Grand Theft Auto : Vice City List (FAQ/Walkthrough 1 Part 3)


The Washington Beach Police Station

This way is easy when it works, and is a way to have Tommy spend a lot of time
jamming a doorway and jumping around when it doesn't. It causes the interior
and exterior of Auntie Poulet's shack to load.

To get to Ghost World using the Washington Beach police station, have a Caddy
saved at Links View in case you need to try this again. Have a Rocket Launcher,
a handgun, and have Tommy change into the police uniform.

Back the Caddy to the door of the police station, shoot the back tires with a
handgun, then reverse into the building. If you get it to squirm through, walk
to the doorway to make the interior load. Type the code to speed up gameplay,
"onspeed," and have Tommy run into walls and corners till he goes through

the
wall--this can take a while.

(As an alternative, you can send the Caddy to the bottom floor--you can see a
cell door to help guide you, turn the Caddy around, and point it at the steps.
Have Tommy jump up and down on top of it till he goes to the ceiling. Have him
go to the SW corner, careful not to fall into holes, till he falls out of the
station. I just tried this once, and opted for the other way when it didn't
work for me for a while.)

You'll see the interior of the police station from outside.

Use the Rocket Launcher for the looking through walls gimmick described a few
paragraphs down if you want to see through the exterior into the interior of
Auntie Poulet's shack. You can use Ring_of_Fire's Jetpack method, given below,
to have Tommy look around inside it.

To get there, take one of the bridges to the main N-S road of the west island.
Go W at the W end of Links Bridge. Where the road curves N, Auntie Poulet's
shack is ahead to the left.

To leave this Ghost World, I'd use the North Point Mall.

Thanks again to spaceeinstein, of the many modifications, whose web site
showed me the Apt. 3C, Pole Position, and Washington Beach Police Station ways
to go to Ghost World. It's a good reference source for many such things.


Ring_of_Fire's way to make interior graphics load in Ghost World

Thanks to glitch tester Ring_of_Fire for showing there's an easy way to do
this which works for interiors which have graphics that load seperately but in
the same place as the exterior.

It involves the commonly known ability of Tommy to enter a boat or the Skimmer
from a little distance away from it. This also lets Tommy disappear on one side
of solid things and reappear on the other side of them, like the fence near "The
Fastest Boat" (see I.49). What Ring_of_Fire showed that isn't so well known is
that having Tommy jump on a motorcycle from in front of it lets Tommy go through
solids as well, and that having Tommy jump from such an interior (like the man-
sion interior) to one of those vehicles in the exterior world is a pretty easy
way to cause those interior graphics to load in Ghost World.

For several interiors, Ring_of_Fire has Tommy leave a motorcycle outside, go
inside to load the interior, and do a turning kick to jump onto the motorcycle
from in front of it, in some cases through walls.

For example, for the VCPD HQ interior, Ring_of_Fire leaves a PCJ 600 pointed
toward the front door with the front wheel on the lower step of the couple just
beyond the door. He has Tommy walk inside, which loads the interior, then has
Tommy turn and do the jump onto the bike. (Have Tommy get away fast because it
creates a two star wanted level Tommy can't get rid of within a couple blocks of
the VCPD HQ. This causes the interior of Auntie Poulet's shack to load, too,
which Tommy can see from outside it with the Rocket Launcher gimmick, and he can
look around inside it with the Lithjoe Jetpack method given lower in this sec-
tion.)

For the mansion, El Banco Corrupto Grande, and the Malibu Club, Ring_of_Fire
parks the PCJ 600 with it pointed at the outside wall a few feet from either
side of the front door, has Tommy walk inside which loads the interior, then has
Tommy jump through the wall onto the bike.

For Apt.3C: park the PCJ 600 with the front wheel at the wall straight ahead
beyond the top of the steps, send Tommy inside, and have him jump out through
the bathroom onto the cycle. (This causes the graphics of the biker bar, the
Greasy Chopper, to load, too. You could have Tommy look inside it as with Aunt-
ie Poulet's shack.)

For the Ocean View Apt.: park the PCJ 600 to the left/S of the front door and
diagonally, pointing more toward the dinner table area inside than the front en-
trance, send Tommy inside, and have him jump from the corner of the dinner table
area nearest to the bike onto the bike.

For Cafe Robina, have Tommy park the bike with it pointed at the door on the E
side.

Ring_of_Fire also uses this method with the Skimmer for a few interiors.

For the Malibu Club, park it facing the wall at the N side of the building.

For North Point Mall, park it pointed roughly N at the innermost wall of the
indented section between the S doors, send Tommy inside, and have him enter the
Skimmer from the wall just past the lower floor door of Gash.

For the Pole Position, park the Skimmer at a slant against the outer wall and
aimed at the 2nd to 3rd major section of window W of the entrance, have Tommy
go inside to the SW corner (I'll leave it to you how you have Tommy get rid of
the guys watching the dancing girl there to get closer to the corner), and press
F/Enter.

For the Downtown Ammu-Nation, park the Skimmer so it's pointed E and against
the wall in the NE corner of the lot used in "Hog Tied" behind the Downtown

Am-
mu-Nation, have Tommy go inside the Ammu-Nation and "Rifle Range" section to

the
W wall of the NW corner, and enter the Skimmer. The stairs to the roof of Ammu-
Nation will be invisible--they run W to E on the S end of the lot. (Unfortu-
nately, the Ronald Reagan/Gorbachev picture doesn't appear this way.)

Ring_of_Fire's alternative method is to park a Caddy in the "Rifle Range"

sec-
tion with the front end of the Caddy in the 2nd archway to the N (by the "Please
refrain...." sign) with the front wheels past the step to make the Caddy lower,
then have Tommy jump on the roof of the Caddy and go N over the interior.

Another use Ring_of_Fire has for having Tommy jump through solids is for an
alternative way to get him into Leaf Links or the airport terminal with all his
weapons. Ring_of_Fire also parks the PCJ 600 so it's pointed at a clothes pick-
up and has Tommy jump through the clothes pickup and over the handlebars onto
the PCJ 600 as an alternative way to morph him to it.



A 3rd variety of ways to see Ghost World lets you see little sections of the
city as a graphics glitch, to which you could add examples of graphics for non-
solid objects or solid objects without graphics.


Let me see Ghost World--I've got a Bazooka here

The easiest way to see the most little sections of the city as a graphics
glitch is to use the Rocket Launcher to look through many of the walls (a gim-
mick mentioned in the weapons section). Equip Tommy with it and have him stand
with his right side against the wall you want to see through. Press RMB to
bring up the scope and turn Tommy toward the wall.

If you do this with Tommy standing on stuff on the N side of the counter of
the Downtown Ammu-Nation and have him turn right to the wall and look up, you
can see a secret picture of Ronald Reagan holding a gun and laughing with the
Russian leader Gorbachev beside him looking scared. I've only managed to see
the bottom part of the picture so far this way.
http://img64.imageshack.us/img64/6128/00gta1vcdowntownammunationwall.jpg

Be careful not to let the aim stray to the Ammu-Nation cashier. When an Ammu-
Nation cashier thinks Tommy's trying to hold up the store, he shoots at him with
a .357.

If you have Tommy go to the back wall inside Cherry Poppers, you'll see an of-
fice with windows that seems to be empty. But if you have him crouch under the
stairs and use the Rocket Launcher gimmick against the back wall, you can see
that the office contains three desks. The desk on the right has a chair, and
behind the desk is a bulletin board. (Sorry my screen shot for the interior of
the office is so dark. To see it in the game, you may want to crank up the
Brightness option in both your game and your graphics card settings.)
(Thanks to Knockout at GTA Forums.)
http://img379.imageshack.us/img379/1487/00gta1screenvc241de5.jpg
http://img297.imageshack.us/img297/7882/00gta1screenvc242ds4.jpg

If you have Tommy break the glass of the W window display of the two in front
of Howlin' Pete's Biker Emporium, then use the Rocket Launcher gimmick against
the back wall of the display, you can see a counter and a row of five brown
leather jackets identical to the jackets used in the display.
(Thanks to spaceeinstein.)
http://img431.imageshack.us/img431/258/00gta1screenvc243th9.jpg

(It reminds me a bit of the inside of the Little Havana Streetwear store.
Maybe it's left from an abandoned idea to have Tommy get a Biker gang jacket
there.)

If you use a mod that lets you see the hidden interiors of the game (like the
Love Fist recording studio), you can use the Rocket Launcher gimmick on the wall
across from the top of the stairs at the Ocean View, especially about halfway
along the wall, and on the wall across from the door to Tommy's Ocean View
apartment, to see the Marco's Bistro setting used for "An Old Friend"
(I.17.B).

You can use this gimmick to see the interior of Kaufman Cabs before you open
it by buying it.

You can use this to see through the door that hidden package 66 is in front of
to see the printing press referred to in the WK Chariot section of I.9.G.

The Rocket Launcher gimmick lets you look through the inside W wall of the
Washington Mall garage to see inside the mall.

If you go to Ghost World by way of the Washington Beach police station method,
described above, you'll need this gimmick to see inside Auntie Poulet's shack,
too--or, you could use:


The Lithjoe's Trainer Jetpack (No Clip) Way to Visit Ghost World

The jetpack feature of Lithjoe's "Vice City Ultimate Trainer v.2" is just

like
the No Clip feature of a "Half-Life" game except Tommy is in the foreground

in a
frozen falling position and he doesn't slide a bit farther when you let go of a
key.
http://grandtheftauto.filefront.com/file/Vice_City_Ultimate_Trainer_20;44460

I used it to have Tommy get inside a few places he normally can't enter: the
apartment he looks into in "The Chase," the back room at Cherry Poppers, the
bookstore at North Point Mall, and the area between walls, with a picture of
Reagan and Gorbachev on the inner one, at the Downtown Ammu-Nation, and took a
few screen shots of them:
http://img513.imageshack.us/img513/1202/zlithjoechaseroomxp3.jpg
http://img134.imageshack.us/img134/3433/zlithjoechaseroom2vt2.jpg
http://img134.imageshack.us/img134/374/zlithjoecherrybackroompe9.jpg
http://img513.imageshack.us/img513/9725/zlithjoenpmallbookstoreeu3.jpg
http://img513.imageshack.us/img513/3407/zlithjoenpmallbookstoreme5.jpg
http://img134.imageshack.us/img134/553/zlithjoereaganxt3.jpg

The screenshot of the back room of Cherry Poppers came out so dark it's hard
to tell, but the room has three desks, a chair at the N one, a bulletin board on
the wall behind the N one, and a stand of shelves S of the S one.

Another possibility is to use Ring_of_Fire's method, given above, of using
Apt.3C to cause the Greasy Chopper graphics to load, use the Lithjoe Jetpack
method to get Tommy into the biker bar, then turn off the Jetpack feature to
have Tommy look around. The same method could be used with the Washington Beach
police station to have Tommy look around inside Auntie Poulet's shack.


Getting to Ghost World with a BF Injection

To see through a bridge, type in the code "seaways" while driving the BF

In-
jection and drive it under the low E end of the bridge from Prawn Island to the
west island. Wedge Tommy in there where he can just fit. When he's lifted by
the waves, you can see the traffic and pedestrians above, but the bridge above
is invisible. (You can also see that there's no body in the bridge, supposedly
a take-off on one of the rumors about what happened to Jimmy Hoffa, as has been
reported.)


The Ocean Beach Triangle

If you drive a PCJ 600 to the NE side of the building that apartment 3C is a
part of, you'll find a light green triangle of grass. Drive onto it, and you'll
sink through the ground, go through Ghost World, and end up on the sidewalk
nearby.
http://img100.imageshack.us/img100/6366/00gta1screenvc212qg9.jpg
http://img100.imageshack.us/img100/1859/00gta1screenvc214ul5.jpg
http://img222.imageshack.us/img222/6/00gta1screenvc215xg1.jpg
http://img222.imageshack.us/img222/5631/00gta1screenvc216bs1.jpg

Thanks to Mohammed Kahn, alias Madeye or "some name," for the Ocean Beach

Tri-
angle idea.


Going Nowhere Fast

Something similar can be done by using the code to speed up gameplay, "on-
speed," twice and having Tommy run at a corner created by setting a vehicle di-
agonally to a wall; he can go through the wall, but it takes a while. This
works at the wall by the steps S of the W end of the bridge to Downtown; some
claim success at the wall along the upward slope of the E side of the Schuman
Health Care Center, Downtown.


Taking your Time About It

The same Chris who has the gta place post about an invisible plate at the top
of the Schuman Health Center (I.3) knows an easier way to get through the walls
at ground level, too: walk in. If you have Tommy go onto the dark gray rectan-
gle of ground at the SW corner, then walk at the E side of the off-white wall at
the N end of it, he'll walk right in.


The Ocean View of Ghost World

Likewise, you can drive a PCJ 600 onto the alcove behind the Ocean View with
the back at the bicycle rack-looking railing and accelerate at the corner to
your right. With success, Tommy ends up inside a Ghost World-looking Ocean View
with everything else the same outside.

(Thanks to the Glitch FAQ for the PS2 "Vice City" by AJ at Gamefaqs.)
http://www.gamefaqs.com/computer/doswin/file/561641/20169

I had Tommy run NW to SE at the N side of the front door to get him out of it.

The spaceeinstein web site has another way to go to Ghost World there. You
have Tommy drive the PCJ 600 at the front door and bail to let the cycle go in
by itself. Then have Tommy go inside and drive it S from the area where the ar-
mor pickup is after you find ten hidden packages. Have him scrape against the E
wall as he does it. It worked for me when I got him to the far corner.

Ring_of_Fire's method, given above, is easy if you want to see the interior
from a ghost world that's outside.


I don't think you need to wonder if these things indicate that Rockstar aban-
doned a horror movie theme in which you find beings and things that don't abide
by the laws that govern the three dimensional world we live in. I do know that
I like the surreal parts in the blend that Rockstar creates, too.

In a few cases, it makes for a department of transportation from another di-
mension:


Ghost World Headquarters, Airport, and Map

If you take a helicopter W over the W section of the Starfish Island Bridge,
before the graphics are fully loaded for the west island, you can see the basic
shape of a skyscraper or tower. It sticks up a bit N of due W of you--from the
NE end of the airport tarmac--and looks like a vertical rectangle with a narrow
one on top of it. From this angle you can see that the only other thing stick-
ing up from the airport area is the tall radar tower. After the "Welcome to
Vice City" screen is shown while the graphics load, it's gone.

I used the flying Rhino to get Tommy pretty close to the skyscraper:
http://img147.imageshack.us/img147/5175/00gta1screenvc26bl8.jpg
http://img147.imageshack.us/img147/742/00gta1screenvc27ai1.jpg

I used the jetpack feature of Lithjoe's "Vice City Ultimate Trainer

v.2"...
http://grandtheftauto.filefront.com/file/Vice_City_Ultimate_Trainer_20;44460

...to take a couple of screenshots that make it clear where the tower is--it's
on the upper part of the inside of the bend in the road that has a lot of bill-
boards around the outside of it.
http://img98.imageshack.us/img98/1503/zlithjoeghosttower1ji8.jpg
http://img98.imageshack.us/img98/8950/zlithjoeghosttower2fs4.jpg

You might consider it to be the ghost's secret headquarters which disappears
when Tommy approaches it. The jets nearby would just be for invisible people
since you never see anyone else boarding or disembarking from them; Tommy can go
right through the ones that fly but can't see anyone inside.

Since the N airport terminal isn't used for anything important in the game,
and to avoid confusion, I'll just refer to the terminal by the "Vice Surf"

bill-
board as "the airport terminal" in my guide.

If you send Tommy by the front of the airport terminal, you can see that one
of the newspaper dispensers is red and hovers over the ground. If Tommy, or
even a vehicle, knocks it around, it still hovers.

There's even a map that shows the special layout of Vice City that the ghost
airport tower is meant for:

DutchBudokai_Fan, at the neoseeker web site, noticed a dutch Wikipedia web
site that showed that when you look at the Vice Racer Street map at Sunshine Au-
tos, you see an earlier draft of VC with no lighthouse, no Hyman Stadium, a dif-
ferent Leaf Links, and Fort Baxter isn't drawn in yet N of the airport.
http://img291.imageshack.us/img291/6699/00gta1vicecityearliermap7ik.jpg


Ghosts in 2D

Have Tommy go to the 2nd floor of Sunshine Autos and go to the corner closest
to the road--you'll see a potted plant hovering over the floor. It's also one
of the examples of how Rockstar made many things two dimensional to conserve
megabytes while making Vice City bigger than Liberty City. If you look at ei-
ther plant there from the side or back of the two dimensional plate it's made
of, it's invisible. Someone didn't program color for the other flat side of it.

You can also see this with the wire fences around houses in Little Haiti and
the tennis net of the house two doors E of the Starfish Island mansion, etc.


Ghost Barriers in Alleys

A couple examples of invisible barriers in alleys: there's an invisible wall
partway back in the little alley on the N side of Cherry Poppers. Another is
behind the big shrub in the yard S of the big garage used in "Cop Land."

The
garage is on the left side of the road that's the 3rd left N of the Malibu Club.
If you have Tommy walk into the shrub going W, he hits an invisible wall yet can
see through a small alley to the street beyond it. Seen from the other side,
the little alley has a gray wall with blurry graffiti on it.

(See "Walk out over thin air" in section I.3, too, for the same thing

side-
ways.)


Ghost World and Gaming: Flying and Biking

To go through ethereal road signs, fly a helicopter or the Skimmer at the hor-
izontal green and white signs over the road at either end of the Starfish Island
bridge or Links Bridge, or the brown and white ones at either end of Prawn Is-
land. The horizontal traffic light posts, but not the vertical ones, are in the
same condition. Likewise, the lamp posts are solid till they're knocked over,
then they're partly solid or non-solid.

Look for the reflection on the invisible but solid stuff sticking out from
otherwise normal palm tree trunks and such, too, or you might have Tommy drive a
PCJ 600 into it and wreck (more often).


Driving a Blown-Up Car

To drive the wheels of the living dead, have Tommy stand in front of a car
with a driver and no passenger, type the start of the code to blow up all vehi-
cles: "bigban," enter the car by pressing the "Enter" key (aka

"Return"), press
"g" when Tommy's foot enters the car, then type "aspirine" fast

before the car
blows up again. Tommy will have a blown-up car to drive around in. It has
three wheels, as when the same gimmick is used in "GTA III," except in

"Vice
City" it drives like it has four wheels. If you drive it into a Pay 'n' Spray,
it will be repaired but still be as black as before. (Thanks to the spaceein-
stein web site for reminding me about that one.)
http://img227.imageshack.us/img227/2534/00gta1screenvc201sd3.jpg
http://img227.imageshack.us/img227/5629/00gta1screenvc202go3.jpg
http://img162.imageshack.us/img162/6316/00gta1screenvc203rx8.jpg
http://img132.imageshack.us/img132/5998/00gta1screenvc211lz6.jpg

If you need to move Tommy after typing "bigban," use the mouse to steer

and
the up directional arrow to move him forward so you don't interrupt the code
with a letter. While in a blown-up vehicle, Tommy and any passenger are as
black as the vehicle.


Driving a Ghost on a PCJ 600

While Tommy sits on a PCJ 600 and a lady is near, type "hopingirl" so she

gets
on the back. Back the bike into the water at the beach and let some of Tommy's
health subside before accelerating back onto dry land. Wherever he drives, the
bike will leave a trail of blood and you'll hear the crunching noises you hear
in the game when someone is run over by a vehicle.

Use the Q and E buttons to view the bike from different angles--sometimes you
can see her and sometimes you can't. If Tommy gets off the bike, he'll leave
red footprints like he just walked through the blood of someone who was recently
killed.

To get her off the bike, he has to either back the bike into the water again
(I'd have him get a health boost 1st) or ram it into something. Then you'll see
her get off the bike and die again.

You could use the Pole Position trick to drive her to Ghost World to drop her
off, but don't run the bike into the Pole Position too hard or you might knock
her off the bike too soon.


Ghost Beach Ball Soccer

Bounce one of the Starfish Island beach balls into the front doorway of the
mansion. When I did this and sent Tommy inside for it, the ball had disap-
peared, but it made a couple of bouncing sounds while I sent Tommy around look-
ing for it. When he went back outside, there it was, so I had him bounce it
back in. It was visible at the back of the little entrance area. When I sent
him in again, and the interior graphics loaded, it had vanished again, but made
another bouncing sound while Tommy walked around. When he tried looking outside
for it again, it was gone.


"I never drink...wine"

If you have Tommy look into the mirror by the model of Cortez' yacht in the
upper room of the Malibu Club, he doesn't cast a reflection like the other
things in the room do. (I can't remember where I 1st read the reminder of this;
thank you, mystery ghost buster.)


Besides the ways you can notice Ghost World anytime in "Vice City"--peds

and
vehicles disappear when they go beyond your draw distance or even when you just
have Tommy look away and back, you can see Ghost World make special appearances
during missions, too. The tank you put in the garage in "Sir, Yes Sir"

disap-
pears between two solid invisible walls once the door goes down. And Diaz is
going to have a hard time finding the gangster he makes Tommy make "The

Chase"
after, since the gangster disappears once he runs to the house.

Then again, Diaz might not have such a hard time of it:


Diaz, the Invisible Man

During the intro to "Supply and Demand," I.51, look at the opening at the

base
of Diaz' shirt--he's invisible. The same condition gave Claude Rains' character
a similar personality problem in "The Invisible Man." After all, the name

of
the place is Ghost World, not Heaven; you might be curious enough to visit it,
but you wouldn't want to stay there.

Liam Dunn voice ("Blazing Saddles," 1974): I'm leaving.

&&&&&&&&&&&&&&&&&&

amp;&&&&&&&&&&&&&&&&&a

mp;&&&&&&&&&&&&&&&&&am

p;&&&&&&&&&&&&&&&&&

;&&&&


I.10 Weapons
One possible combination
Weapon advice
A rundown of all the weapons (including fast Chainsaw attacks,
and, for the Sniper rifle, a seagull hunting guide),
the real names of the weapons,
and some history for most of them
8 Ball's Bomb Shop


One possible combination

Any of the weapons can be fun to try, but here's my reasoning for one possible
strong combination. I'll make your PC weapon life simple.

Equip Tommy with Brass Knuckles, a .308 sniper rifle, a Minigun, an MP (an
Uz-I till the MP is available), and Molotovs. Have an "EP" Admiral and a

Rhino
in garages and the Sea Sparrow behind the mansion. (Also have the infinite run,
fireproof feature, and a cop outfit for getting the Hunter.)

The Minigun will get you through most of the game for your 100% completion.
It's the best all-rounder of them, even good for distant targets some might want
a sniper rifle for. (The M60 and Rocket Launcher, and the M4 rifle, come in
2nd.)

The Brass Knuckles are good for punching out of a clinch without attracting
the police attention that some melee weapons create.

The spread of Molotovs lets you shoot around corners, so to speak, and even
ones nearby once you get the fireproof ability.

The .308 sniper rifle is good for looking closely at things, sniping drivers
through windshields, sniping seagulls, shooting through glass that doesn't
break, and shooting through the gate the Zebra Cab drives at in

"Cabmageddon"
(I.92).

The MP is the most powerful and accurate for drive-by shootings. (The Uz-I
comes in 2nd.)

The "Everything-Proof" Admiral sedan is nearly "EP" (use

"aspirine" if the
tires are shot out), and is quicker at accelerating out of a jam than the Rhino,
Sea Sparrow, or the Hunter.

The Hunter helicopter has more auto-aim for its machine gun than the Sea Spar-
row machine gun. It's fast, but I think the camera follows it like molasses for
maneuvers because it's the biggest helicopter and the same camera physics were
used for all the helicopters.

The Sea Sparrow machine gun has less auto-aim than the Hunter machine gun, but
the camera follows it faster because it's smaller. It's probably closer to
where you'll save your game or need to do a mission.

The Rhino keeps Tommy safe while using its bump and explode ability on vehi-
cles.

Of those weapons that aren't in parenthesis, only the Brass Knuckles, MP, Mol-
otovs, and Hunter aren't either at your save places or things you can store in
garages.

But you can get Brass Knuckles behind the Moonlight Hotel, two doors N of
the Ocean View,

get Molotovs at Tacopalypse, across the street from the E end of the Hyman
Condo alley,

and get the MP, after "Rub Out," about a block S of the alley at the

Downtown
Ammu-Nation.

See I.9.B for how to jack the Rhino after you find 90 hidden packages (I.19).

The Sea Sparrow is available behind the mansion on SE Starfish Island after
you find 80 hidden packages (I.19).

See I.9.D for how to jack the Hunter after you find all 100 hidden packages
(I.19) and/or complete "Keep Your Friends Close" (I.99).

Make sure to take the "EP" Admiral to a garage at the end of

"Guardian Angels"
(I.42).

For all the others, see below.


Weapon advice

You only need to shoot some part of someone for them to go down. You can
shoot them in the toe with a Minigun and kill them.

You can shoot any part of a vehicle and blow it up--faster with stronger weap-
ons. When destroying a helicopter, that includes the span of the rotating
blades.

There's also a gimmick I haven't tried yet whereby if Tommy runs out of ammo
for a clip you quickly scroll up away from the weapon and back down to it for it
to be reloaded.

You can't get Tommy through either of the airport terminal entrance metal de-
tectors with any weapons.

The only weapons you can get Tommy through the Leaf Links entrance metal de-
tector with are Brass Knuckles and any melee weapon. If Tommy walks into the
golf club pickup beyond the entrance, a golf club will automatically replace any
melee weapon he had.

But Tommy can jump from about any vehicle and get over the lawn roller to the
N of the metal detector in the entrance to Leaf Links, and jump over the rail at
the side of the airport terminal entrance metal detectors, to get by them with
all of his weapons. (You can also get a motorcycle through any metal detector.)


According to Keffa, a reader of Rusk's, the original PS2 names for some of the
weapons were probably changed for later releases of the game to avoid problems
with the owners of the trademarked names of the real weapons they resemble.
This would be in keeping with the practice to give vehicles in the game differ-
ent names than the names of the real vehicles they resemble.


You can only have one hand held weapon at a time in each of the ten categor-
ies.

If Tommy has a submachine gun, needed for drive-bys, it's automatically chos-
en as his weapon while he's in or on a vehicle.

When he exits a vehicle, he's automatically equipped with the weapon he was
equipped with when he entered it.

Equip the same category of weapon as is used in a rampage you're about to do,
and you won't have the weapon of that category replaced afterwards by the weap-
on of the rampage (thanks to the Rusk guide).

If you equip Tommy with a weapon that doesn't use the 1st person view but just
puts cross hairs on the screen, and press Tab so he can answer a ringing cell
phone, he stands or moves while still in the stance he uses for brandishing the
weapon (thanks to spaceeinstein's web site).


A rundown of all the weapons (including fast Chainsaw attacks, and, for the
Sniper rifle, a seagull hunting guide),
the real names of the weapons,
and some history for most of them


1. Camera (only supplied during the "Martha's Mug Shot" mission). Equip

the
viewfinder with the RMB, zoom with Z and X or the mouse scroller, and shoot the
picture with the LMB. It has a limit of 12 pictures. It has a stronger zoom
than the scope for either Sniper rifle, so, after you have Tommy follow Candy to
her meeting place and before you have him take 12 pictures with it, you can make
a detour to use it to magnify some things in some other parts of town.


2. Fist or Brass Knuckles

Brass Knuckles (in an alcove behind the Moonlite Hotel, two doors N of the
Ocean View; and they're worn by the security guys at the Malibu Club)

Get the Brass Knuckles (knuckle dusters)--they often make Tommy's punches one
hit knock downs. Besides, the only other choice for this weapon slot is Fist.
Sometimes, when Tommy is crowded in on, his weapons won't be effective owing to
some collision file programming or whatever it is, or he just needs to get
through the crowd, and he needs to punch his way out.

Add the gimmick, described in I.9.A, of having Tommy walk, add LMB and hold it
so he prepares to punch, then release LMB for a more powerful punch, and his
punches are the most effective.


3. Melee weapons

Tommy can break the breakable glass at North Point Mall or Sunshine Autos (or
of the 1st building you jump from in "G-Spotlight," I.81, not that there's

any
reason to do it with anything other than a PCJ 600) with melee weapons. To do
this with the Chainsaw, have him use the fast Chainsaw attack method given be-
low.

He can also damage and break the parts off of a vehicle with the Baseball bat,
Hammer, Nightstick, Golf Club, and Chainsaw.

The gimmick described in I.9.A, and referred to above for Fist/Brass Knuckles,
works for most melee weapons, too. While Tommy is walking (W,S,A, or D), hold
down the LMB--he'll raise his melee weapon prepared to strike. Release the LMB
near the target and he'll strike it.

The exception is the Chainsaw, which uses a variation of that method. It
makes the most dramatic improvement for it, too.


Fast Chainsaw attacks

Normally, if you just press a directional key and press LMB for attack, the
Chainsaw makes Tommy lumber around, like with a heavy weapon, and stand still
and wave it for attacks. But you can speed him up by having him jump toward
targets with it, then, while having him walk, hold down the LMB, aiming with the
mouse (I.9.A). Tommy will keep the Chainsaw revved up and moving and pointed in
any direction you want.

He can jump in any direction while he does this, too.

This makes Chainsaw attacks much faster with a free range of motion. This is
useful for rampages requiring a number of Chainsaw kills in a limited time, or
if you use the Chainsaw provided for "Treacherous Swine" (I.40).

Another distinction it has as a melee weapon is to cause people nearby to pan-
ic, and possibly police to attack, if you press the LMB for it without having
Tommy attack anyone with it, the same as can happen if you have Tommy shoot a
gun without aiming it at anyone.

Using it on people throws drops of blood on the "camera." It can also

carve
the parts off of a vehicle.


Baseball bat (behind the Ocean View; and at the Bunch of Tools in Washing-
ton Beach, $80, after "Riot"--I.37)

Nightstick (in the Washington Beach Police Station; and they're carried by
policemen)

The Nightstick (baton, billy club, truncheon) with a side handle originated in
the 15th century in Okinawa as the tonfa. The wooden handle of a millstone,
used for grinding grain, was removed and used as a weapon. Some sources put the
origin further back into Chinese martial arts and Indonesian cultures. The side
handled baton, along with the telescopic straight baton, became popular varia-
tions of the nightstick with law enforcers, correctional, riot control, and se-
curity personnel in the late 1990's.
http://en.wikipedia.org/wiki/Tonfa
http://en.wikipedia.org/wiki/Nightstick

Golf Club (behind the Leaf Links club house; and they're carried by Golf-
ers)

It's likely that golf originated with chole, a derivative of hockey played in
Flanders, Belgium; the earliest known reference to it is from 1353 AD. In the
next century it was taken to Scotland, and golf continued to evolve in Scotland
and England in the centuries thereafter.
http://inventors.about.com/library/inventors/blchainsaw.htm

Screwdriver (at any tool store, $10)

It provides one of the swiftest and least conspicuous kills of the melee weap-
ons.

Meat Cleaver (at any tool store, $50; and by the Vice Point pizza store)

Knife (at the North Point Mall tool store after "Back Alley

Brawl"--I.34;
and the S end of alley of the SE block of the east island)

Hammer (at any tool store, $20)

Machete (at the Washington Beach tool store, $100, after "Treacherous
Swine"--I.40; at the Little Havana tool store, $100; and over the sidewalk on
the SE end of the bridge from the east island to Starfish Island)

The American machete was preceded by sticks used by natives to hack through
the bush. The enlarged butcher knives called machetes are used likewise for
sugar cane and jungle undergrowth (the lack of a grinding edge makes them less
useful against woody vegetation) and for weaponry in Latin America.
http://www.vikingsword.com/rila/
http://en.wikipedia.org/wiki/Machete

Katana (at the North Point Mall tool store, $300, after "The

Chase"--I.44;
at the North Point Mall Tarbrush Cafe until Tommy blows it up in "Cop

Land"--
I.61; and in the garage W of the Starfish Island mansion)

In the 8th century, Japan had a need for curved swords for fighting from
horseback. Shorter swords for foot soldiers were more common during the fight-
ing of the early Muromachi era (1394-1466 AD), and the Katana, a short sword
carried in the belt with the cutting edge upwards, was most commonly used in the
mid-Muromachi era (1467-1554). It is now mainly used for cutting and the ori-
ginal purpose is generally obsolete, although sword schools of the old style ex-
ist.
http://www.shadowofleaves.com/sword_history.htm
http://en.wikipedia.org/wiki/Katana

Chainsaw (at all save places with weapon pickups after finding 20 hidden
packages; Apt. 3C--see below for directions; and the Little Havana tool store,
$150)

In 1830, German Bernard Heine invented the osteotome, a chain carrying cutting
teeth set at an angle which moved around a guiding blade by turning a sprocket
wheel. This surgical tool was the 1st chain saw.
http://inventors.about.com/library/inventors/blchainsaw.htm

Andreas Stihl invented the 1st electric chain saw in 1926, and in 1950 his
Stihl company came up with the 1st chain saw that could be operated by one per-
son.
http://www.stihl.co.uk/html/stihl_history.php

Apartment 3C is one of the tributes to "Scarface," 1983, in "GTA

VC." Apt. 3C
is in the S area of the east island behind a blacked-out door on the 2nd floor
of an apartment building on the S side of a block three blocks from the E and
two blocks from the S.

Since it's a melee weapon, it will pass through the metal detector into Leaf
Links (which the PCJ 600 can do, too) for "Four Iron" (I.38).


4. Weapons you throw

The longer you hold the LMB down before releasing it, the farther Tommy throws
the weapon.


Grenades (behind the Washington beach police station; at the North Point
Mall Ammu-Nation, $300 for eight; and in a basketball court in the N area of the
block of the west island across from the Starfish Island bridge)

Basic grenades were used in the 1600's (the name probably comes from the
French word for pomegranate). They started being considered practical for siege
operations in Napoleonic times, and got the attention of German war planners,
notably, during the Russo-Japanese War of 1904-1905.

The Germans had the most advanced ideas for grenades at the start of WW I, for
which grenades were so popularly used that rifles and bayonets were mainly used
to protect grenadiers. In 1915, William Mills of Britain developed a grenade
with a serrated exterior so that it blew up into many pieces--a fragmentation
bomb. Pulling the pin from it set off a four second fuse.

Development on the grenade continues to today, and the grenade remains a sta-
ple of armies around the world.
http://www.1stworldwar.com/weaponry/grenades.htm

Rockstar used Grenades to replace the Tear Gas in the game because some people
complained that it caused game slow downs on their PCs. That's why this version
has standard grenades behind the Washington Beach Police Station. Spaceein-
stein's All In One Mod (I.100.D.f) puts Tear Gas back in. Tear Gas doesn't hurt
Tommy but kills anyone else (except the dancers and bouncers at the Malibu Club,
for some reason) that dwells in it, like police men trying to attack Tommy if
Tommy stands in a cloud of it.


Molotovs (at Tacopalypse, which is across the street from the E end of the
alley by the Hyman Condo)

A Molotov cocktail is a bottle of flammable fluid that has an oil soaked rag
stuck in the opening; the rag is ignited just before throwing it.

Molotovs may have been 1st used during the Spanish Civil War (1936-1939) (by
the Spanish republican troops), and were named (afterward) for Vyacheslav Mik-
hailovich Molotov, the Soviet Minister of Foreign Affairs from 1939 to 1949.
Finns who hated Molotov came up with the name for the weapon during the Winter
War of 1939 to 1940 between Finland and Russia.
http://www.sproe.com/m/molotov.html
http://en.wikipedia.org/wiki/Molotov_cocktail

Another web site, however, says that the Finns were referring to the fuel mix-
ture used by Russian tanks and the name was later applied to the weapon:
http://ex-parrot.com/~chris/factlets/molotov-cocktail.shtml

Molotovs are the neutron bombs of the game: you can have Tommy destroy those
who exit a vehicle but not destroy it, if you're careful. This comes in handy
if you want him to jack a law enforcement vehicle occupied by armed law enforc-
ers, especially if followed up on with judicious use of the Minigun. About six
Molotovs are needed to destroy a Rhino, so that gives you some leeway in using
Molotovs to take care of any armed soldiers that could emerge from it.

They're good for getting targets that are around corners, and can be used
safely near Tommy once he gets the fire-proof feature. Like the Flame Thrower,
they can even be used against targets pressing toward Tommy on the other side of
glass doors. They're also good for attracting Firetrucks.


Remote Grenade (behind a building across the street and a couple buildings
N of the Malibu Club; during "Gun Runner," a mission for Phil Cassidy--I.76;

and
at Phil's Place, $1,000 for eight, after Phil's missions--after I.77)

Once Tommy gets it, he's equipped with a detonator for it. He's stuck with it
till he uses it, as with the 8 Ball's bomb shop detonator bug.


5. Handguns

Pistol (at the Ocean Beach and North Point Mall Ammu-Nations, $100; across
the outdoor parking lot from the east island piers; and on the 1st floor of the
east island building under construction that the red girder jump is a part of;

it's also the weapon the police and some of members of any of the gangs carry
except for the Vercetti gang after "Keep Your Friends Close," which then

carries
Uz-Is, and the Golfers, which carry Golf Clubs)

The 1st revolver of quality was invented in 1831 and patented in the U.S. by
Samuel Colt in 1836. The cylindrical mechanism allowed five or six shots to be
fired in rapid succession without reloading. He also had them mass-produced,
and they were reliable and affordable.
http://en.wikipedia.org/wiki/Samuel_Colt
http://en.wikipedia.org/wiki/Revolver#History

The Colt .45 was developed by John Moses Browning. It was chosen as the offi-
cial sidearm of the Armed Forces of the U.S.A. in 1911 for being the most reli-
able, accurate, and easily taken apart when replacing parts. With some modifi-
cations, the same basic design continues to this day, and has been copied by
others.
http://en.wikipedia.org/wiki/John_Moses_Browning

It's remained the standard sidearm for U.S. soldiers into recent years.
http://www.jodavidsmeyer.com/combat/military/weapons-handguns.html

Pistols, along with Tec-9s and Macs, are the only weapons Tommy can run with
and fire at the same time, which can be handy. They're less accurate than a
.357, though. You can get one from a dead policeman, but you might prefer to
get one from a dead Patrol Investment Group (PIG) security guard since they're
prone to start gun battles at North Point Mall or the airport terminal. (I once
had Security Guards as my "Least Favorite Gang," which is arrived at by

killing
gang members, in my Stats. If you get to know them, you'll probably feel the
same way. They're always going ballistic.)

(On PS2, it's called a Colt .45.)


.357 (at all save places with weapon pickups after finding 30 hidden pack-
ages, the Downtown Ammu-Nation, $2,000, after "Rub Out"--I.53, in the TV

room of
the mansion after "Keep Your Friends Close"--I.99, and in an alley by the

"Wel-
come to Hell" sign a couple blocks W of Ryton Aide in Little Haiti; it's also
the weapon carried by Ammu-Nation clerks.)

Smith and Wesson introduced the .357 Magnum in 1935.

The Colt Python .357 Magnum was developed by Colt in 1955 as a response to the
popularity of the .38 Special. Colt wanted to create the ultimate target re-
volver. The Python is renowned for accuracy, adjustable sights, durability, and
less kickback than when shooting DA Magnum guns of a similar weight, etc.
http://en.wikipedia.org/wiki/Colt_Python

The .357 is the best handgun in the game.

(On PS2, it's called a Python.)


6. Shotguns

In the early 1600's, scatterguns helped hunters kill birds in flight. Either
Fred Kimble, U.S., 1870, or W.R. Pape, England, 1866, introduced barrel choking,
which concentrated the shot in a smaller area over a longer distance.
http://www.chrisbatha.com/clays1.html

The word "shotgun" 1st appeared in Kentucky in 1776, recorded by James

Feni-
more Cooper. Shotguns were favored by pony express riders and stagecoach
guards. Sawing off the end caused the shot to disperse over a wider area, mak-
ing them effective to handle a group of nearby attackers.
http://www.straightdope.com/mailbag/mrideshotgun.html

The 1st semi-automatic, the A-5, was created by John Moses Browning in 1900.
http://en.wikipedia.org/wiki/Browning_Auto-5

The gauge of a shotgun is the number of lead balls the size of the bore which
weigh a pound. The smaller the gauge number, the larger the bore size (except
for the .410, which is the bore size in inches). The most popular shotgun gauge
is 12.
http://www.wonderquest.com/rain-run-big-guns-universe-begins.htm
http://en.wikipedia.org/wiki/Gauge_%28bore_diameter%29

"Vice City" shotguns cause Run, Left Shift, to be ineffective.

One special use for shotguns, since they often require more than one shot to
kill someone who isn't nearby, is to use them to hear extra dialogue in the game
(a variation on punching your neighbors to get to know them).


Shotgun (at the Ocean Beach Ammu-Nation, $500, after "Mall

Shootout"--I.41;
by a bench by the beach NE of the Washington Beach police station; on the top of
the Washington Mall parking garage; and in a room at the bottom of the mansion
after "Rub Out"--I.53)

If Tommy doesn't have one of the several kinds of shotgun, he'll get a Shotgun
with five shells if he enters a Police Car.


S.P.A.S. 12 (at the Downtown Ammu-Nation, $4,000, after "Bar

Brawl"--I.60;
and behind the "Vice Surf" billboard by the airport terminal)

The SPAS-12 (Sporting Purpose Automatic Shotgun) was designed in the 1970's as
a semi-automatic 12 gauge shotgun for the military and law enforcement but mar-
keted in the U.S. as a sporting shotgun. It can function as a pump-action shot-
gun or a self-loading semi-automatic. In recent years, it has become illegal to
import it since it fits the description of a military weapon. It's been seen in
the movies "Jurassic Park," 1993, "The Matrix," 1999, and in the

games "Half
Life," 1998, and "Grand Theft Auto Vice City."
http://en.wikipedia.org/wiki/Spas_12

The S.P.A.S. 12 shotgun is the best shotgun in the game. Why pay for one
when you can get one for free behind the "Vice Surf" billboard across the

street
from the airport terminal?

(On PS2, it's called a Spaz Shotgun.)


Stubby shotgun (at the North Point Mall Ammu-Nation, $600, after "The
Chase"--I.44; and behind a building in the Little Haiti City Scrap)

A sawed-off shotgun.


7. Submachine guns

Submachine guns are the only weapons you can use for drive-bys while driving
most land vehicles. (Actually, you can do a drive-by with any weapon you want
when you have Tommy release the steering wheel of a boat or jump on top of a
land vehicle with a driver; you can also do one with the Predator police boat or
by turning the cannon of the Rhino to the side. The Rhino in "Vice City"

shoots
a bit too high--over people's heads--though.)

The submachine gun was 1st used by German storm troopers in the last part of
WW I. It was also popularized by movies with James Cagney and others as gang-
sters brandishing Thompson SMGs (Tommy guns).

A good history of submachine guns can be found at:
http://en.wikipedia.org/wiki/Submachine_gun


Tec-9 (on the N side of a house on the N side of the street that ends in a
loop on the east island)

Created by Intratec US as a 9mm semi-automatic pistol, it was originally inex-
pensive--about $200--and is easily converted to be fully automatic by criminals.
It's inaccurate and said to be useful only for drive-bys, school shootings, and
hold-ups. Government efforts have made it hard to find and expensive.
http://en.wikipedia.org/wiki/Tec-9


Mac (at the Ocean Beach Ammu-Nation, $300 or free if you kill the cashier
and take his; and by the road across from the Boatyard on the SE end of the west
island)

It was developed in 1964 by Gordon Ingram and 1st produced in 1970 at his Mil-
itary Armament Company (MAC). It's a light and reliable .45ACP or 9mm subma-
chine gun with a high rate of fire, but it has marginal accuracy in full auto-
matic fire and a short range, so it's mainly used for small area sweeps.
http://world.guns.ru/smg/smg22-e.htm
http://en.wikipedia.org/wiki/MAC-10

(on PS2, it's called an Ingram Mac 10.)


The Pistol, Tec-9, and Mac are the only weapons Tommy can fire while he runs.


Uz-I (at the North Point Mall Ammu-Nation, $400 or free if Tommy kills the
cashier and takes his; on a front porch on the N side of Prawn Island; behind
the Ocean Beach Pay 'n' Spray; by a tall pink building NE of Washington Mall;
and under the stairs to the Skumole Shack:
to get there, go N from the S end of Downtown on the main N and S road of the
west island--where the road divides, take the lane that veers E then veers NE--
the steps are at the side of a building at the left side of that curve;
it's also the weapon used by vice squad and SWAT agents)

The Uzi, a 9mm submachine gun, was developed for the Israeli army in the
1950's by Uziel Gal. The 1st model was accepted in 1951 and it was 1st used in
battle in 1956. His request not to have it named after him was ignored. The
design is based on that of the Czech M23/25 submachine gun. It's become famous
for having the magazine housing in the pistol grip. It's used in 26 countries
by the police and military in non-combat roles.
http://en.wikipedia.org/wiki/Uzi

(It may be related that "Uzi" means "my strength" in Hebrew.)
http://www.allboybabynames.com/names-u/boybabynames-uzi.html

(On PS2, it's called an Uzi 9mm.)


MP (at the Downtown Ammu-Nation, $3,000, after "Rub Out"--I.53;
it's also used by the FBI agents who appear at five wanted stars, which Tommy
can get after "Guardian Angels"--I.42, and by the soldiers who show up at

six
wanted stars, which Tommy can get after "Rub Out"--I.53)

The MP is the best submachine gun for drive-by shootings.

It uses a delayed blowback technology for greater accuracy. Many military and
law enforcement units in over 60 nations use it--it's the world's most recogniz-
able submachine gun. (Thanks again to the Brady guide.)

The H & K HK54. a 9mm submachine gun, was 1st produced by Heckler und Koch in
1966. It got the name "MP5" when the West German Police and Border Guard

used
it as a Maschinepistole 5 (Machine Pistol 5). It's been imported into the U.S.
since the early 1970's and it's meant for military and law enforcement use only.

It's also appeared in many video games, such as "Counter-Strike," and

movies.
http://www.streetpro.com/usp/hkmp5.html
http://en.wikipedia.org/wiki/MP5

(On PS2, it's called an MP5.)


8. Assault Rifles

Assault rifles cause Run, Left Shift, to be ineffective.


Kruger (at the Ocean Beach Ammu-Nation, $1,000, after "Guardian

Angels"--
I.42;

and on the roof of El Swanko Casa--to get there, take the bridge from Prawn
Island to the east island, continue on the road S to where it comes to a T in-
tersection--El Swanko Casa will be ahead of you across the street; have Tommy
get on the 2nd floor balcony and jump to the roof to find the Kruger)

Ruger Firearms, of Sturm, Ruger & Co., 1st released a bolt action rifle, the
affordable Model 77, in 1968, and it's become very popular. It was updated to
the Model 77 Mark II with a redesigned trigger and safety in 1989.
http://hunting.about.com/library/weekly/aastrugerlonggunsb.htm
http://en.wikipedia.org/wiki/Ruger

(On PS2, it's called a Ruger.)


M4 (at the Downtown Ammu-Nation, $5,000, after "Rub Out"--I.53; in a

room
at the bottom of the mansion after "Rub Out"--I.53; in Studio B of

Interglobal
Films on Prawn Island;

between some shacks S of Auntie Poulet's shack--to get there, go W from the W
end of the Links Bridge to the west island and go off-road at the W-most side of
the curve;

and behind some buildings W of Cafe Robina--to get there, go S from the W end
of the bridge from Starfish Island to the west island, go right, and follow the
road as it curves 90 degrees N--at the N end, Cafe Robina is on the right and
the buildings you want are on the left;

it's also the weapon used by the soldiers at Fort Baxter--the ones who appear
otherwise, who appear at six wanted stars, use MPs.)

In 1994, the U.S. Army began using the Colt Model 720 selective-fire carbine,
a shortened M16A2 rifle, as a US M4 Carbine. The M4 has been used by Special
Operation forces and other select members of the military.
http://www.fas.org/man/dod-101/sys/land/m16.htm

Unlike the PS2 version, the scope of the PC M4 doesn't jump around when you
fire the rifle. It has an optional aim brought up by the RMB that jiggles a bit
when you fire, so I wouldn't use the option--I don't know any good reason it's
given as an option. Since the gun has a strong rapid fire, I'd just watch the
screen for results.


9. Heavy Weapons

Heavy weapons cause Run, Left Shift, to be ineffective.

These are the only weapons, of the ones that make Tommy unable to run, that
make him unable to jump, too. Scroll to Fist/Brass Knuckles and back for the
best combination of fire and movement.


M60 (the W tower at Fort Baxter--get the Cop Outfit after doing "Cop

Land,"
I.61, to walk around the base without being shot at; and Phil's Place, $8,000,
after Phil's missions--after I.77)

The earliest ideas for a machine gun can be found with plans by Leonardo Da
Vinci in the 1400's and the traits of some guns in the 1700's.

A good history of the machine gun can be found at:
http://en.wikipedia.org/wiki/Machine_gun

Since the 1950's, the M60 been the Army's general purpose medium machine gun.
It weighs 23 lbs. and is used with a tripod or bipod mount. It has a cyclic
fire of 550 rounds per minute, rapid fire of 100 rpm, and, with the barrel
changed every 100 rounds, sustained fire at 100 rpm.
http://www.fas.org/man/dod-101/sys/land/m60e3.htm

Unlike the PS2 version, the sight doesn't jump around while you're shooting
it. In fact, it's a slightly slower shooting and weaker version of the Minigun,
which is the best all-arounder of the weapons in the game on PC. It's less ac-
cessible than the Minigun, though.


Flame Thrower (at all save places that have weapon pickups after getting 40
hidden packages; in the Rockstar logo-shaped swimming pool in the W section of
the two sections encircled by road on Starfish Island; and in front of a build-
ing at the SW corner of the SE section of blocks--Viceport--on the west island)

The modern flamethrower was used by Germany in WW I, both sides in WW II, and
by the U.S. Marines in the Korean War and Vietnam.
http://en.wikipedia.org/wiki/Flame_thrower

Like Molotovs, it can be used to destroy the Rhino, except Tommy has to get
closer to it to do it. It doesn't have the advantage of getting around corners
to the degree of the spread of the Molotovs. But, like Molotovs, and owing to
some kind of programming glitch, the Flame Thrower can burn targets nearby on
the other side of glass, like the doors of the Malibu or around the airport ter-
minal, while Tommy is protected on his side of them.


Minigun (at all save places that have weapon pickups after getting 60 hid-
den packages; at Phil's Place, $10,000, after doing Phil's missions--after I.77;
and in the Haitian processing plant after Tommy blows it up in "Trojan

Voodoo"--
after I.98: see my note for "Trojan Voodoo" for the way to jump in on a PCJ

600
to help specify the location)

The Minigun originated with the Gatling Gun, which was declared obsolete by
the U.S. Army in 1911 after 45 years of service due to the advent of the auto-
matic machine gun. The powerful, fast, multi-barrel Minigun is strictly mili-
tary issue and has been mounted on helicopters and light aircraft.

The hand-held General Electric XM214 Automatic Gun--a Minigun--of the movie
"Predator," 1987, used by Blaine (Jesse Ventura) is real except it used

reduced
power blank rounds. Otherwise, the gun would have had too strong a recoil (at
least 11 kg. continuously). Moreover, the Minigun (30 lbs.) and the power sup-
ply (7 lbs. for 1,000 rounds) and ammo (35 lbs. for 1,000 rounds) it would re-
quire would be too heavy for such use to be practical. The battery belt would
be discharged after 1,000 rounds and require three to four hours to recharge.
Even if a crew lugged all 72 lbs. of needed equipment somewhere, the recoil
would spin the gunner around, possibly shooting his own crew.

It costs $25,000 for the gun alone.
http://www.kitsune.addr.com/Firearms/Machine-Guns/GE_XM214_Minigun.htm
http://en.wikipedia.org/wiki/Minigun

In the PC version, using Standard Controls with Mouse Aim, where Tommy is a
mighty, mighty mountain man, the Minigun is the hand-held weapon star of the
show. It's a big "Predator"/"Terminator 2," 1991/"The

Matrix," 1999/"Blackhawk
Down," 2001 (and add a big list of games)-type machine gun that makes quick work
of anything. (I also think it's a funny part of the absurdist world Rockstar
creates, which includes making tongue-in-cheek fun of gaming traditions.)

As Demarest (see I.100.D.f and g) says, it's the "Vice City" version of

the
"GTA III" M-16.

Tommy isn't limited to side-to-side movement with it as with the PS2 version.
It's easy to spread the shots around with it for a crowd or a jiggling target.
(For example, in Phnom Penh '86, shooting an M60, which is similar, from a jig-
gling helicopter, just waggle the stream of bullets across the targets. Don't
worry about locking your aim onto one target accurately.) Since it's available
for free at several of your hideouts after you find 60 hidden packages, it's
more accessible than an M60.

It works for long distance targets others might use a Sniper Rifle for, too.
And you don't have to wait to get the fast reload feature for it with "Rifle
Range," as for the Sniper Rifle or Rocket Launcher.

You don't have to worry about Tommy damaging or killing himself with the ex-
plosion by hitting something nearby with the Minigun, as can happen with the
concussive effect of the explosion of rockets.

Again, one drawback is that Tommy can't move fast with it, so just scroll to
Fist/Brass Knuckles to have him run, then scroll to Minigun to use it.

(I've read that the aiming ability and range of motion for the PS2 "San An-
dreas" Minigun has been improved, so people who play that will get to know from
personal experience why the PC VC gamers have been so fond of it. I like the VC
one better than the SA one; the SA one shows up too late in the game and sounds
like a blender.)


Rocket Launcher (at all save places after getting 70 hidden packages; at
Phil's Place, $8,000, after doing Phil's missions--after I.77;

and in the swimming pool of the Hooker Inn--to get there, go S from the W end
of the South Bridge, go right, continue past the intersection, and the driveway
for it is on the left.)

A Rocket Launcher fires an RPG--rocket propelled grenade. The most popular
RPG in the world is the RPG-7, developed during WW II in the Soviet Union. It
incorporates ideas taken from the U.S. Bazooka and the German Panzerfaust. The
RPG-7 weighs 15.2 lbs and is relatively cheap. It's found all over the world
and has been very effective for downing helicopters, damaging tanks, and close
combat. Thanks to Mr. Lester W. Grau, Foreign Military Studies Office, Fort
Leavenworth, KS.:
http://www.g2mil.com/RPG.htm
http://en.wikipedia.org/wiki/Rocket_Launcher

You need to hold down the Right Mouse Button to bring up the scope so it will
fire. It can shoot faster after you get the fast load feature by getting over
45 points during "Rifle Range"--I.66.

The Rocket Launcher blasts can be directed at a wall a target is pressing to
the other side of to get to Tommy, too, and the concussion effect will kill
them. Have Tommy stand a good distance away from anything he shoots with it,
though. Such rockets are useful the same way as when using the Hunter for the
vigilante mission and you get the glitch where the target shows up inside a
building you can't enter, and you use a rocket at the wall the target is be-
hind.

Likewise, the concussive effect of the explosion can kill people by the near
side of walls without hitting them directly with a rocket.

After getting the fast reload feature, especially, it's good for taking out
the competitors for the Sunshine Auto races. The cars in those races are bul-
let-proof, but not explosion-proof.

Like the Minigun, it's good for taking attacking helicopters out of the sky.

As noted in the Ghost World section, I.9.G, if you place Tommy with his right
side against a wall and equip him with the Rocket Launcher and press Right Mouse
Button to bring up the scope, you can turn him right and see through the wall.


10. Sniper Rifle

As with the Camera and the Rocket Launcher, the scope has to be equipped, RMB,
before it will shoot. As with the Camera, you zoom with the mouse scroller or Z
and X.

The zoom feature is good for looking closely at the details of things. So
Sniper Rifles are the easiest to chalk up Head Shots statistics with, which,
fortunately, refer to other people's heads that Tommy shoots.

These are the only weapons you can use to get Seagulls Sniped statistics. If
you have Tommy shoot seagulls with one, pick a place away from the public, since
it tends to panic them and cause them to jump in the ocean, if it's nearby, and
drown, and the police who don't drown will hit Tommy and try to bust him. Pick
a place where you never see the police and where you get a good wide view of the
horizon. Some good locations are along the E edge of the east island beach,
along the W edge of the airport tarmac, and on a pier on the N edge of Starfish
Island.

It also shoots through the windows of glass that doesn't break, if you have
Tommy stand far enough away from it when he fires. You can find some such glass
at the Ocean View, Sunshine Autos (I don't mean the glass you can drive a car
through), Ryton Aide, and the Downtown Ammu-Nation. Likewise, it shoots through
the gate the Zebra Cab drives through in "Cabmageddon"--I.92.

As in "GTA III," you can have Tommy shoot the moon (this is born of a pun,

I
think) with his sniper rifle, too, and make it cycle through six different sizes
to pick the moon you're partial to.


Sniper rifle (at the North Point Mall Ammu-Nation, $1,500, after "Phnom Penh
'86"--I.45; in the maze of hedges on the W side of the mansion;

and on a ledge at the S side of the W end of the South Bridge. To get this
one and return safely, go to the ledge and put the boat against it--even a
Dingy, though it rides so low in the water it looks like Tommy could never jump
high enough to reach the ledge. Put the boat beside the ledge and have Tommy
jump at it, and the game will bounce Tommy up onto the ledge. After getting the
rifle, hit F to transport Tommy behind the wheel of the boat.)

The word "sniper" is derived from snipe, a game bird which is difficult to
sneak up on. The 1st modern snipers were part of the ninja warriors of 16th
century Japan, but their rifles had poor accuracy. Those used by Louis XIV of
France in the late 1600's/early 1700's are claimed by some to have made calvary
of armored knights obsolete by shooting through the armor. In 1777, Timothy
Murphy used a Kentucky rifle to shoot Gen. Simon Fraser at about 500 yards,
amazing for the time and which turned the tide of the battle against the British
in favor of the rebels.
For more on the history of snipers, see:
http://en.wikipedia.org/wiki/Sniper

It's a single shot rifle, so getting the fast load feature with "Rifle

Range"
(I.66) speeds it up.


.308 Sniper (at all save places that have weapon pickups after getting 50
hidden packages; the Downtown Ammu-Nation, $6,000, after "Shakedown"--I.58;

and
on the roof, E of Cafe Robina, used to get hidden package 75)

It's the standard of quality for semi-automatic rifles in the world. It has
an expected accuracy of 1 MOA (minute of arc--1/60th of a degree; there are 360
degrees in a circle). The Heckler und Koch PSG-1 weighs nearly 18 lbs., is .308
Win caliber, and costs about $9,000. It's been used by police forces in the
Americas and Europe.
http://en.wikipedia.org/wiki/PSG-1_Sniper_Rifle

(On PS2, it's called a PSG-1. PSG in German is short for PrazisionsScharf-
schutzenGewehr, which, in English, means "high-precision marksman's rifle."
Thanks to Max R. Popenker.)
http://world.guns.ru/sniper/sn14-e.htm


8 Ball's Bomb Shop

To go to the bomb shop, go S from the W end of the South Bridge, go right, go
left, make the 1st right into a lot, continue through the gateway, then go left
to the door, with a 3D 8 Ball over it, on the right near the end of the lot.

The buddy of Claude (the lead character of "GTA III"), Eight Ball, has one

of
his Shoreside Vale-type bomb shops in Vice City. You have Tommy drive a land
vehicle into it, or push a Checkpoint Chopper in backwards, and it's equipped
with a bomb that Tommy gets a hand held detonator for. It's generally neglected
for Vice City mission strategies, but some uses for blowing up a vehicle with it
include:

Preparing a vehicle with it and letting one of the pedestrians who try to jack
Tommy's vehicle take it;

"Cabmageddon"--I.92--see the Brady Games method, and my variation of it;

"Four Iron"--I.38--leave a rigged PCJ 600 just outside the Leaf Links

metal
detector for the target to run to;

"Treacherous Swine"--I.40--leave a rigged car outside and to the S of the

tar-
get's place, since he always goes that way to escape;

"Psycho Killer"--I.57--rig the bus that the Rusk strategy has you block

the
psycho's escape with;

And rigging a vehicle with it to use as a weapon against whomever you'd like
to lure to it (any attacking gangs, especially if they yank Tommy out of the ve-
hicle, etc.).

I haven't tested the "Four Iron" and "Treacherous Swine" ideas

yet, but I
imagine they could add a little variety into the proceedings if you replay the
game like I do. "Cabmageddon" would be the most convenient mission to try

it
with.

Note: if you want to use a vehicle rigged with a bomb during a mission, take
it to 8 Ball's place during the mission and not before it. When I tried rigging
the Coach to add some variety to Rusk's use of it for "Psycho Killer" before

the
mission, it wouldn't work during the mission. When I rigged the Coach during
the mission, it worked fine.

&&&&&&&&&&&&&&&&&&

amp;&&&&&&&&&&&&&&&&&a

mp;&&&&&&&&&&&&&&&&&am

p;&&&&&&&&&&&&&&&&&

;&&&&


I.11 Armor, Police Bribe, Health, and Adrenaline pickups

Time to take a Civil Service test for clerk and see how good you can follow
directions. Use the paper map the game provides for the locations of the neigh-
borhoods. If you don't have the BradyGames guide, you should use a print out of
a map from Gamefaqs for the location of the pickups, then just use my directions
to make notes in the margins to help pinpoint the location of a few.

It's more important to know where armor pickups are than health pickups be-
cause armor is your 1st line of defense against damage; Tommy's health won't de-
crease from hits or bullets till his armor is gone. Drowning is different; ar-
mor stays the same and health decreases, so try to keep Tommy out of the water.

Police bribe pickups are important to learn the locations of, too. Even when
Tommy is showing the best of behavior, a policeman may run in front of his vehi-
cle, or nick it with their police car, and give Tommy a wanted rating. The po-
lice can also give Tommy a wanted rating when he's fighting someone else, even
if it's a gang that attacked him 1st--likewise, unfair and interruptive. You
start to understand why one of the things the peds say in "GTA III" is

"Damn po-
lice" and start saying it yourself (again, in GTA only!).

(Be sure to get the infinite run by getting level 12 of the ambulance mission,
too. Tommy will most commonly get one star, maybe two, and you can knock two
down to one, which is easy to have him just run off.)


I generally don't have much use for the Adrenaline Pills, except to help Tommy
kill Hilary with a Minigun, failing the mission, to get his Sabre Turbo (not
bullet-proof on PC) in "The Driver," I.68, and in "Dirty

Lickin's," I.84, for
Auntie Poulet, to make it easier to snipe the moving targets.

Since they briefly make everything slower and make Tommy use broader move-
ments. I think they should have been drink pickups in the bars and clubs around
Vice City. A contest could have been to see who gets the most insane stunt
while driving the RC Bandit while drunk, for example. ("I'd rather have a free
bottle in front of me than have a pre-frontal lobotomy"--Fred Allen.)

They also briefly give Tommy super strength. He can belt somebody for yards
and destroy or shove a vehicle around easier than usual. I often get a street
of elderly and handicapped people going by at such times. That's another reason
I don't use them so much.

The effect goes away if Tommy uses a vehicle, so you'll have to blame all the
car wrecks on something else.


Body Armor pickup

At 1st, the top strength of your armor is 100 points. Complete level 12 of
the vigilante mission (I.25) to make it able to go up to 150. When you achieve
100% completion of the game (I.99), it can go up to 200.

The pickup looks like a blue bullet proof vest.

You can find some armor:

in the Ocean View upstairs hallway after finding 10 hidden packages; in
the Starfish Island mansion front yard after both "Rub Out" (I.53) and

finding
10 Hidden Packages; on the Hyman Condo roof after finding 10 hidden packages and
buying the condo (but buy the condo after finding 70 hidden packages--see I.19)
(to get to the condo entrance, go into the alley represented by the SW to NE
diagonal line on your map S of the W of the two most N blocks on the W island),

in a weapon room on the bottom floor of the mansion after "Rub Out"
(I.53).

in the 1st floor TV room of the mansion after "Keep Your Friends

Close"
(I.99).

at the Downtown Ammu-Nation from the start of the game, but, for some rea-
son, not at the Ocean Beach and North Point Mall Ammu-Nations until after "Jury
Fury"--I.35 (but it costs $200--I rarely buy it).

on the N patio of the beige and white building E of the N end of North
Point Mall, which is at the N end of the E island.

atop the 2nd ramp that goes E-W up into the gray-blue and white building
on the S side of the E end of the bridge from the E island to Prawn Island.
Enter on the E side.

in the Polynesian gazebo/hut surrounded by torches in a back yard of the
block S of El Swanko Casa. To get to El Swanko Casa, follow the road from the
bridge from Prawn Island to the E island as it curves S down the E island. At
the T intersection, El Swanko Casa is across the street from you.

on the driveway of the Standing Vice Point Hotel, which is across the
street S of the Malibu Club, which is in the middle of the N-S road that runs
the length of the E island.

by a basketball court: go N on the street E of the pizza store which is
around the block to the N and W of the Malibu Club. Turn right into the little
gray alley. Go into the space between the walls on the left and turn left.

at the top of the stairs of the "stilt" building, which is entered on

the
N side of the block two blocks S of Washington Mall, which in on the S area of
the E island, 3 blocks from the E and 4 blocks from the S (the mall looks like a
cartoon face looking W on the map in the game).

behind a 1st floor wall on the NE side of a building with blue windows un-
der construction N of the road that's at the E end of the bridge from the E is-
land to Starfish Island.

behind a large pink building on the E island--enter the area on the S side
of the block, 2nd block from the E and 4th from the S.

N of the inside of the opening of a fence, which is across the street from
the N big front gate of the film studio, which is in the SW area of Prawn Is-
land.

over a sand trap on the N island of Leaf Links golf course, near the N
coast, W of the middle of the coast.

after "G-Spotlight": go S from the W end of the North Dirt Track,

which is
on the NE end of the W island, and climb the stairs to a roof; it's E of the top
of the stairs.

in the W length of the alley that goes around a building that's S of the
Downtown pizza store, which is on the W side of the S end of the road that runs
S from the W end of the Hyman Condo.

in the white roofless garage at the E side of the road where the main N-S
road of the W island divides at the S Downtown area.

by a house in Little Havana: go S on the road that goes S from the Little
Havana Laundromat; turn left/E off the road at the 3rd junked car on your left
and go through the shrubs to the side of the pale green house; on your in-game
map, the block it's on is green with white dots. To get to the laundromat, go N
on the main N-S road of the W island past the Starfish Island bridge and take
the 2nd left; go W then S to a T intersection; go right/W, and the laundromat is
on the lot on the right corner just past the 1st right.

on the roof of the Print Works in S Little Haiti; enter the opening in the
building to get to the stairs to the roof. To get to the Printworks, go N on
the main N-S road of the W island past the Starfish Island bridge and take the
2nd left; just before it curves to the S, go off the road to the NW to the off-
yellow two story building.

in the SE tower of the several at Fort Baxter.

in a parking lot between lot with the four big jet fuel tanks and the air-
port: go S on the main N-S road of the W island past Cherry Poppers (which is
just S of the Starfish Island bridge), and turn right/E. Continue through the
intersection; after the road makes a 90 degree curve N, turn right off the road
to the gates with blue and red banded bars across them. Go through the S end of
the S bar. The armor is across the lot to your left.

and in the doorway across the street from the big ship that's at the S end
of the E side of the W island.

Note: you get the same armor benefit by getting into the Enforcer at the
Vice Point police station. It's a block S and E of El Swanko Casa.


Police Bribe pickup

Each bribe takes one star off any wanted rating you get due to the deplorable
prevalence of cops on the take.

You can find a bribe:

in the middle of the lower walk S of North Point Mall (which is on the N
end of the E island).

in an alley: go N from the Malibu Club (it's by the middle of the N-S road
that runs the length of the E island) and take the 3rd left--you'll see it ahead
in the alley of the next block over.

on the 1st corner on the left N of the Malibu Club.

on the SE side of a manilla-white-gray and brown calico house; go SE from
the base of the road that ends in a circle (NW of the Malibu Club) on the E is-
land, cross the intersection, and the house is in front of you.

in the N-S alley of the 5th block from the S along the E side of the E is-
land.

in the E-W sunken shopping mall on the E island, 2nd block from the S and
2nd block from the E.

in the middle of the road: take the bridge from the E island to Prawn Is-
land and take the 1st left--it's a bit down that road.

in the Hyman Condo alley; on the map in your game, it's the SW to NE diag-
onal line that's S of the W of the two most N blocks on the W island.

in an alley: go S on the main N-S road of the W island past the Starfish
Island bridge and turn right/E; go past the 1st right, and turn right into an
alley for the bribe.

in an alley: go S on the N-S road of the W island under the Leaf Links
bridge (about the middle of the W island) and immediately go right. (Note how
easy it would be to go over the grass median strip to get onto the bridge--it's
a good shortcut to know for some other time.) Go past the 1st right and turn
right into the alley: the bribe is by a picture of boxes--one that someone put
in backwards--that represents what's seen in an open garage door.

airborne in the path of Jump 7 (see I.26), which is done over the large
gray N-S concrete drainage ditch of Little Haiti; go N from the Starfish Island
bridge on the main N-S road of the W island; take either the 2nd or 3rd left--
the ditch runs between them. (It's also W of the Little Haiti Pay 'n' Spray.)

airborne in the path of Jump 5 (see I.26) in Little Haiti; Jump 5 goes
over two ramps S of the pale yellow building on the most N E-W street in Little
Haiti.

airborne over the fence with a ramp leaned against it at the back of the
yard behind Sunshine Autos; to get to Sunshine Autos, go S from the Starfish Is-
land bridge on the main N-S road of the W island; either take the 1st right then
1st left or 2nd right then 1st right; Sunshine Autos is N of where you'd run in-
to yourself if you could do both at the same time.

Again, you don't have to jump through the three airborne bribes--they're air-
borne to get rid of wanted ratings when you're in a helicopter.

If you use them, you can get a 4th bribe by landing on the condo roof to go
down to the alley to use the one there. If you still have one more wanted star,
go up to the roof and use the clothes pickup. If you have two more wanted
stars, you might go back up and fly to the bribe in the lowest walk S of North
Point Mall and plop down in it, then fly or run off the last one.


Health pickup

At 1st, the top strength of your health is 100. Complete level 10 of the
pizza pie mission (I.21) to make it able to go up to 150. When you achieve 100%
completion of the game (I.99), it can go up to 200.

Seeing a whore can put it 25 points higher than the usual maximum at any of
those stages in the PC version.

Saving and reloading a game, or even just using a save cassette then resuming
the game without saving (thanks to Siva for the tip), restores health to the
usual maximum; any points higher than that, created by seeing a whore, are
dropped.

Health pickups look like symbols of love (awwwwr).


You can get healthy:

at the Shady Palms Hospital, Vice Point; It's on the W side of the block
which is E of the block that looks like a cartoon nose sticking out to the W be-
neath North Point Mall.

at the Ocean View Hospital, S area of the E island, W of the Washington
Mall, which is on the 3rd block from the E and 4th block from the S.

at the WestHaven Community Healthcare Centre, Little Havana; go N on the
main N-S road of the W island past the Starfish Island bridge--it's on your
left.

at the Schuman Healthcare Center, Downtown; go W from the W end of the
bridge from Prawn Island to the W island till you get to a T intersection--it's
on your left.

in the Dispensary (pharmacy), Vice Point; go E from the E end of the
bridge from Prawn Island to the E island, continue on the road as it curves S
and keep going to a T intersection, then go right then right again--the Dispen-
sary is about halfway up the block on your right.

in Ryton Aid, Little Havana; go S on the main N-S road of the W island and
pass beneath Links Bridge and beyond the 1st right--it's on your right.

in the Dispensary (pharmacy), Downtown: go W from the W end of the bridge
from Prawn Island to the W island till you get to a T intersection; go left/S
and around a 90 degree curve to the E--the Dispensary is on your right.

(Note: it costs $20 at hospitals and pharmacies.)

in a huge green drinking cup, we don't know why, you need to run or
squeeze in and out of in the NW area of the 1st floor of North Point Mall.

by a Dumpster: go E from the E end of the bridge from Prawn Island to the
E island, continue S to a T intersection, then go right/W then go left/S, and go
to the 2nd left--it's on the corner on the far left.

on a rooftop; take a PCJ 600 onto the grass across the street to the N of
the block which is the 6th from the S on the E side of the E island; drive S
over the ramps and onto the roof. Continue S over a few roofs to the pickup.

along the winding path from the N end of the piers area to the road; the
piers are near the S end of the W side of the E island.

over the spraying love fish fountain just N of the middle of the E-W road
that runs through Prawn Island.

over a little bridge; go behind Leaf Links club house, go N past the cir-
cle of road and continue on the road that goes N--it's ahead of you.

in the TV room on the 1st floor and in the little weapons room on the bot-
tom level of the mansion on SE Starfish Island after "Rub Out" (I.53).

on the S sidewalk by the peachy-pink archway at the E end of the bridge
from Starfish Island to the W island.

over the Downtown Dirt Track on the NE end of the W island.

on the N side of the roof of the Downtown Ammu-Nation; from the W side of
the bridge from Prawn Island to the W island, go W then make the 1st left; the
long stairway on your left makes a good jump to the roof--get a long runway for
it.

on the roof of the Schuman Healthcare Center, Downtown; go W from the W
end of the bridge from Prawn Island to the W island; at the T intersection, go S
and around the 90 degree turn; the Dispensary is on your right. (You'll proba-
bly never use this pickup unless you're an incredibly terrible "G-Spotlight"
jumper.)

on top of the conveyer belt of the S green garbage crusher at the Junk-
yard, City Scrap. Go S on the main N-S road from Downtown, then make the 2nd
right, then make the 2nd right, and then make the 2nd right (you'll probably
never use it unless you have a terrible sense of direction during "Death

Row";
you can look in the building at the N end of the yard for the bloody chair
you'll have to free Lance from then).

in the S lot by the stairs you'll run up, and S of the building you'll
blow up, for "Cannon Fodder"; before that, drive a PCJ 600 S from Downtown

on
the main N-S road of the W island; take the 1st right to a T intersection, then
go right, and after the road curves S you'll see a pizza place on your left;
drive from the E end of the alley on the N side of the pizza place into the
steps on the N side of the building across the street and you'll jump into the
compound;

or: go there in a helicopter; look for a complex with a gray building and
gray, pink, and yellow walls E of the S garbage crusher of the Junkyard.

on the 2nd floor of the airport terminal across from Gate 1-8; to get to
the terminal, go S past the S bridge on the main N-S road of the W island and
make the 1st right; go through the intersection and follow the road as it makes
a 90 degree turn N then a 90 degree turn W; the terminal is the big building on
your left.

on the roof of the one story discount department store (LUGGAGE 65% OFF)
three buildings W of Callegg's Deli; you'll probably never use this heart pickup
unless you need it during the 5th Assassination mission, when a gate opens to a
lot and stairs behind the store; if you want to get to the store roof before
that, take a helicopter S past the W end of the bridge from Starfish Island to
the W island; make the 1st right--around the deli on the corner--and go three
doors on your right farther W.

under the N ramp to the large ship at the S end of the E side of the W is-
land.

by the stairs for the low wooden walk on the W side of the Boatyard; to
get to the Boatyard, go S past the W end of the S bridge on the main N-S road of
the W island--where the road divides, take the E road past the big ship on the
left; look for a building with a crummy black fence and a glowing house pickup
in front of it (you buy it later) on your left (you can use your Rocket Launcher
gimmick to look through the walls of such places for now).


Adrenaline pickup

They look like red and white medical capsules.

You can find this strange street drug:

in the Dispensary (pharmacy), Vice Point; go E from the E end of the
bridge from Prawn Island to the E island, continue on the road which curves S
and go to a T intersection; go right then right again--it's about halfway up the
block on your right.

in Ryton Aid, Little Havana; go S on the main N-S road of the W island and
pass beneath Links Bridge and beyond the 1st right--it's on your right.

in the Dispensary (pharmacy), Downtown: go W from the W end of the bridge
from Prawn Island to the W island till you get to a T intersection; go left/S
and around a 90 degree curve to the E--the Dispensary is on your right.

(Note: it costs $10 at pharmacies.)

behind the pale blue and gray apartment building on the N side of the Ma-
libu Club parking lot.

at the NW corner of the manilla and white building S of North Point Mall.

on the 2nd floor balcony of the apartment building on the S side of the E
end of the road that goes E from the E end of Leaf Links bridge.

in a N-S alley in the 1st block from the E and the 5th block from the S on
the E island.

inside Washington Mall, 1st floor, W end; the mall is on the S area of the
E island, 3rd block from the E and 4th block from the S.

on the SE side of the roof of the mansion, which is on the SE side of
Starfish Island.

in the yard of the mansion, across from the garage and near the low wall
by the road.

on the NE corner of a walk in the E Downtown area; the walk connects the S
side of the W end of the bridge from the W island to Prawn Island with the road
that goes under the bridge.

by the stairs in an alley; go S from Downtown on the main N-S road of the
W island, take the 2nd right, and go off road into the 2nd alley on the left:
it's ahead of you by the stairs at the other end of the alley.

over a small set of steps you can see when you look W from the alley on
the N side of the Little Haiti pizza store; to get to the pizza store, go S from
Downtown on the main N-S road of the W island, take the 2nd right then the 2nd
right--after it curves S, the pizza store is on the left.

at the S side of a dirty pink house; to get there, go S from Downtown on
the main N-S road of the W island and make the 1st right after passing under the
Links Bridge--after it makes a 90 degree curve S, the house is the 5th one on
the left.

in the SE corner of a dirt lot of palm trees (you can climb two of them);
to get there, go N past the Starfish Island bridge on the main N-S road of the W
island, take the 1st left to a T intersection and go left--the lot is off the
road on the right. (It's also a location where you can have Tommy walk out over
thin air--see I.3.)

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mp;&&&&&&&&&&&&&&&&&am

p;&&&&&&&&&&&&&&&&&

;&&&&


I.12 Wanted Ratings
(Also see section I.7--Wanted Stars Attained and Evaded)

What happens at each wanted level
What to do about wanted ratings
Things any major fugitive should know


What happens at each wanted level

One star
Tommy attracts a nearby policeman to chase him. If Tommy gets closer to an-
other officer, the 1st one will give up the chase and the 2nd will chase Tommy.
The officer will try to hit him with a Nightstick, pull him from his vehicle,
and bust him. Getting busted involves having Tommy get knocked flat on his back
on the ground while the officer aims his Pistol down at him with both hands and
may make a wisecrack.

Two stars
Tommy attracts a police car with two officers, and the officers ram his vehi-
cle, pull him from his vehicle, get out to shoot at him with Pistols, and try to
bust or kill him. They seem more likely to go for busting if Tommy's in a vehi-
cle and shooting to warn or kill if he's on foot, which I've seen linger into a
reduced rating of one star. And, unfortunately, there isn't a mechanism for
having Tommy say, "I surrender" and just get busted when he's on foot and

the
police are going for a kill. Even if he just stands there with his back to
them, they'll shoot him to death. The Predator police boat (also used in "Papa-
razzi Purge" in "GTA III") will chase and shoot at him if he's sailing

or flying
over the water.

Three stars
The city Police Dept. vice squad guys (possibly the "Miami Vice"

look-vaguely-
alikes, possibly two white guys) with Uz-Is in a "Vice" Cheetah who shoot at

him
and try to bust or kill him, pairs of police cars and saw horses used for road
blocks, policemen who throw strips of tire spikes both across and away from the
road, and a trailing helicopter join the above.

Four stars
In addition to the above, helicopters shoot and send armed SWAT (Special Weap-
ons And Tactics) agents rappelling down ropes to shoot Uz-Is, and Enforcers
(SWAT vans) arrive with SWAT agents to shoot Uz-Is, and they all try to bust or
kill him. This is the highest wanted rating Tommy can get at the start of the
game.
http://img372.imageshack.us/img372/691/00gta1wantedratingfunvc3ow0.jpg

The SWAT team originated in Delano, CA, and the idea was embraced by the Los
Angeles Police Dept., in the 1960's. In the years since, it has arrested scores
of violent suspects, freed numerous hostages, and earned hundreds of commenda-
tions and citations, including several Medals of Valor. In the U.S., it's the
popular name for a major city police force trained and allowed to use paramili-
tary weaponry and tactics beyond the kind the regular police department uses.
For Miami, Florida, fictionalized for Vice City, it's the Miami Police SWAT
Team.
http://en.wikipedia.org/wiki/SWAT

Five stars
FBI Ranchers join the above. In each SUV there are four FBI agents who will
try to shoot him with MPs and bust him. Tommy can get a five star wanted level
after "Guardian Angels"--I.42.

The forerunner of the FBI was a group of Special Agents called the Bureau of
Investigation (BOI) created on July 26, 1908, for the Dept. of Justice and
headed by Attorney General Charles Bonaparte. It's had a vast history of accom-
plishments in combating crime. Under director J. Edgar Hoover, it had Al Capone
investigated beginning in 1929, and gathered evidence of his Chicago racketeer-
ing, bribing of prison officials, determined the falsehood of his claim to post-
pone an appearance before the Federal Grand Jury due to poor health, etc. It
became known as the Federal Bureau of Investigation in 1935.

In the 1980's ("Vice City" takes place in 1986), it made an increasingly

im-
portant impact in defeating terrorists, drug traffickers, and violent criminals.
http://www.fbi.gov/fbihistory.htm
http://en.wikipedia.org/wiki/FBI

Six stars
The army joins in with MPs. They travel in Rhinos (they don't use the cannon,
but don't bump into one with Tommy's vehicle) and Barracks OLs. I think they
just shoot to kill and leave busting to the others. Tommy can get a six star
wanted level after "Rub Out"--I.53.


What to do about wanted ratings

Hiding

Tommy doesn't really need to hide anywhere. Police can run most places on
ground level, so hiding in a shrub or around a corner is about as effective as
waiting on the sidewalk. They don't bother about going along a desolate slice
along the shore of the E beach at any rating, and you might rarely see one in
the front lobby of the Ocean View at a high rating. They won't send a chopper
to a rooftop until he has at least three stars, and I think it has to be at
least that high before a policeman appears in some such places. It might make
for a decent place to take a break, and one star might even go away.

But even if you find such a place, sometimes hiding, or assuming a policeman
isn't around because you don't see one, backfires, because a policeman you can't
see is running indefinitely against a wall, etc., toward Tommy, so a one star
rating could linger indefinitely. You might have a long one star rating and
look around to see a policeman has assumed a funny patient stance while they
wait for Tommy to come from behind something. Their effort in one spot on the
ground nearby could make the rating linger till you at least have him run some-
where else.

The Infinite Run

Any wanted rating makes for a very good reason to get the infinite run feature
by doing the Paramedic mission (I.22) to level twelve. With the best of behav-
ior on Tommy's part, the police may nick his car or run out in front of it and
get hit, and give Tommy a wanted rating. Tommy could shoot a brick when a po-
liceman is in the vicinity and get a wanted rating. It doesn't help that so
many of the people in town have an unfortunate tendency to jump or drive right
into the path of his vehicle. With the infinite run feature, he can play "Catch
Me If You Can" with the police.

Tommy is a lot better at chasing down a getaway vehicle you want him to nab
with it, too. Otherwise, he can shoot a vehicle he can't catch up with and most
drivers will abandon it.

Tommy can run one star off, it gives him plenty of time to handle two, and it
helps him do whatever he does for a higher rating faster and with less risk.


For one star/one remaining star:

Use a bribe (see I.11 for locations), clothes pickup (see I.9.C for loca-
tions), Pay 'n' Spray ($100 if not a complimentary spray just for the color
change--Tommy can get a free spray for that once he's earned $100; see your in-
game map for locations), Sunshine Autos spray 'n' go (same payment plan as for a
Pay 'n' Spray, even though he owns it), or run/drive/fly unceasingly till it
disappears.

There doesn't seem to be a set length of time for one star. It can be brief,
but the more prolonged ones can be annoying when you're in a hurry, and Tommy's
pre-"infinite run" running ability can be used up a lot quicker. Without

it,
Tommy can out-run the policeman briefly, then he gets tired and jogs, so you
make him jump repeatedly and he just barely makes it. If that's the case, have
him jump around like a nut or make sure no police men are around and jack a ve-
hicle.

With the Infinite Run (Paramedic mission, I.22), running, etc., till one dis-
appears only works for one star--not for higher levels.


For two stars/two remaining stars:

Use bribes, a Pay 'n' Spray, a clothes pickup (but I'd discourage using it for
two stars--see I.7), or use one bribe and either use a clothes pickup or have
Tommy run off the one remaining star. Two stars and up won't go away until you
do something about it.

Even two stars is easy for Tommy to survive a run with, as when holding up a
sequence of stores. The police will appear here but not there as he does it.
It's less hectic than having them constantly try to ram Tommy's vehicle, espe-
cially a bike. Trying to get him back on or into a vehicle with police nearby
carries a higher risk of getting busted.

You can have Tommy pause to make a pursuing police car stop, then have him run
before the officers get out and start using their guns. Have him weave around
posts, buildings, tree trunks, and through swimming pools to lure the pursuers
into them and avoid bullets.


For three to six Wanted stars:

You might want to use any bribes available till you can do one of the things
given above, but I'd start preferring Tommy to be airborne. When he is, there
are over six things that are convenient for removing one wanted star apiece.

Three airborne bribes

You can fly a helicopter, or, in two cases, a Skimmer, into airborne bribes on
the west island:

1. The bribe over the fence with a ramp leaned against it at the back of the
yard behind Sunshine Autos.

To get to Sunshine Autos by land, go S from the Starfish Island Bridge on the
main N-S road of the W island; either take the 1st right then 1st left or 2nd
right then 1st right; Sunshine Autos is a bit N of where you'd run into yourself
if you could do both at the same time.

You can also gun it W from the W end of the South Bridge, continue over the
ramp across the street, go through the lot, and it's on your right.

This one is also available for the Skimmer.


2. The bribe in the path of Jump 7 (I.26), which is over a grass stained box
with a ramp leaned against it by a large gray concrete N-S drainage ditch in
Little Haiti.

To get to the ditch by land, go N from the Starfish Island bridge on the main
N-S road of the W island; take either the 2nd or 3rd left--the ditch runs be-
tween them.

It's W of the Little Haiti Pay 'n' Spray.

This one is also available for the Skimmer.


3. The bribe in the path of Jump 5 (I.26), which is over the red and blue
crates with a ramp leaned against them in Little Haiti.

Jump 5 goes over two ramps S of the pale yellow building on the most N E-W
street in Little Haiti.

Again, Tommy doesn't have to jump through the airborne bribes--they're air-
borne to get rid of wanted ratings when he's in a helicopter. So you need to
remember where they are from the air.


Also available from the air:

4. You can momentarily plop the helicopter down onto the bribe S of the S end
of North Point Mall.

5. The bribe in the sunken shopping center, which is on the block one block W
of the Ocean View apartment, is kind of fun to use if you can fly a helicopter
good enough.

6 and 7. You can land a helicopter on the Hyman Condo roof, go to the ground
level to use the alley bribe, then return to the roof to use the clothes pickup
(again, for one wanted star to keep stars Attained from getting much bigger than
Evaded).

This is also available for the Skimmer. I recommend crashing into the struc-
ture on the E side of the roof from the SE.

8. Tommy can also fly or run one off. If Tommy is moving, the last one will
probably disappear before he can do much about it.

If Tommy isn't in a helicopter, get him to the Hyman Condo alley bribe 1st for
a variation of the above.

When Tommy owns Sunshine Autos (I.62A), have him fly a chopper or drive a Rhi-
no to the garages in back of it, then drive a car from one of the garages right
across into his own "spray 'n' go."

Before Tommy owns Sunshine Autos, have him leave a vehicle in a Pay 'n' Spray,
avoid using more than one other vehicle before he returns so it stays in the
game memory, then return after whatever wildness and get in or on it again, and
it will trigger the Pay 'n' Spray actions. This gives him another four loca-
tions to use like he would his own Sunshine Autos spray 'n' go--therefore, to
use for wildness.

Leaving a vehicle in a Pay 'n' Spray can also help when Tommy has a high
wanted rating while using a police or military vehicle, which can't be used in a
Pay 'n' Spray, or while using a vehicle you want to keep for the special color,
like the black Voodoo, which will revert to the usual maroon color if used in a
Pay 'n' Spray.

If you plan to have Tommy cause an unofficial rampage on the waters among the
shooting police boats, 1st leave a helicopter on the desolate strip along the E
side of the beach of the east island. Get the helicopter when you're through
with the boat, then use the method given above. Make sure the chopper isn't on
a slope down to the water, or it might slowly slide into it.

You could also exit the game without saving, or reload the game, which takes
you to the previous starting point, if it got nastier than you care to remember.


Things any major fugitive should know

After Tommy uses a Pay 'n' Spray or spray 'n' go, any wanted stars he may have
flash on and off for a bit. That signals a probation period. If he gets in
trouble with the law during the probation period, the same wanted level is rein-
stated.

While the condo alley provides cover from helicopter shots, you'll do best to
move Tommy into the open to shoot down helicopters before SWAT agents drop from
them and start shooting. The Minigun usually makes anything (but a Rhino) that
drives into the alley blow up before anyone can get out, and they don't last
long if they do.

The area beneath the Links Bridge provides some cover for driving an unoffi-
cial rampage to the highest wanted level, too. The helicopters can't shoot Tom-
my and the land vehicles tend to drive onto the bridge above him. A Pay 'n'
Spray is just S of that on the same main road.

You can shoot any part of a person or vehicle to kill them or destroy it. In
the case of a helicopter, this includes the span of the rotating blades.

Police and military vehicles, like the Rhino, and emergency vehicles, like the
Firetruck, can't activate a Pay 'n' Spray. This includes the PC version of the
FBI Rancher. For some reason, neither the Bus nor the Coach can activate a Pay
'n' Spray, either.

As Rusk writes, if you're in a police car, press Activate Mission--on PC, Caps
Lock--twice to start then end a Vigilante mission. For some reason, it makes
the tires spike strip proof.

Get to know the driving shortcuts to avoid driving over tire spike strips and
bumping into Rhinos.

The only thing that can destroy a tank is about six Molotovs (or the Haitian
weapons during "Cannon Fodder"), another reason I prefer Molotovs over

Grenades
(I.10). This also gives Tommy some leeway in jacking a tank: he can use several
Molotovs to make sure the soldiers who emerge fall before they kill him.

The PS2 gimmick of having Tommy run from a Vice Cheetah or FBI Rancher then
turn to see it abandoned for him hasn't worked for me yet on PC. Tommy turns
and the vehicle's gone but the damn agents firing at him are still there. But
there's always a "Vice" Cheetah behind the Little Havana police station

along
the main N and S road, and you can use a Molotov to take care of the attackers
that emerge from an FBI Rancher (or any other vehicle).

An earlier edition of Rusk's guide for "Vice City" ended with a challenge

to
drive a Hotring Racer around the town with a six star wanted level. You might
try it for a change of scenery and to learn how good you can maneuver in it.
Once you get the hang of weaving through traffic (see I.9.F), avoiding the
places Rhinos spawn on, and taking shortcuts the law enforcers and spike strips
don't appear on, you'll probably think that it's easier than you expected.

A high wanted rating is a good time to improve your CRiminal Rating and High-
est media attention level (I.7).

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mp;&&&&&&&&&&&&&&&&&am

p;&&&&&&&&&&&&&&&&&

;&&&&


I.13 Odds and Ends

Ambient sounds
The WK Chariot Hotel
Interacting with your town
Huh? What?
Marine world
A few exploration duds
Strange but fun--that's the important thing
Creative plugging
WTF screen shots


Ambient sounds

Some buildings in "III" and "Vice City" have their own ambient

sounds.

You can hear organ music if Tommy goes near the looks-like-a-temple--sounds-
like-a-church building on the S end of the east island between 10:00 and 11:00
o'clock. (Thanks to Spuds725 at the GTA Forums web site; I didn't know what
time that happened before.)

And you can hear music by Sunshine Cabs or the Little Haiti pizza store from
the arcades playing inside. The North Point Mall is alive with the sound of Mu-
zak, and the Ocean View with "La Vida Es Una Lenteja" by Unaesta.

While giving buildings their own sounds was featured more often in "III,"

you
couldn't go inside the buildings as extensively. You could only enter save
places, personal/Shoreside Vale police station/Pay 'n' Spray garages, a living
room of Salvatore's mansion, the cell the Yazuka was held in, the booth in front
of the Cartel mansion, and, by using codes, get into Joey's garage for the

"EP"
Mafia stretch limo.


The WK Chariot Hotel

The WK Chariot Hotel has several special features. (It's E and across the
street from the parking lot of the Malibu Club.) (See I.9.G for how to use it
to go to Ghost World, I.19 for how to find hidden package 25 there, and I.8 for
the name change it was given for the PC version, for some reason.)

Between 23:00 and midnight, the lights in the windows depict the outline of a
huge c**ck and b*lls, and spray squirts periodically from the roof. (See I.3.)

It also has a blue door on the N side that opens during "Martha's Mug

Shot"
and stays open thereafter. If you have Tommy go inside, climb the stairs to the
top floor, and go to the W end of the hall, you'll find a message by the window:
"The Samartians DON'T JUST JUMP, HYPER-JUMP call 555-7000."
http://img147.imageshack.us/img147/4103/00gta1screenvc50hpq8.jpg

The Samartians are an ancient Christian group known for their charity (I think
"Samartians" it may be a variant of "Samaritans"), so it may be

meant as ironic
humor.

One web site, dogbomb.co.uk, message board post mentioned Phil Daniels being
shown at the start of the movie "Quadrophenia" as not having actually gone

with
his (Piaggio Vespa--"Vice City" Faggio) scooter over a cliff at Beachy Head,
which the movie later shows him as having driven it to. The post said there's a
phone box with a "call the Samartians sign" beside it at the location now.

Andrew sent me the correct explanation for this, and the category of the Piag-
gio Vespa, for this update in May, 2008:

"As an Englishman I can shed some more light on the 'Samartians' thing. The
Samaritans provide a phone helpline in the UK for people in despair. The organ-
ization was started in the Fifties by a priest called Chad Varah, (Google him &
read the Wikipedia entry in particular). It is still likely that if you use a
callbox (English for a phone booth) anywhere in the UK you will see a sticker
like the one you describe, and they can also be seen at high points, on bridges
etc.
http://en.wikipedia.org/wiki/Samaritans_%28charity%29

"Tangentially, my opinion on Quadrophenia...is that Jimmy (played by Phil Dan-
iels in the movie) doesn't die at Beachy Head....in either the album or the mov-
ie. It's worse than that--he grows up.... I saw the movie of Quadrophenia in
London back in the day, and witnessed a running battle between Mods and Skin-
heads in front of the cinema after the show. But please note: the Vespa is most
definitely *not* a moped--it's a scooter."
http://en.wikipedia.org/wiki/Quadrophenia_%28film%29

I think "scooter" is probably generally the preferable word. In the han-
dling.cfg file, it's listed as MOPED, which I guess is another word for it for
some people. But the Wikipedia article for "moped" indicates a moped is

more
generally thought of as something you can pedal, like a motorized bicycle.
http://en.wikipedia.org/wiki/Moped
http://en.wikipedia.org/wiki/Scooter_%28motorcycle%29


Interacting with your town

If you shoot the black garbage bags--some are by Cherry Poppers--they may in-
flate one size larger. (Thanks to Madeye/some name/Mohammed Kahn)

If Tommy shoots the gas pumps at the gas station just S of Washington Mall, at
the back of Interglobal Studios, or in the hanger over water at the end of the
dead end road down the middle of the S end of the west island, they'll explode.

If you use the bottom of a helicopter to bop the top of one of the Starfish
Island picnic tables that has a red and white umbrella over it, the picnic table
assumes a broken shape. They're not fixed to a spot and can be moved around.
They're like the ones in "GTA III." Benches, like those in front of the

Ocean
View, can be moved and given a broken shape with a vehicle, too.

If you want to see the secret Easter egg and printing press, go to I.19 for
the sections on hidden packages 61 and 66.


Huh? What?

I've put most of the foreign language translations in the guide where they
come up in the game. I translated some of the French and Spanish writing in
Little Haiti and Little Havana for this section with the Free2Professional
Translation web site that translates phrases for a variety of languages automat-
ically for free. So if this is a little off compared to the results I could
have gotten with a personal translator, that's why.

Thanks to:
http://www.freetranslation.com/


If you go N across the street from Auntie Poulet's shack in Little Haiti,
you'll find a little blue-green building with red and orange letters: "Eglise
Baptiste de la Regeneration," which is French for "Baptist Church of

Revival" or
"...of Spiritual Renewal."

There are several beige buildings with red letters that say "EL NUEVO SIGLO
SUPERMARKET" with the "G" missing from "SIGLO." One is just

S of the Little
Haiti Pay 'n' Spray, one is E across the street from Phil's Place, and one is E
across the street from the dirt lot of palm trees mentioned near the end of I.3.
The phrase is Spanish for "The New Century Supermarket." (I tried "si

lo"--the
web site just translated it as "if it.")

E of the "Welcome to Hell" billboard is a blue-green building called

BILLY'S
RECORDS. In black letters it says, "Donde los HITS Suenan Primero," which

is
Spanish for "Where the HITS sound 1st," which I'm guessing is "Where

the HITS
are heard 1st."

Beside it to the E is a yellow building with black letters that say "C.A.M.
ENVIO DE VALORES Y ALIMENTOS A LA REPUBLICA DOMINICANA," which translated as
"C.to.M. I send of values and food to the Dominican Republic."

"C.A.M." should
probably stay "C.A.M.," which are probably the initials of some humanitarian
assistance group which "sends valuables and food to the Dominican Republic."

In
red letters it says "ENTREGA EN 2 HORAS" which translated as "Delivers

in two
hours."

I got most of the next ones from the Babel Fish Translation web site, thanks
to:
http://babelfish.yahoo.com/translate_txt?fr=avbbf-us

Across the street going S from Billy's, on the right side of the road, is the
Baran Discount and Coffee Shop, advertising 99 cents & "PLUS ARTICULOS PARA

EL
HOGAR," which is Spanish for "extra articles for the home."

S of the garage you deliver the Rhino to in "Sir, Yes Sir," and around the
corner of the same block, is a store with green letters that say "GALERIA MUSI-
CAL COMPRA Y VENTA DE CD'S USADOS," which is Spanish for "Musical Gallery

Used
purchase and sale of CD's." (Thanks to woozie92 for telling me it's

"venta,"
which means "sale," when I thought it said "yenta," which is a

Yiddish word that
gives it a different translation. The "V" looks like a "Y" unless

you compare
it closely with the "Y" before it.)

Beside that store to the E is a pink building with Spanish in black letters
that say "CALLE 8 CAFETERIA." For "CALLE" I have

"silence" (the free transla-
tion site) and "Street" (the Babel Fish site). If "Street," it

says "Street
Eight Cafeteria." It has red letters that say "DESA YUNO," which is

"break-
fast," and blue letters that say "ALMUERZO," which is

"lunch."

On the outside of Robina's Cafe Cubano is a sign that says "CALLE 8 CAFETERIA
TREMENDOs ESPECIALES CANTINA 6 Dias BATIDOS SANDWICHES Comidas y Desayunos."
The English translation I got is (adding commas to indicate breaks) "Street 8
Special, Tremendous Cafeteria bar, 6 days, dangerous meals sandwiches" (or
"eaten sandwiches"!) and breakfasts." I'll take a guess that could be

"8th
Street Cafeteria, Tremendous Special Bar, (open) 6 days (a week), (featuring)
hot meals, sandwiches, and breakfasts."

Near the front door inside Robina's Cafe Cubano, there's a sign that says,
"Que bo es el Pollasire. condiment vegetal." In Catalan it means

"That good is
the chicken. Vegetable seasoning." (Thanks to _CuBaN_VeRcEttI_.) I guess it
means "That's good chicken" and the chicken has "vegetable

seasoning."
http://en.wikipedia.org/wiki/Catalan_language

Robina's Cafe Cubano and The Pizza Face in Little Havana have windows featur-
ing the Spanish words "DINERO SIN LIMITE," mentioned in I.2 as another

Robert De
Niro connection. The translation I got is "MONEY WITHOUT LIMITS." I wonder

if
that could mean "credit without limit" since another sign of The Pizza Face

says
"Finance Layaway Plan."


Marine world

There are two men underwater with their feet in a block of cement:

One is on a big pile of rocks E of big Mitch Baker's Biker Bar. (The ends of
his hands reach above the surface of the waves during a storm, which reminds me
a little of the last reach for freedom by Harry Lime, played by Orson Welles, in
the movie "The Third Man," 1949.)
http://img159.imageshack.us/img159/4687/00gta1screenvc72dx9.jpg
http://en.wikipedia.org/wiki/The_Third_Man

The other is by the S coast of the W-most 90 degree angled projection of land
at the SW portion of the area which is S of the E end of the bridge from the
east island to Starfish Island. It's a S coast of the area the multi-colored
showers are on.

You see the same fat mustached guy in swimming trunks around the light house
and Ocean View areas sometimes.


There's a broken Chartered Libertine Lines ship and a submarine underwater N
of the North Point Mall of the east island, and a broken Chartered Libertine
Lines ship underwater S of the SE corner of the west island. Each of the two
ships is a more basic version of the unbroken types at the S end of the west is-
land. The submarine is the same one used, in a solid version, for the U.S.S.
Numnutz in "San Andreas."
http://img75.imageshack.us/img75/3136/00gta1screenvc65ud0.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
http://img240.imageshack.us/img240/6481/00gta1ussnumnutz3oj.jpg

There are the remains of a sunken Reefer, with the parts over the roof of the
cab, etc., removed, on the N side of the W end of the bridge from Prawn Island
to the west island.
http://img153.imageshack.us/img153/3096/00gta1screenvc60jo8.jpg

There are four junked cars by the S side of the W end of Links Bridge. I'd
have Tommy use a boat or the Sea Sparrow, or use the zoom lens of the Sniper
Rifle or Camera, to see those because if Tommy jumps from the shore to the base
of the support of the bridge, he can't jump back up to the shore.
http://img421.imageshack.us/img421/8838/00gta1screenvc110wm1.jpg


The Sea Sparrow can help you look at the underwater things--it has pontoons,
and it's easier to position over a spot than the Skimmer. You might also try
any of the boats for that.

You can fly the Sea Sparrow into the WK Chariot Hotel (I.9.G) to see most of
the underwater things even closer. I wouldn't use that to see the four junked
cars or the man with his feet in cement that's by the east island since they're
so close to the surface of the water.

You can also walk Tommy waist-high into the water, have him crouch with C (he
won't drown), or have him fly a helicopter through the porch ceiling of the WK
Chariot Hotel and bail onto something solid underwater (see "The WK Chariot Ho-
tel" at I.13), equipped with a sniper rifle or Camera, and use the zoom (right
mouse button and Z and X or scroll) to get a clear close underwater view of a
variety of kinds of aquatic life. Press F1 (instant replay) twice to change
which marine animals are on view.
http://img213.imageshack.us/img213/4336/00gta1screenvc191zn8.jpg
http://img95.imageshack.us/img95/7794/00gta1screenvc209jg7.jpg
http://img220.imageshack.us/img220/4773/00gta1screenvc208ck5.jpg
http://img156.imageshack.us/img156/8933/00gta1screenvc194pq8.jpg

You can see a 2nd batch of junked cars under the E end of the red foot bridge
at the S end of the east island. They can't be seen from above because they're
covered with grass and water.
http://img124.imageshack.us/img124/9976/00gta1screenvc251ze1.jpg

The shark at Interglobal Films is a bedraggled simplified variation of the
kind found underwater.
http://img428.imageshack.us/img428/1457/00gta1screenvc114xa1.jpg
http://img336.imageshack.us/img336/6357/00gta1screenvc115kz6.jpg
http://img144.imageshack.us/img144/100/00gta1screenvc207ha0.jpg
http://img440.imageshack.us/img440/2417/00gta1screenvc112aoe1.jpg


In Tommy's Ocean View apartment, there's a poster of the bow of an ocean luxu-
ry liner that looks like the SS Normandie. It says "Vice City via Le Havre et
Southampton--C. G. Transatlantique French line." Le Havre, a city of Normandy
in N France, and Southampton, a city of the S coast of the U.K., are two of the
three chief ports of the English Channel. Le Havre was a chief port of call for
French ocean liners making the Transatlantic crossing. Such crossings were gen-
erally assumed to go to New York City, but this one is given as going to Vice
City (fictionalized Miami).
http://img355.imageshack.us/img355/3519/00gta1screenvc249nr8.jpg
http://en.wikipedia.org/wiki/SS_Normandie

"C. G." stands for "Compagnie Generale." The Babelfish

translation I got for
"Compagnie Generale Transatlantique" was "Transatlantic General

Company," the
French line the steamship was a part of.
http://babelfish.yahoo.com/?fr=avbbf-us


A few exploration duds

From the beginning of the game, you can walk Tommy into the VROCK building.
To get there, go W from the W end of the bridge to Downtown to a T intersection,
and it's across the street. Tommy disappears up the stairs, he can move left or
right a little--and that's it. You can get a little view of Ghost World if you
give the PCJ 600 the long distance back view and back it in.

Another one is found by landing a helicopter on the very top of the Vice City
Beach water tower across the street in a lot E of the Malibu Club. If you have
Tommy get out onto it, he sinks 1 1/2 feet or so into the roof of it and can't
get back in the chopper, so he has to jump to the ground.

Don't bother waiting for the yellow tape to be removed from the staircases in
Washington Mall; they don't come off anytime in the game. (If you contract an
attack of the Laura Crofts, though, you can have Tommy do an easy jumping game
on the lily pads in one of the indoor pools.)

In Little Havana is a pink "fudge PACKING CORP" building with an open

garage
door, and Tommy can go into the garage--it's empty.

Across the street from the VCN building is a place that gives psychic read-
ings. There's a 3D showroom beside it with unbreakable glass in front of it.
Tommy can't enter it and it's empty.


Strange but fun--that's the important thing

If you're fond of the optical illusions of Maurits Cornelis Escher ("Drawing
Hands," "Relativity," etc.), you might like the yellow crane at the E

end of the
big ship at the E end of the S side of the west island. Have tommy stand close
to the crane to get the effect.
http://img138.imageshack.us/img138/91/00gta1screenvc68vn3.jpg
http://www.youtube.com/watch?v=QUENO0mMWfI

If you're interested in those and other optical illusions, you might try the
gallery at http://www.mcescher.com/ or http://www.michaelbach.de/ot/

One of the posts that hold a traffic light over the road is planted on top of
the Little Havana laundromat, making the traffic light way too high for anyone
driving up to it to see easily. (Thanks to spaceeinstein's web site for point-
ing out the traffic light.)
http://img138.imageshack.us/img138/4880/00gta1screenvc70ub4.jpg

If you land a chopper on the SW corner of the building the Pole Position is a
part of, you can see a tree growing up from the roof of the 1st floor through an
invisible but solid 7' or so wide hole in the roof of the 2nd floor that you
landed on. You can see it from the sidewalk across the street to the S as well.
http://img122.imageshack.us/img122/1392/00gta1screenvc69vs4.jpg

You'll occasionally see what I call the mole people, with just their head and
shoulders sticking out of the sand, and moving through it with the sound of ve-
hicles skidding across sand, just W of the RC Bandit dirt track on Washington
Beach.
http://img156.imageshack.us/img156/8220/00gta1screenvc200bs2.jpg
http://img208.imageshack.us/img208/1325/00gta1screenvc210ne7.jpg

I'm not sure how to come up with a real life comparison with the thing any of
the pedestrians might do when they walk persistently into something and then
bend over. Whatever got them drunk enough to walk into something is making
them throw up? Sometimes they just walk away like nothing happened, or, worse,
bend over with their head stuck through a wall, so I'm not sure.

See Unique Jump 19 in section I.26 for a way to let Tommy stand on a car
that's frozen in midair.


Creative plugging

I think there may be more commercial plugs in "Vice City" than in any

other
GTA (which might be where they got the money for all that Hollywood voice acting
and big name music and the Li'l Dodo. If so, if Rockstar is reading this: good,
do it again--I like "Vice City"):

- "Squirt," the grapefruit-flavored soda pop, is advertised in several

places
at Callegg's Deli in Little Havana.
http://img444.imageshack.us/img444/962/guide898creativeplugginkd0.jpg
http://en.wikipedia.org/wiki/Squirt

In a couple of places on the Prawn Island Elbee pharmacy roof, a sign...
http://img320.imageshack.us/img320/888/00gta1screenvc33aqe6.jpg

...advertises:

- "Spiegel," which has been a mail order store since putting out a

catalogue
in 1905.
http://www.spiegel.com/?cm_ven=Google&cm_cat=Brand&cm_ite=spiegel

- "Florsheim," which has been selling shoes since 1892.
http://www.florsheim.com/shop-fl/index.ep

- "Stride-Rite," which has been selling shoes for over eighty-five years

as of
July, 2006.
http://www.striderite.com/jump.jsp?itemID=1&itemType=HOME_PAGE


- a "Corby" (U.K. brand) vacuum cleaner is mentioned in the chatter by one

of
Diaz' gang. (Rusk tells me he thinks the mention is of a "Kirby" vacuum

clean-
er. I wonder if it's a sort of pun on "Kirby" since "Corby," a

town in England,
has been nicknamed "Little Scotland," and Scotland is the home of Rockstar
North.)
http://en.wikipedia.org/wiki/Corby
http://en.wikipedia.org/wiki/Kirby_Company

- Painted on the wall of a building that faces the lot which is across the
street to the E of Interglobal Films, the Doehler Metal Furniture Co., Inc. ad
looks like the one painted on the wall of a building at 192 Lexington Ave. near
32nd St. in N.Y.C., NY.
http://img431.imageshack.us/img431/7251/00gta1screenvc124gx0.jpg
http://img450.imageshack.us/img450/461/00gta1screenvc120rv3.jpg
http://www.14to42.net/32street2.html


At the Greasy Chopper:

The "Space Mission" pinball table in the Greasy Chopper is a 1976 pinball
machine by Williams.
http://img108.imageshack.us/img108/6729/00gta1screenvc90zz0.jpg
http://www.pinballrebel.com/game/pins/space_mission/space_mission_pinball.htm
http://img142.imageshack.us/img142/9287/00gta1screenvc80wy4.jpg
http://img108.imageshack.us/img108/9971/00gta1screenvc82lq2.jpg
http://img142.imageshack.us/img142/9966/00gta1screenvc83vq1.jpg

The "Jolly Roger" (the letters of "Roger" are altered a bit)

pinball table is
a 1967 machine by Williams. (I never had most of the beers listed below, but
somebody has good taste in pinball machines--Williams had some good ones.)
http://img101.imageshack.us/img101/1098/00gta1screenvc273aiz7.jpg
http://img241.imageshack.us/img241/7433/00gta1screenvc273bxb0.jpg
http://img50.imageshack.us/img50/3488/00gta1screenvc271xb0.gif
http://www.ipdb.org/showpic.pl?id=1314&picno=18639


http://www.ipdb.org/search.pl?any=jolly+roger&sortby=name&searchtype=quick#131

4

The guitar on the stage is a fretted Fender Jazz Bass. Originally called the
Deluxe Model, it's been made by Fender since 1960.
http://img237.imageshack.us/img237/5363/00gta1screenvc274gr8.jpg
http://img89.imageshack.us/img89/1747/00gta1screenvc274abg6.jpg
http://en.wikipedia.org/wiki/Fender_Jazz_Bass

I think the cymbals on the drum set are supposed to be Zildjians since the
name on them has a big "Z" in it. Zildjian cymbals have been made since

Avedin
Zildjian made the 1st ones in 1623.
http://img234.imageshack.us/img234/4004/00gta1screenvc274clb9.jpg
http://img244.imageshack.us/img244/5071/00gta1screenvc274dvu7.jpg
http://en.wikipedia.org/wiki/Zildjian

Old German has been a popular discount beer for over a century. It's now
owned by the Pittsburgh Brewing Company.
http://img106.imageshack.us/img106/1443/00gta1screenvc99vz3.jpg
http://img80.imageshack.us/img80/6018/00gta1screenvc91mc2.jpg
http://beeradvocate.com/beer/profile/410/6070/
http://en.wikipedia.org/wiki/Yuengling
http://en.wikipedia.org/wiki/Pittsburgh_Brewing_Company

Old Dutch beer was made by the Eagle Brewing Company. It was founded in 1867
in Catasauqua, PA as Eagle Brewery, Schaefer & Kostenbader and closed in 1964.
http://img111.imageshack.us/img111/9171/00gta1screenvc105iw0.jpg
http://img138.imageshack.us/img138/6622/00gta1screenvc107pg3.jpg
http://img106.imageshack.us/img106/2245/00gta1screenvc106wy9.jpg
http://en.wikipedia.org/wiki/List_of_Pennsylvania_breweries

Foster's lager has been made by the Foster brothers of Australia since 1887
and is now made in various breweries around the world.
http://img80.imageshack.us/img80/2428/00gta1screenvc92jy9.jpg
http://en.wikipedia.org/wiki/Foster%27s_Lager
http://www.fosters.com.au/enjoy/beer/fosters_lager.htm

Horton beer was made from 1865 to 1941 by various owners, the last one being
the Horton Pilsner Brewing Company.
http://img201.imageshack.us/img201/8832/00gta1screenvc343kd8.jpg
http://trayman.net/Brewery/Horton.htm
http://img145.imageshack.us/img145/7489/00gta1screenvc94wx7.jpg

"Bell Label" Blue Label beer was made from 1912 to ? by the Northern

Brewing
Company of Superior, Wisconsin. The ad I found for it is basically the same ex-
cept "Blue" is changed to "Bell" for the GTA version--I have no

idea why.
http://img359.imageshack.us/img359/229/00gta1screenvc109vg8.jpg
http://img123.imageshack.us/img123/7776/00gta1screenvc104sd3.jpg
http://www.americanbreweriana.org/history/northern.htm

"Bellend" Ballantine beer was 1st made by Peter Ballantine, who came from
Scotland, in Newark, NJ, in 1840. His company was originally incorporated as
Patterson & Ballantine Brewing Company. Joined by his three sons, it became P.
Ballantine and Sons in 1857 and until the breweries closed in the 1960's. It
was very popular beer, once the 6th biggest selling beer in the U.S.A.. In
2005, Ballantine Ale was owned and marketed by the Pabst Brewing Company and
brewed by the Miller Brewing Company.
http://img241.imageshack.us/img241/4079/00gta1screenvc341fy4.jpg
http://img227.imageshack.us/img227/5711/00gta1screenvc905hx0.jpg
http://en.wikipedia.org/wiki/Ballantine

One clue on the GTA clock to the identity of the real beer is the set of three
rings, which are Borromean rings on Ballantine labels and ads. (And here I
thought it was just a pretzel.)
http://www.liv.ac.uk/~spmr02/rings/beer.html

"Bell end" is a slang term for the head of a c**k. This may also explain

the
name change in the previous sign.
http://www.urbandictionary.com/define.php?term=Bell+End

Likewise, one sign refers to "FREE ASSTASHE RIDES." An

"asstache," as best I
can figure from using the Google search engine a bit, is created when someone
shaves but leaves a mustache amount of hair on their bottom.
http://img183.imageshack.us/img183/1558/00gta1screenvc909br1.jpg
http://www.urbandictionary.com/define.php?term=swamp+ass

"Blatzaa" beer is advertised as coming from Milwaukee. Blatz beer was 1st
made in Milwaukee, WI, in 1851. It's now made by the Miller Brewing Company of
Milwaukee under contract for Pabst Brewing Company.
http://img322.imageshack.us/img322/1619/00gta1screenvc270kd4.jpg
http://img148.imageshack.us/img148/4426/00gta1screenvc98li4.jpg
http://img155.imageshack.us/img155/673/00gta1screenvc97uq2.jpg
http://en.wikipedia.org/wiki/Blatz_Brewing_Company
http://en.wikipedia.org/wiki/Blatz

"GUFF JUICE": "Guff" can mean "nonsense" ("He

doesn't take any guff") or
"fart." The latter would make the phrase mean someone had an accident--it
wouldn't be a compliment about the liquor. "Guff" is also a NE Scotland

term
for "English."
http://img138.imageshack.us/img138/917/00gta1screenvc292sv6.jpg
http://www.peevish.co.uk/slang/g.htm
http://www.urbandictionary.com/define.php?term=guff

A couple of signs advertise "Old Realing." I couldn't find an Old Realing
beer, but the "l" in "Realing" has a mark on either side of it

that makes it
take more space than the other letters, so I'm guessing that it could be an al-
tered "d," and it could originally have been an ad for "Old

Reading" beer of
Reading, Pennsylvania. Old Reading cans use similar lettering. The Reading
Brewing Company was founded in 1886 and closed in 1976.
http://img250.imageshack.us/img250/5505/00gta1screenvc269cq4.jpg
http://img86.imageshack.us/img86/8365/00gta1screenvc102jh6.jpg
http://img86.imageshack.us/img86/6633/00gta1screenvc101ig4.jpg
http://img78.imageshack.us/img78/214/00gta1screenvc100yr7.jpg
http://en.wikipedia.org/wiki/List_of_Pennsylvania_breweries

Coors Light beer has been made since 1978 by the Molson Coors Brewing Company
of Golden, CO.
http://img209.imageshack.us/img209/8170/00gta1screenvc279bq5.jpg
http://img134.imageshack.us/img134/2121/00gta1screenvc305lb6.jpg
http://en.wikipedia.org/wiki/Coors_Brewing_Company

"Pusch" Busch beer has been made since 1955 by the Anheuser-Busch brewery

of
St. Louis, MO.
http://img214.imageshack.us/img214/7503/00gta1screenvc278un0.jpg
http://img134.imageshack.us/img134/1498/00gta1screenvc306fr7.jpg
http://en.wikipedia.org/wiki/Busch_Beer

"Dudweiner" Budweiser beer has been made since 1876 by the Anheuser-Busch
brewery and is produced in various breweries around the world.
http://img201.imageshack.us/img201/5499/00gta1screenvc284dy1.jpg
http://img244.imageshack.us/img244/6349/00gta1screenvc302mt0.jpg
http://en.wikipedia.org/wiki/Budweiser_%28Anheuser-Busch%29

"Vice City's Best" Miller brewing was founded in Milwaukee in 1855 by

Freder-
ick Miller. Miller Brewing bought the A. Gettelman Brewing Company in 1971. A
couple of popular inexpensive beers they've made are Milwaukee's Best and Mil-
waukee's Best Light.
http://img216.imageshack.us/img216/1777/00gta1screenvc908tz2.jpg
http://img218.imageshack.us/img218/8445/00gta1screenvc916on8.jpg
http://en.wikipedia.org/wiki/Miller_Brewing

"Dental Cele" and "dental Cet" Also by Miller Brewing, Miller

Light ("Tastes
great, Less filling") was 1st sold in 1975 (after the recipe for Meister Brau
"Lite," previously Gablinger's Diet Beer, was bought and reformulated by

Mil-
ler). It remains a very popular beer.
http://img244.imageshack.us/img244/7163/00gta1screenvc914oi9.jpg
http://img174.imageshack.us/img174/174/00gta1screenvc912rs0.jpg
http://img225.imageshack.us/img225/2011/00gta1screenvc911al8.jpg
http://en.wikipedia.org/wiki/Miller_Lite

"Dental cet" in French means "dental this," which could be a GTA

phrase.
"Dental cele" in Spanish means "dental it watches over" (?).
http://babelfish.yahoo.com/?fr=avbbf-us

Daeufer's Beer The Dauefer Lieberman Brewing Company was founded in Allen-
town, PA, in 1869 as Henry Koenig & Company and closed in 1938.
http://img84.imageshack.us/img84/3491/00gta1screenvc304pt6.jpg
http://img83.imageshack.us/img83/7330/00gta1screenvc304aap2.jpg
http://en.wikipedia.org/wiki/List_of_Pennsylvania_breweries

Fort Pitt beer was made by the Fort Pitt Brewing Company of Sharpsburg, PA,
from 1906 to 1957. The metal scoreboard is for football on one side and base-
ball on the other. It was the most popular beer in the Pittsburgh area in the
1950's and spawned the expression "Fort Pitt--that's it." (This came up in

con-
versations with my Mom now and then--one: "That's it"; the other: "Fort

Pitt.")
http://img201.imageshack.us/img201/5883/00gta1screenvc340jq3.jpg
http://img221.imageshack.us/img221/2963/00gta1screenvc309lp2.jpg
http://img247.imageshack.us/img247/8256/00gta1screenvc308us3.jpg
http://en.wikipedia.org/wiki/List_of_Pennsylvania_breweries

"Beer Farm" is just a humorous sign, as far as I know.
http://img157.imageshack.us/img157/8832/00gta1screenvc288xd5.jpg
http://img247.imageshack.us/img247/658/00gta1screenvc310td3.jpg

Ortlieb's Beer was originally made in 1859 in Philadelphia, PA, and was made
by different breweries ending with Ortlieb's micro brewery in 2004.
http://img150.imageshack.us/img150/1828/00gta1screenvc289zm3.jpg
http://img136.imageshack.us/img136/8806/00gta1screenvc307vu1.jpg
http://pabreweryhistorians.tripod.com/OrtliebFinalEdit.htm
http://en.wikipedia.org/wiki/Pennsylvania_beer_and_breweries

"Paul Daniels" Jack Daniel's whiskey has been made by Brown-Forman of

Lynch-
burg, TN, since 1875. Paul Daniels has been a popular magician, quiz show host,
etc., on TV in the U.K. since the 1970's. And if you mix the two, the magic
comes out slower, but you don't care. I don't know.
http://img201.imageshack.us/img201/2239/00gta1screenvc285er2.jpg
http://en.wikipedia.org/wiki/Jack_Daniel%27s
http://en.wikipedia.org/wiki/Paul_Daniels
http://www.pauldaniels.co.uk/

(A few letters I'm not sure about then) "cadian Club." I think this is an

al-
tered version of an ad for Canadian Club whiskey because, besides having some
letters of the name in common and also being "IMPORTED," it has the same

slogan:
"The best in the house." Canadian Club, "C.C.," has been made

since 1858 in
Walkerville, Ontario, which is now part of Windsor.
http://img201.imageshack.us/img201/4955/00gta1screenvc344na6.jpg
http://img220.imageshack.us/img220/5658/00gta1screenvc345ev0.jpg
http://en.wikipedia.org/wiki/Canadian_Club

"DROPPIN' SCIENCE" is a compliment for a unique or well done rap lyric (as

if
to say, "You dropped something clever into what you were saying"), and is

the
name of a book of essays about rap music and hip-hop culture edited by William
Eric Perkins, 1995.
http://img220.imageshack.us/img220/1828/00gta1screenvc290bi2.jpg
http://www.urbandictionary.com/define.php?term=droppin'+science
http://www.temple.edu/tempress/titles/996_reg.html

"ART COLLEGE...GO BANG!" I think this could be an ad for the band

Shriekback
playing at an art college as part of a tour for their 1988 album "Go Bang!"

An-
other connection with that idea is that director Michael Mann used songs of
theirs in a couple of his movies, including "Manhunter," 1986. Brian Cox

plays
Hannibal Lector in that and does the voice acting for the TV director in the
Rockstar game "Manhunt." Michael Mann was also the executive producer and a
writer of the TV series "Miami Vice," which influenced some things in

"Vice
City." (See I.2.)
http://img247.imageshack.us/img247/6766/00gta1screenvc291ik7.jpg
http://en.wikipedia.org/wiki/Shriekback

"FUNKY-LIKE A TRAIN" may refer to the song of that name (without the

hyphen)
released in the U.K. by the Equals, 1986.
http://img80.imageshack.us/img80/4509/00gta1screenvc906rh3.jpg
http://www.discogs.com/release/526678

"DRIVE," shown near a depiction of the tail fin of a car, may refer to the
1984 song "Drive," which was the biggest-selling single in the U.S. for The
Cars.
http://img151.imageshack.us/img151/7672/00gta1screenvc907ae2.jpg
http://en.wikipedia.org/wiki/The_cars
http://en.wikipedia.org/wiki/Drive_%28The_Cars_song%29


On the shelves in Sonny's room in "An Old Friend," I.17.B, there are:

- cans of "Crispo," a slight change-up on the "Crisco"

shortening cans,
http://img426.imageshack.us/img426/6123/00gta1screenvc36xr7.jpg
http://www.crisco.com/index.asp

- boxes of "Ardon Porn Farts," a change of the Argo corn starch boxes, and
http://img446.imageshack.us/img446/3505/00gta1screenvc37nr4.jpg
http://www.argostarch.com/index.htm

- bottles of "BRO ON SAUCE." Broon (old Scottish for "brown")

sauce is the
kind of brown sauce mixed with spirit vinegar that's popular in Edinburgh, Scot-
land, for fish and chips, etc. Breaking "broon" into two syllables creates
wordplay that can mean a guy ("BRO"--short for "brother" meant as

a friend or,
more generally, a guy) is having some brown sauce and/or an alcohol drink
("sauce" can be slang for liquor or gravy), which is also popular in

Edinburgh.
http://img379.imageshack.us/img379/156/00gta1screenvc120qw5.jpg
http://en.wikipedia.org/wiki/Brown_sauce
http://www.dsl.ac.uk/dsl/
http://www.urbandictionary.com/define.php?term=brother
http://www.urbandictionary.com/define.php?term=sauce
http://wikitravel.org/en/Edinburgh

A store called "Broons" shows up in both "III" and "Vice

City."
http://img100.imageshack.us/img100/3402/00gta1screenvc258ds4.jpg
http://img100.imageshack.us/img100/9104/00gta1screenvc259uc3.jpg

Colin Attle, who sent me a helpful explanation of how to calculate the pay for
the Paramedic, Firetruck, and Vigilante Sub-missions, wrote: "I can shed light
on this. There is a comic strip in Scotland called 'The Broons'--check the fol-
lowing link out":
http://www.thatsbraw.co.uk/

My Dad was a cartoonist, so I'm adding that one. As mentioned above, some of
the Rockstar North programmers came from DMA Designs in Dundee. According to
the Wikipedia article at the next link, the Broons have a Dundee dialect but
live in Glascow, though some strips have left the impression that their home
town was Dundee.
http://en.wikipedia.org/wiki/The_Broons

Thanks to Colin for several others, too:

- to find the graffiti for the 2006 Rockstar Vancouver game "Bully," go N

from
the little Haiti Pay 'n' Spray, take the 2nd left, and look right at the left
curve. You'll see the RIVERSIDE PAVILLION, and to the right of it are a couple
of store shutters that each have graffiti of "BULLY."
http://img398.imageshack.us/img398/3538/vicecitybullyuk4.jpg
http://en.wikipedia.org/wiki/Bully_%28video_game%29

- Fizz Bombs, mentioned as part of the recipe for "Love Juice" (I.56), are
fruit flavored balls of candy with a sour coating in the UK.
http://www.aquarterof.co.uk/mtype2/whatever/archives/fizz_bombs/

- "ERSE," the name of a magazine on the low table in the Ocean View

apartment,
may refer to the popular U.K. videogame magazine "EDGE."
http://img526.imageshack.us/img526/4707/vcerseoj6.jpg
http://www.edge-online.co.uk/
http://en.wikipedia.org/wiki/Edge_%28magazine%29

- as mentioned in section I.2, across the street to the E of the Pole Position
club is "Mairis bestsellers," which advertises the "Book of the

North" (not
"month," so I guess it might refer to Rockstar North), a book of

"insect espio-
nage" called "Flycatcher," which is a reference to the 1987 book

"Spycatcher."
It was controversial because the British government tried to ban it.
http://img174.imageshack.us/img174/6034/0tommyflycatchergd9.jpg
http://en.wikipedia.org/wiki/Spycatcher

(I'll add that since the nearby store "Burn Baby Burn" also has a sign

that
says "since 1977," "Burn Baby Burn" seems to refer to a line from

The Trammps
song "Disco Inferno." It was released in 1976 but became more popular as

part
of the soundtrack of the 1977 movie "Saturday Night Fever.")
http://img457.imageshack.us/img457/4857/0tommyburnbabyburnjm8.jpg
http://en.wikipedia.org/wiki/Disco_Inferno_%28The_Trammps_song%29
http://en.wikipedia.org/wiki/Saturday_Night_Fever


The motto of the Rockstar crest appears in some GTAs (such as on a store in
Market, Los Santos, in "San Andreas"). In "Vice City," it appears

on the front
of an otherwise nameless Downtown building N of the Moist Palms Hotel.
http://img99.imageshack.us/img99/5/00gta1screenvc48vf9.jpg

According to the "gouranga" web site, ReverendTed has this translation for

it:

"FYI: The motto on the Rockstar crest, "Hostes Ad Pulverem Ferire"

has a num-
ber of translations in Latin depending on the ambiguous conjugation, but the
most likely is "Pulverizing the enemy". (Since it's unlikely they'd put

"We were
pulverized by the enemy" on their crest.)"
http://www.gouranga.com/

The Rockstar logo can be found in various places: on beach towels, as graffiti
in the big drainage ditch in Little Haiti, and on Bela Lugosi's cape in the win-
dow of the Funeraria Romero in Little Haiti, etc. And the next time you're out
at night, look up at the stars in the E....


That's all I've found so far, unless that's Peter Frampton from his 1976
"Frampton Comes Alive!" days (his live double album of music was released in
1976 and was very popular) in a faint picture in some windows at the "Rock

City"
music store Downtown.
http://img329.imageshack.us/img329/15/00gta1screenvc35mt3.jpg
http://en.wikipedia.org/wiki/Frampton_Comes_Alive


WTF screen shots

The lady shown in the two screen shots below hovered towards Tommy's Freeway
(the "hopingirl" code was used) like Linda Blair's character in the 1973

movie
"The Exorcist" for a couple of seconds before she started walking.
http://img151.imageshack.us/img151/5005/00gta1wtfvc149et.jpg
http://img151.imageshack.us/img151/8404/00gta1wtfvc154le.jpg

I may actually have a first here. I just wish it was at all, y'know, excit-
ing.

If you do a Cabbie Boost up into the underside of a jet at the airport, you
can see the highly mysterious face in the jet.
http://img517.imageshack.us/img517/1584/00vcwtffaceinjetgr7.jpg

It had a more developed role in the original game, where Tommy talked to his
jet and his jet talked to him. But they deleted it at the last minute because
they thought it was strange.

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I.14 Glitches

Stats glitches
The Havana Outfit glitch
Persistent slow motion stunts
The bomb detonator glitch
The Hyman Condo and Cherry Popper glitches
Rampage 13 and Knocking Off Stores


Stats glitches

See section I.14 on "Trial By Dirt" and "Test Track" for the

glitch they have
about recording Stats.

The Flight Hours Stats have a glitch that causes the top rating, Ace, to show
up a lot while you go up the ratings--see I.7.

The Stats for who constitutes a Gang member and Wanted Stars Attained and
Evaded have glitches--see I.7.

The Criminals wasted and Criminals killed on Vigilante Mission Stats get
mixed up after doing a vigilante mission--see I.7.


The Havana Outfit glitch

There's a glitch that causes the Little Havana outfit to appear in the S sec-
tion inside the Little Havana Streetwear shop behind a solid invisible wall in-
stead of in the little accessible area just inside the door if you do "Two Bit
Hit" for Avery Carrington before "Cop Land" and "The Job."

See I.39.B for sev-
eral ways to get the outfit, anyway.


Persistent slow motion stunts

If you get the PC glitch that causes the camera to freeze in position and re-
main in slow motion during Unique Jumps, and a sniper rifle (other guns?) to on-
ly be able to fire once and cause an unending earthquake after using an Adrena-
line Pill pickup, you can Alt Tab out of the game and click back in a couple
times to shake it. It won't be there if you start a new game on the same in-
stallment. I had this, as did USAF777 of the Gamefaqs message boards, in mid-
2004. Take-Two Games seemed unfamiliar with it, and said to set my graphics
settings lower. I didn't, but kept using updates for everything and reinstalled
the game, and I haven't had it again.


The bomb detonator glitch

Rusk notes that the only way to change from the remote grenade, or 8 Ball's
bomb shop detonator, before you trigger the bomb, on PS2 is go through a metal
detector, or get wasted or busted. The PC version features the same thing. And
when I prepared the Coach of Rusk's strategy with one of 8 Ball's bombs for
"Psycho Killer," the detonator wouldn't work if I prepared the Coach before

the
mission, only if I prepared it during the mission.


The Hyman Condo and Cherry Popper glitches

Many people have reported that their save game was screwed up after saving
their game at Cherry Poppers, so never tried it. It seems safe to save your
game at the Hyman Condo (which makes sense, in a way). Saving vehicles in the
big garage there is another matter--it's been known to eat them. I wouldn't
save any special vehicles in it. The glitch has been reported as more likely if
the garage has a lot of vehicles in it or if the door is open when Tommy walks
into the save game cassette. I try to have him approach it from the W so he
doesn't trigger the door, or have him use the cassette just as the door closes.


Rampage 13 and Knocking Off Stores

R13, a Chainsaw rampage, sometimes reappears after you do a couple other ram-
pages (I.32). If you've done a couple after it and are one short, check R13.
When I've done it a 2nd time, it stayed in the count.

Sometimes the money doesn't appear when you knock off a store (I.24), and you
may find find that your count is one or two short. No big deal, just do it
again. The reason I give the particular method to hold up stores that I give at
I.24 is it helped me avoid the glitch.

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I.15 Radio
A rundown of the stations
How to have your own MP3 station
How to hear Lazlow's Chatterbox FM from "GTA III" in "Vice

City"
Toll free phone numbers

The radio station DJ banter and talk shows were written by Dan Houser and Laz-
low Jones.

There's a lot of information about the songs and DJs of "Vice City" and

"III"
at:
http://en.wikipedia.org/wiki/Grand_Theft_Auto:_Vice_City_soundtrack
http://en.wikipedia.org/wiki/Grand_Theft_Auto_III_soundtrack

Pick your favorite shows and songs. It's subjective--there's no right or
wrong. I like the DJs and talk shows. Some of the tunes that have grown on me
include:


Wildstyle: "More Bounce to the Ounce," Zapp & Roger, "Pump Me

Up," Trouble
Funk (with a riff a little like "Superstition," Stevie Wonder), and

"Rockit,"
Herbie Hancock.
(For the next link, Copy and Paste the 2nd line to the 1st in the Address
bar.)
http://www.youtube.com/watch?v=RQfZRRRo_8A
http://www.youtube.com/watch?v=zQFKfOQ1aoo


Flash FM: "Billie Jean," Michael Jackson, "Owner of a Lonely

Heart," Yes,
"Video Killed the Radio Star" (also heard in the Vice City intro), The

Buggles,
"Stepping Out," Joe Jackson, "Call Me," Go West.
http://www.youtube.com/watch?v=8qrWTIFcrJs
http://www.youtube.com/watch?v=gnbj0w8iOeM
http://www.youtube.com/watch?v=7gW6WcwNirk


K-Chat: Radio talk show guest Claude Maginot (John Mauceri) sounds a little
like a character by the late Phil Hartman, once of the Saturday Night Live TV
show, to me. I'm not crazy about making fun of the afflicted, using mental ill-
ness as the target of humor, as is the case with the Mr. Zoo (Carl Dowling) seg-
ment, though. The sane people, when they're selfish, are more culpable. But I
like it generally otherwise.

Thanks to Turk_B and Vanilla Shake at GTA Forums for pointing out this Wikipe-
dia article that indicates Mr. Zoo is probably meant as a broad parody of Steve
Irwin, the Australian host of the wildlife documentary TV series "The Crocodile
Hunter" (and who's since passed on).
http://en.wikipedia.org/wiki/Steve_Irwin

Jezz Torrent (Kevin McKidd), lead singer for Love Fist, is one of the guests
of cheerful, star-struck host Amy Sheckenhausen (Leyna Weber). In responding to
a caller who asks if Love Fist puts subliminal messages in their recordings,
Jezz asks if he wants him to say, "Congratulations, you have just discovered the
secret message...."

The rest of the original quote, a put-on of such backward messages and tagged
onto the end of "Goodbye Blue Sky," just before "Empty Spaces," on

"The Wall" by
Pink Floyd, is "Send your answer to old Pink, care of the funny farm--Chal-
front." If you'd like to hear it and other examples of recordings that people
play backwards to find messages in them, you might try a web site by Jeff Mil-
ner. It has links you can click to hear them, and has written versions of the
actual lyrics and the alleged meanings the clips have when played backwards.
You can find it at:
http://jeffmilner.com/backmasking.htm

Jeff seems reasonably dismissive of the nuttier theories that can accompany
such stuff. If you're interested, you can click "Related blog entries" at

the
bottom of the page.

One of the similar sites is by David John Oates. I don't go for all of his
theories--he tries to rationalize that we all have a sense about the reverse-
play meanings when we hear the original lyrics or language (?!)--but you can
find more curious coincidences in recordings at:
http://www.reversespeech.com/music_reversals.htm

As best as I can remember the quote, George Carlin once said that if you play
the end of the last Beatles album backwards at 78 rpm, you can actually hear
John Lennon saying, "Moron, you're playing the end of the last Beatles album
backwards at 78 rpm."

The "Giggle Cream" commercial is a parody of Reddi-Wip, which uses nitrous
oxide as a propellant.
http://en.wikipedia.org/wiki/Reddi-wip

Voice actress Lynn Lipton plays Gethsemanee, who's a member of the Vice City
renaissance committee, a witch, and a back to nature extremist--a little more
Woodstock Nationalist than Woodstock Nation. She quotes a couple of songs:

- "Change the world, rearrange the world--it's dying" is from

"Chicago" by
Graham Nash, 1970, and recorded by him and Crosby, Stills, Nash, and Young.
http://en.wikipedia.org/wiki/Chicago_%281970_song%29

- "We are golden--we've got to get ourselves back to the garden" is from
"Woodstock" by Joni Mitchell, 1969, and recorded by her and Crosby, Stills,
Nash, and Young.
http://en.wikipedia.org/wiki/Woodstock_%28song%29
http://en.wikipedia.org/wiki/Crosby%2C_Stills_%26_Nash_%28and_Young%29


Fever 105: "Wanna Be Startin' Somethin'," Michael Jackson, "Ghetto

Life," Rick
James (with another riff a little like "Superstition," Stevie Wonder).
http://en.wikipedia.org/wiki/Wanna_Be_Startin'_Somethin'


VROCK: Lazlow hosts the talk radio station Chatterbox in 1990's Liberty City
in "GTA III." In "III," Donald Love (named like Donald Trump?) is

a media mo-
gul who owns Chatterbox. A collection of CDs I haven't heard, which feature
the songs of "Vice City" and others that didn't get onto the game, includes

one
that reveals how Lazlow (Lazlow Jones) got kicked off the rock station. You can
read the transcription of it in the "Radio Station Scripts" FAQ by Kintaro

Oe
age 25 among the In-Depth FAQS for "Grand Theft Auto: Vice City" at the

Gamefaqs
web site.

"Turn Up the Radio," Autograph.
http://www.youtube.com/watch?v=BmoAqvcYiTc


VCPR: host Maurice Chavez ("best voice!"--Phillip Anthony Rodriguez) may

be
right about Jeremy Robard (Peter Silvestro) looking like he sells drugs: "Think,
Hold that thought, Complete" is THC, "Learn, Start, Do" is LSD, and

"Motivate,
Demonstrate, then Motivate Again" is MDMA (Ecstasy). In his commercial on Wave
103, he also promises his "Crank it out" program will help you think really
fast; "crank" is slang for methamphetamine.

Barry Stark (Renaud Sebbane) is a nudist again who calls in to Chatterbox in
"GTA III." He also produced the pedestrian dialogue for both games.

Maurice calls Callum Crayshaw (Sean Modica) "wet," which is U.K. slang for
emotional, feeble, and effeminate.
http://www.peevish.co.uk/slang/w.htm

During Margaret Thatcher's reign "dries," believers in free-market

capitalism,
used "wet" as a term for the One-Nation Tories. It was also a public school
nickname for someone who cared about other people.
http://en.wikipedia.org/wiki/False_dilemma#There_is_no_alternative

Part of the story of the 1984 movie "Red Dawn" is referred to by Pastor

Rich-
ards: "Anyday now, you're sitting in school, passing notes, and talking about
the prom when suddenly you look out the window and there are Russian paratroop-
ers dropping in to take over. What can you do? Run into the woods with your
friends? Call yourselves The Wolverines? Put twigs in your hair and beat back
the Russkies?" I forget which radio station(s) it's on, but an Ammu-Nation com-
mercial calls "Red Dawn" a documentary, and that clip is also used in

Ammu-Na-
tions in "San Andreas."

Ash_735, at GTA Forums, saw that when VCPR guest Jeremy Robard refers to
"Droning on and on for half an hour about how much it rains in Manchester,"

it's
a reference to the band The Smiths, who are from Manchester and are known for
Morrissey's "depressing lyrics."
http://en.wikipedia.org/wiki/The_Smiths

88survivor. also at GTA Forums, saw that Maurice Chavez, the host of VCPR,
parodies the Live Aid song "Do They Know It's Christmas?" with his reference

to
rock artists sending famine aid to Alaska with the song "Do They Know It's the
Fourth of July?"
http://en.wikipedia.org/wiki/Do_They_Know_It's_Christmas%3F


Espantoso: I like everything on Espantoso, but esp. "Me and You, Baby" by

Mon-
go Santamaria with a snazzy trumpet solo introduction, and a sleazy "con-do-min-
ium developments" ad by Burt Reynolds as Avery Carrington. See the "Radio

Sta-
tion Scripts" FAQ by Kintaro Oe age 25 at Gamefaqs for Ortega's English trans-
lation of the things announcer Pepe (Tony Chilrodes) says in Spanish. He's not
just enthusiastic about the tunes he plays.
http://en.wikipedia.org/wiki/Mongo_Santamaria


Emotion 98.3: host Fernando Martinez (Frank Chavez) is a pimp Lazlow throws off
the air on Chatterbox, a talk radio station in 1990's Liberty City in "GTA

III."
"Wow," my candidate for most intolerable song of the soundtrack, is by Kate
Bush; to me, it sounds like the Giggle Cream commercial slowed down and melodra-
matic. "Missing You" by John Waite is kind of funny to listen to while

carrying
on.


Wave 103: "Cars" by Gary Numan is kind of funny to drive to. A radio

station
in Dundee is called Wave 102.
http://en.wikipedia.org/wiki/Grand_Theft_Auto_%28series%29


There's also a position with no radio station, if you just want to concentrate
on the other game sounds.


How to have your own MP3 station

MP3: If you put your MP3s or wav files, or shortcuts for them, in the MP3
folder, you get an MP3 station. Thanks to radioman and Demarest for this tip: a
fast way to change the radio station to MP3 is to press F9.

Putting fresh tunes on now and then helps keep the game fresh. My MP3 sta-
tion includes "My Kind of Town" and "The Lady is a Tramp," by

Frank Sinatra,
"The Magnificent Seven" and "The Great Escape" by Elmer Bernstein,

"Roll Over
Beethoven" by Leslie West and Mountain, "Jump" by Van Halen, "Have

You Ever
Loved a Woman?" by Eric Clapton, "Rockin' Pneumonia and the Boogie Woogie

Flu"
by Johnny Rivers, especially to hear Johnnie Johnson--once Chuck Berry's piano
player, "The William Tell Overture" by Rossini, "Traffic Jam" and

"Oh! Lady Be
Good" by Artie Shaw (with Buddy Rich), "Foggy Mountain Breakdown" by

Earl
Scruggs and friends, "Sharp Dressed Man" and "Tush" by ZZ Top,

"Sunspot Baby" by
Bob Segar, "Pink Cadillac" by Bruce Springstein, "Walk This Way"

and "Dulcimer
Stomp/The Other Side" by Aerosmith, "The Power of Love" and "The

Heart of Rock
and Roll" by Huey Lewis and the News, "California Girls" by the Beach

Boys, "I
Want You to Want Me" and "Surrender" by Cheap Trick, "Villanova

Junction" and
"Foxy Lady" by Jimi Hendrix, "Ain't Misbehavin'" (Fats Waller) and

"The Sheik of
Araby" played by Django Reinhardt & Stéphane Grappelli, "Hobo's

Blues" by Paul
Simon and Stéphane Grappelli, and "Ain't Misbehavin'" by Louis Armstrong and
Jack Teagarden.
http://www.youtube.com/watch?v=FINCRbHwVVk
http://www.youtube.com/watch?v=5D5SDGjRidY
http://www.youtube.com/watch?v=icMTVV5Lwaw
http://www.youtube.com/watch?v=0SLA9mpuQNo
http://www.youtube.com/watch?v=Jkqi7nfxqrE
http://www.youtube.com/watch?v=tE79xYBuhTE
http://en.wikipedia.org/wiki/Frank_Sinatra
http://en.wikipedia.org/wiki/Elmer_Bernstein
http://en.wikipedia.org/wiki/Leslie_West
http://en.wikipedia.org/wiki/Van_Halen
http://en.wikipedia.org/wiki/Eric_Clapton
http://en.wikipedia.org/wiki/Johnny_Rivers
http://en.wikipedia.org/wiki/Gioachino_Rossini
http://en.wikipedia.org/wiki/Artie_Shaw
http://en.wikipedia.org/wiki/Earl_Scruggs
http://en.wikipedia.org/wiki/ZZ_Top
http://en.wikipedia.org/wiki/Bob_Segar
http://en.wikipedia.org/wiki/Bruce_Springstein
http://en.wikipedia.org/wiki/Aerosmith
http://en.wikipedia.org/wiki/Beach_boys
http://en.wikipedia.org/wiki/Cheap_Trick
http://en.wikipedia.org/wiki/Jimi_hendrix
http://en.wikipedia.org/wiki/Fats_Waller
http://en.wikipedia.org/wiki/Django_Reinhardt
http://en.wikipedia.org/wiki/St%C3%A9phane_Grappelli
http://en.wikipedia.org/wiki/Paul_Simon
http://en.wikipedia.org/wiki/Louis_Armstrong
http://en.wikipedia.org/wiki/Jack_Teagarden

"The Lady is a Tramp" Frank Sinatra
http://www.youtube.com/watch?v=cmMyFCXIp0Q

"Peter Gunn" The Blues Brothers band
http://en.wikipedia.org/wiki/The_Blues_Brothers
http://www.youtube.com/watch?v=bdsYQzQBC3M

"Take 5" and "Rainbow In Your Eyes" Al Jarreau
http://en.wikipedia.org/wiki/Al_Jarreau
http://www.youtube.com/watch?v=hhq7fSrXn0c
http://www.youtube.com/watch?v=03KsxLACwfM

"You're Going to Make Me Lonesome When You Go" and
"Tonight I'll Be Staying Here with You" Bob Dylan
http://en.wikipedia.org/wiki/Bob_Dylan
http://www.youtube.com/watch?v=wikgIWZdjZg
http://www.youtube.com/watch?v=LZJBN_JEzso

"Don't Worry, Baby" Beach Boys
http://www.youtube.com/watch?v=3QCZ_bv9aLc

"Casino Royale" and "So What's New?" Herb Albert and the

Tijuana Brass
http://en.wikipedia.org/wiki/Herb_Alpert
http://www.youtube.com/watch?v=0O5aA83GfYc

For no particular musical reason: the "Frog and Peach" sketch by Peter

Cook
and Dudley Moore
http://www.youtube.com/watch?v=0poi3sIkSa8
http://www.youtube.com/watch?v=7fY-M41FGzI
http://en.wikipedia.org/wiki/Peter_Cook
http://en.wikipedia.org/wiki/Dudley_Moore


How to hear Lazlow's Chatterbox FM from "GTA III" in "Vice City"

If you like Lazlow's Chatterbox radio show in "GTA III," it's easy to get

it
into your MP3 station for "Vice City" or the "Liberty City" mod

(I.100.D.g).

Put the Play disk of "GTA III" into your PC CD drive. Go to My Computer,

the
drive the disk is in, and Open the disk. Go to Audio and make a copy of
CHAT.wav somewhere (My Music, My Documents, whatever). Right click the copy and
click Create Shortcut--one will appear beside it. Right click the shortcut,
click Copy, then go to C:\Program Files\Rockstar Games\Grand Theft Auto Vice
City\MP3--open MP3. Right click a bare space in it and click Paste--a copy of
the shortcut will appear there. Now Lazlow's Chatterbox will be on your MP3
station. If you do that, be aware that you may have to wait a long time before
Chatterbox plays to the end and you get to whatever tunes you put there.


Toll free phone numbers

The toll free phone numbers given on the radio stations work; after the re-
cording plays, you can leave a message after the beep. (I don't know who the
message is for--I just left my name and said I was a big fan of the game.)

1-866-PILLAGE 1-866-7455243 Thor's Premium Pillage Line
1-866-9-SAVE ME 1-866-9-7283-63 Pastor Richards' Salvation Statue Fund
1-866-9-BURY ME 1-866-9-2879-63 Farewell Ranch
1-866-434-SELF 1-866-434-7353 Jeremy Robard: Think Your Way to Success
1-866-9-SHADEE 1-866-9-742333 Delao (spelling?) and Thorax Law Firm

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mp;&&&&&&&&&&&&&&&&&am

p;&&&&&&&&&&&&&&&&&

;&&&&


I.16 Codes

Some basic advice
Some favorite codes: aspirine, bigbang, chasestat, seaways,
comeflywithme, istilllikedressingup, chickswithguns, fannymagnet,
certaindeath, hopingirl, the weather codes, gripiseverything,
airship
HUD (heads up display) codes
Game speed codes
Lead player codes
Vehicle spawning codes
Traffic codes
Three codes that make you start a new game to get rid of them
if you save the game after using them


Some basic advice

If it were wrong to use cheats, Rockstar shouldn't have made the cheats to
use. To me, being unethical is to overindulge the self at another's unnecessary
hurt or expense, unfair regard or treatment, as by lying and cheating, stealing,
murdering or hurting somebody beyond justifiable defense as a last resort. In a
single player game of fiction, it doesn't even come up. So I wrote this and I
call the cheats "codes." Some call them cheats, but I figure if it's a

single
player game and you're not cheating anyone, go easy on yourself and call them
codes. Leave me alone; I'm old, I've been through too much, and there isn't
enough game in the world....

Don't save the game after using the peds riot/hate you/carry guns codes or
you'll have to start a new game to turn them off.

The game warns you not to save your game if you used certain codes/cheats:
"Warning! One or more cheats have been activated. This may affect your save
game. It is recommended that you do not save this game." Then it lets you
choose whether to save it or not.

The use of a vehicle spawning code or "comeflywithme" causes 1,000 points

to
be subtracted from your CRiminal Rating (which is why the lowest standings have
negative numbers), but I've seen this warning after playing around with both
"istilllikedressingup" and "hopingirl," too. I saved the game

after the latter
example, anyway, to see what would happen, and didn't notice anything different.

But some say the use of them can corrupt your statistics and ability to get
100%--spaceeinstein says, "Noooooooo." I play it safe and just use

"aspirin"
for a vehicle, or maybe "chasestat" or "bigbang" while going for a

high CRiminal
Rating or Highest media attention level, or play with just "istilllikedressing-
up," in a game I save. Otherwise, I play with them without saving the game.
It's never kept me from getting 100% in the PC version.

So does the use of codes keep you from getting 100% completion of the game on
PC?

On PC, as best I can tell, using codes won't hurt your ability to get 100%.
Using certain vehicle codes will lower your score for CRiminal Rating in your
saved Stats, so "corrupt your save game" that way, and you'd have to start a

new
game to get rid of any of the three violent peds codes, so don't save after
using those three for that reason, but none of them stop you from getting 100%
on PC. I haven't tried to save the game after using each one of them then
played the game all the way through without using any others to see whether or
not each one of them kept me from getting 100% on PC, but when I've saved the
game with some of them, it didn't keep me from getting 100%. I've used all of
them without saving the game and got 100%. spaceeinstein is a lot more familiar
with the modification of the PC files than me, and he says, "No," they won't
keep you from getting 100%. As best I can tell, I'd agree.


You can type in codes while the game is in progress or when you've paused it
by pressing Esc. That's all there is to entering these codes--just type them
in. I've read that you can disable them by typing them in a 2nd time, but it
isn't true for all of them. You have to load a saved game or start a new game
to disable some of them; you can also disable "onspeed" and

"booooooring" by
doing a unique jump that causes a cinematic shot or having Tommy use an Adrena-
line pill.


Some favorite codes: aspirine, bigbang, chasestat, seaways, comeflywithme,
istilllikedressingup, chickswithguns, fannymagnet, certaindeath, hopingirl,
the weather codes, gripiseverything, airship


"aspirine" heals the damage of, and stops smoke from coming from, the body

and
motor of any vehicle Tommy is using, except that the visible body damage re-
mains. It repairs punctured tires, too. (I guess "aspirine" is how they

spell
it in Scotland, where Rockstar North is based). It won't cause the game to re-
commend you don't save the game, and it won't effect your CRiminal Rating.

For fast-working aspirine in a clinch, press Esc to pause the game, type "as-
pirine," then resume the game by pressing Esc.

A bonus to pressing Esc to pause the game while typing the code is that typing
the letter "R" in a code, like "aspirine," won't change the radio

station, typ-
ing "F" won't cause Tommy to enter or exit a vehicle, etc.



"bigbang" blows up nearby vehicles, which is useful for the method given

in
section I.7 of blowing up helicopters to go for Godfather in your CRiminal Rat-
ings.


"chasestat" shows Tommy's media attention level if he has at least two

wanted
stars, then it goes up or down depending on the frequency of his destruction.
For example, if you keep blasting with the Rhino cannon or the Hunter rocket
launcher, it goes higher. On subsequent efforts, it appears and does the same
thing if Tommy beats his old record.

It appears in purple letters like news bulletins added to the heads up dis-
play. It's such a good supplement to any major destruction spree Tommy goes on,
it should have been a regular part of the game without needing to type in the
code.

You can save the game after using this code without any bad effect.


"seaways" makes land vehicles, even the Rhino, travel over water like

hover-
crafts with their wheels folded sideways like the car in "Back to the

Future,"
1985--a modified DeLorean DMC 12. (A "Vice City" Deluxo looks like a

DeLorean
DMC 12.) The wheels instantly become vertical again if you drive onto land.
The horizontal wheels are shown as vertical during instant replays. The rela-
tive speed and handling of land vehicles on land stays true on water, where you
can also brake and hear squeals during sharp turns.

It makes it easier to use water jump ramps, too, but be careful not to flip
over; pressing F won't make him appear over a land vehicle if he's on water.
The boat gimmick of pressing F then Spacebar to jump off the water and bounce
ashore won't work with a "seaways" coded vehicle--if you hit F on water,

Tommy
will just drown.

It lets all the helicopters, not just the Sea Sparrow, land on water, too. To
disable it, type it again.


"comeflywithme" doesn't effect motorcycles, and it makes propellers on

heli-
copters turn slowly or not at all till you press W, then the copter jiggles
around and upside down, out of control, till it wrecks and Tommy can't bail so
he dies.

Get a Cheetah or Infernus or such, though, and take it to the airport for
practice before moving out into the more crowded surrounding area. The code
makes it go airborne for a bit with speed alone.

You can control it with Number Pad 6: Up, Number Pad 9: Down, Spacebar: Brake,
A: Left, and D: Right. Make the vehicle go a bit airborne, then use NP6 and
bursts of W to keep it level and airborne.

You get more mileage out of distance than height with jumps because once it
gets to a certain height it goes down to the ground. So moderate slopes tend to
help this more than steep ones. A good example is the hump of the bridge W of
the Washington Beach police station, which you can use to get on the roof of the
station.

It makes for a fancier version of the boost jump for taxis for getting any
land vehicles around, and over, town. It can work with the boost jump for taxis
or cabs, too, but it makes the boost jump to fail to work at times or just the
back end kick up.

It also enables you to fly the Rhino, which has the advantage of a cannon you
can fire backwards, then make swoops with NP6 and NP9, to keep it airborne (see
I.9.D). It can also send your pursuers airborne (check your rear view) during
an unofficial rampage for your CRiminal Rating and Highest media attention.
http://img419.imageshack.us/img419/2470/00gta1voodoovc50ll2.jpg
http://img419.imageshack.us/img419/9884/00gta1voodoovc70ik5.jpg
http://img372.imageshack.us/img372/8761/00gta1voodoovc72tg9.jpg
http://img372.imageshack.us/img372/1227/00gta1voodoovc90yd5.jpg
http://img419.imageshack.us/img419/7693/00gta1voodoovc91fe8.jpg

It takes 1,000 points off your CRiminal Rating, so you might not save the game
if you're going for the "Godfather" level. To disable it, type it again.


"stilllikedressingup" lets you cycle through pedestrians to pick one to

use as
the lead player if you use the code when Tommy is in his street outfit (blue
flowered shirt and blue jeans). The pedestrian will appear instead of Tommy in
some of the cutscenes ("Back Alley Brawl," "Treacherous Swine,"

"Guardian An-
gels," Assassination assignments at a pay phone, etc.), too. The ped looks un-
changed after using a clothes pickup, but Tommy will appear in the new outfit
when he appears in cutscenes.

A few of the black ladies look a bit like a friend of mine. It can also be
funny to pick a little old lady to watch her beat the crap out of armed thugs.
A gaming disadvantage to picking a skater is that they can't run on grass with-
out falling down now and then.

Random download authored a trainer for "Vice City" that I like because it

lets
you assign this code to couple of hotkeys. This saves a lot of time when you
have to cycle through dozens of pedestrians to get to the one you want to use.
http://www.gtagarage.com/mods/show.php?id=12

You can save the game after using this code without any bad effect.


"chickswithguns" replaces the Vercetti gang with women in bikinis carrying
guns. You may have to have Tommy walk around a bit before it kicks in.

"fannymagnet" makes some of the women hang around Tommy. They mainly

shift
their weight from side to side and smile a lot.

"certaindeath" lets Tommy have a smoke (like Claude Speed did in "GTA

2" if
you didn't move him around for a while). To disable it, type it again.


"hopingirl" causes a nearby woman (sometimes a man, so use it when the one

you
want is near) to get in or on any vehicle Tommy is using but the Hunter or Pizza
Boy, which just seat one, a Firetruck or Linerunner because the doors are too
high, a boat, or the Skimmer.
http://img470.imageshack.us/img470/7619/00gta1pcj600vc79wq.jpg

It can also make the hooker trick work with any vehicle "hopingirl" works
with, overcoming the hookers's objections otherwise to Caddies, Police Cars,
etc.--even any helicopter but the Hunter.

At least some of the people that follow wherever Tommy goes, like Mercedes in
"The Party," whom the game causes to act like you've used the code on them,

in
the little testing I did, don't show up on instant replay--F1.

If you type "hopingirl" and have Tommy give a seated woman a little bump

with
his vehicle to get her to stand up and get into/onto the vehicle, you might end
up with something like this:
http://img70.imageshack.us/img70/9783/00gta1pcj600vchopinsittingped8.jpg

She hangs on pretty good, but you have to go easy on the wheelies.


The various weather codes can be pretty. From sunniest to stormiest, they
are: "alovelyday" "apleasantday" "abitdrieg" and

"catsanddogs"--and you can use
"cantseeathing" for some "GTA III" fog you don't otherwise see in

the game (un-
less you beat your time several times for "Checkpoint Charlie").


"gripiseverything" makes four-wheeled vehicles handle so good it's

abnormal
looking. It gives me the same kind of weird feeling I'd get if I played a re-
cord meant for 33 1/3 rpm at 78 rpm. Unfortunately, it doesn't seem to effect
bikes--it could make a hog more like the kind you can jack from a biker during
"Alloy Wheels of Steel" if it did.

One side benefit: it gives four-wheel vehicles (but not, at least, the Rhino)
the boost jump, even at the start of the game, that normally only Taxis and cabs
have after dropping off 100 fares. To disable it, type it again.


"airship" makes speed boats at full speed fly a bit, which you can help

with
Number Pad 6. Like "comeflywithme," it can be used in a chase during a

wanted
rating and supplemented with jumps. To disable it, type it again.
http://img96.imageshack.us/img96/6395/00gta1screenvc189ia8.jpg


HUD (heads up display) codes

thugstools Brass Knuckles, Sniper Rifle, Flamethrower, Kruger, MP, Shotgun,
Pistol, Molotovs, and Bat.

professionaltools Rocket Launcher, M4, Mac, Shotgun, .357, Remote Grenades,
and Katana.

nuttertools .308, Minigun, M4, Tec-9, S.P.A.S. 12, Grenades, and Chainsaw.

preciousprotection Gives Tommy maximum armor.

youwonttakemealive Raises Tommy's wanted level two stars.

leavemealone Removes Tommy's wanted level; using it doesn't hurt your CRimi-
nal Rating, but you get however many stars you removed with it added to Wanted
Stars Attained and none added to Evaded.


Game speed codes

onspeed Speeds up the game. It's disabled if you do a unique jump and get a
cinematic shot or have Tommy use an Adrenaline pill.

booooooring Slows down the game. It's disabled if you do a unique jump and
get a cinematic shot or have Tommy use an Adrenaline pill.

lifeispassingmeby Speeds up the game clock, to about one hour per second, and
the weather. Typing it again disables it.


Lead player codes

deepfriedmarsbars Makes Tommy (or whoever you've chosen for a lead player
with the "stilllikedressingup" code) fat.
http://en.wikipedia.org/wiki/Deep-fried_Mars_bar

programmer Makes Tommy (or whoever you've chosen for a lead player with the
"stilllikedressingup" code) have thin arms and legs.

cheatshavebeencracked Play as Ricardo Diaz, organized crime leader and co-
caine dealer, who appears in various missions from I.17.C to I.53.
http://img214.imageshack.us/img214/9657/00gta1screenvc154kz2.jpg
http://img214.imageshack.us/img214/212/00gta1screenvc155fp2.jpg
http://img214.imageshack.us/img214/3015/00gta1screenvc156ri8.jpg

looklikelance Play as Lance Vance, who goes from side kick to kick in the
side from the very beginning to the very end of the game.

mysonisalawyer Play as Lawyer Ken Rosenberg, Tommy's bad legal advisor
throughout the game.

ilooklikehilary Play as Hilary King of "The Driver," I.68, I.70, and

"The
Job," I.75.

rockandrollman Play as Jezz Torrent, lead singer of Love Fist. The Love Fist
missions are I.56, I.57, and I.74.

weloveourdick Play as Dick of Love Fist.

onearmedbandit Play as Phil Cassidy, Tommy's buddy and arms supplier, I.65,
I.68, I.70, I.75--I.77.
http://img225.imageshack.us/img225/2802/00gta1screenvc74rf1.jpg

idonthavethemoneysonny Play as Sonny Forelli, organized crime leader, drug
dealer, and Tommy's boss and nemesis.

foxylittlething Play as Mercedes Cortez--Tommy's (and others') sexual inter-
est.

icanttakeitanymore Makes Tommy kill himself. I suppose this is if you prefer
Tommy being wasted to being busted, but I'd just reload the game.


Vehicle spawning codes

(Be aware that using one subtracts 1,000 points from your CRiminal Rating.)

panzer Rhino There's one at Fort Baxter after you get 100 hidden packages,
I.19.

betterthanwalking Caddy There's one in the 1st shrub on the left when you
send Tommy W on the path from the light house. You might find one at Leaf Links
Golf Course and Country Club.

gettherefast Sabre Turbo There's one at Sunshine Autos after you complete
the 2nd vehicle collection list, I.62.B.

travelinstyle Bloodring Banger A It's the Oceanic customized for demolition
derby use.

gettherequickly Bloodring Banger B It's the Glendale customized for demoli-
tion derby use.

Both Bloodring Banger A and B appear at the S side of the stadium after you
succeed at "Bloodring," I.31.

getthereveryfastindeed Hotring Racer A It's the one that looks like the
front end of a Chrysler Laser/Dodge Daytona '84-'86 or a Vauxhall Firenza '73-
'75 was grafted onto a Ford Thunderbird Aero Bird '87 modified for NASCAR rac-
ing. The engine hood always has decals advertising "THE BURGHER SHOT" and

"Pets
over night."

getthereamazinglyfast Hotring Racer B It's the one that looks like a Chevro-
let Monte Carlo Aero Coupe '87. The body overall looks like a late-1980's NAS-
CAR racer--like something Dale Earnhardt would have known about. The engine
hood always has decals advertising "Drink Sprunk" and "SUMO."

It's also one
that appears on the 2nd floor of Sunshine Autos after you complete the 4th vehi-
cle collection list--after I.63.

thelastride Romero's Hearse You can get one during "Two Bit Hit," I.83.

rockandrollcar Love Fist limo There's always one in front of the VROCK
building after the Love Fist missions--after I.74.

rubbishcar Trashmaster There's always one at the junkyard City Dump. You
might find one in Viceport.


Traffic codes

wheelsareallineed Makes only the wheels, and any front and back lights, of
four-wheel and RC vehicles visible. Helicopters are seen as four wheels--the
back ones spin while Tommy is in a helicopter. The Skimmer and boats are total-
ly invisible. To disable it, type it again.
(I also used "loadsoflittlethings" and the All In One Mod for the next

three
screen shots.)
http://img136.imageshack.us/img136/329/00gta1screenvc181sf9.jpg
http://img136.imageshack.us/img136/9155/00gta1screenvc182um7.jpg
http://img85.imageshack.us/img85/9544/00gta1screenvc179nd8.jpg

ahairdresserscar Makes most land vehicles (except, at least, Cabs/Taxis, Hot-
ring/Bloodring cars, Lance's white Infernus, and Securicars), helicopters (ex-
cept the Hunter), the Skimmer, and speedboats and sail boat sails light purple.

iwantitpaintedblack Like "ahairdresserscar" except most vehicles, etc.,

are
black.

loadsoflittlethings Makes sports cars have chunky tires, and the Caddy and
Baggage Handler have a greater top speed. You can reload the game and type it
again to increase the effect.

greenlight Makes traffic lights stay green, then blink yellow, so traffic
doesn't stop at them. You probably need to make Tommy shoot a land vehicle be-
ing driven by someone else to jack it.

miamitraffic Like "greenlight" except the traffic lights are normal--just

the
traffic isn't. The traffic doesn't stop if Tommy or anyone else gets in front
of it, either, and is a bit more reckless.


Three codes that make you start a new game to get rid of them
if you save the game after using them

Don't save the game if you use any of these three codes:

fightfightfight Makes most pedestrians (except, at least, cashiers, emergency
workers, etc., and the people in the Malibu and Pole Position Clubs) run to yank
each other from cars, punch, kick, threaten. and shoot each other (even another
member of the same gang). They also try to do all these things to Tommy. You
may hear some pedestrian dialogue about fighting, or being revived by a paramed-
ic, you don't normally hear, too.

nobodylikesme Like "fightfightfight" except the pedestrians who attack

mainly
attack Tommy.

ourgodgivenrighttobeararms Makes most pedestrians (except, at least, hookers,
the two criminals in leather jackets, and people in the Malibu and Pole Position
Clubs) carry Golf Clubs, Nightsticks, Tec-9s, and Pistols. The gang members
carry the same weaponry as usual--Pistols, in most cases. No bigger percentage
of the pedestrians is more inclined to attack or fight back than usual, but if
they fight, they use their weapon. To disable it, type it again.

&&&&&&&&&&&&&&&&&&

amp;&&&&&&&&&&&&&&&&&a

mp;&&&&&&&&&&&&&&&&&am

p;&&&&&&&&&&&&&&&&&

;&&&&


I.17 The initial main story missions
The advantages of doing all the side missions you can do for now
that you need to do for 100% completion,
and of getting to the mainland/west island,
Starfish Island, and Leaf Links
earlier than normal people.


The initial main story missions get you started. (The rest of the main story
missions are continued at I.33.)

Getting 100% in "Vice City" isn't just a statistic. Among other things,

Tommy
and any vehicle he's in get twice the damage resistance, and his maximum health
and armor increase to 200 points.

Doing the available side missions needed for 100% completion now will give
Tommy money, ability to buy property (including some with garages he can save
vehicles in) and buy or find more powerful weapons, the infinite run and fire-
proof abilities, and extra armor and health. You'll be more familiar with the
map and the rhythms of using the controls. Tommy will have a much greater range
of things he can do successfully about the main story missions.

And it will allow you to enjoy the rest of the main story missions, featuring
talented voice actors, in an uninterrupted sequence.

Some of these missions involve getting to areas that are normally blocked off
early in the main missions. Well, this land is your land, this land is my land,
Pete Seeger--we're going to them, anyway. There are a variety of ways to do it.

Before you can do anything to save, you ought to watch the opening scenes--

&&&&&&&&&&&&&&&&&&

amp;&&&&&&&&&&&&&&&&&a

mp;&&&&&&&&&&&&&&&&&am

p;&&&&&&&&&&&&&&&&&

;&&&&


I.17A "In the beginning."

The cut scenes of "Vice City" were written by Dan Houser and James

Worrall.
The pedestrian dialogue was written by Dan Houser, Marc Fernandez, and Navid
Khonsari, with help from Lance Williams, Jeremy Pope, and Jenny Jameson.


In the beginning of the main story, we learn that Liberty City mob leader Son-
ny Forelli thinks it will be bad for his crime business if the people of Liberty
City see Tommy walking around there. It was common local knowledge that Sonny's
crime group would want Tommy dead. This confirms for us that Tommy is right
when he says later that Sonny set him up to be killed with an ambush 15 years
before.

We also learn that Sonny Forelli sends Tommy Vercetti, just released from a
prison stay, with two men (we soon learn are Harry and Lee) and Vice City lawyer
Ken Rosenberg, to do a Columbian cocaine deal for him in Vice City.

The pictures on the walls of Marco's Bistro can be found in models\gta3.img\
hot_mobint.txd, and I exported them to My Pictures with the Vice Txd tool for a
closer look. The photos and news stories come in two collections of four each
per .txd file under that file heading. I think I was mistaken, in earlier ver-
sions of this guide, about the group picture, in mob_picts1, including Al Ca-
pone, whom I doubt is the chubby guy on the left. I don't know whose front and
side mug shots are shown unless it's the same one referred to in the news story
below it in the .txd file, which is blurry but seems to say "Sam Stomey."
http://img66.imageshack.us/img66/9831/00gta1mobpicts12hp.jpg

In the four pictures of mob_picts2, one refers to Vera Stretz, who was acquit-
ted in the murder of her husband in 1936, and it and another seem to refer to
the execution of Bruno Hauptmann, for the Lindbergh kidnapping, the same year.
Another is of Frank Sinatra, who was a fan of Chicago Mafia leader Sam

"Momo"
Giancana, etc., from around the same time. Of that same group of four is a
(fake?) front page that is headed "VERCETTI TO DIE." Considering the

context, I
wonder if "Vercetti" is a variation of "Vanzetti," of the two men,

Sacco and
Vanzetti, condemned to die after a very controversial and famous trial, in 1927.
http://img66.imageshack.us/img66/7587/00gta1mobpicts28xm.jpg
http://www.crimelibrary.com/notorious_murders/famous/lindbergh/theories_8.html
http://en.wikipedia.org/wiki/Bruno_Hauptmann
http://www.crimelibrary.com/gangsters_outlaws/cops_others/frank_sinatra/1.html
http://en.wikipedia.org/wiki/Sam_Giancana
http://en.wikipedia.org/wiki/Sacco_and_Vanzetti
http://www.crimelibrary.com/index.html


The deal takes place by the docks in Viceport (used at I.96). The helicopter
they're met by is flown by Lance Vance, whom you'll meet at "Guardian

Angels"--
I.42; we'll also later learn that Lance's brother is the man who leaves the
chopper with the two briefcases of cocaine. (The Rockstar Games web site, in
the "Vice City" section, has a bulletin board with a "Vice City Crime

Tree" that
tells us Lance's brother is named Victor.) The deal is sabotaged, Lance's
brother is killed, Ken is panicked, and Tommy resolves to sort things out.

In the beginning
Sonny directed Vercetti to Lance
But he returned without substance and void
And darkness was expected upon the face of Forelli
So Tom roamed about over the face of the earth
And Rockstar said, "Let there be light," and there was light
It's a shaft of light in front of the Ocean View--
the pink blip on your radar screen; drive to it.

You might be a fast driver, but wait to get the weather bulletin on the radio
before having Tommy leave his vehicle. The bridges to the mainland (west is-
land) and Starfish Island have been closed due to the possible approach of Hur-
ricane Hermine.

(There was a hurricane in the N Atlantic named Hermine in 1986. It didn't
cause significant damage.)


The cast is all very good. Ray Liotta said he couldn't believe the things
they had him say: "When I was doing the lines, I couldn't believe some of the
s*** that was coming outta my mouth" ("Electronic Gaming Monthly,"

Feb., 2003).
I can believe it--it is on the wild side.

Tommy Vercetti is Henry Hill as Tony Montana. He's voice acted by the in-
imitable Ray Liotta (try to imitable him--you can't do it). Since Tommy is
still alive at the end of "Vice City," I hope they bring Ray Liotta back for

a
sequel. Besides the movies mentioned at I.2, he also starred as Shoeless Joe
Jackson in "Field of Dreams," 1989, which starred Kevin Costner as Ray

Kinsella.

After you've been around town a while, you'll know why I keep saying, "Al-
ways a comment with that Ray Liotta."

The motion capture acting for Tommy is done by up and coming Jonathan Sale,
all the more an accomplishment since it's done in a Spandex-latex suit covered
with little balls (http://www.escmag.com/v5/features/feature.cfm?fv=5); and all
the rest of the balls are supplied by you.

Sonny Forelli is a Mafia boss on Salvatore Leone's stomping grounds. Sonny
Forelli-- the fearsome Tom Sizemore; I'm not sure if he dangled his balls or had
a stand-in. He also stars as Sgt. Michael Horvath in "Saving Private Ryan,"
1998.

Ken Rosenberg is Tommy's David Kleinfeld. Ken Rosenberg--the fearful but
ballsy Bill Fichtner. He also stars as Sfc. Jeff Sanderson, with Tom Sizemore
as Lt. Col. Danny McKnight, in the 2001 movie "Black Hawk Down."


Tips: when you repeat a mission that has an opening sequence and doesn't start
with Tommy in or on a vehicle, and you want to skip the opening scene, press En-
ter, Left Shift, or Right Shift. If it starts with Tommy in a vehicle, use W.

Unless it's noted as a timed mission, you can take as long as you like to get
anywhere. You can get another vehicle, weapon, more armor, etc.

You can do the next few main story things now or later. They're all basic
"drive here, walk there" things. I'll give them here so you can get the

main
story going, meet some of the other main characters, and get a couple of clothes
pickups. You can use a clothes pickup to morph Tommy to a PCJ 600 to go for In-
sane Stunts (I.9.C).

You can save your progress in the game at the glowing pink cassette (both it
and the shafts of light are called "pickup"s in the game) in the lobby of

the
Ocean View.

Walk Tommy to the shaft of light in the Ocean View. (If you run Tommy at
these lights followed by brief cutscenes, he'll run in the cutscene.) He goes
up the stairs to his apartment for a phone call from:


I.17B "An Old Friend"

Sonny calls Tommy from Marco's Bistro in Liberty City. Sonny hasn't talked to
Tommy in 15 years (1971-1986), the time Tommy served for "the family." When
Tommy tells him that the deal was ambushed, the money stolen, and Harry and Lee
were murdered, Sonny is furious. Sonny calls it grounds to kill, but tells Tom-
my to handle it. Tommy assures him he'll retrieve the cash, cocaine, and make
the attackers very unpopular for dates.

Tommy's apartment, on the 2nd floor of the Ocean View, is open from now on.

I don't know who's in the 3rd picture on Sonny's wall. In an almost commer-
cial plug in the show I've caught, cans of Crispo are on his shelves. I think
"Ardon Porn Farts" on some yellow boxes is meant as a play on words of

"Argo
corn starch." (See the "Creative plugging" section of I.13.)

Interesting stuff will appear at Tommy's apartment as the game goes on. For
now, it has LAYTON booze, a couple vases of daffodils (and orchids?), and some
magazines: "Crime," featuring a picture of Man of the Year, Diaz, whom

you'll
meet shortly; "Guide," featuring a "Confessions of a Network

Programmer" cover
story and a picture of Lance Vance hugging a female twin of himself to his face;
"New Discoverer," which seems to have an article about Afghanistan (in 1986,

a
time of Soviet intervention and war, backed by the U.S., U.K, and China; the
gta.img file "hotelroomint"/"hot_mags1" shows it's "After 17

years An Afghan
Refugee's Story"); and "Erse" (a variant of "arse"), which

says "1986 sees best
ever graphics."
http://img237.imageshack.us/img237/5858/00gta1screenvc247jw4.jpg
http://img237.imageshack.us/img237/3668/00gta1screenvc248da9.jpg

Thanks to U.K. reader Colin Attle, who thinks "ERSE" may refer to a

popular
U.K. videogame magazine: "This could be a take off a magazine called EDGE here
in the UK--check out this link":
http://www.edge-online.co.uk/

For some reason, "An Old Friend" isn't listed on the screen you use to

load a
previously completed mission.

There's a bouncy pink tube of light at Lawyer Ken Rosenberg's front door.


I.17C "The Party" Lawyer Ken Rosenberg mission

Tommy tells frazzled lawyer Ken he plans to kill the ambushers so Sonny and
his men will lighten up. Ken tells Tommy to go in Ken's place to a party being
held on the yacht of Col. Juan Cortez, who'd organized the intended cocaine deal
with Ken. He has Tommy get some new clothes at Raphael's 1st (I.9.C--Outfits).
After going to Raphael's, you can have Tommy nab the Freeway--hog--across the
street from it, if you want.

(The voice that says, "Hmm, nice bike," sounds like someone other than

Tommy/
Ray Liotta.)

As Rusk notes, park in the pink shaft of light at Pier 2 without getting off
the bike if you want it to appear there afterwards.

At the yacht, Tommy tells Col. Cortez Ken is suffering from agoraphobia (the
fear of being inescapably humiliated, mainly shown in avoiding public places).
Cortez says he's investigating the cause of the ambush, but, for the time being,
wants his daughter, Mercedes Cortez, to escort Tommy. (Cortez calls her "Cara-
mia." "Cara mia" is Italian for "my beloved.")


Guest information:

Col. Cortez is a gentlemanly-mannered crime boss, like Sosa in "Scarface,"
1983. Cortez--the cordial Robert Davi, who also stars as Frank Sanchez in the
James Bond movie "License to Kill," 1989.

Col. Cortez gives Tommy missions after "Riot": I.37, I.40, I.41, I.42,

I.48,
and I.54.

Mercedes Cortez is a layabout Cortez' daughter. Her house is the avant-garde-
looking one with the ramps and red lights S of the Leaf Links Apartment and NE
of the E end of the little bridge from Leaf Links to the east island. Mer-
cedes--the "Almost Famous" famous Fairuza Balk, who plays Saphire Loveson in

the
2000 movie.

Mercedes will appear in the "Love Juice," I.56, and "Recruitment

Drive," I.78,
missions.

When Tommy asks, "Mercedes?" and she says, "You try living with

it," it's
probably her reaction to the meaning of the name considering her personal hab-
its. It means "mercy" in Spanish, and is taken from the title of the Virgin
Mary: "Maria de las Mercedes"--"Mary of Mercies." OOooh....
http://www.behindthename.com/php/view.php?name=mercedes


Mercedes gives Tommy a mini-biography of some of the other guests.

Alex Shrub is Ted Baxter with a mean streak for political celebrity. Alex
Shrub--Chris Lucas, who doesn't normally need to be locked up.

Congressman Alex Shrub shows up for "Martha's Mug Shot," I.80, and he's a
guest on VCPR radio.

Candy Suxxx is the cheerful exhibitionist for money. Candy Suxxx--talented
naturals (then with enhancement by special effects) actress Jenna Jameson.

Porno star Candy Suxxx and her great big ones will show up in missions I.78,
I.80, and I.81 for the Interglobal Film studio.


B.J. Smith is the great big S and M car thief/football player on the make.
(He's a comedic take on O.J. Simpson in '86, eight years before becoming a
deathly serious golfer. One excuse O.J. offered after that was that even if he
murdered Nicole, it was because he loved her a lot. I bet that excuse routinely
doesn't go over at abuse clinics.) B.J. Smith--champion Lawrence Taylor.

Ex-football player/used (stolen) car dealer B.J. Smith will show up when you
buy Sunshine Autos, I.62.A, is a guest on KCHAT radio, and has ads on VCPR,
Fever 105, and KCHAT radio.

Avery Carrington is a feisty Foghorn Leghorn (my Dad was a cartoonist),
unfortunately, he likes land more than people; it makes more money for him.
Avery Carrington--that handsome and funny and talented Burt Reynolds.

Avery Carrington shows up for "Riot," I.37, then gives Tommy missions,

I.38,
I.39A, and I.83, and has an ad for Shady Acres on VCPR and Emotion 98.3 radio.


Jezz Torrent, lead singer for Love Fist, shows up for the Love Fist missions,
I.56, I.57, and I.74, and the group is featured on VROCK radio.

Jezz Torrent is the trendy hedonist and pretentious soul-barer who can't be
stopped by a career slag. Jezz Torrent--colorful Kevin McKidd.

Gonzales is a bad stock clerk on the organized crime ladder of success.
Gonzales is asleep, so he isn't voice-acted yet.

Gonzales is Col. Cortez' right hand man and shows up for "Treacherous

Swine,"
I.40.


Pastor Richards has memorized the Bible, but just to scam people with it;
he'd be bucking for a job as a Jehovah's Witnesses writer if he wasn't so
independently successful. Pastor Richards--David Green, unstoppable,
especially if he's armed and pointing a gun at your pubic hair.

Pastor Richards is a guest on VCPR and has an ad on Emotion 98.3 radio.
He's a parody of a controversial 1980's TV evangelist. He's always smiling and
has brown hair on top (a toupee) and white hair below that. Some pedestrian
businessman in the game has a toupee, too, but it's not him.

Steve Scott is Ed Wood with undaunted Stephen Spielberg dreams instead of
Orson Welles ones. Stephen Scott--"Carried Away," 1996, actor Dennis

Hopper.

Porno film director Steve Scott shows up for the Interglobal Film studio mis-
sions--I.78 to I.81.


Ricardo Diaz is Pablo Escobar with a thing for big c**ks, regardless of the
species. Ricardo Diaz--the gaming goodness of Luis Guzman.

Ricardo Diaz is the cocaine baron who chats up Cortez with talk about reward-
ing friends and killing enemies. He shows up soon for "Guardian Angels,"

I.42,
then gives Tommy missions, I.44, I.45, I.49, I.51. He's also in I.53.


Mercedes has Tommy drive her to the Pole Position Club. There is always a
Cheetah just S of Pier 2 and a PCJ 600 just S of Pier 1. If you use the hog or
PCJ 600 instead of a car, you don't get the extra exchange between them in which
Mercedes asks if Tommy minds her resting her hand in his lap.

(She's invisible during instant replay--F1. She usually sashays her hips
walking into the club.)

You get $100 and the Soiree and Street Outfits (I.9.C--Outfits) are available.
A clothing bag from Rafael's hangs on a dresser in the Ocean View apartment.


Again, the main story missions continue at I.33. But before the heat gets
turned up with them, doing the missions and activities given below will prepare
you with extra armor and health, wealth and weapons, the infinite run and the
fireproof feature, more vehicles and places to store most of them, and experi-
ence in driving, flying, and fighting.

&&&&&&&&&&&&&&&&&&

amp;&&&&&&&&&&&&&&&&&a

mp;&&&&&&&&&&&&&&&&&am

p;&&&&&&&&&&&&&&&&&

;&&&&


I.18 Getting past the barricades and locked gates and back

Going to the west island early
...by PCJ 600 and a Packer,
...by Coach/Enforcer/Firetruck/station wagon and a boat,
...by jumping off a bridge or through a gate and using a boat,
...by PCJ 600 alone,
...and by using a code, codes, or a mod.

Stealing money from parking meters, buying the Skumole Shack for $1,000,
and several ways to get back to the east island,
making a side trip to sneak aboard the yacht.

Jumping on a shrub to get to Starfish Island early

Four ways to jump into Leaf Links early


Getting to the west island early

...by PCJ 600 and a Packer

Rusk calls the PCJ 600 method "The Jump" and the Coach etc. method

"The Bus."

"The Jump" is my favorite way to get over the bridge barricades.

Drive a PCJ 600 W over the North Bridge to Prawn Island. As soon as you're
off the bridge, stop at the right with the back of the bike to the wall.

Drive at the ramp ahead at the side of a building. Turn right going off of it
to aim for a ramp on the roof of a 2nd building, where you need to accelerate to
get onto the sloped upper part of the roof of a 3rd building. Have brake and
right turn ready for the landing. If Tommy has a spill, he can jump or drive
back over to the previous roof and return to the starting point.

Once on the upper part of the last roof, drive counter-clockwise around a
ledge to the SE end of the roof. You might use V to get a long distance back
view so he can back the bike to the edge without falling off. Then press V to
get the mid-distance back view again, and gun it for the ramp on the W end,
veering a bit right as he goes off and aiming for a spot just left of the heat-
ing vents of the 2nd landing roof. The jump involves landing on a roof then
quickly falling to a 2nd lower roof you brake on (use both brake and reverse)
(Jump 36).

If you manage that, you can get hidden package 42 up there. (If you're new to
this and fall off the roof, you can drive out on the stairs on the SE side and
try again. You can get H42 with this jump or a helicopter. You might also get
hidden package 43 in Studio C--mark down the numbers of the jumps you've done
and packages you've found to keep track of them.)

Once in Interglobal Film studios with the PCJ 600, turn the Packer (ramp
truck) around in the big clearing to the S and go back near the NW corner so
it's pointed NW. Line the left side of the Packer with the right side of the
right-most skyscraper on the horizon. Use Q to look to the left, which lets
you look at the right side of the Packer in the process. Align the front of the
rear wheel guard/blinker housing with the big fan in the distance. Look at the
radar and press and release Q to make sure all three things are co-ordinated.

Then get out and move so that the door stays open--this is an old "GTA

III"
trick to make sure a vehicle doesn't disappear if abandoned for awhile. Unfor-
tunately, the bike occasionally disappears while doing this--I guess because the
Packer is a big vehicle and takes up more memory than usual. If it does, try
again, because it usually doesn't do it twice in a row and it's worth it.

Get the PCJ 600 to the stairs at the SE corner of the lot. (You can use these
stairs to get out of the studio if you want to pass on the jump.)

Turn the bike so the back is to the stairs and the clearing you want to drive
through is straight ahead. Gun it without let up; the left turn around the
glass curved corner of the building on the left won't throw you out of control.
Aim for the middle of the ramp. Once airborne, hold the front wheel in a left
turn, and have brake and reverse combined ready, so you don't smack into the
wall at the far side of the road you're landing on. You might even land so that
you can keep driving to the W over the bridge.

(Once Tommy landed on top of the invisible wall that goes up from the barri-
cade--the bike was back in the studio. I could see the wall goes up pretty high
to prevent jumps being made over it. After taking in the view, I had Tommy jump
down to the W and go over to the west island.)


...by Coach/Enforcer/Firetruck/station wagon and a boat

"The Bus"--Coach, Enforcer. Firetruck, or station wagon.

For a 2nd way Rusk has to get past the barricades, "The Bus," save a Coach
(passenger bus seen at bus stops) in the garage at Ocean Heights (on the S end
of the east island, the 2nd block from the E, on the NW corner), because this
one doesn't always go smoothly and Coaches sometimes take a while to find. The
end sticks out of the garage but it saves the Coach anyway, which is an old "GTA
III" gimmick that works in "Vice City," too. But leave room on the

driver's
side for Tommy to get in and out. I've had this gimmick magically transport
Tommy out of the garage and not be able to get back in, which left the garage
useless until I reloaded the game, to get rid of the vehicle, and tried again.

Rusk adds that you can use an Enforcer instead, and you can always find one of
those at the Vice Point police station. You can use a Firetruck after using the
Flame Thrower to create fires to attract one. You could also use a station wag-
on.

Drive the Coach or whatever to Pier 2 at the SW edge of the east island. Just
drive it into the plant on the N side of the gate to destroy it--you don't need
to gun it. Drive the back wheels through the opening and over the low ledge,
then have Tommy get out and shove it through to align it with the pier. Have
Tommy jump on it, then jump from it onto the pier. The game may bounce him up
onto the pier if he lands on the water.

Then have him take a boat to the west island. You can ground it on the Boat-
yard dock that slants into the water on the SW shore, or on the grass that
slopes into the water on the N shore, or on the beach on the NW side, or on the
grass on the E or W side of Fort Baxter. You could have it pull alongside the
dock on the N side of the land that projects from the middle of the W side of
the west island and have Tommy jump up onto it.


...by jumping off a bridge or through a gate and using a boat

Rusk has a couple other ways to do it, too:

Jumping off a bridge

A 3rd way past the barricades is to jump from the ledge on the N side of the
North Bridge onto one of the bigger, slower boats. I didn't always have Tommy
hit the boat, and he even bounced off a couple, but I usually had him make it.
It was easier than I thought it would be. I had the best luck triggering the
appearance of boats by having Tommy go to the W pillar that rises from the ledge
and then go back E. If you do see two or more, the ones that follow the 1st one
go slower.

If you try this one, save the game at 3321 Vice Point, the place N of North
Point Mall, so you can be close by if you need to load your previously saved
game and try again.


Jumping through a gate

A 4th way past the barricades is to back an Ambulance to the gate of Pier 1,
then jump from atop the Ambulance at the gate. The easiest spot for me to get
Tommy over the collison file was just N of the S thick vertical bar of the
gate.


Ed McMahon is going to have to introduce Rusk pretty soon. EVerything you
could POSsibly want to know about getting past the barricades early is in his
guide, except:


...by PCJ 600 alone

Spuds725, at the GTA Forums web site (Vice City > Cheats and Tricks), has a
way to get past the barricade on the South Bridge with a PCJ 600. Have Tommy
get a good runway, speed the PCJ 600 toward the South Bridge, and have his path
go near the right curb as he approaches the bridge. Aim for the right end of
the barricade segment that's left of the gap that's left of the right-most bar-
ricade segment, and Tommy can speed right through it.
http://img139.imageshack.us/img139/4880/00gta1pcj600vcleaveearlyapproa.jpg
http://img139.imageshack.us/img139/5748/00gta1pcj600vcleaveearlythroug.jpg


...and by using a code, codes, or a mod

Using a code or codes

A 5th way I know to get around the barriers to the west island involves us-
ing one code. Get a vehicle, type "seaways," I.16, and drive into the sea.
This is also just fun to do for its own sake. The wheels fold up sideways like
the car in "Back to the Future" does when it flies, and it drives over the

water
like a hover craft.

At the west island, you can drive ashore (the wheels automatically right them-
selves) onto the Boatyard dock that slants into the water on the SW shore, onto
the grass that slopes into the water on the N shore, onto the beach on the NW
side, or onto the grass at the E or W of Fort Baxter. If you use the BF Injec-
tion dune buggy and take advantage of a high wave, you could even get up onto
the dock on the N side of the land that projects from the middle of the W side
of the west island, the SW tip of the airport, or onto the pier on the SE side
(behind the mansion) of Starfish Island.

If you use the method, given below, of jumping on a shrub to get into Starfish
Island, you could use "seaways" instead of the Sea Sparrow to get to the

west
island afterward.

I wouldn't save the game afterward, though.

A 6th way involves using two codes: "panzer," to spawn a Rhino, and

"comefly-
withme," to fly it using the method to fly a tank I described in section I.9.D.
I'd use the E side of Washington Beach for a runway to leave and to use a runway
at the airport to get back.

I wouldn't save the game afterward, though.


Using a mod

A 7th way, if your computer doesn't mind mods, would be to change a few lines
in some files, as explained in I.100.D.f, to create DiCanio's RC mod and fly to
the west island on an RC plane or RC helicopter.


Radioman has an 8th way to get to the W island early in the game if you have a
save game for the W island, have missions left to do there, and don't mind hav-
ing Tommy get busted or wasted (I don't save the game if either of those things
happen). Load a save from the west island, activate a mission, and when con-
trol returns to you, pause and start a new game. After the opening movie (Son-
ny at Marco's Bistro, etc.) and control returns to you, have Tommy die or get
busted. When he appears at a hospital or police station, have Tommy enter the
taxi with an arrow over it that appears nearby--it takes him to the last mis-
sion point, which is on the west island. (This also works for "Vice City Stor-
ies.")


Stealing money from parking meters

One easy way to make thousands of dollars on the west island with a four-wheel
vehicle is to run over the parking meters on the S side of the long E and W
stretch of road just E of the Hyman Condo alley. The meters have small red
heads on top of slender silver poles, and knocking them down can cause a lot of
money pickups to appear above them. By the time you're through at one end of
them, they've spawned again at the other. Make it easier on yourself and use
any heavier vehicle to do it.

This allows Tommy to go to the west island to buy a place to save the game be-
fore he's made any money on the east island. You can buy property if you're not
on a mission at the time. The easiest way to buy a place on the west island is
by:


Buying the Skumole Shack for $1,000

To get to the Skumole Shack, go N on the main N and S road of the west island
to where it divides in the S Downtown area, and take the road of it that turns
NE. Where it turns more to the N, the stairs up to the Skumole Shack are on
your left.

This is the 1st save place to buy when you jump or whatever to get to the west
island early. (Wait till you have 70 hidden packages before buying the Hyman
Condo so all your weapon pickups spawn there.) It's very close to the PCJ 600
at Howlin' Petes Biker Emporium on the S side of the block, and across the
street from that to the SW is a body armor pickup in a white roofless garage at
a bend in the road. There's an Uz-I pickup beneath the steps to the shack, so
stock up on ammo for it; it's the best submachine gun to have till the MP be-
comes available. The shack is about a block SE of the police station with a
VCPD helicopter on the helipad on the roof (I.9.D), and not far N of a Pay 'n'
Spray, which is a bit S of Links Bridge on the main N and S road. You can't use
the shack as a garage to save a bike in between games, though, as has been writ-
ten.

You can try to save your games on the west island until the west island offi-
cially opens--after I.45--because it's easier to take a chopper E than to use a
jump or whatever to go W. Your helicopter will probably disappear from the east
island at times before then, though, from using other vehicles or exiting the
game while there.


Several ways to get back to the east island

While you're on the west island and the road blocks are up, there are a varie-
ty of ways to get to the east island or anywhere in Vice City you want to go.

VCPD Maverick or VCN Maverick helicopter (I.9.D): available from the start of
the game on top of the Downtown Police Dept. and VCN building, respectively.

Maverick helicopter: on top of the Hyman Condo from the start of the game, but
you'd need another helicopter to reach it now. (This guide suggests you wait
until you've found 70 hidden packages to buy the Hyman Condo--I.19.)

Coast Guard boat: available from the start of the game by a pier just N of the
big ship at the S end of the E side of the west island.

You could use the "comeflywithme" code to fly the Rhino (I.9.D), which is

at
Fort Baxter after you've found 90 hidden packages, and take off from a long run-
way at the airport.

You could use the "seaways" code (I.16) and travel over water in a four-
wheeled vehicle (even the Rhino).

I wouldn't save the game after either of those last two, though.

You could use DiCanio's RC mod (I.100.D.f).


Making a side trip to sneak aboard the yacht

Another thing you can do if you get early access to a helicopter is land one
on the back of the top level of Cortez' yacht, which is at Pier 2 at the SW of
the east island. You can look around the three levels of it once you land.
Don't bother trying to get Tommy aboard the Speeder speed boat hanging off the
back of the yacht. It's not solid, and is partly covered by something invisible
that bounces him off, and Tommy will drown.


Jumping on a shrub to get to Starfish Island early

There is an 8th way to get around the barricades, and it gets around the ones
on the E side of Starfish Island.

I learned of this from a message posted by Demarest on the GTA Forums web site
message boards.

Drive an ambulance to the blocked entrance of the bridge to Starfish Island.
Drive into the gap on the left with a left turn E, and keep going at it till the
Ambulance wiggles through. Position the ambulance with the passenger side
against the railing, and back it to the near edge of the gap you went through.
Get Tommy on the roof and have him make a running jump for the shrub at the left
of the black fence on the left of the pink-beige arch. Unlike the standard Vice
City ghost shrub, this one is solid up to six feet or so.

If you just want to go back to the east island, get a tall vehicle like a
Rancher or a Landstalker. There's always a Landstalker on a driveway where it
curves behind a shrub by the house that's pink with a gray roof on the NW side
of Starfish Island. Park it by the shrub you jumped on to get in and jump on
it. Then make a running jump for the road just past the end of the black fence.

This doesn't work to get around the gate at the W end, though. To get past
that from Starfish Island, you could wait until you've found 80 hidden packages,
so the Sea Sparrow helicopter is in the back yard of the mansion (which means
you'd have been to the west island, with its choppers, already, but want to try
something different), be willing to use the "seaways" code on a Starfish

Island
land vehicle, or use the RC mod.


Four ways to jump into Leaf Links early

You can use a PCJ 600 to jump into Leaf Links before it's unlocked by doing
"Four Iron" (I.38).

1. Go to the E end of the bridge from the east island to Starfish Island.
Turn off the road to the N and gun it to the NW corner of the grass and jump to
Leaf Links. This works for slower vehicles, too, except a scooter, according to
Rusk reader WizO Randal.

2. Use the slope (sometimes invisible, but solid) up to the low wall at the
N side of the loop at the end of a road near the middle of the W side of the
east island. Start your run to the SE of it, going beyond the intersection and
across the yard to the low wall by the water. Wait for a break in traffic and
gun it for the slope. I don't think Rusk has noted the next two yet, though.

3. Start across the street to the E from the N side of the Vice Point Pay 'n'
Spray (which is across the street to the N of the Links View Apartment). Gun
it W past the N side of the Pay 'n' Spray and aim for the corner of the pave-
ment ahead and to the right, and give it a little wheelie once airborne to en-
sure you clear the ledge for your landing.

4. Drive a PCJ 600 up the steep grass slope at the NW corner of the little
wooden bridge that goes over the road near the E end of Links Bridge and try to
jump or bump the wooden bridge so that Tommy, and maybe the PCJ 600, land or
topple onto the bridge.

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amp;&&&&&&&&&&&&&&&&&a

mp;&&&&&&&&&&&&&&&&&am

p;&&&&&&&&&&&&&&&&&

;&&&&


I.19 Finding Hidden Packages
A mod that can help if you lose count,
how to find the secret chocolate Easter egg by H61
and printing press by H66,
and buying all the other non-moneymaking properties.

You have to find 100 green and yellow-green glowing hidden packages, which
look to me like tiki statues archaeologists inform us are stylized renderings of
pelicans in ancient Oriental potentates outfits that somebody smashed in the
beak with a shovel. And that's another "Scarface," 1983, reference.

(Remember
him calling the flamingos on TV "pelicans"? It was a phrase Al Pacino used

to
practice his Cuban accent and was left in the film.)
http://www.imdb.com/title/tt0086250/trivia
http://img154.imageshack.us/img154/7608/00gta1screenvc172gv6.jpg

And it's a 2nd "Scarface" reference because the packages are used to

smuggle
cocaine into Vice City; one will appear after "Rub Out" on the counter just

in-
side the entrance to Tommy's Ocean View apartment with a few piles of white pow-
der around it. (PS: this is a work of fiction--don't ever do anything to help
finance organized crime.) You can see some of them from afar, but the glow ap-
pears as you get close to them.

You get $100 per package ($10,000 total), and a $100,000 bonus after getting
the 100th. You also get an icon at the Ocean View, the mansion (after "Rub
Out") and the Hyman Condo (wait till you have 70 hidden packages to buy it so
your weapon pickups all appear there) for each ten you find up to 70:

10 Armor
20 Chainsaw
30 .357
40 Flame Thrower (and cans of HOT 'N' STICKY appear at the mansion when Tommy
owns it; thanks to Konstantinos for the tip)
50 .308 Sniper
60 Minigun
70 Rocket Launcher

then

80 the Sea Sparrow, available from then on behind the Starfish Island mansion,
even before doing "Rub Out"--I.53--and taking the mansion; no one there will
mind. Just don't mess around with Diaz' gang--they're one of the meanest.

90 the Rhino at Fort Baxter, across the lot from the entrance gate. The sol-
diers will shoot.

100 the Hunter at Fort Baxter, in the middle of the N end. (Otherwise, it
won't appear there till after "Keep Your Friends Close.") If Tommy jacks

this
right, he has at least a 50% chance of living. If you both collect 100 packages
and complete "Keep Your Friends Close," the Hunter also appears on a helipad

on
the S side of the E island.


As Rusk explains, if you get 40 packages then buy the Condo, the 1st four
pickups will appear there, but the pickups for collecting 50 to 70 won't appear
there until you open the west island by doing "Phnom Penh '86" (I.45). But

if
you collect 70 1st, so the 1st seven pickups appear at the Ocean View, then buy
the condo, all seven pickups will appear on the roof of the condo before the
west island is officially open.

To put it simply, get at least 70 packages before buying the condo if you're
buying it before the west island is officially open.


A mod that can help if you lose count

This is easy, like an Easter egg hunt. But make sure you write down the num-
bers of the ones you've found to keep track of them, because 100 is a lot to go
back over if you miss one. But if worse comes to worse, you can install a mod
(ification of the game) that causes balls of light to hover over all hidden
packages left to find, and rampages left to do, with an unlit segment that keeps
moving down through the balls like something out of Las Vegas. See The Rampage
and Package Finder Mod (aka "The Northern Lights Mod") under Mods--

Miscella-
neous (100.D.f).


The numbers for the packages come from the BradyGames Official Strategy
Guide.

I'd search while using the PCJ 600, generally--there are some jumps you can
try along the way.

The ones you can get right away with a VCPD helicopter, including some you
might also use a boat for, are also ones you can wait to use a Sea Sparrow to
get if the pontoons make you feel safer about getting a few of them. Since the
Sea Sparrow is unlocked after getting 80 hidden packages, you'd have to wait
till then to do those. I'd use the VCPD helicopter (see I.9.D for the location)
to get them right away.

Those hidden packages are: 1, 2, 13, 22, 24, 51-55, 84, and 87 (you might get
89, 90, and 91 while you're at it).

If you're new to the game, you might want to do H15 (in the Washington Beach
police station) and H100 (behind the sign in front of Fort Baxter) after you get
the police outfit, available after "Cop Land" (I.61). Without the outfit,
you'll be getting shot at while getting H15 and possibly H100.

I wouldn't wait.


Ocean Beach (the several blocks on the S end of the E island)

H1 is on the roofless wooden platform in the ocean at the middle of the S end
of the Vice City map, S of Cortez' yacht and W of the light house. You might
try for this in a boat or later with a Sea Sparrow helicopter. I'd use the VCPD
Maverick (I.9.D) now. Approach from the S and land on the part of the platform
with the pickup for rampage 1.

H2 is on one of the big pile of the rocks W of the three wooden platforms and
a bit more N than the most N of them. Again, you might try for this in a boat
or later with the Sea Sparrow, but I'd use the VCPD Maverick now. Land on the
slightly sloped rock that slopes down to the most N rock with the right side of
the chopper towards the most N rock to help ensure it doesn't slide off. The
package is on the other side of the big rock beside you to the S.

H3 is by the back door of the house with a helipad that looks like a trampo-
line at the SW end of the island.

H4 is at the top of the outdoor steps to the light house at the SE side of
the island.

H5 is at the NW corner of the indoor parking garage by the piers on the SW
edge of the island.

H6 is behind the Ocean View Medical Foundation N of H5; if you approach from
the front steps, use the bike to jump onto then up onto the grass.

H7 is on the walk beneath the E end of the S bridge.

H8 Either: drive up the circular ramp to the roof of the Washington Mall
parking garage (3rd block from the E, 4th from the S), make a W to E run along
the S side and over the middle of the ramp to the roof across the street (Jump
29), then position the bike and run N to S over a ramp to the next roof over,
where the package is,

Or: get it with a helicopter later.

I'd jump with the cycle.


Washington Beach (the several blocks from Ocean Beach up to just N of the
Washington Beach police station; it's also the name of the entire N to S length
of the beach to the E of it),

H9 is behind a large pink building, S area of the east island, 2nd block from
the E, 4th block from the S. Enter the area by going up the steps in the middle
of the S side of the block.

H10 is on a roof, S side E island, NW side of block 4 blocks up on the E.
Either: use the stairs in the alley across from the middle of the N end of the
block to jump S and onto the roof (Jump 26),

Or: get it with a helicopter later.

H11 is on the back porch of a save place you can buy, 1102 Washington St.,
3rd block from the E, 4th block from the S, on the W panhandle of the block.

H12 Go N on the same street to the SE end of a little bridge.

H13 I'd get this in the VCPD Maverick. It's on the roof of the seven story
white building with horizontal blue stripes, E island, N side of the block, 2nd
block from the E and 4th block from the S--it's on the block S of the Washington
Beach police station.

H14 is over the top of the steps of a little wooden hut on the beach E of the
Washington Beach police station (which is on the block that comes to a point at
the top, 2nd block from the E, 5th block from the S).

H15 You may want to do this one separately. Have Tommy go through the en-
trance on the N side of the Washington Beach police station (see H14) and all
the way to the back--he now has a two star wanted level and the police will
shoot at him. Have him go up the stairs on the right and into a little office
at the far end of the room: the package is on the far right. Have him run out
the way he went in (across the room, down the stairs, left, and straight out).
Send him E to the alley that runs N to S through the middle of the blocks along
the E side of the island to run (pulse Jump if you don't have the infinite run)
S through the police bribe, then have him run the other star off.

This is easier with the infinite run (I.22). It's even easier if Tommy wears
the police uniform available after "Cop Land" (I.61), because that way he
doesn't get a wanted level for walking beyond the entrance room inside the po-
lice station. I've done it without having the infinite run or the outfit for
him, though, so most anyone could.

H16 Go N from H12 across the little bridge, and, just a bit ahead, go left
off of the road and up the steps, then go left to the pink house; H16 is on the
S side of it.

H17 is on the N end of the multi-colored outdoor shower stalls at the S side
of the E end of the Starfish Island bridge.

H18 is revolving while partly submerged in the ground beneath the same end of
the same bridge.


Vice Point (the island W of Washington Beach and all the neighborhoods on the
same land N of the Washington Beach neighborhoods)

H19 Go E on the road from the E end of the bridge to Starfish Island and make
the 1st left, which is N. Turn right off the road into the entrance of the con-
struction area of a building with red girders. Have Tommy go up the wooden
plank to the 2nd floor, turn right, and jump onto the scaffolding that extends
from the side at the corner, then jump from it into the Spand Express building
lot to get H19. Have him use the boxes by the gate to get over the fence to get
out. (Thanks to David Hawkins, whose method is given by Rusk.)

H20 Go back up a plank of the red girder building, and continue up planks to
the 4th floor. The package is at the end of a girder sticking out from the
building. It's about a foot wide, so it's not hard to do.

H21 Leave the construction site and turn right to continue N on the road.
Ahead at the 1st left is a short road that ends in a circle. Just before you
get to the beginning of that road is a house on your left. H21 is on a dock be-
hind that building.

H22 Use the VCPD Maverick for this. You're to land in a swimming pool on a
roof, but the Sea Sparrow doesn't provide any advantage because the water is on-
ly about 1 1/2' deep, and the Sea Sparrow sinks to the bottom of the pool, too.
The package is on the roof of the building across the street to the S of the
Malibu Club. Get the chopper positioned to go to the pool, including by using
nudges from side to side with A and D, and take it in slowly.

H23 At the same place, just before the start of the little road, go right in-
stead and across the bridge. At the end of that road, go right, which is S. On
your right side you'll see a parking lot, then a smaller lot, and then the Mali-
bu Club. H23 is in the near S corner of the smaller lot.

H24 Use the VCPD Maverick for this. As with H22, you're to land in a swim-
ming pool on a roof, but, again, the Sea Sparrow doesn't provide any advantage
because the water is only about 1 1/2' deep, and the Sea Sparrow sinks to the
bottom of the pool, too. The package is on the roof of the building across the
street to the N of the Malibu Club parking lot. Land the chopper as with H22.

(While there, you may see if you get the glitch I've had where the leaves of
the four biggest palm trees there disappear.)

H25 In the NW corner of the area behind the hotel E of the Malibu Club park-
ing lot. For some reason, the PC version has it called "ST HOTEL" along the

top
and "WK CHARIOT HOTEL" over the front doors instead of "Vice Point

Langer,"
which the PS2 version names it. (See I.13 for more about it.)

H26 From the base of the road that ends in a circle, go NE over the little
bridge and into the pizza store on the far corner at the 1st left. H26 is in
the NE corner of the table area. (You can have Tommy run over each row of ta-
bles and benches without falling in between them.)

(The cashiers at the pizza stores, and North Point Mall fast food places, all
look the same and only talk if Tommy buys something.

Otherwise, they're one of the several groups of pedestrians that won't say or
do anything if you have Tommy hit them to find out more about them, except that
these ones make a brief fighting stance--compare I.9.A: Punching your neighbors
to get to know them.

Tommy may need a night stick in order to hit the ones in the inaccessible
booths at North Point Mall. They crouch a bit behind their cash register if
shooting gets near. If Tommy keeps hitting one of them, they'll make a brave,
pacifistic sacrifice of themselves in the name of bad food, though you'd never
imagine such conviction from how unenthusiastic they are about selling it. If
you persist at having Tommy try to get a reaction from one till he kills them,
the store won't sell pizza or whatever there for awhile.

The Ammu-Nation clerks all look the same and never talk, even if Tommy buys
something from them; if he hits them, they shoot at him.

You'll meet one of another group of pedestrians like that at H28.)

H27 Continue NE on the same road as the pizza store, cross the street, and
continue to the stairway of the apartment building on the left. H27 is under
the stairs.

(There's one of the trees Tommy can climb S of the stairs. Have him climb
just higher than roof level and he can jump to the roof, then make a running
jump to another roof to the N.)

H28 Go back to the street you crossed from the pizza store--the one along the
E side of the pizza store. Go NW on it to the nameless jewelry store on the 2nd
block on your left. H28 is at the cashier's left side.

(This is one of the stores Tommy will knock off later--he can't buy anything
in them. All the cashiers for stores he knocks off look the same--they have
beards and glasses--and they never talk, they just look askance at him. They
duck if he holds them up. This is another group of pedestrians that won't talk
if he hits them to learn more about them. If Tommy hits them, these ones will
duck and set off the alarm, considering him as having held up the store.)

H29 Continue N on the same road as the jewelry store to the T intersection.
Go W past the road on the right and turn right to go up the driveway of Merce-
des Cortez' house with flashing red lights. At the top, go right down a ramp,
then go left around the house to H29, which is by a door.

H30 Go back down to the street in front of Mercedes' house. Go E, cross the
street, and go up either stairway of the apartment building on the left (you can
see in the window at the 2nd floor, which you'll have Tommy do for "The

Chase").
Go up more stairs to the 4th floor, go left on the balcony, right on the roof-
top, then down a small ramp and have Tommy drop onto the lower roof. H30 is on
the W side of the ramp. Have Tommy drop back down to the street from the W side
of the roof, E of, and across the street from, Mercedes' house, to continue.

H31 Go N on the road at the E of Mercedes' house past two lefts and a tan Pay
'n' Spray on the left and make the 1st right. Then go right into the alley, and
ahead into the entrance between two old wooden fences. H31 is to your right in
a corner of the fence by a palm tree.

H32 Go back out from between the fences and go N to the street. Go left to
the T intersection, then go N to a T intersection. Go W and continue as the
road curves to the NE--you're on the block that, to me, looks like a cartoon
nose that's pointing W. You're on the bridge of the "nose" with a hotel en-
trance to the E of you. Go in the entrance and get H32 in the tip of the
"nose."

H33 is on the high dive board behind the same hotel. The diving boards plat-
form has a sign on it that says, "DON'T PEE IN OUR POOL!"

(The other platform that has that sign is in back of the Standing Vice Hotel,
across the street to the S of the Malibu Club.)

H34 Get back on the same road (the bridge of the "nose") and go N. A bit
ahead of you, on the left side of the street, H32 is by the S side of the base
of the bridge to Prawn Island.


N end of the E island

H35 is behind the Jocksport sign at the RC Bandit Top Fun van dirt track,
which is on the E island beach E of the big nose of H32 (wasn't Bob Hope good in
that? No, no no....)

H36 behind the apartment building that's across the street to the E and a bit
N of the entrance in the middle of the E side of North Point Mall.

H37 is in the recessed part of the exterior of the middle of the N side of
North Point Mall.

H38 At the doors of a store in the middle of the E side, 2nd floor, of the
North Point Mall; the store window signs have "SALE" written on them.

H39 Go into the 2nd floor of the GASH store, which is in the middle of the
S end of the mall. (You can use the elevator inside the store, if you want.)
Have Tommy jump over some tables in the SW section to get to the package in the
back. (The 1st floor section is one of the stores you'll knock off.)

H40 There are two ways to enter the North Point Mall parking garage (a pale
blue horizontal building with horizontal blue stripes):

through a door on the NW side of the 2nd floor of the mall, or

from the street to the W of it.

Go to the 1st floor of the garage. H33 is S of the S entrance.

(You might do a jump with the PCJ 600 to leave. Go to the top floor and make
a NE to SW run to the board propped up in the corner, angling left with left and
reverse/brake ready.

You might as well learn another jump while you're in the area. Continue S on
the road on the W side of the mall, and go left, just before the bridge over-
pass, onto the lower walkway. Go past the police bribe pickup to the end of the
walkway, then make a 180 degree turn onto the nearest, and lower, walkway to
your right. Go to the end of it and over the small steps onto the bridge which
goes to Prawn Island--watch for traffic when you jump.)


Prawn Island (the most N of the little islands between the two big ones)

H41 When you get off the bridge from the E island to Prawn Island, take the
1st left road. Look for a little alley not far along it on the right--H41 is at
the back of it.

H42 Go back onto the road near the W end of the bridge. Drive your PCJ 600
onto the N sidewalk with the rear wheel to the wall.

You need to make the few jumps you did to get into the film studio if you did
"The Jump" (I.18).

Drive up the gray ramp across the street at the side of a building and turn
right to jump to a raised ramp on the roof of the next building, where you'll
need to accelerate and go a bit right to jump onto the sloped raised part of a
3rd building.

Once you've managed that, drive to the end of the SE section facing W at a
ramp across the roof. (Look to the S from the SE corner to see a set of stairs
you can use if you need to get out, too.) Have Tommy walk onto the W ramp to
see the following before you jump. You'll need to go a bit right from the ramp
the ramp, over the street and the yellow wall, and onto the white building with
a blue stripe along the top, then let yourself roll to fall onto the slightly
lower roof of the blue building with rounded sides, where you'll stop with brake
and reverse combined (doing J36 in the process). (Don't worry--the two build-
ings you're jumping to are so close you could do a running jump from one to the
other.) This could take a few tries.

You could use a helicopter for this, but you need to do the jump, anyway, and
the sooner you learn it, the sooner it's easier to have fun doing it.

H42 is between the two vent boxes on the roof you stop on.

H43 is in Studio C. If you're still on the roof where H42 was, drive from
the SE corner to go off the NE corner aiming for the door across the lot
straight ahead--Studio C. H43 is at the SW corner.

You'll probably want to look around the studio lot. A few highlights: you can
get an M4, one of the better weapons, behind the lunar landing capsule in Studio
B. If you shoot the gas meter by the middle of the W wall, it blows up. There
are (out of focus) cheesecake pictures inside the guard booth by the front gate
on the E side. The outdoor studio at the S end looks like a little of Bedford
Point in "GTA III." The ramp truck used for the PCJ 600 jump to get to the
mainland is at the NW side. The blue wire gate behind it will open for "Dildo
Dodo" (I.79) and remain open afterward so you can fly the Skimmer, a Dodo with
pontoons, that will appear at the pier.

To leave, gun it over the stairs at the SE corner and level the wheels for
landing with NP9.

H44 Go to the fountain, commemorating four fish locked at the hindquarters
and spitting, in the middle of Prawn Island. Go W to the green house that isn't
trashed with spray paint and up the steps to the W patio for H36.

H45 From the nauseous aqua coitus fountain, go E to the yellow house trashed
with spray paint. Go up the steps and inside. Ahead and to your right you can
see a chunk of the corner of a wall is broken off and there's a room behind it
you need to get into for H45. Have Tommy go up the stairs to the 2nd floor and
jump into it from the left or drop into it from the right.

(If you want to explore, you can walk around the outdoor 2nd floor balcony or
go up another floor to the roof you'll go to at the end of "Phnom Penh

'86"--
I.45.)


Leaf Links Golf Club (on three islands close together S of Prawn Island and
close to the E island)

Use one of the ways given at I.18 to get into Leaf Links, which opens up after
"Four Iron" (I.38).

However you do it, watch your radar to avoid having Tommy walk-through a shrub
and over a ledge into deep water.

H46 is under the bridge SW of the club house.

H47 From the clubhouse, go N, cross a little bridge, and continue N to the
bottom W side of the driving platform.

H48 is above a sand trap NW of the end of the curvy road W of the clubhouse.

H49 from H48, go S, cross a little bridge, and continue S to H49, which is
over a little island in the middle of a shallow pond.

H50 from H49, continue S. H50 is over the middle of another little bridge.


Starfish Island (the island between Washington Beach and Little Havana)

Use one of the ways to get to the west island early given at I.18, get a VCPD
helicopter, and go to Starfish Island. I'd use a helicopter because I'm not
sure if the boat would drift away if left alone a long time, and you might want
to look around. You could also see I.18 for the way to have Tommy jump on a
shrub to get there.

H51 is on the lower sidewalk E of the pool E of the mansion, which is the
only house in the SE area of Starfish Island.

H52 is at the end of the S to N sidewalk at the W edge of the mansion lot.
Be careful not to have Tommy hurry through the shrub and land in the ocean--
there's no guard wall at the end of the walk.

H53 is on the 2nd floor balcony of the house with a swimming pool shaped like
the Rockstar logo. The house is a bit W of center in the W of the two areas en-
circled by road.

(In "Vice City," the type of picnic tables on the balcony are like the

ones in
"GTA III"--hit them with a vehicle, and they assume a damaged shape. The

tables
in the yard of the Keepie Uppie Beach Ball in a pool filled with water on the NE
side of the island are much more accessible. Trounce one with the bottom of a
Sea Sparrow to see the effect.)

H54 is in the Jacuzzi by the pool of the house which is a bit E of center in
the E of the two areas encircled by road.

(The water in the Jacuzzi doesn't make any noise when Tommy moves in it, but
there are splashing sounds if Tommy moves around in the empty pool around the
gazebo with African decorations, which is on the 2nd block S of the end of the
road that extends S from the E end of the bridge from Prawn Island to the E is-
land. Also, if you have Tommy crouch in the pool beside the Jacuzzi of H54, you
can see that it's one of the pools where the water goes over his head but he
doesn't drown.)

H55 From the E end of the main E to W road through Starfish Island, take the
1st right turn and turn right into the driveway of the 2nd house on the right.
H55 is at the front door. (There's always a Comet--a Porsche--in the garage.
It's between two houses that each have a swimming pool with a Keepie Uppie Beach
Ball in it.)


The mainland (W island)

Use one of the ways to get there given at I.18.

Downtown (the N area of the W island down to the S side of the Moist Palms Ho-
tel)

H56 As you get off the W end of the N bridge to the W island, the VCN build-
ing is on your right. From it, go E, across the street that passes under the
bridge, and go around to the back of the building on your left. Go N to an in-
dented section of the back of that big building to find H56.

H57 Go N around the W side of the VCN building (see H56). Go to the modern
art sculpture for the tomb of the unknown bowling octopus in the middle of the
big white building with blue windows--the V.A.J. Finance building. Be careful
going over all the curbs. H57 is in the middle of the sculpture.

H58 Go to the Hyman Condo alley, which has a police bribe pickup and runs
diagonally SW to NE between the two roads that extend S from the most N blocks
of the W island. Go W to E in the alley and turn S into the clearing between
buildings. H58 is in that lot.

H59 Go clockwise around Hyman Memorial Stadium, which is on the big area that
projects from the NW end of the W island. H59 is in a corner of the NW side of
the stadium.

H60 Go to the Schuman Health Care Center, which is on the left at the W end
of the road that extends W from the bridge from Prawn Island to the W island.
Go over the gray driveway beside it on the E side and down into a lower room (an
ambulance is always parked on the upper section nearby). H60 is in it.

H61 If you cross the N bridge into the Downtown area, go in the door of the
1st building on the right, the VCN (Vice City News) building. Tommy will be el-
evated to the roof. Have him go on top of the helipad and look back and down to
his left to see H61 and jump to it.


The hidden Easter egg

(Have Tommy go from the top of the ramp to the helipad to the red light on the
far right corner of the helipad. Look at the window at about the height of Tom-
my's head to the left. Have Tommy get a running start and jump at it. He'll go
through the window to a room that's empty except for a podium with a chocolate
Easter egg on it. In the Rockstar tradition of creating an absurdist world that
makes tongue-in-cheek fun of gaming traditions--one of which being to put the
programmer's personal messages, called Easter eggs, in the game--it says, "Happy
Easter." Have him run and jump to get back on the helipad.)


H62 Go N from the Skumole Shack (see the end of I.18 if you haven't already
bought it) and turn left into the lot. Go up the stairs and across the roof to
the far left, where you turn left and then left into the office. (The elevator
in there will be unlocked from "G Spotlight"--I.87-- on.) The hidden

package is
on the right by the desks.

H63 Go S from where the two roads come together to form the main N-S route of
the west island. Shortly, you'll see the Moist Palms Hotel on the W side (the
several driveways that join together in front of the hotel are shown on your in-
game map and radar). Take the driveway through the hotel and go to the SW cor-
ner of the lawn behind it. H63 is behind the concrete ramp there.


Little Haiti (the neighborhood of blocks from the S side of the Moist Palms Ho-
tel down to the S side of the block the Pay 'n' Spray is on)

H64 Jump your PCJ 600 over the ramp of H63 (or go W through the alley at the
S side of the Moist Palms Hotel) and go W over concrete then cobblestone to the
NW corner of the cobblestone area. H64 is at the corner of it.

H65 Either: go S from H64, then left into the back entrance (a space between
two big walls) of Phil's Place; go left, right at the corner, past a big pile of
junk and ahead into an alley, right at the corner and over a mound of dirt
sloped against a wall; immediately, turn right and into Phil's Place;

or: go S from the Moist Palms Hotel (H63) on the main N-S route of the W
island and make the 1st right; continue straight, and just as it starts to curve
left you'll see an entrance with a big sign over it that says, "Phil's

Place"
ahead of you--drive in.

Either way, H65 is in the shack on the right.

H66 Looking E from the entrance to Phil's Place, go across the street into
the alley on the S side of EL NUEVO SIGLO SUPERMARKET (tan with red horizontal
stripes at the top and bottom). Turn right at the corner at the end of the al-
ley, and go to the bottom of the sunken stairs for H66.


The hidden printing press

(If you equip the Rocket Launcher scope with Tommy's right side to the door at
the bottom of the sunken stairs, and turn Tommy to the right--the look through
walls gimmick--you can see a light green printing press in an otherwise empty
little room. It's where the courier tries to deliver the counterfeit money
plates in "Hit the Courier"--I.96. The WK Chariot section of I.9.G explains

how
to get into the room.)


H67 There aren't any stairs to either of the rooftops you use for this so
you'll have to jump with your PCJ 600 or use a helicopter.

Go S on the main road from the Downtown section, make the 1st right turn, and
look along the right to turn in to a little square lot of a pale yellow build-
ing. Looking S from it, you'll see a ramp with a police bribe over it across
the street that's beyond an opening. Drive across the street toward the ramp
and stop, then drive up the ramp and hit brake and reverse simultaneously when
you land on the roof. Hidden Package 67 is in the indented area of the roof to
the E of the landing roof. There's only a foot or so space between the two
roofs--Tommy can jump it on foot or even get a PCJ 600 across the space with on-
ly a little speed.

H68 Looking from the entrance of Phil's Place, go right--S--to the SE side of
the yellow Kaufman Cabs building. Go around the junked car into the alley be-
tween Kaufman Cabs and a little old house. H68 is on top of the back steps of
the house.

H69 Go back out to the front of the yellow Kaufman Cabs building, which has
closed gray doors. Go S and turn left off of the road at the S side of the piz-
za store on the left. Go ahead and right onto the walk between Funeraria Romero
and the low-walled grass and trees planter or terrace thing. Look carefully for
a narrow alley on the left, S of Funeraria Romero. Go through the alley then
left to find H69 over an open shallow grave of a human skeleton that's missing
part of the left arm.

H70 From the pizza store, go S, take the 2nd right, go left off the road
into an alley at the W side of the 1st building on your left, then left into a
little alley. At the end of it, look right to see the stairs. Take several
sets of stairs to the roof. H70 is in the middle of several air conditioning
vent boxes ahead and to the right. Then go back down the stairs, turn 180
degrees, go ahead in the little alley and go right at the alley. At the street,
go right to another street and face S so you're ready to look for H71.

H71 Either: go S from where you were at the end of the note for H70--the cor-
ner of the 2nd right S of the pizza store--and follow the road as it curves E to
a T intersection; go S to a billboard--"LITTLE HAITI LIFE'S A BEACH" with
"BI**H" painted over "BEACH"--on the right side;

or: go S on the main N-S road past the Little Haiti Pay 'n' Spray, then turn
right; at the next right, the billboard is on the far corner.

H71 is in the inside corner of the gray wooden fence at the base of the bill-
board.


Little Havana (about the width and length of Little Haiti, S of Little Haiti)

H72 On the main N-S road, go S past the Little Haiti Pay 'n' Spray, then turn
right. Continue on the road that curves S to a T intersection, then go W. At
the next right, the laundromat is on the far corner lot. H72 is inside. If you
want to have Tommy avoid the track suit pickup, have him go right once inside
and jump over the counter between the cashier and the front window.

(The laundromat is one of the stores you'll knock off.)

H73 From the laundromat front lot, look E at the pale greenish-blue house.
H73 is over the ramp in front of it.

(I've also gone E to W and used the ramp for a minor jump onto a neighbor's
roof, but I was VERY lucky.)

H74 On the main N-S road, go S past Cherry Poppers, then go right. Continue
on the road which turns N, and you'll see Cafe Robina on the corner on the right
where it curves E. Go across the street from Cafe Robina and into the alley,
and turn right to find H74.

(Cafe Robina is one of the stores you'll knock off.)

H75 Either: go E from Cafe Robina and turn right into the dirt lot;
or: go S on the main N-S road past the Little Haiti Pay 'n' Spray, then take
the 2nd right to a T intersection; go left then take the 1st right, and turn
left off of the road into a dirt lot after the 2nd Mean Street Taxis bench on
the left.

Either way, continue through the opening in the white wall ahead to the right.

Go up the stairs. At the top, have Tommy jump through the space between the
guard rail and the low wall to a lower roof. Have him climb the stairs to the
roof, and go to the NE corner. (The .308 Sniper Rifle there is a good weapon.)
Have him jump strongly enough (I once got Tommy stuck for awhile in the gap) to
land on the walkway at the base of the Kaufman Cabs billboard. H74 is around
the corner at the other end of it. (Remember to have Tommy jump over the gap
going back, too.)

H76 Go S on the main N-S road past Cherry Poppers, and go into Callegg's Del-
icatessen at the 1st corner on the right. H76 is behind the counter. (This
deli is going to be used for "Sir, Yes Sir"--I.48--and is one of the stores
you'll knock off.)

H77 From Callegg's Delicatessen on the main N-S road, take the road W and
make the 1st left. After the 1st building, turn right off the road and into a
dirt lot. Go up the stairs to the roof. H77 is on the SW corner of the roof.
Go back down the stairs and across the lot to the road.

H78 From H77, continue S down the road to Sunshine Autos on the left and en-
ter the S end of the building. H78 is upstairs.

(The Ghost Plants, I.9.G, are up there. Except for some glass at the S cor-
ner, the panes of glass there are among the examples of glass you can have Tommy
shoot through with a sniper rifle without breaking them, if you have Tommy stand
far enough away from them.)


Viceport (the S end of the W island, E of the dead end road that goes down the
middle of the island except for the Hooker Inn and a bit of the coast)

H79 Go S on the main N-S road past Cherry Poppers, and turn right/E. Contin-
ue through the intersection; after the road makes a 90 degree curve N, turn
right off the road to the gates with blue and red banded bars across them.
Squeeze the PCJ 600 through the S end of the S bar, turning right through it.
(Note: there's armor to your left inside.) Jump the ramp on the E side. H79 is
in the curve of the pale green-blue pipe in the middle of the four big "AVIATION
JET 'A' FUEL" tanks.

To get back out, go over the ramp at the SW corner. Nearly straight ahead is
H80 between two unhitched truck trailers. You can go out past the S end of the
red and blue bar again or jump out using one of the two ramps on the W side of
the lot.

H80 If you didn't get this when you got H79, go in the lot past the S end of
the same blue and red banded bar mentioned for H79. Go right to find H80 be-
tween two unhitched truck trailers.

H81 Go S on the main N-S road past the S bridge; just past the 1st right turn
is a series of connected apartment buildings that make a series of identical
projections toward the street. Going S, H81 is between projections seven and
eight behind a covered entrance to the eighth one.

H82 Go up the S ramp of the two boarding ramps of the big ship docked at the
S end of the E side of the W island. Once aboard, go to the pile of crates on
your left and go clockwise around them to H82.

H83 Go to the S section of the main N-S road of the W island; where it di-
vides, go right to a T intersection. H83 is in the inside corner of the low
concrete wall around the two "1986 VCPA Vice City Port Authority Main

Building"
signs on the corner to your right.

H84 Use the VCPD helicopter. Land on a big open area toward the W end of the
W ship of the two docked at the S end of the W island.

H85 go S on the forked dead end road that goes down the middle of the S end
of the west island. Where the road forks, go left/SE. The hanger is near the
end on the left. Go in the door on the N side and into the little office on
the left for H85.

H86 If you go S onto the dead end forked road down the middle of the S end
of the W island, make the 1st right into a lot--there's always a Benson (a
truck that looks like a U-Haul truck you don't need a special license to
drive) parked about 20 feet into it. Continue straight through the gateway and
to the end of the lot. The package is by a pair of gray doors on the right.

(At the far SW on the lot is 8 Ball's bomb shop.)


Escobar International Airport (W of Little Havana and Vice Port and S of Fort
Baxter)

To get there by PCJ 600, go S from Cherry Poppers on the main N-S road of the
W island, make the 1st right, and continue W through an intersection and follow
the road as it curves 90 degrees N then 90 degrees W. You can go through the
gates on the left to the S tarmac or ahead then to the left to the main terminal
building.

H87 is on the upper roof of the Freight and Cargo terminal, which is the
place with all the colored crates and wooden planks at the SE corner of the S
tarmac of the airport (just NW of the end of the dead end road that goes down
the middle of the S end of the W island).

Rusk has got to be kidding about using that series of motorcycle jumps over
planks and crates on the SW side of the building. I've done it, but the open-
ing jump is tricky. You have to jump from a wooden plank to the narrow part of
the rectangular top of a red crate and stop on it.

If you want to make that 1st jump a lot easier, use the ramp truck S of the SE
corner of the main terminal building to make the 1st jump. Drive it S to the
Freight and Cargo terminal. Park it with the top of the ramp S of the yellow
crate that's S of the two red crates in a row (the most W of the red crates at
the SW side of the building), and with the ramp in alignment with the two red
crates. Get out of the Packer, leaving the door open by moving quickly once you
exit so the Packer will stay in the memory of the game. Jump the PCJ 600 up the
ramp onto the red crates. Then get the long distance back view with V and back
the PCJ 600 to the S edge of the red crates. Press V again to get the mid-dis-
tance back view, then gun it across the crates and up two wooden plank jumps to
the lower roof of the building. Go up the slope on the NE side of it to the up-
per roof. H87 is near the middle of the S end of the roof.

Use the VCPD Maverick if you're not in a very patient mood. Land on the S ar-
ea of the upper roof of the Freight and Cargo terminal for H87.

H88 is on the concrete heliport with pale yellow diagonal stripes in the mid-
dle of the S end of the S tarmac of the airport. The steps of it are about a
four second run W from the two red crates of H87.

H89 From the two red crates of H87, go N to the three concrete ramps with di-
agonal yellow stripes, which are just S of the McAdam Airways hanger. From the
base of one of them, back the PCJ 600 about 20-25 steps of the right foot, then
gun it over the tarmacadam to the roof of McAdam, and use reverse with brake to
stop. H89 is over the apex of the roof on the S side.

You might get this with the VCPD Maverick, too.

H90 is over the S end of the loading platform (the big white octopus of hall-
ways propped overhead) that runs SE from the main terminal building.

On the PCJ 600, go N from the entrance of the S tarmac, past the "Vice

Surf"
billboard, across the street, through the entrance to the N tarmac (there's a
green booth there; if you look in the window on the E side, you can see through
the S wall of it), and over to the low wall with a fence over it. Turn 180 de-
grees, and position the bike so the wooden plank at the base of the near side of
the billboard is ahead. Drive S at the middle of the wooden plank, up through
the ramp in the billboard, use NP6 and NP9 to get the front wheel a bit higher
than the rear wheel, and land with some acceleration on the airport terminal
roof--Unique Jump 10.

(If you screw up and lose the bike somehow, you can do the jump with a sports
car. You might also see what half-pipe mileage you can manage to wring out of
the terminal roof with a PCJ 600.)

Go to the S end of the E valley of the roof. Get on foot and look down from
the edge--pull on the mouse till you get an overhead view--to see where you need
to position the bike to land on the loading platform. Drive onto the loading
platform and press brake and reverse combined. Push the PCJ 600 to the ground
without falling yourself--once you run S on the loading platform, you won't be
able to jump high enough to get over one ledge to get back. Go to the S end of
the platform for H90. Then drop to the ground and get the bike.

You can also get this by landing a VCPD Maverick near the S end of the plat-
form.

H91 Do the jump through the "Vice Surf" billboard onto the terminal roof
again. But then go to the W valley of the roof. Get H96 while you're there.
Test your sense of spacial relationships again by looking down from the edge to
judge how to aim the bike and drive the bike onto the loading platform. Push
the bike off onto the ground. Go S over the platform to the S jet on the W
side. Go over the extension and make the one foot or so jump onto the jet. Get
H91 over the back of the jet. Drop onto the wing then the ground, and get the
bike.

You can also get this by landing a VCPD helicopter near the S end of the plat-
form.

H92 is under the same jet that H91 was over, by the inside of the rear right
wheels.

H93 Just S of the middle of the W side of the entire airport (not just the S
tarmac) are open hangers. H93 is under the left wing of the big jet sticking
out from one. It's a Rockstar jet, like all the jets by the loading platforms.

H94 The gray brick VCFD (Vice City Fire Department) building, with a red and
white communications tower on top of it, and a little VCPD sign high on the
front of it, is in the middle of the W side of the entire airport (not just the
S tarmac). H94 is behind it.

H95 Go through one of the two entrances in the front of the main terminal
building. Send Tommy through a metal detector, so his weapons will remain out-
side along the front window till he goes back out for them. (You can have him
jump from a vehicle over the metal detector, but it's liable to cause Security
Guards to shoot at him.) Go behind the divider wall at the SW side of the 1st
floor for H95. You can get H97 while you're in the building.

H96 is in the W valley of the main terminal roof. Do the "Vice Surf"

bill-
board jump for it.

H97 is inside the terminal building (Brady Games: who numbered this stuff?)
on the 2nd floor. Go through the hall by the "Gate 1--8" sign. H97 is in

the
room at the end, just inside the entrance and on the right.

H98 Go N from the "Vice Surf" sign onto the N tarmac again, except go N

on
the runway (it looks like an asphalt two lane highway) at the left of the wall/
fence (don't let Tommy fall in the gap to the road below), then go E to the near
edge of the pale yellow wall. Go N on the E side of the wall till you can go E
over the gray tarmac that goes over the road below, and get onto the grass be-
hind the billboards. Go S to the inside corner of them to H98.

To return, go N, go W after the billboards, go to the pale yellow wall and go
S along it (don't let Tommy fall into the gap just beyond it to the road below),
then go W to the runway and S to the "Vice Surf" sign.

H99 Go N from the "Vice Surf" sign onto the N tarmac and get on the

runway
again. Follow the runway, which goes N then curves W, to the 2nd Rockstar jet.
H99 is beneath it between the rear wheels. To return, follow the runway E then
S, then continue off of the N tarmac and back to the street.


Fort Baxter (N of the airport)

H100 Behind the "VICE CITY AIR RESERVE Fort Baxter" sign at the W side of

the
entrance to Fort Baxter.

From the "Vice Surf" billboard, go E to the N-S road by the grass lot the
billboard is on. Go N on it, and continue around the 90 degree curve W. Take
the 1st right, and follow it N and around a 90 degree curve W. As you go W, the
only place on the right is Fort Baxter.

You can stop on the big walkway along the left to use your sniper rifle scope
to look at the sign by the entrance from afar. This way, you can plan your
moves and be quick in having Tommy get the package since the soldiers may shoot
at him when he goes there. Scroll to Fist/Brass Knuckles so he'll be able to
move faster when he gets off the bike behind the sign.

Have Tommy speed to the sign, but slow down just before it so he doesn't smack
into anything and waste time while he gets himself back up. Have him stop be-
hind the sign, get H100, and get outta there before somebody kills him. Contin-
ue W on the road and around the bend to the S with a wall, which also has barbed
wire along the top, on your left. Once you've gotten that wall between Tommy
and Fort Baxter, he should be in the clear.


You now have $100 per package--$10,000, plus a $100,000 bonus for getting them
all, the armor and six weapon pickups at the Ocean View, the Sea Sparrow is now
available any time behind the Starfish Island mansion, and the Rhino and the
Hunter are now available and ready to be jacked any time from Fort Baxter.


Buying all the other non-moneymaking properties

This could be a good time to go N on the main N-S road of the W island; where
it divides at the S end of Downtown, take the W road; continue N to a T inter-
section; go W to a T intersection; go N then into an alley on the right with two
pickups in it; one is a police bribe, and the other has a symbol of a house.

If you walk Tommy into the pickup of a house, you'll be asked if you want to
press Tab to buy the Hyman Condo for $14,000. It features a three car garage
and a pair of two car garages to save vehicles in, a door to the roof where
you'll have your own helipad with a Maverick helicopter on it, a satellite dish,
all of your 1st seven hidden package pickups and a street clothes pickup, and
the house pickup Tommy is standing in will become another pink cassette you can
use to save games with.

I'd press Tab, but that's just me.

If you already own the Skumole Shack and buy the Hyman Condo, there are five
other non-asset properties left to buy where you can then save your games. You
need to buy all of the non-asset properties to get 100% for the game.

The non-asset properties have pickups of green houses on pink disks.

(You can't have asset properties that earn money for you till after "Shake-
down"--I.58. For now, those places have pickups with blue houses on pink disks.
The Phil's Place asset will provide a place to buy some weapons after you do his
missions, which are available after the Malibu Club missions.)

All of these are on the east island:

El Swanko Casa costs $8,000 and has a garage. Go E on the North Bridge from
Prawn Island to the east island and continue on the road as it curves S and you
come to a T intersection. El Swanko Casa is the fancy looking stucco place with
a pool across the street in front of you. You can go to the W side of the high-
est balcony in the front and jump to the roof and go around to the other side to
get a Kruger if you don't have an M4, which is better.

Links View Apartment costs $6,000 and has a garage. Go W on the street in
front of El Swanko Casa and turn left at the end of the block it's on. Go S
past a right turn and the Links View Apartment is on your right. It's a yellow-
tan and light gray splotched building with an orange roof, and has a road around
the back of it for no apparent reason. Thanks to HandsomeRockus for pointing
out that "Apartment" is singular. (One apartment suits the price better

than
the entire apartment building would, too, which I guess would be Links View
"Apartments." But I think it and the next one listed each ought to have

"The"
in front of the name, especially since the picture you see after you buy each of
them makes it look like you're buying the whole building.)

Ocean Heights Apartment costs $7,000 and has a garage. It's in the S area of
the east island. It's on the NW corner of the 2nd block from the E and the 1st
block along the S. It's gray with red stripes and has ivy hanging from the roof
of the garage.

1102 Washington Street costs $3,000. It's on the west side of the panhandle
of the block Washington Mall is on. (Washington Mall looks like a gray cartoon
face looking W on the radar and in-game map.) It's a mostly blue-purple build-
ing. (Okay, this and the next one are pretty big buildings but are even cheaper
than the last two places, which were each a single "apartment." These two
buildings are each designated by one street number for the one door of the
place, so I guess they're just really crummy inside.)

3321 Vice Point costs $2,500. It's the light green building in the NE corner
of Vice Point across the street from the NE corner of North Point Mall.


I.20 Taxi mission (a Sub-mission)

Get a Taxi or Cab from the street and press Caps Lock.

When I 1st played this game, the easiest vehicle to learn to drive fast enough
with was the Taxi--yellow with a horizontal black stripe along the bottom of the
sides, black spots around the outer hubcaps, and a Taxi sign on top that's posi-
tioned lengthwise. Press Caps Lock, and the screen and radar will show you
fares to pick up and where to take them. You can gun it as soon as they grab
the door and you'll carry them along while they get in. Each fare has a time
limit that depends on how far away their destination is.

You're given an amount of time to deliver a fare once they get in the vehicle.
The faster you deliver them, the more money you make and the more time you have
left on the clock. Once they're delivered, ten seconds is added to the time
left on the clock for you to pick up another fare. The "speed bonus"es just
seem to refer to having delivered a fare quickly for more money since no money
or time is awarded beyond that.

You need to drop off 100 fares for 100% completion of the game. You don't
have to deliver any number of them in a row--the number you get in multiple ef-
forts can accumulate to 100. But, besides various payments per fare, you get
bonus money for every five done in a row--$100 times the number of fares done in
a row--and your time allowed per fare accumulates with successive quick deliver-
ies till you can have a lot of time to spare per fare.

If you run over a potential fare, or cause a fare to leave the vehicle in ter-
ror, there's always another one close by. It doesn't end the mission. If you
trash the vehicle, potential fares won't enter it till you either take it into a
Pay 'n' Spray or use the "aspirine" code.

There's no ceiling to the number of people you can drop off.

If you leave the vehicle, fail to beat the clock, or press Caps Lock again,
the mission is over and you're credited with the number of people you dropped
off and cash made in a taxi.

If you do this on the west island, get familiar with using the grass to the E
of the main N and S road as a shortcut, avoiding traffic by using the median
strip, and going between the random vehicle that always appears backing into
traffic S of the Downtown "Y" division in the main road and the telephone

pole
across from the vehicle. On the east island, remember that, while the shortest
distance between two points is a straight line, the vehicle goes slower (about
15-20 mph slower, I think) over sand.


How to jump over anything that gets in your way

Once you drop off 100 passengers, pressing Left Shift in any taxi or cab won't
sound the horn, it will cause the boost jump when the vehicle is moving fast
enough. (If you don't watch for it, you can easily miss seeing the little mes-
sage about it that appears in the upper left corner of the screen when your
100th fare is delivered.) It lets you jump over traffic and sometimes creates
an Insane Jump award. (If you want a preview, the "gripiseverything" code
gives you the boost jump for all four-wheel vehicles, even if you haven't done
the taxi missions.) You might want to check the section on the Cabbie Climb at
I.9.B, too, to see how to do stunts with it.

After the Kaufman Cabs missions (after I.92), a separate set of missions,
you'll get a Zebra Cab at the Kaufman Cab building. I don't wait to get the Ze-
bra Cab to do the Taxi Missions in this guide.
1. If you're new to town, the taxi missions will help you learn the layout of
it.
2. The Taxi may be a bit slower than the Zebra Cab, but it handles better and
is still plenty fast.
3. Because getting the boost jump before doing the Kaufman Cabs missions can
help you do one of the Kaufman Cabs missions: "Cabmageddon" (I.92).

You get various amounts per fare depending on how far you went and how fast.
Again, you get more pay for faster deliveries and bonus money for doing multi-
ples of five in a row. For dropping off 100 fares, you get the boost jump. You
don't have to deliver the fares consecutively.

Taxi: Ford LTD '83-'85
Zebra Cab (available from "Cabmageddon," I.92, on)/Kaufman Cab/Cabbie:
Checker Taxicab '56-'82

Again, typing the code "aspirine" can let Tommy do such missions

uninterrupt-
ed--here, by visits to "Pay 'n' Spray"s to repair damage.

One gimmick has it that if you drop off a passenger when the timer is at zero,
you get infinite time to make your runs. I haven't gotten it to work for the PC
version--it may just be another PS2/PC difference.


I.21 Pizza Delivery Mission (a Sub-mission)
and how to make things easier
for the Pizza Delivery, Paramedic, and Firetruck missions.

Sometimes '60's Mods must deliver the cheese.

To trigger the mission, get on a Pizza Boy scooter at any Well Stacked Pizza
store. You don't press Caps Lock, the Sub-mission key, to activate it, but you
can press it to cancel the mission, which is why it's categorized as a Sub-mis-
sion.

There are three Well Stacked Pizza stores to pick from:

1. Vice Point in the middle of the E island. To get there, go NE from the
base of the road that ends in a circle. Go over the little bridge, and the
store is on the far corner of the 1st left turn.

2. Downtown. To get there, go W from the W end of the bridge from Prawn Is-
land to the west island to a T intersection. Go S and the pizza store will be
on your right before the road curves 90 degrees to the E.

3. Little Haiti. To get there, go S from Downtown on the main N-S road of the
W island. Take the 1st right to a T intersection, then go right. After the
road curves S, the pizza store will be on your left.

You need to get to level ten to have your maximum health increase to 150
points (175 with a prostitute).

You can miss with a pizza box and throw the customer another one, or even run
over a customer, but it cuts away from your time to do so.

You have to get to level ten in one effort--it can't be done two here and
three there, like the Taxi mission. You deliver a pizza box to one customer in
the 1st level, two customers in the 2nd, etc., culminating with ten in the 10th.
You have five minutes per level, which would mean that at level ten you'd have
30 seconds per delivery, except that you can only carry six pizza boxes at the
most at one time then need to return to the shop for more.

On the plus side, you can pause the game by pressing Esc and look at your in-
game map. It shows where all the customers are so you can plan your route. If
Tommy gets off the scooter and doesn't get back on in time, fails to beat the
clock, or you press Caps Lock before succeeding at level ten, the mission is
over and Tommy is credited with the pizzas he delivered.

To make the scooter go faster, press NP9 repeatedly.

In contrast to I.22 and I.23, the screen doesn't show what level you're on,
aside from the number of blips shown on the map and radar at the start of each
level. And the Stats don't indicate the level you attained, even if you com-
plete level ten, for some reason. You're just told that the mission is com-
pleted after level ten.

There's a ceiling of ten levels.

To deliver a pizza, stop with the customer off to one side of you, press Q or
E to look at them, then press Left Mouse Button to throw a pizza box at or near
them. (You'll probably waste pizza boxes and time trying to get fancy and do an
in-motion pizza drive-by. You could get away with a stoppie on an early level,
though.)

Try to avoid throwing pizza boxes by light posts, which they can get stuck on.
If that happens, try nudging the pizza box toward the customer with the bike.

You get $10 per pizza pie delivered, and $5,000 for delivering all 55 pizzas
through level ten.

Two pizza boxes can appear on the low table in the TV room of the mansion once
Tommy owns it.

I think the Pizza Boy is a customized Faggio, which is a Piaggio Vespa, a fa-
vorite scooter of '60's Mods in the UK, in case you were wondering about my
opening line.


How to make things easier
for the Pizza Delivery, Paramedic, and Firetruck missions

If you want to stop the mission timer, which appears below the regular clock
in the upper right corner of the screen, for the Pizza Delivery, Paramedic, or
Firetruck missions, you can download a trainer at lots of "GTA Vice City"

web
sites. Put "Vice City trainer" or such in a search engine. As of this

writing,
there was one by hyunicz at:
http://www.gamewinners.com/DOSWIN/blgrandtheftautovicecity.htm

Another choice, and one that carries less of a risk of causing the glitches or
freezes I've had with some trainers, is to modify the files for the mission ve-
hicle with Notepad as explained in I.100.D.e Cars and bikes: How to change
their mass, ability to stay upright and hug the driving surface, ability to sur-
vive in water, cornering and braking, top speed, acceleration, suspension, dura-
bility, and miscellaneous jazz.

If you do, you might leave the Pizza Boy that way to use it for a few of the
drive-by rampages that come up later: R12, R17, and R22.


I.22 Paramedic Mission (a Sub-mission)

Some of those people that got run over (crunch) managed to live. Why can't
everybody drive like me?--always courteous, always considerate. Try not to run
a lot more down while you go pick them up and take them to the hospital.

To trigger the mission, get into an ECNALUBMA and press Caps Lock. No Ecna-
lubma gang members will attack you.

There are four hospitals to choose from where you'll always find an Ambulance:

Shady Palms Hospital--it's on the W side of the block which is E of the block
that looks like a cartoon nose sticking out to the W beneath North Point Mall.

Ocean View Hospital--W of Washington Mall, which is on the S side of the east
island, three blocks from the E and four blocks from the S.

Schuman Health Care--go W to a T intersection from the W side of the bridge
from Prawn Island to the west island; it's on your left.

WestHaven Community Healthcare Centre--go N from the Starfish Island Bridge on
the main N and S road of the west island; it's on your left.

(You could also jack one that may come by with paramedics who heal the
wounded, but you're going to have to take your patients to one of the hospi-
tals.)

It's the easiest to use Shady Palms Hospital. My 2nd choice would be Ocean
View Hospital. The patients often appear on the beach for those. Since we're
doing this before the west island is officially open, no patients would appear
over there now, anyway.

You need to go to level twelve to get the infinite run--it can make life in
Vice City MUCH easier. There's one patient for level one, two for level two,
etc. Like the pizza mission, you have to get to the top level in one effort--it
can't be done in segments.

The Ambulance can only carry three patients at a time. That's 26 runs at
three patients each for a total of 78 patients.

As with the pizza mission, you can press Esc to look at your in-game map and
plan your route. You can decide to plan it for patients who are closer or far-
ther away based on how much time you have.

You can get extra time bonuses for fast deliveries.

Your time isn't penalized for hitting bumps and making the patients groan and
causing a blood trail to be left behind the Ambulance--you are one ambitious hu-
manitarian.

If you press Caps Lock again, get out of the vehicle, fail to beat the clock,
or kill a patient before succeeding with level twelve, the mission is over, and
you're credited with the level you attained and the number of people you saved
in an Ambulance.

There's a ceiling of twelve levels.

Stop with the patient safely away and to the right of the ambulance, since
it's very easy to hit and kill them with the slightest bump in their weakened,
bleeding condition as they run to get in the front passenger seat or the back.
Give the patients an extra wide berth on sand, which is slipperier than grass
for the heavy ambulance to stop on. If they fall, you might move away from them
a bit. Sometimes they stay down a long while because they're weak, but they may
need more room to get up in, just like pedestrians might need otherwise.

As with the Taxi mission, you can gun it as soon as they grab the door (or get
in, if you lost your door). See the 1st few paragraphs of I.9.F and use your
vehicle handling skills for this. A special note to add to the Space Bar/S
braking combination for this: release S 1st so you don't fatally tap a patient
with the rear end of your Ambulance.

If you press Left Shift several times, you activate the flashing red and blue
lights on the roof and the siren; some will pull their vehicles over and get out
of your way, but some may get in your way, too.

The paramedics in the game rub fallen people around the groin to revive them;
you don't have to make Tommy do that.

Colin Attle wrote to me (thank you!) that the pay for the Paramedic Sub-mis-
sion, and the 1st twelve levels of the Firetruck and Vigilante Sub-missions, is
$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 of the Paramedic Sub-mission pays $7,200.

If you finish level twelve, the screen says, "You will never get tired!"

I
think that's a nice message for the end of a Paramedic Mission.

Ambulance: Ford E350 Diesel (cube or box type) Ambulance '86

You can type "aspirine" to repair the vehicle. As Rusk says, the

Ambulance
does a little self-healing with successful deliveries (from level four onward,
for any but the last trip of each level, from black smoke to white smoke or from
white smoke to no smoke). But "aspirine" does it 100% right away.

Sometimes,
you want to get a little fast and messy.

See my closing note for the Pizza Delivery Mission, I.21, if you want to stop
the mission timer. And, as with the Pizza Boy, you could modify the files for
the Ambulance with Notepad as explained in I.100.D.e Cars and bikes: 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.


I.23 Firetruck Mission (a Sub-mission)

To trigger the mission get into a Firetruck and press Caps Lock.

You have one fire department where you'll always find a Firetruck, but we're
not using it. (If you needed it, you could go W from the W end of the bridge
from Prawn Island to the west island, make the 1st left, and find it in the
fenced in lot of the fire department on your right. The fence has an opening at
the N and S ends of that part of the fence.) But since we're doing this before
the west island is officially opened, no targets will appear there.

You never have to go to or from the fire department to do this mission,
though. So snag a Firetruck after doing rampage 2, with Molotovs, W of the
light house, by starting fires on the east island with the Flame Thrower you got
for finding 20 hidden packages (I.19), or by starting fires on the east island
with the Molotovs you can find at Tacopalypse (I.10--4. Weapons you throw).

Do this to level twelve for the fireproof feature (good for using Molotovs
nearby).

The number of burning vehicles and victims to extinguish grow in cycles of
four levels:

1st level: one empty vehicle,
2nd level: one vehicle with one passenger who gets out and runs,
3rd level: one vehicle with two passengers who get out and run,
4th level: one vehicle with three passengers who get out and run.

On the 5th level there's a vehicle with three passengers who get out and run
and an empty vehicle, etc.

On the 9th level there are two vehicles with three passengers each and an emp-
ty vehicle, etc.

The maximum number of targets is reached at the 12th level. For it and subse-
quent levels there are three vehicles which each have three passengers for a to-
tal of nine passengers who get out and run.

As HandsomeRockus points out, the 4th level is the only one in which you have
to chase a burning vehicle to put it out.

You only have so much time per level, and you have to get to level twelve in
one effort.

If you fail to beat the clock before succeeding with level twelve, press Caps
Lock again, exit the Firetruck, let a vehicle explode (the flaming people last
longer than the vehicles and any other flaming people in the game, for some rea-
son), or run over one of the flaming people, the mission is over, and you're
credited with the level you attained and total fires extinguished.

There's no ceiling on the number of levels you can attain.

Firetruck water cannon:

Number Pad 9....Up

Number Pad 6....Down

Number Pad 4....Right

Number Pad 5....Left

Left Mouse Button....shoot water

If you press Left Shift several times, it activates the flashing lights on the
roof and the siren; some will get out of your way, but some may get in your way,
too.

I mainly get the water cannon shooting ahead then aim the water by positioning
the truck. Persist at the target doggedly. Get the vehicles 1st, which also
helps you get those people who get out and run against a vehicle or in the path
of the water. Shoot the water at or over the vehicle/person on fire till it
hisses/they hiss and you see white steam/smoke arise from it/them, then hold
that till you hear a "blink" and the white stuff disappears and they stop

siz-
zling.

I know the Firetruck looks like a big happy St. Bernard puppy running across
the linoleum knocking things over to put out fires. But it isn't damage-proof,
so you can type "aspirine" now and then. For all the water it carries, it

isn't
able to put itself out if it catches on fire.

As mentioned above, thanks to Colin Attle for writing to me that the pay for
the 12 levels of the Paramedic Sub-mission, and the 1st twelve levels of the
Firetruck and Vigilante Sub-missions, is $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. Completing level twelve pays $7,200.

He adds that in the Fireruck and Vigilante missions, beyond level 12, the for-
mula is the amount for the previous level plus (the previous level number times
100) plus 50. So for level 13, the formula is: 7,200 + (12 x 100) + 50 =
$8,450.

Firetruck: 1987 and 1988 Peterbilt Thibault firetrucks were the closest I
found for the 1986 time frame.

The water can also be used, as in "GTA III," to wash the pedestrians down

the
road. It's not a real important weapon, but it is something to see.

Once Tommy has the fireproof feature, he can then use Molotovs on targets be-
side him--he'll be on fire yet not burn, like Moses' bush or something out of
"The Exorcist." Type in "aspirine," and he can heal a Plymouth.

There's an un-
usually bright star in the E (at the bottom right of the R* constellation). If
he's killed, he resurrects. I wonder what a game based on the life of Apostle
Paul would be like? "Get Paul through his torments and shipwrecks--he has to
write the book of Ephesians"; "When Paul learns what Peter is teaching in

Jeru-
salem, should he use his Rocket Launcher or ram those Sons of Belial with the
Rhino?"; "Bless you"--pa-HOOM; no, no, no....

If you want to stop the mission timer, see my closing note for the Pizza De-
livery mission, I.21. And, as with the Ambulance, you could modify the files
for the Firetruck with Notepad as explained in I.100.D.e Cars and bikes: 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. As a nice variation on Rusk's "Grand Theft
Auto III" "Turismo" Firetruck idea, you might leave it that way to

store an all-
purpose, hot rod bulldozer Firetruck in a garage for certain missions that come
up later, like "The Driver," I.70, the Sunshine Autos Street Races, I.71,

"Gun
Runner," I.76, "Naval Engagement," I.86, or "Juju Scramble,"

I.87. (Tommy can
still get knocked off of the modified Pizza Boy.)


I.24 Knocking Off Stores

All you need to do is have Tommy threaten the cashier. (Once Tommy robbed a
store just by belting one of them. And I think I had him trigger one once just
by having him drive a PCJ 600 fast into a store.)


GTA_Loc's way to get $1,000 per store and not confront the police:

You can use GTA_Loco's Never Wanted/Felony Allowed gimmick to have Tommy rob
all the stores, letting the money max at $1,000 at each, without any police
around. See I.53 "Rub Out" and I.61 "Cop Land."


In earlier versions of this walk-through, I'd recommended you keep Tommy armed
with one of the handguns throughout a sequence of store robberies because it
lets you have Tommy run from one store to another without having to scroll be-
tween weapon slots. That's true, but I'm going to recommend a variation on that
this time, because it let me have Tommy knock off all the stores without the
glitch that causes one or two of the robberies not to register in the Stats.

I've had a problem (glitch?) whereby the money kept appearing but the alarm
bell didn't go off till Tommy ran through the money. By then he had a three
star wanted rating--the maximum for this. I've also had a problem (glitch?)
whereby the alarm bell went off but the money didn't appear. Sometimes I had
Tommy stand so close to the counter that the money appeared then disappeared in-
to him in a moment, creating the sound that means he got it. And for one reason
or another, the game didn't register one or two of the store robberies after-
wards.

Send Tommy into the store using Fist/Brass Knuckles. Have him stand a bit
back from the counter facing the clerk--far enough back so that when the money
appears over the counter, it won't immediately disappear into Tommy. Scroll up
a couple of weapon slots to the handgun so the aiming reticle is on the clerk.
The cashier turns with a start and/or ducks, and the money appears over the
counter.

Then scroll back down to Fist/Brass Knuckles, which sets off the alarm.

Have Tommy jump on the counter to get the money a moment later to keep his
wanted rating at two stars--the minimum for this.

You might make a note of any store that reacts differently so you know which
store(s) to try again if you don't get credit for a robbery or two.

You should be able to have Tommy go through a whole series of stores this way
with only a two star wanted level.

I still had the glitch of a clerk not appearing at one of the stores, but when
I had Tommy go back later, the clerk was there. When I had Tommy knock it off
the way I recommend, it registered in the Stats.

Have Tommy do the Paramedic mission to level twelve for the infinite run 1st.
Then just have him run through all of the stores for a whole island--seven
stores on the west island and eight stores on the east island. (Thanks again to
proven Rusk strategies.) Drive around and memorize a route 1st; get a print out
of a map and make notes.

The time it takes for Tommy to go through his motions of getting into or onto
a vehicle, and get it going fast enough not to be pulled or knocked off of it,
leaves him vulnerable to getting busted.

Running is easier than you might think from the hectic way the police may
chase and ram Tommy's vehicle and try to pull him out and bust him with two
wanted stars. They don't block him from leaving the store--he can run right
past them if he has to. They don't shoot constantly, and they miss most of the
time when they shoot. When they chase and shoot, have Tommy do a lot of weaving
around corners, trees, and posts to avoid bullets and lure their cars to get
stuck against things or to drive into the pool at the Moist Palms Hotel. Have
Tommy pause to cause their car to stop then have him run away from it.


In the W, you can use the bribe NW of Screw This from either end of the alley,

the bribe in the alley N of the N end of the road W of, and parallel to, the
big concrete drainage ditch,

and the bribe in the Hyman Condo alley--and you can use the clothes pickup on
the roof.

In the E, you can use the bribe behind the house SE of the road that ends in a
loop,

the bribe on the corner by the building that's N of the Malibu Club,

the bribe in the alley E of the Links View apartment,

and the bribe in the low walk S of North Point Mall.

You won't need all the armor and bribes I've given directions for, except for
the bribe at the end of each run. But if you're new, who knows what trouble
you're going to get into?

You can only rob the stores listed below.

As noted before, for H28, the cashiers all have beards and glasses and they
won't talk no matter what you do. If you try to have Tommy hold up a fast food
place, they'll just ignore Tommy, but at least they'll say something if Tommy
buys something. And if you try it at an Ammu-Nation, they'll shoot Tommy, and
they still never talk to him, but at least Tommy can buy something there, too.
Tommy can't even buy anything in these stores--no wonder the clerk doesn't have
to know how to talk. I guess that's why these are the store clerks Tommy robs--
it's the only way to get something from them, and he hopes they won't talk to
the police, either.

In British slang, to "knock off" a store is to steal from it (it can also

re-
fer to sex in another context). "Tool up" is to become armed, usually with

a
gun. "Tool" is a penis or an idiot.


East Island

Before you start Tommy's run, you can have him leave a vehicle in the Vice
Point Pay 'n' Spray N of the Links View apartment. If you do, you can have him
get in or on it to trigger the Pay 'n' Spray to remove his wanted rating. Don't
have him use any other vehicle while you want the rigged Pay 'n' Spray to be
available to better ensure that the vehicle inside it stays in the memory of the
game.

Bunch of Tools: go S from the E end of the bridge from Starfish Island to the
E island; it's on your left.

Knock it off, then go N on the road at the W side of the store. Go past the
construction site and cross the little bridge; go N on the road on the E side of
the pizza store. (There's a bribe on a corner E of the pizza store.) On the
2nd block on your left is the:

Jewelry Store. Knock it off, then go N to the T intersection, go left/W, then
go right/N. (There's a bribe in the 2nd alley on your right. The Pay 'n' Spray
is further N on the left.) Continue N to a T intersection, where you make a
quick left/W then right/N. On the right side of the street is the:

Dispensary. Knock it off. Go N to the T intersection, go E to the T inter-
section, then go S. On the next corner on your left is the:

Corner Store. Knock it off. Go N. (After you pass the 1st left, there's a
blue/gray and white building you can enter on the left side of the road; inside,
atop the 2nd ramp, is armor.) Continue N through the break in the low guard
wall where the road curves W, then go left to get to the base of the stairs of
the North Point Mall. Go up them and go inside the mall. Go up an escalator
and go to the middle of the W side of the mall, where you'll see:

Vinyl Countdown. Knock it off. Go down to the 1st floor (you can even jump
over the banister if you're in a hurry) and go to the N area of the E side of
the mall, where you'll see the:

Jewelry Store. Knock it off. Go across to the S area of the W side of the
mall, where you'll see:

Tooled Up. Knock it off. Go to the middle of the S section of the store
where you'll plunge right into a:

Gash. Knock it off. Hold up the store. Then go out one of the S exits and
jump over the banister and run through the police bribe. I know you're still
wanted, and you're pretty excited about it, but run it off.


West Island

Before you start Tommy's run, you can have him leave a vehicle in the Pay 'n'
Spray just S of Ryton Aide. If you do, you can have Tommy get in or on it to
trigger the Pay 'n' Spray to remove his wanted rating. Don't have him use any
other vehicle while you want the rigged Pay 'n' Spray to be available to better
ensure that the vehicle inside it stays in the game.


Deli: go S from the Starfish Island Bridge on the main N-S road of the W is-
land: it's at the 1st right on the near corner.

Knock it off. Go W, and on the left side of the road you'll be tempted to:

Screw This. Knock it off. (You pick a strange time for these things.) Hold
up the store. Continue W on the road, and follow it as it curves 90 degrees N.
On the inside of the curve where it curves 90 degrees W, you'll enter:

Cafe Robina. You'll disappear momentarily, reappear, then knock it off. Go
outside, disappearing and reappearing, and go E. Take the 1st left and go N (or
go straight then off road right into an alley for a bribe, then go back to the
same corner and go N). Follow it as it curves 90 degrees to the W. Just before
it curves 90 degrees to the S, go right across the lot to the:

Laundromat. Knock it off. Go E and take the 2nd left N. (Ahead and to the
left, beyond the bend in the road, you'll see the concrete and yellow Print
Works building. Go past the several loading bays and go left into a covered al-
ley that runs through it; go up the stairs on the left if you want the armor on
the roof.) Follow the 90 degree bend in the road and go E to the main N-S road.
Go left/N to the place at the bend in the road with the name of the store in red
letters:

Ryton Aide. Knock it off. (The Pay 'n' Spray is beside it to the S.) Con-
tinue N past three lefts and the Moist Palms Hotel, then go left/W. On your
left, before you get to the bend in the road, is the gray:

Dispensary. Knock it off. Go N around the bend, and 4th door on the right is
the gray:

Jewelry Store. Knock it off. Then continue N past the 1st right, and turn
right off the road into the Hyman Condo alley.

There's a bribe in the Hyman Condo alley for one wanted star, and you can run
the other one off or go to the roof of the condo for a clothes pickup.

Check your Stats and any notes you've kept of odd store behavior to see if you
have to do any again. But at least now you know how easy it is.

You get $50 to $1,000 per store, depending on how long you threaten the ca-
shier (I'd go for the bigger money somewhere else and keep the wanted level down
to two stars for this).

List of Cheat Codes:
Grand Theft Auto: Vice City List Cheat Index
FAQ/Walkthrough (Part 1, 2, 3, 4, 5)

1 comments:

Anonymous said...

Have you heard anything about Calais Campbell? He's interviewed in today's Rocky Mountain News and says only the Fins have shown interest. He also had a terrible combine and could only do 16 bench presses, worse than any other DL. Wheels in Miami

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