******************************************************************************* Grand Theft Auto: San Andreas 100% Completion and Strategy FAQ/Walkthrough Written by ChiTownBluesFan Version 3.00 Revision History 3.00 06/30/05 - Initial PC Version Changed Author Intro Updated About This Guide Added PC Version Info Updated FAQ Updated Taxi Driver Updated Firefighter Updated Los Santos Gym Updated Nines and AKs Updated Cesar Vialpando Updated Lowrider Challange Updated Catalyst Updated Wrong Side Of The Tracks Updated Just Business Updated Life's A Beach Updated Dating Denise Updated Vigilante Updated Reuniting The Families Updated Badlands Updated Ammunation Shooting Range, Part 2 Updated Are You Going To San Fierro? Updated NRG-500 Challange Updated Pier 69 Updated Air Raid Updated Supply Lines Updated Learning To Fly Updated Black Project Updated Architectural Espionage Updated Gang Wars, Return to Los Santos Updated Conclusion 2.02 05/11/05 - FINAL PS/2 VERSION Updated and modified FAQ section Modified BMX Challange Modified Taxi Driver Updated Paramedic Updated High Stakes, Low Rider Updated Chilliad Challange Updated Tanker Commander, Mission 3 Updated Mike Toreno's Last Flight Updated Supply Lines Modified The Da Nang Thang Modified and Updated Driving School Updated Ammunation Shooting Range, Part 3 Updated Dating Barbara Modified Freight Train Updated Trucking, Part 2, missions 6 and 8 Modified and Updated Race Tournaments Updated Gang Wars, Return to Los Santos Modified Saint Mark's Bistro 2.01 01/04/05 Added Special Thanks Updated FAQ section Updated Ice Cold Killa Updated Dating Denise Updated Interdiction Updated Amphibious Assault Updated Vigilante 2.00 12/10/04 Added Purchasing Property (Badlands) Section Added Purchasing Property (San Fiero) Section Added Purchasing Property (Desert) Section Added Purchasing Property (Los Venturas) Section Added to FAQ section Added to Fixes I'd Like To See NEW==> Added Checklist *with* percentages Updated Local Liquor Store Updated San Fiero Unique Jumps Updated Las Venturas Unique Jumps Checklist Updated Mike Toreno Updated Mountain Cloud Boys Updated Lure Updated The Da Nang Thang Updated Quarry Mission 5 Updated Ammunation Shooting Range, Part 3 1.52 12/01/04 Added Purchasing Property (Los Santos) Section Updated Drive-By Updated Home Invasion Changed switched-up names of Dirt Track and Kickstart Updated Ammunation Shooting Range (Los Santos) Updated Badlands Intro 1.51 11/29/04 Added FAQ section Revised Los Santos Unique Jumps Revised Home Invasion Revised Los Santos Gang Wars 1.50 11/22/04 Added Return To Los Santos Section Added Conclusion Section Added Lowrider Challange to Los Santos section First version to - hopefully - be accepted at GameFAQs. I realize the first version wasn't 100% done, but I've seen walkthrus posted only partially complete, so why mine was singled out for not being so... 1.40 - 11/21/04 Added Las Venturas Section 1.30 - 11/19/04 Added Desert Section 1.20 - 11/18/04 Added San Fiero section. 1.10 - 11/16/04 Added Badlands section. Updated Green Sabre - no real need to get camera at this point. 1.00 - 11/14/04 Initial Version. Covers Beginning of game through Los Santos ******************************************************************************* Table of Contents I. Introduction 1. Author Intro 2. About This Guide 3. PC Version Info 4. E-mail Info 5. FAQ II. Legal Stuff III. Walkthrough Overview IV. Los Santos Walkthrough 1. In The Beginning 2. Big Smoke 3. Sweet & Kendl 4. Courier 5. Ryder 6. Tagging Up Turf 7. Gang Tags 8. BMX Challange 9. Taxi Driver 10. Unique Jumps 11. Cleaning The Hood 12. Firefighter 13. Pimping 14. Paramedic 15. 8-Track 16. Off-Track Betting 17. Buying Properties 18. Drive-Thru 19. Gym 20. Nines and AKs 21. Drive-By 22. Sweet's Girl 23. Cesar Vialpando 24. High Stakes, Low-Rider 25. Lowrider Challange 26. Home Invasion 27. Burglar 28. Catalyst 29. Robbing Uncle Sam 30. OG Loc 31. Running Dog 32. Wrong Side Of The Tracks. 33. Just Business. 34. Life's A Beach 35. Madd Dogg's Rhymes 36. Management Issues 37. House Party 38. Burning Desire 39. Dating Denise 40. Gray Imports 41. Doberman 42. Gang Wars 43. Ammunation Shooting Range 44. Vigilante 45. Los Sepulcros 46. Reuniting The Families 47. Green Sabre V. Badlands Walkthrough 1. Introduction 2. Badlands 3. Buying Properties 4. Chiliad Challange 5. Ammunation Shooting Range, Part 2 6. Unique Jumps 7. Oysters 8. First Date 9. Tanker Commander 10. Trucking Missions, Part 1 11. Body Harvest 12. King In Exile 13. First Base 14. Against All Odds 15. Gone Courting 16. Local Liquor Store 17. Made In Heaven 18. Small Town Bank 19. Wu Zi Mu 20. Farewell, My Love... 21. Are You Going To San Fierro? VI. San Fiero Walkthrough 1. Introduction 2. Big Smoke's Cash 3. Yay Courier 4. NRG-500 Challange 5. Buying Properties 6. Wear Flowers In Your Hair 7. Dating Katie 8. Courier 9. Photo Ops 10. Unique Jumps 11. Oysters 12. Gym 13. Blood Bowl 14. 555 We Tip 15. Valet Parking 16. Deconstruction 17. Photo Opportunity 18. Jizzy 19. T-Bone Mendez 20. Mike Toreno 21. Outrider 22. Snail Trail 23. Ice Cold Killa 24. Pier 69 25. Toreno's Last Flight 26. Air Raid 27. Supply Lines 28. New Model Army 29. Beefy Baron 30. Mountain Cloud Boys 31. Ran Fa Li 32. Lure 33. Amphibious Assault 34. The Da Nang Thang 35. Yay Ka-Boom-Boom VII. Desert Walkthrough 1. Introduction 2. Driving School 3. Buying Properties 4. Boat School 5. Bike School 6. Oysters 7. Unique Jumps 8. Dating Barbara 9. Ammunation Shooting Range, Part 3 10. Monster 11. Highjack 12. Interdiction 13. Verdant Meadows 14. Learning To Fly 15. N.O.E. 16. Stowaway 17. Black Project 18. Green Goo 19. Zeroing In 20. Test Drive 21. Customs Fast Track 22. Puncture Wounds VIII.Las Venturas Walkthrough 1. Introduction 2. Buying Property 3. Oysters 4. Unique Jumps 5. Horseshoes 6. Las Venturas Gym 7. Exports & Imports 8. Freight Train 9. Courier 10. Kickstart 11. Dirt Track 12. Trucking, Part 2 13. Race Tournaments 14. Fender Ketchup 15. Explosive Situation 16. Quarry 17. You've Had Your Chips 18. Don Peyote 19. Intensive Care 20. Misappropriation 21. The Meat Business 22. Fish In A Barrel 23. Madd Dogg 24. Freefall 25. High Noon 26. Saint Mark's Bistro 27. Architectural Espionage 28. Key To Her Heart 29. Dating Millie 30. Dam And Blast 31. Cop Wheels 32. Up, Up, And Away! 33. Breaking The Bank At Caligula's XI. Return To Los Santos Walkthrough 1. Introduction 2. A Home In The Hills 3. Vertical Bird 4. Home Coming 5. Cut Throat Business 6. Beat Down On B-Dup 7. Grove 4 Life 8. Gang Wars 9. Riot 10. Los Desperados 11. End Of The Line X. Conclusion 1. What now? 2. PC version 3. Fixes I'd like to see 4. Special Thanks XI. Checklist With Percentages ******************************************************************************* I. Introduction 1. Author Intro Back in October of 2004, based on the size of the strategy guide alone, I bought a GTA game on PS/2 for the first time. For the previous two games, I didn't buy them until they had been released for the PC, and for GTA3, I was a huge latecomer to the party anyway. Even though I did not like the limitations of the PS/2 version, San Andreas was still one of the top five games of all time for me. That is, until the PC version came out. So many of the frustrations that were present in the PS/2 version were gone. I had the ability to play my own music. I had use of the mouse. I could backup save games, and go back and replay favorite missions later if I so desired. Rockstar was given the opportunity to fix some of the glitches. The graphics were better. Draw distances were increased. You could read the road signs when flying down the highway on your favorite motorcycle. Even though I had played through the game to 100% completion five times on the PS/2 - and a sixth time when I first got the game without gettingn to 100%, I still looked forward to this PC game like I hadn't played it at all. And I know I will be going through the game many, many more times before the next version is released, whenever that may be. That's not to say this is a perfect game. But it's closer to pefect that the PS/2 version is. And that's all I really could ask for. 2. About This Guide As I stated earlier, for GTA3 and GTA:VC, I did wait until the PC version came out. And by the time they did, there were plenty of FAQs out, but the ones I liked the most were the ones that helped lead you through 100% completion of the game in a way that made sense. Doing side jobs to earn money, or extra weapons first to make the story missions easier. I've played through the game many, many times. And found the order in this guide to be very helpful for getting through 100% of the game with a minimum of hassle and frustration. Thus, this guide will lead you through a 100% completion of the game. But there will also be some missions or tasks described that aren't needed for 100%, such as unique jumps or dating. Sometimes, this is just for some extra cash early in the game, but also will help in ways that, trust me, you fill find beneficial. The guide will not contain exact descriptions for where tags, oysters, horseshoes, etc. are. I will be referring to their locations as given by the PS/2 version of the Brady guide, since that's the one I have. I know that some of the numbers may have changed for the PC/XBox version of the guide, but didn't think that alone was worth the extra $20. Hopefully, some of the numbers will match up for you, but given that there are other guides out there specifically for this purpose, I will not try to describe for you how to get them. If you want exact locations, including pictures, buy the guide. It's worth it, and without it, I may never have bought this game to begin with, as its size made the decision for me. And again, if you don't want to spend the money, there are other FAQs for this purpose. Note on version 3.0 - Initial version for the PC version of the game. 3. PC Version Info Controls - To each their own, but I prefer to play the game with a combo of mouse and keys while on foot, and a gamepad for driving. Personally, I tried to set up the gamepad to use the controls as close as I could to how they worked on the PS/2, with the exception of auto-aim. I found this worked best. My only complaint is that the camera controls worked differently. While on foot, I couldn't control the camera at all, and couldn't get CJ to rotate. I had to use the mouse while on foot except for quick things like recharging armor. This didn't bother me. What bothered me a little was that the analog controls didn't change the camera angles while in the car the way they did in the PS/2 version. The left analog control could be used to move the camera angle up and down like in the PS/2 version, so that you could steer and move the camera angle up with the same stick. But the right analog stick only controlled left-right rotation of the camera. This, at the time, made the firefighter missions slightly harder as I had to use both sticks to aim the hose. However, I learned later that you can completely control the camera with the mouse, which would probably be the better thing to do. At any rate, it would be nice if the right analog stick worked the same way it did in the PS/2 version from a camera standpoint, but that's really my only complaint about the PC version of the game. And yes, I know there are a lot of people out there who prefer just using the keyboard and mouse. Personally, I find the lack of more precise steering to not be worth the hassle. Driving - and especially flying - is simply easier with a gamepad. 4. E-mail info. If you have questions or comments, send me an e-mail to chitownbluesfan@hotmail.com. If you have information that I add to the guide, I will make sure to give you credit - as long as you tell me who you are! If you ask a question and I don't get back to you, don't take it personally. I won't answer location questions, or cheat questions, or the like. There are plenty of other places you can find that information, and get an answer much more quickly than e-mailing me. If you have additional info on a mission, or have trouble getting past one, I'll do what I can to ask - just don't necessarily expect a quick answer. Note: Since I published this guide, some assclown (or series of assclowns) have spoofed my e-mail address, and I get a LOT of 'returned - address unknown' type of e-mails. Most of these do get filtered out as junk, but every now and then, so do valid question e-mails. Thus, it's possible I might not get your e-mail. I do try to sort through the crap, but sometimes, it's just not possible. Oh, and if you're one of the assclowns who have spoofed this e-mail address, please do the entire Earth a favor, and die a horribly painful death as soon as possible. Same goes for spammers, and anyone who writes spyware. 5. Frequently Asked (Mailed) Questions and Comments. It was only a matter of time... - Will there be a PC version of this FAQ? Yes. I'll be buying a copy the day it comes out (or shortly thereafter), and adjust the FAQ as needed. I would guess most of the strategy would be the same. But with the addition of the mouse/keyboard control scheme, some difficulties could be changed. Updated: You're reading it. - Will there be an XBOX version of this FAQ? No. I don't own an XBOX. I don't plan on buying an XBOX. And even if I had one, I don't know that I would want three copies of the game. Again, I would assume the strategies would pretty much be the same. As there's no keyboard/mouse keyboard scheme like the PC version will have, I would expect the difficulties to be similar to the PS/2 version. - Will you answer this question for me? I'm sure the answer is in your guide, but it's so big, I don't want to read the whole thing. If you can't take the time to do a Ctrl-F (either Find on this Page if you're browsing, or find if you're editing) and look for a keyword to answer your own damn question, what makes you think I'm going to do it for you? - "Where can I find ..." (armor, weapons, tags, oysters, etc) Odds are, I'm not going to answer this type of e-mail. First, I don't have time, and second, I don't know locations off the top of my head, and generally don't want to have to start/load a game just to find out. Plus, describing things in text format is hard, and I'm not going to add graphics to this guide. If you have a specific question about a specific item (ie I can't find the Oyster in Las Venturas at the far upper right of the map), then I might be able to help you. Other than that, it's probably not going to happen. On a related subject... - You should describe where all the tags/jumps/horseshoes/etc are. This isn't gong to happen. Ever. Two reasons. First, to do so would probably at least double the size of this guide, and I don't want to devote that much more time. Second, describing things like that in a text-only format sucks at best. There are multiple graphical guides showing you where tags, jumps, photo ops, horseshoes, and oysters are. If you can't find any, you're not looking very hard, but try http://hem.bredband.net/708145/. Similarly... - Can you describe, in detail, how to complete a mission/find all oysters/ find all tags/etc? No. Read the guide. Go buy a Brady guide, or download the maps available that tell you where they are. I did this to help both myself and those stuck, not to handhold everyone out there through the entire game. If I can, I will try to answer a specific question. But to those of you who expect me to send you a detailed message on how to find every tag, every oyster, every photo op and horseshoe - LEARN HOW TO USE GOOGLE OR SOME OTHER SEARCH ENGINE!!! These types of e-mails will be ignored with impunity. - How do I get respect? Spray tags. Do missions. Take over gang territories when you've progressed far enough. - How do I recruit gang members? Why people have such a hard time with this is beyond me. Rockstar could make it slightly easier by putting instructions in the manual, but since the game itself tells you how to do so... But, if you haven't reached the Los Desparados mission yet, here it goes. Target gang member using R1. Hit the up button (above the left analog stick). If you have enough respect, he'll join and you'll see a 'progress' bar indicating your 'Gang Strength' has gone up. - Where are the locations for the courier missions? I give you a rough idea in the guide where they are at. Look for a bike or cycle parked outside the store to hop on to start the missions. Beyond that, no, I'm not giving you more detailed information or a screenshot. - Can I post your guide on my site? Sure. Just send me an e-mail and ask. If you haven't heard from me in a few days, resend it. I don't ignore these kinds of requests. - How do I play 2-player mode? I haven't done it, but look for 2-player icons floating around the city. You will always find one out front of a girlfriends house if they are home. The only other one I know of is west from your Grove Street house, as you go under the second overpass, in the middle of the apartment complex to the right (north). As for how they work, I don't know. Never used them, probably never will. - Can you use cheat codes and still get 100% Don't know. I used cheat codes the first time I played, and then realized I really didn't need to (used health/armor restore). But I never finished that game to 100%, so I don't know if it caused an issue or not. You really do not need to use cheat codes to win the game, however. And this is coming from someone that likes cheat codes, because I like to see how the story of the game plays out without having to replay certain things 200 times. So if I can get through 100% without any cheat codes, really, you can as well. - Can you send me your 100% savefile? Why? I never understood this request, but the short answer is no. The longer answer is this. First, my PS/2 is not hooked up to a network, and it never will be. So I can't somehow copy a save file onto my computer and send it. Second, as I mentioned, I'm a PC bigot. Because of this, I only have *ONE* memory card, and I'm not sending it to you. Just keep at the trouble missions. Eventually, you'll get there. - Where are the $@^* gang members? I'm trying to take over a territory! The best way I found to do this while taking over 100% of the territories was this. Get off your bike or out of your vehicle after making a first pass, and shoot at passing cars. After a few, walk around a little. It doesn't take much to get a group to appear doing this. I had figured this out, but also had a number of people e-mail me to tell me this. At any rate, this leads into... - Do I need the 'territory' north of San Fiero for 100% gang territories? NO. I repeat, you do NOT need this territory, or at least, I showed 100% territory owned without it. There are a couple of territories in Los Santos that are EXTREMELY thin, as in less than the width of a street. Make sure you have these. I don't know if having the marina gang territory north of San Fiero replaces one of these or not. All I can go by is what my stats page shows. Update: Verified this. When I first took over 100%, I did so after the storyline ended and I had obtained 100% completion. On my third pass through the game, I did this during the storyline right before the 'Riot' mission. Thus, you do NOT need to travel to the opposite end of the map to take over 100% of the gang territories. NEW==> Another update: On my fifth time through the game, I did have to take over the territory north of San Fiero for 100%. I don't know what was different this time, but you may, in fact, have to take it over as well. Save it for last in case you don't need it - what I did find is that trying to find gang members there when you don't really need it is damn near impossible. When I needed it (ie, I had all the territories in Los Santos), I found a group of Vargos before I even got to the marina area. This war is also extremely easy, as there was only one wave of four gang members. - Where are the OTBs? There are two. One is in Montgomery, which you may have already robbed if you have finished with the Catalina missions. The second is in Los Santos underneath the highway just south of the Mulholland Interchange on an east/ west street, south side of the road. They do NOT appear on the map, so you just have to look for the yellow arrow that tells you you can enter the building. - Where the hell is ? I don't know. Every time I think I've figured it out, they stop showing up again. If you do get a date with a particular girlfriend, it does seem that you can keep going back day after day, although remember if the date ends after midnight, you have to wait until the next calendar day after the date ends before trying again. I've found that, on occasion, getting on a bike or in a car with flowers as your primary 'weapon' and heading to the GF's place seems to work well (worked very well with Katie). Also, as far as Michelle is concerned, if you don't have her as your girlfriend before you complete the driving school, she doesn't seem to show up there again to start her as a girlfriend (or, at least, she didn't for me). Other than that, I don't know what to tell you. - Why do you do this way? Because I did. For example, I realize that, since you have to go through all four ammunation challanges before passing it, there is no real need to go through it at each stage. However, doing so raises your skill with the weapon you pass each stage with, so IMO, it's worth it. Just because I did it that way doesn't mean you have to as well. I just wrote what strategies and order of doing things worked for me. - Where do you think the next GTA will be set? Not really related to this game, but I get it a lot. I don't know, but I would bet somewhere in the midwest - Chicago/Detroit area (named Carser City in the game, of course). It's been mentioned a few times in the three games and the only one not to appear in a game yet. - I can't the *** mission to appear - what do I need to do? Since I don't have access to your save game (and no, this isn't an invitation to send it to me), I have no idea what you might need. However, if you've left some side missions - ANY side missions - not completed, try those. Some aren't quite as 'side' as you think. For example, you MUST complete driving school before the races become available. - Why don't you cover the other girlfriends? Because they're really not that useful as far as the game goes. Denise isn't useful, but I cover her just because she's the first girl you can date. After her, only three are helpful. Katie, since dating her lets you keep your money and weapons when you are Wasted, regardless of where you are. Barbara, because dating her lets you keep your money/weapons after being Busted. And Millie, because she's required (up to %35 percent) for her keycard. Dating Michelle does give you a free Pay-n-Spray, but only for one location. If she gave it to you free everywhere, she'd be much more worthwile. And Helena - there is really no point to her at all, unless you have a thing for overalls. As for dating them, once they're available, date them on consecutive days until 100% (or whatever you want). They will ALWAYS be available the day after a date. If you miss even one day, they might not be, and I have no idea how to get them 'back'. - Finally, if you send me and e-mail and you don't get an answer, most likely it's because you asked something that is already covered in the guide - so READ IT AGAIN! ******************************************************************************* II. Legal Stuff This document is copyrighted material of Brad Wollangk and may not be used without expressed written consent of Brad Wollangk. No part of this guide can be used without proper quoting and/or recognition. Any person(s) found violating this copyright is/are punishable by law and will be to the fullest extent, and possibly beat up by the big, purple dildo in the game. At this time, I have no restrictions on who can post this guide, so long as proper credit is given. ******************************************************************************* III. Walkthrough Overview According to the Brady Guide, the following are needed for 100% completion: * Completion of all game missions, including story missions and prerequisite Odd Jobs. * Buying all the asset properties in the game - Zero RC Shot - Wang Auto - Verdant Meadows Airstrip * Acquiring assets for all properties - Roboi's Food Mart - Courier - Hippy Shopper - Courier - Burger Shot - Courier - Hunter Quarry - Quarry missions - Vank Hoff Hotel - Valet - RS Haul - Trucker * Buying all safe houses * Painting all 100 Gang Tags * Photographing all 50 Photo Ops * Collection of all 50 Oysters * Collection of all 50 Horseshoes (typo in guide - says 100 Horseshoes - there are, in fact, only 50). In addition to these, I will also cover a few non-100% items, such as girlfriends. A couple of them are EXTREMELY handy to have as girlfriends, as we'll find out. Most of these non-needed missions, however, I will not cover unless I see a need for it, or someone points out a good reason to cover it. OK - enough with the preliminaries. Let's get on with the game! ******************************************************************************* IV. Los Santos 1. In The Beginning Difficulty: 1/10 Mostly introduces you officers Tenpenny and Pulaski - strong, upstanding members of society. They frame you in a cops death, so they have control over you througout the game. After dumping you in a Ballas hood, you finally have control. Get on the BMX bike ahead, and pedal home. The only difficulty is learning how controllable the bike is - I've read plenty of times how 'easy' it is to run into light posts, traffic, cars, etc. The bike drives a little differently than cycles from VC. Other than that, this is a piece of cake. 2. Big Smoke Difficulty: 0/10 Cinimactic mission only - introduces you to Big Smoke. 3. Sweet and Kendl. Difficulty: 1/10 Introduces you to more main characters. Your brother, Sweet, your sister, Kendl, and another homie, Ryder. While at the cemetary, Ballas perform a drive-by, and blow up Smoke's car. Hope on the bikes across the street, and follow the leader. After a short cinemactic, you split up, and follow Ryder back to home. You can't really lose this mission unless you kill yourself - so even if you fall far behind, just look on the radar for the blue dot and catch up. When you make it home, you can finally save. Note: On occasion, I will pick up the UZI and armor mentioned at the start of the next mission before this one. When I do, I tend to get shot at a LOT by the following Ballas car. I don't know if the amount of gunfire you receive changes based on whether you have armor and/or a weapon, but it seems to. It doesn't make the mission any harder, really, but don't expect to escape without taking damage. 4. Courier Difficulty: 2/10 First, lets get some armor and a weapon. Go down the dirt path next to Sweet's house (between the first and second house to your right as you look out the front door), and follow it to the flood control ditch. If you go down the path to the left and run underneat the bridge, you'll see some armor. Now, go back the way you came, and look under that bridge for a micro-MP5. Whenever you save, come get some free ammo, and refill that armor if needed. With that out of the way, lets work on money. Head for Roboi's food mart in Commerce (just South West of Pershing Square). Level 1 - Hit the drop-offs in any order - they're all close. You have more than enough time to come to a complete stop in front of the corona, and throw the package through - and this is true in all four levels. This one's easy. Level 2 - Hit the targets in this order - Market, Temple, Idlewood, Verdant Bluffs. Level 3 - Hit the targets in this order - Conference Center, Verdant Bluffs, Idlewood, Pershing Square, Verona Beach. Level 4 - Hit the targets in this order - Santa Maria Beach Boardwalk, Santa Maria Beach lighthouse, Vinewood, Temple, East Beach, Playa Del Seville. And that's it. By the time you're done, depending on how fast you did this, you should have around $14,000, plus an asset that generates money for you. And, you can do this mission again whenever you need an extra infusion of cash. I know some people like to use the off track betting facilities once they open, betting on the long shot, and using saves/loads until they win, but this feels more earned. At any rate, collect the money whenever you get a chance. And, your bicycle skill should be up to around 50% now. Save, grab some ammo, and get back to the story. 5. Ryder Starting Point: Front of Ryder's house (to the left as you exit the house) Difficulty: 1/10 You get to drive a car for the first time! Well, unless you jacked one already to look around the city. Head over and get a haircut. Since you have a few thousand burning a hole in your pocket, you can now afford the nicer cuts. Get whatever suits you - I prefer the cornrow for now. Now get some food. Doesn't matter what, but if you plan on beefing your muscles later, stick with the salad. Ryder comes in to rob the place, but you get chased out. You can simply run for the car, but I prefer to take the shotgun-wielding pizza-guy out for a free shotgun. Whatever you do, drive Ryder back home. 6. Tagging Up Turf Starting Point: Front of Sweet's House (two to the right as you exit the house) Difficulty: 2/10 Hop in the car w/ Sweet, and drive west. Stop in the red marker. Sweet gets out, and sprays over a tag to show you how it's done (Brady #1). He then tells you to get two more, and they're marked by green dots on the map (Brady #2 & #3). Hop back in the car, and drive to East Los Santos. Sweet lets you out, and you get three more targets to spray (Brady #4, #5, and # 20). Hop down off the roof, get back in the car, and drive back home. The only difficulty with this mission is you can obtain a wanted level if cops see you spraying, or if you take out the two Ballas in the alley. 7. Gang Tags Difficulty: 2/10 Ah yes, the 'collecting packages' part of the walkthrough. I think gang tags make a lot more sense, tho. The reason you do this - weapons. You get all #100 gang tags, and you get the following four weapons in your kitchen: Tec-9 (the Micro-MP5 is a better weapon, tho), Sawn-Off Shotgun, Molotov Cocktail, and an AK-47 (your main weapon until the M4 is available). There's no one way to get all the tags. Collect all 100 in any order you see fit. The following checklist should help you keep track of which ones you have. The ones we tagged in the last mission are already marked. And again, the numbers refer to their number in the Brady guide. As the game mentions, there is a spray can upstairs in your bedroom. There is also one on the roof of the building behind you. To get it, go to your backyard, jump on the short wall, carefully walk on the wall to the back of your garage, jump up on top of your garage, and then your house, go to opposite side of the roof and jump to the shorter building w/ the flat roof. The can is in the opposite corner. Then jump back down to your yard. There are two difficulties for this mission, finding the togs notwithstanding. As in the previous mission, if cops see you spray, you get a wanted level. Be VERY careful getting on a bike if a cop is nearby, as they can be hard to get going. The second is that sometimes, gang groups will be hanging out nearby the needed tag. Sometimes, just holding a weapon on them will make them run away. But if they see you, they may open fire. This should only be a problem for a few tags, maybe 10-15 of them. Finally, I recommend using the BMX bike for this one. It'll help you get to %100 stat on it, which is needed for a future odd-job mission (BMX challange - can't complete it w/o 100% on the bike). If you didn't save one earlier, there is usually a BMX bike across the courtyard from your house, in the way overgrown front yard. [x] 1 [ ] 26 [ ] 51 [ ] 76 [x] 2 [ ] 27 [ ] 52 [ ] 77 [x] 3 [ ] 28 [ ] 53 [ ] 78 [x] 4 [ ] 29 [ ] 54 [ ] 79 [x] 5 [ ] 30 [ ] 55 [ ] 80 [ ] 6 [ ] 31 [ ] 56 [ ] 81 [ ] 7 [ ] 32 [ ] 57 [ ] 82 [ ] 8 [ ] 33 [ ] 58 [ ] 83 [ ] 9 [ ] 34 [ ] 59 [ ] 84 [ ] 10 [ ] 35 [ ] 60 [ ] 85 [ ] 11 [ ] 36 [ ] 61 [ ] 86 [ ] 12 [ ] 37 [ ] 62 [ ] 87 [ ] 13 [ ] 38 [ ] 63 [ ] 88 [ ] 14 [ ] 39 [ ] 64 [ ] 89 [ ] 15 [ ] 40 [ ] 65 [ ] 90 [ ] 16 [ ] 41 [ ] 66 [ ] 91 [ ] 17 [ ] 42 [ ] 67 [ ] 92 [ ] 18 [ ] 43 [ ] 68 [ ] 93 [ ] 19 [ ] 44 [ ] 69 [ ] 94 [x] 20 [ ] 45 [ ] 70 [ ] 95 [ ] 21 [ ] 46 [ ] 71 [ ] 96 [ ] 22 [ ] 47 [ ] 72 [ ] 97 [ ] 23 [ ] 48 [ ] 73 [ ] 98 [ ] 24 [ ] 49 [ ] 74 [ ] 99 [ ] 25 [ ] 50 [ ] 75 [ ] 100 8. BMX Challange Starting Point: BMX bike near NE corner of skate park (near tag Brady #56) Difficulty: 4/10 All but three of the coronas can be obtained by either riding straight through them, or bunny hopping from directly under them. The other three are on the half pipes. The half-pipe near the start are relatively easy. The other one requires you to land on the flat platform before getting it, meaning you either have to get some speed coming in to the half-pipe using the ramp and a quick turn, or go about half way up the opposite side, and then pedal hard, and then lean forward and a little to the right while in the air. Once you've completed this challange, there's no reason to voluntarily ride a bike again. Switch to a cycle, since these are the best vehicles in the game, IMO. Note: There does appear to be one corona that you can't get by bunny hopping alone in the big half-pipe area on the south side of the park. I think I can get it by bunny hopping at speed (and with the right timing), but you can get it by either coming at it from the side of the half pipe, or if your timing is good, by super jumping (hitting the circle button as you release L1 9. Taxi Driver Difficulty: 2/10 Jack a cab, and make some cash. Worry less about the tip bar, and more about keeping your cab in good shape - you make more money with the more passengers you drop off in a row. The biggest problem I ran into here were dumb-ass cops. They're chasing someone else, they cross the center line and run into you, and you, somehow, get the wanted level. As in GTA3 and VC, you do not have to complete all 50 drop offs in a row. And it's nice to only have to do 50 this time. However, much like VC, the reward for this (aside from cash and adding to your driving skill) is not something extremely useful - simply nitrous added to all cabs, and the ability to bunny hop by pressing L3. This would be nice if you could pick your own cars for the later races, but since you can't, I haven't found a good use for it. But it's needed for 100% completion, so... Note - if you want to try and complete all 50 in a row, there are two things you should know. First, you can visit a pay-n-spray to repair the car if needed. Second, and more important, you can't leave the car for any reason. Thus, before starting, make sure to fill up on fatty foods, because odds are you'll start getting 'hungry'. When you can't eat, fat disappears first, followed by muscle, followed by health. I had to quit after 35 in a row because I was down to health, because I didn't eat first. Don't let this happen to you! PC Note - For some reason, getting to the target in time for the bonus seems MUCH easier than in the PS/2 version. I don't know if it's because the traffic behaves better (it seems to), control is easier (I doubt it), or the bonus times have been slightly extended. In any case, it nets you an extra thousand or two, which is nice at this point. 10. Unique Jumps Difficulty: varies These aren't required, but they're kind of fun, worth a few bucks, and gets the cycle skill improving. There are a couple you can't get into yet because you can't get on the airport grounds (if there's a way to jump there, I haven't found it). Do the others for fun and profit, or skip to the next section. Jumps 8 and 9 will be covered later. I hear what you're saying. Wouldn't the jumps be easier in an NRG-500 instead of the crap I can jack around town? Why, yes they are. From your house, follow the path to the flood control ditch, and make a left towards the armor pickup. You can run while doing this, but using a bike will help. Anyway, continue past the armor, and down to almost the end of the ditch where there is a small tunnel off to the right. Go into and through the tunnel, and at the end, turn right. At the street, make a u-turn to the left into a garage. Go up to the second floor. There should be an NRG-500 just waiting for you. If not, I always find one on the top floor. Now you have no excuse. Note: Numerous people have wrote in to tell me ways to get onto the airport grounds early. The only ones that really work are a) to park a bike at the gate, grab a nearby car and use it to climb the gate, open the gate from the inside, and ride the bike in, or b) Use a packer as a ramp to jump the gate. Personally, it's not worth the effort to do that for just two jumps, so I prefer to wait until later. If you want to jump the gate to work on your piloting skill early so you can open the gate, go for it. I'll still just wait for later. [ ] 1 [ ] 10 [ ] 17 [ ] 24 [ ] 2 [ ] 11 [ ] 18 [ ] 25 [ ] 3 [ ] 12 [ ] 19 [ ] 26 [ ] 4 [ ] 13 [ ] 20 [ ] 27 [ ] 5 [ ] 14 [ ] 21 [ ] 28 [ ] 6 [ ] 15 [ ] 22 [ ] 7 [ ] 16 [ ] 23 11. Cleaning The Hood Starting Point: Sweet's House Difficulty: 2/10 Before going back to more vehicle missions, I need a break. Plus, it's nice to have a new name for your various save points than just the last mission (you are using more than one save file - you're using all ten slots just in case, right?). So lets get back to the story. Go see a couple old friends, and find they're not friends anymore. Go beat up on a crack dealer. Find a crack den, and kill the four dealers inside. Return home. 12. Firefighter Difficulty: 3/10 Now for some more driving missions. The upcoming story missions start featuring more driving skills for drive-bys and whatnot, so we might as well take advantage of the driving tasks now. Plus, there are some decent benefits to them as well. We'll start w/ the firefigher missions. To get a firetruck, track one down, or simply toss a few molotov cocktails across the street and wait for one to be delivered to you. Afterwards, it's no different than the firefighter missions from VC - go and put out burning car(s), followed by any burning passengers that get out of the cars. No need to go crazy driving here - turn on the siren, and let most of the traffic get out of your way - you need to keep the rig in one piece. Also, most of the fires will be close by, so there shouldn't be a need to fill up on fat as in before the taxi missions. The only tricky part about this mission are the passengers - sometimes, they can simply run places you can't get to with the truck. The place I usually ran into this problem is on the curvy road up to the observatory. If you get a call here, just hope one of the passengers doesn't end too far down the side of the hill, or you might as well start over. Once you complete 12 levels, you are now fireproof. This will come in EXTREMELY handy later in the game. Two tips for this mission: 1) Aim a little higher than you think you should, especially when putting out people, and 2) the hand break is VERY handy for getting the big truck around turns in a hurry. PC Note: I mentioned this above, but if you're using a gamepad, the camera works differently than in the PS/2 version. The left analog controls the height of the camera (up/down), and the right analog controls rotation (left/right). This made it a little more difficult to put out the ped fires. However, I learned later that the mouse controls the camera as well, so use the mouse - probably makes putting out ped fires a bit easier. 13. Pimping Difficulty: 3/10, 2/10 Another relatively easy vehicle mission. You pick girl 1 up, drop her off, pick girl 2 off, drop her off, go get girl 1 again, drop her off, repeat. In between dropping a girl off and picking the next up, usually, you won't have a timer. Use this to visit a pay-n-spray to keep the car looking good. If there is a timer, you have a limited amount of time to either save your ho from a bad guy, or chase down a non-paying customer. Have your AK-47 ready, and blast as soon as you get a lock. Other than that, it should be a cakewalk. If you fail this mission once (in my case, a cop snuck up on me w/ a wanted level on level four), don't worry too much. As your pimping level goes up, the less likely you'll have to deal with a 'problem' customer. My second time through, I only had one problem customer to deal with, as opposed to three of the first four my first time through. When problem customers disappear, this becomes a very easy vehicle mission. 14. Paramedic Difficulty: 3/10 Wait - I remember those paramedic missions from GTA3 and Vice City - there's no way they can be easier this time around. Well, they are. Not that they've changed, but you have another option - country doctor. Head to Montgomery, find an ambulance at the small hospital, and grab a LOT of food. Eat 11 of the fattiest meals at the local pizza joint - this one takes awhile. The runs will be between Montgomery, Blueberry Acres, Blueberry, Dillmore, and Palomino Creek. The distances are farther out here, but you get more time to do it. What makes the Paramedic missions easier out here are the lack of buildings - it's much easier to see traffic coming at the intersections, and therefore avoiding them, keeping your ambulance intact, and the passengers healthy once you pick them up. Because the distances are longer, this takes awhile to finish all 12 levels, which means you will get hungry - thus, filling out yourself w/ some fat before starting. The in-game map doesn't appear to show a Well- Stacked Pizza place in Montgomery, but it's there. There are two annoyances with this mission. The first are the cops in the SUVs - they are the dumbest in any GTA game ever. First, they are the only ones who consistantly do not move out of your way with your siren going. Second, they will run into you. You will not be able to escape this. Either they'll be chasing someone, or they'll just be impatient. While it hasn't happened to me yet, I'm positive someone has has the ambunlance pushed into a victim because of this, thereby killing them, and ending the mission. The second annoyance is the 'fat old lady' victim who walks at a speed of about a mile a decade. Time shouldn't be an issue if you plan your routes right, but it's still annoying. Other than that, just be careful at the eastern entrance to Dillmore. It's at the end of a steep hill, and I've been run into by out of control semis on occasion. Once, even threw the ambulance high into the air, and it was only by the grace of the gaming gods that I didn't land on my victim. Once you're done, you now have an upper health level of 150. Just one more driving mission for now. Note: I've had many people write in and tell me that the Paramedic mission is even easier in Angel Pine, since all the patients seem to spawn right in or very close to town. This may be true, and if the Montgomery location is too hard, then by all means try it there. However, I'm leaving the mission here, as it's nice to get the booth to max health as early as possible. 15. 8-Track Starting Point: NW corner of Los Santos Forum Difficulty: 5/10, gets easier By now, you should have enough driving skill to be allowed into this competition. But that just gets you in the door. More than likely, you will not succeed at this mission the first time you try it - you just have to race it a few times to get a feel for the track. Once you know the track, it becomes easier. And, the more you race it, the better your driving skill becomes, which also makes it easier. Two tips on the race itself. First, hang back at the beginning of the race until you cross the brige in the middle of the figure 8 - there WILL be a pileup of many cars. If you can avoid this, that will help. Second, the best place to pass cars is by taking the inside of the curve as you hit the start/finish line under the bridge - all the cars go to the outside here. I got caught up in the pileup mentioned above, and couldn't gain any ground after the pileup was untangled. I still got to first place by lap 8. Hanging to the inside is a good idea in general, but critical going under the bridge. Also, the fact the race runs 24/7 makes it much less annoying that Vice City, having to wait for the proper day and time. You can run this over and over as needed until you get it. 16. Off-track Betting Difficulty: 0/10 This is optional, and I can't guarantee it works, but it did for me. As FallGuy151 on EdgeForums (www.edgeforums.net) writes: "Here's a system that works: Pick Purple or Green. Bet that horse until it wins. Bet around 5-7% of your total cash. When that color wins, switch to the other (Green or Purple), stay with it until it wins. Repeat. Use the 5-7% rule as your money increases and make as much as you want. Never bet anything but Green and Purple. This method will make money a non- factor in the game, so beware. I started with $6000, had over $100,000 in one sitting (had to leave to eat). You can turn 100K into millions in a very short time." As I said, it worked for me, but because I don't know the inner workings of the gambling system, I won't guarantee it worked. But I turned about 150K into 500K in about a dozen races. I did this strictly for cash to purchase safe houses in Los Santos later on. 17. Buying Properties I added this 'mission' here to make sure you buy all the properties that are available here in Los Santos. This makes sure that you don't miss one and end up searching for it when trying to get that magical 100%. And we should have enough money after betting on the horses to go ahead and buy them all now. Here are the properties available right now, their prices, and any garages. Willowfield - $10,000 El Corona/Verdant Bluffs - $10,000 - 2+ car garage Jefferson - $10,000 Marina/Verona Beach - $10,000 Santa Maria Beach - $30,000 - 1 car garage (possibly 1+) Mulholland - $120,000 - 1 car garage 18. Drive-Thru Starting Point: Sweet's House Difficulty: 2/10 Head to the Cluckin' Bell drive through. Follow Ballas' car, drive alongside so your possee can shoot at it. If you want, add your own weapon to the mix to help take the car out faster. Once it's taken out, drop Sweet and Ryder off as Sweet's house, and take Smoke to his new place. Finishing this mission opens up the gyms in Los Santos. 19. Gym Difficulty: 1/10 Now that the gym is open, go build up some muscles. You are limited into how much muscle you can build up in day, so if you max out, quit and come back next chance after midnight. Once your maxed out muscle-wise, talk to the trainer on the far side to learn some new unarmed moves. And also work to max-out your stamina. PC Note: I find doing this with the keyboard MUCH harder, for some reason, than with the gamepad. If you insist on staying with just the keyboard, the Left Shift and Left Control combo seems to work best for me. 20. Nines and AKs Starting Point: Sweet's House Difficulty: 0/10 Ride with Smoke to Emmits house. This mission is all about covering the basics of targeting and shooting. Of course, if you have all the weapons from the gang tangs, you've probably got a good handle on it already. After dropping Smoke off, you get a call asking why you ain't representing the hood w/ your colors. Drive to Binco, and get some clothes. With money not a problem, my choices were an Eris T-Shirt (not Eris T-Shirt2), Green Jeans, Hi-Top Sneaks, an Africa Pendant, and a Green Rag Back. I think now I'm representing too much, but it'll work until I get to ProLaps and/or Zip later. PC Note: Regardless of what the text prompt says, you can't lock onto targets with RMB, and the mouse wheel does not cycle through targets. You simply have to hold the RMB for the cursor, and manually aim at each of the targets. 20. Drive-By Starting Point: Sweet's House Difficulty: 3/10 Hop in the car w/ the guys, and head north to Ballas country. Perform a drive-by on some guys hanging around by a car. Speed is fairly important - do NOT stop. Head down the street, turn around, and make another pass if needed. And, of course, feel free to help out. When they're gone, head around the corner to the next group. This group always seems to go down easier for me than the first. When they're gone, head around the corner for group 3. Any you miss on the first pass will run down the alley. Turn around, head down the alley, and just run them over. The last group is in Glen Park under the bridge. Drive down to the park path, and just run the group over, making multiple runs if necessary. When they're gone, you'll be 'rewarded' with a two-star rating, and have to get to a pay-n-spray. The one nearest the house is closest. Head there, get your free re-spray, and head back to the hood. The only real difficulty here is the cars health - if you drive too slowly, you will lose the car. And I don't find evading cops at the two-star level tough to do, but some might. Note: According to multiple e-mails I received, feel free to run any and all gang members over you can to make this mission even easier. 21. Sweet's Girl Starting Point: Sweet's House Difficulty: 3/10 Hop in a car or cycle, and head on to the blip on the map. Hurry, because Sweet's health is slowly dropping, and you'll lose if he dies. Once you get there, open fire as you head at them (if riding a cycle) and/or by them (in a car), and hop out after passing them. Take the rest out on foot - the AK-47 works well for this. Once all the enemies are offed, get in a four-door car - one is parked right there for you if needed - and move inside the red marker. Sweet and his girl get in. Then simply drive back to the hood, evading the Seville cars as needed. This mission might be a little harder, except the cars chasing me gave up after I crossed the bridge nearest the house. 22. Cesar Vialpando Starting Point: Sweet's House Difficulty: 2/10 Hop in a car, and head to the garage indicated on the map. After being given your new car, back it into the garage. Get any mods you want, but make sure to get a Nitrous upgrade - you'll see why later. Now, head over to the indicator on the map at Unity Station to get involved in a 'bouncing' competition. This is a mission where you bounce your car in time to the music using the right analog stick. Simply point the stick in the direction the arrow indicates as it crosses the circle at the bottom of the screen. If you have any rhythm at all, this should be a piece of cake. Thus, make sure to bet the maximum amount ($1000). Once you're done, head south a few blocks to an available safe house. Buy it, stow the car in the garage, and save. The garage seems to handle two cars and a bike. The next mission is just up the block. PC Note: To pass this mission, use the arrows on the number keys, ie, the 2, 4, 6, and 8 number keys, depending on which arrow is shown. Try to time the press of the key with the beat of the song. 23. High Stakes, Low Rider Starring Point: Cesar's House Difficulty: 4/10 Get your car from the garage, and head down the street to Cesar's place. Follow Cesar to the starting point of the race. Follow the checkpoints, come in first to win. This is why you bought the Nitrous upgrade last mission. The best place to use it is once you're on the main four-lane street. There's a long straightaway there, followed by another long one after a right turn. Once the Nitrous runs out, you should be at the point where your making a lot of consecutive turns anyway. There are two reasons I bumped this up a notch in difficulty. First, because the car has hydrolics, you lose the ability to move the camera to see around/over things. That blows, IMO. The second is that the lowriders handle like crap - make sure to SLOW DOWN before making the 90 degree turns, or you will fishtail around, and end up a) facing the wrong way, and b) letting cars go past you. Once your done, drop off the low-rider in your new safehouse, jack a ride back to the hood, and save. Note: For an even easier race, ditch the car you got last mission, and grab yourself a different lowrider - like the Broadway parked next to the gas station you probably used for the Pimping side missions. It's a pretty fast car, handles TONS better than the Blade, and doesn't have hydrolics. Add Nitro to make it even easier. 24. Lowrider Challange Starting Point: Outside Unity Station Difficulty: 2/10 Basically, a repeat of the Cesar Vialpando mission, except without the story. Max out your bet, hit the right analog stick in time to the music as indicated, win. Even though you just did this one, you have to do it again for 100%. Note: Apparantly, you *don't* need this for 100%. It's already included from passing the Cesar Vialpando mission. So this ends up being just for extra cash. It's interesting that this version is *much* harder than the Cesar Vialpando one. PC Note: Again, use the num pad arrow keys, ie, the 2, 4, 6, and 8 keys on the number pad. 25. Home Invasion Starting point: Ryder's house between 12:00 and 20:00 Difficulty: 2/10 Hop in the truck, and drive it NE to the Colonel's house. Park it in the red blip outside, and enter the front door. As soon as your're inside, crouch, and move the left stick just enough to get you to move forward, and use the right stick to change your direction. When you get to a crate, pick it up, and do the same to the front door. Outside, run to the truck, and drop the guns in the truck. Repeat for all five boxes. There is one in the front room to your right behind a gun. There's one in the room to the right as you enter (just walk through the door - it will open for you). There's one at the top of the stairs, and another at the end of the upstairs hallway. The fifth is in the room to the left at the end of the upstairs hallway - the Colonel's bedroom. As long as you just move the stick enough to move, this one isn't a problem, either. After you put the fifth crate on the truck, drive south of the Forum to the garage. Note: Many people have wrote in to tell me there's a sixth crate in the Colonel's bedroom behind the bed. While playing through a third time, I was able to validate this. There's a crate against the wall opposite the foot of the bed, and another in the back corner of the room between the bed and the wall - ie, if you were lying on the bed, it'd be in the area you'd have a nightstand on the right side of the bed. If you get all six crates, you get a cut-scene showing you getting in the truck, and the timer disappears. 26. Burglar Starting Point: Black Boxville in apartment complex south across the street from the gym, Difficulty: 1/10 You can only start this mission between 20:00 and 6:00. Hop in, and cruise the nearby neighborhood looking for yellow arrows on the front door, including one that is usually right by the truck. Pull up near the house, and enter. If there is anyone in the main room, exit, and try again. The second time will either show an empty room, or the same person(s) still there. If they are there the second time, leave - they won't. Other than that, it works just like the last mission, except it's slightly easier. As soon as you are within sight of the door, run. If you fill the noise bar, don't worry - it resets next time you enter the house - as long as the timer doesn't get to 10. The only items I've ever found in the houses around here are in the main room, and there's anywhere between 2 and 4 items (4 is rare, but I saw it once). Once daylight hits, drive the truck to the same garage as in the last mission. Find out how much you made, and do other missions until it's night again. Once you've accumulated over $10,000 in stolen goods (total, not all on the same night), you've passed this odd job. Try to aim for at least 10 items. That's worth $2000, which means you'd need five nights at most to complete this mission. Note: You can complete this in one night if you want. First, get the boxer before 20:00 to make sure you have maximum time. Then go park by your house. Once you hit 20:00, start the mission. Find two houses next to one another than can be robbed. You can go back and forth between the two houses - just make sure to finish one before entering the other. Also, because the houses are so small, you don't really have to worry about stealth. Sure, you'll be detected, but as long as you're out before the 10-second timer expires, you're fine. Offload your huge load, and you're done. Note: After completing this mission, my percentage complete did not go up at all. From what I understand, this is a required vehicle mission. I don't know what to make of this. 27. Catalyst Starting Point: Ryder's House Difficulty: 3/10 After a friendly chat w/ the fine officers Tenpenny and Pulaski, drive Ryder's car up north to the train tunnel. Hop out of the car, and take out the Vaga guarding the train. When you're done, some Ballas drive in, so take them out. Crouching and the AK-47 work great here. When you're done, hop on the train. Use the right analog stick to aim at Ryder's moving truck, and L1 to toss a crate. If you land a crate anywhere on the car, it should result in a catch. Use L1 fast and furious until you land a crate. When you've collected 10 crates, hop in the car, and head for the Pay-n-Spray, then head back to Ryder's house. The only reason this isn't a 2 difficulty mission is aiming with the right analog sticks sucks, IMO. I can't wait for mouse-look. If you're good at using the right stick to aim, this should be a very easy mission. Otherwise, it can suck. PC Note: This mission is the first time you have a 'real' mission to use the mouse for first-person view for. It's a HUGE difference in the ease of tossing crates off the back of the train. The overall difficulty is about the same, since although it's can be harder aiming manually, especially in finding the targets, you can also aim directly for head shots which makes killing easier. 28. Robbing Uncle Sam Starting Point: Ryder's House Difficulty: 4/10 Hop in the truck, and drive down the the docks, parking in the red circle. Hop out, jump over the wall to the left of the gate, and take out any guardsmen you see. Don't shoot the gate lock, first. Head in to the warehouse straight ahead and just right, and shoot the lock to the right of the big door. Take out the guardsmen in side, and hop in the forklift. Move the four boxes from the back of the warehouse to the front, and get two more boxes from around to the left of the warehouse. Once you have six boxes near the entrance to the warehouse, then shoot the lock off the front gate. Ryder drives the truck in, and backs up near the warehouse. Use the forklift to pick up the crates, and load them on the truck by driving into the back of the truck w/ the crates lifted all the way up. If you hear someone shooting at Ryder, get out of the forklift, take them out, and continue. Once the sixth crate is loaded, hop in the truck and high-tail it out of there. Some guardsmen in some Patriots follow. Ryder says to hit the horn to toss a crate out the back which blows up the cars behind you, but I've always made it back to the garage w/o having to toss any. You don't seem to get extra points depending on the number of crates you do/don't toss, so have fun if you wish. Once you make it to the drop-off point, you're done. 29. OG Loc Starting Point: Big Smoke's House Difficulty: 3/10 Go pick up Jeff, er, OG Loc in front of the police station. Then drive to his buddys house up north. Smoke and Sweet drop you two off. After some chatting, you end up chasing his 'friend' on a bike. You can't really lose him - if you get far behind, he'll wait for you, taunting you all the way. Eventually, he'll end the chase near some homies of his who open fire on you two. Take them out, then jack a car, and drive OG to the Burger Shot in Verona Beach. 30. Running Dog Starting Point: Big Smoke's House Difficulty: 2/10 Get in Smoke's Car, and drive up to East Los Santos. After a converstaion, Smoke whacks one of the dealers, and a foot chase starts. If you've built up your stamina, this is easy. Sprint after the target until you're close, switch to an AK-47 (one R2 tap if you have the Micro armed), and blast him. Don't forget the cash he 'dropped'. 31. Wrong Side Of The Tracks Starting Point: Big Smoke's House Difficulty: 2/10 This is a fun, quick, easy mission. Drive down to Unity Station, and into the red marker. After the cut scene, jump on the nearby Sanchez, wait for Smoke to jump on as well, and get going after the train. The key to making this an easy mission is to drive on the right side of the right track. If you are in between the tracks, Smoke doesn't have as good an angle at the escaping Vagas. Once you catch up, keep pace with the Vagas, and move forward as needed until all four are capped. If done right, you shoudn't even make it as far as the tunnel and the oncoming train before Smoke tells you to take him back home. PC Note: For some reason, this mission seems harder than the PS/2 version. Following the same strategy (riding just off the right side of the tracks), Smoke seems to have a harder time hitting the gang members. Riding directly on the right track seems to help somewhat, though I still just barely managed to hit the fourth gang member before running out of room at the bridge to Las Venturas. I'd raise the difficulty on this to 3/10, just based on the fact Smoke doesn't seem to be as good a shot. 32. Just Business Starting Point: Big Smoke's House Difficulty: 4/10 Hop in the car, and drive downtown. After a cut-scene, you are thrust into a battle with a bunch of heavily armed Russians. Crouch, auto-target, use your AK-47, and you'll be fine. Exit the door w/ Smoke to be thrust into another battle. Once it's over, Smoke hops on a bike, and you hop on back. Now you're in first person, and you have to shoot at your pursuers. Concentrate on the bikes and cars - you can't damage the car carrier. After awhile, you'll face forward, and have to shoot out a sewer grate. If you've gone the sewer route for the NRG-500 mentioned above, you'll know the tunnel I'm talking about - this time, it has a grate, however, that you need to shoot out. Once through there, a few more turns w/ explosive barrels you can shoot to take out every bike following you, and you're done. Once again, having to control the cursor w/ the analog stick just doesn't work for me, and I got close to having the bike destroyed. But it's the only real tough part of the mission. PC Note: Whereas the last mission seemed harder, this one is easier with mouse aiming. You still get hit, and it seems that even though you are aiming right at a bike and not hitting it at times, I still didn't get below - or even really near - 50% damage to the bike. I probably finished the mission with about 70-75% of bike health left. Because of the mouse look with this mission, I'm lowering the diffuculty to 3/10. 33. Life's A Beach Starting Point: Burger Shot, Verona Beach, between 22:00 and 6:00 Difficulty: 3/10 First, head to Santa Maria Beach, and buy the available safe house here, if you haven't already. It makes the travel to the next few missions much shorter, and you need it for 100% anyway. It also has a 2 car plus 1 cycle garage. Save if you need to to get the time between 22:00 and 6:00, and head over to Burger Shot. After an amuzing conversation w/ OG - worst rapper in the world - head down to the beach party indicated on the map. Talk to the DJ w/ a couple of positive replys, and now you get to dance. Dancing works the same way as the lowrider bouncing competition, except you use the shape buttons. Again, if you can follow a beat, this is pretty easy. You also do this when you're on dancing dates later, and I routinely get scores above 9000 (not bragging, just saying), and for this one, you only need 4000. Once the song is over, assuming you scored well enough, the DJ invites you into the van. Steal it (she jumps out along the way), and drive it back to the garage under the interstate indicated on the map. In my two times doing this, I had a couple cars follow me once, and the other, only got shot at on the beach. If you are chased, it's a 3/10 difficulty mission. PC Note: For this mission, use the W, A, S, and D keys instead of the arrows given by the bar along the bottom, or whatever you have mapped the movement keys to. Again, just try to time the key press with the beat of the song, and this should be an easy mission. 34. Madd Dogg's Rhymes Starting Point: Burger Shot, Verona Beach Difficulty: 4/10 This mission introduces you to stealth. Follow the prompts, don't attempt a stealth kill from too far away, and don't bump the guy before killing him. Otherwise, it's a fairly easy mission. If you do get detected, you are all of a sudden in a knife fight w/ a guy holding a gun, which is the only reason the difficulty is as high as it is. Don't miss the armor after the lounge area - even if you don't need it, going through that room puts you behind a guard for an easy kill. Once you get the silenced pistol, use it. Two shots will bring down a guard, and they all drop more ammo for you. This is the pistol I used the rest of the game, for those rare times I needed a pistol. Once you're back outside, make your way back to the Burger Shot. After the mission, you'll get a call from Tenpenny telling you to meet him at a donut shop. He can wait a little while longer. 35. Management Issues Starting Point: Burger Shot, Verona Beach Difficulty: 4/10 Note: The guide says you need to start this one between 12:00 and 17:00, but I started it much later. Grab a car for this one, and head to the Burger Shot in Mulholland. As you get close, you'll get a phone call from OG that tells you the manager just left, and an arrow appears above the target car. Ram his car good once, and he'll get out and start shooting. Waste him, and take his car to the nearest Pay-n-Spray to repair the damage. Now, you have a somewhat limited amount of time to make it to the target area. You have to park between two other cars, but the space is so wide you can just pull straight in at a slow speed, and not have to virtual parallel park. Once you've done that, stay between the cars as you slowly move down the street to the pickup zone. After the manager is in the car, speed out of there, and towards the pier marked on the map. The other two cars will be dogging you the whole way, and they have been the hardest cars to evade to this point. Once you get on the pier, floor it towards the end, and bail when the game tells you to. IMO, the most cold-hearted mission of the game. 36. House Party Starting Points: Burger Shot, Verona Beach, then OG Loc's House, across from yours, between 20:00 and 05:00 Difficulty: 0/10, 6/10 First, head to Burger Shot, and see an untitled cut-scene w/ OG telling you about a party. He tells you (and you are prompted) to get a haircut, and some clothes. You don't have to do either, but this opens up Suburban and Prolaps stors (actually, they may have opened earlier, and I just didn't notice). You have some time to kill, so might as well change your wardrobe. Go with whatever you like - I went with Black Track Pants, Mid- Top Sneakers, Sun Glasses, and a Green Cap (Back) from ProLaps, and a Base 5 Hood and a Face Black watch from SubUrban. Once that's done, if it's late enough, you'll get a call from OG telling you to get over to the party. If there's time, I definitely recommend saving at your house before heading to the party. When you're ready, head across the street to the red marker, and find that the Ballas are rolling in. You face three waves of Ballas. The first is about eight guys coming from behind the cars you saw in the cut-scene. USE YOUR AK-47! The only problem guys are the ones that sometimes won't come out from behind the car. You may have to go get them. The second wave consists of eight guys from the top of the bridge. Crouch, shoot, move to the next. Easy, and you shouldn't take too much damage here since the AK-47 kills rather quickly. Finally, you face a wave of 12 guys coming from all directions. The guys are not marked on the radar, which makes it tough to figure out where the gunfire is coming from at times. Keep looking around for guys w/ red arrows pointing around them, keep moving, keep firing, and DON'T let Sweet get between you and a Ballas, or you could accidentally hit him and kill him, ending the mission. 37. Burning Desire Starting Point: Donut Place, Market Difficulty: 3/10 Ah, another mission from our favorite officers. Head to the alley in downtown, and pick up the Molotov Cocktails. If you've been following the walkthrough, you probably already have a few hundred, but you need to pick them up to move on. Head to the hotel. Get out, and before tossing the Molotovs through the five windows, make a circle and clear the area of Vagas. Once you've done that, you can toss undisturbed. You have to get the Molotov through the window to avoid being scorched yourself, but since you completed the Firefighter mission, you're fireproof, so you can just get it close and not worry about collateral damage. After the place is burning good, you see that there's a girl trapped inside. Go to the front door enterance (NE side of the building), run to the back, and up the stairs in the back/left of the back room. Run to the end of the hallway, and you'll be told to go get a fire extinguisher down in the kitchen. Run back downstairs, and to the room to the left and across from the stairs. Grab the extinquisher, and head back to the end of the upstairs hallway. Put out the fire in the doorway, and walk in. Because of the collapsing building, you'll have to weave your way through both floors. You can put out as much of the fire as you want, but only have to get the ones in the doorway that block your, well, Denise's progress, since you're fireproof. Once you get to the front door, she asks you to take her home. This earns you your first girlfriend. 38. Dating Denise Difficulty: 1/10 Starting Point: Denise's House, between 16:00 and 6:00, according to the Brady guide. You're first experience with dating in the GTA world. If the pink marker shows up after you drop Denise off in the last mission, go ahead and take advantage of it. If you have flowers, you can give them to her. Note that flowers regenerate, so you don't have to go to a new spot every time to pick them up. Anyway, after the flowers, don't try to kiss her until about 25% progress or so - it'll just take away the 1% point you just got for the flowers. After that point, she's much more receptive, and it'll add another 1% to your progress bar. Denise has three kinds of dates. a) Food. Take her to the Green Bottle bar just around the corner. As with all girlfriends, once you find a place that works, it always works. b) Dancing. Take her to the only dance club in Los Santos. Go to the middle of the dance floor, and dance as you did in the 'Life's a Beach' mission. I don't know how well you need to do to be successful, but unless you have no rhythm, it should be easy. PC Note: As in the 'Life's a Beach' mission, use the W, A, S, and D keys instead of arrow keys, or whatever you've mapped the movement keys to. c) Driving. Best bet here is to have an NRG-500, and just speed up and down the street right in front of her house. Once the progress bar is filled, she's done. After about 40%, you'll start being invited in for 'coffee'. Do it - it adds another 5% to your dating progress, and the lines at the end of 'coffee' can be funny. You don't get much for dating Denise. At 50%, you get the keys to her car - but only if she's home. At 100%, you get a pimp suit. The only good reason to get Denise to 100% is that once there, the percentages don't drop. At least, not that I've seen. Also, there do tend to be periods where she just isn't home during the specified time. I've had the best luck hitting her house towards the beginning of the time she's available, but aside from that, haven't found any recognizeable patter as to when she's home. One thing I did notice is that if your date ends after midnight, you have to wait until after midnight again before seeing if she's home. Note: I'm wrong - even after hitting 100%, the progress w/ Denise percentage does drop over time, and it seems to do so faster than with the other girls. I still don't really bother with her after hitting 100% unless I'm looking for an easy way to kill time. 39. Gray Imports Starting Point: Donut Shop, Market Difficulty: 4/10 Another mission for the fine officers. Head to the warehouse in the docks. Once there, make your way to the enterance the train uses to the south. The Brady guide mentions to drive all the way around the warehouse to the right to do this, but I don't know if you must do that, as long as you're far enough away from the main gate. Go through the train warehouse, and hop on some boxes. Get out your AK-47. Take out all the guards, and the TWO forklifts (last time, I forgot about the second one, and took a little ramming damage). Try to shoot the driver himself unless they're far enough away were the explosions wont hurt you. Once everyone is gone, shoot the lock on the door, and enter. Crouch and roll your way through the warehouse. Pick up the AK-47 behind the steps before heading upstairs. Once there, take out the two guards inside the room, then move to the right of the door. Look around, and you should be able to see the main Russian inside the room. If not, move back a little and try again. You can't auto-target him, but you can use first-person view to see him. Take a shot at any part of his body. If he jerks, you hit him. It takes a bit of ammo to kill him, because he's wearing body armor, but it's worth it. If you enter the room, you end up having to chase him, and the possiblity exists of him getting away. I tried it both ways, and shooting him from outside the office is much easier, even though I was able to track him down as well. Your choice. 40. Doberman Starting Point: Ammunation, downtown Difficulty: 4/10 First, the mission will open up Ammunation. You should have plenty of AK- 47 ammo by now, so you don't need to buy anything. Head over to Glen Park. Walk around until you see a group of 3-4 purple-wearing gang members. Shoot them. This triggers a gang war. Crouch, and watch the radar for the direction the gang members are coming from. After the third wave, the area is yours. You'll then be moved to the NW side of the park, where a dealer sprints from a house. Chase him down and kill him. 41. Gang Wars Starting Point: Any enemy (non-green) territory Difficulty: 4/10 Find any enemy territory on the map, and proceed exactly as the mission 'Doberman'. The more territories you take over, the more money that generates outside your house. Every now and then, one of your territories will flash, indicating it's being attacked. Get there ASAP (or, apparantly, save the game), and when you get close enough, you'll see the targets appear on the map. Crouch, shoot, you're done. If you're having trouble starting a gang war, stand in the targeted zone, and shoot at passing cars. Soon, gang members will show up. ** SPOILER ALERT AHEAD - IF YOU DON'T WANT TO KNOW A POTENTIAL SPOILER, SKIP THE NEXT SECTION!!!! You can take over as many or as little territories as you want. It won't matter. Once you leave Los Santos, you will lose them all until the late stages of the game, when you have to restart from scratch, anyway. So unless you find them fun, you don't have to do any more, since money shouldn't be an issue anyway. ** END SPOILER ALERT ** 42. Ammunation Shooting Range Starting Point - Inside Ammunation. Walk straight back from the front door to the red marker. Difficulty: 3/10 This is part one of the Ammunation Shooting Range. At this point, the only things you can compete in is the Pistol and the Micro-SMG. These are the easier of the two challanges, so it shouldn't be an issue. Completing them gives you the ability to dual-wield the two weapons once you max out your skill in them. NOTE: Your percentage goes up for each weapon completed. Thus, if you complete both the Pistol and Micro-SMG challanges, you're percent complete will go up twice. 43. Vigilante Difficulty: 10/10 One of my most hated missions in this game. It's probably easiset, if doing this legitimately, to wait for the Hunter to become available, and use it. However, it can be nice to get the extra armor now. If you don't want to wait, the motorcycle is the best vehicle, as you can shoot straight ahead. The reason I kept it for now is that you will need a LOT of ammo, and with ammunation open, you can buy it if you don't want to keep chasing icons around the map. What makes this difficult are the wanted levels. If you have one, and come anywhere near a stop, you'll be busted. It blows. Period. I imagine wanted levels are easier to escape in a Hunter. There is also a 'bug' way of passing this mission, to some extent. If you get in a police car - this works for a car only - start the mission, and hop out of the car, walk into a building (bincos near the house seems to work for me), wait for 10 seconds, leave the building, get back in the car. Usually, this will result in a success message. If not, go back into the building, stay 20 seconds, go get back in the car. Repeat until you get rid of all of the current cars (you'll get a seperate beep for each car as you progress). The problem is, I've never gotten this to work for all 12 levels. I've gotten as far as 8, but no further. I've read of others getting all the way through 12 levels using this method, so if you can't complete it the legitimate way, you can always try this to get free extra armor. Update: I was finally able to pass this mission, though not entirely legitimately. The problem with this mission at this stage is, if you attempt it in the city, your wanted level rises VERY quickly, so make sure to note EXACTLY where the police bribes are at, and use them. If you try it out in the country, it is easier. There are far less police, so the wanted levels go up much slower. And there's a lot of open area, which makes life easier as well. But, there are NO police bribes anywhere in the countryside, so you're stuck with a slowly climbing wanted level. In order to pass, I had to have a motercycle in the garage, and a car. Use the car and the bug mentioned above to get as far as you can. Either you will complete all the missions, or you will hit a point where the criminals just aren't disappearing. At that point, go after them. I was able to get up to level 12, with two cars remaining before I had to go after them, and as I still had over 10 minutes to get them (compared with the 18 I started level 12 with), I had plenty of time to go back to a save garage, get the bike, and chase them down. In one of the reamining two cases, they were already on foot, which made it easier. Update 2: I have never been able to get the glitch to work with a bike. Only a car. The combination way to do this mission seems to be best. If you can get into the upper levels (8 and above), don't wait long. Once the dot on the radar makes it's drastic move, the criminals are out of the car. If they don't die on they're own, go chase them down and kill them, then find another building to enter. Also - if you decide to enter a police station (I was in Dillimore), do NOT have weapons ready, or you will earn a two-star wanted level, which makes it harder to get past this mission. I was able to chase down criminals on level 11 when they wouldn't disappear and get back to a Bincos to get rid of the criminals on level 12. Update 3: I did get this to work with the bike. PC Note: I could never get the glitch to work with the PC version. This is one of those glitches I was hoping they'd leave in, but apparantly didn't. I tried with both a car and cycle, probably about half a dozen times, and at no point did a criminal (or series of criminals) seem to just disappear. This wouldn't be a huge deal, except between the fact you're always adding to your wanted level, and you can't use pay-n-sprays for either losing the wanted level or fixing the vehicle, I just can't complete this mission 'legitimately' with a bike or car. I had to wait until much later in the game when a Hunter becomes available to complete this mission. And once you can get a hold of the Hunter, the mission is extremely easy. 44. Los Sepulcros Starting Point: Sweet's House, between 9:00 and 17:00 Difficulty: 5/10 Recruit a couple of gang members by targeting them and hitting the up arrow, and then get in the car. Hop on the highway, and take it to the Muholland interchange, and west to the back of the cemetary. Hop over the wall, and walk to Sweet. When you get control back, crouch, roll, and pick off the enemies. Be careful - if you roll too close to a headstone or a tree, you won't be able to shoot, but you will be able to be shot at. I got stuck at one point where when I rolled back and forth, I was either behind a tree or a headstone, and lost all my armor before I got straightened out. In any case, when you kill everyone, run for the car, and head back to Sweet's house. You will have a two-start wanted level, so you will be chased. The best route is probalby the reverse of what you used to get here - North to the main road, highway south then east, first exit, down Grove street to Sweet's house. 45. Reuniting The Families Starting Point: Sweet's House Difficulty: 5/10 Hop in the car, and drive to the motel. Someone's ratted out the meeting, and the cops show up in force. After Smoke and Ryder bail, you get control. Don't bother trying to fight the cops in the parking lot. Just head to the front door just to your left. Inside, crouch and slowly make your way upstairs, and through the motel hallways - you shouldn't have any real problem. Once you get to Sweet, you head to the roof. A helicopter descends on you. Take out the four guys on the ropes first, then use the right analog stick to aim at the helecopter w/ the AK-47 until you hear the radio guy scream 'Mayday'. Then, follow Sweet, at which point you hop in the car. Someone 'hands' you an AK-47 (even if you probably have thousands of AK-47 ammo at this point), and you go into first person mode. Fire at everything chasing you, and watch for the cops jumping on your car after you see the motorcycle cops drop their doughnuts. The LONG reload times make this part of the mission harder than it should be - and I had maxed out my AK-47 skill by this point. Finally, your gun jams, and you head into a cut-scene that shows your 'escape'. For me, it's always close, but I usually make it through the mission with about 1/8 or 1/10 of the car's heal left. Jack a car or run back to your house, and save. Note - one thing that irks me about this mission. Since you're 'given' an AK-47 for the end of the mission, it's taken away from you at the end. This means you lose all your AK-47 ammo. You don't need too much for the last mission, but you probably want at least 200-300 ammo. PC Note: Much like the earlier rail shooter type mission, this one is much easier with a mouse. I had over 50% health left on this one instead of the 10-15% I had with the PS/2 version. 46. Green Sabre Starting Point: Sweet's House Difficulty: 4/10 This is it - the final Los Santos mission (for now, anyway). You need to go meet Cesar under the interstate just south of downtown. Once there, you'll see who has been selling you out. I won't spoil it here, but it's probably not a huge suprise - especially when you think back on the earlier missions. But this makes you realize Sweet is in trouble. Hop back in the car, or if you brought a fast car or bike with you, hop in that, and head north to under the Muholland interchange. All you have to do is make it to the red marker before Sweet's health bar disappears, you don't have to worry about it once you're there. Take out the waves of Ballas heading down on you, using the cars as shields. Once you take out the fourth wave of a circling Ballas car, the cops show up. You get escorted out of Los Santos courtesy of your favorite officers, Tenpenny and Pulaski. They take all your weapons, and give you a camera. Run across the street to the mobile home park, and save. The next chapter begins once you step into the red marker. ******************************************************************************* V. Badlands 1. Intro Welcome to the middle of nowhere. After the cops showed up at the end of the previous mission, Tennpenny and Pulaski step in and take you to the lovely little town of Angel Pine. They strip you of all your weapons, and tell you to stay away from the traitor from last mission, and them. This can be interpreted to mean stay out of Los Santos, but it doesn't work that way. You can 'safely' visit Los Santos, but all your territories are gone, as is that source of money. The Roboi Mart still provides you with its $2000 a day, not that it's needed that much now. ALL territories, including the one your house is in, are under enemy gang control, so you may be shot at. And you can't take (or retake) an areas over until late in the game. So feel free to go back to Los Santos for whatever you need, just realize that you may be shot at, and you won't have much recourse. San Fiero is also open at this point, but since we can't save there, don't bother exploring there yet. First, step across the street to the mobile home park, and save the game. Now, take the time to explore the new area, and head back to your home in Los Santos, and get some weapons, refil your armor, whatever you need to do. There are plenty of Sanchez in the area if you're a bike person. If you want some nearby armor, there's some in the parking lot like area next to the J&J Restaraunt on the western side of the northern part of town. It's a small town - you'll find it. Also, leave exploring Mt. Chiliad for later. We'll do that after the next mission. And if you haven't heard much of K-Rose yet, you'll soon get sick of it (although the DJ *is* funny). Once you've restocked and explored to your liking, come back to town, save, and start the first Badlands mission. 2. Buying Properties Since money shouldn't be an issue, we might as well go ahead and buy all the properties so we don't forget later. I started with the property farthest away, and worked back towards Angel Pine. Thus, if you're in Los Santos for any reason (collecting ammo, for instance), you can just work back to Angel Pine via the scenic route, buying the properties along the way. Since you will probably be exploring the area anyway, plus going back to Los Santos for your trusty AK-47, we might as well do this now. Palomino Creek - $35,000 - 2+ car garage Dillimore - $40,000 - 1 car garage Blueberry - $10,000 Whetstone - $100,000 - Most worthless property in the game Angel Pine - $20,000 3. Badlands Starting Point: Mobile Home Park, Angel Pine Difficulty: 3/10 After stepping in the marker, grab a nearby Sanchez. Usually, there's one right by the save point, but sometimes, you have to run into town to find one. Once you have your bike, head over to the first marker, which will tell you to bike up the mountain. Follow the path up the mountain, taking a left at the fork (the right is blocked off w/ construction horses), and following the path towards the yellow blip on the radar. As you get close, you see a cut scene with federal agents guarding a cabin. Once you get control back, hop off the bike, and head to the left into the woods. Sneak around behind the cabin, wait for all the guards to be in the front, and head in the back door. Shoot the snitch. Do NOT use a shotgun or AK-47 for this - you will damage him too much to be recognizable. The Micro MP5 worked for me. Once this is done, the four federal agents outside will start coming for you. Switch to the AK-47 for them - no need to keep them in tip-top shape. Once all four are down, photograph the body, and head to the drop-off point, which is right next to the save point where you started. A short phone converstaion with Cesar will open up the next set of missions, but we have some other things to do first. PC Note: It's much easier to use an AK-47 for this mission, or really any gun you want (except a shotgun). Just make sure to aim for the targets body to avoid messing up his face, making a photo ID impossible. 4. Chiliad Challange Starting Point: Top of Mount Chiliad between 7:00 and 18:00 Difficulty: Varies This is a series of three races down Mount Chiliad on a BMX bike. They get harder as they go along, but with repeated attempts, it gets easier as you memorize the course. The really annoying thing about these races are, if you fail, you have to bike all the way back up the mountain, and it takes a long time to do so. Thus, you only get two to four chances per day, simply because of the time it takes to get to the top. Once there, you have to pass each race before the next one opens. In general, take it fairly easy down the mountain. The other racers will generally wipe themselves out, so long as you don't fall too far behind. Note: I've had a few people e-mail in to say that you can park the Camper that is nearby at the beginning of the track (only works for the first two races) that you can bunny-hop over to give yourself a quick edge. I don't think you need to do this, especially given I never had much trouble with the first two races, but if you're having difficulty, go for it. Good luck with the third race, though. a. Scotch Bonnet Yellow Route - Difficulty: 5/10 For the most part, don't bother power pedeling (tapping X) until you get towards the bottom. Holding X and gliding should be enough once you get the feel of the course. b. Birdseye Winder Yellow Route - Difficulty: 6/10 Starts off the same, then heads down the other side of the mountain. There are a lot of straightaways after the sharp hairpin turn to the left to sprint on, but you have to be careful, because there are still a few turns that you can go off the edge on. My advice - if you're in first, don't sprint, you won't really need to. Except for the final straightaway, the computer racers run into walls and fences a lot. Note: I went off the cliff twice in this race early on (before going by the cabin from the 'Badlands' mission), and still won the race. Don't panic if you do go off the cliff - just get right back on it. If it happens late, you are probably in trouble. If it's early, you can still win. c. Cobra Run - Difficulty: 9/10 There are two keys to this race. First, STAY ON THE WALKWAY. If you have to come to a complete stop around turns, do it. Don't worry too much about how far out in front the other two racers get. Once you're off the walkway, you'll head downhill into a large jump (unique jump Brady #51). After that, build up the speed for the next checkpoint, which is another big jump. This is the second key. If you don't hit it with enough speed, you'll come to an abrupt stop on a rock. If you clear it, you're in real good shape, as the other two competitors just about always get stuck there. After the sharp turn to the right, bear right under the archway, and after that, you'll soon join up with the end of the other two paths for the downhill sprint home. BIG NOTE: Want to complete all three Chilliad Challange runs without working up a sweat? Want to finish with a time of 10:00, and still be in first? Without a cheat code? First, find yourself a sniper rifle. The one I found was in San Fiero on top of a building just south and east of Pier 69 (I needed a unique jump ramp (steps) to get there - the set of steps about a block east and a block south of Michelle's Garage). Now, take your time down the courses, or don't. If you win, great. If not, stop before getting near the finish line, take out the sniper rifle, and shoot all the other racers after they finish the race. Once the other five are dead, hop back on the bike - you've won. You'll probably get a one or two star wanted level doing this, but it disappears right after you cross the finish line. This works for all three races, and even if you end up wasting a shot each time, you only need 15 shots to kill all the other racers, so you only need to pick up one sniper rifle. Do NOT do this before the racers cross the finish line, however, or you are disqualified, and you have to make the long-ass trek to the top of the mountain again. I lost the e-mail from the person who sent me this trick, so sorry you don't get credit for this here. If you send me an e-mail and prove you sent it to me, I'll credit you. Otherwise, all I can do is say that this idea was not my own. 5. Ammunation Shooting Range, Part 2 Starting Point - Ammunation in Los Santos or Palimino Creek Difficulty: 8/10 This is the same challange as last time, except there are three weapons to get through. Pistol, Micro MP5, and Shotgun. The first two are as easy as before. The first two rounds of the shotgun is pretty easy. The third round is tough as hell. One of the booths always seems to get three targets per silhouette, and you need at least that just to keep up. The only real suggestion I can offer here is simply this - you MUST wait for the timer to fully count down before firing. Otherwise, your shot will not count even if you would have hit something, and odds are your target will disappear while you're reloading. This one is all about timing. And the worst thing about it is, should you fail, you have to go through all three weapons again. If there was one change I could make to this game, it would be that once you passed a weapon, you didn't have to do it again. PC Note: While using the mouse doesn't make this *as* easy as I thought it would, it's still much easier to pass the 3rd level of the shotgun challange that it was on the PS/2. Timing is now the single biggest issue with this challange now, since shooting too early won't hit the target, and too late will allow the other competitors to take a target out before you. I would lower the diffuculty to about 5 or 6/10 with mouse look. 6. Unique Jumps Whether you're in Los Santos or Palomino Creek, head for our favorite garage for the NRG-500, and head towards Blueberry. While you're in Los Santos, stop by your house for the camera. You'll need more film than you currently have for the photo ops later, so since you're in the area, you might as well pick it up. There are 9 new unique jumps between the Blueberry area and around Angel Pine. One you've already done during the third race of the Chiliad Challange. The numbers below match the Brady guide. The first number is the number given on the map in the front of the 'Badlands' section, the second number is the one given in the 'Odd Jobs' section. Some will be hit during missions anyway, but since we're around, we might as well hit them now. Use a Sanchez for 2 and 3 - I couldn't get 2 to work w/ the NRG, and just about anything will work for 3. [X] 1/51 (if completed Mount Chiliad race) [ ] 2/52 [ ] 3/53 [ ] 4/29 [ ] 5/30 [ ] 6/31 [ ] 7/32 [ ] 8/33 [ ] 9/34 7. Oysters Difficulty: 3/10 (only in finding them). Ooops - forgot all about collecting Oysters back in Los Santos. However, unlike the gang tags, or the upcoming photo ops and horseshoes, Oysters are spread throughout the entire San Andreas area, so we didn't lose much by not getting them earlier. But, we might as well get them now. The first 15 are in Los Santos, and the following 10 are in the Badlands area. Like with the Unique Jumps, the first number is the number on the front of the 'Badlands' section of the Brady guide, and the second number is its number from the 'Odd Jobs' map. Note: I found the best way to get most of these is to grab a boat and get all of the ones that are accessable by water (all but 2 and 11 in Los Santos). If you end up the last section doing the unique jumps near Blueberry Acres, there's a dighny that spawns on the beach NW of The Panopticon, just east of one of the oysters (6/30). There are also a number of them off the beach SW of Angel Pine. [ ] 1/1 [ ] 1/25 [ ] 2/2 [ ] 2/28 [ ] 3/3 [ ] 3/26 [ ] 4/4 [ ] 4/27 [ ] 5/5 [ ] 5/29 [ ] 6/6 [ ] 6/30 [ ] 7/7 [ ] 7/31 [ ] 8/8 [ ] 8/32 [ ] 9/9 [ ] 9/33 [ ] 10/10 [ ] 10/34 [ ] 11/11 [ ] 12/12 [ ] 13/13 [ ] 14/14 [ ] 15/15 8. First Date Starting Point: Dillimore, outside The Welcome Pump Difficulty: 0/10 Finally, back to the story, if only for a little while. When Cesar sent you to Dillimore to meet his cousin, little did you know it would be Catalina. Veterans of GTA3 will certainly recognize Catalina (although, personally, it didn't sound anything like the same person to me, even though it is, according to IMDB.com). This is mostly a cut-scene mission. Once you hop in your car or on your bike w/ Catalina, she will tell you of four robbery targets that open four missions on your map. Since one is right up the street, let's go ahead and hit that one now. 9. Tanker Commander Starting Point: Gasso Gas Station, Dillimore Difficulty: 4/10 This is all about essentially learning how to drive a tanker. After the cut scene, hop in the rig, and back into the gas tanker to hitch it to the cab. Then, head west out of Dillimore, then south to RS Haul. The place you're aiming for is the first place on the left at the bottom of a steep hill, so it's real easy to overshoot it. Pull in the lot, and head for the back. The guys chasing you on this mission - childs play based on what's coming later. While we're here, we might as well do the first Trucker mission. It's easy enough. 10. Trucking Missions, Part 1 There are four trucker missions that are essentially available right now. All require deliverys to somewhere in Los Santos or the Badlands. The other four missions require deliveries to either San Fiero or Las Venturas. I don't know what would happen if you tried to start them, but since those cities aren't available yet, I've never bothered. For now, we'll do the first four. Mission 1 Difficulty: 3/10 Deliver load in a given amount of time. If that time expires, you start to lose the amount of cash you get for the mission. Only the fact you're driving a truck which can uncouple from the trailer makes this at all difficult. When finished, save, and head back. If you happen to be back in Dillimore as I was, the save house you can buy there has a one-car garage. Mission 2 Difficulty: 3/10 No time limit this time, but a damage meter instead. The more damage your rig takes, the more money you lose as payment. Since money isn't really a problem at this point, just worry about getting the truck there. Mission 3 Difficulty: 8/10 No damage meter, no time limit. Just an automatic wanted level, with cops trying to dislodge your trailer. And they're good at it. You may have to take a few tries at this one before getting it. One thing to keep in mind - if the delivery is in the Docks area of Los Santos, do NOT take the highway through the tunnel just west of the airport. The cab is too tall to make it through. Take side streets instead. It may take a little longer this way, but the one nice things about city driving is with the limited amount of room on either side, it makes it harder for the cops to dislodge the trailer. Doesn't make it impossible, just harder. My experience with this mission is either it will be fairly easy, if the cops drive into things, or impossible. The only reason the difficulty isn't higher is there are two after this, in the second four missions, that are worse. Note: To make this mission MUCH easier, drive straight out of the lot to the railroad tracks, turn right, and follow the tracks into Los Santos. Depending on where the drop-off point is, doing so makes this mission either a good deal easier, or a piece of cake. The worst drop off location seems to be the National Guard base (from the Ryder mission 'Robbing Uncle Sam'), as it seems to be the farthest from, well, anything. If you get this location, note that the drop-off is INSIDE the middle warehouse, so you don't overshoot it and have to drive around the block again. Mission 4 Difficulty: 3/10 This will will seem like an introductory mission after the last one. You'll have a timed mission to somewhere in the area of Angel Pine. Two things to watch for. First, if the truck stop right before the first Angel Pine exit is your destination, you can't head straight to the marker when you see it. The land is not flat enough, and you will come loose from the trailer. Second is, when driving, watch out for tractors. You think you hated tractors on the highway before now... Other than that, there's not much to this one. And that's all the non-story missions until we reach San Fiero. 11. Body Harvest Starting Point: Motel in Angel Pine Difficulty: 3/10 Tenpenny seeing some 'truth' of his own. Head to the NE to a farm that contains a combine tractor that The Truth needs. When you get to the farm, head around the outside of the farm to the right until you see the combine. Shoot anyone who gets in your way, and get in the combine. Drive over anyone you want, head for the western part of the field where the dirt road is, and head out. Just run over anyone who tries to get in your way, steering around the tractors that try to run into you. A truck will follow you and fire at you, but shouldn't be a problem. 12. King In Exile Starting Point: Mobile Home Park, Angel Pine Difficulty: 0/10 Another cut-scene only mission. You learn Smoke's a dealer, and CJ will keep an eye out on the roads for the money and drugs moving back and forth between Los Santos and San Fiero. You get a call from Catalina asking where you are. Head to her cabin - a new save spot - in Fern Ridge. 13. First Base Starting Point: Cabin, Fern Ridge Difficulty: 0/10 Yet another cut-scene only mission. Catalna jumps you, threatens to kill you, tells you she loves you. What a woman. The three remaining robbery targets open on the map. Lets hit the closest one - the OTB in Montgomery. 14. Against All Odds Starting Point: OTB, Montgomery Difficulty: 4/10 Get the satchel charges from Catalina, and head inside. When you can, place the charge on the safe door, and blow it from a safe distance. Then put another charge on the actual safe inside the safe room, blow it, and you'll grab the cash. You'll automatically be given a four-star wanted level upon leaving, so hopefully, you parked your car or bike facing south. Head south and west to the Pan-n-Spray in Dillimore, and then back to the cabin. 15. Gone Courting Starting Point: Cabin, Fern Ridge Difficulty: 0/10 Another cut-scene to allow access to the two remaining robbery targets. But not before a little somethin-somethin.... 16. Local Liquor Store Starting Point: Liquor store, Blueberry Difficulty: 4/10 You're late! Someone else is already robbing the liquor store. Catalina pops one of them, but the other three escape. Grab the nearby Quad, and take off after them. Much like a bike, you can shoot straight ahead, so go ahead and do so. When the third is toast, head back to the cabin. Only the touchy steering of the Quad makes this at all hard. Note: The last time I played this, the second guy I took down actually dropped the money. Didn't even notice this until right before I took out the third guy - it's possible you don't have to take out all three, only the one who actually has the money. Watch the bottom of the screen for a message telling you to pick up the briefcase, and once it's there, you can stop. Unless you just want to take out all three guys, of course. Note, Part 2: In my third time through the game, EACH of the three cowboys had a briefcase to pick up, so you had to chase down all three. That is probably always the case, but since I had left a briefcase sitting, I didn't notice the message after I capped the third guy. 17. Made In Heaven Starting Point: Cabin, Fern Ridge Difficulty: 0/10 The final 'cut-scene opening robbery target' mission. Catalina just wants to be friends. Darn. 18. Small Town Bank Starting Point: Bank, Palomino Creek Difficulty: 3/10 Head over to the last remaining target - the bank in Palomino Creek. Your first job is to keep your gun aimed at the four workers. Try all you want, you will fail at some point, so how long you work at it is up to you - it won't affect the amount of cash you get. When the alarm finally goes, the security guard will open fire, so take him out. As to the other three, it's up to you. Shoot the three ATM machines (both upper and lower parts, one blast each w/ a shotgun), collect the cash, and head out the back door. The alley will fill with cops, including some on rooftops, and at one point, behind you. After you make it through the alley, to bike cops will move in. Kill them, and you will automatically hop on the second bike. Follow Catalina. Don't worry much about the cops between you and her - they will take themsevles out. And don't worry much about how far back you stay. You don't need to keep right up with her, despite her verbal jabs, and it's best you don't. When you get to Montgomery, she will crash. Pull up next to her, and once she's on, take off for the cabin. If you're far enough back, she's up off the ground and ready to hop on the bike as soon as you stop. Otherwise, you sit and take gunfire from the cops while she does this. Once you're back at the cabin, the Catalina missions are over, although the cabin remains as a save point. 19. Wu Zi Mu Starting Point: SE of cabin. Difficulty: 4/10 A standard race against three other competitors. It's not a hard one to win - just take it relatively easy, don't cut corners to quickly, especially at first, and you should do fine. Two things to make the race easier. First, whether you jump the barn or go around it, the route does not go to the road. There's a dirt path on the near side of the fence that the race continues on. If you make a mistake and end up on the road, you have to go back to the farm and go around the fence - I couldn't find a way through. Second, once you start the series of switchbacks, there's a dirt path you can cut up and save a LOT of time. If you hit those two right, this race should be easy. 20. Farewell, My Love... Starting Point: The finish line from the last mission Difficulty: 5/10 The same race as last mission, but in reverse. And in another twist, you are racing against Catalina and her new 'friend', who GTA vets will recognize (poor guy - doesn't know what he's getting himself into). This race seems harder than the last one, but the same advice applies. Be careful getting onto the road at the start. If you try to cut the corner, you can flip. The turn for the dirt road part of the second half of the race is RIGHT after a small bridge, so don't miss it. When you're on that last dirt road, don't try to cut corners - you could end up in the water. Just follow the dirt road, take it easy, and as long as you're in first place, you'll be fine. Once you've crossed the road for the last time for that slow left turn into the finish line, you can let loose. Winning the race gives you the deed to a garage in San Fiero - you're next base of operations after one more mission. 21. Are You Going To San Fierro? Starting Point: The Truth's Weed Farm, North of Back o Beyond. Difficulty: 5/10 Make the long drive to the TT marker. After paying for the weed, you hear a chopper in the distance. The Truth asks for help burning the fields, and gives you a flamethrower. Head to the farthest field, and start burning. Now, I've never operated a flamethrower, but I would have guessed that, if you wanted to burn plants, you'd aim towards the bottom. Whether that's true or not, in this game, aim about 3/4 of the way towards the top of the plant. Burning the tops of the crop work better here. Slowly work your way side to side along the crops. You will run out of ammo at some point, and more will appear near the barn. This is why we started in the - a shorter distance to run for the ammo and back. At some point, you'll complain about the smoke, and the screen will sway very lightly back and forth. This isn't an issue burning the weed, tho. However, once you're done, you are given a rocket launcher, and are told to take the helicopter out. The best way to do this is switch weapons so you can run, and run along behind the Mothership (The Truth's vehicle) until he stops near the road. The copter will hover at this point. Now take it out. Once you have, hop in the vehicle, and drive to your new garage. There are two things that make this mission tough. The first is you have to both burn the crops AND take down the helicopter in the given amount of time. Thus, how fast you burn the weed does make a difference in how easy this mission is. And the copter actually has to crash for the mission to successfully end. In one attempt of mine, the copter crashed as time ran out, yet the cops somehow survived to arrest The Truth (and the helicopter got back up and flew away!). If this happens, at least you're right where you need to be to try again. Second, I mentioned the swaying from burning the weed. Cute effect, but this continues while you're trying to shoot down the helicopter, which makes it tougher than it has to be. However, once you do that, you get to drive to San Fiero w/o any sort of wanted level. PC Note: Mouse look makes it much easier to take down the helicopter at the end of the mission, even with the swaying. ******************************************************************************* VI. San Fiero Walkthrough 1. Introduction Welcome to San Fiero - a nice upgrade from both the previous two cities. A couple of logistics to begin with. First, you have a three car garage, although it works better to hold two cars and a bike. If you need armor, theres a pickup in an alley one block north of the gym. As for a good vehicle, the NRG-500 is available at the docks as part of the challange described below. Before getting into the missions, there are a couple of optional missions to talk about. 2. Big Smoke's Cash Starting Point: Anywhere, route goes from Smoke's house to San Fiero Difficulty: 4/10 On Mondays and Wednesdays, you will get a cell call from Cesar letting you know the cash is leaving Smokes house, heading for Pier 69. Get a car for this one. Once you catch up with the car, ram it. Each time you do, the car drops a package worth $300. He'll drop up to 6. Once you get the sixth package, destroy the car, or he makes it to Pier 69, the mission is over. 3. Yay Courier Starting Point: Anywhere, route goes from Back O' Beyond to Smokes House Difficulty: 2/10 The only difficulty here is getting in position. The biker will follow mostly dirt paths into Los Santos. If you can get ahead of him, just get off your bike (easier to use for this one), and stand there and wait for him to come to you. When he appears, keep targeting him until you get alock, and fire. Should only take a couple hits from your AK-47. If you decide to chase him, the more you shoot him, the more money you lose as the drug leaks out of the backpack from bullet holes. You do not need to do either of these missions, but it's worth it to do them at least once. And how many times you accept or decline the mission, or how many times you succeed or fail at them doesn't affect the rest of the game. 4. NRG-500 Challange Starting Point: Warehouse near Import/Export docks Difficulty: 8/10 This is like the BMX challange, but infinitely harder. The only reason it isn't harder is you'll have lots of chances at it, assuming the NRG-500 is your bike of choice - and why wouldn't it be? Hit the gas and grab the target in front of you, then CAREFULLY make your way across the narrow bridge to grab that one. Then grab the last one on the ground at this level, head into the pit, and grab the easy ones there except the ones on the ramp. Now, head to the flat end, and gun it towards the other end. You want to be aiming just right of dead center. Once you have that one, now head down the ramp and grab the two there. Now the fun begins. There's really no way to easily get them. What finally worked for me the first time through is to start heading for the opposite wall, head about a third to half way up the wall and turn around, and gun it up the opposite wall. If you head straight up the wall, you don't need as much speed, but you need to be dead on in your accuracy. If you hit it at an angle, you need more speed, but cover more area. Your choice. Beware the targets on the more northernly side (where you started). If you hit those ramps at an angle, you can easily end up in Easter Bay. There is a dock there to climb back up on, but the challange obviously ends, and the bike may or may not respawn. Whether you succeed or not, you have your ride. Note: I've had numerous people e-mail me to tell me that if you hit one of the coronas right as time runs out, you end up with unlimited amount of time to complete this mission. I've never gotten the timing right, but this apparantly works for both the PS/2 and PC versions. 5. Buying Properties You know the drill... [ ] Doherty - $20,000 [ ] Hashbury - $40,000 - 4 car garage [ ] Queens (Hotel Suite) - $50,000 [ ] Chinatown - $20,000 [ ] Calton Heights - $100,000 - 2 car garage [ ] Paradiso - $20,000 - 1+ car garage 6. Wear Flowers In Your Hair Starting Point: Garage, San Fiero Difficulty: 1/10 As easy as a mission gets without it being only a cut-scene. Get in the car, drive around to various spots, go back to the garage. If you need help with this one, how'd you make it this far? 7. Dating Katie Starting Point: Far NE corner of golf course, then house on far north side near Gant bridge, between 12:00 to 0:00 Difficulty: 1/10 Your first encounter with an 'optional' girlfriend, but one well worth the effort of having. As with Denise, Katie has different types of dates. She likes her men with lots of muscles, and little fat. If you've been working out to keep those melee attacks at maximum damage, you're set. Don't try to kiss her until your progress reaches 40%. a) Food. Cross the bridge right by her house, and make a right turn. There's a diner right there that works. She may say she doesn't like the area, but that's not a problem. b) Dancing. Take her to the only dance club in San Fiero. c) Driving. She's not big on speed, so be careful not to hit it too hard if you're on a bike. Slow steady speed works fine. She likes the downtown and chinatown areas. After about 50%, you'll start being invited in for 'coffee'. Whether you take this one to completion is up to you, but you don't want to let her dump you. As a nurse, she'll let you keep all your money and weapons when you're wasted. Worth a little time, don't you think? The easiest place for me to find flowers in San Fiero was near the tunnel you may have went through in the last mission. Note: There appears to be a bug in the game. If you play through the game once and date Katie, anytime you start a new game, you still get the benefit of dating her - not losing money and weapons when wasted - even before getting to her in the new game. 8. Courier Starting Point: Hippy Shopper, San Fiero Difficulty: 2/10 Now for some easy cash. Head for the Hippy Shopper west of your garage. This works just like the courier mission in Los Santos, except you're on a Freeway this time. Level 1 - Hit the three targes in no real order. They're all close. Level 2 - Hit the targets in this order - City Hall, China Town, Downtown, Garcia Level 3 - Hit the targets in this order - Ocean Flats, Palisades, Paradiso, China Town, Doherty Level 4 - Hit the targets in this order - Avispa Country Club, Hashbury, Cranberry Station, Downtown, Downtown (near shoreline), Juniper Hollow. Once you've finished level 4, you get the same reward as in Los Santos - an asset that generates up to $2000. 9. Photo Ops Difficulty: 1/10 Go around town, and collect the 50 photo ops for Micro-SMG, Grenades, Shotgun, and Sniper Rifle icons outside your save point. Collect them in whatever order you can. To get the picture, just zoom in on the floating camera icon. It doesn't actually product a great picture, but that's not the point of this exercise. It may seem you can't get to all of them, but you can. I'll highlight a few of them below. Photos Brady #40, #41, #13, and #11 can all be obtained by boat. You may have to work around a bit, but they're avaialable. #40 might be accessable from the bridge east from the airport and across the bay, but I haven't tried that yet. Also, for #11, there is scaffolding at the base of the first support. By running all the way up and to the end of the scaffolding, you can get the picture - probalby easier than from boat. Note: If you have the Brady guide (and if you don't, GO GET IT), this is one area they really screwed up. The numbers on the map do match the locations, but the text and pictures do not. Their website does have corrections to the pages, and it's possible that later editions will be corrected. But for now, the numbers below represent, in order, their location on the map, and the description/photo number in the book. [ ] 1/38 [ ] 14/6 [ ] 27/12 [ ] 40/2 [ ] 2/45 [ ] 15/5 [ ] 28/31 [ ] 41/3 [ ] 3/13 [ ] 16/18 [ ] 29/34 [ ] 42/35 [ ] 4/7 [ ] 17/27 [ ] 30/47 [ ] 43/39 [ ] 5/4 [ ] 18/26 [ ] 31/50 [ ] 44/41 [ ] 6/9 [ ] 19/21 [ ] 32/25 [ ] 45/42 [ ] 7/15 [ ] 20/19 [ ] 33/20 [ ] 46/40 [ ] 8/46 [ ] 21/22 [ ] 34/1 [ ] 47/8 [ ] 9/49 [ ] 22/32 [ ] 35/10 [ ] 48/29 [ ] 10/48 [ ] 23/23 [ ] 36/24 [ ] 49/30 [ ] 11/43 [ ] 24/11 [ ] 37/33 [ ] 50/44 [ ] 12/37 [ ] 25/17 [ ] 38/28 [ ] 13/16 [ ] 26/14 [ ] 39/36 10. Unique Jumps Difficulty: 3/10 Most of the unique jumps are pretty easy. There are two you can't get to yet, as you don't have access to the airport. The first number is the number from the San Fiero chapter map, the second from the Odd Jobs map. Also, with #1 and #5, you'll lose the bike to the water. [ ] 1/35 [ ] 9/43 [ ] 2/36 [ ] 10/44 [ ] 3/37 [ ] 11/45 [ ] 4/38 [ ] 12/46 [ ] 6/40 [ ] 15/49 [ ] 7/41 [ ] 16/50 [ ] 8/42 NOTE: For the life of