I.25 Vigilante Mission (a Sub-mission)--Brown Thunder, if using the Hunter
Do the Vigilante Mission to level twelve for 150 maximum armor.
To trigger the mission, have Tommy get into a police car (go to any police
station or jack one), Enforcer (at the Vice Point police station), Vice Cheetah
(behind the Little Havana police station), FBI Washington (in an alcove in the S
segment of the alley S of the Downtown pizza store), FBI Rancher (jack it off an
FBI agent), Rhino (at Fort Baxter after collecting 90 Hidden Packages) or Hunter
(at Fort Baxter after either collecting 100 Hidden Packages or completing the
story missions, and on the helipad at the S end of the east island after both
collecting all the packages and completing the story missions), and press Caps
Lock.
(Maybe it's because some PC component of mine is fast, but "Brown
Thunder,"
the name given to the mission if you use the Hunter, flashes on and off the
screen in a blink.)
If you press Left Shift, normally for horn, several times, it activates both a
siren on all but the Hunter and Rhino, and a flashing red dashboard light in the
Cheetah, flashing blue dashboard light in the FBI Rancher, flashing red and blue
lights on the roof of a police car, and flashing red and blue lights over the
windshield of the Enforcer. This causes some drivers to get out of your way,
although some get in your way, too.
The timer gives various times permitted for the initial level--1:15, 3:51,
etc. I suppose it depends on how far away the 1st target is.
As HandsomeRockus explains in his walk-through at Gamefaqs, there are the same
number of criminals as there are levels. Since only four can fit in a four-
wheel vehicle, you get two vehicles from level five on and three from level nine
on. For level twelve and subsequent levels you'll get three vehicles of four
criminals each per level.
The pairs or trios of vehicles travel together till after level twelve. Then
you always get a pair of them together and a 3rd one traveling separately.
Sometimes the criminals exit their vehicle and shoot at Tommy; if so, and he
destroys their vehicle but doesn't kill them, they may jack another vehicle and
continue in it.
You have to get to level twelve in one effort. If you fail to beat the clock,
press Caps Lock again, or exit the vehicle and fail to get back into any vigi-
lante vehicle in less than one minute, you end the mission and you're credited
with the level you attained and number of Criminals killed.
The time per level and financial reward increases with successive levels, ex-
cept that the timer rolls over to whatever small amount of a 1st level after
99:59. Be sure to be quick about getting more criminals then and not be off
looking for a bribe.
There's no ceiling on the number of levels you can attain.
You might want to use the ability for Tommy to be outside of a vigilante vehi-
cle for a minute to collect money and weapons the criminals leave behind. But I
don't have him leave the Hunter for them ever since I had him get out around a
bunch of blown up cars and it disappeared.
I would use the Hunter for this as Rusk recommends. (See "How to Hijack the
Hunter" near the end of I.9.D.) The Hunter machine gun has more auto-aim than
usual during "Brown Thunder." When using the Hunter, keep in mind that the
rockets are more liable to draw police attention than the machine gun, and
shooting innocent people is harder to avoid with rockets and more likely to at-
tract the police as well.
The Hunter is said to get more durable as the mission goes along. But some-
times the criminals get out of their vehicles to shoot at the Hunter and can set
the Hunter on fire, the easiest with the shotguns they may have, so be ready to
fly off and type "aspirine" now and then.
For some variety, you might try the vigilante mission with the Rhino or Vice
Squad Cheetah.
The main strength of the Rhino is its hit and explode ability. If you turn
the cannon backwards and fire to give it an acceleration and maneuverability
boost, the Rhino is the 2nd easiest to do this with. The one drawback to it is
that Tommy is bound to shoot a number of pedestrians and their vehicles that way
and increase his wanted level, so you might have him leave a vehicle in a Pay
'n' Spay beforehand.
If you have Tommy use the Cheetah, have him get out to Minigun the criminals.
He has a greater chance of getting busted down on the ground, though, so try to
keep him moving.
As noted in I.8, I haven't gotten the PS2 gimmick of having Tommy run from an
FBI Rancher and turn to find the FBI Rancher abandoned to work on PC. When I've
tried it, the FBI Rancher disappears but the agents are still there shooting.
You might have Tommy try a minor rampage in the alley of the Hyman Condo and use
a Molotov (the neutron bomb of the game--you can kill the people and leave the
vehicle intact) to get an FBI Rancher. It's an SUV that handles like a BF In-
jection or a Patriot. I got one that way without much trouble but didn't find a
lot of use for it: the Hunter is the best for vigilante missions, and I general-
ly favor the PCJ 600 for routine driving.
I haven't gotten the same gimmick to work for a "Vice" Cheetah yet,
either,
but there's no big call for it. There's always a "Vice" Cheetah behind the
Lit-
tle Havana police station on PC.
It is possible to jack one or the other by moving Tommy at the front or side
to make it come to a stop and pressing F before it stops. More often than not,
Tommy gets busted.
It's got the best chance of working if it looks like a vehicle jacking does
otherwise, with Tommy yanking out the driver and the other(s) getting out. He
may still get busted, but he may be able to speed away, possibly with a flat
tire.
I'd stick with the Molotovs and the back of the Little Havana police station
if I had to get one of them. It would probably just end up taking up room as a
garage trophy, though.
An FBI Rancher is the easiest to take and save by a Hyman Condo garage, since
the condo alley affords some protection from helicopters, there's armor on the
roof and Molotovs across the street, and going to the roof provides a quick
change of pace if you're in a tight spot. I once got an FBI Rancher when the
FBI agents drove it into the big garage there; Tommy was near it so the door was
open--I just had him walk away. There was no exchange of shots--the Little Shop
of Hyman ate them. You can play with this lure and trap gimmick (a variation on
a scene from "Cop Land") with other law enforcement vehicles or policemen,
too.
Whichever you prefer, the airport, with its wide open spaces, is the easiest
place to do it. But get familiar with how high up the Hunter can be from the
lamp posts and all in other areas and get the targets with the auto aim machine
gun, too. You may start the mission in one place and get sent to another.
As Rusk explains, you might want to do the vigilante mission to level twelve
on the east island to get 150 armor, then, when the west island opens up so tar-
gets can be generated on it, do it at the airport. You can easily go to as high
a level as you want and to make a lot of money (I once maxed my cash out at
$999,999,999 when I got to level 400) and kill a small town's worth of crimi-
nals. When trios of criminal's vehicles appear, using the airport area often
makes one of the three appear over water, which destroys those criminals for
you.
You might remap the Sub-mission key from Caps Lock to something over in the
number pad section for the occasion so you don't accidentally press it after
getting a high level (I've done that).
And a bonus gimmick of using the airport area is that the mission timer, and
the creation of targets, stops if you get your most recent target(s) while hov-
ering over the water W of Fort Baxter. This lets you go back down over the wa-
ter to the airport to go over land, which reactivates the timer and the spawning
of criminals again, to help you keep the mission happening at the airport.
Another gimmick is to watch your radar for the criminals spawn point. If you
watch Tommy's wanted level, too, you can have him hover or park the Hunter near-
by, aim at the spawn point, and blow up a whole string of the criminals in a row
without moving or moving much. The hovering ability of the Hunter, keeping him
safer from getting busted while doing that, is another advantage it has for this
mission.
I've had Tommy use the rockets to kill targets generated inside a building as
Rusk describes, and it works. Look for a pink glow created by the big direc-
tional arrows used to point down at them. Owing to a glitch, you may even see
parts of the criminals stick out through the wall.
I've had the criminal's vehicles show up in all sorts of other odd places,
too, like inside a basketball court or driving endlessly at a corner, which the
rockets helped Tommy with. The concussive effect of the blast of the rockets
can get targets on the other side of walls or anywhere close to the blast.
I've also had the added distraction of criminals seeming to appear in a build-
ing then being transported in an instant to a nearby road. You may even see
some in a non-dirt track vehicle going for a World's Most Stupid Criminals Award
trying to race around the path programmed for the three Haitians at the Downtown
dirt track.
Airborne police bribes:
* One is over the fence at the back of the yard behind Sunshine Autos.
* The 2nd is over the big concrete drainage ditch W of the Pay 'n' Spray in
Little Haiti.
* The 3rd is in N Little Haiti by some crates and just N of the N billboard
of the two that say, "Little Haiti"--"Life's a Beach" with
"Beach" crossed out
and "Bi**h" written on it.
Again, since the timer rolls over to a small 1st level amount of time again
at 99:59, make sure you have enough time before going for police bribes.
As mentioned before, thanks to reader Colin Attle for writing to me that the
pay for 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.
There's no ceiling to the number of levels for this, and you can easily do
this with the Hunter till Tommy's a millionaire--even max out his cash, if you
want to.
I.26 Unique Jumps
Get a PCJ 600 (I.9.C). Know where the armor is (I.11). If you're getting
killed doing this stuff, you're trying to make the jumps without using one of
the two.
If the bike starts smoking, type "aspirine"--let people who bind
themselves to
some wholly arbitrary allergy to good medicine search for another bike. We've
got jumps to do, and we don't want to interrupt the tunes on the radio.
There are 36 Unique Jumps in the game, and we're going to do all of them the
game will let us for now.
When you make your approaches to the jumps, get to know the limits of acceler-
ating out of controlled skids, and of accelerating with turns to tighten them,
and just ease up on the acceleration to navigate through some turning hazards.
Gunning it is never the answer to everything. And remember that grass is slip-
perier than pavement, especially when it's wet.
Remember to use NP9--lean forward, and NP6--pull back, to try to land on two
wheels to give Tommy a better chance of staying on the bike. Using a little ac-
celeration when landing can help with that, too.
Having the front wheel turned with A or D changes how the bike leans, and can
prevent a sideways spill.
You can combine brake with reverse when he has a small landing space, and re-
lease them if it looks like he's about to spin out and wreck.
If you do these things, the game can be generous about letting Tommy make some
spectacular sideways landings and such.
When are you going to be able to drive so good you never wreck? Given the un-
predictability factors involved in driving at all adventurously, when you stop
driving. Unless you're driving with no armor and very low health, he'll get
right back up. With full armor and health, the bike is liable to be destroyed a
lot sooner than he is. Know where the armor is and type "aspirine" for the
bike
now and then, and crank up the tunes.
You can also do many of these with a sports car (the Cheetah is light and fast
for that).
The Uniquecall mod by Demarest
If you can't figure out which jump you missed, even more informative than "The
Rampage and Package Finder Mod (the Northern Lights Mod)" for finding Hidden
Packages and Rampages is the "Uniquecall" mod by Demarest. It has the game
show
you onscreen where to start and end jumps, which jumps you have left to do, etc.
See VC Code Tools under I.100.D.f. (And thanks to TownRanger at the Gamefaqs
message board for the helpful tip about Demarest's uniquely helpful work in
creating these tools.)
Downtown
J1 not available till "G-Spotlight" (I.81).
J2 from a big set of stairs onto the roof of the Downtown Ammu-Nation.
To get to the stairs, go W from the W end of the bridge from Prawn Island to
the W island and make the 1st left--they're on your left.
Go S from them down past a slight bend in the road, turn around, and gun it N
and go onto the sidewalk to go up the middle of the stairs. Use NP6 and NP9 to
prepare for landing, and use brake/reverse with a turn.
(While you're there, you might as well learn to go down the steps at the W
side of the roof to a lower roof, continue off the far end of it avoiding the
raised parts, turn right before the far wall, and go moderately over the steps
with a left turn to go to the Hyman Condo alley. It can become a regular way to
go from the lower W island to the Hyman Condo. I don't know if it's faster, but
it sure is scenic.)
J3 not available till "G-Spotlight" (I.81).
J4 not available till "G-Spotlight" (I.81).
Little Haiti
J5 going S on the main N-S 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
building. Looking S from it, you'll see a ramp across the street that's beyond
a clearing. (You don't need to pass through the bribe hovering over the ramp.
That's one of the three airborne bribes to use in a helicopter to get rid of a
wanted rating.)
Try to jump a bit to the right to avoid smacking into the back of a "Move Over
Miami" billboard up there and continue beyond it, or don't gun it so much and
land with brake/reverse.
(While you're in the area, there are another couple of jumps (not Unique
Jumps) you can do. There's a big pile of black stuff by the S wall in Phil's
Place you can jump the wall with, and you can continue S to go over a pile of
dirt against a wall--aim to avoid the poles beyond it--and land on the street in
the direction of traffic.)
J6 go S from Downtown on the main N-S road and make the 3rd right--it's just
after you pass under the Links Bridge. After you make a 90 degree curve to the
S, make the 1st right turn. You'll see an abandoned school bus on your left and
a clearing with a propped up wooden ramp on your right. Go N around the ramp
and over the grass along the wall. At the least, I'd go about halfway toward
the corner of the wall before I turned S to begin my run to the ramp. In fact,
I've had more success in landing safely that way.
In your run S, before you get to the change in the lawn color, ease up on ac-
celeration to make a left turn to go over the ramp. You want to go over the bus
and the little house beside it to the S. The game doesn't require you to land
safely to give you credit for the jump, but this isn't my favorite jump. I've
had less luck starting back at the N corner because the increased speed gives
you less time to make the sharp left turn on the slippery grass, and the landing
area is riddled with trees, rooftops, fences, etc. I nearly always wreck among
the houses in the landing area doing it that way, often getting the bike stuck
on a roof. If that happens, have Tommy get a van or such going by and jump on
it and onto the roof to get his bike.
(Just to play with the jump, I've started my runway back at the wall of the
Kaufman Cab building and just veered a bit left going off the ramp and made it
all the way over the houses--but wrecked more often than not.)
J7 go S from Downtown on the main N-S road and make the 3rd right; after the
90 degree curve S, make the 2nd right turn. Go to where it curves N but turn
left off the road there into the lot. Turn E and back the bike to the wall.
When there's a break in the traffic at the T intersection ahead, gun it E down
the street, across the intersection, and hit the wood ramp with a bribe over it.
(Again, you don't have to pass through the bribe--that's for getting rid of a
wanted star when you're flying a helicopter.) You can try to land on the roof
of the Pay 'n' Spray by going off the left side of the ramp, but you'll need to
do it just right with a full throttle and full motorcycle health or you'll prob-
ably just smack into the wall of it. The game should still give you credit if
you wreck.
(Otherwise, just driving through, I try to jump to the right to avoid the Pay
'n' Spray and land in the clearing that leads to a road. In between the right
and left jumps you'll emulate a "George of the Jungle" cartoon.)
Little Havana
J8 Go N from the Starfish Island bridge on the main N-S road of the W island,
make the 1st left and go to a T intersection, and Little Havana Streetwear is
across the street to your right. It's a one story yellow and black building set
in from the road a bit. Go into the alley on the N side of it and position your
bike for a run at the slope to a roof you'll see to the S.
You don't have to go full throttle for this series of jumps--easing up on ac-
celeration once you land can help you steer to the ramp up ahead. Go up the
slope and you'll jump to a place farther S on the roof. Drive off the edge of
it onto a roof vent ramp just past it--aim for the space between the backs of
the two billboards up ahead and you can continue down to the street beyond them.
If you want to stop before hitting a billboard, don't gun it so much and have
brake/reverse with a turn ready.
(If you want to try to go over the ramp on the left and get over the bill-
board behind it, good luck.)
Escobar International Airport
Go S past the S-most bridge on the main N-S road of the W island and turn
right; go through the intersection and follow the road as it curves 90 degrees N
then 90 degrees W; turn left off the road through one of the entrances by the
pale green booth onto the tarmac.
The easiest way for a beginner to get some of these airport jumps is to aim
your bike from the thing you jump from toward the target you want to hit (or ob-
struction you want to avoid) beyond it, back the bike straight back from it,
then accelerate.
J9 Near the NE corner of the tarmac, close to the E fence, is a metal set of
steps on wheels. You need to use it for a jump ramp to land on the lower roof
of the Vice city Transport building across the street to the NE.
J10 The 3D "Vice Surf" billboard across the street to the N of the
airport
terminal has a board propped up against the N end. You can drive up through the
middle of it and use it as a jump ramp to the terminal roof. If you didn't use
it to get Hidden Packages before, you need to use it at least for J10. Go N
from it, cross the street, and go over the N tarmac to the low wall with a fence
along the top of it. (The more adventurous can try going farther N.) Turn S
and gun it for the middle of the ramp.
(Once on the roof, you might see what half pipe mileage you can get out of it.
You can also practice landing after a long fall by driving off the S end of it:
correcting your level with NP6 or NP9 and acceleration can help, but I won't
make any promises.)
(With a Cheetah, you may turn left to go up the sign's curl of a wave a bit to
try to get a flying corkscrew jump out of it--this is harder to do and not a
Unique Jump, but you might get some Insane Jump statistics.)
(See I.100.D.f for DiCanio's way to put six more of these 3D "Vice Surf"
billboard jumps around Vice City.)
J11 Go back to the S tarmac where you did J9. There are two runways on the
tarmac that each have a pair of ramps at the N end--one ramp is steep and the
other is not so steep. Use the SW to NE runway and use the steep ramp. (If you
use the steep ramp of the other runway, you'll do a header with the ramp.) Get
ready to land with a left turn and you might land safely in the street.
(For a little variety, you can try this jump sometime with the Rhino. Turn
the turret backwards and fire constantly while you accelerate. It will rumble
with speed and you'll see it fly higher than you can fly it any other way with-
out using the "comeflywithme" code for it. I read where one fellow cranked
up
the top speed in data\handling.cfg and flew to Sunshine Autos. Another said
they flew to the E island, but I can't remember if they said what they changed
the top speed to.)
J12 There are two white octopus-looking structures--the loading bridges--held
aloft on the tarmac. Use the metal steps on wheels on the E side of the E one
to jump E to W over it. Go right off the ramp to avoid the jet on the other
side.
J13 Use the metal steps on wheels on the E side of the W loading bridge to
jump E to W over it.
J14 Use the metal steps on wheels on the W side of the W loading bridge to
jump W to E over it. Start by the wall S of the hanger with a little jet stick-
ing out of it and turn right going off the ramp. If you don't land in the
clearing between several things beyond it, you may get past them.
J15 Go as far back on the tarmac as you can to begin your NE to SW run at the
middle of the yellow marker NE of the little building with a red radar spinning
on top of it, which is S of the W loading bridge. Hit the yellow marker diago-
nally, not straight on, and aim for the area over the middle of the lower roof
of the radar building.
J16 Just get as long a runway as you can and gun it SW to NE to the metal
steps on wheels SW of the radar building for a long jump over the tarmac.
(While you're at the S tarmac of the airport, you can use one of the set of
three concrete ramps by a hanger to jump the hanger and fence to the street to
the w, and use a similar set up to jump the E side of the N fence, and get a
long runway to use a set of metal steps on wheels to make a jump over the W side
of the N fence.)
Starfish Island
J17 not available till after "Guardian Angels" (I.42).
Vice Point
J18 Use the concrete HI-PRESS GAS ramp just SW of the SW corner of the Malibu
Club, about halfway up the E island along the longest N-S road of the E island.
Start your runway NE of it at the back of the light gray asphalt lot across the
S bend in the road. Aim for a place near the fat palm tree on the right.
J19 Speed S over the grass from the ramp of J18 to an identical ramp. Veer
just left of the palm tree trunks and aim for the street in the distance. Be-
fore you adjust the level for landing, you have time to try a flip gimmick
(I.9.C), too, if you want.
How to use J19 to give Tommy a car that's suspended in midair to stand on:
Have Tommy get a fast car; I had some luck when I tried this with a Banshee.
Have him drive at the ramp used for J19 so the right two wheels don't go over
it. As the car begins to fly over the bridge, with the driver's door upwards,
press F. If all goes well, the slow motion mode abruptly ends and the game re-
verts to regular game speed, and the car freezes in midair with Tommy standing
on it. The rest of Vice City will carry on as usual and you'll have full con-
trol of Tommy, but you'll have a unique place to have him look around from.
Tommy can jump off and do other things and the car will probably stay there
till he drives one or two other vehicles. Shoot one of the tires to make it
fall to the ground.
I'd give credit and thanks to the originator of the gimmick, but this idea has
been around so long I can't possibly remember. Thank you, whoever you are.
J20 From the E end of the Starfish Island bridge, go N and turn right off the
road into a construction site of a building with red girders. Go up the ramps
to the 4th, top, floor. Take a while to position your PCJ 600 in alignment with
the girder sticking out to the N. It's about a foot wide but plenty long, and
you might fall off if you try to correct your steering while speeding along it.
Gun it and give it a right turn at the end of the beam so Tommy won't smack into
the building below and ahead.
J21 From the E end of the E to W street S of the Washington Beach police sta-
tion, go W to another concrete ramp. Veer right going off the ramp, and have
brake/reverse ready to avoid the low white wall beyond.
J22 From the big peachy arch at the E end of the Starfish Island bridge, go
E. You might ease up to go right around the curb at the intersection; that curb
has thrown my bike sometimes. Go into the lot with a pile of dirt sloped up
against the low wall where there's an opening in the fence. Aim for the middle
of the street beyond.
Washington Beach
J23 Go N of the 6th block from the S along the E side. Start your run W of
the hill in the grass across the street to the N. Go S across the street and
hit the wooden ramp at least hard enough to clear the 2nd one and land on the
roof. (This is the 1st jump of PCJ Playground, I.27, too.)
J24 Go to the N end of the N-S alley of the 6th block from the S along the E
side. Go S and go up the stairs to jump over the street to a rooftop.
(This is also done during PCJ Playground, I.27, except then you only need to
drop off the end of the stairs and turn into the alley to the S of it. You'll
use these stairs later for "Guardian Angels," I.42, too.)
J25 The jump is done with the E-W stairs by the street that goes E-W across
the N end of the 5th block from the S along the E side. Go W from the stairs to
the low wall E of the lamp post which is N of the bench on the grass to position
your bike for the run.
Go E and over the stairs--veer left at the top to aim for the middle of the
clearing between two trees on the lawn of the police station. You need to land
on the lawn. Watch out during your run to the stairs for the invisible but sol-
id stuff sticking out from the S side of the last tree you pass (ghost coco-
nuts?). Have brake/reverse and a turn ready so you don't smack into the sta-
tion. You have to be going fast enough to reach the landing area, but the land-
ing area is small.
(Lance Vance will climb the N-S stairs that share the same top landing as
these stairs for "Guardian Angels.")
J26 Start at the N end of the N-S alley of the 5th block from the S along the
E side. Go S to the N-S stairs on your right and jump to the roof across the
street.
(You may have used this jump to get H10. This jump is also done during "PCJ
Playground," I.27.)
J27 Start your run most of the way N in the N-S alley of the 4th block from
the S along the E side. Go S and go over the propped up wooden pallet on the
right side of the alley. Go over it doing a left turn to aim for the clearing
in the alley beyond. If you don't turn left enough, you may foster untoward
feelings about the corner of a wall with a telephone pole by it up ahead.
(This jump is also done during "PCJ Playground.")
Ocean Beach
J28 Use a PCJ 600 for this, after you've gotten credit for J29 with a Chee-
tah, because it's easier. (Who's numbering these things at the BradyGames
place?) Do J29 with a PCJ 600 this time to get on the roof of the Beach Scooter
store. Go up the stairs and turn left at the top to get onto the higher roof
beside it. You'll only need about half of the W-E distance of that roof to make
a straight run for the vent on the NE corner of the lower roof beyond it, and
you don't have to gun it the whole way, to jump over the street to get onto the
roof of the peach building with brown and pale blue markings. Land with brake/
reverse and a turn.
Another way to do it is to back the PCJ 600 to the W edge of the Beach Scooter
store roof (use V for the distant back view to back up, then go back to the mid-
distance back view) to get a runway to jump the stairs with. Go only moderately
fast straight over the stairs, so you've added a little to the speed you can
create on the 2nd roof, and land on it sooner to use more of the 2nd roof for
acceleration. Gun it for the vent in the NE corner and jump to the roof of the
building across the street to the E. Land with brake/reverse and a turn.)
The jump from the vent to the peach building is J28.
Then drive off the S end to the lower roof, then down to the street or alley.
If you choose the longer drop from the landing roof to the street, level the
wheels and use some acceleration as you land.
J29 Using a Cheetah for this is easier because you may need to do this jump a
number of times before it's counted when you use a PCJ 600. Enter the Washing-
ton Mall parking garage on the E side of the block, 3rd block from the E and 4th
block from the S. It has a spiral ramp to the roof. Go from the SW corner of
the roof to the middle of the slope at the SE corner and jump to the roof of the
Beach Scooter store across the street--that's J29.
(This jump is part of one of the ways given to get hidden package 8--I.19.)
(If you want to try doing J29 and J28 in a row with a PCJ 600 after getting
credit for both jumps, aim for the right side of the head of the arrow up ahead
when you drive at the slope of the parking garage roof. Have brake/reverse
ready to not smack the wall on the Beach Scooter store roof beyond, but you can
probably continue on over the stairs there to try J28. If you gun it, this usu-
ally involves a right turn to the stairs and a left turn going up and off the
stairs, then a corrective right turn on the roof beyond that to aim for the vent
in the NE corner of that roof, which takes too much steam out of your forward
momentum to make it worth it. Ease up on acceleration at moments to straighten
that out so you have more speed to hit the NE vent with and gun it for that.
See the 2nd way to do J28. You can do it and land on the roof beyond, but it
can take a number of tries.)
J30 Start your run at the S end of the alley that runs N-S through the 2nd
block from the S along the E side. Go N and hit the propped up wooden pallet.
You can try for the roof on the left--have brake/reverse ready for the landing--
or gun it right and go for the distance into the clearing of the alley beyond.
I usually go for the distance to the right. (And remember not to make the un-
pleasant mistake of trying to do this going N-S as you do with the two wooden
pallet jumps to the N.)
J31 Enter either end of the E-W alley (gray on your in-game map with a stub
on the N side) of the 2nd block from the S and the 2nd block from the E. Go N
into the parking garage, and go up the ramps to the roof. Go right to the NW
corner of the roof to start a run to the concrete ramp at the SW corner of the
roof and jump to the next roof to the S.
You might look S from atop the J31 ramp to aim 1st, and see that you can veer
a bit to the right going off it to try to get to the W end of the S side of the
roof you land on. From that part of the roof you land on, you can continue S to
land on another roof then drop beyond it to a lower roof, then drive off the
right side onto the street and keep going. Dazzle and amaze your friends.
J32 The jump ramp is the stairway in the "stilt" building, which is
entered
on the N side of the block, 2nd block from the E and 3rd block from the S.
(You use this jump in "PCJ Playground," too--I.27.) Since this is the 1st
Unique Jump of two in a row, start your run all the way back in the alley across
the street to the N. Gun it N-S and go for the left of the middle of the
stairs.
J33 The vent on the pink roof you land on for J32. Keep going and gun it
with a right turn over the vent. The game is usually generous about counting
the jump even if you just smack into the indented area of the front of the
building which has the roof you want to land on.
J34 not available till after "Phnom Penh '86" (I.45).
J35 not available till after "Phnom Penh '86" (I.45).
Prawn Island
J36 Drive a PCJ 600 over the bridge from the E island 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 ac-
celerate 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 up
there, 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 around to the E end of it, and
use V to get a long distance back view so he can back the bike to the edge with-
out 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. The jump in-
volves flying over the street, landing on a roof, then quickly falling to a 2nd
lower roof you brake on (try brake and reverse at once). (It's the roof H42 was
on, and was used before doing "The Jump" at I.18.) 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.
I.27 PCJ Playground
To get to the bike used for this mission, go N from the N-S alley of the 6th
block from the S along the E side of the E island. Go across the street and up
the small hill in the grass to find a PCJ 600 parked in a corner of the S side
of the Standing Vice Hotel. It's always there, and getting aboard always trig-
gers "PCJ Playground."
The timer doesn't start till Tommy passes through the 1st glowing disk, howev-
er, so you can send Tommy around before that and survey the locations of the
jumps needed to get the 24 disks as long as you want. Once you trigger the tim-
er, you have two minutes to get the disks.
The 1st jump is Unique Jump 24 (I.26). Go moderately fast up the two ramps
(passing over the 2nd ramp) to the 1st marker, remembering that this time you
need control on the roof to hit another disk and come down left in the direction
of the alley. Take it easy over the stairway used for Unique Jump 25 ahead--you
just need to fall off the other side of the stairs and turn left then right into
the next alley. You need more speed for the next stairway to get over onto a
roof, the way you did it for Unique Jump 26, but you need to hit another disk up
there and fall off the roof to the left in the direction of the alley again, so
be careful not to overdo it.
Go moderately, turning left as you hit the propped up wooden pallet you used
for Unique Jump 27, aiming for the alley ahead to the left (do it the same way
as for J27 and you'll go over the passing truck). Be ready in case you need to
brake a bit--a 2nd truck sometimes passes across the next intersection ahead.
There's a long straightaway ahead, but touch brake/reverse a bit midway so at
the end you control the sharp left then right into the next alley, and then go
along behind the pillars on the right and make the right turn through an E-W al-
ley of the SE block just after that.
The game can be generous about counting the disks of the sunken shopping cen-
ter if Tommy is close enough to them--notice how you can aim the bike in midair
by turning, and think in three dimensions. Go moderately, turning right, up the
stairs and through a disk, get one on the left sidewalk, then skid left around
the corner to the one on the left, going through it with a right skid that aims
for the alley on the right side of the road.
Go about midway back into the alley and turn around to start your runway at
the 2nd (middle) telephone pole. You're going to gun it all the way for a spot
about 2/3rds to the right on the stairway ahead in the "stilt"
building--Unique
Jump 32, but you're not shooting for Unique Jump 33 this time. The game will
count you as having hit the marker at the top of the stairs on the right. Give
it a touch of left turn at the top. Level the wheels once airborne. Have
brake, reverse, and left pressed to prepare for the landing on a roof. You're
hoping to be close enough to the last marker to turn left and run into it.
Take it easy to get the feel of the course so you learn where you feel confi-
dent about laying on a little more speed as you get used to it. It might help
to plot the course on a print out of a map and use it to rehearse without the
timer running.
You get $1,000 for success and each time you beat your previous time.
I.28 Test Track and Trial by Dirt
Trial By Dirt (Sanchez dirt bike) and Test Track (Landstalker SUV)
Go to the dirt track at the NE end of Downtown. From the E end of the Hyman
Condo alley, go E. Just after you pass the VAJ Finance building on the right,
turn left off the road and go over an asphalt driveway between two buildings.
The start of the track is where the Sanchez and Landstalker are always parked.
Entering/boarding one triggers the mission designed for it.
With the Sanchez, go clockwise around the track through the glowing disks
twice.
With the Landstalker, go counter-clockwise through the glowing disks twice.
The dirt track has lots of twists and some bumps and a series of four humps in
a row (wow--how 'bout it?). You might luck out driving fast over the humps, but
you might luck out better if you pulse W instead. With the bike, do a lot of
controlled turning skids, and don't try to gun it too much or the turns will be
wider. With the Landstalker, which tips over easily if you turn over a bump or
such, go slowly and carefully. Use A and D to try to keep the Landstalker from
ending up upside down.
(You might also see I.100.D.e: "How to change their mass, ability to stay up-
right and hug the driving surface, ability to survive in water, cornering and
braking, top speed, acceleration, suspension, durability, and miscellaneous
jazz" and consider trying -0.9 in column H in handling.cfg to make the Land-
stalker less liable to tip over.)
The way it's supposed to work:
If you succeed at Trial by Dirt, the next time you try it there will be four
red ("explosive," but they don't explode if you run into them) barrels on
the
track to avoid. If you succeed again, the next time there will also be rain for
the 2nd half or so of the run--the track becomes very slippery. If you succeed
again, the next time there will be barrels, rain, and three Haitian gangsters
with machetes on black Sanchez bikes (the only black Sanchez bikes in the game)
that chase Tommy for most of the run. Actually, they just follow, but they will
knock him off his bike and cut him with their machetes if he dawdles. If Tommy
gets off the bike for whatever reason, he has 14 seconds to get onto a Sanchez
and resume the course.
Test Track is supposed to be the same except it replaces the three gangsters
on bikes with a Security Guard in a black Rancher that will try to ram Tommy's
Landstalker and yank him out of it. If Tommy leaves the Landstalker for whatev-
er reason, he fails the mission.
You get $100 the 1st time you pass the mission by getting all the glowing
checkpoints in whatever race time, and the reward goes up by $100 to $200, $300,
etc., each time you beat your old score with the same vehicle.
The game doesn't require you to stay on the track or avoid the red barrels or
go around them any special way--as long as you hit all the glowing disks (or
even go near them), you'll pass the mission.
The Dirt Track Stats glitch for Trial by Dirt:
You can always get the Stats to record your proper best time for Test Track--
the SUV test.
But if you do Trial by Dirt 1st and succeed with it quickly, you get paid $100
but your time won't show up in the Stats. (It appears in the Brief section--
write it down.) It's remembered somehow by the game, though, because if you
then do Test Track and succeed with it taking, for example, a minute longer, you
can then do Trial by Dirt again but you have to beat your previous unrecorded
time for it to pass the mission--and just to end up with the Stats giving it the
long time score you got for Test Track!
Likewise, if you do Trial by Dirt 1st and take a real long time to do it,
you'll get paid $100 but your time won't show up in your Stats. (Check the
Brief section for it and write it down.) If you then do Test Track and take,
for example, a minute less time for it, the Test Track score will appear in the
Stats. If you do Trial by Dirt again, you only need to beat your long unrecord-
ed time for it by a second or more for the Stats to award you with the one min-
ute faster Test Track time!
How to adjust to the statistics glitch for Trial by Dirt
How to see the Security Guard and Haitian gangsters:
Since Trial By Dirt scores won't register in your Stats unless you do it after
Test Track (a programming glitch), do Test Track 1st. Do Test Track REAL
slowly--have a snack or smoke a cigarette--before finishing two laps. Then do
Trial By Dirt even more SLOWLY.
There are two guiding points here: one, you only get paid subsequently if you
beat your previous score, so get a real long time score for Test Track you'll
be able to beat easily a few times; take even longer for Trial by Dirt so you
know you just have to beat the Test Track score the Stats give it (and not some
faster score the game will hold you to but not show and which you might
forget).
And two, we want to make the red barrels, rain, and, finally, three Haitian
gangsters on black Sanchez bikes, and Security Guard in a black Rancher, appear
on your subsequent efforts as you beat your previous scores, to get the most
mileage out of what the game can do.
No matter what you do, your Trial By Dirt score won't register as any better
than your last Test Track score, which won't be great because the Landstalker
tips over so easily, so you're screwed for Trial By Dirt, anyway.
To plan a dragged-out time, remember that the last two disks for Test Track
are the one half buried in a valley and the one above a hump. The last two for
Trial by Dirt are the two at the end of the short non-solid flag posts on your
right--later, after the red barrels.
I got to see all the bonus events if I did Test Track slowly and next did
Trial by Dirt even more slowly. I then had the Test Track score for both
events. Then I beat that time by just a bit with both vehicles, then beat that
Test Track time by just a bit with both vehicles, etc. Eventually, the Security
Guard and Haitian meanies appeared. Again, don't worry--the Haitian gangsters
follow more than they chase if you drive all right.
Now go ahead and tear up the track with the Sanchez as best you can, consider-
ing that the rain will screw up the track.
If you want a black Sanchez for one of your garages, have Tommy use the Mini-
gun with a bit of distance so he doesn't get surrounded and attacked.
You can lure an Haitian gangster away from the track, but you have to drive
very slowly and check behind you now and then to make sure he's still there.
You get $100 the 1st time you pass the mission by getting all the glowing
checkpoints in whatever time, and the reward goes up by $100 to $200, $300,
etc., each time you beat your old score with the same vehicle.
Landstalker: Ford Explorer '91 to '94
Sanchez: Yamaha DT dirt bike (a Kawasaki KX is similar)
How to get the cab driver to run the course
Another thing you can do is have a race on the track.
Go SW from the starting area and out between the buildings to the street.
Have Tommy jack a vehicle that's driven by someone who tries to jack it back,
such as a Taxi, Cabbie, or Kaufman Cab, or anything driven by the paunchy white
street lady or the guy in a light jersey with dark hair and sunglasses.
If you use the Taxi, Cabbie, or Kaufman Cab, use the driver who saunters over
slowly to get it back--the driver who runs won't take back the cab, he'll just
pick a fight with Tommy. Lure the slow-walking driver by driving slowly over to
the track, then let him jack it back. He'll start driving around the track.
(The technical explanation is that pedestrians walk where they walk, and driv-
ers drive where they drive, guided by the computer paths programmed for them.
The dirt track has one meant for the three Haitian gangsters.)
He drives as fast as if he were on the street, which is reckless on the dirt
track. He may flip on his side and keep accelerating till he falls back onto
four wheels and keep going. You can get on a Sanchez and race him if you want.
But he drives dangerously from side to side, so you may just want to have Tommy
run around so you can watch him flailing around the course.
(Thanks to spaceeinstein's web site for the idea about races on the track.)
The same gimmick works at the RC Bandit dirt track on Washington Beach, except
the driver doesn't go dangerously from side to side there. It's easier to drive
beside the Taxi there, or to have Tommy take a ride on the roof of it there.
I've also had criminals show up driving around one of the dirt tracks, espe-
cially badly on the Downtown course, for the vigilante mission with the Hunter,
and law enforcement vehicles driving around one during one of Tommy's high
wanted ratings.
The other off-road programmed paths for vehicles I know are the ones for the
several vehicles that drive in a procession, and for the security guard in a
Baggage Handler, on the S tarmac of the airport. If you can get a Viceport
Packer--ramp truck--driver, like the construction worker in a yellow hard hat,
to go there, the Packer could be a moving jump for your PCJ 600. You can speed
up luring him to the tarmac a little bit by occasionally stopping it with the
ramp in front of him; he'll walk up the ramp about halfway and drop off the
side, during which time you can use a little more gas. Once there, let him jack
it back somewhere away from the loading platforms; the baggage handler scoots
under a jet, but a Packer won't. Have the PCJ 600 by that spot beforehand, and
try to stay near the Packer so it doesn't disappear.
I've seen a variation of the normal use of programmed paths at Leaf Links golf
course, too. There's a loop of road behind the club house that you might find a
Caddy driving on. If you follow it, it may drive on the various roads there
then over the grass of the golf course. But sometimes, you see some other vehi-
cle appear there, like a Banshee, which does the same thing.
I've also had criminals show up driving around one of the dirt tracks, usually
badly, for the vigilante mission with the Hunter, and law enforcement vehicles
driving around it during one of Tommy's high wanted ratings.
I.29 Cone Crazy
To get to the Ocean Beach parking garage, go to the 2nd block from the S and
the 2nd block from the E of the E island. A gray mark on your radar indicates
an E-W alley there, with a stub sticking up N from the middle of it. Enter ei-
ther end of the alley and drive up the stub to enter the garage, then go to the
roof. There's always a Stallion parked there. It's a two-door with dual ex-
hausts, a split front grill, and may be a convertible or a hardtop, parked just
W of middle of the N area of the lot. Have Tommy enter it to trigger the mis-
sion.
You can skip the intro by pressing W.
You have to drive the Stallion through five glowing disks and not hit any of
the traffic cones (red with a white band). Your effort is timed, starting when
the Stallion passes through one of the five disks. Each disk adds twelve
seconds to the timer.
A map to help you plan your course
As with PCJ Playground, you can survey the situation 1st. It looks a little
like this (the asterisks represent the cones, and the numbers are the order Rusk
went through the disks in, which works for me; my best time so far is 20
seconds):
http://img257.imageshack.us/img257/500/002020conecrazybl1.jpg
south
--------------------------------------------
| 2
* |__* <--ramp which slopes up
| 3 from the E and N.
|___ The cone below 2 should
* be at the inside corner
atop the ramp.
----------
* *
1 way out
* * * * ----------
east * west
* *
* 4 * <-- 4 has a semi-circle of 16 cones
* around it, open at the NW, and another
* cone beside it on the NW side.
*
* * * *
Stallion *
5
*
--------------------------------------------
north
As the Brady guide explains, you get the most time quickly by going through 2
and 3. Rusk's idea to clip 1 with the left front corner of the car lets you re-
verse and shoot for 2 and 3 quickly. Just go fast enough to get up the ramp,
then ease it around and down; remember, it's a 90 degree turn. This gives you
plenty of time to get 4 and 5.
One time I surveyed the situation, before starting the timer, and I knocked
over a cone but it wasn't counted against me during the mission. It's probably
just a glitch, because another time I did the same thing and failed the mission
before the timer started.
If you want to retry the mission, park the Stallion where you found it, then
exit and enter it.
(The glitch of the original PS2 version, whereby after each success at the
mission the game says the time per cone has been reduced but it isn't actually
reduced, isn't found on other versions.)
You get $200 the 1st time you succeed, which doubles each time you succeed af-
ter that.
Stallion: Pontiac Firebird '67-'69 except with two head lights, not four, and
vertical rear lights instead of horizontal ones. (It's fast with bad road grip
and cornering ability.)
I.30 Top Fun van: RC Bandit, RC Baron, and RC Copter
Top Fun van: a dirty gray van; on either side are three red stars above which
are two horizontal red lines, between which is a horizontal blue rectangle with
"top fun" printed on it in white letters. (It's also used in
"Demolition Man,"
I.39A, and "Bombs Away!" I.88.)
Entering one of the three Top Fun vans triggers an RC--radio controlled--ve-
hicle mission. Tommy stays in the van and controls the other vehicle with a ra-
dio frequency device. (So "aspirine" won't work on the RC vehicle--Tommy's
not
in it.)
You can skip the intro by pressing W. You can exit the mission by pressing
the LMB to blow up the vehicle. You can try again by re-entering the van.
(Sometimes, you need to move it a bit forward or backward, exit and re-enter it,
for it to kick in.) You might not take any vehicle you value to the mission.
Sometimes they've disappeared when I've gone for them afterward.
Top Fun van: GMC Vandura '86
RC Bandit
Enter the Top Fun van on the N area of the E island beach and to the E of the
block that looks like a cartoon nose pointed W.
This two lap race with an RC car against three others is miserable. If I had
to pick a couple of the most dislikable parts of the game, this would be one of
them. The packed sand course is slippery, has bumps and some sharp turns, and
the collision factor of the surrounding walls causes the RC Bandit to get stuck
on them unless you're driving fast enough to overcome it or carefully enough to
avoid them. It always took me a lot of tedious trial and error to beat this.
There's no timer to stop because you have to beat the other cars regardless of
the time it takes.
http://img92.imageshack.us/img92/9755/guide1005rcbandit1ka8.jpg
http://img92.imageshack.us/img92/7066/guide1005rcbandit2xn2.jpg
http://img185.imageshack.us/img185/5186/guide1005rcbandit3zu0.jpg
The "EDDIE'S USED BOILER...." sign at the W side of the track is the sign
found over Claude's Portland garage in GTA "III." (Thanks to
ThaddeusMcKlown at
the GTA Forums web site.) The phone # on the sign, "555-8383," was also
used by
Jerry Seinfeld's character "Jerry Seinfeld" as his car and home phone # in
the
1989-1998 TV series "Seinfeld." (Thanks to Michael Hunt at GTA Forums.)
http://www.gtaforums.com/index.php?showtopic=205000&st=40
http://www.gtaforums.com/index.php?showtopic=205000&st=60
http://en.wikipedia.org/wiki/Seinfeld
http://en.wikipedia.org/wiki/555_telephone_number
Demarest's way to alter the handling.cfg code for RC Bandit (THANK you)
An advantage of the PC version is the ability to modify the files for the
game.
I tried adjusting the top speed, acceleration, and traction in sand, and it
only made things worse. I gave up on it, and figured this was the best Rockstar
could do. I thought they should have dumped the idea and put something else
there.
Demarest, of the GTA Forums web site message boards and Liberty City mod team,
had a very helpful idea for me. If you change the Bandit's handling, you change
it for the three competing Bandits as well. So you have to come up with some-
thing that's to your advantage, given your driving ability compared to how the
competitors are programmed to drive. He wrote that you could make it easier
with a file change.
(If you do that, 1st go to C/Program Files/Rockstar, right click it, click
"Properties," uncheck the green dot to make it a writable file, and click
"OK" a
couple of times so the subfiles and folders are writable, too.)
Go to the data/handling.cfg file. Copy the line after RC Bandit somewhere,
like Notepad, as a backup, then change the original to this (making four of the
numbers different):
2000.0 0.8 1.5 1.0 0.0 0.05 -0.1 70 1.60 0.75 0.49 1 75.0 80.0 4 E 5.5 0.50 0
25.0 1.8 0.1 0.2 0.05 500 0.28 -0.08 0.5 0.0 0 0 1
In other words, change B from 100.0 to 2,000.0, change J from 1.10 to 160.0,
change O from 35.0 to 80.0, and change V from 1.6 to 0.8. This increases the
mass, acceleration, and cornering traction, decreases the spring force of the
suspension.
If, like me, you'd rather win this in a handful of efforts instead of hours, I
can happily recommend it.
You get $100 for coming in 1st. And, thanks to Demarest, you can take the
sign off RC Bandit that says, "Not for human beings."
RC Baron
Enter the Top Fun van on the NW corner of the top floor of the North Point
Mall parking garage, which is on the NW side of the mall.
This is a one run course race with an RC biplane against three competitors.
Go through disks down the W side of the E island, around the S end, and a bit up
the E. You fly over the roads just over lamp post height most of the time.
http://img55.imageshack.us/img55/7646/guide1006rcbaron1bx1.jpg
http://img133.imageshack.us/img133/9275/guide1006rcbaron2jg2.jpg
http://img133.imageshack.us/img133/5243/guide1006rcbaron3dl0.jpg
http://img440.imageshack.us/img440/6860/00gta1rcbaron8za.jpg
Remember to fly past the end of the "cartoon nose pointed W" block and cut
across the water to make a right turn that goes between palm trees to get anoth-
er disk over the road.
Remember to turn right over the pizza shop roof to fly over the channel to
resume following another road from above.
Remember to make a hard left at the S end of the island and go up for a disk
then right back down so you don't smack into the back of a billboard.
Remember that the horizontal white traffic posts over the road are non-solid.
If you're new to the course, look at your radar for the dim red dot beyond
your next one, which is bright, and do the same with the disks on your screen,
to help you plot the course.
Ironically, though Rusk makes the PS2 RC Bandit sound easy and it isn't on PC,
this one isn't so bad on PC as Rusk makes it sound for PS2. Remember to keep W,
acceleration, going the whole time. Use A for left, D for right, Number Pad 6
for up, and Number Pad 9 for down. Once it gets going, W is enough to keep it
aloft, and you'll usually just need to push the plane down with NP9 now and
then. A sharp turn makes it dip, but you can compensate for that with NP6. If
the plane hits the ground, turn it to an open area and get it flying on course
again. I hit the ground with it twice and won, anyway. I've played the game a
number of times, so I'm used to the course and the game physics for the plane,
and I usually get this my 1st time now.
Press the LMB to make it blow up and end the effort.
Rusk notes that if you switch the "camera" view (with V) to 1st person or
cinematic in a vehicle before having Tommy enter the Top Fun van, it changes the
"camera" view for the RC Baron from above and behind to behind it.
If you try to send it into the mall, it blows up. If you try the Washington
Beach police station, the doors are closed. The only ulterior use I found for
it was to use it with the various land and sea vehicles to practice for "Bombs
Away!" (I.88).
You get $100 for coming in 1st.
RC Raider Pickup (using the RC Copter, the file name for the helicopter in
handling.cfg.)
Enter the Top Fun van in the S parking lot of the airport. To get to it, go
down the road that goes down the middle of the S end of the W island. Where the
road divides, go right, then through the entrance on your right--it's on your
left. Leave your vehicle about half past the white building to the N of it so
it doesn't disappear.
http://img519.imageshack.us/img519/6782/guide1007rcraiderbh4.jpg
http://www.rctoys.com/draganflyer5tipro.php
You fly the wobbly RC Copter through 20 disks placed one at a time around the
S tarmac and structures of the airport and the "Vice Surf" billboard. As it
goes through one, check the radar and screen to find out where the next one is.
It's timed, but it's not a race and there's no time limit, and you don't have to
try to best your previous time unless you want to for your Stats, so the pres-
sure is off. (I let the timer run to see if there's a time limit, and gave up
after 50 minutes.)
The easiest way to control the RC Copter is to use nudges of A or D to point
the teardrop-shaped icon on the radar at the red blip you're aiming for, then
use little nudges of NP9 to go forward. Use turns with Q or E sparingly be-
cause they have a tendency to oversteer, making you repeatedly press one then
the other if you press one of them. If you use them, wait for the "camera"
to
swerve behind the helicopter before you go forward. It's slow, so be patient,
or you'll waste time making it swerve and wobble and getting reoriented. Try
patiently making smaller presses of the buttons to get the RC Copter to mimic
the behavior shown with a bigger helicopter as best you can.
The last disk is between the blue crate, at the S end of the crates under the
shelter, and the red crate S of that.
I think the wobbliness of the RC Copter is due to certain normal game physics
for an average sized helicopter being applied to a tiny (3'?) one. Held too
long, A. D. NP6, and NP9 make it do a loop de loop, and Q and E make it swirl in
circles. The "camera" only uses the speed to get behind the subject it
usually
uses. So the "camera" is usually busy trying to swirl to stay behind
something
that makes a big degree of arc if you turn with any more than the least move-
ment. (Try a mid-distant back view for the Hunter to see the other extreme.)
See "I.100.D.eee Helicopters--How to make the RC Copter easier to fly" if
you'd like to change the data\handling.cfg file and make it easier to fly the
helicopter that's the hardest to control.
Be careful to avoid banging into things because the RC Raider will burn and
explode--again, "aspirine" won't work because it's not a vehicle Tommy's
inside
of.
You get $100 for doing it.
I.31 Hyman Memorial Arena: Hotring, Bloodring, and Dirt Ring
The Hyman Memorial Stadium is the most NW structure on your in-game map and
radar. Have Tommy enter it on the E side between 20:00 (8 pm) and midnight,
when the door in the middle of the upper landing is open, to cue the mission.
Check the billboard and the moving message in lights in front of the stadium
to see which of the three events are available that night. One of the three
events are advertised on them for 24 hours beginning every midnight. You can
read the billboard from the roof of the Hyman Condo.
Entering the stadium triggers the advertised mission. You can exit the mis-
sion by having Tommy enter a shaft of light in the location shown in the intro.
(If you exit the mission, the screen says you "bottled it," which is U.K.
slang
meaning you lost your courage.)
You can advance the game clock six hours by saving the game, and set it so
Tommy has plenty of time to get to the stadium while the entrance is open, such
as by setting a game to start at around 20:00 with Tommy at the Hyman Condo. If
you fail the mission, you can then erase the effort by starting a new game and
load your earlier save game to get Tommy back to a convenient time and place to
try again.
And a couple missions have some off-the-wall unofficial side thing or two you
can do with them.
Hotring
12 laps around an oval track with aggressive drivers that crash, burn, and ex-
plode a lot.
You can skip the intro by pressing W.
Your effort is rewarded if you come in 1st, 2nd, or 3rd, which, along with
your best overall time and best time for one lap, is recorded in your Stats.
Thanks to spaceeinstein for the tip that you need to come in 1st for 100% com-
pletion of the game.
Sometimes speeding carefully (be ready to slow down and brake since you can't
drive through metal) through the opening onslaught can work. Touch the brake to
help turn to the inside without hitting the wall. Use your handling skills, be-
cause that floor can get slippery when you're trying to press your limits of
control and speed. Using "aspirine" is faster than going to the pit stop
and
waiting for it to repair your car.
How to be the only one in the Hotring
A variation you can try is to drive into the blackened alcove along the out-
side wall. Back into the back wall with the passenger side against the side
wall. Have Tommy get out, equip him with the Minigun, and have him blow up the
other contestants. One choice then is to drive the race uncontested--you won't
have as fast a time as the regular way, but you'll come in 1st.
Another choice is to go back into the alcove and you'll see a car flashing on
and off. This represents your replacement contestants you've blocked off trying
to get out to the track. (When you drive the race normally, you can get smacked
by them flying out of this alcove.) If you have Tommy shoot the Minigun at it
you can get hundreds of Tires Popped with Gunfire in your Stats in a minute.
(Thanks to spaceeinstein's web site for these Hotring variations.)
You get $5,000 for 1st place, $1,500 for 2nd, and $500 for 3rd.
A trophy will appear on the TV at the mansion.
Hotring Racers:
Hotring Racer is the one that looks like a Ford Mustang LX '83-'86 with some
Ford Mustang GT '87-'88 hatchback features. In the unmodified game, you only
see it in Hyman Stadium. You can get it for Tommy by using the Car Spawner by
Demarest utilized in spaceeinstein's "All In One Mod" for "Vice
City" (see
I.100.D.f "Miscellaneous mods").
Hotring Racer A has a front end that looks like a Chrysler Laser/Dodge Daytona
'84-'86 or a Vauxhall Firenza '73-'75--a "Droopsnoot"--was grafted onto a
Ford
Thunderbird Aero Bird '87 modified for NASCAR racing. The engine hood always
has decals advertising "THE BURGHER SHOT" and "Pets over night."
You can make
it appear with the "getthereveryfastindeed" code.
Hotring Racer B The body overall looks like a 1987 Chevrolet Monte Carlo Aero
Coupe except with the grill made a bit narrower horizontally--like something
Dale Earnhardt would have known about. The engine hood always has decals adver-
tising "Drink Sprunk" and "SUMO."
You get Hotring Racer B at Sunshine Autos after you complete the 4th vehicle
list there--after I.63. The "getthereamazinglyfast" code can make it
appear,
too.
Bloodring
A demolition derby on a slippery dirt oval with high sloped sides
http://en.wikipedia.org/wiki/Demolition_derby
http://www.pbase.com/slug/demolition1999
http://www.riverheadraceway.com/rrderbyg.html
You can skip the intro by pressing W.
You have a short time each time to drive through one glowing yellow disk worth
ten seconds in a succession of such disks, and thereby add to your time score,
which is measured in 60 second increments. Another car may get to the disk 1st,
so you have to try for the one that appears afterward in another location.
You have to get that up to 60 seconds to pass the mission the 1st time, 120
seconds the 2nd time, etc. You fail if it goes down to zero.
The Stats also count the number of other motorists you killed. One unusual
car damage rule is used for this: if you hit another car, you only damage it,
and if they hit your car, they only damage your car. After you get the time up
to 120 seconds, you might want to just play at seeing how many cars you can blow
up.
This is another one you might want to use "aspirine" for. The game sets
your
car upright if it flips over, but not always fast enough to keep it from blow-
ing up, or the time from running out, while the other cars are banging into it.
Use A and D to try to set it upright. I reload the game if Tommy gets wasted.
Just go forward, brake, go backward, go around the sides instead of through
the chaos in the middle if you have to, so you go through the yellow disks.
This becomes easier after you get 100% completion for the game, because any
vehicle Tommy is in will be able to take twice the damage.
You get $1,000 for each success and $100 for each car destroyed by you or any-
one else.
A trophy will appear on the TV at the mansion.
If you succeed in getting 60 seconds worth of yellow disks, a couple of Blood-
ring Bangers will always be at the SE side of Hyman Memorial Stadium.
Bloodring Bangers: as I wrote in I.9.B, I don't think these look exactly like
any real cars but each looks like hybrid of two real cars--a '57 Chevrolet Bel
Air and a '61 Dodge Dart (Bloodring B also has the brake lights of a Dodge Dart
Phoenix '60). Bloodring A looks like a "Vice City" Oceanic and Bloodring B
looks like a "Vice City" Glendale, each customized for use in a demolition
der-
by. (Both of them make it seem like the nice small car manufacturers described
in that section said, "You know what? I don't think people go for traction at
all." If you want an actual '57 Chevy Bel Air, and all in one piece, go to
I.100.D.e for DiCanio's or Klarnetist's mods.)
Dirt Ring
A stunt course in an oval county fair carnival-like setting
You can't skip the intro by pressing W for this one.
Drive through the glowing disks amidst loop de loops, a short dirt track which
includes one disk you need to pop a wheelie to hit, flaming hoops to jump
through, and acts of driving legerdemain over junked cars (pop a wheelie to get
onto one), boards, and jagged pieces of white wall turned narrow side up. If
Tommy falls off the bike and doesn't get back on in 30 seconds, you fail the
mission.
How to pick your time for the dirt bike event
There is a gimmick you can use to fool the mission clock, if you want to. Get
a Sanchez and drive it into the entrance to the end of the room. Back up till
the camera angle changes, then hit F twice to have Tommy get off and back on.
This can take some trial and error and repositioning of the Sanchez to make it
work. When it works, the interior of the stadium loads--the cutscenes of the
carnival-like setting are shown--while Tommy boards the bike.
Then you're back in control of Tommy, who's sitting on the Sanchez he drove in
with. A pink arrow points down at the Sanchez intended for the mission--the
timer won't start till he gets on that one. You can have Tommy drive through
the glowing disks with the Sanchez he went in with, but leave one disk for a
real easy stunt. Then have Tommy get on the other Sanchez, starting the timer,
and drive through the remaining easy stunt creating whatever time you like.
You can even drive through all the disks before getting on the intended San-
chez, at which time the timer starts and stops in the same instant, creating a
time of zero seconds, although that looks a little absurd in your Stats. Rusk
adds that a time of 0:00 will show up on your Stats, but won't count toward 100%
completion of the game. So I'd use the gimmick for a small time, but not zero
seconds (unless you already got, or plan to later get, credit for the mission
with some other time).
You get $5,000 for over 10 min., $10,000 for under 10 min., and $50,000 for
under 5 min..
A trophy will appear on the TV at the mansion.
Sanchez: Yamaha DT dirt bike (a Kawasaki KX is similar)
A billboard outside the oval says "VICE STREETRACER EARN CASH NOT KUDOS."
The same message is over the map at Sunshine Autos for the street races (I.71).
This may be a rib of games like "Stunt man" and "Need for Speed
Underground,"
etc., where you earn cash, kudos--points, and vehicles.
I.32 Rampages
There are 35 Rampages, each triggered by sending Tommy on foot into a pickup
with a skull on it. Tommy has two minutes to kill some number of a gang or de-
stroy so many vehicles with the weapon provided (you can't scroll to a different
one). The gang at each Rampage pickup is chosen randomly with each attempt.
Have full health and armor for Tommy 1st. Rusk's latest update notes this
idea from Monkey Man: before the Rampage, switch to the same weapon slot as the
weapon provided by the Rampage or the weapon you had in that slot will be gone
afterwards. If you fail, the skull pickup appears again, but I would save near-
by so I could reload the game and be conveniently nearby rather than save a mis-
sion failure. You'll probably be able to do most of them the 1st time, though.
You might wait to do certain Rampages after getting the Fast Load feature from
"Rifle Range." It especially speeds up the shooting speed of the Rocket
Launch-
er and either sniper rifle.
When shooting at groups that run to Tommy to retaliate, have him get some dis-
tance so he can shoot them in the order of their proximity to himself before
they can get close. If any get closer, have him back away and shoot. If worse
comes to worse, have him run away a bit then turn and continue. A weapon can be
useless when the target is right beside Tommy, and you can't scroll to Fist/
Brass Knuckles to have Tommy punch his way out. If Tommy doesn't get a retali-
ator before going to next nearest target(s), the ignored retaliator may shoot
away Tommy's armor and health.
When doing a forward drive-by on a PCJ 600 or Sanchez, do something similar,
using some slow to moderate forward movement so you can control the bike while
you waggle side to side to aim your shots. Only go faster to get to the next
spot or elude any close gang members or police, who will knock Tommy off the
bike. On a bike, I'd plow through a number of clusters trying to get most or
all of them without worrying about any strays that were missed, then return over
the area to get the new batches that appear.
Otherwise, go after the targets doggedly, since some rampages are more gener-
ous about providing targets than others. You can listen for the gang's typical
chatter as well as look to figure out the whereabouts of the targets.
Rhino cannon shots count for certain ones, as was true in "GTA III." (See
the
"Rhino Tank FAQ" by Azraelot, aka Mathew Rorie, in the "Grand Theft
Auto III"
section of the Gamefaqs web site.) Unfortunately for drive-bys, the "Vice
City"
Rhino tends to shoot over the target's heads. You get the most targets with it
by shooting at walls targets are by to get them with the concussive effect of
the blast, and that doesn't come up often enough with some of them. I wouldn't
use it for R20, for example, for that reason. It makes any vehicle destruction
rampage easy, for example, which especially stands out as a help for one like
R1, which doesn't create enough targets for the originally intended method.
The recent updates by Rusk include the use of the Rhino with most of the ram-
pages. I won't guarantee the same results for all of them on PC. For example,
the Minigun, Chainsaw, M4, and Katana originally intended for some are already
very easy to use on PC. A few that are a bit harder as originally intended,
like R20 or the two Little Haiti rampages, were a bit harder with the Rhino,
too, but so were a few that are easy the original way. And the Rhino disap-
peared for some, like R4 and R5, if Tommy just went into a building or yard and
came back out. Have Tommy exit with the door open to try to keep the Rhino in
the game--I never realized how prone it is to disappearing. The ones that were
the easiest for me with the Rhino as an fun alternative, besides the vehicle
destruction rampages, included rampages 3, 6, 7, 22, 23, 26, 27, and 30.
Drive-bys count for vehicle destruction rampages. The PCJ-600 and an MP might
work, and the "EP" Admiral and an MP might be even easier, if you try that,
but
I'd rather use the Rhino for them.
Hunter and Sea Sparrow machine gun bullets count for certain ones, and Hunter
rockets count for certain others. If you use the Hunter rockets, which don't
have auto-aim, you might want to use "aspirine" to heal the Hunter if you
bang
it into lamp posts, and don't have Tommy shoot anything close by or he'll be
wasted in a moment.
You get $50 for the 1st success, and the reward goes up another $50 each time.
After the rampage, you can also gather any money and weapons the targets left
behind.
Any wanted wanted level created by a Rampage disappears after the Rampage. It
isn't great for Wanted Stars Attained/Evaded, but what can you do?
Rampage pickup reached by helicopter or boat: R1. (I recommend the Hunter
helicopter.)
Rampage pickup reached by helicopter only: R28.
Rampage drive-bys: R12, R17, R22. (I recommend the PCJ 600. If you modified
the Pizza Boy for I.21 and didn't change it back, you might use it.)
Rampages to destroy vehicles: 1, 31, 33, 34. (I recommend the Rhino tank.)
Rampages with a Chainsaw (see I.10 Weapons for the segment about fast Chain-
saw attacks): R6, R13.
Southern Ocean
R1 On the wooden platform with no roof (where H1 was) W of the light house
and in the sea in the middle of the S area of your in-game map.
Destroy ten vehicles with a Rocket Launcher.
The game normally doesn't produce enough targets in this location. You can
have Tommy fly to the street by the light house on the E island with the Rocket
launcher and find targets more often, or you can have him use the Hunter and
hunt for boats with the auto-aim machine gun, which counts for this. You could
also fly Tommy over to a Rhino, stored at Sunshine Autos, to do this.
Rusk has advice which works for PC: do this in the day and have Tommy get a
three star wanted level before flying to the platform so he has police boats to
shoot. (I'd just add that you should have Tommy shoot from the stairs or where
there's no railing or he'll be damaged or killed by the blast. Completing the
rampage removes the wanted level, but adds that many stars to Attained and not
Evaded in your Stats.)
Ocean Beach
R2 On the gravel path. not on the map or radar, that winds SE from the S end
of the E-most road.
Ply 30 gang members with Molotov Cocktails.
Save at the Ocean View in case you want to redo this. This one is very easy,
so you might plan to do this one when you're ready to try the Firetruck mission.
It's an easy way to get a Firetruck on the east island. The truck usually shows
up, and you can redo it if it doesn't. Just make sure Tommy is far from the
targets he throws Molotovs at, and doesn't go near any fires he starts, because
he can lose a lot of armor and health if he catches on fire for a bit. He can
tolerate it once, maybe twice, with full armor and health.
The game creates more than enough groups of targets, and there's a lot of mon-
ey to pick up afterward.
Washington Beach
R3 On the little section of beach at the S end of Washington Beach.
Show 30 gang members how they do it at Big Bill's Bowls with a vehicle.
Take a fast car to get the pickup. Then just run over targets convenient to
get on your way to the sidewalk by the street or you'll waste time sliding
around missing targets on the slippery sand. Drive up and down the sidewalk and
over groups of gangsters. The Rhino works for this, too, but it's slow, so use
the gimmick of firing the cannon backwards to speed it up if you do that.
Ocean Beach
R4 On the SW corner of the 1st floor roof of the Ocean Beach parking garage.
Go inside to the 2nd floor and jump out onto the roof. The garage can be en-
tered by either the E or W end of the E-W alley of the 2nd block from the S and
E. (It's the same garage used for J31 and "Guardian Angels.")
Zoom in insightfully on 25 gang members with the .308 Sniper Rifle.
Equip the scope with the RMB and zoom with Z and X. If you don't see targets,
look away, equip the scope, and look back so the game generates them.
R5 From the entrance to the stilt building (the N side of the 3rd block from
the S and E), cross the street to the farthest left opening between hedges. Go
through it, continue between some buildings, then go right; the pickup is behind
a tree.
Impale or behead or leave the mark of Zorro on 10 gangsters with a Katana.
You can't just cut the targets with the sword, you have to push it through
their bodies or cut off their heads. The LMB fast attack gimmick doesn't help
with this.
If you want to try a Rhino drive-by, though you usually only get targets that
are killed by walls you shoot the cannon at, this is a good choice because you
only need to get ten targets.
R6 It's past the opened door of a pink wall, which is S of the gas station
and on the E side of the block, 3rd block from the S and E. (A plaque by the
door can be read with the Sniper Rifle scope: "Cochrane Heights
Condominium";
"GTA III" had the Cochrane Dam.)
http://img67.imageshack.us/img67/3610/00gta1screenvc45cm2.jpg
Gang dismember 20 gang members with a Chainsaw.
Have Tommy jump towards targets, then walk him at them, then hold down the
LMB, too, to have him hold the Chainsaw before him, and steer with the Mouse, to
speed him up a lot for this. He's liable to attract police attention, so, when
you're done, have him run to the bribe in the sunken shopping center in the mid-
dle of the 2nd block from the E and 2nd block from the S.
R7 On the lawn by the SE corner of the W of the two Ocean View Medical Foun-
dation buildings N of the NW curve of the 2nd block from the S and 4th block
from the E. You can have Tommy jump from atop a vehicle, even a bike, to get
from the entrance area to the raised lawn beside it to the E.
Rifle down any objections created by 25 gang members with an M4.
Go back and forth on the raised area to keep retaliators and policemen at a
distance.
R8 On the lower SW section of the top floor of the Washington Mall parking
garage (also used for J29). To get there, go up the spiral ramp on the E side
of the block, 4th block from the S and 3rd block from the E.
Aerate 25 gangsters with your Shotgun, Junior Walker.
Have Tommy get the rampage pickup, go to the middle of the roof, and jump down
onto the upper walk of the mall. Have him go at the gang clusters with some
speed because this one doesn't always create enough targets. If the look around
then look back gimmick, and looking around, doesn't create enough targets on one
floor quickly, try the other one.
Rusk's recent idea for the Hunter, firing the rockets from over the water at
the gangsters near the wall along the sidewalk by the medical building, is a
good alternative.
Washington Beach
R9 Go E from the E end of the Starfish Island bridge, go right, and turn off
the road to the right to go up the steps with potted palms at the top. Then go
left to R9, which is between the E end of the pink and dark peach house and the
dark peach wall.
Demonstrate martial law to 25 gang members with an MP.
Run around the patio getting groups of gangsters. The MP lets you move and
take down targets quickly.
Vice Point
R10 At the E side of the Standing Vice Point Hotel just S of the opening be-
tween the hotel and the wall around the back pool area. The hotel is N of the
6th block from the S and 1st block along the E, and S and across the street from
the Malibu Club.
Gently but firmly put your foot down to 30 misunderstood miscreants with
a S.P.A.S. 12.
Have Tommy run around another patio getting groups of gangsters. Chose a dis-
tance you can pick off the retaliators of a gang with considering you can't move
quickly with a shotgun.
R11 At the end of the high dive board behind the Standing Vice Hotel.
Be-still 30 restless gang members with a .308 Sniper Rifle.
Use the look away, re-equip the scope, and look back gimmick to create
targets. The game should produce enough of them to get this the 1st time.
R12 It's at the end of the road that ends in a loop W of the Malibu Club.
Drive-by to soften the hard outlooks of 35 rebels till they feel all Uz-I
inside. (Normally, I'd recommend that you use a PCJ-600. But if you modified a
Pizza Boy for I.21 and left it that way, use it.)
The easiest way for me to do this was as a PCJ 600 drive-by shooting. Use the
usual concern to have Tommy start shooting when you feel you can pick off all
the retaliators that may rush to him, with the added concern to move forward
just fast enough to waggle your aim side to side, and with the added benefit of
being able to speed off if they get close.
Rhino cannon shots count but, unfortunately, it tends to shoot over the tar-
get's heads. You get the most targets with it by shooting at walls targets are
by and killing them with the concussive effect of the blast, and that doesn't
come up often enough. R20 is a bit easier with the Rhino.
Hunter and Sea Sparrow machine gun bullets don't count, but Hunter rockets
count. If you use the Hunter, you might want to use "aspirine" to heal it
if
you bang it into the lamp posts, because the PC Hunter rockets don't have auto-
aim, and don't shoot anything close by or Tommy will be wasted in a moment.
R13 Go E from Leaf Links club house, over the hump in the road which is a
little bridge, then go N off the road through an opening between the concrete
wall and the beige wall of Mercedes' house. Go left to R13 on the S end of the
pier.
Break down 20 gangsters walls of alienation with a Chainsaw.
As mentioned in I.9.A, Left Mouse Button Attacking, it can help speed Tommy up
for this to pulse jump, Space Bar, till he's near a target. Then walk him, W,
toward it and add the LMB, and keep holding down both so he keeps the Chainsaw
pointed forward while you walk him into targets. He's liable to attract the po-
lice; there's a bribe behind the building across the street SW of the base of
the road that ends in a circle.
I've had a glitch a couple of times that caused this pickup to reappear after
I did it and the next several rampages. It stayed done after I did it again.
So if you do a few more and find you're one short, try looking here.
R14 Go to the N end of the E side of the beige wall around the back of the
building with several big horizontal bands of different hues of beige, which is
across the street to the E of the N end of the E side of North Point Mall. You
can also approach R14 from the NW side of the beach.
See how lucky 25 punks feel about your .357.
It's true, as Rusk suggests, you might send Tommy into the Mall to reduce po-
lice attacks, but I got more targets more often on PC doing this with Tommy on
the nearby sidewalks or by staying on the beach where the pickup is; you can
send him to the E shore, where peds and police don't spawn, if you want him to
evade the police.
R15 Just S of the E entrance of North Point Mall.
Make the area around the mall more spacious to the tune of 35 less loi-
terers with your M4.
You can have Tommy get targets quickly at some distance with an M4. Do this
on the sidewalk and street or the beach nearby like R14.
R16 Over the raised planter in the middle of the W side of the 2nd floor of
North Point Mall.
Chaperone 30 gang members to another level of being with a Rocket Launch-
er.
Have Tommy keep moving, and look and listen for targets. One bazooka blast
can kill a bunch, so don't get Tommy too close to them or anything else when he
fires or you'll hurt or kill him.
R17 Along an E-W stretch of the road at the N end of the E island, on the W
section of that stretch, on the N side of the road, is an apartment building
with a sloped driveway at the E side of it. Go up the driveway and you'll see
R17 behind the building.
Drive-by 30 social aberrations and playfully call out, "I see
you--Uz-I?"
(I recommend taking the PCJ 600 to this function. Again, if you modified the
Pizza Boy for I.21 and left it that way, you could use it instead.)
As with R12, use the drive-by advice given at the start of this section. For
a little variety, you might want to use the Hunter rockets. This one was easier
for me with the Hunter than R12 was, and which I didn't recommend it for.
Downtown
R18 Go E from the E end of the Hyman Condo alley. The V.A.J Finance building
is the 2nd from the end on the right before the road curves S. The pickup is S
of the huge statue of a bowling octopus on the patio that runs through the
building.
Brink the chasm of misunderstanding for 30 sorely misunderstood misan-
thropes with a Minigun.
Are you kidding? You've got a Minigun. It would be harder to screw this one
up. Try to focus your wanton destruction just where you need it to be to mini-
mize police attention.
("VAJ," pronounced "vadge," is U.K. slang for
"vagina." Likewise, "vagetar-
ian" is U.K. slang for "lesbian." Thanks again to:
http://www.peevish.co.uk/slang/)
What that has to do with the bowling and the octopus, I'm not sure, but I do
know this: this is one strange woman. And that's how we like 'em--strange but
fun.
R19 Go W from the W end of the bridge from Prawn Island to the W island.
It's atop the winding stairway on the W side of the 2nd building on your right.
Brighten the neighborhood with 40 Molotov-moistened malcontents.
Keep a good distance between Tommy and targets unless you got the fireproof
feature from succeeding with the Fire Truck mission.
R20 At the top of the long set of stairs S of the Downtown Ammu-Nation. To
get to the stairs, go W from the W end of the bridge from Prawn Island to the W
island and make the 1st left--the stairs are on your left. (The stairs are also
used for J2 and "Hogtied.")
Clarify some fine points of the handgun laws to 25 lawbreakers with a
.357.
As usual in such things, have Tommy start shooting at a group with enough dis-
tance so he can pick them all off as they run at him to retaliate.
You might try the Rhino for this, though you mainly kill targets who are near
walls you shoot at, because there are a lot of walls around the area. If you
do, just stay in the area and give yourself enough room to turn around in away
from attackers.
Hunter rockets count--again, you mainly get targets by shooting at walls
they're close to. If you use the Hunter, you might want to use "aspirine"
to
heal it if you bang it into the lamp posts because the Hunter rockets don't have
auto-aim, and don't shoot anything close by or Tommy will be wasted in a moment.
R21 By the walkway to the floating helipad at the Hyman Memorial Arena.
Diminish the attendance at the Hyman Memorial Stadium by 30 gang members
with a Flame Thrower.
Have Tommy keep moving, including back and forth on the upper walk of the
stadium, to generate targets, which you can often hear. If you have the fire-
proof feature, just go nuts.
The Hunter rockets work for this. There are enough stairs and walls around to
get targets with the concussive effect of the blasts.
R22 In the alley on the W side of the building S of the Well Stacked Pizza
store at the SW corner of the Downtown roads.
Subjugate a subdivision of 35 subversives with your submachine gun till
they're subdued. (Use a PCJ 600 with the Uz-I provided.)
Have Tommy shoot forward on his PCJ 600, and waggle the aim a bit to get the
cluster. As in all these things, go at it like a hungry dog after some meat,
but with enough bike and stealth sense to keep control of the bike and avoid
having Tommy get knocked off of it by the gang members or police. If Tommy gets
knocked off and you can't have him shoot the gang members near the bike, or run
to lure the police from it, then run back to it, just reload the game--it hap-
pens.
As with R12 and R17, you could try the Hunter rockets for this, but this was
the hardest of the three for me to do that way, so I don't recommend it. The
PCJ 600 drive-by is much easier.
R23 At the NE corner of the Moist Palms Hotel, which is on the W side of the
main N-S road at the S end of Downtown. Your in-game map and radar show the
several driveways that converge into one in front of it.
Put on a performance for 30 amateur reviewers with divine miss M60.
Use the usual shooting strategy, except you have an M60, which is like the
Minigun, and you usually get biker gang members, who are among the easiest to
shoot down. This is a relatively easy one--have at 'em.
Little Haiti
Haitian gang members can run fast, carry strong weapons, and can take a little
more effort to kill. You're more likely to get Haitian gang members as targets
here.
R24 Over the cobblestones at the W side of the small one story building near
the "Welcome to Hell" ("Haiti" painted over) billboard at the
outside of the NW
curve of the big SW-most block of Little Haiti. It's the S of the two blocks
there that look like a face looking E, except the face is smashed flat, cartoon-
style, on this one.
Find 35 a 12 gauge Sporting Purpose for American Sociopaths with a
S.P.A.S. 12.
Use your general shooting strategy. While you can't run fast with a shotgun,
it has a powerful spread at a medium distance.
R25 Behind the little pale green house with a dirty concrete roof on the same
"cartoon with a smashed face"-block mentioned for R24 (the big block in SW
Lit-
tle Haiti), except it's the 2nd house from the N on the W side of the N-S street
on the E side of the block.
Hip 30 to take five with a Tec-9.
Have Tommy get back from a cluster and start shooting so they run into his
line of fire. Have him back up shooting, and, when need be, run away to keep
his distance. Don't try to make anything of him being surrounded--just try to
have him evade it, then continue.
Little Havana
R26 In the middle court of three basketball courts in the middle of the Lit-
tle Havana block that's green with white dots on your in-game map and radar.
Enter the area from the middle of the N, S, or E side of the block.
Insist that 25 with terrible judgement in picking a priority group ride
Shotgun while you drive.
The Shotgun is a little slower than the S.P.A.S. 12 of R24, but the Cuban gang
members you're liable to get are a little less aggressive, too. It's a milder
version of R24.
R27 On the loading bay area at the SW corner of El Banco Corrupto Grande. To
get to the bank, go N from the Starfish Island bridge on the main N-S road of
the W island. Past the 1st left, it's the place on the left with a Gruppe Sechs
Securicar parked in front of it.
Infuse Oriental culture into 10 ethnocentric eccentrics with a Katana
Sword.
As before, sword killings only count favorably with insertion or making them
lose their heads, not if Tommy cuts or beats them to death. (It's like the OJ
trial again. Duck under your seats till that joke goes by, too.)
Hunter rocket blasts count, and there are only ten targets this time, if you
want to try it for all or part of this rampage.
R28 Take a helicopter--it's on the roof of the building N of Cherry Poppers.
From the W end of the Starfish Island bridge, Cherry Poppers is across the
street and to the S.
Make sniping comments to 20 anti-social types with a Sniper Rifle.
Use the look away, re-equip your scope, and look back gimmick to keep targets
spawning.
Rusk's recent idea to use the Hunter and search for targets while flying down
to Viceport is a good alternative.
R29 On the NW corner of the roof of the building with a red and white awning.
To get there, go S from the Starfish Island bridge on the main N-S road of the
W island and turn right; where the road makes a 90 degree curve to the N, it's
on your left. (This roof is also where H77 was.)
Beat some German chocolate out of 20 ne'er-do-wells with a Kruger.
Use the turn away and look back gimmick from the roof to keep targets appear-
ing below, and have Tommy jump down to the ground to get some that may go out of
view below, next to the building, near the end of it if you have to.
Viceport
R30 By a real big shrub at the SE corner of the Hooker Inn. To get to the
Hooker Inn, go S from the Starfish Island bridge on the main N-S road of the W
island. Go right, go through the intersection, and it's on your left.
Promenade 35 gangster blades to the nether shades with some hand gre-
nades.
The grenades will take out whole clusters, best thrown at from at least the
width of the street away from them. You just have to keep Tommy running and
tossing, and it should be easy.
R31 On the E side of a post on the S end of the big ship at the S end of the
E coast of the W island. Use the ramp at the S end of the ship to get there.
Lift 15 vehicles to a state of transport with a Rocket Launcher.
Use the Rhino instead.
Typically, this doesn't create enough targets for the Rocket Launcher in the
PC version, even if you block the road with a vehicle and get the van (at the
far left) and the Linerunner (at the far back) in the dirt lot across the
street. If that happens, the gimmick of trying to raise Tommy's wanted level to
get police vehicles doesn't help with this one. But if you try it, you may want
to have Tommy avail himself to the health pickup under the N ramp of the ship
between efforts when he can run.
I don't recommend the Hunter machine gun: the auto-aim didn't go for vehicles
but went for gangsters unless it killed all the gangsters and you pointed the
gun at a vehicle right ahead, and then it still might shoot to the side and not
at the vehicle! There weren't enough boats, etc. It's possible, but you better
move that Hunter like a Cheetah, and it doesn't have that kind of maneuverabili-
ty.
The easiest way by far was with the Rhino.
Escobar International Airport
R32 In the main airport terminal behind a divider wall on the SW side of the
1st floor.
See 25 gang members to their seats with a S.P.A.S. 12.
Again, pick a distance for Tommy to shoot at a group with that allows him
the time to get them as they rush to retaliate, keeping in mind, as with R24,
that Run, Left Shift, doesn't work with a shotgun equipped.
R33 On the N end of the W valley in the roof of the main airport terminal.
Get there by PCJ 600. If you use the Rhino, have Tommy jack a passing sports
car to do the billboard jump to the pickup. (This roof is also used for J10 and
H96.)
Change the handling files of 12 vehicles, without unchecking the "read
only" box, with the Rocket Launcher.
If you have Tommy use the Rocket Launcher, have him use the PCJ 600 to get the
pickup, drive NW to get the vehicles in the parking lot with a low wall around
it, then drive E to the grass across the street from the E end of the terminal
and have him shoot mainly E at oncoming traffic and away from gang members, who
will attack if he hurts any of them.
I don't recommend the Hunter for the same reasons given for not wanting it for
R31, except that this one was even worse.
You can have Tommy leave the Rhino, with the door open to try to keep it in
the game memory, on the tarmac to the N of the terminal, and jack a passing
sports car to use the billboard jump to get to the pickup on the roof and drive
to the tank. It's easy once you get the Rhino for it, except you better have
Tommy get into it fast, because the game spawns soldiers that shoot at him, on
top of the regular gang members created for the rampage that just attack if at-
tacked, for some reason. Once he's in the Rhino, the shooting doesn't create
any difficulty for the rampage, though.
Fort Baxter
R34 By the bushes E of Fort Baxter Air Base.
Remodel 15 vehicles with the Minigun.
It's safer to have Tommy go E and away from Fort Baxter a bit because the sol-
diers may attack him. The last time I tried this and they started shooting, I
just had him drive W on a bike for a moment and they stopped, so I got him off
of it and continued from there. Even if you get one of the more aggressive
gangs nearby, the Minigun makes that easy to handle.
This is easy with the Rhino, too. It's also easy to shoot boats with the
Hunter machine gun.
Starfish Island
R35 By the E side of the most W house on Starfish Island.
Form a fast bonding experience between 35 gang members and the Admiral
next to the pickup.
If you have Tommy drive there, make the W-most N turn from the main E-W
Starfish Island road; the house is the 1st on the left. Have him jump off the
roof of his vehicle to get over the gate, or jump off the black Dumpster by the
hedge in the yard to the N to get in the yard where the pickup is.
I tend to favor going back and forth over the road that forms an arc over the
N section, changing sidewalks if I think I'll get more that way. Try not to
wreck--it slows you down, and sometimes I just make it in time.
&&&&&&&&&&&&&&&&&&
amp;&&&&&&&&&&&&&&&&&a
mp;&&&&&&&&&&&&&&&&&am
p;&&&&&&&&&&&&&&&&&
;&&&&
I.33 The Rest of the Main Story Missions (continued from I.17.)
Learning that being a celebrity
gives you access to other celebrities that most people never have,
especially if you're ethically impaired in how you go about it--
and polishing off the side missions.
If you haven't already bought the non-money making properties, I recommend you
do it now. (See the ends of I.18 and I.19.) It makes certain missions easier
when you can prepare for them by saving the vehicles that help the most for them
in nearby garages. It's especially helpful to have a place to save the "Every-
thing-Proof" Admiral, and you'll soon have just one early mission to get it
from.
It should be easier for you to do these missions now that you have lots of
money, weapons and ammo, extra armor and health, the infinite run, the fireproof
feature, and experience in driving, flying, and fighting.
&&&&&&&&&&&&&&&&&&
amp;&&&&&&&&&&&&&&&&&a
mp;&&&&&&&&&&&&&&&&&am
p;&&&&&&&&&&&&&&&&&
;&&&&
There's a mission available from Lawyer Ken Rosenberg ("L" on the radar).
I.34 "Back Alley Brawl" Lawyer Ken Rosenberg
Voice actors:
Kent Paul: the stylings of Danny Dyer, creating nostalgia for the future. He
played Moff in the movie "Human Traffic," 1999.
Lance Vance: the intense action-adventure of Phillip Michael Thomas. He
played Det. Ricardo Tubbs in the 1984-1989 TV series "Miami Vice,"
Ken tells Tommy to see Kent Paul, a British music industry guy familiar with
the local cocaine dealers, at the Malibu. He may know something to help Tommy
hunt down whoever created the ambush of the cocaine deal at the start of the
show.
Note: after the cutscene, Tommy faces out from door, but you press S to have
him turn to it and back away from it, then control him as as normally.
Kent tells Tommy drugs are a "mug's" game--a "mug" is a stupid,
gullible per-
son.
By twisting his arm behind his back, Tommy gets Kent to tell him to check out
a chef who may be a lead.
(Kent refers to the chef as a "trumpetshifter." The best I've found so
far
for that is that "trump" is slang for "fart" in the U.K., and
"bugle" is co-
caine. "Cum" is used instead of a hyphen. To "shift" is to move,
which I'm
guessing in context means to move drugs--to sell them. If I'm right, "Chef cum
trumpetshifter" would be a chef-cocaine dealer. Thanks to the Carnegie Library
of Pittsburgh for help with that.)
(U.K. reader Colin Attle adds that it might also refer to the fact that some-
one like that may well "talk out of their butt.")
http://www.peevish.co.uk/slang/t.htm
http://www.probertencyclopaedia.com/browse/ZT.HTM
When you have Tommy confront the chef in the alley, whatever weapon you have
Tommy use will appear in the cutscene.
You could just run the chef down from the N (as Rusk notes, if you try to run
the juror down from the S, you have to bail 1st or the game shows a cutscene
with the car stopped and Tommy walking toward him), but you'll miss a bit of the
dialogue of the game. While walking Tommy to the chef, use the "walk and hold
LMB to prepare to punch, then release LMB to punch" gimmick, back up and repeat,
and kick, till he stays down, and get his cell phone.
Tommy meets Lance Vance, who flew the helicopter at the intended drug deal.
Lance says he wants his dead brother's "white lady," which is slang for
co-
caine. (Thanks to saintdave)
http://www.urbandictionary.com/define.php?term=white+lady
Lance says Tommy just silenced the lead he had a mutual interest in. Tommy
tries to ditch him, but three chefs appear with knives, and Lance throws Tommy a
Pistol and says to follow him.
The easiest thing to do is just have Tommy run (jump if he doesn't have the
infinite run yet) to stay right by Lance and get in the white Infernus (the blip
on your radar) and gun it.
If you have him stay and fight 1st, have him run away from the chefs a bit,
then turn and use something stronger than a knife. Pretend it's a mini-rampage
at the school of culinary arts. A Minigun will take each of them down if the
torrent of bullets crosses any part of them; a Chainsaw does a quick job, too.
If he gets a one star wanted rating, have him use the bribe in the alley to the
S. If he gets two stars, have him get that then run the other one off--also
easy to do.
The Infernus is very responsive and fast. Don't gun it the whole way or
you'll have to learn about using "aspirine" again, too. Just get it to
Ammu-Na-
tion and try not to try to drive through metal.
At Ammu-Nation, you'll learn how to buy weapons there. You walk Tommy into
the light, use A and D to admire their selection, press Left Shift to buy, and
press F to exit the deal. Since I have my weapons at my save places, and all
the free weapons scattered around the landscape of all the islands, to pick from
by now, I usually don't use it. Only the Pistol and Mac are available here now.
If you want to skip this part, press W.
Drive Lance to the Ocean View.
(My unedited PC version doesn't have the extra dialogue by Lance about the
Pole Position Club reported by eL dudE's Game Script FAQ, even if you have Tommy
park in front of it; it's on the SE corner of the 2nd block from the S and E.
Lance: "Tommy, every man needs a little R and R once in a while. This here's
the Pole Position strip club. You might want to drop in some time."
(The recordings of Lance saying those lines are files lanstp1 and lanstp2 in
the Grand Theft Auto Vice City\Audio folder. Rusk tells me he hasn't heard them
in the game, though, either. They may just be heard in a certain version of the
game or....?)
(Just when I was so glad the radar let me stop doing that W on the main N-S
road stuff.)
You get $200.
Tommy gets a cell phone call intended for the chef, Leo, on the phone he took
from him--hit Tab to answer the phone. The caller says, "Hey, Leo, I think we
got a buyer for Diaz' merchandise...." Since Kent Paul thinks the chef-cocaine
dealer was a lead in finding out who caused the ambush and took the money and
cocaine, and the chef got a call about Diaz, known from "The Party" as a
cocaine
dealer, having merchandise to sell now, Diaz is a suspect.
Tommy will follow the lead when he gets five Assassination missions meant for
Mr. Teal over the phone--Leo was also an assassin named Leo Teal.
The Rockstar Games web site has a "Vice City" section with a bulletin
board
that has a "Vice City Crime Tree" section. It indicates that the chef's
super-
ior is named Mr. Black, suspected of being involved in running a hitman busi-
ness, so I guess that's Mr. Black who will give the assassination missions.
I think the voice actor for the man on the phone with assassination missions
is Navid Khonsari (Dwayne of the Boathouse) because the voice sounds like the
man who called Lazlow about killer bees in "III," and Navid did the voice
acting
for that.
I.35 "Jury Fury" Lawyer Ken Rosenberg
Ken tells Tommy he's worried those "Guidos" are coming from up N (Liberty
City). ("Guido" is derogatory slang for a NYC Italian-American tacky
womanizer
that may also try to portray a Mafia outlook.) As a favor to them, Tommy needs
to intimidate, not kill, a couple of jurors Ken failed to persuade, or Sonny's
cousin Giorgio (like Moroder, who did the five "Scarface," 1983, tunes used
for
"GTA III"?) will get five years for fraud.
When Tommy leaves Ken's office, he witnesses a hit and run homicide by a golf-
er that provides a hammer.
The juror to the S is talking to a lady by his Admiral. (The arrangement of
cars is a little different than Rusk reports for the PS2 version. On PC, the
Admiral is the only car around the juror to the S.)
You just need to bash up or blow up the Sentinel of the juror to the N.
The game wants you to learn that you can destroy a car with a melee weapon.
If you're impatient about that, Rusk's idea to blow up the cars with Grenades
works for PC (I'd add that various weapons could do the job--notably, the
Minigun).
If you hit the guy to the S instead, he gets in the Admiral and rams into a
Spand Express truck, which knocks a couple of Hammers from it. You can't kill
the juror, just intimidate him, so wreck his car with a melee weapon or ram his
car with the truck till he runs away. You can get a wanted star as you do, so
watch out for police and be ready to run.
You might try to park in front of his car and punch him till he runs, but your
car may disappear if you let him get in his car.
I tried to do something different and have Tommy jack each car before the ju-
ror ran away, but both cars are locked at 1st, and a Hammer wouldn't knock the
doors off. The N one only unlocks after the juror runs away, but the S one un-
locks if you have Tommy punch the juror and jack it when the juror tries to get
into it. But then the juror just runs away without the scene with the Spand Ex-
press truck.
Tommy has at least five different things he calls out to the fleeing jurists
you can hear if you replay the game, like, "Giorgio sends his regards."
You get $400, and two cell phone calls.
Sonny calls. Sonny somehow had the number to the cell phone taken from the
chef-cocaine dealer-assassin Kent suspected as knowing about the ambush, and the
call on it for Leo seemed to indicate that Diaz was behind the ambush of the
deal Tommy was to make for Sonny. In "Keep Your Friends Close" (I.99),
we'll
learn Tommy has long suspected that Sonny was behind the ambush Tommy ran into
15 years ago. So while it may be that Tommy simply called Sonny earlier and
gave him his new cell phone number, it may be that Sonny has looked into new co-
caine selling plans with Diaz, tried, with Diaz, and failed to have Tommy killed
with an ambush again, and may try to have him killed once he gets his money back
from him.
Sonny makes his position clear at the start of the game--it's a liability for
his business for people to think he'd even let Tommy walk the streets. So Tommy
might have that extra reason to want to create his own empire, and play along
with Diaz and Sonny but secretly try to figure out how to dispose of them.
Meanwhile, we do know that as Tommy tries to make money to pay back Sonny and
figure out what led to the ambush, he uses the occasion to make his own powerful
connections in Vice City.
The other call is the 1st Assassination mission.
I.36 "Road Kill" Phone: Assassination mission 1
Tommy also gets another cell phone call meant for the chef, and we learn his
whole name was Leo Teal, and he was an assassin who killed "out-of-towners."
(The chef doesn't look like any of the guys we see shoot Lances' brother and two
of Sonny's henchmen at the start of the game, but he might have set it up.)
The Rockstar web site indicates that the chef worked for Mr. Black, so I guess
that's who's calling.
The caller (I can't place his accent) gives Tommy the 1st of five assassina-
tion missions. In each one, Tommy goes to a ringing pay telephone where he gets
a call on his cell phone!--we don't know why, other than that the caller seems
to prefer to tape his instructions onto public pay phones (shouldn't he try to
be more discreet?).
For the 1st assassination mission, Tommy has to kill a pizza delivery guy be-
fore the guy delivers 50 pizzas.
A forward drive-by shooting with a PCJ 600 or Sanchez and a submachine gun is
the easiest. Get a lot of Uz-I ammo (the MP isn't available till after "Rub
Out"--I.53).
If you use a fast car you handle well, try to 2nd guess which street he'll
drive on (a direct chase can be frantic, but go for it if he's right in front of
you). Meet him head on to ram him off his scooter. He can show a remarkable
resiliency about getting back on and speeding off, so park on the scooter or him
if you can, and use the Minigun to shoot him or blow up the vehicle. Running
him over while he's on foot works but has to be done repeatedly.
Once I shot forward on a bike till his scooter was a flaming fireball hurtling
down the street, and then it exploded. He tried to run, but (weakened by the
explosion?) Tommy killed him with one punch.
You get $500.
I.37 "Riot" Lawyer Ken Rosenberg
Avery Carrington is voice acted by that sexual Burt Reynolds, who was nominat-
ed for an Oscar for his portrayal of Lewis in "Deliverance," 1972, was
ranked
among the top ten box office stars in the world for an unparalleled thirteen
years in a row, was awarded the Children at Heart Award in June, 2000, for his
efforts to aid the children who suffered from the Chernobyl disaster, received
the 1991 Emmy Award for "Best Performance in a Comedy" for his role as Wood
New-
ton in the TV series "Evening Shade," etc.
Tommy meets Lawyer Ken's friend Avery Carrington, the criminal big time real-
tor. Avery promises to kill to protect Tommy if Tommy helps him by starting a
riot at the SpandEx building and putting the owners out of business so the own-
ers will be more willing to sell it. Ken tells him to go to Raphael's for
clothes 1st.
Go to Raphael's for overalls so Tommy looks like Elwood P. Suggins. When he
gets to SpandEx, the workers are already near rioting against the security
guards. The game says to start a fight with four of the workers, then tells you
to destroy the three trucks behind the wire fence in front of the building.
As Rusk notes, you can bypass the part about starting a fight with the workers
and just go past them to the fence to blow up the three trucks (Minigun, Gre-
nades, etc.). He also notes you can come around from the other direction, from
the 2nd floor of the building under construction with red girders, as for H19,
except jumping onto the roof of the SpandEx building instead of into the lot
around it, and destroy the trucks from up there. Shoot the red explosive barrel
by two of the trucks to take care of them, and shoot at the 3rd till it blows
up. The workers all walk out quietly afterwards if you do it this way.
I like to see and hear more of what the game does, so I go for hitting the
workers. Have full armor and health 1st. Use a Hammer or Bat or Brass Knuck-
les. You can have Tommy run into the crowd and mix it up, and use the Minigun
as a back up if it gets to be too much.
An easy way to have Tommy get into the fist fights, if you're new to such
things, is to have Tommy hit one in the back of the crowd and run outside the
compound so the worker follows and can be dealt with singularly. Have Tommy
beat him up, lather, rinse, and repeat, until the game prompts the next part.
Then have him shoot any guards that attack and have him blow up the trucks.
You can also blow up the two trucks that are parked together with a Minigun
from anywhere you can see them and knock everyone down with a baseball bat.
Then destroy the 3rd truck at your leisure.
You get $1,000. The coveralls pickup is now available at Tooled Up in North
Point Mall.
Avery Carrington now has missions available at the entrance to the building
under construction with red girders ("A" on the radar).
Colonel Cortez calls and makes missions available at Pier 2 ("C" on the
ra-
dar).
I.38 "Four Iron" Avery Carrington
Avery wants Tommy to go to the golf course and "beat eight tons of crap"
out
of someone holding onto land he wants to buy. He gives Tommy a membership to
Leaf Links and sends him to get golf clothes 1st.
Get Tommy the gawky plaid clothes then go to the club house. Have him enter
the shaft of light at the entrance to see the cutscene of the target, a golfer,
surrounded by henchmen, making practice shots from on top of a driving structure
on the N side of the course.
If you have Tommy go through the metal detector at the entrance, his weapons
will remain as pickups outside except for Brass Knuckles and any melee weapon.
(The metal detector also takes those weapons if he exits through it, for some
reason.)
But you can have Tommy use any vehicle he can jump on, then from, to jump over
the lawn roller, at the W side of the entrance into Leaf Links, with all of his
weapons. (You can use the ramp on the other side of it to drive out.) He can
also drive through the metal detector on a PCJ 600 with his Brass Knuckles and a
melee weapon (like the Chainsaw). The security guards give chase for a bit,
then wait, but can be lured further if you don't keep Tommy going.
(I think there must be another PS2/PC difference in that Rusk likes Tommy to
get a tall vehicle to use as a step to jump over the lawn roller, but you could
use any vehicle to do it on PC.)
The hardest part of this is if you try to directly chase the golf cart the
golfer uses to get away once rousted.
Once Tommy gets in with his weapons, he can use his sniper rifle or Minigun,
whatever, on the target at a safe distance before the target can get to a cart.
He can use the Minigun on all the carts and henchmen then deal with the golf-
er, who's a lot easier to chase when he's on foot.
Since the golfer always ends up going to the clubhouse to escape in a car out-
side, Tommy can go S, straight to the clubhouse, and wait for him as soon as
he's rousted. To make it even easier, as soon as Tommy gets into the course, he
could use the golf cart supplied for him there and plug the metal detector with
it. Then he could roust him, run back, and punch him to hear the different
things he says.
If you let the target run through the metal detector, he tries to get into a
car and drive away. If Tommy punches him and jacks the car, the target makes an
aimless effort to run away and is easy for Tommy to attack.
One walk-through I read had a strategy that reminds me of the popular 8 Ball's
Bomb shop way of handling "Farewell, Chunky Lee Chong" in "GTA
III." The gamer
had Tommy drive and bail (I'd have Tommy use brief running shoves) from each
Caddy to send it into the nearby water. When Tommy approached the golfer, he
ran to get into one of them, but, like everyone else in the game, he couldn't
swim. While I haven't gotten the whole plan to work for PC, dunking the Caddys
in the drink does slow down the target's getaway.
You get $500.
Leaf Links is now open.
The Golf Outfit is available at the entrance to Leaf Links.
The golf club pickup will remain available behind the club house. If you have
Tommy walk into it, the golf club will replace any melee weapon Tommy has with-
out the game asking if you want to press Tab to have it done.
Having Tommy enter a Caddy will cause him to get a golf club if he doesn't al-
ready have a melee weapon.
(Note: you don't need to use this opportunity to get a Caddy to save for the
Sunshine Autos vehicle list--there's always one hidden in the 1st shrub on the
left of the path that goes W from the light house. Avoid the sea--use the ra-
dar--and police when you get it.)
I.39A "Demolition Man" Avery Carrington
Avery is so hale and hardy, he bailed from the limo while it was still mov-
ing--a long black limo with nobody inside it bangs into the construction site.
Avery wants Tommy to destroy an office development so he can get the land.
Send Tommy from Avery into the Top Fun van in a lot to the S. From the van,
Tommy needs to guide the RC Goblin, the file name for the little copter in han-
dling.cfg., to pick up and place four bombs in the unfinished building with blue
windows in seven minutes.
http://media.gta-series.com/images/vicecity/vehicles/rcgoblin.jpg
The copter picks up each bomb by passing closely over it, and it can scoop it
up with a swoop. Nudges from side to side with A and D aim the swoops. You
have Tommy drop a bomb by passing it over the pink shaft of light above a can
and pressing the LMB.
The security guards will shoot it and the construction workers will hit it, so
Tommy needs to kill them with the blades before they destroy it. It doesn't
take much damage from them, or from banging into things, to blow it up. To save
time killing the workers, you might fly over them till you've lured a group of
them to a lower floor and get them then. Since the timer doesn't start till you
pick up the 1st bomb, you could fly around getting the attackers before you pick
up the 1st bomb.
Almost the same as with the three Top Fun van missions, you can just send Tom-
my up the block to the shaft of light, etc., and back if you need to try again.
A good gimmick, and a big difference between this RC helicopter and the one
used for RC Raider Pickup, is that you can speed things up by holding NP9 while
using W and S for stretches at a time, notably between the bombs and the build-
ing.
Notice not only that each stairway is beside the last one, but you can go
straight up through the opening over both the E 2nd and 3rd floor stairs to go
from the 2nd to the 4th and the 2nd to the 3rd and back down again.
As suggested by Cic the poet in Rusk's latest update, save the top floor for
last. The logic is that you don't have to fly back to the van area after the
last bomb is planted, so make your several fly-back times the three shorter
ones.
A map to help you beat the clock with the RC Goblin helicopter
Here's a rough idea of the layout. Each floor has a central stairway, a dif-
ferent placement of wood divider walls, and each asterisk represents a big can
with a pink shaft of light over it. Only the stairs that are flown over from
the floor below are shown. In the case of the 4th floor, it's the same set of
stairs flown over to get to the 3rd floor. North is at the top.
http://img257.imageshack.us/img257/5872/002020demolitionmapef2.jpg
Ground level---------- Ground level 2nd floor
___________________ ____________________
| | Four bombs | |
| | | | |
| _____ | | ____________ |* |
| | | | | | |_| | | |
| | | | | | |_| | | |
| | | | | | |_| | |
| | | | | | |_| | |
| |_|_| | | |_|_| |
| * | | |
|_________________| |__________________|
3rd floor 4th floor
___________________ ___________________
| | | |
| | | |
| _____ | | ____ _____ |
| | |_| | | || |_|| |
|*___ | |_| | | || |_|| | |
| | |_| | | || |_|| | |
| | |_| | || | |_| *| |
| |_|_| | || ___ |_|_| | |
| | || |
|_________________| |_________________|
As you can see, when you go to drop the 4th floor bomb, just go straight up
from the S end of the 2nd floor stairs and don't bother flying around any wooden
divider walls.
When the 4th bomb is dropped, the building blows up.
You get $1,000.
The ACTION HELI RC helicopter box can appear at the mansion once Tommy owns
it.
When Avery's next and last mission comes up, at the end of "Phnom Penh
'86"--
I.45, it will be "Two Bit Hit," which I've delayed until I.83 to avoid the
Ha-
vana Outfit glitch. But see the next section to decide which way you want to
handle it.
I.39B A multiple choice of things you can do about the Havana Outfit glitch
1. You can avoid the glitch that causes the Havana Outfit (awarded for com-
pleting the 3rd mission for Avery, "Two Bit Hit") to be blocked by a solid
in-
visible wall to the left of the entrance to Little Havana Streetwear by doing
"Two Bit Hit" after "Cop Land" and "The Job." (Thanks
to Rusk for pointing out
it had to be done after "Cop Land" and to spaceeinstein for pointing out it
had
to be done after "The Job.") Then the pickup appears freely available in
the
entrance area of the store.
There are a couple other ways around it, too, if you want to do "Two Bit
Hit"
as soon as it's available:
2. Park a PCJ 600 in the doorway of Little Havana Streetwear with the back
half sticking out. Have Tommy jump on the back, jump towards the door till in,
then at the outfit. It can take some doing. With success, he goes through the
wall and changes into the outfit while falling through Ghost World, and ends up
dressed in it on the street nearby.
3. You can use a mod(ification of the game) so you can always do "Two Bit
Hit" as soon as it's available and have easy access to the Havana Outfit. See
The Havana Outfit Bug Fix under Mods--Miscellaneous (100.D.f).
And there's still a "C" at Pier 2. As with the hog in "The
Party," leave your
PCJ 600 or whatever in the shafts of light, used to initiate missions with Cor-
tez, at Pier 2 if you want it to be handy when the cutscenes are over.
I.40 "Treacherous Swine" Col. Cortez
Col. Cortez is voice acted by gentleman's gentleman Robert Davi, soon to be
seen in "Gilgamesh," starring "Lawrence of Arabia," 1962, actors
Peter O'Toole
and Omar Sharif.
Gonzales has now awoken and is voice acted by the palpably more peppy Jorge
Pupo. Jorge also did the motion capture performance for Diaz and Old Man Kelly.
Cortez tells Tommy that his right hand man Gonzales leaked information which
led to the ambush. He tells Tommy if he kills Gonzales he'll help Tommy look
for the money. He wants Tommy to use a Chainsaw.
Gonzales' place is the one just N of the Malibu Club. It has a police bribe
on the corner just N of it.
This is the only main mission (not counting rampages) that prompts you to use
the Chainsaw. Unlike the rampages, you could use something else for this. But
with the fast Chainsaw attack described in I.9.A overcoming any objections to
it, I'd rather use the Chainsaw.
You might prepare by leaving a PCJ 600 by the bribe on the corner N of the
Malibu Club.
(Don't bother trying to prepare Tommy by having him go behind Gonzales' place
for the Adrenaline Pill--it becomes ineffectual after the cutscene.)
Send Tommy into the shaft of light at the entrance to Gonzales' place.
There's a cutscene of Tommy coming from behind the railing of an upper walkway
on the roof threatening to shut Gonzales' big mouth. Then have Tommy jump over
the railing and toward Gonzales and give Gonzales and his two henchmen a fast
Chainsaw attack. (Have Tommy walk, then hold the LMB and steer with the mouse.)
The door Gonzales wants is right behind the area Tommy lands on, so you don't
have to chase him around. An alternate easy choice would be to give Gonzales a
generous lathering of Minigun bullets.
Killing Gonzales gives Tommy a two star wanted level. You can use the shaft
of light by the door Gonzales wanted to use to go downstairs.
The game wants to show you how to use a Pay 'n' Spray, and Knocking Off Stores
showed you it's easy for Tommy to run through a two star wanted level, and
there's a bribe right around the corner. So have Tommy drive or run through the
bribe and use the Pay 'n' Spray just N of your Links View place or run the other
star off. I'd be inclined to use the Pay 'n' Spray just because I like to see
all the things the game has to show.
When you lose the wanted level, you complete the mission.
You get $250.
The Casual outfit is available at the 2nd floor entrance to Gash at North
Point Mall. (Note: there are now two clothes pickups at North Point Mall, with
one at Tools Up, if you're having trouble getting the hang of morphing.)
I.41 "Mall Shootout" Col. Cortez
Cortez tells Tommy he'll continue his investigation into the cause of the am-
bush. Meanwhile, he has Tommy go to the 2nd floor of Washington Mall to meet a
French courier to get some technology--chips--for him. (The Rockstar Games web
site "Vice City" section "Vice City Crime Tree" indicates he's
French Secret
Service Agent Pierre La Ponce.) When Tommy does, some French agents ambush them
and demand the chips for the French government. (Note: the one that calls out,
"Freeze, imperialist American pig...." is one of the ambushers, though he
sounds
just like the agent Tommy meets there.) The courier panics and runs out the N
exit to his bike while the agents start shooting.
Once the cut scene ends, turn Tommy and have him jump over the right side of
the escalator to avoid the French attackers. Have him run out the N exit after
the courier, who drives a PCJ 600 on the road that goes NE from the mall then
curves N.
If you use a Cheetah taken from the pier, have Tommy run the courier over or
knock him off the bike and shoot at him.
If you use the PCJ 600 that the game provides at the N exit lane to the road
after the cut scene, have Tommy shoot forward at him, "Road
Kill"/Rampage-style.
Get a lot of Uz-I ammo before the mission.
Either way, have Tommy get the chips and either go back to Pier 2 to make the
two star wanted level disappear, or use the Pay 'n' Spray that's a few blocks S
of the W side of the mall to keep his stars Attained from getting much bigger
than his stars Evaded.
The Brady guide says you can block the N entrance of the mall, by parking
across the inside of it, before you send Tommy in to meet the courier. If you
use this plug the hole method, put the vehicle at the N end of the entrance so
it doesn't disappear.
You get $500.
You also get a cell phone call for Assassination Mission 2. Since the easiest
way to do it is with the Rhino, I'll give that after the west island is offi-
cially open. But see I.47 for a couple other ways you might want to try before
that.
I.42 "Guardian Angels" Col. Cortez
Ricardo Diaz is voice acted by the engagingly expansive Luis Guzman.
See my note below about getting the "EP" Admiral, and make sure you get it
from this mission and put it in one of your garages and save the game. Get a
lot of Minigun (Ocean View, Hyman Condo) and Uz-I ammo. If you get a lot of
Uz-I ammo beforehand, you'll get more by running through the Uz-I pickup during
the mission. Otherwise, you'll be told you can press Tab to have the Uz-I re-
place whatever is in that slot of your weaponry.
The Colonel says Diaz told him to watch over a business deal Diaz is going to.
He tells Tommy to do it and sends him to get some protection 1st.
Using your radar, get to the entrance of the Ocean Beach parking garage by
going into either end of an E-W alley with a stub pointing N from the middle of
it--it's just a bit S of your radar blip. The Kruger is on the 2nd floor.
(This is the building used for J31.) Lance arrives in his Infernus and you
drive him to the deal. (The alley of the 6th block from the S along the E.)
Diaz and his men pull up in Diaz' white Admiral.
The following is a good strategy from Rusk. I substituted the Minigun for
this version.
After you send Tommy to the shaft of light at the top of the stairs, there's a
cutscene of Diaz and the Cuban gangsters.
The Cuban gangsters wear white t-shirts with a red and black splotch on the
front and red headbands, or light yellow jerseys with gray sleeves and black fe-
doras with red hat bands.
Send Tommy down to street level at the corner right below--the end of the al-
ley. Equip the Minigun.
Have Tommy shoot the Haitian gangster's vehicles as soon as they appear, and
they'll probably blow up before the Haitian gangsters can drive them into the
alley and get out of them.
The Haitian gangsters are in dark blue jerseys that have "RELAX" in white
let-
ters on the front with white baseball cap-type caps with dark blue brims, or
light purple sleeveless t-shirts with a purple and white splotch on the front
with blue headbands.
A Haitian gangster vehicle appears from the E, then one from the W, then one
from the E. Have Tommy go a bit N in the alley to blow up a van that enters
from the N. Send him S, back to the street, and look W to blow up another Voo-
doo that tries to get to the alley. If you have time to spare, have him shoot
any other stray Haitian gangsters that may be there, but keep Tommy at the S end
of the alley.
Between Rusk and the Minigun, I can't make that any easier.
In a cutscene, two Haitian gangsters drive through going S on Sanchez bikes.
One is shot, but the one who grabs Diaz' money speeds S through the alleys (used
for "PCJ Playground") that go through the blocks along the E.
Switch from the Minigun to Fist/Brass Knuckles, have Tommy run to get onto the
abandoned Sanchez, which automatically equips his Uz-I, and have him chase the
Haitian gangster S through the winding alleys with a forward drive-by shooting.
Don't floor it the whole way, but gun it when you can to stay on his tail. You
might even collide with him to knock him off and have Tommy shoot him.
When he's down, get the briefcase. I like to wheelie to show off going back
N.
To get Diaz' "Everything Proof" Admiral in the PC version, you have to
have
Tommy return the briefcase to Diaz from the N facing S, the same direction Diaz'
Admiral is pointed in, when you have Tommy step into the pink shaft of light.
During the ensuing cut scene with Tommy and Diaz, have W and Left Shift pressed
so Tommy is ready to run S as soon as the game gives you control over him again.
Then have him run S and around the corner to his left, and the Admiral will be
sitting there, without occupants, waiting for him at the T intersection. Save
it in a garage then save the game.
You could just have Tommy kill Diaz and his two henchmen the 1st chance you
get, failing the mission (the screen will say something like,"Hey, you're sup-
posed to be guarding Diaz and his men, not killing them!"), take the car to a
garage, save the game, then load the game again and try to pass the mission.
Either way, I strongly recommend that you get the "EP" Admiral for one of
your
garages (except the big garage at the condo). When others shoot or ram your
car, you're in a MUCH better position. After you save it in a garage, it's like
any other car except you can bang it into stuff (except a Rhino) and it can be
shot at (except for the tires and by Haitian gangsters during "Cannon
Fodder")
without damage.
I like to take it to a Pay 'n' Spray, which won't hurt the "EP" quality,
and
get it a dark cranberry red color to hide the dingy gray marks and make it look
newer.
(As an alternative, you could modify the game to make an Admiral or Cheetah,
etc., invulnerable. If you want to do that, put 0.00 in column Y, the column
for the collision damage multiplier, for the vehicle--I.100.D.e)
You get $1,000. Diaz calls to offer work (the "D" on your radar).
You can now get a five star wanted level.
And Starfish Island is now open.
I.43 Unique Jump 17
Go to the apex of the big curved road in Starfish Island. Go into the alley
on the N side just E of the apex. At the end of it, go right and through the
gate, clockwise around the garage, through the gate, and across the yard to the
hedge. Start the jump with the back of the PCJ 600 against the hedge and aim E
for a straight run to the steps at the back of the house in the previous yard,
gunning it the whole way. Correct the level of the bike once airborne, as al-
ways. Try to go across that yard and over a hedge to the next yard.
I.44 "The Chase" Diaz
You'll see the "Scarface," 1983, monitors described in I.2 for the 1st
time
here during the cutscene in the office of Diaz' mansion.
Diaz tells Tommy that one of his men has withheld some of Diaz' profit for
himself. He tells Tommy to follow him to see where he goes, and they'll kill
him later.
Have Tommy go to the guy's apartment (it's the same place he climbed to the
roof of to get to the roof where H30 was) and enter the shaft of light. Then
send him up the stairs to another shaft of light. There's a cutscene: the thief
sees Tommy looking in his window and panics and runs. (If you press the Run
keys again, the game skips the cutscene, if you're in a hurry to have Tommy
run.) Have Tommy run up the stairs to the balcony, go left to the section of
roof that extends right, and go right. Have Tommy chase the man, but you can't
have Tommy kill him in this mission--just tail him. (You might have Tommy belt
him once if he catches up with him.) Either watch your step aiming Tommy over
the wooden planks connecting two gaps in the rooftops or have him jump the gaps,
which is faster. The thief sets off some explosive barrels at the last rooftop,
but just keep focused on having Tommy chase him.
The thief runs off the roof and tries to get away shooting a Kruger from the
back of a BF Injection. Have Tommy drop from the roof and use the Faggio nearby
to tail him. Keep a fairly steady distance and do a lot of weaving side to side
to make it hard for his bullets to connect. He goes to the E road, up around
the N side of North Point Mall, down the W side, goes left then left to go over
the bridge to Prawn Island, where he makes the 1st right and goes to the 1st
house on the right. If the mission lingers here, get a bit closer to the vehi-
cle to end it.
The mission is completed, but, if you're fast, you might want to have Tommy
catch up with their vehicle, shoot it to stop it, and jack it as a bonus thing
to do. If it gets out of view, it disappears.
You get $1,000.
The Corby vacuum cleaner a henchman of Diaz mentions as part of the non-mis-
sion ped chatter is a U.K. brand. (Rusk says it's Kirby, a U.S. brand. Wager-
ing will be held in the back room, and fist fights will have to be held out-
doors.)
The next set of gimmicks work for PC, but they can be tricky to set up.
Have Tommy use the infinite sprint to run ahead of the gangster across the
roof (not too far ahead or the gangster will stand still; if that happens, have
Tommy go toward him to activate the cutscene of the gangster blowing up the ex-
plosive barrels and continuing). Have Tommy and jump off before him. A cut
scene shows the gangster jump off. Have Tommy jack the BF Injection, and a few
different things can happen:
- Tommy can drive a bit, let the gangster with the gun shoot out the rear
tires, then let the gangsters take the vehicle back. Tommy will have an easy
time following it as it slides out side to side for the rest of the run.
- Tommy can kill the gangster who has a gun and jack the BF Injection. The
gangster Tommy has to follow (the one with a pink arrow pointing down at his
head) stands in one spot until he can drive the BF Injection. Until the gang-
ster drives the vehicle, it passes through his body.
If you have Tommy accelerate and the gangster's body passes through the pas-
senger side of the BF Injection, and the gangster leans to his left to jack the
vehicle from Tommy as the vehicle is moving, Tommy disappears into the gang-
ster's body. You won't have to help Tommy drive--you can sit back and watch the
rest of the scene. The "camera" follows the gangster driving the BF
Injection
as it would if Tommy drove it. At the end of the run, the cut scene shows the
gangster run into the Prawn Island house, then you see a BF Injection with an
invisible Tommy--mission passed. You can't control him until you have him exit
the vehicle, which makes Tommy, the supernatural sleuth, reappear.
I.45 "Phnom Penh '86" Diaz
Diaz tells Tommy the place he discovered in the last mission is a fortress at
ground level, so wants "Quentin"--Lance Vance working under an alias for
Diaz--
to fly Tommy there to kill the thief and his gang.
(Note: There aren't any paintings on the wall by the door to the office man-
sion yet.)
Lance tells Tommy he knows Diaz caused the ambush and killed his brother--the
one carrying the cocaine--at the start of the show. He wants to kill Diaz, but
Tommy tells him to let him do it.
Lance flies the helicopter while Tommy mans the M60 (like a Minigun) in 1st
person shooter mode. Going with Tommy's prompt to "get a bit of practice"
on
the way up to Prawn Island, see if you can blow up a boat and one of the heli-
copters by shooting ahead to it and continuing after you pass it. Use both
hands on the mouse to steady your aim. (Note: if you look back at the bridge
Lance flies under, you can briefly see a guy in dark blue overalls--a SpandEx
worker?--fall from the bridge into the water.)
At Prawn Island, you fly near rooftops, a back patio area, the upper and lower
porches at the front of a house, etc., each with a handful or so of men shooting
at the copter. When you get all the targets in one section, Lance flies to the
next. If the helicopter health bar on the screen reaches zero, you fail the
mission.
Since the M60 is like the Minigun, don't feel obliged to try to focus your aim
on any one target while the helicopter ride keeps bouncing your aim around--you
can't do it that way. Instead, try to keep the aim waggling across your tar-
gets, remembering to blow up a vehicle or explosive red barrel near one if it's
convenient. If you repeat this and get the hang of it, you can even point the
gun where you know the targets will be and let the helicopter move it across
some of them.
Afterwards, Lance flies near the ground so Tommy can go into the 1st place to
finish the gang off. Tommy is standing on a rail of the copter--have him look
to the copter to be released from it or jump off. Lance goes to hover over the
porn studio.
On land, he can get four or five with the M60 before he goes inside--then
there are just one or two in the main room and one at the top of the stairs to
the roof. Then have him get the briefcase of Diaz' money on the roof and Lance
will fly back to pick him up.
You get $2,000.
Your Minigun ammo has been ripped off and replaced by the M60 you had to use
for this. Go get Minigun ammo.
The west island--the mainland--and Piers 1 and 2 are now open.
Cortez calls Tommy on the cell phone to offer more work (I.48).
Another Avery mission icon appears. I.39B explains why the Havana Outfit
glitch has caused me to delay this last mission for Avery to I.83 and several
ways you can handle it.
I.46 Unique Jumps 34 and 35 (the mainland--west island--and piers 1 and 2 are
now open)
Take a PCJ 600 onto Pier 1, the N pier of the two at the S end of the W side
of the east island. If you don't have a PCJ 600, there's always one by Pier 1.
Back the bike to the N curb and gun it S. The two jumps in a row, 34 then 35,
are in a straight line--have brake/reverse ready to stop you after the 2nd one.
You'll have time to turn and aim yourself for the jump ashore, which isn't a
Unique Jump.
I.47 "Waste The Wife" Phone: Assassination Mission 2
(get out the Rhino: "Gangway, coming through.")
Tommy has to kill Mrs. Dawson with a vehicle while she's in a car--you can't
have him use a drive-by or get out and shoot her car. She always stops at a
light around the corner from where you start the chase. After you hit her car,
she takes off in a panic. When the damage meter for her car is empty, you pass
the mission while her car blows up.
So: like Rusk says, get a Rhino (see I.9.B). Everyone's garage should have
one. This mission is a fast chase without one, but as easy as running into a
parked car with one. The game represents the ability of a tank to flatten vehi-
cles by having vehicles it bumps blow up. So drive carefully otherwise if you
want to avoid police attention. You can get away with blowing up a vehicle oc-
casionally, but you never know when a policeman may be out of your view nearby
and you won't.
I've done this with the "EP" Admiral as well. Just ram her car, shove it
around, etc., for a few blocks or more with it and her car catches on fire and
blows up.
Either way, when you're done, save your vehicle in a garage.
If you use another, and fragile, vehicle, you might want to use "aspirine"
so
Tommy doesn't blow up before she does.
You get $2,000.
I.48 "Sir, Yes, Sir!" Col. Cortez
Cortez tells Tommy he thinks Diaz was responsible for the ambush of the drug
deal at the start of the game--a loss he shares with Tommy. Cortez is looking
into it. Meanwhile, he wants Tommy to jack a tank, being given a military es-
cort through town, and bring it to him.
The convoy makes a run S on the main road of the west island that starts some-
where in or around Little Haiti, I think, and ends up in Viceport in a garage
across the street to the S of the corner with two Port Authority signs where
hidden package 83 was.
The easiest way to do this is given in the Brady guide--jack it when the con-
voy stops for doughnuts.
Get a nice fast vehicle, like the PCJ 600 or Cheetah always parked by the
piers, and drive to Callegg's Deli. From Cortez, drive to the street and go N
on a road that curves E to a T intersection, go left to a T intersection, go
left and across the South Bridge, go right, and you'll see Callegg's Deli on the
far corner of the 1st left. It has one of the ads for an actual product I've
identified so far in the game over the door: Squirt, the grapefruit soda pop
(see I.13). (Rusk writes you can even park in front of the door to block the
soldier that will try to enter.)
Have Tommy stand on the corner on the E side of Callegg's facing N, which is
where the tank, two Barracks OLs of soldiers, Patriot, and foot soldiers will
come from. Have him take on the army unarmed. The procession will stop right
in front of him and the tank driver will be ordered to get out to go into Cal-
legg's for some doughnuts ("Sir, yes, sir"). Have Tommy go to the tank,
press
F, and gun it.
The basic directions are: right around the corner you start from, right, left,
right, and look for the open garage to the right to drive the tank into. A
timed detonator--security protocol Delta India Echo--is activated when he jacks
the tank, so there isn't much time for an unofficial rampage. At the least,
you'll probably blow up one or two Barracks OLs and police cars on the way.
There should be plenty of time to get to the garage, but you might turn the tur-
ret backwards to give the cannon a blast to propel Tommy through any obstacle
that you might encounter.
Get Tommy out of the tank and garage when the screen tells you to and you pass
the mission.
If you're feeling adventurous, you might also try the advice of the Brady
guide to have Tommy block the road, take cover from a distance, and snipe the
guy on top of the tank and the rest before beating on the door of the tank with
a melee weapon to scare the driver out.
I had Tommy use a Minigun, from the sidewalk a safe distance S of them, on all
the vehicles and soldiers, and the tank driver ran away scared before Tommy
could get close to the tank.
The Brady guide also explains that the closed tank door is unlocked sometimes,
so says to have Tommy try it before beating on it. This jibed with a message
board post I read that said you could even send Tommy N and see if he could jack
the tank like any vehicle before it gets to the Deli and he won't get shot. It
sounds to me like that could work. But when I've tried it, a soldier told Tommy
to get away from the tank, the door was locked, the hammer just bent the door,
and the screen prompted me to find a way to lure the occupants out of the tank.
So while a soldier told the "Civilian" to "move away from the
tank" a couple
more times, I sent Tommy back to the Deli.
HandsomeRockus has the answer: park the Cheetah directly in front of the Rhino
and get Tommy out of it. When a soldier goes to remove the Cheetah, the tank
door is unlocked and Tommy can jack the tank. Thanks again, HandsomeRockus.
(You can learn some good stuff from this guy.)
You get $2,000. You get another call from Cortez.
You can go ahead and do "All Hands On Deck," the last mission for Cortez,
now,
if you want. There's no important strategic reason to wait. I just like to
save it up for after the "Rub Out" of Diaz as a nice capper to the Diaz
episodes
because Cortez was a lot of help in figuring out that Diaz caused the ambush at
the start of the game. Just be sure to have a lot of ammo for your Minigun
whenever you do it.
I.49 "The Fastest Boat" Diaz
Diaz wants Tommy to jack him a new boat--a smuggler's dream, the fastest
boat--just created at the boat house.
To get to the Boatyard, go S past the South 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 blue house pickup in
front of it (you buy it later) on your left.
The easiest way, by IncredibleHoke as noted in Rusk's latest update, is to
drive to the overturned boat on the S side of the fence on the S side of the
Boatyard, then have Tommy get out and run to the far corner of the fence, across
from the fastest boat--a red and white Squalo II speed boat which is suspended
from a crane by dark ropes or chains--and press F (Enter). Tommy is then trans-
ported in an instant through the fence and behind the wheel of the boat--basi-
cally, the way he can enter a boat otherwise. It drops into the water without
needing to have him pull the switch in the boathouse. Tommy gets a three star
wanted rating. Then it's just a straight drive N to the mansion, and it's not
hard to have Tommy steer clear of the police boats that fire at him.
If you're as big a fan as me of how funny it looks for a guy to handle some-
thing in town by going for his tank, you might like Rusk's variation whereby you
blast the henchmen at the Boatyard with the cannon from the Rhino 1st. It tends
to shoot over people's heads, though.
If you use the Sea Sparrow, fly S to the rocks hidden package 2 was on, then
go W toward the Boatyard. Starting in a spot a safe distance away, fire and
pivot this way and that, then move a bit closer and do it again, etc. This also
lures the targets out into your line of fire. As you get closer, you'll see at
least one in the boathouse as well--get them, too. You can circle the boathouse
and get any others you find, if you want. When it's clear, have Tommy land by
the entrance to the boat house and run into the shaft of light inside it,
prompting the cutscene of him pulling the switch to make the boat drop into the
water. Have him run through some shooting to get into the boat--press F--and
drive N to the mansion.
You could try Rusk's method of landing the Sea Sparrow on the suspended boat
and getting Tommy out onto it. If successful, the chopper falls away, the boat
drops in the water, and he avoids the shooting. If you cleared the area 1st but
you don't manage to get Tommy in the boat that way, he's still safe for the run
to the switch. There's always shooting for his quick run from the switch to the
boat, so just ignore the shooters and have him run straight for the boat and
press F.
I've also had Tommy drive there and cautiously shoot whoever showed up on the
way to the boat. I mostly had Tommy snipe them but had him get one with the
Minigun.
If you do it that way, just be sure he gets the ten guys that show up. He can
get three guys in red jerseys and black jackets and pants before he enters the
grounds. There are another four of them behind the place, and three in light
brown coveralls inside in the back of the building.
I'd edge Tommy along sideways so they can't get behind him and I can see a
target the moment they appear. It's not so tough a shoot-em-out.
After the cutscene at the switch, more guys in black jackets appear to shoot
while he runs to the boat, anyway. If you don't have Tommy bother with them and
just have him run, he'll make it. But the last time I did this mission, I had
Tommy use the Minigun on them--they stopped appearing after he got six of them.
(As Rusk used to note, if you fly straight to the Boatyard, you can see the
fastest boat fly up from the water onto whatever that is it hangs from.)
You get $4,000. You get a cell phone call to go to the phone by Washington
Mall.
I.50 "Autocide" Phone: Assassination Mission 3
Tommy is told to take out the members of a European gang that plan to hold up
a bank. They're working under cover, or are on vacation, in various locations
around the east island.
The Sea Sparrow is easier to get, but the better auto-aim ability of the Hunt-
er machine gun makes it easier to use. The Hunter rockets don't have auto-aim
and draw more unwanted police attention than the machine gun.
You can find a silver PCJ 600 by the weapons Tommy is given at the start of
the mission.
(When it comes to vehicles with special colors found only in a certain mis-
sion, I wouldn't worry about that aspect too much. See I.100.D.e for how to go
to data\carcols and change the color of vehicles. You can make one silver or
whatever color anytime you want. This PCJ 600 is a medium-light silver--about
the same silver as on a silver Freeway. I especially like the PCJ 600, and like
the look of this one, so I'd probably save it.)
If you use a chopper, land in the lot of the gas station across the street
from the pay phone, or land in the parking lot beside the pay phone.
If you use the PCJ 600, take a Minigun and an Uz-I with lots of ammo.
Mike Griffin
He's on the walk of a military recruitment parody billboard NE of Washington
Mall.
Chopper: shoot him with the machine gun.
Bike: you can have Tommy get him with the Minigun at least as fast as by aim-
ing and scrolling with the .308 sniper rifle.
Dick Tanner
He's in a Securicar in a lot on the N side of DPB Security: it's on the NW
side of the block along the E side of the E island four blocks from the S.
Chopper: carefully lower the chopper near the street without banging into too
much and shoot the Securicar with the machine gun.
Bike: have Tommy go to the corner across from him to the NW and blow up his
Securicar with the Minigun.
Marcus Hammond and Franco Carter
They're In a pickup truck on the E side of the N end of the middle road that
goes S from the road that goes E from the Leaf Links bridge.
Chopper: shoot the truck with the machine gun, fly off a bit, then go back for
the one that gets out of the truck to shoot at you.
Bike: have Tommy use the Minigun to blow up the truck, and, if he got out of
the truck before the explosion, shoot the guy that gets out to shoot Tommy.
Nick Kong
Chopper: use the machine gun to shoot the boat till it blows up.
Bike: go W into the E side of the lot of a house that's on the land S of the E
end of the bridge from the east island to Starfish Island. Go W along the low S
wall to a place where the grass that slopes up to the far side of the wall
slopes higher on it so you can have Tommy jump over it and get back to his bike
faster. Send Tommy over the low wall to shoot him.
Charlie Dilson
He's driving around the S area of the E island on a PCJ 600.
Chopper: cut over blocks to get at him with the machine gun.
Bike: do a forward drive-by shooting. One advantage to using the bike for
this: Chuck's quick, but, if Tommy keeps shooting, Chuck wrecks at some point.
If Tommy's on a bike, have him persist with a forward drive-by, and he can be
right there to get Chuck when he falls off the bike.
You get $4,000.
I.51 "Supply & Demand" Diaz
Diaz wants Tommy to use the fastest boat to beat the other boats to the yacht
of a freelancer who comes by once a month and sells on a "1st come, 1st
served"
basis.
Lance, working for Diaz under the alias Quentin, joins Tommy. Lance asks Tom-
my why they're still doing jobs for the man they now know set up the ambush.
Tommy says they can learn more about the town they plan to take over that way.
Note: this is the mission where Diaz says he's a follower of "El burro"
movies
(I.3).
This is also the mission that starts with a cutscene of Diaz as the invisible
man (I.9.G).
In the 1st of the two parts, you drive the boat and Lance shoots at the compe-
tition.
Have acceleration (W) pressed during the cut scene to be moving the boat right
away.
The routes the competition uses are both E of the mansion at the S side of
Starfish Island and, of those who go left, up the W coast of the east island,
including the W coast of Vice Point, to a boat between it and the N end of Leaf
Links. Of those who go right instead, it's the same route except they go count-
er-clockwise around the island chunk of Vice Point along the way.
If you take one of those routes, Rusk prefers going left, which is easier, but
I'm used to going right and get it in one or a few tries--then again, I've
played the game through that way a number of times.
But, without a doubt, going left is the easiest if you forget both of those
routes and blast up the W coast of Leaf Links in a gentle arc and turn E before
the N island chunk of it. Being able to jump the skinny area of the chunk is a
little risky and seems to depend on whether or not the boat gets the swell of a
wave just before the jump.
If you drive through the channels, drive fast when you can, but let up on ac-
celeration and play with acceleration/turn combos as needed to make the turns
without getting caught up somewhere or banging the boat against things so much
it catches on fire and blows up. Try to speed past the competitors without hit-
ting them, with enough speed to keep going forward if you do brush against
them--they can hit Tommy's boat and make it point the wrong way. Remember to
avoid a docked boat on the right after a sharp right turn.
Basically, and most importantly, use the radar to help you make the turns you
plan for up ahead.
On the way back, the reverse of the route used above for the right turn, Lance
drives, so you can use both hands on the Mouse to aim and shoot the M4 in 1st
person shooter mode.
Two boats chase you. Shoot the driver and shooter on the front boat, or at
least make the front boat catch on fire so it will blow up. This may block the
2nd boat; do the same to it if you need to.
I have horrible luck doing much about the shooters up ahead to your right on a
dock you whiz by, but, fortunately, that doesn't seem to matter.
Shoot the guy shooting from the side (your left) of the helicopter that comes
from behind if you want to test your marksmanship, but you really only need to
shoot at any part of the helicopter and make it burn so it explodes. If you get
the initial boats fast enough, you can concentrate on the helicopter as soon as
it appears in the sky to your right. Once, when I had it catch on fire, the pi-
lot bailed into the channel.
Then you just have to shoot the driver and shooter of the boat ahead of you
that you'll pass--or, again, just blow up the boat.
Lance takes Tommy to the mansion.
You get $10,000.
The Tracksuit outfit is now available at the Downtown Jocksport, S of the W
end of the Hyman Condo alley.
Lance calls to tell Tommy, "We can do it" (kill Diaz).
But later, Kent calls Tommy. He has something important to tell him at the
Malibu.
I.52 "Death Row" Kent Paul
Send Tommy to the "K" on your radar--at the Malibu Club--to meet Kent
Paul.
Sea Sparrow: take a lot of Minigun ammo and land in the club parking lot on
the N side of the club, or, better, right in front of the club, pointed W.
"EP" Admiral: have lots of ammo for your Minigun and Uz-I and park
pointing NE
in front of the club.
This is a timed mission, so I'd recommend the Sea Sparrow as providing a fast-
er way to get to the battle.
Have Tommy go in to talk to Kent.
(Thanks again to the "A Dictionary of Slang" web site for some of the U.K.
slang definitions.)
Kent Paul gets Tommy's attention with "mush," an address to get the
attention
of a stranger, derived from the Romany for "man."
He tells Tommy he's going to save his "vera." Chris, of the gta place web
site, and who lives in England, tells me "vera" is short for "Vera
Lynn," which
is rhyming slang for "skin"--a cigarette paper. So it's a variant of
"save your
skin."
Kent says, "that 'wanker'--"contemptible person" (or
"masturbator")--"Diaz,
the 'bugle master'"--"bugle" is cocaine--has got Lance, who failed in
an attempt
to jump Diaz.
When Tommy grabs Kent to ask where Lance is, Kent tells him to "keep your bar-
net on": "barnet" means "hair"--Cockney rhyming slang for
"barnet fair"--which,
in context, means the same as the British slang "keep your hair on" (as in
"don't lose you head")meaning "don't get upset."
Kent says they're holding Lance at the junkyard.
Tommy needs to get to the junkyard fast, before a bar on the screen shows
Lance's health has run out. The Sea Sparrow is faster.
Either way, thanks again to Rusk for most of the strategies.
You can check out the layout of City Scrap/Junkyard beforehand. It's the most
W section of Little Haiti, and W of the Links Bridge. In the big domed building
with a dirty orange front in the NW corner, the chair Lance will be tied to is
already bloody--apparently, this is a regular thing there.
(Note: from inside the building, there's a window at the back on the left you
can see through. When you look for it outside, it's not there.)
Sea Sparrow: make a bee line for the junkyard.
Sea Sparrow, front gate approach:
Fly only as close as you need to for the machine gun to clear out the en-
trance. Fly a bit closer and shoot some more till it looks clear. Fly to the
left/S side of the wall around the yard, turn in towards the junk yard, and
thoroughly clear out whatever you can from there so you can land just inside
safely. Type "aspirine"; you want to be able to fly back out.
Equip Tommy with the Minigun (scroll to Brass Knuckles to run a bit if it's
clear at 1st) and go N shooting everyone (some guy appears from the left, a cou-
ple from in front, some guy is firing from atop the building in the back, a few
are in front of or in the building, etc.). Have him shoot attackers immediately
as he moves past the big pile of black junk on the left, then moves N along the
dirty orange wall to his right, using it to protect his back. Look in the open-
ing in it on the right, and make sure it's clear to the right and ahead at the
end of it. Then the big domed building with a dirty orange front, and a big
yellow crane, should be ahead to the left.
Compared to landing the Sea Sparrow in the NE corner, this has the benefit of
quickly clearing the place to make it safer to get Lance out afterward.
Have Tommy go to Lance, who's tied to a bloody chair.
Sea Sparrow, NE corner landing: when Rusk lands in the N, he likes to land by
the building Lance is in at the NW corner. When I do something similar, I land
in a clearing in the NE of the yard away from the attackers.
If you land in a NE clearing to start the attack: go S doing the reverse of
the S to N advice given above, shooting anything that moves--shoot the guy on
the roof of the building Lance is in, the guys in front of it or in it, and any
guys that your movement of Tommy can motivate to show themselves. Clear the ar-
ea out going S as best you can and still have time to run N to Lance before
Lance's health gets too low.
Remember, as many "Vice City" gamers know, he's vulnerable to attack when
weak
yet likes to help out if there's shooting--sometimes running right in front of
Tommy's line of fire (like in the next mission, "Rub Out"--it's like the
same
programmer did Paulie for "Mafia"). So try to clear out the area from Lance
on
down so Lance can follow Tommy into the helicopter later without anyone getting
close enough with an attack to trigger Lance to pull one of those moves.
Have Tommy go to Lance, who's tied to a bloody chair.
"EP" Admiral: Go N, take the 2nd left, go W and over the Links Bridge to
the
west island, go straight to cut over the grass divider at the left side of the
road and continue W on the road beside it, follow it as it curves 90 degrees to
the left/S, turn right and go to a T intersection, go right, then turn left into
the road that leads to the junkyard.
Drive over and drive-by all of Diaz' henchmen you can. The car is BP--bullet-
proof--but not JP--jack-proof--so keep moving with room to make turns in, espe-
cially when you're going to drive forwards while looking sideways. Do a drive-
by shooting at the ones by Lance with enough distance to draw them into your
fire with a little forward and back car movement. Have Tommy get out and Mini-
gun the guy on the building Lance is in and the guy on the crane. When he gets
to the building where Lance is, have him use the Minigun on Lance's captors.
Have Tommy go to Lance, who's tied to a bloody chair.
There's a cutscene of Tommy being upset that Lance messed up his plan, and
Lance countering that Diaz killed his brother--what did Tommy expect him to do?
Tommy says they're going to have to take out Diaz now, and gets Lance to use a
gun.
There's a lot of cash left by Diaz' thugs, if you want some.
when you want someone to follow Tommy, try to go straight for awhile without
going around anything, then look to see that they've followed you. (Before get-
ting the hang of that, I had occasion to find the one meant to follow running
persistently into the side of a wall and such--you don't want to see that at a
hectic time like this. As the name of the show referred to on KCHAT says: in
the future, there will be robots.)
Sea Sparrow: lead Lance to the Sea Sparrow. If you landed in the NE, you may
need to have Tommy shoot some henchmen that approach from the S. Have Tommy
shoot them before they shoot the weakened Lance, who will probably charge them
to help, and try to avoid having Tommy hit Lance. (Afterward, as Rusk notes, as
a side feature, you can fly S briefly to shoot the three Comets beyond the en-
trance that chase and shoot when you leave that way.) Fly N over water, then
fly E to the Downtown hospital using the radar. Take care to land in the pink
shaft of light, or have Tommy get out and run into it.
"EP" Admiral: lead Lance to the "EP" Admiral. when Tommy exits
the Junk Yard,
three Comets of Diaz's lowlifes will soon chase him and shoot. You can have him
stop and do a drive-by shooting till they explode from the bullets or from ram-
ming the "EP" Admiral; explosions won't hurt it, either. Drive N and E to
the
main N and S road and go N to a T intersection, then go left and drive into the
shaft of light in front of the hospital on the left.
If you haven't gotten the Sea Sparrow or "EP" Admiral, finish the task at
the
junkyard then send Tommy a few feet beyond the entrance with a Rocket Launcher.
The attackers in Comets will appear at the E end of the long straight E-W road,
and Tommy can shoot them as they approach. Having him get the nearet one 1st
can deter the other ones.
For some people, this is one of the most difficult missions. This way, if
you're new to it, you may only need to repeat it to get the idea of where the
targets tend to be. Don't be shy with Sea Sparrow or Minigun bullets. You
don't have to be pixel-perfect with your aim--just waggle it around over the
targets. And when you get the idea of where some targets are, you can have Tom-
my emerge from behind things, used as shields, to get them before they get him
much.
I've done this by flying there in the Hunter and blowing up the blockade at
the gate with rockets. After that, it was the same as when using the Sea Spar-
row, except I used the car by the building Lance was in to get Lance to the hos-
pital. Shortly after leaving the scrap yard, the three Comets sped around and
shot and tried to knock Tommy's car around. After extracting the car from them
to get back on course, like in Bloodring, I just had Tommy speed to the hospi-
tal, but I was probably lucky.
Tommy tells Lance to get patched up and meet him on the bridge to Starfish Is-
land.
You get no pay, since Tommy worked off a tip and not in a mission for someone.
Tommy gets to know Lance is safe and take whatever he wants to grab of the money
left behind by Diaz' henchmen.
Again, I'm waiting to end the dealings with Diaz before I do the last mission
for Cortez.
There's a "D" on the radar.
I.53 "Rub Out" Diaz
Go to the shaft of light on the part of the sidewalk to the E in front of the
mansion. Lance drives up in a Stallion (where's the white Infernus?) with weap-
onry in the trunk. Tommy likes the M60, which is like a weaker Minigun. In
fact, I don't care how much Tommy admires Lances' arsenal, I'd take a Minigun
with lots of ammo. Scroll to Brass Knuckles to have Tommy run a bit at times
because it's better to have him stay ahead of Lance and take care of everything
himself.
Send Tommy to the E side of the yard enough to pick off all the henchmen he
can from there. (Don't try having Tommy enter the front door--the graphics for
the interior of the mansion won't load, the screen will say the door is locked,
and Diaz' men will fire at Tommy while he wastes time with it.)
(The twelve monitors Diaz looks at in his room on the 2nd floor of the mansion
are six copies each of two of the six ones Tony Montana/Al Pacino looks at when
he realizes his mansion is being invaded near the end of "Scarface.")
Send Tommy up the steps and forward along the wall, getting the guy between
the hedges on the left and another at the far left side. As soon as Tommy gets
to the back yard, there's one henchman ahead. Once down on the lower walk, have
Tommy turn right to get the guy on the far side of it. Get Tommy into the Sea
Sparrow, fly up and turn 180 degrees, land it on the E roof of the mansion, and
run inside and down a flight of stairs.
Get the Minigun ready again, and have Tommy turn into the hall. Have him
shoot any henchmen you see as he enters the main area; there's probably one
ahead of him on the balcony around the 2nd floor, and two at his left on the
lower back part of the same balcony, with Diaz emerging from the door to his of-
fice in the middle.
If you send Tommy inside the mansion directly without using the Sea Sparrow,
scroll to Fist/Brass Knuckles at times to try to keep him ahead of Lance and
kill a few henchmen to clear the way for him. If you go into the 1st floor of
the main room, clear the way and go up the stairs.
After the cutscene of Diaz emerging in protest, have Tommy aim one volley of
Minigun bullets at him to end your task. (The cutscene does the rest.)
If you use a lesser weapon, there's a cutscene of Diaz running into his office
saying he's going to kill Tommy real soon, etc. Then have Tommy go finish him
off.
In the final cutscene, Diaz crawls out protesting to Tommy and Lance, who draw
over him with guns.
"Say 'Goodnight,' Mr. Diaz."
I've done this before doing the side missions, too. I put the VCPD chopper in
the Sea Sparrow's place ahead of time and used the M60 provided--it worked the
same way as in the case in which Diaz gets back into his office and Tommy has to
shoot him again.
****
GTA_Loc's "Felony Allowed" gimmick: wanted stars flicker and disappear; no
soldiers appear at Fort Baxter.
After Tommy and Lance kill Diaz' outdoor bodyguards, and Tommy gets into the
interior, the kind the graphics load for, of the mansion, the Felony Allowed
status begins. You can have Tommy take Lance along to rob all 15 stores, let-
ting the money max out over four payments to $1,000 at each. Have Tommy put
Lance somewhere safe outside if you want Tommy to create destruction for his
CRiminal Rating (I.7), etc. (Another mission you can do this with, except with
a Never Wanted status, is "Cop Land"--see I.61.)
****
You get $50,000.
You own the mansion--now called the Vercetti Estate. You'll have armor and
weapon pickups by the wall at the back of the E side of the front yard; a two
car garage with Lance's white Infernus parked nearby (if it's not white yet, go
away and go back and it will be); an Admiral or a Stretch on the other side of
the front stairs (ditch the Admiral down the road if you want the Stretch to re-
place it); a Maverick on the roof; a Sea Sparrow in the back yard; health, ar-
mor, an M4, and a Shotgun in a bottom floor room; a health pickup in the TV
room; and a street outfit in the office. The PC version lets Tommy drive a ve-
hicle in the mansion, so he can drive a PCJ 600 inside if you want him to morph.
I'd move the "EP" Admiral to the mansion garage.
You have an open safe overflowing with banded stacks of paper money. If
you've collected 40 Hidden Packages and the Flame Thrower appears among Tommy's
weapon pickups, two gasoline can-like cans of "Hot 'n' Sticky" appear in the
of-
fice. Your TV room on the 1st floor has an unplugged TV, and (if you've done
"Demolition Man") an open "ACTION HELI" box.
The "V" will appear at the mansion on the radar and map whether there's a
mis-
sion there or not. A 2nd "V" will appear if there's a mission there.
The paintings on the 2nd floor become defaced soon. The mansion has a little
junk in the TV room; it and the main entrance room are going to become a mess of
more and more empty pizza boxes, empty bottles, GASH bags, etc., as the game
goes on.
The chair/desk/monitors arrangement in the office, and the emphasis of red in
the main entrance room, are some more of the things modeled after things in
"Scarface," 1983. Go to the door of the main office, face the stairway,
equip
the rocket launcher, and give it a "Say hello to my little
friend"--pa-HOOM!--
for me.
For a little variety, you might type the code "chickswithguns" to have the
Vercetti gang, who will appear at your asset-making properties once you own
them, become women in bikinis with guns. You may need to go around and in and
out of the mansion a bit before they appear.
You can now get a six star wanted rating.
The .357, MP, and M4 are available to buy from the Downtown Ammu-Nation.
They're each the best for their category. The MP is the best submachine gun
for drive-by shootings, so I'd stock up on ammo for it.
A broken hidden package, with several piles of white powder around it, shows
up on the counter of Tommy's Ocean View apartment. It reveals the cocaine-smug-
gling purpose of the hidden packages in Vice City.
You get a cell phone call from Kent Paul at the Malibu. The Love Fist mis-
sions are available (I.56).
Please remember: I strongly recommend you see the alternative order of mis-
sions I suggest in the mission list near the start of this guide if you want to
use the Angel with special handling abilities for "The Driver" and the
Sunshine
Auto races. If you want to do that, which I recommend, just use the order of
missions I'll be using in this walk-through. You could also just make your own
Angel with those special handling abilities as explained in I.100.D.e Cars and
bikes, Gameplay advantages: How to create your own "Alloy Wheels of Steel"
An-
gel.
Sonny calls--he's heard Tommy has been taking over Vice City and he hasn't
forgotten about him (especially that he owes Sonny money).
You can do three of the four Chopper Checkpoint missions (I.55).
Stock up on Minigun ammo, save the game, and take the Sea Sparrow S to Pier 2
to do:
I.54 "All Hands On Deck!" Col. Cortez
Have five or six rounds of Minigun ammo so you'll have some when this is done.
Cortez wants Tommy to protect him as he tries to sail from Vice City on his
yacht. As it pulls away, two FBI Washingtons with eight armed French agents
drive onto Pier 1 and board boats. (The PS2 gimmick of blocking the entrance
beforehand with a Coach won't work on PC--the Coach disappears if you try it.)
The game gives Tommy a Katana--sword--to use in joining Cortez and his hench-
men in defending against the attackers. Nuh-uh. Scroll to Minigun and send
Tommy to the SE side of the yacht. Those boats are gonna blow before anyone
sets foot on that yacht to sishkebab.
For the 2nd part, send Tommy to the N end of the boat. The French agents have
formed a blockade of boats and Dinghies. Have Tommy blow them up real good.
Have him get another boat that pulls up on the E side.
The Minigun makes such short work of everything you apply it to, the game
doesn't seem to be prepared for someone to handle things so quickly. After
blowing up the French agent's boats with it, so no agents got anywhere near
close enough to board Cortez' yacht, the game showed a cut scene of Cortez kill-
ing a French agent that got aboard, anyway. (I was looking around: "Where the
hell did he come from?") Throughout the mission otherwise, Cortez and his men
generally just stood around with nothing to do. No agents could get aboard for
them to fight. If you hear fighting on board, you can let them handle it and
ignore it or have Tommy shoot the French agents, but tend to these other things
1st.
Send Tommy to the E side of the boat to shoot down two Mavericks. Then have
him get the Hunter that comes from the SW. I let it go overhead 1st ever since
Tommy's Minigun made such short work of it once that it landed on the yacht to
blow up.
You get $5,000.
You get a speed boat, a Speeder, from the Colonel.
You can try out the boat ramp jumps: there's one at the S end of the N island
of Leaf Links, there are a few by piers 1 and 2, one at the S end of the east
island, and one S of the wooden shack without a roof in the S central waters.
In a Gamefaqs message board post, someone wondered if you could have Tommy
push the boat to a garage (you might have him hop in and type "aspirine" if
you
need to) and save it; spaceeinstein wrote you could. But it would be so much
trouble, and you can just pirate one from the high seas, or, sometimes, from
Pier 2. And you're going to get a couple of speed boats, including the Squalo
II--the fastest in the game, when you buy the Boatyard.
Kent Paul calls--someone (probably Sonny or one of his henchmen) is offended
that Tommy is taking over and is out to take a crack at Tommy.
I.55 Checkpoint Chopper missions 1 to 3 (the 4th is available at I.88, after
"G-Spotlight").
Have Tommy enter a Sparrow (a Sea Sparrow with rails instead of pontoons and
no machine gun) to initiate a timed test to fly through glowing disks (as usual,
they're pink-violet except the last one is red). As he passes through one and
it disappears, the next one glows brightly. You only need to complete a course
to succeed with it, and you can also try to beat your previous time.
Vice Point. Go E on the road that extends E from the E end of the little
bridge from Leaf Links club house and make the 1st left. Go right off the road
onto a little blacktop lane that goes under an arch, then go left into an open-
ing in the wooden fence. The helicopter is in the yard. 17 disks.
Ocean Beach. The helicopter is on the roof of the building you jump to from
the stairs of the "stilt" building (J32) then jump from (J33). 17 disks.
Little Haiti. It's on the landing roof of J5. Jump with the PCJ 600 or take
a helicopter there. 22 disks.
You get $100 for each success.
I.56 "Love Juice" Love Fist The skull icon on your in-game map and
radar.
Jezz Torrent is voice acted by Kevin McKidd, who stars as Tommy in the 1996
movie "Trainspotting" (which, like "Vice City," features the
Blondie song "Atom-
ic").
Thanks again to "A Dictionary of Slang" for some U.K. slang definitions.
While Kent Paul introduces Tommy to Love Fist, he says, "Willy's in the
kaze"
(also "khazi" and "karzy": lavatory). He wants Tommy to get them
the ingredi-
ents for Love Juice because Love Fist "...ain't too connected here--they don't
have the old, 'How's your father?'" (sexual intercourse). Love Juice is two
parts boomshine (fictionalized name for moonshine whiskey), one part trumpet
(the closest I found was "trump": fart, "crumpet": sexually
desirable person,
and "Bugle": cocaine), five fizz bombs, and a liter of petrol.
Thanks to Colin Attle, a friendly UK reader who's offered several useful tips
found elsewhere in this guide, for the tip that "Fizz Bombs" (I thought they
might be drinks with seltzer) are little fruit flavored balls of candy with a
sour coating in the UK:
http://www.aquarterof.co.uk/mtype2/whatever/archives/fizz_bombs/
http://www.sweetsncandy.co.uk/proddetail.asp?prod=FIZBOM020
"Willy" and "Percy" are U.K. pet names for penis.
"Jezz" sounds like "jizz,"
which is a variation of "jism," and "torrent" means a great
outpouring or strong
stream. The 4th member of the band is Dick on either side of the Atlantic.
Either: use whatever fast car you handle the best and a Minigun,
or: use a PCJ 600, and an MP from the Downtown Ammu-Nation, for a forward
drive-by shooting, which is easy.
Park in the shaft of light, facing the street, and honk the horn. There's a
cutscene of a dealer in a Gilligan sailor hat who takes Tommy's money and
speeds off on a PCJ 600.
Have Tommy ram him off the bike with the car, then shoot him, or do a forward
drive-by shooting with the PCJ 600.
Then Kent calls: Lovefist wants some company, and Tommy knows just the right
woman.
Tommy has to pick up Mercedes at her house, then has 90 seconds to get her to
the studio at VROCK.
The fastest way is to go N on the road beside the E side of her house to a T
intersection, go right then quickly left onto the road that takes you to the
North Bridge from the east island to Prawn Island, cross the bridge, cross Prawn
Island, cross the next bridge, than go straight to the T intersection: VROCK is
across the street to the left.
You get $2,000.
Kent calls. He wants Tommy to get Mitch Baker's biker gang for security at
the next Love Fist concert. His icon is the playing card-type spade at the
Greasy Chopper on your in-game map and radar.
There's a shaft of light in front of the VROCK building (Love Fist) and anoth-
er in front of the Greasy Chopper (Mitch Baker).
&&&&&&&&&&&&&&&&&&
amp;&&&&&&&&&&&&&&&&&a
mp;&&&&&&&&&&&&&&&&&am
p;&&&&&&&&&&&&&&&&&
;&&&&
Mitch Baker's 1st mission is "Alloy Wheels of Steel." Again, please
consider
the alternative order of missions that follows in this guide if you want to use
the "Alloy Wheels of Steel" Angel with special handling abilities for
"The Driv-
er" and the Sunshine Auto races. Once a garage door falls in front of that An-
gel, it's just another hog.
Alternatively, you could make your own "Alloy Wheels of Steel" Angel as
de-
scribed in I.100.D.e Cars and bikes under Gameplay advantages: How to create
your own "Alloy Wheels of Steel" Angel.
&&&&&&&&&&&&&&&&&&
amp;&&&&&&&&&&&&&&&&&a
mp;&&&&&&&&&&&&&&&&&am
p;&&&&&&&&&&&&&&&&&
;&&&&
I.57 "Psycho Killer" Love Fist
Kent tells Tommy a stalker has been violating the privacy of the group, and
now he wants to kill them. (Sounds like some of the neighbors I've had in some
of the places I've lived.) Kent thinks he may try something at the upcoming au-
tograph signing appearance by Lovefist.
Again, thanks to Rusk for the Coach idea. (If he's reading, I hope I get an
"A.")
Save a PCJ 600, Coach, Firetruck, Flatbed, Linerunner, Rhino, or Packer at a
Hyman Condo garage beforehand.
Have a Minigun and an MP with lots of ammo (good general advice, too).
1. PCJ 600:
Have Tommy drive to the VROCK building on a PCJ 600. Have him enter the
shaft of light.
There's a cutscene (described above) of Tommy with Kent and Love Fist.
Have Tommy drive the PCJ 600 S to the corner of the sidewalk that's just E of
the shaft of light in the street and park with the motorcycle pointing SE.
There are cheering fans in front of the Rock City record store. You can't miss
the psycho--he's the cross dresser with five o'clock shadow--but you fail the
mission if you have Tommy attack him now.
Then have Tommy run back up to get the limo and drive it down into the light.
There's a cutscene of the psycho blaming Love Fist for making him such a head
case, then he gets into his Sentinel and speeds off to the E.
Immediately have Tommy get out of the limo and onto the PCJ 600 to do a for-
ward drive-by shooting on the psycho's Sentinel. It won't be on the radar, so
try to keep it in view enough that you don't lose it and fail the mission.
He'll drive E then turn N to the T intersection by Ammu-Nation. Beware of the
Trashmaster that pulls all the way out and straight across the street from the
right when Tommy is most of the way N toward Ammu-Nation. Slow down, let it
cross, and pass it on the left; the disoriented psycho dawdles up at the T in-
tersection for a bit to compensate.
Or,
2. Coach, Bus, Firetruck, Flatbed, Linerunner, Rhino, or Packer:
After the cutscene in the recording studio, have Tommy drive the Love Fist
limo S, stop short of the shaft of light in the street by the crowd at the music
store, and get out.
Have him run back to the condo garages and get...
...a Coach (commercial passenger bus). Take it to the alley on the E side of
the record store and line up the right side of the Coach with the E wall.
Reverse with the right side of the Coach in alignment with the wall. Use Q to
see that you stop with the vertical seam in the middle of the Coach over the
yellow line in the road. Rusk's method is very handy here if you don't want
to chase the psycho. You need something to keep him in the area, and the
Coach is just the thing.
I tried taking the Coach to 8 Ball's Bomb Shop at the S of the west island
1st for a little variety. The detonator won't work if you take the Coach there
before the mission, so take it there during the mission if you try this. And
have Tommy exit the limo and detonate the bomb immediately when it's time to
kill the psycho, or the psycho may back away from the Coach and get away before
you can get Tommy back into the limo to catch him.
Or, after Tommy parks the limo short of the shaft of light, you can send him
back to the condo for...
...a Firetruck, Rhino, Linerunner, Flatbed, or Bus. It's the same deal as
with the Coach, but a Coach isn't always handy. There's always a Firetruck at
the fire department lot on the E side of the block that's across the street from
the music store, so you might just get it from the fire department lot. You can
always find the Rhino at Fort Baxter and often find the other three vehicles in
Viceport.
Block at least the S lane with whatever that's not long enough to reach across
the street.
After putting the Coach, or whatever, in place, have Tommy drive the limo into
the light. There's a cutscene of the mixed-up kid blaming Love Fist for ruining
his life, then he gets in a Sentinel and drives into the side of the vehicle you
left to block him. Have Tommy get out and end this mini-drama with his Minigun.
Or,
3. Packer:
As a variation of 2, you can put a Packer in the path of the psycho to try to
get the psycho to shoot over the ramp and into--you pick. When I tried it, he
drove over the ramp and his car flipped over and started to burn. Then he and
it disappeared and the screen said the mission was failed--I let him get away.
What a rip.
As Rusk notes, if the psycho tries to reverse, you might be fast enough to
have Tommy jack the psycho's Sentinel and do a left--Q--drive-by on him before
he leaves the side of the car. If not, have Tommy get out and shoot him.
With the PC Lovefist limo, you might want to do what I like to do with the
Police car in "GTA III" for the Vigilante mission: give the Lovefist limo a
lot
of weight, durability, speed, etc. (see I.100.D.e), and use it to bang the he**
out of the target.
http://img115.imageshack.us/img115/2572/00gta1lovefistmission1zo6.jpg
http://img115.imageshack.us/img115/3250/00gta1lovefistmission2oq9.jpg
http://img206.imageshack.us/img206/605/00gta1lovefistmission3zd5.jpg
http://img206.imageshack.us/img206/2493/00gta1lovefistmission4tb2.jpg
http://img156.imageshack.us/img156/4928/00gta1lovefistmission5tg4.jpg
http://img156.imageshack.us/img156/9266/00gta1lovefistmission6wb9.jpg
http://img156.imageshack.us/img156/7148/00gta1lovefistmission7br1.jpg
You get $4,000.
You have to do the Mitch Baker missions before you can do any more for Love
Fist. But following my plan to make the eight races coming up as easy as possi-
ble, I'm scheduling the Vercetti missions next.
There are a couple of overlapping V's at the mansion on the radar.
I.58 "Shakedown" Vercetti
In the mansion, Lance tells Tommy that local businesses know Diaz is dead and
refuse to pay protection money. Tommy sets out to scare them into paying him,
and says he'll be back in five minutes.
Get lots of ammo for your Minigun then scroll to Fist/Brass Knuckles so Tommy
can start out running.
Tommy has to get to North Point Mall fast. Besides the usual Infernus, a
Stinger and an Uz-I are provided on the driveway. You can also have a Sea Spar-
row parked there beforehand to get to the mall faster still.
Note: in the several protection money missions for Vercetti, any vehicles that
are normally white or silver are tinted with gold during the mission and revert
to their normal colors when it's completed. (I guess this symbolizes how ambi-
tious Tommy's eyes are "seeing gold.")
Have Tommy get to North Point Mall quickly.
The radar shows the targets on your floor as red squares, and gives higher or
lower ones as triangles pointed either up or down. Get them in order of proxim-
ity on one floor then the other. Tommy gets a five star wanted level which goes
away when all the windows are destroyed.
1st Floor 2nd floor
_______________ ________________
| | | |
Book Store Jewelry Store | |
| | | |
| | | |
| | Vinyl Countdown |
| | | |
| GASH | | GASH |
|__________Tarbrush Cafe |______________|
As you can see from this rough diagram of the layout, you can save time on the
1st floor by having Tommy shooting from between the two S stores and between the
two N stores. Tommy can get most of the three sides of GASH from one spot, any-
way. Have Tommy shoot from a spot a bit towards the center of the mall rather
than directly between stores.
http://img257.imageshack.us/img257/7741/0020glenstersguideshakecb1.jpg
The fastest way to do it would be to have Tommy enter the door to the E of of
the two doors along the S end of the mall, get the 1st floor GASH and Tarbrush
Cafe, go up the escalator in GASH to get the 2nd floor GASH, get Vinyl Count-
down, then jump the banister to get the Book and Jewelry stores.
You get $2,000.
You can now buy property that makes money. The pink disks in front of them
now have house pickups that are green instead of blue.
Avery calls to tell Tommy to watch for business opportunities.
The .308 sniper rifle is available at the Downtown Ammu-Nation, and your
paintings are messed up at the mansion.
Tommy gets a call for Mr. Teal go to the pay phone at the airport terminal.
There's a pink shaft of light at the entrance to the mansion TV room and
another by a pay phone in the airport terminal.
I.59 "Check In At The Check Out" Phone: Assassination Mission 4
Have Tommy get into the light at the pay phone in the main terminal building
at the airport. The caller says to get the sniper rifle by a planter to the
right. A lady will take the escalator down from the balcony and ask a busi-
nessman for the time. Tommy has to shoot him, get his briefcase, and take it to
the location which is written on something taped under the phone (the Downtown
Ammu-Nation).
You could have Tommy use a vehicle to jump the rail by the metal detector to
get him in with his weapons, but it's not worth it. The businessman and his
bodyguard go down with one shot each using the sniper rifle provided. Besides,
sneaking in weapons makes the security guards attack. Going through the metal
detector will cause the weapon pickups to hover outside till Tommy returns for
them, even through saved games.
In the PC version, a vehicle will disappear if left on the plot of grass just
N of the terminal doors for a getaway.
You can leave a car inside the entrance to the S tarmac a bit E of the en-
trance (you don't want to lure the police right through the entrance to it) and
it will remain there for your getaway. (Besides that, the chopper takes a few
moments for lift off, during which time Tommy is vulnerable to being busted and
having his chopper destroyed.) I recommend the "EP" Admiral for that spot.
However, I did have good luck with the Sea Sparrow if I left it in the grassy
area N of the "Vice Surf" sign. Another time, I didn't want to take any
chances--I put it even further N, using the N tarmac a good ways to the E of the
entrance. It remained there till I needed it and the police didn't crowd Tommy
as he ran to it.
When Tommy gets the rifle, he has to approach the target while the lady comes
downstairs. A Distance Meter indicates if he's gone too close and been spot-
ted, which would mean you fail the mission. Letting the meter get 2/3rds to
3/4ths full lets Tommy get close enough.
After the lady walks from the businessman, have Tommy shoot him and his body-
guard. Equip the scope with the RMB and zoom in with Z or the Mouse Scroller.
Make sure Tommy runs through the briefcase pickup and not just a weapon pickup
or you can't complete the mission.
The shooting creates a two star wanted rating.
Have Tommy dash outside to get the weapon pickups floating among the shooting
policemen. You can always have Tommy get a weapon later, if a police car or
such is in the way, but I'd like him to have the heavier ones in case he needs
to shoot one of the black cars or some other obstruction.
The police, and guys who shoot from the sun roofs of black cars to get the
briefcase, will chase Tommy on his way to Ammu-Nation. The police show up out-
side the terminal, one of the two black cars shows up at the Vice City Transport
building you jumped onto for J9, and the other shows up at the top of the dead
end road that goes S through the bottom center of the west island. They all go
N on the main N and S road.
If you use the Sea Sparrow, you can take out the two black cars with the ma-
chine gun as an option, fly through the airborne bribes, then fly to the Down-
town Ammu-Nation.
If the Sea Sparrow is destroyed, I use a variation of a shortcut Rusk uses to
avoid the two black cars. It begins like the way I gave to get H98. Jack a ve-
hicle when handy through this: go N through the N tarmac, N past the W side of
the wall/fence, go E to the yellow wall then go N along the E side of the yellow
wall, then go E across the tarmac that goes over the road below. Go over the
lawn to Little Havana, and N through it and Little Haiti before getting on the
main N and S road to continue on the W lane of the "Y" division in the road
to
Ammu-Nation. On the way, there's a bribe in Little Haiti in the alley past the
N end of the road that runs N and S on the W side of the big drainage ditch.
You can also use the Little Haiti Pay 'n' Spray. Getting rid of Tommy's wanted
rating wouldn't deter the black cars, but I don't run into them when I try this.
I think Tommy has to go by them to lure them to chase him.
I did this mission with an Infernus, parked N of the "Vice Surf"
billboard,
took the shortcut and used the bribe, and never saw the black cars on the rest
of the way up to Ammu-Nation. I've also sent Tommy up the W coast to get the
Trashmaster from the City Scrap yard, and not only didn't see the two black
cars, but the Trashmaster made little concern of the police cars.
You can take the detour with the "EP" Admiral, but it might be more fun to
tempt fate and let the others shoot and ram the car in vain on the main road.
Drive fast, avoiding the police and enemy cars, and swirling back on track if
knocked off course. You're in the "EP" Admiral, so you're sitting
pretty--just
don't let yourself get cornered or flipped on your back. You might take the
shortcut over the grass on the E side of the main road N. You can stop at the
Little Haiti Pay 'n' Spray along the way, but it won't stop the black cars, so
you might destroy them 1st. Then cut W across the median strip before the road
makes a "Y" division, and continue N straight to the shaft of light outside
of
the Ammu-Nation.
And be sure to save that "EP" Admiral in one of your garages (but not the
big
one at the condo--let it eat an old Rhino). If you lose it, reload the game be-
cause it's too important to lose for any one mission.
You get $8,000.
There's a pink shaft of light at the entrance to the TV room of the mansion.
I.60 "Bar Brawl" Vercetti
Lance, drinking at the bar in the TV room of the mansion, tells Tommy a local
bar won't pay protection money because they're protected by local thugs. Tommy
reprimands Lance for drinking when there's work to be done and takes a couple
other henchmen to handle it. He's getting madder--he doesn't want to just smash
windows this time.
You can use the Sea Sparrow and a lot of Molotovs (from Tacopalypse, E of the
condo alley)
or a PCJ 600 and a lot of Minigun ammo, MP ammo (from the Downtown Ammu-Na-
tion), and Molotovs.
Either way, take a henchman if you want, not that the henchman is a lot of
help. Tommy seems to know this: "Get in the car, useless."
A Sentinel is provided on the driveway.
The Front Page Bar is at the N side of the Ocean View apartment building.
Shoot or run over the two security guards on the sidewalk in front of it. You
could land on the roof of the bar and have Tommy toss Molotovs down at them,
too.
If in the air, you can fly until the one star rating goes away. If on land,
the rating may last very briefly; you can use the bribe to the SW in the sunken
shopping center one block over.
Send Tommy to the shaft of light looking shaky on the floor of the outdoor
bar.
The bar owner says the idiots he's been using for protection work out of DPB
Security.
After the scene, you have five minutes to complete the mission.
DPB Security is on the NW corner of the 2nd block N. The security guards will
be in a lot on the N side of DPB Security.
If in the air, I like Rusk's idea to land on the roof of the building across
the street from that to the N, avoiding any fire that could come up from the lot
as much as possible, and throw Molotovs (Rusk likes Grenades) at the lot. If
you have Tommy shoot, focus the shots before the entrance to the lot so they
can't run toward the building Tommy is on and out of view below. A cutscene,
described below, precedes the next section. Rusk explains that, on PS2, Tommy
is placed on the ground after the cutscene, and that building has stairs you can
use to get back to the helicopter. In the PC version, the game may put Tommy on
the ground, but it usually lets him continue from up on the roof.
If you have Tommy begin this battle on the ground, you can have him use Molo-
tovs or shoot the guards in the lot. If you have him shoot, the Minigun is the
quickest. There's a car in the lot he can blow up to take one or two of them
out.
There's a cutscene of an explosion on the lot and two of the thugs speeding to
the E-most road then going S on it.
Destroying the Securicar that comes from the S on that road during this last
part gives you a $1,000 bonus.
Have Tommy shoot the Securicar with the Sea Sparrow machine gun or with the MP
from the PCJ 600; the Minigun makes short work of it, as usual, if it's handy to
have him get off the bike for a few moments. The security guards on bikes will
remain in the light house area if they reach it while he does.
Shoot the bikers with the Sea Sparrow or do a forward drive-by shooting with
the PCJ 600. Once at the light house area, the bikers tend to stay there or
just try to get away on foot, so I'd have Tommy get off the PCJ 600 and give him
a Minigun to shoot with once he's there.
One drawback of using the Sea Sparrow: the Securicar can have a tendency to be
lured to drive in circles directly beneath the Sea Sparrow where you can't see
it.
Rusk likes the "EP" Admiral for this mission, too--run over the 1st two
and
drive-by the rest. For a sideways drive-by of the cyclists, he suggests passing
them and shooting while you let them slowly try to pass you. (Ramming them off
their bikes works if you don't get them that way.)
Using the Sentinel to go S on the N and S road along the E coast, I saw the
Securicar whiz past going N. When I turned the car around, it was going S. I
had Tommy blow it up with the Minigun.
Once the cyclists are shot, the mission is completed.
You get $4,000.
The S.P.A.S 12 shotgun is available at the Downtown Ammu-Nation.
Lance calls. He's upset, feeling that Tommy is belittling him unfairly. Tom-
my tries to reassure him he isn't and that this is no time for this, but Lance
doesn't seem reconciled. Tommy tells him to take a few days off.
There's a pink shaft of light at home on the E end of the front porch of the
mansion.
I.61 "Cop Land" Vercetti
Lance bawls out Mike for botching a job to wire a store to blow up at the
(North Point) mall, leaving evidence behind that could incriminate them. Mike
says the timer must have screwed up, but someone tipped off the police. Lance
says they have to remove the evidence. Tommy says the police will be all over
the place, so they have to go there disguised as police men with a squad car.
Lance says they should use a brusque gesture to lure the police to a lock-up
where they can confine them and jump them.
The hardest part about this mission is the last part--transporting Lance from
the North Point Mall to the mansion porch through a five star wanted rating.
The easiest way is with the Sea Sparrow, the "EP" Admiral, or the Rhino.
The Sea Sparrow has the advantage of getting to the three airborne bribes,
then the Hyman Condo roof for a brief run downstairs to use the alley bribe,
then can fly the last star off.
The "EP" Admiral has the advantage over the Rhino of being able to be used
in
the Pay 'n' Spray. If it gets rammed upside-down and destroyed, reload the
game.
The Rhino can be used after leaving another vehicle in the Pay 'n' Spray 1st,
or driven to various bribes, but it can take a number of efforts to get Lance
to follow Tommy from the condo alley bribe to the roof to use the Maverick for
airborne bribes.
If you don't care if your Wanted Stars Attained gets bigger than Evaded, pick
whatever of them you like. The immediate wanted rating disappears when you have
Tommy get into the shaft of light on the mansion porch.
A black Sentinel is provided on the mansion driveway. It might not survive
the run back to the mansion. When I tried it, I managed to transfer Lance into
one of the attacking Enforcers for a hectic ride to the mansion.
Get Lance into the vehicle you chose and drive to the lockup, an open garage
with a police car parked nearby. Park in the lawn across the street and down
the road a bit from it. Have Tommy shoot at locals and their vehicles till he
gets a two star wanted level. Lance follows Tommy around, so, as usual, don't
shoot Lance or lead him near fire. Have Tommy wait across the street or some-
where away from the garage for the arrival of the police car. If it parks in
front of the garage and you lure two police men and Lance into the back of it,
you'll get a message that the game can't proceed because the garage door is
blocked. Have Tommy make a running shove at the front or back of it, or drive
it away a bit, if that happens.
Once you get the two police men and Lance in the garage, the door closes and
there's a cutscene. Tommy and Lance come out in police uniforms.
Have Tommy take Lance to the alcove between two entrances at the S end of the
North Point Mall. You'll see police men everywhere, and may see a couple of po-
lice cars blocking the road, on the way ("Cop Land"). If you hit something,
you
may hear Lance say, "Easy, brother--no cop drives this bad."
Lead Lance into the S entrance to the E. Go into the shaft of light in the
Tarbrush Cafe to your right. A cutscene shows Tommy fixing the bomb. Have him
ready to run to the S exit to the W, leading Lance in long straight segments,
because, after the cutscene, Lance says the bomb is set to go off in five sec-
onds, and Tommy gets a five star wanted level.
Have Tommy lead Lance outside and into his vehicle. Get rid of his wanted
level the best way for it, and get Tommy into the shaft of light on the porch of
the mansion.
****
GTA_Loc's "Cop Land" Never Wanted gimmick: no wanted stars; no soldiers
appear
at Fort Baxter.
After Tommy and Lance get their police uniforms, the Never Wanted staus be-
gins. You can have Tommy take Lance along in a vehicle to rob all 15 stores,
letting the money max out over four payments to $1,000 at each. Have Tommy put
Lance somewhere safe if you want to have Tommy create destruction for his CRim-
inal Rating (I.7), etc. Don't let Lance or the two soldiers by the door of the
Tarbrush Cafe die. (Another mission you can do this with, except with a Felony
Allowed status--the wanted stars flicker and disappear, is "Rub Out"--see
I.53.)
****
You get $10,000. The mansion will make $5,000 a day in protection money.
Lance calls. He's upset and even more convinced that Tommy belittles him. He
won't let Tommy respond.
The police uniform outfit is available in a room to the left of the entrance
room of the Washington Beach police station.
Dressed in it, Tommy can explore the police station and Fort Baxter, and get
the Rhino, the Hunter, and the M60, without getting shot at.
Again, the "V" will appear at the mansion on the radar and map whether
there's
a mission there or not. There are two more missions for Vercetti after "Hit The
Courier" (I.96), the last Print Works asset.
I.62.A Buy Sunshine Autos (car showroom asset)
for $50,000. Go S from the W end of the South Bridge, make two right turns,
and it's on the right side of the road.
You'll get a sunshine icon on your map and radar and your own Pay 'n' Spray
called a "spray 'n' go."
It's good to keep a fast car in a garage across from the spray 'n' go. If
Tommy gets a high wanted rating, you can have him land a helicopter, or park the
Rhino, near the garage door, then drive the fast car into the spray 'n' go.
B.J. Smith is voice acted by the Most Valuable Player in the NFL in 1986, the
year "Vice City" takes place in: Lawrence Taylor.
He's also a guest on KCHAT talk radio, and does radio commercials on VCPR, Fe-
ver 105, and KCHAT radio for his fitness program and hot--as in
"stolen"--used
car dealership.
As he explains in his interview on KCHAT, he wants to come out of retirement
and play football for the Vice City Mambas again.
I don't know if it's meant to explain his initials, but I've had Tommy jack an
Infernus from a businessman who said, "I just got a BJ in this puppy."
(There
are also a couple of Uncle BJ's Deli and Groceries stores in Belleville Park in
Staunton in "GTA III.")
B.J. bears a resemblance to Lance's brother Victor Vance, who's the star of
the upcoming game "Vice City Stories" and is seen in the opening scenes of
the
game.
http://img511.imageshack.us/img511/3661/00gta1screenvc924wg0.jpg
In a cutscene, he explains to Tommy that he wants to sell the car dealership
to him and return to football with the Mambas. He admits the business was wind-
ing down, but Tommy thinks it's perfect, and they have a deal.
I.62.B Sunshine Autos Vehicle Collection (car showroom asset) (to have it
make money for you, get bonus vehicles, and to carry on the traditions of B.J.
Smith and "GTA III").
If you have Tommy go down the S sloping driveway to the back of Sunshine Au-
tos then turn to the wall at his immediate right, there's a list of vehicles on
the wall by a garage door. The task is to have him steal those vehicles, which
are crossed off the list as he puts them into the garage. There are six vehi-
cles per list and four lists. With the completion of the 1st list, Sunshine Au-
tos makes money daily, and it makes more per day each time you complete a list.
Each completion also adds a vehicle you won't find on the streets otherwise to
the showroom.
It can help to know that driving a vehicle causes the game to spawn not only
others of the same model but of the same basic class. For example, if you're
looking for Banshee you'll probably have an easier time searching in a Cheetah
or such. This might help you when you look for vehicles that don't have a spot
you always find them in.
It's also kind of funny, in the absurdist world GTA creates, that you no soon-
er pull out in a vehicle than it looks like a whole bunch of other people de-
cided it would be fun to drive one of those, too.
If you find one out front that's good for a later list, store it in one of the
four two vehicle garages below.
I usually have Tommy find a bunch of the vehicles of the 1st few lists just
running back and forth in the area and just use the locations given below if it
takes a while for one to show up.
1st vehicle list
Esperanto Cadillac Eldorado '80-'85. It's a long two-door car. It has a
boxy grille of vertical bars in the center of the front end, diamond-shaped hood
and trunk ornaments, and long thin vertical back up lights. It's a prestige car
that doesn't perform that great in any category--practically an "all show--no go
showboat." It's okay if you minimize how often it goes out of control in that
side to side way the police cars have. Rusk quotes a source that says it can be
found near the Ocean View hospital, but I hung around it a long time to find
one. It might help to search for it in a similar land roving boat from this or
the next list.
Rancher See I.9.B. It's a big SUV. It might help make it appear to look for
it in the Landstalker--see below.
Idaho Buick Riviera '74. It has a horizontal grille and two horizontal back
up lights with a silver diamond logo between them. It's a two-door boat with a
dirty white hood with two small rear side windows that manages to distinguish
itself--it handles worse than the Esperanto.
Stallion A hybrid of a variety of cars--see the description under
"Others" in
the run down of all four-wheel vehicles at I.9.B. It's a muscle car you won't
need the muscle of because it doesn't handle that great. It may have the top up
or down and has a small vent hood. You can have Tommy take the one used for
"Cone Crazy" after doing the mission for it, take it right away and not care
that you'll fail the mission for it, or look around the area for another one to
spawn by it.
Landstalker Ford Explorer '91-'94. It's an SUV that carries on the "GTA
III"
tradition of SUVs you don't want to drive. Go W from the W end of Starfish Is-
land and take the 1st left--it's on the driveway and behind a big shrub of the
2nd house on the left--a dirty pink-beige house.
Blista Compact Honda CR-X '83-'87. A compact car with good handling (as long
as you don't plan on driving near traffic). How did it get on this list?
Sunshine Autos makes $1,500 a day.
The Deluxo (DeLorean DMC-12 '81 to '83) is in Sunshine Autos. It can be driv-
en out through the window. It's a high performance car with good speed, but it
has a high center of gravity and spins out easily on turns. I think the idea of
it as a reward is to make you feel better about the Blista. Put on some Huey
Lewis tunes, though, use the "seaways" code, and drive it out over water to
re-
create the ending of "Back to the Future," 1985, Marty. "Where we're
going, we
don't use...roads.")
2nd vehicle list
Virgo Mercury Cougar XR7 '77-'79. It's a long two-door with small rear side
windows. It has a chrome bar that runs side to side across the roof and contin-
ues down in back of the front windows, and a horizontal chrome bar low on each
side. It has vertical and horizontal back up lights and a horizontal diamond
ornament on the back of the trunk. It has four headlights and a vertical dia-
mond engine hood ornament. It's one of the least durable vehicles in the game,
so I'd normally recommend you respectfully allow it to remain a Virgo.
Sentinel BMW E28 M5 '84-'86 four door sedan without the little rear side win-
dow dividers, and with the grill and headlights made rectangular. It has the
rounder cab, and parking and brake lights, of a BMW M635CSi, aka M6, coupe '83-
'89. It has noticeably less speed than the Sentinel XS, but it's sturdier.
It's a four-door midsize car with horizontal back up lights, two dual exhausts,
black bumpers, and a vertical diamond trunk ornament. Just when you thought a
car couldn't seem more ordinary, you have to get a:
Washington Basically, it looks like a Lincoln Continental '84-'87--see the
listing for "FBI Washington" in the "Good/distinctive four-door
cars" section
above. Compared to an FBI Washington, it has a higher center of gravity,doesn't
handle as good, isn't as fast or able to accelerate as fast, and is less dura-
ble; it does weigh more, though. I'd put the Washington in this garage and the
FBI Washington in my garage. There's always an FBI Washington parked in an al-
cove of the S stretch of alley that goes around a building S of the Downtown
Well Stacked Pizza, if you want to see the black FBI version of what you're
looking for. You can't use the FBI version for the list, though. A Washington
is a bland-looking four-door with a horizontal diamond-shaped ornament on the
back of the trunk.
Stretch Cadillac DeVille limousine '86. It's a long limo with a sunroof and
a wing-shaped antenna on the trunk. Get the Admiral for the list, then the
Stretch that takes the place of it, from the W side of the stairs to the man-
sion.
Sabre Chevrolet Chevelle '70 with the headlights and sides of the bumper of a
Buick GSX '70 and the back end of an Oldsmobile 442 '70. The back window of the
hard top cab is about the size of the back window of a convertible Chevelle,
442, or Buick GS. It doesn't have the speed of the Sabre Turbo. (In the terms
of the Buick GSX, you could think of the Sabre Turbo as a '70 model and the Sa-
bre as a '71-'72 model.) It has a wide horizontal grille, four headlights, ver-
tical back up lights, a slope-backed roof, a horizontal chrome bar low on each
side, and horizontal diamond-shaped door handles.
Admiral Mercedes Benz E Class (W123) '76-'85. One of the better four-door
sedans somehow got on this list. Look at your "EP" Admiral to see what one
looks like. it's a midsize car with two horizontal chrome bars on each side--
one high and one low, thin black bumpers, and two big headlights. It's often at
the W side of the stairs to the mansion. If so, get it for the list, then get
the Stretch that replaces it there.
Sunshine Autos makes $4,000 a day.
There's a Sabre Turbo in Sunshine Autos. It can be driven out through the
window, which isn't the worst thing you could do to it. It's faster than the
Sabre, but it's definitely not among the best at handling. Unlike the Sabre,
which comes in various colors, the Sabre Turbo is always orange-copper with an
off-white stripe in the middle from back to front. The Sabre Turbo is the car
you see on the Links Bridge then making a jump from the "stilt" building at
the
start of the game.
3rd vehicle list
Comet A Porsche 911 Targa '78-'83 with the roof removed and the roll bar made
vertical, the back of the cab covered like a Porsche 911 Turbo except without
side windows, the top of the front of the body flattened and slanted from behind
the headlights down to the front bumper, with the uncovered recessed headlights
of a Jaguar E-type '69-'71, and bumpers like those on a Jaguar XJ-S '85-'90.
It's less liable to get banged and spun around than a Deluxo. From the E side
of Starfish Island, make the 1st right. It's in a garage of the 2nd house on
your right.
Banshee Chevrolet Corvette '83 to '86 except with low set round headlights.
A high performance/muscle car. It's at the house with a pool shaped like the
Rockstar logo in the W section of the two sections encircled by road on Star-
fish Island. There's also a Banshee in the "stilt" building, where a PCJ
600
can be found, on the N side of the block two blocks S of Washington Mall.
Stinger Ferrari Daytona Spyder '71-'73. A high performance sports car con-
vertible with the top down. If you could put the roof up for hookers, it would
be perfect. It's at the Starfish Island house E of the one given above.
Phoenix Pontiac Firebird Trans Am '79-'81 with the rear lights of a 1980
Chevrolet Corvette. It has a wide body stripe that runs from the center of the
front of the engine hood, over the roof, and to the bottom of the trunk. To
find one, go into the alley found just E of the apex of the big curved road on
Starfish Island. At the end of the alley, turn right and go through the gate--
inside the garage on your right is a Phoenix. Look at it from the front, Q and
E, and press acceleration to see the three red round do-frappies in the hood
vent flip up.
Cheetah Ferrari Testarossa '86. A high performance car with a rectangular
indented area over the trunk and six round back up lights. I think it's the
best all-rounder of the high performance cars, especially since it's great for
jumps. Either go W from the E end of Starfish Island, make the 1st right, and
find it by the 1st house on your right (the house with a beach ball in an empty
pool), or find one just S of Pier 2 on the SW edge of the east island.
Infernus Lamborghini Countach QV '78-'86. It's a high performance car with
an air foil over the back of the trunk and four back up lights. It's the high
performance car with poor durability that most makes you back off from its top
speed. Get the feel of it, though, and you're flying. It's always parked at
the E side of the stairs to the mansion.
Sunshine Autos car showroom now makes $6,500 a day.
The Sandking (see I.9.B), an SUV with good handling (where was this in "GTA
III"?), is in Sunshine Autos. It can be driven through the 2nd story window in
front of it.
4th vehicle list
Caddy A golf cart/car/buggy '86. Go W on the path from the light house into
the 1st shrub on your left and press F. The secret Caddy is in there. Use the
radar to drive out so you don't land in the water. You might find one at Leaf
Links, too.
Voodoo A maroon Chevrolet Bel Air '60 Lowrider. It has tail fins. There's
always one of these good performers parked across from Auntie Poulet's shack.
Go W from the W end of the Leaf Links bridge; at the W side of the semi-circle
the road makes, the Voodoo is to the W. It's the Haitian gang car, so you're
liable to see one in Little Haiti. Use left shift (remapped to be Run) for a
higher or lower ride, and bounce it around with NP4, NP5, NP9, and NP6.
Pizza Boy A Piaggio Vespa '86 modified to advertise the Well Stacked Pizza
Co. on the box over the rear wheels, and with the store logo on the body over
the rear wheels. It's found by any of the three Well Stacked Pizza stores.
From the E and W street N of the one the Voodoo is parked on, go W and follow
the road as it curves S--a Well Stacked Pizza place is on your left.
Cuban Hermes Mercury two-door '49 with uncovered rear wheel wells and twice
as many brake lights It's a black car with flames painted on the sides. When
you drive it, it blats flames from the exhausts. I don't know a lot about cars,
but I don't think that's a good sign. It's the Cuban gang car, so you'll proba-
bly see one in Little Havana pretty quickly. One thing seems true: foreign
gangsters waste too much time customizing old cars. It doesn't handle that
great, but it's fast, and it makes a lot of good fire effects during instant re-
plays, so it can snazz up your replays of jumps.
Baggage Handler ? airport baggage tug (an Equitech M40 '85 is close). It's
at four places on the S tarmac of the airport: one is at the NW corner of the
terminal by a fence, one is by some luggage S of the SW side of the terminal,
one is between the 3rd and 4th hangers from the S along the W side of the tar-
mac, and one is just S of the heliport by a McAdams Airways hanger.
Mr. Whoopee GMC Grumman Step van or Chevrolet Step Van P-10 '86 with Chloe
Vevrier laying on her back on the roof. An ice cream truck topped by a facsim-
ile of two big scoops of ice cream with a cherry on top of each. It's at Cherry
Poppers after you buy it. Bring it to the garage after you do
"Distribution,"
the next mission. After you do and complete the vehicle list, the 2nd portion
of the Sunshine Autos missions is at I.83.
Buy Cherry Poppers for $20,000. Looking W from the W end of the Starfish Is-
land bridge, it's across the street to your left.
You have an icon of a pair of cherries on the map and radar.
I.63 "Distribution" Cherry Poppers (ice cream factory asset)
Maude the ice cream lady is voice acted like a bad-tempered Margaret Hamilton
with strep throat by "Max Payne" voice actress Jane Gennaro.
Tommy buys the Cherry Popper ice cream factory to sell ice cream, but finds
out it's a front for selling drugs run by an old woman who hates kids.
You need to make at least 50 sales in one run to complete this mission.
Have Tommy enter the ice cream truck to start the mission and exit to end it.
Press Left Shift, horn, several times to start the jingle, and park to attract
customers.
Sometimes, when the people nearby stop buying, you can give a little press to
W or S to activate them again. You know one, or the one beside them, may be
about to come by if they start shaking and turning back and forth like a robot
with a short circuit. It's not a good determinant when the screen says there
aren't any customers, "try another area"--use your own judgement.
You can also attract both the police and angry gang members. Use Q, E, and Q
and E to keep a look-out, and press Left Shift to stop the jingle. One star
usually lasts briefly if you drive around a bit. Use a Pay 'n' Spray for two
stars.
You can get an interesting close-up look at the other citizens of Vice City by
pressing V to get the 1st person view from the truck then looking side to side
with Q and E. It's not the best way to watch for the police, so pick a safe
spot and take off if a wanted star lights up.
Here are several safe sales spots:
The Moist Palms Hotel. It's in the S Downtown area along the main N and S
road of the west island. Drive into the back and back out E to the curb on the
S side of the lane. Stop a couple car lengths before the lane widens and di-
vides to make pedestrians spawn there.
Say, "Forget it," back up, and drive out to the spot again if you see a
po-
liceman. Watch ahead and to the left, Q, particularly, for police men (they
won't spawn behind the ice cream truck there). Often, with one wanted star,
you'll see no police action, or a police car that just circles in the road ahead
till the star disappears. If a policeman approaches so you go S to the Pay 'n'
Spray on the same road, one star will disappear before you can get there, so you
might as well just make a loop on a stretch of the road ahead of you.
No gang members will attack Tommy.
I've gotten 20, then 90, in a row there before I got two stars and went to the
Pay 'n' Spray each time. I ended up with over 100 sales after I used the Pay
'n' Spray the 2nd time and quit.
As Rusk notes, Viceport, the SE section of the west island, is an easy sales
spot. The police are just on foot, a Pay 'n' Spray is close by, and there
aren't any gang members to attack Tommy.
The beach on the E side of the E island is good; you can face W from the edge
of the N-S pedestrian spawn line and the police can't appear behind you, and
there aren't any gangs there. It's not that close to a Pay 'n' Spray, so if you
get one star, go back E into the no-ped strip along the shore till it disap-
pears.
Each of those places makes $10 a sale. The lowest priced sales are in Little
Haiti and Little Havana--$8 a sale, and the highest priced ones are in Starfish
Island--$18 a sale, and Prawn Island--$14 a sale. All of them have gangs that
attack Tommy, but you might make a few sales in each for the variety.
When you're done, turn off the jingle by pressing Left Shift few times and
have Tommy get out of the vehicle to end the mission.
Cherry Poppers makes $3,000 a day.
Take it to the vehicle collection garage at Sunshine Autos to complete that
mission. (One minor inconvenience: if you take a vehicle near that garage door
after collecting all the vehicles, the screen will still say, "We're not inter-
ested in that model.")
Sunshine Autos makes $9,000 a day.
Hotring Racer B (one of the ones used in Hotring at the Hyman Memorial Stadi-
um) is in Sunshine Autos. It can be driven out the 2nd story window. It's very
fast with quick acceleration. If you want Hotring Racer A, you'll have to use
the "getthereveryfastindeed" code.
For my plan to use an Angel with special handling from "Wheels of Steel"
to
make the eight races coming up easier, I've scheduled the Sunshine Auto street
races at I.71. Again, see I.100.D.e if you'd rather make your own "Wheels of
Steel" Angel.
Buy the Malibu Club for $120,000. It's in the middle of the longest N and S
road of the east island.
You'll get a palm tree icon on your in-game map and radar and your own room
upstairs.
There's a pink shaft of light at the left side of the bar in the Malibu Club.
(Apparently, enlightened outlooks have led to the rarity of black lawn jockeys
and cigar store wooden "Indians," but there isn't a problem with having a
mummy
woman outside of places where people go to get liquored up. Maybe that's what
they mummified them with where she came from.)
I.64 "No Escape?" the Malibu Club (bank heist asset)
Cam Jones is voice acted by fatherly Greg Sims.
Tommy needs a safe cracker. Lawyer Ken Rosenberg tells him a great one is in
a police cell awaiting transfer. Tommy goes to break him out of jail.
Take a fast and durable car--OK, a fast one you can type "aspirine"
for--or
the "EP" Admiral to the Washington Beach police station--the one S of the
Mali-
bu. Park the fast one by the road pointed N or the Admiral N or S. Have Tommy
go into the station and into the shaft of light in the 1st room on the left.
As Rusk notes, this mission requires Tommy to change into a police uniform, so
if he already had one from the last mission, it changes him into his street
clothes so you can have him put the police uniform on again.
GTW note: I sent an e-mail to Mr. Rusk asking him what that weird sound is in
the locker room. He sent this reply:
Dear Glen:
The sound you hear is the sound of a snoring cop. The cops here are lazy and
bored and one of them has fallen asleep near the counter and dreaming of glazed
doughnuts :)
--Robert Allen Rusk.
I think I saw that in the Nutcracker Suite. I like the early '50's Ormandy
version the best.
After you get Tommy the police uniform, he can walk around the station freely.
If you send him straight back from the front door, you'll see a blackened door
he can disappear into but be unable to move around in much. This causes a bit
of Ghost World sky to appear over it. It's where policemen will spawn from to
replace the ones you have Tommy shoot later. (It's like the similar blackened
alcove where replacements to cars that are destroyed in "Hotring" spawn
from,
the ones bikers come from in the biker compound in "Hog Tied," and the one
on
the Chartered Libertine Lines ship for "Spill the Beans.")
Send Tommy upstairs, across the room, and into an office to get the key card.
The twirling card pickup has "Chuff Security" and "Officer P Rowe"
written on
it, with a picture of a guy with a big grin who has dirty blonde bowl cut bangs
that look like they were scratched onto the photo. He doesn't look at all like
Cam.
Send Tommy back downstairs and continue down to the cell where Cam is kept.
Have Tommy equip the Minigun and step into the light.
A cutscene shows Tommy using the card to open Cam's cell.
Tommy has a four star wanted rating. Careful to lead Cam upstairs and not
kill him or let him get killed, have Tommy shoot the policemen: there's one at a
desk in the next room, a few to clear beyond the exit to the hall, and, in the
main entrance room, three behind the counter, one in the middle of the room, and
any you see that are beyond the door to the outside.
Have Tommy lead Cam outside if you can, but don't make that your top priority.
Cam can show a damnable tendency to go off in the wrong direction and do the
bent-over-heaving-puke-with-his-head-in-the-wall animation while Tommy loses a
lot of armor and health and Cam possibly loses his life--mission failed, trying
to get Cam to follow him outside to a vehicle.
As Rusk says, the police are gunning and car-ramming to get Tommy, so the
quickest and safest thing to do with Cam is leave him there, even if he doesn't
go outside, and get Tommy into his car. Once Tommy takes care of the wanted
rating, it's easy to get Cam into a vehicle.
If it's a regular high performance car, go N to the Pay 'n' Spray N of your
Links View place, because, as Rusk contributor Bragon points out, the police are
geared for an attack of a trip to the Pay 'n' Spray S of the "stilt"
building.
On the way, I'd try for the bribe on the corner N of the place N of the Malibu,
then take the 2nd left N of that for the bribe in the alley, if you're not
banged off course too much.
If it's the "EP" Admiral, do the same thing, or go the S Pay 'n' Spray for
more demolition derby fun. Again, while you're there, you can pick out a color
for it you like. I still prefer the dark cranberry red--it covers up the gray
shading tones and makes it look sharp.
Then go back and pick up Cam and drive him home.
You get $1,000.
There's another pink shaft of light spending too much time at the bar in the
Malibu Club.
I.65 "The Shootist" the Malibu Club (bank heist asset)
Phil Cassidy is voice acted by "The Buddy Holly Story" star Gary Busey.
Tommy need a stick-up man to go with his safecracker. Cam tells him the best
shooter, who can also supply guns and delusions of military grandeur, is Cassi-
dy, who's at the shooting range.
Have Tommy drive up to the Downtown Ammu-Nation, a good place for that, go
through the front room, and into the shaft of light.
A cutscene shows Tommy meeting Phil Cassidy at a shooting range in a back
room, and telling him he's looking for someone who's good with a gun. He kids
Phil a bit, and Phil challenges Tommy to a shooting contest.
Neither one wears earplugs because they have much more manly eardrums than us
regular people. You, use both hands to steady your mouse. And go easy on your
LMB "trigger" because anything more than a light press of it will cause the
gun
to make multiple shots, wasting bullets and lowering your percentage. You can
always raise your percentage later with "Rifle Range," so try to rack up the
points for this one.
A cutscene introduces each of the three parts of the contest, and you get a
different shaft of light in a different area for each. You're supplied with a
Pistol and a 1st person shooter perspective. You need at least 60 points total
from the three events.
If you reload the game to do this over and over to try for your best score,
you may want to skip the intro by pressing Left Shift.
1. This prepares you in the event of an attack from a clever ambush at the
dry cleaners. There are three rectangular metal frames, and each contains a
yellow five piece representation of a male head and torso--one for head, four
for torso--that probably looks good to people who make signs for Oriental men's
room doors (I hope I'm not in trouble). Each is repeatedly mechanically slid
from a slot in the right wall, across the room to a slot in the left wall, and
back. If you shoot all five pieces from the nearest frame, it's worth one
point, from the 2nd, two points, and from the 3rd, three points (despite the
fact that, from your perspective, the nearest one is moving faster and harder
to hit). If you shoot out all five pieces, the frame goes back into the slot
for it on the right.
From this we can deduce that we want to keep knocking out the yellow pieces of
the far frame as fast as we can send it back into the slot on the right to bring
out five more. Shoot out the body pieces of the front two as they get in the
way of that, then let those two frames go back and forth with the heads so
they're not in the road.
The 1st shoot is over when two minutes are up or you run out of ammunition.
Don't shoot recklessly between the two front frames at the back one--your bul-
lets can ricochet off them. Try to only shoot between them when you know you've
got a clear shot at the back one. Moreover, the collision programming can be
weird: you'll get a shot just past the edge of a frame here, and have a bullet
ricochet off nothing when you get a clear shot through one (or even when there's
no frame in front of it--who programmed this thing?) there. Try to have targets
move into the aim of the mouse more than have it chase after targets, too. If
you go for a target that just emerged from the right wall, wait a couple moments
for it to come from behind some invisible collision file jazz. Again, try for a
high score more than worry about percentage for now.
2. This prepares you in the event that you need to deploy firearms against a
clever attempt at misdirection at Stephen Bliss' house (he did the cover art for
"III" and "Vice City"). In this hypothetical combat case, Stephen
is trying to
lure your shots with the countless cardboard representations of his "GTA
III"
cartoons of Luigi Goterellio, Misty, Asuka Kasen, and Toni Cipriani he keeps
around the house.
The cartoons slide from and back into doors, and slide up and down or side to
side across windows from behind them.
As Rusk instructs, for this and the next round, shoot at the windows of one
section. If you try chasing the targets all over the screen, your score will be
low. I try to shoot at the four windows on the left side of the farthest sec-
tion.
3. This prepares you in the event you need to deploy firearms against the ef-
forts of one of Stephen's neighbors, who also has a huge supply of Stephen's
cartoons and has stolen Steven's misdirection idea since it worked so well.
It's basically the same as the last one, but you've moved in closer. They
can't believe you're still falling for this. I prefer going side to side be-
tween the lower middle section and Misty off to the right side of that, with
special attention to that little Luigi in the middle since he's harder to hit.
If you score 60 points or more, Phil joins Tommy's team.
You get $2,000.
A "SHOOTER OF THE MONTH" trophy, with a sculpture of a human head with a
bul-
let hole in the forehead, will appear on the TV in the Ocean View apartment.
While you're there, or any time later, you can do I.66, an important
"side"
mission needed for 100% completion.
I.66 "Rifle Range"
Send Tommy to the shaft of light by the counter in the shooting range room be-
yond the sales room of the Downtown Ammu-Nation.
For "Rifle Range," do the same as in the 1st shoot for "The
Shootist." The
test is over after two minutes or Tommy runs out of ammo (which you'd have to
shoot like a berserk nut to do). He can leave the room and reenter the shaft of
light over and over to try again. The game will even let Tommy come back to the
Downtown Ammu-Nation any time after this mission to see if he can improve his
score.
You can skip the intro by pressing Left Shift.
You only need to get 30 points or more to earn $500.
But you need to score 45 points or more for 100% completion of the game. If
you score 45 points or more, you also get the Fast Load feature for your weap-
ons, so there will be no waiting between shots or clips. This makes the most
drastic improvement for the Rocket Launcher and Sniper Rifle.
If you beat your previous percentage for "The Shootist" or for "Rifle
Range"
while scoring 45 points or more, your new best percentage will be shown in your
Stats as "Best Percentage of hits for Shooter."
Getting enough points for the last mission and this one is easy. Going for a
higher percentage at 45 points can be maddening with the collision files or
whatever. It's like the game is programmed to have ricochets no matter what you
do. Once you're in the high 90's, those ricochets are not very user-friendly.
If he didn't get it after "The Shootist," Tommy gets a call for the 5th
and
final Assassination Mission.
There's a pink shaft of light by the Malibu bar again, but I'm going to the
one on the other side of the block that Cherry Poppers is on.
I.67 "Loose Ends" Phone: Assassination Mission 5
Send Tommy to the shaft of light by the pay phone on the opposite side of the
block that Cherry Popper is on.
Tommy has to take a briefcase from between two big roof vents on the roof of
the Bakery and Cafeteria, which is just N of the Cherry Popper building, to the
heliport at the airport. Armed thugs by the briefcase, on surrounding roofs and
stairs and a billboard to the S and SW, and in the lot behind it, will shoot at
him if he tries. Tommy is told to kill all of them, and that the entrance to
the back of the factory is to his left.
Use a Minigun with lots of ammo, a couple handfuls of Molotovs, and possibly
the machine gun of the Sea Sparrow.
Have the Firetruck mission completed to have the fireproof feature so you can
have Tommy use Molotov Cocktails nearby without getting hurt.
If you want to have Tommy slug it out, have him take a Minigun with lots of
ammo, Molotovs, and you won't have to have him grab the weapons dropped by the
agents he shot because he ran out of ammo.
Proceed carefully with what Hitman gamers call "stealth." Have Tommy walk
up
on edges of things they could be behind--if you just hit part of an agent with
the Minigun bullets, they go down.
There's a guy just past the entrance.
Once inside, shoot the vehicles to take out anyone in or near them. Check the
distant surroundings for agents for Tommy to shoot--on stairs, by boxes, one is
on a billboard--as you have him make his way along the W wall and S toward the
1st roof. Sometimes, he's not even close enough to them to trigger their re-
sponses and can shoot them easily. I have my resolution cranked up to 1280 x
1024 on a 19" screen, so I can see guys so far in the distance the game won't
let my Minigun register as being able to shoot that far.
There's armor on the SE corner of the lot.
Have Tommy use stealth and survey the scenery for more targets on the 1st
roof. Check the ground as part of that to make sure he didn't miss someone as
he goes to the 2nd roof. The reliance shifts more towards Molotovs here, but
have Tommy get any far-off targets with the Minigun.
When Tommy gets near the 2nd roof, have him clear the way before himself with
Molotovs, and do the same once atop it since there are agents hiding behind
things, like between the mock ice cream scoops. Have him throw a Molotov by a
corner of something and let the spread of the ignited fuel proceed him around
it.
When you have him climb the stairs to the roof with two big vents, have him
throw some Molotovs up there 1st then climb up onto it. Have him throw some
Molotovs to create a spread of flames around the far side of both big vents.
The game may prompt you to have him grab the briefcase between the two big vents
before the guys behind them are all dead, so make sure they are before he grabs
it.
There's a Maverick on the NE corner of the roof. There should be no more in-
terference on the trip to the shaft of light on the heliport with the briefcase.
Fly through any airborne bribes 1st, if you need to.
If you're in a hurry, and don't care about the instruction to kill everyone
involved there, use the Rusk version of the Brady Advanced method for a veloce
Vercetti ("Volace" is Italian for "fast"): use the Sea Sparrow
machine gun to
clear out the guys on a roof or two, starting with the guys by the two big vents
on the N end of the Bakery and Cafeteria just N of Cherry Poppers. Land by the
two big vents, have Tommy get the briefcase that's between them, then avoid
shots from the others by flying E till he's over the water, S to the South
Bridge, then W to the shaft of light on the heliport.
A variation I like to use: you can land a helicopter on the taller of the
roofs of the WestHaven Community Healthcare Centre, which is just N of the Bak-
ery and Cafeteria--the one with the briefcase by two big vents--and have Tommy
shoot the Minigun from there. He can clear off the roof the briefcase is on and
a lot of the surrounding yard, too. Then give Tommy a full N to S runway on the
lower roof, and he can make a running jump to the roof with the two big vents.
Have him get the briefcase and fly straight to the heliport.
You get $16,000.
The black gate at the W side of the lot will remain open now.
There's a shaft of light by the bar at the Malibu.
I.68 "The Driver" the Malibu Club (bank heist asset)
How to jack Hilary's Sabre Turbo--not bullet-proof for PC, so this is even
more optional for me:
The more complete coverage of the proper mission is at I.70. You might say
I.68 isn't strictly by the book. I'd say I read the title on the cover: "Grand
Theft Auto...." I'd get those lenses checked.
If you have PS2, you can do this because you want a bullet-proof car. If you
have a PC, you can do this for something different to do, and to avenge Hilary
for making the regular mission so difficult. It's not at all needed to complete
the game, so you can skip it if you want to.
Hilary's car can't be destroyed or you fail the mission. He needs to live to
get killed later. (For PS2, his car is bullet- and rocket-proof during the mis-
sion, but you could destroy it with the Rhino, and his windshield is normal.)
Oh, where--oh, where will you find anyone who turns to such devious and dis-
reputable methods of gameplay? For shame on them...if they were playing a
multi-player game as a nobleman with too much clerical work to do in Neverelder-
wind or whatever it is.
(P.S.: I make fun of Morrowind. But since I've tweaked it to run smoothly--
and not crash routinely--and got all the Wizard abilities and can run and fly
and swim and throw fireballs, it's better than I 1st thought...even if practi-
cally all the animals, of all varieties, sound like barking dogs, and the pedes-
trians aren't as funny as in "Vice City," and a big percentage of the
hundreds
of guys in Vvardenfell all sound like Froggy from the "Our Gang" comedies.)
Before beating Hilary at I.70, have Tommy jack his Sabre Turbo for one of his
garages. Poor Hilary, but we won't really kill him--he comes back for I.70.
When the race starts, turn around and go N. Tommy has a two star wanted level
for street racing, so make the 2nd left, go through the bribe, then go left to
the base of the little bridge--the other star should go away around then. Have
Tommy block the two lanes with his car and another. (If you try a 3rd, one of
the 1st two will disappear).
Have him wait by the adrenaline pill in the back yard to the S. At about five
seconds past two minutes on the mission timer, have Tommy run through the adren-
aline pill, to slow things down, and go to the street E of his barricade. Equip
Tommy with the Minigun or the .308 sniper rifle. When Hilary comes over the
bridge, make sure he has enough .308 or Minigun minerals in his diet. On PC,
try to shoot him and not blow up the car; for PS2, the only way to shoot him is
through his windshield, anyway.
He'll slump out the door and let the car roll a bit--"Mission Failed."
Take his car to a garage. (Make sure you don't let the door close while Tom-
my's outside the car before you save it: at least on PS2, he'll be locked out
and you'll have to reload the game to try again.)
Once it's in the garage, save the game. Later, you can tell people you not
only beat Hilary but jacked his car.
How to get a BP/FP/EP Sabre Turbo from Hilary on PC
Pomor has a couple of methods to get the BP/FP/EP Sabre Turbo on PC--one using
cheats and another without them. Either way, you have to destroy the Sabre Tur-
bo then Hilary.
With cheats, spawn a Rhino (PANZER code or trainer, I.100.D.ff) by the pizza
store at the back of the Malibu and use the "camera" view that places the
"cam-
era" the farthest behind Tommy. When Hilary appears, you can destroy the Sabre
Turbo by using BIGBANG or by bumping it with the Rhino, which is riskier because
the Sabre Turbo may fly a good distance away and even land in water. Then use
the Rhino, keeping the Sabre Turbo in view, to push the Sabre Turbo into a ga-
rage to heal--the El Swanko Casa garage is easy to use for that. The special
properties of the Sabre Turbo are maintained after saving the game, too.
Without cheats, do the same thing except, before the race, have Tommy leave
the Rhino at a spot near the Malibu but not so close that the Rhino disappears
after the cutscene. From the Malibu, have him leave take it S, through the in-
tersection, turn right, and put it off the road by the 4th palm tree that's
close to the sidewalk. (GTA_Loco used the mansion garage.) During the race,
have Tommy drive S to the Rhino then drive it back to the race course and go
over it in the opposite of the intended direction and bump the Sabre Turbo.
http://www.gtaforums.com/index.php?showtopic=355094
There's a shaft of light in front of the Greasy Chopper biker bar--where the
skull icon is on your in-game map and radar. (What's this thing this shaft of
light has for bars lately?)
I.69 "Alloy Wheels Of Steel" Big Mitch Baker
Big Mitch Baker is voice acted by that handsome leading man Lee Majors, who
also starred as Blue in "Will Penny," 1968, as Andy Crocker in "The
Ballad of
Andy Crocker," a TV movie of 1969, and in the 1973-1978 TV series "The Six
Mil-
lion Dollar Man."
http://www.leemajors.co.uk/
Tommy asks Mitch to have his gang do the security for a concert Kent set up.
Mitch tells Tommy his group just helps itself. Mitch wants to see how Tommy
rides a bike before he'll consider letting him join the gang.
Since I organized the missions to do eight races in a row, just pretend Tommy
is giving Mitch plenty of chances to see that he can do it.
(If you created your own "Alloy Wheels of Steel" Angel as explained in
I.100.D.e Cars and bikes, Gameplay advantages: How to create your own "Alloy
Wheels of Steel" Angel, remember to have Tommy jack one of the regular Angels by
the bar and not jack one from one of the contestants. An Angel from a contes-
tant would be twice as souped up and so weird to drive you'd probably lose the
race.)
Tommy has to use an Angel or a Freeway. The game programs the bikes of the
three bikers competing in the race to be souped up Angels to enable them to make
high speed spin-outs.
So you have a choice--one of the two worst bikes at handling and cornering, or
an Angel with the best combination of speed and cornering of any bike in the
game--better than a PCJ 600. It's heavier, but that helps it hold the road bet-
ter, which is good for racing.
The easiest way is to use the best. (Thanks to the Brady guide for the tip.)
Have Tommy go in front of the three bikers lined up on Angels with great han-
dling to start the race. Don't have Tommy hit them or get into the pink shaft
of light, but send him in front of the one by the shaft of light and just press
F. Tommy will jack one of their bikes, which starts the race.
It almost handles like what you'd have if "gripiseverything" improved
those
things for bikes. The other two remaining racers spin out early on, and it's
easy to win the race around the Downtown area. I pass them early on, but, if
you do, you're safer to give them some room and pass quickly and cautiously be-
cause they're reckless and can knock Tommy from his bike when they wreck, such
as when nearing the Hyman Condo. You're usually in the clear if you can pass
them along the side of the road early on, but one might whiz past and knock Tom-
my off the bike on the stretch toward the condo or if Tommy has a spill after
that.
Aside from the usual handling skills, I get the sharpest turns by letting go
of acceleration just before a turn.
http://img291.imageshack.us/img291/1783/00gta1screenvc264eb4.jpg
You get $1,000.
DO NOT SAVE THE GAME TILL AFTER I.71. Sorry for yelling. I hope I didn't
scare anybody. During the next seven races, if you screw up anything, or the
Angel disappears for whatever reason, or you get Tommy busted or wasted and
don't want to save it, you'll be able to reload "Alloy Wheels of Steel" and
try
again with a fresh Angel.
If you took my advice about using this alternate order of the missions, you
can now use the Angel for "The Driver" and the six Sunshine Autos races.
Park
the Angel off the road by the 4th palm tree S of the 1st right turn of the
course for "The Driver," which is the 2nd right S of the Malibu Club (the
1st is
a 90 degree turn--the one you want veers to the right). I've had the Angel
disappear afterwards when I parked it farther N. Once it stays in the game for
"The Driver," it stays for all the Sunshine Auto races, too.
If you used some order for the missions that won't let you do that, but you
like the PCJ 600 and jumps as much as I do, take it around afterwards and have
some fun. It's too heavy for some of the jumps, but the special abilities are
lost after you put it into one of your garages and let the door close, and it
just looks like one of the red, white, and blue Angels that are always in front
of the bar. You can have Tommy morph with it--as when he morphs with any hog,
the ends of his legs will disappear into the ground.
I.70 "The Driver" the Malibu Club (bank heist asset) Wow--deja vu.
Tommy needs a driver to go with his safecracker and shootist. Phil recommends
Hilary and calls him. Phil tells Tommy that Hilary will do it, but he has aban-
donment issues--he'll only do it if Tommy can beat him in a race.
Tommy meets Hilary, who reaffirms that, adding that if Tommy ignores him in-
stead, he'll never forgive him.
(There are various kinds of "abandonment issues." I think Hilary's kind
is
basically the fear of being left alone, causing the person to manipulate the
other to prove their commitment to the relationship by example--in this case, by
racing him. He's also possibly over-playing the victim role sometimes associ-
ated with it by making it a condition that he needs to get beaten in the race.)
Tommy gets a regular Sentinel (not a Sentinel XS) and Hilary gets a Sabre Tur-
bo. Normally, a Sabre Turbo has better speed and acceleration but a higher cen-
ter of gravity, so less grip. But just like the competing vehicles in the other
races in this section, Hilary's Sabre Turbo is programmed to drive fast and
wild. It can seem hard to beat until you figure out how to get ahead of the
competition, and if you make a mistake while trying to maintain your lead the
competition can seem to come out of nowhere and take it back.
Just after Tommy gets past the 1st right turn of the race, trailing Hilary,
Tommy has a two star wanted level for illegal street racing.
I don't think the police are just interested in ramming into Tommy and not
Hilary. I think they're more interested in whoever is behind in the race. Usu-
ally, if I get Tommy a clear lead, the police cars are just there to pass by on
one side of the road or another.
You might want to practice the course beforehand. From the Malibu, the course
goes S through the middle of the island on the 3rd road from the E, goes clock-
wise around the 2nd block from the S and E till it returns to the 3rd road from
the E, continues S to the S end, then comes back up along the W side to the
bridge NW of the Malibu and ends back at the Malibu.
If you have an Angel jacked from one of the contestants in "Alloy Wheels of
Steel":
This is my favorite way to do this mission.
As Rusk explains, when he does this with a PS2 Hotring Racer, he can't park it
too close to the starting line before the race or it will disappear during the
race. With the Angel on PC, I've had bad luck reliably keeping the Angel in the
game memory at the spot that works for Rusk's PS2 Hotring Racer (just after the
1st right turn of the race course). I've had good luck putting it a bit farther
S. So prepare for this mission by taking the Angel S from the Malibu Club,
through the intersection, turn right, and put it off the road by the 4th palm
tree that's close to the sidewalk.
Have Tommy go on foot to the shaft of light in the Malibu to start the mis-
sion. Drive the Sentinel to the Angel and use brake/reverse to stop with the
driver's door close to it, and transfer Tommy to it fast.
Drive like you did for "Alloy Wheels of Steel" and you can wrap this one
up
quickly. Even if you don't get it the 1st time, there's a klieg light at the
end of the tunnel.
DO NOT SAVE THE GAME TILL AFTER I.71.
To modify the Sentinel:
You could also see I.100.D.e to see how to change the 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
of a Sentinel. If you modified the Firetruck for I.23 and left it that way, you
could it instead and leave it at the same place you'd leave the Angel in the
method given above. Try not to knock Hilary into the ocean with it.
To improve the odds of Hilary spinning out (don't do this if you use the Angel
or it might disappear):
A method that can let you win in an early effort combines my idea to see if
Hilary spins out early on, Rusk's idea to leave a fast vehicle around the 1st
right turn of the course (the veering right turn past the 90 degree right turn),
and an idea I got from a post by yunagunsling at the message boards at Gamefaqs.
He'd put a Packer (ramp truck) just beyond Hilary's starting place before the
race--then again, his Packer wouldn't disappear for some reason. What I did was
put a Packer from the airport (I haven't bought Interglobal Studios yet, al-
though you could just to get the Packer inside) sideways at the intersection S
of the palm tree I recommended for the Angel. Drive the right side of the Pack-
er along the near side of the wall on the right. Drive out beyond the wall,
leaving a few feet of the back of the ramp against the wall to keep Hilary from
being able to push the Packer out of his way during the race. Leave the side-
walk clear on the left.
The Sentinel flew through the gap while Hilary didn't; he tried to regain his
lead, but the police rammed him, and it was a quick and quiet ride to the finish
line.
If you try it this way, you can store a Packer in the Ocean Drive garage be-
fore the race. The end sticks out, but it disappears when the door comes down.
There's always a Packer on the S tarmac of the airport and in the W side of the
lot of the Vice City Port Authority in SW Viceport (you can't use the one in the
film studio until you buy it to open the gates).
If you need to beat Hilary without any gimmickry:
Drive within the modest limits of the car because Hilary won't give you much
of a chance to screw up, if you manage to pass him at all.
Drive like it's a fast but careful taxi mission. Drive fast with control, cut
corners on the wrong side, and go over lawns and sidewalks--wherever you see a
break up ahead, go for it--but don't over-accelerate or you'll have too many ac-
cidents.
Maneuver to avoid the police that tend to spawn in certain places (like one
from either side as you approach the T intersection by the Washington Mall--go
through the poles on the right instead).
Better, I noticed that if Hilary got spun out near the start of the race, and
if I drove like it was a fast but careful taxi mission, I never saw Hilary
again, and the police were usually just there on either side of the road to
drive by or go around, for the rest of the race. I haven't had the luck some
claim in ramming Hilary--it's like his car is heavier, not just faster, and
makes Tommy spin himself out if he tries it. So I determined that unless I saw
Hilary get spun out near the beginning of the race, I'd just reload the game and
try again. The last time I tried this, I managed to get it in five tries and
saved a lot of wasted time.
You get $3,000.
If you have the Angel, DO NOT SAVE THE GAME TILL AFTER I.71.
Go to Sunshine Autos for more record-beating racing times, Paul Newman.
List of Cheat Codes:
Grand Theft Auto: Vice City List Cheat Index
FAQ/Walkthrough (Part 1, 2, 3, 4, 5)
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