Nov.11, 2004 Version 56ii Glenster's Guide to Some of Vice City Oriented for the PC version with Standard Controls and Mouse Controlled Steering by Glen T. Winstein (glenster at Gamefaqs, Glenster1 at IGN) &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& When looking for something in this guide, click "Edit" at the top left of the screen, or press Ctrl and F, then click "Find," and type in the name, or even just the start of the name, of the mission or section you're looking for, then keep clicking "Find Next" till you're taken there. At least that works if you have Windows XP Home Edition. Written with 1280x1024 resolution and Lucida Console font--size 10. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& CONTENTS Introduction, credits, and personal indulgences. I.1 Prelude to a prequel Some background information about the intro to vice City. I.2 Paying tributes, references, or at least having things in common "Grand Theft Auto: Vice City," Al Capone--"Scarface," "The Untouchables" starring Robert De Niro as Al Capone, "Scarface" by "Armitage Trail" (Maurice Coons), Paul Muni, and Al Pacino, the "Vice City"/"Scarface" (with Al Pacino) similarities, "Cop Land," "No Escape," "Blow," Pablo Escobar, "Carlito's Way," "The Godfather," "Goodfellas," "Mean Streets," "Taxi Driver," "Blue Thunder," "Heat," "Manhunter," "Miami Vice" "Manhunt," "The Sopranos," John Wayne, "Easy Rider," "Boogie Nights," George Romero, "Miami Vice," Miss Cleo, the Psychic Friends Network, wiccans, selling witchcraft as a way to get practical help from spirits, the Lunar Landing Hoax hoax, Phil Silvers, Andy Kaufman, Walter Brennan, "Top Gun," "Iron Eagles," game makers and voice actors, soundalike game names, celebrity soundalikes, Captain Scott and Dundee, Scotland, look-alike mall and soundalike island, and Little Havana, Little Haiti, and Liberty City--Miami. I.3 How to go to New York and get there a couple years before you leave: some of the "Grand Theft Auto III" tie-ins with "Vice City." People and the Dodo Places Things Walk out over thin air (hoo-ha!) Darkel and discarded game ideas PS: "San Andreas," "GTA," "Wild Metal Country," and "GTA 2" I.4 PC health. Clean your disk, disk player, and PC Get your hard drive clean and in order Use the latest updates Turn off unneccesary applications before running the game Take2 Games web site and toll-free phone number Tweak guides Volume System requirements I.5 How to save games and things to avoid when you do. The convenience of copies of your GTA Vice City User File Some advice about saving the game I.6 Settings I.7 Stats Including how long a day in the game really is, what Wanted Stars Attained and Evaded is about (and why times of stress are the worst times to shop for clothes), whose heads are tallied for Head Shots, why you shouldn't worry about Daily Police Spending or your percentage of Accuracy for Bullets Fired/Bullets That Hit, who the Gang members and Criminals are, the difference between Unique and Insane Jumps, the ratings given for Flight hours, and the CRiminal Ratings and Highest media attention levels (and the easiest ways to raise them). I.8 Some distinctions between the PC and PS2 versions, and some distinctions between the PC Standard Controls with Mouse Controlled Steering and PC Classic Controls versions. I.9 Controls--basic information The Standard Controls with Mouse Controlled Steering/W, S, A, D format Some controls that are good to use on foot, while using any vehicle, or just anytime you're enjoying the show Going up without gaining altitude I.9.A On Foot Controls Running (Hi)jacking vehicles except boats, Rhinos, and Hunters Harder punches and faster attacks with the Left Mouse Button Punching to work up an appetite, punching your neighbors to get to know them, and punching for a Good Citizen bonus LMB throwing, shooting, and taking photographs Aiming with the whole Mouse, not just part of it, and auto-aim Bouncing a beach ball off Tommy's head. I.9.B Four-wheel Vehicles Controls for four-wheel vehicles Some notable things about the four-wheel vehicles Driving indoors Locations of the secret Caddy, Cheetah, Voodoo, BF Injection, Packer, and the gang car with a Teddy Bear Putting your convertible roof or Teddy Bear up or down Bus driver income and bus "routes" Police cars: safe collisions and spike strip-proof tires The things you can find in delivery trucks The Cabbie Climb Fast and complimentary Pay 'n' Sprays Chauffeured rides The Rhino--how to hijack it, save it, and destroy it (rampage with it--I.32; and fly it--I.9.D) Two-Wheelers and one-railers A run down of all the four-wheel vehicles including the real names for most, and top speeds for all, of the four-wheeled vehicles Good/distinctive two-door vehicles Good/cute little vehicles Good/distinctive four-door cars Emergency and military vehicles Others I.9.C Motorcycles Controls for the PCJ 600 (or the place of wheelship of your choice) Getting a good look at Tommy A run down of all the motorcycles including the real names and top speeds of the motorcycles Some notable things about the motorcycles Fast and complimentary Pay 'n' Sprays Wheelies Wheelies for jumps Stoppies The flip gimmick The PC Super Jump The BSM Airgrabs Headers Half pipe stunts Climbing and jumping from trees Hitting poles Bumps Grinds Stunt videos A bunch of jumps that are often overlooked Insane Jumps and Insane Stunts Morphing Controls for Tommy morphed to a bike Outfit locations Some favorite spots for big Insane Jump statistics I.9.D Helicopters, the Skimmer, the jets, and the flying Rhino The worst criminal destruction in Vice City Controls for the helicopters A run down of all the helicopters including the real names and speeds of the helicopters and how many passengers Tommy can take in each of them for rides Some notable things about the helicopters The game physics of following helicopters with the "camera" and moving them forward with NP9 Bailing from helicopters Getting a good look at the big guy Controls for The Skimmer The real names and speeds of the Dodo and the Skimmer Loop de loops Dodo emeritus Dodo ephemeralis The real names of the solid motionless jets The real (and handling.cfg) names of the flying non-solid vehicles How to (hi)jack the Hunter How to fly the Rhino I.9.E Boats Controls for the boats Special concerns for embarking and disembarking A run down of all the boats including the real names of some, and top speeds of all, of the boats Some notable things about the boats "Miami Vice" boats (Hi)jacking boats Boat jumps How to fly a speed boat I.9.F General vehicle information Healing vehicles with "aspirine," garages, and Pay 'n' Sprays Keeping vehicles from disappearing Handling Bailing Drive-bys Picking up prostitutes Sometimes the people in this town are just too weird dept. I.9.G How to go to Ghost World and the Underworld The WK Chariot Hotel Apartment 3C The Pole Position Club The Washington Beach Police Station Let me see Ghost World--I've got a Bazooka here Getting to Ghost World with a BF Injection The Ocean Beach Triangle Going Nowhere Fast Taking your Time About It The Ocean View of Ghost World Ghost World Headquarters and Airport Ghosts in 2D Ghost Barriers in Alleys Ghost World and Gaming: Flying and Biking Driving a Blown Up Car Driving a Ghost on a PCJ 600 Ghost Beach Ball Soccer "I never drink...wine" Diaz, the Invisible Man You can have it--arsenal I.10 Weapons One possible combination Weapon advice A rundown of all the weapons (including fast Chainsaw attacks, and, for the Sniper rifle, a seagull hunting guide), the real names of the weapons, and some history for most of them. 8 Ball's Bomb Shop I.11 Armor, Police Bribe, Health, and Adrenaline icons I.12 Wanted Ratings What happens at each wanted level What to do about wanted ratings Things any major fugitive should know I.13 Odds and Ends Ambient sounds The WK Chariot Hotel Interacting with your town Huh? What? Marine world A few exploration duds Strange but fun--that's the important thing Creative plugging I.14 Glitches Stats glitches The Havana Outfit glitch Persistent slow motion stunts The bomb detonator glitch The Hyman Condo and Cherry Popper glitches Rampage 13 and Knocking Off Stores I.15 Radio A rundown of the stations How to have your own MP3 station How to hear Lazlow's Chatterbox FM from "GTA III" in "Vice City" Toll free phone numbers I.16 Codes Some basic advice Some favorite codes: aspirine, bigbang, chasestat, seaways, comeflywithme, istilllikedressingup, chickswithguns, fannymagnet, certaindeath, hopingirl, the weather codes, gripiseverything, airship HUD (heads up display) codes Game speed codes Lead player codes Vehicle spawning codes Traffic codes Three codes that make you start a new game to get rid of them if you save the game after using them &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.17 The initial main story missions The advantages of doing all the side missions you can do for now that you need to do for 100% completion, and of getting to the mainland/west island, Starfish Island, and Leaf Links earlier than normal people. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.17.A "In the beginning...." I.17.B "An Old Friend" I.17.C "The Party" Lawyer Ken Rosenberg Main missions continued at I.33. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.18 Getting past the barricades and locked gates and back Going to the west island early ...by PCJ 600 and a Packer, ...by Coach/Enforcer/Firetruck/station wagon and a boat, ...by jumping off a bridge or through a gate and using a boat, ...and by using a code, codes, or a mod. Stealing money from parking meters, buying the Skumole Shack for $1,000, and several ways to get back to the east island, making a side trip to sneak aboard the yacht. Jumping on a shrub to get to Starfish Island early Four ways to jump into Leaf Links early Getting to know the town I.19 Finding Hidden Packages A mod that can help if you lose count, how to find the secret chocolate Easter egg by H61 and printing press by H66, and buying all the other non-moneymaking properties. I.20 Taxi job (a Sub-mission) and how to jump over anything that gets in your way. Getting honest work in town while building endurance and speed. I.21 Pizza Delivery Mission (a Sub-mission) and how to make things easier for the Pizza Delivery, Paramedic, and Firetruck missions. I.22 Paramedic Mission (a Sub-mission) I.23 Firetruck Mission (a Sub-mission) Turning from small time crime to big time (unofficial) law enforcement. I.24 Knocking Off Stores I.25 Vigilante Mission (a Sub-mission)--Brown Thunder, if using the Hunter How to max out your cash and kill a small town's worth of criminals. Learning that what you want to do in life is make a rewarding hobby a rewarding source of income. I.26 Unique Jumps (except six that aren't available yet: J's 1,3, and 4--I.81; J17--I.43; and J's 34 and 35--I.46). How to use J19 to give Tommy a car that's suspended in midair to stand on. Skillfully driving, jumping, and flying through glowing disks for increasing acclaim, becoming a ham of the radio. I.27 PCJ Playground I.28 Test Track and Trial by Dirt How to adjust to the statistics glitch for Trial by Dirt How to get the cab driver to run the course. I.29 Cone Crazy And a map to help you plan your course. I.30 Top Fun van: RC Bandit, RC Baron, and RC Copter And Demarest's way to alter the handling.cfg code for RC Bandit (THANK you). I.31 Hyman Memorial Stadium: Hotring, Bloodring, and Dirt Ring How to pick your time for the dirt bike event How to be the only one in the Hotring Giving something back to the community I.32 Rampages How to make a little cash and kill a small town's worth of local armed gang members, with the option of using the old Liberty City trick of using the Rhino, updated to include the Hunter and drive-bys, too, to help you clean up this town. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.33 The Rest of the Main Story Missions (continued from I.17.C) Learning that being a celebrity gives you access to other celebrities that most people never have, especially if you're ethically impaired in how you go about it-- and polishing off the side missions. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.34 "Back Alley Brawl" Lawyer Ken Rosenberg I.35 "Jury Fury" Lawyer Ken Rosenberg I.36 "Road Kill" Phone: Assassination Mission 1 I.37 "Riot" Lawyer Ken Rosenberg &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Some of the non-asset missions for people (Avery Carrington/Umberto Robina/ Auntie Poulet, and Love Fist/Mitch Baker) can be done in any order at any time after they're available. Rusk saves most of them for near the end, and I'm not doing that. But I go along with Rusk in putting "Trojan Voodoo" for Robina last among all missions except the last mission of the game, which is given to Vercetti. That's because the Haitian gang members will run and shoot at Tommy after "Trojan Voodoo," making it harder to get things done, explore, and play with jumps in Little Haiti. (As an alternative, you could make the Haitian gang members more peaceful by modifying the files with Notepad as explained at I.100.D.ee Weapons and Attackers--how to lessen the severity of attacks.) I'd delay "Two Bit Hit" for Avery till some time after "Cop Land" and "The Job" to make sure you don't get the Havana Outfit glitch. Since "Two Bit Hit" also provokes a conflict between the Cuban and Haitian gangs and initiates the Robina and Poulet missions, and I moved "Trojan Voodoo" to be the next to the last mission, I opted for moving "Two Bit Hit" closer to the end so the bunch of them would be done at about the same time. I restructured the order of the Love Fist/Mitch Baker missions--also the Malibu Club and Sunshine Autos asset missions--as little as possible to jack Hilary's Sabre Turbo (just as an option for something different to do--it's not bullet-proof for PC) and use the "Wheels of Steel" Angel for eight races in a row. If you go along with that, do the other non-property missions in any order you want. So, with those exceptions, I've leaned in favor of doing them about the time the opportunity to do them is presented in the game. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.38 "Four Iron" Avery Carrington (Leaf Links will be open) I.39A "Demolition Man" Avery Carrington (and a map to help you beat the clock with the RC Goblin helicopter) ("Two Bit Hit" Avery Carrington-- delayed till I.83, after "Cop Land" and "The Job," to avoid the Havana Outfit glitch, and to put it and the Robina/Poulet missions it initiates, notably "Trojan Voodoo," close together near the end) I.39B A multiple choice of things you can do about the Havana Outfit glitch. I.40 "Treacherous Swine" Col. Cortez I.41 "Mall Shootout" Col. Cortez I.42 "Guardian Angels" Col. Cortez (make sure you save the "Everything-Proof" Admiral in a garage; Starfish Island will be officially available) I.43 Unique Jump 17 I.44 "The Chase" Diaz I.45 "Phnom Penh '86" Diaz (the mainland--west island-- and Piers 1 and 2 will be officially available) I.46 Unique Jumps 34 and 35 I.47 "Waste The Wife" Phone: Assassination Mission 2 (get out the Rhino: "Gangway, coming through") I.48 "Sir, Yes Sir!" Col. Cortez (how to take on the army and take their tank, armed or unarmed) I.49 "The Fastest Boat" Diaz I.50 "Autocide" Phone: Assassination Mission 3 I.51 "Supply & Demand" Diaz (the fastest course) I.52 "Death Row" Kent Paul I.53 "Rub Out" Diaz (and get his mansion) I.54 "All Hands on Deck!" Col. Cortez I.55 Checkpoint Chopper Missions 1 to 3 (the 4th is available at I.82) I.56 "Love Juice" Love Fist I.57 "Psycho Killer" Love Fist &&&&&&&&&&&&&&&&&&&&&&&&&&&& Please consider this before continuing beyond "Psycho Killer" with the missions: The bike with the best handling in the game is the Angel you can jack from one of the other three contestants at the start of the "Alloy Wheels of Steel" race (I.69). It loses the practically "gripiseverything" handling it has after you put it in a garage and the door goes down. Like other vehicles, it can be destroyed by a hazardous mission, and can disappear from the game memory if you use a couple of other vehicles after using it. So the easiest way to use it for other races--"The Driver," which can be frustrating, and the six Sunshine Autos races--is to do them one after another without saving the bike in a garage. It remained in the Hyman Condo alley after I saved a game there without exiting the game, but this bike makes it easy to do all eight races in a row. (Alternatively, you can use Notepad to change the handling.cfg file as explained in I.100.D.e Cars and bikes, under Gameplay advantages: How to create your own "Alloy Wheels of Steel" Angel. If you do that, before you do, follow the advice given in I.100.D.a Uncheck the green dot. And during "Alloy Wheels of Steel," have Tommy jack an Angel from in front of the bar and not one of the Angels the other contestants have--those would be twice as jazzed up and hard to win the race with.) I didn't want to rule out the ability to get Hilary's Sabre Turbo from "The Driver" (bullet-proof on PS2 but not on PC). Using the Sentinel of that mission, and possibly another vehicle to use with it to make a roadblock for Hilary, might make the Angel disappear. So I scheduled "The Driver" twice: optionally, to deliberately fail it so you can get Hilary's car, and a 2nd time to win the race once you have the "Alloy Wheels of Steel" Angel. (Alternatively, you could go to I.100.D.a Uncheck the green dot, then to I.100.D.e Cars and bikes, under Gameplay advantages, and use the handling.cfg change given for a strong Sentinel. If you do, poor Hilary won't have a chance--just try not to kill him.) If you want to do that, which I think is fun, I hope you don't mind that I start three sets of missions to line up the several missions in a row that let you do that. If you try to use the Angel for missions beyond the races, there aren't many I can see using it for or that it would survive through. Something like "Messing with the Man" (I.72) would be risky. You could also try to put it out of harm's way, like on the roof of the condo or the Skumole Shack, and try to use only one other vehicle between times you drive it. Of the asset property missions, which make money for you after you do their missions, the Vercetti ones come up 1st. They allow Tommy to buy the other asset properties, which can be done in any order, and receive protection money at the mansion. An exception is the Phil Cassidy asset property in that it doesn't make money for you after you do the missions for it, but it provides a place where you can buy heavy weapons and remote grenades. In order to skewer the order of a few missions to use the Angel for the races, I schedule the Malibu Club ones early. I pass along the easiest method to score enough points for one of them, "Rifle Range" (not an asset mission but one which needs to be done for 100% completion), so you can earn the Rapid Load feature. Among other things, this makes it easier to succeed with the Sniper Rifle for "Dirty Lickin's" and the Rocket Launcher for later attempts at the Sunshine Autos races. I follow Rusk's logic to leave the Print Works among them for last. Since one of the missions for it (actually, a related Vercetti mission: I.97) involves stopping Sonny's henchmen from taking money from Tommy's asset properties, you have more time to stop them if you have more such places for them to go. I follow Rusk in putting the Cherry Popper mission after the Sunshine Autos vehicle collection garage mission because you need it to complete the 4th list of the vehicle collection. You can just drive the Cherry Popper truck to Sunshine Autos when you're done with it. You can't do the last two Vercetti missions and see the final credits till after doing the Print Works missions, so you might as well do all the other missions before the last two Vercetti missions (and "Trojan Voodoo"), too, and have the credits roll at the end of it all in Hollywood tradition. If you go along with that, do the other Asset properties in whatever order you like, depending on what you want: with Interglobal Films you open up the rooftop jumps and ability to fly the Skimmer. After the Kaufman Cabs missions, you get Deborah Harry dispatcher messages on the radio in Kaufman Cabs. You can get hard liquor and heavy weapons with Phil (bring the kids), go see the wild love flesh inside the Pole Position Club (use Gunslinger's mods-- I.100.D.d), or get a couple of speedboats, including the fastest, at the Boatyard. &&&&&&&&&&&&&&&&&&&&&&&&&&&& I.58 "Shakedown" Vercetti (then you can buy money-making properties) I.59 "Check in at the Check Out" Phone: Assassination Mission 4 I.60 "Bar Brawl" Vercetti I.61 "Cop Land" Vercetti (the Vercetti mansion will collect protection money, and the policeman outfit, Hunter, and Rhino will be freely available) I.62.A Buy Sunshine Autos (car showroom asset) I.62.B Sunshine Autos Vehicle Collection (car showroom asset) (it will make money, provide bonus vehicles, and carry on the traditions of B.J. Smith and "GTA III") I.63 "Distribution" Cherry Poppers (ice cream factory asset) (it will make money and let you polish off the vehicle collection) I.64 "No Escape?" the Malibu Club (bank heist asset) I.65 "The Shootist" the Malibu Club (bank heist asset) (how to score high with "The Shootist") I.66 "Rifle Range" (an easy way to get the points needed for the Fast Load feature) I.67 "Loose Ends" Phone: Assassination Mission 5 I.68 "The Driver" the Malibu Club (bank heist asset) (optional: how to jack Hilary's Sabre Turbo--not bullet-proof for PC) I.69 "Alloy Wheels Of Steel" Big Mitch Baker (jack a Biker's Angel--the best racing bike you'll get in the game) I.70 "The Driver" the Malibu Club (bank heist asset) (another race with the same Angel) I.71 Sunshine Autos Street Races (six more races with the same Angel) I.72 "Messing With The Man" Big Mitch Baker (cause havoc with the Hunter or the Rhino and create a bumptious media attention level) I.73 "Hogtied" Big Mitch Baker I.74 "Publicity Tour" Love Fist (afterwards, the Love Fist limo will appear Downtown in front of the VROCK building) I.75 "The Job" the Malibu Club (bank heist asset) (the Malibu will make money; El Banco Currupto will always be open) I.76 "Gun Runner" Phil Cassidy asset I.77 "Boomshine Saigon" Phil Cassidy asset (hard liquor and heavy weapons will be available) I.78 "Recruitment Drive" Interglobal Films (film studio asset) I.79 "Dildo Dodo" Interglobal Films (film studio asset) (how to fly the little Dodo with pontoons with time to spare) I.80 "Martha's Mug Shot" Interglobal Films (film studio asset) I.81 "G-Spotlight" Interglobal Films (film studio asset) (the film studio will make money; many rooftop jumps will be available) I.82 Checkpoint Chopper 4 (this Downtown chopper is also convenient to use to go for the CRiminal Rating of "Godfather" given in section I.7) I.83 "Two Bit Hit" Avery Carrington (how to get both the black Voodoo and Romero's Hearse) I.84 "Stunt Boat Challenge" Umberto Robina I.85 "Cannon Fodder" Umberto Robina I.86 "Naval Engagement" Umberto Robina I.87 "Juju Scramble" Auntie Poulet (a detailed route to run through a five star wanted level with) I.88 "Bombs Away!" Auntie Poulet I.89 "Dirty Lickin's" Auntie Poulet ("Trojan Voodoo" Umberto Robina-- having the Haitian gang go nuts is delayed till I.98) I.90A Buy Kaufman Cabs taxi company (taxi firm asset) I.90B "V.I.P." Kaufman Cabs (taxi firm asset) I.91 "Friendly Rivalry" Kaufman Cabs (taxi firm asset) I.92 "Cabmageddon" Kaufman Cabs (taxi firm asset) (how to incorporate the sadly neglected 8 Ball; the Zebra Cab will be available; the taxi company will make money for you) I.93A Buy the Boatyard (boatyard asset) I.93B "Checkpoint Charlie" the Boatyard (boatyard asset) I.94 The Pole Position Club ass and asset (to make the strippers-- and other club dancers, prostitutes, or any lady peds you want-- cuter and naked, see my tutorial, I.100.D.d, you ridiculous ffffffilth.) I.95 "Spilling The Beans" the Print Works (print works asset) I.96 "Hit The Courier" the Print Works (print works asset) (the Print Works will make money for you) I.97 "Cap The Collector" Tommy Vercetti I.98 "Trojan Voodoo" Umberto Robina I.99 "Keep Your Friends Close..." Tommy Vercetti (Al Pacino/Tony Montana voice: "Say hello to my little friend"--pa-HOOOM.) &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.100 Basic skins, modding (use at your own risk), music, and screen shot tutorial. I.100.A Compressed File Utility I.100.B Web sites for skins and mods I.100.C Skins for Tommy Gunslinger: Robert De Niro and Hot Shirts Average Thug: Tony Montana Make your own skin I.100.D Mods I.100.D.a Uncheck the green dot I.100.D.b Make backups I.100.D.c Tools: The IMG Tool The Vice TXD Tool I.100.D.d Women Gunslinger: "Prostitute Pack"s 1 and 2 Dr. Colossus: "Ultimate Nudes" "GTA Vice City Nudes" Naked Women: a variety of methods of insertion Another Naked Woman Russificator: black stripa How to change the way they walk I.100.D.e Cars and bikes Installing car and bike mods (Example: a 1957 Chevrolet Bel Air) How to change their colors How to change their mass, ability to stay upright and hug the driving surface, ability to survive in water, cornering and braking, top speed, acceleration, suspension, durability, and miscellaneous jazz Gameplay advantages Making vehicles weaker or stronger How to create your own "Alloy Wheels of Steel" Angel One possible 1957 Chevrolet Bel Air How to change the traction of surfaces Failure to lower the cannon shots of Rhinos Grand Theft Auto: Vice Bedrock How to change their wheels DMagic1's Wheel Mod Xbox wheels How to change their on-screen names The Pole Position bike I.100.D.ee Weapons and Attackers How to lessen the severity of attacks The "Counter Strike" MP mod The highly mysterious sexual Busker I.100.D.eee Helicopters How to make the RC Copter easier to fly Low flying jets I.100.D.f Miscellaneous mods The RC Mod The Surf's Up Billboard Jump mod The Havana Outfit Bug Fix The Rampage and Package Finder Mod (the Northern Lights Mod) I.100.D.g Total conversion mod The Liberty City mod I.100.E Music MP3s and wav files How to save hard disk space with shortcuts MP3 volume boost Shareaza I.100.F Screen shots Fraps for videos &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Introduction This guide is geared toward helping someone who is new to the game, so I try to find an easy way to do anything. I bought the game for a couple of friends of mine who are new to games, and wanted to make sure they had fun and got a lot of the inside references. If you've gotten the hang of that, I hope I might tip you to something you didn't know about before. If you've never played a PC game like "Vice City" before, I recommend it, if you don't mind some colorful language. It's the 1st one I ever played all the way through--the 1st time in mid-2003--and it's fascinating to me. It's not like anything else in movies or music, except that it's like acting out a fantasy of being the star and director of a movie, and the mouse and keyboard move the star and your hand held camera. You pick how to interact with a whole city filled with pedestrians chattering away with snippets of conversation that sometimes make for funny coincidences with what you've just been doing. It's enough like the real world that doing the surreal gaming things in it seem funny. That a guy needs to do something so he drives down a normal suburban street in his tank, or drives from here to there as fast as he can to get the game mission done, then the guy going by says, "Unnecessary!" like Regis Philbin, just looks and sounds funny to me. You frame shots with clouds that swirl like real clouds, and the sun rises and sets and makes some beautiful hues and reflections when it does. You choose from dozens of cars, motorcycles, helicopters, and you get a variety of cinematic shots for the dozens of jumps through town you can do with the PCJ 600 (best bike for jumps). You score your show with dozens of songs and parodies of talk stations on the radio stations you get with most vehicles, and, if you feel like adding others, you can put in your own MP3s and have your own radio station. I don't think stars and directors have had that much control over something that's that much fun since Buster Keaton. I think Robert Rusk, who has a PS2/PC--Classic Controls/Xbox guide for it at the Gamefaqs web site, has done an excellent job, and his guide has been very helpful to me. He doesn't have a PC to use for games just now, though, and I don't have a PS2. My notes are meant to help adapt it to the way I use PC Standard Controls with Mouse Controlled Steering. After Rockstar and company, I owe the most debt to his guide, which is mainly organized to help you achieve 100% completion of the necessary parts of the game. One of the best things about Rusk's guide is how he organizes what could be overwhelming into something manageable. After doing the initial few story missions, doing some of the side missions early on gives Tommy benefits and abilities that can help him in the rest of the side missions and main storyline missions. He puts nearly all of the side missions together, which frees you up to enjoy the rest of the main story in an uninterrupted sequence. The strategies minimize time spent frustrated and help likewise, although the easiest way can be different for my format. I highly recommend his guide for "GTA III," which has the same basic structure and strategic assistance, as well, and anticipate feeling the same when I use his Gamefaqs guide for "Grand Theft Auto San Andreas" and check it out with the PC version of "San Andreas" due out in June, 2005. I basically use his advice, often hard to improve on, with the same basic concern to supply the easiest way to do things, and change something if it's different for PC, or just add a little something now and then for the variety. Put "shopping search" or such in a search engine. You'll find lots of sites like dealtime, bizrate, froogle, shopping.yahoo, mysimon, etc., that you can use to search for "Vice City," PC components, or anything else. The last time I tried, I found "Vice City" for about $20. If you don't mind your games being 2nd hand, you can find some real bargains for them at eBay. You can get the Brady Games Official Strategy Guide for Grand Theft Auto Vice City, PC version, on eBay for a few bucks. If you do, be sure to check the seller's ad to be sure it's the PC version you're bidding on and buying. It has lots of useful maps, including ones for specific missions, and pictures and descriptions of all the vehicles, weapons, and other features of the game. I'd be open to other ideas for a little of the guidance, however (i.e. I.94 in this guide). To be fair, it's an early effort that hasn't benefited from years of millions of players trying out new ideas and sending them to message boards. So it's official, though none of us voted for it. It's a totalitarian leader that's colorful to have around except for all the unnecessary deaths. It's Castro's new Cuba, which is where Tony Montana came from; then again, he got killed.... No, no, no--actually, the Brady guide has been very helpful. Some of the strategies haven't been topped yet. Some whole categories of important concern, like the locations of armor and police bribes, are best helped with maps. The Gamefaqs web site and BradyGames Official Strategy Guide are good sources for them. Some of the best advice you're going to get is to get copies or print outs of them and make notes all over the print outs. Nobody expects you to memorize all this "2nd block from the E and 3rd from the W" stuff of mine. There are various other things that can only be done with, or are features special to, the PC version; there are unnecessary but fun things and related interests, and I'll add my notes for them. I'll thank everybody I can remember who hipped me to anything, all the while trying to avoid legal suits with anybody--they didn't help the Beatles get along any better. I'll change to a different horse midstream if I find out different. Some of the following is True: Thanks to the artists at developer Rockstar North (sort of the Brothers Grimm of Scotland, but more tuneful), and the publishers Rockstar and Take2 Interactive Inc, the little Dodo and the PCJ 600, and Ray Liotta and the whole cast of "Vice City." It's my favorite game: http://www.rockstarnorth.com/ http://www.rockstargames.com/ http://www.take2games.com/ Rockstar was previously Dan and Sam Houser and Jamie King, of the video games publishing division of BMG Interactive, and Terry Donovan, of Arista Records, who'd all worked with DMA Design of Dundee, with a small branch in Edinburgh, on the 1st GTA games. BMG Interactive was sold by BMG to Take 2 Interactive in 1998, the year Rockstar Games was founded and the Housers, King, and Donovan moved to New York. They picked a DMA team based around Leslie Benzies, Aaron Garbut, Obbe Vermeij and Adam Fowler, which they built up in a big studio in the Leigh district of Edinburgh (which is the beautiful, so says Glen True, capital city of Scotland) as Rockstar North. Rockstar North been part of the Rockstar Games companies since it was bought, in Sept., 1999, by the parent company Take 2 Interactive Inc of NYC. It's worked closely and creatively with its NYC publishing branch Rockstar Games, which is one of the subsidiaries of Take-Two that Take-Two publishes and develops games through (other subsidiaries include Gathering of Developers). http://www.designmuseum.org/design/index.php?id=67 http://www.rockstarnorth.com/ Thanks to Rusk and his time honored, proven strategies and research, which is what this walk-through originated with, and for being the oldest friend I know here: http://db.gamefaqs.com/console/ps2/file/grand_theft_auto_vice_city_n.txt thanks to Siva Ganesh Maharajan. A. M. S,, aka HandsomeRockus, for graciously letting me help communicate his ideas for his walk-through of "Vice City" at the Gamefaqs web site, teaching me some things in the process, and for being such a nice friend: http://db.gamefaqs.com/console/ps2/file/grand_theft_auto_vice_city_q.txt thank you very much to the Gamefaqs web site for patiently hosting this ponderous walk-through from the start and always taking care of the trailing spaces for me: http://www.gamefaqs.com/ thanks to Stephen Ng and the IGN web site for kindly finding a place on the reference shelf somewhere in the library for such a dauntingly large reference book of a walk-through: http://ign.com/ thanks to Ben "Cerbera" Millard for sharing so much information that can help anyone understand how to modify vehicles in "Vice City," and providing his Rescaler and FlagStudio tools to make it easier still: http://www.projectcerbera.com/ thanks to the enigmatic and industrious modder spaceeinstein for the well- researched repository of some of the glitches and tricks I've read about at his web site, showing me where the brakes are on a helicopter, pointing me to Cerbera's web site, various helpful tips scattered throughout the walk-through, (and when my computer is upgraded in mid-2005, I have to try his latest "All In One" mod again): http://spaceeinstein.xmgfree.com/vicecity.html thanks to Madeye, alias some name, alias Mohammed Kahn, for the "Ocean Beach Triangle" way to go through Ghost World, the shooting the garbage bags tip, and some much-appreciated web site help most of all: http://gamestudio.net.tf or http://www.mktutorials.com/ thanks to Demarest, of the GTA Forums web site, for supplying some much-appreciated information on how to change the files of the game to make RC Bandit and going for a two-wheeler easier, a way to get to Starfish Island early; and, with spaceeinstein and the rest of the team behind it, for the Liberty City mod (a pretty ponderous piece of work in its own right, I'm sure): http://www.gtaforums.com/ thanks to the ardent quests of Chris Phillips for finding an invisible plate in the roof of the Schuman Health Center, a way to get a two-wheeler Stat with a helicopter, and some tips on English slang (and giving me a preview of "San Andreas" with MSN Messenger; the man tears a mean rampage, even at the military base): http://www.thegtaplace.com/vicecity/glitches.php thanks to helpful modder DiCanio for fun ideas like the RC mod and his adaptation of Yoyo's '57 Chevy Bel Air (like my Dad's car) mod: http://www.codenamevice.co.uk thanks to Klarnetist at a Russian web site for several hardtop versions (even more like my Dad's car) of Yoyo's 1957 Chevrolet Bel Air: http://spc.gta.com.ua/ thanks to Gunslinger for the mods and skins for Tommy and lady pedestrians that just can't be beat: http://gunslinger.codenamenetwork.com/ thanks to the http://www.imdb.com/ and http://en.wikipedia.org/ web sites, and "Leonard Maltin's 1998 Movie and Video Guide," 1997, edited by fellow Buster Keaton fan Leonard Maltin, for much of the information about movies, thanks to the educational web site "A Dictionary of Slang," which specializes in the British perspective, for some U.K. slang definitions: http://www.peevish.co.uk/slang/ thanks to the research of modder Nuclear Hedgehog's web site for the real names of some of the land and flying vehicles (click "Info" then "PCGaming.times.lv" then "Grand Theft Auto: Vice City" "--Car Information"): http://www.nuclearhedgehog.tk/ thanks to Tobias Nilsson for the real names of some of the other land and flying vehicles. This is a site of his with pictures: http://www.tobiasnilsson.net/bilar/bilar.htm thanks to explorer yOman69, in message board posts for the PC version of "Vice City" at Gamefaqs, for the PC super jump discovery. His post is no longer there, but you can find the Gamefaqs message board at: http://boards.gamefaqs.com/ thanks to dare demon stunt man Gav, in a Gav's Stunt Guide (v.1) post at the message boards at GTA Forums/GTA Vice City/Gameplay, for some extra jump spots and grinds information. The last time I checked, it was still at: http://www.gtaforums.com/index.php?showtopic=151429 thanks to video bike pilot Brad Ward, aka ThaShoka89 and Southern Finest, for the BSM--Bike Stuck Method--which uses a PCJ 600 as a portable jump ramp for a 2nd PCJ 600. Like yOman69, he shared his find with us at the message boards for the PC "Vice City" at Gamefaqs. Thanks on top of that for tipping me to the Cab Climbing, Air Grabbing, etc., stunting tutorials by Ghostchild, Kaneda, and others at: http://s8.invisionfree.com/theghostchildren/index.php?s= 57ab4777ce185b8e529f6d10b211207d&act=SC&c=6 http://www.gtastunting.com/forums/ thanks to stuntman's stuntman Ghostchild for making it easy for many of us to understand so many ways to do some of those stunts, and for letting me pass it along to you: http://s8.invisionfree.com/theghostchildren/index.php?s= 24e4cc174d23562c67ef1d195da206b5&act=site thanks to Reverend Ted for the Havana Outfit Bug Fix--amen: At http://www.3dactionplanet.com/, go to "GTA: Vice City," "Misc. mods," and "Havana Outfit Bug Fix." thanks to eL dudE for the Game Script FAQ at the Gamefaqs web site: At http://www.gamefaqs.com/, go to "PC," "G," "Grand Theft Auto: Vice City," "FAQs," "In-Depth FAQs," then "Game Script (PS2)." thanks to Aggrosk8er's FAQ at Gamefaqs for the Pilot ratings: http://db.gamefaqs.com/console/ps2/file/grand_theft_auto_vice_city.txt thanks to the "Criminal Rating/Media/Money FAQ" by Zarathustra for the Highest media attention level and CRiminal Rating scores, and for the fastest way to get the "Godfather" CRiminal Rating: At http://www.gamefaqs.com/, go to "PC," "G," "Grand Theft Auto: Vice City," "FAQs," "In-Depth FAQs," then "Criminal Rating/Media/Money FAQ (PS2)." thanks to the BradyGames Official Strategy Guide by Tim Bogenn for some historical and technical information about a few of the weapons, a few strategies, some helpful maps and photos, and the "official" numbers of the hidden packages, rampages, and jumps: http://www.bradygames.com/ thanks to all the other people with individual tips mentioned in the text; and thanks to eBay for being a good way to get stuff cheap: http://www.ebay.com/ If any of the web sites given in this guide become obsolete, you might lop the end off of it, try the basic website, and look around in it for the information referred to. You might also try a search engine for it, or see if it turns up at http://www.archive.org/ (thanks again to HandsomeRockus for the archive web site tip). PC info: I have a PC--no big deal. You should be saving up for one of those top end Athlon 64 bit processors (with the 939 socket and 90nm with a motherboard that uses SLI or Multi Rendering and PCI Express), when they start making them to do more and cost even less than 32 bit ones, the way I was told they would, and work The Cell into it. As long as the other requirements were met, I bet most everyone's "Vice City" would run smoothly then. Damn, I bet most everyone's "Morrowind" would run smoothly then--even "The Sims" would be zippy. I got a good PC to use Cakewalk Producer, a MIDI Strat, Yamaha DD-55 drums, M-Audio Oxygen 8 keyboard, etc., with, to do something about the music and comedy I've come up with since I was in high school. I fell in love with "Vice City" as a side track. The ability to aim and explore the world with the mouse and keyboard as with a hand held camera seems as good a way to format a game as you could like, and, in some ways, better than PS2. The exclusive availability of some games to certain consoles seems like a bad telemarketer scam to me, as if the Beatles made a deal in hell to only sell their albums to people with Pioneer hi-fis or such. Personal info: "Winstein" is pronounced "Win," like win or lose, and "stein," like beer stein or Steinway piano; so many people have called me "Weinstein" I usually joke I might as well convert. It was originally "Windstein" a long time ago, but somebody that came from Germany or France had bad handwriting. "Glen" is Scotch/Irish and is a little wooded valley, like in "Danny Boy"; with two "n"'s, it's someone that lives in it. "True" is Scotch/Irish, my Mom's maiden name, and the etymology goes back to "constant, like the hardness of a tree." So just think "In a shady valley constantly hard by the piano" and it's easy to remember, if misleading. The main thing to know about me is I'll always love my Mom and Dad. How you can tell from a town like this, I have no idea. He was an artist/cartoonist for the Pittsburgh Press and this is something visual. Me and each of them watched movies and listened to music together. I remember him in the art room with some swing or dixieland playing. My Mom mainly went for what you might call MOR (middle of the road) music, but it included more recent music. So I put in a few appropriate MP3s and make some movie scenes for them now and then. We even had our own words for things. An outsider would never understand. Copyright 2004 and 2005 Glen T. Winstein This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. I hope I didn't scare anyone. You're supposed to say that. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.1 Prelude to a prequel The intro, showing a command being typed into a computer to start the game, looks like the start of an old Commadore 64 game. (Likewise, the ships you see on the horizon of the sea during the game look like the ships from a video game of the time, based on a board game, called "Battleship.") The song clip is from "Video Killed the Radio Star" by the Buggles, heard on Flash FM. The silhouette of trees is similar to the one in "Scarface," 1983 (I.2). Then you see a Squalo II speed boat, Haitian gangsters, and Tommy and Mercedes on a Freeway motorcycle on the road that goes by the Ocean View apartment. If you want to recreate the intro scene of the car doing a jump, it's a Sabre Turbo driving on the bridge that connects Leaf Links to the west island, then jumping from the stairs of the "stilt" building. The "stilt' building is on the E island, NW side of the 3rd block from the E and and 2nd block from the S. Then you see a Maverick, and a Chartered Libertine Lines ship docked at the SE corner of the west island. The little Dodo with pontoons, the Skimmer, becomes available at I.79. Then you see a Mean Street Taxis bench, a Marquis 69 sail boat, and Washington Beach by the low beachfront wall. The final shot is of the Standing Vice Point hotel. It's about halfway up the E island, SE of the Malibu Club. As with "GTA III," don't look for some of the things in the Stephen Bliss cartoon montage, also shown on the front of the box the game comes in, during the game. The game doesn't have a helicopter with rails on the bottom that has two machine guns; the most similar motorcycle in the game, the PCJ 600, doesn't have a standard headlight--it has one that looks like an evil grin; Sonny Forelli doesn't look like the cartoon in the top center section; and the Pole Position pole dancer doesn't wear long black hair and a pink bikini. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.2 Paying Tributes, making references, or at least having things in common "Grand Theft Auto: Vice City" Al Capone--"Scarface" "The Untouchables" starring Robert De Niro as Al Capone The novel "Scarface" by "Armitage Trail" (Maurice Coons), followed by Paul Muni as "Scarface" Tony Camonte, followed by Al Pacino as "Scarface" Tony Montana The "Vice City/"Scarface" (with Al Pacino) similarities "Cop Land" starring Ray Liotta, Robert De Niro, Frank Vincent, Michael Rapaport, and Deborah Harry "No Escape" starring Ray Liotta "Blow" starring Ray Liotta and Johnny Depp Pablo Escobar "Carlito's Way" starring Al Pacino and Luis Guzman "The Godfather" starring Marlon Brando and Al Pacino "Goodfellas" starring Robert De Niro and Ray Liotta with Frank Vincent and Debi Mazar, directed by Martin Scorcese "Mean Streets" and "Taxi Driver" starring Robert De Niro and directed by Martin Scorcese, "Blue Thunder" starring a helicopter, and Samuel L. Jackson "Heat," starring Robert De Niro, Al Pacino, Tom Sizemore, William Fichtner, and Danny Trejo, "Heat" and "Manhunter" directed by Michael Mann, the executive producer and a writer for "Miami Vice," and "Manhunt" "The Sopranos," Lawrence Taylor--the MVP of the NFL in 1986, and Fairuza Balk John Wayne and "Easy Rider" "Boogie Nights" starring Luis Guzman and Burt Reynolds George Romero, writer and director of "Night of the Living Dead" "Miami Vice" starring Phillip Michael Thomas and Don Johnson Miss Cleo, the Psychic Friends Network, wiccans, selling witchcraft as a way to get practical help from spirits, and the lunar landing hoax hoax "Sgt. Bilko" starring Phil Silvers, "Taxi" starring Andy Kaufman, "Top Gun," and "Iron Eagles" starring Lou Gossett, Jr. Game makers and voice actors Soundalike game names Celebrity soundalikes Captain Scott and Dundee, Scotland Look-alike mall and soundalike island Little Havana, Little Haiti, and Liberty City--Miami "Grand Theft Auto: Vice City" In honor and recognition of your esteemed gaming goodness "Grand Theft Auto: Vice City" has received "best of" awards and acclaim from all over the gaming community, including the AIAS (Acadamy of Interactive Arts and Sciences) award for Console Action Adventure Game of the Year, 2002 ("III" won for Computer Action Game of the Year), and even winning a handful of BAFTA (British Acadamy of Film and Television Arts) awards in 2004 (design, sound, action title, PS2 title, and PC title). Since "III," Grand Theft Auto has also been one of the most popular and successful video game series in the world. Also see http://www.designmuseum.org/designerex/rockstar-games.htm for an interview with Dan Houser, one of the creators of "Vice City." Among other things, I notice his mention of the concern of the creators of the GTA games to take the interactive features of games and combine them with a love of movies, music, and books, not so much to make more such games but to make examples of a new kind of interactive movie. I think this has a lot to do with why I like the blend they come up with so much. Al Capone--"Scarface" Alphonse Capone, "Scarface," built his criminal empire in Chicago and Cicero, Ill., in the 1920's. He moved, with his wife Mae and son Albert, "Sonny," to 93 Palm Avenue (built by brewer Clarence Busch), Miami, Florida, in 1928. (Unlike Sonny Forelli, Sonny Capone didn't choose a life of crime.) It was the year before Secretary of the Treasury, Andrew Mellon, began having him investigated by the IRS and Eliot Ness. It remained the home of the brutal organized crime leader, when he wasn't in prison, for the rest of his life-- till 1/25/1947. (If you send Tommy to the prostitutes a lot, remember that the original Scarface died at 48 years old, ravaged by syphilis, so have him put a helmet on that little soldier.) A good source for material on Al Capone is http://www.crimelibrary.com/ Put "Al Capone" in the search engine. "The Untouchables" starring Robert De Niro as Al Capone Robert De Niro starred for "Scarface," 1983, director Brian De Palma in "The Untouchables," 1987, in which he played Al Capone, Kevin Costner played Eliot Ness, and Sean Connery played Jim Malone. Some of Robert's earliest movie roles--as Jon Rubin in "Greetings," 1968, as Cecil (as Robert Denero) in "The Wedding Party" 1969, and as Jon Rubin in "Hi, Mom!" 1970, were directed by Brian De Palma. Sean Connery, who has a wonderful and distinctive voice, is going to do the voice acting and supply the physical likeness for an upcoming Xbox and PS2 (I guess to get the kinks out of it before they release it for PC) game based on the James Bond movie "From Russia with Love," 1963 (I was in the theater), for Electronic Arts. Robert Shaw, mentioned in the Boats section, I.9.E, in this guide as playing Quint in "Jaws," 1975, and also blessed with a distinctive voice, will reprise his role as Donald "Red" Grant, too. http://www.cnn.com/2005/TECH/fun.games/04/05/bond.game.reut/ For the real story of Eliot Ness, go to http://www.crimelibrary.com/, put "Eliot Ness" in the search engine, and pick "Eliot Ness: The Man Behind the Myth." The novel "Scarface" by "Armitage Trail" (Maurice Coons), followed by Paul Muni as "Scarface" Tony Camonte, followed by Al Pacino as "Scarface" Tony Montana "Scarface," 1983, starring Al Pacino as Tony Montana and directed by Brian De Palma, takes its basic story from "Scarface," 1932, starring Paul Muni as Tony Camonte, directed by Howard Hawks, and produced by the uncredited Howard Hughes. Among the differences, the 1983 movie changes the story about Chicago bootleggers to one about Miami cocaine dealers. Among the similarities, the blimp in the 1983 version says the same thing as the statue in the pool in Tony Montana's mansion when he's shot to death, which says the same thing that's found on a billboard seen outside of Tony Camonte's apartment when he's shot to death: "The World is Yours." "Scarface," 1932, a fictional account of a Capone-like gangster and thinly- disguised portrayals of related gangsters, was loosely adapted, largely by Ben Hecht, from the novel "Scarface," 1930, by Maurice Coons, who wrote it using the name "Armitage Trail." In the novel, as in real life, Scarface isn't killed by the authorities. Like "Vice City," both movies had their problems with people demanding revisions or censorship. Modern versions of the 1932 version have restored the original ending in which Camonte is shot to death by the police instead of being apprehended, judged, and hanged offscreen. The "Vice City"/"Scarface" (with Al Pacino) similarities Both "Vice City," 2002, starring voice actor Ray Liotta as Tommy Vercetti, and "Scarface," 1983, starring Al Pacino as Tony Montana, take place in 1980's Miami. Tommy Vercetti and Tony Montana each come from prison, do menial labor jobs when they 1st get into Florida, and work their way up the criminal ladder of success. Tony Montana gets a job as a dishwasher in El Paraiso, across from the Little Havana Restaurante; at the Little Havana, he gets work from Frank Lopez via Omar Suarez (F. Murray Abraham). Tommy Vercetti gets jobs from Umberto Robina (voice acted by Danny Trejo) at Umberto Robina's Cafe in Little Havana. (And there is a Little Havana Restaurant which serves Cuban food in North Miami.) In "Vice City," the neon-lit side of the street the Ocean View Hotel is part of, and the area of grass and trees, a low wall, and then beach on the other side, looks like a street in Florida used in filming the exterior scenes of the chainsaw segment of "Scarface," 1983. (The neon-lit buildings remind me of pictures I've seen of the Art Deco section of South Beach in Miami.) The Deacon Motel is one door to the S of Tommy Vercetti's 1st apartment, at the Ocean View, and three doors S of the Deacon is the Colon hotel. The chainsaw murder in "Scarface" takes place in the Sun Ray Motel; the Beacon Hotel is on the left of it and The Colony is on the right. (And Miriam Colon plays Mama Montana in "Scarface.") Apartment 3C has bloodstains on the walls and floor indicating a bloody torture of someone, which look like the stains on a wall and the floor of the room of the Staunton police station that Claude, the lead character, breaks a Yazuka free from for Kenji in "GTA III," and call to mind the chainsaw murder scene in "Scarface," 1983, especially since Apartment 3C is where you can also find a chainsaw icon in Vice City. In "Vice City," the Voodoo is a reddish-brown 1960 Chevrolet Impala lowrider; the car Tony drives in the chainsaw segment is a little more recent reddish- brown Chevrolet Impala. In "GTA III," Flashback FM is a radio station hosted by Toni (as in "Tony Montana"). All it plays are five of the synthesizer-oriented songs, by Giogio Moroder, from the movie "Scarface," 1983. The station seems to be an ongoing concern, despite the playlist restriction. One of the songs, "Rush Rush," has lyrics and a lead vocal by Deborah Harry. Toni hosts Flash FM in "Vice City," which also ribs 80's synthesizer music in a Synth and Son commercial. Deborah Harry does the voice acting for the Kaufman Cabs taxi dispatcher. And in "Jury Fury," Tommy muscles some jurists to give Giorgio a verdict of "innocent." Tony Montana tells Alejandro Sosa (Paul Shenar) that Bell 209 assault helicopters are among the hazards of bringing cocaine into Florida; the Sea Sparrow in "Vice City" is a Bell '47 D-1. Robert Loggia is the voice actor for crooked policeman Ray Machowski in "GTA III," who's similar to crooked policeman Mel Bernstein (Harris Yulin) in "Scarface," 1983. Robert Loggia plays crooked BMW car salesman/crime leader Frank Lopez in "Scarface," 1983. Frank tells Tony he needs a guy with steel in his b**ls. Umberto tells Tommy he wants to hire someone with big cajones (which may be a Peruvian or flamenco percussion instrument or a Jimmy Durante reference--I'm not sure). One of the cars Tony Montana drives is a silver-gray BMW that looks a little bit like a rounded off "Vice City" Deluxo (a Delorean). The purple triangular neon-lit and draped stage by a dance floor in the Malibu Club has similarities to the disco concert stage and dance floor of the Babylon in "Scarface," 1983. Tony likes to smoke cigars. A lady who sells cigars from a horizontal box hanging from her neck is one of the pedestrians you may see around the Ocean View, and there's a La Tradicion Cuban Cigar Factory store in Little Haiti in "Vice City." The title of "Vice City" is shown over a mostly orange picture of palm trees, which is also seen as a picture on the wall in the TV room of the mansion, and on the wall of the upstairs room and behind the 1st floor bar of the Malibu Club, which is very similar to the picture of palm trees on the wall in Frank Lopez' office in "Scarface," 1983. Tony Montana refers disparagingly (take a wild guess how) to the Diaz brothers; Tommy Vercetti works for, then kills, a crack baron named Diaz. Tony goes to Elvira, who's lounging by an L (for "Lopez") shaped pool. There's a Rockstar logo shaped pool in back of a house, where hidden package 53 is, on Starfish Island in "Vice City." Tony kills Lopez. Tommy kills Diaz. The blimp in "Scarface," 1983, says, "The World Is Yours.." The "Vice City" blimp, on one side, says, "GASH," the name of the "Vice City" parody of the Gap clothing stores. (The other side of it has the mirror image of "GASH.") Tony launders his cocaine money at the currupt Tri-American City Bank. Tommy holds up El Banco Currupto in Little Havana. There's a tiger skin rug in the TV room of Tommy's mansion, and a tiger skin on the back of the couch in Tommy's apartment in the Ocean View. There's a tiger in "Scarface," 1983. The tiger on Montana's property is suggestive of the private zoo on Escobar's (see below) property. Tony is chauffeured in a white car. Tommy's Stretch limo is white. Tony's mansion has statues of women in robes by it. Tommy's mansion has statues of women in robes in the 1st floor indoor pool room that opens to the back yard. Tommy's office door at the back of the 2nd floor, big stairway to the 1st floor before it with balconies and portraits on either side, and the emphasis of the color red inside the main entrance room of his mansion, are like Tony Montana's, except Tony's has a staircase that goes down along the wall from either side of his office and a small pool with a "The World is Yours" statue in the middle of the 1st floor instead of a central staircase. Tommy's office, with a high back black chair at a desk and twelve monitors in the back right corner, facing the desk, is like Tony Montana's, except Tony has six monitors in two horizontal rows of three. In "Vice City," the twelve monitors are in the main office of the Starfish Island mansion, 1st seen in "The Chase." The monitors show the same scenes throughout the game, notably when Diaz looks at them and realizes his mansion is being invaded in "Rub Out," and when Tommy starts his war against Sonny's Mafia men in the same office in "Keep Your Friends Close." The twelve monitors show the scenes shown on two of the six monitors in "Scarface," 1983, when Tony Montana realizes his mansion is being invaded--not the estate of the "Vice City" mansion. Six show the curved stairs and the small pool with the "The World is Yours" statue in Tony's mansion--the monitor Tony has in the middle of his bottom row of three. Six show the exterior, pillars, and driveway of Tony's mansion at night, lit by lamp light--Tony's lower left monitor. When Tony defends his mansion againt Sosa's invading Columbian henchmen, he uses a machine gun (M16?) that also shoots a grenade from a thicker lower barrel. When Tommy Vercetti has to defend the mansion against invasion at the end of the main story missions of "Vice City," however, I recommend the Minigun over the Rocket Launcher. Either way, go ahead and equip the Rocket Launcher at the door of the main room, overlooking the stairs, and give it a "Say hello to my little friend,"--pa-HOOM!--for me. (It's also one of the "Scarface," 1983, lines the peds say in "GTA III." In "Vice City," an Hispanic ped says, "You want to meet my little friend?") Cliff O'Neill's web site web site showing some of the "Vice City"/"Scarface," 1983, similarities is at: http://www.gamechronicles.com/features/gtascarface/body.htm A brunette pedestrian with a pink top and pale blue short skirt in "Vice City" says she graduated from Scarford (a pun on "Scarface" and "Stanford," I think). Another game is in development, "Scarface: The World is Yours" by Radical Games for VU Games, due to be released in late 2005. It will feature a number of the same actors from the 1983 movie as voice actors, except Al Pacino will only be respresented visually with someone else providing the voice. It starts with Tony Montana in the office in his mansion, like at the end of the movie, but he lives (I guess, after major crime leader Tony Montana had the ammunition for the east coast poured into him, Al Pacino figured he's had it, or, at least, should have). Beside original cast members like Robert Loggia (Ray Machowski, "III"), it will feature Michael Rappaport (Joey Leone, "III"), Robert Davi (Col. Cortez, "Vice City"), and James Woods (Mike Toreno, "San Andreas"). It sounds like it has a lot going for it. I hope it has interesting pedestrians and jumps (I suppose the Dodo is too much to ask for). "Cop Land" starring Ray Liotta, Robert De Niro, Frank Vincent, Michael Rapaport, and Deborah Harry Ray Liotta stars as coke addict Gary Figgis in "Cop Land," 1997. It also stars Robert De Niro as Lt. Moe Tilden, Frank Vincent as PDA President Vincent Lassaro, Michael Rapaport as Murray "Superboy" Babitch, and Deborah Harry as Delores. Frank Vincent and Michael Rapaport do the voices of Joey and Salvatore Leone, respectively, in "GTA III." Vincent as Salvatore is in "Grand Theft Auto San Andreas," 2004, too. And Deborah Harry is the voice of the Taxi Controller in "Vice City." "No Escape" starring Ray Liotta Ray Liotta starred in "No Escape," 1994, in which he plays Robbins, a prisoner who wants to escape from various strange brutal places. "Cop Land" and "No Escape" are also the names of two of the missions in "Vice City" in which you can get Tommy a policeman's outfit. "Blow" starring Ray Liotta and Johnny Depp Ray Liotta played Fred Jung, the father of George Jung, played by Johnny Depp, in "Blow," 2001. George Jung claimed he imported 85% of the U.S. supply of cocaine in the 1970's (working with Carlos Lehder--Diego Delgado, in the movie--as a U.S. extension of the activities of Pablo Escobar) (http://www. lawbuzz.com/movies/blow/blow.htm). However, he never claimed that his packages could glow lime green while he helped screw up a lot of people's lives. http://filmforce.ign.com/articles/051/051145p1.html http://www.smokemag.com/0901/cover.htm Pablo Escobar Shortly after the opening scenes in "Vice City," Tommy tries to make a cocaine deal for Sonny at Escobar International Airport (S end of the west island). (Escobar is also the name of the neighborhood in the SW section of the industrial sector in "GTA 2.") The most successful cocaine dealer through this period in the real world was Pablo Escobar. Various points are disputed in the variety of web sites I checked. I'll try to weed out the points that are repeated. He is said to have started his criminal career grinding the writing from tombstones and stealing cars and selling them. The little jets at the airport may suggest private jets used to make some of the illegal transactions made with his group. Forbes Magazine listed him as the 7th wealthiest person in the world in 1989. He was also a violent criminal. (Some say he invented the Columbian necktie, whereby a person's tongue was pulled through a hole cut in their neck, but http://en.wikipedia. org/ says it was invented during the 1950's Columbian civil war. Sounds like something he'd have done, though.) He had at least 100 people murdered while holding Columbia under a reign of terror for his own gain. Hundreds of others were murdered by his mob. His hit men fired snub nosed machine guns in drive- bys from the back of motorcycles. He proudly had his picture taken in front of a car he owned that once belonged to Al Capone--an interview with his brother Roberto (http://gangsters inc.tripod.com/tele.html) says Pablo showed off one which was full of bullet holes that he claimed was owned by Bonnie and Clyde. He tried, like Al Capone, to use some of his wealth to buy respectability, and deflect some criticism from the credulous--and deflect some of the all-too prevalent bullets--with some very public shows of charity. Like Capone, he was imagined to be a folk hero by some of the poor people of his area, who admired anyone who could give them money, wherever it came from. In a country with an awful record for human rights, he nevertheless progressed from deperate efforts to validate his ego to desperate attempts to stay alive, and was shot to death at 44 years old in 1993. Police Colonel Aquilar claims to have shot him (http://cocaine.org/colombia/pabloescobar- killer.html) but the identity of the one who can claim credit is disputed. http://www.pbs.org/wgbh/pages/frontline/shows/drugs/archive/godfathercocaine. html http://transcripts.cnn.com/TRANSCRIPTS/0011/12/cgs.00.html (Editorial note: don't ever do anything to help finance organized crime. The money used for whatever you buy goes to finance the whole operation, including some of the worst people in the world. My substantiation for that from a victim's view goes beyond the scope of this article.) "Carlito's Way" starring Al Pacino, Sean Penn, and Luis Guzman Ken Rosenberg, Tommy's cocaine-addicted lawyer, gets ex-con Tommy involved in more crimes. Cocaine-addicted lawyer David Kleinfeld, played by Sean Penn, gets ex-con Corlito Brigante, played by Al Pacino, involved in crime again in "Carlito's Way," 1993 (based on a true story). Like "Scarface," 1983, before it, it stars Al Pacino and was directed by Brian De Palma. Again, in "Scarface," Tony Montana curses the Diaz brothers; Carlito's bodyguard is played by Luis Guzman, who does the voice acting for Diaz in "Vice City." "The Godfather" starring Marlon Brando and Al Pacino In "GTA III," 2001, and the "GTA III" set in the film studio in "Vice City," there are movie posters for "Badfellas" that feature a drawing of Marlon Brando as he appears as Don Vito Corleone in the title role of "The Godfather," 1972, which also stars Al Pacino as Michael Corleone, James Caan as Santino "Sonny" Corleone, and Robert Duvall as Tom Hagen. It won the Acadamy Award for Best Picture and Best Actor (Marlon Brando) of 1972. And Electronic Arts will be releasing a PC, PS2, Xbox, and PSP game of "The Godfather," starring the voices of over 20 people from the movie, including Marlon Brando (made for the game before he was taken from us), Robert Duvall, and James Caan, (no Al Pacino?), with their visual likenesses, in the autumn of 2005. Robert De Niro got one of his Acadamy Awards, for Best Supporting Actor, for "The Godfather Part II," 1974. "Goodfellas" starring Robert De Niro and Ray Liotta with Frank Vincent and Debi Mazar, directed by Martin Scorcese During the opening scenes with Sonny Forelli in "Vice City," you can see someone hung on a meat hook in a freezer, which is how Frankie Carbone (Frank Sivero) ended up in "Goodfellas," 1990, directed by Martin Scorsese and starring Robert De Niro as Jimmy Conway, Ray Liotta as Henry Hill, Joe Pesci as Tommy DeVito, and Paul Sorvino as Paul Cicero. Joe Pesci won the 1990 Acadamy Award for Best supporting Actor. "Goodfellas" also features Frank Vincent as Billy Batts (the guy who's stomped on and ends up being brutally murdered in a car trunk) and Debi Mazar as Sandy, who did the voice acting for Salvatore Leone and Maria, respectively, in "GTA III." Frank Vincent, as Phil Leotardo, kills Angelo Garepe, who pleads from the trunk of a car, in one of the episodes of the TV show "The Sopranos." Somehow, the Joe Pesci and Paul Sorvino ("Goodfellas") lookalikes ended up in the game "Mafia," 2002 (best seen on PC), which began production before "GTA III" yet isn't a prequel. It's a "Goodfella" parallelogram. "Goodfellas" is largely based on the true experiences of mobster-turned- informant Henry Hill, played in the movie by Ray Liotta. Here's an interesting account of the real story behind "Goodfellas" (if the link still works by the time you read this): http://www.chasingthefrog.com/reelfaces/goodfellas.php The link at the bottom of that, about the Luftansa heist, is informative, too. Further information about actual criminals as the models for characters in "Goodfellas" and "The Sopranos" can be found at http://www.crimelibrary.com/ gangsters_outlaws/family_epics/lucchese1/8.html?sect=16 "Mean Streets" and "Taxi Driver" starring Robert De Niro and directed by Martin Scorcese, "Blue Thunder" starring a helicopter, and Samuel L. Jackson Robert De Niro starred as John "Johnny Boy" Civello in "Mean Streets," 1973, and as Travis ("You talkin' to me?") Bickle (as Robert DeNiro) in "Taxi Driver," 1976, earlier than "Goodfellas," 1990, for director Martin Scorcese. "GTA III" has Mean Streets Taxis, which is advertised on benches in "Vice City"--you can see one of the benches during the intro. In Little Havana, there's a "Mean Street Taxis" building; the window of the "Pizza Face" place beside it says "DINERO WITHOUT LIMITE," which is Spanish for "money without limits." In "Scarface," 1983, Tony Montana fails to impress Elvira Hancock (Michelle Pfeiffer) with a pale yellow Cadillac with fins and a zebra skin interior. The rewards for dropping off 100 fares with a cab in "Vice City" include the Zebra Cab, which is a combined Al Pacino and Robert De Niro reference, but I wouldn't try to impress Michelle Pfeiffer with it. Ryton Aide in Little Haiti in "Vice City" advertises Martin's Sciateze Back Tablets. The Vigilante Mission, if done with the Hunter, is called "Brown Thunder." There was a 1983 movie, then a 1984 TV show, about an advanced experimental attack helicopter called "Blue Thunder." According to a web page devoted to "Blue Thunder" by Greg Donner: "Contributor Eddie Duca notes that writer's Dan O'Bannon and Don Jakoby's original concept was similar to the movie "Taxi Driver" with Robert DeNiro. According to interviews O'Bannon did for the July/August '83 issue of Film Comment Magazine and an August '85 issue of the L.A. Times, the original story had Murphy as a paranoid schizophrenic who would have bizarre hallucinations from his helicopter. Eventually he becomes convinced he's a reincarnation of the Norse god THOR, god of thunder. As O'Bannon put it, he would devastate L.A., turning it into a Beirut like nightmare. O'Bannon mentioned that they even had a scene where the Hollywood freeway collapses (never filmed.) The story was changed to make Murphy heroic (and therefore more commercial.)" PS: I wonder if this had anything to do with Thor being a guest on KCHAT? "Chicks 'N Guns," on movie poster in the trailer at Phil's Place, was the title of the video watched by Robert De Niro and Samuel Jackson at the beginning of the movie "Jackie Brown". (Thanks again to Rusk for the "Jackie Brown" tip.) Besides that 1997 movie, Samuel L. Jackson is Stacks Edwards, the big heist assistant shot on his bed in "Goodfellas," and is the voice of Officer Frank Tenpenny in "San Andreas." (You may hear a mention of Robert De Negro in the radio tracks of "Grand Theft Auto 2." While that is a soundalike name, it is the name (nickname?) of some other person. He helped with the music for the 1st "GTA," did the vocals for "Grand Theft Auto" by Da Shootaz on LIPS 106 for "III," and, as Robbott De Negro, did the vocal for Beatbox for "Vice City." Beatboxing is vocally imitating percussion, particularly as it's done for hip hop and such, but I'm not sure just where he shows up on the soundtrack.) "Heat," starring Robert De Niro, Al Pacino, Tom Sizemore, William Fichtner, and Danny Trejo, "Heat" and "Manhunter" directed by Michael Mann, the executive producer and a writer for "Miami Vice," and "Manhunt" "Heat," 1995, starred Robert De Niro as Neil McCauley and Al Pacino as Lt. Vincent Hanna. It also starred Tom Sizemore as Michael Cherrito, William Fichtner as Roger Van Zant, and Danny Trejo as Trejo--Sonny Forelli, Ken Rosenberg, and Umberto Robina, respectively, in "Vice City." "Heat" was directed by Michael Mann, who also directed "Manhunter," 1986, in which Brian Cox plays Hannibal Lector. Michael Mann was also the executive producer and a writer for the TV series "Miami Vice," 1984, and is the writer/director for an upcoming movie based on the show. Brian Cox did the voice acting for the TV director in Rockstar North's M-rated violent action stealth game "Manhunt," 2003 (what are you kids watching on TV here?). It's not by the same basic group of people of Rockstar North that work on the "Grand Theft Auto" series, although there are some (such as Renaud Sebbane, Hunter Platin, Navid Khonsari, and writers Alan Davidson and James Worrall) in common. (I'm guessing that the son of "Vice City"'s Gregory Sims is Greg Sims II in "Manhunt.") Danny Trejo, Umberto Robina in "Vice City," had a minor role as a guy named Scarface in a teen comedy called "Trojan War," 1997, which also featured Lee Majors, the voice of Mitch Baker in "Vice City." "The Sopranos," Lawrence Taylor--the MVP of the NFL in 1986, Fairuza Balk, and Jorge Pupo "The Sopranos" won the Emmy Award for Best Drama in 2004. Lawrence Taylor, the voice of B.J. Smith in "Vice City," was the Most Valuable Player in the NFL in 1986, the year "Vice City" takes place in. He has also guested as himself in 2004 in the "All Happy Families..." episode of "The Sopranos," a TV show about fictional mob leader Tony Soprano. Fairuza Balk, the voice of Mercedes Cortez in "Vice City," is in two 1999 episodes of "The Sopranos" as FBI Agent Deborah Ciccerone, and in a 2001 episode as FBI Agent Deborah Ciccerone/Danielle. Jorge Pupo, the voice of Gonzales--Diaz' right hand man who betrays him--in "Vice City" is the 2nd valet in the "All Happy Families" episode of "The Sopranos," 2004. Joe Pantoliano was also on "The Sopranos" as Ralph Oifaretto, 2001-2002; he's the voice of Luigi Goterelli in "GTA III." John Wayne and "Easy Rider" Dennis Hopper, the voice of Steve Scott in "Vice City," also plays Dave Hastings in "The Sons of Katie Elder," 1965, and Moon in "True Grit," 1969. In both of them he has death scenes with John Wayne (who plays John Elder and "Rooster" Cogburn, respectively, and who won the Best Actor Award in 1969). This may be why one of the "Vice City" missions is called "The Shootist"--it's the title of John's last movie, in which John plays John Bernard Books. "The Shootist," 1976, is also a poignant reflection on the life and career of John Wayne. According to Dennis Hopper, on the Maximonline web site, John, during the making of "True Grit," figured Dennis persuaded John's daughter to go to an Eldridge Cleaver (Black Panthers) speech. John got out of a helicopter and pulled out a .45: "Where's that go***mned Hopper?" He chased Dennis around, so Dennis hid in Glen Campbell's trailer for a while. I think the red, white, and blue cycles in front of Mitch Baker's Biker Bar are supposed to look like the bike Peter Fonda rode in "Easy Rider," 1969, which "Vice City" voice actor Dennis Hopper directed, and which he also starred in and co-wrote (with Terry Southern) with producer Fonda (as Billy and Wyatt, respectively). The Bikers are one of the most non-violent gangs in "Vice City." (P.S.: I'd also enjoy Jack Nicholson as a voice actor for Rockstar North to get for Grand Theft Auto. He played alcoholic lawyer George Hanson in "Easy Rider" and won one of his three Acadamy Awards for playing Randle Patrick McMurphy in "One Flew Over the Cuckoo's Nest"," 1975. He has a distinctive voice and he's played all kinds of parts. You usually think of a celebrity for the cut scenes, but you hear the pedestrians more, although you stand a better chance of being run over or shot that way. How about having him on the radio?--covering a basketball game?--something.) Peter Fonda is the voice actor for The Truth in "Grand Theft Auto San Andreas," 2004. He also starred with Luis Guzman in "The Limey," 1999. Dennis Hopper plays Frank Booth in "Blue Velvet," 1986, directed by David Lynch and starring Kyle MacLachian as Jeffrey Beaumont. Kyle MacLachian does the voice acting for Donald Love in "GTA III." The joke I know for this one is that Dennis called David Lynch about getting the role of the psychopathic, nitros-oxide-sniffing guy who's brutal to Isabella Rosselini's character. Dennis pleaded, "You have to let me play Frank Booth--because I am Frank Booth!" This raised a question for David: "That's great for the movie, but how are we going to have lunch with him?" http://en.wikipedia.org/wiki/Dennis_Hopper You might also go to the section on videos for "Grand Theft Auto: Vice City" at the Planet Grand Theft Auto web site to download the "Vice City Voice Actors" video featuring Dennis Hopper, Youree Cleomili Harris/Miss Cleo, and others. You need Apple Quicktime to play it. "Boogie Nights" starring Luis Guzman and Burt Reynolds Burt Reynolds, who does the voice acting for Avery Carrington in "Vice City," stars as Jack Horner, for which he won a Golden Globe Award for Best Supporting Actor, in "Boogie Nights," 1997, which also stars Luis Guzman as Maurice T. Rodriguez. George Romero, writer and director of "Night of the Living Dead" Funeraria Romero, just S of the pizza place in Little Haiti, features a display window containing a graffitied photo of Bela Lugosi. It's in front of an alley where you'll find a shallow open grave of a skeleton missing the left forearm, and is just a bit N of Carnizero Romero Family Butchers shop, which features hanging pig carcasses, a human arm, and a box labeled "HUMAN ORGAN for transplant" in the window. It's probably named after director/writer George Romero, who made "Night of the Living Dead," 1968, "Dawn of the Dead," 1978, "Day of the Dead," 1985, and scripted a remake of "Night of the Living Dead," 1990. They're all horror movies about people trying to survive when recently dead people come to (basic instinctive) life, need to eat other people's flesh to survive, and are only stopped if their brains are destroyed. "Miami Vice" starring Phillip Michael Thomas and Don Johnson The pair of guys who come after Tommy in a "Vice" Cheetah if his wanted rating goes to three stars may look vaguely like Crockett and Tubbs from the 1984-1989 TV show "Miami Vice." I do mean "vaguely": when the pair who show up are a black and a white guy and not two white guys, that handsome Phillip Michael Thomas is represented by the pedestrian you see that has a Gilligan- type sailor cap pulled down over his eyes, and that handsome Don Johnson is represented by some guy with a goatee. The "Vice" Cheetah does look like Crockett's white Ferrari Testarossa of the last three seasons of the show. The Stinger looks like the Ferrari Daytona Spyder he drove in the 1st two seasons. The Spyder was actually a replica built on the chassis of a 1980 Corvette, which is a slightly earlier model Corvette than the one the Banshee in Vice City is based on. http://www.imdb.com/title/tt0086759/trivia http://www.buyersmls.com/miamivice/facts.htm The voice of Lance Vance is provided by Phillip Michael Thomas of "Miami Vice." I didn't see it, but I've read that there are similarities, such as with the scenery and variety of vehicles. The heroes were savvy to the ways of the criminals they were after, and Tommy Vercetti sure is. It wasn't a prequel, but Don Johnson lit up between 11 and 12 (no, no, no....). Luis Guzman (the voice of Diaz in "Vice City") was in a couple of episodes of "Miami Vice," too--as Miguel in a 1985 episode and as the 1st Goon in a 1986 episode. I'm starting to think I have to give Luiz Guzman his own walk through--he's in everything, this guy. Jan Hammer (the Mahavishnu Orchestra) came up with music for "Miami Vice" such as "Crockett's Theme," which is played on Emotion 98.3 in "Vice City." Miss Cleo, the Psychic Friends Network, wiccans, attempts to sell the ability to acquire paranormal abilities, and the lunar landing hoax hoax Youree Cleomili Harris, who plays the Haitian gang leader Auntie Poulette who seems to have Tommy Vercetti under her spell in "Vice City," is also known as Miss Cleo and claims to be a psychic of a line of Jamaican shamans. (Uh-oh. Somebody call James Randi. Shirley McLaine was unavailable?) According to the Bella Online web page by Lisa Shea, Youree was actually born in Los Angeles to American parents. Miss Cleo's Mind and Spirit Psychic Network, started in 1999, was (is?) the most popular telephone psychic service in the country, advertised on TV, with Youree fronting it but phones answered by people using scripts, telemarketer-style. It was built by South Florida businessman, Steven Feder, with his cousin, Peter Stolz, who before had created Dionne Warwick's Psychic Friends Network, which was promoted by celebrities such as Philip Michael Thomas, the voice of Lance Vance in "Vice City." Youree also "helps hawk a Web-based psychic consultation service, a line of at-home tarot products distributed by the Walgreens drug store chain, apparel, and even an online dating service," according to a Jan.17, 2002, web site about the company and controversy around it: http://www.courttv.com/news/feature/cleo/misscleo_ctv.html It also says that Youree claims a distance between herself and the practices of the business people of it. A Sept.-Oct., 1995, Skeptical Enquirer report that says a bit about a psychic network that includes the Philip Michael Thomas Network is at: http://www.findarticles.com/p/articles/mi_m2843/is_n5_v19/ai_17450601 A 2002 CSICOP report is at: http://www.csicop.org/misscleo/ A website about Philip Michael Thomas winning a suit for back payment from the Psychic Readers Network is at: http://extratv.warnerbros.com/dailynews/extra/06_02/06_06e.html You might also go to the James Randi Educational, or CSICOP, home page and put "Miss Cleo" and "psychics" or such in the search engine. Fairuza Balk, Mercedes Cortez in "Vice City," was named Fairuza by her father regarding her blue eyes--"Fairuza" is Persian for "turquoise." She used to, at least, claim she was a wiccan (member of a wicca/witchcraft-oriented religion; a witch), and ran a store for it, Panpipes Magickal, she's since sold. Probably related to that, she stars as Nancy Downs, one of the high school girls who form a coven of witches who practice "The Craft," 1996. I think the segment by Gethsemanee (Lynn Lipton) the witch on KCHAT in "Vice City" is meant to be a parody of that. Konstantinos, a guest on VCPR, has a web site. http://konstantinos.com/ For various fees, you can buy books in which the victim is promised to catch the dead on audio and video tape, summon spirits to locate treasure, control the weather, guard their home while they're away (I could have used that a few times), combat "psychic vampires" who use mind over matter to kill people, etc. It's not given as a philosophical speculation on a possibility, pro or con, but something you can pay him to learn to be able to do. You might also go to the James Randi Educational, or CSICOP, home page and put various topics Konstantinos brings up in the search engine. If the lunar landing stage at Interglobal films calls to mind the lunar landing hoax rumor, which it probably parodies, you might want to look at a good criticism of the rumor at: http://www.badastronomy.com/bad/tv/foxapollo.html http://www.csicop.org/si/2003-03/commentary.html "Sgt. Bilko" starring Phil Silvers, "Taxi" starring Andy Kaufman, "Top Gun," and "Iron Eagles" starring Lou Gossett, Jr. I think Fort Baxter is named after the Fort Baxter in the 1950's TV comedy "Sgt. Bilko" that starred Phil Silvers. Rockstar North is based in Scotland, and "Sgt. Bilko" is as popular on TV in Great Britain as "The Honeymooners" is here in the United States. I don't know why "Sgt. Bilko" isn't more popular here--I thought it was pretty good in the reruns I saw. The interior of Kaufmans Cabs looks like the main set of the 1978-1983 TV comedy "Taxi." Someone has written that if you drive a cab out of it, you may hear an Andy Kaufman as Latke Gravis-type voice say, "Stop--What are you doing?," but that's actually something a (Kaufman only?) cab driver says if Tommy jacks his cab. Non-working "Pogo the Monkey" and "Degeneratron" arcade games, advertised on the radio in "GTA III," are found here and Little Haiti Well Stacked Pizza place. The very simple working versions are on the Internet at pogothemonkey.com and degenatron.com. Some of the titles given in the Statistics section on Flight ratings are from the movie "Top Gun," 1986. (Thanks to the FAQ by Aggrosk8er at Gamefaqs.) The "top fun" logo on some vans is similar to the "Top Gun" logo. "Chappy" is taken from the "Iron Eagles" movies I, 1986, through IV, 1995, starring Lou Gossett, Jr., as Colonel Charles "Chappy" Sinclair. Game makers and voice actors Sam and Dan Houser and Jamie King worked for BMG Interactive, later Rockstar. Terry Donovan worked for Arista, later Rockstar. Together with DMA Designs, later Rockstar North, they created the Grand Theft Auto series. Dan worked on them from "2" on, and Terry began on the series by joining Dan to work with Buka Entertainment to create "London 1969." Dan also worked on "Manhunt" and the "Midnight Club" games for Rockstar, and the other games Sam and Terry helped with include Take-Two Interactive's "Oni" (I have it), Gathering of Developers' "Serious Sam: The Second Encounter," and, for Rockstar Games, the "Midnight Club" games, "Max Payne," "Max Payne 2: The Fall of Max Payne," "Mafia" (I have it), and others. For a much larger list by each of them, go to http://www.mobygames.com/ and put their names in the search engine. "Mafia: City of Lost Heaven," 2002, a game best admired for the PC version, has a some other people in common with "Vice City" and "III," too. Name "Mafia" "III" "Vice City" Renaud Sebbane producer/ Barry Stark/producer: pedestrian dialogue director: ("Vice City" and "III") voice overs Chris Phillips various voices Marty Chonks/ El Burro George Dicenzo Salieri Ernest Kelly (Print Works) Laura Maxwell Michelle (as Laura Bubbles) pedestrian Judy Henderson casting casting John Zurhellen various voices Jethro (Boatyard--wears a flowered shirt) Others who did various voices for "Mafia" include "Vice City" voice actors Adam Davidson and Steve Kenezevitch/Kenzevich (pedestrians, both also in "III"), Gilliam Telling (radio caller), Laura Paterson (commercials and "III" pedestrian), and Gene/Gean Hilgreen (commercial voice). Note: George Dicenzo also played District Attorney Vincent Bugliosi in "Helter Skelter," 1976, Major Benchley in "Close Encounters of the 3rd Kind," 1977, and Sam Baines in "Back to the Future," 1985. The game "Max Payne," 2001, shares Renaud Sebbane, Jane Gennaro (Maude the Ice Cream lady), and Navid Khonsari (Dwayne of the Boatyard--he wears a yellow jersey) with "Vice City." And in "Grand Theft Auto 2," a Max Paint garage does what a Pay 'n' Spray does in subsequent installments of the series. Navid also does voice acting in "GTA III" (the one who calls Lazlow about killer bees), "Max Payne 2: The Fall of Max Payne," 2003 (the porn host), "Manhunt," 2003 (Cerberus guard #3), and reprises Dwayne in "San Andreas." He also directed the motion capture for the cut scenes, helped Dan Houser direct the audio for the cut scenes, and helped write the pedestrian dialogue for "Vice City." Robert Davi, Col. Cortez in "Vice City," is the voice of the SpecOps leader in the game "Halo 2," 2004. And you can find Jenna Jameson, Candy Suxxx in "Vice City," as Daisy, the skater you have to complete the game, etc., to unlock (oo-oo) in "Tony Hawk's Pro Skater 4," 2003. Soundalike game names In the "Autocide" assassination mission in "Vice City, you're to have Tommy kill six people with names like characters in other crime games: Mike Griffin--like Mace Griffin in "Mace Griffin Bounty Hunter," 2003. Dick Tanner--the same as Tanner in "Driv3r," 2004, who, like Tony Cipriani in "GTA III" and Rafferty in the game "True Crime: Streets of LA," 2003, is voice acted by Michael Madsen. He also stars as Sonny Black in "Donny Brasco," 1997, which stars Al Pacino as Benjamin "Lefty" Ruggiero, and plays Vladimir in the upcoming movie based on the game "Bloodrayne," 2002. Marcus Hammond and Franco Carter--like Mark Hammond and Frank Carter in "The Getaway," 2002. Nick Kong--like Nick Kang in "True Crime: Streets of LA." Charlie Dilson--like Charlie Jolson in "The Getaway." Thanks to this web site for the "Autocide" game references: http://uk.imdb.com/title/tt0314123/trivia Celebrity soundalikes Maybe it's just a coincidence, but some of the other pedestrians sound like celebrities not listed in the cast. The police man shouting, "Dangerous driving is a crime" sounds like Jim Carrey; the light brunette guy in a brown leather jacket who says, "Do you want me to push you?" sounds like Gene Hackman as Popeye Doyle in "The French Connection," 1971 (or Brian Doyle Murray, Bill's brother); one of the policemen sounds like comic/TV game show "Family Fued" host Louis Anderson: "I'd chase you if I didn't have so many doughnuts"; a matronly business lady says, "Oh, no, you don't" like Goldie Hawn; the lady selling cigars by the Ocean View sounds like Olive Oyl of "Popeye" cartoons; some business guy says,"Mm-mm, yes" like the late Jim Backus; the victimized shopkeepers of "Shakedown" all sound vaguely like Woody Allen: "My livelihood--destroyed"; the construction worker who says, "I'll dunk your f-in' doughnut" and "Haha, you missed" sounds like someone from "The Simpsons"; and the ped who says, "Money is the root of all evil--gimme some," "Jesus, Joseph, and Mary," and "Somebody should hit you with a brick," etc., sounds like the late Walter Brennan. Someone named Dream Projects at the Gamefaqs message boards recently wrote that you hear that last voice say a lot of funny things if you get into a lot of fights with what he called "hillbillies" in the construction area. They're barefoot with blue jeans, red jerseys, brown sweaters, black hair and beards. More funny things pedestrians say An old lady: "I think I s**t my pants." A tramp: "Fire in the hole!"; a drunken one: "I'm lost again." The skater lady: "Gangway, Disko Duck!" A rich businessman: "Where the hell is my yacht?" A young black lady in jeans: "S**tknockers!" ("S**tknockers"?) For me, part of the fun is thinking of things you'd say in response to them. In response to some of the harsher things, I get a lot of mileage out of an impression of Andy Griffith as Andy Taylor on the 1960-1968 TV show "The Andy Griffith Show": "That wouldn't be very sociable" or "I don't think I'd be partial to that." And shaking your head "No" like an exasperated Don Rickles about you say, "You dummy" comes up when a member of the Vercetti gang says, "Where are we?" (These are the people I have to protect me if homocidal criminals come around....) And when the police radio dispatcher seems to know what vehicle Tommy is in when he has a wanted level--"suspect last seen in a helicopter"--it's enough to say something like "I'll have to keep an eye out for that; I always try to do my civic duty...." Captain Scott and Dundee, Scotland According to Amnesiac at the Easter Eggs Archive web site, a billboard by the airport which says "Come to Dundee," shows the ship "Discovery," which Captain Scott sailed to Antarctica and which currently resides at Dundee, Scotland, and the sign says that because some of the Rockstar North programmers came from DMA Designs in Dundee. (It also says, "Look, we have a boat that belonged to a loser!" which is a harsh joke. Robert Falcon Scott made a couple of pioneering expeditions to the Antarctic, fraught with tragedy but bringing scientific discovery and acclaim. In his 2nd effort, he led a team that tried to be the 1st to reach the South Pole but were beaten there by a Norwegian group led by Roald Amundsen that got there 21 days earlier. The effort by Scott's group was also made at the cost of their lives, having gotten caught in blizzards in 1904.) Look-alike mall and soundalike island Washington Mall looks like the Bal Harbor Mall in Miami, which has expensive stores like Gucci's. (Thanks to the Secrets FAQ by THaguyINgta3 at the Gamefaqs web site for the Bal Harbor Mall tip.) http://db.gamefaqs.com/console/ps2/file/grand_theft_auto_vice_city_h.txt If you want to see it, go to this web site: http://www.balharbourshops.com/ The porn film studio is on Prawn Island. "Prawn," besides being a name for edible crustaceans, is a pun that sounds like "prOn," deliberately illiterate Internet slang for "porn." Little Havana, Little Haiti, and Liberty City--Miami There's a Little Havana district, named after the capital of Cuba and which has a predominantly Cuban population, in SW Miami. It's centered along SW 8th St.--"Calle Ocho" (8th St.). It began growing with people fleeing the Cuban revolution in 1959. Little Haiti, with a predominantly Haitian population, is about 15 miles NW of it in Miami. It spans NW 12th to 19th Aves. and 62nd to 73rd Sts.. It began growing with refugees fleeing extreme poverty in Haiti in the 1960's. As in the game, Little Haiti has more poverty and crime of the two, indicated in the game with the shacks of Auntie Poulet's neighborhood and the harsher behavior of the Little Haiti gangsters. I'm no big sociology professor--I don't even follow the news as much as some, but the conflict in real life doesn't seem to be as much a matter of how the immigrants of one group get along with the members of the other, although Miami is a relatively segregated place of recent great changes in proportions of ethnic groups, but more over differences in how the attempts at immigration from each country to the U.S. have been considered and handled. 1980 saw a wave of immigration from both and pointed up this difference. While the Haitians were accepted in NYC they were rejected in Miami, considered as fleeing an American protectorate in comparison with Cubans who were accepted as fleeing communism and Fidel Castro. Castro opened the harbor at Mariel and made sure the 1000's of Cubans taken from it to the U.S. were from jails and hospitals for the criminally insane. (Though it was done to spite the U.S. view of him as cruel, it ironically reaffirmed the U.S. view that he could be a real nutcake.) The crime rate went up. There is a Liberty City section of Miami, too, which is the largest African- American section of Miami, about two miles from Little Havana. It originated in the 1930's with people moving from overcrowding in the African-American Miami neighborhood of Overtown to the concrete buildings with indoor plumbing in what became known as Liberty City. Many of them viewed the difference above, with the Cuban-Americans being more successfully accepted and integrated into Miami, as having the added factor of racism. Liberty City hasn't recovered from the riots there after the all white jury acquittal of the white policemen who beat Arthur McDuffie to death in 1980. McDuffie was a black insurance man. The officers said he was killed when his motorcycle crashed after a high speed getaway attempt, then changed it when one officer said he was beaten to death with flashlights when he forcefully resisted arrest. In 2002, the U.S. Census Bureau named Miami as the poorest large urban center in the United States. Among many sources, you might read: http://www.asje.org/mg.html http://web2.uwindsor.ca/flipside/vol3/jan00/00ja23a.htm http://www.co.miami-dade.fl.us/transit/BH/Liberty_City.htm &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.3 How to go to New York and get there a couple years before you leave: some of the "Grand Theft Auto III" tie-ins with "Vice City." People and the Dodo Places Things Walk out over thin air (hoo-ha!) Darkel and discarded game ideas PS: "San Andreas," "GTA," "Wild Metal Country," and "GTA 2" "Grand Theft Auto Vice City" is a prequel, set in 1986 Vice City/Miami, to "Grand Theft Auto III," set in 2001? Liberty City/New York City, of the same world, if not main story line. People and the Dodo Sonny Forelli (Tom Sizemore), who seems to have set Tommy Vercetti up to go to prison for 15 years, sends him to Vice City, and is killed by him in the end, must have criminal relatives. In "GTA III," Joey Leone (Michael Rappaport) wants Claude (Claude Speed of "Grand Theft Auto 2"?), the lead character, to deal with the Forelli brothers. Lazlow Jones, one of the GTA writers, hosts VROCK in "Vice City." One of the CDs of "Vice City," and extra, songs reveals how Lazlow got kicked off the rock station. (See the "Radio Station Scripts" FAQ by Kintaro Oe age 25 at Gamefaqs. Basically, the normally level-headed Lazlow gets a little naively carried away with his rock star wild man effort.) He hosts Chatterbox FM in "III." Fernando (Frank Chavez) hosts Emotion 98.3 in "Vice City." He's a pimp pretending he's something better to the increasing annoyance of Lazlow on Chatterbox FM in "GTA III." Barry Stark, the guest who's a nudist on VCPR in "Vice City," is a nudist who calls in to Chatterbox FM in "III." He's voice acted by Renaud Sebbane, who produced the pedestrian dialogue for "Vice City" and "III." The British fellow who calls in to KCHAT and wants to be spanked in "Vice City" calls in to Chatterbox FM wanting the same thing in "III." The caller to KCHAT who's a fan of Claude Maginot (John Mauceri) in "Vice City" is Morgan Merryweather (Gerry Cosgrove), who's the DJ of the classical station Double Cleff FM in "III." Toni (Maria Chambers) hosts Flash in "Vice City" and Flashback FM in "III." The group onstage at the Malibu Club is a Village People-looking group of Vice City pedestrians (except the Native American Indian and cowboy are replaced by a fireman). A pedestrian ribs the lyrics of songs by the Village People ("Young man," "There's a place you can go," "In the navy," etc.) in "GTA III." 8 Ball has a bomb shop in "Vice City," and is one of the characters, voice acted by Guru, and has three bomb shops, each with a different way to detonate bombs, in "III." Donald Love, as Avery Carrington's silent stenographer in "Vice City," picks up on Avery's line "...nothing brings down real estate prices quicker than a good old-fashioned gang war, 'cept maybe a disaster, like a biblical plague..." and uses a slightly paraphrased version of it himself as a media mogul, voice acted by Kyle MacLachen, in "III." (I think "Donald" may be meant to suggest Donald Trump. The wealthy media mogul part reminds me a bit of Ted Turner.) Diaz (Luis Guzman), the crack dealing crime boss, complains to Tommy Vercetti that his favorite "El burro" movie wouldn't play. El Burro (Chris Phillips), leader of the Diablos gang, gives Claude, the lead character of "GTA III," some missions in Portland and likes porno of...el burro. (El Burro also gives missions in the 1st "Grand Theft Auto.") El Burro is among the Stephen Bliss cartoon representations of a few characters of "GTA III" you can find in "Vice City" (El Burro is that fat guy laughing and pulling his t-shirt off his belly to show a tattoo). You can find him with 8 Ball, Kenji Kasen, and Maria in the display window of the Rockstar Video Games store, S end of the east island, 2nd street from the E, a little over half a block up on the E side of the street. You can find ones of Luigi Goterellio, Misty, Asuka Kasen, and Toni Cipriani as targets in the windows of the 2nd and 3rd shooting tests in "The Shootist" and in "Rifle Range." Phil Cassidy (Gary Busey), who has heavy artillary to sell Tommy and loses his arm in "Vice City," has an Army Surplus place and is featured as the One Armed Bandit in the "Arms Shortage" mission for Ray Machowski (Robert Loggia) in "GTA III." Hunter Platin, the Psycho in "Vice City," is Phil Cassidy, Curly Bob, and Chico in "III." The little Dodo (you can't fly), pulling a sign behind it, and the Skimmer (a Dodo with pontoons you can fly) in "Vice City," show up as a Dodo (you can fly) with clipped wings at the airport, and a Dodo (you can't fly) flying overhead, in "GTA III." As the "Vice City" Dodo (you can't fly), it's afforded the special status of being the only thing (and person, considering that there must be someone in there flying it) that you can get 30 criminal rating points and a three star wanted level for destroying, which may create the biggest explosion of the game. Like Tommy, however, it won't stay lying down no matter what you do to it--it keeps coming back. Both the non-flyable "Vice City" Dodo and at least the flyable Dodo in "III" have Y-ME369, as in "Why me?" (369 implying a trio of mutual oral sex?) written on the side of it, meaning they're the same small plane(s). I like it. It's in "San Andreas," but the PC version won't be out till June 7, 2005. I hear they fixed the wings. Places There's a set of a bit of the Broadway-like Bedford Point section of Staunton Island of "GTA III" at Interglobal Films on Prawn Island in "Vice City." It's the one with the huge half of a hamburger marquee. (You can find a lot more Liberty City/New York City and New Jersey similarities by going to the http://en.wikipedia.org/ web site and putting "Liberty City" in their search engine.) If there's a "GTA III" Shoreside Vale unfinished tunnel in "Vice City," it's the big tan sewer pipe sticking out from the land into the water at the base of the V in the water between Fort Baxter and Little Havana. You could type the "seaways" code and drive into it to the length of a small car, but that's it. It's about as exciting. I haven't heard about anyone wondering what's behind it, though. Things The terrarium in Tommy's Ocean View apartment contains a rock arch and a light house which resemble the ones behind Mafia leader Salvatore Leone's (Frank Vincent) Portland mansion in "GTA III." The open chest in it seems to refer to the open chest that Claude, the lead character of "GTA III," finds at Donald Love's place as he realizes that Donald Love has disappeared. A poster of Claude is on the Ocean View wall. Between 23:00 and midnight, the lights in the windows of the WK Chariot Hotel in "Vice City" depict the outline of a huge c**ck and balls, and spray squirts periodically from the roof. (The WK Chariot is east and across the street from the parking lot of the Malibu Club.) The "Zombie Elvis" papers that litter the city are put out by the Liberty C**k. The guy with a ponytail by Liberty College in Staunton in "III" has a sketch on his notepad by someone that might have had the WK Chariot in mind. The fans at the stadium hold up cards that spell the name of their team: C**KS. I wonder if the PC "San Andreas" is going to have something like that. The Degenatron and Pogo the Monkey (non-working) arcade games in Kaufman Cabs and a Little Haiti pizza store in "Vice City" are advertised on the radio in "III." The Predator, the police boat with a built-in machine gun (I.9.E), is in "Paparazzi Purge" in "GTA III." Some billboards by the airport in "Vice City" say "Take a vacation in Liberty City." It may be the "GTA III" guy in the blue car in the foreground of it-- it's too blurry to tell. In "GTA III," an ad in the tunnel to the airport, and an ad for the airport on a billboard in Staunton Island, says, "see you in MIAMI." There's a small picture of palm trees on a beach that says, "GETAWAY" on the refrigerator in the trailer at Phil's Place in "Vice City." On a wall of the Portland hideout in "III" is a poster of the same thing. The Bitch 'n' Dog Food trucks in "Vice City" have boxes with a human face drawn on them in the back (knock the back door off with a night stick or such to see them). In the "Her Lover" mission in "III," Marty Chonks (Chris Phillips) intends that the lover of his late wife is going to give the dogs of Liberty City a new flavor that month. Walk out over thin air (hoo-ha!) In "GTA III," you could jump from atop an Ambulance, backed onto a mound of dirt along the wall on the top level of Marco's Bistro (across the street to the S of Salvatore's mansion), and walk out into thin air on a couple long plates of invisible solid stuff. You could walk a long way that way, and through most of it you could jump to the right, and end up in a walled yard with no way in but that, the Dodo, or flying Rhino, and no way out except on a ramp that's provided. I think the ramp shows the game developers paid attention to the area and this wasn't an accident. In "Vice City," you can land a chopper on thin air in the middle of the four towers at the top of the big beige building across the street to the E of the Vice Point police station, then get out and stand on thin air. You can do the same basic thing on the invisible plate on a narrow plank along the roof three doors S of that. A screen shot, I.100.F, might make some people curious, since nobody normally bothers with those buildings for anything. If you don't want to travel, have Tommy jump on the low round table in the middle of the TV room of the mansion, and he'll hover high above it. But one of the three biggest ones I know of, and the most unusually placed as well, is a plate of invisible stuff over part of the dirt lot of trees (S of Little Havana Streetwear) which is behind the building with "PIP DUI SR-22" in the window. (Between this and the Havana Outfit glitch, this neighborhood has some strange problems.) To get to it via the dirt lot of trees, go N from the Starfish Island bridge on the main N-S road of the W island; make the 1st turn left and go to a T intersection; turn left and it's down the road on the right side. Go on foot up the ramp at the SW corner of the dirt lot of trees, then to the top of the 2nd ramp before you, jump from it onto the roof to the E, then go to just before the NW corner and drop off the roof to the W. Another way is to climb, or drive a PCJ 600, up the S tree of the two climbable trees in the lot, jump on the roof, and jump off the NW corner to the W. The plate runs from about ten feet lower than the NW corner of the building, about 25 feet from the building out to the W, and slants a bit upward for about 15 feet from the S to N, where it's about six and a half feet lower than the roof. You can walk Tommy over it and look down to see where his shadow cuts off at the S edge of the plate and shoot at it to let the ricochets show you how big it is. You can make a PCJ 600 jump to the invisible plate from the rooftop on the W side of the dirt lot, too. Get to that rooftop by starting the series of jumps leading up to Unique Jump 8 but stop on the2nd rooftop, then start your runway from the NW corner of that rooftop. There's a similar invisible plate across a 3rd of the central clearing, surrounded by guard rails, of the roof of the Schuman Health Center, Downtown. It's the 5th roof you land on in "G Spotlight" (I.81). Have Tommy run and jump from the ramp used for a jump in "G Spotlight" to get over the railing and land on the plate. (Thanks to a post by Chris at "the gta place" web site for the tip about the invisible plate at the Schuman Health Center.) A 3rd one is in the office Tommy rides up to in an elevator at the start of his jumps for "G-Spotlight," I.81. Send him S from the breakable glass to the two chairs on the left. Have him jump on the chairs then onto the office cubicle. Then have him do a running jump for the closed-off office beyond that. When it works, he can run around over a variety of the closed-off office areas, not that the developers provided much detail to see in them. To get him out, I walked Tommy over an edge of the building in the middle of it somewhere. He fell, then fell through "gray hell," and ended up on the sidewalk he was on before he went in the building. (I don't know if it's a glitch you can predict, but one of the times I had Tommy return on a PCJ 600 is the 1st time I saw him drive around inside the elevator like a nut, which I think is a glitch you can make happen on PS2 that had generally been fixed for the PC version.) (Thanks to a post at the GTA Forums web site by gav1100, of the stunt guide mentioned in I.9.C. In his post, he got into the office and couldn't leave without starting a new game.) Darkel and discarded game ideas "GTA III" had the infamous Darkel, a character listed as being voice acted by Bil Fiore in the booklet that comes with the game. Darkel was edited out of the game before it was released. According to rumors on the game web sites, he was the leader of a gang of tramps who gave the lead character missions to kill some of whatever other gang but his own. Supposedly, his meeting place became the location of a hidden package with four tramps with Molotovs around it in the tunnel that goes S from 8 Ball's place in Portland; his missions were changed to rampages and the El Burro mission "I Scream, You Scream." He's also still there in the Grand Theft Auto III\models\gta3 file. If you're curious enough about him, you could use an IMG Tool, I.100.D.c, and replace some pedestrian in the game with him the same basic way that it's done with women at 100.D.d. "Vice City" has it's less well-known remnants of earlier game ideas, too. At the end of Rusk's guide at the Gamefaqs web site, he's given interesting examples of bits of script that were edited from the final release you can find in the PS2 version in the american.gxt file. PC fans can look for them with Notepad in the Program Files\Rockstar\Grand Theft Auto Vice City\TEXT\ american.gxt file. The relationship between Tommy and Mercedes was developed further in earlier ideas, for example. And the Stats "Visits from Loan Sharks" and "Garbage Pickups Made" were dropped. PS: "San Andreas," "GTA," "Wild Metal Country," and "GTA 2" "San Andreas" includes Claude, the star of "III," action figures from "Vice City" and "Manhunt," St. Mark's Bistro and the spherical building at Francis International Airport (which resembles the Theme Building at Los Angeles International Airport) ("III"), Cynthia Farrel (Catalina, "III"), Debi Mazar (Maria, "III"), Lazlow Jones (Lazlow, "Vice City" and "III"), Frank Chavez (Fernando, "Vice City" and "III"), Danny Dyer (Kent Paul, "Vice City"), Navid Kohnsari and John Zurhellen (Dwayne and Jethro of the Boatyard in "Vice City"), and Hunter Platin (Phil Cassidy, Curly Bob, and Chico in "III"; the Psycho in "Vice City"; he does the voice acting for Ran Fa Li in "San Andreas"). Vice City, Liberty City, and San Andreas 1st appear (in different form--even the neighborhoods have different names) in the 1998 game "Grand Theft Auto." I suppose it's meant as a fictional take on the gangs and crime of Miami, NYC, and Los Angeles, etc., of the late 1990's. Currently, you can download it, "Wild Metal Country," 1999, a futuristic shooter in which Rockstar North tanks are 1st called Rhinos, and "Grand Theft Auto 2," 1999 (in which the three main areas are the downtown, industrial, and residential sectors), all three games optimized for current PCs and in their entirety, from the Rockstar web page. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.4 PC Health Clean your disk, disk player, and PC Clean your Play disk and use a CD laser lens cleaner disk in your player. Turn off your PC and use a can of compressed air and clean out your PC box, CD/DVD player compartment, and keyboard. If you spill something into your keyboard, disconnect it, flush it thoroughly with water, and let it dry for a few days. (I've seen disk cleaners, laser disk cleaners, and cans of compressed air on sale at department and drug stores.) Get your hard drive clean and in order After using the Internet go to Start, All Programs, Accessories, System Tools, and use the Disk Cleanup--remove the Temporary Files, Temporary Internet Files, and Recycle Bin. The Temporary Internet Files can help you surf the web faster, but I search it fast enough without them and they can build up into a huge batch of bytes in no time. Get the free software versions, at least, of Ad-aware and Spybot. You might like to go to the Downloads section of the Microsoft web site and try their free beta version of AntiSpyware. Keep them updated and run them regularly. Buy an anti-virus program, keep it updated, and run it regularly. (I hope yours is less interruptive than my Norton Anti-Virus 2004. When you disable auto protect, which you should do to play games or download drivers, slide the annoying "Security Alert" menu almost entirely out of view. If you don't do that, it will keep interrupting, wanting to do a scan of thumbs.db, whatever that is, when you go through My Pictures, too. I hope yours doesn't find viruses you can't find in Search, All files and folders, or in the registry, ones that it won't remove unless you pay Symantec $40, like mine has, too.) At least once a month--even a week--run Disk Defragmenter. For Windows XP Home Edition, go to Start, All Programs, Accessories, System Tools, and Disk Defragmenter. Run it after crashes and after you make any big changes to your PC, too, like after putting in new graphics card drivers or downloading a big game demo or such. Use the latest updates On your browser, click Tools and run Windows Update about once a week. Make sure you have the latest updates for your sound (Creative Labs, etc.) and graphics cards (ATI, NVIDEA, etc.), motherboard chipset driver (probably VIA Hyperion, Intel chipset, Forceware Unified, or SiS Chipset), DirectX (the Microsoft web site Downloads section), mouse, keyboard, and whatever else you use for the game you can get updates for. Go to Run, type in "msinfo32," and click OK if you're not sure what your computer specifics are, and see how they compare with the requirements for computers given on the bottom flap of the box of the game. You might want to upgrade something. You could try the same thing except type in "dxdiag," too. Better yet, try something like Sandra Lite 2005, mentioned below in the Tweak guides part of this section, and run the various modules it contains. You can not only learn what your various PC components are, but get helpful recommendations about changing settings and making upgrades to improve the performance of your PC. Turn off unneccesary applications before running the game Run a free utility called Enditall to shut down other applications before running the game. (Who's programming this stuff at Norton Anti-Virus?) Take2 Games web site and toll-free phone number For technical support, check the support section for the PC "Vice City" at the Take2 Games web site. Go to Take2 Games, Support, Grand Theft Auto: Vice City (PC), Technical help. They have a page of common problems there. They have a toll free number, too, which connects you to some nice people who offer personal support: 1-866-219-9839. Help them isolate the source of your problem by doing the other things recommended in this section 1st. Try to avoid things that make your game freeze so you have no ability to get out of the game with the keyboard. Turning your PC off at the main power button is bad for your computer, so thanks to gtavicer9 for recommending the important tip that you use the reset button, just below the main power button on my PC, instead at such times. You may have to remove a mod because you made an installation mistake or it's corrupted due to a faulty download, etc. My PC has bad reactions to some otherwise, too, for some reason. Try getting advice from the creator of the mod, from GTA Forums web site, etc. If worse comes to worse, for whatever reason you may never learn--some unfortunate combination of the mod with some component or setting of your PC--you may need to just remove it. Tweak guides Go to the TweakGuides.com web site, as recommended in the helpful "Tweak Guide" FAQ for "Half Life 2," PC, by Lefteris Aslanoglou--Leftos--at Gamefaqs. The last time I checked it was at: http://db.gamefaqs.com/computer/doswin/file/half_life_2_tweak.txt It makes a good point about the value of going to the Tweak Guides web site: http://www.tweakguides.com/ which features various helpful, informative guides by Koroush Ghazi. If you're like me, and have had a glitch or freeze or stuttering frame rate now and then and could't afford to pay dozens of dollars every time you had a question, it's good to know you're at least using preventative medicine to give your computer every chance to work as effeciently as it can. You'll get the best performance out of it for games and maximize the mileage you'll get out of that expensive computer hardware. And if you do need to hire someone, you'll be more well-informed when you talk to them. A couple of such tips I picked up from the "Windows XP Tweaking Companion" there: Download one of the free software, or freeware, programs it recommends. Put "Everest Home Edition freeware" or "Sandra Lite 2005 freeware" in a search engine, download them, and run them. You can not only find out a lot of information about the components of your computer, but get useful tips on what might work better with a different setting or upgrade. Sometimes glitches and freezes are due, at least partly, to poor PC performance--overheating alone can cause such things. If you want to learn more about your components and how they compare to others at running games, you could put "3D Mark 2005 freeware" in a search engine, download it, and run it. It's a popular benchmarking tool that has been used at various web sites to get test results of new components. I especially recommend you make backups and carefully use the advice given in: Windows XP Tweaking Companion ATI Catalyst Simple Antialiasing and Anisotropic VIA Hyperion FAQ It especially focuses on getting good performance out of your PC, and a good frames per second (fps) rate, etc., for games. It has special sections for Half Life 2, Morrowind, Far Cry, and some others. And there's a section on Game Music Extraction. which I notice someone has a question about now and then on the Gamefaqs message boards. Use System Restore (Start, All Programs, Acessories, System Tools, System Restore, or Start, Control Panel, Performance and Maintenance, System, System Restore) if you screw up and aren't sure how you did it and need to revert to your old configuration. Volume If your sound card software is similar to mine (for a Sound Blaster Audigy 2), you can adjust the volume of the game with your general volume control or the sound mixer's wav control. (I once had a glitch that caused the game to get quiet. I thought I needed another sound card update download when I stumbled onto the fact that the Wave slider of the Surround Sound mixer of the card had gone to the bottom, for some reason. I just turned it back up.) I like to keep a volume control icon in the taskbar in the lower right of my screen as well. After installing an update for the driver, I have to make sure the "Digital Output Only" box is unchecked for headphones in Speaker Settings, too. The default settings make it checked but then I can't hear the sound with my headphones. To access those things: Go to Start, All Programs, Creative, Sound Blaster Audigy 2, Creative Surround Mixer for the Master Control: Volume slider and the Source: Wave slider. I like to hear things loud and clear, but don't overdo it or you'll start losing the ability to hear higher frequencies (the standard way people go deaf). You'll start playing "and eff au-oe vie ee-ee"--that's no good. While at the Creative Surround Mixer, click the square button with a picture of a big dark gray speaker on it, which is along the bottom of the menu, to bring up the Speaker Settings menu, which allows you to choose your speaker configuration (I like studio quality headphones)--that's where the "Digital Output Only" box is that I uncheck. (You can also get there by going to Start, All Programs, Creative, Sound Blaster Audigy 2, and Creative Speaker Settings.) While at still at the Creative Surround Mixer, you can use your sound card software to put a volume icon in your taskbar. Go to the upper right corner and click the button with the downward-pointing triangle. This causes some choices to appear below it. Click the bar that says, "Place volume icon on the taskbar." To use the general Windows way to put a volume icon in your taskbar, go to Start, Control Panel, Sounds, Speech, and Audio Devices, then use any of these three choices--Adjust the system volume or Change the speaker settings or Sounds and Audio Devices--to bring up the Sounds and Audio Devices menu. Check the box by "Place volume icon in the taskbar." You can adjust your system volume from there, too. The Audio section of the game Options lets you adjust the volume of your MP3s, too, if you want them to have the same volume that the rest of the radio stations have. System requirements Minimum Hardware 800 MHz Intel Pentium III or 800 MHz AMD Athlon or 1.2GHz Intel Celeron or 1.2 GHz AMD Duron processor 128 MB of RAM 8 speed CD / DVD drive 915 MB of free hard disk space (+ 635 MB if video card does NOT support DirectX Texture Compression) 32 MB video card with DirectX 9.0 compatible drivers ("GeForce" or better) Sound Card with DirectX 9.0 compatible drivers Keyboard & Mouse Recommended Hardware: Intel Pentium IV or AMD Athlon XP processor 256(+) MB of RAM 16 speed CD / DVD drive 1.55 GB of free hard disk space (+ 635 MB if video card does NOT support DirectX Texture Compression) 64(+) MB video card with DirectX 9.0 compatible drivers ("GeForce 3" / "Radeon 8500" or better with DirectX Texture Compression support) DirectX 9.0 compatible sound card with surround sound Gamepad (USB or Joystick Port) Keyboard & Mouse Grand Theft Auto: Vice City uses Microsoft DirectX 9.0. Supported Operating Systems: Windows 98 Windows 98 2nd Edition Windows Millennium Windows 2000 Professional (Workstation) plus Service Pack 3 Windows XP (Home and Professional) plus Service Pack 1 The following operating systems are NOT supported: Windows 95 (any version) Windows NT (any version) &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.5 How to save games and things to avoid when you do. The convenience of copies of your GTA Vice City User File You can save your achievements--Stats--for a number of efforts at the game in a number of save game slots at the same time. It's also good to know your whole set of save game statistics are saved in My Documents in "GTA Vice City User Files." A very useful gimmick to know is that you can keep multiple copies of it there (I'd right-click the folders and rename them "Backup of...." or such). Here are a couple of important uses for a copy: 1. If, for whatever reason, you need to reinstall the game, you don't have to lose your accomplishments. When you uninstall, it doesn't uninstall the User Files, Skins file, or MP3 file, which it leaves for you to uninstall manually. So the old User File may serve the new install and not be replaced by a new one--I'm not sure, considering the glitches that can happen. To be sure you keep your old statistics, I'd let the new installation create a new User File by playing the game a little, delete the new User File it creates in My Documents, then rename "Backup of...." by taking "Backup of...." off the name. It may not be neccesary to go through that, but it makes me feel a little more confident that it will work. 2. You can save one or more backup copies with parts of the game already done on them. For example, one copy I have has 100% completion in one save game slot and all the side missions done on another. This way, I can use it to play around Vice City with all the benefits that come with 100% completion, or just play the main story missions. Another way you could do it is to create a User File copy that just has your least favorite side missions, and the missions that give Tommy extra abilities, done on it. For example, I particularly dislike the PC version of RC Bandit (unless using Demarest's mod of it), and the Paramedic mission can be long and tedious to do over and over, too. You might use the modification ideas of section I.100.D.e for the Ambulance, Firetruck, and Pizza Boy, and Demarest's modification idea for the RC Bandit given at I.30, then do the missions for them, get all 100 hidden packages, save the game, and copy the save file. You'll always have the choice to play the game with all those missions over with and all the abilities and weapons that come from them to enjoy everything else about the game with. To afford yourself even more such choices, you could follow that by starting another game in another save slot and finishing whatever missions you like the least of the middle of the game ("The Driver" or whatever the case is for you). Make a copy of the User File, etc. Rename the copy with two save slots occupied with something at the beginning like "Copy 1 HPs 2 Driver..." or such which you can remove if you want to use it. Before you use the copy to have everything else about the game to play with, make another copy of it so you have a spare to use that way later. Some advice about saving the game When you save your game at one of those pink cassette icons, make sure you have your full armor (saving and loading the game restores full health), the weapons you'll need (each run through a weapon icon after the 1st adds to the ammo it has), and the vehicle(s) you'll need saved in your garage(s), so you're prepared for whatever you'll need the next time you load the game. You can't save during a mission--the cassette icons disappear until you either pass or fail it. Saving the game advances the game clock six hours. You can use this to prepare the time clock so it's a certain time at a convenient place when you load the game. This is handy for making multiple efforts at the Hyman Memorial Stadium, where the doors are open between 20:00 (8 pm) and midnight, for example. Health points made with a prostitute beyond the normal maximum are lost when you save and load the game, which helps keep them in business. Saving the game restores all weapon icons, which can be handy in stocking up on ammunition without doing a lot of traveling between game saving places. You can get rid of a wanted level by saving a game, returning to the game, then loading the last game; I try to do it without saving that, though. Don't save your game at Cherry Poppers after you buy it. There was a glitch on PS2 that caused that to corrupt your Stats and ability to achieve 100% completion, and some say it's true for their PC version, too. Don't jump on a bike as you save for the same reason (thanks to the spaceeinstein web site for the cycle tip). Try to slowly approach the save game cassette at the Hyman Condo from the east so you don't open the big garage door, or so you save just as it closes. Saving while it's open can cause vehicles inside it to disappear, especially if it's full. It has been known to eat cars, so it's a lot less risky to put any special vehicles, especially the "EP" Admiral, somewhere else. If you use it for a tank or such, just be careful. You can also fit a tank in the garage at the mansion or one of the ones at Sunshine Autos instead. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.6 Options These are just my personal suggestions (besides having a clean work area and turning the lights out to bring out the hues on the screen): Display Setup: Draw Distance: I like it to be set to the right. Draw Distance determines how near or far things like vehicles and pedestrians will be drawn in--will be loaded up by the graphics. If your combination of computer stuff is strong enough to allow it without a stuttering frame rate or other glitches, I'd set it as far right as you can. Besides being fascinating to look at for me, there are gaming advantages. You don't want to be surprised by a policeman spawning right beside Tommy when he's gotten a wanted rating (that may happen enough with a full draw distance), or have a telephone pole suddenly appear in front of his speeding PCJ 600--that's no fun. Frame Limiter: On. This is the default position. If you turn it off, you better know how to adjust your refresh rate and such or you'll have graphics that take too long to load (more smacking into invisible things with the PCJ 600, then having them appear). Subtitles: On. Sometimes, it helps me tell what the characters are saying. Wide Screen: Off, because it cuts out parts of the picture when on. Radar Mode: Maps and Blips. The radar in the lower left corner of the screen shows the streets, colored dots representing your targets, and save places, etc. I don't care about dumb generalizations about men not using maps--give me a map. HUD mode: On. The Heads Up Display in the upper right corner of the screen shows your current armor, health, and wanted rating and amount of money earned. Controller Setup: Standard Controls (optimized for PC keyboard and mouse), not Classic. Redefine Controls: change Run to Left Shift (press Backspace twice then Left Shift). I use W,S,A, and D a lot, so unless you have a foot-long thumb, the default key, Right Shift, is too far away from them. Mouse Settings: Mouse Controlled Steering: On. Player Skin Setup: you can choose which look you want for Tommy (I.100.C). You can start a new game or load a saved game at the start or by pressing Esc during the game to pause it and go to that menu. During the game, press Esc to pause the game and see more options. Start New Game: you can start a new game from the very beginning, load a game to go back to the start of your current effort or the end of one of the others you saved, or delete a game effort you're not crazy about. Map: you've got a map of the town that also shows your location and properties (pink cassette icons), Pay 'n' Sprays (remember, you can pause during hectic situations to see where they are, too), Ammu-Nations, and Tool Stores. Dots that show your intended destinations on your radar will appear on the map, too. (For example, you can pause the pizza mission to look at the map and see where the customers are to plan a fast route.) Use the mouse wheel to zoom in and out. Brief: the most recent main story dialogue, instructions, or certain achievements. and: &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.7 Stats Including how long a day in the game really is, what Wanted Stars Attained and Evaded is about (and why times of stress are the worst times to shop for clothes), whose heads are tallied for Head Shots, why you shouldn't worry about Daily Police Spending or your percentage of Accuracy for Bullets Fired/Bullets That Hit, who the Gang members and Criminals are, the difference between Unique and Insane Jumps, the ratings given for Flight hours, and the CRiminal Ratings and Highest media attention levels (and the easiest ways to raise them). You can use your mouse scroller to make the Stats roll up or down and speed them up a little. The statistics are your achievements, including: Days Passed in Game: the clock in the upper right corner of the screen counts one hour in 65 sec., so it counts a day in 26 minutes. Mission attempts: it just gives the number of attempts, not of failures or the percent that were successful. Wanted Stars Attained and Evaded: I did a little testing to figure out a little bit about what the Stats make of the different ways you can get rid of wanted stars. Ultimately, it looks like a glitch or two has gummed up the works. 1st, the basic rules any experienced Vice City player knows: Each bribe icon gets rid of one wanted star, a clothes icon (locations: I.9.C--Morphing) can only be used to get rid of a maximum of two, or two remaining, wanted stars (not two of a higher number), and a Pay 'n' Spray gets rid of any number of wanted stars. Most, not all, completions of missions (successful or unsuccessful) get rid of wanted stars. Getting busted, wasted, or saving a game then reloading it, gets rid of wanted stars. This is what the Stats make of your choices: At one star, running till the star disappears, running through a bribe, using a clothes icon, or using a Pay 'n' Spray--causes you to get one wanted point Attained and one Evaded. At two or more stars, using bribes, or using a bribe or bribes and running one off, or using a bribe or bribes and a clothes icon for one star, causes you to get one star Attained and one Evaded. Another simple thing about it is that any number of wanted stars removed with a Pay 'n' Spray causes that many points to be added to Attained and Evaded (three wanted stars removed--three Attained and three Evaded, etc.). But whereas using a clothes icon to get rid of one wanted star gives you one star Attained and one Evaded, the use of a clothes icon to get rid of two, or the remaining two, wanted stars causes you to get two points for Attained and no points for Evaded (?!). (I suspect a glitch there.) Completing a mission, successfully or unsuccessfully, in most cases makes your wanted rating go away without using any of the methods available to get rid of it, but adds that many stars to Attained and none to Evaded. Unfortunately, this seems unavoidable with rampages and some other missions. Getting busted, wasted, or saving then reloading a game to get rid of wanted stars, adds that many stars to Attained but none to Evaded. In terms of gameplay, I'm not sure what meaning is meant by some of the differences found there, except to assume it would normally be better to try to keep the number of points Attained from getting bigger than the number Evaded. It would show Tommy is better at getting away with whatever crimes if he Evades all that he Attains. Since the Stats don't allow that possibility, then the next best thing would be to try to keep Attained from getting too much bigger than Evaded. If you try to understand it all as the game rewarding you for creating your Attained verses Evaded record with that to guide you, it gets puzzling, anyway: It's easy to figure that the game rewards you for not getting busted, wasted, or saving the game with wanted stars then reloading it. Less clear is what to make of how it also rewards you differently for handling two or more wanted stars by using bribes, a bribe or bribes and running one star off, or a bribe or bribes and using a clothes icon for one star, instead of using a Pay 'n' Spray. Again, all but the Pay 'n' Spray give you one star Attained and one Evaded, but using a Pay 'n' Spray gives you an identical pair of bigger numbers for both Attained and Evaded. One possiblity is that you're being rewarded for using one of the 1st choices because they show more effort and accomplishment than by using a Pay 'n' Spray--you had less Attained you had to Evade. Instead, it may mean that you're being rewarded for using a Pay 'n' Spray--a disguise--without giving bribes to the police, which carries the risk of being turned in to the authorities by an informant--you Evaded an equal and bigger number Attained. Supporting that theory, using a Pay 'n' Spray in those situations is the best way to add points to your CRiminal Rating (described below). Against that theory, using a clothes icon for two stars is to use a disguise and not a bribe, too, yet the game punishes you for using a clothes icon for two stars. And it rewards you for getting rid of a wanted rating before the mission is over when it's possible, but the game often makes that impossible, as for rampages. If the game is going to make it convenient for us by automatically getting rid of wanted stars by ending certain missions, it should add an equal amount to Attained and Evaded for those missions and let us create a record for Attained and Evaded with those missions it's possible to be responsible about that with. I think the current arrangement is a glitch or just carelessness. The reason you're rewarded for using a clothes icon for one wanted star but punished for using a clothes icon for two wanted stars is.... Sometimes you need to say "I don't know" when that's the honest thing to say. Is it punishment for trying to use the Clark Kent glasses method of trying to be incognito when the heat is turned up? I don't know. Safehouse visits: the number of times you save the game. Among things I never save are Times Busted, Hospital Visits (if Tommy is wasted, he's taken to a hospital to continue in the game), Fishes Fed (drownings; it adds to Hospital Visits), active wanted stars, or mission failures (except RC Van missions, since it's convenient to blow up the RC toy and try again, which saves time and minimizes any time spent frustrated). P.S. for Fishes Fed: you might wonder why so many people hang out at the beach or have swimming pools, since nobody in town seems to know how to swim. The Vice City Tourist Guide, p.10, suggests that nobody survives the water due to shark attacks. This could be why the Reefer looks like Quint's shark hunting boat in "Jaws," and Steve Scott (Dennis Hopper) has his variations on Steven Spielberg's concerns about them. (His shark prop is the same as the shark in the waters around Vice City.) Number of Head Shots: the ones made by Tommy with other people's heads, fortunately. Daily police spending: it refers to how much the police spend a day, which I don't think Tommy can increase with greater destruction. I think it's random. The last couple of times I started this game, it was $75,354 one time and $30,000-something another, before Tommy had done anything to influence how much they spend. I had Tommy go on a 24 hour (game time) rampage with the Rhino, and it went from $81,740 down to $20,435. Least favorite gang: the gangs are: Cubans: wear white t-shirts with a red and black splotch on the front and red headbands, or light yellow jerseys with gray sleeves and black fedoras with red hat bands, drive the Cuban Hermes car (and the Cuban Jetmax boat), live in Little Havana, and are led by Umberto Robina. Haitians: wear dark blue jerseys that have "RELAX" in white letters on the front with white baseball cap-type caps with dark blue brims, or light purple sleeveless t-shirts with a purple and white splotch on the front with blue headbands, drive the Voodoo lowrider car with four hydraulic jump directions and two suspension levels, live in Little Haiti, and are led by Auntie Poulet. Streetwannabe's wear blue jean vests with either a shark or a dragon or paisley splotch on the back, drive the Gang Burrito van which may have either a white or brown-faced Teddy Bear in front of the grill or over the windshield, and live on Prawn Island and are found there and in and around North Point Mall. (Note: owing to more glitches with the Stat section, killing the soldiers at VICE CITY AIR RESERVE Fort Baxter--not the soldiers you deal with elsewhere--is counted as Gang members wasted and they're categorized as Streetwannabe's. When you have Tommy kill Mafia criminals in "Cap the Collector" and "Keep Your Friends Close," they're not counted as Criminals wasted for either mission but they're counted as Gang members wasted for "Keep Your Friends Close." Sonny and Lance aren't counted as either one.) (Thanks to the spaceeinstein site for calling the glitch about soldiers to my attention.) Diaz's gang: wears pale blue pants, dark cranberry red shirts with white flowers, and mustaches, or white pants and red-violet jerseys with horizontal gray pinstripes, are aggressive, which you may find out during rampages, are found at the mansion on Starfish Island up to and including "Rub Out," and are led by Ricardo Diaz. Security Guards: wear dark gray-blue uniforms and caps--the shirts have "PATROL INVESTMENT GROUP" in white letters on the back, drive the Baggage Handler in and around the airport, are found around the airport, North Point Mall, Prawn Island, Starfish Island, and the metal detector at Leaf Links golf course, and are led by whoever will hire them and crazed inner workings. Bikers: wear "Duffy the bum" blue jeans, black leather jackets, tattoos, beards and mustaches, are fat and docile despite Mitch Baker's claims of fierceness, drive Angels, are found around Mitch Baker's Biker Bar, and are led by Mitch Baker. Golfers: the male is fat with brown hair, bald on top, wears a mustache, green, white, and gold plaid shorts, a lavender shirt, pink socks, and black and white saddle shoes, the female is thin with gray and white hair pulled back in a ponytail, wears a white blouse, lavender shorts, and white athletic shoes with lavender stripes, drive Caddys, and are found in and around Leaf Links. (There is a the 3rd Golfer, the young dirty blonde male that wears blue pants, a lavender shirt, and saddle shoes, but it doesn't count for the statistic if you have Tommy shoot him in public or when Tommy kills him for "Four Iron"--I.38.) The Vercetti gang: wears white pants and purple shirts with dark gray pinstripes or dark blue pants, a dark olive green shirt with olive green and white flowers, and a reddish-brown mustache and a beard, are found at the mansion on Starfish Island after "Rub Out" and at various Vercetti asset properties after Tommy owns them, and are led by Tommy Vercetti. In all the gangs, some or all of the members carry Pistols except the Golfers carry Golf Clubs and the Vercetti gang, after "Keep Your Friends Close," carry Uz-I submachine guns. (The soldiers at Fort Baxter carry M4 rifles, and the ones who appear otherwise, for six wanted stars, carry MPs.) (Thanks again to the spaceeinstein web site for the weaponry information. I hope he's not in line behind Rusk asking for royalties; I'm guarding the money I make from this entertainment extravaganza furiously.) Criminals wasted: includes criminals killed in the vigilante mission and these pedestrians (using their models\gta3.img names; "cr" stands for "criminal" and "pi" stands for "pimp"): wmycr: young white male, light brown hair, a trace of a mustache, black t- shirt, brown leather jacket, blue jeans, and black shoes. bmycr: young black male, mustache, white t-shirt, black leather jacket, blue jeans, and white tennis shoes. wmypi: young white male, black hair, a mustache connected to his sideburns, bold dark red and black clothes and hat, and black slippers. There's a glitch right after doing the Vigilante mission that mixes up your numbers for Criminals wasted and Criminals killed on Vigilante Mission. They become: Criminals wasted: actually, only those killed in the vigilante mission. Criminals killed on Vigilante Mission: actually, the number you killed in the vigilante mission plus the number you killed otherwise before. After the glitch messes up the numbers this way so neither one represents what it's supposed to, the number of criminals you kill outside of the Vigilante mission is added to Criminals wasted. Kgs. of explosives used: 1 kilogram = 2.20462 pounds. Bullets Fired/Bullets That Hit refers to all those shot in the game, so don't worry that you have to get your Accuracy percentage higher if it's low. I'd be glad it's low since many of those bullets are shot at Tommy. Don't have someone walk in your room and ask why you're spending a half hour shooting a machine gun at a blown-up van (a gimmick that works to make the percentage higher). Unique Jumps, Insane Jumps and Insane Stunts: Unique Jumps are 36 jumps you need to do for 100% completion. Insane Jumps, which can coincide with them, are measured in distance, height, flips, and rotation; a big score in one category is an Insane Stunt, in two is a Double Insane Stunt, etc. (though I've never heard of anyone getting a Quadruple Insane in this or "III" though it's listed in TEXT\american.gxt; I guess it's another glitch). The "GTA III" "perfect" insane award for landing on all four-wheels isn't used in "Vice City." Various things are measured in meters. A meter is 39.3696 inches, 3.28084 feet, or 1.09361 yards. Best Percentage of hits for Shooter: your best percentage of hits for "The Shootist" and, if you score over 45 points, "Rifle Range," whichever is higher. Sprayings: the number of uses of a Pay 'n' Spray or spray 'n' go to get a land vehicle or checkpoint chopper (or whatever else you go to the trouble to shove in there) a paint job. Once Tommy has $100, the cost of the use of the place for a repair or to remove a wanted rating, he always get a free paint job in one whether he uses it for one of those other things or not. It won't work with a police or military vehicle--if you try, you'll get a message saying the people that run the place don't handle anything that hot. Flight hours: the number of hours you fly the Skimmer, which is available behind the film studio after the "Dildo Dodo" mission. I think the timer for this counts in real time, or at least a lot more like it than the regular clock for the game. So going up the ranks, which is based on time spent flying, can take a while. There's a glitch that makes you an "Ace" most of the time. But you're supposed to be able to go from no rating up though 19 titles like "Flyboy," "Biggs," "Red Baron," and "Maverick" and such up to "Ace." Flyboy is a slang word for a member of the air force, and, even more generally, an aircraft pilot. Aircraftman is the lowest rank in the RAF; Aircraftmen are known in British slang as erks. Pilot Officer in the Royal Air Force is like the rank of 2nd Lieutenant in the United States Air Force. A Corporal in the RAF is like a Senior Airman in the USAF. A Lieutenant, or Flight Lieutenant, in the RAF is like a Captain in the USAF. A Sargeant in the RAF is like a Staff or Technical Sargeant in the USAF. A Captain, or Group Captain, in the RAF is like a Colonel in the USAF. In "Star Wars," 1977, Garrick Hagon plays Red Three, Biggs, and Denis (as "Dennis") Lawson plays Red Two, Wedge Antilles (also in Episode V, "The Empire Strikes Back," 1980, and Episode VI, "Return of the Jedi," 1983), who are pilots who help Luke Skywalker, played by Mark Hamill. destroy a huge space station called the Death Star. According to cjshoup of the forums at the toonzone.net web site, there are characters named Biggs and Wedge in versions VI, 1994, VII, 1997, VIII, 1999, and X, 2001, of the "Final Fantasy" games, too. The Red Baron, before he was a character fought by Snoopy from the dog house he pretended was a Sopwith Camel in the late Charles Schultz' cartoon strip "Peanuts," was a famous WW I German fighter pilot named Manfred von Richthofen. At a time when 20 victories garnered the Blue Max award, he had 80. Most of his biplanes were partly red, as then became the case with the other planes in his squadron starting in 1917, but he's usually identified with the entirely red Fokker Dr.1 triplane he flew at the end of his career. He died when he was shot (possibly from the ground or a British plane chasing him) chasing a British Sopwith Camel over France. Thanks to the web site http://www.briggsenterprises.com/bluemax/ As the FAQ by Aggrosk8er at the Gamefaqs web site notes, some of the names come from the movie "Top Gun." Thanks to him and his FAQ for all the titles and points required for them. In "Top Gun," 1986, Tom Cruise plays Lt. Pete "Maverick" Mitchell, Val Kilmer plays Lt. Tom "Iceman" Kazanski, Michael Ironside plays Lt. Cmdr. Rick "Jester" Heather, Tom Skerritt plays Cmdr. Mike "Viper" Metcalf, and Anthony Edwards plays Lt. Nick "Goose" Bradshaw, at a Navy flight school given the nickname "Top Gun." "Chappy" is taken from the "Iron Eagles" movies I, 1986, through IV, 1995, starring Lou Gossett, Jr., as Colonel Charles "Chappy" Sinclair. A special mention should be made of Poland's young Andrew Noops n Gleh, who used to frequent the ign.com message boards. From what seems most reliable from looking at various web pages, he flew the GTA "III" Dodo for 176,488 seconds and was awarded by Rockstar with a special flight rating in "Vice City." Air Chief Marshal is the highest rank in the RAF (Marshal of the Royal Air Force was discontinued in the peace time of the 1990's) and is like a General in the USAF (General of the Air Force used during war time). thanks to these web sites for the comparison of RAF and USAF ranks: http://en.wikipedia.org/wiki/Aircraftman http://en.wikipedia.org/wiki/Comparative_military_ranks http://en.wikipedia.org/wiki/Comparative_military_ranks#British.2C_US.2C_and_ Canadian_officer_ranks Ace is a more general term for a particularly skilled person, in this case an aircraft pilot. 0:00 to 0:04 No Rating 0:05 to 0:09 Flyboy 0:10 to 0:19 Aircraftman 0:20 to 0:29 Pilot Officer 0:30 to 0:59 Corporal 1:00 to 1:29 Lieutenant 1:30 to 1:59 Sergeant 2:00 to 2:29 Captain 2:30 to 2:99 Biggs 3:00 to 3:29 Wedge 3:30 to 3:59 Red Baron 4:00 to 4:29 Goose 4:30 to 4:59 Viper 5:00 to 5:59 Jester 6:00 to 6:59 Chappy 7:00 to 7:59 Iceman 8:00 to 8:59 Maverick 9:00 to 9:59 Noops 10:00 to 19:59 Air Chief Marshal 20:00 to 30:00 Ace Auto Repair and Painting Budget: costs created by Sprayings. CRiminal Rating and Highest media attention: CRiminal Rating: There are 52 titles in all. Negative numbers: The negative titles--"Total Liar," "Hacker" and such--are for using the vehicle spawning codes. Using one subtracts 1000 points. This is Grand Theft Auto, so you'll be severely chastised for not thefting an auto--"Grand"ly is optional. Positive numbers: Tommy gets various points anytime in the game for each mission accomplished: six points for "Trial by Dirt," forty points for "Guardian Angels," etc. The points for rampages, at least, are added after you save the game. He gets thirty points anytime in the game for each helicopter, Skimmer, or Dodo (the plane pulling a "Zombie Elvis Found" sign) destroyed. (The Dodo is only destroyed by a rocket from the Hunter, and the Dodo is also the only thing Tommy can destroy that he always gets both 30 CRiminal Rating points and a three star wanted level for destroying.) The more points he has, the higher he is on the organized crime ladder of success, which, apparently, hates the idea of anyone flying above all else in life--I didn't know that. Beyond that, my (sketchy) testing results for getting positive numbers show that Tommy can get various points depending on who or what he destroys and with what, and what he does about a wanted rating. And the results are "glitchy." This isn't to be mistaken for a thorough scientific test--I do have a life. There are about 100 vehicles, about 100 types of peds, 33 weapons with two modes of attack for the Fist/Melee slots, seven wanted levels including none, a handful of ways to handle it, and police spawn randomly at the lowest wanted level. By the time I was through testing, you'd be playing "Grand Theft Auto: Pittsburgh." And maybe you will--is that Fort Pitt Beer I see advertised on the wall of Mitch Bakers Biker Bar, or is it Fort Pizz? Is that "Pittsburgh radio" someone on the Wildstyle radio station says through a vocoder, I think (the thing used on the vocals for Cher's "Believe" or anything by Britney Spears)? It might be another clue.... Destroying boats with a Minigun, he got anything from 0 to 4 points for each--once, he even had three points subtracted, for some weird reason. Destroying land vehicles not used by law enforcers created no points for a Faggio, one point for a PCJ 600, and several points for an SUV, etc. Tommy got nine points for destroying a police car and a policeman with a grenade, six points for killing an old lady shopper with a Chainsaw but only one point for killing an old lady shopper with a shotgun, and no points for killing most examples of the beach or business people, and never got any points for killing tramps or leather jacket criminals, etc. The Minigun, Rocket Launcher, and Uz-1 or MP submachine gun worked more often to create points than the .357 handgun, S.P.A.S. 12 shotgun, or the .308 sniper rifle in the time I tested them, and the Minigun and Rocket Launcher are more powerful than a submachine gun at doing that faster. The Hunter rockets created a wanted level faster than the Hunter machine gun. Using a clothes icon, or using a bribe and running a star off, for two stars added no points, but using a Pay 'n' Spray for two stars added various amounts. Ordinarily, the easiest way to get the most CRiminal Rating points was to have Tommy kill law enforcers, destroy their vehicles, notably helicopters, and anyone and any other vehicle handy while he does, with the Minigun, Rocket Launcher, or Hunter rockets, then use a Pay 'n' Spray. (Don't try this at home and end up on World's Most Stupid Criminals--don't even think of it.) Also, if you use the "bigbang" code and blow up any of the vehicles the game counts, the rating actually goes up. "aspirine" does nothing to the rating at all. Ironically, using the code "leavemealone" to remove wanted stars doesn't hurt Tommy's CRiminal Rating (but it adds that many stars to Wanted Stars Attained and none to Evaded). The positive titles are spaced farther apart as the numbers get bigger. If you want to get the title of Capo, it's productive to achieve at least part of that by doing the Vigilante mission "Brown Thunder" and by trying to attain the "Stuff of Legends" Media attention level by going on unofficial rampages, which are mostly matters of destroying law enforcers and their vehicles. After the rampage, use a vehicle from a Sunshine Autos garage in the nearby spray 'n' go. The fastest way to make the big jump from Capo to Godfather, which is the highest rating, is to use the "bigbang" code for a multi-helicopter destruction rampage, a method provided by the "Criminal Rating/Media/Money FAQ" by Zarathustra at the Gamegaqs web site. Use the Hunter for the Vigilante mission "Brown Thunder" and go to level 400 or so and max out your cash, if you want to do something productive with the game on the way up the ratings. (Go nuts for your Highest media attention level, too.) You'll make Capo--200,000 points. Only "Boss," "Kingpin," and "Don" stand in your way. Then put four Checkpoint Choppers in the big garage of the Hyman Condo. They slide in real easy if you push them in from the front. Put three Mavericks on the roof by flying the one on the helipad a few blocks S, returning to find another one spawned there, and repeating that a couple of times. Stand Tommy on the roof in the marked off section shown below: |---------------------| | | | | | | | |---------| | | |--| | | |__|__| |_____| Since the game is judging Tommy's position horizontally, not vertically, you can hear the big garage door open when he enters this section. With seven helicopters in the game, 210 points, keep typing "bigbang" over and over. For some reason, they keep blowing up after they've already blown up. (Faster still is to download a trainer with a "blow up all cars"--and helicopters--key for your keyboard from any of a varety of Grand Theft Auto Vice City web sites. You'll have to use your search engine because I don't recommend one at the moment.) Then use a Pay 'n' Spray or spray 'n' go to get rid of whatever wanted rating you have. You might leave the "EP" Admiral in the eastmost little garage at the condo for that. below -6,000 Total Liar lies a lot. -6,000 to -4,001 Cheater breaks rules for personal gain. -4,000 to -2,001 Hacker intrudes illegally on your PC. -2,000 to -501 Embarrassment may bring shame to themself or to another by association; cafone; gavone. -500 to -1 Untrustworthy isn't dependably truthful. 0 to 19 Upstanding Citizen Why can't everybody be like me? 20 to 49 Nobody Special hasn't done anything especially good or bad. 50 to 74 Litterer a petty offender. 75 to 99 Shoplifter steals from stores. 100 to 119 Vandal destroys property and anything of value. 120 to 149 Do Boy a criminal errand boy? To "do" someone could be to swindle or murder them. 150 to 199 Pickpocket steals from your clothing. 200 to 240 Clepto a kleptomaniac: someone with a constant neurotic compulsion to steal for the sake of stealing itself regardless of any other need. 241 to 269 Snitch tells the truth about crime to authorities; see "rat." 270 to 299 Rat a crime family member who violates the Omerta--code of silence--by being an informer, a violation punishable by death. 300 to 334 Leece illiterate slang for "lice," so a general term for a worthless person, like "maggot"? 335 to 369 Scam Artist tells lies for money. 370 to 399 Trickster a deciever, cheat, or fraud. 400 to 449 Numbers Runner takes, relays, and may pay off bets for a bookmaker or numbers pool. 450 to 499 Hustler general--any con artist, pimp, etc., just in it for the money. 500 to 549 Bully a tough, intimidating, abusive person. 550 to 599 Riff-Raff a lowlife; a worthless person. 600 to 609 Scalawag an unprincipled person; a rascal. 610 to 649 Ruffian an especially abusive person. 650 to 699 Outlaw has a habit of illegal activities. 700 to 849 Thug a ruffian outlaw; a vicious criminal. 850 to 999 Drop Man a grown-up do boy, I guess; makes illegal deliveries/payments; ("drop" as in "kill"?). 1,000 to 1,004 SA Goon According to http://www.imdb.com/title/tt0314123/trivia, "SA Goon" (1000- 1004 points) refers to the humor web site somethingawful.com, and the "Front Page News" (a PS2 version paper found floating around town?) is a reference to the front page of Somethingawful. 1,005 to 1,299 Goon more general than SA Goon; a hired thug. (GTW note: I think "Jailbird" was supposed to go here since it's in the TEXT\american.gxt file; I guess it's another glitch) 1,300 to 1,499 Ex-Con ex-convict; did time/paid penalties. 1,500 to 1,699 Felon committed one or more felonies, grave crimes often punishable in the U.S. by more than a year imprisonment. 1,700 to 1,999 Bag Man an organized crime leader; a dishonest official that collects or distributes illegal payoff money; a conveyer of money; someone who handles large quantities of drugs. 2,000 to 2,099 Wiseguy organized crime muscle; a made man; indoctrinated member of the Cosa Nostra, whose members are of Italian- Sicilian ethnic origin, at times called the Mafia, which was Sicilian; a goodfella. 2,100 to 2,299 Wheelman a getaway driver. 2,300 to 2,499 Hired Muscle works in a menial way for a crime group for money; they may need to be tough. 2,500 to 2,749 Hatchetman a professional murderer. 2,750 to 2,999 Headhunter an assassin; a whore for cocaine. 3,000 to 3,499 Enforcer is violent and/or kills for his crime group leader; uses violence or murder, if needed, to ensure deals are carried through for a crime family; a headcrusher; a strongarm man. 3,500 to 3,999 Ronin Japanese (literally "wave man"--one who is tossed about by the sea), was originally, during the feudal period of Japan, 1185- 1868 AD, a samurai that no longer had a master. They were often looked down on since they were supposed to commit suicide if they lost their masters. They were fictionalized in movies, such as "The Seven Samuri," 1954 (which "The Magnificent Seven," 1960, is based on), to be mercenary soldiers, an idea which is transplanted to 20th century Europe for the 1998 movie "Ronin" starring Robert De Niro as Sam. In recent years, it's been used as slang in Japan to refer to students who failed their college exam, and was the codename of a famous multiplayer game hacker of the last few years who recently co-created a web site: EliteCoders.org. http://en.wikipedia.org/wiki/Ronin 4,000 to 4,999 Fixer sells narcotics to addicts; someone who makes dubious deals ("fixes" the outcome of a sports game, etc.) and gets them done. 5,000 to 7,499 Hitman kills for pay and/or for a crime boss. 7,500 to 9,999 Associate a member of a crime family who works with wiseguys but hasn't been sworn into the family yet or won't be because the member is non-Italian or non-Sicilian; someone who's connected. 10,000 to 19,999 Butcher a big-time hitman. 20,000 to 29,999 Cleaner a mob assassin. 30,000 to 39,999 Assassin a mob assassin. 40,000 to 49,999 Consigliere a counselor for an underboss or a don. 50,000 to 64,999 Made Man "has it made" in that they have organized crime job security for life and are entrusted with the rights that go with it; sworn into La Cosa Nostra; a wise guy. 65,000 to 79,999 Right-Hand Man a close associate of a crime boss. 80,000 to 99,999 Executioner it generally means a killer, but on this list it seems to refer to one of a high position or regard in the crime organization. 100,000 to 149,999 Lieutenant a crime boss. 150,000 to 199,999 Underboss 2nd to the Don, and handles more routine matters of running a crime family; a right arm. 200,000 to 299,999 Capo short for "capodecina"; A captain of an organized crime family; a boss; a skipper over a crew of soldiers. 300,000 to 300,000 Boss a crime leader of the rank of Lieutenant or higher. 300,000 to 499,999 Kingpin a major organized crime leader. 500,000 to 999,999 Don head of an organized crime family; gives permission to whack (kill) or make somebody; makes money from all family operations; usually born in Sicily. 1,000,000 and higher Godfather organized crime Chief Executive Officer; a top boss. For help with some of these terms, thanks to: Webster's New Universal Unabridged Dictionary, 1996. http://goodfellas.martin-scorsese.net/information/lingo.html http://metropolice.users1.50megs.com/slang.htm http://www.urbandictionary.com/ (see "made," etc.) www.weird-websites.com/justweird/Mafia.htm http://capo_wizeguy.tripod.com/mafiaonuri/id5.html http://www.geocities.com/Hollywood/Academy/4448/mobterm.html http://www.gang-busters.com/terms/html/terms.aspx http://www.hbo.com/sopranos/mobspeak/index.shtml I hope you didn't think I'd know all this stuff on my own. Given the quirky way the points accumulate, described before, and as long as it would take to get to a high score if you screw up and have to start over from your last save point, it would take a lot of work to go over all that unless you know some way to determine it in the file system. I'd normally try to double check anything I put in this walk-through, but as far as I know from any time I've checked on it, those are the reliable scores. Highest media attention: The other goal provided for wanton destruction, with credit given for safely getting rid of your wanted rating afterwards. There are 21 titles in all. I like to type in the code "chasestat" so I can watch the ratings reported like news bulletins in purple letters on the screen. You'll see from doing that just how the game awards points for the frequency, magnitude, and duration of destruction. The Stats will credit you with the highest title you've achieved. You can use "aspirine" for vehicle repair without interrupting your effort. Neither it nor "chasestat" will effect your CRiminal Rating or prompt the game to warn you not to save the game. I'd use the Rhino or the Hunter for this. See I.12, Wanted Ratings--For three stars and higher wanted ratings, for how to get rid of your high wanted rating when you're done. If using the Rhino, it's easiest to use one of the long N and S stretches of road on the SE side of either the east or west island. Make sure you give yourself a broad space to turn around on at either end of the loop you intend to drive on it, and try to avoid getting jammed anywhere. Try to ram into and shoot anything around. I recommend that you turn the cannon backwards. That helps propel Tommy out of jams and out-maneuver the Rhinos that ram his tank at six stars. The Rhino is otherwise slow to accelerate and you get less points if Tommy is busted. Your score is also based on the frequency of Tommy's destruction, and shooting backwards can make the Rhino go faster than you need it to. I've read the Rhino can withstand about 200 explosions before it's destroyed. If using the Hunter, you can get Tommy into aerial dogfights with the helicopters that attack. You can use Number Pad 6 to shoot up at them and try to get them as they approach, or wait till they're at Tommy's altitude. Remember that the normally non-solid police helicopter is a solid one when it fires at Tommy, and Tommy can be damaged by the explosion of it. You can swoop the Hunter down to get the law enforcers shooting at Tommy, too. 0 to 19 Ignored 20 to 49 Boring 50 to 74 Vaguely Interesting 75 to 99 Local Paper Page 7 100 to 149 Front Page of Local Paper 150 to 199 Vice Courier Page 2 200 to 249 Vice Courier Front Page 250 to 299 Local TV 3 AM 300 to 349 Local TV News 350 to 399 Local TV Live Coverage 400 to 499 UFA Today Page 12 500 to 599 UFA Today Page 4 600 to 699 Picture in UFA Today 700 to 799 National TV 4 AM 800 to 899 National TV News 900 to 999 National TV Live Coverage 1,000 to 1,199 International News 1,200 to 1,399 National Crisis 1,400 to 1,599 International Crisis 1,600 to 1,799 World Event 1,800 and higher Stuff of Legends "UFA Today" is most likely a variation of "USA Today." Thanks again to the "Criminal Rating/Media/Money FAQ" by Zarathustra for the Highest media attention level and CRiminal Rating scores: http://db.gamefaqs.com/console/ps2/file/grand_theft_auto_vice_city_ criminal.txt &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.8 Some distinctions between the PC and PS2 versions, and some distinctions between the PC Standard Controls with Mouse Controlled Steering and PC Classic Controls versions. The PS2 version comes out 1st, but the PC version has better graphics. Unlike PS2, you can upgrade the quality of your PC, and the basic PC system requirements (see I.4 PC Health) aren't very demanding by today's standards. On PC, you can drive a vehicle, including a motorcycle, into the mansion, so you can use the Street outfit (also the Frankie outfit after "Keep Your Friends Close," I.99) in the office to morph (I.9.C). In "Keep Your Friends Close," you can use a vehicle to run Sonny down or for a drive-by shooting. The method of using a PCJ 600 at Interglobal studios to get to the blocked off areas early works for the PS2 and PC versions (it and others are in section I.18) but not for Xbox. The PS2 and PC Classic Controls aren't as smooth and don't have the degree of range of motion of PC Standard Controls with Mouse Controlled Steering for having Tommy move, look around, or aim weapons, except when you bring up the scope for a few weapons, although you have Tommy stand still when you do. You can get more views of the front of Tommy with PS2 and PC Classic Controls, though, which I like for the variety. Generally, I like to see where I'm going, but a front view is good for screenshots sometimes. Unlike the keyboard and mouse setups of some games I've tried, the one used by GTA is tight and fluent. Notably, the Minigun isn't limited to side-to-side movement, and the M4 and M60 scopes don't jump around the screen when you fire, for PC Standard Controls with Mouse Controlled Steering, used for this guide, as in the PS2 or PC Classic Controls versions of the game. Their scopes remain steady and can be aimed smoothly in practically any direction. (You may move Tommy a bit to see something directly over his head.) The M4 has an optional scope created by pressing the Right Mouse Button, and it jiggles a bit when you fire, so just don't use it. I don't know why it's even given as an option. And Mouse Controlled Steering of the moving, revved-up, jumping fast Chainsaw attacks I describe in I.10 Weapons, and of Fist/Brass Knuckles movements between Minigun attacks (using the scroller on the mouse to alternate), makes them speedier and more useful attacks than with other controls. The PS2 and PC Classic Controls auto-aim feature for handguns, submachine guns, and shotguns is not used by the PC Standard Controls with Mouse Controlled Steering used for this guide. The PS2 auto-aim feature used to guide Tommy over a girder or such isn't used for either control setup for the PC version. Mouse Controlled Steering, the hand held camera effect that allows Tommy to move and look around smoothly like a human instead of like a robot and is used to guide four-wheel vehicles smoothly, is just used by the PC Standard Controls, not PC Classic Controls. While using Standard Controls with Mouse Controlled Steering, you can still use the keyboard if you want Tommy to dance the Robot at the Malibu. On PS2, the Hunter rockets have auto-aim. On PC, the Hunter machine gun has auto-aim. The various things Lawyer Ken Rosenberg says after Tommy gets busted ("My client wasn't even in town today, and you know it"), and Tommy's stretches and looks at his watch when you don't move him for a while, can be heard and seen in the PC Classic Controls version and are rarely heard or seen in the Standard Controls version. The view change on foot, used by PS2 and PC Classic Controls, isn't used by PC Standard Controls. If you use Standard Controls and press V while Tommy is on foot, it just makes a "blink" sound. On PC, you can press F1 for a 30 second (more or less) instant replay, F2 to save your last replay, and F3 to play back your last saved replay. The replays come in a variety of camera angles, and you can get an angle you can control with the mouse by moving the mouse. All kinds of things take on an added dimension of seeming like scenes from a movie when seen this way, including stunt jumps and fire trails from a burning PCJ 600 or Cuban Hermes. Bumping the mouse helps you see a stunt from a view you prefer, and the view is flexible enough to allow the only way I know to use the old top down view in "Vice City," such as while flying. On PC, you can put MP3s and wav files, or shortcuts for them, in the MP3 folder of the game and have your own radio station (I.100.E Music, MP3s and wav files, How to save hard disk space with shortcuts, MP3 volume boost, and Shareaza). (Also see I.15 Radio.) On PC, you can use mods of a great variety of different vehicles, buildings, pedestrians, stunt parks, etc.--even change Vice City into an updated Liberty City with motorcycles and helicopters. See I.100 through I.100.D.g for a small sampling of the possibilities, some of which are found in places throughout the text. The three PS2 Super Jumps, performed at Phil's Place behind the crack of the entrance door, on a diving board by the east island beach, or at the light house, don't work for PC. The explanation I read is that super jumps cause whatever that directs the behavior of PS2 pixels to direct them some way it shouldn't, and when the game corrects itself, Tommy can go flying across the sky. This began with having PS2 Banshees smacked by the El train in "GTA III." A good site for it is: http://www.mygtastuff.pwp.blueyonder.co.uk However, yOman69 saves the day with a way to do a genuine "PCJ 600 ceiling fan for the sky" super jump for PC (I.9.C). On PC, A transaction with a prostitute will always give Tommy health 25 points higher than the usual maximum, not 25 points lower after the pizza mission as on PS2. (The usual maximum starts out at 100, succeeding at the pizza mission puts it at 150, and getting 100% completion puts it at 200.) Apparently, this is particular to the PC version. This is useful before hazardous missions to increase Tommy's durability, but the extra 25 points are not preserved if you save then reload the game. On PC, Hilary's Sabre Turbo in "The Driver" isn't bullet-proof as it is for PS2. When I jack a vehicle with a passenger and end up with a hostage on PC, the hostage doesn't constantly scream as in a PS2 example given in Rusk's guide. I did get something similarly funny when I failed to jack an Ambulance, on the passenger side, that was driving into a corner: repeatedly, Tommy would enter and get right out, then the driver would quickly exit, scream one of several different ways, and get back in! The PS2 Vice Point Langer hotel, for some reason, is instead called "ST HOTEL" along the top and "WK CHARIOT HOTEL" over the front doors in the PC version. (My guess would be it's similar to the name changes for weapons and cars--because there's already a place out there called Langer, although I've never heard of it. Maybe it's an inside reference to the name of a friend or co-worker of someone at Rockstar North they changed their mind about--I don't know.) It's across the street and east of the Malibu Club parking lot. (See I.3 for the "GTA III" connections, and I.13 and I.9.G for the Odds and Ends and Ghost World distinctions it has.) On PC, there isn't the extra exchange of dialogue, reported in the Game Script FAQ at Gamefaqs, between Tommy and Lance about the Pole Position Club while you drive Lance to the Ocean View at the end of "Back Alley Brawl." Rusk tells me he hasn't heard it on PS2, either. If it's just in one version, I know it isn't the original PC one. On PC, not PS2: the Cousin Ed (Iron Maiden)-type "Jock Star" posters are used at the Rock City store Downtown; the Enforcer is in the lot by the Vice Point police station (the station to the N of the two on the east island); the Securicar (I.9.B) can be found by El Banco Corrupto Grande; the Love Fist limo shows up in front of the VROCK place after doing the Love Fist missions; and the "Vice" Cheetah is behind the Little Havana police station. On PC, there's also a Bus in the lot near the dead end of the road that goes down the middle of the S end of the west island. (It looks like an old school bus--it won't pick up passengers at bus stops.) It's by the door to a big hanger over water where there are two of the gas pumps you can shoot and blow up. In the PC version, there isn't a sign calling the place "Seaplanes Tours," as Rusk's walk-through and the Brady guide call it. The Admiral sometimes shows up instead of the Stretch at the mansion. On PC, you only need to drive the Admiral about a block way, not far away, and ditch it to make the Stretch appear at the mansion. In the Xbox version, all the Washington cars on the street are white. In the PC and PS2 versions, they come in in a variety of colors. You can't get a PC FBI Rancher serviced by a Pay N' Spray as on PS2. Whenever I try the PS2 gimmick of running from an FBI Rancher and turning back to find the FBI agents gone and the FBI Rancher there for the taking, the FBI Rancher is gone but the damn agents are still there shooting. (If I wanted one, I'd probably have Tommy throw a Molotov at one in the Hyman Condo alley.) I haven't gotten the same gimmick to work for a PC "Vice" Cheetah, either. But there's always one behind the Little Havana police station. (See I.25 for more about both vehicles.) The PS2 gimmick of blocking the pier with a Firetruck so the French men can't enter it in "All Hands on Deck" doesn't work in the PC version--the truck disappears during the cut scene. (Just have Tommy use the Minigun and don't worry.) The PS2 gimmick of having Tommy drive the Dinghy upside down won't work on PC--Tommy will just drown if you try it. In the absurdist GTA world of the bad people of all types (I guess it's partly to give you an excuse to use that ammo dump of video game weaponry available), the soldiers at Fort Baxter hate civilians and may shoot Tommy on sight if he walks, drives, or flies near the base. On PC, they may do this when you have Tommy try Rampage 34 to the east of it, although, when that happened, I just had him drive a bit to the east and it stopped. (Once the police uniform is available, after "Cop Land," and you have Tommy wear it, they won't shoot him on sight, allowing him to walk freely around Fort Baxter. Otherwise, I generally have him keep a distance from it, and have him jack a Rhino or a Hunter from it quickly.) I wonder if this has anything to do with the glitch, reported in I.7 Stats, that has the game consider the soldiers at the base a gang. On PC and newer PS2 versions: Rampage 1, on the roofless shack in the S ocean, doesn't naturally tend to produce enough targets where you activate it; there are a few ways around that at I.32; a variety of the weapons have been given fictional names; and the Lionel Ritchie song "Running with the Night" has been removed from Flash FM. Also, the tear gas cannisters, behind the police station S of the Malibu Club, are replaced with Grenades on PC and the newer PS2 versions. On PC, the tear gas was replaced because Rockstar got complaints that using it caused game slow-downs, even on better computers. I've read that the tear gas has been improved and brought back for "San Andreas" for PS2. In the PC and Xbox versions, you get three bodyguards at the mansion for 100% completion of the game. In the PC version, there are no special sidewalk collision problems like there are on PS2, just the regular collision problems. To recap some PS2/PC differences for those keeping score on the home game: PS2 comes out 1st, Hilary's Sabre Turbo is bullet-proof, you can use an FBI Rancher in a Pay 'n' Spray, block the pier in "All Hands on Deck," drive a Dinghy upside-down, the Hunter rockets have auto-aim, the prostitutes are good for Tommy's health until he delivers pizza, and you have a Vice Point Langer hotel. PC comes out later (when they've had time to make it better), has better graphics and the ability to improve the machine you play it on to make them better yet, instant replay, allows you to install MP3 and wav files and shortcuts for them, allows you to install mods (including the ability for anyone to modify the data\handling.cfg file for The Driver, RC Bandit, etc., to make them easier), you use a different super jump, a variety of vehicles can be dependably found in certain locations, Tommy can drive into the mansion, he gets three bodyguards at the mansion with 100% completion of the game, he doesn't trip over the curb, the Hunter machine gun has auto-aim, the prostitutes are always good for Tommy's health, and you have a WK Chariot hotel. PS2 features auto-aim for the handguns, submachine guns, shotguns, and for walking on girders. PC Classic Controls feature auto-aim for the handguns, submachine guns, shotguns, but not for walking girders, and on PC Standard Controls with Mouse Controlled Steering (my favorite), without auto-aim, Tommy can look around and his weapons, notably the Minigun, can be freely aimed in practically any direction, cars and trucks can be steered smoothly, and Tommy moves like a human being instead of like a robot. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.9 Controls--basic information The Standard Controls with Mouse Controlled Steering/W, S, A, D format This guide was written using the controls given below. I guess I favored orienting things around the W, S, A, and D area over the directional arrows area to situate my controls more in the middle of other buttons I would need to use. But use the method you feel best about, and scratch out my choices and put in your own, if you want. The game accomodates the use of a game pad, too, but I like Mouse Controlled Steering the best, so I don't use mine. You could use a joystick, too, which some people prefer for flying the helicopters. But they're generally easy to fly without one. The VCN helicopter has the most oversteer of the ones Tommy can ride in, but you don't have to use it. There are two missions with a wobbly RC copter, but the Top Fun van one just records your time, you don't need to beat one or race anyone, and I hope the advice I offer for "Demolition Man" will let you beat the clock without denting your keypad cushion. I recommend Standard Controls. The alternative, Classic Controls, is designed to be a bit like PS2 controls. In the Standard Controls, designed for the PC version particularly, the distinctive aiming concern is to turn on Mouse Controlled Steering in the Options. Mouse Controlled Steering is the hand held camera effect, with the camera mainly kept behind Tommy's back, used for having Tommy (and you) look around and drive land vehicles except bikes. Tommy moves too much like a robot the Classic way for me, and I don't like how it restricts the camera so it isn't freely looking where Tommy is looking unless you press a key or have certain weapon scopes equipped. If this is like making an interactive movie, whoever saw a movie where anyone moves that way? If I did, I'd call the station and report a technical problem. Mouse Controlled Steering seems to make a beneficial difference in aiming four-wheel vehicles, since, for instance, I'm a lot newer to this than Rusk, so probably (undoubtedly?) less agile, yet beat his 30 sec. Cone Crazy time with 20 sec.. And it makes a difference in aiming weapons, too, since Standard Controls with Mouse Controlled Steering doesn't feature an M4 scope that jumps around the screen, or restricted side-to-side movement for the Minigun, he complains about for their PS2 counterparts. (I've read that the PS2 "San Andreas" changes that for the PS2 Minigun.) The use of the mouse-aimed Minigun is one area where "point and click" is a compliment, and not a complaint about the duller RPG games. It's not to say which setup is the one anyone else has to like better for all games--there is no such thing. But the GTA use of the keyboard and mouse setup improves the steering control of certain things, including a few driving or shooting things some people have a difficult time with. As mouse steering goes, the GTA version is particularly good at creating a tightly-controlled, fluid manipulation of those things. It does the same for your ability to immerse yourself in the game as a movie setting, and if ever there was a game that was more of an interactive movie-game than just another shoot them before they shoot you/who has the most technically demanding graphics-game, it's one of the latest GTA games. If someone has a PS2/Classic Controls setup, with auto-targeting for the .357, in mind, and tells the person controlling their Minigun with Mouse Controlled Steering to use the .357 for certain missions, they're inadvertantly telling them to take a knife to a gun fight. (Try blowing up everything and anything within draw distance in about the time it takes to point to them with a handgun.) Since different things are easier with different setups, and most walk-throughs I read weren't addressing the special concerns of the PC Standard Controls setup I use, I saw an area I know about where what I know might help someone if I translated the game for anyone else who might like to use that setup, too. And I recommend Mouse controlled Steering just because it's a good game that makes it fun to look around more freely. I'd mainly go to Classic Controls to try out the auto-aim for the handgun on pedestrians to hear some dialogue they only say when held up that way, hear the things Lawyer Ken Rosenberg says sometimes after Tommy gets busted, or use some different camera angles for screenshots. Some controls that are good to use on foot, while using any vehicle, or just anytime you're enjoying the show Enter....in most cases, when you repeat a mission that has an opening sequence and you want to skip the opening scene, press Enter (or Left or Right Shift). The exceptions are a few that begin with Tommy in a vehicle--press W. Esc....when you want to pause the game and go to the menus, press Esc. Also fun on foot or in or on any vehicle: F1....instant replay. It's supposed to be for 30 sec., but you get longer and shorter ones. It creates an enjoyable variety of camera shots that follow Tommy's recent actions. You can change the view by moving the mouse. Just bump the mouse and it switches, and you can keep moving it slowly so it doesn't switch back. A few drawbacks: The people that the game programs to follow Tommy, including into or onto vehicles, during missions (at least the people I tried this with, like Mercedes in "The Party" and the Vercetti gang henchmen with Uz-Is in "Bar Brawl") are invisible in replays. Sometimes fires and explosions are invisible in replays. The beach ball will hover over the spot it spawns in instead of being shown bouncing off Tommy's head. Too often the "camera" will take a close shot from Tommy's side just when you want to see a stunt or jump he did from farther away--this is when I'm most likely to bump and move the mouse to change the camera angle. A few bonuses: Turning the "camera" with the mouse lets you see details not viewable during the original shots. It causes the convertible roofs of Stallions and Mesa Grandes to appear and disappear. (The hookers only rock cars with roofs.) It has the same effect on the Teddy Bears of Gang Burrito vans. The exhausts of the Cuban Hermes make cool fire trails in replays, most impressively in replays of jumps. It pauses the tune on your radio so you don't have to miss any of it. F2....saves replay. F3....plays back last saved replay. See I.100.F for how to make screenshots. Going up without gaining altitude This is true when on foot or in any vehicle. The game judges Tommy's location on roof tops horizontally, not vertically, so reacts like he's inside a building when he's on the middle of the roof. This can cause attacking helicopters to fly away, and peds and police to talk and act like he's on ground level with them. It can also open the big garage door of the Hyman Condo while he's on a portion of the roof, which is helpful to know in using the multi-helicopter "bigbang" way to increase his CRiminal Rating to Godfather. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.9.A On Foot Controls Running (Hi)jacking vehicles except boats, Rhinos, and Hunters Harder punches and faster attacks with the Left Mouse Button Punching to work up an appetite, punching your neighbors to get to know them, and punching for a Good Citizen bonus LMB throwing, shooting, and taking photographs Aiming with the whole Mouse, not just part of it, and auto-aim Bouncing a beach ball off Tommy's head. When you go to the Malibu Club, walk Tommy up to a lady and play with W, S, A, D, Space Bar, and C (Crouch) to have Tommy dance with her. Standard Controls TURN ON MOUSE CONTROLLED STEERING! Don't make me come out there.... W....Forward (the general movement button--steer with the mouse) (Most of us call it "walk," but it's more of a trot.) S....Backward Mouse Controlled Steering....Turn Left A....Walk Sideways Left Mouse Controlled Steering....Turn Right D....Walk Sideways Right Note: you can also move the mouse to look up, down, or anywhere around. Left Shift (remap the control by pressing Backspace twice then Left Shift) added to W....Run Space Bar....Jump Left Mouse Button (LMB)....Attack, throw, shoot, and take photographs; you can also hold down W, then hold down the LMB as well, and Tommy prepares his Fist/Brass Knuckles or melee weapon to attack, then release the LMB when he's at the target for a more powerful attack; try attacks to the right, left, and behind, too. More on this below. Note: try different combinations of all of the above. Right Mouse Button (RMB)....bring up the scope of the Rocket Launcher or a sniper rifle, or the viewfinder of a camera, to enable it to shoot. (There's an optional scope for the M4 rifle which I don't recommend. There's no PS2- like target button for the RMB in Standard Controls, and you don't need it, either.) Z or Mouse Wheel up....Zoom in with the Sniper Rifle scope or Camera lens. X or Mouse Wheel down....Zoom out with the Sniper Rifle scope or Camera lens. F....Enter nearest vehicle or the one Tommy is pointed toward (if you change your mind about entering, press W, S, A, or D). Mouse Wheel up....Previous weapon Mouse Wheel down....Next weapon C....Crouch Caps Lock or Middle Mouse Button....Look Behind Tab....Have Tommy answer the ringing cell phone, buy property when standing in an available property icon, or change the weapon in a weapon slot when he's standing in the icon of a weapon of the same category. V....View change not available on foot; pressing these buttons on foot in the Classic Controls adjusts how far back from Tommy the camera is. For Standard Controls, which feature camera angles that take in a more comprehensive view, hitting them just makes a "Blink!" sound, like Tommy just had an idea. I guess you could use it for that, if you're a little more dramatically ambitious. Running Press W (forward) and Left Shift (make it Run in the Controls Options) and Tommy can run faster than any criminal or policeman that chases him. He can run faster than most of the traffic, too, which is handy for jacking a vehicle. He only has so much energy for that, then he trots again, so pulse Left Shift to prolong Tommy's running ability before you get the Infinite Run with the Paramedic mission. Pulsing Space Bar (Jump) can help speed him up before that, too, and running increases his endurance so he can run farther. But get the Infinite Run (I.22) as soon as possible so he can run indefinately. It can make the difference between not wanting to save the game because Tommy got busted, so having to do it all over again, and easily getting away from an arrest. It's very annoying to have him pull off a wild move, or be near a vehicle that's about to explode, and have him start trotting along like he's asking to be busted or killed. If you have Tommy run at oncoming traffic and jump before each vehicle, he may run over the hood and keep running or dive to the side. When Tommy runs, he can shove and move vehicles of any size because he's a mighty, mighty man. One of the most important innovations for the lead character of "Vice City" compared to the one for "III," besides that he can talk, is that when he's in a hurry to get something done, he won't pause to do that "Eek, it's a mouse" deal with his arms up, staggering backward, that could be so annoying in "III" in a tight spot. (Hi)jacking vehicles except boats, Rhinos, and Hunters Normally, to jack a vehicle, send Tommy toward it then press F, and he'll yank the driver out or give a biker an elbow to the head or a kick, probably scare out any others, and take it. If the land vehicle is moving, standing or parking in front of it will probably stop all but the aggressive drivers (getting run over is uncommon except during high wanted ratings or "Cabmageddon"). On foot or in a vehicle, it only takes one or a few bullets into a vehicle to make most drivers stop and run away. Be careful with a powerful weapon like the Minigun, or you'll just blow it up. Tommy can shoot people through the vehicle windows in Vice City, too, if you want to jack a Sabre Turbo (I.68) or Zebra Cab (I.92). There are aggressive drivers whom you may have to corral into driving into a corner before you can jack their vehicle. They stop at nothing to get where they're going--they drive like it's an online game and someone else is driving like me or you. They're usually just good for thills when you try to avoid them in traffic. Otherwise, you might see how long you can follow them and break parts off of their vehicle. But I usually pass on them if I need a vehicle right away. Some land vehicles are driven by people who try to take it back (the Cab and Taxi drivers, the fat golfer, a dumpy-looking brunette with straight hair, a guy in a light tan jersey with dark hair and sunglasses, the construction worker with a yellow hard hat, a pimp in bold red and black hat and clothes, the black and a white criminals in leather jackets, etc.), but most run away. Be ready to gun it just in case. Sometimes Tommy jacks a vehicle and a passenger isn't scared away, and he drives around with a hostage. But they get out and run away when he stops or gets out and goes to get back in. (As noted in the PC distinctions section, the hostages on PC rarely make funny screams as they do so often for PS2.) A Molotov can be useful to jack a vehicle with attackers inside. It will take care of them as they emerge and leave the vehicle for you. To jack a police vehicle with a police officer in it ("Vice City" or "III" only!), send Tommy to the passenger side and hit F three times. The police man exits on the 1st or 2nd yank, unlocking his doors (the emergency vehicle owners are the only ones who, at least erratically, seem to want to protect themselves from all the vehicle jackings going on!). Tommy enters on the 3rd--hit W and gun it. The pimp in red and black, and the black and white criminals in leather jackets, may jack Tommy's vehicle, including a helicopter (!), while he's sitting in it. They don't seem to know what to do with a helicopter once they have it, though. You can just jack it back and take off (or beat the c**p out of them, so they won't keep trying to do it, if you plan to have Tommy sit a bit). If they drive off in a land vehicle before Tommy can get up and take it back, you might have him blow up the vehicle with the Minigun. If gang members yank Tommy out of a vehicle, they'll throw Tommy to the ground and attack him, and try to keep him from getting back in the vehicle. (The more aggressive gang members will retaliate if members are attacked, and the Haitian gang members will do it any time Tommy goes near them after he does "Trojan Voodoo" for Umberto Robina.) When using the Standard Controls with Mouse Controlled Steering, this is a good reason have a Minigun with lots of ammo. Have Tommy break away, run off a bit, turn, and share a generous helping of his Minigun ammo with them. You may find a vehicle you want that's locked (fortunately, not often; I think it just happens sometimes with the four-wheel emergency vehicles). Just have Tommy run about a block away and go back to try again because the locking is programmed to be random. If Tommy jacks a parked four-wheel vehicle that sets off an alarm (also not often), have him watch for police and wait till the alarm stops if you still want to drive it onto the road because it can bring unwanted police attention. Certain parking places, such as across the street from the Ocean View, may have these vehicles. Left Mouse Button: harder punches and faster attacks. Use the Left Mouse Button for using Fist/Brass Knuckles or melee weapons. If you press LMB repeatedly, it nudges Tommy forward. And if he's fighting two or more, he's got a variety of moves to use with his feet and head in various directions, too, which you can supplement by using W, S, A, D, and Mouse Controlled Steering. Use them with Jump, Space Bar, when Tommy needs room to attack. You can also have Tommy walk, holding W, S, A, or D, then hold the LMB, too, and he'll raise his Fist/Brass Knuckles or melee weapon in preparation to strike. Release the LMB to have him strike. I've seen him knock down several people at once this way. While the other one recovers or gets up off the ground, back Tommy up, then send him trotting forward again and hold LMB, too, etc. Get a back and forward rhythm going. Get the Brass Knuckles behind the Moonlite Hotel, two doors N of the Ocean View. (See I.10, Weapons, Melee weapons, for fast Chainsaw attacks.) When Tommy's in a fist fight, you can press C--crouch--and have him duck. The attacker usually swings overhead and misses (although kicks still connect). When they pause, you can have Tommy stand up and clobber them. Here comes one of the basic lessons of fighting in Vice City: don't let yourself get crowded in on by attackers, esp. if they have weapons. Something about the collision files of the programming or whatever make Tommy's weapons ineffectual when the target is too close, and while he's punching his way out with one or two of them, he could get killed by another. Don't get caught having to use fists at a gun or knife fight. If Tommy starts to get crowded in on and it gets to be too much, just have him break him loose from his attackers, run to give himself some distance, equip a weapon, then turn back and let them have it, or run away. You can scroll between Minigun, a shotgun, MP, etc., and check Tommy's walking speed. To me, the movement may be different but the slower speed looks the same. So, given that choice, I'd use the Minigun. Punching to work up an appetite. As Rusk notes, you can have Tommy get into fist fights with some of the guys by a fast food place to put his health below 100 (or below 99?), which activates his ability to buy fast food in a pink shaft of light that appears at the counter. This works at any of the several Well Stacked Pizza places around Vice City or the fast food booths in the middle of the 1st floor of North Point Mall. And check the hands of potential targets 1st: don't try fist fights with gangs of guys with guns since they can kill Tommy quickly at close range when his health is low. Don't take Brass Knuckles to a gun fight. The Burger Shot cashier says, "We get this cheap from the abattrois" (French for "slaughterhouse"). Punching your neighbors to get to know them. It may not be something it otherwise would occur to you to do, but punching pedestrians, leading to fights with the same certain ones, is a way to get to know the identities of the ones who fight. It makes them say a lot more. The barefoot guy with black hair and a beard sounds like the late Walter Brennan: "I'll send you to Kingdom come, I wi--ll." The guy in bold red and black clothes and hat is a crass pimp on the make for sex: "Hey, you're an ugly bi**h--I'll do you my way" and "You need some action?" and "Relax, babe, with one of my girls." The dirty blonde criminal with a brown leather jacket hates yuppies. The black guy in a hat with dark glasses pretends he's blind but says he can smell you and you smell like s**t. The dirty blonde hooker says, "You didn't think I had brass knuckles, did you?" and "How do you like getting bi**ch slapped?." The black hooker says, "I used to be a marine" and "The name's Pearl" (then, with a male voice) "but I used to be Brian." The brunette with a black netting top and red shorts says, "I am gonna rip off your ba**s and shove 'em down your throat." I don't think I'd be partial to that. The brunette lady in a pink top and short pale blue skirt who says she "graduated from Scarford" tells you to "Die in a pool of your own blood." And that nice skater lady says, "I'll roll right over your ass," etc.! Tommy says more things, too, like "At least you ain't gonna worry about your looks," or, to a policeman: "I did your wife, you poor bastard." That's not very sociable. Punching for a Good Citizen bonus. If you punch a man running from a police officer, you get a $50 Good Citizen bonus. You might even get several punches in for several bonuses. If you're punching one of the ones that fights to get them to say stuff and they start running, they're eluding a policeman, or scared by a local gang fight, and won't say any more, so you might as well get a Good Citizen bonus out of it. Be careful not to hit the nice police man.... (Say, "Nice evening, officer!" like one of the Bowery Boys, or Eddie Haskell from the 1960's sit-com "Leave It To Beaver.") LMB throwing, shooting, and taking photographs. Use the Left Mouse Button to throw stuff. The longer you hold down the button before releasing it, the farther you throw. Use Left Mouse Button to shoot hand held weapons. You need to press the RMB to equip the scope of either sniper rifle or the Rocket Launcher before they'll shoot. Zoom with Z and X or the Mouse Scroller. Use the Left Mouse Button to take up to twelve pictures ("Martha's Mug Shot" mission only). Equip the lens with the RMB so it will shoot pictures and Zoom with Z and X or the Mouse Scroller. Aiming with the whole Mouse, not just part of it, and auto-aim. The PS2-type PC Classic controls have a RMB auto-target feature for shooting certain weapons. But since I'd STRONGLY recommend using Standard Controls, designed for the improved PC version, the important aiming consideration is to turn Mouse Controlled Steering on in the options. For the PC Standard Controls we're using, the RMB is just used to enable the scope on the Rocket Launcher, a sniper rifle, or a camera, so they'll shoot, and thereby enable the zoom for either of the two sniper rifles or the camera. Zoom with Z and X or the Mouse Scroller. The Minigun, notably, can be aimed in any direction with PC Standard Controls, too. For Standard Controls, the Sea Sparrow machine gun has a little auto-aim, and the Hunter has one with even more. Fire it with the RMB. And the PS2 auto-aim ability to guide Tommy over a red girder or such doesn't even work with the RMB target feature of the Classic Controls option on PC, let alone the Standard Controls we're using, so forget it. (Those girders are about a foot wide; if you can't aim Tommy over one, you've been using too many adrenaline pills.) Bouncing a beach ball off Tommy's head Walk Tommy into the beach ball to make it bounce, then keep moving him to where the shadow of it appears on the ground to make it bounce off his head. My highest score so far for Keepie Uppie Beach Ball is 80. Go from the east island to Starfish island--once there, make the 1st right; the empty swimming pool of the 1st house on the right, and the pool with water of the 3rd house on the right, contain a beach ball. It can rarely be found on the east island on the N end of the little extension of beach in the S, around where rampage 2 is (allegedly at 8 am or pm, though I've only found it that way once), where you can rack up more points without any obstructions to get in the way. I've also found it a couple of times after landing a boat on a desolate strip of it along the shore just N of where the radar shows a pink cassette icon that indicates the Ocean View, another time up by the RC Bandit Top Fun van, and once on the beach to the E of the WK Chariot hotel around noon. I'm still waiting to learn of a reliable way to trigger it to appear anywhere on the beach. One drawback: it sometimes seems to hesitate over Tommy's head, as if the game is deciding if it's going to bounce it or not, and sometimes you get the bad luck of the draw. If you shoot it, it flies high in the air. A S.P.A.S. 12 shotgun at close range gets a good result for that--you can send it up into the stratosphere that way. If you bounce it to a Starfish Island basketball hoop, you can't get it through it. You can play mansion door soccer, though (see Ghost Beach Ball Soccer in I.9.G). &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.9.B Four-wheel Vehicles Controls for four-wheel vehicles Some notable things about the four-wheel vehicles Driving indoors Locations of the secret Caddy, Cheetah, Voodoo, BF Injection, Packer, and the gang car with a Teddy Bear Putting your convertible roof or Teddy Bear up or down Bus driver income and bus "routes" Police cars: safe collisions and spike strip-proof tires The things you can find in delivery trucks The Cabbie Climb Fast and complimentary Pay 'n' Sprays Chauffeured rides The Rhino--how to hijack it, save it, and destroy it (rampage with it--I.32; and fly it--I.9.D) Two-Wheelers and one-railers A run down of all the four-wheel vehicles including the real names for most, and top speeds for all, of the four-wheeled vehicles Good/distinctive two-door vehicles Good/cute little vehicles Good/distinctive four-door cars Emergency and military vehicles Others When people honk as they go by, have Tommy honk back--they could be friends of his. Controls for four-wheel vehicles GTW recommends Standard Controls TURN ON MOUSE CONTROLLED STEERING!! to steer four-wheel vehicles. A and D are mainly used for four-wheel vehicles to turn the front wheels to try to get vehicles upright, or as part of going for a Two-Wheeler, or steer an airborne four-wheel land vehicle while using the "comeflywithme" code. W....Forward--touch it to send the camera back behind Tommy, too. S....Backward (The screen message calls it "brake"; if your brakes work like this in real life, take your vehicle to a mechanic.) Mouse Controlled Steering, A....Left; tilt tipping vehicle to the right. Mouse Controlled Steering, D....Right; tilt tipping vehicle to the left. Space Bar....Brake (The screen message calls it "handbrake.") F....Exit vehicle R or Mouse Wheel Up....Change radio station, except for the Police car, the Enforcer (SWAT van), the Police Cheetah, the Rhino, the Barracks OL, and the FBI vehicles, which get police calls, and, after the Kaufman Cabs missions, Kaufman Cabs, which then get special Taxi dispatches. Left Shift (remap Controls to use Left Shift)....Horn, or press several times for the emergency vehicle siren/flashing lights or ice cream truck jingle; the boost jump for cabs after completing 100 fares; and change the height of the Voodoo. Caps Lock....Activate/cancel Sub-mission--for four-wheel vehicles, a Taxi, Paramedic, Firetruck, or Vigilante mission--when in the corresponding vehicle. Q with E, or Middle Mouse Button....Look behind Q....Look/aim submachine gun left E....Look/aim submachine gun right Left Mouse button (LMB)....Shoot submachine gun V....View (Change Camera Mode) Number Pad 4....Turn left: Rhino cannon/Firetruck water cannon Number Pad 5....Turn right: Rhino cannon/Firetruck water cannon Number Pad 9....Up: Firetruck water cannon Number Pad 6....Down: Firetruck water cannon Left Shift....Raise Voodoo high on wheels Left Shift again....Lower Voodoo (this happens when you remap Left Shift to be Run) Number Pad 4....Bounce Voodoo right Number Pad 5....Bounce Voodoo left Number Pad 9....Bounce Voodoo forward Number Pad 6....Bounce Voodoo back About V....View (Change Camera Mode): 1st person view, multi-view, and long, mid-, and near distance back views. I generally use the mid-distance back view, but the long distance one is good for safely backing a vehicle to the edge of a rooftop. The multi-view mode is fun to watch Tommy drive different things with, if harder to see where you're going with. Trying to do it is a game by itself, and fun to try when you're not in a hurry to go anywhere. The 1st person view is different, and might help you drive a Coach so you can see what's in front of it. Hit W to swerve the camera back behind Tommy. The 1st person view can give you a chance to play with Q and E, and Q + E, to get some interesting close up views of the other pedestrians, such as when using the hooker gimmick, during "Distribution," I.63, the Taxi mission, or when using the "hopingirl" code to take pedestrians for rides in a helicopter. Q and E, and Q + E, can be used a bit during routine driving, which I use the mid-distance view for, to add some variety to the interactive "movie" you're making. If you're not in a hurry and don't mind wrecking occasionally, holding the side view for longer stretches can give you an interesting change of scenery. The overhead view of "GTA 2," an option in "GTA III," isn't available. However, you can use the mouse to swerve the camera to that view for a bit during instant replays. This can provide an especially different view while flying. Some notable things about the four-wheel vehicles Driving indoors Some four-wheel vehicles can be driven into the mansion (for example, the "EP" Admiral, I.99). The Caddy can also be driven into North Point Mall. You can drive the Caddy or the Baggage Handler into the Malibu Club, but it creates Ghost World if you do. Locations of the secret Caddy, Cheetah, Voodoo, BF Injection, Packer, and gang car with a Teddy Bear. Secret Caddy There's always a Caddy hidden in the 1st shrub on the left when you take the path that leads W from the light house. Make sure no police are close by and don't linger there because otherwise you could get busted. Use the radar to avoid driving into the sea--I'd turn N 1st. It can be driven into the mansion, North Point Mall, and the Malibu Club. Cheetah There's always a Cheetah by Pier 2 on the SW side of the east island, and by the 1st house on the right when you cross the bridge from the east island to Starfish Island and make the 1st right. The "Vice" Cheetah is always behind the Little Havana police station. Voodoo There's always a Voodoo, the Haitian gang car, by Auntie Poulet's (the Haitian gang leader's) shack. To get there, go W on the road that curves N in a roughly half a circular bend from Links Bridge; after the road has gone as far W as it will go and starts to go E, Auntie Poulet's shack will be ahead of you on the left--it's across the street to the N of the Voodoo. Some raise the Voodoo on one side to make a sharp turn to the other, which is easier to do if you use your left hand to turn it with A and D instead of using Mouse Controlled Steering and use your right hand at the number pad. You can make it ride high or low on the wheels. The hydraulic lift ability is like that of the Yardie Lobo gang car in "GTA III." BF Injection There's always a BF Injection, a dune buggy, on the east island, in the middle of the W side of the beach, between the Standing vice Point hotel and a big shrub. Besides being good on sand, the big wheels it has make it good for climbing onto land or a low pier if you use the "seaways" code. The climbing ability is also shown by the Patriot; there's always one at the film studio on Prawn Island and in a shed at Phil's Place. The Sandking you get for completing the 3rd Sunshine Autos vehicle collection handles even better for an SUV. Packer There's always a Packer (ramp truck) in the film studio on Prawn Island, on the tarmac at the airport at the S end of the west island, and in the lot of the Vice City Port Authority on the W side of the SW block of the section of blocks on the SE side of the west island. It's handy for one of my methods of beating Hilary with the Sentinel in "The Driver" (see I.70). It's also good for Jump to Grinds and concocting some new jumps for the PCJ 600, when the truck doesn't disappear in the middle of the effort. Leave the door of it open when you have Tommy exit it by having him immediately move away from it to give it a better chance to stay in the memory of the game. It's also used for the PC super jump (I.9.C). Gang car with a Teddy Bear The Gang Burrito, a maroon van with graffiti on it, sometimes has a Teddy Bear on the grill or above the windshield; the Teddy Bear has a brown or white face. I like the brown ones better; the white ones look more like monkeys, or some kind of Hentai lady-faced mutants. You can always find a Gang Burrito in front of the N-most house on Prawn Island. Putting your convertible roof or Teddy Bear up or down If you press F1, you can put the convertible top up or down on a Mesa Grande or Stallion. It also makes the Teddy Bear appear or disappear over the windshield of a Gang Burrito. (It also makes Klarnetist's 1957 Chevrolet Bel Air two-door hardtop, I.100.D.e, have either a pair of red dice hanging from the rear view mirror, a Well Stacked Pizza box on the back seat, or a green gas can in the trunk.) Bus driver income and bus "routes" You can drive the Coach to bus stops, then use the side view, Q, while positioning the door so it's to the left of one of the bus stop signs, and pick up passengers. You get $5 per fare. Occasionally, someone wants to figure out what the bus route is for it. After following a number of them, it looks like they don't have one in the sense of a sensible repeated circuit in which they take the shortest route to each stop and stop at all of them. They seem to be programmed like a slow, lumbering version of the random pattern of aggressive drivers that do anything to get where they're going, and usually end up driving endlessly into a part of the offroad neighborhood. One stopped at a bus stop in Little Havana by the tool store, then didn't stop at any more it passed while it drove in random circuits around Vice Port, where there aren't any stops, then over the Starfish Island bridge and up and down the east island, including some loops on the road that ends in a loop (W of the Malibu Club), where there aren't any stops. I think the point of the randomness of it was driven home to me by seeing a 2nd bus begin driving ahead of the 1st. They went the same way a few blocks, then one went ahead and right and the other went left. But, at 1st, Coaches typically also stop at at least one red light and at least one bus stop, maybe several, if sometimes missing stops on nearby blocks in Little Havana when they do. I've had the best luck seeing them stop at several going N from NW Vice Point, S from the E side of North Point Mall, or W from the NE end of Downtown. When they stop at a bus stop, they drop off three passengers--guys in light blue shirts and dark blue pants. They may pick up a passenger, too. If you jack the Coach, a random ped comes out. Coach: Ikarus '86 of the Miami Dade Transit Authority with Greyhound-like squared-off wheel wells? Police cars: safe collisions and spike strip-proof tires Sometimes a police man or police car surprises you by running into the path of your vehicle. And sometimes you get a wanted level by just brushing against them. But you can drive full force into the front of a police car and not get any wanted level at all. (Thanks to spaceeinstein's web site for reminding me about driving into the front of police cars.) I think this means thet're stunned. As Rusk notes, you can activate then deactivate the vigilante mission--on PC, with Caps Lock--and the tires become spike strip proof. The things you can find in delivery trucks If you smash the back doors off some of the trucks with a melee weapon, you see stuff inside. The Securicar has boxes marked "Loot," one of the R.S. and L. Bows Family Butchers ("You can't beat our meat") trucks has five half pig caracasses hanging from the ceiling, and the Bitch 'n' Dog Food trucks have boxes with cartoons of human faces on them. There's a Securicar you can't drive parked in front of El Banco Corrupto Grande (N of the Starfish Island bridge on the main N-S road of the W island). It looks as it did in "GTA III." It has "Gruppe Sechs"--German for "Group Six"--written on it. There's a security company that operates worldwide called Group 4 Securicor (a recent merger between Securicor plc and Group 4 Falck A/S security business), and in English "Gruppe Sechs" sounds like "Group Sex." (I can't remember where I 1st read the German translation and Group 4 ideas, so "thank you," whoever you are.) Other Securicars in Vice City can be driven, but you can't drive them to a Securicar-cracking garage to collect the money for them as in "III." The Cabbie Climb (or: "I'm gonna climb a wall if you keep doing that"; thanks to John Byner for the joke, which, I think, comes from the show where David Letterman got into a suit of Velcro, jumped onto a wall, and stuck to it.) As explained in a tutorial by Kaneda, the boost jump for Taxis and Cabs can also be used to shoot them up the side of a wall. If you use it to jump from a ramp or steps toward the side of a building, then jump some more once it meets the wall, the jump will continue to send it vertical instead of away from the building. Taxis are good for distance, but the various Cabs are the best for the Cabbie Climb, especially the light Cabbie and Kaufman Cab. Among spots he recommends for it: The big hotel with a curved front and awning on the block that looks like a cartoon nose pointed W in the NW area of the east island. Get a long diagonal run at it, avoiding the awning, from across the street to the SW of it. The big beige hotel (?) with an orange tile roof E of the police station that's E of El Swanko Casa. Start a run from across the street to the SW of it. The Links View Apt. building. Make a run NE to SW and jump at the slope of the driveway for a recessed wall that faces forward. A few jumping spots he recommends for it: From the NW corner of the block S of El Swanko Casa, go S across the street and driveway and jump at the edge of the lawn onto a garage roof with orange tiles, and jump from there onto the roof of the pink building beyond that. Make a diagonal run SW across the steps of the Little Havana medical center, where you jump to the roof S of that. One of the triangular markers on the S tarmac of the airport. Thanks to Brad Ward/ThaShoka89/Southern Finest, who helped me in the section on the BSM, I.9.C, for the tip to check out Ghostchild's presentation of Kaneda's tutorial. For Kaneda's tutorial with screenshots and links to his two videos about it ("Off Duty" and "Off Duty 2"), see: http://s8.invisionfree.com/theghostchildren/index.php?showtopic=142&view= getnewpost I'll just add that the boost jump and a cab can be used on Unique Jumps and similar ramps better than you might think. For example, you can use it on the concrete ramp S of Howlin' Petes Biker Emporium to jump over the bike shop and land on the roof N of that. It adds new life to some jumps I might otherwise pass on at the airport and elsewhere around town, helps you get over fences (see the 1st "Cabmageddon" mission method), and might occasionally lead to some roof jumping, too, like I managed to do W of the S tarmac of the airport. If anyone wants to make another Cabbie stunt video, I have an idea for one: use Gunslinger's Robert De Niro skin (I.100.C). With all the GTA references to the Robert De Niro/Martin Scorcese movies "Mean Streets," 1973, and "Taxi Driver," 1976, like Mean Street Taxis in "III" and the benches that say it in "Vice City" (I.2), it seems like a natural to me. For "Taxi Driver 2," Travis Bickle would be a little older (the Gunslinger De Niro skin is for how Robert De Niro looked in "Heat," 1995) and REALLY go nuts against the crime all around him in Vice City. Fast and complimentary Pay 'n' Sprays You can save some of the time taken to use a Pay 'n' Spray by leaving a (two or) four-wheel vehicle in it. Just have Tommy board the vehicle, and it triggers the Pay 'n' Spray actions. After Tommy makes $100, when he doesn't have a wanted rating or need repairs, he can still use one for complimentary sprays to give his vehicle the color you like. Chauffeured rides If you have Tommy jump on a four-wheeled vehicle driven by a pedestrian, he can go for a ride while you catch a snack with something more to see than if you pause the game by pressing Esc. Unlike "GTA III," in which Claude, the lead character, caused the driver to drive wildly if he shot their car, in Vice City, if Tommy shoots their car, the occupants will as likely just get out and run away in a panic. It can be a wild ride if Tommy gets a driver who panics and a car hood he doesn't slide off of easily. You might have him shoot out a tire or two 1st for a variation of it. Sometimes, he can jump on the invisible stuff over the shoulders of someone driving a PCJ 600 and not slide off and get a chauffeured ride, too. The Rhino--how to hijack it, save it, and destroy it (rampage with it--I.32; and fly it--I.9.D) One thing Fernando says on Emotion that's true: you can go on safari in Vice City and get a Rhino. To have Tommy jack the Rhino, which appears at Fort Baxter after getting 90 hidden packages, you can wait until after "Cop Land," when the police outfit becomes available in the Washington Beach police station, and have Tommy wear it so he can go onto the base without being attacked. Don't wait. Getting the Rhino before you get the outfit is easier than getting the Hunter beforehand. Just have Tommy speed into the base in a fast car right up to the Rhino, which is right ahead past the entrance, get into it, and gun it back out the way he went in. There might be some shooting, but he'll be safe in the Rhino. I'd save it in the garage of the mansion (available after "Rub Out") or a garage at Sunshine Autos (available for purchase after "Shakedown"). You can save it in the big garage at the Hyman Condo (get 70 hidden packages 1st), but it's been known to make vehicles disappear when it's full, and the Rhino fills it up a lot all by itself. The game represents the ability of a tank to flatten vehicles by having vehicles (except another Rhino) that bump it blow up. The Rhino is said to be able to withstand about 200 explosions before being destroyed itself, but I've seen it happen earlier. You can type "aspirine" to ward that off. The Rhino can be destroyed with about six Molotovs. So if you want to jack one during a six star wanted level, have Tommy throw a couple Molotovs at it so the soldiers that come out of it can't attack him. The soldiers never fire the cannon at Tommy. Unfortunately, the turret is aimed higher than the turret for the Rhino of "GTA III." So while it can be used for certain Rampages, as in "GTA III," it's hard to do a drive by on gang members with one unless you get them with the effect of the blast by hitting a wall they're near. It makes vehicle destruction rampages the easiest, though. Rotate the turret of the Rhino left with Number Pad 4 and right with Number Pad 5. Rotate it to aim backwards and fire repeatedly for extra speed, good for getting it out of a clinch, doing a spectacular jump on a long runway with a slanted platform at the end of it at the airport, J11, and, with the flying cars code "comeflywithme" typed in, flying the Rhino higher than any other vehicle in the game, except by the PC super jump, basically using the same controls used to fly a Skimmer with the need to make swoops like a helicopter (see section I.9.D). Two-Wheelers and one-railers On rare occasions, you may get a "Two wheels double bonus" on screen and in your brief for driving a four-wheel vehicle on two wheels. It's measured in seconds and feet except in your Stats, which record it in seconds and meters under "Longest 2 wheels time" and "...distance." Nothing seems to be "double"d for it. No one knows a quick and easy way to get the game to give you a statistic for a Two-wheels double bonus with a land vehicle. To do a conventional two-wheeler, take something tippy like a Caddy to the S tarmac of the airport and keep driving both right or both left wheels over one of those little yellow triangle-shaped markers. When it goes up on two wheels without rolling over, do a two-wheel balancing act with A and D (which turn the front wheels, good to know to try to keep a car or truck from ending up on its back and catching on fire, too). The A key tips it to the right and D tips it to the left. Out of dozens of tries, the game will count one two-wheeler which probably doesn't look any different than a lot of the other ones--some kind of glitch, I guess. Some like to try for one with an Ambulance, Landstalker, or Cab, too, because they tip over easily. You might even get one accidently in most any four- wheeled vehicle by going out of control for a moment while going around a bend fast. So good luck getting the game to count one of your longer, deliberate ones. You could uncheck the green box as explained in the mod tutorial at I.100.D.a, then go to C:\Program Files\Rockstar Games\Grand Theft Auto Vice City\data\handling.cfg and fiddle with the X center of mass, as Demarest suggested to me in a post at the GTA Forums web site. The X center of mass is currently 0.0 for everything, and he thought that adding something on one side of the decimal point might help--trying to keep the heavier side lifted could help create a stoppie. I haven't tried it yet, but it makes sense. If you really want to get an impressive Stat for a two-wheeler, and you aren't fussy about the part about using wheels, you could benefit from one of the results of the explorations of Chris, who shared them in a post with pictures at the "gta place" web site: http://www.thegtaplace.com/vicecity/glitches.php It's a glitch that gives you the Stat from doing a one railer and not a two- wheeler, but such experiments are part of the tradition of Grand Theft Auto. You use a helicopter--I used a regular Maverick--with a land vehicle nearby. Press A or D repeatedly to tilt the helicopter up one one rail, holding down S to keep the one rail grounded. After you've gotten the length of time you want to record, have Tommy exit the helicopter and get into or onto the land vehicle. The two-wheeler bonus Stat will appear on your screen and in your Stats. A run down of all the four-wheel vehicles including the real names for most, and top speeds for all, of the four-wheeled vehicles The years I give represent the years for which I found vehicles on the Internet that resembled the vehicles in the game, not necessarily the full span of years the vehicle was made to look like that. In some cases, the pictures weren't accompanied by dates. I also used a Speedometer mod by Spooky to test the top speed of the vehicles, give or take a mile per hour, on a runway at the airport. I pick on some of them for being slow or not having great traction, but any of them can be fun to drive for the variety when the heat's not turned up. Good/distinctive two-door vehicles Cheetah/"Vice" Cheetah: Ferrari Testarossa '86 (The trunk has a rectangular indented area. See "Some notable four-wheel vehicles" above for locations. Also see the "Vice" Cheetah below. After the Hotring Racers, the vehicles with the lowest center of gravity are all built low to the ground: Cheetah, Stinger, Comet, Infernus, and Blista Compact. Of them, the Cheetah has the best acceleration. It's got the best cornering ability and is the lightest car in this group--lighter than a Comet, and about as fast, but bigger, which somehow makes for a blend that makes it my favorite car for jumps.) 100 mph. Rhino: ? It looks to me like a fictional tank, boxier than a modern Abrams and without the body slant of an old Sherman. It's not a great match, but it's similar to a Bradley IFC or CFV M3A1, or simply Bradley M3, customized with a bigger cannon, a wide viewing slot in the front, a simplified body design with more body along the bottom of the sides than an M6 Linebacker to cover up the fact that it doesn't have continuous tracks, and two low side doors instead of a rear hatch so Tommy can jack it like a car. (It blows up any vehicle it bumps, withstands a lot of damage, and has a working cannon. While the 2nd most durable vehicle in the unmodified game--the 1st is the "EP" Admiral--it can be destroyed after about 200 explosions or collisions (I've seen it happen sooner, too), six Molotovs, or by flipping upside down, which it does sometimes when it blows up another vehicle or collides with something while travelling fast. Tommy can still drown if it falls into deep enough water, and, since it has slow acceleration, be busted in one.) (The biggest drawback, slow acceleration, is improved by firing the cannon backwards. It will accelerate from 56 mph to about 130-140 mph in about 12-14 cannon shots. But I recommend caution about using the top speed--the Rhino then becomes difficult to control, you quickly run out of a clearing to maintain it in, and if it wrecks at that speed, it can flip and land upside- down or become wedged between things long enough for Tommy to get busted. (Use Caps Lock to turn the Vigilante mission on or off.) (Rhinos make great additions to mansion garages, and you can show those rich Hummer people a thing or two.) 56 mph; shooting the cannon backwards, 130-140 mph. Stinger: Ferrari Daytona Spyder '86 (It's a convertible with the top down. It's like a Cheetah. Of the vehicles with the low center of gravity of a Cheetah, it's shares the top speed of the Cheetah and doesn't carry the objections of the Infernus or Blista Compact, and is more durable than a Pheonix. The worst thing you can say about it is it won't shake for the hooker gimmick.) 100 mph. Hotring Racers: the two look similar in shape except for the very front and the back half. Hotring Racer 1, as the cheat code calls it, has the front lights placed higher, bigger side rear windows, and has less thickness and length for the trunk than Hotring Racer 2. Different copies of one may have different decals of numbers on the hood of the cab, and some of the decals advertising businesses may be different on the body. (The two Hotring racers share the same row of numbers in handling.cfg, and, after the Rhino firing the cannon backwards, have the best top speed and acceleration of the land vehicles. Though they have the lowest center of gravity, too, they're somehow kind of wobbly if you press the speed, so don't be afraid to let go of acceleration when you need to make a maneuver--they can quickly accelerate back up to a high speed.) Hotring Racer 1 The front end looks like a Chevrolet Camaro Iroc-z '85, Chrysler Laser '85, or a Chrysler Daytona '86. The styling of the back end is more like that of a small sedan than a hatchback. It looks like the front end of one of those cars listed was grafted onto a mid-1980's NASCAR racer. The engine hood always has decals advertising "THE BURGHER SHOT" and "Pets over night." (To get it, you need to use the "getthereveryfastindeed" code.) 112 mph. Hotring Racer 2 The body overall looks like a mid-1980's NASCAR racer--like something Bobby Allison or Bill Elliot would know about. It looks a little like the Chevrolet Monte Carlo Dale Earnhardt drove in 1986 except with the grill made narrower and the grill and headlights set lower on the front. The engine hood always has decals advertising "Drink Sprunk" and "SUMO." (It's available after completing the 4th Sunshine Autos vehicle list--after I.63.) 112 mph. Banshee: Chevrolet Corvette '83 to '86 except with low set round headlights, and I don't think Corvettes have had round headlights since 1962. (It has the low center of gravity of a Pheonix or Taxi with an acceleration a tiny bit faster than a Cheetah. It's a little less durable than a Stinger.) 97 mph. Voodoo: Chevrolet Impala '60 Lowrider (It's fast, about like a Pheonix, if a bit slower to accelerate. It has good handling, but it's mainly distinctive for the ability to bounce various ways and ride high or low.) (If you want it to look like ZZ Top lead guitar player Billy Gibbon's Slampala, a modified '62 Chevy Impala, the car he gets around in during his time off, see I.100.D.e for how to give it a light blue color.) 93 mph. Pheonix: Pontiac Trans Am '86 with the rear lights of a 1980 Chevrolet Corvette (View it from the front and accelerate to see the three red hickeys flip up in the air scoop. It has the low center of gravity of a Banshee and accelerates like a Stinger, but it corners and brakes a little bit worse than a Banshee, and has the lowest top speed, and is 2nd least durable, of the high performance sports cars in this group.) 92 mph. Infernus: Lamborghini Countach QV '84 (Handle the extreme speed with care; it has an air foil on the back. It's the 2nd fastest and the least durable high performance car. The Stretch shares the same low endurance, and the only ones with worse durability are the Romero's Hearse, Virgo, Moonbeam, Mr. Whoopee, and Bus. None of those are nearly as able to collide at a tremendous speed as an Infernous, though. Keep your thumb at the brake, Spacebar, to be ready to make Tommy jump from any pending explosion.) 110 mph. Hermes: Mercury two-door '49; the Cuban Hermes is customized (Honk and wave--Billy Gibbons is driving home from work; do you have an MP3 of "Sharp Dressed Man"? Actually, the last I heard, Billy Gibbons uses his Slampala to get around in during his time off--see "Voodoo" above.) (As a performer, the Hermes is kind of ordinary, and the Cuban Hermes has an unfortunately high center of gravity, which gives it a lot of lean on turns, makes it wobbly, and have bad road grip. But it is fast. The Hermes is mainly distinctive for looking like a car from the 1940's, and the Cuban Hermes leaves cool fire trails in instant replays of jumps--use F1 for replays. I think this is where they got the fire trails for the NOS Boost mods.) Hermes: 86 mph; Cuban Hermes: 95 mph. Packer: Peterbilt 378 '86 modified to be a four or five vehicle transport truck with the ramp modified to slant in a straight line to the ground (It's also commonly called a "ramp truck." It looks like a truck that would carry multiple vehicles on the ramp, except the ramp goes straight back, in a diagonal line, from over the roof down to the street. In real life, the trailer would be fully enclosed or have a horizontal ramp--or two ramps with an upper one held over the lower one--from which you could slide an extension down to the ground. It might have a horizontal ramp over the cab which has a slanted segment in the back from which you could slide down an extension, and have a double decker that could be hitched behind it. Something similar to the front part of that combo is a four or five car transporter with an upper ramp that is hinged just back of the cab to allow the ramp to be slanted down to the road--that looks the most like a Packer of the ones I saw. Then again, with the modifications that go on in real life, including at movie studios, you never know what someone might come up with who looks at it for the mobile jump possibilities.) (It's mainly distinctive as a mobile jump ramp for the PCJ 600, setting up Jump to Grinds, Bumps, etc., and for yOman69's PC superjump. The length makes it useful as a roadblock for Hilary in "The Driver," I.68, too.) 90 mph, although it takes a while to get there. Mesa Grande: Jeep Wrangler (It has about the speed and handling of a Taxi and is nearly as durable as a Zebra Cab. The data\handling.cfg name for it is DESPERAD, for some reason--thanks to spaceeinstein for the tip.) 80 mph. Good/cute little vehicles Two of the three best performers in this category take 2nd place to the best performers in the "Good/distinctive two-door vehicles" category because they're made for a better world, not for the traffic in "Vice City." You want a little more heft and durability for that. Comet: Porsche 911 Targa (It's little and has an open top. It has good handling, acceleration, and speed--it's the fastest car in this group. It's a bit less durable than the next two cars listed, but, with nearly the weight of a Taxi and the low center of gravity of a Cheetah, it's less liable to spin out than they are, too. It could take a place among the best two-door vehicles,) 99 mph. Blista Compact: Honda CRX Si '85 (It's about as fast as a Pheonix and has good handling, has the low center of gravity of a Cheetah, and accelerates like an Infernus, but it's the lightest of the 1st three cars in this category, so it will spin out easily and a lot when it bumps things.) 92 mph. Deluxo: De Lorean DMC-12 '81 to '83; it also looks like a '75 to '82 Lotus Eclat, which isn't so surprising since it was built on a Lotus-designed chassis. (It's the time travel hover car of "Back to the Future," 1985, without the customization. It's fast but it has less handling ability than a Blista or a Comet, and has a high center of gravity--higher than a Cabbie. It's like the Blista people tried to make one bigger but had to sacrifice some traction. It's wonderful till you hit something with it. If your favorite ride at the amusement park is the bumper cars, you ought to get this, the Blista Compact, and the Bloodring Bangers in your garage.) 93 mph. Caddy: DS Electric Golf Car-Powerdrive System 48 (I just think it's cute. It tends to right itself if it rolls over. It has the same weight as a Blista Compact but with a very low center of gravity. Not counting the RC Bandit, this and the Baggage Handler are the two electric vehicles in the game. Of the two, which share similar specifics, the golf cart has better acceleration and speed. You can also morph Tommy to it, I.9.C, for a Fred Flintstone impression, complete with his feet running on the ground below. If you make the Caddy indestructable, I.100.D.e, it might make a different way to do a drive-by rampage. To everyone who wonders why there isn't a golf game at Leaf Links, I say take another look at the size of it--two or three holes and you'd be done. How many megabytes would you want to give up so Tommy could putt?) 63 mph. Good/distinctive four-door cars "EP" Admiral: Mercedes Benz E Klasse (W123) '86 (The Admiral is a little faster than an FBI Washington and has good handling. The "EP" ("Everything Proof") Admiral, available during or after "Guardian Angels," I.42, is also the only vehicle available in the unmodified game that's invulnerable to some kinds of damage. Although it's unharmed by collisions, fires, or explosions, it can have the tires popped, the glass broken, explode if it lands upside down or is hit by a Rhino or is shot at by the Haitian weapons during "Cannon Fodder," Tommy can drown if it falls in deep water, and he can be jacked from it and busted. It retains the so-called "EP" quality after being saved in a garage.) 96 mph. Taxi: Ford LTD LX '85 (It isn't the fastest in this group but it has a good combination of speed and the best handling of all the cars I've listed in this group, and is available from the start of the game. It's a real good all- rounder period. Tommy is given $12 when he enters a Taxi--thanks to HandsomeRockus for the tip. Press Caps Lock to turn the Taxi mission on or off. Press Left Shift after delivering 100 fares for the boost jump.) 84 mph. Zebra Cab/Kaufman Cab/Cabbie: Checker Taxicab '68 (The Zebra Cab has the fastest acceleration and most durability of not only the cabs but all the cars I've listed in this group, and is one of the few fastest. It also has the best handling, due to having the lowest center of gravity, of the cabs--nearly as good as a Taxi. It sounds like a Bloodring Banger but doesn't have the awful handling of one--like a Sentinel XS but is more durable. It's the "GTA III" Borgnine Taxi of "Vice City." One drawback is it isn't available until you complete the Kaufman Cab missions.) (The Cabbie, with the highest center of gravity of the cabs and sharp cornering radius--column U in handling.cfg--has the worst handling of the cars I've listed here, notably in how it tips over too easily.) (The Kaufman Cab doesn't share that problem--it's only a little wobbly. You might wonder why they laid such a clunker on Andy Kaufman, but it's with the boost jump that the Kaufman Cab and Cabbie begin to shine. See the section above on Cab Climbing. Of the two cabs, the Kaufman Cab is the one that carries the distinction of getting Deborah Harry radio dispatches after the Kaufman Cab missions.) (Press Caps Lock in any of the cabs to turn the Taxi mission on or off. As with the Taxi, Tommy is given $12 when he enters any of the cabs. Press Left Shift after delivering 100 fares for the boost jump.) Zebra Cab: 95 mph; Kaufman Cab: 86 mph; Cabbie: 83 mph. FBI Washington: Lincoln Mark 7 '86 with a squared-off body at the rear (It has nearly the speed and handling of the Sentinel XS but with much better durability--it's nearly as durable as the Zebra Cab.) 94 mph. Admiral: Mercedes Benz E Klasse (W123) '86 (It's a little faster than an FBI Washington, accelerates like one, has a little higher a center of gravity and a little less cornering and braking ability than one, and has the durability of a Sentinel.) 96 mph. Sentinel: BMW 7 series (E25) (The Sentinel is a bit faster than a Taxi and handles nearly as good with a low center of gravity, accelerates like an FBI Washington, and is one of the better cars. It's more durable than the Sentinel XS--just a little less durable than a Taxi. The regular Sentinel looks the same as the Sentinel XS except it doesn't have the venetian blinds-looking addition to the rear window or the little air foil flap at the back of the trunk.) 92 mph. Patriot: AM General M998 Military HMMWV '86, aka a Humvee or Hummer, with extra bumpers made of pipes. HMMWV stands for "High-Mobilty Multi-Purpose Wheeled Vehicle." (It has good cornering ability and is the 3rd most durable car in this group. The worst thing you can say about it is the acceleration is like that of a Taxi, which isn't bad at all.) 87 mph. FBI Rancher: Chevrolet Suburban '86 (It's the fastest SUV and has good handling. It sounds and feels to me like a Bloodring Banger without the wobbliness problem. The Sandking has good handling but is slower. Press Left Shift a few times to turn the siren and flashing dashboard light on and off. Press Caps Lock to turn the Vigilante mission on or off.) 98 mph. Lovefist Limosine: Cadillac Fleetwood Brougham Limo '86 with a hood vent (It's slower than a Patriot to accelerate and handles just a little worse than one, the brakes could be better, but it gets about as fast as a Banshee, so it has much better speed and handling than a Stretch, which is like a long Love Fist. And if you've ever had a long Love Fist, you know exactly--no, no, no... that's not a very happy thought.) 97 mph. Sentinel XS: BMW 7 series (E25) (The Sentinel XS has better BMW-like handling and speed than the Sentinel. It's one of the best at speed and acceleration on this list, but it's the least durable--it's nearly as fragile as an Infernus. You can always find one in the parking lot on the W side of the lot with four big jet fuel tanks in S Little Havana. If you look for it in the handling.cfg file, look for "MAFIA"--apparently, it's kept the name of the Mafia Sentinel of "GTA III." The main visual distinction of the Sentinel XS is it looks like the designers saw the venetian blind on the inside of the rear window of the cab used for the famous climactic encounter between Marlon Brando and Rod Steiger in "On The Waterfront," 1954, and thought it would be a good design idea if you'd put the blind on the outside.) 99 mph. Emergency and military vehicles "Vice Squad" Cheetah: Ferrari Testarossa '86 (The "Vice" Cheetah has a red light on the dashboard--you can turn the flashing dashboard light on and off and run the siren by pressing Left Shift a few times. Press Caps Lock to turn the Vigilante mission on or off. If you don't want to hazard getting one from the agents who drive it, there's always one sitting behind the Little Havana police station along the main N and S road of the west island. Like the regular Cheetah, it's one of the best cars, and it lights up.) 100 mph. In "Miami Vice," the Ferrari Daytona Spyder ("Vice City" Stinger) Crockett drove the 1st two seasons was actually a 1980 Corvette (a little earlier a Corvette than the one the "Vice City" Banshee is based on) chassis with a replicated body and interior. But Ferrari executives, seeing this "Ferrari" become so popular, offered the series their new flagship car, a (white) Testarossa ("Vice City" Cheetah), which Crockett drove the last three seasons. A modified DeTomaso Pantera, destroyed when the series ended, was the stunt double for it. http://www.imdb.com/title/tt0086759/trivia http://www.buyersmls.com/miamivice/facts.htm Rhino: ? It looks to me like a fictional tank, boxier than a modern Abrams and without the body slant of an old Sherman. It's not a great match, but it's similar to a Bradley IFC or CFV M3A1, or simply Bradley M3, customized with a bigger cannon, a wide viewing slot in the front, a simplified body design with more body along the bottom of the sides than an M6 Linebacker to cover up the fact that it doesn't have continuous tracks, and two low side doors instead of a rear hatch so Tommy can jack it like a car. (See "Good/distinctive four-door cars" above.) (Press Caps Lock to turn the Vigilante mission on or off. Use NP4 and NP5 to turn the cannon.) 56 mph; shooting the cannon backwards, 130- 140 mph. FBI Washington: Lincoln Mark 7 '86 with four doors and a squared-off body at the rear? Lincoln Town Car '86 but more conservative behind the rear door window and on the back end? Either one would need fewer head lights. (See "Good/distinctive four-door cars" above.) (Press Left Shift a few times to turn the siren and flashing dashboard light on and off. Press Caps Lock to turn the Vigilante mission on or off.) 94 mph. Firetruck: Pierce Lance '86 Firetruck (It's wobbly with bad grip for a bad cornering and braking ability, but it's durable and tends to knock other vehicles away when it hits them. As with the Ambulance, learn to make the best you can out of skidding turns. This is a good vehicle to use the Brake/Reverse extra stopping power for while doing it, too. With better acceleration than a Barracks OL, the Firetruck is a king of the fast burly bruisers. Brush vehicles aside as though they were match sticks with your heft or a mighty squirt. Press Left Shift a few times to turn the siren and flashing lights on and off. Press Caps Lock to turn the Firetruck mission on or off. Use NP4, NP5, NP6, and NP9 to adjust the water turret.) 99 mph. Police Car: Ford LTD LX '85 (Entering it gives Tommy a Chrome Shotgun with five shells if he has no shotgun; it's a fast car, but it has a high center of gravity and spins out like someone accidently put the James Bond oil slick releaser on the front. If you don't hit anything--I mean anything--along your runway, it's good for jumps. Press Left Shift a few times to turn the siren and flashing lights on and off. Press Caps Lock to turn the Vigilante mission on or off.) 100 mph. FBI Rancher: Chevrolet Suburban '86 (It's the fastest SUV and has good handling. It sounds and feels to me like a Bloodring Banger without the wobbliness problem. The Sandking has good handling but is slower.) (See "Good/distinctive four-door cars" above.) (Press Left Shift a few times to turn the siren and flashing dashboard light on and off. Press Caps Lock to turn the Vigilante mission on or off.) 98 mph. Ambulance: Ford E350 Diesel Ambulance or GMC Ambulance '86 (It's wobbly, but it has a lower center of gravity and better cornering and braking ability than a Firetruck, and it's durable. As with the Firetruck, learn to make the best you can out of sliding, braking skids for faster, sharper turns, and use the Brake/Reverse combo for better stopping power. Let go of Reverse 1st, then Brake, when stopping around patients so you don't accidently reverse a bit and bump them. Tommy gets 20 points for health, up to 100 points, the 1st time he enters each of the Ambulances around during one gameplay effort--it's like a sick prostitute. This can help Tommy during a fight that attracts an Ambulance or two. Press Left Shift a few times to turn the siren and flashing lights on and off. Press Caps Lock to turn the Paramedic mission on or off.) 102 mph. Barracks OL: M923 U.S. military transport truck (I don't know, but I think "OL" may come from the British abbreviation "POL," which is applied to petrol (gasoline), oil, and lubricants. Big trucks have been used to transport POL in times of war. It may have appealed to the sexual innuendo side of someone at Rockstar North to focus on the "OL" part--I'm just guessing. It's the heaviest of the big trucks with the durability of a Patriot if you don't mind that it accelerates about like a Coach and has ordinary handling ability. Press Caps Lock to turn the Vigilante mission on or off.) 87 mph. Enforcer: either a R Model Mack Heavy Rescue truck '86 or a Ford Heavy Rescue truck '86 is similar (Entering it gives Tommy full armor. It has poor road grip and ordinary handling, but it's durable, especially since you'll practically never use it. Press Left Shift a few times to turn the siren and flashing lights on and off. Press Caps Lock to turn the Vigilante mission on or off.) 90 mph. Others Baggage Handler: ? baggage tug (a 1985 Equitech M40 is close) 57 mph. Benson: Ford F-series moving van truck (The Benson is one of the top four fastest of the six box trucks, but it also has the highest center of gravity of the group. See "Yankee.") 80 mph. BF Injection: customized 1956 Volkswagen Beach Buggy (It's the beach buggy from "GTA III," now given beaches to use. It has decent speed and handling, although it's a bit wobbly, and has big wheels for driving on sand and climbing over things. But, surprisingly for the size of it, it's even lighter than a Blista, so try not to bump things with it. All context considered, I'll guess that "BF" might stand for either "Big Fu**ing" or "Butt Fu**k" Injection. It could also just be someone's initials--I don't know.) 88 mph. Bloodring Bangers: I don't think they are real cars that would have real names. They each look like a hybrid of two cars--a '57 Chevy Bel Air and a '61 Dodge Dart. One has the shape of a "Vice City" Oceanic and the other has the shape of a "Vice City" Glendale, each described below, except customized, faster, and given better handling (which still isn't great) for use in a demolition derby. Different copies of either car may appear with different decals of numbers on the hood of the cab, and with some changes in the decals advertising local businesses found on the body. (BB 2 accelerates and corners a little bit better than 1, which is a little faster than 2, and they're both poor at handling yet fast and durable. Watch your turns unless you want some off-track demolition derby. Then they're all the fun of getting knocked around by the police cars without having the police cars to blame for it--they're like bulky Blistas.) Bloodring Banger 1, as the cheat code calls it, is the customized Oceanic. It always has a decal advertising "the Cherry Popper ice cream company" on the engine hood. 92 mph. Bloodring Banger 2, the customized Glendale, always has a decal advertising the Well-Stacked Pizza store--a yellow triangle with six orange dots on it-- on the engine hood. 92 mph. Bobcat: Ford Ranger '86 (A pickup truck.) One of the two pickup trucks of the game--the other is the Walton. Both have ordinary speed and handling. The Bobcat has a little bit better speed and handling, but is wobbly and doesn't have great road grip.) 80 mph. Boxville: GMC Grumman Step van '86 (It has the basic features of a bigger version of the van the Mr. Whoopee van is based on. It's wobbly, so be ready to use A and D to correct the tipping.) 79 mph. Burrito: Dodge Ram Van (The regular Burrito is the 2nd fastest van but has ordinary handling and bad road grip.) 87 mph. Bus: Ford school bus '70 (It's one of the handful of vehicles with the worst durability, so it may be fortunate that it's slow.) 70 mph. Coach: Ikarus '86 of the Miami Dade Transit Authority with Greyhound-like squared-off wheel wells? (Between the slow accelerating, poor handling, durable Bus and Coach, the Coach is bigger and faster. If you have it stop at bus stops, it picks up fares at $5 a fare.) 93 mph. Esperanto: Cadillac Eldorado '74 (Boat. Stick the sail from a Marquis 69 on the roof and do a Popeye imitation. It can be wobbly. Be careful with turns when driving fast to minimize the chance of it going out of control weaving side to side and it's a nice enough ordinary car.) 90 mph. Flatbed: M-939 or M-927 military supply truck (It has ordinary handling ability, and the highest center of gravity and 2nd greatest weight of the big trucks. It makes all those big truck sounds and has a nice hearty horn, though.) 79 mph. Gang Burrito: Dodge Ram Van (The Gang Burrito has the best acceleration, speed, and handling of the five vans. I would pick it as the best of the vans. But like a Hotring Racer, it tempts you with speed into situations it can't handle; slow down a bit for maneuvers--fortunately, it's also like a Hotring Racer in that it accelerates quickly back to a high speed. But it slides around when it bangs into things too much for me to want to put it up in the "Good/distinctive four-door cars" category. Press F1 one or a few times to make the Teddy Bear appear or disappear over the windshield.) 93 mph. Glendale: it has headlights above the grill, which has a round spear-like bumper project from it on either side, like a smoothed-out, simplified interpretation of the front of a Chevrolet Bel Air four-door '57, and has the distinctive reverse tail fins similar to that on either side of the trunk of a Dodge Dart Pioneer four-door '61, except, once at the back of the trunk, the Glendale strange tail fins slope down to the rear bumper and the Dodge Dart '61 strange tail fins curl forward to a horizontal line most of the way up the side of the body. (It's wobbly with bad road grip. Souped up, it's one of the Bloodring Bangers, which is a waste of good soup--you'll probably spill too much.) 84 mph. Greenwood: Chrysler 5th Avenue '85 (It's pretty ordinary. I guess the best ability it has is for cornering, although it doesn't have great road grip to do it with.) 84 mph. Idaho: Buick Riviera '74 (It has a high center of gravity so it has bad road grip for the lousy handling it has.) 84 mph. Landstalker: Ford Explorer '86 (A big SUV with the traditional "GTA III" SUV lousy handling. It's the slowest SUV with the worst handling. It's so wobbly that the wheels come off the ground easily. Be prepared to use A and D to correct tipping.) 85 mph. Linerunner: Peterbilt 378 '86 (It has the best cornering ability of the big trucks but it's kind of wobbly, and exhaust comes out of the pipes near the roof of the cab. If you go "Hmm hmm" in the back of your throat, you can imitate the horn.) 77 mph. Manana: Dodge Aries/Plymouth Reliant '81 to '84 (Speaking for Chrysler, Lee Iacocca said the K-cars "saved our bacon." They're mainly historical for having made a decent level of quality and reliability commonly affordable in the 1980's. It's a small car with an ordinary top speed, and not great at acceleration or road grip. It can flip over easily if you go fast with it. Since all the cars in town are free for Tommy Vercetti, it's mainly of historical interest.) 73 mph. Moonbeam: Chevrolet Astro Van (It's one of the handful of least durable vehicles in the game, so it may be fortunate that it's about as slow as a Bus.) 74 mph. Mr. Whoopee: GMC Grumman Step van '86 (and an all-natural Chloe Vevrier) (It's one of the least durable vehicles in the game, but you'll be going so slowly you probably won't hit that much with it.) 67 mph. Mule: GMC truck used by U-Haul '86 (It has the highest center of gravity of any vehicle in the game, which isn't great for handling, but it accelerates slowly and handles okay.) 74 mph. Oceanic: the grill of a Dodge Dart Pioneer four-door 1961 with the trunk area of a Chevrolet Bel Air 1957 a bit squared off and simplified to have less pronounced fins--a bit like a longer, flatter back of a Chevrolet Bel Air 1955 (There's a yellow and white one parked in front of the Ocean View. Unfortunately for the road grip they can manage, especially after collisions, the Oceanic and the Glendale have the highest center of gravity of any vehicles in the game except for a Mule. The Oceanic is wobbly and has bad road grip. Bloodring Banger 1 is a faster, better handling version of the Oceanic customized for demolition derby use. I'd have more of a nostalgic feeling for it if it were a 1957 Chevy Bel Air two-door hardtop. I don't remember my Dad's car driving at all badly, either.) 88 mph. Perennial: Chevrolet Nova II '63 (One of the two station wagons--the other is the Regina. This one handles a bit less badly but is a lot slower and less durable.) 76 mph. Pony: GMC Vandura (It has good handling for a van.) 81 mph. Rancher: Ford Bronco '80 (dive under the seat; O.J's driving home from work) with the front end of a Chevy Blazer '86. (It and the Sandking have the best road grip of the SUVs, but the Rancher is kind of wobbly. The Sandking accelerates a bit faster of the two. Neither one is as fast as an FBI Rancher.) 82 mph. Regina: Chevrolet Caprice Estate or Ford LTD Crown Victoria station wagon '86 (It's wobbly and has bad road grip.) 81 mph. Romero's Hearse: a Cadillac hearse '86 with the addition of a panel between the front and rear doors (A couple show up during "Two Bit Hit"--it may have a coffin in the back; it tips over too easily like the coffin put the vertical center of gravity too high. It has the worst endurance of any vehicle in the game and is fast, too, which adds up to using it for a garage trophy if you jack it from the Haitian gang leader in "Two Bit Hit.") 94 mph. Rumpo: Fiat Ducato Van '86 (It tips over easily and has the worst durability of all the vans.) 84 mph. Sabre/Sabre Turbo: Oldsmobile 4-4-2 or Cutlass Supreme '71 except with a single grill similar to the grill of a Chevrolet Chevelle '71 (The Sabre Turbo is a bit faster--it's the one you see in the game intro--but the road grip for both is bad.) Sabre: 90 mph; Sabre Turbo: 99 mph. Sandking: customized Rancher (It has good handling, and is less wobbly and has faster acceleration than a Rancher. It's not as fast as an FBI Rancher.) 89 mph. Securicar: GMC Guardsman with a cow catcher on the front (Cow catchers are more commonly remembered as being the grating that sloped down toward the track on the front of steam locomotives. I wonder if the Group 4 Securicor security company, used for the name of the car and the Gruppe Sechs joke, ever used a GMC Guardsman or a similar-looking armored vehicle. If you knock the back doors off, you can see boxes of loot inside. It drives like an Enforcer, except it's slower with worse cornering ability and less durability.) 78 mph. Spand Express: GMC truck used by U-Haul '86; the shape is the same as a Mule (Despite being a truck, it's one of the least durable vehicles in the game. It has good speed and handling for a box truck.) 79 mph. Stallion: Pontiac Firebird '67 except with two head lights, not four, and vertical rear lights instead of horizontal ones. (It's fast with bad road grip and cornering ability.) 90 mph. Stretch: Cadillac Fleetwood Brougham Limo (It looks like a stretched-out, conservative Love Fist Limo. It doesn't accelerate or corner very well, and it's only as durable as an Infernus--as dopey as they are, none of your henchmen will chauffeur you in it. It looks nice in the driveway, and I'd usually leave it there.) 85 mph. Top Fun van: GMC G2500 or Chevy G-20 van (Among the vans, this one has the worst handling but is the most durable.) 74 mph. Trashmaster: Mack DM 600 Garbage Truck (It takes wide turns and is slow at acceleration, but attacking police cars don't matter so much from inside one.) 65 mph. Virgo: Dodge Diplomat '81 (It's one of the handful of least durable vehicles in the game. It has good cornering but a high center of gravity.) 84 mph. Walton: Chevrolet 1st Series 1955 model 3014 with the cab of a Chevrolet 2nd Series 3100 "Task Force" pickup '55 and a wooden cargo bed (As it says in the Brady guide: "Goodnight, John Boy." It's a pickup truck with a wooden fence around the back. It's practically as fast as a Bobcat, and it lets you drive a little bit of pickup truck history.) 76 mph. Washington: Lincoln Mark 7 '86 with four doors and a squared-off body at the rear? Lincoln Town Car '86 but more conservative behind the rear door window and on the back end? Either one would need fewer head lights. (The non-FBI Washington has a good speed for a regular sedan, but the road grip and handling could be better.) 90 mph. Yankee: Ford F700 20' box truck '86 (Of the box trucks, which mostly have ordinary to worse road grip and handling, all the others have a higher center of gravity except the Mr. Whoopee, which is one of the least durable vehicles in the game. The Yankee grips the road with ordinary handling but is among the fastest, and one of the most durable, box trucks. The other box trucks are the Mule, Boxville, Benson, Spand Express, and Mr. Whoopee. The Spand Express and Mr. Whoopee are among the least durable vehicles in the game.) 80 mph. Again, thanks to GTA/Mafia/Midtown Madness modder Nuclear Hedgehog (probably not his given name) and Tobias Nilsson for many of the real names of the vehicles listed here and elsewhere in this guide. Some of the real names, and all of the parenthesized comments, are by me. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.9.C Motorcycles Controls for the PCJ 600 (or the place of wheelship of your choice) Getting a good look at Tommy A run down of all the motorcycles including the real names and top speeds of the motorcycles Some notable things about the motorcycles Fast and complimentary Pay 'n' Sprays Wheelies Wheelies for jumps Stoppies The flip gimmick The PC Super Jump The BSM Airgrabs Headers Half pipe stunts Climbing and jumping from trees Hitting poles Bumps Grinds Stunt videos A bunch of jumps that are often overlooked Insane Jumps and Insane Stunts Morphing Controls for Tommy morphed to a bike Outfit locations Some favorite spots for big Insane Jump statistics Controls W....Acceleration--give it a touch to swirl the camera back behind Tommy, too. S....Reverse A....Left D....Right Space Bar....Brake. Combine reverse and brake for extra stopping power. You can make sharp turns with a controlled skid that you accelerate out of, too. F....(Board or) dismount from cycle. Number Pad 9....Stand and lean forward, mainly used to go for a stoppie, which is best done on a Faggio or a Pizza Boy. Number Pad 6....Lean back, mainly used to go for a wheelie, which is best done with a Sanchez. Otherwise, use it with bursts of acceleration to try for a brief wheelie with another bike. NP6 can also give a bike a sharper cornering ability; used carefully, you can even get a quick 180 degree turn with it. Use NP 6 and NP 9 to adjust the level of the bike, once airborne, to land safely on two wheels, too. Q....Look/aim submachine gun or pizza left. E....Look/aim submachine gun or pizza right. It's easiest for me to shoot the submachine gun forward, though. Q and E....Look behind Left Mouse Button....Shoot submachine gun/throw pizza Caps Lock....cancel Pizza Delivery Sub-mission V....View (Change Camera Mode) Type "aspirine" to heal any cycle Tommy is on. A bike can be driven into North Point Mall, the mansion, and, if you have Tommy bail 1st, the Malibu, the Ocean View, and the Pole Position Club. Getting a good look at Tommy You can pick the 1st person view with V when Tommy's on a bike and get a close front and couple of side views, Q and E, of Tommy you won't otherwise see. ("Tommy Vercetti--it's time for your closeup.") A run down of all the motorcycles including the real names and top speeds of the motorcycles I used Spooky's Speedometer mod and sent each bike over a runway at the airport to get the top speed for it. "Alloy Wheels of Steel" Angel Angel: Harley Davidson FXSTD/I Deuce with long handle bars This refers to any of the Angels driven by Tommy's competitors in the bike race of "Alloy Wheels of Steel." I recommend you have Tommy jack one and use it at I.69. It's the best racing bike in the game. I tested it against a regular Angel. It pointed up the difference a higher or lower center of gravity and cornering traction can make. If you want a "Wheels of Steel" Angel more often in the game, one you can save in a garage and it will hug the road and retain that special amount of cornering grip, see I.100.D.e Cars and bikes, Gameplay advantages, How to create your own "Alloy Wheels of Steel" Angel. Angel: 103 mph. PCJ 600 PCJ 600: Honda CBR 600, especially for the evil grin headlight and the name similarity, but without as much body covering the gas tank and motor, and with the body behind the seat pointing down instead of up, like a BMW R90 '76. The PCJ 600 is my favorite vehicle for getting around town fast when the "Wheels of Steel" Angel isn't around. It has a fairly high-pitched bike sound. It's the best for jumps, due to its combination of light weight, fast acceleration, and high top speed. The Bradygames guide doesn't give it much for handling, but the writer must not have driven one around much to get a feel for what turning with controlled skids can be for the cycle. Get me a pilot's license for this thing. Tommy falls now and then, but he gets right back up. He's a mighty man--a mighty, mighty mountain man. I'd use "aspirine" on the bike now and then, though. There's always a PCJ 600 at four locations; 1. by the piers on the SW side of the east island; 2. in the "stilt" building (there's also a Banshee there) on the east island on the N side of the 2nd block S of Washington Mall; 3. in the display window of Howlin' Petes Biker Emporium on the west island: where the main N and S road divides in the lower Downtown area, take the road to the E--it's on the left; use a weapon or vehicle to break the glass; 4. and on a little hillside NE of the Washington Beach police station. Getting aboard always triggers the "PCJ Playground" mission, so I usually grab one of the others. PCJ 600: 109 mph. Sanchez Sanchez: Kawasaki KX (similar rear wheel bracing bar) or Yamaha DT dirt bike The Sanchez is a dirt bike and the best for doing wheelies. It sounds like a mix of lawnmower and bike sounds. Save one at the condo if you want to try the gimmick to beat "Dirt Ring" (I.31), too. If there isn't one handy to jack, there's always a Sanchez at the dirt track at the top of the west island. Getting aboard that one always triggers the "Dirt Track" mission, but you can get off to fail it then keep the bike if you want. Sanchez: 91 mph. Freeway and Angel The Freeway and Angel: Harley Davidson FXSTD/I Deuce with long handle bars (hogs--they sound like ones, too). I think the Angels in front of Mitch Baker's Biker Bar are red, white, and blue to look like the bike Peter Fonda drove in "Easy Rider," which "Vice City" voice actor Dennis Hopper directed, and also starred in and co-wrote (with Terry Southern) with Fonda, who produced. Compared to some actual Harley Davidsons, these bikes don't have the best speed/handling/weight combo for much of anything. They slide out on turns and are a bit heavy and slow to accelerate for making the jumps unless you have a Super Dave or George of the Jungle fantasy going. (The "gripiseverything" code doesn't effect bikes.) Use your handling skills and don't corner so fast and it's a nice ride, and they look cooler than Faggios. There are always red, white, and blue Angels in the front of Mitch Baker's Biker bar: where the main N and S road of the west island, going N, divides in the lower Downtown area, take the road to the E--it's on the right side. The bikers in the game seem pretty docile, so it shouldn't be hard to jack an Angel. The best bike for racing is an Angel you can have Tommy jack from one of the Bikers before the race in "Alloy Wheels of Steel" (I.69) (see the "'Alloy Wheels of Steel' Angel" above). To find a Freeway, cross the bridge from Prawn Island to the east island and make the 1st right; there's always a Freeway near the corner on the left. Freeway: 102 mph; Angel: 103 mph. Faggio Faggio: Piaggio Vespa The Faggio is a moped and the best for doing Stoppies. It sounds like a lawnmower, the way mopeds can. As it says in the BradyGames guide, "Man, get off that thing before someone sees you!" It has good handling and makes sharp turns, but don't try to jump the channel in one unless you have a morbid curiousity about drowning. Maybe it's not that bad. They were big with some of the Mods in the U.K. in the 1960's. It's good for getting you to a PCJ 600. There's always a Faggio in two places on the east island: on the W side of the 5th block from the S and 1st row along the E, and in the alley beside Lawyer Ken Rosenberg's office--in the panhandle of the 3rd block from the E and the 4th block from the S. The Pizza Boy is the other moped in the game--probably a customized Faggio. It's by any Well Stacked Pizza shop. Faggio: 76 mph. Some notable things about the motorcycles Fast and complimentary Pay 'n' Sprays. You can save some of the time taken to use a Pay 'n' Spray by leaving a two (or four)-wheel vehicle in it. Just run and get on (or in) it, and it triggers the Pay 'n' Spray actions. You can also use one when you don't have a wanted rating or need to heal the vehicle for complimentary sprays to give your vehicle the color you like once Tommy makes $100. Wheelies The easiest way to do wheelies is with a Sanchez dirt bike. Accelerate, W, while leaning back, Number Pad 6, until it stays up at an angle while just holding Number Pad 6. Add taps of W to keep the speed and front wheel up, and turn with A and D. It only counts if you land safely on both wheels. You can do one on a PCJ 600, or on a Freeway or Angel (hog), but it usually doesn't stay up at an angle automatically with NP6 like the Sanchez does, so you keep playing with NP 6 and W to keep it up, and it probably won't last too long. But by persisting at trying for that wheelie angle with the PCJ 600, by playing with NP6 and W, I can get it to stay up the Sanchez way for brief stretches, and could repeat several such stretches in a row, with Tommy hugging the body of the bike when it went down. You can steer it as with the Sanchez, too, but give yourself a lot of room ahead of you when you try. It's a heavier bike, so it's harder to create and control the front lift for it. Tommy can also use the PCJ 600 to do a wheelie to ramp off the front of some of the oncoming sport cars with low angled engine hoods (this takes some trial and error). There is a wheelie gimmick, not that a regular one is hard to do. Sometimes, if you get the front wheel of a PCJ 600 over the hedge while trying to leave the yard in front of the building you jump to for J33, you can press W and it just spins its wheels. When you stop, you get a wheelie bonus. You could try for an incredibly long wheelie time that way, but it's not as much fun as a regular one. Wheelies for jumps I may need to revise my thinking about Siva's (HandsomeRockus') idea about doing a wheelie just before a jump for extra distance. At least when hitting one of those gray concrete ramps with a PCJ 600, it looks like you may get some extra distance if you wheelie just before hitting the ramp. I'm noticing this in experimenting for the section on various stunts I've added lately, such as additions for the section on jumps that are often overlooked. It didn't seem to add distance when I 1st tested his idea using the yellow marker at the airport tarmac--it may be more noticeable when using a ramp that's more horizontal. Hitting things in "Vice City" slows a vehicle down (you may have noticed this even with the breakaway cardboard boxes). Maybe hitting a more verticle ramp, even with a wheelie, slows the horizontal movement of the bike a bit whereas slanting the bike with a wheelie for a more horizontal ramp diminishes the impact of hitting it and lets it fly farther. Stoppies The easiest way to do them is with a Faggio or Pizza Boy moped. Find a long stretch of runway at the airport because you can't turn while doing a stoppie. Accelerate, W, while having Tommy stand and lean forward, Number Pad 9. You don't need to go very fast--in fact, you probably shouldn't or you'll get a shorter stoppie time by running out of runway sooner. Holding Number Pad 9 throughout the following, go from W to both brake, Space Bar, and reverse, S, until the back wheel stays up at an angle, then go back to W to keep it going. You can even let go of W a bit to let the moped slow down, and it will continue at a constant slower pace when you hold W again. Use A and D to turn the back end so it doesn't spin out so much and end the stoppie. Again, it only counts if you land safely on both wheels. You can do a brief one on a PCJ 600 or Sanchez which brings it to a stop. The flip gimmick when Tommy is doing a jump and isn't morphed, and you want to get a statistic for Flips, have him lean back, Number Pad 6, until the front wheel is just back of vertical, then lean forward, Number Pad 9, and it's counted as a flip. (I got a count of four flips this way jumping over the Callahan Bridge in Staunton with the Liberty City mod--I.100.D.g.) The same gimmick works if you lean Tommy's bike forward with NP9 till it revolves more than vertical then bring it back with NP6. Obviously, you can get more flips out of this gimmick if he's airborne longer, so pick a jump for it that gives him a lot of flight time. The PC super jump Thanks to yOman69, in posts at the message board at Gamefaqs, Sept., 2004, for the PC super jump, something that had been given up on as something you could only do for PS2. As his messages and videos demonstated, his new method can be done with a Packer (ramp truck). You can use any bike, although a PCJ 600 brought greater results than a Pizza Boy. You have the option of having Tommy morphed (see below) or not, although morphing brought me greater results. I used Tommy morphed to a PCJ 600 and the Packer at the airport, as in a video by yOman69, and my greatest score for revolutions so far has been 34,057 degrees (unfortunately, Tommy ended up bouncing off the tarmac and into the ocean, so I didn't save it). At the most spectacular, I've seen Tommy flying higher than anything else in the city--in some replay shots, he was a dot in the sky. It's like he was stuck up there like a ceiling fan for awhile. In less fantastic successes, he still twirled around like crazy. Drive a PCJ 600 into the back of the rear wheel housing of the right side of the Packer--not at a 90 degree angle, but with a slight turn from 90 degrees in the direction of the truck, and giving the bike a right turn. Highly sophisticated, life-like--ASCII art, even--depiction of a Packer and where to point your morph -- -- O OO - ^ As the bike is pushed down along the truck to a 90 degree angle, change to a left turn to keep the bike pushing against the truck. The bike keeps pushing with success, and you see the back of the truck raise higher as the front of the bike slides down toward the back end of the ramp and pushes it up. I usually back out just before reaching the back end of the ramp. You can then see that the truck holds that position with the front wheels embedded a bit into the ground. -----------00------- ^ _ Sometimes pushing till the bike reaches the back of the ramp makes the truck fall. Sometimes you can pull the bike out and push it back in to nudge the back of the truck higher, but often it makes the truck fall. Then position the bike to drive at the middle, or just left of middle, of the right side of the segment of the ramp that extends back from the rear wheel housing--the middle of the segment before you. A line on the ramp shows the middle. Tommy's head and shoulders will pass right through it. -----------00------- ^ _ Just past the far side of the ramp, begin doing some careful little forward left and backward right turns, careful not to bump the truck and make it fall prematurely, till Tommy is within the middle of the back segment of the ramp and pointed in the direction of the truck. I think it helps to get the "camera" swerved back behind Tommy. Then go straight forward and bump some solid part of the truck--it's somewhere in between the backs of the back wheel housings--to make the truck fall. -----------00------- < _ -- -- O OO - < With success, Tommy flies and twirls like nothing else in the game, or at least flies a bit and twirls a lot, and sometimes the truck flips in the air and blows up. If the bike falls sideways under the truck, which is more often, and which makes the truck constantly slowly reverse into the bike for some reason, just drive it out and you can try again. ^ > < ^ -- -- O OO - A few of the other bad things that can happen--fortunately, not as often-- include: the jump works but Tommy ends up in the ocean and drowns; the jump works but you realize the bike is burning and you don't type "aspirine" fast enough; the jump works in that Tommy ends up credited with a lot of revolutions but all you see is him fall through gray hell; or Tommy ends up on his back on the ramp and his armor then health drop to zero. You can also get the bike stuck under the truck, and hit F to make Tommy appear standing on the ramp. So you drive the Packer off it to see the bike is irremovably embedded nose up halfway into the ground, at which time you might blow it up to get it out of the memory of the game. One time when the bike was stuck under the truck and I pressed F, Tommy ended up in the Gate 1--8 hallway of the 2nd floor of the main terminal, for some reason. Again, if the bike burns, you can type "aspirine." If Tommy gets wasted or you lose the bike to the ground or fire, you can reload the game. You might keep a PCJ 600, and even a Packer, in the garage of the mansion. The mansion office also has a street outfit icon (and a Frankie outfit after "Keep Your Friends Close") to use for morphing on PC. The back of the Packer sticks out of a garage, but disappears while the door is down (an old "GTA III" gimmick). The BSM Another fine bike jumping method, one that turns a PCJ 600 into a portable jump ramp for a 2nd PCJ 600, is the BSM offered by video stuntman Brad Ward, who's aka ThaShoka89 and Southern Finest. It's called the "Bike Stunt Method," although he likes to call it the "Bike Stuck Method." I relay it here with his magnanimous permission and my thanks. Find a telephone pole you can make a good runway toward and which has a nice long clearing, or roof you want to land on, beyond it. Gather a couple of PCJ 600's by the pole without using any other vehicles so the two bikes stay in the memory of the game. You put the middle of a side of a PCJ 600 a couple feet from a telephone pole, tree trunk, the side of a building--whatever is vertical and solid. Then drive a 2nd PCJ 600 from a few feet away at the middle of the other side of the 1st bike, and bump it so it leans against the telephone pole at an angle you can use for a jump. 1st bike v O | <-- O|<-- ^ ^ pole 2nd bike Bump Then get a good run at either side of the 1st bike with the 2nd one, and give it a little wheelie just before impact. --> ^ | <-- O| <-- O| Tommy often stays on the bike and can get some good height and revolutions. This can give you a lot more jumps to try, and rooftops and narrow walks in front of billboards, etc., to shoot for a landing on, in Vice City. If you like such things as much as me, then follow me in following ThaShoka89's advice to register at these web sites about stunting: http://www.gtastunting.com/forums/ http://s8.invisionfree.com/theghostchildren/index.php?act=idx Ghostchild, of the 2nd web site, has a good tutoruial about it at: http://s8.invisionfree.com/theghostchildren/index.php?showtopic=222 Ghostchild calls the "Bike Stunt Method" a "PCJ Bump." He says it originated with Neo Anderson (reaffirmed in the opening of "Fusion," a collaboration of Neo's ATS crew and the TS team I learned of from a post by celebrated Terror Squad participant Urban L3gend his own self at Gamefaqs). If you use a pole for it, you hook the front 1/4 of the PCJ 600 against the pole at a 25 to 45 degree angle. He says the three kinds of poles you can hook a bike to are: The white posts such as the ones for an overhead road sign a bit to the N of the W end of the South Bridge; the very tall gray poles on the S side of Viceport; and wooden telephone poles. I'm still working on "catching air"--"airgrabs"--where Tommy lets go of the handlebars of his bike for a second (and doesn't just wreck), but ThaShoka89 says it's easy. Airgrabs To do an Airgrab, you have Tommy let go of the handlebars of his bike, grab some air, and grab the handlebars again--have him jump off and back onto the bike. Thanks again to ThaShoka89 for relaying Taclite's tutorial on Airgrabbing from http://s8.invisionfree.com/theghostchildren/index.php?showtopic=59 at the Gamefaqs web site message board for the PC "Vice City." I've condensed it here and decribed a few locations so I can still find them if the web addresses for Taclite's screen shots ever change. And thanks to Taclite, proud inventor of the Packer 2 stoppie 2 grind, and inventor of the Airgrab 2 Frontflip groundgrab, whom I hope doesn't mind how I've condensed it: &&&&&&&&&& There are several different types of Airgrabs, the most common being the Groundgrab, where you jump off and on while touching the ground. A regular Airgrab also covers doing the same thing when hitting a wall. Then there are the Frontflip and Backflip Airgrabs--I don't think I need to explain what they are. FIRST OF ALL: You need a good jump with a wall pretty close by (I'll give some locations later) and a PCJ (it's the best for Airgrabbing). Normal Airgrab: Make a fast approach to the jump. Start leaning back (NP6) to let the bike tilt vertical while airborne, jump off (F) when you're around 1 - 2 feet away from the wall, then quickly and repeatedly press Enter (F). If you jump off and on, you've just managed to do an Airgrab. Frontflip Airgrab: Get a good roof with a ledge at the edge of it as in the location given below. Do a high wheelie (but without the tail of the bike scraping the ground or you'll fall off). Just as you're about to hit the ledge, jump off (F), hit Enter (F) repeatedly and quickly, and you'll do a Frontflip Airgrab (if you're lucky). Backflip Airgrab: This type of airgrab requires s**tloads of luck. Wheelie at 45 degrees against a wall. When you hit it, jump off and on (press F quickly and repeatedly). If you're lucky enough, you'll get a Backflip Airgrab. Normal Airgrab location: in the parking lot of the building just S of the Downtown Schuman Health Care Center, which is S and across the street from the W end of the Hyman Condo alley. Go W to E and wheelie at the ramp at the NE corner of the lot. Try the airgrab as the bike as about to hit the wall of the building beyond that. Frontflip Airgrab location: the roof of the Downtown Ammu-Nation; an easy way there is to jump from the long stairway S of it. Go N to S, wheelie, do the Airgrab as you approach the ledge at the edge of the roof, and flip down to the ground. Backflip Airgrab location: the parking lot W and across the street from the S tarmac of the airport. To get there, go S from the W end of the South Bridge, go right, go through the intersection, follow the road as it curves 90 degrees N, and enter the parking lot with the red and blue poles across the entrances on your right. From somewhere E of the Sentinel XS that's always parked there, go S to N at the low wall with a fence on top of it, get a 45 degree angle wheelie to hit the wall with, press F quickly and repeatedly as you hit it, and backflip S onto the same parking lot. &&&&&&&&&& While trying airgrabs, you may occasionally find that spaceeinstein is right about the gimmick used to have Tommy stand on a car in midair, given at I.26 for Unique Jump 19: it works with motorcycles, too. You might try the airgrab found in the "Vice City Tribute" stunt video. Push a PCJ 600 off the roof of the airport terminal and quickly and repeatedly press F. Madmax of ATS might add that there's something to be said for the possibilities of the Pizza Boy Airgrab. Headers Press F before a collision, when you can react fast enough, to prevent Tommy from getting damaged in a wreck. This is obvious, but practice by doing headers with oncoming vehicles and pressing F a split second before impact. Since he flies off a bit and lands safely on his feet, you might use it in a mission and save his neck someday, or at least give him a cooler-looking dismount than a wreck. Half pipe stunts The roof of the Escobar airport terminal makes a fair half pipe. You can practice staying on your wheels after a surprisingly long drop by driving off of the roof, too. Try to get some forward momentum, level the wheels once airborne, and land with acceleration. Climbing and jumping from trees To climb a tree, have Tommy go up the upper side of a palm tree that slants over diagonally from the ground up. In some cases, Tommy can drive a PCJ 600 or a Sanchez to the top of it, too. Among several, one is the tree NW of the Malibu Club, and another is N of Leaf Links club house and W of the tennis court. You can even get some runway to use that last one, and the one across the street to the E of the Vice Point pizza shop, as a jump. It's not too spectacular, but it sure looks different. You might try the Bump or Pole or BSM method with a tree trunk, too. Hitting Poles Thanks to Ghostchild for his clear and helpful information on doing stunts with poles: http://s8.invisionfree.com/theghostchildren/index.php?showtopic=38 One thing that distinguishes these stunts from Bumps is that you want to get a wheelie going, at about 40 degrees, for a bit before you hit the pole, not just at the time of impact. Use NP6 and NP9 to level the wheels for landing, too. He also cautions that you can only hit the breakaway poles, like the white ones for traffic lights, so fast or you'll break through them and not bounce back as with the wooden telephone poles. Turn with A or D upon impact if you want to bounce back and up onto a roof. Bumps Thanks to Ghostchild again for the basics of what he's done with stunts called Bumps: http://s8.invisionfree.com/theghostchildren/index.php?showtopic=78 One distinction with doing Bumps from hitting poles is that you do your wheelie at the moment before impact, and start a bit earlier to go for a higher wheelie for a higher obstacle. Ghostchild cautions that this is the hardest type of stunt to do, but also looks the coolest when you pull it off. For a beginner, he recommends doing the following Bump till you can land--on the ground, at least, if not the roof--without falling four out of five times. To get to the spot he uses, go N from the Skumole Shack, continue past the left turn, and turn left into the lot after the 1st bulding on the left (the building where HP62 and J4 is--where the Downtown Checkpoint Chopper mission starts after "G-Spotlight," I.81). You make an E to W run and bump a spot of the low wall of the 2nd terrace/planter thing to the W--aim for a spot a foot or two left of the palm tree that grows from it. You may even land on the landing to the left (the one the Downtown Checkpoint Chopper appears on). Another spot to try is the gray fence at the N end of the alley across the street to the N of the "stilt" building (the N end of the alley used for a runway for J32 and for the last jump of PCJ Playground, except this time you're going S to N). You have to start a bit earlier for a higher wheelie for this one. Bump a high spot of the gray wooden fence just left of the telephone pole and you may end up on the roof of the beige building N of that. Another place to try a Bump is at the stack of gray wooden pallets used for J27. To get there, go up the alley of the 1st blocks along the E at the SE end of the east island, and you'll see the stack of pallets as you enter the alley of the 4th block from the S. For J27, you go N to S, but for this you go S to N, do a wheelie just before Bumping the top edge of the pallets laying flat, and you may end up on the roof of the several story-high building to the left and N of that. Since it's ramp used for a Unique Jump, you might also trigger the cinematic effect. You might also try Bumps with the benches around town. A variation I see in the stunt videos is to put a Rhino, truck, or whatever vehicle, at the top of a set of steps, or whatever sloped surface, and do a bump up against it. The Rhino seems to create a strong bounce and be a popular choice--good luck keeping it from disappearing, though. Grinds They won't be as long as the longest grinds Tony Hawks can do with a skate board, but can Tony Hawks do a grind with a motorcycle? Ha! I don't know, maybe he can. That Tony Hawks is pretty talented. Take a PCJ 600 to the Links Bridge. Drive slowly at the low white fence along the inside of one of the sidewalks and wheelie up across it at a 90 degree angle with the wheels on either side of it--sometimes just the front wheel beyond the far side of it. The bike will spark and slide along the top, which you can prolong by balancing the bike with NP9 and NP6. Thanks to Gav for his Gav's Stunt Guide (v.1) post on the GTA Forums/GTA Vice City/Gameplay message board for those tips on grinds. Thanks to Norwegian stuntman of reknown Ghostchild for a few more tips and places to grind: http://s8.invisionfree.com/theghostchildren/index.php?showtopic=45 Ghostchild recommends that you lean back before leaning forward with a grind, and make sure to be careful of balance since a lot of people make the mistake of leaning forward too far. He also recommends you try the railing of the Links Bridge as a Jump to Grind using a Packer. Angle the Packer so you can turn from it as you jump to get a 90 degree angle on the railing. Some other grinding spots he recommends are: the rail along the walk on the S side of North Point Mall (you can position the Packer on the street to the W of it for a Jump to Grind, too); down the railing of the stairs from the Downtown roof the Skumole Shack is on; down a railing of a boarding ramp for the Chartered Libertine Lines ship at the SE end of the W island; and to jump up the steps from the lower landing at the S side of the Boatyard and grind on the fence. You might see I.100.D.e for how to change column I in handling.cfg to -1 to take the worry out of landing in water for those last two spots. You might try a Jump to Grind from the gray wooden pallet ramp to the fence behind Sunshine Autos (like I saw in the stunt video "The 4 Horsemen"), try a Jump to Grind to the fence in front of the Downtown fire station, jump from a Packer in the construction area to grind on the inner rail of the Starfish Island Bridge, grind on the rail along the coast of the S side of the land that sticks out S of the Starfish Island Bridge, grind down the rail of the stairs in the middle of the main room of the mansion, or try a grind with a car, too. Stunt videos Once you know some of the basics of doing stunts, you can get a lot of ideas for specific applications for them from watching stunt videos, and might enjoy just watching them, too. You can check out Ghostchild's stunt videos, such as his contributions to "The Heroes Return," and the videos of many other stunt people, including the two videos mentioned in the Cabbie Climb section ("Off Duty" and "Off Duty 2" by Busted Joypad Films), at his The Ghostchildren web site: http://s8.invisionfree.com/theghostchildren/index.php?s= 2bc394866415aaf72da81230e6099ad8&act=idx You can also look for Ghostchild at the Fileplanet web site. He and his web site tipped me to other stuntmen, such as Nitzkit, Kaneda, Neo Anderson, and Darkness, too. To enjoy some of their stunts in "The 4 Horsemen," "5ive" with GTA Fanatic, and others, you can also go to the video section for "Grand Theft Auto: Vice City" at the Planet Grand Theft Auto web site. You might also try http://www.filefront.com/ Then go to the videos section put "Nitzkit," of the best backwards stoppie, or the name of whomever you like in the search engine. I thought "Ignition," a recent one he took part in with Kaneda, Madmax, and Neo Anderson, was pretty good. There's a good one by a lady named enid called "foxylittlething." You might also put "Liberty City," "Vice City" or "San Andreas" in the search engine and keep clicking "Next 15 results" at the bottom to see a lot of stunt video choices. When you see something you like, click the "Similar results" link by it. You may find them and others, such as the ATS (Addicted To Stunting)/TS (Terror Squad) all star collaboration of Urban Legend, GTA Fanatic, Nitzkit, Neo Anderson, Matt, Darkness, Kaneda, Madmax, and Zerox in "Fusion" at: http://www.gtastunting.com/forums/index.php?act=idx Try the "Un-modded Stunting Video Releases" section, then put the name of the stunt person you're interested in into the "Search this forum" search engine at the lower left side of the screen. The Dark Army web site, and their popular and highly acclaimed videos like "Extinction" and "Hatred," can be found at: http://darkarmy.5.forumer.com/index.php?act=idx You might enjoy looking into the work of young Australian Barney and Nebraska's Andy aka GTA Fanatic to see them stand tall enough to rub the shoulders of some of their seniors with their work. You can find an interview with them at: http://www.planetgrandtheftauto.com/features/mailbag/092704/ Among other things, they give some advice on doing airgrabs, which they say were invented by Mike of AMPT and made their debut in "Armaggeddon." They list some of the videos they've made and some by others they feel were the most influential for them. Links are provided to download most of them, such as "Pulse" by Barney, "Liberate" by GTA Fanatic, and some of their favorites by others like "Decan's Auto Stunt Reel," by d8cam, "Stunt'd" by Phil Harrison, "Armageddon" and "Armageddon 2: Liberty City" by Mike, and "Vice City Tribute" and "Vice City: Miss This" by the Grand Theft Auto Online Community (featuring Cerbera, who figures prominently in the modding section at I.100.D.e). Since then, Barney is aka Kemical, and he and GTA Fanatic have worked with ATS. GTA Fanatic contributed stunts for "5ive" and edited and did stunts for the ATS/Terror Squad collaboration "Fusion," which I thought was good. A bunch of jumps that are often overlooked Get a long runway, keep going W instead of doing the beginner's Bump recommended by Ghostchild in the section on Bumps (in the lot of the Downtown office building used for "G-Spotlight"), go up the gray ramp at the W end of the lot, over the roof, and land on the roof across the street. Go S to N and do a wheelie just before hitting the 1st palm tree S of the mostly-square lot that's S of the mostly-square bay S of Hyman Memorial Stadium. From SE of the crease in the grass that runs SE from the end of the concrete sea wall SE of Hyman Memorial Stadium, go NE, along the crease, across the mostly-square lot, and do a wheelie just before hitting the ramp in the grass by the low wall. Go over the mostly-square bay into the parking lot, possibly onto the porch roof, of Hyman Memorial Stadium. Go N to S behind the Downtown fire station, do a little wheelie as you get to the gray ramp, go over the street onto a roof, then go moderately over the slant on the roof to land in the yard beyond. Go W to E from in front of the Downtown biker bar and wheelie just before hitting the ramp of grass and wall in front of the Moist Palms Hotel. Four in a row: you can go S over the concrete ramp at the S end of the back yard of the Moist Palms Hotel, Downtown, onto the cobblestone walk; go W, S, then E into the alley around the back of Phil's Place; turn N, E, and S and go over the slope of dirt piled against a low wall; immediately turn W into the front entrance of Phil's Place, go a bit N, do a 180 degree turn, and go S to jump using the large pile of black stuff; continue S across the lot and over a pile of dirt sloped against a low wall; and continue in the direction of traffic. From the alley on the N side of the Little Haiti pizza store, go E to W over the small set of steps at the N side of Rough 'n' Ready Streetwear into the Haitian gangster's processing plant (the jump described in the section on "Trojan Voodoo," I.98). Use the stairs on the S end to leave. From behind the Little Havana Streetwear store, begin the rooftop jumps of Unique Jump 8 but turn left, just before the Unique Jump, onto the pane of invisible stuff (I.3) over the lot of trees. Go N to S and do a wheelie just before hitting the slanted palm tree NW of the W end of the Starfish Island Bridge in Little Havana. Go W to E in the alley N of the lawn of Sunshine Autos and wheelie just before going a bit left over the wooden ramp and land on one of the roofs of ramps. Turn around and use one of the ramps to leave. Go E to W in the alley N of the lawn of Sunshine Autos, cross the street, and wheelie just before hitting the grass that slopes up to a fence. Go E to W from the lawn of the Hooker Inn, cross the street, go over the slope in the grass and the roofs of the row houses and continue on the street. Make an E to W run from the grass by the ship and the gates of Viceport and do a little wheelie before hitting the slope of grass by a palm tree N of the Pay 'n' Spray (spot number 8 given below as a good place for big Insane Stunt statistics). You may shoot up the tree or, if you get lucky aiming for a spot just S of it and turning a bit left, land on the roof beyond it. From the back of the lot across the street to the W of the Viceport Pay 'n' Spray (the N end of the lot that 8 Ball's Bomb Shop is in--the one where "Cabmageddon" takes place), go SE along the road and hit the front of the steps on the right at the end of the 2nd block. Try not to crash into the truck and trailers beyond them. As the jump at the low yellow marker by the airport radar building shows, a little ramp can help make a big jump if you give it enough runway. The N to S jump over the ramp at the W side of the N airport terminal--the "Ghost World Headquarters" described in I.9.G. You can veer left, land on the road, and go up the sloped embankment to the left of it to make a double jump of it. Unique Jump 31 (I.26), from the roof of the Ocean Beach parking garage, can be continued S for two more roofs and onto the street. Go E to W across Washington Beach and wheelie just before hitting the slanted palm tree that hangs over the sidewalk. The tree is across the street to the SE of the SE corner of the Vice Point police station. After you do Unique Jump 36 into Interglobal Film Studios, try to wheelie just before using the roof vent that slants away from you as another jump. The four ways to jump into Leaf Links described in I.18. If you'd like a way to go to the street from the Starfish Island mansion on a PCJ 600 other than by using the front gate, you can start a run at the SW corner of the front yard, go NE up the slope in the grass, and over the low wall to the street. Insane Jumps and Insane Stunts As noted in I.7--Stats, Unique Jumps are the 36 jumps you need to do for 100% completion. Insane Jumps, which can coincide with them, are measured in distance, height, flips, and rotation; a big score in one category is an Insane Stunt, in two is a Double Insane Stunt, etc. (though I've never heard of anyone getting a Quadruple Insane). The "GTA III" "perfect" insane award for landing on all four wheels isn't used in "Vice City." My 1st choice for them would be the PCJ 600, but you can get good results with a sports car like the Cheetah. Morphing According to the Merriam-Webster Online web site, METAMORPHOSE suggests an abrupt or startling change induced by or as if by magic or a supernatural power . http://www.m-w.com/cgi-bin/dictionary?book=Dictionary&va=transform Morphing Tommy to his PCJ 600 ensures that he won't fall off his bike when going for Insane Stunt statistics. Have Tommy park the bike so an outfit icon rotates about halfway into his right side and bike. Have him get off the bike and back on by pressing F twice. The screen blacks out, and when it comes back on, if you did it right, Tommy will seem to be standing and straddling his bike. Hit F again to get him unmorphled. Controls for Tommy morphed to a bike Left Shift....Forward Space Bar....Reverse A....Left D....Right W....Lean forward S....Lean back Tab....change radio stations I like F1 for Replays of Insane Stunts, too. C....Crouch looks different since he crouches into the body of the bike. I would use my left thumb for Space Bar, the 1st left two fingers for A and D, and the left pinky for Left Shift; I reach in with the 1st two right fingers for W and S. You can fire a submachine gun with the LMB, but it changes him back to normal, with him appearing morphed occasionally in a glitchy way, and the controls go back to normal. You can morph him to a hog, including the one I suggest you take from "Alloy Wheels of Steel," although the bottoms of his legs go into the ground like a ghost's. You can also morph him to a Caddy with the Golf Club outfit that's at Leaf Links after "Four Iron." Then it looks surprisingly like a scene out of the 1960-1966 TV cartoon show "The Flintstones." But you get the best stunt results using a PCJ 600. Whether with a morphed Tommy or as in the Insane Stunts done with a sports car in "GTA III," you get the best results by ramming him into something. (I think going for an Insane Stunt this way best points out why they're called Insane Stunts. It would normally be insane to do such things just to see if you could get more flips or rotation.) Be ready to press Esc, type "aspirine," and press Esc again when the bike starts smoking. Outfit locations Outfit icons get rid of a wanted rating up to two stars, but I recommend you try to just use it for one star to minimize how much bigger Wanted Stars Attained gets than those Evaded (see I.7). It will also change how Tommy appears in the cutscenes. But I'd mainly want them for morphing. You have to make Tommy drive at the door and bail, so the cycle goes in the door and Tommy has to go in after it, to get a cycle into the Ocean View or Malibu Club to use the outfits inside them for morphing. The Street outfit is at the Ocean View Hotel, Hyman Condo, and the Mansion after "The Party" (I.17.C). $50. The Soiree outfit is at Rafael's--S end of the east island, two blocks from the E and the 2nd block from the S, on the NW corner of the block--after "The Party" (I.17.C). $100. The Coveralls outfit is on the 1st floor of the SW side of North Point Mall in the tool store after "Riot" (I.37). $80. The Golf Club outfit is in front of Leaf Links after "Four Iron" (I.38). $40. The Little Havana outfit is in Little Havana Streetwear--cross the Starfish Island bridge to the west island, go right, go left, go right, and it's on the left--after "Two Bit Hit" (I.78). $70. The Police Uniform outfit is in the locker room--the 1st room on the left--in the Washington Beach Police Station after "Cop Land" (I.61). $90. The Bank Job outfit is in the 2nd floor office you get at the Malibu Club after "The Job" (I.75). $120. The Casual outfit is at the 2nd floor door of the Gash clothes store in the middle of the S end of North Point Mall after "Treacherous Swine" (I.40). $120. The Mr. Vercetti outfit is at Collars & Cuffs--S end of the east island, 2nd block from the E and 2nd block from the S, on the NE corner of the building-- after the Pole Position Club mission (I.94). $30. The Tracksuit outfit that's maroon with yellow stripes is in the doorway of the Little Havana laundromat from the start of the game. To get there, cross the Starfish Island bridge to the west island, go right, then left, then right, then left, and it's just past the corner ahead on the right. $50. The Tracksuit that's black is at the Downtown Jocksport after "Supply & Demand" (I.51). Go S from the W end of the Hyman Condo alley, continue straight past the left turn, and it's among some stores set back away from the road on the right. $100. The Frankie outfit is in the office on the 2nd floor of the mansion after you get 100% for the game (I.99). Since it's a variation of the Casual outfit, it's $120. Some favorite spots for big Insane Jump statistics 1. The fountain in the middle of Prawn Island. Go from the end of the road that goes S from it, or, for greater speed, from the Downtown area across the bridge to the W of it (I once jumped over the roof of the house behind the fountain starting my run there). Aim for the statue in the middle and into the fountain. Give it a wheelie, S, and a left or right twist, A or D, just before impact. If he ends up on someone's 2nd floor balcony, keep driving around doing wheelies at corners and such to get him out. You'll get your statistics and a Triple Insane in no time. This is the most popular spot, unless it's: 2. The mound of dirt sloped up to the curved edge of the broken wire fence at the wall by the channel E of the E end of the bridge from Starfish Island to the east island. Drive E from the E end of the Starfish Island Bridge, and turn right into the lot before you get to the little bridge. Aim for the mound of dirt (which is Unique Jump 22) at the wall by the channel, and hit the upward curve of the fence right at the right side of opening. You might want to inspect it with Tommy on foot 1st to see just what you're shooting for--the sweet spot is narrow. Again, give it a wheelie and maybe a twist as you do, but you also want enough forward momentum to get over the river. Though you might want to start farther W on the Starfish Island Bridge to build up more speed, you don't want to go out of control by going too fast or by making the right turn too soon into the lot. You can smack into something or bump a curb and spin out if you're not careful. Save the game before trying this because there is a risk of drowning. But when you hit the sweet spot, Tommy flies up like he was shot out of a cannon. 3. The slat of wood propped up against the corner of the top floor of the North Point Mall parking garage. Try to knick the wall a bit as you go over. Again, give it a wheelie and a twist for flavoring. 4. The helipad on the roof of the Hyman Condo. Go E to W, knick a post, etc., on the way over, and shoot for a place that lets you get more flips in a longer fall downwards. 5. Oncoming heavy vehicles. Normally, Tommy can wheelie and ramp off the front of oncoming sport cars with low slanted engine hoods. When morphed, he gets better results with SUVs and trucks--he might spin beyond 1,000 degrees. 6. The middle palm tree trunk behind the concrete ramp in the NW corner of the yard behind the Moist Palms Hotel. The hotel is along the main N and S road at the S end of the Downtown area. 7. The grass slope from the sidewalk up to the fence N of Sunshine Autos. Start your runway N of it, across the intersection on a little concrete area in front of a store, or get a long runway starting beyond the intersection to the S. Four more good spots pointed out by Gav's Stunt Guide (v.1) post at the GTA Forums web site under GTA Vice City--Gameplay, relayed here with his kind permission: 8. This spot lets you jump a tree with a little more snazz than the ways described a few paragraphs above. From the lawn by the ship by the gates of Viceport, make a SE to NW run and do a little wheelie just before hitting the slope of grass by a palm tree (similar to the Prawn Island fountain set up--#1) just N of the Pay 'n' Spray. You may shoot up the tree or, if you get lucky aiming for a spot just S of it and using a little left turn, land on the roof beyond it. 9. Go S on the W sidewalk from the intersection by the W end of the Hyman Condo alley and smack the fat traffic light post with a little wheelie. Go slower than you might for a telephone pole or hope you have the post disassemble before the bike just right. 10. The slanted edge of the low white wall, at the S side of a broken-open part of the wall, at the N side of a curve in the road (by North Point Mall) at the E end of the North Bridge from the east island to Prawn Island. From a spot a block and a half S of the sloped wall edge, go N on the E side of the road and hit the slanted wall edge with a little wheelie. 11. The wall above a slope of grass around the building one door S of Schuman Health Care, which is at the intersection S of the W end of the condo alley. Start the run in the back of the lot across the street from it, go W to E, and hit it with a little wheelie. (As a bonus, you might flip Tommy onto the roof of Schuman Health Care, and he can get to some of the "G-Spotlight" jumps before doing the mission.) Just a reminder: if you want an astronomical score for rotations, try the PC super jump described above. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.9.D Helicopters, the Skimmer, the jets, and the flying Rhino The worst criminal destruction in Vice City Controls for the helicopters A run down of all the helicopters including the real names and speeds of the helicopters and how many passengers Tommy can take in each of them for rides Some notable things about helicopters The game physics of following helicopters with the "camera" and moving them forward with NP9 Bailing from helicopters Getting a good look at the big guy Controls for The Skimmer The real names and speeds of the Dodo and the Skimmer Loop de loops Dodo emeritus Dodo ephemeralis The real names of the solid motionless jets The real (and handling.cfg) names of the flying non-solid vehicles How to (hi)jack the Hunter How to fly the Rhino The worst criminal destruction in Vice City The Skimmer, the Dodo pulling a "Zombie Elvis Found" sign, and the helicopters are the only things in the game you can destroy and get 30 points in your CRiminal Ratings for; everything else is worth one point. The only way to destroy the Dodo is with a rocket from the Hunter. Controls for the helicopters W....Up S....Down Number Pad 9....Forward (pulse to go forward in dips and raises) Number Pad 6....Backward (rears up and back, good for stopping and reversing) A....Bank left D....Bank Right E....Pivot right Q....Pivot left Left Shift....Brake (halts horizontal movement; thanks to spaceeinstein) F....(Enter or) Exit Left Mouse Button....Fire rockets (Hunter) Space Bar or Right Mouse Button....Fire Minigun w/auto aim (Sea Sparrow and Hunter; the Hunter machine gun, alias Minigun, has more auto aim than the Sea Sparrow, unlike the PS2 Hunter, which has none) Caps Lock....Activate/cancel vigilante mission--a Sub-mission (Hunter) R or Mouse Wheel up....Change radio station (except VCN, Vice City News, or VCPD, Vice City Police Department, helicopters, which get police calls on the radio) Middle Mouse Button....Look behind Again, for all vehicles I like: V....View (I like the mid-distance back view, but some prefer the 1st person view; the multi-view is fun to play with if you pick a place with lots of space ahead of you) F1....Instant Replay Again, typing "aspirine" will heal any vehicle Tommy is within. A good gimmick with NP6 is to use it to avoid something when you try to fly fast--close to the surface of things. When you realize you misjudged your path and are about to fly into the top of something, use NP6 to point the nose up--the copter will go in that direction and over the obstacle. Then continue with NP9. NP6 with Q or E is similar to a braking turn for a land vehicle, and looks kind of cool, too. Holding A or D for a big banking turn looks cool, too. Wait for the teardrop-shaped icon on your in-game radar to point at the place you want to go, then continue with NP9. Remember that the horizontal traffic light posts are non-solid; it's the vertical ones you need to avoid. Once the vertical ones, and lamp posts, are knocked horizontal, they're non-solid. The horizontal posts with signs that give the names of bridges and neighborhoods are non-solid at either end of the Links Bridge, Starfish Island Bridges, and Prawn Island (not the North Bridge signs, though). Likewise, the leaves are non-solid; it's the tree trunks you want to avoid. It may not come up often as a game strategy, but you can use NP9 to tip the blades forward at pedestrians, possibly flinging them high in the air. Doing it a lot while laughing maniacally with a therapist in the room is not recommended. Use V to get the 1st person view from a helicopter then rotate it with Q and E to see the rotating moon effect (thanks to Rusk's guide). See section I.18 for various ways to get past the barricades that prevent you from getting to the west island at the beginning of the game if you want to get to a chopper early on. A run down of all the helicopters including the real names and speeds of the helicopters and how many passengers Tommy can take in each of them for rides I used Spooky's Speedometer mod to determine the speed of the helicopters. Like the Skimmer, the helicopters are faster going down and slower going up. Unlike the Skimmer, helicopters can't maintain speed or accelerate at a constant altitude--you have to keep making dips and raises with them to do that. While making these swoops, the speed will keep going up and down, and I'd report the point in the middle, the average, as the speed of the helicopter. They each had a top speed while maintaining a general altitude for these swoops. For each, you could see that going 10 mph faster than that would cause the helicopter to keep flying lower until it couldn't do it anymore without crashing. What I've decided to do is give the top speed of the helicopter that allowed it to maintain a general altitude. Sea Sparrow/Sparrow The Sea Sparrow appears behind the mansion on the SE side of Starfish Island after you get 80 hidden packages. It's easy to fly, has a machine gun with a little auto-aim, plays music on the radio, and has pontoons so it will float on water. You might practice using the gun by destroying boats, which is noted in your Stats. As Rusk notes, the auto-aim "...allows the gun to lock-on to various targets near the center of the screen regardless of whether you see the target or not." It provides Tommy with some airborne distance from which to shoot a machine gun with some auto-aim, so it's obviously helpful for certain missions. It's also useful for flying up into the ceiling of the WK Chariot Hotel to enter Ghost World (I.9.G), because if you leave by flying up through the surface of the water you can land on it. The Sea Sparrow seats two, which comes into play in the game if you use it for "Death Row," "Bar Brawl," or "Cop Land," in choosing it over the Hunter. The Hunter just seats one--the pilot. You can get one passenger with the "hopingirl" code. Sea Sparrow: Bell 47 D-1 or H-13 helicopter with pontoons 95 mph; at 100 mph, it descends very slowly. A Bell 47 D1 is suspended for viewers as an example of excellence in design at the Museum of Modern Art in New York City. There are also four Checkpoint Chopper mission Sparrows with rails on the bottom without the pontoons. Three appear after "Rub Out" (I.53) and the 4th after "G Spotlight" (I.81). The rails make it easy to shove one from the front to slide it into a garage. The PS2 Pay 'n' Spray gimmick to give one wheels won't work for the PC version, but the method of blowing a bunch of them up with the "bigbang" code, to go for the "Godfather" CRiminal Rating, works. The Hunter The Hunter appears at the N end of Fort Baxter, at the N end of the tip of land that juts up on the W side of the west island N of the airport, after you get 100 hidden packages. It also appears on the helipad at the S end of the east island once you complete "Keep Your Friends Close." It's the easiest to use for the vigilante mission, and, along with the Rhino, for raising your CRiminal Rating and Highest media attention level. Learn to use the auto-aim machine gun without needing to go down between lamp posts and all and bang it up. It's durable, but use "aspirine" if it starts smoking. It plays music on the radio, too, even though you can use it for Vigilante missions. Use "aspirine" if it starts smoking. It's a single seat vehicle, so the "hopingirl" code won't work for it. Hunter: Hughes/McDonnell Douglas AH-64A Apache '84-'86 140 mph. (Hughes Helicopters, during 1984, became a subsidiary of the McDonnell Douglas Corporation.) http://www.aaib.dft.gov.uk/cms_resources/dft_avsafety_pdf_032620.pdf This U.S. Army AAH (Advanced Attack Helicopter) includes a 30mm XM-230E1 automatic cannon firing 750 rounds, and 16 Hellfire antitank missiles or seventy-six 2.75 inch rockets beneath the stub wings. http://avia.russian.ee/vertigo/mcdonnel_apache-r.html In real life, the Apache has a crew of two and a top speed of 184 mph. http://www.military.cz/usa/air/in_service/helicopters/ah64/ah64_en.htm VCN Maverick/VCPD Maverick The VCN (Vice City News) Maverick and VCPD (Vice City Police Department) Maverick helicopters are atop helipads on buildings in the Downtown area of the west island from the start of the game. For the VCN chopper, go across the bridge from Prawn Island to the west island. The VCN building is on the N side of the road just past the bridge. Have Tommy go in the door and he's transported to the roof by the base of the helipad. The VCN Maverick is the passenger helicopter that handles the most like the RC Copter of I.30. It can easily curl forward or bank more than you want it to, so you get the best results if you stop short of that in directing the movement of it. There's a back seat but no access to it, so you can only get one passenger with the "hopingirl" code. VCN Maverick: Bell 206 or 206B-3 Jet Ranger '86 110 mph. For the VCPD (vice City Police Department) chopper, go W from the W end of the bridge from Prawn Island to the west island, take the 1st left, then take the 1st left, The police station is on the left. Go left into the lot and up the stairs to the helipad. It's a four-door, so you can get three passengers in it with the "hopingirl" code. VCPD Maverick: Bell 206L-4 LongRanger 110 mph. The VCPD Maverick you can see patrolling over Vice City generally flies at 60 mph (the same as the Dodo). Maverick A Maverick will appear on the helipad on the roof of the mansion after you take it and of the Hyman Condo after you buy it. It's a four-door, so you can get three passengers with the "hopingirl" code. Maverick: Bell 206L-4 LongRanger 100 mph. At 10 mph faster, it moved slowly toward the ground. If you get three passengers with the "hopingirl" code, the two in the back seat will merge into one person. I had to laugh when I saw an interesting looking older businessman back there once as a result of that; as best I can remember, he was in a gray suit and dark tie with a brunette lady's red shorts above dark stockings and garters. When they get out, they divide into two people again. Some notable things about the helicopters The game physics of following helicopters with the "camera" and moving them forward with NP9. My theory for the problem the biggest (the Hunter) and smallest (RC) helicopters have with the "camera" (your point of view) is that the same game physics that determine the ability of the "camera" to swerve to stay behind one was used for all the helicopters. It works the best for mid-size copters. A little turn of either RC copter creates a big arc behind it for the "camera" to follow, which is partly what can make them difficult to fly (see I.30). And the Hunter is the biggest, so the "camera" movement for it is too sluggish. Unfortunately, though it has the ability to fire rockets and has more auto- aim for its machine gun than the Sea Sparrow has, the Hunter is far and away the worst of the helicopters at keeping the "camera" behind it aimed in the direction Tommy is looking. If you like the mid-distance back view as much as I do, expect to spend time patiently cajoling the "camera" into swerving back there with NP9 or pressing V a handful of times. Otherwise, your target will be unseen while the "camera" lingers on the front or side of the Hunter a lot. The auto-aim goes some way toward making up for it, but some prefer the 1st person view as a remedy. The drawback to the 1st person view is being a lot less able to see, and safely maneuver in, the area around the helicopter. You could also just fly the Sea Sparrow instead. I think the same may be true for other aspects of helicopter control as well, which is why the RC copters oversteer when you have them pivot and a heavier helicopter has an unfortunate degree of momentum for drift when you're trying to fix your position. For the RC copters, the RC Goblin ("Demolition Man") and especially the RC Copter (RC Raider)--their handling.cfg file names--do your best to restrict their movement to look like that of a medium-sized helicopter. The ability to hold NP9 to go forward before the nose of the helicopter points too far downward is an exception in that the size of the helicopter seems to have nothing to do with it. The "Demolition Man" RC copter is very good at it and the "RC Raider" RC copter is terrible at it. The Sea Sparrow and regular Sparrows are good at it and the various Mavericks, especially the VCN Maverick, aren't. NP9 and the Hunter will get you somewhere quickly but it isn't as easy to maneuver the "camera" for the Hunter once you get there. See "I.100.D.eee Helicopters--How to make the RC Copter easier to fly" if you'd like to change the data\handling.cfg file and make it a little easier to fly the helicopter that's the hardest to control. Bailing from helicopters You can bail from choppers, but sometimes I have to press F more than once to get Tommy to do it, which is a little harrying if the chopper's on fire at the time--he doesn't always do it before the explosion. Bailing as the chopper is landing to hurry things up doesn't work sometimes till the chopper is on the ground--press S. Bailing while the chopper is in the air seems to require that the chopper is going forward fast enough--press NP9. The best way to learn how fast is to practice, and you might use a wide open area at the airport for that. So if Tommy is in a helicopter and it catches on fire, you have a few choices, whichever you think you can do the fastest: type "aspirine," press S to get it firmly on the ground (without blowing it up by banging it on the ground) and press F, press NP9 a few times rapidly to get the copter going fast enough for F to work, or reload the game. Getting a good look at the big guy A helicopter is a good way to view the lights on the front of the WK Chariot outline a giant c**k and balls, with periodic squirts out of the roof, between 23:00 (11 pm) and midnight (see I.13). I once used "hopingirl" to get a hooker in a chopper and she rocked it at a slow rhythm while airborne doing this, but when I tried it again, it didn't work; it's probably not a glitch you can plan. The Squirt ad is on Callegg's delicatessan, though. Controls for The Skimmer W....Forward S....Backward (in water; in air, it decreases speed faster than by releasing W alone) A....Left D....Right Number Pad 6....Up Number Pad 9....Down Q....Look Left E....Look Right Q+E or Middle Mouse Button....Look Behind F....(Enter or) Exit R or Mouse Wheel Up....Change radio station. You fly it like a bike except that when you lean back you take off. As always, I like to use V to watch it fly with the multi-view sometimes when there's enough room ahead to do it without wrecking, but it can be fun to try otherwise, too. It probably won't catch on fire and explode even if you crash land unless it lands on its back or you do it over and over. It can have a hard time trying to take off going against the waves. If that happens, turn it to take off in the direction of the crests of the waves. The Skimmer doesn't attract passengers with the hooker trick or the "hopingirl" code, I guess because it's part boat and you can only have Tommy enter or exit it by pressing F for the magic transportation act you can use to have him enter boats. The real names and speeds of the Dodo and the Skimmer Dodo: Cessna 150. It's a single pilot small plane prior to having the wings clipped in Liberty City. You can't fly it, and you're punished with a three star wanted rating if you shoot it with a rocket from the Hunter for 30 CRiminal Rating points. 60 mph. Skimmer: Cessna 150 Amphibian. (A Dodo with pontoons and improved handling.) Flying at a constant altitude, it has a top speed of 116 mph. The speed increases if it dives and decreases if it climbs. The little Skimmer appears behind the film studio--S of the E end of the bridge from Prawn Island to the west island--after you succeed at the "Dildo Dodo" mission (I.79). I like it a lot. It's a lot easier to fly than you might think at 1st from the flying test you're thrown right into in "Dildo Dodo." It's also a lot easier to fly than the Dodo with clipped wings in "GTA III." The Liberty City Dodo can be seen, with full wings, pulling a "Zombie Elvis Found" sign behind it in Vice City, but you can't fly it and nobody explains how the ends of the wings get lopped off later. Loop de loops Try to swoop beneath bridges and through the Starfish Island Bridge road arches with it. If you make progressively bigger dips with it, you can then get a side view with Q or E and hold Number Pad 6 and see it do a back flip loop de loop. Do this over water so it won't wreck if it flies too low. Get a strong swoop going 1st because it can still stall out and land on it's back in the water. If it lands like that, you can hit F and make Tommy appear over it, but there's not much to do then but reload the game. (One side glitch: if Tommy's in that situation, pressing NP6 will make the scenery swirl around him.) You can also fly it through the hole in the building used in I.81 and I.82. It's SE of the Hyman Condo. Dodo emeritus Shooting the star of the show, the little Dodo pulling a sign, with the only thing that can shoot it out of the air--a rocket from the Hunter, has the distinction of being the only way to simultaneously create 30 CRiminal Rating points and a three star wanted level as the Dodo explodes with what may be the biggest explosion of the game. Dodo ephemeralis There's a Ghost Dodo glitch that sometimes makes it disappear on its own except for the sign, which elongates and thins as it wafts down into a point on the ground. The real names of the solid motionless jets The big jets, with three engines at each tail fin, look like Boeing 727's. The private jets look like Lear 25B's. The real (and handling.cfg) names of the flying non-solid vehicles In data\handling.cfg, AIRTRAIN, TRAIN, DEADDODO, and HELI all have the same figures except HELI, which, under column ae, has 2000, which identifies it as a helicopter. They're the jets (Boeing 727's), lights in the sky indicating jets (or ?) in the stratosphere, Dodo (Cessna 150), and police helicopters (Bell 206L-4 LongRangers) you see in the sky (and, with the jets, see landing and taking off at the airport) and can pass through like ghosts. Since the figures that determine speed are the same for all of them and the Dodo goes 60 mph, I guess they all do. The police helicopter that attacks with a machine gun, one that SWAT agents rappel down from, at three or more wanted stars is a different Bell 206L-4 LongRanger--you can bang into it and blow it up, etc. During a chase, the faster you go, the farther behind you it follows you. If you get the Hunter up to 120 mph or faster, it will disappear beyond the draw distance, but you can't shake it. If you slow down, it will reappear and close in on you. If you lower the rating below three stars, it disappears into the distance at some faster speed I haven't determined. How to (hi)jack the Hunter You can wait until you have access to a police outfit at the Washington Beach police station, after the "Cop Land" (I.61) mission, so Tommy can walk into Fort Baxter without getting shot to death. I recommend you have him use another chopper to sneak into the base from low over the water to the N of it, go quickly over the wall, land beside it as close as possible, and gun it out of there. If the soldiers at the base start shooting at Tommy when he tries to jack the Hunter and he doesn't make it out of there before you can save the helicopter by typing "aspirine," just reload the game and try again. As Rusk says, the odds of success are about 50/50. As an alternative, you could edit the files for the soldiers and the M4 with Notepad as explained in I.100.D.ee Weapons and Attackers--how to lessen the severity of attacks. Then the soldiers aren't hard to deal with and Tommy can just run in and grab it. When Tommy jacks it, it's always tuned to VROCK (which you can change, if you want). How to fly the Rhino While Tommy's in the Rhino on a long runway at the airport, type "comeflywithme," the flying vehicles code. Turn the cannon backwards, NP4 or NP5, accelerate, W, keep shooting the cannon, Left Mouse Button, and press Number Pad 6 for up, Number Pad 9 for down, A for left and D for right. You don't need to accelerate once airborne, but keep shooting. Once you have a good altitude, you can stop shooting and make swoops with NP6 and NP9 to keep it going. If it tilts too much for a turn, let go of A or D and press NP6 to level it out. You can fly higher than any other vehicle in the game--higher than the blimp and the jets. You might add the "seaways" code to take the worry out of landing (upright, anyway) on water. This is a good one to try different views with V and watch instant replays with F1 for, I'll have to try a try a loop-de-loop sometime. The "comeflywithme" code takes 1,000 points off your CRiminal Rating," so you might not save the game if you're trying to go for the "Godfather" level. Everything else about it taken along with the use of it with the "seaways" code, it's a pretty versatile vehicle: "Is it a bird, is it a plane?"--no, it's a rhinocerous. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.9.E Boats Controls for the boats Special concerns for embarking and disembarking A run down of all the boats including the real names of some, and top speeds of all, of the boats Some notable things about the boats "Miami Vice" boats (Hi)jacking boats Boat jumps How to fly a speed boat Controls for the boats Special concerns for embarking and disembarking F....Enter--If you don't want to try to have Tommy jump into a boat, just put Tommy close to the boat, hit F, and he's transported to be behind the wheel. Hit F again, and he releases the wheel and can move around the boat to look around or fire weapons. To have Tommy go ashore, stop the boat beside a dock or ledge the game intends for it, have him get to the edge of the boat closest to it, and jump towards it. The game will bounce Tommy off the water and onto the dock or ledge if he's close enough to it but lands in the water. He'll only lose a bit of health for each of the 1st few jumps if you have a hard time with it. It might make you feel easier about it if you see how generous the game can be about that in places where you're meant to disembark. Try sailing a Dinghy, which rides low in the water, to the Sniper Rifle icon on the ledge of the S side of the W end of the South Bridge. Stop the Dinghy beside the bridge. Notice how Tommy could never jump high enough to get on the ledge. Jump him at the icon, and he'll be bounced up off the water onto the ledge. To get him back in the Dinghy, just turn him to it and press F again. and he's transported to be behind the wheel. It's easy to do, but if it makes you feel safer, just run the boat aground 1st at the driveway-type thing that slopes into the water at the Boatyard at the SE end of the west island, the grassy section on the N side of the west island, the sand at the NW side of the west island, the grass E or W of Fort Baxter, the south island of Leaf Links, on the beach along the E side of the east island, or by using a jump ramp or a slope at the S end of the east island. You can also get a Dinghy up the grass slope on the S side of the pier on the W side of Prawn Island. W....Forward S....Reverse A....Left D....Right Space Bar....Brake Q....Look left E....Look right Q + E....Look back R or Mouse Wheel up....change radio stations, except for the Coast Guard boat and the Predator, the police boat, which get police calls on the radio. Left Mouse Button....Fire the machine gun of the Predator. It shoots forward, and shoots left with Q and right with E. Boats don't attract passengers with the hooker trick or the "hopingirl" code. A run down of all the boats including the real names of some, and top speeds of all, of the boats I tested them all with a Speedometer mod by Spooky (the one who made the IMG Tool v.1.3 recommend in I.100.D.c) to see what the top speed was for each. Don't expect it to represent your typical cruising speed, though. To get to top speed, I had to sail in the direction of the crests of the waves for a long way. All of them were slower going against the waves, and even slower going against the higher waves of stormy weather. Some were notably better than others at keeping a stable speed, too. Squalo II: it looks like a Wellcraft 38 Scarab KV "cigarette" speedboat, one of the two Crockett had in the TV series "Miami Vice." It's the fastest speedboat--a nautical Cheetah. I got a top speed of 130 mph for it, although 120 is more typical. It bounces around like a Blista, though, if you hit the jumps an unlucky way during "Checkpoint Charlie." It's violet and white and available at the Boathouse after buying it--I.93A. Getting into it always starts "Checkpoint Charlie," I.93B, which it's good for. 130 mph. Cuban Jetmax: a jet boat, the kind that's propelled by sending water out through nozzles in the back instead of using propellers. It has a showy inboard motor with an air scoop and two exhaust pipes. I got it up to 100 mph, and it's better than the Speeder at maintaining top speed. It's easy to make turns with it. It's yellow-brown and brown and available at the Boathouse after buying it--I.93A. Getting into it always starts "Checkpoint Charlie," I.93B, which you don't want it for. 100 mph. Speeder: a "cigarette" speedboat with two red seats. I managed to get it up to 110 mph, but it's less able to keep a steady speed against the waves than the Cuban Jetmax. It's the speedboat commonly seen in the waters. 110 mph. Predator: the closest comparison I found is with a Cougar Osborne Enforcer 40 Mk 4 Fast Patrol Boat. it's a low flat police boat with a driver's cab with a hickey on top that doesn't revolve. I got it up to 100 mph. It's held over from "Paparazzi Purge" in "GTA III." It has a built-in machine gun that shoots forward or to either side. It can't be used for vigilante missions, but it can be used for raising your wanted level on waters that don't have any police bribes. So to compensate, you can leave a getaway helicopter on the desolate slice of the east island beach coastline or such. It's also the boat police use on the waters, and they use it to shoot at Tommy when his wanted rating goes up. The Predator is always on the S side of the E end of the bridge between Leaf Links and the west island after "Phnom Penh '86" (I.45). There are stairs across from it on the N side of the bridge. 100 mph. Tropic: it's similar to a Mad Maxum Longueur powerboat. It's the white boat with a guard rail around the front and a little 3D cabin interior to look in at. It has a hickey on top like the Reefer does but it doesn't spin around. I got it up to 75 mph. It's on the seas, and also by Mercedes house (NE of the E end of the little bridge from Leaf Links to the east island) after "Phnom Penh '86" (I.45). 75 mph. Coast Guard: it's a low flats boat, the kind that has the specialty of being good in shallow water, with a rollover bar-looking thing over the engines at the back. I got it up to 70 mph. It's available from the start of the game, at a dock N of the big ship that's along the S end of the E side of the west island. 70 mph. Dinghy: it looks like a life raft with a steering wheel stuck in the front. Normally, the pilot would sit at the back to steer with a stick attached to the motor. I guess it was just convenient to have Tommy drive it like a Jet Ski because he doesn't sit but has a steering wheel steering animation. The PS2 gimmick of having Tommy drive it upside down won't work on PC. I got it up to 60 mph. A pair of Dinghies are always docked on either side of the land N of the building under construction with red girders after ""Phnom Penh '86" (I.45) and it's on the seas. 60 mph. Reefer: it's like a little Orca, the fishing boat Quint, Robert Shaw, hunts sharks with in the Steven Spielberg movie "Jaws," 1975. It's a black-bottomed dingy white boat with a guard rail around the front, two fishing poles sticking up from the back, and a hickey that turns over the cab. It's also what they smoke at the Boathouse. (Note: Lance Vance's alias in "Supply and Demand" is Quentin, which Diaz pronounces "Quintin.") I got it up to a steady 40 mph. It's at Pier 2 and on the seas. 40 mph. Rio: it looks like a Lagoon 470 catamaran yacht. it's the multi-hulled boat that looks like a cab on a plank laid across two pontoons. It has a working pinwheel on a revolving pivot, used to detect the direction (and speed?) of the wind, and a lowered sail. I got it up to 40 mph. It's at Pier 1 and on the seas. 40 mph. Marquis 69: it looks like an Endeavour 42 sailboat, one of the two Crockett had in the TV series "Miami Vice." It's the boat with a big lowered sail you see in the game intro. I got it up to a steady 30 mph. It's on the seas. 30 mph. A good feature of the Rio and Marquis 69, because they're sailboats without motor noise, is that they let you hear the music and talk on the radio clearly. Another is that the sail posts pass through bridges. Pier 2 (the S one) always has a Reefer and either a Marquis or a Speeder. Pier 1 (the N one) always has a Rio. The piers become unlocked after "Phnom Penh '86" (I.45). You can get to the piers earlier using one of the variety of ways to get past the barriers given in I.18. (The pier S of Pier 2 doesn't have a walkway connected to land and is shaped like a cross. Besides being a place to put a ramp to jump for the Boatyard mission--I.93, I think it might have been meant as a sight gag about needing to walk on water to walk there.) Some notable things about the boats "Miami Vice" boats In "Miami Vice," Sonny Crockett had two boats--an Endeavour 42 sailboat called "The St. Vitus' Dance" and a Wellcraft 38 Scarab KV "cigarette" speedboat. http://www.imdb.com/title/tt0086759/trivia (Hi)jacking boats You can have Tommy jack a boat by jumping off a bridge. As Rusk notes, the easiest way is to have him jump to a boat from the N side of the bridge from the east island to Prawn Island, which is one of the ways he can get to the blocked-off sections early (I.9.E). The pilot panics and jumps off the boat. But an easier way for him to take someone's boat, provided he already has a boat or the Skimmer, is to have him sail beside the boat you want him to take and try to stop his just ahead of the other one a bit, sort of like stopping a land vehicle by stopping Tommy's land vehicle in front of it. Then have Tommy get to the back of his boat, or onto the wings of his Skimmer, and jump on their boat. Once Tommy jumps on their boat, the owner jumps into the water and leaves it to him. It's also easy to have Tommy drive-by the pilot while driving a boat, or have him let go of the wheel to do it with a bigger choice of weapons. You can have him use a boat, or drive the Skimmer like a boat, and try to corral them into driving into a corner by a bridge abutment 1st, but you don't have to. Boat jumps There are six boat ramp jumps: there's one at the S end of the north island of Leaf Links, there are a few by piers 1 and 2, one at the S end of the east island, and one S of the wooden shack without a roof in the middle of the waters at the S end of the map. How to fly a speed boat The code "airship" enables ships to take to the air. The faster they go, the better they can do it. A speed boat at full throttle will fly a bit for brief stretches, which you can help with NP6. (Warning: one time, I used this code and exited without saving the game, yet, the next couple of times I tried to save a game I hadn't used a code for, I got the screen warning about one or more cheats having been used?! I saved the game anyway, it didn't happen anymore, and I didn't notice any problem in getting 100% for the game or such.) &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.9.F General vehicle information Healing vehicles with "aspirine," garages, and Pay 'n' Sprays Keeping vehicles from disappearing Handling Bailing Drive-bys Picking up prostitutes. Healing vehicles with "aspirine," garages, and Pay 'n' Sprays You can type "aspirine" and heal any vehicle Tommy is within and at the wheel of--as Rusk notes, it won't hurt your save games or ability to achieve 100% in the game. You won't get a screen warning when you try to save the game. It won't work for RC vehicles because Tommy isn't inside them. For fast-working aspirine when things get hectic, press Esc to pause the game, type "aspirine," then press Esc to resume the game. A vehicle shows white then black smoke before it catches on fire and blows up. And if it lands on its back, it will soon catch on fire then blow up, too--in that case, just bail and run unless you type fast. (If Tommy uses a strong weapon like the Minigun, he can cause other vehicles to explode immediately.) They say the Hunter gets more durable as you go through the Vigilante mission. Rusk says the ambulance does that to a minor degree (fixing white smoke damage, or black smoke to white) with each level passed of the Ambulance mission. Personally, I'd still be ready to type "aspirine"--that works 100% right away. Sometimes, you want to get a little fast and messy. You can heal any vehicle with one of Tommy's garages. You can heal any but police, military, and emergency vehicles with a Pay 'n' Spray or Sunshine Autos spray 'n' go. It costs $100. One drawback: it makes distinctively colored cars that are only available in certain missions revert irreversibly to a regular color. One bonus: once Tommy makes $100, he can get complimentary sprays to see the color selection the vehicle has. Keeping vehicles from disappearing An important trick, held over from "GTA III," to use if you want a four-wheel vehicle or helicopter you exit to not disappear, is to leave the door of it open as you exit by moving away from it quickly. And remember that the game will often only remember a couple of them: if you try for a 3rd (as when blockading the road to get Hillary's Sabre Turbo (bullet-proof on PS2, not PC) during "The Driver"--I.68), the game will make the 1st one disappear. Sometimes, the game made the Packer--the ramp truck--disappear when I set it up for a special jump idea for the PCJ 600, too, though the bike was only the 2nd vehicle I used. I've had the Hunter disappear when I had Tommy get out of it amidst a bunch of blown-up cars and hadn't used a 2nd vehicle. I don't know a fail-safe way to prevent the disappearances, but leaving the door open helps. Also, if I know I'm not going to return to a vehicle, I have Tommy blow it up to get it out of the memory of the game. Handling Combine Space Bar (brake) and S (reverse) for the shortest stops with less skidding. Ease up on it if you start to spin out. You can also tap brake while turning to turn a bit more with a controlled skid, such as during the "Hotring" race. Use an acceleration boost during a sliding or wide turn to propel the vehicle into the new direction, which is good for tightening a turn. Practice weaving a Taxi through traffic with accents of W for each turn you make. The Taxi can be good to learn the fast swirling reverse to change direction with, too. The PCJ 600 helps you learn to brake with a controlled turning skid you accelerate from. It tightens turns and makes them faster. If you really want to speed to turns and tighten them, try a brake/reverse/turn combo you accelerate out of. Also notice how turning for a small jump can make a difference in how the vehicle leans and moves through the air, and how the turned wheels and lean of a bike can better prepare a bike for landing, notably for bigger jumps with the PCJ 600. Use A and D to correct the sideways tipping of a four-wheel vehicle. The A key tips it to the right, and D tips it to the left. Use NP9 and NP6 to correct the forward and backward lean of an airborne two- wheel vehicle. It has a better chance of not spilling if it lands on two wheels. Acceleration can help a bike go forward and not spill after a long drop, too. If the front of your four-wheel vehicle starts to swerve back and forth uncontrollably, you regain control quicker if you let go of acceleration while letting the programming that creates that run its course instead of trying to steer and accelerate out of it, which could prolong it. One gimmick I use to slow down without spinning out is the poor man's anti- lock brake system--pump the brake repeatedly. Don't be discouraged if you hit someone or a vehicle now and then. It's unavoidable since the pedestrians have a habit of driving and jumping right into the path of your vehicle and making quick "gripiseverything"-like turns, including into your path. There is no peripheral vision--you'll occasionally see solid objects close up when you turn your vehicle and the "camera" into them. You just have to make the best of it. If you have Tommy ride and get thrown off a bike a lot, get the infinite run and learn where the bribes are, etc. Bailing Press F to bail from vehicles. It's possible to aim a moving vehicle at a target and bail to use it as a weapon, too. But you control your aim better staying behind the wheel. So bailing mainly comes in handy when Tommy's vehicle stays upturned or gets too damaged: when it catches on fire it's going to explode, so press F and have him run away. Helicopters need to be moving fast enough to allow bailing; practice with NP9 at the airport. Sometimes they allow it just before landing, sometimes they don't; press S to land when they don't. Sometimes you can type "aspirine" fast enough. Sometimes nothing works fast enough for burning helicopters and Tommy gets wasted--just reload the game. Bailing from boats is an exception to the vehicle bailing advice given above. Hitting F will just cause Tommy to release the steering wheel. To get him ashore, he'll have to jump. If the boat isn't aground and Tommy lands on water, bouncing off the water works right beside the places the game intends us to use as docks. Drive-bys Drive-bys done with a submachine gun can be done to the side with a two- wheel, four-wheel, or nautical vehicle, or the Skimmer. Use Q or E to look left or right then use the LMB to shoot. The MP, available at the Downtown Ammu-Nation after "Rub Out," is the best submachine gun. I'd use an Uz-I till it's available. That's also how you do drive-bys with pizzas on a Pizza Boy moped for the Pizza Delivery Mission, except I'd stop 1st to throw it. Since I've never been crazy great about looking sideways while trying to drive forward, it's good to know that Tommy can also shoot, if not throw pizzas, forward on a bike, which is easier. Waggle your bike with A and D to spread your shots out a bit when helpful, like when shooting at an attacking gang. Since you need to be moving forward to waggle side to side, don't go too fast--you need to maintain control and pick a distance with which you can get the retaliaters who will rush you, as when you shoot at them on foot. Get Tommy out of there if gang members or police come near to surround him -- they'll knock him off the bike and Tommy can't punch from the bike. If that happens during a mission, and you can't have Tommy run off, turn back, and mow them down quick enough to complete the mission (remember, shooting the police is liable to raise his wanted level), I'd just reload the game. Not that there's a tremendous gaming advantage for it, but you can do a drive-by shooting while doing a wheelie or a stoppie, too. If you do that, try using your left hand for NP6 or NP9 with the directional arrow that points up instead of W while the right hand uses the mouse. The wheelie version reminds me of a cowboy shooting into the air as he gallops through a town. The Predator, a police boat also seen in "Paparazzi Purge" in "GTA III," has a built-in machine gun that shoots left, right, or forward. You can't do Vigilante missions with it and there are no bribes on the waters. I'd leave a getaway copter on the coast of the east island beach if you're going to use it to try sea battles with the police, who use the same boat, or on the boats of the criminals in leather jackets and pimps that try to jack your car. Picking up prostitutes There are three prostitutes in Vice City, and, man, are they worn out; no, no, no.... There's a dirty blonde with a black top and shorts, a black lady with blue/gray shorts and a pink/violet bikini top, and a brunette with a red halter top, black shorts slit on the side, and brown stockings and garters. (The dumpy lady with the straight reddish-brown hair and the green jersey who says, "Anything for a fifty," and "Pay me and I'll go away," is not one of them. She used to be--"I used to charge for that"--but now she just has a bad attitude about begging.) They show up between seven p.m. and five a.m.. To pick one up, stop next to one in any four-wheeled vehicle except the ones listed in the next paragraph. I recommend one with two doors and a hood; if it's a convertible, she'll do the same bit but won't rock the car; she just takes Tommy's money for the lively converstion. (If it's a Mesa Grande or a Stallion convertible, press F1 several times until it makes the roof appear.) And if it's a four-door, she may get in the back to rock it. The biggest trucks (Flatbeds, Linerunners, and Packers), a boat, motorcycle, or a police, military, emergency, or flying vehicle won't work. A "Vice" Cheetah or an FBI vehicle won't work, but a regular Cheetah, Washington, or Rancher will. A gang vehicle--a Gang Burrito, Cuban Hermes, Caddy, Baggage Handler, or Voodoo--won't work, but a regular Burrito or Hermes will. A Hotring racer or Bloodring Banger won't work, but an Oceanic or a Glendale will. A Mr. Whoopee van won't work, but a Boxville, which seems like a bigger version of the van the Mr. Whoopee van is based on, will. A Zebra Cab won't work, but any of the other cabs or a Taxi will. A Sabre Turbo, Deluxo, or Sandking won't work, but a Sabre will. You can use the "hopingirl" code to overcome their objections to most of the vehicles they won't enter otherwise (see I.16). I'd turn off the radio so I can hear what they say better ("You just left the convent or something?"), too. Once she walks around the vehicle and gets in, take her some place over grass (where the vehicle kicks up green grass) or sand (where the vehicle kicks up tan sand) and park. It also works, as spaceeinstein notes, if you park over ground that the vehicle kicks up gray dirt from, like in or around Phil's Place or City Scrap, the lot across the street from Umberto Robina's Cafe, and the part of the mansion driveway by the opening to the street. The vehicle rocks and squeaks, and Tommy's money goes down while his health goes up. In the PC version, unlike the PS2 version, Tommy's health can even go up 25 points higher than the usual maximum of 150 or 200, but the extra 25 points disappear if you save the game. They charge $136, which begins being taken as soon as they enter the vehicle. The actual vehicle-rocking takes 30 seconds, or a little over half an hour in game time. I don't have Tommy kill her to get the money back as some suggest. I hope the strategies used in this guide will keep Tommy from ever getting so desperate for you. You might even have Tommy drive around to pick the same one up over and over. Besides being a fun side thing, it increases Tommy's durability for hazardous missions. This is one of the things I might play around with the view, V, for; playing with Q and E during the 1st person view gives a different perspective on it, too. If you have Tommy get out before she can enter, she'll follow him around. If she gets into his vehicle and Tommy leaves before she can rock it, she remains inside, but if he gets back in, she gets out. She can handle being a prostitute, but being fickle is just too much for her. The hooker trick also works if Tommy is in any helicopter or bike but the Hunter or Pizza Boy, which only seats one, and you type the code "hopingirl" when a prostitute goes by. The only things that can carry two or more passengers that the "hopingirl" code doesn't help the hooker trick with are a boat or the Skimmer (which, as spaceeinstein notes, is partly classified as a boat) and the Linerunner or a Firetruck (I think the doors are too high). It overcomes their objections to Caddies, Packers, and Police Cars, etc., though. She'll get back in or on it if Tommy wrecks and get back in or on it quick, too--if she boards it 1st, she'll leave when he boards it. Restick's "Hook The Hooker" trick, which Rusk passes along for the Sunshine Auto races (I.71), works for PC, too. Not only will she follow Tommy around and get into any vehicle he gets into (like when using the "hopingirl" code), but she'll do it vehicle after vehicle. The racing hooker is the dirty blonde with the black top and shorts. To do it, you tail the hooker's car during the race, then quickly drive-by her car to get her to get out close to yours. The easiest way is to do the short race by the airport and not go through any glowing disks, so the other cars slow down and drive single file. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.9.G How to go to Ghost World and the Underworld The WK Chariot Hotel Apartment 3C The Pole Position Club The Washington Beach Police Station Let me see Ghost World--I've got a Bazooka here Getting to Ghost World with a BF Injection The Ocean Beach Triangle Going Nowhere Fast Taking your Time About It The Ocean View of Ghost World Ghost World Headquarters and Airport Ghosts in 2D Ghost Barriers in Alleys Ghost World and Gaming: Flying and Biking Driving a Blown Up Car Driving a Ghost on a PCJ 600 Ghost Beach Ball Soccer "I never drink...wine" Diaz, the Invisible Man In Ghost World, some things are invisible--you'll see through things to see parts of things, and people and vehicles moving on air, like in a surrealist Salvadore Dali painting. There are basically three ways to see it: a lot of the city from below ground/water level as a graphics glitch, less of the city from above ground/water level as a graphics/audio glitch, and little sections from above ground/water level as a graphics glitch. The easiest way to see and hear the most of the Ghost World of Vice City is from below ground/water level: The WK Chariot Hotel The easiest way to see the most of the Ghost World of Vice City, even if it won't be featured in the Old Mill at the amusement park in San Andreas: Get a Sea Sparrow (behind the mansion on the SE side of Starfish Island after you find 80 hidden packages) which is little and easy to maneuver. Fly to the WK Chariot Hotel (it's just a little more than halfway up the east island, and E of the Malibu Club parking lot). Carefully fly over the driveway that goes to the front door until you're under the front porch. Fly up--the porch ceiling isn't solid--and into the hotel, going slowly and trying to avoid hitting the invisible walls. Type "aspirine" to repair the helicopter if it starts to show smoke now or later. You'll start to see Ghost World immediately. Go down and out of the hotel, and you can fly around just beneath the city for an extensive look at it. Try to fly beneath the surface of the land or water and over the featureless gray stuff below or you'll wreck or end up back over the land or water. You can fly around under the ocean and see things like the sunken boats and submarine more clearly and close up--even go through those ones because they're not solid. You can enter the areas under the east or west islands from openings you can find in, at least, the N or S ends. I know there are some invisible solid walls along the inner E and W sides, but I haven't explored it as much as some have. One of the unique things to see there is a light green printing press with a screen-like tray sticking out of it in an otherwise empty little room. It's where the courier tries to deliver the counterfeit money plates in "Hit the Courier"--I.96. The only door to it, which only opens during that mission, is the door at the bottom of the steps referred to for hidden package 66 in Little Haiti. If you have Tommy fly just under the room and bail, he falls a bit then winds up in the room. There's no way out, though, so you have to reload the game to get Tommy safely back to his last save place. The big hotel on the NE side of the east island, on the block that looks like a cartoon nose pointed W, has a non-solid mirror image below it. This is the same method used to make the 1st floor of the Ocean View look reflective. For some reason, there was an effort to do this with this one building that was abandoned to put more road and beach around it, and the mirror image was left there. Now the only way to see it is in Ghost World. One way to leave is to fly up through the surface of the water. The underside of it isn't solid, and you can land on it, if you want (that's another reason I'd do this with the Sea Sparrow). Some, like spaceeinstein, call the gray featureless stuff at the lowest level the Underworld. You can fly through it, and it provides another way to leave this Ghost World--if you go low enough into it, you appear nearby on land. (A variation of the WK Chariot method is to fly a little helicopter into the indoor pool area at the back of the mansion, although I've had a hard time of getting the helicopter in there with the PC version. The ledge of tinted glass hanging down from the ceiling of the entrance of the pool area doesn't help. I think this may just be a PS2 way to get to Ghost World, because the PC helicopter I got in there just banged against everything instead.) In the type of ghost world that truly seems like a one, you experience more of an absence of the graphics and audio with Tommy above ground or water level. You might mainly or only hear the footsteps of those nearby, or the music of the indoor setting you used to get there. Use the radar and have Tommy follow the roads to get around without getting lost and trapped in invisible stuff (a drawback of using this to look for hidden packages). A couple of ways to enter this type of Ghost World cause an interior that's normally seen just in cutscenes to load up. To leave this type of Ghost World, have Tommy enter a place that causes the graphics of an interior to load up, like the Ocean View or the Malibu Club. I'd pick the North Point Mall, because it has so many doors with a lot of space around them and it's easily seen on the map. Here are a few of them: Apartment 3C This is the easiest way to get to this type of Ghost World, and it causes the interior and the front of the exterior of Mitch Baker's Biker bar to load. Apartment 3C is on the east island, S end, 3rd block from the E, 2nd block up, on the S side of the block--look for a 2nd story apartment door that's blacked out. (The interior and chainsaw are another tribute to "Scarface," 1983, and the blood in the bathroom has a pattern like the blood in the Staunton Island jail cell the lead character breaks a Yazuka out of for Kenji in "GTA III.") Have Tommy go to the lamp on the N side of the bed and keep jumping up and down on it. Tommy's head sticks through the ceiling, then it looks like he's standing on thin air. Have him jump out to the N. Use the radar and have Tommy follow the roads to have him get around since much of the scenery is gone. The position of the pedestrians help you judge where the road is, too. This way of going to Ghost World causes the game to load the graphics of the interior of big Mitch Baker's Biker bar--The Greasy Chopper. It's a shame you see it so fleetingly in the game since it's one of the more detailed interiors made for it. To get there, go N on the main N-S road of the west island; where it divides in the S Downtown area, take the branch that goes NE, and the bar is along the right side of the road. To leave this Ghost World, enter a place that causes an interior to load. Again, I'd pick the North Point Mall. The Pole Position Club This is one of the ways to go to Ghost World with a PCJ 600. (The Ocean View ways are given below.) Drive it at the open door (after you buy it--I.94) of the Pole Position club. Have Tommy bail before he gets to the door, and let the bike go to the end of the entrance hall. Send Tommy in after it and the game will load the interior of the club. You'll either see Tommy standing on the bike or be able to find the bike in the club. Drive it back out into Ghost World. You can see inside the club from outside. You also continue hearing the music playing inside it anywhere Tommy goes, in or out of a vehicle. Again, to leave Ghost World, enter a place that causes an interior to load; you can use the Pole Position club itself, if you want. The Washington Beach Police Station This way is easy when it works, and is a way to spend a lot of time jamming a doorway and jumping around when it doesn't. It causes the interior and exterior of Auntie Poulet's shack to load. To get to Ghost World using the Washington Beach police station, have a Caddy saved at Links View in case you need to try this again. Have a Rocket Launcher, a handgun, and have Tommy change into the police uniform. Back the Caddy to the door of the police station, shoot the back tires with a handgun, then reverse into the building. If you get it to squirm through, walk to the doorway to make the interior load. Type the code to speed up gameplay, "onspeed," and have Tommy run into walls and corners till he goes through the wall--this can take a while. (As an alternative, you can send the Caddy to the bottom floor--you can see a cell door to help guide you, turn the Caddy around, and point it at the steps. Have Tommy jump up and down on top of it till he goes to the ceiling. Have him go to the SW corner, careful not to fall into holes, till he falls out of the station. I just tried this once, and opted for the other way when it didn't work for me for a while.) You'll see the interior of the police station from outside. Use the Rocket Launcher for the looking through walls gimmick described a few paragraphs down if you want to see through the exterior into the interior of Auntie Poulet's shack. To get there, take one of the bridges to the main N-S road of the west island. Go W at the W end of Links Bridge. Where the road curves N, Auntie Poulet's shack is ahead to the left. To leave this Ghost World, I'd use the North Point Mall. Thanks again to spaceeinstein, of the many modifications, whose web site showed me the Apt. 3C, Pole Position, and Washington Beach Police Station ways to go to Ghost World. It's a good reference source for many such things. A 3rd variety of ways to see Ghost World lets you see little sections of the city as a graphics glitch, to which you could add examples of graphics for non-solid objects or solid objects without graphics. Let me see Ghost World--I've got a Bazooka here The easiest way to see the most little sections of the city as a graphics glitch is to use the Rocket Launcher to look through many of the walls (a gimmick mentioned in the weapons section). Equip Tommy with it and have him stand with his right side against the wall you want to see through. Press RMB to bring up the scope and turn Tommy toward the wall. If you do this with Tommy standing on stuff on the N side of the counter of the Downtown Ammu-Nation and have him turn right to the wall and look up, you can see a secret picture of Ronald Reagan holding a gun and laughing with Russian leader Gorbachev beside him looking scared. I've only managed to see the bottom part of it so far. Be careful not to let the aim stray to the Ammu-Nation cashier. When an Ammu-Nation cashier thinks Tommy's trying to hold up the store, he shoots at him with a .357. If you use a mod that lets you see the hidden interiors of the game (like the Love Fist recording studio), you can use the Rocket Launcher gimmick on the wall across from the top of the stairs at the Ocean View, especially about halfway along the wall, and on the wall across from the door to Tommy's Ocean View apartment, to see the Marco's Bistro setting used for "An Old Friend" (I.17.B). You can use this gimmick to see the interior of Kaufman Cabs before you open it by buying it. You can use this to see through the door that hidden package 66 is in front of to see the printing press referred to in the WK Chariot section of I.9.G. If you go to Ghost World by way of the Washington Beach police station method, described above, you'll need this gimmick to see inside Auntie Poulet's shack, too. Getting to Ghost World with a BF Injection To see through a bridge, type in the code "seaways" while driving the BF Injection and drive it under the low E end of the bridge from Prawn Island to the west island. Wedge Tommy in there where he can just fit. When he's lifted by the waves, you can see the traffic and pedestrians above, but the bridge above is invisible. (You can also see that there's no body in the bridge, supposedly a take-off on one of the rumours about what happened to Jimmy Hoffa, as has been reported.) The Ocean Beach Triangle If you drive a PCJ 600 to the NE side of the building that apartment 3C is a part of, you'll find a light green triangle of grass. Drive onto it, and you'll sink through the ground, go through Ghost World, and end up on the sidewalk nearby. Thanks to Mohammed Kahn, alias Madeye or "some name," for the Ocean Beach Triangle idea. http://gamestudio.net.tf or http://www.mktutorials.com/ Going Nowhere Fast Something similar can be done by using the code to speed up gameplay, "onspeed," twice and having Tommy run at a corner created by setting a vehicle diagonally to a wall; he can go through the wall, but it takes a while. This works at the wall by the steps S of the W end of the bridge to Downtown; some claim success at the wall along the upward slope of the E side of the Schuman Health Care Center, Downtown. Taking your Time About It The same Chris who has the gta place post about an invisible plate at the top of the Schuman Health Center (I.3) knows an easier way to get through the walls at ground level, too: walk in. If you have Tommy go onto the dark gray rectangle of ground at the SW corner, then walk at the E side of the off-white wall at the N end of it, he'll walk right in. The Ocean View of Ghost World Likewise, you can drive a PCJ 600 onto the alcove behind the Ocean View with the back at the bicycle rack-looking railing and accelerate at the corner to your right. With success, Tommy ends up inside a Ghost World-looking Ocean View with everything else the same outside. (Thanks to the Glitch FAQ for the PS2 "Vice City" by AJ at Gamefaqs.) http://db.gamefaqs.com/console/ps2/file/grand_theft_auto_vice_city_glitch.txt I had Tommy run NW to SE at the N side of the front door to get him out of it. The spaceeinstein web site has another way to go to Ghost World there. You have Tommy drive the PCJ 600 at the front door and bail to let the cycle go in by itself. Then have Tommy go inside and drive it S from the area where the armor icon is after you find ten hidden packages. Have him scrape against the E wall as he does it. It worked for me when I got him to the far corner. I don't think you need to wonder if these things indicate that Rockstar abandoned a horror movie theme in which you find beings and things that don't abide by the laws that govern the three dimensional world we live in. I do know that I like the surreal parts in the blend that Rockstar creates, too. In a few cases, it makes for a department of transportation from another dimension: Ghost World Headquarters and Airport If you take a helicopter W over the W section of the Starfish Island Bridge, before the graphics are fully loaded for the west island, you can see the basic shape of a skyscraper. It sticks up a bit N of due W of you--from the N end of the airport tarmac--and looks like a vertical rectangle with a narrow one on top of it. From this angle you can see that the only other thing sticking up from the airport area is the tall radar tower. After the "Welcome to Vice City" screen is shown while the graphics load, it's gone. Rockstar North opted for a low horizontal airport terminal there. You might consider it to be the ghost's secret headquarters which disappear when you approach. The jets nearby would just be for invisible people since you never see anyone else boarding or disembarking from them; Tommy can go right through the ones that fly but can't see anyone inside. Since the N airport terminal isn't used for anything important in the game, and to avoid confusion, I'll just refer to the terminal by the "Vice Surf" billboard as "the airport terminal" in my guide. If you go by the front of the airport terminal, you can see that one of the newspaper dispensers is red and hovers over the ground. If Tommy, or even a vehicle, knocks it around, it still hovers. Ghosts in 2D Have Tommy go to the 2nd floor of Sunshine Autos and go to the corner closest to the road--you'll see a potted plant hovering over the floor. It's also one of the examples of how Rockstar made many things two dimensional to conserve megabytes while making Vice City bigger than Liberty City. If you look at either plant there from the side or back of the two dimensional plate it's made of, it's invisible. Someone didn't program color for the other flat side of it. You can also see this with the wire fences around houses in Little Haiti and the tennis net of the house two doors E of the Starfish Island mansion, etc. Ghost Barriers in Alleys A couple examples of invisible barriers in alleys: there's an invisible wall partway back in the little alley on the N side of Cherry Poppers. Another is behind the big shrub in the yard S of the big garage used in "Cop Land." The garage is on the left side of the road that's the 3rd left N of the Malibu Club. If you have Tommy walk into the shrub going W, he hits an invisible wall yet can see through a small alley to the street beyond it. Seen from the other side, the little alley has a gray wall with blurry graffiti on it. (See "Walk out over thin air" in section I.3, too, for the same thing sideways.) Ghost World and Gaming: Flying and Biking To go through ethereal road signs, fly a helicopter or the Skimmer at the horizontal green and white signs over the road at either end of the Starfish Island bridge or Links Bridge, or the brown and white ones at either end of Prawn Island. The horizontal traffic light posts, but not the vertical ones, are in the same condition. Likewise, the lamp posts are solid till they're knocked over, then they'e partly solid or non-solid. Look for the reflection on the invisible but solid stuff sticking out from otherwise normal palm tree trunks and such, too, or you might have Tommy drive a PCJ 600 into it and wreck (more often). Driving a Blown Up Car To drive the wheels of the living dead, have Tommy stand in front of a car with a driver and no passenger, type the start of the code to blow up all vehicles: "bigban," enter the car by pressing the "Enter" key (aka "Return"), press "g" when Tommy's foot enters the car, then type "aspirine" fast before the car blows up again. Tommy will have a blown-up car to drive around in. It has three wheels, as when the same gimmick is used in "GTA III," except in "Vice City" it drives like it has four wheels. If you drive it into a Pay 'n' Spray, it will be repaired but still be as black as before. (Thanks to the spaceeinstein web site for reminding me about that one.) If you need to move Tommy after typing "bigban," use the mouse to steer and the up directional arrow to move him forward so you don't interrupt the code with a letter. Driving a Ghost on a PCJ 600 While Tommy sits on a PCJ 600 and a lady is near, type "hopingirl" so she gets on the back. Back the bike into the water at the beach and let some of Tommy's health subside before accelerating back onto dry land. Wherever he drives, the bike will leave a trail of blood and you'll hear the crunching noises you hear in the game when someone is run over by a vehicle. Use the Q and E buttons to view the bike from different angles--sometimes you can see her and sometimes you can't. If Tommy gets off the bike, he'll leave red footprints like he just walked through the blood of someone who was recently killed. To get her off the bike, he has to either back the bike into the water again (I'd have him get a health boost 1st) or ram it into something. Then you'll see her get off the bike and die again. You could use the Pole Position trick to drive her to Ghost World to drop her off, but don't run the bike into the Pole Position too hard or you might knock her off the bike too soon. Ghost Beach Ball Soccer Bounce one of the Starfish Island beach balls into the front doorway of the mansion. When I did this and sent Tommy inside for it, the ball had disappeared, but it made a couple of bouncing sounds while I sent Tommy around looking for it. When he went back outside, there it was, so I had him bounce it back in. It was visible at the back of the little entrance area. When I sent him in again, and the interior graphics loaded, it had vanished again, but made another bouncing sound while Tommy walked around. When he tried looking outside for it again, it was gone. "I never drink...wine" If you have Tommy look into the mirror by the model of Cortez' yacht in the upper room of the Malibu Club, he doesn't cast a reflection like the other things in the room do. (I can't remember where I 1st read the reminder of this; thank you, mystery ghost buster.) Besides the ways you can notice Ghost World anytime in "Vice City"--peds and vehicles disappear when they go beyond your draw distance or even when you just have Tommy look away and back, you can see Ghost World make special appearances during missions, too. The tank you put in the garage in "Sir, Yes Sir" disappears between two solid invisible walls once the door goes down. And Diaz is going to have a hard time finding the gangster he makes Tommy make "The Chase" after, since the gangster disappears once he runs to the house. Then again, Diaz might not have such a hard time of it: Diaz, the Invisible Man During the intro to "Supply and Demand," I.51, look at the opening at the base of Diaz' shirt--he's invisible. The same condition gave Claude Rains' character a similar personality problem in "The Invisible Man." After all, the name of the place is Ghost World, not Heaven; you might be curious enough to visit it, but you wouldn't want to stay there. Liam Dunn voice ("Blazing Saddles," 1974): I'm leaving. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.10 Weapons One possible combination Weapon advice A rundown of all the weapons (including fast Chainsaw attacks, and, for the Sniper rifle, a seagull hunting guide), the real names of the weapons, and some history for most of them 8 Ball's Bomb Shop One possible combination Any of the weapons can be fun to try, but here's my reasoning for one possible strong combination. I'll make your PC weapon life simple. Equip Tommy with Brass Knuckles, a .308 sniper rifle, a Minigun, an MP (an Uz-I till the MP is available), and Molotovs. Have an "EP" Admiral and a Rhino in garages and the Sea Sparrow behind the mansion. (Also have the infinite run, fireproof feature, and a cop outfit for getting the Hunter.) The Minigun will get you through most of the game for your 100% completion. It's the best all-rounder of them, even good for distant targets some might want a sniper rifle for. (The M60 and Rocket Launcher, and the M4 rifle, come in 2nd.) The Brass Knuckes are good for punching out of a clinch without attracting the police attention that some melee weapons create. The spread of Molotovs lets you shoot around corners, so to speak, and even ones nearby once you get the fireproof ability. The .308 sniper rifle is good for looking closely at things, sniping drivers through windshields, sniping seagulls, shooting through glass that doesn't break, and shooting through the gate the Zebra Cab drives at in "Cabmageddon" (I.92). The MP is the most powerful and accurate for drive-by shootings. (The Uz-I comes in 2nd.) The "Everything-Proof" Admiral sedan is nearly "EP" (use "aspirine" if the tires are shot out), and is quicker at accelerating out of a jam than the Rhino, Sea Sparrow, or the Hunter. The Hunter helicopter has more auto-aim for its machine gun than the Sea Sparrow machine gun. It's fast, but I think the camera follows it like molasses for maneuvers because it's the biggest helicopter and the same camera physics were used for all the helicopters. The Sea Sparrow machine gun has less auto-aim than the Hunter machine gun, but the camera follows it faster because it's smaller. It's probably closer to where you'll save your game or need to do a mission. The Rhino keeps Tommy safe while using its bump and explode ability on vehicles. Of those weapons that aren't in parenthesis, only the Brass Knuckles, MP, Molotovs, and Hunter aren't either at your save places or things you can store in garages. But you can get Brass Knuckles behind the Moonlight Hotel, two doors N of the Ocean View, get Molotovs at Tacopalypse, across the street from the E end of the Hyman Condo alley, and get the MP, after "Rub Out," about a block S of the alley at the Downtown Ammu-Nation. See I.9.B for how to jack the Rhino after you find 90 hidden packages (I.19). The Sea Sparrow is available behind the mansion on SE Starfish Island after you find 80 hidden packages (I.19). See I.9.D for how to jack the Hunter after you find all 100 hidden packages (I.19). Make sure to take the "EP" Admiral to a garage at the end of "Guardian Angels" (I.42). For all the others, see below. Weapon advice You only need to shoot some part of someone for them to go down. You can shoot them in the toe with a Minigun and kill them. You can shoot any part of a vehicle and blow it up--faster with stronger weapons. When destroying a helicopter, that includes the span of the rotating blades. There's also a gimmick I haven't tried yet whereby if Tommy runs out of ammo for a clip you quickly scroll up away from the weapon and back down to it for it to be reloaded. You can't get Tommy through either of the airport terminal entrance metal detectors with any weapons. The only weapons you can get Tommy through the Leaf Links entrance metal detector with are Brass Knuckles and any melee weapon. If Tommy walks into the golf club icon beyond the entrance, a golf club will automatically replace any melee weapon he had. But Tommy can jump from about any vehicle and get over the lawn roller to the N of the metal detector in the entrance to Leaf Links, and jump over the rail at the side of the airport terminal entrance metal detectors, to get by them with all of his weapons. (You can also get a motorcycle through any metal detector.) According to Keffa, a reader of Rusk's, the original PS2 names for some of the weapons were probably changed for later releases of the game to avoid problems with the owners of the trademarked names of the real weapons they resemble. This would be in keeping with the practice to give vehicles in the game different names than the names of the real vehicles they resemble. You can only have one hand held weapon at a time in each of the ten categories. If Tommy has a submachine gun, needed for drive-bys, it's automatically chosen as his weapon while he's in or on a vehicle. When he exits a vehicle, he's automatically equipped with the weapon he was equipped with when he entered it. Equip the same category of weapon as is used in a rampage you're about to do, and you won't have the weapon of that category replaced afterwards by the weapon of the rampage (thanks to the Rusk guide). If you equip Tommy with a weapon that doesn't use the 1st person view but just puts cross hairs on the screen, and press Tab so he can answer a ringing cell phone, he stands or moves while still in the stance he uses for brandishing the weapon (thanks to spaceeinstein's web site). A rundown of all the weapons (including fast Chainsaw attacks, and, for the Sniper rifle, a seagull hunting guide), the real names of the weapons, and some history for most of them 1. Camera (only supplied during the "Martha's Mug Shot" mission). Equip the viewfinder with the RMB, zoom with Z and X or the mouse scroller, and shoot the picture with the LMB. It has a limit of 12 pictures. It has a stronger zoom than the scope for either Sniper rifle, so, after you have Tommy follow Candy to her meeting place and before you have him take 12 pictures with it, you can make a detour to use it to magnify some things in some other parts of town. 2. Fist or Brass Knuckles Brass Knuckles (in an alcove behind the Moonlite Hotel, two doors N of the Ocean View; and they're worn by the security guys at the Malibu Club) Get the Brass Knuckles (knuckle dusters)--they often make Tommy's punches one hit knock downs. Besides, the only other choice for this weapon slot is Fist. Sometimes, when Tommy is crowded in on, his weapons won't be effective owing to some collision file programming or whatever it is, or he just needs to get through the crowd, and he needs to punch his way out. Add the gimmick, described in I.9.A, of having Tommy walk, add LMB and hold it so he prepares to punch, then release LMB for a more powerful punch, and his punches are the most effective. 3. Melee weapons Tommy can break the breakable glass at North Point Mall or Sunshine Autos (or of the 1st building you jump from in "G-Spotlight," I.81, not that there's any reason to do it with anything other than a PCJ 600) with melee weapons. To do this with the Chainsaw, have him use the fast Chainsaw attack method given below. He can also damage and break the parts off of a vehicle with the Baseball bat, Hammer, Nightstick, Golf Club, and Chainsaw. The gimmick described in I.9.A, and referred to above for Fist/Brass Knuckles, works for most melee weapons, too. While Tommy is walking (W,S,A, or D), hold down the LMB--he'll raise his melee weapon prepared to strike. Release the LMB near the target and he'll strike it. The exception is the Chainsaw, which uses a variation of that method. It makes the most dramatic improvement for it, too. Fast Chainsaw attacks Normally, if you just press a directional key and press LMB for attack, the Chainsaw makes Tommy lumber around, like with a heavy weapon, and stand still and wave it for attacks. But you can speed him up by having him jump toward targets with it, then, while having him walk, hold down the LMB, aiming with the mouse (I.9.A). Tommy will keep the Chainsaw revved up and moving and pointed in any direction you want. He can jump in any direction while he does this, too. This makes Chainsaw attacks much faster with a free range of motion. This is useful for rampages requiring a number of Chainsaw kills in a limited time, or if you use the Chainsaw provided for "Treacherous Swine" (I.40). Another distinction it has as a melee weapon is to cause people nearby to panic, and possibly police to attack, if you press the LMB for it without having Tommy attack anyone with it, the same as can happen if you have Tommy shoot a gun without aiming it at anyone. Using it on people throws drops of blood on the "camera." It can also carve the parts off of a vehicle. Baseball bat (behind the Ocean View; and at the Bunch of Tools in Washington Beach, $80, after "Riot"--I.37) Nightstick (in the Washington Beach Police Station; and they're carried by policemen) The Nightstick (baton, billy club, truncheon) with a side handle originated in the 15th century in Okinawa as the tonfa. The wooden handle of a millstone, used for grinding grain, was removed and used as a weapon. Some sources put the origin further back into Chinese martial arts and Indonesian cultures. The side handled baton, along with the telescopic straight baton, became popular variations of the nightstick with law enforcers, correctional, riot control, and security personnel in the late 1990's. http://www.nationaldefenders.com/tonfa.htm http://en.wikipedia.org/wiki/Tonfa http://en.wikipedia.org/wiki/Nightstick Golf Club (behind the Leaf Links club house; and they're carried by Golfers) It's likely that golf originated with chole, a derivitive of hockey played in Flanders, Belgium; the earliest known reference to it is from 1353 AD. In the next century it was taken to Scotland, and golf continued to evolve in Scotland and England in the centuries thereafter. http://inventors.about.com/library/inventors/blchainsaw.htm Screwdriver (at any tool store, $10) It provides one of the swiftest and least conspicuous kills of the melee weapons. Meat Cleaver (at any tool store, $50; and by the Vice Point pizza store) Knife (at the North Point Mall tool store after "Back Alley Brawl"--I.34; and the S end of alley of the SE block of the east island) Hammer (at any tool store, $20) Machete (at the Washington Beach tool store, $100, after "Treacherous Swine"--I.40; at the Little Havana tool store, $100; and over the sidewalk on the SE end of the bridge from the east island to Starfish Island) The American machete was preceded by sticks used by natives to hack through the bush. The enlarged butcher knives called machetes are used likewise for sugar cane and jungle undergrowth (the lack of a grinding edge makes them less useful against woody vegetation) and for weaponry in Latin America. http://www.vikingsword.com/rila/ http://en.wikipedia.org/wiki/Machete Katana (at the North Point Mall tool store, $300, after "The Chase"-- I.44; at the North Point Mall Tarbrush Cafe until Tommy blows it up in "Cop Land"--I.61; and in the garage W of the Starfish Island mansion) In the 8th century, Japan had a need for curved swords for fighting from horseback. Shorter swords for foot soldiers were more common during the fighting of the early Muromachi era (1394-1466 AD), and the Katana, a short sword carried in the belt with the cutting edge upwards, was most commonly used in the mid-Muromachi era (1467-1554). It is now mainly used for cutting and the original purpose is generally obsolete, although sword schools of the old style exist. http://www.shadowofleaves.com/sword_history.htm http://en.wikipedia.org/wiki/Katana Chainsaw (at all save places with weapon icons after finding 20 hidden packages; Apt. 3C--see below for directions; and the Little Havana tool store, $150) In 1830, German Bernard Heine invented the osteotome, a chain carrying cutting teeth set at an angle which moved around a guiding blade by turning a sprocket wheel. This surgical tool was the 1st chainsaw. http://inventors.about.com/library/inventors/blchainsaw.htm Andreas Stihl invented the 1st electric chainsaw in 1926, and in 1950 his Stihl company came up with the 1st chainsaw that could be operated by one person. http://www.stihl.co.uk/html/stihl_history.php Apartment 3C is one of the tributes to "Scarface," 1983, in "GTA VC." Apt. 3C is in the S area of the east island behind a blacked-out door on the 2nd floor of an apartment building on the S side of a block three blocks from the E and two blocks from the S. Since it's a melee weapon, it will pass through the metal detector into Leaf Links (which the PCJ 600 can do, too) for "Four Iron" (I.38). 4. Weapons you throw The longer you hold the LMB down before releasing it, the farther Tommy throws the weapon. Grenades (behind the Washington beach police station; at the North Point Mall Ammu-Nation, $300 for eight; and in a basketball court in the N area of the block of the west island across from the Starfish Island bridge) Basic grenades were used in the 1600's (the name probably comes from the French word for pomegranate). They started being considered practical for seige operations in Napoleonic times, and got the attention of German war planners, notably, during the Russo-Japanese War of 1904-1905. The Germans had the most advanced ideas for grenades at the start of WW I, for which grenades were so popularly used that rifles and bayonets were mainly used to protect grenadiers. In 1915, William Mills of Britain developed a grenade with a serrated exterior so that it blew up into many pieces--a fragmentation bomb. Pulling the pin from it set off a four second fuse. Development on the grenade continues to today, and the grenade remains a staple of armies around the world. http://www.1stworldwar.com/weaponry/grenades.htm Rockstar used Grenades to replace the Tear Gas from the game because some people complained that it caused game slow downs on their PCs. That's why this version has standard grenades behind the Washington Beach Police Station. I've seen mods that allow you to put teargas back in, but I haven't particularly wanted one for the same reason that had it taken out. I once tried to download it, but it was a faulty download. (Rusk writes that the PS2 "San Andreas" teargas has been improved, so I'll wait and see how the PC version handles it in June, 2005.) Molotovs (at Tacopalypse, which is across the street from the E end of the alley by the Hyman Condo) A Molotov cocktail is a bottle of flammable fluid that has an oil soaked rag stuck in the opening; the rag is ignited just before throwing it. Molotovs may have been 1st used during the Spanish Civil War (1936-1939) (by the Spanish republican troops), and were named (afterward) for Vyacheslav Mikhailovich Molotov, the Soviet Minister of Foreign Affairs from 1939 to 1949. Finns who hated Molotov came up with the name for the weapon during the Winter War of 1939 to 1940 between Finland and Russia. http://www.sproe.com/m/molotov.html Another web site, however, says that the Finns were referring to the fuel mixture used by Russian tanks and the name was later applied to the weapon: http://ex-parrot.com/~chris/factlets/molotov-cocktail.shtml Landmines were created by holes filled with Molotovs to protect U.S. soldiers from armored and infantry assault in WW II (1939-1945), and Molotovs were widely used by U.S. troops for anti-infantry landmines during the Korean War (1950-1953). http://www.battlefield.ru/library/bookshelf/weapons/weapons2.html Molotovs are the neutron bombs of the game: you can have Tommy destroy those who exit a vehicle but not destroy it, if you're careful. This comes in handy if you want him to jack a law enforcement vehicle occupied by armed law enforcers, especially if followed up on with judicious use of the Minigun. About six Molotovs are needed to destroy a Rhino, so that gives you some leeway in using Molotovs to take care of any armed soldiers that could emerge from it. They're good for getting targets that are around corners, and can be used safely near Tommy once he gets the fire-proof feature. Like the Flame Thrower, they can even be used against targets pressing toward Tommy on the other side of glass doors. They're also good for attracting Firetrucks. Remote Grenade (behind a building across the street and a couple buildings N of the Malibu Club; during "Gun Runner," a mission for Phil Cassidy--I.76; and at Phil's Place, $1,000 for eight, after Phil's missions-- after I.77) Once Tommy gets it, he's equipped with a detonator for it. He's stuck with it till he uses it, as with the 8 Ball's bomb shop detonator bug. 5. Handguns Pistol (at the Ocean Beach and North Point Mall Ammu-Nations, $100; across the outdoor parking lot from the east island piers; and on the 1st floor of the east island building under construction that the red girder jump is a part of; it's also the weapon the police and some of members of any of the gangs carry except for the Vercetti gang after "Keep Your Friends Close," which then carries Uz-Is, and the Golfers, which carry Golf Clubs) The 1st revolver of quality was invented in 1831 and patented in the U.S. by Samuel Colt in 1836. The cylindrical mechanism allowed five or six shots to be fired in rapid succession without reloading. He also had them mass-produced, and they were reliable and affordable. http://www.colt.com/CMCI/history.asp http://www.tsha.utexas.edu/handbook/online/articles/view/CC/lnc1.html The Colt .45 was developed by John Moses Browning. It was chosen as the official sidearm of the Armed Forces of the U.S.A. in 1911 for being the most reliable, accurate, and easily taken apart when replacing parts. With some modifications, the same basic design continues to this day, and has been copied by others. (Thanks to http://www.m1911.org/full_history.htm) It's remained the standard sidearm for U.S. soldiers into recent years. (Thanks to http:// www.jodavidsmeyer.com/combat/military/weapons-handguns.html) Pistols, along with Tec-9s and Macs, are the only weapons Tommy can run with and fire at the same time, which can be handy. They're less accurate than a .357, though. You can get one from a dead policeman, but you might prefer to get one from a dead Patrol Investment Group (PIG) security guard since they're prone to start gun battles at North Point Mall or the airport terminal. (I once had Security Guards as my "Least Favorite Gang," which is arrived at by killing gang members, in my Stats. If you get to know them, you'll probably feel the same way. They're always going ballistic.) (On PS2, it's called a Colt .45.) .357 (at all save places with weapon icons after finding 30 hidden packages, the Downtown Ammu-Nation, $2,000, after "Rub Out"--I.53, in the TV room of the mansion after "Keep Your Friends Close"--I.99, and in an alley by the "Welcome to Hell" sign a couple blocks W of Ryton Aide in Little Hiati; it's also the weapon carried by Ammu-Nation clerks.) Smith and Wesson introduced the .357 Magnum in 1935. The Colt Python .357 Magnum was developed by Colt in 1955 as a response to the popularity of the .38 Special. Colt wanted to create the ultimate target revolver. The Python is reknowned for accuracy, adjustable sights, durability, and less kickback than when shooting DA Magnum guns of a similar weight, etc. http://www.chuckhawks.com/colt_python_syn.htm http://www.sixguns.com/range/1stmag.htm The .357 is the best handgun in the game. (On PS2, it's called a Python.) 6. Shotguns In the early 1600's, scatterguns helped hunters kill birds in flight. Either Fred Kimble, U.S., 1870, or W.R. Pape, Enland, 1866, introduced barrel choking, which concentrated the shot in a smaller area over a longer distance. http://www.discovertheoutdoors.com/hunting/waterfowl/guns.jsp http://www.chrisbatha.com/clays1.html The word "shotgun" 1st appeared in Kentucky in 1776, recorded by James Fenimore Cooper. Shotguns were favored by pony express riders and stagecoach guards. Sawing off the end caused the shot to disperse over a wider area, making them effective to handle a group of nearby attackers. http://www.straightdope.com/mailbag/mrideshotgun.html The 1st semi-automatic, the A-5, was created by John Moses Browning in 1900. http://www.chuckhawks.com/browning_A-5.htm The gauge of a shotgun is the number of lead balls the size of the bore which weigh a pound. The smaller the gauge number, the larger the bore size (except for the .410, which is the bore size in inches). The most popular shotgun gauge is 12. http://www.remington.com/whatsnew/brrls_choke/sgbct_1.htm http://www.wonderquest.com/rain-run-big-guns-universe-begins.htm Shotguns cause Run, Left Shift, to be ineffective. One special use for shotguns, since they often require more than one shot to kill someone who isn't nearby, is to use them to hear extra dialogue in the game (a variation on punching your neighbors to get to know them). Shotgun (at the Ocean Beach Ammu-Nation, $500, after "Mall Shootout"-- I.41; by a bench by the beach NE of the Washington Beach police station; on the top of the Washington Mall parking garage; and in a room at the bottom of the mansion after "Rub Out"--I.53) if Tommy doesn't have one of the several kinds of shotgun, he'll get a Shotgun with five shells if he enters a Police Car) S.P.A.S. 12 (at the Downtown Ammu-Nation, $4,000, after "Bar Brawl"--I.60; and behind the "Vice Surf" billboard by the airport terminal) The SPAS-12 (Sporting Purpose Automatic Shotgun) was designed in the 1970's as a semi-automatic 12 gauge shotgun for the military and law enforcement but marketed in the U.S. as a sporting shotgun. It can function as a pump-action shotgun or a self-loading semi-automatic. In recent years, it has become illegal to import it since it fits the description of a military weapon. It's been seen in the movies "Jurassic Park," 1993, "The Matrix," 1999, and in the games "Half Life," 1998, and "Grand Theft Auto Vice City." http://en.wikipedia.org/wiki/Spas_12 The S.P.A.S. 12 shotgun is the best shotgun in the game. Why pay for one when you can get one for free behind the "Vice Surf" billboard across the street from the airport terminal? (On PS2, it's called a Spaz Shotgun.) Stubby shotgun (at the North Point Mall Ammu-Nation, $600, after "The Chase"--I.44; and behind a building in the Little Haiti City Scrap) A sawed-off shotgun. 7. Submachine guns Submachine guns are the only weapons you can use for drive-bys while driving most land vehicles. (Actually, you can do a drive-by with any weapon you want when you have Tommy release the steering wheel of a boat or jump on top of a land vehicle with a driver; you can also do one with the Predator police boat or by turning the cannon of the Rhino to the side. The Rhino in "Vice City" shoots a bit too high--over people's heads--though.) The submachine gun was 1st used by German stormtroopers in the last part of WW I. It was also popularized by movies with James Cagney and others as gangsters brandishing Thompson SMGs (Tommy guns). A good history of submachine guns can be found at: http://en.wikipedia.org/wiki/Submachine_gun Tec-9 (on the N side of a house on the N side of the street that ends in a loop on the east island) Created by Intratec US as a 9mm semi-automatic pistol (thanks to http://www. impactsites2000.com/site3/class3_10.htm), it was originally inexpensive--about $200--and is easily converted to be fully automatic by criminals (thanks to http://www.phoenixcommand.com/Tec9.htm). It's inaccurate and said to be useful only for drive-bys, school shootings, and hold-ups. Government efforts have made it hard to find and expensive. http://en.wikipedia.org/wiki/Tec-9 Mac (at the Ocean Beach Ammu-Nation, $300 or free if you kill the cashier and take his; and by the road across from the Boatyard on the SE end of the west island) It was developed in 1964 by Gordon Ingram and 1st produced in 1970 at his Military Armament Company (MAC). It's a light and reliable .45ACP or 9mm submachine gun with a high rate of fire, but it has marginal accuracy in full automatic fire and a short range, so it's mainly used for small area sweeps. http://world.guns.ru/smg/smg22-e.htm http://en.wikipedia.org/wiki/MAC-10 (on PS2, it's called an Ingram Mac 10.) The Pistol, Tec-9, and Mac are the only weapons Tommy can fire while he runs. Uz-I (at the North Point Mall Ammu-Nation, $400 or free if you kill the cashier and take his; on a front porch on the N side of Prawn Island; behind the Ocean Beach Pay 'n' Spray; by a tall pink building NE of Washington Mall; and under the stairs to the Skumole Shack: to get there, go N from the S end of Downtown on the main N and S road of the west island--where the road divides, take the lane that veers E then veers NE-- the steps are at the side of a building at the left side of that curve; it's also the weapon used by vice squad and SWAT agents) The Uzi, a 9mm submachine gun, was developed for the Israeli army in the 1950's by Uziel Gal. The 1st model was accepted in 1951 and it was 1st used in battle in 1956. His request not to have it named after him was ignored. The design is based on that of the Czech M23/25 submachine gun. It's become famous for having the magazine housing in the pistol grip. It's used in 26 countries by the police and military in non-combat roles. http://www.vectorarms.com/other/UZI_history.html http://en.wikipedia.org/wiki/Uzi (It may be related that "Uzi" means "my strength" in Hebrew. Thanks to http: //www.allboybabynames.com/names-u/boybabynames-uzi.html) (On PS2, it's called an Uzi 9mm.) MP (at the Downtown Ammu-Nation, $3,000, after "Rub Out"--I.53; it's also used by the FBI agents who appear at five wanted stars, which Tommy can get after "Guardian Angels"--I.42, and by the soldiers who show up at six wanted stars, which Tommy can get after "Rub Out"--I.53) The MP is the best submachine gun for drive-by shootings. It uses a delayed blowback technology for greater accuracy. Many military and law enforcement units in over 60 nations use it--it's the world's most recognizable submachine gun. (Thanks again to the Brady guide.) The H & K HK54. a 9mm submachine gun, was 1st produced by Heckler und Koch in 1966. It got the name "MP5" when the West German Police and Border Guard used it as a Maschinepistole 5 (Machine Pistol 5). It's been imported into the U.S. since the early 1970's and it's meant for military and law enforcement use only. It's also appeared in many video games, such as "Counter-Strike," and movies. http://www.streetpro.com/usp/hkmp5.html http://en.wikipedia.org/wiki/MP5 (On PS2, it's called an MP5.) 8. Assault Rifles Assault rifles cause Run, Left Shift, to be ineffective. Kruger (at the Ocean Beach Ammu-Nation, $1,000, after "Guardian Angels"-- I.42; and on the roof of El Swanko Casa: to get there, take the bridge from Prawn Island to the east island, continue on the road S to where it comes to a T intersection--El Swanko Casa will be ahead of you across the street; have Tommy get on the 2nd floor balcony and jump to the roof to find the Kruger) Ruger Firearms, of Sturm, Ruger & Co., 1st released a bolt action rifle, the affordable Model 77, in 1968, and it's become very popular. It was updated to the Model 77 Mark II with a redesigned trigger and safety in 1989. http://hunting.about.com/library/weekly/aastrugerlonggunsb.htm http://en.wikipedia.org/wiki/Ruger (On PS2, it's called a Ruger.) M4 (at the Downtown Ammu-Nation, $5,000, after "Rub Out"--I.53; in a room at the bottom of the mansion after "Rub Out"--I.53; in Studio B of Interglobal Films on Prawn Island; between some shacks S of Auntie Poulet's shack: to get there, go W from the W end of the Links Bridge to the west island and go offroad at the W-most side of the curve; and behind some buildings W of Cafe Robina: to get there, go S from the W end of the bridge from Starfish Island to the west island, go right, and follow the road as it curves 90 degrees N--at the N end, Cafe Robina is on the right and the buildings you want are on the left; it's also the weapon used by the soldiers at Fort Baxter--the ones who appear otherwise, who appear at six wanted stars, use MPs.) In 1994, the U.S. Army began using the Colt Model 720 selective-fire carbine, a shortened M16A2 rifle, as a US M4 Carbine. The M4 has been used by Special Operation forces and other select members of the military. http://www.fas.org/man/dod-101/sys/land/m16.htm Unlike the PS2 version, the scope of the PC M4 doesn't jump around when you fire the rifle. It has an optional aim brought up by the RMB that jiggles a bit when you fire, so I wouldn't use the option--I don't know any good reason it's given as an option. Since the gun has a strong rapid fire, I'd just watch the screen for results. 9. Heavy Weapons Heavy weapons cause Run, Left Shift, to be ineffective. These are the only weapons, of the ones that make Tommy unable to run, that make him unable to jump, too. Scroll to Fist/Brass Knuckles and back for the best combination of fire and movement. M60 (the W tower at Fort Baxter--get the Cop Outfit after doing "Cop Land," I.61, to walk around the base without being shot at; and Phil's Place, $8,000, after Phil's missions--after I.77) The earliest ideas for a machine gun can be found with plans by Leonardo Da Vinci in the 1400's and the traits of some guns in the 1700's. A good history of the machine gun can be found at: http://en.wikipedia.org/wiki/Machine_gun Since the 1950's, the M60 been the Army's general purpose medium machine gun. It weighs 23 lbs. and is used with a tripod or bipod mount. It has a cyclic fire of 550 rounds per minute, rapid fire of 100 rpm, and, with the barrel changed every 100 rounds, sustained fire at 100 rpm. http://www.fas.org/man/dod-101/sys/land/m60e3.htm Unlike the PS2 version, the sight doesn't jump around while you're shooting it. In fact, it's a slightly slower shooting and weaker version of the Minigun, which is the best all-arounder of the weapons in the game on PC. It's less accessible than the Minigun, though. Flame Thrower (at all save places that have weapon icons after getting 40 hidden packages; in the Rockstar logo-shaped swimming pool in the W section of the two sections encircled by road on Starfish Island; and in front of a building at the SW corner of the SE section of blocks--Viceport--on the west island) The modern flamethrower was used by Germany in WW I, both sides in WW II, and by the U.S. Marines in the Korean War and Viet Nam. http://en.wikipedia.org/wiki/Flame_thrower Like Molotovs, it can be used to destroy the Rhino, except you have to get closer to it to do it. It doesn't have the advantage of getting around corners to the degree of the spread of the Molotovs. But, like Molotovs, and owing to some kind of programming glitch, the Flame Thrower can burn targets nearby on the other side of glass, like the doors of the Malibu or around the airport terminal, while Tommy is protected on his side of them. Minigun (at all save places after getting 60 hidden packages; at Phil's Place, $10,000, after doing Phil's missions--after I.77; and in the Haitian processing plant after you blow it up in "Trojan Voodoo"--after I.98: see my note for "Trojan Voodoo" for the way to jump in on a PCJ 600 to help specify the location) The Minigun originated with the Gattling Gun, which was declared obsolete by the U.S. Army in 1911 after 45 years of service due to the advent of the automatic machine gun. The powerful, fast, multi-barrel Minigun is strictly military issue and has been mounted on helicopters and light aircraft. The hand-held General Electric XM214 Automatic Gun--a Minigun--of the movie "Predator," 1987, used by Blaine (Jesse Ventura) is real except it used reduced power blank rounds. Otherwise, the gun would have had too strong a recoil (at least 11 kg. continuously). Moreover, the Minigun (30 lbs.) and the power supply (7 lbs. for 1,000 rounds) and ammo (35 lbs. for 1,000 rounds) it would require would be too heavy for such use to be practical. The battery belt would be discharged after 1,000 rounds and require three to four hours to recharge. Even if a crew lugged all 72 lbs. of needed equipment somewhere, the recoil would spin the gunner around, possibly shooting his own crew. It costs $25,000 for the gun alone. Mischa http://www.kitsune.addr.com/Firearms/Machine-Guns/GE_XM214_Minigun.htm http://en.wikipedia.org/wiki/Minigun In the PC version, using Standard Controls with Mouse Aim, where Tommy is a mighty, mighty mountain man, the Minigun is the hand-held weapon star of the show. It's a big "Predator"/"Terminator 2," 1991/"The Matrix," 1999/"Blackhawk Down," 2001 (and add a big list of games)-type machine gun that makes quick work of anything. (I also think it's a funny part of the absurdist world Rockstar creates, which includes making tonque-in-cheek fun of gaming traditions.) Tommy isn't limited to side-to-side movement with it as with the PS2 version. It's easy to spread the shots around with it for a crowd or a jiggling target. (For example, in Phnom Phen '86, shooting an M60, which is similar, from a jiggling helicopter, just waggle the stream of bullets across the targets. Don't worry about locking your aim onto one target accurately.) Since it's available for free at several of your hideouts after you find 60 hidden packages, it's more accessible than an M60. It works for long distance targets others might use a Sniper Rifle for, too. And you don't have to wait to get the fast reload feature for it with "Rifle Range," as for the Sniper Rifle or Rocket Launcher. You don't have to worry about Tommy damaging or killing himself with the explosion by hitting something nearby with the Minigun, as can happen with the concussive effect of the explosion of rockets. Again, one drawback is that Tommy can't move fast with it, so just scroll to Fist/Brass Knuckles to have him run, then scroll to Minigun to use it. (I've read that the aiming ability and range of motion for the PS2 "San Andreas" Minigun has been improved, so people who play that will get to know from personal experience why the PC VC gamers have been so fond of it.) Rocket Launcher (at all save places after getting 70 hidden packages; at Phil's Place, $8,000, after doing Phil's missions--after I.77; and in the swimming pool of the Hooker Inn: to get there, go S from the W end of the South Bridge, go right, continue past the intersection, and the driveway for it is on the left.) A Rocket Launcher fires an RPG--rocket propelled grenade. The most popular RPG in the world is the RPG-7, developed during WW II in the Soviet Union. It encorporates ideas taken from the U.S. Bazooka and the German Panzerfaust. The RPG-7 weighs 15.2 lbs and is relatively cheap. It's found all over the world and has been very effective for downing helicopters, damaging tanks, and close combat. Mr. Lester W. Grau, Foreign Military Studies Office,Fort Leavenworth, KS.: http://www.g2mil.com/RPG.htm http://en.wikipedia.org/wiki/Rocket_Launcher You need to hold down the Right Mouse Button to bring up the scope so it will fire. It can shoot faster after you get the fast load feature by getting over 45 points during "Rifle Range"--I.66. The Rocket Launcher blasts can be directed at a wall a target is pressing to the other side of to get to Tommy, too, and the cuncussion effect will kill them. Have Tommy stand a good distance away from anything he shoots with it, though. Such rockets are useful the same way as when using the Hunter for the vigilante mission and you get the glitch where the target shows up inside a building you can't enter, and you use a rocket at the wall the target is behind. Likewise, the cuncussive effect of the explosion can kill people by the near side of walls without hitting them directly with a rocket. After getting the fast reload feature, especially, it's good for taking out the competitors for the Sunshine Auto races. The cars in those races are bullet-proof, but not explosion-proof. Like the Minigun, it's good for taking attacking helicopters out of the sky. As noted in the Ghost World section, I.9.G, if you place Tommy with his right side against a wall and equip him with the Rocket Launcher and press Right Mouse Button to bring up the scope, you can turn him right and see through the wall. 10. Sniper Rifle As with the Camera and the Rocket Launcher, the scope has to be equipped, RMB, before it will shoot. As with the Camera, you zoom with the mouse scroller or Z and X. The zoom feature is good for looking closely at the details of things. So Sniper Rifles are the easiest to chalk up Head Shots statistics with, which, fortunately, refer to other people's heads that Tommy shoots. These are the only weapons you can use to get Seagulls Sniped statistics. If you have Tommy shoot seagulls with one, pick a place away from the public, since it tends to panic them and cause them to jump in the ocean, if it's nearby, and drown, and the police who don't drown will hit Tommy and try to bust him. Pick a place where you never see the police and where you get a good wide view of the horizon. Some good locations are along the E edge of the east island beach, along the W edge of the airport tarmac, and on a pier on the N edge of Starfish Island. It also shoots through the windows of glass that doesn't break, if you have Tommy stand far enough away from it when he fires. You can find some such glass at the Ocean View, Sunshine Autos (I don't mean the glass you can drive a car through), Ryton Aide, and the Downtown Ammu-Nation. Likewise, it shoots through the gate the Zebra Cab drives through in "Cabmageddon"--I.92. As in "GTA III," you can have Tommy shoot the moon (this is born of a pun, I think) with his sniper rifle, too, and make it cycle through six different sizes to pick the moon you're partial to. Sniper rifle (at the North Point Mall Ammu-Nation, $1,500, after "Phnom Penh '86"--I.45; in the maze of hedges on the W side of the mansion; and on a ledge at the S side of the W end of the South Bridge. To get this last one and return safely: go to the ledge and put the boat against it--even a Dingy, though it rides so low in the water it looks like Tommy could never jump high enough to reach the ledge. Put the boat beside the ledge and have Tommy jump at it, and the game will bounce Tommy up onto the ledge. After getting the rifle, hit F to transport Tommy behind the wheel of the boat.) The word "sniper" is derived from snipe, a game bird which is difficult to sneak up on. The 1st modern snipers were part of the ninja warriors of 16th century Japan, but their rifles had poor accuracy. Those used by Louis XIV of France in the late 1600's/early 1700's are claimed by some to have made calvary of armored knights obsolete by shooting through the armor. In 1777, Timothy Muphy used a Kentucky rifle to shoot Gen. Simon Fraser at about 500 yards, amazing for the time and which turned the tide of the battle against the British in favor of the rebels. For more on the history of snipers, see: http://en.wikipedia.org/wiki/Sniper It's a single shot rifle, so getting the fast load feature with "Rifle Range" (I.66) speeds it up. .308 Sniper (at all save places that have weapon icons after getting 50 hidden packages; the Downtown Ammu-Nation, $6,000, after "Shakedown"--I.58; and on the roof, E of Cafe Robina, used to get hidden package 75) It's the standard of quality for semi-automatic rifles in the world. It has an expected accuracy of 1 MOA (minute of arc--1/60th of a degree; there are 360 degrees in a circle). The Heckler und Koch PSG-1 weighs nearly 18 lbs., is .308 Win caliber, and costs about $9,000. It's been used by police forces in the Americas and Europe. http://en.wikipedia.org/wiki/PSG-1_Sniper_Rifle (On PS2, it's called a PSG-1. PSG in German is short for PrazisionsScharfschutzenGewehr, which, in English, means "high-precision marksman's rifle." Thanks to Max R. Popenker http://world.guns.ru/sniper/ sn14-e.htm) 8 Ball's Bomb Shop To go to the bomb shop, go S from the W end of the South Bridge, go right, go left, make the 1st right into a lot, continue through the gateway, then go left to the door, with a 3D 8 Ball over it, on the right near the end of the lot. The buddy of Claude, the lead character of "GTA III," Eight Ball, has one of his Shoreside Vale-type bomb shops in Vice City. You have Tommy drive a land vehicle into it, or push a Checkpoint Chopper in backwards, and it's equipped with a bomb that Tommy gets a hand held detonator for. It's generally neglected for Vice City mission strategies, but some uses for blowing up a vehicle with it include: Preparing a vehicle with it and letting one of the pedestrians who try to jack Tommy's vehicle take it; "Cabmageddon"--I.92--see the Brady Games method, and my variation of it; "Four Iron"--I.38--leave a rigged PCJ 600 just outside the Leaf Links metal detector for the target to run to; "Treacherous Swine"--I.40--leave a rigged car outside and to the S of the target's place, since he always goes that way to escape; "Psycho Killer"--I.57--rig the bus that the Rusk strategy has you block the psycho's escape with; And rigging a vehicle with it to use as a weapon against whomever you'd like to lure to it (any attacking gangs, especially if they yank Tommy out of the vehicle, etc.). I haven't tested the "Four Iron" and "Treacherous Swine" ideas yet, but I imagine they could add a little variety into the proceedings if you replay the game like I do. "Cabmageddon" would be the most convenient mission to try it with. Note: if you want to use a vehicle rigged with a bomb during a mission, take it to 8 Ball's place during the mission and not before it. When I tried rigging the Coach to add some variety to Rusk's use of it for "Psycho Killer" before the mission, it wouldn't work during the mission. When I rigged the Coach during the mission, it worked fine. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.11 Armor, Police Bribe, Health, and Adrenaline icons Time to take a Civil Service test for clerk and see how good you can follow directions. Use the paper map the game provides for the locations of the neighborhoods. If you don't have the Bradygames guide, you should use a print out of a map from Gamefaqs for the location of the icons, then just use my directions to make notes in the margins to help pinpoint the location of a few. It's more important to know where armor icons are than health icons because armor is your 1st line of defense against damage; Tommy's health won't decrease from hits or bullets till his armor is gone. Drowning is different; armor stays the same and health decreases, so try to keep Tommy out of the water. Police bribe icons are important to learn the locations of, too. Even when Tommy is showing the best of behavior, a policeman may run in front of his vehicle, or knick it with their police car, and give Tommy a wanted rating. The police can also give Tommy a wanted rating when he's fighting someone else, even if it's a gang that attacked him 1st--likewise, unfair and interruptive. You start to understand why one of the things the peds say in "GTA III" is "Damn police" and start saying it yourself (again, in GTA only!). (Be sure to get the infinite run by getting level 12 of the ambulance mission, too. Tommy will most commonly get one star, maybe two, and you can knock two down to one, which is easy to have him just run off.) I generally don't have much use for the Adrenaline Pills, except to help in killing Hilary with a Minigun, failing the mission, to get his Sabre Turbo (not bullet-proof on PC) in "The Driver," I.68, and in "Dirty Lickin's," I.84, for Auntie Poulet, to make it easier to snipe the moving targets. Since they briefly make everything slower and make Tommy use broader movements. I think they should have been drink icons in the bars and clubs around Vice City. A contest could have been to see who gets the most insane stunt while driving the RC Bandit while drunk, for example. "I'd rather have a free bottle in front of me than have a pre-frontal lobotomy"--Fred Allen; not particularly relevant, I just thought it was a good quote. They also briefly give Tommy super strength. He can belt somebody for yards and destroy or shove a vehicle around easier than usual. I often get a street of elderly and handicapped people going by at such times. That's another reason I don't use them so much. The effect goes away if Tommy uses a vehicle, so you'll have to blame all the car wrecks on something else. Body Armor Icon At 1st, the top strength of your armor is 100 points. Complete level 12 of the vigilante mission (I.25) to make it able to go up to 150. When you achieve 100% completion of the game (I.99), it can go up to 200. The icon looks like a blue bullet proof vest. You can find some armor: in the Ocean View upstairs hallway after finding 10 hidden packages; in the Starfish Island mansion front yard after both "Rub Out" (I.53) and finding 10 Hidden Packages; and on the Hyman Condo roof after finding 10 hidden packages and buying the condo (but buy the condo after finding 70 hidden packages--see I.19)--to get to the condo entrance: go into the alley represented by the SW to NE diagonal line on your map S of the W of the two most N blocks on the W island. in a weapon room on the bottom floor of the mansion after "Rub Out" (I.53). in the 1st floor TV room of the mansion after "Keep Your Friends Close" (I.99). at the Downtown Ammu-Nation from the start of the game, but, for some reason, not at the Ocean Beach and North Point Mall Ammu-Nations until after "Jury Fury"--I.35 (but it costs $200--I rarely buy it). on the N patio of the beige and white building E of the N end of North Point Mall, which is at the N end of the E island. atop the 2nd ramp that goes E-W up into the gray-blue and white building on the S side of the E end of the bridge from the E island to Prawn Island. Enter on the E side. in the hut of the gazebo with African decorations in a back yard of the block S of El Swanko Casa. To get to El Swanko Casa, follow the road from the bridge from Prawn Island to the E island as it curves S down the E island. At the T intersection, El Swanko Casa is across the street from you. on the driveway of the Standing Vice Point Hotel, which is across the street S of the Malibu Club, which is in the middle of the N-S road that runs the length of the E island. by a basketball court: go N on the street E of the pizza store which is around the block to the N and W of the Malibu Club. Turn right into the little gray alley. Go into the space between the walls on the left and turn left. at the top of the stairs of the "stilt" building, which is entered on the N side of the block two blocks S of Washington Mall, which in on the S area of the E island, 3 blocks from the E and 4 blocks from the S (the mall looks like a cartoon face looking W on the map in the game). behind a 1st floor wall on the NE side of a building with blue windows under construction N of the road that's at the E end of the bridge from the E island to Starfish Island. behind a large pink building on the E island--enter the area on the S side of the block, 2nd block from the E and 4th from the S. N of the inside of the opening of a fence, which is across the street from the N big front gate of the film studio, which is in the SW area of Prawn Island. over a sand trap on the N island of Leaf Links golf course, near the N coast, W of the middle of the coast. after "G-Spotlight": go S from the W end of the North Dirt Track, which is on the NE end of the W island, and climb the stairs to a roof; it's E of the top of the stairs. in the W length of the alley that goes around a building that's S of the Downtown pizza store, which is on the W side of the S end of the road that runs S from the W end of the Hyman Condo. in the white roofless garage at the E side of the road where the main N-S road of the W island divides at the S Downtown area. by a house in Little Havana: go S on the road that goes S from the Little Havana Laundromat; turn left/E off the road at the 3rd junked car on your left and go through the shrubs to the side of the pale green house; on your in-game map, the block it's on is green with white dots. To get to the laundromat, go N on the main N-S road of the W island past the Starfish Island bridge and take the 2nd left; go W then S to a T intersection; go right/W, and the laundromat is on the lot on the right corner just past the 1st right. on the roof of the Print Works in S Little Haiti; enter the opening in the building to get to the stairs to the roof. To get to the Printworks, go N on the main N-S road of the W island past the Starfish Island bridge and take the 2nd left; just before it curves to the S, go off the road to the NW to the off-yellow two story building. in the SE tower of the several at Fort Baxter. in a parking lot between lot with the four big jet fuel tanks and the airport: go S on the main N-S road of the W island past Cherry Poppers (which is just S of the Starfish Island bridge), and turn right/E. Continue through the intersection; after the road makes a 90 degree curve N, turn right off the road to the gates with blue and red banded bars across them. Go through the S end of the S bar. The armor is across the lot to your left. in the doorway across the street from the big ship that's at the S end of the E side of the W island. Note: you get the same armor benefit by getting into the Enforcer at the Vice Point police station. It's a block S and E of El Swanko Casa. Police Bribe Icon Each bribe takes one star off any wanted rating you get due to the deplorable prevalence of cops on the take. You can find a bribe: in the middle of the lower walk S of North Point Mall (which is on the N end of the E island). in an alley: go N from the Malibu Club (it's by the middle of the N-S road that runs the length of the E island) and take the 3rd left--you'll see it ahead in the alley of the next block over. on the 1st corner on the left N of the Malibu Club. on the SE side of a manilla-white-gray and brown calico house; go SE from the base of the road that ends in a circle (NW of the Malibu Club) on the E island, cross the intersection, and the house is in front of you. in the N-S alley of the 5th block from the S along the E side of the E island. in the E-W sunken shopping mall on the E island, 2nd block from the S and 2nd block from the E. in the middle of the road: take the bridge from the E island to Prawn Island and take the 1st left--it's a bit down that road. in the Hyman Condo alley; on the map in your game, it's the SW to NE diagonal line that's S of the W of the two most N blocks on the W island. in an alley: go S on the main N-S road of the W island past the Starfish Island bridge and turn right/E; go past the 1st right, and turn right into an alley for the bribe. in an alley: go S on the N-S road of the W island under the Leaf Links bridge (about the middle of the W island) and immediately go right. (Note how easy it would be to go over the grass median strip to get onto the bridge--it's a good shortcut to know for some other time.) Go past the 1st right and turn right into the alley: the bribe is by a picture of boxes--one that someone put in backwards--that represents what's seen in an open garage door. airborne in the path of Jump 7 (see I.26), which is done over the large gray N-S concrete drainage ditch of Little Haiti; go N from the Starfish Island bridge on the main N-S road of the W island; take either the 2nd or 3rd left-- the ditch runs between them. (It's also W of the Little Haiti Pay 'n' Spray.) airborne in the path of Jump 5 (see I.26) in Little Haiti; Jump 5 goes over two ramps S of the pale yellow building on the most N E-W street in Little Haiti. airborne over the fence with a ramp leaned against it at the back of the yard behind Sunshine Autos; to get to Sunshine Autos, go S from the Starfish Island bridge on the main N-S road of the W island; either take the 1st right then 1st left or 2nd right then 1st right; Sunshine Autos is N of where you'd run into yourself if you could do both at the same time. Again, you don't have to jump through the three airborne bribes--they're airborne to get rid of wanted ratings when you're in a helicopter. If you use them, you can get a 4th bribe by landing on the condo roof to go down to the alley to use the one there. If you still have one more wanted star, go up to the roof and use the clothes icon. If you have two more wanted stars, you might go back up and fly to the bribe in the lowest walk S of North Point Mall and plop down in it, then fly or run off the last one. Health Icon At 1st, the top strength of your health is 100. Complete level 10 of the pizza pie mission (I.21) to make it able to go up to 150. When you achieve 100% completion of the game (I.99), it can go up to 200. Seeing a whore can put it 25 points higher than the usual maximum at any of those stages in the PC version. Saving and reloading a game restores health to the usual maximum; any points higher than that, created by seeing a whore, are dropped. Health icons look like symbols of love (awwwwr). You can get healthy: at the Shady Palms Hospital, Vice Point; It's on the W side of the block which is E of the block that looks like a cartoon nose sticking out to the W beneath North Point Mall. at the Ocean View Hospital, S area of the E island, W of the Washington Mall, which is on the 3rd block from the E and 4th block from the S. at the WestHaven Community Healthcare Centre, Little Havana; go N on the main N-S road of the W island past the Starfish Island bridge--it's on your left. at the Schuman Healthcare Center, Downtown; go W from the W end of the bridge from Prawn Island to the W island till you get to a T intersection--it's on your left. in the Dispensary (pharmacy), Vice Point; go E from the E end of the bridge from Prawn Island to the E island, continue on the road as it curves S and keep going to a T intesection, then go right then right again--the Dispensary is about halfway up the block on your right. in Ryton Aid, Little Havana; go S on the main N-S road of the W island and pass beneath Links Bridge and beyond the 1st right--it's on your right. in the Dispensary (pharmacy), Downtown: go W from the W end of the bridge from Prawn Island to the W island till you get to a T intersection; go left/S and around a 90 degree curve to the E--the Dispensary is on your right. (Note: it costs $20 at hospitals and pharmacies.) in a huge green drinking cup, we don't know why, you need to run or squeeze in and out of in the NW area of the 1st floor of North Point Mall. by a dumpster: go E from the E end of the bridge from Prawn Island to the E island, continue S to a T intesection, then go right/W then go left/S, and go to the 2nd left--it's on the corner on the far left. on a rooftop; take a PCJ 600 onto the grass across the street to the N of the block which is the 6th from the S on the E side of the E island; drive S over the ramps and onto the roof. Continue S over a few roofs to the icon. along the winding path from the N end of the piers area to the road; the piers are near the S end of the W side of the E island. over the spraying love fish fountain just N of the middle of the E-W road that runs through Prawn Island. over a little bridge; go behind Leaf Links club house, go N past the circle of road and continue on the road that goes N--it's ahead of you. in the TV room on the 1st floor and in the little weapons room on the bottom level of the mansion on SE Starfish Island after "Rub Out" (I.53). on the S sidewalk by the peachy-pink archway at the E end of the bridge from Starfish Island to the W island. over the Downtown Dirt Track on the NE end of the W island. on the N side of the roof of the Downtown Ammu-Nation; from the W side of the bridge from Prawn Island to the W island, go W then make the 1st left; the long stairway on your left makes a good jump to the roof--get a long runway for it. on the roof of the Schuman Healthcare Center, Downtown; go W from the W end of the bridge from Prawn Island to the W island; at the T intersection, go S and around the 90 degree turn; the Dispensary is on your right. (You'll probably never use this icon unless you're an incredibly terrible "G-Spotlight" jumper.) on top of the conveyer belt of the S green garbage crusher at the Junkyard, City Scrap. Go S on the main N-S road from Downtown, then make the 2nd right, then make the 2nd right, and then make the 2nd right (you'll probably never use it unless you have a terrible sense of direction during "Death Row"; you can look in the building at the N end of the yard for the bloody chair you'll have to free Lance from then). in the S lot by the stairs you'll run up, and S of the building you'll blow up, for "Cannon Fodder"; before that, drive a PCJ 600 S from Downtown on the main N-S road of the W island; take the 1st right to a T intersection, then go right, and after the road curves S you'll see a pizza place on your left; drive from the E end of the alley on the N side of the pizza place into the steps on the N side of the building across the street and you'll jump into the compound; or: go there in a helicopter; look for a complex with a gray building and gray, pink, and yellow walls E of the S garbage crusher of the Junkyard. on the 2nd floor of the airport terminal across from Gate 1-8; to get to the terminal, go S past the S bridge on the main N-S road of the W island and make the 1st right; go through the intersection and follow the road as it makes a 90 degree turn N then a 90 degree turn W; the terminal is the big building on your left. on the roof of the one story discount department store (LUGGAGE 65% OFF) three buildings W of Callegg's Deli; you'll probably never use this heart icon unless you need it during the 5th Assassination mission, when a gate opens to a lot and stairs behind the store; if you want to get to the store roof before that, take a helicopter S past the W end of the bridge from Starfish Island to the W island; make the 1st right--around the deli on the corner--and go three doors on your right farther W. under the N ramp to the large ship at the S end of the E side of the W island. by the stairs for the low wooden walk on the W side of the Boatyard; to get to the Boatyard, go S past the W end of the S bridge on the main N-S road of the W island--where the road divides, take the E road past the big ship on the left; look for a building with a crummy black fence and a glowing house icon in front of it (you buy it later) on your left (you can use your Rocket Launcher gimmick to look through the walls of such places for now). Adrenaline Icon They look like red and white medical capsules. You can find this strange street drug: in the Dispensary (pharmacy), Vice Point; go E from the E end of the bridge from Prawn Island to the E island, continue on the road which curves S and go to a T intesection; go right then right again--it's about halfway up the block on your right. in Ryton Aid, Little Havana; go S on the main N-S road of the W island and pass beneath Links Bridge and beyond the 1st right--it's on your right. in the Dispensary (pharmacy), Downtown: go W from the W end of the bridge from Prawn Island to the W island till you get to a T intersection; go left/S and around a 90 degree curve to the E--the Dispensary is on your right. (Note: it costs $10 at pharmacies.) behind the pale blue and gray apartment building on the N side of the Malibu Club parking lot. at the NW corner of the manilla and white building S of North Point Mall. on the 2nd floor balcony of the apartment building on the S side of the E end of the road that goes E from the E end of Leaf Links bridge. in a N-S alley in the 1st block from the E and the 5th block from the S on the E island. inside Washington Mall, 1st floor, W end; the mall is on the S area of the E island, 3rd block from the E and 4th block from the S. on the SE side of the roof of the mansion, which is on the SE side of Starfish Island. in the yard of the mansion, across from the garage and near the low wall by the road. on the NE corner of a walk in the E Downtown area; the walk connects the S side of the W end of the bridge from the W island to Prawn Island with the road that goes under the bridge. by the stairs in an alley; go S from Downtown on the main N-S road of the W island, take the 2nd right, and go off road into the 2nd alley on the left: it's ahead of you by the stairs at the other end of the alley. over a small set of steps you can see when you look W from the alley on the N side of the Little Haiti pizza store; to get to the pizza store, go S from Downtown on the main N-S road of the W island, take the 2nd right then the 2nd right--after it curves S, the pizza store is on the left. at the S side of a dirty pink house; to get there, go S from Downtown on the main N-S road of the W island and make the 1st right after passing under the Links Bridge--after it makes a 90 degree curve S, the house is the 5th one on the left. in the SE corner of a dirt lot of palm trees (you can climb two of them); to get there, go N past the Starfish Island bridge on the main N-S road of the W island, take the 1st left to a T intersection and go left--the lot is off the road on the right. (It's also a location where you can have Tommy walk out over thin air--see I.3.) &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.12 Wanted Ratings (Also see section I.7--Wanted Stars Attained and Evaded) What happens at each wanted level What to do about wanted ratings Things any major fugitive should know What happens at each wanted level One star Tommy attracts a nearby policeman to chase him. If Tommy gets closer to another officer, the 1st one will give up the chase and the 2nd will chase Tommy. The officer will try to hit him with a Nightstick, pull him from his vehicle, and bust him. Getting busted involves having Tommy get knocked flat on his back on the ground while the officer aims his Pistol down at him with both hands and may make a wisecrack. Two stars Tommy attracts a police car with two officers, and the officers ram his vehicle, pull him from his vehicle, get out to shoot at him with Pistols, and try to bust or kill him. They seem more likely to go for busting if Tommy's in a vehicle and shooting to warn or kill if he's on foot, which I've seen linger into a reduced rating of one star. And, unfortunately, there isn't a mechanism for having Tommy say, "I surrender" and just get busted when the police are going for a kill. Even if he just stands there with his back to them, they'll shoot him to death. The Predator police boat (also used in "Paparazzi Purge" in "GTA III") will chase and shoot at him if he's sailing or flying over the water. Three stars The city Police Dept. vice squad guys (possibly the "Miami Vice" look- vaguely-alikes, possibly two white guys) with Uz-Is in a "Vice" Cheetah who shoot at him and try to bust or kill him, pairs of police cars and saw horses used for road blocks, policemen who throw strips of tire spikes both across and away from the road, and a trailing helicopter join the above. Four stars In addition to the above, helicopters shoot and send armed SWAT (Special Weapons and Tactics) agents rappelling down ropes to shoot Uz-Is, and Enforcers (SWAT vans) arrive with SWAT agents to shoot Uz-Is, and they all try to bust or kill him. This is the highest wanted rating Tommy can get at the start of the game. The SWAT team originated in Delano, CA, and the idea was embraced by the Los Angeles Police Dept., in the 1960's. In the years since, it has arrested scores of violent suspects, freed numerous hostages, and earned hundreds of commendations and citations, including several Medals of Valor. In the U.S., it's the popular name for a major city police force trained and allowed to use paramilitary weaponry and tactics beyond the kind the regular police department uses. For Miami, Florida, fictionalized for Vice City, it's the Miami Police SWAT Team. http://en.wikipedia.org/wiki/SWAT Five stars FBI Ranchers join the above. In each SUV there are four FBI agents who will try to shoot him with MPs and bust him. Tommy can get a five star wanted level after "Guardian Angels"--I.42. The forerunner of the FBI was a group of Special Agents called the Bureau of Investigation (BOI) created on July 26, 1908, for the Dept. of Justice and headed by Attorney General Charles Bonaparte. It's had a vast history of accomplishments in combatting crime. Under director J. Edgar Hoover, it had Al Capone investigated beginning in 1929, and gathered evidence of his Chicago racketeering, bribing of prison officials, determined the falsehood of his claim to postpone an appearance before the Federal Grand Jury due to poor health, etc. It became known as the Federal Bureau of Investigation in 1935. In the 1980's ("Vice City" takes place in 1986), it made an increasingly important impact in defeating terrorists, drug traffickers, and violent criminals. http://www.fbi.gov/fbihistory.htm http://en.wikipedia.org/wiki/FBI Six stars The army joins in with MPs. They travel in Rhinos (they don't use the cannon, but don't bump into one with Tommy's vehicle) and Barracks OLs. I think they just shoot to kill and leave busting to the others. Tommy can get a six star wanted level after "Rub Out"--I.53. What to do about wanted ratings Hiding Tommy doesn't really need to hide anywhere. Police can run most places on ground level, so hiding in a shrub or around a corner is about as effective as waiting on the sidewalk. They don't bother about going along a desolate slice along the shore of the E beach at any rating, and you might rarely see one in the front lobby of the Ocean View at a high rating. They won't send a chopper to a rooftop until he has at least three stars, and I think it has to be at least that high before a policeman appears in some such places. It might make for a decent place to take a break, and one star might even go away. But even if you find such a place, sometimes hiding, or assuming a policeman isn't around because you don't see one, backfires, because a policeman you can't see is running indefinately against a wall, etc., toward Tommy, so a one star rating could linger indefinately. You might have a long one star rating and look around to see a policeman has assumed a funny patient stance while they wait for Tommy to come from behind something. Their effort in one spot on the ground nearby could make the rating linger till you at least have him run somewhere else. The Infinite Run Any wanted rating makes for a very good reason to get the infinite run feature by doing the Paramedic mission (I.22) to level twelve. With the best of behavior on Tommy's part, the police may knick his car or run out in front of it and get hit, and give Tommy a wanted rating. Tommy could shoot a brick when a policeman is in the vicinity and get a wanted rating. It doesn't help that so many of the people in town have an unfortunate tendency to jump or drive right into the path of his vehicle. With the infinite run feature, he can play "Catch Me If You Can" with the police. Tommy is a lot better at chasing down a getaway vehicle you want him to nab with it, too. Otherwise, he can shoot a vehicle he can't catch up with and most drivers will abandon it. Tommy can run one star off, it gives him plenty of time to handle two, and it helps him do whatever he does for a higher rating faster and with less risk. For one star/one remaining star: Use a bribe (see I.11 for locations), clothes icon (see I.9.C for locations), Pay 'n' Spray ($100 if not a complimentary spray just for the color change-- Tommy can get a free spray for that once he's earned $100; see your in-game map for locations), Sunshine Autos spray 'n' go (same payment plan as for a Pay 'n' Spray, even though he owns it), or run/drive/fly unceasingly till it disappears. There doesn't seem to be a set length of time for one star. It can be brief, but the more prolonged ones can be annoying when you're in a hurry, and Tommy's pre-"infinite run" running ability can be used up a lot quicker. Without it, Tommy can out-run the policeman briefly, then he gets tired and jogs, so you make him jump repeatedly and he just barely makes it. If that's the case, have him jump around like a nut or make sure no police men are around and jack a vehicle. With the Infinite Run (Paramedic mission, I.22), running, etc., till one disappears only works for one star--not for higher levels. For two stars/two remaining stars: Use bribes, a Pay 'n' Spray, a clothes icon (but I'd discourage using it for two stars--see I.7), or use one bribe and either use a clothes icon or have Tommy run off the one remaining star. Two stars and up won't go away until you do something about it. Even two stars is easy for Tommy to survive a run with, as when holding up a sequence of stores. The police will appear here but not there as he does it. It's less hectic than having them constantly try to ram Tommy's vehicle, especially a bike. Trying to get him back on or into a vehicle with police nearby carries a higher risk of getting busted. You can have Tommy pause to make a persuing police car stop, then have him run before the officers get out and start using their guns. Have him weave around posts, buildings, tree trunks, and through swimming pools to lure the pursuers into them and avoid bullets. For three to six Wanted stars: You might want to use any bribes availiable till you can do one of the things given above, but I'd start preferring Tommy to be airborne. When he is, there are over six things that are convenient for removing one wanted star apiece. Three airborne bribes You can fly a helicopter, or, in two cases, a Skimmer, into airborne bribes on the west island: 1. The bribe over the fence with a ramp leaned against it at the back of the yard behind Sunshine Autos. To get to Sunshine Autos by land, go S from the Starfish Island Bridge on the main N-S road of the W island; either take the 1st right then 1st left or 2nd right then 1st right; Sunshine Autos is a bit N of where you'd run into yourself if you could do both at the same time. You can also gun it W from the W end of the South Bridge, continue over the ramp across the street, go through the lot, and it's on your right. This one is also available for the Skimmer. 2. The bribe in the path of Jump 7 (I.26), which is over a grass stained box with a ramp leaned against it by a large gray concrete N-S drainage ditch in Little Haiti. To get to the ditch by land, go N from the Starfish Island bridge on the main N-S road of the W island; take either the 2nd or 3rd left--the ditch runs between them. It's W of the Little Haiti Pay 'n' Spray. This one is also available for the Skimmer. 3. The bribe in the path of Jump 5 (I.26), which is over the red and blue crates with a ramp leaned against them in Little Haiti. Jump 5 goes over two ramps S of the pale yellow building on the most N E-W street in Little Haiti. Again, Tommy doesn't have to jump through the airborne bribes--they're airborne to get rid of wanted ratings when he's in a helicopter. So you need to remember where they are from the air. Also available from the air: 4. You can momentarily plop the helicopter down onto the bribe S of the S end of North Point Mall. 5. The bribe in the sunken shopping center, which is on the block one block W of the Ocean View apartment, is kind of fun to use if you can fly a helicopter good enough. 6 and 7. You can land a helicopter on the Hyman Condo roof, go to the ground level to use the alley bribe, then return to the roof to use the clothes icon (again, for one wanted star to keep stars Attained from getting much bigger than Evaded). This is also available for the Skimmer. I recommend crashing into the structure on the E side of the roof from the SE. 8. Tommy can also fly or run one off. If Tommy is moving, the last one will probably disappear before he can do much about it. If Tommy isn't in a helicopter, get him to the Hyman Condo alley bribe 1st for a variation of the above. When Tommy owns Sunshine Autos (I.62A), have him fly a chopper or drive a Rhino to the garages in back of it, then drive a car from one of the garages right across into his own "spray 'n' go." Before Tommy owns Sunshine Autos, have him leave a vehicle in a Pay 'n' Spray, avoid using more than one other vehicle before he returns so it stays in the game memory, then return after whatever wildness and get in or on it again, and it will trigger the Pay 'n' Spray actions. This gives him another four locations to use like he would his own Sunshine Autos spray 'n' go-- therefore, to use for wildness. Leaving a vehicle in a Pay 'n' Spray can also help when Tommy has a high wanted rating while using a police or military vehicle, which can't be used in a Pay 'n' Spray, or while using a vehicle you want to keep for the special color, like the black Voodoo, which will revert to the usual maroon color if used in a Pay 'n' Spray. If you plan to have Tommy cause an unofficial rampage on the waters among the shooting police boats, 1st leave a helicopter on the desolate strip along the E side of the beach of the east island. Get the helicopter when you're through with the boat, then use the method given above. Make sure the chopper isn't on a slope down to the water, or it might slowly slide into it. You could also exit the game without saving, or reload the game, which takes you to the previous starting point, if it got nastier than you care to remember. Things any major fugitive should know While the condo alley provides cover from helicopter shots, you'll do best to move Tommy into the open to shoot down helicopters before SWAT agents drop from them and start shooting. The Minigun usually makes anything (but a Rhino) that drives into the alley blow up before anyone can get out, and they don't last long if they do. The area beneath the Links Bridge provides some cover for driving an unofficial rampage to the highest wanted level, too. The helicopters can't shoot Tommy and the land vehicles tend to drive onto the bridge above him. A Pay 'n' Spray is just S of that on the same main road. You can shoot any part of a person or vehicle to kill them or destroy it. In the case of a helicopter, this includes the span of the rotating blades. Police and military vehicles, like the Rhino, and emergency vehicles, like the Firetruck, can't activate a Pay 'n' Spray. This includes the PC version of the FBI Rancher. As Rusk writes, if you're in a police car, press Activate Mission--on PC, Caps Lock--twice to start then end a Vigilante mission. For some reason, it makes the tires spike strip proof. Get to know the driving shortcuts to avoid driving over tire spike strips and bumping into Rhinos. The only thing that can destroy a tank is about six Molotovs (or the Haitian weapons during "Cannon Fodder"), another reason I prefer Molotovs over Grenades (I.10). This also gives Tommy some leeway in jacking a tank: he can use several Molotovs to make sure the soldiers who emerge fall before they kill him. The PS2 gimmick of having Tommy run from a Vice Cheetah or FBI Rancher then turn to see it abandoned for him hasn't worked for me yet on PC. Tommy turns and the vehicle's gone but the damn agents firing at him are still there. But there's always a "Vice" Cheetah behind the Little Havana police station along the main N and S road, and you can use a Molotov to take care of the attackers that emerge from an FBI Rancher (or any other vehicle). The latest Rusk guide for "Vice City" ends with a challenge to drive a Hotring racer around the town with a six star wanted level. You might try it for a change of scenery and to learn how good you can maneuver in it. Once you get the hang of weaving through traffic (see I.9.F), avoiding the places Rhinos spawn on, and taking shortcuts the law enforcers and spike strips don't appear on, it's probable that it's at least easier than you think. A high wanted rating is a good time to improve your CRiminal Rating and Highest media attention level (I.7). &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.13 Odds and Ends Ambient sounds The WK Chariot Hotel Interacting with your town Huh? What? Marine world A few exploration duds Strange but fun--that's the important thing Creative plugging Ambient sounds Some buildings in "III" and "Vice City" have their own ambient sounds. On rare occasions, you may hear organ music if Tommy goes near the temple on the S end of the east island. I'm not sure how to trigger the temple organ music. The last time I tried, I had no success running Tommy around the walls of the place, and it kicked in when I had him jump into the fountain in front of it. And you can hear music by Sunshine Cabs or the Little Haiti pizza store from the arcades playing inside. The North Point Mall is alive with the sound of muzak, and the Ocean View with "La Vida Es Una Lenteja" by Unaesta. While giving buildings their own sounds was featured more often in "III," you couldn't go inside the buildings as extensively. You could only enter save places, personal/Shoredale Vale police station/Pay'n' Spray garages, a living room of Salvatore's mansion, the cell the Yazuka was held in, the booth in front of the Cartel mansion, and, by using codes, get into Joey's garage for the "EP" mafia stretch limo. The WK Chariot Hotel The WK Chariot Hotel has several special features. (It's E and across the street from the parking lot of the Malibu Club.) (See I.9.G for how to use it to go to Ghost World, I.19 for how to find hidden package 25 there, and I.8 for the name change it was given for the PC version, for some reason.) Between 23:00 and midnight, the lights in the windows depict the outline of a huge c**ck and balls, and spray squirts periodically from the roof. (See I.3.) It also has a blue door on the N side that opens during "Martha's Mug Shot" and stays open thereafter. If you have Tommy go inside, climb the stairs to the the top floor, and go to the W end of the hall, you'll find a message by the window: "The Samartians DON'T JUST JUMP, HYPER-JUMP call 555-7000." The Samartians are an ancient Christian group known for their charity (I think "Samartians" it may be a variant of "Samaritans"), so it may be meant as ironic humor. I tried my Internet search engines and found, among humanitarian concerns, a group of them that run a plane service that flies to Mexico for medical work, so it may refer to that, although it isn't clear why. It may more likely be an inside joke that refers to something better known in the U.K., because I haven't found anyone here that gets the reference. One web site, dogbomb.co.uk, message board post mentioned Phil Daniels being shown at the start of the movie "Quadraphenia" as not having actually gone with his (Piaggio Vespa--"Vice City" Faggio) moped over a cliff at Beechy Head, which the movie later shows him as having driven it to. The post said there's a phone box with a "call the Samartians sign" beside it at the location now. I don't know if the sign was put there before "Vice City" came out, and Rockstar is referring to it, or if it was put there afterwards by a fan of the movie and the game. That's all I have on that for now. Interacting with your town If you shoot the black garbage bags--some are by Cherry Poppers--they may inflate one size larger. (Thanks to Madeye's/some name/Mohammed Kahn's's web site.) http://gamestudio.freeprohost.com/glitches.html If Tommy shoots the gas pumps at the gas station just S of Washington Mall, at the back of Interglobal Studios, or in the hanger over water at the end of the dead end road down the middle of the S end of the west island, they'll explode. If you use the bottom of a helicopter to bop the top of a Starfish Island picnic table that has a red and white umbrella over it, the picnic table assumes a broken shape like the ones in "GTA III." If you want to see the secret Easter egg and printing press, go to I.19 for the sections on hidden packages 61 and 66. Huh? What? I've put most of the foreign language translations in the guide where they come up in the game. I translated some of the French and Spanish writing in Little Haiti and Little Havana for this section with the Free2Professional Translation web site that translates phrases for a variety of languages automatically for free. So if this is a little off compared to the results I could have gotten with a personal translator, that's why. Thanks to: http://www.freetranslation.com/ If you go N across the street from Auntie Poulet's shack in Little Haiti, you'll find a little blue-green building with red and orange letters: "Eglise Baptiste de la Regeneration," which is French for "Baptist Church of Revival" or "...of Spiritual Renewal." There are several beige buildings with red letters that say "EL NUEVO SIGLO SUPERMARKET" with the "G" missing from "SIGLO." One is just S of the Little Haiti Pay 'n' Spray, one is E across the street from Phil's Place, and one is E across the street from the dirt lot of palm trees mentioned near the end of I.3. The phrase is Spanish for "The New Century Supermarket." (I tried "si lo"--the web site just translated it as "if it.") E of the "Welcome to Hell" billboard is a blue-green building called BILLY'S RECORDS. In black letters it says, "Donde los HITS Suenan Primero," which is Spanish for "Where the HITS sound 1st," which I'm guessing is "Where the HITS are heard 1st." Beside it to the E is a yellow building with black letters that say "C.A.M. ENVIO DE VALORES Y ALIMENTOS A LA REPUBLICA DOMINICANA," which translated as "C.to.M. I send of values and food to the Dominican Republic." "C.A.M." should probably stay "C.A.M.," which are probably the initials of some humanitarian assistance group which "sends valuables and food to the Dominican Republic." In red letters it says "ENTREGA EN 2 HORAS" which translated as "Delivers in two hours." I got the next ones from the Babel Fish Translation web site, thanks to: http://world.altavista.com/tr Across the street going S from Billy's, on the right side of the road, is the Baran Discount and Coffee Shop, advertising 99 cents & "PLUS ARTICULOS PARA EL HOGAR," which is Spanish for "extra articles for the home." S of the garage you deliver the Rhino to in "Sir, Yes Sir," and around the corner of the same block, is a store with green letters that say "GALERIA MUSICAL COMPRA Y YENTA DE CD'S USADOS," which is Spanish for "Musical Gallery Used purchase and yenta of CD's." Neither web site translated "YENTA," so I think it's a yiddish language joke. A "yenta" in modern Yiddish, according to the http://www.urbandictionary.com web site, isn't just a matchmaker--it's an annoying, meddlesome hag. The commonly annoying experience I had when I sold a few things at a few shops that buy used things years ago, nothing Yiddish involved, was that the store annoyingly bought the used things cheap, saying that's all they were worth, then sold them at the prices I'd wanted to get for them. So I'm guessing it means an annoying meddler of a peddler in used CD's. Beside that store to the E is a pink building with Spanish in black letters that say "CALLE 8 CAFETERIA." For "CALLE" I have "silence" (the free translation site) and "Street" (the Babel Fish site). If "Street," it says "Street Eight Cafeteria." It has red letters that say "DESA YUNO," which is "breakfast," and blue letters that say "ALMUERZO," which is "lunch." On the outside of Robina's Cafe Cubano is a sign that says "CALLE 8 CAFETERIA TREMENDOs ESPECIALES CANTINA 6 Dias BATIDOS SANDWICHES Comidas y Desayunos." The English translation I got is (adding commas to indicate breaks) "Street 8 Special, Tremendous Cafeteria bar, 6 days, dangerous meals sandwiches" (or "eaten sandwiches"!) and breakfasts." I'll take a guess that could be "8th Street Cafeteria, Tremendous Special Bar, (open) 6 days (a week), (featuring) hot meals, sandwiches, and breakfasts." In Robina's Cafe Cubano, near the door, is a sign in Spanish that says "Que bo es el Pollasire." If I broke "Pollasire" into "Polla sire" so it would translate it, the free translation site gave me "That bo is the chick sire." That's not great, so I tried the Babel Fish site and added the rest of the words on the sign: "condiment vegetal." It gave me "that bo is the vegetal Pullet sire condiment." The sign has a streak making "bo" look like "blo," which at least sounds like something you'd see written in "Vice City," but that's all I have for that for now. Robina's Cafe Cubano and The Pizza Face in Little Havana have windows featuring the Spanish words "DINERO SIN LIMITE," mentioned in I.2 as another Robert De Niro connection. The translation I got is "MONEY WITHOUT LIMITS." I wonder if that could mean "credit without limit" since another sign of The Pizza Face says "Finance Layaway Plan." Marine world There are two men underwater with their feet in a block of cement: One is on a big pile of rocks E of big Mitch Baker's Biker Bar. The other is by the S coast of the W-most 90 degree angled projection of land at the SW portion of the area which is S of the E end of the bridge from the east island to Starfish Island. It's a S coast of the area the multi-colored showers are on. You see the same fat mustached guy in swimming trunks around the light house and Ocean View areas sometimes. There's a broken Chartered Libertine Lines ship and a submarine underwater N of the North Point Mall of the east island, and a broken Chartered Libertine Lines ship underwater S of the SE corner of the west island. Each of the the two ships is a more basic version of the unbroken types at the S end of the west island. There's a little sunken boat on the N side of the W end of the bridge from Prawn Island to the west island, and there are four junked cars by the S side of the W end of Links Bridge. Use the Sea Sparrow to look at the bigger underwater things--it has pontoons, and it's easier to position over a spot than the Skimmer. You might try any of the boats, too, or fly the Sea Sparrow into the WK Chariot Hotel (I.9.G) to see them even closer. The sniper scope zoom helps you see a variety of kinds of aquatic life, too-- the shark is the same as the one at Interglobal Studios. You can also walk Tommy waist-high into the water, have him crouch with C (he won't drown) equipped with the sniper rifle, and use the zoom (right mouse button and Z and X or scroll) to get a clear close underwater view. In Tommy's Ocean View apartment, there's a poster of the bow of an ocean luxury liner that looks like the SS Normandie. It says "Vice City via Le Havre et Southampton--C. G. Transatlantique French line." Le Havre, a city of Normandy in N France, and Southampton, a city of the S coast of the U.K., are two of the three chief ports of the English Channel. Le Havre was a chief port of call for French ocean liners making the Transatlantic crossing. Such crossings were generally assumed to go to New York City, but this one is given as going to Vice City (fictionalized Miami). "C. G." stands for "Compagnie Generale." The Babelfish translation I got for "Compagnie Generale Transatlantique" was "Transatlantic General Company," the French line the steamship was a part of. http://babelfish.altavista.com/ A few exploration duds From the beginning of the game, you can walk Tommy into the VROCK building. To get there, go W from the W end of the bridge to Downtown to a T intersection, and it's across the street. Tommy disappears up the stairs, he can move left or right a little--and that's it. You can get a little view of Ghost World if you give the PCJ 600 the long distance back view and back it in. Another one is found by landing a helicopter on the very top of the Vice City Beach water tower across the street in a lot E of the Malibu Club. If you have Tommy get out onto it, he sinks 1 1/2 feet or so into the roof of it and can't get back in the chopper, so he has to jump to the ground. Don't bother waiting for the yellow tape to be removed from the staircases in Washington Mall; they don't come off anytime in the game. (If you contract an attack of the Laura Crofts, though, you can do an easy jumping game on the lily pads in one of the indoor pools.) In Little Havana is a pink "fudge PACKING CORP" building with an open garage door, and Tommy can go into the garage--it's empty. Across the street from the VCN building is a place that gives psychic readings. There's a 3D showroom beside it with unbreakable glass in front of it. You can't enter it and it's empty. Strange but fun--that's the important thing If you're fond of the optical illusions of Maurits Cornelius Escher ("Drawing Hands," "Relativity," etc.), you might like the yellow crane at the E end of the big ship at the E end of the S side of the west island. Stand close to the crane to get the effect. If you're interested in those and other optical illusions, you might try the gallery at http://www.mcescher.com/ or http://www.michaelbach.de/ot/ One of the posts that hold a traffic light over the road is planted on top of the Little Havana laundromat, making the traffic light way too high for anyone driving up to it to see easily. (Thanks to spaceeinstein's web site for pointing out the traffic light.) If you land a chopper on the SW corner of the building the Pole Position is a part of, you can see a tree growing up from the roof of the 1st floor through an invisible but solid 7' or so wide hole in the roof of the 2nd floor that you landed on. You can see it from the sidewalk across the street to the S as well. You'll occasionally see what I call the mole people, with just their head and shoulders sticking out of the sand, and moving through it with the sound of vehicles skidding across sand, just W of the RC Bandit dirt track on Washington Beach. I'm not sure how to come up with a real life comparison with the thing any of the pedestrians might do when they walk persistantly into something and then bend over. Whatever got them drunk enough to walk into something is making them throw up? Sometimes they just walk away like nothing happened, or, worse, bend over with their head stuck through a wall, so I'm not sure. See Unique Jump 19 in section I.26 for a way to let Tommy stand on a car that's frozen in midair. Creative plugging I've only caught a couple minor commercial plugs in the game: "Squirt," the grapefruit-flavored soda pop, over the corner door of Callegg's Deli in Little Havana, and a "Corby" (U.K. brand) vacuum cleaner mentioned in the chatter by one of Diaz' gang. (Rusk tells me he thinks the mention is of another brand of vacuum cleaner--Kirby.) That's all I found so far, unless that's Peter Frampton from his "Frampton Comes Alive!" days in a faint picture in some windows at the "Rock City" music store Downtown, and there are cans of "Crispo," clearly a slight change of the "Crisco" cans, on the shelves in Sonny's room in "An Old Friend," I.17.B, The Rockstar logo can be found in various places: on beach towels, as graffiti in the big drainage ditch in Little Haiti, and on Bela Lugosi's cape in the window of the Funeraria Romero in Little Haiti, etc. And the next time you're out at night, look up at the stars in the E.... &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.14 Glitches Stats glitches The Havana Outfit glitch Persistent slow motion stunts The bomb detonator glitch The Hyman Condo and Cherry Popper glitches Rampage 13 and Knocking Off Stores Stats glitches See section I.14 on "Trial By Dirt" and "Test Track" for the glitch they have about recording Stats. The Flight Hours Stats have a glitch that causes the top rating, Ace, to show up a lot while you go up the ratings--see I.7. The Stats for who constitutes a Gang member and Wanted Stars Attained and Evaded have glitches--see I.7. The Criminals wasted and Criminals killed on Vigilante Mission Stats get mixed up after doing a vigilante mission--see I.7. The Havana Outfit glitch There's a glitch that causes the Little Havana outfit to appear in the S section inside the Little Havana Streetwear shop behind a solid invisible wall instead of in the little accessible area just inside the door if you do "Two Bit Hit" for Avery Carrington before "Cop Land" and "The Job." See I.39.B for several ways to get the oufit, anyway. Persistent slow motion stunts If you get the PC glitch that causes the camera to freeze in position and remain in slow motion during Unique Jumps, and a sniper rifle (other guns?) to only be able to fire once and cause an unending earthquake after using an Adrenaline Pill icon, you can Alt Tab out of the game and click back in a couple times to shake it. It won't be there if you start a new game on the same installment. I had this, as did USAF777 of the Gamefaqs message boards, in mid-2004. Take2 Games seemed unfamiliar with it, and said to set my graphics settings lower. I didn't, but kept using updates for everything and reinstalled the game, and I haven't had it again. The bomb detonator glitch Rusk notes that the only way to change from the remote grenade, or 8 Ball's bomb shop detonator, before you trigger the bomb, on PS2 is go through a metal detector, or get wasted or busted. The PC version features the same thing. And when I prepared the Coach of Rusk's strategy with one of 8 Ball's bombs for "Psycho Killer," the detonator wouldn't work if I prepared the Coach before the mission, only if I prepared it during the mission. The Hyman Condo and Cherry Popper glitches Many people have reported that their save game was screwed up after saving their game at Cherry Poppers, so never tried it. It seems safe to save your game at the Hyman Condo (which makes sense, in a way). Saving vehicles in the big garage there is another matter--it's been known to eat them. I wouldn't save any special vehicles in it. The glitch has been reported as more likely if the garage has a lot of vehicles in it or if the door is open when Tommy walks into the save icon. I try to have him approach it from the W so he doesn't trigger the door, or have him use the icon just as the door closes. Rampage 13 and Knocking Off Stores R13, a Chainsaw rampage, sometimes reappears after you do a couple other rampages (I.32). If you've done a couple after it and are one short, check R13. When I've done it a 2nd time, it stayed in the count. Sometimes the money doesn't appear when you knock off a store (I.24), and you may find find that your count is one or two short. No big deal, just do it again. The reason I give the particular method to hold up stores that I give at I.24 is it helped me avoid the glitch. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.15 Radio A rundown of the stations How to have your own MP3 station How to hear Lazlow's Chatterbox FM from "GTA III" in "Vice City" Toll free phone numbers The radio station DJ banter and talk shows were written by Dan Houser and Lazlow Jones. Pick your favorite shows and songs. It's subjective--there's no right or wrong. I like the DJs and talk shows. Some of the tunes that have grown on me include: Wildstyle: "More Bounce to the Ounce," Zapp & Roger, "Pump Me Up," Trouble Funk (with a riff a little like "Superstition," Stevie Wonder), and "Rockit," Herbie Hancock. Flash FM: "Billie Jean," Michael Jackson, "Owner of a Lonely Heart," Yes, "Video Killed the Radio Star" (also heard in the Vice City intro), The Buggles, "Stepping Out," Joe Jackson, "Call Me," Go West. K-Chat: Radio talk show guest Claude Maginot (John Mauceri) sounds a little like a character by the late Phil Hartman, once of the Saturday Night Live TV show, to me. I'm not crazy about making fun of the afflicted, using mental illness as the target of humor, as is the case with the Mr. Zoo (Carl Dowling) segment, though. The sane people, when they're selfish, are more culpable. But I like it generally otherwise. Jezz Torrent (Kevin McKidd), lead singer for Love Fist, is one of the guests of cheerful, star-struck host Amy Sheckenhausen (Leyna Weber). In responding to a caller who asks if Love Fist puts subliminal messages in their recordings, Jezz asks if he wants him to say, "Congratulations, you have just discovered the secret message...." The rest of the original quote, a put-on of such backward messages and tagged onto the end of "Goodbye Blue Sky," just before "Empty Spaces," on "The Wall" by Pink Floyd, is "Send your answer to old Pink, care of the funny farm--Chalfront." If you'd like to hear it and other examples of recordings that people play backwards to find messages in them, you might try a web site by Jeff Milner. It has links you can click to hear them, and has written versions of the actual lyrics and the alleged meanings the clips have when played backwards. You can find it at: http://jeffmilner.com/backmasking.htm Jeff seems reasonably dismissive of the nuttier theories that can accompany such stuff. If you're interested, you can click "Related blog entries" at the bottom of the page. One of the similar sites is by David John Oates. I don't go for all of his theories--he tries to rationalize that we all have a sense about the reverse- play meanings when we hear the original lyrics or language (?!)--but you can find more curious coincidences in recordings at: http://www.reversespeech.com/music_reversals.htm PS: As best as I can remember the quote, George Carlin once said that if you play the end of the last Beatles album backwards at 78 rpm, you can actually hear John Lennon saying, "Moron, you're playing the end of the last Beatles album backwards at 78 rpm." I think he would have liked that if he heard George say it. That John was a bright fellow. Fever 105: "Wanna Be Startin' Somethin'," Michael Jackson, "Ghetto Life," Rick James (with another riff a little like "Superstition," Stevie Wonder). VROCK: Lazlow hosts the talk radio station Chatterbox in 1990's Liberty City in "GTA III." In "III," Donald Love (named like Donald Trump?) is a media mogul who owns Chatterbox. A collection of CDs I haven't heard, which feature the songs of "Vice City" and others that didn't get onto the game, includes one that reveals how Lazlow (Lazlow Jones) got kicked off the rock station. You can read the transcription of it in the "Radio Station Scripts" FAQ by Kintaro Oe age 25 among the In-Depth FAQS for "Grand Theft Auto: Vice City" at the Gamefaqs web site. "Turn Up the Radio," Autograph. VCPR: host Maurice Chavez ("best voice!"--Phillip Anthony Rodriguez) may be right about Jeremy Robard (Peter Silvestro) looking like he sells drugs: "Think, Hold that thought, Complete" is THC, "Learn, Start, Do" is LSD, and "Motivate, Demonstrate, then Motivate Again" is MDMA (Ecstasy). In his commercial on Wave 103, he also promises his "Crank it out" program will help you think really fast; "crank" is slang for methamphetamine. Barry Stark (Renaud Sebbane) is a nudist again who calls in to Chatterbox in "GTA III." He also produced the pedestrian dialogue for both games. Maurice calls Callum Crayshaw (Sean Modica) "wet," which is U.K. slang for emotional, feeble, and effeminate. Espantoso: I like everything on Espantoso, but esp. "Me and You, Baby" by Mongo Santamaria with a snazzy trumpet solo introduction, and a sleazy "con-do-minium developments" ad by Burt Reynolds as Avery Carrington. See the "Radio Station Scripts" FAQ by Kintaro Oe age 25 at Gamefaqs for Ortega's English translation of the things announcer Pepe (Tony Chilrodes) says in Spanish. He's not just enthusiastic about the tunes he plays. Emotion 98.3: host Fernando Martinez (Frank Chavez) is a pimp Lazlow throws off the air on Chatterbox, a talk radio station in 1990's Liberty City in "GTA III." "Wow," my candidate for most intolerable song of the soundtrack, is by Kate Bush; to me, it sounds like the Giggle Cream commercial slowed down and melodramatic. "Missing You" by John Waite is kind of funny to listen to while carrying on. Wave 103: "Cars" by Gary Numan is kind of funny to drive to. There's also a position with no radio station, if you just want to concentrate on the other game sounds. How to have your own MP3 station MP3: If you put your MP3s or wav files, or shortcuts for them, in the MP3 folder, you get an MP3 station. Putting fresh tunes on now and then helps keep the game fresh. My MP3 station includes "My Kind of Town" by Frank Sinatra, "The Magnificent Seven" and "The Great Escape" by Elmer Bernstein, "Roll Over Beethoven" by Leslie West and Mountain, "Jump" by Van Halen, "Before You Accuse Me" and "Got You On My Mind" by Eric Clapton, "Rockin' Pneumonia and the Boogie Woogie Flu" by Johnny Rivers, especially to hear Johnnie Johnson--once Chuck Berry's piano player, "The William Tell Overture" by Rossini, "Traffic Jam" by Artie Shaw, "Foggy Mountain Breakdown" by Earl Scruggs and friends, "Sharp Dressed Man" and "Tush" by ZZ Top, "Sunspot Baby" by Bob Segar, "Pink Cadillac" by Bruce Springstein, "I Don't Want to Go Home" by Southside Johnny and the Asbury Jukes, "Dulcimer Stomp/The Other Side" by Aerosmith, "Peace, Love, and Understanding" by Elvis Costello, "The Power of Love" by Huey Lewis and the News, and "California Girls" by the Beach Boys. How to hear Lazlow's Chatterbox FM from "GTA III" in "Vice City" If you like Lazlow's Chatterbox radio show in "GTA III," it's easy to get it into your MP3 station for "Vice City" or the "Liberty City" mod (I.100.D.g). Put the Play disk of "GTA III" into your PC CD drive. Go to My Computer, the drive the disk is in, and Open the disk. Go to Audio and make a copy of CHAT.wav somewhere (My Music, My Documents, whatever). Right click the copy and click Create Shortcut--one will appear beside it. Right click the shortcut, click Copy, then go to C:\Program Files\Rockstar Games\Grand Theft Auto Vice City\MP3--open MP3. Right click a bare space in it and click Paste-- a copy of the shortcut will appear there. Now Lazlow's Chatterbox will be on your MP3 station. If you do that, be aware that you may have to wait a long time before Chatterbox plays to the end and you get to whatever tunes you put there. Toll free phone numbers The toll free phone numbers given on the radio stations work; after the recording plays, you can leave a message after the beep. (I don't know who the message is for--I just left my name and said I was a big fan of the game.) 1-866-PILLAGE 1-866-7455243 Thor's Premium Pillage Line 1-866-9-SAVE ME 1-866-9-7283-63 Pastor Richards' Salvation Statue Fund 1-866-9-BURY ME 1-866-9-2879-63 Farewell Ranch 1-866-434-SELF 1-866-434-7353 Jeremy Robard: Think Your Way to Success 1-866-9-SHADEE 1-866-9-742333 Delao (spelling?) and Thorax Law Firm &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.16 Codes Some basic advice Some favorite codes: aspirine, bigbang, chasestat, seaways, comeflywithme, istilllikedressingup, chickswithguns, fannymagnet, certaindeath, hopingirl, the weather codes, gripiseverything, airship HUD (heads up display) codes Game speed codes Lead player codes Vehicle spawning codes Traffic codes Three codes that make you start a new game to get rid of them if you save the game after using them Some basic advice If it were wrong to use cheats, Rockstar shouldn't have made the cheats to use. To me, being unethical is to overindulge the self at another's unneccesary hurt or expense, unfair regard or treatment, as by lying and cheating, stealing, murdering or hurting somebody beyond justifiable defense as a last resort. In a single player game of fiction, it doesn't even come up. So I wrote this and I call the cheats "codes." Some call them cheats, but I figure if it's a single player game and you're not cheating anyone, go easy on yourself and call them codes. Leave me alone; I'm old, I've been through too much, and there isn't enough game in the world.... Don't save the game after using the peds riot/hate you/carry guns codes or you'll have to start a new game to turn them off. The game warns you not to save your game if you used certain codes/cheats: "Warning! One or more cheats have been activated. This may affect your save game. It is recommended that you do not save this game." Then it lets you choose whether to save it or not. The use of a vehicle spawning code or "comeflywithme" causes 1,000 points to be subtracted from your CRiminal Rating (which is why the lowest standings have negative numbers), but I've seen this warning after playing around with both "istilllikedressingup" and "hopingirl," too. I saved the game after the latter example, anyway, to see what would happen, and didn't notice anything different. But some say the use of them can currupt your statistics and ability to get 100%--spaceeinstein says, "Noooooooo." I play it safe and just use "aspirin" for a vehicle, or maybe "chasestat" or "bigbang" while going for a high CRiminal Rating or Highest media attention level, or play with just "istilllikedressingup," in a game I save. Otherwise, I play with them without saving the game. It's never kept me from getting 100% in the PC version. So does the use of codes keep you from getting 100% completion of the game on PC? On PC, as best I can tell, using codes won't hurt your ability to get 100%. Using certain vehicle codes will lower your score for CRiminal Rating in your saved Stats, so "corrupt your save game" that way, and you'd have to start a new game to get rid of any of the three violent peds codes, so don't save after using those three for that reason, but none of them stop you from getting 100% on PC. I haven't tried to save the game after using each one of them then played the game all the way through without using any others to see whether or not each one of them kept me from getting 100% on PC, but when I've saved the game with some of them, it didn't keep me from getting 100%. I've used all of them without saving the game and got 100%. spaceeinstein is a lot more familiar with the modification of the PC files than me, and he says, "No," they won't keep you from getting 100%. As best I can tell, I'd agree. You can type in codes while the game is in progress or when you've paused it by pressing Esc. That's all there is to entering these codes--just type them in. I've read that you can disable them by typing them in a 2nd time, but it isn't true. You have to load a saved game or start a new game to disable them; you can also disable "onspeed" and "booooooring" by doing a unique jump that causes a cinematic shot. Some favorite codes: aspirine, bigbang, chasestat, seaways, comeflywithme, istilllikedressingup, chickswithguns, fannymagnet, certaindeath, hopingirl, the weather codes, gripiseverything, airship "aspirine" heals the damage of, and stops smoke from coming from, the body and motor of any vehicle Tommy is using, except that the visible body damage remains. It repairs punctured tires, too. (I guess "aspirine" is how they spell it in Scotland, where Rockstar North is based). It won't cause the game to recommend you don't save the game, and it won't effect your CRiminal Rating. For fast-working aspirine in a clinch, press Esc to pause the game, type "aspirine," then resume the game by pressing Esc. A bonus to pressing Esc to pause the game while typing the code is that typing the letter "R" in a code, like "aspirine," won't change the radio station. "bigbang" blows up nearby vehicles, which is useful for the method given in section I.7 of blowing up helicopters to go for Godfather in your CRiminal Ratings. "chasestat" shows Tommy's media attention level if he has at least two wanted stars, then it goes up or down depending on the frequency of his destruction. For example, if you keep blasting with the Rhino cannon or the Hunter rocket launcher, it goes higher. On subsequent efforts, it appears and does the same thing if Tommy beats his old record. It appears in purple letters like news bulletins added to the heads up display. It's such a good supplement to any major destruction spree Tommy goes on, it should have been a regular part of the game without needing to type in the code. You can save the game after using this code without any bad effect. "seaways" makes land vehicles, even the Rhino, travel over water like hovercrafts with their wheels folded sideways like the car in "Back to the Future," 1985--a modified De Lorean DMC 12. (A "Vice City" Deluxo looks like a DeLorean DMC 12.) The wheels instantly become vertical again if you drive onto land. The horizontal wheels are shown as vertical during instant replays. The relative speed and handling of land vehicles on land stays true on water, where you can also brake and hear squeals during sharp turns. It makes it easier to use water jump ramps, too, but be careful not to flip over; pressing F won't make him appear over a land vehicle if he's on water. The boat gimmick of pressing F then Spacebar to jump off the water and bounce ashore won't work with a "seaways" coded vehicle--if you hit F on water, Tommy will just drown. It lets all the helicopters, not just the Sea Sparrow, land on water, too. "comeflywithme" doesn't effect motorcycles, and it makes propellors on helicopters turn slowly or not at all till you press W, then the copter jiggles around and upside down, out of control, till it wrecks and Tommy can't bail so he dies. Get a Cheetah or Infernus or such, though, and take it to the airport for practice before moving out into the more crowded surrounding area. The code makes it go airborne for a bit with speed alone. You can control it with Number Pad 6: Up, Number Pad 9: Down, Spacebar: Brake, A: Left, and D: Right. Make the vehicle go a bit airborne, then use NP6 and bursts of W to keep it level and airborne. You get more mileage out of distance than height with jumps because once it gets to a certain height it goes down to the ground. So moderate slopes tend to help this more than steep ones. A good example is the hump of the bridge W of the Washington Beach police station, which you can use to get on the roof of the station. It makes for a fancier version of the boost jump for taxis for getting any land vehicles around, and over, town. It can work with the boost jump for taxis or cabs, too, but it makes the boost jump to fail to work at times or just the back end kick up. It also enables you to fly the Rhino, which has the advantage of a cannon you can fire backwards, then make swoops with NP6 and NP9, to keep it airborne (see I.9.D). It can also send your pursuers airborne (check your rear view) during an unofficial rampage for your CRiminal Rating and Highest media attention. It takes 1,000 points off your CRiminal Rating, so you might not save the game if you're going for the "Godfather" level. "istilllikedressingup" lets you cycle through pedestrians to pick one to use as the lead player if you use the code when Tommy is in his street outfit (blue flowered shirt and blue jeans). The pedestrian will appear instead of Tommy in some of the cutscenes ("Back Alley Brawl," "Treacherous Swine," "Guardian Angels," Assassination assignments at a pay phone, etc.), too. The ped looks unchanged after using a clothes icon, but Tommy will appear in the new outfit when he appears in cutscenes. A few of the black ladies look a bit like a friend of mine. It can also be funny to pick a little old lady to watch her beat the crap out of armed thugs. A gaming disadvantage to picking a skater is that they can't run on grass without falling down now and then. You can save the game after using this code without any bad effect. "chickswithguns" replaces the Vercetti gang with women in bikinis carrying guns. You may have to have Tommy walk around a bit before it kicks in. "fannymagnet" makes some of the women hang around Tommy. They mainly shift their weight from side to side and smile a lot. "certaindeath" lets Tommy have a smoke (like Claude Speed did in "GTA 2" if you didn't move him around for a while). "hopingirl" causes a nearby woman (sometimes a man, so use it when the one you want is near) to get in or on any vehicle Tommy is using but the Hunter or Pizza Boy, which just seat one, a Firetruck or Linerunner because the doors are too high, a boat, or the Skimmer. It can also make the hooker trick work with any vehicle "hopingirl" works with, overcoming the hookers's objections otherwise to Caddies, Police Cars, etc.--even any helicopter but the Hunter. At least some of the people that follow wherever Tommy goes, like Mercedes in "The Party," whom the game causes to act like you've used the code on them, in the little testing I did, don't show up on instant replay--F1. The various weather codes can be pretty. From sunniest to stormiest, they are: "alovelyday" "apleasantday" "abitdrieg" and "catsanddogs"--and you can use "cantseeathing" for some "GTA III" fog you don't otherwise see in the game (unless you beat your time several times for "Checkpoint Charlie"). "gripiseverything" makes four-wheeled vehicles handle so good it's abnormal looking. It gives me the same kind of weird feeling I'd get if I played a record meant for 33 1/3 rpm at 78 rpm. Unfortunately, it doesn't seem to effect bikes--it could make a hog more like the kind you can jack from a biker during "Alloy Wheels of Steel" if it did. One side benefit: it gives four-wheel vehicles (but not, at least, the Rhino) the boost jump, even at the start of the game, that normally only Taxis and Cabs have after dropping off 100 fares. "airship" (not listed in the code section at Gamefaqs, for some reason) makes speed boats at full speed fly a bit, which you can help with Number Pad 6. HUD (heads up display) codes thugstools Brass Knuckles, Sniper Rifle, Flamethrower, Kruger, MP, Shotgun, Pistol, Molotovs, and Bat. professionaltools Rocket Launcher, M4, Mac, Shotgun, .357, Remote Grenades, and Katana. nuttertools .308, Minigun, M4, Tec-9, S.P.A.S. 12, Grenades, and Chainsaw. preciousprotection Gives Tommy maximum armor. youwonttakemealive Raises Tommy's wanted level two stars. leavemealone Removes Tommy's wanted level; using it doesn't hurt your CRiminal Rating, but you get however many stars you removed with it added to Wanted Stars Attained and none added to Evaded. Game speed codes onspeed Speeds up the game. It's disabled if you do a unique jump and get a cinematic shot. booooooring Slows down the game. It's disabled if you do a unique jump and get a cinematic shot. lifeispassingmeby Speeds up the game clock, to about one hour per second, and the weather. Lead player codes deepfriedmarsbars Makes Tommy fat. programmer Makes Tommy have thin arms and legs. cheatshavebeencracked Play as Ricardo Diaz, organized crime leader and cocaine dealer, who appears in various missions from I.17.C to I.53. looklikelance Play as Lance Vance, who goes from side kick to kick in the side from the very beginning to the very end of the game. mysonisalawyer Play as Lawyer Ken Rosenberg, Tommy's bad legal advisor throughout the game. ilooklikehilary Play as Hilary King of "The Driver," I.68, I.70, and "The Job," I.75. rockandrollman Play as Jezz Torrent, lead singer of Love Fist. The Love Fist missions are I.56, I.57, and I.74. weloveourdick Play as Dick of Love Fist. onearmedbandit Play as Phil Cassidy, Tommy's buddy and arms supplier, I.65, I.68, I.70, I.75--I.77. idonthavethemoneysonny Play as Sonny Forelli, organized crime leader, drug dealer, and Tommy's boss and nemesis. foxylittlething Play as Mercedes Cortez--Tommy's (and others') sexual interest. icanttakeitanymore Makes Tommy kill himself. I suppose this is if you prefer Tommy being wasted to being busted, but I'd just reload the game. Vehicle spawning codes (Be aware that using one subtracts 1,000 points from your CRiminal Rating.) panzer Rhino There's one at Fort Baxter after you get 100 hidden packages, I.19. betterthanwalking Caddy There's one in the 1st shrub on the left when you send Tommy W on the path from the light house. You might find one at Leaf Links Golf Course and Country Club. gettherefast Sabre Turbo There's one at Sunshine Autos after you complete the 2nd vehicle collection list, I.62.B. travelinstyle Bloodring Banger 1 It's the Oceanic customized for demolition derby use. gettherequickly Bloodring Banger 2 It's the Glendale customized for demolition derby use. Both Bloodring Banger 1 and 2 appear at the S side of the stadium after you succeed at "Bloodring," I.31. getthereveryfastindeed Hotring Racer 1 It's the one with a front end that looks like a Chevrolet Camaro Iroc-z '85, Chrysler Laser '85, or a Chrysler Daytona '86. The styling of the back end is more like that of a small sedan than a hatchback--it looks like the front end of one of those cars listed was grafted onto a mid-1980's NASCAR racer. The engine hood always has decals advertising "THE BURGHER SHOT" and "Pets over night." getthereamazinglyfast Hotring Racer 2 It's the one that looks a little like the Chevrolet Monte Carlo Dale Earnhardt drove in 1986. The body overall looks like a mid-1980's NASCAR racer--like something Bobby Allison or Bill Elliot would know about. The engine hood always has decals advertising "Drink Sprunk" and "SUMO." It's also one that appears on the 2nd floor of Sunshine Autos after you complete the 4th vehicle collection list--after I.63. thelastride Romero's Hearse You can get one during "Two Bit Hit," I.83. rockandrollcar Love Fist limo There's always one in front of the VROCK building after the Love Fist missions--after I.74. rubbishcar Trashmaster There's always one at the junkyard City Dump. You might find one in Viceport. Traffic codes wheelsareallineed Makes only the wheels, and any front and back lights, of four-wheel and RC vehicles visible. Helicopters are seen as four wheels--the back ones spin while Tommy is in a helicopter. The Skimmer and boats are totally invisible. ahairdresserscar Makes most land vehicles (except, at least, Cabs/Taxis, Hotring/Bloodring cars, Lance's white Infernus, and Securicars), helicopters (except the Hunter), the Skimmer, and speedboats and sail boat sails light purple. iwantitpaintedblack Like "ahairdresserscar" except most vehicles, etc., are black. loadsoflittlethings Makes sports cars have chunky tires, and the Caddy and Baggage Handler have a greater top speed. You can reload the game and type it again to increase the effect. greenlight Makes traffic lights stay green, then blink yellow, so traffic doesn't stop at them. You probably need to make Tommy shoot a land vehicle being driven by someone else to jack it. miamitraffic Like "greenlight" except the traffic lights are normal--just the traffic isn't. Three codes that make you start a new game to get rid of them if you save the game after using them Don't save the game if you use any of these three codes: fightfightfight Makes most pedestrians (except, at least, cashiers, emergency workers, etc., and the people in the Malibu and Pole Position Clubs) run to yank each other from cars, punch, kick, threaten. and shoot each other (even another member of the same gang). They also try to do all these things to Tommy. nobodylikesme Like "fightfightfight" except the pedestrians who attack just attack Tommy. ourgodgivenrighttobeararms Makes most pedestrians (except, at least, hookers, the two criminals in leather jackets, and people in the Malibu and Pole Position Clubs) carry Golf Clubs, Nightsticks, Tec-9s, and Pistols. The gang members carry the same weaponry as usual--Pistols, in most cases. No bigger percentage of the pedestrians is more inclined to attack or fight back than usual, but if they fight, they use their weapon. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.17 The initial main story missions The advantages of doing all the side missions you can do for now that you need to do for 100% completion, and of getting to the mainland/west island, Starfish Island, and Leaf Links earlier than normal people. The initial main story missions get you started. (The rest of the main story missions are continued at I.33.) Getting 100% in "Vice City" isn't just a statistic. Among other things, Tommy and any vehicle he's in get twice the damage resistance, and his maximum health and armor increase to 200 points. Doing the available side missions needed for 100% completion now will give Tommy money, ability to buy property (including some with garages he can save vehicles in) and buy or find more powerful weapons, the infinite run and fireproof abilities, and extra armor and health. You'll be more familiar with the map and the rhythms of using the controls. Tommy will have a much greater range of things he can do successfully about the main story missions. And it will allow you to enjoy the rest of the main story missions, featuring talented voice actors, in an uninterrupted sequence. Some of these missions involve getting to areas that are normally blocked off early in the main missions. Well, this land is your land, this land is my land, Pete Seeger--we're going to them, anyway. There are a variety of ways to do it. Before you can do anything to save, you ought to watch the opening scenes-- &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.17A "In the beginning." The cut scenes of "Vice City" were written by Dan Houser and James Worrall. The pedestrian dialogue was written by Dan Houser, Marc Fernandez, and Navid Khonsari, with help from Lance Williams, Jeremy Pope, and Jenny Jameson. In the beginning of the main story, we learn that Liberty City mob leader Sonny Forelli thinks it will be bad for his crime business if the people of Liberty City see Tommy walking around there. It was common local knowledge that Sonny's crime group would want Tommy dead. This confirms for us that Tommy is right when he says later that Sonny set him up to be killed with an ambush 15 years before. We also learn that Sonny Forelli sends Tommy Vercetti, just released from a prison stay, with two men (we soon learn are Harry and Lee) and Vice City lawyer Ken Rosenberg, to do a Columbian cocaine deal for him in Vice City. The pictures on the wall of Marco's Bistro can be found in models\gta3.img\ hot_mobint.txd, and I exported them to My Pictures with the Vice Txd tool for a closer look. The photos and news stories come in two collections of four each per txd file under that file heading. I think I was mistaken, in earlier versions of this guide, about the group picture, in mob_picts1, including Al Capone, whom I doubt is the chubby guy on the left. I don't know whose front and side mug shots are shown unless it's the same one referred to in the news story below it in the txd file, which is blurry but seems to say "Sam Stomey." In the four pictures of mob_picts2, one refers to Vera Stretz, who was aquitted in the murder of her husband in 1936, and it and another seem to refer to the execution of Bruno Hauptmann, for the Lindbergh kidnapping, the same year. I think another is of Frank Sinatra from around the same time. Of that same group of four is a (fake?) front page that is headed "VERCETTI TO DIE." Considering the context, I wonder if "Vercetti" is a variation of "Vanzetti," of the two men, Sacco and Vanzetti, condemned to die after a very controversial and famous trial, in 1927. http://www.crimelibrary.com/index.html The deal takes place by the docks in Viceport (used at I.96). The helicopter they're met by is flown by Lance Vance, whom you'll meet at "Guardian Angels"-- I.42; we'll also later learn that Lance's brother is the man who leaves the chopper with the two briefcases of cocaine. (The Rockstar Games web site, in the "Vice City" section, has a bulletin board with a "Vice City Crime Tree" that tells us Lance's brother is named Victor.) The deal is sabatoged, Lance's brother is killed, Ken is panicked, and Tommy resolves to sort things out. In the beginning Sonny directed Vercetti to Lance But he returned without substance and void And darkness was expected upon the face of Forelli So Tom roamed about over the face of the earth And Rockstar said, "Let there be light," and there was light It's a shaft of light in front of the Ocean View-- the pink blip on your radar screen; drive to it. You might be a fast driver, but wait to get the weather bulletin on the radio before having Tommy leave his vehicle. The bridges to the mainland (west island) and Starfish Island have been closed due to the possible approach of Hurricane Hermine. (There was a hurricane in the N Atlantic named Hermine in 1986. It didn't cause significant damage.) The cast is all very good. Ray Liotta said he couldn't believe the things they had him say: "When I was doing the lines, I couldn't believe some of the s*** that was coming outta my mouth" ("Electronic Gaming Monthly," Feb., 2003). I can believe it--it is on the wild side. Tommy Vercetti is Henry Hill as Tony Montana. He's voice acted by the inimitable Ray Liotta (try to imitable him--you can't do it). Since Tommy is still alive at the end of "Vice City," I hope they bring Ray Liotta back for a sequel. Besides the movies mentioned at I.2, he also starred as Shoeless Joe Jackson in "Field of Dreams," 1989, which starred Kevin Kostner as Ray Kinsella. After you've been around town a while, you'll know why I keep saying, "Always a comment with that Ray Liotta." The motion capture acting for Tommy is done by up and coming Jonathan Sale, all the more an accomplishment since it's done in a Spandex-latex suit covered with little balls (http://www.escmag.com/v5/features/feature.cfm?fv=5); and all the rest of the balls are supplied by you. Sonny Forelli is a Mafia boss on Salvatore Leone's stomping grounds. Sonny Forelli-- the fearsome Tom Sizemore; I'm not sure if he dangled his balls or had a stand-in. He also stars as Sgt. Michael Horvath in "Saving Private Ryan," 1998. Ken Rosenberg is Tommy's David Kleinfeld. Ken Rosenberg--the fearful but ballsy Bill Fichtner. He also stars as Sfc. Jeff Sanderson, with Tom Sizemore as Lt. Col. Danny McKnight, in the 2001 movie "Black Hawk Down." Tips: when you repeat a mission that has an opening sequence and doesn't start with Tommy in or on a vehicle, and you want to skip the opening scene, press Enter, Left Shift, or Right Shift. If it starts with Tommy in a vehicle, use W. Unless it's noted as a timed mission, you can take as long as you like to get anywhere. You can get another vehicle, weapon, more armor, etc. You can do the next few main story things now or later. They're all basic "drive here, walk there" things. I'll give them here so you can get the main story going, meet some of the other main characters, and get a couple of clothes icons. You can use a clothes icon to morph Tommy to a PCJ 600 to go for Insane Stunts (I.9.C). You can save your progress in the game at the glowing pink cassette tape icon (both it and the shafts of light are called "pickup"s in the game) in the lobby of the Ocean View. Walk Tommy to the shaft of light in the Ocean View. (If you run Tommy at these lights followed by brief cutscenes, he'll run in the cutscene.) He goes up the stairs to his apartment for a phone call from: I.17B "An Old Friend" Sonny calls Tommy from Marco's Bistro in Liberty City. Sonny hasn't talked to Tommy in 15 years (1971-1986), the time Tommy served for "the family." When Tommy tells him that the deal was ambushed, the money stolen, and Harry and Lee were murdered, Sonny is furious. Sonny calls it grounds to kill, but tells Tommy to handle it. Tommy assures him he'll retrieve the cash, cocaine, and make the attackers very unpopular for dates. Tommy's apartment, on the 2nd floor of the Ocean View, is open from now on. I don't know who's in the 3rd picture on Sonny's wall. In an almost commercial plug in the show I've caught, cans of Crispo are on his shelves (I.13). I'm not sure if the name "Ardon Porn Farts" on some yellow boxes is meant as a play on words of the name of an actual product (Argo corn starch?). Interesting stuff will appear at Tommy's apartment as the game goes on. For now, it has LAYTON booze, a couple vases of daffodils (and orchids?), and some magazines: "Crime," featuring a picture of Man of the Year, Diaz, whom you'll meet shortly; "Guide," featuring a "Confessions of a Network Programmer" cover story and a picture of Lance Vance hugging a female twin of himself to his face; "New Discoverer," which seems to have an article about Afghanistan (in 1986, a time of Soviet intervention and war, backed by the U.S., U.K, and China; the gta.img file "hotelroomint"/"hot_mags1" shows it's "After 17 years An Afghan Refugee's Story"); and "Erse" (a variant of "arse"), which says "1986 sees best ever graphics." For some reason, "An Old Friend" isn't listed on the screen you use to load a previously completed mission. There's a bouncy pink tube of light at Lawyer Ken Rosenberg's front door. I.17C "The Party" Lawyer Ken Rosenberg mission Tommy tells frazzled lawyer Ken he plans to kill the ambushers so Sonny and his men will lighten up. Ken tells Tommy to go in Ken's place to a party being held on the yacht of Col. Juan Cortez, who'd organized the intended cocaine deal with Ken. He has Tommy get some new clothes at Raphael's 1st (I.9.C-- Outfits). After going to Raphael's, you can have Tommy nab the Freeway--hog-- across the street from it, if you want. (The voice that says, "Hmm, nice bike," sounds like someone other than Tommy/ Ray Liotta.) As Rusk notes, park in the pink shaft of light at Pier 2 without getting off the bike if you want it to appear there afterwards. At the yacht, Tommy tells Col. Cortez Ken is suffering from agoraphobia (the fear of being inescapably humiliated, mainly shown in avoiding public places). Cortez says he's investigating the cause of the ambush, but, for the time being, wants his daughter, Mercedes Cortez, to escort Tommy. (Cortez calls her "Caramia." "Cara mia" is Italian for "my beloved.") Guest information: Col. Cortez is a gentlemanly-mannered crime boss, like Sosa in "scarface," 1983. Cortez--the cordial Robert Davi, who also stars as Frank Sanchez in the James Bond movie "License to Kill," 1989. Col. Cortez gives Tommy missions after "Riot": I.37, I.40, I.41, I.42, I.48, and I.54. Mercedes Cortez is a layabout Cortez' daughter. Her house is the avant- garde-looking one with the ramps and red lights S of the Leaf Links Apartment and NE of the E end of the little bridge from Leaf Links to the east island. Mercedes--the "Almost Famous" famous Fairuza Balk, who plays Saphire Loveson in the 2000 movie. Mercedes will appear in the "Love Juice," I.56, and "Recruitment Drive," I.78, missions. When Tommy asks, "Mercedes?" and she says, "You try living with it," it's probably her reaction to the meaning of the name considering her personal habits. It means "mercy" in Spanish, and is taken from the title of the Virgin Mary: "Maria de las Mercedes"--"Mary of Mercies." OOooh.... http://www.behindthename.com/php/view.php?name=mercedes Mercedes gives Tommy a mini-biography of some of the other guests. Alex Shrub is Ted Baxter with a mean streak for political celebrity. Alex Shrub--Chris Lucas, who doesn't normally need to be locked up. Congressman Alex Shrub shows up for "Martha's Mug Shot," I.80, and he's a guest on VCPR radio. Candy Suxxx is the cheerful exhibitionist for money. Candy Suxxx--talented naturals actress Jenna Jameson. Porno star Candy Suxx and her great big ones will show up in missions I.78, I.80, and I.81 for the Interglobal Film studio. B.J. Smith is the great big S and M car thief/football player on the make. B.J. Smith--champion Lawrence Taylor. Ex-football player/used (stolen) car dealer B.J. Smith will show up when you buy Sunshine Autos, I.62.A, is a guest on KCHAT radio, and has ads on VCPR, Fever 105, and KCHAT radio. Avery Carrington is a feisty Foghorn Leghorn (my Dad was a cartoonist), unfortunately, he likes land more than people; it makes more money for him. Avery Carrington--that handsome and funny and talented Burt Reynolds. Avery Carrington shows up for "Riot," I.37, then gives Tommy missions, I.38, I.39A, and I.83, and has an ad for Shady Acres on VCPR and Emotion 98.3 radio. Jezz Torrent, lead singer for Love Fist, shows up for the Love Fist missions, I.56, I.57, and I.74, and the group is featured on KROCK radio. Jezz Torrent is the trendy hedonist and pretentious soul-barer who can't be stopped by a career slag. Jezz Torrent--colorful Kevin McKidd. Gonzales is a bad stock clerk on the organized crime ladder of success. Gonzales is asleep, so he isn't voice-acted yet. Gonzales is Col. Cortez' right hand man and shows up for "Treacherous Swine," I.40. Pastor Richards has memorized the Bible, but just to scam people with it; he'd be bucking for a job as a Jehovah's Witnesses writer if he wasn't so independantly successful. Pastor Richards--David Green, unstoppable, especially if he's armed and pointing a gun at your pubic hair. Pastor Richards is a guest on VCPR and has an ad on Emotion 98.3 radio. He's a parody of a controversial 1980's TV evangelist. He's always smiling and has brown hair on top (a toupee) and white hair below that. Some pedestrian businessman in the game has a toupee, too, but it's not him. Steve Scott is Ed Wood with undaunted Stephen Spielberg dreams instead of Orson Welles ones. Stephen Scott--"Carried Away," 1996, actor Dennis Hopper. Porno film director Steve Scott shows up for the Interglobal Film studio missions--I.78 to I.81. Ricardo Diaz is Pablo Escobar with a thing for big c**ks, regardless of the species. Ricardo Diaz--the gaming goodness of Luis Guzman. Ricardo Diaz is the cocaine baron who chats up Cortez with talk about rewarding friends and killing enemies. He shows up soon for "Guardian Angels," I.42, then gives Tommy missions, I.44, I.45, I.49, I.51. He's also in I.53. Mercedes has Tommy drive her to the Pole Position Club. There is always a Cheetah just S of Pier 2 and a PCJ 600 just S of Pier 1. If you use the hog or PCJ 600 instead of a car, you don't get the extra exchange between them in which Mercedes asks if Tommy minds her resting her hand in his lap. (She's invisible during instant replay--F1. She usually sashays her hips walking into the club.) You get $100 and the Soiree and Street Outfits (I.9.C--Outfits) are available. A clothing bag from Rafael's hangs on a dresser in the Ocean View apartment. Again, the main story missions continue at I.33. But before the heat gets turned up with them, doing the missions and activities given below will prepare you with extra armor and health, wealth and weapons, the infinite run and the fireproof feature, more vehicles and places to store most of them, and experience in driving, flying, and fighting. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.18 Getting past the barricades and locked gates and back Going to the west island early ...by PCJ 600 and a Packer, ...by Coach/Enforcer/Firetruck/station wagon and a boat, ...by jumping off a bridge or through a gate and using a boat, ...and by using a code, codes, or a mod. Stealing money from parking meters, buying the Skumole Shack for $1,000, and several ways to get back to the east island, making a side trip to sneak aboard the yacht. Jumping on a shrub to get to Starfish Island early Four ways to jump into Leaf Links early Getting to the west island early ...by PCJ 600 and a Packer Rusk calls the PCJ 600 method "The Jump" and the Coach etc. method "The Bus." "The Jump" is my favorite way to get over the bridge barricades. Drive a PCJ 600 W over the North Bridge to Prawn Island. As soon as you're off the bridge, stop at the right with the back of the bike to the wall. Drive at the ramp ahead at the side of a building. Turn right going off of it to aim for a ramp on the roof of a 2nd building, where you need to accelerate to get onto the sloped upper part of the roof of a 3rd building. Have brake and right turn ready for the landing. If Tommy has a spill, he can jump or drive back over to the previous roof and return to the starting point. Once on the upper part of the last roof, drive counter-clockwise around a ledge to the SE end of the roof. You might use V to get a long distance back view so he can back the bike to the edge without falling off. Then press V to get the mid-distance back view again, and gun it for the ramp on the W end, veering a bit right as he goes off and aiming for a spot just left of the heating vents of the 2nd landing roof. The jump involves landing on a roof then quickly falling to a 2nd lower roof you brake on (use both brake and reverse) (Jump 36). If you manage that, you can get hidden package 42 up there. (If you're new to this and fall off the roof, you can drive out on the stairs on the SE side and try again. You can get H42 with this jump or a helicopter. You might also get hidden package 43 in Studio C--mark down the numbers of the jumps you've done and packages you've found to keep track of them.) Once in Interglobal Film studios with the PCJ 600, turn the Packer (ramp truck) around in the big clearing to the S and go back near the NW corner so it's pointed NW. Line the left side of the Packer with the right side of the right-most skyscraper on the horizon. Use Q to look to the left, which lets you look at the right side of the Packer in the process. Align the front of the rear wheel guard/blinker housing with the big fan in the distance. Look at the radar and press and release Q to make sure all three things are co- ordinated. Then get out and move so that the door stays open--this is an old "GTA III" trick to make sure a vehicle doesn't disappear if abandoned for awhile. Unfortunately, the bike occasionally disappears while doing this--I guess because the Packer is a big vehicle and takes up more memory than usual. If it does, try again, because it usually doesn't do it twice in a row and it's worth it. Get the PCJ 600 to the stairs at the SE corner of the lot. (You can use these stairs to get out of the studio if you want to pass on the jump.) Turn the bike so the back is to the stairs and the clearing you want to drive through is straight ahead. Gun it without let up; the left turn around the glass curved corner of the building on the left won't throw you out of control. Aim for the middle of the ramp. Once airborne, hold the front wheel in a left turn, and have brake and reverse combined ready, so you don't smack into the wall at the far side of the road you're landing on. You might even land so that you can keep driving to the W over the bridge. (Once Tommy landed on top of the invisible wall that goes up from the barricade--the bike was back in the studio. I could see the wall goes up pretty high to prevent jumps being made over it. After taking in the view, I had Tommy jump down to the W and go over to the west island.) ...by Coach/Enforcer/Firetruck/station wagon and a boat "The Bus"--Coach, Enforcer. Firetruck, or station wagon. For a 2nd way Rusk has to get past the barricades, "The Bus," save a Coach (passenger bus seen at bus stops) in the garage at Ocean Heights (on the S end of the east island, the 2nd block from the E, on the NW corner), because this one doesn't always go smoothly and Coaches sometimes take a while to find. The end sticks out of the garage but it saves the Coach anyway, which is an old "GTA III" gimmick that works in "Vice City," too. But leave room on the driver's side for Tommy to get in and out. I've had this gimmick magically transport Tommy out of the garage and not be able to get back in, which left the garage useless until I reloaded the game, to get rid of the vehicle, and tried again. Rusk's latest update adds that you can use an Enforcer instead, and you can always find one of those at the Vice Point police station. You can use a Firetruck after using the Flame Thrower to create fires to attract one. You could also use a station wagon. Drive the Coach or whatever to Pier 2 at the SW edge of the east island. Just drive it into the plant on the N side of the gate to destroy it--you don't need to gun it. Drive the back wheels through the opening and over the low ledge, then have Tommy get out and shove it through to align it with the pier. Have Tommy jump on it, then jump from it onto the pier. The game may bounce him up onto the pier if he lands on the water. Then have him take a boat to the west island. You can ground it on the Boatyard dock that slants into the water on the SW shore, or on the grass that slopes into the water on the N shore, or on the beach on the NW side, or on the grass on the E or W side of Fort Baxter. You could have it pull alongside the dock on the N side of the land that projects from the middle of the W side of the west island and have Tommy jump up onto it. ...by jumping off a bridge or through a gate and using a boat Rusk's latest update adds a couple other ways to do it, too: Jumping off a bridge A 3rd way past the barricades is to jump from the ledge on the N side of the North Bridge onto one of the bigger, slower boats. I didn't always have Tommy hit the boat, and he even bounced off a couple, but I usually had him make it. It was easier than I thought it would be. I had the best luck triggering the appearance of boats by having Tommy go to the W pillar that rises from the ledge and then go back E. If you do see two or more, the ones that follow the 1st one go slower. If you try this one, save the game at 3321 Vice Point, the place N of North Point Mall, so you can be close by if you need to load your previously saved game and try again. Jumping through a gate A 4th way past the barricades is to back an Ambulance to the gate of Pier 1, then jump from atop the Ambulance at the upper middle part of the gate. It took dozens of tries, including some where Tommy was suspended in an odd position halfway through the gate (if that happens, turn him back toward the Ambulance and he can get out), but he made it. ...and by using a code, codes, or a mod Ed McMahon is going to have to introduce Rusk pretty soon. EVerything you could POSsibly want to know about getting past the barricades early is in his guide, except: Using a code or codes A 5th way I know to get around the barriers to the west island involves using one code. Get a vehicle, type "seaways," I.16, and drive into the sea. This is also just fun to do for its own sake. The wheels fold up sideways like the car in "Back to the Future" does when it flies, and it drives over the water like a hover craft. At the west island, you can drive ashore (the wheels automatically right themselves) onto the Boatyard dock that slants into the water on the SW shore, onto the grass that slopes into the water on the N shore, onto the beach on the NW side, or onto the grass at the E or W of Fort Baxter. If you use the BF Injecton dune buggy and take advantage of a high wave, you could even get up onto the dock on the N side of the land that projects from the middle of the W side of the west island, the SW tip of the airport, or onto the pier on the SE side (behind the mansion) of Starfish Island. If you use the method, given below, of jumping on a shrub to get into Starfish Island, you could use "seaways" instead of the Sea Sparrow to get to the west island afterward. I wouldn't save the game afterward, though. A 6th way involves using two codes: "panzer," to spawn a Rhino, and "comeflywithme," to fly it using the method to fly a tank I described in section I.9.D. I'd use the E side of Washington Beach for a runway to leave and to use a runway at the airport to get back. I wouldn't save the game afterward, though. Using a mod A 7th way, if your computer doesn't mind mods, would be to change a few lines in some files, as explained in I.100.D.f, to create Dicanio's RC mod and fly to the west island on an RC plane or RC helicopter. Stealing money from parking meters One easy way to make thousands of dollars on the west island with a four- wheel vehicle is to run over the parking meters on the S side of the long E and W stretch of road just E of the Hyman Condo alley. The meters have small red heads on top of slender silver poles, and knocking them down can cause a lot of money icons to appear above them. By the time you're through at one end of them, they've respawned at the other. Make it easier on yourself and use any heavier vehicle to do it. This allows Tommy to go to the west island to buy a place to save the game before he's made any money on the east island. You can buy property if you're not on a mission at the time. The easiest way to buy a place on the west island is by: Buying the Skumole Shack for $1,000 To get to the Skumole Shack, go N on the main N and S road of the west island to where it divides in the S Downtown area, and take the road of it that turns NE. Where it turns more to the N, the stairs up to the Skumole Shack are on your left. This is the 1st save place to buy when you jump or whatever to get to the west island early. (Wait till you have 70 hidden packages before buying the Hyman Condo so all your weapon icons spawn there.) It's very close to the PCJ 600 at Howlin' Petes Biker Emporium on the S side of the block, and across the street from that to the SW is a body armor icon in a white roofless garage at a bend in the road. There's an Uz-I icon beneath the steps to the shack, so stock up on ammo for it; it's the best submachine gun to have till the MP becomes available. The shack is about a block SE of the police station with a VCPD helicopter on the helipad on the roof (I.9.D), and not far N of a Pay 'n' Spray, which is a bit S of Links Bridge on the main N and S road. You can't use the shack as a garage to save a bike in between games, though, as has been written. You can try to save your games on the west island until the west island officially opens--after I.45--because it's easier to take a chopper E than to use a jump or whatever to go W. Your helicopter will probably disappear from the east island at times before then, though, from using other vehicles or exiting the game while there. Several ways to get back to the east island While you're on the west island and the road blocks are up, there are a variety of ways to get to the east island or anywhere in Vice City you want to go. VCPD Maverick or VCN Maverick helicopter (I.9.D): available from the start of the game on top of the Downtown Police Dept. and VCN building, respectively. Maverick helicopter: on top of the Hyman Condo from the start of the game, but you'd need another helicopter to reach it now. (This guide suggests you wait until you've found 70 hidden packages to buy the Hyman Condo--I.19.) Coast Guard boat: available from the start of the game by a pier just N of the big ship at the S end of the E side of the west island. You could use the "comeflywithme" code to fly the Rhino (I.9.D), which is at Fort Baxter after you've found 90 hidden packages, and take off from a long runway at the airport. You could use the "seaways" code (I.16) and travel over water in a four- wheeled vehicle (even the Rhino). I wouldn't save the game after either of those last two, though. You could use Dicanio's RC mod (I.100.D.f). Making a side trip to sneak aboard the yacht Another thing you can do if you get early access to a helicopter is land one on the back of the top level of Cortez' yacht, which is at Pier 2 at the SW of the east island. You can look around the three levels of it once you land. Don't bother trying to get Tommy aboard the Speeder speed boat hanging off the back of the yacht. It's not solid, and is partly covered by something invisible that bounces him off, and Tommy will drown. Jumping on a shrub to get to Starfish Island early There is an 8th way to get around the barricades, and it gets around the ones on the E side of Starfish Island. I learned of this from a message posted by Demarest on the GTA Forums web site message boards. Drive an ambulance to the blocked entrance of the bridge to Starfish Island. Drive into the gap on the left with a left turn E, and keep going at it till the Ambulance wiggles through. Position the ambulance with the passenger side against the railing, and back it to the near edge of the gap you went through. Get Tommy on the roof and have him make a running jump for the shrub at the left of the black fence on the left of the pink-beige arch. Unlike the standard Vice City ghost shrub, this one is solid up to six feet or so. If you just want to go back to the east island, get a tall vehicle like a Rancher or a Landstalker. There's always a Landstalker on a driveway where it curves behind a shrub by the house that's pink with a gray roof on the NW side of Starfish Island. Park it by the shrub you jumped on to get in and jump on it. Then make a running jump for the road just past the end of the black fence. This doesn't work to get around the gate at the W end, though. To get past that from Starfish Island, you could wait until you've found 80 hidden packages, so the Sea Sparrow helicopter is in the back yard of the mansion (which means you'd have been to the west island, with its choppers, already, but want to try something different), be willing to use the "seaways" code on a Starfish Island land vehicle, or use the RC mod. Four ways to jump into Leaf Links early You can use a PCJ 600 to jump into Leaf Links before it's unlocked by doing "Four Iron" (I.38). 1. Go to the E end of the bridge from the east island to Starfish Island. Turn off the road to the N and gun it to the NW corner of the grass and jump to Leaf Links. This works for slower vehicles, too, except a moped, according to Rusk reader WizO Randal. I don't think Rusk has noted the next two yet, though. 2. Use the slope (sometimes invisible, but solid) up to the low wall at the N side of the loop at the end of a road near the middle of the W side of the east island. Start your run to the SE of it, going beyond the intersection and across the yard to the low wall by the water. Wait for a break in traffic and gun it for the slope. 3. Start across the street to the E from the N side of the Vice Point Pay 'n' Spray (which is across the street to the N of the Links View Apartment). Gun it W past the N side of the Pay 'n' Spray and aim for the corner of the pavement ahead and to the right, and give it a little wheelie once airborne to ensure you clear the ledge for your landing. 4. Drive a PCJ 600 up the steep grass slope at the NW corner of the little wooden bridge that goes over the road near the E end of Links Bridge and try to jump or bump the wooden bridge so that Tommy, and maybe the PCJ 600, land or topple onto the bridge. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.19 Finding Hidden Packages A mod that can help if you lose count, how to find the secret chocolate Easter egg by H61 and printing press by H66, and buying all the other non-moneymaking properties. You have to find 100 green and yellow-green glowing hidden packages, which look to me like tiki statues archaeologists inform us are stylized renderings of pelicans in ancient Oriental potentates outfits that somebody smashed in the beak with a shovel. And that's another "Scarface," 1983, reference (remember him calling the flamingos on TV "pelicans"?). And it's a 2nd "Scarface" reference because the packages are used to smuggle cocaine into Vice City; one will appear after "Rub Out" on the counter just inside the entrance to Tommy's Ocean View apartment with a few piles of white powder around it. (PS: this is a work of fiction--don't ever do anything to help finance organized crime.) You can see some of them from afar, but the glow appears as you get close to them. You get $100 per package ($10,000 total), and a $100,000 bonus after getting the 100th. You also get an icon at the Ocean View, the mansion (after "Rub Out") and the Hyman Condo (wait till you have 70 hidden packages to buy it so your weapon icons all appear there) for each ten you find up to 70: 10 Armor 20 Chainsaw 30 .357 40 Flame Thrower 50 .308 Sniper 60 Minigun 70 Rocket Launcher then 80 the Sea Sparrow, available from then on behind the Starfish Island mansion, even before doing "Rub Out"--I.53--and taking the mansion; no one there will mind. Just don't mess around with Diaz' gang--they're one of the meanest. 90 the Rhino at Fort Baxter, across the lot from the entrance gate. The soldiers will shoot. 100 the Hunter at Fort Baxter, in the middle of the N end. If Tommy jacks this right, he has at least a 50% chance of living. As Rusk explains, if you get 40 packages then buy the Condo, the 1st four icons will appear there, but the icons for collecting 50 to 70 won't appear there until you open the west island by doing "Phnom Penh '86" (I.45). But if you collect 70 1st, so the 1st seven icons appear at the Ocean View, then buy the condo, all seven icons will appear on the roof of the condo before the west island is officially open. To put it simply, get at least 70 packages before buying the condo if you're buying it before the west island is officially open. A mod that can help if you lose count This is easy, like an Easter egg hunt. But make sure you write down the numbers of the ones you've found to keep track of them, because 100 is a lot to go back over if you miss one. But if worse comes to worse, you can install a mod(ification of the game) that causes balls of light to hover over all hidden packages left to find, and rampages left to do, with an unlit segment that keeps moving down through the balls like something out of Las Vegas. See The Rampage and Package Finder Mod (aka "The Northern Lights Mod") under Mods-- Miscellaneous (100.D.f). The numbers for the packages come from the BradyGames Official Strategy Guide. I'd search while using the PCJ 600, generally--there are some jumps you can try along the way. The ones you can get right away with a VCPD helicopter, including some you might also use a boat for, are also ones you can wait to use a Sea Sparrow to get if the pontoons make you feel safer about getting a few of them. Since the Sea Sparrow is unlocked after getting 80 hidden packages, you'd have to waittill then to do those. I'd use the VCPD helicopter (see I.9.D for the location) to get them right away. Those hidden packages are: 1, 2, 13, 22, 24, 51-55, 84, and 87 (you might get 89, 90, and 91 while you're at it). If you're new to the game, you might want to do H15 (in the Washington Beach police station) and H100 (behind the sign in front of Fort Baxter) after you get the police outfit, available after "Cop Land" (I.61). Without the outfit, you'll be getting shot at while getting H15 and possibly H100. I wouldn't wait. Ocean Beach (the several blocks on the S end of the E island) H1 is on the roofless wooden platform in the ocean at the middle of the S end of the Vice City map, S of Cortez' yacht and W of the light house. You might try for this in a boat or later with a Sea Sparrow helicopter. I'd use the VCPD Maverick (I.9.D) now. Approach from the S and land on the part of the platform with rampage icon 1. H2 is on one of the big pile of the rocks W of the three wooden platforms and a bit more N than the most N of them. Again, you might try for this in a boat or later with the Sea Sparrow, but I'd use the VCPD Maverick now. Land on the slightly sloped rock that slopes down to the most N rock with the right side of the chopper towards the most N rock to help ensure it doesn't slide off. The package is on the other side of the big rock beside you to the S. H3 is by the back door of the house with a helipad that looks like a trampoline at the SW end of the island. H4 is at the top of the outdoor steps to the light house at the SE side of the island. H5 is at the NW corner of the indoor parking garage by the piers on the SW edge of the island. H6 is behind the Ocean View Medical Foundation N of H5; if you approach from the front steps, use the bike to jump onto then up onto the grass. H7 is on the walk beneath the E end of the S bridge. H8 Either: drive up the circular ramp to the roof of the Washington Mall parking garage (3rd block from the E, 4th from the S), make a W to E run along the S side and over the middle of the ramp to the roof across the street (Jump 29), then position the bike and run N to S over a ramp to the next roof over, where the package is, Or: get it with a helicopter later. I'd jump with the cycle. Washington Beach (the several blocks from Ocean Beach up to just N of the Washington Beach police station; it's also the name of the entire N to S length of the beach to the E of it), H9 is behind a large pink building, S area of the east island, 2nd block from the E, 4th block from the S. Enter the area by going up the steps in the middle of the S side of the block. H10 is on a roof, S side E island, NW side of block 4 blocks up on the E. Either: use the stairs in the alley across from the middle of the N end of the block to jump S and onto the roof (Jump 26), Or: get it with a helicopter later. H11 is on the back porch of a save place you can buy, 1102 Washington St., 3rd block from the E, 4th block from the S, on the W panhandle of the block. H12 Go N on the same street to the SE end of a little bridge. H13 I'd get this in the VCPD Maverick. It's on the roof of the seven story white building with horizontal blue stripes, E island, N side of the block, 2nd block from the E and 4th block from the S--it's on the block S of the Washington Beach police station. H14 is over the top of the steps of a little wooden hut on the beach E of the Washington Beach police station (which is on the block that comes to a point at the top, 2nd block from the E, 5th block from the S). H15 You may want to do this one separately. Have Tommy go through the entrance on the N side of the Washington Beach police station (see H14) and all the way to the back--he now has a two star wanted level and the police will shoot at him. Have him go up the stairs on the right and into a little office at the far end of the room: the package is on the far right. Have him run out the way he went in (across the room, down the stairs, left, and straight out). Send him E to the alley that runs N to S through the middle of the blocks along the E side of the island to run (pulse Jump if you don't have the infinite run) S through the police bribe, then have him run the other star off. This is easier with the infinite run (I.22). It's even easier if Tommy wears the police uniform available after "Cop Land" (I.61), because that way he doesn't get a wanted level for walking beyond the entrance room inside the police station. I've done it without having the infinite run or the outfit for him, though, so most anyone could. H16 Go N from H12 across the little bridge, and, just a bit ahead, go left off of the road and up the steps, then go left to the pink house; H16 is on the S side of it. H17 is on the N end of the multi-colored outdoor shower stalls at the S side of the E end of the Starfish Island bridge. H18 is revolving while partly submerged in the ground beneath the same end of the same bridge. Vice Point (the island W of Washington Beach and all the neighborhoods on the same land N of the Washington Beach neighborhoods) H19 Go E on the road from the E end of the bridge to Starfish Island and make the 1st left, which is N. Turn right off the road into the entrance of the construction area of a building with red girders. Have Tommy go up the wooden plank to the 2nd floor, turn right, and jump onto the scaffolding that extends from the side at the corner, then jump from it into the Spand Express building lot to get H19. Have him use the boxes by the gate to get over the fence to get out. (Thanks to David Hawkins, whose method is given by Rusk.) H20 Go back up a plank of the red girder building, and continue up planks to the 4th floor. The package is at the end of a girder sticking out from the building. It's about a foot wide, so it's not hard to do. H21 Leave the construction site and turn right to continue N on the road. Ahead at the 1st left is a short road that ends in a circle. Just before you get to the beginning of that road is a house on your left. H21 is on a dock behind that building. H22 Use the VCPD Maverick for this. You're to land in a swimming pool on a roof, but the Sea Sparrow doesn't provide any advantage because the water is only about 1 1/2' deep, and the Sea Sparrow sinks to the bottom of the pool, too. The package is on the roof of the building across the street to the S of the Malibu Club. Get the chopper positioned to go to the pool, including by using nudges from side to side with A and D, and take it in slowly. H23 At the same place, just before the start of the little road, go right instead and across the bridge. At the end of that road, go right, which is S. On your right side you'll see a parking lot, then a smaller lot, and then the Malibu Club. H23 is in the near S corner of the smaller lot. H24 Use the VCPD Maverick for this. As with H22, you're to land in a swimming pool on a roof, but, again, the Sea Sparrow doesn't provide any advantage because the water is only about 1 1/2' deep, and the Sea Sparrow sinks to the bottom of the pool, too. The package is on the roof of the building across the street to the N of the Malibu Club parking lot. Land the chopper as with H22. (While there, you may see if you get the glitch I've had where the leaves of the four biggest palm trees there disappear.) H25 In the NW corner of the area behind the hotel E of the Malibu Club parking lot. For some reason, the PC version has it called "ST HOTEL" along the top and "WK CHARIOT HOTEL" over the front doors instead of "Vice Point Langer," which the PS2 version names it. (See I.13 for more about it.) H26 From the base of the road that ends in a circle, go NE over the little bridge and into the pizza store on the far corner at the 1st left. H26 is in the NE corner of the table area. (You can have Tommy run over each row of tables and benches without falling in between them.) (The cashiers at the pizza stores, and North Point Mall fast food places, all look the same and only talk if Tommy buys something. Otherwise, they're one of the several groups of pedestrians that won't say or do anything if you have Tommy hit them to find out more about them, except that these ones make a brief fighting stance--compare I.9.A: Punching your neighbors to get to know them. Tommy may need a night stick in order to hit the ones in the inaccessable booths at North Point Mall. They crouch a bit behind their cash register if shooting gets near. If Tommy keeps hitting one of them, they'll make a brave, pacifistic sacrifice of themselves in the name of bad food, though you'd never imagine such conviction from how unenthusiastic they are about selling it. If you persist at having Tommy try to get a reaction from one till he kills them, the store won't sell pizza or whatever there for awhile. The Ammu-Nation clerks all look the same and never talk, even if Tommy buys something from them; if he hits them, they shoot at him. You'll meet one of another group of pedestrians like that at H28.) H27 Continue NE on the same road as the pizza store, cross the street, and continue to the stairway of the apartment building on the left. H27 is under the stairs. (There's one of the trees Tommy can climb S of the stairs. Have him climb just higher than roof level and he can jump to the roof, then make a running jump to another roof to the N.) H28 Go back to the street you crossed from the pizza store--the one along the E side of the pizza store. Go NW on it to the nameless jewelry store on the 2nd block on your left. H28 is at the cashier's left side. (This is one of the stores Tommy will knock off later--he can't buy anything in them. All the cashiers for stores he knocks off look the same--they have beards and glasses--and they never talk, they just look askance at him. They duck if he holds them up. This is another group of pedestrians that won't talk if he hits them to learn more about them. If Tommy hits them, these ones will duck and set off the alarm, considering him as having held up the store.) H29 Continue N on the same road as the jewelry store to the T intersection. Go W past the road on the right and turn right to go up the driveway of Mercedes Cortez' house with flashing red lights. At the top, go right down a ramp, then go left around the house to H29, which is by a door. H30 Go back down to the street in front of Mercedes' house. Go E, cross the street, and go up either stairway of the apartment building on the left (you can see in the window at the 2nd floor, which you'll have Tommy do for "The Chase"). Go up more stairs to the 4th floor, go left on the balcony, right on the rooftop, then down a small ramp and have Tommy drop onto the lower roof. H30 is on the W side of the ramp. Have Tommy drop back down to the street from the W side of the roof, E of, and across the street from, Mercedes' house, to continue. H31 Go N on the road at the E of Mercedes' house past two lefts and a tan Pay 'n' Spray on the left and make the 1st right. Then go right into the alley, and ahead into the entrance between two old wooden fences. H31 is to your right in a corner of the fence by a palm tree. H32 Go back out from between the fences and go N to the street. Go left to the T intersection, then go N to a T intersection. Go W and continue as the road curves to the NE--you're on the block that, to me, looks like a cartoon nose that's pointing W. You're on the bridge of the "nose" with a hotel entrance to the E of you. Go in the entrance and get H32 in the tip of the "nose." H33 is on the high dive board behind the same hotel. The diving boards platform has a sign on it that says, "DON'T PEE IN OUR POOL!" (The other platform that has that sign is in back of the Standing Vice Hotel, across the street to the S of the Malibu Club.) H34 Get back on the same road (the bridge of the "nose") and go N. A bit ahead of you, on the left side of the street, H32 is by the S side of the base of the bridge to Prawn Island. H35 is behind the Jocksport sign at the RC Bandit Top Fun van dirt track, which is on the E island beach E of the big nose of H32 (wasn't Bob Hope good in that? No, no no....) H36 behind the apartment building that's across the street to the E and a bit N of the entrance in the middle of the E side of North Point Mall. H37 is in the recessed part of the exterior of the middle of the N side of North Point Mall. H38 At the doors of a store in the middle of the E side, 2nd floor, of the North Point Mall; the store window signs have "SALE" written on them. H39 Go into the 2nd floor of the GASH store, which is in the middle of the S end of the mall. (You can use the elevator inside the store, if you want.) Have Tommy jump over some tables in the SW section to get to the package in the back. (The 1st floor section is one of the stores you'll knock off.) H40 There are two ways to enter the North Point Mall parking garage (a pale blue horizontal building with horizontal blue stripes): through a door on the NW side of the 2nd floor of the mall, or from the street to the W of it. Go to the 1st floor of the garage. H33 is S of the S entrance. (You might do a jump with the PCJ 600 to leave. Go to the top floor and make a NE to SW run to the board propped up in the corner, angling left with left and reverse/brake ready. You might as well learn another jump while you're in the area. Continue S on the road on the W side of the mall, and go left, just before the bridge overpass, onto the lower walkway. Go past the police bribe icon to the end of the walkway, then make a 180 degree turn onto the nearest, and lower, walkway to your right. Go to the end of it and over the small steps onto the bridge which goes to Prawn Island--watch for traffic when you jump.) Prawn Island (the most N of the little islands between the two big ones) H41 When you get off the bridge from the E island to Prawn Island, take the 1st left road. Look for a little alley not far along it on the right--H41 is at the back of it. H42 Go back onto the road near the W end of the bridge. Drive your PCJ 600 onto the N sidewalk with the rear wheel to the wall. You need to make the few jumps you did to get into the film studio if you did "The Jump" (I.18). Drive up the gray ramp across the street at the side of a building and turn right to jump to a raised ramp on the roof of the next building, where you'll need to accelerate and go a bit right to jump onto the sloped raised part of a 3rd building. Once you've managed that, drive to the end of the SE section facing W at a ramp across the roof. (Look to the S from the SE corner to see a set of stairs you can use if you need to get out, too.) Have Tommy walk onto the W ramp to see the following before you jump. You'll need to go a bit right from the ramp the ramp, over the street and the yellow wall, and onto the white building with a blue stripe along the top, then let yourself roll to fall onto the slightly lower roof of the blue building with rounded sides, where you'll stop with brake and reverse combined (doing J36 in the process). (Don't worry--the two buildings you're jumping to are so close you could do a running jump from one to the other.) This could take a few tries. You could use a helicopter for this, but you need to do the jump, anyway, and the sooner you learn it, the sooner it's easier to have fun doing it. H42 is between the two vent boxes on the roof you stop on. H43 is in Studio C. If you're still on the roof where H42 was, drive from the SE corner to go off the NE corner aiming for the door across the lot straight ahead--Studio C. H43 is at the SW corner. You'll probably want to look around the studio lot. A few highlights: you can get an M4, one of the better weapons, behind the lunar landing capsule in Studio B. If you shoot the gas meter by the middle of the W wall, it blows up. There are (out of focus) cheesecake pictures inside the guard booth by the front gate on the E side. The outdoor studio at the S end looks like a little of Bedford Point in "GTA III." The ramp truck used for the PCJ 600 jump to get to the mainland is at the NW side. The blue wire gate behind it will open for "Dildo Dodo" (I.79) and remain open afterward so you can fly the Skimmer, a Dodo with pontoons, that will appear at the pier. To leave, gun it over the stairs at the SE corner and level the wheels for landing with NP9. H44 Go to the fountain, commemorating four fish locked at the hindquarters and spitting, in the middle of Prawn Island. Go W to the green house that isn't trashed with spray paint and up the steps to the W patio for H36. H45 From the nauseous aqua coitus fountain, go E to the yellow house trashed with spray paint. Go up the steps and inside. Ahead and to your right you can see a chunk of the corner of a wall is broken off and there's a room behind it you need to get into for H45. Have Tommy go up the stairs to the 2nd floor and jump into it from the left or drop into it from the right. (If you want to explore, you can walk around the outdoor 2nd floor balcony or go up another floor to the roof you'll go to at the end of "Phnom Penh '86"-- I.45.) Leaf Links Golf Club (on three islands close together S of Prawn Island and close to the E island) Use one of the ways given at I.18 to get into Leaf Links, which opens up after "Four Iron" (I.38). However you do it, watch your radar to avoid having Tommy walk-through a shrub and over a ledge into deep water. H46 is under the bridge SW of the club house. H47 From the clubhouse, go N, cross a little bridge, and continue N to the bottom W side of the driving platform. H48 is above a sand trap NW of the end of the curvy road W of the clubhouse. H49 from H48, go S, cross a little bridge, and continue S to H49, which is over a little island in the middle of a shallow pond. H50 from H49, continue S. H50 is over the middle of another little bridge. Starfish Island (the island between Washington Beach and Little Havana) Use one of the ways to get to the west island early given at I.18, get a VCPD helicopter, and go to Starfish Island. I'd use a helicopter because I'm not sure if the boat would drift away if left alone a long time, and you might want to look around. You could also see I.18 for the way to have Tommy jump on a shrub to get there. H51 is on the lower sidewalk E of the pool E of the mansion, which is the only house in the SE area of Starfish Island. H52 is at the end of the S to N sidewalk at the W edge of the mansion lot. Be careful not to have Tommy hurry through the shrub and land in the ocean-- there's no guard wall at the end of the walk. H53 is on the 2nd floor balcony of the house with a swimming pool shaped like the Rockstar logo. The house is a bit W of center in the W of the two areas encircled by road. (In "Vice City," the type of picnic tables on the balcony are like the ones in "GTA III"--hit them with a vehicle, and they assume a damaged shape. The tables in the yard of the Keepie Uppie Beach Ball in a pool filled with water on the NE side of the island are much more accessible. Trounce one with the bottom of a Sea Sparrow to see the effect.) H54 is in the jacuzzi by the pool of the house which is a bit E of center in the E of the two areas encircled by road. (The water in the jacuzzi doesn't make any noise when Tommy moves in it, but there are splashing sounds if Tommy moves around in the empty pool around the gazebo with African decorations, which is on the 2nd block S of the end of the road that extends S from the E end of the bridge from Prawn Island to the E island. Also, if you have Tommy crouch in the pool beside the jacuzzi of H54, you can see that it's one of the pools where the water goes over his head but he doesn't drown.) H55 From the E end of the main E to W road through Starfish Island, take the 1st right turn and turn right into the driveway of the 2nd house on the right. H55 is at the front door. (There's always a Comet--a Porsche--in the garage. It's between two houses that each have a swimming pool with a Keepie Uppy Beach Ball in it.) The mainland (W island) Use one of the ways to get there given at I.18. Downtown (the N area of the W island down to the S side of the Moist Palms Hotel) H56 As you get off the W end of the N bridge to the W island, the VCN building is on your right. From it, go E, across the street that passes under the bridge, and go around to the back of the building on your left. Go N to an indented section of the back of that big building to find H56. H57 Go N around the W side of the VCN building (see H56). Go to the modern art sculpture for the tomb of the unknown bowling octopus in the middle of the big white building with blue windows--the V.A.J. Finance building. Be careful going over all the curbs. H57 is in the middle of the sculpture. H58 Go to the Hyman Condo alley, which has a police bribe icon and runs diagonally SW to NE between the two roads that extend S from the most N blocks of the W island. Go W to E in the alley and turn S into the clearing between buildings. H58 is in that lot. H59 Go clockwise around Hyman Memorial Stadium, which is on the big area that projects from the NW end of the W island. H59 is in a corner of the NW side of the stadium. H60 Go to the Schuman Health Care Center, which is on the left at the W end of the road that extends W from the bridge from Prawn Island to the W island. Go over the gray driveway beside it on the E side and down into a lower room (an ambulance is always parked on the upper section nearby). H60 is in it. H61 If you cross the N bridge into the Downtown area, go in the door of the 1st building on the right, the VCN (Vice City News) building. Tommy will be elevated to the roof. Have him go on top of the helipad and look back and down to his left to see H61 and jump to it. The hidden Easter egg (Have Tommy go from the top of the ramp to the helipad to the red light on the far right corner of the helipad. Look at the window at about the height of Tommy's head to the left. Have Tommy get a running start and jump at it. He'll go through the window to a room that's empty except for a podium with a chocolate Easter egg on it. In the Rockstar tradition of creating an absurdist world that makes tongue-in-cheek fun of gaming traditions--one of which being to put the programmer's personal messages, called Easter eggs, in the game--it says, "Happy Easter." Have him run and jump to get back on the helipad.) H62 Go N from the Skumole Shack (see the end of I.18 if you haven't already bought it) and turn left into the lot. Go up the stairs and across the roof to the far left, where you turn left and then left into the office. (The elevator in there will be unlocked from "G Spotlight"--I.87-- on.) The hidden package is on the right by the desks. H63 Go S from where the two roads come together to form the main N-S route of the west island. Shortly, you'll see the Moist Palms Hotel on the W side (the several driveways that join together in front of the hotel are shown on your in-game map and radar). Take the driveway through the hotel and go to the SW corner of the lawn behind it. H63 is behind the concrete ramp there. Little Haiti (the neighborhood of blocks from the S side of the Moist Palms Hotel down to the S side of the block the Pay 'n' Spray is on) H64 Jump your PCJ 600 over the ramp of H63 (or go W through the alley at the S side of the Moist Palms Hotel) and go W over concrete then cobblestone to the NW corner of the cobblestone area. H64 is at the corner of it. H65 Either: go S from H64, then left into the back entrance (a space between two big walls) of Phil's Place; go left, right at the corner, past a big pile of junk and ahead into an alley, right at the corner and over a mound of dirt sloped against a wall; immediately, turn right and into Phil's Place; or: go S from the Moist Palms Hotel (H63) on the main N-S route of the W island and make the 1st right; continue straight, and just as it starts to curve left you'll see an entrance with a big sign over it that says, "Phil's Place" ahead of you--drive in. Either way, H65 is in the shack on the right. H66 Looking E from the entrance to Phil's Place, go across the street into the alley on the S side of EL NUEVO SIGLO SUPERMARKET (tan with red horizontal stripes at the top and bottom). Turn right at the corner at the end of the alley, and go to the bottom of the sunken stairs for H66. The hidden printing press (If you equip the Rocket Launcher scope with Tommy's right side to the door at the bottom of the sunken stairs, and turn Tommy to the right--the look through walls gimmick--you can see a light green printing press in an otherwise empty little room. It's where the courier tries to deliver the counterfeit money plates in "Hit the Courier"--I.96. The WK Chariot section of I.9.G explains how to get into the room.) H67 There aren't any stairs to either of the rooftops you use for this so you'll have to jump with your PCJ 600 or use a helicopter. Go S on the main road from the Downtown section, make the 1st right turn, and look along the right to turn in to a little square lot of a pale yellow building. Looking S from it, you'll see a ramp with a police bribe over it across the street that's beyond an opening. Drive across the street toward the ramp and stop, then drive up the ramp and hit brake and reverse simultaneously when you land on the roof. Hidden Package 67 is in the indented area of the roof to the E of the landing roof. There's only a foot or so space between the two roofs--Tommy can jump it on foot or even get a PCJ 600 across the space with only a little speed. H68 Looking from the entrance of Phil's Place, go right--S--to the SE side of the yellow Kaufmans Cabs building. Go around the junked car into the alley between Kaufmans Cabs and a little old house. H68 is on top of the back steps of the house. H69 Go back out to the front of the yellow Kaufmans Cabs building, which has closed gray doors. Go S and turn left off of the road at the S side of the pizza store on the left. Go ahead and right onto the walk between Funeraria Romero and the low-walled grass and trees planter or terrace thing. Look carefully for a narrow alley on the left, S of Funeraria Romero. Go through the alley then left to find H69 over an open shallow grave of a human skeleton that's missing part of the left arm. H70 From the pizza store, go S, take the 2nd right, go left off the road into an alley at the W side of the 1st building on your left, then left into a little alley. At the end of it, look right to see the stairs. Take several sets of stairs to the roof. H70 is in the middle of several air conditioning vent boxes ahead and to the right. Then go back down the stairs, turn 180 degrees, go ahead in the little alley and go right at the alley. At the street, go right to another street and face S so you're ready to look for H71. H71 Either: go S from where you were at the end of the note for H70--the corner of the 2nd right S of the pizza store--and follow the road as it curves E to a T intersection; go S to a billboard--"LITTLE HAITI LIFE'S A BEACH" with "BI**H" painted over "BEACH"--on the right side; or: go S on the main N-S road past the Little Haiti Pay 'n' Spray, then turn right; at the next right, the billboard is on the far corner. H71 is in the inside corner of the gray wooden fence at the base of the billboard. Little Havana (about the width and length of Little Haiti, S of Little Haiti) H72 On the main N-S road, go S past the Little Haiti Pay 'n' Spray, then turn right. Continue on the road that curves S to a T intersection, then go W. At the next right, the laundromat is on the far corner lot. H72 is inside. If you want to have Tommy avoid the track suit icon, have him go right once inside and jump over the counter between the cashier and the front window. (The laundromat is one of the stores you'll knock off.) H73 From the laundromat front lot, look E at the pale greenish-blue house. H73 is over the ramp in front of it. (I've also gone E to W and used the ramp for a minor jump onto a neighbor's roof, but I was VERY lucky.) H74 On the main N-S road, go S past Cherry Poppers, then go right. Continue on the road which turns N, and you'll see Cafe Robina on the corner on the right where it curves E. Go across the street from Cafe Robina and into the alley, and turn right to find H74. (Cafe Robina is one of the stores you'll knock off.) H75 Either: go E from Cafe Robina and turn right into the dirt lot; or: go S on the main N-S road past the Little Haiti Pay 'n' Spray, then take the 2nd right to a T intersection; go left then take the 1st right, and turn left off of the road into a dirt lot after the 2nd Mean Street Taxis bench on the left. Either way, continue through the opening in the white wall ahead to the right. Go up the stairs. At the top, have Tommy jump through the space between the guard rail and the low wall to a lower roof. Have him climb the stairs to the roof, and go to the NE corner. (The .308 Sniper Rifle there is a good weapon.) Have him jump strongly enough (I once got Tommy stuck for awhile in the gap) to land on the walkway at the base of the Kaufmans Cabs billboard. H74 is around the corner at the other end of it. (Remember to have Tommy jump over the gap going back, too.) H76 Go S on the main N-S road past Cherry Poppers, and go into Callegg's Delicatessen at the 1st corner on the right. H76 is behind the counter. (This deli is going to be used for "Sir, Yes Sir"--I.48--and is one of the stores you'll knock off.) H77 From Callegg's Delicatessen on the main N-S road, take the road W and make the 1st left. After the 1st building, turn right off the road and into a dirt lot. Go up the stairs to the roof. H77 is on the SW corner of the roof. Go back down the stairs and across the lot to the road. H78 From H77, continue S down the road to Sunshine Autos on the left and enter the S end of the building. H78 is upstairs. (The Ghost Plants, I.9.G, are up there. Except for some glass at the S corner, the panes of glass there are among the examples of glass you can have Tommy shoot through with a sniper rifle without breaking them, if you have Tommy stand far enough away from them.) Viceport (the S end of the W island, E of the dead end road that goes down the middle of the island except for the Hooker Inn and a bit of the coast) H79 Go S on the main N-S road past Cherry Poppers, and turn right/E. Continue through the intersection; after the road makes a 90 degree curve N, turn right off the road to the gates with blue and red banded bars across them. Squeeze the PCJ 600 through the S end of the S bar, turning right through it. (Note: there's armor to your left inside.) Jump the ramp on the E side. H79 is in the curve of the pale green-blue pipe in the middle of the four big "AVIATION JET 'A' FUEL" tanks. To get back out, go over the ramp at the SW corner. Nearly straight ahead is H80 between two unhitched truck trailers. You can go out past the S end of the red and blue bar again or jump out using one of the two ramps on the W side of the lot. H80 If you didn't get this when you got H79, go in the lot past the S end of the same blue and red banded bar mentioned for H79. Go right to find H80 between two unhitched truck trailers. H81 Go S on the main N-S road past the S bridge; just past the 1st right turn is a series of connected apartment buildings that make a series of identical projections toward the street. Going S, H81 is between projections seven and eight behind a covered entrance to the eighth one. H82 Go up the S ramp of the two boarding ramps of the big ship docked at the S end of the E side of the W island. Once aboard, go to the pile of crates on your left and go clockwise around them to H82. H83 Go to the S section of the main N-S road of the W island; where it divides, go right to a T intersection. H83 is in the inside corner of the low concrete wall around the two "1986 VCPA Vice city Port Authority Main Building" signs on the corner to your right. H84 Use the VCPD helicopter. Land on a big open area toward the W end of the W ship of the two docked at the S end of the W island. H85 go S on the forked dead end road that goes down the middle of the S end of the west island. Where the road forks, go left/SE. The hanger is near the end on the left. Go in the door on the N side and into the little office on the left for H85. H86 If you go S onto the dead end forked road down the middle of the S end of the W island, make the 1st right into a lot--there's always a Benson (a truck that looks like a U-Haul truck you don't need a special license to drive) parked about 20 feet into it. Continue straight through the gateway and to the end of the lot. The package is by a pair of gray doors on the right. (At the far SW on the lot is 8 Ball's bomb shop.) Escobar International Airport (W of Little Havana and Vice Port and S of Fort Baxter) To get there by PCJ 600, go S from Cherry Poppers on the main N-S road of the W island, make the 1st right, and continue W through an intersection and follow the road as it curves 90 degrees N then 90 degrees W. You can go through the gates on the left to the S tarmac or ahead then to the left to the main terminal building. H87 is on the upper roof of the Freight and Cargo terminal, which is the place with all the colored crates and wooden planks at the SE corner of the S tarmac of the airport (just NW of the end of the dead end road that goes down the middle of the S end of the W island). Rusk has got to be kidding about using that series of motorcycle jumps over planks and crates on the SW side of the building. I've done it, but the opening jump is tricky. You have to jump from a wooden plank to the narrow part of the rectangular top of a red crate and stop on it. If you want to make that 1st jump a lot easier, use the ramp truck S of the SE corner of the main terminal building to make the 1st jump. Drive it S to the Freight and Cargo terminal. Park it with the top of the ramp S of the yellow crate that's S of the two red crates in a row (the most W of the red crates at the SW side of the building), and with the ramp in alignment with the two red crates. Get out of the Packer, leaving the door open by moving quickly once you exit so the Packer will stay in the memory of the game. Jump the PCJ 600 up the ramp onto the red crates. Then get the long distance back view with V and back the PCJ 600 to the S edge of the red crates. Press V again to get the mid-distance back view, then gun it across the crates and up two wooden plank jumps to the lower roof of the building. Go up the slope on the NE side of it to the upper roof. H87 is near the middle of the S end of the roof. Use the VCPD Maverick if you're not in a very patient mood. Land on the S area of the upper roof of the Freight and Cargo terminal for H87. H88 is on the concrete heliport with pale yellow diagonal stripes in the middle of the S end of the S tarmac of the airport. The steps of it are about a four second run W from the two red crates of H87. H89 From the two red crates of H87, go N to the three concrete ramps with diagonal yellow stripes, which are just S of the McAdam Airways hanger. From the base of one of them, back the PCJ 600 about 20-25 steps of the right foot, then gun it over the tarmacadam to the roof of McAdam, and use reverse with brake to stop. H89 is over the apex of the roof on the S side. You might get this with the VCPD Maverick, too. H90 is over the S end of the loading platform (the big white octopus of hallways propped overhead) that runs SE from the main terminal building. On the PCJ 600, go N from the entrance of the S tarmac, past the "Vice Surf" billboard, across the street, through the entrance to the N tarmac (there's a green booth there; if you look in the window on the E side, you can see through the S wall of it), and over to the low wall with a fence over it. Turn 180 degress, and position the bike so the wooden plank at the base of the near side of the billboard is ahead. Drive S at the middle of the wooden plank, up through the ramp in the billboard, use NP6 and NP9 to get the front wheel a bit higher than the rear wheel, and land with some acceleration on the airport terminal roof--Unique Jump 10. (If you screw up and lose the bike somehow, you can do the jump with a sports car. You might also see what halfpipe mileage you can manage to wring out of the terminal roof with a PCJ 600.) Go to the S end of the E valley of the roof. Get on foot and look down from the edge--pull on the mouse till you get an overhead view--to see where you need to position the bike to land on the loading platform. Drive onto the loading platform and press brake and reverse combined. Push the PCJ 600 to the ground without falling yourself--once you run S on the loading platform, you won't be able to jump high enough to get over one ledge to get back. Go to the S end of the platform for H90. Then drop to the ground and get the bike. You can also get this by landing a VCPD Maverick near the S end of the platform. H91 Do the jump through the "Vice Surf" billboard onto the terminal roof again. But then go to the W valley of the roof. Get H96 while you're there. Test your sense of spacial relationships again by looking down from the edge to judge how to aim the bike and drive the bike onto the loading platform. Push the bike off onto the ground. Go S over the platform to the S jet on the W side. Go over the extension and make the one foot or so jump onto the jet. Get H91 over the back of the jet. Drop onto the wing then the ground, and get the bike. You can also get this by landing a VCPD helicopter near the S end of the platform. H92 is under the same jet that H91 was over, by the inside of the rear right wheels. H93 Just S of the middle of the W side of the entire airport (not just the S tarmac) are open hangers. H93 is under the left wing of the big jet sticking out from one. It's a Rockstar jet, like all the jets by the loading platforms. H94 The gray brick VCFD (Vice City Fire Department) building, with a red and white communications tower on top of it, and a little VCPD sign high on the front of it, is in the middle of the W side of the entire airport (not just the S tarmac). H94 is behind it. H95 Go through one of the two entrances in the front of the main terminal building. Send Tommy through a metal detector, so his weapons will remain outside along the front window till he goes back out for them. (You can have him jump from a vehicle over the metal detector, but it's liable to cause Security Guards to shoot at him.) Go behind the divider wall at the SW side of the 1st floor for H95. You can get H97 while you're in the building. H96 is in the W valley of the main terminal roof. Do the "Vice Surf" billboard jump for it. H97 is inside the terminal building (Brady Games: who numbered this stuff?) on the 2nd floor. Go through the hall by the "Gate 1--8" sign. H97 is in the room at the end, just inside the entrance and on the right. H98 Go N from the "Vice Surf" sign onto the N tarmac again, except go N on the runway (it looks like an asphalt two lane highway) at the left of the wall/ fence (don't let Tommy fall in the gap to the road below), then go E to the near edge of the pale yellow wall. Go N on the E side of the wall till you can go E over the gray tarmac that goes over the road below, and get onto the grass behind the billboards. Go S to the inside corner of them to H98. To return, go N, go W after the billboards, go to the pale yellow wall and go S along it (don't let Tommy fall into the gap just beyond it to the road below), then go W to the runway and S to the "Vice Surf" sign. H99 Go N from the "Vice Surf" sign onto the N tarmac and get on the runway again. Follow the runway, which goes N then curves W, to the 2nd Rockstar jet. H99 is beneath it between the rear wheels. To return, follow the runway E then S, then continue off of the N tarmac and back to the street. Fort Baxter (N of the airport) H100 Behind the "VICE CITY AIR RESERVE Fort Baxter" sign at the W side of the entrance to Fort Baxter. From the "Vice Surf" billboard, go E to the N-S road by the grass lot the billboard is on. Go N on it, and continue around the 90 degree curve W. Take the 1st right, and follow it N and around a 90 degree curve W. As you go W, the only place on the right is Fort Baxter. You can stop on the big walkway along the left to use your sniper rifle scope to look at the sign by the entrance from afar. This way, you can plan your moves and be quick in having Tommy get the package since the soldiers may shoot at him when he goes there. Scroll to Fist/Brass Knuckles so he'll be able to move faster when he gets off the bike behind the sign. Have Tommy speed to the sign, but slow down just before it so he doesn't smack into anything and waste time while he gets himself back up. Have him stop behind the sign, get H100, and get outta there before somebody kills him. Continue W on the road and around the bend to the S with a wall, which also has barbed wire along the top, on your left. Once you've gotten that wall between Tommy and Fort Baxter, he should be in the clear. You now have $100 per package--$10,000, plus a $100,000 bonus for getting them all, the armor and six weapon icons at the Ocean View, the Sea Sparrow is now available any time behind the Starfish Island mansion, and the Rhino and the Hunter are now available and ready to be jacked any time from Fort Baxter. Buying all the other non-moneymaking properties This could be a good time to go N on the main N-S road of the W island; where it divides at the S end of Downtown, take the W road; continue N to a T intersection; go W to a T intersection; go N then into an alley on the right with two icons in it; one is a police bribe, and the other has a symbol of a house. If you walk Tommy into the icon of a house, you'll be asked if you want to press Tab to buy the Hyman Condo for $14,000. It features a three car garage and a pair of two car garages to save vehicles in, a door to the roof where you'll have your own helipad with a Maverick helicopter on it, a satellite dish, all of your 1st seven hidden package icons and a street clothes icon, and the house icon Tommy is standing in will become another pink cassette icon you can use to save games with. I'd press Tab, but that's just me. If you already own the Skumole Shack and buy the Hyman Condo, there are five other non-asset properties left to buy where you can then save your games. You need to buy all of the non-asset properties to get 100% for the game. The non-asset properties have icons of green houses on pink disks. (You can't have asset properties that earn money for you till after "Shakedown"--I.58. For now, those places have icons with blue houses on pink disks. The Phil's Place asset will provide a place to buy some weapons after you do his missions, which are available after the Malibu Club missions.) All of these are on the east island: El Swanko Casa costs $8,000 and has a garage. Go E on the North Bridge from Prawn Island to the east island and continue on the road as it curves S and you come to a T intersection. El Swanko Casa is the fancy looking stucco place with a pool across the street in front of you. You can go to the W side of the highest balcony in the front and jump to the roof and go around to the other side to get a Kruger if you don't have an M4, which is better. Links View Apartment costs $6,000 and has a garage. Go W on the street in front of El Swanko Casa and turn left at the end of the block it's on. Go S past a right turn and the Links View Apartment is on your right. It's a yellow-tan and light gray splotched building with an orange roof, and has a road around the back of it for no apparent reason. Thanks to HandsomeRockus for pointing out that "Apartment" is singular. (One apartment suits the price better than the entire apartment building would, too, which I guess would be Links View "Apartments." But I think it and the next one listed each ought to have "The" in front of the name, especially since the picture you see after you buy each of them makes it look like you're buying the whole building.). Ocean Heights Apartment costs $7,000 and has a garage. It's in the S area of the east island. It's on the NW corner of the 2nd block from the E and the 1st block along the S. It's gray with red stripes and has ivy hanging from the roof of the garage. 1102 Washington Street costs $3,000. It's on the west side of the panhandle of the block Washington Mall is on. (Washington Mall looks like a gray cartoon face looking W on the radar and in-game map.) It's a mostly blue-purple building. (Okay, this and the next one are pretty big buldings but are even cheaper than the last two places, which were each a single "apartment." These two buildings are each designated by one street number for the one door of the place, so I guess they're just really crummy inside.) 3321 Vice Point costs $2,500. It's the light green building in the NE corner of Vice Point across the street from the NE corner of North Point Mall. I.20 Taxi mission (a Sub-mission) Get a Taxi or Cab from the street and press Caps Lock. When I 1st played this game, the easiest vehicle to learn to drive fast enough with was the Taxi--yellow with a horizontal black stripe along the bottom of the sides, black spots around the outer hubcaps, and a Taxi sign on top that's positioned lengthwise. Press Caps Lock, and the screen and radar will show you fares to pick up and where to take them. You can gun it as soon as they grab the door and you'll carry them along while they get in. Each fare has a time limit that depends on how far away their destination is. You're given an amount of time to deliver a fare once they get in the vehicle. The faster you deliver them, the more money you make and the more time you have left on the clock. Once they're delivered, ten seconds is added to the time left on the clock for you to pick up another fare. The "speed bonus"es just seem to refer to having delivered a fare quickly for more money since no money or time is awarded beyond that. You need to drop off 100 fares for 100% completion of the game. You don't have to deliver any number of them in a row--the number you get in multiple efforts can accumulate to 100. But, besides various payments per fare, you get bonus money for every five done in a row--$100 times the number of fares done in a row--and your time allowed per fare accumulates with successive quick deliveries till you can have a lot of time to spare per fare. If you run over a potential fare, or cause a fare to leave the vehicle in terror, there's always another one close by. It doesn't end the mission. If you trash the vehicle, potential fares won't enter it till you either take it into a Pay 'n' Spray or use the "aspirine" code. There's no ceiling to the number of people you can drop off. If you leave the vehicle, fail to beat the clock, or press Caps Lock again, the mission is over and you're credited with the number of people you dropped off and cash made in a taxi. If you do this on the west island, get familiar with using the grass to the E of the main N and S road as a shortcut, avoiding traffic by using the median strip, and going between the random vehicle that always appears backing into traffic S of the Downtown "Y" division in the main road and the telephone pole across from the vehicle. On the east island, remember that, while the shortest distance between two points is a straight line, the vehicle goes slower (about 15-20 mph slower, I think) over sand. How to jump over anything that gets in your way. Once you drop off 100 passengers, pressing Left Shift in any taxi or cab won't sound the horn, it will cause the boost jump when the vehicle is moving fast enough. (If you don't watch for it, you can easily miss seeing the little message about it that appears in the upper left corner of the screen when your 100th fare is delivered.) It lets you jump over traffic and sometimes creates an Insane Jump award. (If you want a preview, the "gripiseverything" code gives you the boost jump for all four-wheel vehicles, even if you haven't done the taxi missions.) You might want to check the section on the Cabbie Climb at I.9.B, too, to see how to do stunts with it. After the Kaufman Cabs missions (after I.92), a seperate set of missions, you'll get a Zebra Cab at Kaufman Cabs. I don't wait to get the Zebra Cab to do the Taxi Missions in this guide. 1. If you're new to town, the taxi missions will help you learn the layout of it. 2. The Taxi may be a bit slower than the Zebra Cab, but it handles better and is still plenty fast. 3. Because getting the boost jump before doing the Kaufman Cabs missions can help you do one of the Kaufman Cabs missions: "Cabmageddon" (I.92). You get various amounts per fare depending on how far you went and how fast. Again, you get more pay for faster deliveries and bonus money for doing multiples of five in a row. For dropping off 100 fares, you get the boost jump. You don't have to deliver the fares consecutively. Taxi: Ford LTD LX '85 Zebra Cab (available from "Cabmageddon," I.92, on)/Kaufman Cab/Cabbie: Checker Taxicab '68 Again, typing the code "aspirine" can let Tommy do such missions uninterrupted--here, by visits to "Pay 'n' Spray"s to repair damage. One gimmick has it that if you drop off a passenger when the timer is at zero, you get infinite time to make your runs. I haven't gotten it to work for the PC version--it may just be another PS2/PC difference. I.21 Pizza Delivery Mission (a Sub-mission) and how to make things easier for the Pizza Delivery, Paramedic, and Firetruck missions. Sometimes '60's Mods must deliver the cheese. To trigger the mission, get on a Pizza Boy moped at any Well Stacked Pizza store. You don't press Caps Lock, the Sub-mission key, to activate it, but you can press it to cancel the mission, which is why it's categorized as a Sub-mission. There are three Well Stacked Pizza stores to pick from: 1. Vice Point in the middle of the E island. To get there, go NE from the base of the road that ends in a circle. Go over the little bridge, and the store is on the far corner of the 1st left turn. 2. Downtown. To get there, go W from the W end of the bridge from Prawn Island to the west island to a T intersection. Go S and the pizza store will be on your right before the road curves 90 degrees to the E. 3. Little Haiti. To get there, go S from Downtown on the main N-S road of the W island. Take the 1st right to a T intersection, then go right. After the road curves S, the pizza store will be on your left. You need to get to level ten to have your maximum health increase to 150 points (175 with a prostitute). You can miss with a pizza box and throw the customer another one, or even run over a customer, but it cuts away from your time to do so. You have to get to level ten in one effort--it can't be done two here and three there, like the Taxi mission. You deliver a pizza box to one customer in the 1st level, two customers in the 2nd, etc., culminating with ten in the 10th. You have five minutes per level, which would mean that at level ten you'd have 30 seconds per delivery, except that you can only carry six pizza boxes at the most at one time then need to return to the shop for more. On the plus side, you can pause the game by pressing Esc and look at your in-game map. It shows where all the customers are so you can plan your route. If Tommy gets off the moped and doesn't get back on in time, fails to beat the clock, or you press Caps Lock before succeeding at level ten, the mission is over and Tommy is credited with the pizzas he delivered. In contrast to I.22 and I.23, the screen doesn't show what level you're on, aside from the number of blips shown on the map and radar at the start of each level. And the Stats don't indicate the level you attained, even if you complete level ten, for some reason. You're just told that the mission is completed after level ten. There's a ceiling of ten levels. To deliver a pizza, stop with the customer off to one side of you, press Q or E to look at them, then press Left Mouse Button to throw a pizza box at or near them. (You'll probably waste pizza boxes and time trying to get fancy and do an in-motion pizza drive-by. You could get away with a stoppie on an early level, though.) Try to avoid throwing pizza boxes by light posts, which they can get stuck on. If that happens, try nudging the pizza box toward the customer with the bike. You get $10 per pizza pie delivered, and $5,000 for delivering all 55 pizzas through level ten. I think the Pizza Boy is a customized Faggio, which is a Piaggio Vespa, a favorite scooter of '60's Mods in the UK, in case you were wondering about my opening line. How to make things easier for the Pizza Delivery, Paramedic, and Firetruck missions. If you want to stop the mission timer, which appears below the regular clock in the upper right corner of the screen, for the Pizza Delivery, Paramedic, or Firetruck missions, you can download a trainer at lots of "GTA Vice City" web sites. Put "Vice City trainer" or such in a search engine. http://www. gamewinners.com/DOSWIN/blgrandtheftauto.htm had one by hyunicz as of this writing. Another choice, and one that carries less of a risk of causing the glitches or freezes I've had with some trainers, is to modify the files for the mission vehicle with Notepad as explained in I.100.D.e Cars and bikes: How to change their mass, ability to stay upright and hug the driving surface, ability to survive in water, cornering and braking, top speed, acceleration, suspension, durability, and miscellaneous jazz. If you do, you might leave the Pizza Boy that way to use it for a few of the drive-by rampages that come up later: R12, R17, and R22. I.22 Paramedic Mission (a Sub-mission) Some of those people that got run over (crunch) managed to live. Why can't everybody drive like me?--always courteous, always considerate. Try not to run a lot more down while you go pick them up and take them to the hospital. To trigger the mission, get into an ECNALUBMA and press Caps Lock. No Ecnalubma gang members will attack you. There are four hospitals to choose from where you'll always find an Ambulance: Shady Palms Hospital--it's on the W side of the block which is E of the block that looks like a cartoon nose sticking out to the W beneath North Point Mall. Ocean View Hospital--W of Washington Mall, which is on the S side of the east island, three blocks from the E and four blocks from the S. Schuman Health Care--go W to a T intersection from the W side of the bridge from Prawn Island to the west island; it's on your left. WestHaven Community Healthcare Centre--go N from the Starfish Island Bridge on the main N and S road of the west island; it's on your left. (You could also jack one that may come by with paramedics who heal the wounded, but you're going to have to take your patients to one of the hospitals.) It's the easiest to use Shady Palms Hospital. My 2nd choice would be Ocean View Hospital. The patients often appear on the beach for those. Since we're doing this before the west island is officially open, no patients would appear over there now, anyway. You need to go to level twelve to get the infinite run--it can make life in Vice City MUCH easier. As with the pizza mission, that's one patient for level one, two for level two, etc. Also like the pizza mission, you have to get to the top level in one effort--it can't be done in segments. The Ambulance can only carry three patients at a time. That's 26 runs at three patients each for a total of 78 patients. As with the pizza mission, you can press Esc to look at your in-game map and plan your route. You can decide to plan it for patients who are closer or farther away based on how much time you have. You can get extra time bonuses for fast deliveries. Your time isn't penalized for hitting bumps and making the patients groan and causing a blood trail to be left behind the Ambulance--you are one ambitious humanitarian. If you press Caps Lock again, get out of the vehicle, fail to beat the clock, or kill a patient before succeeding with level twelve, the mission is over, and you're credited with the level you attained and the number of people you saved in an Ambulance. There's a ceiling of twelve levels. Stop with the patient safely away and to the right of the ambulance, since it's very easy to hit and kill them with the slightest bump in their weakened, bleeding condition as they run to get in the front passenger seat or the back. Give the patients an extra wide berth on sand, which is slipperier than grass for the heavy ambulance to stop on. If they fall, you might move away from them a bit. Sometimes they stay down a long while because they're weak, but they may need more room to get up in, just like pedestrians might need otherwise. As with the Taxi mission, you can gun it as soon as they grab the door (or get in, if you lost your door). See the 1st few paragraphs of I.9.F and use your vehicle handling skills for this. A special note to add to the Space Bar/ S braking combination for this: release S 1st so you don't fatally tap a patient with the rear end of your Ambulance. If you press Left Shift several times, you activate the flashing red and blue lights on the roof and the siren; some will pull their vehicles over and get out of your way, but some may get in your way, too. The paramedics in the game rub fallen people around the groin to revive them; you don't have to make Tommy do that. You get a diminished multiple of your previous award with each successive award: $50, $200, $450. $800, $1,250, etc. (times 4, 2.25, 1.777, 1,5625, etc.). By level twelve it's $7,200. If you finish level twelve, the screen says, "You will never get tired!" I think that's a nice message for the end of a Paramedic Mission. Ambulance: Ford E350 or GMC Ambulance You can type "aspirine" to repair the vehicle. As Rusk says, the Ambulance does a little self-healing with successful deliveries. But "aspirine" does it 100% right away. Sometimes, you want to get a little fast and messy. See my closing note for the Pizza Delivery Mission, I.21, if you want to stop the mission timer. And, as with the Pizza Boy, you could modify the files for the Ambulance with Notepad as explained in I.100.D.e Cars and bikes: How to change their mass, ability to stay upright and hug the driving surface, ability to survive in water, cornering and braking, top speed, acceleration, suspension, durability, and miscellaneous jazz. I.23 Firetruck Mission (a Sub-mission) To trigger the mission get into a Firetruck and press Caps Lock. You have one fire department where you'll always find a Firetruck, but we're not using it. (If you needed it, you could go W from the W end of the bridge from Prawn Island to the west island, make the 1st left, and find it in the fenced in lot of the fire department on your right. The fence has an opening at the N and S ends of that part of the fence.) But since we're doing this before the west island is officially opened, no targets will appear there. You never have to go to or from the fire department to do this mission, though. So snag a Firetruck after doing rampage 2, with Molotovs, W of the light house, by starting fires on the east island with the Flame Thrower you got for finding 20 hidden packages (I.19), or by starting fires on the east island with the Molotovs you can find at Tacopalypse (I.10--4. Weapons you throw). Do this to level twelve for the fireproof feature (good for using Molotovs nearby). As HandsomeRockus explains in his walk-through at Gamefaqs, there are the same number of victims as there are levels. Since only four can fit in a vehicle, you get two vehicles from level five on and three from level nine on. (The Vigilante mission is similar except with criminals and vehicles; as with that mission, after level twelve, you always get three vehicles). He also points out that the 4th level is the only one in which you have to chase a burning vehicle to put it out. After the 1st level, you even have to put out the fires of people on fire who get out of their vehicles and panic and run. You only have so much time per level, and you have to get to level twelve in one effort. If you fail to beat the clock before succeeding with level twelve, press Caps Lock again, exit the Firetruck, let a vehicle explode (the flaming people last longer than the vehicles and any other flaming people in the game, for some reason), or run over one of the flaming people, the mission is over, and you're credited with the level you attained and total fires extinguished. There's no ceiling on the number of levels you can attain. Firetruck water cannon: Number Pad 9....Up Number Pad 6....Down Number Pad 4....Right Number Pad 5....Left Left Mouse Button....shoot water If you press Left Shift several times, it activates the flashing lights on the roof and the siren; some will get out of your way, but some may get in your way, too. I mainly get the water cannon shooting ahead then aim the water by positioning the truck. Persist at the target doggedly. Get the vehicles 1st, which also helps you get those people who get out and run against a vehicle or in the path of the water. Shoot the water at or over the vehicle/person on fire till it hisses/they hiss and you see white steam/smoke arise from it/them, then hold that till you hear a "blink" and the white stuff disappears and they stop sizzling. I know the Firetruck looks like a big happy St. Bernard puppy running across the linoleum knocking things over to put out fires. But it isn't damage-proof, so you can type "aspirine" now and then. For all the water it carries, it isn't able to put itself out if it catches on fire. You get a diminished multiple of your previous award with each successive award: $50, $200, $450. $800, $1,250, etc. (times 4, 2.25, 1.777, 1,5625, etc.). By level twelve, it's $7,200. Firetruck: Pierce Lance '86 Firetruck The water can also be used, as in "GTA III," to wash the pedestrians down the road. It's not a real important weapon, but it is something to see. Once Tommy has the fireproof feature, he can then use Molotovs on targets beside him--he'll be on fire yet not burn, like Moses' bush or something out of "The Exorcist." Type in "aspirine," and he can heal a Plymouth. There's an unusually bright star in the E (at the bottom right of the R* constellation). If he's killed, he resurrects. I wonder what a game based on the life of Apostle Paul would be like? "Get Paul through his torments and shipwrecks--he has to write the book of Ephesians"; "When Paul learns what Peter is teaching in Jerusalem, should he use his Rocket Launcher or ram those Sons of Belial with the Rhino?"; "Bless you"--pa-HOOM; no, no, no.... If you want to stop the mission timer, see my closing note for the Pizza Delivery mission, I.21. And, as with the Ambulance, you could modify the files for the Firetruck with Notepad as explained in I.100.D.e Cars and bikes: How to change their mass, ability to stay upright and hug the driving surface, ability to survive in water, cornering and braking, top speed, acceleration, suspension, durability, and miscellaneous jazz. As a nice variation on Rusk's "Grand Theft Auto III" "Turismo" Firetruck idea, you might leave it that way to store an all-purpose, hot rod bulldozer Firetruck in a garage for certain missions that come up later, like "The Driver," I.70, the Sunshine Autos Street Races, I.71, "Gun Runner," I.76, "Naval Engagement," I.86, or "Juju Scramble," I.87. (Tommy can still get knocked off of the modified Pizza Boy.) I.24 Knocking Off Stores All you need to do is have Tommy threaten the cashier. (Once Tommy robbed a store just by belting one of them. And I think I had him trigger one once just by having him drive a PCJ 600 fast into a store.) In earlier versions of this walk-through, I'd recommended you keep Tommy armed with one of the handguns throughout a sequence of store robberies because it lets you have Tommy run from one store to another without having to scroll between weapon slots. That's true, but I'm going to recommend a variation on that this time, because it let me have Tommy knock off all the stores without the glitch that causes one or two of the robberies not to register in the Stats. I've had a problem (glitch?) whereby the money kept appearing but the alarm bell didn't go off till Tommy ran through the money. By then he had a three star wanted rating--the maximum for this. I've also had a problem (glitch?) whereby the alarm bell went off but the money didn't appear. Sometimes I had Tommy stand so close to the counter that the money appeared then disappeared into him in a moment, creating the sound that means he got it. And for one reason or another, the game didn't register one or two of the store robberies afterwards. Send Tommy into the store using Fist/Brass Knuckles. Have him stand a bit back from the counter facing the clerk--far enough back so that when the money appears over the counter, it won't immediately disappear into Tommy. Scroll up a couple of weapon slots to the handgun so the aiming reticle is on the clerk. The cashier turns with a start and/or ducks, and the money appears over the counter. Then scroll back down to Fist/Brass Knuckles, which sets off the alarm. Have Tommy jump on the counter to get the money a moment later to keep his wanted rating at two stars--the minimum for this. You might make a note of any store that reacts differently so you know which store(s) to try again if you don't get credit for a robbery or two. You should be able to have Tommy go through a whole series of stores this way with only a two star wanted level. I still had the glitch of a clerk not appearing at one of the stores, but when I had Tommy go back later, the clerk was there. When I had Tommy knock it off the way I recommend, it registered in the Stats. Have Tommy do the Paramedic mission to level twelve for the infinite run 1st. Then just have him run through all of the stores for a whole island-- seven stores on the west island and eight stores on the east island. (Thanks again to proven Rusk strategies.) Drive around and memorize a route 1st; get a print out of a map and make notes. The time it takes for Tommy to go through his motions of getting into or onto a vehicle, and get it going fast enough not to be pulled or knocked off of it, leaves him vulnerable to getting busted. Running is easier than you might think from the hectic way the police may chase and ram Tommy's vehicle and try to pull him out and bust him with two wanted stars. They don't block him from leaving the store--he can run right past them if he has to. They don't shoot constantly, and they miss most of the time when they shoot. When they chase and shoot, have Tommy do a lot of weaving around corners, trees, and posts to avoid bullets and lure their cars to get stuck against things or to drive into the pool at the Moist Palms Hotel. Have Tommy pause to cause their car to stop then have him run away from it. In the W, you can use the bribe NW of Screw This from either end of the alley, the bribe in the alley N of the N end of the road W of, and parallel to, the big concrete drainage ditch, and the bribe in the Hyman Condo alley--and you can use the clothes icon on the roof. In the E, you can use the bribe behind the house SE of the road that ends in a loop, the bribe on the corner by the building that's N of the Malibu Club, the bribe in the alley E of the Links View apartment, and the bribe in the low walk S of North Point Mall. You won't need all the armor and bribes I've given directions for, except for the bribe at the end of each run. But if you're new, who knows what trouble you're going to get into? You can only rob the stores listed below. As noted before, for H28, the cashiers all have beards and glasses and they won't talk no matter what you do. If you try to have Tommy hold up a fast food place, they'll just ignore Tommy, but at least they'll say something if Tommy buys something. And if you try it at an Ammu-Nation, they'll shoot Tommy, and they still never talk to him, but at least Tommy can buy something there, too. Tommy can't even buy anything in these stores--no wonder the clerk doesn't have to know how to talk. I guess that's why these are the store clerks Tommy robs--it's the only way to get something from them, and he hopes they won't talk to the police, either. In British slang, to "knock off" a store is to steal from it (it can also refer to sex in another context). "Tool up" is to become armed, usually with a gun. "Tool" is a penis or an idiot. East Island Before you start Tommy's run, you can have him leave a vehicle in the Vice Point Pay 'n' Spray N of the Links View apartment. If you do, you can have him get in or on it to trigger the Pay 'n' Spray to remove his wanted rating. Don't have him use any other vehicle while you want the rigged Pay 'n' Spray to be available to better ensure that the vehicle inside it stays in the memory of the game. Bunch of Tools: go S from the E end of the bridge from Starfish Island to the E island; it's on your left. Knock it off, then go N on the road at the W side of the store. Go past the construction site and cross the little bridge; go N on the road on the E side of the pizza store. (There's a bribe on a corner E of the pizza store.) On the 2nd block on your left is the: Jewelry Store. Knock it off, then go N to the T intersection, go left/W, then go right/N. (There's a bribe in the 2nd alley on your right. The Pay 'n' Spray is further N on the left.) Continue N to a T intersection, where you make a quick left/W then right/N. On the right side of the street is the: Dispensary. Knock it off. Go N to the T intersection, go E to the T intersection, then go S. On the next corner on your left is the: Corner Store. Knock it off. Go N. (After you pass the 1st left, there's a blue/gray and white building you can enter on the left side of the road; inside,atop the 2nd ramp, is armor.) Continue N through the break in the low guard wall where the road curves W, then go left to get to the base of the stairs of the North Point Mall. Go up them and go inside the mall. Go up an escalator and go to the middle of the W side of the mall, where you'll see: Vinyl Countdown. Knock it off. Go down to the 1st floor (you can even jump over the bannister if you're in a hurry) and go to the N area of the E side of the mall, where you'll see the: Jewelry Store. Knock it off. Go across to the S area of the W side of the mall, where you'll see: Tooled Up. Knock it off. Go to the middle of the S section of the store where you'll plunge right into a: Gash. Knock it off. Hold up the store. Then go out one of the S exits and jump over the bannister and run through the police bribe. I know you're still wanted, and you're pretty excited about it, but run it off. West Island Before you start Tommy's run, you can have him leave a vehicle in the Pay 'n' Spray just S of Ryton Aide. If you do, you can have Tommy get in or on it to trigger the Pay 'n' Spray to remove his wanted rating. Don't have him use any other vehicle while you want the rigged Pay 'n' Spray to be available to better ensure that the vehicle inside it stays in the game. Deli: go S from the Starfish Island Bridge on the main N-S road of the W island: it's at the 1st right on the near corner. Knock it off. Go W, and on the left side of the road you'll be tempted to: Screw This. Knock it off. (You pick a strange time for these things.) Hold up the store. Continue W on the road, and follow it as it curves 90 degrees N. On the inside of the curve where it curves 90 degrees W, you'll enter: Cafe Robina. You'll disappear then reappear momentarilly, then knock it off. Go outside, disappearing and reappearing, and go E. Take the 1st left and go N (or go straight then off road right into an alley for a bribe, then go back to the same corner and go N). Follow it as it curves 90 degrees to the W. Just before it curves 90 degrees to the S, go right across the lot to the: Laundromat. Knock it off. Go E and take the 2nd left N. (Ahead and to the left, beyond the bend in the road, you'll see the concrete and yellow Print Works building. Go past the several loading bays and go left into a covered alley that runs through it; go up the stairs on the left if you want the armor on the roof.) Follow the 90 degree bend in the road and go E to the main N-S road. Go left/N to the place at the bend in the road with the name of the store in red letters: Ryton Aide. Knock it off. (The Pay 'n' Spray is beside it to the S.) Continue N past three lefts and the Moist Palms Hotel, then go left/W. On your left, before you get to the bend in the road, is the gray: Dispensary. Knock it off. Go N around the bend, and 4th door on the right is the gray: Jewelry Store. Knock it off. Then continue N past the 1st right, and turn right off the road into the Hyman Condo alley. There's a bribe in the Hyman Condo alley for one wanted star, and you can run the other one off or go to the roof of the condo for a clothes icon. Check your Stats and any notes you've kept of odd store behavior to see if you have to do any again. But at least now you know how easy it is. You get $50 to $1,000 per store, depending on how long you threaten the cashier (I'd go for the bigger money somewhere else and keep the wanted level down to two stars for this). I.25 Vigilante Mission (a Sub-mission)--Brown Thunder, if using the Hunter Do the Vigilante Mission to level twelve for 150 maximum armor. To trigger the mission, get into a police car (go to any police station or jack one), Enforcer (at the Vice Point police station), Vice Cheetah (behind the Little Havana police station), FBI Washington (in an alcove in the S segment of the alley S of the Downtown pizza store), FBI Rancher (jack it off an FBI agent), Rhino (at Fort Baxter) or Hunter (at Fort Baxter, and on the helipad at the S end of the east island after getting 100% for the game), and press Caps Lock. (Maybe it's because some PC component of mine is fast, but "Brown Thunder," the name given to the mission if you use the Hunter, flashes on and off the screen in a blink.) If you press Left Shift, normally for horn, several times, it activates both a siren on all but the Hunter and Rhino, and a flashing red dashboard light in the Cheetah, flashing blue dashboard light in the FBI Rancher, flashing red and blue lights on the roof of a police car, and flashing red and blue lights over the windshield of the Enforcer. This causes some drivers to get out of your way, although some get in your way, too. The timer gives various times permitted for the initial level--1:15, 3:51, etc. I suppose it depends on how far away the 1st target is. As HandsomeRockus explains in his walk-through at Gamefaqs, there are the same number of criminals as there are levels. Since only four can fit in a four-wheel vehicle, you get two vehicles from level five on and three from level nine on. You'll get three vehicles of criminals per level even if you go beyond level twelve. The pairs or trios of vehicles travel together till after level twelve. Then you always get a pair of them together and a 3rd one traveling separately. Sometimes the criminals exit their vehicle and shoot at Tommy; if so, and he destroys their vehicle but doesn't kill them, they may jack another vehicle and continue in it. You have to get to level twelve in one effort. If you fail to beat the clock, press Caps Lock again, or exit the vehicle and fail to get back into any vigilante vehicle in less than one minute, you end the mission and you're credited with the level you attained and number of Criminals killed. The time per level and financial reward increases with successive levels, except that the timer rolls over to whatever small amount of a 1st level after 99:59. Be sure to be quick about getting more criminals then and not be off looking for a bribe. There's no ceiling on the number of levels you can attain. You might want to use the ability for Tommy to be outside of a vigilante vehicle for a minute to collect money and weapons the criminals leave behind. But I don't have him leave the Hunter for them ever since I had him get out around a bunch of blown up cars and it disappeared. I would use the Hunter for this as Rusk recommends. (See "How to Hijack the Hunter" near the end of I.9.D.) However, the PC version with Standard Controls we're using has auto-aim for the machine gun but not the rockets, whereas the PS2 version has auto-aim for the rockets but not the machine gun. We're mainly relying on the machine gun. When using the Hunter, keep in mind that the rockets are more liable to draw police attention than the machine gun, and shooting innocent people is harder to avoid with rockets and more likely to attract the police as well. The Hunter is said to get more durable as the mission goes along. But sometimes the criminals get out of their vehicles to shoot at the Hunter and can set the Hunter on fire, the easiest with the shotguns they may have, so be ready to fly off and type "aspirine" now and then. For some variety, you might try the vigilante mission with the Rhino or Vice Squad Cheetah. The main strength of the Rhino is its hit and explode ability. If you turn the cannon backwards and fire to give it an acceleration and maneuverablity boost, the Rhino is the 2nd easiest to do this with. The one drawback to it is that Tommy is bound to shoot a number of pedestrians and their vehicles that way and increase his wanted level, so you might have him leave a vehicle in a Pay 'n' Spay beforehand. If you have Tommy use the Cheetah, have him get out to Minigun the criminals. He has a greater chance of getting busted down on the ground, though, so try to keep him moving. As noted in I.8, I haven't gotten the PS2 gimmick of having Tommy run from an FBI Rancher and turn to find the FBI Rancher abandoned to work on PC. When I've tried it, the FBI Rancher disappears but the agents are still there shooting. You might have Tommy try a minor rampage in the alley of the Hyman Condo and use a Molotov (the neutron bomb of the game--you can kill the people and leave the vehicle intact) to get an FBI Rancher. It's an SUV that handles like a BF Injection or a Patriot. I got one that way without much trouble but didn't find a lot of use for it: the Hunter is the best for vigilante missions, and I generally favor the PCJ 600 for routine driving. I haven't gotten the same gimmick to work for a "Vice" Cheetah yet, either, but there's no big call for it. There's always a "Vice" Cheetah behind the Little Havana police station on PC. It is possible to jack one or the other by moving Tommy at the front or side to make it come to a stop and pressing F before it stops. More often than not, Tommy gets busted. It's got the best chance of working if it looks like a vehicle jacking does otherwise, with Tommy yanking out the driver and the other(s) getting out. He may still get busted, but he may be able to speed away, possibly with a flat tire. I'd stick with the Molotovs and the back of the Little Havana police station if I had to get one of them. It would probably just end up taking up room as a garage trophy, though. An FBI Rancher is the easiest to take and save by a Hyman Condo garage, since the condo alley affords some protection from helicopters, there's armor on the roof and Molotovs across the street, and going to the roof provides a quick change of pace if you're in a tight spot. I once got an FBI Rancher when the FBI agents drove it into the big garage there; Tommy was near it so the door was open--I just had him walk away. There was no exchange of shots--the Little Shop of Hyman ate them. You can play with this lure and trap gimmick (a variation on a scene from "Cop Land") with other law enforcement vehicles or policemen, too. Whichever you prefer, the airport, with its wide open spaces,is the easiest place to do it. But get familiar with how high up the Hunter can be from the lamp posts and all in other areas and get the targets with the auto aim machine gun, too. You may start the mission in one place and get sent to another. As Rusk explains, you might want to do the vigilante mission to level twelve on the east island to get 150 armor, then, when the west island opens up so targets can be generated on it, do it at the airport. You can easily go to as high a level as you want and to make a lot of money (I once maxed my cash out at $999,999,999 when I got to level 400) and kill a small town's worth of criminals. When trios of criminal's vehicles appear, using the airport area often makes one of the three appear over water, which destroys those criminals for you. You might remap the Sub-mission key from Caps Lock to something over in the number pad section for the occasion so you don't accidentally press it after getting a high level (I've done that). And a bonus gimmick of using the airport area is that the mission timer, and the creation of targets, stops if you get your most recent target(s) while hovering over the water W of Fort Baxter. This lets you go back down over the water to the airport to go over land, which reactivates the timer and the spawning of criminals again, to help you keep the mission happening at the airport. Another gimmick is to watch your radar for the criminals spawn point. If you watch Tommy's wanted level, too, you can have him hover or park the Hunter nearby, aim at the spawn point, and blow up a whole string of the criminals in a row without moving or moving much. The hovering ability of the Hunter, keeping him safer from getting busted while doing that, is another advantage it has for this mission. I've had Tommy use the rockets to kill targets generated inside a building as Rusk describes, and it works. Look for a pink glow created by the big directional arrows used to point down at them. Owing to a glitch, you may even see parts of the criminals stick out through the wall. I've had the criminal's vehicles show up in all sorts of other odd places, too, like inside a basketball court or driving endlessly at a corner, which the rockets helped Tommy with. The concussive effect of the blast of the rockets can get targets on the other side of walls or anywhere close to the blast. I've also had the added distraction of criminals seeming to appear in a building then being transported in an instant to a nearby road. You may even see some in a non-dirt track vehicle going for a World's Most Stupid Criminals Award trying to race around the path programmed for the three Haitians at the Downtown dirt track. Airborne police bribes: * One is over the fence at the back of the yard behind Sunshine Autos. * The 2nd is over the big concrete drainage ditch W of the Pay 'n' Spray in Little Haiti. * The 3rd is in N Little Haiti by some crates and just N of the N billboard of the two that say, "Little Haiti"--"Life's a Beach" with "Beach" crossed out and "Bi**h" written on it. Again, since the timer rolls over to a small 1st level amount of time again at 99:59, make sure you have enough time before going for police bribes. You get a diminished multiple of your previous award with each successive award: $50, $200, $450. $800, $1,250, etc. (times 4, 2.25, 1.777, 1,5625, etc.). By level twelve it's $7,200. There's no ceiling to the number of levels, and you can easily do this with the Hunter till you're a millionaire--even max out your cash, if you want to. I.26 Unique Jumps Get a PCJ 600 (I.9.C). Know where the armor is (I.11). If you're getting killed doing this stuff, you're trying to make the jumps without using one of the two. If the bike starts smoking, type "aspirine"--let people who bind themselves to some wholly arbitrary allergy to good medicine search for another bike. We've got jumps to do, and we don't want to interrupt the tunes on the radio. There are 36 Unique Jumps in the game, and we're going to do all of them the game will let us for now. When you make your approaches to the jumps, get to know the limits of accelerating out of controlled skids, and of accelerating with turns to tighten them, and just ease up on the acceleration to navigate through some turning hazards. Gunning it is never the answer to everything. And remember that grass is slipperier than pavement, especially when it's wet. Remember to use NP9--lean forward, and NP6--pull back, to try to land on two wheels to give Tommy a better chance of staying on the bike. Using a little acceleration when landing can help with that, too. Having the front wheel turned with A or D changes how the bike leans, and can prevent a sideways spill. You can combine brake with reverse when he has a small landing space, and release them if it looks like he's about to spin out and wreck. If you do these things, the game can be generous about letting Tommy make some spectacular sideways landings and such. When are you going to be able to drive so good you never wreck? Given the unpredictability factors involved in driving at all adventurously, when you stop driving. Unless you're driving with no armor and very low health, he'll get right back up. With full armor and health, the bike is liable to be destroyed a lot sooner than he is. Know where the armor is and type "aspirine" for the bike now and then, and crank up the tunes. You can also do many of these with a sports car (the Cheetah is light and fast for that). Downtown J1 not available till "G-Spotlight" (I.81). J2 from a big set of stairs onto the roof of the Downtown Ammu-Nation. To get to the stairs, go W from the W end of the bridge from Prawn Island to the W island and make the 1st left--they're on your left. Go S from them down past a slight bend in the road, turn around, and gun it N and go onto the sidewalk to go up the middle of the stairs. Use NP6 and NP9 to prepare for landing, and use brake/reverse with a turn. (While you're there, you might as well learn to go down the steps at the W side of the roof to a lower roof, continue off the far end of it avoiding the raised parts, turn right before the far wall, and go moderately over the steps with a left turn to go to the Hyman Condo alley. It can become a regular way to go from the lower W island to the Hyman Condo. I don't know if it's faster, but it sure is scenic.) J3 not available till "G-Spotlight" (I.81). J4 not available till "G-Spotlight" (I.81). Little Haiti J5 going S on the main N-S road from the Downtown section, make the 1st right turn and look along the right to turn in to a little square lot of a pale yellow building. Looking S from it, you'll see a ramp across the street that's beyond a clearing. (You don't need to pass through the bribe hovering over the ramp. That's one of the three airborne bribes to use in a helicopter to get rid of a wanted rating.) Try to jump a bit to the right to avoid smacking into the back of a "Move Over Miami" billboard up there and continue beyond it, or don't gun it so much and land with brake/reverse. (While you're in the area, there are another couple of jumps (not Unique Jumps) you can do. There's a big pile of black stuff by the S wall in Phil's Place you can jump the wall with, and you can continue S to go over a pile of dirt against a wall--aim to avoid the poles beyond it--and land on the street in the direction of traffic.) J6 go S from Downtown on the main N-S road and make the 3rd right--it's just after you pass under the Links Bridge. After you make a 90 degree curve to the S, make the 1st right turn. You'll see an abandoned school bus on your left and a clearing with a propped up wooden ramp on your right. Go N around the ramp and over the grass along the wall. At the least, I'd go about halfway toward the corner of the wall before I turned S to begin my run to the ramp. In fact, I've had more success in landing safely that way. In your run S, before you get to the change in the lawn color, ease up on acceleration to make a left turn to go over the ramp. You want to go over the bus and the little house beside it to the S. The game doesn't require you to land safely to give you credit for the jump, but this isn't my favorite jump. I've had less luck starting back at the N corner because the increased speed gives you less time to make the sharp left turn on the slippery grass, and the landing area is riddled with trees, rooftops, fences, etc. I nearly always wreck among the houses in the landing area doing it that way, often getting the bike stuck on a roof. If that happens, get a van or such going by and jump on it and onto the roof to get your bike. (Just to play with the jump, I've started my runway back at the wall of Kaufman Cabs and just veered a bit left going off the ramp and made it all the way over the houses--but wrecked more often than not.) J7 go S from Downtown on the main N-S road and make the 3rd right; after the 90 degree curve S, make the 2nd right turn. Go to where it curves N but turn left off the road there into the lot. Turn E and back the bike to the wall. When there's a break in the traffic at the T intersection ahead, gun it E down the street, across the intersection, and hit the wood ramp with a bribe over it. (Again, you don't have to pass through the bribe--that's for getting rid of a wanted star when you're flying a helicopter.) You can try to land on the roof of the Pay 'n' Spray by going off the left side of the ramp, but you'll need to do it just right with a full throttle and full motorcycle health or you'll probably just smack into the wall of it. The game should still give you credit if you wreck. (Otherwise, just driving through, I try to jump to the right to avoid the Pay 'n' Spray and land in the clearing that leads to a road. In between the right and left jumps you'll emulate a "George of the Jungle" cartoon.) Little Havana J8 Go N from the Starfish Island bridge on the main N-S road of the W island, make the 1st left and go to a T intersection, and Little Havana Streetwear is across the street to your right. It's a one story yellow and black building set in from the road a bit. Go into the alley on the N side of it and position your bike for a run at the slope to a roof you'll see to the S. You don't have to go full throttle for this series of jumps--easing up on acceleration once you land can help you steer to the ramp up ahead. Go up the slope and you'll jump to a place farther S on the roof. Drive off the edge of it onto a roof vent ramp just past it--aim for the space between the backs of the two billboards up ahead and you can continue down to the street beyond them. If you want to stop before hitting a billboard, don't gun it so much and have brake/reverse with a turn ready. (If you want to try to go over the ramp on the left and get over the billboard behind it, good luck.) Escobar International Airport Go S past the S-most bridge on the main N-S road of the W island and turn right; go through the intersection and follow the road as it curves 90 degrees N then 90 degrees W; turn left off the road through one of the entrances by the pale green booth onto the tarmac. The easiest way for a beginner to get some of these airport jumps is to aim your bike from the thing you jump from toward the target you want to hit (or obstruction you want to avoid) beyond it, back the bike straight back from it, then accelerate. J9 Near the NE corner of the tarmac, close to the E fence, is a metal set of steps on wheels. You need to use it for a jump ramp to land on the lower roof of the Vice city Transport building across the street to the NE. J10 The 3D "Vice Surf" billboard across the street to the N of the airport terminal has a board propped up against the N end. You can drive up through the middle of it and use it as a jump ramp to the terminal roof. If you didn't use it to get Hidden Packages before, you need to use it at least for J10. Go N from it, cross the street, and go over the N tarmac to the low wall with a fence along the top of it. (The more adventurous can try going farther N.) Turn S and gun it for the middle of the ramp. (Once on the roof, you might see what half pipe mileage you can get out of it. You can also practice landing after a long fall by driving off the S end of it: correcting your level with NP6 or NP9 and acceleration can help, but I won't make any promises.) (With a Cheetah, you may turn left to go up the sign's curl of a wave a bit to try to get a flying corkscrew jump out of it--this is harder to do and not a Unique Jump, but you might get some Insane Jump statistics.) (See I.100.D.f for Dicanio's way to put six more of these 3D "Vice Surf" billboard jumps around Vice City.) J11 Go back to the S tarmac where you did J9. There are two runways on the tarmac that each have a pair of ramps at the N end--one ramp is steep and the other is not so steep. Use the SW to NE runway and use the steep ramp. (If you use the steep ramp of the other runway, you'll do a header with the ramp.) Get ready to land with a left turn and you might land safely in the street. (For a little variety, you can try this jump sometime with the Rhino. Turn the turret backwards and fire constantly whle you accelerate. It will rumble with speed and you'll see it fly higher than you can fly it any other way without using the "comeflywithme" code for it. I read where one fellow cranked up the top speed in data\handling.cfg and flew to Sunshine Autos. Another said they flew to the E island, but I can't remember if they said what they changed the top speed to.) J12 There are two white octopus-looking structures--the loading bridges-- held aloft on the tarmac. Use the metal steps on wheels on the E side of the E one to jump E to W over it. Go right off the ramp to avoid the jet on the other side. J13 Use the metal steps on wheels on the E side of the W loading bridge to jump E to W over it. J14 Use the metal steps on wheels on the W side of the W loading bridge to jump W to E over it. Start by the wall S of the hanger with a little jet sticking out of it and turn right going off the ramp. If you don't land in the clearing between several things beyond it, you may get past them. J15 Go as far back on the tarmac as you can to begin your NE to SW run at the middle of the yellow marker NE of the little building with a red radar spinning on top of it, which is S of the W loading bridge. Hit the yellow marker diagonally, not straight on, and aim for the area over the middle of the lower roof of the radar building. J16 Just get as long a runway as you can and gun it SW to NE to the metal steps on wheels SW of the radar building for a long jump over the tarmac. (While you're at the S tarmac of the airport, you can use one of the set of three concrete ramps by a hanger to jump the hanger and fence to the street to the w, and use a similar set up to jump the E side of the N fence, and get a long runway to use a set of metal steps on wheels to make a jump over the W side of the N fence.) Starfish Island J17 not available till after "Guardian Angels" (I.42). Vice Point J18 Use the concrete HI-PRESS GAS ramp just SW of the SW corner of the Malibu Club, about halfway up the E island along the longest N-S road of the E island. Start your runway NE of it at the back of the light gray asphalt lot across the S bend in the road. Aim for a place near the fat palm tree on the right. J19 Speed S over the grass from the ramp of J18 to an identical ramp. Veer just left of the palm tree trunks and aim for the street in the distance. Before you adjust the level for landing, you have time to try a flip gimmick (I.9.C), too, if you want. How to use J19 to give Tommy a car that's suspended in midair to stand on: Have Tommy get a fast car; I had some luck when I tried this with a Banshee. Have him drive at the ramp used for J19 so the right two wheels don't go over it. As the car begins to fly over the bridge, with the driver's door upwards, press F. If all goes well, the slow motion mode abruptly ends and the game reverts to regular game speed, and the car freezes in midair with Tommy standing on it. The rest of Vice City will carry on as usual and you'll have full control of Tommy, but you'll have a unique place to have him look around from. Tommy can jump off and do other things and the car will probably stay there till he drives one or two other vehicles. Shoot one of the tires to make it fall to the ground. I'd give credit and thanks to the originator of the gimmick, but this idea has been around so long I can't possibly remember. Thank you, whoever you are. J20 From the E end of the Starfish Island bridge, go N and turn right off the road into a construction site of a building with red girders. Go up the ramps to the 4th, top, floor. Take a while to position your PCJ 600 in alignment with the girder sticking out to the N. It's about a foot wide but plenty long, and you might fall off if you try to correct your steering while speeding along it. Gun it and give it a right turn at the end of the beam so Tommy won't smack into the building below and ahead. J21 From the E end of the E to W street S of the Washington Beach police staton, go W to another concrete ramp. Veer right going off the ramp, and have brake/reverse ready to avoid the low white wall beyond. J22 From the big peachy arch at the E end of the Starfish Island bridge, go E. You might ease up to go right around the curb at the intersection; that curb has thrown my bike sometimes. Go into the lot with a pile of dirt sloped up against the low wall where there's an opening in the fence. Aim for the middle of the street beyond. Washington Beach J23 Go N of the 6th block from the S along the E side. Start your run W of the hill in the grass across the street to the N. Go S across the street and hit the wooden ramp at least hard enough to clear the 2nd one and land on the roof. (This is the 1st jump of PCJ Playground, I.27, too.) J24 Go to the N end of the N-S alley of the 6th block from the S along the E side. Go S and go up the stairs to jump over the street to a rooftop. (This is also done during PCJ Playground, I.27, except then you only need to drop off the end of the stairs and turn into the alley to the S of it. You'll use these stairs later for "Guardian Angels," I.42, too.) J25 The jump is done with the E-W stairs by the street that goes E-W across the N end of the 5th block from the S along the E side. Go W from the stairs to the low wall E of the lamp post which is N of the bench on the grass to position your bike for the run. Go E and over the stairs--veer left at the top to aim for the middle of the clearing between two trees on the lawn of the police station. You need to land on the lawn. Watch out during your run to the stairs for the invisible but solid stuff sticking out from the S side of the last tree you pass (ghost coconuts?). Have brake/reverse and a turn ready so you don't smack into the station. You have to be going fast enough to reach the landing area, but the landing area is small. (Lance Vance will climb the N-S stairs that share the same top landing as these stairs for "Guardian Angels.") J26 Start at the N end of the N-S alley of the 5th block from the S along the E side. Go S to the N-S stairs on your right and jump to the roof across the street. (You may have used this jump to get H10. This jump is also done during "PCJ Playground," I.27.) J27 Start your run most of the way N in the N-S alley of the 4th block from the S along the E side. Go S and go over the propped up wooden pallet on the right side of the alley. Go over it doing a left turn to aim for the clearing in the alley beyond. If you don't turn left enough, you may foster untoward feelings about the corner of a wall with a telephone pole by it up ahead. (This jump is also done during "PCJ Playground.") Ocean Beach J28 Use a PCJ 600 for this, after you've gotten credit for J29 with a Cheetah, because it's easier. (Who's numbering these things at the Bradygames place?) Do J29 with a PCJ 600 this time to get on the roof of the Beach Scooter store. Go up the stairs and turn left at the top to get onto the higher roof beside it. You'll only need about half of the W-E distance of that roof to make a straight run for the vent on the NE corner of the lower roof beyond it, and you don't have to gun it the whole way, to jump over the street to get onto the roof of the peach building with brown and pale blue markings. Land with brake/reverse and a turn. Another way to do it is to back the PCJ 600 to the W edge of the Beach Scooter store roof (use V for the distant back view to back up, then go back to the mid-distance back view) to get a runway to jump the stairs with. Go only moderately fast straight over the stairs, so you've added a little to the speed you can create on the 2nd roof, and land on it sooner to use more of the 2nd roof for acceleration. Gun it for the vent in the NE corner and jump to the roof of the building across the street to the E. Land with brake/reverse and a turn.) The jump from the vent to the peach building is J28. Then drive off the S end to the lower roof, then down to the street or alley. If you choose the longer drop from the landing roof to the street, level the wheels and use some acceleration as you land. J29 Using a Cheetah for this is easier because you may need to do this jump a number of times before it's counted when you use a PCJ 600. Enter the Washington Mall parking garage on the E side of the block, 3rd block from the E and 4th block from the S. It has a spiral ramp to the roof. Go from the SW corner of the roof to the middle of the slope at the SE corner and jump to the roof of the Beach Scooter store across the street--that's J29. (This jump is part of one of the ways given to get hidden package 8--I.19.) (If you want to try doing J29 and J28 in a row with a PCJ 600 after getting credit for both jumps, aim for the right side of the head of the arrow up ahead when you drive at the slope of the parking garage roof. Have brake/reverse ready to not smack the wall on the Beach Scooter store roof beyond, but you can probably continue on over the stairs there to try J28. If you gun it, this usually involves a right turn to the stairs and a left turn going up and off the stairs, then a corrective right turn on the roof beyond that to aim for the vent in the NE corner of that roof, which takes too much steam out of your forward momentum to make it worth it. Ease up on acceleration at moments to straighten that out so you have more speed to hit the NE vent with and gun it for that. See the 2nd way to do J28. You can do it and land on the roof beyond, but it can take a number of tries.) J30 Start your run at the S end of the alley that runs N-S through the 2nd block from the S along the E side. Go N and hit the propped up wooden pallet. You can try for the roof on the left--have brake/reverse ready for the landing--or gun it right and go for the distance into the clearing of the alley beyond. I usually go for the distance to the right. (And remember not to make the unpleasant mistake of trying to do this going N-S as you do with the two wooden pallet jumps to the N.) J31 Enter either end of the E-W alley (gray on your in-game map with a stub on the N side) of the 2nd block from the S and the 2nd block from the E. Go N into the parking garage, and go up the ramps to the roof. Go right to the NW corner of the roof to start a run to the concrete ramp at the SW corner of the roof and jump to the next roof to the S. You might look S from atop the J31 ramp to aim 1st, and see that you can veer a bit to the right going off it to try to get to the W end of the S side of the roof you land on. From that part of the roof you land on, you can continue S to land on another roof then drop beyond it to a lower roof, then drive off the right side onto the street and keep going. Dazzle and amaze your friends. J32 The jump ramp is the stairway in the "stilt" building, which is entered on the N side of the block, 2nd block from the E and 3rd block from the S. (You use this jump in "PCJ Playground," too--I.27.) Since this is the 1st Unique Jump of two in a row, start your run all the way back in the alley across the street to the N. Gun it N-S and go for the left of the middle of the stairs. J33 The vent on the pink roof you land on for J32. Keep going and gun it with a right turn over the vent. The game is usually generous about counting the jump even if you just smack into the indented area of the front of the building which has the roof you want to land on. J34 not available till after "Phnom Penh '86" (I.45). J35 not available till after "Phnom Penh '86" (I.45). Prawn Island J36 Drive a PCJ 600 over the bridge from the E island to Prawn Island. As soon as you're off the bridge, stop at the right with the back of the bike to the wall. Drive at the ramp ahead at the side of a building. Turn right going off of it to aim for a ramp on the roof of a 2nd building, where you need to accelerate to get onto the sloped upper part of the roof of a 3rd building. Have brake and right turn ready for the landing. If Tommy has a spill up there, he can jump or drive back over to the previous roof and return to the starting point. Once on the upper part of the last roof, drive around to the E end of it, and use V to get a long distance back view so he can back the bike to the edge without falling off. Then press V to get the mid-distance back view again, and gun it for the ramp on the W end, veering a bit right as he goes off. The jump involves flying over the street, landing on a roof, then quickly falling to a 2nd lower roof you brake on (try brake and reverse at once). (It's the roof H42 was on, and was used before doing "The Jump" at I.18.) If you're new to this and fall off the roof, you can drive out on the stairs on the SE side and try again. I.27 PCJ Playground To get to the bike used for this mission, go N from the N-S alley of the 6th block from the S along the E side of the E island. Go across the street and up the small hill in the grass to find a PCJ 600 parked in a corner of the S side of the Standing Vice Hotel. It's always there, and getting aboard always triggers "PCJ Playground." The timer doesn't start till Tommy passes through the 1st glowing disk, however, so you can send Tommy around before that and survey the locations of the jumps needed to get the 24 disks as long as you want. Once you trigger the timer, you have two minutes to get the disks. The 1st jump is Unique Jump 24 (I.26). Go moderately fast up the two ramps (passing over the 2nd ramp) to the 1st marker, remembering that this time you need control on the roof to hit another disk and come down left in the direction of the alley. Take it easy over the stairway used for Unique Jump 25 ahead--you just need to fall off the other side of the stairs and turn left then right into the next alley. You need more speed for the next stairway to get over onto a roof, the way you did it for Unique Jump 26, but you need to hit another disk up there and fall off the roof to the left in the direction of the alley again, so be careful not to overdo it. Go moderately, turning left as you hit the propped up wooden pallette you used for Unique Jump 27, aiming for the alley ahead to the left (do it the same way as for J27 and you'll go over the passing truck). Be ready in case you need to brake a bit--a 2nd truck sometimes passes across the next intersection ahead. There's a long straightaway ahead, but touch brake/reverse a bit midway so at the end you control the sharp left then right into the next alley, and then go along behind the pillars on the right and make the right turn through an E-W alley of the SE block just after that. The game can be generous about counting the disks of the sunken shopping center if Tommy is close enough to them--notice how you can aim the bike in midair by turning, and think in three dimensions. Go moderately, turning right, up the stairs and through a disk, get one on the left sidewalk, then skid left around the corner to the one on the left, going through it with a right skid that aims for the alley on the right side of the road. Go about midway back into the alley and turn around to start your runway at the 2nd (middle) telephone pole. You're going to gun it all the way for a spot about 2/3rds to the right on the stairway ahead in the "stilt" building--Unique Jump 32, but you're not shooting for Unique Jump 33 this time. The game will count you as having hit the marker at the top of the stairs on the right. Give it a touch of left turn at the top. Level the wheels once airborne. Have brake, reverse, and left pressed to prepare for the landing on a roof. You're hoping to be close enough to the last marker to turn left and run into it. Take it easy to get the feel of the course so you learn where you feel confident about laying on a little more speed as you get used to it. It might help to plot the course on a print out of a map and use it to rehearse without the timer running. You get $1,000 for success and each time you beat your previous time. I.28 Test Track and Trial by Dirt Trial By Dirt (Sanchez dirt bike) and Test Track (Landstalker SUV). Go to the dirt track at the NE end of Downtown. From the E end of the Hyman Condo alley, go E. Just after you pass the VAJ Finance building on the right, turn left off the road and go over an asphalt driveway between two buildings. The start of the track is where the Sanchez and Landstalker are always parked. Entering/boarding one triggers the mission designed for it. With the Sanchez, go clockwise around the track through the glowing disks twice. With the Landstalker, go counter-clockwise through the glowing disks twice. The dirt track has lots of twists and some bumps and a series of four humps in a row (wow--how 'bout it?). You might luck out driving fast over the humps, but you might luck out better if you pulse W instead. With the bike, do a lot of controlled turning skids, and don't try to gun it too much or the turns will be wider. With the Landstalker, which tips over easily if you turn over a bump or such, go slowly and carefully. Use A and D to try to keep the Landstalker from ending up upside down. (You might also see I.100.D.e: "How to change their mass, ability to stay upright and hug the driving surface, ability to survive in water, cornering and braking, top speed, acceleration, suspension, durability, and miscellaneous jazz" and consider trying -0.9 in column H in handling.cfg to make the Landstalker less liable to tip over.) The way it's supposed to work: If you succeed at Trial by Dirt, the next time you try it there will be four red ("explosive," but they don't explode if you run into them) barrels on the track to avoid. If you succeed again, the next time there will also be rain for the 2nd half or so of the run--the track becomes very slippery. If you succeed again, the next time there will be barrels, rain, and three Haitian gangsters with machetes on black Sanchez bikes (the only black Sanchez bikes in the game) that chase Tommy for most of the run. Actually, they just follow, but they will knock him off his bike and cut him with their machetes if he dawdles. If Tommy gets off the bike for whatever reason, he has 14 seconds to get onto a Sanchez and resume the course. Test Track is supposed to be the same except it replaces the three gangsters on bikes with a Security Guard in a black Rancher that will try to ram Tommy's Landstalker and yank him out of it. If Tommy leaves the Landstalker for whatever reason, he fails the mission. You get $100 the 1st time you pass the mission by getting all the glowing checkpoints in whatever race time, and the reward goes up by $100 to $200, $300, etc., each time you beat your old score with the same vehicle. The game doesn't require you to stay on the track or avoid the red barrels or go around them any special way--as long as you hit all the glowing disks (or even go near them), you'll pass the mission. The Dirt Track Stats glitch for Trial by Dirt: You can always get the Stats to record your proper best time for Test Track-- the SUV test. But if you do Trial by Dirt 1st and succeed with it quickly, you get paid $100 but your time won't show up in the Stats. (It appears in the Brief section--write it down.) It's remembered somehow by the game, though, because if you then do Test Track and succeed with it taking, for example, a minute longer, you can then do Trial by Dirt again but you have to beat your previous unrecorded time for it to pass the mission--and just to end up with the Stats giving it the long time score you got for Test Track! Likewise, if you do Trial by Dirt 1st and take a real long time to do it, you'll get paid $100 but your time won't show up in your Stats. (Check the Brief section for it and write it down.) If you then do Test Track and take, for example, a minute less time for it, the Test Track score will appear in the Stats. If you do Trial by Dirt again, you only need to beat your long unrecorded time for it by a second or more for the Stats to award you with the one minute faster Test Track time! How to adjust to the statistics glitch for Trial by Dirt How to see the Security Guard and Haitian gangsters: Since Trial By Dirt scores won't register in your Stats unless you do it after Test Track (a programming glitch), do Test Track 1st. Do Test Track REAL slowly--have a snack or smoke a cigarette--before finishing two laps. Then do Trial By Dirt even more SLOWLY. There are two guiding points here: one, you only get paid subsequently if you beat your previous score, so get a real long time score for Test Track you'll be able to beat easily a few times; take even longer for Trial by Dirt so you know you just have to beat the Test Track score the Stats give it (and not some faster score the game will hold you to but not show and which you might forget). And two, we want to make the red barrels, rain, and, finally, three Haitian gangsters on black Sanchez bikes, and Security Guard in a black Rancher, appear on your subsequent efforts as you beat your previous scores, to get the most mileage out of what the game can do. No matter what you do, your Trial By Dirt score won't register as any better than your last Test Track score, which won't be great because the Landstalker tips over so easily, so you're screwed for Trial By Dirt, anyway. To plan a dragged-out time, remember that the last two disks for Test Track are the one half buried in a valley and the one above a hump. The last two for Trial by Dirt are the two at the end of the short non-solid flag posts on your right--later, after the red barrels. I got to see all the bonus events if I did Test Track slowly and next did Trial by Dirt even more slowly. I then had the Test Track score for both events. Then I beat that time by just a bit with both vehicles, then beat that Test Track time by just a bit with both vehicles, etc. Eventually, the Security Guard and Haitian meanies appeared. Again, don't worry--the Haitian gangsters follow more than they chase if you drive all right. Now go ahead and tear up the track with the Sanchez as best you can, considering that the rain will screw up the track. If you want a black Sanchez for one of your garages, have Tommy use the Minigun with a bit of distance so he doesn't get surrounded and attacked. You can lure an Haitian gangster away from the track, but you have to drive very slowly and check behind you now and then to make sure he's still there. You get $100 the 1st time you pass the mission by getting all the glowing checkpoints in whatever time, and the reward goes up by $100 to $200, $300, etc., each time you beat your old score with the same vehicle. Landstalker: Ford Explorer '86 Sanchez: Kawasaki KX/Yamaha DT dirt bike How to get the cab driver to run the course Another thing you can do is have a race on the track. Go SW from the starting area and out between the buildings to the street. Have Tommy jack a vehicle that's driven by someone who tries to jack it back, such as a Taxi or Cab, or anything driven by the paunchy white street lady or the guy in a light jersey with dark hair and sunglasses. If you use the Taxi, the driver saunters over slowly to get it back. Lure him by driving slowly over to the track, then let him jack it back. He'll start driving around the track. (The technical explanation is that pedestrians walk where they walk, and drivers drive where they drive, guided by the computer paths programmed for them. The dirt track has one meant for the three Haitian gangsters.) He drives as fast as if he were on the street, which is reckless on the dirt track. He may flip on his side and keep accelerating till he falls back onto four wheels and keep going. You can get on a Sanchez and race him if you want. But he drives dangerously from side to side, so you may just want to have Tommy run around so you can watch him flailing around the course. (Thanks to spaceeinstein's web site for the idea about races on the track.) The same gimmick works at the RC Bandit dirt track on Washington Beach, except the driver doesn't go dangerously from side to side there. It's easier to drive beside the Taxi there, or to have Tommy take a ride on the roof of it there. I've also had criminals show up driving around one of the dirt tracks, especially badly on the Downtown course, for the vigilante mission with the Hunter, and law enforcement vehicles driving around one during one of Tommy's high wanted ratings. The other off-road prorammed paths for vehicles I know are the ones for the several vehicles that drive in a procession, and for the security guard in a Baggage Handler, on the S tarmac of the airport. If you can get a Viceport Packer--ramp truck--driver, like the construction worker in a yellow hard hat, to go there, the Packer could be a moving jump for your PCJ 600. You can speed up luring him to the tarmac a little bit by occasionally stopping it with the ramp in front of him; he'll walk up the ramp about halfway and drop off the side, during which time you can use a little more gas. Once there, let him jack it back somewhere away from the loading platforms; the baggage handler scoots under a jet, but a Packer won't. Have the PCJ 600 by that spot beforehand, and try to stay near the Packer so it doesn't disappear. I've seen a variation of the normal use of programmed paths at Leaf Links golf course, too. There's a loop of road behind the club house that you might find a Caddy driving on. If you follow it, it may drive on the various roads there then over the grass of the golf course. But sometimes, you see some other vehicle appear there, like a Banshee, which does the same thing. I've also had criminals show up driving around one of the dirt tracks, usually badly, for the vigilante mission with the Hunter, and law enforcement vehicles driving around it during one of Tommy's high wanted ratings. I.29 Cone Crazy To get to the Ocean Beach parking garage, go to the 2nd block from the S and the 2nd block from the E of the E island. A gray mark on your radar indicates an E-W alley there, with a stub sticking up N from the middle of it. Enter either end of the alley and drive up the stub to enter the garage, then go to the roof. There's always a Stallion parked there. It's a two-door with dual exhausts, a split front grill, and may be a convertible or a hardtop, parked just W of middle of the N area of the lot. Have Tommy enter it to trigger the mission. You can skip the intro by pressing W. You have to drive the Stallion through five glowing disks and not hit any of the traffic cones (red with a white band). Your effort is timed, starting when the Stallion passes through one of the five disks. Each disk adds twelve seconds to the timer. A map to help you plan your course As with PCJ Playground, you can survey the situation 1st. It looks a little like this (the asterisks represent the cones, and the numbers are the order Rusk went through the disks in, which works for me; my best time so far is 20 seconds): south -------------------------------------------- | 2 * |__* <--ramp which slopes up | 3 from the E and N. |___ The cone below 2 should * be at the inside corner atop the ramp. ---------- * * 1 way out * * * * ---------- east * west * * * 4 * <-- 4 has a semi-circle of 16 cones * around it, open at the NW, and another * cone beside it on the NW side. * * * * * Stallion * 5 * -------------------------------------------- north As the Brady guide explains, you get the most time quickly by going through 2 and 3. Rusk's idea to clip 1 with the left front corner of the car lets you reverse and shoot for 2 and 3 quickly. Just go fast enough to get up the ramp, then ease it around and down; remember, it's a 90 degree turn. This gives you plenty of time to get 4 and 5. One time I surveyed the situation, before starting the timer, and I knocked over a cone but it wasn't counted against me during the mission. It's probably just a glitch, because another time I did the same thing and failed the mission before the timer started. If you want to retry the mission, park the Stallion where you found it, then exit and enter it. You get $200 the 1st time you succeed, which doubles each time you succeed after that. Stallion: Pontiac Firebird '67 except with two head lights, not four, and vertical rear lights instead of horizontal ones. (It's fast with bad road grip and cornering ability.) I.30 Top Fun van: RC Bandit, RC Baron, and RC Copter. Top Fun van: a dirty gray van; on either side are three red stars above which are two horizontal red lines, between which is a horizontal blue rectangle with "top fun" printed on it in white letters. (It's also used in "Demolition Man," I.39A, and "Bombs Away!" I.88.) Entering one of the three Top Fun vans triggers an RC--radio controlled-- vehicle mission. Tommy stays in the van and controls the other vehicle with a radio frequency device. (So "aspirine" won't work on the RC vehicle--Tommy's not in it.) You can skip the intro by pressing W. You can exit the mission by pressing the LMB to blow up the vehicle. You can try again by re-entering the van. (Sometimes, you need to move it a bit forward or backward, exit and re-enter it, for it to kick in.) You might not take any vehicle you value to the mission. Sometimes they've disappeared when I've gone for them afterward. RC Bandit Enter the Top Fun van on the N area of the E island beach and to the E of the block that looks like a cartoon nose pointed W. This two lap race with an RC car against three others is miserable. If I had to pick a couple of the most dislikable parts of the game, this would be one of them. The packed sand course is slippery, has bumps and some sharp turns, and the collision factor of the surrounding walls causes the RC Bandit to get stuck on them unless you're driving fast enough to overcome it or carefully enough to avoid them. It always took me a lot of tedious trial and error to beat this. There's no timer to stop because you have to beat the other cars regardless of the time it takes. Demarest's way to alter the handling.cfg code for RC Bandit (THANK you). An advantage of the PC version is the ability to modify the files for the game. I tried adjusting the top speed, acceleration, and traction in sand, and it only made things worse. I gave up on it, and figured this was the best Rockstar could do. I thought they should have dumped the idea and put something else there. Demarest, of the GTA Forums web site message boards and Liberty City mod team, had a very helpful idea for me. If you change the Bandit's handling, you change it for the three competing Bandits as well. So you have to come up with something that's to your advantage, given your driving ability compared to how the competitors are programmed to drive. He wrote that you could make it easier with a file change. (If you do that, 1st go to C/Program Files/Rockstar, right click it, click "Properties," uncheck the green dot to make it a writable file, and click "OK" a couple of times so the subfiles and folders are writable, too.) Go to the data/handling.cfg file. Copy the line after RC Bandit somewhere, like Notepad, as a backup, then change the original to this (making four of the numbers different): 2000.0 0.8 1.5 1.0 0.0 0.05 -0.1 70 1.60 0.75 0.49 1 75.0 80.0 4 E 5.5 0.50 0 25.0 0.8 0.1 0.2 0.05 500 0.28 -0.08 0.5 0.0 0 0 1 In other words, change B from 100.0 to 2,000.0, change J from 1.10 to 160.0, change O from 35.0 to 80.0, and change V from 1.6 to 0.8. This increases the mass, acceleration, and cornering traction, decreases the spring force of the suspension. If, like me, you'd rather win this in a handful of efforts instead of hours, I can happily recommend it. You get $100 for coming in 1st. And, thanks to Demarest, you can take the sign off RC Bandit that says, "Not for human beings." RC Baron Enter the Top Fun van on the NW corner of the top floor of the North Point Mall parking garage, which is on the NW side of the mall. This is a one run course race with an RC biplane against three competitors. Go through disks down the W side of the E island, around the S end, and a bit up the E. You fly over the roads just over lamp post height most of the time. Remember to fly past the end of the "cartoon nose pointed W" block and cut across the water to make a right turn that goes between palm trees to get another disk over the road. Remember to turn right over the pizza shop roof to fly over the channel to resume following another road from above. Remember to make a hard left at the S end of the island and go up for a disk then right back down so you don't smack into the back of a billboard. Remember that the horizontal white traffic posts over the road are non-solid. If you're new to the course, look at your radar for the dim red dot beyond your next one, which is bright, and do the same with the disks on your screen, to help you plot the course. Ironically, though Rusk makes the PS2 RC Bandit sound easy and it isn't on PC, this one isn't so bad on PC as Rusk makes it sound for PS2. Remember to keep W, acceleration, going the whole time. Use A for left, D for right, Number Pad 6 for up, and Number Pad 9 for down. Once it gets going, W is enough to keep it aloft, and you'll usually just need to push the plane down with NP9 now and then. A sharp turn makes it dip, but you can compensate for that with NP6. If the plane hits the ground, turn it to an open area and get it flying on course again. I hit the ground with it twice and won, anyway. I've played the game a number of times, so I'm used to the course and the game physics for the plane, and I usually get this my 1st time now. Rusk's latest update notes that if you switch the "camera" view (with V) to 1st person or cinematic in a vehicle before having Tommy enter the Top Fun van, it changes the "camera" view for the RC Baron from above and behind to behind it. (If you try to send it into the mall, it blows up. If you try the Washington Beach police station, the doors are closed. The only ulterior use I found for it was to use it with the various land and sea vehicles to practice for "Bombs Away!"--press LMB to make it blow up.) You get $100 for coming in 1st. RC Raider Pickup (using the RC Copter, the file name for the helicopter in handling.cfg.) Enter the Top Fun van in the S parking lot of the airport. To get to it, go down the road that goes down the middle of the S end of the W island. Where the road divides, go right, then through the entrance on your right--it's on your left. Leave your vehicle about half past the white building to the N of it so it doesn't disappear. You fly the wobbly RC Copter through 20 disks placed one at a time around the S tarmac and structures of the airport and the "Vice Surf" billboard. As it goes through one, check the radar and screen to find out where the next one is. It's timed, but it's not a race and there's no time limit, and you don't have to try to best your previous time unless you want to for your Stats, so the pressure is off. (I let the timer run to see if there's a time limit, and gave up after 50 minutes.) The easiest way to control the RC Copter is to use nudges of A or D to point the teardrop-shaped icon on the radar at the red blip you're aiming for, then use little nudges of NP9 to go forward. Use turns with Q or E sparingly because they have a tendency to oversteer, making you repeatedly press one then the other if you press one of them. If you use them, wait for the "camera" to swerve behind the helicopter before you go forward. It's slow, so be patient, or you'll waste time making it swerve and wobble and getting reoriented. Try patiently making smaller presses of the buttons to get the RC Copter to mimic the behavior shown with a bigger helicopter as best you can. The last disk is between the blue crate, at the S end of the crates under the shelter, and the red crate S of that. I think the wobbliness of the RC Copter is due to certain normal game physics for an average sized helicopter being applied to a tiny (3'?) one. Held too long, A. D. NP6, and NP9 make it do a loop de loop, and Q and E make it swirl in circles. The "camera" only uses the speed to get behind the subject it usually uses. So the "camera" is usually busy trying to swirl to stay behind something that makes a big degree of arc if you turn with any more than the least movement. (Try a mid-distant back view for the Hunter to see the other extreme.) See "I.100.D.eee Helicopters--How to make the RC Copter easier to fly" if you'd like to change the data\handling.cfg file and make it easier to fly the helicopter that's the hardest to control. Be careful to avoid banging into things because the RC Raider will burn and explode--again, "aspirine" won't work because it's not a vehicle Tommy's inside of. You get $100 for doing it. Top Fun van: GMC G2500 or Chevy G-20 van I.31 Hyman Memorial Arena: Hotring, Bloodring, and Dirt Ring The Hyman Memorial Stadium is the most NW structure on your in-game map and radar. Have Tommy enter it on the E side between 20:00 (8 pm) and midnight, when the door in the middle of the upper landing is open, to cue the mission. Check the billboard and the moving message in lights in front of the stadium to see which of the three events are available that night. One of the three events are advertised on them for 24 hours beginning every midnight. You can read the billboard from the roof of the Hyman Condo. Entering the stadium triggers the adverised mission. You can exit the mission by having Tommy enter a shaft of light in the location shown in the intro. (If you exit the mission, the screen says you "bottled it," which is U.K. slang meaning you lost your courage.) You can advance the game clock six hours by saving the game, and set it so Tommy has plenty of time to get to the stadium while the entrance is open, such as by setting a game to start at around 20:00 with Tommy at the Hyman Condo. If you fail the mission, you can then erase the effort by starting a new game and load your earlier save game to get Tommy back to a convenient time and place to try again. And a couple missions have some off-the-wall unofficial side thing or two you can do with them. Hotring 12 laps around an oval track with aggressive drivers that crash, burn, and explode a lot. You can skip the intro by pressing W. Your effort is rewarded if you come in 1st, 2nd, or 3rd, which, along with your best overall time and best time for one lap, is recorded in your Stats. Sometimes speeding carefully (be ready to slow down and brake since you can't drive through metal) through the opening onslaught can work. Touch the brake to help turn to the inside without hitting the wall. Use your handling skills, because that floor can get slippery when you're trying to press your limits of control and speed. Using "aspirine" is faster than going to the pit stop and waiting for it to repair your car. How to be the only one in the Hotring A variation you can try is to drive into the blackened alcove along the outside wall. Back into the back wall with the passenger side against the side wall. Have Tommy get out, equip him with the Minigun, and have him blow up the other contestants. One choice then is to drive the race uncontested--you won't have as fast a time as the regular way, but you'll come in 1st. Another choice is to go back into the alcove and you'll see a car flashing on and off. This represents your replacement contestants you've blocked off trying to get out to the track. (When you drive the race normally, you can get smacked by them flying out of this alcove.) If you have Tommy shoot the Minigun at it you can get hundreds of Tires Popped with Gunfire in your Stats in a minute. (Thanks to spaceeinstein's web site for these Hotring variations.) You get $5,000 for 1st place, $1,500 for 2nd, and $500 for 3rd. A trophy will appear on the TV at the mansion. Hotring Racers: Hotring Racer 1 has a front end that looks like a Chevrolet Camaro Iroc-z '85, Chrysler Laser '85, or a Chrysler Daytona '86. The styling of the back end is more like that of a small sedan than a hatchback--it looks like the front end of one of those cars listed was grafted onto a mid-1980's NASCAR racer. The engine hood always has decals advertising "THE BURGHER SHOT" and "Pets over night." Hotring Racer 2 The body overall looks like a mid-1980's NASCAR racer--like something Bobby Allison or Bill Elliot would know about. It looks a little like the Chevrolet Monte Carlo Dale Earnhardt drove in 1986 except with the grill made narrower and the grill and headlights set lower on the front. The engine hood always has decals advertising "Drink Sprunk" and "SUMO." You get Hotring Racer 2, as the cheat code calls it, at Sunshine Autos after you complete the 4th vehicle list there--after I.63. Bloodring A demolition derby on a slippery dirt oval with high sloped sides. You can skip the intro by pressing W. You have a short time each time to drive through one glowing yellow disk worth ten seconds in a succession of such disks, and thereby add to your time score, which is measured in 60 second increments. Another car may get to the disk 1st, so you have to try for the one that appears afterward in another location. You have to get that up to 60 seconds to pass the mission the 1st time, 120 seconds the 2nd time, etc. You fail if it goes down to zero. The Stats also count the number of other motorists you killed. One unusual car damage rule is used for this: if you hit another car, you only damage it, and if they hit your car, they only damage your car. After you get the time up to 120 seconds, you might want to just play at seeing how many cars you can blow up. This is another one you might want to use "aspirine" for. The game sets your car upright if it flips over, but not always fast enough to keep it from blowing up, or the time from running out, while the other cars are banging into it. Use A and D to try to set it upright. I reload the game if Tommy gets wasted. Just go forward, brake, go backward, go around the sides instead of through the chaos in the middle if you have to, so you go through the yellow disks. This becomes easier after you get 100% completion for the game, because any vehicle Tommy is in will be able to take twice the damage. You get $1,000 for each success and $100 for each car destroyed by you or anyone else. A trophy will appear on the TV at the mansion. If you succeed in getting 60 seconds worth of yellow disks, a couple of Bloodring Bangers will always be at the SE side of Hyman Memorial Stadium. Bloodring Bangers: as I wrote in I.9.B, I don't think these look exactly like any real cars but each looks like hybrid of two real cars--a 1957 Chevrolet Bel Air and a 1961 Dodge Dart. One looks like a "Vice City" Oceanic and the other looks like a "Vice City" Glendale, each customized for use in a demolition derby. (Both of them make it seem like the nice small car manufacturers described in that section said, "You know what? I don't think people go for traction at all." If you want an actual '57 Chevy Bel Air, and all in one piece, go to I.100.D.e for DiCanio's or Klarnetist's mods.) Dirt Ring A stunt course in an oval county fair carnival-like setting. You can't skip the intro by pressing W for this one. Drive through the glowing disks amidst loop de loops, a short dirt track which includes one disk you need to pop a wheelie to hit, flaming hoops to jump through, and acts of driving legerdemain over junked cars (pop a wheelie to get onto one), boards, and jagged pieces of white wall turned narrow side up. If you fall off the bike and don't get back on in 30 seconds, you fail the mission. How to pick your time for the dirt bike event There is a gimmick you can use to fool the mission clock, if you want to. Get a Sanchez and drive it into the entrance to the end of the room. Back up till the camera angle changes, then hit F twice to have Tommy get off and back on. This can take some trial and error and repositioning of the Sanchez to make it work. When it works, the interior of the stadium loads--the cutscenes of the carnival-like setting are shown--while Tommy boards the bike. Then you're back in control of Tommy, who's sitting on the Sanchez he drove in with. A pink arrow points down at the Sanchez intended for the mission--the timer won't start till he gets on that one. You can have Tommy drive through the glowing disks with the Sanchez he went in with, but leave one disk for a real easy stunt. Then have Tommy get on the other Sanchez, starting the timer, and drive through the remaining easy stunt creating whatever time you like. (You can even drive through all the disks before getting on the intended Sanchez, at which time the timer starts and stops in the same instant, creating a time of zero seconds, although that looks a little absurd in your Stats.) You get $5,000 for over 10 min., $10,000 for under 10 min., and $50,000 for under 5 min.. A trophy will appear on the TV at the mansion. Sanchez: Kawasaki KX/Yamaha DT dirt bike A billboard outside the oval says "VICE STREETRACER EARN CASH NOT KUDOS." The same message is over the map at Sunshine Autos for the street races (I.71). This may be a rib of games like "Stuntman" and "Need for Speed Underground," etc., where you earn cash, kudos--points, and vehicles. I.32 Rampages There are 35 Rampages, each triggered by going into a skull icon on foot. You have two minutes to kill some number of a gang or destroy so many vehicles with the weapon provided (you can't scroll to a different one). The gang at each icon is chosen randomly with each attempt. Have full health and armor for Tommy 1st. Rusk's latest update notes this idea from Monkey Man: before the rampage, switch to the same weapon slot as the weapon provided by the rampage or the weapon you had in that slot will be gone afterwards. If you fail, the skull icon appears again, but I would save nearby so I could reload the game and be conveniently nearby rather than save a mission failure. You'll probably be able to do most of them the 1st time, though. You might wait to do certain Rampages after getting the Fast Load feature from "Rifle Range." It especially speeds up the shooting speed of the Rocket Launcher and either sniper rifle. When shooting at groups that run to Tommy to retaliate, have him get some distance so he can shoot them in the order of their proximity to himself before they can get close. If any get closer, have him back away and shoot. If worse comes to worse, have him run away a bit then turn and continue. A weapon can be useless when the target is right beside Tommy, and you can't scroll to Fist/ Brass Knuckles to have Tommy punch his way out. If Tommy doesn't get a retaliator before going to next nearest target(s), the ignored retaliator may shoot away Tommy's armor and health. When doing a forward drive-by on a PCJ 600 or Sanchez, do something similar, using some slow to moderate forward movement so you can control the bike while you waggle side to side to aim your shots. Only go faster to get to the next spot or elude any close gang members or police, who will knock Tommy off the bike. On a bike, I'd plow through a number of clusters trying to get most or all of them without worrying about any strays that were missed, then return over the area to get the new batches that appear. Otherwise, go after the targets doggedly, since some rampages are more generous about providing targets than others. You can listen for the gang's typical chatter as well as look to figure out the whereabouts of the targets. Rhino cannon shots count for certain ones, as was true in "GTA III." (See the "Rhino Tank FAQ" by Azraelot, aka Mathew Rorie, in the "Grand Theft Auto III" section of the Gamefaqs web site.) Unfortunately for drive-bys, the "Vice City" Rhino tends to shoot over the target's heads. You get the most targets with it by shooting at walls targets are by to get them with the cuncussive effect of the blast, and that doesn't come up often enough with some of them. I wouldn't use it for R20, for example, for that reason. It makes any vehicle destruction rampage easy, for example, which especially stands out as a help for one like R1, which doesn't create enough targets for the originally intended method. The recent updates by Rusk include the use of the Rhino with most of the rampages. I won't guarantee the same results for all of them on PC. For example, the Minigun, Chainsaw, M4, and Katana originally intended for some are already very easy to use on PC. A few that are a bit harder as originally intended, like R20 or the two Little Haiti rampages, were a bit harder with the Rhino, too, but so were a few that are easy the original way. And the Rhino disappeared for some, like R4 and R5, if Tommy just went into a building or yard and came back out. Have Tommy exit with the door open to try to keep the Rhino in the game--I never realized how prone it is to disappearing. The ones that were the easiest for me with the Rhino as an fun alternative, besides the vehicle destruction rampages, included rampages 3, 6, 7, 22, 23, 26, 27, and 30. Drive-bys count for vehicle destruction rampages. The PCJ-600 and an MP might work, and the "EP" Admiral and an MP might be even easier, if you try that, but I'd rather use the Rhino for them. Hunter and Sea Sparrow machine gun bullets count for certain ones, and Hunter rockets count for certain others. If you use the Hunter rockets, you might want to use "aspirine" to heal it if you bang it into the lamp posts, because the PC Hunter rockets don't have auto-aim, and don't have Tommy shoot anything close by or he'll be wasted in a moment. You get $50 for the 1st success, and the reward goes up another $50 each time. After the rampage, you can also gather any money and weapons the targets left behind. Any wanted wanted level created by a Rampage disappears after the Rampage. It isn't great for Wanted Stars Attained/Evaded, but what can you do? Rampage icon reached by helicopter or boat: R1. (I recommend the Hunter helicopter.) Rampage icon reached by helicopter only: R28. Rampage drive-bys: R12, R17, R22. (I recommend the PCJ 600. If you modified the Pizza Boy for I.21 and didn't change it back, you might use it.) Rampages to destroy vehicles: 1, 31, 33, 34. (I recommend the Rhino tank.) Rampages with a Chainsaw (see I.10 Weapons for the segment about fast chainsaw attacks): R6, R13. Southern Ocean R1 On the wooden platform with no roof (where H1 was) W of the light house and in the sea in the middle of the S area of your in-game map. Destroy ten vehicles with a Rocket Launcher. The game normally doesn't produce enough targets in this location. You can have Tommy fly to the street by the light house on the E island with the Rocket launcher and find targets more often, or you can have him use the Hunter and hunt for boats with the auto-aim machine gun, which counts for this. You could also fly Tommy over to a Rhino, stored at Sunshine Autos, to do this. Rusk has advice which works for PC: do this in the day and have Tommy get a three star wanted level before flying to the platform so he has police boats to shoot. (I'd just add that you should have Tommy shoot from the stairs or where there's no railing or he'll be damaged or killed by the blast. Completing the rampage removes the wanted level, but adds that many stars to Attained and not Evaded in your Stats.) Ocean Beach R2 On the gravel path. not on the map or radar, that winds SE from the S end of the E-most road. Ply 30 gang members with Molotov Cocktails. Save at the Ocean View in case you want to redo this. This one is very easy, so you might plan to do this one when you're ready to try the Firetruck mission. It's an easy way to get a Firetruck on the east island. The truck usually shows up, and you can redo it if it doesn't. Just make sure Tommy is far from the targets he throws Molotovs at, and doesn't go near any fires he starts, because he can lose a lot of armor and health if he catches on fire for a bit. He can tolerate it once, maybe twice, with full armor and health. The game creates more than enough groups of targets, and there's a lot of money to pick up afterward. Washington Beach R3 On the little section of beach at the S end of Washington Beach. Show 30 gang members how they do it at Big Bill's Bowls with a vehicle. Take a fast car to get the icon. Then just run over targets convenient to get on your way to the sidewalk by the street or you'll waste time sliding around missing targets on the slippery sand. Drive up and down the sidewalk and over groups of gangsters. The Rhino works for this, too, but it's slow, so use the gimmick of firing the cannon backwards to speed it up if you do that. Ocean Beach R4 On the SW corner of the 1st floor roof of the Ocean Beach parking garage. Go inside to the 2nd floor and jump out onto the roof. The garage can be entered by either the E or W end of the E-W alley of the 2nd block from the S and E. (It's the same garage used for J31 and "Guardian Angels.") Zoom in insightfully on 25 gang members with the .308 Sniper Rifle. Equip the scope with the RMB and zoom with Z and X. If you don't see targets, look away, equip the scope, and look back so the game generates them. R5 From the entrance to the stilt building (the N side of the 3rd block from the S and E), cross the street to the farthest left opening between hedges. Go through it, continue between some buildings, then go right; the icon is behind a tree. Impale or behead or leave the mark of Zorro on 10 gangsters with a Katana. You can't just cut the targets with the sword, you have to push it through their bodies or cut off their heads. The LMB fast attack gimmick doesn't help with this. If you want to try a Rhino drive-by, though you usually only get targets that are killed by walls you shoot the cannon at, this is a good choice because you only need to get ten targets. R6 It's past the opened door of a pink wall, which is S of the gas station and on the E side of the block, 3rd block from the S and E. (A plaque by the door can be read with the Sniper Rifle scope: "Cochrane Heights Condominium"; "GTA III" had the Cochrane Dam.) Gang dismember 20 gang members with a Chainsaw. Have Tommy jump towards targets, then walk him at them, then hold down the LMB, too, to have him hold the Chainsaw before him, and steer with the Mouse, to speed him up a lot for this. He's liable to attract police attention, so, when you're done, have him run to the bribe in the sunken shopping center in the middle of the 2nd block from the E and 2nd block from the S. R7 On the lawn by the SE corner of the W of the two Ocean View Medical Foundation buildings N of the NW curve of the 2nd block from the S and 4th block from the E. You can have Tommy jump from atop a vehicle, even a bike, to get from the entrance area to the raised lawn beside it to the E. Rifle down any objections created by 25 gang members with an M4. Go back and forth on the raised area to keep retaliators and policemen at a distance. R8 On the lower SW section of the top floor of the Washington Mall parking garage (also used for J29). To get there, go up the spiral ramp on the E side of the block, 4th block from the S and 3rd block from the E. Aerate 25 gangsters with your Shotgun, Junior Walker. Have Tommy get the rampage icon, go to the middle of the roof, and jump down onto the upper walk of the mall. Have him go at the gang clusters with some speed because this one doesn't always create enough targets. If the look around then look back gimmick, and looking around, doesn't create enough targets on one floor quickly, try the other one. Rusk's recent idea for the Hunter, firing the rockets from over the water at the gangsters near the wall along the sidewalk by the medical building, is a good alternative. Washington Beach R9 Go E from the E end of the Starfish Island bridge, go right, and turn off the road to the right to go up the steps with potted palms at the top. Then go left to R9, which is between the E end of the pink and dark peach house and the dark peach wall. Demonstrate martial law to 25 gang members with an MP. Run around the patio getting groups of gangsters. The MP lets you move and take down targets quickly. Vice Point R10 At the E side of the Standing Vice Point Hotel just S of the opening between the hotel and the wall around the back pool area. The hotel is N of the 6th block from the S and 1st block along the E, and S and across the street from the Malibu Club. Gently but firmly put your foot down to 30 misunderstood miscreants with a S.P.A.S. 12. Have Tommy run around another patio getting groups of gangsters. Chose a distance you can pick off the retaliators of a gang with considering you can't move quickly with a shotgun. R11 At the end of the high dive board behind the Standing Vice Hotel. Be-still 30 restless gang members with a .308 Sniper Rifle. Use the look away, re-equip the scope, and look back gimmick to create targets. The game should produce enough of them to get this the 1st time. R12 It's at the end of the road that ends in a loop W of the Malibu Club. Drive-by to soften the hard outlooks of 35 rebels till they feel all U-zI inside. (Normally, I'd recommend that you use a PCJ-600. But if you modified a Pizza Boy for I.21 and left it that way, use it.) The easiest way for me to do this was as a PCJ 600 drive-by shooting. Use the usual concern to have Tommy start shooting when you feel you can pick off all the retaliators that may rush to him, with the added concern to move forward just fast enough to waggle your aim side to side, and with the added benefit of being able to speed off if they get close. Rhino cannon shots count but, unfortunately, it tends to shoot over the target's heads. You get the most targets with it by shooting at walls targets are by and killing them with the cuncussive effect of the blast, and that doesn't come up often enough. R20 is a bit easier with the Rhino. Hunter and Sea Sparrow machine gun bullets don't count, but Hunter rockets count. If you use the Hunter, you might want to use "aspirine" to heal it if you bang it into the lamp posts, because the PC Hunter rockets don't have auto-aim, and don't shoot anything close by or Tommy will be wasted in a moment. R13 Go E from Leaf Links club house, over the hump in the road which is a little bridge, then go N off the road through an opening between the concrete wall and the beige wall of Mercedes' house. Go left to R13 on the S end of the pier. Break down 20 gangsters walls of alienation with a Chainsaw. As mentioned in I.9.A, Left Mouse Button Attacking, it can help speed Tommy up for this to pulse jump, Space Bar, till he's near a target. Then walk him, W, toward it and add the LMB, and keep holding down both so he keeps the Chainsaw pointed forward while you walk him into targets. He's liable to attract the police; there's a bribe behind the building across the street SW of the base of the road that ends in a circle. I've had a glitch a couple of times that caused this icon to reappear after I did it and the next several rampages. It stayed done after I did it again. So if you do a few more and find you're one short, try looking here. R14 Go to the N end of the E side of the beige wall around the back of the building with several big horizontal bands of different hues of beige, which is across the street to the E of the N end of the E side of North Point Mall. You can also approach R14 from the NW side of the beach. See how lucky 25 punks feel about your .357. It's true, as Rusk suggests, you might go into the Mall to reduce police attacks, but I got more targets more often on PC doing this with Tommy on the nearby sidewalks or by staying on the beach where the icon is; you can go to the E shore, where peds and police don't spawn, if you want to evade the police. R15 Just S of the E entrance of North Point Mall. Make the area around the mall more spacious to the tune of 35 less loiterers with your M4. You can have Tommy get targets quickly at some distance with an M4. Do this on the sidewalk and street or the beach nearby like R14. R16 Over the raised planter in the middle of the W side of the 2nd floor of North Point Mall. Chaperone 30 gang members to another level of being with a Rocket Launcher. Have Tommy keep moving, and look and listen for targets. One bazooka blast can kill a bunch, so don't get Tommy too close to them or anything else when he fires or you'll hurt or kill him. R17 Along an E-W stretch of the road at the N end of the E island, on the W section of that stretch, on the N side of the road, is an apartment building with a sloped driveway at the E side of it. Go up the driveway and you'll see R17 behind the building. Drive-by 30 social aberrations and playfully call out, "I see you-- Uz-I?" (I recommend taking the PCJ 600 to this function. Again, if you modified the Pizza Boy for I.21 and left it that way, you could use it instead.) As with R12, use the drive-by advice given at the start of this section. For a little variety, you might want to use the Hunter rockets. This one was easier for me with the Hunter than R12 was, and which I didn't recommend it for. Downtown R18 Go E from the E end of the Hyman Condo alley. The V.A.J Finance building is the 2nd from the end on the right before the road curves S. The icon is S of the huge statue of a bowling octopus on the patio that runs through the building. Brink the chasm of misunderstanding for 30 sorely misunderstood misanthropes with a Minigun. Are you kidding? You've got a Minigun. It would be harder to screw this one up. Try to focus your wanton destruction just where you need it to be to minimize police attention. ("VAJ," pronounced "vadge," is U.K. slang for "vagina." Likewise, "vagetarian" is U.K. slang for "lesbian." Thanks again to: http://www.peevish.co.uk/slang/) R19 Go W from the W end of the bridge from Prawn Island to the W island. It's atop the winding stairway on the W side of the 2nd building on your right. Brighten the neighborhood with 40 Molotov-moistened malcontents. Keep a good distance between Tommy and targets unless you got the fireproof feature from succeeding with the Fire Truck mission. R20 At the top of the long set of stairs S of the Downtown Ammu-Nation. To get to the stairs, go W from the W end of the bridge from Prawn Island to the W island and make the 1st left--the stairs are on your left. (The stairs are also used for J2 and "Hogtied.") Clarify some fine points of the handgun laws to 25 lawbreakers with a .357. As usual in such things, have Tommy start shooting at a group with enough distance so he can pick them all off as they run at him to retaliate. You might try the Rhino for this, though you mainly kill targets who are near walls you shoot at, because there are a lot of walls around the area. If you do, just stay in the area and give yourself enough room to turn around in away from attackers. Hunter rockets count--again, you mainly get targets by shooting at walls they're close to. If you use the Hunter, you might want to use "aspirine" to heal it if you bang it into the lamp posts, because the PC Hunter rockets don't have auto-aim, and don't shoot anything close by or Tommy will be wasted in a moment. R21 By the walkway to the floating helipad at the Hyman Memorial Arena. Diminish the attendance at the Hyman Memorial Stadium by 30 gang members with a Flame Thrower. Have Tommy keep moving, including back and forth on the upper walk of the stadium, to generate targets, which you can often hear. If you have the fireproof feature, just go nuts. The Hunter rockets work for this. There are enough stairs and walls around to get targets with the concussive effect of the blasts. R22 In the alley on the W side of the building S of the Well Stacked Pizza store at the SW corner of the Downtown roads. Subjugate a subdivision of 35 subversives with your submachine gun till they're subdued. (Use a PCJ 600 with the Uz-I provided.) Have Tommy shoot forward on his PCJ 600, and waggle the aim a bit to get the cluster. As in all these things, go at it like a hungry dog after some meat, but with enough bike and stealth sense to keep control of the bike and avoid having Tommy get knocked off of it by the gang members or police. If Tommy gets knocked off and you can't have him shoot the gang members near the bike, or run to lure the police from it, then run back to it, just reload the game-- it happens. As with R12 and R17, you could try the Hunter rockets for this, but this was the hardest of the three for me to do that way, so I don't recommend it. The PCJ 600 drive-by is much easier. R23 At the NE corner of the Moist Palms Hotel, which is on the W side of the main N-S road at the S end of Sowntown. Your in-game map and radar show the several driveways that converge into one in front of it. Put on a performance for 30 amateur reviewers with divine miss M60. Use the usual shooting strategy, except you have an M60, which is like the Minigun, and you usually get biker gang members, who are among the easiest to shoot down. This is a relatively easy one--have at 'em. Little Haiti Haitian gang members can run fast, carry strong weapons, and can take a little more effort to kill. You're more likely to get Haitian gang members as targets here. R24 Over the cobblestones at the W side of the small one story building near the "Welcome to Hell" ("Haiti" painted over) billboard at the outside of the NW curve of the big SW-most block of Little Haiti. It's the S of the two blocks there that look like a face looking E, except the face is smashed flat, cartoon-style, on this one. Find 35 a 12 gauge Sporting Purpose for American Sociopaths with a S.P.A.S. 12. Use your general shooting strategy. While you can't run fast with a shotgun, it has a powerful spread at a medium distance. R25 Behind the little pale green house with a dirty concrete roof on the same "cartoon with a smashed face"-block mentioned for R24 (the big block in SW Little Haiti), except it's the 2nd house from the N on the W side of the N-S street on the E side of the block. Hip 30 to take five with a Tec-9. Have Tommy get back from a cluster and start shooting so they run into his line of fire. Have him back up shooting, and, when need be, run away to keep his distance. Don't try to make anything of him being surrounded--just try to have him evade it, then continue. Little Havana R26 In the middle court of three basketball courts in the middle of the Little Havana block that's green with white dots on your in-game map and radar. Enter the area from the middle of the N, S, or E side of the block. Insist that 25 with terrible judgement in picking a priority group ride Shotgun while you drive. The Shotgun is a little slower than the S.P.A.S. 12 of R24, but the Cuban gang members you're liable to get are a little less aggressive, too. It's a milder version of R24. R27 On the loading bay area at the SW corner of El Banco Corrupto Grande. To get to the bank, go N from the Starfish Island bridge on the main N-S road of the W island. Past the 1st left, it's the place on the left with a Gruppe Sechs Securicar parked in front of it. Infuse Oriental culture into 10 ethnocentric eccentrics with a Katana Sword. As before, sword killings only count favorably with insertion or making them lose their heads, not if Tommy cuts or beats them to death. (It's like the OJ trial again. Duck under your seats till that joke goes by, too.) Hunter rocket blasts count, and there are only ten targets this time, if you want to try it for all or part of this rampage. R28 Take a helicopter--it's on the roof of the building N of Cherry Poppers. From the W end of the Starfish Island bridge, Cherry Poppers is across the street and to the S. Make sniping comments to 20 anti-social types with a Sniper Rifle. Use the look away, re-equip your scope, and look back gimmick to keep targets spawning. Rusk's recent idea to use the Hunter and search for targets while flying down to Viceport is a good alternative. R29 On the NW corner of the roof of the building with a red and white awning. To get there, go S from the Starfish Island bridge on the main N-S road of the W island and turn right; where the road makes a 90 degree curve to the N, it's on your left. (This roof is also where H77 was.) Beat some German chocolate out of 20 ne'er-do-wells with a Kruger. Use the turn away and look back gimmick from the roof to keep targets appearing below, and have Tommy jump down to the ground to get some that may go out of view below, next to the building, near the end of it if you have to. Viceport R30 By a real big shrub at the SE corner of the Hooker Inn. To get to the Hooker Inn, go S from the Starfish Island bridge on the nain N-S road of the W island. Go right, go through the intersection, and it's on your left. Promenade 35 gangster blades to the nether shades with some hand grenades. The grenades will take out whole clusters, best thrown at from at least the width of the street away from them. You just have to keep Tommy running and tossing, and it should be easy. R31 On the E side of a post on the S end of the big ship at the S end of the E coast of the W island. Use the ramp at the S end of the ship to get there. Lift 15 vehicles to a state of transport with a Rocket Launcher. Use the Rhino instead. Typically, this doesn't create enough targets for the Rocket Launcher in the PC version, even if you block the road with a vehicle and get the van (at the far left) and the Linerunner (at the far back) in the dirt lot across the street. If that happens, the gimmick of trying to raise Tommy's wanted level to get police vehicles doesn't help with this one. But if you try it, you may want to have Tommy avail himself to the health icon under the N ramp of the ship between efforts when he can run. I don't recommend the Hunter machine gun: the auto-aim didn't go for vehicles but went for gangsters unless it killed all the gangsters and you pointed the gun at a vehicle right ahead, and then it still might shoot to the side and not at the vehicle! There weren't enough boats, etc. It's possible, but you better move that Hunter like a Cheetah, and it doesn't have that kind of maneuverablility. The easiest way by far was with the Rhino. Escobar International Airport R32 In the main airport terminal behind a divider wall on the SW side of the 1st floor. See 25 gang members to their seats with a S.P.A.S. 12. Again, pick a distance for Tommy to shoot at a group with that allows him the time to get them as they rush to retaliate, keeping in mind, as with R24, that Run, Left Shift, doesn't work with a shotgun equipped. R33 On the N end of the W valley in the roof of the main airport terminal. Get there by PCJ 600. If you use the Rhino, have Tommy jack a passing sports car to do the billboard jump to the icon. (This roof is also used for J10 and H96.) Change the handling files of 12 vehicles, without unchecking the "read only" box, with the Rocket Launcher. If you use the Rocket Launcher, use the PCJ 600 to get the icon, drive NW to have Tommy get the vehicles in the parking lot with a low wall around it, then drive E to the grass across the street from the E end of the terminal and have Tommy shoot mainly E at oncoming traffic and away from gang members, who will attack if he hurts any of them. I don't recommend the Hunter for the same reasons given for not wanting it for R31, except that this one was even worse. You can have Tommy leave the Rhino, with the door open to try to keep it in the game memory, on the tarmac to the N of the terminal, and jack a passing sports car to use the billboard jump to get to the icon on the roof and drive to the tank. It's easy once you get the Rhino for it, except you better have Tommy get into it fast, because the game spawns soldiers that shoot at him, on top of the regular gang members created for the rampage that just attack if attacked, for some reason. Once he's in the Rhino, it doesn't create any difficulty for it, though. Fort Baxter R34 By the bushes E of Fort Baxter Air Base. Remodel 15 vehicles with the Minigun. It's safer to have Tommy go E and away from Fort Baxter a bit because the soldiers may attack him. The last time I tried this and they started shooting, I just had him drive W on a bike for a moment and they stopped, so I got him off of it and continued from there. Even if you get one of the more aggressive gangs nearby, the Minigun makes that easy to handle. This is easy with the Rhino, too. It's also easy to shoot boats with the Hunter machine gun. Starfish Island R35 By the E side of the most W house on Starfish Island. Form a fast bonding experience between 35 gang members and the Admiral next to the icon. If you have Tommy drive there, make the W-most N turn from the main E-W Starfish Island road; the house is the 1st on the left. Have him jump off the roof of his vehicle to get over the gate, or jump off the black dumpster by the hedge in the yard to the N to get in the yard where the icon is. I tend to favor going back and forth over the road that forms an arc over the N section, changing sidewalks if I think I'll get more that way. Try not to wreck--it slows you down, and sometimes I just make it in time. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.33 The Rest of the Main Story Missions (continued from I.17.) Learning that being a celebrity gives you access to other celebrities that most people never have, especially if you're ethically impaired in how you go about it-- and polishing off the side missions. If you haven't already bought the non-money making properties, I recommend you do it now. (See the ends of I.18 and I.19.) It makes certain missions easier when you can prepare for them by saving the vehicles that help the most for them in nearby garages. It's especially helpful to have a place to save the "Everything-Proof" Admiral, and you'll soon have just one early mission to get it from. It should be easier for you to do these missions now that you have lots of money, weapons and ammo, extra armor and health, the infinite run, the fireproof feature, and experience in driving, flying, and fighting. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& There's a mission available from Lawyer Ken Rosenberg ("L" on the radar). I.34 "Back Alley Brawl" Lawyer Ken Rosenberg Voice actors: Kent Paul: the stylings of Danny Dyer, creating nostalgia for the future. He played Moff in "Human Traffic," 1999. Lance Vance: the intense action-adventure of Phillip Michael Thomas. He played Det. Ricardo Tubbs in the 1984-1989 TV series "Miami Vice," Ken tells Tommy to see Kent Paul, a British music industry guy familiar with the local cocaine dealers, at the Malibu. He may know something to help Tommy hunt down whoever created the ambush of the cocaine deal at the start of the show. Note: after the cutscene, Tommy faces out from door, but you press S to have him turn to it and back away from it, then control him as as normally. Kent tells Tommy drugs are a "mug's" game--a "mug" is a stupid, gullble person. By twisting his arm behind his back, Tommy gets Kent to tell him to check out a chef who may be a lead. (Kent refers to the chef as a "trumpetshifter." The best I've found so far for that is that "trump" is slang for "fart" in the U.K., and "bugle" is cocaine. "Cum" is used insead of a hyphen. To "shift" is to move, which I'm guessing in context means to move drugs--to sell them. If I'm right, "Chef cum trumpetshifter" would be a chef-cocaine dealer. Thanks to the Carnegie Library of Pittsburgh for help with that.) When you have Tommy confront the chef in the alley, whatever weapon you have Tommy use will appear in the cutscene. You could just run the chef down from the N (as Rusk notes, if you try to run the juror down from the S, you have to bail 1st or the game shows a cutscene with the car stopped and Tommy walking toward him), but you'll miss a bit of the dialogue of the game. While walking Tommy to the chef, use the "walk and hold LMB to prepare to punch, then release LMB to punch" gimmick, back up and repeat, and kick, till he stays down, and get his cell phone. Tommy meets Lance Vance, who flew the helicopter at the intended drug deal. He says Tommy just silenced the lead he had a mutual interest in. Tommy tries to ditch him, but three chefs appear with knives, and Lance throws Tommy a Pistol and says to follow him. The easiest thing to do is just have Tommy run (jump if he doesn't have the infinite run yet) to stay right by Lance and get in the white Infernus (the blip on your radar) and gun it. If you have him stay and fight 1st, have him run away from the chefs a bit, then turn and use something stronger than a knife. Pretend it's a mini-rampage at the school of culinary arts. A Minigun will take each of them down if the torrent of bullets crosses any part of them; a Chainsaw does a quick job, too. If he gets a one star wanted rating, have him use the bribe in the alley to the S. If he gets two stars, have him get that then run the other one off--also easy to do. The Infernus is very responsive and fast. Don't gun it the whole way or you'll have to learn about using "aspirine" again, too. Just get it to Ammu-Nation and try not to try to drive through metal. At Ammu-Nation, you'll learn how to buy weapons there. You walk Tommy into the light, use A and D to admire their selection, press Left Shift to buy, and press F to exit the deal. Since I have my weapons at my save places, and all the free weapons scattered around the landscape of all the islands, to pick from by now, I usually don't use it. Only the Pistol and Mac are available here now. If you want to skip this part, press W. Drive Lance to the Ocean View. (My unedited PC version doesn't have the extra dialogue by Lance about the the Pole Position Club reported by eL dudE's Game Script FAQ, even if you have Tommy park in front of it; it's on the SE corner of the 2nd block from the S and E. Lance: "Tommy, every man needs a little R&R once in a while. This here's the Pole Position strip club. You might want to drop in some time." Rusk tells me he hasn't heard it, either. It may just be on a certain version of the game.) (Just when I was so glad the radar let me stop doing that W on the main N-S road stuff.) You get $200. Tommy gets a cell phone call intended for the chef, Leo, on the phone he took from him--hit Tab to answer the phone. The caller says, "Hey, Leo, I think we got a buyer for Diaz' merchandise...." Since Kent Paul thinks the chef-cocaine dealer was a lead in finding out who caused the ambush and took the money and cocaine, and the chef got a call about Diaz, known from "The Party" as a cocaine dealer, having merchandise to sell now, Diaz is a suspect. Tommy will follow the lead when he gets five Assassination missions meant for Mr. Teal over the phone--Leo was also an assassin named Leo Teal. (The Rockstar Games web site has a "Vice City" section with a bulletin board that has a "Vice City Crime Tree" section. It indicates that the chef's superior is named Mr. Black, suspected of being involved in running a hitman business, so I guess that's Mr. Black who will give the assassination missions.) I.35 "Jury Fury" Lawyer Ken Rosenberg Ken tells Tommy he's worried those "guidos" are coming from up N (Liberty City). ("Guido" is derogatory slang for a NYC Italian-American tacky womanizer that may also try to portray a Mafia outlook.) As a favor to them, Tommy needs to intimidate, not kill, a couple of jurors Ken failed to persuade, or Sonny's cousin Giorgio (like Moroder, who did the five "Scarface," 1983, tunes used for "GTA III"?) will get five years for fraud. When Tommy leaves Ken's office, he witnesses a hit and run homicide by a golfer that provides a hammer. The juror to the S is talking to a lady by his Admiral. (The arrangement of cars is a little different than Rusk reports for the PS2 version. On PC, the Admiral is the only car around the juror to the S.) You just need to bash up or blow up the Sentinel of the juror to the N. The game wants you to learn that you can destroy a car with a melee weapon. If you're impatient about that, Rusk's idea to blow up the cars with Grenades works for PC (I'd add that various weapons could do the job--notably, the Minigun). If you hit the guy to the S instead, he gets in the Admiral and rams into a Spand Express truck, which knocks a couple of Hammers from it. You can't kill the juror, just intimidate him, so wreck his car with a melee weapon or ram his car with the truck till he runs away. You can get a wanted star as you do, so watch out for police and be ready to run. You might try to park in front of his car and punch him till he runs, but your car may disappear if you let him get in his car. I tried to do something different and have Tommy jack each car before the juror ran away, but both cars are locked at 1st, and a Hammer wouldn't knock the doors off. The N one only unlocks after the juror runs away, but the S one unlocks if you have Tommy punch the juror and jack it when the juror tries to get into it. But then the juror just runs away without the scene with the Spand Express truck. Tommy has at least five different things he calls out to the fleeing jurists you can hear if you replay the game, like, "Giorgio sends his regards." You get $400, and two cell phone calls. Sonny calls. Sonny somehow had the number to the cell phone taken from the chef-cocaine dealer-assassin Kent suspected as knowing about the ambush, and the call on it for Leo seemed to indicate that Diaz was behind the ambush of the deal Tommy was to make for Sonny. In "Keep Your Friends Close" (I.99), we'll learn Tommy has long suspected that Sonny was behind the ambush Tommy ran into 15 years ago. So while it may be that Tommy simply called Sonny earlier and gave him his new cell phone number, it may be that Sonny has looked into new cocaine selling plans with Diaz, tried, with Diaz, and failed to have Tommy killed with an ambush again, and may try to have him killed once he gets his money back from him. Sonny makes his position clear at the start of the game-- it's a liability for his business for people to think he'd even let Tommy walk the streets. So Tommy might have that extra reason to want to create his own empire, and play along with Diaz and Sonny but secretly try to figure out how to dispose of them. Meanwhile, we do know that as Tommy tries to make money to pay back Sonny and figure out what led to the ambush, he uses the occasion to make his own powerful connections in Vice City. The other call is the 1st Assassination mission. I.36 "Road Kill" Phone: Assassination mission 1 Tommy also gets another cell phone call meant for the chef, and we learn his whole name was Leo Teal, and he was an assassin who killed "out of towners." (The chef doesn't look like any of the guys we see shoot Lances' brother and two of Sonny's henchmen at the start of the game, but he might have set it up.) The Rockstar web site indicates that the chef worked for Mr. Black, so I guess that's who's calling. The caller (I can't place his accent) gives Tommy the 1st of five assassination missions. In each one, Tommy goes to a ringing pay telephone where he gets a call on his cell phone!--we don't know why, other than that the caller seems to prefer to tape his instructions onto public pay phones (shouldn't he try to be more discreet?). For the 1st assassination mission, Tommy has to kill a pizza delivery guy before the guy delivers 50 pizzas. A forward drive-by shooting with a PCJ 600 or Sanchez and a submachine gun is the easiest. Get a lot of Uz-I ammo (the MP isn't available till after "Rub Out"--I.53). If you use a fast car you handle well, try to 2nd guess which street he'll drive on (a direct chase can be frantic, but go for it if he's right in front of you). Meet him head on to ram him off his moped. He can show a remarkable resiliency about getting back on and speeding off, so park on the moped or him if you can, and use the Minigun to shoot him or blow up the vehicle. Running him over while he's on foot works but has to be done repeatedly. Once I shot forward on a bike till his moped was a flaming fireball hurtling down the street, and then it exploded. He tried to run, but (weakened by the explosion?) Tommy killed him with one punch. You get $500. I.37 "Riot" Lawyer Ken Rosenberg Avery Carrington is voice acted by that sexual Burt Reynolds, who was nominated for an Oscar for his portrayal of Lewis in "Deliverance," 1972, was ranked among the top ten box office stars in the world for an unparalleled thirteen years in a row, was awarded the Children at Heart Award in June, 2000, for his efforts to aid the children who suffered from the Chernobyl disaster, received the 1991 Emmy Award for "Best Performance in a Comedy" for his role as Wood Newton in the TV series "Evening Shade," etc. Tommy meets Lawyer Ken's friend Avery Carrington, the criminal big time realtor. Avery promises to kill to protect Tommy if Tommy helps him by starting a riot at the SpandEx building and putting the owners out of business so the owners will be more willing to sell it. Ken tells him to go to Raphael's for clothes 1st. Go to Raphael's for overalls so Tommy looks like Elwood P. Suggins. When he gets to SpandEx, the workers are already near rioting against the security guards. The game says to start a fight with four of the workers, then tells you to destroy the three trucks behind the wire fence in front of the building. As Rusk notes, you can bypass the part about starting a fight with the workers and just go past them to the fence to blow up the three trucks (Minigun, Grenades, etc.). He also notes you can come around from the other direction, from the 2nd floor of the building under construction with red girders, as for H19, except jumping onto the roof of the SpandEx building instead of into the lot around it, and destroy the trucks from up there. Shoot the red explosive barrel by two of the trucks to take care of them, and shoot at the 3rd till it blows up. The workers all walk out quietly afterwards if you do it this way. I like to see and hear more of what the game does, so I go for hitting the workers. Have full armor and health 1st. Use a Hammer or Bat or Brass Knuckles. You can have Tommy run into the crowd and mix it up, and use the Minigun as a back up if it gets to be too much. An easy way to have Tommy get into the fist fights, if you're new to such things, is to have Tommy hit one in the back of the crowd and run outside the compound so the worker follows and can be dealt with singularly. Have Tommy beat him up, lather, rinse, and repeat, until the game prompts the next part. Then have him shoot any guards that attack and have him blow up the trucks. You can also blow up the two trucks that are parked together with a Minigun from anywhere you can see them and knock everyone down with a baseball bat. Then destroy the 3rd truck at your leisure. You get $1,000. The coveralls icon is now available at Tooled Up in North Point Mall. Avery Carrington now has missions available at the entrance to the building under construction with red girders ("A" on the radar). Colonel Cortez calls and makes missions available at Pier 2 ("C" on the radar). I.38 "Four Iron" Avery Carrington Avery wants Tommy to go to the golf course and "beat eight tons of crap" out of someone holding onto land he wants to buy. He gives Tommy a membership to Leaf Links and sends him to get golf clothes 1st. Get Tommy the gawky plaid clothes then go to the club house. Have him enter the shaft of light at the entrance to see the cutscene of the target, a golfer, surrounded by henchmen, making practice shots from on top of a driving structure on the N side of the course. If you have Tommy go through the metal detector at the entrance, his weapons will remain as icons outside except for Brass Knuckles and any melee weapon. (The metal detector also takes those weapons if he exits through it, for some reason.) But you can have Tommy use any vehicle he can jump on, then from, to jump over the lawn roller, at the W side of the entrance into Leaf Links, with all of his weapons. (You can use the ramp on the other side of it to drive out.) He can also drive through the metal detector on a PCJ 600 with his Brass Knuckles and a melee weapon (like the Chainsaw). The security guards give chase for a bit, then wait, but can be lured further if you don't keep Tommy going. (I think there must be another PS2/PC difference in that Rusk likes Tommy to get a tall vehicle to use as a step to jump over the lawn roller, but you could use any vehicle to do it on PC.) The hardest part of this is if you try to directly chase the golf cart the golfer uses to get away once rousted. Once Tommy gets in with his weapons, he can use his sniper rifle or Minigun, whatever, on the target at a safe distance before the target can get to a cart. He can use the Minigun on all the carts and henchmen then deal with the golfer, who's a lot easier to chase when he's on foot. Since the golfer always ends up going to the clubhouse to escape in a car outside, Tommy can go S, straight to the clubhouse, and wait for him as soon as he's rousted. To make it even easier, as soon as Tommy gets into the course, he could use the golf cart supplied for him there and plug the metal detector with it. Then he could roust him, run back, and punch him to hear the different things he says. If you let the target run through the metal detector, he tries to get into a car and drive away. If Tommy punches him and jacks the car, the target makes an aimless effort to run away and is easy for Tommy to attack. One walk-through I read had a strategy that reminds me of the popular 8 Ball's Bomb shop way of handling "Farewll, Chunky Lee Chong" in "GTA III." The gamer had Tommy drive and bail (I'd have Tommy use brief running shoves) from each Caddy to send it into the nearby water. When Tommy approached the golfer, he ran to get into one of them, but, like everyone else in the game, he couldn't swim. While I haven't gotten the whole plan to work for PC, dunking the Caddys in the drink does slow down the target's getaway. You get $500. Leaf Links is now open. The Golf Outfit is available at the entrance to Leaf Links. The golf club icon will remain available behind the club house. If you have Tommy walk into it, the golf club will replace any melee weapon Tommy has without the game asking if you want to press Tab to have it done. Having Tommy enter a Caddy will cause him to get a golf club if he doesn't already have a melee weapon. (Note: you don't need to use this opportunity to get a Caddy to save for the Sunshine Autos vehicle list--there's always one hidden in the 1st shrub on the left of the path that goes W from the light house. Avoid the sea--use the radar--and police when you get it.) I.39A "Demolition Man" Avery Carrington Avery is so hale and hardy, he bailed from the limo while it was still moving--a long black limo with nobody inside it bangs into the construction site. Avery wants Tommy to destroy an office development so he can get the land. Send Tommy from Avery into the Top Fun van in a lot to the S. From the van, Tommy needs to guide the RC Goblin, the file name for the little copter in handling.cfg., to pick up and place four bombs in the unfinished building with blue windows in seven minutes. The copter picks up each bomb by passing closely over it, and it can scoop it up with a swoop. Nudges from side to side with A and D aim the swoops. You have Tommy drop a bomb by passing it over the pink shaft of light above a can and pressing the LMB. The security guards will shoot it and the construction workers will hit it, so Tommy needs to kill them with the blades before they destroy it. It doesn't take much damage from them, or from banging into things, to blow it up. To save time killing the workers, you might fly over them till you've lured a group of them to a lower floor and get them then. Since the timer doesn't start till you pick up the 1st bomb, you could fly around getting the attackers before you pick up the 1st bomb. Almost the same as with the three Top Fun van missions, you can just send Tommy up the block to the shaft of light, etc., and back if you need to try again. A good gimmick, and a big difference between this RC helicopter and the one used for RC Raider Pickup, is that you can speed things up by holding NP9 while using W and S for stretches at a time, notably between the bombs and the building. Notice not only that each stairway is beside the last one, but you can go straight up through the opening over both the E 2nd and 3rd floor stairs to go from the 2nd to the 4th and the 2nd to the 3rd and back down again. As suggested by Cic the poet in Rusk's latest update, save the top floor for last. The logic is that you don't have to fly back to the van area after the last bomb is planted, so make your several fly-back times the three shorter ones. A map to help you beat the clock with the RC Goblin helicopter Here's a rough idea of the layout. Each floor has a central stairway, a different placement of wood divider walls, and each asterisk represents a big can with a pink shaft of light over it. Only the stairs that are flown over from the floor below are shown. In the case of the 4th floor, it's the same set of stairs flown over to get to the 3rd floor. North is at the top. Ground level---------- Ground level 2nd floor ___________________ ____________________ | | Four bombs | | | | | | | | _____ | | ____________ |* | | | | | | | |_| | | | | | | | | | |_| | | | | | | | | | |_| | | | | | | | | |_| | | | |_|_| | | |_|_| | | * | | | |_________________| |__________________| 3rd floor 4th floor ___________________ ___________________ | | | | | | | | | _____ | | ____ _____ | | | |_| | | || |_|| | |*___ | |_| | | || |_|| | | | | |_| | | || |_|| | | | | |_| | || | |_| *| | | |_|_| | || ___ |_|_| | | | | || | |_________________| |_________________| As you can see, when you go to drop the 4th floor bomb, just go straight up from the S end of the 2nd floor stairs and don't bother flying around any wooden divider walls. When the 4th bomb is dropped, the building blows up. You get $1,000. When Avery's next and last mission comes up, at the end of "Phnom Penh '86"--I.45, it will be "Two Bit Hit," which I've delayed until I.83 to avoid the Havana Outfit glitch. But see the next section to decide which way you want to handle it. I.39B A multiple choice of things you can do about the Havana Outfit glitch 1. You can avoid the glitch that causes the Havana Outfit (awarded for completing the 3rd mission for Avery, "Two Bit Hit") to be blocked by a solid invisible wall to the left of the entrance to Little Havana Streetwear by doing "Two Bit Hit" after "Cop Land" and "The Job." (Thanks to Rusk for pointing out it had to be done after "Cop Land" and to spaceeinstein for pointing out it had to be done after "The Job.") Then the icon appears freely available in the entrance area of the store. There are a couple other ways around it, too, if you want to do "Two Bit Hit" as soon as it's available: 2. Park a PCJ 600 in the doorway of Little Havana Streetwear with the back half sticking out. Have Tommy jump on the back, jump towards the door till in, then at the outfit. It can take some doing. With success, he goes through the wall and changes into the outfit while falling through Ghost World, and ends up dressed in it on the street nearby. 3. You can use a mod(ification of the game) so you can always do "Two Bit Hit" as soon as it's available and have easy access to the Havana Outfit. See The Havana Outfit Bug Fix under Mods--Miscellaneous (100.D.f). And there's still a "C" at Pier 2. As with the hog in "The Party," leave your PCJ 600 or whatever in the shafts of light, used to initiate missions with Cortez, at Pier 2 if you want it to be handy when the cutscenes are over. I.40 "Treacherous Swine" Col. Cortez Col. Cortez is voice acted by gentleman's gentleman Robert Davi, soon to be seen in "Gilgamesh," starring "Lawrence of Arabia," 1962, actors Peter O'Toole and Omar Sharif. Gonzales has now awoken and is voice acted by the palpably more peppy Jorge Pupo. Jorge also did the motion capture performance for Diaz and Old Man Kelly. Cortez tells Tommy that his right hand man Gonzales leaked information which led to the ambush. He tells Tommy if he kills Gonzales he'll help Tommy look for the money. He wants Tommy to use a chainsaw. Gonzales' place is the one just N of the Maliu Club. It has a police bribe on the corner just N of it. This is the only main mission (not counting rampages) that prompts you to use the Chainsaw. Unlike the rampages, you could use something else for this. But with the fast Chainsaw attack described in I.9.A overcoming any objections to it, I'd rather use the Chainsaw. You might prepare by leaving a PCJ 600 by the bribe on the corner N of the Malibu Club. (If you have Tommy prepare by going into the adrenaline pill icon behind Gonalez' place, it becomes ineffectual after the cutscene.) Send Tommy into the shaft of light at the entrance to Gonzales' place. There's a cutscene of Tommy coming from behind the railing of an upper walkway on the roof threatening to shut Gonzales' big mouth. Then have Tommy jump over the railing and toward Gonzales and give Gonzales and his two henchmen a fast Chainsaw attack. (Have Tommy walk, then hold the LMB and steer with the mouse.) The door Gonzales wants is right behind the area Tommy lands on, so you don't have to chase him around. An alternate easy choice would be to give Gonzales a generous lathering of Minigun bullets. Killing Gonzales gives Tommy a two star wanted level. You can use the shaft of light by the door Gonzales wanted to use to go downstairs. The game wants to show you how to use a Pay 'n' Spray, and Knocking Off Stores showed you it's easy for Tommy to run through a two star wanted level, and there's a bribe right around the corner. So have Tommy drive or run through the bribe and use the Pay 'n' Spray just N of your Links View place or run the other star off. I'd be inclined to use the Pay 'n' Spray just because I like to see all the things the game has to show. When you lose the wanted level, you complete the mission. You get $250. The Casual outfit is available at the 2nd floor entrance to Gash at North Point Mall. (Note: there are now two clothes icons at North Point Mall, with one at Tools Up, if you're having trouble getting the hang of morphing.) I.41 "Mall Shootout" Col. Cortez Cortez tells Tommy he'll continue his investigation into the cause of the ambush. Meanwhile, he has Tommy go to the 2nd floor of Washington Mall to meet a French courier to get some technology--chips--for him. (The Rockstar Games web site "Vice City" section "Vice City Crime Tree" indicates he's French Secret Service Agent Pierre La Ponce.) When Tommy does, some French agents ambush them and demand the chips for the French government. (Note: the one that calls out, "Freeze, imperialist American pig...." is one of the ambushers, though he sounds just like the agent Tommy meets there.) The courier panics and runs out the N exit to his bike while the agents start shooting. Once the cut scene ends, turn Tommy and have him jump over the right side of the escalator to avoid the French attackers. Have him run out the N exit after the courier, who drives a PCJ 600 on the road that goes NE from the mall then curves N. If you use a Cheetah taken from the pier, have Tommy run the courier over or knock him off the bike and shoot at him. If you use the PCJ 600 that the game provides at the N exit lane to the road after the cut scene, have Tommy shoot forward at him, "Road Kill"/Rampage- style. Get a lot of Uz-I ammo before the mission. Either way, have Tommy get the chips and either go back to Pier 2 to make the two star wanted level disappear, or use the Pay 'n' Spray that's a few blocks S of the W side of the mall to keep his stars Attained from getting much bigger than his stars Evaded. The Brady guide says you can block the N entrance of the mall, by parking across the inside of it, before you send Tommy in to meet the courier. If you use this plug the hole method, put the vehicle at the N end of the entrance so it doesn't disappear. You get $500. You also get a cell phone call for Assassination Mission 2. Since the easiest way to do it is with the Rhino, I'll give that after the west island is officially open. But see I.47 for a couple other ways you might want to try before that. I.42 "Guardian Angels" Col. Cortez Ricardo Diaz is voice acted by the engagingly expansive Luis Guzman. See my note below about getting the "EP" Admiral, and make sure you get it from this mission and put it in one of your garages and save the game. Get a lot of Minigun (Ocean View, Hyman Condo) and Uz-I ammo. If you get a lot of Uz-I ammo beforehand, you'll get more by running through the Uz-I icon during the mission. Otherwise, you'll be told you can press Tab to have the Uz-I replace whatever is in that slot of your weaponry. The Colonel says Diaz told him to watch over a business deal Diaz is going to. He tells Tommy to do it and sends him to get some protection 1st. Using your radar, get to the entrance of the Ocean Beach parking garage by going into either end of an E-W alley with a stub pointing N from the middle of it--it's just a bit S of your radar blip. The Kruger is on the 2nd floor. (This is the building used for J31.) Lance arrives in his Infernus and you drive him to the deal. (The alley of the 6th block from the S along the E.) Diaz and his men pull up in Diaz' white Admiral. The following is a good stategy from Rusk. I substituted the Minigun for this version. After you send Tommy to the shaft of light at the top of the stairs, there's a cutscene of Diaz and the Cuban gangsters. The Cuban gangsters wear white t-shirts with a red and black splotch on the front and red headbands, or light yellow jerseys with gray sleeves and black fedoras with red hat bands. Send Tommy down to street level at the corner right below--the end of the alley. Equip the Minigun. Have Tommy shoot the Haitian gangster's vehicles as soon as they appear, and they'll probably blow up before the Haitian gangsters can drive them into the alley and get out of them. The Haitian gangsters are in dark blue jerseys that have "RELAX" in white letters on the front with white baseball cap-type caps with dark blue brims, or light purple sleeveless t-shirts with a purple and white splotch on the front with blue headbands. A Haitian gangster vehicle appears from the E, then one from the W, then one from the E. Have Tommy go a bit N in the alley to blow up a van that enters from the N. Send him S, back to the street, and look W to blow up another Voodoo that tries to get to the alley. If you have time to spare, have him shoot any other stray Haitian gangsters that may be there, but keep Tommy at the S end of the alley. Between Rusk and the Minigun, I can't make that any easier. In a cutscene, two Haitian gangsters drive through going S on Sanchez bikes. One is shot, but the one who grabs Diaz' money speeds S through the alleys (used for "PCJ Playground") that go through the blocks along the E. Unequip the Minigun, have Tommy run to get onto the abandoned Sanchez, which automatically equips his Uz-I, and have him chase the Haitian gangster S through the winding alleys with a forward drive-by shooting. Don't floor it the whole way, but gun it when you can to stay on his tail. You might even collide with him to knock him off and have Tommy shoot him. When he's down, get the briefcase. I like to wheelie to show off going back N. To get Diaz' "Everything Proof" Admiral in the PC version, you have to have Tommy return the briefcase to Diaz from the N facing S, the same direction Diaz' Admiral is pointed in, when you have Tommy step into the pink shaft of light. During the ensuing cut scene with Tommy and Diaz, have W and Left Shift pressed so Tommy is ready to run S as soon as the game gives you control over him again. Then have him run S and around the corner to his left, and the Admiral will be sitting there, without occupants, waiting for him at the T intersection. Save it in a garage then save the game. You could just have Tommy kill Diaz and his two henchmen the 1st chance you get, failing the mission (the screen will say something like,"Hey, you're supposed to be guarding Diaz and his men, not killing them!"), take the car to a garage, save the game, then load the game again and try to pass the mission. Either way, I strongly recommend that you get the "EP" Admiral for one of your garages (except the big garage at the condo). When others shoot or ram your car, you're in a MUCH better position. After you save it in a garage, it's like any other car except you can bang it into stuff (except a Rhino) and it can be shot at (except for the tires and by Haitian gangsters during "Cannon Fodder") without damage. I like to take it to a Pay 'n' Spray, which won't hurt the "EP" quality, and get it a dark cranberry red color to hide the dingy gray marks and make it look newer. (As an alternative, you could modify the game to make an Admiral or Cheetah, etc., invulnerable. If you want to do that, put 0.00 in column Y, the column for the collision damage multiplier, for the vehicle--I.100.D.e) You get $1,000. Diaz calls to offer work (the "D" on your radar). You can now get a five star wanted level. And Starfish Island is now open. I.43 Unique Jump 17 Go to the apex of the big curved road in Starfish Island. Go into the alley on the N side just E of the apex. At the end of it, go right and through the gate, clockwise around the garage, through the gate, and across the yard to the hedge. Start the jump with the back of the PCJ 600 against the hedge and aim E for a straight run to the steps at the back of the house in the previous yard, gunning it the whole way. Correct the level of the bike once airborne, as always. Try to go across that yard and over a hedge to the next yard. I.44 "The Chase" Diaz You'll see the "Scarface," 1983, monitors described in I.2 for the 1st time here during the cutscene in the office of Diaz' mansion. Diaz tells Tommy that one of his men has withheld some of Diaz' profit for himself. He tells Tommy to follow him to see where he goes, and they'll kill him later. Have Tommy go to the guy's apartment (it's the same place he climbed to the roof of to get to the roof where H30 was) and enter the shaft of light. Then send him up the stairs to another shaft of light. There's a cutscene: the thief sees Tommy looking in his window and panics and runs. (If you press the Run keys again, the game skips the cutscene, if you're in a hurry to have Tommy run.) Have Tommy run up the stairs to the balcony, go left to the section of roof that extends right, and go right. Have Tommy chase the man, but you can't have Tommy kill him in this mission--just tail him. (You might have Tommy belt him once if he catches up with him.) Either watch your step aiming Tommy over the wooden planks connecting two gaps in the rooftops or have him jump the gaps, which is faster. The thief sets off some explosive barrels at the last rooftop, but just keep focused on having Tommy chase him. The thief runs off the roof and tries to get away shooting a Kruger from the back of a BF Injection. Have Tommy drop from the roof and use the Faggio nearby to tail him. Keep a fairly steady distance and do a lot of weaving side to side to make it hard for his bullets to connect. He goes to the E road, up around the N side of North Point Mall, down the W side, goes left then left to go over the bridge to Prawn Island, where he makes the 1st right and goes to the 1st house on the right. If the mission lingers here, get a bit closer to the vehicle to end it. The mission is completed, but, if you're fast, you might want to have Tommy catch up with their vehicle, shoot it to stop it, and jack it as a bonus thing to do. If it gets out of view, it disappears. You get $1,000. The Corby vacuum cleaner a henchman of Diaz mentions as part of the non- mission ped chatter is a U.K. brand. (Rusk says it's Kirby, a U.S. brand. Wagering will be held in the back room, and fist fights will have to be held outdoors.) I.45 "Phnom Penh '86" Diaz Diaz tells Tommy the place he discovered in the last mission is a fortress at ground level, so wants "Quentin"--Lance Vance working under an alias for Diaz-- to fly Tommy there to kill the thief and his gang. (Note: There aren't any paintings on the wall by the door to the office mansion yet.) Lance tells Tommy he knows Diaz caused the ambush and killed his brother-- the one carrying the cocaine--at the start of the show. He wants to kill Diaz, but Tommy tells him to let him do it. Lance flies the helicopter while Tommy mans the M60 (like a Minigun) in 1st person shooter mode. Going with Tommy's prompt to "get a bit of practice" on the way up to Prawn Island, see if you can blow up a boat and one of the helicopters by shooting ahead to it and continuing after you pass it. Use both hands on the mouse to steady your aim. (Note: if you look back at the bridge Lance flies under, you can briefly see a guy in dark blue overalls--a SpandEx worker?--fall from the bridge into the water.) At Prawn Island, you fly near rooftops, a back patio area, the upper and lower porches at the front of a house, etc., each with a handful or so of men shooting at the copter. When you get all the targets in one section, Lance flies to the next. If the helicopter health bar on the screen reaches zero, you fail the mission. Since the M60 is like the Minigun, don't feel obliged to try to focus your aim on any one target while the helicopter ride keeps bouncing your aim around--you can't do it that way. Instead, try to keep the aim waggling across your targets, remembering to blow up a vehicle or explosive red barrel near one if it's convenient. If you repeat this and get the hang of it, you can even point the gun where you know the targets will be and let the helicopter move it across some of them. Afterwards, Lance flies near the ground so Tommy can go into the 1st place to finish the gang off. Tommy is standing on a rail of the copter--have him look to the copter to be released from it or jump off. Lance goes to hover over the porn studio. On land, he can get four or five with the M60 before he goes inside--then there are just one or two in the main room and one at the top of the stairs to the roof. Then have him get the briefcase of Diaz' money on the roof and Lance will fly back to pick him up. You get $2,000. Your Minigun ammo has been ripped off and replaced by the M60 you had to use for this. Go get Minigun ammo. The west island--the mainland--and Piers 1 and 2 are now open. Cortez calls Tommy on the cell phone to offer more work (I.48). Another Avery mission icon appears. I.39B explains why the Havana Outfit glitch has caused me to delay this last mission for Avery to I.83 and several ways you can handle it. I.46 Unique Jumps 34 and 35 (the mainland--west island--and piers 1 and 2 are now open) Take a PCJ 600 onto Pier 1, the N pier of the two at the S end of the W side of the east island. If you don't have a PCJ 600, there's always one by Pier 1. Back the bike to the N curb and gun it S. The two jumps in a row, 34 then 35, are in a straight line--have brake/reverse ready to stop you after the 2nd one. You'll have time to turn and aim yourself for the jump ashore, which isn't a Unique Jump. I.47 "Waste The Wife" Phone: Assassination Mission 2 (get out the Rhino: "Gangway, coming through.") Tommy has to kill Mrs. Dawson with a vehicle while she's in a car--you can't have him use a drive-by or get out and shoot her car. She always stops at a light around the corner from where you start the chase. After you hit her car, she takes off in a panic. When the damage meter for her car is empty, you pass the mission while her car blows up. So: like Rusk says, get a Rhino (see I.9.B). Everyone's garage should have one. This mission is a fast chase without one, but as easy as running into a parked car with one. The game represents the abiliy of a tank to flatten vehicles by having vehicles it bumps blow up. So drive carefully otherwise if you want to avoid police attention. You can get away with blowing up a vehicle occasionally, but you never know when a policeman may be out of your view nearby and you won't. I've done this with the "EP" Admiral as well. Just ram her car, shove it around, etc., for a few blocks or more with it and her car catches on fire and blows up. Either way, when you're done, save your vehicle in a garage. If you use another, and fragile, vehicle, you might want to use "aspirine" so Tommy doesn't blow up before she does. You get $2,000. I.48 "Sir, Yes, Sir!" Col. Cortez Cortez tells Tommy he thinks Diaz was responsible for the ambush of the drug deal at the start of the game--a loss he shares with Tommy. Cortez is looking into it. Meanwhile, he wants Tommy to jack a tank, being given a military escort through town, and bring it to him. The convoy makes a run S on the main road of the west island that starts somewhere in or around Little Haiti, I think, and ends up in Viceport in a garage across the street to the S of the corner with two Port Authority signs where hidden package 83 was. The easiest way to do this is given in the Brady guide--jack it when the convoy stops for doughnuts. Get a nice fast vehicle, like the PCJ 600 or Cheetah always parked by the piers, and drive to Callegg's Deli. From Cortez, drive to the street and go N on a road that curves E to a T intersection, go left to a T intersection, go left and across the South Bridge, go right, and you'll see Callegg's Deli on the far corner of the 1st left. It has one of the few ads for an actual product I've identified so far in the game over the door: Squirt, the grapefruit soda pop (see I.13). (Rusk writes you can even park in front of the door to block the soldier that will try to enter.) Have Tommy stand on the corner on the E side of Callegg's facing N, which is where the tank, two Barracks OLs of soldiers, Patriot, and foot soldiers will come from. Have him take on the army unarmed. The procession will stop right in front of him and the tank driver will be ordered to get out to go into Callegg's for some doughnuts ("Sir, yes, sir"). Have Tommy go to the tank, press F, and gun it. The basic directions are: right around the corner you start from, right, left, right, and look for the open garage to the right to drive the tank into. A timed detonator--security protocol Delta India Echo--is activated when he jacks the tank, so there isn't much time for an unofficial rampage. At the least, you'll probably blow up one or two Barracks OLs and police cars on the way. There should be plenty of time to get to the garage, but you might turn the turret backwards to give the cannon a blast to propel Tommy through any obstacle that you might encounter. Get Tommy out of the tank and garage when the screen tells you to and you pass the mission. If you're feeling adventurous, you might also try the advice of the Brady guide to have Tommy block the road, take cover from a distance, and snipe the guy on top of the tank and the rest before beating on the door of the tank with a melee weapon to scare the driver out. I had Tommy use a Minigun, from the sidewalk a safe distance S of them, on all the vehicles and soldiers, and the tank driver ran away scared before Tommy could get close to the tank. The Brady guide also explains that the closed tank door is unlocked sometimes, so says to have Tommy try it before beating on it. This jibed with a message board post I read that said you could even send Tommy N and see if he could jack the tank like any vehicle before it gets to the Deli and he won't get shot. It sounds to me like that could work. But when I've tried it, a soldier told Tommy to get away from the tank, the door was locked, the hammer just bent the door, and the screen prompted me to find a way to lure the occupants out of the tank. So while a soldier told the "Civilian" to "move away from the tank" a couple more times, I sent Tommy back to the Deli. HandsomeRockus has the answer: you parking the Cheetah directly in front of the Rhino and get Tommy out of it. When a soldier goes to remove the Cheetah, the tank door is unlocked and Tommy can jack the tank. Thanks again, HandsomeRockus. (You can learn some good stuff from this guy.) You get $2,000. You get another call from Cortez. You can go ahead and do "All Hands On Deck," the last mission for Cortez, now, if you want. There's no important strategic reason to wait. I just like to save it up for after the "Rub Out" of Diaz as a nice capper to the Diaz episodes because Cortez was a lot of help in figuring out that Diaz caused the ambush at the start of the game. Just be sure to have a lot of ammo for your Minigun whenever you do it. I.49 "The Fastest Boat" Diaz Diaz wants Tommy to jack him a new boat--a smuggler's dream, the fastest boat--just created at the boat house. To get to the Boatyard, go S past the South Bridge on the main N-S road of the W island--where the road divides, take the E road past the big ship on the left; look for a building with a crummy black fence and a glowing blue house icon in front of it (you buy it later) on your left. The easiest way, by IncredibleHoke as noted in Rusk's latest update, is to drive to the overturned boat on the S side of the fence on the S side of the Boatyard, then have Tommy get out and run to the far corner of the fence, across from the fastest boat--a red and white Squalo II speed boat which is suspended from a crane by dark ropes or chains--and press F (Enter). Tommy is then transported in an instant through the fence and behind the wheel of the boat--basically, the way he can enter a boat otherwise. It drops into the water without needing to have him pull the switch in the boathouse. Tommy gets a three star wanted rating. Then it's just a straight drive N to the mansion, and it's not hard to have Tommy steer clear of the police boats that fire at him. If you're as big a fan as me of how funny it looks for a guy to handle something in town by going for his tank, you might like Rusk's variation whereby you blast the henchmen at the Boatyard with the cannon from the Rhino 1st. It tends to shoot over people's heads, though. If you use the Sea Sparrow, fly S to the rocks hidden package 2 was on, then go W toward the Boatyard. Starting in a spot a safe distance away, fire and pivot this way and that, then move a bit closer and do it again, etc. This also lures the targets out into your line of fire. As you get closer, you'll see at least one in the boathouse as well--get them, too. You can circle the boathouse and get any others you find, if you want. When it's clear, have Tommy land by the entrance to the boat house and run into the shaft of light inside it, prompting the cutscene of him pulling the switch to make the boat drop into the water. Have him run through some shooting to get into the boat-- press F--and drive N to the mansion. You could try Rusk's method of landing the Sea Sparrow on the suspended boat and getting Tommy out onto it. If successful, the chopper falls away, the boat drops in the water, and he avoids the shooting. If you cleared the area 1st but you don't manage to get Tommy in the boat that way, he's still safe for the run to the switch. There's always shooting for his quick run from the switch to the boat, so just ignore the shooters and have him run straight for the boat and press F. I've also had Tommy drive there and cautiously shoot whoever showed up on the way to the boat. I mostly had Tommy snipe them but had him get one with the Minigun. If you do it that way, just be sure he gets the ten guys that show up. He can get three guys in red jerseys and black jackets and pants before he enters the grounds. There are another four of them behind the place, and three in light brown coveralls inside in the back of the building. I'd edge Tommy along sideways so they can't get behind him and I can see a target the moment they appear. It's not so tough a shoot-em-out. After the cutscene at the switch, more guys in black jackets appear to shoot while he runs to the boat, anyway. If you don't have Tommy bother with them and just have him run, he'll make it. But the last time I did this mission, I had Tommy use the Minigun on them--they stopped appearing after he got six of them. (As Rusk used to note, if you fly straight to the Boatyard, you can see the fastest boat fly up from the water onto whatever that is it hangs from.) You get $4,000. You get a cell phone call to go to the phone by Washington Mall. I.50 "Autocide" Phone: Assassination Mission 3 Tommy is told to take out the members of a European gang that plan to hold up a bank. They're working under cover, or are on vacation, in various locations around the east island. The Sea Sparrow is easier to get, but the better auto-aim ability of the Hunter machine gun makes it easier to use. The PC Hunter rockets don't have auto-aim and draw more unwanted police attention than the machine gun, anyway. You can find a silver PCJ 600 by the weapons Tommy is given at the start of the mission. (When it comes to vehicles with special colors found only in a certain mission, I wouldn't worry about that aspect too much. See I.100.D.e for how to go to data\carcols and change the color of vehicles. You can make one silver or whatever color anytime you want. This PCJ 600 is a medium-light silver-- about the same silver as on a silver Freeway. I especially like the PCJ 600, and like the look of this one, so I'd probably save it.) If you use a chopper, land in the lot of the gas station across the street from the pay phone, or land in the parking lot beside the pay phone. If you use the PCJ 600, take a Minigun and an Uz-I with lots of ammo. Mike Griffin He's on the walk of a military recruitment parody billboard NE of Washington Mall. Chopper: shoot him with the machine gun. Bike: you can have Tommy get him with the Minigun at least as fast as by aiming and scrolling with the .308 sniper rifle. Dick Tanner He's in a Securicar in a lot on the N side of DPB Security: it's on the NW side of the block along the E side of the E island four blocks from the S. Chopper: carefully lower the chopper near the street without banging into too much and shoot the Securicar with the machine gun. Bike: have Tommy go to the corner across from him to the NW and blow up his Securicar with the Minigun. Marcus Hammond and Franco Carter They're In a pickup truck on the E side of the N end of the middle road that goes S from the road that goes E from the Leaf Links bridge. Chopper: shoot the truck with the machine gun, fly off a bit, then go back for the one that gets out of the truck to shoot at you. Bike: have Tommy use the Minigun to blow up the truck, and, if he got out of the truck before the explosion, shoot the guy that gets out to shoot Tommy. Nick Kong Chopper: use the machine gun to shoot the boat till it blows up. Bike: go W into the E side of the lot of a house that's on the land S of the E end of the bridge from the east island to Starfish Island. Go W along the low S wall to a place where the grass that slopes up to the far side of the wall slopes higher on it so you can have Tommy jump over it and get back to his bike faster. Send Tommy over the low wall to shoot him. Charlie Dilson He's driving around the S area of the E island on a PCJ 600. Chopper: cut over blocks to get at him with the machine gun. Bike: do a forward drive-by shooting. One advantage to using the bike for this: Chuck's quick, but, if Tommy keeps shooting, Chuck wrecks at some point. If Tommy's on a bike, have him persist with a forward drive-by, and he can be right there to get Chuck when he falls off the bike. You get $4,000. I.51 "Supply & Demand" Diaz Diaz wants Tommy to use the fastest boat to beat the other boats to the yacht of a freelancer who comes by once a month and sells on a "1st come, 1st served" basis. Lance, working for Diaz under the alias Quentin, joins Tommy. Lance asks Tommy why they're still doing jobs for the man they now know set up the ambush. Tommy says they can learn more about the town they plan to take over that way. Note: this is the mission where Diaz says he's a follower of "El burro" movies (I.3). This is also the mission that starts with a cutscene of Diaz as the invisible man (I.9.G). In the 1st of the two parts, you drive the boat and Lance shoots at the competition. Have acceleration (W) pressed during the cut scene to be moving the boat right away. The routes the competition uses are both E of the mansion at the S side of Starfish Island and, of those who go left, up the W coast of the east island, including the W coast of Vice Point, to a boat between it and the N end of Leaf Links. Of those who go right instead, it's the same route except they go counter-clockwise around the island chunk of Vice Point along the way. If you take one of those routes, Rusk prefers going left, which is easier, but I'm used to going right and get it in one or a few tries--then again, I've played the game through that way a number of times. But, without a doubt, going left is the easiest if you forget both of those routes and blast up the W coast of Leaf Links in a gentle arc and turn E before the N island chunk of it. Being able to jump the skinny area of the chunk is a little risky and seems to depend on whether or not the boat gets the swell of a wave just before the jump. If you drive through the channels, drive fast when you can, but let up on acceleration and play with acceleration/turn combos as needed to make the turns without getting caught up somewhere or banging the boat against things so much it catches on fire and blows up. Try to speed past the competitors without hitting them, with enough speed to keep going forward if you do brush against them--they can hit Tommy's boat and make it point the wrong way. Remember to avoid a docked boat on the right after a sharp right turn. Basically, and most importantly, use the radar to help you make the turns you plan for up ahead. On the way back, the reverse of the route used above for the right turn, Lance drives, so you can use both hands on the Mouse to aim and shoot the M4 in 1st person shooter mode. Two boats chase you. Shoot the driver and shooter on the front boat, or at least make the front boat catch on fire so it will blow up. This may block the 2nd boat; do the same to it if you need to. I have horrible luck doing much about the shooters up ahead to your right on a dock you whiz by, but, fortunately, that doesn't seem to matter. Shoot the guy shooting from the side (your left) of the helicopter that comes from behind if you want to test your marksmanship, but you really only need to shoot at any part of the helicopter and make it burn so it explodes. If you get the inital boats fast enough, you can concentrate on the helicopter as soon as it appears in the sky to your right. Once, when I had it catch on fire, the pilot bailed into the channel. Then you just have to shoot the driver and shooter of the boat ahead of you that you'll pass--or, again, just blow up the boat. Lance takes Tommy to the mansion. You get $10,000. The Tracksuit outfit is now available at the Downtown Jocksport, S of the W end of the Hyman Condo alley. Lance calls to tell Tommy, "We can do it" (kill Diaz). But later, Kent calls Tommy. He has something important to tell him at the Malibu. I.52 "Death Row" Kent Paul Go to the "K" on your radar--at the Malibu Club--to meet Kent Paul. Sea Sparrow: take a lot of Minigun ammo and land in the club parking lot on the N side of the club, or, better, right in front of the club, pointed W. "EP" Admiral: have lots of ammo for your Minigun and Uz-I and park pointing NE in front of the club. This is a timed mission, so I'd recommend the Sea Sparrow as providing a faster way to get to the battle. Go in to talk to Kent. (Thanks again to the "A Dictionary of Slang" web site for some of the U.K. slang definitions.) Kent Paul gets Tommy's attention with "mush," an address to get the attention of a stranger, derived from the Romany for "man." He tells Tommy he's going to save his "vera." Chris, of the gta place web site, and who lives in England, tells me "vera" is short for "Vera Lynn," which is rhyming slang for "skin"--a cigarette paper. So it's a variant of "save your skin." Kent says, "....that 'wanker,'..."--a contemptible person--"...Diaz, the 'bugle master,'..."--"bugle" is cocaine--has got Lance, who failed in an attempt to jump Diaz. When Tommy grabs Kent to ask where Lance is, Kent tells him to "keep your barnet on": "barnet" means "hair"--Cockney rhyming slang for "barnet fair"-- which, in context, means the same as the British slang "keep your hair on" meaning "don't get upset." Kent says they're holding Lance at the junkyard. Tommy needs to get to the junkyard fast, before a bar on the screen shows Lance's health has run out. The Sea Sparrow is faster. Either way, thanks again to Rusk for most of the strategies. You can check out the layout of City Scrap/Junkyard beforehand. It's the most W section of Little Haiti, and W of the Links Bridge. In the big domed building with a dirty orange front in the NW corner, the chair Lance will be tied to is already bloody--apparently, this is a regular thing there. (Note: from inside the building, there's a window at the back on the left you can see through. When you look for it outside, it's not there.) Sea Sparrow: make a bee line for the junkyard. Sea Sparrow, front gate approach: Fly only as close as you need to for the machine gun to clear out the entrance. Fly a bit closer and shoot some more till it looks clear. Fly to the left/S side of the wall around the yard, turn in towards the junk yard, and thoroughly clear out whatever you can from there so you can land just inside safely. Type "aspirine"; you want to be able to fly back out. Equip Tommy with the Minigun (scroll to Brass Knuckles to run a bit if it's clear at 1st) and go N shooting everyone (some guy appears from the left, a couple from in front, some guy is firing from atop the building in the back, a few are in front of or in the building, etc.). Have him shoot attackers immediately as he moves past the big pile of black junk on the left, then moves N along the dirty orange wall to his right, using it to protect his back. Look in the opening in it on the right, and make sure it's clear to the right and ahead at the end of it. Then the big domed building with a dirty orange front, and a big yellow crane, should be ahead to the left. Compared to landing the Sea Sparrow in the NE corner, this has the benefit of quickly clearing the place to make it safer to get Lance out afterward. Have Tommy go to Lance, who's tied to a bloody chair. Sea Sparrow, NE corner landing: when Rusk lands in the N, he likes to land by the building Lance is in at the NW corner. When I do something similar, I land in a clearing in the NE of the yard away from the attackers. If you land in a NE clearing to start the attack: go S doing the reverse of the S to N advice given above, shooting anything that moves--shoot the guy on the roof of the building Lance is in, the guys in front of it or in it, and any guys that your movement of Tommy can motivate to show themselves. Clear the area out going S as best you can and still have time to run N to Lance before Lance's health gets too low. Remember, as many "Vice City" gamers know, he's vulnerable to attack when weak yet likes to help out if there's shooting--sometimes running right in front of Tommy's line of fire (like in the next mission, "Rub Out"--it's like the same programmer did Paulie for "Mafia"). So try to clear out the area from Lance on down so Lance can follow Tommy into the helicopter later without anyone getting close enough with an attack to trigger Lance to pull one of those moves. Have Tommy go to Lance, who's tied to a bloody chair. "EP" Admiral: Go N, take the 2nd left, go W and over the Links Bridge to the west island, go straight to cut over the grass divider at the left side of the road and continue W on the road beside it, follow it as it curves 90 degrees to the left/S, turn right and go to a T intersection, go right, then turn left into the road that leads to the junkyard. Drive over and drive-by all of Diaz' henchmen you can. The car is BP-- bullet-proof--but not JP--jack-proof--so keep moving with room to make turns in, especially when you're going to drive forwards while looking sideways. Do a drive-by shooting at the ones by Lance with enough distance to draw them into your fire with a little forward and back car movement. Have Tommy get out and Minigun the guy on the building Lance is in and the guy on the crane. When he gets to the building where Lance is, have him use the Minigun on Lance's captors. Have Tommy go to Lance, who's tied to a bloody chair. There's a cutscene of Tommy being upset that Lance messed up his plan, and Lance countering that Diaz killed his brother--what did Tommy expect him to do? Tommy says they're going to have to take out Diaz now, and gets Lance to use a gun. There's a lot of cash left by Diaz' thugs, if you want some. when you want someone to follow Tommy, try to go straight for awhile without going around anything, then look to see that they've followed you. (Before getting the hang of that, I had occasion to find the one meant to follow running persistantly into the side of a wall and such--you don't want to see that at a hectic time like this. As the name of the show referred to on KCHAT says: in the future, there will be robots.) Sea Sparrow: lead Lance to the Sea Sparrow. If you landed in the NE, you may need to have Tommy shoot some henchmen that approach from the S. Have Tommy shoot them before they shoot the weakened Lance, who will probably charge them to help, and try to avoid having Tommy hit Lance. (Afterward, as Rusk notes, as a side feature, you can fly S briefly to shoot the three Comets beyond the entrance that chase and shoot when you leave that way.) Fly N over water, then fly E to the Downtown hospital using the radar. Take care to land in the pink shaft of light, or have Tommy get out and run into it. "EP" Admiral: lead Lance to the "EP" Admiral. when Tommy exits the Junk Yard, three Comets of Diaz's lowlifes will soon chase him and shoot. You can have him stop and do a drive-by shooting till they explode from the bullets or from ramming the "EP" Admiral; explosions won't hurt it, either. Drive N and E to the main N and S road and go N to a T intersection, then go left and drive into the shaft of light in front of the hospital on the left. For some people, this is one of the most difficult missions. This way, if you're new to it, you may only need to repeat it to get the idea of where the targets tend to be. Don't be shy with Sea Sparrow or Minigun bullets. You don't have to be pixel-perfect with your aim--just waggle it around over the targets. And when you get the idea of where some targets are, you can have Tommy emerge from behind things, used as shields, to get them before they get him much. I've done this by flying there in the Hunter and blowing up the blockade at the gate with rockets. After that, it was the same as when using the Sea Sparrow, except I used the car by the building Lance was in to get Lance to the hospital. Shortly after leaving the scrap yard, the three Comets sped around and shot and tried to knock Tommy's car around. After extracting the car from them to get back on course, like in Bloodring, I just had Tommy speed to the hospital, but I was probably lucky. Tommy tells Lance to get patched up and meet him on the bridge to Starfish Island. You get no pay, since Tommy worked off a tip and not in a mission for someone. You rescue Lance and take whatever you want to grab of the money left by shooting Diaz' henchmen. Again, I'm waiting to end the dealings with Diaz before I do the last mission for Cortez. There's a "D" on the radar. I.53 "Rub Out" Diaz Go to the shaft of light on the part of the sidewalk to the E in front of the mansion. Lance drives up in a Stallion (where's the white Infernus?) with weaponry in the trunk. Tommy likes the M60, which is like a weaker Minigun. In fact, I don't care how much Tommy admires Lances' arsenal, I'd take a Minigun with lots of ammo. Scroll to Brass Knuckles to have Tommy run a bit at times because it's better to have him stay ahead of Lance and take care of everything himself. Send Tommy to the E side of the yard enough to pick off all the henchmen he can from there. (The twelve monitors Diaz looks at in his room on the 2nd floor of the mansion are six copies each of two of the six ones Tony Montana/Al Pacino looks at when he realizes his mansion is being invaded near the end of "Scarface.") Send Tommy up the steps and forward along the wall, getting the guy between the hedges on the left and another at the far left side. As soon as Tommy gets to the back yard, there's one henchman ahead. Once down on the lower walk, have Tommy turn right to get the guy on the far side of it. Get Tommy into the Sea Sparrow, fly up and turn 180 degrees, land it on the E roof of the mansion, and run inside and down a flight of stairs. Get the Minigun ready again, and have Tommy turn into the hall. Have him shoot any henchmen you see as he enters the main area; there's probably one ahead of him on the balcony around the 2nd floor, and two at his left on the lower back part of the same balcony, with Diaz emerging from the door to his office in the middle. If you send Tommy inside the mansion directly without using the Sea Sparrow, scroll to Fist/Brass Knuckles at times to try to keep him ahead of Lance and kill a few henchmen to clear the way for him. If you go into the 1st floor of the main room, clear the way and go up the stairs. After the cutscene of Diaz emerging in protest, have Tommy aim one volley of Minigun bullets at him to end your task. (The cutscene does the rest.) If you use a lesser weapon, there's a cutscene of Diaz running into his office saying he's going to kill Tommy real soon, etc. Then have Tommy go finish him off. In the final cutscene, Diaz crawls out protesting to Tommy and Lance, who draw over him with guns. "Say 'Goodnight,' Mr. Diaz." I've done this before doing the side missions, too. I put the VCPD chopper in the Sea Sparrow's place ahead of time and used the M60 provided--it worked the same way as in the case in which Diaz gets back into his office and Tommy has to shoot him again. You get $50,000. You own the mansion--now called the Vercetti Estate. You'll have armor and weapon icons by the wall at the back of the E side of the front yard, a two car garage with Lance's white Infernus parked nearby (if it's not white yet, go away and go back and it will be), an Admiral or a Stretch on the other side of the front stairs (ditch the Admiral down the road if you want the Stretch to replace it), a Maverick on the roof, a Sea Sparrow in the back yard, health and weapon icons in a bottom floor room, a health icon in the TV room, and a street outfit in the office. The PC version lets you drive a vehicle in the mansion, so you can drive a PCJ 600 inside if you want to morph. I'd move the "EP" Admiral to the mansion garage. You have an open safe overflowing with banded stacks of paper money and two gasoline can-like cans of "Hot 'n' Sticky" (a sex lubricant?) in the office. Your TV room on the 1st floor has an unplugged TV, and (if you've done "Demolition Man," I think) an open "ACTION HELI" box. The "V" will appear at the mansion on the radar and map whether there's a mission there or not. The paintings on the 2nd floor become defaced soon (if they haven't appeared yet, go away and go back and they'll be there). The mansion has a little junk in the TV room; it and the main entrance room are going to become a mess of more and more empty pizza boxes, empty bottles, GASH bags, etc., as the game goes on. The chair/desk/monitors arrangement in the office, and the emphasis of red in the main entrance room, are some more of the things modeled after things in "Scarface," 1983. Go to the door of the main office, face the stairway, equip the rocket launcher, and give it a "Say hello to my little friend"--pa-HOOM!-- for me. For a little variety, you might type the code "chickswithguns" to have the Vercetti gang, who will appear at your asset-making properties once you own them, become women in bikinis with guns. You may need to go around and in and out of the mansion a bit before they appear. You can now get a six star wanted rating. The .357, MP, and M4 are available to buy from the Downtown Ammu-Nation. They're each the best for their category. The MP is the best submachine gun for drive-by shootings, so I'd stock up on ammo for it. A broken hidden package, with several piles of white powder around it, shows up on the counter of Tommy's Ocean View apartment. It reveals the cocaine- smuggling purpose of the hidden packages in Vice City. You get a cell phone call from Kent Paul at the Malibu. The Love Fist missions are available (I.56). Please remember: I strongly recommend you see the alternative order of missions I suggest in the mission list near the start of this guide if you want to use the Angel with special handling abilities for "The Driver" and the Sunshine Auto races. If you want to do that, which I recommend, just use the order of missions I'll be using in this walk-through. You could also just make your own Angel with those special handling abilities as explained in I.100.D.e Cars and bikes, Gameplay advantages: How to create your own "Alloy Wheels of Steel" Angel. Sonny calls--he's heard Tommy has been taking over Vice City and he hasn't forgotten about him (especially that he owes Sonny money). You can do three of the four Chopper Checkpoint missions (I.55). Stock up on Minigun ammo, save the game, and take the Sea Sparrow S to Pier 2 to do: I.54 "All Hands On Deck!" Col. Cortez Have five or six rounds of Minigun ammo so you'll have some when this is done. Cortez wants Tommy to protect him as he tries to sail from Vice City on his yacht. As it pulls away, two FBI Washingtons with eight armed French agents drive onto Pier 1 and board boats. (The PS2 gimmick of blocking the entrance beforehand with a Coach won't work on PC--the Coach disappears if you try it.) The game gives Tommy a Katana--sword--to use in joining Cortez and his henchmen in defending against the attackers. Nuh-uh. Scroll to Minigun and send Tommy to the SE side of the yacht. Those boats are gonna blow before anyone sets foot on that yacht to sishkebab. For the 2nd part, send Tommy to the N end of the boat. The French agents have formed a blockade of boats and Dinghys. Have Tommy blow them up real good. Have him get another boat that pulls up on the E side. The Minigun makes such short work of everything you apply it to, the game doesn't seem to be prepared for someone to handle things so quickly. After blowing up the French agent's boats with it, so no agents got anywhere near close enough to board Cortez' yacht, the game showed a cut scene of Cortez killing a French agent that got aboard, anyway. (I was looking around: "Where the hell did he come from?") Throughout the mission otherwise, Cortez and his men generally just stood around with nothing to do. No agents could get aboard for them to fight. If you hear fighting on board, you can let them handle it and ignore it or have Tommy shoot the French agents, but tend to these other things 1st. Send Tommy to the E side of the boat to shoot down two Mavericks. Then have him get the Hunter that comes from the SW. I let it go overhead 1st ever since Tommy's Minigun made such short work of it once that it landed on the yacht to blow up. You get $5,000. You get a speed boat, a Speeder, from the Colonel. You can try out the boat ramp jumps: there's one at the S end of the N island of Leaf Links, there are a few by piers 1 and 2, one at the S end of the east island, and one S of the wooden shack without a roof in the S central waters. In a Gamefaqs message board post, someone wondered if you could have Tommy push the boat to a garage (you might have him hop in and type "aspirine" if you need to) and save it; spaceeinstein wrote you could. But it would be so much trouble, and you can just pirate one from the high seas, or, sometimes, from Pier 2. And you're going to get a couple of speed boats, including the Squalo II--the fastest in the game, when you buy the Boatyard. Kent Paul calls--someone (probably Sonny or one of his henchmen) is offended that Tommy is taking over and is out to take a crack at Tommy. I.55 Checkpoint Chopper missions 1 to 3 (the 4th is available at I.88, after "G-Spotlight"). Have Tommy enter a Sparrow (a Sea Sparrow with rails instead of pontoons and no machine gun) to initiate a timed test to fly through glowing disks (as usual, they're pink-violet except the last one is red). As he passes through one and it disappears, the next one glows brightly. You only need to complete a course to succeed with it, and you can also try to beat your previous time. Vice Point. Go E on the road that extends E from the E end of the little bridge from Leaf Links club house and make the 1st left. Go right off the road onto a little blacktop lane that goes under an arch, then go left into an opening in the wooden fence. The helicopter is in the yard. 17 disks. Ocean Beach. The helicopter is on the roof of the building you jump to from the stairs of the "stilt" building (J32) then jump from (J33). 17 disks. Little Haiti. It's on the landing roof of J5. Jump with the PCJ 600 or take a helicopter there. 22 disks. You get $100 for each success. I.56 "Love Juice" Love Fist The skull icon on your in-game map and radar. Jezz Torrent is voice acted by Kevin McKidd, who stars as Tommy in the 1996 movie "Trainspotting" (which, like "Vice City," features the Blondie song "Atomic"). Thanks again to "A Dictionary of Slang" for some U.K. slang definitions. While Kent Paul introduces Tommy to Love Fist, he says, "Willy's in the kaze" (also "khazi" and "karzy": lavatory). He wants Tommy to get them the ingrediants for Love Juice because Love Fist "...ain't too connected here--they don't have the old, 'How's your father?'" (sexual intercourse). Love Juice is two parts boomshine (fictionalized name for moonshine whiskey), one part trumpet (the closest I found was "trump": fart, "crumpet": sexually desirable person, and "Bugle": cocaine), five fizz bombs (drinks with seltzer?), and a liter of petrol. "Willy" and "Percy" are U.K. pet names for penis. "Jezz" sounds like "jizz," which is an abbreviation of "jism," and "torrent" means a great outpouring or strong stream. The 4th member of the band is Dick on either side of the Atlantic. Either: use whatever fast car you handle the best and a Minigun, or: use a PCJ 600, and an MP from the Downtown Ammu-Nation, for a forward drive-by shooting, which is easy. Park in the shaft of light, facing the street, and honk the horn. There's a cutscene of a dealer in a Gilligan sailor hat who takes Tommy's money and speeds off on a PCJ 600. Have Tommy ram him off the bike with the car, then shoot him, or do a forward drive-by shooting with the PCJ 600. Then Kent calls: Lovefist wants some company, and Tommy knows just the right woman. Tommy has to pick up Mercedes at her house, then has 90 seconds to get her to the studio at VROCK. The fastest way is to go N on the road beside the E side of her house to a T intersection, go right then quickly left onto the road that takes you to the North Bridge from the east island to Prawn Island, cross the bridge, cross Prawn Island, cross the next bridge, than go straight to the T intersection: VROCK is across the street to the left. You get $2,000. Kent calls. He wants Tommy to get Mitch Baker's biker gang for security at the next Love Fist concert. His icon is the playing card-type spade at the Greasy Chopper on your in-game map and radar. There's a shaft of light in front of the VROCK building (Love Fist) and another in front of the Greasy Chopper (Mitch Baker). &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Mitch Baker's 1st mission is "Alloy Wheels of Steel." Again, please consider the alternative order of missions that follows in this guide if you want to use the "Alloy Wheels of Steel" Angel with special handling abilities for "The Driver" and the Sunshine Auto races. Once a garage door falls in front of that Angel, it's just another hog. Alternatively, you could make your own "Alloy Wheels of Steel" Angel as described in I.100.D.e Cars and bikes under Gameplay advantages: How to create your own "Alloy Wheels of Steel" Angel. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.57 "Psycho Killer" Love Fist Kent tells Tommy a stalker has been violating the privacy of the group, and now he wants to kill them. (Sounds like some of the neighbors I've had in some of the places I've lived.) Kent thinks he may try something at the autograph signing appearance they've planned. Again, thanks to Rusk for the Coach idea. (If he's reading, I hope I get an "A.") Save a PCJ 600, Coach, Firetruck, Rhino, or Packer at a Hyman Condo garage beforehand. Have a Minigun and an MP with lots of ammo (good general advice, too). 1. PCJ 600: Have Tommy drive to the VROCK building on a PCJ 600. Have him enter the shaft of light. There's a cutscene (described above) of Tommy with Kent and Love Fist. Have Tommy drive the PCJ 600 S to the corner of the sidewalk that's just E of the shaft of light and park it pointing SE. There are cheering fans in front of the Rock City record store. You can't miss the psycho--he's the cross dresser with five o'clock shadow--but you fail the mission if you have Tommy attack him now. Then have Tommy run back up to get the limo and drive it down into the light. There's a cutscene of the psycho blaming Love Fist for making him such a head case, then he gets into his Sentinel and speeds off to the E. Immediately have Tommy get out of the limo and onto the PCJ 600 to do a forward drive-by shooting on his car. It won't be on the radar, so try to keep it in view enough that you don't lose it and fail the mission. He'll drive E then turn N to the T intersection by Ammu-Nation. Beware of the Trashmaster that pulls all the way out and straight across the street from the right when Tommy is most of the way N toward Ammu-Nation. Slow down, let it cross, and pass it on the left; the psycho dawdles disorientedly up at the T intersection for a bit to compensate. Or: Have Tommy drive the Love Fist limo S, stop short of the shaft of light, and get out. Have him run back to the condo garages and get: 2. A Coach (commercial passenger bus). Take it to the alley on the E side of the record store and line up the right side of the Coach with the E wall. Reverse with the right side of the Coach in alignment with the wall. Use Q to see that you stop with the vertical seam in the middle of the Coach over the yellow line in the road. Rusk's method is very handy here if you don't want to chase the psycho. You need something to keep him in the area, and the Coach is just the thing. I tried taking the Coach to 8 Ball's Bomb Shop at the S of the west island 1st for a little variety. The detonater won't work if you take the Coach there before the mission, so take it there during the mission if you try this. And have Tommy exit the limo and detonate the bomb immediately when it's time to kill the psycho, or the psycho may back away from the Coach and get away before you can get Tommy back into the limo to catch him. 3. A Firetruck, Rhino, Linerunner, Flatbed, or Bus. It's the same deal as 2, but a Coach isn't always handy. There's always a Firetruck to be found if you send Tommy clockwise around the block--it's on the left side as you go N. You can always find the other three in Viceport. Block at least the S lane with whatever that's not long enough to reach across the street. After putting the Coach, or whatever, in place, drive the limo into the light. There's a cutscene of the mixed-up kid blaming Love Fist for ruining his life, then he gets in a Sentinel and drives into the side of the vehicle you left to block him. Have Tommy get out and end this mini-drama with his Minigun. 4. As another variation of this, you can put a Packer there to try to get the psycho to shoot over the ramp and into--you pick. When I tried it, he drove over the ramp and his car flipped over and started to burn. Then he and it disappeared and the screen said the mission was failed--I let him get away. What a rip. As Rusk notes, if he tries to reverse, you might be fast enough to have Tommy jack his Sentinel and do a left--Q--drive-by on him before he leaves the side of the car. If not, have Tommy get out and shoot him. You get $4,000. You have to do the Mitch Baker missions before you can do any more for Love Fist. But following my plan to make the eight races coming up as easy as possible, I'm scheduling the Vercetti missions next. There are a couple of overlapping V's at the mansion on the radar. I.58 "Shakedown" Vercetti In the mansion, Lance tells Tommy that local businesses know Diaz is dead and refuse to pay protection money. Tommy sets out to scare them into paying him, and says he'll be back in five minutes. Get lots of ammo for your Minigun then scroll to Fist/Brass Knuckles so Tommy can start out running. Tommy has to get to North Point Mall fast. Besides the usual Infernus, a Stinger and an Uz-I are provided on the driveway. You can also have a Sea Sparrow parked there beforehand to get to the mall faster still. Note: in the several protection money missions for Vecetti, any vehicles that are normally white or silver are tinted with gold during the mission and revert to their normal colors when it's completed. (I guess this symbolizes how ambitious Tommy's eyes are "seeing gold.") Get to North Point Mall quickly. The radar shows the targets on your floor as red squares, and gives higher or lower ones as triangles pointed either up or down. Get them in order of proximity on one floor then the other. Tommy gets a five star wanted level which goes away when all the windows are destroyed. 1st Floor 2nd floor _______________ ________________ | | | | Book Store Jewelry Store | | | | | | | | | | | | Vinyl Countdown | | | | | | GASH | | GASH | |__________Tarbrush Cafe |______________| As you can see from this rough diagram of the layout, you can save time on the 1st floor by having Tommy shooting from between the two S stores and between the two N stores. Tommy can get most of the three sides of GASH from one spot, anyway. Have Tommy shoot from a spot a bit towards the center of the mall rather than directly between stores. The fastest way to do it would be to have Tommy enter the door to the E of of the two doors along the S end of the mall, get the 1st floor GASH and Tarbrush Cafe, go up the escalator in GASH to get the 2nd floor GASH, get Vinyl Countdown, then jump the banister to get the Book and Jewelry stores. You get $2,000. You can now buy property that makes money. The pink disks in front of them now have house icons that are green instead of blue. Avery calls to tell Tommy to watch for business opportunities. The .308 sniper rifle is available at the Downtown Ammu-Nation, and your paintings are messed up at the mansion. Tommy gets a call for Mr. Teal go to the pay phone at the airport terminal. There's a pink shaft of light at the entrance to the mansion TV room and another by a payphone in the airport terminal. I.59 "Check In At The Check Out" Phone: Assassination Mission 4 Have Tommy get into the light at the pay phone in the main terminal building at the airport. The caller says to get the sniper rifle by a planter to the right. A lady will take the escalator down from the balcony and ask a businessman for the time. Tommy has to shoot him, get his briefcase, and take it to the location which is written on something taped under the phone (the Downtown Ammu-Nation). You could have Tommy use a vehicle to jump the rail by the metal detector to get him in with his weapons, but it's not worth it. The businessman and his bodyguard go down with one shot each using the sniper rifle provided. Besides, sneaking in weapons makes the security guards attack. Going through the metal detector will cause the weapon icons to hover outside till Tommy returns for them, even through saved games. In the PC version, a vehicle will disappear if left on the plot of grass just N of the terminal doors for a getaway. You can leave a car inside the entrance to the S tarmac a bit E of the entrance (you don't want to lure the police right through the entrance to it) and it will remain there for your getaway. (Besides that, the chopper takes a few moments for lift off, during which time Tommy is vulnerable to being buste and having his chopper destroyed.) I recommend the "EP" Admiral for that spot. However, I did have good luck with the Sea Sparrow if I left it in the grassy area N of the "Vice Surf" sign. Another time, I didn't want to take any chances--I put it even further N, using the N tarmac a good ways to the E of the entrance. It remained there till I needed it and the police didn't crowd Tommy as he ran to it. When Tommy gets the rifle, he has to approach the target while the lady comes downstairs. A Distance Meter indicates if he's gone too close and been spotted, which would mean you fail the mission. Letting the meter get 2/3rds to 3/4ths full lets Tommy get close enough. After the lady walks from the businessman, have Tommy shoot him and his bodyguard. Equip the scope with the RMB and zoom in with Z or the Mouse Scroller. Make sure Tommy runs through the briefcase icon and not just a weapon icon or you can't complete the mission. The shooting creates a two star wanted rating. Have Tommy dash outside to get the weapon icons floating among the shooting policemen. You can always have Tommy get a weapon later, if a police car or such is in the way, but I'd like him to have the heavier ones in case he needs to shoot one of the black cars or some other obstruction. The police, and guys who shoot from the sun roofs of black cars to get the briefcase, will chase Tommy on his way to Ammu-Nation. The police show up outside the terminal, one of the two black cars shows up at the Vice City Transport building you jumped onto for J9, and the other shows up at the top of the dead end road that goes S through the bottom center of the west island. They all go N on the main N and S road. If you use the Sea Sparrow, you can take out the two black cars with the machine gun as an option, fly through the airborne bribes, then fly to the Downtown Ammu-Nation. If the Sea Sparrow is destroyed, I use a variation of a shortcut Rusk uses to avoid the two black cars. It begins like the way I gave to get H98. Jack a vehicle when handy through this: go N through the N tarmac, N past the W side of the wall/fence, go E to the yellow wall then go N along the E side of the yellow wall, then go E across the tarmac that goes over the road below. Go over the lawn to Little Havana, and N through it and Little Haiti before getting on the main N ans S road to continue on the W lane of the "Y" division in the road to Ammu-Nation. On the way, there's a bribe in Little Haiti in the alley past the N end of the road that runs N and S on the W side of the big drainage ditch. You can also use the Little Haiti Pay 'n' Spray. Getting rid of Tommy's wanted rating wouldn't deter the black cars, but I don't run into them when I try this. I think you have to go by them to lure them to chase you. I did this mission with an Infernus, parked N of the "Vice Surf" billboard, took the shortcut and used the bribe, and never saw the black cars on the rest of the way up to Ammu-Nation. I've also sent Tommy up the W coast to get the Trashmaster from the City Scrap yard, and not only didn't see the two black cars, but the Trashmaster made little concern of the police cars. You can take the detour with the "EP" Admiral, but it might be more fun to tempt fate and let the others shoot and ram the car in vain on the main road. Drive fast, avoiding the police and enemy cars, and swirling back on track if knocked off course. You're in the "EP" Admiral, so you're sitting pretty--just don't let yourself get cornered or flipped on your back. You might take the shortcut over the grass on the E side of the main road N. You can stop at the Little Haiti Pay 'n' Spray along the way, but it won't stop the black cars, so you might destroy them 1st. Then cut W across the median strip before the road makes a "Y" division, and continue N straight to the shaft of light outside of the Ammu-Nation. And be sure to save that "EP" Admiral in one of your garages (but not the big one at the condo--let it eat an old Rhino). If you lose it, reload the game because it's too important to lose for any one mission. You get $8,000. There's a pink shaft of light at the entrance to the TV room of the mansion. I.60 "Bar Brawl" Vercetti Lance, drinking at the bar in the TV room of the mansion, tells Tommy a local bar won't pay protection money because they're protected by local thugs. Tommy reprimands Lance for drinking when there's work to be done and takes a couple other henchmen to handle it. He's getting madder--he doesn't want to just smash windows this time. You can use the Sea Sparrow and a lot of Molotovs (from Tacopalypse, E of the condo alley) or a PCJ 600 and a lot of Minigun ammo, MP ammo (from the Downtown Ammu- Nation), and Molotovs. Either way, take a henchman if you want, not that the henchman is a lot of help. Tommy seems to know this: "Get in the car, useless." A Sentinel is provided on the driveway. The Front Page Bar is at the N side of the Ocean View apartment building. Shoot or run over the two security guards on the sidewalk in front of it. You could land on the roof of the bar and have Tommy toss Molotovs down at them, too. If in the air, you can fly until the one star rating goes away. If on land, the rating may last very briefly; you can use the bribe to the SW in the sunken shopping center one block over. Send Tommy to the shaft of light looking shaky on the floor of the outdoor bar. The bar owner says the idiots he's been using for protection work out of DPB Security. After the scene, you have five minutes to complete the mission. DPB Security is on the NW corner of the 2nd block N. The security guards will be in a lot on the N side of DPB Security. If in the air, I like Rusk's idea to land on the roof of the building across the street from that to the N, avoiding any fire that could come up from the lot as much as possible, and throw Molotovs (Rusk likes Grenades) at the lot. If you have Tommy shoot, focus the shots before the entrance to the lot so they can't run toward the building Tommy is on and out of view below. A cutscene, described below, precedes the next section. Rusk explains that, on PS2, Tommy is placed on the ground after the cutscene, and that building has stairs you can use to get back to the helicopter. In the PC version, the game may put Tommy on the ground, but it usually lets him continue from up on the roof. If you have Tommy begin this battle on the ground, you can have him use Molotovs or shoot the guards in the lot. If you have him shoot, the Minigun is the quickest. There's a car in the lot he can blow up to take one or two of them out. There's a cutscene of an explosion on the lot and two of the thugs speeding to the E-most road then going S on it. Destroying the Securicar that comes from the S on that road during this last part gives you a $1,000 bonus. Have Tommy shoot the Securicar with the Sea Sparrow machine gun or with the MP from the PCJ 600; the Minigun makes short work of it, as usual, if it's handy to have him get off the bike for a few moments. The security guards on bikes will remain in the light house area if they reach it while he does. Shoot the bikers with the Sea Sparrow or do a forward drive-by shooting with the PCJ 600. Once at the light house area, the bikers tend to stay there or just try to get away on foot, so I'd have Tommy get off the PCJ 600 and give him a Minigun to shoot with once he's there. One drawback of using the Sea Sparrow: the Securicar can have a tendency to be lured to drive in circles directly beneath the Sea Sparrow where you can't see it. Rusk likes the "EP" Admiral for this mission, too--run over the 1st two and drive-by the rest. For a sideways drive-by of the cyclists, he suggests passing them and shooting while you let them slowly try to pass you. (Ramming them off their bikes works if you don't get them that way.) Using the Sentinel to go S on the N and S road along the E coast, I saw the Securicar whiz past going N. When I turned the car around, it was going S. I had Tommy blow it up with the Minigun. Once the cyclists are shot, the mission is completed. You get $4,000. The S.P.A.S 12 shotgun is available at the Downtown Ammu-Nation. Lance calls. He's upset, feeling that Tommy is belittling him unfairly. Tommy tries to reassure him he isn't and that this is no time for this, but Lance doesn't seem reconciled. Tommy tells him to take a few days off. There's a pink shaft of light at home on the E end of the front porch of the mansion. I.61 "Cop Land" Vercetti Lance bawls out Mike for botching a job to wire a store to blow up at the (North Point) mall, leaving evidence behind that could incriminate them. Mike says the timer must have screwed up, but someone tipped off the police. Lance says they have to remove the evidence. Tommy says the police will be all over the place, so they have to go there disguised as police men with a squad car. Lance says they should use a brusque gesture to lure the police to a lock-up where they can confine them and jump them. The hardest part about this mission is the last part--transporting Lance from the North Point Mall to the mansion porch through a five star wanted rating. The easiest way is with the Sea Sparrow, the "EP" Admiral, or the Rhino. The Sea Sparrow has the advantage of getting to the three airborne bribes, then the Hyman Condo roof for a brief run downstairs to use the alley bribe, then can fly the last star off. The "EP" Admiral has the advantage over the Rhino of being able to be used in the Pay 'n' Spray. If it gets rammed upside-down and destroyed, reload the game. The Rhino can be used after leaving another vehicle in the Pay 'n' Spray 1st, or driven to various bribes, but it can take a number of efforts to get Lance to follow Tommy from the condo alley bribe to the roof to use the Maverick for airborne bribes. If you don't care if your Wanted Stars Attained gets bigger than Evaded, pick whatever of them you like. The immediate wanted rating disappears when you have Tommy get into the shaft of light on the mansion porch. A black Sentinel is provided on the mansion driveway. It might not survive the run back to the mansion. When I tried it, I managed to transfer Lance into one of the attacking Enforcers for a hectic ride to the mansion. Get Lance into the vehicle you chose and drive to the lockup, an open garage with a police car parked nearby. Park in the lawn across the street and down the road a bit from it. Have Tommy shoot at locals and their vehicles till he gets a two star wanted level. Lance follows Tommy around, so, as usual, don't shoot Lance or lead him near fire. Have Tommy wait across the street or somewhere away from the garage for the arrival of the police car. If it parks in front of the garage and you lure two police men and Lance into the back of it, you'll get a message that the game can't proceed because the garage door is blocked. Have Tommy make a running shove at the front or back of it, or drive it away a bit, if that happens. Once you get the two police men and Lance in the garage, the door closes and there's a cutscene. Tommy and Lance come out in police uniforms. Have Tommy take Lance to the alcove between two entrances at the S end of the North Point Mall. You'll see police men everywhere, and may see a couple of police cars blocking the road, on the way ("Cop Land"). If you hit something, you may hear Lance say, "Easy, brother--no cop drives this bad." Lead Lance into the S entrance to the E. Go into the shaft of light in the Tarbrush Cafe to your right. A cutscene shows Tommy fixing the bomb. Have him ready to run to the S exit to the W, leading Lance in long straight segments, because, after the cutscene, Lance says the bomb is set to go off in five seconds, and Tommy gets a five star wanted level. Have Tommy lead Lance outside and into his vehicle. Get rid of his wanted level the best way for it, and get Tommy into the shaft of light on the porch of the mansion. You get $10,000. The mansion will make $5,000 a day in protection money. Lance calls. He's upset and even more convinced that Tommy belittles him. He won't let Tommy respond. The police uniform outfit is available in a room to the left of the entrance room of the Washington Beach police station. Dressed in it, Tommy can explore the police station and Fort Baxter, and get the Rhino, the Hunter, and the M60, without getting shot at. Again, the "V" will appear at the mansion on the radar and map whether there's a mission there or not. There are two more missions for Vercetti after "Hit The Courier" (I.96), the last Print Works asset. I.62.A Buy Sunshine Autos (car showroom asset) for $50,000. Go S from the W end of the South Bridge, make two right turns, and it's on the right side of the road. You'll get a sunshine icon on your map and radar and your own Pay 'n' Spray called a "spray 'n' go." It's good to keep a fast car in a garage across from the spray 'n' go. If Tommy gets a high wanted rating, you can have him land a helicopter, or park the Rhino, near the garage door, then drive the fast car into the spray 'n' go. B.J. Smith is voice acted by the Most Valuable Player in the NFL in 1986, the year "Vice City" takes place in: Lawrence Taylor. He's also a guest on KCHAT talk radio, and does radio commercials on VCPR, Fever 105, and KCHAT radio for his fitness program and hot--as in "stolen"-- used car dealership. As he explains in his interview on KCHAT, he wants to come out of retirement and play football for the Vice City Mambas again. I don't know if it's meant to explain his initials, but I've had Tommy jack an Infernus from a businessman who said, "I just got a BJ in this puppy." (There are also a couple of Uncle BJ's Deli and Groceries stores in Belleville Park in Staunton in "GTA III.") In a cutscene, he explains to Tommy that he wants to sell the car dealership to him and return to football with the Mambas. He admits the business was winding down, but Tommy thinks it's perfect, and they have a deal. I.62.B Sunshine Autos Vehicle Collection (car showroom asset) (to have it make money for you, get bonus vehicles, and to carry on the traditions of B.J. Smith and "GTA III"). If you have Tommy go down the S sloping driveway to the back of Sunshine Autos then turn to the wall at his immediate right, there's a list of vehicles on the wall by a garage door. The task is to have him steal those vehicles, which are crossed off the list as he puts them into the garage. There are six vehicles per list and four lists. With the completion of the 1st list, Sunshine Autos makes money daily, and it makes more per day each time you complete a list. Each completion also adds a vehicle you won't find on the streets otherwise to the showroom. It can help to know that driving a vehicle causes the game to spawn not only others of the same model but of the same basic class. For example, if you're looking for Banshee you'll probably have an easier time searching in a Cheetah or such. This might help you when you look for vehicles that don't have a spot you always find them in. It's also kind of funny, in the absurdist world GTA creates, that you no sooner pull out in a vehicle than it looks like a whole bunch of other people decided it would be fun to drive one of those, too. If you find one out front that's good for a later list, store it in one of the four two vehicle garages below. I usually have Tommy find a bunch of the vehicles of the 1st few lists just running back and forth in the area and just use the locations given below if it takes a while for one to show up. 1st List Esperanto Cadillac Eldorado '74 It's a long two-door car. It has a boxy grille of vertical bars in the center of the front end, diamond-shaped hood and trunk ornaments, and long thin vertical back up lights. It's a prestige car that doesn't perform that great in any category--practically an "all show--no go showboat." It's okay if you minimize how often it goes out of control in that side to side way the police cars have. Rusk quotes a source that says it can be found near the Ocean View hospital, but I hung around it a long time to find one. It might help to search for it in a similar land roving boat from this or the next list. Rancher Ford Bronco '80. It's a big SUV like OJ drove during the famous chase he led. It might help to look for it in the Landstalker--see below. Idaho Buick Riviera '74. It has a horizontal grille and two horizontal back up lights with a silver diamond logo between them. It's a two-door boat with a dirty white hood with two small rear side windows that manages to distinguish itself--it handles worse than the Esperanto. Stallion Pontiac Firebird '67 except with two head lights, not four, and vertical rear lights instead of horizontal ones. A muscle car you won't need the muscle of because it doesn't handle that great. It may have the top up or down and has a small vent hood. You can have Tommy take the one used for "Cone Crazy" after doing the mission for it, take it right away and not care that you'll fail the mission for it, or look around the area for another one to spawn by it. Landstalker Ford Explorer '86. It's an SUV that carries on the "GTA III" tradition of SUVs you don't want to drive. Go W from the W end of Starfish Island and take the 1st left--it's on the driveway and behind a big shrub of the 2nd house on the left--a dirty pink-beige house. Blista Compact Honda CRX Si '85. A compact car with good handling (as long as you don't plan on driving near traffic). How did it get on this list? Sunshine Autos makes $1,500 a day. The Deluxo (De Lorean DMC-12 '81 to '83) is in Sunshine Autos. It can be driven out through the window. It's a high performance car with good speed, but it has a high center of gravity and spins out easily on turns. I think the idea of it as a reward is to make you feel better about the Blista. Put on some Huey Lewis tunes, though, use the "seaways" code, and drive it out over water to recreate the ending of "Back to the Future," 1985, Marty. "Where we're going, we don't use...roads.") 2nd List Virgo Dodge Diplomat '81. It's a long two-door with small rear side windows. It has a chrome bar that runs side to side across the roof and continues down in back of the front windows, and a horizontal chrome bar low on each side. It has vertical and horizontal back up lights and a horizontal diamond ornament on the back of the trunk. It has four headlights and a vertical diamond engine hood ornament. It's one of the least durable vehicles in the game, so I'd normally recommend you respectfully allow it to remain a Virgo. Sentinel BMW 7 Series (E25) It has noticeably less speed than the Sentinel XS, but it's sturdier. It's a four-door midsize car with horizontal back up lights, two dual exhausts, black bumpers, and a vertical diamond trunk ornament. Just when you thought a car couldn't seem more ordinary, you have to get a: Washington Lincoln Mark 7 '86 with a squared-off body at the rear. Compared to an FBI Washington, it has a higher center of gravity, doesn't handle as good, isn't as fast or able to accelerate as fast, and is less durable; it does weigh more, though. I'd put the Washington in this garage and the FBI Washington in my garage. There's always an FBI Washington parked in an alcove of the S stretch of alley that goes around a building S of the Downtown Well Stacked Pizza, if you want to see the black FBI version of what you're looking for. You can't use the FBI version for the list, though. A Washington is a bland-looking four-door with a horizontal diamond-shaped ornament on the back of the trunk. Stretch Cadillac Fleetwood Brougham Limo. It's a long limo with a sunroof and a wing-shaped antenna on the trunk. Get the Admiral for the list, then the Stretch that takes the place of it, from the W side of the stairs to the mansion. Sabre Oldsmobile 4-4-2 or Cutlass '71, but doesn't have the speed of the Sabre Turbo. It has a wide horizontal grille, four headlights, vertical back up lights, a slope-backed roof, a horizontal chrome bar low on each side, and horizontal diamond-shaped door handles. Admiral Mercedes Benz E Klasse (W123) '86. One of the better four-door sedans somehow got on this list. Look at your "EP" Admiral to see what one looks like. it's a midsize car with two horizontal chrome bars on each side-- one high and one low, thin black bumpers, and two big headlights. It's often at the W side of the stairs to the mansion. If so, get it for the list, then get the Stretch that replaces it there. Sunshine Autos makes $4,000 a day. There's a Sabre Turbo in Sunshine Autos. It can be driven out through the window, which isn't the worst thing you could do to it. It's faster than the Sabre (Oldsmobile 4-4-2 or Cutlass '71), but it's definately not among the best at handling. The Sabre Turbo is the car you see on the Links Bridge then making a jump from the "stilt" building at the start of the game. 3rd Vehicle List Comet Porsche 911 Targa. It's a small high performance car open over the two seats and a roof that slopes back down from that--the slope continues down to the bottom of the trunk. It's also less liable to get banged and spun around than a Deluxo. It has chrome bumpers with black inlays and two oval headlights. From the E side of Starfish Island, make the 1st right. It's in a garage of the 2nd house on your right. Banshee Chevrolet Corvette '83 to '86 except with low set round headlights. A high performance/muscle car. It's at the house with a pool shaped like the Rockstar logo in the W section of the two sections encircled by road on Starfish Island. There's also a Banshee in the "stilt" building, where a PCJ 600 can be found, on the N side of the block two blocks S of Washington Mall. Stinger Ferrari Daytona Spyder '86. A high performance sports car convertible with the top down. If you could put the roof up for hookers, it would be perfect. It's at the Starfish Island house E of the one given above. Pheonix Pontiac Trans Am '86 with the rear lights of a 1980 Chevrolet Corvette. It has a wide body stripe that runs from the center of the the front of the engine hood, over the roof, and to the bottom of the trunk. To find one, go into the alley found just E of the apex of the big curved road on Starfish Island. At the end of the alley, turn right and go through the gate-- inside the garage on your right is a Pheonix. Look at it from the front, Q and E, and press acceleration to see the three red round do-frappies in the hood vent flip up. Cheetah Ferrari Testerossa '86. A high performance car with a rectangular indented area over the trunk and six round back up lights. I think it's the best all-rounder of the high performance cars, especially since it''s great for jumps. Either go W from the E end of Starfish Island, make the 1st right, and find it by the 1st house on your right (the house with a beach ball in an empty pool), or find one just S of Pier 2 on the SW edge of the east island. Infernus Lamborghini Countach QV '84. It's a high performance car with an air foil over the back of the trunk and four back up lights. It's the high performance car with poor durability that most makes you back off from its top speed. Get the feel of it, though, and you're flying. It's always parked at the E side of the stairs to the mansion. Sunshine Autos car showroom now makes $6,500 a day. The Sandking (customized Rancher, which is a 1980? Ford Bronco), an SUV with good handling (where was this in "GTA III"?), is in Sunshine Autos. It can be driven through the 2nd story window in front of it. 4th Vehicle List Caddy A close match is a DS Electric Golf Car-Powerdrive System 48. Go W on the path from the light house into the 1st shrub on your left and press F. The secret Caddy is in there. Use the radar to drive out so you don't land in the water. You might find one at Leaf Links, too. Voodoo A maroon Chevrolet Impala '60 Lowrider. It has tail fins. There's always one of these good performers parked across from Auntie Poulet's shack. Go W from the W end of the Leaf Links bridge; at the W side of the semi-circle the road makes, the Voodoo is to the W. It's the Haitian gang car, so you're liable to see one in Little Haiti. Use left shift (remapped to be Run) for a higher or lower ride, and bounce it around with NP4, NP5, NP9, and NP6. Pizza Boy A Piaggio Vespa modified to advertise the Well Stacked Pizza Co. on the box over the rear wheels, and with the store logo on the body over the rear wheels. It's found by any of the three Well Stacked Pizza stores. From the E and W street N of the one the Voodoo is parked on, go W and follow the road as it curves S--a Well Stacked Pizza place is on your left. Cuban Hermes Mercury 2-door '49 custom. A black car with flames painted on the sides. When you drive it, it blats flames from the exhausts. I don't know a lot about cars, but I don't think that's a good sign. It's the Cuban gang car, so you'll probably see one in Little Havana pretty quickly. One thing seems true: foreign gangsters waste too much time customizing old cars. It doesn't handle that great, but it's fast, and it makes a lot of good fire effects during instant replays, so it can snazz up your replays of jumps. Baggage Handler ? airport baggage tug (a 1985 Equitech M40 is close). It's at four places on the S tarmac of the airport: one is at the NW corner of the terminal by a fence, one is by some luggage S of the SW side of the terminal, one is between the 3rd and 4th hangers from the S along the W side of the tarmac, and one is just S of the heliport by a McAdams Airways hanger. Mr. Whoopee A GMC Grumman Step van '86 with Chloe Vevrier laying on her back on the roof. An ice cream truck topped by a facsimile of two big scoops of ice cream with a cherry on top of each. It's at Cherry Poppers after you buy it. Bring it to the garage after you do "Distribution," the next mission. After you do and complete the vehicle list, the 2nd portion of the Sunshine Autos missions is at I.83. Buy Cherry Poppers for $20,000. Looking W from the W end of the Starfish Island bridge, it's across the street to your left. You have an icon of a pair of cherries on the map and radar. I.63 "Distribution" Cherry Poppers (ice cream factory asset) Maude the ice cream lady is voice acted like a bad-tempered Margaret Hamilton with strep throat by "Max Payne" voice actress Jane Gennaro. Tommy buys the Cherry Popper ice cream factory to sell ice cream, but finds out it's a front for selling drugs run by an old woman who hates kids. You need to make at least 50 sales in one run to complete this mission. Have Tommy enter the ice cream truck to start the mission and exit to end it. Press Left Shift, horn, several times to start the jingle, and park to attract customers. Sometimes, when the people nearby stop buying, you can give a little press to W or S to activate them again. You know one, or the one beside them, may be about to come by if they start shaking and turning back and forth like a robot with a short circuit. It's not a good determinant when the screen says there aren't any customers, "try another area"--use your own judgement. You can also attract both the police and angry gang members. Use Q, E, and Q and E to keep a look-out, and press Left Shift to stop the jingle. One star usually lasts briefly if you drive around a bit. Use a Pay 'n' Spray for two stars. You can get an interesting close-up look at the other citizens of Vice City by pressing V to get the 1st person view from the truck then looking side to side with Q and E. It's not the best way to watch for the police, so pick a safe spot and take off if a wanted star lights up. Here are several safe sales spots: The Moist Palms Hotel. It's in the S Downtown area along the main N and S road of the west island. Drive into the back and back out E to the curb on the S side of the lane. Stop a couple car lengths before the lane widens and divides to make pedestrians spawn there. Say, "Forget it," back up, and drive out to the spot again if you see a policeman. Watch ahead and to the left, Q, particularly, for police men (they won't spawn behind the ice cream truck there). Often, with one wanted star, you'll see no police action, or a police car that just circles in the road ahead till the star disappears. If a policeman approaches so you go S to the Pay 'n' Spray on the same road, one star will disappear before you can get there, so you might as well just make a loop on a stretch of the road ahead of you. No gang members will attack Tommy. I've gotten 20, then 90, in a row there before I got two stars and went to the Pay 'n' Spray each time. I ended up with over 100 sales after I used the Pay 'n' Spray the 2nd time and quit. As Rusk notes, Viceport, the SE section of the west island, is an easy sales spot. The police are just on foot, a Pay 'n' Spray is close by, and there aren't any gang members to attack Tommy. The beach on the E side of the E island is good; you can face W from the edge of the N-S pedestrian spawn line and the police can't appear behind you, and there aren't any gangs there. It's not that close to a Pay 'n' Spray, so if you get one star, go back E into the no-ped strip along the shore till it disappears. Each of those places makes $10 a sale. The lowest priced sales are in Little Haiti and Little Havana--$8 a sale, and the highest priced ones are in Starfish Island--$18 a sale, and Prawn Island--$14 a sale. All of them have gangs that attack Tommy, but you might make a few sales in each for the variety. When you're done, turn off the jingle by pressing Left Shift few times and have Tommy get out of the vehicle to end the mission. Cherry Poppers makes $3,000 a day. Take it to the vehicle collection garage at Sunshine Autos to complete that mission. (One minor inconvenience: if you take a vehicle near that garage door after collecting all the vehicles, the screen will still say, "We're not interested in that model.") Sunshine Autos makes $9,000 a day. Hotring Racer 2 (one of the ones used in Hotring at the Hyman Memorial Stadium) is in Sunshine Autos. It can be driven out the 2nd story window. It's very fast with quick acceleration. If you want the other Hotring racer, you'll have to use the "getthereveryfastindeed" code. For my plan to use an Angel with special handling from "Wheels of Steel" to make the eight races coming up easier, I've scheduled the Sunshine Auto street races at I.71. Again, see I.100.D.e if you'd rather make your own "Wheels of Steel" Angel. Buy the Malibu Club for $120,000. It's in the middle of the longest N and S road of the east island. You'll get a palm tree icon on your in-game map and radar and your own room upstairs. There's a pink shaft of light at the left side of the bar in the Malibu Club. (Apparently, enlightened outlooks have led to the rarity of black lawn jockeys and cigar store wooden "Indians," but there isn't a problem with having a mummy woman outside of places where people go to get liquored up. Maybe that's what they mummified them with where she came from.) I.64 "No Escape?" the Malibu Club (bank heist asset) Cam Jones is voice acted by fatherly Greg Sims. Tommy needs a safe cracker. Lawyer Ken Rosenberg tells him a great one is in a police cell awaiting transfer. Tommy goes to break him out of jail. Take a fast and durable car--OK, a fast one you can type "aspirine" for--or the "EP" Admiral to the Washington Beach police station--the one S of the Malibu. Park the fast one by the road pointed N or the Admiral N or S. Have Tommy go into the station and into the shaft of light in the 1st room on the left. As Rusk notes, this mission requires Tommy to change into a police uniform, so if he already had one from the last mission, it changes him into his street clothes so you can have him put the police uniform on again. GTW note: I sent an email to Mr. Rusk asking him what that weird sound is in the locker room. He sent this reply: Dear Glen: The sound you hear is the sound of a snoring cop. The cops here are lazy and bored and one of them has fallen asleep near the counter and dreaming of glazed doughnuts :) --Robert Allen Rusk. I think I saw that in the Nutcracker Suite. I like the early '50's Ormandy version the best. After you get Tommy the police uniform, he can walk around the station freely. If you send him straight back from the front door, you'll see a blackened door he can disappear into but be unable to move around in much. This causes a bit of Ghost World sky to appear over it. It's where policemen will spawn from to replace the ones you have Tommy shoot later. (It's like the similar blackened alcove where replacements to cars that are destroyed in "Hotring" spawn from, the ones bikers come from in the biker compound in "Hog Tied," and the one on the Chartered Libertine Lines ship for "Spill the Beans.") Send Tommy upstairs, across the room, and into an office to get the keycard. The twirling card icon has "Chuff Security" and "Officer P Rowe" written on it, with a picture of a guy with a big grin who has dirty blonde bowl cut bangs that look like they were scatched onto the photo. He doesn't look at all like Cam. Send Tommy back downstairs and continue down to the cell where Cam is kept. Have Tommy equip the Minigun and step into the light. A cutscene shows Tommy using the card to open Cam's cell. Tommy has a four star wanted rating. Careful to lead Cam upstairs and not kill him or let him get killed, have Tommy shoot the policemen: there's one at a desk in the next room, a few to clear beyond the exit to the hall, and, in the main entrance room, three behind the counter, one in the middle of the room, and any you see that are beyond the door to the outside. Have Tommy lead Cam outside if you can, but don't make that your top priority. Cam can show a damnable tendency to go off in the wrong direction and do the bent-over-heaving-puke-with-his-head-in-the-wall animation while Tommy loses a lot of armor and health and Cam possibly loses his life--mission failed, trying to get Cam to follow him outside to a vehicle.. As Rusk says, the police are gunning and car-ramming to get Tommy, so the quickest and safest thing to do with Cam is leave him there, even if he doesn't go outside, and get Tommy into his car. Once Tommy takes care of the wanted rating, it's easy to get Cam into a vehicle. If it's a regular high performance car, go N to the Pay 'n' Spray N of your Links View place, because, as Rusk contributor Bragon points out, the police are geared for an attack of a trip to the Pay 'n' Spray S of the "stilt" building. On the way, I'd try for the bribe on the corner N of the place N of the Malibu, then take the 2nd left N of that for the bribe in the alley, if you're not banged off course too much. If it's the "EP" Admiral, do the same thing, or go the the S Pay 'n' Spray for more demolition derby fun. Again, while you're there, you can pick out a color for it you like. I still prefer the dark cranberry red--it covers up the gray shading tones and makes it look sharp. Then go back and pick up Cam and drive him home. You get $1,000. There's another pink shaft of light spending too much time at the bar in the Malibu Club. I.65 "The Shootist" the Malibu Club (bank heist asset) Phil Cassidy is voice acted by "The Buddy Holly Story" star Gary Busey. Tommy need a stick-up man to go with his safecracker. Cam tells him the best shooter, who can also supply guns and delusions of military grandeur, is Cassidy, who's at the shooting range. Have Tommy drive up to the Downtown Ammu-Nation, a good place for that, go through the front room, and into the shaft of light. A cutscene shows Tommy meeting Phil Cassidy at a shooting range in a back room, and telling him he's looking for someone who's good with a gun. He kids Phil a bit, and Phil challenges Tommy to a shooting contest. Neither one wears earplugs because they have much more manly eardrums than us regular people. You, use both hands to steady your mouse. And go easy on your LMB "trigger" because anything more than a light press of it will cause the gun to make multiple shots, wasting bullets and lowering your percentage. You can always raise your percentage later with "Rifle Range," so try to rack up the points for this one. A cutscene introduces each of the three parts of the contest, and you get a different shaft of light in a different area for each. You're supplied with a Pistol and a 1st person shooter perspective. You need at least 60 points total from the three events. If you reload the game to do this over and over to try for your best score, you may want to skip the intro by pressing Left Shift. 1. This prepares you in the event of an attack from a clever ambush at the dry cleaners. There are three rectangular metal frames, and each contains a yellow five piece representation of a male head and torso--one for head, four for torso--that probably looks good to people who make signs for Oriental men's room doors (I hope I'm not in trouble). Each is repeatedly mechanically slid from a slot in the right wall, across the room to a slot in the left wall, and back. If you shoot all five pieces from the nearest frame, it's worth one point, from the 2nd, two points, and from the 3rd, three points (despite the fact that, from your perspective, the nearest one is moving faster and harder to hit). If you shoot out all five pieces, the frame goes back into the slot for it on the right. From this we can deduce that we want to keep knocking out the yellow pieces of the far frame as fast as we can send it back into the slot on the right to bring out five more. Shoot out the body pieces of the front two as they get in the way of that, then let those two frames go back and forth with the heads so they're not in the road. The 1st shoot is over when two minutes are up or you run out of ammunition. Don't shoot recklessly between the two front frames at the back one--your bullets can ricochet off them. Try to only shoot between them when you know you've got a clear shot at the back one. Moreover, the collision programming can be weird: you'll get a shot just past the edge of a frame here, and have a bullet riccochet off nothing when you get a clear shot through one (or even when there's no frame in front of it--who programmed this thing?) there. Try to have targets move into the aim of the mouse more than have it chase after targets, too. If you go for a target that just emerged from the right wall, wait a couple moments for it to come from behind some invisible collision file jazz. Again, try for a high score more than worry about percentage for now. 2. This prepares you in the event that you need to deploy firearms against a clever attempt at misdirection at Stephen Bliss' house (he did the cover art for "III" and "Vice City"). In this hypothetical combat case, Stephen is trying to lure your shots with the countless cardboard representations of his "GTA III" cartoons of Luigi Goterellio, Misty, Asuka Kasen, and Toni Cipriani he keeps around the house. The cartoons slide from and back into doors, and slide up and down or side to side across windows from behind them. As Rusk instructs, for this and the next round, shoot at the windows of one section. If you try chasing the targets all over the screen, your score will be low. I try to shoot at the four windows on the left side of the farthest section. 3. This prepares you in the event you need to deploy firearms against the efforts of one of Stephen's neighbors, who also has a huge supply of Stephen's cartoons and has stolen Steven's misdirection idea since it worked so well. It's basically the same as the last one, but you've moved in closer. They can't believe you're still falling for this. I prefer going side to side between the lower middle section and Misty off to the right side of that, with special attention to that little Luigi in the middle since he's harder to hit. If you score 60 points or more, Phil joins Tommy's team. You get $2,000. A "SHOOTER OF THE MONTH" trophy, with a sculpture of a human head with a bullet hole in the forehead, will appear on the TV in the Ocean View apartment. While you're there, or any time later, you can do I.66, an important "side" mission needed for 100% completion. I.66 "Rifle Range" Send Tommy to the shaft of light by the counter in the shooting range room beyond the sales room of the Downtown Ammu-Nation. For "Rifle Range," do the same as in the 1st shoot for "The Shootist." The test is over after two minutes or Tommy runs out of ammo (which you'd have to shoot like a berserk nut to do). He can leave the room and reenter the shaft of light over and over to try again. The game will even let Tommy come back to the Downtown Ammu-Nation any time after this mission to see if he can improve his score. You can skip the intro by pressing Left Shift. You only need to get 30 points or more to earn $500. But you need to score 45 points or more for 100% completion of the game. If you score 45 points or more, you also get the Fast Load feature for your weapons, so there will be no waiting between shots or clips. This makes the most drastic improvement for the Rocket Launcher and Sniper Rifle. If you beat your previous percentage for "The Shootist" or for "Rifle Range" while scoring 45 points or more, your new best percentage will be shown in your Stats as "Best Percentage of hits for Shooter." Getting enough points for the last mission and this one is easy. Going for a higher percentage at 45 points can be maddening with the collision files or whatever. It's like the game is programmed to have ricochets no matter what you do. Once you're in the high 90's, those ricochets are not very user- friendly. If he didn't get it after "The Shootist," Tommy gets a call for the 5th and final Assassination Mission. There's a pink shaft of light by the Malibu bar again, but I'm going to the one on the other side of the block that Cherry Poppers is on. I.67 "Loose Ends" Phone: Assassination Mission 5 Send Tommy to the shaft of light by the pay phone on the opposite side of the block that Cherry Popper is on. Tommy has to take a briefcase from between two big roof vents on the roof of the Bakery and Cafeteria, which is just N of the Cherry Popper building, to the heliport at the airport. Armed thugs by the briefcase, on surrounding roofs and stairs and a billboard to the S and SW, and in the lot behind it, will shoot at him if he tries. Tommy is told to kill all of them, and that the entrance to the back of the factory is to his left. Use a Minigun with lots of ammo, a couple handfuls of Molotovs, and possibly the machine gun of the Sea Sparrow. Have the Firetruck mission completed to have the fireproof feature so you can have Tommy use Molotov Cocktails nearby without getting hurt. If you want to have Tommy slug it out, have him take a Minigun with lots of ammo, Molotovs, and you won't have to have him grab the weapons dropped by the agents he shot because he ran out of ammo. Proceed carefully with what Hitman gamers call "stealth." Have Tommy walk up on edges of things they could be behind--if you just hit part of an agent with the Minigun bullets, they go down. There's a guy just past the entrance. Once inside, shoot the vehicles to take out anyone in or near them. Check the distant surroundings for agents for Tommy to shoot--on stairs, by boxes, one is on a billboard--as you have him make his way along the W wall and S toward the 1st roof. Sometimes, he's not even close enough to them to trigger their responses and can shoot them easily. I have my resolution cranked up to 1280 x 1024 on a 19" screen, so I can see guys so far in the distance the game won't let my Minigun register as being able to shoot that far. There's armor on the SE corner of the lot. Have Tommy use stealth and survey the scenery for more targets on the 1st roof. Check the ground as part of that to make sure he didn't miss someone as he goes to the 2nd roof. The reliance shifts more towards Molotovs here, but have Tommy get any far-off targets with the Minigun. When Tommy gets near the 2nd roof, have him clear the way before himself with Molotovs, and do the same once atop it since there are agents hiding behind things, like between the mock ice cream scoops. Have him throw a Molotov by a corner of something and let the spread of the ignited fuel proceed him around it. When you have him climb the stairs to the roof with two big vents, have him throw some Molotovs up there 1st then climb up onto it. Have him throw some Molotovs to create a spread of flames around the far side of both big vents. The game may prompt you to have him grab the briefcase between the two big vents before the guys behind them are all dead, so make sure they are before he grabs it. There's a Maverick on the NE corner of the roof. There should be no more interference on the trip to the shaft of light on the heliport with the briefcase. Fly through any airborne bribes 1st, if you need to. If you're in a hurry, and don't care about the instruction to kill everyone involved there, use the Rusk version of the Brady Advanced method for a veloce Vercetti ("Volace" is Italian for "fast"): use the Sea Sparrow machine gun to clear out the guys on a roof or two, starting with the guys by the two big vents on the N end of the Bakery and Cafeteria just N of Cherry Poppers. Land by the two big vents, have Tommy get the briefcase that's between them, then avoid shots from the others by flying E till he's over the water, S to the South Bridge, then W to the shaft of light on the heliport. A variation I like to use: you can land a helicopter on the taller of the roofs of the WestHaven Community Healthcare Centre, which is just N of the Bakery and Cafeteria--the one with the briefcase by two big vents--and have Tommy shoot the Minigun from there. He can clear off the roof the briefcase is on and a lot of the surrounding yard, too. Then give Tommy a full N to S runway on the lower roof, and he can make a running jump to the roof with the two big vents. Have him get the briefcase and fly straight to the heliport. You get $16,000. The black gate at the W side of the lot will remain open now. There's a shaft of light by the bar at the Malibu. I.68 "The Driver" the Malibu Club (bank heist asset) How to jack Hilary's Sabre Turbo--not bullet-proof for PC, so this is even more optional for me: The more complete coverage of the proper mission is at I.70. You might say I.68 isn't strictly by the book. I'd say I read the title on the cover: "Grand Theft Auto...." I'd get those lenses checked. If you have PS2, you can do this because you want a bullet-proof car. If you have a PC, you can do this for something different to do, and to avenge Hilary for making the regular mission so difficult. It's not at all needed to complete the game, so you can skip it if you want to. Hilary's car can't be destroyed or you fail the mission. He needs to live to get killed later. (For PS2, his car is bullet- and rocket-proof during the mission, but you could destroy it with the Rhino, and his windshield is normal.) Oh, where--oh, where will you find anyone who turns to such devious and disreputable methods of gameplay? For shame on them...if they were playing a multi-player game as a nobleman with too much clerical work to do in Neverelderwind or whatever it is. (P.S.: I make fun of Morrowind. But since I've tweaked it to run smoothly-- and not crash routinely--and got all the Wizard abilities and can run and fly and swim and throw fireballs, it's better than I 1st thought...even if practically all the animals, of all varieties, sound like barking dogs, and the pedestrians aren't as funny as in "Vice City," and a big percentage of the hundreds of guys in Vvardenfell all sound like Froggy from the "Our Gang" comedies.) Before beating Hilary at I.70, have Tommy jack his Sabre Turbo for one of his garages. Poor Hilary, but we won't really kill him--he comes back for I.70. When the race starts, turn around and go N. Tommy has a two star wanted level for street racing, so make the 2nd left, go through the bribe, then go left to the base of the little bridge--the other star should go away around then. Have Tommy block the two lanes with his car and another. (If you try a 3rd, one of the 1st two will disappear). Have him wait by the adrenaline pill in the back yard to the S. At about five seconds past two minutes on the mission timer, have Tommy run through the adrenaline pill, to slow things down, and go to the street E of his barricade. Equip Tommy with the Minigun or the .308 sniper rifle. When Hilary comes over the bridge, make sure he has enough .308 or Minigun minerals in his diet. On PC, try to shoot him and not blow up the car; for PS2, the only way to shoot him is through his windshield, anyway. He'll slump out the door and let the car roll a bit--"Mission Failed." Take his car to a garage. (Make sure you don't let the door close while Tommy's outside the car before you save it: at least on PS2, he'll be locked out and you'll have to reload the game to try again.) Once it's in the garage, save the game. Later, you can tell people you not only beat Hilary but jacked his car. There's a shaft of light in front of the Greasy Chopper biker bar--where the skull icon is on your in-game map and radar. (What's this thing this shaft of light has for bars lately?) I.69 "Alloy Wheels Of Steel" Big Mitch Baker Big Mitch Baker is voice acted by Lee Majors, who also starred as Blue in "Will Penny," 1968, as Andy Crocker in "The Ballad of Andy Crocker," a TV movie of 1969, and in the 1973-1978 TV series "The Six Million Dollar Man." Tommy asks Mitch to have his gang do the security for a concert Kent set up. Mitch tells Tommy his group just helps itself. Mitch wants to see how Tommy rides a bike before he'll consider letting him join the gang. Since I organized the missions to do eight races in a row, just pretend Tommy is giving Mitch plenty of chances to see that he can do it. (If you created your own "Alloy Wheels of Steel" Angel as explained in I.100.D.e Cars and bikes, Gameplay advantages: How to create your own "Alloy Wheels of Steel" Angel, remember to have Tommy jack one of the regular Angels by the bar and not jack one from one of the contestants. An Angel from a contestant would be twice as souped up and so weird to drive you'd probably lose the race.) Tommy has to use an Angel or a Freeway. The game programs the bikes of the three bikers competing in the race to be souped-up Angels to enable them to make high speed spin-outs. So you have a choice--one of the two worst bikes at handling and cornering, or an Angel with the best combination of speed and cornering of any bike in the game--better than a PCJ 600. It's heavier, but that helps it hold the road better, which is good for racing. The easiest way is to use the best. (Thanks to the Brady guide for the tip.) Have Tommy go in front of the three bikers lined up on Angels with great handling to start the race. Don't have Tommy hit them or get into the pink shaft of light, but send him in front of the one by the shaft of light and just press F. Tommy will jack one of their bikes, which starts the race. It almost handles like what you'd have if "gripiseverything" improved those things for bikes. The other two remaining racers spin out early on, and it's easy to win the race around the Downtown area. I pass them early on, but, if you do, you're safer to give them some room and pass quickly and cautiously because they're reckless and can knock Tommy from his bike when they wreck, such as when nearing the Hyman Condo. You're usually in the clear if you can pass them along the side of the road early on, but one might whiz past and knock Tommy off the bike on the stretch toward the condo or if Tommy has a spill after that. Aside from the usual handling skills, I get the sharpest turns by letting go of acceleration just before a turn. You get $1,000. DO NOT SAVE THE GAME TILL AFTER I.71. Sorry for yelling. I hope I didn't scare anybody. During the next seven races, if you screw up anything, or the Angel disappears for whatever reason, or you get Tommy busted or wasted and don't want to save it, you'll be able to reload "Alloy Wheels of Steel" and try again with a fresh Angel. If you took my advice about using this alternate order of the missions, you can now use the Angel for "The Driver" and the six Sunshine Autos races. Park the Angel off the road by the 4th palm tree S of the 1st right turn of the course for "The Driver," which is the 2nd right S of the Malibu Club (the 1st is a 90 degree turn--the one you want veers to the right). I've had the Angel disappear afterwards when I parked it farther N. Once it stays in the game for "The Driver," it stays for all the Sunshine Auto races, too. If you used some order for the missions that won't let you do that, but you like the PCJ 600 and jumps as much as I do, take it around afterwards and have some fun. It's too heavy for some of the jumps, but the special abilities are lost after you put it into one of your garages and let the door close, and it just looks like one of the red, white, and blue Angels that are always in front of the bar. You can have Tommy morph with it--as when he morphs with any hog, the ends of his legs will disappear into the ground. I.70 "The Driver" the Malibu Club (bank heist asset) Wow--deja vu. Tommy needs a driver to go with his safecracker and shootist. Phil recommends Hilary and calls him. Phil tells Tommy that Hilary will do it, but he has abandonment issues--he'll only do it if Tommy can beat him in a race. Tommy meets Hilary, who reaffirms that, adding that if Tommy ignores him instead, he'll never forgive him. (There are various kinds of "abandonment issues." I think Hilary's kind is basically the fear of being left alone, causing the person to manipulate the other to prove their commitment to the relationship by example--in this case, by racing him. He's also possibly over-playing the victim role sometimes associated with it by making it a condition that he needs to get beaten in the race.) Tommy gets a regular Sentinel (not a Sentinel XS) and Hilary gets a Sabre Turbo. Normally, a Sabre Turbo has better speed and acceleration but a higher center of gravity, so less grip. But just like the competing vehicles in the other races in this section, Hilary's Sabre Turbo is programmed to drive fast and wild. It can seem hard to beat until you figure out how to get ahead of the competition, and if you make a mistake while trying to maintain your lead the competition can seem to come out of nowhere and take it back. Just after Tommy gets past the 1st right turn of the race, trailing Hilary, Tommy has a two star wanted level for illegal street racing. I don't think the police are just interested in ramming into Tommy and not Hilary. I think they're more interested in whoever is behind in the race. Usually, if I get Tommy a clear lead, the police cars are just there to pass by on one side of the road or another. You might want to practice the course beforehand. From the Malibu, the course goes S through the middle of the island on the 3rd road from the E, goes clockwise around the 2nd block from the S and E till it returns to the 3rd road from the E, continues S to the S end, then comes back up along the W side to the bridge NW of the Malibu and ends back at the Malibu. If you have an Angel jacked from one of the contestants in "Alloy Wheels of Steel": This is my favorite way to do this mission. As Rusk explains, when he does this with a PS2 Hotring Racer, he can't park it too close to the starting line before the race or it will disappear during the race. With the Angel on PC, I've had bad luck reliably keeping the Angel in the game memory at the spot that works for Rusk's PS2 Hotring Racer (just after the 1st right turn of the race course). I've had good luck putting it a bit farther S. So prepare for this mission by taking the Angel S from the Malibu Club, passing the 90 degree right turn, and putting it off the road by the 4th palm tree S of the next right turn. Have Tommy go on foot to the shaft of light in the Malibu to start the mission. Drive the Sentinel to the Angel and use brake/reverse to stop with the driver's door close to it, and transfer Tommy to it fast. Drive like you did for "Alloy Wheels of Steel" and you can wrap this one up quickly. Even if you don't get it the 1st time, there's a klieg light at the end of the tunnel. DO NOT SAVE THE GAME TILL AFTER I.71. To modify the Sentinel: You could also see I.100.D.e to see how to change the mass, ability to stay upright and hug the driving surface, ability to survive in water, cornering and braking, top speed, acceleration, suspension, durability, and miscellaneous jazz of a Sentinel. If you modified the Firetruck for I.23 and left it that way, you could it instead and leave it at the same place you'd leave the Angel in the method given above. Try not to knock Hilary into the ocean with it. To improve the odds of Hilary spinning out (don't do this if you use the Angel or it might disappear): A method that can let you win in an early effort combines my idea to see if Hilary spins out early on, Rusk's idea to leave a fast vehicle around the 1st right turn of the course (the veering right turn past the 90 degree right turn), and an idea I got from a post by yunagunsling at the message boards at Gamefaqs. He'd put a Packer (ramp truck) just beyond Hilary's starting place before the race--then again, his Packer wouldn't disappear for some reason. What I did was put a Packer from the airport (I haven't bought Interglobal Studios yet, although you could just to get the Packer inside) sideways at the intersection S of the palm tree I recommended for the Angel. Drive the right side of the Packer along the near side of the wall on the right. Drive out beyond the wall, leaving a few feet of the back of the ramp against the wall to keep Hilary from being able to push the Packer out of his way during the race. Leave the sidewalk clear on the left. The Sentinel flew through the gap while Hilary didn't; he tried to regain his lead, but the police rammed him, and it was a quick and quiet ride to the finish line. If you try it this way, you can store a Packer in the Ocean Drive garage before the race. The end sticks out, but it disappears when the door comes down. There's always a Packer on the S tarmac of the airport and in the W side of the lot of the Vice City Port Authority in SW Viceport (you can't use the one in the film studio until you buy it to open the gates). If you need to beat Hilary without any gimmickry: Drive within the modest limits of the car because Hilary won't give you much of a chance to screw up, if you manage to pass him at all. Drive like it's a fast but careful taxi mission. Drive fast with control, cut corners on the wrong side, and go over lawns and sidewalks--wherever you see a break up ahead, go for it--but don't over-accelerate or you'll have too many accidents. Manuever to avoid the police that tend to spawn in certain places (like one from either side as you approach the T intersection by the Washington Mall--go through the poles on the right instead). Better, I noticed that if Hilary got spun out near the start of the race, and if I drove like it was a fast but careful taxi mission, I never saw Hilary again, and the police were usually just there on either side of the road to drive by or go around, for the rest of the race. I haven't had the luck some claim in ramming Hilary--it's like his car is heavier, not just faster, and makes Tommy spin himself out if he tries it. So I determined that unless I saw Hilary get spun out near the beginning of the race, I'd just reload the game and try again. The last time I tried this, I managed to get it in five tries and saved a lot of wasted time. You get $3,000. If you have the Angel, DO NOT SAVE THE GAME TILL AFTER I.71. Go to Sunshine Autos for more record-beating racing times, Paul Newman. I.71 Sunshine Autos Street Races Send Tommy to the shaft of light at the SE end of the back lot of Sunshine Autos. You can highlight one of the six different race courses, shown on the map, by pressing A or D. Pick one by pressing Left Shift. Then the screen tells you to get a fast vehicle and get to the starting grid. You can enter any of them as often as you want. 1 Terminal Velocity The entrance fee is $100. You get $400. 2 Ocean Drive The entrance fee is $500. You get $2,000. 3 Border Run The entrance fee is $1,000. You get $4,000. 4 Capital Cruise The entrance fee is $2,000. You get $8,000. 5 Tour! The entrance fee is $5,000. You get $20,000. 6 V.C. Endurance The entrance fee is $10,000. You get $40,000. My favorite way is to use the Angel jacked from a biker from "Alloy Wheels of Steel" or an Angel I modified as explained in I.100.D.e Cars and bikes, Gameplay advantages: How to create your own "Alloy Wheels of Steel" Angel. You race it about the same way, right down to trying to avoid getting knocked off course by one of the reckless racers. Try to pass them quickly but carefully early on at the side of the road. It's risky, but once you get the lead, you probably won't see them again. I can't promise you won't have a spill or two, but I've won it even when that happened. If you slow down just a bit to drive carefully and minimize the risk of spills, you're probably in the clear for the rest of the race. After these races, if you used a contestant's Angel and you're through with it, save the game. If you want to try it for anything else, you might save the game at the condo alley with the Angel a couple car lengths away--not in a garage--so it won't disappear, and use the Angel before you exit the game. If you don't want to risk it for a hazardous mission, it might work to put it out of harm's way on the roof the Skumole Shack is on and just use one other vehicle for the mission. When you don't have the Angel anymore, there's another easy way to try the races--it's given in the Brady guide. Get in front of the other racers before the race and blow them up with a Rocket Launcher, which is easier if you have the Rapid Load feature by now. Besides the possibility of missing one of them and falling way behind them, a drawback to that is it's very easy to create a distracting wanted level and the need to make a detour to take care of it. I'd reload the game if that happened. When it pays off, race with anything you want. The little Caddy is cute. You might try the "GTA III" "Turismo" Rhino trick: race at the three cars to blow them up and start the race. In fact, it's even easier for "Vice City," but you have to approach the race cars from the front. If you try it from behind them, they blow up but the disks disappear without any explanation from the screen other than it's obvious the race was canceled. Another approach is to just race in whatever you handle the best--I'd use a PCJ 600 for that. I hope you like watching Tommy fly after wrecks. Since the riskiest part is getting the lead in the beginning, you might want to use an idea from Rusk's latest update. You can still use the "GTA III" "Turismo" trick, recommended by Jason Corns, of banging through the race cars to start the race with a lead. If you modified the Firetruck for I.23, you should have a real easy time of it if you use that. You might see this as a convenience or an inconvenience, but any wanted rating you get during the race disappears when you cross the red glowing finish disk. (For the sake of Wanted Stars Attained/Evaded, it would be more convenient if they didn't disappear.) This is the mission you can use the "Hook the Hooker" gimmick of Restick's that Rusk writes about (I.9.F). You can't get too much mileage out of those hookers. They give Tommy extra health for dangerous missions, and can prove to be among the most loyal companions, or at least patrons, Tommy has. Remember, he is a criminal. The fast hooker with a hot engine for rent is the dirty blonde with the black top and shorts. Follow the hooker's car closely during the race, then do a quick and brief drive-by shooting at her car to get her to get out close to yours. The easiest way is to do the shortest race, the one by the airport, and, as Rusk says, don't go through any glowing disks so the other cars slow down and drive single file. Not only will she follow Tommy around and get into any vehicle he gets into (like when using the "hopingirl" code), but she'll do it vehicle after vehicle, even a helicopter. You can use a four-door vehicle and pick up a total of three, Frankie baby. There's a pink shaft of light in front of the Greasy Chopper. I.72 "Messing With The Man" Big Mitch Baker Mitch says he knows Tommy was betrayed and spent 15 years in jail, and some of the bikers in his gang were betrayed by their country, so challenges Tommy to show how PO'ed he is and "mess with the man." (Wouldn't that mean mess with Sonny? I don't always follow these things.) Tommy has to wreak destruction to fill out the chaos meter on the screen in two minutes. Getting a three or four star wanted level in the process speeds that up. By far, the easiest way to do this is with the Hunter. Once you get your wanted level up fast with the machine gun, shooting the rockets at anything-- even into thin air--makes the meter fill up quickly. It also has the advantage of letting you fly right to the bribes when it's over. The Brady guide for PC suggests you shoot from the roof the Skumole Shack is on at police cars and helicopters. I had Tommy start on the stairs to the shack with the Minigun, and it qot his wanted level up quickly. When this works, having him shoot down the police helicopter alone fills up most of the meter. I'd prepare by putting another helicopter on the W side of the roof for his getaway, because his wanted level doesn't go away when the mission is completed. Get the airborne bribes, the condo alley bribe, etc. (I.11) if needed. I don't know how anyone manages to miss an opportunity to have some fun with the Rhino. So if you'd like another easy way to do this, just drive it around, blasting and running into things that explode, safe in the Rhino, and fill the chaos meter in no time. When you're done, drive into the bribe in the condo alley then send Tommy upstairs to use the helicopter for airborne bribes. Before you get the bribes, you might even use this mission as a way to start an effort to raise your CRiminal Rating or Highest media attention level (I.7). You get $2,000. There's a shaft of light in front of the Greasy Chopper. I.73 "Hogtied" Big Mitch Baker Mitch wants Tommy to retrieve his hog from a rival biker gang that stole it. If Tommy does, Mitch will have his gang do the security job for Kent. Use a PCJ 600 and lots of Molotovs and Minigun ammo. Tommy can get a PCJ 600 from Howlin' Petes Biker Emporium across the street from the bar. He can get four Molotovs at a time from Tacopalypse, across the street from the E end of the Hyman Condo alley. Have a space reserved for use in the mission at one of the condo garages. Having the fireproof feature for Tommy will make it easy for him to use Molotovs nearby. A cutscene shows you need to do Unique Jump 2 again to get into the compound where the bike is held. This mission also uses a variation of the route taken to drive from the landing roof to the Hyman Condo (I.26). The compound of the rival biker gang is the area Tommy drops down to after J2. It can't hurt to try it out before this mission and inspect the compound so you know where you're going when you need to move fast. Practice the route with a PCJ 600 1st. To get to the stairway jump from the Hyman Condo, go from the W side of the alley with a left/S turn, go left/E, then go right/S--it's on your left. Once you jump onto the roof of Ammu-Nation, the stairs to go down are on your left. At the base of them, make a 180 degree turn to the right, dropping to the ground. Go ahead, turn left, and stop: one door the bikers will emerge from is straight ahead and the other is at the near corner of the 3rd building to your left. You can tell which ones they'll be during this practice run because they each have a non-solid black rectangle that slopes toward you from the ground up in the doorway. (This is similar to the door straight back from the entrance to the Washington Beach police station, the blackened alcove of "Hotring," and the blackened door on the S side of the multilevel structure on the N side of the ship used in "Spill the Beans.") Mitch's hog will be in the alcove at the left of the blackened door straight ahead. You could also try the "plug the hole" method. Prepare for the mission by doing the jump with a police car, driving it down to the compound (give it some gas going off the lower roof so it lands upright), then driving it into the blackened door beside the alcove Mitch's hog will be in. It makes a pretty snug fit. Then don't use another vehicle except the PCJ 600 you do the mission with. (I tried it with a 2nd police car during the mission for the other hole, but it made the 1st police car disappear.) During the mission, have Tommy get off the PCJ 600 partway toward the door ahead of him so he can shoot around at any bikers who attack him, but keep him pressing toward the alcove with the hog, ahead and to the left, because the bikers will just keep spawning. When you've had him clear enough of an area around it so he can get it going fast enough to knock down any bikers he passes without getting knocked down himself, have him jump on it and get going. This is a hog, not a PCJ 600, so don't get so worked up you press it more than it can handle. Have Tommy drive back to where he dropped in, turn right, drive to the far side of the lot, then turn right and go moderately over the stairs to your left with a left turn to go to the Hyman Condo alley, and put the hog in a garage. Keep a safe distance from the two Streetwannabe's in each of the four Gang Burrito vans--they're pretty aggressive--as you have Tommy throw Molotovs or shoot Minigun bullets at them or their vans from the alley. They often wreck trying to get into the alley, which makes it easy for Tommy to start getting them, even get all of them, from there. When done with them, have Tommy use the bribe in the alley, then the clothes icon on the roof. Rusk's latest update features an even easier ending suggested by one of his readers, Adam Lilley: have Tommy kill two gangsters on the roof of the Ammu-Nation. (Rusk's PS2 version has him go down into the compound to kill 28 remaining gangsters, all of whom come from the door by the bike, the last two having M4 rifles.) Have Tommy move N enough on the roof to shoot any gangsters who emerge from either blackened door. When I tried that, the gangsters came out of both doors, then ended up just coming out of the W door. I didn't count them, but it was getting monotonous, so I sent Tommy down and, luckily, no more appeared. Using Adam's finale, Tommy then takes the bike from the niche in the compound below and drives it up the stairs to the Ammu-Nation roof. He makes a W to E run across the roof to the S rectangular low raised thing of the four such things on the E side of the roof. Have him have the hog make a little wheelie effort just before impact and go off to the right where the street is. He can drive through the opening at the W end of the North Bridge and go S to complete the mission at the biker bar without ever seeing the gangsters in the vans. (Before I tried this, I practiced the jump from the roof a few times. After the screen said the mission was accomplished, one of the vans made a late arrival and some gangsters came out of it to shoot at Tommy. They didn't make it far from the van--Tommy was on foot now and armed with his Minigun, and one exploding van took care of the lot of them.) You get $4,000. Mitch Baker calls: he's grateful, and says to tell Kent he'll have his gang do the security job for the gig. There's a shaft of light in front of the VROCK building--a little S of the W end of the condo alley. I.74 "Publicity Tour" Love Fist The psycho lived through the last mission, so the band wants Tommy to drive them in their limo to their next venue. Percy says, "I'm sh**in' masel's, man" ("sh***ing myself"--scared). Dick says, "We're all brickin' ourselves, man" (from "sh***ing bricks" or "bricking it"--very scared). In the limo, they play a cassette that looks unfamiliar. The pscho has left a message on it: if the car slows down, it will explode. Tommy has to drive fast enough so it doesn't while the band tries to figure out how to diffuse the bomb. Save at the Hyman Condo so it's easy to reload the game and try again if you don't make it. Get up to a speed fast enough to keep the "Detonator" meter low, then see how fast you need to repeatedly and lightly tap Acceleration, W, to keep the meter from filling up towards explosion. It will usually be empty without going very fast. Despite the bomb threat, normal car damage/explosion rules apply-- bumping something won't set off the bomb unless it slows down the limo for too long. Gun it to get it up to speed 1st, then tap W. Use your handling skills to avoid any situation that would make the car stop. If you stop, you can try to extract the car fast to lower the meter, but the limo will probably blow up. A gimmick that made it even easier for me was to the speedometer by Spooky I used to determine the top speed of the boats at I.9.E. The bomb meter will be kept low or empty if you keep the limo going at least about 60 mph. 60 mph isn't especially fast in "Vice City" terms--it's about the speed of a Caddy. Use the shortcut over the sidewalk across from the pizza place. If the next right turn is too congested, which is entirely possible, use the next right and make a gentle arc over to the main N and S road. Drive S on the long N and S main road to the spacious area you find before it divides at the S end. Use a quick turning skid and point it N, and try to avoid the grass, which is slipperier to turn on and accelerate from, as much as possible. If you end up on the grass, accelerate off it without any sharp turns. If you manage to turn the limo around and drive N, the worst is over. I've only needed to go to the S Downtown area at most and around Cherry Poppers at the least before the bomb is diffused. (During the panic, a member of the band calls arrogant Jez a "muppit": an idiot.) Then have Tommy drive the band to the concert hall with the big Love Fist ad over the door S of the VROCK building, and a cutscene shows the band showing Tommy their concert stage. One tells Tommy the fans like them "half cut and tone deaf" ("Half cut" means drunk but not unconscious). You get $8,000. Mitch Baker calls on behalf of his biker gang: Tommy has their respect. There's a shaft of light by the bar inside the Malibu Club. I.75 "The Job" the Malibu Club (bank heist asset) Tommy now has Cam the jailbird safecracker, Phil the expert dillusional gunman, and Hilary the cling-fast driver. Tommy makes clear what he plans to do with his ensemble: rob a bank. This is a brave man...or foolhardy...or both. Have Tommy lead them into a taxi outside, and drive them to the shaft of light across from El Banco Currupto Grande while Phil waves his gun around and Hilary takes up too much room. (If you bump the taxi too much, one of them warns Tommy to watch their ride. Like Lance in "Cop Land," he figures you need the vehicle later when the heat is turned up.) There's a cutscene of Tommy telling Hilary to drive around the block and Tommy popping open the trunk. Then have Tommy carefully lead Cam and Phil across the street--check for traffic 1st--and into the shaft of light in front of the bank. There's a cutscene of the three wearing ski masks and gray-blue coveralls. Then walk Tommy, who has a .357, to the shaft of light at the door of the bank. (You can scroll to Minigun now, but he'll have the .357 again in the next cutscene.) There's a cutscene in the bank of Tommy and Phil shouting that it's a raid and ordering everyone to not move and get up against the wall. Tommy has Phil stand guard over them and tells Cam the safe is upstairs. Now switch to the Minigun. Lead Cam upstairs. Have Tommy walk out into the room to lure out two guards that each enter and shoot from a different part of the far end of the room. Send Tommy up the steps behind him before Cam gets hurt back there. As Tommy goes out onto the balcony floor, have him shoot at the guard behind the far left corner of the banister ahead, then keep moving forward on the left side of the same balcony till you can see to have him shoot part of the security guard just inside the doorway on the far right. Send Tommy through it and have him lead Cam into the elevator. Once upstairs, bring Tommy out of the elevator and toward you, then send him slowly right till you can see to have him shoot part of a security guard that is just inside the doorway to your right. Have Tommy lead Cam into the doorway and send Tommy into the big pink Chinese finger puzzle by the safe. You can switch to something that lets Tommy move faster for the next segment. In a cutscene, Cam admits it could take hours to crack open the safe unless Tommy gets the manager to help. Send Tommy back to the elevator and across the 2nd floor to the manager's office, where the manager is hiding behind his desk. (If you plan to replay the game: absolutely any weapon you have him draw on the manager will cause the manager to plea, "Just don't shoot," even if it isn't a gun. Each type of weapon causes Tommy to strike a different threatening pose.) Have Tommy lead him away and get the armor in the adjoining room. For a bonus while there, you can walk Tommy to the security monitors, which have a different arrangement of the same pictures shown on the monitors in the mansion, to trigger a sequence of green colored views of the various rooms of the bank--Left Shift turns it off. Have Tommy lead the manager up to Cam and submerge himself in the transluscent tower of pink (should he be doing that when he's trying to seem tough?). (The gimmick with the poses applies here, too.) In a cutscene, Cam says he just needs the managers key code, and Tommy says he'll check on Phil. Send Tommy back out and along the balcony toward the doorway on the far left. As you do, an alarm starts ringing and Phil calls for Tommy to help him--the SWAT team is coming. Tommy has a four star wanted level and the authorities are on their way, so send him through the doorway and down to ground level. Scroll back to the Minigun then have Tommy enter the shaft of light by the counter. In a cutscene, they hear a SWAT team member warning them through a bullhorn that they're surrounded. Cam calls down that the safe is open. Tommy says they have the money so it's time to leave. The SWAT team member calls out that they've had their last chance, and Phil calls out that the SWAT team is storming the place. When the SWAT team descends on ropes from the heating vents, it's usually enough to shoot the nearest one who drops to the back of the 1st floor and one in the front on the 2nd floor balcony to prompt Phil to say, "That's the last of them--go go go!" When you hear that, you know you can have Tommy run to the shaft of light by the front door. If Tommy didn't need the armor by the 2nd floor monitors before, check to see if he needs the protection as a precaution before sending him into the pink tube by the front door. There's a cutscene. Hilary pulls up by the door in the taxi and runs into the clearing at the SWAT team, shooting to provide cover. (Don't try this at home.) Hilary goes down. Send Tommy out from behind the shrubs and immediately shoot any SWAT men around the Taxi and two SWAT vans enough to clear the area to lead the others, especially Phil. into the taxi. (If Cam dies, there's a different ending, but if Phil dies, you fail the mission--he has to live to give Tommy missions and go on to create some more in Liberty City in "III.") Try not to blow up either of the SWAT Enforcer vans--the explosion might ignite the Taxi. Make sure the other are nearby, and have Tommy lead them into the Taxi. Speed N and into the Little Haiti Pay 'n' Spray on the left side of the road. Then drive W of the main road to go S, avoiding the SWAT team attacks on the main road, till you have to get on the main road to go a bit further S to Cam's place. (As Rusk says, you can stop somewhere out of the way W of the main road before you get to Cam's place and have Tommy get out and shoot him if you're curious about the alternate ending. Be careful to be quick if you do this. One time when I tried it, FBI Ranchers tried to move in on Tommy a couple of times. After driving to Cam's place, the alternate ending has Phil and Tommy agree that it's too bad about Cam, but that it meant there was more money for each of them.) You get $50,000. The Malibu Club makes $10,000 a day. The Bank Job Outfit is available on the 2nd floor in the Malibu Club. Tommy can enter El Banco Currupto anytime after this. If Tommy gets on the stairs to get the $1,000 in the manager's office on the 2nd floor, he gets a four star wanted level. A ski mask appears on the low table in the Ocean View apartment. Phil Cassidy calls to offer any help Tommy needs. There's a pink shaft of light at the front door of Phil's house--where there's a P icon on your in-game map and radar. I.76 "Gun Runner" Phil Cassidy asset Tommy follows up on a claim Phil had made to provide Tommy with firepower. Phil agrees to, but adds that he wants a favor. A Mexican gun runner has been taking away his business lately, so Phil wants Tommy to ram the gun supplies off his truck and finish him off. (The Rockstar Games web site, "Vice City" section, "Vice City Crime Tree" indicates Phil's rival is a violent gun runner named Pedro Garcia.) Tommy needs to kill the drivers of four trucks--two pairs of them. The pair in the S have a S.P.A.S. 12 and a .357, and are in Little Havana going N on the main N and S road. The pair in the N have an M60 and a Mac, and are going N on the branch of the same road that goes straight N through Downtown. If you ram or drive-by a truck, one gun appears on the road for Tommy to take (press Tab if you have to). You'd do better to blow up the trucks with a drive-by, though, since a driver will come out of each one to attack. Once you take a pair of guns, four leather jacket guys on Sanchez bikes will chase and shoot at Tommy. Tommy can kill them for a $100 apiece, but they'll keep being replaced till all four weapons are gathered. When all four weapons are gathered, the mission is completed, the wanted rating disappears, and the bikers turn peaceful. The game provides you with a Patriot (AM General Hummer) and remote grenades for some reason. The Patriot is pretty sturdy, but I usually pass on the remote grenades. You can try leaving them on the N and S road in the path of the trucks if you want. As Rusk writes, if you want to use an alternate vehicle, leave it on the median strip of the main N and S road E of Phil's Place before the mission so it doesn't disappear. I favor the "EP" Admiral and an MP for this: Ram and drive-by the trucks, use the Little Haiti Pay 'n' Spray (it won't hurt the "EP" quality of the car and you can pick a color you like--I like dark cranberry red the best), then get the guns. After Tommy gets a pair of guns, he can have some fun swatting and doing drive-bys on the cyclists. The Admiral is the easiest to swiftly maneuver of the three alternate vehicles listed here. Rhino Destroy the trucks 1st, go to the Hyman Condo to use the bribe and put the Rhino in the big garage, and use the Maverick to get the airborne bribes. Then get the weapons. Remember that the Rhino is slow to accelerate, though, so be careful to give it a clear path to move in if you fiddle with the bikers. Hunter Destroy the trucks, get the airborne bribes, then get the weapons. You get $2,000. Gun manuals, catalogues, and used paper targets appear on the desk of the office in the mansion. Pressing Tab to get the M60 and the Mac depleted you of Minigun and MP ammo, so it's time to stock up on it again. You'll need MP ammo for "Recruitment Drive," I.78. There's a pink shaft of light at Phil's door again. Now it's going for pure alcohol. I.77 "Boomshine Saigon" Phil Cassidy asset At Phil's Place, Phil wants to show Tommy a remote bomb he's made, but the Boomshine he's been drinking is so strong that he detonates it while standing right beside it and blows his own arm off, and Tommy gets drunk from the fumes. Now we know how Phil lost his arm for "GTA III," and what Auntie Poulet has been spiking the gumbo with--or is it why Phil lives in Little Haiti to get the ingredients for his Boomshine? This isn't made clear. Drunken Tommy has to drive Phil in the Patriot to get help. It has to be done before the bar representing Phil's health runs out--about 90 seconds. Go S to the hospital on the main N and S road in Little Havana. Phil talks delusionally about being in Viet Nam, about seeing a giant fish, and about seeing black bird wings all around. At the hospital, Phil tells Tommy to take him to an ex-army surgeon buddy instead. If you hear Phil say it's beautiful, but it's so cold, time is running out, so hurry up. Continue S, make the 1st right turn, and follow the road W and around a 90 degree curve N to get there, save Phil, and finish the mission. Basically, it's as much a different visual experience as it is a "drive there then there" mission, with the view and car physics the way Tommy experiences them in the drunken haze he's in from Phil's Boomshine fumes. The view is blurry and wavering but less so as the mission goes on, and it makes it seem like the Patriot over-steers at the slightest touch like a big four-wheel RC Copter. Similar to driving that copter, you can alternate between bursts of acceleration and steering. It can help to pretend you're driving it normally, as you would if the view wasn't screwy, as best you can. Don't try to nurse the Patriot too delicately. Just plow on, anyway--the Patriot can stand some damage but Phil can't die. You get $4,000. The Rocket Launcher, Minigun, Remote Grenades, and M60 are for sale at Phil's Place. (I don't have much use for this. You can get the 1st two for free at several save places, and I favor the Minigun over the M60, which is available for free in the W tower at Fort Baxter. The Remote Grenades are something different to try if you haven't gotten them before for free from behind the building across the street and a couple doors N of the Malibu Club, but they take up Molotov space. They should have been something different, like poison blow darts or poisonous lion-fishes for the pools or a harpoon for the shark or the use of the submarine and torpedoes or the use of the crane to drop the cars of pursuers into the car crusher or a catapult for junk or police bribes for boats or some such thing.) There are three barrels of Boomshine in the Ocean View apartment. There's an A on your in-game map and radar. Avery wants to launch Tommy into the Cuban-Haitian gang fracas. Instead, Buy Interglobal Films studio for $60,000. You have a clapper board ("Action--roll 'em"--whap) on your in-game map and radar. There's a pink shaft of light by the door to porn studio D. This shaft of light goes for anything. The gates are open; you no longer have to jump or fly in. Pretty soon, you'll have your own little Dodo. Awwww! That's nicer. I.78 "Recruitment Drive" Interglobal Films (film studio asset) Voice actors: Steve Scott: "Hoosiers" star Dennis Hopper. Candy Suxxx: Hosers star (no, no, no)...adult stuff star, and the voice actress for Daisy, the premier unlockable skater in the game "Tony Hawk's Pro Skater 4," Jenna Jameson. Get a lot of MP ammo at the Downtown Ammu-Nation and a PCJ 600. Tommy meets director Steve Scott. Tommy tells Steve that Tommy runs things now. Basically, he tells Steve that Steve has been too concerned with ambitions to emulate Steven Spielberg. (The "Aliens" and "big" "shark" Tommy notices show Steve has been influenced by "Close Encounters of the 3rd Kind" and "Jaws.") Tommy orders him to concentrate more on filming porno. Tommy goes to recruit Congressman Alex Shrub's hooker Candy Suxxx and Cortez' daughter Mercedes. Drive to the shaft of light at the front of the V.A.J Finance building (go E from the E end of the condo alley--it's on the S side of the street before it curves S). In a cutscene, Candy is dropped off by Shrub in a gold limo. Tommy asks if she'd work in a movie. She says she would, but 1st he has to talk to her "agent." Her pimp, in red and black, drives up, gets out of his car, gets Tommy PO'd, gets back in, and three of his henchmen--three of the criminals in white jerseys, blue jeans, and black leather jackets--get out of it. The pimp drives away to the E and S and the three tough guys try to give Tommy a drubbing. Forget the three hard guys. Candy's agent has shown very unprofessional business manners and must be stopped before his capaciousness vitiates Tommy's intended actress. (That last line is better with a Sheldon Leonard voice--a gangster trying to sound well-bred and all.) The games always positions the bike to make a getaway to the E. Have Tommy get away and do a forward drive-by shooting at the pimp's car. Be ready to brake in case the car brakes, at which time three tough guys may get out and go after Tommy. As Rusk notes, if you manage to stop far enough back from the car, the three guys may not get out. If three tough guys get out, forget them and chase after the pimp. When the car has had it, he'll get out and run. If he isn't done in by the car exploding, see how good he can exploit the act of being schlommed up the butt with a PCJ 600, or just have Tommy shoot him. Have Tommy take care of any wanted rating, then go to the shaft of light by Candy. Candy gets on the bike. Have Tommy drive her to the Downtown Well Stacked Pizza place. Send Tommy inside to the shaft of light by Mercedes. (Before you get to Mercedes, you can get a sustained wheelie on the PCJ 600, if you keep trying at it, easier than usual because Candy's sitting on the back of the seat. A couple of times, when I had Tommy take a detour and try bike stunts and unique jumps with Candy on the bike, I heard Candy say, "Tommy, be careful--my implants aren't insured yet." If you're reckless, you might hear, "You call that driving?" and "What? Are you trying to kill me? I thought I was the star!") In a cutscene, Tommy asks Mercedes if she'd work in a movie--she says sure, if it's "cheap and sleazy." Have Tommy lead the women into the four-door Sentinel across the street and drive them to the studio. You get $1,000. You get a call from Sonny. He's tired of waiting for his money, so he's back to being furious again. There's an undulating shaft of light waiting to be entered in the door to porn studio D again. I.79 "Dildo Dodo" Interglobal Films (film studio asset) Steve thinks nobody will distribute the flyers for the new movie because they're unimaginative. Tommy says he has his own ideas about that. The screen says there is a seaplane that was used as a prop in an old indie film round the back of the studios. (An "indie" film is an independant film, but, in context, this reminds me of Indiana Jones of the Spielberg movies, too.) The blue back gate of the studio is now open, and there's a Skimmer--a little Dodo with pontoons--at the little pier just beyond it. As with a boat, have Tommy go near it and press F to have him appear behing the wheel. Controls for The Skimmer W....Forward S....Backward (in water; in air, it decreases speed faster than by releasing W alone) A....Left D....Right Number Pad 6....Up Number Pad 9....Down Q....Look Left E....Look Right Q+E or Middle Mouse Button....Look Behind F....(Enter or) Exit R or Mouse Wheel Up....Change radio station. The plane is very easy to fly (up, down, left, right--what's complicated?), but the game gives you a sort of amusement park ride introduction to it full of swoops and close calls. Tommy has to fly through one of the six blue disks hovering over the west island. When he does, the flyers start pouring out of the plane and a red disk appears. He has to fly through the red disk to make the flyers stop pouring out and the remaining blue disks appear, etc., until either the twelve disks are all gone or he runs out of gas. A bar on the screen shows the gas supply. As the Brady guide recommends, go from the one at the N end of the island down the W to the one over the airport terminal, then SE to the one over the Boatyard, and up the E to the last one, over the bridge from Prawn Island to Downtown. Make one long circle of it, shaving off time. Midway up the E, for the 4th disk up from the SE--the 2nd red one from the SE--go way out E over the water to turn W to aim for one disk between buildings on either side of the 1st W turn from the main road S of Downtown. Check the radar at times for the location of the next disk, and when it comes into view on the screen, make sure you're aiming for it without smacking into a building or such. The Brady Guide, recommended near the beginning of this guide, has a map of the disks, making it even easier to plan a course. In the PC version, you don't find porno video flyers for "Bite" on the ground afterward. The papers that fly out of the Skimmer look like the "Liberty C**k" newspapers you see blown around town by the wind. You get $2,000. Best of all, now you can fly the little Dodo with pontoons (I.9.D) anytime you want. The Skimmer will be available at the pier behind the studio from now on. Your flight hours, and pilot ratings based on them, will be shown in your Stats (I.7). Sonny calls again. Something needs to be done soon. No one shall be allowed to come between a man and his Dodo. There's a shaft of light getting worked up at the door to porn studio D again. I.80 "Martha's Mug Shot" Interglobal Films (film studio asset) Stephen's film idea--"...close encounter...unable to think of anything but this huge phallic mountain...vat of mashed potatoes"--refers to Steven Spielberg's "Close Encounters of the 3rd Kind," notably the tower of rock, and that alien ESP-influenced people were strongly drawn to it and made all kinds of representations of it to show others their visions of it. Steve tells Tommy that Congressman Alex Shrub is running for office with the promise to restrict the porno industry. Tommy asks Shrub's hooker Candy, who's in the middle of a scene, if Shrub likes anything kinky. She seems to say, "Yeah," so Steve tells Tommy to follow her to her next rendezvous with Shrub. Tommy has Steve get him a camera. Use the "EP" Admiral or the Sparrow the game provides. Have Tommy get the Sparrow in the air while Candy slowly sashays out the front gate to her gold limo. (The PS2 glitch where you have Tommy snipe the driver and get in, Candy gets in, and the car drives itself to the rendezvous destination won't work for PC-- she'll just disappear. You can get Candy's gold limo by having Tommy shoot the driver, failing the mission, but it's not a very shiny attractive gold. It's more of a moldy gold, and it has no special abilities or handling advantages.) Follow the limo to the Shrub-Suxxx hideaway, which is N of the Malibu Club-- it's the building with a pool on top where H24 was and the setting where Tommy confronted Gonzalez for "Treacherous Swine." (You can precede the limo to the entrance of the building, and Tommy and his vehicle will be seen motionless or landing in the next cutscene, which is kind of funny since he's supposed to be trying to be sneaky. Don't precede it by more than a block or so or the game will say you went out of range and you fail the mission.) There's a cutscene of Candy entering the building then approaching Shrub on the roof. Tommy overhears that Shrub has a kinky side--he likes her to call him "Martha" (where did Candy hide the listening device? No, no, no--never mind). The game will then give you a screen message that the door just opened on the N side of the WK Chariot Hotel leads to a good spot for shooting the pictures--you need three good blackmail photos. If you use the "EP" Admiral, park by the open blue door on the N side of the WK Chariot hotel. Have Tommy go in the door, up eight flights of stairs, and to the window at the end of the hall. (If you want to use the hallway but don't have the "EP" Admiral, land the Sea Sparrow on a desolate area of the E coast of Washington Beach, or the Skimmer on the water just beyond that. I didn't see anyone there during Tommy's run to it for a getaway.) If you use the Sea Sparrow, you might have Tommy land on the roof of the front porch of the WK Chariot Hotel, as the Brady Games advanced strategy advises, and get out of the chopper. (If you have Tommy land on the tall structure at the back of the roof Candy is on, his camera won't snap a photo. If his helicopter falls onto one of the FBI agents there or such, the screen tells you Candy and the Senator were alerted to your presence and got away.) You need to have him take at least three pictures. Press RMB to bring up the aiming lens for this 1st person shooter, zoom with Z and X or the mouse scroll wheel--and see that Alex likes to wear a bad combo of men's and women's department store underthings, too--and snap the shutter with LMB. After three pictures, Tommy has a five star wanted level. You can keep taking pictures for a bit if you want, since the number is given in your statistics. The limit is twelve. The pictures aren't saved anywhere by the game, although you could make a screen shot. Tommy has to get back to the studio with the pictures. If you used the "EP" Admiral (or left the Sea Sparrow or Skimmer across the beach), have Tommy run down a handful of floors. He'll have a pair of guys shoot at him from the N end of each of the three lowest floors of the staircase. Have him ease them into the aim of his Minigun and sweep the shots across them. Get into the "EP" Admiral and take a knockabout ride to a Pay 'n' Spray (or fly the Sea Sparrow or Skimmer though the airborne bribes, etc.), then go to the studio. If you used the Sparrow to land on the porch roof, fly through the three airborne bribes of the west island, land on the condo roof and go down to the alley for a 4th bribe, then get back up to the helicopter and fly to the studio. (You might try flying up into the porch ceiling of the WK Chariot, as described in I.9.G, and get away through Ghost World, but it's risky at this wanted level. You could also uncheck the green dot, as described in I.100.D.a, and use Notepad to change the Y column for the Sea Sparrow to 0.0 in data\handling.cfg to make the Sea Sparrow explosion-proof--I.100.D.e.) There's a regular Rancher SUV with two FBI guys at the NE gate, with a 3rd FBI guy just inside the gate. There are two Ranchers and two FBI guys at the SE gate. If you used the Admiral, have Tommy take them out from a distance with the .308 sniper rifle or move in and blow up their Ranchers, and them, with the Minigun. If you used the Sparrow, Rusk recommends that you fly E over the bridge to Prawn Island and turn S when you see the shaft of light (in front of Studio D). Land in it to complete the mission. (As an option, he recommends that you can land by the fountain and have Tommy take out the bodyguards 1st.) You get $4,000. The blue door on the N side of the WK Chariot hotel will remain open thereafter if you want to have Tommy go inside and check it out. I'm not sure what the meaning is of the message by the upstairs hall window-- "The Samartians; DON'T JUST JUMP; HYPER-JUMP; call 555-7000" (See I.13). Tommy gets another angry call from Sonny. Candy Suxxx photos will appear on the low tables, and an enlargement of one will appear on the E wall, in the mansion office. There's a shaft of light throbbing skyward in the door to porn studio D again. I.81 "G-Spotlight" Interglobal Films (film studio asset) Tommy tells Steve that they need a big promotional gimmick to launch the sale of the four new naked people videos. Steve gives a series of ideas, and the one about searchlights gives Tommy an idea. You do acts of stratustrophic derring-do that defy all physical and physiological explanation, soaring over the crowd below. ("How does he hang in the air like that?" "How can any man manipulate a machine like that?" "How does his kneecap stand it when he smacks the wall like that?") Tommy has to hurl himself and his PCJ 600 through 19 shafts and over a series of jumps to make a searchlight, near the S side of the bridge to Downtown, show a slide of Candy's big mama vazooms on the side of a building. You start in the evening and have till seven in the morning. I don't think anyone in the world expects you to do all the jumps in one continuous flow without braking, especially since the landing areas for a few are so short and for a few require you to drive around to another area to begin another runway. And don't worry if you don't accomplish Unique Jumps 1, 3, or 4 along the way this time, especially if you're new. The game will let you come back anytime after this mission to play with all the jumps. Right now, Tommy just has to live to get the ti**ies on the wall. Use "aspirine" if Tommy's machine starts to smolder like it's going to blow up. As Rusk reports, there's a gimmick that lets you get all the jump disks with a helicopter if you can't get them with a PCJ 600. That's true, but I don't recommend it. You're not getting anything done flying a helicopter over these roofs--you should learn how to have fun doing them with a PCJ 600. Even the best stunt jumpers of video games have Tommy get in wrecks now and then, but just pick yourself up, dust yourself off, and start all over again if you're going to learn to get better at it and do those things, too. Guided by the kindly instructional throbbing shafts, have Tommy take the PCJ 600 from near the guard booth of the lot to the E side of the block across the street to the N of the one the Skumole Shack is on, go in the lot, up the stairs, across the roof, and into the office (like he did for H62). There's a cutscene of a security cam shot of Tommy taking the PCJ 600 up in the elevator. Gun it to just left of the poor fellow standing by the window. If you get a cinematic shot of Tommy crashing through the glass and landing in the big hole that's laid horizontally to receive him in the next office building over, you just did Unique Jump 4. (This hole returns for I.82 so you can fly a Checkpoint Chopper Sparrow through it. It's SE of the Maverick on the condo roof, in case you want to make it part of your morning ablutions. It's a little snazzier to do it with the Skimmer.) Keep going moderately fast, not full throttle, and give it a left turn going out the end of the hole. Give your landing the left needed to continue in a left turn through the gap in the low wall. (If you have to use brake/reverse, get a full runway to continue.) Land, turn a bit left, and go over the big section of the roof that slants up away from you. Land on the roof with a low wall of pale red-violet and blue baby colors and go over the left ramp with a bit of right turn, or straight over the right ramp. (If you braked, get a full runway 1st.) Land with brake/reverse on a short area with obstacles around it on the roof of the Schuman Health Center. There's a heart icon there I never used. Go clockwise around to the curved area. To do J1, position the bike with the back wheel ready for the start of a clockwise arc around the curve, which adds a bit of speed. Go easy around the curve then gun it for the ramp. (This often makes for a safe landing. If you just use a straight runway, you usually wreck on the awning across the street and watch Tommy spill onto the roof, and maybe even get credit for J1, anyway. Don't worry. Tommy just keeps getting back on. He's a mighty, mighty man. He must have a jockstrap made of cadmium steel and the bottom of Buster Keaton.) Land--I hope you got J1 and didn't wreck. Go up two sets of steps on the right, then up the very low slanted block to get onto the slightly higher roof to the right. Position the bike to go moderately fast over the ramp with brake/reverse ready. Land on the small area using brake/reverse/left, go left and turn around to position the bike for a full runway, and go over the ramp a bit left of the middle. You may need NP9 to level the wheels. Land, go to the end of the area on the right to start a full runway, position the bike, and jump the ramp. Land on the black top roof, go right around the corner, and stop at the near side of the gray rectangular marking ahead. Then jump the ramp--aim for the stairs you can see to your right. Land going up the stairs. A cutscene shows a stairway being lowered from the lower roof onto the SW area of the grass lot the Downtown dirt track is on. You can use the armor by the top of those stairs that were lowered or just continue up the stairs you landed on to the upper roof. Look from the top of the ramp at how you might aim this and the next three ramp jumps to try for up to four in a row. Position the bike for a full runway and turn a bit left going over the ramp. Land and go a bit left over the ramp. Land, possibly with a left then right turn, and go left over the ramp, or brake and position the bike for a full runway. Land, possibly with a left then right turn, and go easy to the left going off the ramp for a short jump. Have brake/reverse/right turn ready. Brake and turn right; position the bike to go over the ramp. Land; don't gun it over the ramp, and have brake/reverse/left turn ready. Land with brake/left turn and continue left up the stairs to an upper roof. Position the bike and drive over the ramp. Land and veer a bit right to go over the ramp. At the most, only about 2/3rds of the runway are needed to gun it from a complete stop for the jump, which is J3. Land on the last roof. Have Tommy drive over the two foot or so high wall at the base of the raised section and up into the shaft of light by the searchlight. A cutscene shows him insert a slide into it so a black and white depiction of Candy's big fat fraps are plastered across the side of a building. Mission completed. A cutscene shows that a long set of stairs are provided to get from the roof to the ground. They'll be available from now on. You get $8,000. Interglobal Films will make $7,000 a day. Kent Paul calls. He jokes about being a good prospect for starring roles in porno, then adds he doesn't want Tommy to forget about him after all he's done for him. "Que pasa?" means "What's happening?" When Tommy says he doesn't want any fake tag clothes, Kent says Tommy knows he doesn't touch "bent gear." "Bent" is U.K slang for currupt (early 1900's), and "gear," which refers to the clothes, can also mean illicit drugs. You can use the elevator to the office of the 1st jump, all the jumps, either of the stairs that became available in this mission, and look at a black and white depiction of Candy's several story-high flesh-colored volleyballs, from now on. Two Candy Suxxx posters, for "Bite" and "Closer Encounters," will appear at the Ocean View. (As Rusk notes, "Bite" is French for "D**k.") The last time I did this, the mansion now had pizza, cigarettes, cigars, and empty cans and bottles by the front door, the door to the TV room, and on and by the main staircase, and had GASH bags in the TV room. A couple of garbage bags of junk showed up by the front door. The 4th Chopper Checkpoint mission (I.82) is available. I.82 Checkpoint Chopper 4 The same basic deal as for the 1st three at I.55. Downtown. From the Skumole Shack, go N to the next block and turn left into the lot. Go up the stairs and the chopper is on the far side of the roof. (Around the corner to the left is the office with the elevator to the 1st of the jumps used in I.81.) 28 disks. This Chopper is the most convenient to use in the Hyman Condo garage for raising your CRiminal Rating, too (see I.7). There's an A that's been waiting a long time on your in-game map and radar. I.83 "Two Bit Hit" Avery Carrington Avery tells Tommy that the Cubans are suspected for being behind the death of a Haitian gang lord. He wants Tommy to go to the funeral and stir up trouble, disguised as a Cuban, to start a gang war and bring prices down in the area, then get out of there. Tommy has to get the Cuban outfit at Little Havana Streetwear then kill the Haitian gang leader. The gang leader is surrounded by gang members at Funeraria Romero, which is at the S side of the pizza place in Little Haiti. They made him their leader because he has a big supernatural pink arrow pointing down at his head. I guess you can't blame them--it would be a novelty. You can't have Tommy snipe the gang leader from beyond the barricade of Voodoos in the street, before the gang notices him, because a Cuban has to be witnessed killing the gang leader. If Tommy ends up chasing the gang leader, who tries to escape in a hearse, and follows him closely, a gang member drops coffins from the back door. They're kind of pretty and made of polished light-colored wood with rose bouquets on them. They also explode and leave a Molotov-type fire if Tommy drives into them. Fortunately, there isn't much traffic out, including police cars, during this, so you can avoid having Tommy get directly behind the hearse while he chases and rams it. After he kills the leader and is outside of Little Haiti, the mission is completed and his wanted rating disappears. But if you don't want Wanted Stars Attained to get much bigger than Evaded, have him use the bribe in the alley N of the N end of the street that's W of, and parallel to, the big concrete drainage ditch, and drive the other star off, before leaving Little Haiti. You can also have him use the Little Haiti Pay 'n' Spray, unless you have him jack a black Voodoo and want it to stay black, or use a Rhino to kill the gang leader, in which case you can have him leave another vehicle in it beforehand. This is the mission in which Avery uses a line that Donald Love uses a slightly different version of for "GTA III" (I.3.). If all you want to do is have Tommy kill the gang leader and not get a special vehicle: You might have Tommy do a ramming drive-by shooting with the "EP" Admiral and an MP, use the Rhino, or snipe or Minigun the leader from atop a car on the W side of the wall behind the pizza store. Rhino: prepare for the mission by having Tommy leave the Rhino across the street from Little Havana Streetwear, jack any land vehicle to leave with the door open in the Little Haiti Pay 'n' Spray, then have him get the Cuban outfit and the Rhino on foot. Have him drive N and S and through the area before Romero's Funeral Parlor and blow things up till he kills the Haitian gang lord--the yellow dot on the radar. Then have him use the Pay 'n' Spray and drive out of Little Haiti. "EP" Admiral: have Tommy get the Cuban outfit with the "EP" Admiral parked across the street to make sure it doesn't disappear. Have him ram and drive-by anything at the Romero's Funeral Parlor area till he kills the Haitian gang lord. If the gang leader makes his escape in a hearse, you can bang into the coffins dropped from the back of the hearse to watch them explode since they won't hurt the "EP" Admiral. Use the Little Haiti Pay 'n' Spray, then blow up the hearse. Reload the game if you lose the "EP" Admiral. Rusk credits Cic the Poet for giving him the idea of shooting from behind the wall behind the pizza store . It's quick and makes getting the hearse and/or the black Voodoo easier. Get any vehicle Tommy can climb on top of. Have him drive W to the E side of the wall that's to the E of the Little Haiti Well Stacked Pizza store. Position the tear drop-shaped icon that represents Tommy on the radar so it's as close as possible to the dot that represents the gang leader. Get Tommy on his vehicle, which alerts the Haitian gangsters to attack, and have him snipe (I'd say Minigun) the gang leader. Rusk adds that if you want the hearse, have Tommy clear out the area around it 1st, jump the wall with a weapon he can run with, like a .347 (I'd stick with the Minigun), then drive it out of Little Haiti. Romero's Hearse and the black Voodoo: There are two identical Romero's Hearses and a black Voodoo at the gang member gathering by Romero's funeral parlor. This is the only mission you can find these vehicles in. Romero's Hearse, when there's a coffin in the back, is the "Vice City" version of the "GTA III" "Dead Skunk in the Trunk" Manana with a dead body in the trunk. Unlike the more ornamental coffins that are pushed from the back of it during a chase of the gang leader, the coffin you may find inside it otherwise is a plain brown or blue one. To save a Romero's Hearse with a coffin in the back, you need to see if the coffin is there 1st. In the case of the hearse the gang leader tries to escape in, check to see if a coffin is constantly in the back while the explosive ones are pushed out. If you don't see one, it won't have one any time later, either. It's fairly fast, corners okay, but tips over (and burns and blows up) easily at higher speeds. If you have Tommy jack the black Voodoo, don't have him use it in a Pay 'n' Spray or spray 'n' go or it reverts to the standard maroon color. If you need to heal it, type "aspirine" or have him use one of his garages instead. Don't use a Pay 'n' Spray to get rid of the wanted rating before leaving Little Haiti, either--use the bribe in the alley N of the road that's W of, and parallel to, the big concrete drainage ditch, then drive the other one off instead. If you just want one special vehicle to save: Have Tommy clear the area of shooting gangsters from on top of a vehicle behind the wall in back of the pizza place 1st. Have Tommy shoot the henchman who runs toward him, the gang leader and a couple others by the gang leader, one you can see on the roof to the left, and one or two if they run in from the back. Then you can go look over the vehicles while the drivers of the two hearses and black Voodoo just sit behind their steering wheels. Have Tommy jack the vehicle you want. Tommy probably has a two star wanted level--have him take care of that, then leave Little Haiti. If the leader and a henchman get away in a hearse, the two maroon Voodoos, the black Voodoo, and the other hearse will go nuts trying to drive back to where Tommy is. The drivers usually wait to get close to get out to shoot at him. There's a henchman on the roof Tommy has to move in front of the funeral parlor to see and shoot. He can still jack the black Voodoo or a Romero's Hearse, but it's safer to take care of all the henchmen 1st. Tommy probably has a two star wanted level, so have him take care of that, then leave Little Haiti. If you need the hearse to have a coffin in the back, check to see if there is one in the parked hearse. If not, have Tommy chase the hearse the gang leader got away in and see if there's a coffin constantly in the back while the explosive ones are pushed out. If so, use a vehicle with some heft--the gang leader's hearse doesn't go very fast--and try to ram into the front side of the hearse to drive him into something, even Tommy's vehicle, so he's just spinning his wheels. Don't get too rambunctious because it tips over easily and you don't want it to burn and blow up. Have Tommy jack the hearse and shoot the leader then or later. If you want to get both special vehicles to save: For both, have Tommy clear the area except for the gang leader--the guy with the big pink arrow pointing down at him. Have Tommy shoot the henchman who runs toward Tommy, the two by the gang leader, and one you can see on the roof to your left. Let the gang leader drive away in one of the hearses. The other vehicles will go nuts, driving very badly in an attempt to get into the alley and over to Tommy. The drivers usually wait till they can get close before getting out to shoot at Tommy. Have Tommy shoot them when they get out--you might be able to have him snipe one through a windshield if they sit still long enough. Have Tommy jump over the wall and clear the area. Send him in front of the funeral parlor to be able to see and shoot the other henchman on the roof. Tommy probably has a two star wanted level. Have him jack the black Voodoo and use the bribe in the alley N of the N end of the road W of, and parallel to, the big concrete drainage ditch, or use the condo alley bribe and the clothes icon on the condo roof, and save the car in a garage. You might use the Love Fist limo by VROCK for the next part since it has a good speed and heft for it. Have Tommy go back and see if the other hearse survived the car-ramming and shooting--if so, have him save it, too, then kill the gang leader. If not, or it disappeared or drove away, have him chase the hearse the gang leader and a henchman are trying to escape with and see if there's a coffin constantly in the back while the explosive ones are dropped out. If so, have Tommy try to ram the hearse from alongside it and cut it off with his vehicle and a wall so it spins its wheels in place. Be careful since it can easily tip over and blow up. Have Tommy jack it and kill the Haitian gang leader then or later. You get $2,500. Umberto Robina, the Cuban gang leader, calls to offer work. The last time I did this, this is when a shovel appeared by the front door of the Vercetti Estate. There's a pink shaft of light at the front door of Rubina's Cafe Cubano in Little Havana--where the psychiatrist's ink blot test gang logo (I say it looks like a black upside-down octopus missing a tentacle...a sundew plant getting something to eat?) is on the in-game map and radar. The Havana Outfit appears in the entrance to Little Havana Streetwear. I.84 "Stunt Boat Challenge" Umberto Robina Umberto Robina is voice acted by man's man Danny Trejo. Umberto, the Cuban gang leader, has Tommy meet Rico and drive him on a Speeder speed boat through glowing disks and jumps to prove he's got big cajones (I guess he wouldn't accept a receipt from the music store). The three minute course goes from the W side of Leaf Links, clockwise around the NE island of it, down the W coast of the east island, around a bridge abutment for the South Bridge, and back the same way except cutting between the main island and the NE one of Leaf Links. Use the radar a lot. Aim for the middle of the jump ramps and you'll get the disks by them. If you get stuck and stopped, use a little turning reverse, then hold the opposite turn and press acceleration, to extract yourself fast. In a cutscene, Rico proudly tells Tommy that he has big cahones. (He probably turns the bass up too loud in his Cuban Hermes, too, so it's a big cahone on wheels.) If you turn Tommy left toward Rico's Speeder afterwards, it stops a little ways away. If Tommy takes the Predator and jacks the Speeder, Rico says, "Hey, man," and dives overboard. You don't get anything like an "EP" Admiral out of it. Robina's Cafe has a jukebox with a couple fuzzy pictures of Elvis on it. It's the same jukebox that's by Sonny Forelli in Marco's Bistro at the start of the game (but not the one in The Greasy Chopper where Tommy has his meetings with Mitch Baker). "GTA 2" players will remember the little Elvis gang in that game going around saying "Thank you very much" and "a hunk a hunk of burnin' love" and all. If you ran over a little line of them at once, you were rewarded by the screen saying "Gouranga!" which is also the name of a still popular GTA web site. You get $1,000. Auntie Poulet calls: she's been communing with the dead people, and she hears Tommy feels bad. I guess dead people aren't the best ones to get good news from. She invites Tommy to come by for stew. There's a shaft of light at the door of her shack--where the voodoo doll icon is on your in-game map and radar, and another for the disoriented octopus from the rehab. I.85 "Cannon Fodder" Umberto Robina Umberto is upset after losing a few of his Cuban gang members to the Haitian gang members. He wants Tommy to drive three Cuban gang members to the battle some of the Cuban and Haitian gang members are having and take the Haitian gangsters down. Once he's done that, Tommy has to get a van from the lot of the main battle and drive it back to Robina's Cafe. The Haitian gangsters have pants and jerseys in shades of blue and white--one t-shirt has "RELAX" on the front, some with white baseball cap-type caps with blue hat bands and some with blue head bands. The Cubans have white t-shirts with a red splotch on the front and red head bands or yellow jerseys with gray sleeves and black fedoras with red hat bands. Get any four-door vehicle--the driving part isn't timed or a drive-by. A Minigun with lots of ammo will do. As Rusk explains, the Haitian gansters have the only weapons in the game that can quickly destroy a Rhino or the "EP" Admiral. I don't know why, either, but, fortunately, it's not that big a stealth and shooter ordeal to handle on foot. To be extra prepared: If you want to get past the closed gate and see inside the place before you try to fight in it, and if you'd like another jump for your PCJ 600, you can get there before doing this mission. Take a PCJ 600 S from the Downtown area to the next cluster of blocks, which is Little Haiti. Go to the W side of the 2nd block from the N side of it--the one that looks like a cartoon face looking E. There's a small set of steps with an adrenaline pill over it on the N side of Rough 'n' Ready Streetwear. Start your runway at the end of the alley E of that--the alley on the N side of the pizza store. Have Tommy drive over the steps and he'll clear the wall. (The three indoor places where he'll plant the bombs in "Trojan Voodoo"--I.98--are the three blue-green boxes marked "explosive.") There's a stairway on the S side of the grounds that lead to a roof Tommy can leave on. There's enough space to land a chopper on the grounds, too. Have Tommy get the vehicle loaded up with young Cuban militants and book it to the big do. Tommy is welcomed to the fray in a cutscene. The Cuban gang members want him to help kill all the Haitian gang members at this battle. Then the screen says something that created a bit of controversy: "KILL ALL THE HAITIANS!" (As I've written before, I think that Rockstar wants us to kill all Haitians, which some politician I imagine was looking to make a name for themself alleged, about as much as Alfred Hitchcock wanted us to slash women to death with knives in shower stalls by filming "Psycho." Rockstar was considerate to those outspokenly sensitive about how it related to actual prejudice in the world, notably Miami, by deleting the line--and deleting or changing other lines about Haitians and Cubans--from subsequent editions of a fictional, M rated game unique in parodying about every human vice and selfishness, including that kind. It's hard to imagine what argument makes sense that the line doesn't fit in that context, though, or that it does, but the line needs to be removed from a context it fits in because--what? You'd think they'd say "Vice City" is a good context for it. In "Vice City," everone is a terrible example of something to give you an excuse to use that videogame weaponry and drive so bad. It's no more or less a satiric jab at the callousness some people in the world can show than when the game refers to how people can consider old people as nothing more than TV shows to switch the channel from and forget with the "Farewell Ranch" radio commercial. I can see leaving kids out of the picture, because they're too young to be culpable, but the problems of unfair regard and treatment some Haitians have faced are due to people as grown up but childish as the ones that cause the other ones in town. It's also hard to imagine such a topic being considered off-grounds for a fictional movie, which "Vice City" resembles, and which might show an edgy treatment of disturbing topic material. Cortez can hate the French and have Tommy kill them, Diaz and Avery can hate any competition and want them killed, the Golfers can be caricatures that might make some Jewish people cringe, Christians get no better representation than Pastor Richards with selfish ideas of what the collection plate is for and Mercedes wearing a cross as if just to deflect any suspicion that she's off to another gang bang, the policemen are all brutal and the military all incredibly hawkish, our lead player is a self-professed drug-dealing, homicidal maniac, Poulet can hate Cubans and want them killed, but that line is out of line? We ought to clean up the representation of criminals to make sure they aren't shown to have any bad, selfish motives? I don't always follow these things, as I told you before. Apparently, the rest didn't bother them as much. Okay, they aren't REAL sensitive--maybe a LITTLE bit sensitive...or erratically sensitive. At least Rockstar was even-handed enough to delete any overt expression of prejudiced motive for why the thugs of either ethnocentric ethnic group want to kill each other. Now, they just naturally do--better? For a brief introduction into the issues involved in the real life immigration struggles of Haitians in Miami, see I.2--Little Havana, Little Haiti, and Liberty City. I should be ashamed if I wanted to make fun of the real life problems of the people involved in any way. Again, "Vice City" is more a comedic videogame take on the problems that arise from all kinds of human selfishness. It reminds me of a point Mel Brooks once made, something about how comedy can be more powerful when it's the rubber ball bounced off a hard wall of reality. Richard Pryor's "white people this--black people that" material didn't represent all people all the time, but I thought it was pretty funny stuff about some things that really do happen. Seen in that light, which is, I think, the kind intended, and not dumb prejudice itself we need to protect people from, such things do deserve a place, all the more if extreme real life examples that need to be shown up as such and ridiculed.) Have Tommy sensitively blow up the Voodoo and any Haitian gangsters-- gangsters only, "PC" PC gamers--around it at the far end of the entrance lane. A cutscene shows several Cuban gang members charge the entrance and get shot down by a sniper on the roof who gently squeezes out a few alternative philosophical points about "political correctness" and correcting society's inequities. With temperance of spirit, have Tommy nurture him to the transcendant realms with a poignant sermon of Minigun bullets. All misty-eyed, the Cubans call for reinforcements to share in this heightening of awareness--they surge to become a part of the assembly. Have Tommy, radiating a oneness of humanity that says far more than words ever could, enter the complex by using the Minigun on all targets, careful to look from side to side to make sure he hasn't left anyone near the van or that could attack from behind. The Minigun shoots the Haitian gang members around the lot easier than by using any other weapon he has. Have the propriety to know that Tommy shan't tarry to get every Haitian gangster because he has other callings and he's witnessing the miracle of the ever-replenishing supply of thugs. When the area is cleared of gang members enough to make a go of driving the van out, scroll to Fist/Brass Knuckles and have him jack the van and drive to the Little Haiti Pay 'n' Spray to clear a two star wanted level. If you don't care about his number of Wanted Stars Attained getting bigger than for Evaded, you can just have him drive the van to the shaft of light at the cafe and get him into it, because the immediate wanted level disappears when the mission is completed. You get $2,000 and feel enriched. Your newly raised consciousness will help you more fully appreciate the rest of the game. Tommy will now be an older and wiser, more thoroughly-informed carnage-wreaking sociopath. Join the shaft of light finally trying to sober up with some food at Cafe Robina. Park your vehicle in the lot across the street from it if you want to be sure it doesn't disappear. I.86 "Naval Engagement" Umberto Robina Umberto wants Tommy to ambush a deal of "really good stuff" the Haitian gangsters are importing and finish them. He tells Tommy he'll take care of him like family if Tommy does it. Tommy makes it clear the money is more important to him. Tommy has to meet Rico, who will take him on his perforated Cuban Jetmax to a deal some Haitian gangsters are conducting with some Streetwannabe's at the pier of a house at the NW side of Starfish Island, where a boat of Haitian gangsters flank either side of the transaction. Tommy has to destroy the two boats, kill the gangsters, and collect three briefcases of stuff. One of the two Haitian gangsters that appear on a 3rd Haitian gangster boat will blow up Rico and his boat. Tommy will have to get the briefcases past the couple of attacking Haitian gangsters, and through a four or five star wanted level, to Robina's Cafe. Have a lot of Minigun ammo for the fight. The getaway is harder. At the end of the mission, you can have Tommy make his getaway with the Landstalker SUV parked in the driveway at the SE side of the house, or: Get the mission, leave the "EP" Admiral on the W side of the lawn of the fight, and have Tommy go on foot to meet Rico, which makes the getaway easier, or: Get the mission, leave a Sea Sparrow on the neighbor's lawn to the E (which is used at I.88) of the one the battle takes place in, and send Tommy on foot to meet Rico, which makes the getaway the easiest, or: Prepare before the mission by leaving a Skimmer by the neighbor's pier to the E of the yard of the battle, and have Tommy go on foot to get the mission from Umberto then go on foot to meet Rico, which is the most novel. Do one of those, then send Tommy to meet Rico at a dock by a strip of Little Havana that extends down the E coast through Viceport. Equip the Minigun before having Tommy enter the shaft of light by Rico, because after the cutscene of Rico taking Tommy by boat to the deal on Starfish Island, Tommy has to shoot before being shot down as soon as you get control of him. At the deal, there are three Haitian gangsters on each of two boats with three Haitian gangsters and three Streetwannabes on the dock between them. Blow up one boat, get all six in the middle (so there aren't any of them to get on foot in the next segment), then blow up the other boat. A cutscene shows Tommy going ashore on the pier at the back of the yard of a house. Have him clear the area. If he got all six that were on the pier before, there are three Streetwannabes on the porch (one of which he has to move W to see), one Streetwannabe on the roof, and one Streetwannabe on either side of the house, all of which he can pick off from the pier. Have him get the briefcase in the little covered portion of the dock then the two briefcases on the porch. A cutscene shows one of the two Haitian gangsters on a boat blowing up Rico and his boat, Tommy has a four or five star wanted level, and the couple of Haitian gangsters will shoot at him from the NE end of the yard. If you don't care about wanted stars Attained getting bigger than Evaded, you only need to drive, fly, or run to Robina's Cafe and the rating disappears with the completion of the mission. If you do care about erasing the wanted record, before going to Robina's: My least favorite choice is to have Tommy run clockwise around the house to the Landstalker SUV on the driveway. Be easy on turns--it isn't the greatest getaway vehicle in the world. Have Tommy jack another vehicle or run if he has to. Have him drive to the Pay 'n' Spray or the spray 'n' go and wish you'd given him the Admiral, Sea Sparrow, or the Skimmer instead, or: Have Tommy drive the "EP" Admiral S to the Sunshine Autos spray 'n' go, or N on the main road of the W island to the Little Haiti Pay 'n' Spray, or: Have Tommy shoot the two Haitian gangsters, fly the Sea Sparrow through the airborne bribes, and go to the condo roof to use the bribe in the alley, or: Use my favorite way. It may not be the easiest, but it's pretty easy, and I wanted to think of a way to solve another mission with the little Dodo with pontoons. Fly the Skimmer through the airborne bribes over the drainage ditch and the fence in back of Sunshine Autos (it's OK if you touch the fence a bit doing it). Then crash land on the roof of the Hyman Condo--approach the E side from the SE--the structure there will prevent you from going off the roof on the other side, and Tommy won't get hurt. Have him go downstairs for the bribe, come back up (and possibly use the clothes icon), and fly the Maverick to Robina's Cafe (going through the bribe over the crates in Little Haiti if he needs it). Send Tommy to Rubina's Cafe Cubano to end the mission. You get $4,000. There's a shaft of light in front of Auntie Poulet's shack snorting illicit gumbo dust, but not Umberto's Cafe till after her missions. I don't care when he calls, we're not making the Haitian gangsters go nuts till I.98. Again, she has the voodoo doll icon on your map and radar. I.87 "Juju Scramble" Auntie Poulet Auntie Poulet is voice acted with the persuasive powers of Youree Cleomili Harris. You may wonder why Auntie Poulet, leader of the Haitian gang, has called Tommy to help her considering how he's just helped her rival gang in bloody battles. Tommy, for his part, is an immoral mercenary, but he seems hypnotized--stunned, even--and shows a blithe disregard for the possibility of retribution from Umberto. For her part, I think Auntie Poulet has carelessly acquired some ingredients for her potions from Jeremy Robard and has been spiking her stew with them. One thing is for certain: violent foreign gang leaders always have bad diet and excercize regimens. Auntie Poulet, to hazard a translation, heard from her dead grandfather and his friends that they'd rather be dead than in Tommy's position. She's heard about Tommy needing to scamble, even illegally, to get Sonny off his back. If he gets her the powders she stashed--powders some Cubans told the police about and the police think are drugs--before the police get them (and find out they're not drugs? she loses me there), she'll help Tommy ward off the law with "juju." (According to the Merriam-Webster web site, "juju" is the magic asssociated with a fetish, charm, or amulet of West Afrian peoples. I think I'd ask for cash.) (It makes some sense of it to figure they are drugs, since Tommy seems stoned by something he took there and that would explain why she doesn't want the police to find them.) After Tommy gets the 1st of the three stashes, each in a briefcase, he has a two star wanted level and about a minute to get the 2nd one. After he gets the 2nd, he has a four star wanted level and about a minute to get the 3rd. After that, he has a five star wanted rating and there's no time limit on how long he can take to get back to Auntie Poulet's shack. You might practise this route 1st, so you can do it fast when you have to. When you do the mission, use brake/reverse to try to stop with Tommy's door beside each briefcase icon. I recommend using the Rhino or "EP" Admiral. Thrill seekers can try something fast and sturdy--unfortunately, those aren't two words that go together, so you might use "aspirine" with that effort. (You could also modify the game--see I.100.D.e--and give a Cheetah the durability of a tank.) Have Tommy park pointing E just beyond the E end of the building by the dot on the radar. Have him go up the stairs on the W side of the building and cross the roof to get the 1st briefcase, ready to run N and drop down to his vehicle after the cutscene. If you make Tommy run right away, the game skips the cutscene that shows that an armed SWAT agent wants to get the briefcase. Have Tommy run and drop right to his car and get in, because the SWAT guy will be right behind him and try to bust him. Tommy has a two star wanted level, so the firing and police car ramming will begin. Have Tommy drive E to the T intersection, go right, then go left to the far corner on the left for the 2nd briefcase and a four star wanted level. Then have him go N, and, at the right turn, continue ahead across the street and to the right to enter the alley that goes N and contains a police bribe. Have him go through it and continue N to the next block up, and go N through or around it to the N side of it, then cross the street to get the 3rd briefcase in the lot of the pale yellow building--it's the lot where you begin J5. Tommy will have a five star wanted level. The Rhino works fine for this. I'm just concerned that you might lose it in all the five star vehicle mayhem and getting Tommy into and out of it. It's easily replaced, though, and lets him ride through the police attacks in comfort. The "EP" Admiral works fine, too, but reload the game if you lose it. At the end of the mission, you can drive either one to the Hyman Condo bribe, put the vehicle in a garage, and have Tommy get the Maverick from the roof to use the airborne bribes before flying peacefully back to Auntie Poulet to end the mission. If you don't care that much about Wanted Stars Attained getting bigger than Evaded, send Tommy S across the street from the 3rd briefcase icon to the jump ramp with a bribe hovering over it in the alley--you might have him jump through the bribe if he has a vehicle. If he has a vehicle or not, have him continue S and W to Auntie Poulet's shack to end the mission. HandsomeRockus likes to have Tommy run through the mission, like you can have him run through a sequence of stores to knock off, and go to Auntie Poulet's shack. Since there's no time limit after he gets the third briefcase, you might have him jack a vehicle and use it in the Little Haiti Pay 'n' Spray, or even use one he left in it before starting the mission, before sending him to Auntie Poulet's shack. You get $1,000. The shaft of light is hooked on the gumbo at Auntie Poulet's shack. This is looking like irreversible brain damage. I.88 "Bombs Away!" Auntie Poulet Auntie Poulet wants Tommy to use three RC Baron planes, each with an unlimited number of bombs, to destroy the Cuban gangster's three speed boats used for drug smuggling. Have Tommy drive SE and enter the Top Fun Van that's along the E coast. There are nine Cuban gangsters, a Cuban Hermes, and three speed boats on or by a pier on the W side of the N coast of Starfish Island. Tommy has to blow up the gangsters and the boats, and the car if one tries to drive away in it. (This is the pier I recommended for a Sea Sparrow or a Skimmer in I.86.) The Brady guide advanced method, also Rusk's, to drive the planes like cars works to make this easier. But the flying method isn't hard, once you get used to it. RC Baron Controls: W....Accelerate S....Reverse D....Right A....Left Number Pad 6....Up Number Pad 9....Down Space Bar....Brake Left Mouse Button....drop little bomb, go boom. Note: the bombs make the planes heavier and dip more easily. Whenever you get enough altitude with NP6, though, W does a good enough job of it, so use NP9 to swoop down very close to each target from behind or you'll rarely get one with a bomb. The flying method: Fly over the Cuban gangsters and drop a bomb on them or one of their boats. If you try for the gangsters, the idea is there won't be so many bullets flying from the boats you need to destroy. I'd try for a boat while it's sitting still--if you get it, there will not only be one less boat to get, but it tends to leave one gangster standing on the pier, and anyone left standing on the pier later is a sitting duck. Besides, the shooting from the boats usually doesn't make an RC plane explode for a long time. When you drop the 1st bomb, they send up a hail of bullets and most or all of them take off in the boats. If any are left on the pier or by the car, they won't leave while you get all the boats. The screen will warn you if you get out of range of the boats, so I might just make a pass or two over anyone left on the pier before I go after the boats. Approach each of the three boats, which travel as a group, from behind, and swoop down at each target like you almost want to collide with it to drop one bomb on it. Move up and away to avoid the fire, fly back behind the boats, and try again. Afterwards, if you still have a Cuban gangster at the pier or the car, only the one with the car will try to get away. The game doesn't seem fussy about how close a bomb has to be to get the one standing. The car will drive to Little Havana and drive around in it. You approach the car about the same way as you would for one of the boats, except you have more obstacles to avoid. Remember that the horizontal traffic light posts are non-solid; it's the vertical ones you need to avoid. The driving method: Have Tommy drive SE and enter the Top Fun Van that's along the E coast. Fly the 1st plane to the yard by the pier where the boats are, and land in the yard containing a Cuban gangster and a car. The RC plane can now be driven like a car. If you're going fast enough, or do it several times, you can use it to run down the gangsters. They won't react until you drop the 1st bomb, so use the 1st plane to run over all of them before you drop it. Get the gangster by the car, the three at the top of the steps down to the pier, the one between the crane and the boats, the one to the W of the crane-- you will need to reverse and go forward several times till he stays down, then the other three on the pier. Then drive the plane onto the middle boat and release the bomb, LMB, on it. I try, not always successfully, to land the plane on the boat, but the plane can land in the water beyond as long as the bomb lands on the boat to destroy it. I haven't had any luck making the destruction of the middle boat cause the one to the E of it to blow up, too, as Rusk describes. It may be another PS2/ PC difference. Fly the other two planes to the same yard and destroy the other two boats the same way. You get $2,000. There's a shaft of light in front of Auntie Poulet's door. Still no sign of Uncle Poulet. I.89 "Dirty Lickin's" Auntie Poulet Auntie Poulet tells Tommy there's a Cuban-Haitian gang battle. They're not using guns, but she wants Tommy to take the Sniper Rifle she provides and kill the Cuban gangsters from a hiding place. Then he won't be obliged to her anymore. (Apparently, she only had a few temporary uses of Tommy in mind, and felt she had to get him bombed to do them.) This mission requires Tommy to use the Sniper Rifle (not a .308). If you have a .308, it will replace it. As in a rampage, you can't scroll to another weapon in the mission. As Rusk notes, if you buy Sniper Rifle ammo from the Ammu-Nation in North Point Mall beforehand, this will just add to the ammo it has. Having the Fast Load feature from succeeding at "Rifle Range" speeds up the Sniper Rifle and helps a lot. If you didn't get it before, there's a standing invitation at the Downtown Ammu-Nation to try for it again. Have a car pointed E by Auntie Poulet's shack before taking the mission, or use the Voodoo always parked there. After the cutscene, scroll to Fist/Brass Knuckles, drive E, and go counter- clockwise around the building across the street from the gang fight. Have Tommy get the adrenaline pill, which slows everything down--targets aren't so hard to hit--under the stairs behind the building. Have him climb the stairs to the roof, and get him into the shaft of light. (Remember to reduce Tommy's run to a trot about ten feet before he gets to the shaft of light at the edge of the roof. Otherwise, since adrenaline pills make him overdo things with delayed reactions, he'll run off the roof.) Press RMB to bring up the scope, zoom with Z and X, and use both hands on the mouse to steady your aim. The Cuban gangsters have white jerseys with a red design on the front and red headbands, or yellow jerseys with gray sleeves and black fedoras with red hat bands. The Haitian gangsters have pants and jerseys in shades of blue and white--one shirt has "RELAX" on the front, with blue headbands or white baseball cap-type caps with blue hat bands. Shoot the Cuban gangsters fighting the Haitian ones, then the Cuban gangsters who drive up behind them to join the fight, then the ones who arrive running single file from the lower left of the screen. You get $5,000. Stock up on .308 ammo again. After doing this for Auntie Poulet, she calls Tommy and says she doesn't want to see him around Little Haiti anymore. I don't know why. Maybe she heard something about Tommy's affiliation with the Cubans. Tommy's duplicity in the matter is the only thing the story gives you to understand it with. He just needs to get the money for Sonny. There's a shaft of light at Robina's Cafe so Tommy can do "Trojan Voodoo" for Umberto Robina (I.98). Stay out of that light like it's poison. Once you do that mission, the Haitian gangsters will go as nuts as Auntie Poulet and run and shoot at Tommy when he goes near them. I've delayed that till near the end of the game. (One alternative is to modify the files with Notepad as explained at I.100.D.ee Weapons and Attackers--how to lessen the severity of attacks.) Instead, I.90A Buy Kaufman Cabs taxi company (taxi firm asset) for $40,000. The Taxi Controller is voice acted by that famous and romantical Deborah Harry ("Blondie"). Besides "Cop Land," mentioned in I.2, she stars as Nicki Brand in "Videodrome," 1983, and as Velma Von Tussle in "Hairspray," 1988. The Taxi Controller seems resigned to the fact that now and then a new gang takes over the place, has changes made, and gets into battles with their rivals. But she welcomes Tommy to take a cab out if he feels like it. That's nicer. You have a K icon on your in-game radar and map. The doors to Kaufman Cabs are open. You no longer have to use a Rocket Launcher to try to sneak a look at the interior that looks like the main set of the TV show "Taxi." There's another of those unexplainable throbbing pink shafts of light, this time existing simultaneously with a Kaufman Cab. I.90B "V.I.P." Kaufman Cabs (taxi firm asset) Have plenty of MP ammo from the Downtown Ammu-Nation. Have Tommy get into the cab with the shaft of light going through it to initiate the mission. The dispatcher (Deborah Harry) announces a fare waiting on Starfish Island. Tommy takes it. Tommy has one minute to get to the shaft of light on Starfish Island. Drive like you did for the Taxi mission of I.20. Then honk the horn. A Taxi from a competing firm steals the fare, a business man in a suit and tie, and speeds W to the west island and S. Don't destroy it--just ram and do a drive-by shooting on the Taxi so it gives up the business man. Make sure he gets in Tommy's cab, then speed him to the entrance of the airport terminal a step ahead of the attacking Taxi. For all three Kaufman Cabs missions, you can press W to skip the intro. You get $1,000. There's a pink shaft of light waiting in a taxi cab for Tommy to sit on it. I.91 "Friendly Rivalry" Kaufman Cabs (taxi firm asset) The dispatcher announces that VC Cabs has so many cars, they're taking the fares away from them. She asks Tommy to help before they're put out of business. Tommy has to destroy three VC cabs, shown on your radar. A VC Cab is a Cabbie; it looks like Tommy's cab except without the Kaufman Cabs logo on the side. (In comparison, the Taxi light on top of a Taxi is positioned lengthwise and it has a black stripe instead of gray arrows on the side.) You can't miss them since their promotional gimmick that's caught on big is to drive about with huge pink balloons pointing down at their roofs. There's no time limit. This is like an untimed three cab vigilante mission. You're given a cab, but destroy them any way you like: with a drive-by shooting with a car or PCJ 600, the Hunter or Sea Sparrow machine gun, the Rhino, the "EP" Admiral and an MP, the Minigun, etc. If you use the Minigun, you'll need to speed around and try to anticipate where they'll be before you have Tommy get out to customize their cabs. You get $2,000. There's a pink shaft of light waiting for Tommy to run up the meter on its taxi cab again. I.92 "Cabmageddon" Kaufman Cabs (taxi firm asset) The dispatcher announces that Miss (Mercedes) Cortez asked for car 13 (Tommy) to pick her up. Have Tommy drive to the shaft of light. Go S from the South Bridge on the main N and S road, go right, take the 1st left, then the 1st right into the lot and through the gate to a bigger lot (where H86 was and 8 Ball's Bomb Shop is). Before you drive into the shaft of light and honk the horn, know that a cutscene will show that Mercedes isn't going to show up--it's an ambush planned by six Taxi drivers. Tommy will then have to survive with the entrance gate closed while they try to ram Tommy's cab and run him down for one minute. Then it opens long enough to let their leader in, who's in a Zebra Cab and tries to finish Tommy off. Which way you pick to handle it determines which way is best to point the cab in the light--with just the back end sticking into it, as Rusk recommends. I'll give you several choices--one by one of Rusk's readers and adapted by Rusk, another by one of Rusk's readers, and one by Brady games, and a Brady Games variation by me: 1. Dexterx5 adapted by Rusk: park pointed to the SE. Be ready to gun it for the wall in the SE corner and skid to a stop parallel to the crates. Have Tommy jump on the low wall and run E to safety, then N to the middle of the closed gate and equip the Minigun. The cutscene shows the arrival of the Zebra Cab, but Tommy is blocking the entrance. When you regain control, you'll only have a few moments, while it backs up to prepare to run him down, to blow it up with the Minigun. (I substituted the PC Minigun for the PS2 Rocket Launcher). In Dexterx5's original, he waited on the low wall for the Zebra Cab to enter the big lot, jacked the cab, shot the driver, and drove the Zebra Cab to a garage. GTW notes: whenever I've tried jacking the PC version of the Zebra Cab, the doors were locked. If you have Tommy stand to the side of the gate, the Zebra Cab will go into the big lot and the gate will close behind it. Either sniper rifle can shoot through the gate (like they can shoot through glass that doesn't break) if you have Tommy stand a bit back from it. You can have him throw Molotovs over the gate at it, possibly after jacking a van or whatever that's good to stand on (not the Benson truck that's always nearby). You may have to wait a bit if the Zebra Cab pointlessly drives into a wall out of sight around a corner for a while. 2. Brian Prest, adapted by Rusk: park pointed N. Gun it for the entrance gate and do the boost jump over it with Left Shift. GTW notes: then, as described above, have Tommy wait in the middle of the entrance gate like Rusk recommends but with the Minigun, or stand to the side of the gate with a sniper rifle or Molotovs, or, if you're a thrill seeker, you could even send Tommy around to try to play "El Toro!" with the Zebra Cab, before demolishing it. 3. Bradygames: park pointed at 8 Ball's Bomb Shop in the SW corner. Get in there 1st to lure the others there, let the door fall and rise to equip the cab with a bomb, have Tommy jump over and behind the crowd a bit, and press LMB to blow up his cab and the Taxis. If you go for having PS2 Tommy jack the Zebra Cab, shoot the tires to slow it down and have Tommy jump on it if it tries to run him down. GTW notes: if Tommy lives, the 8 Ball's method blows up all or most of the cabs. Have Tommy run onto the low wall and run E over it to get behind the crates, where he can blow up any remaining Taxis with the Minigun from safety. 4. My variation of 3: you could equip the bomb 1st at 8 Ball's Bomb Shop, get into the shaft of light, then speed to the SE corner and jump to safety before you detonate the bomb and blow up the cab and the Taxis. Again, the PC Zebra Cab doors are locked. To have Tommy jack it, send him to the NW side of the yard to lure the Zebra Cab or it will obsess with running into the gate at the NE end for some reason. As it approaches across that big yard, have Tommy use the .308 or the Minigun to shoot the driver through the windshield (like when having him shoot Hilary in "The Driver" at I.68 to get his car and not blow it up) so he falls out and leaves the door open. You get $5,000. Kaufman Cabs taxi company will make $5,000 per day. The Zebra Cab (faster than a Taxi but doesn't handle as good) is available at Kaufman Cabs. If you jack a Kaufman Cab, it will have taxi radio messages between dispatcher Deborah Harry and cab drivers instead of music and talk show stations on the radio. I.93A Buy the Boatyard (boatyard asset) for $10,000. Jethro (flowered shirt) is rendered in the vocal stylings of John Zurhelle. Dwayne is voice acted Navid Khonsari, who makes the call about killer bees to Lazlow in "III" and returns as "Dwayne" for "San Andreas." (See the "Game makers and voice actors" section of I.2 for more.) To get there, go S from the W end of the South Bridge, go past the big ship, and it's on the left with a crummy black wire fence and a house icon. Tommy checks the place out and meets Jethro (flowered shirt) and Dwayne (yellow jersey), who've been cooked with herb. He asks which of the two speed boats is the fastest, but they don't make that clear as much as praise the capacity of the hull to carry shipments from Jamaica. You have a ship anchor icon on your in-game map and radar at the Boatyard. I.93B "Checkpoint Charlie" the Boatyard (boatyard asset) Have Tommy get in one of the two speed boats to start the mission. You have two and a half minutes to run the course. As Rusk notes, the game shaves five seconds off the goal with each success (2:25, 2:20, etc.). The rewards go up $1,000 each time, from $5,000 to $9,000, then passes by $10,000 to $14,000 for some reason and becomes $15,000 each time. The goal is to drive through glowing disks in the middle of which are the rope-bound white packages used for hidden packages in "GTA III." Try for the middle of the disks, or at least a good chunk of the sides--the game can be erratic about counting the sides of them. You'll see what I mean. It's also the only mission that lets you see Vice City through some Liberty City-like fog. It appears if you try the mission after you beat the timer the 3rd time. It clears up in a little while after the mission. Then the fog didn't appear again. Instead, when I beat the timer, I saw a thunderstorm and higher waves each time till I beat it again, then rain, then clear weather three times, and then another thunderstorm with higher waves. There are also three Ocean Bay Marina jump ramps that only appear at the east island piers during this mission, and you won't miss them later. You can practice for the 1st two, going S to N, by trying to send the Speeder over the two wooden ramps that appear there otherwise. Ease up on the throttle or steer to avoid boats which appear at random. Squalo II and Cuban Jetmax W....Forward S....Reverse A....Left D....Right Space Bar....Brake Q....Look left E....Look right Q + E....Look back R or Mouse Wheel up....change radio stations. Save at the boathouse so you can reload and try again quickly, which you'll probably do a lot if you try to beat your old time as often as you can. Use the Squalo II (violet and white) and not the Cuban Jetmax (brown and brownish- yellow). The Cuban Jetmax corners easily, but the Squalo II is faster, although it gets bounced around too easily like a Blista. If you've already seen the introductory information, hit W to interrupt the intro and get going. Use the radar to see ahead better than by using the scenery alone. Remember you can let go of acceleration, hold A or D, and add a press of acceleration for a sharper turn. Add brake for turns almost as you would for a car. Once you get to the eight and nine thousand prize levels, you'll especially need the extra acceleration of the Squalo II to overcome the drag caused by waves. Go a touch right for the 1st disk, then a bit left and straight for a couple. Turn strongly right to go around the 1st shack, with a roof, and get one, going right some more to continue to one by a 2nd shack, without a roof. There, go left strongly a moment then gradually left around and through the obstacles, like a wooden jump ramp on a rock and one of the floating rocks of these waters, and beyond the 3rd shack, which has a roof. Veer a bit momentarily for another disk, keeping an eye on lining the boat up with the 1st and 2nd of three jumps beyond it on the screen. Don't try to go full throttle at all three jumps. The 2nd is a little to the left of the 1st, and the 3rd is even farther to the left of the 2nd than the 2nd was to the 1st. The unpredictability of the way the boat will bounce over them and the waves means there's no guaranteed way to get them every time. Try easing up, aligning the boat to the ramp, then using a spurt of acceleration just before the jump, and using your brake and turn handling abilities as you would for a car to continue over the water for the next jump. You may get two in a row, but you probably need to ease up and steer to get over the 3rd jump. After that, it's easier. Use the radar and scenery--hit the disks. The course goes up the inlet between Vice Point and Washington Beach, goes counter- clockwise around the road that ends in a loop, goes clock-wise around Leaf Links except for the S-most and N-most islands of it, and goes N to end under the block that looks like a cartoon nose. If you really want to apply yourself to this, I hope you're the patient type. And yes, there is such a thing as jumping through part of a disk, or through one sideways, and it not making the disk disappear--for the collision file of a wall to cause your boat to cling to it long enough to miss a disk, and for a boat to get right in your way (avoid it like when driving a car). It's understandable to say, "What a rip!" Just reload the game. The Boatyard makes $2,000 a day after the 1st success. "Checkpoint Charlie" doesn't appear on your game loading screen, for some reason. The two speed boats, notably the Squalo II--the fastest in the game, are always available there. But having Tommy enter one always triggers this mission for it. It's like having him get on the "PCJ Playground" bike--whether you pass the mission or not, you can continue to play with the vehicle, and, in this case, have a change of scenery. The Squalo II is the best boat to use the "airship" code with. The last time I used it, I didn't save the game. However, the next couple of times I tried to save a game for which I hadn't used a code, I got the message: "Warning! One or more cheats have been activated. This may affect your save game. It is recommended that you do not save this game." I ignored it, since it wasn't true and I didn't know what to do about it. I didn't notice anything go awry in my Stats. Still, to be safe, you might want to wait till after you get 100% to play with it, since we're nearly there. If the broken package at the Ocean View indicates that the "Vice City" hidden packages contain cocaine, I guess this mission indicates that the "GTA III" ones have herb. Buy the Pole Position Club for $30,000. You have a pink "P" icon at the Pole Position Club on your in-game map and radar. The bar/strip joint is now open. Tommy needs a drink and some relaxation after this. I.94 The Pole Position Club ass and asset Go into the hall in the back of the club and enter the 1st room on the left to start the mission. You see a stripper dance while your money diminishes at about $60 a minute. You need to spend $300 (about five minutes). Press Left Shift to exit. You can leave and go back every $80 to $100 or so till the asset mission is completed and see all three strippers available. The Pole Position will make $4,000 a day. The name of this doesn't appear on your game loading screen, for some reason. The room you paid to watch a stripper in will remain open for watching stripb (her file name), and she'll still charge for it. The "....management only" door on the right at the back of the hall is now open, and Tommy can go inside to see stripa (her file name) for free. I've noticed that Tommy pays more attention to her. She'll double as the bartender at the Malibu Club, which some reports call her twin due to the picture of two women who also look identical to each other, both of whom look similar to stripa and are seen on either side of Diaz, on the back page of the "VICE CITY Tourist Guide." Besides, stripa can't be at both places at once, although "Vice City" becomes a genetic disaster area if we pursue this too seriously. The Mr. Vercetti Outfit is available at the NE corner of Collars and Cuffs. For some reason, the Pole Position isn't listed on the screen where you load a previously saved game. You might want to change the appearance of the strippers as described in I.100.D.d (Oo-oo!). Buy the Print Works for $70,000. It's N of the E end of the skinny horizontal block of Little Havana. You have a dollar sign icon at the Print Works on your radar and in-game map. There's a big red tube at the Print Works sitting at the dock of the loading bay, Otis. I.95 "Spilling The Beans" the Print Works (print works asset) Ernest Kelly is voice acted by "About Last Night," 1986, actor George Dicenzo. Tommy tells print shop worker Ernest Kelly he's like to print a newspaper or magazine, but Ernest suggests they print money. He's heard rumors of a counterfeiting operation in Florida that would have good quality plates. Tommy goes to someone on top of such local rumors (Kent Paul). A cutscene explains that Tommy can take a Kaufman Cab to the next location for $9. Send Tommy to the cab and press F. In movie time-lapse style, here we are at the Malibu Club, where Tommy gets out of the cab. Send Tommy to the throbbing hose by the door. Tommy pressures Kent Paul to tell him that the Triads supply the plates at a shipping company by the Viceport docks, and their boss would know when the next plates are expected to arrive. (Kent calls Tommy "me old China": a friendly address, originally from Cockney rhyming slang; "China plate"--"mate." "Dodgy readies": suspicious, dubious cash.) The screen says to go to the Chartered Libertine Lines boat at the docks. The shipping officer, at the dot on your radar, will have the information. The boat is covered with armed security guards, the kind you've come to know and despise, and there's one of those blackened doors (like the two at the Biker compound in "Hog Tied" and the one in the back of the Washington Beach police station) they'll pour out of endlessly if Tommy has been spotted. It's on the S side of the 1st deck of the multilevel structure on the N end of the ship. Going into the shaft of light on the 5th deck causes a cut scene of Tommy strolling into the shipping officer's room--he pleas with Tommy not to hit him in the face and says he'll talk--and Tommy strolling out. The officer's cabin door is at the end of a short hall on the next-to-the-top deck. Then an alarm bell sounds and the guards pour out and go on the attack, if they haven't already, and Tommy has a two star wanted level. Get rid of the wanted level and send him into the shaft of light at the loading bay of the Print Works to end the mission. This is one of those missions that gets rid of Tommy's wanted rating when you finish the mission, but it looks bad for "....Attained/Evaded" and there's no time limit, so I'd get rid of them another way. You might want to look over the ship beforehand and get familiar with the blackened door at the S side of the multilevel structure at the N side of the ship, the multiple stairs at the N and NW ends of the structure, and the short hall with a door at the end of it--for the the officer's cabin--on the next-to- the-top deck. Check out the top deck, too, if you want to try landing a helicopter there with Rusk's method. There are a few ways to do this. There's the Brady Games guide approach: run on board, get spotted immediately, and expect a hail of bullets. You might call this the kamikaze approach and yell "Banzai!" as Tommy goes down in a flood of his own blood. You don't get points for that, though--at least not any you'd want to remember. There's the Rusk approach: after seeing Kent, have Tommy get the Sea Sparrow. Have him get all the guards you can around the ship with the Sea Sparrow machine gun, then approach the boat from the W to land carefully on the S end of the small top deck (I'd add to be ready to type "aspirine"). Have him go down one flight to the shaft of light, etc., equip the .357 just in case (for PC, use the PC Minigun), then go back up and fly away in the helicopter. (I'd add you can fly through an airborne bribe then fly till the other disappears. If the helicopter doesn't make it, see Minesweeper's good exit idea in the section below.) Send Tommy into the shaft of light at the Print Works. If you want Tommy to both slug it out with the initial bunch of guards and live: Have a lot of Minigun and .308 sniper rifle (the kind at several save places) ammo. After meeting with Kent, get the "EP" Admiral. Park the Admiral with the back at the wall at the coast, pointing toward the street, by the two palm trees along the N side of the tall black bar fence, which is to the W of the multilevel structure on the N end of the ship. Have Tommy move after he exits so he leaves the door open. Send Tommy to the grass or dock north of the ship to snipe the guard on the N side of the 3rd deck of the multiple deck structure. Send Tommy to the middle of the triangle of grass where the main toad divides and snipe through a round hole on the side of the ship at a guard patrolling on the N side of the 1st deck. If you can't see the guard, have Tommy get into the Coast Guard boat along the coast to the N. Sail to the E of the N side of the ship till you find a position that lets Tommy shoot through one of the holes at him. Send Tommy across the street to go N to S sniping any guards you can see on the W side of the boat. There's another one on the W side of the ship on the 5th deck left of the shaft of light, and another on the 6th deck you'll have to go S and look N to see. Two of them are patrolling the near side of the 1st deck--one on the N side and another on the S side. You can have Tommy snipe each one as they pass by an opening in the white guard rail or snipe the top of each guard's head sticking up over the rail. There's one on the W side in the middle on a gray concrete block. You might see one on the S end of the 1st deck walk about halfway from the far side toward the S ramp or go by; if you don't, go farther W from the S ramp till you see him and have Tommy and shoot him. Have Tommy go up the S ramp and go to the gray concrete block on the W side-- have him shoot through the clearing at a guard that goes by on the E side. Send Tommy to the SE corner and shoot at a guard on an upper deck to the N. Send Tommy E across the S end of the concrete block--try to look around the corner with the "camera" (your point of view) 1st, and have Tommy shoot a guard to the N on the 1st deck. Have Tommy go up the stairs on the N and NW sides. You'll know at this point if Tommy got all the guards on deck if he doesn't get spotted, which sets off an alarm and causes guards to start coming out of the blackened door on the 1st deck. Once I was sure I had Tommy get all of them when he found another on the N side of the 3rd deck, anyway (didn't he just shoot him?). See if Tommy can use stealth to get any guard he might run into. Send Tommy into the shaft of light, etc. Even if it's been quiet so far, the ringing alarm will sound and guards will begin multiplying on the 1st deck. The often inventive FAQ by Minesweeper at Gamefaqs has my favorite way for Tommy to avoid the security guards below: jump. You can have him run or jump down just one flight of stairs from the shipping officer's door, go to the wall under the stairs, and run at the guard rail, jumping when about 2/3rds there. He'll land on the grass. Drive the Admiral SW to the Pay 'n' Spray, then to the shaft of light at the Print Works. If you must have Tommy face the gunners on the 1st deck as he leaves: Park the Admiral at the bottom of the N ramp of the ship and have Tommy get out with the door left open. After the cutscene with the officer, send him down the stairs. The big trouble is going to be right in your lap in a minute, Sonny. Have Tommy approach the trouble, from the bottom of the stairs on the 1st deck to the top of the N ramp from the ship, with some stealth and a Minigun--shoot, waddle ahead a few steps, shoot, waddle ahead a few steps, etc. When you think he can make a break for it, say, "The hell with it," scroll to Fist/Brass Knuckles, and have him run down the ramp into the safety of the Admiral. If Tommy is alive, you did good. Drive to the Viceport Pay 'n' Spray a couple blocks to the SW. I still like the dark red the best, although the dark gray would make a nice conservative cover. Then go to the shaft of light bouncing on the bay at the Print Works. For the least preparation, have Tommy use the .308 1st, use the Minigun as need be while going to and from the officer, jump to shore from the 4th deck, use the bribe NW of Screw This, and go to the Print Works. You could try a variation of the plug-the-hole method possible for "Hotring" (I.31) or "Hog Tied" (I.59): Get a Caddy before starting the mission and plug the hole the security guards come from with the front end. It doesn't fit in real snugly, but it will stay there. (I shot out the back tires and had Tommy run at the back end to push it in snugly, too, which might have helped.) Then have Tommy run around without using a vehicle to try to keep the Caddy in the game memory, and use the slug it out method with less to slug. The last time I did this and Tommy made his getaway, he just had to shoot one guard who stood on a higher deck and one or two on the 1st deck. Then I had Tommy run through the bribe in the alley NW of Screw This and go to the shaft of light at the Print Works. You get $2,000. There's a pink shaft of light where the Print Works gets loaded. I.96 "Hit The Courier" the Print Works (print works asset) Tommy tells Lance and Ernest that he'll swipe the counterfeit money plates from the courier at the docks, shake the heat, and come back. And he wants the printing with those plates to begin five minutes after he gets back. Tommy has to go to the clearing near the docks in Viceport, the 2nd one SW of the Boathouse, where the courier with the plates is going in a Maverick. (This area was used for the ambush at the start of the game.) Waiting for her there are three cars--one is the black Sentinel she'll try to transfer to and drive N on the main road. Also waiting for her are about ten allied henchwomen with Shotguns and Tec-9s, and a couple with Sniper Rifles--one on the crane at the SE and one on a rooftop at the NW. If she gets in the black Sentinel, she'll try to deliver the counterfeit money plates to the room with a printing press mentioned in my directions for how to find hidden package 66 and in the W.K. Chariot section of I.9.G. One of the rules of this mission is you can't blow up the helicopter, or then the black Sentinel, when the courier is in it or the plates are destroyed and you fail the mission. You need to either kill her when she's between vehicles or ram and drive-by shoot her black Sentinel till she gets out and the Sentinel explosion kills her or Tommy does. Rusk's ideas for the Hunter (I'd add the Sea Sparrow) or "EP" Admiral, adapted for PC Standard Controls with Mouse Controlled Steering, work fine for this. HandsomeRockus uses the Rhino effectively. Park whichever one a few car lengths from the shaft of light at the loading bay before the mission so it doesn't disappear. Hunter or Sea Sparrow: Fly S over the water and move in to hover at ground level by the SE coast of the area the courier's copter will land in. Aim the Hunter/Sea Sparrow toward the three cars and the group there to meet her, but stay a bit away and out of sight. The area is filled with armed henchwomen. The one on the rooftop at the far side on the left and crane on the right have Sniper Rifles, and the ones on the ground have Shotguns and Tec-9s. Wait for the courier to land and for her to exit the chopper. Between the time she exits the chopper and enters the black Sentinel, blow up the helicopter and the three cars, and clear the area, with the machine gun. The rockets make you more liable to destroy the plates, or at least raise Tommy's wanted level so he has aggressive police after him, too, where he needs to land and get the plates. You might use just a Hunter rocket or two to hit the crane at the right, and the building at the far side of the lot on the left, to get the snipers with the vibration of the explosions. Then have Tommy land by the plates. Have the Minigun equipped in case he runs into an armed lady thug. Have him get the plates, fly away, use any airborne bribes if need be, land a few car lengths away from the shaft of light at the Print Works, and go into the shaft of light. "EP" Admiral: Rusk likes to wait among the unhitched truck trailers in the dirt lot across the street a bit to the N. When the cars go by and Tommy is spotted, go for the black Sentinel the courier is in. Ram it, and do a drive-by shooting at it, till she exits. Have Tommy kill her if a car explosion doesn't. (I'd add you can destroy the other two cars to clear the area, use the Sunshine Autos spray 'n' go if need be, and put the Admiral in a garage there.) Have Tommy get the plates then get into the shaft of light at the Print Works. I like to see and hear more of what the game can do. Drive it into the opening at the street in the crummy fence by the Boatyard, make a nearly 180 degree turn to the right, press Q, and do a drive-by shooting of about ten henchwomen that come to attack. Then drive into the meeting area by the three cars and keep moving so Tommy isn't yanked from the car. Run over or shoot any nearby until you can try to get the courier in between the helicopter and the black Sentinel. If that fails, ram and drive-by her black Sentinel, etc., as with Rusk. Rhino: HandsomeRockus uses a variation of what I call the "plug the hole" method (for example, using the police car in "Hog Tied" or the Caddy in "Spill the Beans" to block the blackened door the attackers come out of). He takes the Rhino N to Little Haiti and points it N in the N and S alley of the lot of hidden package 66 (behind the supermarket across the street from Phil's Place). He uses the cannon to blow up the 1st two cars that come by, with the post behind it protecting him from the attacks of the henchwomen. When the courier comes by and gets out of her car to run into the alley, he drives forward and back a bit to run her over and make the plates available. When another woman runs into the alley, he does the same. Then all he has to do is have Tommy get the plates and drive back to the Print Works. (If you try this, make sure to have the right side of the Rhino against the right wall of the alley when he gets out to get the plates so he can get back inside the tank.) I tried it without the tank, arming Tommy only with the Minigun, and it worked that way, too. If you do that, you might have Tommy take a look at the room with a printing press since this is the only time in the game the doors for it are open. You get $5,000. The Print Works will make $8,000 a day. Lawyer Ken Rosenberg calls a couple of times--he's frazzled because Sonny has threatened the life of his family. He also wants Tommy to check out something at the Print Works. There's an overflowing bag of banded stacks of money on the bed at the Ocean View apartment. There's a pink shaft of light...on Print Works bay...we could hear the voices ringing.... I.97 "Cap The Collector" Tommy Vercetti Tommy finds Ernest has been beaten to the ground and is being helped up. Ernest says Sonny Forelli's thugs came for their cut of the money. Tommy goes to take care of them. He promises they'll have ample new ways to expel solid waste, for some reason (I didn't know he had surgical training, too). Tommy has to stop Sonny's Mafia henchmen from collecting money from his asset properties. There is a sequence of three pairs of them with Shotguns on Sanchez dirt bikes--when one pair is stopped, another takes over where they left off. Their 1st stop is the Boatyard, the 2nd is Sunshine Autos, and the 3rd is the Malibu Club. As Rusk explains, the Hunter, and the "EP" Admiral with MP ammo (Downtown Ammu-Nation), are good choices for this. As he writes, leave the vehicle a few car lengths from the shaft of light where you initiate the mission so the vehicle doesn't disappear. Using the Hunter, think Vigilante mission, "Brown Thunder," and use the machine gun. If using the Admiral, ram them off their bikes and run them down or do a drive-by shooting of them. You could try a forward drive-by with the PCJ 600 and an MP, or drive a fast car, like an Infernus, and knock them off their bikes and get out and shoot them with the Minigun. The plug-the-hole method by Monkey Man that Rusk relates works fine. Back an "EP" Admiral into the door of Sunshine Autos so the money icon is in the back seat and you're positioned to do a drive-by shooting at the driveway entrance. The bikers get off their bikes there and run to the now-inaccessible icon--and into your line of fire. You could also park a Rhino there sideways across the door and ready to fire the cannon at the driveway entrance. GTW note: to make that even easier, since we're using the PC Minigun with Mouse Controlled Steering, have Tommy equipped with it at the money icon at Sunshine Autos. They'll never get past the outpouring of Tommy's objections. I'd let each pair get one or two shots at Tommy just to hear the extra dialogue (about Tommy being the Harwood butcher and Tommy saying the town is his now, etc.) An alternative way to hear it is to use the S.P.A.S. 12 shotgun, which takes more than one shot at a distance to kill the target. You don't need to put any vehicle over the money icon, unless you want to put a car there, run into Sunshine Autos before the 3rd pair arrives, shoot them a couple of times through the glass, listen to their dialogue, and blow up the car and them with it. If you want to plug the 1st hole, put a Firetruck over the money icon at the Boatyard before doing the mission and go everywhere on foot, or just use one other vehicle. You get $30,000. Lance calls. He wants Tommy to come check on something right away. There's a huge pink Slinky at the top of the stairs to the mansion office, and a pair of overlapping V's there on your in-game radar and map. But now we're going to fulfill a 100% obligation and go to the shaft of light at Cafe Robina. (Note: if you ever play this again and don't mind passing up the 100% bonuses, you could do everything except "Trojan Voodoo" so you can go through Little Haiti easier.) I.98 "Trojan Voodoo" Umberto Robina Umberto tells Tommy they're going to take out the Haitians (gangsters). He tells Tommy to get a Haitian gang car (a Voodoo), pick up Pepe, and take him to the Haitian gangster's processing plant and use their solvent to blow it up. In the manner of the Trojan horse filled with Greek soldiers that infiltrated Troy, several Haitian gang cars, Voodoos, of Cuban gangsters, and Tommy, are to enter the Haitian gangster's processing plant. Then Tommy is to help clear the area of Haitian gangsters, affix three bombs to the inside of the plant, and run like billybejiggers (remember Ward Bond?). After this, as certain gangs did after you finished with their neighborhoods in "GTA III," the Haitian gang members will run to yank Tommy from his vehicle and shoot at him if he just goes near them. If you have any jumps, etc., to do in Little Haiti, or want to look inside the building Tommy blows up in this mission, it would be easier to do it before doing this mission. To get past the closed gate and plan your strategy before you blow it up. and if you'd like another jump for your PCJ 600, go S from the Downtown area to the next cluster of blocks, Little Haiti, to the W side of the one of the 2nd block down that looks like a cartoon face looking E. There's a small set of steps with an adrenaline pill over it on the N side of Rough 'n' Ready Streetwear. Start your runway at the end of the alley E of that, on the N side of the pizza store. Go over the steps and you'll clear the wall. The three places where you'll plant the bombs are the three blue-green boxes marked "explosive" inside the plant. There's a stairway on the S side of the grounds that lead to a roof you can leave on. There's enough space to land a chopper on the grounds, too. Use a Minigun with lots of ammo. Have Tommy lead Pepe into a car or helicopter or onto a bike and take him N to the Voodoo across from Auntie Poulet's shack (at the N side of the same "cartoon face" block). As Rusk notes, Pepe has some conversation to make about this being a nice part of town (Little Havana), having had a beautiful woman who lived in this neighborhood, this place being a dump (Little Haiti), Tommy driving like a crazy bi**h, the good pizzas they sell at Well Stacked pizza, and asks if Tommy is lost. Lead Pepe into the Voodoo. Drive over to the shaft of light by the other Voodoos. (One Cuban gangster says they're going to kill the Haitian "putas." In Spanish, a "puta" is a whore or bi**h, but "puta" is used in a variety of ways like the English word "f**k.") A cutscene will show the others going over to the plant. Drive ahead and turn right into an alley, and drive into the shaft of light behind the other Voodoos. Slowly follow them into the plant--the Haitian gangsters will briefly open the black metal gate--and park in the shaft of light. Have Tommy get out and get right to business clearing a number of Haitian gang members from the entrance to, and the inside of, the building. Be thorough because the timer doesn't start till you set the 1st bomb. Among the five gangsters inside, one is always around the corner to the left, and another is on the upper walkway to the left. Send Tommy up to that walkway on the left to get into the 1st shaft of light. He now has 45 seconds to set the other two bombs and get safely away before they explode. The 2nd one is below it on ground level a little closer to the door Tommy went in. The 3rd one is by the other side of that door. Each of the three trigger a cutscene of Tommy affixing a few sticks of explosives above the box to make it a bomb. Have Tommy run all the way out to the area of the closed black metal gate, go right, go up the stairs and across the roof to get away from the several big explosions in time. If you have the time, have Tommy lead the Cuban gang members out as he goes. The mission is completed, but you need to get Tommy out of Little Haiti and away from any Haitian gangsters. They'll all attack him now. You get $10,000. Umberto calls: the Cafe is going great, and, to him and his gang, Tommy is Cuban. The Haitian gangsters, unfortunately, think so, too. They will run to shoot Tommy and pull him from his vehicle if he goes near them from now on. I hope you saved your "EP" Admiral. You could also make the Haitian gang members more peaceful by changing the files with Notepad as explained at I.100.D.ee Weapons and Attackers--how to lessen the severity of attacks. You can have Tommy go back to see the wrecked building, even get a Minigun on the 2nd floor, afterward if you want. But be ready for him to have a battle with Haitian gang members who gather in and around it, and to draw police attention as a result. You might use a chopper so you can go to the airborne police bribes or the Sunshine Autos spray 'n' go afterward. Use the Little Haiti Pay 'n' Spray if the chopper is destroyed. The prodigal tube is at the mansion. I.99 "Keep Your Friends Close..." Vercetti Machiavelli was an Italian political philosopher who lived from 1469 to 1527 AD. One of his cynical philosophies was that you should keep your friends close, and keep your enemies closer. This was, unsurprisingly, a well-known saying in the Mafia. Lawyer Ken Rosenberg and Lance Vance tell Tommy that Forelli's men are coming, angry that Tommy killed their collector. Tommy wants to show Forelli's men that this is his operation. He has Ken put $3,000,000 of counterfeit money in briefcases (note: Tommy says "Twenty" million but, if you have the subtitles on, the screen says "Three," then a following scene has Tommy say "Three"), and has Lance get his men together. Sonny Forelli appears. Sonny remembers that Tommy killed eleven men before he went to prison, which is how Tommy became known as the Harwood butcher. (Harwood is the neighborhood on the N end of Portland in "GTA III.") Tommy seems to suspect Sonny for setting him up for his 15 year prison stay by having him ambushed, saying that he was sent to kill one man but they knew he was coming. Then it comes out that Lance tipped Sonny off that the three million Tommy meant to pay off Sonny with is counterfeit. Lance tells Sonny that the real money is upstairs in the vault. Sonny asks if Tommy expected him to take it and go away scared. Tommy says he just wanted to piss Sonny off before he kills him. Tommy has to kill the Mafia henchmen who run up the stairs to rob the safe in the office. The screen tells you to go to the office to protect the safe. There's a cutscene. As Tommy watches from the entrance of his office, Lance appears at the 2nd floor corridor entrance on the far right. Lance seems confident that Tommy is finished with no one to back him up, but Tommy vows to get him for stabbing him in the back. Tommy has to kill Lance as a couple of Mafia men run to the far balcony and all three shoot at Tommy. If Tommy kills him there, he has to run from the room and back to trigger the next cutscene because the game doesn't predict you'll get him that quickly. If Lance lives, as the game predicts, he runs to the roof, where several Mafia men will join him at shooting at Tommy from the E side of the roof. Tommy has to kill Lance and go back to his office. There's a cutscene. Tommy accuses Sonny of taking fifteen years away from him; Sonny claims he owns Tommy and they were his fifteen years to spend. Sonny may mean that, more than just asserting Tommy is someone he owns and rules, that he chose to have Tommy spend those fifteen years in jail--that he set Tommy up for it. Considering that Tommy voiced his suspicion about that earlier, this is likely what Sonny is reaffirming. Sonny makes the 1st move-- he tells his two men to get Tommy. Tommy has to kill Sonny. To put it simply, you have to have Tommy kill the Mafia guys who come from the main and E 1st floor doors to rob the safe in the office, kill Lance, who appears at the 2nd floor door to the E, and run out of the main entrance room and back toward the office, whether he needs to or not, to trigger the cutscene with Sonny, and kill Sonny, who appears by the main entrance of the 1st floor. There are a variety of ways to do this. In a variation of Rusk's Rocket Launcher plan, you can have Tommy go from behind the office desk, leave the office, and go to the wall light over the steps to the left. Equip him with the Minigun and have him fire it from the railing at the men who run up the stairs to rob the office safe. Have him edge sideways to the right, closer and closer to the office entrance, between shots. Sometimes, I've only had to have him shoot four or five that way. The screen tells you to go to the office to protect the safe. Send Tommy to the entrance while keeping anyone else from below from entering it. There's the cutscene of Lance. A couple of henchmen run from behind him onto the N balcony. Have Tommy fire at Lance then them. Whenever Tommy gets Lance, he says something about this being the last dance for Lance Vance. Lance says he had enough of that at school, and Tommy says, "You picked the wrong side, Lance." The game needs Tommy to leave the room (supposedly, to kill Lance) before it shows the cutscene with Sonny. Don't have Tommy linger or the henchmen will just keep spawning and shooting away his armor and health. So use the opportunity to send him through the corridor Lance was in front of, finish off Lance if you see him at the other end, go down to the bottom floor (below the 1st floor) weapon room to get the armor (and health, if he needs it), then return to the 2nd floor office, shooting any henchmen along the way. As you do this, you might scroll to Fist/Brass Knuckles so Tommy can run a bit, but have him equipped with the Minigun as he approaches the 2nd floor office. There's a cutscene with Sonny. Have Tommy fire the Minigun at the two henchmen then Sonny. If you want to do this like the "Say 'Hello' to my little friend" scene from "Scarface," 1983: Tony Montana 1st fires a grenade from the rocket launcher part of his double duty disassembler to blow the doors off his office and kill a few thugs. Then he mainly relies on the machine gun portion. So either the Rocket Launcher or the Minigun is an acceptable substitute, since you can't equip both in the same weapon slot. (You could use up the ammo of one then get the other on the lawn over the course of the mission, but you'd have to time your ammo to run out at the right time and hope one round would get you through the rest.) I'd use the Minigun. Some of the variations to try: Initially, you can have Tommy shoot from the safe--there seem to be more to shoot that way, though. You can have Tommy chase Lance, without shooting him, to the roof (the intended shoot-out place), and either shoot from behind the crates or run past everyone to the helipad (and the heart icon, if he needs it), then go toward them till you can see enough of them for him to shoot with the Minigun. You can then send him to the front of the roof, blow up the three limos Sonny and his men arrived in to take out a few Mafia men in or by them, and go down to the office to start the cutscene with Sonny. You can also have Tommy run out front instead of killing Lance, go around back and take the Sea Sparrow up to kill Lance and the Mafia guys on the roof, then go back to the office to trigger the cutscene with Sonny. (This is similar to the Sea Sparrow strategy used for "Rub Out," I.53.) A Gamefaqs message board post by JRGuitargeek says he had Tommy shoot Lance then run out front to destroy the limos. Then he had Tommy take a tank from the garage and drove up the front steps shooting at the door, killing Sonny in four or five shots and winning the mission without the cutscene of Sonny. When I tried it, the Rhino wouldn't go up the steps. I guess you have to go off a ways and turn back to it to build up speed 1st. I did use the (dark red) "EP" Admiral for a variation of that. After having Tommy kill Lance on the roof, jump down to the armor, shoot a few of Sonny's Mafia guys on the driveway and blow up the limos, I sent Tommy to get the "EP" Admiral from the garage and drive in the front door and up the steps to the office (not possible with the PS2 version). There was the cutscene with Sonny. Then the game turned the Admiral, with Tommy in it, to be facing down from the top of the indoor stairs! So I had him run Sonny down and keep going out the front door. It appeared outside while the screen belatedly told me to kill Sonny. The game showed the ending cutscene and credits. For a finale, it put the "EP" Admiral, with Tommy in it, to be facing out from the top of the steps to the mansion. In the final cutscene, Lawyer Ken Rosenberg sucks up to Tommy about never having trusted Lance. Tommy tells Ken the group from the N, the Forelli gang, is over. They run their own operation. In a variation on the ending of "Casablanca," 1942, starring Humphrey Bogart and Claude Rains, Tommy says it could be the beginning of a beautiful business relationship--after all, Ken's a lying little thief and Tommy's a mentally ill homicidal drug dealer. Ken says, "Ain't it just beautiful?" The music that plays over the credits and some scenes of the city is kind of ordinary. It's like the incidental synth music "Synth and Son" makes fun of. I like the opening and mission success music better. If you've seen the ending before and want to skip it, press Enter. I usually watch it. When you get control of Tommy again, he looks out from the top of the stairs to the mansion. If you haven't destroyed them, the three stretch limos Sonny and his henchmen arrived in are in front of the mansion for a brief time. You get $30,000. If you didn't get 100%, but at least completed the main story missions, all of the 1st group of Vercetti asset missions, the Print Works asset missions, five of the remaining seven asset missions--the minimum required to get the last two Vercetti missions (thanks to a post by Demarest at GTA Forums), and the last two Vercetti missions, you have: armor and .357 icons in the TV room of the mansion, the Hunter appearing on the helipad at the S end of the east island, and the Vercetti Gang carrying Uz-Is. After the credits roll, you get the phone calls. I usually wait to get all the calls before I save the game. The calls are from Kent Paul (wowed by Mercedes' sex, he tells Tommy to "Keep your potatoes skinned for her" which probably means to wear a contraceptive), Colonel Cortez (wanting Tommy to assure him Mercedes won't shame him by becoming a lawyer), Kent Paul again (drunk, he wants Tommy to recognize how important he's been to Tommy but ends up begging; "div": an idiot; "treats": I think he means pretzels or such), Ernest Kelly (from the Print Works with a paternal message about healing up to return to work, a call which you have to go that area of the west island to trigger), and Steve Scott from Interglobal Films (elated about their porn movie success, a call which you need to go to the studio to trigger). The 1st few calls can come without leaving the mansion. I've gotten the one from Cortez 1st, like Rusk did, but more often the 1st was from Lawyer Ken. If you have graduated to the ultra Mafia Mensa 100% class without all those obscure words and all that math, you get the above plus: You can have up to 200 armor and health. Any vehicle Tommy is in has double health (I think this helps with "Bloodring"--after 100% completion, I've gotten to the three minute mark with dozens of car kills and Tommy's car health meter stayed nearly full throughout it). Tommy's weapons have limitless ammo (ignore the ammo number on screen). You can change a weapon to a different one that has limitless ammo or get rid of a weapon by sending Tommy through a metal detector. The Frankie Outfit ("I completed Vice City and all I got was this lousy T-shirt") is available in the office in the mansion. Three bodyguards are in the TV room of the mansion. To activate a bodyguard, have Tommy step into the shaft of light in front of them. Bodyguards follow Tommy, even into vehicles. and are supposed to attack those who attack him. &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& Save the game. Time to retire this save slot for flying the little Dodo with pontoons and jumping the PCJ 600 and anything else you want to try again, now that the pressure's off. But it isn't really over. There are other save slots for starting again, and trying out new ways to do some of those things. And every now and then I still notice something or hear a pedestrian say something I don't remember from before. Putting some new tunes in the MP3 folder helps keep things fresh. Someone else can say the world is their's with a blimp-- let's blame them. I want to try the last couple stunts I learned again. And where's the little Dodo? Awwwwr! &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I.100 Basic skins, modding--use at your own risk, music, and screen shot tutorial. I.100.A Compressed File Utility I.100.B Web sites for skins and mods I.100.C Skins for Tommy Gunslinger: Robert De Niro and Hot Shirts Average Thug: Tony Montana Make your own skin I.100.D Mods I.100.D.a Un-check the green dot I.100.D.b Make backups I.100.D.c Tools: The IMG Tool The Vice TXD Tool I.100.D.d Women Gunslinger: "Prostitute Pack"s 1 and 2 Dr. Colossus: "Ultimate Nudes" "GTA Vice City Nudes" Naked Women: a variety of methods of insertion Another Naked Woman Russificator: black stripa How to change the way they walk I.100.D.e Cars and bikes: Installing car and bike mods (Example: a 1957 Chevrolet Bel Air) How to change their colors How to change their mass, ability to stay upright and hug the driving surface, ability to survive in water, cornering and braking, top speed, acceleration, suspension, durability, and miscellaneous jazz Gameplay advantages Making vehicles weaker or stronger How to create your own "Alloy Wheels of Steel" Angel One possible 1957 Chevrolet Bel Air How to change the traction of surfaces Failure to lower the cannon shots of Rhinos Grand Theft Auto: Vice Bedrock How to change their wheels DMagic1's Wheel Mod Xbox wheels How to change their on-screen names The Pole Position bike I.100.D.ee Weapons and Attackers How to lessen the severity of attacks The "Counter Strike" MP mod The highly mysterious sexual Busker I.100.D.eee Helicopters How to make the RC Copter easier to fly Low flying jets I.100.D.f Miscellaneous mods: The RC Mod The Surf's Up Billboard Jump mod The Havana Outfit Bug Fix The Rampage and Package Finder Mod" ("The Northern Lights Mod") I.100.D.g Total conversion mods The Liberty City mod I.100.E Music MP3s and wav files How to save hard disk space with shortcuts MP3 volume boost Shareaza I.100.F Screen shots Fraps for videos &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& I'm sorry if some of the web site addresses I offer have changed since I copied them, partly to give proper credit where it's due. If a web address I list doesn't work any longer, try lopping the end of it off to get to the basic web site then navigate around. If that doesn't work, you may just have to use a search engine to find what you're looking for. You can change things with mods (unless they indicate otherwise), skins, or music anytime during your progress in the game. You can even create the Liberty City mod, a total conversion mod, I recommend below while the game is in progress. You can do that because it uses a copy of "Vice City," which you put in your Rockstar folder, but not a copy of the GTA Vice City User Files folder, which records your progress in the game. It creates its own GTA LC User Files. I.100.A Compressed File Utility If you need a compressed file utility to make downloads with, you can get pick from a variety of free or shareware versions, or buy one, at the PC World web site. As of this writing, these utilities (including Power Archiver, the one I have) can be found at: http://www.pcworld.com/downloads/file_description/0,fid,7205,00.asp After you download files for mods, you extract them from it. An easy way to extract more than one file is to hold down Ctrl while you highlight all the files, then extract them all at once. I.100.B Web sites for skins and mods Some of the many sites you might try are: (Gamespy's) Planet Grand Theft Auto, GTA Action (German with an American/English flag to click for a Babelfish translation, which sometimes makes sense--it seems like done by a computer for 1st definitions of words regardless of context; try to read the English pages and download from the German ones), codenamevice.co.uk, and GTA Gaming. Rockstar Games web site offers a skin for Tommy as well. Gamefaqs, PC section, where I found Mr. Rusk's walk-through, occasionally has a message board post with a list of dozens of web sites for GTA mods that's bumped up to one of the 1st pages. I.100.C Skins for Tommy Gunslinger: Robert De Niro and Hot Shirts Average Thug: Tony Montana Make your own skin As with "GTA III," you can download all sorts of skins for Tommy and put them in the "skins" folder--C:\Program Files\Rockstar Games\Grand Theft Auto Vice City\skins. The next time you play the game, you can go to Options, then Player Skin Setup, and pick the look for Tommy you want to see. Gunslinger: Robert De Niro and Hot Shirts The best I've seen are by Gunslinger. I recommend his Hot Shirts Pack V1.0 and Robert Deniro (as he appeared in "Heat") v1.0 skins, which you can download to your desktop from http://gunslinger.codenamenetwork.com/ Gunslinger%20Vice%20City%20Player%20Skins.htm http://gunslinger.codenamenetwork.com/ You can just highlight the above address (hold the left mouse button down while running the curser over it), right click it, click "copy," remove the address from your Internet URL bar, click it so the curser bar blinks in it, then right click the area after the curser and click "paste." Then click "Go" to the right of the URL bar, and you'll be taken there. Download the choices you like to your desktop. Right click on a blank space of your desktop and click "New" then "Folder." Right click it and click "Rename," and call it "GTA De Niro" or whatever like that. Open your downloaded file and extract the contents to the folder you created. Open the folder and copy the .bmp files to C:\Program Files\Rockstar Games\ Grand Theft Auto Vice City\skins. The next time you play the game, you can go into the Options for the Player Skin Setup and pick the skin you want to see. You'll have a decision to make about how much you want to change the game to show some of his skins off as he intended. Some are intended as mods that use a different lead player model. Gunslinger likes to exchange the player.dff and player.txd files of the default player (in street clothes--a blue flowered shirt and jeans) with the player2, player3, etc., .dff and .txd files which are meant to show Tommy dressed in the various ways the clothes icons in the game make him look (the Soiree Outfit, the Golf Club Outfit, etc.--I.9.C), then do his artwork on .bmp files, skins, for them. He wants you to do that for his De Niro skin to have the full suit used he designed it for, but I don't go that far and disrupt everything over one skin. Nearly all the skins, unless otherwise noted, you'll see for free at the many GTA web sites are for the default player in street clothes, which is the look I usually like best for Tommy, anyway. I just put the De Niro .bmp file in skins. It's the same facial model, etc., except his forearms will have a little messed up coloring on them because the default Tommy wears a short sleeve shirt. I just pretend De Niro got his shirt sleeves messed up doing jumps on his bike. The Hot Shirts were designed for the default player. "dff" files define the shapes of things, and "txd" files are the "texture dictionary" files--the graphics for the dff files and the radar. You find these files in models\gta3.img--"img" stands for "item group." Thanks to Ben Millard's, aka Cerbera's, web site: http://projectcerbera.com/texts/vc_setup-importanteditors.html Average Thug and Tony Montana A fellow who calls himself "Average Thug" came up with some skins to dress Tommy Vercetti the various ways Tony Montana (Al Pacino) is dressed in "Scarface" at http://www.gtaforums.com/index.php?showtopic=137036 Likewise, he wants you to you to exchange files for some of his ensembles, and I likewise I just put a few of the .bmp files that will work for the default player in skins. The one of Pacino/Vercetti in a red print shirt looks good to me. Average Thug gives comparison shots of Pacino and Vercetti dressed the same way in pairs of pictures which are fun to look at. Make your own skin Another thing you might do is copy the picture of Tommy with outlines on it from the Skin file to whatever painting software you might have and make your own skin. I've never done this, but I know you're supposed to get rid of the green outlines on it before you copy the finished artwork as a .bmp file back to the Skin folder to use it in the game. It's referred to on page 17 of your Vice City Tourist Guide in an ad for "Vice City Plastic Surgery" with abysmally tiny letters. I guess you could use Microsoft Paint to do it. I played at it a little, and didn't figure out how to control it as good as I can draw or paint. You probably need to buy a better Paint software program from Adobe or such. I.100.D Mods (modifications of the game) I think my computer is allergic to most mod(ification)s for some weird reason. It might partly be because I like to enjoy the game with the resolution and all cranked up as far as I can for the unmodified game. Otherwise, I think I'd have used more of them than I have. Turning your computer off at the main power button is supposed to be bad for it, but sometimes the game freezes that can arise give you no way out of the game with the keyboard. Thanks to gtavicer9 for recommending that you use the reset button, below the main power button on my PC, instead at such times. Still, I'll offer a few of the basic things I know to help you get started with that. Different combinations of processors, RAM, hard drives, and types of graphics and sound cards can have special problems, sometimes fixed by updates for your cards. Sometimes downloads are currupt. There's no one simple stance on the safety of mods unless everyone used the same combination. Distrust the word of anyone who gives an edited version of the truth that mischaracterizes it. You've been warned. Make backup copies of any files you change. If you forgot to do that and need to switch back to your original files, reinstall the game--your progress in the game has been preserved in My Documents in the GTA Vice City User Files, which will serve the new installation. For technical support, check the support section for the PC "Vice City" at the Take2 Games web site. They have a page devoted to solutions to common problems that different setups have with the game. They have a toll free number, too, which connects you to some nice people who offer personal support: 1-866-219-9839. Then ask the modders or the GTA Forums web site. Some mods not only come with clear read-me files but an email address, even web sites, you can use if special problems arise. And the message boards at GTA Forums cover a variety of the concerns that come up with modding. Pick the right topic, and a message already posted might help you. Otherwise, just register and ask. I.100.D.a Un-check the green dot 1st. As always, except for adding to the MP3 or Skins folders, when you change a file in the game, you need to make it writable and not "read only" 1st. Go to: My Computer, C\Program Files\Rockstar Games\Grand Theft Auto Vice City Right-click it, click "Properties," and click the little green dot so it disappears. Click "Apply" and a little menu will ask if you want that to apply to all files and subfolders--click "OK" and it will disappear, then click "OK" on the 1st one and it will disappear. I.100.D.b Make backups Make backup copies of the original files you plan to change. Save them in a folder in My Documents in case something goes wrong or you change your mind later. That way, if you need to change the file to what it was originally, you won't have to reinstall the game. For a file you can access and read with Notepad, I'd use My Documents to both copy and paste a copy of the file and save it as a text file. I.100.D.c Tools You'll also need the IMG Tool v.1.3 by Spooky to install most mods. It's a standard for changing the dff and txd files of models\gta.img. You can find it at about any GTA site that offers mods. You can find one at gta3mods: http://gta3mods.gtanet.com/programs/misc.php and at Gamespot: http://dlx.gamespot.com/search/search_hybrid.html which is in the "GTA III" section, but you use the IMG Tool for "Vice City," too. It's also at GTA Gaming: http://www.gtagaming.com/pafiledb.php?action=category&id=5 For Ultimate Nudes, you'll need the Vice TXD Tool by Spooky, which can be found at: http://www.3dactionplanet.com/gta/rlm/gtavc/modtools/ Use your search engine if it's not there now. I.100.D.d Women Gunslinger: "Prostitute Pack"s 1 and 2 Dr. Colossus: "Ultimate Nudes" "GTA Vice City Nudes" Naked Women: a variety of methods of insertion Another Naked Woman Russificator: black stripa How to change the way they walk Don't worry if you think this is too much. The Vice City women's naked pixels are only so sexy--curved instead of angular, etc. Like the rest of the game, you have to help it with your imagination. (The Dodo disappeared: it went into a cloud, etc.) Fortunate