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100% Completion and Strategy FAQ

by ChiTownBluesFan

Grand Theft Auto: San Andreas 100% Completion and Strategy FAQ/Walkthrough

Written by ChiTownBluesFan

Version 3.00

Revision History

3.00   06/30/05 - Initial PC Version
       Changed Author Intro
       Updated About This Guide	 
       Added PC Version Info
       Updated FAQ
       Updated Taxi Driver
       Updated Firefighter
       Updated Los Santos Gym
       Updated Nines and AKs
       Updated Cesar Vialpando
       Updated Lowrider Challange
       Updated Catalyst
       Updated Wrong Side Of The Tracks
       Updated Just Business
       Updated Life's A Beach
       Updated Dating Denise
       Updated Vigilante
       Updated Reuniting The Families
       Updated Badlands
       Updated Ammunation Shooting Range, Part 2
       Updated Are You Going To San Fierro?
       Updated NRG-500 Challange
       Updated Pier 69
       Updated Air Raid
       Updated Supply Lines
       Updated Learning To Fly
       Updated Black Project
       Updated Architectural Espionage
       Updated Gang Wars, Return to Los Santos
       Updated Conclusion

2.02   05/11/05 - FINAL PS/2 VERSION
       Updated and modified FAQ section
       Modified BMX Challange
       Modified Taxi Driver
       Updated Paramedic
       Updated High Stakes, Low Rider
       Updated Chilliad Challange
       Updated Tanker Commander, Mission 3
       Updated Mike Toreno's Last Flight
       Updated Supply Lines
       Modified The Da Nang Thang
       Modified and Updated Driving School
       Updated Ammunation Shooting Range, Part 3
       Updated Dating Barbara
       Modified Freight Train
       Updated Trucking, Part 2,  missions 6 and 8
       Modified and Updated Race Tournaments
       Updated Gang Wars, Return to Los Santos
       Modified Saint Mark's Bistro
2.01   01/04/05
       Added Special Thanks
       Updated FAQ section
       Updated Ice Cold Killa
       Updated Dating Denise
       Updated Interdiction
       Updated Amphibious Assault
       Updated Vigilante

2.00   12/10/04
       Added Purchasing Property (Badlands) Section
       Added Purchasing Property (San Fiero) Section
       Added Purchasing Property (Desert) Section
       Added Purchasing Property (Los Venturas) Section
       Added to FAQ section
       Added to Fixes I'd Like To See
NEW==> Added Checklist *with* percentages
       Updated Local Liquor Store
       Updated San Fiero Unique Jumps
       Updated Las Venturas Unique Jumps Checklist
       Updated Mike Toreno
       Updated Mountain Cloud Boys
       Updated Lure
       Updated The Da Nang Thang
       Updated Quarry Mission 5
       Updated Ammunation Shooting Range, Part 3

1.52   12/01/04
       Added Purchasing Property (Los Santos) Section
       Updated Drive-By
       Updated Home Invasion
       Changed switched-up names of Dirt Track and Kickstart
       Updated Ammunation Shooting Range (Los Santos)
       Updated Badlands Intro

1.51   11/29/04
       Added FAQ section
       Revised Los Santos Unique Jumps
       Revised Home Invasion
       Revised Los Santos Gang Wars

1.50   11/22/04
       Added Return To Los Santos Section
       Added Conclusion Section
       Added Lowrider Challange to Los Santos section
       First version to - hopefully - be accepted at GameFAQs.  I realize the
       first version wasn't 100% done, but I've seen walkthrus posted only
       partially complete, so why mine was singled out for not being so...

1.40 - 11/21/04
       Added Las Venturas Section

1.30 - 11/19/04
       Added Desert Section

1.20 - 11/18/04
	 Added San Fiero section.

1.10 - 11/16/04
       Added Badlands section.
       Updated Green Sabre - no real need to get camera at this point.

1.00 - 11/14/04 
       Initial Version.  Covers Beginning of game through Los Santos

Table of Contents
I.   Introduction
     1.  Author Intro
     2.  About This Guide
     3.  PC Version Info
     4.  E-mail Info
     5.  FAQ

II.  Legal Stuff

III. Walkthrough Overview

IV.  Los Santos Walkthrough
     1.  In The Beginning
     2.  Big Smoke
     3.  Sweet & Kendl
     4.  Courier
     5.  Ryder
     6.  Tagging Up Turf
     7.  Gang Tags
     8.  BMX Challange
     9.  Taxi Driver
     10. Unique Jumps
     11. Cleaning The Hood
     12. Firefighter
     13. Pimping
     14. Paramedic
     15. 8-Track
     16. Off-Track Betting
     17. Buying Properties
     18. Drive-Thru
     19. Gym
     20. Nines and AKs
     21. Drive-By
     22. Sweet's Girl
     23. Cesar Vialpando
     24. High Stakes, Low-Rider
     25. Lowrider Challange 
     26. Home Invasion
     27. Burglar
     28. Catalyst
     29. Robbing Uncle Sam
     30. OG Loc
     31. Running Dog
     32. Wrong Side Of The Tracks.
     33. Just Business.
     34. Life's A Beach
     35. Madd Dogg's Rhymes
     36. Management Issues
     37. House Party
     38. Burning Desire
     39. Dating Denise
     40. Gray Imports
     41. Doberman
     42. Gang Wars
     43. Ammunation Shooting Range
     44. Vigilante
     45. Los Sepulcros
     46. Reuniting The Families
     47. Green Sabre

V.   Badlands Walkthrough
     1.  Introduction
     2.  Badlands
     3.  Buying Properties
     4.  Chiliad Challange
     5.  Ammunation Shooting Range, Part 2
     6.  Unique Jumps
     7.  Oysters
     8.  First Date
     9.  Tanker Commander
     10. Trucking Missions, Part 1
     11. Body Harvest
     12. King In Exile
     13. First Base
     14. Against All Odds
     15. Gone Courting
     16. Local Liquor Store
     17. Made In Heaven
     18. Small Town Bank
     19. Wu Zi Mu
     20. Farewell, My Love...
     21. Are You Going To San Fierro?

VI.  San Fiero Walkthrough
     1.  Introduction
     2.  Big Smoke's Cash
     3.  Yay Courier
     4.  NRG-500 Challange
     5.  Buying Properties
     6.  Wear Flowers In Your Hair
     7.  Dating Katie
     8.  Courier
     9.  Photo Ops
     10. Unique Jumps
     11. Oysters
     12. Gym
     13. Blood Bowl
     14. 555 We Tip
     15. Valet Parking
     16. Deconstruction
     17. Photo Opportunity
     18. Jizzy
     19. T-Bone Mendez
     20. Mike Toreno
     21. Outrider
     22. Snail Trail
     23. Ice Cold Killa
     24. Pier 69
     25. Toreno's Last Flight
     26. Air Raid
     27. Supply Lines
     28. New Model Army
     29. Beefy Baron
     30. Mountain Cloud Boys
     31. Ran Fa Li
     32. Lure
     33. Amphibious Assault
     34. The Da Nang Thang
     35. Yay Ka-Boom-Boom

VII. Desert Walkthrough
     1.  Introduction
     2.  Driving School
     3.  Buying Properties
     4.  Boat School
     5.  Bike School
     6.  Oysters
     7.  Unique Jumps
     8.  Dating Barbara
     9.  Ammunation Shooting Range, Part 3
     10.  Monster
     11. Highjack
     12. Interdiction
     13. Verdant Meadows
     14. Learning To Fly
     15. N.O.E.
     16. Stowaway
     17. Black Project
     18. Green Goo
     19. Zeroing In
     20. Test Drive
     21. Customs Fast Track
     22. Puncture Wounds

VIII.Las Venturas Walkthrough
     1.  Introduction
     2.  Buying Property
     3.  Oysters
     4.  Unique Jumps
     5.  Horseshoes
     6.  Las Venturas Gym
     7.  Exports & Imports
     8.  Freight Train
     9.  Courier
     10. Kickstart
     11. Dirt Track
     12. Trucking, Part 2
     13. Race Tournaments
     14. Fender Ketchup
     15. Explosive Situation
     16. Quarry
     17. You've Had Your Chips
     18. Don Peyote
     19. Intensive Care
     20. Misappropriation
     21. The Meat Business
     22. Fish In A Barrel
     23. Madd Dogg
     24. Freefall
     25. High Noon
     26. Saint Mark's Bistro
     27. Architectural Espionage
     28. Key To Her Heart
     29. Dating Millie
     30. Dam And Blast
     31. Cop Wheels
     32. Up, Up, And Away!
     33. Breaking The Bank At Caligula's

XI.  Return To Los Santos Walkthrough
     1.  Introduction
     2.  A Home In The Hills
     3.  Vertical Bird
     4.  Home Coming
     5.  Cut Throat Business
     6.  Beat Down On B-Dup
     7.  Grove 4 Life
     8.  Gang Wars
     9.  Riot
     10. Los Desperados
     11. End Of The Line

X.   Conclusion
     1.  What now?
     2.  PC version
     3.  Fixes I'd like to see
     4.  Special Thanks

XI.  Checklist With Percentages

I. Introduction

1. Author Intro

Back in October of 2004, based on the size of the strategy guide alone, I
bought a GTA game on PS/2 for the first time.  For the previous two games,
I didn't buy them until they had been released for the PC, and for GTA3, I was
a huge latecomer to the party anyway.  Even though I did not like the
limitations of the PS/2 version, San Andreas was still one of the top five
games of all time for me.

That is, until the PC version came out.

So many of the frustrations that were present in the PS/2 version were gone.
I had the ability to play my own music.  I had use of the mouse.  I could
backup save games, and go back and replay favorite missions later if I so
desired.  Rockstar was given the opportunity to fix some of the glitches.
The graphics were better.  Draw distances were increased.  You could read
the road signs when flying down the highway on your favorite motorcycle.
Even though I had played through the game to 100% completion five times on
the PS/2 - and a sixth time when I first got the game without gettingn to 100%,
I still looked forward to this PC game like I hadn't played it at all.  And
I know I will be going through the game many, many more times before the next
version is released, whenever that may be.

That's not to say this is a perfect game.  But it's closer to pefect that the
PS/2 version is.  And that's all I really could ask for.

2. About This Guide

As I stated earlier, for GTA3 and GTA:VC, I did wait until the PC version came
out.  And by the time they did, there were plenty of FAQs out, but the ones I
liked the most were the ones that helped lead you through 100% completion of
the game in a way that made sense.  Doing side jobs to earn money, or extra
weapons first to make the story missions easier.  I've played through the game
many, many times.  And found the order in this guide to be very helpful for
getting through 100% of the game with a minimum of hassle and frustration.

Thus, this guide will lead you through a 100% completion of the game.  But
there will also be some missions or tasks described that aren't needed for
100%, such as unique jumps or dating.  Sometimes, this is just for some extra
cash early in the game, but also will help in ways that, trust me, you fill
find beneficial.

The guide will not contain exact descriptions for where tags, oysters,
horseshoes, etc. are.  I will be referring to their locations as given by the
PS/2 version of the Brady guide, since that's the one I have.  I know that
some of the numbers may have changed for the PC/XBox version of the guide,
but didn't think that alone was worth the extra $20.  Hopefully, some of the
numbers will match up for you, but given that there are other guides out
there specifically for this purpose, I will not try to describe for you how to
get them.  If you want exact locations, including pictures, buy the guide.
It's worth it, and without it, I may never have bought this game to begin with,
as its size made the decision for me.  And again, if you don't want to spend
the money, there are other FAQs for this purpose.

Note on version 3.0 - Initial version for the PC version of the game.

3. PC Version Info

Controls - To each their own, but I prefer to play the game with a combo of
mouse and keys while on foot, and a gamepad for driving.  Personally, I tried
to set up the gamepad to use the controls as close as I could to how they 
worked on the PS/2, with the exception of auto-aim.  I found this worked best.
My only complaint is that the camera controls worked differently.  While on
foot, I couldn't control the camera at all, and couldn't get CJ to rotate.
I had to use the mouse while on foot except for quick things like recharging
armor.  This didn't bother me.  What bothered me a little was that the
analog controls didn't change the camera angles while in the car the way they
did in the PS/2 version.  The left analog control could be used to move the 
camera angle up and down like in the PS/2 version, so that you could steer and
move the camera angle up with the same stick.  But the right analog stick only
controlled left-right rotation of the camera.  This, at the time, made the
firefighter missions slightly harder as I had to use both sticks to aim the
hose.  However, I learned later that you can completely control the camera
with the mouse, which would probably be the better thing to do.  At any rate,
it would be nice if the right analog stick worked the same way it did in the 
PS/2 version from a camera standpoint, but that's really my only complaint
about the PC version of the game.

And yes, I know there are a lot of people out there who prefer just using
the keyboard and mouse.  Personally, I find the lack of more precise steering
to not be worth the hassle.  Driving - and especially flying - is simply
easier with a gamepad.

4. E-mail info.

If you have questions or comments, send me an e-mail to
[email protected].

If you have information that I add to the guide, I will make sure to give you
credit - as long as you tell me who you are!  If you ask a question and I don't
get back to you, don't take it personally.  I won't answer location questions,
or cheat questions, or the like.  There are plenty of other places you can find
that information, and get an answer much more quickly than e-mailing me.  If
you have additional info on a mission, or have trouble getting past one, I'll
do what I can to ask - just don't necessarily expect a quick answer.

Note: Since I published this guide, some assclown (or series of assclowns) have
spoofed my e-mail address, and I get a LOT of 'returned - address unknown' type
of e-mails.  Most of these do get filtered out as junk, but every now and then,
so do valid question e-mails.  Thus, it's possible I might not get your e-mail.
I do try to sort through the crap, but sometimes, it's just not possible.

Oh, and if you're one of the assclowns who have spoofed this e-mail address,
please do the entire Earth a favor, and die a horribly painful death as soon
as possible.  Same goes for spammers, and anyone who writes spyware.

5. Frequently Asked (Mailed) Questions and Comments.

   It was only a matter of time...

   - Will there be a PC version of this FAQ?
   Yes.  I'll be buying a copy the day it comes out (or shortly thereafter), 
   and adjust the FAQ as needed.  I would guess most of the strategy would be
   the same.  But with the addition of the mouse/keyboard control scheme, some
   difficulties could be changed.

   Updated: You're reading it.

   - Will there be an XBOX version of this FAQ?
   No.  I don't own an XBOX.  I don't plan on buying an XBOX.  And even if I 
   had one, I don't know that I would want three copies of the game.  Again,
   I would assume the strategies would pretty much be the same.  As there's no
   keyboard/mouse keyboard scheme like the PC version will have, I would
   expect the difficulties to be similar to the PS/2 version.

   - Will you answer this question for me?  I'm sure the answer is in your
   guide, but it's so big, I don't want to read the whole thing.
   If you can't take the time to do a Ctrl-F (either Find on this Page if
   you're browsing, or find if you're editing) and look for a keyword to answer
   your own damn question, what makes you think I'm going to do it for you?

   - "Where can I find ..." (armor, weapons, tags, oysters, etc)
   Odds are, I'm not going to answer this type of e-mail.  First, I don't have
   time, and second, I don't know locations off the top of my head, and
   generally don't want to have to start/load a game just to find out.  Plus,
   describing things in text format is hard, and I'm not going to add graphics
   to this guide.  If you have a specific question about a specific item (ie
   I can't find the Oyster in Las Venturas at the far upper right of the map),
   then I might be able to help you.  Other than that, it's probably not going
   to happen.  On a related subject...

   - You should describe where all the tags/jumps/horseshoes/etc are.
   This isn't gong to happen.  Ever.  Two reasons.  First, to do so would
   probably at least double the size of this guide, and I don't want to devote
   that much more time.  Second, describing things like that in a text-only
   format sucks at best.  There are multiple graphical guides showing you where
   tags, jumps, photo ops, horseshoes, and oysters are.  If you can't find any,
   you're not looking very hard, but try

   - Can you describe, in detail, how to complete a mission/find all oysters/
   find all tags/etc?
   No.  Read the guide.  Go buy a Brady guide, or download the maps available
   that tell you where they are.  I did this to help both myself and those
   stuck, not to handhold everyone out there through the entire game.  If I
   can, I will try to answer a specific question.  But to those of you who
   expect me to send you a detailed message on how to find every tag, every
   oyster, every photo op and horseshoe - LEARN HOW TO USE GOOGLE OR SOME OTHER
   SEARCH ENGINE!!!  These types of e-mails will be ignored with impunity.

   - How do I get respect?
   Spray tags.  Do missions.  Take over gang territories when you've progressed
   far enough.

   - How do I recruit gang members?
   Why people have such a hard time with this is beyond me.  Rockstar could
   make it slightly easier by putting instructions in the manual, but since the
   game itself tells you how to do so...  But, if you haven't reached the
   Los Desparados mission yet, here it goes.  Target gang member using R1.  Hit
   the up button (above the left analog stick).  If you have enough respect,
   he'll join and you'll see a 'progress' bar indicating your 'Gang Strength'
   has gone up.

   - Where are the locations for the courier missions?
   I give you a rough idea in the guide where they are at.  Look for a bike or
   cycle parked outside the store to hop on to start the missions.  Beyond that,
   no, I'm not giving you more detailed information or a screenshot.

   - Can I post your guide on my site?
   Sure.  Just send me an e-mail and ask.  If you haven't heard from me in a
   few days, resend it.  I don't ignore these kinds of requests.

   - How do I play 2-player mode?
   I haven't done it, but look for 2-player icons floating around the city.
   You will always find one out front of a girlfriends house if they are home.
   The only other one I know of is west from your Grove Street house, as you
   go under the second overpass, in the middle of the apartment complex to the
   right (north).  As for how they work, I don't know.  Never used them, 
   probably never will.

   - Can you use cheat codes and still get 100%
   Don't know.  I used cheat codes the first time I played, and then realized
   I really didn't need to (used health/armor restore).  But I never finished
   that game to 100%, so I don't know if it caused an issue or not.  You really
   do not need to use cheat codes to win the game, however.  And this is coming
   from someone that likes cheat codes, because I like to see how the story of
   the game plays out without having to replay certain things 200 times.  So if
   I can get through 100% without any cheat codes, really, you can as well.

   - Can you send me your 100% savefile?
   Why?  I never understood this request, but the short answer is no.  The
   longer answer is this.  First, my PS/2 is not hooked up to a network, and it
   never will be.  So I can't somehow copy a save file onto my computer and 
   send it.  Second, as I mentioned, I'm a PC bigot.  Because of this, I only
   have *ONE* memory card, and I'm not sending it to you.  Just keep at the
   trouble missions.  Eventually, you'll get there.

   - Where are the $@^* gang members?  I'm trying to take over a territory!
   The best way I found to do this while taking over 100% of the territories
   was this.  Get off your bike or out of your vehicle after making a first
   pass, and shoot at passing cars.  After a few, walk around a little.  It 
   doesn't take much to get a group to appear doing this.  I had figured this
   out, but also had a number of people e-mail me to tell me this.  At any
   rate, this leads into...

   - Do I need the 'territory' north of San Fiero for 100% gang territories?
   NO.  I repeat, you do NOT need this territory, or at least, I showed 100%
   territory owned without it.  There are a couple of territories in Los Santos
   that are EXTREMELY thin, as in less than the width of a street.  Make sure
   you have these.  I don't know if having the marina gang territory north of
   San Fiero replaces one of these or not.  All I can go by is what my stats
   page shows.

   Update: Verified this.  When I first took over 100%, I did so after the
   storyline ended and I had obtained 100% completion.  On my third pass
   through the game, I did this during the storyline right before the 'Riot'
   mission.  Thus, you do NOT need to travel to the opposite end of the map to
   take over 100% of the gang territories.

   NEW==> Another update: On my fifth time through the game, I did have to
   take over the territory north of San Fiero for 100%.  I don't know what
   was different this time, but you may, in fact, have to take it over as
   well.  Save it for last in case you don't need it - what I did find is that
   trying to find gang members there when you don't really need it is damn
   near impossible.  When I needed it (ie, I had all the territories in Los
   Santos), I found a group of Vargos before I even got to the marina area.
   This war is also extremely easy, as there was only one wave of four gang

   - Where are the OTBs?
   There are two.  One is in Montgomery, which you may have already robbed if
   you have finished with the Catalina missions.  The second is in Los Santos
   underneath the highway just south of the Mulholland Interchange on an east/
   west street, south side of the road.  They do NOT appear on the map, so you
   just have to look for the yellow arrow that tells you you can enter the 

   - Where the hell is <insert girlfriend name here>?
   I don't know.  Every time I think I've figured it out, they stop showing up
   again.  If you do get a date with a particular girlfriend, it does seem that
   you can keep going back day after day, although remember if the date ends
   after midnight, you have to wait until the next calendar day after the date
   ends before trying again.  I've found that, on occasion, getting on a bike
   or in a car with flowers as your primary 'weapon' and heading to the GF's
   place seems to work well (worked very well with Katie).  Also, as far as
   Michelle is concerned, if you don't have her as your girlfriend before you
   complete the driving school, she doesn't seem to show up there again to
   start her as a girlfriend (or, at least, she didn't for me).  Other than
   that, I don't know what to tell you.

   - Why do you do <insert objective> this way?
   Because I did.  For example, I realize that, since you have to go through
   all four ammunation challanges before passing it, there is no real need to
   go through it at each stage.  However, doing so raises your skill with the
   weapon you pass each stage with, so IMO, it's worth it.  Just because I did
   it that way doesn't mean you have to as well.  I just wrote what strategies
   and order of doing things worked for me.

   - Where do you think the next GTA will be set?
   Not really related to this game, but I get it a lot.  I don't know, but I
   would bet somewhere in the midwest - Chicago/Detroit area (named Carser City
   in the game, of course).  It's been mentioned a few times in the three games
   and the only one not to appear in a game yet.

   - I can't the *** mission to appear - what do I need to do?
   Since I don't have access to your save game (and no, this isn't an
   invitation to send it to me), I have no idea what you might need.  However,
   if you've left some side missions - ANY side missions - not completed, try
   those.  Some aren't quite as 'side' as you think.  For example, you MUST
   complete driving school before the races become available.

   - Why don't you cover the other girlfriends?
   Because they're really not that useful as far as the game goes.  Denise
   isn't useful, but I cover her just because she's the first girl you can
   date.  After her, only three are helpful.  Katie, since dating her lets you
   keep your money and weapons when you are Wasted, regardless of where you
   are.  Barbara, because dating her lets you keep your money/weapons after
   being Busted.  And Millie, because she's required (up to %35 percent) for
   her keycard.  Dating Michelle does give you a free Pay-n-Spray, but only 
   for one location.  If she gave it to you free everywhere, she'd be much
   more worthwile.  And Helena - there is really no point to her at all,
   unless you have a thing for overalls.  As for dating them, once they're
   available, date them on consecutive days until 100% (or whatever you want).
   They will ALWAYS be available the day after a date.  If you miss even one
   day, they might not be, and I have no idea how to get them 'back'.

   - Finally, if you send me and e-mail and you don't get an answer, most
   likely it's because you asked something that is already covered in the
   guide - so READ IT AGAIN!


II. Legal Stuff

This document is copyrighted material of Brad Wollangk and may not be used 
without expressed written consent of Brad Wollangk. No part of this guide can 
be used without proper quoting and/or recognition. Any person(s) found 
violating this copyright is/are punishable by law and will be to the fullest 
extent, and possibly beat up by the big, purple dildo in the game.

At this time, I have no restrictions on who can post this guide, so long as
proper credit is given.


III. Walkthrough Overview

According to the Brady Guide, the following are needed for 100% completion:

* Completion of all game missions, including story missions and prerequisite
Odd Jobs.

* Buying all the asset properties in the game
  - Zero RC Shot
  - Wang Auto
  - Verdant Meadows Airstrip

* Acquiring assets for all properties
  - Roboi's Food Mart - Courier
  - Hippy Shopper - Courier
  - Burger Shot - Courier
  - Hunter Quarry - Quarry missions
  - Vank Hoff Hotel - Valet
  - RS Haul - Trucker

* Buying all safe houses

* Painting all 100 Gang Tags

* Photographing all 50 Photo Ops

* Collection of all 50 Oysters

* Collection of all 50 Horseshoes (typo in guide - says 100 Horseshoes - there
  are, in fact, only 50).

In addition to these, I will also cover a few non-100% items, such as 
girlfriends.  A couple of them are EXTREMELY handy to have as girlfriends,
as we'll find out.  Most of these non-needed missions, however, I will not
cover unless I see a need for it, or someone points out a good reason to cover

OK - enough with the preliminaries.  Let's get on with the game!

IV. Los Santos

1.  In The Beginning
    Difficulty: 1/10

    Mostly introduces you officers Tenpenny and Pulaski - strong, upstanding 
    members of society.  They frame you in a cops death, so they have control
    over you througout the game.  After dumping you in a Ballas hood, you
    finally have control.  Get on the BMX bike ahead, and pedal home.  The only 
    difficulty is learning how controllable the bike is - I've read plenty of 
    times how 'easy' it is to run into light posts, traffic, cars, etc.  The 
    bike drives a little differently than cycles from VC.  Other than that, 
    this is a piece of cake.

2.  Big Smoke
    Difficulty: 0/10
    Cinimactic mission only - introduces you to Big Smoke.

3.  Sweet and Kendl.
    Difficulty: 1/10
    Introduces you to more main characters.  Your brother, Sweet, your sister, 
    Kendl, and another homie, Ryder.  While at the cemetary, Ballas perform a 
    drive-by, and blow up Smoke's car.  Hope on the bikes across the street, 
    and follow the leader.  After a short cinemactic, you split up, and follow 
    Ryder back to home.  You can't really lose this mission unless you kill 
    yourself - so even if you fall far behind, just look on the radar for the 
    blue dot and catch up.  When you make it home, you can finally save.

    Note: On occasion, I will pick up the UZI and armor mentioned at the start
    of the next mission before this one.  When I do, I tend to get shot at a
    LOT by the following Ballas car.  I don't know if the amount of gunfire you
    receive changes based on whether you have armor and/or a weapon, but it
    seems to.  It doesn't make the mission any harder, really, but don't
    expect to escape without taking damage.

4.  Courier
    Difficulty: 2/10
    First, lets get some armor and a weapon.  Go down the dirt path next to
    Sweet's house (between the first and second house to your right as you look 
    out the front door), and follow it to the flood control ditch.  If you go 
    down the path to the left and run underneat the bridge, you'll see some 
    armor.  Now, go back the way you came, and look under that bridge for a 
    micro-MP5.  Whenever you save, come get some free ammo, and refill that 
    armor if needed.  With that out of the way, lets work on money.  Head for 
    Roboi's food mart in Commerce (just South West of Pershing Square).

    Level 1 - Hit the drop-offs in any order - they're all close.  You have 
    more than enough time to come to a complete stop in front of the corona, 
    and throw the package through - and this is true in all four levels.  This 
    one's easy.

    Level 2 - Hit the targets in this order - Market, Temple, Idlewood, Verdant 

    Level 3 - Hit the targets in this order - Conference Center, Verdant 
    Bluffs, Idlewood, Pershing Square, Verona Beach.

    Level 4 - Hit the targets in this order - Santa Maria Beach Boardwalk, 
    Santa Maria Beach lighthouse, Vinewood, Temple, East Beach, Playa Del 

    And that's it.  By the time you're done, depending on how fast you did 
    this, you should have around $14,000, plus an asset that generates money 
    for you.  And, you can do this mission again whenever you need an extra 
    infusion of cash.  I know some people like to use the off track betting 
    facilities once they open, betting on the long shot, and using saves/loads 
    until they win, but this feels more earned.  At any rate, collect the money 
    whenever you get a chance.  And, your bicycle skill should be up to around
    50% now.  Save, grab some ammo, and get back to the story.

5.  Ryder
    Starting Point: Front of Ryder's house (to the left as you exit the house)
    Difficulty: 1/10
    You get to drive a car for the first time!  Well, unless you jacked one 
    already to look around the city.  Head over and get a haircut.  Since you 
    have a few thousand burning a hole in your pocket, you can now afford the 
    nicer cuts.  Get whatever suits you - I prefer the cornrow for now.  Now 
    get some food.  Doesn't matter what, but if you plan on beefing your 
    muscles later, stick with the salad.  Ryder comes in to rob the place, but 
    you get chased out.  You can simply run for the car, but I prefer to take 
    the shotgun-wielding pizza-guy out for a free shotgun. Whatever you do, 
    drive Ryder back home.

6.  Tagging Up Turf
    Starting Point: Front of Sweet's House (two to the right as you exit the 
    Difficulty: 2/10
    Hop in the car w/ Sweet, and drive west.  Stop in the red marker.  Sweet 
    gets out, and sprays over a tag to show you how it's done (Brady #1).  He 
    then tells you to get two more, and they're marked by green dots on the map 
    (Brady #2 & #3).  Hop back in the car, and drive to East Los Santos.  Sweet 
    lets you out, and you get three more targets to spray (Brady #4, #5, and #
    20).  Hop down off the roof, get back in the car, and drive back home.  The 
    only difficulty with this mission is you can obtain a wanted level if cops 
    see you spraying, or if you take out the two Ballas in the alley.

7.  Gang Tags
    Difficulty: 2/10
    Ah yes, the 'collecting packages' part of the walkthrough.  I think gang 
    tags make a lot more sense, tho.  The reason you do this - weapons.  You 
    get all #100 gang tags, and you get the following four weapons in your 
    kitchen:  Tec-9 (the Micro-MP5 is a better weapon, tho), Sawn-Off Shotgun, 
    Molotov Cocktail, and an AK-47 (your main weapon until the M4 is 
    available).  There's no one way to get all the tags.  Collect all 100 in 
    any order you see fit.  The following checklist should help you keep track 
    of which ones you have.  The ones we tagged in the last mission are already 
    marked.  And again, the numbers refer to their number in the Brady guide.

    As the game mentions, there is a spray can upstairs in your bedroom.  There 
    is also one on the roof of the building behind you.  To get it, go to your 
    backyard, jump on the short wall, carefully walk on the wall to the back of 
    your garage, jump up on top of your garage, and then your house, go to 
    opposite side of the roof and jump to the shorter building w/ the flat 
    roof.  The can is in the opposite corner. Then jump back down to your yard.

    There are two difficulties for this mission, finding the togs 
    notwithstanding.  As in the previous mission, if cops see you spray, you 
    get a wanted level.  Be VERY careful getting on a bike if a cop is nearby, 
    as they can be hard to get going.  The second is that sometimes, gang 
    groups will be hanging out nearby the needed tag.  Sometimes, just holding 
    a weapon on them will make them run away.  But if they see you, they may 
    open fire.  This should only be a problem for a few tags, maybe 10-15 of  

    Finally, I recommend using the BMX bike for this one.  It'll help you get
    to %100 stat on it, which is needed for a future odd-job mission (BMX 
    challange - can't complete it w/o 100% on the bike).  If you didn't save 
    one earlier, there is usually a BMX bike across the courtyard from your 
    house, in the way overgrown front yard.

    [x] 1		[ ] 26			[ ] 51			[ ] 76
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    [ ] 24		[ ] 49			[ ] 74			[ ] 99
    [ ] 25		[ ] 50			[ ] 75			[ ] 100

8.  BMX Challange
    Starting Point: BMX bike near NE corner of skate park (near tag Brady #56)
    Difficulty: 4/10
    All but three of the coronas can be obtained by either riding straight
    through them, or bunny hopping from directly under them.  The other three 
    are on the half pipes.  The half-pipe near the start are relatively easy.  
    The other one requires you to land on the flat platform before getting it, 
    meaning you either have to get some speed coming in to the half-pipe using 
    the ramp and a quick turn, or go about half way up the opposite side, and 
    then pedal hard, and then lean forward and a little to the right while in 
    the air.  Once you've completed this challange, there's no reason to
    voluntarily ride a bike again.  Switch to a cycle, since these are the best 
    vehicles in the game, IMO.

    Note: There does appear to be one corona that you can't get by bunny
    hopping alone in the big half-pipe area on the south side of the park.  I
    think I can get it by bunny hopping at speed (and with the right timing),
    but you can get it by either coming at it from the side of the half pipe,
    or if your timing is good, by super jumping (hitting the circle button
    as you release L1

9.  Taxi Driver
    Difficulty: 2/10
    Jack a cab, and make some cash.  Worry less about the tip bar, and more 
    about keeping your cab in good shape - you make more money with the more 
    passengers you drop off in a row.  The biggest problem I ran into here were 
    dumb-ass cops.  They're chasing someone else, they cross the center line 
    and run into you, and you, somehow, get the wanted level.  As in GTA3 and 
    VC, you do not have to complete all 50 drop offs in a row.  And it's nice 
    to only have to do 50 this time.  However, much like VC, the reward for 
    this (aside from cash and adding to your driving skill) is not something
    extremely useful - simply nitrous added to all cabs, and the ability to
    bunny hop by pressing L3.  This would be nice if you could pick your own
    cars for the later races, but since you can't, I haven't found a good use
    for it.  But it's needed for 100% completion, so...

    Note - if you want to try and complete all 50 in a row, there are two 
    things you should know.  First, you can visit a pay-n-spray to repair the 
    car if needed.  Second, and more important, you can't leave the car for any 
    reason.  Thus, before starting, make sure to fill up on fatty foods, 
    because odds are you'll start getting 'hungry'.  When you can't eat, fat 
    disappears first, followed by muscle, followed by health.  I had to quit 
    after 35 in a row because I was down to health, because I didn't eat first.
    Don't let this happen to you!

    PC Note - For some reason, getting to the target in time for the bonus
    seems MUCH easier than in the PS/2 version.  I don't know if it's because
    the traffic behaves better (it seems to), control is easier (I doubt it),
    or the bonus times have been slightly extended.  In any case, it nets you
    an extra thousand or two, which is nice at this point.

10. Unique Jumps
    Difficulty: varies
    These aren't required, but they're kind of fun, worth a few bucks, and gets
    the cycle skill improving.  There are a couple you can't get into yet 
    because you can't get on the airport grounds (if there's a way to jump 
    there, I haven't found it).  Do the others for fun and profit, or skip to 
    the next section.  Jumps 8 and 9 will be covered later.

    I hear what you're saying.  Wouldn't the jumps be easier in an NRG-500 
    instead of the crap I can jack around town?  Why, yes they are.  From your 
    house, follow the path to the flood control ditch, and make a left towards 
    the armor pickup.  You can run while doing this, but using a bike will 
    help.  Anyway, continue past the armor, and down to almost the end of the 
    ditch where there is a small tunnel off to the right.  Go into and through 
    the tunnel, and at the end, turn right.  At the street, make a u-turn to 
    the left into a garage.  Go up to the second floor.  There should be an
    NRG-500 just waiting for you.  If not, I always find one on the top floor.  
    Now you have no excuse.

    Note: Numerous people have wrote in to tell me ways to get onto the airport
    grounds early.  The only ones that really work are a) to park a bike at the
    gate, grab a nearby car and use it to climb the gate, open the gate from 
    the inside, and ride the bike in, or b) Use a packer as a ramp to jump the
    gate.  Personally, it's not worth the effort to do that for just two jumps,
    so I prefer to wait until later.  If you want to jump the gate to work on
    your piloting skill early so you can open the gate, go for it.  I'll still
    just wait for later.

    [ ] 1			[ ] 10			[ ] 17			[ ] 24
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11. Cleaning The Hood
    Starting Point: Sweet's House
    Difficulty: 2/10
    Before going back to more vehicle missions, I need a break.  Plus, it's 
    nice to have a new name for your various save points than just the last 
    mission (you are using more than one save file - you're using all ten slots 
    just in case, right?).  So lets get back to the story.

    Go see a couple old friends, and find they're not friends anymore.  Go beat 
    up on a crack dealer.  Find a crack den, and kill the four dealers inside.  
    Return home.

12. Firefighter
    Difficulty: 3/10
    Now for some more driving missions.  The upcoming story missions start 
    featuring more driving skills for drive-bys and whatnot, so we might as 
    well take advantage of the driving tasks now.  Plus, there are some decent 
    benefits to them as well.  We'll start w/ the firefigher missions.  To get 
    a firetruck, track one down, or simply toss a few molotov cocktails across 
    the street and wait for one to be delivered to you.  Afterwards, it's no 
    different than the firefighter missions from VC - go and put out burning 
    car(s), followed by any burning passengers that get out of the cars.  No 
    need to go crazy driving here - turn on the siren, and let most of the 
    traffic get out of your way - you need to keep the rig in one piece.  Also, 
    most of the fires will be close by, so there shouldn't be a need to fill up 
    on fat as in before the taxi missions.

    The only tricky part about this mission are the passengers - sometimes, 
    they can simply run places you can't get to with the truck.  The place I 
    usually ran into this problem is on the curvy road up to the observatory.  
    If you get a call here, just hope one of the passengers doesn't end too far 
    down the side of the hill, or you might as well start over.  Once you 
    complete 12 levels, you are now fireproof.  This will come in EXTREMELY 
    handy later in the game.

    Two tips for this mission:  1) Aim a little higher than you think you 
    should, especially when putting out people, and 2) the hand break is VERY 
    handy for getting the big truck around turns in a hurry.

    PC Note: I mentioned this above, but if you're using a gamepad, the camera
    works differently than in the PS/2 version.  The left analog controls the
    height of the camera (up/down), and the right analog controls rotation
    (left/right).  This made it a little more difficult to put out the ped
    fires.  However, I learned later that the mouse controls the camera as
    well, so use the mouse - probably makes putting out ped fires a bit

13. Pimping
    Difficulty: 3/10, 2/10
    Another relatively easy vehicle mission.  You pick girl 1 up, drop her off, 
    pick girl 2 off, drop her off, go get girl 1 again, drop her off, repeat.  
    In between dropping a girl off and picking the next up, usually, you won't 
    have a timer.  Use this to visit a pay-n-spray to keep the car looking 
    good.  If there is a timer, you have a limited amount of time to either 
    save your ho from a bad guy, or chase down a non-paying customer.  Have 
    your AK-47 ready, and blast as soon as you get a lock. Other than that, it 
    should be a cakewalk.

    If you fail this mission once (in my case, a cop snuck up on me w/ a wanted 
    level on level four), don't worry too much.  As your pimping level goes up, 
    the less likely you'll have to deal with a 'problem' customer.  My second 
    time through, I only had one problem customer to deal with, as opposed to 
    three of the first four my first time through.  When problem customers 
    disappear, this becomes a very easy vehicle mission.   

14. Paramedic
    Difficulty: 3/10
    Wait - I remember those paramedic missions from GTA3 and Vice City - 
    there's no way they can be easier this time around.  Well, they are.  Not 
    that they've changed, but you have another option - country doctor.

    Head to Montgomery, find an ambulance at the small hospital, and grab a LOT 
    of food.  Eat 11 of the fattiest meals at the local pizza joint - this one 
    takes awhile.  The runs will be between Montgomery, Blueberry Acres, 
    Blueberry, Dillmore, and Palomino Creek.  The distances are farther out 
    here, but you get more time to do it.  What makes the Paramedic missions 
    easier out here are the lack of buildings - it's much easier to see traffic 
    coming at the intersections, and therefore avoiding them, keeping your 
    ambulance intact, and the passengers healthy once you pick them up.
    Because the distances are longer, this takes awhile to finish all 12
    levels, which means you will get hungry - thus, filling out yourself w/ 
    some fat before starting.  The in-game map doesn't appear to show a Well-
    Stacked Pizza place in Montgomery, but it's there.

    There are two annoyances with this mission.  The first are the cops in the 
    SUVs - they are the dumbest in any GTA game ever.  First, they are the only 
    ones who consistantly do not move out of your way with your siren going.  
    Second, they will run into you.  You will not be able to escape this.  
    Either they'll be chasing someone, or they'll just be impatient.  While it 
    hasn't happened to me yet, I'm positive someone has has the ambunlance 
    pushed into a victim because of this, thereby killing them, and ending   
    the mission.  The second annoyance is the 'fat old lady' victim who walks 
    at a speed of about a mile a decade.  Time shouldn't be an issue if you 
    plan your routes right, but it's still annoying.  Other than that, just be 
    careful at the eastern entrance to Dillmore.  It's at the end of a steep 
    hill, and I've been run into by out of control semis on occasion.  Once, 
    even threw the ambulance high into the air, and it was only by the grace of 
    the gaming gods that I didn't land on my victim.

    Once you're done, you now have an upper health level of 150.  Just one more 
    driving mission for now.

    Note: I've had many people write in and tell me that the Paramedic mission
    is even easier in Angel Pine, since all the patients seem to spawn right
    in or very close to town.  This may be true, and if the Montgomery location
    is too hard, then by all means try it there.  However, I'm leaving the
    mission here, as it's nice to get the booth to max health as early as

15. 8-Track
    Starting Point: NW corner of Los Santos Forum
    Difficulty: 5/10, gets easier
    By now, you should have enough driving skill to be allowed into this 
    competition.  But that just gets you in the door.  More than likely, you 
    will not succeed at this mission the first time you try it - you just have 
    to race it a few times to get a feel for the track.  Once you know the 
    track, it becomes easier.  And, the more you race it, the better your 
    driving skill becomes, which also makes it easier.  Two tips on the race
    itself.  First, hang back at the beginning of the race until you cross the 
    brige in the middle of the figure 8 - there WILL be a pileup of many cars.  
    If you can avoid this, that will help.  Second, the best place to pass cars 
    is by taking the inside of the curve as you hit the start/finish line under 
    the bridge - all the cars go to the outside here.  I got caught up in the 
    pileup mentioned above, and couldn't gain any ground after the pileup was 
    untangled.  I still got to first place by lap 8.  Hanging to the inside is 
    a good idea in general, but critical going under the bridge.

    Also, the fact the race runs 24/7 makes it much less annoying that Vice 
    City, having to wait for the proper day and time.  You can run this over 
    and over as needed until you get it.

16. Off-track Betting
    Difficulty: 0/10
    This is optional, and I can't guarantee it works, but it did for me.  As
    FallGuy151 on EdgeForums ( writes:

    "Here's a system that works:  Pick Purple or Green.  Bet that horse until 
    it wins.  Bet around 5-7% of your total cash.  When that color wins, switch 
    to the other (Green or Purple), stay with it until it wins.  Repeat.  Use 
    the 5-7% rule as your money increases and make as much as you want.  Never 
    bet anything but Green and Purple.  This method will make money a non-
    factor in the game, so beware.  I started with $6000, had over $100,000 in
    one sitting (had to leave to eat).  You can turn 100K into millions in a
    very short time."

    As I said, it worked for me, but because I don't know the inner workings of 
    the gambling system, I won't guarantee it worked.  But I turned about 150K 
    into 500K in about a dozen races.  I did this strictly for cash to purchase 
    safe houses in Los Santos later on.

17. Buying Properties
    I added this 'mission' here to make sure you buy all the properties that
    are available here in Los Santos.  This makes sure that you don't miss one
    and end up searching for it when trying to get that magical 100%.  And we 
    should have enough money after betting on the horses to go ahead and buy
    them all now.  Here are the properties available right now, their prices,
    and any garages.

    Willowfield - $10,000
    El Corona/Verdant Bluffs - $10,000 - 2+ car garage
    Jefferson - $10,000
    Marina/Verona Beach - $10,000
    Santa Maria Beach - $30,000 - 1 car garage (possibly 1+)
    Mulholland - $120,000 - 1 car garage

18. Drive-Thru
    Starting Point: Sweet's House
    Difficulty: 2/10
    Head to the Cluckin' Bell drive through.  Follow Ballas' car, drive 
    alongside so your possee can shoot at it.  If you want, add your own weapon 
    to the mix to help take the car out faster.  Once it's taken out, drop 
    Sweet and Ryder off as Sweet's house, and take Smoke to his new place.  
    Finishing this mission opens up the gyms in Los Santos.

19. Gym
    Difficulty: 1/10
    Now that the gym is open, go build up some muscles.  You are limited into 
    how much muscle you can build up in day, so if you max out, quit and come 
    back next chance after midnight.  Once your maxed out muscle-wise, talk to 
    the trainer on the far side to learn some new unarmed moves.  And also work 
    to max-out your stamina.

    PC Note: I find doing this with the keyboard MUCH harder, for some reason,
    than with the gamepad.  If you insist on staying with just the keyboard,
    the Left Shift and Left Control combo seems to work best for me.

20. Nines and AKs
    Starting Point: Sweet's House
    Difficulty: 0/10
    Ride with Smoke to Emmits house.  This mission is all about covering the 
    basics of targeting and shooting.  Of course, if you have all the weapons
    from the gang tangs, you've probably got a good handle on it already.  
    After dropping Smoke off, you get a call asking why you ain't representing 
    the hood w/ your colors.  Drive to Binco, and get some clothes.  With money 
    not a problem, my choices were an Eris T-Shirt (not Eris T-Shirt2), Green 
    Jeans, Hi-Top Sneaks, an Africa Pendant, and a Green Rag Back.  I think now
    I'm representing too much, but it'll work until I get to ProLaps and/or
    Zip later.

    PC Note: Regardless of what the text prompt says, you can't lock onto
    targets with RMB, and the mouse wheel does not cycle through targets.  You
    simply have to hold the RMB for the cursor, and manually aim at each of
    the targets.

20. Drive-By
    Starting Point: Sweet's House
    Difficulty: 3/10
    Hop in the car w/ the guys, and head north to Ballas country.  Perform a 
    drive-by on some guys hanging around by a car.  Speed is fairly important - 
    do NOT stop.  Head down the street, turn around, and make another pass if
    needed.  And, of course, feel free to help out.  When they're gone, head 
    around the corner to the next group.  This group always seems to go down 
    easier for me than the first.  When they're gone, head around the corner 
    for group 3.  Any you miss on the first pass will run down the alley.  Turn 
    around, head down the alley, and just run them over.  The last group is in 
    Glen Park under the bridge.  Drive down to the park path, and just run the 
    group over, making multiple runs if necessary.  When they're gone, you'll 
    be 'rewarded' with a two-star rating, and have to get to a pay-n-spray.  
    The one nearest the house is closest.  Head there, get your free re-spray, 
    and head back to the hood.  The only real difficulty here is the cars 
    health - if you drive too slowly, you will lose the car.  And I don't find 
    evading cops at the two-star level tough to do, but some might.

    Note: According to multiple e-mails I received, feel free to run any and 
    all gang members over you can to make this mission even easier.

21. Sweet's Girl
    Starting Point: Sweet's House
    Difficulty: 3/10
    Hop in a car or cycle, and head on to the blip on the map.  Hurry, because
    Sweet's health is slowly dropping, and you'll lose if he dies.  Once you
    get there, open fire as you head at them (if riding a cycle) and/or by them
    (in a car), and hop out after passing them.  Take the rest out on foot - 
    the AK-47 works well for this.  Once all the enemies are offed, get in a
    four-door car - one is parked right there for you if needed - and move
    inside the red marker.  Sweet and his girl get in.  Then simply drive back
    to the hood, evading the Seville cars as needed.  This mission might be a
    little harder, except the cars chasing me gave up after I crossed the
    bridge nearest the house.

22. Cesar Vialpando
    Starting Point: Sweet's House
    Difficulty: 2/10
    Hop in a car, and head to the garage indicated on the map.  After being 
    given your new car, back it into the garage.  Get any mods you want, but 
    make sure to get a Nitrous upgrade - you'll see why later.  Now, head over
    to the indicator on the map at Unity Station to get involved in a 
    'bouncing' competition.  This is a mission where you bounce your car in 
    time to the music using the right analog stick.  Simply point the stick in
    the direction the arrow indicates as it crosses the circle at the bottom of 
    the screen.  If you have any rhythm at all, this should be a piece of cake.
    Thus, make sure to bet the maximum amount ($1000).  Once you're done, head 
    south a few blocks to an available safe house.  Buy it, stow the car in the 
    garage, and save.  The garage seems to handle two cars and a bike.  The 
    next mission is just up the block.

    PC Note: To pass this mission, use the arrows on the number keys, ie, the
    2, 4, 6, and 8 number keys, depending on which arrow is shown.  Try to
    time the press of the key with the beat of the song.

23. High Stakes, Low Rider
    Starring Point: Cesar's House
    Difficulty: 4/10
    Get your car from the garage, and head down the street to Cesar's place.  
    Follow Cesar to the starting point of the race.  Follow the checkpoints, 
    come in first to win.  This is why you bought the Nitrous upgrade last 
    mission.  The best place to use it is once you're on the main four-lane 
    street.  There's a long straightaway there, followed by another long one 
    after a right turn.  Once the Nitrous runs out, you should be at the 
    point where your making a lot of consecutive turns anyway.

    There are two reasons I bumped this up a notch in difficulty.  First, 
    because the car has hydrolics, you lose the ability to move the camera to 
    see around/over things.  That blows, IMO.  The second is that the lowriders 
    handle like crap - make sure to SLOW DOWN before making the 90 degree 
    turns, or you will fishtail around, and end  up a) facing the wrong way, 
    and b) letting cars go past you.  Once your done, drop off the low-rider in 
    your new safehouse, jack a ride back to the hood, and save.

    Note: For an even easier race, ditch the car you got last mission, and grab
    yourself a different lowrider - like the Broadway parked next to the gas
    station you probably used for the Pimping side missions.  It's a pretty
    fast car, handles TONS better than the Blade, and doesn't have hydrolics.
    Add Nitro to make it even easier.

24. Lowrider Challange 
    Starting Point: Outside Unity Station
    Difficulty: 2/10
    Basically, a repeat of the Cesar Vialpando mission, except without the
    story.  Max out your bet, hit the right analog stick in time to the music
    as indicated, win.  Even though you just did this one, you have to do it
    again for 100%.

    Note: Apparantly, you *don't* need this for 100%.  It's already included
    from passing the Cesar Vialpando mission.  So this ends up being just for
    extra cash.  It's interesting that this version is *much* harder than the
    Cesar Vialpando one.

    PC Note: Again, use the num pad arrow keys, ie, the 2, 4, 6, and 8 keys on
    the number pad.

25. Home Invasion
    Starting point: Ryder's house between 12:00 and 20:00
    Difficulty: 2/10
    Hop in the truck, and drive it NE to the Colonel's house.  Park it in the 
    red blip outside, and enter the front door.  As soon as your're inside, 
    crouch, and move the left stick just enough to get you to move forward, and
    use the right stick to change your direction.  When you get to a crate, 
    pick it up, and do the same to the front door.  Outside, run to the truck, 
    and drop the guns in the truck.  Repeat for  all five boxes.  There is one 
    in the front room to your right behind a gun.  There's one in the room to 
    the right as you enter (just walk through the door - it will open for you).
    There's one at the top of the stairs, and another at the end of the 
    upstairs hallway.  The fifth is in the room to the left at the end of the 
    upstairs hallway - the Colonel's bedroom.  As long as you just move the 
    stick enough to move, this one isn't a problem, either.  After you put the 
    fifth crate on the truck, drive south of the Forum to the garage.

    Note: Many people have wrote in to tell me there's a sixth crate in the
    Colonel's bedroom behind the bed.  While playing through a third time, I
    was able to validate this.  There's a crate against the wall opposite the
    foot of the bed, and another in the back corner of the room between the bed
    and the wall - ie, if you were lying on the bed, it'd be in the area you'd
    have a nightstand on the right side of the bed.  If you get all six crates,
    you get a cut-scene showing you getting in the truck, and the timer 

26. Burglar
    Starting Point: Black Boxville in apartment complex south across the street 
    from the gym,
    Difficulty: 1/10
    You can only start this mission between 20:00 and 6:00.  Hop in, and cruise 
    the nearby neighborhood looking for yellow arrows on the front door, 
    including one that is usually right by the truck.  Pull up near the house, 
    and enter.  If there is anyone in the main room, exit, and try again.  The 
    second time will either show an empty room, or the same person(s) still 
    there.  If they are there the second time, leave - they won't.  Other than
    that, it works just like the last mission, except it's slightly easier.  As 
    soon as you are within sight of the door, run.  If you fill the noise bar, 
    don't worry - it resets next time you enter the house - as long as the 
    timer doesn't get to 10.  The only items I've ever found in the houses 
    around here are in the main room, and there's anywhere between 2 and 4
    items (4 is rare, but I saw it once).

    Once daylight hits, drive the truck to the same garage as in the last 
    mission.  Find out how much you made, and do other missions until it's 
    night again.  Once you've accumulated over $10,000 in stolen goods (total, 
    not all on the same night), you've passed this odd job.  Try to aim for at 
    least 10 items.  That's worth $2000, which means you'd need five nights at 
    most to complete this mission.

    Note:  You can complete this in one night if you want.  First, get the 
    boxer before 20:00 to make sure you have maximum time.  Then go park by 
    your house.  Once you hit 20:00, start the mission.  Find two houses next 
    to one another than can be robbed.  You can go back and forth between the 
    two houses - just make sure to finish one before entering the other.  Also, 
    because the houses are so small, you don't really have to worry about
    stealth.  Sure, you'll be detected, but as long as you're out before the 
    10-second timer expires, you're fine.  Offload your huge load, and you're 

    Note: After completing this mission, my percentage complete did not go up
    at all.  From what I understand, this is a required vehicle mission.  I
    don't know what to make of this.

27. Catalyst
    Starting Point: Ryder's House
    Difficulty: 3/10
    After a friendly chat w/ the fine officers Tenpenny and Pulaski, drive
    Ryder's car up north to the train tunnel.  Hop out of the car, and take out 
    the Vaga guarding the train.  When you're done, some Ballas drive in, so 
    take them out.  Crouching and the AK-47 work great here.  When you're done, 
    hop on the train.  Use the right analog stick to aim at Ryder's moving 
    truck, and L1 to toss a crate.  If you land a crate anywhere on the car,
    it should result in a catch.  Use L1 fast and furious until you land a 
    crate.  When you've collected 10 crates, hop in the car, and head for the 
    Pay-n-Spray, then head back to Ryder's house.  The only reason this isn't a 
    2 difficulty mission is aiming with the right analog sticks sucks, IMO.  I 
    can't wait for mouse-look.  If you're good at using the right stick to aim, 
    this should be a very easy mission.  Otherwise, it can suck.

    PC Note: This mission is the first time you have a 'real' mission to use
    the mouse for first-person view for.  It's a HUGE difference in the ease
    of tossing crates off the back of the train.  The overall difficulty is
    about the same, since although it's can be harder aiming manually,
    especially in finding the targets, you can also aim directly for head shots
    which makes killing easier.

28. Robbing Uncle Sam
    Starting Point: Ryder's House
    Difficulty: 4/10
    Hop in the truck, and drive down the the docks, parking in the red circle.  
    Hop out, jump over the wall to the left of the gate, and take out any 
    guardsmen you see.  Don't shoot the gate lock, first.  Head in to the 
    warehouse straight ahead and just right, and shoot the lock to the right of 
    the big door.  Take out the guardsmen in side, and hop in the forklift.  
    Move the four boxes from the back of the warehouse to the front, and get
    two more boxes from around to the left of the warehouse.  Once you have six 
    boxes near the entrance to the warehouse, then shoot the lock off the front 
    gate.  Ryder drives the truck in, and backs up near the warehouse.  Use the 
    forklift to pick up the crates, and load them on the truck by driving into 
    the back of the truck w/ the crates lifted all the way up.  If you hear 
    someone shooting at Ryder, get out of the forklift, take them out, and 
    continue.  Once the sixth crate is loaded, hop in the truck and high-tail
    it out of there.  Some guardsmen in some Patriots follow.  Ryder says to 
    hit the horn to toss a crate out the back which blows up the cars behind 
    you, but I've always made it back to the garage w/o having to toss any.  
    You don't seem to get extra points depending on the number of crates you 
    do/don't toss, so have fun if you wish.  Once you make it to the drop-off 
    point, you're done.

29. OG Loc
    Starting Point: Big Smoke's House
    Difficulty: 3/10
    Go pick up Jeff, er, OG Loc in front of the police station.  Then drive to 
    his buddys house up north.  Smoke and Sweet drop you two off.  After some 
    chatting, you end up chasing his 'friend' on a bike.  You can't really lose
    him - if you get far behind, he'll wait for you, taunting you all the way.  
    Eventually, he'll end the chase near some homies of his who open fire on 
    you two.  Take them out, then jack a car, and drive OG to the Burger Shot 
    in Verona Beach.

30. Running Dog
    Starting Point: Big Smoke's House
    Difficulty: 2/10
    Get in Smoke's Car, and drive up to East Los Santos.  After a converstaion, 
    Smoke whacks one of the dealers, and a foot chase starts.  If you've built 
    up your stamina, this is easy.  Sprint after the target until you're close, 
    switch to an AK-47 (one R2 tap if you have the Micro armed), and blast him.
    Don't forget the cash he 'dropped'.

31. Wrong Side Of The Tracks
    Starting Point: Big Smoke's House
    Difficulty: 2/10
    This is a fun, quick, easy mission.  Drive down to Unity Station, and into 
    the red marker.  After the cut scene, jump on the nearby Sanchez, wait for 
    Smoke to jump on as well, and get going after the train.  The key to making
    this an easy mission is to drive on the right side of the right track.  If 
    you are in between the tracks, Smoke doesn't have as good an angle at the 
    escaping Vagas.  Once you catch up, keep pace with the Vagas, and move 
    forward as needed until all four are capped.  If done right, you shoudn't 
    even make it as far as the tunnel and the oncoming train before Smoke tells 
    you to take him back home.

    PC Note: For some reason, this mission seems harder than the PS/2 version.
    Following the same strategy (riding just off the right side of the tracks),
    Smoke seems to have a harder time hitting the gang members.  Riding
    directly on the right track seems to help somewhat, though I still just
    barely managed to hit the fourth gang member before running out of room
    at the bridge to Las Venturas.  I'd raise the difficulty on this to 3/10,
    just based on the fact Smoke doesn't seem to be as good a shot.

32. Just Business
    Starting Point: Big Smoke's House
    Difficulty: 4/10
    Hop in the car, and drive downtown.  After a cut-scene, you are thrust into 
    a battle with a bunch of heavily armed Russians.  Crouch, auto-target, use 
    your AK-47, and you'll be fine.  Exit the door w/ Smoke to be thrust into 
    another battle.  Once it's over, Smoke hops on a bike, and you hop on back.
    Now you're in first person, and you have to shoot at your pursuers.  
    Concentrate on the bikes and cars - you can't damage the car carrier.  
    After awhile, you'll face forward, and have to shoot out a sewer grate.  If 
    you've gone the sewer route for the NRG-500 mentioned above, you'll know 
    the tunnel I'm talking about - this time, it has a grate, however, that you 
    need to shoot out.  Once through there, a few more turns w/ explosive 
    barrels you can shoot to take out every bike following you, and you're 
    done.  Once again, having to control the cursor w/ the analog stick just 
    doesn't work for me, and I got close to having the bike destroyed.  But 
    it's the only real tough part of the mission.

    PC Note: Whereas the last mission seemed harder, this one is easier with
    mouse aiming.  You still get hit, and it seems that even though you are
    aiming right at a bike and not hitting it at times, I still didn't get
    below - or even really near - 50% damage to the bike.  I probably finished
    the mission with about 70-75% of bike health left.  Because of the mouse
    look with this mission, I'm lowering the diffuculty to 3/10.

33. Life's A Beach
    Starting Point: Burger Shot, Verona Beach, between 22:00 and 6:00
    Difficulty: 3/10
    First, head to Santa Maria Beach, and buy the available safe house here, if
    you haven't already.  It makes the travel to the next few missions much
    shorter, and you need it for 100% anyway.  It also has a 2 car plus 1 cycle
    garage.  Save if you need to to get the time between 22:00 and 6:00, and 
    head over to Burger Shot.  After an amuzing conversation w/ OG - worst 
    rapper in the world - head down to the beach party indicated on the map.  
    Talk to the DJ w/ a couple of positive replys, and now you get to dance.  
    Dancing works the same way as the lowrider bouncing competition, except you
    use the shape buttons.  Again, if you can follow a beat, this is pretty
    easy.  You also do this when you're on dancing dates later, and I routinely
    get scores above 9000 (not bragging, just saying), and for this one, you
    only need 4000.  Once the song is over, assuming you scored well enough, 
    the DJ invites you into the van.  Steal it (she jumps out along the way),
    and drive it back to the garage under the interstate indicated on the map.  
    In my two times doing this, I had a couple cars follow me once, and the 
    other, only got shot at on the beach.  If you are chased, it's a 3/10 
    difficulty mission.

    PC Note: For this mission, use the W, A, S, and D keys instead of the
    arrows given by the bar along the bottom, or whatever you have mapped the
    movement keys to.  Again, just try to time the key press with the beat of
    the song, and this should be an easy mission.

34. Madd Dogg's Rhymes
    Starting Point: Burger Shot, Verona Beach
    Difficulty: 4/10
    This mission introduces you to stealth.  Follow the prompts, don't attempt 
    a stealth kill from too far away, and don't bump the guy before killing 
    him.  Otherwise, it's a fairly easy mission.  If you do get detected, you 
    are all of a sudden in a knife fight w/ a guy holding a gun, which is the 
    only reason the difficulty is as high as it is.  Don't miss the armor after 
    the lounge area - even if you don't need it, going through that room puts 
    you behind a guard for an easy kill.  Once you get the silenced pistol, use
    it.  Two shots will bring down a guard, and they all drop more ammo for 
    you.  This is the pistol I used the rest of the game, for those rare times 
    I needed a pistol.  Once you're back outside, make your way back to the 
    Burger Shot.  After the mission, you'll get a call from Tenpenny telling 
    you to meet him at a donut shop.  He can wait a little while longer.

35. Management Issues
    Starting Point: Burger Shot, Verona Beach
    Difficulty: 4/10
    Note: The guide says you need to start this one between 12:00 and 17:00, 
    but I started it much later.
    Grab a car for this one, and head to the Burger Shot in Mulholland.  As you
    get close, you'll get a phone call from OG that tells you the manager just 
    left, and an arrow appears above the target car.  Ram his car good once, 
    and he'll get out and start shooting.  Waste him, and take his car to the 
    nearest Pay-n-Spray to repair the damage.  Now, you have a somewhat limited 
    amount of time to make it to the target area.  You have to park between 
    two other cars, but the space is so wide you can just pull straight in at a 
    slow speed, and not have to virtual parallel park.  Once you've done that, 
    stay between the cars as you slowly move down the street to the pickup 
    zone.  After the manager is in the car, speed out of there, and towards the 
    pier marked on the map.  The other two cars will be dogging you the whole 
    way, and they have been the hardest cars to evade to this point.  Once you 
    get on the pier, floor it towards the end, and bail when the game tells you 
    to.  IMO, the most cold-hearted mission of the game.

36. House Party
    Starting Points: Burger Shot, Verona Beach, then OG Loc's House, across 
    from yours, between 20:00 and 05:00
    Difficulty: 0/10, 6/10
    First, head to Burger Shot, and see an untitled cut-scene w/ OG telling you 
    about a party.  He tells you (and you are prompted) to get a haircut, and 
    some clothes.  You don't have to do either, but this opens up Suburban and 
    Prolaps stors (actually, they may have opened earlier, and I just didn't 
    notice).  You have some time to kill, so might as well change your 
    wardrobe.  Go with whatever you like - I went with Black Track Pants, Mid-
    Top Sneakers, Sun Glasses, and a Green Cap (Back) from ProLaps, and a Base
    5 Hood and a Face Black watch from SubUrban.  Once that's done, if it's 
    late enough, you'll get a call from OG telling you to get over to the 
    party.  If there's time, I definitely recommend saving at your house before
    heading to the party.  When you're ready, head across the street to the 
    red marker, and find that the Ballas are rolling in.  You face three waves 
    of Ballas.  The first is about eight guys coming from behind the cars you 
    saw in the cut-scene.  USE YOUR AK-47!  The only problem guys are the ones 
    that sometimes won't come out from behind the car.  You may have to go get 
    them.  The second wave consists of eight guys from the top of the bridge.  
    Crouch, shoot, move to the next.  Easy, and you shouldn't take too much
    damage here since the AK-47 kills rather quickly.  Finally, you face a wave 
    of 12 guys coming from all directions.  The guys are not marked on the 
    radar, which makes it tough to figure out where the gunfire is coming from 
    at times.  Keep looking around for guys w/ red arrows pointing around them, 
    keep moving, keep firing, and DON'T let Sweet get between you and a 
    Ballas, or you could accidentally hit him and kill him, ending the mission.

37. Burning Desire
    Starting Point: Donut Place, Market
    Difficulty: 3/10
    Ah, another mission from our favorite officers.  Head to the alley in
    downtown, and pick up the Molotov Cocktails.  If you've been following the 
    walkthrough, you probably already have a few hundred, but you need to pick 
    them up to move on.  Head to the hotel.  Get out, and before tossing the 
    Molotovs through the five windows, make a circle and clear the area of 
    Vagas.  Once you've done that, you can toss undisturbed.  You have to get 
    the Molotov through the window to avoid being scorched yourself, but since 
    you completed the Firefighter mission, you're fireproof, so you can just 
    get it close and not worry about collateral damage.  After the place is 
    burning good, you see that there's a girl trapped inside.  Go to the front 
    door enterance (NE side of the building), run to the back, and up the 
    stairs in the back/left of the back room.  Run to the end of the hallway, 
    and you'll be told to go get a fire extinguisher down in the kitchen.  Run 
    back downstairs, and to the room to the left and across from the stairs.  
    Grab the extinquisher, and head back to the end of the upstairs hallway.  
    Put out the fire in the doorway, and walk in.  Because of the collapsing 
    building, you'll have to weave your way through both floors.  You can put 
    out as much of the fire as you want, but only have to get the ones in the 
    doorway that block your, well, Denise's progress, since you're fireproof.  
    Once you get to the front door, she asks you to take her home.  This earns 
    you your first girlfriend.

38. Dating Denise
    Difficulty: 1/10
    Starting Point: Denise's House, between 16:00 and 6:00, according to the 
    Brady guide.
    You're first experience with dating in the GTA world.  If the pink marker 
    shows up after you drop Denise off in the last mission, go ahead and take 
    advantage of it.  If you have flowers, you can give them to her.  Note that 
    flowers regenerate, so you don't have to go to a new spot every time to 
    pick them up.  Anyway, after the flowers, don't try to kiss her until about 
    25% progress or so - it'll just take away the 1% point you just got for the 
    flowers.  After that point, she's much more receptive, and it'll add
    another 1% to your progress bar.  Denise has three kinds of dates.

    a) Food.  Take her to the Green Bottle bar just around the corner.  As with 
    all girlfriends, once you find a place that works, it always works.

    b) Dancing.  Take her to the only dance club in Los Santos.  Go to the 
    middle of the dance floor, and dance as you did in the 'Life's a Beach' 
    mission.  I don't know how well you need to do to be successful, but unless 
    you have no rhythm, it should be easy.

    PC Note: As in the 'Life's a Beach' mission, use the W, A, S, and D keys
    instead of arrow keys, or whatever you've mapped the movement keys to.

    c) Driving.  Best bet here is to have an NRG-500, and just speed up and 
    down the street right in front of her house.  Once the progress bar is 
    filled, she's done.

    After about 40%, you'll start being invited in for 'coffee'.  Do it - it 
    adds another 5% to your dating progress, and the lines at the end of 
    'coffee' can be funny.

    You don't get much for dating Denise.  At 50%, you get the keys to her car 
    - but only if she's home.  At 100%, you get a pimp suit.  The only good 
    reason to get Denise to 100% is that once there, the percentages don't 
    drop.  At least, not that I've seen.  Also, there do tend to be periods 
    where she just isn't home during the specified time.  I've had the best 
    luck hitting her house towards the beginning of the time she's available, 
    but aside from that, haven't found any recognizeable patter as to when 
    she's home.  One thing I did notice is that if your date ends after 
    midnight, you have to wait until after midnight again before seeing if 
    she's home.

    Note: I'm wrong - even after hitting 100%, the progress w/ Denise
    percentage does drop over time, and it seems to do so faster than with the
    other girls.  I still don't really bother with her after hitting 100%
    unless I'm looking for an easy way to kill time.

39. Gray Imports
    Starting Point: Donut Shop, Market
    Difficulty: 4/10
    Another mission for the fine officers.  Head to the warehouse in the docks.
    Once there, make your way to the enterance the train uses to the south.  
    The Brady guide mentions to drive all the way around the warehouse to the 
    right to do this, but I don't know if you must do that, as long as you're 
    far enough away from the main gate.  Go through the train warehouse, and 
    hop on some boxes.  Get out your AK-47.  Take out all the guards, and the
    TWO forklifts (last time, I forgot about the second one, and took a little 
    ramming damage).  Try to shoot the driver himself unless they're far enough 
    away were the explosions wont hurt you.  Once everyone is gone, shoot the 
    lock on the door, and enter.  Crouch and roll your way through the 
    warehouse.  Pick up the AK-47 behind the steps before heading upstairs.  
    Once there, take out the two guards inside the room, then move to the
    right of the door.  Look around, and you should be able to see the main 
    Russian inside the room.  If not, move back a little and try again.  You 
    can't auto-target him, but you can use first-person view to see him.  Take 
    a shot at any part of his body.  If he jerks, you hit him.  It takes a bit 
    of ammo to kill him, because he's wearing body armor, but it's worth it.  
    If you enter the room, you end up having to chase him, and the possiblity
    exists of him getting away.  I tried it both ways, and shooting him from 
    outside the office is much easier, even though I was able to track him down 
    as well.  Your choice.

40. Doberman
    Starting Point:  Ammunation, downtown
    Difficulty: 4/10
    First, the mission will open up Ammunation.  You should have plenty of AK-
    47 ammo by now, so you don't need to buy anything.  Head over to Glen Park.
    Walk around until you see a group of 3-4 purple-wearing gang members.  
    Shoot them.  This triggers a gang war.  Crouch, and watch the radar for the 
    direction the gang members are coming from.  After the third wave, the area 
    is yours.  You'll then be moved to the NW side of the park, where a dealer 
    sprints from a house.  Chase him down and kill him.

41. Gang Wars
    Starting Point:  Any enemy (non-green) territory
    Difficulty: 4/10
    Find any enemy territory on the map, and proceed exactly as the mission 
    'Doberman'.  The more territories you take over, the more money that 
    generates outside your house.  Every now and then, one of your territories 
    will flash, indicating it's being attacked.  Get there ASAP (or, 
    apparantly, save the game), and when you get close enough, you'll see
    the targets appear on the map.  Crouch, shoot, you're done.

    If you're having trouble starting a gang war, stand in the targeted zone,
    and shoot at passing cars.  Soon, gang members will show up.


    You can take over as many or as little territories as you want.  It won't 
    matter.  Once you leave Los Santos, you will lose them all until the late 
    stages of the game, when you have to restart from scratch, anyway.  So 
    unless you find them fun, you don't have to do any more, since money 
    shouldn't be an issue anyway.


42. Ammunation Shooting Range
    Starting Point - Inside Ammunation.  Walk straight back from the front door
    to the red marker.
    Difficulty: 3/10
    This is part one of the Ammunation Shooting Range.  At this point, the only 
    things you can compete in is the Pistol and the Micro-SMG.  These are the 
    easier of the two challanges, so it shouldn't be an issue.  Completing them 
    gives you the ability to dual-wield the two weapons once you max out your 
    skill in them.

    NOTE: Your percentage goes up for each weapon completed.  Thus, if you
    complete both the Pistol and Micro-SMG challanges, you're percent complete
    will go up twice.

43. Vigilante
    Difficulty: 10/10
    One of my most hated missions in this game.  It's probably easiset, if 
    doing this legitimately, to wait for the Hunter to become available, and 
    use it.  However, it can be nice to get the extra armor now.  If you don't 
    want to wait, the motorcycle is the best vehicle, as you can shoot straight 
    ahead.  The reason I kept it for now is that you will need a LOT of ammo, 
    and with ammunation open, you can buy it if you don't want to keep chasing 
    icons around the map.
    What makes this difficult are the wanted levels.  If you have one, and come 
    anywhere near a stop, you'll be busted.  It blows.  Period.  I imagine 
    wanted levels are easier to escape in a Hunter.

    There is also a 'bug' way of passing this mission, to some extent.  If you 
    get in a police car - this works for a car only - start the mission, and 
    hop out of the car, walk into a building (bincos near the house seems to 
    work for me), wait for 10 seconds, leave the building, get back in the car.
    Usually, this will result in a success message.  If not, go back into the 
    building, stay 20 seconds, go get back in the car.  Repeat until you get 
    rid of all of the current cars (you'll get a seperate beep for each car as 
    you progress).  The problem is, I've never gotten this to work for all 12 
    levels.  I've gotten as far as 8, but no further.  I've read of others 
    getting all the way through 12 levels using this method, so if you can't 
    complete it the legitimate way, you can always try this to get free extra

    Update: I was finally able to pass this mission, though not entirely 
    legitimately.  The problem with this mission at this stage is, if you 
    attempt it in the city, your wanted level rises VERY quickly, so make sure 
    to note EXACTLY where the police bribes are at, and use them.  If you try 
    it out in the country, it is easier.  There are far less police, so the 
    wanted levels go up much slower.  And there's a lot of open area, which 
    makes life easier as well.  But, there are NO police bribes anywhere in the 
    countryside, so you're stuck with a slowly climbing wanted level.  In order 
    to pass, I had to have a motercycle in the garage, and a car.  Use the car 
    and the bug mentioned above to get as far as you can.  Either you will 
    complete all the missions, or you will hit a point where the criminals just 
    aren't disappearing.  At that point, go after them.  I was able to get up
    to level 12, with two cars remaining before I had to go after them, and as 
    I still had over 10 minutes to get them (compared with the 18 I started 
    level 12 with), I had plenty of time to go back to a save garage, get the 
    bike, and chase them down.  In one of the reamining two cases, they were 
    already on foot, which made it easier.

    Update 2: I have never been able to get the glitch to work with a bike.
    Only a car.  The combination way to do this mission seems to be best.  If
    you can get into the upper levels (8 and above), don't wait long.  Once the
    dot on the radar makes it's drastic move, the criminals are out of the car.
    If they don't die on they're own, go chase them down and kill them, then
    find another building to enter.  Also - if you decide to enter a police
    station (I was in Dillimore), do NOT have weapons ready, or you will earn
    a two-star wanted level, which makes it harder to get past this mission.
    I was able to chase down criminals on level 11 when they wouldn't disappear
    and get back to a Bincos to get rid of the criminals on level 12.

    Update 3: I did get this to work with the bike.

    PC Note: I could never get the glitch to work with the PC version.  This is
    one of those glitches I was hoping they'd leave in, but apparantly didn't.
    I tried with both a car and cycle, probably about half a dozen times, and
    at no point did a criminal (or series of criminals) seem to just disappear.
    This wouldn't be a huge deal, except between the fact you're always adding
    to your wanted level, and you can't use pay-n-sprays for either losing the
    wanted level or fixing the vehicle, I just can't complete this mission
    'legitimately' with a bike or car.  I had to wait until much later in the
    game when a Hunter becomes available to complete this mission.  And once
    you can get a hold of the Hunter, the mission is extremely easy.

44. Los Sepulcros
    Starting Point: Sweet's House, between 9:00 and 17:00
    Difficulty: 5/10
    Recruit a couple of gang members by targeting them and hitting the up 
    arrow, and then get in the car.  Hop on the highway, and take it to the  
    Muholland interchange, and west to the back of the cemetary.  Hop over the 
    wall, and walk to Sweet.  When you get control back, crouch, roll, and pick 
    off the enemies.  Be careful - if you roll too close to a headstone or a 
    tree, you won't be able to shoot, but you will be able to be shot at.  I 
    got stuck at one point where when I rolled back and forth, I was either 
    behind a tree or a headstone, and lost all my armor before I got 
    straightened out.  In any case, when you kill everyone, run for the car, 
    and head back to Sweet's house.  You will have a two-start wanted level,
    so you will be chased.  The best route is probalby the reverse of what you 
    used to get here - North to the main road, highway south then east, first 
    exit, down Grove street to Sweet's house.

45. Reuniting The Families
    Starting Point: Sweet's House
    Difficulty: 5/10
    Hop in the car, and drive to the motel.  Someone's ratted out the meeting, 
    and the cops show up in force.  After Smoke and Ryder bail, you get 
    control.  Don't bother trying to fight the cops in the parking lot.  Just 
    head to the front door just to your left.  Inside, crouch and slowly make 
    your way upstairs, and through the motel hallways - you shouldn't have any 
    real problem.  Once you get to Sweet, you head to the roof.  A helicopter
    descends on you.  Take out the four guys on the ropes first, then use the 
    right analog stick to aim at the helecopter w/ the AK-47 until you hear the 
    radio guy scream 'Mayday'.  Then, follow Sweet, at which point you hop in 
    the car.  Someone 'hands' you an AK-47 (even if you probably have thousands 
    of AK-47 ammo at this point), and you go into first person mode.  Fire at 
    everything chasing you, and watch for the cops jumping on your car after
    you see the motorcycle cops drop their doughnuts.  The LONG reload times 
    make this part of the mission harder than it should be - and I had maxed 
    out my AK-47 skill by this point.  Finally, your gun jams, and you head
    into a cut-scene that shows your 'escape'.  For me, it's always close, but 
    I usually make it through the mission with about 1/8 or 1/10 of the 
    car's heal left.  Jack a car or run back to your house, and save.

    Note - one thing that irks me about this mission.  Since you're 'given' an 
    AK-47 for the end of the mission, it's taken away from you at the end.  
    This means you lose all your AK-47 ammo.  You don't need too much for the 
    last mission, but you probably want at least 200-300 ammo.

    PC Note: Much like the earlier rail shooter type mission, this one is much
    easier with a mouse.  I had over 50% health left on this one instead of
    the 10-15% I had with the PS/2 version.

46. Green Sabre
    Starting Point: Sweet's House
    Difficulty: 4/10
    This is it - the final Los Santos mission (for now, anyway).  You need to
    go meet Cesar under the interstate just south of downtown.  Once there,
    you'll see who has been selling you out.  I won't spoil it here, but it's
    probably not a huge suprise - especially when you think back on the earlier 
    missions.  But this makes you realize Sweet is in trouble.  Hop back in the 
    car, or if you brought a fast car or bike with you, hop in that, and head 
    north to under the Muholland interchange.  All you have to do is make it to 
    the red marker before Sweet's health bar disappears, you don't have to 
    worry about it once you're there.  Take out the waves of Ballas heading
    down on you, using the cars as shields.  Once you take out the fourth wave 
    of a circling Ballas car, the cops show up.  You get escorted out of Los 
    Santos courtesy of your favorite officers, Tenpenny and Pulaski.  They take 
    all your weapons, and give you a camera.  Run across the street to the 
    mobile home park, and save.  The next chapter begins once you step into the 
    red marker.

V.  Badlands

1.  Intro
    Welcome to the middle of nowhere.  After the cops showed up at the end of
    the previous mission, Tennpenny and Pulaski step in and take you to the
    lovely little town of Angel Pine.  They strip you of all your weapons, and
    tell you to stay away from the traitor from last mission, and them.  This
    can be interpreted to mean stay out of Los Santos, but it doesn't work that
    way.  You can 'safely' visit Los Santos, but all your territories are gone,
    as is that source of money.  The Roboi Mart still provides you with its
    $2000 a day, not that it's needed that much now.  ALL territories,
    including the one your house is in, are under enemy gang control, so you
    may be shot at.  And you can't take (or retake) an areas over until late in
    the game.  So feel free to go back to Los Santos for whatever you need,
    just realize that you may be shot at, and you won't have much recourse.
    San Fiero is also open at this point, but since we can't save there, don't
    bother exploring there yet.  First, step across the street to the mobile 
    home park, and save the game.  Now, take the time to explore the new area, 
    and head back to your home in Los Santos, and get some weapons, refil your 
    armor, whatever you need to do.  There are plenty of Sanchez in the area if 
    you're a bike person.  If you want some nearby armor, there's some in the 
    parking lot like area next to the J&J Restaraunt on the western side of the 
    northern part of town.  It's a small town - you'll find it.  Also, leave 
    exploring Mt. Chiliad for later.  We'll do that after the next mission.  
    And if you haven't heard much of K-Rose yet, you'll soon get sick of it 
    (although the DJ *is* funny).  Once you've restocked and explored to your 
    liking, come back to town, save, and start the first Badlands mission.

2.  Buying Properties
    Since money shouldn't be an issue, we might as well go ahead and buy all 
    the properties so we don't forget later.  I started with the property
    farthest away, and worked back towards Angel Pine.  Thus, if you're in Los
    Santos for any reason (collecting ammo, for instance), you can just work
    back to Angel Pine via the scenic route, buying the properties along the
    way.  Since you will probably be exploring the area anyway, plus going back
    to Los Santos for your trusty AK-47, we might as well do this now.

    Palomino Creek - $35,000 - 2+ car garage
    Dillimore - $40,000 - 1 car garage
    Blueberry - $10,000
    Whetstone - $100,000 - Most worthless property in the game
    Angel Pine - $20,000

3.  Badlands
    Starting Point: Mobile Home Park, Angel Pine
    Difficulty: 3/10
    After stepping in the marker, grab a nearby Sanchez.  Usually, there's one
    right by the save point, but sometimes, you have to run into town to find
    one.  Once you have your bike, head over to the first marker, which will
    tell you to bike up the mountain.  Follow the path up the mountain, taking
    a left at the fork (the right is blocked off w/ construction horses), and
    following the path towards the yellow blip on the radar.  As you get close,
    you see a cut scene with federal agents guarding a cabin.  Once you get
    control back, hop off the bike, and head to the left into the woods.  Sneak
    around behind the cabin, wait for all the guards to be in the front, and
    head in the back door.  Shoot the snitch.  Do NOT use a shotgun or AK-47
    for this - you will damage him too much to be recognizable.  The Micro MP5
    worked for me.  Once this is done, the four federal agents outside will
    start coming for you.  Switch to the AK-47 for them - no need to keep
    them in tip-top shape.  Once all four are down, photograph the body, and
    head to the drop-off point, which is right next to the save point where
    you started.  A short phone converstaion with Cesar will open up the next
    set of missions, but we have some other things to do first.

    PC Note: It's much easier to use an AK-47 for this mission, or really any
    gun you want (except a shotgun).  Just make sure to aim for the targets
    body to avoid messing up his face, making a photo ID impossible.

4.  Chiliad Challange
    Starting Point: Top of Mount Chiliad between 7:00 and 18:00
    Difficulty: Varies
    This is a series of three races down Mount Chiliad on a BMX bike.  They 
    get harder as they go along, but with repeated attempts, it gets easier
    as you memorize the course.  The really annoying thing about these races
    are, if you fail, you have to bike all the way back up the mountain, and
    it takes a long time to do so.  Thus, you only get two to four chances per
    day, simply because of the time it takes to get to the top.  Once there,
    you have to pass each race before the next one opens.  In general, take
    it fairly easy down the mountain.  The other racers will generally wipe
    themselves out, so long as you don't fall too far behind.

    Note: I've had a few people e-mail in to say that you can park the Camper
    that is nearby at the beginning of the track (only works for the first two
    races) that you can bunny-hop over to give yourself a quick edge.  I don't
    think you need to do this, especially given I never had much trouble with
    the first two races, but if you're having difficulty, go for it.  Good
    luck with the third race, though.

    a. Scotch Bonnet Yellow Route - Difficulty: 5/10
    For the most part, don't bother power pedeling (tapping X) until you get
    towards the bottom.  Holding X and gliding should be enough once you get
    the feel of the course.

    b. Birdseye Winder Yellow Route - Difficulty: 6/10
    Starts off the same, then heads down the other side of the mountain.  There
    are a lot of straightaways after the sharp hairpin turn to the left to
    sprint on, but you have to be careful, because there are still a few turns
    that you can go off the edge on.  My advice - if you're in first, don't
    sprint, you won't really need to.  Except for the final straightaway, the
    computer racers run into walls and fences a lot.

    Note: I went off the cliff twice in this race early on (before going by
    the cabin from the 'Badlands' mission), and still won the race.  Don't
    panic if you do go off the cliff - just get right back on it.  If it
    happens late, you are probably in trouble.  If it's early, you can still

    c. Cobra Run - Difficulty: 9/10
    There are two keys to this race.  First, STAY ON THE WALKWAY.  If you have
    to come to a complete stop around turns, do it.  Don't worry too much about
    how far out in front the other two racers get.  Once you're off the
    walkway, you'll head downhill into a large jump (unique jump Brady #51).
    After that, build up the speed for the next checkpoint, which is another
    big jump.  This is the second key.  If you don't hit it with enough speed,
    you'll come to an abrupt stop on a rock.  If you clear it, you're in real
    good shape, as the other two competitors just about always get stuck there.
    After the sharp turn to the right, bear right under the archway, and after
    that, you'll soon join up with the end of the other two paths for the
    downhill sprint home.

    BIG NOTE:  Want to complete all three Chilliad Challange runs without
    working up a sweat?  Want to finish with a time of 10:00, and still be
    in first?  Without a cheat code?  First, find yourself a sniper rifle.  The
    one I found was in San Fiero on top of a building just south and east of
    Pier 69 (I needed a unique jump ramp (steps) to get there - the set of steps
    about a block east and a block south of Michelle's Garage).  Now, take your
    time down the courses, or don't.  If you win, great.  If not, stop before 
    getting near the finish line, take out the sniper rifle, and shoot all the
    other racers after they finish the race.  Once the other five are dead, hop
    back on the bike - you've won.  You'll probably get a one or two star wanted
    level doing this, but it disappears right after you cross the finish line.
    This works for all three races, and even if you end up wasting a shot each
    time, you only need 15 shots to kill all the other racers, so you only need
    to pick up one sniper rifle.  Do NOT do this before the racers cross the
    finish line, however, or you are disqualified, and you have to make the
    long-ass trek to the top of the mountain again.  I lost the e-mail from the
    person who sent me this trick, so sorry you don't get credit for this here.
    If you send me an e-mail and prove you sent it to me, I'll credit you.
    Otherwise, all I can do is say that this idea was not my own.

5.  Ammunation Shooting Range, Part 2
    Starting Point - Ammunation in Los Santos or Palimino Creek
    Difficulty: 8/10
    This is the same challange as last time, except there are three weapons to
    get through.  Pistol, Micro MP5, and Shotgun.  The first two are as easy
    as before.  The first two rounds of the shotgun is pretty easy.  The third
    round is tough as hell.  One of the booths always seems to get three
    targets per silhouette, and you need at least that just to keep up.  The
    only real suggestion I can offer here is simply this - you MUST wait for
    the timer to fully count down before firing.  Otherwise, your shot will
    not count even if you would have hit something, and odds are your target
    will disappear while you're reloading.  This one is all about timing.  And
    the worst thing about it is, should you fail, you have to go through all
    three weapons again.  If there was one change I could make to this game,
    it would be that once you passed a weapon, you didn't have to do it again.

    PC Note: While using the mouse doesn't make this *as* easy as I thought
    it would, it's still much easier to pass the 3rd level of the shotgun
    challange that it was on the PS/2.  Timing is now the single biggest
    issue with this challange now, since shooting too early won't hit the
    target, and too late will allow the other competitors to take a target 
    out before you.  I would lower the diffuculty to about 5 or 6/10 with
    mouse look.

6.  Unique Jumps
    Whether you're in Los Santos or Palomino Creek, head for our favorite 
    garage for the NRG-500, and head towards Blueberry.  While you're in Los
    Santos, stop by your house for the camera.  You'll need more film than
    you currently have for the photo ops later, so since you're in the area,
    you might as well pick it up.  There are 9 new unique jumps between the
    Blueberry area and around Angel Pine.  One you've already done during the 
    third race of the Chiliad Challange.

    The numbers below match the Brady guide.  The first number is the number
    given on the map in the front of the 'Badlands' section, the second number
    is the one given in the 'Odd Jobs' section.  Some will be hit during 
    missions anyway, but since we're around, we might as well hit them now.
    Use a Sanchez for 2 and 3 - I couldn't get 2 to work w/ the NRG, and just
    about anything will work for 3.

    [X] 1/51 (if completed Mount Chiliad race)
    [ ] 2/52
    [ ] 3/53
    [ ] 4/29
    [ ] 5/30
    [ ] 6/31
    [ ] 7/32
    [ ] 8/33
    [ ] 9/34

7.  Oysters
    Difficulty: 3/10 (only in finding them).
    Ooops - forgot all about collecting Oysters back in Los Santos.  However,
    unlike the gang tags, or the upcoming photo ops and horseshoes, Oysters
    are spread throughout the entire San Andreas area, so we didn't lose much
    by not getting them earlier.  But, we might as well get them now.  The
    first 15 are in Los Santos, and the following 10 are in the Badlands area.
    Like with the Unique Jumps, the first number is the number on the front
    of the 'Badlands' section of the Brady guide, and the second number is its
    number from the 'Odd Jobs' map.

    Note: I found the best way to get most of these is to grab a boat and get
    all of the ones that are accessable by water (all but 2 and 11 in Los
    Santos).  If you end up the last section doing the unique jumps near
    Blueberry Acres, there's a dighny that spawns on the beach NW of The
    Panopticon, just east of one of the oysters (6/30).  There are also a 
    number of them off the beach SW of Angel Pine.
    [ ] 1/1			[ ] 1/25
    [ ] 2/2			[ ] 2/28
    [ ] 3/3			[ ] 3/26
    [ ] 4/4			[ ] 4/27
    [ ] 5/5			[ ] 5/29
    [ ] 6/6			[ ] 6/30
    [ ] 7/7			[ ] 7/31
    [ ] 8/8			[ ] 8/32
    [ ] 9/9			[ ] 9/33
    [ ] 10/10		[ ] 10/34
    [ ] 11/11
    [ ] 12/12
    [ ] 13/13
    [ ] 14/14
    [ ] 15/15
8.  First Date
    Starting Point: Dillimore, outside The Welcome Pump
    Difficulty: 0/10
    Finally, back to the story, if only for a little while.  When Cesar sent
    you to Dillimore to meet his cousin, little did you know it would be
    Catalina.  Veterans of GTA3 will certainly recognize Catalina (although,
    personally, it didn't sound anything like the same person to me, even
    though it is, according to  This is mostly a cut-scene mission.
    Once you hop in your car or on your bike w/ Catalina, she will tell you of
    four robbery targets that open four missions on your map.  Since one is
    right up the street, let's go ahead and hit that one now.

9.  Tanker Commander
    Starting Point: Gasso Gas Station, Dillimore
    Difficulty: 4/10
    This is all about essentially learning how to drive a tanker.  After the
    cut scene, hop in the rig, and back into the gas tanker to hitch it to
    the cab.  Then, head west out of Dillimore, then south to RS Haul.  The
    place you're aiming for is the first place on the left at the bottom of a
    steep hill, so it's real easy to overshoot it.  Pull in the lot, and head
    for the back.  The guys chasing you on this mission - childs play based
    on what's coming later.  While we're here, we might as well do the first
    Trucker mission.  It's easy enough.

10. Trucking Missions, Part 1
    There are four trucker missions that are essentially available right now.
    All require deliverys to somewhere in Los Santos or the Badlands.  The
    other four missions require deliveries to either San Fiero or Las Venturas.
    I don't know what would happen if you tried to start them, but since those
    cities aren't available yet, I've never bothered.  For now, we'll do the
    first four.

    Mission 1
    Difficulty: 3/10
    Deliver load in a given amount of time.  If that time expires, you start
    to lose the amount of cash you get for the mission.  Only the fact you're
    driving a truck which can uncouple from the trailer makes this at all
    difficult.  When finished, save, and head back.  If you happen to be back
    in Dillimore as I was, the save house you can buy there has a one-car

    Mission 2
    Difficulty: 3/10
    No time limit this time, but a damage meter instead.  The more damage
    your rig takes, the more money you lose as payment.  Since money isn't
    really a problem at this point, just worry about getting the truck there.

    Mission 3
    Difficulty: 8/10
    No damage meter, no time limit.  Just an automatic wanted level, with
    cops trying to dislodge your trailer.  And they're good at it.  You may
    have to take a few tries at this one before getting it.  One thing to
    keep in mind - if the delivery is in the Docks area of Los Santos, do NOT
    take the highway through the tunnel just west of the airport.  The cab 
    is too tall to make it through.  Take side streets instead.  It may take
    a little longer this way, but the one nice things about city driving is
    with the limited amount of room on either side, it makes it harder for the
    cops to dislodge the trailer.  Doesn't make it impossible, just harder.
    My experience with this mission is either it will be fairly easy, if the
    cops drive into things, or impossible.  The only reason the difficulty
    isn't higher is there are two after this, in the second four missions,
    that are worse.

    Note: To make this mission MUCH easier, drive straight out of the lot
    to the railroad tracks, turn right, and follow the tracks into Los Santos.
    Depending on where the drop-off point is, doing so makes this mission
    either a good deal easier, or a piece of cake.  The worst drop off
    location seems to be the National Guard base (from the Ryder mission
    'Robbing Uncle Sam'), as it seems to be the farthest from, well, anything.
    If you get this location, note that the drop-off is INSIDE the middle
    warehouse, so you don't overshoot it and have to drive around the block

    Mission 4
    Difficulty: 3/10
    This will will seem like an introductory mission after the last one.
    You'll have a timed mission to somewhere in the area of Angel Pine.  Two
    things to watch for.  First, if the truck stop right before the first
    Angel Pine exit is your destination, you can't head straight to the 
    marker when you see it.  The land is not flat enough, and you will come
    loose from the trailer.  Second is, when driving, watch out for tractors.
    You think you hated tractors on the highway before now...  Other than that,
    there's not much to this one.  And that's all the non-story missions until
    we reach San Fiero.

11. Body Harvest
    Starting Point: Motel in Angel Pine
    Difficulty: 3/10
    Tenpenny seeing some 'truth' of his own.  Head to the NE to a farm that
    contains a combine tractor that The Truth needs.  When you get to the farm,
    head around the outside of the farm to the right until you see the combine.
    Shoot anyone who gets in your way, and get in the combine.  Drive over
    anyone you want, head for the western part of the field where the dirt road
    is, and head out.  Just run over anyone who tries to get in your way, 
    steering around the tractors that try to run into you.  A truck will follow
    you and fire at you, but shouldn't be a problem.

12. King In Exile
    Starting Point: Mobile Home Park, Angel Pine
    Difficulty: 0/10
    Another cut-scene only mission.  You learn Smoke's a dealer, and CJ will
    keep an eye out on the roads for the money and drugs moving back and forth
    between Los Santos and San Fiero.  You get a call from Catalina asking
    where you are.  Head to her cabin - a new save spot - in Fern Ridge.

13. First Base
    Starting Point: Cabin, Fern Ridge
    Difficulty: 0/10
    Yet another cut-scene only mission.  Catalna jumps you, threatens to kill
    you, tells you she loves you.  What a woman.  The three remaining robbery
    targets open on the map.  Lets hit the closest one - the OTB in Montgomery.

14. Against All Odds
    Starting Point: OTB, Montgomery
    Difficulty: 4/10
    Get the satchel charges from Catalina, and head inside.  When you can,
    place the charge on the safe door, and blow it from a safe distance.  Then
    put another charge on the actual safe inside the safe room, blow it, and
    you'll grab the cash.  You'll automatically be given a four-star wanted
    level upon leaving, so hopefully, you parked your car or bike facing 
    south.  Head south and west to the Pan-n-Spray in Dillimore, and then
    back to the cabin.
15. Gone Courting
    Starting Point: Cabin, Fern Ridge
    Difficulty: 0/10
    Another cut-scene to allow access to the two remaining robbery targets.
    But not before a little somethin-somethin....

16. Local Liquor Store
    Starting Point: Liquor store, Blueberry
    Difficulty: 4/10
    You're late!  Someone else is already robbing the liquor store.  Catalina
    pops one of them, but the other three escape.  Grab the nearby Quad, and
    take off after them.  Much like a bike, you can shoot straight ahead, so
    go ahead and do so.  When the third is toast, head back to the cabin.  Only
    the touchy steering of the Quad makes this at all hard.

    Note: The last time I played this, the second guy I took down actually
    dropped the money.  Didn't even notice this until right before I took
    out the third guy - it's possible you don't have to take out all three,
    only the one who actually has the money.  Watch the bottom of the screen
    for a message telling you to pick up the briefcase, and once it's there,
    you can stop.  Unless you just want to take out all three guys, of course.

    Note, Part 2: In my third time through the game, EACH of the three cowboys
    had a briefcase to pick up, so you had to chase down all three.  That is
    probably always the case, but since I had left a briefcase sitting, I 
    didn't notice the message after I capped the third guy.

17. Made In Heaven
    Starting Point: Cabin, Fern Ridge
    Difficulty: 0/10
    The final 'cut-scene opening robbery target' mission.  Catalina just wants
    to be friends. Darn.

18. Small Town Bank
    Starting Point: Bank, Palomino Creek
    Difficulty: 3/10
    Head over to the last remaining target - the bank in Palomino Creek.  Your
    first job is to keep your gun aimed at the four workers.  Try all you want,
    you will fail at some point, so how long you work at it is up to you - it
    won't affect the amount of cash you get.  When the alarm finally goes,
    the security guard will open fire, so take him out.  As to the other three,
    it's up to you.  Shoot the three ATM machines (both upper and lower parts,
    one blast each w/ a shotgun), collect the cash, and head out the back door.
    The alley will fill with cops, including some on rooftops, and at one
    point, behind you.  After you make it through the alley, to bike cops will
    move in.  Kill them, and you will automatically hop on the second bike.
    Follow Catalina.  Don't worry much about the cops between you and her -
    they will take themsevles out.  And don't worry much about how far back
    you stay.  You don't need to keep right up with her, despite her verbal
    jabs, and it's best you don't.  When you get to Montgomery, she will crash.
    Pull up next to her, and once she's on, take off for the cabin.  If you're
    far enough back, she's up off the ground and ready to hop on the bike
    as soon as you stop.  Otherwise, you sit and take gunfire from the cops
    while she does this.  Once you're back at the cabin, the Catalina missions
    are over, although the cabin remains as a save point.

19. Wu Zi Mu
    Starting Point: SE of cabin.
    Difficulty: 4/10
    A standard race against three other competitors.  It's not a hard one to
    win - just take it relatively easy, don't cut corners to quickly,
    especially at first, and you should do fine.  Two things to make the
    race easier.  First, whether you jump the barn or go around it, the
    route does not go to the road.  There's a dirt path on the near side
    of the fence that the race continues on.  If you make a mistake and end up
    on the road, you have to go back to the farm and go around the fence - I
    couldn't find a way through.  Second, once you start the series of 
    switchbacks, there's a dirt path you can cut up and save a LOT of time.
    If you hit those two right, this race should be easy.

20. Farewell, My Love...
    Starting Point: The finish line from the last mission
    Difficulty: 5/10
    The same race as last mission, but in reverse.  And in another twist, you
    are racing against Catalina and her new 'friend', who GTA vets will
    recognize (poor guy - doesn't know what he's getting himself into).  This
    race seems harder than the last one, but the same advice applies.  Be
    careful getting onto the road at the start.  If you try to cut the corner,
    you can flip.  The turn for the dirt road part of the second half of the
    race is RIGHT after a small bridge, so don't miss it.  When you're on
    that last dirt road, don't try to cut corners - you could end up in the 
    water.  Just follow the dirt road, take it easy, and as long as you're in
    first place, you'll be fine.  Once you've crossed the road for the last
    time for that slow left turn into the finish line, you can let loose.
    Winning the race gives you the deed to a garage in San Fiero - you're next
    base of operations after one more mission.

21. Are You Going To San Fierro?
    Starting Point: The Truth's Weed Farm, North of Back o Beyond.
    Difficulty: 5/10
    Make the long drive to the TT marker.  After paying for the weed, you hear
    a chopper in the distance.  The Truth asks for help burning the fields, and
    gives you a flamethrower.  Head to the farthest field, and start burning.
    Now, I've never operated a flamethrower, but I would have guessed that, if
    you wanted to burn plants, you'd aim towards the bottom.  Whether that's
    true or not, in this game, aim about 3/4 of the way towards the top of the
    plant.  Burning the tops of the crop work better here.  Slowly work your
    way side to side along the crops.  You will run out of ammo at some point,
    and more will appear near the barn.  This is why we started in the - a 
    shorter distance to run for the ammo and back.  At some point, you'll 
    complain about the smoke, and the screen will sway very lightly back and
    forth.  This isn't an issue burning the weed, tho.  However, once you're
    done, you are given a rocket launcher, and are told to take the helicopter
    out.  The best way to do this is switch weapons so you can run, and run 
    along behind the Mothership (The Truth's vehicle) until he stops near the 
    road.  The copter will hover at this point.  Now take it out.  Once you 
    have, hop in the vehicle, and drive to your new garage.

    There are two things that make this mission tough.  The first is you have
    to both burn the crops AND take down the helicopter in the given amount of
    time.  Thus, how fast you burn the weed does make a difference in how easy
    this mission is.  And the copter actually has to crash for the mission to
    successfully end.  In one attempt of mine, the copter crashed as time ran
    out, yet the cops somehow survived to arrest The Truth (and the helicopter
    got back up and flew away!).  If this happens, at least you're right where
    you need to be to try again.  Second, I mentioned the swaying from burning
    the weed.  Cute effect, but this continues while you're trying to shoot
    down the helicopter, which makes it tougher than it has to be.  However,
    once you do that, you get to drive to San Fiero w/o any sort of wanted

    PC Note:  Mouse look makes it much easier to take down the helicopter at
    the end of the mission, even with the swaying.

VI. San Fiero Walkthrough

1.  Introduction
    Welcome to San Fiero - a nice upgrade from both the previous two cities.
    A couple of logistics to begin with.  First, you have a three car garage,
    although it works better to hold two cars and a bike.  If you need armor,
    theres a pickup in an alley one block north of the gym.  As for a good
    vehicle, the NRG-500 is available at the docks as part of the challange
    described below.  Before getting into the missions, there are a couple
    of optional missions to talk about.

2.  Big Smoke's Cash
    Starting Point: Anywhere, route goes from Smoke's house to San Fiero
    Difficulty: 4/10
    On Mondays and Wednesdays, you will get a cell call from Cesar letting you
    know the cash is leaving Smokes house, heading for Pier 69.  Get a car for
    this one.  Once you catch up with the car, ram it.  Each time you do, the
    car drops a package worth $300.  He'll drop up to 6.  Once you get the
    sixth package, destroy the car, or he makes it to Pier 69, the mission is

3.  Yay Courier
    Starting Point: Anywhere, route goes from Back O' Beyond to Smokes House
    Difficulty: 2/10
    The only difficulty here is getting in position.  The biker will follow
    mostly dirt paths into Los Santos.  If you can get ahead of him, just
    get off your bike (easier to use for this one), and stand there and wait
    for him to come to you.  When he appears, keep targeting him until you
    get alock, and fire.  Should only take a couple hits from your AK-47.
    If you decide to chase him, the more you shoot him, the more money you
    lose as the drug leaks out of the backpack from bullet holes.

    You do not need to do either of these missions, but it's worth it to do
    them at least once.  And how many times you accept or decline the mission,
    or how many times you succeed or fail at them doesn't affect the rest of
    the game.

4.  NRG-500 Challange
    Starting Point: Warehouse near Import/Export docks
    Difficulty: 8/10
    This is like the BMX challange, but infinitely harder.  The only reason it
    isn't harder is you'll have lots of chances at it, assuming the NRG-500 is
    your bike of choice - and why wouldn't it be?  Hit the gas and grab the 
    target in front of you, then CAREFULLY make your way across the narrow
    bridge to grab that one.  Then grab the last one on the ground at this
    level, head into the pit, and grab the easy ones there except the ones on
    the ramp.  Now, head to the flat end, and gun it towards the other end.
    You want to be aiming just right of dead center.  Once you have that one,
    now head down the ramp and grab the two there.  Now the fun begins.

    There's really no way to easily get them.  What finally worked for me the
    first time through is to start heading for the opposite wall, head about
    a third to half way up the wall and turn around, and gun it up the opposite
    wall.  If you head straight up the wall, you don't need as much speed, but
    you need to be dead on in your accuracy.  If you hit it at an angle, you
    need more speed, but cover more area.  Your choice.  Beware the targets
    on the more northernly side (where you started).  If you hit those ramps
    at an angle, you can easily end up in Easter Bay.  There is a dock there
    to climb back up on, but the challange obviously ends, and the bike may
    or may not respawn.  Whether you succeed or not, you have your ride.

    Note: I've had numerous people e-mail me to tell me that if you hit one
    of the coronas right as time runs out, you end up with unlimited amount of
    time to complete this mission.  I've never gotten the timing right, but
    this apparantly works for both the PS/2 and PC versions.

5.  Buying Properties
    You know the drill...
    [ ] Doherty - $20,000
    [ ] Hashbury - $40,000 - 4 car garage
    [ ] Queens (Hotel Suite) - $50,000
    [ ] Chinatown - $20,000
    [ ] Calton Heights - $100,000 - 2 car garage
    [ ] Paradiso - $20,000 - 1+ car garage

6.  Wear Flowers In Your Hair
    Starting Point: Garage, San Fiero
    Difficulty: 1/10
    As easy as a mission gets without it being only a cut-scene.  Get in the
    car, drive around to various spots, go back to the garage.  If you need
    help with this one, how'd you make it this far?

7.  Dating Katie
    Starting Point: Far NE corner of golf course, then house on far north side
    near Gant bridge, between 12:00 to 0:00
    Difficulty: 1/10
    Your first encounter with an 'optional' girlfriend, but one well worth the
    effort of having.  As with Denise, Katie has different types of dates.  She
    likes her men with lots of muscles, and little fat.  If you've been working
    out to keep those melee attacks at maximum damage, you're set.  Don't try
    to kiss her until your progress reaches 40%.

    a) Food.  Cross the bridge right by her house, and make a right turn.
    There's a diner right there that works.  She may say she doesn't like the
    area, but that's not a problem.

    b) Dancing.  Take her to the only dance club in San Fiero.

    c) Driving.  She's not big on speed, so be careful not to hit it too hard
    if you're on a bike.  Slow steady speed works fine.  She likes the
    downtown and chinatown areas.

    After about 50%, you'll start being invited in for 'coffee'.

    Whether you take this one to completion is up to you, but you don't want
    to let her dump you.  As a nurse, she'll let you keep all your money and
    weapons when you're wasted.  Worth a little time, don't you think?

    The easiest place for me to find flowers in San Fiero was near the tunnel
    you may have went through in the last mission.

    Note: There appears to be a bug in the game.  If you play through the game
    once and date Katie, anytime you start a new game, you still get the
    benefit of dating her - not losing money and weapons when wasted - even
    before getting to her in the new game.

8.  Courier
    Starting Point: Hippy Shopper, San Fiero
    Difficulty: 2/10
    Now for some easy cash.  Head for the Hippy Shopper west of your garage.
    This works just like the courier mission in Los Santos, except you're on
    a Freeway this time.
    Level 1 - Hit the three targes in no real order.  They're all close.

    Level 2 - Hit the targets in this order - City Hall, China Town, Downtown,

    Level 3 - Hit the targets in this order - Ocean Flats, Palisades, Paradiso,
    China Town, Doherty

    Level 4 - Hit the targets in this order - Avispa Country Club, Hashbury,
    Cranberry Station, Downtown, Downtown (near shoreline), Juniper Hollow.

    Once you've finished level 4, you get the same reward as in Los Santos - 
    an asset that generates up to $2000.

9.  Photo Ops
    Difficulty: 1/10
    Go around town, and collect the 50 photo ops for Micro-SMG, Grenades,
    Shotgun, and Sniper Rifle icons outside your save point.  Collect them in
    whatever order you can.  To get the picture, just zoom in on the floating
    camera icon.  It doesn't actually product a great picture, but that's not
    the point of this exercise.  It may seem you can't get to all of them, but
    you can.  I'll highlight a few of them below.
    Photos Brady #40, #41, #13, and #11 can all be obtained by boat.  You may
    have to work around a bit, but they're avaialable.  #40 might be accessable
    from the bridge east from the airport and across the bay, but I haven't
    tried that yet.  Also, for #11, there is scaffolding at the base of the
    first support.  By running all the way up and to the end of the
    scaffolding, you can get the picture - probalby easier than from boat. 

    Note: If you have the Brady guide (and if you don't, GO GET IT), this is
    one area they really screwed up.  The numbers on the map do match the
    locations, but the text and pictures do not.  Their website does have
    corrections to the pages, and it's possible that later editions will be
    corrected.  But for now, the numbers below represent, in order, their
    location on the map, and the description/photo number in the book.

    [ ] 1/38	[ ] 14/6	[ ] 27/12	[ ] 40/2
    [ ] 2/45	[ ] 15/5	[ ] 28/31	[ ] 41/3
    [ ] 3/13	[ ] 16/18	[ ] 29/34	[ ] 42/35
    [ ] 4/7		[ ] 17/27	[ ] 30/47	[ ] 43/39
    [ ] 5/4		[ ] 18/26	[ ] 31/50	[ ] 44/41
    [ ] 6/9		[ ] 19/21	[ ] 32/25	[ ] 45/42
    [ ] 7/15	[ ] 20/19	[ ] 33/20	[ ] 46/40
    [ ] 8/46	[ ] 21/22	[ ] 34/1	[ ] 47/8
    [ ] 9/49	[ ] 22/32	[ ] 35/10	[ ] 48/29
    [ ] 10/48	[ ] 23/23	[ ] 36/24	[ ] 49/30
    [ ] 11/43	[ ] 24/11	[ ] 37/33	[ ] 50/44
    [ ] 12/37	[ ] 25/17	[ ] 38/28
    [ ] 13/16	[ ] 26/14	[ ] 39/36

10. Unique Jumps
    Difficulty: 3/10
    Most of the unique jumps are pretty easy.  There are two you can't get
    to yet, as you don't have access to the airport.  The first number is
    the number from the San Fiero chapter map, the second from the Odd Jobs
    map.  Also, with #1 and #5, you'll lose the bike to the water.

    [ ] 1/35		[ ] 9/43
    [ ] 2/36		[ ] 10/44
    [ ] 3/37		[ ] 11/45
    [ ] 4/38		[ ] 12/46
    [ ] 6/40		[ ] 15/49
    [ ] 7/41		[ ] 16/50
    [ ] 8/42

    NOTE: For the life of me, I can't get number 5 to work.  I can drive all
    the way up the scaffolding, but the second I leave the end of it, no 
    matter how fast or slow I'm going, I hit some sort of invisible barrier.
    My guess is I'm hitting it because the bridge isn't open yet.  I'll try
    it again after this chapter, and move the jump to later if that does turn
    out to be the case.

    NOTE, Pt. 2: Number 5 did work once the desert was open, and was as easy
    as it seems it should be.  Thus, I moved it to later.

11. Oysters
    Difficulty: 4/10 (only on finding them)
    The two to beware of here are #2 and #9.  They are inside the Naval Base's
    perimiter, and you will get a five-star wanted level the second you cross
    it.  Stay under water as much as you can, and as soon as you get those two,
    find a way back to your garage and save.  Then go for the rest.

    [ ] 1/16
    [ ] 2/17
    [ ] 3/18
    [ ] 4/19
    [ ] 5/20
    [ ] 6/21
    [ ] 7/22
    [ ] 8/23
    [ ] 9/24

12. Gym
    Starting Point: inside San Fiero Gym
    Difficulty: 2/10
    Lock on the guy, and hit him with the triangle key.  Once he's down, don't
    let him up.  When completed, you now have 'new' unarmed moves.

13. Blood Bowl
    Starting Point: outside Foster Valley Stadium in San Fierro
    Difficulty: 7/10
    The concept of this one isn't hard.  But there's no real rhyme or reason
    to winning this.  Usually, if you steer hard to the right at the start and
    let everyone hit each other in the middle, you can get the first target,
    but not always.  Beyond that, just try and keep moving around the outside
    best you can, always aiming for the next target.  Don't stop, and don't
    drive directly across the middle unless you are aiming at the target.  At
    some point, things will work out for you somehow and you'll pass this
    mission.  Now we can finally get back to the story.

14. 555 We Tip
    Starting Point: CJ's Garage
    Difficulty: 4/10
    Get a car, and head over to the marker outside the Vank Hoff hotel in
    downtown.  You will see a valet get into a car, and drive into the parking
    lot.  Follow him down, and waste him when he gets out of the car (must be
    his unlucky day).  Take the uniform, and head back up top.  Wait for the
    DA's car - usually the second or third.  It might take awhile.  If you are
    the only valet there, get in the car, and it will tell you if it's the
    correct one.  If not, get it out of there, and hustle back.  If you're not
    the only valet there, one of the others will mention that it's the DA's
    car pulling up.  Get to the other side of the driveway, so you can be first
    in the car.  Once you're in, drive back to your garage.  Hurry, but make
    sure not to hit a cop or person.  If you do so, you fail.  If you hit 
    anything on the way over, it'll be fixed while the evidence is planted in
    the car.  On the way back, you can't hit anything - any scratch will alert
    the DA that something is wrong.  So drive quicky - you are on a timer -
    but carefully.  When you get back to the garage, a spot is specified to
    park in.  Do so, and run outsdie to the marker to make the call.

    One last side mission for now.  But we need a place to change.  Go buy a
    safe house - my recommendation is the one in Paradiso, since it has a
    garage - and change into the valet uniform.  Head back to the hotel once
    you have changed.

15. Valet Parking
    Starting Point: Vank Hoff Hotel, downtown.  You must be in the Valet
    Difficulty: 1/10
    Similar to the courier missions in that there are levels.  But they are 
    all very easy.  When you're waiting out front, wait on the far side of 
    the driveway to make sure you're first to the car.  Once in, there's no
    need to drive out to the street - there's a sidewalk that you can drive
    straight over.  Do so, make the u-turn to the right, and park in the
    designated spot.  There are five levels.  In the first, you must park
    3 cars.  The second, 4, and so on up to 7 in the fifth level.  For every
    car you park, you get a parking bonus for how well the car is lined up,
    and a damage (or lack thereof) bonus.  by the second car, you should be
    up near three minutes.  This is as easy as an asset mission gets.  Once
    finished, the Vank Hoff hotel here will generate up to $2000.

16. Deconstruction
    Starting Point: CJ's Garage
    Difficulty: 3/10
    Head up the hill, and take a few shots at the workers.  It's probably a
    smart idea to take out the explosive barrles you see.  Otherwise, you could
    wreck your bulldozer.  Watch for the guy trying to run you over.  If he
    hits you, he'll knock you over, but he'll also stop - a perfect opportunity
    to jack his dozer.  Run into the portables at a decent speed until they're
    gone.  You then see the foreman hole up in a portable toilet.  Push the
    portable into the indicated pit.  The timer was turned off after you
    destroyed the last portable, so take your time.  When he's in there, go
    get the cement mixer, and back it up to the hole at the indicated spot.
    No more whistling at Kendl!

17. Photo Opportunity
    Starting Point: CJ's Garage
    Difficulty: 2/10
    Mostly, a lot of driving in this mission.  Head on over to the Blueberry
    area to meet Cesar.  Hop in his car, and drive to Angel Pine.  Head on top
    of the roof to get a good view of the meeting.  As each car comes into
    view, zoom in on it and get a picture of the person getting out of the car.
    The first two come from straight across the alley.  The third comes from
    the right.  The fourth comes from the left, but parks on the right next
    to the third car, and the person gets out of the passenger side.  Once you
    have all four pictures, make your way back to San Fiero.

18. Jizzy
    Starting Point: CJ's Garage
    Difficulty: 4/10
    Make sure you have a lot of drive-by ammo before starting this mission.
    Head all the way to the north side under the Gant bridge, and introduce
    yourself.  Hop in the car, and drop the first ho off at the specified
    hotel.  Then, you're given two minutes to get to an area in Hashbury by
    the gym to take out a rival pimp.  Once he's gone, you have to drive to
    the southeast under the interstate and save a ho being beat up by two
    goons.  Finally, head back to the hotel you dropped the first ho off at.
    A preacher leaves with the ho to 'save' her, and you need to waste them.
    Try to take out the Patriot first, but if it crashes, keep after the limo.
    The limo will be slow on the hills, and in one of my attempts, it crashed
    and turned itself upside down, which made shooting it full of holes easy.
    Once that's done, the mission is over, but you are rewarded with a two-star
    wanted level.  Get to a Pay-n-Spray or a safe house.

19. T-Bone Mendez
    Starting Point: The Pleasure Domes
    Difficulty: 4/10
    If you're good with a bike, this isn't too bad.  Drive to the ambush point.
    You'll automatically hop on a bike, and the chase begins.  The four you are
    chasing break up almost immediately, and you'll have to chase them down
    seperately.  It's much easier to get close and press the L1 key to just
    take the package than it is to shoot them.  After five minutes of game
    time, the four all start heading to a rendezvous point.  If any of them
    reach that, you fail.  I've only had them get to the call point once, and
    I only had one guy left that I was trailing at the time anyway.  Just be
    cool, don't get too close at intersections because you don't know which
    way the guy is going, and as soon as you start getting close, tap L1 to
    grab the package.  Once you have all four, head back to the club.

20. Mike Toreno
    Starting Point: The Pleasure Domes
    Difficulty: 5/10
    Hop in the van, and head towards your garage.  You can stay on the main
    road in front of your garage, and it will still be close enough to trigger
    the next target area.  Now head to the docks.  The second you get within
    range, u-turn, and head for the airport.  The gate that normally prevents
    you from the airport grounds has been shot off, so you can get through it.
    You can go either right or left, but right generally seems to work better
    for me.  Then finding the van becomes a game of hot/cold.  The more the
    bar fills up, the closer you get.  If it starts to drop off, head in a
    slightly different direction.  Once you find the fan, the timer stops.
    Follow the fan and motorcycle escort until they stop.  Stop a good ways
    away from them, take out your AK-47, and kill them.  After a cut-scene
    showing you rescuing Toreno, shoot the van until it explodes, then hop
    in the limo.  As soon as you leave the airport grounds, you get a 3-star
    wanted level, so head for the Pay-n-Spry by your garage.  Finally, head
    back to the casino, and then the nearest save point.

    Note: You end the mission in a Stretch.  Save it somewhere for exporting
    later in the game.

21. Outrider
    Starting Point: CJ's Garage
    Difficulty: 5/10
    Drive to the meeting car.  After a little 'test', you drive the car to the
    van up the street.  You get out of the car.  Get the Rocket Launcher, and
    hop on the bike.  Go up behind the building, onto and up the tracks to 
    Cranberry station, and on the main road.  Come up behind the roadblock (the 
    van will come from the North, eventually), hop off the bike, and take out 
    the three cars.  You may have to switch weapons to take out some guys on 
    foot - I recommend the AK-47 as always.  When you get the message, hop back 
    on the bike, head back towards your garage, and make the right just before
    the construction site.  Drive towards the right side of the street, hop 
    off, and take out the three cars again.  Take out any remaining guys on the
    street, then switch to sniper rifle for three guys up on the left side
    of the street.  Hop back on the bike and around the corner to the third
    roadblock.  Handle this the same as the second roadblock, although I only
    found two snipers this time.  Now straight up the street to the fourth
    roadblock.  Take out the cars, and the remaining ground troops - I had no
    snipers for this last roadblock.  Now head back or wait for the van, and
    follow it to the destination.  When the mission is over, you'll be rewarded
    with a 3-star wanted level, so get to your save disk or a Pay-n-Spray.
22. Snail Trail
    Starting Point: CJ's Garage
    Difficulty: 2/10
    Our favorite officers are back!  This time, it's more a mission for Pulaski
    than Tenpenny, though.  Head up to the construction site, and pick up the
    sniper rifle hidden in a concrete pipe.  You probably have a ton of sniper
    ammo by now if you followed this walkthrough and have all the snapshots,
    but you have to go get it anyway.  Then, run across the street to 
    Cranberry Station, as the train is arriving.  There's nothing you can do
    to get to the train 'on time', but there is a Sanchez leaning against the
    station wall.  Grab it, get behind the train, and follow it for the long
    trip to Market Station.  Once there (it'll be the first station you come 
    across in Los Santos), drive the Sanchez up onto the platform, but stay
    well back from the steps heading up.  The first target will get off the
    train, and a 'Spook Meter' will appear.  When the target disappears into
    the starwell, drive over to the bottom of the steps.  When he makes the
    turn, drive up to the first landing.  Be careful - he will pause at the top
    of the steps, so don't get close.  Once you make it to street level, he
    will start looking for a cab.  At this point, head down the street to the
    left for about a block - if you stay at the starwell, the meter will fill
    up once he gets in a cab.  Once he's in the cab, follow him as he takes
    a circuitious route to Santa Maria Pier.  Once he's out of the cab, get of
    the bike, pull out the sniper rifle, and plug one of the two targets.  You
    can pick off the other one as well, but he starts running when the first
    one is shot.  It's easier to switch weapons, and just chase him down.  Once
    you do, the mission is a success.  While you're here, grab an AK-47 ammo
    refil from your house, go on a date with Denise if you want (and the time
    is right), then make the long trip back to San Fiero.

23. Ice Cold Killa
    Starting Point: CJ's Garage, between 20:00 and 6:00
    Difficulty: 3/10
    For the easiest mission, take a cycle with you.  Drive down to the club,
    and park the cycle in the parking lot.  Head to the front door, where
    you'll be shown how to get in.  Go up the scaffolding, jump down to the
    roof, and head to the yellow arrow.  The game tells you to sneak up on
    Jizzy.  I had no problem doing this by crouching and moving at full speed
    down to the ground floor, and around the right side of the bar.  It's
    possible you could even run down there, but I haven't tried it.  Anyway,
    before you go around the bar, have your AK-47 ready.  Then go around the
    bar and trigger the cut-scene.  When it comes back, take out the four guys
    right in front of you, and the two by the door.  When you get outside, the
    implication is you should hop in the limo, and chase Jizzy using that.
    Look over at the parking lot.  If your bike is there, sprint over and hop
    on it.  This makes this mission easy, since the handling is better, and
    you can shoot straight ahead.  If you have to use the limo, it's a lot more
    difficult - a 5 or 6 out of 10.  Once Jizzy is dead, grab his dropped cell

    Zosofretts points out that you can also shoot the tires out of Jizzy's
    limo beforehand, which makes chasing the vehicle a lot easier as well.

24. Pier 69
    Starting Point: Just across from Pier 69
    Difficulty: 5/10
    Head up to the roof, and over to Cesar.  When you get control, use the
    Sniper rifle to take out the six guys across the stree with arrows over
    their heads.  Take the three on the right out first, then the three on the
    left.  Once you've done that, switch to your AK-47, and head across the
    street.  Crouch, roll, and work your way down the pier.  Be careful of
    guys on the upper level.  I always had an easier time moving up to the
    upper walkway, and taking guys out from there.  When you get to the end,
    take out T-Bone - he was suprisingly easy.  You then see Ryder jump over
    the railing.  Time for some revenge.  Jump over the railing yourself, and
    swim over to the indicated boat.  Get in, and chase Ryder, drive-bying him
    when you get the chance.  When you finally explode his boat, Ryder is dead,
    and the mission is over.  Steering the boat and the numbers at the Pier
    after the sniper section is why this one is a little tougher.

    Note: [email protected] points out that if you have a sniper rifle, you
    can plug a few rounds into Ryder from the dock, which makes chasing him
    on the boat unnecessary.  I never found the chase too hard, but feel free
    to try this out if you have a sniper rifle handy.

25. Toreno's Last Flight
    Starting Point: CJ's Garage
    Difficulty: 7/10
    Hop in a car, and head to the indicated spot in downtown.  I like using a
    bike better, but so long as it's fast, it should be fine.  Head to the
    helicopter landing pad, and get up to the pad itself.  The helicopter will
    take off, so grab the Rocket Launcher in the SW corner.  You may still have
    some ammo from the Outrider mission, but it definitely doesn't hurt to have 
    extra on this mission.  Run back down to your vehicle, and head to the 
    highway.  Drive ahead of the helicopter (it will follow the highway south), 
    get out, aim, and fire as it gets close.  One or two good hits will bring 
    it down, and successfully end the mission.

    The first time I went through the game, I had a very hard time with this
    mission.  This time, I thought I'd try something different.  Instead of
    shooting at all the enemies, I only shot at the ones on the landing pad
    itself.  This didn't give me a wanted level, which made the chase part a
    LOT easier.  If you take out everyone down front, you'll end up with at
    least 2 stars, which makes the chase a lot tougher.  I did, at one point,
    shoot the two guys near the stairs, and only got 1 star overall.  That
    wasn't bad either, but when I got in position to fire on the chopper, I
    hit L1 instead of Circle, which doesn't actually fire the Rocket Launcher,
    and I never got a good chance at it again.

    Also, don't worry much about rushing to the highway.  No matter how fast
    or slow I get to the enterance ramp, the helicopter is always at the same
    spot as I'm rocketing up the ramp.  Congrats - you've completed one of the
    two main threads in San Fiero.  Now for some frustration.  Go buy Zero's
    shop, wait for Zero to call, and finally step in the red marker outside the

    BIG NOTE: Want to turn this mission into about a 2/10 difficulty?  First,
    find yourself a heat-seaking RPG.  There's one at the San Fiero airport in
    the northwest area of it (near one of the photo spots) between two tanks.
    Now, play the mission any way you'd like.  When you get to the landing on
    the steps just below the helipad and you see the little cut-scene of the
    helicopter taking off, turn around, wait for red, and fire a couple
    missles at it.  You'll probably raise your wanted level a star or two, but
    as soon as the chopper crashes, it disappears anyway.  Thanks to Tai Ly
    for this tip.

26. Air Raid
    Starting Point: Zero's Shop
    Difficulty: 7/10
    These next two missions are among the most frustrating in the game.
    They're optional, so if they're driving you too crazy, skip them until
    later, but they are required for 100% completion.  And the cut-scenes and
    throw-away comments by Zero are funny.  Buy Zero's shop, and wait for him
    to call you.  Then step in the marker out front of the shop.  After two
    cut-scenes, you are given control of a mini-gun.  Aim at the incoming
    planes to keep them from dropping bombs on the transmitters.  If you can
    keep enough transmitters around for 3:10, you've won.

    There are many issues with this mission that makes it hard.  First, I
    wouldn't play at night - the dots are far too hard to make out from a 
    distance.  And, of course, Berkely seems to have an unlimited supply of 
    model airplanes.  So more and more keep coming.  To succeed, there are
    three things that will help.  One, obviously, try to get the planes from
    as far a distance as possible.  Swivel over, hold down the circle key
    (unlimited ammo and no reloads), and let the plane fly into the dot in the
    center of your target.  Next, if a plane drops a bomb, move on to another,
    as that plane has ceased to be a thread.  Finally, look for the groups of
    four coming in.  Taking those out are the biggest help in survival.

    Odds are you'll have to play this a few times - if not more - before 
    passing.  But as hard as it is, it's nothing compared to the next mission.

    PC Note: This mission is tremendously easier using the mouse in first
    person mode.  I was able to hit every plane, and only a couple even got
    close to dropping a bomb.  Not one did, however.  On the PC, I would
    lower the difficulty on this mission to a 3/10.  If you're not good with
    the mouse and using it as you would in a typical FPS, it may be higher.

27. Supply Lines
    Starting Point: Zero's Shop
    Difficulty: 9/10
    First, the only reason this doesn't have a 10 difficulty is, if you fail,
    you can walk two steps into the marker to try it again.  And you will have
    to play this a few times.  Once you get a feel for the RC Baron, it's not
    so much difficult hard as it is frustrating hard.  For the mission, the
    way that worked best for me was the van directly ahead and to the left,
    follwed by a little double-backing for the bike, and then to the van
    nearby.  I can get those on about 1/4 tank fuel.  Where the other two vans
    are determine if the mission is a success or not.  The first one you'll run
    across is the bike.  Best bet for me - land behind it, and when you're
    close enough, open fire.  If you have to chase this bike down, you're done.
    Once it's out of the way, find and destroy the last van.  Assuming the
    previous four have gone quickly, where this last van is will spell success
    or failure for you.  Once, the fifth van was all the way over by Pier 69 - 
    no chance in hell of a successful mission with that.  Even when I finally
    succeeed, the van was around the 'curviest street' area.  I just got the
    half-tank message after the fourth bike.  And by the time I flew over to
    the fifth van and made it back, I had barely a sliver of fuel left.

    It's a very frustrating mission.  Once you can get to the point of feeling
    comfortable with the plane, you can get the first four targets with about
    1/2 a tank left.  Then it's just a matter of where the fifth van is.  The
    good news - once you're past this one, the next mission is MUCH easier.

    Note: I had a few people e-mail in to suggest going for the northern two
    targets first (the '4th' and '5th' targets) makes the mission easier.  I
    think it can, but it depends greatly on the path the 3rd van (the one that
    shoots back) takes.  Whenever I tried it, if that van took a path that left
    me plenty of fuel, I was shot up and exploded (including, once, with a
    bullet somehow fired AFTER the van exploded).  That, I figure, was more my
    fault.  But I had three missions in a row where that 3rd van went straight
    west on the road that goes near the country club, and by the time I chased
    it down and killed it, I didn't have enough fuel to make it back to Zero's
    shop, stalling out over the baseball fields both times.  Try this way if
    you're having trouble with the 'normal' way.  Regardless of which way you
    tackle it, the person who designed this mission is pure evil.

    PC Note: To say this mission is easier on the PC than in the PS/2 version
    would be like saying taking a ski lift to the top of the mountain is easier
    than hiking up yourself - a BIG understatement.  It seems they've adjusted
    the time allowed to kill the five targets by I would guyess 200%.  My first
    time, I went after the two most northern targets first, and had to swoop
    around at the second target (the van) again to take out a guy getting out
    of the van, which had never happend on the PS/2 version, and then was able
    to go after the other three.  And I even had to chase one of the bikes down
    towards the arena before I got to him.  And after all this, I still had
    about 40$ of my fuel left when I landed.  New difficulty: 4/10.

28. New Model Army
    Starting Point: Zero's Shop
    Difficulty: 4/10
    The last of the Zero missions, and a breeze compared to the previous two.
    Once you get used to flying a copter, it's even easier.  Why RC nerds can
    run two vehicles at once is beyond me, but that they can't makes this a fun
    mission.  Go move the first barrel in the way more to get a feel for how
    the copter works than anything else.  Zero will be stuck at a river without
    a bridge, but let him stay there.  After the first barrel, go pick up a
    bomb (just next to the wooden planks).  Then head over to Berkley's side
    of the field, and look for the three tanks.  Hover over the tank (use the
    camera to look straight down, making sure your shadow is over the tank),
    and drop the bomb.  Make sure you're high enough, or you'll destroy your
    copter.  It's not a huge deal - you get three of them - but it wastes
    time.  Go get another bomb, and take the second tank out, and repeat for
    the third.  Once you've done that, go back for a wooden plank, and make a
    bridge for Zero.  You do not have to be real precise as to where the board
    lands, but the more you are, the quicker it can be used.  But even if you
    drop it straight in the water, it'll still work.  Now go get another plank,
    and use it to bridge the other crossing.  Once that's done, just follow
    Zero, and quickly get the barrels out of his way.  When picking them up,
    just move a couple feet to one side of the path or other, and drop it.  You
    don't have to move it far at all.  After clearing enough barrels, Zero will
    make it to Berkley's side, and you will win.  You should be able to finish
    this with at least 1:00 left on the timer - I average about 1:30, and I'm 
    sure others do it faster.  You could probably save some time by picking up
    a bomb right away and taking the tanks out first, so you don't have to fly
    to the first barrel and come back, and then move it on the way back from 
    the first tank.  Even still, it's an easy mission, and Zero's missions are

29. Beefy Baron
    Starting Point: Insdide Zero's Shop
    Difficulty: 2/10
    Like 'Supply Lines', but you can't fail this one.  It's optional and for
    fun only.  You fly the same plane, and try to destroy as many vans as you
    can in 3 minutes.  They do not appear on radar - just fly around the shop,
    and if you see a van, destroy it.  Whether you destroy 0 or 20 vans, it's
    just for 'best score' anyway.  I thought I'd mention it here, because I
    completely missed this one here the first time through the game.

30. Mountain Cloud Boys
    Starting Point: Wu Zi's Betting Shop, Chinatown
    Difficulty: 4/10
    Now for some missions for my favorite character in the game.  Head over 
    into China Town and find the W marker to start this one.  Drive Woozie to 
    the meeting, and he'll sense something is wrong.  Once the ambush starts,
    switch to your trusty AK-47, crouch, roll - you know the drill.  At the end
    of the alley, you hop into a car and back out into one of two cars chasing
    you.  Concentrate on driving and let Woozie take them out w/ the guns. 
    If you get the chance, feel free to help out, tho.  When both cars are in
    flames, take Woozie back to his place.

    Note: The car you are in at the end is a Sentinel.  Save it somewhere for
    exporting later.

31. Ran Fa Li
    Starting Point: Wu Zi's Betting Shop, Chinatown
    Difficulty: 4/10
    Take a car and drive to the airport garage.  Follow the driveway all the
    way back to the 'restricted' signs, and turn left.  Find the car there.
    When you get in it, you will see trucks pull up to block various exits.
    Follow the path they leave for you, and get out of the airport garage.
    Just run over the guy they have in the roadway, and pick a side to drive
    around the fan they have blocking the road.  As you exit the airport, you
    will see two cycles join the chase.  How you get to Pier 69 is up to you.
    I actually thought I was headed back to Woozies place, so took a longer
    route through the city.  In any case, head for the Pier.  If a cycle pulls
    up along side you, feel free to take the shooter out.  The driver won't
    shoot back.  He'll keep following you, but he can't do much.  The cars,
    for the most part, are easy to avoid.  When you make it to Pier 69, the
    mission ends.  Jack a car and head home.

32. Lure
    Starting Point: Wu Zi's Betting Shop, Chinatown
    Difficulty: 6/10
    This one was much harder than I remember it being.  Hop in the SUV outside,
    and make the long treck to Angel Pine.  Once there, you end up in a race
    like mission, only this time, the purpose is to avoid damage.  If a bike
    pulls up close, return fire.  Otherwise, take it easy through the off-road
    areas, and try not to flip the truck.  if you can make it out to the
    interstate the second time you hit it, you're in good shape.  Even if the
    bikers manage to reduce your damage meter all the way, you still have a 
    chance.  If you can keep them from catching up to you - which is easy on
    the interstate except for crashes, tractors, etc - you can still beat the
    mission.  Once it's over, make the long trek back and save.

    Note: The car you're driving is a Rancher.  You can save it if you want for
    exporting later.  They are easy to find, but not as easy in town, so it'll
    save you a trip out here later.

33. Amphibious Assault
    Starting Point: Wu Zi's Betting Shop, Chinatown, between 20:00 and 6:00
    Difficulty: 3/10
    This one's mostly a swimming tutorial, but if you've been collecting
    oysters, you probably have swimming down to some extent.  Swim through the
    checkpoints, both on the surface and underwater.  Once you get into the
    open sea, you can swim under water all you want, but when you surface,
    don't move at all.  You can be right next to a boat, but as long as you
    aren't moving, you won't be spoted.  When you get to the spotlights, you
    also have to avoid sufracing in the spotlight radius.  Aside from that,
    the same rules apply.  If you're spotted, head underwater until the threat
    passes.  Swim under the boat, and get out at the specified dock.  At the
    top of the steps is a knife - grab it if you don't already have one.  Use
    the same stealth techniques you learned earlier in the game to take out
    the soldiers in your way.  You can also use the silence pistol if you have
    it with you.  Make your way to where you place the bug, and then make your
    way back upstairs.  Jump over the railing, and swim back to the indicated
    dock near shore, using the same stratagies you did coming over to the boat.
    Once you make it to the dock, the mission is over.

    Note: estanley2 sent me an e-mail telling me that he couldn't complete the
    mission because he did not have enough stamina, telling him "You need more
    practice in the water before you can start this mission".  I've never had
    this problem, as I've always been maxed out on stamina and worked on my
    swimming abilities during the course of the game by getting available
    oysters.  But I thought I'd mention this just in case.  If you do get this
    mission, well, go get the oysters you can get so far.  Swim around the
    island a few times.  Do whatever you can to raise your swimming skill and
    try again.

34. The Da Nang Thang
    Starting Point: Wu Zi's Betting Shop
    Difficulty: 6/10
    This mission always turns out to be tougher than it should be.  To begin
    with, you'll be riding shotgun (well, mounted gun) in a helicopter as it
    makes a couple passes on the same boat from last mission.  Take out as
    many people as you can - I don't know if it helps for the next part, but
    it can't hurt.  On your second pass, you are shot down by a rocket 
    launcher.  There is nothing you can do to prevent this.  The good news is
    you survive.  The bad news is you lose all your weapons with the exception
    of your knife, and about 50 health.  Swim over to the ship, and you will
    automatically climb up the ladder.

    Once on deck, take out as many guys as you can stealthly.  Once your
    spotted, switch to whatever weapons you've collected so far, and let loose.
    The problem I always have in this mission is there are a lot of times you
    have to climb up a crate, turn 90 degrees, and then fire.  Usually, I try
    to do that, and when I lock on, I'm facing anywhere but where I need to be.
    Do the best you can, and fight your way across and around boxes to a large
    hole in the floor.  Jump down, and shoot the few guys that come running
    towards you.  Once your down on the deck, there's an armor pickup in an
    area behind some boxes just to your right.  Get it, and the ammo that's
    there as well.  Jump back over, and head down the walkway, taking out
    whoever you can.  The last guy you face will throw grenades at you, so
    rush at him while taking him out.  Once he's down, you can shoot the lock
    off the refugee container, and set them free.  They will tell you to go
    kill Snakehead on the bridge.  Make your way back to and up the hole you
    came down, and head over the boxes you haven't been over yet.  There are a
    few guys left - one in the doorway to the bridge area, and two more in the
    stairwell.  When you reach the bridge, Snakehead tosses you a sword.  Lock
    on with L1, and hit Circle.  If your muscles are still hign, you should
    take him out with a swing or two.  Once he's out of the way, make your way
    back to the hole in the deck, and head towards the refugees standing
    near the railing.  They will lower all of you into boats, and this mission
    is done.

    Note: [email protected] writes that since you aren't on a timer for this
    mission, you can swim back to shore, grab armor/health, get weapons and
    ammo from your garage or Ammunation, and head onto the ship fully armed.
    If you want to take the time to do this (with Ammunation all the way
    across town), this does make the mission easier.  On the way back to the
    ship, stop near the docks SE of Pier 69 for a boat to take back instead of 

35. Yay Ka-Boom-Boom
    Starting Point: CJ's Garage
    Difficulty: 4/10
    The bad news is, since you lost all your weapons in the last mission, you
    have no more AK-47.  The good news is you can now buy them at Ammunation.
    So stock up.  And don't worry - the ammo will transfer over when the M4
    becomes available after this mission.  Now start the mission, and head 
    downtown for the car.  Drive it back to the crack warehouse, which is right
    next to the driving school.  You'll have to get out and shoot the two gate
    guards, which will open the gate and bring more guards coming after you.
    Head in and clear the way, then go hop back in the car.  Drive it to the
    indicated warehouse, driving over anyone who might still be lingering
    around, or get out and shoot them.  Once inside the warehouse, you will
    have to drive through it a bit to get to the red marker.  Once you've done
    so, activate the bomb, and get out of the car.  Guards will come in after
    you.  Switch to a weapon that allows you to sprint, and sprint back through
    the warehouse towards the door.  You shouldn't take much if any damage
    while sprinting.  When you're close enough to the exit, a cut scene will
    show the crack factory exploding.  Now you have to fight your way back to
    the front gate.  Equip your AK-47, and make your way slowly to the front
    gate.  When you're almost there, two guys in a car will drive in, and the
    gate will close behind them.  Kill them, and hop in their car.  Drive it
    back through the compound, running over anyone in your way, and take the
    same ramp that was one of the unique jumps out of here.  Once you're out,
    make your way back to your garage to end this mission.  Finally, answer a
    phone call.  This stranger will tell you to get out to his ranch in the
    desert.  The desert is now open to you!

VII. Desert Walkthrough

1.  Introduction
    Welcome to the desert, home to some of the more unique missions yet in
    the game, and the aquisition of my favorite item in the game.  But that's
    later.  Take the time to look around and get familiar with the area.  You
    can also explore Las Venturas if you want, but we'll save most of the 
    Las Venturas based optional missions for when we get there.  Before getting
    on with the story, let's take care of a few non-story missions.

2.  Back To School - Driving School
    Starting Point: Driving School south of CJ's garage
    Difficulty: Varies
    This school has been open for awhile, but really hasn't been needed.
    However, some of the upcoming missions require some good driving skills,
    so we might as well take the school now.  For 100%, you only need a
    bronze in each skill, but the better medals you have, the better vehicles
    available to you outside the school.

    Once you complete Driving school (bronze or better in all 12 skills), you
    get a call that opens up Wang Auto's for purchase, and the subsequent

    The 360 - Difficulty: 1/10
    Hold Square and X at the same time, and tilt the alalog stick one way or
    the other.  End in the exact same starting position for gold.

    The 180 - Difficulty: 2/10
    Easier on a bike, but not bad in a car.  The key is hitting the brake at
    the right moment.  Park perfectly straight for any possibility for gold
    (speed also counts).

    Whip and Terminate - Difficulty: 2/10
    Same as the previous mission, only it's a 90 degree turn instead of 180.

    Pop and Control - Difficulty: 3/10
    The key here is timing for letting off the gas.  Too early, and your speed
    isn't good enough.  To late, and you'll spin out.

    Burn and Lap - Difficulty: 3/10
    A series of laps essentially using back-to-back 180s.  Gold is under 36
    seconds.  For whatever reason, clockwise seemed easier for me.

    Cone Coil - Difficulty: 3/10
    Same as the 180, but you also have to swerve around cones both going and

    The 90 - Difficulty: 7/10
    Tough.  Concept is easy, but to get gold you have to park perfectly.  At
    least these lessons load quickly.

    Wheelie Weave - Difficulty: 4/10
    Make sure to steer slightly to the ramp - going straight won't put you on
    two wheels.  Use the gas sporatically to keep you going, and stop right in
    the red circle for gold.

    Spin and Go - Difficulty: 4/10
    You've probably done this numerous times by now, but now you have cones you
    can't hit.  Time limit isn't as restrictive, so no need to burn.

    P.I.T. Maneuver - Difficulty: 7/10
    I've always had trouble with this one.  Others find it easy.  I can push
    the car into a spin, but never keep real close without lots and lots of
    repitition.  Apparantly, get gold by forming a perfect 'T' with the car.

    Alley Oop - Difficulty: 5/10
    It's not hard in concept, but hitting the ramp at precicely the right spot
    will probably take a number of attempts.  If you hit it right (and push
    the stick towards the middle of the ramp right as you hit it), the barrel
    roll will take care of itself.  Lay off the gas, and brake when you hit.
    If you're off just slightly, you're done.

    City Slicking - Difficulty: 8/10
    Essentially, race to Pier 69 and back.  The rear-wheel drive car makes this
    tough, as does the completely random nature of the traffic.  Sometimes,
    you'll be a block from a great time with no damage, and a car shoots out
    from nowhere.  Get gold by completing the circuit in under 100 seconds (not
    too hard) and with no damage (harder).

    Note: On City Slicking, take the second to last right off the main drag
    (where the trolley tracks turn east), take that a block, and make a left
    to continue down the hill.  This should allow you to coast and even
    slightly accelerate through the left turn.  On your way back, take the
    second right after the light (earliest you can turn to get back to the main
    drag), and again, coast/accellerate through the right turn.  When I did
    this the first time (well, first time making it that far without damage), I
    had enough time left at the end to more or less coast to the finish line to
    make sure I didn't hit anything, and still finished in under 98 seconds.

3.  Buying Properties
    Since we'll be traversing the desert for the next two schools, we might as
    well have a place to save.  We'll start North East of San Fiero, and work
    our way closer to Bayside and the Boat School.
    Fort Carson - $30,000 - Room for 2 cars, but only 1 car door
    Tierra Robada - $20,000
    El Quebrados - $20,000

4.  Boat School
    Starting Point: Bayside Marina
    Difficulty: Varies
    Just over the Gant Bridge from San Fiero lies the Bayside Marinia, home to
    the boating school.  Like the driving school, this consists of various
    skills that need to be completed at a certain level to pass.  Again, bronze
    is all that is required, but the better medals produce better spawning
    vehicles here at the docks.

    Basic Seamanship - Difficulty: 1/10
    Go forward, then stop.  There's probably the correct time to lay off the 
    gas and hit the brake for the gold, but I don't know it.  I don't know if
    stopping directly in the middle gets gold, or doing it fast.

    Plot a course - Difficulty: 2/10
    Go through the buoys, and do it fast.  Don't hit the buoys.  And don't
    oversteer - use your radar.  Once the symbol is pointing almost where you
    need to go, quit turning.  The camera angle will throw you off, but this
    worked better for me than anything.  First person might also help.

    Fresh Slalom - Difficutly: 2/10
    Same as previous lesson, but with a different boat.  I found this one 
    easier to pilot.

    Flying Fish - Difficulty: 2/10
    Hit the ramp straight and as fast as you can.  Pull back on the stick when
    you hit the ramp for extra air.  Push down after the apex of the jump to
    glide forward, and if the nose touches first, it's a little extra distance.

    Land, Sea, and Air - Difficulty: 2/10
    Same as the two course missions above, but with a few jumps.

5.  Bike School
    Starting Point: Just south of the Dirtring Stadium in Las Venturas on the
    west side of town.
    Difficulty: Varies
    Finally, for now, is the bike school.  Similar to the other two schools.

    The 360 - Difficulty: 1/10
    Same as in the car, but easier to stop in your starting position.

    The 180 - Difficulty: 1/10
    Much easier than in a car.  Park straight and in the middle for gold.

    The Wheelie - Difficulty: 2/10
    Take a wheelie through the entire coned section, and park straight for

    Jump and Stop - Difficulty: 1/10
    Drive straight.  Jump.  Park perfectly for gold.

    The Stoppie - Difficulty: 3/10
    To do a good stoppie, just tap on the Square key to get it going, and again
    if necessary to make it through the cones.  When you land, you don't have
    to land straight for the gold - just park straight.

    Jump and Stoppie - Difficulty: 5/10
    Landing on the front wheel and keeping it is tough.  Still, compared to the
    other schools, this one isn't bad (although by now, I was maxed out in bike
    skill anyway, so this was just for a free bike).  I've read you can also
    succeed by landing on both wheels perfectly at the same time, but I got
    gold landing on the front wheel, so it can be done.

6.  Oysters
    Difficulty: 4/10 (only on finding them)
    Not a bad idea to do this after boating school, since there are boats - and
    a sea plane right there.  I prefered the sea plane, as it made it easy to
    get across the dam.  First number is Desert Chapter map (from Brady guide),
    second number is Odd Jobs map

    [ ] 1/35
    [ ] 2/36
    [ ] 3/37
    [ ] 4/38
    [ ] 5/39
    [ ] 6/40
    [ ] 7/41
    [ ] 8/42
    [ ] 9/43

7.  Unique Jumps
    Difficulty: Varies
    Again, not needed for completion, just for fun.  The NRG-500 didn't seem
    to work for me for jump 2, but a freeway parked nearby did.  You may end
    up in the water for jump 4, and will end up in the water for jump 5.
    Jump 3 is possible with the PCJ parked near the Verdant Meadows control
    tower which you can't purchase yet.
    [ ] 1/54
    [ ] 2/55
    [ ] 3/56
    [ ] 4/57
    [ ] 5/58

8.  Dating Barbara
    First, in order to get her attention, you need some fat.  Head over to the
    local pizza or burger place, and have 10 of the fattiest meals.  If you're
    not up to 50% fat, wait until the next day, and do it again.  Once you've
    gotten her as your girlfriend, you can start losing the fat, and I would
    do so.  It affects sprinting, which is always handy.  You want her as your
    girlfriend, because she gets you out of jail without losing money or 
    weapons.  So worth it.

    a) Food - Take her to the diner southwest of town along the highway.
    It's the closest, even if getting there isn't easy.

    b) Dancing - San Fiero's club is a little closer, but Las Venturas works as

    c) Driving - Much like Katie, she likes going pretty slow.  Fortunately,
    unlike Katie, she likes where she lives.  Just drive her around town.

    And also like Katie, there seems to be a bug where if you start dating
    Barbara and start a new game, the benefit for dating her - unlimited get
    out of jail free cards - carries over to the new game from the start.

    Note: I found a helicopter to be the best vehicle to use for dating Barbara,
    as you are miles away from a dance club should she want to go there.  There
    is a Sea Sparrow at the bottom of the Dam, and along the coast north of
    Verdant Meadows.  If it's a driving date, jack a car or, if it's available,
    use the police cruiser.  If it's a dinner date, fly over the hill to the
    west to the diner.  And if she does want to dance, fly to the dance club
    by the Camel's Toe casino in Las Venturas - there's a basketball court
    across the street for you to land at.  Definitely cuts down on travel time,
    and really, no chance for an accident (so long as you don't fly over Area
    69, that is).

9.  Ammunation Shooting Range, Part 3
    Starting Point: Ammunation in Los Santos, Palomino Creek, San Fiero,
    Difficulty: 10/10
    My first top difficulty mission.  The concept for this one is easy.  What
    makes it difficulty is once you get to round three with the shotgun, one
    or the other guy will suddenly be able to seemingly hit two targets at
    once.  And where I could pass the third shotgun level before about 80% of
    the time, I can only do so now once in a blue moon.  The biggest piece of
    advice I can give you is - don't drive yourself crazy.  Try it a few times,
    if you can't win, go do another mission and try again later.  And always
    save.  Even if you lose, you keep improving your shotgun skill, which in
    theory makes this easier.  If you make it past the shotgun levels, there
    is now one more weapon test available - the AK-47.  Much like with the
    shotgun, however, the competitors have an uncanny ability to hit targets
    at a much faster rate than you do - and by this point, you should have
    maxed out on AK-47 skill.  And what makes it worse, as I mentioned before,
    is if you fail, you have to start from the beginning with the pistol all
    over again.  Just flat out sucks. If you get past this, don't walk, RUN to
    the nearest save point, and thank whoever you want you don't have to enter 
    an Ammunation again unless it's to buy a weapon or ammo.

    Note: I finally got past this one, and screamed quite the scream of 
    triumph.  I don't think I got any better at it, I think that eventually,
    the competition got just slightly worse, allowing me to win.  I was able
    to get to the point where I can usually get past the shotgun level.  But
    even with hitman status on the AK-47, it still causes me problems.  I think
    the biggest problem with this mission, other than having to go through the
    entire thing all the time, was that you can come up against competition
    that you just can't beat.  Example - there was one set where, in the third
    round of the shotgun, one side took out four targets.  With only three
    shots.  Now, try as I might, I can never hit more than one target at once.
    But you will get competitors that do this somewhat regularly.  There's
    nothing you can do about it but try and keep pace.  And for shotgun, THE
    most important thing is not to waste that first shot - wait for the target
    to completely drop before firing.  As for the AK-47 - just keep trying.
    Done or not, this mission still sucks.

    Note 2: The 'glitch' that gives you unlimited ammo by starting the
    challange and immediately cancelling?  I could only get it to 'work' after
    passing this level.  So think of it more as a reward instead of a glitch.

    Note 3: One thing I forgot about when doing this mission - you don't have
    to wait until the targets come down to start shooting like you do with the
    shotgun.  Much like with the SMG, you can start shooting early to try and
    get a jump start on your competition.  Just don't do so too early, or 
    you'll spend the clip before you want to.  Also, try to empty your clip 
    while waiting for the next target to appear.

    Note 4: On the unlimited ammo glitch, just when I think I have it figured
    out, I don't.  However, I do know that once you pass the micro-UZI round
    back in Los Santos, you can get unlimited ammo for the SMG (which you may
    have to buy first, but that's fine because it's the best 9MM in the game).
    Once you pass the AK-47 round, you can get unlimited ammo, but only for
    the M5 (which again, you may have to buy, but that's fine because, again,
    it's better than the AK-47 anyway).  I don't know if the unlimited ammo
    for the M5 is available before passing the ammunation challange, but I've
    heard it might be.

10. Monster
    Starting Point: Ranch in Tierra Robada
    Difficulty: 2/10
    Avoid turning the truck over, and you have this mission made.  It's a
    simple checkpoint race against a timer.  Finish in 6:30 or better to pass.
    Stick to roads as much as possible, and when going up or down hill, do it
    straight on as much as possible.  And remember you lose the hand brake for
    this mission.  I don't generally drive this one well - end up on a lot of
    rocks, get turned around, etc - and still end up under 6:00.  This 'race'
    is definitely not here to frustrate you.

11. Highjack
    Starting Point: Ranch in Tierra Robada
    Difficulty: 3/10
    So, it turns out that the mystery employer is someone you already know.
    After listening to his speil, he'll tell you that you need to hijack a
    truck.  A *moving* truck.  And I don't mean moving like what you use to
    take your furnature from one place to another.  Cesar shows up as your 
    second, and you take off on a bike.  Follow the dirt path to the highway,
    and hop on.  You should catch up to the truck just over the bridge.  Now,
    ride alongside the drivers side of the cab, and when it tells you to, hold
    the bike steady in right about the same position so Cesar can make the
    jump.  Once he does, he eventually brings the truck to a stop.  Hop in, and
    drive the truck to your garage in San Fiero.

12. Interdiction
    Starting Point: Toreno's Ranch, Tierra Robada
    Difficulty: 6/10
    If you're good with a rocket launcher, this may be an easier mission for
    you.  I just can't seem to get a good feel on how much to actually lead
    targets.  Anyway, hop on the dune buggy, and follow the target north to
    a ghost town.  Once there, pick your choice of vehicles to get to the top
    of the nearby mountain.  The two you don't pick will still be available
    after the mission.  The one you chose won't.  Follow the new target to the
    top of the mountain, then ready the rocket launcher.  Two helecopters 
    appear, and start shooting at the one you're protecting.  If you take the
    copters out early enough, you also take care of the SWAT team they drop.
    Otherwise, you end up fighting both the copters and the ground troops.
    After the first two have been destroyed, a second pair appear.  Once you
    can eliminate those two without enough of them falling on you and killing
    you, the hard part of the mission is over.  The helicopter you are
    protecting flies away, and drops a package in a canyon north of Verdant
    Meadows.  Why they can't drop it here after you've finished wiping out the
    other choppers is beyond me.  Go get the package, then bring it back to
    the ghost town, and park in the specified garage.  Then take one of the
    remaining two vehicles back to the ranch.

    Note: Francesco Rook points out that if you find a heat-seaking missle
    launcher, this mission is much easier.  If you have one, simply stand on
    the rocket laucher icon without taking it (and replacing the one you have)
    until the game figures you took it already.  Then shoot down the helicopters
    at your leisure - you don't even have to worry about the enemy copters
    falling on your head.  So you got that going for you.  Which is nice.

13. Verdant Meadows
    Starting Point: Toreno's Ranch, Tierra Robada
    Difficulty: 0/10
    Drive to Verdant Meadows and buy it.  You should have well more than the
    $80,000 needed to buy it.    

14. Learning To Fly
    The flying school equivelant to the three others covered earlier.  The only
    required school of the game.

    a) Takeoff - Difficulty: 1/10
    Hold down the X key, climb when you have speed.  On my second try, I got
    gold at 30 seconds.

    b) Land Plane - Difficulty: 3/10
    Again, no steering.  Try not to touch down too early.  Stop in the red
    target.  25 seconds earned me a gold.

    c) Circle Airstrip - Difficulty: 6/10
    Take off, and fly through the coronas.  I found this a lot easier in first
    person view.  66 seconds earned me a silver.

    d) Circle Airstrip and Land - Difficulty: 7/10
    Same as last time, but with a land and stop in the corona.  1:23 earned me
    a silver.

    e) Takeoff Helicopter - Difficulty: 3/10
    Take off until told to stop, rotate 180 degrees using L2 or R2, and move
    forward towards the corona.  32 seconds earned me a gold.

    f) Land Helicopter - Difficulty: 3/10
    Head for the far end of the runway, land in the circle.  34 seconds earned
    me a silver.  Probably would have made gold had I not overshot the target.

    g) Destroy Targets - Difficulty: 7/10
    I think this ones harder than the circle airstrip missions.  First person
    view, until landing, made this one easier.  77 seconds earned me a silver.

    h) Loop-The-Loop - Difficulty: 3/10
    This one's easy - IF you use first person.  Otherwise, it can be very
    challanging to figure out when to pull out of the loop with the outside
    camera still catching up.  21 seconds was worth gold.

    i) Barrel Roll - Difficlutly: 3/10
    Same as before - use first person to make this one easier.  18 seconds was
    worth gold.

    Note: Thanks to Liam Wrig for pointing out my double 'Loop-The-Loop'
    entries.  Cut-n-pasting will do that to you.

    j) Parachute Onto Target - Difficulty: 4/10
    If you haven't parachuted yet (off the tall buildings in Los Santos or
    San Fiero), then welcome to one of the funnest things to do in the game.
    Hold forward on the stick until the last moment, then tap back after the
    chute opens to get in the 35 target zone.  You must land in the center to
    get gold.  Open when you get through the clouds - at about 22-23 seconds
    in.  Then, it's all about landing on the center.

    Congrats - you now have a pilots license, and all the airports are open to
    you now.  This also facilitates the best way to travel quickly in the game.
    The Shamal (Leer jet equivalent).  There's at least one at every airport.
    Take off, fly over where you need to be, and jump out (using Triangle).
    Even if you don't have a parachute in inventory when getting in the plane,
    you will automatically have one, and it'll be equipped, when you jump.

    PC Note: If you haven't completed the Vigilante mission yet, and you
    earned all gold, you have a Hunter now, which makes the Vigilante mission
    about a 2/10 difficulty.

15. N.O.E.
    Starting Point: Verdant Meadows
    Difficulty: 4/10
    How difficult this mission is depends on how you feel about flying.
    Personally, I think flying is fairly easy, except for lining up with the
    coronas, as in the circle airstrip lessons.  As pointed out in the lesson,
    first person makes this a LOT easier.  So, two things to make this a pretty
    easy mission.  First, don't follow the land and canyons to Angel Pine.
    After taking off, bank north and head over the mountains to the water. 
    Follow the coastline west, then south to around Angel Pine.  About the time
    you make the turn towards the town, switch to first person view to make
    lining up and flying through the target easier.  Then follow the same path
    back to the airstrip and land.  Even with this longer route, I still end up
    with about 3 1/2 minutes left on the timer.

    As for flying, the plane tends to nudge upwards.  So when the radar warning
    starts to move up, nudge the plane down.  Other than that, you can just
    cruise - no need to use the X button to keep the plane flying at breakneck
    speed.  One thing - watch the power lines that come into view right as you
    are getting ready to land - run into them, and you have to do this all over

16. Stowaway
    Starting Point: Verdant Meadows
    Difficulty: 4/10
    Once you know how this mission works, it's not too hard, and kind of fun.
    At the beginning, you have to ride onto a moving plane w/ a bike.  You
    MUST lean forward to gain more speed in order to catch the plane.  Start
    wide right, and gradually make your way to the ramp.  As you get close, 
    they quit throwing boxes out the back.  Hit the bottom of the ramp to get
    on the plane.

    Now that you're on the plane, put your weapons away.  Use your fists or a
    melee weapon.  When you get to the last guy, take his parachute.  Then 
    place a satchel charge against a wall up front, and head for the back.
    Run off the end of the ramp, and as soon as you step off the plane, blow
    the satchel charge.  The mission is over as you are freefalling.

    Note - check the map to see where you are and where you are freefalling
    towards - you don't want to go into, near, or land in the secret military
    base.  Not yet, anyway.

17. Black Project
    Starting Point: Verdant Meadows, between 20:00 and 6:00
    Difficulty: 5/10
    Ah, you knew we couldn't be done with The Truth yet, right?  He drops you
    off outside of Area 69, and you need to make your way inside the research
    facility.  There are two ways about this - one is 'stealth'.  Use your
    sniper rifle to take out whoever you can, make your way to the control
    tower to open the main doors, and make your way in.  Way two is just go
    in blasting, and find the alternate way in through a air vent.

    Either way you get in, the base is on alert.  Fight your way through the
    first room, and enter the second.  The second room has both a curved,
    sloped hallway, and a doorway to catwalks.  The hallway leads to the lower
    area of this next room.  Go straight through this room to find the SAM
    control room, and disable them.  This will immensely help in your escape.
    Now go back through the previous room, and on the east side of the room is
    another hallway.  Head down that.  At the end are some stairs that lead to
    a series of hallways.  Fight your way through these to the project room.
    The door is locked, but go left to find a scientist who gives you his.  Now
    go back to the previous room, and open the door.  This opens a very tall
    room with stairs descending around the outside.  Crouch and roll your way
    down the stairs to the bottom, where you find what the big deal is all
    about - a Jet Pack!  Strap on the Jet Pack, and rocket out of the silo-like
    structure.  Don't bother shooting at the guards on the way out - they won't
    hit you.  Since you disabled the SAMs, read the instructions on using the
    Jet Pack, and head to the area where Interdiction took place.  The Truth
    leaves you stranded there, but a Sanchez appears to take you back to the

    Note: Apparantly, you can be too fat to start this mission.  Due to dating
    Barbara and going on a few food dates with her, my fat was at about 75%.
    Truth called when I tried to start the mission, and he told me I needed to
    lose some weight.  I don't know what the cut-off level is, but one full day
    at the gym on the bike got me down to 25%, and that was apparantly enough.

    PC Note: The controls are a bit different for the PC when flying the
    jetpack.  Use left shift for thrust up, w/a/s/d keys to move foward, back,
    or strafe left and right, and the mouse to aim where you want to go.

18. Green Goo
    Starting Point: Verdant Meadows
    Difficulty: 4/10
    Strap on the Jet Pack, and head off after the train.  Once there, fly past
    it, and come at it from behind.  Target and shoot the guards on the train.
    For whatever reason, L1 doesn't work to fire, so you'll have to use the
    Circle button.  Work you way up the train, shooting guards and boxes as
    you go.  When you shoot the third box, you'll see some Green Goo.  Grab
    it, and fly back to Verdant Meadows.

    Your airstrip will now generate cash up to $10,000, and the Jet Pack will
    spawn for you right outside your savepoint.  Not a bad way to get around.

19. Zeroing In
    Starting Point: CJ's Garage
    Difficulty: 3/10
    If you haven't purchased Wang Cars across the street and just south of the
    garage, do so.  You should have more than enough for the purchase price,
    and will more than make it back anyway.  Now head to the mission starting
    point back at the garage.  Follow the blips on the radar until you see the
    car.  Then, spin her out using the PIT maneuver from driving school (you
    don't have to end close to her - just spin her out), or hit her when she
    inevitably spins out on her own.  Take the car back to your garage for a
    success.  This car - and the others you steal - will be available at Wang
    Cars should you need them.

20. Test Drive
    Starting Point: CJ's Garage
    Difficulty: 4/10
    This one is both fun and annoying.  The first part is easy.  Get a car,
    and drive across town to the auto dealer.  Drive the car out the window.
    Now the fun begins.  Follow Cesar around town,  This is hard enough with
    random traffic thrown in, but gets more fun when Cesar gets you two a two
    star wanted level.  Follow along best you can.  When you get to an alley,
    the cops will block the other end.  Back out to the right - you will be
    heading down the road to the left.  Be careful on the jump in the 
    construction area - you don't want to put the car on its roof this late in
    the mission - and drive around the corner to the garage.  Both cars (yours
    and Cesars) are now avaiable at Wang Cars.

21. Customs Fast Track
    Starting Point: CJ's Garage
    Difficulty: 2/10
    Big step down in difficulty for this one.  Hop in the car, and drive down
    to the docks.  Get to know this route - you'll use it often.  Once there,
    hop in the crane, and move the boxes down to the dock.  The third box you
    pick up will have the car in it.  Once the car is found, three waves of
    guys show up - take them out.  Then drive back to the garage.

    Succeeding in this missions opens up the export/import lists.  But we'll
    save that for now.
22. Puncture Wounds
    Starting Point: CJ's Garage
    Difficulty: 4/10
    A fun mission, and one that can be very easy, or very frustrating,
    depending on the traffic.  Hop in the car, and get on the highway.  Best
    way is straight south to the highway in front of the stadium, cut across to
    the other side, and the ramp on the right side leading to the highway you
    need to be on.  Then, it's a chase with a twist - get in front of the car,
    and drop the spikes in front of her.  When she's disabled, get out and
    approach her car.  You'll automatically fix the flat tires, and you can
    drive it back to your garage.  The garage is now an asset for you, making
    up to $8,000.

    The best place to catch and disable the woman seems to be at the southern
    end of the highway, where it becomes a two lane road, but with a divider.
    If you can get ahead of her here, she doesn't have a lot of places to go,
    and she's easy pickings.  If she gets past this point, she's tougher to
    track down, because she's very unpredictable.  Some corners she'll handle
    great, others she'll spin out and spend a minute or five getting back on
    track.  If you make it to Angel Pine, hurry - her garage is in town, and if
    she makes it there, you lose.

    Congrats - you've made it through the Desert, and are now on your way to
    the *real* city that never sleeps - Las Venturas.

VIII.Las Venturas Walkthrough

1.  Introduction
    Welcome to Sin City.  Here, feel free to take part in some gambling, but
    only after you collect those horseshoes for some luck.  Take in a show at
    the strip club.  Catch a flight back to San Fiero or Los Venturas, since
    the airports are open to you now.  And try to figure out which casinos are
    patterned after which real life casinos.  But before we get down to
    business, lets finish up the rest of the optional missions, except the one
    that isn't opened yet, but will be soon.

2.  Buying Properties
    Last city, last set of properties to buy.  Lot of them here in Las
    Venturas, although too many of them are only hotel suites, IMO.  At least
    that makes them relatively cheap.  We'll start south, work our way up the
    strip, and then around the outside of LV.
    [ ] Rockshore West
    [ ] The Camel's Toe
    [ ] Pirates in Men's Pants
    [ ] The Clown's Pocket
    [ ] Old Venturas Strip
    [ ] Creek
    [ ] Prickle Pine
    [ ] Whitewood Estates
    [ ] Redsands West

3.  Oysters
    Difficulty: 4/10 (only on finding them)
    Since there's only 7 of these, we'll do them first.  The easiest way to
    get them is grab the JetPack from Verdant Meadows, land near the oyster
    location, go get the oyster, and move on to the next one.

    [ ] 1/44
    [ ] 2/45
    [ ] 3/46
    [ ] 4/47
    [ ] 5/48
    [ ] 6/49
    [ ] 7/50

4.  Horseshoes
    Difficulty: 4/10 (only in finding them)
    As long as we have the JetPack, we might as well stay in Las Venturas, and
    use it to get the horseshoes - some of which require a JetPack to obtain.
    Note - if you are using the map from the Brady guide, the indicators on the
    map are off by about 1/4 to 1/2 inch to the left (ie, the actual location
    is right of what is shown on the map).  And it's possible you already have
    horseshoe Brady #8, as it was in the same pool that Oyster 3/46 was in.

    [ ] 1		[ ] 14		[ ] 27		[ ] 40
    [ ] 2		[ ] 15		[ ] 28		[ ] 41
    [ ] 3		[ ] 16		[ ] 29		[ ] 42
    [ ] 4		[ ] 17		[ ] 30		[ ] 43
    [ ] 5		[ ] 18		[ ] 31		[ ] 44
    [ ] 6		[ ] 19		[ ] 32		[ ] 45
    [ ] 7		[ ] 20		[ ] 33		[ ] 46
    [ ] 8		[ ] 21		[ ] 34		[ ] 47
    [ ] 9		[ ] 22		[ ] 35		[ ] 48
    [ ] 10		[ ] 23		[ ] 36		[ ] 49
    [ ] 11		[ ] 24		[ ] 37		[ ] 50
    [ ] 12		[ ] 25		[ ] 38
    [ ] 13		[ ] 26		[ ] 39

5.  Unique Jumps
    Difficulty: 4/10 (finding, executing them)
    Now that the airports are open, we can also finish the earlier jumps that
    were inaccessable to us before.

    [ ] 8/8 (Los Santos)		[ ] 5/63
    [ ] 9/9 (Los Santos)		[ ] 6/64
    [ ] 5/39 (San Fiero)		[ ] 7/65
    [ ] 13/47 (San Fiero)		[ ] 8/66
    [ ] 14/48 (San Fiero)		[ ] 9/67
    [ ] 1/59				[ ] 10/68
    [ ] 2/60				[ ] 11/69
    [ ] 3/61				[ ] 12/70
    [ ] 4/62

6.  Las Venturas Gym
    Starting Poing: Las Venturas Gym, near The Emerald Isle
    Difficulty: 1/10
    Go learn the latest new moves.

7.  Exports & Imports
    Difficulty: Varies depending on car
    Ah, now the fun begins.  If you knew the list of cars you'd need later,
    from a guide like this or from playing it before, you've been storing cars.
    But, assuming you haven't, I'll provide a list of where and when I found
    the cars needed for this.  My experience with spawning locations for
    specific cars is it's time dependant.  Usually, the cars only appear there
    during the day.  That's why I'm also placing a time, to help you determine
    if the car spawn is a daytime, nighttime, or permanent spawn, assuming I
    found a spawn point - some, I just couldn't.

    List 1
    Patriot - Easter Bay Chemicals, 14:00
    Sanchez - Next to Angel Pine save point, and near end of Chiliad Challnge.
    Stretch - Haven't found one parked.  See them driving around downtown SF
       in the late afternoon.  When you see one around, you'll see a lot.
       Some have written in to say you can find a stretch behind Wangs Autos.
    Feltzer - Roadside motel just west of Los Santos, 22:00
    Remington - Unity Station parking lot (where lowrider bouncing competition
       was hedl), 6:30
    Buffalo - Catalina's Cabin
    Sentinel - In theory, movie lot in Vinewood area.  Never found one parked
       there, but found them driving nearby around 19:00.
    Infernus - Driveway block south, 1/2 block west of Katie's place, 3:00
    Camper - Parking lot of diner near Katies, 10:50 (was there other times,
       but locked)
    Admiral - Parking lot, about 2 blocks W of Roboi Mart, Los Santos

    List 2
    Slamvan - Behind Nude XXX shop directly across and just west of 'pilots'
       enterance to Los Santos Airport.
    Blista Compact - Along road from San Fiero to Easter Bay Chemicals, 9:00.
       Usually just seen driving around.  Also can be found inside the San
       Fiero airport near a small building to the far South of the airport
    Stafford - Front of Vank Hoff in the Park hotel in Queens
    Sabre - Parking lot across from Zero's shop, 18:30 (was there earlier, but
       was locked.  Drove around block, still there and unlocked)
    FCR-900 - Vank Hoff Hotel, downtown SF parking lot after Valet Parking
       mission.  Also sometimes outside of Bike school if successfully
       completed (I made gold in all lessons, but have yet to see all three
       bikes out front at once)
    Cheetah - Corner house at opposite end of street from Prickle Pine save
       house - same house as Huntley in list 3.  I have found it there before,
       but didn't note the time.  However, I found a bunch driving around the
       PP area.
    Rancher - Very commonly seen driving around in any non-city area.  Found
       mine in Blueberry.  Might be one parked at Blueberry Acres.
    Stallion - Parked all over.  Check across from Zero's shop, and in strip
       mall parking lot just west of Chinatown.
    Tanker - Found one parked at the cafe where Barbara likes to eat.  Also
       drving around the desert a lot.
    Comet - Avispa Country Club parking lot, 11:30

    List 3
    Blade - One of the easier cars to find.  Often seen driving around both
       San Fiero and Los Santos, especially at night.  Find them parked in and
       around Cesar's place in Los Santos.
    Freeway - Out front of Hippy Shoppy store from Courier mission
    Mesa - Finish line of Cliliad Challange, 15:00 (and most daylight hours)
    ZR-350 - The Clown's Pocket parking lot, 12:00
    Euros - Underneat sphinx statue, Camel-Toe casino, 17:30
    Banshee - Come-a-Lot parking lot, 8:30
    Super GT - Parked by Driving School for earning at least a Bronze
    Journey - North side of El Quebrados, 13:00
    Huntley - Corner house at opposite end of street from Prickle Pine save
       house, 15:00.  Also seen driving along the Strip during daylight hours.
    BF Injection - Beach SW of Angel Pine, 19:30

8.  Freight Train
    Difficulty: 2/10
    Highjack a train at any one of the scattered stations around San Andreas.
    When you can, accelerate the train up to between 43 and 45 MPH.  Slam on
    the breaks with about 350 yards left, and stop the train in the target.
    Do this five times.  Then get out of train, get back in, and repeat.
    Once you've done this, you get free rides on the train.  Simply wait for
    a passenger train to show up at one of the stations, and hop on (the
    passenger cars, not the engine) using the triangle button.  Now, I know
    what you're thinking - free rides - whee.  Especially when you more than
    likely have a lot of money by now.  The nice thing about this mode of
    transportation is that you can press the 'X' button to skip stations,
    thus not only giving you a free ride, but an almost instantaneous one as
    well.  Keep in mind, however, that time does pass normally.  So while
    you don't have to watch the cinimactic of the trip, the time of day will
    change based on normal travel times.

9.  Courier
    Starting Point: Burger Shot, Redsands East, Las Venturas
    Difficulty: 2/10
    Same as the previous two, but with a Faggio this time.
    Level 1 - Hit the three targes in no real order.  They're all close.

    Level 2 - Hit the targets in this order - Airport North, Airport South,
    Camel Toe Casino, Royal Casino

    Level 3 - Hit the targets in this order - Red Sands West, Airport, Royal
    Casino, Old Venturas Strip, Red Sands East

    Level 4 - Hit the targets in this order - Roca Escalante, Spinybed, Prickle
    Pine, Redsands West, Whitewood Estates, Blackfield

    Once you've finished level 4, you get the same reward as the other two - 
    an asset that generates up to $2000.

10. Kickstart
    Starting Point: Dirtring Stadium, Las Venturas, everyday but Mondays and
    Difficulty: 4/10
    You'll probably do this one a few times before you pass it.  In general,
    it's not tremendously difficult.  You have a limited amount of time to
    generate 26 or more points by driving through colored targets.  Green are
    worth 1, yellow 2, and red 3.  The first time or two will be spent trying
    the different hills/turns/etc figuring out which targets you feel you can
    obtain.  Then, once you have it down, you'll probably end up with well more
    than enough points to pass.  It's just figuring out which ones work for you
    and which ones don't.

11. Dirt Track
    Starting Point: Dirtring Stadium, Las Veturas, Mondays and Wednesdays
    Difficulty: 3/10
    Similar to 8-track, but with bikes.  There are two keys to this race.
    First, hang back at the start.  There will be a huge crash at the end of
    the bumpy straigtaway before the jump.  Avoid them other racers, and of
    course, avoid crashing yourself.  Second is the jump itself - you need to
    to land to the left on the flat landing area.  And, of course, as you are
    going around the funnel-like area, make sure to take the exit to the left
    when you see it, or you will go around the funnel again.

12. Trucking, Part 2
    The second half of the trucking missions.  Two aren't bad.  Two will make
    you regret taking up these missions.

    Mission 5
    Difficulty: 2/10
    Deliver a fragile load.  The more you hit, the less money you receive.
    Aside from that, not bad.

    Mission 6
    Difficulty: 9/10
    Deliver a load with a 3-star wanted level.  If you get the truck stop near
    Angel Pine for this deliver, the difficulty drops significantly, as once
    you get on the highway, slow-ass tractors and Wayfarers are a bigger
    problem than the police.  I'd say it's a 4/10.  Otherwise, it's just as
    tough as the previous illegal load, if not worse.

    Note: If you get a target in San Fiero, use the railroad tracks.  This
    works very well for either the Airport or Easter Basin targets.

    Mission 7
    Difficulty: 3/10
    The last 'easy' delivery.  It's a fragile load with a time limit.  But it's
    'easy' in the fact that unless the truck ends up in flames, the mission is
    a success.  Money shouldn't be a huge deal at this point.

    Mission 8
    Difficulty: 10/10
    Another illegal delivery, this time 4-stars, and you have to get to Las
    Venturas.  This one will make you hate life.  This one will make you loathe
    the cops in this game.  This one will make you loathe Tractors even more.
    And you'll also hate the fact that it takes forever to get to the trucking
    place, since it's nowhere near a save house.  All in all, one of my two or
    three most hated missions in the entire game.  Delivery point seems to play
    a huge amount on if you'll even be close to successful.

    Note: I had a number of people e-mailing in to tell me how well using the
    railroad tracks for this mission also made it a lot easier, but I couldn't
    make it work.  Whenever I took the tracks through Los Santos, everything
    would be fine until I got to the East Los Santos, Jefferson area just
    south of the tunnel (from the Ryder mission Catalyst), when a Securi-car
    looking thing with four guys armed with M4's would open up on me, and
    explode the truck.  I was going to  try again sticking to roads in that
    area, but then I got a target of Whitewood Estates, for which going the
    other direction on the tracks seemed easiest.  If you get a Whitewood
    Estates target, sticking to the tracks is by far the best way to go, and
    takes this mission down to a 4/10 difficulty, only having to deal with the
    occasional cop car or rancher along the way.  As you get close (Eastern
    bone county, near an Ammunation), just cut right across the desert.

    I also tried going through Los Santos again, and if you leave the tracks
    before you cross over the highway, you can avoid the M4 wielding guys, and
    hop back on the track right at the tunnel.  This route works great for a
    target location in Rockshore East, but when I had to go to the LVA Freight
    depot, a police copter was able to catch up to me (you go slow while on 
    the tracks), and open up on me a bit.  Thus, once I got off the tracks
    at Rockshore East, one cop car ran into me and caused enough damage to
    explode the truck.  So my final word on the Railroad Track strategy, use
    it for either the Rockshore East (through Los Santos) or the Whitewood
    Estates (through San Fiero) targets, and stick to the road for everything

13. Race Tournaments
    A series of races, all of which need to be won.  Some are relatively easy
    once you know the route, others will make you want to destroy your
    controller, the fake competetors for 'cheating', your PS/2...  My advice
    is similar to the Ammunation Shooting Range.  Try it a few times, but have
    a maximum number of attempts - 3, 5, whatever - and if you can't win it,
    come back later.  And don't reload to try a race again - save the failure.
    Even if you lose, your driving skill will continue to get better.  And yes,
    IMO, the computer does cheat.  You can't PIT the opponents to save your
    life, but they can do it without even thinking twice about it.  Here is a
    breakdown of the race tournaments.

    Note: Interesting thing - I was having a hell of a time getting past the
    Freeway race, and thought I'd see if you could do something similar with
    these races as you could with the Chilliad Challange, ie, take the other
    cars out after they crossed the finish line, and finish in first that way.
    Well, turns out that didn't work.  But, I did get a wanted level that way
    that did not disappear with the next race attempt.  Here's the intersting
    thing - while you had to dodge cop cars chasing you, other traffic on the
    streets was WAY down - I saw maybe 5 'random' cars the entire race.  That
    turns most of the streets into wide-open straight aways, and made the 
    race much easier to complete.  I wouldn't recommend it with a three-star
    wanted level like I had, just in case they try to set up a roadblock,
    but try getting yourself a two-star wanted level to see if that lessens
    the random traffic a bit.

    1. Los Santos
       a. Lowrider Race
          Vehicle: Blade
          Difficulty: 4/10
          Same race as in High Stakes, Low Rider.  In fact, since you've done
          this race already as part of the storyline, you don't have to do it
          again here.

       b. Little Loop
          Vehicle: NGR-500
          Difficulty: 2/10
          Don't get too into getting a lot of speed at the start - there's an
          immediate turn to the left.  Once you get a feel for this course, 
          it's fairly easy.

       c. Backroad Wanderer
          Vehicle: FCR-900
          Difficulty: 2/10
          I love motercycle races.  Just keep the front runners in sight, and
          either they'll crash, or give you opportunities to catch up and pass
          them on the straighter sections of the course.

       d. City Circuit
          Vehicle: FCR-900
          Difficulty: 3/10
          This one should be easier than it is.  The reason it's not - non-race
          traffic.  Making left turns from the right line, making right turns
          from the left lane, and moving over and bumping your back tire after
          you're 90% by them.  Still, shouldn't take more than a handful of
          tries to get this one.

       e. Vinewood
          Vehicle: Sunrise
          Difficulty: 9/10
          The hardest race in the game, and I think one of the top 5 most
          difficulty missions period.  The only reason it's not a 10/10 is that
          it does seem to get slightly easier as you try it more, and your
          driving skill improves.  Even then, it still sucks.  You are forced
          to race in a Sunrise, which has all the lack of accelleration and
          top speed of a cheap sedan, but all the rear-whell drive and easy
          spin-out-ability of a sports car.  But there are a few things that
          might help.

          First, don't try to outrace anyone - you can't.  Just stay on the
          road.  Second, you will usually be able to pass a few cars in a
          wreck right before you head up the hill in front of the Vinewood
          sign.  You shouldn't be in last, and may end up in second or third.
          Just try to keep anyone ahead of you in sight.  Next, you will race
          across a fairly big two-lane bridge.  Right after this, you head down
          a steep hill with a small bridge at the bottom.  A lot of opponents
          tend to get in a lot of trouble here, either hitting one of the sides
          or just flying right off.  And you'll see a few spinouts once you
          come down out of Richman to the main drag again at that sharp turn
          to the right - which is easy to do yourself if you don't have your
          speed under control.

          Take it someone easy until you get past the Burger Shot where you 
          started most of your OG Loc missions.  Then floor it.  You can take
          the last turn onto the four lane road at quite a bit of speed.  If
          you have some speed built up, you might be able to just pull ahead
          and squeak out a victory.  I won my race by less than a tenth of a
          second (guessing - the other car was right there), based on the speed
          I took out of that last 90 degree left turn.

       f. Freeway
          Vehicle: Super GT
          Difficulty: 5/10 (see Note above)
          Many things make this race difficulty.  First, the car doesn't have
          the acceleration the other cars do, although it's top speed is OK.
          Second, once you get on the highway, you can be going fast enough
          that the fade-in for scenery is slow enough to really screw you up,
          especially when it comes to the concrete side walls on the two exit
          ramps.  Third, the Super GT spins out like noones business, so you
          have to be real careful in the turns (though this gets easier to 
          manage as your driving skill improves).  One thing that helped - when
          you hit the quick right-left at the end of the first straightaway, go
          straight over the grass hill island.  That can get you into first or
          second early.  If you're in second, the lead car will often spin
          out at the turn onto the highway, or the one just before that.  Once
          you get on the highway, aside from the graphics issue above, it's
          fairly easy, as long as you're in first.  If not, well, keep going
          and hope the other cars spin out or run into something - it happens.

       g. Into The Country
          Vehicle: Bullet
          Difficulty: 2/10
          Again, the only challange here is the other traffic.  The competetors
          shouldn't be able to keep up with you for long.  As long as you can
          avoid cops coming across the median to hit you and so forth, you
          should be OK.  The Bullet is just that much faster.

       h. Badlands A
          Vehicle: Sabre
          Difficulty: 4/10
          Same race as Wu Zi Mu.  In fact, you don't have to do this one again
          if you don't want.

       i. Badlands B 
          Vehicle: ZR-350
          Difficulty: 5/10
          Same race as Farewell, My Love.  You don't have to do this one again
          if you don't want.

    2. San Fierro
       a. Dirtbike Banger
          Vehicle: Sanchez
          Difficulty: 2/10
          As easy as a bike race gets.  Just try not to hit the other bikers,
          and you should be fine.  Just one sharp turn to worry about.  Aside
          from that, the path is easy to follow, so gun it.

       b. Bandito County
          Vehicle: Bandito
          Difficulty: 3/10
          The hardest thing for me in this race was just getting past the other
          racers.  Aside from that, the only real danger is the first stream
          you cross.  Make sure to bear a little right once you see the target
          across the river, and take the partial path across (there's a police
          bribe there to help you spot it).  Otherwise, you could end up
          sinking in the water.

       c. Go-Go Carting
          Vehicle: Kart
          Difficulty: 5/10
          I hate this race.  The controls for the Kart are HYPER sensitive,
          and anything you run into will stop you.  The only two things that
          save this race are the log straightaway toward the end through an
          alley - just avoid the trash bins.  And you can really cut the last
          corner into the country club and the finish line, which is important
          if you're right behind the first place cart at the time.

          Note: The first few times through the game, I only completed the
          driving school to this point (at least bronze in all lessons), not
          working to get all gold.  Having worked to get all gold the last
          couple times, and therefore maxing out my driving skill, this race has
          been much easier.  The kart handles a little better (still a little
          twitchy, but not nearly as bad), and it seems your cart drives a
          little faster on the straightaways than the other competitors.  Since
          I started getting all golds in driving school, I've always passed this
          the first time.

       d. San Fierro Fastlane
          Vehicle: Alpha
          Difficulty: 9/10
          The cars are faster than yours, except at top speed, and they have
          a knack for spinning you out if they're anywhere close.  After the
          first target, cut the corner using the grass, and hope for a spinout.
          Once you hit the long straightaway before the final turn for home,
          you can floor it, but be careful you aren't jumping into another car.

          Note: Hang a bit to the right at first, working mostly to avoid the
          other cars, as a number of them will wreck or spin out.  If you can
          stay near the front and cut the corner using the grass on that first
          left turn, you can get in front by the time you hit that right turn
          and the curvy uphill road that you're real familiar with if you've
          done the driving school mission 'City Slicker'.  If you're in first
          at this point, you're in pretty good shape.  If not, stay on it,
          and hope the cars jump into something on the straightaway throug the

       e. San Fierro Hills
          Vehicle: Phoenix
          Difficulty: 4/10
          This one isn't bad - depending on your start.  Clip the left side of
          the target, and get on the left side of the road.  Come over as
          needed to get the target, but get back to the left side.  If you do
          this, and can avoid oncoming traffic, light posts, and the other
          divers, you can rocket up the hill in first.  And if you can make
          it to the highway still in first, you're in great shape.  Just be
          cautious around Missionary Hill - you don't want to run off the side
          of the road and end your race.  If you're still in first when you
          hit the highway again, you'll have to work to lose the race.

       f. Country Endurance
          Vehicle: Bullet
          Difficulty: 5/10
          There aren't a whole lot of keys to this one.  First, make sure to
          stay on the road as you enter the tunnel - you'll lose one or two
          competitors to the right side of the fence as you do so.  On the slow
          right turn after leaving the shoreside road, stay in the road.  There
          are hills on the right side of the road, so trying to cut a corner
          will fail miserably.  Hit the gas hard on the long straightaway
          leading into the first switchback area.  Drive somewhat fast, but
          under control the Back o Beyond.  Once you hit the Flint intersection
          you can give it some more gas, especially since you should be
          familiar with this area.  The second set of switchbacks aren't nearly
          as bad as the first, and once you're through it, hit the gas all the
          way through the finish line.

    3. Las Venturas Airport Freight
       a. San Fierro to Las Venturas
          Vehicle: Banshee
          Difficulty: 4/10
          You have a good car, and open highway.  If you can get past the group
          at the front of the race, especially at the toll booth, you can 
          practically coast.  If not, keep on it.  Somehow, I ended up in first
          by the time I hit Las Venturas.

       b. Dam Rider
          Vehicle: NGR-500
          Difficulty: 4/10
          Another motercycle race.  You can gain some time up front at the
          sharp turn to the left.  This one's easier once you get a feel for
          the course.

       c. Desert Tricks
          Vehicle: FCR-900
          Difficulty: 3/10
          I found this one easier than the last race.  Be careful not to slow
          down at the start.  Since you start on a dirt road, if you aren't
          on the gas, you will come to a very quick stop, and the others will
          be by you quickly.

       d. Las Venturas Ringroad
          Vehicle: Turismo
          Difficulty: 2/10
          As easy as a race gets.  Let the crowd get ahead of you at the start,
          so you can move over into the right shoulder.  Once there, gun it.
          Lay off the gas during the curves, and exit ramps.  Even though it
          doesn't look like you'll go through the target from the shoulder, you
          will.  How easy is this one?  I got flipped completely over by a car
          making a right to cross the bridge right at the start, and completely
          spun out into the other set of lanes by an accident bike sliding 
          across the highway into and under my car.  I still finished first

    4. Las Venturas Airport
       These aren't races in the sense you aren't flying against anyone.  Just
       survive the course to pass it, and go for a better time later if you
       want.  So if you miss a target, don't go nuts.  Circle around, take your
       time, and pick it up.  Just don't crash.
       a. World War Aces
          Vehicle: Rustler
          Difficulty: 3/10
          Fly in first person to make it easier.  Then, beware of the turn back
          south near Fern Ridge.  Other than that, once you're airborne, lay
          off the gas for maximum control.

       b. Barnstorming
          Vehicle: Stuntplane
          Difficulty: 4/10
          Much twitchier than the Rustler.  Only controling the stuntplane
          makes this tougher than the previous race.

       c. Military Service
          Vehicle: Hydra Jet
          Difficulty: 3/10
          Hard if you're going for time.  If you're just trying to pass, keep
          the jets pointed back, and the gear down.  This gives you the best
          control.  It takes a little longer this way, but it's pretty easy to
          pass in this configuration.

       d. Chopper Checkpoint
          Vehicle: Maverick
          Difficulty: 3/10
          None of the checkpoints are tremendously difficult.  Just get used to
          flying with a copter instead of a plane.
       e. Whirly Bird Checkpoint
          Vehicle: Maverick
          Difficulty: 4/10
          The targets are in tougher spots this time - against and between
          buildings.  Just take it slow, and come in at targets from above if

       f. Heli Hell
          Vehicle: Hunter
          Difficulty: 5/10
          Mostly, it's the position of the targets that make it tough - such
          as underneath the maze of highway at the Mulholland interchange, and
          another one directly underneath the highway south of there around the
          OTB.  Again, just take your time, and you can get past this one.

14. Fender Ketchup
    Starting Point: Four Dragons Casino
    Difficulty: 2/10
    The only real difficulty in this mission is not to hit anything on the way
    to or from the airport.  Other than that, this is an easy mission.  Drive
    the car to the airports pilot entrance, then drive as fast as possible 
    along the runway.  Throw in a few jumps.  Brake hard for 180's.  Fill up
    the scare meter, then drive back to the casino.
15. Explosive Situation
    Starting Point: Four Dragons Casino
    Difficulty: 3/10
    Your best bet is to grab a bike for this one.  Then, head over to the
    quarry, and just drive straight down the path - over cliffs and all - to 
    the bottom.  Once there, hop in the dump truck.  Run over the four targets
    shown on the radar, and after each one, hop out and grab the dynamite.
    After the fourth set is taken, you see the guards enter the quarry.  Hop
    on the indicated Sanchez (Note: There are two of them at the bottom of the
    quarry - you MUST get on the indicated one, or the route out will not be
    shown).  Then, follow the targets out of the quarry.  Once out, hop back
    on the highway, and follow the radar to the drop off point, which is just
    off the highway south of the Quarry.

16. Quarry
    Starting Location: Quarry Entrance
    Difficulty: Varies
    This is it.  The LAST set of optional missions.  Yee hah!

    Quarry Mission 1 - Difficulty: 2/10
    Follow the path, and push rocks over the edge.  Pretty easy, as long as you
    stick to the path.  At the fourth rock, back up and take the high road.  At
    the sixth rock, stay straight to the seventh.  And don't believe what you
    may have read about a bulldozer not being able to be flipped.  I trusted
    that, and did it.  Stay on the path, and you should finish with well over
    a minute left.
    Quarry Mission 2 - Difficulty: 2/10
    This mission is all about getting used to pushing stuff with the bulldozer.
    Go to the various sites, starting with the one behind the office, and push
    the explosive barrels into the red marker.  Following the path down will
    lead you to the other three barrels.  And again, you can try driving over
    the edge to save time, but you don't need to.  And for those who say you
    can't overturn a bulldozer, I say BULL.  Stick to the path.  You have more
    than enough time.

    Quarry Mission 3 - Difficulty: 3/10
    This one should be harder, but it isn't.  You'd think the other dumper
    would need a lot of drive-by shots to take it down, but it doesn't.  Run
    the other truck into something, or do drive-bys.  You'll be amazed at how
    little ammo it takes.

    Quarry Mission 4 - Difficulty: 4/10
    Hop on the bike, and haul ass to the other entrance.  There's no need to
    go near the road, so don't.  Hop off the bike, and into the dumper, and
    drive it back to the main entrance.  Once you get out on the road, the left
    shoulder is your friend - just watch out for the big rock about 1/2 way
    to the turn-off.  Avoid that, and you're fine.  Once you get back to the
    main entrance, carefully make your way down the path.  When you get to the
    bottom of the quarry, bear left to make sure you have enough clearance.
    Finally, when you get to the fire and back in, make SURE to use the
    handbrake (R2) to keep from rolling forward and losing the mission by
    dumping a body outside the fire area.

    Quarry Mission 5 - Difficulty: 4/10
    This one is all about avoiding other traffic.  There's a fairly generous
    amount of time on the clock, but don't hesititate to pass on the shoulder
    if you can.  Take a left out of the quarry, followed by a right at the
    first road.  Bear right at the Cluckin' Bell, and a left at the first
    opportunity.  Take this to the dirt road that leads to your airstrip.
    Drive to the end of the runway, and straight through the red marker.  Stop
    on the other side of the red marker, set the brake, and dump the barrels.
    While you're here, you might as well save.

    Note: It's possible to fail this mission simply because the game decides to
    be evil.  If a car hits you hard enough from behind, you'll be wasted and
    fail the mission.  Nothing you can do to see it coming and avoid it, and
    nothing you can do to prevent it.  Simply random.  And evil.

    Quarry Mission 6 - Difficulty: 2/10
    It will seem like you don't have nearly enough time for this mission, but
    you have well more than enough.  Hop in the bulldozer, and drive to the
    tracks.  The key for this one is to drive straight down the tracks.  As
    you push more and more barrels, they will start to roll off to the side.
    Once you make it all the way to the last barrel, there may be two or three
    left you need to move a little further.  But you should still have about
    one minute left, so this isn't a problem.  As soon as you move the last
    explosive barrel far enough away from the tracks, sit back and watch the
    train go by, and you're done.

    Quarry Mission 7 - Difficulty: 5/10
    Put all you've learned together to complete this mission.  First, push a
    body and a bike into the target area.  Make sure to move the bulldozer away
    from the target area afterwards.  Then, hop on the nearby bike, and ride up
    to the crane.  You may think you're good with a crane based on the Export/
    Import missions, but this crane is different.  Moving the arm left/right/
    forward/back also affects the height of the magnet, which was not the case
    before.  Work on trying to get the magnet and whatever it's holding into
    the bed of the truck before releasing the cargo - it's easier that way, and
    it's not like you have to worry about damaging anything.  Then, hop in the
    dumper, and drive it straight across the highway to the indicated area, and
    making SURE you have the hand brake set, dump the bike and body in the
    water.  Congrats!  You have just finished all the odd-job type missions!
    Nothing but story - and a few gang wars - from here on out!

17. You've Had Your Chips
    Starting Point: Four Dragons Casino
    Difficulty: 3/10
    Head over to the chip factory as indicated on the radar.  Instead of going
    in the front enterance, keep heading north, and enter the parking garage.
    Go up to the second level, and then to the SW edge.  Jump over the edge of
    the garage, and go around the left of the factory.  Just before you get to
    the entrance, crouch so you aren't detected, and enter the factory.

    After the cut scene, run outside the factory, and gun down the two guards
    who just exited the car.  Then crouch and roll your way through the
    factory, taking out all the guards.  Destroy the machines in any way you
    want.  If you use weapons, you will be attacked by a couple more guards as
    you make your way through.  However, you can also use satchel charges, 
    which you have been grabbing outside the Four Dragons Casino save point
    after all the horseshoes were collected, and destroy them all at once.
    When the machines are destroyed, hop in the car outside the factory 
    entrance that the guards were in, and drive away.  If you get damaged
    enough that you can't continue, hop out and grab another car.  The guards
    car should at least get you outside the factory.  After that, it's easy
    going.  Make your way back to the Four Dragons Casino however you can.    

18. Don Peyote
    Starting Point: Outside Four Dragons Casino
    Difficulty: 2/10
    This is mostly a mission to introduce a few new characters.  Hop in a car,
    and drive out to Arco del Oeste to find Kent and Maccer.  Get them in your
    car, and drive to the nearby snake farm.  The farmers won't be happy with
    your passengers, so you will have to kill them.  Do so, hop back in the
    car, and drive your passengers to Caligula's Palace.  The next few missions
    will take place here, so feel free to buy one of the two nearby hotel
    suites to use as a save point.

19. Intensive Care
    Starting Point: Caligula's Palace
    Difficulty: 4/10
    Head over to the hospital in any vehicle to find out Johnny has been moved.
    You need to chase down the three Ambulances to find the one Johnny is in,
    which involves ramming said Ambulance.  You can use the vehicle you're in,
    or grab the Patriot which is in this lot.  The first Ambulance will always
    be the wrong one.  After that, which of the other two is the real target
    seems to be random.  Find that Ambulance, and ram him, shoot him, PIT him,
    whatever you can do to get them out of the car.  Shoot the guys that get
    out, and head out for the meat factory.  You will have two Mafia guys
    chasing you, but they shouldn't be too big a problem.

    This mission seems to be quirky.  I had to play it twice.  In both cases,
    I guessed wrong with the second Ambulance.  But the first time, I was 
    given no time to find the third before it 'escaped'.  The second time, I
    had more than enough.  Once you find the Ambulance, there doesn't seem to
    be any sort of time limit, however.
20. Misappropriation
    Starting Point: Prickle Pine
    Difficulty: 3/10
    Ah, officers Tenpenny and Pulaski enjoying a barbeque.  Sweet.  Make the
    long drive over to Aldeo Malvado.  When you see the agents, make a trek
    around the outside of the ghost town until you can see the target.  Then,
    use the sniper rifle to take him out.  Switch to your M4, and storm the 
    place getting the dossier.  It's possible that one of the other agents
    will grab the dossier and hop in the helicoptor.  Or, it's possible that
    you will get the message that this has happened, but the guy with the
    dossier is still on the ground.  Before giving chase in the second
    helicopter, make sure the agent w/ the dossier is no longer on the ground.
    If he is, he'll be indicated by a red marker over him.  If he is still 
    there, kill him and grab the dossier - you're done.

    If not, hop in the helicopter (after taking a few of the ground agents out
    to keep the damage to your copter down while taking off), and chase after
    the first one.  You can't shoot it down, so just follow it until it lands.
    Then hop out, and kill the new dossier guy however you can.  This is also
    what you have to do if you somehow alert the initial guy with the dossier
    to your presence at the ghost town.

21. The Meat Business
    Starting Point: Caligula's Palace
    Difficulty: 3/10
    Drive over to the meat factory, and watch the cut-scenes.  When you get
    control back, crouch, roll, and shoot your way through the factory.  Make
    sure not to enter the freezer for the armor unless the room is completely
    clear of mafia.  Once you've worked your way through and killed all the
    mafia, drive Ken back to the Casino.

22. Fish In A Barrel
    Starting Point: Four Dragons Casino
    Difficulty: 0/10
    Cut-scene only.  You're now a partner in the Casino.

23. Madd Dogg
    Starting Point: Royale Casino
    Difficulty: 2/10
    Drop by the Royale Casino to see Madd Dogg on the ledge, ready to end it
    all.  You might feel a little responsible for that.  Go grab the indicated
    truck, and drive into the red circle.  You then switch to an overhead view.
    Use only X and Square to gas and back up to keep you under Madd Dogg.  All
    you need to do is tap the buttons.  At some point, MD will fall/jump.  You
    can still move the car while he falls - make sure he lands in the back of
    the truck.  Then carefully drive him to the indicated hospital - there's no
    time limit, but hitting anything could still kill him.  Once you drop him
    off, you're done.

24. Freefall
    Starting Point: Caligula's Palace
    Difficulty: 3/10
    After seeing Maria and meeting Salvatore, head to the airport, and get in
    the indicated plane.  Take off to the North, and make a steady climb until
    the yellow indicator of the plane you're going after ends up below you.
    Head towards the plane until you overtake it, then turn around and get
    behind it.  Since you're above the plane, it should be easy to fly down
    into the target.  Once you hit it, you'll pull a James Bond, and jump onto
    and in the plane.  Take out the four guards inside in first person view.
    Don't bother ducking behind a wall unless you are reloading.  When the four
    are dead, the pilot comes out.  You don't even need to aim at him - just
    start shooting.  Then fly back to Las Venturas, and land the plane.

25. High Noon
    Starting Point: Las Brujas, Bone County
    Difficulty: 4/10
    Wait - Tenpenny and Pulaski aren't nice guys?  Shocker.  When you get
    control again, you can't shoot Pulaski, but you can go for the tires.  Do
    so, then give chase.  Do whatever you can to disable his car, and hop out
    and kill him when he leaves the car.  He wields a mean Desert Eagle, so
    take him out FAST.  Revenge *is* sweet!

    Both times I played this mission, I couldn't get any tires shot out.  But
    Pulaski inevitably drove badly enough that I was easily able to catch up.
    It did suck when he pushed both of us over a cliff, but at least he hurt
    his car more than mine.  So shooting some of his tires will make it easier,
    but it's not really required.

26. Saint Mark's Bistro
    Starting Point: Caligula's Palace
    Difficulty: 4/10
    Liberty City?  Cool.  Of course, you don't get to drive around it or
    anything - you just magically end up outside Saint Mark's Bistro.  But
    seeing Liberty City covered in snow is kinda cool.  Anyway, this mission
    is all about crouch, roll, shoot.  Drive to the airport and the indicated
    jet.  Then fly east.  Eventually, you will magically end up inside the
    Bistro.  As mentioned, crouch, roll, and shoot your way through the
    building.  Watch out for the guards with shotguns.  Aside from that, there
    isn't a lot different here than other plain shooting missions.  Once you're
    done, you are automatically put back in the plane, flying east back towards
    Las Venturas.  Land, and you're done.

27. Architectural Espionage
    Starting Point: Four Dragons Casino - the '$' icon to the right of the
    Dificulty: 5/10
    Blind people are funny...  If you don't have a camera, head to the red dot
    on the map, and kill the indicated tourists until one of them drops a 
    camera.  Now, head for the planning department.  Make sure all your weapons
    are put away, and head inside.  Approach the front desk, and answer yes,
    no, and yes to her questions.  Now head for and run through the doorway
    near the main entrance.  Run up to the third floor.  You'll be told you
    need to create a diversion, so head back down a floor, and destroy the old
    A/C unit.  Now head back upstairs and take your picture.

    From here, you are told that the bottom doors can't be locked because of
    the fire.  It never really seemed to make sense why all of a sudden you
    have a wanted level.  The cut-scene just asks where the firemen are at.
    Maybe it keeps cutting it short for me.  Anyway, you are 'told' you have a
    choice of running your way out, or shooting your way out.  I tried both
    ways, and you end up with a 4-star wanted rating once you get outside
    anyway, AND you lose all your armor and part of your health in the process.
    So do what comes naturally at this point, and shoot your way out.  Once you
    get outside, sprint around and through the Come-a-Lot casino area, grabbing
    the armor underneath the sign as you go.  Run to the side of the Four
    Dragons, and enter the red marker to end the mission.

    PC Note: Whenever I played this mission on the PS/2, the bike or car I'd
    used to get to the building always disappeared by the time I got back
    outside.  First time playing this on the PC, the bike was still there,
    which made getting back to the casino MUCH easier.

28. Key To Her Heart
    Starting Point: Four Seasons Casino, '$' marker
    Difficulty: 2/10
    Drive to Caligula's Palace, and let the slow speed chase begin.  The most
    annoying thing about this mission are the numerous stop lights.  She will
    stop for EVERY one, and it seems like you are forced to wait through every
    possible light.  Much like in real life.  Anyway, follow her into the sex
    shop when she gets there, and grab the Gimp suit from the dressing room.
    Follow her home, then make sure Benny doesn't get there, who looks more
    like a half-naked drunk than a fellow gimp.  Anyway, once he's been taken
    care of, head to the front door and get ready for some lovin.  If you
    haven't done so already, go and buy the save house here in Prickle Pine.

29. Dating Millie
    Starting Point: Millie's House
    There's no real need to date Millie.  Simply show up at the appropriate
    time (12:00 to 22:00) in the Gimp suit.  No muss, no fuss, all sex.  The
    Gimp suit will be automatically removed from you afterwards (perhaps to
    be washed), so you'll have to go change into it again for the next date.
    If, however, you are a romantic and want to actually date her, here are the

    a) Food.  Take her to the nearby restaraunt just SW of her house.

    b) Dancing.  Take her to the Camel Toe Dance club.

    c) Driving.  She likes average speed, so you shouldn't have a lot of
    problem here.  She also likes her neighborhood, so just drive around the
    block a few times.

    With the Gimp suit, sex is automatic.  Otherwise, you should start seeing
    offers of 'coffee' at about 40%.

    After you hit 33%, she will call and give you access to her house and her
    keycard.  Apparantly, you can also simply kill Millie, and come back later
    to just take it from her house.

30. Dam And Blast
    Starting Point: Four Dragons Casino, '$' marker
    Difficulty: 3/10
    Head to the airport, and hop in the plane.  Do what you can to steadily 
    gain altitude as soon as you take off.  You have to be pretty high to hit 
    the corona, and this plane doesn't gain altitude extremely well.  Just keep
    it steadily climbing, and you'll be fine.  As you get to the corona, jump.
    Try to land on the quay.  You can land in the water and swim over, but if
    you do, you won't have the use of your weapons.  You will get a knife as
    you get close to the first couple of guards outside, however.  If you have 
    weapons, a sniper rifle or silenced pistol works best.  Otherwise, sneak up
    on the two guards outside and take them out quietly.  Or not - they are 
    only armed with night sticks, so aren't hard to take down anyway.  Inside,
    take the two guards on the lower level out first, then move upstairs.  Take
    out as many as you can by suprise, since a few of the guards are armed.
    Work your way down this upper level, planting explosives as you go.  Once
    all of the explosives are planted, head out.  You will see yourself 
    'trapped' on the roof with no place to go.  No place to go?  Have these
    people not seen 'The Fugitive'?  Oh, that's right, it came out in 1993 - 
    it's only 1992.  Anyway, you jump into the water near a boat.  Hop on the
    boat, and take it a little ways out where you'll see a skimmer and a sea 
    sparrow.  Hop in the one of your choice, and head back to town.

31. Cop Wheels
    Starting Point: Four Dragons Casino, "$" marker
    Difficulty: 4/10
    I find this mission annoying for many reasons.  Mostly because you have to
    jump off a moving truck on the highway, and attempt to jack a car.  Would
    you ever considering standing in the middle of a highway trying to get a 
    car to stop in real life?  If you did so, think the traffic behind that car
    would stop, or plow into you while you're trying to get in the car?  That
    part sucks.

    Aside from that, once you know the order to get the bikes in, it's not bad,
    as long as your bike skills are up to snuff.  The Packer starts on the east
    side of town, and slowly works it's way clockwise around the highway.  So,
    start with the bike at Linden Station.  You'll probably pick up a wanted
    level here, but as long as it's one, you're OK.  Find the Packer, drive on,
    and start the fun of trying to jack another car.  Head over to the Airport
    area, and grab the one there.  The cop will hop on his bike as soon as you
    get into range.  Floor the car, and just run into the bike.  You'll knock
    him off, and then you can hop on the bike yourself.  My experience with
    doing this is you usually end up with a two-star wanted level.  One for the
    initial crash, the other for stealing the bike.  Avoiding two stars isn't
    bad on a bike.  It's a little tougher once you have to steal a car.  But
    don't worry about that now.  Find the Packer, unload the bike, and find
    another car.

    Do what you can to avoid the 2-star wanted level (if you only have 1, it's
    probably gone by now), and go get the bike near Roca Escalante.  This one
    is just sitting there, so you just have to run past a couple cops to get
    this one.  Find the Packer, unload, etc.  If you have enough time, you may
    want to consider heading south along the highway, and grabbing the police
    bribe that is underneath the overpass just south of where you got the first
    bike (east side/southbound side of the road).  It will take a little heat
    off of you, but since you have to knock another cop off a bike, it may not
    last long.  Go get the last bike at Julias Thruway East area.  If you get
    a 2-star here, don't worry.  The Packer isn't far away, and avoiding the
    wanted level on the highway is pretty easy.  As soon as you drive up the
    ramp with the last bike, you're done.

32. Up, Up, And Away!
    Starting Point: Four Dragons Casino, '$' marker, between 20:00 and 6:00
    (Note: The guide says 22:00 and 6:00, but I was able to start it at 20:50)
    Difficulty: 4/10
    First, you can complete this by flying and parachuting onto the helipad,
    or using the Jetpack.  But that really takes a lot of fun out of the
    mission, so we won't go that way.  Instead, head up to the front entrance. 
    As a Patriot exits the facility, the fence is open, so get in there.  Then
    take out the guard at the gate, the one to the right of the gate, and the
    two to the left.  Head to the big warehouse to the left.  Take out the
    numerous guards in here.  Your M4 skills should be pretty good now, so this
    shouldn't be a problem.  Once the room is clear, there is a health and 
    armor powerup for you if you need them, and you probably could at least use
    the armor.  Exit the other side of the warehouse, and head the only way you
    can, taking out the few guards you see along the way.  You'll see some
    stairs.  Take them up to the helipad, and take out the guards along the
    way, along with the two on the helipad itself.

    You get a message that they have scrambled Hunters after you.  Hop on the
    mini-gun, and it's like playing the Zero mission 'Air Raid' again, only
    much easier.  Take out the two Hunters, head up to the helipad, and take
    the Leviathan.  Fly south to where the armored car is.  You can use the
    analog stick to raise and lower the wench, but I found it easier just to
    leave it where it's at, and hover low enough to get it that way.  Once you
    have the armored car, slowly gain altitude (slowly, because that's the only 
    speed you can), and make your way back towards your airstrip.  You'll have
    to fly fairly slowly so as not to lose altitiude.  Once there, hover low
    enough to put the armored car in the red circle - you don't have to release
    it like with the Export/Import crane - and then land in the designated
    area.  Now head back to the Four Dragons for your own, personal Ocean's 11.

33. Breaking The Bank At Caligula's
    Starting Point: Four Dragons Casino, '$' marker
    Difficutly: 4/10
    One of my favorite missions in the game.  It's long, but a lot of fun.
    Start by making your way over to Caligula's Palace.  Make sure your weapons
    are holstered.  Make your way to the right, and to the security door.  Use
    the keycard, and enter.  Now follow the radar to the generator room, and
    toss one of the gas grenades down the open grate.  You MUST get the grenade
    inside the vent, but it's not hard.  Follow the hallway around to the next
    keycard door.  At some point, the lights will go out - use your nightvision
    goggles to see what you're doing.  Head down to the service bay, and 
    towards the door.  Hang a right before you get there, and hop in the
    forklift at the end.  Drive it to the door, and use the right analog stick
    to raise the door.  Part 1 of the mission is over.

    Now, lead the team to the safe.  Follow the guards, and help them with the
    various shootouts.  All of the guards appear on radar, so it's not too 
    difficult.  When you get to the safe, Zero tells you someone is trying to
    bring the backup generators online.  Grab the indicated satchel charges
    (for some reason, all the ones you've been collecting outside the Four
    Dragons are gone, and you have to use L1 to swap something out - probably
    the gas grenades), and head back upstairs.  Use the charges to blow the 
    backups, and head back to the safe.  Get the armor pickup from the safe if
    you need it, and head back to the door.  Now, take out the guards as they
    enter the area, and when you take out the last one, make your way back to
    the service bay.  The rest of the team leaves, and part 2 is over.

    Now, fight your way back through the hallways to the indicated marker.
    This is the service elevator, and will take you to the roof.  Once there,
    don't bother fighting - just run across the rooftops, grab the parachute,
    and jump.  You're supposed to land on the opposite roof, take out the
    guards there, and fly back to Verdant Meadows.  But in both attempts at 
    this mission, I haven't been able to land on the roof.  Probably best that
    way, since you don't get a wanted level.  Jack any car you find, and drive
    yourself back to your airstrip.  Since you don't have a wanted level, the
    police won't bother you, and the pursuing chopper can't really keep up with
    you as long as you keep moving.  Feel free to take a flying drive into the
    airstrip area, park in the red marker, punch out Zero, and enjoy your
    earnings, and the follow-up phone call from Salvatore.

XI.  Return To Los Santos Walkthrough
1.  Introduction
    Ah, back home again.  Sort of.  These last few missions take us through the
    end of our story.  And aside from some gang wars, there are no optional
    missions to destract us from finishing the game.  If you've followed the
    walkthrough to this point, about the only thing you need to make sure to do
    for 100% that you may not have already is buy all the varous save houses.
    Other than that, lets finish up our storyline.

2.  A Home In The Hills
    Starting Point: Four Dragons Casino
    Difficulty: 5/10
    Midgets are funny!  After the lengthy cut scene, you jump out of a plane.
    Open the parachute, and follow the other guys onto the helipad.  This one
    is much easier to land on that the other two 'target parachuting' missions.
    Once there, crouch and keep looking left and right for guys coming over the
    wall and up the ramp.  Eventually, you'll be done, and told to lead your
    guys inside the house.  You won't face any foes until after you're inside.

    Once inside, work your way through the house, checking out side rooms for
    ammo and health/armor powerups if needed.  Chase Big Poppa through the
    house, taking out guards as needed.  When you finally make it outside,
    it becomes a car chase through the hills.  You can win this one by either
    riddling Big Poppa's car with gunfire until it explodes, or run him off the
    side of the road near a cliff.  I've done it both ways.  Neither is all
    that much harder than the other, it's just a matter of opportunity.  Drive
    by him as much as you can, and if you get the chance, just push him off
    the road.  The mansion is now yours, and Didier Sachs is now open for your
    business.  Time to look the part of a multi-millionare.

3.  Vertical Bird
    Starting Point: CJ's Mansion
    Difficulty: 4/10
    My favorite mission in the game.  Make sure you have some satchel charges.
    Take the boat near the back of the ship, then jump in the water.  Swim
    inside, and get out.  From here, you can go stealth or not.  I've done this
    mission both ways, and neither is harder than the other - there just aren't
    enough guards to matter.  Take out the guards one way or another, and get
    to the SAM room.  Turn off the SAMs, then work your way down the ship.
    After the guard near the planes are taken care of, put satchel charges on
    two of the three planes.  Go near the third, set the charges off, hop in
    the plane, and take off.

    Now, you will be in a dogfight.  Make sure to have the nozzles pointed for
    jet engines for this.  Since you took out two of the planes on the deck,
    you will only be facing one jet instead of three.  I've yet to have that
    one plane actually fire on me, but if they do, use the Circle key just dump
    countermeasures.  Turn until you can get a signal on the jet.  Press and
    hold L1 until the targeting rectle turns red, then let loose with missles.
    Fire two or three at it.  Two or three good hits will take it down.  Now,
    head over above Sherman Dam for the spy boats.  Switch back into hover
    mode, hover near the boats, and take them out.  Two or three missle shots
    do the trick for each one.  Then, take the plane over to Verdant Meadows,
    land, and taxi into the hanger.  Mission complete, and you now have a Hydra
    jet that always appears in the hanger.

4.  Home Coming
    Starting Point: CJ's Mansion
    Difficulty: 3/10
    Ah Toreno, we hardly knew ye.  He wasn't my favorite character (second,
    actually), but he was the coolest.  Do what he says, and go pick up your
    brother.  Though you want to take him to the mansion, he wants to go back
    to Grove Street.  Take him there, and get the briefing on taking out drug
    dealers.  While doing so, it's quite likely you will start a gang war,
    which is required, but not 'supposed' to be done until you get rid of all
    the dealers.  However, the cul-de-sac you're in works well for a gang war,
    as all the Ballas come straight down Grove Street - makes for easy 
    pickings.  Claim your hood, get any armor you need, and take out the rest
    of the dealers, who won't fight back.  The hood is now yours again, and you
    can go back to reclaiming territory.  At this point, it's not worth it yet,
    as you will automatically do so first as part of the upcoming missions.
    But don't worry - we'll get there soon.  For now, head back to the mansion
    to finish up that series of missions.

5.  Cut Throat Business
    Starting Point: CJ's Mansion
    Difficulty: 1/10
    Very easy wrap up to this set of missions.  Take Madd Dogg to the video
    shoot in an area behind RS Haul (where you started the trucking missions).
    OG Loc will flee in a hovercraft.  You hop in one and chase after him.
    It's very hard to lose him in this mission, and I've tried.  There are two
    jumps.  One is a ramp in the water that, as long as you hit it at a good
    clip, you don't have to be straight.  The second is a concrete bump.  I got
    stuck here for awhile, but it didn't matter.  OG went down the pier, and
    basically the game waited for me to catch up.  Anyway, get to the pier, and
    head down it.  The game will switch to a Kart chase.  Easiest thing to do
    here is stay back just a little, so the quick turns don't catch you by 
    suprise.  There's only one set of stairs that cause any problems at all.
    And if you get stuck there, don't worry.  It's at the end of the chase
    anyway, so you pretty much can't lose OG.  Once you catch up to him, you
    can't actually do anything to him.  Can't even smack him around like you
    did with Zero.  A very disappointing end to this part of the story.  You
    might as well head for your Grove Street adress to save at this point,
    since the next few missions will be there.  You will need to jump over
    some railings to get inside and save, since the start point for the next
    mission is right at the bottom of the steps.

6.  Beat Down On B-Dup
    Starting Point: Johnson House
    Difficulty: 4/10
    Too bad you can't shoot that ho.  Take Sweet and a couple gang members over
    to Glen Park.  Start a gang war, and win it.  Once that's done, you go
    after the house across the street.  If there are cops in the area, you can
    get a wanted level pretty quickly, which is the only thing that makes this
    at all harder than a normal gang war.  After the last of the Ballas outside
    the house is taken care of, approach the house, get the Bear back, and
    head back home to save.

7.  Grove 4 Life
    Starting Point: Sweet's House
    Difficulty: 3/10
    You need to take over two rival territories from an area just to the west
    of your location.  Oh, and keep Sweet alive.  As it is whenever you try to
    take over a specific location, finding a cluster of gang members to kill
    and provoke the gang war is the toughest part.  Once you take over two 
    territories, take Sweet back to his house.

8.  Gang Wars
    Difficulty: 3/10
    You're familiar enough with gang wars by now.  In order to open up the last
    mission in the game, you must control at least 35% of the gang territories,
    and it's MUCH easier to take them over now, before starting the next story
    mission.  Once you reach 35%, you can take over as little or as much as you
    want.  Once you've taken over at least 35% and are ready to finish out our
    little story, continue on with the next mission by heading back to the 

    Note: After a few times through the game, I think I finally figured out
    that what zone is triggered for a gang war depends on where you are
    standing, not where the gang members are.  Very important for the tiny
    gang areas.

    Note 2: On my fifth (yes, fifth) time through the game, I finally had to
    take over the 'territory' north of San Fiero in order to control 100% of
    the territories.  I don't know what was different this time, although I
    did decide to take over all the Ballas territories first before any of
    the Vargos territories, whereas before, I took over both as I ran across
    groups of enemy gang members.  If you do have all the others and have to
    take over that territory, once you find a group to initiate a gang war,
    it's easy - there's only one wave of four gang members.

    Note 3: I've found an easier way to start gang wars, especially for those
    smaller territories.  Stand inside the territory you want to start the 
    gang war in, and snipe gang members with the sniper rifle.  Again, since
    it only matters were you stand and not where the gang members are at,
    this greatly increases the area which gang members can show up.

9.  Riot
    Starting Point: CJ's Mansion
    Difficulty: 1/10
    Pulaski's missing?  Wonder what happened to him.  And Tenpenny gets off?
    Another suprise.  Riots breaking out?  Actually, pretty cool.  The feel of
    the city now is quite well done.  This is pretty much a storyline advancing
    only mission.  Hop in the car, and get Sweet back to his house in the hood.
    Just avoid the cars that are on fire, and you're golden.  Quickest way, as
    always, is the highway to the exit right by your house.

10. Los Desperados
    Starting Point: Sweet's House
    Difficulty: 4/10
    A gang-war type mission, but this time, you're helping out and protecting
    Cesar.  You can also recruit a couple of OGs to go with you.  Head over to
    Unity Station, where you will meet up with a couple of Cesar's buddies.
    Now head to the apartment complex, and slowly work your way through, taking
    out everyone.  The enemies are shown on the radar, so it isn't too
    difficult.  When the apartment complex is clear, head for the alley shown
    on the map.  Work your way down this, and after the first wave is taken
    care of, a second wave appears that includes some gang members behind you.
    When the second wave is over, you are only left with Cesar's house itself.
    Target the guy on the roof with the rocket launcher first, then the guy
    on the left with the flame thrower.  The rest can be taken care of however
    you want.  The mission is now over, but the possibly tough task of finding
    a ride back home remains. Save, and get ready for the last mission.

11. End Of The Line
    Starting Point: Sweet's House
    Difficulty: Overall, 5/10
    It's come down to this.  One final, epic-sized mission.  I'm going to break
    it down into three parts.

    Part 1: Big Smoke - Difficulty: 4/10
    Drive up to Big Smoke's new digs, and take out the two guards by the 
    entrance.  You'll be shown a tank nearby.  Head down the couple blocks,
    and get the tank somehow.  You can take out all of the cops and Ballas
    shooting it out, or just run for the tank.  When you have it, drive it
    back up to the hideout, and run through the front entrance.  Run over
    anyone in the hallway, and when you get to the end, hop out.  Now, switch
    to your M4, and work your way throug the next three levels.  Each level
    has armor towards the start of the level, but try and keep it for after 
    you've cleaned out the level.  The third level also has armor and health
    powerups in two side rooms just before you head up the stairs to confront
    Smoke.  Once up there, and the touching cut-scene is over, take out the
    few guards he has with him, then let loose into Big Smoke.  He'll run
    around, turn off the lights, run around some more - just don't let off
    the trigger on your M4, and you'll take him down before he's able to do
    much of anything.  After a touching death scene, who should show up but
    Tenpenny.  After narrowly escaping death by way of Tenpenny's shotgun, he
    sets the building on fire.  You have a limited amount of time to escape.
    Make your way down to the second floor, killing all those who get in your
    way.  You'll also find that the armor powerups have regenerated themselvls
    in the same spots.  The second and first floor are all in flames.  You can
    grab an extinguisher and douse your way, but if you're following this 
    walkthrough, you're fireproof already.  So just get in a crouch, make your
    way through the building, and exit.  You have plenty of time so long as you
    keep moving.  Don't worry about going back for any last bit of armor after
    the first floor is clear - you won't need it.

    Part 2: Tenpenny, the Chase - Difficulty: 5/10
    Now, Tenpenny takes off in a Firetruck with Sweet hanging from the back.
    You automatically hop in a car - follow them.  As you near the highway,
    Tenpenny will take the railroad tracks trying to escape.  If you get stuck
    on the wall side, you will lose him.  Other than that, just keep him in
    sight as best you can - it's much easier to lose Tenpenny than any other
    chase mission in the game.  But as he's in a Firetruck, it shouldn't be
    too hard so long as you don't get trapped.  After awhile, a couple of
    Tenpenny's 'rookies' hop out, and stomp on Sweet's fingers.  Get under the
    ladder so he can jump down.  He'll take over, and the next segment begins.

    Part 3: Tenpenny, the FPS - Difficulty: 6/10
    Have I said that First Person using a PS/2 controller blows?  Well, it
    does.  Shoot anything you can - cops on the indestructable Firetruck, cops
    on bikes, cops in cars, whatever.  You can't destroy the Firetruck.  The
    key is just to survive.  Eventually Tenpenny will kill himself.  But I'll
    leave that for you to find out how.  Once he does - the story is over.

    Hopefully, you have 100%.  If not, you'll have to go back to figure out
    what you missed.  One thing that I forgot - check the trainers in the gym.
    It's not listed anywhere if you've taken the lessons yet, and I had somehow
    not taken the lessons at the Grove Street Gym at the very beginning of the
    game.  Check to make sure you have times for both the BMX and NRG-500
    challange.  Head to Mt. Chilliad to see if there's any indication you
    forgot to complete one of the three challanges.  Look closely at the map
    to make sure you have all the save houses bought.

X.  Conclusion

1.  What now?
    So, what can you do now that you've completed 100% of the game?  Well,
    if you haven't already, there are still gang territories left to take over.
    You can go for gold in all schools if you don't have them already, since
    gold isn't required for 100%.  There's two triathalon races you can try - 
    one in Los Santos, and one in Las Venturas.  Other than that, save that
    100% save somewhere, and start again - see what you missed the first time
    around, from conversations to easter eggs to whatever.

2.  Fixes I'd like to see
    This was an outstanding game.  In my top five all time.  Some things were
    fixed for the PC version.  Others would still be nice to see if not for
    this game, then the next one.

    - Not having to take all four challanges again in the Ammunation shooting
    - Less tractors on the highways (these just annoy me)
    - More predictable behavior from traffic.  Left turns from right lanes and
      right turns from left lanes would be fine, if it were consistant.  I
      know this is a game and all, but geez
    - More information when the girl you are dating is not home
    - Seeing luck actually affect gambling - I have yet to see it
    - Slightly higher frequence of opposing gang members when cruising their
      territory - I shouldn't have to cruise for an entire game-day to find
      them (See FAQ section for update on this one)
    - Better camera angles, or better yet, the ability to customize your own.
      I would *love* to have a camera angle set a little higher than the
      default one (w/o having to always use the right analog to move it that
      way), with it fixed behind the car instead of the camera taking it's time
      to catch up on turns.
    - Bob Ward sent in this great idea, that ticks me off only because I didn't
      think of it first:  "When you get 100%, open up all the missions so that
      you can replay the ones you like.  Because at 100% there isn't much of a
      reason to keep playing.  There are a lot of missions that I would play
      over and over again in all 3 games if given the chance.  It would be nice
      to play some missions with weapons and stuff that wasn't available at
      that point of the game.  I think this would be the ultimate reward."
      As do I, Bob.  As to I.

    Others to be added by me, or those who send me ideas.

    I hope this guide was helpful.

3.  Special Thanks
    To my wife, Michelle, for not leaving me while I was obsessed with this

XI.  Checklist With Percentages

[ ] In The Beginning/Big Smoke/Sweet and Kendel (0.53%)
[ ] Los Santos Courier (1.07%)
[ ] Ryder (1.60%)
[ ] Tagging Up Turf (2.14%)
[ ] Gang Tags (2.67%)
    [x] 1		[ ] 26			[ ] 51			[ ] 76
    [x] 2		[ ] 27			[ ] 52			[ ] 77
    [x] 3		[ ] 28			[ ] 53			[ ] 78
    [x] 4		[ ] 29			[ ] 54			[ ] 79
    [x] 5		[ ] 30			[ ] 55			[ ] 80
    [ ] 6		[ ] 31			[ ] 56			[ ] 81
    [ ] 7		[ ] 32			[ ] 57			[ ] 82
    [ ] 8		[ ] 33			[ ] 58			[ ] 83
    [ ] 9		[ ] 34			[ ] 59			[ ] 84
    [ ] 10		[ ] 35			[ ] 60			[ ] 85
    [ ] 11		[ ] 36			[ ] 61			[ ] 86
    [ ] 12		[ ] 37			[ ] 62			[ ] 87
    [ ] 13		[ ] 38			[ ] 63			[ ] 88
    [ ] 14		[ ] 39			[ ] 64			[ ] 89
    [ ] 15		[ ] 40			[ ] 65			[ ] 90
    [ ] 16		[ ] 41			[ ] 66			[ ] 91
    [ ] 17		[ ] 42			[ ] 67			[ ] 92
    [ ] 18		[ ] 43			[ ] 68			[ ] 93
    [ ] 19		[ ] 44			[ ] 69			[ ] 94
    [x] 20		[ ] 45			[ ] 70			[ ] 95
    [ ] 21		[ ] 46			[ ] 71			[ ] 96
    [ ] 22		[ ] 47			[ ] 72			[ ] 97
    [ ] 23		[ ] 48			[ ] 73			[ ] 98
    [ ] 24		[ ] 49			[ ] 74			[ ] 99
    [ ] 25		[ ] 50			[ ] 75			[ ] 100
[ ] BMX Challenge (3.21%)
[ ] Taxi Driver (3.74%)
[ ] Unique Jumps (3.74%)
    [ ] 1			[ ] 10			[ ] 17			[ ] 24
    [ ] 2			[ ] 11			[ ] 18			[ ] 25
    [ ] 3			[ ] 12			[ ] 19			[ ] 26
    [ ] 4			[ ] 13			[ ] 20			[ ] 27
    [ ] 5			[ ] 14			[ ] 21			[ ] 28
    [ ] 6			[ ] 15			[ ] 22
    [ ] 7			[ ] 16			[ ] 23
[ ] Cleaning The Hood (4.28%)
[ ] Firefighter (4.81%)
[ ] Pimping (5.35%)
[ ] Paramedic (5.88%)
[ ] 8-Track (6.42%)
[ ] Off Track Betting (6.42%)
[ ] Buying Properties (9.63%)
    [ ] Willowfield (6.95%)
    [ ] El Corona/Verdant Bluffs (7.49%)
    [ ] Jefferson (8.02%)
    [ ] Marina/Verona Beach (8.56%)
    [ ] Santa Maria Beach (9.09%)
    [ ] Mulholland (9.63%)
[ ] Drive Through (10.16%)
[ ] Gym (Learn Moves) (10.70%)
[ ] Nines and AKs (11.23%)
[ ] Drive-By (11.76%)
[ ] Sweet's Girl (12.30%)
[ ] Cesar Vialpando (12.83%)
[ ] High Stakes, Low Rider (13.37%)
[ ] Lowrider Challange (13.37%)
[ ] Home Invasion (13.90%)
[ ] Burglar (13.90%)
[ ] Catalyst (14.44%)
[ ] Robbing Uncle Sam (14.97)
[ ] OG Loc (15.51%)
[ ] Running Dog (16.04%)
[ ] Wrong Side Of The Tracks (16.58%)
[ ] Just Business (17.11%)
[ ] Life's A Beach (17.65%)
[ ] Madd Dogg's Rhymes (18.18%)
[ ] Management Issues (18.72%)
[ ] House Party (19.25%)
[ ] Burning Desire (19.79%)
[ ] Dating Denise (19.79%)
[ ] Gray Imports (20.32%)
[ ] Doberman (20.86%)
[ ] Gang Wars (20.86%)
[ ] Ammunation Shooting Range Part 1 (21.39%,21.93%)
[ ] Vigilante (22.46%)
[ ] Los Sepulcros (22.99%)
[ ] Reuniting The Families (23.53%)
[ ] Green Sabre (24.06)
[ ] Buying Properties (26.74%)
    [ ] Palomino Creek (24.60%)
    [ ] Dillimore (25.13%)
    [ ] Blueberry (25.67%)
    [ ] Whetstone (26.20%)
    [ ] Angel Pine (26.74%)
[ ] Badlands (27.27%)
[ ] Chiliad Challange (27.81%)
    [ ] Scotch Bonnet Yellow Route
    [ ] Birdseye Winder Yellow Route
    [ ] Cobra Run
[ ] Ammunation Shooting Range, Part 2 (28.34%)
[ ] Unique Jumps (28.34%)
    [x] 1/51			[ ] 4/29			[ ] 7/32
    [ ] 2/52			[ ] 5/30			[ ] 8/33
    [ ] 3/53			[ ] 6/31			[ ] 9/34
[ ] Oysters (28.34%)
    Los Santos
    [ ] 1				[ ] 6				[ ] 11
    [ ] 2				[ ] 7				[ ] 12
    [ ] 3				[ ] 8				[ ] 13
    [ ] 4				[ ] 9				[ ] 14
    [ ] 5				[ ] 10			[ ] 15
    [ ] 1/25			[ ] 5/29			[ ] 8/32
    [ ] 2/28			[ ] 6/30			[ ] 9/33
    [ ] 3/26			[ ] 7/31			[ ] 10/34
    [ ] 4/27
[ ] First Date (28.34%)
[ ] Tanker Commander (28.88%)
[ ] Trucking Missions (28.88%)
    [ ] Mission 1
    [ ] Mission 2
    [ } Mission 3
    [ ] Mission 4
[ ] Body Harvest (29.41%)
[ ] King In Exile (29.41%)
[ ] First Base (29.41%)
[ ] Against All Odds (29.95%)
[ ] Gone Courting (29.95)
[ ] Local Liquor Store (30.48%)
[ ] Made In Heaven (30.48%)
[ ] Small Town Bank (31.02%)
[ ] Wu Zi Mu (31.55%)
[ ] Farewell, My Love... (32.09%)
[ ] Are You Going To San Fiero? (32.62%)
[ ] Big Smoke's Cash (32.62%)
[ ] Yay Courier (32.62%)
[ ] NRG-500 Challange (33.16%)
[ ] Buying Properties (36.36%)
    [ ] Doherty (33.69%)
    [ ] Hashburry (34.22%) 
    [ ] Queens (34.76%)
    [ ] Chinatown (35.29%)
    [ ] Calton Heights (35.83%)
    [ ] Paradiso (36.36%)
[ ] Wear Flowers In Your Hair (36.90%)
[ ] Dating Katie (36.90%)
[ ] San Fiero Courier (37.43%)
[ ] Photo Ops (37.97%)
    [ ] 1/38		[ ] 14/6		[ ] 27/12		[ ] 40/2
    [ ] 2/45		[ ] 15/5		[ ] 28/31		[ ] 41/3
    [ ] 3/13		[ ] 16/18		[ ] 29/34		[ ] 42/35
    [ ] 4/7			[ ] 17/27		[ ] 30/47		[ ] 43/39
    [ ] 5/4			[ ] 18/26		[ ] 31/50		[ ] 44/41
    [ ] 6/9			[ ] 19/21		[ ] 32/25		[ ] 45/42
    [ ] 7/15		[ ] 20/19		[ ] 33/20		[ ] 46/40
    [ ] 8/46		[ ] 21/22		[ ] 34/1		[ ] 47/8
    [ ] 9/49		[ ] 22/32		[ ] 35/10		[ ] 48/29
    [ ] 10/48		[ ] 23/23		[ ] 36/24		[ ] 49/30
    [ ] 11/43		[ ] 24/11		[ ] 37/33		[ ] 50/44
    [ ] 12/37		[ ] 25/17		[ ] 38/28
    [ ] 13/16		[ ] 26/14		[ ] 39/36
[ ] Unique Jumps (37.97%)
    [ ] 1/35		[ ] 6/40		[ ] 9/43		[ ] 12/46
    [ ] 2/36		[ ] 7/41		[ ] 10/44		[ ] 15/49
    [ ] 3/37		[ ] 8/42		[ ] 11/45		[ ] 16/50
    [ ] 4/38
[ ] Oysters (37.97%)
    [ ] 1/16		[ ] 4/19		[ ] 7/22
    [ ] 2/17		[ ] 5/20		[ ] 8/23
    [ ] 3/18		[ ] 6/21		[ ] 9/24
[ ] San Fiero Gym (38.50%)
[ ] Blood Bowl (39.04%)
[ ] 555 We Tip (39.57%)
[ ] Valet Parking (40.11%)
[ ] Deconstruction (40.64%)
[ ] Photo Opportunity (41.18%)
[ ] Jizzy (41.71%)
[ ] T-Bone Mendez (42.25%)
[ ] Mike Toreno (42.78%)
[ ] Outrider (43.32%)
[ ] Snail Trail (43.85%)
[ ] Ice Cold Killa (44.39%)
[ ] Pier 69 (44.92%)
[ ] Toreno's Last Flight (45.45%)
[ ] Buying Zero's Shop (45.99%)
[ ] Air Raid (46.52%)
[ ] Supply Lines (47.06%)
[ ] New Model Army (47.59%)
[ ] Beefy Baron (47.59%)
[ ] Mountain Cloud Boys (48.13%)
[ ] Ran Fa Li (48.65%)
[ ] Lure (49.20%)
[ ] Amphibious Assault (49.73%)
[ ] The Da Nang Thang (50.27%)
[ ] Yay Ka-Boom-Boom (50.80%)
[ ] Back To School - Driving School (51.34%)
[ ] Buying Properties (52.94%)
    [ ] Fort Carson (51.87%)
    [ ] Tierra Robada (52.41%)
    [ ] El Quebrados (52.94%)
[ ] Boat School (53.48%)
[ ] Bike School (54.01%)
[ ] Oysters (54.01%)
    [ ] 1/35		[ ] 4/38		[ ] 7/41
    [ ] 2/36		[ ] 5/39		[ ] 8/42
    [ ] 3/27		[ ] 6/40		[ ] 9/43
[ ] Unique Jumps (54.01%)
    [ ] 1/54		[ ] 3/56		[ ] 5/58
    [ ] 2/55		[ ] 4/57
[ ] Dating Barbara (54.01%)
[ ] Ammunation Shooting Range, Part 3 (54.55%)
[ ] Monster (55.08%)
[ ] Highjack (55.61%)
[ ] Interdiction (56.15%)
[ ] Verdant Meadows (57.22%)
[ ] Learning To Fly (57.75%)
[ ] N.O.E. (58.29%)
[ ] Stowaway (58.82%)
[ ] Black Project (59.36%)
[ ] Green Goo (59.89%)
[ ] Buying Wang Cars (60.43%)
[ ] Zeroing In (60.96%)
[ ] Test Drive (61.50%)
[ ] Customs Fast Track (62.03%)
[ ] Puncture Wounds (62.57%)
[ ] Buying Properties (67.38%)
    [ ] Rockshore West (63.10%)
    [ ] The Camel's Toe (63.64%)
    [ ] Pirates in Men's Pants (64.17%)
    [ ] The Clown's Pocket (64.71%)
    [ ] Old Venturas Strip (65.24%)
    [ ] Creek (65.78%)
    [ ] Prickle Pine (66.31%)
    [ ] Whitewood Estates (66.84%)
    [ ] Redsands West (67.38%)
[ ] Oysters (67.91%)
    [ ] 1/44		[ ] 4/47		[ ] 6/49
    [ ] 2/45		[ ] 5/48		[ ] 7/50
    [ ] 3/46
[ ] Horseshoes (68.45%)
    [ ] 1		[ ] 14		[ ] 27		[ ] 40
    [ ] 2		[ ] 15		[ ] 28		[ ] 41
    [ ] 3		[ ] 16		[ ] 29		[ ] 42
    [ ] 4		[ ] 17		[ ] 30		[ ] 43
    [ ] 5		[ ] 18		[ ] 31		[ ] 44
    [ ] 6		[ ] 19		[ ] 32		[ ] 45
    [ ] 7		[ ] 20		[ ] 33		[ ] 46
    [ ] 8		[ ] 21		[ ] 34		[ ] 47
    [ ] 9		[ ] 22		[ ] 35		[ ] 48
    [ ] 10		[ ] 23		[ ] 36		[ ] 49
    [ ] 11		[ ] 24		[ ] 37		[ ] 50
    [ ] 12		[ ] 25		[ ] 38
    [ ] 13		[ ] 26		[ ] 39
[ ] Unique Jumps (68.45%)
    [ ] 8/8 (Los Santos)		[ ] 5/63
    [ ] 9/9 (Los Santos)		[ ] 6/64
    [ ] 5/39 (San Fiero)		[ ] 7/65
    [ ] 13/47 (San Fiero)		[ ] 8/66
    [ ] 14/48 (San Fiero)		[ ] 9/67
    [ ] 1/59				[ ] 10/68
    [ ] 2/60				[ ] 11/69
    [ ] 3/61				[ ] 12/70
    [ ] 4/62
[ ] Las Venturas Gym (68.98%)
[ ] Exports & Imports (70.59%)
    [ ] List 1 (69.52%)
        [ ] Patriot
        [ ] Sanchez
        [ ] Stretch
        [ ] Feltzer
        [ ] Remington
        [ ] Buffalo
        [ ] Sentinel
        [ ] Infernus
        [ ] Camper
        [ ] Admiral
    [ ] List 2 (70.05%)
        [ ] Slamvan
        [ ] Blista Compact
        [ ] Stafford
        [ ] Sabre
        [ ] FCR-900
        [ ] Cheetah
        [ ] Rancher
        [ ] Stallion
        [ ] Tanker
        [ ] Comet
    [ ] List 3 (70.59%)
        [ ] Blade
        [ ] Freeway
        [ ] Mesa
        [ ] ZR-350
        [ ] Euros
        [ ] Banshee
        [ ] Super GT
        [ ] Journey
        [ ] Huntley
        [ ] BF Injection
[ ] Freight Train (71.12%)
[ ] Las Venturas Courier (71.66%)
[ ] Kickstart (72.19%)
[ ] Dirt Track (72.73%)
[ ] Trucking, Part 2 (73.26%)
    [ ] Mission 5
    [ ] Mission 6
    [ ] Mission 7
    [ ] Mission 8
[ ] Race Tournaments
    [ ] Los Santos (76.47%)
        [x] Lowrider Race (73.26%)
        [ ] Little Loop (73.80%)
        [ ] Backroad Wanderer (74.33%)
        [ ] City Circuit (74.87)
        [ ] Vinewood (75.40%)
        [ ] Freeway (75.94%)
        [ ] Into The Country (76.47%)
        [x] Badlands A (76.47%)
        [x] Badlands B (76.47%)
    [ ] San Fierro (79.68%)
        [ ] Dirtbike Banger (77.01%)
        [ ] Bandito Country (77.54%)
        [ ] Go-Go Carting (78.07%)
        [ ] San Fierro Fastlane (78.61%)
        [ ] San Fierro Hills (79.14%)
        [ ] Country Endurance (79.68%)
    [ ] Las Venturas Airport Freight (81.82%)
        [ ] San Fierro to Las Venturas (80.21%)
        [ ] Dam Rider (80.75%)
        [ ] Desert Tracks (81.28%)
        [ ] Las Venturas Ringroad (81.82%)
    [ ] Las Venturas Airport (85.03%)
        [ ] World War Aces (82.35%)
        [ ] Barnstorming (82.89%)
        [ ] Military Service (83.42%)
        [ ] Chopper Checkpoint (83.96%)
        [ ] Whirly Bird Checkpoint (84.49%)
        [ ] Heli Hell (85.03%)
[ ] Fender Ketchup (85.55%)
[ ] Explosive Situation (86.10%)
[ ] Quarry (86.63%)
    [ ] Mission 1
    [ ] Mission 2
    [ ] Mission 3
    [ ] Mission 4
    [ ] Mission 5
    [ ] Mission 6
    [ ] Mission 7
[ ] You've Had Your Chips (87.17%)
[ ] Don Peyote (87.70%)
[ ] Intensive Care (88.24%)
[ ] Misappropriation (88.77%)
[ ] The Meat Business (89.30%)
[ ] Fish In A Barrel (89.84%)
[ ] Madd Dogg (90.37%)
[ ] Freefall (90.91%)
[ ] High Noon (91.44%)
[ ] Saint Mark's Bistro (91.98%)
[ ] Architectural Espionage (92.51%)
[ ] Key To Her Heart (93.05%)
[ ] Dating Millie (93.05%)
[ ] Dam And Blast (93.58%)
[ ] Cop Wheels (94.12%)
[ ] Up, Up, And Away! (94.65%)
[ ] Breaking The Bank At Caligula's (95.19%)
[ ] A Home In The Hills (95.72%)
[ ] Vertical Bird (96.26%)
[ ] Home Coming (96.79%)
[ ] Cut Throat Business (97.33%)
[ ] Beat Down On B-Dup (97.86%)
[ ] Grove 4 Life (98.40%)
[ ] Gang Wars - Control 35% of Territories (98.40%)
[ ] Riot (98.93%)
[ ] Los Desperados (99.47%)
[ ] End Of The Line (100.00%)