FRESH in studio 1/4," 2010 http://www.youtube.com/watch?v=kq1MPaYN-M0 Maria is a servant that brings Salvatore a sandwich, and he comes on to her. It's implied that this is when she begins being Salvatore's mistress, which she's clearly unenthusiastic and business-like about. In the events of "III," which take place later than those of "SA," she's Salvatore's mistress who betrays him and falls for Claude, who kills Salvatore. At the end of "III," Claude kills Catalina and goes off with Maria. (At the end of "III," Maria is enamored of Claude but seems to be a little scatter-brained. After the visuals fade but the vocals continue, you hear a shot that ends the conversation, either indicating that he shot her or only

scared her to make her quiet, so she could return in a future episode.) C.J. introduces himself to Salvatore as Ken's friend that worked with Sal's son Joey in Liberty City. Ken helps C.J. give Sal the impression C.J. is a hit man. Sal wants C.J. to kill a quartet of men the Forelli's are flying to town to kill Sal. An FCR-900 is provided outside Caligula's to get to the airport. This mission features the little Dodo as Dodo: plane of action. Send C.J.'s Dodo N toward the oncoming jet, a Shamal, which has a red loop hovering over it, to fly through the loop. I had better luck letting the Dodo gain altitude by pressing Acceleration, W, without using the Up or Down buttons, then using the radar to turn it down at the jet as if to hit it, then trying to adjust the path of the Dodo to put it into the loop. Having the Dodo dive lets it catch up with the jet. When I flew it low to be under the cloud cover, the jet was always ahead of the Dodo, and the Dodo could never gain on it. The yellow-orange blip that represents the Shamal on the radar is a square if C.J.'s Dodo is at the same altitude. The blip is a triangle that points up if the Shamal is higher and points down if it's lower. Reader Anurag Sinha showed me that you don't have to try to gain altitude on the way out to the Shamal. You should have enough altitude as it approaches to turn 180 degrees or so and swoop down at it. http://www.gtaforums.com/index.php?showtopic=255467 Reader Carl Johnson sent me a way to make help you understand the section on planes in the He changed the drag for the Dodo from 12 to make a tight turn at the Shamal or it might pass make a couple of passes at the jet.

this even easier that can also handling.cfg file a little better. 8. He cautions not to have it it up.

It makes go so fast it can

In a cut scene, C.J. jumps down to the jet and climbs inside. C.J. has the 1st person view from the back of the private jet. The default position is in the doorway, but he moves to the side and stays there while you hold A or D, and takes cover, behind the wall, from the four killer's shots. After you hear a handful of shots, let C.J. go into the doorway to fire at them, then retreat, etc., till he's killed the four killers. Then have him shoot the 5th killer, the pilot, and fly the Shamal to Las Venturas Airport. C.J. gets respect and $15,000. Tenpenny calls: C.J. says he got the dossier. Tenpenny tells C.J. to meet him at a ghost town--Las Brujas. (This isn't clear from your map, but Tenpenny says

Las Brujas is "in" the Devil's Castle--El Castillo Del Diablo.) VIII.28

"High Noon"

C.R.A.S.H.

Have C.J. go to the meeting place Tenpenny gave him--Las Brujas. You might have C.J. use a Shamal from Las Venturas Airport. (As Rusk says, if you want to have C.J. get there with a Hunter or Sea Sparrow to use for the upcoming fight, leave the helicopter between the windmill and downtown Las Brujas so the helicopter doesn't disappear after the cut scene.) In a cut scene, C.J. gives the dossier to Tenpenny. Tenpenny hits Hernandez in the back of the head and the chest with a shovel, accuses Hernandez of selling Tenpenny out, then has C.J. dig a hole with the shovel. Tenpenny leaves Pulaski to watch over C.J.. Pulaski has C.J. stop when the hole is big enough for two and won't be persuaded by C.J.'s advice to not trust someone like Tenpenny. Hernandez tries to attack Pulaski, but Pulaski shoots him and Hernandez falls into the hole. C.J. grabs the gun and Pulaski runs to his white Buffalo sedan to get away. (The white Buffalo alludes to the animal that's of special significance to several Native American religions, not that that's explicitly relevant to the plot of "San Andreas." It's probably a pun due to Pulaski being Caucasian and buffaloing--bamboozling, coercing by underhanded trickery--people like C.J. to do things.) http://en.wikipedia.org/wiki/White_buffalo http://www.merriam-webster.com/dictionary/bamboozle You can have C.J. try to snipe one of the tires of the white Buffalo before he chases after it in a Bandito. Have C.J. try the P.I.T. maneuver to spin Pulaski out, and have C.J. do drive-bies on the Buffalo. If you try too hard to speed the bouncy Bandito at the Buffalo, you could make the Bandito spin out enough to fall too far behind the Buffalo and fail the mission. Pulaski eventually gets himself in enough of a snag--in my case, at the side of someone's house--to give C.J. the time to get out and destroy the Buffalo (I had C.J. use the Rocket Launcher to make sure fast) before Pulaski kills C.J. with his Desert Eagle. For an alternative strategy that requires the least preparation, I like the method by powerslaves, of the Gamefaqs message boards, that Rusk relates: have C.J. run to Pulaski's car and jump on it. Have C.J. crouch and move so the vibration doesn't shake him off the car, and jump off just before Pulaski hits a road sign, backs up, and drives away as he usually does. C.J. can jack the car and run Pulaski over with it. Reader Anurag Sinha just had C.J. dash at Pulaski's car, then switch to the

Minigun to shoot at Pulaski's car then at Pulaski. He recommends that you have C.J. aim at a spot just below the red arrow that points down to indicate the target if Pulaski manages to get very far away. http://www.gtaforums.com/index.php?showtopic=255467 The Minigun lets C.J. pop one or more of Pulaski's tires, which causes Pulaski's car to spin out of control enough for C.J. to jack Pulaski from it. If you use the Control Center (X.13.c) to make C.J. invulnerable to Pulaski's Desert Eagle, you can have C.J. drag out the fight enough to hear Pulaski say a lot of mean things, such as about C.J.'s Mom's corpse, etc. In a cut scene, Pulaski is mean to the end, and C.J. ends him. You can take the white Buffalo, which is healed up somehow, as a trophy. C.J. gets Respect. Ken calls: he's afraid that Salvatore could kill him at any moment. C.J. tells him to hang in there--that he hasn't forgotten about Ken and the others. VIII.29

"Saint Mark's Bistro"

Caligula's Palace

Salvatore gets chummier with Maria. He throws a knife which sticks in a board that Maccer is tied to like the accomplice in a carnival knife thrower act, and the knife lands between Maccer's legs. There's no blood, but Maccer exaggerates and says Salvatore hit him with it. Salvatore tells C.J. to do a hit in Saint Mark's Bistro in Liberty City to show the Forelli's revenge for sending men to kill him. C.J. talks him into letting Ken, Kent, and Maccer go with him, but, once outside, sends them away for their safety and so the heist at Caligula's can go on without endangering them. Have C.J. take a Shamal from the airport and fly toward the indication on the radar of Liberty City, which is then shown in a cut scene of C.J. being dropped off by a taxi at the bistro. (The snow on the ground by the bistro may have been suggested by the look of the sidewalks by the bistro in "III." Seen from a distance, the light inner part of the nearby sidewalks looks like snow.) http://img525.imageshack.us/img525/2089/00gta1stmarkssnowiii4kz.jpg Have C.J. shoot the people in the room, the dining room below--including two guys with Shotguns behind the bar, in the kitchen below, and just outside. I had C.J. use a couple of Rocket Launcher shells and crouch and roll with the M4 otherwise. Molotovs could help there, too.

Have C.J. land the Shamal back at Las Venturas Airport. C.J. gets Respect and $20,000. Salvatore calls: he's happy with C.J.'s work and wants him to keep his distance till things cool down. (If you already had C.J. do the Heist missions, Salvatore is angry.) Sweet calls: he's in despair and doesn't hope to get out of jail. Wu Zi calls: he wants to know if they're still going to do a heist on Caligula's. C.J. says Ken and the others are gone and Salvatore is friendly with him, so the heist is on. ******** VIII.30

Clothes

Didier Sachs is open in Rodeo, Los Santos

To get C.J. the torso items with the highest Stats available, get him the tweed jacket (R:25; SA:25) for $5,500 or the yellow jacket (R:25; SA:25) for $6,000; the red, blue, and tuxedo jackets all have SA:25, too, but a bit less Respect. They all have as much Sex Appeal as the gray jacket available before, and all but the tuxedo jacket have more Respect than the gray jacket. Likewise, the tweed pants for $3,000 and yellow pants for $4,000 (R:10; SA:10) score the highest for any pants available. The red, blue, and tuxedo pants all have SA:10, too, but a bit less Respect. All of them have as much Sex Appeal as the gray pants and black pants available before, and all of them have more Respect than those two. Black shoes for $2,500 and spats for $350 score high for shoes (R:5; SA:5), and brown shoes have 5 for Sex Appeal but a bit less Respect. The black shoes and spats tie with the Stats of the snake skin shoes, gray boots, and red boots available before. The cross chain (R:2; SA:2), $5,000, and the dollar chain (R:2; SA:2) tie with the Stats of either gold chain and the silver Cuban chain available before. The gold Crowex watch (R:3; SA:3), $8,000, and the silver Crowex watch (R:3; SA:3) score higher in either Stat category than any other watches available. The black rim shades (R:2; SA:2), $800, tie with the Stats of either pair of black shades or the green tint shades available before. (The Didier Sachs black shades have a bit less Respect.) Among the hats, the red derby has the most Sex Appeal (R:2; SA:3) for $600. The others all have a Sex Appeal of 2, with the black derby having the least

Respect among them (R:1; SA: 2). For a hat with a Sex Appeal of 3, the red derby has more Respect than any other hat available. I use the wardrobe glitch (III.18) for Sex Appeal then dress C.J. any way I want. Again, having C.J. put on a new hat, shades, or something for the torso or legs, can get rid of whatever wanted rating. He can take off and put on the same thing to get rid of any wanted rating, too, if you want him to keep the same look. ******** The Heist Missions VIII.31

"Architectural Espionage"

The Heist

Send C.J. to the green "$" icon in The Four Dragons Casino. Wu Zi says they need a blueprint of Caligula's before trying to pull a heist there. C.J. says he'll get it. Send C.J. to the City Planning Department building (the mid-E side of the block that's N of the "A" of "COME-A-LOT" and that's E of the block Come-a-lot is on). Don't have him draw a weapon or the security guard will tell him to put it away--if C.J. doesn't do it, he fails the mission. Have C.J. answer the receptionist with Y, N, and Y, or Y and Y, to be allowed to go upstairs to the blueprints. Send C.J. through the door that's behind him to his left, then to the room at the top of the stairs. He has to divert the attention of the guards, so send him down a floor, through a door, then through the door of the Document Depository to his far right. Have him destroy the air conditioner with anything you like, but have him do it from a safe distance if he isn't fireproof because the air conditioner will burst into flames. (If you replay this and want to save time, you can just send C.J. right up to destroy the air conditioners.) The fire alarm triggers an evacuation of the building, so have C.J. run upstairs to the top floor, go into the cubicle at the far end of the room, and take a photograph of the blueprint of Caligula's Casino that's on the wall. (A model of the casino, featuring a raised Rockstar logo, is on a desk nearby, and a blueprint of Starkweather's mansion from one of the last levels of the Rockstar game "Manhunt," 2003, is in a couple of other cubicles--thanks to Mxyzptlk for the tip.)

Have C.J. kill one guard and eight police men on his way down the three floors of smoke-filled stairway. If C.J. crouches with a Desert Eagle, he can see under the smoke and get one-hit kills. When C.J. enters the lobby, he's fired at by two guards and one policeman that are across the hall, and by one guard that's at the front door to C.J.'s right. Have C.J. shoot them and get out the front door fast because more police will keep appearing. He has at least two wanted stars which turn to four a moment after he goes back out the front door. The fastest way to take care of the wanted rating is to send him W to the wardrobe of the Camel Toe suite to put on a different shirt. (I have him change back to the 1st one, too, since I like the shirt.) If C.J. has an FCR-900 or such, you might have him get these bribes: - the bribe over a rooftop C.J. can get with a fast (press Up repeatedly) S to N run along the yellow line in the lane E of the pyramid, then a wheelie at the steps, - in the tunnel at the base of the tall monument in front of the Sphynx, - one you have C.J. wheelie up to from the E-W divider in the Julius Thru Way South a block S of the front of the Four Dragons Casino, and - in the lot catacorner to the SW corner of the Four Dragons Casino. Have C.J. drive S to the garage at the S side of The Four Dragons Casino. C.J. gives one of Wu Zi's assistants the Camera. C.J. gets Respect. VIII.32

"Key to Her Heart"

The Heist

Send C.J. to the green "$" icon in The Four Dragons Casino. C.J. and Wu Zi go over the blueprint for Caligula's. C.J. needs a swipe card for a door there. Send C.J. to Caligula's and have him use a distance of few car lengths to follow the lady croupier that leaves it. When she enters a sex shop, send him in. She seems to like S and M sex, and tells Benny, on the phone, to meet her later. Have him get the Gimp suit from a booth in the back, then go outside and continue following her as before, and "park up" (a U.K. saying, I guess) across the street from her house.

Have C.J. cross the street and kill Benny (the shirtless pinhead with bad teeth you might have seen in Red County before) taking a double-headed purple d**do to her house, take the d**do, and go to her house. (At this point, my fresh installation of the game, using the v1.01 patch, froze as it did if I had C.J. say "yes" to hot coffee on a date. Neither the "read me" file for the patch nor the mod--which I hadn't installed this time-prepared me for this, and I wanted to get going with the rest of the game to write this, so I reinstalled the game without the patch.) The "camera" then wafts around as if the cameraman is intoxicated to be hanging around outside while two others have sex inside, and you hear muffled versions of some of the things C.J. and Millie say. (This is the scene you'll see for subsequent coffee scenes without the mod, so the patch prompters can feel the game sends the right signal--to be a stalker--to our impressionable, pure youth...all five of them.) The quickest way to have C.J date her is to save the game at the place W of her place. When he goes to her place, have him go N, turn E, go E past the dead end, E through the lot, and over the Unique Jump ramp at the E end of it. Her place is a block N of that. Have C.J. be at Millie's place between 12:00 and 22:00 for dates, take her to a restaurant (the fork icon, not a fast food place) if she wants something to eat, a SW Las Venturas place to dance, drive her moderately fast near her home, and say "yes" to coffee (unless you have the patched original version of the game; in that case, if don't get a game freeze, have him say "no"). Have C.J. wear the Gimp suit (sorry) to dates with Millie for immediate coffee. (see X.9.a if you use the Hot Coffee mod.) With the unpatched original version, at least, he should have his success rate with Millie above 1/3rd after two or three dates. Once his success rate is that high, he'll get a call from Millie saying she's not home, etc., and C.J. can go into her house for the swipe card. C.J. gets Respect (and a little sympathy, I'd think). Millie (and the Gimp suit) is available for dates--see XI.b VIII.33

"Dam and Blast"

Girlfriends.

The Heist

Send C.J. to the green "$" icon in The Four Dragons Casino. C.J. can't believe the number of people who've found their way into the secret

heist meetings. He leaves Wu Zi in charge and goes to cut off the power source for Las Venturas. Have C.J. go to Las Venturas Airport and fly the Nevada to the red loop, which is high over the Sherman Dam area, and Parachute down to the W low bank (quay) of the dam. C.J. has no weapons. Have him take the Knife for stealth kills on the two guards outside, then go into the red shaft of light, which puts him inside. A cut scene indicates the quay has been locked and the police are on their way. Have C.J. use more stealth kills on the men, two of which have guns, and go to each of the five generators and plant a remote explosive (F or Enter). Have C.J. go into the red shaft of light. A cut scene shows C.J. learn, on top of the dam, that the hatch to go below has been locked, and escape being trapped by making a high dive into the water at the base of the dam. Spaceeinstein has the fastest method: "Faster way is to run. You're going to get caught anyway. Run pass the guards outside the dam. Once inside, run up and madly place the explosive on all of the generators. By that time only one guard would be ready to shoot you with a Pistol. After that, leave the dam." C.J. gets Respect and his weapons are returned. If you have C.J. make that dive--okay, jump--otherwise, he won't get hurt. VIII.34

"Cop Wheels"

The Heist

Send C.J. to the green "$" icon in The Four Dragons Casino. At another "secret" meeting, now with a packed room, for the heist, C.J. says they need to move the money with an armored car disguised as one of Caligula's regular ones, and steal police motorcycles to escort it. Outside, he tells Su Xi to keep driving a Packer, the ramp truck, on the Thru Way. C.J. has to get the four police motorcycles (green dots on the radar) onto the ramp truck (the blue dot on the radar), which travels clockwise on the Thru Ways at the outskirts of Las Venturas, in twelve minutes. I've read different preferences for the order to do this in, but I had him get one from the Linden RR station, the hospital at the N end of the airport, the police station in NE Las Venturas, then from the VROCK Hotel in NE Las Venturas. After each of the 1st three deliveries, have C.J. get the nearest vehicle behind the Packer and go after another motorcycle.

It's hectic because he does it through a two star wanted level and you probably won't want to have him take the time to get rid of it unless the bribe or Pay 'n' Spray are right along his path. As with Orion_SR's advice for surviving a six star wanted level, have C.J. drive on sidewalks, etc., instead of the road as much as possible. C.J. gets Respect. VIII.35

"Up, Up, and Away!"

The Heist

Send C.J. to the green "$" icon in The Four Dragons Casino from 22:00 to 6:00, preferably near the latter to have daylight to see better with. At another meeting for the heist, Zero suggests they steal an armored car with a helicopter used to lift heavy loads; Su Xi says they call them "sky cranes." C.J. is the only one who could pilot one, so he's elected to do it by default. The Leviathan that's needed has a magnet attached to a cable below it, and it's at KACC Military Fuels in the NE corner of Las Venturas. C.J. can sneak into the base when the gate is opened for a Patriot to leave. If you have C.J. enter that way, Rusk recommends having him drive a car over the soldier at the entrance booth, go to the far left, then right, between the warehouse and the wall, to the crates. Otherwise, C.J. needs a military vehicle to have the gate opened for him, or, as Rusk suggested, you can use the Jetpack from Verdant Meadows to send C.J. onto the S water tower. There are a lot of soldiers in the warehouse you can avoid unless you feel like hazarding a shooting spree. (The warehouse has three boxes that hover in mid-air and can't be moved. You might imagine they contain whatever is used by the two prongs that make the Jetpack hover in "Black Project.") If you send C.J. in a car to the crates, you can have him jump onto the car then onto the blue crate. From the S side of it, he can throw Molotovs at and over the nearby wall to kill a couple of soldiers. Have him jump at and grab the top of the wall, climb over it, and go forward to snipe the soldier on the far left at the corner of a building, sending C.J. quickly past the open door of the warehouse of attacking soldiers at his right. Near the corner of the building, have C.J. turn left to snipe the soldier on the stairs on the far right. Send C.J. up the stairs to snipe the soldier at the base of the next set of stairs and the soldier farther away on the helipad. At the top of that next set of stairs, C.J. can snipe the other soldier on the helipad, go left on the roof a bit, then snipe the soldier by the Mingun on the far side of the roof.

(Reader Carl Johnson once got to front gate with a Rhino and shoot up the leaving just a few there to shoot, above. I won't pass up the opportunity to it was more exciting.)

this point by having C.J. drive in the inside of the warehouse with the cannon, then continue about the way I've given have some fun with the Rhino, and he says

C.J. can shoot down two Hunters with the Minigun which is on a stand in the NW area of the roof (if you're as familiar with the PC "Vice City" as I am, you're not worried about that) or with his own Minigun or Rocket Launcher. Reader Carl Johnson came up with the fastest way. Have C.J. use the Jet Pack to land on the middle fuel tank of three at the S side of the lot and snipe the two soldiers on the helipad (you can't see it from that vantage point, but they have Rocket Launchers instead of M4s if C.J. approaches them with the Jet Pack). Have C.J. fly to the helipad on the far side of the Leviathan to trigger the appearance of the two Hunters then fly back to the helipad on the near side of the Leviathan to shoot down the Hunters with his own Minigun. (You don't need to have C.J. shoot any more soldiers than those two to get the Leviathan out of the base, but fly S right away to avoid the fire of the soldier by the Minigun on a lower roof.) Have C.J. fly the Leviathan to Rockshore East in SE Las Venturas and attach the magnet to the armored car. NP2 Lower NP8 Raise LMB Demagnetize the magnet Have C.J. raise the armored car near the helicopter and avoid obstructions while flying the car to Verdant Meadows. The Minigun ammo gimmick I don't save the game if the lead character gets wasted, but if you do save such game efforts, you might try this gimmick if you've had C.J. date Katie, which lets C.J. keep all his weapons if wasted: Let him get wasted while at the Minigun of "Up, up, and Away!" and he'll have a huge Minigun ammo supply-enough ammo for most or all of the gang wars. You can leave the mission unfinished to be able to do it again for more ammo. (Thanks to King of San Andreas and grove_street_og.)

C.J. gets Respect. VIII.36

"Breaking the Bank at Caligula's"

The Heist

Send C.J. to the green "$" icon in The Four Dragons Casino. Zero and Wu Zi go to the back door of Caligula's in the armored van. C.J. is equipped with Tear Gas cannisters, so don't have him get the Remote Explosives by the door to The Four Dragons or he'll fail the mission. C.J. has four minutes to get the team inside. Send C.J., in a croupier outfit, though the front door. Don't arm him or he'll blow his cover. The old GTA gimmick of having C.J. jump repeatedly to go faster before he gets the Infinite Sprint works to let C.J. go faster in the casino. Have him go to the staff door, talk to the employee, and use the swipe card (F) on the door. Send him down one flight of stairs to the generator room, and walk him right up to the open duct to throw two tear gas cannisters into it. (If you need to try more than once, you'll see C.J. show a remarkable ability to withstand the Tear Gas compared to the two guys downstairs.) Zero's hacked the emergency lighting protocols, and he puts out the lights by detonating the charges C.J. put on the dam generators before. You can have C.J. use the Night Vision Goggles as instructed (scroll to them and press the LMB) if you want; I've also just turned up the Brightness in the options menu and could see good enough. Have him leave the generator room, go left and down a few steps to a hall and go left. Have C.J. use the swipe card to open another door and go forward and right to the service bay. Once he's in it, have C.J. go to the far end of the room on the right and get into the Forklift (it has a blue inverted cone pointing down at it). Have him slide the fork under the big door and raise it with the fork (NP8). C.J. has seven minutes to help Wu Zi and his group get the money from the safe and get it into the van. Have him go ahead of them and shoot Mafia men (red blips on the radar) through a hall, a room, and a hall. I've done this with a Minigun or an M4. After the two Mafia guys in the hall are shot, follow Wu Zi and his group downstairs to the safe. Zero says someone is trying to turn on the emergency generators, so have C.J. get the Remote Explosives from near the safe, go upstairs, shoot the two guys that are in the generator room, and destroy the two generators with Remote Explosives. Have C.J. go back down into the room with the safe. Wu Zi and his men blow the door off the safe and go into it for the bags of money. Have C.J. enter the safe to get the Armor, then return to the room outside the safe to

shoot four Mafia attackers there, then shoot more of them who approach from the stairs beyond the far entrance of the room. Have C.J. shoot Mafia attackers as he leads the team upstairs. At the top of the stairs, have C.J. turn right to shoot a Mafia man in the back. Have C.J. go down a few steps and go left to shoot Mafia guys in the hall, a room, and a hall, then go to Zero and the van in the service bay. As C.J. goes to the elevator, the lights come on again. Have C.J. follow the yellow radar blip and shoot a couple of Mafia attackers to go up the stairs and over to the red shaft of light, where he takes the elevator to the top floor of the casino. Have C.J. go right and shoot two last Mafia attackers as he goes up the stairs to the roof. Every time I've done this recently, I either just had C.J. dash and climb over roofs to the Parachute on the N end of the N roof or had him get on the N roof and turn to shoot the four SWAT guys who rappel from a helicopter down to the area just S of the N roof. If you send C.J. without delay, he can get on the N roof before the SWAT agents have much of a chance to do anything, but having C.J. shoot them can create a wanted rating. If C.J. creates a wanted rating, the helicopter will chase and fire at him, and if he uses a land vehicle, a police vehicle will try to ram it. If he doesn't create a wanted rating, the helicopter just follows him around. C.J. is supposed to Parachute to the roof of the Clown's Pocket, shoot two SWAT agents, and fly the helicopter to Verdant Meadows. If he doesn't land on the roof, have him jack anything handy and drive to Verdant Meadows. The last batch of times I tried this, I finally had C.J. glide over to the helicopter that's on a lower near roof of the Clown's Pocket buildings. I had C.J. run or sprint off the N edge of the N roof of Caligula's, then held sprint (W) while he glided. I didn't have him jump or open the Parachute and I didn't use the directional arrows to change his fall. This Parachute jump is programmed differently than the ones C.J. can make in the rest of the game, the sort of exception that the Angels the bikers use in "Wheels of Steel" in "Vice City" are. This fall is programmed to increase how far forward C.J. goes compared to down. You might have C.J. disengage the Parachute (F) just before he lands to quickly switch to an M4 or such to shoot the couple of SWAT men by the helicopter. (If you don't employ the Parachute, he won't get hurt when he lands as he nor-

mally would. You can use the "ROCKETMAN" code to have C.J. Jetpack back onto Caligula's to experiment with the jump. You could also have C.J. take a jet as high as he can, then bail, and see how far you can have him go. For example, I had him jump from a Shamal over the N end of Red County and land on his house in Ganton.) (It's Rockstar accommodating those "can't fly the Skimmer" people again. You shopkeepers, you can't let those Skimmer weenies buy this. I don't know what the Barbie doll bum mod they probably can't succeed at, either, will do to them, but if you keep letting them buy this game, get on message boards, and influence Rockstar, it's going to ruin the game. And do you ever hear Hillary talk about that? No. She doesn't care. You have to come here for that. Because this is the walk-through that cares about you, the home viewer. Apologies to David Letterman.) Once C.J. gets to Verdant Meadows, Zero admits he'd told Berkley about the heist plan (so Berkley's the one who turned the emergency lights on), and C.J. belts him. C.J. gets Respect and $100,000. The Croupier outfit is available. Salvatore calls: he threatens that C.J. and all his family will be murdered. The Night Vision Goggles are on top of the NW guard tower of the No Fly Zone and on the path through the middle of the shopping mall E of the five big silos of Foster Valley. VIII.37

Make a copy of your save game

&&&&&&&&&&&&&&&&&&&& IX

Return to Los Santos for the final Los Santos missions The Mansion missions

IX.1

"A Home in the Hills"

The Four Dragons Casino

C.J., Kendl, and Wu Zi hold auditions for entertainment at The Four Dragons Casino. (Thanks to Steve Harvey for the tip he sent me in an E-mail--he's certain we can figure the audition the segment starts with is a kidding reference to Bushwick Bill of the Geto Boys.) http://www.opsound.org/artist/steveharvey/ http://en.wikipedia.org/wiki/Bushwick_Bill

Madd Dogg comes by, but some things are nagging at him that keep him from feeling ready to show his old form. Notably, he says Big Poppa, a drug dealer, seized Madd Dogg's mansion while he was financing Big Poppa's organized crime big time by having crack parties there. C.J. doesn't belt him in the head harder than he belted Zero (I don't always follow these things). He leads a group of Triads to the mansion while the others go to San Fierro until C.J. clears the place out. Have C.J. parachute with four Triads to the helipad of the mansion. (Steve Harvey also figures that the Triad calling out that he feels he's "invincible" refers to what the Kurt Russell character says he feels like after drinking from a magic potion with some Chinese gunmen before they fight some bad guys in the 1986 movie "Big Trouble in Little China.") http://www.imdb.com/title/tt0090728/ http://en.wikipedia.org/wiki/Big_Trouble_in_Little_China When C.J. jumps out of the jet, have him deploy the Parachute right away. One way to time his landing is to pull his knees up then let his knees drop as he's about to pass the "VINEWOOD" sign on his left--as he's about to go over a tree. Have him shoot Vagos (the BradyGames Guide says about 30 of them), who keep coming over the two far corners and far center of the roof, until they stop appearing--near the end of that battle, three more Triads arrive by parachute. Again, I had C.J. use the Minigun, but some prefer the M4. Rusk recommends having C.J. use an air conditioner vent on the right side for cover. Have C.J. get the nearby Armor, if needed, and lead a few Triads down the ramp, over a walk, and into the mansion. (Check at the end of each straight path to see that they followed. They're not a huge help, but there's a lot of shooting ahead.) After a cut scene in which a Triad gets his head shot off, have C.J. shoot the Vagos ahead and two in the planter on the left. In the hall, C.J. is told to keep the hall (front and back) clear of Vagos while the Triads kill two Vagos per room--if you have C.J. help them do it, you can have him get the Armor from one of the rooms at the end of the hall. If you get your pair of Triads past this part, they go no further than the balcony in the big room beyond the hall. The sadly neglected art of Molotov stealth might help at times for the rest of the shoot out. Have C.J. kill several Vagos from the top of the stairs, and go down to kill the Vago in the hall beyond the room. If you have C.J. kill some or all of the Vagos in the rooms adjoining the big room--two in the room across

from the hall, and another in the kitchen--there's a Health pickup in the kitchen. Big Poppa (who looks like another Vago with a yellow head band) yells, "You chose the wrong house to rob, fool," and runs. Have C.J. chase him. Don't bother having C.J. try to shoot him in the few glances of him you'll get during the chase on foot--Spaceeinstein confirms that C.J. can't kill Big Poppa that way, and it would just mean C.J. would stand around getting shot at by all the other Vagos more. Have C.J. shoot those other Vagos, though, as the chase goes through a room of guests, a room with a pool, and halls, to the front door with an inverted cone of yellow light. A cutscene shows Big Poppa speed off in a Phoenix. Have C.J. get the pink Windsor, not my favorite car in the game, and chase Big Poppa carefully over the initial hills and curves. (If the Windsor falls into one nearby valley of grass, you might as well reload the game, because that thing will be trapped like a bug in a sundew plant. It doesn't have the best traction in the world. If it's supposed to be like a 1966 Alfa Duetto--later models, a bit different, were called Alfa Romeo spider--you wouldn't think people would like one except as a toboggan.) Just manage to get the thing onto the Freeway, where Big Poppa doesn't drive so fast and C.J. can drive-by him. (If you're looking for a Phoenix to save, it only shows up in this mission and the "San Fierro Hills" Street Race. The easiest way would be to fail an effort at the race.) C.J. gets Respect. Ken calls: C.J. tells him he wants him to be the accountant and Kent to be the manager for Madd Dogg. Ken is snorting coke and gets confused--he thinks C.J. wants him to be the manager--but he's excited. Thermal Goggles are in the bar room, Night Vision Goggles are by the kitchen, Body Armor is in a bedroom, and a Health pickup--the only one in the game that will always be available--is in the kitchen, of Madd Dogg's crib; Madd Dogg's crib is available. It has all four videogames, a basketball court, and a gym. Don't save the game at Madd Dogg's Vinewood mansion since doing so may corrupt your save game and cause the basketball to not appear at courts. Orion_SR found that this is due to saving too close to a basketball court, so a mod that moved the save floppy disk farther away from the basketball court would prevent the problem. Thanks to Orion_SR for the code that does just that and more for "Glenster's Go On, San Andreas v1 Mission Select Save Games" (I.3.b).

If you want to save in the area otherwise, you might either save at the mansion nearby to the NE or save at Madd Dogg's place and use the download that fixes the basketball glitch (I.12 Glitches). Thermal Goggles won't appear in a location if C.J. takes them from one and you save the game. IX.2

"Vertical Bird"

Carl Johnson

Paul calls Maccer a "manky mongrel" at a Madd Dogg recording session. Attle told me "manky" means "disgusting, gross." http://www.urbandictionary.com/define.php?term=manky+mongrel

Colin

Mike Toreno calls C.J. through the recording equipment. He wants C.J. to meet him outside to go for a drive. As he drives C.J. to the coast of the Panopticon, he tells him that if he wants to see Sweet within a week, he needs to steal a military jet from an amphibious assault ship and use the jet to destroy a flotilla of spy ships. Toreno supplies C.J. with a Speedboat, a Knife, a Silenced 9mm, and some initial instructions via an earpiece. Have C.J. sail to near the end of the side of the aircraft carrier, then swim to the end, where he can dive underwater to swim over the flap hanging down from the back of the ship. The BradyGames Guide recommends stealthing (I'm allowed to make up a word now and then) past everybody that's possible with, and others recommend shooting the place up. Go for the blend you're partial to. If you like stealth, just have C.J. kill whenever necessary as you send him over the crates on the right, through a door, up a flight of stairs, left through a door, down a hall, through the door on the left, right through the cargo hold, and into the red shaft of light of a dark little room. A cut scene shows C.J. deactivating the SAM (surface-to-air missile) sites of the ship. The two SAM launchers are like the ones in Area 69--C.J. can destroy one with a Remote Explosive or Grenade. If he destroys them, he still has to go to the shaft of light and disable them. Then you see a cut scene of where one used to be. Send C.J. to the other end of the cargo hold, snipe a couple of soldiers and anyone else around, blow up a couple of Hydras, then get into the 3rd. A 4th one flies away while C.J. is on the ship. The Hydra flies like a helicopter at 1st; press NP8 to make it fly like a jet, and NP2 to make it fly like a helicopter again. See I.7.i Hydra Controls.

http://img214.imageshack.us/img214/8527/00gta1hydracontrols20fv.jpg http://en.wikipedia.org/wiki/Image:F16_Cockpit%2C_Asian_Aerospace_2006.JPG When C.J. flies it, the Hydra that flew away will be sent to attack it (three would have been sent if you didn't have C.J. destroy a couple of them). The 1st time I did this, I had C.J. fly over the water at the N edge of the map, fly high, drop chaff (LMB) to throw off the attacker so C.J. could turn and get some distance from them, then turn down at the attacker, target them (hold Spacebar), and fire (NP0) repeatedly. I had C.J. fly around a lot while I tried to get a handle on how to destroy three Hydras, and none of them hit his jet with a missile. The last time I did this, I just had C.J. get some distance from the one attacking Hydra, turn, target, and fire repeatedly. Once the Hydra is/three Hydras are destroyed, have C.J. use his Hydra to destroy the five spy ships, Tropicanas, in the water N of the Sherman Dam. They don't fire back, and you can switch to helicopter mode (NP2) to make it easier. http://img89.imageshack.us/img89/1804/00gta1hydracontrols40xz.jpg Toreno doesn't want anything to do with the Hydra, so have C.J. land it anywhere on the landing strip at Verdant Meadows, then put it in the red shaft of light in a hanger. C.J. gets $50,000. The Hydra will always be available in the hanger used at the end of the mission, in the NE area of Area 69, where there will be two of them, and on the E end of the Easter Basin aircraft carrier. The Minigun, Rocket Launcher, Heat-Seeking Rocket Launcher, and Flame Thrower are available in Mike Toreno's (Tierra Robada) ranch. If you collect Minigun ammo, note that this Minigun pickup has a 500 count whereas the others have 200. Up to this point, to have C.J. make a sweep of Minigun pickups, you had to have him fly with the Jetpack to the SW pillar of the Kincaid RR bridge, by the elevator door on the lower floor of the parking garage on the E side of the block of "CA" and '"ANTE" of "ROCA ESCALANTE" in NE Las Venturas, and to the next-to-the-top level of the scaffolding at the "OC" of "ROCKSHORE EAST" in SE Las Venturas. Now, to save time, you can just have C.J. go through the Minigun pickup at Toreno's ranch, save the game there, repeat, etc. Every five times or so, have him get food in Fort Carson at a vending machine or the Cluckin' Bell. I'd also stock up on Molotovs at the Johnson house before some of the upcoming missions make it impossible for C.J. to enter the house without going through a

red shaft of light and triggering a mission. territory battles coming up. IX.3

"Home Coming"

The Molotovs are handy for the

Carl Johnson

Toreno visits C.J.'s recording studio with a surprise for him: a call from Sweet, who says he's been released from jail and he's in the (Pershing) square outside of the Commerce precinct (building). Toreno has one last mission for C.J.: "I just want you to go pick up your brother. Get out of here." Send C.J. to pick up Sweet. In a cut scene, Sweet talks C.J. into going back to their neighborhood to fix it up. Have C.J. drive Sweet to the Johnson house. In a cut scene, a basehead tries to sell them a blender he stole from their Mom's house. C.J. has to kill about five drug dealers (also shown as blips on the radar) in the neighborhood. A bar on the screen shows Sweet's health, so I'd try to have C.J. out ahead of him using the Minigun, which has a very long range, to keep Sweet out of danger. Then C.J. and Sweet need to kill three waves of Ballas (like C.J. did in "Doberman"). Try to keep Sweet near his house (have C.J. go there and press G)-as Rusk says, the Ballas then always show up beyond the W side of the circle of road. The range of the Minigun fire will keep them away from Sweet. C.J. gets Respect. Catalina "accidentally" calls to say she's full of love and lust. C.J. can now take over territories. You might as well wait till after the next few missions for that, since they have C.J. take over territories. IX.4

"Cut Throat Business"

Carl Johnson

Madd Dogg is mad because OG Loc is on TV with a rap act that's based on Madd Dogg's rhyme book (also using his "ho's," although I think there's probably less of a claim he could make about the exclusive rights to ho's that would stand up in court). (Actually, I don't think you could claim exclusive rights to rhymes, either, considering the age and variety of published rhyme books on sale. I don't always follow these things.) Madd Dogg and C.J. agree to go see OG Loc. (I don't think they expect to have to get tough since OG is kind of the whacked out, insecure Ken Rosenberg of rap posturers and an old friend of C.J.'s.)

They confront him by RS Haul where OG is on the set of a video with a reporter. Madd Dogg howls. OG displays his credentials by enacting the role of the gangster who's getting the hell out of there--on a Vortex hovercraft, yet--and C.J. and Madd Dogg each take a Vortex to keep a vigilant watch on this authentic retreat from responsibility. Have C.J. chase him. OG then shows them his versatility with a genuine act of cowardice by performing the act of being on the lam on a Kart. Madd Dogg and C.J. go after him on Karts. Have C.J. chase him. When they catch up with him, OG Loc provides a look at the standard criminal vocabulary of lying, but Madd Dogg clears the air with him, a producer wants to sign Madd Dogg with C.J. as the producer, and C.J. has OG get them lunch. C.J. gets Respect. The Vortex is available on the strip of beach NE of "BAYSIDE MARINA," and on the W end of the Easter Basin aircraft carrier. The Kart is available at the SW corner of the big square block of El Quebrados, N of the Redsands West save house, and E of "THE STARFISH CASINO," across the street from the SW side of the S block of downtown Angel Pine, at the NW area of the block of "TS" of "OCEAN FLATS" and the W side of the block E of that, in an alley W of "DOHERTY," in an alley by the China Town save place, and at the top of the windy street W of "FINANCIAL." The Grove Street Missions IX.5

"Beat Down on B-Dup"

Sweet Johnson

Sweet is with a woman who's emaciated-looking (from crack addiction). She almost talks Sweet into smoking crack when C.J. breaks it up. The normally resolute Sweet uncharacteristically says he might as well ruin himself like the neighborhood's been ruined. The woman tells C.J. he'll have to deal with B Dup before C.J. throws her out. Have C.J. take Sweet to see B Dup the pusher (see Steppenwolf). When they get to his house, a Grove Street Family gang member who's become a base head tells them B Dup moved to Glen Park. Have C.J. take Sweet to the area indicated by the icon of a person in green clothes. Have C.J. lead an attack on three waves of Ballas while keeping Sweet safe, then attack about eight guards in front of B Dup's house nearby. In a cut scene, B Dup says he was forced to sell crack by Big Smoke, who's gone crazy and egotistical, but only Big Smoke's lieutenants know where he is. When B Dup tells little Big Bear to kill C.J. and Sweet, Big Bear clobbers him

and tells C.J. he wants back on the team. to get the old Big Bear back again.

Sweet happily takes him somewhere

C.J. gets Respect. IX.6.a

"Grove 4 Life"

Sweet Johnson

In a cut scene, Sweet tells four of the Grove Street Gang members to love their neighborhood like they love their friends. C.J. wants to take a break to take care of some other things, but Sweet persuades him not to do a half-a**ed job--to stick to the job at hand till it's done. C.J. is there for him. C.J. can round up as many as seven gang members if his Respect is high enough, and take them and Sweet to take over two out of four Ballas territories in Idlewood. Have C.J. lead the way and keep Sweet safe. C.J. gets Respect and half of the money Sweet took from one of the Ballas: $10,000. ******** IX.6.b

Territory takeover

Some basics: Turf wars are fought with the Ballas (purple) and Vagos (yellow). The BradyGames Guide says there are 54 territories and all are in Los Santos: E of Downtown and N of Ocean Docks, Temple, Santa Maria and Verona Beaches, and the two blocks N of Conference. You need to have C.J. take over at least 35% of the territories to do "End of the Line." It's easier if C.J. takes over the territories before "Riot." After "Riot," most of the people in the territories C.J. needs to take over will be rioting, which includes making unpredictable attacks, including ones on C.J., and the traffic will be wilder than usual. Once C.J. has taken over 100% of the territories, he won't be attacked by rival gang members again. Rusk notes that a few more troublesome areas you might want to have C.J. deal with 1st are the Jefferson Motel parking lot and a bit of road E of it, the sidewalk in front of the E Mulholland 24/7 (near the VINEWOOD sign), and a lit=

tle square that has a S side over the road over the N end of the flood control channel NE of the Johnson house. The PS2 gimmick Rusk reports of stopping a gang takeover of one of C.J.'s areas, normally indicated as green on the radar and in-game map but flashing red during a takeover attempt, by having C.J. get in a Sub-mission vehicle, like a Taxi or Cabbie, start a Sub-mission and stop it, works for PC. The battle disappears and the area returns to being indicated as C.J.'s with green. ******** There are also some weirdnesses associated with this venture: During a turf battle, the 2nd wave can include a gang vehicle (represented by one big dot of the same color as the Ballas or Vagos, shown by little dots). In my PC version, it tends to drive by without any concern to approach the battle-C.J. is lucky if it crosses an intersection close enough to get the vehicle with the long range of the Minigun. You're supposed to have 54 (I've also read 53) territories to take over. But flying to the edge of the map (as with the territories glitch that can create a hundred-something territories) for the "St. Mark's Bistro" mission can create a couple of territories in the SE section of Bayside Marina, approx. E of a border drawn S from the S end of the bit of beach there. You can also get territories in NW San Fierro in an area of the two blocks of "PARIDISO," the four blocks S of those two, and in a rectangle extending N from them to the area just S of where the Gant Bridge crosses the N highway. Thanks to an article by koomodeee at GTA Forums: http://www.gtaforums.com/index.php?showtopic=157489&st=0 It can also create territories I haven't even found yet, as on one save game of mine. You might fly a jet to the edge of the map accidentally by just goofing around, too, and create such territories. But as long as C.J. isn't getting attacked anywhere, it's not a big thing to worry about. You might like it to be so simple as just "purple: take it over; flashing red: battle; and green: turf taken," in big, easy to see areas. In fact, I'm pretty sure it should be. In fact, I'd really rather not know that it's any more complicated.

Most of the "L"-shaped block of the E Los Santos Cluckin' Bell had no coloring over it on my map when I sent a screenshot of it to Rusk, and he told me to have C.J. take it. I don't know why it wasn't purple. For a couple of disputed areas--I can't remember which ones--the Balla or Vago ran off and got stuck somewhere. In such situations, the game gives C.J. so much time to leave the battle area to go after the gangster and get back. If C.J. doesn't get back in time, it says he "ran off--bad show," or something like that. I've read that such an area can be claimed by both the Grove Street Family and the Ballas or Vagos till C.J. takes full control of it, and such an area is light green, pale gray-green, or purple-green (which makes gray?), depending on who you ask. Further confusing things is that some areas are pale green and others are midgreen when C.J. has full control of them. Anyway, the area in the screenshot didn't have any green, purple, or gray till C.J. took full control of it, and then it was mid-green. A couple of vertical rectangular blocks that are E of the road that goes S from the pretzel-looking intersection of Commerce are now green on my map after some turf battles. My oldest save file, with all the missions done except "End of the Line" (so I can try different things with it), had these Stats: Territories taken over: 64 Territory under control: 98.21% Territories held: 55 Highest number of territories held: 59 Thanks to Orion_SR for checking my save game file and finding the stray gang territory I'd wondered about the location of for a couple of years--a Balla territory in the tunnel E of the Avispa Country Club in San Fierro. The territory had a very low percentage of Ballas, so it took a while for C.J. to start a gang war, but he finally started one and took control of the area. Before C.J. took over the couple of blocks SE of the pretzel-looking intersection in Commerce, I had 98.21% of the territories under control, too-shouldn't the percentage have gotten bigger afterward? Maybe it's just counting the percentage of "official"--not glitch-created--territories. But I couldn't find any Ballas or Vagos in those little sliver territories or anywhere else. Nevertheless, the in-game map has more green areas than the map of a save file I have that has 100% of the territories conquered.

I'm guessing that the reason Rockstar only requires you to get 35% of the territories to get 100% completion of the game is that it leaves a margin of safety between that and the glitchy top end of the scale. So if you get near 100% and can't find any more Ballas or Vagos, don't worry about things you don't have to worry about. ******** The Riots missions IX.7

"Riot"

Carl Johnson

C.J., Sweet, Kendl, Cesar, Madd Dogg, Kent, Maccer, and The Truth watch the TV news at Madd Dogg's mansion. Some of Tenpenny's charges are brought up but are dropped due to lack of proper evidence, retracted witness statements, and the disappearance of Pulaski (some of which Tenpenny coerced C.J. to cause). Tenpenny's lawyer says the charges have been dropped. The local neighborhoods erupt with rioting.

Have C.J. drive Sweet home.

In a cut scene, Sweet says he's going to get the neighborhood in order and C.J. says he's going to check out the city. If you have C.J. look around Los Santos, you'll see people getting into fights, firing guns, carrying stolen TVs, smoke coming from buildings, traffic lights flashing yellow, lights flashing instead of shining steadily, etc. C.J. gets Respect. IX.8

"Los Desperados"

Carl Johnson

Have a four-door car by Sweet's house before starting this mission. Cesar wants C.J.'s help in rousting the drug sellers and bringing his neighborhood under control, too, and Sweet persuades C.J. to see that C.J.'s indebted to Cesar, so C.J. goes to see what he can do about it. Have C.J. recruit a couple of Grove Street Family gang members and drive them and Cesar to Unity RR station. On the way, Cesar tells C.J. to talk Sweet into accepting that Cesar wants to marry Kendl. Have C.J. lead the effort to shoot all the Vagos around the apartment buildings, then the alley (looking for attackers to appear at either end of it), then about ten Vagos around Cesar's house--get the one on the roof with a Rocket Launcher 1st, then the one on the ground with a Flame Thrower.

C.J. gets Respect. Sweet calls: they have to hit the Ballas and Vagos hard so the Grove Street Families reputation is greater than Big Smoke's if they're going to get someone to tell them where he is. Sweet calls again: the Grove Street Families hit the Ballas and the Vagos said you could find Big Smoke in Los Flores or East Los Santos. C.J. agrees they should look for him there. IX.9

"End of the Line"

Sweet Johnson

Have lots of Molotovs and ammo for the Minigun and M4. while using Molotovs or the Minigun.

C.J. can't crouch

Molotovs are good for C.J. to use to precede him around corners and pillars, and can get targets on the other side of the pairs of doors that swing open when C.J. pushes against them then close of their own accord. C.J. can then go through them just for a moment to draw more of the attackers toward them, then throw another Molotov at them, then do it again to throw one through them. (Using Molotovs can create some disturbing results, with gangsters running or shuddering into walls while wailing for a while.) When the angle of a stairway C.J. is climbing won't allow a Molotov to reach a target at the other end, you could have him use the stairs as a shield, and climb in a crouch until the top of the gangster comes into view and can be shot. I usually had C.J. go about halfway up the stairs and make a strong throw with a Molotov. A roomful of gangsters can be made more manageable by having C.J. shoot an M4 through the doors from outside, too. The shots knock the doors open as much as you want them to, serving as a shield, otherwise, and it gives C.J. some extra distance from his attackers bullets. In my walk-through of the mission, I use the word "gangster" to cover a variety of kinds of gang members in Big Smoke's place. They include, at least, Ballas, Vagos, drug lab gangsters with hospital masks, Varrio Los Aztecas with turquoise headbands, and guys in black clothes (Mafia?). ******** Saving a BP/FP S.W.A.T. (If C.J. enters it, it's called a "S.W.A.T." In "The End of the Line," it's called a "SWAT Tank." In data\handling.cfg, it's called a "SWATVAN." Take your pick--just don't call it an Enforcer.)

One way to save a S.W.A.T. vehicle is to drive it down a gentle slope into water. (I've used the pond at the W side of the airport, but you can also use the pond in Glen Park. Rusk gave the van a dunk with the Easter Bay crane.) Drive it into the pond just far enough that the game says it's destroyed--how are you going to enter Big Smoke's place now? or such. The mission is failed, so you can use save places/garages again. Then have C.J. run or swim against it to slowly push it out of the water enough for the game to let him enter and drive it, and save it in a garage. C.J. can use it for a Vigilante mission, but I'd want to increase C.J.'s Armor long before the end of the game. It has a working water cannon on top, but you can't use it for the Fire truck mission. I'd just have C.J. drive around and squirt people with it now and then, which is some fun. ******** Reader Anurag Sinha told me that if you fail the mission between Tenpenny blowing up the machines with his Shotgun and C.J. escaping the building and you start the mission again without saving or exiting the game, the mission resumes with C.J.'s talk with the dying Big Smoke. As Rusk notes, if you fail the mission during the vehicle chase after Tenpenny and try it again without saving or exiting the game, you start from the beginning of the chase after Tenpenny. ******** imut_knight's way to create one or two copies of C.J. This gimmick doesn't always work, so you might use a save game with "End of the Line" as the next main mission so you can get right to another effort at the method till it works. After the initial cutscene, have C.J. drive Big Smoke to the area of the rusty-looking RECYCLING CENTER that's N of the Cluckin' Bell that's about a couple blocks NNW of C.J.'s house. One or two C.J. copies of C.J. may appear in the area. As with the "Management Issues" method, the copy/copies will have the same clothes, haircut, etc., as C.J. With all the rioting going on, the copy might run away or shoot at C.J. http://www.youtube.com/watch?v=503tPvu9kmU http://www.gtaforums.com/index.php?s=b19c7bf44b2553d545efc255c5b86a14&show topic=286190&st=0&#entry4370042 Zmoonchild's video of the mission shows how to create the glitch, too. http://www.youtube.com/watch?v=umTOdp6k_tw

******** Sweet knows where Big Smoke's crack house is. down Big Smoke.

C.J. says it's time to take

Have C.J. drive Sweet to Big Smoke's Crack Fortress. (If you want to see it after the mission, it's at the N end of the W side of the block that's W of the block with "F" of "LOS FLORAS.") C.J. persuades Sweet not to go in. C.J. neglected their neighborhood before and their brother Brian and their Mom died, and he wants to make up for it. The only way through the entrance, reinforced due to the riots, is to smash through it. Have C.J. take the nearby BMX bike and go a couple of blocks over to the Ballas/S.W.A.T. agents shoot-out and get the S.W.A.T. vehicle, then break through the entrance. C.J. can drive around and run over the two gangsters at the entrance and any inside it. Don't bother with the drug users S of that: two Los Santos hookers and a guy on the floor. Have C.J. go to the yellow upside-down cone of light by the door--the yellow blip on the radar. ******** - Floor 1

Security area

Big Smoke is on the 4th floor in his penthouse suite. C.J. has to fight past three floors to get to him. The game doesn't count the floor C.J. broke into with the S.W.A.T. vehicle--the 1st one he climbs up to is considered the 1st floor. A gangster is at the top of the stairs, and another is by him in the hall. Whenever C.J. climbs stairs in this, except when he goes up the last set of stairs to Big Smoke's penthouse, I had him make a strong Molotov throw from about halfway up the stairs. When C.J. gets to the top of the stairs and turns right, another couple of gangsters are at the end of the hall. After getting rid of them, have C.J. get the Armor from where one of them stood. Have C.J. go through the pair of doors for a moment then use Molotovs to get a few gangsters that try to come through the doors. In the big room past the doors, there are, at least, three gangsters on the far balconies, and one behind each pillar--three on the left and three on the right. After the fight gets going, a S.W.A.T. vehicle breaks through the far end of the left wall and a couple of S.W.A.T. agents fire at C.J., too. In some cases this big room and the one on floor three, you may need to get a gangster to move from the back of a pillar for C.J.'s attack to have an effect

on them. One way to do this is to have C.J. shoot the M4 from outside, the shots knocking the doors open. The last time I did it that way, he didn't have to go into the room to get the targets except for two on the far end of the room. I'm not saying you should do all of this with Molotovs, but if C.J. didn't get the guys on the balconies with the Minigun or M4, he can get them with Molotovs by hitting the walls below them. When C.J. gets about 2/3rds toward the wall at the far side of the room, a door on it slides up. Before C.J. goes to the opening, he can get a couple gangsters that are on the other side of that wall. There's one gangster just to the left of that opening, and three behind boxes to the left of him. So C.J. can throw Molotovs against the wall everywhere to the left of the opening to get at least a couple of them, then just shoot one or two after going through the opening. Once C.J. gets through that room, send him around the bend to the right and up the stairs. At the landing at the top of the stairs, a room to the right has a Combat Shotgun and a Health pickup. ******** - Floor 2

Drug lab.

Make your way to Floor 3.

Have C.J. crouch and go up the stairs to shoot the gangster standing at the top of them as soon as his head comes into view, or make a strong throw with a Molotov about halfway up. Have him get the Armor from where the gangster stood. Then have him throw Molotovs at the doors on the left, killing the gangster in the little room behind them. Then send him through that room and to another pair of doors. Behind those doors, in a big room, there are eight or ten gangsters wearing hospital masks behind the eight pillars, four pillars per side, or behind boxes. There's a gangster or two shooting from an upper floor window at the far end, one at the top of the stairs to the upper balcony at the far right corner, and one on the balcony on the right. There are a couple of pale red explosive barrels you can shoot to help take out some in the middle of the floor. Use one of the doors then a nearby pile of boxes as shields, and crouch and roll and shoot if any gangsters get too close. One approach for that section is to have C.J. shoot as many as he can from

outside, shots going through and opening the pair of doors, with an M4. When I tried it, C.J. quickly took care of a couple that tried to come through the door toward him, too. Then he had to go inside, get behind the cardboard boxes, and do some crouching side rolls to see to shoot a few others. You could throw a Molotov at each pillar to get a gangster that could be behind it. Afterward, as C.J. goes around the room on the balcony, two more gangsters with M4's come through the doors below. I had C.J. throw Molotovs at the floor of the balcony and they went through it to them. Have C.J. go over the balcony toward the pair of doors, but wait for two gangsters to come though the doors and get close to the exploding barrel, then have C.J. shoot the barrel. If they don't show up, have C.J. throw a Molotov at the pair of doors to kill the two gangsters behind it. Have C.J. go through the pair of doors. lab room.

There's a Health pickup in a little

******** - Floor 3

Ballas lounge.

Make your way to Floor 4.

Have C.J. crouch, go up the stairs, and shoot the head of the gangster standing at the top of the stairs as it comes into view. C.J. can take the Armor from where the gangster stood. Have C.J. open the pair of doors for a moment to throw a Molotov through them and kill a couple of gangsters behind them--the gangsters stand where there's a print of handcuffs on the carpet of a little room. Have C.J. go into the little room and throw Molotovs at the pair of doors on the far side of it, killing a gangster. (Another approach is to have C.J. shoot the M4 at the pair of doors to the little room with the handcuffs printed on the carpet; the blasts can kill the two gangsters and go across the little room to knock open the next pair of doors, too, and C.J. can get an added target or two.) In the little room with the print of handcuffs on the carpet, have C.J. go to the next pair of doors for just a moment to throw a Molotov close by--there's a gangster just past the left side of the pair of doors (and get the one beyond them in the middle of the room, if he's still there). Have C.J. go through the doors and get behind the bar to take care of the two gangsters beyond the open doorway on the right.

(Several times now I've found a Vago there that couldn't be hurt by a Grenade. I think there are at least one or two others like that in this mission, too.) Send C.J. through the open doorway. Have him throw a Molotov at the pair of doors, quickly run through them and back to draw gangsters to it, then throw another Molotov at it. Send him through the doorway to throw a Molotov at or shoot a gangster standing by a big statue of Big Smoke splattered with bird cr*p. As soon as C.J. gets past the corner, have him make a strong Molotov throw for the far end of the hall on the right to get the gangsters at the end of, or around the far bend of, the hall. Then have him make a light toss of a Molotov to get the Mafia guys that come out of the doors in the middle of the hall. In the hall, there's a gangster, a stripper, and Armor past the pair of doors on the left, and a gangster, a stripper, and a Health pickup past the pair of doors on the right. Have C.J. go to the end of the hall and a bit to the left to go through the pair of doors, up the stairs, and toward the pair of doors by the "Not welcome-Rockstar North" door mat. ******** - Floor 4

Big Smoke's penthouse

In a cutscene, Big Smoke, in blue Armor, sits playing a videogame ("They Crawled from Uranus"). He says he doesn't give a sh** that C.J. came to see him. C.J. says he came to take care of Big Smoke then his friends at the police department. Big Smoke says he doesn't give a f**k--he's a success and can't be touched. He says, "I guess we better do this then," and goes for his AK-47. Have C.J. attack Big Smoke. Big Smoke runs away around the room, and there's always an assistant of his that attacks C.J. no matter how many assistants C.J. shoots, so concentrate on having C.J. get Big Smoke. The game tells you Big Smoke is more vulnerable where he doesn't have Armor; a Minigun to the head takes care of him quickly. (You can watch the Big Smoke comet tear around the room if you have C.J. use a Molotov.) If the fight goes on long enough, Big Smoke switches off the light. C.J. can use the Thermal Goggles that are by a lower window (although I didn't have him use them), and continue as before. You can have C.J. turn around and get behind the counter by the kitchen cabinets with red doors for a good vantage spot (thanks to Kevin Walter's guide at StuckGamer). (When I really dragged this out, Big Smoke sometimes disappeared then showed

up somewhere else in the room.) In a cut scene, C.J. wants to know why Big Smoke flipped out--they were like family. Big Smoke says he got caught up in the money: "They'll remember my name...Big Smoke" (probably not his given name). Big Smoke dies with a handful of money. C.J. says, "What a waste." Tenpenny appears with a Combat Shotgun and has C.J. drop his gun. (I once had a boss who said, "My man" like Tenpenny; I wasn't partial to him, either.) He needs C.J. to do him a favor. He knows C.J. killed Pulaski and now Big Smoke, and asks, "Where's your brother?" He's going to continue as before, and has two rookies he's training already. He has C.J. fill a suitcase with Big Smoke's money, then prepares to shoot him. C.J. bluffs: "Hey, Sweet!" When Tenpenny looks back, C.J. dives for his gun, and Tenpenny's shots at C.J. miss. Tenpenny shoots some machinery as he leaves, which sets the place on fire and knocks out the lights. ******** When you regain control of C.J., there's an AK-47 (Big Smoke's) and an Armor pickup in front of him. There are two Health pickups in the bathroom on the upper level of the penthouse. If C.J. has the fireproof feature, the fire doesn't matter. The lights go out and you can have C.J. use the Night Vision Goggles supplied, but I didn't have C.J. use them. The main things that will make it hard to see will be the smoke and fire on the 2nd floor and below it, and the game even recommends you take the goggles off to help you see when that's a problem. C.J. has seven minutes to fight his way back down to the opening he made with the S.W.A.T. vehicle. There are less attackers this time, but one or two at most every turn. C.J. can fire or throw Molotovs down at them in some places; just use a tap to get the Molotovs to the bottom of stairways. A good gimmick to start using on the balconies of the 2nd floor, since the fire and smoke becomes so dense it's hard to see and a lot of gangsters shoot at C.J. for the rest of his run through the building, is to have C.J. crouch and wave the M4 around while you press the RMB to look for each green light that indicates a head is below it. At least that lets you see below the smoke. The last time I tried it, C.J. got four targets below through the screened window in the 1st room, then two more as soon as he went out on the balcony. At the floor of the room, C.J. has to go across it (and whatever gangsters are left) to the doors to the right on the far end, through the doors and left across a little hall, through the doors and right down the stairs,

through the doors and right across a landing with two gangsters, down the stairs with a gangster at the bottom, turn 180 degrees to the left and get through a room with gangsters by boxes, go right through the doors and a big room with gangsters at the three pillars on either side and on the balcony to the doors at the far end, through the doors and go left through a hall with several gangsters, turn left to go through a hall then a room, and go left down the stairs to a door with a yellow entrance light, then go through a room with four gangsters. As C.J. gets across the room from the hole he made with the S.W.A.T. vehicle, a cut scene shows him dive through the opening as explosions rock the building. ******** Tenpenny pulls away in a Firetruck. (It's the kind with a ladder but no water nozzle--the kind that's on the block S of the one the Xoomer garage is on in Doherty, San Fierro. This version is also like the San Fierro trolley--it knocks anything out of the way. C.J. may need to watch out for falling vehicles.) Sweet grabs the end of the ladder but does nothing else as the Firetruck speeds up. C.J. gets into a white Feltzer convertible. Have C.J. chase the Firetruck. The Feltzer in this has decent road grip, so just release acceleration before turns and you'll only need to use S for them a little. One thing generally true about things C.J. chases (vigilante targets, the train in "Wrong Side of the Tracks," etc.) applies here: the Firetruck doesn't go as fast if you have C.J. hang back about half a block from it. It's not hard to keep on the tail of, but you might be surprised how little you need to tap acceleration if C.J. hangs back while he follows it. (I guess it's one of the things meant by R* about the game adjusting to the skill level of the player.) During the run N on the highway along the E coast, stay in the right lanes. The Firetruck goes into the left lanes for a bit but comes back to the right lanes. When one of Tenpenny's rookies stomps on Sweet's fingers, a bar onscreen shows the time left for Sweet's failing grip. Have C.J. drive up behind the Firetruck so Sweet can drop to the hood of C.J.'s car and climb into a front seat. C.J. has Sweet take control of the wheel: "It's payback time." Have C.J. fire at the two rookies on the Firetruck, pursuing police cars, and gangsters who

chase and attack from motorcycles and Tornados (1958 Chevrolet Impalas with grills like '57 Chevy Bel Airs). In a cut scene, the Firetruck goes out of control, breaks through the middle of the E wall of the bridge W of the Johnson house, and crashes to the street below. As Tenpenny crawls dying from the truck, he calls out for help. But he's half-talking to himself for "a**holes" to come help the "officer down" who could have turned this town around if there were more like him. (It might be a better case if he wasn't just a criminal in a cop uniform himself.) Sweet stops C.J. from shooting Tenpenny, who's a few breaths from death, anyway. Sweet says people will just figure Tenpenny "killed himself in traffic." Kendl, Cesar, and the Truth join C.J. and Sweet. The Truth says C.J. "Beat the system," but Kendl says she's just glad it's over. The Johnsons all agree Big Smoke was selfish. C.J. nudges Tenpenny with his foot to make sure he's dead: "See you around...officer" (he leaves off Tenpenny's "like a donut" part). Inside, the Johnsons and Cesar talk about how the neighborhood has to be kept in good condition now that the worst is over. Kent, Ken, Maccer, and Madd Dogg join them so Madd Dogg can give them the good news about "our 1st gold record." While everybody is excited about their plans of things to come, and Madd Dogg wants to tour and Kendl would like to roll dice with Wu Zi in Las Venturas, C.J. says he's "Fittin' to hit the block, see what's happening." C.J. gets Respect and $250,000. 100% completion The Hydra appears on Sweet's house (E of the Johnson house) and the Rhino appears under the overpass W of the Johnson house. C.J. has infinite ammo for all of his weapons, any Stats not maximized are maximized, his cars can take twice the previous amount of damage, and he gets $1,000,000. C.J. has the dual Micro-SMGs he used in the chase after Tenpenny. are over. Catalina calls to put on an act that Claude is slaying her in bed. says she's sick and needs help. She insists that he's jealous.

The riots C.J.

Big Smoke's place will stay open if you want to have C.J. look around inside. I think that big blue platform in his penthouse is meant to be a performing stage. You can break the wall of the bridge the Firetruck fell from, or break the

hole in the billboard that gets broken near the end of "Reuniting the Families," before they get broken during missions: - The bridge goes over the street the Johnson house is on and is W of the Johnson house. The breakable part of the bridge wall is over the sidewalk and house on the N side of the street, and lets you make a shortcut from the bridge to the street. - The billboard is high above the N side of the big E-W highway at the last "S" of the big "LOS SANTOS" letters on your paper map. There's a N-S road and alley on the N side of the breakable part of the sign, but a low wall prevents it from being a useful detour (so how did they drive through it when...never mind). http://img162.imageshack.us/img162/4345/00gta1screen2062el.jpg IX.10

Make a copy of your save game

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Basic skins, modding (use at your own risk), music, and screen shot tutorial Modding section

******** Special note about "San Andreas" v.2: Version 2 has "SECOND EDITION" printed along the bottom of the front of the box. In either the original or second edition of the PC version, you can use or make certain kinds of mods for the game, including: - ones that change various attributes of vehicles to customize their speed, suspension, durability, etc., which can make certain missions, stunts, and knocking other vehicles around a lot easier (data\handling.cfg; see X.10.b), - ones that change the size of vehicle wheels (data\vehicles.ide; see X.10.a), - ones that give any vehicle the set of colors you like beyond what mod shops in the game offer (data\carcols.dat; see X.10.f), - ones that let you maximize weapon, vehicle, Muscle, etc., Stats of all kinds in one sitting (data\ar_stats.dat; see III.5), - ones that give any weapon the range, damage strength, accuracy, etc., you like, and ones that determine the aggressiveness of types of pedestrians (data\ weapon.dat and data\pedstats.dat; see X.11), and

- ones that let you increase the draw distance, which not only increase the distance with which the graphics appear but can give them richer hues (data\ timecyc.dat; see X.13.f). Thanks to Ben "Cerbera" Millard for explaining to me how you can modify the second version of the game in the ways given above. You can also use v.1 or v.2 with: Demarest's code tools (they also work with your existing save games): http://www.gtaforums.com/index.php?showtopic=422154 Spaceeinstein's SA "All In One Mod": http://www.gtagarage.com/mods/show.php?id=330 In v.1, you can also mod: - main.scm and .img mods. See X.13 for a sampling of the veritable cornucopia of mods possible. (And see X.9.a for how to activate the Barbie and Ken-type Hot Coffee niblets that some fear have the ability to make our 17 year olds hate God and government and make us lose all the wars. I'm wondering when they'll get around to that freakin' Betsy Wetsy doll to stop it from turning all our good youth into preverts.) - You can also use a teleporter with v.1 to make C.J.'s travel across the big San Andreas map to Tags, Oysters, Snapshots, Horseshoes, Liberty City, etc., as fast as the press of a key, and project C.J. and his vehicle to the spots that let him get gold in schools, etc. The GTA SA Control Center also lets you make C.J. or any vehicle he's in bullet, etc., proof, spawn any vehicle (including the Andromada--which it mistakenly lists as "Andromeda," FBI Truck, or RC Cam), stop mission timers that count up, etc. See X.13.a-c (TGIOPC). If you want to be able to mod v.2 like v.1: Jarjar, at the next link, gives a way to mod v.2 like v.1 by changing the gta3.img and gta.dat files. (He doesn't have you change the .exe file source code or play without a CD.) http://www.gtaforums.com/index.php?showtopic=257627 I've gotten some good bargains on games at eBay. http://www.ebay.com/ I'm glad I own the original version. ******** Rockstar support for modding Ben "Cerbera" Millard Modding support in GTA1 and 2:

You might find v.1 there:

For GTA1, DMA Design (R* didn't exist back then) released the "Cityscape Documentation" covering the "*.cmp", "*.gry" formats and "*.g24" formats. They also released a "Mission Template 22" documentation which lists the objects and commands available in the "mission.ini" format--equivalent to the "main.scm" in the more recent editions. For GTA2, R* Games (which formed near the end of the game's development) released several tools. For starters, there was the Map Editor which actually runs well in Windows 98, the platform GTA2 was intended for in 1999: http://projectcerbera.com/gta/tutorials/timeline Additionally, they released their compiler for the mission scripts. They included the full mission source script for one city (I forget which) as a "*.mis" file. This may be what started the tradition for including the partial source of "main.scm" in the later games. More remarkably, the whole architecture of the GTA2 engine was based around extensibility and modding! It used a simple text files to determine which level-specific files should be loaded into the game. The multiplayer system has ~100 slots to be used by multiplayer levels. The game only comes with 3 levels, each having modes for 2-6 players. This takes up just 15 slots. Combined with the level maker and mission script compiler, this fostered a never-ending flood of multiplayer levels created by the community (even I made one). ******** GTW note: About four pages back from the end of the PC booklets for "III" through SA, there's a section of thanks to favorite web sites, which include ones that showcase GTA mods. ******** Ben "Cerbera" Millard Rockstar support of modding

"GTA III" onward:

There's more obvious things, too. R* could have chosen to make all the files as highly optimised binary formats and include no comments or documentation anywhere in the game at all-something

like they have done on the PSP. This way of doing things provides shorter loading times as the data doesn't have to be parsed, compared and compiled from hundreds text files. These files are full of whitespace to make them readable for us in Notepad. With each edition in the 3D GTA series, more and more game functionality has been moved from the engine's core (hardcoded) to text files (moddable). For example, in GTAIII there was no way to alter the special way floating and flying vehicles behaved on those surfaces. In GTAVC, new sections were added to the "handling.cfg" file so that we could have full control over everything from how high they rebounded after hitting waves to far over they leaned when turning. In GTASA, yet another section was added which controls the timing and behaviour of animations. Although not many people have used this yet, the move to this easily edited text format is clearly for our benefit. The "handling.cfg" file contains exhaustive commenting and those comments have grown with each edition. This is another clear indication that R* have paid attention to the modding community, noticed a very popular part of it involves cars and handling, then responded by providing us with more information. It's one step short of an SDK for that format, although this certainly isn't true for all of the formats. However, it is also not unique. In GTASA, very many of the text data files in the "data" folder are highly commented with each column in each section explained, or at least named. These comments would be unnecessary for the developers since they'd use in-house tools. In GTAIII, GTAVC and possibly GTASA an uncompiled portion of the "main.scm" was included, IIRC. That made it easier for pioneers like Barton Waterduck to reverse engineer the format and create tools like Mission Builder. (Thanks to Ben for the recommendation to check with Icey, too.) ******** Icey [email protected] http://iceyboard.no-ip.org/ Icey made MultiEdit for "III." MultiEdit leaves a "generated by" note at the top of pages it generates, and the VC carcols.dat file, at the top of the page, has:

# Generated By MultiEdit V1.3 On 14/09/2002 22:46:02 [http://icey.gouranga.com] Thanks to Ben "Cerbera" Millard and Icey for telling me about it. **** "Vice City" came out on PS2 before PC, and Icey used the PC version, so he learned of it from a letter from Spooky: **** Segment of letter from Spooky to Icey 'ello Icey, It seems R* north have been using your proggy for GTA:VC! from the top of the GTA:VC 'carcols.dat' file...

This is taken

"# Generated By MultiEdit V1.3 On 14/09/2002 22:46:02 [http://icey.gouranga. com]"; ...well done man, they must have been impressed :). stys, Spooky www.GTA3Mods.com **** Icey A lot of other people e-mailed me about this over the next few weeks. People thought it was great that Rockstar had used a tool created by the community. The news was posted on several GTA modding sites, including gta3mods.com by IllSpirit. On 9/22/04. I received a message from IllSpirit. relevant part:

I'll just include the

**** Segment of letter from Illspirit to Icey I was chatting with one of the tech directors over at R* about user tools a while back, and he had this to say about MultiEdit, et al: "Although we check out the mods that are around we don’t usually end up using them. The header that appeared in carcols.dat is there because an artist checked out MultiEdit. I believe we haven’t actually used it to edit the colours, though.

"A lot of the mods are pretty impressive since the authors have to figure out the formats lot easier for us to write tools ourselves on. We also have to be able to change the (which happens a lot between games).

pieces of software.

Especially

of data files etc. However, it’s a since we know exactly what’s going tools when the data format changes

"Because of these reasons we tend to use our own tools. don’t use any mod tools at the moment."

As far as I know we

Later on in some random discussion he mentioned that most user tools are a lot easier to use than the official editors. Not really a particularly useful bit of info, I just thought you might be curious. **** GTW note: So maybe someone used MultiEdit but is unwilling to say so for legal reasons-the warranty at the end of the booklet indicates Rockstar doesn't officially support mods, probably so as not to have to take responsibility for problems that could come up with badly made or installed mods. Using MultiEdit creates a "generated by" note at the top of files it creates. Maybe someone didn't use MultiEdit, but how would just checking it out leave a message, or lead someone to want to leave a note to themself about it, that said, "generated by," at the start of the file? The response from someone at Rockstar isn't clear and certain. The legalese that shrouds the thing is more likely to create uncertainty than that it should have been hard to check and make sure about otherwise. But it seems more likely to me that someone used it, then were legally prevented from speaking supportively about a mod, than that it wasn't used but someone left a "generated by" note on the file. ******** Hot Coffee IGN: "The point being the distinct change in language, that there is no need for "disassembling and then combining, recompiling and altering the game's source code" to create that mod. That's misleading. Some would call it a lie. Why not come forward immediately and say the content was originally in there right from the start?" Rockstar: "There is still a need for 'disassembling and then combining, recompiling and altering the game's source code' to create the mod. The recent statement does not contradict this. We don't believe that our position has changed and we stand by all of our statements which state consistently that this

content could not be accessed without significant and technical alterations to the retail version of the game." PatrickW wouldn't need to have used the source code to find that if you change a bit, an 8th of a byte, in a main.scm file, you unlock the HC content. Patrick explains how he figured it out below in section X.9.a. Although, between the Warranty meant to disassociate Rockstar from dealing with trouble caused by faulty mods or mod installation, and the favorite web sites section including sites with mods, in the game booklets of the 3D GTAs, how you were supposed to know there was a bad file to fiddle with is beyond me. But even if he had used the .exe file to mod another file (which he didn't), I'm told that would still be okay unless he distributed an altered gta_sa.exe file. (You could use a source code .exe file to create a way to play the game without a CD. That's okay as a way for an individual to avoid getting scratches on their Play CD for a game, but a distributed source code .exe file could lead to a diminished number of sales of the game CDs. It also leads sometimes to questions on the message boards that I don't have a clue how to answer.) All Rockstar expected to stop was someone who tried to distribute a source code .exe file, not stop anyone from fiddling with one they own at home. http://en.wikipedia.org/wiki/No-CD_crack I saw a lot of hate directed at PatrickW (and me if I just told someone where his mod was--yish) on the message boards because R* misdirected aggression away from themselves for putting the content in, and made out PatrickW to be an unexpected criminal who was solely responsible. A lot of people, mainly non-modders, bought that (they must figure you can pack a helluva bunch into a bit of computer code). It took an ESRB investigation to bring the truth out past Rockstar PR concerns: the ESRB board didn't decide that people won't fiddle with files on their computers, but that Rockstar had the first responsibility for not telling the board what content they put in a Rockstar game. If politicians and parents just make sure cashiers are told they'll be fired unless they make sure customers are old enough, R* (and HL2, etc.) and modding should be able to go on like before. The only care to be taken to prevent the controversy from happening again is that Rockstar doesn't put content in unless they show the board that wants to see it 1st. If that's not made clear, Rockstar may instead make PC games that you can't mod as well, like SA v.2, if they're able to be modded at all, as if to rationalize how they've gotten a crowd of people to misdirect blame at modders. If so, it's going to be a lame reason to screw up a good thing. GTA's are my favorite games, and I want to be able to put my Dad's car in there. http://img151.imageshack.us/img151/936/00gta1libertycitymod117my2.jpg http://img87.imageshack.us/img87/1908/0057chevynowthatsachevy7yw.jpg

http://img501.imageshack.us/img501/1189/00gta1screen988cx8.jpg http://img527.imageshack.us/img527/5671/00gta1screen989iw2.jpg X.1

Compressed File Utility

If you need a compressed file utility to make downloads with, you can pick from a variety of free or shareware versions, or buy one, at the PC World web site. As of this writing, these utilities can be found at: http://download.cnet.com/PowerArchiver-2010/3000-2250_4-10030093.html? tag=mncol May, 2011: I've changed from Power Archiver to PeaZip, which is free. http://www.peazip.org/ http://en.wikipedia.org/wiki/PeaZip http://www.powerarchiver.com/ http://en.wikipedia.org/wiki/PowerArchiver After you download a compressed file of a mod into a new folder you've made for it, you extract the contents of the compressed file into the folder. Click Edit then Select All, or hold down Ctrl while you select all the files, which makes the file names turn blue. (Once they're all selected, you can hold down Ctrl to deselect certain files, too.) Then extract them to the same folder. Then delete the compressed file. X.2

Web sites for skins and mods

I can see why Spaceeinstein recommends this "Great website: http://www.gtamodding.com/index.php?title=Main_Page "All GTA modding knowledge in one place. ever see."

The most reliable site you will

Some of the best web sites where you can find some of the finished products are: http://www.gtaforums.com/?showforum=90 http://www.gtagarage.com/mods/index.php (Bring GTA Action up on Google and click "Translate this page" for a babelfish-like translation) http://gta-action.gamona.de/ http://www.gtagaming.com/sanandreas/ http://gta-worldmods.t-n-network.de/ While mods for "III" are becoming less common, a couple of the better sites I found for "III" mods, including Odie's Miss Liberty (the Statue of Liberty), are the GTA Place and gta-downloads: http://www.thegtaplace.com/index.php

http://www.gta-downloads.com/en/ X.3

Mods

X.4

Un-check the green dot 1st

As always, when you change a file in the C:\Program Files\Rockstar Games\Grand Theft Auto: San Andreas folder, you need to make it writable and not "read only" 1st. Go to: My Computer\C:\Program Files\Rockstar Games\Grand Theft Auto San Andreas Right-click it, click "Properties," and click the little green dot so it disappears. It's green for Windows XP Home and blue for Vista Home Premium. Click "Apply" and a little menu will ask if you want that to apply to all files and subfolders--click "OK" and it will disappear, then click "OK" on the 1st one and it will disappear. You don't need to do this if you change which files you have in your User Tracks, or save game files you have, in My Documents\GTA San Andreas User Files. X.5

Make backups (and where to find other SA backup files)

Make backup copies of the original files you plan to change. Save them in a folder in My Documents in case something goes wrong or you change your mind later. That way, if you need to change the file to what it was originally, you won't have to reinstall the game. You can use My Documents as a place to keep a copy of the original file and, for those you can read with Notepad, a .txt file version, too. You can find other SA backup files at: http://www.gta-downloads.com/en/gta-san-andreas/file-backups/ X.6

Tools:

Note: check to see if the tool is compatible with v1.01 of the game if you use the patch for it. The IMG Tool v.2 You can use the IMG Tool v.2 by Spooky to replace the .dff and .txd files of the models\gta3.img file of "III," "Vice City," and "San Andreas" with those of mods.

http://www.gtagarage.com/mods/show.php?id=63 http://grandtheftauto.filefront.com/file/IMG_Tool;44920 IMG Turnipfan aka REspawn has an IMG tool that was featured in the pages of PC Gamer, and which Ben Millard helped with: http://grandtheftauto.filefront.com/file/IMG_V10%3B41977 http://www.gtaforums.com/index.php?showuser=17498 The TXD Workshop Delphi created the TXD Workshop, which you can use with the IMG Tool to view and change the .txd files of the models\gta3.img file of "III," "Vice City," or "San Andreas." http://nikt.zog.net.au/drugcrew/index.php?start_from=112&ucat=&archive=&sub action=&id=& http://grandtheftauto.filefront.com/file/San_Andreas_TXD_Workshop;43313 http://www.thegtaplace.com/downloads/f722-txd-workshop-4-0b Spark Arushan, aka aru, has an IMG tool that lets you view the .txd files: http://www.gtagarage.com/mods/show.php?id=1503 Note that it requires you to have Microsoft .NET Framework 1.1 installed. If you don't, I would consider it too much of a system hog--and it's a big hog-to install just to see GTA .txd files (or use ATI Catalyst Control Center instead of Control Panel, for that matter). Just use Spark if you're some kind of PC program developer (or whoever in the world actually uses .NET Framework otherwise). If you use .NET Framework, you might want to look at the advice given by Koroush Ghazi at the tweakguides web site on how to trim the resources .NET Framework uses. http://www.tweakguides.com/ATICAT_3.html CFG Studio 2 You might try Ben "Cerbera" Millard's CFG Studio 2, which organizes the data\ handling.cfg file in a way that makes it a lot easier to work with. http://www.gtaforums.com/index.php?showtopic=196381 http://projectcerbera.com/tools/cfgstudio2/ It also does the work of a previous tool of his, the Flag Studio: it makes it easy for anyone to calculate how to change the flags of the vehicles in the data\handling.cfg file of "III," "Vice City," and "San Andreas." (See X.10.b

under "miscellaneous jazz.") The functions Cerbera's Rescaler--to calculate how to adjust the suspension of vehicles in the data\handling.cfg file of "III," "Vice City," and "San Andreas"--are now handled by his CFG Studio 2. The GTA: San Andreas GXT Editor You can use the GTA: San Andreas GXT Editor by Hammer83 to change the vehicle name that appears in the lower right corner of the screen when C.J. enters a vehicle in "San Andreas." This usually comes up if you put in a vehicle mod. http://www.gtagarage.com/mods/show.php?id=1074 See "How to change their on-screen names," X.10.g, for the easy instructions for it. The San Andreas Ultimate Editor Brad Brooks has an editor that lets you edit various things about the weapons, pedestrians, etc. My special interest in it is that it lets you edit the flags of data\weapon.dat (see X.11). This lets you decide if a weapon is one C.J. can dual-wield, crouch or run with, or use targeting for, etc. http://www.gtagaming.com/downloads?p=file&id=977 X.7

Installing most car, bike, or pedestrian mods

This can be done if you have the original version of the game. If you have the second edition, you need to use the gta_sa.exe of the original version to do this. Un-check the green dot (X.4). Most car, bike, and pedestrian mods are .dff and .txd files. You don't need to start a new game after you replace them as you do after changing the main.scm file. I'll use the example of changing the .dff and .txd files of a car to serve for whatever .dff and .txd file replacement. - Download the mod to a folder on your Desktop, then extract it to the same folder. - Open the IMG Tool, click "File," "Open," and find "gta3.img" via: My Computer\Local Disk (C:)\Program Files\Rockstar Games\Grand Theft Auto San Andreas\models\gta3.img. - Select "gta3.img," click "Open," and the window fills with all the file names in "gta3.img."

- Scroll through the names to "(name of car you want to replace).dff," click on it to select it, and click "Commands" then "Extract." Extract it to a place where you can save a backup copy if you change your mind, or anything should go wrong, and you want to put it back. I'd put it in a folder called "GTA SA original (car name)" I'd make for it in My Documents or on the Desktop. - Then click "Commands," "Delete," and delete the selected "(car you want to replace).dff" file. - Make sure the file you use to replace it is given the same name. it if you have to.

Rename

- Then click "Command," "Add," and find the "(new car).dff" file you want from the Desktop folder you made for it. - Click "Open" and the file is added. - Do the same with the .txd file. Each time you replace a pair of .dff and .txd files, replace the .dff file 1st since your PC reads it 1st and it helps your PC read the files faster. And always replace .txd files with ones of the same resolution (128x256, 256x256, etc.). - Whenever you're through doing this stuff with however many files, click "Commands," "Rebuild Archive," wait for the archive to be rebuilt, close the IMG Tool by "x"ing it out, and you're done. (If the vehicle mod comes with wheels, you don't need to use DMagic1's Wheel Mod" for "San Andreas" wheels because Rockstar changed the DFF files for it. Thanks to Ben "Cerbera" Millard.) If you like the mod, you might move the folder for it from the Desktop to My Documents. I put the ones I save in a folder on a 2nd hard disk I use for storage. X.8

Skin viewing and editing and editing textures other than skins

deNULL has authored a "Game Archive Viewer" that lets you view "Vice City" and "San Andreas" .dff, .txd, binary .ipl and .col files without extracting them from the archive: http://www.gtagarage.com/mods/show.php?id=1425 You can also use The TXD Workshop described a few paragraphs above. Skin editing http://www.gtaforums.com/index.php?showtopic=207856 Chris82's article on how to edit textures other than skins

http://www.gtaforums.com/index.php?showtopic=200377 ******** Another way is to view the peds.ide characters of the game use the Pedestrian Editor tool by Scream2k4: http://www.gtagaming.com/downloads?p=file&id=969 X.9

Women

If you want to customize your romantic fantasies in "San Andreas," these are some of the women you might want to modify. To modify them, you can use either the original version of the game or the second edition. To modify the second edition, use jarjar's method--see X under "If you want to be able to mod v.2 like v.1." In models\gta3.img: The girlfriends are Barbara Denise Helena Katie Michelle Millie

COPGRL3 GANGRL3 GUNGRL3 NURGRL3 MECGRL3 CROGRL3

The Los Santos whores are BFYPRO, HFYPRO, and SFYPRO, and WFYPRO. The San Fierro whores are SBFYPRO, SHFYPRO, and SWFOPRO. The Los Venturas whores are VBFYPRO, and VHFYPRO, and VWFYPRO. BFYPRO black woman, short hair, pink bikini top, black leather short pants and high boots. HFYPRO Hispanic woman, brown hair tied in back to a ponytail, gray-blue top tied in front, red-violet short skirt, knee-high brown boots. WFYPRO white woman, blonde hair tied in pigtails, long sleeve black shirt tied in front, red plaid short skirt, white thigh-high stockings, black calfhigh boots. SBFYPRO black woman, flat top haircut, one piece red short dress and kneehigh boots, thigh-high gray stockings. SHFYPRO white woman, short brown hair pulled back, leopard skin shirt tied in front, gray plaid short skirt, thigh-high gray stockings, calf-high black boots. SWFOPRO white woman, dirty blonde hair, cigarette in mouth, violet-red top of bands that come down over her breasts and matching short skirt, ankle-high brown boots.

VBFYPRO shoes.

chunky black woman, white top with armbands, gray-red skirt and

VHFYPRO chunky Hispanic woman, short brown hair pulled back, green midriffbaring top, black short skirt and mid-calf-high boots. VWFYPRO white woman, dirty brown hair short on sides, gold earrings, brown thigh-length fur jacket, thigh-high gray stockings, black shoes strapped at the ankle. The strippers are SBFYSTR, SWFYSTR, VBFYST2, VHFYST3, VWFYST1. SBFYSTR busty black woman, dirty brown hair in pigtails, white sleeveless blouse tied in front, short plaid skirt, knee-high white stockings, low top black shoes. SWFYSTR white woman, brown hair with Shirley Temple curls, black bodice laced in front with a little show of areola at the top, black thong bikini bottom, thigh-high black nylons, black high top shoes. VBFYST2 black woman, long brown hair, earrings, pearl necklace and a white band around her neck, white bra and panties, white stockings on arms and thighhigh on legs, low top gray shoes. VHFYST3 white woman, long red-brown hair, low cut black bodice laced in front with a tiny bit of areola showing at the inside edges, black police cap and belt, black thong bikini bottom, thigh-high black nylons, knee-high black boots, leopard stockings on forearms and hands but not the fingers. VWFYST1 white woman, black hair, black bikini top and bottom, flame tattoo at crotch, leg-length black nylons, black shoes strapped at the ankle. X.9.a

The Hot Coffee mod

Author: PatrickW, aka Patrick Wildenborg [email protected] http://patrickw.gtagames.nl/mods.html Co-Authors: Craig Kostelecky Hammer83

"Opened up" mod the sacensor tool

Barton Waterduck discovered the animations in the PS2 version illspirit discovered the fully nude models http://illspirit.com/ ******** It's still available at several web sites:

Gamershell http://www.gamershell.com/download_9684.shtml Softpedia http://games.softpedia.com/get/Mods-Addons/GTA-San-Andreas-Hot-Cof fee-Adult-Mod.shtml It's one of the optional features of the "San Andreas" version of Spaceeinstein's "All In One" mod. http://www.gtaforums.com/index.php?showtopic=203916 PS2 gamers can go to the PS2savetools.com web site for the GTA:SA Censor Remover. http://www.ps2savetools.com/download.php?op=viewdownloaddetails&lid=82 PS2 owners that want the Action Replay Max codes can find them at: http://vgstrategies.about.com/od/playstation2codes/a/hotcoffeecodes.htm The GTA Place has a version for Xbox: http://www.thegtaplace.com/downloads/f580-hot-coffee-v2-xbox ******** To use this mod, you need either the original version of the game or the second edition with the gta_sa.exe of the original version. ******** "Grand Theft Auto: San Andreas" was released for PC on June 7, 2005. Patrick released the Hot Coffee mod at GTA Forums and GTA Garage on June 9, 2005. It enables an interactive sex game (R-rated cartoon, in movie terms) that uses the models and the voices of Young MayLay and the voice actresses who play the girlfriends found in the rest of the game. In one version the girlfriends are dressed, and another uses Rockstar-created naked ones (with a Barbie doll genitalia area). It takes place when a girlfriend invites C.J. inside for coffee. It's sort of like the dance game, except you can choose a version which the woman is naked for. As in the rest of the regular game, the least C.J. can be made to wear are his shorts in all the versions, so there's nothing to launder or wipe up afterward. He's sexy, but very neat. ******** These are the pertinent rating methods and a few of the web pages about the ESRB ratings for games and the Production Code used in movies: Games: http://www.esrb.org/esrbratings_guide.asp

M: 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content, and/or strong language. AO: 18 years and older. Titles in this category may include prolonged scenes of intense violence and/or graphic sexual content and nudity. Movies: http://www.mpaa.org/ http://en.wikipedia.org/wiki/Motion_Picture_Production_Code R: under 17 requires accompanying parent or adult guardian. NC-17: no one 17 and under admitted.

(X became NC-17 in 1990.)

******** Wikipedia has an article about some of the groups and people that are the major players in videogame controversies: http://en.wikipedia.org/wiki/Video_game_controversy ******** Rockstar designed but disabled it, and modders soon re-enabled it to make it available again and have some fun with. I guess Rockstar figured the M rating would hold since the mod would be an option offered by modders beyond the Rockstar release. The modders found it and went, "Ha! Look at that!" little moment. And that should have been it--end of story.

And it was a funny

******** Soon after that, Democratic California State Assemblyman Leland Yee, "one of the growing ranks of politicians sponsoring bills to outlaw the sale of Maturerated games to minors," saw the mod and said: "It's outrageous. It tells you how to copulate a woman. That should not be in the hands of children." Yee tried to get the ESRB to change the rating for "San Andreas" from Mature to Adults Only. "Sex, Lies & Video Games" by David Kushner, "Rolling Stone" magazine, Aug. 11, 2005, pp.41-42. On July 7, 2005, Leland Yee issued a press release which included: "Once again, ESRB has failed our parents," commented Yee. "This particular game has been known to include extremely heinous acts of violence, and now it has been uncovered that the game also includes explicit sexual scenes

that are inappropriate for our children. I have urged the ESRB on numerous occasions to rate this game AO based on its blatantly graphic nature." http://www.gamasutra.com/php-bin/news_index.php?story=5868 (I think "explicit" and "graphic" are strong words for R rated cartoon sex featuring a guy with his pants on and a woman without genitals. The word "kids" is too broad to refer to the 17 years old and up audience the game was made for. And he doesn't contain his criticism to store clerks who don't check I.D. cards. You'll see these traits come up regularly with some of the politicians when they make their big deal public statements about the controversy. No wonder too many people don't vote.) The M rating became contested and the controversy began. The worst thing about it is people making any bigger a case about it, and each other, than that. Well, that and that you could think it makes the dating in the game take too long (possibly partly why Rockstar disabled it), but it's an option you can easily turn on or off whenever you feel like it. It makes a bigger difference in terms of sales outlets. Wal-Mart, Best Buy, and Circuit City don't sell games rated AO though they sell movies rated R, which include ones more graphic and sexier than the coffee mod and more realistically violent than a GTA. That's where I tend to get confused. ******** So: Rockstar claimed it isn't responsible for the "Hot Coffee" mod. Instead, the company statement said (as Cerbera mentions later) it was the result of: "the work of a determined group of hackers who have gone to significant trouble to alter scenes in the official version of the game. "In violation of the software user agreement, hackers created the 'hot coffee' modification by disassembling and then combining, recompiling and

altering the game's source code.

Since the 'hot coffee' scenes cannot

be

created without intentional and significant technical modifications and reverse engineering of the game's source code, we are currently investigating ways that we can increase the security protection of the source code and prevent the game from being altered by the 'hot coffee' modification. "We are continuing work diligently to assist the Entertainment Software Ratings Board (ESRB) as it investigates the circumstances surrounding the

recently discovered "hot coffee" modification. ... We remain confident that the ESRB assigned Grand Theft Auto: San Andreas the correct rating, M

(Mature 17+)." http://www.gamespot.com/news/2005/07/13/news_6128953.html Posted July 13, 2005.

When first asked if those hackers could be employees in Rockstar's Manhattan lofts or Scotland development studio, spokesman Rodney Walker snapped, "They're not within our company." "Sex, Lies & Video Games" by David Kushner, "Rolling Stone" magazine, Aug. 11, 2005, pp.41-42. Free Kevin!

(Sorry.)

I'm no legal expert, but I think I know dialogue scripted by a lawyer when I hear it. You just flip the censor and "hello." It's there, intact, in files Rockstar knows have been commonly scoured, with common software to do the scouring, for years now. If you use a different version gta_sa.exe (source code), the mod (and any other .scm or .img mod) won't work. If someone wanted to hide it, an ordinary modder could have completely deleted it, like Rockstar deleted the Darkel missions from "III," in one sitting before it was burned to disk. Is that lawyer a crackhead, too? Rockstar, tell that lawyer to shut up and let's get on with the good stuff. The ESRB of the U.S.A. and Canada didn't go for what I assume Rockstar's idea was: an idea of the hidden content being shown separately from the regular game so the hidden content not needing to be covered by the M rating, probably not thinking the content deserved an AO rating, and possibly just being in such a hurry they didn't consider how future events could get out of hand. On July 20, 2005, the ESRB changed the rating from M (Mature: 17 or over) to AO (Adults Only: 18 or over), assuming Rockstar released the game knowing that modders would unlock the sex scenes for a mod. I think the Entertainment Software Rating Board (ESRB) just needed to lend whatever hand toward ensuring the "San Andreas" M rating was enforced in stores, even in consideration of the controversial mod. The ESRB seems to have had a motive of trying to compensate for the currently partly ineffectual enforcement of the M rating with a harsher rating, since they don't have a case that the cartoon has NC-17 instead of R-rated content. If the age of 17 is going to be a common deciding factor in this, why don't they just bring the law to bear on store clerks who don't check I.D. cards? ********

In "Rockstar Responds to GTA: SA's AO Rating," a July 20, 2005 article by Douglass C. Perry at IGN, a Rockstar representative (who asked not to be mentioned by name) said: "We are obviously aware of the mod community, but the skill, expertise and knowledge of Grand Theft Auto code required to create this mod surprised all of us. These elements were never meant to be found." In a section of quotes representing Take-Two by Paul Eibeler, Take-Two's President and Chief Executive Officer, the following two paragraphs are given without quotes. They may be paraphrases of statements of his (?): The scenes depicted in the "hot coffee" modification are not playable in the retail version of the game unless the user downloads and/or installs unauthorized software that alters the content of the original retail version of the title, representing a violation of Take-Two and Rockstar's end user license agreement (EULA) and intellectual property rights. Take-Two is exploring its legal options as it relates to companies that profited from creating and distributing tools for altering the content of Grand Theft Auto: San Andreas. IGN: "The point being the distinct change in language, that there is no need for "disassembling and then combining, recompiling and altering the game's source code" to create that mod. That's misleading. Some would call it a lie. Why not come forward immediately and say the content was originally in there right from the start?" Rockstar: "There is still a need for 'disassembling and then combining, recompiling and altering the game's source code' to create the mod. The recent statement does not contradict this. We don't believe that our position has changed and we stand by all of our statements which state consistently that this content could not be accessed without significant and technical alterations to the retail version of the game." He said they were going to offer retailers the option of re-labeling their stock as AO or replacing it with an edited version of the game that keeps the M rating. http://xbox.ign.com/articles/635/635261p1.html ******** "It's much like real bad sex-—unerotic, partially clothed and apt to create lousy feelings in the morning. Feeling the worst these days is Rockstar Games, the brash young maker of GTA, which after weeks of waffling has copped to hiding the scene in its megaselling game franchise. The game was slapped with an adults-only rating and yanked from most stores. After years of dodging gunfire

over game violence, the rebel Rockstar guys got burned for the oldest mistake in the book: covering up a fu**." "Sex, Lies & Video Games" by David Kushner, "Rolling Stone" magazine, Aug. 11, 2005, pp.41-42. ******** For a more knowing understanding of the programming than I have, I defer to Ben "Cerbera" Millard: He tells me what Patrick did changes a bit--1/8th of a byte--in the main.scm file to make the sex mini-game available. It alters the main.scm (not the source code of the game) so the bit change enables the Rockstar content when loading and saving games. This mini-game uses non-nude characters. However, there are nude versions of some of the girlfriends in the character archives (.IMG file--again, not game source code). By altering item definitions (.IDE files--again, not game source code), the nude models can walk around on the streets, be used by missions, etc. And by making a change to the Hot Coffee mission script (again, not game source code), these nude models are used in the sex games instead of the non-nude models. ******** PatrickW has said that the mod didn't require significant effort: he only had to change a single bit in the main.scm file to enable that part of the game for his part in the thing. No new content (models, voice acting, etc.) was needed for it--the content comes from edited main.scm and script.img files. http://en.wikipedia.org/wiki/Hot_Coffee_mod I'm jumping ahead in the story here to when I wrote to him and asked him to explain the process (notably, did it involve "disassembling and then combining, recompiling and altering the game's source code"?). On Nov.19, 2006, he wrote: "There wasn't really much of a process. Barton found the animations and had seen some references in the SCM code to them, but he didn't understand the code involved. I did some research and studied the code, and had to find the meaning of several yet unknown opcodes (especially the bit-field opcodes). After a couple of weeks I had a reasonable understanding of the code, and had an idea of what it could be doing. And I figured out that all that was needed to unlock it, was toggling a single bit. But I had to wait until the game was released in the U.S.A.. At that time, a friend sent me his main.scm file, I manipulated it, and sent it back. A short while later, I had an avi in my mailbox, with the notorious hot-coffee scenes..." ********

The word "hacker" (person who illegally intrudes on your computer) came from Rockstar once they decided to say the mod was a violation of the EULA (end user license agreement; see the tiny Warranty print nobody reads at the end of the game manual) once Rockstar got in trouble with the ESRB for Rockstar content the modders came up with a way to uncover. In contrast, there have been thousands of mods of user-created content made otherwise, in years of nobody reading the EULA, in which there was friendly cooperation from Rockstar about it, that led up to the trouble. It carried a mutual understanding that Rockstar not only wouldn't enforce the EULA and discourage user-created content, which was in violation of the EULA, but would provide some instructions in the files for how to do it (as Cerbera describes below). And why not? It hasn't done the customer relations of the Half Life, Battlefield, Neverwinter Nights, Elderscrolls, DOOM, Unreal, Halo, The Sims, etc., companies any harm--it helps prolong interest in their products. Since the booklets that come with GTA's "III" through "San Andreas" come with "thank you" sections on favorite web sites, which include sites that distribute mods, the modders that read the Warranty correctly interpreted it as showing Rockstar didn't want the responsibility of problems arising from badly-made or installed mods, not as meaning that making and using mods carried any disfavor. So who could have predicted that certain lawyer-coached representatives of Rockstar would about-face on them when the over-blown HC scandal was something they didn't want responsibility for, either? I'd liken it to an episode of "The Andy Griffith Show." An old lady jaywalks, and Barney, eager to establish his authority, gives her a hard time: "Alright, lady, you're in violation of code 50866759...." And Andy says, "Barney, she's an old lady, the intersection is way down there, and there isn't any traffic out. Let's leave her alone and look for the real criminals." The controversial mod is the old lady and Rockstar's quote--whoever made it--is Barney. Not Keith Moon. Barney. And the modders then got to be like Andy: "Barney--you're a nut." That the mod/old lady was technically breaking a law is questionable in this way: the controversial mod didn't create user-created content inasmuch as it used content that was already there, and a police officer probably wouldn't consider jaywalking an offense if no one seemed to have a chance of being endangered. If there's any doubt, it pretty well seals the deal that it was preceded by years of Rockstar listing favorite web sites that distributed thousands of mods that were examples of what is undeniably user-created content.

And the Skimmer weenies could have bit parts for one episode of some kind of characters that make trouble the heroes have to solve by the end of the episode. They would think that Barney was onto something real important, because that's the kind of mind these people have (weird). (To fly the Skimmer, I usually say, "It's like driving a motorcycle, except when you do a wheelie, you take off." I just realized--Skimmer weenies aren't 'cycle people. I KNEW it!) If it were really an ethically important thing that was always true, believed in, and committed to, that the modders violated, and not just "money talks," especially big Sony/Wal-Mart-related money, then why did Rockstar change their horse in mid-stream? And, preceding the controversy, lead level designer Craig Filshie, in "Tips and Tricks" magazine, May, 2005, told the public there were secrets yet unfound, indicating the fun of looking for them would be rewarded by finding things. Unless another big secret comes along, this is probably it. (Maybe there is: see X.9.b.) Unfortunately, you tend to find a lot of people who are waiting for another BIG secret where you find a lot of Skimmer weenies. Then again again, it's in the favor of whatever credibility there is to Rockstar's claim--that they didn't want modders to discover it--that it doesn't look as finished as I know Rockstar could have made it. The movements in the sex scenes are like one of those novelty birds with a top hat that keeps dipping the bill into a drinking glass (except you never see the bill). But I think they expected modders to find the mostly finished side game and didn't expect there would be so much trouble made over it. ******** Some reactions got stirred up about various GTA things: Take-Two won't have any work to do looking for who profited from a mod you can download for free like any other of hundreds of mods for the PC versions of GTA games I'm familiar with, at least. You don't need to buy a Hot Coffeespecific device to see it on PC. I think they considered legal action against Action Replay and GameShark, which proved the content was already there on the PS2 version to unlock. http://en.wikipedia.org/wiki/Gameshark And I know PatrickW didn't make any claims about what he did beyond what are fair to make. It's still available at various web sites, but if you try to download it from the gta garage web site now, you see:

"As a sign of support towards RockStar, The Hot Coffee Mod is no longer available. I've removed this download out of free will." PatrickW Spaceeinstein has a "San Andreas" version of his "All In One Mod" that has the "Hot Coffee" mod as an option you can enable or disable as part of the Mod Shop feature: http://www.gtagarage.com/mods/show.php?id=330 Paultjuh has a Savegame editor that has the "Hot Coffee" mod as an option. You don't have to know C++ to enable it, you just click a box in the menu screen. http://www.thegtaplace.com/downloads/f3456-gta-san-andreas-save-game-editor A Game Revolution web site article, updated Oct. 19, 2005, "The Truth About Violent Youth and Video Games," gives charts by the U.S. Department of Justice Bureau of Statistics which show that violence by young people in the U.S. has decreased in the years of the last several GTA games. http://www.gamerevolution.com/features/violence_and_videogames It also says the 2004 FBI crime report shows that the murder rate in 2004 was the lowest it's been in 40 years, the same year the most popular game was "Grand Theft Auto: San Andreas." A good article about the controversies over the alleged possible effects of video game violence is at the next link. http://en.wikipedia.org/wiki/Video_game_controversy Hillary Clinton appeared: http://news.bbc.co.uk/1/hi/technology/4682533.stm A July 14, 2005 article by BBC News quotes a letter she wrote to the FTC. She managed to figure the M rating wasn't harsh enough to protect kids from the soft-core cartoon because a study showed that about half of seven to fourteen year old kids could buy M-rated games. But besides suggesting that store clerks could do better to restrict the sales of M-rated games, she wondered if the game should be given an AO rating (and cause the sales of the game to plummet). (She also doesn't seem concerned that the ESRB ratings need to be consistent with movie ratings--she doesn't offer a plan to try to ruin the sales of any movie wilder than "Herbie, the Love Boat" or whatever it was called, for example. And, like the ESRB, she doesn't restrict her concern to proposing that the law be brought to bear on store clerks that don't check I.D. cards.) The House of Representatives wanted a look at those niblets: http://news.bbc.co.uk/1/hi/technology/4717139.stm

That July 26, 2005 article by BBC News gives this quote by Congressman Fred Upton of Michigan: but outrules

"The release of Grand Theft Auto: San Andreas was widely anticipated, an adults-only rating would have severely limited its sales in retail lets.

It appears that the publisher has blatantly circumvented the

in order to peddle sexually explicit material to our youth, and they should be held accountable. A company cannot be allowed to profit from deceit." (GTW note: I think "sexually explicit" may be too strong to fairly characterize the R-rated cartoon scene since the nude women don't have genitalia and C.J. keeps his trousers on. And that may be the "big secret"--what's the deal with that? I don't know. Again, the charges are by a politician that doesn't restrict his idea to requiring store clerks to check I.D. cards.) Jack Thompson comes up a lot. http://en.wikipedia.org/wiki/Jack_Thompson_%28activist%29 In a Feb. 25, 2005 article by William Vitka of the CBS News web site, Jack Thompson gives his opinions about video game violence, etc.: "Of course" (there a correlation between playing violent video games and acting in a violent manner). And "...GTA weds sex and violence in the same game. We are training a generation of teens to combine sex with violence...." http://www.cbsnews.com/stories/2005/02/24/tech/gamecore/main676446.shtml (GTW note: if you have C.J. hit a girlfriend, a message appears that he broke one of the first rules of dating and he fails the date. If C.J. kills a prostitute, there's money left behind to take, but that happens if practically any pedestrian in the game gets killed. If C.J. completes the "San Andreas" pimping mission, the prostitute pays him. And if a policeman catches the lead character of a GTA killing anyone, the lead character gets a wanted rating.) A GTA Forums message board arose about the mod "Defamation of Character: A Jack Thompson Murder Simulator." It was made by the Fighting Hellfish in reaction to Jack Thompson's attacks on GTA (not Mr. Thompson's "Modest Video Game Proposal," which came out a week later than this mod): http://www.gtaforums.com/index.php?showtopic=218375 http://en.wikipedia.org/wiki/A_Modest_Video_Game_Proposal#Defamation_of_Char acter:_A_Jack_Thompson_Murder_Simulator In "The Embattled ESRB," a July 22, 2005 article by Jane Pinckard on the 1up.com web site, Jason Della Rocca, the executive director of the International

Game Developer's Association, spoke about EULAs, that game makers must disclose all the content on their disks to the ESRB, and the unworkability of policing the modding that goes on beyond the content on the game disks: http://www.1up.com/do/newsStory?cId=3142238 ******** In the letters of spaceeinstein, who wondered how this meant he owned an AO game (while "Leisure Suit Larry: Magna Cum Laude" and "Playboy: The Mansion" are rated M): "WTF?" GTA Garage had the same reaction; a July 26, 2005 article shows letters about it they sent to Hillary Clinton, Jack Thompson, and the ESRB: http://www.gtagarage.com/news/single.php?id=1783 I would correct the line that the ESRB rated "Singles--Flirt up your Life" M; it rated it AO. Then again, sex is the main thing that game is concerned with, and the duration of such things factors into ESRB ratings. The same nature of sexual or violent content over a longer period of time can create a more strongly restrictive rating. But the coffee mod only lasts for about a minute. It also points out that even the M-rated "Playboy: The Mansion" is more graphic than the coffee mod. (And I'd add "far less popular and less liable to get politicians looking for 50 Snapshots.") This GTA Forums post by Ben "Cerbera" Millard, Oct. 30, 2005, speaks for a lot of modders reactions: http://www.gtaforums.com/index.php?showtopic=217614&st=60&#entry3286376 "DMA/R* used to give amazing support to modders--they gave us their mission, map and texture format documentation with GTA1. They did the same with GTA2 and gave away their mission script compiler and map editor, too.

These are professional, in-house tools and they gave them to us modders. "In GTA3/VC/SA, nearly all of the text files contain comments explaining what stuff does what. Files like handling.cfg have copious notes about legal ranges for values, the maximum length of the to VehicleIdentifier. In GTAVC and GTASA, they include a set of old handling lines to show how the format has changed. It even says which way round the hexadecimal bytes for the flag data are stored!

"In GTASA, loads of hardcoded features are now in easily edited text files, which have huge amounts of notes to make modding easy. In the GTASA manual, there's a huge section about R* giving their full permission for people to create mods and distribute them as long as they don't reverse engineer, alter or distribute the EXE. R* clearly support modders.

"Well, they used to. Then modders uncovered content which R* hadn't bothstand doltried

ered to remove from the game before packaging it up--the Hot Coffee scenes. What did R* do? Did they own up to their mistake? Did they by the modders who have made every PC edition of GTA a multi-million lar success?

No. They called us a load of 'determined hackers' and

to deny everything. I'm not sure if I can ever forgive them for that betrayal." An 11/6/2005 GTA Forums message board post by teh roxxers: "The fellow who assembled the Hot Coffee mod took a couple of programs written by other folks and put them together into a single package. He wasn't spilling the beans, because the secret was already out. It just so happened that his mod made unlocking the mini-games easy and more enjoyable. For this, his mod got more attention than previous attempts. This attention created the misunderstanding that he had, all by himself, discovered the mini-games. "Rockstar and Take Two tried to spin the story as an attack by hackers who added the mini-games to their product, when the truth was that they were already there. Many fanboys and hangers-on directed an enormous amount of hate toward the author of Hot Coffee, accusing him of trying

to realthey

ruin the game, the franchise, the developer, and publisher.

But, in

ity, Rockstar did it to themselves: they designed the sex mini-games, left them in the finished product, and they deigned not to inform the ESRB. The author eventually withdrew support for the mod; however, the damage was already done--to the tune of over $75 million. "Moral of the story: Don't leave sex games in your products and fail to inform the ESRB."

******** The Entertainment Software Rating Board, the ESRB, makes up the ratings for PC and videogames in the United States and Canada. It was founded in 1994 by the Entertainment Software Association in reaction to pressure from U.S. politicians over the controversies about sexual and violent content in those games. There's a good article about the ESRB at: http://en.wikipedia.org/wiki/Entertainment_Software_Rating_Board Patricia Vance of the ESRB addresses some of the concerns in an August 22, 2005 CNET article by Daniel Terdiman (you'll have to Copy and Paste the 2nd line of the web address to the 1st in the address bar): http://news.com.com/Unlevel+playing+field+for+video+games/2008-1082_35840293.

html?tag=st.num According to Patricia Vance: Games aren't just for kids; the average gamer is 30. (Yet...) ...the ESRB strictly enforces different standards to apply in rating games than used by other genres of entertainment--stricter in making sure nothing inappropriate is marketed to kids. About half, 54%, of the parents never let their kids play M-rated games--the other about half, 46%, sometimes or always does, which shows an overwhelming majority of parents limit what their kids play: (By adding the smidgen more than half who are in constant accordance to the M rating to Vance's interpretation of 29% whose ideas of limiting viewing only sometimes overlap with the ESRB ideas, we get a total of...) ...83% of parents go along with the ratings. strict.

Only 5% think the ESRB is too

(Since 46% of parents feel free to disagree with the ESRB and purchase games to do what they want with, this means only 5% complain that it gets in the way of their ability to do that, or is just wrong, enough to complain about.) (Note that "kids" involves a broader age range than "17 year olds," too, and creates a bigger percentage of parents who limit viewing for them. I would think it's enough to replace the word "kids" with the phrase "17 year olds" to reduce 54% to a minority view.) (Regarding videogame violence, which is part of how the ratings are established and factors into ratings of GTA games): There is no causal relationship between videogame violence and actual violence--in fact, playing games has increased while actual violence has decreased. A game publisher has to disclose the playable and unplayable, if pertinent in deciding a rating, content... (...like Hot Coffee stuff...) ...of their game to the ESRB.

Hackers...

(...people who illegally trespass on your PC or PC software...) ...will find the unplayable stuff, but didn't cause the ESRB rating change; what was made available by modification... (...modding, which is usually not hacking, or at least nobody bothers to call it that since it's a mutually good relationship and no one expects charges to be

pressed...) ...was content that caused the rating change. ******** European countries left the rating for "San Andreas" alone. However, Australia re-rated it from MA15+ (note the 15 instead of 17) to RC: "Refused Classification" (a forced choice by the other standards), so it was banned from stores there till Rockstar put out a second edition. http://en.wikipedia.org/wiki/Hot_Coffee_mod I remember something about the "Vice City" hooker trick, where Tommy and the hooker sat across from each other with their clothes on and the car rocked, not being employed in the Australian "Vice City," so I guess no one was real surprised about that. A Wikipedia article about Australian censorship is at: http://en.wikipedia.org/wiki/Censorship_in_Australia One thing I noticed about it is that Australian TV seems at least as relaxed about matters of sex and language as in the U.S., and their movie rating system reserves an RC rating for the most controversial types of NC-17-rated movies. The Office of Film and Literature Classification, the OFLC, just doesn't seem to have gotten around to finishing their work on creating enough rating categories for Australian PC and video games yet. ******** Rockstar put out a v1.01 patch for the game to censor the uncensor for the censor and fix a few bugs in Aug. (9?), 2005. (It was meant to change the gta_sa.exe so you couldn't mod the .scm or .img files the HC content, and the nude girlfriend content, the HC mod uses. But see the beginning of the modding section for jarjar's method of modding the second edition--see X.) See I.2.e for information on the patch that censors the game--and some related problems the patch caused me in running the game. If you use the patch, press "N" for "No" when the girlfriend asks if C.J. wants some coffee or you may need to press your computer's reset button. In a glitch I haven't heard anyone else report, when I had C.J. date Michelle in the patched version, she gave him a pantomime BJ, anyway (suggested; again, it doesn't show his private portions) on the sidewalk. (Wasn't Pantomime BJ good? I think Red Skelton was influenced by him a lot--no, no, no. Sorry.) You could get the problem the patch caused me of it taking a number of efforts

to get the game to load up, which Take-Two told me to solve by reinstalling the game without the patch. (One possible cause of that is having a DVD burner/ player made by a company like NEC that's been bought by another so no longer offers upgrades.) Rockstar can't put out a game or one of these things much better than Mark Twain could make investments (although a lot more profitably). And that's why we love 'em--it makes them more human. I think part of the fun of GTA's is figuring out ways to go to ghost world and all--what monkey wrenches they threw into the works to make planes wreck nearby, etc. Anyone with unrealistic expectations should not lay hands on our dear li'l Dodo. Rockstar released the Second Edition of the game, rated M, without the Hot Coffee content. It was originally thought you couldn't mod v.2 in certain ways--in that regard, anyway, it wasn't the "complete Grand Theft Auto: San Andreas experience" the Rockstar web site claimed. There's another reason to not like how some people stirred up too much trouble over something which a 17 year old boy, if he saw it on Google Image search, would probably click right past and wonder where the good stuff was. But see the start of section X not only for an explanation of the ways you can mod each, but for a way to be able to mod v.2 like v.1. I have the original version of "San Andreas," and I'm glad both Brendan62 and Escandero made "San Andreas" conversions of Klarnetist's "Vice City" conversion of Viewpoint DataLabs' 1957 Chevrolet Bel Air hardtop. I liked it a lot for "Vice City" (it looks like the car my Dad had when I was a kid). I'm glad I got the game early. (The .txd and .dff files you change for car mods and such are models > gta3.img files.) [email protected] http://gta.com.ua/klarny/ http://www.gta-classics.de/ http://gta-worldmods.t-n-network.de/ The Special Edition on PS2 comes with the Introduction and a documentary directed by Carol Strong, "Sunday Driver," about the Compton/Watts branch of the Majestics--people who mod cars into lowriders. At the site given below, click "news": http://www.rockstargames.com/sanandreas/ If you need the original, check eBay. games there. http://www.ebay.com/ ********

I've gotten some good bargains on

The R-rating-type AO rating This gets confusing. lovely refreshments.

Fistfights will be held outside afterward with some

If you use the option of nude girl friend models, they aren't real realistic and don't jiggle like they could. Like soft core porn, the actors go through the moves without showing their stuff between their legs, and it lasts about a minute or so. It adds to the fun and variety of pretending you're making a movie, and it's done with some humor, but it's hard to imagine it turning someone on. Unless someone mods the models, it could make an underage kid that sees it not want to have sex (or certain they could do it better; it sure is over with fast, for one thing). All this fuss over some sex scenes with a guy with his pants on--poor C.J.. You can use a Rockstar version of the girlfriend models that lets you see the little pixel niblets, but you still don't see between their legs. Doesn't that make it R-rated in movie terms? I saw the "Monster's Ball," 2001, DVD, rated R, with Halle Berry nude (and sexier) doing much the same things as the women in these sex scenes and for a little longer, at a public library recently. You'd think AT and T was selling snuff films for the House of Representatives to bother about it. All this over an R-rating? I don't follow politics nearly as closely as some, but apparently some people who do would be a little lost about what the special fuss about is, too. In an article on the makers of "Vice City" in the Nov.28, 2002 Rolling Stone magazine, pp.61-62, Sam Houser said: "At the end of the day, you can't fu** with Keith Richards. You can't argue with Keith Moon riding down the street in a Rolls Royce with a blowup doll hanging out the window. That guy is the original punk rock. And if we can bring a fraction of a percent of that to games, then we're doing something." I like "Vice City," etc., more than some of the things I've liked by Lenny Bruce (I've been bothered by criminals, and he financed organized crime, too much for me to share the uncompromised hero worship of him some have had). But this doesn't remind me so much of the troubles he went through sticking to his word about the censorship of words (which George Carlin has elaborated on) so much as some modern variation of "Leave it to Beaver," with Hillary, etc., as Mrs. Cleaver and Rockstar as the Beav: "What are these pictures I found under your pillow?" "Larry was here yesterday and tried to show them to me, but I wouldn't look, I scared him away. He was in such a hurry to leave, I guess he forget he put some under my pillow. That must be how they got there--honest." The more serious a big deal pronouncement is made over it--and I mean one way or the other--the more dumb it sounds. Whoever of Rockstar made the original "hackers"/"source code" quote, some

Keith Moon they are. Then again, he died. You don't want to have "He gave his life for funny anecdotes" on the tombstone. At 32, your Mom's still giving you a hard time for getting grass stains on your knees from playing softball, for heaven's sakes. You kids, don't you try that out there. That's not a health regimen for an ornery. It also seems significant to me that out of all the coverage I have for this article, the Rockstar person who made the original "hackers"/"source code" quote is the one person of an important statement and in an important position on the issue that didn't make their name known publicly. I think you can still see part of a niblet of a stripper dressed in black, and a Balla seems to get a BJ in a cut scene of "Cleaning the Hood," and the cartoon violence is the same, so the second edition is still R-rated. Why is it being handled by some as though the mod were the equivalent of an NC-17-rated movie, the kind made unavailable in Australia at that, and not R? I don't think NC17rated movies would be very competitive with guys that don't take their pants off and women without genitalia (inflatable?). What are we supposed to be figuring is too much about that for 17 year olds, about half of whom are probably out there banging the real thing, talking about it in study hall, with the guys old enough for military service, even, at 18? There are some 17 year olds out there that could probably tell me some things I don't want to know.... http://www.usatoday.com/news/health/2005-10-18-teens-sex_x.htm http://msnbc.msn.com/id/9366422/ I don't think people are worried about 17 year olds in general seeing the cartoon--I think people are taking those Skimmer weenies too seriously again. People are worried that if they can't fly the Skimmer, they couldn't handle this; they'll get frustrated and be unable to form healthy relationships. They could see C.J. move his shoulders instead of his hips, get the wrong idea, and where would little baby Skimmer weenies come from? (Then again, maybe that's not the worst idea I've had all day....) Everything about this is getting bent out of shape all around the Skimmer weenies, much like the overall game itself--it's a microcosm of the whole thing. I think this may be a several year old scientific study that tries to determine the percentage of the population that's made up of Skimmer weenies: http://www.scienceagogo.com/news/20010327213804data_trunc_sys.shtml Rockstar is worried their fans, meant to be adults, would see an R-rated mov-

ie--notably this thing? (Store managers, do your jobs--manage your cashiers.) I'm not. ******** The PC mod and gameplay It comes with two versions. Make backup copies of your My Documents\GTA San Andreas User Files, and of the others you plan to change, which depends on which version you use. One lets you send C.J. to all the normally off-limit areas right away without getting a wanted rating for it due to Craig Kostelecky's "Opened Up" mod, a main.scm change he made. You can send C.J. on dates right away to check out the Rockstar hidden content--the indoor sex scenes which are suggested in the regular game when C.J. goes inside to have his girlfriend's coffee, and you have the option of using Rockstar's nude girlfriends in the bedroom. (And you see why C.J. left his pants on--there's nothing to get into down there.) For that version, uncheck the green "read only" dot (see X.4) and make the data/script/main.scm and data/script/script.img replacements. Due to the data/ script/main.scm file change, you need to start a new game afterward--the old save games won't work with the new main.scm. The other lets you change a game that's already in progress. You Al Tab out of the save game you want to change, run the sacensor.exe, press "Y" that you want to make the change, which switches the "censored"-flag, press "Enter" to keep the change, then press "Enter" to leave the sacensor.exe. Click the "San Andreas" taskbar thingie to go back into the game and save the game. (You can load another save game and go through the same process if you want this with another save game, too, if, like me, you wanted to see it with more than one girlfriend right away.) If you want the girlfriends to be nude, too, you then exit the game, uncheck the green "read only" dot (see X.4), make a backup copy of your data/script/script.img file if you haven't already, and use the data/ script/script.img replacement the other version uses. The sessions all start with a pantomime BJ seen from behind the girlfriend's head. (I have to visit the city by the bay one of these days.) Then you try to fill the Excitement bar. Again, I have Left Shift and Spacebar remapped to do each other's roles--I use

Spacebar for Jump and Left Shift for Sprint (see I.7.A). Press W or Up as C.J.'s head and shoulders go up, and S or Down as they go down. (That's the most movement in any position they take in the scene; you don't see anything go in and out.) Keep in synch with the rhythm--it gets a little faster as the Excitement bar fills up. To change position to one the girlfriend might like better, press the Spacebar. Press the LMB to change the "camera" angle. Changing the position and "camera" angle every beat or so fills the Excitement bar faster. Press F or Enter to quit. An exception is if C.J. wears the Gimp suit to date Millie: they have a spanking session. Remember, I have Left Shift and Spacebar remapped to do each other's roles-I use Spacebar for Jump and Left Shift for Sprint (see I.7.A). Press Left Shift, to spank, for just the instant that the Power bar is full. The rhythm gets faster as the Excitement bar fills up. Press the Spacebar to have them change position, and press the LMB to change the "camera" view, too, on the alternate beats to fill the Excitement bar faster. It's done with some humor: he knows a good psychiatrist she could see, and she spanks him if it doesn't get her excited. If C.J. doesn't wear the Gimp suit, they have a sex session like C.J. usually has with a girlfriend. This isn't one of those complicated Frank Zappa experimental jazz or classical rhythms, but if you have trouble with it, you can go through the sacensor.exe process again and change it back, get 100% with Millie, then change it again. It doesn't have any bugs, other than that the female models don't look like they were polished for a final release. One has holes where the armpits should be. And it doesn't make you unable to get 100% completion of the game. ******** The highly mysterious sexual niblets The people who made a big stink the mod want the game changed like the patch changes it--which can mean to play the game without the mod or the patch--or like the second edition changes it. It keeps the girlfriends little niblets all bundled up and makes sure any 17 year olds that get their hands on the game won't imagine (it's still not thoroughly graphic) they're making love to a woman in the privacy of her room--they'll play the role of a stalker that hangs out outside when other people are having sex. (A little walk-through advice for any pure seventeen year olds who try that--do some loud mouth breathing and let a little dribble fall on your shirt.) With the patched game running smoothly, you get to play C.J. as someone who always says he's tired or busy whenever he's asked to have sex. No wonder some

of the people over-reacting about the mod were so cranky. To look at the events of the controversy, you'd think that out of all the sex and violence concerns people have fussed over regarding GTA games, the sole most potently corrupting factor they contain for our pure youth are a woman's niblets, and maybe a Barbie doll bum. I had no idea the niblets were that powerful. Or that our pure youth was so boring. There's such a thing as too pure: "Mom, all I need in my Christmas stocking is some fruit and a bag of walnuts." I like some purity, but there's such a thing as too pure. If you get sick, do you want one of them working on you? I don't. "If there's blood, it could be icky--maybe you ought to do it." We can't have our youth being that pure at 17. Lord knows how they get by in countries where the women go around with their niblets hanging about, or European countries where they're on TV. They must be countries of some kind of deviants. Well, I think it's shocking. A special message for our pure youth I'm going to paraphrase (I can't remember the exact words) a part of a record of Lily Tomlin did as Edith Ann--the part where she's asked where babies come from: "Don't you know? A man puts his pe*is in a woman's vagi*a and plants a seed. And a little baby grows, and it's very pink and tender. Try to tell as many people as you can in town." You can have a cigarette now--that part's over. How often have you heard of niblets the House of Representatives met over? But these niblets are highly, y'know. I don't know. I'd take a look. I'd want to see these niblets--what the he** do they do? I hope they use the nude models option. I hate to think of our tax dollars being wasted by a bunch of old sleepy-heads sitting around watching a couple of people with their clothes on dry humping. (I think it's dry humping. She's built like she's inflatable and he just moves his shoulders--he could be reaching for the bicycle tire repair kit.) The lies a couple of big money Rockstar people told still creates a lot of misdirected hate for a few little money people (slander and libel suits are for the wealthy), and those Rockstar people it served haven't publicly corrected their statements. I generally like Rockstar GTA games and creators, but I don't like that kind of thing--unnecessary hurting or unfair regard or treatment of another--especially unnecessary in this case since the jig is up.

I hope Rockstar didn't ultimately lose a lot of money over this thing; I like them a lot, GTA's are my favorite games, and the credits indicate they have a lot of people they pay for their work. I hope the new versions will let modding continue and make a mint so the well-meaning, do-gooder troublemakers (Skimmer weenie parents, I'll bet), and a liar or two at Rockstar, don't cause them a set back. P.S.: I'd like to take a few modest steps in the direction of videogame history and reveal the few stills that remain of the scene Rockstar edited out as too hot for Hot Coffee. It's a prelude that explains why C.J. had to turn down the coffee the 1st time Denise asked him in for some. Notice that in the 2nd scene it causes a general panic: http://img81.imageshack.us/img81/6480/00gta1caligulas34kt.jpg http://img81.imageshack.us/img81/7439/00gta1caligulas44ux.jpg According to a Jan.27, 2006 report by David Adams at the IGN web site, LA City Attorney Rocky Delgadillo brought suit against Rockstar Games and Take-Two for not truthfully disclosing the content of the "pornographic" mini-game. (Again, "pornographic" tends to refer to more graphic presentations.) "The suit seeks civil penalties, as well as ensuring Take Two and Rockstar fully disclose game content to consumers." http://pc.ign.com/articles/684/684152p1.html On the same day, an article by Jane Pinkard at the 1up web site added: "The suit also charges Rockstar with having blamed hackers for code that was subsequently found to be programmed by the developers. On behalf of consumers, Delgadillo is demanding that Take-Two pay fines and return $10 million of profit." http://www.1up.com/do/newsStory?cId=3147535 According to a June 8, 2006 report by David Adams at the IGN web site, "the Federal Trade Commission announced a proposed settlement with Take-Two Interactive and Rockstar Games. "The FTC originally charged that the companies violated the FTC Act by representing San Andreas as a 'Mature'-rated game, failing to disclose the hidden sexual content." "The FTC settlement requires that Take-Two and Rockstar 'clearly and prominently disclose on product packaging and in any promotion or advertisement for electronic games, content relevant to the rating, unless that content had been disclosed sufficiently in prior submissions to the rating authority.' The companies cannot misrepresent content for rating descriptors, and must develop a system to ensure that all game content is 'considered and reviewed' when submitted to a ratings authority." Take-Two and Rockstar could be fined "up to $11,000 in civil penalties if the settlement is violated. The companies must also meet compliance reporting requirements." http://pc.ign.com/articles/711/711796p1.html

According to Wikipedia: "In 2006 attorneys brought several class actions alleging Take-Two committed consumer fraud. "In December 2007, a settlement of the litigation was reached. In 2008, Ted Frank filed an objection to the settlement on the grounds that the settlement sought $1 million for attorneys' fees but only paid class members less than $27,000. A court hearing is scheduled June 25, 2008. Frank previously told GamePolitics that the lawsuits were meritless and extortionate. "As part of the settlement, Take-Two will pay a $870,000 cy pres award to the National Parent-Teacher Association and the ESRB. "As of June 25, 2008, less than 2,700 claimants responded to the settlement, for which the plaintiff's attorneys expressed disappointment. Frank expressed that this was further proof that the case had no merit." http://en.wikipedia.org/wiki/Hot_Coffee_mod#Civil_class_actions According to Alexander Sliwinski on June 25, 2008 at joystick.com, "2,676 claims were filed. GTA: San Andreas had sold approximately 12 million copies according to Take-Two when the scandal broke in mid-2005, meaning that 0.022% of consumers were actually 'offended and upset.'" http://www.joystiq.com/2008/06/25/hot-coffee-settlement-draws-minimal-res ponse/ X.9.b

Other hidden San Andreas pedestrians

There are other pedestrians in "San Andreas" that can be unlocked to give the place even more variety. DeeZire has found drunken tramps stagger, drink, p**, and might throw up on your car (both with the yellow smoke-like stuff that doesn't collect on the floor, seen in the regular game when C.J. is given eleven meals in a row and throws up, and in "Don Peyote"). He's also found code in the game files to have someone direct traffic, someone to wash windows, more Grove Street gang members, a journalist, etc. A little of it might be what would be R-rated in a movie, but, again, I think it should be available the same way. DeeZire is working on a mod that includes putting a variety of things in the game files back into the game. http://www.gtaforums.com/index.php?showtopic=206807 I wonder if the tramp's behavior is an idea, later discarded, that led to there being megabytes of bathrooms in "San Andreas"--in a lot of save houses and fast food places--without them having been used for any funny graffiti or such. The last time I remember one being used in the series was for an offbeat place to meet Ray Machowski in "III," so the bathrooms are possibly the remnant of the idea the discarded code was for. If it was in the melee weapons slot and you fired it with the LMB, I'm not sure what the weapon icon for that would have been, or if some guys would give it more mass and better durability in the

handling.cfg file--no, no, no. DeeZire's "Things To Do in San Andreas 'Till You're Dead (Volume 1)" mod GTANet Annual Forum Award > winner of "GTA Modding Awards - Best Mission Mod" 2009 http://www.gtaforums.com/index.php?showtopic=449080 DeeZire has put a lot of edited missions, dialogue, and phone calls back into the game, has the trolley take passengers, etc., etc. The dialogue in most missions has been randomized to be different each time you play them. The Dodo has correct lighting, too! See the big list of changes at the next link. (TGIPC.) http://www.gtagarage.com/mods/show.php?id=1194 http://www.gtaforums.com/index.php?showtopic=302908 Trailer, etc. http://www.youtube.com/watch?v=q7mbpvPGc48 http://www.youtube.com/watch?gl=GB&hl=en-GB&v=8ErWiSHce14 Download http://www.mediafire.com/?d864ebsh4yjr161 SilentPL's 1.2 patch The patch was released on June 9, 2012. the same on XP, Vista and 7, "End of the Line" bug fixed, etc. http://www.sendspace.com/file/dwgj0k http://www.gtaforums.com/index.php?showtopic=302908&st=1660

The mod works

Blacksteel's unique challenges map http://imageshack.us/photo/my-images/641/ttdisastuffmap.jpg/ Deezire recommends that you: "have a full, clean install of GTA: SA before launching the installer and DO NOT interrupt it. It has to patch some files that are almost 1GB in size so it will look like it's hung but don't worry, if there is any problem it will abort itself. On Vista, you may have to run the game in compatibility mode for Win XP (SP2) and run as administrator. Stability also improves if you disable DEP for the gta_sa executable (but this should not be necessary for most users)." "I think you'll be surprised at how subtly different yet consistent the storyline is when everything that was removed or changed gets re-inserted. One last thing - I'd just like to express my sincere thanks and gratitude to those who helped along the way, especially the guys who have been patiently coming back here - aftburner, melolo, Chesser, barrygateaux and the rest of you - your support, encouragement and patience has been much appreciated and makes me think the work is worthwhile."

X.9.c

The Nude Girlfriends mod

Psy's mod doesn't require a bunch of .dff and .txd file changes, it just changes which ones the peds.ide file has the game use. You just need to change the peds.ide file, and Psy considerately supplies a backup copy of the original, too. http://www.thegtaplace.com/downloads/f529 X.9.d

How to change the way they walk

Uncheck the green dot for the "GTA San Andreas" folder. Copy and paste a copy of the data\peds.ide file in My Documents, and open peds.ide with Notepad and save a text copy in My Documents, too, as backups. The description "sexywoman" gives the ped the sexy woman walk. X.10 X.10.a

Cars and bikes How to change their wheels

You don't need to use DMagic1's Wheel Mod if you install a vehicle mod that comes with wheels to make the new wheels appear, as for "Vice City." As Ben Millard told me, Rockstar changed the DFF format so it isn't necessary. You can still change the style and size of the wheels in data\vehicles.ide. A post by DexX, in a section helped by offroader23, at GTA Forums under GTA Modding > Editing Discussion > Vehicles > Pinned: San Andreas Vehicle Tech Doc (PC only!), describes how to change "San Andreas" wheel sizes. http://www.gtaforums.com/index.php?showtopic=158088 I've paraphrased it a little since my readers won't see multiple colored text: 1. Open data\vehicles.ide. like this: 400, landstal, landstal, -1, 1.0, 1.0, -1

The data for the Landstalker, for example, looks

car,

LANDSTAL,

LANDSTK,

null, normal,

10, 0, 0,

2. If your using a car that was converted from "Vice City," or the wheels look drastically too big, change the number in the position of the 1st negative one in the example from -1 to 0. When this value is set to 0, it tells the game to scale the wheel model with the next set of values. When this value is -1, it derives the size of the wheel model directly from the mesh, and the wheel scale values will only affect the wheel collision. 3. The pair of numbers after the 1st negative one in the example--1,0 and 1.0--control the size of the front and rear wheels. Adjust them as needed to get the size you want. (Note: "Vice City" used one number and "San Andreas"

uses two.) X.10.b

How to change their mass, ability to stay upright and hug the driving surface, ability to survive in water, cornering and braking, top speed, acceleration, suspension, durability, and miscellaneous jazz

Uncheck the green dot for the "GTA San Andreas" folder. Copy and paste a copy of the data\handling.cfg file in My Documents, and open handling.cfg with Notepad and save a text copy in My Documents, too, as backups. B D

fMass fDragMult

H I

CentreOfMass.z nPercentSubmerged

J

fTractionMultiplier

K

fTractionLoss

N O P

TransmissionData.fMaxVelocity TransmissionData.fEngineAcceleration TransmissionData.fEngineInertia

gradual a fSuspensionForceLevel "Cerbera" b fSuspensionDampingLevel change d suspension upper limit e suspension lower limit ab

fCollisionDamageMultiplier

The weight Surface/air resistance to movement--lowering D increases acceleration The vertical center of gravity Percent that sinks in water while it floats Cornering traction (multiplied times surface.dat) Braking/accelerating traction (multiplied times surface.dat) Top speed limit Rate of acceleration The resistance of the engine to acceleration--a higher figure makes acceleration more Use these four with Ben Millard's CFG Studio 2 to the suspension A lower number makes the engine take less damage from

collision. ac

nMonetaryValue

af modelFlags ag handlingFlags change "Miscellan-

Used for the "cost of property damaged" Stat Use these two with Ben "Cerbera" Millard's CFG Studio 2 to various aspects--see eous jazz" below

ah ai

front lights rear lights

Types of head lights Types of tail lights

Note: since "Vice City," column E has been dropped. blank

Remember to count a

column for E as you think "A,B,C...." across the columns for "San Andreas." The columns after V have been renamed since "Vice City." For example, column Y, the fCollisionDamageMultiplier in "Vice city," is called column ab in "San Andreas." ******** To change the mass Making a vehicle as heavy as a truck in column B will help your vehicle bang things out of the way (increase ab, durability, too, if you're going to slam it into things with more force) and give it the ability to coast longer. Increasing Mass will also reduce acceleration, so you might compensate for that by increasing Engine Acceleration, O. ******** Ability to stay upright and hug the driving surface Make H a negative number--a taller, bigger vehicle can take a bigger negative number, but not as big as the same size vehicle could take in "Vice City" or the vehicle will flip around like a fish out of water. Try a negative one or two for a sedan and season to taste. ******** Ability to survive in water The lead character in a GTA can swim now, but you can still lose a vehicle to the water. To have a vehicle that C.J.'s using spawn on land instead, give column I a -1. ******** Cornering and braking Traction for cornering and braking is created by the game multiplying the number of J or K with the numbers of data\surface.dat. J is cornering traction. K is braking traction. Thanks again to Ben "Cerbera" Millard for telling me the difference in how to make sharper turns in "San Andreas." : "Hard acceleration whilst turning in a front-drive car in GTA3 and GTAVC games would significantly reduce the turning

circle, IIRC." In "San Andreas," accelerating pushes the trajectory into a wider arc, so you get sharper turns by releasing acceleration. ******** Maximum velocity and acceleration Acceleration can be increased by increasing Engine Acceleration, O, or by reducing Mass, B, Drag, D, or Inertia, P. Increasing Drag will also lower Max Velocity, but increasing Inertia won't affect Max Velocity. The Max Velocity can be increased by raising Max Velocity, N, or Acceleration, O. It can be reduced by increasing Drag, D. In "San Andreas," unlike the case in "Vice City," an increase in Mass doesn't increase Max Velocity. Ben Millard gives an acceleration value of about 15 for a normal car, about 25 for a sports car, and about 30 for a super car. http://projectcerbera.com/gta/sa/tutorials/acceleration Acceleration of 35 is high for "San Andreas"--50 is well beyond that of a pursuer. A top speed of 350 is high for "San Andreas"--500 is ridiculous. ******** Suspension You can use Ben "Cerbera" Millard's CFG Studio 2 (to do the work done previously by his Rescaler) to calculate how to adjust the suspension of vehicles in the data\handling.cfg file of "III," "Vice City," and "San Andreas." http://projectcerbera.com/tools/cfgstudio2/ In CFG Tool 2, open handling.cfg, highlight the vehicle you want to change, then click Tools > Suspension. Change the number for "Springs" under "Suspension Data" to change the value for "Springs" under "Effect in GTA." Do the same wth "Dampers" under the two headings. There's a guide that lists the suspension effects you can create, from "truck, old car, off road vehicle" to "exotic racing car," on the bottom of the screen. Under "Effect in GTA," make the number for "Damper" bigger than the one for "Springs." (Notice that the original numbers do that.) I copy the numbers under "Suspension Data" I need to change for Springs (column a fSuspensionForceLevel) and Dampers (column b fSuspensionDampingLevel),

exit CFG Studio 2, then change handling.cfg manually. ******** Durability Ben also assures me that 0.00 is safe to use for ab for strong durability. ******** Miscellaneous jazz You can use Ben "Cerbera" Millard's CFG Studio 2 to calculate how to change the flags of the vehicles in the data\handling.cfg file of "III," "Vice City," and "San Andreas." http://www.gtaforums.com/index.php?showtopic=196381 Open the data\handling.cfg file with CFG Studio 2. The data\handling.cfg file of "San Andreas" has two columns of numbers for flags: af, ModelFlags, and ag, HandlingFlags. Use the LMB and click to highlight one of the two boxes of these numbers for a vehicle. Use the RMB to click it to make a menu appear--left click "Edit Cell... F2" on it to make a larger menu appear. This larger menu has a collection of phrases that describe each of all the possible functions for this column of flags on it. Each phrase is preceded by a check box. If you left click a box to add or remove a check, the numbers in the highlighted box change to the numbers--the flag--for the checked boxes. You can then use Notepad to copy that number in the corresponding column of data\handling.cfg. You might make sure NPC_NEUTRAL_HANDL and NPC_ANTI_ROLL aren't checked for a law enforcement, criminal, or gang vehicle you want to weaken. If used, they make a vehicle less likely to spin out or roll over, respectively, when driven by someone other than C.J.. http://projectcerbera.com/tools/cfgstudio2/ http://projectcerbera.com/gta/sa/tutorials/handling X.10.c

Game play advantages

X.10.d

Making vehicles weaker or stronger

If you want to make law enforcement vehicles weaker, they include: POLICE_LA, POLICE_SF, POLICE_VG, HPV1000, POLRANGER (used in country areas), ENFORCER, SWATVAN, PREDATOR, POLMAV, FBIRANCH, BARROCKS, and RHINO. X.10.e

How to create your own "Alloy Wheels of Steel" Freeway

To make a Freeway handle like a "Vice City" "Wheels of Steel" Angel, you only need to change two numbers. Uncheck the green dot, etc., and make backups. raise J from 1.2 to 3.0 in data\handling.cfg. X.10.f

Lower H from 0.0 to -0.3 and

How to change their colors

Uncheck the green dot for the "GTA San Andreas" folder. Copy and paste a copy of the data\carcols.dat file in My Documents, and open carcols.dat with Notepad and save a text copy in My Documents, too, as backups. The numbers in data\carcols.dat come in pairs. color of the exterior, and the 2nd is the trim.

The 1st of each pair is the

A chart of the colors is at GTA Gaming. http://www.gtagaming.com/downloads/?p=file&id=1254 A Pay 'n' Spray is a good place to see your results. It looks like, beyond the 1st ten colors, the colors are different than they were for "Vice City." You get a lot of choices for exterior colors at one of the car modding shops in the game, and you can also use saracoglu's GTA SA Control Center for the patched or unpatched version of the game--see X.13.c. X.10.g

How to change their on-screen names

The GTA: San Andreas GXT Editor You can use the GTA: San Andreas GXT Editor 1.3 by Hammer83 to change the vehicle name that appears in the lower right corner of the screen when C.J. enters a vehicle in "San Andreas." http://www.gtagarage.com/mods/show.php?id=1074 Click "File" and "Open" Rockstar\GTA San Andreas\text\american.gxt. is selected in the "Table Name" box.

"MAIN"

Click "Search," "Find Value... Ctrl+F," and a "Find" menu appears. Put the name of the vehicle you want to change the name of in the "Find what" box, and click "Find Next." The name of the vehicle is selected in the "Value" column and appears at the upper left corner of the big screen on the right. Change the name that's on the big screen. Click "File," "Save as," and a "Save As" menu appears which should have american.gxt in the "File name" box. Click "Save."

X.10.h

How to change the traction of surfaces

Uncheck the green dot for the "GTA San Andreas" folder. Copy and paste a copy of the data\surface.dat file in My Documents, and open surface.dat with Notepad and save a text copy in My Documents, too, as backups. To increase traction for all vehicles that drive on a surface, give that surface a 6 (even 12, as in Dicanio's "Surf's Up Billboard Jump" mod for "Vice City"). I generally leave it alone for the variety and make my traction changes in columns J and K in data\handling.cfg. X.11

Weapons and Attackers

How to lessen or beef up the severity of attacks Uncheck the green dot for the "GTA San Andreas" folder. Copy and paste a copy of the data\weapon.dat and pedstats.dat files in My Documents, and open them with Notepad and save text copies in My Documents, too, as backups. How to make a gang or type of pedestrian less aggressive This segment of the opening of data\pedstats.dat gives you a guide: # # # # # #

D: E: F: G: H: I:

Fear Temper Lawfulness Sexiness Attack strength Defend weakness

(0-100) 100=Scared of everything (0- 10) 100=Bad Tempered (0-100) 100=Boy Scout (0-100) (float multiplier to attack damages) (float multiplier to received damages)

To make a gang more peaceful, make D higher, E lower, F higher, H lower, and I higher for it in pedstats.dat. The gangs are only numbered in pedstats.dat, but the names to associate with those numbers is given in pedgrp.dat: gang one is the Ballas, two is the Grove Street Families, three is the Los Santos Vagos, four is the San Fierro Rifa, five is the Da Nang Boys, six is the Italian Mafia, seven is the Triads, and eight is the Varrio Los Aztecas. (Note: BUSKER" is back in pedstats.dat with a Sexiness rating of 90, and I still don't know why.) How to make a weapon weaker or stronger You might want to make these weapons weaker: Most policemen, gang members,

drug dealers, and some hookers SWAT and some Ballas FBI Army Some policemen at three wanted stars or higher, and some army soldiers

Pistols Micro SMGs SMGs M4s Shotguns

You might want to make your favorite weapon for C.J. stronger. You might try the Tec9 for that since it can be dual-wielded, used for drive-bys, is used by Big Smoke for "Wrong Side of the Tracks," can be used with the Jetpack--and it fires faster than a Pistol and isn't used by law enforcement. If you want to edit the strength of a weapon--Big Smoke's Tec9 in "Wrong Side of the Tracks" comes to mind--use data\weapon.dat. Example: making the Tec9 as strong as a Minigun A:string modelId1, weaponType $ TEC9 $ TEC9 $ TEC9

B:string eFireType

C,D:float targetRange, weaponRange 25.0 30.0 30.0 35.0 35.0 35.0

INSTANT_HIT INSTANT_HIT INSTANT_HIT

E,F:int modelId2 372 372 372

G,H:int reloadSampleTime1, I:int weaponslot J:AssocGroupId K:int ammoClip reloadSampleTime2 -1 4 colt45 50 -1 4 colt45 50 -1 4 colt45pro 100 L:int damage

M,N,O:float fireOffset x, y, z

20 20 20

0.45 -0.05 0.11 0.45 -0.05 0.11 0.45 -0.05 0.11

Q:req stat level to get this weapon skill level 0 50 999 T,U,V: int animLoop start, end, fire 11 15 12 11 15 12 11 15 12

P:int skillLevel 0:POOR 1:STD 2:PRO 0 1 2

R, S:float accuracy (0.5 - 2.0f), move speed (0.5 - 1.5) 0.75 1.0 1.05 1.0 1.1 1.0

W,X,Y:int animLoop2 start, end, fire 6 11 7 6 11 7 6 11 7

Descriptions for some of the categories:

Z: int breakoutTime 99 99 99

A C D I J K L P Q R

Weapon type Target range Weapon range Weapon slot Associated group ID Ammo clip Damage Skill level Stat level required for Skill level Accuracy

The How How The

name of the weapon (it may be different in the game) far you can target with the weapon far the weapon is effective weapon slot the weapon is used in

The weapon group the weapon is classified as being in How many bullets are fired before the weapon must reload Damage created by the weapon Poor, standard (Gangster), pro (Hitman) The Stat required to attain the Skill levels shown in P Likelihood of hitting a target

I left out the meanings of the numbers of the flags. You might want to change the flag to change the spread or radius of the effectiveness of the weapon, whether or not it can be dual-wielded ("twin pistol"), whether or not you can crouch with it ("crouch fire"), etc. I haven't tried it, but you might try the San Andreas Ultimate Editor for those things. http://www.gtagaming.com/downloads/gta-san-andreas/tools/977 Write down the original numbers for the Tec9 before you make any of the changes suggested below, so you can change the numbers back if you want to. And un-check the green "read only" dot 1st (see X.4). You might increase the numbers for column C to increase the distance targeting is effective for the Tec9, and increase D to increase the range of the Tec9. A Minigun has 65.0 for target range and 75.0 for weapon range. I didn't change I, the weapon slot. I just give J to make it easier to find K and L in the jumbled presentation of numbers. For the Tec9, J is "colt45" and "colt45pro," and for the Minigun, it's "flame." You might increase K for the Tec9 to 500, the amount of ammo the Minigun uses before it needs to be reloaded. You might give the three figures under column L, damage, bigger numbers, like for a Minigun, to make the Tec9 stronger. Which of the three numbers is used depends on which of the three levels of skill (pre-Gangster, Gangster, Hitman) C.J. has with the weapon. I don't know which number corresponds to the Tec9 Big Smoke uses, so I'd change all three for column L. A Minigun has 140 for damage.

You need to increase the three numbers for R to give the modded Tec9 more accuracy. If you make the other changes but not this one, the reticle expands too much, and the radius of the shots becomes too wide, for the shots to be effective on distant targets. The original Tec9 numbers for R are 0.75, 1.05, and 1.1. A special thanks to Spaceeinstein--I asked him to help me with that, and he told me that changing each of them to 11.0 fixes the problem. Q shows the three Stat levels needed to attain poor, standard, and pro skill level--the three levels shown in P. The last two levels are called Gangster and Hitman in the game. I haven't tried it yet, but you might change Q to 0, 1, and 2, and make the kind of changes I recommended for the Tec9 (see X.11), so C.J. (Big Smoke?) can attain the Hitman level faster. Changing the ar_stats.dat file as recommended in "Maximum Stats of all kinds in one sitting" (III.5) might be enough for that without changing the weapon file. I tried "Wrong Side of the Tracks" with the numbers changed this way, and Big Smoke got all the Vagos before they could get to the train tunnel every time. C.J., an HPV1000, and a Tec9 modded this way make for a much easier Vigilante mission, too. C.J.'s enemies who use a Tec9: "Drive Thru" (two in the car) "Drive By" (one in each of the four groups; C.J.'s gang has better aim, though, so just keep some distance from the enemies) "Sweet's Girl" (a couple by the curb, you might have C.J. get them with Molotovs from the S side of the house) "House Party" "Doberman" "Pier 69" "The Da Nang Thang" (some use Tec9s) "Los Desperados" (all except the two with a Flamethrower and a Rocket Launcher) You might add the modded file to your folder with "Orig" or "Mod" added to the name of the one you're not using at the time. X.12

Helicopters How to make a helicopter easier to fly

To make a helicopter easier to fly, all I have so far is to un-check the green dot (see X.4), etc., and give it some figures similar to one that's easier to fly, like the Maverick or Sea Sparrow, in data\handling.cfg. I haven't had a hard enough time flying anything to make me want to fiddle with it, but I could make a few suggestions from looking at the handling file.

You might want to give the Hunter, used in Pilot school and useful for Vigilante missions, some values closer to those of the Maverick, which is easier to handle. It would be easier if you could just change the Maverick to have the weaponry of the Hunter, but you can't change that with data\handling.cfg. You could go to the Project Cerbera web site and see Ben "Cerbera" Millard's tutorial about GTA San Andreas handling.cfg. I've often used the Notepad feature of Windows Home XP or Vista to make changes to handling.cfg. But you might also use Cerbera's CFG Studio 2, which neatly organizes the handling.cfg file, bigger than the one for "Vice City," lets you make changes to it, and lets you choose whether or not you want to save the changes. http://projectcerbera.com/gta/sa/tutorials/handling http://www.gtaforums.com/index.php?showtopic=196381 He tells me it would basically work to give the one helicopter the figures for the other. Leave the flags alone since you probably want the Maverick to have the special Hunter features. B, Mass, is bigger for the Hunter than for the Maverick, but since mass factors into acceleration--more mass makes for faster acceleration, and you want the Hunter to be fast, you wouldn't reduce B. You might increase N, Top Speed, and O, Acceleration, for the Hunter--once you like how it handles--and see if you like the increase in speed. But you could instead use the basic idea of the tip sent to me by Carl Johnson for "Freefall"--he reduced drag, column D, by 1/4th for the Dodo, which made it accelerate faster. You might want to give the Hunter some values closer to those of the Maverick for C, Turn Mass, which Cerbera defines as being "used to calculate motion effects" (but which he needs to do experiments with) and see if that helps (?). You could also give the Hunter a 0.00 for column ab, fCollisionDamageMultiplier, so it won't matter so much if you bang it into things while experimenting with it. The 1st group of handling definitions for flying vehicles are listed in handling.cfg after the cars and bikes in a section called "planes." Further, about 3/4ths, down the page is a 2nd section of data, columns A through V, just for the flying vehicles. It's used if you use the IS_HELI or IS_PLANE flag. It has things like Pitch, which Cerbera defines as "nose up/down force," PitchStab, which he defines as the "stabilizing effect when moving nose up/down," and TurnRes.x, which he defines as "resistance against plane pitching up/down?." I'd use Cerbera's handling definitions guide, where those definitions are given as "Flying Data" about 3/4ths down his web page, and the data used for the Maverick in the 2nd batch of figures for flying vehicles in the handling.cfg

file, to make it easier and guide me in changing that 2nd batch of figures for the Hunter. For example, you might try changing these figures for the Hunter to be like those for the Maverick to see if it makes the Hunter fly forward for longer distances at a steady angle like the Maverick can. X.13

Miscellaneous mods, etc.

X.13.a

The San Andreas Place Manager

Jacob and Racer_S have a device that's easy to use for finding all the Tags, Oysters, Snapshots, Horseshoes, and going to Liberty City in "San Andreas." You Have it running while "San Andreas" is running, Alt Tab out of the game, scroll to and select the destination you want--Tag 4, etc--then click "Teleport!" Click the San Andreas window thing in the task bar to go back to the game. http://www.thegtaplace.com/downloads/f516-san-andreas-place-manager http://www.gtagarage.com/mods/show.php?id=26 The GTA Forums posts about it are at: http://www.gtaforums.com/index.php?showtopic=194346&st=0 Check to make sure it's compatible with v1.01 of the game if you use the patch. X.13.b

The Map Teleporter/Vehicle Spawn

Blehbeb has a teleporter that lets you get to the same coordinates as used by the Place Manager without having to Alt Tab out of the game and back--it uses hot keys. http://www.gtagarage.com/mods/show.php?id=296 Check to make sure it's compatible with v1.01 of the game if you use the patch. X.13.c

The GTA SA Control Center

Alper Saracoglu, the author of the GTA Vice City Administrative Console, has an updated version of the Administrative Console called the GTA SA Control Center that works with either the patched or unpatched version of "San Andreas." It's available at his web site and has a message board at GTA Forums: http://hobby.estetiksoft.de/ http://www.gtagarage.com/mods/show.php?id=11359 http://www.gtaforums.com/index.php?showtopic=198750&hl=GTA%20SA%20GXT%&st=0 Thanks to Mark Stinson for telling me to remind you to use the drop down box in the lower right corner of the Control Center to show which version of the game you have.

A few notes from the ReadMe file for the Control Center: You can start the Control Center then start the game, but wait for your save game to load fully before using the shortcut keys. If you want to start it while the game is running, press Esc to go to the menu screen, choose "Resume," Alt-Tab out of the game, then start the GTA SA Control Center. It features the ability to freeze mission timers that count up (like school missions use), teleportation to coordinates (Tags, Liberty City, Unique Jumps, etc.), the ability to make C.J. or any vehicle he's in "Everything-Proof," make C.J.'s bullets cause one hit kills, assign vehicles to garages, use hotkeys, edit Stats (Fat, dating percentage for a girlfriend once C.J. initiates dating with her, etc.) It has Jacob's vehicle spawner and can spawn the Phoenix, Andromada, any of the three Hotring Racers, S.W.A.T. van, F.B.I. truck, etc. To freeze the mission timer, go to the "Player Data" page and click "Freeze Timers" during the mission you want to do that for. Currently, the Control Center stops mission timers that count up but we'll have to wait for a future version for one that stops mission timers from counting down. Saracoglu has made the source code available for someone to develop it further. (And many of us hope that everything turns out well regarding the health reason he had to drop work on it.) One way to get the coordinates of a location is to put C.J. in the location, press Esc and choose "Resume," Alt-Tab out of the game, click the "Locations" tab on the Control Center (notice that C.J.'s location is marked on the map), and click the "Read from GTASA" button. The numbers appear in the boxes for X, Y, Z, and Angle. I give a few sets of coordinates, such as for the red shaft of light in "Wheelie Weave," in this walk-through. I haven't tried it, but I imagine you could use the same method to get the coordinates for the spot before each of the 1st two or three red shafts of light in a street race you're having problems with to let C.J. get a big early lead in later efforts. You could use it to get the coordinates of an area before the finish line of a stadium race you're having trouble with, too, and teleport C.J.'s car there to drive over the finish line a few times to get a big early lead with one of those. As noted in section I.10, a GTA Forums message posted by Fireman gave a list of the coordinates for the PC version of the hidden interiors: http://www.gtaforums.com/index.php?showtopic=214434 One way you might transport C.J. (and the vehicle he's using, if any) is to click the "Locations" tab. Put the numbers you want to use in the boxes for the X, Y, and Z coordinates and "Angle."

Then, to assign teleportation to a pair of hotkeys, click the "Keyboard Shortcuts" tab. Select "Teleport" on the left. Use the "Control Center Commands" drop down box to select "Take me to Markup Location." Check the box for Ctrl or Alt to combine with whatever key you select from the drop-down box. Click the "Apply Changes" button. During the game, press that pair of keys to teleport C.J., and any vehicle he may be using, to the location you picked. Unfortunately, if you try that for C.J. and his truck and trailer in the 8th RS Haul mission, the trailer doesn't teleport. I used the Control Center to send C.J. to all 100 Tag locations and was done in one sitting. If you do that, click the "Keyboard Shortcuts" tab. Choose a Tag, like Tag 007, from the list of 100 of them in the "Teleport Locations" drop down box. Click the "Apply Changes" button. On the left side of the page, click the "+" by "Teleport" to open the tree and see the keyboard shortcuts used to teleport. In the game, I used Alt + N to teleport C.J. to the next location and Ctrl + N to send him to the previous location. Send C.J. outside before you have him teleport. If you do it while he's in an interior that loads graphics, like the Johnson house, it sends him to ghost world. You can add a series of coordinates, such as for a run of Minigun ammo pickups. On the Locations tab, Click "New Group"--a new folder appears among the folders of coordinates below. Right click the new folder and click "Edit Label" to name it. Add a set of coordinates (or have the Control Center read them from the game by clicking the "Read from GTASA" button) to the corresponding boxes, then click the "Insert as new" button--a new item to Edit and name appears below the folder. (If you screw up and add something wrong to the list, click it to highlight it then click the "Delete Selected" button.) When you're through, click the "Save to Config" button. For an ammo run that causes C.J. to enter a territory illegally, click the Player Data tab and click the "Never Wanted" button. Click the Locations tab, click the 1st of your series of coordinates, and click the "Teleport" button. On the Keyboard Shortcuts page, open the Teleport segment of the tree on the left, click "ALT+N Teleport to next Location," which causes the hotkeys for it, Alt and N, to appear in the corresponding boxes on the right--it also lets you use Ctrl and N for your previous location. Ammo pickups reappear in six game hours--a little over six minutes. To speed up how fast they reappear, you can type SPEEDITUP twice--to return to regular

speed, type SLOWITDOWN twice. Click the Vehicle and Game Data tab and click the "Clear Cheat 'Status' and 'Count'" button before saving the game. I once used someone else's save file to help them with a mission. They must have used a code because the game kept telling me I'd used a code when I hadn't. The GTA SA Control Center has a "Clear Cheated 'Status' and 'Count'" function on the right side of the "Vehicle and Game Data" page--it will reset your cheat count to zero. Two bugs Alper reported: "When showing the in-game feedback text, if a gta-sa message has just been shown indicating that one of your stats/skills have been changed, the same message appears again (the skills/stats remain the same). I think this is because the gta-sa message has priority? The stats themselves do not change!! It is only the text that reappears. "If you have already a weapon at hand, and clear all weapons, the player gets stuck with the weapon carrying animation. Workaround: please select the fists (ie. no weapons) in game, and then use 'clear all weapons' command." Just to be safe, I do that to clear all weapons before using the Control Center to make any change to C.J.'s weapons. Thanks to Viscera for a post that warns not to use extra weight for your vehicle for "Robbing Uncle Sam" or the Forklift might not pick up crates, and not to turn on Engine Health for "Just Business" or "The End of the Line" or C.J.'s car will blow up, for some reason, when another enters it. Thanks to Bryan Lowe for writing to me that if you leave the vehicle protection on for the train mission, the train won't be able to go over 12 mph. You might like to try Alper Saracoglu's GTA Vice City Administrative Console.... http://web.archive.org/web/20070214111710/http://www.estetiksoft.de/gtavc console/gtavc_console_setup.zip http://www.gtaforums.com/index.php?showtopic=453459 ...and his GTA3 Admin Console, too. http://hobby.estetiksoft.de/ http://files.dotbas.net/gta3console_setup.zip http://web.archive.org/web/20060219190906/www.estetiksoft.de/gta3con sole/index.htm X.13.d

The Skateboard mod

Chris82 of GTAProjects has a mod to re-insert the Skateboard melee weapon Rockstar designed for the game but didn't activate for the release of the game. It re-enables the original animations for the melee weapon use of the skateboard, too. http://www.thegtaplace.com/downloads/f540 X.13.e

The No Rust and Dirt mods

GTAtor offers the Clean Cars mod and OffRoader23 offers the No Rust and Dirt mod to keep vehicles looking clean. At http://gta-action.gamona.de/ go to Downloads > Grand Theft Auto - San Andreas > Patches http://gta-action.gamona.de/downloads/?download=4382 http://www.filefront.com/3905221/No-Rust-And-Dirt/ http://www.gtagaming.com/downloads/gta-san-andreas/vehicle-mods/978 The original PC "San Andreas" doesn't feature PS2-type Pay 'n' Spray/save garage/rain car washes for vehicles that get dirty--they just stay dirty all the time unless you use the v1.01 patch or one of these mods. There's something to be said for the realism of the little bit of dirt along the bottom sides of the cars, but you can use one of these mods if you'd rather have clean vehicles without creating the modding incompatibilities created by using the patch--you decide. X.13.f

2x, 4x, and 10x Draw Distance mods

The message board for this is at GTA Forums: http://www.gtaforums.com/index.php?showtopic=195185&st=0 Make a copy of your data\timecycle.dat file to keep for reference or to make a copy from if you want to revert to the original version. Edison Carter provides the original file, too, if you forget to make a copy. And before you change anything, un-check the green dot 1st, etc. (X.4). These mods increase FarClp, the 28th number in each line of timecyc.dat. The bigger the number for it, the farther away things can be before they disappear. In the 1st group of eight rows, for EXTRASUNNY_LA, the original FarClp has 400.00, 800.00, or 600.00. For the group of eight rows for CLOUDY_SF, the original Farclp has 1150.00 for each row. The 29th number in each row, FogSt, determines how far away the fog is--the

bigger the number, the farther away it is. It's basically lower as the numbers for FarClp get bigger. I guess the reason for that is to make about the same demands on the game engine: the more fog there is, the farther away things can appear, and the less fog there is, the smaller the range things can appear in. It's not directly proportionate; for example, one pair of FarClp and FogSt numbers is 400.00 and 100.00, another pair is 800.00 and 100.00, and another pair is 800.00 and 10.00. For EXTRASUNNY_LA, the original eight numbers for FogSt are 100.00 or 10.00. For CLOUDY_SF, they're all -22.00. In a "4x" version, "4x" seems to refer to multiplying the 1st number given for Farclp by four, then making all the others for FarClp the same. Sunrie came up with a 4x version I'm using right now. It makes all the numbers for FarClp 1600.00 and makes all the numbers for FogSt 100.00. http://www.gtagarage.com/mods/show.php?id=3225 (It also changes GTA San Andreas\stream.ini for vehicles from 12 to 1200, but I leave stream.ini alone. I don't think it increases how far away cars can be before they disappear, just how many appear in the viewing range.) Increasing the viewing distance not only lets you see things that are farther away, but seems to make things in the mid-distance show up with richer hues more assuredly (the result of increasing FarClp in the rows at the bottom of the page: EXTRACOLOURS_1 and EXTRACOLOURS_2?). The 10x version isn't too much for my newly-updated computer, but, as some point out at the message board, it's glitchy due to the limitations of the game engine, like when looking down from a high Parachute jump, with the best of PCs. A message by [KFC]Nutz says that setting FarClp over 2,000 can make his game crash if he gets too much of the territory in his view. You might want to use a number just beneath that as the highest you try. Pick the draw distance multiple you can run without problems on your computer, using the draw distance bar in the options to adjust it. Most can run a multiple of two (no FarClp less than 800) or four times the 1st FarClp number. From greater to lesser demands on your system, you might try: - FarClp just under 2000 with FogSt below 100 changed to 100, 50, or unchanged,

- FarClp 1600 (the 1st FarClp multiplied by four) with FogSt below 100 changed to 100, 50, or unchanged, - FarClp no less than 800 (the 1st FarClp multiplied by two) with FogSt below 100 changed to 100, 50, or unchanged. The typical modification makes an entire row the same number whereas the original has more variety. You might give your mod the sort of variety of the original. If you want to get more pleasure out of the graphics of the game, and have a PC that's at least moderately powerful for games, I recommend that you see which version your system can handle. X.13.g

John Lennon's glasses

Fragger has a mod that adds John Lennon's round National Health glasses to C.J.'s choices of glasses: http://www.gtagaming.com/downloads/gta-san-andreas/player-mods/1214 http://www.beatles.com/ http://en.wikipedia.org/wiki/John_Lennon http://en.wikipedia.org/wiki/Beatles X.13.h

The Horseshoe Help mod

JVT came up with The Horseshoe Help mod, which makes a big arrow, like ones you've seen in GTA's, point down at each Horseshoe. http://www.gtagaming.com/downloads/gta-san-andreas/misc-mods/1252 X.13.i

The Driver mod

Pavel gives us The Driver mod, which lets you have C.J. ride in a passenger in a car or helicopter and do a drive-by from it. Other features include having C.J. transported in a private jet and a limo, a winch and magnet for the Leviathan, Ammu-Nations that are fully stocked from the beginning of the game and also carry both kinds of Rocket Launcher and the Minigun, and Armor, Health, Bribe, and weapon pickups at all save places. It's a main.scm file change, so you can't use an old save game with it. http://www.gtaforums.com/index.php?showtopic=204130&st=0 http://www.thegtaplace.com/downloads/f760 X.13.j

The Roberto Clemente shirt

NewYorkMantle has a skin to give C.J. the Roberto Clemente 1955-1972 Pittsburgh Pirate jersey with number 21. It replaces the Pro-Laps Bandits top. http://www.gtagarage.com/mods/show.php?id=91

To use it, use the IMG Tool to open models\player.img and replace bandits.txd. Roberto was the National League Batting Champion four times, was awarded twelve Gold Gloves, selected National League MVP in 1966, and was chosen as the MVP in the 1971 World Series. He died in a plane crash off the coast of Carolina on December 31, 1972 while en route to deliver aid to earthquake victims in Nicaragua. http://www.robertoclemente.si.edu/english/index.htm http://en.wikipedia.org/wiki/Roberto_Clemente Pittsburgh announcer Bob Prince used to say that a pitcher would be stupid to try to hit Roberto Clemente with a pitch--it just made Roberto mad and he'd knock the next one out of the park: pa-hoom. My Dad could draw a real good Roberto. X.13.k

The Tommy Vercetti shirt and Tommy's Shirt

Loman has a skin that lets you give C.J. the default shirt (the one I usually used) worn by Tommy Vercetti in "Vice City," except his shirt is open at the front. http://www.thegtaplace.com/downloads/f641 It has you use IMGtool 2.0 and TXD Workshop v3.4b or later (see X.6), and use the .bmp file supplied to alter the .txd file of a shirt from model\ player.img. If you extract hawaiiwht.txd to the .bmp folder, then open the .txd with the TXD Workshop, like I did, the readme should note that you type "hawaiiwht.txd" in the box along the bottom so you can click Import. Blues the Squirrel has another one, Tommy's Shirt, which just requires you to replace the .txd file for hawaiired.txd. With this one, the shirt is closed in the front like Tommy's. http://www.gtagarage.com/mods/show.php?id=71 Either shirt becomes available at the Victim clothes store. They go good with blue jeans from Bincos and either white sneakers from Pro-Laps or white low tops from Sub Urban. X.13.l

Pizzadox's Plus 27 Trainer

Pizzadox has a trainer that offers the ability to make C.J.'s bullets cause

one hit kills, etc. The feature I especially like it for is the ability to stop mission timers that count down found in missions like "Kick Start" or the Submissions (Vigilante, etc.). To stop those timers, press Esc to pause the mission once the timer is going, Alt-Tab out of the game, start the trainer, then go back into the game. This trainer is compatible with the unpatched version of the original game. http://www.thegtaplace.com/downloads/f517 X.13.m

Heli Magnet

Demarest (who helped me with a code change for "RC Bandit" in "Vice City" that made it suitable for human life, and founded the Liberty City mod effort) has a mod to let you use a towing magnet from any helicopter (as with the Leviathan in "Up, Up, and Away!"). http://www.tfads.com/gta3code/ For some reason, Dem's uniquely helpful site isn't up. found at the next link: http://www.gtaforums.com/index.php?showtopic=422154

His work can be

You might also want to look at his mods for "Vice City," including "Ancestral Recall," which tells you which missions you have to do, and "Uniquecall," which shows you, onscreen, where to start and end the Unique Jumps, which ones you have left to do, etc. They're about halfway down the page at the next link. http://www.gtaforums.com/index.php?showtopic=397970 http://www.gtaforums.com/index.php?showtopic=208824 http://www.gtaforums.com/index.php?showtopic=217245 X.13.n

Darkpact SA

Demarest also has a mod that lets you make a main.scm change, if it's a script change (like "Heli Magnet"--"one that can be displayed in simple text and is meant to be added to whatever SCM") and not a code mod (one that "requires you to replace your entire SCM"), without having to start a new game. His instructions were included in the 3rd of the web pages given below. On the 1st of those web pages, Demarest offered versions for "III" and "Vice City," too. http://www.tfads.com/gta3code/ http://www.tfads.com/sacode/released.html http://www.tfads.com/sacode/zips/darkpactv1readme.html For some reason, Dem's site isn't up. His work can be found at the next link: http://www.gtaforums.com/index.php?showtopic=422154

X.13.o

Speedometer

Spookie, aka Spooky, has a speedometer--the kind with the needle in a circle-that gives the speed of any vehicle C.J. rides in. You enable it by putting a little file in your main SA folder. You can set it to measure speed by miles or kilometers. You can put it in any of the four corners of the screen, but you'll probably put it in the lower right corner most or all of the time. Besides being interesting for comparing the top speeds of vehicles, it may even help you with some missions. It can help you better regulate how fast a certain car can go without spinning out, etc., just as a speedometer can in real life. Besides races, it could help CJ. drive steadily at the speed a girlfriend likes. Spookie tells me a small percentage--about 5%--of users have issues trying to run it: "My guess is that it's being caused by the Securom copy protection, since anyone that uses the NoDVD patch doesn't seem to have a problem. Most people not using the patch seem to get away with it working, but the odd few say it doesn't show in-game at all." I was through trying the patch, as the list of mods to try grows, some time ago, and I recommend it as the fine speedometer it always was. http://www.gtagarage.com/mods/show.php?id=73 I used the identical-looking one he had for VC. It looks nice, too. http://www.thegtaplace.com/downloads/f456-analog-speedometer X.13.p

Gradius and Gyruss games mod

Gta1player has a mod to let you play "Go Go Space Monkey" as Gradius and "They Crawled from Uranus" as Gyruss, letting you see each one as the game it seems to be based on. http://www.gtagarage.com/mods/show.php?id=810 You use the IMG Tool (X.6) to replace a couple of .txd files to see Gradius and replace one .txd file to see Gyruss. X.13.q

San An Studios

If you stillfeellikedressingup, you could try San An Studios by ceedj of Pawfect Films with thanks to op9080 and Spooky. It lets you change characters and more to help you make videos with "San Andreas." See the GTA Forums message board for instructions and information about glitches. http://z3.invisionfree.com/Pawfect_Films/index.php?showtopic=354

http://www.gtagarage.com/mods/show.php?id=1065 http://www.gtaforums.com/index.php?showtopic=300934&st=0 Try to not let C.J.'s weight change or your model can go "wonky" or your game can freeze. Have the lead character change back into to C.J. to have them change clothes or before C.J. has to use special clothes for a mission. You could also use Spaceeinstein's "All In One Mod" (X.13.ii) to spawn the various peds or even have C.J. become one. According to Spaceeinstein, "It's with the MultiMod. It includes every natural ped in the game and most deleted and special peds. It should also spawn peds that you added into the game if the ped's ID corresponds with the MultiMod's ped's ID." As an alternative to that which is compatible with the rest of the game and other mods, you might use one of the methods of Skin viewing and editing given above (see X.8) to pick a character from the game you'd like as the lead character, and use the IMG Tool (see X.6) to replace player.dff and player.txd, which is C.J., with it in models\gta3.img. I think you'd also need to use the method given at "Maximum Stats of all kinds in one sitting" (see III.5) to change the Muscle Stats so they don't increase above zero. X.13.r

MP5 ReSkin and more...

cyber90 has a mod that provides a more realistic look for the knife and all the guns and rocket launchers. (Fred Willard-type Ammu-Nation voice: "...and 'boom!'--you've blown a hole in something!") http://www.gtagarage.com/mods/show.php?id=215 Replace the .txd file in models\gta3.img with the .txd file in the mod for each weapon you want to give more definition. (Some people in the accompanying message board have had problems with the clothes supplied with the mod--I haven't tried those.) X.13.s

rc vehicles (drivable)

Lancingluke has a mod that lets C.J. drive and fly the RC vehicles in "San Andreas." NOW we're talkin,' buddy. http://www.gtagarage.com/mods/show.php?id=884 Each vehicle requires a .dff, .txd, and handling file change, then you need a car spawner (not supplied) to make it appear. As an alternative, I think you might try to do it the way Dicanio did for the RC vehicles in "Vice City," described in the Miscellaneous mods section, I.100.D.f, of "Glenster's Guide to Some of Vice City." I haven't tried this, but I think it would work: change the Class of each RC vehicle you want to

change in vehicles.ide from "ignore" to "moped," then change the handling.cfg line for each the way I showed that Dicanio did for the "Vice City" RC vehicles (remembering, as noted at X.10.b, that line E, the 4th number after the name of the vehicle in "Vice City," isn't used in "San Andreas"). X.13.t

Spurtster

Rollies77 gives new life to the scooter-driving animations with a mod that replaces the chassis of a scooter with the chassis of a lassy. (Remember the Pole Position bike mod for "Vice City"? Crank 'er up and try for some stunt statistics. HOO-ha!) http://www.gtagarage.com/mods/show.php?id=769 For this mod, you replace the .dff and .txd files of the Faggio. There's always a Faggio at the Las Venturas Burger Shot Courier mission site: SW of the "R" of "REDSANDS EAST." X.13.u

Heavens on Earth

jarjar has a mod that puts those yellow inverted cones used to enter buildings around Los Santos to make it more convenient to have C.J. enter 53 of the hidden interiors of the ghost heavens I went on about in "Ghost hell, ghost world, ghost heaven, and Liberty City" (see I.10). You can't do missions with it, and I'd like it better if it was integrated with the rest of the normal game, but it's easy to replace a couple of folders and a file temporarily to have a look around. http://www.gtaforums.com/index.php?showtopic=221274 http://www.gtagarage.com/mods/show.php?id=749 The normal Los Santos interiors, including save places, don't load, just hidden interior ones--sometimes. At some entrances, C.J. just falls through gray hell to his death, the car mod shops just make the game cut out, and sometimes C.J. learns the hard way there's no collision file on a floor or door and falls, etc. It could help if the readme file directed you to the ones that work the right way. You might just use Spaceeinstein's All In One Mod, X.13.ii, to see the interiors and still be able to play the game. X.13.v

The Homie Mod

9ine has a mod that adds three gang members to the three regular GSF gang members: two from cutscenes and one who was in the original screenshots Rockstar made for SA but who wasn't included in the game. This is good for those of you who thought C.J. went through a he** of a lot of work to end up with only three people in his gang. http://www.gtagarage.com/mods/show.php?id=247 http://www.gtaforums.com/index.php?showtopic=201972 Read the GTA Forums message board to find out how it's possible to add more to the gang. X.13.w

CJ Skin Tweak 512 and 1024/512 Hi Res Skin Tweak

Navetsea's first skinset gives C.J. better facial texture in 512 res (alternative lower res is available), less visible seams, better defined muscles, new hair, and facial hair. You might also try some of his skins for peds in the second package. http://www.gtagarage.com/mods/show.php?id=5523 http://www.gtaforums.com/index.php?showtopic=397146 http://www.gtagarage.com/mods/show.php?id=5596 X.13.x

2 Player Mod

jarjar, the jar so nice they named it twice, has a mod to let you play the PS2 two-player missions on PC. You need a couple of USB controllers. For those special GTA moments you want to share with that special someone. So if you know some strange old girl or boy that likes to blow up taxicabs and stuff, you might want to call them up for this. Strange but fun--that's the important thing. And that's how we like 'em. http://www.gtagarage.com/mods/show.php?id=518 http://www.gtaforums.com/index.php?showtopic=208450&st=0 X.13.y

Easter Bay Aircraft Carrier Beta 2

[DRuG]NikT has a mod that lets you rule the high seas. As of May, 2006, it's been updated with some assistance from brixster and Ben "Cerbera" Millard. The collision file, stretched over a big area, covers the key areas. This is one big boat. http://www.drugcrew.com/ http://www.gtaforums.com/index.php?showtopic=210961 http://www.gtagarage.com/mods/show.php?id=720

You use the IMG Tool (see X.6) to replace the .dff and .txd files of the Tropic, then change the handling.cfg line for it as described in the carrierbetareadme file. You can use steve-m's "Collision File Editor II" to replace the .col file. X.13.z

Jarra Mono Arsenal v1.3

Commando Funebrero had come up with snazzy replacements--some say the best-for all the weapons in the game. http://www.gtagaming.com/downloads/gta-san-andreas/weapon-mods/1403 The GTA Forums message board, led by Commando Funebrero, is informative and has screenshots. http://www.gtaforums.com/index.php?showtopic=213984 X.13.aa

Detailed Radar mod

BaygoN has exchanged the map used for the in-game map and radar with Ian Albert's map, which I highly recommended (see III.1) and which looks like a satellite picture of San Andreas. http://www.gtaforums.com/index.php?showtopic=221045 http://www.gtagarage.com/mods/show.php?id=920 See the GTA Forums link for a message board and screen shots. X.13.bb

Holla Back Girl

justa_newbie didn't do the newbie thing and create a skin to make C.J. look like a zombie or such--justa just created an original working pedestrian model-a lady with an hourglass figure and her own dff file. There will be more work on the texturing of the hands and feet, but you can get a good idea of it now at: http://www.gtaforums.com/index.php?showtopic=220735 http://www.gtagarage.com/mods/show.php?id=910 If you use it to replace a girlfriend, it comes in outdoor and indoor versions. A "holla back girl," like a member of a cheerleading squad that repeats what the leader calls out, is a woman that does what she's told; she's willing to be treated like a doormat or booty call. http://www.urbandictionary.com/define.php?term=holla+back+girl&r=f X.13.cc

1963 Chevrolet Corvette

Bonsaijodelfisch has a 1963 Chevy Corvette, converted for "San Andreas" by FUBAR, I like that I found out about from Cerbera, who came up with the handling figures for it. It replaces the Hotring Racer. You can see the message board

and screenshots for it at the GTA Forums web site given below. http://www.gtaforums.com/index.php?showtopic=223954 http://www.gtagarage.com/mods/show.php?id=1037 X.13.dd

Half-Life 2 Buggy

AlexSergeev has created a mod to turn the Bandito into the similar Valve "Half Life 2," 2005, buggy Gordan Freeman uses: http://www.gtagaming.com/downloads/gta-san-andreas/vehicle-mods/1492 X.13.ee

SCM Hook

op9080 has authored a mod that lets you remove the height limit for the Jet Pack (so you can explore the entrance lights in the San Andreas heavens, St. Mark's Bistro, etc.) and other flying vehicles, remove the speed limit for the Hydra, run the game in windowed mode, etc. (Thanks to Cerbera's web site for the tip.) http://tjbp.net/upload/gta_sa_loader.zip The message board and a link for the mod are at: http://www.gtaforums.com/index.php?showtopic=222397 X.13.ff PLPynton's mission mods PLPynton (the fellow who came up with a way to mod the game so it would recognize quadruple insane stunts) has several mission mods you might like. If you try one, you have to start a new game--your old save games won't work with a changed main.scm. http://www.gtaforums.com/index.php?showtopic=410421 Super C.J.: C.J. can fly like Superman and throw things with super strength or telekinesis or something. http://www.gtaforums.com/index.php?showtopic=249563 Vehicle guns: you can make a couple of working Miniguns appear on the hood of almost all of the vehicles. http://www.gtaforums.com/index.php?showtopic=254038 Blow me away: it's M-rated, not graphic; you might try it if you'd think it was funny. It basically lets you have C.J. fool around more liberally with that aspect of the Hot Coffee mod, you ridiculous fffilth. http://www.gtaforums.com/index.php?showtopic=243861 X.13.gg

Pillager

Demarest has come up with another uniquely helpful code tool. This one helps you find all the Tags, Oysters, Snapshots, and Horseshoes without having to

leave the game to consult a map. appear on your radar. When you hunt for have a green marker above them in you hunt, you're considered to be enter gyms, that you can't do while

All those of the category you pick will Snapshot targets, the ones left to find also the game to make them easier to find. While on a mission, so you can't do things, like on a mission.

Just rename your main.scm, to save a copy of it, and put this one in. It's compatible with previous saves and v.1 or 2 of SA. I knew when he helped me with a way to change the file for RC Bandit in VC, this man was destined for great things. http://www.gtaforums.com/index.php?showtopic=256472 http://www.tfads.com/sacode/tools/ For some reason, Dem's site isn't up. His work can be found at the next links: http://www.freewebs.com/spuds725/sacodetools.htm http://www.gtaforums.com/index.php?showtopic=422154 X.13.hh

Audio Toolkit

Pdescobar's Audio Toolkit might be used to give the SA Minigun the VC sound, which I liked better for it. You and your friends might give some of the pedestrians some custom vocals, too. http://pdescobar.home.comcast.net/gta/saat/ A mod with customized weapon sounds for VC, Realistic Weapon Sounds by dDefinder, is another option as an audio source for SA weapons: http://www.gtagarage.com/mods/show.php?id=266 X.13.ii

The All In One Mod

Spaceeinstein's All In Oneth Returneth with a lot of the VC options, like Eclipse_nl's SuperNOS, made to be like Barton Waterduck's, for any vehicle, Barton Waterduck's Wall Climbing, Brokenfish and Demarest's Invincibility for C.J., Brokenfish's Indestructible Vehicle and Fast Helicopter Take-off, Demarest's Steed (C.J. stays on his cycle), TbM2k's Car Unflip, spaceeinstein's Mission Skipper, and a lot of new options, including: - PLPynton's Super C.J. (see X.13.ff), - spaceeinstein's Hidden Interiors/Teleporter, Parked Cars (extra parked vehicles like the Andromada and FBI Truck), and the GTA2 missions "Pizza Cake" and "Wheeler-Dealing," - MrTi's Give and Take, which can be used to give one of C.J.'s gang members any weapon that can aim and make the gang members indestructible, - PatrickW's Hot Coffee (people afraid of parent's teaching their kids about the birds and bees with Barbie and Ken dolls can leave it disabled), - DeeZire and spaceeinstein's Home Brains (you learn why the hobo in Ganton says nobody can tell him when to use the john; again, the House of Representatives met over the whole Barbie and Ken thing, but when are they going to do something about the whole Betsy Wetsy doll deal?--that's what I want to know),

- Barton Waterduck's MultiMod and Mod Shop, which include the options of a Timer Control (increase or decrease the amount of time on any timer), the ability to set traffic density (good for doing stunts or making screenshots without disturbance), use the Ped Spawner to not only spawn a ped but have C.J. change to their appearance, and the ability to Choose Mission, and - Pavel's Ammu-Nation Upgrade, which opens all Ammu-Nations from the start of the game and increases their stock to include heavy weapons, etc. (TGIPC). http://www.gtagarage.com/mods/show.php?id=330 X.13.jj

1957 Chevrolet Bel Air

Klarnetist's detailed conversion of Viewpoint DataLabs' 1957 Chevrolet Bel Air hardtop, which I liked so much for "Vice City" and looks like the car my Dad had when I was a kid, has been converted to "San Andreas" a couple of times in separate efforts by Brendan62 and Escandero (TGIPC). http://www.gta-downloads.com/en/gta-san-andreas/vehicles/page-2.html http://www.gta-downloads.com/en/gta-san-andreas/vehicles/page-3.html http://www.gta-classics.de/ http://www.gta-worldmods.de http://gta.com.ua/klarny/ http://img443.imageshack.us/img443/2631/00gta1screen986id0.jpg http://img501.imageshack.us/img501/3946/00gta1screen987nd2.jpg http://img501.imageshack.us/img501/1189/00gta1screen988cx8.jpg http://img527.imageshack.us/img527/5671/00gta1screen989iw2.jpg X.13.kk

Transfender Fix

You can use the Transfender for a batch of vehicles beyond the ones permitted by the unmodified game with the Transfender Fix by OffRoader23. It's just a data > carmods.dat change, so I think it would be fine for any version of "San Andreas." One of the things it provides is the ability to use a Transfender to get the original colors back for the Truth's Mothership if it turns white in one of your save garages. (Thanks to Orion_SR for recommending it to me. He cautions that it doesn't work for bikes, which end up spawning between the ceiling and the roof). http://www.gtagarage.com/mods/show.php?id=35 X.13.ll

Chain game save games

OrionSR, with some help from pdescobar, GTA_Phreak, JAJ, ryan92, rubregg, zmoonchild, and jaj's brother, has a special kind of mod--modified save games that provide a wealth of changes. There are new locations for vehicles and weapons, some Pay 'n' Sprays have been modified so that flying vehicles can be

repaired on the roof, some save garages have been modified so that flying vehicles can be saved on the roof, a Boat Yard has been added near Toreno's ranch, some jump locations have been changed and boat jumps added, some gang wars can be triggered in SF and LV, there are teleport locations for quick travel across the map, etc. (And some nice person is named on the license plate of the Prickle Pine garage Turismo.) http://www.gtagarage.com/mods/show.php?id=8115 The 1st link below is for the chain game in which people can take turns doing missions with these files. About 1/4 down the page are initial save games for independant play for vv.1 and 2, and the 2nd link lets people with the PS2 version use it. http://www.gtaforums.com/index.php?showtopic=324135 http://www.gtaforums.com/index.php?showtopic=324283 X.13.mm

Unmodded weapons remake

Illicitpimping saw to it that his weapon changes won't slow down your computer. They're just skin changes--they're the same file size as the originals but have more detail and illicitpimping claims they have more authentic colors. http://www.gtagarage.com/mods/show.php?id=3403 X.13.nn

Parkour mod

Matthias43 has a mod that lets C.J. roll after jumping and do backflips. Make a copy of Anim/Ped.ifp as a backup and replace it with the modded version. http://www.youtube.com/watch?v=CyKwSvx4P4s http://www.youtube.com/watch?v=4SbRx4yHETo http://www.gtainside.com/download.php?do=comments&cat=124&id=14627 X.13.oo

The "Design Your Own Mission" mod

The "Design Your Own Mission" mod by Dutchy3010 and PatrickW lets you design your own missions without having any coding ability. Copy the MPACK folder to your San Andreas User Files in My Documents. Install CLEO3. To add downloaded missions, copy the DYOMx.dat files into San Andreas User Files. http://www.gtagarage.com/mods/show.php?id=5038 http://cleo.sannybuilder.com/ http://www.gtamodding.com/index.php?title=Design_Your_Own_Mission http://www.gtaforums.com/index.php?showtopic=378204 And congratulations for winning the 2009 GTA Forums GTA Modding Award for first place for the Best Mission Mod of 2008, Best Mission Mod on GTANet Annual Awards for 2008, and the Best Project of 2008 on GTAForum.nl Awards! http://www.gtaforums.com/index.php?showtopic=399672

Dutchy3010 and PatrickW: here's to you with the 2008 'steiner Stein award and everything in it! http://img9.imageshack.us/img9/4688/steingerman1.jpg X.13.pp

FPS Limit Adjuster

VCOReGeX' mod lets you change the frame rate limit, which is normally 25 fps. http://www.gtagarage.com/mods/download.php?f=9133 http://www.gtaforums.com/index.php?showtopic=422154 X.13.qq

'01 Mobil 1 Honda NSX JGTC

Mark aka GTAuron won the GTA Modding Awards 2007 in the Best Vehicle category with ths replacement for the Hotring--a very nicely detailed 2001 Mobil 1 Honda NSX JGTC (see the YouTube video at the next link). http://www.youtube.com/watch?v=FRTT3G2zDH8 http://www.gtaforums.com/index.php?showtopic=329318 http://www.gtaforums.com/index.php?showtopic=291843&st=0 X.13.rr

Weapons Pack

[SAK*]KING_OF_SA won the GTA Series Awards 2009 in the Best Weapon category with these weapon replacements. http://www.gtaforums.com/index.php?showtopic=449080 http://www.gtaforums.com/index.php?showtopic=422010 http://www.gtagarage.com/mods/show.php?id=8943 X.13.ss

Brembo Cheetah 2k9

ParoXum won the GTA Forums Vehicle Modelling Competition in 2009 with this nicely detailed Cheetah. http://www.gtaforums.com/index.php?showtopic=424261 http://www.gtagarage.com/mods/show.php?id=6733 X.13.tt

Solid Liberty City

Skazi15's mod lets C.J. explore LC. http://www.youtube.com/watch?v=RbtVS_07o9w http://www.gtagarage.com/mods/show.php?id=7464 X.13.uu

Flying Carpet

Chong McBong's flying carpet replaces the Dodo. http://www.gtagarage.com/mods/show.php?id=11077

X.13.vv

Alien City

GTA Anderius (Alien City) by Deniska & co is a major modification for SA v.1 with missions for a futuristic setting. It's in Russian--English subtitles are available below. http://www.youtube.com/watch?v=MIRkZ7tzhXE http://bbhd.v-2x.com/files/mods/gta/anderius/install_anderius-aliencity.exe. http://www.moddb.com/mods/grand-theft-auto-anderius http://www.gtaforums.com/index.php?showtopic=240133 GTA: Alien City - ENGLISH SUBS by Moryachok provides English subtitles. http://www.gtaforums.com/index.php?showtopic=515219 http://www.gtagarage.com/mods/show.php?id=21074 Save game by joe101 http://www.gtagarage.com/mods/show.php?id=14956 X.13.ww

Road Reflections Fix

SilentPL's mod restores something missing in SA since the days of older AGP GPUs: road reflections when it rains. Install an ASI loader (available at the next link) or CLEO first (Steam versions of SA require the ASI loader). Then Copy reffix.asi and reffix.ini and Paste them in your main game folder. (For "III" or VC, just Copy those two files and Paste them into the main game folder.) http://www.gtagarage.com/mods/show.php?id=21709 http://www.gtaforums.com/index.php?showtopic=535612 http://www.gtagarage.com/mods/show.php?id=22398 X.13.xx

Liberty City Stories PC Edition

A team led by catzilla has converted most of "Liberty City Stories" to PC. http://www.gtaforums.com/index.php?showtopic=424287 http://www.gtagarage.com/mods/show.php?id=8068 http://en.wikipedia.org/wiki/Grand_Theft_Auto:_Liberty_City_Stories X.13.yy

Vice City Stories PC Edition

Luten and team have converted most of "Vice City Stories" to PC. http://www.youtube.com/watch?v=0KfI5_SoGZ0 http://www.gtaforums.com/index.php?showtopic=439980 http://www.moddb.com/mods/vice-city-stories-pc-edition http://en.wikipedia.org/wiki/Grand_Theft_Auto:_Vice_City_Stories X.13.zz

GTA2:3D

Bobesz only converted the Downtown map of "GTA 2" to SA but "GTA 2" fans may have fun looking around in it as in SA--without having to use the "GTA 2" top down view. http://www.gtagarage.com/mods/show.php?id=4582 http://en.wikipedia.org/wiki/Grand_Theft_Auto_2

X.14

CLEO mods

The CLEO project was first developed by Seemann. Starting with CLEO 4, it's been led by Alien. The vorbisFile.dll and vorbishooked.dll files were made by Stanislav Golovin aka listener--the main purpose of those is to find and load .asi files. http://sannybuilder.com/forums/viewtopic.php?id=109&action=all Installing CLEO 4 CLEO works with SA v1.0 and v1.01. patch to have a v1.0 .exe. http://gta.wikia.com/CLEO

For v2.00 and higher, use a downgrade

Go to the main game folder. Copy vorbisFile.dll and save it somewhere so it's available if you want to remove CLEO 4. Download CLEO 4 http://cleo.sannybuilder.com/ Install CLEO 4 in the main game folder. When asked to check one to three boxes, I just checked the first one, which is for "Base CLEO 4 files." Several files--CLEO.asi, CLEO4.chm, vorbisFile.dll, vorbisHooked.dll--and a CLEO folder appear in the main game folder. http://sannybuilder.com/forums/viewtopic.php?id=109&action=all If the installation didn't include Bass.dll, download BASS from the site at the next link. Copy the Bass.dll file and Paste it into the main game folder. http://www.un4seen.com/ I recommend saving the several files and the CLEO folder in a folder kept on a storage drive where you save copies of your favorite mods, too. If the game doesn't start or it crashes For some reason, CLEO 4 caused my game, v1, to not run--"gta_sa.exe has stopped working"--until I Deleted CLEO.asi. (Don't delete vorbisFile.dll because the game requires it to run.) Two things that got CLEO 4 to work for me: 1. Download ASILoader from the site at the next link. http://Alexander.SannyBuilder.com/Files/ASILoader.rar Use the vorbisFile.dll and vorbisHooked.dll files from to replace the samename files in the main game folder. 2. Download gta_sa_compact.exe from the site at the next link. a .rar file. To unzip it, use this password: CVehicle http://public.sannybuilder.com/gtasa_exe_idb/compact.rar

It comes in

Install gta_sa_compact.exe in the main game folder. (Leave the original gta_sa.exe there, too, in case you want to revert to using it.) Start the game by clicking on gta_sa_compact.exe. I recommend saving those files in the same folder where you store your CLEO 4 files. CLEO 4 questions and bug reports http://sannybuilder.com/forums/viewtopic.php?id=761 CLEO 3 Library (installer) http://cleo.sannybuilder.com/ CLEO 3 Library issues and solutions http://sannybuilder.com/forums/viewtopic.php?id=109 Installing a CLEO 4 mod: Put a CLEO script, a .cs file, or plugin in the CLEO folder. author's instructions for where to put any other files. Save games appear in the CLEO > CLEO_SAVES folder. update, Delete the files from the CLEO > CLEO_SAVES folder.

If you install an

X.14.a Buy Back Your Weapons by ThirteenAG http://www.youtube.com/watch?v=xgB8AYwGlCg http://www.gtagarage.com/mods/show.php?id=15715 X.14.b Player Changer by Dutchy3010 http://www.gtaforums.com/index.php?act=ST&f=65&t=416609&st= http://www.gtagarage.com/mods/show.php?id=7099 X.14.c Gravity by gtafanfreakx http://www.gtagarage.com/mods/show.php?id=9167 X.14.d Real Tram by Doomed_Space_Marine http://www.gtagarage.com/mods/show.php?id=5024 X.14.e Speedometer by FunGt http://www.gtagarage.com/mods/show.php?id=3874 X.14.f GPS by SilentPL http://www.gtagarage.com/mods/show.php?id=13272 X.14.g Teleport to marker by ZAZ http://zazmahall.de/index.htm http://www.gtagarage.com/mods/show.php?id=7483 X.14.h Pimp My Car by ZAZ http://www.gtagarage.com/mods/show.php?id=4729

Use the mod

X.14.i Bass Guitar And K-On Mod by ++++ http://www.gtagarage.com/mods/show.php?id=6227 X.14.j Ga-Rei Yomi And Ninja Action Mod by ++++ Put yomi.ifp in gta3.img http://www.youtube.com/watch?v=cDPJnniCDCg http://www.gtagarage.com/mods/show.php?id=7505 X.14.k Usama Bin Laden At Chiliad Cabin by stoienelu http://www.gtagarage.com/mods/show.php?id=8075 X.14.l Rusty Brown's Ring Donuts by -ATPhttp://www.youtube.com/watch?v=6PZNZyRt3vM http://www.gtagarage.com/mods/show.php?id=10124 X.14.m Car Spawner by jimbo93 http://www.gtagarage.com/mods/show.php?id=4396 X.14.n N-Races by ZAZ Play the San Andreas races with your current car, customize the opponent cars, (models, tuning, number), set the traffic density, etc. http://www.youtube.com/watch?v=AT2w0d7lhfY http://www.gtagarage.com/mods/show.php?id=19896 X.14.o SF Airport Ladder-Teleporter by MrShadowThing C.J. teleports from the base to the top of ladders around San Fierro Airport. http://www.gtagarage.com/mods/show.php?id=17493 X.14.p Digital Speedometer by oksa8 http://www.gtagarage.com/mods/show.php?id=20598 X.14.q Weapons Menu Mod by xmark96 Select weapon, fighting sty8le, gift, armor, and health. http://www.youtube.com/watch?v=2MOv0qHvZuA http://www.gtagarage.com/mods/show.php?id=11460 X.14.r GTA San Andreas .LOD Mod by -BLITZThis mod changes the structure of the draw distance view and has an installer. http://www.gtaforums.com/index.php?showtopic=498773 http://www.gtagarage.com/mods/show.php?id=19596 X.14.s Airbreak by IncaWarrior https://www.youtube.com/watch?v=ZxfQg7Sq6LA http://gtaforums.com/topic/561276-airbreak-for-gta-san-andreas/ http://www.gtagarage.com/mods/show.php?id=22243 X.14.t SilentPatch by Silent http://gtaforums.com/topic/669045-iiivcsaasi-silentpatch/ http://www.gtagarage.com/mods/show.php?id=25368 X.14.aa

CLEO mod web sites

The Mod Cave of spaceeinstein

http://spaceeinstein.webs.com/mods.htm ZAZ' SA CLEO mods http://zazmahall.de/CLEO.htm http://www.gtaforums.com/index.php?showtopic=317904 Ryosuke's SA CLEO mods http://www.youtube.com/watch?v=MyT0HK9luPg http://hotmist.ddo.jp/ http://ryosuke.my-sv.net/mapmod/index.html http://www.gtaforums.com/index.php?s=0ee1aab700c50561928ac11082b 74c56&act=ST&f=121&t=307042 The Google translate site--you can translate Ryosuke's Japanese to English for his hotmist page. http://translate.google.com/# GTA Garage SA CLEO mods http://www.gtagarage.com/mods/browse.php?C=14 GTA Gaming SA CLEO mods http://www.gtagaming.com/downloads/gta-san-andreas/cleo-mods X.15 Mod requests http://en.wikipedia.org/wiki/North_American_X-15

No, no, no...

- for "San Andreas": A steam locomotive, etc., that would have been used in Pennsylvania in the 1930's (my Dad was a brakeman before he became an artist), a horn or whistle for the train, a mod to shine more light on the lead character and any vehicle they're in (SA has them in shadow too much), "Vice City"-type instant replays, revolving lights for the lighthouses, revolving red radar screens for the airports, working escalators, invincibility for GSF gang members, ability to drive the submarine, "Vice City" helicopter-type propellor animation, more things to see underwater (a coral bay could be pretty and wouldn't have to be animated; maybe a man-eating something to clean up the drowned people) a li'l Dodo--in bright VC red and white--to pull a sign around in the sky, "Vice City"-type cumulus clouds to fly through, and "Mafia"/"Vice City"-type ability for the "camera" to stay behind the lead character or their vehicle. P.S.: and niblets the President stops government for a week over. I mean, the House of Representatives is something, but how many of those people can you name? - for "Mafia," released as a PC game in 2002:

GTA-type ability for the lead character to jump over the guard rail and explore the scenery in "Free Ride," "Vice City"-type additions of a PCJ-600, more jump ramps, instant replays, a helicopter, and a Dodo (except the lead character can fly it), and more dialogue for the pedestrians than, when pressed, brief things like, "I don't have time for this s**t." In "Mafia," Paulie looks like Joe Pesci/Tommy DeVito, and Don Salieri looks like Paul Sorvino/Paul Cicero, of the movie "Goodfellas," 1990. Someone could make models for the lead character Thomas "Tommy" Angelo and Sam that look like Ray Liotta/Henry Hill and Robert De Niro/Jimmy Conway. X.16

Music

MP3s and wav files How to save hard disk space with shortcuts

In the PC version, you can put WAV or OGG (Ogg Vorbis) files (with the correct CODECs installed, also MP3, WMA, M4A, etc., files)--to save space, put shortcut icons--in My Documents/GTA San Andreas User Files/User Tracks for your own radio station. In the with the tions of and "Random"

Play Mode section, you can choose "Radio" to have the game play them commercials, etc., provided to make it seem like another of the stathe game. Otherwise, "Sequential" plays them in alphabetical order plays them in a random order.

To have them play on the radio station, run "Scan User Tracks" 1st in "Audio Setup." Automatic Media Scan will make the radio start with the 1st track after the game loads. You can skip User Tracks during the game with F5.

X.17

Screen shots and videos

To make a screen shot, press Prt Scr during the game. If you don't want to exit the game, go to the pause screen, highlight "RESUME," and Alt/Tab out of the game. Open "Paint," click "Edit," then "Paste." If you like it, click "File," "Save as," choose "My Pictures" in the "Save in:" bar along the top, and use the drop down menu along the bottom to save it as a JPEG and not a Bitmap, aka a .bmp, file. JPEG files take up a lot less MBs on your hard disk and, though it's a kind of compression that irreversibly simplifies data, looks just as good to me for screenshots. Give it a name, and

click "Save." Click the "GTA: San Andreas" thing in the Task bar to go back into the game. Fortunately, "San Andreas" isn't fussy like "Vice City" about letting you Alt/Tab out of the game. You could also have C.J. take a picture with a Camera. Hold the RMB to bring up the viewfinder and press the LMB. The pictures are stored in My Documents\ GTA San Andreas User Files\Gallery. Fraps, the Easy Graphic Converter, and Virtual Dub You can use Fraps to make screenshots and videos of your games. http://www.fraps.com/ http://en.wikipedia.org/wiki/Fraps Fraps lets you use hotkeys. You can take any number of screen shots at a time, but the free version doesn't let you make make .jpg files, only .bmp files which are a lot bigger. To copy them as .jpg files, you can use the free Easy Graphic Converter, then delete the .bmp files. http://www.etrusoft.com/graphic-converter/ The free version of Fraps restricts videos to 30 sec. clips. Whether you use the free version or not, the videos take up a lot of MBs which you can compress to take up less hard disk space (and make them easier for your computer to use with your editor later). The free processing tool I use is VirtualDub. I click Video > Compression > XviD MPEG-4 codec and save them as .avi files. http://www.virtualdub.org/ http://en.wikipedia.org/wiki/VirtualDub How I make videos The stunt videos I've made are meant to encourage more people to play with the basics. I use the GTA Instant Replay feature for a variety of "camera" angles, which include one that's adjustable with the Mouse. As described above, I capture the scenes on my PC with Fraps. I use VirtualDub, which is free, to compress the video clips to .avi files. Other free software I've used includes the AoA Audio extractor (to extract the audio from a clip or convert MP3s to .wav files, which Windows Movie Maker prefers), Super (to convert most any file type to another), and Wavepad (an audio editor I haven't used much). I've also used the ZAMZAR web page to save YouTube videos. http://www.aoamedia.com/audioextractor.htm http://www.erightsoft.com/SUPER.html http://www.nch.com.au/wavepad/masters.html

http://www.zamzar.com/url/ If you use certain features of Wavepad it becomes a time limited demo. To change it back to the free version, go to Control Panel > Uninstall a program. You get four choices--choose "Downgrade to the free version (fewer features but free)." I edit the clips with Windows Movie Maker, which comes with Windows Home XP and Vista Home Premium. I use Windows Movie Maker to publish each video to my computer, which lets you compress the video to the size you want. See the Windows Movie Maker forum for more, including many free user-made effects. http://www.windowsmoviemakers.net/Forums/Default.aspx http://www.windowsmoviemakers.net/Forums/ShowPost.aspx?PostID=129645 http://en.wikipedia.org/wiki/Windows_Movie_Maker http://en.wikipedia.org/wiki/Windows_Vista If you're going to buy an editor, check the latest reviews. Sony Vegas and Adobe Premier Pro usually get good reviews. Avidemux is free, but I just use Windows Movie Maker. http://en.wikipedia.org/wiki/Sony_Vegas http://en.wikipedia.org/wiki/Adobe_Premiere_Pro http://en.wikipedia.org/wiki/List_of_video_editing_software http://www.avidemux.org/ http://en.wikipedia.org/wiki/Avidemux I upload my videos to You Tube and filefront. A list of other web sites that let you store your videos is at the last link. http://www.youtube.com/ http://www.filefront.com/ http://en.wikipedia.org/wiki/File_hosting_service http://en.wikipedia.org/wiki/Comparison_of_file_hosting_services http://www.110mb.com/forum/index.php?topic=1428.0 &&&&&&&& XI. And there's always more (from "International Feel"; thank you to Todd Rundgren) This section is just for some of the things not need for 100% completion of the game that take a little longer to explain. XI.a

Unique Jumps

70

This list use the BradyGames guide numbers (which is why the order of the locations sometimes goes back and forth on the map). A PCJ-600 or NRG-500 are good motorcycles for jumps, unless otherwise noted. Briefly, remember that you can speed the motorcycle up by quickly and repeatedly pressing Up but not letting C.J. stand up. You can do a bit of a wheelie

before many of these jumps, the kind with the sort of slope the concrete ramps have, for extra distance, too. Use Up and Down to level the wheels for landing. You might want to see "GTA San Andreas Plane Crash" for a quick look at something you don't want to see during a stunt. http://www.youtube.com/watch?v=1A1Nm2kAW6c The GTA SA Control Center (see X.13.c) has the coordinates to teleport C.J. to the jump sites. Good maps of the locations of all the jumps are at: http://www.ianalbert.com/misc/gtasa.php http://en.wikigta.org/wiki/Unique_Stunt_Jumps_%28GTA_San_Andreas%29 Los Santos and Red County 1. El Corona The jump ramp is between the "A" in "EL CORONA" and the RR track. Go W to E and land on the RR platform. (The BradyGames guide recommends that you use a PCJ-600.) 2. Idlewood The jump ramp is the bridge arch on the W side of the road on the E side of the block that's W of "WIL" of "WILLOW FIELD." Go N to S between the RR track and trees and veer left onto the bridge arch. 3. Verona Beach Go N to S through the Conference Center to the steps of the pale green-blue building and land on the next building. 4. Jefferson Go S to N up the stairs (to the pedestrian bridge over the RR tracks) near the S end of the thick N-S section that represents a section of the RR track that has a street on either side of it. This can be done with a car or motorcycle. 5. Ocean Docks E of "EL CORONA" is a block that looks like a stubby "Y." The jump is in the block SE of the base of the "Y." Go NW to SE through the dirt lot at the NE side of the block to a pile of dirt in the S corner of the lot. Land before hitting the freeway wall. 6. East Beach Use an NRG-500. pedestrian bridge over the highway).

Go E to W to the steps (for the

7. Ocean Docks The jump ramp is a gray wooden version of a "Vice City" concrete jump ramp at the E side of the big rectangle on the W part of the island part of Ocean Docks. Go N to S over the ramp and land on the roof that's on gray concrete columns.

8. Los Santos International The ramp is the mobile boarding ramp just over the "O" of "SANTOS" in "LOS SANTOS INTERNATIONAL AIRPORT." Go S to N and go over the fence. 9. Los Santos International The ramp is the W triangular yellow and black marker of the pair at the NW corner of the gray square under the "AIR" of "AIRPORT." Go E to W and go over the red and white "OGL-2" sign. 10. Ocean Docks The ramp is the set of metal steps about 1/3rd W from the E side of the block that's two blocks S of the block with "ELD" of "WILLOW FIELD." Go E to W and land on the building. 11. East Los Santos If you go W on the street along the top of "LOS" of "LOS FLORAS" to the T intersection, you'll find the ramp as the set of steps across the street. Jump over the narrow block to the RR tracks. 12. Market E of the S area of the block with "WOOD" of "VINEWOOD" is a block with an E-W alley. Go E to W through that alley, up the stairs, over the roof, and land on the road. 13. East Beach Go W to E on the street one block above the "LOS" of "LOS FLORES," over the patio, through space where a part of the wall is missing, and down to the street--not the ocean. 14. Ocean Docks Go to the SW corner of the road that makes a loop through the mainland and island parts of Ocean Docks. From the inside of the corner, on the lower area, go S to N, up the stairs on the N end, and land on the street. 15. Ocean Docks Go N to S through the same lower area, up the stairs on the S end, and land without falling into the ocean. 16. East Los Santos On the E side of the block, two blocks S of the "N" in "JEFFERSON," is a set of steps just N of some basketball courts. Go E to W, up the steps, and land beyond them. 17. Mulholland Intersection From the S end of the central N-S stretch of the intersection, go S to N on the left walk, past the oncoming traffic of the onramp on your left, and continue N to go over the concrete ramp. 18. Mulholland Intersection the N end of the intersection.

Same deal only N to S on the left walk from

19. Mulholland Intersection On the W side of the N-S stretch used for jump 18 is a road that curves under it. Go S down that road, over the light brown concrete ramp to the right of it, and land below in the parking lot.

20. Rodeo Just W of the N end of the road that goes S to the Santa Maria pier is a mound in the grass at a white picket fence. Go N to S through Rodeo, over the mound, and land on the pier. 21. Vinewood Go E to W on the road above "WOOD" of "VINEWOOD, through the dark asphalt lot, off the end of it, and over the next roof to the street below. 22. Commerce Go S to N through the concrete flood control ditch of the block W of the one with "COM" of "COMMERCE," go up the light gray concrete ramp on the left side, and jump out of the ditch. 23. Montgomery Intersection Go E to W to the Montgomery Intersection and over the dirt ramp in the middle. 24. Los Santos International Go clockwise around the SE curve of the highway that goes around most of the airport, and go up the concrete ramp in the middle of the highway. 25. Santa Maria Beach N of "MARIA" is a W-E road; where it curves 90 degrees N, go E across the asphalt walk, up the stairs, and onto the wooden walk by the shops. 26. Red County Go E over the broken bridge at the W side of Palomino Creek. (Jump 28 uses the same bridge.) 27. Dillimore Go N to S into Dillimore, continue straight through an alley, go over the curved gray plank, and land as far S as the gas station or sheriff's office. 28. Palomino Creek Go W from Palomino and over the dirt road and broken wooden bridge. (Jump 26 uses the same bridge. This is also the bridge you can fail to jump, during the middle of the "Small Town Bank" mission for Catalina, to try the glitch that lets you explore the banned areas early.) ******** The Badlands and Red County 1. Mount Chiliad The Cobra Run wooden jump ramp. tip of the semi-loop of road that's E of the summit.

It's E and below the

2. Angel Pine The ramp is the three pieces of corrugated metal in the trailer park SE of the SE block of Angel Pine. Drive SE to NW, jump, and land on the roof with orange shingles. 3. Whetstone Go W to E over the sand dune that's SE of the S end of the road S from Angel Pine. 4.

Blueberry

W of the S block of downtown Blueberry, go NW to SE through

the FleischBerg lot, up the ramp of wooden pallets, and over the truck trailers. (Number 9 is the same but in the opposite direction.) 5. Blueberry Go W to E through an alley of the S of the two W blocks of Blueberry--the alley is N of the building with a Sprunk billboard. Go up the metal stairs and clear the building. 6. Blueberry Acres South of the "S" of "ACRES," go roughly S to N over the light gray plank that's leaned against bales of hay and jump over the barn. 7. Blueberry Acres Go roughly S to N through the barn just E of the one jumped over for the last jump. 8. The Panopticon E of "THE PANOPTICON," the roughly N-S dirt path curves W a bit to avoid a ravine. Go S to N and jump the ravine. 9.

Blueberry

Jump the same trailers as for jump 4 but go SE to NW.

******** San Fierro and The Panopticon 1. The Panopticon Go E to W past the T intersection SW of "THE PANOPTICON," go a bit to the N over the little hill at the side of the road, and land on the San Fierro airport tarmac. 2. Santa Flora About 2/3rds E from "PALISADES" to the next street, go N to S over the asphalt walk between houses, off the cliff, and beyond the houses below. 3. Go S to N on the street to where the "LL" of "JUNIPER HOLLOW" is, continue through the walk between houses, cross the street, and jump off the ledge of the grass. 4. Downtown Go S to N to the right of the 2nd "N" of the "DOWNTOWN" of N San Fierro, cross the street, and go up the steps beside Michelle's place to land on the rooftop beyond. 5. Battery Point on the E side of the S end of the Gant Bridge is a scaffold. Use a disposable motorcycle to drive up the levels of it, on it beside the bridge, and off the end into the water. 6. Esplanade East Go W to E on the street S of "TOWN" of the "DOWNTOWN" of N San Fierro, cross the street, go up the steps, and land on or beyond the lower rooftop. 7.

Doherty

on the NW area of the block S of "O" of "DOHERTY," go S to N

through the wrecked building, up a big green fallen roof segment, and out to the street. 8. Juniper Hollow Go S to N on the street to about the "HO" of "HOLLOW," cross the street, go over the dirty white concrete "Vice City"-like ramp, and land on the street below. 10. Calton Heights Go E to W over the road N of "TON," cross the street, go over the "Vice City"-like ramp, and land on the street. Use an NRG-500. 11. Financial Go W to E on the road S of "HTS" of "CALTON HEIGHTS," cross the street, and go over the wooden stairs. 12, Easter Basin The ramp is the curved old sheet of metal at the E end of the W-E road at the middle of the E side of the brown block of the Doherty save place. Go W to E over the W-E road, over the ramp, and land on the highway. 13, Airport Go Se to NW to the "Vice City"- like concrete ramp, which is S of the S end of the long SW to NE runway. Land on the docks. 14. Airport S of the previous ramp is another one like it. over the ramp, and land beyond the water.

Go E to W,

15. Foster Valley Corvin Stadium is the rectangle with curved sides SW of the pretzel-looking intersection W of the airport. Go W to E across the lot that's S of the stadium, over the "Vice City"-like concrete ramp, and land on the highway. 16. Doherty Go N to S on the W street of the big "J"-looking block E of Avispa Country Club, go up the steps (of the pedestrian walk that goes over the highway), and you'll probably get credit even if you wreck on the far side of the highway instead of clearing it. ******** The Desert 1. Las Payasdas The ramp is a couple of planks by a pile of blue-green stuff in the middle of the E side of the W block of downtown Las Payasdas. Go W to E over the ramp and the real big chicken (it may count if you land on the chicken). 2. Las Payasdas Go N to S over the W side of the two E blocks of Las Payasdas, cross the street, go up the E steps of the overhanging patio, and land below. (I got this in a Taxi, so it doesn't have to be that great.) 3. Verdant Meadows Go NE up the wing of the SW pile of jet parts (the plane symbol N of "R" of "VERDANT") and over the next pile (although the game may allow it if you hit the fuselage of it).

4. Arco Del Oeste Go W over the wooden track at the top of the rock formation and land beyond the water. 5. Valle Ocultado Go S from the main road "OCULTADO" is on, where the "T" is, over the ramp leaning against the garage, and it's okay if you land on the water and not the pier. You can start a run to the NE of the main road and beyond a gap in the fence N of the teepees. ******** Las Venturas 1. The Emerald Isle Go N to S over the asphalt slope at the S edge of the top floor of the Emerald Isle parking garage. (Enter the garage on the N side.) (The game may count it if you land on the street and not the roof of the Souvenirs, etc., shop.) 2. The Emerald Isle Drive a motorcycle to the top floor of the garage (enter the garage on the N side) and up the stairs, on the N side, to the roof. Drive W to E onto a lower roof, of the S side of the casino, and off the gray ramp at the other end of it. (This is similar to jump 12, which uses the ramp on the N side.) 3. The Camel's Toe Go W to E at the N side of the pyramid and up the stairs; try for the Pawn Shop roof. 4. The Camel's Toe Go S to N at the E side of the pyramid and up the stairs; try for the roof beyond them. 5. Creek Go E to W through the middle of the NE curve of road of the rounded diamond-shaped intersection W of "CREEK," go through the pale tan arches with a blue-purple roof, and over the "Vice City"-like gray wooden plank ramp. 6. Redsands West Drive S to N on the main road S of the middle of the block S of "ND," cross the street, go through the pale tan arches with a bluepurple tile roof, over the "Vice City"-like gray wooden plank ramp, and land on the roof of the "Home of the Bandits" place. 7. Julius Thru Way North From the 2nd "P" in "PRICKLE PINE," go S, then E to the end of the dead end road, and enter the lot of the duplexes. Go E to W across the lot and over the gray wooden "Vice City"-like ramp. Try to go over the highway. 8. Redsands West A block N of the "ST" of "WEST," go N into the lot, go N across it, go over the gray wooden "Vice City"-like ramp and land on the highway.

9. The Emerald Isle W to E and over the ramp.

On level six of the Emerald Isle parking garage, go

10. Randolph Industrial Estate metal, at the NE corner of the lot.

Go S to N to the ramp, a curved slat of (Enter the lot on the W side.)

11. The Emerald Isle Go E to W on the N side of the block of "OL" of "OLD VENTURA STRIP," over the curved metal ramp, and over the street. 12. The Emerald Isle Drive a motorcycle to the top floor of the Emerald Isle parking garage (enter the garage on the N side), drive up the stairs (on the N side) to the roof, then go W to E onto a lower roof, of the N side of the casino, and over the gray ramp at the other end of it. (This is similar to jump 2 except this one is done on the N side of the casino.) XI.b

Girlfriends

Have C.J. be sexy. The easiest way to do that is to have C.J. get all 50 Oysters and a sexy car. Having C.J. collect all 50 Oysters seems to cancel any objections girlfriends might have about C.J.'s Muscle or Fat level (and cause pedestrians to say only flattering things about his appearance). Denise and Millie are the two exceptions--they aren't concerned with his appearance. (I'm not sure, but not collecting the Oysters may be one of the things that increase the chances of seeing a jealous girlfriend appear on some of C.J.'s dates with another--see below. Along with letting C.J. get out of shape, having him use a vehicle with low sex Appeal, etc., it can be a way of hearing alternate dialogue, too.) The sexy cars are: Alpha, BF Injection, Banshee, Blade, Buffalo, Bullet, Caddy (awwr!), Cheetah, Comet, Elegy, Euros, Flash, Feltzer, Flash, Hermes, Hotknife, Huntley, Infernus, Jester, Merit, Premier, Remington, Sentinel, Slamvan, Stratum, Stretch, Sultan, Super-GT, Tahoma, Uranus, Washington, Windsor, or ZR-350. The Launch, Reefer, Speeder, and Squalo III are the sexy boats. (Does Hillary know about this--a young man so sexy he effects the fish?) ("Soon to take the place of the mudshark in your mythology"--Frank Zappa. Sorry.) Modding doesn't affect the sexiness of a car, but damaging the car decreases it.

The bad thing about Los Santos, at the start of the game, is that there aren't spawn locations there for cars that are both sexy and handle real good at fast speeds. The Voodoo handles better, but doesn't have the Sex Appeal of a Blade. The good thing about it is Denise doesn't care, so get a Voodoo if you need a lowrider. She'll never notice, so drive what you like. The Sentinel at the film studio at the "WOOD" of "VINEWOOD" has a decent combination of the two qualities--maybe the Buffalo at the dot NE of the "O" of "RED COUNTY," or the Flash below the SE quadrant of the Mulholland Intersection--and you can have C.J. save a sexy sports car he jacks from the street of one of the fancier neighborhoods. It helps a bit to have C.J. get the best clothes, haircuts, tattoos, and give gifts. C.J. can miss a date, but he'd have to miss a lot of them to be dumped. You can press Left Shift to skip the dining scene of a date if you're in a hurry. Abuse hurts more--don't have him hit her or such. If a blue inverted cone points down at her head, press action to begin dating. Give positive responses (Y for Yes, N for No) unless she's being insulting. If she likes C.J., a heart icon appears. Find the heart icon--have C.J. go during the time she's available. She may call off-hours--have C.J. go to her then. If she's home, you see a red marker and her vehicle. Have C.J. drive or step into the marker. (Step into the marker in Michelle's case if driving into it causes the glitch where she drives off alone.) The Stat to maximize starts at about 15% (see Stats > Achievements in the game). Press Tab to have C.J. give a gift (not with the LMB--he'll hit her with it, ya bum) then press it again so they kiss. Canes can't be given as gifts. She'll want one of several kinds of dates: Dinner Dance Driving

See the in-game map at the time The music indicates how it's going See the in-game map at the time Do the dancing mini-game Fill the fun meter by driving where she likes the way she likes.

When it gets a little confusing trying to follow a girlfriend's complaints and use a driving speed to please her, ignore what she says and tap W at a speed that makes the Fun bar fill up, which is a lot easier. If you have C.J. take her dining or dancing, have him get her there and back without making any side tracks so she doesn't get bored. If the Stat for the girlfriend is high enough (40 or 50 percent, depending

on

the girlfriend), when C.J. gets her back home after a date she liked, she'll ask him inside for coffee. If you press "Y" for C.J. to say "Yes" to the offer, you get a scene of the outside of the girlfriend's house with the muffled sounds of things they say to each other during sex coming from it and the "camera" aiming this way and that. Thanks to a Gamefaqs message by Nelo_Portgas for pointing out that the sex on a date increases C.J.'s Health the same (about 10%?) as the sex with a prostitute does. See X.9.a if you want to see how C.J. likes his coffee with The Hot Coffee mod. Easy progress with a girlfriend According to Riding the Rider, right after Helena agrees to be C.J.'s girlfriend, have him "walk away from her then walk right next to her" and his girlfriend progress with her will keep increasing. GTA Phreak believes you have to let Helena shoot C.J. before having him stand by her, and DiscoverProject said it works for Katie, Barbara, and Michelle, too. http://www.gtaforums.com/index.php?showtopic=407201 ******** Times

Meeting place and house (heart icon)

Denise Robinson

0-6

Find her in "Burning Desire" (IV.23) at

a

Name

16-0

house on the N end of the block that's E of the N end of the thick section on the map of N-S RR track with a street on either side of it that's NE of "JEFFERSON";

her house is by the 1st "N" of

"GANTON" Helena Wankstein

of

0-2 8-12 14-0

Find her on the rooftop shooting range the Blueberry Ammu-Nation, which is N of the "B" of "BLUEBERRY"; her house is by the curve in the path

W

of "FLINT INTERSECTION"; she appears after "The Green Sabre" Katie Zhan Shot;

12-0

Find her practicing t'ai chi at Avispa Golf Course, SE of the local Burger

her house is by the "H" of "JUNIPER

HOL-

LOW"; she appears at the start of the game (thanks to reader Carl Johnson for the tip) Michelle Cannes Fierro

0-12

Find her by the water cooler at San driving school, have C.J. enter on the N side of the block that looks like a big "J" S of "DOHERTY"; her house is N of the "N" of the

"DOWN-

TOWN" of N San Fierro she appears at the start of the game (thanks to zmoonchild for the tip) Barbara Schternvart Que-

0-6 16-0

Find her in the parking lot of the El brados sheriff's office (shown in

section

A2 of the paper map), which is also

where

C.J. meets her for dates; she appears at the start of the game (thanks to zmoonchild for the tip) Millie Perkins (VIII.35)--

12-22

Find her in "Key to Her Heart" she's the Caligula's Palace croupier

that

C.J. follows home (the Gimp suit C.J.

gets

during the mission makes it easier for

him

to date her; sorry C.J., Young MayLay, Millie, Orfeh, and everybody else) her house is on the NE side of the

block

that's NW of "JULIUS" of "JULIUS THRU

WAY

NORTH" Thanks to Spaceeinstein for correcting what I'd gotten from the BradyGames Guide for the last names for Helena and Katie ("Goodpoke" and "Nookie" are probably pre-release versions). ******** Name

Likes

Denise Body type and Sex Appeal don't matter; likes fast food or a bar, dancing, and being driven fast around her house (I sent the car up and down her

street)--she may want a drive-by date, so it's fun to try different vehicles, like a Monster truck, for that Helena Less than 50% Muscle and no Fat, Rodeo food, Los Santos dancing, and being driven moderately around her farm Katie A high Muscle Stat, the diner indicated by a pink drink icon N of her place, and dancing. One place where she likes to be driven slowly/moderately is back and forth on the Gant Bridge--thanks to the Girlfriend FAQ by twotwotwotwo at Gamefaqs for the tip: http://www.gamefaqs.com/computer/doswin/file/924362/33260 She also like to be driven back and forth in the tunnel that's E of her house. Michelle Fat, a martini glass icon place (like Misty's) for food, dancing, and being driven fast anywhere; she takes the steering wheel for a few minutes on some dates, too Barbara A high Fat Stat but C.J. in good shape, a nearby diner, a San Fierro dance club, and being driven moderately around El Quebrados Millie Body type and Sex Appeal don't matter; likes a restaurant or bar, a SW Las Venturas place to dance, being driven moderately near her home, and the Gimp suit for immediate coffee Note: a gimp, more generally, is a limp, or someone who walks with a limp. It's also the submissive role of S and M sex; the "sex slave or submissive, usually male, as popularized by the movie 'Pulp Fiction.'" "aroused by bondage." A G.I.M.P. is a passive and subservient sex toy "wearing a mask and a zip up suit." And yes, I had to look that up. http://www.urbandictionary.com/define.php?term=G.I.M.P. http://www.urbandictionary.com/define.php?term=Gimp http://en.wikipedia.org/wiki/Bondage_suit When a girlfriend wants to be taken on a drive, her verbal leads on how fast to go can be confusing. Ignore what she says and tap W at the pace that fills the Fun bar. ******** Name and occupation

Rewards

Denise, gangster

Coffee 40%

Hustler 50%

Pimp suit 100%

Helena, lawyer/weapon expert Coffee 70% Bandito Rural outfit 100% Immediate access to a Chainsaw, Flame Thrower, Molotovs, and a 9mm

Katie, nurse Coffee 50% Romero 50% C.J. keeps his money and weapons if wasted Michelle, mechanic

Medic uniform 100%

Coffee 40%

Monster B truck 50% Racing suit 100% C.J. can use her garage as a free Pay 'n' Spray Barbara, cop Coffee 60% Ranger 50% C.J. keeps his money and weapons if busted Millie, croupier at Caligula's "Key

Coffee 40%

Club 50%

Cop Outfit 100%

Gimp outfit during to Her Heart"

(C.J.'s rewards for dating Katie, Michelle, and Barbara are probably related to the fact that C.J. will get four wanted stars for going where they appear before the game lets C.J. go there legally--they appear at the start of the game.) Percentage of success with girlfriends is given in Stats--Achievements. Thanks to Orion_SR for the tip that the game bumps the percentage up to 45% if it reaches zero before getting the last Oyster. If it gets near zero before then, you might let it drop all the way there. Thanks to the BradyGames guide for much of the information in this section, to pwnr for the correct time of the appearance of the Bandito, and to Spaceeinstein for reminding me that C.J. doesn't have to pay to use Michelle's garage as a Pay 'n' Spray. ******** License plates: Denise: HOMEGIRL; Katie: TRAUMA; Michelle: NOS; Barbara: CUFFS; Millie: SPANK. Thanks to Mxyzptlk and the GTA Forums Secrets list (see I.1). Thanks to Spaceeinstein for telling me that Helena's Bandito is meant to have a license plate that says "FULLAUTO." ******** Jealous girlfriends Thanks to pdescobar and OrionSR for explaining their experiences in having C.J. deal with jealous girlfriends.

I posted a message at GTA Forums asking if anyone had seen C.J. run into a jealous girlfriend and what could trigger her appearance. According to an informative and helpful response from pdescobar (who appears elsewhere in this guide), this should work: Have C.J. make two girlfriends, but not date the 1st one or collect any Oys-ters. Load the same save game for each date with the 2nd one without saving the game afterward, and "C.J. will probably run into the jealous girlfriend in five to ten dates with her." Here's his account of some things to look for when it happens: "Imagine my surprise when I walk out of a restaurant in SF with Katie and

a cutscene shows me Denise in her Hustler and tells me I've been spotted and have to lose her. It happened two or three more times in my testing with other girls as well. The jealous girl's car has a red arrow marker over top of it, and you have to drive quickly away and put enough distance between the two cars for the game to tell you it's clear. If she catches up to you, there's a confrontation where both girls make wisecracks, and, after the jealous one leaves, the girl you were on a date with gets out of your car and the date becomes a failure." A couple of early choices are Katie, available at the start of the game, if in an area that's off-limits until after "The Green Sabre," and Denise, available after "Burning Desire." I'll add that part of the risk in having C.J. get a girlfriend in an off limit area, as reader Carl Johnson did, is that the girlfriend can be killed quickly by the storm of bullets sent in C.J.'s direction, so I'd wait till later to have C.J. take her out on dates. You might have C.J. get her as a girlfriend to see if she shows up on a date with another girlfriend, though. This is the formula I used that worked for me pretty quickly: I had C.J. get Denise for a girlfriend after "Burning Desire" but not date her. After "The Green Sabre," I had him get Katie (practicing t'ai chi on the lawn of Avispa Golf Course) as a girlfriend. (At this point, if you try my plan, you might want to wait till the SF save houses can be bought and have C.J. buy one near Katie's house in NW SF. I was in a hurry to test this and had C.J. do the Taxi mission, etc., in SF between dates. I didn't have C.J. get any Oysters and had him fail dates with Denise just in case those things make a difference, but according to OrionSR they don't.) When I tried this, Katie always wanted a dinner date for her 1st several

dates, and C.J. took her to the diner N of her house. After the 1st one, they got in his car, and after the message "She wants you to drive her home! This could be it...," there was a picture of Denise's Hustler and the message: "You've been spotted by another girlfriend. Quick--shake her off your tail!" You're supposed to have C.J. drive his date away without letting the jealous girlfriend's car get near his. The jealous girlfriend's car is shown as a blip on the radar, but it wasn't hard to know where Denise was. Her car came from the street above the E side of the lot of the diner (where the vehicle exit is), right over the ledge, and stopped beside C.J.'s car before he could turn it around. There was a brief scene in which Denise insulted C.J. to Katie, and Katie insulted Denise: "Look-a talking pig." Then both girlfriends disappeared. A message appeared: "You've been discovered two-timing. Your date is over. In the few times I tested this, Denise showed up after the 1st date or after the 1st couple of dates. To let C.J. succeed at this, I had him park by the diner with the car facing W near the stairs on the W side of the diner parking lot. After C.J. took Katie inside the diner, he drove her up the stairs to the street and her house. After a success, you get the message: "You've managed to lose the jealous girlfriend. Well done." OrionSR's "One-Time Two-Time Theory" and method for getting the jealous girlfriends' BP/FP/DP/EP cars (thanks to OrionSR for telling me the results of his check of the coding and trial and error). "If Two-Timing dates are not disabled and CJ has more than 1 girlfriend then there is a 50% chance that any other active girlfriend will appear as a jealous girlfriend 7 seconds after leaving or failing to reach the destination, or completing or failing the goal. Gimp Suit dates and She Drives dates do not trigger jealous girlfriends." "Two-Timing dates will be permanently disabled when CJ goes on a date that is not a Gimp Suit or She Drives date and leaves or fails to reach the destination (Food or Dancing), or completes or fails the goal (Driving, Drive-By): * if only one girlfriend is active * if a jealous girlfriend does not appear * if the jealous girlfriend is evaded Girlfriend progress and oysters collected don't seem to make a difference. The jealous girlfriends' vehicles are the Hustler, Monster B, Bandito, Police

Rancher, Romero, and Millie has a Pink Feltzer instead of her Club. "Drive a Tow Truck, or leave a Tow Truck near the girlfriend's home during the date. Trigger a Two-Timing date. When the jealous girlfriend appears, lead her to the home of the girlfriend being dated. Wait for the jealous girlfriend to come close before entering the mission sphere and then wait until the jealous girlfriend speaks and proofing to be applied before turning down or accepting an invitation for coffee. If CJ will not be invited for coffee then wait until the jealous girlfriend is very close before entering the home sphere of the girl being dated. "Chase down the jealous girlfriend. Avoid shooting or she'll drive off in a hurry. Back into the car with the Tow Truck and bump the car to coax the girlfriend out of the vehicle (sometimes works) and then take the car and save it in a garage. The doors are not locked after they exit. If she doesn't exit the car then hopefully she will try to ram CJ's vehicle instead of racing out of sight and disappearing. Hook up the car to the towing vehicle and tow the car to a save garage. Keep her pinned in the garage and allow the door to shut; the girlfriend will disappear and the car can be saved. Samotbrandon adds that an easy way to do it is to use a save game made after the "Riot" mission. After the girlfriends argue, the jealous girlfriend will exit her car and try to fight C.J.--have him ignore her and jack her vehicle. OrionSR also found some surprises in the bitmask settings: "For example, Millie likes bar food, and Denise, Michelle, and Millie like kissing but not the other girls." Also, Katie likes car crashes, her comments about C.J.'s driving don't make sense after 8 pm when she's set for fast driving because the Fun bar still only goes up for slow driving, and Denise and Michelle say they like stunt jumps but the addition stunts make to the Fun bar is tiny. http://www.gtaforums.com/index.php?showtopic=424135 http://www.gtaforums.com/index.php?showtopic=417966 ******** Denise is voice acted by the always lovely Heather Alicia Simms, who played Tish in Chris Rock's "Head of State," 2003, and Officer Jones in "Shock Act," 2004. She played Janice Quinn in the 2009 short "Stream." On TV, she played Althea Sands in "Law and Order," Paulette Leger "Law & Order: Criminal Intent," and Nurse Jacobs in As the World Turns," all in 2005-2006. She's made some Random House Audible recordings of books such as "True Believer" by Virginia Euwer Wolff--the 2001 National Book Award winner. In 2009, she acted in "The Brother/

Sister Plays" by Tarell Alvin McCraney off Broadway at the Public Theater. And she supplied the voices for Bad Bessie, Cheryl Lynn, and Dancing Girls #1 for the videogame "Red Dead Revolver," 2004. http://www.imdb.com/name/nm0799967/ http://en.wikipedia.org/wiki/Heather_Simms Heather as Bad Bessie in "Red Dead Revolver," 2004 http://www.youtube.com/watch?v=UNJ6h9j6G6Q Helena is voice acted by young renowned mesmerizing beauty Bijou Lilly Phillips. She's the daughter of the late John Phillips, the leader of The Mamas and the Papas ("California Dreamin,'" etc.) and actress Geneviève Waïte, and the half sister of both Chynna Phillips (of the music group Wilson Phillips, "California," 2004, etc.) and Mackenzie Phillips (Julie in the TV show "One Day at a Time," 1975-1983, etc.). She played Estrella Starr in "Almost Famous," 2000, Alice in "Door on the Floor," 2004, and starred as Emily in "Havoc," 2005. She made an album called "I'd Rather Eat Glass" in 1999. http://www.imdb.com/name/nm0005313/ http://en.wikipedia.org/wiki/Bijou_Phillips "When I Hated Him" from "I'd Rather Eat Glass," 1999, by Bijou Phillips http://www.youtube.com/watch?v=flK-7FBcfX0 Katie is voice acted by the ultra attractive holder of a B.A. in psychology, China Chow. She's the daughter of late model/designer Tina Chow and international restaurateur Michael Chow. (Fans of Talking Heads tunes might also note that David Byrne is her uncle.) She was one of one of Harper's Bazaar's "It Girls" in 1996. She played Jennifer Foster in the TV movie "Blessings," 2003, which starred Mary Tyler Moore. She played Lucy Chen in a couple episodes of the TV show "Burn Notice," 2007. In 2010, she became a judge on the TV series "Work of Art: The Next Great Artist." http://www.imdb.com/name/nm0004824/ http://en.wikipedia.org/wiki/China_Chow "Work of Art: The Next Great Artist," 2010, featuring host China Chow http://www.youtube.com/watch?v=MGwjDhRhtVg Michelle is voice acted by eminently bedazzling actress of stage and screen Vanessa Aspillaga. Among many things, she provided a "theater-filling joy" as Marela in the Pulitzer Prize-winning N.Y.C. play "Anna In The Tropics," which premiered in 2003 at the Royale Theatre. She was in four episodes of the TV series "Law and Order" from 1996 to 2008. In movies, she played Celia in ""Petty Crimes," 2002, Anna in "Morning Glory," 2010, and Karina in "Gun Hill Road," 2011. http://www.nyc.gov/html/film/html/news/01_08_anna_tropics_day.shtml http://www.talkinbroadway.com/world/AnnaTropics.html http://www.imdb.com/name/nm0039665/ Vanessa Aspillaga interviewed for TheBochinche.Com, 2010

http://www.youtube.com/watch?v=2zIiAjGh90Q Barbara is voice acted by drop down gorgeous Danielle Lee Greaves, who played Danielle in eleven episodes of the TV show "Whoopie," 2003-2004, and played Singing Nurse #2 in two 2009 episodes of "Rescue Me." She's also starred on Broadway as Lorraine in "Hairspray," Joanne in "Rent," Leatherine/Psychiatrist in "Sunset Boulevard," and Ethel in "ShowBoat" (see the ibdb link). In 2009, she became one of the stars of the all-woman rock musical "Chix 6." http://broadwayinspirationalvoices.com/Voices/greaves.html http://www.imdb.com/name/nm1045442/ http://www.ibdb.com/person.php?id=98860 "CHIX 6: 'Mama's Lookin' For A Sex Slave'"--lead vocal by Danielle Lee Greaves http://www.youtube.com/watch?v=bnw9GTPaKME Millie is voice acted by the beautiful blonde actress/singer/composer Orfeh, who also provided the voice of the Dispatcher/Doctor/Female Officer in the videogame "Max Payne 2: The Fall of Max Payne," 2003. Her Mom named her after her favorite opera, "Black Orfeus." Orfeh wrote and, with Or-N-More, performed the top 40 tune "Everyotherday," 1991. She was nominated for a Tony as "Outstanding Featured Actress in a Musical" for her Broadway portrayal of Paulette Bonafonté in "Legally Blonde: The Musical," 2007-2008, and played the same role for the 2007 TV-movie of it. She released her first solo album, "What Do You Want from Me," in 2008. (I have absolutely no evidence that she likes Gimp suits.) http://www.myspace.com/orfehsite/comments http://www.orfeh.com/ http://www.imdb.com/name/nm1294108/ http://www.ibdb.com/person.php?id=55173 http://en.wikipedia.org/wiki/Orfeh "'Ireland' by Orfeh from 'Legally Blonde: the Musical,'" 2007, and "ORFEH Interview Part 1," 2008--both featuring Orfeh http://www.youtube.com/watch?v=3pY1P1iUmAU http://www.youtube.com/watch?v=tN8d3beV-Lo http://en.wikipedia.org/wiki/Legally_Blonde_%28musical%29 XI.c

Basketball

In the PC version, basketball becomes available after "Tagging Up Turf" (IV.1). F or Enter W,S,A, and D Left Shift LMB, Num 0, or Left Ctrl Spacebar

Play/Quit Move C.J. Press to have C.J. prepare to throw, release it near the top of his jump to have him throw-the game will point him at the hoop. C.J. spins the ball on his fingertip C.J. rolls the ball from one hand, across his shoulders, to his other hand

MMB

Start challenge

While C.J. plays basketball, sending him to the ball will cause him to pick it up and bounce it. A close shot is worth one point and a long shot is worth two points, but these points aren't given in the Stats. The longest distance of C.J.'s successful shots is recorded in Stats > Achievements > Furthest Hoop. You can have C.J. take a shot from a little beyond the boundary of the court, get a warning that he has to re-enter it to continue playing, but remain in the game and make a successful shot with a greater distance. http://img84.imageshack.us/img84/1993/sabasketball4nb6.jpg http://img524.imageshack.us/img524/5222/sabasketball3sw7.jpg If you have C.J. go for the challenge, found at full-size courts, he gets one minute on the timer to start with and fifteen seconds added for each successful shot. Each shot is made from within a red shaft of light, which relocates after each successful effort. His highest number of successful shots is recorded in Stats > Mission > Highest basketball score. http://img84.imageshack.us/img84/346/sabasketball1ro2.jpg http://img84.imageshack.us/img84/1400/sabasketball2wo8.jpg Places where basketball is available Small courts: - in the lot beside the garage of Sweet's house, which is two houses counterclockwise from the Johnson house, - NW of the W end of the bar room in Madd Dogg's Crib, and - the basketball appears at random on one or two of the courts of the following batch: the 2nd house on the W side of the road S of the Prickle Pine Yellow Bell RR station, the 2nd house E of the station and four other houses nearby and to the E on the same street, and at the 1st "E" of "PRICKLE PINE" on the S side of the street. Full-size courts: - on the SE corner of the block to the E of the last "S" of "LOS SANTOS" (on the SE corner of the block that's S of the block with the artwork similar to Watts Towers), - by the "S" of "PLAYA DEL SEVILLE," - on the middle block E of the Camel's Toe pyramid, and

- on the N side of the VROCK Hotel--just E of the train track that's E of the Roca Escalante police station. http://img375.imageshack.us/img375/8171/00gta1basketball14wc.jpg http://img350.imageshack.us/img350/8826/00gta1basketball21gv.jpg http://img350.imageshack.us/img350/7364/00gta1basketball34ey.jpg http://img375.imageshack.us/img375/5448/00gta1basketball43tn.jpg http://img350.imageshack.us/img350/7236/00gta1basketball55rb.jpg http://img375.imageshack.us/img375/4735/00gta1basketball69bs.jpg Thanks to scissorunner for noticing that the basketball appears randomly in the N LV batch and for finding the court N of the VROCK Hotel. XI.d

Videogames

Your high scores for videogames aren't recorded in your Stats, but you can have them recorded with your initials as a part of each game. Efforts with videogames are among the things, referred to in section I.5.p, that add to your mission attempts but not missions passed, so you shouldn't worry about those statistics. Duality The rocket is stationary, except it can rotate, in the middle of the screen. Everything else moves to show the relative motion of it. Try to slow the movement for better aim. The red bar shows the Health of the rocket. The green bar shows the power it has; it diminishes with acceleration, and slowly fills up otherwise. Try to shoot big black globes for ten points, hitting a big white one costs ten points. Try to pass through little white globes for five points; going through little black ones costs five points. The big white ones repel your rocket. Each shot costs one point. You have the option of playing it the same way except the roles of black and white are reversed. A D L Shift LMB

Counter-clockwise Clockwise Forward Fire

******** They Crawled from Uranus Targets swirl out and back from the center of the screen and your rocket can rotate around them, clockwise or counter-clockwise, in a fixed circular track. Try to shoot them and not be shot by the red dots they send out. The PS2 gimmick of keeping the rocket from getting hit by red dots by sending it in a constant rotation works for PC.

It's like Gyruss, an arcade game which appeared in 1983 then on various ports. One of the planets you tried to get the rocket to reach with it, by succeeding at levels, was Uranus. (The BradyGames guide sees some similarities with a game called Tempest, released in 1980.) http://en.wikipedia.org/wiki/Gyruss http://en.wikipedia.org/wiki/Tempest_%28arcade_game%29 A D LMB

Clockwise Counter-clockwise Fire

See X.13.p if you're feeling nostalgic about trying the Gradius and Gyruss games mod. ******** Go Go Space Monkey The scenery and targets move right to left. You can send your ship up or down, left or right, to avoid their attacks and shoot them. It's like Defender, which was released in 1980 to become, with Pac Man, one of the biggest money-making arcade games of all time. It's also like Gradius, which 1st appeared as an arcade game in 1985, then appeared on various ports. http://en.wikipedia.org/wiki/Defender_%28video_game%29 http://en.wikipedia.org/wiki/Gradius W S A D L Shift

Up Down Left Right Fire

See X.13.p if you'd like to see it as Gradius with the Gradius and Gyruss games mod. ******** Let's Get Ready to Bumble You can move the bee side to side, up or down, and the scenery moves in reaction to show motion, which you can slow or stop by moving the bee in the opposite direction. The scenery includes leaves with flowers--you send the bee through the flowers for points. It also includes thorny vines, which destroy the bee on contact. L Shift Spacebar A D

Up Down Left Right

According to Mogyle, at the GTA Forums web site, the title comes from the

phrase called out in the arcade-type game "Ready 2 Rumble": "Let's get ready to rumble." (GTW note: the game features it being called out by the boxing announcer who's become famous for it: Michael Buffer.) http://www.gtaforums.com/index.php?showtopic=174800&st=2300 XI.e

Gambling

Inside Track Betting--ITB Available on the E-W road that goes across the S tip of the Mulholland Intersection, Los Santos, and at the S end of the E side of the biggest block of Montgomery, Red County. All the horses of this video horse race have an equal chance of winning (except in regard to the gimmick mentioned below), so C.J. can make a lot of money by betting on the horse with the biggest odds/multiple return of the money wagered--the one at the bottom of the list--if you reload the game after every attempt and just save the game when he wins. There's no limit on the amount C.J. can wager. As mentioned in "Inside Track Betting" (see III.12) under "The Horse Races gimmick", you can have C.J. bet a small amount and note the name and color of the horse that wins. Have him keep activate and deactivate the betting machine over and over till the same name and color appears again--preferably on the bottom of the list, which is the horse that pays off the biggest if it wins. Have C.J. bet the bundle on that one because it will win. Update: I recently tried this method again several times early in the game, and a horse reappeared quickly with the same color and name, but the gimmick didn't work. Then I tried with a save file for "End of the Line, it took a long time for a horse with the same color and name to reappear, and the gimmick worked. I still need to find out what the circumstances are that allow the gimmick to work. ******** Pool Pool (eight ball pocket billiards) is available: - at the Ten Green Bottles bar W of the Johnson house, on the same street, in Los Santos, - at Misty's bar at the N end of the W side of the block at the bottom of the

martini glass icon that's S of "GARCIA" in San Fierro, - at the Lil' Probe Inn in Bone County, and - in the middle of the S side of the block under the block with "VENTURAS" of "OLD VENTURAS STRIP" in Las Venturas. Use the cue--white--ball to pocket either a striped or solid color ball, then all the others of the same type, then the eight ball. If a player misses, it's the other player's turn. http://en.wikipedia.org/wiki/Eight-ball If a player pockets the cue ball or the wrong color, it's the other player's turn and they can place the cue ball anywhere on the table. The computer player always puts it in the middle of about 2/3rds of the length of the table, but you can use W,S,A, or D, or the directional arrows, to have C.J. put it anywhere that's to his advantage for a shot. If one of the players pockets the eight ball before they've pocketed all of the balls of their type, the other player wins. Push the mouse forward for C.J. to draw the pool cue back, and pull the mouse back for C.J. to push the pool cue forward (I have Invert Mouse Vertically turned off). You can press Left Shift to skip some of the screens and cut scenes. Depending on the table, C.J. can bet from $1,000 to $100,000. ******** Lowrider Challenge See IV.10. ******** Video Poker Available at The Four Dragons, Caligula's Palace, and the Casino on the midN side of the block N of "WEST" of "REDSANDS WEST" Hold the cards or discard them to try to get (from top to bottom, they are the least likely/highest paying to most likely/lowest paying): Royal Flush Straight Flush Four of a kind Full house Flush

Ace, King, Five cards Four cards Three of a Five cards

Queen, Jack, and 10 of the same suit of the same suit and in sequence of equal rank kind (equal rank) plus a pair (equal rank) of the same suit but not in sequence

Straight Three of a kind Two pairs Jacks or better

Five cards in sequence but not the same suit Three cards of equal rank Two pairs of cards, each pair having the same rank A pair of Jacks, Queens, Kings, or Aces.

Hold the cards for a winning combination you see or one you want to try to get. If the cards don't suggest one, you can discard them all or take a chance with one or two, remembering that the combinations at the bottom of the list are more likely to appear and salvage your hand. Any you discard will be replaced, and your ability to win is based on the next set of results. The coin value is the value of one wagering chip, and the value of the wager is based on the number of chips. You can bet from one to five chips. The value of one chip depends on the machine. $25, $50, $500, $1,000, $5,000, or $10,000.

It can be worth $1, $5, $10,

The reward for a winning hand is expressed in the number of chips it's worth and shown below. The 1st vertical row represents the reward for betting one chip, the 2nd for two chips, etc. Notice that the exception to the math used for the rest of the chart is the reward for betting five chips and getting a Royal Flush. http://en.wikipedia.org/wiki/Video_poker Royal Flush Straight Flush Four of a kind Full house Flush Straight Three of a kind Two pairs Jacks or better

250 50 25 9 6 4 3 2 1

500 100 50 18 12 8 6 4 2

750 150 75 27 18 12 9 6 3

1,000 200 100 36 24 16 12 8 4

4,000 250 125 45 36 24 15 10 5

The picture cards have pictures of at least these earlier GTA characters: Candy Suxxx, Ricardo Diaz, Steve Scott, Lance Vance, stripa?--the VC lady with a martini, Salvatore Leone, Asuka Kasen, Toni Cipriani, 8 Ball, Luigi Goterellio, Donald Love, and Misty. ******** Slot machines Available at The Four Dragons and Caligula's Each of the three windows can show either cherries, grapes, "69," a gold bell, a gold bar, or a pair of gold bars. Try to get three of a kind. It's like ITB except the only way to play it has a lot smaller a likelihood of winning than the easiest ways to win at anything else listed here. http://en.wikipedia.org/wiki/Slot_machine

A slot machine charges the same amount for each try. $5, $10, $20, or $50.

The amount can be $1,

Thanks to a post at Gamefaqs by anOILERSfan for showing that a set of three of each type--cherries, bells, etc.--always pays out in the same multiple of the cost per try. So three cherries would pay out $25 on a one dollar machine, $125 on a $5 machine, etc. Thanks to spaceeinstein for telling me the payout for three gold bars and that the Luck Stat has no influence on the odds of winning with slot machines. Three Three Three Three Three Three

cherries: 25 times grapes: 100 times "69"s: 250 times bells: 500 times gold bars: 1,000 times pairs of gold bars: 5,000 times

the the the the the the

cost cost cost cost cost cost

per per per per per per

try try try try try try

In the time I tried it, the 1st four combinations seemed about equally likely to appear. The only combination that showed up only once was three gold bars; three pairs of gold bars didn't show up. ******** Gambling Stat and Luck Stat related Las Venturas gambling Blackjack, Roulette, and Wheel of Fortune--three table-dependent ways to gamble--are available at The Four Dragons and Caligula's Palace, and Blackjack is also available at the Casino on the mid-N side of the block N of "WEST" of "REDSANDS WEST." The more C.J. bets on these games, the higher his Gambling Stat till it's maximized, and the more money he can bet on these games or borrow from the casino to play them--up to $1,000,000. Once he gambles a total of $1,000, he can bet or borrow $1,000 at a time, etc. I've also had C.J.'s Gambling Stat goes up by having him use slot machines, so I'm guessing Video Poker would work, too. According to the BradyGames guide, these are the levels of C.J.'s Gambling Stat and how much he can wager or borrow at each one for Blackjack, Roulette, or Wheel of Fortune: 1% 5% 10% 100%

Gambler Level Professional Hi-roller Whale

$1,000 $10,000 $100,000 $1,000,000

Whatever the highest amount allowed per bet at a table is, there are always

tables that have a smaller top amount allowed, like $100, whatever C.J.s Gambling Stat is. The top amount C.J. can bet on Blackjack and Roulette at the Redsands West Casino is always $100; the minimum is $1. To increase C.J.'s Luck Stat to 1,000, have him collect all 50 Horseshoes. The last I heard (see spaceeinstein's reference in the slot machine segment and GTA_Phreak's in the Blackjack segment), getting all the Horseshoes just creates a Stat and goes toward 100% completion of the game--it doesn't affect the odds of winning anything. If C.J. goes into debt--a negative, red number for his cash--he can continue to bet with the credit his gambling skill created, then he can't bet anymore. Thanks to spaceeinstein for telling me that "C.J. will be hunted down if he is $500 or more in debt." "The guys that attack CJ carry" approximately "$10,000 each, so you could just kill them to pay off your debt. The more deeply C.J. is in debt, the tougher the attackers will be." If C.J. goes $500 or more in debt and goes outside, he gets a call from the owner: "Just a friendly reminder that you owe me money. Don't be a stranger." If C.J. doesn't come up with the money in a few minutes, the owner calls again: "Carl Johnson. Little bird told me you're in town. You should have listened to me and paid your debts" or such. If he's in the neighborhood of the casino, the gangsters of a dark gray Vincent sedan shoot at C.J. with Micro-SMGs and AK47s. To pay it off, C.J. has to make enough money (doing the Vigilante mission with the Hunter, etc.) to get back up to a green, positive number for his cash. The gimmick of getting C.J. out of debt by having him do a Unique Jump he doesn't have credit for yet doesn't work for PC. The best strategy for LV casino gambling is to have C.J. play Blackjack using the strategy sheet shown near the bottom of this page along with the strategy GTA Phreak offers to get the advantage on the dealer. Only the gimmick of having C.J. bet on the long shot at Inside Track, and exiting and reloading the game till he wins, may be faster. ******** If you ever get lost looking for the exit for Caligula's: Owing to some programming mistake, the door to Caligula's Palace, seen from the outside, is on the W side, but seen from the inside, it's on the N side. (The entrance/exit for The Four Dragons is on the E side of it.)

******** Wheel of Fortune C.J. bets at a table that the wheel will stop on (in order from lowest pay to least likely/highest pay): $1, $2, $5, $10, $20, or symbol. He can bet on any number of those choices at a time. If he than one choice at a time, the amount he bet on any one number is of the amount he bet on any others.

most likely/ $40/star bets on more independent

It's the Money Wheel version of the Big Six wheel. http://casinogambling.about.com/od/othergames/a/wheel.htm http://wizardofodds.com/bigsix http://en.wikipedia.org/wiki/Big_Six_wheel If the wheel stops on the dollar amount C.J. picks, he wins the dollar amount times the cost per try: $1 at $100 cost per try pays $100, $5 at $100 cost per try pays $500, $20 at $100 cost per try pays $2,000, etc. If the wheel doesn't stop at the amount C.J. picks, he loses the amount he paid to try. Betting on the smaller, more common numbers provides the best chance to win, and the odds are still bad that you'll win by any strategy. (Using the guide given below, the odds are better for winning with Blackjack.) A table can let C.J. bet up to $100, $1,000, or $1,000,000 per try. ******** Roulette Move the yellow circle over the table to pick the number/numbers that the roulette wheel ball will stop on or among. http://probability.infarom.ro/roulette.html http://en.wikipedia.org/wiki/Roulette From top to bottom, in the order of least likely to win/biggest pay to most likely to win/least pay, they are: Single number--if the ball lands on zero, the bet must be on zero to win; the reward is 36 times the amount bet Two numbers; the reward is 18 times the amount bet Row of three numbers (put the circle on the right edge of the row); the reward is 12 times the amount bet Four numbers (a square; put the circle where the boxes of the four intersect);

the reward is nine times the amount bet Two rows (make the circle overlap the right edge of two rows); the reward is six times the amount bet 3 to 1 (1-34/2-35/3-36) (1st 12/2nd 12/3rd 12); the reward is three times the amount bet 1-18/19-36/red/black/even/odd; the reward is twice the amount bet If C.J. loses, he loses the amount he bet. A table can let C.J. bet up to $100, $1,000, or $1,000,000 per try. ******** Blackjack You're dealt two cards face up, and the dealer gets two cards--one face up and one face down. Try to get cards that come closer to a value of 21, without going over it, than the dealer's cards. Aces are worth one or eleven, 10's through Kings are worth 10. If you "Stick" (Left Shift) with cards, you keep them and it's the dealer's turn. If you ask to be "Hit" (LMB), you're given another card face up--you can have up to five. If you go over 21, you lose and it's called a "Bust." If you "Double" your cards (Spacebar; I remap Jump to be Spacebar), you double your bet and you get another card. When it's the dealer's turn, the dealer turns up their face down card. If the dealer's pair of cards are 17 or higher, they Stick with them; if they're lower than 17, they Hit--add another card to their hand. If it's a tie it's called a "Push"--no winner or loser. A "Blackjack" is an Ace and a 10 or an Ace and a picture card. If you get two cards of equal value, you can "Split" (Mouse Wheel Down). Your two cards are placed vertically, a card is added to the top one, and a yellow arrow points at the top hand. The amount you wagered is doubled. When you've created as high an amount with the top hand as you want, press Left Shift (I remap Run to Left Shift) to Stick with it and go to your lower hand. If the top hand goes over 21, the top hand is a Bust and you go to the lower hand. The yellow arrow now points at the lower hand.

When you've created as high an amount with the lower hand as you want, Stick to give the dealer their turn and play both of your hands against the dealer's cards. If your top hand didn't go over 21 and either of your hands beats the dealer's cards, you win. If your top hand went over 21 but your bottom hand beats the dealer's cards, it's a Push. http://en.wikipedia.org/wiki/Blackjack Thanks to reader Carl Johnson for sending me the tip that C.J.'s reward is what he bet. If C.J. loses, he loses the amount he bet. Thanks to GTA_Phreak for recommending the gambling chart at the Blackackinfo web site. http://www.blackjackinfo.com/bjbse.php http://img529.imageshack.us/img529/2804/002020blackjackgs4.jpg He also recommends this strategy once C.J. gambles a million dollars at a casino and gets the Whale status: The game uses a six deck sequence and it isn't reshuffled as long as C.J. stays at the table. That means each Blackjack table has 312 (6 x 52) cards playing in a loop distinctive to that table as long as C.J. doesn't leave the table. So have him go to a Blackjack table that allows bets of a million dollars and play through the loop of 312 cards at minimum wagers while you write down the sequence. The dealer always hits when the total of his cards is under 17 and holds at 17 or over. So the next time the loop comes around you know the sequence and can go for big money bets and win on most hands, and on the few you can't win you can just bet the minimum. Your Hand V 7 8 9 10 11 12 13 14 15 16 17 18

2 H H H D D H S S S S S to

Hard totals 3 4 5 6 7 8 H H H H H H H H H H H H D D D D H H D D D D D D D D D D D D H S S S H H S S S S H H S S S S H H S S S S H H S S S S H H S S S S S S 20 are the same

9 10 A < Dealer upcard H H H H H H H H H D H H D D H H H H H H H H H H H H H H H H S S S as for 17

A,2 A,3 A,4 A,5 A,6 A,7 A,8 A,9

H H H H H S S S

Soft H H H H H D H D D D DS DS S S S S

2,2 3,3 4,4 5,5 6,6 7,7 8,8 9,9 T,T A,A

P P H D P P P P S P 2

P P H D P P P P S P 3

H S P D DS

Pair P P H D P P P P S P 4

totals D D H D D H D D H D D H D D H DS DS S S S S S S S

H H H H H S S S

H H H H H H S S

H H H H H H S S

H H H H H H S S

splitting P P P H P P P H P P H H D D D D P P H H P P P H P P P P P P S P S S S S P P P P 5 6 7 8

H H H D H H P P S P 9

H H H H H H P S S P 10

H H H H H H P S S P A

< Dealer upcard

Hit Stand (Hold) Split Double (Hit if not allowed, but you can Double in this version) Double (Stand if not allowed, but you can Double in this version)

&&&&&&&&&&&&&&&&&&&&

All done!

FAQ/Walkthrough by A I e x Version: 1.00 | Updated: 06/04/06 | Printable Version _____ __ ________ _____ ___ __ / ___/______ ____ ___/ / /_ __/ / ___ / _/ /_ / _ |__ __/ /____ / (_ / __/ _ `/ _ \/ _ / / / / _ \/ -_) _/ __/ / __ / // / __/ _ \ \___/_/ \_,_/_//_/\_,_/ /_/ /_//_/\__/_/ \__/ /_/ |_\_,_/\__/\___/ _________ _____ ___ / _____/____ ____ / _ \ ____ __| _/______ ____ _____ ______ \_____ \\__ \ / \ / /_\ \ / \ / __ |\_ __ \/ __ \\__ \ / ___/ / \/ __ \| | \/ | \ | \/ /_/ | | | \ ___/ / __ \____ \ /_______ (____ /___| /\____|__ /___| /\____ | |__| \___ >____ /___ > \/ \/ \/ \/ \/ \/ \/ \/ \/ ____________________________________________________________________________ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | P S 2 V E R S I O N W A L K T H R O U G H |

|____________________________________________________________________________| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | Author: Alex Eagleson (A I e x) | | Began: October 28th, 2004 | | Completed: March 20th, 2005 | | Email: StarOceanDC(at)gmail(dot)com | | University of Guelph, Ontario | |____________________________________________________________________________| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O============================================================================O | Table of Contents | O============================================================================O ** In order to navigate this guide I have implemented a Ctrl+f system, which means you press ctrl+f in your browser or word processer to bring up the search menu, then enter the letters in brackets on the right of the section that you're looking for. 1. Controls............................................................(00000) 2. Full Walkthrough....................................................(00010) i - Big Smoke.....................................................(00011) ii - Ryder........................................................(00012) - Sweet's Missions....................................................(00020) i - Tagging up Turf...............................................(00021) ii - Cleaning the Hood............................................(00022) iii - Drive-Thru..................................................(00023) iv - Nines and AKs................................................(00024) v - Drive-By......................................................(00025) vi - Sweet's Girl ................................................(00026) vii - Cesar Vialpando.............................................(00027) viii - Doberman...................................................(00028) ix - Los Sepulcros................................................(00029) x - Reuniting the Families........................................(0002A) xi - The Green Sabre..............................................(0002B) - Big Smoke's Missions................................................(00030) i - OG Loc........................................................(00031) ii - Running Dog..................................................(00032) iii - Wrong Side of the Tracks....................................(00033) iv - Just Business................................................(00034) - Ryder's Missions....................................................(00040) i - Home Invasion.................................................(00041) ii - Catalyst.....................................................(00042) iii - Robbing Uncle Sam...........................................(00043) - OG Loc's Missions...................................................(00050) i - Life's a Beach................................................(00051) ii - Madd Dogg's Rhymes...........................................(00052) iii - Management Issues...........................................(00053) iv - House Party..................................................(00054) - C.R.A.S.H. Missions.................................................(00060) i - Burning Desire................................................(00061) ii - Gray Imports.................................................(00062) iii - Badlands....................................................(00063) iv - Snail Trail..................................................(00064) v - Misappropriation..............................................(00065) vi - High Noon....................................................(00066) - Cesar Vialpando's Missions..........................................(00070)

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i - High Stakes, Low-Rider........................................(00071) ii - King in Exile................................................(00072) iii - Wu Zi Mu....................................................(00073) iv - Farewell, My Love............................................(00074) Catalina's Missions.................................................(00080) i - First Date....................................................(00081) ii - Tanker Commander.............................................(00082) iii - First Base..................................................(00083) iv - Local Liquor Store...........................................(00084) v - Gone Courting.................................................(00085) vi - Small Town Bank..............................................(00086) vii - Made in Heaven..............................................(00087) viii - Against all Odds...........................................(00088) The Truth's Missions................................................(00090) i - Body Harvest..................................................(00091) ii - Are You Going to San Fierro?.................................(00092) iii - Don Peyote..................................................(00093) CJ's Missions.......................................................(000A0) i - Wear Flowers in Your Hair.....................................(000A1) ii - 555 We Tip...................................................(000A2) iii - Deconstruction..............................................(000A3) iv - Photo Opportunity............................................(000A4) v - Ice Cold Killa................................................(000A5) vi - Pier 69......................................................(000A6) vii - Toreno's Last Flight........................................(000A7) viii - Yay Ka-Boom-Boom...........................................(000A8) Jizzy's Missions....................................................(000B0) i - Jizzy.........................................................(000B1) ii - T-Bone Mendez................................................(000B2) iii - Mike Toreno.................................................(000B3) iv - Outrider.....................................................(000B4) Woozie's Missions...................................................(000C0) i - Mountain Cloud Boys...........................................(000C1) ii - Ran Fa Li....................................................(000C2) iii - Lure........................................................(000C3) iv - Amphibious Assault...........................................(000C4) v - The Da Nang Thang.............................................(000C5) vi - Fender Ketchup...............................................(000C6) vii - Explosive Situation.........................................(000C7) viii - You've Had Your Chips......................................(000C8) ix - Fish in a Barrel.............................................(000C9) ???'s Missions......................................................(000D0) i - Monster.......................................................(000D1) ii - Highjack.....................................................(000D2) iii - Interdiction................................................(000D3) iv - Verdant Meadows..............................................(000D4) Flight Missions.....................................................(000E0) i - Learning to Fly...............................................(000E1) ii - N.O.E........................................................(000E2) iii - Stowaway....................................................(000E3) iv - Black Project................................................(000E4) v - Green Goo.....................................................(000E5) Rosie's Missions....................................................(000F0) i - Intensive Care................................................(000F1) ii - The Meat Business............................................(000F2) iii - Freefall....................................................(000F3) iv - Saint Mark's Bistro..........................................(000F4)

- Madd Dogg's Missions................................................(000G0) i - Madd Dogg.....................................................(000G1) - Heist Missions......................................................(000H0) i - Architectural Espionage.......................................(000H1) ii - Key to Her Heart.............................................(000H2) iii - Dam and Blast...............................................(000H3) iv - Cop Wheels...................................................(000H4) v - Up, Up and Away!..............................................(000H5) vi - Breaking the Bank at Caligula's..............................(000H6) - CJ's Final Missions.................................................(000I0) i - A Home in the Hills...........................................(000I1) ii - Vertical Bird................................................(000I2) iii - Home Coming.................................................(000I3) iv - Cut Throat Business..........................................(000I4) v - Riot..........................................................(000I5) - Sweet's Final Missions..............................................(000J0) i - Beat Down on B Dup............................................(000J1) ii - Grove 4 Life.................................................(000J2) iii - Los Desperados..............................................(000J3) iv - End of the Line..............................................(000J4) - ZERO's Missions.....................................................(000K5) i - Air Raid......................................................(000K1) ii - Supply Lines.................................................(000K2) iii - New Model Army..............................................(000K3) - Wang Cars Missions...................................................(000Q0) i - Zeroing In....................................................(000Q1) ii - Test Drive...................................................(000Q2) iii - Customs Fast Track..........................................(000Q3) iv - Puncture Wounds..............................................(000Q4) - Stadium Missions.....................................................(000V0) i - 8-Track.......................................................(000V1) ii - Blood Bowl...................................................(000V2) iii - Dirt Track..................................................(000V3) iv - Kickstart....................................................(000V4) 3. Los Santos Races....................................................(000U0) i - Lowrider Race.................................................(000U1) ii - Little Loop..................................................(000U2) iii - Backroad Wanderer...........................................(000U3) iv - City Circuit.................................................(000U4) v - Vinewood......................................................(000U5) vi - Freeway......................................................(000U6) vii - Into the Country............................................(000U7) viii - Badlands A.................................................(000U8) ix - Badlands B...................................................(000U9) 4. San Fierro Races....................................................(000T0) i - Dirtbike Danger...............................................(000T1) ii - Bandito County...............................................(000T2) iii - GO-GO Karting...............................................(000T3) iv - San Fierro Fastlane..........................................(000T4) v - San Fierro Hills..............................................(000T5) vi - Country Endurance............................................(000T6) 5. Las Venturas Races (Land)...........................................(000S0) i - SF to LV......................................................(000S1) ii - Dam Rider....................................................(000S2) iii - Desert Tricks...............................................(000S3) iv - Las Venturas Ringroad........................................(000S4) 6. Las Venturas Races (Air)............................................(000R0)

i - World War Ace.................................................(000R1) ii - Barnstorming.................................................(000R2) iii - Military Service............................................(000R3) iv - Chopper Checkpoint...........................................(000R4) v - Whirly Bird Waypoint..........................................(000R5) vi - Heli Hell....................................................(000R6) 7. Driving School......................................................(000Z0) i - The 360.......................................................(000Z1) ii - The 180......................................................(000Z2) iii - Whip and Terminate..........................................(000Z3) iv - Pop and Control..............................................(000Z4) v - Burn and Lap..................................................(000Z5) vi - Cone Coil....................................................(000Z6) vii - The '90'....................................................(000Z7) viii - Wheelie Weave..............................................(000Z8) ix - Spin and Go..................................................(000Z9) x - P.i.t. Maneuver...............................................(000ZA) xi - Alley Oop....................................................(000ZB) xii - City Slicking...............................................(000ZC) 8. Boating School......................................................(000Y0) i - Basic Seamanship..............................................(000Y1) ii - Plot a Course................................................(000Y2) iii - Fresh Slalom................................................(000Y3) iv - Flying Fish..................................................(000Y4) v - Land, Sea and Air.............................................(000Y5) 9. Flying School.......................................................(000X0) i - Takeoff.......................................................(000X1) ii - Land Plane...................................................(000X2) iii - Circle Airstrip.............................................(000X3) iv - Circle Airstrip and Land.....................................(000X4) v - Helicopter Takeoff............................................(000X5) vi - Land Helicopter..............................................(000X6) vii - Destroy Targets.............................................(000X7) viii - Loop-the-Loop..............................................(000X8) ix - Barrel Roll..................................................(000X9) x - Parachute onto Target.........................................(000XA) 10. Motorcycle School..................................................(000W0) i - The 360.......................................................(000W1) ii - The 180......................................................(000W2) iii - The Wheelie.................................................(000W3) iv - Jump & Stop..................................................(000W4) v - The Stoppie...................................................(000W5) vi - Jump & Stoppie...............................................(000W6) 11. Vehicle Challenges.................................................(00900) i - BMX...........................................................(00901) ii - The Chiliad Challenge........................................(00902) iii - NRG 500.....................................................(00903) iv - Lowerider....................................................(00904) 12. Tag Locations......................................................(00200) 13. Snapshot Locations.................................................(00300) 14. Horseshoe Locations................................................(00400) 15. Oyster Locations...................................................(00D00) 16. Completing 100%....................................................(00B00) i - Courier.......................................................(00B01) ii - Special Missions.............................................(00B02) iii - Vehicle Missions............................................(00B03) iv - Shooting Challenge...........................................(00B04)

17.

18.

19.

20.

21. 22.

23. 24. 25.

v - Gym...........................................................(00B05) vi - Safe Houses..................................................(00B06) vii - Exports.....................................................(00B07) Beyond 100%........................................................(00C00) i - Unique Jumps..................................................(00C01) ii - Girlfriends..................................................(00C02) iii - Minigames...................................................(00C03) iv - Multiplayer..................................................(00C04) Mission Requirements and Rewards...................................(00100) i - Introductory Missions.........................................(00101) ii - Sweet's Missions.............................................(00102) iii - Big Smoke's Missions........................................(00103) iv - Ryder's Missions.............................................(00104) v - OG's Missions.................................................(00105) vi - C.R.A.S.H. Missions..........................................(00106) vii - Cesar Vialpando's Missions..................................(00107) viii - Catalina's Missions........................................(00108) ix - The Truth's Missions.........................................(00109) x - CJ's Missions.................................................(0010A) xi - Jizzy's Missions.............................................(0010B) xii - Woozie's Missions...........................................(0010C) xiii - ???'s Missions.............................................(0010D) xiv - Flight Missions.............................................(0010E) xv - Rosie's Missions.............................................(0010F) xvi - Madd Dogg's Missions........................................(0010G) xvii - Heist Missions.............................................(0010H) xviii - CJ's Final Missions.......................................(0010I) xix - Sweet's Final Missions......................................(0010J) xx - ZERO's Missions..............................................(0010K) xxi - Wang Cars Missions..........................................(0010N) xxii - Stadium Missions...........................................(0010L) xxiii - Schools...................................................(0010M) Weapons............................................................(00E00) i - Melee.........................................................(00E01) ii - Firearms.....................................................(00E02) iii - Other Weapons...............................................(00E03) iv - Leftovers....................................................(00E04) Clothing...........................................................(00600) i - Binco.........................................................(00601) ii - Victim.......................................................(00602) iii - Zip.........................................................(00603) iv - Sub-Urban....................................................(00604) v - PROlaps.......................................................(00605) vi - Didersachs...................................................(00606) Tattoos............................................................(00500) i - Tattoos.......................................................(00501) ii - Tattoo.......................................................(00502) Barber Shops.......................................................(00A00) i - Barber Salon..................................................(00A01) ii - Barber Shop..................................................(00A02) iii - Reeces......................................................(00A03) Version History....................................................(00X00) Legal..............................................................(00X01) Credits............................................................(00X02)

O============================================================================O | Controls (00000) |

O============================================================================O Start - Regardless of whether you're on foot or in a vehicle the start button is the pause button. When the game is paused it brings up your menu which you can cycle through and change various options or look at your statistics. Select - The select button basically controls the camera for everything, there are three different camera distances you can choose from when running around on foot and various different types of camera for your vehicles as well. D-pad - The D-pad does not move you or steer your cars in this game. When you're on foot the d-pad is used to recruit gang members if you have that ability, walk up to one of them and target with R1 then press either up or down to recruit. In conversation pressing either left or right responds positively or negatively respectively. In car it changes radio stations. Left Analog - This is the basic moving and steering button. While on foot it moves your character in the direction you press and while in your car it steers in the direction you want to go, quite a handy button. Right Analog - The right analog stick is primarily for controlling the camera, moving it around will circle the camera around you and pretty much give you any view you want, though it always defaults back to where it started. X - The X button is used to confirm menu choices, holding it down also allows you to run while on foot and accelerate in your car. It has an additional tapping function where tapping it really fast allows you to do a super sprint with your character, or pedal the bicycle really really fast. Triangle - The triangle button is used while on foot to either get into a car or onto a motorcycle and such. It also kind of acts as the initiation button for special events and such like buying a drink. If you press the triangle button while in your car, then you will get out of the car, hooray! Square - The square button is the jump button, when you jump and grab onto a ledge it also allows you to climb up the ledge. While fighting you can use the square button to block, but who does that. While in a vehicle the square button will slow down and reverse, or lower your helicopter. Circle - The circle button is the attack button while on foot allowing you to punch and kick and do other such violent things. If you press the circle button while in a car you can shoot, and also while you're holding a gun. If you're in water it will allow you to dive under, or open your parachute while you fall. The circle button is your basic backup emergency button. L1 - The L1 button has numerous functions while on foot, it lets you look at your statistics but when you havea gun out is also acts as an alternate fire button. In a car it doesn't do anything but you can bunny hop on a bike. R1 - The R1 button is used as the target button allowing you to focus in on singular people. In cars the R1 button is the all important handbrake allowing you to perform daring moves and sliding around corners at high speed. L2 - The L2 button is one of two buttons used for cycling through your weapons or zooming them in. Inside a car it also lets you look to your left. R2 - The R2 button is one of two buttons used for cycling through your weapons

or zooming them out.

Inside a car it also lets you look to your right.

L3 - The L3 button (pressing the left analog stick down) is the button you press in order to crouch while on foot. It's the pointless horn in a car. R3 - The R3 button (pressing the right analog stick down) is the button you press in order to look behind you while on foot. The only purpose it serves in vehicles is if you're in a special car like a cop car, activates missions. O============================================================================O | Full Walkthrough (00010) | O============================================================================O When the game begins you will be dropped off in an alley in front of a BMX bicycle. Get onto the bike using the triangle button and start peddling by holding the X button. On bicycles you can peddle faster by tapping the X button rather than holding it. Your first destination is the location marked with the "CJ" icon on your minimap. Ride your bike there and you'll find a red marker outside the house. Get off the bike and step into it. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Big Smoke | \_/ (00011) \------------------------------------------------------o

|

After a couple of scenes in this mission you'll find yourself forced to flee on bicycle. There's some gang members in a car chasing you. Your goal is simply to follow the lead biker with the marker over his head, but your safety comes first so if the car is approaching speed up or slow down to avoid becoming a drive-by victim. Eventually they split up and you have a new person to follow. Remember that just because you lose sight of them it doesn't mean you've lost track of them, the blue icon always remains on your radar so follow that and make your way back to your house. Get on the red marker to end the mission and get some respect. Now you can go into your house to save your game, as well as use your garage to store a car which will remain there even when you turn off the game. To start the next mission first go into your house and save the game using the diskette icon. Now as you leave the house you'll get a phone call. Answer it by pressing the L1 button, now head next door and step on the marker to trigger the next mission. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Ryder | \_/ (00012) \------------------------------------------------------o

|

Get into Ryder's car and head to the yellow icon. This is the barber shop, you can get your hair done how you like it (or more appropriately, how you can afford it) here. You can select any hairstyle to preview it and then, press the X button again to confirm it. Following this head into the pizza shop to get yourself a nice meal. When you exit you need to get into the car quickly to avoid being shot. Now drive back to Ryder's house and stop on the red icon to get some more respect. Your next mission is found two doors down. O============================================================================O | Sweet's Missions (00020) |

O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Tagging up Turf | \_/ (00021) \------------------------------------------------------o Get into the car and a yellow icon will appear on the map. Drive there and get out of your car. You'll have to do some tagging of your own here. Each tag is marked on your map as a dark green square. There's one on the house behind you and another o nthe wall of the alley nearby. The tags primarily serve as the game's equivalent of hidden packages. Get all of them for a reward. Return to Sweet's car and drive to the next marker. There are a couple of tags here. Get the first one on the wall and then go down the alley toward the marker. A couple of gang members are here, run up to them and distract them with a little paint to the face and then tag the nearby wall. Now make your way to the marker and hop over the two fences. You need to get up onto the building and tag the wall on your right. Now jump down and hop into Sweet's car. Now just get back to your neighborhood, no problem. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Cleaning the Hood | \_/ (00022) \------------------------------------------------------o

|

Hop into a car and Ryder will get in with you. When you get to the red marker watch the scene then go across the street and beat up the guy located at the red marker. Ryder will follow you and help, but all you really need to do is target him with R1 and just attack with circle, he won't even have a chance to retaliate. Pick up the baseball bat after the job is done and get to the red marker. Enter the house and use your bat to start beating up all the guys in here. Now all you have to do is hop in a car and drive back to your house. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Drive-Thru | \_/ (00023) \------------------------------------------------------o

|

Start the mission by getting into the car and driving to the restaurant marked on your map. Something comes up and your new mission becaomes capping those guys before they cap your homies. Start driving after them, keeping up as much as possible so that the people in your car climb out the window and start to fire. Don't worry about trying to smash the car, damage done from the guns is more than enough to take them out. Once the car catches on fire the gang members hop out, this becomes an easy task. Stay in your car and simply run them down, the only thing you have to avoid is their car because once it's been on fire for more than a few seconds it'll explode. When the gang members are dead drive back to the house, and then take Sweet home from there. After this mission and answering your cell phone you can access the gym, working out allows you to build up some muscle and tone up your body. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Nines and AKs | \_/ (00024) \------------------------------------------------------o

|

Your first task is to get into the car and drive to Emmet's house. When you arrive a scene occurs and you have to complete a little tutorial. It's quite

easy, now that you're equipped with a gun you can target objects using the R1 button and then fire with the circle button, it pretty much guarantees a hit. For the next part you can press R2 while holding R1 to cycle between targets. Also note that if you want, you can move the right analog stick to fire manually (though there will be a tutorial for this in just a moment.) Pressthe L3 button to crouch and fire for better accuracy. Now for the final test use the right analog stick and aim your gun at the gas tank of the car, it's located right above the rear wheel. Get into your car and drive Sweet home, but that's still not the end of the mission. Before it's over you've got to get yourself some new threads. Drive over to the local Binco, marked on your map as always, and step inside. Remember that anything you buy here can be accessed later at your house, so don't hesitate to pick up more than one outfit. Simply leaving the store triggers the end of the mission. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Drive-By | \_/ (00025) \------------------------------------------------------o

|

Hop into the car and drive to the red marker. All you have to do is drive here, the guys in the back will be the ones doing the shooting. As the game mentions looking left and right with the L2 and R2 buttons can be quite beneficial. Just because they're the ones with the gun however doesn't mean there's nothing for you to do, why not start running them down with your car to speed things up? Drive from gang group to gang group, each one is marked separately on your map. The last group can be found down in the park area, once you've taken care of them you'll have a two star wanted level. This means the cops will be after you, and they're mad enough not to give up no matter where you hide. This means of course you need to find some way to get rid of the tail, do this by getting your car painted. The paint shop is the spray can on your map, located due South from here. It doesn't matter how close the cops are when you drive in, doing so will make them forget all about you. Now you've got two flashing stars, this means that if you do absolutely anything wrong for the next couple minutes or so, both stars will come back and you'll have to get the car sprayed again. Avoid this by driving carefully back to your home turf for a nice five-hundred dollar reward. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Sweet's Girl | \_/ (00026) \------------------------------------------------------o

|

If you've got a car in your garage then now's the time to pull it out, you have to get to Sweet and save his ass as fast as you possibly can, his health meter is viewable at the upper right corner, if it drains then that's game over. Find a car and gun it to the location of the red triangle on your map. You can get out of your car and shoot them down if you want but it's far easier and elss dangerous simply to run them over. If your car sets on fire try to position it near a bunch of them and bail out so your car becomes a fiery explosive weapon of death. Once they're taken care of Sweet and his girl hop in the car, but you'll have to be careful a the gang members are following you all the way back. Don't bother trying to take them out just get back home and park on the red marker to end the mission and gain more respect. __

/ |

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Cesar Vialpando |

\_/

(00027)

\------------------------------------------------------o

Snag yourself a set of wheels and get to the marker on the map. You'll need to get yourself a car that bounces, and that's just what you're going to get. You can control the hydraulics with the right analog stick. Drive the car into the garage and you can customize it the way you want. When you're nice and happy with it, drive the thing out and get to the lowerider meeting. After the scene you have to participate in a little minigame. Bet something and make yourself some money. Using the right analog stick you need to bounce your hydraulics in time with the music in order to complete the mission. Some people have a lot of trouble with this kind of thing, obviously trying to explain that it's easy isn't going to help anyone. All I can tell you is to keep an eye on what you're doing, don't focus on the rating at the top, you don't have to be anywhere near perfect to complete this. When the little arrow moves through the circle press that particular direction right about when it's in the middle and you're home free. It's all you need to do to end the mission. Now you can do some racing and take part in Cesar's missions. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Doberman | \_/ (00028) \------------------------------------------------------o

|

This mission begins at the local Ammunation which is marked by the large S on the map. It seems your job is to take out some opposing gang members, and what better place to begin that task than at a gun shop. Pick yourself up some weaponry and drive to the green icon and purple grid on the map. Get out of the car and equip your new firearm. Run around in this area and start shooting Ballas (guys with dark jackets and red/white headbands, or the guys in the purple jackets.) When you've killed three it provokes a gang war and you have to defend yourself by any means necessary. There's three main waves of attacks, the first of gang members with baseball bats, the second with handguns and the third with submachine guns. They all appear on your map so you should be able to locate and defeat them easily. Use the walls and terrain to your advantage, and also make sure you pick up the health items and body armour as those submachine guns can really hurt. After killing all of them the turf is yours and the leader is flushed out, simply shoot him down to end the mission and gain more respect. Coloured territories now appear on your map, note that you can turn them off in the map menu by holding R1. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Los Sepulcros | \_/ (00029) \------------------------------------------------------o

|

Start by recruiting some gang members for this mission, to do that hold the R1 button (not with a gun equipped) and target some of your buddies, press either up or down on the D-pad. When you get into the car they'll get in along with you. Quickly drive to the destination marker before the time runs out, the game gives you more than you need. Jump over the wall and approach sweet. You can give commands to the gang by tapping either up or down o nthe D-pad, holding either of these will disband the gang completely. Now run into the cemetery with guns blazing, be careful of Ballas equipped with body armour. Killing enough of them nets you a couple of stars cop wanted level, and puts a blue dot on your radar showing the car you need to get into. Drive Sweet and whatever gang members you have back to the home to finish the mission.

__

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Reuniting the Families | \_/ (0002A) \------------------------------------------------------o

|

Take the gang car with all your buddies and drive it to the motel. Right after the scene you're throwing into a rather dangerous situation, there are S.W.A.T. teams all over the place, don't try and do anything here quickly run through the door beside you with the yellow arrow. Kill the first couple of guys you see in here and pay special attention to the vending machine, for a mere $1 you can replenish half your health as often as you like. Start making your way down the hall using your Shotgun to take out all the cops in your way. Each time you come to a corner be sure to be careful of guys hiding behind objects and even coming down from the roof. If you need to be able to move while firing then the submachine gun is your weapon of choice. Never ever hesitate to go back and replenish your health again, it's always better to be safe than sorry. When you get far enough into the motel you'll find Sweet in one of the rooms. Af you're trying to escape a helicopter appears and attacks, you should be able to take care of it with little effort, simply equip the SMG and fire upon the guys hanging off the side. When they drop you can safely knock the chopper out of the sky and follow sweet down the stairs. At the bottom it's not over yet, you're picked up in the car and the police begin to give chase. You're hanging out of the car with an AK-47 in your hands and its you job to destroy all the cop cars behind you. This is actually the most dangerous part of the mission, you can see your car health on the right and the cop's guns deal quite a bit of damage. Be sure to fire non-step at the police cars behind you, don't bother focusing on the helicopter unless there aren't any cars around. When a cop car sets on fire you don't have to worry about damage or anything, the explosion won't have any effect on your car. When the other cops start to attacks on bikes take them out quickly or else they can hop onto your car and attack you directly, if this happens simply take aim and knock them off. Repeat this whole thing for as long as you can, when the gun jams you know you're home free. Enjoy the scene that follows and the mission is over, giving you well earned respect. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ The Green Sabre | \_/ (0002B) \------------------------------------------------------o

|

As this mission starts you get a phone call from someone telling you to meet him, so take the car and drive to the yellow marker on the minimap. When you arrive step out of the car and get into the one waiting in the alley. Watch the scene and get ready to find yourself a vehicle. You need to get to the destination marker before the time limit runs out, time of course being represented by Sweet's health. When you arrive you'll find a war going on with numerous Ballas, before stopping on the marker run over as many of them as you can to save yourself some trouble later. Once you've stopped on the marker the real war begins. Use whatever arsenal you've got to fight off the Ballas, but it's not going to be so easy. Many more start driving up in their cars. I find that one effective way to take them out with minimal risk to you is to get in a car and drive up beside them, they'll shoot your vehicle enough to set it on fire. You'll have enough time to escape but they'll remain there like idiots and be blown up in the process. When all the Ballas are dead a scene occurs and this marks the transition to the next area of town. The first mission in this section can be found in Tenpenny's section.

O============================================================================O | Big Smoke's Missions (00030) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ OG Loc | \_/ (00031) \------------------------------------------------------o It's time to go and pick up OG Loc. Get into the car and drive to the marker on your map. Now take him to the other marker and go up to the house and ring the doorbell. Look out, he's getting away! Hop onto the motorcycle and chase him down. You'll have to navigate between alleys, roads, and highways. He tends to make some pretty sharp turns at the last second so try to keep up, but avoiding just flying down the road at top speed. When you fall off the bike he'll give you a chance to get back on by stopping at a certain point, but make sure you're quick. It's very hard to avoid crashing while you're constantly trying to look at your map so it might take a couple tries just for you to get used to the route. When you reach the end a bunch of gangsters ambush you, jump off the bike then find cover. Duck down with the L3 button and fire whatever gun you have to clean them up. Now all you have to do is take OG to the dot on the map and the mission is complete. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Running Dog | \_/ (00032) \------------------------------------------------------o

|

Take Big Smoke's car and drive to the red marker. After a scene it becomes your job to take out this guy by any means necessary. Lucky for you he's just running around on foot, chase him down yourself (using a car doesn't work to well since he has a habit of just hopping back alley fences) and when you catch up just whip out the submachine gun and cap his ass. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Wrong Side of the Tracks | \_/ (00033) \------------------------------------------------------o

|

This is what I would consider to be the first somewhat difficult mission in the game, and while it isn't particuarly hard by any means, it definitely has the potential to be frustration. Drive Smoke's car to Unity Station for your next set of instructions. After the scene hop onto the dirt bike with Smoke. What you need to do is keep up with the train and take out the four guys on top. Now you have to not only adjust your speed so you stay right beside them, but you also have to adjust your distance so that you aren't too close to the train. Being right beside the train the whole time will just lead Big Smoke to hit the train itself with every shot, the best location is on the right side of the train, and on the right side of the outer tracks. As you keep going you'll see a car in the distance, don't be too close to the front of the train when you approach it because it explodes when the train hits it. Next danger is when you approach the tunnel, watch out for the oncoming train, you should be safe if you're sticking with the right side of the tracks. In the next area you need to ride up the dirt path on the side and stay close to the edge of the cliff while Smoke fires upon the gangsters. Cross the

bridge to the other side and drive down the hill in front of the train so you have the chance to get back on the right side. Now at this point the train speeds up, and around the next bend is the last chance you have to finish them off otherwise it disappears forever, so do what you can. When they're dead just drive Big Smoke back to his house to get some well earned respect. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Just Business | \_/ (00034) \------------------------------------------------------o

|

The mission starts like any other, driving to a single destination, but things quickly escalate. You're automatically given and gun and have to fire on every single person you see in this room. Remain crouched the entire time, in fact you're in a really good position so all you have to do is keep holding R1 and the circle button to fire, changing targets periodically each time you make a kill. Stay crouched and make your way to the back door. Outside you start in the open so find somewhere to hide quickly and fire on all the guys out here. Once they're dead, the mission has only just begun. Now with you on the back of Sweet's bike you can aim your gun and fire backward, which is good, because you're about to be chased by countless police. When the guys on motorcycles come up quickly pick off the guys standing up on the back so they can't fire at you anymore, then aim more carefully to eliminate the driver. A huge truck comes out of nowehere, you can fire on it since you're given infinite ammo but you won't be destroying it. When you come to a roadblock don't bother trying to aim at the people, simply fire on the cars beside them and create a fiery explosion. The chase continues down into a waterway with motorcycles and FBI cars coming from all directions. You can take out the drivers by aiming through the windshield. Smoke will take care of dodging all the dangers, you don't need to worry about that, the only thing you need to worry about near the end is shooting the sewer gate for him so you can drive through. It doesn't take long to lose the tail when you're out, and you get a bit more respect for doing it. O============================================================================O | Ryder's Missions (00040) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Home Invasion | \_/ (00041) \------------------------------------------------------o Head to Ryder's house beside yours in between 12:00 and 20:00 to begin the mission. Remember if you need to do a little time traveling, saving the game makes time jump forward by six hours. Get into Ryder's truck and start driving. You'll notice that you have a time limit, eight minutes, it's more than enough to complete the mission. Drive to the destination which is just on the outer road near the edge of town and get out of the car. Once you're inside the house you'll have to remain completely silent, you can judge this easily by the little noise meter you have at the side. Avoid letting it fill all the way up. The first weapon crate is in the room on the right, pick it up using the circle button. The second crate can be found at the top of the stairs, and the last one at the end of the upstairs hall. Remember to be very quiet, the gameonly really gives you a time limit to scare you into thinking you need to move fast, but really all it's going to do is scare you into

accidentally being caught. Ignore the time limit unless you REALLY screwed up the drive over here, drop off three crates in the truck and drive it to the lockup. The garage opens and you can park it to end the mission. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Catalyst | \_/ (00042) \------------------------------------------------------o

|

For this mission you need to get to the train first, when you arrive there are a number of gangsters to take out. Running them over is a safe and easy way to do it, but note a couple of things. First you're going to have to use this car again and the end of the mission, so try not to smash it up, and second only run over the gang members with the arrows over their heads, some people from Grove Street are fighting here too in green. Once the gang members are dead some new ones appears, once they're dead hop onto the back of the train by stepping onto the red marker. While the train is moving you've got to throw the crates down to Ryder, do this by holding L1 and aiming just above his head, now release and you should be able to throw it to him no problem. When enough crates have been caught it switches to you driving and Ryder on the back. All you have to do is get to the nearby Pay 'n Spray, then from there just drive back home and park on the red marker to end the mission. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Robbing Uncle Sam | \_/ (00043) \------------------------------------------------------o

|

Take the truck to your destination. When you arrive hop out of the van (be sure you havea gun) and climb over the wall. Kill the guard near the gate and shoot the switch he's standing beside to open it. Keep firing on any other personnel here until the truck stops in front of the large door. Shoot the switch on the side of that too and take care of the people you find inside. You you need to use the forklift to get six boxes out of here and load them into Ryder's truck. There's four boxes in the storehouse and two more outside just beside Ryder's truck. When all the boxes are in get into the van and start driving. Two army vehicles will be coming up behind you to chase you down, weave in and out of traffic to distract them, or try to aim your back end in their direction and press L3 to have Ryder throw an explosive crate at them. Get to the back lot of the building located at the yellow dot on your map to trigger a scene and bring an end to this mission. O============================================================================O | OG's Missions (00050) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Life's a Beach | \_/ (00051) \------------------------------------------------------o This mission must be done at night, so head there anytime between 22:00 and 06:00. Find yourself a car and drive to the beach party. There's an open van there with a red marker behind it, stand on the marker and respond positively. After being asked to dance respond positively again. I really don't know what to say here, from expierience and playing this game I know that a lot of people have trouble with this mission, so much trouble in fact that some get

to the point where they can progress no further in the game. I know for a fact you will be reading this and thinking either how you absolutely cannot do it, or think that sounds completely ridiculous because the mission is so easy. Well I fall into the latter category to be honest, you have to get over 4000 points here and it really wasn't that hard to get over 7000 on the first try. If you don't know the buttons, if you can't get the timing or you just don't have the endurance to go through the whole thing which actually goes on for quite awhile then you're going to have a problem. All I can offer are some tips, but to be honest most of it is in your hands. First of all practice enough to learn the exact timing. A perfect press is one pressed just as the button icon passes through and touches the left edge of the timing circle, pretty much meaning you press it exactly when he button is dead centre in the middle. If you're off by a little bit your timing goes from "perfect" to "good" which is just fine, you can pass this mission with nothing but good scores, you don't need a single perfect. Once you've got the timing down pretty well, DO NOT listen to the girl when she speaks, if she says you need practice or something that it doesn't necessarily mean you're doing bad at all, maybe you were off on one button. The problem is that something like that breaks your concentration, again do not listen to her, mute the volume if you have to. That last tip does conflict a bit with the next one though, the timing on the music along with the buttons is quite good so don't hesitate to have the beats in the music help you with your timing, if you react better to audio cues than visual ones go for it. When you manage to complete it and successfully earn 4000 points, respond to her question positively and then get into the van after her. Now all you need to do is drive it to the lockup to earn yourself some respect. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Madd Dogg's Rhymes | \_/ (00052) \------------------------------------------------------o

|

Find a car and get yourself to Madd Dogg's house, he lives in a mansion up on a hill outside in the outskirts of town. The main entrance to the house is around the back, find the yellow icon in front of the door. When you get inside you're given a knife and a tutorial on how to do a stealth kill. Crouch down and approach the guard slowly, pressing circle when you're right behind him and you should be able to make the kill quietly. In the next room a guard is patrolling around in circles, follow him and go through the door at the upper corner. A guard starts to approach here, crouch down and hide in the shadows of one of the rooms on the left. Now continue down the hall. In the next room you need to crouch and walk past the bar, staying as close to it as you can and past the couches as well. When you come to a darkened room on your left go into it and get the body armour then out the other door, you should be able to sneak up on a guard that way but keep an eye on your minimap. Grab the Rhyme Book out of the recording studio and get the hell out of there. You should find a BMX bicycle outside the backdoor now which will provide more than adequate transportation back to the Burger Shot. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Management Issues | \_/ (00053) \------------------------------------------------------o

|

There's a few parts to this mission, first you have to get over to the Burger Shot and steal the guy's car. When you arrive it seems he has already left, so smash into the side of the car to force him out and steal it yourself. Since you already damaged the car when you crashed into it, you'll need to get it repaired. A Pay 'n Spray is highlighted on your minimap, head there now and get the car looked at. Now from this point you must avoid crashes at all costs otherwise you'll have to drive all the way back here and get it painted again. Your destination is quite far away and you need to be there before 10 p.m., or 22:00. When you arrive parallel park the car between the other two and wait to leave. Tap the drive button to keep your speed controlled so that you neither crash into the car ahead of you, nor let the car behind you hit you from the back. You don't have to drive very far like this. When the people are in the car, everyone comes after you. Make your way to the docks, somewhere along the way you'll lose them. Now what you have to do is drive really fast toward the end of the dock and hold the triangle button to bail out, don't worry, the game will give you a message when the time is right. Send the car over the edge to complete the mission and get some more respect. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ House Party | \_/ (00054) \------------------------------------------------------o

|

Well you've got to change your clothes and get a haircut. The barber shop is directly across the street from the Burger Shot so you've got no problem there, just head over on foot and choose a hair style you like. Now make your way to the OG icon again on your map which just happens to be across the street from your house, making it the perfect opportunity to save your game. Head across the street to the house party, suddenly the Ballas are attacking your home turf. Fend them off with whatever weaponry you have and then pick up the submachine guns they drop so you can really stock up on ammo. After the first wave of them come another group appears on top of the bridge. Use manual targeting to pick them off one by one and make them fall. Now another group attacks from the alley beside your house, and when you aren't expecting it yet another from behind you. Your gang can take care of the ones in the alley, get yourself some cover and face behind them so you can protect your buddies here. When all the Ballas are dead the mission is complete. O============================================================================O | C.R.A.S.H. Missions (00060) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Burning Desire | \_/ (00061) \------------------------------------------------------o Find the officers in the donut shop and start the mission. You get a free cop car for this one which isn't so bad. First you've got to find the molotov cocktails so head to the destination marker on your map. When you arrive you'll find a building with five windows, you need to throw five molotov cocktails through it. Every time you throw a molotov cocktail through the window some more gang members will show up, so make sure you either have a gun or quick access to a car so you can run 'em down. To get a molotov cocktail through the window stand about six of seven steps back and hold the circle button fro just under a second, there are numerous different distances and strengths at which to throw, just pick one that works for you.

When the house starts burning down CJ notices that a girl is trapped inside. Quick, run into the building and go upstairs to find her. It seems the door is blocked by fire, but you can find an extinguisher in the kitchen. Equip it once you have it and used it to put out the flames at the door. Now navigate back to the front door with her in tow, putting out the fires as you come to them. Make sure she's close by when you exit the house and then drive her home when you get outside. Her name is Denise and she becomes your first girlfriend in the game. Go hang out with her sometimes, otherwise you might find she loses interest. This also opens up Sweet's last mission. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Gray Imports | \_/ (00062) \------------------------------------------------------o

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Get down to the warehouse and see what is afoot. Arriving you'll be attacked by all sorts of people, use your car to make sure work of them. You can also take advantage of some of the conveniently placed explosive barrels and such with your gun. Don't forget to hop up onto the crates beside the door and grab the body armour. Now shoot the button beside the door to open up the warehouse, get ready to shoot all the people who are waiting on the other side. As the game mentions you can hold the R1 button and move with the left analog stick to strafe and see around corners before actually proceeding. When you notice red barrels around a corner and enemies nearby, be sure to shoot at the barrels rather than the enemies themselves. After going around the first couple of turns you'll find a full health item where the two walls meet at the corner. On the next corner you'll find some Body Armor. Make your way around to the large open area, there are plenty of explosive drums there to take advantage of. At the top of the stairs in the room are a couple of gang members and the Russian Arms Dealer you you absolutely must kill. He does however have an incredible amount of armour and life, so rather than trying to shoot him now, save your ammo and just follow him. As he runs back to where you first entered the warehouse area, run in front of him, get on the motorcycle and start causing as much damage to the car in front of your as possible. When he gets on continue to shoot and it shouldn't be long at all before the thing is ablaze, the guy is dead, and the mission is passed. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Badlands | \_/ (00063) \------------------------------------------------------o

|

With the camera in hand you've got a little snooping to do. Find yourself a vehicle, preferably some kind of cycle and start peddling up that huge mountain to the North. You can't miss it. The path is long and winding but very serene, it takes quite a long time to actually make it to the top of the mountain, but fortunately this mission only requires you to scale only a mere fraction of it. You'll come to a cabin being guarded by some police officers, quietly sneak into the cabin without the FBI guys noticing you. You won't even need a weapon here, it's painfully easy just to punch him to death right there. Pull out the camera and snap a quick shot of the corpse, this alerts the cops and in order to avoid being shot to death run out the front door and jump onto the nearby dirt bike. Ride it down the mountain and back to where you first started the mission in order to satisfy the cops. Soon after the mission is over you'll get a cell phone call about your next mission. Head to

the question mark on the radar, and the Catalina's Missions section. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Snail Trail | \_/ (00064) \------------------------------------------------------o

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There's a couple of men that need assassinating and you're the one who can get the job done. It takes place all the way back in Los Santos though so it's going to be a bit of a drive, do NOT use a car for this mission, it will make things much much harder. Basically what you need to do is go up to the construction site and grab the sniper rifle, after that head down to the train station where you'll find the train is just leaving. Follow it along the very long trip back to Los Santos, numerous times you'll find yourself in a tunnel with a train coming in the opposite direction which is why I recommended using a motorcycle for this mission, speed being the other reason. Arriving at the Los Santos train station the man gets off the train. Keep your distance, a little meter at the side shows how suspicious he is of being followed and if it starts to go up you need to turn around immediately. He'll call for a cab at the top and now you need to follow this cab around town still keeping your distance as much as possible. Eventually it leads to the docks, exit your vehicle and pull out the sniper rifle. When the two men are conversing fire off one shot to kill one of them, and pick off the other while he panics. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Misappropriation | \_/ (00065) \------------------------------------------------------o

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There's a long trip ahead of your here, find yourself a fast motorcycle to at least make it enjoyable. When you eventually get across the bridge climb up the hill on the opposite side of the road. If you have a sniper rifle this will be perfect, stay low in the bushes and aim toward the guy with the arrow over his head. A single head shot will bring him down and he'll drop the evidence case. Unfortunately one of the guards will likely pick it up quickly, but at that point you can just equip a different gun (or stick with the sniper rifle if you want) and take them all out as they run toward you. The other contingency is if you were unable to kill the guy and he makes it to the helicopter. Now you need to get into a helicopter yourself. Before doing so make sure to kill all the guards who are shooting at you because in the time it takes off they are more than capable of shooting down the helicopter you're in. Don't bother trying to attack the other chopper just follow it until it sets down, that's your chance to kill the guy and get the dossier. Whichever way you do it the mission is complete and you get no reward. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ High Noon | \_/ (00066) \------------------------------------------------------o

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This mission starts in that little hamlet out in the middle of nowhere. Find some vehicle and drive there for a scene. After the scene your mission becomes clear. Get in whatever vehicle you can, even if it means that unsteerable thing down near the graveyard. Chase him around and stay behind him, you can work on trying to shoot him as you go but your primary focus should be on keeping up. Eventually he'll reach a small suburb and just drive

in circles forever, now's your chance to simply chase him around this area doing drive-bys or whatever it takes to destroy his car. The mission is complete after the final cutscene, no reward (besides your life of course.) O============================================================================O | Cesar Vialpando's Missions (00070) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ High Stakes, Low-Rider | \_/ (00071) \------------------------------------------------------o In order to begin this mission first you must find yourself a lowrider car which just happen to drive around quite frequently around the red marker where Cesar Vialpando is waiting (CV on your minimap.) In fact you'll likely find one in his driveway is you look. The first thing you do in the mission is follow him to the lowrider race, just keep up and you'll be fine. Position yourself at the starting line and get ready to race. The race is difficult because low-riders are notorious for sliding, if you come into contact with any cars or try to make turns while skidding at top speed you're just going to spin out. The key is to get ahead at the beginning of the race since the other drivers will be aggressive and try to spin you out, drive on the sidewalk if you have to in order to get out front at the start. Now your destinations are the red light pillars you see, they're both in front of your face and on the minimap. The most important feature however is that within them is a blue arrow that shows the direction you're going to have to turn since most of the time you can't divert your eye from the screen. When approaching a turn break hard BEFORE you actually get there so you skid while moving forward and don't spin, the take the turn at a reduced speed. This should keep you in control and far enough ahead to win the race with little difficulty, it's not too long and your reward is a nice $1000.00. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ King in Exile | \_/ (00072) \------------------------------------------------------o

|

This mission isn't so much of a mission as it is a cutscene when you arrive, and since this is a spoiler free guide there's nothing really to say. Once the scene is over a familiar icon appears and it's time to head back there. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Wu Zi Mu | \_/ (00073) \------------------------------------------------------o

|

Wu Zi Mu is another street race type of mission that takes place out in the country. The difficulty of this mission in comparison with the last one is substantial. The race will take more than twice as long, but more difficult than the time is the terrain. In fact I would barely consider this a race, because even going at a very safe and slow speed I was never able to even see the other cars behind me, the challenge comes from two places. First you need to watch out for the very hilly terrain and avoid flipping your car, second since the race is so long and bogged with nature's obstacles, you also have to avoid destroying your car. These two things can be rather difficult.

Get into the front of the pack when the race begins and stay there. Understand that there are going to be large red light pillars everywhere, and while it may seem easiest at times to drive directly toward them, the dirt path you are on will always curve toward them, and driving on the path is far safer than trying to shortcut your way over a bumpy field or hill. There race takes you through numerous locations like small towns but it will mostly keep you out in the woodland area. Drive extremely carefully, especially around some of those sharp turns and bumpy roads which are really likely to flip you depending on what car you're using. I used the car just beside Catalina's cabin as it was pretty fast and easy to handle. You should do the same. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Farewell, My Love... | \_/ (00074) \------------------------------------------------------o

|

This is another racing mission however you step into the red marker as a person and the car is automatically assigned to you, don't worry, it's a nice one. Again similar to the last mission it's good to get into first place eariler on since it's far easier to stay in first place than fight your way there. Once you've established yourself you'll need to focus on the course. There are a number of shortcuts you can take, most of them involve bumpier terrain but the payoff is worth it, take the S shaped winding road in the beginning, you can just cut across the grass and save a lot of time. A few other things to keep in mind, after you pass through the little shed area with the piled logs you'll soon be approaching a bridge, be sure to stay on the path here since any shortcuts you try to take will likely lead to a dead drop. This race isn't much different or longer than the previous one, the most difficult part about it I find is the dirt flying up into the screen as you zoom down the path. Complete the mission to get a deed for a San Fierro garage. Now get out of your car and answer you cell phone. O============================================================================O | Catalina's Missions (00080) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ First Date | \_/ (00081) \------------------------------------------------------o This is going to be quite a trip assuming you're coming here right after Badlands. It's North of Los Santos and you're nowhere near it, be sure to check your main map for the destination as the minimap can sometimes be misleading when destinations are so far away. When you arrive there's a scene and the first mission is initiated. This isn't so much a mission as a lead in to other missions. Start by heading to the nearest icon, the gas station. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Tanker Commander | \_/ (00082) \------------------------------------------------------o

|

Arriving at the gas station hop into the tanker truck. First you have to actually get the tanker part attached, to do that simply drive in front of the nearby tanker which is marked on your map, hold L2 and R2 to look behind you then press square to slowly reverse into place. When the tanker is attached

the car starts to give chase, you need to get to your destination before the tanker is destroyed. In terms of the gunfire you're going to take this will be quite easy, just make sure the tanker section doesn't get slammed hard by anything on the road and be sure not to go around a corner too fast. Following these basic specs should get you to your destination before too long, you need to go around a little bit but just look at you map to get an idea where you're going. It's the little fenced lot just past the gas station, park your red on the red spot to net yourself a cool five grand. Following this you get a phone call and a symbol for your next mission. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ First Base | \_/ (00083) \------------------------------------------------------o

|

This mission too is just a scene, an introduction to your next set of robberies. Drive West to the single lone dollar sign icon and park on top of the red marker to initiate the next mission at the liquor store. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Local Liquor Store | \_/ (00084) \------------------------------------------------------o

|

You'll automatically be given a quadbike at the beginning of this mission to chase down the other robbers. Catalina takes care of all the shooting so all you need to do is drive, which isn't exactly easy because this quadbike thing reacts crazily to just about every bump. You'll have your hands full just trying to stay upright. Fortunately this chase goes on for an extremely long time, you can fall off over and over and still catch up to finish them off. The important thing to note is that two of them carry briefcases, you'll need to get both in order to finish the mission so if Catalina kills someone and the game tells you to pick up the briefcase, make sure you hop off and do it. As you head from little town to town they'll split up and just cruise the streets here and there. Make Catalina's job easier by ramming them as you chase them down. Once the three robbers are eliminated and the two briefcases are retrieved, get yourself a more stable ride and drive back to Catalina's cabin for a nice 1000$ reward and a couple a nice new work prospect. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Gone Courting | \_/ (00085) \------------------------------------------------------o

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Watch the scene here and then drive to the firthest East robbery icon. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Small Town Bank | \_/ (00086) \------------------------------------------------------o

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Arriving at the bank you're put into a position where you have to continusuosly point your gun at all the people here in order to keep them from setting off the alarm. You can hold R1 to target and keep switching between them with the L2 and R2 buttons but eventually someone's going to press the alarm anyway. When this occurs shoot anyone who attacks you and make yourrounds of the bank, destroying all three ATM machines. Follow Catalina

out into the back alley and shoot your way through all the cops in this area, use the R1 auto-target to find them as quick as possible and make your way to the top where you'll find two police motorcycles. Now you have to follow Catalina out through the country and into the next little town where she is unfortunately knocked from her bike and put into a rather dangerous situation. Drive up beside her and she'll get on the back, now all you have to do is return her to your house for a huge bonus of $10,000. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Made in Heaven | \_/ (00087) \------------------------------------------------------o

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There's a scene here triggering your final robbery mission. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Against all Odds | \_/ (00088) \------------------------------------------------------o

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Drive to the closest and final robbery location. Here you'll be given a number of satchel charges you need to place on the door beside the counter to blow it open. Once the door is blasted throw another satchel charge into the room and use the special detonator to set it off and open the safe. This triggers a scene which eventually leads you outside and sets you up with a four star wanted level, quite possibly the most dangerous you'vee seen so far, so jump into the car you brought here and take off down the road. You destination is the Pay 'n Spray in a small nearby town, just follow the icon on your minimap that sticks out. Be very careful, while it isn't a long trip a four star wanted elevl will have cop cars appearing everywhere doing their absolute best to take you off the road, so drive carefully and watch out for all oncoming traffic. Arriving at the Pay 'n Spray all you need to do is drive your car in, wait a minute or so for the flashing wanted level to disappear and then drive Catalina back to her house to complete the mission. O============================================================================O | The Truth's Missions (00090) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Body Harvest | \_/ (00091) \------------------------------------------------------o After arriving and watching the scene get a vehicle and make your way toward the farm to see if you can find the combine harvester. When you arrive you'll be greeted by countless farm folk all equipped with rifles taking aim to take you down. Remain in your vehicle and drive to the back of the farm where you'll find a large field with the combine harvester going around. Make sure you understand that all these people carry very powerful rifles, each shot takes off more than a quarter of your health so four shots and you're dead. Move quickly and jump into the combine harvester. Now you'll find an exit you can use at the lower corner, drive around and/or through the people here and make your way to the destination. The easiest and safest way to get there is to make a left out of the farm and then a right onto the first dirt path. Carefully slide down the steep hill here. You run very little risk of exploding due to gunfire, the main risk once you have the harvester is

flipping over, but taking your chances on this hill is better than a cliff since once the thing flips it's almost impossible to flip back. Drive it into the barn to finish the mission and earn some respect. Head to the new icon. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Are You Going to San Fierro? | \_/ (00092) \------------------------------------------------------o

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Head up to The Truth's farm and step onto the marker. What you need to do is within the time limit, burn all the weed before the cops show up, your given about five or six minutes to do this which is plenty of time. There's a whole lot of the stuff so keep the following tips in mind. First each time you burn a row, give it a once over look before moving on to the next one. This will save you some frustration later when you finish but you still can't continue the mission because you missed one little bit. Secondly avoid burning The Truth to death, but I guess that's a given. Lastly there are a couple effective ways to get everything real fast. First what you can do is go to one end of a patch, aim your flamethrower down at the base and hold R1 and circle. Just keep burning as you strafe either left or right across the field. Another effective way is to stand in the middle of a row between two patches of the stuff, hold circle and spin around to burn it on all sides. Whatever you do, it'll tell you to go and meet The Truth when finished. Now he gives you a rocket launcher and your new task becomes to shoot the helicopter out of the sky. You've got one chance at an easy shot quickly before the car drives off and the helicopter chases it. No big deal if you miss, simply de-equip the launcher and run to the other fence where the car stopped. You should be able to safely shoot down the helicopter now, just make sure you do it from a distance because there's a good chance it'll fall on your head. The final task is to get into the van and drive to your new garage in San Fierro. There's no cops or anything after you but it's a long trip in a not-so-sturdy car so take your sweet time getting there, you don't want to flip over and do the entire mission again. Respect is your reward. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Don Peyote | \_/ (00093) \------------------------------------------------------o

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When the mission begins it's your job to go and find the two English guys who are far far away and lost in the desert. Grab yourself a motorcycle or something so you can cut across the desert and make the trip significantly shorter. As you approach the mountain don't start driving up with the motorcycle, there are two guys up there who need a lift and the cycle only seats one. Unfortunately there aren't any four door sedans that drive around here either so your best bet is one of those box shaped trucks, people are perfectly jumping into the back of those. It's a bit of an ordeal going up the path leading to the top of the mountain but it's doable. When you arrive watch the scene and get the guys in the truck. Now you have to drive over to the snake farm nearby, do so, watch the scene, and get ready to start blasting. There's only four enemies who don't put up much of a fight at all, in fact you really don't even need to kill them. Find yourself a nice four door car that moves a little bit faster than a stupid trucks and drive back to the casino on the map to trigger a brand new set of mission, and some respect.

O============================================================================O | CJ's Missions (000A0) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Wear Flowers in Your Hair | \_/ (000A1) \------------------------------------------------------o Timeto make your first rounds of San Fierro. Get in the car and drive over to the East side where you'll find a gas station and the red marker to park on. Press the L3 button once you're on it to alert the guy working there. Your next destination is the hospital on the opposite side of town. Next place you want to check is just up the street from here, same deal with the car horn as the garage. From here it's down to check out the police station, and then over to the electronics shop to pick up ZERO. Now that you've seen the sights and taken in the fresh air, return home to complete the mission. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ 555 We Tip | \_/ (000A2) \------------------------------------------------------o

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Find yourself a car and get over to the Vank Hoff Hotel. It's not too far from here, on the Northeast side of town. When you arrive you need to follow the valet who will be driving the car to the parking garage. Follow him down there and fun him over a few times until he no longer draws breath. Now you can grab his uniform (and his money!) Return to the area where the valets are standing and wait for the D.A. to arrive. He's driving a dark blue Merit car, the game will give your a quick view of it before it arrives. You job is to identify the car and get to it before the other valet guys do. It gives you three minutes to drive your car to the garage and then back again, it's not a lot but as long as you drive in the middle of the road, preferably on the street car track (watch out for streetcars) then you should be able to do it with even a minute remaining. Don't let the car get smashed up or you're screwed though. When you arrive back again park the car down in the underground parking lot and return to where the valets are standing. There you'll find a red marker, simply step into it to complete the mission. __

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TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Deconstruction | \_/ (000A3) \------------------------------------------------------o

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The construction site is right next door, run up the hill and grab yourself a bulldozer. You will find one parked beside a portable, but don't get that one. Soon after arriving a construction worker will appear in a bulldozer to chase you down and he'll become really obnoxious while you're trying to do your thing so jack his bulldozer instead, he won't bother jumping into the other one. There are six portables scattered around this area, many of them have red barrels next to them. Avoid hitting these barrels as they will indeed explode in your face. Use your minimap to located the six portables and break them by crashing the bulldozer, you really don't have to be going very fast. Once all the portables are destroyed you can drive over to the porta potty marked on and with an arrow on the screen, and push it into the large hole ahead. Now all you need to do is grab one of the cement trucks and park it right on the red marker with the back facing the hole to trigger a scene and end the mission. Answer you cell phone to unlock Driving School.

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TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Photo Opportunity | \_/ (000A4) \------------------------------------------------------o

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Your first destination here is quite far away. Get yourself a fast vehicle like a motorcycle and drive all the way around to reach the blue marker where Cesar is waiting for you beside his car. Hop in and begin the drive down to Angel Pine, another very long trip and you must avoid destroying the car. Don't worry too much if you happen to screw up, while the trip reamins long this mission does feature the trip skip option if you've already done it. Well anyway you'll eventually end up at the location in angel pine. Ascend the stairs and stop on the red marker on the roof. Now with the camera in your inventory you need to wait and take pictures of the faces of all the people who appear here, there are going to be four in total. The first two appear one after another in the little alley direction in front of you. Once you've got them move your focus to in front of the restaurant on your right where two more people will appear. It's not very hard to do at all if you know where they're going to be, just make sure you know to zoom in and out using the L2 and R2 buttons. Completing this mission will net you three things, respect, a camera, and a rather long journey back to the garage. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Ice Cold Killa | \_/ (000A5) \------------------------------------------------------o

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Start by driving over to Jizzy's club, but when you try to visit him the bouncers won't let you through the door. No problem, just start making your way up the nearby scaffold up to the top of the building. From here you can jump down and land beside the skylight, use this to get inside the club. Head across the upper area and down all the staircases until you reach the bottom, don't worry about conflicts you shouldn't have any trouble here. There's a scene when you reach the main room and then Jizzy tries to escape. Get out of the club and find a car to start chasing him down. You can try and blow him up drive-by style is you've got the weapon but I find it much easier to corner his car and just drag him out of the driver's seat. Killing him is very easy at this point and you can pick up the phone right away. Make the call once you've got the phone and a nice $12,000 and some additional respect are yours. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Pier 69 | \_/ (000A6) \------------------------------------------------------o

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Start by climbing up onto the roof of this building, there's an opening on the side leading to a staircase, it's not hard to find. On top you'll find Cesar, your mission is to use your sniper rifle to pick off the six guys on the roof with the arrows above their heads. You'll find three of them on the right side and three of them on the left side. When they're capped drop down to the road (use the staircase) and start sniping the gang members who run out of there. When you think you've taken out enough of them go up and collect their weapons, you're going to need as much uzi ammo as possible, try to to waste it when fighting other enemies here. Keep killing the gang members as you make your way to the back where you'll be able to find an kill your target. It's easy to snipe him from the upper walkway on the left side. After killing him

you get one new final target who jumps over the edge. Jump over as well and swim toward the boat. Now the chase begins, you won't be in any danger yourself, the only real danger is running out of ammo. Drive up beside him and use drive-by techniques to blast his boat. You'll get a cool $15,000 dollars for this and a not-so-cool five star wanted level back on land. __

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TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Toreno's Last Flight | \_/ (000A7) \------------------------------------------------------o

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Grab yourself a vehicle and head over to the mark on your map. There's you'll find a little fight going on, try to run over as many gang members as you can before getting out of your car to minimize damage. Climb up the stairs on the right side and watch the scene. Now you need to go up onto the roof and get the rocket launcher however doing so is very dangerous. Stand on the stairs and take out the two guys on top before grabbing the launcher. Drop down and climb onto the motorcycle conveniently waiting for you on the road. Now you need to follow the chopper over the highway. The chopper will fly low the whole time, drive your motorcycle a fair distance ahead of it and get off. Equip the rocket launcher and take aim. It's difficult to hit the chopper but you should be able to get off a few good shots before it passes overhead, just resist the temptation to fire upon it when it's directly above you. Continue to try and try again to hit the chopper with the launcher until you finally manage to do so and net yourself $18,000 and some more respect. __

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TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Yay Ka-Boom-Boom | \_/ (000A8) \------------------------------------------------------o

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First off get yourself to the bomb shop North of here. You'll automatically be given a car equipped with a bomb. From here you need to make your way down to the factory building. There's two guys standing out front you need to kill, simply run over them. When the gates open and you're attacked get out of the car and fight, you don't want to risk destroying the bomb car. Now drive it to the marker on the map and ride up the ramp into the building. Drive it around the corner and get out again, there are quite a few enemies in here too. Once you've finally taken out everyone in the area park the car on the red marker and press the circle button to activate the bomb. A few guys ambush the building, you're given lots of time and can get out easily even without sprinting so make sure you don't just mad dash, you're likely going to get yourself killed that way. Instead pick off the guys as you escape. Run to the main gate, killing everyone as you go, but you'll find it closes on you. Your final challenge is to drive the car they brought in around to the back and up the giant ramp. You don't need too much speed, just a reasonable amount and the cutscene will do the rest. Simply drive the car back to your garage to complete the mission and get a nice $25,000 and respect. You've also finally opened up the bridge leading over to the final continent. Get out of your car and answer your cell phone to bring it all together.

O============================================================================O | Jizzy's Missions (000B0) | O============================================================================O __

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TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Jizzy | \_/ (000B1) \------------------------------------------------------o

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You need to head to the club which is located under the bridge. It's marked as sort of a light blue face icon on your minimap. When you arrive you'll find a red marker at the front door, step on it to go inside. Your first mission is to drive the fine young woman in your passenger seat over to the hotel. There you will get your next set of instructions. It's time to drive down to Hashbury and get your hands a little dirty. There's a guy you'll find with an arrow above his head, simply park your car on top of him to finish that up. The next call sends you halfway across town to a couple of thugs under the highway who are beating up on one of his hos. Run them down as well and be sure to take their guns before anything else happens. Your final job and most difficult on takes you back to the hotel where you started out. Arriving there you'll find two cars, a large SUV and a limo. You need to destroy both of these in order to complete the mission, fortunately you should have picked up the uzi from the two guys so you'll have a means of shooting while driving beside them. Destroy the black escort vehicle first then pull up beside the limo and shoot it or drive it off the road or do whatever you feel like doing. Accomplishing this completes the mission for you. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ T-Bone Mendez | \_/ (000B2) \------------------------------------------------------o

|

Find yourself a car and drive to the location marked on the minimap. Here you will find a bunch of guys on motorcycles jacking the goods from the truck, you're automatically assigned a motorcycle and it becomes your job to get the four packages back. The four motorcyclist thieves will split up and drive around the city, focus on them one at a time and chase them down. You can use an uzi to shoot them from their bikes and grab the package if you want, but if you don't have one it doesn't matter because it's just as easy to drive up behind them and press the L1 button to steal it from them. Chase down all four of them and use L1 to steal the package back. If you don't kill them they will chase after you but considering the speed you'll probably be going they'll have quite a hard time keeping up. After collecting the final package return to the club under the bridge for a nice $5000 and some respect. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Mike Toreno | \_/ (000B3) \------------------------------------------------------o

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You've got six minutes to find this guy before it's too late, and only a small description of what to go on. After the conversation is over they decide that the best chance they have is the construction site, you should know where that is since it's right next to Carl's garage so drive there now. When you arrive new information comes up and your next destination is the dock. Upon arrival there things change once again, your third (and final) try leads you to the airport. Drive there and stop when you reach the large wide open air field. There's a special signal device used to locate the van, it's in a random location each time so I can't tell you exactly where it is, but using the signal device it should not take you more than thirty seconds to locate. When you do drive up beside it so the people in your car can get a good shot, this

makes everyone jump out of the van and run after you. Just squish them with your car and be ABSOLUTELY sure to take a second to hop out and grab a gun if you don't have one already. The reason for this becomes clear in a moment, you need to destroy the van and while the other two guys will shoot at it they deal zero damage. You need to destroy it yourself, since you can get into it you'll need a gun. Shoot it in the gas tank just above the rear tire to blow it up, then get into the limo. When leaving the airport you're stuck with a three star wanted level, get to the Pay 'n Spray near your garage and then from there return to the club for a well earned $7000 and some respect. __

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TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Outrider | \_/ (000B4) \------------------------------------------------------o

|

In order to begin this mission you have to return to CJ's garage and step on the red marker. Find yourself a vehicle and take it down to the gas station near the docks. After the scene drive up to where you'll find a dirt bike along with a rocket launcher and a sniper rifle. Grab everything and jump onto the bike. Your task is to take out the four roadblocks before the van reaches them, you'll find them at the red marker. Arriving there pull out your rocket launcher and aim it toward the cars, blowing them up should take care of most of the people around them as well. try to pick up the uzis that they drop too since you may need them. For the next couple roadblocks you will not only have to destroy everything on the ground, but use either the uzi or that sniper rifle you picked up in order to eliminate the people in the windows. Doing this a total of four times is all you need to do, drive along with the van for the rest of the trip but there shouldn't be any complications, a three start wanted level is tacked on along with the $9000 dollars you get for beating this mission, but just go find a Pay 'n Spray. O============================================================================O | Woozie's Missions (000C0) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Mountain Cloud Boys | \_/ (000C1) \------------------------------------------------------o Drive over to Woozie's place and get him to come with you. Your destination is just around the block. Arriving there stay close to Woozie as you both make your way down the alley. Once you reach the end a scene will occur and you'll be attacked by a bunch of gang members. Hopefully you've got some weapons in your inventory otherwise you'll have to rely on picking up theirs after they die. The first four shouldn't be a problem, just make sure you don't accidentally blow up their vehicle when either you or Woozie is near it. The next group comes in on bikes, take them out and then fight all the others off around the corner. If you still have the sniper rifle from previous missions it works great to take out the sniper on the roof as well as any gang members at a significant distance. Hop into the car and now fight your way past the two gang cars here. Woozie will be able to take them out fine but you may want to help anyway if you've got some extra uzi ammo. They're rather persistent so even when on fire they'll still be chasing after you, this is the most dangerous part. Make sure you get away as quickly as possible once they are ablaze. Set off back to Woozie's place for $5000 and respect.

__

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Ran Fa Li | \_/ (000C2) \------------------------------------------------------o

|

Your job is to head on down to the airport and make a pick-up. You can't get into the actual main airport part anymore but if you go around the side you will be able to get access to the parking garage. Someone in this humongous area there's a car waiting to be picked up. Step into it and get ready for an ambush. Most of the exits are blocked off when you try and drive up to them, the best escape is just down the main centre path driving out the entrance road, a couple of guys will attack but no cars will block your path. Outside it's quite easy to get past the cars blocking the road. The most dangerous part comes right when you escape, two motorcycles will appear and start firing on your, do whatever you can to get them off your tail otherwise you'll start taking some serious damage, drive them off the road, shoot them through the window, anything. The rest of the trip is pretty uneventful with the exception of a couple cars that don't move too quickly anyway, just avoid crashing too much and they shouldn't be able to catch up. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Lure | \_/ (000C3) \------------------------------------------------------o

|

This is just a simple driving mission, but that's simple in terms of "it's all you have to do" and certainly not in terms of being easy, because despite that fact this mission is rather difficult. The first part isn't bad but it's quite a trip, get into the large vehicle and drive it down to the Southern tip in Angel Pine. Upon arriving there you'll find a red marker and a couple of dirt bikes will start to chase after you. At this point it becomes similar to one of the street races except you've got people trying to kill you. Not only do you have to avoid flipping the vehicle over on this rough terrain but you must also avoid being damaged too much. If you doors are damaged it becomes possible for the pursuers to realize you're just a decoy and in such a case you fail. It's hard to get ahead at the start but gradually as long as you aren't going at a snail's pace you should find it easier and easier to stay ahead of the bikes. There's aren't as many checkpoints here but they are much further apart so the actual distance you need to travel resembles that of a race, just avoid doing anything dangerous. Stay on the path as much as possible, and don't hesitate to slow down if it means remaining upright. __

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TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Amphibious Assault | \_/ (000C4) \------------------------------------------------------o

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Before you start this mission you must get your lung capacity up, not too high, but about a quarter of the way or so in order to actually be allowed to begin. When you've managed to accomplish this simply by spending as much time as possible swimming underwater, return to Woozie's and begin the mission. It has you driving up to the docks and getting into the water. What you need to do is get to the large boat without being taken down by the many patrol ships. The beginning is just sort of a familiarization with swimming, it will have you going under and through a couple of tunnels and equipping you with a knife/ Once you reach the open water start swimming toward the boat. If you are spotted immediately dive underwater and keep swimming like that to force

them to forget about you. At that point you can surface again and remain stationary for some time while catching your breath. Afterward it's time to get moving again. Access to the boat is found around the back, jump up and climb the stairs. Using your knife approach the men on the boat from behind and perform a stealth kill. Your destination is located down the stairs at the front of the ship. You will find a red marker, stand on it and press triangle. Now all you need to do is jump off the boat and swim back to the red marker on the shore to collect your $11,000 and some respect. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ The Da Nang Thang | \_/ (000C5) \------------------------------------------------------o

|

You'll automatically be put in the position of gunner for a helicopter trip to the boat. Your job is to take out as many people as you can from the boat while airborne, this is extremely difficult because the people are just so small and so far away. There's no set goal you have to reach, anyone you are able to take out now will just simplify things later. Eventually it comes to the point where you must board the boat manually. Get on and sneak up behind the nearest guy, stealth kill him and take his shotgun. Now you can get the next person up top, pick up the uzi and use this as your primary weapon. Make your way from crate to crate as you progress along the ship. There are numerous little nooks, make sure you check out all of them. When you hop up onto the second large area of crates you can find a full health item near the start. Eventually you'll come to a point with a large opening in the floor, drop down and watch the scene. Take out anyone you find at the bottom. Before proceeding down jump up onto the crate on the right side and you will find a secret stash including uzi ammo and the very important body armour. With this you can blast your way along to the end where you'll find your target, a man who does not hesitate to throw a grenade at you. When you hear him yell out turn around and run in the other direction. After his grenade explodes he'll charge at you and will be very easy to kill. There's a large crate holding the refugees at the back, shoot the lock to open it up. Your job however is not done yet, you still need to clear out the bridge. Make your way there firing upon any enemies that block your path until you eventually square off against their leader. He throws you a sword and you can initiate a very violent sword fight to the death, or you can quickly whip out that shotgun you picked up and end the battle in a single hit, your choice. Now all you need to do is go out and meet the refugees at the mark on your minimap, this ends the mission and rewards you $15,000. __

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TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Fender Ketchup | \_/ (000C6) \------------------------------------------------------o

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It's another of the classic "scare the crap out of the guy by driving like a maniac" missions. Your goal is to get his sacre-o-meter up to max so that he talks and there's a few good ways of doing it. There's no time limit in this mission, you fail by crashing into something at high speed and accidentally killing the guy. Ironic and not-coincedental that in order to scare him you must travel at high speeds. The game gives you a number of tips on how to scare him, drive really fast, drive against traffic, do handbrake turns and do insane stunts. Insane stunts are dangerous and likely to flip your car,

despite how adamant the game is about you performing them you don't need to in order to complete this mission. Simply work on the bar gradually by driving down the opposite lane of traffic at high speeds, under no circumstance should your find yourself hitting a car head on, do whatever you can to avoid that whether it be handbrake turns or whatever. Eventually you'll manage to fill the bar up and the guy starts talking. Take him back to the casino. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Explosive Situation | \_/ (000C7) \------------------------------------------------------o

|

Find yourself a vehicle and drive down to the quarry. There you'll find some dynamite but unfortunately it's rigged to blow already, you've got two and a half minutes to get down there and steal it. But first you will need a heavy object. That heavy object comes in the form of the dump truck you can find down at the bottom, get on whatever ehicle you used to get in here and drive it over the edge so you can fall to the bottom quickly without taking a lot of damage. Get into the truck and use it to run over the crates, then get out and grab the dynamite you find inside. Do this in a counterclockwise fashion, the last one you come to is actually on a moving forklift but just crash into it to reveal the dynamite. Now once this is completed the quarry is surrounded by security. Your only escape is a nearby dirt bike marked on your map. You'll have to complete a set of challenging maneuvers to get out of here though. Follow the markers on your map to get up the ramps and jump from place to place. Eventually they'll get you out of the quarry and you can quickly ride to the nearby drop point to end the mission and get your money. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ You've Had Your Chips | \_/ (000C8) \------------------------------------------------------o

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This is an extremely frustrating mission, bring body armour if you can find some because it will really help. Drive down to the location marker. It says to try and get in silently, you'll find a large opening on the side wall but instead of approaching the entrance to the factory from the front instead sneak around behind the large coloured crates. You'll find a chainsaw on the other side. Now before going into the building take aim with any gun and fire at the gas tank of the car out front, it'll save you having to kill a ocuple guys later. Now approach the factory and watch the scene when you enter. Immediately run left and kill the guy in front of you, then the one standing on top of the shelf. You'll find a guy on your right as well when you pass all the shelves. Now get yourself into a safe position. If you have a sni[er rifle make good use of it here, pick off all the guys on the upper catwalk as well as everyone standing on the other side of the building. If not you'll still have to do all these things, but with an uzi instead. Now (at least to me) here's why this is one of the most frustrating missions ever. You could have some guy sneak up on you from out of nowhere, when you turn and press R1 to target him suddenly like an idiot you'll target one of those plastics machines instead and find yourself shot to death. Try to avoid this two ways, one is not to have someone sneak up on you, and the other is to use a weapon with no auto target like the sniper rifle or use any other weapon and aim with the right analog stick. When all the bad guys are taken care of pull out some weapon (shotgun works great) and destroy all ten plastics machines. This triggers another attack so find a corner and take out all the guys here.

Slowly make your way toward the door via the back wall of the factory (this is very important, you don't want to expose yourself at the door, go to the back where you can see through it but still be at a distance.) There's a very dangerous man on the crates outside, it's very easy to snipe him from the back without even being noticed but you'll have to put yourself in a bit more danger with another gun. Remember that even if you're too far away to auto target with the uzi or something you can still hit those enemies from a distance you just need to aim manually. After clearing everyone out get into the car they drove into here and return to the casino with a two start wanted level. Park the car to end the mission and get $10,000 and some respect. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Fish in a Barrel | \_/ (000C9) \------------------------------------------------------o

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All you need to do is sit back and watch the signing of the papers. O============================================================================O | ???'s Missions (000D0) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Monster | \_/ (000D1) \------------------------------------------------------o Yet another familiarization mission, this will send you all around the area and get you used to the terrain, but it won't make it a simple sightseeing trip. You need to drive a huge monster truck through a total of thirty-five checkpoints, you can keep track of your progress using the little icon at the bottom. Since the monster truck has such bouncy shocks you'll find it isn't exactly the most stable of vehicles so the entire time you're going to have to resist the urge to blaze through it and just take it slow. Never let yourself get up to top speed, be patient, and you'll probably be able to do it on your first try. Your reward depends on your time but don't let that rush you at all, for information's sake the top time is four minutes and twenty seconds. __

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TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Highjack | \_/ (000D2) \------------------------------------------------------o

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Cesar comes up to help you with this mission, you're given a motorcycle and the task to get a truck that's headed along the highway toward San Fierro. Get up on the railway bridge which is close by and take that along until you reach San Fierro, from there drive up onto the highway and chase down the truck. In order to successfully take it you need to drive your motorcycle up on the left of the driver's side door so that Cesar can jump onto it. Hold yourself in this position without going too far forward or backward for a few seconds and Cesar will jump. After another few seconds the truck stops and that's your chance to get inside, Drive it back to your garage in the other direction and park it to net yourself a nice $7000 reward. __

/ |

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Interdiction |

\_/

(000D3)

\------------------------------------------------------o

Get yourself a vehicle and drive out into the desert where you'll find a small gathering of houses at your destination. Here you're given the choice of three vehicles and a rocket launcher to pick up. The dirt bike will be the easiest of all the vehicles for this, simply because of its maneuverability. Take it and drive up to the top of the mountain. When you park it on the red marker a scene occurs and you'll need to make use of that rocket launcher. Protect the chopper at all costs. At first there will only be two choppers to deal with but by the end you will have downed about six. Take a many shots as you need, you're given plenty of ammo. The important thing is to run like hell in the event you ever shoot down a chopper right overhead. You can find both a parachute and a full life item here as well. After the choppers have been taken care of drive your vehicle to the drop point, pick up the package and return it to the house in the small group to complete the mission. __

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TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Verdant Meadows | \_/ (000D4) \------------------------------------------------------o

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This mission consists only really of driving to the abandoned air strip on your map and using your hard earned $80,000 to buy the thing. O============================================================================O | Flight Missions (000E0) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Learning to Fly | \_/ (000E1) \------------------------------------------------------o Your first test is taking off. This is quite simple, all you have to do is hold the X button to accelerate along the runway. When the tail of the plane starts to lift up a little pull back on the left analog stick to take off. When you're airborne press R3 to bring in the landing gear. Now you'll need to go through three coronas to show you can at least control the plane a little. They're pretty much in a straight line. Any turning you do should be done with only the lightest of movement on the analog stick, you don't want to find yourself out of control and constantly correcting your direction. In the second mission you need to learn how to land the plane. Aim yourself down toward the first corona, this will approximate the angle you should be looking to use when landing. Extent your landing gear with R3 and start to pull up a little while holding square. Continue to pull back so that you land as straight as possible and adjust your speed so that you come to a stop as close to the centre of the red marker as you can to pass the test. Your next challenge is circling the airstrip. Select whichever course you feel more comfortable with, it doesn't make much difference. This one is much more difficult than the last one, it puts an emphasis on turning which in planes can be quite hard. It introduces you to the rudder turn using the L2 and R2 buttons, never underestimate the power of this turn, it's far easier to turn like this and remain in control. You still need to turn with a combination of these buttons and the analog stick for a couple of the turns but for the majority you can just stick with the L2 and R2 buttons.

Well now take what you did on the previous test and make it more difficult. You need to fly around the airstrip and land the plane after doing so. The same idea applies to making it through all the coronas on the way but you also need to straighten yourself out at the end. Make sure to start descending and slowing down early, you get bonus points if you stop inside the red marker (it's quite difficult to beat without doing this) so slow down early, it's easier to adjust your speed to that you go forward a bit further, but not so that you slow down if you're coming in to land when it's too late. Now we change vehicles to the helicopter which will feel significantly easier to fly to people who have played Vice City. This one is actually quite easy. The instructions you are given are to fly straight upward, to do this all you have to do is hold the X button. When you reach the top let go of the X button when it tells you to level off, but press it periodically to maintain your height. Hold either L2 or R2 to do a 180 degree turn and then when it tells you to hold up on the analog stick to bank forward. From here you'll be moving directly toward a corona, pass through it to complete the test. Since you've taken off with the helicopter now it only makes sense to land. The game actually needlessly complicates this one, despite everything it tells you all you have to do is hold forward and X to fly toward the end of the runway, when you reach it position yourself over the red marker (press L3 if you are still banking to level off) and descend using the square button. If you find you are falling too fast let go or press the lift button to slow. Bring on the destruction. Your goal is to fly forward as you normally would and destroy the three stationary trucks at the end of the runway. Your helicopter is equipped with machine guns on the L1 button and a rocket launcher on the circle button, you won't be needing the machine guns. As you approach the three trucks slow down and fire the rocket launcher at each of them to make sure they are destroyed, then turn around and fly toward your new target: two moving cars. These can be a bit difficult to hit, but as long as you are facing and angled directly toward them, they are going slow enough so that you won't miss. One thing I find that helps is keeping control of where you're looking by moving the camera with the R3 stick. As a final test you need to fly to the red marker on the strip and land your helicopter. This is just a quick one, in a new plane you haven't used yet you need to perform a fancy loop-the-loop. Fly toward the first corona and immediately once you pass through jam back on the left analog stick to do a loop, no matter what the camera does just hold back on the left analog stick. As long as you weren't pressing in any other direction you'll find yourself in a perfect position to pass through the second corona when you complete it. Another in the session of fancy moves is the classic barrel roll. This is much more difficult than the last one because despite doing exactly what the game tells you to do, you're inevitably going to lose control afterwards. You can only hope to salvage what little control you have left and make it through the corona. Okay, maybe it's just me. But still after passing through the first one hold left, now the important thing is not too hold it for too long because that's instinctively what you're going to do, let go just as you're about to straighten out and you'll have a better chance of gradually straightening and making it through that second corona to complete the test. The last test really isn't about flying at all, well if it is then the only vehicle flying is you because the test starts with you far above the clouds

and only a parachute on your back. Your goal is to aim toward a small target on the ground which looks physically impossible from this height but becomes perfectly plausible once you get down there. The game teaches you numerous tricks about falling and chuting but in order to do well on this mission simply hold up on the analog stick to dive the whole time. Do not listen when the game tells you to open your chute, instead continue to dive past the clouds and open it up only once you're through the clouds. Now you can slow your descent and move forward by holding down on the left analog stick but avoid doing this as you're more likely to just over shoot the target. Instead simply let yourself fall normally and use the right analog stick to look around and gauge how well you're doing. As you get closer to the ground judge whether or not you need to drift forward and adjust it so that you do. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ N.O.E. | \_/ (000E2) \------------------------------------------------------o

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Welcome to your first real flying mission, and flying is definitely what you're going to be doing. Hop into the plane, drive it out (steering with the L2 and R2 buttons) then take off down the runway. Your destination is the Angel Pine area at about the polar opposite end of the world, but you can manage. To make it more difficult you have a specified height limit and if you fly too high the game warns you and your visibility meter starts going up. It goes up slowly so you've got a good warning and opportunity to get lower. Don't take it as a super emergency and slam your plane into the ground. Remember that the height is relative to the ground below you so you can fly over a mountain without worry since the height is measures from the ground to the plane. Things you have to look out for are mostly near the destination area, things like large telephone poles and especially trees in the woods. Don't hesitate to fly high for a moment if it means avoiding flying through a forest or something. The only other thing you need to look out for is the restricted air space a little South of the airport. You'll get a hefty warning if you go that way, just steer clear if it happens. Stick to the same formula on the return trip and land the plane to get $15,000. __

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TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Stowaway | \_/ (000E3) \------------------------------------------------------o

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At the beginning of this mission you're given a motorcycle and told to ride up the ramp on the airplane. Not too hard except for the fact that the airplane is moving and not only that, dropping obstacles as it goes. The best way to do this is to drive along on either side of the plane until you get close so you don't even have to worry about dodging at all. When you start to get close to the ramp wait for the next set of crates to fall out the back and turn toward the ramp, with any luck you'll have made it aboard. Once aboard however there's still more to do. The first order of business is to get the parachute which is on the back of the government guy at the top of the plane. There's tons of explosives on here so using guns will only blow the thing to bits, run up to him and take the old fashioned route of punching him to death. Grab the parachute and then switch to the explosive item and throw it. Now all you need to do is jump out of the plane and watch the scene in order to complete the mission, whether you hit the ground and splat or not is irrelevant to the mission requirements, the $20,000 is yours as you plummet.

__

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Black Project | \_/ (000E4) \------------------------------------------------------o

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The goal in this mission is to infiltrate area 69 and bring back evidence of the Black Project. You're equipped with a sniper rifle and thermal goggles which will be invaluable for this task. Step into the base and make good use of that sniper rifle you were given. Despite the loud noise it makes it will only disturb personnel who are relatively nearby. Make sure to snipe all the guys in the tower as well not just the ones running around on the ground. You'll find the blast door opening device at the upper right side of the compound from the perspective of coming in through where you started, however don't worry about being seen because it's quite easy to drop through the vents. Once you've been sighted the icon on the minimap points to a vent opening, shoot it and drop to find a health item then enter the installation. Head through the nearby door and go further into the facility. There are many military personnel in here, shoot them with whatever weapon you have, the assault rifle that they carry works great. If you go right you'll find some body armour and a minigun in the small room. One trick I recommend is to not actually pick up this body armour while you still have some left. There's a lot more guys and you'll probably get shot more than a couple times, wait until your current armour is depleted and then come back for this. Climb down to the lower area and get into the small little car. Drive it down the spiral ramp and run over any people you come across before they shoot it to the point where you need to jump out. Clear the room and run down the East path where you'll find two sets of stairs. Ascend one of them and be careful around these corners, usually there's more than one enemy hiding behind them. You can find and disable the nearby SAM if you want, but it's not necessary. Keep going until you reach a room where a keycard is needed. The scientist in the next area will drop it, make sure to let him live, because he's a scientist, and probably a nice guy. Step on the red marker to open to open up the path to the stairs. Be careful here there are tons of military personnel on the stairs. Shoot them from far above using the sniper rifle to avoid the most potential damage. If need be you can go back and grab that body armour on the table near the scientist if you didn't already. At the bottom you'll find a handy little item, a jet pack. Equip the thing and jet out of this huge tower. When you shoot out the top they'll fire at you but you can just boost so high there's nothing they can do. Now all that's left is a relaxing trip back to get your well earned reward of no jet pack, no money, no respect and being abandoned at the top of a mountain. Be sure to answer your cell. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Green Goo | \_/ (000E5) \------------------------------------------------------o

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What you'll probably need to accomplish this mission is a heck of a lot of uzi ammo and a nice piece of body armour. Neither is required but it'll help out. Use the jetpack and fly to the location of the train. You'll find it moving along nicely covered with military personnel and a number of crates. Fly beside it using R1 to target and kill anyone shooting back at you, then to target the blue boxes found on each flatbed car. Eventually one of them will reveal the green goo you are looking for. This is your only goal, once you have dropped down to pick up the green goo all you need to do is fly back and

return it to The Truth to get your reward. Your reward is $20,000 along with the asset property of the airstrip. This will now generate up to $10,000 at a time for you to come and collect every now and then. As if that wasn't enough the awesome jetpack now spawns just outside the door. Pretty darn spiffy. O============================================================================O | Rosie's Missions (000F0) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Intensive Care | \_/ (000F1) \------------------------------------------------------o Start by finding yourself a vehicle and heading over to the local hospital. When you arrive it turns out the guy was already discharged and is being taken away by ambulance. The problem is that there are three ambulances and you have no idea which one he is in. Since he's in a random one of the three it's up to you to go and examine them all yourself. There's one to the North and two to the South so you've got a better chance of finding it if you go South first. Use the minimap to locate the first ambulance and bump into it with your car, this bump will determine whether it is the correct ambulance or not. In the event that it is not you have to go up to the next one and try the same thing, but hitting the first one alerts the mafia so you need to act quicker before they escape. Don't worry, there's plenty of time to try all three in the event that you need to. Eventually you'll find one that has Johnny inside, in order to get the driver out of the car you need to start ramming the ambulance as hard and as often as possible in every direction. Avoid doing drive-by shooting as you don't actually want to destroy the vehicle. When the driver jumps out run him down and switch over to the ambulance. You need to drive it over to the meat factory o nthe West side of town while being pusued by mafia cars the whole time, make it in one piece to get your reward. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ The Meat Business | \_/ (000F2) \------------------------------------------------------o

|

You need to get into a car and take Rosie back over to the meat factory. When you arrive go inside and watch the scene. You will be in a little bit of trouble, pull out your best gun and protect Rosie at all costs. Make your way from room to room, start at the entrances and pick off the guys in there. Use an automatic weapon and take advantage of the quick targeting of the L2 and R2 buttons, but be careful as many of these people are wearing body armour. A more powerful weapon like the M4 is preferable but not required. Now if your health starts to drip note a couple of things. In the meat freezer o nthe right with all the hanging carcasses you will find some body armour, and back in the main office you will find a heart to restore you to full health. Playing it safe and taking advantage of these items should allow you to complete the mission without too much trouble. Watch out in the final box room for the guys who are hiding on top of the boxes. Surprise them by strafing around the corners and firing before they can. Once you get outside it's a simple matter of driving Rosie back to the casino. __

/ |

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Freefall |

\_/

(000F3)

\------------------------------------------------------o

Hop into a vehicle and drive it down to the airport. There you will need to requisition yourself a plane. Take off with the one at the blue marker and start flying it out over the ocean. You have to fly out quite a fair ways before you actually see anything, far beyond what the actual normal map in the pause screen shows when on land. Eventually you'll find the plane you've been looking for. Pass it and then quickly turn around, there's a corona that follows behind the plane here. Put your training to good use and fly into it (you're faster than the other plane, don't worry.) At the point there's a quick scene and you're on board. Here you've got the ability to press L2 and R2 in order to hide behind the walls. Shoot with the circle button. There's four guys in there each with armour, you're best bet is to wait until you don't hear gunfire then pop around, make a few head shots if possible and repeat the process. Soon enough you need to do the same thing for the captain, however just standing there and firing works fine. Fly the plane back to the airport and land it on the runway, the second the plane comes to a stop a nice fifteen grand is yours as well as some well earned respect. __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Saint Mark's Bistro | \_/ (000F4) \------------------------------------------------------o Get yourself a nice gun and some body armour before starting this mission. Your first task is to head to the airport, which is easy enough. Board the jet that you find at the marker and take off, you need to fly to Liberty City which is located to the East. Simply fly off the edge of the large map in order to be taken to the Bistro automatically. Here you'll find yourself immediately in a shoot out. Press L3 to duck down and get a good weapon. Now pop up and start capping the guys quickly, there's quite a lot of them. By far the most dangerous part of this mission is the two guys with shotguns who are down the stairs behind the counter. DO not let them shoot you, even with body armour it doesn't take more than a couple good hits for you to die. Your best bet is some kind of grenade or something where you can kill them without exposing yourself. If not don't waste any time with the stairs. Jump down the stairs, quickly turn around and blast the guys as fast as possible. You'll probably take damage but live. Now make your way down the stairs, taking out the guys as you go. Most can be shot from a corner before they even realize you are there. Past the main kitchen area is an outdoor part. Your main target is here, if you have a sniper rifle this is cake, if not simply let the auto-target take care of everything from the top of the stairs. Once everyone is dead you will find yourself automatically on your way back to San Andreas. Land the plane at the airport to complete the mission. O============================================================================O | Madd Dogg's Missions (000G0) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Madd Dogg | \_/ (000G1) \------------------------------------------------------o Head over to the Royal Casino to find Madd Dogg a little out of his mind and threatening to jump. What you need to do first is quickly run over and grab the pick up truck with all the boxes in it and park it under Madd Dogg. Now for the next part it's kind of a ltitle minigame in which you need to

accelerate and decelerate (turning is not necessary) to stay as close as possible to Madd Dogg's position. Eventually after he's stumbled around for awhile he will indeed jump. You don't need to be 100% accurate but you do need to be close. When done correctly he lands on the back of your truck with about half his health, do the right thing and rush him to the hospital as fast as possible. It's similar to the paramedic missions in that you need to avoid bumping too much so that he survives the trip. With no time limit simply take it easy and drive carefully to ensure Madd Dogg gets to the hospital okay. O============================================================================O | Heist Missions (000H0) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Architectual Espionage | \_/ (000H1) \------------------------------------------------------o Head u pthe road to find a bunch of tourists in front of the casino. The guy taking the pictures of the group is obviously the one with the camera, it's your unfortunate job to end his life solely for his camera. Now drive down to city hall which is marked on your map. Make sure you set your weapon to fists before going inside. Speak to the receptionist at the desk and respond positively to both her questions, this will give you access to the stairs beside the front entrance. Ascend the stairs until the marker on your minimap changes to a square, now go in and watch the quick scene. Run down to the floor below and go into the room at the end. There's an object in here you need to destroy, simply blast it with some gun but do it from a distance because it explodes into flames and you would probably want to avoid burning to death. Make sure to unequip your gun afterward. On the top floor you can now safely go into the room and photograph the casino plans. This however will raise your wanted level anyway, you need to escape from the building blasting all the cops as you go down. By the time you're out of the building you'll likely have a four start wanted level, this will make things difficult but all you need to do is get back to Woozie's (and your) casino, when the mission ends your wanted level disappears and you become more respectable. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Key to Her Heart | \_/ (000H2) \------------------------------------------------------o

|

Take a car to the casino and wait for the person to leave. You need to follow behind their car but stay at a good enough distance so that the spook meter stays low. Don't get too far back however or else you risk losing the car. Follow it until it stops at a store, go inside after the person and step on the red marker. Go into the change room and get a new outfit, now follow the person home. Stop out front and wait for the gimp. You can recognize him as the guy walking on the sidewalk toward her front door with a large rubber object in his hand. Kill the guy and then step up to her front door to end the mission. She becomes one of your girlfriends so in order to get the card you need to either get her relationship meter to 40%... or kill her. __ TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Dam and Blast | \_/ (000H3) \------------------------------------------------------o

|

/

Make your way to the airport and get a plane there. As you approach the dot on your minimap make sure you spend the trip getting as high as you possibly can, there's a corona floating in the air above the clouds and you must pass through this in order to be able to jump. When this occurs hit triangle to drop out of the plane and fall until you feel it is the right time to open your parachute. Glide toward the red light pillar, if you don't make it from the drop get there by any means necessary. Now this entire next section is based around stealth. Approach the door with the knife equipped and take out the guards. Be sure to pick up the knife there even if you already have one or else you won't be able to proceed through the door. Inside the dam and up the stairs there are five generators. Move from generator to generator using the triangle button to plant the explosives and using your knife to take care of the people there without alerting any of them. After all the charges are planted go through the door and watch the scene. Grab the skimmer plane floating on the water nearby and use that to get wherever you're going. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Cop Wheels | \_/ (000H4) \------------------------------------------------------o

|

This is one of the more difficult missions you will face, but like most there's a right and a wrong way to do it. A moving truck is going along the highway and you have twelve minutes to load four cop bikes onto it, but they have to be the four specific bikes located on your map. To start you're going to want to go for the closest one and that's the West one. Grab it and then ride it all the way along the highway until you reach the truck, drive it up the back and the game will park it for you automatically. Now jump off, grab a car and continue. Each time you need to get another bike the best choice is always the closest which will change each time since the truck is moving. As long as you minimize each trip you should be able to do this with a good few minutes still remaining on the timer. Your reward is of course more respect. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Up, Up and Away! | \_/ (000H5) \------------------------------------------------------o

|

First things first, you'll need to get an assault rifle and some body armour, this is going to be rather dangerous. Now find a car and drive it up to the military base. Wait outside until the gates open for another vehicle and then shoot the guard working the door. Find yourself some cover and blast everyone you see. Now make your way into the warehouse on the left. There's tons of guys in here all over the place, stay at a distance and pick them off before they are able to see you. You'll find extra health and body armour in here as well but don't pick them up until you need them. Beyond the warehouse is a horseshoe (more info on those in another section) and then some more guys outside. Before going up the stairs be sure to pick up the flamethrower down the path beyond the stairs. At the top two helicopters suddenly appear, they're easy to take down however. Get to the gun turret at the marker and start blasting with either the L1 or circle button. You should be able to eliminate them with little to no damage to yourself. Climb up the next set of stairs and get into the helicopter with the gigantic magnet attached to it. The second part of this mission consists of your flying this beast over to where there's an armoured car parked indicated on the minimap and using the

giant magnet to snatch it. You don't need to press any buttons to actually snag the car, but keep in mind the magnet wire can be extended and retracted using the right analog stick. Grab the truck and fly it all the way over the city to your airstrip. Set it down with the wheels on the ground on the red marker and then land your helicopter as well to end the mission and get some more respect. You can't start the next mission without the key card. Remember, get her affection up to 40% (she loves big muscle guys with lots of sex appeal... yum) or just kill her and she'll automatically drop the card. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Breaking the Bank at Caligua's | \_/ (000H6) \------------------------------------------------------o

|

Make your way to the casino and go inside, the four minute timer starts immediately. The first thing to do is get to the door and use the key card with the triangle button. Once inside head down to the generator room, you'll find a ventilation shaft at the back. Switch to the gas canister and drop it down, you'll know you did it right is it triggers a scene (sometimes you drop it, but the game doesn't register it.) Next leave the room and head down to the next section. Grab the nearby forklift and use it to pry open the door, the forklift is operated using the right analog stick. This should get your gang into the casino, now the next phase of the heist is about to begin. If you don't already, equip the night vision goggles you have in your inventory, they help a lot. Take point for the group and eliminate all the guards, there are countless numbers of them but fortunately they only wield weak weapons and you can find some body armour in the room right before the forklift. When you reach the vault pick up the charges nearby and run back up to the generator room. Throw one of the charges, get out of there, then switch to the detonator and use it. Return to your group and get ready to fend off more guards when you've got the money. Return to the vehicles and let them escape, now it's your job to act as the decoy however. Make your way up the stairs and get to the elevator. It will take you to the upper section of the casino where you can easily get access to the roof. Jump from roof to roof avoiding fire from the helicopter and grab the parachute. Jump off the roof toward the helicopter on the adjacent building and press circle to open it as soon as possible, hold down on the analog to glide over there and kill the cops on the roof when you land. Make sure they're all taken care of before you get in. From here it should be a simple task flying it back to your air strip and netting yourself a cool $100,000. O============================================================================O | CJ's Final Missions (000I0) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ A Home in the Hills | \_/ (000I1) \------------------------------------------------------o You're automatically thrust into this mission without having to lift a finger. Drop out of the airplane and parachute onto the roof of the house. Be sure to open your parachute rather early because you are dropped somewhat far away from the house. When you land on the roof pull out a gun for which you have lots of ammo, preferably something like the M4 and start unloading like mad at

all the guys climbing up onto the roof. After taking out what seems like an endless amount move your focus to the ramp on all sides of the house because a bunch more will come from there. When you've finally taken them all out be sure to refresh your body armour with the one found on the roof and then go down the ramp and through the main entrance of the mansion. Inside you will need to fight off just as many, if not more guys than you did before. There's a ton of guys in all the rooms leading off the hall in the next area, carefully scope out each room eliminating the guys inside before the can see you, don't forget to check your back now and then because the enemies aren't afraid of coming in from behind. One of the rooms here contains a body armour, and if you drop down in the next area you'll find a full health refill in the kitchen. Now as you continue on you'll get a message about some guy who is trying to escape. Chase him down but don't risk your life trying to kill him. Be sure to pick off the other guys on the way just to be safe. If you don't kill him in the house a car chase ensues when you get outside, unfortunately you're assigned one of the poorest handling cars ever. Be sure to switch if you need to. All that uzi ammo you picked up will come in handy here as you drive up beside the guy and drive-by him to death, his car explodes, the mission is complete and the mansion is yours. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Vertical Bird | \_/ (000I2) \------------------------------------------------------o

|

Get onto the boat right beside you where you start and drive it to the large ship located at the position marked on your minimap. Rather than driving the boat into the back of the large ship, jump off and swim in using stealth. Now you can fight with your silenced pistol in order to maintain your cover. Up the first set of stairs and in the door you will find a drink machine you can use to refill your health, and considering the power of the firearms these military guys are using it should come in handy. Head through the door opposite the machines and step onto the red marker to deactivate the SAM. Run in the opposite direction all the way down to the end of the hall, there you will find a number of military jets. Get into the one which is already outside and hold X to ascend as you would a helicopter. Once you're in the air press R3 to retract the landing gear and hold up on the right analog stick in order to point the jets forward. Now a battle commences between you and three other military jets. Manoeuvre around in the sky and use R1 to target with L1 to fire upon the other three jets, just watch you don't crash in mid air. They don't take many hits to go down. When this is accomplished you need to head North to take care of some boats. Arriving there move your jets back to the original position so you can hover and fire on the four of them. All you need to do after that is fly to your airstrip and park the ship in the hanger, now $50,000 is yours along with use of the Hydra whenever you want. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Home Coming | \_/ (000I3) \------------------------------------------------------o

|

Hop into a vehicle and drive down to the precinct. On your way you're going to want to stop at Ammunation and pick up some M4 ammo with some body armour if you already aren't stocked in either category. Now pick up Sweet and return to Grove street. You've got two jobs to do here, one is to clear out the drug dealers and the second is to take back your hood. Start by killing

all the drug dealers, each is marked on your map. Once this is complete shoot three Ballas to trigger the gang war. Now you can survive this easily without even being hit once, just do the following. Equip the M4 and stand at the tip of the circle right out front of Sweet's house. All the Ballas in the three waves will be coming from the street in the direction of the bridge, and since the M4 has such incredible range, especially when you're proficient with it, you can just hold the fire button while tapping L2 and R2 to switch from target to target. There's a heath item that appears near them but assuming you use this tactic you won't need it at all. Kill all three waves of Ballas to take back the hood and end the mission, getting you a bit more respect. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Cut Throat Business | \_/ (000I4) \------------------------------------------------------o

|

Drive the car down to the location where they're shooting OG Loc's video, when you arrive he'll try to escape on hovercraft and you need to chase him down. The most important thing to note for this section is that he's constantly going to try and swerve in all directions just to screw you up, ignore his back and forth movements and just stay in a straight line. When he goes over the jump at the lighthouse DO NOT follow him over it, instead go around otherwise you risk getting stuck up there. When he goes up on the beach follow him in the water as he's going to go off another dangerous jump and land in the water again anyway. Follow him up the next time he goes on land, there's a scene and the chase continues on go karts. It's not your responsibility to kill him or anything, in fact quite the opposite, he must live. But it's not like you'd be able to anyway, every time you're about to catch up he just goes faster. Focus on staying behind him and don't worry about doing anything dangerous. in fact following a a bit of a distance allows you more prep time if he turns at the last minute, just remember not to follow too far behind. Watch the scene at the end and the mission is over. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Riot | \_/ (000I5) \------------------------------------------------------o

|

Drive Sweet's car back to Grove Street through the town of crazy rioting people who will not hesitate to attack, shoot or explode whatever car it is your driving. The idea of the entire city going crazy sounds a lot more dangerous than it actually is though, simply drive from CJ's mansion back again without encountering any trouble to automatically pass the mission. O============================================================================O | Sweet's Final Missions (000J0) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Beat Down on B Dup | \_/ (000J1) \------------------------------------------------------o Take Sweet's car and drive over to B Dup's house, it's not very far away at all. Watch the scene when you arrive here and then whip over to Glem Park. Similar to what you did in the last mission kill three Ballas here to provoke a gang war. It's another three waves of guys that will attack you, eliminate

them with the help of the full health and body amrour items you can find on the road. After they're all dead you still haven't got B DUp so you'll have to get into the house. The guys guarding the house are equipped with much more dangerous guns so it's best just to take them out using the M4 from a distance, because you seriously risk losing your life if you get anywhere near them regardless of how much armour you have. After taking out the front defenses go into the house and watch the scene to end the mission. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Grove 4 Life | \_/ (000J2) \------------------------------------------------------o

|

Well if you've done gang war missions before you'll know how this works, although that's not to downplay how potentially dangerous these can be. It's good to prepare yourself by getting a good gun however armour and such isn't as important as it always continues to spawn on the streets during gang wars. Make your way to the marker and provoke a war, as usual you (and Sweet) just need to survive the first three waves. You can always recruit some more guys into your gang by R1 targeting them and pressing either up or down on the Dpad but to be honest I find the AI on the gang members to be extremely frustrating as you try to find a good position and all they do is walk in front of your gun. After taking back the first turrf you've got your choice of the next one, find somewhere nearby that's still inhabited by Ballas and win a second gang war. Afterward return to your hood to get your reward. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Los Desperados | \_/ (000J3) \------------------------------------------------------o

|

This will be the most violent mission you've undertaken so far, so if you know what's good for you, you'll be bring a hell of a lot of M4 ammo. When it begins gather up a couple of gang members (you're forced to) and drive Cesar West down the tracks to Union Station. You need to infiltrate the area and take out all the gang members, crouch down and move in. Try aiming manually for some of these and picking off as many gang members as you can around corners rather than putting yourself at risk. Don't move into an open area with houses on either side, stay near the fence so you can focus your attacks in one direction without worrying about your back, and make use of your map. When you've cleared out all the guys in the residential area you can find a full health restore item in front of one of the houses, then you need to move to the red marker across the street. In this area fight your way down the alley, do your best to keep your people away from cars because they will inevitably explode and end up killing a teammate, failing the mission. Shoot all gang members on either side, be sure to pick up the full health item in the garage when a bunch of gang members rush out of there. The final area is an attack on the house, your primary target should be the guy with the flamethrower but there's not nearly as much resistance here as there was in the previous two areas. Kill them all to complete the mission. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ End of the Line | \_/ (000J4) \------------------------------------------------------o

|

Before taking part in this mission you must go out and battle the Ballas and

other gangs to win at least 35% of the territory in Los Santos, so get moving. You'd be surprised how many you actually need to take in order to get that number, if you haven't been working on it previously you're looking at between fifteen and twenty territories. Sweet will give you a call when you've got enough so don't bother going back and checking each time. When the mission begins hop on the bicycle and ride down to the S.W.A.T. van. You can try to shoot your way to it or you can just make a mad dash. Either way once you get inside drive it back to the crack house and smash right through the front. There's no reason to get out right away, use it to cream all the Ballas inside before you're forced to disembark and head through the door. You need to start making your way up floor by floor. On the first floor there's a few guys in the hall and some body armour at the end. Get ready for a huge firefight when you go through the nearby door. Crouch down and fire from behind a set of boxes. Run through into the small adjacent room and eliminate the two guys in there before ascending the stairs. On the second level before going through the door you can find a full health item in the room that overlooks the one you just fought in. Watch out for exploding barrels in the large drug lab on the second floor, use them to your advantage don't find yourself next to one that's being targeted. A full health item awaits at the top of the stairs (you have to run around the upper walkway) and the next set of stairs leading to the third floor. You'll find the same piece of armour you've come to expect. You need to watch your back in the lounge, not only should you check both left and right when going through the door, make sure the first guy you target is the one with the shotgun. In the hallway that follows the room with two couches, make sure to check both rooms that the guys in suits jump out of for a body armour and health refill. After this floor, it's time to go up and get Big Smoke. Big Smoke has some powerful body armour so you're going to need to aim for his head if you want to do serious damage. It's not really necessary if you're using something like an assault rifle, just blast away but make sure you take out his lackeys first. When the lights go out run to the corner and grab the thermal goggles, you'll also find a drink machine over there if you get thirsty during the battle. Eventually Smoke will go down and a scene begins, but it's not over, no sir. A countdown begins and the building is burning, no here's the classic predicament. You're given a time limit but enemies still populate the building. I'll tell you now that being careful and making sure it's safe before proceeding will still leave you with two minutes or so when you get out of the building, so don't go nuts and make a mad dash. Make sure you clean out each room before going any further and note that the body armour at the top of each set of stairs has respawned. When extinsguishing flames remember to aim at the base of the flame and don't swing it around, be consistent. If there are two sets of flames blocking a door you should only need to douse one of them to get through, exit the building for a scene. The final task is a chase, you'll automatically start in the car so chase after the firetruck. You don't need to attack it, in fact it's strongly advised not to, you'll have your hands full keeping up anyway. People around the city are throwing molotov cocktails like crazy but it's more of a light show than anything dangerous, you'll probably have driven through a hundred fiery explosions before the chase is up and your car will still be just as shiny. At some point you'll get a message at the bottom of the screen. Before the bar runs out you need to drive forward and get under the ladder so Sweet can drop into your car. Now it's a little change up and the very last thing you need to do is a little shooting on the back. Fire upon any cop cars

that are chasing you, any bikes and such. Make sure to take out the two cops on the fire truck, when the one of them dangles from the ladder he's dead, you don't need to keep firing. After quite a chase assuming you've kept the cops at bay you'll be treated to a couple final scenes and then the credits roll. You beat the game.

Good job! d--(o_O)--b

But it's still not over. After the credits roll you're placed right back on Grove Street with some newfound respect. For many this will just be the beginning (okay, maybe not quite) but still there are oodles and oodles of things to do in this game, don't miss out. Be sure to check out all the other sections of the walkthrough the milk the game for all that it's worth! O============================================================================O | ZERO's Missions (000K0) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Air Raid | \_/ (000K1) \------------------------------------------------------o To get these missions simply purchase ZERO's shop in San Fierro then step on the red marker. For this mission you have to be the guy operating the gun shooting down the planes that fly overhead, the catch is that they're only toy planes, but the bombs they drop are real and are trying to destroy the transmitters. There's a little bar indicating the transmitter health and you have to destroy the planes quick enough so that they are unable to deplete the bar. This is actually a difficult mission, you need to be very accurate because there are dozens of planes that come, it actually takes quite a long time before the onslaught ends. Some of them come three to four at a time as well. I find the easiest thing to do is not be shooting all the time since it makes your crosshairs constantly move. What you want to do is position your crosshairs right over the plane, or where it's going to be in just a second and then start shooting like mad. This should work quite well. Remember you need to destroy the planes as fast as possible, focus on the ones you can hit if there are more than one coming at a time. You don't need to have the transmitters survive with full health, but you do need to have them survive. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Supply Lines... | \_/ (000K2) \------------------------------------------------------o

|

This is one of the more difficult missions in the game surprisingly, but hopefully with these tips you should be able to complete it in no more than a couple of tries. I can give you the best directions to take but I can'tteach you to fly the little plane well. Practice a bit and don't underestimate the usefulness of the L2 and R2 button turns. Now here's how it works, you've got a certain amount of fuel to not only go out and kill the five couriers but also to get back to the shop again. The most effective way to complete this is as follows: First you're going to want to turn left and take out the van that is moving away from you. It's close and easy to shoot, pop the driver as

well when he bails out and then do a U turn. Nearby there should be another marker representing a guy on a bicycle, he's your next target. The difficult decision comes here, there's guys far in both directions and you have to choose one. Choose to go North and target the two people who are in close proximity, there's no way you will be able to succeed if you go for the other target. After eliminating these two you should have half your fuel left. Turn aorund and head toward the marker, it should also be moving toward you and you'll meet it just a couple blocks away from where you started. Destroy the van and quickly turn around. Return to the rooftop to complete the task. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ New Model Army | \_/ (000K3) \------------------------------------------------------o

|

In this mission you have control of the toy helicopter and must make sure that the little toy car is able to get to the end. There are three different types of obstructions you'll have to deal with, barrels, bridges and tanks. To deal with barrels fly down to the barrel and your chopper and press the circle button to pick it up, then just dispose of it somewhere nearby. To create a bridge you need to pick up one of the planks back at your base and set it down, don't worry, you don't need to be too accurate. The game will take care of setting it straight. Finally you have tanks which will damage the car, these should be dealt with before anything else, if there's a barrel in the way before a tank just leave it there since it's actually acting to protect the car until you can destroy the tank. Head back to base and pick up a bomb. Fly right down beside the tank so that you are practically touching it (this assures you won't miss.) Now start flying straight up and drop the bomb somewhere along the way. This is the easiest and most reliable way to destroy the tanks. Helping the car get to the end of the course nets you $7000 and ZERO's shop starts generating $5000 regularly if you come back to get it. O============================================================================O | Wang Cars Missions (000Q0) | O============================================================================O Wang Cars is a property that you can buy in San Fierro just North of your garage near the Pay 'n Spray. Some missions are available once you buy it. You will not find these missions at Wang Cars however, but at your garage. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Zeroing In | \_/ (000Q1) \------------------------------------------------------o

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For this mission you are automatically assigned a car and told to track down another car to steal and return to your garage. You're equipped with a tracking signal that helps you locate the car at specific intervals, an icon will appear on your minimap and you must drive to the icon like a checkpoint before the trail on the car goes cold. Each time you approach the checkpoint a more updated location appears and as you get from one to the other you'll slowly approach the car until eventually you can see it in the distance. At this point ignore the map and chase the car down, when you reach it perform the P.i.t. manoeuvre that you learned in driving school in order to spin the car around and scare the woman out. Now all you need to do is get into the car yourself and drive it back to the garage for respect and $5000.

__

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Test Drive | \_/ (000Q2) \------------------------------------------------------o

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Start off this mission by running into the middle of the road and commandeering yourself a vehicle. Take Cesar to the showroom located at the point on your map, when you arrive there watch the scene and get ready to drive. Cesar isn't exactly interested in getting back to the garage anytime soon, he'd rather drive around the city and you need to keep up with him in order to avoid failing the mission. Drive around cars, obstacles and basically anything in your way. This includes cops as you will automatically be given a two star wanted level. At some point Cesar will ignite his nitro boosters, you've got them on your car too and you can use them with the L1 button to keep up. After a while of driving around the city he eventually agrees to head back, you'll end up driving through a bunch of obstacles, make sure to go around rather than following him over the jump and risking flipping your car. From here the garage isn't too far away, just drive back and park. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Customs Fast Track | \_/ (000Q3) \------------------------------------------------------o

|

Hop into Cesar's car and drive down to the docks, they aren't too far away. When you arrive at the icon on your minimap there's a red marker for you to step into underneath the crane. Press the triangle button to get on. There's three crates here and one of them holds the car you are looking for. What you need to do is use the X and square buttons to raise and lower the magnet. Grab one of the crates and move the crane over to drop the crate on the red marker. You can move the crane arm with left and right and you can move the crane on its tracks with the other directions. Press the circle button to drop it (do not drop it from very high or it will explode) and Cesar will tell you whether it's the right car or not. Eventually when you find the correct on you're suddenly attacked by a bunch of law enforcement officials. Whip out whatever kind of weaponry you have and start firing to help Cesar. When they're all taken care of drive the car back to your garage very carefully. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Puncture Wounds | \_/ (000Q4) \------------------------------------------------------o

|

For this mission you are assigned a car with a special ability, this car is capable of dropping stingers which are specially designed spike strips that magically drop out of the back of your car. You're only given three of these so you need to make them count. The crazy lady can be found South of San Fierro on the freeway, start driving in that direction in order to catch up to her. She drives at ridiculous speeds, it would seem the best choice of means to accomplish your goal is to just get ahead of her and drop a strip but that proves really difficult. Instead what I like to do is use the P.i.t. manoeuvre to spin her car out, then just drop a spike strip right in front of the car where she's going to drive in order to get back on the road, it works wonders. After doing this all it takes is a nice relaxing trip back to the garage, and your reward is the Wang Cars becoming an asset property.

O============================================================================O | Stadium Missions (000V0) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ 8-Track | \_/ (000V1) \------------------------------------------------------o You'll find this event available at the stadium in Los Santos. It's a pretty classic racing event and nothing much unexpected, you're given a car and a nice 8 shaped track, then you've got twelve laps to try and get yourself into first place and finish the race. With all the other competitors isn't going to get pretty dangerous out there and they won't hesitate to try and knock you out of the way so try to keep your distance in a large pack and only try to get ahead when you think you've got a good opening. The most dangerous part of the race is obviously going to be the turns, the car you're in is perfectly happy to spin out if you try to oversteer around a corner, make sure to brake before you actually go into the turn and maintain control rather than trying to skid around all of them, it will pay off in the long run when you win. Your reward for winning is $10,000 and a Hotring Racer outside the stadium. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Blood Bowl | \_/ (000V2) \------------------------------------------------------o

|

This event can be found in the Stadium in San Fierro on any day of the week. The Blood Bowl is a crazy violent smash-tacular car event. Everyone is given uzis and sent after each other, but the primary goal isn't violent at all. When driving around you will notice a number of large red light pillars, driving through these adds a total of fifteen seconds to your time. Your goal (along with everyone else's) is to collect as many of these as possible so that your total time goes above one minutes. In order words since you start with 30 seconds on the clock, if it wasn'tgoing down at all you would need to drive through two of the red markers in order to win. The clock is going down however so you'll need to be fast. If your car gets damaged you can pick up one of those wrench icons that's lying around to fix it up. Your reward for this is a nice $10,000 and the Bloodring Banger car outside the stadium. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Dirt Track | \_/ (000V3) \------------------------------------------------------o

|

Dirt track is the first of the two Las Venturas special stadium missions. Head to the stadium on either Monday or Wednesday. This is a six lap race using the dirt bike. The race itself is actually quite challenging, fortunately you are given an edge in order to help you win. A few turns into each lap the computer players will always have a huge piled wipeout, it's inevitable. This will be you main chance to get ahead because while good driving is sufficient to keep up, even with a high bike skill it makes it very difficult to actually CATCH up. Try to get yourself in first place early because if you let one person get away all by themselves they'll be less likely to crash with all the others. Your reward for completing this mission is a BF Injection parked out front on Mondays and Wednesdays. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Kickstart | \_/ (000V4) \------------------------------------------------------o

|

You'll find this mission available in the Las Venturas stadium on any day besides Monday or Wednesday. Kickstart is the kind of mission where you need to drive your dirt bike all around trying to manoeuvre it up onto various obstacles in order to collect different corona items. The green coronas are worth one point while the amber coronas are worth two and the red coronas are worth three. Like many similar types of things in similar games people often spend the whole time trying to pick up a single super difficult item worth the most points when driving around to get all the other smaller ones will end up with a bigger payoff in the end anyway. You only need to collect twenty-six points worth of coronas anyway in order to pass the missions and that's far from all of them so if there's a particular one you just can't get to don't worry about it. For your trouble you are awarded a Dune truck outside which similar to this mission, is available any day besides Monday and Wednesday. O============================================================================O | Los Santos Races (000U0) | O============================================================================O The races are triggered by completing driving school, you'll get a phone call about races and from that point there are checkered flag icons on the map. __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Lowrider Race | \_/ (000U1) \------------------------------------------------------o The vehicle you are given for this mission is a Blade. I'm sure you have already accomplished this mission with the storyline anyway, but regardless you may wish to improve your time. The race is difficult because low-riders are notorious for sliding, if you come into contact with any cars or try to make turns while skidding at top speed you're just going to spin out. The key is to get ahead at the beginning of the race since the other drivers will be aggressive and try to spin you out, drive on the sidewalk if you have to in order to get out front at the start. Now your destinations are the red light pillars you see, they're both in front of your face and on the minimap. The most important feature however is that within them is a blue arrow that shows the direction you're going to have to turn since most of the time you can't divert your eye from the screen. When approaching a turn break hard BEFORE you actually get there so you skid while moving forward and don't spin, the take the turn at a reduced speed. This should keep you in control and far enough ahead to win the race with little difficulty. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Little Loop | \_/ (000U2) \------------------------------------------------------o

|

The vehicle you are given for this mission is an NRG 500. As the title suggest it's just a small (but dangerous) loop around the city. It will be a bit tough at the beginning, but the place that you'll be able to pass everyone is that straightaway as you're going down the huge hill, remember that they always stay on the road so you can get ahead cutting corners on the sidewalk and watch out for the Z shaped turn at the end, you need to go left to hit the

marker and then immediately back right again to continue the race. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Backroad Wanderer | \_/ (000U3) \------------------------------------------------------o

|

The vehicle you are given for this mission is an FCR 900. Much of this mission takes place on the main road with you driving at high speeds against traffic so do your best to stay in the right lane and avoid any cars. The beginning of this race is the more difficult part, when you come to a marker that points left make sure you slow down a lot otherwise you risk flying over the cliff. There's some dangerous hills coming up but the main thing you need to watch for are the final couple of checkpoints, you need to make turns without actually having checkpoints telling you to make them. Either keep a close eye on your map or memorize exactly where you need to turn beforehand. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ City Circuit | \_/ (000U4) \------------------------------------------------------o

|

The vehicle you are given for this mission is an FCR 900. The whole race basically takes place on large highways so you don't really have to worry about rough terrain or anything like that but you do need to worry about traffic. Fortunately for most races it's the straight sections that allow you to get ahead and this whole race is just one big straight section so you hsouldn't have too much trouble staying ahead. There's a couple of places where the red marker appears to make it look like you actually have to go out of your way, or you missed a turn but keep in mind the way the highway system works and just follow the logical path, it will always lead you well. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Vinewood | \_/ (000U5) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Sunrise. The actual race part of this mission can be difficult, the cars move quick and like to aggressively knock you out of the way so keep your distance... preferably a good distance AHEAD of them. There's a few things you need to worry about on this otherwise predictable (yet long) course. First of all there's a huge hill where you can get some crazy speed, but the catch is that it curves a little and not only will you be going to fast to turn, your wheels probably won't even be on the ground so do yourself a favour and slow down a bit. Soon after that there's a bridge and a sharp turn you can follow if you want, persoanlly I prefer to just launch over the edge and hit the checkpoint in midair. Finally right after this checkpoint there's a corner, on your map it looks like you'll find the next checkpoint if you take the diagonal road but in fact you must turn a direct right, the diagonal road is just a crescent that leads back again. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Freeway | \_/ (000U6) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Super GT.

I absolutely hate

this car with a passion, it's like the wheels where specifically designed to screw you over. I cannot stress this enough, when coming up to a turn brake before you reach the turn! Once you've slowed down enough you can turn with minimal risk to sliding all over the place. This is your basic course with a a few good turns here and there, the one advantage you have however is some nice straightaways that allow you to catch up as best you can, which is good because if you're actually interested in keeping control of your car you'll be spending a lot of this race going at some rather slow speeds. This is just coming out of a personal incident, but if you find yourself chasing the guy in first place down the freeway, try to take advantage of that P.i.t. manoeuvre you learned in driving school to take him out of comission, otherwise he'll probably just end up passing you on the next corner anyway. Good luck. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Into the Country | \_/ (000U7) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Bullet. This car is fast, and I mean REALLY fast. Sometimes at top speeds down the highway you'll find yourself wanting to stop to see if you're actually driving through an earthquake, now this can make things quite frustrating for a couple of reasons. First of all it doesn't matter how careful you are, if something goes in front of your path you are GOING to hit it, cars in front of you love changing lanes when they see you coming, it's crazy, and this car doesn't exactly have "Bullet"proof armour. Ha. Anyway the race is incredibly long so what you need to do is take it easy a little, the race part shouldn't be too difficult considering it's not a crazy winding course so even if you aren't in first place there's no reason to just slam the gas and hope for the best. Take your time and when you find less populated areas to really open up, do so if you have to. The highway near the start of the race however is not one of those places, it will probably work best out in the country expecially during the return trip to Los Santos, that road is pretty straight the entire way. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Badlands A | \_/ (000U8) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Sabre. I'm sure you have already accomplished this mission with the storyline anyway, but regardless you may wish to improve your time. There's a couple of things that make this race difficult, first you need to watch out for the very hilly terrain and avoid flipping your car, second since the race is so long and bogged with nature's obstacles, you also have to avoid destroying your car. Get into the front of the pack when the race begins and stay there. Understand that there are going to be large red light pillars everywhere, and while it may seem easiest at times to drive directly toward them, the dirt path you are on will always curve toward them, and driving on the path is far safer than trying to shortcut your way over a bumpy field or hill. There race takes you through numerous locations like small towns but it will mostly keep you out in the woodland area. Drive extremely carefully, especially around some of those sharp turns and bumpy roads which are likely to end up flipping your car. __

/ |

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Badlands B |

\_/

(000U9)

\------------------------------------------------------o

The vehicle you are given for this mission is a ZR 350. I'm sure you have already accomplished this mission with the storyline anyway, but regardless you may wish to improve your time. Once you've established yourself in first place you'll need to focus on the course. There are a number of shortcuts you can take, most of them involve bumpier terrain but the payoff is worth it, take the S shaped winding road in the beginning, you can just cut across the grass and save a lot of time. A few other things to keep in mind, after you pass through the little shed area with the piled logs you'll soon be approaching a bridge, be sure to stay on the path here since any shortcuts you try to take will likely lead to a dead drop. This race isn't much different or longer than the previous one, the most difficult part about it I find is the dirt flying up into the screen as you fly down the country path. O============================================================================O | San Fierro Races (000T0) | O============================================================================O The races are triggered by completing driving school, you'll get a phone call about races and from that point there are checkered flag icons on the map. __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Dirtbike Danger | \_/ (000T1) \------------------------------------------------------o The vehicle you are given for this mission is a Sanchez. As an introductory mission to the San Fierro races it's not too difficult, since it takes place out in the country there are a lot of chances to cut corners and take shortcuts, not to mention the fact that you're given a very capable offroad vehicle. Forget the linear path the computer players take, if you see a chance to save even a bit off time go for it, as the race goes further and further assuming you haven't fallen off you should find your opponents beyond the scope of your vision when looking behind you. There are no surprises here except for a couple of sharp turns, but you shouldn't lose too much time even if you miss them just cutting across the grass. Eventually the race comes to an end when you reach the builds across the main highway. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Bandito County | \_/ (000T2) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Bandito. These things are rather nasty in terms of how much dirt they throw up from the ground, but after you get past the initial shoulder to shoulder bumping it should be okay. There are a couple of good places in this race for you to cut between the trees and save time, keep an eye out for them on your map. The dangers come in two similar areas, the first is when crossing the area of water with the cop bribe, when coming out of there make sure you stick left otherwise you risk completely flipping yourself out. That part however is nothing compared to what comes quite awhile later. You'll find yourself going down the path to a point where you must cross the water, DO NOT STRAY FROM THE PATH at this point, you must absolutely 100% remain where the map leads you on the path, even the slightest offset will have you in water to the point where you vehicle cannot be recovered and the race is over, not pleasant at all.

__ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ GO-GO Karting | \_/ (000T3) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Go Kart. You'll need to drive around the city in your funny little vehicle making sure to stay ahead of the competition. One thing to keep in mind for the entire race is the size of your wheels, with little things like that even the curb can make for a bumpy ride so your best bet is to remain on the road at all times (except when the choice is between the curb and an oncoming car of course.) After the first coupleof hill up don't be confused the the marker with the left arrow, it means the next road coming up not the alley beside it, I made that mistake I'm sad to admit. Fortunately the Go Karts have incredible turning abilities because there are a couple of times when some surprise turns come up, even if you are keeping up with the arrows in the checkpoints, you'll need to keep a close eye on your map as well to know exactly where to head next. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ San Fierro Fastlane | \_/ (000T4) \------------------------------------------------------o

|

The vehicle you are given for this mission is an Alpha. The hilly terrain and relatively short distance make for a quick but dangerous race. It's nothing but hills out there, the course was designed to take you through the biggest ones around which means you need to keep your eyes open in terms of traffic, when flying over the top of the hill there's no way to tell what's ahead of you so try to stick with the right lane and avoid launching yourself wherever possible. There's no shortcuts to take so the best way to maintain your speed and get ahead is to reduce the number of crashes, avoid traffic at all costs and avoid being pushed around by the enemy AI, if you're feeling a bit violent it may actually benefit you to get aggressive and push back a little. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ San Fierro Hills | \_/ (000T5) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Phoenix. I find this to be a rather pleasant race, although there are a couple of hitches near the start the majority of the race is pretty reasonable. The hitches at the start are pretty much the same hitches you dealth with in the last race, jus the luck involved in hoping no one comes up from the hills at the same time that you do, but from the time you get onto the main highway seems will just click from that point on. The main thing you need to watch out for in this race comes after you've been driving out in the country for awhile, there comes a part where the road just swings back and forth from side to side, it's not hard to drive assuming you take the necessary precautions and slow down before these turns, because if you go over the edge you're absolutely screwed. It's not uncommon to see a couple of cars ahead of you at the bottom even if you are in first place, don't worry, they just fell over the edge and have absolutely no chance of winning. When you get back on the highway you must make absolutely sure you get into the right lane, with all that traffic coming at you there's very little way to avoid it all, and the centre divider is solid almost the entire way. The race finally ends just North of the docks.

__ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Country Endurance | \_/ (000T6) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Bullet. Get ready for the longest race in the entire game, the Bullet is made for speed and not endurance so what you need to do is focus more on accident avoidance that actually staying at top speed (which is a recipe for disaster by the way.) Basically they're taunting you with this fast car saying to put the pedal to the metal and I'm telling you to hold back, I may seem like the bad guy but seriously if you actually enjoy not being a flaming heap you're going to have to reduce the speed a lot. This cannot be stressed enough. To be honest I don't think there's anything in the world I could have read that would allow me to go into this race and just win my first try, those with patience will be the ones who benefit here because your most powerful tool is practice, get used to the roads out there and know when to turn. NEVER try to cut across a section of grass, the only thing out there that isn't bumpy is the road so stay on it. A flat car like the bullet, combined with incredible speed combined with even the tiniest bump, you'll think the flying car cheat is on. O============================================================================O | Las Venturas Races (Land) (000S0) | O============================================================================O The races are triggered by completing driving school, you'll get a phone call about races and from that point there are checkered flag icons on the map. This particular one is the one further South of the two in Las Venturas. __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ SF to LV | \_/ (000S1) \------------------------------------------------------o The vehicle you are given for this mission is a Banshee. This mission starts you off in San Fierro and has you driving back to Las Venturas, so you'll have a bit of city driving, and a lot of country/desert driving, though the race goes along the land border so you'll actually be avoiding the desert for the most part. Anyway it's just a straight course once it gets out there so you've got one enemy, traffic. The Banshee, like the bullet, is just painfully fast. It's not even a race, I'll tell you that now, you can obliterate those other cars out there so under no circumstances should you risk your own safety while still near the beginning in order to get ahead. On the long stretch position yourself so that you're in the right lane for the most part, and use the sides when necessary just... DON'T hit anything. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Dam Rider | \_/ (000S2) \------------------------------------------------------o

|

The vehicle you are given for this mission is an NRG 500. Back to the motorcycle races once again this one is actually quite fun, there are a few turns where you can just jump forward so much it's almost unfair. At about three points during this course you will be coming up to a check point and after that a V shaped turn, well you can simply drop over the edge and hit the

marker on the other side of the V while doing a 180 degree drift turn, it works wonders especially at the turn near the end right before the final crossing of the dam. Shouldn't take more than a couple of tries to win. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Desert Tricks | \_/ (000S3) \------------------------------------------------------o

|

The vehicle you are given for this mission is an FCR 900. Take away the shortcuts from the previous race and add little stupid corners that constantly throw me from my bike and you have this race. While indeed more difficult than the last it's not the difference between night and day, the main things you need to watch out for are slowing down on some of the more sharp corners (slowing down on a motorcycle?) yeah, also near the end of the race after you cross the dam you don't actually continue on the road but rather down a little dirt path on your left that leads to the finish line among the village. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Las Venturas Ringroad | \_/ (000S4) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Turismo.This isn't even a race, at least not to anyone who knows the location of the X button and is capable of exerting any pressure at all with their thumb. No, instead what this is, is an exercise in profanity control as you try to avoid screaming at the digital car image that just cut in front of you for no reason at all. But seriously, you could probably stop for a picnic half way through the raceand still not be passed by any of the others cars, it's nothing but four big straightaways and four big turns. If you've played Burnout 3 you know what this is like, huge amounts of speed and weaving between traffic, you primary goal is to survive to the end without being cut off so many times that your car just gets to the point where it's ready to set fire and explode. O============================================================================O | Las Venturas Races (Air) (000R0) | O============================================================================O The races are triggered by completing driving school, you'll get a phone call about races and from that point there are checkered flag icons on the map. This particular one is located just inside the Las Venturas airport. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ World War Ace | \_/ (000R1) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Rustler. This is a nice relaxing trip around the city that gives you a nice chance to take in some of the sights. none of the coronas are designed so that they positioned in difficult areas so as long as you stick to common sense and make good use of your map you should be able to get all of them. Make sure you work on climbing up at the beginning because they get steadily higher as you go and sometimes it's hard to keep up, the Rustler isn't always happy going higher.

__

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Barnstorming | \_/ (000R2) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Stuntplane. What you have here is about the polar opposite of the one you just did, if you were unhappy with the lack of control you had with that thing you'll love launching yourself in pretty much any direction you press with this thing, and it has absolutely no problem climbing higher. Honestly you need to be gentle with it because once you start going a little out of control, trying to jam it back and forth to compensate is only going to make things worse. The first part of the course is pretty simple but it does eventually get to the point where you're avoiding treetops and flying under things... like bridges so use the nice relaxing trip at the start to get used to the transition from that plane to this plane, there's a steep learning curve here but I'm sure you'll manage. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Military Service | \_/ (000R3) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Hydra. Fly this Military Jet all over the freakin' world. Start by pointing your boosters backward and take off like a normal plane. In theory I guess you could set the boosters to point down and have a nice relaxing ten mile flight that won't be over for another decade, but where's the fun in that. Don't go crazy however, hit each corona straight on so that you're best prepared for the next one. Avoiding flying over military bases which is actually a common problem with this missions, there's one just next to your airstrip so be sure to avoid that area at all costs. Other than that, it's just a long long flight that will actually seem to go by quicker than you expect... considering the speed. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Chopper Checkpoint | \_/ (000R4) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Maverick. We've switched from planes to helicopters now, and this acts as the introductory checkpoint mission. Remember that the helicopter can manoeuvre much easier than the plane can so in many circumstances it's just easier to go around than through, take the bridge for example. Basically you've just got a bunch of checkpoints spread around and there really aren't a lot of ways to fail this mission. Watch out for the military base as usual, but there's no reason for you to be that far out of your way anyway, follow the checkpoints and you'll avoid it. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Whirly Bird Waypoint | \_/ (000R5) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Maverick. Basically take what you just did and put it in a suburban setting, where they don't hesitate to set the coronas in claustrophobic places like between two buildings on a crowded city street. Despite the short distance it's going to take you a long time. Just be very careful and remember that your helicopter blades and

rather fragile, keep them away from solid objects at all times and utilize the X and square buttons to rise and descend quickly. Fortunately after getting those rather difficult markers early on the last third of the mission of so actually takes place on the outskirts where hitting each corona is extremely easy, the other nice thing is that flying the helicopter down the streets between the buildings give you quite a spectacular view of the city. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Heli Hell | \_/ (000R6) \------------------------------------------------------o

|

The vehicle you are given for this mission is a Hunter. This military helicopter will give you the advantage you'll need in order to get to some of the tight spots scattered around the city. You'll find it very similar to the last mission except that it asks you to go into a few tight squeezes that you probably would never have willingly gone yourself otherwise. Oh well, the helicopter can take a LOT of punishment which is quite fortunate, don't be surprised if you find those blades scraping a lot of highway overpasses. O============================================================================O | Driving School (000Z0) | O============================================================================O Back to School - A series of twelve tests designed in order to test your skill and prowess behind the wheel of a car. Driving School is located South of your garage in San Fierro, at the red S on your map. Head inside and step onto the red marker for a scene, then the other marker in front of the T.V. A bronze medal in driving school puts a Super Gt outside, while a silver gives a Bullet car and finally a gold medal puts a Hotknife in the parking lot. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ The 360 | \_/ (000Z1) \------------------------------------------------------o

|

For the first test you need to perform a 360 degree spin. Simply hold the X and square buttons, then hold left or right on the analog stick to start spinning. Slow and stop your car when you are at about the same position as when you started, don't stop too early or go for too long either. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ The 180 | \_/ (000Z2) \------------------------------------------------------o

|

The second test has you doing a 180 degree turn through the pylons, each one that you hit will deduct a certain amount of points from your score eventually to the point where the race will just end if you screw up too bad. Accelerate and stay left if possible, then jam on both the normal bake and handbrake buttons to drift around the corner, it may take a couple of tries but eventually you should be able to do it without hitting the sides. From here drive back and try and park yourself as best you can where you started. __ /

TA: San Andreas /-------------------------------------------------------o

|

_ --------o-------\ Whip and Terminate | \_/ (000Z3) \------------------------------------------------------o

Whip and terminate allows you to select a direction of the turn you wish to do, your goal is to drive forward, skid around the corner using like before a combination of the square and R1 buttons, then continue to drive before braking hard at the end to avoid hitting the final pylons. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Pop and Control | \_/ (000Z4) \------------------------------------------------------o

|

Pop and Control gives you one severe disadvantage, which is the lack of air in your tires. They will promptly pop as you drive over the spike strip so you need to manoeuvre around the small curve and park near the end. You aren't given much time so you can't do this slowly. Accelerate hard at the beginning and let go of the gas just before you hit the spike strips to retain maximum control. Now tap X to keep yourself going at a reasonable speed and turn ever so slightly to avoid the pylons. When you stop make sure you get as close as you can to the end because you lose a LOT of points for stopping too early. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Burn and Lap | \_/ (000Z5) \------------------------------------------------------o

|

You're given a Banshee and told to do five laps of the track. You're not going to need the square button at all for this one, you're given plenty of room to drift around with the R1 button here. In fact you probably won't have too much trouble with the turn as long as you point yourself toward the turn a little before you start and hit the brake right as the centre cones end, the real difficulty comes in the camera after the turn. You can't really see too well which direction you're pointing so as long as it doesn't disorient you too much I recommend tapping either L2 or R2 after a turn so you can see straight ahead of you, either that or pressing select and driving the entire course under a different perspective, but it's hard if you're not used to it. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Cone Coil | \_/ (000Z6) \------------------------------------------------------o

|

The next test sets you up on kind of a slalom course, you need to drive back and forth between the pylons here, loop around the end and do the same course driving back and parking on the red marker. You won't need to use any brakes or anything for the slalom part but you will need to skid around that pylons at the end. Make sure to park as close as you can to the red marker at the end, and remember you aren't given a lot of time for this one so be quick. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ The '90' | \_/ (000Z7) \------------------------------------------------------o

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This one is sort of a test of your ability to parallel park, but instead of being given time to check and readjust, you need to skid into position. The

easiest way to do this is drive a little to the right and aim toward the hood of the car on the right. As you approach the two jam left on the analog stick while holding R1 and square, as you slide into position use the analog stick to modulate your direction and try to be as straight as you possibly can. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Wheelie Weave | \_/ (000Z8) \------------------------------------------------------o

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Wheelie Wave will probably require more trial and error than any other you've done so far. Your goal is to stay on two wheels (or the side of you car) until you reach the red marker, it's easier said than done. Use the small ramp on the left to get on two wheels. Now while like this the harder you press the analog stick left the more you're going to stay on two wheels, the problem is that it's going to point you in the wrong direction to you have to hope that when you come off the ramp you're actually pointed a little to the right (practice will get it so you can most of the time.) You don't need to stop exactly on the red marker for the bronze but you need to get pretty darn close. Remember to break as you approach it, that should set you back down. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Spin and Go | \_/ (000Z9) \------------------------------------------------------o

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Compared to previous ones this is rather easy, just do it carefully and you should be fine. Start off by holding L2 and R2 to look behind you and then reverse until you are almost at the turn. Hold whichever direction so that you turn toward the curve, make sure you've gone far enough back so you have room to move without hitting any pylons. After turning just drive forward and park yourself as close to the end as you can without knocking anything over. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ P.i.t. Maneuver | \_/ (000ZA) \------------------------------------------------------o

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No pylons in this one, what you need to do is drive up beside the police car so that your front half is about equal to his back half and just move right a little bit. When doing this you want to be as close as you physically possibly can when coming up beside him, the harder you hit not only the harder it will be to perform the action as shown in the demo, but you will also have points docked for damage. Just come up beside and push his back end a little. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Alley Oop | \_/ (000ZB) \------------------------------------------------------o

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For this test you need to use the jump in order to do a barrel roll with your car, so in reality you'll only need the left few inches of the jump. The barrel roll must be executed perfectly in order to get any points at all, landing on any part of your car other than the tires will result in an automatic 0%. Accelerate forward and aim it so your right tires are the only part of the car that touch the ramp, cut it as close as possible in order to get the maximum amount of rolling momentum. When in the air you can let go of

X and control your car a tiny bit with the analog stick but the bulk of the jump comes from the actual take off itself, a bit of practice and you're fine. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ City Slicking | \_/ (000ZC) \------------------------------------------------------o

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City Slicking sets you loose on San Fierro and has you driving to a marker on the other side of the city and back again without actually taking any damage. In reality you can take damage it's just deducted from you total score but don't worry. One important thing to remember however is that if you stop under any circumstances, even for a second you will end the test, so DON'T. What you want to do at the beginning is make a right and follow the road North along the streetcar tracks, this should put you almost completely out of the way of any danger. Eventually you'll have to make a couple of turns near the end which is rather annoying because you're given a car that slides. Regardless when you reach the red marker perform a U turn and go back the way you came despite the direction of the arrow, that steetcar path is the safest and fastest way of getting from one end of town back to the other safely. O============================================================================O | Boating School (000Y0) | O============================================================================O Boating School can be found at the red S marker at the Northwestern corner of the world. Here you will be challenged to complete five boating tasks in order to increase your boating abilities. Getting a bronze will unlock the Marquis while silver gets a Squallo and gold gets you a Jetmax. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Basic Seamanship | \_/ (000Y1) \------------------------------------------------------o

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For the first mission you need to accelerate the boat forward and then stop it in the region between the parallel buoys. This is quite a simple task, all you need to do is hold X at the start to move forward. At some point you will get a message on the screen telling you to hit square to use the reverse throttle, when you see this message count two seconds and then immediately hold the square button, you'll definitely pass and probably get a gold. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Plot a Course | \_/ (000Y2) \------------------------------------------------------o

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Plot a Course sets you on a course between a number of buoys that you must complete in less than forty seconds which can be done easily assuming you don't make any critical errors which is where the time will add up. The course it pretty straightforward and you can see each marker on your map, a couple of times you'll need to utilize the R1 button to do a sharper turn or correct yourself if you end up facing a different direction. __ /

TA: San Andreas /-------------------------------------------------------o

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_ --------o-------\ Fresh Slalom | \_/ (000Y3) \------------------------------------------------------o

Similar to the last test you must navigate between a bunch of buoys, however the Dinghy turns much shaper than the previous boat did and in fact you won't need to use the R1 button for any of the turns at all. Try to avoid hitting the buoys themselves as it will net you a damage penalty in the end if you do, but the full two minutes still gives you lots of room to make errors. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Flying Fish | \_/ (000Y4) \------------------------------------------------------o

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The goal of this mission is to jump more than 55 meters. If you just drive straight for the jump not only will you be on an angle but you also won't have enough speed. You're given plenty of time so when the mission starts turn right and start driving toward the bridge. When you time is somewhere in the high twenty seconds turn around and aim yourself directly toward the jump. No matter how you manoeuvre in the air you should be able to land get this one. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Land, Sea and Air | \_/ (000Y5) \------------------------------------------------------o

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The final test gives you three minutes to again navigate through a whole bunch of parallel buoys that will lead you all around the water and even over a couple of jumps. There's plenty of time to accomplish it, where you'll get screwed are on the damage penalties so take the extra couple seconds to line up each one, it's better than the five second penalty you get for each nudge. O============================================================================O | Flight School (000X0) | O============================================================================O FLight school is located at your airstrip, you'll need to go through it anyway during the story mission once you've bought the place for $80,000 so if you're too early in the game and haven't got here yet, don't worry, just wait. It's just Northwest of Las Venturas. A bronze medal will get you the Rustler, a silver the Stuntplane and a gold medal will get you the Hunter. __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Takeoff | \_/ (000X1) \------------------------------------------------------o Your first test is taking off. This is quite simple, all you have to do is hold the X button to accelerate along the runway. When the tail of the plane starts to lift up a little pull back on the left analog stick to take off. When you're airborne press R3 to bring in the landing gear. Now you'll need to go through three coronas to show you can at least control the plane a little. They're pretty much in a straight line. Any turning you do should be done with only the lightest of movement on the analog stick, you don't want to find yourself out of control and constantly correcting your direction. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Land Plane | \_/ (000X2) \------------------------------------------------------o

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In the second mission you need to learn how to land the plane. Aim yourself down toward the first corona, this will approximate the angle you should be looking to use when landing. Extent your landing gear with R3 and start to pull up a little while holding square. Continue to pull back so that you land as straight as possible and adjust your speed so that you come to a stop as close to the centre of the red marker as you can to pass the test. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Circle Airstrip | \_/ (000X3) \------------------------------------------------------o

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Your next challenge is circling the airstrip. Select whichever course you feel more comfortable with, it doesn't make much difference. This one is much more difficult than the last one, it puts an emphasis on turning which in planes can be quite hard. It introduces you to the rudder turn using the L2 and R2 buttons, never underestimate the power of this turn, it's far easier to turn like this and remain in control. You still need to turn with a combination of these buttons and the analog stick for a couple of the turns but for the majority you can just stick with the L2 and R2 buttons. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Circle Airstrip and Land | \_/ (000X4) \------------------------------------------------------o

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Well now take what you did on the previous test and make it more difficult. You need to fly around the airstrip and land the plane after doing so. The same idea applies to making it through all the coronas on the way but you also need to straighten yourself out at the end. Make sure to start descending and slowing down early, you get bonus points if you stop inside the red marker (it's quite difficult to beat without doing this) so slow down early, it's easier to adjust your speed to that you go forward a bit further, but not so that you slow down if you're coming in to land when it's too late. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Helicopter Takeoff | \_/ (000X5) \------------------------------------------------------o

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Now we change vehicles to the helicopter which will feel significantly easier to fly to people who have played Vice City. This one is actually quite easy. The instructions you are given are to fly straight upward, to do this all you have to do is hold the X button. When you reach the top let go of the X button when it tells you to level off, but press it periodically to maintain your height. Hold either L2 or R2 to do a 180 degree turn and then when it tells you to hold up on the analog stick to bank forward. From here you'll be moving directly toward a corona, pass through it to complete the test. __ TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Land Helicopter | \_/ (000X6) \------------------------------------------------------o

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/

Since you've taken off with the helicopter now it only makes sense to land. The game actually needlessly complicates this one, despite everything it tells you all you have to do is hold forward and X to fly toward the end of the runway, when you reach it position yourself over the red marker (press L3 if you are still banking to level off) and descend using the square button. If you find you are falling too fast let go or press the lift button to slow. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Destroy Targets | \_/ (000X7) \------------------------------------------------------o

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Bring on the destruction. Your goal is to fly forward as you normally would and destroy the three stationary trucks at the end of the runway. Your helicopter is equipped with machine guns on the L1 button and a rocket launcher on the circle button, you won't be needing the machine guns. As you approach the three trucks slow down and fire the rocket launcher at each of them to make sure they are destroyed, then turn around and fly toward your new target: two moving cars. These can be a bit difficult to hit, but as long as you are facing and angled directly toward them, they are going slow enough so that you won't miss. One thing I find that helps is keeping control of where you're looking by moving the camera with the R3 stick. As a final test you need to fly to the red marker on the strip and land your helicopter. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Loop-the-Loop | \_/ (000X8) \------------------------------------------------------o

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This is just a quick one, in a new plane you haven't used yet you need to perform a fancy loop-the-loop. Fly toward the first corona and immediately once you pass through jam back on the left analog stick to do a loop, no matter what the camera does just hold back on the left analog stick. As long as you weren't pressing in any other direction you'll find yourself in a perfect position to pass through the second corona when you complete it. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Barrel Roll | \_/ (000X9) \------------------------------------------------------o

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Another in the session of fancy moves is the classic barrel roll. This is much more difficult than the last one because despite doing exactly what the game tells you to do, you're inevitably going to lose control afterwards. You can only hope to salvage what little control you have left and make it through the corona. Okay, maybe it's just me. But still after passing through the first one hold left, now the important thing is not too hold it for too long because that's instinctively what you're going to do, let go just as you're about to straighten out and you'll have a better chance of gradually straightening and making it through that second corona to complete the test. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Parachute onto Target | \_/ (000XA) \------------------------------------------------------o

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The last test really isn't about flying at all, well if it is then the only vehicle flying is you because the test starts with you far above the clouds and only a parachute on your back. Your goal is to aim toward a small target on the ground which looks physically impossible from this height but becomes perfectly plausible once you get down there. The game teaches you numerous tricks about falling and chuting but in order to do well on this mission simply hold up on the analog stick to dive the whole time. Do not listen when the game tells you to open your chute, instead continue to dive past the clouds and open it up only once you're through the clouds. Now you can slow your descent and move forward by holding down on the left analog stick but avoid doing this as you're more likely to just over shoot the target. Instead simply let yourself fall normally and use the right analog stick to look around and gauge how well you're doing. As you get closer to the ground judge whether or not you need to drift forward and adjust it so that you do. O============================================================================O | Motorcycle School (000W0) | O============================================================================O You can fin motorcycle school on the West outskirts of Las Venturas just South of the dirt ring. A bronze medal in the motorcycle school will get you the Freeway, while a silver medal the FCR 900 and a gold the NRG 500. __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ The 360 | \_/ (000W1) \------------------------------------------------------o Just like you did at driving school (assuming you did that before this) all you need to do is hold the square and circle buttons along with either left or right on the analog stick in order to spin around and stop where you started. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ The 180 | \_/ (000W2) \------------------------------------------------------o

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Another test that works the same way as the driving school. Accelerate on your motorcycle and use the R1 button to drift around the pylons at the end without knocking any over. After that you need to get back to where you started and park as straight and as close as possible to the centre. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ The Wheelie | \_/ (000W3) \------------------------------------------------------o

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Drive your bike forward and when you come to the first couple of parallel cones on either side pull back on the left analog stick slightly. Enough so that you get your wheels in the air but not so far so that the back of your motorcycle scrapes against the pavement. After passing the cones you can set your front down and jam the square and R1 buttons to stop yourself at the end. __ TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Jump & Stop | \_/ (000W4) \------------------------------------------------------o

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/

We may have a new record for the easiest test ever, but I know you probably don't want a lecture on how easy it is so here's how it's done. Simply accelerate straight and hit the jump. While in mid air tilt the left analog stick so that you land nice and flat on your wheels then as you approach the finish use the square button solely to bring yourself to a nice steady stop. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ The Stoppie | \_/ (000W5) \------------------------------------------------------o

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This test is a little bit more difficult, not that a stoppie is hard to do but losing control near the end is almost inevitable. Drive forward and as you come right up to the coned section hold up on the left analog stick and tap the square button, hold it for less than a second then let go and continue to tap it lightly to keep yourself up. If all goes well you should be able to stay in the stoppie until near the end when you might tilt a little but you can use the analog stick to correct yourself. Now park in the final coned area around the centre before the time runs out and a gold medal is yours. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Jump & Stoppie | \_/ (000W6) \------------------------------------------------------o

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For this mission what you need to do is drive forward, fly off the jump and angle your bike forward so that you land on your front tire and do a stoppie into the final area. This is extremely difficult for a number of reasons, the first being you can't angle too much or you'll fall off, the second being the seemingly random chance the bike will either just not slide far enough or angle itself in whatever fashion it chooses. Good luck with gold on this one. O============================================================================O | Vehicle Challenges (00900) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ BMX | \_/ (00901) \------------------------------------------------------o You will find the BMX challenge West of the hospital in Los Santos in the skate park area. There is a bicycle sitting by itself there, all you have to do is get onto the bike and the challenge will automatically begin. Your goal is to collect all nineteen markers before the time is up, many of them are floating in the air and require the ability to bunny hop high enough to reach them so if you find the challenge too difficult try increasing your cycling skill before trying again. Each ring you grab adds another ten seconds to your time, collect all the rings before you time reaches zero. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ The Chiliad Challenge | \_/ (00902) \------------------------------------------------------o

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As the name suggest you can find the Chiliad Challenge on top of mount Chiliad

which is located South of San Fierro and is pretty much unmissable. You started to climb it during the first mission out in the badlands after completing Los Santos. Climb to the very top of the mountain and get on the mountain bike any time between 0700 and 1800. The race is a checkpoint race down the mountain, your goal is to hit all the checkpoints and win the race in first place. This isn't the only race however, after completing the first race a new one opens up on the same bike and yet another one after that. If you're looking to get full completing of the game, you must win all three. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ NRG 500 | \_/ (00903) \------------------------------------------------------o

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You will find this bike on the docks near the crane that you operated for the Wang Cars mission. If you haven't done that yet then it's in San Fierro in the docks area East of your main garage. Beside one of the large yellow cranes is an enclosed area with a huge pool shaped area devoid of water. This is for storing ships in but it's currently empty. Anyway not down in the pool area but along the side you will find a motorcycle, get onto it to start the challenge. You need to collect all the coronas before your time runs out, use the pool as if it were a half pipe in order to propel yourself up into the air with enough speed and height to collect all the rings, it's not easy. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Lowrider | \_/ (00904) \------------------------------------------------------o

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Head Back to where you first met Cesar near Union Station in Los Santos. There will be a guy standing out front with a red marker beside him, you need to complete this challenge in order to get full 100% completion of the game. O============================================================================O | Tag Locations (00200) | O============================================================================O A few notes before we begin. The tags in this games are gang grafitti located all over Los Santos, use the Spray Can found on the second floor of CJ's house on Grove Street in order to spray over them. Now consider some of the ambiguous locations of the tags it's going to be written for people who are following it along to get every tag using this guide, if you're coming in here to try and find specific ones individually I've done my best to include reference points besides the previous tags but I make no promises. _ _ Tag 001...........................|_| Tag 002.............................|_| Tag 003...........................|_| Tag 004.............................|_| Tag 005...........................|_| Tag 006.............................|_| Tag 007...........................|_| Tag 008.............................|_| Tag 009...........................|_| Tag 010.............................|_| Tag 011...........................|_| Tag 012.............................|_| Tag 013...........................|_| Tag 014.............................|_| Tag 015...........................|_| Tag 016.............................|_| Tag 017...........................|_| Tag 018.............................|_| Tag 019...........................|_| Tag 020.............................|_| Tag 021...........................|_| Tag 022.............................|_|

Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag

023...........................|_| 025...........................|_| 027...........................|_| 029...........................|_| 031...........................|_| 033...........................|_| 035...........................|_| 037...........................|_| 039...........................|_| 041...........................|_| 043...........................|_| 045...........................|_| 047...........................|_| 049...........................|_| 051...........................|_| 053...........................|_| 055...........................|_| 057...........................|_| 059...........................|_| 061...........................|_| 063...........................|_| 065...........................|_| 067...........................|_| 069...........................|_| 071...........................|_| 073...........................|_| 075...........................|_| 077...........................|_| 079...........................|_| 081...........................|_| 083...........................|_| 085...........................|_| 087...........................|_| 089...........................|_| 091...........................|_| 093...........................|_| 095...........................|_| 097...........................|_| 099...........................|_|

Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag Tag

024.............................|_| 026.............................|_| 028.............................|_| 030.............................|_| 032.............................|_| 034.............................|_| 036.............................|_| 038.............................|_| 040.............................|_| 042.............................|_| 044.............................|_| 046.............................|_| 048.............................|_| 050.............................|_| 052.............................|_| 054.............................|_| 056.............................|_| 058.............................|_| 060.............................|_| 062.............................|_| 064.............................|_| 066.............................|_| 068.............................|_| 070.............................|_| 072.............................|_| 074.............................|_| 076.............................|_| 078.............................|_| 080.............................|_| 082.............................|_| 084.............................|_| 086.............................|_| 088.............................|_| 090.............................|_| 092.............................|_| 094.............................|_| 096.............................|_| 098.............................|_| 100.............................|_|

Tag 001 - This tag is found in Idlewood, which is directly West of Grove street. You've already got this tag anyway since it's a requirement of the early mission where you went around spraying over gang tags. You'll find it across from the houses on the South side of the bridge. Tag 002 - This tag is found in Idlewood, which is directly West of Grove street. You've already got this tag anyway since it's a requirement of the early mission where you went around spraying over gang tags. Directly across from the first tag you'll find this one sprayed on the side of the house. Tag 003 - This tag is found in Idlewood, which is directly West of Grove street. You've already got this tag anyway since it's a requirement of the early mission where you went around spraying over gang tags. Tag 004 - This tag is found in East Los Santos, which is Northeast of the previous tags. You've already got this tag anyway since it's a requirement of the early mission where you went around spraying over gang tags. This one is

located on the Mexican Food restaurant, which is the large orange building on the corner. It's on the same wall as the same grafitti painted woman. Tag 005 - This tag is found in East Los Santos, which is Northeast of the previous tags. You've already got this tag anyway since it's a requirement of the early mission where you went around spraying over gang tags. Check down the alley to the left of the grafitti woman on the side of the Mexican restaurant described for the previous tag, it's on the wall down the alley. Tag 006 - This tag is found in East Los Santos, which is Northeast of the previous tags. You've already got this tag anyway since it's a requirement of the early mission where you went around spraying over gang tags. South of the Mexican restaurant you need to climb up onto the roof of the building with the name "Sign" on the front. The tag is on the roof there. Tag 007 - This tag is found in Las Colinas which is the Northeastern most section of Los Santos, now we're starting to systematically get all the tags, the only reason the first six were in the middle of town was because you should have already got them anyway, this is the first of the next 44 that you probably don't have unless you found it yourself. There is a C shaped building on this block, head into the "indentation" of the C shape which basically means the front door and look left to find the tag on the wall. Tag 008 - This tag is found in East Beach which is near the Northeast corner of Los Santos and directly South of the previous tag. If you remember the house you robbed along with Ryder this will be easy to find, check between the two houses on the West side of the main highway, you'll find the tag on the opposite side of the door. Tag 009 - This tag is found in East Beach which is near the Northeast corner of Los Santos and directly South of the previous tag. There are numerous homes that line the West side of the highway, well you need to get up on top of the lower level one and check the side of the house on the right, while standing on the roof you have perfect access to the ninth gang tag. Tag 010 - This tag is found in East Beach which is near the Northeast corner of Los Santos and directly West of tag number 008. You'll notice that West of tag 008 is a large hill leading up to the upper road, well you need to get up to this upper road and head behind all the houses, you'll find the gang tag sprayed on the back of the houses. There is a very thin grass path for you to run across but it is indeed right at the top of the steep hill which goes up from the houses down below. As a bonus there is body armour right next to it. Tag 011 - This tag is found in East Beach which is near the Northeast corner of Los Santos and directly South of the previous tag. Get onto the main street at the top of the hill. You will find this tag sprayed on the building marked 2026, it's approximately three or four buildings South of the previous tag but on the front this time, it's pretty much on ground level as well. Tag 012 - This tag is found in East Beach which is near the Northeast corner of Los Santos and directly East of the previous tag. Head South of the previous tag until you reach the corner where the four roads meet, then head East and you should find a parking garage with a spiral ramp, it stands out a lot. You will find the tag sprayed on the East wall of the bottom level. Tag 013 - This tag is found in East Beach which is near the Northeast corner of Los Santos and directly South of the previous tag. Head one block South of

the previous tag where you'll see a large sign above the road which says in big letters "Saints Boulevard." This will tell you that you're in the right place. Head up the road a bit North of that and make a right down the first alley you possibly can. On the back wall of the building here facing West you will find tag number thirteen, remember it's not on the road it's on the back. Tag 014 - This tag is found in East Beach which is near the Northeast corner of Los Santos and directly Northwest of the previous tag. If you look at your map (preferably with all the icons turned off) there's a stretch of road in East Beach Northwest of tag 013 that stands out quite a bit. It's in a backward S shape connecting two parallel roads. Well along this stretch of road in plain daylight is another gang tag on the building wall. Tag 015 - This tag is found in Los Flores which is near the Northeast corner of Los Santos and directly Northwest of the previous tag. Follow the S shaped path to the end going North, it will connect back to the road facing West and a large building is in front of you across the street. Behind this building is a staircase leading down, at the bottom of the staircase is a ramp leading up (to the East.) You will find the tag close to the top of this ramp. Tag 016 - This tag is found in Los Flores which is near the Northeast corner of Los Santos and directly North of the previous tag. Get out of the back alley area and just check along the road, you'll find the tag near a four way intersection on the wall of a building if you look to the East Tag 017 - This tag is found in Los Flores which is near the Northeast corner of Los Santos and directly North of the previous tag. Head North to the next block and run along the road a little bit to the East. When facing East you should see two bridges on your left, this is a good indication you're in the right place. Look South to see a bunch of houses that line the hill going down, you will find the tag on the side of one of these houses. Tag 018 - This tag is found in Los Flores which is near the Northeast corner of Los Santos and directly Northeast of the previous tag. Cross the bridges you saw while looking for the previous tag, they're easy to spot just Northeast of it. On the other side which should place you about as far North as you can go without leaving Los Santos and going out to the country. (Note you're still IN Los Santos, I'm not talking about the border near the water, rather the end of the populated area.) Anyway you need to drop down from the bridge on the left so that you're standing on the highway below. Start running down the highway West until you come to a wall on your right with a gang tag on it. You can verify you've found the one I'm talking about by looking East, you should see a large bridge going over the highway. Looking West you can see far off into the distance over the city and looking North you see a wall with a gang tag on it. That's the one I'm talking about. Tag 019 - This tag is found in Los Colinas which is near the Northeast corner of Los Santos and directly North of the previous tag. If you just got number 018 you'll be too low and need to find a way to get back up. Head a little bit North and bring up your zoomed in map. Note a lower case "n" shaped road where the curve of the "n" is a very thick road which curves and then continues South. If you can see this you're doing great. Directly left (across the street) from this "n" are four residential houses in a row lined going North and South. In between the second and third house is the gang tag. Tag 020 - This tag is found in East Los Santos which can be found not surprisingly in mid-Northeast area. The tag itself is in an alleyway, if you

look on your map see that S curve which you noted before (of if not, then note it now). It's sort of in the more central area of town, Southwest of the previous tag. Anyway see this S curve, you'll find the tag approximately two blocks West of the S, down the alley that leads North and South between the parallel roads. You can access this alley from one of the roads going North and South, there's an entrance across from the store called "1 Day Service." Tag 021 - This tag is found in East Los Santos which can be found not surprisingly in mid-Northeast area. If you found tag 019 then you also found tag twenty because it is literally about five feet away on the opposite wall. Tag 022 - This tag is found in East Los Santos which can be found not surprisingly in mid-Northeast area. It's about one block South of the previous two tags, look for signs that say "Yaiyarir Auto Parts" and "Car Wash" close together. You'll know you're in the right area. Just left of the car wash sign is a tunnel going North and South. The South exit leads onto a road right next to a store with a large painting of fruit below the word "Carniceria." Anyway inside the aforementioned tunnel you'll find the tag. Tag 023 - This tag is found in East Los Santos which can be found not surprisingly in mid-Northeast area. West of the previous tag you will find a Cluckin' Bell restaurant. Well directly across the street from that (in the Southeast direction) is a large building with a back parking lot. If you need more help identifying it, there's a store attached to the side called "Groceries." Anyway run around behind and jump over the metal fence that surrounds the garden, there's a gang tag on the back wall here. Tag 024 - This tag is found in Ganton which is the area that includes Grove Street. To get our bearings lets return to the central circle of Grove Street, run underneath this bridge. Now the gang tag is located on ground level. While running West away from Grove Street make a left after passing underneath the bridge, you'll find the tag in between the bridge and a hedge. Tag 025 - This tag is found in Ganton which is the area that includes Grove Street. Directly West of Grove Street and tag 024, about one block away make your way to the gym. The gym is attached to a large yellow building with the word "Estacionamientu" written on the side. Head around behind this yellow building in the alley, if you find a cop bribe then you're on the right track. Behind this building on the green wall there's a tag that's hard to see. Tag 026 - This tag is found in Willowfield which is in mid-Southeast Los Santos. Head South from the gym across the bridge that goes over the large concrete waterway. There's a Cluckin' Bell to the East, you shouldn't have any trouble finding it. The tag is sprayed on the side of the restaurant. Tag 027 - This tag is found in Willowfield which is in mid-Southeast Los Santos. South of the previous tag and South of the Cluckin' Bell restaurant is an Ammunation. Use this as a reference point. East of Ammunation across the street is a 98 cent store, it's on the corner. You'll find the gang tag grafitti'd on the side of the 98 cent store down on the road leading East. Tag 028 - This tag is found in Willowfield which is in mid-Southeast Los Santos. Head exactly one block North of Ammunation and make a right at the corner with the Pawn Shop on it. Follow this road East until you come to a large building on your right labelled as the "6th Street Plaza." Right in the middle of the plaza parking lot you will find the next gang tag.

Tag 029 - This tag is found in East Beach, on the East side of Los Santos. Make your way to the large stadium, you won't have any trouble finding it, just look for a large white circle on your map. The twenty-ninth gang tag is painted on the side of the stadium, on the South wall near some doors. Tag 030 - This tag is found in Playa Del Seville which is in the Southwestern part of Los Santos. Head Southwest of the stadium and make your way to the beach. You will find the gang tag painted on the wall near the North end of the beach. Notice on your map how the beach starts to get skinny as it goes North beside the stadium, well this tag is found on the wall just before it starts to get smaller, face West and you should be able to see it. Tag 031 - This tag is found in Playa Del Seville which is in the Southwestern part of Los Santos. You will find this one among the blue apartments directly South of the stadium. There are two rows of apartments, both go North and South but one is further East than the other. On the one that is further East, the North apartment has the gang tag painted on the side of it. Tag 032 - This tag is found in Playa Del Seville which is in the Southwestern part of Los Santos. Get onto the main highway which runs North and South. Directly beside those blue apartments you are familiar with from the previous tag, there is another tag on the stone wall that is facing the highway itself. It's not on the apartments remember, just run along the sidewalk to find it. Tag 033 - This tag is found in Playa Del Seville which is in the Southwestern part of Los Santos. Southwest of the one you just got there is a basketball court fenced in. You can also find it by locating the pawn shop and going around behind. This one took me the longest to find out of all of them so far and it was right in front of my face the whole time don't make the same mistake. Stand in the basketball court and look West. On the yellow wall of the building the tag is painted in green and extremely difficult to see, knowing where to look I'm sure you'll find it, but they didn't make it easy. Tag 034 - This tag is found in Playa Del Seville which is in the Southwestern part of Los Santos. From the Pawn Shop reference in the previous tag description, and the basketball court as well cross the street to the West then follow the sidewalk North. There's an opening leading to what looks like a bunch of electrical generators and who knows what, the thing that matters is the gang tag painted on the wall along the road beside the entrance to this. Tag 035 - This tag is found in Ocean Docks which is in the Southwestern part of Los Santos. From the location of the previous tag turn around and head directly South until you reach the highway. You'll be on a three way intersection of the highway and the road you just came from leading North. Stand on the corner of this intersection to the Northwest, on the wall beside you is an orange gang tag to spray over, remember, on the intersection corner. Tag 036 - This tag is found in Ocean Docks which is in the Southwestern part of Los Santos. It is directly Northwest of the previous tag. From the intersection on the last tag go North to the four way intersection and then head West. This should lead you to a bridge that goes over a large waterway. Well the tag is located down in that waterway so get down there. On the concrete wall down in the waterway holding the bridge support is the tag. Tag 037 - This tag is found in Ocean Docks which is in the Southwestern part of Los Santos. Head out of the waterway and get onto the highway again, the one from tag 035 that leads East and West along Ocean Docks. Follow it West

until it changes direction going Southwest and a bridge goes overhead. Well you need to get up onto that bridge. Once you're up on top of the bridge check one of the green bridge extensions on the Northwest side of the bridge to find the gang tag, rememer it's actually on one of the green pillars. Tag 038 - This tag is found in Ocean Docks which is in the Southwestern part of Los Santos. Drop off the bridge discussed in the previous tag description and follow the highway Southwest. There is a large green warehouse at the first intersection. On the corner of this warehouse you will find a tag. Tag 039 - This tag is found in Ocean Docks which is in the Southwestern part of Los Santos. Continue to follow the highway Southwest and eventually it will curve straight South again. At the next chance you get turn left (East) and enter an area around the docks by the water. If you see a bunch of red crane-like things lined up along the water it's a good indication you're in the right place. Now drop down near these cranes. Try and keep an eye out for a bunch of piled up crates between two of the buildings and between two of the cranes. Run around on the path between these crates and the water, being very careful not to fall off and you will find yourself another gang tag. Tag 040 - This tag is found in Willowfield which is in mid-Southeast Los Santos. Leave this area entirely, let's get ourselves another reference point. There aren't a lot of places that could serve such a purpose around here though since it's just an industrial area, start by getting back to the highway at least. Locate tag 038, the one on the side of the large green warehouse. This will be the reference point. Follow the road Northwest of here, when you come to a four way intersection look a bit to your left and if you've got a keen eye you'll see the next tag already. If not then notice on the West corner of this intersection are three buildings in a row, you have to jump over the fence to reach them. Well the one closest to the intersection has a gang tag sprayed on the East side of the building. Tag 041 - This tag is found in Willowfield which is in mid-Southeast Los Santos. From the nearby intersection to the tag you just sprayed head Northeast down the road to the next four way intersection. Make a left and follow this road Northwest until you come to an opening on your left leading into a run down tire yard. Here you can find a chainsaw, finding it will be a good indication that you're in the right place. Head West of the chainsaw to find a set of train tracks and an enormous stack of crates that goes along the tracks. On the other side of the crates is a concrete waterway. Down in the waterway before the actual covered part is a gang tag painted on the side. Tag 042 - This tag is found in El Corona which is in Southeast Los Santos. Head South from the waterway until you reach the road and then go Wes tto the first intersection. here you should see a large sign proudly displaying "Nude XXX Shop" and about one block North there's a tattoo shop icon on the map. On the Southern wall of the Nude XXX Shop you will find a gang tag. Tag 043 - This tag is found in El Corona which is in Southeast Los Santos. Make your way West from the previous tag until you reach another intersection. If you were to continue West you would be heading toward a large curved highway ramp, use this as an indication you're in the right place. Now take a few steps West from the intersection and take a look on your right at the fence, at some point you should see a purple gang tag painted on it. Tag 044 - This tag is found in El Corona which is in Southeast Los Santos. From the same intersection reference in the previous tag description, rather

than continuing West toward the highway go back and follow the road North. At the next intersection the house on the Northwest corner has a gang tag painted on the side of it, on the wall facing East (toward the street.) Tag 045 - This tag is found in El Corona which is in Southeast Los Santos. Timefor another reference point so that you aren't completely lost. Make your way to the tattoo parlor in El Corona which is incidentally directly East of the previous tag. Directly across from the tattoo parlor is a building simply labelled "Bar." On the side of the bar is a gang tag painted in orange. Tag 046 - This tag is found in El Corona which is in Southeast Los Santos. Head North from the tattoo parlor until you reach some train tracks, at that point make a left and head West. When you reach a walkway that goes overhead turn left and face South. If you're standing beside the walkway, not under it or past it, facing South should have you looking between two buildings. Well the building on your left has a gang tag on the side you can probably see, if not hop over the fence and run between them, look up on your left to see it. Tag 047 - This tag is found in El Corona which is in Southeast Los Santos. Head North and hop the fence, then hop the green fence to end up back on the highway again. Make your way East until you see a large sign that reads "Tony's Liquor." Across from the liquor store is a parking lot, look North in the parking lot to see a vending machine, and beside it a purple gang tag. Tag 048 - This tag is found in El Corona which is in Southeast Los Santos. Time for the next reference point, head North from the previous tag to reach the pizza place in Idlewood. Now from the pizza place run West to the intersection. Follow the road North and make a left at the next intersection (there's a gas station on this corner.) Again you'll come to another intersection, head South and as you're going South on your left you should see a 69 cent store. This is a good sign. Beside the 69 cent store is a "Liquor Mart" and on the side of Liquor Mart is a gang tag that kind of blends in. Tag 049 - This tag is found in Idlewood which is around the centre of Los Santos. North of the 69 cent store mentioned in the previous gang tag explanation there is a large concrete waterway. Drop down into the waterway and go underneath the bridge. Check the North side of the centre divider here to find a gang tag painted on it, it'snot quite under the bridge but almost. Tag 050 - This tag is found in Idlewood which is around the centre of Los Santos. If you don't remember the gas station mentioned in tag 048 then head to the pizza place in Idlewood and go East to the intersection, then North to find the gas station on the corner. The tag you're looking for is up on top of the gas station (actually it's above the car wash) but use the stone awning that goes around the edge of the building to climb up and spray the tag which is over on the back of the stone car wash sign. We're half way done now. Tag 051 - This tag is found in Idlewood which is around the centre of Los Santos. Make your way to the pizza place in Idlewood, the one across the street from the tattoo parlor. Start running down the road directly West of the pizza place, along the way look at the buildings on the North side of the street, one of them is called "Wholesale Produce." Now directly left of this building on the wall next door you will find the next gang tag painted. Tag 052 - This tag is found in Idlewood which is around the centre of Los Santos. Make your way back to the pizza place in Idlewood again. Directly East of the pizza place it what seems to a be a two story motel complex or

something of the sort, you'll need to go around via the road to get to it though. Anyway the thing has a large parking lot, if you check the North wall of the motel while standing in the parking lot you will find the gang tag. Tag 053 - This tag is found in Little Mexico which is found around the central area of Los Santos, West of Idlewood. Now if you've completed driving school this will be easy to find, if not you may have a problem. The reason I say this is because all you need to do is head to the checkered flag racing icon on your map. Now from here head a little South to the intersection and while facing South look to your right, painted on the side of this large church shaped building (perhaps a church) is the gang tag right on the front facing the street. If you don't have the races available yet and you really want to know where this is I'll do my best to help you out, take a look on your map around the centre of Los Santos where the large highway splits out and all the curved roads intersect and split from it. Well the gang tag is about one block down and two blocks East of that point. The church like building is on an intersection corner, there's not a lot of landmarks besides the races so I'll just name a few things that are nearby. A parking garage with a spiral ramp is pretty near, the highway goes overhead about one block away. There's a large billboard about one block West that's bright orange and looks to be advertising cereal. To be honest this should be more than enough info. Tag 054 - This tag is found in Little Mexico which is found around the central area of Los Santos, West of Idlewood. If you've got the races once again this will be a breeze, even easier than the last one. You know how the race icon is right beside a large orange/brown building, well the tag is on the East wall of this building. If you don't have the races head East of the previous tag past the first intersection and stop at the second. Take about five steps back in the direction you cam and look North. In that little parking lot area behind the building you'll find the tag, on the building itself. Tag 055 - This tag is found in Idlewood which is around the centre of Los Santos. East of the previous tag (across the street) is a club you can enter called "Alhambra" which is displayed in big bold letters across the front and numerous torches line the entrance. Anyway head to the front door without actually going in and turn North. Here you can run North between the club and the hedge that surrounds it finding the gang tag on the club wall as you go. Tag 056 - This tag is found in Little Mexico which is found around the central area of Los Santos, West of Idlewood. You will find the tag directly West of the previous one. Jump over the hedge beside the previous tag and head a few steps North to the intersection. Now go less than one block West and as you're going West tilt your head left to look at the side of that gigantic orange/brown building, written on the side is orange is a the gang tag which is somewhat hard to see. If you find the place where you went on that cop killing spree with Sweet at the beginning of the game you're gone too far West. Note that this building I'm referring to is directly North of the racing flag icon, in fact it's in the same block area, on the North side. Tag 057 - This tag is found in Idlewood which is around the centre of Los Santos. It is located roughly Northeast of the previous tag. From the previous tag make your way about two blocks East and continue on that road until it curves South. The curve I'm talking about is next to some apartments on the North side, a hedge on the Southwest side, and a ramp on the East side (I used this ramp as a jump quite often at the beginning of the game, perhaps you did too, if you follow the road directly West from Grove street without turning you'll hit the ramp I'm referring to.) Anyway note the apartments I

mentioned a second ago to the North, if you head North you'll find yourself among a bunch of them, if you went any further North you'd be on the freeway so you can use this as an indicator as well. The gang tag is located on the side of one of these apartments, on the back side of one of the ones closest to the street. You'll find it on the wall facing to the West. Tag 058 - This tag is found in Idlewood which is around the centre of Los Santos. You will find this tag directly East of the previous one. It's reference point time again, East of the previous tag and West of Grove Street is the bridge over Idlewood (not the bridge over Grove Street, this one is further West.) You may also know this bridge as on the side you will find the first gang tag you ever sprayed as part of an early game mission. Now standing on the West side of this bridge (the side with the first gang tag) if you run North you'll find a very short dead end street. On your left while facing North are a few dilapidated houses, go between them and head through the arch to find the gang tag inside the lower one. Inside the upper one you will find a two player icon, for reference and for fun of course. Tag 059 - This tag is found in Idlewood which is around the centre of Los Santos. You will find the tag roughly North of the previous one. From the previous tag get on the road under the bridge and head East until you come to the train tracks. As a reference you can also find these train tracks easily by starting in Grove Street and running East until you reach them, it's only a couple of blocks. Anyway there's a road that runs parallel to the tracks right beside them (on the West side.) Follow this road North up and over the bridge. At the top on your left are a bunch of nice residential houses with flowers out front. If you look behind them you will find the large billboard with the hole in it from when you're gang crashed through it early in the game. Anyway go to the first house on your left (the first house on your left that is facing the street) and check under the overhang for parking a car. There's a gang tag painted in purple underneath this overhang thing. Tag 060 - This tag is found in Jefferson which is around the centre of Los Santos and North of Idlewood. It is roughly Northwest of the previous tag. You will find this tag on the side of the hospital first of all so if you can't find the hospital I recommend you kill yourself somewhere in Idlewood. This might not be such a nice solution since you won't spawn with a Spray Can so just find it, it's in Jefferson on an L shaped block of land and it's a really big building. Anyway I'll refer you to it from the front doors of the hospital. From the front doors of the hospital head directly South until you bump into a wall. Now from here there's an alley that goes East between the wall and the hospital. When you reach the end don't go out onto the road. Instead turn North and follow the grass between the hospital and the outer wall, there's so much grass here you probably won't be able to see where you're going. Anyway the gang tag is painted in purple on the side of the wall around here, it's behind a large bush so just pin yourself against the wall as you go along the side of the hospital and you'll get it eventually. Tag 061 - This tag is found in Jefferson which is around the centre of Los Santos and North of Idlewood. It is directly Northeast of the previous tag. The best thing I can tell you to do is get onto the road that runs along the North side of the hospital (the road runs East and West, but it's on the North SIDE of the hospital). Head East, if you come to a dead end where the road doesn't continue East it means you got on the road at the FAR North side of the hospital. Just turn South and continue East when the road does. As you head East you'll see a large triangular shaped building with a lot of stained glass, if you reach the tracks it means you've gone a bit too far. Anyway on

the front of this large stained glass building which stands out quite a lot, you'll find a purple gang tag painted on the side of the wall below the glass. Tag 062 - This tag is found in East Los Santos which is not surprisingly around mid to East Los Santos, East of Jefferson. You will find this tag directly East of the previous one. Get on the road in front of the large stained glass building and head East across the train tracks, then stop at the first intersection. On the Northwest corner of this intersection is a store with a large sign that says "Liquor." Behind this liquor store you will find a purple gang tag painted on the North wall near the drink machine. Tag 063 - This tag is found in East Los Santos which is not surprisingly around mid to East Los Santos, East of Jefferson. You will find this tag directly North of the previous one, and I mean directly. It's exactly one block North. Now one block North of the liquor store is a line of four apartment buildings in row going North to South, you can see them as four white squares lined up on your map. They are directly beside the train tracks on the East side. Anyway they are slightly elevated but you won't find the gang tag painted on the side of them, no, there is an underground parking lot below these apartments and the entrance can be found on the East side on street level. Go down in there and you will find the gang tag quite easily. Tag 064 - This tag is found in Jefferson which is around the centre of Los Santos and North of Idlewood. You will find this tag directly Northwest of the previous tag. Head West of the apartment buildings and cross the train tracks, on the corner of the nearby lot there's a large sign marked "Jefferson Motel" and behind it is a large bright orange building. Well you don't need to look any further than this, along the side of the bright orange building is a gang tag painted under the stairs that are going up to the top level. Tag 065 - This tag is found in Jefferson which is around the centre of Los Santos and North of Idlewood. You will find it roughly Southwest of the previous tag. What you want to do is find the clothing store in Jeffersion, it's East of the tag you just sprayed last. Across the street South of the clothing store are a bunch of residential houses, behind the houses is a back alleyway. In this back alleyway you will find yourself another gang tag. Tag 066 - This tag is found in Jefferson which is around the centre of Los Santos and North of Idlewood. It is directly North of the previous tag you sprayed. Make your way to the clothing store but don't go inside, rather go around behind it. On the back of the clothing store painted on the brick wall you will find the sixty-sixth gang tag on the wall near the corner. Tag 067 - This tag is found in Las Colinas which is around the North end of Los Santos and North of Jefferson. The tag is directly North of the previous tag you sprayed. Head one block North of the clothing store and you'll reach a road that is moving East and West at a slightly skewed angle. Another road that also moves in the same direction forks off it it as well on kind of an angle, You need to cross both of them to the North until you've come to the point where you are behind some houses and a large almost 90 degree angle slope prevents you from reaching the upper highway on foot. Behind these houses is where you want to be. Look for kind of a brick ramp leading up one of the houses, well painted on the left side of this ramp is the tag. Tag 068 - This tag is found in Las Colinas which is around the North end of Los Santos and North of Jefferson. The tag is directly East of the previous tag you sprayed. Finding the previous tag is a good prerequisite for this one

because it will be very hard to explain the location of the tag otherwise. I mentioned the previous tag is sprayed on the side of a brick ramp, well cross the street South in the opposite direction of this ramp. While standing on the sidewalk, make your way West for a few steps until you come to a VERY bright orange building on your left, I'm telling you this building... is really really orange! Anyway beside this building is a very thin alley, not on the orange building but on the one beside it that's actually a dull gray colour in this alley you will find the gang tag that kind of blends in. Tag 069 - This tag is found in Las Colinas which is around the North end of Los Santos and North of Jefferson. The tag is directly East of the previous tag you sprayed. What you're going to want to do is make your way to the train tracks, head North along them until you come to a large tunnel. Wihtout actually going inside the tunnel at all you can find the sixty-ninth gang tag simply by approaching it and looking at the concrete wall to your left. Tag 070 - This tag is found in Las Colinas which is around the North end of Los Santos and North of Jefferson. The tag is roughly North of the previous tag you sprayed. Head to the North part of the train tracks without actually going into the tunnel and step back a bit. When facing North toward the tunnel you'll notice there is a ramp on your left, head up the ramp and at the top you'll find a police bribe which just happens to be at the bottom of another ramp, go up that one and you'll be on the North-most road going East and West in Los Santos. Above you are some run down homes behind a fence and on your left (when facing North) is a building with a staircase leading up it surrounded by brick ground. On the back of the building in question on the West side you will find another gang tag that blends in with the wall. Tag 071 - This tag is found in Las Colinas which is around the North end of Los Santos and North of Jefferson. The tag is directly West of the previous tag you sprayed. Get onto the nearby road and start running West. It's a downhill slope all the way and eventually the road curves South and goes under a bridge. On the curve but before you reach the bridge, check between the orange/brown house on your left and the grayish/blue building beside it. In the alley between them you will find another gang tag. Remember that this is before you reach the curve on the South side of the street, between the two Tag 072 - This tag is found in Glen Park which is around the North end of Los Santos and West of East Los Santos. The tag is directly West of the previous tag you sprayed. Head up on top of the bridge previously referenced in the last tag's description. Now start heading West until you reach a fork in the highway with lots of on and off ramps. At first the road splits into three, take the middle road. Follow it until you reach a point where one of the roads goes overhead. Don't go underneath this bridge, rather turn right and head onto the grass. The road on your right is elevated off the ground now and being supported by a number of concrete pillars, not on one of the pillars but on the actual concrete part where the road ends you will find a gang tag. This was a little awkward to explain so here's a different interpretation. When you come to the three roads that split when going West take the middle road. Rather than running on the road head onto the grass part on your right and hug the concrete wall. Eventually this concrete wall will end when the road raises off the ground and uses pillars to support it, but if you make a 180 degree turn after the wall ends and look right back at it there's the tag. Tag 072 - This tag is found in Glen Park which is around the North end of Los Santos and West of East Los Santos. The tag is roughly Southeast of the previous tag you sprayed. Remember the three way split of the road mentioned

in the previous tag? Well head to this area again and jump off the highway to the South. You should drop down among a bunch of bushes and such, nearby is a huge billboard, you should be able to see it when looking up. Head a little bit East and turn around so you can read this billboard, assuming it displays the word "BOBO" in huge letters you're in the right place. Nearby are some residential houses behind a fenced area, in between one of the ones in the middle you will find a purple gang tag sprayed. If you're really having trouble with this one I'll try to help you more. Take a look at your map and press X to zoom in. Assuming you're at least in the general Glen Park area you will see below the highway a blue oval surrounded by a brown dirt track surrounded by another larger brown dirt track. This is the actual park where you've had numerous gang wars. Notice on your map this area is divided up into four squares, the lower two make up the actual park area while the upper two have just residential houses. Well you will find the gang tag I'm talking about in the block area included in the upper left square. Tag 074 - This tag is found in Glen Park which is around the North end of Los Santos and West of East Los Santos. The tag is directly South of the previous tag you sprayed. You will find this tag in the actual park area of Glen Park. Note the bridge that goes over top of the park, well underneath the bridge on the North side of the pool of water you will find the next gang tag. Tag 075 - This tag is found in Glen Park which is around the North end of Los Santos and West of East Los Santos. The tag is directly South of the previous tag you sprayed. You will find this tag across the street from the South side of the actual park area of Glen Park. There are nothing but businesses really along that side of the street but around the centre there's an alley that leads South in between them, it's in that alley that you will find the tag. Tag 076 - This tag is found in Glen Park which is around the North end of Los Santos and West of East Los Santos. This tag is directly South of the previous tag you sprayed. It's in the skate park directly West of the hospital. When you get to the skate park head to the Northeast corner and you'll find a gang tag painted in purple around the corner of the wall. Tag 077 - This tag is found in Downtown Los Santos which is located directly West of Glen Park. The tag is found roughly West of the previous tag you sprayed. Leave the park and head West, across the street on the next block there's a rather large path that leads between the buildings. If you see a bunch of tables and a drink machine nearby then you'll know you are in the right place. Down the West path South of the two trees that are fenced in you will find the orange gang tag painted on the wall facing to the North. Tag 078 - This tag is found in Downtown Los Santos which is located directly West of Glen Park. The tag is found roughly North of the previous tag you sprayed. Leave this back area and get onto the street on the North side of this block and then head West until you reach an intersection. On this intersection there is a huge billboard that reads "Homies Sharp" and it's an add for cigarettes, use this as an indication you're in the right place. Anyway stand on this intersection and face North. While facing North the tag is located on the side of that large building on your left (the Northwest corner of the intersection.) Run along the East wall and make sure to look behind each little wall that sticks out, just before the pillars is the tag. Tag 079 - This tag is found in Downtown Los Santos which is located directly West of Glen Park. The tag is found directly West of the previous tag you sprayed. Head underneath the highway just East of you, still in the same

(rather large) block as the previous tag is this tag. On the West side you will find a number of staircases leading North up to the higher area of the road. There are plenty of bushes and it's made to look like a rather nice place. If this doesn't help then you can head to the clothing store in Downtown Los Santos. The tag is found by heading Southeast from the clothing store. Go around behind the buildings, past the "Coin Laundry" store and look for the tag on the East wall of one of the buildings around here. It's actually facing North since it's on a corner, but still on the East side of the building. If you see a couple of really tall palms it right beside them. Tag 080 - This tag is found in Downtown Los Santos which is located directly West of Glen Park. The tag is found directly North of the previous tag you sprayed. Let's use the clothing store in Downtown Los Santos as a reference point again. From the entrance of the clothing store head North to the next intersection. This is a T shaped intersection, if you were to walk any further North you'd bump into a building. Make a right and follow the road East a little bit. When you reach the edge of the building on your left turn and face North. You should see a couple of green dumpsters, this is a good sign you're in the right place. Behind these two dumpsters is the gang tag. Tag 081 - This tag is found in Temple which is located in North Los Santos, and Northwest of Downtown Los Santos. The tag is found directly West of the previous tag. When I say West though, it's quite a ways West. Fortunately there's a really easy reference point for you to find it, head to the Pay 'n Spray (spray can icon) and the body shop (wrench icon) on your minimap located in Temple. When you arrive go around the side of the road and check the East wall of the body shop, there you'll find the gang tag in plain sight. Tag 082 - This tag is found in Vinewood which is in the North part of Los Santos and West of Temple. The tag is found roughly West of the previous tag. Head to the highway above the body shop and Pay 'n Spray in Temple mentioned in the previous tag description. Now run West until you reach the intersection, this intersection marks the border between Temple and Vinewood. If you look around you won't have and trouble seeing a gas station to the Northeast and a huge billboard to the West which reads "Strain Hard." Once you've established you're in the right intersection you can find the gang tag easily by checking the North wall of the building on the Southwest corner of this intersection. The tag is painted in purple and is facing the highway. Tag 083 - This tag is found in Market which is in the North part of Los Santos and South of Temple. The tag is found directly Southeast of the previous tag. It's a ways Southeast again. Here's the easiest way to find it. Take a look at your map, with icons on of course. Locate the Burger Shot icon in temple. Now with your cursor move directly South from the burger shot about three blocks and you'll be hovering over a rectagular area of green, it's one of the only green areas around here and it's directly South of the Burger Shot in Temple. Head there now. While standing on this section of green it's easy to know you're in the right place by looking West, right in front of you is the All Saints General Hospital. Now that you've established you're in the correct place head North up the road for one block until you reach a T intersection. There's a large billboard here that reads Vinewood. It's on the East wall of the building on the Southwest corner of this intersection. Tag 084 - This tag is found in Market which is in the North part of Los Santos and South of Temple. The tag is found roughly Southwest of the previous tag. Return to that green patch mentioned in the previous description, the one right beside the All Saints General Hospital. Now while standing on the North

end of this green rectangular area start heading down the road to the West past the hospital. Follow the road until you reach a T intersection where you're cant continue West any further. On this intersection you can see a donut shop to the South and a large billboard to the West which reads "Bend the Rules." Now look on the Southeast corner of this intersection, the store on the corner should be called "Phat Discs." If you run up to the front door and Phat Discs and jump you can grab the ledge, pull yourself up above the store and follow the walkway East to find the purple gang tag on the wall. Tag 085 - This tag is found in Market which is in the North part of Los Santos and South of Temple. The tag is found directly Southeast of the previous tag. Return once again to the green rectancular area across from the All Saints General Hospital. From here head South across the street into the area behind the buildings, you'll see a large curved concrete structure with a rectangular window in it. You're in the right place. What you want to do is check the North wall of the building Southeast of this structure. It's down a little ramp and painted on the side below one of the support columns. Tag 086 - This tag is found in Pershing Square in the central part of Los Santos and is completely surrounded by Commerce. The tag is found directly Southeast of the previous tag. It's time for another reference point, but really Pershing Square is so small that it's really not that hard to find at all. Just check your map and scroll your cursor around until you find the area labelled Pershing Square inside Commerce. Anyway this is the exact location of the police station so if you know where that if you'll be great, it's across the street to the East of a bunch of big purple stone walls. You will find the tag on the side of the police station, the South side actually. Tag 087 - This tag is found in Commerce which is in the central area of Los Santos. The tag is found directly West of the previous tag. Follow the road West of the (South side of) the police station. The huge building on the South side of the road with all the American flags waving off the front of it is the city hall. If you stand on the road and look South facing the front of city hall, you will find the tag if you run along the side of the wall to the right of the entrance (facing South) on the wall that is facing the road. Tag 088 - This tag is found in Commerce which is in the central area of Los Santos. The tag is found directly West of the previous tag. Follow the road West of city hall for a couple of blocks until you reach the four lane highway. Now backtrack a little bit, on the South side of the road you just came from there's a Roboi's Food Mart you can go inside, find this store and note it (if you haven't done the mission yet you'll need to keep this place in mind for later.) Across the street from the food mart on the North side is a building with an orange gang tag painted beside a couple of posters. Tag 089 - This tag is found in Verona Beach which is in the central area of Los Santos and West of Commerce. The tag is found directly Northwest of the previous tag. Stand on the aforemention intersection of the road West of city hall and the four lane highway. While standing at this intersection on the highway turn and face Northwest, you should see a large building with a very odd architectural design (upper floors kind of stick out from everything else, and it's held up by concrete panels that look like old fashioned 5.25 inch floppy discs.) This building doesn't really serve a purpose so it's hard to describe it any other way. Anyway on the South side of this building there are some stairs leading up. Follow these stairs around to the East side of the building to discover the gang tag. Remember that while the gang tag is on the East side of the building which faces the main highway, it's on the second

level so you won't actually be able to see it until you climb the stairs. Tag 090 - This tag is found in Market which is in the North part of Los Santos and South of Temple. The tag is found directly Northwest of the previous tag. Let's get another reference point, head to the Burger Shot in Marina, this is Southwest of Market by the way. It's directly beside a barber shop if that helps, it's also the Burger Shot that OG Loc worked at when you helped him with his missions. Now this Burger Shot is located on a diagonal road, follow this road Northeast until you reach an intersection, at this intersection turn North and head up one block. When you come to the next four way intersection, stop in the middle of the intersection and face yourself Northeast. You should see a building with green windows. If you do then that's good, you're in the right place. Head around behind this building and climb up the back wall. The ledge is slightly too high for you to reach with a jump, but jumping off of anything even an inch off the ground will allow you to reach it. The tag is located up top of the ledge on the back side of the building. Tag 091 - This tag is found in Marina which is located around mid-Southwest Los Santos and Southwest of Commerce. The tag is found directly West of the previous tag. Return to the Burger Shot in Marina mentioned in the last description and start to head West along the road, you should cross a bridge that goes over top of the river. Rather than crossing the bridge change directions and start running North along the side of the river. It's only about a block or so North when that river comes to an end. Head down the slope to the dock where the river ends, there's a good chance you'll find a hovercraft here. Anyway the gang tag is located on the South wall of stone just beside the docks, it kind of blends in but it's definitely there. Tag 092 - This tag is found in Rodeo which is located around West Los Santos and West of Marina. The tag is found directly West of the previous tag. From the North end of the river where it ends, get out of this valley and head exactly one block West. This will probably be easiest if you take a look at your map. Notice that there are two clothing stores in Rodeo, well one of them (the lower one) is right beside a sort of curving crescent road. One block East of that curved road is you destination, directly in the centre of those three large buildings. In the centre there is a huge billboard you can't miss when facing West that is bright red and reads "Ranch." If you see this then you're in the right place. The tag is underneath this billboard. Tag 093 - This tag is found in Rodeo which is located around West Los Santos and West of Marina. The tag is found roughly Northwest of the previous tag. If you remember I mentioned looking at the two clothing stores in Rodeo, well do this again. This time focus on the upper of the two, head there now. From the entrance run North for exactly one block and you should see a large building titled "Vinyl Countdown," you can't miss it. Anyway the gang tag is on the front corner of the building, on the side that faces the road. Tag 094 - This tag is found in Santa Maria Beach which is located in Southwest Los Santos, South of Rodeo. The tag is found roughly South of the previous tag. You shouldn't have too much trouble with this one, take a look at your map. South of Rodeo there is a road that leads quite far South out over the water, this is actually that large dock you should be quite familiar with, it's where the first lowrider race around the city ended, and also where you were sent to snipe the two guys while they had a secret meeting. Regardless that's where you need to head now. At the end you'll see a large ferris wheel, Southeast of the ferris wheel behind the building you need to jump and climb up onto the ledge. Here the gang tag is in plain sight.

Tag 095 - This tag is found in Santa Maria Beach which is located in Southwest Los Santos, South of Rodeo. The tag is found roughly North of the previous tag. From the end of the dock where you found the previous tag head North until you're back on the road at a T intersection. You'll notice the dock you were just on goes overtop of the highway below, well you need to get on the freeway below so hop over the white picket fence and drop down. Now take a look at your map, barely one block East of here should be a Pay 'n Spray, that will make a good reference point. Head around behind the Pay n's Spray building (down the stairs, not up) and look at the South wall to see the tag. Tag 096 - This tag is found in Marina which is located around mid-Southwest Los Santos and Southwest of Commerce. The tag is found directly East of the previous tag. Start making your way along the highway West of the Pay 'n Spray in Santa Maria Beach from the previous tag. Your next destination is the other dock which extends South over the water, you might remember this one as the dock you drove down and sent the car with the celebrity and the girl over the edge to their death after you bailed out. You don't need to go all the way down to the end however. Stand on the intersection where the dock meets the highway and look on the side of the house on the Southwest corner, you will see the purple gang tag painted on the side of the house. Tag 097 - This tag is found in Verona Beach which is in the central area of Los Santos and West of Commerce. The tag is found roughly East of the previous tag. What you want to do is get back on the highway beside the previous tag and continue to head West. This highway makes a major turn changing directions and going South instead of East, this is your reference point. Now if you were to stand right in the centre of the curve you would be able to see the next tag. Where the highway meets another smaller road that goes East there is a gang tag on the building on the Southeast corner of the intersection. Remember it's where the highway curves South in Verona Beach. Tag 098 - This tag is found in Verdant Bluffs which is in the Southwest area os Los Santos, South of Verona Beach. The tag is roughly Southeast of the previous one. You absolutely can't miss this, the landmark is too big. Take a look at your map. In the centre of Verdant Bluffs is a huge mansion or country club or whatever it is. It's the only building, there is a long winding road leading up to it that branches South from a main road. Head to this huge building now. On the North side of the building is a somewhat thin spiral ramp fit for you to run up and get access to the roof. You will find the ninety-eighth gang tag on the roof of this building, on the North side. Tag 099 - This tag is found in Los Santos International, which is the airport of course. It's on the far South side of Los Santos. The tag is found roughly Southeast of the previous tag. Now take a look at your map, notice the main building in the airport that stands out. It's the white circular icon on your map with a few edges coming out the side, if you actually go there in the game it stands out a lot more. It's surrounded by a huge parking lot and huge numerous columns going up and connecting with a kind of saucer shaped section help up by a green cylindrical support. This will be your reference point. East of this is a large tower building, locate this tower, it goes quite high into the sky and you can't miss it if you're looking up. The next gang tag is located on the side of this tower, the South side. Tag 100 - This tag is found in Los Santos International, which is the airport of course. It's on the far South side of Los Santos. The tag is found roughly South of the previous tag. Take a look at your map in the airport,

notice the five white rectangles in a row on the South side of the airport. Now the actual tag isn't in the airport, you don't need to get access to it at all, but looking at these five buildings is still important. Notice that South of the airport the highway stopes when it reaches those buildings (it's actually just going into an underground tunnel.) Well your destination is where the highway goes into the tunnel under these buildings on the West side. Now fro mthe tunnel entrance run West along the highway away from the tunnel until the upward slope ends and the fence on the South side stops. Get onto the South sidewalk right where the fence ends and turn to face East. Notice that between the sidewalk and the fence is a path that leads East toward the tunnel but doesn't slope down. This is the path you want to run along so when you reach the end you are where the highway meets the tunnel under those five buildings in the airport, but you're still on the same level as the airport itself. On the back of the fence here at the end of this path, is the tag. O============================================================================O | Snapshot Locations (00300) | O============================================================================O Snapshots are the equivalent of tags in San Francisco, your goal is to photograph all 50 of the snapshot icons which can only be seen through the lens of the camera. You can find the camera upstairs in CJ's house. _ _ Snapshot 001......................|_| Snapshot 002........................|_| Snapshot 003......................|_| Snapshot 004........................|_| Snapshot 005......................|_| Snapshot 006........................|_| Snapshot 007......................|_| Snapshot 008........................|_| Snapshot 009......................|_| Snapshot 010........................|_| Snapshot 011......................|_| Snapshot 012........................|_| Snapshot 013......................|_| Snapshot 014........................|_| Snapshot 015......................|_| Snapshot 016........................|_| Snapshot 017......................|_| Snapshot 018........................|_| Snapshot 019......................|_| Snapshot 020........................|_| Snapshot 021......................|_| Snapshot 022........................|_| Snapshot 023......................|_| Snapshot 024........................|_| Snapshot 025......................|_| Snapshot 026........................|_| Snapshot 027......................|_| Snapshot 028........................|_| Snapshot 029......................|_| Snapshot 030........................|_| Snapshot 031......................|_| Snapshot 032........................|_| Snapshot 033......................|_| Snapshot 034........................|_| Snapshot 035......................|_| Snapshot 036........................|_| Snapshot 037......................|_| Snapshot 038........................|_| Snapshot 039......................|_| Snapshot 040........................|_| Snapshot 041......................|_| Snapshot 042........................|_| Snapshot 043......................|_| Snapshot 044........................|_| Snapshot 045......................|_| Snapshot 046........................|_| Snapshot 047......................|_| Snapshot 048........................|_| Snapshot 049......................|_| Snapshot 050........................|_| Snapshot 001 - This snapshot is found in Red County which is just East of the San Fierro airport. It's just outside the actual city part, take a look at your map and you'll see that East of the airport there's a bridge that connects two areas (Red County and The Panopticon) going North and South. Well the first snapshot icon can be found on this bridge. Stand on the bridge and look up with your camera to see the purple icon floating in the air.

Snapshot 002 - This snapshot is found in Easter Bay Airport and is directly Northwest of the previous snapshot. Take a look at your map and you will notice two white rectangles at the Northeast edge of the airport. Well beside these two buildings are a few large tanks. In between two of them you will find a rocket launcher there and as a bonus, the snapshot is right above it. Snapshot 003 - This snapshot is found in Easter Bay Airport and is directly Northwest of the previous snapshot. Look around for the large air traffic tower at the North end of the airport, it should stand out quite a bit. When looking for the snapshot icon equip your camera and zoom in up to the very tip top of the tower, the icon is located right on the point at the top. Snapshot 004 - This snapshot is found in Easter Bay Airport and is roughly Southwest of the previous snapshot. To get this one you need to actually leave the airport. Find the point where the road leading to the airport entrance goes overtop the waterway below. At that point a large billboard also goes overtop of the road, on both sides of this billboard is a picture of the large San Fierro bridge and an airplane flying right through the picture. Head to the West side of this billboard so you can see the front of the plane and aim your camera at it, the icon is located just below the plane's nose. Snapshot 005 - This snapshot is found in Foster Valley which is Southwest of the Easter Bay Airport. The snapshot is found directly Southwest of the previous one. Head underneath the freeway that goes overhead, directly beside it in Foster Valley running parallel is a long building that runs North and South with a large clear glass roof overhead. At the North end is an eating area and under the curved roof is an area that people can walk in. I'm not exactly sure what this thing is supposed to be but one thing I am sure of is that above the roof floating on the North end of the structure is a snapshot. Snapshot 006 - This snapshot is found in Foster Valley which is Southwest of the Easter Bay Airport. The snapshot is found roughly West of the previous one. Notice that West of this lare structure previously described are five cylindrical buildings lined up running North and South. You can see them on your map and five circles lined up in this area. Well in order to find the next snapshot icon you need to find a way to get on top of the fourth one of these as that's where the icon is floating, but since it's floating so low it's nearly impossible to see from ground level, you'll need the Jet Pack. Snapshot 007 - This snapshot is found in Missionary Hill which is West of Foster Valley. You will find it roughly West of the previous one. Notice that there is a sole road leading up a large hill. At the top of this hill is a little fenced in area with a very large red and white tower extending into the sky, like many of the things you need to photograph it's very hard to miss. Stand in the parking lot on the North side of this facility and aim your camera up toward the top of the tower. Zoom in and near the top you should be able to see the snapshot icon floating on the side there. Snapshot 008 - This snapshot is found in San Fierro, this is a generic term for the whole area since it is found out in the country. It is located roughly Southwest of the previous snapshot. What you need to do is head West down the hill until your reach the highway that leads North into San Fierro and runs along the West cost. Rather than following it North into San Fierro instead follow it South until you come to a metal bridge that takes you over the water approaching Mount Chiliad. Aim your camera up over the North end of this bridge on the same side as San Fierro to see the next snapshot icon.

Snapshot 009 - This snapshot is found in Avispa Country Club which is located in the Southwestern area of San Fierro. You will find it roughly North of the previous snapshot icon. What you want to do is head North along the freeway from the previous icon that leads into San Fierro. You'll come to a point in front of a very large building where another road intersects the highway. Turn Northwest and follow this new road North. Not long after an entrance to the parking lot of the large building comes up on your right. Head into the parking lot and get as far back from the building as you can, now aim your camera up toward the tall tower that extends up from the building entrance. You might actually find it easier to try this from the tennis courts as those palm trees might block your view. The icon is at the top of the tower. Snapshot 010 - This snapshot is found in Avispa Country Club which is located in the Southwestern area of San Fierro. You will find it roughly North of the previous snapshot icon. You won't have very far to go to find this icon, if you took my advice and shot the last one from the tennis court area just turn your camera around and aim it above the upper right tennis court to see the icon, it's about twenty feet above the ground, right over top of the net. Snapshot 011 - This snapshot is found in Ocean Flats which is in the Southwestern area of San Fierro and North of the Avispa Country Club. You will find it directly North of the previous icon. Approximately two blocks North to be precise. There is an odd building with a cross shaped extension coming out of the top, it is surrounded by a parking lot area. If you look on your map you'll find this building exactly one block West of the clothing store in Hashbury. Stand in the parking lot and aim your camera up above the cross to see the icon floating at the bottom of the big spikey thing. Snapshot 012 - This snapshot is found in Hashbury which is in the Southwest area of San Fierro and East of Ocean Flats. It is located Directly East of the previous snapshot. It's in the block between the previous snapshot and the clothing store, in fact you can stand in the parking lot for the odd building from the previous one and see it from there. In order to get the best view stand in the Southeastern corner of the parking lot and point your camera toward the next block. The snapshot icon is located near the trees and directly above the power lines, from here you should be able to see it perfectly fine facing Northeast but other perspectives will not work. Snapshot 013 - This snapshot is found in Garcia which is in South San Fierro and East of Hashbury. The icon is located roughly East of the previous one. Our next reference point is going to be the Burger Shot and Gym located in Garcia. The snapshot is very close to these, in fact it's right above the Burger Shot. Notice the construction area North of the Burger Shot, it is surrounded by quite a few billboards that read "Final Build Construction." Well run around to the North end of this construction area (outside it, not inside it) and aim your camera at the Northern-centre billboard facing South. Snapshot 014 - This snapshot is found in Hashbury which is in the Southwest area of San Fierro and East of Ocean Flats. It is located roughly North of the previous snapshot. Notice that in between Garcia and Hasbury there is a section of green grass that kind of acts like the border between the two areas. Well stand in this grassy area and head about two blocks North of the Burger Shot in Garcia. Notice that the road that extends North from the Burger Shot curves and continues to the East after awhile. At this point what you want to do is face down the other road to the West leading into Hashbury. Assuming you are in the right place you should see a banner streamed across the street that reads "Hashbury & Garcia Joint Festival." Also note that this

is one the same block as the clothing store in Hasbury, it's just that the store is on the Southwest orner of the block and this is on the Northeast corner. When looking for the icon look above the banner to find it. Snapshot 015 - This snapshot is found in Ocean Flats which is in the Southwestern area of San Fierro and North of the Avispa Country Club. You will find it directly West of the previous icon. From the banner below the previous icon head to the intersection exactly two blocks West of here. Another way to refer to this intersection is to have you return to the weird building with the cross shaped extension again that had snapshot 011. The intersection I'm talking about is the one on the Northeast corner of the block with that building. In order to identify it as the correct one look for a store on the corner called the "Hippy Shopper." Well finding this store is the key because the snapshot icon is on top of it, stand in the intersection and face the store looking Northeast and check out the top to see it. Snapshot 016 - This snapshot is found in Ocean Flats which is in the Southwestern area of San Fierro and North of the Avispa Country Club. You will find it roughly North of the previous icon. It's time for another easy reference, what you want to do is make your way to the Ammunation in Ocean Flats. Now go around behind the Ammunation building, not the alley behind it but the street. While standing on this street face East and on your left you should see a large theater proudly displaying their latest show "The Wizard of Ass." Above the extended awning of the theater is the snapshot icon. Snapshot 017 - This snapshot is found in Queens which is in the central area of San Fierro and Northeast of Ocean Flats. The snapshot is located roughly Northeast of the previous one. In order to get this one you're going to want to find the large hotel in Queens, this is actually a property you can buy so if you've already purchased it then it'll be easy to find because there's a save icon on your map. If not then you will just need to look around Queens for the hotel. If it helps there's an underground tunnel just Northeast of the Wizard of Ass theater, when you come out of this tunnel going North then run directly West and you'll find yourself right in front of the hotel. Anyway the snapshot itself can be found there beside the front door. Snapshot 018 - This snapshot is found in Queens which is in the central area of San Fierro and Northeast of Ocean Flats. The snapshot is located directly West of the previous one. If you found the last one you can find this one. All you need to do is go around behind the hotel, there is a parking lot there. Take out your camera and aim it up at the back of the hotel which happens to be a very large area but the icon's floating there and easy to see. Snapshot 019 - This snapshot is found in City Hall which is on the West side of San Fierro and West of Queens. The snapshot is located roughly West of the previous one. Let's find ourselves another reference point here, we'll make it the Cluckin' Bell in Ocean Flats which is right beside the Ammunation. Two blocks North of the CLuckin' bell is the City Hall, stand right in the centre of the City Hall courtyard and aim your camera at the front of the building, you will find the snapshot icon floating above the three entrance doors. Snapshot 020 - This snapshot is found in City Hall which is on the West side of San Fierro and West of Queens. The snapshot is located directly West of the previous one. The same logic applies here as the hotel one, all you need to do is go around and stand on the highway behind the City Hall. From here point your camera up to the very top of City Hall to find the icon floating near the half sphere shaped top, not quite at the tip but pretty darn close.

Snapshot 021 - This snapshot is found in Queens which is in the central area of San Fierro and Northeast of Ocean Flats. The snapshot is located roughly Northeast of the previous one. This is going to be one of the harder ones to describe because it's literally located out in the middle of an area with no discernable landmarks. The best I can do is saying it's about one or two blocks north of the hotel in Queens which you already visited. From the hotel head Northeast to the first intersection but don't turn, at the T intersection go Northwest and at the next intersection there's a huge red building on the corner with an enormous smokestack. For people who have the Jetpack you should be able to find this easily, all you need to do is fly around a couple blocks North of the hotel until you see a giant smokestack. Anyway the snapshot item just happens to be located on top of the smokestack. Snapshot 022 - This snapshot is found in King's which is in the central area of San Fierro and East of Queens. Exactly one block East of the large smokestack building on the corner at the intersection this should be where normal town meets Chinatown. Chinatown starts and basically goes North up the road, but on the Northeast corner of this intersection if you aim your camera up at the building there you will find another snapshot icon. Snapshot 023 - This snapshot is found in Chinatown which is in the central area of San Fierro and North of King's. In order to find this snapshot what you want to do is head to the safe house location here. Notice that at the intersection beside your safe house there is a very big and very impressive sort of overhead arch thingy for lack of a better word at the moment. The point is that when you look through the lens above this thing there's an icon. Snapshot 024 - This snapshot is found in Juniper Hill which is in the central area of San Fierro West of Chinatown. This snapshot is located roughly West of the previous one. Head directly West from your safe house in Chinatown through the alley on the next block and you'll wind up in a parking lot area. Well if you stop and stand in the parking lot while aiming your camera North toward the Super Save store you will find a snapshot icon above the entrance. Snapshot 025 - This snapshot is found in Palisades which is on the East side of San Fierro and West of Juniper Hill. The snapshot is located directly West of the previous one. First as a reference you're going to want to head a couple blocks West and stop at your safe house in Paradiso. Now from here head West until you reach an intersection. When standing in the intersection look Southwest and you'll see a donut shop on the corner called "Tuff Nut Donuts." Well the snapshot icon is inside the ring of the huge donut. Snapshot 026 - This snapshot is found in Juniper Hollow which is in the Northwestern area of San Fierro and North of Junuper Hill. is on the East side of San Fierro and West of Juniper Hill. The snapshot is located roughly Northeast of the previous one. Make your way to the Burger Shot in Juniper Hollow, this will be your reference point and in fact you need to head there anyway. What you want to do is stand out on the road beside Burger Shot (the West side) and pull out your camera. Aim it toward the giant spinning burger on the restaurant facing East and the snapshot icon will be right there. Snapshot 027 - This snapshot is found on the Gant Bridge which is the bridge that is leaving San Fierro toward the desert from the Northwest. The shot is located roughly Northwest of the previous one. You'll have to go a bit out of your way for this, what you want to do is get on the Gant Bridge and start heading toward the next city. You'll notice that when the bridge begins on

both sides of the road the red pole starts rising up and attaches to the first large red bridge support structure. Well stand South of this huge red bridge support structure aim your camera up to find the snapshot item up around the second highest level of the support, it's floating there, you'll see it. Snapshot 028 - This snapshot is found on the Gant Bridge which is the bridge that is leaving San Fierro toward the desert from the Northwest. The shot is located roughly East of the previous one. Now this is going to be very very odd. What you want to do is head to the East side of the bridge and the railing, look out over the water to see the large cargo ship you infiltrated on an earlier mission. Now the next snapshot is located on that ship. Pull out your camera while standing on the bridge and aim it toward the ship. Coming out of the top is a large pole with other bits sticking horizontally out of the side, you should be able to see the thing I'm talking about there aren't many others like it. Anyway here's the difficult thing, the snapshot icon is in there but you can't actually see it from the bridge. Trust me, aim your camera near the top of this pole thing, a little bit down from the very top and snap the picture zoomed in moderately. If it doesn't work try zooming in and out a bit more and moving a little lower but I can tell you with complete certainty that you can can this invisible icon. If you actually want to see the icon you can Jetpack over there yourself, whatever you want. Snapshot 029 - This snapshot is found in Esplanade North which is at the Northeast end of San Fierro and Northeast of Juniper Hollow. The snapshot is located roughly East of the previous one. Take a look at the Northeast corner of San Fierro on your map, you'll see that all the docks stick out to make a fork-like shape. Well the far left "prong" that's actually bent on an angle facing Northwest is the one you want to head to. While standing on this dock pull out your camera and look above the submarine docked there, you will find the snapshot icon above that thing stick up from the back of the sub. Snapshot 030 - This snapshot is found in Esplanade North which is at the Northeast end of San Fierro and Northeast of Juniper Hollow. The snapshot is located roughly Southeast of the previous one. What you want to do is head to the nearby pizza place in Esplanade North. The pizza place is just next to the pier, and the archway over the entrance to the pier just happens to be a large sign that says "Pier 69" on it. Well if you happen to look at this sign through the lens of a camera it also has a snapshot icon there too. Snapshot 031 - This snapshot is found in Esplanade North which is at the Northeast end of San Fierro and Northeast of Juniper Hollow. The snapshot is located roughly East of the previous one. What you want to do is run down to the North end of Pier 69 and look East. There's a very rocky section here which may look familiar because that's where you got the swimming tutorial during one of Woozie's missions. Well now you've got a camera and the place you're looking is just above the tallest rock among them. Sometimes it's hard to get a good view from the top of the Pier so try moving around a bit. Snapshot 032 - This snapshot is found in Financial which is in the Northeast area of San Fierro and South of Esplanade North. The snapshot is located roughly Southwest of the previous one. What you want to do is head to the pizza place in the Financial district. From here go exactly one block North to the intersection. There's not a lot to see here besides a bunch of tall buildings. Well you will be able to see the next snapshot icon from this intersection if you know where to look. The building on the Southwest corner is the one that has it, what you want to do is looking very high up on the North side of this building, so in other words when looking for it you're

going to either be facing South or Southwest if you're standing in the intersection. The wall has all sorts of criss crossing beams as it goes up so that's a good indicator you're looking at the right place, remember the snapshot icon is fairly high up. Not at the top, but I'd say two thirds up. Snapshot 033 - This snapshot is found in Calton Heights which is in the Northeastern area on San Fierro and West of Financial. The snapshot is located roughly West of the previous one. What you want to do is head West of the previous snapshot to the point where there are two parallel roads running East and West and they go underneath a tunnel. Pull out your camera and aim it West looking over top of this tunnel and you'll see the snapshot icon. Snapshot 034 - This snapshot is found in Calton Heights which is in the Northeastern area on San Fierro and West of Financial. The snapshot is located roughly South of the previous one. You may already be familiar with the famous winding road in this area, there's a property you can purchase there as well. All you really need to do is zoom in on your map in Calton Heights and the winding road is pretty obvious. Anyway the snapshot icon is in plain view in the middle of this area, around ground level. Snapshot 035 - This snapshot is found in Downtown which is in the Eastern area on San Fierro and East of Calton Heights. The snapshot is located roughly East of the previous one. Make your way to the Zip clothing store in the downtown area, there's also a Burger Shot nearby too. Across from the clothing store to the West is a kind of park like area. There's a huge pillar in this area with a statue on top. Point your camera to the top of the pillar and get the snapshot of the icon at the bottom of the statue part. Snapshot 036 - This snapshot is found in Financial which is in the Northeast area of San Fierro and South of Esplanade North. The snapshot is located directly Northeast of the previous one. What you want to do is head to the pizza place in the Financial district. Now look across the street at the valet parking area, aim your camera up that building and at the top of it is a pole that reaches even higher into the sky. In fact if you're standing right in front of the pizza place you'll need to cross the street to the South and look up the building again because it's so high up that your camera won't angle enough. Look atop the flashing pole up there to find the snapshot icon. Snapshot 037 - This snapshot is found in Financial which is in the Northeast area of San Fierro and South of Esplanade North. The snapshot is located directly East of the previous one. What you want to do is head to the pizza place in the Financial district. now from here follow the road East until you come to a T intersection and can't go any further East. You'll be in front of a large building with a tower and a clocking going up from the front entrance. On the face of this clock is the next snapshot icon, so take the picture. Snapshot 038 - This snapshot is found in Downtown which is in the Eastern area on San Fierro and East of Calton Heights. The snapshot is located roughly Southwest of the previous one. As a reference point, head to the Cluckin' Bell in the Downtown area. Now from here go one block West to the intersection, now the building on the Northwest corner of this intersection is the hotel. You can go into the hotel (technically when you're inside it's still considered an outdoor area) so find a door and head through. The the centre of the hotel is a huge artistic helix structure. About half way up this helix is a snapshot icon in the middle, change angles if you can't see. Snapshot 039 - This snapshot is found in Downtown which is in the Eastern area

on San Fierro and East of Calton Heights. The snapshot is located roughly South of the previous one. As a reference point, head to the Cluckin' Bell in the Downtown area. Once again head one block West to the intersection but this time look South. Southwest of here are two huge buildings both with pitch black windows all the way up, one is about twice as big as the other. Standing about ten feet or so South of the intersection and using your camera to look in between these buildings you will see the next snapshot icon. Snapshot 040 - This snapshot is found on the Garver Bridge which is the large bridge that exits San Fierro on the East side from Downtown. The snapshot is located roughly Northeast of the previous one. Head onto the large bridge but don't actually go under any of the large bridge structures. Stand and face Northeast toward the opposite end and aim your camera up at the huge support. The first icon is relatively low on it, but you can only see it if you're standing on the Downtown side facing Northeast, as it is on that side. Snapshot 041 - This snapshot is found on the Garver Bridge which is the large bridge that exits San Fierro on the East side from Downtown. The snapshot is located directly Northeast of the previous one. Head further along the bridge Northeast toward the other city but stop and face Northeast toward the second huge support structure. Aim your camera up to the centre of the very top and take a picture of the snap shot icon that's floating up there. Snapshot 042 - This snapshot is found in Downtown which is in the Eastern area on San Fierro and East of Calton Heights. The snapshot is located roughly Southwest of the previous one. As a reference point, head to the Cluckin' Bell in the Downtown area. This time instead of going one block West, go two locks West to the second intersection. When you reach it turn around and go back East about fifteen steps or so. Now turn and face Southwest, if you did this right in the distance you should be able to see a huge L shaped building. Where the two sides of the L meet at the corner you can see exactly four prongs sticking up. The snapshot icon is at the very top of these prongs but from this distance you can't actually see it. You can either try to shoot it from here even though you can't see it (which is a perfectly viable option) or you can get yourself some flying vehicle and get up there yourself. Snapshot 043 - This snapshot is found in King's which is in the central area of San Fierro and East of Queens. The snapshot is located roughly West of the previous one. Start by heading to your safe house in Chinatown then go one block East to the intersection and two blocks South to this intersection. Here you will see a large building on the Southwest corner and what seems like a bell tower coming out the top of it. Aim your camera up to the top of this bell tower and take a picture in order to get this snapshot icon. Snapshot 044 - This snapshot is found in Garcia which is in South San Fierro and East of Hashbury. The icon is located roughly Southeast of the previous one. Head to your safe house in Queens, the huge hotel. Now from here there is a baseball diamond directly Southeast. Stand on the baseball diamond with your camera out and take and aim it above home plate to find the snapshot. Snapshot 045 - This snapshot is found in Doherty which is the area where CJ's garage is located. The snapshot is located roughly East of the previous one. Head to the construction site right above you garage and point your camera up on top of the huge crane with the wrecking ball. You will find the snapshot icon at the top of the crane's main support, not at the far end of it. Snapshot 046 - This snapshot is found in Easter Basin which is on the far East

side of San Fierro South of the Garver Bridge. The icon is located roughly East of the previous one. If you remember the gas station where you went with The Turth after first coming to San Fierro to pick that guy up, that's where you're headed now. If not then it's the gas station along the road that runs North and South along the far East edge of the city, the gas station itself is almost directly Northeast of your garage beside where the train tracks come out of the tunne (check your map.) The icon is above the large spinning X. Snapshot 047 - This snapshot is found in Easter Basin which is on the far East side of San Fierro South of the Garver Bridge. The icon is located roughly East of the previous one. You're going to risk a huge wanted level here because the icon is inside the military base but there's a way around that. Get up onto the large train bridge that leads Northeast toward Las Venturas. While standing on this bridge facing East you can see the huge aircraft carrier docked in the military base, on your map it's just a long white thing that stretches East and West. Look on the side of it and you'll see the huge numbers 69, what you want to do is take a photograph of these numbers because that's where the snapshot icon is, you just can't see it from this distance. Snapshot 048 - This snapshot is found in Doherty which is the area where CJ's garage is located. The snapshot is located roughly Southwest of the previous one. This one is easy, just head to CJ's garage. Across the street is a train station, go into the covered area and aim up at the rafters and curved glass ceiling. Around the centre is another snapshot icon. Only two to go. Snapshot 049 - This snapshot is found in Doherty which is the area where CJ's garage is located. The snapshot is located roughly South of the previous one. What you need to do is head down to the docks area, if you did the Wang Cars missions it's where you and Cesar operated the crane. Don't actually go into the docks, just head to that general area but stay around the entrance. Now take a look at your map, notice that there is a road that sort of branches off the main road, follows along the side of the docks South and then connect to the road again after it reaches the end of the docks. It kind of looks like a handle or something. Well the intersection where this handle shaped road attaches back to the main road at the South side is where you want to be. As an indicator of you being in the right place take a look on your map when you're standing in in the intersection. Directly East is the bottom of the runway in the airport, directly West about the same distance away is the red S driving school icon. This is the intersection I'm talking about. Anyway now equip your camera and look Northwest. On top of the building on the Northwest corner are two huge cylinders, and on the East side of the cylinders is the snapshot icon so you should be able to see it from here. If you can see the cylinders but not the icon then try moving a little bit South. Snapshot 050 - This snapshot is found in Easter Basin which is on the far East side of San Fierro South of the Garver Bridge. The icon is located roughly Northeast of the previous one. In the docks area there is a huge empty pool with a large gate covered by a large roof, this is for storing ships or something of the sort. The point is you need to find this huge empty concrete pool thing. If you know where the NRG-500 challenge is then you know where this is. Anyway above the roof over this pool is the final 50th snapshot icon, find somewhere to stand back and aim your camera from a distance. O============================================================================O | Horseshoe Locations (00400) | O============================================================================O

Horseshoes are just the Las Venturas equivalent of the gang tags or the snapshots. There are a total of 50 to be found, you just pick them up. You will generally find horseshoes in various wacky locations which includes high places which can only really be accessed with the Jetpack, so before doing this make sure you've done the Airstrip missions and unlocked it first. _ _ Horseshoe 001.....................|_| Horseshoe 002.......................|_| Horseshoe 003.....................|_| Horseshoe 004.......................|_| Horseshoe 005.....................|_| Horseshoe 006.......................|_| Horseshoe 007.....................|_| Horseshoe 008.......................|_| Horseshoe 009.....................|_| Horseshoe 010.......................|_| Horseshoe 011.....................|_| Horseshoe 012.......................|_| Horseshoe 013.....................|_| Horseshoe 014.......................|_| Horseshoe 015.....................|_| Horseshoe 016.......................|_| Horseshoe 017.....................|_| Horseshoe 018.......................|_| Horseshoe 019.....................|_| Horseshoe 020.......................|_| Horseshoe 021.....................|_| Horseshoe 022.......................|_| Horseshoe 023.....................|_| Horseshoe 024.......................|_| Horseshoe 025.....................|_| Horseshoe 026.......................|_| Horseshoe 027.....................|_| Horseshoe 028.......................|_| Horseshoe 029.....................|_| Horseshoe 030.......................|_| Horseshoe 031.....................|_| Horseshoe 032.......................|_| Horseshoe 033.....................|_| Horseshoe 034.......................|_| Horseshoe 035.....................|_| Horseshoe 036.......................|_| Horseshoe 037.....................|_| Horseshoe 038.......................|_| Horseshoe 039.....................|_| Horseshoe 040.......................|_| Horseshoe 041.....................|_| Horseshoe 042.......................|_| Horseshoe 043.....................|_| Horseshoe 044.......................|_| Horseshoe 045.....................|_| Horseshoe 046.......................|_| Horseshoe 047.....................|_| Horseshoe 048.......................|_| Horseshoe 049.....................|_| Horseshoe 050.......................|_| Horseshoe 001 - This horseshoe is found in Las Venturas which is the generic name for the outskirts area. There's a four lane highway leading into Las Venturas from the desert up at the Northwestern corner of the city. Take a look at your map it's East of your airstrip. Notice that another road cross over top of the freeway at one point, remember the road I'm referring to is the four lane highway that stretches Northwest and Southeast. Just a little bit Southeast of this bridge is a big sign in the middle of the highway that reads "Welcome to Fabulous Las Venturas." Under this sign is the horseshoe. Horseshoe 002 - This horseshoe is located in Prickle Pine which is in the Northwestern area of Las Venturas. The horseshoe is located roughly East of the previous one. As a reference point head to the safe house in Prickle Pine. From here go one block North then turn left (West) at the T intersection. Follow this road around the corner until you reach the train tracks. At this point turn left and look at the front door of the nearest house beside the tracks, the horseshoe is floating in front of the door. Horseshoe 003 - This horseshoe is located in Yellow Bell Golf Course which is inside of Prickle Pine. The horseshoe is located roughly Northeast of the previous one. Head to the golf course, you need to get up on top of the clib house. Around behind it on the back side of the roof there's a little hidden indentation on the North side where you'll find the horseshoe hidden. Horseshoe 004 - This horseshoe is located in Prickle Pine which is in the

Northwestern area of Las Venturas. The horseshoe is located directly East of the previous one. A couple blocks East is a large pool surrounded by some houses, the house on the North side is sort of curved in a crescent shape and this can easily be seen by looking at the map. Well in the pool found between these houses floating above the water on the North end is a horseshoe. Horseshoe 005 - This horseshoe is located in Prickle Pine which is in the Northwestern area of Las Venturas. The horseshoe is located directly East of the previous one. If you head East of the crescent house you'll find a total of eight fenced in tennis courts, well if you check behind the door of the Southeastern most tennis court, you'll find the next horseshoe hidden there. Horseshoe 006 - This horseshoe is located in Julius Thruway North which is in the Northern area oflas Venturas and Southeast of Prickle Pine. The horseshoe is located directly Southeast of the previous one. What you want to do is get to the pizza place in Roca Escalante which is also just Southeast of Prickle Pine. Once you're standing in front of the pizza place start heading West down the road. When the road curves South ignore it and continue West, after taking a few steps you should find a discount wedding store with some flowers out front, this means you're on the right track. Continue West until you reach a wall. Jump and climb over this wall, now you should be in a back lot area with a bunch of garage doors and the horseshoe is right beside you. Horseshoe 007 - This horseshoe is located in The Emerald Isle which is in the North part of Las Venturas and and is South of Julius Thruway North. The horseshoe is located directly South of the previous one. What you want to do is get to the pizza place in Roca Escalante which is also just Southeast of Prickle Pine. Start heading West down the road and this time tunr South when the road curves. The first intersection you come to has a gas station on it. Behind the large X on the gas station sign is an orange billboard advertising cereal, you'll see it if you look West. Start down this road and stand underneath the large billboard. You will find the next horseshoe at the bottom of the pole holding up this billboard, but you'll need to jump a wall. Horseshoe 008 - This horseshoe is located in The Emerald Isle which is in the North part of Las Venturas and and is South of Julius Thruway North. The horseshoe is located directly East of the previous one. Jump back over the wall and head East along the road until you reach the intersection. Look Southeast and you'll see a huge parking garage with a clover emblem and the words "Emerald Isle" on the side. Well in order to get this Horseshoe you'll need to have the Jetpack. No you will not find it at the top of the parking garage, you will actually find it on top of the freaking hugenormous tower attached to the parking garage. This tower which is on the corner of the intersection is the tallest thing for miles around, it even has a parachute on top so you shouldn't miss it. Jetpack up on top of it and grab the horseshoe. Horseshoe 009 - This horseshoe is located in The Emerald Isle which is in the North part of Las Venturas and and is South of Julius Thruway North. The horseshoe is located directly South of the previous one. Stand on the intersection previous referenced i nthe last tag with the large building on the corner and start heading South. Not long after when the road curves you'll find a red building with the words "Souvenirs Gifts T-Shirts" on the side. Well attached to this building on the North side is a wall, the wall is short and you can climb over it easily. Behind this wall is the horseshoe. Horseshoe 010 - This horseshoe is located in The Emerald Isle which is in the North part of Las Venturas and and is South of Julius Thruway North. The

horseshoe is located directly South of the previous one. Assuming you'restill in the vicinity of that red building with the words o nthe side then that's good, because the next horshoe is right there. If you need a reference point then right below this red building on the next block is a plaza including two clothing stores and a Cluckin' Bell. Anyway you'll find the next horseshoe is you Jetpack up on top of this building, it's in the centre of the roof area. Horseshoe 011 - This horseshoe is located in The Emerald Isle which is in the North part of Las Venturas and and is South of Julius Thruway North. The horseshoe is located roughly South of the previous one. Head to the two clothing stores in the Emerald Isle. Now go around beind them so you're in the middle of this block area. The building West of these two stores is surrounded by a low green wall, all you have to do is hop over this wall and run around the building, you'll find the horseshoe on the Southeast side. Horseshoe 012 - This horseshoe is located in Redsands East which is in the mid Northeastern area of Los Santos and South of The Emerald Isle. The horseshoe is located roughly South of the previous one. Head to the two clothing stores in the Emerald Isle. One block South of here is an oddly shaped motel building. What you want to do is climb on top of this building and start looking around. On the West side of the lower roof level you will find the horseshoe, on the East side of the second level you will find some body armour. It's not the horseshoe, but at least you're in the right place. Horseshoe 013 - This horseshoe is located in Redsands East which is in the mid Northeastern area of Los Santos and South of The Emerald Isle. The horseshoe is located roughly Northwest of the previous one. Head to the Gym in Redsands East and cross the steet to the West. On this block thee is a single level building surrounded by a hedge, I'm not quite sure what the building is but the point is that on top of this building is the next horseshoe you want. Horseshoe 014 - This horseshoe is located in Redsands West which is in the central area of Los Santos and South of The Emerald Isle. The horseshoe is located roughly Southwest of the previous one. Cross the bridge to the West of the previous horseshoe and locate a nearby building with a bright red roof called the Steakhouse, it's not marked on your map but it stands out quite a bit. Head South at the first intersection to find it. Anyway the horseshoe is located on top of the Steakhouse roof, where the Steakhouse connects with the building called Casino you will find the next horseshoe there. Horseshoe 015 - This horseshoe is located in Redsands West which is in the central area of Los Santos and South of The Emerald Isle. The horseshoe is located roughly North of the previous one. Head one block North of the Steakhouse to find a construction yard with a whole bunch of piled coloured crates. Well get on top of the Northwest pile of crates and check the Northwest side of this pile to find the horseshoe hidden in the corner. Horseshoe 016 - This horseshoe is located in Redsands West which is in the central area of Los Santos and South of The Emerald Isle. The horseshoe is located roughly West of the previous one. What you want to do is locate the baseball stadium in Redsands West, it's not marked as an icon on the map but it's quite obvious when you look, it takes up a lot of area and has a large green baseball shaped field at the back. Anyway get into the stadium's parking lot. Find the entrance to the parking lot from the North road, if you look up onto the the wall beside the lot entrance there's the horseshoe. Horseshoe 017 - This horseshoe is located in Whitewood Estates and is in the

Northwest part of Los Santos. The horseshoe is located roughly Southwest of the previous one. This one is rather hard to describe, first of all it's a bit of a ways away from the previous horseshoe. It's in the industrial section on the furthest West you can go in Lost Santos without going out to the highways. If you remember the building where the meat business mission took place that will help because it's the one you're looking for, it also happens to be across the street from the building where you destroyed all the plastics machines. Finally it also happens to be about one block West of the Burger Shot in Whitewood Estates. Anyway when you eventually find this red roofed factory, go aorund behind it to find the horseshoe for this area. Horseshoe 018 - This horseshoe is located in Whitewood Estates and is in the Northwest part of Los Santos. The horseshoe is located directly South of the previous one. Exactly two blocks South of the previous horseshoe is a C shaped building which really isn't identified as anything. You can also locate this C shaped building easily but looking about one block Northwest of the stadium. Among the bushes on the North side of this building floating in the air just above you head is the next horseshoe you're looking for. Horseshoe 019 - This horseshoe is located in Las Venturas Airport which is around the centre of Las Venturas. The horseshoe is located directly East of the previous one. When you get inside the airport head to the North tip of the runway, slightly West of the North end of the runway is some body armour, even further West than that floating above the ground is the next horseshoe. Horseshoe 020 - This horseshoe is located in Las Venturas Airport which is around the centre of Las Venturas. The horseshoe is located directly Southeast of the previous one. Stand at the North end of the runway and make your way Southeast. This horseshoe is just sitting out in the open similar to the last one, it's between the runway and some nice coloured crates. Horseshoe 021 - This horseshoe is located in Las Venturas Airport which is around the centre of Las Venturas. The horseshoe is located directly South of the previous one. If you head South you'll find a large X shaped building in the airport next to the runway, take a look at your map and it becomes quite obvious which large building I'm referring to. In the very centre of this building on the West side facing the runway is a horseshoe in the corner. Horseshoe 022 - This horseshoe is located in Greenglass College which is on the Southwest side of Las Venturas. The horseshoe is located directly South of the previous one. The college campus is South of the stadium and the motorcycle school, on the map it looks like a gray circle with an X cross shaped thing inside of it. Where all four of these cross paths meet at the centre of the X you will find the horseshoe right there in the middle. Horseshoe 024 - The horseshoe is located in Blackfield Intersection which is in the Southwest part of Las Venturas and South of Las Venturas Airport. The horseshoe is located directly East of the previous one. Head East across the highway from the previous horseshoe location and locate a lare yellow building called "Sumo" in Blackfield Intersection, it's somewhat hard to miss. On the South side of this building between the building and the wall is a horseshoe. Horseshoe 025 - The horseshoe is located in Blackfield Chapel which is in the Southwest part of Las Venturas and South of Blackfield Intersection. The horseshoe is located directly South of the previous one. Across the highway to the South you will find a large triangular building, this is the Blackfield Chapel. You're going to need a Jetpack or something like that to get up on

top of it, the horseshoe is on the East side at the very tip of the roof. Horseshoe 026 - The horseshoe is located in Randolph Industrial Estate which is in the South part of Las Venturas and Southeast of the Blackfield Chapel. The horseshoe is located roughly Southeast of the previous one. You will notice that there is a large freeway going North and South that connect Las Venturas to Los Santos. Well on the Las Venturas side of the bridge head underneath it right where it hits land, below the bridge is the horseshoe. Horseshoe 027 - The horseshoe is located in Rockshore West which is in the Southern part of Las Venturas and South of Woozie's Four Dragons Casino. The horseshoe is located roughly Northeast of the previous one. Rockshore West is a residential neighborhood as previously mentioned that is South of Woozie's casino. Beside this residential neighborhood to the West is a motel called the Last Dime Motel, well directly beside this motel to the East, in the middle row of houses, check the backyard of the third house as you go across to the East, you will find the next horseshoe floating there near the fence. Horseshoe 028 - The horseshoe is located in Rockshore West which is in the Southern part of Las Venturas and South of Woozie's Four Dragons Casino. The horseshoe is located roughly North of the previous one. Notice that Northeast of the previous one there is a bridge crossing over top of the freeway, well what you're looking for is the closest house to that bridge on the West side of the road. It's backyard faces North and is only a matter of metres from the freeway, if you go into the backyard there you'll find the horseshoe. Horseshoe 029 - The horseshoe is located in the Four Dragons Casino area which is on the South side of Las Venturas and is one of your safe houses. The horseshoe is located roughly Northwest of the previous one. This one is really easy to find considering you already know exactly where to start looking but even knowing where it was it was a bitch for me to find so I'll be as descriptive as possible. First of all you'll need the Jetpack like many of these. Head to the road on the West side of the casino that runs North and South, then face East toward the casino. Now make note of this, you'll become aware of it anyway if you fly up there. The casino has two levels of roof, one about half way up and another REALLY high up. Well the horseshoe is located on the mid-level roof, but that's not all since there are different parts of the mid-level roof that are sectioned off by the higher parts. The reason I told you to stand on the West side is because the horseshoe is on the West side of the mid level roof, fly up from here and you'll get it. Horseshoe 030 - The horseshoe is located in Come-A-Lot which is in the Southern part of Las Venturas and is the casino across the street to the East of the Four Dragons casino. The horseshoe is located directly East of the previous one. On the Southwest corner of the block the castle casino is on there's a large sign that reads "Knightly at Come-A-Lot..." and continues on for a bit about a vs match. Well you'll need to Jetpack to get this one but on top of that large sign you will find the next horseshoe. Horseshoe 031 - The horseshoe is located in Come-A-Lot which is in the Southern part of Las Venturas and is the casino across the street to the East of the Four Dragons casino. The horseshoe is located roughly North of the previous one. Now what you want to do is Jetpack into the middle of the casino area where there's all sorts of giant towers and such. Well on the Northwest side of the middle area there's a tower that doesn't have one of the big coloured pointy things coming out of it, that's the one you want.

Horseshoe 032 - This horseshoe is found in Las Venturas which is the generic name for the outskirts area. It's not actually the outskirts but the whole Southeast area doesn't really have another name. Take a look on your map at the Southeast part of Las venturas and find where the freeway curves from going East to going North. On the left side there is a building, it's actually technically on the same block as that red wrench icon but keep in mind it's areally big block. Head there now and you should find a wedding chapel up seven days a week. You will find the horseshoe is you Jetpack up above the front door and also some body armour on ground level as well. Horseshoe 033 - This horseshoe is found in Rockshore East which is in the Southeast part of Las Venturas. The horseshoe is located East of the previous one. This is about as far Southeast as you can get, it's the industrial area on the right side of the train tracks that are coming up from Los Santos. Head to this area now and take a look behind the furthest South building, you'll find the horseshoe there floating above some dumpster. Horseshoe 034 - This horseshoe is located in Come-A-Lot which is in the Southern part of Las Venturas and is the casino across the street to the East of the Four Dragons casino. The horseshoe is located directly Northwest of the previous one. This one is actually pretty difficult to find, while it's in the Come-A-Lot notice that such an area also includes the buildings East of it. Well two blocks East of the Com-A-Lot casino's middle there's a block with six building on it. Take a look at your map to see this. Note that you will see two separate places with six buildings on the block right beside each other, remember I said the one two blocks away not three blocks away. Well of these six buildings you'll find the horseshoe in the middle-right one. This building has a couple of levels you can climb using the stairs but the horseshoe itself is sneakily hidden in a little balcony on the second level, you're going to need to use the Jetpack to get yourself up there. Horseshoe 035 - This horseshoe is located in The Camel's Toe which is in the central part of Las Venturas and North of Come-A Lot. The horseshoe is located directly Northwest of the previous one. You absolutely can't miss this, North of the Come-A-Lot casino so you see a gigantic pyramid that takes up and entire city block? Well at the very tip of this pyramid is where you will find the next horseshoe, probably the most obious location ever. Horseshoe 036 - This horseshoe is located in The Camel's Toe which is in the central part of Las Venturas and North of Come-A Lot. The horseshoe is located directly East of the previous one. Notice that surrounding the pyramid is a large concrete platform atop dozens of pillars that hold it up as it goes all the way around the pyramid. Well on top of this stone platform on the East side of the pyramid across from the wedding chapel is the next shoe. Horseshoe 037 - This horseshoe is located in Royal Casino which is in the central part of Las Venturas and directly North of The Camel's Toe. The horseshoe is located roughly North of the previous one. There's a huge parking garage that takes up a full city block North of the Camel Toe, what you want to do is climb up this parking garage to the third level. The horseshoe can be found hidden at the Northwest corner of the third level. Horseshoe 038 - This horseshoe is located in Pirates in Men's Pants which is in the central area of Las Venturas. The horseshoe is located roughly Northwest of the previous one. The pirate casino is one of your safe houses so you should be able to locate it fairly easily. Here what you want to do, stand on the highway at the north end of the pirate casino. You should be on

the main highway that goes through the city facing West looking at the North side. You'll see a large evil skull face that's glowing red. Use your Jetpack to fly toward this evil skull and get the horseshoe near the mouth. Horseshoe 039 - This horseshoe is located in The Clown's Pocket which is in the central area of Las Venturas and Northest of Pirates in Men's Pants. The horseshoe is located directly Northeast of the previous one. As mentioned head Northeast of the pirate casino across the highway to find a large clown casino. Well use your Jetpack to fly up on top of the tent part of the casino, between the tent and the entrance overhang is the horseshoe. Horseshoe 040 - This horseshoe is located in The Visage which is in the central area of Las Venturas and North of the pirate casino. The horseshoe is located directly Northwest of the previous one. Head to the Visage and you'll notice there is a very nice waterfall display out front of it, well of course this waterfall display is hiding the next horseshoe. You'll be able to find it rather easily just by looking, it's right around the upper middle part. Horseshoe 041 - This horseshoe is located in The Starfish Casino which is in the central area of Las Venturas and right across the street from the Visage. The horseshoe is located directly East of the previous one. On the same block as the Starfish casino is a 24-7 store on the North side, your main goal is to find this store first. The reason you are trying to find this store is because the horseshoe is hidden in the alley between the store and the casino. Horseshoe 042 - This horseshoe is located in Old Venturas Strip which is on the East side of Las Venturas and East of the Starfish casino. The horseshoe is located roughly Northeast of the previous one. What you want to do is find the Cluckin' Bell in the Old Venturas Strip which really isn't that hard considering you can just look on your map. South of the Cluckin' Bell is a restaurant not on your map called Venturas Steaks, and connecting the restaurant to Cluckin' Bell is a little overpass that serves as the DriveThru, it even says so on a big sign. Behind this sign is the horseshoe. Horseshoe 043 - This horseshoe is located in The Starfish Casino which is in the central area of Las Venturas and right across the street from the Visage. The horseshoe is located roughly Southeast of the previous one. Head to the clothing store in the Starfish Casino area, it's Southeast of the actual casino among what seems to be a plaza designed with Chinese architecture. In fact finding the clothing store is really the only prerequisite, besides having a Jetpack of course. When you've find the Zip clothing store and you're standing out front, Jetpack up into the air and land on the walkway that goes along the side, not the roof, a little lower. There's the shoe. Horseshoe 044 - This horseshoe is located in Julius Thruway East which is on the far East side of Las Venturas and Southeast of the Starfish Casino. The horseshoe is located directly East of the previous one. This one is kind of annoying to find, what you want to do is head directly East of the clothing store in the Starfish Casino area where you found the last one and stop on the freeway. Assuming you just went East of there and didn't change directions right beside you should be a huge billboard which is advertising Victim clothes on both sides of it, well this billboard also happens to be hiding the next horseshoe inside of it as well, crafty crafty billboard... Horseshoe 045 - This horseshoe is located in Roca Escalante which is in the Eastern part of Las Venturas and North of the Old Venturas Strip. The horseshoe is located roughly (very roughly) Northwest of the previous one.

This horseshoe is actually really easy to find however because as long as you do it right you'd have to go out of your way to avoid it. Take a look at your map now, notice that on the East side of Las Venturas there is a set of train tracks running North and South. Well notice also that when it passes under the freeway the red line representing the train tracks changes to a light gray, that's because it represents an underground tunnel. Well right around the middle of this underground tunnel is the horseshoe, so go and grab it. Horseshoe 046 - This horseshoe is located in the Old Venturas Strip which is in the Northeastern area of Las Venturas and North of the Starfish casino. The horseshoe is located roughly West of the previous one. Take a look at your map now, notice how there are two Burger Shots in the Old Venturas Strip and they are on the same street. Well you destination is the street that runs parallel to the one with the Burger Shots, except one block North. This street is blindingly bright at night, on the South side are signs advertising such things as "Live Nude Girls" and more. Well that's not where you're going, actually it's the place on the opposite side of the street. Notice the large sign that says "Casino" on it. The horseshoe is in front of the "S". Horseshoe 047 - This horseshoe is located in Roca Escalante which is in the Northeast part of Las Venturas and North of the Starfish casino. The horseshoe is located roughly North of the previous one. One block North of the previous horseshoe you will find a place called the "Erotic Wedding Chapel." This is written on the large heart shaped sign on top of the pole at the intersection. For another reference it's also about a block and a half North of the Ammu-nation store in the Old Venturas Strip. Anyway Jetpack up on top of the chapel (it's not the super high building, actually it's only about ten feet or so off the ground) and look around the roof for the shoe. Horseshoe 048 - This horseshoe is located in Roca Escalante which is in the Northeast part of Las Venturas and North of the Starfish casino. The horseshoe is located roughly Northeast of the previous one. Across the street to the East of the Erotic Wedding Chapel from the last one is the gigantic VRock Hotel. Regardless of where you're looking from, the thing is mammoth and since you already know to look in Roca Escalante you can't miss it. Well around behind the hotel is a guitar shaped pool, the horseshoe is in the pool. Horseshoe 049 - This horseshoe is located in Creek which is at the far Northeast end of Las Venturas. The horseshoe is located roughly Northeast of the previous one. Creek is pretty much the largest gathering of stores around including three clothing stores, a Cluckin' Bell and a pizza place. Again, if you look at your map then you can't miss it. The horseshoe there really isn't hidden all that well, you'll find it in the alley around back. Horseshoe 050 - This horseshoe is located in K.A.C.C. military fuels which is the base at the Northeast end of Las Venturas, North of Creek. You may already have this horseshoe as the game kind of forces it right in your face during one of the story missions, but if not you will find it at the North end of the base itself, in a little corner between the two buildings. All done. O============================================================================O | Oyster Location (00D00) | O============================================================================O _ _ Oyster 001........................|_| Oyster 002..........................|_| Oyster 003........................|_| Oyster 004..........................|_|

Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster

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Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster Oyster

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Oyster 001 - This oyster is at the northeast most part of the world. It is just northeast of the curved shore. You will find a Reefer spawned near it. Oyster 002 - This oyster is in Ros Escalante at the northeast part of Las Venturas and is southwest of the previous oyster. Go to the V-Rock Hotel in Ros Escalante. When facing the main entrance, go around to the back of the hotel from the right side. You will find a stair going up at the back. Head up two such stairs, you will find a pool where this oyster is found. Oyster 003 - This oyster is in The Visage at the central part of Las Venturas and is southwest of the previous oyster. In The Visage, just in front of the building (there is only one building in The Visage), there is a small lake where this oyster is found. Oyster 004 - This oyster is in Pirates in Men's Pant at the central part of Las Venturas and is southwest of the previous oyster. The oyster is at the northeast corner of Pirates in Men's Pant in the water near a skull-shaped rock. Oyster 005 - This oyster is in Pilgrim in the eastern party of Las Venturas and is east of the previous oyster. In Pilgrim, there is a green region in shown in the map. The green region is separated into two parts by a curved road. The oyster is in the pool in the part that is more east. Oyster 006 - This oyster is in Come-A-Lot in the southern part of Las Venturas and is southwest of the previous oyster. There is a building in the shape of an artillery surrounded by green areas in Come-A-Lot in the map. You can find two small blue areas (water) near the 'muzzle' of the 'artillery' and the oyster is in the water which is on the right of the muzzle. Oyster 007 - This oyster is in the eastern part of the world and is southeast of the previous one. There is a rail bridge running north and south in the

eastern part of the world. In the middle of the bridge and under it, you can find the oyster by the pier. Oyster 008 - This oyster is in the northeast part of Red County and is southwest of the previous oyster. In the northwest of Palomino Creek, you can find a road bridge crossing the river running almost west and east. North of the bridge is a highway running straightly west and east. The oyster is just under the bridge near the eastern shore. Oyster 009 - This oyster is in Fisher's Lagoon in the northeast part of Red County and is south of the previous oyster. In the southwest of Palomino Creek, you will find a beach with a wooden pier extending into the water. In fact, one of the triathlon is situated at this beach. And the oyster is found just next to the end of the wooden pier. Oyster 010 - This oyster is in the western part of Red County and is west of the previous oyster. Try to get a boat or simply swim along the river to the west until you are near Blueberry. To the east of Blueberry, there is a cross intersection of two roads, running staightly north-south and west-east. South of the intersection, the road that runs north-south goes over the river. The oyster is just under the portion of the road the goes over the river. Oyster 011 - This oyster is in Blueberry in the western part of Red County and is southwest of the previous oyster. Continue you way along the river and pass the next overhead road bridge. Go on until you reach another road bridge which is curved and is situated south of a large grey area in the southwest part of Blueberry. To be sure that you are at the right place, if you go a little more along the river, you will reach a large lake called Flint water. The oyster is just under the curved road bridge said in the above. Oyster 012 - This oyster is in the eastern part of Flint County and is south of the previous oyster. Follow along the curved road bridge in the last oyster in the southern direction, it will go over the water again. The oyster is just under the road again. To double check your location, it is directly north of the trucker mission icon. Oyster 013 - This oyster is in Richman in the northwestern part of Los Santos and is southeast of and pretty near the previous oster. At the position of the last oyster, you can swim northwest to Flint Water or east. Swim east and turn to south where you will find a rail bridge. The oyster is just under the rail bridge. You will find the trucker icon in the southwest direction. Oyster 014 - This oyster is located west of Richman in Los Santos and east of Flint Range in Flint County and is directly south of the previous oyster. Swimming directly south along the river from the last oyster, you will find a pair of highways going over the river. The oyster is under the middle of the highway that is more south. It is pretty near to the Flint Intersection. Oyster 015 - This oyster is in the east of Flint County and is southwest of the previous oyster. This oyster is quite difficult to describe as there is little significant things nearby. Swim along the right side of the coast and you would notice that a curved road is besides you. The road (not a highway) branches from the Flint Intersection and goes south. When seeing the road in the map, you will find a small dark green patch (you may need to zoom in the map) on the right of the road when the road is nearest to the highway. The oyster in the water outside this small dark green patch.

Oyster 016 - This oyster is in Santa Maria Beach in the west of Los Santos and is directly southeast of the previous oyster. In the west-most part of Santa Maria Beach, there is a pier and at the end of it is a lighthouse. The oyster is in the water just next to the end of the pier. Oyster 017 - This oyster is in Verona Beach in the west of Los Santos and is east of the previous oyster. Swim along the beach to the east and you will reach a water-way heading north. You can also see a foot bridge in the north and the oyster is just under the foot bridge. Oyster 018 - This oyster is in Marina in the west of Los Santos and is directly north of the previous oyster. Swim along the water-way to the north until the last road bridge is above you. The oyster is just under the bridge. Oyster 019 - This oyster is in Verdant Bluffs in the southwest of Los Santos and is southeast of the previous oyster. Swim south to get out of the waterway and then east along the beach. Soon you will be force to turn to south. Continue south until you see the road east of you extends to a tunnel. The oyster is in the water directly west of the southern end of the tunnel. Oyster 020 - This oyster is southwest of the airpost in Los Santos and is southeast of the previous oyster. This place is again difficult to describe. Swim along the coast to the south and you will see the airport on your left. Stop swimming when you are going to turn to east to go around the airport. The oyster is around this corner. Since there is nothing that can be easily identified, you may need to spend some time at this corner to find the oyster. Oyster 021 - This oyster is near the Ocean Docks in the southeast of Los Santos and is directly east of the previous oyster. Swim east along the coast from the previous oyster. Soon, you will see a road bridge running west-east going over the water to the Ocean Docks. The bridge is just next to the thick road running around the airport. The oyster is just under the middle of the bridge. Oyster 022 - This oyster is in the Ocean Docks in the southeast of Los Santos and is northeast of the previous oyster. Continue swim east along the coast and turn left and then turn right. You will see a road bridge running west-east. To double check your location, there are some big red cranes on your left if you are facing the bridge. The oyster is just under the middle of the bridge. Oyster 023 - This oyster is in the Ocean Docks in the southeast of Los Santos and is east of the previous oyster. Continue swim east along the coast. You will find the oyster on your way swimming to the head of the ship in the east of the Ocean Docks. To be more precise, there is a grey area west of the head of the ship. Just go south from that grey area and you will find the oyster. Oyster 024 - This oyster is in Santos and is northeast of the previous oyster, swim east and on swimming north in Playa Del from the beach. The oyster is

Playa Del Seville in the southeast of Los previous oyster. From the position of the then turn left to swim north by the ship. Go Seville until you see a wooden pier extended in the water at the end of the wooden pier.

Oyster 025 - This oyster is in Glen Park in the northern part of Los Santos. Go back to the ground and find a vehicle and go to the park area in Glen Park. The oyster is just in the pond under the bridge.

Oyster 026 - This oyster is in Mulholland which is north of Los Santos. Find a vehicle again and go to the Madd Dogg's Mansion in Mulholland and the oyster is in the pool in front of the mansion. If you do not know where is Madd Dogg's Mansion, Find the Burger Shot in the northern part of Los Santos. Go east from there and turn left in the intersection of two thick road to head north. You will notice there is a thin grey zig-zag road heading up the hill. Go along that thin road up the hill and go up the ramp at the end to Madd Dogg's Mansion. Find a way on the west side to go up and you will find the swimming pool with the oyster inside. Now more than half of the oysters are collected and it's a great time to save your game as we are going to have a long travel to Whestone and a safe house is pretty near you if you have bought it. Oyster 027 - This oyster is located east of Whestone in Flint County. It would be great if you can get a boat. First of all, let's find a easily identifiable place. There is a large beach in Whestone in the southwestern part of the world. Starting at there, go east along the coast and finally you will go to the mouth of a river with a pair of highway above you. The oyster is under the middle of the highway that is more south. Oyster 028 - This oyster is located east of Whestone in Flint County and is directly north of the previous oyster. Go north along the river and you will soon see a wooden bridge above you. The oyster is again under the wooden bridge. Oyster 029 - This oyster is in Whestone which is in the southwestern part of the world and is northwest of the previous oyster. Head north along the river and you will see another wooden bridge. However, to your disappointment, the oyster is not under this wooden bridge. Go on north and you will start turning to west. Continue your way and you will see a road bridge and the oyster is under the bridge on the western side. Oyster 030 - This oyster is northwest of Mount Chiliad in the southwestern part of the world and is northwest of the previous oyster. Head northwest along the river and you will eventually find a road bridge overhead (a thick one on the map). The oyster is again under the middle of the bridge. Oyster 031 - This oyster is in Missionary Hill in the south of San Fierro and is north of the previous oyster. Get back onto the ground the find yourself a vehicle to ride on. Head north on the "thick" road and eventually, you will reach an intersection. There is a pond on your right hand side just after you pass the intersection. The oyster is in the pond. Oyster 032 - This oyster is in Easter Basin in the eastern part of San Fierro and is northeast of the previous oyster. If you have done Exports mission, it will be just a piece of cake because the oyster is just under the tail of the ship for exporting cars. However if you do not know where it is, try to look in the map. You will find two ship-shaped white things. The one more north is an aircraft carrier and you will automatically get a five-star wanted level if you approach it and this is not your destination. Head to the ship which is more south in Easter Basin and you will happily find the oyster under the tail of the ship. Again, try to find yourself a boat as we are going to travel in the water. Oyster 033 - This oyster is in Easter Bay Airport in San Fierro and is northeast of the previous oyster. Go besides the runaway in the airport until

the end.

You will then find the oyster in the water at the end of the runway.

Oyster 034 - This oyster is in Panopticon in the northwestern part of Red County and is directly southeast of the previous oyster. Another difficult-to-describe location. Indeed, it's really DIRECTLY southeast of the previous one. Also you can see a wooden bridge on the hill in the far forward direction. Oyster 035 - This oyster is south of Las Barrancas in Tierra Robada and is directly north of the previous oyster. Head north into the river and go along with the left coast until you see the rail bridge. Head forward a little and turn left into the bay, you will soon find a road bridge ahead and the oyster is again under the bridge. Oyster 036 - This oyster is in the southern part of Tierra Robada and is south of the previous oyster. Head south along the west side of the river and pass under a rail bridge and then a road bridge. Stick to the west side of the river and you will soon find a wooden pier with a speedboat park house next to it. The oyster is in the water inside the house. Oyster 037 - This oyster is in the southern part of Tierra Robada and is west of the previous oyster. Continue along your right side (assuming you are facing south) and you will go under a pair of highway and a beach is next to you. Go on following the coastal line and you will be about to turn a round to the opposite side of the previous oyster. There, you will find the pair of highway mentioned above go over the water again and they are separated quite far away. The oyster is under the highway on the east. Oyster 038 - This oyster is under the Garver Bridge connecting east of San Fierro and Tierra Robada and is directly west of the previous oyster. Head west from the previous oyster location and you will soon go under a rail bridge and then reach a highway bridge. The oyster is under the middle of the long highway bridage. Oyster 039 - This oyster is in northeastern part of San Fierro and is north of the previous oyster. Head north and you will find a ship with cargoes on it. Go to the tail of the ship and you will find the oyster about there. Oyster 040 - This oyster is in western part of Tierra Robada and is north of the previous oyster. Head north and you will see a road near the shore. The oyster is around the place where the road is nearest to the water. Try to look around to find it. Oyster 041 - This oyster is in the northern part of San Fierro and is southwest of the previous oyster. To the direct west of the ship at the location of oyster 039, you will find another ship and the oyster is under the west end of the ship. Oyster 042 - This oyster is under the Gant Bridge connecting northwest of San Fierro and Tierra Robada and is directly west of the previous oyster. Head west from the previous oyster location and you will soon go under a highway bridge called Gant Bridge. The oyster is under the first pier of the bridge on the southern side. Oyster 043 - This oyster is under the Gant Bridge connecting northwest of San Fierro and Tierra Robada and is directly north of the previous oyster. Head north from the previous oyster location and go around the large pier of the

bridge to it's behind.

The oyster is between the large pier and the hill.

Oyster 044 - This oyster is in the western part of Tierra Robada and is northwest of the previous oyster. Head east and then north to the boating school with a big red S in your map. To the west of the boating school, there is a bay with a small beach at the end. The oyster is located at the mouth of the bay, about the middle of the two cliffs. Oyster 045 - This oyster is in the northwestern part of Las Venturas. From the position of the previous oyster, head west to the westmost part of the map and then head north to the northwest-most corner of the world. From there, head east until you see a small beach surrounded by rocky hills on west and east. Now look at your map. You will see that the rocky hills are brown in color with darker brown the both ends. Mark down the position of the darker brown in the east rocky hill. Go further east and you will see a white bar extending from south to north into the sea. It is indeed some kind of pipework. Now the oyster is about the middle of the east darker rocky hill and the pipe-work and is near to the shore. Oyster 046 - This oyster is in the Sherman Dam. Abandon your boat and get onto the ground and find some vehicle to drive to the dam in the northwest of the world (which is a grey crescent in the map that cuts the river). While at the top of the dam, you will see the dam extends two "paths" to the north (which is shown on the map as two thin grey bars). The oyster is under the path on the left. Jump down from the left path into the water and collect the fifth last oyster. Oyster 047 - This oyster is in Tierra Robada and is directly west of the previous oyster. Head west from the previous oyster location and you will see in your map a stream of river leads west. At the mouth of the river above you, there is a bridge connecting the dirt road. The oyster is just under the bridge. Go there and collect the fourth last oyster. Oyster 048 - This oyster is in Tierra Robada and is north of the previous oyster. Head north from the previous oyster location and you will go between two hills. Head north from some more distance, you will see a road bridge low above the water. Now look at you map, there is a small branch coming from the road east of the bridge. The branch is so short that it ends just meters from the main road. Imagine extending this short branch into the water. The third last oyster is located on this imaginary extension of the branch in the water near the shore. Now only 2 oysters are left and you would better save your progression somewhere in San Fierro (I would suggest you to save at the garage). This is because the last 2 oysters are dangerous to get. They are in the naval base in Easter Basin in San Fierro and you will automatically get a five-star wanted level when you approach it. Oyster 049 - This oyster is in the Easter Basin in San Fierro. As said above, you will get a five star wanted level as soon as you get into the naval base. So you have to be fast in getting this and next oysters. Try to get a not-so-slow boat and head to the ship (it is an aircraft carrier in fact) in the naval base in Easter Basin. The oyster is just under the head of the aircraft carrier. So quickly jump out of the boat and get the second last oyster and immediately jump up onto your boat and head for oyster 050. Oyster 050 - This oyster is in the Easter Basin in San Fierro.

As said above,

you will get a five-star wanted level as soon as you get into the naval base. So you have to be fast in getting this oyster. Just south of the aircraft carrier, there is a big white rectangle shown in your map. The last oyster is located in that building. What you need to do is to head to the east side of the building, there is an opening for entry of boats. Jump out of your boat quickly as you are at the opening and swim into the building. The oyster is just west of the opening. Once you get the last oyster, you will be notified that you have got all the oysters. But things are not over yet because you are still having a five-star wanted level and you have to get away with that. My suggestion is to go to the beach northeast of the naval base in Tierra Robada and run to the save diskette. Congratulations, you have got all the oysters! O============================================================================O | Completing 100% (00B00) | O============================================================================O So let's say you're trying to unlock 100% of this game, which I don't think is an unfair assumption to make, you're going to want to know exactly what you have to do in order to achieve such a goal. Fortunately for everything they have included in this game, not all of it must be completed in order to achieve that 100% rating, but quite a bit (a damn fair but) must be done so here's a list for you to check off to see what you've done and not done. o-------------------------------- Missions ----------------------------------o _ _ Big Smoke.........................|_| Ryder...............................|_| Tagging Up Turf...................|_| Cleaning the Hood...................|_| Drive-Thru........................|_| Nines and AKs.......................|_| Drive-By..........................|_| Sweet's Girl........................|_| Cesar Vialpando...................|_| Doberman............................|_| Los Sepulcros.....................|_| Reuniting the Families..............|_| The Green Sabre...................|_| OG Loc..............................|_| Running Dog.......................|_| Wrong Side of the Tracks............|_| Just Business.....................|_| Home Invasion.......................|_| Catalyst..........................|_| Robbing Uncle Sam...................|_| Life's a Beach....................|_| Madd Dogg's Rhymes..................|_| Management Issues.................|_| House Party.........................|_| Burning Desire....................|_| Gray Imports........................|_| Badlands..........................|_| Snail Trail.........................|_| Misappropriation..................|_| High Noon...........................|_| High Stakes, Low-Rider............|_| King in Exile.......................|_| Wu Zi Mu..........................|_| Farewell, My Love...................|_| First Date........................|_| Tanker Commander....................|_| First Base........................|_| Local Liquor Store..................|_| Gone Courting.....................|_| Small Town Bank.....................|_| Made in Heaven....................|_| Against All Odds....................|_| Body Harvest......................|_| Are you Going to San Fierro?........|_| Don Peyote........................|_| Wear Flowers in Your Hair...........|_| 555 We Tip........................|_| Deconstruction......................|_| Photo Opportunity.................|_| Ice Cold Killa......................|_| Pier 69...........................|_| Toreno's Last Flight................|_| Yay Ka-Boom-Boom..................|_| Jizzy...............................|_| T-Bone Mendez.....................|_| Mike Toreno.........................|_| Outrider..........................|_| Mountain Cloud Boys.................|_| Ran Fa Li.........................|_| Lure................................|_|

Amphibious Assault................|_| Fender Ketchup....................|_| You've Had Your Chips.............|_| Monster...........................|_| Interdiction......................|_| Learning to Fly...................|_| Stowaway..........................|_| Green Goo.........................|_| The Meat Business.................|_| Saint Mark's Bistro...............|_| A Home in the Hills...............|_| Home Coming.......................|_| Riot..............................|_| Grove 4 Life......................|_| End of the Line...................|_|

The Da Nang Thang...................|_| Explosive Situation.................|_| Fish in a Barrel....................|_| Highjack............................|_| Verdant Meadows.....................|_| N.O.E...............................|_| Black Project.......................|_| Intensive Care......................|_| Freefall............................|_| Madd Dogg...........................|_| Vertical Bird.......................|_| Cut Throat Business.................|_| Beat Down on B Dup..................|_| Los Desperados......................|_|

o--------------------------- Optional Missions ------------------------------o _ _ Architectural Espionage...........|_| Key to Her Heart....................|_| Dam and Blast.....................|_| Cop Wheels..........................|_| Up, Up, and Away!.................|_| Breaking the Bank at Caligua's......|_| Air Raid..........................|_| Supply Lines........................|_| New Model Army....................|_| Zeroing In..........................|_| Test Drive........................|_| Customs Fast Track..................|_| Puncture Wounds...................|_| 8-Track.............................|_| Blood Bowl........................|_| Dirt Track..........................|_| Kickstart.........................|_| o----------------------------- Miscellaneous --------------------------------o _ _ Driving School....................|_| Motorcycle School...................|_| Boating School....................|_| Flying School.......................|_| Los Santos Races..................|_| San Fierro Races....................|_| Las Venturas Races (Land).........|_| Las Venturas Races (Air)............|_| Ammunation Shooting Range.........|_| Los Santos Gym......................|_| San Fierro Gym....................|_| Las Venturas Gym....................|_| BMX Challenge.....................|_| NRG-500 Challenge...................|_| Chiliad Challenge.................|_| Lowrider Challenge..................|_| Roboi's Food Mart Courier.........|_| Hippy Shopper Courier...............|_| Burger Shot Courier...............|_| Trucking Missions...................|_| Quarry Missions...................|_| Valet Missions......................|_| All Tags in Los Santos............|_| All Snapshots in San Fierro.........|_| All Horseshoes in Las Venturas....|_| All Oysters in San Andreas..........|_| Vigalante Level 12................|_| Paramedic Level 12..................|_| Taxi 50 Fares Total...............|_| Firefighter Level 12................|_| Pimp Level 10.....................|_| All Safe Houses Purchased...........|_| __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Courier | \_/ (00B01) \------------------------------------------------------o

|

Roboi's Food Mart Courier - Located in Los Santos West of the City Hall not quite as far as the highway on the South side of the street. This is the first of three special courier missions where you are given a vehicle and need to make your way around dropping off packages at special places marked on your map. Using a BMX bike head from place the place using the L2/R2 buttons along

with circle to throw the packages through the coronas and make your way back before the time limit runs out. There are four levels of difficulty for this. Hippy Shopper Courier - Located in Queens in San Fierro, you'll find it at the corner of an intersection. For moreprecise details do a Ctrl + F search for hippy as it is mentioned in one of the snapshot locations. The same idea applies here as the last one, make deliveries and get back before the time runs out, the faster you go and less items you use the more money you make. Burger Shot Courier - This is the third of the three types of these mission, it is located at the Burger Shot in Redsands East in Las Venturas. Complete all four levels of difficulty in order to finish this one. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Special Missions | \_/ (00B02) \------------------------------------------------------o

|

Trucker Missions - These are unlocked after completing the first trucking mission for Catalina in the Badlands. There are eight levels of trucking missions and you must complete all of them in order to contribute toward the 100% completion. There are three types of trucking missions, one where you have a fragile load and you need to get it to the destination taking as little damage as possible, the second where you have to get it to the destination in as little time as possible and the third where the cops are onto you and you have to get it to just... get it to the location with being destroyed. Valet Missions - Located at the hotel in the Financial area of San Fierro you'll already be acquinted with them if you've accomplished the missions for San Fierro. There are five levels of increasing difficulty that you must complete in order to make the hotel start generating money. Simply get into the cars with the markers and go park them, the other valet guys won't get near the cars assuming you've got any reaction time in you at all. Quarry Missions - These involve you basically just doing Quarry work not suprisingly, you'll find it at the bulldozer icon in Las Venturas and similar to the other ones you've already been there for a story mission. Just complete all seven levels of difficulty in order to make a profit. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Vehicle Missions | \_/ (00B03) \------------------------------------------------------o

|

Vigilante Missions - These are special missions that are available whenever you press the R3 button in a cop car. Cop cars aren't actually the only things that work, pretty much any military vehicle from cop bikes to tanks work for this. What you need to do is chase down the evil criminals and basically just kill them, use whatever means you have to accomplish this. Finishing all twelve levels increases the amount of body armour you have. Paramedic - Paramedic missions can be started with the R3 button once you hop into an ambulance. What you need to do is get to the markers on your minimap and pick up the wounded peopleyou find there and return them to the hospital. For each increasing level of difficulty there are more people to pick up and you can only hold three people at a time so you'll need to make more return trips. Finishing all twelve levels reward you with extra max health.

Firefighter - Find yourself a firetruck and press R3 to begin this special set of missions. Marked on your map are various things that are burning and using the large spray on the top of your vehicle. Fires can be found not only on vehicles but on people as well. Finishing this makes you immune to fire. Taxi - Getting in a taxi and pressing R3 brings up the taxi fare missions. Drive around the city and pick people up, then take them where they want to go. You can pick up more than one person at a time if you want as well. Drive to the destination as quickly as possible without giving them too much of a bumpy ride to make the most money. After doing a total of 50 fares this will unlock the nitro boost on every single taxi cab in the game. Pimp - Pimp missions are started when you get into a Broadway car and press R3, you should be able to find one outside Jizzy's place, otherwise just check around in the nicer areas of Los Santos. The idea is pretty much the same as the taxi missions, picking people up and taking them where they want to go but you will also have to be a bit violent with some of the customers now and then. After doing ten levels prostitutes now pay YOU for services. There are two more special types of missions involving driving a train and driving a truck to do some robberies similar to what you did with Ryder. TO find a train simply wait at the train station, to find the Boxville truck simply head to the apartments that you visited in the mission "Cleaning the Hood." As far as I know neither of these are needed for 100% completion. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Shooting Challenge | \_/ (00B04) \------------------------------------------------------o

|

At the larger Ammunation stores you will find a shooting range available in the back which is designed to test your skill with a bunch of different weapons. Completing this challenge will not only contribute to you 100% completion but it will also increase your skill with each the Pistol, SMG, Shotgun and AK-47. Targets will appear with red crosshairs on them, shoot at the targets and destroy these one at a time before your opponents. The three rounds consist of stationary targets, moving targets and a single moving target you and your opponents fire at that you hit moreof to collect points. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Gym | \_/ (00B05) \------------------------------------------------------o

|

There are three Gyms in San Andreas, not surprisingly one in Los Santos, one in San Fierro and one in Las Venturas. The gyms are good for a couple of things, first you can increase your muscle skill and stamina skills by working out there, second you can learn some new fighting moves in each gym which contribute toward 100%. Before learning the new fighting moves you have to do someweight training and build up muscle however. There are two kinds of weight training, dumbells and barbells. Through a combination of working with both your mucle statistic will dramatically increase. To lift weights all you have to do is alternate between the circle and X button repeatedly. The more muscle youe have the easier each weight will be to lift. After gaining enough muscle speak to the guy in every gym and spar with him to learn new moves.

__

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Safe Houses | \_/ (00B06) \------------------------------------------------------o

|

Here are the locations of all the safe houses in the game, make sure you purchase them all, some of them will make you money after doing a bit of work. O==========================o==========================o======================O | City | Area | Price | O==========================o==========================o======================O | Los Santos | Angel Pine | $20,000 | |--------------------------+--------------------------+----------------------| | Los Santos | Blueberry | $10,000 | |--------------------------+--------------------------+----------------------| | Los Santos | Dillimore | $40,000 | |--------------------------+--------------------------+----------------------| | Los Santos | El Corona | $10,000 | |--------------------------+--------------------------+----------------------| | Los Santos | Jefferson | $10,000 | |--------------------------+--------------------------+----------------------| | Los Santos | Leafy Hollow | $100,000 | |--------------------------+--------------------------+----------------------| | Los Santos | Mulholland | $120,000 | |--------------------------+--------------------------+----------------------| | Los Santos | Palomino Creek | $35,000 | |--------------------------+--------------------------+----------------------| | Los Santos | Santa Maria | $30,000 | |--------------------------+--------------------------+----------------------| | Los Santos | Verona Beach | $10,000 | |--------------------------+--------------------------+----------------------| | Los Santos | Willowfield | $10,000 | |--------------------------+--------------------------+----------------------| | San Fierro | Calton Heights | $100,000 | |--------------------------+--------------------------+----------------------| | San Fierro | China Town | $20,000 | |--------------------------+--------------------------+----------------------| | San Fierro | Doherty | $20,000 | |--------------------------+--------------------------+----------------------| | San Fierro | Hashbury | $40,000 | |--------------------------+--------------------------+----------------------| | San Fierro | Paradiso | $20,000 | |--------------------------+--------------------------+----------------------| | San Fierro | Queens | $50,000 | |--------------------------+--------------------------+----------------------| | Las Venturas | Creek | $10,000 | |--------------------------+--------------------------+----------------------| | Las Venturas | El Overbrados | $20,000 | |--------------------------+--------------------------+----------------------| | Las Venturas | Fort Carson | $30,000 | |--------------------------+--------------------------+----------------------| | Las Venturas | Old Venturas Strip | $6000 | |--------------------------+--------------------------+----------------------| | Las Venturas | Pirates in Men's Pants | $6000 | |--------------------------+--------------------------+----------------------| | Las Venturas | Prickle Pine | $50,000 | |--------------------------+--------------------------+----------------------|

| Las Venturas | Redsands West | $30,000 | |--------------------------+--------------------------+----------------------| | Las Venturas | Rockshore West | $20,000 | |--------------------------+--------------------------+----------------------| | Las Venturas | The Camel's Toe | $6000 | |--------------------------+--------------------------+----------------------| | Las Venturas | The Clown's Pocket | $6000 | |--------------------------+--------------------------+----------------------| | Las Venturas | Tierra Robada | $20,000 | |--------------------------+--------------------------+----------------------| | Las Venturas | Verdant Meadows | $80,000 | |--------------------------+--------------------------+----------------------| | Las Venturas | Whitewood Estates | $30,000 | o--------------------------o--------------------------o----------------------o __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Exports | \_/ (00B07) \------------------------------------------------------o

|

In order to unlock the ability to export and import cars you have to first complete the Wang Cars mission "Customs Fast Track" then head to the boat on the San Fierro dock, there you will find a list of the cars to bring. After completing the lists you can import cars here as well (with bonus cars too!) O==========================o==========================o======================O | Vehicle | List | Reward | O==========================o==========================o======================O | Patriot | First | $40,000 | |--------------------------+--------------------------+----------------------| | Sanchez | First | $10,000 | |--------------------------+--------------------------+----------------------| | Stretch | First | $40,000 | |--------------------------+--------------------------+----------------------| | Feltzer | First | $35,000 | |--------------------------+--------------------------+----------------------| | Remington | First | $30,000 | |--------------------------+--------------------------+----------------------| | Buffalo | First | $35,000 | |--------------------------+--------------------------+----------------------| | Sentinel | First | $35,000 | |--------------------------+--------------------------+----------------------| | Infernus | First | $95,000 | |--------------------------+--------------------------+----------------------| | Camper | First | $26,000 | |--------------------------+--------------------------+----------------------| | Admiral | First | $35,000 | |--------------------------+--------------------------+----------------------| | Slamvan | Second | $19,000 | |--------------------------+--------------------------+----------------------| | Blista Compact | Second | $35,000 | |--------------------------+--------------------------+----------------------| | Stafford | Second | $35,000 | |--------------------------+--------------------------+----------------------| | Sabre | Second | $19,000 | |--------------------------+--------------------------+----------------------| | FCR-900 | Second | $10,000 |

|--------------------------+--------------------------+----------------------| | Cheetah | Second | $105,000 | |--------------------------+--------------------------+----------------------| | Rancher | Second | $40,000 | |--------------------------+--------------------------+----------------------| | Stallion | Second | $19,000 | |--------------------------+--------------------------+----------------------| | Tanker | Second | $35,000 | |--------------------------+--------------------------+----------------------| | Comet | Second | $45,000 | |--------------------------+--------------------------+----------------------| | Blade | Third | $19,000 | |--------------------------+--------------------------+----------------------| | Freeway | Third | $10,000 | |--------------------------+--------------------------+----------------------| | Mesa | Third | $25,000 | |--------------------------+--------------------------+----------------------| | ZR-350 | Third | $45,000 | |--------------------------+--------------------------+----------------------| | Euros | Third | $35,000 | |--------------------------+--------------------------+----------------------| | Banshee | Third | $45,000 | |--------------------------+--------------------------+----------------------| | Super GT | Third | $105,000 | |--------------------------+--------------------------+----------------------| | Journey | Third | $22,000 | |--------------------------+--------------------------+----------------------| | Huntley | Third | $40,000 | |--------------------------+--------------------------+----------------------| | BF Injection | Third | $15,000 | o--------------------------o--------------------------o----------------------o O============================================================================O | Beyond 100% (00C00) | O============================================================================O As mentioned previously there are many many features in San Andreas which play somewhat large roles in the game but don't actually contribute anything toward your final percentage. Most of these things are outlined below. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Unique Jumps | \_/ (00C01) \------------------------------------------------------o

|

Unique jumps are another one of those things scattered all over San Andreas. Each time you go over a unique jump the camera changes into sort of a slow motion mode as you fly through the air, if it wasn't already obvious we're talking about like motorcycle and vehicle jumps, not hopping up and down. Successful completion of a jump gets you a nice $500. While doing all of them doesn't really do much, I guess end the end doing a total of 70 jumps for $500 a pop is a pretty easy way to make $35,000, but there are still better ways. __

/ |

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Girlfriends |

\_/

(00C01)

\------------------------------------------------------o

If you play through the main story the game will introduce you to one girlfriend, and another if you do the optional casino heist mission. There are however more than just these two girlfriends in the game. Visit the heart icons on your map in order to hang out with girls if they're home. By the way, having a good sex appeal is a given for pretty much any girl. Denise - She is your first girlfriend and lives near your house on Grove Street. Unlike other girls she doesn't really care about your physical appearance at all so just hang out with her and treat her nice. You'll find her at home anytime between 4 p.m. and 6 am. and getting her relationship meter up high enough nets you the Pimp Suit as a special reward. Millie - Millie is the girl who you will meet if you do the casino heist missions. In fact if you were just lazy and killed her to get the key card instead of making her happy then it doesn't really matter what kind of stuff she likes. Regardless she likes kinky stuff that's for sure. You'll find her at home from a.m. to 10 a.m. and 2 p.m. to 6 p.m. Rather odd hours. Your main reward for making her happy is the keycard. Michelle - You will find this girl at the driving school and you'll need to look pretty buff in order to make her happy. Going out with her pretty much consists of you sitting in a car, but since it makes her happy who cares, as a reward for getting her relationship meter up you get the Racing Suit. You will find her available between midnight and noon. Helena - Take a look for this girl in the Blueberry area of Los Santos badlands and check on top of the Ammunation. Getting her relationship meter up offers a number of rewards from clothes to weapons, and you won't have too much trouble doing it as long as you don't have a lot of fat on you. She's available between 8 a.m. and noon as well as 2 p.m. to 2 a.m. Katie - Katie can be found at the San Fierro Avispa Country Club, and she likes sexy musclemen. Making her happy on dates consists of driving like a maniac, but that's what she likes so go for it. You'll get the Medic Outfit and free hospital visits for making her happy (also you keep your weapons, which is pretty damn nice.) She's available between noon and midnight. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Minigames | \_/ (00C02) \------------------------------------------------------o

|

There's all sorts of minigames available in San Andreas, most of them are centred around the casinos in Las Venturas but there are others to be found here and there, particularly in the 24-7 convenience store. Here's a quick run down of what you should be looking for and where to find it. Casino Games - Casino games are pretty much just gambling, you can go inside any casino and walk up to the slot machines, poker machines, roulette tables etc and start betting money. You also have a gambling skill, the higher this skill gets the more money you can put down as a bet and the more games you can play (some require you to increase your gambling skill before playing.) There's no real special GTA specific rules for these games, if you don't know how to play poker there's millions of online tutorials.

Arcade Games - Believe it or not those arcade machines in the convenience stores are actually playable, there are five unique old school games that can be played, no money involved or anything just good old fashioned fun. Leftovers - The leftovers are those other games you'll come across here and there, one example is the ability to pick up and play basketball beside Sweet's house in Grove Street, it's a simple game but still quite fun. Secondly and surprisingly more in depth than any other game is the game of pool, find yourself a pool table, they're scattered all over the state mostly in bars and stuff and approach the table to play. The game gives you a tutorial when you start but the depth is surprisingly good allowing you to control the angle and power of your shots. You can even play for money. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Multiplayer | \_/ (00C04) \------------------------------------------------------o

|

Another surprise feature no one expected in this game was the ability to play multiplayer. Sure there's not a huge amount of depth to the multiplayer aspect, but considering it was just a bonus and wasn't executed poorly or anything it's worthwhile to give it a spin. The easiest way to find a two player icon is to just check in front of one of you girlfriend's houses but they're also scattered in numerous other places throughout San Andreas. O============================================================================O | Mission Requirements and Rewards (00100) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Introduction | \_/ (00101) \------------------------------------------------------o - Mission: Big Smoke - Availibility: Right from the start of the game - Reward: Respect+ - Mission: Ryder - Availibility: After Big Smoke mission - Reward: Respect+ __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Sweet's Missions | \_/ (00102) \------------------------------------------------------o

|

- Mission: Tagging up Turf - Availibility: After completing first two missions - Reward: Respect+ and $200 - Mission: Cleaning the Hood - Availibility: After Tagging up Turf mission - Reward: Respect+ - Mission: Drive-Thru - Availibility: After Cleaning up the Hood

- Reward: Respect+ and $200 - Mission: Nines and AKs - Availibility: After Drive-Thru - Reward: Respect+ - Mission: Drive-By - Availibility: After Nines and AK's - Reward: Respect+ and $500 - Mission: Sweet's Girl - Availibility: After Drive-By - Reward: Respect+ - Mission: Cesar Vialpando - Availibility: After Sweet's Girl - Reward: Whatever you bet - Mission: Doberman - Availibility: After Burning Desire - Reward: Respect+ - Mission: Los Sepulcros - Availibility: After Doberman - Reward: Respect+ - Mission: Reuniting the Families - Availibility: After Los Sepulcros - Reward: Respect+ - Mission: The Green Sabre - Availibility: After Reuniting the Families - Reward: N/A __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Big Smoke's Missions | \_/ (00103) \------------------------------------------------------o

|

- Mission: OG Loc - Availibility: After Nines and AKs - Reward: Respect+ - Mission: Running Dog - Availibility: After OG Loc - Reward: Respect+ - Mission: Wrong Side of the Tracks - Availibility: After Running Dog - Reward: Respect+ - Mission: Just Business - Availibility: After Wrong Side of the Tracks - Reward: Respect+ __ /

TA: San Andreas /-------------------------------------------------------o

|

_ --------o-------\ Ryder's Missions | \_/ (00104) \------------------------------------------------------o

- Mission: Home Invasion - Availibility: After Drive-By - Reward: Respect+ - Mission: Catalyst - Availibility: After Home Invasion - Reward: Respect+ - Mission: Robbing Uncle Sam - Availibility: After Catalyst - Reward: Respect+ __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ OG's Missions | \_/ (00105) \------------------------------------------------------o

|

- Mission: Life's a Beach - Availibility: After OG Loc - Reward: Respect+ - Mission: Madd Dogg's Rhymes - Availibility: After Life's a Beach - Reward: Respect+ - Mission: Management Issues - Availibility: After Madd Dogg's Rhymes - Reward: Respect+ - Mission: House Party - Availibility: After Management Issues - Reward: Respect+ __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ C.R.A.S.H. Missions | \_/ (00106) \------------------------------------------------------o

|

- Mission: Burning Desire - Availibility: After Madd Dogg's Phymes - Reward: Respect+ - Mission: Gray Imports - Availibility: After Burning Desire - Reward: N/A - Mission: Badlands - Availibility: After The Green Sabre - Reward: N/A - Mission: Snail Trail - Availibility: After Outrider - Reward: N/A

- Mission: Misappropriation - Availibility: After Intensive Care - Reward: N/A - Mission: High Noon - Availibility: After Misappropriation and Freefall - Reward: N/A __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Cesar Vialpando's Missions | \_/ (00107) \------------------------------------------------------o

|

- Mission: High Stakes, Low-Rider - Availibility: After Cesar Vialpando - Reward: $1000 - Mission: King in Exile - Availibility: After Body Harvest - Reward: N/A - Mission: Wu Zi Mu - Availibility: After Tanker Commander and Local Liquor Store - Reward: $5000 - Mission: Farewell, My Love... - Availibility: After Wu Zi Mu - Reward: San Fierro Garage __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Catalina's Missions | \_/ (00108) \------------------------------------------------------o

|

- Mission: First Date - Availibility: After Badlands - Reward: N/A - Mission: Tanker Commander - Availibility: After First Date - Reward: $5000 - Mission: First Base - Availibility: After King in Exile - Reward: N/A - Mission: Local Liquor Store - Availibility: After First Base - Reward: Respect+ - Mission: Gone COurting - Availibility: After Local Liquor Store - Reward: N/A - Mission: Small Town Bank - Availibility: After Gone Courting

- Reward: $10,000 - Mission: Made in Heaven - Availibility: After Small Town Bank - Reward: N/A - Mission: Against All Odds - Availibility: After Made in Heaven - Reward: $2000 __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ The Truth's Missions | \_/ (00109) \------------------------------------------------------o

|

- Mission: Body Harvest - Availibility: After Tanker Commander - Reward: Respect+ - Mission: Are You Going to San Fierro - Availibility: After Farewell, My Love... - Reward: Respect+ - Mission: Don Peyote - Availibility: After You've Had Your Chips - Reward: Respect+ __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ CJ's Missions | \_/ (0010A) \------------------------------------------------------o

|

- Mission: Wear Flowers in Your Hair - Availibility: After Are You Going to San Fierro? - Reward: N/A - Mission: 555 We Tip - Availibility: After Wear Flowers in Your Hair - Reward: N/A - Mission: Deconstruction - Availibility: After 555 We Tip - Reward: N/A - Mission: Photo Opportunity - Availibility: After Deconstruction - Reward: Respect+ - Mission: Ice Cold Killa - Availibility: After Snail Trail - Reward: Respect+ and $12,000 - Mission: Pier 69 - Availibility: After Ice Cold Killa - Reward: Respect+ and $15,000 - Mission: Toreno's Last Flight

- Availibility: After Pier 69 - Reward: Respect+ and $18,000 - Mission: Yay Ka-Boom-Boom - Availibility: After Toreno's Last Flight and The Da Nang Thang - Reward: Respect+ and $25,000 __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Jizzy's Missions | \_/ (0010B) \------------------------------------------------------o

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- Mission: Jizzy - Availibility: After Photo Opportunity - Reward: Respect+ and $3000 - Mission: T-Bone Mendez - Availibility: After Jizzy - Reward: Respect+ and $5000 - Mission: Mike Toreno - Availibility: After T-Bone Mendez - Reward: Respect+ and $7000 - Mission: Outrider - Availibility: After Mike Toreno - Reward: Respect+ and $9000 __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Woozie's Missions | \_/ (0010C) \------------------------------------------------------o

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- Mission: Mountain Cloud Boys - Availibility: After Jizzy - Reward: Respect+ and $5000 - Mission: Ran Fa Li - Availibility: After Mountain Cloud Boys - Reward: Respect+ and $6000 - Mission: Lure - Availibility: After Ran Fa - Reward: Respect+ and $8000 - Mission: Amphibious Assault - Availibility: After Lure - Reward: Respect+ and $11,000 - Mission: The Da Nang Thang - Availibility: After Amphibious Assault - Reward: Respect+ and $15,000 - Mission: Fender Ketchup - Availibility: After Learning to Fly - Reward: Respect+ and $5000

- Mission: Explosive Situation - Availibility: After Fender Ketchup - Reward: Respect+ and $7000 - Mission: You've Had Your Chips - Availibility: After Explosive Situation - Reward: Respect+ and $10,000 - Mission: Fish in a Barrel - Availibility: After You've Had Your Chips and The Meat Business - Reward: Four Dragons Casino co-ownership __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ ???'s Missions | \_/ (0010D) \------------------------------------------------------o

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- Mission: Monster - Availibility: After Yay Ka-Boom-Boom - Reward: Varies - Mission: Highjack - Availibility: After Monster - Reward: $7000 - Mission: Interdiction - Availibility: After Highjack - Reward: $1000 - Mission: Verdant Meadows - Availibility: After Interdiction - Reward: N/A __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Flight Missions | \_/ (0010E) \------------------------------------------------------o

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- Mission: Learning to Fly - Availibility: After Verdant Meadows - Reward: Respect+ - Mission: N.O.E. - Availibility: After Learning to Fly - Reward: $15,000 - Mission: Stowaway - Availibility: After N.O.E. - Reward: $20,000 - Mission: Black Project - Availibility: After Stowaway - Reward: N/A - Mission: Green Goo - Availibility: After Black Project - Reward: $20,000, Airstrip becomes an asset property, Jet Pack

__ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Rosie's Missions | \_/ (0010F) \------------------------------------------------------o

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- Mission: Intensive Care - Availibility: After Don Peyote - Reward: Respect+ and $5000 - Mission: The Meat Business - Availibility: After Intensive Care - Reward: Respect+ and $8000 - Mission: Freefall - Availibility: After The Meat Business and Misappropriation - Reward: Respect+ and $15,000 - Mission: Saint Mark's Bistro - Availibility: After Freefall, High Noon and Madd Dogg - Reward: Respect+ and $20,000 __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Madd Dogg's Missions | \_/ (0010G) \------------------------------------------------------o

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- Mission: Madd Dogg - Availibility: After The Meat Business - Reward: Respect+ __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Heist Missions | \_/ (0010H) \------------------------------------------------------o

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- Mission: Architectural Espionage - Availibility: After You've Had Your Chips - Reward: Respect+ - Mission: Key to Her Heart - Availibility: After Architechtural Espionage - Reward: Respect+ - Mission: Dam and Blast - Availibility: After Key to Her Heart - Reward: Respect+ - Mission: Cop Wheels - Availibility: After Dam and Blast - Reward: Respect+ - Mission: Up, Up and Away! - Availibility: After Cop Wheels - Reward: Respect+ - Mission: Breaking the Bank at Caligua's

- Availibility: After Up, Up and Away! and getting the key card - Reward: Respect+ and $100,000 __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ CJ's Final Missions | \_/ (0010I) \------------------------------------------------------o

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- Mission: A Home in the Hills - Availibility: After Saint Mark's Bistro - Reward: Respect+ - Mission: Vertical Bird - Availibility: After A Home in the Hills - Reward: $50,000 and Hydra - Mission: Home Coming - Availibility: After Vertical Bird - Reward: Respect+ - Mission: Cut Throat Business - Availibility: After Home Coming - Reward: Respect+ - Mission: Riot - Availibility: After Grove 4 Life - Reward: N/A __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Sweet's Final Missions | \_/ (0010J) \------------------------------------------------------o

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- Mission: Beat Down on B Dup - Availibility: After Home Coming - Reward: Respect+ - Mission: Grove 4 Life - Availibility: After Beat Down on B Dup - Reward: Respect+ and $10,000 - Mission: Los Desperados - Availibility: After Riot - Reward: Respect+ - Mission: End of the Line - Availibility: Right from the start of the game - Reward: Respect+ and Ending Credits __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ ZERO's Missions | \_/ (0010K) \------------------------------------------------------o

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- Mission: Air Raid - Availibility: After buying ZERO's shop in San Fierro - Reward: $3000

- Mission: Supply Lines... - Availibility: After Air Raid - Reward: $5000 - Mission: New Model Army - Availibility: Afer Supply Lines... - Reward: $7000 and ZERO's shop becomes an asset property __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Wang Cars Missions | \_/ (0010N) \------------------------------------------------------o

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- Mission: Zeroing In - Availibility: After buying Wang Cars property - Reward: Respect+ and $5000 - Mission: Test Drive - Availability: After Zeroing In - Reward: Respect+ and $5000 - Mission: Customs Fast Track - Availibility: After Test Drive - Reward: Respect+ and $5000 - Mission: Puncture Wounds - Availibility: After Customs Fast Track - Reward: Respect+ and $5000 __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Stadium Missions | \_/ (0010L) \------------------------------------------------------o

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- Mission: 8-Track - Availability: In Los Santos - Reward: Hotring Racer outside stadium and $10,000 - Mission: Blood Bowl - Availability: In San Fierro - Reward: Bloodring Banger outside stadium and $10,000 - Mission: Dirt Track - Availability: In Las Venturas - Reward: BF INjection outside stadium (Not Mondays or Wednesdays) - Mission: Kickstart - Availability: In Las Venturas - Reward: Dune outside stadium (Mondays and Wednesdays) __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Schools | \_/ (0010M) \------------------------------------------------------o

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- Mission: Driving School

- Availability: After Deconstruction - Reward: Gold - Hotknife Silver - Bullet Bronze - Super Gt - Mission: Boating School - Availability: In Las Venturas - Reward: Gold - Jetmax Silver - Squallo Bronze - Marquis - Mission: Flying School - Availability: After Verdant Meadows - Reward: Gold - Hunter Silver - Stuntplane Bronze - Rustler - Mission: Motorcycle School - Availability: In Las Venturas - Reward: Gold - NRG 500 Silver - FCR 900 Bronze - Freeway O============================================================================O | Weapons (00E00) | O============================================================================O If there's one thing you'll find a lot of in San Andreas it's weapons. It also just so happens that you're a very violent person who seems willing to use these weapons virtually whenever he feels whether it be taking out a rival gang or shooting the woman at the counter of the local Cluckin' Bell. Regardless you're going to want to know what weapon is right for you and that's what this section is for. Each gun has its own advantages. __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Melee | \_/ (00E01) \------------------------------------------------------o

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Baseball Bat - Good old fashioned sporting equipment used for good old fashion clubbing people. This melle weapon has been around quite awhile in the GTA series and is perfect for all you bludgeoning needs. Brass Knuckles - This is a nice weapon to have, basically you hand-to-hand combat remains the same as it always has, but the extra power and pain caused by the knuckles increases the amount of damage you dish out. Chainsaw - The most violent by far of all the melle weapons, it isn't so much for beating people down as jsut mutilating them. If you're looking for slow but heavy close range damage then you really needn't look further. Golf Club - This is another piece of sporting equipment gone wrong, you should

be out shooting 18 holes but instead you're beating people down, for shame... Katana - Another super violent melee weapon, the katana is the closest you're going to get to being a ninja without actually donning your mask and body suit. Run around the city and use it to decapitate anyone you please. Knife - The knife is an extremely good weapon surprisingly and used used many times in the game because it is a stealth weapon. If you sneak up behind someone who doesn't see you, target them and attack it's a stealth kill. Nightstick - The nightstick is the basic police weapon, killing a cop will net you one of these, but that's such an unfortunate way of acquiring one. For those who prefer the non-violent method, check out the police station first. Pool Cue - This stupid crappy weapon has one single good use, to beat the guy down who just won 100,000 dollars from you in a pool game. Vent your hate. Shovel - This piece of gardening equipment can be used to well... garden your foes. Garden them in the face, or garden them through the chest... __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Firearms | \_/ (00E02) \------------------------------------------------------o

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9mm - This is the basic handgun in the game which you will see over and over and over again. Police carry this weapon, but that's just one way of many to obtain it. The gun holds seventeen bullets at a time. Also note that when fully leveled up you can carry two of these things. Silenced 9mm - This awesome gun is the quiet silenced version of the previous gun, when you're trying to be stealthy this is the gun for you, enemies won't hear it. This also carries seventeen bullets at a time. Desert Eagle - A super powerful handgun that carries seven bullets at a time pretty much anywhere you hit a person with this beast, they're going down. Tec-9 - This is the basic uzi that most gang members carry around, it fires plenty of bullets quickly and with decent accuracy. It holds 50 bullets at a time and when fully leveled you can hold two of them. Micro SMG - The miniature version of the SMG is extremely similar to the first gun with only insignificant differences in accuracy and fire rate, you can hold two of these as well when mastered, they hold fifty bullets. SMG - A powerful uzi that works well in pretty much any situation, once you've got it there's nothing but advantages and little to no reason to switch to any other gun. It holds a total of thirty bullets at a time. Shotgun - The shotgun is a great weapon that offers power and spread allowing you to hit multiple targets at once. Get in and out of a police car and you'll automatically have one. They hold one bullet at a time. Sawnoff Shotgun - This thing is cut so that the amount of spread just increases exponentially to the point where you can just waste crowds like crazy. It holds two bullets at a time and you can even wield two at max!

Combat Shotgun - This is a very powerful shotgun that only really differs from the normal shotgun in the fact that it can hold seven rounds at a time. M4 - This is an assault rifle that has deadly accuracy and power even at long range and just happens to be my personal favourite gun in the game. It holds a total of fifty bullets at a time. AK-47 - The AK is like a crappy version of the M4 that I never recommend you use if you have a choice. The only benefit I know of is that it uses the same ammo so you can fill your M4 when you find one on the ground. Rifle - This gun just fires a single bullet at a time but has good power and range since that is what it was designed for. Sniper Rifle - Of course there's always got to be a sniper rifle, using this weapon you can zoom in on your target and hit any part of their body with pretty much 100% accuracy. Holds one bullet at a time and works great. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Other Weapons | \_/ (00E03) \------------------------------------------------------o

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Minigun - The minigun isn't exactly so mini, it's designed to shoot bullets at extreme fire rates and pretty much obliterate anything around. It holds a total of 500 bullets at a time and they'll drain quick, trust me. Flame Thrower - The flamthrower need very little explanation, use it to spread liquid fire upon your foes or just burn pretty much anything, living or inanimate. It holds 500 fuel at a time, the main thing you want to watch out for is avoiding burning yourself in the fire that you spread. Rocket Launcher - This beast sits atop your shoulder and fires one rocket at a time which explodes into a fiery blast and destroys pretty much anything within a decent radius of it. Bring on the destruction. Heat Seeking Rocket Launcher - Like the previous rocket launcher however with the ability to target vehicles and such to fire and have the missles guide automatically to their target. Very powerful and very dangerous. Tear Gas - The non-violent man's weapon, this can be used to incapacitate rather than kill so it's a nice alternative. In copious amounts however it does become lethal, so hold back a bit won't you? I thought not. Molotov Cocktail - Pretty much just fire in a bottle it won't explode and set ablaze until you actually throw it and cause the chemical reaction. Good to use when you need fire at a distance, which the flamethrower doesn't offer. Grenade - The basic handheld explosive, it certainly doesn't offer the accuracy you can get with a rocket but if there's something you absolutely have to have blown up, you can usually find a way to do it. Remote Explosive - Using this you can throw an explosive and have it sit for eternity, using the detonator you have control of when it goes off, just make sure to get a good distance away from it first. __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Leftovers | \_/ (00E04) \------------------------------------------------------o

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Dildo - Indeed this phallic object can be found in the game, if you don't believe me then check out the police station and then you'll be apologizing. Beat someone down with it, but be careful of giving it to your girlfriend... Flowers - Flowers can be found all over San Andreasusually in places you would expect to find them. Sure you can swing them around violently all you want, but give them to a girlfriend and she'll love you all the more. Spray Can - This is used for a coupleof things, first you'll need it in order to get all the tags around in Los Santos, second if you're really lacking for a better weapon you can spray it in someone's face and piss them off. Camera - Used to take pictures all over the city, the main use is to collect all the snapshot icons in San Fierro but if you take a picture with the L1 button you can save it in your gallery in the pause menu. Fire Extinguisher - Used in extreme situations when everything is burning around you and you need to get out. Either that or spraying someone in the face to the point where they die, which does happen. Night Vision Goggles - You'll be given these for a mission or two in the game, when the building you're in is too dark just whip these babies up and everythign will be bright green. Hey, at least you can see... Thermal Goggles - Used like the night vision except the main purpose of these is not to see your surroundings, but rather things which give off a lot of heat, or maybe even the body heat of your next target. O============================================================================O | Clothing (00600) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Binco | \_/ (00601) \------------------------------------------------------o Locations: Ganton (Los Santos) Juniper Hill (San Fierro) Airport (Las Venturas) The Strip (Las Ventures) O========================================================O | TORSO | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | White Tank | 10 | 2 | 3 | |-----------------------------+-------------+---------------+----------------| | Black Tank | 10 | 2 | 3 | |-----------------------------+-------------+---------------+----------------| | Green Hoody | 45 | 15 | 5 | |-----------------------------+-------------+---------------+----------------|

| White T-Shirt | 15 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | L.S. T-Shirt | 10 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Sharps T-Shirt | 20 | 2 | 0 | |-----------------------------+-------------+---------------+----------------| | Green Shirt | 40 | 15 | 3 | |-----------------------------+-------------+---------------+----------------| | Checkered Shirt | 20 | 3 | 0 | |-----------------------------+-------------+---------------+----------------| | Combat Jacket | 30 | 10 | 0 | |-----------------------------+-------------+---------------+----------------| | Eris T-Shirt | 35 | 15 | 7 | |-----------------------------+-------------+---------------+----------------| | Eris T-Shirt2 | 35 | 5 | 7 | |-----------------------------+-------------+---------------+----------------| | Track Top | 70 | 5 | 9 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LEGS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Black Boxers | 10 | 1 | 1 | |-----------------------------+-------------+---------------+----------------| | Heart Boxers | 12 | 1 | 2 | |-----------------------------+-------------+---------------+----------------| | Woodland Camo | 55 | 6 | 1 | |-----------------------------+-------------+---------------+----------------| | Urban Camo | 55 | 2 | 1 | |-----------------------------+-------------+---------------+----------------| | Gray Pants | 55 | 0 | 1 | |-----------------------------+-------------+---------------+----------------| | Olive Pants | 55 | 5 | 1 | |-----------------------------+-------------+---------------+----------------| | Sweat Pants | 60 | 3 | 2 | |-----------------------------+-------------+---------------+----------------| | Blue Jeans | 50 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Track Pants | 70 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Beige Pants | 35 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Green Jeans | 60 | 15 | 5 | |-----------------------------+-------------+---------------+----------------| | Grn Track Pants | 40 | 9 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | SHOES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Sandals | 15 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Sandals & Socks | 20 | 0 | 0 |

|-----------------------------+-------------+---------------+----------------| | Flip-Flops | 15 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Cowboy Boots | 100 | 1 | 2 | |-----------------------------+-------------+---------------+----------------| | Hi-Top Kicks | 50 | 2 | 1 | |-----------------------------+-------------+---------------+----------------| | Hi-Top Sneaks | 100 | 3 | 2 | |-----------------------------+-------------+---------------+----------------| | Green Low-Tops | 50 | 3 | 1 | |-----------------------------+-------------+---------------+----------------| | Blue Low-Tops | 50 | 1 | 1 | |-----------------------------+-------------+---------------+----------------| | Black Low-Tops | 50 | 1 | 1 | o-----------------------------o-------------o---------------o----------------o O========================================================O | CHAINS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Dogtags | 10 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Africa Pendant | 12 | 1 | 1 | o-----------------------------o-------------o---------------o----------------o O========================================================O | WATCHES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Pink Watch | 15 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Yellow Watch | 15 | 0 | 0 | o-----------------------------o-------------o---------------o----------------o O========================================================O | SHADES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Joke Glasses | 10 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Joke Mask | 20 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Eyepatch | 5 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Red Rag | 50 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Blue Rag | 50 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Green Rag | 50 | 2 | 0 | |-----------------------------+-------------+---------------+----------------| | Black Rag | 50 | 1 | 0 | o-----------------------------o-------------o---------------o----------------o O========================================================O

| HATS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Red Rag Back | 25 | 1 | 1 | |-----------------------------+-------------+---------------+----------------| | Blue Rag Back | 25 | 1 | 1 | |-----------------------------+-------------+---------------+----------------| | Green Rag Back | 25 | 3 | 2 | |-----------------------------+-------------+---------------+----------------| | Black Rag Back | 25 | 1 | 1 | |-----------------------------+-------------+---------------+----------------| | Red Rag Front | 25 | 1 | 1 | |-----------------------------+-------------+---------------+----------------| | Blue Rag Front | 25 | 1 | 1 | |-----------------------------+-------------+---------------+----------------| | Black Rag Front | 25 | 1 | 1 | |-----------------------------+-------------+---------------+----------------| | Green Rag Front | 25 | 3 | 1 | |-----------------------------+-------------+---------------+----------------| | Watch Cap | 15 | 2 | 0 | |-----------------------------+-------------+---------------+----------------| | Trucker Hat | 5 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Cowboy Hat | 10 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Leopard Cowboy | 10 | 0 | 0 | o-----------------------------o-------------o---------------o----------------o __ /

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Victim | \_/ (00602) \------------------------------------------------------o

|

Locations: Rodeo (Los Santos) Financial (San Fierro) Creek (Las Venturas) O========================================================O | TORSO | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Hooded Jacket | 75 | 17 | 15 | |-----------------------------+-------------+---------------+----------------| | Gray Jacket | 1620 | 20 | 25 | |-----------------------------+-------------+---------------+----------------| | Black Jacket | 300 | 10 | 20 | |-----------------------------+-------------+---------------+----------------| | Biker Jacket | 320 | 17 | 15 | |-----------------------------+-------------+---------------+----------------| | Chore Coat | 320 | 15 | 10 | |-----------------------------+-------------+---------------+----------------| | Hawaiian Shirt | 200 | 7 | 13 | |-----------------------------+-------------+---------------+----------------| | Blue Hawaiian | 300 | 7 | 13 | |-----------------------------+-------------+---------------+----------------|

| Sports Jacket | 450 | 13 | 17 | |-----------------------------+-------------+---------------+----------------| | Madd Tagg T | 30 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Green Tagg T | 30 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Loc-Down T | 200 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Loc-Down Vest | 300 | 5 | 5 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LEGS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Leather Pants | 875 | 8 | 8 | |-----------------------------+-------------+---------------+----------------| | Leather Chaps | 80 | 0 | 8 | |-----------------------------+-------------+---------------+----------------| | Gray Pants | 800 | 8 | 10 | |-----------------------------+-------------+---------------+----------------| | Black Pants | 800 | 8 | 10 | |-----------------------------+-------------+---------------+----------------| | Jean Shorts | 1000 | 9 | 7 | o-----------------------------o-------------o---------------o----------------o O========================================================O | SHOES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Cowboy Boots | 500 | 4 | 5 | |-----------------------------+-------------+---------------+----------------| | Biker Boots | 145 | 3 | 3 | |-----------------------------+-------------+---------------+----------------| | Snake Skin | 1000 | 5 | 5 | o-----------------------------o-------------o---------------o----------------o O========================================================O | CHAINS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Silver Chain | 450 | 2 | 1 | |-----------------------------+-------------+---------------+----------------| | Gold Chain | 550 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | WATCHES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Gold Gnocchi | 1500 | 1 | 2 | |-----------------------------+-------------+---------------+----------------| | Silver Gnocchi | 3000 | 2 | 3 |

o-----------------------------o-------------o---------------o----------------o O========================================================O | SHADES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Black Shades | 500 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Green Tint | 400 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | HATS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Red Beret | 900 | 1 | 3 | |-----------------------------+-------------+---------------+----------------| | Black Baret | 900 | 1 | 3 | |-----------------------------+-------------+---------------+----------------| | Black Cap | 40 | 2 | 0 | |-----------------------------+-------------+---------------+----------------| | Black Cap (Back) | 40 | 2 | 0 | |-----------------------------+-------------+---------------+----------------| | Black Cap (Side) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Black Cap (Tilt) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Black Cap (Up) | 40 | 1 | 0 | o-----------------------------o-------------o---------------o----------------o __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Zip | \_/ (00603) \------------------------------------------------------o

|

Locations: Downtown (Los Santos) Financial (San Fierro) East Venturas (Las Venturas) The Strip (Las Venturas) O========================================================O | TORSO | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Blue Hoody | 65 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Black Hoody | 65 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Striped T-Shirt | 10 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Brown Shirt | 40 | 5 | 10 | |-----------------------------+-------------+---------------+----------------| | Sky Blue Shirt | 40 | 7 | 10 | |-----------------------------+-------------+---------------+----------------|

| Yellow Shirt | 40 | 7 | 10 | |-----------------------------+-------------+---------------+----------------| | Gray Shirt | 40 | 7 | 10 | |-----------------------------+-------------+---------------+----------------| | Plaid Shirt | 20 | 3 | 0 | |-----------------------------+-------------+---------------+----------------| | Cream Logo T | 35 | 0 | 5 | |-----------------------------+-------------+---------------+----------------| | Gray Logo T | 35 | 0 | 5 | |-----------------------------+-------------+---------------+----------------| | Jean Jacket | 90 | 10 | 20 | |-----------------------------+-------------+---------------+----------------| | Bowling shirt | 70 | 7 | 13 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LEGS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Beige Khakis | 150 | 10 | 7 | |-----------------------------+-------------+---------------+----------------| | Olive Khakis | 150 | 10 | 7 | |-----------------------------+-------------+---------------+----------------| | Black Khakis | 150 | 8 | 8 | |-----------------------------+-------------+---------------+----------------| | Blue Khakis | 150 | 8 | 7 | |-----------------------------+-------------+---------------+----------------| | Beige Shorts | 80 | 6 | 3 | |-----------------------------+-------------+---------------+----------------| | Blue Shorts | 80 | 6 | 3 | o-----------------------------o-------------o---------------o----------------o O========================================================O | SHOES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Gray Boots | 125 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Red Boots | 135 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Brown Boots | 115 | 2 | 4 | |-----------------------------+-------------+---------------+----------------| | Hiking Boots | 110 | 4 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | CHAINS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Leaf Chain | 100 | 2 | 1 | |-----------------------------+-------------+---------------+----------------| | Gold Chain | 350 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o

O========================================================O | WATCHES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Zip Blue | 100 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Zip Gold | 220 | 2 | 22 | o-----------------------------o-------------o---------------o----------------o O========================================================O | SHADES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Black Shades | 100 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Brown Shades | 150 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | HATS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Black Sun Hat | 20 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Plaid Sun Hat | 20 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Cap | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Cap (Back) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Cap (Side) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Cap Tilted | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Cap Rim Up | 40 | 1 | 0 | o-----------------------------o-------------o---------------o----------------o __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Sub-Urban | \_/ (00604) \------------------------------------------------------o

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Locations: Jefferson (Los Santos) Hashbury(San Fierro) Creek (Las Venturas) O========================================================O | TORSO | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | White Heat T | 35 | 5 | 0 | |-----------------------------+-------------+---------------+----------------| | Bobo Ape T | 115 | 17 | 13 |

|-----------------------------+-------------+---------------+----------------| | Red Bobo T | 80 | 12 | 12 | |-----------------------------+-------------+---------------+----------------| | Base 5 T | 80 | 15 | 12 | |-----------------------------+-------------+---------------+----------------| | Suburban T | 60 | 15 | 10 | |-----------------------------+-------------+---------------+----------------| | Mercury Hood | 70 | 15 | 10 | |-----------------------------+-------------+---------------+----------------| | Base 5 Hood | 105 | 20 | 14 | |-----------------------------+-------------+---------------+----------------| | Rockstar Hood | 120 | 17 | 15 | |-----------------------------+-------------+---------------+----------------| | Vest & T-Shirt | 30 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Grn Windbreaker | 30 | 13 | 5 | |-----------------------------+-------------+---------------+----------------| | Blk Windbreaker | 30 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Rockstar Sweat | 60 | 10 | 10 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LEGS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Gray Shorts | 30 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Olive Shorts | 30 | 5 | 0 | |-----------------------------+-------------+---------------+----------------| | Gray Chonglers | 50 | 2 | 1 | |-----------------------------+-------------+---------------+----------------| | Green Chonglers | 50 | 6 | 0 | |-----------------------------+-------------+---------------+----------------| | Red Chonglers | 50 | 6 | 2 | |-----------------------------+-------------+---------------+----------------| | Blue Chonglers | 50 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Green Shorts | 30 | 0 | 5 | |-----------------------------+-------------+---------------+----------------| | Red Jeans | 60 | 0 | 0 | o-----------------------------o-------------o---------------o----------------o O========================================================O | SHOES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Black Hi-Tops | 55 | 2 | 1 | |-----------------------------+-------------+---------------+----------------| | Red Hi-Tops | 55 | 2 | 1 | |-----------------------------+-------------+---------------+----------------| | Orange Hi-Tops | 50 | 2 | 1 | |-----------------------------+-------------+---------------+----------------| | White Low-Tops | 70 | 2 | 2 | |-----------------------------+-------------+---------------+----------------|

| Gray Low-Tops | 65 | 2 | 1 | |-----------------------------+-------------+---------------+----------------| | Black Low-Tops | 65 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | White Hi-Tops | 80 | 3 | 2 | |-----------------------------+-------------+---------------+----------------| | Strap Sneakers | 80 | 3 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | CHAINS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Silver Cuban | 200 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | L.S. Chain | 50 | 2 | 0 | o-----------------------------o-------------o---------------o----------------o O========================================================O | WATCHES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Face Watch | 70 | 1 | 2 | |-----------------------------+-------------+---------------+----------------| | Face Black | 120 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | SHADES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Red Tint | 200 | 1 | 1 | |-----------------------------+-------------+---------------+----------------| | Blue Tint | 220 | 1 | 1 | o-----------------------------o-------------o---------------o----------------o O========================================================O | HATS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Red Cap | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Red Cap (Back) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Red Cap (Side) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Red Cap (Tilt) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Red Cap (Up) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Blue Cap | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Blue Cap (Back) | 40 | 1 | 0 |

|-----------------------------+-------------+---------------+----------------| | Blue Cap (Side) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Blue Cap (Tilt) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Blue Cap (Up) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Black Skully | 60 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Green Skully | 60 | 3 | 0 | o-----------------------------o-------------o---------------o----------------o __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ PROlaps | \_/ (00605) \------------------------------------------------------o

|

Locations: Rodeo (Los Santos) Creek (Las Venturas) O========================================================O | TORSO | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Rimmers Jacket | 150 | 10 | 5 | |-----------------------------+-------------+---------------+----------------| | R-Star Jacket | 200 | 10 | 5 | |-----------------------------+-------------+---------------+----------------| | Dribblers Vest | 30 | 7 | 5 | |-----------------------------+-------------+---------------+----------------| | Saint's Shirt | 30 | 7 | 5 | |-----------------------------+-------------+---------------+----------------| | 69ers T-Shirt | 50 | 7 | 5 | |-----------------------------+-------------+---------------+----------------| | ProLaps T-Shirt | 50 | 7 | 10 | |-----------------------------+-------------+---------------+----------------| | ProLaps Black T | 50 | 7 | 10 | |-----------------------------+-------------+---------------+----------------| | Bandits Top | 70 | 7 | 5 | |-----------------------------+-------------+---------------+----------------| | Track Top | 85 | 7 | 15 | |-----------------------------+-------------+---------------+----------------| | Leisure Top | 30 | 10 | 0 | |-----------------------------+-------------+---------------+----------------| | Slappers Top | 150 | 5 | 2 | |-----------------------------+-------------+---------------+----------------| | Baseball T | 80 | 10 | 5 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LEGS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Track Pants | 100 | 5 | 5 | |-----------------------------+-------------+---------------+----------------|

| Blk Track Pants | 120 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Blu Track Pants | 140 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Ball Shorts | 60 | 5 | 1 | |-----------------------------+-------------+---------------+----------------| | Boxing Shorts | 60 | 5 | 1 | |-----------------------------+-------------+---------------+----------------| | Dribbler SHorts | 60 | 5 | 1 | |-----------------------------+-------------+---------------+----------------| | Leisure Pants | 50 | 0 | 0 | o-----------------------------o-------------o---------------o----------------o O========================================================O | SHOES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Mid-Top Sneaker | 115 | 5 | 3 | |-----------------------------+-------------+---------------+----------------| | Black Hi-Tops | 70 | 3 | 2 | |-----------------------------+-------------+---------------+----------------| | Blue Hi-Tops | 65 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Green Hi-Tops | 60 | 5 | 2 | |-----------------------------+-------------+---------------+----------------| | Red Sneakers | 80 | 2 | 3 | |-----------------------------+-------------+---------------+----------------| | Blue Sneakers | 75 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | White Sneakers | 70 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | White Mid-Tops | 70 | 4 | 2 | |-----------------------------+-------------+---------------+----------------| | Black Mid-Tops | 70 | 4 | 2 | |-----------------------------+-------------+---------------+----------------| | Boxing Shoes | 70 | 0 | 0 | o-----------------------------o-------------o---------------o----------------o O========================================================O | CHAINS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Stop Watch | 20 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Saints Chain | 25 | 1 | 0 | o-----------------------------o-------------o---------------o----------------o O========================================================O | WATCHES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Pro-Laps White | 440 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Pro-Laps Black | 700 | 1 | 0 |

o-----------------------------o-------------o---------------o----------------o O========================================================O | SHADES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Avaitors | 150 | 1 | 1 | |-----------------------------+-------------+---------------+----------------| | Sun Glasses | 150 | 2 | 1 | o-----------------------------o-------------o---------------o----------------o O========================================================O | HATS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Green Cap | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Green Cap (Back) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Green Cap (Side) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Green Cap (Tilt) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Green Cap (Up) | 40 | 1 | 0 | |-----------------------------+-------------+---------------+----------------| | Boxing Helmet | 80 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Hockey Helmet | 40 | 2 | 0 | |-----------------------------+-------------+---------------+----------------| | Fullface Helmet | 150 | 2 | 1 | |-----------------------------+-------------+---------------+----------------| | MotoX Helmet | 100 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Helmut | 100 | 1 | 0 | o-----------------------------o-------------o---------------o----------------o __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Didersachs | \_/ (00606) \------------------------------------------------------o

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Locations: Rodeo (Los Santos) O========================================================O | TORSO | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Tweed Jacket | 5500 | 25 | 25 | |-----------------------------+-------------+---------------+----------------| | Red Jacket | 4000 | 23 | 25 | |-----------------------------+-------------+---------------+----------------| | Blue Jacket | 3000 | 22 | 25 | |-----------------------------+-------------+---------------+----------------| | Yellow Jacket | 6000 | 25 | 25 |

|-----------------------------+-------------+---------------+----------------| | Tuxedo | 7000 | 20 | 25 | |-----------------------------+-------------+---------------+----------------| | Green Jacket | 5500 | 25 | 15 | |-----------------------------+-------------+---------------+----------------| | Letterman Top | 1525 | 15 | 5 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LEGS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Red Pants | 2000 | 9 | 10 | |-----------------------------+-------------+---------------+----------------| | Blue Pants | 2500 | 9 | 10 | |-----------------------------+-------------+---------------+----------------| | Yellow Pants | 4000 | 10 | 10 | |-----------------------------+-------------+---------------+----------------| | Tweed Pants | 3000 | 10 | 10 | |-----------------------------+-------------+---------------+----------------| | Tuxedo Pants | 3000 | 9 | 10 | |-----------------------------+-------------+---------------+----------------| | Green Pants | 1500 | 10 | 6 | o-----------------------------o-------------o---------------o----------------o O========================================================O | SHOES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Black Shoes | 2500 | 5 | 5 | |-----------------------------+-------------+---------------+----------------| | Brown Shoes | 1100 | 4 | 5 | |-----------------------------+-------------+---------------+----------------| | Spats | 350 | 5 | 5 | o-----------------------------o-------------o---------------o----------------o O========================================================O | CHAINS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Cross Chain | 5000 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Dollar Chain | 2000 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | WATCHES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Gold Crowex | 8000 | 3 | 3 | |-----------------------------+-------------+---------------+----------------| | Silver Crowex | 5000 | 3 | 3 | o-----------------------------o-------------o---------------o----------------o

O========================================================O | SHADES | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Black Shades | 600 | 1 | 2 | |-----------------------------+-------------+---------------+----------------| | Black Rim | 800 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | HATS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Dark Trilby | 300 | 3 | 2 | |-----------------------------+-------------+---------------+----------------| | Light Trilby | 300 | 3 | 2 | |-----------------------------+-------------+---------------+----------------| | Black Derby | 500 | 1 | 2 | |-----------------------------+-------------+---------------+----------------| | Red Derby | 600 | 2 | 3 | |-----------------------------+-------------+---------------+----------------| | Blue Derby | 600 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Yellow Derby | 700 | 3 | 2 | |-----------------------------+-------------+---------------+----------------| | Green Derby | 550 | 3 | 2 | |-----------------------------+-------------+---------------+----------------| | Gray Boater | 800 | 3 | 2 | |-----------------------------+-------------+---------------+----------------| | Black Boater | 700 | 3 | 2 | o-----------------------------o-------------o---------------o----------------o O============================================================================O | Tattoos (00500) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Tattoos | \_/ (00501) \------------------------------------------------------o Locations: Idlewood (Los Santos) Willowfield (Los Santos) Hashbury (San Fierro) O========================================================O | UPPER LEFT ARM | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Grave | 45 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O

| LOWER LEFT ARM | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Gun | 50 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | UPPER RIGHT ARM | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Africa | 90 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LOWER RIGHT ARM | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Cross | 70 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | BACK | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Grove St. | 150 | 3 | 3 | |-----------------------------+-------------+---------------+----------------| | Westside | 200 | 3 | 3 | |-----------------------------+-------------+---------------+----------------| | Los Santos | 150 | 3 | 3 | |-----------------------------+-------------+---------------+----------------| | Gun | 450 | 3 | 3 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LEFT CHEST | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Gun | 50 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Bullet | 90 | 2 | 1 | o-----------------------------o-------------o---------------o----------------o O========================================================O | RIGHT CHEST | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Los Santos | 80 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Los Santos | 45 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Los Santos | 50 | 2 | 2 |

|-----------------------------+-------------+---------------+----------------| | Los Santos | 100 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Los Santos | 65 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | STOMACH | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Grove | 70 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Grove | 125 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Grove | 100 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LOWER BACK | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Angel | 450 | 3 | 3 | |-----------------------------+-------------+---------------+----------------| | Dagger | 350 | 3 | 3 | o-----------------------------o-------------o---------------o----------------o __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Tattoo | \_/ (00502) \------------------------------------------------------o

|

Locations: Redsands East (Las Venturas) O========================================================O | UPPER LEFT ARM | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Spider | 72 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LOWER LEFT ARM | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Cross | 84 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Clown | 36 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | UPPER RIGHT ARM | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness |

O=============================o=============o===============o================O | Web | 60 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LOWER RIGHT ARM | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Mary | 120 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | BACK | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Card | 240 | 3 | 3 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LEFT CHEST | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Crown | 150 | 1 | 2 | |-----------------------------+-------------+---------------+----------------| | Homeboy | 120 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | RIGHT CHEST | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | O.G. | 108 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | STOMACH | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Dice | 108 | 2 | 2 | |-----------------------------+-------------+---------------+----------------| | Dice | 60 | 2 | 2 | o-----------------------------o-------------o---------------o----------------o O========================================================O | LOWER BACK | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Masks | 720 | 3 | 3 | |-----------------------------+-------------+---------------+----------------| | Cross | 600 | 3 | 3 | o-----------------------------o-------------o---------------o----------------o

O============================================================================O | Barber Shops (00A00) | O============================================================================O __ / TA: San Andreas /-------------------------------------------------------o | _ --------o-------\ Barber Salon | \_/ (00A01) \------------------------------------------------------o Locations: Marina (Los Santos) Queens (San Fierro) Redsands East (Las Venturas) O========================================================O | HAIRCUTS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Cesar | 50 | 5 | 15 | |-----------------------------+-------------+---------------+----------------| | Blonde Hair | 50 | 0 | 15 | |-----------------------------+-------------+---------------+----------------| | Pink Hair | 200 | 0 | 0 | |-----------------------------+-------------+---------------+----------------| | Blonde Afro | 300 | 15 | 15 | |-----------------------------+-------------+---------------+----------------| | Blonde Cornrow | 550 | 30 | 30 | |-----------------------------+-------------+---------------+----------------| | High Afro | 150 | 15 | 0 | |-----------------------------+-------------+---------------+----------------| | Wedge | 150 | 20 | 20 | |-----------------------------+-------------+---------------+----------------| | Detail Cut | 400 | 25 | 30 | |-----------------------------+-------------+---------------+----------------| | Groove Cut | 500 | 30 | 30 | |-----------------------------+-------------+---------------+----------------| | Mohawk | 200 | 20 | 10 | |-----------------------------+-------------+---------------+----------------| | Blonde Mohawk | 250 | 10 | 15 | |-----------------------------+-------------+---------------+----------------| | Pink Mohawk | 400 | 0 | 0 | o-----------------------------o-------------o---------------o----------------o __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Barber Shop | \_/ (00A02) \------------------------------------------------------o

|

Locations: Playa del Seville (Los Santos) O========================================================O | HAIRCUTS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Cesar | 50 | 5 | 15 |

|-----------------------------+-------------+---------------+----------------| | Red Hair | 200 | 10 | 0 | |-----------------------------+-------------+---------------+----------------| | Blue Hair | 200 | 10 | 0 | |-----------------------------+-------------+---------------+----------------| | Green Hair | 200 | 20 | 0 | |-----------------------------+-------------+---------------+----------------| | Bald Head | 10 | 10 | 20 | |-----------------------------+-------------+---------------+----------------| | Bald & 'stash | 25 | 15 | 15 | |-----------------------------+-------------+---------------+----------------| | Bald & Goatee | 35 | 15 | 10 | |-----------------------------+-------------+---------------+----------------| | Bald & Beard | 50 | 15 | 15 | |-----------------------------+-------------+---------------+----------------| | Slope | 200 | 20 | 10 | |-----------------------------+-------------+---------------+----------------| | Mohawk & Beard | 250 | 10 | 0 | |-----------------------------+-------------+---------------+----------------| | Elvis Hair | 1000 | 0 | 0 | o-----------------------------o-------------o---------------o----------------o __

/

TA: San Andreas /-------------------------------------------------------o _ --------o-------\ Reeces | \_/ (00A03) \------------------------------------------------------o

|

Locations: Idlewood (Los Santos) O========================================================O | HAIRCUTS | O=========o===================o=============o===============o======o=========O | Name | Price | Respect | Sexiness | O=============================o=============o===============o================O | Cesar | 50 | 5 | 15 | |-----------------------------+-------------+---------------+----------------| | Cesar & 'stash | 50 | 10 | 10 | |-----------------------------+-------------+---------------+----------------| | Cesar & Goatee | 100 | 10 | 0 | |-----------------------------+-------------+---------------+----------------| | Cesar & Beard | 80 | 10 | 10 | |-----------------------------+-------------+---------------+----------------| | Afro | 150 | 15 | 10 | |-----------------------------+-------------+---------------+----------------| | Afro & 'stash | 200 | 20 | 5 | |-----------------------------+-------------+---------------+----------------| | Afro & Goatee | 300 | 20 | 0 | |-----------------------------+-------------+---------------+----------------| | Afro & Beard | 250 | 20 | 5 | |-----------------------------+-------------+---------------+----------------| | FlatTop | 500 | 25 | 25 | |-----------------------------+-------------+---------------+----------------| | Jheri Curl | 350 | 5 | 25 | |-----------------------------+-------------+---------------+----------------| | Cornrow | 500 | 30 | 30 | |-----------------------------+-------------+---------------+----------------| | High Fade | 150 | 20 | 20 |

o-----------------------------o-------------o---------------o----------------o O============================================================================O | Version History (00X00) | O============================================================================O Version 0.00 - (October 28th, 2004) - Began the walkthrough Version 1.00 - (March 20th, 2005) - Completed the walkthrough O============================================================================O | Legal (00X01) | O============================================================================O This guide is copyright (c) 2006 - 2007 Alex Eagleson, the author. This walkthrough was written solely to be hosted at www.gamefaqs.com. It can also be found at www.ign.com, www.neoseeker.com and many other websites, all who sent an email asking permission to put them guide up on their site. I do by the way, encourage people to send email, feedback is always appreciated in any form, it's always nice to know you've helped someone. For a list of all my work, please visit the following URL: http://www.gamefaqs.com/features/recognition/45802.html O============================================================================O | Credits (00X02) | O============================================================================O Chun Lee Yeung of course, for the oyster locations. First thank you most of all to dark52 for those awesome maps for the locations of all the collectables, if you find text to be a bit limiting in terms of picking them all up check out his maps at www.gamefaqs.com On a similar note I also highly recommend the most complete guide ever for this game that I could never hope to match but at least it gave me something to work toward and that would of course be War Doc's GTA:SA guide on GameFAQs Most of the values from the tables and a couple of other things here and there were taken directly from the DVD of the game viewed through the power of text editors. If you're interested in looking at some poorly formatted data from the game then pop it into your DVD-rom drive, there's actually some pretty interesting things there like ped AI behavior and traffic patterns. ASCII title is care of: http://www.rootsecure.net/?p=ascii_generator For the complete Grand Theft Auto: San Andreas experience check out www.gtasanan.com for cheats and an awesome Java map. Thanks to CJayC for continuing to keep GameFAQs running smoothly, and the same to Sailor Bacon. Thanks to Sean, Mark and Jeremy here at the University of Guelph, thanks to everyone in the GameFAQs FAQ contributor community for being great people, and thanks to everyone who takes the time to send feedback.

Thank you very much finally, to anyone and everyone reading this walkthrough. O============================================================================O

FAQ/Walkthrough by AggroSk8er Version: 2.1f | Updated: 02/11/05 | Printable Version Grand Theft Auto: San Andreas (PS2) Full FAQ and Walkthrough Written by Chase "AggroSk8er" Ansok Version 2.1f (f meaning final) -- 21 February 2005 "And so I says to Mable, I says 'READ THE FAQ!' And then I says, 'Before asking me a question about the location of something, check the map that came with your game!'" This guide is pretty much complete, and updates will be very rare, if ever. If you see a website not using this version, please tell me so I can submit it to them. E-mails will still be answered. Thank you everyone who made this guide possible, and for making this the most widely read and distributed fan-made walkthrough ever written. 2.1f Notice: The Madd Dogg glitch has been debunked. See the FAQ/Glitch section for more details. Also, I apologize to anyone whose e-mail does not get read. Right now, I am swamped with school, hockey, and theatre work and very rarely get more than twenty minutes of free time. Please feel free to send e-mail, as there is still a good chance that I'll get around to it. IF YOU HAVE A QUESTION READ THE FAQ IF YOU HAVE A QUESTION READ THE FAQ FIRST ****************************************************************************** * --_________----_________------------------________----------------___-------_-|---------|--|---------|---|------__---|--------|-------|------|---|------|-| -|---______|--|__-----__|--|-|-----|__|--|-______|------|-|-----|-||-|-----|-| -|--|------------|---|----|---|----------|-|------------|---|----|-|-|-|----|| -|--|______------|---|---|--|--|---------|-| _______----|--|--|---|-|--|-|---|-| -|--_____--|-----|---|--|--|-|--|--------| _______--|--|--|-|--|--|-|---|-|--|-| -|-|-----|-|-----|---|-|--|___|--|---------------|-|-|--| ___|--|-|-|---|-|--|-| -|-|-----|-|-----|---|-|---__----|--------_______|-|-|--__----|-|-|----|-|-|-| -|-|_____|-|-----|---|-|--|--|-|-|-__---|---------|-|--|--|-|-|-|-|----|-|-|-|

-|_________|-----|___|-|__|--|___|-|__|--|_________|-|__|--|___|-|_|----| _____| -------------------------------------------------------------------------------------------___-------_---___------______---______--------------_________--------|------|---|-----|-|-|---|----|------|-|------|------|------|---------|-----|-|-----|-||-|----|-|-|--_-|---|--__--|-|--____|-----|-|-----|-_______|-----|---|----|-|-|-|---|-|-|-|-|-|--|-|--|-|-|-|---------|---|----|-|-----------|--|--|---|-|--|-|--|-|-|-|--|-|-|-|__|-|-|-|____----|--|--|---|-| _______----|--|-|--|--|-|--|-|--|-|-|-|--|-|-|-----_|-|--____|--|--|-|--|--| ______---|--|--|___|--|-|-|--|-|--|-|-|-|--|-|-|--|-|---|-|------|--| ___|--|--------|--|--|---__----|-|-|--|-|--|-|-|-|_|-|--|-|-|-|--|-|____--|---__----|-______|--|--|--|--|-|-|-|-|--|--| _|-|-|----|---|-|-|-|--|------|-|--|--|---|-|---------|--|__|--|___|-|_|--|______|-|___|----|_|--|_|-|______|-|__|--|___|-| _________|-****************************************************************************** * IF YOU HAVE A QUESTION READ THE FAQ IF YOU HAVE A QUESTION READ THE FAQ FIRST My ASCII art sucks. Bite me. I still like it. Also, tags, snapshots, and horseshoes, oh my! http://hem.bredband.net/708145/ !!!E-mail Info!!! Before sending a question, ask yourself the following things: 1. Is my question answered in the FAQ? Section III, check it out. 2. Is my question answered in the guide? Look for it. 3. Is my question answered by common sense (i.e. How do I kill people)? If so, I will laugh at you and call you stupid when you send the e-mail. 4. Is my question about the location of a vehicle? If so, I really don't know where it is, unless it's an exportable car, in which case, check the section on the Import/Export Crane. 5. Is my question about a glitch, but not a submission (i.e. how to fix one)? If so, I can't help you. I am not tech support. 6. Is my question about MILLIE for the KEYCARD or MADD DOGG? If so, NO! I can't help you! These are glitches, and while people have sent in fixes, none of them are guaranteed. I've tried 30-40 different methods, and it looks to be very random, and very glitch. 7. Have I already tried doing something before asking it (i.e. What happens if I do this...)? If not, save, then try it. If it's bad, don't do it. If it's good, you should do it. 8. Is my question about a cheat? If so, don't send it. Period. End of story. 9. Is my question about PERMISSION TO USE THE GUIDE ON A WEBSITE? If so, don't even bother. No other websites can use the guide. 10. Is your question about a different glitch than the major ones above? If so, then check the glitch section. This mainly includes the GYM GLITCH. 11. Is my question something that sounds like it's been asked before (i.e.

maybe something about the planes in Easter Bay Airport)? If so, read the FAQ! 12. Is my question written with the basic principles of the English language, such as at least an attempt to use grammar, spelling, and punctuation? If not, I will probably not respond to the e-mail. 13. Does my question have a proper heading (i.e. If it's about the mission Nines and AKs, put Nines and AKs Question as the title)? If not, please use one instead of having "GTA:SA" or something as the title. 14. Finally, do I understand that by taking the 60 seconds to read these 14 points, you have saved both you and I a lot of trouble? If so, then I love you. Before sending a submission, ask yourself the following things: 1. Is my submission already in the guide? If so, it will be disregarded. This is especially important for the Triathlon (Beat the Cock) races. 2. Is my submission a strategy for a mission that actually needs it? If not, it will be disregarded. Easy missions with no real alternate strategies will be ignored because they are just unnecessary. 3. Is my submission a glitch or Easter Egg? If so, make sure that the title is either GLITCH or EASTER EGG. 4. Is my submission utterly pointless (i.e. There are planes in this game, did you know that)? If so, then don't send that either. Current completion progress: 100% Total time logged to 100%: 68:05 I am: Playing World of Warcraft. The guide is pretty much done. O. Version History (dd/mm/yy) (555O) 2.1f -- 11/02/05

Sections updated: Criminal Rankings, Easter Eggs, FAQ Missions updated: Chiliad Challenge E-mail count: 6333 (look how much slower :D Paste in code for quick jump, leave the parentheses in and go case-sensitive for a perfect result) O. Version History (555O) I. Introduction (555I) a. Personal Rant (555Ia) b. About This Guide (555Ib) c. What I Want (And Don't Want) (555Ic) II. Legal Junk (555II) III. FAQ (555III) a. Basic Questions (555IIIa) b. When can I... (555IIIb)

c. d. e. f. g. IV. *Los a.

Last Missions and 100% (555IIIc) How do I... (555IIId) Why..., Why not..., Where is... and What is... (555IIIe) Cheats and Tech Support (555IIIf) Other (555IIIg) Santos Walkthrough* (555IV) Sean "Sweet" Johnson I (555IVa) 1. Big Smoke (555IVa1) 2. Ryder (555IVa2) 3. Tagging Up Turf (555IVa3) 4. Cleaning The Hood (555IVa4) 5. Drive-Thru (555IVa5) 6. Nines and AKs (555IVa6) 7. Drive-By (555IVa7) 8. Sweet's Girl (555IVa8) 9. Cesar Vialpando (555IVa9) b. Lance "Ryder" Wilson (555IVb) 1. Home Invasion (555IVb1) 2. Catalyst (555IVb2) 3. Robbing Uncle Sam (555IVb3) c. Cesar Vialpando (555IVc) 1. High Stakes, Low-Rider (555IVc1) d. Melvin "Big Smoke" Harris (555IVd) 1. OG Loc (555IVd1) 2. Running Dog (555IVd2) 3. Wrong Side Of The Tracks (555IVd3) 4. Just Business (555IVd4) e. Jefferey "OG Loc" Martin (555IVe) 1. Life's a Beach (555IVe1) 2. Madd Dogg's Rhymes (555IVe2) 3. Management Issues (555IVe3) 4. House Party (555IVe4) f. Officer Frank Tenpenny (555IVf) 1. Burning Desires (555IVf1) 2. Gray Imports (555IVf2) g. Sean "Sweet Johnson II (555IVg) 1. Doberman (555IVg1) 2. Los Sepulcros (555IVg2) 3. Reuniting the Families (555IVg3) 4. The Green Sabre (555IVg4) V. *Badlands Walkthrough* (555V) a. Officer Frank Tenpenny (555Va) 1. Badlands (555Va1) b. Catalina I (555Vb) 1. First Date (555Vb1) 2. Tanker Commander (555Vb2) c. The Truth I (555Vc) 1. Body Harvest (555Vc1) d. Cesar Vialpando I (555Vd) 1. King in Exile (555Vd1) e. Catalina II (555Ve) 1. First Base (555Ve1) 2. Against All Odds (555Ve2) 3. Gone Courting (555Ve3) 4. Small Town Bank (555Ve4) 5. Made In Heaven (555Ve5) 6. Local Liquor Store (555Ve6)

f. Cesar Vialpando II (555Vf) 1. Wu Zi Mu (555Vf1) 2. Farewell, My Love... (555Vf2) g. The Truth II (555Vg) 1. Are You Going to San Fierro? (555Vg1) VI. *San Fierro Walkthrough* (555VI) a. Carl Johnson's Garage (555VIa) 1. Wear Flowers in Your Hair (555VIa1) 2. 555 We Tip (555VIa2) 3. Deconstruction (555VIa3) b. Smoke's Couriers (555VIb) 1. Big Smoke's Cash (555VIb1) 2. Yay Courier (555VIb2) c. Syndicate Missions (555VIc) 1. Photo Opportunity (555VIc1) 2. Mission: Jizzy (555VIc2) 3. T-Bone Mendez (555VIc3) 4. Mike Toreno (555VIc4) 5. Outrider (555VIc5) 6. Snail Trail (555VIc6) 7. Ice Cold Killa (555VIc7) 8. Pier 69 (555VIc8) 9. Toreno's Last Flight (555VIc9) d. Wu Zi Mu (555VId) 1. Mountain Cloud Boys (555VId1) 2. Ran Fa Li (555VId2) 3. Lure (555VId3) 4. Amphibious Assault (555VId4) 5. The Da Nang Thang (555VId5) e. Syndicate Missions II (555VIe) 1. Yay Ka-Boom-Boom (555VIe1) f. Zero's RC (555VIf) 1. Air Raid (555VIf1) 2. Supply Lines... (555VIf2) 3. New Model Army (555VIf3) g. Back to School (555VIg) 1. The 360 (555VIg1) 2. The 180 (555VIg2) 3. Whip and Terminate (555VIg3) 4. Pop and Control (555VIg4) 5. Burn and Lap (555VIg5) 6. Cone Coil (555VIg6) 7. The 90 (555VIg7) 8. Wheelie Weave (555VIg8) 9. Spin and Go (555VIg9) 10. P.I.T. Maneuver (555VIg10) 11. Alley Oop (555VIg11) 12. City Slicking (555VIg12) VII. *The Desert Walkthrough* (555VII) a. Mike Toreno (555VIIa) 1. Monster (555VIIa1) 2. Highjack (555VIIa2) 3. Interdiction (555VIIa3) 4. Verdant Meadows (555VIIa4) b. Learning to Fly (aka PILOT SCHOOL) (555VIIb) 1. Takeoff (555VIIb1) 2. Land Plane (555VIIb2)

3. Circle Airstrip (555VIIb3) 4. Circle Airstrip and Land (555VIIb4) 5. Takeoff Helicopter (555VIIb5) 6. Land Helicopter (555VIIb6) 7. Destroy Targets (555VIIb7) 8. Loop-the-Loop (555VIIb8) 9. Barrel Roll (555VIIb9) 10. Parachute Onto Target (555VIIb10) c. Airstrip Missions (555VIIc) 1. N.O.E. (555VIIc1) 2. Stowaway (555VIIc2) 3. Black Project (555VIIc3) 4. Green Goo (555VIIc4) d. Cesar Vialpando (555VIId) 1. Zeroing In (555VIId1) 2. Test Drive (555VIId2) 3. Customs Fast Track (555VIId3) 4. Puncture Wounds (555VIId4) VIII. *Las Venturas Walkthrough* (555VIII) a. Wu Zi Mu (555VIIIa) 1. Fender Ketchup (555VIIIa1) 2. Explosive Situation (555VIIIa2) 3. You've Had Your Chips (555VIIIa3) b. The Truth (555VIIIb) 1. Don Peyote (555VIIIb1) c. Ken Rosenburg (555VIIIc) 1. Intensive Care (555VIIIc1) 2. Meat Business (555VIIIc2) 3. Freefall (555VIIIc3) d. Officer Frank Tenpenny (555VIIId) 1. Misappropriation (555VIIId1) 2. High Noon (555VIIId2) e. Madd Dogg (555VIIIe) 1. Madd Dogg (555VIIIe1) f. Salvatore Leone (555VIIIf) 1. Saint Mark's Bistro (555VIIIf1) g. The Heist (555VIIIg) 1. Architectural Espionage (555VIIIg1) 2. Key to Her Heart (555VIIIg2) 3. Dam and Blast (555VIIIg3) 4. Cop Wheels (555VIIIg4) 5. Up, Up, and Away! (555VIIIg5) 6. Breaking the Bank at Caligula's (555VIIIg6) IX. *Return to Los Santos Walkthrough* (555IX) a. Opening Mission (555IXa) 1. A Home in the Hills (555IXa1) b. CJ's Mansion (555IXb) 1. Vertical Bird (555IXb1) 2. Home Coming (555IXb2) 3. Cut Throat Business (555IXb3) c. Sean "Sweet" Johnson (555IXc) 1. Beat Down on B-Dup (555IXc1) 2. Grove 4 Life (555IXc2) d. The Riots (555IXd) 1. Riot (555IXd1) 2. Los Desperados (555IXd2) 3. End of the Line (555IXd3)

X. Side Missions (555X) a. Los Santos Missions (555Xa) 1. Firefighter (555Xa1) 2. Home Invasion (555Xa2) 3. Paramedic (555Xa3) 4. Pimpin' (555Xa4) 5. Taxi Driver (555Xa5) 6. Vigilante (555Xa6) 7. Lowrider Challenge (555Xa7) 8. Los Santos Courier (555Xa8) 9. BMX Challenge (555Xa9) 10. Los Santos Arena (8-track) (555Xa10) b. Badlands + San Fierro Missions (555Xb) 1. Chiliad Challenge (555Xb1) a. Scotch Bonnet Yellow Route (555Xb1a) b. Birdseye Winder Yellow Route (555Xb1b) c. Cobra Run (555Xb1c) 2. San Fierro Arena (Blood Bowl) (555Xb2) 3. San Fierro Courier (555Xb3) 4. NRG Challenge (555Xb4) 5. Valet Parking (555Xb5) c. The Desert + Las Venturas Missions (555Xc) 1. Boating School (555Xc1) s. Basic Seamanship (555Xc1a) b. Plot a Course (555Xc1b) c. Fresh Slalom (555Xc1c) d. Flying Fish (555Xc1d) e. Land, Sea, and Air (555Xc1e) 2. Freight Train (555Xc2) 3. Trucking (555Xc3) 4. Ammunation Challenge (555Xc4) 5. Import/Export Crane (555Xc5) 6. Bike School (555Xc6) a. The 360 (555Xc6a) b. The 180 (555Xc6b) c. The Wheelie (555Xc6c) d. Jump and Stop (555Xc6d) e. The Stoppie (555Xc6e) f. Jump and Stoppie (555Xc6f) 7. Las Venturas Arena (Dirt Track) (555Xc7) 8. Las Venturas Arena (Kickstart) (555Xc8) 9. Las Venturas Courier (555Xc9) 10. Quarry Missions (555Xc10) d. Race Tournaments (555Xd) 1. Los Santos Circuit (555Xd1) 2. San Fierro Circuit (555Xd2) 3. Las Venturas Circuit (555Xd3) 4. Las Venturas Airport Checkpoints (555Xd4) XI. Basic Info (555XI) a. Controls (555XIa) 1. On Foot (555XIa1) 2. In Car (555XIa2) 3. On Bike (555XIa3) 4. In Helicopter (555XIa4) 5. In Plane (555XIa5) b. **** Tha Police! (555XIb) c. Statistics (555XIc)

d. e. f. g. h. i. j. k. l.

Respect (555XId) Weapon Info (555XIe) Stores Info (555XIf) Safe House Info (555XIg) Car Mods Info (555XIh) Girlfriend Info (555XIi) Gambling Info (555XIj) Tags, Oysters, etc. (555XIk) Extras (Needs Work) (555XIl) 1. Unique Jumps (555XIl1) 2. Two-player Stuff (555XIl2) 3. Arcades and Other Extraneous Stuff (555XIl3) 4. Beat the Cock (555XIl4) (THESE ARE THE TRIATHLON RACES) 5. Other Not 100% Stuff (555XIl5) m. Gangs and Turf Wars (555XIm) n. 100%, The Legacy (555XIn) XII. Vehicle Info (555XII) a. SUVs and Wagons (555XIIa) b. 2-Door Sedans (555XIIb) c. 4-Door Luxury Sedans (555XIIc) d. Muscle Cars (555XIId) e. Street Racers (555XIIe) f. High Performance Cars (555XIIf) g. Heavy Trucks and Utility (555XIIg) h. Light Trucks and Vans (555XIIh) i. Lowriders (555XIIi) j. Recreational (555XIIj) k. Bikes and Motorcycles (555XIIk) l. Civil Service and Transportation (555XIIl) m. R3 Vehicles (555XIIm) n. Airplanes (555XIIn) o. Helicopters (555XIIo) p. Boats (555XIIp) q. RC Cars (555XIIq) XIII. Extraneous Crap (555XIII) a. Glitches (555XIIIa) b. Easter Eggs (555XIIIb) c. Criminal Rankings (555XIIIc) d. Flight Rankings (555XIIId) XIV. Contact Information (555XIV) XV. Special Thanks (555XV) ****************************************************************************** * I. Introduction (555I) Hello and welcome to my Grand Theft Auto: San Andreas FULL Walkthrough and FAQ. GTA:SA, as it will be referred to as of now, is the next installment of Rockstar's ground-breaking series. Grand Theft Auto 3 has won world-wide prestige for the amount of freedom and advanced gameplay that gamers had yet to see. GTA:VC, released a little over a year later, took the same game and made it even better. More weapons, more cars, more freedom. GTA:SA is the third installment of to GTA3, and looks to have the most freedom of all. The possibilities for this game are endless.

A. Personal Rant (555Ia) This guide takes up a lot, a lot, a LOT of time. I go to school full time. I play for a travel hockey team out of San Mateo, California. I DO have a social life. So please, be gentle with me. I will work on this guide as much as possible, but I do have other things to do. As far as I know, I'm not getting paid for this. If someone wants to give me money to hurry up, then contact me. Money is good. B. About This Guide (555Ib) This is a COMPLETE walkthrough for San Andreas. It should cover everything you need to get 100% and some of the extra crap that's just fun. C. What I Want (And Don't Want) (555Ic) Here is what I want: Suggestions for missions, cool tricks that I haven't found, important information, pleasant e-mails, and questions that I haven't answered 40,000 times. If it's in the FAQ and you ask a question, you will be yelled at. I will swear at you and call you stupid. I'm not even kidding. What I don't want: Questions that I've already answered in the guide, questions answered in your instruction manual, mindless rants, viruses, bad porn (good porn is fine, so long as it's free), spam, and things in AOL gibberish. Please use decent grammar. "how i do M4-1 plz hlp" gets the trash can real fast, or in my "stupidest e-mails ever" section, as you can see at the end of the guide. If it isn't in either one, feel free to send it in. If it's good, I'll post it, if not, I'll probably give you a reply. Also note that it really helps if your title has something to do with your e-mail. "San Andreas", "GTA", "Question", and "(no subject)" get responded to last usually, because I don't know whether they're good things or not. ****************************************************************************** * II. Legal Junk (555II) This document is copyrighted material of Chase Ansok and may not be used without expressed written consent of Chase Ansok. No part of this guide can be used without proper quoting and/or recognition. Any person(s) found violating this copyright is/are punishable by law and will be to the fullest extent. The following sites have permission to use this guide: www.GameFAQs.com www.GameSpot.com www.IGN.com www.GTAGuides.com www.CheatCC.com www.SuperCheats.com www.CheatPlanet.com www.GameRevolution.com www.PlanetGrandTheftAuto.com

www.StuckGamer.com (Video Walkthroughs) As of 10/29, I think enough sites have this guide up and running. I know that you would love to boost traffic to your site, but most of these sites get over 500,000 hits a day, IGN and GameFAQs getting in the millions. It's safe to say that anyone that wants to read this guide can now. If you see another site using my guide and it is not listed here, please contact me with the title "Copyright Infringement". Your geocities, angelfire, livejournal, sphosting, etc. sites CANNOT use this guide! Registered websites dedicated to gaming or San Andreas can use this guide with my permission. You can LINK to my guide at the following address: http://pages.sbcglobal.net/cowoflight/safaq.txt GameFAQs is the best place to look for the guide, but you can't link directly to the FAQs there. That's the best link you'll get, since it's my webspace and I'll have it updated as soon as possible. However, it has limited bandwidth. Don't be sad if it's down for the day. ****************************************************************************** * III. Frequently Asked Questions (555III) A. BASIC QUESTIONS (555IIIa) Q: When was Grand Theft Auto: San Andreas released? A: GTA: San Andreas was released 26/10/04 in the US, and 29/10/04 outside of North America. Q: Why do some places say 25/10/04? A: Many stores sold the game at 6-7:00 on the 25th. Q: What is GTA: SA's ESRB rating? A: M (17+), get a parent/college student to buy it for you. Q: Do you work for Rockstar or any development company? A: No, no, a thousand times no. I'm a freelance FAQ writer. I cannot fix your glitches or explain why something happened. I just play the game like anyone else, and I accept donations. If anyone wants exclusive rights to this guide, please contact me and we'll negotiate something. Q: What happened to that racist comment you made about that thing in the thing with all the things that thinged? A: It's gone. Despite the racism that litters this game, there won't be any here since people are offended by it. (But for some reason not the game.) Q: Hay where's the Madd Dogg Glitch info? A: One of the last questions in the FAQ. Scroll down. Q: A: at as

LOL DILDO LOL? Yes, there's a dildo in the showers of the police station. Let's all giggle the immature weapon everyone. And yes, you CAN give it to your girlfriends a gift. Harharhar.

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B. 'WHEN CAN I...' (555IIIb) Q: When do I go to San Fierro? A: Sweet's mission Green Sabre opens up the Badlands and San Fierro. Q: When can I go to Las Venturas? A: The Syndicate mission Yay Ka-Boom Boom opens up the Desert and Las Venturas. Q: When can I fly planes/helicopters? A: At the very beginning of the game, just hop the fence to the airport by parking a truck or van next to the fence. You can also park a Packer and ride a vehicle over the fence. YOU DO NOT NEED TO GO TO PILOT SCHOOL YOU DO NOT NEED TO GO TO PILOT SCHOOL. These e-mails are getting very old, very quickly. Q: When can I go to driving/bike/boat/pilot school? A: Just keep doing the damned missions. There are no schools in Los Santos, but I know for a fact that the driving school is in San Fierro. More info comes as I play the game. YOU DO NOT NEED TO GO TO THESE SCHOOLS TO DRIVE CARS OR RIDE BIKES/BOATS OR FLY PLANES. JUST DO THE MISSIONS AND ENJOY THE SCHOOLS ONCE YOU CAN GET THEM. These e-mails are getting very old, very quickly. Q: PILOT ****ING SCHOOL!!!!!!!!!!!!!!!!!!!!!!!!!!!! A: I just did a filter of my Gmail. 9% of my e-mails have the word "school" in them, and all but twenty of them are about pilot school. Guys, just do the missions. You have to buy it as part of a mission, which comes right after you leave San Fierro. Freedom in GTA is earned, not given. Q: When do I get my pilot license? A: You can complete pilot school, or, if Paul Johnson is being truthful to me, simply breaking in a lot and flying lots of learjets and Dodos will net you a free pilot's license. (CONFIRMED, 20% FLYING SKILL = LICENSE) Q: When can I fly planes at Easter Bay? A: After you complete pilot school. Q: When can I do Cesar's missions in San Fierro? A: Complete Back to School and Yay Ka-Boom Boom and he'll call. Q: When do these stores open up? A: Read the stores section. ZIP opens up when SF is unlocked, Victim opens up when the Desert and LV are unlocked, and Didier Sachs opens when you return to Los Santos in A Home in the Hills. -------------------------------------C. LAST MISSIONS AND 100% (555IIIc) Q: I finished the game and I only have ##%? Shouldn't I have 100%? A: Probably not. 99/100 times, people find out they missed some stupid detail. Q: WHY DON'T I HAVE 100%!?! I DID EVERYTHING!!! A: Apparently not. Double, triple, quadruple check to make sure you've done everything. If you're positive you have, then your game is glitched. Sorry. Remember, cheating induces glitches quite often.

Q: If I did something in the secrets section, can I still get 100%? A: YES. SECRETS aren't cheats! Q: Do I need Big Smoke's Couriers for 100%? A: NO. -------------------------------------D. 'HOW DO I...' (555IIId) Q: HOW DO I TWO-PLAYER!?!?!?!?!!?!!! A: There are two player icons scattered all throughout San Andreas. Hunt them down! I don't make maps, so I really can't help you. They are bright pink and have pictures of two people on them. Two-player mode has two types, rampage and free roam, and each icon has a different property to it. Happy hunting. Q: How do I recruit gang members? A: Target a GSF Member in green and hit up on the d-pad. Q: How do I take over territories after I've left Los Santos via mission? Q: When can I take over territories again? A: You can't. The Ballas have taken over and it will stay that way until you return to LS near the end of the game. You can take territories over again after the mission Homecoming. Q: How do I take over territories besides the Vagos and the Ballas? A: You can't. Q: How do I advance the game after I buy Verdant Meadows? A: Complete ALL ten pilot school challenges, not just the first four. Q: How do I turn off cheats? A: You can't. I told you not to save with them on. Q: How do I start Home Invasion? A: Enter the Black Boxville across the street from the gym in Ganton, Los Santos. Follow the instructions from there. Q: How do I get to the parachute location? A: It's on the tallest building in the southeast corner of Downtown Los Santos. Enter the building via the triangle and it's on the roof. There's also one on the very top of Mt. Chiliad. There are also like six more spawns. Q: How do I answer yes to a question, as with the Life's A Beach mission, or if I want to get a prostitute into my vehicle? A: Hit right on the d-pad for a positive response, or left for a negative. This is in your bloody goddamn instruction manual. Q: How do I take a shower? A: You can't really take a shower. If someone says, "You stink!", it's because you need either new clothes, or take some time swimming in the ocean. Q: How do I increase my sex appeal stat?

A: Clothing, haircuts, fitness, respect, and the last car that you drove are all key to your sex appeal. Q: How do I dual wield weapons? A: Only the Tec9, MicroSMG, 9mm Pistol, and Sawn-off Shotgun can be dual weld. You need Hitman in those weapons to hold two of them. Get Hitman by shooting people, cars, cops, gang members, whatever. Q: How do I play pool? Everyone just raises their hands at me. A: If you ever attacked someone or targeted them in a bar, you are banned from pool. There is no fix to this. Q: How do I make millions of dollars doing nothing without being a cheating loserface dogbiscuit? A: Inside Track Betting! Head to Downtown Los Santos with about $10,000 and bet on the worst horse. If you fail, reload. If you win, take your cash and buy the closest safehouse (the one in Jefferson). Now take your $100k and bet that. Congrats, you now have $1.1 or so million. Winning a third time is very hard, since the game hates you for doing this. I got up to $18M, but it's possible to get into the billions if you are so inclined to do so. -------------------------------------E. 'WHY...', 'WHY NOT...', 'WHERE IS' and 'WHAT IS...' (555IIIe) Q: What are L3 and R3? A: Press down on the left or right control stick for those buttons. Q: Where is the spray can? I died and lost mine/picked up a different special. A: In your starting house in Ganton, on the top floor in the bed room. Q: Where is this weapon? A: I don't know nor do I care. Bredband is working on creating a weapons location guide and I love him for it. Q: What are oysters/snapshots/horseshoes/spray paints? A: The equivalent of hidden packages. There are 100 sprays in Los Santos, 50 snapshots in San Fierro, 50 horseshoes in Las Venturas, and 50 oysters in the oceans of San Andreas. Q: Where do I find this car that doesn't start a mission? It's just cool!!! A: Does this LOOK like a car location guide? I don't know. Q: Where is this car that I need for the Import/Export garage? A: Scroll down or search for that section (555Xc5). It answers all the questions you might have. Q: Where is the strip club? A: I don't know, nor do I care. I believe that there is one across the street from the gym in San Fierro. Q: Where is all the hidden stuff? A: http://hem.bredband.net/708145/ Q: Where is the Vortex hovercraft? A: It's your reward for 25 Exports at the crane, and there's a parked one at Pirates in Men's Pants.

Q: Where is the AT400? A: In Las Venturas airport, there is a huge hangar. Stand next to it to open it up, and the AT400 should be inside. If not, leave the airport and come back. Q: Where is the VTOL Fighter/Hydra? A: It's in the military base guarded by the army. You get one free for 100%, however, as well as for completing Vertical Bird. Q: Where is the Hunter? A: Also in the military base. It's your reward for all gold at flight school. Q: Where is the Import/Export crane? Why can't I use it? WHAT?!? A: It's unlocked after you complete Customs Fast Track for Cesar, the third mission that you get for him out in the desert. It explains everything you need to know about the stupid crane. Q: Where is this last Vagos territory that is not in Los Santos? Q: Why does it say that I still have a Vagos territory left? A: North of San Fierro, in the Bayside Marina, is a stray territory that will rarely spawn a set of Vagos. Kill them and kill a mere one wave of gang members and the territory is yours. Q: Why do people say I stink? A: You need to either get new clothes, or take some time swimming in the ocean. The remark means nothing, and has no effect on sex appeal. It's just annoying. Q: Why is Millie never home for Key to Her Heart? A: I have no idea. Try saving, reloading, leaving the city, coming back, checking at different hours, using different cars, wearing different clothes. She's a woman; she's fickle. Get used to it. Q: Why can't I play pool? Everyone just raises their hands. A: If you ever attacked someone or targeted them in a bar, you are banned from pool. There is no fix to this. Q: What is this Player Target thingamabobber on my map? A: Player Target is an awesome addition. Go to your map and zoom in. Hit circle. It goes away. Hit circle again and it comes back. Move around and place the target wherever you want to go. It's absolutely wonderful for plotting out routes in races or for missions, or just whenever you need to find things, like tags and oysters. I love that damn thing Q: What does "The Cluckin' Cock isn't ready yet mean? Q: When can I do the Triathlon (Beat the Cock) races? A: After you unlock Las Venturas. -------------------------------------F. CHEATS AND TECH SUPPORT (555IIIf) Q: If I did something in the secrets section, can I still get 100%?

A: YES. SECRETS aren't cheats! Q: How do I turn off cheats? A: You can't. I told you not to save with them on. Q: I have a problem with my game, and I can't fix it. Help. A: I'm not tech support. Call them, not me. Q: But it's a really annoying glitch. Please fix it for me. A: I'm still not tech support. Q: I cheated, am I screwed now? A: Maybe, maybe not. If you spawned something, change suits, or did anything besides the armor/health cheat, I'd be leery. All cheats are saved and if SA is anything like GTAIII or VC, they cannot be undone. Update: Actually, you probably are. The mission Madd Dogg loves to glitch on people that have cheated. You are unable to progress in the game if you get the glitch. Q: What are the cheats? Do you care about cheats? Cheats? CHEATS?!!? A: I hate cheats. I have never cheated in any of the GTA games. Please stop e-mailing me about cheats. If you're using cheats, why are you using a guide? -------------------------------------G. OTHER (555IIIg) Q: Vice City? And anything regarding it? A: NO. NO. NO. NO. NO. NO. A thousand bloody times: NO. I stopped replying to Vice City e-mail in January of 2003. January of two thousand and three. Stop sending me e-mail about Vice City. The e-mail in that guide hasn't been answered in almost TWO YEARS. Q: Why didn't you post my submission/reply to my e-mail/read my IM? A: I receive a whole lot e-mails because of these guides. I am very busy, so some stuff never gets read. Odds are, if it says "I have codes", I don't care. Most of the codes are already posted here, and the rest are probably crap. Q: I have your old e-mail address? Can I e-mail you there? A: Please, please, please don't use the e-mail in my Vice City guide. It's my personal e-mail address and it's really just not cool to do that. Q: I found this and it's not in your guide, and you want it, how do I send it in? Also, you want it! It's not useless crap! A: Awesome! My e-mail is [email protected]! Remember, you get full credit for good finds, so don't hesitate to help. Q: I submitted something and you added it without credit! What gives? A: There are two explanations. If many people submit the same thing to me, I add it as "submitted by multiple people". If it's something that I already knew and just forgot to add, I usually thank you by e-mail and not in the guide. If it's a miniscule fix like a single typo, I probably correct it and move on. Q: I have a question that should be in this FAQ, can I send it in?

A: Sure...it may not be posted, but it's worth a try. Q: Why are you so bitchy about e-mails? A: Because there are a lot of stupid people, and they all have my e-mail address and come to that before ever using the walkthrough. It's incredibly annoying, and until the e-mails start to die down, there will be a lot of notices about stupid e-mails. ****************************************************************************** * IV. Los Santos Storyline Walkthrough (555IV) Opening Mission: Ride the stupid bike home. Get a feel for the controls. Giggle as you ram into like twenty poles trying to get used to a bicycle. A. Sean "SWEET" Johnson, YO BROTHA (555IVa) 1. *Big Smoke* (555IVa1) Difficulty: 3/10 This is actually a pretty hard first mission because you're on a bike with no way to defend yourself against the Ballas. Watch the two cutscenes and follow Sweet. When Sweet breaks off, follow Ryder. Stay RIGHT behind them. Ballas will come up along side you, and they can't die for some reason. I watched Ryder get drilled with like three clips and he just kept riding and yelling at me. When you get back, Sweet calls. Reward: Sweet opens as a boss; Respect earned. (get used to that) 2. *Ryder* (555IVa2) Difficulty: 1/10 You're a taxi now. Drive to Reece's barber shop and get a cheap $50 cut, since Reece doesn't offer anything cool for under $400. Then, head to Well-Stacked Pizza (thanks D Stone >_>), run out when Ryder screws up and gets shot, and drive back to the Grove. Woo. Exciting. Reward: Respect earned. 3. *Tagging Up Turf* (555IVa3) Difficulty: 1/10 If you can read, you can do this. Just listen to what you're told and do what it says. Drive to the blip, spray paint the tags, repeat a second time. And hey, 7/100 on tags. Only 93 more to find!!!! If you can't do this, I have no idea how to help you. The markers appear on your in-game radar and map. Use them. Reward: $200 + Respect earned. 4. *Cleaning the Hood* (555IVa4) Difficulty: 2/10 Take Ryder to B-Dup's house and watch the inspiring cut scene. Check the

minimap for the crack dealer, target him, and start punching the ever living crap out of him. When he hits the floor, take the bat, get back in the car, and cross the street. Go inside and target the people one by one, starting with the guy with the bat. When they're all down, head back to Sweet's. Reward: Respect earned. 5. *Drive Thru* (555IVa5) Difficulty: 3/10 Big Smoke is hungry and wants fried chicken (look! NO RACISM! Even though the entire mission is a play on the stereotype, this statement no longer contains ANY racism! There! Also, the gigantic disclaimer up top is gone as well!) Anyway, the Grove heads out to Cluckin' Bell, scopes out a Balla ride, and sees that they're planning a hit. Pin the Tornado against a wall and let the Groves do their thing. Make sure that when the car blows, you aren't still touching it. I did that once and they all died. It was very sad. Also, racism is bad. Afterwards, Sweet calls about the gym. Go there. Spend an hour or so just saving, working out, saving to a new day, working out. I had my stamina and muscle decked out and it helps an absolute ton. Reward: $500 + Respect earned. 6. *Nines and AKs* (555IVa6) Difficulty: 1/10 Go see Emmet. Go through stupid tutorial. Drive to Binco. Try on ugly clothes. I went with a dog tag and a backwards green bandana. Leave Binco. Reward: Respect earned. (though you really shouldn't have expected more) 7. *Drive-By* (555IVa7) Difficulty: 3/10 Whee. You still don't get to shoot anything. Get in the car and go to each set of Ballas and let the Grove take them out. Stay away from the cars, since they'll explode and wreck your ride. Afterwards, you get a two-star (oh nohs!) wanted rating. Head to the Pay-and-Spray for your complimentary tune up and cruise back to Sweet's. Jess Edwards also claims that you can just run over most of the Ballas and still get credit for the mission. Reward: $500, Respect earned, Ryder and Big Smoke open up as bosses. 8. *Sweet's Girl* (555IVa8) Difficulty: 2/10 You get to shoot stuff! Finally! Well, maybe not, if you did it the way I did. Just come in, run over all the Ballas and knife the one on the stairs. Or shoot him. Whatever. Sweet will call, so grab him and his girl and high tail it back to the Grove. Reward: Respect earned.

9. *Cesar Vialpando* (555IVa9) Difficulty: Depends how good you are at Amplitude/10 Go to the garage on the map, look at the expensive mods that you can foolishly add to a car. Head over to the lowriding competition and place your bet. I bet $1000 and it wasn't even close. Easy money if you ask me. The beat is slow, move the control stick, blahblahblah. When that's done, watch the lovely cutscene, and breathe a sigh of relief, we're done with Sweet for now. I really can't help you with this mission, since I can't come and dance for you. Reward: Your bet winnings + Respect earned. ############################################################################## B. Lance "RYDER" Wilson, THE GANGSTER WHO _LOVES_ TO SAY 'NIGGA' (555IVb) 1. *Home Invasion* (555IVb1) Difficulty: 2/10 This is your tutorial to home invasion. Nothing fancy here. Drive down to the guy's house quickly (try to make it by 6:30ish). Go in, follow the instructions by staying quiet. The six boxes are (1. In the first room, 2. Through the door on the right, 3. On the first flight of stairs, 4. At the end of the hallway, 5. In the guy's room to the left, and 6. In the guy's room behind his bed). You should have plenty of time to get them all, but I really don't know what getting them all adds. No reason not to though, really. Drive to the safe house and you're good to go. Reward: Respect earned. 2. *Catalyst* (555IVb2) Difficulty: 2.5/10 Start again by running over all of the Vagos. When the Vagos are gone, the Ballas show up. Kill all four of them and head into the red blip. Now you get to play some stupid minigame. You have an unlimited amount of cases, so just check them for the minute you have. Ryder will catch enough to win. At one point, he pulls up right next to you, so it's not a big problem. End the mission by working your way around the police (it's only three stars) and into the Pay N' Spray. Head home to finish. Reward: Respect earned. 3. *Robbing Uncle Sam* (555IVb3) Difficulty: 3.5/10 Follow the directions to the docks, jump over the wall (you should know how to do this by now), cap the guard, blow off the first security panel, then blow off the second security panel. Run in guns blazing and take out all of the National Guards. Get used to the fork lift, but expect to have to jump out a few times to help Ryder, and expect to get pulled out a few times by a magical guard that materializes right behind you. Take your time, and don't hit walls and drop the boxes. That's very bad. Drive the truck to the safehouse, dropping as many boxes as you see fit. If you can take out both of them, great. If you can't get it either, whatever. You can make it just fine. And that's it for Ryder.

--------------------------------------------------------------------------Andrew Stuart has this spiffy strategy: When you get to the locked gate, kill the National Guardsmen and LEAVE THE GATE SWITCH ALONE. Head on in to the warehouse and blow the switch there. Kill the guards inside. Now, get in the forklift and move all of the boxes, including the two outside the warehouse into nice neat rows by the entrance. Now go out and blow the gate switch. Run back to the forklift and get ready to start loading the boxes immediately.

it

After five crates, I got out and Ak'ed the guards who were trying to kill Ryder. Doing this way meant that Ryder only got shot once or twice, and was a nice leisurely drive home...didn't have too much of a problem with the Hummers (I think one flipped on the first bridge out of the docks).

--------------------------------------------------------------------------Reward: Respect earned. (Ryder's a cheap little ****, ain't he?) ############################################################################## C. CESAR VIALPANDO, THE MEXICAN THAT LOVES THE CHOCOLATE (555IVc) 1. *High Stakes, Low-Rider* (555IVc1) Difficulty: 5/10 Guh. The CPU hits a pole, it falls right over. You hit a pole, you spin and

lose complete control. Keep working at it. You want to floor it on the the three main straightaways and take it really slow during the turn section. You don't need a fast lowrider, you need one that handles well. I was a stubborn moron and tried to do this in the Picador from the mission where we met Cesar, and it took me about fifteen tries. You can do this with any lowrider: Blade, Broadway, Remington, Savanna, Slamvan, Tornado, and Voodoo are the seven lowriders that are available. This mission IS required to advance the story, but in itself, it is not a storyline mission. Update: For all of you weird people that can't find a lowrider, open your eyes. Los Santos' ghetto is 90% lowriders. All of the Ballas and GSF members drive lowriders. There's one parked right across from Cesar's house for God's sake. Reward: $1000 ############################################################################## D. Melvin "BIG SMOKE" Harris, GREATLY ENJOYS FRIED CHICKEN (555IVd) 1. *OG Loc* (555IVd1) Difficulty: 4/10 This is a hilarious mission, but it's also pretty annoying. Pick up Jeff...

I mean OG Loc at the police station and drive him over to Freddy's house. After some taunting and tales of Jeff's life in prison, Freddy takes off on

a PCJ. Grab the other one and pursue him. You can't kill Freddy or do anything to the bike, so just stay on his tail. I'm not sure how close you have to stay, but I fell off an overpass and followed him under it and I didn't fail. Eventually, Freddy parks, and you can kill him and the Vagos. Afterwards, drive Jeff to his new job at Burger Shot. NEW INFO: Apparently, you CAN kill him on the bike. I tried my ass off a few times and I never got him, but some are claiming to have shot tires out, and then finishing him. He dies in any case. Reward: Respect earned; OG Loc opens as a boss. 2. *Running Dog* Difficulty: 1/10

it

(555IVd2)

Easy stuff. Drive to the pickup location and watch the cutscene. Supersprint by tapping the X button and take out the Vago with one or two shotgun blasts. If you can't do this mission, you need more Stamina. Get by riding the bike or treadmill at the gym. Reward: Respect earned. 3. *Wrong Side of the Tracks* (555IVd3) Difficulty: 5/10

to

Hey, finally, a decently hard mission. And it's only hard because Smoke shoots like he's have an epileptic seizure. The driving isn't too hard, but you really just have to hope that Smoke hits something. Start by driving to the station and hopping on the Sanchez. Go as fast as you can catch up to the train and let Smoke pump lead into them. Early on, there's a car on the tracks. Get past the car before the train hits it to make sure that you lose no speed at all. When Smoke says take the high road, take it, and stay on it until the tunnel. Smoke seems to hit more from that point. If you can't get them by the time they hit north Red County, they've escaped, and you have to restart (you can't trip skip this one either ; ;). If you do get them, drive Smoke back to his house and celebrate a long victory. This mission sucks. Q: Where do I ride the Sanchez so Smoke can hit? A: MC Face from the SA Forums was awesome enough to make this image: http://img18.exs.cx/img18/6608/trainpasss2.jpg -- There ya go. -------------------------------------------------------------------------Alternate Strategy -- Ride The Train When Smoke says take the high road, FLOOR IT. When you hit the ramp, turn the bike sharply and land on top of the train. Ride to the Vagos and do a forward drive-by on them. It's hard to do at first, but it's probably easier than dealing with Smoke's shooting.

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

--------------------------------------------------------------------------JC has this speedy strategy: I ran to the parking garage in East Beach (1 block north of the Arena, halfway down the East-West side street - it is several stories tall, and distinctive because it features semi-circular ramps between the levels

that

stick out towards the street), and picked up a NRG-500. There are ALWAYS two of these in this garage - one on the second floor, and one on the very top. With the NRG, this job was easy! I parked it right near the red start marker, and after the cutscene it was still there. Smoke and I hoped on and

took off down the tracks. We easily outran the train to the first bend, where there is a raised platform to the left. We rode up on that, hoped off, and started shooting as the train went by. After that we jumped back on the bike and repeated all the way out to the country until the job was done. The trick is that the bike is so fast that you have plenty of time to get ahead, set up, and blast them as they go past.

----------------------------------------------------------------------------------------------------------------------------------------------------Orangemouse has another: Once you reach the tracks get on the bike quick as you can, drive past the train and the bend on the track. You will see a bridge coming up, before the car on the track comes up. Get off your bike and walk up the bridge and you should be level with the train coming towards you. You can leave Smoke behind for this bit and after this is complete you can go back and pick him up. When the train's in front of you, jump on it and start shooting the guys. Don't worry about your health too much because the guys on the train barely take any health off you. After you kill them all, jump off the train and run/drive back and pick Smoke up. He'll tell you to drop him back to his house. After dropping him, the mission is complete. --------------------------------------------------------------------------Reward: Respect earned. 4. *Just Business* (555IVd4) Difficulty: 5/10 Oh wow, this mission is so ridiculously fun that I had a small orgasm in my pants. It starts off slow with a fight inside. If you've found an AK or M4 in hidden spots in Los Santos, pick them off with two shot bursts. If not, use your SMG, but make sure not to run out of ammo. Pick up the MP5s that the Ruskies drop and grab the armor behind a pillar. Meet up with

Smoke and head outside for more gunnin' and runnin'. Just target, kill, retarget, and repeat until everyone is dead. Pick up as much money and

ammo

as you can and start the FUN part of the mission. You're on the back of the bike, and stay facing that way. The main targets

for this whole section are the motorcycles. Take out the driver first, and everything else falls. But really, just make sure that every cycle falls down fast, since they can do some major damage. The Packer is indestructible; don't deal with it. When you hit the road block, just spray the people down, or if you're a true gunman, hit the gas tank of one of the cars to start a chain reaction. The true challenge is in the LS River (the aqueducts). Take down every motorcycle and car gunman as soon as you see them! Two of the most stunning cinematics come down here, and this is where you'll need new underwear. After the jump, shoot out the sewer gates or all of your work will be for nothing. Shoot the explosive barrels to take out the last motorcycles and finally take a deep breath. It's over. Reward: More respect earned. ############################################################################## E. Jefferey "OG LOC" Martin, I HOPE WE KILL HIM LATER (555IVe) 1. *Life's a Beach* (Must start between 20:00 and 6:00) (555IVe1) Difficulty: 2/10 These are some of the worst missions in the game. Seriously. The voice actor of OG Loc (Jas Anderson) does an excellent job of really making you hate this guy. The first mission for Jeff (I'm not calling him OG. Get

used

to Jeff) involves driving to a beach, playing some Amplitude, stealing a van, and driving it to a lockup. That's the whole thing. Q: How do I start dancing? The DJ talks but I can't do anything. A: Hit right on the D-Pad to give a positive response. Keep hitting this until she finally lets you dance. Now stop e-mailing me. Q: Hlep!!!!!!I mean, Help!!! Welp! Raroo! A: I can't come dance for you. This is up to you to learn how to beat. Reward: Respect earned; Dancing now available whenever. 2. *Madd Dogg's Rhymes* (555IVe2) Difficulty: 3/10 This is your introduction to stealth missions. I'd give a strategy, but really, this is a tutorial, and the game tells you what to do. The only thing I have to say is to not bother sneaking out. Just take an MP5 or whatever and blast out. There's a body armor pickup in the building, so just pick that up and let loose. Head back to the Burger Shot to complete the mission. Reward: Respect earned; Tenpenny opens up as a boss. 3. *Management Issues* (Must start between 12:00 and 17:00) (555IVe3) Difficulty: 3/10 Drive QUICKLY to the Burger Shot so you can take the car before it has a chance to get anywhere. I grabbed it at the stop light and just jacked

it. If not, you'll have to ram him out of the vehicle and head to a Pay N' Spray. Get to the rendezvous by 22:00 in perfect condition to continue. Park the car and follow the motorcade to pick up the manager. Floor the car and head down to the pier. Get some speed and bail out as the car flies into the ocean. Grab the bike and head to the Burger Shot for a cut scene. Reward: Respect earned. 4. *House Party* (555IVe4) Difficulty: 3.5/10 After the cut scene, head back to Grove Street to save and whatnot. You don't HAVE to get a hair cut and a change of clothes; I certainly didn't. My CJ is bling'd >_>. Get to the OG on the map by 20:00 to get a call from Jeff about his party. Head to the blip for a cut scene. Oh nohs! The Ballas are attacking. Take your SMG, get behind cover, and start auto-targeting and firing. The second wave is up on the bridge. If you have an assault rifle, just target, if not, use manual aim. The final wave has Ballas from all sides. Just target anyone with an arrow over their head and protect Sweet. If Sweet dies, you fail. Body armor helps immensely here, as it does in most missions. Reward: Respect earned. ############################################################################## F. OFFICER FRANK TENPENNY, IT'S SAMUEL ****IN' JACKSON (555IVf) 1. *Burning Desires* (555IVf1) Difficulty: 4/10 Woo. Time to play with fire. Head to the molotov pickup in the alley and then head over to the house. Start on the door to the left and work your way around so that the last window you throw through is right by the front door. Ignore the gang members shooting you if you have body armor and just line your cocktails up. They'll break the windows, so you don't have to shoot them. Make sure that you don't burn yourself, as it takes away some 30 or 40 health for each one. Once all five windows are on fire, run inside to rescue the girl. Walk around the fires into the kitchen to find a fire extinguisher. Hit L1 to pick it up and head to the back-left of the house and head up the stairs. Once in her room, you'll have to start fighting fires by hitting R1 and holding down circle to the base of the fire. There are about ten fires you need to put out on your path to back to the door. Once outside, get in the lowrider and head back to Grove St., where you can drop Denise off. Reward: Denise is now your girlfriend. How girlfriends work: Hunt around town for some flowers and pick them up with L1. Head to Denise's house and hand her the flowers. This starts the date off nicely. Make sure you have a nice car for her and she'll get in and say where to go. Take her on her date, doing whatever you have to do to keep her happy. Afterwards, take her home and try to give her a kiss by walking up close and hitting L1. Getting 100% on your date meter gives you a pimp suit, and you can add to your "Times Laid" total on the Misc.

stats page :D. Sweet also calls after this mission, but you should finish up with Officer Tenpenny anyway. 2. *Gray Imports* (555IVf2) Difficulty: 4.5/10 This mission is far easier if you've wandered around town to pick up an AK or M4, and brought it up to Gangster or better in skill. I had a Gangster in AK when I did this and 180 shots with it. You WILL need a rifle to do this, or you'll need a prayer instead. Start by driving to the blip, then after the cutscene, drive around back. Hop on your car and then over the fence. This is a good thing, as even though you probably won't be able to get total stealth kills, you can at least take them out without taking a bunch of damage. Walk all the way around hitting R1 to target people and take them out fast. Towards the warehouse is a set of blocks with armor on it. Grab the armor and watch the two forklifts drive to you. Manually blow up the crates there to set off a nice chain reaction that'll alert the attention of the people in the warehouse. As they run out, pick them off. Head inside and just target, shoot, and move until everyone is dead. Grab the cash/ammo they drop, as well as the AK under the stairs and get to the office up top. There are armor/health pickups along the way, which is why I put low difficulty. You get two lives basically. Once the Russian arms dealer starts to run. Follow him close. Here are some

of

ways to kill him, since I did the mission a few times. Hard: Let him go into the car and follow him on the PCJ, doing drive-bys until he explodes. Medium: Shoot him a LOT before he ever makes it to the car. He has a ton health, but some AK shots to the head drop him in a few seconds, and a shotgun does a pretty nice job too. Easy as pie: Follow him, don't even bother shooting. When he runs to the Banshee, get in and back over him. Tada, mission passed and all the Ruskies are gone. I fell over laughing that I didn't figure that out the first time, but now you can revel in my genius.

--------------------------------------------------------------------------Mack Morely has this suggestion:

you

When you get to the back room of the warehouse, do NOT go in the room. Kill the two Ballas from the doorway and go to the left of the door. If stand against the wall to the left of the door, you can see at least a

part

of the arms dealer. Just shoot whatever part of him you can see until he's dead. He won't even move if you don't enter the back room. --------------------------------------------------------------------------Reward: Not a dilly-damn thing, except Sweet called me afterwards and said that Ammunation was open. So check that out.

############################################################################## # G. Sean "SWEET" Johnson, THE RETURN (Part II) (555IVg) 1. *Doberman* (555IVg1) Difficulty: 3/10 This is your tutorial to gang warfare. Start by heading into Ammunation and picking up some armor, maybe a shotgun and an SMG. Whatever you like, but head to the Ballas turf in Glen Park next. Find a group of 3+ Ballas and blow them away. A turf war has now started, here's how it works for THIS mission. Three waves of lightly clad Ballas attack and you can kill them without even flinching. Target, shoot, target, shoot, repeat, repeat, repeat. When they're all dead, track down the bad homie on the radar and waste him however you like. Reward: Respect earned. 2. *Los Sepulcos* (Must be started between 9:00 and 17:00) (555IVg2) Difficulty: 4/10 Sweet wants revenge on the Ballas, and they're all going to be at a big funeral in Vinewood. One of the biggest names in the Ballas, Kane, is going to be there out pretty much in the open. You have four minutes (very generous) to get to the cemetery. Once you get there, follow the instructions given to you, and head STRAIGHT for Kane. Ignore all other Ballas. If you have body armor, you win. Run to Kane, let your homies take care of the rest. Pump Kane full of AK/Shotgun lead, and finish off the rest of the Ballas. Get in Sweet's car and drive home. You have a two-star wanted level, so one cop might follow you. Not a problem; it goes away after the mission completion. Reward: Mas respeto. 3. *Reuniting the Families* (555IVg3) Difficulty: 5/10 To do this mission, the following six must be completed: Sweet's Los Sepulcos; Ryder's Robbing Uncle Sam; Cesar's High Stakes, Lowrider; OG Loc's House Party; Big Smoke's Just Business; and Tenpenny's Gray Imports. If any of those six are NOT completed, this mission will not appear. You also need some respect (i.e. taken over territories) to get this. There are so many parts to this mission it's ridiculous. But man, it's a lot of fun. Part 1: Drive the Grove to the motel and watch the police ambush. Start targeting all the SWAT you see. The higher your AK/SMG stat, the easier this mission is. Hitman makes this far easier than it should be. You can skip this part if you want, but I suggest it for the money and ammo. Part 2: Inside the motel. When you enter the hotel, there is a vending machine that dispenses health soda. The game tells you this, so it's not really a secret everyone. This is just a room-by-room sweep of the motel. See SWAT, target SWAT, blow SWAT's face away. They will drop from the ceiling, roll in front of you, and hide behind boxes. Spam R1 like your

life depends on it (CJ's does). Head up the stairs and through the hallways until you meet Sweet. Part 3: Chopper attack. When you get to the roof, a chopper with four SWAT firing from it appears. Kill the SWAT, then manually aim at the chopper to take it down. I think it's just constant fire, since I couldn't find a fuel line or a way to shoot the pilot. Steven G says: There is a blue arrow pointing at the rotating blade just below the main rotor. Shoot there a few times to take it down. Part 4: Escape. Follow Sweet and get in the car with Ryder and Smoke. This is the most annoying part of the mission since you have to destroy the police cars; you can't get the driver. You have infinite ammo, use it. Try to set off chain reactions by blowing one car into another and saving yourself some heartache. Keep the cops off until Smoke goes through a car wash and the AK jams. You've won at this point, but watch the awesome cutscenes and celebrate. You're one mission away from getting out of Los Santos. Oh, and keep an eye on the billboard before and after you go through it. Reward: Respect earned. 4. *Green Sabre* (555IVg4) Difficulty: 4/10 This is the final mission for Los Santos. Completing this mission removes all of your guns and turns LS into a festering pile of crap. Finish everything you want to do in LS before doing this mission. Sweet is planning to roll on the Ballas. Before you get a chance to go, Cesar calls and begs you to come see what he has to show you. Drive to the blip where Cesar is and watch Smoke, Ryder, and Officer Tenpenny show their betrayal to the Grove. Once the scene is over, Sweet's health bar appears under the HUD. It starts dropping really quickly, so pause to the map and plan your route out. Once you get there, start blowing Ballas away. If you've got hitman in AK or at least SMG, this is pretty damn easy. Do the tried and true, "target, shoot, target, shoot, repeat" strategy, this time mainly going for cars. Once the last Balla dies, the screen goes black and you find yourself in the back of Tenpenny's car. You're now in the middle of nowhere, the Badlands, Angel Pine. Reward: Respect earned. ****************************************************************************** * V. *The Badlands Walkthrough* (555V) The Badlands is a very large area. If you have the cash, I suggest you buy as many save points as you can afford before doing some of the missions. A. OFFICER FRANK TENPENNY, I STILL LOVE YOU SAMMY (555Va) 1. *Badlands* (555Va1)

Difficulty: 3/10 Fairly easy mission. Pick up some Body Armor and an SMG from the Ammunation nearby, or hunt behind the trailer parks for a Tec9. Head up the mountain on a Sanchez until you get near the cabin. There are quite a few ways to do this. You can sneak up behind the cabin and kill the guy right as he runs out, then wipe out the feds and take a picture. You can chase him down and drive-by him until he gets out. You can blow up his car before he gets in it. Do whatever you like; the only thing you can't do is blow him up in his car, since you need a photo of his body, not his ashes. Head back to the trailer park to end this mission and get a phone call from Cesar. His cousin Catalina is staying in Dillimore, and you should head over. Edit: Apparently you CAN blow up the car. The body just hangs out the window and you photograph it. Reward: Respect earned; Catalina opens as a boss. ############################################################################## # B. CATALINA, IT'S THE BITCH FROM GTA3 PART I (555Vb) 1. *First Date* (555Vb1) Catalina, the ? on the map, is robbing a diner when you walk in. The whole mission is just the cutscene of you meeting her and a description of what you have to do. There are four robberies you commit with Catalina: the gas station in Dillimore, the OTB in Montgomery, the liquor store in Blueberry, and the bank in Palomino Creek. You can do them in any order. 2. *Tanker Commander* (555Vb2) Difficulty: 2/10 You don't HAVE to do this first, but it's right there, and it's fairly simple. Nearly everyone does this as their first robbery, and I did too. Head over to the gas station and follow the ingame instruction. Make sure that the cab is backed perfectly in. Being off a little won't attach it. When you start to pull away, the gas attendants follow. Ignore them. They will crash, or flip, or fly into the water if you just drive safely. Use the pause menu map to plan a route and just drive slowly and steadily. No insane stunts or hairpin turns. If the cab detaches, you fail. Park in the blip and watch the attendants run into the gas tanks. Teehee. Reward: $5000, RS Haul Tanker missions open up. ############################################################################## # C. THE TRUTH, HIPPIE EXTRAORDINARE PART I (555Vc) 1. *Body Harvest* (555Vc1) Difficulty: 2/10

of

The cutscene for this is awesome just because seeing Tenpenny stoned out his mind kicks ass. Tenpenny wants The Truth to give him some more weed, so you have to do The Truth a favor. Drive to "The Farm". Drive around back, break through the fence, and take the harvester. There are two ways to get out of The Farm. The first is to just take the combine harvester and use it as a body harvester, but take more damage and possibly explode, or to drive forward to each group of hicks, step out, own with SMG fire, then get back in. Either way works, and either way you get to drive to The Truth's farm. The harvest has front wheel drive, so steering is a little screwy. Go slow, don't try any stupid crap, and park it in the garage. Cesar calls afterwards and needs you to talk to him. Reward: Respect earned.

############################################################################## # D. CESAR VIALPANDO, OH BOY A CUT SCENE PART I (555Vd) 1. *King in Exile* (555Vd1) It's just a cut scene back in Angel Pine between Kendl and Cesar about Smoke's betrayal. Catalina calls after this, however, so let's go back to her. ############################################################################## # E. CATALINA, FIRY MEXICAN PASSION PART II (555Ve) 1. *First Base* (555Ve1) This is the cut scene you get for your second meeting with Catalina. You get to go out robbing again. Remember, you can do these robberies in any order. 2. *Against All Odds* (555Ve2) Difficulty: 3/10 This is surprisingly easy as well. Drive to Montgomery and enter the ITB betting place. When the alarm goes off, you get a two-star wanted level. Ignore it. Place a remote explosive on the door and blow it off, then put one on the safe and blow it off. When you step out, you now have a fourstar wanted level. It's a special four-star level, since for some reason, there are almost no SWAT units. Head to the Pay N' Spray in Dillimore to remove the rating, then back to Catalina's cabin. Reward: $2000, Cesar calls and opens up for street racing. 3. *Gone Courting* (555Ve3) This is the cut scene you get for your third meeting with Catalina. 4. *Small Town Bank* (555Ve4) Difficulty: 4/10 Head to the bank in Palomino Creek for this mission. Don't bother trying

to keep the hands of the people up. No matter what, one of their hands

will

go down. You have a three-star wanted level once the alarm is hit. When Catalina starts yelling at you (surprise!), bash open all three ATM machines and follow her outside. Catalina can't shoot well at all, so stay slightly in front and shoot all of the cops that are on the roofs, sides, behind crates, etc. Once they're dead, two motorcycle cops pull in. Take them out and get on the bikes. Try to follow Catalina, but don't worry if you can't. She eventually gets knocked off her bike and is trapped by the cops. On the way to her, pick up the police bribe. Kill all of the redneck cops around Catalina and take one of the Ranchers back to her hideout. Reward: $10000 5. *Made in Heaven* (555Ve5) This is the last cutscene for the robberies with Catalina. 6. *Local Liquor Store* (555Ve6) Difficulty: 5/10 I hated this mission. It's not really that hard, just annoying. Head to

the

all

liquor store in Blueberry and watch the quadbikers rob the store before you can. You get to follow them in a chase! Catalina still can't shoot for her life, so shoot them down yourself if you can. You can forward drive-by on a quad, so get right behind a bike and kill the guy. The quad handles like CRAP on roads, so stay off road! It doesn't handle well at really, but stay off the roads as much as possible, making note not to

miss it

any bridges. Whenever you kill a quadbiker, he drops a briefcase. Ignore unless you can pick it up while still moving forward. Kill all three of them, retrieve the cases, and head back to the hideout. We're finally done with Catalina's nonsense. Also, since so many people wanted this obvious trick added, you can just park a Sanchez or something outside of the store and grab that instead of the stupid quad bike. Reward: $1000, and a sigh of relief.

############################################################################## # F. CESAR VIALPANDO, OH BOY STREET RACES PART II (555Vf) 1. *Wu Zi Mu* (555Vf1) Difficulty: 2/10 I put this race as very easy since you can use whatever vehicle you want. You can do this a few ways. Take an SUV, like a Rancher for a mix of off and on-road speed, take a Sanchez for off-road mastery, take a Buffalo for on-road speed, or do what I did: Take a Linerunner or Tanker. These huge things can pick up a ton of speed and bang the other cars into the rivers, making this race pathetically easy. Make sure to go around the

barn jump if you have one of these though. You can't fit under the barns. Edit: Some people have complained that you can't use a Sanchez. I was able to, but as I understand it, your vehicle needs to have at least four wheels. Guess I got lucky with a glitch. Reward: $5000 2. *Farewell, My Love...* (555Vf2) Difficulty: 4.5/10 Hey, everyone! It's the GTA3 guy! And his name is Claude! Everyone say "Hi GTA3 guy! Fido was a cooler name than Claude anyway!" Francis Santos-Viola has this spiffy info: You mentioned that the GTA3 guy's name is Claude. His full name is Claude Speed, and he is, in fact, also the GTA2 guy. Rockstar made a little movie about him at this link: http://www.rockstargames.com/gta2/downloads/movie.html This one is quite a bit harder, since the course is harder to beat going backwards than forwards, since you can't get an early lead very easily. Try not to cut corners, since the ZR-350 doesn't go off-road well. Also, there is no barn jump. Go around instead of crashing into a wall of hay like I did. Get some speed and a good lead when you finally get some straightaways and make sure not to flip into the ocean. A good trick for this is to get first up until a bridge, then park at the entrance to the bridge, covering the whole thing. The other drivers will swerve into the river most of the time, or run into you and lose momentum at least. Reward: Property in San Fierro. Thanks to Bob Smith for some tips on these two races. ############################################################################## # G. THE TRUTH, IT'S LIKE, A MISSION, MAN, WHOA PART II (555Vg) 1. *Are You Going to San Fierro?* (555Vg1) Difficulty: 2/10 Yes, in fact we are going to San Fierro after this. Once you've done all the other missions, The Truth calls, and you now have his payment for all of the weed. Unfortunately, the cops have spotted the fields and you have to burn them all with your handy Flamethrower. Stand in the middle of a few patches and spray from side to side. Repeat this for all the rows, and you should have about two minutes to spare when you get to the van. The Truth hands you a rocket launcher with ten shots and tells you to shoot the chopper down. Do it fast! The chopper hovers for a second right as you get the RPG, take it down in one shot. You get to keep all the rockets you don't use. After the chopper hits the ground, get in the "Mothership" and drive to San Fierro, enjoying The Truth's commentary. Reward: Respect earned, missions begin in San Fierro. BONUS POINT by John Doe: After you shoot the chopper down, get into the Mothership and then out of it. You can now commit crimes, such as going to

Las Venturas or Area 69 with no penalties except for a slight hit to your meaningless criminal ranking. ****************************************************************************** * VI. *San Fierro Walkthrough* (555VI) Ah, beautiful San Fran--Fierro. Finally, a new city. A. CARL JOHNSON, THE RUN-DOWN GARAGE OF LAME (555VIa) 1. *Wear Flowers in Your Hair* (555VIa1) Difficulty: 1/10 This is your intro to San Fierro. Drive to the gas station to meet Jethro, the hospital to watch a cut scene, the hot dog stand to meet Dwaine, the police station to watch a cut scene, and finally, Zero's to talk to him. Head back to the garage. Just take your time, enjoy the sites, and don't flip your ride. Reward: Nada, Zero calls and says you can come buy his shop for $30000. 2. *555 We Tip* (555VIa2) Difficulty: 2/10 This is a Tenpenny mission, but I don't feel like adding a whole new section for this thing. Drive downtown to the Vank Hoff (harhar) Hotel, and follow the valet's car. When he gets out of the car, kill him however you like, making sure that no one sees you. Take the uniform and head back to the front of the hotel. Wait for the DA to arrive, ignoring all cars before his. You have four minutes to head to the garage. You can hit cars on this trip, just don't get a wanted level. Get to the garage, then get back Downtown on the same timer, this time making sure not to get a scratch on the car. Park the car, run outside, and watch the cutscene. Reward: You can now do the Valet side mission. 3. *Deconstruction* (555VIa3) Difficulty: 2/10 The timer for this starts as soon as you hit the first portable. Steal a Dozer, preferably from the guy driving one, since he gets annoying if you don't kick him out. Get some speed and ram all of the portables, making note not to run into the explosive barrels. Keep your speed up to make sure you don't get pulled out. You can also use the huge crane in the middle of the site if you feel like being risque. After they're all destroyed, the timer is removed and you can go on to part two. Take the Dozer and push the porta-potty into the ditch. Then get in a cement truck and back the Dozer STRAIGHT into the blip. It has to be straight. It can't be even a little off, and it has to be backwards. Fill the hole to complete the last mission for the garage. Reward: Nothing. Jethro calls and opens up Driving School for you. ############################################################################## B. BIG SMOKE'S COURIERS, DUMBEST MISSIONS EVER (555VIb)

These are *NOT* required for 100%! It's been confirmed by a few people now.

They are also not needed for storyline completion! I have this section here just because people ask so many questions about them. 1. *Big Smoke's Cash* (555VIb1) Difficulty: 2/10 Every Monday and Friday in game time, Cesar calls saying that the cash is leaving Los Santos. He's carrying six packages, ram the Patriot to get up to six packages. Destroy the Patriot to end the mission and complete it. You have until it reaches Pier 69 of San Fierro. Reward: The cash from the pickups. 2. *Yay Courier* (555VIb2) Difficulty: 2/10 Every Wednesday and Saturday in game time, Cesar calls saying that the yay is leaving San Fierro. He's on a Sanchez, so get one yourself to follow him without losing traction. Kill him fast, since putting a hole in his backpack makes you receive less money. Kill him to end the mission. Reward: Cash for turning in the yay. These missions must be completed before the ten Syndicate Missions are completed, the last being Yay Ka-Boom Boom. Cesar will stop calling after that point.

############################################################################## C. SYNDICATE MISSIONS, TOO MANY DIFFERENT PEOPLE FOR SEPARATE SECTIONS (555VIc) 1. *Photo Opportunity* (555VIc1) Difficulty: 2/10 This is just a simple, "Let's drive long distances in crappy cars!" mission. Head out to southwest Blueberry and pick up Cesar, listening to what he has to say. Head down to Angel Pine, where we just spent half of our last missions. Get up on the roof and get ready to take some pictures. Picture Picture Picture Picture

1: 2: 3: 4:

Ryder, as he steps out of his truck. T-Bone Mendez, as he steps out of his car. Dude in a suit, as he steps out of his brown sedan. Jizzy B, just as he steps out of his Broadway.

Make sure you get a picture of their faces. A side shot does not count, and missing one shot fails you. Take the shots and head back to the garage in San Fierro. Whee. Reward: Respect earned. 2. *Mission: Jizzy* (555VIc2) Difficulty: 3/10 A step up from the last one, this is "Drive a car and kill things too."

First, drop Jizzy's girl off at the hotel downtown, then head over to Hashbury (the two minutes is very kind), and kill the pimp. Next, head underneath the overpass in Doherty and kill the two guys beating up Jizzy's girl; the health bar is also very kind. Finally, head back to Downtown to find a priest and his protection assisting the whore off the streets. Concentrate on the limo and let it catch fire. Once it explodes, the protection will stop and get out. Run them down or shoot them. You get a two-star wanted level AFTER the mission, so head out and save. Reward: $3000; Respect earned. Woozie calls and opens for business. Stick to the Syndicate for now. 3. *T-Bone Mendez* (555VIc3) Difficulty: 3/10 Head over to the vehicle and get on the PCJ. Pick a thief and follow him. You can either drive-by him and kill him, or just get right behind the bike and take the package off with L1. If you do the latter, the thief

will

of

pursue and shoot you for a while until he gets bored, or something. After five minutes, the thieves will start making a run for their rendezvous points. Take them down before they get there, but you should have plenty times. Once you get all the packages, head back to the Pleasure Dome. Reward: $5000; respect earned. 4. *Mike Toreno* (555VIc4) Difficulty: 5/10 This mission sucks because there are so many ways to fail. You start with a 5:30 time limit and you have to do a whole lot, and do a lot of different things. Start by getting in the car and driving to the construction site behind your garage in Doherty. Oh no, wrong spot. Go through the site and down onto the road below, cutting across the railroad tracks and some grass. Head into the docks area and then...wrong spot.

Head

all the way over to the Easter Bay Airport. The game confirms for you that this is indeed the final spot. Once you get there, a signal meter starts to come on. Usually the van is on the far runway, but watch the road and don't fly into the ocean like I did the first time. Once the van is located, the timer goes away and you can go to work. Drive-by and ram the van until it smokes. Do not let it explode! Mike is

in

the van and if he dies, you fail! Let the van come to a stop, then drive away a bit and pick off all of the goons. Watch the cutscene with Toreno, then blow up the van, preferably with a shotgun or something that'll do it fast without wasting ammo. Get in the Stretch and leave the airport. As soon as you get out of the airport, you get a three-star wanted level. Hit pause and plan your route. Don't get caught on the lower freeway, since you'll have no way to get to a Pay-and-Spray. Once you spray the limo,

just

drive back to the Pleasure Domes. No one is allowed to die in this mission. If Jizzy, T-Bone, or Mike dies, you fail. I think I let everyone die at

least once before everything finally came together. Edit: You can also just drive straight to the airport. The signal meter will show up and all is well. It kind of cuts off all the dialogue, but it saves a lot of time. Reward: $7000; respect earned. 5. *Outrider* (555VIc5) Difficulty: 4/10 You get a call from Jizzy when you step into the circle at your garage. He needs you to run some support for a business associate. Get to the car by the Xoomer station, then head to the van. Grab the Sniper Rifle and Rocket Launcher and get on the Sanchez. Floor it to the first road block, getting as much time between you and the van as you can. Every second helps. The first roadblock can be taken out with just two rockets. Fire them at the closest end of the cars and move on, making sure not to catch your bike on fire. At the second roadblock, fire a couple of rockets and snipe the rest down. Take an assault rifle or SMG and pick off the snipers from the windows. The third roadblock is just the same, but by now the van should be starting to catch up. At the fourth roadblock, clear it and wait for the

van to show up. Escort it to the compound to complete the mission. You get stuck with a three-star wanted level afterwards, so go save. Reward: $9000; respect earned; you get to keep the weapons. 6. *Snail Trail* (555VIc6) Difficulty: 2/10 I gave it a two just because it's so hard to not get antsy and blow your cover. This mission takes so much longer than it needs to. First, pick up the sniper rifle and head to the Sanchez parked out by the station. When you get towards the train, it speeds off. You can't catch the guy in it yet, so don't try. Follow the train all the way to frickin' Los Santos,

and

let him get out of the train. Follow him slowly to his cab, and then follow him even more slowly to the docks. He's really easy to follow, just don't be impatient. When he finally gets to the docks, park as close as you can without being too close, and snipe the first guy. The second guy will run around like an idiot, so don't try sniping him. Run up to him and blow him away. Reward: Not a damn thing, and you get to drive all the way back to San Fierro! Oh boy! Screw you Tenpenny. 7. *Ice Cold Killa* (555VIc7) Difficulty: 2/10 Whee, another easy one. Drive to the club, and do what everyone and their grandmother has e-mailed me about. Shoot the tires out on the parked Broadway. You'll see why later. Step into the blip and watch the short little bit, and follow the instructions. Climb up the scaffolding, on to the roof, and into the Pleasure Domes. Walk around or just jump down and you'll watch the cutscene with Jizzy.

After that, run like hell, since everyone is shooting at you. Get out the door and watch Jizzy run to the Broadway...which has no tires. If you still have the rocket launcher from a while ago, use it. If not, get in the Stretch and start ramming the car, which doesn't go very far. Do drivebys, whatever. When Jizzy gets out, kill him and take the phone. Reward: $12000 + Respect earned. 8. *Pier 69* (555VIc8) Difficulty: 3/10 Here's what it takes to beat this mission: The ability to hit R1 and L1, or maybe Circle, depending on what you prefer. I like the new L1 fire. Head over to the pier and meet Cesar. Run up the stairs and grab the Sniper Rifle. Pick off the guards with like seven total shots, saving your ammo. After the cutscene, pick off as many as you can see from the roof, then run back down the stairs. Use the tried and true R1+L1+Repeat strategy while moving up the pier, wiping out everything. Get a good view of TBone, pull out the Sniper Rifle, and blow a hole through his head, and then shoot him again when he's down for good measure. After he dies, watch Ryder flee into the ocean. Dive in after him and tap X in the water to sprint-swim. You can't catch him yet, but get to the boat and follow him. Pull up along side of him and match his speed, then let loose with a hail of drive-by. When his boat catches fire, steer away. When the boat explodes, you win. You can also do what I did and jump onto his boat, then cut off his head with a Katana and scream out a warcry. Edit: You can also just snipe Ryder. A lot of people did it that way. Make sure to stay away from the giant tanker in the docks. For some reason you get an instant FIVE stars for going near it. Get to shore without going within the bounds of that tanker. Reward: $15000 + Respect earned. 9. *Toreno's Last Flight* (555VIc9) Difficulty: 3/10 Kay, so like totally drive to the helipad and run over all the dudes that are like shooting at you, right? Then kill the rest and run up to the helicopter, but *shocker* it gets away. Grab the rocket launcher, get on the PCJ and haul ass onto the freeway to catch the chopper. Just follow it for now. Let it get to the countryside, and it'll stop and face you while hovering for a few seconds. Take one well aimed rocket and blow it out of the sky. You can take it down earlier, but you better have good aim. You only get five rockets. When the chopper goes down, you win the mission. Reward: $18000 + Respect earned. There is one more Syndicate mission, but we have to go see Wu Zi Mu first.

############################################################################## D. WU ZI MU, HEY GUYS HE'S BLIND NO REALLY I SWEAR -- BLIND (555VId) 1. *Mountain Cloud Boys* (555VId1) Difficulty: 2/10 Did I mention that Woozie is blind? Yea. He's blind. They run that fact into the ground during these missions, so get used to it. Get in a car and head around the block and watch Woozie run into walls and all sorts of random crap. (It's because he's blind.) When the Da Nang start attacking, just use the same old R1+L1+Repeat strategy to take them all down, taking note of the sniper on the roof of the last end. Get in the car at the end and have Woozie start doing drive-bys. Since he takes too damn long to

blow

the cars up, help him out with your own drive-by. Once they blow up, head back to Woozie's place for a reward. He's blind. Reward: $5000 + Respect earned + cheap laughs at a blind guy. 2. *Ran Fa Li* (555VId2) Difficulty: 3/10 Wow, some of the names they mention in this line of missions are pretty funny. Anyway, head to the parking garage in the airport and grab everyone's favorite car, the Manana. It's been one of the worst cars since GTA3, and it still stands as such. Oh, it's an ambush. What ever shall we do? Go through whatever ambushes you see and get on the main road from the airport. Hang a right and follow the road along the eastern side of San Fierro. Tip: Get out of the car and kill the guys on the bikes before you even start going. With them out of the picture, the damage meter won't be a

problem at all. Park the car and claim your reward. Reward: $6000 + Respect earned. 3. *Lure* (555VId3) Difficulty: 3/10 This is just a whole lot of driving and not a lot of fun. You get to drive out to the wilderness and do a checkpoint race against idiotic opponents. Start the checkpoint bit by doing a quick drive-by on each of the motorcycles. You can't kill the driver, but you can take out the gunman, making the damage meter again, not a problem. Just drive safely, and if you feel like having fun, try forcing the motorcyclists into the water. Just follow the path, making sure not to flip, and park out front of the 24/7. Watch the cutscene and trek back to San Fierro. Note: This is one of the few missions that uses the Trip Skip feature. If you fail the checkpoint section but make it to the Badlands at least, head back to San Fierro and restart the mission. Hit right on the D-pad and it will take you to the start of the checkpoints. A nice time saver. Reward: $8000 + Respect earned. 4. *Amphibious Assault* (555VId4) Difficulty: 3/10

You need 20% lung capacity to do this mission. Obtain more lung capacity by swimming underwater (this will take maybe 30 minutes of work) or by collecting hidden oysters throughout San Andreas (total of 50). He's still blind. Head to the docks and follow the instructions to get to the bay. Listen to the information about the guards and stay underwater as much as possible. If you have to come up for air, do not move. They won't detect you if you are stationary. Get to the tanker and swim under it, then pull yourself onto the dock. Pick up the knife and try to be stealthy if you like. If not, blast your way through. I got about halfway and got bored, so I just whipped out the AK and went to town. Plant the bug and get off the boat. Take note that the guards will still shoot at you, so don't do what I did and try to steal a boat. They're still manned with gunners and backup. Swim to shore to complete the mission. Reward: $11000 + Respect earned. 5. *The Da Nang Thang* (555VId5) Difficulty: 4/10 This mission will strip you of all of your weapons except a knife, so kiss them goodbye while you have the chance. The first part of this mission is pointless. I thought it was going to be a

fun raid on the ship, but don't even bother firing. You'll get hit by an RPG no matter what and your helicopter crashes into the ocean. Swim to the pink blip and start the main part of the mission. Perform a stealth kill

on

the nearest Da Nang and take his shotgun. Try to be stealthy for now, since you don't have much ammo. Kill the three guards on top of the boxes, and head over to the second set. There will be armed guards watching as you come around the corner, so whip out the shotgun or a Tec9 and start firing. Take the guns and get ready to use the R1+L1+Repeat strategy. Check around some corners for a health pickup and fight your way through. Drop down the stairs and watch the quick cutscene. Before you start fighting, climb some boxes on the right to find some body armor and a weapon. Helpful stuff right there. Kill all of the guards while moving forward until you reach the container. Blow the padlock off (you can target it) and start heading back to the bridge. Follow the map and start heading to the cabin. There is one guard near the entrance and two on the following stairs. Take them out until you meet the Snakehead. He tosses you a Katana, and you can either fight him with honor, or just blow him away. With full muscle, it took me two hits to kill him with the sword. Whee. Head back to the Vietnamese refugees to complete the mission, and drive back home. Edit: Yes, you can go all the way back to Ammunation and buy guns and armor after you crash, but come on, is that really necessary? Reward: $15000 + Respect earned.

############################################################################## # E. SYNDICATE MISSIONS II, LAST SAN FIERRO MISSION (555VIe) 1. *Yay Ka-Boom-Boom* (555VIe1) Difficulty: 3/10

you

So anti-climatic that it sickens me. Not even remotely difficult for a mission, much less the last San Fierro mission. Drive over to Downtown and pick up the car with the bomb in it and head over to the crack lab, which is right next to driving school. Do a drive-by on the two gate guards and watch the rest of the guards run out. Don't bother shooting them, just run them all over and head to the blip. Hit the ramp and drive into the crack lab, ignoring all the people there. They don't do anything. Park the car, get out, and again, ignore everyone. You have forty seconds to run out, can run out in ten and take no damage and have no worries. To escape the compound, take out an AK (you can buy them at Ammunation

now,

if you didn't already know) and pop everyone in the head. Go all the way around, killing everyone as fast as you can, but with Hitman on an AK, it's

not even close to a problem. When the front gate closes, get in the Voodoo. You can't hop park the car and hop over the fence, you HAVE to hit the ramp. Stupid, but whatever. Get some speed, hit the ramp, and drive home. That's the whole thing. Piff. Reward: $25000 + Respect earned. You get two cell phone calls after this. One is from the MYSTERY MAN!!! The

other is from Cesar. You can do these missions in either order. If you

want

to get used to piloting, get your license, and do some annoying missions for the MYSTERY MAN!!! If you want to do some quick car-boosting missions for your homeboy Cesar, and unlock the ever-riveting Import/Export crane, go with him. Either way, it's up to you. I'm doing MYSTERY MAN!!! first. Oh, all of the Desert and Las Venturas is open now. Cool beans.

############################################################################## F. ZERO RC, I NOW HATE DAVID CROSS WITH A BURNING PASSION (555VIf) This is not a required strand of missions to complete the story. To start Zero's missions, buy his shop for $30,000 after completion of Wear Flowers in Your Hair. 1. *Air Raid* (555VIf1) Difficulty: 5/10 Five out of ten? Oh nohs! It's really not that bad if As you talk to Zero and realize how pathetic this guy attacked by Berkley's RC Barons and Goblins. Take the and start shooting! Do not let go of the trigger. The

you have good aim. is, you are suddenly minigun (sweet), gun takes too long

to wind up. Use the minimap to see what's coming and take the toys out just as they appear on your screen. Some of them will get past you, just make sure you minimize how many actually do. The last forty seconds are crazy, make sure you have at least 25% health left before this time. The toys come from all sides and you need to focus on an area and take them out, since it's impossible to get them all. If just one transmitter survives, you win. Sort of. You win the chance to go on to an even more horrible mission. Reward: $3000 2. *Supply Lines...* (555VIf2) Difficulty: 7/10 This is the first mission that I've seen a ton of people have problems with. It took me about five tries. It just takes patience. The key for this is to plan your route. There are five couriers: Target 1: A van right at the start. Shoot his van and he gets out, then rail him again to kill him. This should take no more than five seconds. Target 2: A bicycle just to the left. Turn around and get behind him. Fire until he gets off, then shoot him again. This shouldn't take very long either. Target 3: Another van down the street. This guy won't get out of the van when you shoot him, so get behind him at a steady speed and unload until he catches fire. You should have these first three down in about thirty seconds, and no more. You need all the fuel you can get now. Target 4: A Sanchez towards Downtown. This is your first difficult target, and it takes some practice. Get behind him at a steady speed and follow him as soon as you start shooting. You need to blow him up before he gets his speed up, or else you'll never see him again. It's all about timing and practice, and once he's gone, you should be free for this mission. Target 5: A third van northeast of the Sanchez. You should have about 50% fuel after target four, and if you do, you've got this made. Get behind this van as well, follow him for a bit, and then unload until the van catches fire. As soon as it does, start high tailing it back to Zero's. When you can see his pink blip on the roof, start decelerating and land somewhere near the spot. It doesn't have to be exact. I had about thirty seconds of fuel left when I finally got this mission down. --------------------------------------------------------------------------Alternate Strategy by Deadly Samurai: The way I beat this mission with fuel to spare is to take off, cut left, and just shoot the van until the driver gets out. Don't kill him yet! Next, go left again to shoot the biker to make him get off the bike. Don't kill him either! Both of these guys will chase after you, so go west now and blow up the van. I find getting right up in front of him works best. Now wait. You do not burn fuel while idle, so position the plane on the street accordingly and just wait. The first two guys will come after you,

and shoot them down as they appear on the street. You should still have a 95% full fuel tank at this point simply by being patient. This should be more than enough to go north after the last two guys and get back to Zero's roof. I got back with about a quarter tank of fuel left. You still need to position yourself correctly to kill the last two guys, but if you follow this strategy the pressure is off, and you won't be as frustrated even if you fail because one of the couriers kills you because this strategy is nearly foolproof. --------------------------------------------------------------------------Reward: $5000 3. *New Model Army* (555VIf3) Difficulty: 4/10 Whee. Much easier than the last one. First thing first, get a feel for the controls. The Goblin handles like crap and you really need to get used to how it maneuvers. Next, mute the game. David Cross' voice is so annoying in these missions, it's disgusting. Next, pick up a bomb and head to a red blip on the map. It's a tank. Blow it up now before it becomes a problem later. Repeat for the other two. Ignore the helicopter. You can blow it up if you like, but it's not worth the hassle if you ask me. Now, take a plank to each of the two broken waterways and set it down in the middle so that it makes a bridge. You should have about 4:30 left at this point on the 8:00 timer. Move the barrels that block Zero's path until he gets to his destination in Berkley's territory. Tada, you're done with this douchebag for the rest of the game (I hope). Reward: $7000, Zero's RC becomes an asset that collects $5000 daily. ############################################################################## G. BACK TO SCHOOL, MORE LIKE DRIVING UNIVERSITY FOR THE GIFTED (555VIg) This is not a required strand of missions to complete the story. Located in Doherty and unlocked after Deconstruction. There are twelve challenges, you need bronze in each to complete this mission, and to get credit for 100%. Gold is NOT required, but fun to try for. If you're into masochism that is. The Hotknife is so worth it. 1. *The 360* (555VIg1) Difficulty: 1/10 Hold X and Square and press left. Easy. Get gold by getting back into your starting position and heading. 2. *The 180* (555VIg2) Difficulty: 2/10 Speed to the cone, hit R1 and wheel around it, then park. Get gold by parking perfectly straight, and doing this as fast as possible. 3. *Whip and Terminate* (555VIg3) Difficulty: 2/10

Hit square and powerslide the corner, then park. Get gold by parking perfectly straight, and doing this as fast possible. 4. *Pop and Control* (555VIg4) Difficulty: 2/10 This is a simple wave with a blown out right rear tire. Get gold by parking perfectly straight in the allotted time. 5. *Burn and Lap* (555VIg5) Difficulty: 4/10 Annoying. Do five laps of tight 180 turns without hitting a single cone the entire way through. Get gold by finishing in under 36 seconds. 6. *Cone Coil* (555VIg6) Difficulty: 3/10 This is a fun one. Speed around the cones, do a 180, then come back and park. Get gold by parking perfectly straight at the end. 7. *The 90* (555VIg7) Difficulty: 7/10 I got gold! The key is to not try to compensate for the spin at all. Hit just the handbrake and spin from the right side, landing the nose in first and letting the back follow its way in. It just takes some practice and a bit of notetaking to know when to start braking and when to slide. Good luck. Get gold by parking utterly ****ing perfectly. 8. *Wheelie Weave* (555VIg8) Difficulty: 4/10 Get near the ramp to go up on two wheels and stop in the circle. Get gold by parking in the center of the circle, facing straight. 9. *Spin and Go* (555VIg9) Difficulty: 4/10 Start by using R2 and L2 to look behind, then whip around without hitting any cones. The time limit isn't too bad, so don't go at full speed. Get gold by parking perfectly straight. 10. *P.I.T. Maneuver* (555VIg10) Difficulty: 3/10 Get to the side of the car and push its right rear tire to spin it out. Get gold by forming a perfect T with the target car, and touching the center of the car. 11. *Alley Oop* (555VIg11) Difficulty: 4/10 This one is awesome. Hit as close to the side of the ramp as you can without missing it. Force your control stick to the side you want to rotate and lay off the gas. Get gold by parking perfectly straight and making a perfect barrel roll.

12. *City Slicking* (555VIg12) Difficulty: 6/10 This one the road you slow and work seconds.

BLOWS. You have to speed down the streets, using the middle of the whole time. Make a right at the Burger Shot and make sure down quickly at the turns. Go DIRECTLY through the checkpoint back. Get gold by taking no damage and finishing in under 100

Reward for all Bronze: Super GT parked outside. Reward for all Silver: Bullet Reward for all Gold: Hotknife, not found anywhere else in the game. You get a driving skill upgrade for every gold medal you get. It's kind of catch 22, since to get some of the golds, you have to have really high driving skill (cough, CITY SLICKING, cough), as well as a large upgrade just for completing it. ****************************************************************************** * VII. *The Desert Walkthrough* (555VII) A. MYSTERY MAN!!!, OK, IT'S MIKE TORENO, ENOUGH OF THAT CRAP (555VIIa) 1. *Monster* (555VIIa1) Difficulty: 3/10 The Monster truck is really a fun ride and it's not really a hard challenge. Just use your minimap to keep an eye on where you're headed and watch the icons inside the checkpoints, as they will tell you where you're headed. If you're like me and use R1 for all your turning, DON'T here. The 4-wheel steering does funky things on turns, and takes them a lot different than a handbrake turn would. Stick to the regular brake. You can go over any hill or whatever, except for rocks. The big rocks in the ground will flip you like a pancake. You do not have to get first to complete this mission, simply break 6:30. 4:20 is the top time. Toreno calls after this and wants to talk to you back at the ranch Reward: $1000 for 5th, $2000 for 4th, $3000 for 3rd, $4000 for 2nd, $5000 for 1st. 2. *Highjack* (555VIIa2) Difficulty: 3/10 Damn, this is a fun mission. Haul ass onto the freeway, leaning forward on the bike to maximize your speed. The faster you catch up to the truck, the better. There IS a sort of time limit here, so be wary of it. If you enter Foster Valley before Cesar can overtake the truck, you're screwed. Line up Cesar to the cab of the truck and stay there for 5-10 seconds. When he starts to pull the driver out, stay there. It takes him a while to pull the

driver out. Once Cesar takes him down, hop off the bike and get in the truck. Head back to the garage, taking note of where an exit is. The tanker can't do any fancy flips, as much as you'd like to.

Reward: $7000 3. *Interdiction* (555VIIa3) Difficulty: 3.5/10 These multi-part missions get really old some times. Start off by driving to the El Castillo del Diablo, making sure to go across the river via a bridge or the Sherman Dam. Zoom into Las Brujas, take the rockets, and grab the Sanchez. Head up the mountain side and drive into the blip. You can't walk into it; I tried. Watch the cutscene and get ready to roll.

Wait

for the helicopters to stop momentarily before you fire. You can hit them while moving, but it's a lot harder to register a hit. Don't shoot straight up either, as a helicopter will land on you and screw you up badly. If you run out of ammo, there's a rocket launcher up there, and if you run out of health, there's a health icon up there as well, next to a parachute. In any case, take down all five choppers and start driving to the pickup. When you get there, look over into the sea. See the helicopter? Yea, take that. It's a Sea Sparrow (hit L1 for a minigun), and will get you there fast. Unfortunately, there's no way to save helicopters, only planes. Fly over to the dropoff, and then back to Toreno's cabin. Edit: Ok, fine fine fine. You can save helicopters after you do the next mission and somehow get the helicopter into the hangar safely and then somehow to pull it safely out without extensive damage. Blargh... Reward: $1000 4. *Verdant Meadows* (555VIIa4) Difficulty: A bajillion/10 Take the Sea Sparrow and fly it over to Verdant Meadows on your map. DO NOT FLY OVER THE RESTRICTED AREA. This is a No Fly Zone and they will blow you out of the sky with rockets and all sorts of crazy weaponry. Just go around and land the chopper. Buy Verdant Meadows, then head around back to the control tower and step in the red circle. Listen to the cell phone call, then save. Pilot school is Hell. Reward: -$80000, but Verdant Meadows is sweet. Oh, and Jethro finally called me about the street races at this point. ############################################################################## B. Learning to Fly (555VIIb) First person helps for basically all of these missions, but I have never used first person in GTA, so it just annoyed me. You must complete all ten challenges with bronze or better to advance in the storyline missions in this game. 1. *Takeoff* (555VIIb1) Difficulty: 2/10

Accelerate, lift the nose up, and retract the landing gear with R3. I'll

be

the first to say that that command should've been L3, but whatever. Fly through both coronas quickly, I believe |FIXED| 30 seconds is gold. 2. *Land Plane* (555VIIb2) Difficulty: 4/10 Lower the landing gear with R3 and tip the nose down whole decelerating with square. Land with the plane almost level to the ground and slow down quickly. Use the rudders to stop in the center of the blip for gold. 3. *Circle Airstrip* (555VIIb3) Difficulty: 7/10 Wow. This is bitch. Pardon my language, but this is really just a huge step

up from the last two challenges. It's ridiculous. Go counter-clockwise, since turning left with the left analog stick is much more natural. Take the plane off, and make sure to retract the landing gear. You will stall

if

you don't. Put it back on if you want to slow the plane down (lower time, more control). Push SLIGHTLY for each turn and use the rudder to pull you through. Gold is 1:00. You should get your pilot's license at the end of this one, but you still have to do the rest of the challenges. 4. *Circle Airstrip and Land* (555VIIb4) Difficulty: 8/10 Bahaha...exactly the same, only now you get to land while speeding along with an unbalanced plane. Use the above strategies, but focus on the landing. It took me about 30 minutes to get silver, and I ended up with 99%. Got 100% eventually though. 5. *Takeoff Helicopter* (555VIIb5) Difficulty: 3/10 Ahh...much better. Take off by holding X and rotate 180 degrees with L2

(or

R2, if you so choose). Push forward on the analog stick while still holding X to get some speed and head towards the corona. Use square to lose some height if you have to. Gold is gotten by being very quick about everything. 6. *Land Helicopter* (555VIIb6) Difficulty: 2/10 for

Cake. Ignore 90% of what the game says. Head to the landing spot, hover a second, then slam down square. Get gold by landing in the center. 7. *Destroy Targets* (555VIIb7) Difficulty: 5/10

gun

Back to Hell. Aim the nose down at the trucks and start firing both the and the missiles as soon as you can. The guns help a lot more than you'd think. You have to get these in one run for gold. Next, head to the moving cars and repeat the strategy. You need some well-aimed missiles for this. Finally, head back to the landing area on the runway. Land in the center, coupled with a fast time, to receive gold. 8. *Loop-the-Loop* (555VIIb8) Difficulty: 3/10 Dip the plane down a bit and head to the first corona. Pull back on the left analog stick and ride it out for a few seconds. When the plane starts to come back down, ease up on the stick and finish. Get gold by doing this in 21 seconds. 9. *Barrel Roll* (555VIIb9) Difficulty: 3/10 The same as the last one, only this time push to the left on the analog stick. It has to be to the left. The problem with this is that the plane tends to go nuts after the roll, but force it into the corona to complete this. Get gold by doing this in 18 seconds. Phil_a_steen says to hold down R2 while barrel rolling to keep control as you make the spin. 10. *Parachute onto Target* (555VIIb10) Difficulty: 4/10 The last challenge! We're here! Just follow the instructions and land on the target for bronze. For gold, hold forward on the stick for as long as you can, and when the parachute comes out, tap back on the stick until you get to the runway. Keep tapping until you are just over the target, then land on the 35. Gold is achieved by a low time and getting on the center. Reward for all Bronze: Rustler found in a hangar. Reward for all Silver: Stuntplane found outside the hangar. Reward for all Gold: Hunter found on the helipad. You get a flying skill upgrade for every challenge completed. Reward for completion: Respect earned + a lot of flying skill.

############################################################################## # C. AIRSTRIP MISSIONS, DAMN MIKE TORENO IS AWESOME (555VIIc) 1. *N.O.E.* (555VIIc1) Difficulty: 3/10 Hey guys, remember Circle Airstrip and Land? Of course you do. Guess what? You get to do it again, except this time, you have an incredibly annoying visibility meter and a less strict time limit. Start by flying through the canyon and out into the bay. Your goal is to get as far west as you can, over towards the beaches of Mt. Chiliad. Stay low, have fun trying to fly under bridges if you want to, then get to the drop point. Make a U-Turn

and start flying back to the airstrip, all the while staying under the radar. If you are caught, you can avoid the Hydras by flowing low under bridges et cetera until they lose you. It's hard to do, and you're better off just retrying. Anyway, make it back to the airstrip and land, but don't worry. You don't have to land in the circle, just land anywhere on the airstrip to complete this mission. This is the last time you have to fly, which really pisses me off that we had to go through all of pilot school just for that. Edit: Or you can be lame and do it the way everyone else does it, which is to fly to the side of the map and then go all the way around. This is one of the additions that I lost to a power failure and forgot to read. Reward: $15000 2. *Stowaway* (555VIIc2) Difficulty: 3/10 This is an AWESOME mission. So much better than the last few that we've had

to do. It made me giddy. Start off by leaning forward on the bike to get a speed boost. Stay on the outside and then cut in. As soon as you touch the ramp, the cutscene will put you inside the plane. Now, here's where pretty much everyone will screw up once. You cannot use a gun in here! You can try, but eventually a stray bullet will blow the plane. Just use you fists, melee weapon, flowers, or a dildo. Beat the agents to death, then take out the guy with the parachute. Grab the 'chute, throw the remote explosive, and stand on the back of the plane. Jump off, detonate it, and watch the fireworks as you come down. Make sure not to land in the military base, eh? Reward: $20000 3. *Black Project* (555VIIc3) Difficulty: 5/10 I gave it a higher difficulty because I know some people will have some problems. I didn't, but it's not that easy of a mission. Start by taking your binoculars and turning on heat vision. Scope in with the Sniper Rifle and start picking off guards. Kill as many as you can. There are two ways to go from here. The first is to be a stealthy sniper by

taking out key targets by sniping them, then going up in a guard tower and sniping everyone until you run out of bullets. You can then drop down, avoid spot towers, and head into the blast doors. The other way is to ignore the existence of the word "stealth", and run in with an AK or M4 with Hitman and just start blasting people away. This is how I did it, and it was a whole lot of fun. When you're detected, just follow the instructions to get to the vent. Shoot it out and drop down.

Once inside, just pick off anyone that comes near and keep your eyes peeled for health and armor pickups. Eventually, you should find a room with a big

out

green radar. Kill everyone around it and step into the circle to cut off the SAM sites. You'll appreciate this later. Anyway, keep running around until you get to a lab. Let the scientist drop his keycard, then head through the doors into the secret area. Wipe out every guard on the stairs and get to the bottom. Claim your prize, a sexy little jetpack, and fly of the base. Outside, you're safe if you disabled the SAM sites. If not, book ass out of there, since a flurry of missiles is coming your way. It

is

very possible to escape without disabling the SAMs. Head to the dropoff point. Reward: Nada, except some Sniper Rifle ammo and Thermal Goggles. The Truth will call afterwards saying to meet him at the airstrip. 4. *Green Goo* (555VIIc4) Difficulty: 4/10

You'll need Gangster or better in MicroSMG for this, just in case anyone was wondering. Fly towards the train and get to the back of it. You can start from the front and work back, but it's easier this way in my opinion. Nail down every guard you see while flying, or standing on boxes. Whatever floats your boat. Destroy each box until you get to the third one, which has the item you need. It's always the third box. It doesn't matter where you start. Once you get the green goo, fly back to The Truth. I really hope that this comes back later in the game, since it seems really cool. Reward: The motherload. $20000, Jetpack delivered to Verdant Meadows, and Verdant Meadows becomes an asset that collects $10000 every day. That'll pay back the starting fee in a hurry. ############################################################################## # D. CESAR VIALPANDO, LET'S STEAL CARS ESE (555VIId) You must complete Back to School and Yay Ka-Boom Boom to unlock these missions. Buy Wang Cars to start these missions at the garage. These missions are not required to advance the story. 1. *Zeroing In* (555VIId1) Difficulty: 4/10 This mission is hard because of all the stupid glitches. Her car likes to warp around if it gets stuck behind a pole for a few seconds, and all the poles in the city are now uber-durable and spin you like a top if you touch them. Get through all of that and follow the blips before they turn gray (cold trail), and get to her car. Spin it out by tapping the left or right of her car, but do NOT total it! The more damage you do, the harder the return to the garage will be. Head back to the garage and park the car for your reward. --------------------------------------------------------------------------Alternate strategy by Cradea2:

As soon as the mission starts, do a quick U-turn to the left, and cut through the construction site behind the garage. Drive straight out on to the road, and the target car should get there about one second later. Crash into her rear fender to spin her out, grab her car, and take the short drive back to the garage. --------------------------------------------------------------------------Reward: $5000; Respect earned; WheelArch Angels opens for car modding. 2. *Test Drive* (555VIId2) Difficulty: 4/10 I have no idea what the point of this mission is. It could've been really simple if you just went straight for the garage, but instead, Cesar wants to screw around. Just follow him for a while. When the police come, get ahead of them. Try to keep them off Cesar, since even though his car is nigh indestructible, it can flip and blow. When he hits his Nitrous, do the same, but slow down when he makes the turn at the end. You will have some left, just let it burn out at a slow pace. When Cesar heads into the alley, back up quickly, then follow him to the garage. Reward: $5000; Respect earned. 3. *Customs Fast Track* (555VIId3) Difficulty: 3/10 This is your intro to the Import/Export crane. Just get used to the crane for a bit, and use the shadow to judge where you need to drop the crate. Don't drop it from too high of a spot, or it will break open and you fail. Anyway, once you break open the third crate (it's always the third), you find the car. But gasp, there's a twist. Here come people to stop your thievery. Not a problem. Target them and kill them, then grab the car and head back to the garage. Drive carefully, as your reward is... Reward: $10000 - damage done to car; Respect earned; Import/Export crane opens up for car delivery. 4. *Puncture Wounds* (555VIId4) Difficulty: 3/10 This is kind of a fun one. Drive your Clover over along the highway until you catch up to the crazy woman's car somewhere near the Badlands. Wait until you can cut right in front of her, then drop the spike strip. You have three chances and infinite time, so don't worry. Just time it right and let it rip. Once her tires are popped and Carl fixes them, drive it back to the garage. Stop at the Pay-and-Spray before you drop it off if you want to, then claim your final rewards. Edit: If you take so long that the car gets to Angel Pine, it's possible to

fail it. However, I have faith that most of you that you'll get it by then. Reward: $5000; Respect earned; Wang Cars becomes an asset that collects

$8000 a day. ****************************************************************************** * VIII. *Las Venturas Walkthrough* (555VIII) A. WU ZI MU, BLIND TRIAD LEADERS ARE FUNNY TEEHEE (555VIIIa) 1. *Fender Ketchup* (555VIIIa1) Difficulty: 2/10 I think we can all concur that this is one of the best names for a mission ever. It's a really simple mission though. Just drive over to the airport, spin some donuts on the runway, get speed, hit some insane stunt jumps, then laugh as the guy wets himself. As long as you don't smash the hood and kill the guy, you win. Drive back to The Four Dragons to complete the mission. Also, you can't use first person view in this mission, which really makes me sad. Reward: $5000 + Respect earned. 2. *Explosive Situation* (555VIIIa2) Difficulty: 2/10 I don't like this mission. There's no freedom allowed in it at all. Anyway, it's very straightforward. Drive to the quarry, grab the Dumper, smash the four dynamite blocks, run to each dynamite stick, grab it, then get on the Sanchez. This is the part that I don't like. You MUST follow the checkpoints, even if you know another way out. Just follow the blips of red light, making sure to keep your speed up since there are a lot of random jumps throughout the course. Once you escape, head down the freeway and drop the dynamite off to Woozie's man. Reward: $7000 + Respect earned. The Quarry Side Missions open up, as do

the

first Heist missions. 3. *You've Had Your Chips* (555VIIIa3) Difficulty: 4/10 Also another awesome name for a mission. This is your test of how well you can shoot stuff. Yay. Head to the factory in a car and jump on the car to hop over the fence. Blow up the car waiting in front, then head into the warehouse. Kill a few people, then back out. As they run to you, pick them off one by one until most of them are dead. Run and take out the rest. You can destroy the machines however you like. I set up Satchel Explosives and detonated them all at one time. After you blow them up, a few Mafia men in an Admiral show up. Blow them to bits, then drive back to the casino. Reward: $10000 + Respect earned. The Casino start point now moves, and

your

next bosses for this strand are all sorts of people, much like the Syndicate section above. ############################################################################## #

B. THE TRUTH, NEVER LET BRITS GETS HIGH, EVER(555VIIIb) When you step into the marker at the Four Dragons, The Truth calls for one quick mission. 1. *Don Peyote* (555VIIIb1) Difficulty: 1.5/10 Start by driving over to the Arco del Oeste and into the red marker. Watch the cutscene and head down to the road and pick a four-door car. Drive it back up and pick the two Brits up and take them to the Snake Farm down the road. When they start yapping, blow their brains all over the sand. Take them back to Caligula's Palace to meet Ken Rosenburg. Watch the final cutscene and step out. Update by Jhi Ameti: This name refers the "Peyote" cactus which grows naturally in American deserts. I think it's pretty common in Texas. This cactus contains the hallucinogen "Mescaline", and since these guys are in the desert trippin', it's obvious what it means. Update by Richard Murphy: Also, it refers to a great work of European Spanish fiction from the seventeenth century by Cervantes called "Don Quixote" (pronounced Ki-hoe-tay - to rhyme with Peyote). This book title also gives us the English word "Quixotic", meaning a far fetched or unrealistic pursuit, and the character was painted a number of times by, amongst others, Pablo Picasso. Wow, this game is deep =P Reward: Respect earned; Rosenburg opens as a boss at Caligula's. ############################################################################## # C. KEN ROSENBURG, HEY, I REMEMBER THIS GUY (555VIIIc) 1. *Intensive Care* (555VIIIc1) Difficulty: 2/10 Drive over to the hospital and find out that Johnny's been moved. Woops. Track down an ambulance and ram it. The first one is guaranteed to not be the right one. Take your pick of the other two, one of them might be the right one. If it's not, it's still not a problem. If there is a time limit for this, it's huge. Smash the mafia ambulance by PITing it, ramming it, and doing small drive-bys. The less damage you do, the better, since you have to drive this thing back. Once the Sindaccos get out of the ambulance, blow them away and take it. Try to ignore the following Mafia members and and drive over to the meat factory to drop Johnny off. Reward: $5000 + Respect earned. Tenpenny opens up as a boss again, but let's finish off with Ken first. 2. *Meat Business* (555VIIIc2) Difficulty: 3.5/10 Drive over to the meat factory with your cracked out buddy Ken and watch the cutscene. Johnny has a heart attack and dies. Oh snap. Start off by blowing away the guards in the first room and as many in the next as you can. Use a gun you want to level up at first, since these guys are worth

killer weapon skill points. Anyway, kill every guard you see. When Ken

runs

to the freezer, stand guard for a second. Don't let the mafiosos lock him in, since it'll put a time limit on the mission for you. Don't get locked in yourself either, since you'll die and fail. Use the everlasting R1+L1+ Repeat strategy and kill every guard. They all must die to complete the mission. Once they're dead, lead Rosenburg out, and then drive him back to the casino. Reward: $8000 + Respect earned. 3. *Freefall* (555VIIIc3) Difficulty: 3/10 Go watch the cutscene entitled "Fish in a Barrel" back at the Four Dragons to get a call from Ken.

the

This is putting Dodo in you see

actually a Salvatore mission, but we're saving Ken's ass, so I'm it here for space purposes. Head over the airport and steal the the hangar. Fly the long flight over to the arriving plane. Once it, notice the corona behind it. Fly into the corona to trigger

most unrealistic cutscene in the game. Wow, that was out of place and uncalled for. Anyway...kill the four guards via manual aim, then take down the pilot. The guards can't aim for their lives, so just pick them off. Take cover only to reload. Fly the plane back and land it to complete the mission and claim your reward. Reward: $15000 + Respect earned. Madd Dogg's mission opens for availability. ############################################################################## # D. OFFICER FRANK TENPENNY, HEY, I REMEMBER HIM TOO (555VIIId) 1. *Misappropriation* (555VIIId1) Difficulty: 3/10, or 1/10, depending on how you do it. Method 1: Drive over to Aldea Molvada and start picking off federal agents. When they get too close, whip out your assault rifle and go to work. Kill as many as you can, then take the helicopter and pursue the target. When he lands, or bails out, kill him however you choose. I landed on him with my helicopter. Grab the dossier to complete the mission. Method 2: Go to the other side of Aldea Molvada and blow the target's head off with a Sniper Rifle. Grab the dossier and get out before the feds kill you. Either way, you complete the mission Reward: Tenpenny lets you live. 2. *High Noon* (555VIIId2) Difficulty: 3.5/10 You must do Misappropriation and Freefall to start this mission. Watch the super fun cutscenes, then start following Pulaski. Take out as

many of the car's tires as you can. Get at least one or this mission sucks. It's almost impossible to catch up to the car. Get in the Bandito and chase Pulaski's car done. Get up next to it and drive-by it until it starts to explode. Take cover from Pulaski's desert eagle. It really hurts if he can get you enough times. Take him out however you choose. I managed to use a flamethrower on him and torched him to death. --------------------------------------------------------------------------Alternate Strategies: You can also try these other ideas if that simples strategy doesn't work for you. You can attach a satchel to the car if you run fast enough, then detonate it; you can speed ahead of him on the road and hit him with an RPG; you can push him off the side of the cliff and make him lose control; you can push him into the water and have him drown. All of those work, so just do it however you want. --------------------------------------------------------------------------Reward: Respect earned. ############################################################################## # E. SNOOP DOGG, OH, MY BAD...I MEAN, MADD DOGG -- WOOF (555VIIIe) 1. *Madd Dogg* (555VIIIe1) Difficulty: 2/10 I don't know why you guys said this was hard. Watch the cutscene, then run over to the pickup. Kill the driver and then drive into the marker. Start moving the truck backwards and forwards so that the bed is always lined up with Madd Dogg. When he finally jumps, he should land on the bed. Drive the wounded Madd Dogg to the drive-through mental hospital to complete this short mission. Edit: There is a horrible glitch with this mission where Madd Dogg jumps before you ever get to the truck. I do NOT know how to fix this. If anyone has an active solution, please send it to me. Reward: Respect earned. ############################################################################## # F. SALVATORE LEONE, IT'S LIKE A REUNION OF EVERYONE WE EVER KNEW (555VIIIf) You must complete Green Goo, Freefall, High Noon, and Madd Dogg to get the call to start this mission. 1. *Saint Mark's Bistro* (555VIIIf1) Difficulty: 2/10 I am so disappointed in this mission. It had so much potential. It was the return to Liberty City for God's sake! It was really depressing. Drive to the airport, fly the long flight to Liberty City, enter St. Mark's, and

you

start shooting. Take out the first few with a shotgun, since the close range power owns them. Throw some grenades or molotovs off the balcony to take out the ones below you. Head down the stairs, killing each Forelli see. Some of them take quite a few shots to kill for some reason. Once they're all dead, which shouldn't take long, fly back to Las Venturas and land. That's all there is to it. Reward: $20000 + Respect earned. You can also now start the Return to Los Santos, since the Heist, as it appears, is optional. YOU CANNOT RETURN TO LIBERTY CITY AFTER THIS MISSION.

############################################################################## # G. THE HEIST, IT'S LIKE OCEAN'S ELEVEN BECAME A VIDEO GAME AND THAT VIDEO GAME IS CALLED SAN ANDREAS (555VIIIg) Shut up about the tagline :( 1. *Architectural Espionage* (555VIIIg1) Difficulty: 1.5/10 All of the missions in this strand have a lot of parts to them. This one is

fairly simple though. Start by flattening/killing the tourists and taking the camera. Head to the city planning department and holster your weapon before you go in. Answer yes, no, yes to the questions the receptionist asks. Head to the top floor, then back down. Plant some satchel explosives on the air conditioning units. You can use whatever you want to destroy them, but satchels are the coolest way. Head back up the stairs and take a picture of the blueprints. On the way out, try not to kill any cops. The less cops you kill, the more damage you take, but the easier the drive

home

is. I had like four stars when I left the building, you can leave with

two.

Head back to the casino to finish the mission. Oh, and take note that when the game says "front of the casino", it means the side. Edit: Woops. Kill all the cops anyway. You get four stars as soon as you leave, and that was my mistake for not doublechecking my own info. Reward: Respect earned. 2. *Key to Her Heart* (555VIIIg2) Difficulty: 2.5/10

at

Head to the Caligula's and start following the croupier. She drives really weird...she'll pass any car in front of her, but she slams on the brakes every red light. Just keep your distance until she gets to the sex shop. Follow her in and head to the changing rooms. After the kinky cutscene, go into the changing room to get the gimp suit. On the way out, your car will probably be gone, so steal a new one and follow Millie to her house near Prickle Pines. When the gimp shows up, kill him and take the dildo from him. Head inside and get laid.

Getting the card from Millie is easy. Show up with a gimp suit on between 14:00 and 18:00, or 2:00 and 10:00 and head into the marker. Instant sex. There's no reason to ever have to take her out for dinner or do any of

that

boring crap. You can also just kill Millie and come back later and break into her house. Many, many people have asked why Millie is never home. Sadly, I have no answer to this question. She was there all three times I came to her house with gimp suit and dildo ready. I have no fix to this problem. Anyway, get her progress bar up to 33% (two scores with the gimp suit will get this), and you'll get a call from her. Head into the house and steal the key card. Woozie will call with a quick, "You da man!" The best way to guarantee that Millie is home is to date her IMMEDIATELY after this mission. Drive to the safe house in Prickle Pine, put on the gimp suit, grab the dildo, and head over. Sex her up, save until she comes back, and repeat until you can get the key card. I did this and had NO problems at all. Reward: Respect earned. 3. *Dam and Blast* (555VIIIg3) Difficulty: 2.5/10 Head to the airport and take the Nevada. You'll need to gain altitude from as soon as you takeoff to hit the corona on one run. Once you get to the corona, bail out and freefall. Land as close to the marker as you can, or just fall into the water and swim to the dock stairs. From here, you can do

whatever you want. Snipe the guards, blow them away, or take the knife and stab them. Once they're dead, run into the building. Climb the stairs and again, do whatever you want. I sniped the guards; you can stab them. Plant all the explosives, then run out. Watch CJ dive into the reservoir to complete the mission. Swim to the Reefer, then over to the docks for a

free

Seasparrow or Skimmer. Reward: Respect earned. 4. *Cop Wheels* (555VIIIg4) Difficulty: 3/10

the

Not a whole lot of strategy here, so I'll give you the order that I did bikes in. Linden Station -> Las Venturas Airport -> Roca Escalante -> Julius Thruway East. Once you steal a bike, get on the freeway and head to the Packer. Drive up slowly, jump off, steal a car, and repeat. If the cop runs, don't shoot him! Just chase him down and knock him off. This mission is easy if you can keep it down to a one-star wanted level. Once all four bikes are delivered, you win. This is stupid, since in the final mission, you only use two bikes. But whatever. Reward: Respect earned. 5. *Up, Up, and Away!* (555VIIIg5)

Difficulty: 4.5/10 This is a difficult mission. The army actually knows how to shoot a gun, and they all have M4s. Drive to the army base and enter as the Patriot leaves. Kill the first few guards, then head into the warehouse. The warehouse is dangerous, and you'll have to pick the guards off one by one. Stand near a wall and use the right analog stick to look around the corner. Pop out, target the guard with an AK/M4 and go back to the wall. If you can, whip out the sniper rifle and kill a guard or two from a distance. Once you clear out the room, head over to the right side and grab the armor and health pickups. Note that you can't just go around, since later, all the guards that you didn't kill will come back and finish you before you can leave. Anyway, leave the warehouse and kill all the remaining guards on the way to the helipad, and the two on the helipad. When the Hunters arrive, man the minigun and take them down. It's good to note that if they crash right on you, you still don't take damage. Once the Hunters are down, steal the Leviathan. Edit: Since so many people have submitted this, it's being added. You can fly over and parachute onto the helipad or take a jetpack and land. Just take out all of the guards and shoot down the Hunters. The rest of the mission is a simple flight. Head to the van and use the right analog stick to pick it up. Gain some altitude, then fly over to Verdant Meadows. Make sure not to ram the van into any buildings, since that will kind of make the van the explode and fail you. At Verdant Meadows, set the van down on one marker, then land on the other to complete this mission. Reward: Respect earned; the Leviathan spawns at Verdant Meadows, but doesn't have the magnet. What a gyp. 6. *Breaking the Bank at Caligula's* Difficulty: 4/10

(555VIIIg6)

This is a long mission. Really long. You must have the key card from Millie, as well as Saint Mark's Bistro completed before you can do this awesome mission. Holster your weapon before entering the casino, then start running. You only have four minutes for this part; you can get it done in under three. Head to the swipe door, then to the generator room. Throw the gas grenade into the vent, then move on to the next keycard door. When the lights go out, switch to the Nightvision Goggles and activate them. Next, head to the service bay door. Head over to the right and grab the Forklift. Park it under the door and lift it up. Once the van rolls in, the next part of the mission begins. Run in front of Woozie's crew and start taking out everyone you see. The MP5 or Micro-SMG are both great for this part; don't waste AK ammo. When you finally get downstairs, watch Woozie's gang get to work. When Zero whines at you, grab the satchels and head to the backup generators. Plant the charges, then blow them once you get away. Head downstairs to see

Woozie and the gang open the safe. Grab the body armor in the safe and get ready to shoot. Kill all the guards in the room, then head by the stairs. Use satchels or just rifle fire to kill all the mafia that come down the stairs. Once they're all dead, start moving back through the casino. Kill all the mafia that get in your way, using the Triads as bait if you have to. They can take a whole lot of hits, whereas you probably can't at this point. The final doorway has a bunch of guys rolling in front of you; take them out and keep going. When you get to Zero, try to resist blowing him away. Kill all the guards that try to stop you from getting to the service elevator and follow the map to it. Step into the red marker. Ride up to the

top and hang a right, killing everyone as you go up the stairs. It's a jaunt to the roof. On the rooftops, run and jump your way to the parachute. Even if you already have one, you need to pick this one up to advance the mission. Now, you're supposed to land on the roof across. If you do that, you have to kill SWAT members, blow up some helicopters, then steal the chopper and fly to Verdant Meadows, which racks up wanted levels and is really just unnecesary. Land away from the roof and steal a car. Drive either to the airport to steal a plane, or just drive to Verdant Meadows. The following choppers won't even bother you if you keep moving. Park in the red blip, and watch as you finally get to punch Zero in the mouth. The whole mission is worth it just for that. Reward: $100000 + Lots of respect earned. ****************************************************************************** * IX. *Return to Los Santos Walkthrough* (555IX) A. OPENING MISSION, HOME...WE'RE COMING HOME AGAIN (555IXa) 1. *A Home in the Hills* (555IXa1) Difficulty: 4/10 The problem with all missions that involve killing is that they aren't that

hard, no matter what they do with them. Targeting and shooting isn't that difficult in GTA. Anyway, parachute towards the mansion and land on or

near

the helipad. Take some cover and get your assault rifle out. Gangsters

will

attack from all sides in waves of three to five, so just pick them off as they come. When the Triads come, protect them on the landing, grab the armor on the side of the helipad, then head down into the mansion. When a Triad with you is killed, go on a killing spree and take out every gangster room by room. When you get to the stairs, lob some explosives down below and take as many out as you can. Grab the health pickup in the kitchen if

you need it, and start following Big Poppa. Take out any guard you can

with way

an SMG, since you can fire that while running. Follow the path you took

back in Madd Dogg's Rhymes to get outside. Take the car and start following Big Poppa. Take note that "running off the road" means "blowing to hell via a drive-by". Just catch up with Big Poppa and blow his car up. Reward: Respect earned and Madd personal gym, a basketball court, a body Didier Sachs opens up in Rodeo, nice threads and enjoy CJ's new ****in' maniac!" Good stuff.

Dogg's mansion, which comes with a armor pickup, and some video games. Also, so you can deck yourself out with some lines, such as "I'm rich, but I'm a

B. CJ'S MANSION, OH BOY WE CAN DO TURF WARS AGAIN (555IXb) 1. *Vertical Bird* (555IXb1) Difficulty: 5/10

as

This, I believe, is the last we mission we do for Toreno. It's a hell of a mission, and a damn fine way to end his work. Drive the speed boat to the aircraft carrier and pull up along side. Swim into the docking bay. Now, usual, stealth is completely pointless. Whip out your assault rifle and go to town. There are very few guards here, and you should be able to take them easily. Head up the stairs and to the SAM controls; step in the red marker to disable them. Head down the hall to the Hydra jets, killing the guards that get in your way. Blow up the two Hydras closest to you with Satchels or any other explosive, then head to the third Hydra.

to

The Hydra controls as both a helicopter and a plane. Use the right analog stick to switch between modes. Use R1 to establish a target lock, and L1 fire missiles. Use Circle to drop a jet chaff. After you takeoff, another Hydra will pursue you. Had you not destroyed the other Hydras, there would be three following you. Dogfight it and hit it with a couple missiles to take it down. The rest of the mission is all about control. Slow the plane down and lower altitude to sink the spy flotilla. The boats do not shoot back, so don't force yourself to hurry. After they are destroyed, fly to Verdant Meadows and land it. Taxi it into the hangar to complete the mission. Reward: $50000; Hydra now spawns at Verdant Meadows. A complete Verdant Meadows will spawn a Jetpack, a PCJ600, a Leviathan, a Hunter, a Rustler, a Stuntplane, and a Hydra. Now that's a hideout. Also, a Flamethrower, a Minigun, a Rocket Launcher, and a Heat-Seeking RPG Launcher all spawn at Mike Toreno's ranch in the Desert. 2. *Home Coming* (555IXb2) Difficulty: 2.5/10 Toreno finally gives you some good news. You can go pick up Sweet outside the police station. Once you get there, the narrow-minded Sweet explains

that he wants to go home, not to the mansion. Once you get to Grove Street, start taking down crack dealers. At one point, you will inevitably start a war with the Ballas. Fight for your turf as you would any gang war, then finish off the crack dealers. Oh, and make sure that Sweet doesn't die. Reward: Respect earned. Sweet opens up as a boss, and you can now do turf wars. Don't go too overboard though, since you'll be losing and gaining some territory during the next missions. 3. *Cut Throat Business* (555IXb3) Difficulty: 2/10

You

This is one of the most unfulfilling missions ever. Drive over to Flint County to the video shoot. When OG Loc flees on the Vortex, follow him.

don't have to be incredibly close, but just enough to see him. Follow him over the jump and along the beach. When he gets to the pier, you switch to a Go-Kart. Follow him in the stupidest chase ever. Again, you don't need to be right on him; just enough to see him. When the chase ends, you get the lovely cutscene that involves you not killing Jeffrey. What a crock. Note that you can't kill him before he reaches the final destination, since there would be no cutscene. Don't even try. Reward: Respect earned; Kart now spawns outside the mansion. ############################################################################## # C. SEAN "SWEET" JOHNSON, LET'S DISGUISE TURF WARS AS MISSIONS (555IXc) 1. *Beat Down on B-Dup* (555IXc1) Difficulty: 3/10 Head over to B-Dup's house and watch the cutscene to find out that you

need

to head over to Glen Park. Hunt down a pack of Ballas and take them out. Once the turf war is started, keep Sweet close to you. Kill all three waves with your handy assault rifle, making sure not to accidentally kill Sweet. Once you take over all of Glen Park, you get a short cutscene. Snipe or gun down all of the guards around B-Dup's house. Once they're all dead, head into the marker for a confrontation with B-Dup and Bear. Once the scene is over, the mission is complete. Reward: Respect earned. 2. *Grove 4 Life* (555IXc2) Difficulty: 3/10 This is just another turf war. Take some OG members with you for some meat shields and head into Idlewood. Use the general turf war strategies to

take

over the first territory, then march into the next and take that one over. That's all there is to this mission. Afterwards, take Sweet home to get some monetary compensation for all your work.

Reward: $10000 + Respect earned. Take over 35% of Los Santos before you start the next strand of missions. You need that much to start the final mission, and once the riots start, it's absolute hell to take territory over. Get it done now so you don't have to spend hours doing it later. I also HIGHLY suggest that you do the Firefighter missions before this, since the final mission nearly depends on

it being done.

############################################################################## # D. THE RIOTS, THE HILLS OF LOS SANTOS ARE ****ING BURNING (555IXd) 1. *Riot* (555IXd1) Difficulty: 1/10 Oh snap. Tenpenny got off and now all of LS is going insane. Sweet needs

to

get back to the Grove to secure the hood. Hop into Sweet's car and start driving. Just enjoy the dialogue and stay away from the fires. Someone told

me that it's impossible to get a wanted level on this mission, and he's full of it. There is nothing special about this mission; just drive to Sweet's house in one piece. Reward: Respect earned. 2. *Los Desperados* (555IXd2) Difficulty: 4/10 Get a four-door car before you start this mission, or at least make sure that there's one parked outside the house. Recruit two OGs and hop into

the

car. Drive over to Unity Station and pick up the Varrios. The rest of this mission is all killing. Take an assault rifle, or better yet, some molotovs if you've done the firetruck missions. Torch and kill all of the Vagos. If you're taking too much damage, let the Varrios take the hits. They can take a whole lot of damage throughout this mission. After the projects are wiped clean, head over to the alleyway. For the next section, just listen to what's being yelled. Kill some Vagos and watch Hazer get shot. As more Vagos come, watch for exploding cars. If one of the cars explodes, it has a good chance of killing one of the other Varrios, which is instant failure. Once all of the Vagos are down, the final part of the mission begins. There are only about ten Vagos, but one of them is on a roof with a rocket launcher. Snipe his head off, then pick of all the other Vagos methodically. When all of the Vagos are dead, the mission is over, and Cesar has a home. you

Update: Having trouble find gang members? Just drive around territories own and find a group of GSFs that are not rioting. Target one of them and

hit up or down on the d-pad. You should know how to do this already. Reward: Respect earned. Sweet should call a few times after this if you've already taken over 35% of Los Santos. If not, get to work. The final mission opens up after you take control of the city. PROGRESS CHECK: If you're going for 100%, you should have 99.47% at this point. If not, check and find whatever you missed. 3. *End of the Line* (555IXd3) Difficulty: 5.5/10

the

Here we are people. The final mission of the game. It's been a hell of a run, spanning just over 100 missions. It all comes down to this. Sweet and CJ are ready to ride on Big Smoke, so drive over to his crack factory through the riots. When you get there, you find out that you thankfully don't have to protect Sweet through all of this. Get a vantage point of SWAT unit and start picking people off. When you can't get any more clean shots, run in guns blazing until everything is down. Take the SWAT tank and ram it through the crack house. Run over to the door to start the main part of this mission. NOTE: This is the only time you can ever get the

SWAT

tank in this game. If you want to play with it, save it now. There are four floors to get to Big Smoke. The first is the Security Area. There are body armor and health pickups through these floors, but you should conserve them. Go as far as you can without picking up armor, then run back and grab it. As you enter a room, scan it for vantage points and key threats. Some rooms have a shotgun toting thug. These are not your friends, and you should wipe them out first. If there's a group of them, take them out with some molotovs. Otherwise, get behind cover and pick

each

enemy off one by one. The second floor is the drug lab. You can take out the explosive barrels here to save yourself some trouble. The drug lab has a lot of people on higher ground, so concentrate on what's on the floor before you start aiming up top. Follow the upper catwalk around to get to the third floor, the Ballas Lounge. There are a whole lot of Ballas here and most of them are behind closed doors. As soon as you open a door, target and blast something. A lot of them have some heavy weaponry. After you get to the statue of Big Smoke, you're almost there. Pick up the armor and health in the adjacent rooms before you confront Smoke. You can plainly see that Smoke is wearing Body Armor, so realize that it takes a lot of shots to take him out. The lights will go out, but follow his red marker with your crosshairs. Put a few clips of M4/AK ammo, with maybe a side of molotovs to take Smoke down. Once he's down, your best friend walks up behind you. After Tenpenny rushes out of the building, a timer appears. You have seven minutes to fight your way out of a burning crackhouse, probably with very little life left after all of this. For

this

part, you will need to be fireproof. I don't care if some people pulled

this off by actually using the fire extinguisher; it's just not worth it

to

try. If you're fireproof, just do a room-by-room shootout with the nightvision goggles constantly on. As you run through the rooms and stairs, constantly scan for enemies around you. You can run out pretty quickly, but there's always a roadblock somewhere. Once you finally get down to the first level, you get to watch Sweet latch on to the ladder of Tenpenny's escaping firetruck. Edit: Yes, it IS possible to put the fires out and side step your way through the fights. However, it is far more safe, and far easier to spend the thirty minutes and do the firefighter missions. The first part of the chase is just that--a chase. You can't catch the firetruck, but stay on it. When the cop starts smashing Sweet's fingers, then you can pull up behind the firetruck and let Sweet drop. When he takes the wheel, it's Just Business all over again. Shoot cops off of the indestructible firetruck, then focus on the squad cars behind you. Go for the drivers, then the cars. When motorcycles appear, take them out quickly. If a car pulls along side you, do the same. After about a minute and a half of this chase, Tenpenny loses control of the firetruck and crashes over a bridge, right into Grove Street. A death caused by a traffic accident in the riots...what a shame. Sit back, crack a beer, and watch the credits. You've just completed the storyline of one of the greatest games ever created. God bless you Rockstar. Reward: Respect earned. You also receive an additional $250,000 for completion of all missions. ****************************************************************************** * X. Side Missions (555X) A. Los Santos Missions (555Xa) These are missions you can do before ever leaving Los Santos, and they stay

open forever. 1. Firefighter (555Xa1) Difficulty: 3/10

Activated by a Firetruck. Locate the fire on a map, put the fire out, then put the people who are on fire out. A person is added for every level. It starts with one car, then becomes a car with one person, then two people, then three people. Then another car is added. Level 12 is three cars with three people each. To put a person out, force them against a wall and hammer them with a steady stream of water. The police are your worst enemy, since the idiots just love to jump in front of you car to rack on

wanted levels. Getting rid of a wanted level is very hard to do while doing these missions since you rarely have time to speed through an area working the level off. Just drive slowly and safely. By level 12, you should have almost 10 minutes on the clock. Reward for level 12: Fireproof on foot. 2. Home Invasion (Must complete Home Invasion mission) (555Xa2) Difficulty: 2/10 There is a Black Boxville across the street from the Ganton gym in Los Santos. This is the only vehicle for this mission, and it must be done at night. First, you need to drive around and see what houses you want to rob (they have a yellow entrance arrow). After this, enter them and creep slowly (crouching helps). Take the expensive items like TVs, VCRs, PS2s, etc (yes, this is an anachronism). Load up the Boxville and case another house. You have until 6:00 to get to the lockup in the southeast corner of Los Santos, in La Playa de Seville. Better Strategy: Since so many people submitted this, I'm changing it. You can rob the same house over and over again. Head to the lockup in Playa and check out the apartment complex. There should be a driveway and a house on each side. Park in the middle, rob the four things from one house, then rob the four from the other. Now, go back to the first house. Everything should be back. You have nine minutes and forty-five seconds to steal as many items as possible, and then head to the lockup. Someone claims to have gotten 56 in one night and made well over $40k. This is the best way to make money without abusing the track betting (see the FAQ). There are locations in SF and LV as well, but you can find those on your own. This isn't a locations guide. For the San Fierro Boxville: From the safehouse by the sign that says Brown Streak go west and take the first right and you should see the building. It has a tilted sign that says: "Hairy Plums Wholesale Fruit". Thanks to afroholic. Reward for stealing $10,000: The money you stole + $3000. 3. Paramedic (555Xa3) Activated by an Ambulance. Do these in a Angel Pine to make it insanely easy. Locate the injured person on a map, park next to them, drive them to the hospital. One person is added for every level. Reward for level 12: Health bar increased. 4. Pimpin' (555Xa4) Difficulty: 2/10 The pimping convertible is in the parking lot of the car wash near the Pay N' Spray in Idlewood. This isn't too hard as long as you stop by a Pay N' Spray every once in a while. After a few levels, you have to protect the girls through various ways of force. You can use any Broadway for this mission, but that's the only parked location thusfar, besides the one behind the sign in Vinewood. Important note: Use your damned map guys. If you're getting a "mission

failed" for beating up the john, you're beating up the wrong one. Look on the map. See the pretty icon? You need to go back to the previous whore and

protect her, not the one you just dropped off. Reward for completing 10 of 10 pimps: Lots of cash and hookers now GIVE you money instead of taking it away. 5. Taxi Driver (555Xa5) Difficulty: 1/10 Activated by any Taxi. Pick someone up on the road, drive them to their destination. Rinse, lather, repeat. This is a good way to learn a new area and to make some quick cash. Reward for 50 dropoffs (NOT IN A ROW): NOS Taxis. 6. Vigilante (555Xa6) Difficulty: 3/10 Activated by any police car. Locate the enemy on the map and kill them in whatever way possible. A fugitive is added for every level. You should recruit gang members and have them drive-by for you. ------------------------------------------------------------------------Horrible horrible glitch by VGK: Get in a Police CAR (it must be a car) and drive to a building you can enter, like Cluckin' Bell. Start Vigilante, the enter the building. Wait about ten seconds, and the target is eliminated. Get back in the car and repeat. If the targets aren't destroyed, get back in the car and do it again. This works forever, and can complete Vigilante to level 12 for your body armor plus and percent completion. Edit: It can be a motorcycle as well. ------------------------------------------------------------------------Reward for completing level 12: Armor up to 150. 7. Lowrider Challenge (555Xa7) Difficulty: 2/10 The same as the Sweet mission, Cesar Vialpando. Take a lowrider with hydraulics to the mechanic standing outside Unity Station. The game is the same and the wagers are the same, but they get progressively harder. I've done it three times, and I can't even come close on the fourth set of beats. You only have to beat this once, during the mission, but I still consider it required. Reward: Your bet winnings. 8. Los Santos Courier (555Xa8) Difficulty: 2/10 There's a parked BMX in front of the 24-7 in Conference, north of Verdant Bluffs. This is a good way to make some cash as well as raise your Cycle Skill in a hurry. I maxed it out on one trip from about 60%. It's really quite easy, since the time limit is very generous on all the parts. Just

pause and check the map before you actually head off for each set of deliveries and plan your path, noticing what paths have to be taken for each location. Throw the package via drive-by. If you miss, pick up the package and try again. It's always better to pick up a fallen package than it is to run out and fail. Take your time, drive safe, and rake in an easy $10k. There are four levels: Six packages total, four dropoff points, 5 minutes, very close. Six packages total, four dropoff points, 5 minutes, spread apart. Seven packages total, five dropoff points, 5 minutes, very close. Eight packages total, six dropoff points, 10 minutes, VERY spread apart. Reward: Cash and the 24/7 is now your asset and collects $2000 every 24 in-game hours (24 minutes real time). 9. BMX Challenge (555Xa9) Difficulty: 4/10 In Glen Park, Los Santos, there is a huge skate park. You really can't miss it if you're driving by. There are two huge half pipes that stick up past the fence. The BMX is near one of these halfpipes. Getting on it starts this challenge. You start with ten seconds, each checkpoint adds ten seconds, and there are 19 checkpoints. Start with the easier ones on the ground that you can bunny hop or ride to get. Finish with the annoying ones that you have to use a half pipe or clear a gap to get. You can get your time up to 2:00 with a properly planned route. Your BMX skill has to be 20% to start, but 100% makes this CAKE. You can just bunny hop to like 16 of the checkpoints. Reward: % Completion +. There is no real reward :/ 10. Los Santos Arena (8-track) (555Xa10) Difficulty: 5.5/10 You need 20%+ driving skill to do this race. Who remembers Hotring from Vice? Ooh! I do, I do! Who remembers how disgustingly hard and long it was! Ooh! Me again! Yea, it's back, and it's even worse now. The opponents suck at driving and create crashes that screw you over. They attack you like crazy, and it's 12 laps long. Twelve bloody laps! This is a long race. It's a test of endurance, not of your driving skill. Drive at a steady pace and stick to the track except to avoid dumb accidents. There is NO pit stop, unlike Hotring. I highly suggest doing drive-bys to make the opposition explode. Take first early and stay there. Control the pack. -------------------------------------------------------------------------Bill Radloff has this PITiful strategy: Here's an easy trick to win 8-track...use the "Pit" maneuver to spin out your opponents (pull up alongside their rear wheel, then pull into them...the car will spin around yours, while you go straight), and muscle your way to the front at the beginning of the race. Once you're in front, as long as you stay off the walls (you can actually drive pretty slow) you

have the race made...just be careful because you'll catch back up to traffic towards lap 10 or so, so your best bet is to just stay behind any cars you come across at this point, since by then the worst drivers aren't trying to cause accidents any more. -------------------------------------------------------------------------Reward: $10,000 + Monster (Monster truck) and Hotring Racer (incredibly fast stock car) now both spawn in the NW corner of the stadium. ############################################################################## B. Badlands + San Fierro Missions (555Xb) These are missions that can be completed after Green Sabre but before Yay Ka-Boom Boom. Notice that I said CAN, and not MUST. You can do them whenever, but they only unlock after Green Sabre. 1. Chiliad Challenge (555Xb1) Difficulty: 6.5/10 At the top of Mt. Chiliad is a Mountain Bike and some Campers. Getting on the Mountain Bike between 7:00 and 18:00 activates the Chiliad Challenge. You need 40% bike skill to attempt this, 100% is recommended. a. Scotch Bonnet Yellow Route (555Xb1a) Difficulty: 5/10 The first race is the easiest, and it's not very easy at all. The best way to win this is to be cheap and park a Camper around the first bend, so that the other racers hit it and fall of the mountain. Use this opening lead and pedal at a safe and steady pace for the rest of the race. Only cut corners if you can do it safely, without a chance of falling off the mountain. b. Birdseye Winder Yellow Route (555Xb1b) Difficulty: 6/10 Use the same strategy as the last, but be a LOT more careful. There are no borders for most of this race, and there are a few blind corners around shrubbery. Get a lead and keep the lead by racing with intelligence, not blind speed. c. Cobra Run (555Xb1c) Difficulty: 7.5/10 This race sucks. The first half is spent with your thumb on the brake and handbrake staying steady along the wood path. Start by getting a lead and getting onto the platform first. If you push the computer off the path, you won't see him for a long time. There are only two competitors, rather than six, for this race. Be very slow and cautious on the planks, then pedal your ass off once you get to to the downhill run. You can fly for a couple of jumps and take a huge lead in a matter of seconds. Slow down for the last leg, since it's very easy to slip off the side. Once you get a straight path, floor it and do a victory bunny-hop. Alternate strategy by many people: You can go slowly along the side of the wooden path and bunny hop to the checkpoints if you mess up.

it

I thought this was common knowledge, but a lot of people submitted over the last couple of days. Thomas Spartinos says that you can also snipe them near the finish line; a confirmation would be appreciated. Reward: % Completion. 2. San Fierro Arena (Blood Bowl) (555Xb2) Difficulty: 3/10 This is unlocked as soon as you open up San Fierro, no need for driving skill here. This is the same as Bloodring from Vice. You start with 30 seconds on the clock, each checkpoint adds 15 seconds, you need to get it to over a minute. The twists now are that you have someone in the car to do drive-bys for you, and now the other cars can steal checkpoints from you. Just keep the timer going at the beginning, and when the other cars start to kill each other, rack up a bunch of checkpoints in a row for the win. You get bonus cash if you blow up a car yourself, but the timer is far more important. The time required goes up by a minute every time you repeat this mission. Reward: $10,000 + Bloodring Banger spawns outside the stadium. 3. San Fierro Courier (Hippy Shopper in HASHBURY, not Garcia) (555Xb3) Difficulty: 3/10 You have a Freeway this time, so you're faster, but less agile. Six packages total, three dropoff points, 3 minutes, close together. Six packages total, four dropoff points, 5 minutes, spread apart. Seven packages total, Five dropoff points, 5 minutes, close together. Eight packages total, six dropoff points, 6 minutes, spread apart. Reward: % Completion + the money you made. 4. NRG Challenge (555Xb4) Difficulty: 7/10 Parked under the dry dock near the Import/Export Crane in San Fierro. It's next to a stack of boxes. This is like the BMX Challenge, only infinitely harder. The NRG-500 is crazy fast, and totally awesome, but this is damn hard. Get the ones on the ground around the dock, then speed up to the very end of the bowl to get the highest point. Circle around and pick up all the ones along the bowl and on the ramp. After this, just pretend you're a skateboarder on a halfpipe and go back and forth, picking up all of the remaining checkpoints. This is not an easy side mission, and you need to be damn confident with your skills on a bike before you do this. Josh Levine says that if you get a corona just as time is about to tick to -1:00 (as in, it's at 0:00 and about to change) that time may become unlimited. Try that if you're having problems. Reward: % Completion.

5. Valet Parking (555Xb5) Difficulty: 2/10 This is unlocked after you complete 555 We Tip in San Fierro. This is really easy stuff. You start with a minute, you get bonus time for every car you park. To start the side mission, head to your safe house and change into the Valet Uniform, then stand in the red circle at the hotel. When a car drives up, take it and park it in the garage. Simple stuff. Make sure not to take any damage, as 45 seconds helps a ton. You get up to 15 seconds as a parking bonus, but just get 5 or more and you're fine. There are five levels, each one adds a car that you have to park. The most important stat for this is stamina. High stamina lets you supersprint back to the front of the hotel to park more cars. Other than that, just get this out of the way for percentage. Reward: Vank Hoff Hotel becomes an asset that collects $2000 daily. ############################################################################## # C. The Desert + Las Venturas Missions (555Xc) These are missions that can be completed after Yay Ka-Boom Boom, since the Desert and LV open at this point. 1. Boating School (555Xc1) Located in the Bayside Marina, near Tierra Robada. Opens after the completion of Pier 69, but easier after Las Venturas is opened. a. *Basic Seamanship* (555Xc1a) Difficulty: 0/10 Go forward. Stop. Wow. Get gold by doing anything but kill yourself. b. *Plot a Course* (555Xc1b) Difficulty: 1/10 Go through the buoys, making sure not to hit them. Get gold by going fast and not hitting buoys. c. *Fresh Slalom* (555Xc1c) Difficulty: 2/10 Use R1 to make tight turns. Same as Plot a Course, but with sharper turns to make it a bit harder. That's about it. Get gold by going fast and not hitting buoys. d. *Flying Fish* (555Xc1d) Difficulty: 2/10 hit

Screw this up once so you can see where the ramp is. Go again and the ramp straight going as fast you can. Over 67 meters is gold. e. *Land, Sea, and Air* (555Xc1e)

Difficulty: 4/10 The problem with this is that LV has to be open to make it easy. If you swam over to do this, then you start on the Desert, which gives you a four-star wanted level. It made it a lot more fun, and I still got gold on it. Just follow the buoys, hit the ramps, and avoid the rocks. I think 2:15 gives you gold, but it's probably a little bit more or less. It's easy. It doesn't matter. Reward for all Bronze: Marquis, crappy boat. Reward for all Silver: Squallo, good, fast boat. Reward for all Gold: Jetmax, killer fast boat. 2. Freight Train (555Xc2) Difficulty: 3/10 Another new addition. Jacking the trains in any city allows you to try out this mission. Stop the fast moving train at each stop on the map to earn some cash and bragging rights. Go at speed 44 the whole time. Speed 45 can derail you. Speed 44 can't. Start the brakes at about Distance 600 and just coast it in. Time really isn't a factor. To start level 2, enter and exit your train. Reward for completion: $50,000 and free transportation by train. 3. Trucking (Must complete Tanker Commander from Catalina) (555Xc3) North of the Flint Intersection is RS Haul. There are different levels to this mission. Las Venturas must be opened to complete all levels. The key to all of these missions is to plan a safe route before you start going anywhere. Level 1. 120 seconds to head to the brewery in Red County. Difficulty: 1/10 Just drive quickly. Not a big problem here. No weird routes at all. Reward: $1000 Level 2. A damage meter (no time limit) to get to around Montgomery. Difficulty: 2/10 Just drive safely. Not a big problem here. No weird routes at all. Reward: $2000 - damage. Level 3. 3-star wanted level (no damage/time) to get to around El Corona. Difficulty: 4/10 Oh. This sucks. Drive quickly to avoid the cops and safely. The cops will try to dislodge your trailer, and they're pretty good at it. Force them into walls, do whatever you have to do. Just follow your route and park the truck. The wanted level disappears upon completion. Reward: $3000

Level 4. 300 seconds to get to Angel Pines or related areas. Difficulty: 2/10 Try to get on the freeway at the Flint Intersection and just ride it out, this strategy applies to the mission six as well. If you don't get Angel Pines as your delivery, blow up the tanker and restart. It's really easy if you get Angel Pine. Reward: $4000 Level 5. A damage meter to get to somewhere in San Fierro (random). Difficulty: 3/10 Drive safely. There is no excuse for taking too much damage. You can go as slow as you want. It doesn't matter. Reward: $4000 - damage. Level 6. 3-star wanted level to get to Angel Pines or related areas. Difficulty: 4/10 Take the same route as in four and ignore the police. They won't bother you much on the freeways. Reward: $5000 Level 7. Damage meter + 360 seconds to get to northern San Andreas. Difficulty: 5/10 Here we go; these last two are the toughies. You want to get Tierra Robada as your location. Cross the bridge to Las Venturas very quickly, then take your time on the desert highways. The time limit really isn't a problem here unless you dislodge the trailer by accident. Don't do that. Reward: $7000 - damage. Level 8. 4-star wanted level to get to LAS VENTURAS! Long run! Difficulty: 5/10 Last one! Just keep moving constantly! Plot your route to start the same as in mission 7, then take a right into Venturas. The freeways of Venturas are very fast and are a direct route to the Rockshores. East or West is fine; they are both easy locations. Avoid the police at all costs, park the truck, and claim your final rewards. Strategy by Guto: 1 - As soon as you enter the truck, pull up the map. What

you are looking for is for the mission to end at the lower right corner of Las Venturas (right next to the tracks). 2 - If it is anywhere else, exit the truck before you move, run to the

side

of the compound out of explosion range and shoot the truck until it catches fire and explodes. 3 - Restart the mission until this location is the one selected. Note that you do not get the four stars until the truck leaves the trucking depot.

4 - Once this location comes up as your finish point, leave the truck depot going completely straight ahead toward the tracks and hang a right onto the train tracks (counterclockwise around the train loop). 5 - Follow the tracks to the end. This makes it oh so easy except for step six. 6 - Watch out for the train! I had to restart this several times. Make sure you have plenty of daylight left (like more than 10-12 minutes) when entering the truck to give you the most light in the tunnels as possible! Reward: $10,000; RS Haul collects $2000 as an asset. Las Venturas must be unlocked to complete this. 4. Ammunation Challenge (555Xc4) Difficulty: 3/10 These are located in the large Ammunations of each cities, as well as one in the Badlands. These missions are kind of catch-22, since they are designed to help you increase weapon skill, but to complete them, you really need to have Hitman skill. There are four levels, 9mm, mini-SMG, Shotgun, and AK-47. They open up as you progress missions. There are three rounds, the first is to hit a stationary target that gets placed farther back for each target you destroy. Destroy three to move on. Stage two is with a target that moves towards you. Destroy three to move on. Stage three is the only hard one, since you are in hard competition for one target that moves side to side. Take out as many as you can, getting 20 before either of the CPU opponents. Complete all four weapons to get credit for this. Reward: % Completion and some free weapon skill. 5. Import/Export Crane (555xc5) Difficulty: 5.5/10 The I/E crane becomes available after Customs Fast Track for Cesar in the Steal Cars strand of missions. Each list is ten cars long. Some are easy and some are hard. Some are nigh impossible. Each car has a maximum value that it starts with and loses as it takes damage. Here is a starting map for basic locations: http://db.gamefaqs.com/console/ps2/file/grand_theft_auto_sa_vehicle_loc.png Thanks to GamerLady for that. It's by no means a bible, but it really does help. Note that some of the vehicles there are spawned by completing certain things (obviously, there is no Rhino on Grove St. until you get 100%). List 1: Patriot Sanchez Stretch Feltzer

($40,000) ($10,000) ($40,000) ($35,000)

| | | | |

List 2: Slamvan Blista Compact Stafford Sabre

($19,000) ($35,000) ($35,000) ($19,000)

| | | | |

List 3: Blade Freeway Mesa ZR-350

($19,000) ($10,000) ($25,000) ($45,000)

Remington Buffalo Sentinel Infernus Camper Admiral

($30,000) ($35,000) ($35,000) ($95,000) ($26,000) ($35,000)

| | | | | |

FCR-900 Cheetah Rancher Stallion Tanker Comet

($10,000) ($105,000) ($40,000) ($19,000) ($35,000) ($45,000)

| | | | | |

Euros ($35,000) Banshee ($45,000) Super GT ($105,000) Journey ($22,000) Huntley ($40,000) BF Injection ($15,000)

As you can see, a nice fortune can be made off of this crane. Use it well! I will add extra locations for each car as time goes on, but for now, the map has every location you need. The Patriot is best found at Easter Bay Chemicals, not the naval or army base. Other than that, happy hunting. Importing works on certain days of the week. Every car you export can be imported on a select day of each week. The Club ($28,000), Perennial ($8,000), and Jester ($28,000) are the three starting importable cars. Special imports: [5] List 1: Monster ($32,000); 2: Bandito ($12,000); 3: Vortex ($20,000) [10] List 1: Windsor ($28,000); 2: Turismo ($76,000); 3: Bullet ($84,000) Most of these special imports suck, except for the Turismo. The Bullet you can get for free if you got silver at driving school, which is very easy. Pretty stupid. Anyway, that's it for the Crane. Locations for cars that need them: Patriot - Easter Bay Chemicals Feltzer - All throughout Downtown. Also at a gas station in the southeast corner of Flint County. Remington - Parked at Unity Station where the Lowrider Challenge is. Buffalo - Parked by Catalina's cabin. Sentinel - Usually on the Strip. Parked location on the map I gave above. Infernus - Usually in Prickle Pine. Parked location on the map I gave. Camper - On top of Mt. Chiliad. Admiral - Usually found in Richman. Also found parked north of Verdant Bluffs. Slamvan - Found along the Strip. Parked behind a strip club near Unity Station. Stafford - Parked in the circular parking area in King's. Also drives around there frequently. FCR-900 - Drives all over San Fierro. Reward for all silver at Bike School. Cheetah - Prickle Pine. All sports cars frequent Prickle Pine. Tanker - Usually found driving around the Desert. Looks like a Linerunner, only bigger. Commonly mistaken; just keep checking. Comet - Parked outside Alviso Country Club, near the tennis courts. Mesa - Parked near the finish line at Mt. Chiliad. Euros - Parked under the Camel's Toe. Banshee - Found mine near Alviso Country Club. Also frequents Prickle Pine, and has a parked location in Come-a-Lot. CapoeiristaCH says he found a parked one behind the gym in San Fierro. Huntley - Drive a Rancher to help it spawn. Also spawns in place of the Hotknife at Driving School sometimes. Just check for it. BF Injection - Along Santa Maria Beach. Key Tips:

to

-Drive the railroad tracks from LS->SF or LV->SF. They're the safest way travel long distances and they lead straight to the crane. -If a car is locked or not spawned, drive around the block a few times. It should unlock/respawn. -Need a sports car? Drive one. Need an SUV? Drive one. It's in the game's coding to spawn cars of like type. -Use your garages. There's about 100 spaces in garages worth of car space. If you see a car on a later list, jack it and save it somewhere. -Use the map I posted. It kicks major amounts of ass. 6. Biking School (555Xc6) Located just south of the Las Venturas stadium. Open as soon as you get access to Las Venturas. a. *The 360* (555Xc6a) Difficulty: 1/10 Hold down square and X while turning in a circle. Get gold by

heading

back to your starting position. b. *The 180* (555Xc6b) Difficulty: 1/10 Go forward quickly, hit the handbrake, turn, come back. Get gold by parking perfectly. c. *The Wheelie* (555Xc6c) Difficulty: 2/10 You can't start the wheelie until right before you get to the cones. Just note that and you're fine. Get gold by parking perfectly. d. *Jump and Stop* (555Xc6d) Difficulty: 2/10 Jump! Stop! Get gold by parking perfectly. e. *The Stoppie* (555Xc6e) Difficulty: 3/10 Start your stoppie right as you get to the cones and end it as soon as you can to maintain balance. Get gold by parking perfectly. f. *Jump and Stoppie* (555Xc6f) Difficulty: 3/10 Getting gold is easier than bronze here. Floor it and lean forward

to

get as much speed as possible. Land completely straight, NOT on your front wheel. The game will stop you automatically, and perfectly straight. Work on your timing and you end up right in the middle. It's cheap, but very effective. Reward for all Bronze: Freeway

Reward for all Silver: FCR-900 Reward for all Gold: NRG-500, drool. Biking skill goes up for completion and for every gold. Higher bike skill isn't necessary for this since Bike School is stupidly easy. 7. Las Venturas Arena (Dirt Track) (555Xc7) Difficulty: 3/10 Come to the Las Venturas stadium on Mondays and Wednesdays for this Sanchez racing challenge.

try

This challenge is easy if you just ignore all the other races. There is a scripted crash for the computer that will get you a huge lead or put a lot of distance. I had a lead by lap 4, and by lap 6, I was lapping the last few racers. Just take the turns slowly and take the jumps straight, and not to get caught up in all the accidents. Reward: $25000, and the BF Injection spawns outside on Monday and Wednesday. It also spawns all over the desert. What a prize. 8. Las Venturas Arena (Kickstart) (555Xc8) Difficulty: 3.5/10

Come to the Las Venturas stadium on Tuesdays, Thursdays, and Friday through Sunday for this Sanchez obstacle course of death. This is so not as bad as I thought it was going to be. With maxed Bike skill, you can run face first into a wall and not fall off. Believe me, I did it a few times. I did this by collection a few easy greens, then getting some harder ambers, and I only went for two reds. I had about 23 points at that point, so I grabbed all the remaining greens that I hadn't gotten and finished with 29. There's a total of almost 50, so just take your pick and go with it. You have 4:00 to get 26 points. 25 will not give you victory. Reward: $0. The Dune now spawns outside on every not Monday or Wednesday. 9. Las Venturas Courier (555Xc9) Difficulty: 2/10 The same as the other Couriers except that this one starts in Redsands East at the Burger Shot, and your vehicle is the Faggio (Fah-jee-oh). You have a Faggio this time, so you're slow, but you can pick up quite a bit of speed if you lean forward on the scooter and ride the center of the road for the whole thing. Use the basic Courier strategies and don't stress about the time limits. Oh, and on the fourth level, the checkpoints spawn in strip malls with annoying walls around them. Find the entrance; don't try to force your way over. Six packages total, three dropoff points, 3 minutes, close together. Six packages total, four dropoff points, 5 minutes, somewhat close.

Seven packages total, Five dropoff points, 5 minutes, somewhat spread out. Eight packages total, six dropoff points, 7 minutes, very spread apart. Reward: % Completion + the money you made. 10. Quarry Missions (555Xc10) Complete Explosive Situation (the 2nd Woozie Casino mission) and head to Hunter Quarry for these seven challenges. Mission 1 -- Difficulty: 1/10 You have 3:30 to clear seven rocks. This is easy stuff. The Bulldozer cannot flip over and explode, so feel free to just roll down the sides of the quarry to get to lower levels. The Dozer sucks at climbing, so try to only go down if you have the chance. Other than that, just get a feel for the controls. We use the Dozer a lot. Reward: $500 Mission 2 -- Difficulty: 2/10 You have set times to defuse the bombs. The times are really generous if you know what you're doing with the Dozer. If you aren't comfortable with the controls, you better learn fast. Just push the explosives away and

then

get away from the barrels and move on. The time limits are preset, so it doesn't matter how fast you finish the previous explosive. Remove all four explosives to complete this mission. Reward: $1000 Mission 3 -- Difficulty: 1.5/10 The Dumper is our other best buddy. This huge truck can take a mammoth beating and rolls over everything like a damned tank. I love it. Just speed along the highway until you catch the thieves. Either push them into the water or pull along side and dump a clip of drive-by into them. Don't stick around after the other truck catches on fire, since you're out in the middle of nowhere and you'll need a ride home. Reward: $2000 Mission 4 -- Difficulty: 3/10 This is your intro to hauling crap with the Dumper. It's not fun, and it can be very frustrating later. Do NOT let a body fall out of the bed of the truck. They also stick really well until you get to the quarry, but as soon as you touch the familiar dirt, they start slipping around like fish. Go slowly -- SLOWLY down the sides. You don't have to go slow now, but later, you will rely on it. Back to the fire and raise the back end to

dump

the bodies into the makeshift furnace. Reward: $3000 Mission 5 -- Difficulty: 5/10 One of the two hard Quarry missions. Your Dumper is now a gentle snowflake.

Treat it like your girlfriend, unless of course you're an abusive rapist

or

something. Take the first left followed by the first right and follow the bend at Cluckin' Bell. Take a left onto a side road and then a dirt path to Verdant Meadows. This is the safest, fastest route I could find, and it worked on the second try. The problem is really just that hitting anything going faster than a bug will cause you to explode instantly. It's really not cool if you hadn't saved for a while. Dump the explosives directly into

the red marker to complete the mission. Reward: $5000 Mission 6 -- Difficulty: 2.5/10 Just drive the Dozer to the tracks and start pushing the barrels. They should all start falling off to the side. Finish the tracks, then come

back

and remove the ones that didn't quite make it. If the train goes by without hitting any barrels, or you for that matter, you win. Reward: $7500 Mission 7 -- Difficulty: 6/10 I broke my favorite controller over this. This mission is frustrating because it shouldn't be hard. Push, pull, drive, dump. Except it's "push a body that rolls down hills faster than a Banshee", "pull with a crane that controls worse than the RC Baron", "drive at the speed of piss because the body and bike slide as if friction didn't exist", and then "dump off the side of an inclined cliff, praying that your handbrake finger doesn't slip for a half second." Three times that happened to me. There really isn't much of a strategy here. Just put everything from the above missions together and don't do anything stupid. Oh, but I did fix the controller, so need to pour a 40 for it or anything. Tip by Dmitri W.: Go up the slope backwards with the Dumper to keep the bodies in the truck. Reward: $10000, Hunter Quarry becomes a $2000/day asset, Dumper and Dozer spawn at the bottom of the Quarry. ############################################################################## # D. Race Tournaments (555Xd) Race tournaments are marked by a checkered flag on your in-game map. All races net $10,000 except Badlands A and B, which are $5000 each. You must place first to receive your money and credit towards 100%. You cannot destroy the other racers by any means. They are all bulletproof, even the motorcyclists themselves. You cannot keep any car you race with, since the screen fades to black if you win or fail. You will need very high or maxed driving and biking skills for these races, and flying for the last ones. These races are worth a huge chunk of percentage since all of them count as full missions. If you save, you'll notice that the title of the save is the name of the last race completed. Yowch.

I believe they open up after you complete Driving School and purchase Verdant Meadows. There may be other requirements, but I am unaware of it. 1. Los Santos Circuit (555Xd1) Lowrider Race - 1.46 miles - Blade Difficulty: 4/10 You've already done this one for Cesar as a mission. I did it again and got

no % complete. However, you should do it again, since it's a good warmup. Little Loop - .82 miles - NRG-500 Difficulty: 1/10

The NRG-500 kicks so much ass it's ridiculous. Just floor it, and ignore the other competitors. You'll leave them in the dust in the first quarter of a mile. Use the handbrake for all turns and just ride it out. Oh, and since everyone thinks it's so cool and unknown, here's the trick for all motorcycles: lean slightly forward via the left control stick to go faster. I thought everyone already knew that. Backroad Wanderer - 2.05 miles - FCR-900 Difficulty: 2/10 Yay motorcycle races. These are all so easy because the fact that you can speed boost and the computers can't. Just take it slow and then floor it on the straightaways. Dodge traffic by riding the center of the road, or staying off to the right. This is a very easy track to navigate. City Circuit - 2.26 miles - FCR-900 Difficulty: 1.5/10 Use the same strategy as above. Slow on corners, fast as hell on the straightaways. The FCR isn't an NRG, but it can haul ass if you use it right. Ignore the competitors and enjoy the sights. Vinewood - 2.41 miles - Sunrise Difficulty: 5.5/10 This race sucks just because the Sunrise is a piece of crap. The sedan races are all horrible because the cars aren't meant to move like that. Just race intelligently, avoiding traffic. Use the PIT maneuver if you

have

to, but really just focus on the road. Once you get a lead, it's pretty easy to keep. There's a nice straightaway before the finish to take back a lead if you lost it. Freeway - 2.62 miles - Super GT Difficulty: 4.5/10 Suck suck suck. This race sucks. The race is made artificially hard by the fact that the Super GT is slower than most of the other cars, but not by a lot. The problem is that they all corner like the road was sandpaper. The

entire race you get to watch these cars corner like nothing. Start the

race

off by staying in the middle of the road and PITing whatever cars you catch up to. When you get to the island, slow down and go over it. This screws the other racers up to give you a quick lead. Once you get past the island, floor it until the turn. Slow down for a bit, get on the freeway, and floor it again. You should now have a commanding lead that you can hold as you head back through the city. Into the Country - 5.22 miles - Bullet Difficulty: 2/10 Easy as a Los Santos hooker. Straightaway -- floor it. What? The straightaway goes on for 75% of the race? Awesome! Yea, it's that easy. The Bullet is your daddy and it will take you the entire race without a problem. Badlands A - 2.99 miles - Sabre Difficulty: 3/10 You already did this as a mission called Wu Zi Mu. You don't have to do it again. Look back there for a strategy. Badlands B - 2.99 miles - ZR-350 Difficulty: 4/10 You already did this as a mission called Farewell, My Love... You don't have to do it again. Look back there for a strategy. 2. San Fierro Circuit (555Xd2) Dirtbike Danger - 1.99 miles - Sanchez Difficulty: 1/10 This is a very easy race. Cut as many corners as you can and take an early lead. You can hold the lead easily just by racing intelligently. Bandito County - 2.02 miles - Bandito Difficulty: 1.5/10 The Bandito rolls easily, but can't flip over and explode. You can take sharp turns, but slow down before them so that you don't lose valuable time

and placement. When you're crossing water, speed up greatly to make sure that you don't get stuck. Other than that, stay on the path except to cut a few quick corners. Go-Go Carting - 1.18 miles - Kart Difficulty: 3/10 CJ in a Gokart is so funny it's ridiculous. It's almost impossible to roll the Kart, but it's very easy to spin. Hitting a pole, wall, person, cat, or leaf can easily screw the race up for a bit. However, the other racers are horrible at karting, so take a lead and just slow it down. Speed up along the alley straightaways and finish in a circle. San Fierro Fastlane - 1.64 miles - Alpha Difficulty: 4.5/10

This is one of the first hard races because the other racers are faster than you and take turns like butter. However, at the start of the race, they are far too focused on each other than the corners. Take a quick lead and cut the first grassy corner to get a decent lead. You may lose it along the hills, but gain it on the huge straightaway through Chinatown and then in Palisades. You can go from 4th to 1st very quickly towards the end, so don't give up until the very end. San Fierro Hills - 5.2 miles - Phoenix Difficulty: 4/10 This is a pretty easy race despite the length. The other cars are driving cars slower than yours, so you can get an early lead if you play your cards correctly. The key to this race is simple. On the long straightaway on the freeway -- FLOOR IT! There are almost no cars during this race for some reason, so put the pedal to the metal and let the Phoenix fly. Once you've gotten that lead, keep the rest of the race smart, and don't total your car. Most of this information stands for the next race as well. Country Endurance - 6.68! miles - Bullet Difficulty: 5/10 This is basically the same as the last race except longer and the cars are all faster. The Bullet is a speed demon, and YOU are your own worst enemy. Do not abuse the speed of this car. There are tons of hairpin turns that lead to dips in the ocean if you aren't careful. However, feel free to let the car drive you during the few long straightaways. Once you get a lead, you can keep it easily by flooring it on the straightaways and taking clean turns. The other cars try to go the same speed the whole race and they fail miserably. For a random story, since I don't put many in this guide, I was headed around the sharp turns at the end when all of the sudden the ZR350 comes flying over my car and down the road, flipping and rolling until it landed on its wheels and started back up the path. Teehe. 3. Las Venturas Circuit (555Xd3) San Fierro to Las Venturas - 4.85 miles - Banshee Difficulty: 2/10 Oh damn I love the Banshee. It's the best car in the game. Hands down. Don't even argue with me. It's fast and it handles like a dream. Just ride the race out, enjoying the freeway once you get on it. You don't even have to try on this one guys. Dam Rider - 2.67 miles - NRG-500 Difficulty: 2/10 All motorcycle races are still easy. You will have to ride slower than you usually do for the next two races, but it's not a problem. Just take the turns with a handbrake and floor it across the Sherman Dam. The NRG is the fastest vehicle in the game. Enjoy it. Desert Tricks - 2.91 miles - FCR-900 Difficulty: 2.5/10

on.

This race starts hard because you really can't see the path that you're

Once you get on the road, you can get a quick lead because the other racers are idiots. Floor it along the northern straightaway, slow down, then get speed again on the southern straightaway. After the dam, there's a sharp turn down the dirt road again. Don't miss it and blow the whole thing. Las Venturas Ringroad - 3.7 miles - Turismo Difficulty: 3/10 All of the LV races are pretty easy, actually. This race is all straightaways with turns. Hence, ringroad. The Turismo is a very fast car, but the freeway has a lot of traffic and no drive-able median. Stay on the right side of the road and just watch for random traffic. This is the last time you get to street race a car, so enjoy it. 4. Las Venturas Airport Checkpoints (555Xd4) There are no opponents or time limits for these races. However, they are mostly difficult. World War Aces - 4.24 miles - Rustler Difficulty: 4/10 I'm putting all of these at high difficulties because flying a plane in this game is not easy. They aren't that bad, but a lot of people really suck at flying. Really no strategies here, except to take it slow and try to go through the center of each corona to line yourself up for the next one. Oh, and don't forget to remove your landing gear. Barnstorming - 7.64 miles - Stuntplane Difficulty: 5.5/10 The Stuntplane handles like an RC plane. However, it does ability to miss a turn and just do a loop and pick it up. X to go higher. It is far safe to just cruise at a steady the control stick to move around. Watch for trees mainly, along. There is no need for speed.

have the nice Only hold down speed and tap and just cruise

Military Service - 10.8! miles - HYDRA :D Difficulty: 3/10 Remember what I just said about no need for speed? It took me 15 minutes to do this race, but dammit, I didn't explode. Keep it as a helicopter and cruise along at the speed of smell. It's horribly slow and boring, but you almost can't fail this way. If you want to be a stickler, hold back on the right analog stick to use it as a jet. It's scary fast though, so just watch every turn. You are far safer as a helicopter. Edit: Many people have said to just leave the landing gear on to provide the drag needed. I haven't tested this a lot, but it works pretty well. Chopper Checkpoint - 3.05 miles - Maverick Difficulty: 2/10 Oh wow. This is a nice change. The Maverick is my second favorite

helicopter because it handles perfectly. It goes wherever you want and isn't too fickle about controls. Enjoy these next two. They are your preparation for Heli Hell. Whirly Bird Waypoint - 2.73 miles - Maverick Difficulty: 3/10 Same as above, but watch for the underpasses. Take them slowly and don't try to go up too early. It's very easy to go, "Yay! Got it!" and then crash right into the bridge. This also feels a lot longer than 2.73 miles. Heli Hell - 3.08 miles - Hunter Difficulty: 4.5/10 This is your test of helicopter prowess. It's really not too bad if you, as usual, take it slow! The Hunter is very fast, and very fast is very bad when you're not trying to go very far. There are two major overpasses, the first of which is a long section of freeways that you have to be very careful about, and the second is a quick dip under one. After the second one, it's a free ride back to the airport. Oh, the Hunter can also take quite a beating. I crashed mine into some walls, some billboards, some freeways, and it just kept ticking. Reward for completion all 25 races: $1,000,000 (NICE) ****************************************************************************** * XI. Basic Info (555XI) A. Controls

(555XIa)

1. Controls on Foot (555XIa1) D-Pad----------------Gang Sign/Response Control Left Control Stick---Move around/Move scope while shooting Right Control Stick--First person view (can't move) Start----------------Pause to menu Select---------------Change camera X--------------------Hold: Sprint; Tap: Supersprint Square---------------Jump Circle---------------Dive underwater/Shoot Triangle-------------Enter vehicle L1-------------------Display stats/Shoot while targeted L2-------------------Change weapons back L3-------------------Duck R1-------------------Target/Untarget R2-------------------Change weapons forward R3-------------------Look behind --------------------2. Controls in Car (555XIa2) D-Pad----------------Up/Down: Cycle Radio; Right: Trip Skip (back to previous mission start) Left Control Stick---Turn vehicle Right Control Stick--Turret control/Manual Camera

Start----------------Pause to menu Select---------------Toggle camera X--------------------Accelerate Square---------------Brake/Reverse Circle---------------Nitrous/Drive-by (hold L2 or R2) Triangle-------------Exit vehicle L1-------------------Nitrous/Drive-by L2-------------------Look left L3-------------------Horn R1-------------------Hand brake R2-------------------Look right L2 + R2--------------Look behind R3-------------------Toggle R3 mission (L3 and R3 buttons are accessed by pressing down on corresponding control stick) --------------------3: Controls on Bike (555XIa3) Left Control Stick---Turn bike Right Control Stick--Manual camera Start----------------Pause to menu Select---------------Toggle camera X--------------------Tap to pedal Square---------------Brakes Circle---------------Drive-by Triangle-------------Get on/off bike L1-------------------Hold to bunny-hop L2-------------------Look left L3-------------------Ring bell R1-------------------Handbrake R2-------------------Look right L2 + R2--------------Look behind --------------------4. Controls in Helicopter (555XIa4) L Control Stick Up---Accelerate forward L Control Stick Down-Accelerate backwards Left Control Stick---Pitch/Roll Right Control Stick--Turret/Camera Start----------------Pause to menu Select---------------Toggle camera X--------------------Ascend Square---------------Descend Circle---------------Secondary weapon (Hunter only) Triangle-------------Enter/exit vehicle R2-------------------Rudder right R3-------------------Brown Thunder (Hunter only) L1-------------------Primary weapon L2-------------------Rudder left L3-------------------Hover --------------------5. Controls in Plane (555XIa5) Left Control Stick---Pitch/Roll

Right Control Stick--Turret/Camera Start----------------Pause to menu Select---------------Toggle camera X--------------------Forward thrust Square---------------Reverse thrust Circle---------------Alternate weapon (Hydra only) Triangle-------------Enter/exit vehicle R1-------------------Hold to target (Hydra only) R2-------------------Rudder right R3-------------------Raise/Lower landing gear L1-------------------Primary weapon L2-------------------Rudder left ############################################################################## # B. **** Tha Police! (555XIb) * --- Maybe one or two cops will trot over to your car and nonchalantly try

to take you out. Not a problem. It goes away over time. ** -- Some cops will come, but hiding inside of a building will drop the wanted level.

** -- Lots of cops start to come, as well as a police helicopter from Hell. * This thing hurts a lot more than the one from VC. ** -- The SWAT start to come via Enforcer and they drop from the heli** copter. A Pay N' Spray or at least a police bribe would be a good idea at this point. *** - The FBI comes and they have MP5s. This is some serious trouble. Find ** a Pay N' Spray! *** - It's the army. Tanks, Barracks, mayhem. Get a tank or get to a save *** house, fast. You can remove a wanted level by picking up a police bribe, getting sprayed at a Pay N' Spray, completing a mission, saving, dying, or getting busted. Changing clothes also removes a wanted level (thanks to Wistre for pointing this out first; yes, I know others submitted it). Wanted levels are amassed by killing lots of pedestrians, killing cops, blowing up lots of vehicles, performing certain missions that involve lots of illegal stuff, and some other minor things. You get a one star warning for hitting a cop car or motorcycle, so try not to. It's not a problem, just annoying. ############################################################################## # C. Statistics (555XIc) 78% of All Statistics Are Made Up on the Spot

There are all sorts of stats in this game. Each one has it's own special purpose in life. Muscle -- Muscle is one of the two biggest stats. Raise this by working out

in the gyms and pumping iron. There is no penalty for being buffed up to the max. Muscle decreases over time if you don't eat.

Stamina -- This is the other main stat. The higher your stamina, the longer you can sprint, bike, and swim. Stamina never decreases, so max it by riding bikes or running on the treadmill. Fat -- You get fat by eating any food that isn't salad. Having SOME fat is a good thing. You want like 2% fat. If you aren't burning fat when you

run,

you are burning muscle. This sucks, and makes you have to go back to the gym every day to fix your losses. Lung Capacity -- Swimming underwater increases this stat. Hit circle to dive underwater and swim around. Driving -- Driving stat increases by driving. The higher your driving stat, the less you spin out on turns and the harder your car is to flip over by hitting little bumps. Driving increases the slowest of any vehicle stat. Bike -- Bike skill increases by riding motorcycles. The higher your bike stat, the harder it is to fall off and the faster you can reverse. You

also

take less damage for falls. Cycle -- Cycle skill increases by, get this, riding bicycles. The more you pedal, the more bike skill raises. Cycle increases the fastest of any vehicle statistic. Flying -- The more you fly, the more responsive the controls are and the less you tend to drift off away from where you want to go. Getting 20% flying skill nets you a free pilot's license. Gambling -- The more you gamble, the more you can bet on a single wager

and

the more luck you have while betting. Dating -- Dating girls and keeping them happy raises your dating stat, which allows you to increase your "Times Laid" stat. It's all for fun. Your

sex appeal stat is tied into this as well. Weapon -- Weapon stats increase by shooting pedestrians, gang members, cops, and vehicles. The higher the weapon stat, the more you can do with the gun. Walk while shooting, run while shooting, pin point heads, or in the case of the 9mm, sawnoff shotgun, Tec9, and mini-SMG, carry two at once. There are three weapon skills, Poor, Gangster, and Hitman. Respect -- I've got a section on respect down below. Check it out.

############################################################################## # D. I Tell Ya, I Get No Respect (555XId) Here's how respect works. Respect simply allows you to recruit more gangsters to follow you around as lackeys. You can get up to seven followers. Recruit a gang member by targeting an Grove Street member in green and hitting down on the D-pad. Running respect is 40% of your total. Mission progress is 36%. Turf control is 6%, money is 6%, fitness is 4%, girlfriends are 4%, and clothes are 4%. Running respect is raised and lowered in these ways: Kill a drug dealer +.005% Kill a gang member +.5% Take over territory +30% Kill an OG member -.005% An OG member dies -2% Territory is lost -3% Turf wars are by far the best way to raise respect quickly. ############################################################################## # E. Weaponry Info (555XIe) Hands: Your fist -- Just what it sounds like, it's your fist. Brass Knuckles -- Attach these to your fists for an extra punch. Melee: Baseball Bat -- Great for beating the hell out of anything you want to. Chainsaw -- Vroom vroom. You know what it is. Golf Club -- Great for hitting balls, and not just golf balls. Katana -- Carl Johnson. Thug. Gangsta. Samurai. Knife -- Walk up behind someone and hit Triangle to slit their throat. A lot of hookers carry these. Nightstick -- A cop's beatin' stick. Pool Stick -- For those who can't stand pool. Shovel -- Your standard all-purpose spade. There's one behind Ryder's house. Pistols: 9mm -- A plain ol' 9mm. Found on nearly all gangsters and cops. Gangster level reached at 10%, able to be dual weld at 100% by picking up another 9mm. Desert Eagle -- A .50 caliber handgun that hurts like hell. Gangster reached at 20%.

Silenced 9mm -- A 9mm with a silencer. Gangster level reached at 20%. Cannot be dual weld. Shotguns: Combat Shotgun -- A killer Spaz-12 auto-shotgun. Gangster at 20%. Sawn-off Shotgun -- Here you go. This is the ultimate melee weapon at Hitman level. You can dual wield these babies. Gangster at 20%. Shotgun -- A double-barreled shotgun that packs a punch. Gangster at 20%. SMGs: Micro-SMG -- Faster than the Tec and slightly harder hitting. Gangster at 10%. Can also be dual weld. MP5 -- The best of the SMGs by far. Gangster at 30%. Tec9 -- A thug's gat. Weak, but effective. Gangster at 10%. Can be dual weld. Assault Rifles: AK-47 -- The terrorists weapon of choice. Gangster at 30%, get Hitman to become a headshot machine. M4 -- The counter-terrorist weapon of choice. Gangster at 20%. Rifles: Country Rifle -- You have to scope with this one-shot rifle. It kills in two hits and has medium range. Sniper Rifle -- Take someone out before they know what hit them. Has a huge

scope and kills in one hit.

Heavy: Flamethrower -- Burn baby burn. Heat-Seeking RPG -- Do I have to say anything? Minigun -- You can aim this now, unlike in VC. This thing is a killer weapon, and wipes out anything in its path. Rocket Launcher -- Fwooooosh. Projectile: Grenades -- Meh. Molotovs -- Everyone's favorite fire bomb. Remote Explosive -- Here we go. Throw it, watch it stick, then switch to the detonator for some good time fun. Tear Gas -- Doesn't hurt cars, but wipes out crowds in a hurry. Special: Camera -- For snapshots in SF. Also found in the same bedroom.

Fire Extinguisher -- Extinguisher of fires. Also a fun way to suffocate some poor sap to death. Spray Can -- For spraying tags in LS. Found in the bedroom of the Johnson home. Gifts: Cane -- A beatin' stick...of love. (Thanks RanjaMan for the fix). Dildo -- Yea, there's a dildo guys. It's in the shower of the LS police station, and you can give it as a gift. Target your girlfriend and hit L1 to give it to her. Flowers -- Found throughout San Andreas. Perfect gifts for that special ho in your life. Vibrator -- Hidden in the dump in Bayside Marina is a small white vibrator. Extras: Jetpack -Desert, it X = go up, left, R2 =

Info by Cedric Jacobs: After the mission Green Goo out in the spawns at the Verdant Meadows airfield afterwards. Controls: Square = go down, L Analog = change directions, L2 = strafe strafe right, R2+L2 = hover.

Parachute -- There's one on top of the hotel in SF, the huge circular building in LS, and on top of Mt. Chiliad. Other locations are on top of the highest Gant Bridge support, on top of The Big Ear in the Desert, and on top of the highest skyscraper of Las Venturas (need an aircraft to get to this location). Thermal Goggles -- These are mainly a mission only item, but you can find a few of them in select locations throughout SA. Nightvision Goggles -- These are mainly a mission only item, but you can find a few of them in select locations throughout SA, such as in the mansion you get near the end of the game. To increase your weapon skills on the weapons that have skills, kill things! Pedestrians are worth one point, enemy gang members are worth more, cops are worth the most. Turf wars are a good way to powerlevel your stats, as well as just long cop fights for fun. Hitman skill in AK, M4, 9mm, and MP5 are almost crucial for a lot of missions. Items: Adrenaline -- These are found very scarcely throughout San Andreas. I've found one through all of my exploring. They aren't very exciting, all they do is create bullet time so you can see more blood for about a minute. The

Armor -- Body armor is found throughout San Andreas and in Ammunations.

first location is behind Sweet's house, in the aqueducts under an overpass.

Camera Icon -- This appears from 0:01-4:00 in areas around SF. Take a picture of the area it's in. These are the hidden packages of SF. Health -- Health pickups only appear during certain missions and turf wars. Horseshoes -- The hidden packages of LV. These raise your luck stat. Oysters -- These are the underwater hidden packages found all throughout San Andreas. They raises sex appeal and lung capacity. Police Bribe -- A floating star is a police bribe that removes one wanted level from your current level. Two-Player Icon -- A floating pink icon with two people on it is a two-player icon. This starts either a two-player free roam or rampage. I'm going to leave it up to you guys to find these on your own. I hate location guides :/ ############################################################################## # F. Stores Info (555XIf) This has the best items you can buy for stores, there is no need for a complete list. If you want that, please, check GameFAQs for the guide that someone typed directly off of the Brady Guide. Binco (Open from the beginning) Key items: Green Hoody -- Respect:15 ; Sex Appeal:5 Eris T-Shirt -- R:15 ; SA:7 Green Jeans -- R:15 ; SA:5 Hi-Top Sneaks -- R:3 ; SA:2 Green Rag Back -- R:3 ; SA:2 Suburban (Open from beginning) Key items: Bobo Ape T -- R:17 ; SA:13 Red Bobo T -- R:12 ; SA:12 Base 5 T -- R:15 ; SA:12 Suburban T -- R:15 ; SA:10 Mercury Hood -- R:15 ; SA:10 Base 5 Hood -- R:20 ; SA:14 Rockstar Hood -- R:17 ; SA:15 Prolaps (Open from beginning) Key items: Track Top -- R:10 ; SA:15 All Track Shorts -- R:5 ; SA:5 Sun Glasses -- R:2 ; SA:1 Mid-Top Sneaker -- R:5 ; SA:3 ZIP (Open as you enter SF) Key items: Jean Jacket -- R:10 ; SA:20 Beige/Olive Khakis -- R:10 ; SA:7

Black Khakis -- R:8 ; SA:8 Gray/Red Boots -- R:5 ; SA:5 Zip Gold Watch -- R:2 ; SA:22 Black/Brown Shades -- R:2 ; SA:22 Black Sun Hat -- R:2 ; SA:2 Victim (Open as you enter LV) Key items: Hooded Jacket -- R:17 ; SA:15 Gray Jacket -- R:20 ; SA:25 Black Jacket -- R:10 ; SA:20 Bike Jacket -- R:17 ; SA:15 Sports Jacket -- R:13 ; SA:17 Gray/Black Pants -- R:8 ; SA:10 Snakeskin -- R:5 ; SA:5 Didier Sachs (Open as you re-enter LS) All tops sans Letterman Top -- R:22-25 ; SA:25 All legs -- R:9-10 ; SA:10 All shoes -- R:5 ; SA:5 All chains -- R:2 ; SA:2 Both watches suck. Ignore them. stick to the Zip Gold. All shades -- R:2 ; SA:2 All hats -- R:2-3 ; SA:2 Old Reece's Barber Shop in Idlewood Key cuts: Cornrow -- R:30 ; SA:30 Flattop -- R:25 ; SA:25 Playa De Seville Barber Key cuts: None. Nothing has over 20 R or SA. Gay Gordo's in Marina LS, Queens SF, and Redsands LV Key cuts: Blonde Cornrow -- R:30 ; SA:30 Detail Cut -- R:25 ; SA:30 Groove Cut -- R:30 ; SA:30 Well-Stacked Pizza, Cluckin' Bell, Burger Shot Cheap meal is 1% fat, second is 2%, third is 3%, salad is 0% fat. Read above for the effects of fat. Tattoo Shops in Idlewood LS, Willowfield LS, Queens SF, and Redsands LV All tats are R:2-3 S:2-3, except the chest Bullet, which is S:1. ############################################################################## # G. Safe House Info (555XIg) I need someone to send me the full Desert and LV property list, unless everyone just wants to wait until I get there, but I doubt that. All safe houses are located on your in game map. Los Santos Property

------------------Ganton (CJ's House) - Price: Free - Garage: Two - Spray tag rewards spawn here as well as a camera and a can of spray paint. Willowfield - Price: $10,000 - Garage: None El Corona - Price: $10,000 - Garage: Two Jefferson - Price: $10,000 - Garage: None Marina - Price: $10,000 - Garage: None Santa Maria Beach - Price: $30,000 - Garage: Four (sort of -- it will fit four bikes, but not cars. Thanks Tim.) Vinewood - Price: $120,000 - Garage: Two (Near Madd Dogg's mansion) Mulholland - Price: Free - Garage: None (Obtained when you return to Los Santos near the end of the game) Badlands Property ----------------Palomino Creek - Price: $35,000 - Garage: Two Blueberry - Price: $10,000 - Garage: None Dillimore - Price: $40,000 - Garage: Two Shady Creeks (Southwest of The Farm) - Price: $100,000 - Garage: None It's a huge ass farm, and I've seen no decent vehicle spawns or even a garage. You get a Sanchez and a pick-up truck, as well as some farm equipment. Ooh ahh. Angel Pine - Price: $20,000 - Garage: None San Fierro Property ------------------Doherty Garage -- Price: Free - Garage: Four - You start with this garage. Snapshot rewards spawn here. Doherty - Price: $20,000 - Garage: None Hashbury - Price: $40,000 - Garage: Four Queens - Price: $50,000 - Garage: None Palisades - Price: $20,000 - Garage: Two Chinatown - Price: $20,000 - Garage: None Financial Hotel - Price: $100,000 - Garage: Two Zero RC - Price: $30,000 - Garage: None - Becomes a save point and asset after you complete his three missions. Wang Cars - Price: $50,000 - Garage: None - Becomes an asset after you

and

complete Cesar's strands of missions here. Must complete Driving School Yay Ka-Boom Boom to purchase. Thanks to John Sovinsky for prices and info for Badlands and SF. The Desert Property ------------------Tierra Robada - Price: $20,000 - Garage: None El Quebrasos - Price: $20,000 - Garage: None Verdant Meadows - Price: $80,000 - Garage: Four + an aircraft storage hangar - Becomes an asset after you complete the airstrip missions. Bone County - Price: $30,000 - Garage: Two Las Venturas Property --------------------I haven't gotten this far yet. Redsands West - Price: $30,000 - Garage: Two Pirates in Men's Pants - Price: $6000 - Garage: None The Camel's Toe - Price: $6000 - Garage: None The Four Dragons Casino - Price: Free - Garage: None The Clown's Pocket - Price: $6000 - Garage: None Prickle Pine - Price: $50,000 - Garage: Four Old Venturas Strip - Price: $6000 - Garage: None Rockshore West - Price: $20,000 - Garage: None Creek - Price: $10,000 - Garage: None White Wood Estates - Price: $20,000 - Garage: Two

If I have any bad info, let me know at the above contact. http://www.gtasanandreas.net/screenshots/gallery.php?image=585 for a map. ############################################################################## # H. Car Mods Info (555XIh) Transfenders - Temple, Los Santos; Doherty, SF; Come-a-Lot, LV Opens upon completion of "Cesar Vialpando". Transfenders works on 65 different types of cars, so just keep checking cars to see what it will or won't accept. These are the simplest of shops that only have basic upgrades, but working on nearly all cars is a great plus. All upgrades are strictly visual except Bass Boost, Nitrous, and Hydraulics. This is all pretty self-explanatory.

Loco Low Co. - Willowfield, LS Opens upon completion of "Cesar Vialpando". Has tons of upgrades, but only for lowriders. Check the Lowrider section of the Vehicle info for more information on what cars constitute as lowriders. Wheel Arch Angels - Ocean Flats, SF Opens upon completion of Zeroing In, a mission for Cesar once the Desert is The

opened up This place makes a few select cars into massive rice rockets. only serviceable cars are Uranus, Sultan, Elegy, Stratum, Jester, and Flash. You can get some very cool paint jobs and upgrades, including hydraulics and of course, NOS.

############################################################################## # I. Girlfriend Info (555XIi) Shamelessly stolen from the SA Forums. _> There's another way to get that snapshot, but I'm not going to spoonfeed it

to you. Feel free to figure that one out yourself. Horseshoes boost luck. Collecting all 50 gives you an M4, an MP5, a Combat Shotgun, and Satchel Charges outside The Four Dragons Casino. You need a jetpack for Horseshoes. Horseshoes are the easiest collectable as long as you know where you're going. It only took me an hour for all of them. Oysters boost Lung Capacity and Sex Appeal, but collecting them all is

just

for 100%. Get a Sea Sparrow. Land near the oyster, swim around for it,

grab

it, and fly to the next. I managed all 50 in under two hours with this method. It's very safe and time efficient. You get small amounts of cash for collecting each one of these, as well as $100,000 for all each 100 Tags/50 Oysters/50 Snapshots/50 Horseshoes. ############################################################################## # L. Extras (555XIl) 1. Unique Jumps (555XIl1) There are 70 unique jumps throughout SA. They are not required for 100% completion. Each jump is $500, and does not increase. When a map is posted online, I'll put it up here. http://hem.bredband.net/708145/ has one now. Oh how I love that man. 2. Two-player Stuff (555XIl2) There are two player icons scattered all throughout San Andreas. Hunt them down! I don't make maps, so I really can't help you. They are bright pink and have pictures of two people on them. Two-player mode has

two types, rampage and free roam, and each icon has a different property to it. Happy hunting. Oh wait, here we go: http://hem.bredband.net/708145/ put one up. 3. Arcade Games (555XIl3) There are four arcade games that are found in bars and in CJ's first safe house. They are all plays on old school arcade games. They have no bearing on anything else in the game, and just kill time for when you're really bored. They are Duality, Go Go Space Monkey, Let's Get Ready to Bumble, and They Come From Uranus. 4. Beat the Cock (555XIl4)

high

These are two triathlon races located on Santa Maria Beach and Fisher's Lagoon on weekends only. They are unlocked after you unlock Las Venturas, and span most of the state. They start with a swimming race, which leads to a cycling race, and finishes with a sprint. You need Stamina and Bike skill to pass these races. The reward for each is $10,000. 5. Other Not 100% Stuff (555XIl5)

for

There are a lot of things you don't need for 100%. The Basketball challenge, dancing, and many other things are all pointless and just fun. Refer to the 100% section for details.

############################################################################## # M. Gangs and Turf Wars (555XIm) Gangs: Grove Street Families -- Green, home in Ganton. Ballas -- Purple, a big force in all of Los Santos. Los Santos Vagos -- Yellow, a lesser Mexican gang of northeast Los Santos. Las Aztecas Varrios -- Cyan, another Mexican gang at war with the Vagos. San Fierro Rifa -- Blue, a big Mexican gang of Garcia, San Fierro. Triads -- Red, the Chinese gang of Chinatown. Da Nang Boys -- The Vietnamese gang that controls Easter Basin, SF. Mafia -- The Italians that run some casinos in Las Venturas. Completing Doberman unlocks the ability to fight for turf.

is

the

Here's how Turf Wars really work. Start by recruiting a couple of gang members and heading into the territory of your choice. Kill a few gangsters and watch the turf war start. Here's the difference. Wave one chump change. Pick them off, take the cash and gats, and get ready for wave two. Wave two is harder. We've got some AKs, some SMGs, and a few more gang members. Health icons and body armor spawn on the corners of area under attack, and they can and WILL save your ass a few times. Wave three is Hell, however. Gangsters attack from all sides with AKs, SMGs, and I've even had a few drive-by me and I had to blow up the car. Once wave three is over, OG controls the turf.

you

How do you survive this? Hitman status. Do some early gang wars and build your pistol, SMG, AK, and maybe Shotgun all up to Hitman. Hitman makes a killing MACHINE. Target, HEADSHOT, target, HEADSHOT. It's the only way to take over all of LS, which some people really want to do.

What's the point? CJ's house becomes an asset after Doberman. The more territories you own, the more you collect. The more territories you own, the less gangsters shoot at you during side missions. The more territories you take over/defend, the more respect you have. Defend? What? Yea, at random times (also known as "whenever you least need

can

it to happen"), any and every one of your territories can come under gang attack, unless the territory is surrounded by green, or just not bordering enemy territory. Thus, if you control all of Los Santos, you never come into attack, and you will kick lots of ass. If you want to defend against a war, simply drive over, take out as many as you can in

car, bail out, and finish the rest on foot. You get some cash and respect for doing so, and you keep the territory. Also, since a lot of people have

sent this in, just saving while your turf war. It's cheap, but nice to know.

is under attack stops the gang

After completion of "Green Sabre", you cannot do turf wars until you return to Los Santos far later in the game, at which point you can take over all of LS, and the one stray territory that some how ended up at the boat school in Bayside Marina. ############################################################################## N. 100%, The Legacy (555XIn) I guarantee that you will get 100% if you do these exactly as I have them listed on the checklist. It's very possible to do it other ways, but two times through and I have two 100% saves. What you need: All 100+ Storyline and Non-Storyline missions All Side Missions (BMX Challenge, Chiliad, Couriers, Import/Export, Freight Train, Gyms, NRG-500 Challenge, Lowrider, Quarry Missions, place first in all street races, get bronze or higher in all four schools, complete the Ammunation shooting challenges (4), all four stadium events completed, all R3 missions completed) All save houses purchased All sprays, snapshots, oysters, horseshoes What you DO NOT need: All territories taken over All girlfriends completed All stats maxed Anything involving two-player >>Big Smoke's Couriers => => => =>

Market Station: Unity Station: Linden Station: Yellow Bell Station: Cranberry Station:

3110 1096 3404 1973 4215

distance, distance, distance, distance, distance,

2:40 1:30 3:00 2:15 3:00

minutes minutes minutes minutes minutes

Note: Distances are not exact since it depends on where the train stopped in the red marker at the current station. Once you complete level 1, level 2 will have 6-10 seconds less time allotted to reach each station. Once you complete level 2, you can use the train for free to travel to any of the stations around the city. Vehicles that can be used: Brown Streak or Freight Strategy: Go to one of the train stations and wait for a train to arrive. When it does, hijack it and begin the mission. When leaving a station, accelerate until the train's speed reaches 44. Do not go faster since the train will derail. Maintain the speed until the distance is 300 if in a Brown Streak or 330 if in a Freight and then brake. It is better to stop short of the red marker than go past it since time will be lost since the train will have to be backed up. Tip: The delivery will be made if the distance is less than 10, either before or past the red marker. ****************************************************************************** 6.2 'Lowrider Challenge' ****************************************************************************** Available: After the completion of 'Cesar Vialpando'. Description: Obtain a lowrider and if it is not equipped with hydraulics, go to the Loco Low Co. in Willowfield to purchase the equipment. Travel to the Unity Train Station in El Corona and walk into the red marker in front of the man standing on the sidewalk along the east wall. When the man asks if you are looking for the lowrider competition, answer positively. Drive into the red marker at the competition and place a wager for the competition. Once the competition begins, a circle will appear at the bottom of the screen and arrow icons will move into the circle from the right. The goal is to move the right analog stick in the direction indicated by the arrow icons as they pass through the circle. The idea is to make the car "bounce" in time with the music. Pushing the stick harder will give a bigger bounce. Bad bounces (e.g., too early or too late) will result in points being given to the opposition. The mission is a failure if the opposition has more points at the end of the competition. (This mission is the same as 'Cesar Vialpando' but with a greater level of difficulty.) Strategy: Try to listen to the music to synchronize the bounce with the beat. If this is too difficult, wait to push the stick until the arrow is completely in the circle. IMPORTANT NOTE: This mission is NOT required for 100% game completion. ****************************************************************************** 6.3 Gyms ****************************************************************************** There is a gym located in each section of the city (Los Santos, San Fierro and Las Venturas) and are indicated by a red and black dumbbell icon on your onscreen radar and map. In addition to a challenge, each gym has a treadmill, stationary bike, bench press and dumbbells that can be used to work out.

Using the treadmill or stationary bike will increase stamina and reduce fat, while the free weights will increase muscle. These gyms are always open and can be used at any time. However, you are only allowed to gain a certain amount of muscle and/or stamina per day. Once this limit is reached, you will not be able to work out for another 12 hours. ****************************************************************************** 6.3.1 Boxing Instructor Challenge ****************************************************************************** Available: At the gym in Ganton after achieving 20% muscle (a message will appear on the screen when this has occurred). Description: Walk into the red marker inside the gym in front of the boxing instructor. When he asks if you want to learn new moves, answer positively. You will then begin fighting the instructor. The objective is to knock out the instructor. Press and hold the R1 button to "target" him and press the circle button to punch. Once the instructor has been beaten, he will show the running, ground and combo attacks that can now be used. Strategy: Target the instructor and continually keep attacking him until he is beaten. ****************************************************************************** 6.3.2 Martial Arts Instructor Challenge ****************************************************************************** Available: At the Cobra Martial Arts gym in Garcia after the completion of 'The Green Sabre' and achieving 20% muscle (a message will appear on the screen when this has occurred). Description: Walk into the red marker inside the gym in front of the martial arts instructor. When he asks if you want to become a warrior, answer positively. You will then begin fighting the instructor. The objective is to knock out the instructor or knock him off the mat. If you step off the mat, the mission is a failure. Press and hold the R1 button to "target" him and press the circle button to punch. Once the instructor has been beaten, he will show the running, ground and combo attacks that can now be used. Strategy: Target the instructor and keep attacking him to force him to continually move backwards and step off the mat. ****************************************************************************** 6.3.3 Kickboxing Instructor Challenge ****************************************************************************** Available: At the Below the Belt gym in Redsands East after the completion of 'Yay Ka-Boom-Boom' and achieving 20% muscle (a message will appear on the screen when this has occurred). Description: Walk into the red marker inside the gym in front of the kickboxing instructor. When he asks if you want to learn new moves, answer positively. You will then begin fighting the instructor. The objective is to knock out the instructor. Press and hold the R1 button to "target" him and press the circle button to punch. Once the instructor has been beaten, he will show the running, ground and combo attacks that can now be used.

Strategy: Target the instructor and continually keep attacking him until he is beaten. ****************************************************************************** 6.4 Stadium Events ****************************************************************************** These missions are started from a stadium located in each section of the city (Los Santos, San Fierro and Las Venturas) and are indicated by a silver trophy icon on your on-screen radar and map. ****************************************************************************** 6.4.1 '8-Track' ****************************************************************************** Available: At any time. Description: Walk into the red marker outside of the northwest entrance of the Los Santos Forum in East Beach. Compete in a 12-lap stock-car race against 11 other cars and finish in first place. As you race, your car will sustain damage as you hit other cars or the wall. (Note: In order to achieve 100% game completion, you must finish in first place.) A Hotring Racer and Monster will appear in the northwest parking lot when first place is achieved. Strategy: Drive conservatively and cautiously because the car spins out very easily. Try to avoid hitting other cars or being hit (although it is inevitable) since this will cause your car to be damaged and if it sustains too much damage, it will not finish the race. Tip: Using the handbrake will help you maneuver around the turns without needing to slow down (so you can keep the accelerator button continually pressed). ****************************************************************************** 6.4.2 'Blood Bowl' ****************************************************************************** Available: After the completion of 'The Green Sabre'. Description: Walk into the red marker on the west side of the Foster Valley Stadium in Foster Valley. While participating in a demolition derby where the passengers in the cars are performing drive-bys, collect checkpoints (indicated by a red marker and a red dot on the on-screen radar) in order to reach the goal time. Every time a checkpoint is reached, 15 seconds is added to the timer (which begins at 0:30). If the timer reaches 0:00 or your car is destroyed, the mission is a failure. A wrench icon will also occasionally appear in the stadium. Driving through the icon will repair the damage to your car. Strategy: Concentrate on reaching the checkpoints and try to avoid hitting other cars or being hit since this will cause you to spin or roll and will cost time. Tip: If you car rolls over and lands on its top, it is automatically corrected so you can continue. ******************************************************************************

6.4.3 'Kickstart' ****************************************************************************** Available: After the completion of 'Yay Ka-Boom-Boom' and the current day is NOT Monday or Wednesday. Description: Walk into the red marker on the north side of the Blackfield Stadium in Blackfield. Proceed around the stadium course and collect red, green and amber colored balls in order to reach 26 points within 4 minutes. Each ball has a different point value and is based on the difficulty of reaching it (green = 1 point, amber = 2 points, red = 3 points). If the timer reaches 0:00 before 26 points is obtained, the mission is a failure. A Dune will appear next to the north entrance of the stadium when the current day is not Monday or Wednesday when the mission is passed. Strategy: Proceed around the stadium and collect the easier (green) balls first. Do not spend too much time working on a single ball. Tip: Having a higher bike skill before starting the mission will make it more difficult to fall off the motorcycle. ****************************************************************************** 6.4.4 'Dirt Track' ****************************************************************************** Available: After the completion of 'Yay Ka-Boom-Boom' and the current day is Monday or Wednesday. Description: Walk into the red marker on the north side of the Blackfield Stadium in Blackfield. Compete in a 6-lap race on a Sanchez against 11 other competitors and finish in first place. (Note: In order to achieve 100% game completion, you must finish in first place.) A BF Injection will appear next to the north entrance of the stadium when the current day is Monday or Wednesday when first place is achieved. Strategy: Drive conservatively and cautiously and concentrate on the course. The other competitors will wreck often so you should be able to easily pass them. Tip: Having a higher bike skill before starting the mission will make it more difficult to fall off the motorcycle. ****************************************************************************** 6.5 'BMX' ****************************************************************************** Available: After the completion of 'Big Smoke' and cycling skill greater than 20%. Directions: From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn left at the second intersection (after the road turns to the right). At the first left intersection is the entrance to the skateboard park on the left. In front of the half pipe at the east end of the park is a BMX that begins the mission. Description: Reach all 19 rings (indicated by the red circle and a red dot on the on-screen radar) in any order. Your time limit begins with 10 seconds and

you receive an additional 10 seconds for each ring obtained. If you do not reach all the rings within the time limit, the mission is a failure. Strategy: Although the rings can be obtained in any order, using the following pattern will help to ensure you reach all of them within the time limit and allow the most amount of time for the difficult ones. Begin down the hill to the right and bunnyhop through the first ring (1) and then ride through the ring to the right (2). Go to the left (southwest) and ride through the ring on the ground (3) and then bunnyhop to obtain the next ring (4). Turn hard left and ride through the ring at the edge of the "pipeline" (5). Proceed to the right and ride through the ring near the west fence (6) and then travel to the south fence and bunnyhop to obtain the next ring (7). Turn left (west), ride to the end of the park and then turn left to obtain the ring at the edge of the pipeline (8). Continue west and ride through the next ring at the edge of the pipeline (9). Turn right (northeast) and obtain the ring at the top of the hill (10) (you may need to bunnyhop if you do not have enough speed to reach the top). Turn around, go to the bottom of the hill and bunnyhop to reach the next ring (11). Travel west and ride into the pipeline to get the ring at the end (12). Follow the pipeline to the southwest, bunnyhop to reach the next ring (13) and then ride through the next ring (14). Turn left and follow the pipeline between the high walls. Bunnyhop to reach the next ring (15). Continue through the pipeline to the end to reach the next ring (16). Travel to the half pipe in the northeast corner of the park. The next two rings are located at the top of each side (17,18). In order to reach these rings, you will need to back up one side and then begin pedaling to start up the opposite side. Once you stop going up, stop pedaling and allow the bike to go backwards. When it stops going backward (partially up the opposite side), begin pedaling again. Repeat this procedure until reaching both rings. Proceed to the half pipe in the northwest corner of the park. The ring is located on the ledge at the top of one of the sides (19). Repeat the same procedure used for the previous two rings to reach the ledge and obtain the ring. Tip: The rings cause a shadow that can be seen on the ground. Tip: Attempt this mission after achieving the maximum cycling skill level since this will allow for much higher bunnyhops. Otherwise, some of the rings will be more difficult to reach. ****************************************************************************** 6.6 Ammu-Nation Challenge ****************************************************************************** Available: After the completion of 'Doberman' (for pistol and machine pistol), 'The Green Sabre' (for shotgun) and 'Yay Ka-Boom-Boom' (for AK-47). Description: Enter an Ammu-Nation (indicated by a black pistol icon on your on-screen radar and map) and walk into the red marker at the shooting range. (Note: Not all Ammu-Nation stores have a shooting range.). You will compete in a shooting range competition against two other competitors. The competition consists of three rounds. The first round requires shooting all of the parts of three targets. A part will only be destroyed when a shot lands in the red circle. Each target will be a greater distance away than the previous one. If you are not the first competitor to shoot all of the targets, the mission is a failure. The second round also requires shooting all of the parts of three targets. However, each target will start far away and then move closer. If you are not the first competitor to shoot all of the

targets, the mission is a failure. The third round consists of all competitors shooting at a single moving target. Each part is worth one point. The first competitor to reach 20 points is the winner. If you are not the first competitor to reach 20 points, the mission is a failure. You will repeat the same competition for each weapon. (Note: If you attempt this mission before completing 'Yay Ka-Boom-Boom', you will have to repeat the competition for each of the weapons, even if it was successfully completed.) Strategy: For the pistol, continually shoot at the targets. For the machine pistol, continually fire and strafe the targets until they are destroyed. For the shotgun, the target is destroyed if the shot lands anywhere on it (i.e., it does not have to hit the red circle). Be sure to aim precisely since the gun has a slow fire rate and you cannot afford to miss the target on any shot (especially in round 3). For the AK-47, aim toward the red circle before shooting and then strafe until the target is destroyed. For all weapons other than shotgun, continue shooting at the end of each round so that the gun is reloaded between the rounds and has a full clip of ammunition when the next round begins. Tip: Having at least a Gangster weapon skill level will increase the weapon's accuracy. ****************************************************************************** 6.7 Courier Missions ****************************************************************************** ****************************************************************************** 6.7.1 Los Santos ****************************************************************************** Available: At any time. Directions: From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. After the third intersection, there is a 24-7 store (Roboi's Food Mart) on the left. In front of the store on the left side is a BMX that begins the mission. Description: Deliver packages to various locations (indicated by a red ring (corona) at the location and a yellow dot on the on-screen radar and map). Once you find a ring, you must throw the package through it by pressing the L2 or R2 button to look left or right and then press the circle button. If the package misses, it will be on the ground for a short time (when it can be picked up) and will then disappear. After all of the packages have been delivered, you must return to the store to receive a portion of the profits. There are four phases to the mission, each with a different number of packages that are carried, number of deliveries to be made and time limit. The following list shows this information. Note that there are extra packages being carried and not all must be delivered. Phase Phase Phase Phase

1 2 3 4

– – – –

6 6 7 8

packages, packages, packages, packages,

3 4 5 6

delivery delivery delivery delivery

locations, locations, locations, locations,

3 minutes 5 minutes 5 minutes 10 minutes

Once the final phase is completed, the store will become an asset and will

earn money (up to $2000 per day). The money can be picked up by walking into the money icon (indicated by a $ icon) located in front of the store. The amount of money generated so far is displayed above the money icon. Strategy: As soon as a phase begins, press the START button to display the map. Use the map to plan a route that will take you in a "circle" and avoid backtracking. Pedal hard throughout the entire trip and be sure to use any available shortcuts. Be sure to stop close to the ring before throwing the package to minimize the chance of missing. Tip: Having a high stamina when the mission starts will allow for pedaling harder for a longer time. ****************************************************************************** 6.7.2 San Fierro ****************************************************************************** Available: After the completion of 'The Green Sabre'. Directions: From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the third intersection. Turn left at the second intersection. Immediately after the turn, the "Hippy Shopper" store is on the right. On the left side of the store is a Freeway that begins the mission. Description: Deliver packages to various locations (indicated by a red ring (corona) at the location and a yellow dot on the on-screen radar and map). Once you find a ring, you must throw the package through it by pressing the L2 or R2 button to look left or right and then press the circle button. If the package misses, it will be on the ground for a short time (when it can be picked up) and will then disappear. After all of the packages have been delivered, you must return to the store to receive a portion of the profits. There are four phases to the mission, each with a different number of packages that are carried, number of deliveries to be made and time limit. The following list shows this information. Note that there are extra packages being carried and not all must be delivered. Phase Phase Phase Phase

1 2 3 4

– – – –

6 6 7 8

packages, packages, packages, packages,

3 4 5 6

delivery delivery delivery delivery

locations, locations, locations, locations,

3 5 5 7

minutes minutes minutes minutes

Once the final phase is completed, the store will become an asset and will earn money (up to $2000 per day). The money can be picked up by walking into the money icon (indicated by a $ icon) located in front of the store. The amount of money generated so far is displayed above the money icon. Strategy: As soon as a phase begins, press the START button to display the map. Use the map to plan a route that will take you in a "circle" and avoid backtracking. Be sure to use any available shortcuts. Be sure to stop close to the ring before throwing the package to minimize the chance of missing. ****************************************************************************** 6.7.3 Las Venturas ******************************************************************************

Available: After the completion of 'Yay Ka-Boom-Boom'. Directions: From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn left at the first intersection. Turn left at the first intersection. Immediately after the turn, the "Burger Shot" restaurant is on the right. On the right side of the store is a Faggio that begins the mission. Description: Deliver packages to various locations (indicated by a red ring (corona) at the location and a yellow dot on the on-screen radar and map). Once you find a ring, you must throw the package through it by pressing the L2 or R2 button to look left or right and then press the circle button. If the package misses, it will be on the ground for a short time (when it can be picked up) and will then disappear. After all of the packages have been delivered, you must return to the restaurant to receive a portion of the profits. There are four phases to the mission, each with a different number of packages that are carried, number of deliveries to be made and time limit. The following list shows this information. Note that there are extra packages being carried and not all must be delivered. Phase Phase Phase Phase

1 2 3 4

– – – –

6 5 7 8

packages, packages, packages, packages,

3 4 5 6

delivery delivery delivery delivery

locations, locations, locations, locations,

3 6 5 8

minutes minutes minutes minutes

Once the final phase is completed, the restaurant will become an asset and will earn money (up to $2000 per day). The money can be picked up by walking into the money icon (indicated by a $ icon) located in front of the restaurant. The amount of money generated so far is displayed above the money icon. Strategy: As soon as a phase begins, press the START button to display the map. Use the map to plan a route that will take you in a "circle" and avoid backtracking. Be sure to use any available shortcuts. Be sure to stop close to the ring before throwing the package to minimize the chance of missing. Tip: Some of the phase 4 locations are difficult to see from the road. The Roca Escalante location is behind the short wall, with entrances on the north and south sides. The Spinybed location is in the warehouse facility and the entrance along the south wall should be used. The Redsands West location is next to the baseball stadium and the entrance in the northeast corner of the parking lot should be used. The Blackfield location is at the Blackfield stadium and should be approached using the north entrance. ****************************************************************************** 6.8 'Trucking' ****************************************************************************** Available: After the completion of 'Tanker Commander' (for missions 1-6) and 'Yay Ka-Boom-Boom' (for missions 7-8). Description: Walk into the red marker inside of RS Haul depot in Flint County (indicated by gray truck icon on your on-screen radar and map). You will need to transport a load to various locations in the city. If the truck's trailer becomes disconnected, you will have 60 seconds to back the truck up to the

trailer to reconnect it. If the timer reaches 0, the mission is a failure. There are eight missions to be completed. Missions 1 and 4 require driving the load to the destination before a certain time of day. For each minute the load arrives late, the cash received after the mission will be decreased. If the cash amount reaches 0, the mission is a failure. Missions 2, 5 and 7 require driving a fragile load to the destination. An indicator will be displayed indicating the truck's damage level. For each impact the truck makes with an object (e.g., trees, other cars, etc.), the damage indicator will empty and the cash received after the mission will be decreased. If the indicator reaches empty (and the cash amount reaches 0), the mission is a failure. Missions 3, 6 and 8 require driving an illegal load to the destination. Once the RS Haul depot is left, you will have a 3-star wanted level for missions 3 and 6 and a 4-star wanted level for mission 8. If the truck is destroyed before reaching the destination, the mission is a failure. Once the final mission is completed, the depot will become an asset and will earn money (up to $2000 per day). The money can be picked up by walking into the money icon (indicated by a $ icon) located inside of the depot on the right. The amount of money generated so far is displayed above the money icon. Strategy: For the timed missions, press the START button to display the map and use the map to plan the best route to take. For the fragile load missions, drive VERY cautiously to avoid sustaining damage. For the illegal load missions, ignore the wanted level but be careful of the police cars since they will ram the truck and the trailer may become disconnected. ****************************************************************************** 6.9 'The Chiliad Challenge' ****************************************************************************** Available: After the completion of 'The Green Sabre', between 7:00 and 18:00 and a cycling skill greater than 40%. Directions: From the south bridge that connects Rodeo to Flint County, cross the bridge into Flint County and follow the road to the Flint Intersection. Exit at the offramp and follow the highway to Whetstone. Continue on the highway until reaching the offramp on the west side of Whetstone. Exit at the offramp and turn right at the T intersection. At the first right intersection, there is a dirt road on the left. Follow the dirt road to the top of the mountain. At the top of the mountain is a Mountain Bike that begins the mission. Description: Participate in a race on the Mountain Bike against five or three other competitors. The objective of each race is to reach all of the checkpoints (indicated by a red marker and a red dot on the on-screen radar) as they appear on the course and finish the race in first place. If you fail to finish the race in first place, the mission is a failure. If you fall off the mountain, you will automatically reappear on the course. The first race is Scotch Bonnet Yellow Route. After finishing the race in first place, the Birdseye Winder race will be available. Once that race is won, the Cobra Run race will be available. Once the last race has been won, the races can be run again. (Note: In order to achieve 100% game completion, you must finish each race in first place.) Strategy: Concentrate on the course and not the other riders or your position. Be sure to take turns slowly (slow down when approaching) and pedal in the

straight sections. Avoid traveling at high speed (except when approaching the finish line) since attempting to slow down quickly will either cause you to fall off the bike or make you do a stoppie (which will usually cause you to turn in the opposition direction of the course). It is better to travel conservatively (even if you are in last place at the start of the race). This will minimize mistakes and you will be able to easily catch up and pass the other competitors. Tip: You only have to get close to a checkpoint for it to be obtained (i.e., you do not have to go through its center). This will allow shortcuts to be taken at some curves to allow you to gain position on the other riders. Tip: The red checkpoint markers have an arrow indicating which direction to follow or a large dot indicating to continue straight. Tip: Having a high cycling skill before the mission starts will make it easier since you will not be as likely to fall off the bike. Tip: Use the bike's rear brake (R1 button) to prevent against stoppies. ****************************************************************************** 6.10 'NRG-500' ****************************************************************************** Available: After the completion of 'The Green Sabre'. Directions: From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the second offramp. At the end of the offramp, turn right. Turn left at the first intersection. Turn right at the first intersection. When the road turns hard left, continue straight toward the buildings. Turn left and continue until reaching the train tracks. Turn right and follow the train tracks until reaching the dry dock on the left. On the left (west) corner of the dry dock is an NRG-500 that begins the mission. Description: Reach all 18 rings (indicated by the red circle and a red dot on the on-screen radar) in any order. Your time limit begins with 10 seconds and you receive an additional 10 seconds for each ring obtained. If you do not reach all the rings within the time limit or the motorcycle is destroyed, the mission is a failure. Strategy: Although the rings can be obtained in any order, using the following pattern will help to ensure you reach all of them within the time limit and allow the most amount of time for the difficult ones. After the mission starts, proceed clockwise and ride through the rings along the edge of the dry dock (1-3). Go down the ramp on the north side (4-5) and then drive through the rings on the bottom of the dry dock and low on the walls (6-11). The remaining rings are reached by traveling quickly up the side of the dry dock and jumping out of the dry dock (12-18). Tip: The rings above the edge of the dry dock cause a long shadow that can be partly seen on the edge of the dry dock. Tip: Use the left analog stick to shift your body weight to help reach the rings and ensure you land on both wheels. ******************************************************************************

6.11 'Valet Parking' ****************************************************************************** Available: After the completion of '555 We Tip'. Directions: From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn right at the T intersection. Turn right at the fourth intersection. After the first left intersection, the Vank Hoff Hotel is on the left. Pre-Mission Setup: Before starting this mission, put on the valet uniform from the safe house wardrobe. Description: Park cars in the hotel's underground car park as they arrive. When you get into a car to be parked, a damage bonus indicator will be displayed. For each impact the car makes with an object (e.g., walls, other cars, etc.), the damage bonus indicator will decrease. Drive the car into the underground car park and park in the indicated space. Once the car is parked, the damage bonus indicator's amount will be added to the timer, as well as a time bonus corresponding to how well the car was parked (i.e., how straight within the space, etc.). After the car has been parked, you must return to the front of the hotel where the other valets are waiting. If one of the other valets is killed, a penalty of 20 seconds on the damage bonus indicator will be assessed. The following list shows the initial time limit and the number of cars to be parked for each level: Level Level Level Level Level

1 2 3 4 5

– – – – –

3 4 5 6 7

cars, cars, cars, cars, cars,

2 2 2 2 2

minutes minutes minutes minutes minutes

Once the final level is completed, the hotel will become an asset and will earn money (up to $2000 per day). The money can be picked up by walking into the money icon (indicated by a $ icon) located in front of the hotel. The amount of money generated so far is displayed above the money icon. Strategy: All cars needing to be parked will enter from the east side. Stand on the south side of the driveway (closest to the driver side door) and when a car pulls up, quickly run to the driver's door and get in once the driver gets out. When parking the car, concentrate on parking the car quickly with little or no damage since the maximum damage bonus will be much higher than the maximum parking bonus. Tip: Use the sidewalk at the east end of the hotel's driveway to bypass the traffic at the intersection (especially if there is another valet in a car at the end of the driveway). However, the turn from the sidewalk into the underground car park is very tight. ****************************************************************************** 6.12 Schools ****************************************************************************** Located throughout the city are several schools you must attend (indicated by a red 'S' icon on your on-screen radar and map). Each school contains a series of courses that must be completed. When a course is completed, you

will receive a grade based on your performance on the course. A minimum grade of 70% is required to pass the course (and unlock the next course). A medal will be received based on the grade received. The follow are the score ranges for each medal: Gold: 100% Silver: 86% - 99% Bronze: 70% - 85% Any course that has been completed can be repeated to attempt to receive a better score. Once all of the courses have been completed, a reward vehicle will be available based on the medals received for the courses. IMPORTANT NOTE: 100% game completion only requires a passing grade in each school's course (i.e., all gold medals are NOT required). ****************************************************************************** 6.12.1 'Back to School' (Driving) ****************************************************************************** Available: After the completion of 'Deconstruction'. Description: Enter the driving school in Doherty and complete a series of 12 driving courses. The course grade is based on the vehicle's final heading and position, the amount of cone or car damage sustained and the course's completion time (if applicable). Once all of the courses have been passed, the following vehicles will be available in the west end of the school's parking lot based on the medals received for the courses: All gold: Hotknife All silver (or better): Bullet All bronze (or better): Super GT Note: If the car stops moving while on a course, the course will be terminated. ****************************************************************************** 6.12.1.1 'The 360' ****************************************************************************** Description: Press and hold the X and square buttons and use the left analog stick to perform a 360-degree turn within 10 seconds. Strategy: None needed ****************************************************************************** 6.12.1.2 'The 180' ****************************************************************************** Description: Accelerate to top speed, press the R1 button to powerslide around the cones and return to the starting position within 10 seconds. Strategy: None needed ****************************************************************************** 6.12.1.3 'Whip and Terminate' ******************************************************************************

Description: Accelerate to top speed, press the R1 button to powerslide around a corner and stop in the designated area. Strategy: None needed ****************************************************************************** 6.12.1.4 'Pop and Control' ****************************************************************************** Description: Drive a police car through the course with the right rear tire flattened (by a spike strip at the start of the course) within 5 seconds. Strategy: After the tire has been flattened, avoid a lot of steering movement since this will cause a loss of control. ****************************************************************************** 6.12.1.5 'Burn and Lap' ****************************************************************************** Description: Drive 5 laps in a short oval course. This course's grade is based on the course time and damage sustained only. A time of less than 35 seconds is required for a gold medal. Strategy: Accelerate throughout the entire course and powerslide through every turn. ****************************************************************************** 6.12.1.6 'Cone Coil' ****************************************************************************** Description: Zigzag around three rows of cones, powerslide around a single cone at the end of the course (in the center of the red marker) and then travel back through the course to the starting location within 10 seconds. Strategy: None needed ****************************************************************************** 6.12.1.7 'The '90'' ****************************************************************************** Description: Accelerate and powerslide to parallel park between two cars within 5 seconds. Strategy: Drive either to the right or to left of the center path before doing the powerslide. ****************************************************************************** 6.12.1.8 'Wheelie Weave' ****************************************************************************** Description: Drive up the small ramp on the left side to ride on two wheels and then park in the center of the red marker. Strategy: After getting onto two wheels, push the left analog stick up. When correcting the direction, do not push the left analog stick too hard or you will overcompensate.

****************************************************************************** 6.12.1.9 'Spin and Go' ****************************************************************************** Description: Drive in reverse to the curve in the course, perform a 180 and park in the designated area within 5 seconds. Strategy: None needed ****************************************************************************** 6.12.1.10 'P.I.T. Maneuver' ****************************************************************************** Description: Drive a police car, perform a P.I.T. maneuver against another car, and stop perpendicular and as close as possible to the other car. Strategy: After hitting the other car, turn toward the car so that you stop close and perpendicular to it. ****************************************************************************** 6.12.1.11 'Alley Oop' ****************************************************************************** Description: Accelerate and drive one side of the car up the ramp to perform a barrel roll and land on all four wheels. Strategy: After hitting the ramp, release the accelerator and use the left analog stick to control the pitch of the car to ensure it lands on all four wheels. ****************************************************************************** 6.12.1.12 'City Slicking' ****************************************************************************** Description: Drive to and from Esplande North within 2 minutes. 1:40 or less is required for a gold medal.

A time of

Strategy: Concentrate on the road and not the timer! Do not take corners too quickly since the car used has a tendency to "fish-tail" and may cause you to spin out and lose time or crash. Turn right out of the school and then immediately left onto the main road. Travel down the center of the road on the trolley tracks. Be careful at intersections because cars you pass will turn left into your path. Just after entering Calton Heights, turn right onto the main road (with a white building on the left corner). Drive between the trolley tracks down the hill until reaching the T intersection. Turn left and continue on the road until reaching the red marker. Turn left at the road with the red marker and follow it up the hill (use the right analog stick to adjust the view to look for traffic up the hill). Turn right at the third intersection (after going down the hill). Turn left at the first intersection onto the main road and follow the road back to the driving school (again traveling in the center). ****************************************************************************** 6.12.2 Boat ******************************************************************************

Available: After the completion of 'Pier 69'. Description: Enter the boating school at Bayside Marina and complete a series of 5 boating courses. The course grade is based on the boat's final position, the amount of boat damage sustained and the course's completion time (if applicable). Once all of the courses have been passed, the following boats will be available in the west side of the dock based on the medals received for the courses: All gold: Jetmax All silver (or better): Squallo All bronze (or better): Marquis ****************************************************************************** 6.12.2.1 'Basic Seamanship' ****************************************************************************** Description: Drive the boat forward and stop within the buoy region. of 0:10 or less is required for a gold medal.

A time

Strategy: Accelerate until the timer reaches 0:06 and then press and hold the square button to stop. ****************************************************************************** 6.12.2.2 'Plot a Course' ****************************************************************************** Description: Drive the boat through a course of buoys. is required for a gold medal.

A time of 0:35 or less

Strategy: Pass through the center of the buoy markers and press the R1 button to turn sharply to the next buoy. ****************************************************************************** 6.12.2.3 'Fresh Slalom' ****************************************************************************** Description: Drive the boat through a course of buoys. is required for a gold medal.

A time of 1:20 or less

Strategy: Pass through the center of the buoy markers and press the R1 button to turn sharply to the next buoy. Use the on-screen radar to determine the location of the next buoy. ****************************************************************************** 6.12.2.4 'Flying Fish' ****************************************************************************** Description: Drive the boat up the ramp to the left of the starting position and land in the designated area. The jump must be completed within 45 seconds. A jump of 67 meters or more is required for a gold medal. Strategy: After starting, turn right and drive to the cliff near the Gant Bridge, near the stopped speedboat. Turn around and drive toward the ramp, using the on-screen radar to line up. Once the ramp comes into view, adjust the approach so that the middle of the ramp is used. Avoid making large turns since this will cause the boat to lose some speed.

****************************************************************************** 6.12.2.5 'Land, Sea and Air' ****************************************************************************** Description: Drive the boat through a course of buoys, some which have ramps between them. A time of 2:10 or less is required for a gold medal. Strategy: Pass through the center of the buoy markers and press the R1 button to turn sharply to the next buoy. Use the on-screen radar to determine the location of the next buoy after the one being traveled to since it will appear as a small dot. ****************************************************************************** 6.12.3 'Learning to Fly' (Pilot) ****************************************************************************** Available: After the completion of 'Verdant Meadows'. Description: Enter the pilot school at the airfield in Verdant Meadows and complete a series of 10 flying courses. The course grade is based on the aircraft's final position (if applicable), the amount of aircraft damage sustained and the course's completion time (if applicable). Once all of the courses have been passed, the following aircraft will be available in and next to the hangar west of the control tower based on the medals received for the courses: All gold: Hunter All silver (or better): Stuntplane All bronze (or better): Rustler General Strategy: For courses using an airplane, be sure to raise the landing gear immediately after takeoff. Otherwise, the plane's speed will be slowed due to the drag created. ****************************************************************************** 6.12.3.1 'Takeoff' ****************************************************************************** Description: Accelerate to take off and fly through three rings (indicated by the red circle and a red dot on the on-screen radar). A time of 0:30 or less is required for a gold medal. Strategy: Avoid steep climbing or diving since this will decrease the plane's speed. Keep the plane level as much as possible. ****************************************************************************** 6.12.3.2 'Land Plane' ****************************************************************************** Description: Fly through one ring, land on the runway and stop the plane inside of the red marker. A time of 0:25 or less is required for a gold medal. Strategy: Fly parallel and close to the runway. It is important to keep the plane level or damage will be sustained. When nearing the red marker, press the square button to slow down. As soon as the wheels touch the runway, push

the left analog stick forward to put the nose of the plane down and taxi along the runway to the marker. ****************************************************************************** 6.12.3.3 'Circle Airstrip' ****************************************************************************** Description: Accelerate to take off and fly through eight rings that are in a circular pattern around the airfield. A time of 1:00 or less is required for a gold medal. Strategy: Begin turning toward the next ring just before flying through a ring. Be sure to fly "smoothly" by avoiding quick turns since an overturn will require you to correct (and possibly overturn again) and time will be lost. ****************************************************************************** 6.12.3.4 'Circle Airstrip and Land' ****************************************************************************** Description: Accelerate circular pattern around you need to land on the time of 1:20 or less is

to take off and fly through eight rings that are in a the airfield. After passing through the last ring, runway and stop the plane inside of the red marker. A required for a gold medal.

Strategy: Begin turning toward the next ring just before flying through a ring. Be sure to fly "smoothly" by avoiding quick turns since an overturn will require you to correct (and possibly overturn again) and time will be lost. Immediately after passing through the last ring, press the R3 button to lower the landing gear. Descend toward the runway and fly parallel and close to it. It is important to keep the plane level or damage will be sustained. When nearing the red marker, press the square button to slow down. As soon as the wheels touch the runway, push the left analog stick forward to put the nose of the plane down and taxi along the runway to the marker. ****************************************************************************** 6.12.3.5 'Helicopter Takeoff' ****************************************************************************** Description: Takeoff in the helicopter, turn 180 degrees a fly through single ring. A time of 0:50 or less is required for a gold medal. Strategy: Takeoff and when the timer reaching about 10 seconds, turn around and fly to the ring. The 180 degree turn and flight toward the ring can be performed before the on-screen messages about these maneuvers are displayed. ****************************************************************************** 6.12.3.6 'Land Helicopter' ****************************************************************************** Description: Fly to the runway and land in the red marker. less and a straight landing are required for a gold medal.

A time of 0:30 or

Strategy: None needed ****************************************************************************** 6.12.3.7 'Destroy Targets'

****************************************************************************** Description: Fly to the end of the runway and destroy three stationary trucks. Once all of the trucks are destroyed, fly to the area at the opposite end of the runway and destroy two moving cars. After the cars are destroyed, you need to fly to the opposite end of the runway and land in the red marker. A time of 1:20 or less and a straight landing are required for a gold medal. Strategy: Fly toward the targets and when close, push the left analog stick forward slightly to lower the helicopter's nose. Begin continually shooting rockets and the machine gun at the trucks. ****************************************************************************** 6.12.3.8 'Loop-The-Loop' ****************************************************************************** Description: Fly through a single ring, perform a loop-the-loop and then fly through a second ring. A time of 0:21 or less is required for a gold medal. Strategy: When flying downward after the loop, continue flying down for a short amount of time to gain additional speed and then climb up to the final ring. ****************************************************************************** 6.12.3.9 'Barrel Roll' ****************************************************************************** Description: Fly through a single ring, perform a barrel roll and then fly through a second ring. A time of 0:19 or less is required for a gold medal. Strategy: After passing through the first ring, wait to execute the barrel roll until reaching the midpoint of the distance between the rings. Be sure to push the left analog stick directly left or right when performing the barrel roll. ****************************************************************************** 6.12.3.10 'Parachute onto Target' ****************************************************************************** Description: Parachute and land on the target. the target is required for a gold medal.

Landing in the exact center of

Strategy: Immediately push and hold the left analog stick forward. Wait until the timer reaches 0:23 before opening the parachute, even though the timer will be at 0:18 when the on-screen directions tell you to open it. Once the parachute is opened, pull and hold the left analog stick backwards. When the timer reaches 0:47, release the left analog stick and you should land in the center of the target. ****************************************************************************** 6.12.4 Bike ****************************************************************************** Available: After the completion of 'Yay Ka-Boom-Boom'. Description: Enter the bike school in Blackfield and complete a series of five motorcycle courses. The course grade is based on the motorcycle's final

position and the amount of motorcycle damage sustained. Once all of the courses have been passed, the following motorcycles will be available to the left of the school's entrance based on the medals received for the courses: All gold: NRG-500 All silver (or better): FCR-900 All bronze (or better): Freeway ****************************************************************************** 6.12.4.1 'The 360' ****************************************************************************** Description: Press and hold the X and square buttons and use the left analog stick to perform a 360-degree turn within 15 seconds. Strategy: Use the tire marks on the ground to know when to stop. ****************************************************************************** 6.12.4.2 'The 180' ****************************************************************************** Description: Accelerate to top speed, press the R1 button to powerslide around the cones and return to the starting position within 10 seconds. Strategy: You need to start braking before reaching the stopping area or you will overshoot the area. ****************************************************************************** 6.12.4.3 'The Wheelie' ****************************************************************************** Description: Accelerate to top speed, pull the left analog stick down to perform a wheelie through the indicated area and then stop in the center of the stop area within 8 seconds. Strategy: Release the accelerator after starting the wheelie and keep the motorcycle stable until reaching the end of the wheelie area. ****************************************************************************** 6.12.4.4 'Jump and Stop' ****************************************************************************** Description: Accelerate to top speed, use the ramp to jump and then stop in the center of the stop area within 8 seconds. Strategy: None needed ****************************************************************************** 6.12.4.5 'The Stoppie' ****************************************************************************** Description: Accelerate to top speed, perform a stoppie within the designated area and then stop in the stop area within 8 seconds. The course will automatically stop if both wheels touch the ground in the designated stoppie area. Strategy: Push and hold the left analog stick forward (to stand up) before

reaching the stoppie area. Immediately before reaching the start of the stoppie area, tap the square button to perform the stoppie. Once the end of the stoppie area is reached, release the left analog stick and drive to the stop area. ****************************************************************************** 6.12.4.6 'Jump & Stoppie' ****************************************************************************** Description: Accelerate to top speed, use the ramp to jump, perform a stoppie once landing and stop in the stop area within 8 seconds. The course will automatically stop if both wheels touch the ground before the stop area. Strategy: Before starting to accelerate, push the left analog stick forward approximately 75% to force you lower on the motorcycle (if the stick is pushed too far, you will stand up). You will have additional speed by being lower on the motorcycle. Accelerate and when reaching the end of the ramp, release the accelerator. While in the air, push the left analog stick slightly forward so the motorcycle tilts forward so the front wheel will touch first. After landing, push the left analog stick backward to drop the rear wheel, apply the brake and stop in the stop area. The additional speed is needed when starting so that you land as close to the stop area as possible. Otherwise, the back wheel will touch before reaching the stop area and cause the course to be over. ****************************************************************************** 6.13 Zero ****************************************************************************** These missions are started from the Zero RC store in Garcia and are indicated by a 'Z' icon on your on-screen radar and map. ****************************************************************************** 6.13.1 'Air Raid' ****************************************************************************** Available: After the completion of 'Wear Flowers in Your Hair' and purchasing the Zero RC property. Description: After the cutscene on the roof, RC Barons will drop bombs at the four transmitters on the roof. You need to use the Minigun to destroy the attacking RC Barons. A 3:10 minute timer will be displayed indicating the time remaining. A transmitter signal strength indicator will be displayed indicating the signal strength. If the signal strength indicator is empty (indicating all of the transmitters have been destroyed) before the timer reaches 0:00, the mission is a failure. Strategy: Watch the on-screen radar for the direction the RC Barons are attacking from. Try to shoot the planes when they are in the distance before they reach the roof. Ignore any planes that have already dropped their bomb. Concentrate on eliminating the groups of four or five planes aircraft that will attack since these can inflict significant damage. Tip: Do this mission during the day (preferably early morning) since the planes cannot be seen if done at night. ******************************************************************************

6.13.2 'Supply Lines...' ****************************************************************************** Available: After the completion of 'Air Raid'. Description: Use an RC Baron to kill five couriers traveling through the city. Once the mission starts, a fuel indicator will be displayed on the screen indicating the amount of fuel remaining (total time is approximately 5 minutes). If the fuel indicator is empty, the mission is a failure. Once all of the couriers have been killed, you must fly back to Garcia and land on the roof of the Zero RC shop. Strategy: When flying the plane, the controls are very sensitive so be sure to not overcompensate. Try to avoid hitting any objects (e.g., street lights, trees, etc.) since this will cause a loss of time. Although the couriers can be killed in any order, using the following order will help ensure that they are all killed and you can land on the roof before the fuel runs out. After taking off, the first courier is in a van and is located just south of the shop. Try to shoot him before you pass the building so that you do not need to turn around. Continue south along the same road that runs in front of the shop and shoot the second courier on the bicycle (you should try to get to him before he reaches the next intersection). Turn right (west) and fly into Hashbury to find the third courier. The courier is in a van and is driving on a road from the right (north) to left (south). You should arrive at an intersection ahead of his path. Land the plane and when he passes (or stops at the traffic light), shoot him. Take off and begin flying toward courier #4 riding on a Sanchez. Use the map to determine a course to intercept him. When arriving at the courier's location, land behind him. Be sure to be lined up with him before shooting since if he is not destroyed quickly, he will shoot at the plane and drive away quickly. This courier is the hardest to kill since he can shoot at you while moving, even if you are behind him. After the courier is dead, use the on-screen radar to locate the last courier (driving in a van). Fly to his location and shoot the van from behind. Once all of the couriers are killed, fly to the Zero RC roof (you need approximately 1/4 fuel remaining in order to make it). When reaching the roof, land in the red marker on the roof. ****************************************************************************** 6.13.3 'New Model Army' ****************************************************************************** Available: After the completion of 'Supply Lines...'. Description: Use an RC Goblin to aid Zero as he drives an RC Bandit from your "base" to the enemy base in a countryside model. An 8:00 minute timer will be displayed indicating the time remaining for the RC Bandit to reach the enemy base and an indicator will be displayed showing the damage level to the RC Bandit. If the timer reaches 0:00, the mission is a failure. If the damage indicator reaches empty, the RC Bandit is destroyed. Zero has three RC Bandits and three RC Goblins. If all of the RC Bandits or RC Goblins are destroyed, the mission is a failure. Once the mission is completed, the store will become an asset and will earn money (up to $5000 per day). The money can be picked up by walking into the money icon (indicated by a $ icon) located in front of the store. The amount of money generated so far is displayed above the money icon. Strategy: Shortly after the mission starts, a metal barrel will be blocking

the RC Bandit's path. Use the magnet on the RC Goblin to pick up the barrel and move it out of the path. The RC Bandit will come to an impassable bridge. You will need to fly to your base, use the magnet to pick up a plank and drop it across the river to allow the RC Bandit to cross. HOWEVER, once the river is crossed, the RC Bandit will be shot by a RC Tiger (tank). Before placing the plank, fly to your base, use the magnet to pick up a bomb and drop it on a tank to destroy it. Drop a bomb on each of the three tanks. Once they are all destroyed, drop a plank across the river to allow the RC Bandit to continue. Use the magnet to place a plank across the second river location and pick up and move the additional barrels that block the path until the RC Bandit reaches the enemy base. Tip: You can also drop a bomb on the enemy RC Goblin. However, it is difficult since it takes precise timing since it is moving. ****************************************************************************** 6.14 Cesar Vialpando ****************************************************************************** These missions are started from the garage in Doherty and are indicated by a 'CV' icon on your on-screen radar and map. ****************************************************************************** 6.14.1 'Zeroing In' ****************************************************************************** Available: After the completion of 'Yay Ka-Boom-Boom', 'Back to School' and purchasing the Wang Cars property. Description: Zero has installed a device to allow a car to be tracked when the driver makes a cell phone call. The position will appear on the on-screen radar as a red dot and fade to yellow and then white and then disappear as the signal weakens. You need to follow the signal until reaching the car. If the signal is lost, the mission is a failure. Once the car has been reached, you need to perform a PIT maneuver on it to force the driver to lose control. Once the driver loses control, you need to get into the car and drive it back to the garage in Doherty. Strategy: None needed Tip: When the car has been reached, the tracking device will make three beeps. ****************************************************************************** 6.14.2 'Test Drive' ****************************************************************************** Available: After the completion of 'Zeroing In'. Description: Drive Cesar to Otto's Autos in Esplande North. After arriving, a cutscene will be seen where you and Cesar steal the two cars in the showroom. You need to follow Cesar back to the garage in Doherty. During the trip, Cesar will cause you to get a 2-star wanted level. When reaching the tunnel in Calton Heights, you will need to use the nitrous in order to keep up with Cesar. Strategy: If you get too far behind Cesar, use the on-screen radar to locate his position. When you are close to him, watch the inverted blue triangle

over his car to determine his direction. ****************************************************************************** 6.14.3 'Customs Fast Track' ****************************************************************************** Available: After the completion of 'Test Drive'. Description: Drive with Cesar to the docks in Easter Basin. When arrive, get into the crane. You need to use the crane to pick up each of the containers on the ship and place them into the red marker on the deck of the ship. Follow the on-screen directions for the crane controls. After the third container is removed, a car will arrive with three men that begin shooting a Cesar and an indicator of Cesar's health will be displayed. If the health indicator reaches empty, the mission is a failure. You need to kill the three men. After they are dead, another car will arrive with three additional men that must be killed. Once they are dead, two more men will arrive on foot. Once they have been killed, you need to drive the car to the garage in Doherty. Strategy: Use the crane magnet's shadow to determine when to lower the magnet to pick up the container and when to lower the container into the red marker. ****************************************************************************** 6.14.4 'Puncture Wounds' ****************************************************************************** Available: After the completion of 'Customs Fast Track'. Description: Get in the car equipped with three Stingers (a metal strip with spikes to puncture tires) and locate the target car. Once the target car has been located, you need to drive ahead of the car and push the circle button to deploy a Stinger to puncture the car's tires. If all three Stingers are used without flattening the car's tires, the mission is a failure. Once the tires have been flattened, get into the car and drive it to the garage in Doherty. Once the mission is completed, Wang Cars will become an asset and will earn money (up to $8000 per day). The money can be picked up by walking into the money icon (indicated by a $ icon) located in front of the showroom. The amount of money generated so far is displayed above the money icon. Strategy: Do not get too far ahead of the target car when deploying the Stinger or the car will drive around it. ****************************************************************************** 6.15 Car Export Lists ****************************************************************************** Available: After the completion of 'Customs Fast Track'. Description: At the north corner of the dock in Easter Basin is a chalkboard containing a list of cars. Find each car on the list and drive it to the dock. When reaching the dock, use the crane to pick up the car and place it into the red marker on the deck of the ship. When a car is delivered, it is crossed off the list. When all cars have been delivered, a second list is displayed. There are three lists of cars to be delivered. Each car has maximum value. When a car is delivered, you will receive the maximum value

minus the cost of any damage sustained. List 1 -----Patriot Sanchez Stretch Feltzer Remington Buffalo Sentinel Infernus Camper Admiral

-

$40,000 $10,000 $40,000 $35,000 $30,000 $35,000 $35,000 $95,000 $26,000 $35,000

List 2 -----Slamvan Blista Compact Stafford Sabre FCR-900 Cheetah Rancher Stallion Tanker Comet

- $19,000 - $35,000 - $35,000 - $19,000 - $10,000 - $105,000 - $40,000 - $19,000 - $35,000 - $45,000

List 3 -----Blade Freeway Mesa ZR-350 Euros Banshee Super GT Journey Huntley BF Injection

- $19,000 - $10,000 - $25,000 - $45,000 - $35,000 - $45,000 - $105,000 - $22,000 - $40,000 - $15,000

Each car (along with several "special" cars for completing each list) is also available for importing on a certain day. To import a car, go to the car list at the dock, press the triangle button and select the desired car. You will then have to use the crane to pick it up off the deck and lowered it to the dock. Strategy: When a car must be driven a long distance to reach the dock, use the railroad tracks since this will minimize the damage. If a car has sustained damage, drive it into the garage in Doherty, get out of the car and then exit the garage. When the garage door reopens, the damage will be repaired. Drive to the railroad tracks at Cranberry Station (east of the garage) and follow the eastern most set of railroad tracks to the dock. When using the crane, turn slowly to prevent the car from swinging (and possibly hitting an object and causing damage). Some of the vehicles can be found in a fixed location, while others can only be found driving on the streets. The following is a list of the fixed location (if any) for the vehicle that is the closest to the dock. Refer to the Vehicles section for the complete list of the fixed locations for each of the vehicles. List 1 -----Patriot – East end of dock at naval base in Easter Basin Sanchez – Alley northeast of the tattoo parlor and Suburban in Hashbury Stretch – Behind Wang Cars in Downtown Feltzer – Parking lot of motel in southeast Flint Count (will appear based on the car being driven) Remington – Parking lot of Unity Station in El Carona Buffalo – Next to Catalina's hideout in Fern Ridge Sentinel – Southeast corner of Interglobal Studios in Vinewood Infernus – Driveway of house in northwest Paradiso Camper – Parking lot in alley behind tattoo parlor in Hashbury Admiral – Next to building across street from northwest corner of Conference Center List 2 -----Slamvan – Behind nude shop in El Carona (2nd north/south street east of El Carona safe house) Blista Compact – Southeast corner of Easter Bay Airport, next to red radar Stafford – Front of "Vank Hoff in the Park" hotel in Queens

Sabre – Parking lot next to baseball fields in Garcia (across street from Zero RC) FCR-900 – No fixed locations but can be found driving all over San Fierro Cheetah – No fixed locations but can be found driving in Prickle Pine Rancher – South end of farm in north Blueberry Acres Stallion – No fixed locations but can be found driving in Doherty Tanker – Right of Jay's diner in western Tierra Robada Comet – Parking lot next to tennis courts at Avispa Country Club List 3 -----Blade – No fixed located but can be found driving in Hashbury and Garcia Freeway – Left side of "Hippy Shopper" store in Ocean Flats (San Fierro courier side mission location) Mesa – Base of path leading up Mount Chiliad Euros – Under the head of the Sphinx in The Camel's Toe Banshee – Alley north of the Cobra Martial Arts in Garcia Super GT – Parking lot of driving school in Doherty Journey – North side of Interglobal Studios in Vinewood Huntley – Parking lot of driving school in Doherty BF Injection – South part of beach in Missionary Hill Tip: If a car is exportable, a message will be displayed when entering the vehicle. If this occurs, park the car in a safe house garage. This will eliminate having to locate the vehicle later. ****************************************************************************** 6.16 Race Tournaments ****************************************************************************** Available: After the completion of 'Back to School' and 'Verdant Meadows'. Description: Walk into the red marker at the race tournament location (indicated by a black and white checkered flag icon on your on-screen radar and map). The objective of each race is to reach all of the checkpoints (indicated by a red marker and a red dot on the on-screen radar) as they appear on the course and finish the race in first place. When you enter the red marker at the race location, you can select in which race to compete. Each of the races is run separately and can be done in any order. (Note: In order to achieve 100% game completion, you must finish each race in first place.) If you exit your vehicle and do not re-enter it within 25 seconds or if you destroy the vehicle, you will be disqualified from the race. Strategy for all races: Try to get an early lead, but drive conservatively and cautiously and concentrate on the road, not the other competitors or your position. The other competitors will crash a lot so do not worry if you are not in first place the entire race. You should be able to easily catch up to them and be in first place at the end of the race. Whenever possible, use the shortest path through each turn and use any available shortcut. Tip: The red checkpoint markers have an arrow indicating which direction to follow or a large dot indicating to continue straight. Tip: Running the race at night makes the red checkpoint markers easier to see and eliminates possibly being blinded by the sun.

Tip: When approaching a checkpoint, be careful since it is difficult to see the traffic beyond the checkpoint. Tip: When racing in a car, you can use the P.I.T. maneuver on the other competitors to force them to crash. However, be careful since they will also attempt this on your car. Tip: When racing on a motorcycle, pushing the left analog stick forward will cause you to be lower on the motorcycle and provide a speed boost. ****************************************************************************** 6.16.1 Los Santos ****************************************************************************** These race tournaments are started from the alley behind a building in Little Mexico. 1. Lowrider Race Length: 1.46 miles Vehicle used: Blade (Note: This race uses the same course as 'High Stakes, Low-Rider' and is not required.) 2. Little Loop Length: 0.82 miles Vehicle used: NRG-500 3. Backroad Wanderer Length: 2.05 miles Vehicle used: FCR-900 4. City Circuit Length: 2.26 miles Vehicle used: FCR-900 5. Vinewood Length: 2.41 miles Vehicle used: Sunrise 6. Freeway Length: 2.62 miles Vehicle used: Super GT 7. Into the Country Length: 5.22 miles Vehicle used: Bullet 8. Badlands A Length: 2.99 miles Vehicle used: Sabre (Note: This race uses the same course as 'Wu Zi Mu' and is not required.) 9. Badlands B Length: 2.99 miles Vehicle used: ZR-350 (Note: This race uses the same course as 'Farewell, My Love...' and is not required.)

****************************************************************************** 6.16.2 San Fierro ****************************************************************************** These race tournaments are started from behind Wang Cars in Downtown. 1. Dirtbike Danger Length: 1.99 miles Vehicle used: Sanchez 2. Bandito Country Length: 2.02 miles Vehicle used: Bandito 3. GO-GO Karting Length: 1.18 miles Vehicle used: Kart 4. San Fierro Fastlane Length: 1.64 miles Vehicle used: Alpha 5. San Fierro Hills Length: 5.20 miles Vehicle used: Phoenix 6. Country Endurance Length: 6.68 miles Vehicle used: Bullet ****************************************************************************** 6.16.3 LVA Freight Depot ****************************************************************************** These race tournaments are started from a warehouse in the south section of the LVA Freight Depot. 1. SF to LV Length: 4.85 miles Vehicle used: Banshee 2. Dam Rider Length: 2.67 miles Vehicle used: NRG-500 3. Desert Tricks Length: 2.91 miles Vehicle used: FCR-900 4. LV Ringroad Length: 3.70 miles Vehicle used: Turismo ****************************************************************************** 6.16.4 Las Venturas Airport ******************************************************************************

These race tournaments are started from a hangar at the Las Venturas Airport. Description: The objective of each these races is to reach all of the checkpoints (indicated by a red ring (corona) at the location and a red dot on the on-screen radar and map) as they appear on the course and finish the course. Strategy: For the airplane races, press the L3 button after takeoff to retract the landing gear. For the helicopter races, "land" on the checkpoints that are difficult to fly through. Tip: You only have to touch the checkpoint (i.e., you do not have to pass directly through the center of it). 1. World War Ace Length: 4.24 miles Vehicle used: Rustler 2. Barnstorming Length: 7.64 miles Vehicle used: Stuntplane 3. Military Service Length: 10.80 miles Vehicle used: Hydra 4. Chopper Checkpoint Length: 3.05 miles Vehicle used: Maverick 5. Whirly Bird Waypoint Length: 2.73 miles Vehicle used: Maverick 6. Heli Hell Length: 3.08 miles Vehicle used: Hunter ****************************************************************************** 6.17 Quarry ****************************************************************************** These missions are started from the site office at Hunter Quarry and are indicated by a yellow dump truck icon on your on-screen radar and map. ****************************************************************************** 6.17.1 Quarry 1 ****************************************************************************** Available: After the completion of 'Explosive Situation'. Description: A 3:30 timer will be displayed indicating the time to use a Dozer to move seven rocks out of the path of the delivery trucks that will be arriving. If the timer reaches 0:00, the mission is a failure. Strategy: None needed

Tip: The red marker near each rock indicates where to push the rock. Tip: Drive off the edge of the cliff to reach a lower ledge since the Dozer cannot be overturned or catch fire. ****************************************************************************** 6.17.2 Quarry 2 ****************************************************************************** Available: After the completion of 'Quarry 1'. Description: Using a Dozer, push four explosive barrels into the nearby red marker. The first barrel has a time limit of 1:20, the second barrel has a time limit of 2:13, the third barrel has a time limit of 1:49 and the fourth barrel has a time limit of 2:09. If the timer reaches 0:00, the mission is a failure. Strategy: When pushing the barrels, drive slowly and keep the barrel in the center or it may roll away in the wrong direction. Tip: Drive off the edge of the cliff to reach a lower ledge. ****************************************************************************** 6.17.3 Quarry 3 ****************************************************************************** Available: After the completion of 'Quarry 2'. Description: An 8-minute timer will be displayed indicating the time to destroy a Dumper being driven by thieves. If the timer reaches 0:00, the mission is a failure. A damage indicator will also be displayed showing the damage to the thieves' Dumper. When the damage indicator is full, the Dumper will catch fire and explode. Strategy: Continually ram and use the P.I.T. maneuver to force the Dumper to crash into other vehicles and objects until the damage indicator is full. Once the Dumper catches fire, drive away from it before it explodes. ****************************************************************************** 6.17.4 Quarry 4 ****************************************************************************** Available: After the completion of 'Quarry 3'. Description: A 4-minute timer will be displayed indicating the time to dispose of dead bodies before the police arrive. If the timer reaches 0:00, the mission is a failure. You need to get on the Sanchez next to the office and drive to the Dumper containing the dead bodies at the northeast entrance. When reaching the Dumper, you need to drive it to the main entrance and then down the path into the quarry to the fire on the east side. If one of the bodies falls out of the truck, the mission is a failure. When reaching the fire, you need to back up to it, press the R1 button to apply the handbrake and use the right analog stick to raise the loader to drop the bodies into the fire. Strategy: When getting into the Dumper, drive slowly and cautiously along the

highway to the entrance (since you will be traveling against the traffic flow) and into the quarry to the fire. Watch the bodies in the rear of the truck and if they begin to slide out, quickly stop and go in reverse so they slide toward the front. ****************************************************************************** 6.17.5 Quarry 5 ****************************************************************************** Available: After the completion of 'Quarry 4'. Description: A 3-minute timer will be displayed indicating the time to drive a Dumper filled with explosives to Verdant Meadows and dump the explosives at the end of the abandoned airfield. If the timer reaches 0:00 or another vehicle is hit, the mission is a failure. When reaching the red marker at Verdant Meadows, use the right analog stick to raise the loader to drop the explosives into the marker. Strategy: Before starting to drive, press the START button to display the map and use the map to plan the best route to take. Use the main roads as much as possible since this makes it more difficult for the Dumper to accidentally tip over. Be sure to avoid the other vehicles on the road. ****************************************************************************** 6.17.6 Quarry 6 ****************************************************************************** Available: After the completion of 'Quarry 5'. Description: A 3-minute timer will be displayed indicating the time to use a Dozer to move 10 explosive barrels off the railroad track before the next train arrives. If the timer reaches 0:00, the mission is a failure. Strategy: After getting into the Dozer, proceed around the east side of the quarry to the main road. Follow the road until you are even with the start of the barrels on the railroad tracks and then drive to the railroad tracks. There is not enough time to individually push each barrel off the track so drive north along the tracks to push the barrels. As you drive along the tracks, the barrels will roll off. When the barrel is off the railroad track, the inverted green arrow above the barrel and the green dot on the on-screen radar will disappear. ****************************************************************************** 6.17.7 Quarry 7 ****************************************************************************** Available: After the completion of 'Quarry 6'. Description: An 8-minute timer will be displayed indicating the time to dispose of a police motorcycle and dead body in a body bag before the police arrive. If the timer reaches 0:00, the mission is a failure. You need to get on the Sanchez next to the office and drive to the Dozer on the east side of the bottom of the quarry. You must use the Dozer to push the HPV-100 and body bag into the red marker. Once both objects are in the red marker, you need to drive up the path on the north side to the crane. You must use the crane's magnet to put both objects into the Dumper located next to the crane. Once both objects are in the Dumper, you need to drive it up the path to the quarry

entrance and then to the red marker near the water. If one of the objects falls out of the truck, the mission is a failure. When reaching the water, you need to back up to the red marker, press the R1 button to apply the handbrake and use the right analog stick to raise the loader to drop the objects into the water. If the Dumper falls into the water, the mission is a failure. Once the mission is completed, Hunter Quarry will become an asset and will earn money (up to $2000 per day). The money can be picked up by walking into the money icon (indicated by a $ icon) located in front of the office. The amount of money generated so far is displayed above the money icon. Strategy: When pushing the HPV-100 and dead body in the Dozer, get behind the object before starting to push it and keep it in the middle as it is being pushed (used the inverted green arrow above the object for reference). If the object begins to move to one side, reverse and adjust the Dozer's position. When using the crane, use the magnet's shadow to determine when to lower the magnet. Avoid moving too fast with the object since this will cause it to swing and make it more difficult to place in the Dumper. Be sure to put the objects as close to the Dumper's cab as possible to make it more difficult for the objects to fall out. When driving the Dumper, drive slowly and cautiously along the most level ground. Watch the objects in the rear of the truck and if they begin to slide out, quickly stop and go in reverse so they slide toward the front. Tip: The picture will "jerk" when the crane's magnet has attached to the HPV100 or dead body. ****************************************************************************** 6.18 Heist ****************************************************************************** These missions are started from the door leading to the maintenance room (on the north side) inside of The Four Dragons Casino in Las Venturas and are indicated by a green '$' icon on your on-screen radar and map. ****************************************************************************** 6.18.1 'Architectural Espionage' ****************************************************************************** Available: After the completion of 'Explosive Situation'. Description: Drive to the group of tourists standing in front of Pirates in Men's Pants. You need to kill the tourist taking pictures and pick up his camera. Once you have the camera, drive to the City Planning Department building near Come-A-Lot and walk inside. While inside, if you select a weapon, the security guard will warn you about firearms in a civic building. If the weapon is not deselected, the mission is a failure. Walk up to the receptionist's desk. When asked if she can help you, answer positively. When asked if you know that reproduction of the casino plans is prohibited, answer either positively or negatively. Proceed through the door behind you on the right side and go to the top floor. When reaching the top, a cutscene will be seen of the casino plans posted on the wall. Go back down the stairs to the second floor. Turn right and go across the area to the Document Depository room. You need to destroy the air conditioning unit in the corner. Once the unit is destroyed, it will catch fire and the fire alarm will sound. Proceed back to the stairs and go to the top floor. At the top, proceed directly

ahead to the office at the end of the hall. The casino blueprints are hanging on the wall on the right. You need to use the camera to photograph the blueprints. After the blueprints have been photographed, you will have a 2star wanted level. Go back down the stairs to the ground level, turn right and exit the building. There are security guards and police officers in the stairwell and in the building lobby. After exiting the building, get into a car. Once you have entered a car, you will have a 4-star wanted level. Drive back to The Four Dragons Casino. Strategy: When going down the stairs after photographing the casino blueprints, stop at each corner to locate any security guards or police officers in the next section. Use the crouch and roll technique to shoot the guard or officer and continue traveling down the stairs. When reaching the bottom of the stairs, ignore the security guards and police officers in the lobby and run out the door. Tip: When arriving at the City Planning Department building, park the car so the driver side door is facing the building and leave the door open. This will allow you to be able to quickly enter the car after leaving the building without being shot. ****************************************************************************** 6.18.2 'Key to Her Heart' ****************************************************************************** Available: After the completion of 'Architectural Espionage'. Description: Drive to the entrance to Caligula's Palace. The croupier will exit the casino and get into a car. An indicator will appear indicating how "spooked" the croupier is that she is being followed. If the indicator fills up, the mission is a failure. You need to follow the croupier. If you get too far behind the croupier, the mission is a failure. When the croupier stops at the sex shop in Redsands East, follow her in and go into the red marker in the hallway on the left (west) side. Following the cutscene, go into the dressing room on the right to pick up the gimp suit. You then need to exit the sex shop and continue following the croupier until she reaches her house in Prickle Pine. The "spooked" indicator will be redisplayed. After arriving at her house, you need to park your vehicle in the red marker across the street. The gimp (shirtless man carrying a purple dildo) will be walking on the sidewalk toward the house from the west. You need to kill the gimp before he reaches the house. If he reaches the house, the mission is a failure. After the gimp is killed, walk into the red marker to ring the doorbell and a cutscene will be seen. Once the mission is completed, the croupier (Millie) is now your girlfriend and a gimp suit will be delivered to the safe house wardrobe. After Millie is your girlfriend, you need to date her until your progress is 40% (2 dates). Refer to the Girlfriend section for information on dating. Once this occurs, you will receive a cell phone call from her. You will then have to drive over to her house, go inside and pickup the keycard. Strategy: When following the croupier, watch the red dot on the on-screen radar to determine her location and when she is stopped. ****************************************************************************** 6.18.3 'Dam and Blast' ******************************************************************************

Available: After the completion of 'Key to Her Heart'. Description: Drive to the Las Venturas airport and get into the plane at the north end of the runway. Take off and fly to the jump point (red corona) near Sherman Dam. After flying through the corona, you need to press the triangle to jump out of the plane. You need to parachute to the dam and land in the red marker on the dam's quay. After reaching the quay, you must reach the entrance to the generator room without being seen by the guards. Once inside, you must plant an explosive charge at each of the five generators without being seen by the patrolling guards or workers. Once all of the charges have been planted, you can proceed to the exit. Pre-Mission Setup: Before starting this mission, get a silenced pistol. Strategy: After reaching the quay, crouch and move north along the wall to the red shipping container and pick up the knife (if needed). There is a guard patrolling north/south next to the container. When the guard is walking away, slowly move behind and silently kill him. Continue along the quay until reaching the gray shipping container. There is a guard walking east/west on the other side of the container. When the guard is walking to the left (west), slowly move behind and silently kill him. Once he is dead, proceed to the entrance. Once inside, go up the stairs to the left. There is a guard patrolling between the first two generators and a worker at the control panel to the left of the first generator. Watch the patrolling guard and when he is walking away, slowly move behind the worker and silently kill him. Move to the generator and plant the explosive charge. Wait for the guard to walk toward the generator. When he turns around and begins walking away, slowly move behind and silently kill him. Move to the second generator and plant the explosive charge. Move to the third generator and plant the explosive charge. There is a guard walking between the fourth and fifth generators and a worker standing next to the fourth generator. Watch the patrolling guard and when he is walking away, slowly move behind the worker and silently kill him. Move to the right (east) side of the generator and plant the explosive charge. Wait for the patrolling guard to return. When he begins walking toward the fifth generator (north), slowly move behind and silently kill him. Plant the explosive charge at the fifth generator and proceed to the exit. Tip: When parachuting to the dam, you can land in the water and swim to the quay. HOWEVER, landing in the water will cause you to lose all of your weapons other than the knife during the mission. Tip: Use the on-screen radar to determine the location of the guards and remember that your position indicator will turn black when you are hidden in the shadows. ****************************************************************************** 6.18.4 'Cop Wheels' ****************************************************************************** Available: After the completion of 'Dam and Blast'. Description: A 12-minute timer will be displayed indicating the time remaining to steal four HPV-100s (located in the parking lot of Ivory Towers Medical Center northeast of Las Venturas airport that will drive away when approached, left of Zip Pizza building at the offramp of the south interchange of northbound Julius Thruway East, parked in front of the San Andreas Police

Department in Roca Escalante and in front of Rock Hotel in Roca Escalante that will drive away when approached). Once each motorcycle is obtained, you must drive it onto a Packer that is driving clockwise on the Julius Thruway. If the timer reaches 0:00, the mission is a failure. Strategy: If the motorcycle drives away when reaching it, run into it to cause it to crash and then quickly get onto the motorcycle. Once on a motorcycle, drive to the Julius Thruway using the shortest route. When reaching the highway, press the START button to display the map. Use the map to determine the Packer's location and drive toward the Packer. Note that the shortest route may be to travel counter-clockwise along the highway. If this occurs, continue driving until passing the Packer and then use one of the gaps in the dividing wall to turn around to travel in the same direction as the Packer. When driving a motorcycle onto the Packer, drive at a steady speed and not too fast or you will drive off the front and the motorcycle will not be attached. ****************************************************************************** 6.18.5 'Up, Up and Away!' ****************************************************************************** Available: After the completion of 'Cop Wheels'. Description: Drive to K.A.C.C. Military Fuels in northeast Las Venturas. After arriving, you need to gain entry to the base. The front gate will only open for military vehicles. Once inside, you need to go the roof of the building in the center of the complex. Once the roof has been reached, two Hunters will approach and you must use the minigun on the west side of the roof to destroy them. After the Hunters have been destroyed, you need to get into the Leviathan on the helipad and fly to the depot in Rockshore East. You will then need to use the helicopter's magnet to pick up the bank van and fly to the airstrip at Verdant Meadows. After arriving, you will need to drop the van in the red marker and then land the helicopter in the red marker. Pre-Mission Setup: Before starting this mission, get an assault rifle and a sniper rifle. Strategy: When arriving at K.A.C.C. Military Fuels, a Patriot will leave, causing the gate to open. When the Patriot leaves, shoot the guard next to the guard building inside of the gate to the left and run inside of the gate. There is a guard running east in the parking lot to the right of the entrance and two guards running toward the entrance from the warehouse to the northeast. Use the assault rifle to quickly kill each of these guards. There is a guard standing on the northwest corner of the helipad on the roof of the building in the center of the complex, a second guard on the catwalk to the left (north) of the helipad and a third guard on the lower roof to the left (north) of the helipad. Use the sniper rifle to shoot each of these guards. After the guards on the helipad are killed, select the assault rifle and proceed toward the door of the warehouse. A guard may come out of the warehouse door. Shoot him if he does. After going through the warehouse door, immediately turn left and go to the end of the blue shipping container. There is a guard on the catwalk above the center of the warehouse and another guard on the east catwalk. Use the crouch and roll technique toward the corner to shoot the guard on the center catwalk. Use the sniper rifle to kill the guard on the east catwalk. After both of the guards are dead, move to the north side of the red shipping container. There are two guards on the ground on the south side of the warehouse, another guard on the ground in the center

and two guards on the south catwalk. Use the crouch and roll technique to kill the guards on the ground and then use the sniper rifle to kill the guards on the catwalk. There is a guard located behind a crate in the center (left of the previous center guard and blocked from view by a shipping container) and another guard behind the crates along the far east wall. Use the crouch and roll technique to shoot the guard in the center and then use the sniper rifle to kill the guard along the east wall. There are two additional guards in the northeast corner of the warehouse. Move to the right until they can be seen and use the sniper rifle to kill them. After the guards in the warehouse are dead, proceed across the warehouse to the right side of the east door. There is a guard behind a pillar to the right (south) outside of the door. Use the crouch and roll technique to roll out the door and kill the guard. Proceed south to the end of the building. There is a guard standing at the top of the first flight of stairs to the southeast. Shoot the guard and proceed up the first flight of stairs (to the point where the stairs turn right). There is a guard standing on the roof at the top of the stairs, next to the stairs leading to the roof. Use the crouch and roll technique to kill the guard and proceed onto the roof. Tip: Use the M4 since this weapon is carried by all of the guards and you can pick up the ammunition of the dead guards. Tip: There is body armor and a health icon located on the south side of the warehouse. Once the roof has been reached, quickly run to the minigun on the west side. Watch the on-screen radar for the location of the Hunters and continually shoot until they are destroyed. Strategy (submitted by Q Nelson): If the 'Black Project' mission has been completed, drive to the airfield in Verdant Meadows and get the jetpack. Fly directly to the helipad and kill the two guards on the helipad and the one guard near the minigun. ****************************************************************************** 6.18.6 'Breaking the Bank at Caligula's' ****************************************************************************** Available: After the obtaining the keycard from Millie in 'Key to Her Heart', completion of 'Up, Up and Away!' and 'Saint Mark's Bistro'. Description (Part 1): When the mission begins, you will be given tear gas and nightvision goggles. Drive to Caligula's Palace and go inside. A 4-minute timer will appear indicating the time remaining to open the door in the service bay to let the rest of the team in. If the timer reaches 0:00, the mission is a failure. Proceed to the staff door on the west side of the casino by traveling through the hallway to the main casino area, turning right and continuing until reaching the stairs. If you have a weapon selected when reaching the staff door, the mission is a failure. Once at the staff door, you must use the keycard in order to open the door. You will then need to proceed down the stairs one level to the generator room on the left. Once inside, you will need to throw tear gas into the open vent shaft on the left side of the back (north) wall. After the tear gas has been thrown, you need to proceed back to the hallway and turn left. You will need to go down the small set of stairs and follow the hallway to the left until reaching the door requiring the keycard. During this time, Zero will detonate the charges

planted at the dam during 'Dam and Blast' to cause a blackout. You will need to select the nightvision goggles and press the circle button to put them on. When reaching the door, use the keycard to open the door. Go into the room and go to the door on the far (east) wall leading to a hallway. Follow the hallway until reaching the service bay. When reaching the service bay, you will need to get into the forklift at the end of the hallway on the right. Drive the forklift to the door, placing the blades under the door, and use the right analog stick to raise the blades and door. Once the door is open, the bank van will be backed into the service bay and the rest of the team will enter. Pre-Mission Setup: Before starting this mission, get an assault rifle or submachine gun. Strategy: None needed Tip: There is body armor is located in the hallway to the right after entering the room from the door needing the keycard (after throwing the tear gas in the vent shaft). Tip: Use the SMG since most of the guards carry this weapon and ammunition can be retrieved from the killed guards. Description (Part 2): Once the rest of the team is inside, a 7-minute timer will appear indicating the time remaining to reach the vault and take the money back to the bank van. If the timer reaches 0:00, the mission is a failure. You need to protect the team and shoot the guards in the hallways on the route to the vault. Once the last guard is killed, follow Woozie to the vault. When the entire team reaches the vault, you need to pick up the remote satchel explosives and proceed back up the stairs to the generator room. When reaching the generator room, you need to place a satchel on one of the generators, leave the room and detonate it. Once the generator has been destroyed, you need to go back to the vault. When reaching the vault, a cutscene will be seen of the vault door being blown off. Proceed inside of the vault. Once inside, you need to kill the guards that will approach the vault from the stairs. Once all of the guards are killed, you need to protect the team and shoot the guards in the hallways on the route back to the bank van. Once the bank van has been reached, a cutscene will be seen of the bank van leaving. Strategy: Stay in front of the team as they move to and from the vault. When traveling to the vault, proceed out the door to the north. When the hall turns left, there are three guards at the end of the next hallway. Shoot the guards and continue down the hall. When reaching the next room, there are four guards on the left side and four guards on the right side. There is also a guard in the doorway on the west side. Shoot all of the guards on both sides of the room, move to one side and shoot the guard in the doorway. Go through the doorway and when the hall turns left, there is a guard on the right side next to the soda machine and another guard in the room on the left who will move into the hallway. Shoot both of these guards and proceed to the vault. When returning to the generator room, there are two guards inside of the room. Shoot both of them and plant the remote satchel explosives. Go back down the first flight of stairs and detonate the explosives. When traveling back to the van, proceed out the door leading to the vault and go back up the stairs. When reaching the door leading to the generator room, turn right. Shoot the guard standing in the doorway and go down the stairs. There is one guard at the end of the hallway. Shoot the guard and follow the

hallway until reaching the next room. There are three guards on the left side and one guard on the right. Shoot all of the guards in the room and go to the door on the far (east) wall. There are three guards at the end of the hallway. Shoot all of the guards in the hallway and follow the hallway to the bank van in the service bay. Tip: There is body armor located inside of the vault. Description (Part 3): Once the cutscene of the bank van leaving has been seen, you need to go to the service elevator and take it to the top floor. When reaching the top floor, you then need to proceed to the roof. Once the roof has been reached, you need to follow the rooftops to find the parachute. While on the roof, a police helicopter will shoot at you and SWAT members will repel onto the roof. Once the parachute has been reached, you need to jump off and land on the helipad on the roof of the building to the north with the Maverick. When reaching the Maverick, you need to fly to the airfield at Verdant Meadows. Once the mission is completed, a croupier uniform will be delivered to the safe house wardrobe. Strategy: Go back to the north door out of the service bay to the hallway. Shoot the guard that comes around the corner where the hallway turns left. After the hallway turns left, there is a guard at the end of the hallway and another that will roll into the hallway from the last room on the left. Shoot the guards and follow the hallway to the next room. When reaching the next room, there are two guards on the right side and two guards on the left side. Shoot all of the guards in the room and proceed to the west door to the hallway. When the hallway turns left, there is one guard at the end of the hallway next to the stairs near the service elevator. Kill the guard and proceed to the service elevator. When reaching the top floor, a guard will come through the door to the right. Shoot the guard, go down the hallway to the stairs and proceed up the first flight. There is a guard at the top of the second flight of stairs. Use the crouch and roll technique to shoot the guard. Continue up the stairs until reaching the door leading to the roof. Once on the roof, quickly climb onto the first rooftop and run to the top. Shoot the SWAT members as they repel into the flat area between the rooftops. Once they are killed, run up the second rooftop and then down to the parachute. Jump off the building and immediately open the parachute. Shoot the two police officers near the Maverick after landing on the roof. Tip: You can also parachute to the ground and drive to Verdant Meadows. Note: Any projectile weapon being carried when starting the mission will be lost since you are automatically given tear gas and must pick up the remote satchel explosives in order to complete the mission. ****************************************************************************** 7. Gang Tags ****************************************************************************** Located throughout Los Santos are 100 "tags" from rival gangs, spray painted on different structures. These tags have various colors (purple, orange, green). The objective is to spray paint over these tags with the Grove Street Families tag. In order to spray paint a tag, equip the spray paint can and approach the tag. Press the target lock-on button to lock onto the tag and press and hold the fire button until the tag is completely sprayed. Once all 100 tags have been sprayed, an AK-47, Molotov Cocktails, Sawn-off Shotgun and a Tec-9 will be available in the kitchen of the Johnson house.

The tag directions start from a central point (the Johnson House) and are organized by areas within the city. All of the directions in an area begin from the same starting point and arranged by relative distance from the starting point (i.e., the first tag listed in a section is the closest to the starting point for that section). The tag numbers represent the tag's number in the official Brady strategy guide. Although each tag's directions start from a central point, several are close to each other. By looking at the next tag's instructions, you should be able to tell if it is close to your current location. If so, you can spray that tag without returning and starting from the central point. The directions were written to start from a central point so that it is not required to get all of the tags that are close together before saving the game. If you needed to save the game before finding all tags in a group and the directions were based on previous tag locations, you would have to repeat the directions for several previous tags in order to find the next one. Note: Some of the tags are difficult to see at night. ****************************************************************************** 7.1 Ganton ****************************************************************************** 39. From the Johnson house, travel west until reaching the underpass. is located on the west side of the left (south) bridge support.

The tag

40. From the Johnson house, travel west past the first intersection. On the left is an alley between a house and a fence. Proceed down the alley and turn right at the path (where a police bribe is located). The tag is past the fence on the green wall to the right. ****************************************************************************** 7.2 Idlewood ****************************************************************************** 61. From the Johnson house, travel west and after the second right intersection, you will pass under a bridge. Following the bridge is a deadend drive on the right. Proceed down the drive and turn left into the first unfenced path between the buildings. Turn left through the archway. The tag is located on the wall to the left. 1. From the Johnson house, travel west and turn left at the third intersection. The tag is located on the concrete bridge support to the left. (Note: This tag is obtained during the 'Tagging the Turf' mission.) 2. From the Johnson house, travel west and turn left at the third intersection. The tag is located on the front wall of the last house on the right before reaching the next intersection. (Note: This tag is obtained during the 'Tagging the Turf' mission.) 3. From the Johnson house, travel west and turn left at the third intersection. Travel along the street until reaching the last house on the right before the next intersection. Go to the back of the house and climb the wall into the alley. The tag is in the middle of the right (east) wall. (Note: This tag is obtained during the 'Tagging the Turf' mission.) 58. From the Johnson house, travel west and turn left at the first

intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. When the road turns to the right, there is a motel on the left. Travel along the left side to the rear parking lot. The tag is located on the middle of the wall to the right (north). 60. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn left at the first intersection. Turn right at the first intersection. The tag is located behind a wire mesh on a window in the center of the building to the right. 59. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn left at the first intersection. When the road turns to the right, there is a yellow building with an orange roof on the right. The tag is located on the south wall of the building next to a soda machine. 31. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection to get onto the highway. At the third right intersection, there is a warehouse on the right. The tag is located on the right (east) side of the south wall of the warehouse. 98. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection to get onto the highway. Turn right at the third intersection. At the next intersection, there is a house on the left (northwest) corner behind a fence with barbed wire. The tag is located on the south wall of the far right (east) house. 32. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection to get onto the highway. Turn right at the third intersection. After crossing over the train tracks, there is a ramp on the right leading into the flood control trench. At the bottom of the ramp, turn left and proceed to the second tunnel. The tag is located on the right side at the entrance to the second tunnel. 62. From the Johnson house, travel west. After the third right intersection (highway offramp), the road turns to the left. At the curve, straight ahead is an alley that runs between two yellow buildings. Go down the alley to the second building on the left. The tag is located in the corner of the building on the east side. 63. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection. At the next intersection is a yellow building on the right with a small wall partly surrounding it. Go around or climb over the wall. The tag is located on the west wall of the building. 67. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. At the second left intersection, there is a gas station on the left. On the west side of the gas station is a car wash. Park a car next to the car wash, jump onto the car and then climb

onto the roof of the car wash. the car wash sign.

The tag is located on the back (north) side of

****************************************************************************** 7.3 Little Mexico ****************************************************************************** 64. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection. Turn left at the second intersection. After the next intersection, there is a building to the left with a curved section near the street (directly behind a street light). The tag is located on the curved section of the building. 66. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Located on the right immediately after the turn is a yellow building with a red awning. The tag is located on the east wall. 65. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Located on the left at the next intersection is a brown building with an alley on its left side. The tag is located on the left (east) corner of the front (north) side of the building. 74. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn left at the first intersection. After crossing the bridge after the first right intersection, turn right into the area next to the flood control trench. Travel to the west corner and walk down the wall into the flood control trench. Proceed to the second bridge. The tag is located on the right (north) side of the center bridge support. ****************************************************************************** 7.4 El Carona ****************************************************************************** 68. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn left at the T intersection. When reaching the first right intersection, on the left there is a store (Liquor Mart) to the right of the 24-7 store (69c). The tag is located on the right (south) side of the Liquor Mart store. 70. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn left at the second intersection. At the second right intersection, there is a yellow building (Bar) on the right. The tag is located on the east wall of the building. 69. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train

tracks and turn left at the T intersection. Turn left at the second intersection. Turn right at the second intersection. Turn right into the dead-end street and continue north when the street ends. The tag is located on the west side of the last building to the right. 71. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn left at the second intersection. When reaching the T intersection, there is a yellow building (Nude Shop) on the right. The tag is located on the left wall of the building. 72. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn left at the second intersection. Turn right at the T intersection. After passing the first right intersection, there is a green fence on the right side. The tag is located in the middle of the green fence. 73. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn left at the second intersection. Turn right at the T intersection. Turn right at the first intersection. There is a house on the left side after the first left intersection. The tag is located on the right (east) side of the house. ****************************************************************************** 7.5 Willowfield ****************************************************************************** 34. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. When reaching the intersection before crossing the bridge, there is a path on the left leading into the flood control trench. Travel down the path until reaching the bottom. When reaching the bottom, turn and travel south to the third overpass. The tag is located on the left side of the center bridge support structure. 38. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the first intersection. When reaching the Cluckin' Bell after crossing the bridge, turn right into the south parking lot. The tag is located on the south wall of the restaurant near the drive-thru window. 36. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the first intersection. Continue down the street until a group of stores with a parking area in front is seen on the right. The tag is located on the front (north) wall, next to the Sushi Man store. 35. From the Johnson house, intersection. Turn left at first intersection. At the store on the left. The tag

travel west and turn left at the first the T intersection. Turn right (south) at the second left intersection, there is a 24-7 (98c) is located on the right (south) wall of the store.

****************************************************************************** 7.6 East Beach

****************************************************************************** 23. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn left at the T intersection to get onto the highway and then immediately turn left into the Los Santos Forum parking lot. The tag is located ahead on the southeast wall of the building to the left of the doors. 10. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. After the turn will be a pedestrian bridge over the road. Turn left at the bridge and travel between the building and the left stairs leading to the bridge. Turn left to go behind the building. In the southwest corner is a garage. The tag is located next to the left garage door. 11. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Turn left at the first intersection. On the right is an entrance to a parking garage. The tag is located just inside of the entrance on the wall to the right. 12. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Turn left at the first intersection. Turn right at the T intersection. After the turn, go to the building on the right that has two sets of stairs leading to the door (building address is 2026). Go up the left stairs. The tag is located on the wall of the building at the top of the stairs. 16. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Turn left at the first intersection. Turn left at the T intersection and then immediately turn right at the first intersection. The tag is located on the wall to the left as the road bends to the right. 37. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. After passing the second left intersection, stop at the last house on the left (before the grass area). Climb onto the house's garage from the north side. Proceed south along the roof and jump down to the lower roof. The tag is located on the south wall after the jump. 9. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Stay on the left side of the road to travel up the hill. At the top of the hill, there are two houses on the left. The tag is located on the chimney on the north side of the left house.

13. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Turn left at the second intersection. Turn right at the first intersection. The Golden Palms building will be on the right at the first left intersection (just before the bridge). Follow the path on the left side of the building to the rear of the building. The tag is located on the east wall of the building. ****************************************************************************** 7.7 Playa De Seville ****************************************************************************** 27. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the first intersection. When the road turns to the right, there is a basketball court ahead to the left. The tag is located on the wall of the garage on the right (west) side of the court. 29. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the first intersection. Turn right at the T intersection. Before the road turns to the left there are electrical generators to the left. The tag is located on the wall in front of the electrical generators. 25. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. At the next T intersection, there is an apartment building on the right. Climb over the wall. The tag is located in the middle of the green wall on the west side of the building. (Note: This tag is difficult to see). 24. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. At the T intersection, travel straight across the road until reaching the wall leading to the beach. Climb over the wall and jump down to the beach. The tag is located on the east side of the wall facing the beach. 26. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection. The tag is located in the middle of the third brown wall section on the right. ****************************************************************************** 7.8 Ocean Docks ****************************************************************************** 30. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection to get onto the highway. When reaching the second right intersection, the tag is located on the wall to the right on the northeast corner. 28. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Turn left at the first intersection (before crossing the train tracks). After passing the third

intersection, you will start over a suspension bridge. the first left (east) bridge support beam.

The tag is located on

33. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection to get onto the highway. Turn left at the second intersection. Turn right at the T intersection. When the road turns to the left, there is a path on the left leading to the dock. Follow the path down the stairs and continue along it until reaching the crates between the second and third building on the right. The tag is located on the crate on the side closest to the water. ****************************************************************************** 7.9 Los Santos International ****************************************************************************** 97. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection to get onto the highway. Continue traveling on the highway to the tunnel on the south side of the airport. Continue through the tunnel until reaching the exit. Continue on the highway to the top of the incline. Jump onto the wall next to the fence on the left (south) side of the highway. Walk along the wall to the tunnel entrance. The tag is located on the right side at the top of the tunnel entrance. 96. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection to get onto the highway. Continue traveling on the highway until passing under a bridge on the west side of the airport. After passing under the bridge, immediately curve right on the offramp. Turn right at the T intersection. Turn right at the second intersection. Turn right at the T intersection. After the turn, there is an orange building on the left. The tag is located on the right (south) wall of the building. ****************************************************************************** 7.10 East Los Santos ****************************************************************************** 4. From the Johnson house, travel west and turn right at the first intersection. At the second right intersection, there is a red building to the right. The tag is located on the right side of the west wall of the building. (Note: This tag is obtained during the 'Tagging the Turf' mission.) 20. From the Johnson house, travel west and turn right at the first intersection. After passing the second right intersection, there is an alley on the right. The tag is located on halfway down the alley on the wall on the left side. (Note: This tag is obtained during the 'Tagging the Turf' mission.) 5. From the Johnson house, travel west and turn right at the first intersection. Turn right at the second intersection. On the right between the yellow and brown buildings is a fence. Climb over the fence, proceed down the alley and climb over the next fence. Turn left and climb up the wall to the roof. The tag is located on the north side of the structure on the east end of the roof. (Note: This tag is obtained during the 'Tagging the Turf'

mission.) 22. From the Johnson house, travel west and turn right at the first intersection. Turn right at the second intersection. When reaching the T intersection, go to the right side of the building directly ahead. The tag is located on the wall to the left behind the steel fence where the fence ends (you will need to climb over the fence). 21. From the Johnson house, travel west and turn right at the first intersection. Turn right at the second intersection. Turn left at the T intersection and then immediately turn right at the first intersection. When the road turns to the left, there is a yellow building with a tunnel on the left. The tag is located on the far (north) end of the tunnel. 19. From the Johnson house, travel west and turn right at the first intersection. Turn right at the second intersection. Turn left at the T intersection and then immediately turn right at the first intersection. After the road turns to the left for the second time, there is an alley between two buildings on the left. Go down the alley and turn right. The tag is located on the right wall immediately after the turn. 18. From the Johnson house, travel west and turn right at the first intersection. Turn right at the second intersection. Turn left at the T intersection and then immediately turn right at the first intersection. After the road turns to the left for the second time, there is an alley between two buildings on the left. Go down the alley and turn right. The tag is located on the left wall of the alley. 15. From the Johnson house, travel west and turn right at the first intersection. Turn right at the second intersection. Turn left at the T intersection and then immediately turn right at the first intersection. The tag is located on the corner of the building to the right when reaching the next intersection. 6. From the Johnson house, travel west and turn right at the first intersection. Turn right at the second intersection. Turn left at the T intersection and then immediately turn right at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection. Before traveling under the bridge, there is a set of stairs on the left. The tag is located on the side of the stairs. 43. From the Johnson house, travel west and turn right at the first intersection. Turn right at the T intersection and then immediately turn left at the first intersection. After the turn, there is an alley between two buildings on the left (next to the soda machine). The tag is located on the wall of the building to the right at the end of the alley. 44. From the Johnson house, travel west and turn right at the first intersection. Turn right at the T intersection and then immediately turn left at the first intersection. After the first left intersection, there is an entrance in the green building to the left to an underground parking area. The tag is located on the west wall of the parking area. ****************************************************************************** 7.11 Las Flores ******************************************************************************

17. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Turn left at the first intersection. Turn left at the T intersection and then immediately turn right at the first intersection. Turn right at the T intersection. On the left there is an alley running between two buildings. Proceed down the alley and turn left at the first alley (to go behind the building). Proceed down the alley. The tag is located in the building corner on the south wall. 14. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Turn left at the second intersection. Turn right at the first intersection. Turn left at the first intersection. Along the right side of the street is an empty billboard sign. Directly across from the billboard is a set of three apartment buildings. The tag is located on the north wall of the center building. ****************************************************************************** 7.12 Jefferson ****************************************************************************** 41. From the Johnson house, travel west and turn right at the second intersection. At the first right intersection, there are four houses on the left. The tag is located on the right (north) wall of the second house from the left (south). 42. From the Johnson house, travel west and turn right at the second intersection. Turn right at the T intersection. Immediately after the turn, there is a building on the left with a large stained glass window. The tag is located in a corner near the window on the left (south) side. 57. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn left at the first intersection. Immediately on the right after the turn is a wall in front of the Jefferson hospital. Climb over the wall and the tag is located on the wall of the hospital behind the bushes. 52. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn right at the first intersection. At the first left intersection, there is a narrow alley between the houses on the left. The tag is located on the right (north) fence in the alley. 53. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the second intersection. Turn right at the T intersection. On the right, there is an alley between the stores and houses. The tag is located on the right (south) wall at the east end of the alley. 51. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn right at the first intersection. After the second right intersection, there is a large orange hotel on the right. Proceed to the rear (south side) of the hotel. The tag is located on the wall under the stairs leading to the roof.

****************************************************************************** 7.13 Glen Park ****************************************************************************** 56. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn left at the second intersection (after the road turns to the right). At the first left intersection is the entrance to the skateboard park on the left. The tag is located on the fence in the northeast corner of the park. 55. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn left at the third intersection. At the first right intersection, there is a narrow alley on the left. The tag is located on the left wall of the alley. 54. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn left at the fourth intersection. After the turn, turn left into the grass area and proceed to the walkway surrounding the pond. The tag is located under the bridge on the north support structure. ****************************************************************************** 7.14 Las Colinas ****************************************************************************** 8. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Stay on the left side of the road to travel up the hill. After crossing the bridge at the top of the hill, there is a tall apartment building on the left. The tag is located on the left wall next to the building doors in the front (east side). 7. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Turn left at the second intersection. Turn right at the second intersection. After crossing the bridge at the top of the hill, there is a set of houses on the left. The tag is located on the right (south) wall of the third house from the left (south). 50. From the Johnson house, travel west and turn intersection. Turn left at the T intersection. intersection. Turn left at the T intersection. the road up the hill. The tag is located on the building to the right.

right at the second Turn right at the first Angle to the right to follow left (west) side of the first

45. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn right at the first intersection. Turn right at the T intersection. When reaching the railroad tracks, turn left and follow the tracks to the tunnel. The tag is located on the left wall just inside of the tunnel. 49. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection. Angle to the right to follow the road up the hill. While traveling up the hill, there is an alley on the

left between an orange and a gray building. on the wall of the gray building.

The tag is located in the alley

46. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn right at the first intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection. Proceed to the last house on the left (large brown). The tag is located on the right (west) side of the rear wall. 47. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn right at the first intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn left at the T intersection. On the left will be an orange house with a red roof. Go down the narrow walkway on the left side of the house. The tag is located on the left wall in the walkway. 48. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn right at the first intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn left at the T intersection. When the road turns to the left, there is a series of yellow building on the left, each surrounded by a fence and containing an archway leading to a courtyard. The tag is located on the right side of the courtyard of the second building from the right (west). ****************************************************************************** 7.15 Pershing Square ****************************************************************************** 75. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. When reaching the third right intersection, there is a yellow building on the right (LSPD station). The tag is located on the west side of the south wall. ****************************************************************************** 7.16 Commerce ****************************************************************************** 76. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. After passing the third right intersection, there is a brown building with pillars (city hall) on the left. The tag is located on the north wall to the right of the pillars. 77. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. When reaching the T intersection, the tag is located on the south wall of the building to the right. ******************************************************************************

7.17 Verdant Bluffs ****************************************************************************** 95. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Follow the road to the observatory at the top of the hill. Go to the stairs on the right (north) side of the building. When reaching the top of the stairs, turn left. The tag is located on the wall to the left. ****************************************************************************** 7.18 Verona Beach ****************************************************************************** 78. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Immediately after the turn, there is a large yellow building with stairs on the right. Proceed up the right stairs and follow the path to the end of the balcony. The tag is located on the wall next to the door at the end of the balcony. 94. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. When reaching the next T intersection, the tag is located at the corner of the west wall of the building on the left. ****************************************************************************** 7.19 Marina ****************************************************************************** 93. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection. After entering Marina, there is a wooden walkway on the left leading to the beach. The tag is located on the north corner of the building on the right (west) side of the walkway. 88. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection. Turn left at the third intersection. Between the fourth and fifth left intersections, there is a drive leading to a building (next to the Kitty Lounge sign). Follow the drive to the stairs on the left side of the building. Go down the stairs. At the bottom, there is another set of stairs leading to a pier. The tag is located on the wall to the right at the bottom of the stairs.

****************************************************************************** 7.20 Market ****************************************************************************** 79. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection. Before reaching the second intersection, there are two buildings on the left that have a narrow "base" with stairs leading to it. The tag is located on the middle of the right (north) wall of the right (north) building. 86. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection. Turn left at the second intersection. Turn right at the third intersection. Turn right at the first intersection. Immediately after the turn, there is a building on the right with a ledge. Climb onto the ledge. The tag is located on the wall on the east end of the ledge. 87. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection. Turn left at the second intersection. Before reaching the third left intersection, there is an alley on the left running between the buildings. Proceed down to the end of the alley. At the end of the alley, there is a building to the right with a ledge. Park a car next to the building, jump on top of the car and then climb onto the ledge. The tag is located on the wall of the building. 85. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection. Turn left at the third intersection (first left intersection after entering Market). (Note: The second intersection is on the opposite side of the bushes and not directly accessible from the current road.) Turn right at the second intersection. Turn right at the T intersection and then immediately turn left at the first intersection. At the next T intersection, the tag is located on the corner of the building to the left. ****************************************************************************** 7.21 Santa Maria Beach ****************************************************************************** 92. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn left at the first intersection (after entering Santa Maria Beach). Before the road curves to the right, there is a set of stairs on the left leading to a

walkway. To the right of the stairs is a path leading under the walkway. tag is located on the wall on the left side of the path.

The

91. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the fourth intersection (first intersection after entering Santa Maria Beach). Turn left at the first intersection. Turn left at the first intersection (under an arch leading to the pier). Travel to the end of the pier and then proceed to the far left (southeast) corner of the pier behind the building next to the Ferris wheel. There is a set of stairs on the east side of the building. The tag is located on the wall at the top of the stairs. ****************************************************************************** 7.22 Rodeo ****************************************************************************** 89. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection. Turn left at the second intersection. Turn left at the fifth intersection. Shortly after the turn is a "Ranch" billboard sign on the right. The tag is located on the wall behind the right (north) billboard pole. 90. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the sixth intersection (at the major intersection that leads into the Badlands). At the second right intersection, there is an orange building on the left. The tag is located on the front (south side) wall of the building. ****************************************************************************** 7.23 Downtown Los Santos ****************************************************************************** 80. From the Johnson house, travel west and turn right at the first intersection. Turn left at the first intersection to get onto the highway. Exit at the first offramp. Turn left at the T intersection. Turn right at the first intersection. When reaching the next intersection, turn right and proceed up the stairs on the west side of the building. The tag is located on the far wall at the top of the stairs. 99. From the Johnson house, travel west and turn right at the first intersection. Turn left at the first intersection to get onto the highway. Exit at the first offramp. Turn left at the T intersection. Turn right at the first intersection. When reaching the next intersection, there is a tall building on the northwest corner. Go along the right (east) side of the building. The tag is located on a wall, facing north, across from the fourth tree.

81. From the Johnson house, travel west and turn right at the first intersection. Turn left at the first intersection to get onto the highway. Exit at the first offramp. Turn left at the T intersection. Turn right at the third intersection. When reaching the first left intersection, there is a walkway between the buildings on the right. Follow the walkway until reaching a set of stairs on the left. Go up the stairs to the top. The tag is located in the corner to the left at the top of the stairs. ****************************************************************************** 7.24 Mulholland Intersection ****************************************************************************** 100. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection. Angle to the right to follow the road up the hill. Continue straight when reaching the first interchange at the Mulholland Intersection and proceed to the first overpass. The tag is located on the bridge support structure on the right. 82. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the fourth intersection. Turn right at the T intersection and then immediately turn left at the first intersection. When reaching the next T intersection, there is a large building directly ahead. Go to the right (east) side of the building. The tag is located in the corner next to a green dumpster. ****************************************************************************** 7.25 Temple ****************************************************************************** 84. From the Johnson house, travel west and turn right at the first intersection. Turn left at the first intersection to get onto the highway. Follow the highway north to the first offramp at the Mulholland Intersection. Exit at the offramp and stay left when the offramp forks. Turn left at the fourth intersection. After the turn, the tag is located on the middle of the wall of the building to the right. ****************************************************************************** 7.26 Vinewood ****************************************************************************** 83. From the Johnson house, travel west and turn right at the first intersection. Turn left at the first intersection to get onto the highway. Follow the highway north to the first offramp at the Mulholland Intersection. Exit at the offramp and stay left when the offramp forks. At the fifth left intersection, there is a small building on the left. The tag is located on the north wall of the building. ****************************************************************************** 8. Oysters ****************************************************************************** Located throughout San Andreas are 50 oysters in the various bodies of water. Once all 50 oysters have been collected, your lung capacity and sex appeal will increase.

The oyster directions are organized by areas within the city. All of the directions in an area begin from the same starting point and arranged by relative distance from the starting point (i.e., the first oyster listed in a section is the closest to the starting point for that section). The oyster numbers represent the oyster's number in the official Brady strategy guide. Although each oyster's directions start from a central point, several are close to each other. By looking at the next oyster's instructions, you should be able to tell if it is close to your current location. If so, you can collect that oyster without returning and starting from the initial point for the area. The directions were written to start from the same initial point so that it is not required to get all of the oysters that are close together before saving the game. If you needed to save the game before finding all oysters in a group and the directions were based on previous oyster locations, you would have to repeat the directions for several previous oysters in order to find the next one. ****************************************************************************** 8.1 Los Santos ****************************************************************************** ****************************************************************************** 8.1.1 Playa De Seville ****************************************************************************** 3. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection to get onto the highway. Before the road bends to the right, there is a small, stone wall and fence on the left. Go to the left of the fence and continue to the pier on the beach. The oyster is located at the end of the pier. ****************************************************************************** 8.1.2 Ocean Docks ****************************************************************************** 5. From the Johnson house, travel west and turn intersection. Turn left at the T intersection. intersection. Turn right at the T intersection left at the second intersection. Turn right at road turns to the left, there is a bridge. The east side of the bridge.

left at the first Turn right at the T to get onto the highway. Turn the T intersection. After the oyster is located under the

6. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection to get onto the highway. Turn left at the second intersection. Turn right at the T intersection. After the road turns to the right, there is a bridge. The oyster is located under the center of the bridge. 4. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection to get onto the highway. Turn left at the second intersection. Turn right at the T intersection. When the road curves left after crossing a bridge, turn right and proceed to the end of the dock. Go down the stairs to the pier. The oyster is located in the middle of the pier.

****************************************************************************** 8.1.3 Los Santos (south) ****************************************************************************** 7. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection to get onto the highway. Follow the highway until it turns north on the southwest side of the Los Santos International airport. Go west to the beach. The oyster is located directly west of the curve in the road. ****************************************************************************** 8.1.4 Verdant Bluffs ****************************************************************************** 1. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection to get onto the highway. Follow the highway until it turns north on the southwest side of the Los Santos International airport. Exit at the first offramp on the west side of the airport. Turn left at the first intersection. Follow the road until reaching the tunnel entrance. Turn left and proceed to the water. The oyster is located directly west of the tunnel entrance. ****************************************************************************** 8.1.5 Verona Beach ****************************************************************************** 8. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn right at the T intersection. After entering Marina, there is a wooden walkway on the left leading to the beach. Turn left onto the walkway, immediately turn right onto the path, immediately turn left and travel toward the beach. When reaching the beach, turn right and continue until reaching the bridges. The oyster is located between the bridges. ****************************************************************************** 8.1.6 Marina ****************************************************************************** 9. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection. Turn left at the third intersection. Between the fourth and fifth left intersections, there is a drive leading to a building (next to the Kitty Lounge sign). Follow the drive to the stairs on the left side of the building. Go down the stairs. At the bottom, there is another set of stairs leading to a pier. The oyster is located under the middle of the first bridge to the south. ****************************************************************************** 8.1.7 Santa Maria Beach

****************************************************************************** 10. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn left at the first intersection (after entering Santa Maria Beach). When the road curves to the right for the second time, there is a lighthouse on the left. Travel to the lighthouse. The oyster is located on the south side of the lighthouse near the wall. ****************************************************************************** 8.1.8 Glen Park ****************************************************************************** 11. From the Johnson house, travel west and turn right at the second intersection. Turn left at the T intersection. Turn left at the fourth intersection. After the turn, turn left into the grass area and proceed to the walkway surrounding the pond. The oyster is located in the center of the pond under the bridge. ****************************************************************************** 8.1.9 Mulholland ****************************************************************************** 2. From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection. Continue on the road until crossing the intersection into Mulholland. Turn left at the driveway on the left. Follow the driveway to the house at the top of the hill. The oyster is located in the house's pool. (Tip: To reach the pool, proceed up the incline to the house and go to the west side, past the garage. Climb up the wall to the left of the garage, turn right and climb up the next wall. Turn right and climb over the next wall to the pool area.) ****************************************************************************** 8.1.10 Frederick Bridge ****************************************************************************** 13. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Follow the highway to the interchange in the northeast section of Red County (while traveling north). Exit at the offramp. After passing under the bridge, turn left into the grass and go up the hill to the railroad tracks. Follow the tracks north to the Frederick Bridge. The oyster is located on the north side of the third concrete bridge support. ****************************************************************************** 8.1.11 Fisher's Lagoon ******************************************************************************

12. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Follow the highway to the interchange in the northeast section of Red County (while traveling north). Exit at the offramp and turn left at the bottom of the offramp (do NOT follow the direction of the offramp). Turn left at the T intersection. Turn right at the T intersection. When the road turns to the left, continue straight onto the dirt road. Follow the dirt road to the pier on the beach. The oyster is located at the end of the pier. ****************************************************************************** 8.1.12 Red County ****************************************************************************** 14. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Follow the highway to the interchange in the northeast section of Red County (while traveling west). Exit at the offramp and turn right at the first intersection. Shortly after the turn, there is a bridge. The oyster is located under the center of the bridge. 15. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Follow the highway to the interchange in the northeast section of Red County (while traveling west). Exit at the offramp and turn right at the first intersection. Turn left at the third intersection. Immediately after the next intersection is a bridge. The oyster is located under the center of the bridge. (Tip: To reach the water, proceed down the grass area on the right just before the bridge. This is better than jumping off the bridge since the water area is very narrow and if it is missed, injury will occur.) 31. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Follow the highway to the interchange in the northeast section of Red County (while traveling west). Exit at the offramp and turn right at the first intersection. Turn left at the first intersection. Continue on the road through Montgomery and turn right at the T intersection. Continue on the road into Blueberry and turn left at the first intersection. Continue on the road into Blueberry Acres and turn left at the T intersection. Continue on the road until reaching the bridge after passing the factory (Fleischburg) on the left. The oyster is located under the center of the bridge. ****************************************************************************** 8.1.13 The Panopticon ****************************************************************************** 30. From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Follow the highway to the interchange in the northeast section of Red County (while traveling west). Exit at the

offramp and turn right at the first intersection. Turn left at the first intersection. Continue on the road through Montgomery and turn right at the T intersection. Continue on the road into Blueberry and turn left at the first intersection. Continue on the road into Blueberry Acres and turn right at the T intersection. Turn left at the first intersection. When the road curves to the left, there is a wooden fence on the right. The oyster is located directly west of the rightmost gap in the fence. ****************************************************************************** 8.2 Badlands ****************************************************************************** ****************************************************************************** 8.2.1 Flint County (east) ****************************************************************************** 34. From the south bridge that connects Rodeo to Flint County, cross the bridge into Flint County and follow the road toward the Flint Intersection. Before reaching the Flint Intersection overpass, turn right into the grass and proceed to the water. The oyster is located between the bridges leading to Richman, between the second and third bridge support structures. 33. From the south bridge that connects Rodeo to Flint County, cross the bridge into Flint County and follow the road past the Flint Intersection. Continue on the road and turn right on the dirt road at the top of the hill near an electrical tower after passing a gas station on the right. Follow the dirt road until reaching the water and then swim north. The oyster is located under the center of the railroad bridge. 32. From the south bridge that connects Rodeo to Flint County, cross the bridge into Flint County, follow the road past the Flint Intersection and turn right at the first intersection. Immediately after the turn, there is a bridge. The oyster is located under the center of the bridge. 25. From the south bridge that connects Rodeo to Flint County, cross the bridge into Flint County and turn left at the first intersection (immediately after the bridge). When the road curves left (as Flint Range is entered), there is a small beach on the left. The oyster is located at the point where the beach connects to rocks on the left. ****************************************************************************** 8.2.2 Flint County (south) ****************************************************************************** 27. From the south bridge that connects Rodeo to Flint County, cross the bridge into Flint County and follow the road to the Flint Intersection. Exit at the offramp and follow the highway until it passes through a tunnel. Shortly after exiting the tunnel, there is a bridge. The oyster is located under the center of the bridge. 26. From the south bridge that connects Rodeo to Flint County, cross the bridge into Flint County and follow the road to the Flint Intersection. Exit at the offramp and follow the highway until reaching a gravel road on the right after passing under the overpass when entering Back O' Beyond. Turn onto the gravel road and follow the left path when the road forks. Continue on the road until reaching a small wooden bridge. The oyster is located under the center of the bridge.

****************************************************************************** 8.2.3 Whetstone ****************************************************************************** 28. From the south bridge that connects Rodeo to Flint County, cross the bridge into Flint County and follow the road to the Flint Intersection. Exit at the offramp and follow the highway to Whetstone. Continue on the highway until reaching the offramp on the west side of Whetstone. Exit at the offramp and turn right at the T intersection. After passing the scrap yard on the left, there is a steel bridge. The oyster is located under the bridge on the west side of the bridge support structure. ****************************************************************************** 8.2.4 Mount Chiliad ****************************************************************************** 29. From the south bridge that connects Rodeo to Flint County, cross the bridge into Flint County and follow the road to the Flint Intersection. Exit at the offramp and follow the highway until reaching the steel bridge on the northwest side of Mount Chiliad. The oyster is located under the bridge between the first and second bridge support structures. ****************************************************************************** 8.3 San Fierro ****************************************************************************** ****************************************************************************** 8.3.1 Missionary Hill ****************************************************************************** 21. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill. When reaching the first intersection, there is a pond on the far right corner. The oyster is located in the center of the pond. ****************************************************************************** 8.3.2 San Fierro (east) ****************************************************************************** 18. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the second offramp. At the end of the offramp, turn right. Turn left at the first intersection. Turn right at the first intersection. When the road turns hard left, continue straight toward the buildings. Turn left and continue until reaching the train tracks. Turn right and follow the train tracks until reaching the cargo ship on the right. The oyster is located under the stern (rear) of the ship. 24. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn right. Turn left at the T intersection. When the road curves left, the entrance to the naval base is on the right. Proceed through the gate and turn left. Travel to the end of the dock. On the right are three docks. The oyster is located in the middle of the second (center) dock. (Note: Once the navy base is entered, you will have a 5-star wanted level.) (Strategy: Quickly enter the naval base and drive to the end of the dock.

Jump into the water, quickly swim into the dock, and obtain the oyster. Quickly swim to the stairs on the north side of the dock near the front of the aircraft carrier. Quickly get into the car, drive out of the naval base and go to the Pay 'n' Spray in Easter Basin to remove the wanted level.) 17. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn right. Turn left at the T intersection. When the road curves left, the entrance to the naval base is on the right. Proceed through the gate and turn left. Travel to the end of the dock past the aircraft carrier on the left. The oyster is located under the bow (front) of the aircraft carrier. (Note: Once the navy base is entered, you will have a 5-star wanted level.) (Strategy: Quickly enter the naval base and drive to the end of the dock. Jump into the water and quickly obtain the oyster. Quickly swim to the stairs on the north side of the dock near the front of the aircraft carrier. Quickly get into the car, drive out of the naval base and go to the Pay 'n' Spray in Easter Basin to remove the wanted level.) 23. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the second offramp. At the end of the offramp, turn right. Continue on the road to the Easter Bay Airport. Stay on the center road when the road forks in three directions. Continue on the road until reaching the airport entrance. Enter the airport and follow the road left until reaching the tunnel leading to the runway. Proceed to the northeast end of the main runway. The oyster is located next to the wall at the end of the runway. (Tip: If your flying skill is not high enough to enter the airport, you can gain access by parking a car next to the building at the gate, jumping onto the roof of the car, climbing onto the roof of the building and jumping over the fence.) ****************************************************************************** 8.3.3 Garver Bridge ****************************************************************************** 22. From the highway leading directly north from Whetstone into Foster Valley, follow the highway to the Garver Bridge connecting Downtown to Las Venturas. The oyster is located between the center bridge support structures. ****************************************************************************** 8.3.4 San Fierro (north) ****************************************************************************** 16. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Follow the road until it turns east. After passing under the bridge, there is a parking lot on the left. Turn left and proceed across the parking lot. The oyster is located south of the bridge support structure on the right (east) side. 20. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Follow the road until it turns right (east). After passing under the bridge, there is a parking lot on the left. Turn left and proceed across the parking lot. The oyster is located under the stern (rear) of the cargo ship in the bay.

19. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn right at the T intersection. When reaching the T intersection, there is a "Pier 69" sign directly ahead. Proceed under the sign and go to the end of the pier. The oyster is located under the stern (rear) of the freighter in the bay. ****************************************************************************** 8.4 The Desert ****************************************************************************** ****************************************************************************** 8.4.1 Tierra Robada ****************************************************************************** 35. From the Gant Bridge connecting Battery Point to Bayside, cross the bridge into Bayside. The oyster is located between the last bridge support structure and the cliff. 36. From the Gant Bridge connecting Battery Point to Bayside, cross the bridge into Bayside and turn right at the first intersection. Turn left at the first intersection. Follow the road until it ends. Swim east toward the beach. There is a rock formation jutting out on the right before reaching the beach. The oyster is located in front of the formation. 37. From the Garver Bridge connecting Downtown to Tierra Robada, cross the bridge into Tierra Robada. Follow the highway as it curves northwest and exit at the first offramp. Turn left at the T intersection. Turn left at the first intersection (to get back onto the highway). At the end of the onramp, there is a small concrete wall on the right. The oyster is located near the center of the wall. 43. From the Garver Bridge connecting Downtown to Tierra Robada, cross the bridge into Tierra Robada. Exit at the first offramp (to begin traveling southeast). After passing under the railroad bridge, there is a dirt road on the left. Follow the dirt road to the house. On the east side of the house, there are stairs leading to a dock with a boat storage shelter. The oyster is located in the center of the shelter. 42. From the Garver Bridge connecting Downtown to Tierra Robada, cross the bridge into Tierra Robada. Exit at the first offramp (to begin traveling southeast). After passing under the railroad bridge, there is a small bridge. The oyster is located under the center of the east bridge (for the traffic traveling the opposite direction). 41. From the Martin Bridge connecting Blueberry Acres to Bone County, cross the bridge into Bone County. Turn left at the T intersection. Continue on the road until reaching the steel bridge before entering Las Barrancas. The oyster is located under the center of the bridge. 39. From the Garver Bridge connecting Downtown to Tierra Robada, cross the bridge into Tierra Robada. Follow the highway as it curves northwest and exit at the first offramp. Turn right at the T intersection. Turn left at the first intersection. After making the turn, there is a dirt road on the right (just past the Aldea Malvada sign). Follow the dirt road until reaching a steel bridge. The oyster is located under the center of the bridge.

38. From the Garver Bridge connecting Downtown to Tierra Robada, cross the bridge into Tierra Robada. Follow the highway as it curves northwest and exit at the first offramp. Turn right at the T intersection. Turn left at the first intersection. After crossing the red bridge over the river, there is a driveway on the right leading to a house. There is a dock on the west side of the house. The oyster is located directly west of the dock ****************************************************************************** 8.4.2 Sherman Dam ****************************************************************************** 40. From the Garver Bridge connecting Downtown to Tierra Robada, cross the bridge into Tierra Robada. Follow the highway as it curves northwest and exit at the first offramp. Turn right at the T intersection. Follow the road to the Sherman Dam. After beginning to cross the dam, there is a walkway on the left leading to a structure. On the north side of the structure, there is a walkway leading to a second structure. The oyster is located between the structures under the walkway. ****************************************************************************** 8.4.3 Bone County (north) ****************************************************************************** 44. From the highway in north Bone County, travel east on the highway past the abandoned airfield on the right. After passing the first right intersection, turn left (north) and travel until reaching the ocean. Turn right (east) and continue until directly north of the railroad track in Bone County that runs north/south (use the map for reference). The oyster is located next to the cliff. ****************************************************************************** 8.5 Las Venturas ****************************************************************************** ****************************************************************************** 8.5.1 Bone County (northeast) ****************************************************************************** 45. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Continue traveling on the highway as it becomes Julius Thruway East. Exit at the first offramp. At the end of the offramp, turn right. Turn right at the T intersection. Turn right at the second intersection (first intersection after the road turns left). Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection. Follow the road until it ends at K.A.C.C. Military Fuels. Go around the left of the complex and proceed northeast to the ocean. The oyster is located near the bow (front) of the fishing boat in the ocean. ****************************************************************************** 8.5.2 Roca Escalante ****************************************************************************** 46. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Continue traveling on the highway as it becomes Julius Thruway East. Exit at the first

offramp. At the end of the offramp, turn right. Turn right at the T intersection. Turn right at the first intersection. Follow the road to the Rock Hotel entrance. On the left of the entrance is the hotel parking lot. On the right side of the parking lot, there is a set of stairs leading up to a deck. Go up the stairs and proceed to the swimming pool on the north side. The oyster is located under the swimming pool's diving board. ****************************************************************************** 8.5.3 Las Venturas (west) ****************************************************************************** 48. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. At the T intersection, Pirates in Men's Pants is on the right. On the right side of the front of the building, there is a large skull. The oyster is located in front of the skull. 47. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. At the second right intersection, The Visage is on the left. In front of the building, there are several waterfalls. The oyster is located under the second waterfall from the left (south). ****************************************************************************** 8.5.4 Las Venturas (south) ****************************************************************************** 50. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the second intersection. At the second right intersection, the walkway to the entrance to Come-A-Lot is on the right. Go around the left side of the entrance to the water next to the walkway. The oyster is located in the northeast corner next to the walkway. ****************************************************************************** 8.5.5 Pilgrim ****************************************************************************** 49. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Continue traveling on the highway as it becomes Julius Thruway East. Exit at the first offramp. At the end of the offramp, turn left. Turn right at the third intersection. After the road curves left, there is a swimming pool on the right. The oyster is located in the center of the swimming pool. ****************************************************************************** 9. Snapshots ****************************************************************************** Located throughout San Fierro are 50 sites to be photographed. Refer to the Camera portion in the Weapons and Other Items section for the camera locations throughout the city. In order to take a picture of a site, equip the camera and look through it. A purple camera icon will appear above the area to be

photographed. Press the button to take the picture. Once all 50 sites have been photographed, a Shotgun, Machine Pistol, Sniper Rifle and Grenades will be available on the south side of the gas station property in Doherty. The photograph directions are organized by areas within the city. All of the directions in an area begin from the same starting point and arranged by relative distance from the starting point (i.e., the first photograph listed in a section is the closest to the starting point for that section). The photograph numbers represent the photograph's number in the official Brady strategy guide. Although each photograph's directions start from a central point, several are close to each other. By looking at the next photograph's instructions, you should be able to tell if it is close to your current location. If so, you can collect that photograph without returning and starting from the initial point for the area. The directions were written to start from the same initial point so that it is not required to get all of the snapshots that are close together before saving the game. If you needed to save the game before finding all snapshots in a group and the directions were based on previous photograph locations, you would have to repeat the directions for several previous snapshots in order to find the next one. Tip: It is easier to see the icons through the camera at night. Tip: Between 0:00 and 5:00, the icons will glow red and can be easily seen without the camera. ****************************************************************************** 9.1 Red County ****************************************************************************** 34. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the second offramp. At the end of the offramp, turn right. Turn right at the second intersection. Follow the road until reaching the Y intersection. On the left road there is a bridge leading to The Panopticon. The icon is located above the north end of the bridge. ****************************************************************************** 9.2 Foster Valley ****************************************************************************** 33. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the first offramp. After the third right intersection, there is a white building on the right with a ledge above the windows. Park a car near the building, jump onto the roof and then climb onto the ledge. Climb over the wall into the eating area. Proceed south to the first flowerbed. The icon is located above the center of the flowerbed on the outside of the roof. 32. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the first offramp. Turn left at the first intersection. After the road curves to the right, there are five circular buildings on the right. The icon is located on the top of the fourth building. (Note: You will need to go to the top of the hill to the west of the buildings in order to see the icon.) ****************************************************************************** 9.3 Easter Bay Airport

****************************************************************************** 3. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the second offramp. At the end of the offramp, turn right. After passing the second right intersection, the icon is located in the middle of the airport sign over the road. 40. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the second offramp. At the end of the offramp, turn right. Continue on the road to the Easter Bay Airport. Stay on the center road when the road forks in three directions. Continue on the road until reaching the airport entrance. Enter the airport and follow the road right until reaching the tunnel leading to the hangars. Proceed north to the large, white tanks on the right of the hangars in the northeast section. Go to the left side of the tanks. The icon is located between the second and third tanks. (Tip: If your flying skill is not high enough to enter the airport, you can gain access by parking a car next to the building at the gate, jumping onto the roof of the car, climbing onto the roof of the building and jumping over the fence.) 41. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the second offramp. At the end of the offramp, turn right. Continue on the road to the Easter Bay Airport. Stay on the center road when the road forks in three directions. Continue on the road until reaching the airport entrance. Enter the airport and follow the road right until reaching the tunnel leading to the hangars. Proceed north to the control tower. The icon is located at the top of the air traffic control tower antenna. (Tip: If your flying skill is not high enough to enter the airport, you can gain access by parking a car next to the building at the gate, jumping onto the roof of the car, climbing onto the roof of the building and jumping over the fence.) ****************************************************************************** 9.4 Missionary Hill ****************************************************************************** 1. From the highway leading northwest from Whetstone into Foster Valley, follow the highway into Foster Valley and turn left at the Y intersection. Turn left at the first intersection. Follow the road until reaching the TV studio parking lot. On the left (south) side of the TV studio is an antenna. The icon is located near the top of the antenna on the right side. ****************************************************************************** 9.5 San Fierro (west) ****************************************************************************** 31. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway until passing over a steel bridge. After passing the bridge, turn around. The icon is located high in the air over the north end of the bridge. ****************************************************************************** 9.6 Avispa Country Club ******************************************************************************

2. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. After the road curves right, the country club driveway is on the right. Turn right into the driveway. There is a tower located above the country club's main entrance. The icon is located in front of the tower. 8. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. After the road curves right, the country club driveway is on the right. Turn right into the driveway and then turn left into the parking lot. Go across the parking lot to the entrance to the tennis courts. The icon is located above the far right tennis court. ****************************************************************************** 9.7 Garcia ****************************************************************************** 49. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the third offramp onto the highway. Follow the highway and exit at the first offramp. At the end of the offramp, turn left (at the T intersection). Turn left at the T intersection. Turn right at the second intersection. Immediately after the turn, there is a "Final Build Construction" sign on the right. The icon is located in front of the sign. 48. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the third offramp onto the highway. Follow the highway and exit at the first offramp. At the end of the offramp, turn left (at the T intersection). Turn left at the T intersection. Turn right at the first intersection. After the second intersection, there are baseball two fields on the left. The icon is located above home plate of the right (north) field. ****************************************************************************** 9.8 Ocean Flats ****************************************************************************** 45. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the third intersection. After the first right intersection, there is a church on the right. The icon is located on top of the church's spire. ****************************************************************************** 9.9 Hashbury ****************************************************************************** 44. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the third intersection. Turn right at the second intersection. After the turn, there is a war memorial on the left. The icon is located high above the center of the wall surrounding the memorial. 46. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the third intersection. Turn left at the

second intersection. Immediately after the turn, the "Hippy Shopper" store is on the right. The icon is located above the store. 42. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the third intersection. When approaching the T intersection, there is a "Hashbury & Garcia Joint Festival" banner above the road. The icon is located in the center of the banner. ****************************************************************************** 9.10 Doherty ****************************************************************************** 7. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the second offramp. At the end of the offramp, turn right. Turn left at the first intersection. After passing the second left intersection and before crossing the bridge over the railroad tracks, there is a building on the left (Shady Industries). On the left side of the building, there are two large white tanks. The icon is located between the tanks. 36. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the third offramp onto the highway. Follow the highway and exit at the first offramp. At the end of the offramp, turn right (at the T intersection). At the third left intersection, there is a construction site on the left. The icon is located above the large, yellow crane. ****************************************************************************** 9.11 Easter Basin ****************************************************************************** 35. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the second offramp. At the end of the offramp, turn right. Turn left at the first intersection. Turn right at the first intersection. When the road turns hard left, continue straight toward the buildings. Turn left and continue until reaching the train tracks. Turn right and follow the train tracks until reaching the dry dock on the left. The icon is located above the west end of the dry dock. ****************************************************************************** 9.12 Cranberry Station ****************************************************************************** 16. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the third offramp onto the highway. Follow the highway and exit at the first offramp. At the end of the offramp, turn right (at the T intersection). At the third left intersection, there is a train station terminal on the right. Proceed around the right side of the building. The icon is located by the roof over the railroad tracks. ****************************************************************************** 9.13 Queens ****************************************************************************** 43. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the

first intersection. Turn right at the third intersection. Turn left at the second intersection. At the T intersection, there is a movie theater directly ahead. The icon is located above the movie theater's entrance. 37. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the first intersection. After the sixth left intersection, the road will curve to the right just after entering Queens. On the left is the "Vank Hoff in the Park" hotel. The icon is located under the green awning at the hotel's entrance. 39. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the first intersection. After the sixth left intersection, the road will curve to the right just after entering Queens. On the left is the "Vank Hoff in the Park" hotel. Turn left at the first intersection after passing the hotel. After passing the first right intersection, the icon is located in the middle of the fourth floor of the rear of the hotel to the left. 28. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the first intersection. Turn left at the T intersection. After the first right intersection, there is a red building on the right with a smoke stack. The icon is located above the smoke stack. ****************************************************************************** 9.14 City Hall ****************************************************************************** 9. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. After the fifth right intersection, there is a city hall building with a dome on the right. The icon is located on the right (west) side of the dome. 30. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the fifth intersection. Turn left at the first intersection. When reaching the traffic circle, turn left. After the road curves right, there is a large city hall building with stairs on the left. The icon is located between the building's center columns. ****************************************************************************** 9.15 King's ****************************************************************************** 17. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn left at the T intersection and then immediately turn right at the first intersection. Turn right at the first intersection. After the first intersection, there is a building on the left with a tall tower. The icon is located on the east side of the tower. (Note: You will need to go either north or south of the building in order to see the icon.) 19. From the highway leading directly north from Whetstone into Foster Valley,

follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the T intersection. At the next intersection, there is a building on the left with four flagpoles in front of it. The icon is located at the top of the middle poles. ****************************************************************************** 9.16 Downtown ****************************************************************************** 19. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the T intersection. Before reaching the next intersection, three buildings on the right form a triangle. The icon is located in the area in the center of the buildings. 20. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn right at the T intersection. Turn left at the first intersection. Turn right at the T intersection. At the next intersection, there is a building to the right with open glass doors. Go inside of the door and turn right. There is a metal sculpture at the south end. The icon is located inside of the sculpture, approximately 3/4 of the way to the top. 25. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn right at the T intersection. After the third left intersection, there is a park on the left with a baseball player statue in the southeast corner. The icon is located on the east side of the statue. 4. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn right. Turn left at the T intersection. After passing under the Garver Bridge (as Downtown is entered), there is a long, white building on the right with a clock tower. The icon is located in front of the west clock face. ****************************************************************************** 9.17 Easter Basin ****************************************************************************** 6. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn right. Turn left at the T intersection. Continue until reaching the gas station (Xoomer) on the left. The icon is located above the rotating Xoomer sign. 15. The icon is located in front of the superstructure of the aircraft carrier in the naval base in Easter Basin. (Note: Once the navy base is entered, you will have a 5-star wanted level.) (Strategy: Obtain a helicopter, fly to the naval base, quickly land on the aircraft carrier deck and take the photograph. Do not attempt to get back into the helicopter since it will be too severely damaged before you are able to fly away. Jump off the ship onto the dock. At the east end of the dock,

there is a Patriot. Quickly get into the Patriot, drive out of the naval base and go to the Pay 'n' Spray in Easter Basin to remove the wanted level.) (Tip (submitted by Brad Villiere): The photograph can also be taken from the Easter Bay Airport runway. However, you will not be able to see the icon.) ****************************************************************************** 9.18 Chinatown ****************************************************************************** 18. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the T intersection. Turn left at the first intersection. Turn right at the second intersection. Turn left at the T intersection. Immediately after the turn, there is a yellow building on the right with a Chinese tower on the southwest corner of the roof. The icon is located at the base of the tower on the southwest corner. 38. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the T intersection. Turn left at the first intersection. Turn right at the second intersection. Turn left at the T intersection and then immediately turn right at the first intersection. At the next right intersection, the Chinatown entrance is on the right. The icon is located above the center of the entrance. ****************************************************************************** 9.19 Garver Bridge ****************************************************************************** 14. From the highway leading directly north from Whetstone into Foster Valley, follow the highway until reaching the first suspension structure on the Garver Bridge. The icon is located on the west side of the bottom "X" of the suspension structure. 5. From the highway leading directly north from Whetstone into Foster Valley, follow the highway until reaching the second suspension structure on the Garver Bridge. The icon is located on the west side of the top "X" of the suspension structure. (Note: If the bridge is still closed, you will need to get a boat and take the picture from the water.) ****************************************************************************** 9.20 Palisades ****************************************************************************** 10. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the sixth intersection. Turn left at the first intersection. After the second right intersection, there is a "Tuff Nut Donuts" shop on the left. The icon is located in the center of the donut above the entrance. ****************************************************************************** 9.21 Juniper Hill ******************************************************************************

29. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the sixth intersection. Turn left at the first intersection. Turn right at the second intersection. After the second left intersection, there is a "Supa Save" store on the left. The icon is located above the store's entrance. ****************************************************************************** 9.22 Juniper Hollow ****************************************************************************** 22. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the sixth intersection. Turn left at the first intersection. Turn right at the second intersection. Turn left at the third intersection. After the second right intersection, there is a Burger Shot restaurant on the right. On the left side of the restaurant is a rotating sign. The icon is located in front of the rotating sign. ****************************************************************************** 9.23 Gant Bridge ****************************************************************************** 11. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the sixth intersection. Turn left at the first intersection. Turn left at the second intersection. Turn left at the first intersection onto the Gant Bridge. Continue until reaching the first orange bridge support structure. The icon is located on the south side of the bridge support structure in the middle of the second crossbeam from the bottom. ****************************************************************************** 9.24 San Fierro Bay ****************************************************************************** 12. From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Follow the road until it turns east. After passing under the bridge, there is a parking lot on the left. Proceed across the parking lot to the water and locate a boat. (There is a Marquis located to the east.) Proceed to the south side of the freighter in the bay. The icon is located on the south side of the ship's mast. ****************************************************************************** 9.25 Calton Heights ****************************************************************************** 21. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn right at the T intersection. Turn left at the fourth intersection. At the T intersection, there is a stone path directly ahead. The icon is located above the path, approximately 1/2 way up the hill. 23. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the

end of the offramp, turn left. Turn right at the T intersection. Turn left at the fourth intersection. Turn right at the T intersection. Turn left at the T intersection. Immediately after the turn, there are light posts in the median before reaching the tunnel. The icon is located above the second light post. ****************************************************************************** 9.26 Financial ****************************************************************************** 24. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn right at the T intersection. Turn right at the fourth intersection. At the first intersection, there is a tall, yellow building with a vertical "Parking" sign on the side on the far right corner (Vank Hoff Hotel). The icon is located above the antenna on the top of the hotel. 26. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn right at the T intersection. Turn right at the fifth intersection. Immediately after the turn, there is a tall building on the right. The icon is located in the middle on the side of the building. ****************************************************************************** 9.27 Esplande North ****************************************************************************** 27. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn right at the T intersection. When reaching the T intersection, there is a "Pier 69" sign directly ahead. The icon is located in front of the sign. 47. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn right at the T intersection. When reaching the T intersection, there is a "Pier 69" sign directly ahead. Proceed to the right side of the building to the water. There is a rock formation in the bay. The icon is located on the south side of the rock formation. 13. From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn right at the T intersection. Turn left at the T intersection. After the turn, there are docks with buildings on the right. Continue to the last dock (which points northwest). On the right side of the dock, there is a submarine. The icon is located in front of the masts on the submarine's conning tower. ****************************************************************************** 10. Horseshoes ****************************************************************************** Located throughout Las Venturas are 50 horseshoes. Once all 50 horseshoes have been collected, your luck will be increased and a Combat Shotgun, SMG, M4

and Remote Satchel Explosive will be available by the front door of The Four Dragons Casino in Las Venturas. The horseshoe directions are organized by areas within the city. All of the directions in an area begin from the same starting point and arranged by relative distance from the starting point (i.e., the first horseshoe listed in a section is the closest to the starting point for that section). The horseshoe numbers represent the horseshoe's number in the official Brady strategy guide. Although each horseshoe's directions start from a central point, several are close to each other. By looking at the next horseshoe's instructions, you should be able to tell if it is close to your current location. If so, you can collect that horseshoe without returning and starting from the initial point for the area. The directions were written to start from the same initial point so that it is not required to get all of the horseshoes that are close together before saving the game. If you needed to save the game before finding all horseshoes in a group and the directions were based on previous horseshoe locations, you would have to repeat the directions for several previous horseshoes in order to find the next one. ****************************************************************************** 10.1 Las Venturas (northwest) ****************************************************************************** 29. From the highway in north Bone County leading to Las Venturas, follow the highway east toward Las Venturas. Before reaching the Pilson Intersection, there is a "Welcome to Fabulous Las Venturas" sign in the median. The horseshoe is located under the sign. ****************************************************************************** 10.2 Whitewood Estates ****************************************************************************** 49. From the highway in north Bone County leading to Las Venturas, follow the highway east and take the first exit at the Pilson Intersection onto Julius Thruway West. Exit at the first offramp. At the end of the offramp, turn right. At the T intersection, there is a brown building directly ahead. The horseshoe is located next to the front of the building. 40. From the highway in north Bone County leading to Las Venturas, follow the highway east and take the first exit at the Pilson Intersection onto Julius Thruway West. Exit at the first offramp. At the end of the offramp, turn right. Turn right at the T intersection. At the second right intersection, there is an entrance to a warehouse on the left. Proceed around the left side of the warehouse. When reaching the wall behind the warehouse, turn left. The horseshoe is located between the warehouse on the left and the wall. ****************************************************************************** 10.3 Redsands West ****************************************************************************** 36. From the highway in north Bone County leading to Las Venturas, follow the highway east and take the first exit at the Pilson Intersection onto Julius Thruway West. Exit at the first offramp. At the end of the offramp, turn left. Turn right at the T intersection and then immediately turn left at the first intersection. After the turn, there is steakhouse restaurant on the left. Climb onto the restaurant's roof and go to the west side. The horseshoe is located on the awning of the adjacent building to the left of the

"Casino" sign. 47. From the highway in north Bone County leading to Las Venturas, follow the highway east and take the first exit at the Pilson Intersection onto Julius Thruway West. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the first intersection. Before the road turns left, there is an entrance to a warehouse on the right. Go inside of the entrance and turn left. In the corner, there are numerous multi-colored shipping containers. The horseshoe is located on the top of the crate in the northwest corner (you will need to park a car next to the exterior wall, jump onto the car roof, jump onto the wall, walk along the wall to the containers and then jump onto the container). 27. From the highway in north Bone County leading to Las Venturas, follow the highway east and take the first exit at the Pilson Intersection onto Julius Thruway West. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the first intersection. Turn left at the first intersection. As the road curves right, there is a green wall next to a parking lot on the left. The horseshoe is located on top of the wall on the left side. ****************************************************************************** 10.4 Prickle Pine ****************************************************************************** 1. From the highway in north Bone County leading to Las Venturas, follow the highway east and take the first exit at the Pilson Intersection onto Julius Thruway West. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the first intersection. Turn right at the second intersection (to pass over the highway). Turn left at the T intersection. Follow the road until reaching the railroad tracks. The horseshoe is located in the archway on the right side of the last house on the left (before the railroad tracks). 21. From the highway in north Bone County leading to Las Venturas, follow the highway east and take the first exit at the Pilson Intersection onto Julius Thruway West. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the first intersection. Turn right at the second intersection (to pass over the highway). Turn right at the T intersection. Turn left at the first intersection. Turn right at the first intersection. Turn right at the T intersection. After the road curves left, there is an apartment complex on the left. There is a swimming pool in the center of the complex. The horseshoe is located at the north end of the swimming pool. 34. From the highway in north Bone County leading to Las Venturas, follow the highway east and take the first exit at the Pilson Intersection onto Julius Thruway West. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the first intersection. Turn right at the second intersection (to pass over the highway). Turn right at the T intersection. Turn left at the first intersection. Turn right at the first intersection. Turn right at the T intersection. After the road curves left, there is an apartment complex on the left. There are tennis courts in the northeast corner of the complex. The horseshoe is located in the area between the eastern courts. ******************************************************************************

10.5 Yellow Bell Golf Course ****************************************************************************** 5. From the highway in north Bone County leading to Las Venturas, follow the highway east and take the first exit at the Pilson Intersection onto Julius Thruway West. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the first intersection. Turn right at the second intersection (to pass over the highway). Turn right at the T intersection. Turn left at the first intersection. After the first right intersection, the entrance to the Yellow Bell Golf Course is on the left. Proceed through the entrance and follow the drive to the clubhouse building. When reaching the clubhouse, climb onto the roof by using the small wall in front of the clubhouse on the right side. The horseshoe is located by the north window on the west side of the roof. ****************************************************************************** 10.6 Greenglass College ****************************************************************************** 22. From the highway in south Bone County leading to Las Venturas, follow the highway east and then north onto Julius Thruway West at the Blackfield Intersection. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. When the road turns left, Greenglass College is on the right. The horseshoe is located in the area in the center of the circular path. ****************************************************************************** 10.7 Rockshore West ****************************************************************************** 38. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Exit at the first offramp. At the end of the offramp, turn right. Turn right at the first intersection. Turn right at the T intersection. The horseshoe is located behind the last house on the left. 6. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Exit at the first offramp. At the end of the offramp, turn right. Turn right at the first intersection. Turn left at the T intersection and then immediately turn right at the first intersection. The horseshoe is located behind the third house on the right (green house with no fence surrounding the front yard). ****************************************************************************** 10.8 Randolph Industrial Estate ****************************************************************************** 30. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Exit at the first offramp. At the end of the offramp, turn right. Turn right at the first intersection. Turn left at the T intersection and then immediately turn right at the first intersection. Turn left at the T intersection. When the road curves right (north), continue straight across the field to the bridge. The horseshoe is located to the right of the bridge support structure.

****************************************************************************** 10.9 Rockshore East ****************************************************************************** 9. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Exit at the first offramp. At the end of the offramp, turn right. Turn left at the first intersection. Turn left at the T intersection. Follow the road until it ends at a warehouse facility. Proceed into the entrance and go to the rear (south) side of the warehouse on the right. The horseshoe is located above a dumpster at the far (east) end of the warehouse. ****************************************************************************** 10.10 Las Venturas Airport ****************************************************************************** 15. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the first intersection onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the first intersection. Turn right at the first intersection (before reaching the highway). Immediately after the turn, the airport entrance is on the right. Go into the airport and proceed to the west side of the terminal building. The horseshoe is located next to the west side of the terminal building. (Tip: If your flying skill is not high enough to enter the airport, you can gain access by parking a car next to the building at the gate, jumping onto the roof of the car, climbing onto the roof of the building and jumping over the fence.) 25. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the first intersection onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the first intersection. Turn right at the first intersection (before reaching the highway). Immediately after the turn, the airport entrance is on the right. Go into the airport and proceed north along the right runway. The horseshoe is located next to the runway where it begins to curve left. (Tip: If your flying skill is not high enough to enter the airport, you can gain access by parking a car next to the building at the gate, jumping onto the roof of the car, climbing onto the roof of the building and jumping over the fence.) 28. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the first intersection onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the first intersection. Turn right at the first intersection (before reaching the highway). Immediately after the turn, the airport entrance is on the right. Go into the airport and proceed to the north end of the runway. The horseshoe is located next to the fence in the northwest corner. (Tip: If your flying skill is not high enough to enter the airport, you can gain access by parking a car next to the building at the gate, jumping onto the roof of the car, climbing onto the roof of the building and jumping over

the fence.) ****************************************************************************** 10.11 LVA Freight Depot ****************************************************************************** 37. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the second intersection. Turn left at the second intersection. Turn right at the T intersection. Turn left at the second intersection. After the turn, the entrance to the LVA Freight Depot is on the right. Go into the entrance and proceed to the rear (south) side of the building on the left. The horseshoe is located at the bottom of the second loading dock from the right. 16. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the second intersection. Turn left at the second intersection. Turn right at the T intersection. Turn left at the second intersection. After the turn, the entrance to the LVA Freight Depot is on the right. Go into the entrance and proceed straight (west) to the left building with an orange roof. The horseshoe is located on the left side of the building. ****************************************************************************** 10.12 Blackfield Chapel ****************************************************************************** 50. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the second intersection. Turn left at the second intersection. Turn right at the T intersection. Turn left at the first intersection. After crossing over the highway, the Blackfield Chapel is on the right. The horseshoe is located on the east side of the roof. ****************************************************************************** 10.13 Las Venturas (south) ****************************************************************************** 20. The horseshoe is located in the lower section in the southwest corner of the roof of The Four Dragons Casino. (Note: The only way to reach this horseshoe is with the use of a helicopter or jetpack.) 31. The horseshoe is located between structures on the top of the Come-A-Lot sign. (Note: The only way to reach this horseshoe is with the use of a jetpack.) 19. The horseshoe is located on top of the flat, castle-like structure on the north side of Come-A-Lot. (Note: The only way to reach this horseshoe is with the use of a jetpack.) ****************************************************************************** 10.14 Las Venturas (southeast) ****************************************************************************** 33. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto

Julius Thruway South. Turn left at the second intersection. Turn right at the first intersection. Turn right at the third intersection. Turn right at the first intersection. At the T intersection, there is a wedding chapel on the right. The horseshoe is located in the northwest corner of the roof behind the steeple. 43. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the second intersection. Turn right at the first intersection. Turn right at the third intersection. Turn left at the second intersection. After the turn, there is an alley on the left. Go down the alley and proceed up the stairs on the right side to the roof. The horseshoe is located on the middle balcony of the wall to the north (you can reach the horseshoe by going up the stairs to the left of the windows and jumping down onto the balcony). 2. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the second intersection. Turn right at the second intersection. After the first left intersection, The Camel's Toe is on the left. The oyster is located at the top of the pyramid (you can reach the horseshoe by walking up the west side of the pyramid). 26. The horseshoe is located between on top of the narrow concrete structure behind The Camel's Toe pyramid. (Note: The only way to reach this horseshoe is with the use of a jetpack.) 11. From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the second intersection. Turn right at the third intersection. After the first left intersection, the entrance to the Royal Casino parking garage is on the left. The horseshoe is located in the northwest corner of level 3. ****************************************************************************** 10.15 Las Venturas (east) ****************************************************************************** 18. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. At the T intersection, Pirates in Men's Pants is on the right. On the right side of the front of the building, there is a large skull. The horseshoe is located in front of the skull. 7. The horseshoe is located in front of the red and white striped circus tent over the entrance to The Clown's Pocket. (Note: The only way to reach this horseshoe is with the use of a helicopter or jetpack.) 48. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. After the first right intersection, The Visage is on the left. In front of the building, there are several waterfalls. The horseshoe is located behind the center waterfall.

44. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the second intersection. After the turn, there is a 24-7 store on the right. The horseshoe is located behind the southeast corner of the store, next to the Starfish Casino parking garage. 39. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Continue traveling on the highway as it becomes Julius Thruway East. Exit at the first offramp. At the end of the offramp, turn right. Turn left at the T intersection. Turn left at the T intersection. Turn right at the T intersection. Turn left at the T intersection. After the turn, on the left there is an archway leading to a shopping center. Go through the archway and travel to the northwest corner of the shopping center. The horseshoe is located on the ledge above the Arts & Crafts store (right of Zip). ****************************************************************************** 10.16 Old Venturas Strip ****************************************************************************** 24. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the second intersection. At the T intersection, there is a "Venturas Steaks Drive Thru" sign directly ahead. The horseshoe is located on the awning behind the sign. 46. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the second intersection. Turn left at the T intersection. Turn right at the second intersection. After the turn, there is a "CASINO" sign on the casino on the left. The horseshoe is located in front of the sign's "S". ****************************************************************************** 10.17 Redsands East ****************************************************************************** 17. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. After the second left intersection, there is an entrance to a motel on the left. Go through the entrance and climb onto the roof using the short building on the right. Proceed to the east side of the roof and then turn left (south). The horseshoe is located on the balcony. 42. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. After the second left intersection, there is a motel on the left with an alley on the right (north) side. Proceed down the alley until reaching another alley on

the right at the end of the green wall. second alley.

The horseshoe is located in the

3. The horseshoe is located on the north side of the roof of the building with a red awning, southwest of The Emerald Isle. (Note: The only way to reach this horseshoe is with the use of a helicopter or jetpack.) 35. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn left at the third intersection (first intersection after the road forks and will pass in front of The Emerald Isle on the right). Turn right at the T intersection. When the road curves right, there is a small wall on the left near an electrical transformer. The horseshoe is located behind the wall. 13. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn left at the third intersection (first intersection after the road forks and will pass in front of The Emerald Isle on the right). Turn right at the T intersection. Turn left at the T intersection and then immediately turn right at the first intersection. After the first right intersection, there is a white building with a brown awning on the right. The horseshoe is located in the center of the building's roof. ****************************************************************************** 10.18 Las Venturas (north) ****************************************************************************** 14. The horseshoe is located on the highest section of the roof of The Emerald Isle. (Note: The only way to reach this weapon is with the use of a helicopter or jetpack.) 41. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn left at the fourth intersection (second intersection after the road forks and passing The Emerald Isle on the left). Immediately after the turn, there is a gas station (Xoomer) on the right. Go around the right side of the gas station building to the rear. The horseshoe is located next to the pole in the area between the gas station building and the car wash. 12. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Exit at the first exit onto Harry Gold Parkway. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn left at the fourth intersection (second intersection after the road forks and passing The Emerald Isle on the left). After passing the gas station (Xoomer) on the right, there is a parking lot on the right. Turn into the parking lot and go to the garages on the north side. The horseshoe is located in front of the far right (east) garage door. ****************************************************************************** 10.19 Las Venturas (northeast)

****************************************************************************** 45. The horseshoe is located on the south side of a small wall next to several multi-colored shipping crates next to the center of the north fence of K.A.C.C. Military Fuels. (Note: The only way to reach this weapon is with the use of a helicopter or jetpack.) ****************************************************************************** 10.20 Julius Thruway East ****************************************************************************** 32. There is a "Victim To interchange on the Julius platform on the left side weapon is with the use of

Die For" billboard located south of the north Thruway East. The horseshoe is located on the of the billboard. (Note: The only way to reach this a jetpack.)

****************************************************************************** 10.21 Roca Escalante ****************************************************************************** 4. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Continue traveling on the highway as it becomes Julius Thruway East. Exit at the first offramp. At the end of the offramp, turn right. Turn right at the T intersection. After the second left intersection, there is a heart shaped "Exotic Wedding Chapel" sign on the corner next to a white building. The horseshoe is located on the west side of the building. 10. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Continue traveling on the highway as it becomes Julius Thruway East. Exit at the first offramp. At the end of the offramp, turn right. Turn right at the T intersection. Follow the road until reaching the fence on the right separating the road from railroad tracks. Continue along the road until reaching the end of the fence. Travel south along the railroad tracks until reaching the tunnel. Continue into the tunnel. The horseshoe is located on the right side of the tunnel. (Watch out for approaching trains.) 8. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Continue traveling on the highway as it becomes Julius Thruway East. Exit at the first offramp. At the end of the offramp, turn right. Turn right at the T intersection. Turn right at the first intersection. Follow the road to the Rock Hotel entrance. On the left of the entrance is the hotel parking lot. On the right side of the parking lot, there is a set of stairs leading up to a deck. Go up the stairs and proceed to the swimming pool on the north side. The horseshoe is located in the middle of the pool. ****************************************************************************** 10.22 Creek ****************************************************************************** 23. From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Continue traveling on the highway as it becomes Julius Thruway East. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the T intersection. Follow the road until

reaching a shopping center parking lot. On the right of the parking lot, there is a small wall. Follow the wall north behind the shopping center. horseshoe is located in a corner next to the wall.

The

****************************************************************************** 11. Safe Houses and Properties ****************************************************************************** Located throughout San Andreas are properties that can be purchased (indicated by a red house). These locations can be used as a point where you can save your game and must be purchased in order to achieve 100% completion. In addition, some of these properties have special attributes. The following sections list the safe houses and properties that can be purchased, when they are available for purchase, their cost and their special attributes (if any): ****************************************************************************** 11.1 Los Santos ****************************************************************************** 1. The Johnson House in Ganton Directions: N/A Available: After the completion of 'Big Smoke'. Cost: $0 Special Attributes: 1-car garage, wardrobe 2. House in Willowfield Directions: From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the second intersection. The safe house is the second house on the left. Available: After the completion of 'Big Smoke'. Cost: $10,000 Special Attributes: Wardrobe 3. House in Verdant Bluffs Directions: From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn left at the second intersection. Turn right at the T intersection. Turn right at the first intersection. Turn left at the first intersection. The safe house is the last house on the right. Available: After the completion of 'Big Smoke'. Cost: $10,000 Special Attributes: Wardrobe 4. Building in Jefferson Directions: From the Johnson house, travel west and turn right at the first intersection. Turn left at the T intersection. Turn right at the fourth intersection (after the road turns to the right). The safe house is the first house on the left. Available: After the completion of 'Big Smoke'. Cost: $10,000 Special Attributes: Wardrobe 5. Apartment building in Verona Beach

Directions: From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection. Turn left at the first intersection. Turn left at the first intersection. The safe house is the apartment building on the right. Available: After the completion of 'Big Smoke'. Cost: $10,000 Special Attributes: Wardrobe 6. House in Santa Maria Beach Directions: From the Johnson house, travel west and turn left at the first intersection. Turn right at the T intersection. Proceed over the train tracks and turn left at the T intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn right at the T intersection and then immediately turn left at the first intersection. Turn left at the T intersection. Turn right at the T intersection. Turn left at the first intersection (after entering Santa Maria Beach). The safe house is located where the road turns to the right after passing under the bridge. Available: After the completion of 'Big Smoke'. Cost: $30,000 Special Attributes: 2-car garage, wardrobe 7. House in Mulholland Directions: From the Johnson house, travel west and turn right at the first intersection. Turn left at the first intersection to get onto the highway. Follow the highway north to the first interchange after the Mulholland Intersection. Exit at the offramp. Follow the road and at the top of the hill, turn left into the driveway between the concrete walls. The safe house is located at the end of the driveway. Available: After the completion of 'Big Smoke'. Cost: $120,000 Special Attributes: 1-car garage, wardrobe 8. House in Palomino Creek Directions: From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Follow the highway to the interchange in the northeast section of Red County (while traveling north). Exit at the offramp and turn left at the bottom of the offramp (do NOT follow the direction of the offramp). Turn right at the T intersection. Turn right at the T intersection. The safe house is the first house on the left after the road turns to the right. Available: After the completion of 'The Green Sabre'. Cost: $30,000 Special Attributes: 1-car garage, wardrobe 9. Apartment complex in Blueberry Directions: From the Johnson house, travel west and turn left at the first intersection. Turn left at the T intersection. Turn left at the T intersection. Turn right at the first intersection. Turn left at the T intersection to get onto the highway. Follow the highway to the interchange in the northeast section of Red County (while traveling west). Exit at the offramp and turn right at the first intersection. Turn left at the fourth

intersection (the first intersection after leaving Hampton Barns). Immediately after the second intersection after entering Blueberry, the safe house is located on the right. Available: After the completion of 'The Green Sabre'. Cost: $10,000 Special Attributes: Wardrobe 10. House in Dillimore Directions: From the Johnson house, travel west and turn right at the first intersection. Turn left at the first intersection to get onto the highway. Follow the highway north to the first offramp at the Mulholland Intersection. Exit at the offramp and stay left when the offramp forks. Turn right at the second intersection. Turn left at the first intersection. Turn right at the T intersection. After the road bends to the left, the safe house is the second house on the right. Available: After the completion of 'The Green Sabre'. Cost: $40,000 Special Attributes: 1-car garage, wardrobe 11. Farmhouse in Whetstone Directions: From the south bridge that connects Rodeo to Flint County, cross the bridge into Flint County and follow the road to Whetstone. When the road curves to the right (north), the safe house is located on the right. Available: After the completion of 'The Green Sabre'. Cost: $100,000 Special Attributes: Wardrobe ****************************************************************************** 11.2 Badlands ****************************************************************************** 1. Log Cabin in Angel Pine Directions: From the south bridge that connects Rodeo to Flint County, cross the bridge into Flint County and follow the road to the Flint Intersection. Exit at the offramp and follow the highway to Whetstone. After passing the gas station on the right, exit at the first offramp. Turn right at the T intersection and follow the road into Angel Pine. Turn right at the first intersection. Turn right at the first intersection (immediately after the road turns left). When the road curves to the left, the safe house is located on the right. Available: After the completion of 'The Green Sabre'. Cost: $20,000 Special Attributes: Wardrobe ****************************************************************************** 11.3 San Fierro ****************************************************************************** 1. Gas station in Doherty Available: After the completion of 'Are You Going to San Fierro?'. Cost: $0 Special Attributes: 2-car garage 2. Apartment building in Doherty Directions: From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the third offramp onto the highway. Follow the highway and exit at the first offramp. At the

end of the offramp, turn right (at the T intersection). After the first left intersection, the safe house is located on the left. Available: After the completion of 'Are You Going to San Fierro?'. Cost: $20,000 Special Attributes: Wardrobe 3. Apartment building in Doherty Directions: From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the third offramp onto the highway. Follow the highway and exit at the first offramp. At the end of the offramp, turn right (at the T intersection). After the first left intersection, the safe house is located on the left. Available: After the completion of 'Are You Going to San Fierro?'. Cost: $20,000 Special Attributes: Wardrobe 4. High rise apartment building in Paradiso Directions: From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the sixth intersection. Turn left at the first intersection. Turn right at the third intersection. The safe house is located on the left. Available: After the completion of 'Are You Going to San Fierro?'. Cost: $20,000 Special Attributes: 1-car garage, wardrobe 5. Hotel suite at Vank Hoff in the Park in Queens Directions: From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the first intersection. After the sixth left intersection, the road will curve to the right just after entering Queens. The safe house is located on the left. Available: After the completion of 'Are You Going to San Fierro?'. Cost: $50,000 Special Attributes: Wardrobe 6. Warehouse in Hashbury Directions: From the highway leading from Mount Chiliad over the bridge into Missionary Hill, follow the highway into Missionary Hill and turn left at the first intersection. Turn right at the first intersection. Turn left at the third intersection. After making the turn, there is an alley on the right between the purple building and "Bing's Bongs" store. The safe house is located at the end of the alley. Available: After the completion of 'Are You Going to San Fierro?'. Cost: $40,000 Special Attributes: 3-car garage, wardrobe 7. Building in Chinatown Directions: From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn right at the T intersection. Turn left at the first intersection. Turn left at the T intersection and then immediately turn right at the first intersection. Turn right at the third intersection. Turn right at the first intersection. The safe house is located on the right immediately after the turn. Available: After the completion of 'Are You Going to San Fierro?'. Cost: $20,000

Special Attributes: Wardrobe 8. Apartment building in Calton Heights Directions: From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn right at the T intersection. Turn left at the third intersection. Turn left at the T intersection and then immediately turn right at the first intersection. Turn right at the first intersection. At the next intersection, there is a stone path on the right leading down a hill. The safe house is located on the right when the path curves to the left. Available: After the completion of 'Are You Going to San Fierro?'. Cost: $100,000 Special Attributes: 1-car garage, wardrobe 9. Zero RC in Garcia Directions: From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the third offramp onto the highway. Follow the highway and exit at the first offramp. At the end of the offramp, turn left (at the T intersection). Turn left at the T intersection and then immediately turn right at the first intersection. After the second left intersection, the property is located on the right (across from the baseball fields). Available: After the completion of 'Wear Flowers in Your Hair'. Cost: $30,000 Special Attributes: None Note: This property is NOT a save point. 10. Wang Cars in Downtown Directions: From the highway leading directly north from Whetstone into Foster Valley, follow the highway into Foster Valley and exit at the fourth offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn left at the T intersection. The property is located on the left immediately after the turn. Available: After the completion of 'Yay Ka-Boom-Boom'. Cost: $50,000 Special Attributes: None Note: This property is NOT a save point. ****************************************************************************** 11.4 The Desert ****************************************************************************** 1. House in Fort Carson Directions: From the Martin Bridge connecting Blueberry Acres to Bone County, cross the bridge into Bone County. Turn left at the T intersection. Turn right at the first intersection. Turn left at the second intersection. Follow the road until it turns right for the second time (north). The safe house is located on the left at the curve. Available: After the completion of 'Yay Ka-Boom-Boom'. Cost: $30,000 Special Attributes: 2-car garage, wardrobe 2. House in Tierra Robada Directions: From the Martin Bridge connecting Blueberry Acres to Bone County, cross the bridge into Bone County. Turn left at the T intersection. When reaching the first right intersection after entering Las Barrancas, there is a

dirt road on the left. Follow the dirt road until reaching the safe house on the left. Available: After the completion of 'Yay Ka-Boom-Boom'. Cost: $20,000 Special Attributes: Wardrobe 3. House in El Quebrados Directions: From the Garver Bridge connecting Downtown to Tierra Robada, cross the bridge into Tierra Robada. Follow the highway as it curves northwest and exit at the first offramp. Turn right at the T intersection. Turn left at the first intersection. Turn left at the first intersection (after entering El Quebrados). Turn right at the T intersection. The safe house is located on the right when reaching the next T intersection. Available: After the completion of 'Yay Ka-Boom-Boom'. Cost: $20,000 Special Attributes: Wardrobe 4. Airfield in Verdant Meadows Directions: From the Fallow Bridge connecting Hampton Barns to Bone County, cross the bridge into Bone County. Turn right at the Y intersection. Turn left at the first intersection. As the road curves right, there is a dirt path on the right leading to the airfield graveyard. Follow the dirt path to the airfield. Available: During 'Verdant Meadows' Cost: $80,000 Special Attributes: 2-car garage ****************************************************************************** 11.5 Las Venturas ****************************************************************************** 1. House in Whitewood Estates Directions: From the highway in north Bone County leading to Las Venturas, follow the highway east and take the first exit at the Pilson Intersection onto Julius Thruway West. Exit at the first offramp. At the end of the offramp, turn right. Turn right at the T intersection and then immediately turn left at the first intersection. After the first right intersection, the safe house is the first house on the right. Available: After the completion of 'Learning to Fly'. Cost: $30,000 Special Attributes: 1-car garage, wardrobe 2. House in Redsands West Directions: From the highway in north Bone County leading to Las Venturas, follow the highway east and take the first exit at the Pilson Intersection onto Julius Thruway West. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the second intersection. The safe house is the first house on the right. Available: After the completion of 'Learning to Fly'. Cost: $30,000 Special Attributes: 1-car garage, wardrobe 3. House in Prickle Pine Directions: From the highway in north Bone County leading to Las Venturas, follow the highway east and take the first exit at the Pilson Intersection onto Julius Thruway West. Exit at the first offramp. At the end of the offramp, turn left. Turn left at the T intersection. Turn right at the first

intersection. Turn right at the second intersection (to pass over the highway). Turn left at the T intersection. Turn left at the second intersection. The safe house is the last house on the right. Available: After the completion of 'Learning to Fly'. Cost: $50,000 Special Attributes: 2-car garage, wardrobe 4. Apartment building in Creek Directions: From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Continue traveling on the highway as it becomes Julius Thruway East. Exit at the first offramp. At the end of the offramp, turn left. The safe house is located on the left when reaching the T intersection. Available: After the completion of 'Learning to Fly'. Cost: $10,000 Special Attributes: Wardrobe 5. Hotel Suite in casino on Old Venturas Strip Directions: From the highway in north Bone County leading to Las Venturas, follow the highway east at the Pilson Intersection onto Julius Thruway North. Continue traveling on the highway as it becomes Julius Thruway East. Exit at the first offramp. At the end of the offramp, turn right. Turn right at the T intersection and then immediately turn left at the first intersection. The safe house is located on the right at the first intersection. Available: After the completion of 'Learning to Fly'. Cost: $6,000 Special Attributes: Wardrobe 6. Hotel suite at The Camel's Toe Directions: From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the second intersection. Turn right at the second intersection. Turn left at the first intersection. The safe house is located on the right after the turn. Available: After the completion of 'Learning to Fly'. Cost: $6,000 Special Attributes: Wardrobe 7. Hotel suite at Pirates in Men's Pants Directions: From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the second intersection. After the fourth right intersection, the safe house is located on the left. Available: After the completion of 'Learning to Fly'. Cost: $6,000 Special Attributes: Wardrobe 8. Hotel suite at The Clown's Pocket Directions: From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Turn left at the second intersection. Turn right at the fifth intersection. The safe house is located on the left after the turn. Available: After the completion of 'Learning to Fly'. Cost: $6,000 Special Attributes: Wardrobe

9. House in Rockshore West Directions: From the highway in south Bone County leading to Las Venturas, follow the highway east and take the first exit at the Blackfield Intersection onto Julius Thruway South. Exit at the first offramp. At the end of the offramp, turn right. Turn left at the first intersection. Turn right at the T intersection. The safe house is the first house on the left. Available: After the completion of 'Learning to Fly'. Cost: $20,000 Special Attributes: 1-car garage, wardrobe ****************************************************************************** 12. Gang Wars ****************************************************************************** After completion of 'Doberman' and before the completion of 'The Green Sabre' or after the completion of 'Home Coming', you can gain control of enemy gang territories by waging a gang war. Each area controlled by a gang is represented on the on-screen radar and map by that gang's color. In order to gain control of the territory, you must kill three gang members in that area to start a gang war. The territory will begin flashing red and you will need to defeat three waves of gang members. The first wave carries pistols and submachine guns, the second wave has primarily SMGs and the third wave has primarily AK-47s. There will be health and body armor located in the streets near the territory under war. Once all of the gang members are killed, the area will turn green on the on-screen radar and map indicating it is controlled by you. Each territory controlled will earn money. The money can be picked up by walking into the money icon (indicated by a $ icon) located in front of the Johnson House. The amount of money generated so far is displayed above the money icon. Occasionally, a territory you control will come under attack When this happens, the territory will begin flashing red and message will be displayed. You must go to the area and kill members that are attacking. If you do not return and defend you will no longer control it and will lose respect.

by a rival gang. an on-screen the rival gang the territory,

Strategy: Some of the territories are very small and is sometimes difficult to see the boundaries. In order to start the gang war, the gang members MUST be killed within the territory. This means it may be necessary to provoke them to follow you into the territory in order to kill them. Once the gang war has started, find a location that provides cover (e.g., a low wall) and has limited directions that the gang members can approach from (e.g., an alley). If possible, choose a location that allows you to shoot the gang members from a distance. Keep watch on the on-screen radar for the gang member locations since this will give an indication as to the direction they approaching from. Pick up the dropped weapon and money from the dead gang members and the health and body armor (if needed) in between waves, but be sure to be in a defensible position before the next wave begins. Tip: Use either the SMG or the AK-47 since additional ammunition can be obtained from the killed gang members. Tip: Having at least a Gangster weapon skill level will allow for the enemy gang members to be shot from a greater distance. Tip: Other Grove Street Family members can be recruited to help in the gang war. However, if one of them is killed, you will lose respect (2%) as

compared to losing the territory (3%) and the gang members do not have good shooting skills. This makes it slightly better to attempt to gain a territory alone. ****************************************************************************** 13. Girlfriends ****************************************************************************** During the game, you have the opportunity to date six different girls. these girls you will meet during the storyline and side missions. The remaining four can be met at certain locations in the city.

Two of

Note: Other than 2 dates with Millie, having and dating girlfriends in NOT required for 100% game completion. In order to meet a girl, you must meet certain requirements for your appearance. These are dependent upon the girl. When you approach the girl, if you do not meet the requirements, she will tell you why (refer to the Other Statistics section to determine how to raise or lower a statistic). If you meet the requirements, she will ask you out and will become your girlfriend. (Tip: If you have collected 50 oysters, the requirements do not apply.) Your current progress with each girlfriend can be seen from the Stats option on the main menu. Once a girl has become your girlfriend, her home will be indicated with a red heart icon on your on-screen radar and map. A red marker will appear outside of her home whenever she is there. When you walk into the red marker, you and your girlfriend will go on a date. There are three types of dates and she will tell you what she is in the mood for. * Food: These involve taking the girl to a restaurant, diner, fast food or bar. The type of food place liked by each girl varies, but usually the eating establishment that is closest to her house is good. * Dancing: These involve taking the girl to one of the clubs in the city. Once there, you will need to go to the dance floor and push the button on the controller indicated by the icons as they pass through the circle at the bottom of the screen. You are awarded points for pushing the buttons to trigger the dance move to the beat of the music. The date is a failure if you have less than 4000 points at the end. * Driving: These involve driving the girl around a section of town that she likes and at the speed she likes. Once the date is over, you will take your girlfriend back to her home where she may invite you in for "coffee". Your progress with each girl will increase for each successful date, for giving her a gift of flowers or a dildo (refer to the Weapons and Other Items section for the locations of these items) or for having sex. Your progress will decrease for unsuccessful dates, both successful and failed kisses, not going out for several days when you are in town and not showing up for a date after she has called. When your progress has reached 50% with a girl, she will give you the keys to her car that will be available whenever she is at home. When the progress reaches 100%, she will give you a special outfit that will be delivered to your safe house wardrobe.

The following is a list of the girls that can be dated, along with their requirements, the location where they are met, their home location with the times they are home and the rewards for dating her. Denise Requirements: None Meeting Location: During 'Burning Desire' Home Location: House in Ganton Times at Home: 16:00 - 6:00 Dining Location for Successful Date: Any 50% Reward: Green Hustler 100% Reward: Pimp Suit Helena Requirements: Low fat (< 5%), average muscle (25%) Meeting Location: West roof balcony of Ammu-Nation in Blueberry Home Location: Farm in Flint County Times at Home: 8:00 - 12:00, 14:00 - 2:00 Dining Location for Successful Date: Restaurant 50% Reward: Bandito 100% Reward: Sleeveless flannel shirt with overalls Other Reward: Chainsaw, Pistol, Molotov Cocktails and Flamethrower inside of her house after beginning to date her Barbara Requirements: High fat (> 50%) Meeting Location: Front of sheriff station in El Quebrados Home Location: Front of sheriff station in El Quebrados Times at Home: 16:00 - 6:00 Dining Location for Successful Date: Diner 50% Reward: Police Ranger 100% Reward: Police uniform Other Reward: After beginning to date her, if busted, you will retain your weapons and cash. Katie Requirements: High muscle (> 75%) Meeting Location: On hill in northeast corner of Avispa Country Club practicing T'ai Chi Home Location: Apartment in Paradiso Times at Home: 12:00 - 0:00 Dining Location for Successful Date: Diner 50% Reward: White Romero 100% Reward: Medic uniform Other Reward: After beginning to date her, if killed, you will retain your weapons and cash. Michelle Requirements: High fat (> 50%) Meeting Location: Driving school in Doherty Home Location: Front of Michelle's Auto Repair in Downtown Times at Home: 0:00 - 12:00 Dining Location for Successful Date: Bar 50% Reward: Monster 100% Reward: Racing suit Other Reward: After beginning to date her, free car repairs at her garage.

Millie Requirements: None Meeting Location: During 'Key to Her Heart' Home Location: House in Prickle Pine Times at Home: 2:00 - 10:00, 14:00 - 18:00 Dining Location for Successful Date: Restaurant 50% Reward: Pink Club 100% Reward: None ****************************************************************************** 14. Cheats and Secrets ****************************************************************************** ****************************************************************************** 14.1 Cheats ****************************************************************************** This section contains all of the cheats that can be entered with the controller. Gameshark codes can be found at www.gameshark.com. U = Up D = Down R = Right L = Left X = X O = Circle T = Triangle S = Square R1 = R1 R2 = R2 L1 = L1 L2 = L2 Gameplay Cheats R1, R2, L1, R2, L, D, R, U, L, D, R, U----All Weapons #1 (Brass knuckles, Bat, Pistol, Shotgun, SMG, AK-47, Rifle, Rocket Launcher, Molotov Cocktails, Spray Paint Can) R1, R2, L1, R2, L, D, R, U, L, D, D, L----All Weapons #2 (Knife, Desert Eagle, Sawn-off Shotgun, Tec-9, M4, Sniper Rifle, Flamethrower, Grenades, Fire Extinguisher) R1, R2, L1, R2, L, D, R, U, L, D, D, D----All Weapons #3 (Chainsaw, Silenced Pistol, Combat Shotgun, SMG, M4, Sniper Rifle, Heat-Seeking Rocket Launcher, Remote Satchel Explosives) R1, R2, L1, X, L, D, R, U, L, D, R, U-----Full Armor R1, R2, L1, O, L, D, R, U, L, D, R, U-----Full Health R1, R2, L1, X, L, D, R, U, L, D, R, U-----Full Health, Armor and $250,000 R1, R1, O, R2, L, R, L, R, L, R-----------Raise Wanted Level R1, R1, O, R2, U, D, U, D, U, D-----------Lower Wanted Level R1, R2, L1, X, L, R, D, U-----------------Increase Respect O, X, L1, L1, R2, X, X, O, O--------------All Girls Like CJ

R, L2, D, R1, L, L, R1, L1, L2, L1--------Commit Suicide Vehicle Spawning Cheats O, O, L1, O, O, O, L1, L2, R1, T, O, T----Rhino D, R2, D, R1, L2, L, R1, L1, L, R---------Romero's Hearse R1, O, R2, R, L1, L2, X, X, S, R1---------Hotring Racer 101 R2, L1, O, R, L1, R1, R, U, O, R2---------Hotring Racer 2 U, R, R, L1, R, U, S, L2------------------Bloodring Banger R2, U, L2, L, L, R1, L1, O, R-------------Stretch U, R, R, L1, R, U, S, L2------------------Rancher O, R1, O, R1, L, L, R1, L1, O, R----------Trash Master O, L1, U, R1, L2, X, R1, L1, O, X---------Caddie Other Vehicle Cheats O, L1, D, L2, L, X, R1, L1, R, O----------Pink Cars O, L2, U, R1, L, X, R1, L1, L, O----------Black Cars T, R1, R1, L, R1, L1, R2, L1--------------Better Handling R2, L2, R1, L1, L2, R2, S, T, O, T, L2, L1--Blow Up Cars R, R2, O, R1, L2, S, R1, R2---------------Cars Drive On Water R2, O, U, L1, R, R1, R, U, S, T-----------Flying Boats R2, O, R1, L2, L, R1, L1, R2, L2----------Aggressive Drivers R, R1, U, L2, L2, L, R1, L1, R1, R1-------Faster Cars Weather Cheats R2, X, L1, L1, R2, X, L1, L1, R2, X, L1, L1, R2, X, L1, L1, R2, X, L1, L1,

L2, L2, L2, L2, L2,

L2, L2, L2, L2, L2,

L2, L2, L2, L2, L2,

T--------------Sunny D--------------Really Sunny S--------------Cloudy O--------------Stormy X--------------Foggy

Miscellaneous Cheats O, O, L1, S, L1, S, S, S, L1, T, O, T-----Speed Up Time T, U, R, D, S, R2, R1---------------------Slow Down Time S, L1, O, D, L1, R1, T, R, L1, X----------Increase Amount of Blood D, L, U, L, X, R2, R1, L2, L1-------------Pedestrians Riot D, U, U, U, X, R2, R1, L2, L2-------------Pedestrians Hate You R2, R1, X, T, X, T, U, D------------------Pedestrians Have Weapons WARNING! WARNING! If you save with the "Pedestrians" codes, they will NEVER go away! ****************************************************************************** 14.2 Secrets ****************************************************************************** Bulletproof Savanna - After 'High Stakes, Low-Rider', Cesar's car will remain at the finish line. Since the doors are locked, push the car to one of the garages. When the garage door opens, the doors will be unlocked. ****************************************************************************** 14.3 Easter Eggs ****************************************************************************** An Easter Egg is something put into the game for a quick laugh. some examples.

Below are

Super Moon - If you shoot the moon with a sniper rifle a few times, it will

grow in size. Screensaver - Do not move the character for several minutes. zoom in on other activities occurring in the area.

The camera will

Los Angeles Police - During the second part of 'Reuniting the Families', the police helicopter will say "Los Angeles Police" instead of "Los Santos Police". Grand Theft Auto III character - The main character from the Grand Theft Auto III game can be seen in the beginning cutscene of 'Wu Zi Mu' leaning against a car and during the beginning and ending cutscene of 'Farewell, My Love...'. ****************************************************************************** 15. Contact Information ****************************************************************************** If you find a mistake in this guide, have an idea or strategy for doing something better or easier, or have suggestion on how to make the guide better, you can email me at ohioguy67[at]yahoo[dot]com. If your suggestion is used in the next version, you will receive credit for it. Questions will be answered PROVIDING the information is not already contained in the guide or the in-game map. If it is a valid question, it will be answered. Any email that is sent MUST have a subject line containing one of the following: "Grand Theft Auto: San Andreas", "GTA:SA" or "San Andreas". If it does not include one of these, it will be filtered out. All emails received that meet these criteria will be answered. The following types of emails will be deleted and NOT answered: - Emails not containing the required subject line text (since the spam filter will automatically delete these) - Emails that are derogatory toward this guide - Unless specifically requested, any emails including any type of attachment (to reduce virus possibility) - Emails including any codes or cheats (since these are readily available on sites such as www.gamespot.com or www.gameshark.com) ****************************************************************************** 16. Credits ****************************************************************************** Special thanks to the contributions of Glenn Dawson for the additional strategy for 'Gray Imports', Chase Ansok (AggroSk8er) for the use of his FAQ's vehicle descriptions, Gaz Wown for changing clothes as a way to remove a wanted level, Too Louche for Dildo location #1, Scubadava1973 for the body armor and health icon location near the research lab entrance in 'Black Project', Brad Villiere for the tip for snapshot #15, Ronan Grace for the additional strategy for 'Gray Imports', Matt Felten for the correction that 'Freefall' is available only after completing 'Fish in a Barrel', Roger Barker for the 'Explosive Situation' tip, Ernesto Jimenez for gang tag #7 corrected directions, Mark Begley for the additional strategy for 'Ice Cold Killa', Keith Ruck for the additional tip for Paramedic side mission, Q Nelson for the additional strategy for 'Up, Up and Away!', Dave Waterfill for finding gang tag #97 was misnumbered, Jason Owens for the additional tip for 'Toreno's Last Flight' and strategy for 'Interdiction', Tim Warnaar for the additional tips for Paramedic and Fire Fighter side missions, Guillaume for gang tag #6 correction, Le Anh Dung for the additional strategy for 'Badlands', 'Tanker

Commander' and additional tip for 'You've Had Your Chips', Soviet Caladbolg for 'OG Loc' strategy correction, Komataguri for 'Quarry 2' tip correction, Jeff Veasey (CJayC) at GameFAQs.com for posting this guide, to everyone on the GTA:SA message board at GameFAQs.com who helped me when I was stuck, to Rockstar for making a great game and most of all to my daughter for putting up with me always wanting to play the game (especially while writing this guide).

FAQ/Walkthrough by MasterVG782 Updated: 05/26/05 | Printable Version ______ __ _____ ______ _____ ___ __ _ | _| |____ / \ __ / \ / \ | |/ \ | | | ||_ ____|| _ | |__| | _____|| _ || | | | | | | | |__| | | | |____ |__| | || /\ | | |_| | | | __ ___| | \____ \ ___| || | | | \___ | | | | | / _ | __ _____| | / _ || | | | ____| | | |_| || |_| | |__| | || |_| || | | | |_______/ \______/ \______| \______/ \______||__| |__| __ | | _____ __ ___ ____| | ______ ______ _____ ______ / \ | |/ \ / || _ \ / _ \ / \ / \ | _ || || _ || |_| || |_| || _ || _____| |__| | || /\ || | | || / | _____||__| | || |____ ___| || | | || | | || _ \ | | ___ ___| | \____ \ / _ || | | || |_| || | | || |_| | / _ | _____| | | |_| || | | || || | | || || |_| || | \______||__| |__| \_______||__| | | \______/ \______| \______/ | |__ | | \____| /

O=================================O | GUIDE STATISTICS | | LAST UPDATED: May 27, 2005 | | SIZE: 504KB | | PLATFORM: Playstation 2 | O=================================O This FAQ is copyrighted (c) by Jarrod Garripoli. You can e-mail me at GTASanAndreas782 (at) hotmail (dot) com I made a new e-mail account just for this game, so my personal account doesn't get flooded with a bunch of e-mails about San Andreas. I will only answer mails sent to the e-mail above concerning San Andreas. With that said, any e-mails sent to my personal account concerning San Andreas will be immediately deleted.

This guide is for private and personal use only. This document is free and may not be used for any commercial uses. This document may not be altered without permission from the author. .==========================================================================. /-------------------------READ THIS BEFORE EMAILING-------------------------\ | ============================================================================== | | | | As far as I am concerned, the guide is now complete. The only submission | | e-mail. I will now accept are new glitches and easter eggs. Please put | | "Easter Egg" or "Glitch" in the header of the e-mail. I will also accept | | e-mails concerning mistakes that the readers spot and also some problems you | | might encounter while playing. Remember that I don't respond to every | | problem e-mail. | | | | ******I will no longer respond to any e-mails concerning the following: | | | | - Locations of various things not needed (weapons, armor, any bribes, etc) | | - Problems with the game that resulted from using codes (Told you not to | | save) | | - Questions already answered in the guide | | - Any e-mail with an attachment gets the can automatically | | - Any e-mail with a font that I cannot read (PLEASE USE NORMAL WRITING) | | - Any e-mail sent to my personal account | | - Any e-mail asking how to get past the Madd Dogg glitch | | - Any e-mail concerning technical stuff (I play games, I don't work on them) | | - Any e-mail asking to use my guide, answer is ALWAYS NO | | - Any e-mail about the gym glitch | | - Any e-mail concerning any of the myths | | - Any e-mail that has a strategy for a mission that has a lot already or |

| don't need them | | | '============================================================================= =' GameFAQs (www.gamefaqs.com) is the only site allowed to use this document, meaning no other websites are allowed to use this: THIS MEANS WWW.CHEATCC.COM is NOT ALLOWED to USE or POST this document on their website. O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| TABLE OF CONTENTS | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O *****NOTE***** Use Control + F to quickly find a section using the codes to the right. *****NOTE***** I. Introduction II. Basic Training III. Main Story Walkthrough A. Los Santos.........................A100 1. Sweet's Missions - Part 1.......LS100 2. Big Smoke's Missions............LS101 3. Ryder's Missions................LS102 4. OG Loc's Missions...............LS103 5. C.R.A.S.H.......................LS104 6. Sweet's Missions - Part 2.......LS105 B. The Badlands.......................A101 1. Catalina's Missions - Part 1....BAD100 2. Catalina's Missions - Part 2....BAD101 C. San Fierro.........................A102 1. Syndicate Missions..............SF100 2. Woozie..........................SF101 D. The Desert.........................A103 1. Mysterious Man's Missions.......DES100 2. Airport Missions................DES101 E. Las Venturas.......................A104 1. Casino Missions.................LV100 F. The Finale.........................A105 1. Mansion Missions................FIN100 2. Sweet's Missions - Part 3.......FIN101 3. Riot Missions...................FIN102 IV. Non-Storyline Missions A. Zero's Missions....................AN100

V. VI. VII. VIII. IX. X. XI. XII. XIII.

XIV. XV. XVI.

XVII. XVIII. XIX.

XX. XXI. XXII.

XXIII. XXIV. XXV. XXVI. XXVII. XXVIII. XXIX.

B. Back to School.....................AN101 C. Stealing Cars Missions.............AN102 D. The Heist Missions.................AN103 Weapons...............................B100 Vehicles..............................C100 Gang Tags.............................D100 Photo Ops.............................E100 Horseshoes............................F100 Oysters...............................G100 Unique Stunt Jumps....................H100 Imports/Exports.......................I100 Required Challenges A. BMX Challenge......................J100 B. Chiliad Challenge..................J101 C. Courier............................J102 D. NRG-500 Challenge..................J103 E. Ammu-Nation Challenge..............J104 F. Valet Parking......................J105 G. Trucking Missions..................J106 Quarry Missions.......................K100 Race Tournaments......................L100 Schools A. Driving School.....................M100 B. Pilot School.......................M101 C. Bike School........................M102 D. Boat School........................M103 Stadium Events........................N100 Vehicle Missions......................O100 Stores/Businesses A. Fast Food Restaurants..............P100 B. Tattoo Parlors.....................P101 C. Barber Shops.......................P102 D. Clothing Stores....................P103 Mod Garages...........................Q100 Girlfriends...........................GF100 Other Stuff...........................R100 A. 2-Player Missions B. Arcade Games & Basketball C. Beefy Baron D. Dancing E. Gambling F. Triathlon Races G. Gyms Cheat Codes...........................S100 Secrets/Easter Eggs...................T100 Glitches..............................U100 100% Checklist........................V100 Updates...............................W100 Frequently Asked Questions Acknowledgements

O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________

============| I. INTRODUCTION | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O This is my biggest endeavor in my FAQ writing, so bear that in mind when reading this FAQ. With that said, this game is HUGE. I like to call it Vice City on crack, considering all of the things that are possible in the game. It's almost like a living and breathing world, in a sense. I will admit I started playing the GTA series with GTA3, so I may be unaware on some statements I make. I do have a bit of a life outside of this game, so stick with me. I have other obligations that are very important, like work and school. I promise to finish the guide, with the exception of stuff sent to me, within another week or two. Carl Johnson (now known as CJ) escaped a crazy life in Los Santos 5 years ago and moved to Liberty City when his brother met an untimely end. His mother's recent murder has brought him back to Los Santos and back into the crazy life he once thought he left. *****NOTE***** There will be SPOILERS in this guide, so read ahead at your own risk and don't get mad at me if you spoil the game for yourself. *****NOTE*****

O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| II. BASIC TRAINING | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O This section will contain some of the basics to the game, including the new elements added to this latest installment, as well as some changes to the already existing content. .-----------------. ( 100% COMPLETION ) . ============================================================================== . | This is here to tell you what to do to achieve 100% completion in San | | Andreas. | | |

| - Finish all storyline missions | | - Finish all non-storyline missions | | - Getting all 100 Gang Tags, 50 Horseshoes, 50 Photo Ops and 50 Oysters | | - Buying all properties in the game | | - Acquiring assets for all properties | | - BMX Challenge, Chiliad Challenge, Courier Challenges (not Smoke), | | Exports/Imports, Freight Train, NRG-500 Challenge, Quarry Missions, Race | | Tournaments, Schools, Stadium Events, Vehicle Missions, Valet Odd Job, | | Ammu-Nation Challenge | | - Need to defeat all 3 gym trainers to learn the moves | | | | That means Unique Jumps, Girlfriends and any other odd jobs not listed above | | aren't required to get 100%. The "courier missions" available at the | | beginning of Badlands also aren't required. Burglary missions are also not | | required for 100%. | | | | What do you get for 100%? A Hydra spawns on top of Sweet's house and a Rhino | | spawns underneath the overpass near your house. You also get $1,000,000 and | | an increase to stats. That's not all though, since you also get infinite | | ammo. | '============================================================================= =' .--------------------------------------. ( UPGRADEABLE WEAPONS-SKILLS-TARGETING ) . ============================================================================== . | Another new addition is the ability to increase skills in weapons you use. | | There is now an auto-targeting feature, as well as a manual one. This makes | | hitting something a lot easier. Not every weapon has an auto-target feature, | | but a lot do. You can also increase your skill with driving, biking, flying |

| and boating. Improve all your vehicular skills to become an unstoppable | | force. View my Weapons section to learn more about the benefits of improving | | your skill. | '============================================================================= =' .-------------. ( OTHER STATS ) . ============================================================================== . | Other than increasing skills and respect (look below), there are a few other | | stats that CJ can increase. | | | | MUSCLE.....Work out at the gym by lifting weights to increase this stat. If | | you have 0% fat, then you'll burn muscle instead, so make sure to | | keep up with this. Other than girlfriends, there is no penalty | | for maxing this stat. | | | | STAMINA....This stat affects how long you can sprint, cycle and swim. This | | stat does not decrease, so make sure to max it by riding bicycles | | or at the gym with the treadmill/exercise bike. | | | | FAT........Eating food other than salad will increase this stat. If you get | | too fat, then your character will be affected by it in such | | aspects as running. It's good to have a low percentage of fat, so | | you don't burn muscle and have to make repeated trips to the gym. | | | | LUNG CAP...This stat affects how long you can stay underwater. Dive | | underwater with the Circle button and swim under to increase this | | stat. | '============================================================================= ='

.----------. ( SWIMMING ) . ============================================================================== . | New to the game is the ability to swim. No longer is water a total hazard | | for the player. In fact, with the new ability to swim comes a new collection | | item that revolves around it, oysters. Even if your car lands in the water, | | you can bail out and swim to safety. | '============================================================================= =' .------------------. ( RESPECT/MISSIONS ) . ============================================================================== . | You'll notice that there is a system implemented into the game called | | Respect. With high respect, you'll be able to recruit gang members among | | various other things. Missions will yield respect and/or money, and | | sometimes missions don't even give anything at all. Recruit gang members by | | targeting them with R1 and then press up on the D-Pad. | '============================================================================= =' .---------------. ( CUSTOMIZATION ) . ============================================================================== . | CJ is now a lot more customizable than in the previous games. You can get | | tattoos, a haircut and buy specific pieces of clothing. Raise your sex | | appeal by changing your look. You can also raise your sex appeal by driving | | fast cars. | '============================================================================= =' .--------------. ( SIZE OF GAME ) . ============================================================================== . | Another thing you'll notice when you start the game is the size of it. The |

| game has A LOT of things to do, from such things as playing video games to | | even playing pool. This game kind of acts like life, only without the mass | | killing and maiming on a daily basis. | '============================================================================= =' .------. ( COPS ) . ============================================================================== . | The police in San Andreas seem a little more aggressive than usual. You can | | find them hunting down criminals other than yourself. That's not to say that | | they won't go after you. Each star will denote the new stuff. You can only | | get 4 stars on Los Santos, 5 on San Fierro and the full 6 on Las Venturas. | | The Wanted Level only appears when you get in trouble. | | | | 1 Star....Cops chase after you on foot. Will try to pull you out/off of | | vehicles. Police bikes will chase you and possibly shoot at you | | while on the bikes. | | 2 Stars...Cop cars now chase after you. Cops will always shoot at you when | | on foot or on bikes. | | 3 Stars...Police chopper now joins in the action. | | 4 Stars...SWAT members drop down from choppers. SWAT members with Micro-SMGs | | come in Enforcers. | | 5 Stars...The FBI now pursue you in their Ranchers and they sport MP5s. | | 6 Stars...The ultimate in police pursuit! The military joins in the fray, | | with tanks and Flatbeds. They all sport M4s. | | | | You can remove stars from your Wanted Level by finding a police bribe, going | | to a Pay-n-Spray, completing a mission, saving your game, dying, getting | | busted or by changing clothes. Dying or getting busted are the least wanted |

| choices. | | | | If you go to a Pay-N-Spray or change clothes, then the stars will flash. If | | you commit a crime while the stars are flashing, then all of those stars | | will be reacquired. If you don't do anything, then they will eventually go | | away. | '============================================================================= =' .---------------------. ( SAFEHOUSES & SAVING ) . ============================================================================== . | As with Vice City, you can buy property that can act as safehouses. Not all | | of them will have garages that can store your cars, but each one will have | | at least a save point. | | | | Remember to save often. Nothing is worse than doing a tough mission and then | | having the power go out or something. I'm quite fond of a little trick that | | some people call cheap. If you have a lot of weapons that you don't feel | | like recollecting/rebuying after you die, you can reload the game. This will | | put you back to the point that you saved last. | '============================================================================= =' .-------------------------------. ( ROCK*'S DIFFICULTY ADJUSTMENT ) [thanks to Colet and Vegetoacs] . ============================================================================== . | Rock* seems to have implemented a new way to get past those very tough | | missions. If you keep failing during a mission, then some things could | | become easier for that particular mission. There is also a way to skip some | | parts that can be rather long. For instance, you have to drive from one side | | of the city to the other to get to a building that must be infiltrated, but |

| you die in the building. When you replay the mission, you might get to skip | | that drive by pressing right on the D-Pad when prompted to do so. Sometimes, | | it skips the parts for you. | '============================================================================= =' .-----------. ( GANG WARS ) . ============================================================================== . | After a certain mission in the game, you'll be able to take over other | | gangs' territories. You will have to initiate a gang war by killing 3-4 gang | | members in that territory. Once that happens, the area will begin flashing | | red, which means it's under attack. Once that happens, you will have to take | | out 3 waves of that gang before the area will become yours. Gang Wars will | | take a back burner once you get to The Badlands, but will open up again at | | the end of the game. | | | | I usually find a safe spot where gang members can only enter in from one | | way. I will pick them off one by one from this spot until I get the area. | | You could also gain some high ground and use grenades or other projectiles | | to take them out. Once they're gone, the area is yours and is subjected to | | attack by other gangs. When your territory is under attack, simply head to | | it and take out the gang members marked on your radar to successfully | | protect it. | '============================================================================= ='

O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| III. MAIN-STORY WALKTHROUGH | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯

O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O -----NOTE----Here is the main walkthrough for the game. The guide will split all missions into sections, by who gives you the mission. Note that you may have more than one mission available from more than one person at any given time, so you do not have to follow the guide mission by mission. ALL STUFF THAT YOU DO IN BETWEEN THE MISSIONS WILL BE PUT INTO BOXES. -----NOTE----/============\ LOS SANTOS ) (A100) \============/

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As CJ makes his way from the airport, the cab he is in is stopped police officers. You'll meet 3 corrupt officers known as Frank Tenpenny, Pulaski and Hernandez. They link you to a recent killing of a cop him into Ballas territory (rival gang to CJ's Grove Street Families). you in an alley with nothing but $350 in your pocket and no weapons.

by some Eddie and escort They dump

/===============\ THE BEGINNING ) \===============/

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Approach the BMX bike with the marker and jump on it with the Triangle button. Follow the roads leading to the "CJ" marker on the map. When you reach your destination, you find yourself in the old neighborhood. Enter the red marker to begin the first true mission. .===========. BIG SMOKE ) '==========='

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CJ picks up a picture and starts reminiscing. Big Smoke comes in, with a bat, and thinks that CJ is a burglar. CJ reminds Smoke and they start talking. Smoke says they will visit the gravesite, where CJ's brother and sister are. When you get to the gravesite, you're greeted with a hug from your sister, Kendl. It doesn't take long though for some family problems to take over and some arguing ensues. Kendl leaves to go see her boyfriend Cesar, whom Sweet doesn't like. As it looks like you're about to leave, some Ballas drive by and start shooting at you, with them blowing up Smoke's car. You'll have to hop on a bike and keep close to Sweet. Sweet is represented by a blue marker on your map and you can see a blue triangle above his head when you're close enough. A Ballas car will

be following you, trying to shoot at you in the process. If you're getting hit, brake and then try to get past the car. Eventually, you'll stop in a clearing and Sweet will split from you to draw away the Ballas. After this, you'll have to follow Ryder now back to the cul-de-sac where your house is. Mission done and some respect earned. .-----------------------------------------------------------------------------. | Completing Big Smoke will open up the BMX Challenge. | | | | Go inside your house to continue and save once you're inside by stepping | | onto the disk in the kitchen. After you're done inside, go back outside, | | walk a bit and your cell phone will ring. Ryder will explain a bit of the | | situation right now in the neighborhood. Once the conversation is done, step | | inside the red marker nearby to start the next mission. It is in front of | | Ryder's house. | '-----------------------------------------------------------------------------' .=======. RYDER ) '======='

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Get inside Ryder's car and head towards the yellow marker on the map. Once there, get out of the car and enter the barber shop. Step in the marker inside and you'll get a list of haircuts. Pick anyone you want and go back outside. Ryder will comment on the haircut and will tell you to enter the pizza shop across the street to get some food. Enter the building, walk to the counter and order some food. After you eat it, Ryder will walk up to the counter and hold up the place. The clerk behind the counter will pull out a shotgun and begin firing at you. Once outside, get into Ryder's car and drive him to his house. He tells you to go and see Sweet next. Mission done and respect earned. /==================\ SWEET'S MISSIONS ) (LS100) \==================/

( .=================. TAGGING UP TURF ) '================='

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You'll see Sweet and Smoke playing some basketball, then Sweet will tell you to go spraypaint your gang sign in some areas. Sweet will accompany you on this

mission. Drive to the marker in Idlewood and get out of the car. Sweet will tell you how to spraypaint (Hold R1 to lock on, then press Circle or L1 to spray). You have to keep doing it until you spray your whole logo (you'll get a confirmation that it is done). After Sweet tags the first one, you'll have to tag two more in this area. One is on the blue house directly across the street and the other is the alley behind the first row of houses. Once you get both of them, get back into the car and drive to the next area in East Los Santos. Tag the first sign, then go towards the next blip where you'll find two rival gang members standing in front of the next one. Target them and spray to temporarily blind them so you can get the next tag. Head towards the red marker and press Square to hop the fence. Hop the next fence, turn left and hop onto the roof of the building to find the next tag. Once you get this last one, Sweet will pull up, so get inside the car and head back to his house. Mission done and $200 and respect earned. .-----------------------------------------------------------------------------. | Completing Tagging Up Turf opens the tagging odd jobs. | | | | You'll get a cell phone and you'll find out it's Officer Hernandez from the | | beginning of the game. He tells you that you should take notice not to leave | | the city anytime soon. | '-----------------------------------------------------------------------------' .=================. ( CLEANING THE HOOD ) '=================' Drive to the blip to B Dup's house. You'll get a cutscene between B Dup and CJ and you find out that B Dup and Big Bear aren't the friends they once were. Once outside, get into a car and drive to the next blip on the radar. Once there, you'll get out of the car and find a dealer with one of your gang members. Beat the crap out of him and Ryder mentions that he recognizes him and also knows where his place is. Pick up the baseball bat before getting into the car. Once inside the car, head across the tracks and into the red marker. Get out of the car and go inside the crack den. Once inside, you'll have to take out 3 Ballas. Take care of the twins (Ryder will take one out), then go after the one in black. Use R1 to target them, then go outside once all three are done.

Drive back to Sweet's house and go into the red marker to finish the mission and earn some more respect. .============. DRIVE-THRU ) '============'

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Smoke mentions he is hungry and suggests going to Cluckin' Bell. Get in the car and go to the blip on the radar. You'll automatically go through the drivethru (the amount of food Smoke orders is hilarious). As you and your friends start eating, a Ballas car drives by and will start to head towards your area. You will have to keep close to the car so your friends can shoot and destroy the Ballas. If you have found a submachine gun, then you can quicken this section; otherwise, just stick to the side of the Ballas' car. Get out of range of the explosion, then run down any Ballas that try to escape from the car (Feel free to get out of the car and pick up the Uzis the Ballas drop; this will make a mission a bit later easier). All this while, Smoke will be eating the food while Ryder and Sweet will be firing at the Ballas. Once they're dead, drive back to the cul-de-sac to drop off Ryder and Sweet. After you do that, you'll have to drive Smoke back to his house. Once you get to his house, the mission will end and you'll have an extra $200 and some more respect. .-----------------------------------------------------------------------------. | When you get out of the car, your cell phone will ring and Sweet will | | mention that you need to pack on a few muscles. Feel free to go to the gym | | to work out some. Refer to Various Challenges part of the guide for | | information about the gyms. Once you're done at the gym, go to get the next | | Sweet mission. | '-----------------------------------------------------------------------------' .================. NINES AND AK'S ) '================'

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You'll need to equip yourself with some weapons and end up deciding to go to Emmet's house. Drive yourself and Smoke to Emmet's house marked on the radar. Emmet seems to be a crazy old man, but he has some guns for you nonetheless. Once you pick out a 9mm, you go through a little training. Follow the tips as they give them to you. You'll go aiming, switching targets, crouching to improve accuracy and then manual aiming. Once you are done with training, you'll have to drive Smoke back home. Once you

do that, you'll get a cell phone call from Sweet and he'll tell you to go get some green clothes from Binco's clothing store. Pull into the marker on the radar and go inside the store. Step into the marker to go inside the changing room. Remember that you need something green, but feel free to buy anything you can afford right now. Once you get some green, mission done and some more respect earned. .-----------------------------------------------------------------------------. | You'll open up Big Smoke's (BS) missions after Nines and AK's. I will | | contine on with Sweet's missions for the sake of this guide. | '-----------------------------------------------------------------------------' .==========. DRIVE-BY ) '=========='

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Ryder is complaining abouot your driving, but Sweet mentions that he needs his shooting skills for this next mission. You'll be driving through Ballas country while your boys take out some of them with their guns. You'll need to watch the meter on the screen monitoring your car's health. If it becomes empty, you and your crew are dead and the mission is failed. Head to the red marker on the radar. First is 4 Ballas standing around a car just around the corner from the first red marker. Once you take these out, head to the next blip on the radar for some more Ballas. There are another four at this location, then another 4 at the next location. The next four are located under a small bridge, so take them out. Once you take out the last four under the bridge, you'll get a 2-star wanted level. You'll need to drive to a Pay-n-Spray nearby and go inside to get rid of the cops. Once the cops are off of you, you'll need to drive your friends back home. Park in the red marker and the mission is accomplished. $500 and some respect. .-----------------------------------------------------------------------------. | You'll open Ryder's (R) missions after Drive-By. There are two missions left | | for Sweet, so I'll cover those two before moving on. I suggest going to | | Emmet's before the next mission if you need any weapons. | '-----------------------------------------------------------------------------' .==============.

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SWEET'S GIRL ) '=============='

CJ finds no one is home and goes back outside, which is when you'll receive a call from Sweet. He seems to be pinned down at his girlfriend's home by the Seville gang. He needs your help. Quickly make your way to the marker on your radar while keeping an eye on Sweet's health. You'll find a few Seville gang members outside the apartment. Use the low walls and anything other obstacles to take them out. Once you're done, you'll get another call from Sweet and he says he'll meet you outside. You need to go and find a 4-door vehicle and park in the red marker (any four-door vehicle will do). Once they get in the vehicle, you'll need to make your way back to Sweet's house while avoiding the Seville cars trying to take you out. Once you get back to Sweet's house, mission is done and respect earned. ******************************* paul_makin has informed me that the taxi won't work when picking up Sweet and his girlfriend. ******************************* .=================. CESAR VIALPANDO ) '================='

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You see some more family arguments going on and you'll have to follow your sister to her boyfriend's place. Simply get to the yellow blip on the radar and enter the red marker. The person owed your brother from way back and puts in hydraulics on a car for free. Feel free to enter the mod garage to check it out, but the low cash you have might make you want to wait (you don't need any modifications to finish the mission). From the garage, head towards the lowrider meeting by following the yellow blip on the radar. Drive into the red marker in the parking lot to begin the lowrider competition. You'll need at least $50 for the first wager in the competition. This is a pretty easy mission, so wager how much you want to. You'll need to press the right analog stick in the direction indicated as it passes through the circle. The mission is a success when you outscore your opponent and your reward is double the amount of whatever you wagered. Kendl is ecstatic at your victory and introduces you to Cesar, her boyfriend. Cesar's friends don't like you and the introduction doesn't go well because of this. However, Cesar mentions that he loves your sister and also compliments on your lowrider. .-----------------------------------------------------------------------------. | Shortly after you will receive a phone call from Cesar and he'll offer you a | | job. You need a lowrider to trigger this mission, so use the one you had |

| before. If you don't have it anymore, simply steal one of the ones on | | Cesar's street. Cesar's mission is marked with a "CV" on the map. | '-----------------------------------------------------------------------------' .========================. HIGH STAKES, LOW-RIDER ) '========================' Cesar mentions something about a lowrider race (hence why you needed one to start the mission). You'll have to first follow Cesar to the race's starting point. Once you get to the starting grid, the race will start. You'll need to drive through checkpoints as you make your way to the pier in Santa Maria Beach. Each checkpoint has an arrow that will point you in the direction of the next one and the checkpoints show up as red blips on your radar. You start out in last place and you must finish in 1st place in order to pass the mission. Be careful on the turns and try to avoid obstacles at high speeds with the lowrider, since you tend to lose control at higher speeds. If you finish in 1st place, you get $1000 for your reward. (

*********************** Intimid8ter suggests that if you're having trouble with this mission, drive around for a while to build up your driving skill. You also could try and find a Voodoo, which handles much better than the Savanna. *********************** Jeremy Garcia wrote to me that if you need extra help on the race, simply steal a lowrider before the race and equip it with nitros. Follow the first place guy until the last straightaway, then hit the nitro to win the race. ***********************

/======================\ BIG SMOKE'S MISSIONS ) (LS101) \======================/

( .========. OG LOC ) '========'

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One of your friends is being release from prison today, so you tag along with Sweet and Smoke to go pick him up. Follow your map to the yellow blip and pick up OG Loc from the police station. Jeffrey needs to kill some Brazilian guy named Freddy for dissing him. Make your way to the next yellow blip on your radar to get to Freddy's house. Go up the steps and onto the red marker to ring the doorbell. Freddy will try to escape on a motorbike, but CJ and Jeff give chase with the second one. The chase is a wild one and you must stay on Fred's tail the whole time while Jeff takes shots at him from the back of the bike. You can't kill him until he stops, so just concentrate on the chase. Eventually he will stop and that will be your chance to kill him. Once you do, Jeffrey asks you to take him to a Burger Shot. Just follow the yellow blip

on your radar until you get to the restaurant. Go to the back and drop off Jeffrey. Mission done and respect earned. .-----------------------------------------------------------------------------. | Completing the OG Loc mission will open up a set of missions for OG Loc, | | designated by "OG" on the radar. | '-----------------------------------------------------------------------------' .=============. RUNNING DOG ) '============='

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You'll see Tenpenny and Pulaski exit Smoke's house and Smoke is a bit agitated since they keep bothering him. Smoke mentions that his cousin is coming in from Mexico and he wants you to come with him. Get into Smoke's car and drive to the yellow blip on your radar. Smoke mentions his "cousin Mary" is inside and you realize he is talking about marijuana. After a short and insulting conversation with two Mexicans, they start walking away and Smoke sneaks behind them and smacks one in the head with a bat. The other one starts running off and it's your job to run him down and kill. He will appear as a red blip on the radar. Use your Super Sprint (tap X) to catch up to him and kill him. Mission done and respect earned. .==========================. WRONG SIDE OF THE TRACKS ) '=========================='

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Smoke wants you to take a ride with him, to a lead that might put you guys "deep in the game." Get to the red marker inside the parking lot from "Cesar Vialpando mission." You'll see the Vagos and the Mexicans having their meeting on a rooftop nearby, but they'll also take notice of you and the Vagos will jump onto the top of a train heading north. You need to jump on the bike with Smoke and give chase. I suggest staying just to the right of the train tracks so Smoke can get a good shot at the Vagos on top of the train. He needs to shoot and kill all 4 on top. A bit down track will be a stalled car and the train will plow through it, so be sure to avoid the wreckage. Just before the first tunnel will be a short train coming in your direction, so avoid it and continue pursuit. When Smoke suggests taking the high road, do so and follow the path. Keep your pursuit of the train and Smoke will eventually take down all 4 Vagos. Once the fourth is killed, Smoke suggests getting the hell out of there and wants you to take him back to his house. Once you get him back to his house, mission is completed and some respect is

earned. .-----------------------------------------------------------------------------. | Just Business is the last mission for Big Smoke. | '-----------------------------------------------------------------------------' .===============. JUST BUSINESS ) '==============='

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Head Downtown to the blip on the radar. Smoke heads inside the building and asks you to come in with guns blazing if he hears anything out of the ordinary. Something bad happens and CJ enters the building. The pistol works fine in this scenario, so stick with that and autotarget the enemies and shoot them one by one. After all of them are dead, run around to pick up the money and MP5s left on the ground. There is also body armor behind the one wall opposite the entrance you came in. When you're done in here, head towards Smoke and you'll go outside to some more shooting action. Once they're dead, you'll both hop onto a bike and Smoke will be controlling it. This next part will have you firing like mad on motorcycles and cars that are chasing you. Don't worry about ammo since you'll have an infinite amount for this part. Also, don't worry about the big truck that chases you; there's no way for you to stop it, so just concentrate on the motorcycles and cars. You'll come upon a 3-car roadblock, so blast the middle one until it explodes and the other two will follow. Smoke knows a way out of this mess by going through the flood control trench. Continue taking out the baddies until Smoke uses the truck as a ramp to get over the next roadblock. He points out that you need to blast the sewer cover on the right side in order to continue, so do so and Smoke goes through it. Blast the few tailing motorcycles, using the explosive barrels if you desire. Once you're through the tunnel, you and Smoke go separate ways for now. Mission done and respect earned.

/==================\ RYDER'S MISSIONS ) (LS102) \==================/

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.-----------------------------------------------------------------------------. | This first mission is a night one, with the mission only triggering between | | 12:00 and 20:00. |

'-----------------------------------------------------------------------------' .===============. HOME INVASION ) '==============='

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You'll get your first taste of breaking into houses in this mission. Drive to the blip on the radar and park on the red marker. Ryder wants to just bust in, but CJ suggests some stealth. You have 8 minutes to drive to the house and steal at least 3 crates of guns. Enter the house and pick up the crate just to the right of the cannon in the room you first enter. Go back outside and put the crate into the truck. Two other easy crates are in the hall upstairs, one at the top of the steps and the other at the end of the first hallway. There's one inside the guy's bedroom and one in a room with the entrance on the bottom floor. When you feel you're finished, hop back into the truck (CJ and Ryder automatically enter it when the timer reaches zero) and head towards the lockup. Park the truck on the red marker inside the lockup and this mission is done and some respect is earned. .-----------------------------------------------------------------------------. | This next mission is only available from 20:00 to 6:00. | '-----------------------------------------------------------------------------' .==========. CATALYST ) '=========='

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Head to the blip on the radar and you'll find out that the Vagos got to the train first. Take out the 3 Vagos soldiers and then another cutscene will occur with Ballas arriving. Take out the 4 Ballas members as quickly as possible. Once all 4 are dead, hop onto the back of the train for the next segment. Ryder will be driving his truck behind the train and you will have 90 seconds to throw 10 boxes to Ryder. Hold the L1 button to power up, then release it to throw a box towards Ryder. Experiment a bit to find the right amount of power to get Ryder. When you get the last and 10th box, you hop off the train and onto Ryder's vehicle. You now have a 3-star wanted level. Head towards the nearest Pay-n-Spray (blip on radar) and get the cops off of you. Once you do that, head back to Ryder's house to finish the mission. You get some respect. .-----------------------------------------------------------------------------.

| Robbing Uncle Sam is the last mission for Ryder. | '-----------------------------------------------------------------------------' .===================. ROBBING UNCLE SAM ) '==================='

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Drive to the yellow blip on the radar by crossing the bridge nearby and park in the red marker. Start by taking out the first guard in front of the switch on the other side of the gate, then climb over the wall and shoot the switch to open the gate. Ryder will ride up to the warehouse entrance, so take out the guard nearby, then open the warehouse by shooting the switch. There are two more guards inside to be killed, then it will be time to load up the boxes to the truck using the forklift. You need 6 boxes to finish this mission and there are four inside. The Right analog stick controls the fork and you have to load each box into the van. After each box has been loaded, a guard or two will appear outside, so get off the fork and shoot them. If Ryder dies, you fail the mission so take your time in loading the boxes and protecting Ryder. Once all four inside are loaded onto the van, there are two crates just to the right of the warehouse outside. Once all 6 crates are loaded, hop back into the van and head towards the blip on the radar. Of course, the National Guardsmen don't give up so easily and chase you with two Patriots. CJ mentions that you are too heavy and Ryder says to sound the horn when you want him to drop a box from the back. You might want to wait until a Patriot is right on your tail to sound the horn, but getting a clear shot at the vehicles isn't too easy. Once you get to the lockup, park in the red marker. You get respect for the reward. ******************** Brian Peg. says that you can jump over the wall and prepare everything before you open the front gate for Ryder. You can prepare all 6 boxes before opening the gate and without having to worry about any additional guards. ******************** Bizdaddy says that you can put two crates into the truck at one time, by stacking them diagonally on the forklift. ******************** /===================\ OG LOC'S MISSIONS ) (LS103) \===================/

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.-----------------------------------------------------------------------------. | You need to get the first mission between 22:00 and 6:00. |

'-----------------------------------------------------------------------------' .================. LIFE'S A BEACH ) '================'

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Head to Verona Beach to find the beach party. When you get to the party, talk to the DJ and reply positively by pressing right on the D-Pad. You need to dance a bit to impress the DJ enough to gain access to the van. This challenge is similar to the one with the lowrider where you had to time button presses in the circle at the bottom of the screen. You need a score of 4000 at least to gain access, so pay attention to the buttons at the bottom of the screen. Once you get a score of 4000, follow the DJ into the sound van and then hijack it. Once you get in the van, step on the gas and get away. The DJ will fall out and the people at the party will start firing. A car will chase you as you drive to the yellow blip on the radar. The mission ends when you drive into the red marker at the garage. You earn some more respect. .====================. MADD DOGG'S RHYMES ) '===================='

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This mission introduces you to some stealth elements. Head towards the blip on the radar to Madd Dogg's house. The main door you need is around the back of the mansion. Go through the door. Sneak behind the first guard, target him, then press Circle to perform a stealth kill. Go into the next room and do the same thing to the patrolling guard. A guard can't see you when you are in dark areas (when your blip on the radar becomes dark). Go into the next area and you'll see another guard coming. Find a suitable place to hide, which is the first room on the left in the darkness. Wait until he passes and is facing the doorway before going out for the stealth kill. Veer left into the next hallway and you'll be told to crouch past the next guard at the bar and sneak past the next guard at the TV (you can kill the guard at the TV if you want). Continue to the dark room with armor inside, then go out the other door and stealth kill the last guard. Grab the rhyme book in the next room and then head out of the mansion. Backtrack out of the mansion, killing and stealing any silenced pistols if you want. Once you are out of the mansion, bring the rhyme book to OG to complete the mission. Respect earned. .-----------------------------------------------------------------------------. | A bit after finishing the mission, you'll receive a phone call from Officer | | Tenpenny. This will open up a new set of missions (C.R.A.S.H.), marked with |

| a "C" on the radar. | '-----------------------------------------------------------------------------' .===================. MANAGEMENT ISSUES ) '==================='

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Loc wants you to take out Madd Dogg's manager. Start heading towards the red blip on the radar and you'll receive a call from Loc stating that the chauffeur has already left the Burger Shot. You'll need to do a bit of damage to the vehicle to lure the guard out. Do a drive-by (not much), lure the guard out, kill him and take control of the vehicle. If the vehicle is damaged, you'll have to get it repaired before heading to the next destination. Luckily, there's a Pay-n-Spray nearby should this happen. Once you have the vehicle, drive it to the next blip on the radar. When you get to the location, you'll have to park in between the other cars and facing in the same direction. After you do that, it's time to pick up the manager from the awards show. Follow the other cars, making sure to keep in the middle. Once you pick up the manager, it'll be time to take the "scenic route" according to CJ. The two other cars will give chase as you make your way to the pier. Drive down the pier and bail out of the car (Triangle) before you reach the end. Mission done and respect earned. ****************** John Jackson says that you can just park in front of the initial vehicle and steal his car like any other one. ****************** .-----------------------------------------------------------------------------. | When you trigger the next mission, Loc tells you to go and get a new haircut | | and some new clothes for the party he'll be throwing. The actual mission | | doesn't start until you step in the red marker near your Mom's house. The | | party is between 20:00 and 6:00, so you can start the next mission between | | those times. House Party is the last mission for OG Loc. | '-----------------------------------------------------------------------------' .=============. HOUSE PARTY ) '============='

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View the cutscenes and you'll eventually be outside with your friends. One of the Grove Street boys comes and tells you that a bunch of Ballas are coming to the neighborhood. Sweet shouts some orders for some preparations before the Ballas arrive. There will be 3 waves of Ballas. The first wave comes from directly in front of you and consists of around 8 Ballas. Use the cars as cover while killing the Ballas. The second wave consists of 4 Ballas, who are on the bridge above firing down on you. Simply auto-target them and kill them before they can do any damage. The third, and final, wave consists of 12 Ballas who come from the alleyways and from behind the houses. This is probably the hardest part of the mission. Concentrate on one pack of Ballas before moving onto another pack. The Ballas will come from the north, east and south sides of the cul-de-sac, so keep an eye out and watch your back. The mission is complete when all Ballas are dead. Respect earned. /=====================\ C.R.A.S.H. MISSIONS ) (LS104) \=====================/

( .================. BURNING DESIRE ) '================'

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Tenpenny wants you to kill someone holed up in a house across town. There are some Molotovs hidden in an alleyway, so go and pick them up by following the blip on your radar. Once you grab them, head to the yellow blip on your radar to the gang guy's house. You have to throw a Molotov into the marked windows. Once you throw the first one, the gang members around the house will start to attack you. Shoot them down and throw a Molotov into the next window when it's clear. You'll get a message when you actually throw the Molotov right. When you get all 5 windows, you'll view a cutscene where a girl is trapped inside the house. You'll now have to go through the front door and into the house to save her. Make your way into the kitchen (AVOID THE FIRE) and pick up the fire extinguisher. Head to the back of the house and up the stairs, then go to the last room to find the girl. Aim the extinguisher at the base of the fire and spray until the fire is completely out. The building is starting to collapse, so go into the room opposite where you found the girl and put the fire out there. Continue along the path until you can find your way out of the house. The girl thanks you for saving her life and asks you to drive her home. It turns out she lives near Grove Street, so go to the yellow blip on the radar to end this mission. ************************************ Joel D. says that if you run out of molotovs and have not ignited the 5 fires, then you can find more in the backyard. ************************************

.-----------------------------------------------------------------------------. | You'll get a textbox saying Denise can be your girlfriend. She is only | | available during specific times of the day. Check out Girlfriends in the | | Other Stuff section of my guide. | | | | You'll also get a phone call from Sweet, which opens up another set of | | missions for Sweet. There is still one more mission for C.R.A.S.H., so I'll | | continue on with that. Gray Imports is the last mission for the C.R.A.S.H. | | set of missions. | '-----------------------------------------------------------------------------' .==============. GRAY IMPORTS ) '=============='

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Hop in a car and take a long drive to the yellow blip on the radar. When you arrive, you'll notice a lot of security located around the warehouse. You'll have to approach this situation very carefully, since there are a lot of men and two forklifts carrying explosives outside. Take out the two forklifts outside by using the ledges to gain a height advantage, then take out the men too before heading inside. To get inside, you'll have to shoot the keypad on the wall. Once the door opens, you'll be greeted by a few men, so take your time and kill them. If you need armor, there's a pickup on the outside, just to the right of the door. Strafe (target without locking onto anyone) through the next area and listen closely to any gunfire. Once you get to the big open area, shoot the guy on the balcony and the two guys to the right. Once you're sure you've killed everyone, head upstairs and into the office. Your ultimate goal here is to kill the Russian arms dealer, represented by the red blip on your radar. He is tougher than the normal goons, so quickly dispatch of any normal guys and give chase to the Russian. If you don't kill him quickly enough, he'll get in a car and start driving away. If that happens, get on the bike nearby (pick up the weapon) and pursue him. What I did was make sure he was in front of me and shot at him that way. It is a lot easier to shoot him frontways than a normal drive-by, since he drives pretty fast. You cannot let him get away, or you'll fail the mission. Once he's dead, you'll pass the mission. ********************************

Various people have told me that you can just bypass all of the men in the office, steal the Russian's car and run him over with it. ******************************** .-----------------------------------------------------------------------------. | Now it is time to get back to Sweet's missions. | '-----------------------------------------------------------------------------' /===========================\ SWEET'S MISSIONS - PART 2 ) (LS105) \===========================/

( .==========. DOBERMAN ) '=========='

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This missions introduces the Gang Warfare aspect of the game. Go inside AmmuNation should you need any armor or weaponry. Once you're stocked up, head over to Glen Park. Ballas territory is marked in purple and it will stay on your map until you take it over. Once you're in the park, you must kill 3-4 Ballas in order to start the gang war. The once purple area will begin to flash red when you have been successful. The Ballas are marked as purple blips on the radar and they come in 3 waves. Health and Armor powerups appear randomly in the streets and surrounding areas should you need it. Pay attention to the on screen instructions on gang wars. After that passes, the guy that turned on your gang comes out, so run up to him and kill him to end this mission. You earn respect. .-----------------------------------------------------------------------------. | You gain money and respect for every territory you have. The money is | | located in front of the Johnson's family's garage, so make sure to pick it | | up every once in a while. | | | | Apparently, the next mission is only available from 9:00 to 17:00. | '-----------------------------------------------------------------------------' .===============. LOS SEPULCROS ) '==============='

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Recruit the two gang members nearby with green markers (target them and press up), then get in the car and head towards the funeral. You have 4 minutes to

get to the funeral as soon as you enter the car with your two gang members. Haul ass to the funeral and park in the red marker. Get out of the car and climb over the wall. Listen to the instructions on how to control your gang members. Once that's over with, begin moving towards Kane. Using the tombs as cover, take out the Ballas and inch your way towards Kane. Kane seems to be wearing armor, so it's going to take a few extra rounds to take him down. Once he's dead, head over to the Sedan he came in and you'll eventually be able to get inside. With a 2-star Wanted Level, head back to your house in Grove Street to finish the mission and earn some respect. .-----------------------------------------------------------------------------. | Before the next mission is unlocked, you need to have finished Gray Imports, | | Robbing Uncle Sam, Just Business, House Party and Los Sepulcros. It also | | seems that Cesar's one mission is a requirement and there also seems to be a | | hidden respect requirement as well. If you don't have enough respect, simply | | start a few turf wars by following the rules from Doberman. Stock up on | | weapons if you want, but definitely get armor. | '-----------------------------------------------------------------------------' .========================. REUNITING THE FAMILIES ) '========================'

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Get into the car and head for the yellow blip on the radar. Oh boy, all hell has broken loose now as the police raid the meeting. Smoke and Ryder get the hell out of there, while CJ stays to save his brother. You can take out cops outside if you want, but it's probably better if you just hurry up and head inside. If you need any health, you can purchase drinks from the vending machine once you're inside the motel. Head upstairs and take out the first cop. Head down the hall and take out 3 more cops when they show their face. If you again need health, go into the room with the hooker and she'll replenish your health. Keep going down the hall and you'll come to a room where more cops will drop down from the helicopter through the skylight. Armor is on the second floor in this little area, provided you need it. Keep pressing forward, killing the cops until you get to a hallway where some cops will drop through the vents from the ceiling. In this hallway, in the second room on the right, is Sweet. CJ and Sweet try to escape by means of the roof, but a chopper will be blocking

their way. You have to protect Sweet from the cops on both sides of the chopper shooting down at him. Target them first and take them out, then keep firing at the chopper to knock it out of the sky. Once you down the chopper, follow Sweet to the streets below. Smoke and Ryder pull up and you jump in. Next comes a rail shooting part. The cops continue their chase and someone hands you an AK-47. Smoke is driving the car and you'll have to shoot at the cops. Pay attention to what your friends say; if they say to watch your left, then you better watch your left. After a while, motorcycles will join in the chase. Some of the cycle cops actually leap onto your car, so hurry up and blast them off. When you get to a roadblock, your gun jams up and Smoke continues driving. Watch the rest of this exciting sequence of events, then the mission will be complete and you'll earn some respect. .-----------------------------------------------------------------------------. | This upcoming mission is the last one for Los Santos. | '-----------------------------------------------------------------------------' .=================. THE GREEN SABRE ) '================='

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As soon as you step foot outside, you'll get a call from Cesar. He wants you to meet him so he can tell you something important. Head to the yellow blip on the radar to meet up with Cesar. Get out of your car and into the car in the alleyway. It seems Smoke and Ryder are in cohoots with Tenpenny and the Ballas. CJ realizes that Sweet has to be walking into a trap. Get into the nearby car and haul ass to the site before Sweet gets killed. Once you get to the site, stop in the red marker to trigger a cutscene. You now have to hold off the Ballas until the police arrive. There will be 4 waves of them, so use the circle of cars as cover as you waste the Ballas. The fourth wave is a Ballas car attempting a drive-by, so concentrate on the car to blow it up. Once the car is toasted, the police arrive and your journey in Los Santos has come to an end for now.

/=============\ ( THE BADLANDS ) (A101) \=============/ Tenpenny has brought you out to the middle of nowhere and you're pretty much forced to do a dirty job for him. Go across the street and save your game in

the trailer park, then step into the red marker to start the mission if you want to. You may want to go into the Ammu-Nation nearby to stock up on some weapons before you do though. .==========. BADLANDS ) '=========='

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Follow the yellow blip on your radar to a red marker at the bottom of Mount Chiliad. You should take the Sanchez near the save point trailer. Once you get on the mountain trail, carefully make your way while looking at your map to follow the dirt trail. Go around the hairpin turn, then take a left at the fork to reach the cabin with the guy you need to kill. As you approach the cabin, you'll see a cutscene with some FBI. Head towards the cabin, making sure to stay clear of the FBI's fire and follow the guy when he gets into the car. Killing the FBI only complicates things, since you'll get a wanted level and you don't need cops on you right now when you're chasing the guy down the mountain. Keep following him down the mountain trail. Since you start out with no guns, I simply veered his car off the mountain with my bike. Once at the bottom, he'll eventually try to get away on foot, which is your chance to kill him and take a photo of his dead body. Once you have the picture (refuse when prompted to save it), take it to the drop off point marked on your map to finish this mission. ********************* Jeremy Garcia says that you can blow up the car outside the house, then killing the man is much easier. ********************* Fey H. wrote that you could sneak past the FBI when they aren't looking, run inside the house and kill the target. He won't respond to you, so kill him, head outside and leave the scene. ********************* .-----------------------------------------------------------------------------. | Not long after finishing the mission, you should get a call from Cesar. He | | says he's sending you some backup coming out to protect and he wants you to | | meet at a diner in Dillimore. Your target is the question mark, and it is | | one long ride there. | | | | You'll meet Cesar's cousin, who is one "intense" lady. Her name is Catalina |

| (may recognize her from GTA3) and she has cased four soft targets. The | | closest one is right down the street at a gas station. | '-----------------------------------------------------------------------------' /==============================\ CATALINA'S MISSIONS - PART 1 ) (BAD100) \==============================/

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You can do these four missions in any order that you want. Since Tanker Commander is the closest, I'll start with that. After you do the first one, Catalina will disappear for a bit and you won't be able to do the other 3 until after King in Exile, which is the cutscene you'll get when you step into the "CV" marker that will appear after Body Harvest. .==================. TANKER COMMANDER ) '=================='

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Get into the truck and position yourself in front of the tank, then back up to attach it to the truck. Catalina mentions she knows someone who will buy it and a new yellow blip appears on your radar. The gas station attendants will give pursuit and open fire when they get alongside you. Take it easy and make nice, easy turns, making sure not to disconnect the tank from the truck (mission failure). Your pursuers don't really seem to give you much trouble, since they'll probably end up killing themselves (they did on mine). Pull into the red marker when you get to the blip to finish this mission and get $5000. .-----------------------------------------------------------------------------. | After the mission, you'll receive a phone call from someone named The Truth. | | The Truth is marked with a "TT" on your radar, so head that way. | '-----------------------------------------------------------------------------' .==============. BODY HARVEST ) '=============='

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TT wants you to steal a harvester from some survivalists. Make your way to the yellow blip on the radar and park in the red marker. The harvester is in the back (blue blip) and you have to make your way back there. I suggest riding around to the back of the farm, then making a beeline towards the harvester. I found this is to be the easiest way to get to the harvester, rather than stealthily moving around the compound and wasting time and your health trying to get there. Hijack the harvester and run over the driver and any people that happened to follow you there.

Once you have the harvester, drive your way out of the compound and head towards the yellow blip on your radar. A single truck from the farm will follow you and chase you. You can ram it with the harvester if you like or just take care of the guy in the bed that's shooting at you. Once you park the harvester in the red marker in TT's garage, he'll thank you and tell you to go get that cash before he is finished. Mission complete and respect earned. .-----------------------------------------------------------------------------. | Before you get the mission complete sign, Cesar will call you and tell you | | things have turned for the worse in Los Santos. His gang has fallen apart | | and there seems to be a bounty on his head. CJ tells him to head to Angel | | Pine with Kendl, and this will put a "CV" marker on your map near your | | initial save spot. This will trigger a cutscene between Cesar, Kendl and CJ. | | | | After the cutscene is over and you're back outside, Catalina gives you a | | call and this will put the "C" marker back on the radar. It's quite a long | | drive to Catalina's cabin. Once you get there, save your game and head into | | the red marker to trigger a cutscene. After it's over, the remaining dollar | | signs will appear from the four signs before. Again, the missions can be | | done in any order, so you don't have to follow the order in this guide. | '-----------------------------------------------------------------------------' /==============================\ CATALINA'S MISSIONS - PART 2 ) (BAD101) \==============================/

( .====================. LOCAL LIQUOR STORE ) '===================='

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It seems four people have already planned to rob the store before you and you'll have to chase them down and steal the money from the thieves. Luckily, Catalina shoots one of the men and you'll both hop onto the quad. Your goal here is to tail the other quads and drive close to them as Catalina guns them down. If you have a drive-by weapon, then you can make this mission go much, much faster. When you finish off one of the cowboys, they'll drop a briefcase that contains the money. You can bypass them now if you want to (they'll appear as green blips on your radar) and just concentrate on the quads. As you progress,

they'll split up, so follow whichever one you want. Once the final biker is down, collect all the briefcases and drive Catalina back to her cabin to finish the mission and get $1000. .-----------------------------------------------------------------------------. | Cesar gives you a ring on your phone and mentions something about a race. A | | "CV" will appear now on your radar. For now, ignore and step into the red | | marker in front of Catalina's cabin to trigger the next cutscene. The other | | two dollar signs will appear on your radar, so go towards one of them. | '-----------------------------------------------------------------------------' .==================. AGAINST ALL ODDS ) '=================='

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Catalina wants to rob a betting house and hands you some satchel charges. Go inside the shop and Catalina will take control of the crowd. Get in front of the red door and throw a satchel charge onto it, then move away and switch to the detonator in your inventory. Do the same thing to the safe inside. Once you blast open the safe, CJ takes out the money and you'll be back outside. You now have cops on you (from 1-4 stars) and you have to return to Catalina's cabin. For now though, head to Dillimore to find a Pay-n-Spray to get rid of your Wanted level if you want. Whatever the case, head back to the cabin to finish the mission and earn $2000. .-----------------------------------------------------------------------------. | You'll get a phone call from Catalina and she'll be in her always cheery | | mood. Since you should be right next the marker, head inside it to finish | | off Catalina's missions. There should be one last dollar sign left on your | | radar, so head towards it. | '-----------------------------------------------------------------------------' .=================. SMALL TOWN BANK ) '================='

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Keep your gun circling around they keep their hands raised, case, you'll eventually get a Catalina tells you to smash the 3 ATMs

on the four people in front of you to make sure or you could just blast the cop. Whatever the 3-star wanted level. After the cutscenes, to get as much cash as possible, so either shoot

them or hit them with a melee weapon. Once you do that, follow Catalina out the back door and into an alley filled with cops. Keep moving down it, gunning down the cops as they appear, until you get to a point where two motorcycle cops arrive. Gun them down and then hop on the bike. Follow Catalina as closely as possible, without worrying about the two cops on the bike (one goes down on the broken bridge jump and the other goes down under the highway overpass). At an intersection, Catalina will fall off her bike, so head towards her so she can jump onto yours, then head back to the cabin. Mission finished and $10000 earned. .-----------------------------------------------------------------------------. | Make sure to save your game and grab Catalina's Buffalo before attempting | | Cesar's race. Head to the "CV" on your radar to start the next mission. Wu | | Zi Mu is available after finishing two of the four robbery missions for | | Catalina (any two of the four). | '-----------------------------------------------------------------------------' .==========. WU ZI MU ) '=========='

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This race will be mostly off-road, so be extra careful driving on the dirt roads, since your Buffalo won't be handling extra tight on them. You can choose any vehicle you want for this race; a large truck like the Rancher works well. You shouldn't have too much trouble with the competition (after the initial area, I never saw them again), so concentrate on the road. When you pass the finish line, mission complete and $5000 earned. .-----------------------------------------------------------------------------. | The next mission marker will appear at the finish line from the previous | | race. It seems Catalina found a new man (Does he look familiar? I believe I | | saw him sitting on one of the cars before the previous race started). You | | need to have done the four robbery missions, Body Harvest and Wu Zi Mu. | '-----------------------------------------------------------------------------' .======================. FAREWELL, MY LOVE... ) '======================'

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This race is the exact same one, only backwards and you're driving a new car.

You don't get a choice of cars here; you have to use the ZR-350 for this race. It is much harder to control on the dirt roads, since it is a sports car. Again, take your time on the dirt roads and follow the checkpoints to the finish line to finish the race and the mission and you also get a deed to a garage in San Fierro. .-----------------------------------------------------------------------------. | Get out of your car and walk around a bit until you get a phone call from | | The Truth. After the call ends (he's one paranoid guy), a "TT" will now | | appear on your radar. You need to have finished every mission up to this | | point. Don't worry; he doesn't really take any of your cash. | '-----------------------------------------------------------------------------' .==============================. ARE YOU GOING TO SAN FIERRO? ) '=============================='

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Walk into the red marker to start the mission. Welcome to the guy's weed farm. You have 5:30 minutes to torch the weed fields with a flamethrower before the cops arrive. Shoot flames over a field until you hear a beep noise, which means that it is destroyed. If you need more ammo, there's more near the barn. I suggest that you go in between two patchs and strafe down the line while keeping the fire button pressed. Strafing from one end to the other should get all of the plants except the end where you stopped. Once you have burnt all the weed, go and speak to The Truth. You now have a rocket launcher to take down the helicopter, so aim with R1 and shoot at the chopper to take it down. Once you take the chopper down, head to The Mothership You'll need to drive to the garage you won in the race CJ will call Cesar on the way and The Truth will start conspiracy stuff. The mission ends when you drive into earned.

again and get inside. earlier with Catalina. talking about some the red marker. Respect

/============\ SAN FIERRO ) (A102) \============/

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Welcome to San Fierro, the second of the three cities in the game. Take some time to get a feel of the area before attempting any missions. There are two types of courier missions that you can do to stop the drug flow with Big Smoke's business. You'll get a phone call from Cesar on that particular day and you need to press right on the D-pad, when prompted, if you want to do the small side mission. These are not required for 100% completion of the game and I generally

ignored them all, since it's more a nuisance than help. On Mondays and Fridays, there will be a Patriot that has $1800 total. Each time you ram into him, $300 packages will be dropped. If the vehicle is destroyed, then so are the money packages. Each time you successively do the mission, there will be gang members that fire at you from the Patriot. The other courier mission is on Wednesdays and Saturdays, and involves stopping a motorbike "yay" handler from reaching his destination. You have to kill the courier and then retrieve his backpack for the money. You can puncture the bag if you punch him or fire at him, and the money you get at the end will slow diminish. /====================\ SYNDICATE MISSIONS ) (SF100) \====================/

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.===========================. WEAR FLOWERS IN YOUR HAIR ) '==========================='

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You need some crew members for your garage and The Truth knows some. Your first target is Jethro in Easter Basin. Follow the blue blip on the radar, park in the red marker, and honk your horn with the L3 button (push in left analog stick). Your next destination is the hospital, represented by the red cross on your radar. When you get there, you'll see a mysterious van drive by, and you're left in the dark about it. After that, head towards the next blue blip on your radar to find Dwaine. He seems to be working a hot dog truck, so beep your horn when you find the red marker. It seems Dwaine has some stuff to take care of first and will meet you later at the garage. After that, your next destination is the police station, marked by a blue blip on your radar. Again, you'll see the mysterious van drive by and you're still clueless about that. After that, you need to head to an electronics expert named Zero, so follow the blue blip to him. Honk the horn in the red marker, Zero gets in the car and you need to head back to your garage. The mission will end when you park in the red marker at the garage. .-----------------------------------------------------------------------------. | ZERO will call in between missions and tell you that his landlord is selling | | his shop. You now have the opportunity to purchase some new property. Zero's | | store costs $30,000, so head over there and buy it if you have the money. | | Buying the shop opens up the Zero set of missions. | '-----------------------------------------------------------------------------'

.============. 555 WE TIP ) '============'

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This is another mission for Officer Tenpenny. Head to the yellow blip on the radar. The hotel operates a valet parking service. You have to follow the valet, marked with a red arrow, into the parking garage. Once the valet parks the car and gets out, quickly kill him without being seen by anyone. Getting any stars during this mission will blow your cover and you'll fail the mission. Once you kill the valet, take his clothes and head back outside. The DA drives a blue Merit and you'll have to identify it when he pulls it in to be parked (one of the valets points out the car when it approaches). You also have to make sure that no other valets get to the car before you (if one does, simply pull him out of the car). Once you get into the DA's car, you'll have around 2:30 minutes to drive it to your garage to have the drugs planted, then back to the parking garage and park it. You have to quickly move and you MUST NOT DAMAGE THE CAR. When you get it back to the parking lot, park in the designated spot and get out of the car. Go outside, into the red marker and CJ will automatically call the police to bust the DA. Mission done. .-----------------------------------------------------------------------------. | Doing 555 We Tip will unlock the Valet Parking odd jobs. | '-----------------------------------------------------------------------------' .================. DECONSTRUCTION ) '================'

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It seems some construction workers to the north have been disrespected your sister. You will need to destroy six portables and kill the foreman. You have the choice of 3 construction tools to aid you. You have the choice of a bulldozer, the crane and some explosive barrels. The portables are marked on your radar with the green blips. As soon you enter a vehicle or destroy the first portable, you will have 3 minutes to destroy all 6 portables. Once all 6 are destroyed, the timer disappears and the foreman comes out and hides back in the porta-john. Grab a bulldozer and push the toilet into the hole nearby. Once you do that, get into the nearby cement truck and park the back end near the hole in the red marker. You may want to kill any workers to make sure they don't disrupt you. Once you do that, the hole will automatically fill with cement and your mission is complete. .-----------------------------------------------------------------------------. | You'll receive a call from Jethro and he'll tell you about an advanced | | driving school not too far away. Feel free to go there if you want. The "CJ" |

| disappears from your radar, but the next mission still starts at your | | garage. | '-----------------------------------------------------------------------------' .===================. PHOTO OPPORTUNITY ) '==================='

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You receive a call from Cesar and he tells you about a Ballas car on their way to make a big drug deal. This is your opportunity to finally identify the dealers. Get in any car and drive to the blue blip on your radar to pick up Cesar. Once you get to where Cesar is, hop into his car and go to the yellow blip on the radar. The destination is Angel Pine and it is a LONG drive. Once you get to Angel Pine, park in the red marker. Climb onto the roof and stand in the red marker to start the next part. You will need to take photos of four individuals. Pay attention to the on screen instructions when taking the photographs. The first person to arrive is Ryder. Wait until he gets out of this vehicle and zoom in to snap the photo when the marker appears. After that, a second car pulls up and a man with a mustache gets out. As soon as he gets out of the car, zoom in and take the picture. Cesar mentions his name is T-Bone Mendez. As T-Bone steps onto the street, a brown car will pull up from the right. Quickly move to the right and take the picture of the mysterious man. Lastly, the last car will come from the left and let out a purple-suit man near the previous car. Quickly take the guy's picture as soon as he gets out of the car. If you fail to take a picture of any person's face, you fail the mission. Cesar and CJ step down from the roof and drive away to a gas station. Cesar says you should split up and he'll meet you back at the garage. Mission passed and respect earned. .-----------------------------------------------------------------------------. | Save your game nearby and begin the long trek back to your hideout in San | | Fierro. | '-----------------------------------------------------------------------------' .================. MISSION: JIZZY ) '================'

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Head towards Jizzy's club, marked by the light blue circle on your radar. CJ offers his services to Jizzy to try to get a bit closer to the operations. First you need to drop one of Jizzy's girls downtown, so get into the

pimpmobile and head to the yellow blip on the radar. Once you get to the hotel, park in the red marker to let the girl out. CJ calls up Jizzy to let him know he dropped off one of his girls. Jizzy has another errand for you before the main job. It seems another pimp is trying to mess with Jizzy's girls. He wants you to head to Hashbury and ice him. You have two minutes to head to the yellow blip on your radar. Once you get there, the timer will disappear and you will have to kill the pimp. He'll first appear with a red marker over his head, so try to quickly kill him before he gets into a car. If he gets into a car, he'll just drive around in circles, so killing him won't be hard. Whatever the case may be, get back into the pimpmobile after you kill him. It seems some guys have been killing some of Jizzy's girls. Rush over to the yellow blip on the radar. The guys are underneath the bridge, so hurry up and get under it before the girl dies. Kill them both and then return to the pimpmobile. It seems one of Jizzy's girls is trying to leave the game and her sugar daddy is going to help her with that. You need to head back to the hotel from the first part and park in the red marker. You will need to destroy both the bodyguard's vehicle and the limo. Start with the SUV first and destroy it by doing drivebys or with a rocket launcher if you happen to have one. Quickly take out both vehicles to finish this mission and get $3000 and some respect. .-----------------------------------------------------------------------------. | You'll get a phone call after the past mission from Woozie. This will open | | up the Woozie set of missions, marked by the "W" on your radar. For now, | | continue with the missions for Jizzy. | '-----------------------------------------------------------------------------' .===============. T-BONE MENDEZ ) '===============' Get into a car and go to the blue blip on your radar to the ambushed van. When you approach the van, you'll see four men on motorcycles driving away with the goods. CJ hops on a bike nearby and gives chase. You need to nab all four packages from the motorcycle goons. You can get the packages in two ways, by either killing the goons or grabbing the packages with L1 when you get close to the bike. The bikes will split up soon after you start chasing them, which means a lot of backtracking for you to get all 4 packages. The bikers who have had their packages already stolen will give chase and try to kill you, but I wouldn't worry too much about them. (

About 5 minutes after you start chasing them, any remaining bikers will start going towards a rendezvous point. When and if this happens, haul ass to make sure you snag all of the packages before they reach that point, or you fail the mission. Once you have all 4 packages, head back to the club to finish the mission and get $5000 and respect. .=============. MIKE TORENO ) '============='

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This Mike guy seems to be stuck in a van that was stolen. He will talk to you until his cell phone battery dies, while giving you hints as to where he's at. You have 5:30 minutes to find Mike. The first location pointed out on your radar is in Doherty, so head towards the yellow blip on your radar. When you get close to the blip, Mike says he hears a truck-like noise, like a freight. Your next stop is the docks in Easter Basin. Once again, when you get to the blip, Mike says that he heard them firing some shots off when they stopped, like they were firing at a security gate. Your next, and last, stop is the airport, so head to the yellow blip. When you arrive at the airport, a bar will appear on your screen. You must use this to find the van and Mike before his battery dies. As you get closer and closer to the van, the meter will fill up and if you go away from the van, the meter will drop. Turn left and find the ramp that leads up to the tarmac to find the van. Now the van will start pulling away with some motorcycle escorts. Take them out and follow the van until it stops, which triggers more men to jump out of the van. Get out of your car and kill them all, then Mike will be let out of the van. Mike decides to torch the van. Shoot at the van to blow it up, then get in the limo nearby. Find the ramp you used to get up here and take it to the airport's entrance. As you approach the entrance and drive through the red marker, you'll get 3 stars. You should go to the spray icon on your map to the Pay-n-Spray to get the cops off of you. Before you head there though, head under the nearby bridge to find a police bribe to take off one star. After you get the cops off of you with the Pay-n-Spray, head back to Jizzy's club. Mission done and $7000 and respect earned. ************************************ Samkazza writes: I had trouble getting back to the pay and spray with this mission for some reason, probably because the handling on the stretch sucks. So, what I did was grab the helicopter in the far south-east corner of the airport (the two in the north are locked). Then i took the helicopter and went and touched near the red

dot where you have to go (the entrance of the airport). You only have to get close to it, you dont actually have to land or touch it. Then, I flew over and landed in the freeway (southbound side) just to the east of the pay and spray. It takes a minute or two for the cops to catch up and get to you in this location. I just got out of the chopper and ran over to the next car that came. Then, I drove through that gap on the freeway that is blocked by cones and was basically right next to the pay and spray, drove in, and it's downhill from there. This seemed a lot easier for me because I never had to deal with the cops trying to take me out during the drive back to the pay n spray. I completed it on my first try with this new tactic, and recomend it as an alternate method or those having trouble with this mission. .-----------------------------------------------------------------------------. | In order to continue the missions, step into the red marker at your garage | | in Doherty. | '-----------------------------------------------------------------------------' .==========. OUTRIDER ) '=========='

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Jizzy tells you to go meet T-Bone at the gas station in Easter Basin. Once there, a cutscene will occur in which T-Bone will give you a little test. Once that's over, drive to the van's location just up the street. Mike tells you to get on the bike nearby, but make sure you pick up the sniper rifle and rocket launcher before you do; you'll need them soon. You'll need to take out some roadblocks before the van gets to them. Get on the bike and rush to the first roadblock. There are 2 officers and 2 cars for the first one. Destroy them with the rocket launcher, then make your way to the second roadblock. There are three vehicles and one guy on the ground, but also 2-3 guys in the building to the left. Blow the street guys up and use the sniper rifle to take out the guys in the building. You could also just autotarget the guys on the building to kill them without having to target them with your sniper rifle (any gun with auto will do). Onto the third roadblock, with more of the same (the van is probably right on your ass now, so make sure to quickly take out the third roadblock). The fourth roadblock just has cops on the ground. After all the roadblocks are gone, make sure the van gets to where it's going. CJ tells the guy to hide the van, since the cops will be here soon. Mission done and $9000 and respect earned. .-----------------------------------------------------------------------------. | You get 3 stars after finishing Outrider, but it's on your own time and |

| isn't part of the mission. Luckily, your garage isn't far, so head towards | | it and save the game to get rid of the stars. | '-----------------------------------------------------------------------------' .=============. SNAIL TRAIL ) '============='

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Officers Tenpenny and Pulaski want you to kill a reporter and his contact. First thing to do is grab a decent car with some speed, then head north to the construction site to grab the sniper rifle that Tenpenny left you (it's in one of the large pipes). After that, you get a message saying the reporter is at Cranberry Station, so head there before the train leaves (don't worry, the train will leave before you get there, so don't get upset if you think you failed the mission). As you get to the station, you'll see that the train has already left, so get on the tracks and follow its LONG trip. I just stayed behind it the whole time, since there are some barriers and oncoming trains. Once the train arrives at Market Station, get out of your vehicle and quickly head to the street to find any car. The reporter will exit the train and head to the streets to find a cab to the meeting place. The Spook-O-Meter now appears on your screen. Simply make sure that you don't get too close to the reporter, or else you'll fail the mission. Once he gets a cab, follow it with a bit of distance between you and him to keep the meter empty. Once he arrives at the docks, keep your distance until he meets up with his informant. Once they meet, take out your sniper rifle and shoot one of the two people. This sends the other person running, so just run him down with another weapon to kill him. Mission finished. .-----------------------------------------------------------------------------. | The next mission starts between 20:00 and 6:00. If you need body armor, | | there's one across the train tracks, behind that large building near the | | large cliff (across from your garage). | '-----------------------------------------------------------------------------' .================. ICE COLD KILLA ) '================'

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Cesar hands you a gun with a silencer on it before you head out. How nice of him to do that. Grab a car and head to Jizzy's club. When you arrive at the club, the security at the front door won't let you in. Not a problem for CJ. Head towards the bridge and use the scaffolding to get on top of the club (you'll have to jump down when you get above it), then go into the club via the skylight. Go from the rafters and find the steps leading downstairs until you get to the main floor and trigger a cutscene. Jizzy makes the call, but CJ shows up and shows him his true colors. Jizzy escapes from the club and you'll have to give chase with his guards and girls firing at you inside the club. Kill the gunmen and exit the club via the front door. Jizzy escapes in his pimpmobile, so get into any nearby car and start chasing him. Do drive-bys until his car explodes, then kill Jizzy if he's still alive. I pretty much cornered him near the beginning of the chase and let loose on him with an Uzi until his car exploded. Once Jizzy is dead, pick up the phone and CJ will automatically call Cesar and tell him to meet him at Pier 69. Mission finished and $12000 and respect earned. ******************** Owen Long says that you can just drop down from the rafter in the beginning and you'll trigger the cutscene when you land. ******************** Scott (slade.hiro) wrote that you can blow up Jizzy's car before entering the club. When he goes outside to escape, he'll try getting on a bike which makes chasing him down much easier. You can also shoot Jizzy's tires before heading inside. ******************** .-----------------------------------------------------------------------------. | When you get to the red marker at Pier 69, Cesar tells CJ to come join him | | on the roof. Hopefully, you have a sniper rifle from the Outrider mission. | '-----------------------------------------------------------------------------' .=========. PIER 69 ) '========='

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Triads will arrive and they're heading being that T-Bone has men on the roof. Hurry from your current location. There are 3 men left side. Do it quickly. After, T-Bone and shortly arrive by chopper after.

for the roof, with the only problem up and snipe the guards on the roof on the right side and 3 more on the Ryder will arrive, then Toreno will

You will need to find T-Bone and kill him. Descend from the roof, making sure

that Cesar follows you. An easy way to find and kill T-Bone is to go around the side of the pier to the back. Going this way will avoid a long and hard battle with gunmen. Once you kill T-Bone, a cutscene occurs. After that, Ryder will jump into the water and you'll need to chase him. Jump over the railing and into the water. Follow Ryder to the boats, getting into the rear one (Ryder takes the front one). Do drive-bys on Ryder's boat until it explodes. Mission complete and $15000 and respect earned. ***************************** Jubeithps says that you can try to snipe Ryder on his way to the boat, so you won't have to waste any time doing drivebys on the boat. .-----------------------------------------------------------------------------. | The next mission starts at your garage in Doherty. | '-----------------------------------------------------------------------------' .======================. TORENO'S LAST FLIGHT ) '======================'

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Get into a car and head towards the yellow blip. As soon as you get there, Toreno's men start firing at you. Get out of the car and fire back, then head into the alley and go up the stairs to the heli-pad. As you get towards the top, the chopper will lift off. Head to the top, finish off any guards and grab the marked rocket launcher. If you're having trouble with this part, you could snipe the guards from a distance. Get a nice and fast vehicle for this next part. The bike in front will work. Head south on the street in front of the pad, following it as it curves right, then take the first left. Veer to the left and then right to get onto the freeway. Luckily, the chopper will follow the freeway so you don't have to take any other roads. Get a good distance ahead of the chopper and then get off of the vehicle and switch to the rocket launcher. Get off a few shots when the chopper approaches. If you miss, get on the bike again and get ahead of the chopper once again. Keep doing this until you hit the chopper once with a rocket and send it crashing into the ground. Mission finished and $18000 and respect earned. /===================\ WOOZIE'S MISSIONS ) (SF101) \===================/

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Just so you know, Woozie is blind. This is a surprising fact after you see him during the missions and after you raced with him before.

.=====================. MOUNTAIN CLOUD BOYS ) '====================='

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Get into a car, make sure Woozie gets in and drive to the blip on the radar. Park in the red marker and stay close to Woozie. Something's definitely wrong when you see all the people running away. Follow Woozie around the corner to where the gate is (I saw him run into the wall). Woozie mentions that the gate is usually locked, so it being open is unusual. The Vietnamese ambushed the place and they're on their way here again. A car crashes through the gate and four Vietnamese get out. Protecting Woozie comes first as you gun down the four men. As you make your way down the alley, two motorcycles pull up with four more men, so take them out. Around the corner will be a bunch of men, so take your time and take them all out. One will pop out from the alley to your right and one is on the roof straight ahead and just to the left. When you kill them all, Woozie and CJ automatically enter a car and he backs out of the alley, right through some Vietnamese cars. You drive and Woozie (who is blind) will surprisingly take out the cars. Simply drive around in circles so Woozie can blow the cars up (he has damn good accuracy for a blind person). After the cars are finished, drive Woozie back to his place to finish the mission and gain respect/$5000. .===========. RAN LA FI ) '==========='

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Head to the airport parking lot to pick up the package. As you go through the red marker, you're told to go and get the car. Head down into the car garage and towards the blue blip. Turn left to access the D section and get into the car with the blue marker over it. It's an ambush! Exit the airport while avoiding the delivery trucks that block the obvious paths. Head out into the circle road and get out of the airport area. You probably have noticed by now the meter on the screen monitoring your car's health. If the health reaches zero, you fail the mission. It's probably best to head onto the freeway, since the lockup is on the far north side of town. Not long after exiting the airport area, two motorcycles will give chase. Feel free to do a drive-by on them to kill them. If your car's health gets too low, feel free to go to a Pay-n-Spray to get it back to full health. Any pursuers are marked red on the radar. Once you get to the lockup, the mission will end when you drive onto the red marker. $6000 and respect earned. .======. LURE ) '======'

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The Da Nang Boys have tracked Ran Fa Li and will try to kill him if he leaves.

Once outside, get into the decoy car. You cannot leave the truck at any time, or else you will fail. The whole point to this mission is to make the Da Nangs believe that Ran Fa Li is in the vehicle. Head to the yellow blip on your radar to Angel Pine, then park in the red marker to start the chase. Two motorcycles will chase you, but just run away from them and don't fight back when they start firing on you. You will have to drive through 8 checkpoints throughout the countryside until you get to the finish. Be cautious with the car's health on the screen. If it gets too low, the pursuers will be able to peer into your vehicle and spot you as a decoy, which results in a failed mission. Watch where the checkpoints tell you to turn, since sometimes you can be going fast and can miss a turn. When you get to a roadside service station, your trek is over and you call to report your success and hear that Ran Fa Li has been moved safely. $8000 and respect earned. .-----------------------------------------------------------------------------. | If you haven't increased your lung capacity from its initial amount, then | | you must do so before you can attempt the next mission. Simply go into any | | body of water and dive, keeping an eye on your breath meter. Keep doing this | | over and over until you increase your lung capacity. The next missions can | | only be received between 20:00 and 6:00. | '-----------------------------------------------------------------------------' .====================. AMPHIBIOUS ASSAULT ) '===================='

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Get to the blip at the docks and enter the red marker on foot. CJ will automatically jump into the water. Follow the instructions and go through the markers, both on top of the water and underwater. You have to board the big boat by swimming to it, but there are Da Nang patrol boats nearby. Swim underwater to divert the attention away from the patrol boats, so the Da Nangs don't spot you. If they spot you, they will begin shooting at you. Keep diving under and resurfacing to replenish your breath. There are also spotlights on the ship that will alert the guards if they spot you. Head to the northwest side of the tanker and board it. Board the boat and grab the knife at the top of the stairs. Walk behind the first guard and stealth kill him. Walk behind the second guy when he's closer to the south side of his patrol. Sneak behind the next guy and kill him. Walk up the steps and stealth kill the next guy when his back is to you. At the top of the steps will be another guy, so kill him and then walk into the room to head inside the tanker.

Head downstairs quietly and watch out for the guard in the hallway. Don't worry about killing him, since the red marker is where you need to plant the bug. Press Triangle inside the red marker, then head back outside. Jump over the railing, into the water and swim to the yellow blip. Make sure to swim underwater every now and then to avoid the gunfire from the boats. Once you get to the red marker on the docks, mission is done. $11000 and respect earned. *********************** Nimi I. says when you get to the last place where you have to dive underwater for the ring, stay surfaced. Climb the platform. Using a Shotgun, shoot the people on the two boats on either side of you. Swim forward until you get to another platform in the middle of the ocean. Get on it. Using the shotgun or a rocket launcher, destroy the security boat on the left. *********************** .===================. THE DA NANG THANG ) '==================='

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You'll weasel your way onto the helicopter. When you arrive at the boat, start gunning any men you can see. As the chopper heads to the other side, you get hit by a RPG and the chopper goes down. You are the sole survivor of the crash and you have lost all of your weapons except for your knife. Head to the red marker by the boat and CJ will automatically climb the ladder. The guard says there can't be any survivors and turns his back to you. Use this opportunity to stealth kill him and take his shotgun. Once you do that, hop onto the lowest box and start climbing the container stacks. Eventually you'll be spotted, so just take out the guard standing on the right side. Continue on your way to the yellow blip, carefully taking out any men that cross your path. There will be a health powerup hidden among the second set of containers. When you reach a large hole that leads into the ship, head around to the other side and use the boxes to go down. Once inside, you'll see a cutscene followed by 3 guards spotting you. Take these guys out and hop onto the containers to the right of where you entered to find a gun and an armor pickup. Continue your way through this area, killing guards and eventually reaching the container where the refugees are (WATCH OUT for the last guard who will toss a grenade at you first). Shoot the padlock to free the refugees, who tell you that Snakehead is in the bridge. Head back out to the top of the ship and make your way towards the front. As you approach the bridge, there will be a guard right in front of the entrance. Make your way up the steps, keeping in mind that two guards will be at the top of the first flight. When you get to the bridge, Snakehead will toss you a katana and you must fight. Simply target him and quickly hit him a couple times to kill him. After that, head back outside and meet with the refugees, who are thankful that you saved them. Mission done and $15000 and respect earned.

.-----------------------------------------------------------------------------. | That's the end of the Woozie set of missions. The next mission requires that | | both The Da Nang Thang and Toreno's Last Flight have been finished. Once | | they both are done, simply head back to your garage to start the last | | storyline mission for San Fierro. You should go to an Ammu-Nation to stock | | up on weapons, since you aren't left with much after The Da Nang Thang. Pick | | up the AK-47 or M4 especially; it will come in handy. | '-----------------------------------------------------------------------------' .==================. YAY KA-BOOM-BOOM ) '=================='

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When you get outside, you'll receive a phone call from one of Woozie's associates, saying that he had a car rigged with a bomb. Head to the yellow blip on your radar to pick up the car. Once you have control of the wired car, head to the crack lab on your radar. When you get near it, simply exit the car and kill the guards, thus opening the gate. Take this time to clear the area inside before driving the car in. Once that is over with, get back in the car and drive it inside. Make your way to the ramp and head inside the crack factory. Turn left and stop, since there will be more guards inside. Get out of the car and head inside to the main area. Kill all of the guards, then head back to the car and drive it to the red marker. Press Circle to activate the bomb and you'll have 40 seconds to exit this building. More gang members will come after you, one on the catwalk to your right and 3 near the door into this area. There will be one last guard at the front door to this building. Exit the building within time and see it go up into a ball of fire. More guards will come out, but you won't have anymore time limits, so take your time in killing them. Once they're all dead, head towards the front gate, only to have it close. Get in the nearby Voodoo and head towards the ramp you saw. Clear out the remaining guards so you can have a peaceful jump. If you blow this Voodoo up, there will be another one marked by a blue blip on your radar. Build up speed and use the ramp to get over the wall. Once you make it over the wall, head back to your garage to finish the mission. $25000 and respect earned. .-----------------------------------------------------------------------------.

| After the mission is over, you'll get a phone call from a mysterious man. He | | tells you to come to his ranch in Tierra Robada across the Garver Bridge, to | | the south. The ranch is marked with a "?" on your radar, so head on over to | | new land. | '-----------------------------------------------------------------------------'

/============\ THE DESERT ) (A103) \============/

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Save your game once you get to the ranch. /===========================\ MYSTERIOUS MAN'S MISSIONS ) (DES100) \===========================/

( .=========. MONSTER ) '========='

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You will drive the course, while driving through the familiar red checkpoints. You need to finish in under 6:50 minutes. This challenge will take place off-road and on-road. Take your time, since 6:50 isn't hard at all and try not to flip over the truck. You lose the truck, you fail the mission. There are 35 checkpoints in all, so take your time. When you pass through the 35th checkpoint, the mission is complete. How much you earn is totally dependent on your time. The fastest time is 4:20 and the reward for topping that is $5000, with $1000 subtracted for each place under that. .-----------------------------------------------------------------------------. | You'll get another phone call from the mysterious man, saying to meet back | | at the ranch again. | '-----------------------------------------------------------------------------' .==========. HIGHJACK ) '=========='

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The man reveals himself to be MIKE TORENO! I thought he died in a flaming chopper. Quite an interesting twist to the story. Hop aboard the PCJ and wait for Cesar to hop on too. You need to hijack a truck that's heading to San Fierro from Las Venturas. Get onto the freeway heading to Las Venturas and head towards the blip on your radar.

When you get near the truck, you'll have to pull alongside it to the left and get as close to it as possible. Get to the front part of the truck and listen to Cesar for instructions. You must get Cesar aboard before the truck reaches Foster Valley, or you fail the mission. Once Cesar hops aboard, he'll stop the truck and you'll have to get in now. Once in the truck, drive it to your garage in Doherty to finish the mission. $7000 earned. .-----------------------------------------------------------------------------. | The "?" marker now becomes a "T." | '-----------------------------------------------------------------------------' .==============. INTERDICTION ) '=============='

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Get in the BF Injection outside and head to the yellow marker on the radar. When you get there, Toreno will say some stuff. He tells you to pick up the rocket launcher on the porch and get into one of three vehicles, then head over to the new blip. The red marker is on top of the arch in Arco del Oeste, so get to the marker and park into it. CJ will automatically set off the flare. You'll see the chopper coming, but there are some agency choppers coming in as well. You'll need to shoot down 4 agency choppers before this part is over. If you need health or more rockets, then they're located in the two shacks nearby. You must watch the chopper's health via the meter on the screen. The agency choppers may drop some men from time to time, so be careful since you'll face threats from air and land. When the final chopper goes down, the contraband one will drop its package via parachute in some location. Get into your vehicle and head towards the green blip. You'll find the package next to a cabin and another speaker. Once you pick up the package, Toreno will tell you to bring it back to the hideout. Follow the yellow blip on the radar to the hideout. Once there, drive onto the red marker in the garage to finish the mission. $1000 earned. .-----------------------------------------------------------------------------. | You need $80,000 before you do this next "mission." If you don't have | | enough, then do some odd jobs until you have that amount. | '-----------------------------------------------------------------------------' .=================. VERDANT MEADOWS ) '================='

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Toreno needs you to buy some property, mainly the abandoned airstrip. Get into a vehicle and head towards the airplane icon on your radar. Once there, head onto the green house icon and press L1 to buy it. After that, head into the nearby building with the yellow arrow. This is the area where you can save your game. Go back outside and around the corner to find a set of stairs leading to the second floor office. Step into the red marker and Toreno says he has planned out some flying lessons for you via the TV in the office. Mission complete. .-----------------------------------------------------------------------------. | Completing Verdant Meadows will open up the Airport set of missions. | '-----------------------------------------------------------------------------' /==================\ AIRPORT MISSIONS ) (DES101) \==================/

( .=================. LEARNING TO FLY ) '================='

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You now have to take 10 lessons on learning to fly, among other things. Your first lesson is taking off. Follow the on screen instructions to fly through 3 markers. The next lesson is landing a plane. Keep doing the lessons until you go through all 10 and pass the mission. If you need more help, I will put the whole school in the Schools section. Respect earned. .-----------------------------------------------------------------------------. | The red marker inside the office is for redoing any lessons to get better | | scores. To continue on with missions, head to the red marker down the | | runway, in front of the hangar. | | | | You'll get a phone call not long after finishing up the last mission. Wooz | | tells you that he has some stuff to do and this puts a yellow circle with a | | dragon in the middle on your radar. Feel free to go there if you want, but | | I'll continue with the airport missions. SAVE your game before attempting | | the next mission. |

'-----------------------------------------------------------------------------' .========. N.O.E. ) '========'

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Toreno says to stay under the radar. As soon as you get into the plane, a timer starts counting down from 10 minutes. Pull onto the runway and take off. Watch the messages on the screen to know when you go above the radar. When you do go above it, dscend a bit until the message goes away. The meter on the screen will slowly build up whenever you go above the radar. If it fills up completely, enemy radar locks onto you and they send air defense response. Try to avoid hills and any high land areas as you fly to the yellow blip. Fly into the canyon straight ahead from the airstrip until you get to water. Follow the water from there for an easier time. Once you get to the blip, fly through the marker in the sky to trigger the drop. After that, you'll need to fly back to the airport. Use the same radar-evasion techniques as you make your way back to the airport. I suggest going up the same river you went down in the beginning, as this will line you up nicely with the landing strip. Once you get back to the airport, land anywhere on the strip to get some comments from Toreno and to finish the mission. $15000 earned. This mission can be rather frustrating at first, since any minute mistake with the plane will probably send it crashing and going up in flames. It probably took me at least 10-15 tries to do it, since I kept running into things at first. For some reason, this plane seemed to move much faster than the one in the training lessons, but you should get a lot better as you go on. Good luck! .-----------------------------------------------------------------------------. | SAVE your game, then get the next mission. You'll get a phone call from | | Catalina after N.O.E., with her saying she don't love you no more. I don't | | like you either, you psycho! | '-----------------------------------------------------------------------------' .==========. STOWAWAY ) '=========='

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Watch the cinematics. You'll get on a bike and you'll have to board the plane via the ramp in the back. Stay to the right of the plane as you go towards it, thus avoiding the cargo that drops. Veer to the left when you get a chance and board the plane. If you need extra speed, lean forward on the bike a bit. Once you get in the plane, a barrel will knock your bike out.

You will need a parachute to eventually get out of the plane. Time your journey to the end of this area, while avoiding the barrels and taking out the crew. Avoid using any guns in here. Keep moving to the front of the plane and kill the last few guys. The last guy is the one with the parachute, so pick it up after you waste him. Plant a satchel charge anywhere on the plane, then walk to the end of the open ramp at the back. Detonate the charge and jump off the plane. You pass the mission as soon as you jump from the plane. $20000 earned. .-----------------------------------------------------------------------------. | Enjoy the freefall after the plane jump as you head towards the ground, then | | pull your parachute chord and land. Go back to your airport and get the next | | mission. The time needs to be between 20:00 and 6:00. An AK-47 helps | | immensely as well, until you get a MP4 off of one of the guards in the next | | mission. | '-----------------------------------------------------------------------------' .===============. BLACK PROJECT ) '==============='

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The easiest way into the compound seems to be through the blast doors shown in the pre-mission stuff, but you have to unlock them first by accessing the central control tower. There are two warning levels when and if a spotlight sees you, one that makes the spotlights go into tracking mode and the second shuts down the control tower. You only have until around 5:00 on the game clock to break into the control tower and go through the blast doors, so be sure to be quick and stay silent at the same time. You can only take out one spotlight. Using the radar and the thermal goggles, take out as many guards as you can from the entrance. Then head inside, grabbing the armor, and take out any close guards on your radar with the sniper rifle or AK-47. Head to the southeast corner of the compound and inch your way towards the control tower, after taking out the southeast spotlight. When you step into the red marker, the blast doors will open, but you only have a short time before they will close again. Run to the yellow marker on the radar and hurry through the blast doors. The compound is now on Defcon Red Alert and the damn alarm will be echoing throughout this next section (thank you mute button). Once inside, go through the yellow-trimmer door and into a large room with cranes. Use the platform above the room to take out all the guards and personnel. Once they're dead, go into the next large room with red ducts, again

gunning down the guards. Go through the door opposite the entrance, then through a side door into a room with a red marker. Kill the personnel, then step onto the red marker to disable the SAM site (Surface to Air Missile; this helps a lot). Go back to the ground floor in the red duct room and follow the one hallway to stairs leading to Research Section A. Follow the paths to some labs, which you'll then be told to find a keycard to access the locked door. The personnel guy there will give you his keycard, so pick it and the armor up and step into the red marker. This opens the door to the last area. Enter cautiously and take out the guards as you slowly descend the stairs. At the bottom is a jetpack (wheeeeee), which CJ will strap on automatically when you approach. Press X to shoot straight up and out of the compound as guards try to shoot at you. X ascends, Square descends, L2 and R2 together hover. You can even shoot your Uzi while riding the jetpack. Get to the yellow blip on your radar to drop off the jetpack to Truth. Mission complete and no reward. .-----------------------------------------------------------------------------. | Green Goo is the last mission for the airport set of missions. | '-----------------------------------------------------------------------------' .===========. GREEN GOO ) '==========='

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Fly the jetpack to the green blip on the radar. As you approach the train, the guards will start firing on you. Target and kill each one as you move towards the front of the train. When you get to a box that might contain the "stuff," shoot it to open it. The first two boxes are empty, with the third one containing what you need. Once you open the third box, collect the green goo and head back to Truth, designated by the yellow blip on your radar. Walk into the red marker at the airport to finish the mission. $20000 earned. .-----------------------------------------------------------------------------. | After finishing Green Goo, the airstrip now becomes an asset and can | | generate up to $10,000. The jetpack is also available right behind the set | | of steps leading down into the safehouse. Now, onwards with the Casino set | | of missions. | '-----------------------------------------------------------------------------'

/==============\

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LAS VENTURAS ) (A104) \==============/

/===================\ CASINO'S MISSIONS ) (LV100) \===================/

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There is a save disk outside the entrance of the Four Dragons Casino. Go inside and take the first left to find the mission starting marker. .================. FENDER KETCHUP ) '================'

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Your goal here is to scare the hell out of the guy strapped to your hood. You need to fill up the Scare-O-Meter by driving fast and executing some quick turns. Try to avoid the highway as to not attract the attention of the cops; that's the last thing you want right now. Also, try to avoid ramming into anything; a dead guy don't squeal. Going onto the highway will net you 3 stars, so as I said avoid it. There is a long strip of road just outside the casino, so make sure to speed down it heading the wrong way. Once the meter fills up, the guy will rat on the Sindacco family. Drive back to the casino and park in the red marker. $5000 and respect earned. **************************** Josh C. writes that you can carefully drive to the airport, then you'll have a lot of driving room without having to worry about any traffic. **************************** .=====================. EXPLOSIVE SITUATION ) '====================='

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Head to the quarry, marked by the yellow blip. Park in the red marker and get ready for some quick moving. You have 2:30 minutes to get into the one truck down in the bottom area, then quickly smash the crates and pick them up on foot (CJ will automatically defuse them). Hop down to the bottom area in your vehicle and get into the dump truck. Smash the four crates, including the one on the moving forklift, then pick up the dynamite and the timer stops. Now, onto the escape. Security blocks the entrance and you must find another way out. Get on the Sanchez marked on your radar and make your way to the first marker. Follow the markers as you continue up the quarry, taking out the security when you need to do so. There will two guards at the entrance, so take them out and head out of the quarry. After that, head to the drop off point to finish the mission. $7000 and respect earned. ************************************

Matt T. writes: You can easily bypass the above time limit on the detonation of the dynamite by going to the center stage-looking area, where the Sanchez is, and killing the guy holding the detonation device (looks like a cell phone). ************************************ .-----------------------------------------------------------------------------. | Completing Explosive Situation opens up the Quarry odd jobs. Completing | | Explosive Situation also opens up The Heist set of missions, marked on your | | radar with the green $. For now, I'll continue with the Casino set. | '-----------------------------------------------------------------------------' .=======================. YOU'VE HAD YOUR CHIPS ) '======================='

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Head to the plastics factory on your radar. The game says to enter the factory unnoticed, but I just went in with guns blazing. Either way, enter the factory warehouse. Now it's an unavoidable gunfight with at least 12 guys. I barged in and went into the warehouse, then stepped out and picked off any guys that came into my point of view. I slowly made my way to the opposite side of the entrance and picked off any guys there. Then slowly made my way inside and finished off the men. After you clear the factory, target and destroy all 10 machines. Watch out, as periodically more guys will show up. Kill them as they come. After all 10 machines are finished, slowly move to the wall opposite the entrance and take out any guys inside the place. Slowly move to the entrance and take out a guy on top of the boxes outside (he's the one that kept killing me, damn spaz shotgun). Get out of the compound and get back to the casino to finish the mission. $10000 and respect earned. ****************************** Jason G. wrote that getting in unnoticed means not being detected by the guys in the car out front. Go through the front and get into a position so you can snipe the gas tank of the car. This will take care of the guys in the car, so you won't have to worry about them when you go into the building. This has no effect on the building men, since they will know you're there whether or not you take care of the guys outside. ****************************** .-----------------------------------------------------------------------------.

| The mission marker is now in front of the casino's entrance. | '-----------------------------------------------------------------------------' .============. DON PEYOTE ) '============'

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Get a four-door vehicle and head to the blip on the radar. Park in the red marker when you get there. You'll find Paul and Maccar on the ground. Get in the car (this is why you need the four door) and head to the blip on the radar to a snake farm. After a cutscene, the hicks will start firing on Paul and Macca. Quickly take them out before either one dies, then get back into the car and head to Caligula Casino. Park in the red marker and watch the ensuing cutscene. CJ will call Woozie upon exiting the casino and say he knows a way to check out Caligula's Casino an easy way. Mission complete and respect earned. .-----------------------------------------------------------------------------. | Shortly after, you'll receive a call from Paul asking you to stop into the | | office to help out Rosie. A white box-like object appears on your radar, | | denoting the mission. Head inside Caligula's place and go into the main | | area, then turn left to find the mission marker. | '-----------------------------------------------------------------------------' .================. INTENSIVE CARE ) '================'

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Get a car and head to the hospital. When you get there, you'll find out that an ambulance has already picked up Mr. Sindacco. Three red blips appear on your radar, indicating three ambulances that are out on the streets. You must find the one that contains Sindacco. Ram each one when you find them until you get a message saying that particular one is the right one. If you ram the wrong one, the Mafia will find out you're after the ambulance from the alert. When you find the right ambulance, the driver will start speeding up and you'll get a message saying it's the right one. Keep ramming and shooting the ambulance until the Mafia guys get out. Kill them and quickly hop into the vehicle, driving your way to the yellow blip on your radar. Eventually some Mafia backup will arrive, but just concentrate on the road and get to the plant. When you park in the red marker, the mission is finished. $5000 and respect earned.

.-----------------------------------------------------------------------------. | Completing Intensive Care opens up the next mission, along with a side | | mission for those two lovable cops known as Tenpenny and Pulaski, marked by | | the "C" on the map. I will do the C.R.A.S.H. mission first, then continue on | | with the Casino missions. | '-----------------------------------------------------------------------------' .==================. MISAPPROPRIATION ) '==================' Head to Alvea Malvada. Once you get there, you'll find the place crawling with feds, so be careful. You can try and snipe the target, then pick up the dossier (agents will try to pick it up if you kill him). If the target spots you, he will try to escape via a chopper. Get in the nearby chopper and follow him. DO NOT ram him or knock his chopper down; if the chopper is destroyed, so is the dossier and Tenpenny wants it. (I managed to sneak to a good angle and shot him with a sniper rifle before he could spot me and get in a chopper. However, one of the guards grabbed it and got in a chopper.) (

Try to avoid flying over Area 69, cause if you do, you'll get 5 stars and you don't want that (the harrier jets will come after you, which is very bad). Follow the chopper until it lands and the guy tries to escape. Land your heli and chase him until you kill him. If one of the guards is driving the chopper, then he'll probably shoot at you when you get out of your chopper. Whoever you kill, grab the dossier and the mission will end. ************************** Many people have sent strategies saying that using the jetpack is a much better choice on getting to the guy with the dossier and a better choice than flying the chopper, should you need to chase someone. ************************** .-----------------------------------------------------------------------------. | Return to Caligula's Palace for this next mission. | '-----------------------------------------------------------------------------' .===================. THE MEAT BUSINESS ) '==================='

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Get into a vehicle and make sure Kenny does too, then drive to the yellow blip. Once there, go inside the door and you'll have a little meeting with a certain Sindacco, who collapses at the sight of you. Now it's time to PARTY! One of Sindacco's men throws a molotov, blocking the door with flames. Open fire on the men who come into this room, while Ken looks for an extinguisher. Make sure to protect Ken, because if he dies, you fail the mission. You must kill everyone, since they're all witnesses. As Ken puts out the flames, he tells you to start taking out guys in the next room. Strafe back and forth across the entrance, taking out the guys. Once that's over, Ken will go and hide in the freezer. DO NOT FOLLOW HIM, since Mafia guys will come and try to close the freeze door (if you go in and get trapped, mission failure). Keep killing the guys and Ken will come out of the freezer. In the room with the boxes, slowly inch your way through the door and kill any Mafia that come into your sights. Once everyone is dead, head to the exit and get into a car with Ken, then drive him back to Caligula's to finish the mission. $8000 and respect earned. .-----------------------------------------------------------------------------. | Completing The Meat Business opens up a new side mission for Madd Dogg, | | marked with a "D" on your radar. Head to the yellow dragon symbol to view a | | named cutscene, then head to the "D." You should also get another exciting | | phone call from Catalina. You'll get a phone call from Ken after the Fish in | | a Barrel cutscene. | '-----------------------------------------------------------------------------' .===========. MADD DOGG ) '==========='

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It seems some rapper is drunk and threathening to jump off a ledge. Once the cutscene is over, run to the pickup truck with a blue marker overhead, then drive into the red marker. In the next section, you can only move the truck forwards and backwards (X and Square), so try to line up under Madd Dogg as he stumbles back and forth. Eventually, Madd Dogg will jump and you have to catch him. Once he lands in the back of your truck, you'll need to drive him to the hospital, marked by the yellow blip on your radar. Drive CAREFULLY to the place; every bump and hit while in the truck will deplete his health a little bit. You don't have to worry about anyone, so get to the hospital and drive into the red marker. Mission complete and respect earned. **************************** Chris100 mentions that the truck you use to save Madd Dogg seems to be

bulletproof. Simply drive away after stealing the truck to get it. **************************** .-----------------------------------------------------------------------------. | Head back to Caligula's for the next Casino mission. | '-----------------------------------------------------------------------------' .==========. FREEFALL ) '=========='

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Drive to the airport, go through the front gate and head towards the hangar with the plane you need to steal. If you need any armor, there's a pickup in a corner in the hangar of the plane you need. Get in the plane and get on the runway, then take off to the north and follow the yellow blip. If the blip is pointing up, then fly up a bit. If it's pointing down, then lower your plane a bit. Once you spot the plane, bank until you get behind it. You must pass through the red circle above the plane, which will trigger a scene where CJ jumps out of your plane and lands on the Forellis' plane. Once you get in the plane, you'll have to take out the men onboard. Use L2 and R2 to take cover, then peek out every little bit and kill the hitmen. Once all four are dead, the pilot will sneak from behind, so kill him when you get the chance to. Once all 5 men are dead, CJ takes control of the plane. Fly back to the airport and land anywhere on the runway to complete the mission. $15000 and respect earned. .-----------------------------------------------------------------------------. | You'll receive a phone call after from Tenpenny, who says to meet him in Las | | Brujas to drop off the dossier. You must have finished Freefall and | | Misappropriation and have gotten the phone call right above before you can | | do the next mission. Go to the "C" on the radar. | '-----------------------------------------------------------------------------' .===========. HIGH NOON ) '==========='

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Watch the cutscene until you get to control your character. You can't kill Pulaski as he runs to his car, so get in the Bandito nearby and start to chase

him. Follow him as he twists and turns, getting in shots with an Uzi (MP5 recommended, since his car is built strong). Eventually, he'll probably get himself trapped in some corner where he'll be a sitting duck. When his car catches on fire, he'll get out, so kill him when he does (he's one tough cookie though). Luckily, when he got out for me, he was trapped under his car and I was able to shoot at him with no retaliation. Mission complete when he dies. ****************************** fellipe.reis wrote: Start running with super sprint in the direction of his car, and when he enters the car, shoot it. He will get out. When you start shooting him, there will be no damage, but after some time he will die(an ak47 or m4 is good to kill him). ****************************** Destroyer DX writes that you can shoot one of Pulaski's tires, which will end up making him drive horribly. This will help when having to chase him down, since he drives like a maniac. ****************************** .-----------------------------------------------------------------------------. | You'll get another "happy" call from Ken after this mission and the Caligula | | icon appears again on the map. | | | | You need to have completed Green Goo, High Noon, Freefall and Madd Dogg | | before you can attempt this next mission. | '-----------------------------------------------------------------------------' .=====================. SAINT MARK'S BISTRO ) '====================='

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The name alone should make people who have played GTA3 remember. Head to the airport and get on the jet. Take off and head to the yellow blip in the east. Once you reach it, you'll be in LIBERTY CITY! The guard says the party is invitation only, but CJ barges right in and dives behind a planter. Using the planter as cover, take out any guards on this floor, then move downstairs and take out the rest. Follow the path and take out any and all of the guards that show up. Eventually, you'll be outside in the back where you'll find the last of the Forellis. Take them out and when the last one falls, CJ will be back on the jet. Fly back to the Las Venturas airport and land anywhere on the runway to finish the mission. $20000 and respect earned. .-----------------------------------------------------------------------------.

| Afterwards, you'll get a phone call from your brother, Sweet, who's calling | | from jail. Doing Saint Mark's Bistro opens up the last chapter of the game | | with its first mission being A Home in the Hills. It starts outside of | | Woozie's office in The Four Dragons (yellow dragon marker). | | | | You'll also get a phone call from Leone. If you haven't done The Heist set | | of missions, then Leone will congratulate you on your job well done. If you | | have done that set of missions, then Leone will be a little sour. | '-----------------------------------------------------------------------------'

/============\ THE FINALE ) (A105) \============/

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The first mission begins in The Four Dragons, the yellow dragon symbol. /==================\ MANSION MISSIONS ) (FIN100) \==================/

( .=====================. A HOME IN THE HILLS ) '====================='

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Guide your parachute down and land on the helipad of Dogg's mansion. As soon as you land, get ready to fight. Keep the roof clear until the backup Triads arrive. Once they land, clear the roof of any remaining goons, then lead the Triads inside the mansion. Once inside, an ambush happens. Kill the four guards, including the two hidden in the planter. Continue into the hallway and slowly move down the hall, gunning the baddies. Each side room contains two guys, so gun them down. In the second or third bedroom on the left, there is an armor pickup. Make your way to the stairs and take out the men below. There are men in all of the directions, so be careful when you head downstairs. There is health in the large kitchen, so pick it up if you need it. Follow Big Poppa out the mansion, gunning down any guards that get in your way. Once you make it out the front door, Poppa hops in a car, so hop in the nearby car and chase him. Do what it takes to kill Big Poppa. Once his car explodes and

he's dead, the mansion becomes a safehouse for you. Mission complete and respect earned. .-----------------------------------------------------------------------------. | The save point is where you entered the mansion from the helipad. | '-----------------------------------------------------------------------------' .===============. VERTICAL BIRD ) '==============='

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Toreno calls in for one more favor from you. Get into the boat and drive towards the yellow blip. Drive your boat to the back of the cargo hold, then bail out swim inside the ship. Sneak up the ramp and use the boxes to get to the other side without being seen. If you get spotted, the person who spotted you will go and sound the alarm. If the alarm sounds, then your cover is blown. I suggest ignoring any stealth and just rush in, since there aren't many guards. Head through the hatch and go up the first set of steps. Don't go up the second, but follow the path around to the SAM control room. Once it's disabled, head down the hull and locate the Hydra jets. Pick the Hydra at the far end of the hull, but before you do that destroy the other two to lessen your work for later. Take off and you should have a Hydra come after you now (if you left the other two in the hull, you would have 3 on you). Take it out by following the instructions on the screen. Once that's done, head toward the spy ships. Keep making passes until you blow up all four. Once all four are gone, Toreno wipes his hands clean of the situation. Head to your airstrip and land the plane anywhere on the strip. Once you land, guide the plane into the hangar to finish the mission. $50000 earned. ************************************ P. Marsey wrote: When you are controlling the Hydra and have the 1-3 on your tail, simply fly close to or under a bridge and the Hydras will probably end up crashing into them, thus making your life easier. ************************************ .=============. HOME COMING ) '============='

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Drive to the yellow blip to pick up Sweet. Drive Sweet back to Grove Street. After Sweet finds out that a bunch of drug deals have invaded the neighborhood,

Sweet wants them all gone. The radar fills up with red blips, which show the drug dealers. Walk up to each one, reply negatively and kill them. Once all of them are gone, you'll need to initiate a gang war. Shoot Ballas until the area starts flashing red. When this happens, it's gang war time. Keep an eye on Sweet's health as three waves of Ballas come forth for the slaughter. Once the third wave is dead, Grove Street is yours once again. Mission complete and respect earned. .-----------------------------------------------------------------------------. | Finishing Home Coming opens up the Sweet set of missions, marked by a "S" on | | the radar. Gang Wars is also back now after finishing Home Coming. | '----------------------------------------------------------------------------' .=====================. CUT THROAT BUSINESS ) '====================='

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Get in a car and make sure Dogg gets in as well. Head to the yellow blip on the radar, to find out that Loc is getting interviewed. As soon as Loc sees you and Dogg, he gets in a hovercraft and speeds away. Dogg and you get into separate ones to chase him. You can't catch him, so make sure to just stay on his tail. Once he gets on the pier, he switches to a go kart. Again, you can't catch him, so concentrate on driving and keep on his tail. All you have to do is follow him until you get to view a cutscene. Mission complete and respect earned.

/==================\ SWEET'S MISSIONS ) (FIN101) \==================/

( .====================. BEAT DOWN ON B-DUP ) '===================='

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Feel free to recruit some Grove Street members for some cannon fodder later on. Get in a car with Sweet and drive to the yellow blip on the map. You find out that B-Dup doesn't live here anymore, but lives in Glen Park now. Head to Glen Park and initiate a gang war by shooting some Ballas. Make sure to keep an eye on Sweet's health throughout the war. Take out the three waves of

Ballas and the territory becomes yours. After you gain the territory, the focus moves over to a house across the street. Remember that if Sweet dies, you fail the mission. Take out all of the guards in front of the house with an AK or M4. Once you take out the final guard, head to the marker to confront B-Dup. Watch the cutscenes and mission complete. Respect earned. .==============. GROVE 4 LIFE ) '=============='

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Recruit as many gang members as you can and head over to Idlewood. To recruit a gang member, target one and press up on the directional pad. Once again, Sweet must stay alive during the mission. Shoot some Ballas to initiate a gang war. Go through the three waves to take over the territory. You must take over 2 territories after all is said and done. Once you take over any 2 areas in Idlewood, drive Sweet back home. Mission complete. $10000 and respect earned. .-----------------------------------------------------------------------------. | After you finish both Grove 4 Life and Cut Throat Business, the "CJ" icon | | appears back on the map. This is the last set of missions, so be prepared | | for some tough ones. The missions start at Madd Dogg's mansion. | '-----------------------------------------------------------------------------' /===============\ RIOT MISSIONS ) (FIN102) \===============/

( .======. RIOT ) '======'

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After you see the TV stuff about Tenpenny getting let off and riots breaking out in the Los Santos hood, Sweet will want to go back home. Just concentrate on driving and avoid any of the rioting happening on the streets. Be careful to avoid any of the exploding vehicles that you may come across. Once you get to Grove Street, drive into the red marker to finish the mission. .-----------------------------------------------------------------------------. | The next mission starts in front of Sweet's house. Get armor and get some | | assault rifle ammo if you need it. You'll definitely make it easier upon |

| yourself if you do. | '-----------------------------------------------------------------------------' .================. LOS DESPERADOS ) '================'

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Recruit two Grove boys, then get into a car and head to the yellow blip. You need a group of four people before you can proceed to Unity Station (CJ and Cesar included of course). Meet Cesar's veteranos and they all express a hatred for the Vagos. You will have to go through the neighborhood in order to get to Cesar's house. Head through and follow Cesar, making sure to kill any and all of the Vagos that come up on your radar. Vagos are always marked with a red arrow over their head, so you won't have a hard time distinguishing them. Once you hear Cesar say that's the last of them, head into the red marker in the alleyway. More fighting ensues. Continue picking off the Vagos as you continue forward to Cesar's house. Watch out for the Vagos hidden in the garage. One of Cesar's boys heads into the line of fire and gets injured. As you approach him, more Vagos start pouring in from over the walls. Keep firing and making sure Cesar doesn't get killed. A few will come from behind you, so take them out. After the alleyway is cleared, it's time to get Cesar's house back. Unfortunately, this can be the hardest aspect of the mission since one of the Vagos has a flamethrower and another one on the roof has a ROCKET LAUNCHER! The guy with the launcher should be your first priority, then the flamethrower. Finish the rest of them to finish the mission. Respect earned. .-----------------------------------------------------------------------------. | As the name of the next mission suggests, it's the last storyline mission. | | Pack some serious heat and get ready for an intense battle. You might get a | | phone call from Sweet telling you to take over more territories. You need to | | control at least 35% of the areas before the final mission is available. | | Keep checking under Gangs on the stats to see how close you are to 35%. | '-----------------------------------------------------------------------------' .-----------------------------------NOTE--------------------------------------. | |

| There are two Skip Trips for the next mission that need to be pointed out to | | save some frustration. After you kill the boss at the top of the building, | | you can die and continue from that point should you start the mission | | without reloading. The other Skip Trip is located after you exit the | | building and the car chase begins. DO NOT RELOAD THE GAME IF YOU FAIL DURING | | THE CHASE SEGMENT! Simply go back to Sweet's house and reaccept the mission | | to start at the chase scene again. | | | '-----------------------------------NOTE--------------------------------------' .=================. END OF THE LINE ) '================='

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Get in the car with Sweet. When you get there, CJ convinces Sweet to let him go alone to knock out Smoke for good. Unfortunately, the only way in is locked down because of the riots. You'll need to bust it down somehow. Go through the alleys and shoot the guard near the SWAT tank, then hurry up and get inside. Head back up to the crack fortress and bust down the wall. Once you smash the wall, drive through the place and run over the Ballas (or you could have some fun and fire the water cannon to knock them down). Find the entrance to the next area in the back. You learn that Smoke is on the fourth floor, so you'll need to go up 3 floors to get to him. Carefully follow the path, watching out for Ballas who roll into the hallway. Go through the gated doorway and pick up the armor in the little office-like room. Now, get ready and head through the double doors into a big area with a lot of enemies. Once you've cleared the area, head towards the doorway at the other end of the room. Once again, hide behind the boxes while you take out the Ballas in this room. After you finish, head around the corner to find stairs. Go up the steps and go around the corner to find a health powerup. After that, head through the double doors to floor 2, the drug lab. Climb the steps and take out the guard in the office, then grab the armor and head through the doors. Take the guard here, then go through the next set of doors, leading to the drug lab. Take out the guards in this area, using the explosive barrels to help. Once you clear the area, head up the steps to find that the office door is locked, so follow the catwalk to notice two guards enter the room below. Take them out and then go through the office doors at the other end of the catwalk. There's a health powerup inside the office. Go through the next set of double doors to floor 3. Another guard and armor at the top of the stairs. Go through the doors and quickly take out the guys. Go through the next doors to find a

lounge filled with Ballas. Gun the guys behind the bar, then use to take out the rest of them. Go into the next room and through the some more Ballas. Notice the statue of Smoke as you gun down the the hallway to the next door, stopping in the side rooms if you need Watch out for any remaining guards inside the rooms.

it as cover doors to find men. Follow health/armor.

Go through the doors, up the steps and into the next room to find Big Smoke. It's time for the showdown with Smoke. He's wearing armor, so keep shooting at him to eventually take him down. Watch out for Ballas who come into the room. A bit into the battle, the lights go out, but you can still take down Smoke without the thermal goggles by the lower window. After Smoke's life is all gone, CJ and him exchange a few words, when Tenpenny shows up. After CJ loads up the bag full of money, Tenpenny will cause an explosion which makes the lights go out and a timer appear. You have seven minutes to get back down to first floor and out of the building. Equip the night vision goggles CJ picked off Smoke. Retrace your steps back down into the lounge, fighting the Ballas that have arrived. Continue going down until you get to the drug lab. Body armor has respawned in the offices at the top of the stairs. When you arrive on the drug lab floor, you'll be told about fires. Grab the fire extinguisher after killing the guys in the room. Put out the fire by the door, then go through and take care of the rest of the guys in the room. Keep moving to the first floor, extinguishing flames and take out the bad guys. Once you make it to the exit, you'll see CJ make a running exit out of the building. You're now outside and you see Tenpenny speed away in a firetruck with Sweet hanging onto the ladder in the back. CJ hops into the nearby car and it's time to give chase. Keep close eye on the truck, making sure not to hit it to keep Sweet safe. This is quite a long chase, so make sure you don't lose Tenpenny. Don't worry when you see the firebombs go off since they can't hurt your vehicle. Keep following Tenpenny as he gets onto the highway and a police officer get onto the back and steps on Sweet's hands, trying to knock him off. Hurry and get yourself to the back of the truck, before Sweet loses his grip. You must be directly behind the truck in order to catch Sweet when he falls. When you do it correctly, Sweet will land in your car and the final part of the game will start. Sweet and CJ switch positions, with Sweet driving and you firing. Shoot the cop off the back of the firetruck, to make sure he doesn't open fire on you. Don't worry about the firetruck, since you can't destroy it. Worry about the police cars, bikes and Vagos rioters when they show up. Eventually, Tenpenny will start to lose control of the truck and crash through a railing off an overpass bridge. Sit back and enjoy the ending, for the story of San Andreas is now over! Mission complete and respect earned!

O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| IV. NON-STORYLINE MISSIONS | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O -----NOTE----Non-storyline missions contribute to 100% completion of the game, meaning if you want 100%, you need to do them. If you only want to beat the story, then don't worry about them. -----NOTE----/=================\ ZERO'S MISSIONS ) (AN100) \=================/

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You must have bought Zero's store for $30,000 before his set of missions open up. Once you buy it, you should receive a call from Zero confirming the purchase. Zero is a lover of the RC vehicles, so enjoy the missions, at least until a certain one. .==========. AIR RAID ) '=========='

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You'll appear on the roof of the store and it seems Berkley has launched an air attack on Zero's transmitters. You control the mini-gun nearby and must protect Zero's transmitters from the "toys." The mini-choppers appear as red blips on your radar. They're hard to hit, but it shouldn't take many shots to bring one down. You must protect the transmitters for 3 minutes. Watch the bar on the screen to monitor the transmitters health. Be careful not to shoot Zero, which results in a failed mission. If even one transmitter survives, you pass the mission and receive $3000. .=================. SUPPLY LINES... ) '================='

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This is the mission I was talking about before. This can be one of the most frustrating missions in the game. You have to destroy 5 couriers with a RC Baron. The RC Baron only has a limited amount of fuel, so you must be quick with this mission. X increases the throttle, while Square decreases it. L2 and R2 make it turn left and right, while L1 fires its machine guns. Even though it sounds easy, the plane is damn hard to control, in my opinion.

Head to the nearest marker on your radar and drop behind the van. Open fire and blow it up. If the driver gets out of the van, you'll have to kill him too. Once you take care of that van, head to the next nearest blip, which should be a bike. After the bike, the next nearest blip should be another van. The northwest one is the third van and the northeast one is another bike. Hopefully, you can shoot them while in the air to save time. Once all 5 are done, you'll have to fly back to Zero's store's roof with the remaining fuel. Some of the guys will fire back at you with what seem like AK-47s. This presents a problem since your plane doesn't take too much punishment before becoming a fiery ball of nothing. Watch out for the stoplights, trees and power lines when flying. Also, don't try to hit the ground too much. You get $5000 when you pass this mission. ********************************************** Humble_Potato writes: Firstly, I would mention that the fastest way seems to be going for the bike courier first, he is to the left from your beginning position. Then go and get the van (the one that's a little further away of the group of 3), the one where they flee after you shoot them. If that van is far away, just give up. Stop the plane on the ground and press O to self-destruct. If that van is reasonably close, blow it up quickly. Then return to the closer van. It moves very slowly, and when you shoot, the driver will get out and shoot back. Then chase down the two other couriers, the one on the dirtbike and the other van. One more thing I felt was important to mention. In efforts to conserve fuel, the first few times I laid back on the throttle and tried to coast. Your speed however does not affect fuel consumption! So it is best to go as quickly as possible for the duration of your journey. ********************************************** .-----------------------------------------------------------------------------. | SAVE YOUR GAME after doing that last mission. We definitely don't need to | | try that again. | '-----------------------------------------------------------------------------' .================. NEW MODEL ARMY ) '================'

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You control a RC Goblin in this mission, while Zero will control the RC cars. He has 3 of them, but can only control one at a time. The Goblin can pick up

metal objects with the Circle button. Square makes it descend while the X button makes it ascend. You will have 8 minutes throughout this entire mission. First, go forward and pick up the barrel on the bridge, then deposit it somewhere. Berkley also has a Goblin and his deposits a barrel on the road, so pick it up and move it out of the way. Pick up a bomb at your base and destroy Berkley's chopper if you want. Zero asks you to pick a plank at your base and make a bridge across the river. Ignore him right now and pick up bombs to take out the mini-tanks located along the path. Berkley doesn't send out any new vehicles, so doing this will prevent Zero from getting slaughtered. Once they're out of the way, go back and get a plank so Zero can cross. Get another plank from your base and bridge the second gap. Now you're home free. Remove any barrels dropped by the other Goblin, then watch as Zero enters Berkley's base. You earn $7000 for this mission. .-----------------------------------------------------------------------------. | Zero's RC car store becomes one of your assets after New Model Army and can | | generate up to a maximum of $5000. Make sure you collect it regularly. Now | | it's time for some Woozie's missions. | '-----------------------------------------------------------------------------' .================. BACK TO SCHOOL ) '================'

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(AN101)

Back to School doesn't open up until you finish the Deconstruction mission. This mission is basically the whole driving school. You must get at least 70% on all the challenges to finish the mission. /========================\ STEALING CARS MISSIONS ) (AN102) \========================/

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You need to have finished Back to School and Yay Ka-Boom-Boom before this set of missions become unlocked. It appears as a "CV" on your radar. .============. ZEROING IN ) '============'

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Zero has constructed something that homes in on cell phone calls. You must use this device to track down one of the cars on your client's list. However, the signal will go away after a bit, so you must hurry to each blip on your radar before it goes cold. At first, the blip will be red and will become white and will eventually start to disappear. As you spot her car, an on-screen prompt will tell you to spin her around with the PIT maneuver from Driving School. As long as you don't destroy the car, you can stop it by any means. Once you do

that, the driver will bail the car and run away. That's your cue to steal the car and drive it back to your garage in Doherty. Missions complete and $5000 and respect earned. .-----------------------------------------------------------------------------. | The Wheel Arch Angels car mod shop opens up in Ocean Flats after finishing | | Zeroing In. | '-----------------------------------------------------------------------------' .============. TEST DRIVE ) '============'

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Get a car, making sure Cesar gets in, and head to the showroom (yellow blip) on your radar. When you pull into the marker, Cesar mentions the cars are on the second floor. After the cutscene, drive your car out the window and begin to follow Cesar, marked by the blue blip on your radar. He's one crazy driver, so expect some crazy stuff as you're following him. Eventually, he pulls a stunt that attracts the cops and you'll get two stars. Don't pay too much attention to the cops and continue following Cesar. After a short time, Cesar will trigger a Nitro boost and you should follow suit by pressing Circle or L1. Soon after, the two stars go away. When Cesar turns into an alleyway and you follow, the cops are once again on your tail. Back out of the alley and continue following Cesar as he goes around a construction site and eventually loses the cops again. After that, you'll need to head back to your garage and park in the red marker to finish the mission. $5000 and respect earned. .====================. CUSTOMS FAST TRACK ) '===================='

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Get in the car with Cesar and head for the docks, marked by a yellow blip. When you get there, go inside the red marker and press Triangle to enter the crane. Press the left analog stick to adjust the crane's position. X lowers the magnet while Square raises it. Press Select to change your view if you need to do so. Simply let the magnet hit the top of a crate to let it attach. Once you have a crate, maneuver the crane over to the red marker on the dock. Once the shadow is over the marker, gently lower the magnet to the ground and press the Circle button to release the crate. If you drop the crate from too high, the crate might bust open and you could destroy the car inside, which will

result in you failing the mission. No matter what crate you choose, the third one will always be the car you need. When you drop the third crate, Cesar will drive the car out of it and some thugs will pull up and begin firing. Exit the crane and kill them, making sure that Cesar doesn't die. After you kill them, a second car pulls up with 3 more thugs. Kill them and then two guys will approach on foot. Once you kill them all, get in the car and head back to your garage to finish the mission. A maximum of $10000 can be earned, with money taken out for damages, and respect earned. .-----------------------------------------------------------------------------. | Finishing Customs Fast Track will unlock the Exports/Imports odd job. | '-----------------------------------------------------------------------------' .=================. PUNCTURE WOUNDS ) '================='

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Get in the modified car and head towards the red blip on your radar. Your car can drop spike strips from behind to pop the tires on the target car. You only have 3 though, so be sure to make them count. When you find the car, wait until you get to a straightaway with no upcoming turns, then quickly get in front of the car and drop a Stinger. When you pop the tires, the lady leaves the car screaming and running. Approach the car and Cesar calls to ask how it's going. After the conversation, CJ automatically repairs the tires and you'll be driving it now. Get it back to the garage in Doherty to finish the mission. $5000 and respect earned. .-----------------------------------------------------------------------------. | After you finish this set of missions, Wang Autos becomes an asset and can | | generate up to $8000. Also, all of the cars you have stolen are inside Wang | | Autos, so if you want one, you can just take it from there. | '-----------------------------------------------------------------------------'

/====================\ THE HEIST MISSIONS ) (AN103) \====================/

( .=========================. ARCHITECTURAL ESPIONAGE )

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'=========================' You first need a camera before you can head to the planning department building. Head north along this main road to the red blip to find some tourists. Kill one and pick up the camera he drops, then get a car and go to the building. Head inside once you're there. Make sure you have no visible weapons out before you head inside. Approach the front and the secretary asks you a question. Press right on the D-Pad, then left for the next question and right for the last one. Once that's over with, head to the yellow blip and head to the top floor. You can't photograph the blueprints with the guard there, so head downstairs to the Document Depository. Shoot the air thing in the back of the room and the fire alarm will go off. Run back upstairs and take a photo of the blueprints. You'll view a short cutscene and you'll now have 2 stars. Go all the way to the bottom floor, stopping to kill the security on almost every landing, and go out the front door. You should have a good number of stars now (around 4-5), so hop in a car and quickly go back to The Four Dragons to finish the mission. Respect earned. .==================. KEY TO HER HEART ) '=================='

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Drive to the Caligula's casino. Follow the croupier, but don't get too close or you'll spook her. You also fail the mission if she gets too far away. She stops at a sex shop, so hurry inside after her. She's somewhere inside, but just go in the red marker to trigger a cutscene. After that happens, get inside the east room and pick up the gimp suit, then go back outside and continue following the croupier, remembering not to get too far or close. Park outside the croupier's house. The guy she was talking to before will walk down the street (he is not marked on your map). He is a bit on the old side and is wearing no shirt. Kill him and pick up the purple object he drops. After that, head inside the girl's house. Watch the cutscene and then the mission will end. Respect earned. .-----------------------------------------------------------------------------. | You will have to court Millie (that's her name) before she will give you the | | keycard. There's an easy way to do this. Go and change into the gimp suit | | and head to her house and step into the red marker, which means she is there |

| (no red marker means she's not home). You need above 33% to score the | | keycard and you can keep progress by checking achievements under stats. | | Simply do two dates with her in the gimp suit and your progress will be | | enough. After the second date, you'll get a phone call from her saying she | | left the keycard for you in her "bedroom," so go inside her house and get | | it. Once you get it, head back to the casino and get the next mission. | | | | *********************** | | Tom Xia wrote that you could just kill Millie on the first date. After that, | | Ken will call and CJ will explain the situation, then Ken will tell you to | | break into her house to get the keycard. | | *********************** | '-----------------------------------------------------------------------------' .===============. DAM AND BLAST ) '==============='

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Go to the airport. You'll need a parachute to get onto the dam quay. Get in the plane at the end of the runway and take off, then head west to the yellow blip. You'll need to get some serious altitude for this mission, so continue climbing until the blip becomes level (meaning square, not arrow up or down). When you fly through the red circle, press Triangle to jump out of the plane. Freefall for a bit, then pull the cord and parachute over to the yellow blip. You can land on or near the red marker. Once you land, head towards the end of the dam quay. Pick up the knife. You must stay quiet and use stealth for this mission. Stealth kill the first two guards on your radar and head inside. When you get close to each generator, press Triangle to plant each charge. Plant all 5 charges and walk into the red marker at the end of the room ro escape the dam. Mission complete and respect gained. .============. COP WHEELS ) '============'

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You have 12 minutes to steal 4 police motorcycles and bring them to a Packer. The bikes are green blips on the radar. Once you get to a bike, hurry up and

steal it, then head towards the Julius Thruway to get to the packer. Drive onto the back of the Packer and when you view the cutscene of the bike locking into place, head off the Packer and steal the nearest car to make your way to the next bike. It sounds easy enough, but there are a few things to watch out for. Do not kill any of the cops. The last thing you want is a wanted level of higher than 1 star (get that for stealing a cop vehicle). If a cop starts pulling away, simply knock him off and hop on the bike. Another thing to watch out for is the traffic on the highway. People are absolutely insane when driving on the highway. I have seen numerous pileups because of the reckless driving. Once you get all 4 bikes onto the Packer, mission complete. Respect earned. .==================. UP, UP AND AWAY! ) '=================='

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If you don't have a military vehicle, don't worry. Head to the yellow blip on the map. Wait for the gates to open up to let the Patriot out, then head inside. The guys in the base are packing some serious heat, so bring an assault rifle and don't forget armor. Take out any guards around the gate, then make your way to the warehouse on the left side. Carefully make your way to the opposite entrance, taking out guards on the ground and on the catwalks. Once you make sure that everyone is taken care of, head outside. If you need health/armor, there are one pickup of each on the ground floor in the open. Once you're outside, carefully make your way to the steps located to your left. Continue to make your way to the roof, where you'll eventually see the chopper you need. You'll get a message that two gunships are on their way to intercept you, so step into the red marker to man the gun emplacement. Once you destroy both of the choppers, climb the steps chopper. Move towards the blue blip on the radar to pick up the and position yourself to grab it with the magnet. Once your airstrip. Be careful with the van; try not to hit There's no need to rush with the van, so take your time to get you get there, carefully put the van in the red marker Leviathan in the indicated area to finish the mission.

and get into the van. Hover over the van you have it, head to anything with it. to the airstrip. Once and then land the Respect earned.

*************************************** Andy wrote: For Up, Up and Away, there is a quick and easy way to bypass the majority of the

military. Start the mission at the Red Dragon Casino. Once the briefing is over make sure you have plenty of SMG ammo and armor on and then head down to your abandoned airfield and pick up the jetpack. Simply fly over everything and over to the helicopter that you're supposed to use. Shoot down any opposition and land next to the chopper. It will be locked so head over to the anti-air gun and kill the few helicopters that were sent to intercept you. Then head back to the chopper and fly to the truck, unopposed. *************************************** .-----------------------------------------------------------------------------. | You need to have finished Up, Up and Away and Saint Mark's Bistro for the | | next mission to be unlocked. You also need to have gained the keycard from | | Millie. | '-----------------------------------------------------------------------------' .=================================. BREAKING THE BANK AT CALIGULA'S ) '================================='

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It's time to rob Caligula's! Head up the street to Caligula's. Enter the front door without brandishing any weapons and do not cause any ruckus inside. You now have 4 minutes to get the team inside. Head to the staff door, then press Triangle to swipe your card. Head downstairs one level to the generator room. Gently toss a gas grenade into the ventilation shaft. You should see a cinematic when you do it right. Follow the blip to the door and use the keycard again. Zero blows the charges you had on the dam and the lights go out. Put on your night vision goggles, then head to the next yellow blip. When you get to the service garage door, you'll need to find something heavy to help lift it. Get in the marked forklift and use it to open the door. The van is backed into the garage and the timer disappears. Unfortunately, a new timer appears; you have 7 minutes to break into the vault, steal the cash and bring it back to the van. Stay ahead of the team and take down all of the security. Follow the team down into the vault area, then Zero will chime in saying that someone's trying to restore power using the backup generators. Grab the satchel charges in the vault area, then head upstairs to the generator room. Go upstairs and take out the two guards, then place satchel charges on the generators and blow them up from a safe distance. Go back downstairs and the vault door is blasted open. Go inside, snag the

snag the armor and Zero reports that Mafia henchmen are coming downstairs. Gun them down while your team is stealing the money. Once all the henchmen are killed, it's time to head back to the van. Stay ahead of your team and kill the Mafia goons as you head back to the van. Once you get to the van area, your team takes off and the timer disppears. Since you're the decoy, you'll need to head to the service elevator. Zero's arch enemy, Berkley, manages to restore power to the casino. Head to the yellow blip on the radar, gunning down the Mafia goons. Go into the red marker to ride the elevator to the top, then ascend the stairs to the roof. Take care of the police chopper, since it will drop guys down to slow down your progress. You need to make your way across the roofs to the parachute. Jump over the first roof to find guards sitting there, so take them out and get the parachute on the next roof. The cutscene shows a police chopper on a nearby roof. You can parachute over, kill the cops and use that to get to your safehouse. I didn't make it onto that roof, so use other means to get to your hideout. Once you get in the red marker, mission complete. $100000 and respect earned. .-----------------------------------------------------------------------------. | You should get a call from Salvatore, who found out about the heist and is a | | BIT ticked off. CJ taunts him a bit. | '-----------------------------------------------------------------------------'

O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| V. WEAPONS (B100) | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O There are a few more weapons in this game than in previous ones. There is also something new that was implemented into this game though. A lot of weapons have 3 skill levels in the game: Poor, Gangster and Hitman. You can view a weapon's skill level by holding L1 when holding that particular weapon. You can also view it from the Pause menu. The more accurate shots you get with the weapon will increase your skill with it. Gangster skill level is usually reached from about 10-30% of the skills levels bar. When Gangster level is reached, you can move while in aiming stance and

aiming mode and your lock-on range, accuracy, rate of fire and strafe speed is increased. Hitman skill level is always reached at 100%. Only 11 weapons can achieve the Gangster level and Hitman level, with Hitman level being split into two groups: Double Weapon Hitman and regular Hitman. Hitman is basically the same as Gangster, only better. The following weapons have skill levels: Silenced Pistol, Desert Eagle, Shotgun, Combat Shotgun, *Sawn-Off Shotgun, *Tec-9, *Micro-SMG, AK-47, M4 and *Pistol. Those marked with a * achieve the Double Weapon Hitman Level instead of the regular one. Simply pick up another gun to wield two, if applicable. ********************************** xalvos09 wrote: As for the weapon upgrading, it's simple. Go to pretty much any save spot. By a house of one out in the open (like the one near the garage in San Fierro). Now just go crazy and shoot everyone around till you either out of bullets or close to dead. When your health gets low or there gets to be too many cops,just go into either the house of save icon to save your game. After you do that, you'll get full health and your wanted rating will go to zero. Now just repeat that cycle until you you get whatever weapon you want up to hitman. Simple! It works best when you know where to find nearby weapon pickups, cause after you save you can just quick run to the weapon pickup (which will always reappear after you save), grab the free pickup, go back near the save point and start shooting. This trick makes it very easy to get your weapons up to hitman level. ********************************** Ravensoul wrote: Go to a secluded place and make sure you have a lot of ammo for the weapon you want to improve and a vehicle. Aim at the tire of your vehicle and keep shooting at it to increase your skill. ********************************** There are 12 weapon slots for CJ, each holding a particular class of weapons and items. You can only carry one of each type and have to replace one if you desire another of the same type. I will list the weapons by their slot, some statistics about them (weapon skill if applicable, etc) and some comments on them provided by me (personal opinion of them). /===============\ SLOT 1 - HAND ) \===============/

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---FIST ---You start the game with nothing but your bare fists. Crude but better than nothing -------------BRASS KNUCKLES --------------

Give your punches an extra jolt of damage. You can easily find some under the overhead bridge near your starting point. /========================\ SLOT 2 - MELEE WEAPONS ) \========================/

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Melee weapons don't seem to differ too much in power, except maybe the chainsaw. -----------BASEBALL BAT -----------A staple of the GTA series. The baseball bat adds an extra punch over your fists. -----SHOVEL -----A new addition to the melee class for San Andreas. That's not dirt on the end of the shovel. You can easily find one in the beginning of the game in Ryder's backyard. -------POOL CUE -------Practice your pool techniques on some enemies. This is another new addition for San Andreas. Find hidden or from bars after playing a round of pool. -----KATANA -----Slice and dice and stab the enemies with this weapon! Definitely one of my more favorite melee weapons in the game (due to my high interest in Asian culture). --------GOLF CLUB --------Practice your tee-off swing with this melee weapon. ---------NIGHTSTICK ---------Become a police officer with this melee weapon. All regular cops carries one of these, so bring down one if you really want it. ----KNIFE ----Just an ordinary knife. This is your primary weapon choice when doing some stealth missions. -------CHAINSAW

-------Definitely a favorite among players of the series. The Triangle button simply juts the chainsaw in front of you, while the Circle button will slice and dice your opponents into tiny little pieces. /===================\ SLOT 3 - HANDGUNS ) \===================/

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-----PISTOL -----Another staple of the GTA games. Gangster level is reached at 10% skill level. You can wield two Pistols when you reach the Hitman skill level. -----------SILENCED 9MM -----------A wonderful weapon because of the quietness and is five times as powerful as the Pistol. Gangster level is reached at 20% skill. -----------DESERT EAGLE -----------A weapon so powerful that you need to hold it in two hands because of the recoil. About twice as powerful as the Silenced Pistol. Gangster level is reached at 20% skill. /===================\ SLOT 4 - SHOTGUNS ) \===================/

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------SHOTGUN ------Just a normal shotgun. Gangster level is reached at 20% skill. ---------------SAWN-OFF SHOTGUN ---------------This shotgun is more powerful than the normal one at close range. Gangster level is reached at 20% skill. You can wield two of these when you reach the Hitman skill level. -------------COMBAT SHOTGUN -------------The most powerful shotgun of the bunch. Gangster level is reached at 20% skill. /==========================\ SLOT 5 - MACHINE PISTOLS ) \==========================/

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----TEC-9 ----The weakest Uzi-type weapon. You can perform drive-bys with this weapon. Gangster level reached at 10% skill. You can wield two of these when you Hitman skill level. --------MICRO-MP5 --------More powerful than the Tec-9, but not as powerful as the MP5. Gangster level reached at 10% skill. You can wield two of these when you reach Hitman skill level. --MP5 --The most powerful weapon of this class. This weapon should be in everyone's inventory. Gangster level reached at 30% skill. /=========================\ SLOT 6 - ASSAULT RIFLES ) \=========================/

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----AK-47 ----An excellent weapon to mow down enemies. Great accuracy at medium to longrange shooting. Gangster level reached at 30% skill. -M4 -This military assault rifle is quite a powerful force. You definitely don't want to be on the receiving end. Gangster level reached at 20% skill. /=================\ SLOT 7 - RIFLES ) \=================/

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This class of weapons cannot be "upgraded" and have no auto-targeting feature. ------------COUNTRY RIFLE ------------This rifle has very good accuracy. You cannot move while shooting and/or aiming this weapon. Hold R1 to bring up the target. -----------SNIPER RIFLE -----------Pick off targets from very long range with this rifle. Hold R1 to raise your

scope. R2 and L2 zoom in and out. You may crouch to improve stability while holding the weapon. You cannot move when shooting/aiming this weapon. /==========================\ SLOT 8 - HEAVY ARTILLERY ) \==========================/

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Cannot crouch nor upgrade these weapons. --------------ROCKET LAUNCHER --------------Blow things sky high with this explosive weapon. You cannot fire the weapon unless you have R1 pressed. Make sure to stand a good ways back before hitting your target. ------------FLAME THROWER (Thanks to Hank Morse for correcting me on being able to move) ------------Chestnuts roasting on an open fire! You can bring up a target with R1 to help your aim. Remember to not get too close to the flames you have created. ---------------------------HEAT-SEEKING ROCKET LAUNCHER ---------------------------Hold R1 until the target turns from green to red, then fire. The missile will seek its target. Wheeeeeeeee. ------MINIGUN ------You can bring up a target with R1 to help your aim. Riddle your opponents with holes with this magnificent weapon. /=========================\ SLOT 9 - THROWN WEAPONS ) \=========================/

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These weapons cannot be upgraded. The distance they're thrown depends on how long you hold the Circle button. ------GRENADE ------Make sure to stand away from the blast to avoid damage. Otherwise, throw and blow **** up. -------TEAR GAS -------This projectile can stop enemies in their tracks and can kill if used in high doses. You cannot be harmed by this weapon. ---------------MOLOTOV COCKTAIL

---------------This can be considered a projectile version of the flame thrower. A bottle of gas with a rag fuse. Unleash your fury! --------------SATCHEL CHARGES --------------This can also be called a sticky bomb. This weapon will stick to objects if thrown properly. Switch to the detonator in your inventory after thrown to trigger the explosion. /==========================\ SLOT 10 - HANDHELD ITEMS ) \==========================/

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----------------FIRE EXTINGUISHER ----------------Press L1 or Circle to emit a fire retardant. You can use the R1 button for a better view. Always target the base of the fire to put it out. This weapon can also be used like tear gas to subdue enemies. -----CAMERA -----Use the R1 button to aim the camera. The Square and Triangle buttons zoom in and out. Press Circle to just take photos, but press L1 to take photos and save them to your memory card. --------SPRAY CAN --------Target with the R1 button. Used for spraying over rival gang tags and can also be used as a weapon against people. /=================\ SLOT 11 - GIFTS ) \=================/

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------FLOWERS ------Flowers are a part of the Girlfriend odd job. There are 40 of them scattered across San Andreas, but I will not list them since Girlfriends is not part of 100% completion and it's quite tedious to locate them all. ----DILDO (submitted by Kyle Hansen, August L. for location in Dillimore) ----A dildo? You must be thinking I'm crazy, but if you go into the Los Santos' Police Department's shower room and also Dillimore's police station's shower, you'll find this purple adult toy on the ground. Give it to one of your girlfriends on a date!

-------VIBRATOR (submitted by sonicandfffan) -------Just thought I'd tell you for your weapons part of the FAQ, in the far northwest, by the boat school (in Bayside), is an empty area at the opening. If you go around the back and look closely, you will see a weapon. Pick it up. It goes in the gift slot and is a vibrator. Great gift for the girl. Amusing to stab people with too. ---CANE ---Become a pimp or a gimp with this melee weapon. You cannot give this to one of your girlfriends. It's nice to have an additional melee weapon though. /=========================\ SLOT 12 - APPAREL ITEMS ) \=========================/

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--------------THERMAL GOGGLES --------------Press Circle to turn on the goggles. These allow you to see in the dark and view the warmth given off by people's bodies. Press Circle again when in the inventory to turn them off. -------------------NIGHT VISION GOGGLES (thanks to dulaneybj) -------------------Press Circle to turn on the goggles when they're selected. Make night become day with these. There are crucial for a few missions in the storyline. --------PARACHUTE --------Use these in the more unique places of San Andreas. You also receive this after completing some Pilot School missions. Press Circle to pull the ripcord.

O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| VI. VEHICLES (C100) | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O There are plenty of vehicles in this game, with a lot more choices than in the previous installment of the series. All vehicles will listed under their

respective classifications, according to the Brady's guide. This will help when you're trying to find a specific one. I will make special notes on the vehicles that need it and I will only include vehicles that can be gotten without using cheat devices. The following codes will be next to the vehicle name if they can be modded. TF = Transfenders WH = Wheel Angels LO = Loco Low /===============\ SUVS & WAGONS ) \===============/

( HUNTLEY (TF) LANDSTALKER (TF) PERENNIAL (TF) RANCHER (TF) REGINA (TF) ROMERO (TF) SOLAIR (TF)

/==========================\ 2-DOOR SEDANS & COMPACTS ) \==========================/

( ALPHA (TF) BLISTA COMPACT (TF) BRAVURA (TF) BUCCANEER (TF) CADRONA (TF) CLUB (TF) ESPERANTO (TF) FELTZER (TF) FORTUNE (TF) HERMES (TF) HUSTLER (TF) MAJESTIC (TF) MANANA (TF) PICADOR (TF) PREVION (TF) STAFFORD (TF) STALLION (TF) TAMPA (TF) VIRGO (TF)

/======================\ 4-DOOR LUXURY SEDANS ) \======================/

( ADMIRAL (TF) ELEGANT (TF)

EMPEROR (TF) EUROS (TF) GLENDALE (TF) GREENWOOD (TF) INTRUDER (TF) MERIT (TF) NEBULA (TF) OCEANIC (TF) PREMIER (TF) PRIMO (TF) SENTINEL (TF) STRETCH (TF) SUNRISE (TF) VINCENT (TF) WASHINGTON (TF) WILLARD (TF) /=============\ MUSCLE CARS ) \=============/

( BUFFALO (TF) CLOVER (TF) PHOENIX (TF) SABRE (TF)

/===============\ STREET RACERS ) \===============/

( ELEGY (WH) FLASH (WH) JESTER (WH) STRATUM (WH) SULTAN (WH) URANUS (WH)

/==============================\ HIGH PERFORMANCE SPORTS CARS ) \==============================/

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BANSHEE (TF) BULLET (TF) - Reward for all silvers at Driving School CHEETAH (TF) COMET (TF) HOTKNIFE - Reward for all golds at Driving School HOTRING RACER - Beat 8-Track and it spawns outside that stadium INFERNUS (TF) SUPER GT (TF) - Reward for all bronzes at Driving School TURISMO (TF) WINDSOR (TF) ZR-350 (TF)

/========================\ HEAVY TRUCKS & UTILITY ) \========================/

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BENSON BOXVILLE BOXVILLE (BLACK) - Press R3 to start Burglary missions CEMENT TRUCK COMBINE HARVESTER DFT-30 DOZER - Right analog stick controls loader DUMPER - Right analog stick controls loader DUNE - Beat Kickstart and it spawns outside of that stadium FLATBED HOTDOG LINERUNNER - Can hook up to trailers MR. WHOOPEE MULE PACKER - Right analog stick controls carrier ROADTRAIN - Can hook up to trailers TANKER - Can hook up to trailers TRACTOR - Can tow vehicles YANKEE /=====================\ LIGHT TRUCKS & VANS ) \=====================/

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BERKLEY'S RC VAN BOBCAT BURRITO FORKLIFT - Right analog stick controls lift MOONBEAM MOWER NEWSVAN PONY RUMPO SADLER TUG WALTON (TF) YOSEMITE /===========\ LOWRIDERS ) \===========/

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BLADE (LO) BROADWAY (LO) - Press R3 to begin Pimping missions REMINGTON (LO) SAVANNA (LO) SLAMVAN (LO) TAHOMA (LO) TORNADO (LO) VOODOO (LO)

/==============\ RECREATIONAL ) \==============/

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BANDITO BF INJECTION BLOODRING BANGER - Beat Blood Bowl and one spawns outside that stadium CADDY CAMPER JETPACK - Spawns at Verdant Meadows after finishing "Green Goo" JOURNEY KART MESA (TF) MONSTER - Beat 8-Track and it spawns outside of that stadium QUAD SANDKING - Spawns under The Big Ear in desert VORTEX /=======\ BIKES ) \=======/

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BF-400 BIKE - Hold and release L1 for bunny hop BMX - Hold and release L1 for bunny hop FAGGIO FCR-900 - Reward for all silvers at Bike School FREEWAY - Reward for all bronzes at Bike School MOUNTAIN BIKE NRG-500 - Reward for all golds at Bike School PCJ-600 PIZZABOY SANCHEZ WAYFARER /================================\ CIVIL SERVANT & TRANSPORTATION ) \================================/

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BAGGAGE BROWN STREAK - Press R3 to begin Freight Train missions BUS CABBIE (TF) - Press R3 to begin Taxi missions COACH FREIGHT SWEEPER TAXI (TF) - Press R3 to begin Taxi missions TOWTRUCK - Can tow vehicles TRASHMASTER UTILITY VAN /================================\ COMMERCIAL-GOVERNMENT AUCTIONS )

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\================================/ AMBULANCE - Press R3 to begin Paramedic missions BARRACKS - Press R3 to begin Vigilante missions ENFORCER - Press R3 to begin Vigilante missions FBI RANCHER - Press R3 to begin Vigilante missions FIRE TRUCK - Press R3 to begin Firefighter missions HPV1000 - Press R3 to begin Vigilante missions PATRIOT POLICE - Press R3 to begin Vigilante missions RANGER - Press R3 to begin Vigilante missions RHINO - Press R3 to begin Vigilante missions SECURICAR S.W.A.T. - Only available during last storyline mission /==========\ AIRCRAFT ) \==========/

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AT-400 - Spawns in largest hangar in Las Venturas airport BEAGLE CARGOBOB CROPDUSTER - Press R3 to turn on cropduster DODO HYDRA - Right analog stick controls positioning jets HUNTER - Press R3 to begin Brown Thunder (Vigilante), Reward for all golds at Pilot School LEVIATHAN - Magnet only available in the mission "Up, Up and Away" MAVERICK NEVADA NEWS CHOPPER POLICE MAVERICK RAINDANCE RUSTLER - Reward for all bronzes at Pilot School SEASPARROW SHAMAL SKIMMER SPARROW STUNTPLANE - Reward for all silvers at Pilot School /=======\ BOATS ) \=======/

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COASTGUARD DINGY JETMAX - Reward for all golds at Boat School LAUNCH MARQUIS - Reward for all bronzes at Boat School PREDATOR REEFER SPEEDER SQUALLO - Reward for all silvers at Boat School TROPIC

/=============\ RC VEHICLES ) \=============/

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BANDIT BARON GOBLIN TIGER

O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| VII. GANG TAGS (D100) | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O Gang tags are only in the Los Santos area of the game. There are 100 in total and you get 6 of the 100 during the "Tagging Up Turf" mission in the beginning of the game. Once you get all 100 tags, four weapons will be available in the kitchen of your house in Ganton. These weapons are the AK-47, Tec-9, Sawn-Off Shotgun and Molotov Cocktails. You also earn a lot of respect when getting all 100. To get a successful tag, you need to have a can of spraypaint. Once you get close enough to a opposing gang's tag, lock onto it and then press Circle or L1 to spray over it. The tag will count when you get a on-screen confirmation. Make sure to not run out of spray in the middle of a tag, since the tag won't count and your game will glitch and not be able to get 100%. Let's start at the long pier in Santa Maria Beach. Remember, these are meant to be done in order, so just picking a random tag from the middle can be a bit confusing. 1) Go all the way to the end of the pier and find the building on the west side. Climb the steps in the back and you'll see the tag right there. 2) Go north and off the steps to the right on the pier to get to street level. Find the Pay N' Spray close by and go to the south end of the building. You should find the tag there. 3) Get on the main road just to the north and head to the east. Keep going until you see the pier for Verona Beach. Right where the pier begins is a building on the west side. The tag is on the building, facing the pier. 4) Get back on the road and follow it until it curves to the south. On the south end of that intersection there is a building and tag is on it. 5) Take that road that heads east and follow it until you see the curvy road

that leads up to Verdant Bluffs. Follow it all the way to the top. Find the observatory at the top and climb the path on the north side until you get to

the roof. The tag is on the tower there. 6) Go back down to ground level and head west to the big road heading south. Go south, through the tunnel, and turn right on the road that leads south of the airport (southernmost road in Los Santos). Follow it as it curves east, but do not go through the tunnel. The tag is at the end of the small path on the right side, next to the fenced wall. 7) Find the circular road inside Los Santos International, above the ground. To the east is a building, kind of shaped like a fat "T." On the south wall is the tag. 8) Go to southern bridge connecting the airport to Ocean Docks. Don't cross to the island, but head north on the road and as it turns to the northeast, make a U-Turn and go down the steps to the docks. Go south a bit and find the first set of containers. The tag is on the east side of the containers. 9) Go back to the road, head northeast and make the first left turn. Make a right and stop at the first left intersection. You should see a greenbluish wall. The tag is on the east section, at the corner. 10) Turn left on that street and head west to the first intersection. In the northwest section of that intersection, you should see some houses surrounded by a barbed wire fence. The tag is on the east side of the northernmost house. 11) Make a right on the intersection, then another right and head down that road. You should be heading across the bridge that leads to the island section of Ocean Docks. Don't go all the way across the bridge though. Stop when you see the support girders and you should see the tag on the left one. 12) Turn around and head off the bridge to the second intersection and make a right. Head once again to the second intersection and make another right. Stop once you're underneath the overpass and you should see a ramp to your left that leads down into the flood drain. Head down and look at the wall right in front of you. The tag is on the other side of the middle wall, towards the south end. 13) Go back out the way you came and head onto the overpass, then head to the east on that road until you get to the first next intersection. Turn right and stop at the intersection. On the right side, across the street from the big tanks, is a big wall and the tag should be at the corner. 14) Turn left on this road and follow it as it heads north and turn left at the first intersection. Turn right at the next one and follow this road to the end but don't turn to the left. You should see a lot with some generators to your left. Back up a little bit and you can see the tag on the wall near the entrance to the lot. 15) Turn around and head south a bit, then turn left on the first intersection.

Follow the road to its end and you should see a basketball court to your right. The tag is located on the wall on the west end. 16) Head on the road north and stop about halfway and look to your right. Go through the opening between the apartments and jump off the wall straight ahead, then look on the wall when you get on the street. The tag is on it. 17) Go north on the road and take a left at first intersection. Stop and look to your left and you should see the tag on the north end of the house complex. 18) Turn around and go straight east to the beach, then jump over the wall and go on the beach. Go a little south and you should see the tag on the wall. 19) Go northwest and find stadium. Circle around the stadium until you get to the southeast area. The tag is directly southeast of the trophy marker on your map. 20) Get on the road on the west side of the stadium and take the road heading west. Take the first left and go all the way to the end of the intersection. You should see a little parking lot with some stores. The tag is on the wall there. 21) Get on the road heading west and take the first left. You should see a 98 cent store at the corner of the next intersection. The tag is on the south side of the store. 22) Find the Cluckin' Bell just north of you and you'll find a tag on the south wall. 23) Head south on the road on the east side of the Cluckin' Bell, then take the first right. Follow this road to the end and make another right. Take the first left and go to the end of the road. You should see a supermarket just in front of you. On the west wall in the parking lot is the tag, next to a soda machine. 24) Get on the train tracks to the east and head south, then follow them a bit until they turn west and split. Southeast of the place where the tracks join is the flood drain area (it goes into a tunnel under the railroad area). The tag is in the drain area, on one of the sides before it becomes a tunnel. 25) Get back on the train tracks and head west, then turn onto the road at the first left. Stop at the first intersection and you should see a tattoo parlor to the east. Across the street is a bar and the tag is on the east wall. 26) Keep heading south on this street until you see a Nude XXX shop on your right. The tag is on the south wall of this shop. 27) Head south to the intersection and make a right. Head past the first intersection, while keeping an eye on the wall to your right as you pass it. You should see the wall turn a greenish color and the tag is on that part. 28) Turn around and take the turn at that intersection you just passed. Follow this road to the first intersection and stop. There is a house to your northwest. On the east wall is the tag. 29) Go back onto the train tracks and go a bit west until you see the steps leading to the pedestrian overpass. Stand at the bottom of the east steps

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and look south. You should see a house that is horizontal, east to west.

the west wall of this house is the tag, on the second story. 30) Get on the road just north of the tracks and head west. Take the right turn and go north until you see the 69 cent store to your right, then stop. To the right of the store is a bomb shop and to the right of that is a liquor store. The tag is on the south side of the liquor store, along with a bunch of other graffiti. 31) Just to the north of the 69 cent store is the flood drain area, so drop down. You should see a wall dividing the area into two paths. The tag is on the north side of the divider. 32) Head back to that 69 cent store and go north on the road, then take the first right. Continue on this road until you see the car wash on your right, then stop. Use a car to get on top of the roof and you should see the tag on the north side of the sign at the top. 33) Get back on the road and continue heading east, then turn right at the second intersection (one with pizza place and other stores). Take the first right and head west on this road until you reach the first window past the platform. The tag should be on that window. 34) Continue west on this road, then take the first right and the next right, then head east. Head past the intersection with the pizza place and continue on this street until it starts to curve north, but stop before you do so. There should be a motel on your right and the parking lot opening is there. Go in the parking lot and look on the south wall of the motel to find the tag. 35) Now, head back to your house in Ganton. Head on the road out of your cul-de-sac, but stop when you go under the overpass. On the south side of the overpass is the tag, on the wall. 36) Continue west on this street and make a left at the first intersection. You should be on the block with the gym. Just north of the gym is an alleyway with a fence on the east side. The tag is in the alleyway, on the wall just before the fence starts. 37) Get back on the road in front of the Binco store and head west. You should go under a bridge. After the bridge, take the first left and the tag is on the side of the bridge. This is a "Tagging Up Turf" tag. 38) Directly across the street from the last tag is another tag on the front of a house. This is a "Tagging Up Turf" tag. 39) Turn right on the first street and go into the alleyway behind the house from last tag. You should see the tag on the east wall. This is a "Tagging Up Turf" tag. 40) Go through this alleyway and turn right onto the first road. Turn left into the driveway just before going under the bridge. You should see 4 rows of houses to your left. Go in the pathway between the 2nd and 3rd rows, then

on

head through the archway just opposite the fence. You should see the tag the wall just to your left.

41) Turn around and head out of this driveway, turning right on the road. Drive past the road leading onto the freeway and enter the fenced area with a bunch of apartments just past it. Continue straight past the first house on your left and stop when you reach the second one on your left. The wall of the house cuts to the left, then goes forward and cuts left again. On the first wall that cuts should be the tag. 42) Get back on the road and head west, making sure to use the ramp shortcut to get past the row of houses. Make the first left and you should be on the road with the Alhambra club entrance. To the north of the entrance is the tag on the wall. 43) Turn around and head north, then take the first left. Stop when you reach the first intersection and look on the wall of the building on the east side of this corner. The tag is on the wall. 44) Make that left onto the road heading south and turn left into the parking lot of the building with a tall wall around it (this is the location for the Los Santos circuit of the race tournaments). Head around to the east side of the building and you should see the tag on the wall. 45) Head south a bit and turn right onto the road heading west. Head past the first intersection and stop at the second one. You should see a building on the south and the tag is on the wall next to the door. 46) Continue heading west, past the first intersection and under the freeway, then stop at the second intersection. To your southeast is the police station. The tag is on the southernmost wall of the station. 47) Continue west on this street a little more until you go past the steps of the city hall building. On the wall just to the right of the steps is the tag. 48) Continue west on the street and stop at the first intersection with a right turn. A movie theater is on your right and the tag is on southern wall. 49) Turn right, then immediately turn left and you should see a building with some steps in the front. Go up the steps and head around the right side of the balcony to the end, where you'll find the tag on the wall. 50) Head on the street on the east side of this building and go north past the first intersection, until you see some buildings with a unique railing going around it. The tag is on the north wall, at the bottom of the steps, of the northern building. 51) Head back on the road going north and make the very first left. Make the second left and then the first right. Stop when you see an alleyway between the buildings, turn right and stop at the wall. Jump on top of your car and

then onto the roof of the building and you should see the tag on the west wall. 52) Head north on the street to the west of this building and make the first left. Make the left turn into the parking area just before the second intersection and walk all the way down the steps until you see the wooden pier. The tag is on the wall just to the north of the pier. 53) Go back on the road heading west and make the first left turn. Go south until you see a parking lot on your right side and pull in. You can see the tag on the wall just behind the poles for the billboard. 54) Get back on the road and head all the way north, then make a left turn just before the tunnels. Just past the right turn is a Vinyl Countdown store. The tag is on the west wall of the first section. 55) Turn around and follow this road east until you get one block west of the Pay N' Spray. You should see a very small building just before the right turn. The tag is on the north wall. 56) Head east on this road and take the second right. Head south a bit, but stop before you reach the next intersection. To your right should be the Transfender building. The tag is on the east wall. 57) Head south past this intersection and the next, making sure to veer a little west to continue going south to the third intersection. You should see a small, purplish building to your left. Across the street to the south is where you want to be. Park your car against the wall and use it to jump on the small ledge above. The tag is on the wall at the east end of this ledge. 58) Head on the road heading east, just north of the last tag. Take the second left turn and head to the next intersection. Stop and look to your left to find the tag on the corner of the building to your left. 59) Turn right at this intersection and make the first left, then the first right. Head east on this road until it starts to curve south, but make a left into the parking lot under the freeway above. You should see two dumpsters to your left. The tag is on the wall next to the north one. 60) Get back on the road and head west, then make the first right and then another first right. Go east and you should see three options: two onramps to the freeway and a road going straight; take the straight road. You should pass under three of the bridges. Take a look to your left after passing the third, and you should see the tag on the support structure for the north ramp heading east. 61) Turn around and head west all the way to the first intersection and make a left turn. Go south and make the second left turn. Head past the first intersection and turn right when you see the area open up between the buildings. Head south, towards the steps, but stop and look to the right of them to see the tag on the wall. 62) Turn around, get on the road and head east. Make the first right and go down the hill until you see steps to the right. Go up the steps and head north a bit until you start to see individual pillars. Just south of the

southernmost pillar is a tag on the wall. 63) Get back on the street and head south until you see steps off to the left side. Take those steps and you should see the tag just off to the left on the wall. 64) Turn around and get back on the road, heading north and turning right at the first intersection. Take the first left and head north until the road curves to the east, then stop. You should see houses to your right, with a fence around them. Head past the first opening, but head inside the second one. You should see the tag to your right on the wall. 65) Continue east on the road and take the first left turn. As you go up the hill, keep count of the houses on your right side. There is a gap in between the second and third houses, and the tag is on the second's wall. 66) Continue going east up this hill and take the first right, then take another right at the bottom of this hill. The road will split, so take the right one. Go past the first walkway leading up and keep going until you see the second ramp walkway. Head just past the walkway, turn right and look at the wall to see the tag. 67) Head up the street a little bit and look to your left to see an orange-reddish house. To the left of the house is a small alleyway and the tag is on the yellowish house to the left of the orange one. 68) Head back to the fork in the road and take the left road now. Make the second left and stop at the next intersection. You'll be right outside of Glen Park. Head into the actual park and find the pond in the middle. On the north wall of the support for the overpass is the tag. 69) Go across the bridge over Glen Park heading south. You should see an alleyway straight south from you, so go into it and you should see the tag on the left wall. 70) Reverse onto the street behind you and head west, then take the first left. Make the next left turn and you should be right outside a BMX park. Head inside and go to the northeast corner to find a tag on the fence. 71) Head out of the park the same way you entered and head east, then make the second right. Go around the little corner and stop at the next intersection. You should see a biege wall to your right. Hop over the wall and follow the building south until it turns to the right, and you should see the tag on the short wall to your right. 72) The last road curved to the east, so follow it past the double road and take the first right after. Look to your right and count the houses until you find the 5th one. There is a little garage-like area, and the tag is on the wall to the left there. 73) Turn around and make the first right. You should see a church to your left. The tag is on the south side of the church, to the left of the stained glass window.

74) Head north on the street just to the east of the church. Go past the first intersection, but turn left into the alleyway between the houses. Go through this alleyway and continue west into the next alleyway. You will see the tag to your right a short ways in. 75) Go to the end of this alleyway heading west, then make a right turn at the first intersection. Heading north, go past the first intersection and make a right into the alleyway to the left of the diamonds place. Go to the end and you should see the tag on the wall to your right. 76) Turn around and head out the way you came in, then make the first right. Go to the end of the next intersection and make a right, then make the second right. Head south to the first intersection, stop and hop over the fence of the motel to your right. Head along the south side of the motel until you see the tag underneath the steps. 77) Turn around and go north until you see the tunnel for the train. Right at the entrance of the tunnel, on the west side, is the tag on the wall. 78) Just to the left of the tunnel is a house with a ramp leading up. Take that ramp up and then the next ramp with a police bribe to the northernmost street. You should see some shacks directly across the street from you. There is a house to the left of those, so go behind that house and go to the western end to find the tag on the wall. 79) Head back down to the entrance of the train tunnel and head south a bit on the left street (street to the left of the tracks). A bit down the road, you should see a ramp leading down on your left. This goes into an underground garage, so head down there. On the western wall in the garage is a tag. 80) Head back out the way you came in and follow the road south, then make the first left turn. Head into the open area to your right and take the left path. You should see the tag on the north wall as soon as you turn left. 81) Head to the end of this alleyway and make a right onto the road. Take the right and then the next left, then head to the first left intersection. Just to your left is a building with some woman spraypainted on and the tag is on that wall. This is a "Tagging Up Turf" tag. 82) Back up a little bit and head into the alley to find another tag on the wall. This is a "Tagging Up Turf" tag. 83) Across the street from the nearby Cluckin' Bell is a short fence you can climb over. Do that and climb over the next fence, then look to your left and use the platform to get onto the roof. Head to the north side of the wall to your right to find another tag. This is a "Tagging Up Turf" tag. 84) Get on the street just to the south of Cluckin' Bell and head east, then make the first right turn. Turn left into the parking lot and go forward until you see the tag to your left behind a railing. 85) Head out the north entrance for this parking lot and head east. Just before the road curves to the north is an archway to your left. Go through this arch and you should see the tag on the right wall.

86) Turn around and follow the road as it curves to the north, then it will curve again and go up a hill. Just a bit up the hill is an opening between the buildings to your left. Go through the opening and you'll see the tag on the east wall just as you turn right. 87) This tag is just northwest of the last one, on the west wall just north of the opening. 88) Go back out the way you came and go north on the street to the first intersection. The tag will be on the building to the right near the corner. 89) Going north on this same street, go past the first intersection and turn right at the second. To your right are 3 rows of houses. The tag is on the northermost house in the middle row. 90) Turn around and head west on this road, following it to the bottom of the hill. Make a U-Turn at the bottom and head east on the street to the right of the last one. As you head east, you should see a set of steps to your left. Just north of the bottom of the steps is the tag on the wall. 91) Go all the way up those stairs and turn left when you get to the top. You should see a row of four houses to your left. The second house from the north has the tag on the south wall. 92) Head all the way north to the northernmost street in Los Santos and turn right. Go all the way to the bottom of the hill, but turn right into the building's entrance area. To the left of the middle set of doors is the tag. 93) Turn around and head back up the hill to the northernmost road, but make a U-Turn on the street that heads east and curves. Just after the bridge is a house on your left with a pathway that leads to some armor. The tag is just to the south of the armor on the wall. 94) You should see two houses to your east down the hill. Go down the hill and look on the north wall of the south house to the find the tag. The house opposite that was used in Ryder's mission called "Home Invasion." 95) Get on the street just to the east and head south until you see a garage. Climb onto the garage and head south across the top of the buildings until you have to drop down. When you drop down, turn around and look on the wall to find the tag. 96) Get back on the street and head south, then take the second right turn. You should see a multi-story parking garage to your right. The tag is right inside the entrance, on the east wall. 97) Go outside, head west and make the first right. Go up the hill past the first building and stop at the bottom of the second. Head up the north flight of stairs and you should see the tag to the right on the wall. 98) Turn around and head south. Make the second left turn and then turn left again. Go north until you see the pedestrian overpass, then turn left into the parking lot. Veer to the left and head towards the back, where you'll find the tag on the wall to the left of some garage doors. 99) Find the S-shaped road just to the northwest and head onto it going north. In the middle of the north-south section is the tag on the left side. 100) Head to the top of the S-shaped road and turn right. Go north a bit and turn left into the alleyway. Make the very first left you see and then another left with a ramp heading down. Opposite the beginning of the ramp is thefinal tag.

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O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| VIII. PHOTO OPS (E100) | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O Photo Opportunities are only located in San Fierro. Photo Op spots start glowing just after midnight (00:01), so that's your best chance to do it. You must take a picture of the icon for it to count. You cannot see the icon unless you are looking through the camera. You get $100 for each photo you get. You get $100,000 for all 50 and four weapons will spawn outside your garage in Doherty (Micro-SMG, Grenades, Shotgun and Sniper Rifle). *****NOTE***** These are meant to be in order, so don't e-mail me complaining you have no clue where one is. *****NOTE***** Some easy camera locations are: - Bedroom in your house in Los Santos - Inside the terminal station across the street from your garage in Doherty - Near the end of the docks in Easter Basin just north of the airport

- On steps in front of Avispa Club 1) Go to the top of Missionary Hill and find the structure there. Near the middle of the structure should be the icon. 2) Go to the Avispa Country Club northwest of Missionary Hill and go to the northwest side of the building. Near the large tower on the left side should be the icon. 3) The tennis courts in Avispa Club. Just above the court is the icon in the middle. 4) Go to the bridge connecting San Fierro to Mount Chiliad in the southwest corner. Look into the air just north of the bridge to find the icon. 5) Head to Foster Valley and find the 5 large circular buildings. Zoom in on the second northernmost building and take the photo. 6) Find the building across the street from the circular ones. The icon is in the middle of the northernmost section of the building. 7) Head to the airport and you'll find the icon on the front of the sign at the entrance. 8) To the east of the airport is a bridge connecting Red County and The Panoptican. Above the middle of the bridge, in the air, is the next icon. 9) Go inside the airport and go all the way to the back. Find the tanks to the right of the buildings near the end of the docks. The icon is between the second and third tank. 10) Don't leave the airport yet. Drive to the west and find the control tower. The icon is at the tip on the top of the tower. 11) Go all the way to the end of the runway on the left side of the airport. On your left should be the aircraft carrier in the naval base. Aim for the windows where the bridge is and take the photo. You won't be able to see the icon, but taking the picture of the bridge windows will count it. This is done to avoid the 5 stars you get for entering the naval base. 12) East of the Driving School is a building named Shady Industries. South of the building are two large gas tanks. On the west side is the icon in between the tanks is the icon in the air. The tanks are quite large, about one or two stories tall. 13) Go to peninsula in Easter Basin. Above the large open building with a large empty pool is an icon. If you're having trouble with this one, the building is where the NRG-500 challenge starts. It's above the building where the NRG-500 is. 14) Across the street from your garage is a train station. Go out the middle exit on the east side and look up with the camera to find the icon. 15) In the construction site behind your garage is the crane. Look up at the crane's arm to find the icon near the back end. 16) Head west of the construction site to find a baseball field. Above home plate, in the air, is an icon. 17) Head back to your garage and go south, then turn right on the third street. Head to the north side of the block with the Burger Shot and gym. The icon is front of the "Final Build Construction" sign. 18) Head west and turn right on the second street, then stop at the first

intersection. The icon is above the "Hashbury & Garcia Joint Festival" banner. 19) Head west on the street with the banner and take the second left. Go up the steps of the white building and look across the street. Above the line of trees should be a photo icon. 20) Don't leave this building yet. In the center of the building is a structure with four branches. At the top is an antenna and the icon is the base of it. 21) Go north to the next intersection and find the Hippy Shopper store. The icon is in the air in front of the shop. 22) Head north one more intersection and find the Queens movie theater. The icon is in the air in front of the theater. 23) Head west and follow the road up the hill. Take the left at the intersection, then another left and follow the road to the Vank Hoff Hotel. The icon is directly in front of the entrance on the ground level. 24) Head to the back of the hotel and find another icon in the air in the middle of the higher section. 25) On the west side of the city is a Cluckin' Bell. To the northwest is the city hall building. The icon is in the air in front of the building. 26) Head to the back side of city hall to find another icon in the air near the dome. 27) Head north on the road and take a right at the first intersection. Follow this road as it curves to the left, then take the first right and the next right. The building on the north side of the street has a smokestack. On top of this smokestack is the icon. 28) Head back to the intersection and head east to the first large intersection with trolley tracks running through it. One of the buildings on a corner has a pagoda on the roof. The icon is in front of that. 29) Head east, then turn right at the first intersection. Stop at the first intersection and look up until you find the building with a little tower. In front of the top of the tower is an icon. 30) Head to the intersection right before the last building and head east, then turn right at the first intersection. You should be in front of a very tall building. At the very top of this building is the icon. You may need to go across the street to zoom in on this one. 31) Go north on this road and take the first right, then another right at the next intersection. There should be three buildings to the southwest. The icon is in the air between the buildings. 32) Across from the naval base in Easter Basin is a Xoomer gas station. The icon

is located at the top of the sign. 33) Follow the road around until you get on the Garver Bridge (bridge just north of the railroad connecting San Fierro and the desert). When you come to the first support beams, look up and you should see the photo icon near the first set of crisscrossing girders. 34) Continue along the bridge, heading to the desert, until you find the second set of beams and the second icon at the top of the beams. 35) Head back to San Fierro and take the first off ramp to the right. Make a U-Turn at the bottom and head up the hill, then take the left at the second intersection. Enter the building on your left and head towards the middle. You should see a large spiraling structure. Look up and find the photo icon in the middle. 36) Head back outside the way you came in and follow this road to the west. Stop at the fourth intersection. You should see a Chinese-style archway. The photo icon is on top of it. 37) Head straight west from here, pass through the alley and head into the parking lot across the street. You should find yourself in front of a Supa Save. The photo icon is on top of the building's center. 38) Head due west from the Supa Save, following the street in front of it, until you come to the third intersection. Take a right and follow the hill up to the Tuff Nut Donut shop. The photo icon is in the center of the large donut. 39) Head all the way back to Garver Bridge, but don't go on it. Instead, find the road that passes underneath it and follow it north. Follow it until it starts to fork. There should be a building to the right with a clock tower. The photo icon is in front of the clock. 40) Take the first left as soon as the road starts to fork. Follow this road west until the third right. You should see a Burger Shot icon on your map and a clothing store one too. Across the street from the Burger Shot is a towering structure. The photo icon is at the top. 41) Make a right at the next intersection and you should see a stone pathway to your left. Follow it up to the third level and the photo icon should be there in the middle of the path. 42) Follow the stone path all the way up and continue heading west to the next intersection, then turn right, left, and right once more. The icon is in front of the rotating burger. 43) Backtrack to the stone pathway and go down it. Turn left and go north on the road. Turn left again and stop before entering the tunnel. The photo icon is located above the street lamp. 44) Turn around and go east, take the second right, then turn left. Take the second left after that and you should be in front of a Victim's clothing store. There's a white building across the street from it (valet parking lot), with an antenna on top. The icon is on top of the antenna. You'll need

some room to zoom in. 45) Go north on the road Victims is on, then take the first left. Continue until you get in between the first and second intersections. Look to your left to find a large officer building with diagonal designs on it. The icon is located in the air, towards the middle of this building. 46) Make a U-turn and turn left at the second intersection. Make a right at the next one and go into the far lane. When you see a parking lot to your right, pull inside and look at the rocks. The icon is towards the farthest rock out to sea. 47) Get back on the road and head north a bit to see the Pier 69 sign. The photo icon is right in front of it. 48) Go north a little bit more. See the four skinny piers on your map? The pier that isn't parallel to that is your next stop. To the right is a submarine in the water. The icon is located at the antennae at the top. 49) Get on the road and follow it to the west until you see the cargo freighter out at sea. Zoom in close on the mast and take the picture. You won't see the icon, but you'll get recognition for the picture if you zoom in close enough. 50) Get on the Gant Bridge just to the west of the last photo op. The icon is on the second bar at the first set of arches.

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O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| IX. HORSESHOES (F100) | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O Horseshoes are only located in Las Venturas. Each horseshoe you get will

increase your luck when gambling. When you collect all 50 of them, the following four weapons will spawn in front of The Four Dragons Casino: M4, SMG, Combat Shotgun and Satchel Charges. Before you begin, go to your airstrip in the desert and get the jetpack, since it makes things much easier. The starting point will be the front of The Four Dragons Casino. *****NOTE***** THESE ARE SEQUENTIAL, MEANING DONE IN ORDER. *****NOTE***** 1) Across the street is the Come-A-Lot sign. At the top is the horseshoes. 2) Head back to the Four Dragons and head towards the backside. The south side has an entrance to a garage (you can't use it). On the roof of the garage is the horseshoes. 3) Head south, across the freeway, to Rockshore West. Find the northernmost row of houses next to the freeway. The horseshoe is next to a garbage can behind the easternmost house. 4) Don't leave this area. Among the middle row of houses is another horseshoe. From the Last Dime Hotel side, head east to the third row of houses and you should find the horseshoe in the small backyard of the southernside house. 5) Head west to the Randolph Industrial Estate. Under the bridge leading out of town is another horseshoe. 6) Head a bit west to the Blackfield Chapel. The horseshoe is on top of the chapel building, on the east side. 7) Go north and inside the LVA Freight Depot. On the south side, just to the left of the checkered flag icon, is a horizontal rectangular shaped building. There are ramps heading down around this building and the horseshoe is located in the southeastern one. 8) In the same lot is a orangish colored building. On the south side is a small gap between the warehouse and the wall and the horseshoe is there. 9) Go west to Greenglass College and you'll find the horseshoe in the center of the four grassy areas in front of the college. 10) Go northeast to the airport. Find the main building and the horseshoe is on the west side of it against the wall in the center. 11) Stay in the airport and go north to where the runway is U-shaped. To the east is the horseshoe on the ground. 12) Go near the northwest corner of the airport and you should find another horseshoe in plain sight just to the south of safehouse icon on your map. 13) To the west of the last one is a building in Whitewood Estates that looks kind of like the receiver of a telephone. The horseshoe is in front of the building on the north side. 14) Go north and find the large red building. To the west is a wall with barbed wire. The horseshoe is between the wall and the building.

15) Way to the north is a highway just to the right of the train tracks. There should be a sign that says "Welcome to Fabulous Las Venturas." The horseshoe is at the bottom of it, on the ground. 16) Find the railroad tracks just as they enter Prickle Pine on the west side. Face south and go south to the very first house and look to the right. The horseshoe is to the right of the garage in front of the door. 17) Go northeast to find the Yellow Bell Golf Course and go to the north side of the building. On the west side is the horseshoe in a little alcove with a window. 18) Go directly east and find the cone-shaped apartment complex with a pool in the center. The horseshoe is at the north end of the pool. 19) Just to the east are some tennis courts. The horseshoe is located in the southern set of courts, on the east side. 20) Go all the way to the northeast corner, where K.A.C.C. Military Fuels is located. Go through the northwest building from the west side and when you exit the east side, you'll see the horseshoe. If you have done "Up, Up and Away," you'll probably have passed it. (Going into the base with the Jetpack does not give you any stars.) 21) Go southeast to Creek and the little mall there (3 clothing stores and 2 fast food places). Follow the sidewalk around to the east side of the strip mall to find the horseshoe. 22) Just to the southwest is a large building with a guitar-shaped swimming pool. The horseshoe is in the swimming pool (there's an oyster under the diving board). 23) Just to the west of the last one are train tracks. Get on the tracks and follow them under a tunnel to the south. The horseshoe is in the tunnel, just to the right of the tracks a bit into the tunnel. 24) Go back to where you entered the tunnel and head a bit west to find a heart-shaped sign that says "Erotic Wedding Chapel." The horseshoe is on the roof of the building there. 25) Go northwest and find the pizza place on Roca Escalanta. West of there is a church and a Discount Wedding Store with a parking lot to the west. Just west of that is a wall and the horseshoe is just on the other side. 26) Just to the south of the last one is a car wash. The horseshoe is in between the car wash and the building to the east, at the base of a large pole. 27) Just to the southwest of the last one is a multi-story parking garage with a helipad on the roof. There is a very tall building next to it. The horseshoe is at the top of the building (there's a parachute there too). 28) Find the gym in Redsands East. To the east of it is a Welding & Weddings building and a souvenirs store. Go into the alleyway between those buildings and jump the wall behind the souvenirs building. You should see the horseshoe at the north end. 29) The next horseshoe is on top of the souvenirs store. 30) Go directly west of the gym to find a building with a large lot and a hedge going around it. The horseshoe is on top of this building.

31) Head a bit west by southwest to find a steakhouse (there's a Bobo the Monkey billboard to the north). Just to the west is a casino. The horseshoe is on a ledge on the roof in between the two buildings. 32) A bit northwest of the last one is a building and some large containers. Go to the northwestern set of containers and the horseshoe is on the west side of the containers closest to the street. 33) To the southwest of the last one is a very large building with a large parking lot to the north of it. You should see a "Restaurant" sign on the building to the north and a wall to the right of it. The horseshoe is on the wall. 34) Go back to the front of the souvenirs store just to the east of the gym. Across the street is an alleyway with a white fence-like thing in the way. Jump over it and follow this path find another horseshoe. 35) Just south of the last one is a tattoo place and a barber. Just to the north of that is a motel. On the east side is The Strip and just north of the alleyway between the tattoo parlor and motel is a place you can climb onto. Do so, and continue past the Motel sign. Make a U-Turn past the sign and climb onto the next area. Take the left pathway when presented with two ways to go and follow it to find the horseshoe. 36) From the last one, go directly east two blocks until you get to the casino in Old Venturas Strip where you have a safehouse. The horseshoe is right in front of the casino sign. 37) Go south a bit to find the Cluckin' Bell. Just south of that, along The Strip, is a sign that says "Venturas Steaks Drive-Thru." The horseshoe is on top of it. 38) Go west one block to find a 24/7. Just to the east is a parking garage. In the alleyway between the 24/7 and garage is the next horseshoe. 39) Just to the southwest of the last one is The Visage. There is a big pond out front with waterfalls. The horseshoe is underneath the middle waterfall, on the rocks. 40) Just to the southeast of The Visage is The Clown's Pocket hotel (you can buy a hotel suite to use as a safehouse). Get on top of the awning-roof and go a bit west to find the horseshoe. 41) Go directly east of the last one to find a strip mall with a pizza place and a clothing store. Just above the entrance to the clothing store is a balcony. The horseshoe is on that balcony. 42) Just to the east of that strip mall is the Julius Thruway East and you should see a billboard advertising the Victim clothing store. The horseshoe is on the east walkway next to the billboards at the top. 43) Go back to the entrance of The Clown's Pocket and head southwest to find

the

Pirates in Men's Pants. To the north of the entrance is a skull rock and

horseshoe is on the rocks directly in front of that skull. 44) To the south of Caligula's Palace is the Royal Casino and to the east of that is a parking garage. Enter the south end of the garage and go up to the third level. Go all the way to the opposite end of the level and you should see the horseshoe on the west side. 45) Just to the south of the parking garage is a pyramid. The horseshoe is at the top. 46) There is a small ledge circling The Camel's Toe. The horseshoe is on the east side of the ledge, directly west from the church. 47) Go southwest to find Come-A-Lot. You'll find a bunch of castle-like towers on the north end. There is one tower without anything pointing out, meaning it's flat. The horseshoe is on that tower. 48) Two block east of the last one are some small buildings. Find the middle set of buildings and climb the first set of stairs of the east one. You should find another set of stairs and some balconies. You can find the horseshoe on the middle balcony. 49) A couple of blocks south of the last one is a wedding chapel. The horseshoe is on the roof behind the steeple. 50) Go east across the highway and the train tracks to find some buildings in a fenced area. Go to the southernmost building and you'll find the horseshoe on a dumpster on the south side of the building.

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O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| X. OYSTERS (G100) | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O

Oysters are located all around San Andreas. They are always located in water, so sometimes they can be easy to find or they can be hard to find. Finding all Oysters will increase your sex appeal and lung capacity. /============\ LOS SANTOS ) \============/

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The starting location for Los Santos will be Playa Del Seville on the southeast side. 1) Find the pier that sticks out on your end from the beach in Playa Del Seville. The oyster is at the end of pier, in the water. 2) Go south to the island section of Ocean Docks. On the south side is a dock just to the west of the ship on the easternmost side. The oyster is right next to the docking area. 3) Swim west from the last one and find the little inlet. Look up and find the bridge that passes over this inlet. The oyster is underneath this bridge. 4) Swim west again to find the southernmost bridge that connects Ocean Docks to Los Santos International. The oyster is under this bridge. 5) Get back on land and head to the beach just south of Los Santos International. Follow it west until it starts to curve north. Look at your map and follow the bottom of the road to your left. The oyster is located just off the beach parallel to the bottom of the road. 6) Swim along the coast north until you get to Verdant Bluffs. Find where the road begins to enter a tunnel. The oyster is located near the beginning of the tunnel near the cliff. 7) Continue up to Verona Beach and find the two pedestrian bridges just west of the long pier. The oyster is under the north one. 8) Go west to Santa Maria Beach and find the lighthouse to the left of the long pier. The oyster is just south of the lighthouse. 9) Go just north of Verona Beach to find Marina. There should be a small river-like waterway a bit to the west of the burger place. Find the northernmost bridge and you'll find the oyster underneath it. 10) Now, head all the way to Glen Park, to the actual park you should have noticed in a few missions involving gang territories. You should find the oyster in the pond in the middle of the park, underneath the overpass. 11) Go to Madd Dogg's house in Mulholland and find the pool. The oyster is in the pool. 12) Next, go to the northeast and find Blueberry. Follow the middle road east out of the town and you should find two bridges, one wooden and one concrete. The oyster is underneath them. 13) Follow this river east until you get to Fisher's Lagoon. There is a pier jutting from the east beach here. The oyster is at the end of the pier. 14) Swim following the water to the north to the second bridge just before the freeway overpass. The oyster is under the second bridge. 15) Head to the Federick Bridge on the right side of Los Santos, which connects to Las Venturas (it's a train bridge). Not including the support beam at the

beginning, the oyster is on the north side of the third beam. /===========================\ THE BADLANDS & SAN FIERRO ) \===========================/

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The starting location for The Badlands will be Angel Pine. 16) From Angel Pine, head east, following the road on the south end of the map, until you cross a bridge. The oyster is underneath that bridge. 17) From the last one, swim to the north and you should pass underneath a wooden bridge. The oyster is underneath it. 18) Follow this river underneath the next wooden bridge and it should start to head west. You should pass under a large concrete bridge. The oyster is under it, on the west side of the middle beam. 19) Keep following this river until it ends and goes out to sea under the bridge that connects San Fierro and the countryside on the westernmost side. The oyster is underneath the middle of the bridge. 20) Head north of the bridge, on the freeway, until you encounter the first right turn. This should be the road that leads up to Missionary Hill. There is a pool of water right there and the oyster is in the middle. 21) Next, go all the way to the north to the bridge above Battery Point. The oyster is on the south side of the first set of support beams. 22) Swim directly east of the last one to find a freight boat. The oyster is underneath the west side of the boat (this boat was in "The Da Nang Thang" mission). 23) Go all the way to the northeast corner of San Fierro. To the northeast of Esplanada North is a freight boat. The oyster is under the boat, on the west side. 24) Head south to Garver Bridge. The oyster is between the two support beams out a bit in the waters. *************NOTE I highly recommend that you save before attempting the next two oysters. I also suggest that you have full health and armor, as well as a boat to use as a getaway. That's right; we're heading to the naval base and you'll get five stars just by approaching it. A Jetmax works very well. Remember to save after you get these next two oysters. *************NOTE 25) The first hellish oyster is located under the east side of the aircraft carrier. 26) Go around the corner and you should see through three areas where one might park a boat. The middle opening has the oyster. 27) Go to the Easter Basin docks south of the naval base. This is where the

crane for the Import/Export is. On the south side of the freighter is the oyster under the ship. 28) Go to the airport and go all the way to the end of the long runway. It's next to the wall at the end of the runway. 29) Head to the northwest corner of The Panopticon. Find the beach on this northwest corner and it should be close to it. 30) Get a boat and head to the inlet just to the east of Easter Bay Airport. Follow it until you get a lake called Flint Water. You should have two options now, a path leading east and one leading south. Go east for now and you should pass under a bridge. The oyster is under the bridge. 31) Take the other path now heading south. There is an oyster under the first bridge. 32) Keep going south until you encounter a second bridge. The oyster is under it (this is a train track bridge). 33) Keep going south until you go under the freeway (double road). The oyster is located in between the two roads, in the middle. 34) Go south some more and go past the last bridge in the area. Just north of the Los Santos Inlet is an area where the beach meets the cliff-like area. The oyster is there. /=======================\ DESERT & LAS VENTURAS ) \=======================/

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35) Go to the north end of the Gant Bridge on the west side of the map. Find the northermost support structure. The oyster is between that and cliffside. 36) Go to the northeast and find the boat school. Southeast of that is a small beach area (Skimmer parked there) and there's a rocky outcrop just to the south. The oyster is at the northwestern point of the outcrop. 37) Follow the coastline to the southeast and stop when you are north of the freighter in the NE San Fierro bay. North and a bit west is a roadside wall that has the oyster in front of it. 38) Continue following the coastline to the south as you pass under the Garver and Kincaid bridges, then turn left as soon you see the small inlet of water just past the Kincaid Bridge. The oyster is under the easternmost freeway overpass. 39) Go around the southern tip of Tierra Robada and head a bit north. You should see the ranch used by Toreno. The oyster is in the docking house to the left of the pier. 40) Head north. Go past the low bridge and also the train bridge, then turn west into the small inlet. The oyster is under the overpass at the end of the inlet. 41) Get on the road and head towards the Sherman Dam. On the north side are control towers. The oyster is located between the two pillars under the westernmost control towers. 42) Go northwest of the Sherman Dam to find a small inlet with a wooden bridge.

The oyster is underneath this wooden bridge. 43) Go north until you spot a house with a Skimmer on the right side. The oyster is underneath near the Skimmer. 44) Feel free to hop in the Skimmer and fly northeast of your airstrip. To the west of the pipe that enters the water is a beach that goes into the water. The oyster is close to that beach. 45) Now fly all the way to the northeast corner of the map. It's not too far off of the shoreline. If you're having trouble finding it, draw an imaginary 45 degree line from the northeast corner of the map that intersects with the land. The oyster should be somewhere close to the middle of the line. 46) The next oyster is located in Roca Escalante. The place you need is southwest of the strip mall in Creek and northwest of the offramps on the Julius Thruway East. There is a large building there with a pool in the shape of a guitar. The oyster is underneath the diving board (there's also a horseshoe in the pool). 47) Go to The Strip section of Las Venturas and find The Visage on the west side. There is a pool in the front with waterfalls. The oyster is located under the second waterfall from the south. 48) Go south along The Strip until you find Pirates in Men's Pants. On the right side of the moat in front of the entrance is a skull shaped rock. The oyster is in front of the rock. 49) Continue south along The Strip until you find Come-A-Lot. Find the pedestrian walkway in the front and the oyster will be on the left side of it. 50) A bit northeast of the pyramid in Camel's Toe is a place called Pilgrim. There is a pool out front and the oyster is located in it.

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O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| XI. UNIQUE JUMPS (H100) | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O

There are 70 Unique Jumps in the game, but they do not count towards 100% completion. You can get some jumps during a few storyline missions, but I will still outline them here. It is recommended that you use a NRG-500 to perform these jumps. You get $500 for each jump you get (does not increase at all), which will total $35,000 after all 70 jumps are completed. You can find a NRG-500 in the multi-story garage just a bit north of the stadium in Los Santos. Remember that all Unique Stunt Jumps are performed in slow motion, so you only get it if that happens. /============\ LOS SANTOS ) \============/

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1) Let's start at Ocean Docks. Head towards the southwestern part of the island. As the road curves to the south, you should see a staircase and some boxes off to your right. Adjacent to the boxes is a wooden ramp heading south. You need to jump off of this and land on the zigzagging roof. 2) A bit southwest of the last jump is the bridge leading towards the mainland. A bit north of the road are some steps leading down into an area with a Gang Tag. Head south and jump off the stairs, making sure to just land in the street for the jump to count. 3) North of the last jump is another set of steps heading north, so do the same thing as #2 and land in the street to get the jump. 4) A little west of #3 is the highway that runs south of the airport. Make sure you're heading west and you should see a ramp in the middle of the divider. You need to land a good ways down the highway for the jump to count, about where the first lightpole is after the signs. 5) Next, head inside the airport and get on the northern section of the runway. Near the middle of the runway are some large stone ramps and north of those are two small stone ramps. You should be near the first set of large ramps. You need to head east and jump off the small cement ramp. You need to come very close to the red sign for the jump to count. 6) Stay in the airport and find the steps near the fence between the two corner circular buildings on the edge of the oval road. The steps are right next to the fence and you need to jump them and clear the fence for the jump to count. Make sure to press back just as you hit the steps to get some extra air to clear the fence. 7) Find the northeasternmost bridge that leads to the island section of Ocean Docks. Just at the edge of the bridge, going northwest, is where you need to be. Just to the east is a little dirt area with some ramps. Find the one in the southeast corner and jump off of it, landing on the freeway to get the jump. 8) This one is a bit north of Tag #12. Go north a little more before turning

down into the drain area and you should see an entrance to some dock area. Go east once inside and veering a little right, across the bridge and you should see some steps off to the left heading west. You need to jump off of those steps and land, at least halfway, on the concrete pillar just to the west. 9) Find the tattoo place in El Corona and then the railroad tracks just to the north. Just to the west of where the road intersects the tracks is a wooden ramp that heads both east and west. You need to jump, going east, onto the railroad platform rooftop to get the jump. 10) Get on the railroad tracks and head east, making sure to go north when it curve. Keep going north until you cross a small bridge. Notice the bridge structures on each side. You need to jump off the one, heading south, just to the east of the tracks and land in the intersection to get the jump. 11) Go all the way to the east side of Los Santos. Going north, go past the stadium and stop at the pedestrian overpass. You need to jump off of the west steps and clear the wall behind it for the jump. 12) This jump is next to Tag #93. Next to the tag is a hole in the wall. You need to jump through that hole and land in the streets below, but try not to land in the ocean. 13) The next one is in East Los Santos, a bit east of the Cluckin' Bell there. Find the basketball court and the steps on the east side, heading west. You need to jump off of those steps and land somewhere past the tree just past the northern steps. 14) Just north of the last jump are the railroad tracks and a small pedestrian walkway with steps to both sides. You need to use the steps on the west side to jump close to the second telephone pole. 15) From the walkway, go north and make the first right. Take the first left and go north until you see some steps off to the left. Those steps are the jump and you need to land on the railroad tracks on the other side for the jump. 16) The next three jumps are in Mulholland Intersection, so head there. You'll need to get on the freeway that heads north-south. Find the Burger Shot to the west on your map and move east to the north-south freeway. That's about where you need to be, so head there and you'll notice a cement ramp. Jump off that ramp to the south to get the jump. It's on the side en route to Red County. 17) Keep heading south along the freeway until you get close to where three paths merge into one. You'll still need to be on the north-south freeway, but on the side en route to Los Santos. You'll see a similar cement ramp that will go north. Jump off of that to get the jump. 18) This one can be a bit tricky to find. It's close to Tag #60. From the tag, turn around and face west, but stay on the sidewalk. Go a little bit east until you see where the barricade on the right side begins. Get on the dirt and go forward a bit to see an offramp below. Drop down and look south to see two ramps next to a pillar. You need to jump off the one going south-southeast and land in the parking lot below to get the jump. 19) Go to Commerce and find the planter that cuts the road (used in the Freeway race). Just to the south is the flood drain area, so drop down there. Notice

the ramp heading north. You need to jump off of this and land in the streets above for the jump. 20) From the last jump, follow the turn as it curves west, then make the first left onto the big road (on the map). Head south and turn at the second right. Heading west, go past the first building and you should see a building with steps on your right just before the intersection. Jump off of those steps and try landing on the next building for the jump. 21) Find the Pay N' Spray in Santa Maria Beach and turn left at that road there. Find the tag on the south wall and head east from there until you find the steps that lead above ground. Jump off of those steps, heading east, and land somewhere close to the steps on the other side for the jump. 22) Go north of the nearby safehouse until you find where the pier begins there's a large sign where it starts). To the right of that is a small, grassy ramp. You need to jump off of that, heading south, and land on the pier to get the jump. 23) The next one is close to the country club in Vinewood, which is northeast of the Prolaps in Rodeo and west, but a bit south of the Transfender. North of the tennis courts is an entrance to the club, and just to the right of that is an opening that leads to a ramp and a police bribe. That ramp leading down isn't what you want. What you want is the ground directly next to it; you'll notice the ground slightly rises at the edge. Jump off of that and clear the roof of the next building, then land in the street for the jump. 24) Get on the road just south of the Transfender in Temple, heading west. Take the first left and go south, veering right a bit, pass the second intersection. Keep going south and keep an eye out on the left for an opening between the buildings. Head east past the two ramps and you should see some metal stairs straight ahead. You need to jump off of those, go over the roof and land in the street beyond for the jump. 25) Head northeast and find Palomino Creek. Just north of the southern bridge heading west out of town is a broken bridge. Starting in town, jump over the broken bridge heading west. You probably got this jump during the mission "Small Town Bank." 26) Turn around from the #26 and jump back over the broken bridge, heading east and into town. You probably got this jump during the mission "Local Liquor Store." 27) Last one for Los Santos area. Head to Montgomery Intersection, just south of The Mako Span. Heading west on the road underneath the freeway, you'll see the path split into two on-ramps. In between those two on-ramps is a spacing in the wall with a dirt ramp. You need to jump off of that dirt ramp, heading west to get the jump. 28) This one is in Dillimore, next to the barbershop. Just to the west of it is an opening with a wooden ramp heading south. You need to jump off of that ramp and land somewhere near the police department's front door, on the street, to get the jump.

/===========================\ THE BADLANDS & SAN FIERRO ) \===========================/

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29) Head to Blueberry. Find the street that heads south and out of town, but don't do so. Nearby is an open gate that leads into a big area with storage containers. Head a bit northwest once inside and you should see wooden ramps on both sides of two trailers. Jump off of the ramp heading northwest and land safely after clearing the trailers. 30) Jump off of the ramp heading southeast, clearing the trailers, and land safely on the other side for this one. 31) Go into Blueberry now and find the pizza place there. Directly northwest of it is a billboard advertising Sprunk. Go around to the west side of that building and you should see some stairs heading east. You need to jump off of those stairs and clear that building for the jump. 32) Head on the road west out of Blueberry and turn right onto the dirt road leading into the farms just west of Blueberry. Follow the dirt path and head straight through the first barn and you should see a ramp on the other side. You need to jump off of this ramp and clear the second barn to get the jump. You might have gotten this during the mission "Wu Zi Mu." 33) Go back to that dirt path and follow the right side of it. It should go through a barn with a ramp. You need to jump off of that ramp and land somewhere close to the tanks. 34) Head to the Panopticon and find the small ravine just to the eastnortheast of the places on the hill. You need to jump this ravine, heading northeast-east. 35) Get on the road south of the Panopticon heading east-west and go west. When you reach the land's edge and the intersection, you should see a huge dirt ramp heading west and towards the Easter Bay Airport. You need to jump off of this ramp and land somewhere close to the docks near the airport. 36) Go ALL the way to Angel Pine and find the road heading south-southwest out of town. When you reach the intersection, turn left and find a dirt road nearby that leads down to the beach. As you approach the bottom of the path, you should see a large sand dune off to your left. You need to jump off of this sand dune, heading east. 37) Go back to Angel Pine. Head into the trailer park where you had the save disk from when you first got into the Badlands. You should see a wooden ramp just northwest of the save disk, leaning against a car's frame. You need to jump off of this ramp and land on, or go over, the orange building across the street. 38) Start your ascension up Mount Chiliad. Instead of taking the first hairpin turn, go straight and follow the dirt path (not marked on map). Once you pass under the rock archway, go up the hill and look to your right to find another steep hill. Go up that and continue forward until you see a wooden ramp heading in the opposite direction. You need to jump off of that ramp.

You might have gotten the jump during Chiliad Challenge's third race, Cobra Run. 39) Go to the stadium in San Fierro and go on the south side. As you edge your way towards the freeway, while still in the stadium parking lot, you should see a cement ramp. You need to jump off of this ramp, heading east, and land on the freeway to get the jump. 40) Heading west on the road just north of the Driving School, you should see an opening to a parking lot to your left. Go in here and go around the path to the left. When you get to the big, open area, you should see a dilapidated building to your right side, complete with a large, wooden ramp inside. You need to jump off of that ramp and make it close to the edge of the compound for the jump. 41) Head back out front on the road in front of the compound, heading west, and take the first left. Follow the road as it curves and take the first left again. Go south and you should see steps leading to a pedestrian overpass. You need to jump off of those steps and land on the freeway for the jump. 42) Head to the airport and go inside. Head to the left and take the ramp onto the runway. Once at the top, head south-southwest until you spot a cement ramp. Jump off of this ramp, heading west, and land on the grass on the other side. 43) Head back inside the airport the same way as before. Get onto the runway marked on the map and head to the southernmost point of it. You should see a cement ramp just off to your right. Jump off of it and land inside the dock area. 44) Go north of your garage hideout in Doherty and find the road in front of the Transfender. Near it is a dumpster and a wooden ramp. Jump off of the ramp and land on the freeway. 45) Find your safehouse on the west side of the map, bordering Santa Flora and Paradiso. Head east on that street until you see a driveway to your right, just before the first intersection. You know if your found the right driveway by the police bribe to your right. Speed south and jump off the end of the driveway, using the very small patch of grass as a ramp. You should land on the house to the south to get the jump. 46) Find the safehouse in Chinatown. West of it is an alleyway where a lot of people will be walking and west of that is a Supa Save. In front of the Supa Save is a cement ramp, heading both east and west. You need to jump off it going east and land in the alleyway. 47) Find your safehouse in Calton Heights at the top of the winding walkway. At the top, on the north side, is a set of stairs that head south. You need to jump off of those steps and land a little bit past halfway down the set of walkways. 48) Find the pizza place in Financial and get on the road just to the south, heading east. Go past the Valet place and turn left when you see the building with the red paint splattered on the wall (Victim clothing store). Go north, up the hill, and to the first intersection, then stop. You should

on

see some steps off to your right. Jump off of those steps and try to land

the roof of the building before the main road at the edge. 49) From where jump #48 started, head north to the next intersection and make a left. Go west until you see Michelle's garage on your right, then find the stairs right next to it. Jump off of those stairs and land on the roof of building behind Michelle's. 50) From the front of Michelle's, head west on the road and turn left at the fourth intersection. Go south and up the hill. Once at the top of the hill, look to the right and you should see a small spacing between the housings and a cement ramp. Jump off of that ramp and land on the freeway road below. 51) From where you should have landed from the last jump, continue on this road east and take the first left turn up the hill. Turn around and face north now. You should see a spacing in between the houses directly to the north. On the other side of the street behind the houses is a small grass bump that will serve as the ramp. Jump off of that and land at least in the parking lot of the diner below. 52) Get back on that same road and find the last house on before the bridge (Katie's house). There is a cement ramp next to it. Jump off of it, heading northeast, and try to land not on the first street, but the second one. 53) Find the building underneath the Gant Bridge (Jizzy's club) and find the scaffolding. Get on it and follow it all the way to the top and you should be on a plank that goes north-south. Go north and off the plank to get the jump. I hit the bridge's support beam and got it.

/=======================\ DESERT & LAS VENTURAS ) \=======================/

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54) Go to Arco Del Oeste. You should see a wooden plankway as you head towards the top. You need to jump off the ramp at the end and cross the river and land on the other side for it to count. 55) Head to Las Payasadas and find the giant chicken there. You should see a tarp-covered dirtpile to the west of it. Jump off of the dirtpile and go onto or over the chicken to get the Unique Jump. 56) Just south of the chicken is a large building looking over a cliff. There are steps on the left side. Use these steps to jump off the cliff and you must stick the landing for it to count. 57) Go to Valle Ocultado and find the shack across the way from the many tents. There is a ramp on the back of the house that designates the Unique Jump. You get the jump even if you land in the water. 58) Find the westernmost plane on the south side at your airstrip and find the wing that heads to the northeast. You need to jump off of this and clear a piece of the next plane for it to count. 59) The first Las Venturas one is in Randolph Industrial Estate. Enter the large compound there and head to the northeast corner to find a wooden ramp. You need to jump off of that ramp to get the jump.

60) Find the glass pyramid in The Camel's Toe. Find the path at the bottom of the pyramid that leads all around it and go to the northwest corner. You should see two sets of stairs, one heading north and one heading east. For now, use the north ones to jump on the building just to the north. 61) You need to jump off the east set of stairs adjacent to the last one and land on the building to the east of the parking lot. This is quite a difficult jump because of the distance needed. I suggest a NRG-500 for this one and build as much speed as possible before hitting the steps, making sure to pull back just before you take off. 62) Find the safehouse in Creek, on the east side of Las Venturas. Just north of the safehouse, in the same complex, is a wooden ramp along the western wall. Jump off of that ramp and land on the freeway. 63) Find the safehouse a little west of the last one, in Old Venturas Strip. From there, head west until you meet the road from The Strip. Turn right and head north to the first intersection, then make another right. Follow the fenced in area around until you find a breakable section and go inside it. You should see a wooden ramp opposite where you broke in, so jump off of that ramp and land beyond the street to get the jump. 64) Find the Emerald Isle parking garage just to the north of the last jump and head all the way to the roof, using the stairs. Just opposite the helipad is another section of the roof, so use the stairs to go up there. On both the north and south sides are roofs with ramps on the east ends. This one is on the south end of the building. 65) This is the same jump as the last one, but the ramp is on the northern side. 66) Go back to the parking garage and head to the top level (not the roof). On the south end of the level is a ramp heading south. Jump off of that ramp and land in the street in front of the souvenir shop to get the jump. 67) One more jump in the parking garage. Head to level 6 of the garage and find the ramp heading east on the eastern side of the level. Jump off of that ramp and land somewhere past the middle of the rooftop you should land on. 68) Find the bridge that passes over the Julius Thruway North and is directly south of Millie's house. Head over the bridge and make the left, making sure you're going west. Follow it as it curves north and turn left on the train tracks and follow them west to the next intersection with the road, then turn left. Make the next left and follow the road until it goes into the parking lot of an apartment complex. On the southeastern side is a wooden ramp, so jump off of that and fly over the overpass bridge to get the jump. 69) This jump is east of Horseshoe #32. Between the storage container with the horseshoe on it and the other one is a wooden ramp heading north. Jump off of that and land on the freeway for the jump. 70) Find the airport runway and then the safehouse just north of it in Redsands West. Starting on the street just to the south of it, head east and make the first left. Head straight north and into the parking lot of the apartment complex to find a wooden ramp. Jump off of the ramp and onto the eastern

section of the building to the north's roof.

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O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| XII. IMPORTS/EXPORTS (I100) | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O When you finish the mission, Customs Fast Track, you will unlock the Imports/Exports odd job. This is located at the crane you used to unload the crates for the Customs Fast Track mission (docks in Easter Basin with train tracks leading to it). There are 3 lists of car to export, with the second and third being unlocked after the previous list has been completed. The board with the list on it is located near the edge of the docks, behind the crane. When you get into a car that is on the list, it will tell you that this particular can be exported. You should use the crane to lift the car onto the red marker, since the price listed is the maximum you can get and any damage done to the vehicle is deducted from it. The prices listed below are the maximum you can get. Pressing Triangle when prompted brings up a list of cars that can be imported, at a price. Cars are listed according to the day that they are available. Holding L1 will bring up your stats screen when on foot, but the day is also shown at the bottom. You can only import a car that is listed on that particular day. Every car you export also becomes available for import, as well as rarer cars that become available after every 5 and 10 vehicles exported for a list (6 bonus cars total). You must use the crane to lift the car off of the boat and put it on the ground. .-----------------------.----------------------------.------------------------. | LIST 1 VEHICLES | LIST 2 VEHICLES | LIST 3 VEHICLES |

:-----------------------:----------------------------:------------------------: | Patriot $40,000 | Slamvan $19,000 | Blade $19,000 | | Stretch $40,000 | Blista Compact $35,000 | Freeway $10,000 | | Remington $30,000 | Stafford $35,000 | Mesa $25,000 | | Camper $26,000 | Sabre $19,000 | ZR-350 $45,000 | | Feltzer $35,000 | FCR-900 $10,000 | Euros $35,000 | | Sanchez $10,000 | Cheetah $105,000 | Banshee $45,000 | | Buffalo $35,000 | Rancher $40,000 | Super GT $105,000 | | Sentinel $35,000 | Stallion $19,000 | Journey $22,000 | | Infernus $95,000 | Tanker $35,000 | Huntley $40,000 | | Admiral $35,000 | Comet $35,000 | BF Injection $15,000 | '-----------------------------------------------------------------------------' You'll get an extra $50,000 for completing the first list, $100,000 for the second and $200,000 for completing the final list. The special imports gained from collecting the cars from the first list are Monster (5) and Windsor (10). The second list gets you Bandito (5) and Turismo (10), while the third list gets you Vortex (5) and Bullet (10). Some vehicles aren't found as easily as others, so I'll compile a little list showing some locations. *****NOTE***** THESE LOCATIONS ARE ONLY WHEN YOU GET TO THAT LIST FOR IMPORTS/EXPORTS. THAT MEANS THAT THEY PROBABLY WON'T BE THERE ONCE YOU COMPLETE LISTS. *****NOTE***** - PATRIOT - Can easily be found in the parking lot of Easter Bay Chemicals - FELTZER - At the gas station located on the southeast corner of Flint County. Also frequent at the Valet Odd Job. - REMINGTON - Is usually parked at Unity Station in Los Santos. Can also be found driving around there. - INFERNUS - Can be found parked in front of a house in Paradiso on the left side of San Fierro. It's on the northern side of the block just north of the safehouse there. - ADMIRAL - Find Conference Center just north of Verdant Bluffs. Just north of that is Verona Beach. It can found parked on the border of CC and VB. - SENTINEL - Frequent at Valet Odd Job. Can also be found at the movie studio in Los Santos. - BUFFALO - Can be found next to Catalina's hideout in Fern Ridge. - STAFFORD - In Kings/Queens is the Vank Hoff Hotel. One can be found around there, either parked in front or driving around. - FCR-900 - Reward for achieving all silvers in the Bike School. - CHEETAH - Just north of the safehouse that is a bit west of Millie's house in

Prickle Pine. It's in the driveway sometimes. - COMET - Can sometimes be found in the parking lot outside of Avispa Country Club. - TANKER - Parked at the gas station just over the Gant Bridge, east of the Boat School. - MESA - At the very bottom of Mt. Chiliad should be one parked near a Sanchez and/or a Mountain Bike. - EUROS - A bit south of Caligula's Palace in Las Venturas is The Camel's Toe. You can find one there in an opening underneath it. - HUNTLEY - Sometimes the Hotknife at Driving School is replaced by a Huntley. Driving around in a Rancher might help you find one too. - BF INJECTION - There is one located on the beach in Santa Maria/Verona Beach. - JOURNEY - RVs usually found in countryside. - BANSHEE - Can be found parked next to the gym in San Fierro. - SUPER GT - Parked next to the terminal at the San Fierro airport Remember that driving around in a vehicle of the same type as the one you're looking for will increase your chances of finding one. For example, a Banshee is a sports car, so driving around in a Bullet or Infernus will help you find one quicker. If you don't find a vehicle at one of the locations above or it is locked, then simply drive around for a while and come back to check. Lastly is the list of imports on the days they're available, along with the price. --------------------------------------------------------------------SUNDAY | MONDAY | TUESDAY --------------------------------------------------------------------Club $28,000 | Perennial $8,000 | Jester $28,000 Stretch $32,000 | Remington $24,000 | Camper $20,800 Infernus $76,000 | Sentinel $28,000 | Admiral $28,000 FCR-900 $8,000 | Slamvan $15,200 | Bandito $12,000 Blista Compact $28,000 | Turismo $76,000 | Huntley $32,000 Vortex $20,800 | Euros $28,000 | BF Injection $12,000 ---------------------------------------------------------------------------WEDNESDAY | THURSDAY | FRIDAY | SATURDAY ---------------------------------------------------------------------------Club $28,000 | Perennial $8,000 | Jester $28,000 | Patriot $32,000 Feltzer $28,000 | Monster $32,000 | Sanchez $8,000 | Buffalo $28,000 Windsor $28,000 | Stallion $15,200 | Sabre $15,200 | Stafford $28,000 Comet $28,000 | Cheetah $84,000 | Rancher $32,000 | Tanker $28,000 Blade $15,200 | Super GT $84,000 | ZR-350 $36,000 | Mesa $20,000 Freeway $8,000 | Banshee $36,000 | Journey $17,600 | Bullet $84,000

O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________

============| XIII. REQUIRED CHALLENGES | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O /===============\ BMX CHALLENGE ) (J100) \===============/

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Location.........BMX Park in Glen Park, Los Santos (BMX by large halfpipe) Requirement......Complete the first mission, Cycling Skill of 20% to trigger (100% suggested) You'll have to collect all of the coronas before time runs out. You start with 10 seconds and an additional 10 seconds is added for each corona you collect. A higher Cycling Skill allows you to bunny hop higher by holding and releasing L1, which makes it a bit easier to get some of the higher coronas. Start out by collecting all of the easy coronas along the ground, then head onto the harder ones like the ones on the halfpipes when you have accumulated some time. If you fall off the bike, you have 25 seconds to return to it before you fail. /===================\ CHILIAD CHALLENGE ) (J101) \===================/

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Location..........On top of Mt. Chiliad, the Mountain Bike Requirement.......When you first get into Badlands. Also need at least 40% Cycling Skill (100% recommended). Must start between 7:00 and 18:00. This challenge is really three races down certain paths with the Mountain Bike. The three races are named Scotch Bonnet Yellow Route, Birdseye Winder and Cobra Run. These are some of the more difficult races in the game, simply because you'll be racing downhill on a mountain bike on top of a mountain. You cannot kill any of your competitors by means of drivebys or you'll fail. You have 25 seconds to get on your bike again should you fall off. The races are done in the order I named them and you must finish in first place to unlock the next one. After you finish a race, you'll have to backtrack back up the mountain in order to start the next one/redo it. The big point is to race INTELLIGENTLY and you also cannot kill any other competitors. ------------------SCOTCH BONNET YELLOW ROUTE This is the first race in a set of three. You're up against five other competitors and things won't be easy. Use R1 for sharp turns and make sure to not go too fast. Use this race to get a feel of racing on Mt. Chiliad, since you'll probably be doing these races for a good while. Make sure you pass through each checkpoint as you head down the mountain. There is a large straightaway after the 9th checkpoint and the homestretch is right after the

15th checkpoint or so. Make sure to use these two areas to get a heads up on the competition. ------------------BIRDSEYE WINDER For some reason, this race seemed a bit easier than the first one. At the first fork you encounter not too far down the path, you'll be going right instead of left in the first one. Be careful of the very sharp turns on this new path and use the abundance of straightaways to get ahead of the competition. There is a huge straightaway between checkpoints 21-23, so this is your chance to gain a big lead when you get there. Remember to race intelligently as you head towards the finish line. ------------------COBRA RUN This race is pure hell. It starts at the top of the mountain, but the real starting line is somewhere in the woods closer to the base. You'll be up against only two competitors this time, but they're the least of your problems at first. Not too long after you start, you'll come upon a wooden plank walkway that you must traverse for a short while. If you fall off, then you must head back to the beginning of it and get on again. The competitors seem to hog the walkway like they were driving on the freeway. Take extra careful precautions on the walkway. Make sure to go as slow as you are able to to make it through this section. After the walkway, there are numerous opportunities to blow by the competitors, so make sure you don't screw up on the walkway. After a sharp hairpin turn, it's smooth sailing to the finish line. Make sure to not fall off of the mountain on the final path to the finish line. /==================\ COURIER MISSIONS ) (J102) \==================/

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There are three courier missions that will create an asset for the store it's located in front of. There is one courier mission each for Los Santos, San Fierro and Las Venturas. The one in Los Santos uses a BMX, one in San Fierro uses a Freeway and one in Las Venturas uses a Faggio. All 3 couriers follow the same pattern. The first set of targets are all close to the store, the second set is farther away, the third set has more targets and is close and the fourth set is the hardest with the targets being farther away and has more. Simply do a driveby-type of thing to throw the package through the corona. If you miss the corona, simply run over the package on the ground to pick it back up. DO NOT GET OFF YOUR BIKE AFTER A STAGE IS DONE, SINCE THE NEXT STAGE BEGINS SHORTLY AFTER.

--------------------LOS SANTOS (Roboi's Food Mart in Commerce) I found this set of stages to be very easy, since they are pretty generous with the times that you are needed to do it within. For the second and fourth stages, use your map to lay out a plan before you start riding around. The mart becomes an asset upon completion of Stage 4 and generates up to a maximum of $2,000. Stage Stage Stage Stage

1 2 3 4

-

3 minutes, 3 targets, 6 packages 5 minutes, 4 targets, 6 packages 5 minutes, 5 targets, 7 packages 10 minutes, 6 targets, 8 packages

--------------------SAN FIERRO (Hippy Shopper in Queens) You have control of a Freeway during this Courier set, so you'll have much better speed at your disposal, but less turning ability. You shouldn't have too much trouble with the first three stages, but the fourth stage has a much lower time limit than the BMX one in Los Santos. Even though it is lower, it still should be plenty of time to finish it. Hell, I even went to a Pay-n-Spray to repair my Freeway during the fourth stage and finished with like 1:30 left on the clock, so that tells you something. The Hippy Shopper becomes an asset upon completion of the fourth stage and generates up to a maximum of $2,000. Stage Stage Stage Stage

1 2 3 4

-

3 5 5 7

minutes, minutes, minutes, minutes,

3 4 5 6

targets, targets, targets, targets,

6 6 7 8

packages packages packages packages

--------------------LAS VENTURAS (Burger Shot in Redsands East) You are behind the "wheel" of a Faggio during this Courier set, which means that speed isn't the highest thing for you, but control is topnotch. As usual with the last two, time isn't the biggest factor that you have to pay attention to, since you are given quite a bit to do all of them. The first three are easy, but the fourth stage is a bit different. Instead of the coronas being on the sidewalks, they are located usually in parking lots and inside fenced areas for the fourth stage. The only problem is that finding an entrance into the areas can be a bit costly in time, so keep an eye on it. This Burger Shot becomes an asset upon completion of the fourth stage and generates up to a maximum of $2,000. Stage Stage Stage Stage

1 2 3 4

-

3 5 5 8

minutes, minutes, minutes, minutes,

3 4 5 6

targets, targets, targets, targets,

6 6 7 8

packages packages packages packages

/===================\ NRG-500 CHALLENGE ) (J103)

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\===================/ Location.........Easter Basin docks, San Fierro (behind crates near large, empty bowl) Requirement......Opened from when you get to San Fierro This challenge is like the BMX one in Los Santos, only you get to control a very fast motorized bike. As was the case before, you start out with 10 seconds and gain an additional 10 seconds for each corona you get. Unlike the BMX where you could jump, you have to ride up the walls of the bowl to the rest of the coronas. Simply gather all of the coronas on the dock and in the bowl, then line yourself up with the other ones before attempting to jump for them. Line up and speed up the slanted wall to grab them. If you fall off the bike, you have 25 seconds to return to it before you fail. /=======================\ AMMU-NATION CHALLENGE ) (J104) \=======================/

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Located in some of the bigger Ammu-Nations across the game are large red markers which will initiate a challenge. You will need to go through 3 stages with 4 different weapons before you pass it. The first weapon is the Pistol, followed by the Micro-SMG, Shotgun and AK-47, respectively. Each stage is special. The first stage has you shooting off 6 areas on 3 different targets. The second one has the 3 targets heading from the back and towards you. The third, and last, one is a bit different. It only has one target that you must fire at with the two other competitors. The first one to 20 will win. You will get more challenges unlocked as you progress in the story. The Pistol and Micro-SMG are pretty easy. The Shotgun, on the third stage, is where things can become frustrating. Since the Shotgun doesn't require a straight on shot, the other competitors can get a good lead on you. The AK-47 is probably the hardest of the four weapons, since the competitors seem to be better at this one. Complete all four weapons to finish it. If you fail at one, then you will have to start from the beginning with the Pistol. It is suggested that you have obtained Hitman level on the weapons used, since achieving Hitman increases rate of fire. /===============\ VALET PARKING ) (J105) \===============/

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To begin this challenge, go to any hideout and change into your valet uniform that you got after 555 We Tip, then head to the Vank Hoff Hotel in Financial,

San Fierro. You cannot start the Valet Parking odd job with a wanted level, so get rid of it before approaching the hotel. You will need to enter a vehicle that needs to be parked before the other valets do and park it in the red marker designated in the garage. High stamina helps a lot when you have to run back outside after parking a vehicle. There are 5 levels total. You get time bonuses for two things in this challenge, damage and parking. Each car starts out with a 45 second time bonus that will go down if ANY damage is done to the car. Having the full 45 second bonus is what can make this challenge very easy. You also get a bonus for parking, meaning that the more normal you park a vehicle in the garage, the more time you get as a bonus. You can get a maximum of 15 seconds for parking, but try not to spend too much time trying to park perfectly. You start with 2 minutes for each level, so the damage bonus is crucial in finishing this challenge. Here are the number of vehicles that you need to park for each level. Killing another valet will get you a -20 penalty that is automatically deducted from your time, so don't do it. If another valet gets into a car before you, don't worry about it, so just wait outside until another comes. Level Level Level Level Level

1 2 3 4 5

-

3 4 5 6 7

cars cars cars cars cars

to to to to to

park park park park park /===================\ TRUCKING MISSIONS ) (J106) \===================/

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The Trucking odd jobs open up after you finish the mission "Tanker Commander" for Catalina. There are 8 levels and each one starts at the RS Haul Depot in Flint County (truck icon on your map). There are three types of jobs: ones where you must drive to a location within a certain amount of time, ones where you must take no damage and ones where you must outrun the law. Except for the law ones, the money listed for the others is the max amount possible. If the trailer detaches from the cab, you have 60 seconds to reattach it or you fail the mission. You also have a limited amount of time to return to your cab should you leave it. Try to plan your route beforehand (the yellow blip won't appear on your radar until you enter the truck). When you finish the 8 missions below, RS Haul will become an asset and can generate up to $2,000. .===========. MISSION 1 )

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'===========' REWARD: $1,000 The first delivery is located somewhere in the western area of Red County in Los Santos. You have about 2 hours (2 minutes in the game) to make the delivery. If you make it to the designated location in time, then you get the full $1,000. If the time goes past what is told to you, then you will gradually start losing money off of that $1,000, so speed is an issue. .===========. MISSION 2 ) '===========' REWARD: $1,500 (

You must deliver fragile goods to some place in northern Los Santos (I had Montgomery). Avoid any dings with other vehicles, since this will lower the money that you receive at the end. There is also a damage meter on the screen that you must be aware of; if it empties, you fail. You are not timed, so take your time and plan your route beforehand. .===========. MISSION 3 ) '===========' REWARD: $2,000 (

This is your first trucking mission with the law on your tail. As soon as you drive out of the RS Haul lot, you will get three stars. There's no damage meter or time limit, but the cops will continually try to deattach the trailer from your truck. As long as you keep moving, no choppers will bother you. .===========. MISSION 4 ) '===========' REWARD: $3,000 (

This is solely another timed mission. You have about 5 minutes to make the delivery to Angel Pine or Shady Creek. Either way, I suggest taking the freeway to avoid the biggest amounts of problems. This is only a timed mission. .===========. MISSION 5 ) '===========' REWARD: $4,000 (

The missions starting from here start to get harder simply because of the fact that you must carry the goods to farther locations. This is another mission where you must watch how you drive since you're carrying fragile goods. The

location will probably be someplace on the east side of San Fierro, so make sure to only follow the major roads to avoid any major damage. .===========. MISSION 6 ) '===========' REWARD: $5,000 (

This is another mission where you must fight off the law while delivering illegal goods. You'll be delivering to a place in the southern Badlands, so the freeway is a quick and easy way to get there. You only have to take on a three star wanted level. .===========. MISSION 7 ) '===========' REWARD: $7,000 (

This is a mission that incorporates both the timed aspect and the damage aspect from the trucking missions so far. You'll have around 6 minutes to deliver the load to some place in the desert west of Las Venturas. Plan your route on your map before you start driving and drive safely and quickly to get the load delivered. .===========. MISSION 8 ) '===========' REWARD: $10,000 (

Welcome to hell! This mission is hard. As soon as you drive out of the lot, you will receive a four star wanted level! What makes it damn hard is the fact that your destination is someplace on the east side of Las Venturas. Before you drive out of the depot, look at your map and plan your route carefully. Enforcers join the fray with the more aggressive cops, so you will have your hands full. Have fun and try to not break a controller! ************************* Ben Ing & Mike Matt both wrote: Once you get out of the trucking place, go straight and turn right onto the train tracks when you see them. Simply follow these tracks to Las Venturas to avoid most of the cops. ************************* Let me tell you a little story about an experience I had with this mission. My delivery location was in Creek and I was just outside the gates of the red marker. Unfortunately, the cops deattached the trailer and while I was trying to reattach it, I got busted by a cop. Needless to say, I had to shut off the

game at that point to avoid breaking something.

O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| XIV. QUARRY MISSIONS (K100) | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O The Quarry Missions are unlocked after finishing the mission "Explosive Situation." All the missions have to be done in order and they all start next to the office in Hunter Quarry. You cannot start any mission in this set with a wanted level. Once you complete one, you will need to go back up to the office to receive another one. .==================. QUARRY MISSION 1 ) '==================' REWARD: $500 (

You have 3 minutes and 30 seconds to clear rocks from the path by dropping them over the cliff. Start by going forward and pushing the first rock over the cliff, but don't worry if it doesn't go directly in the red marker. Make sure to not drive the Dozer over the cliff with the rock. After pushing the first rock, go to the left and get the next rock. After the second, go to the right and push the rest of the rocks over the edge. If need be, feel free to drop over the edges to get to the rocks faster, since the Dozer is quite difficult to keep overturned. .==================. QUARRY MISSION 2 ) '==================' REWARD: $1,000 (

Some bombs have been planted by a rival company and you will need to move them into red markers to complete this objective. The first one is behind the office at the start and you have 1 minute and 30 seconds to move it into the red marker. Once it's in there, move away from it and it will explode and you'll get a report saying the next one is by the crane. Drop down to it and push it to the red marker a little bit up the hill, making sure to not run out of the 2:10 time given to you. The next bomb is located next to the grinder and you have about 2:26, so drop to the bottom of the quarry and move the bomb into the red

marker. There is one more bomb left and you have about 2:45 to move it into the red marker. Locate it by the crusher and move it to the marker to finish this mission. .==================. QUARRY MISSION 3 ) '==================' REWARD: $2,000 (

The rivals who planted the bombs are escaping in a Dumper and you have to use one of your own to stop them. You must remain inside, so make sure to grab an Uzi-type weapon before doing this, as it makes it very easy. Get in the Dumper and get on the road and drive until you catch up with the rivals. Pull alongside them and pump their Dumper full of bullets, which shouldn't take too long. Once the damage meter is empty, the Dumper will catch on fire and explode, which signals a successful mission. .==================. QUARRY MISSION 4 ) '==================' REWARD: $3,000 (

The bodies of the guys from the last mission are in the back of a Dumper and you have to get rid of them before the cops come snooping. You have four minutes to do all of this, so get on the Sanchez as soon as the mission starts, then drive along the edge of the quarry to the other entrance. Once there, hop in the Dumper and drive CAREFULLY to the other entrance. If you drop the bodies by driving recklessly, then you will fail the mission. Once back at the office, drive carefully down the ramps and to the bottom, where you'll find a fire burning at one end. Back up slowly and then dump the bodies into the fire with the right analog stick to finish the mission. .==================. QUARRY MISSION 5 ) '==================' REWARD: $5,000 (

You now have 3 minutes to deliver some explosive barrels to the airstrip at Verdant Meadows. Plan your route before you actually start driving, since you have to be careful to not drop any of the barrels like the bodies last mission. Stick to the roads and you shouldn't have too much of a problem with the barrels dropping. Try to cut some corners and get on the road that is directly south of the airstrip, then you can get on the strip yourself and get to the red marker. Once there, simply drop off the barrels in the marker to finish the mission.

.==================. QUARRY MISSION 6 ) '==================' REWARD: $7,500 (

A Dumper has spilled its load of explosive barrels on the train tracks and you must use the nearby Dozer to clear the tracks before the train comes. You have 3 minutes to do all of this. Get in the Dozer and head for the tracks. As soon as you see the tracks, get on them and head towards the green markers. Push the barrels off the tracks until you see the green blip disappear from the radar, which means it's no longer a problem. Don't spend too much time trying to move each barrel, but instead head down the tracks and move the barrels off in groups of 2-3. The mission is finished when the train passes through and you see no green blips on the radar. .==================. QUARRY MISSION 7 ) '==================' REWARD: $10,000 and turns Quarry into an asset ($2,000 max) (

You have 8 minutes to head to the bottom of the quarry, load up a dead cop and his bike and get rid of them. Begin by getting on the Sanchez and heading to the bottom of the quarry by jumping over the cliffs. Once at the bottom, get into the Dozer and you'll see two green blips appear. These are the body and the bike and you must push both into the red marker. This can be frustrating a bit since both seem to roll under your Dozer, but keep at it and get them both into the marker. Once you got both, get out of the Dozer and run quickly to the crane and enter it. You must use the crane to pick up the body or bike and then load them into the back of the Dumper nearby. Once you have both in the Dumper, get inside it and hurry to the entrance of the quarry, making sure to not lose either thing in the back. Once at the entrance, completion is only a short ways away. Head to the red marker and VERY CAREFULLY dump the "cargo" into the water, making sure not to go with them.

O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| XV. RACE TOURNAMENTS (L100) | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O

After the mission "Deconstruction," the Driving School will be unlocked. The tournaments are unlocked until you purchase Verdant Meadows airstrip. There are four sets of races altogether: one in Los Santos, one in San Fierro and two in Las Venturas. All of these will test your driving, bike and flying skills, so be ready for some challenging races. You need to finish in 1st place for it to count towards your percentage and you'll also receive $10,000 for each race that you finish 1st place in. Finishing in 1st place in all of the races will get you a bonus of $1,000,000! Good luck. There are a few things I need to outline before continuing on with the races. These are some tips to help you. I highly suggest that you finish all of the schools before attempting these, since this will increase your vehicular skills. Actually, you should try and MAX your Bike, Driving and Flying skills before doing these, since things will be much easier. You cannot destroy another vehicle or your own, or you will fail. You also have 25 seconds to return to your vehicle should you leave it for some reason. Be very careful of the traffic for some of the races, since they can mess up a lead in a matter of seconds. The P.I.T. maneuver from the Driving School is an excellent tool to use on some of the competitors. To sum things up: -

Drive INTELLIGENTLY Don't destroy your or the competitor's vehicles Get back to your vehicle within 25 seconds should you leave it Max out your Flying, Driving and Bike skills Beware of traffic Make use of the P.I.T. maneuver from Driving School /====================\ LOS SANTOS CIRCUIT ) \====================/

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The Los Santos race tournament starts in Little Mexico and has 9 races total, although 3 are done during the storyline, which makes it 6 new races. The red marker is behind a building. .===============. LOWRIDER RACE ) '===============' LENGTH: 1.46 miles VEHICLE: Blade (

You have already done this in the mission, "High Stakes, Lowrider." You need not do it again. .=============. LITTLE LOOP )

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'=============' LENGTH: 0.82 miles VEHICLE: NRG-500 The NRG is the best bike in the game, so this race shouldn't be too much of a problem. Remember to race smart and use R1 to take the turns. Also remember that you can gain some extra speed by slightly leaning forward on the bike. .===================. BACKROAD WANDERER ) '===================' LENGTH: 2.05 miles VEHICLE: FCR-900 (

Remember to race smart and use the speed boost by leaning forward to win this race. The second to last checkpoint is a very sharp turn, so be sure to slow down enough to make it. .==============. CITY CIRCUIT ) '==============' LENGTH: 2.26 miles VEHICLE: FCR-900 (

This is yet another rather easy course with a motorcycle. There are enough straightaways on this one to build up enough speed to blow past the other competitors, so use them to your advantage. Also remember to drive down the middle of the road to bypass most of the traffic easily. .==========. VINEWOOD ) '==========' LENGTH: 2.41 miles VEHICLE: Sunrise (

This is the first course that is actually a challenge. The Sunrise isn't really meant for racing, so it makes it harder. Use the P.I.T. maneuver if you need to and remember to race smart. When you reach Richman and cross the small bridge there, slow down after the first checkpoint because of two dips. After the second bridge, don't miss the sharp right. After the sharp left turn, head straight to go under the overpass. After that, a normal race. If you're having a lot of trouble, try doing it in 1st person. .=========. FREEWAY ) '=========' LENGTH: 2.62 miles VEHICLE: Super GT (

This is possibly the worst race in the entire game, in my opinion. It's not the track that sucks, but the choice of car for you that is evil. You could probably handle a greased pig better than the Super GT. Anyways, head down the first straightaway and go over the planter that you'll come upon. This should help you get an edge on the opponents. Don't go into the turns with a lot of speed or else the GT will spin out. Don't miss the right turn leading onto the Idlewood freeway. After that, careful driving will win you the race. If you're having a lot of trouble, try doing it in 1st person. .==================. INTO THE COUNTRY ) '==================' LENGTH: 5.22 miles VEHICLE: Bullet (

You are your worst enemy in this race. There is quite a bit of traffic as you go around the track, so that is your biggest obstacle in this race. The competition can hardly be called that, so no worries there. I consider the Bullet as one of the best cars in the game, but it can't take too much punishment. This is a nice and easy race after that last one, as long as you take it carefully and patiently. .============. BADLANDS A ) '============' LENGTH: 2.99 miles VEHICLE: Sabre (

This is the race that you did in the "Wu Zi Mu" mission. You do not need to do it again. .============. BADLANDS B ) '============' LENGTH 2.99 miles VEHICLE: Super GT (

This is the race that you did in the "Farewell, My Love" mission. You do not need to do it again. /====================\ SAN FIERRO CIRCUIT ) \====================/

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The San Fierro Circuit's starting red marker is behind Wang Autos, which is just up the street from your garage in Doherty.

.=================. DIRTBIKE DANGER ) '=================' LENGTH: 1.99 miles VEHICLE: Sanchez (

This race is pretty easy. Remember to lean forward on the bike to get some extra speed when there's a straightaway and cut as many corners as possible. .================. BANDITO COUNTY ) '================' LENGTH: 2.02 miles VEHICLE: Bandito (

The Bandito is very hard to roll over onto its back, but it's still possible. Brake on the sharp turns and stay on the path. Be sure to be careful around the edges close to the water. Also, make sure to build up a lot of speed when going through the water. After that, just follow the course to win. .===============. GO-GO CARTING ) '===============' LENGTH: 1.18 miles VEHICLE: Kart (

The Kart can spin out very, very easily, so make sure to slow down a bit on the sharper turns. Actually, just letting go of the gas when turning should be sufficient enough. The biggest obstacle is to avoid any pedestrians, traffic or people, since this will cause the Kart to spin out easily. The last thing to avoid is the dumpsters in the alleyways towards the beginning and end. .=====================. SAN FIERRO FASTLANE ) '=====================' LENGTH: 1.64 miles VEHICLE: Alpha (

This is a tough race here. The other racers drive faster cars than you, but they don't have the advantage of cutting corners that you do. Brake as you take the sharp turns and use the straightaways to get the lead. .==================. SAN FIERRO HILLS ) '==================' LENGTH: 5.20 miles VEHICLE: Phoenix (

The Phoenix is faster than the other competitors in this race, so use the straightaways to your advantage to get a gain. The largest one is on the freeway, so speed through it to get a huge lead on the competition. One thing I noticed is that there wasn't much traffic to worry about in this race. Remember to drive smart and don't damage your vehicle too much. .===================. COUNTRY ENDURANCE ) '===================' LENGTH: 6.68 miles VEHICLE: Bullet (

As with the Los Santos race with the Bullet, you are your worst enemy. Leave the other cars in your dust on the straightaways. One area to be careful about is the descent from Missionary Hill, so don't take the hairpin turns there too fast. Remember that smart driving will prevail in the end.

/======================\ LAS VENTURAS CIRCUIT ) \======================/

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The red marker is in the Las Venturas Airport Fright Depot, on the east side of a building. This circuit is pretty easy .============================. SAN FIERRO TO LAS VENTURAS ) '============================' LENGTH: 4.85 miles VEHICLE: Banshee (

The Banshee is definitely one of the best vehicles in the game and this race shows it. Drive on the right side of the road to avoid the slower traffic when necessary. Enjoy the race. .===========. DAM RIDER ) '===========' LENGTH: 2.67 miles VEHICLE: NRG-500 (

This race is also easy, considering you're on the fastest motorcycle in the game. Use the handbrake for turning and use your manual speed boost on the Sherman Dam to get a good lead. .===============. DESERT TRICKS ) '==============='

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LENGTH: 2.91 miles VEHICLE: FCR-900 The first segment of this race is tricky because of the dirt path you're on. However, once you get to the road, it becomes very easy to bypass the competition. Make sure to use the handbrake for turns and use the speed boost on the dam to gain the advantage. .=======================. LAS VENTURAS RINGROAD ) '=======================' LENGTH: 3.70 miles VEHICLE: Turismo (

This is the easiest race of this set. There are numerous straightaways that you can use to your advantage. Make sure to drive down the right side of the roads as you speed down the highway. The only things you'll need to watch out for are the turnoffs to the right a few times. Enjoy it.

/======================\ LAS VENTURAS AIRPORT ) \======================/

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This set has no competitors or time limits. You have to fly through a series of checkpoints, but remember you can take as much time as you want on these. .================. WORLD WAR ACES ) '================' LENGTH: 4.24 miles VEHICLE: Rustler (

Make sure to retract the landing gear with R3 after taking off to get some better handling with the Rustler. Some checkpoints are close to trees, so if you find yourself getting a bit close, roll the plane left or right so that the wings are vertical. After that, level yourself off again and continue on again. One last thing to remember is to not bank too hard, since the plane can become a bit hard to control. .==============. BARNSTORMING ) '==============' LENGTH: 7.64 miles VEHICLE: Stuntplane (

The Stuntplane's controls are a lot more responsive than the other planes. Remember to slightly turn the Stuntplane so you don't completely lose control,

which is highly possible. For fun, the R3 button turns on the skywriting. Take it easy and you should finish it in no time. .==================. MILITARY SERVICE ) '==================' LENGTH: 10.80 miles! VEHICLE: Hydra (

There are two ways of doing this course. You can fly the Hydra like a helicopter, although it can take a long time to finish the course or you can fly the Hydra like normal. I suggest someplace in between, since the chopper-Hydra controls are a bit slower than normal choppers. Simply push the right stick up a bit until you start moving forward a bit, but make sure to not make the jets go all the way. Patience is the key to this one. This is the longest course in the game. Make sure to not get in the vicinity of Area 69, since 5 stars will make it much more difficult. .====================. CHOPPER CHECKPOINT ) '====================' LENGTH: 3.05 miles VEHICLE: Maverick (

The Maverick is easiest chopper to control in the game. Remember to take as long as possible and pace yourself through this course. .======================. WHIRLY BIRD WAYPOINT ) '======================' LENGTH: 2.73 miles VEHICLE: Maverick (

Once again, take your time and you shouldn't have too much trouble in this course. Watch out for the checkpoints under the bridges. The checkpoints are in harder locations than the previous one, but patience is the best option. .===========. HELI HELL ) '===========' LENGTH: 3.08 miles VEHICLE: Hunter (

While the Maverick is the easiest chopper to control, the Hunter is the most durable. Remember to take your time and slowly work through the checkpoints. Two of the checkpoints are under freeway overpasses, so slowly go through these. It seemed like I was crashing the Hunter into a lot of objects and not one bit of white smoke at all.

O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| | ___________ ============| XVI. SCHOOLS | =========== ¯¯¯¯¯¯¯¯¯¯¯¯| | ¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O All schools follow a few simple rules. All schools follow the same certificate system: Gold is given for 100%, Silver for 85-99% and Bronze for 70-84%. That means you cannot get lower than 70% to pass a challenge. If you stop your vehicle (or hit something in the case of Pilot), then you will end the challenge. Once you have finished with a school or challenge, you can replay that particular one/all to get better scores. When any school is unlocked, it is marked on your radar with a red dollar sign ($). You receive a phone call telling you about the car school, but not about the bike and boat schools. Watch the videos before attempting the course. It helps a lot in trying to get golds. For example, the 360 in Bike School shows doing 3-4 before stopping. If you follow that example, then you're pretty much guaranteed a gold. The rewards for Bike and Pilot School don't always show up in their designated spots, so don't worry about them. For Bike School, normally the Freeway and NRG-500 show up OR just the FCR-900 will just show up. The Hunter for the Pilot School also doesn't show up. If what you want isn't there, go away for a bit and come back to check if it's there or not. *****NOTE***** I will accept e-mails that give tips for particular courses for getting a gold. Or I will accept e-mails correcting any mistakes I may have made. *****NOTE***** --------------WHEN UNLOCKED AND LOCATION - Driving School unlocked after "Deconstruction" - Located in Doherty, San Fierro - Bike School unlocked after "Yay Ka-Boom-Boom" - Located in Blackfield, Las Venturas - Pilot School mandatory for story - Located at the abandoned airstrip in Verdant Meadows - Boat School unlocked after "Pier 69" - Bayside Marina, Tierra Robada (house at end of dock) .-----------------------------------NOTE--------------------------------------.

| | | When you have to stop in between cones for the Bike and Driving schools, you | | must stop directly in the middle of the last 3 rows of cones. | | | | | | 0 0 0 | | _____ | | |_____| 0
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